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    Weapon Abilities 3.4

    WEAPON ABILITIES

    360 ARCA sweeping omni-directional attack, this attack follows the same

    rules as regular Arc attacks. These attacks target everything

    around the model 360s rather than the normal 180 degree.

    ACID

    Acid effects take place on a successful hit regardless of whether ornot it caused a loss of HP. Place an Acid Counter next to the

    affected Unit. During the following Lingering Effects phase any

    Unit with an Acid counter resolves a PW 4 attack as the acid eats

    away flesh and armor. If the test is passed then the Unit loses the

    counter. Acid is not a cumulative effect.

    BLAST (BL) A Blast (X) label in its RN or Notes specifies a Blast weapon.

    Each is given an accompanying number, e.g. BL (2). The

    number specifies the radius in inches (in) that the Blast affects

    from the target Point of Impact. All Units whose Bases are at

    least partially within the Blast radius suffer the effects of theattack.

    BLEEDWeapons with this ability are intensely ruthless versions of their

    ilk, and cause damage over multiple turns. The effects of

    Bleeding take place upon a successful hit, regardless of whether

    or not the attack resulted in actual damage. Upon a successful

    attack, place a bleeding counter next to the victim of the

    attackers weapon. During subsequent Lingering Effects phases,

    any miniature with bleeding counters is subject to the loss of an

    additional Health Point. The controlling player rolls 1d20 in an

    attempt to stop the blood loss. On a 10 or less remove theBleeding Counter. On an 11 or more the miniature loses 1 HP

    that turn from blood loss. The Bleeding counter remains on the

    effected miniature until the unit is passes a bleeding test.

    Bleeding attacks never stack; in the case of two separate Bleeding

    attacks, only one counter is placed. Bleeding does not affect units

    with the Non-Living Unit or tough as nails ability.

    BLINDA Unit hit by a weapon with Blind gains 1 Blind counter. Units

    with a Blind counter suffer -2 to Ranged Assault and Close

    Assault TNs. Also all RA Range penalties are doubled (Under

    normal circumstances therefore 1 per 4 becomes 2 per 4).All Blind counters are lost at the end of a Units Activation.

    NOTE: Blind counters do not stack and their corresponding

    penalties are therefore not cumulative.

    BLOOD PATHOGENSWeapons with the ability induced virulent blood pathogens into

    the enemy Unit. If an enemy Unit is hit regardless if it wounds

    or not place a Blood Pathogen counter on the Unit. During the

    Lingering Effects Phase any Units with a Blood Pathogen

    counter must make a PW 4x2 hit, no wound is suffered but the

    Unit is automatically KP and loses 1 AP during their nex

    activation. The effects of Blood Pathogens are not cumulative

    but may stack with other loss of AP effects. This Weapon ability

    does not affect Non Living Units.

    BURST

    Weapons with this capability can fire short bursts instead osingle shots. All Ranged Assaults made with a single AP must be

    at the same target. When using Burst Fire you must make all the

    attacks listed in that Attack Group and you must roll for al

    attacks even if the target is removed from play during the Burst.

    Example A Weaponsmiths Gods Wrath rifle has the Burstability. The Weaponsmiths Attack Group 3 shows it can make 3Ranged Assaults for 1 AP. All of these 3 shots must be at the sametarget Unit and the Weaponsmith must roll for all 3 attacks to check

    for Malfunction even if the 1st or 2nd shot results in the target beingremoved from play.

    BRUTALA CA or RE attack from a Weapon with this ability may not be

    Parried.

    CAUTERIZEWeapons with this Ability cause searing wounds, usually through

    intense heat, cold, or other such effects. These weapons fuse

    nerve, bone, and vessels in such an extreme way that any

    regaining of HP due to Healing Abilities or Regeneration is not

    possible if lost a weapon with this Ability. The Numb ability is

    still effective on Units with Cauterized wounds however.

    CONDUCTIONElectrical discharges tend to gravitate toward the object with the

    greatest conductivity. Template attacks with Conduction deal

    normal damage to all Units under the template, as normal. The

    Unit with the highest Armor (AR) value under the template

    suffers an additional Power Multiplier to the damage roll and

    causes Cauterized damage, i.e. PW 9 becomes 9X2, Power 9X2

    become 9X3, etc. In the case of a tie for highest Armor, the

    Caster chooses who takes the Conduction damage.

    CRUSH

    If a weapon with this ability successfully hits its target, alladditional attacks during this activation from the same weapon

    automatically hit. A MAL check is required for each use of this

    automatic hit ability. Units may not parry the automatic hit

    from a Crush attack.

