Upload
david-moffit
View
212
Download
0
Embed Size (px)
Citation preview
8/8/2019 WAbilities_4-0
1/8
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.
8/8/2019 WAbilities_4-0
2/8
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).
8/8/2019 WAbilities_4-0
3/8
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.
8/8/2019 WAbilities_4-0
4/8
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
8/8/2019 WAbilities_4-0
5/8
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
8/8/2019 WAbilities_4-0
6/8
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,
8/8/2019 WAbilities_4-0
7/8
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)
8/8/2019 WAbilities_4-0
8/8
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.