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MechWarrior - 1 Dark Age Updated Special Equipment Card (2004)

MechWarrior - 1 Dark Age Updated Special Equipment Card (2004)

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Published by mrtibbles
Rules and accessories for WizKid's MechWarrior Dark Age miniatures game.
Rules and accessories for WizKid's MechWarrior Dark Age miniatures game.

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Published by: mrtibbles on Feb 13, 2014
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01/28/2015

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ARMOR PIERCING
 (optional) When this unit makes a ranged combat attack, it ignores all defense special equipment of the affected unit or units while resolving the attack.
ANTI-PERSONNEL
 (optional) This unit’s ranged combat attack affects the target unit and every infantry unit in base contact with the target, delivering this unit’s damage value to each unit hit. For this attack, only one dice roll is made and compared to each unit’s defense value.
STREAK MISSILES
 (optional) When this unit is given a ranged combat order targeting a single unit, the line of fire is not affected by terrain or other units. If the attack succeeds, deal damage equal to this unit’s damage value reduced by 1 to a minimum of 1. This attack may not be used to tar-get a ’Mech that is shutdown or a unit with Elec-tronic Camouflage special equipment.
POINT DEFENSE SYSTEM
 (optional) Any friendly unit in base contact with this unit may use this unit’s unmodified defense value instead of its own.
BALLISTIC DAMAGE SPECIAL EQUIPMENT
 
 ENERGY DAMAGE SPECIAL EQUIPMENT
PULSE
 (optional) When this unit succeeds at a ranged combat attack against a single target, this unit may immediately make a second ranged combat attack against the same target with a +2 modifier to the target’s defense. If the firing unit is a ’Mech, it takes an additional 1 click of heat for the second attack. Pulse can be used by a unit only once per turn; it does not cost an extra order.
GRAPPLE
(optional) When this unit is in base contact with a single opposing vehicle or ’Mech, the target unit successfully breaks away only on a die roll result of 5 or 6, even if it has the Evade or Jump Jets special equipment.
ALPHA STRIKE
 (optional) ’Mech only. When this ’Mech is given a ranged combat order with a single opposing unit as the target, click its heat dial until the shutdown icons appear; keep track of the number of clicks needed to reach shutdown. If the attack succeeds, the ’Mech’s damage value is increased a number of clicks equal to the number of clicks of heat this unit needed to reach shut-down. Once the ranged combat attack is resolved, this ’Mech is shutdown.
FLAMERS
 (optional) This unit can be given a close combat order targeting a single opposing unit. When this unit succeeds at a close combat attack against an infantry or vehicle unit, add 1 click of damage to this unit’s normal damage value. When this unit succeeds at a close combat attack against a ’Mech that is not shutdown, the target takes 2 clicks of heat instead of this unit’s normal damage value.
 
EQUIPMENT
 
Give this unit a close combat action with a single opposing unit as the target. When this unit succeeds at a close combat attack, roll one six-sided die. This is the number of clicks of damage this unit delivers to the target instead of this ’Mech’s nor-mal damage value.
RAPID STRIKE
 (optional) ’Mech only. When this unit succeeds at a close combat attack, it may immediately make a second attack against the same target, and takes an additional 1 click of heat. Rapid Strike can be used only once per turn and does not cost an extra order.
AGILITY
 (optional) ’Mech only. This unit reduces to 1 all damage received from opposing units by close combat, charge, ram, and death from above attacks.
BRAWLING
 (op-tional) ’Mech only. This unit adds 1 click of damage to all of its close combat, charge, and death from above attacks.

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