    NOTE: Target still makes armor save.

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    Weapon Abilities 3.4

    DETONATEIf a Unit with this hits an the target fails its Armor save, the

    attacking Unit may detonate the explosive tip. The target unit

    takes a PW 4x2. Detonate may only be used once per activation.

    ENTANGLEA weapon with this ability will entangle a Unit on a successful

    hit. An Entangled target is considered Knocked Prone (for the

    purposes of target numbers & movement only). An entangledUnit may not spend AP to use an attack group. An Entangled

    Unit may spend 1AP to remove the effect of entangle. Entangle

    is a cumulative effect, but may not stack more than the Unit has

    AP.

    EXTREME DAMAGE (ED)Weapons with this Ability cause larger amounts of Damage than

    normal weapons. The number in parentheses after ED is the

    amount of HP lost to a successful attack. I.e. ED (2) = 2 HP lost

    due to a failed Armor save, ED (3) = 3 HP lost due to a failed

    Armor save and so on.

    FEAR TOXINThis ability laces a weapon with chemical compounds designed

    to induce overwhelming fear and anxiety within anything it

    injures. Any Unit hit by a weapon with the Fear Toxin ability

    receives a fear counter. No saving throws may be attempted

    against this counter, and it remains for the duration of the game.

    Fear Toxin does not affect Units with the Non-Living Unit

    ability.

    FIREThe Fire Ability will have a number in parentheses following it

    in the weapons statistics e.g. Fire (10). If a Unit is hit with a Fireattack the player first works out the attack as normal then if the

    Target Unit is still in play it is On Fire. and receives a On Fire

    counter.

    When the unit activates, a unit that is On Fire may then

    attempt to extinguish the flames. The Unit first spends 1 AP to

    make the attempt; this AP is lost regardless of success or failure.

    The player then rolls 1 d20. The TN to put out the Fire is the

    number in parentheses from the weapon that caused the fire.

    You may repeat this attempt for as many APs as the Unit has. If

    the roll to extinguish the fire fails the unit takes an automatic

    PW 7 hit. If the roll to extinguish the fire is successful, removethe On Fire counter. Fire is not a cumulative effect. A Unit not

    attempting to extinguish the flames takes an automatic PW 7

    hit.

    Example: A Firestorm hits a squad of three Golabs. After workingout the attacks, all Golabs take 1 damage, and receive an On Firecounter. The Golab squad activates. Golab #1 spends 1 AP toextinguish the flames, and rolls a 14, he spends another AP, androlls a 15, he spends his last AP and rolls a 13, he then resolves a

    PW 7 hit, rolls a 14 and is dying. Golab #2 activates and spends1AP to extinguish the flames, and rolls a 12, he removes the On Firecounter and finishes his activation. Golab #3 activates and choosesnot to attempt to extinguish the flames. He resolves a PW 7 hit, rolla 10, saves; and retains the On Fire counter.

    FRANTIC TOXINThis ability laces a weapon with chemical compounds designed

    to induce overwhelming delusions and hallucinations withinanything it injures. Any Unit hit by a weapon with the Frantic

    Toxin ability receives a frantic counter. When the Unit next

    activates, make a PS test at 4. Frantic Toxin does not affect

    Units with the Non-Living Unit ability.

    Successful test: If the test is equal to or under the Units PS stat,

    remove the frantic counter.

    Failed test: Make a scatter roll. Move the Unit in the direction

    and number of the scatter die in inches halved (rounded down).

    The Unit must expend all AP necessary to move in the direction

    and number in inches of the scatter die halved (rounded down).The Unit is not considered breaking from close assault. If the

    Unit comes to base-to-base contact with another Unit, it will use

    it's remaining AP, to attack the Unit (this is not considered a

    charge) with a randomly determined attack group with the range

    CA or RE, and end their activation. Units moving off the table

    are subject to the movement off table rules. The Unit will end

    its activation if it reaches terrain it cannot move through. The

    Unit will move into dangerous terrain. Remove the frantic

    counter. Frantic Toxin does not affect Units with the Non-

    Living Unit ability.

    FULL AUTO (FA)Weapons with this capability fire fully automatic instead of

    single shots. A Full Auto weapon is specified by a Full Auto (FA)

    (X) label in its Notes and is given an accompanying number e.g.

    FA (5). The number specifies the distance in inches (in) that the

    Full Auto affects from the initial target Unit. All Units whose

    bases are at least partially within the Full Auto distance are

    affected by the attack. A Full Auto weapon has an Attack Arc of

    360. All Full Auto attacks are considered to occur

    simultaneously. Make a separate To Hit roll for each Unit

    affected by the attack. Resolve To Hit rolls by initial target, then

    closest to furthest Unit from the attacker. Cover, Partial Cover,

    and Completely Obscured apply to Full Auto attacks. Unitsmust be within the weapons Range to be affected by a Full Auto

    weapon. A Unit may not aim a Full Auto weapon. Full Auto

    weapons ignore Firing Into A Close Assault rules. A Unit using

    a Full Auto weapon is never the target of their own Full Auto

    distance, unless they have Malfunctioned. A Full Auto weapon

    may only Malfunction on the initial To Hit roll.

    Example 1 A Bangers Gods Fury Machine Pistols has theFull Auto Ability (FA 2). The Banger fires at a Broodling (A).

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    Weapon Abilities 3.4

    Measuring 2 from Broodling (A), Broodlings B, C, D & E basesare within the FA (2). Broodling (B) is Completely Obscured behinda large rock, so no To Hit roll is made. Broodling (C) is in Coverbehind a large bolder and gains a 4 TN. Broodling (D) is inPartial Cover from Broodling (A) and gains a 2 TN. Broodling(E) is 13 from the Banger and out of range of the attack, so no ToHit roll is made.

    Example 2- A Banger is in BtB with Broodlings A, B (in his frontarc), C & D (in his Rear arc) . The Banger fires at Broodling (A),measuring 2 from Broodling (A), Broodlings B, C, D & theBanger bases are within the FA (2). Since the Banger is never atarget of their own. Full Auto distance no To Hit roll is made.Separate To Hit rolls are made for Broodling B, C & D.

    HOOKThe ammo for this weapon is hooked and barbed allowing it to

    stick into the target. Hooked weapons also trail a cable or rope so

    that the hook can be used to pull the target prone. Once the

    target is hooked the firing model may spend an AP to knock the

    target prone. Each AP will cause another damaging hit from theweapon as well as a KP equal to the (X) on the ability. For each

    Hooked counter on the target add +2 to the KP check. If a

    model is hooked by a weapon it may not move beyond the range

    of the weapon unless it removes the counter first. Once hooked

    there is only 3 ways for the target to remove the counter.

    1) If the hooking model fires the weapon at another target

    remove its hooked counter from the original target.

    2) If the firing model is killed remove any hooked markers.

    3) A model hooked may spend an AP to remove the barb. This

    results in a second hit from the weapon. Roll AR save to prevent

    the damage.

    Example: A Wasteland Warrior engages a Bane. The WW shoots hiszip gun into the Bane and scores a hit. The Bane rolls a save on thearmor test from the shot. The WW uses his second AP to try and pullthe Bane prone. The KP test fails but the Bane has to make a secondsave vs the pw 3 hit from the gun. The WW decided to use his last

    AP to try a 3rd time to pull the Bane down. This time he succeeds inpulling the Bane to the ground. The Bane is fortunate enough tohave his armor hold up to the damage but is now prone.

    HORRIBLE DEATH

    If a Unit in a Squad is Dying as a result of an attack from this

    weapon, immediately give the squad a Panic counter.

    INGESTA unit with this WA ingests Puds into victim. During the

    Lingering Effects Phase unit that has been ingested must make

    an Armor Save with no PW modifier. On a failed AR save the

    Unit takes a wound. On a crit fail the victim automatically dies

    and X Puds burst from the victims corpse, where X was the

    Units HP stat. Units that have been ingested with Puds may not

    Regenerate. Upon reaching 0 Wounds the Unit is dead, but the

    body remains on the battlefield. In the next LE phase a Pud

    erupts from the corpse. Remove the Unit from the game, units

    with Fortitude still remain in play. This ability only affects

    Living Units, units with Acid Blood do not affect the Puds.

    KABOOM!These weapons are extremely unstable. Kaboom! is followed by a

    number, which indicates the number needed for the ability to

    take effect. When a Kaboom! Unit is hit by a CA or RA weapon

    the player controlling the Unit must roll 1d20. On a roll of the

    Kaboom! number or higher the weapon explodes into a 3 Blast

    (BL3). Any unit under the template is treated as if the weapon

    that exploded has made a successful Ranged Assault on them. A

    Kaboom! Unit that rolls a MAL is considered to have hit

    themselves with the weapon and thus must check for Kaboom!

    NOTE: A Kaboom! Roll is necessary with each successful hit on

    the Unit, irrelevant of damage caused.

    KAMIKAZEFanatical loyalty, psychosomatic conditioning, or simply lacking

    the concept of self, are just some of the symptoms they lead to

    the Kamikaze Unit. Fearless of the consequences, suicidalweapons show up at those times when the ends justify any

    means. Successful hits from weapons with this ability damage

    both the attacking Unit and its Target.

    KNOCK BACK (KB)Knock Back (KB) weapons create such force that opponents are

    sent staggering back. On a successful attack, before the Armor

    save, a Unit with this ability rolls a d20. If the number that was

    rolled is less than or equal to the KB number in parenthesis, the

    Unit is then knocked back directly D20/2. For every size larger

    the attacking Unit is than the target Unit, add 2 to the KB target

    number. For every size smaller the attacking Unit is than thetarget Unit, subtract 2 from the KB Target Number. If the

    target hits an equal, or larger sized Unit, it stops in BtB contact,

    is knocked Prone and immediately resolves a PW attack equal to

    1/2 the distance in inches (round down) knocked back. If the

    target hits dangerous/impassible terrain, or a small linear obstacle

    it stops in BtB contact, is knocked Prone, and immediately

    resolves a PW attack equal to the distance in inches (round

    down) the distance knocked back. A knocked Back Unit moves

    over Units of a smaller size, knocking them Prone. If the Unit

    being knocked back ends on top of a smaller sized Unit, push the

    smaller sized Unit back to make room for the knocked back

    Unit. (Pushed Units are not knocked Prone) Unit(s) moved outof CA as a result of a Knock Back action do not require any type

    of Break test and are not subject to the free attack for breaking

    combat. Prone Units are knocked back distance. After

    completing all effects of Knock Back, resolve the initial Armorsave. Knock Back weapons do not gain Ganging Up bonuses.

    NOTE: A 20 always fails and a 1 always succeeds, no matter

    what size the Units are. RA Weapons with KB work exactly like

    CA weapons with KB. An On Hold Unit may attempt to evade

    a Unit that has been knocked back.

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    Weapon Abilities 3.4

    Example: Jordan activates his Gazelle and charges Scotts SoulSearcher #1 with Dual Kick. Jordan rolls a 10 for the KB. Jordanrolls an 18 The Soul Searcher Knocked Back 9. The Soul Searchermoves over two Spear Slaves before hitting Soul Searcher #2 aftertraveling 8. The Spear Slaves are Knocked Prone. Soul Searcher#1 is Knocked Prone, and resolves a PW 4 attack. Soul Searcher #1now resolves the initial PW 5x2 (4x2 +1 PW for charge) Armorsave.

    Example: Jordan activates his Gazelle and charges Mikes Golabwith Dual Kick. Jordan rolls a 10 for the KB. Jordan then rolls a5. The Golab is moved back 5 and it moves over Buzzblades #1 , stopping on top of Buzzblade #3.Buzzblades #1 & 2 areKnocked Prone. Buzzblade #3 is pushed back to allow room forGolabs base. Buzzblade #3 pushes back into Bone Doc, Bone Doc is

    pushed back to allow room for Buzzblade #3s base. Golab nowresolves the initial PW 5x2 (4x2 +1 PW for charge) Armor save.

    KNOCK PRONE

    A Knock Prone (KP) weapon is capable of knocking theopponent to the ground. The Ability is followed by a number in

    parentheses. This number is the TN needed to successfully KP

    the target. A KP roll is made for every successful hit regardless of

    damage (If an opponent has any Abilities that may reverse the

    successful hit they may make that attempt before the KP roll). If

    the attacking player rolls equal to or under the TN, the target

    Unit has been Knocked Prone, and the Unit is marked as Prone.

    For every size larger the attacking Unit is than the target Unit

    add 2 to the KP target number. For every size smaller the

    attacking Unit is than the target Unit subtract 2 from the KP

    target number.

    NOTE:A 20 always fails and a 1 always succeeds, no matterwhat size the Units are. RA Weapons with KP work exactly like

    CA weapons with KP

    NOZZLEWeapons with a Nozzle are weapons that can choose either the

    Spray or Stream template.

    NUMBThis ability prevents friendly Units from being Removed from

    Play immediately upon Dying. Instead, friendly Dying Units

    receive a Dying counter and remain on the Battlefield until theynext activate, or take twice their original HP in Damage. Numb

    can be used in 1 of 2 ways. A Weapon with Numb is capable of

    injecting a combination of various steroids, stimulants and other

    synthesized narcotics. While these are generally used to help

    wounded allies overcome mortal injuries for short periods of

    time the dosages can be adjusted so that the weapon can be used

    Offensively, desensitizing an opponent and making them

    sluggish and soporific. In Game circumstances it is normally

    assumed that when using the weapon on a Unit from your own

    Force it is used Defensively but when on a Unit from another

    Force it is used Offensively. You must state before using the

    weapon if you wish it otherwise.

    DEFENSIVE

    When used Defensively Numb is able to help a Unit

    temporarily overcome what would normally be a mortal

    injury. The Unit must be in base to base contact with the injured

    Unit and must spend an AP to use the Ability. The wounded

    Unit is

    then automatically given a Numbed Wound counter (No

    Armor Save necessary). Any Unit with a Numbed Wound

    counter receives 1 HP but also a 2 penalty to all TNs except

    Armor Saves from the effects of the drugs. If a Numbed Wound

    counter is removed for any reason then the HP is immediately

    lost (as is the 2 penalty).

    OFFENSIVE

    Numb can also be used on enemy Units. In this case make a CA

    attack as normal, including Armor Saves. If a Unit takes Damage

    from a Numb weapon it receives a Numb counter as well as the

    normal effects of the attack. Any Unit with a Numb counter

    receives a 2 penalty to all TNs except Armor Saves. If a Numb

    weapon has a RN of other than CA then it can also be used at

    Range. Follow all normal Ranged Assault rules for these attacks,

    including Armor Saves, regardless of whether the weapon is

    being used Offensively or Defensively.

    NOTE: Numbed Wound (and Numb) counters are removed

    at the end of the game. If any Units are reduced to 0 HP, as a

    result of the loss, then they are counted as casualties for Victory

    Points purposes. A friendly unit may only be affected by this

    ability once per game.

    PARALYZING POISONMany Brood Units have developed poison-producing glands,

    making their claws and bites even that much more dangerous.

    Some have even managed to develop these glands in chitinous

    weaponry growing from their bodies. Whenever a weapon with

    this Ability successfully hits an enemy Unit, they immediately

    lose 1 AP. (If the Unit has 0 AP due to other reasons than

    Paralyzing Poison; carry this penalty over to the next Game

    Turn). Paralyzing Poison is not a cumulative effect, and does

    not affect Units with the Nonliving Unit Ability. Paralyzing

    Poison is subject to Immunity to Poison Paralyzing Poison

    does not remove free AP gained from charging.

    PARRYUnits that have a weapon with the Parry Ability may elect to

    parry a Close Assault attack. To make a Parry the player rolls

    1d20 equal to or under their highest AS statistic on a weapon

    with the Parry Ability. If successful, the attack has not hit, no

    Armor save is necessary and no special effects of the attacking

    weapon are taken. If the Parry fails the Unit still gets its normal

    Armor (AR) save. Ranged Assaults cannot be Parried (Reach

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    Weapon Abilities 3.4

    attacks however can be parried as normal). You may only make

    one Parry attempt per attack regardless of how many weapons

    with the Parry Ability a Unit possesses.

    NOTE: You may not attempt to Parry a Critical Hit. A CriticalParry failure results in exactly the same penalties as a Critical

    Armor Save. You may only Parry attacks to your front Arc.

    PIERCEA Pierce weapon is so powerful it is capable of puncturing

    through its intended target and skewering those unlucky enough

    to be on the other side. If a Unit loses a HP to a Pierce attack it

    continues on past the target Unit with a chance to hit any Units

    directly behind it in a straight line from the attacking Unit. Roll

    To Hit for the next Unit directly behind the original target Unit.

    Each hit beyond the first suffers a -2 PW penalty as the projectile

    loses momentum. Extra Range modifiers apply if any extra target

    passes a 4 threshold and Cover modifiers also apply except the

    Cover supplied by the initial target Unit. The Pierce attack

    continues to the maximum effective range of the weapon. If the

    2nd Unit is wounded the weapon continues on in the same wayto the next Unit along the same straight line. If one of the To

    Hit rolls fails or the weapon fails to wound one of the target

    Units the Pierce stops and can not affect any other Units. Pierce

    will not punch through solid terrain features like walls,

    buildings, hills, etc.

    NOTE:Aiming a Pierce weapon will only gain the Aim benefitsfor the initial target Unit, the bonus for Aiming will not count

    when making To Hit rolls for the 2nd or subsequent target

    Units

    PINA weapon with the Pin Ability can attempt to keep a target Unit

    down with its face in the dirt. All Pin weapons also have the KP

    Ability (See KP for details on how it works). If a weapon with

    Pin successfully Knocks Prone an opponent, it automatically

    Pins them. If a Unit is already Knocked Prone a successful roll to

    hit causes damage as normal for the weapon and a Pin.

    Once a Unit is Pinned the Pinning Unit may spend an AP to

    causes an automatic Hit on the Pinned Unit. Damage is worked

    out as normal for the weapon with the Pin Ability.

    When a Pinned Unit wants to break a Pin it must roll to

    Break the Pin. To make a Break from Pin roll the Pinned Unit

    first spends the 1 AP for the attempt (this AP is lost regardless ofsuccess or failure). The Pinned Unit then makes a Close Assault

    against the Pinning Unit. This CA attempt is free and can cause

    no damage. If the To Hit roll is a success the Pinned Unit has

    Broken the Pin If the Pin is Broken successfully the Unit

    automatically stands up but is still in CA with the Pinning Unit.

    A Break from CA Test is needed if the Unit wishes to move out

    of BtB contact. Any failure means that the Unit has failed and is

    still Pinned. In addition, if the Break Test fails the

    Pinning Unit may roll to hit with the Pinning weapon so see if

    damage is dealt from the Pinned Unit trying to get up, this roll is

    free and costs no AP. A Pinned Unit may try to Break the Pin as

    many times in a Turn as it likes assuming it has the 1 AP

    necessary for each attempt.

    A Pinned Unit may not take any actions other than to try and

    Break the Pin (Although if it so chooses a Unit may elect to take

    no actions).

    If a weapon with Pin also has the RE ability the Pinned Unit

    may not be in BtB contact when they break the Pin. If this is

    the case they are not considered to be in Close Assault and may

    act as normal.

    If a Unit that is Pinning another Unit is attacked in Close

    Assault it may choose one of two options.

    Hold the Pin In this case the Pinning Unit counts as Proneagainst all CA attacks made against it.

    Release the Pin In which case the Pinning Unit counts as freeand may turn to face the attack if it is otherwise able to do so.

    NOTE:A 20 always fails and a 1 always succeeds and causes asuccessful KP and Pin.

    POINT BLANKThis Ability represents a Ranged Assault weapon that can be

    used in Close Assaults. Normally this is a pistol with which the

    Unit has practiced close quarters fighting. As the Unit does not

    manually power these weapons they do not benefit from the PW

    bonuses in certain circumstances. Point Blank weapons do not

    gain PW bonuses for Charging, Ganging Up (Or any variant

    such as Superior Ganging Up, Tandem Fighting etc.) or Berserk

    They do not receive a PW bonus for attacking from the Rear or

    from the Ability Hatred.NOTE: Point Blank weapons with an RF number share their RF

    between RA and CA Attack Groups. The RF listed is for the

    total number of attacks you can make per Game Turn regardless

    of whether they are Ranged or Close Assaults or how many

    Attack Groups the weapon is listed in.

    POISONThe Poison Ability is followed by a number in parentheses, this

    is the strength of that particular Poison e.g. Poison (4). If a Unit

    is hit by a Poison weapon it receives a Poison counter. During

    the lingering effects stage Units must make a Poison test (see

    below) for each Poison counter they have. Poison counters dostack.

    POISON TESTS

    A Poison test is a d20 roll. The base TN for Poison tests is 20

    minus the strength of the Poison, the Unit must roll equal to or

    lower to avoid failing. A failed Poison Test results in the loss o

    1 HP and the Unit keeps the counter. If the test is passed then

    the Unit loses the counter. Wounds caused by failed Poison tests

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    Weapon Abilities 3.4

    class as Cauterized. NOTE: Poison does not affect Nonliving

    Units.

    Example: A Soul Searcher is hit twice by a Squad of Shades. andreceives two Poison (5) counters. During the next lingering effectsstage he must make 2 Poison Tests. The TN for these Tests is 15. Herolls for both Tests and gets a 9 and a 17. The Searcher thereforeloses 1 HP and keeps 1 Poison counter.

    POWER DRAINWeapons with power drain use enormous amounts of energy.

    This makes it impossible for more than one of these weapons to

    be used in an activation. Only one power drain weapon may be

    used per activation.

    REACH (RE)REACH (RE)

    Reach weapons represent large axes, long poles, whips or any

    weapon capable of a limited reach. This allows a Reach (RE)

    weapon to make Close Assault (CA) and short Ranged Assault

    (RA) attacks. All Reach attacks that originate from the targetUnits Rear gain +1 to the Assault and +1 to the PW.

    REACH CLOSE ASSAULT Resolve as a normal CA except

    RE weapons make Breaking from CA harder. In order to

    Break from CA without being attacked by a Unit with a Reach

    weapon, the Breaking Unit must make 2 successful checks

    (either Distract or Dodge). If either fail, the Breaking Unit is

    attacked as normal. Only one free attack generates even if both

    attempts fail.

    REACH RANGED ASSAULT A weapon with Reach will

    have RE followed by a number in parentheses in the RN field ofthe weapons statistics e.g., RE (10). The number in

    parentheses is RA range, in inches. Reach Ranged Assaults

    resolve as a normal RA, see below, and they also may use the

    Fire from Hold action. RE weapons may RA when in BtB

    contact with an enemy Unit. They may also make Ranged

    Assaults over Units of equal or lesser Size with no penalty and

    they ignore the Target Priorities and Firing into CA rules.

    NOTE: If an Ability like Pin or KP are on a RE weapon from

    Ranged Assault, if the Unit Breaks the Pin or stands from the

    KP they are not considered in BtB contact

    REAR ATTACKWeapons with this ability may only be used to attack Units in

    your Rear arc.

    RICOCHETAfter a successful Armor save from an attack with this ability, the

    ammo bounces off in a random direction. Roll a scatter die and

    the saw blade travels in that direction. The first unit, enemy or

    friendly, that is in the path of the saw blade takes a PW 3x2 hit.

    To determine the distance of the ricochet subtract the Distance

    from the attacker to the target from the RN of the Attack.

    ROTWeapons with this Ability are scathing and corrosive in nature. If

    a Rot weapon hits a Unit it receives a Rot counter. During the

    Lingering Effects stage, Units must make a Rot test for each Rot

    counter they have. On a roll of 10 or less, a Rot counter is

    removed. A Unit with a Rot counter is at 2 AR for each Rot

    counter.

    SCATTER SHARDSCrystal shards are highly unstable mineral pieces that the Slaves

    use as weapons. Some have mastered the ability of using these

    crystal shards as explosive antipersonnel mines. A Unit with

    Scatter Shards may spend 1AP to scatter a 1 radius shard field

    on the battlefield. No more than 2 away from the Units

    current position. This ability is automatic and no To Hit roll is

    required although the player must still roll to see if the shards

    Malfunction. Units in a Close Assault may not use this ability

    until they have left the combat.Any Unit that passes through a Shard Field at any point during

    their movement must make an AS test to prevent the crystals

    from exploding. Simply roll under the Units highest AS stat. A

    failed test means the Field has exploded and the Unit must make

    a successful armor test against the shards PW, or suffer damage

    indicated on the weapons listing. If successful in rolling the AS

    test, the Unit moves uneventfully through the Shard Field.

    However, if the Unit should again move through the Shard

    Field, a new test must be taken. Shard Fields do not stack with

    each other; thus, a Unit that moves through two different (and

    overlapping) Shard Fields simultaneously will only be required to

    test once, and if failed take damage once. Any Shard Field that isoverlapping another Shard Field that detonates, will itself

    detonate, and in turn will detonate any Fields touching it. Only

    the Unit that moves through the Field must make the test, if

    other Units are inside the Field when it detonates they also take

    damage from the Field. Once a Field detonates remove it from

    play.

    SHARD SHATTERWhen these weapons, made from shards of crystal, malfunction

    they send crystal shrapnel out in all directions. This shrapnel

    affects any Unit holding the weapon as well as any Unit in BtB

    contact with them. The Unit malfunctioning and any Units inBtB contact with them are therefore hit by the weapons normal

    malfunction effect.

    SKEWERAn attack with this WA may only be used against Prone targets.

    SUNDERWeapons with this Ability strike in such an acute way that armor

    is damaged when struck by this weapon. After a successful Hit,

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    Weapon Abilities 3.4

    permanently reduce the Target's Armor by 3. Multiple hits of

    Sunder are not cumulative.

    SMOKE CLOUDSmoke Clouds partially block Line of Sight and provide Cover.

    A Unit making a Ranged Assault where the LOS to the target

    Unit crosses the Smoke Cloud template suffers a 4 penalty to

    the TN To Hit. If a Units base is completely within in the

    Smoke Cloud any Close Assaults it makes have a -4 penalty to

    the TN To Hit. During each Lingering Effects phase, roll 1 d20

    for each Smoke Cloud template, on a roll of 11+ the Smoke has

    dissipated and the template is removed.

    NOTE: The size of the Smoke Cloud template is the Blast

    number in the weapons statistics.

    SPRAY AND PRAYA weapon with Spray and Pray is capable of unleashing an

    incredible amount of ammunition in a very short time. A Unit

    must announce it is using Spray and Pray immediately uponbeing Activated. For this Activation the Unit doubles the

    amount of Ranged Assaults that can be made per AP. Due to the

    extreme recoil of this effect any Unit using Spray and Pray has a

    -4 penalty to its TN for the Spray and Pray weapon in addition

    to any normal modifiers to each RA attempt. Spray and Pray

    may only be used once per Game due to the extreme amount of

    ammo exhausted in this maneuver. A Unit may not Aim when

    using Spray and Pray.

    STUNA Stun weapon is capable of disorienting an opponent.

    Whenever a weapon with this Ability successfully hits an enemyUnit, they immediately lose 1 AP. (If the Unit has 0 AP due to

    other reasons than Stun; carry this penalty over to the next Game

    Turn). Stun is not a cumulative effect.

    TOXIC CLOUDA Toxic Cloud is a Smoke Cloud effect that remains in play.

    During the Lingering Effects Phase the owning player of the

    Cloud rolls a D20, on an 11 or more the cloud is dissipated,

    otherwise it remains in play. While it remains in play any Non-

    Toxic Cult Unit that enters the cloud or begins their activation

    in the Cloud receives a Poison (4) counter. Likewise if a Non-

    Toxic Cult Unit remains in the cloud for every AP spent, theyreceive a Poison (4) Counter. Units with Non-Living, Enviro

    Filters and Toxic Cult ability are immune to this Cloud Effect.

    Toxic Cloud does not stack with other Smoke Cloud Effects in

    regards to RA and CA penalties.

    TREMORWeapons with this ability shake the ground when they hit,

    causing Units to lose their footing. Center a BL(2) in the front

    arc of a Unit with this ability. All Units (Except ones with the

    Tremor weapon Ability) in the area of effect suffer KP (14)

    THROWING PUDSThe art of throwing a Pud as a weapon is something that only

    the Pud Throwers themselves have truly mastered, as the Puds

    themselves dont truly enjoy it when they re hurled across the

    battlefield. Through discipline and training, the Pud Throwers

    have gleaned a proper technique, able to use these beasts as very

    effective projectiles.

    A Pud Thrower may spend 1 AP to throw a Pud:

    A Pud cannot be thrown into Close Assault.

    The Player picks a Point of Impact (PoI) within the

    range of the weapon. Standard PoI rules are used (DF

    3).

    If the Pud lands on an enemy Unit. Place the Pud

    Unit in BtB contact with the enemy Unit (within either

    the front or back arc; depending upon the direction the

    attack came from). Immediately resolve a automatic hi

    from the Pud (PW 4x2). This is an inherent ability

    and does not interfere with their normal activation for

    the turn.

    If the RA attack misses roll a Scatter Roll to find where

    the new Point of Impact is. Divide the number rolled

    by 2 (rounding down) to find the number of inches the

    Pud scatters, place the Pud. The maximum a Pud can

    scatter is half the distance between the Attacking Unit

    and Target Unit (rounded down). If a Pud Scatters to a

    point further than maximum scatter the extra distance

    is ignored and the Pud is placed at the point of

    maximum scatter.

    If the Pud lands on top of a friendly Unit. Place the

    Pud in BtB contact with the friendly Unit (within

    either the front or back arc; depending upon the

    direction the scatter came from). The controller

    chooses the final facing of the Pud.

    If the Pud scatters on an enemy Unit. Place the Pud

    Unit in BtB contact with the enemy Unit (within either

    the front or back arc; depending upon the direction the

    attack came from). Immediately resolve a automatic hi

    from the Pud (PW 4x2). This is an inherent ability

    and does not interfere with their normal activation for

    the turn. If a Pud scatters off of the table edge, they will be

    placed at the point on the battlefield nearest to the

    table edge. The controller chooses the final facing o

    the Pud.

    If a Pud scatters in hazardous terrain, the Pud is placed

    with their base touching the edge of the terrain closes

    to the final scatter point. (Controller chooses facing)

    VENT(x)

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    Weapon Abilities 3.4

    An attack with this Weapon Ability automatically hits each Unit

    within the prescribed range in inches from the attacking Units

    base. Consider this an AOE attack. Units on Hold may attempt

    to Evade from Hold; Units in Base to Base with the attacking

    Unit may not Evade. This attack automatically hits the attacking

    Unit as well.

    WHIPLASHA weapon with this ability causes a loss of 1 AP if the target unit

    makes a successful Armor check.