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4 WEAPON ABILITIES 360º ARC A sweeping omni-directional attack, this attack follows the same rules as regular Arc attacks. These attacks target everything around the model 360º’s rather than the normal 180 degree. ACID Acid effects take place on a successful hit regardless of whether or not 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 the attack. BLEED Weapons 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 attacker’s 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 the Bleeding 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. BLIND A Unit hit by a weapon with Blind gains 1 Blind counter. Units with a Blind counter suffer -2 to Ranged Assault and Close Assault TN’s. 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 Unit’s Activation. NOTE: Blind counters do not ‘stack’ and their corresponding penalties are therefore not cumulative. BLOOD PATHOGENS Weapons 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 next 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 of single 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 all attacks even if the target is removed from play during the Burst. Example – A Weaponsmith’s ‘God’s Wrath’ rifle has the Burst ability. The Weaponsmith’s Attack Group 3 shows it can make 3 Ranged Assaults for 1 AP. All of these 3 shots must be at the same target 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 being removed from play. BRUTAL A CA or RE attack from a Weapon with this ability may not be Parried. CAUTERIZE Weapons 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. CONDUCTION Electrical 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, all additional 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.
this AP is lost regardless of success or failure. ENTANGLE A weapon with this ability will entangle a Unit on a successful hit. A Full Auto weapon may only Malfunction on the initial To Hit roll. When the Unit next activates. A Unit may not aim a Full Auto weapon. I. Units moving off the table are subject to the movement off table rules. All Units whose bases are at least partially within the Full Auto distance are affected by the attack. make a PS test at –4. to attack the Unit (this is not considered a charge) with a randomly determined attack group with the range CA or RE. the attacking Unit may detonate the explosive tip. Frantic Toxin does not affect Units with the “NonLiving Unit” ability. FULL AUTO (FA) Weapons with this capability fire fully automatic instead of single shots. You may repeat this attempt for as many AP’s as the Unit has. Any Unit hit by a weapon with the Fear Toxin ability receives a fear counter. The number specifies the distance in inches (in) that the Full Auto affects from the initial target Unit. EXTREME DAMAGE (ED) Weapons with this Ability cause larger amounts of Damage than normal weapons. Successful test: If the test is equal to or under the Units PS stat.’ and receives a On Fire counter. . and rolls a 14.g. Units must be within the weapons Range to be affected by a Full Auto weapon. Move the Unit in the direction and number of the scatter die in inches halved (rounded down). Golab #3 activates and chooses not to attempt to extinguish the flames. Remove the frantic counter. remove the frantic counter. then closest to furthest Unit from the attacker. FRANTIC TOXIN This ability laces a weapon with chemical compounds designed to induce overwhelming delusions and hallucinations within anything it injures. he then resolves a Weapon Abilities 3. The player then rolls 1 d20.4 PW 7 hit. Partial Cover. Detonate may only be used once per activation. saves. The TN to put out the Fire is the number in parentheses from the weapon that caused the fire. The target unit takes a PW 4x2. and retains the On Fire counter. The number in parentheses after ED is the amount of HP lost to a successful attack. and Completely Obscured apply to Full Auto attacks. Make a separate To Hit roll for each Unit affected by the attack. If the Unit comes to base-to-base contact with another Unit. all Golab’s take 1 damage. and receive an On Fire counter. All Full Auto attacks are considered to occur simultaneously. and end their activation. unless they have Malfunctioned. he spends his last AP and rolls a 13. A Full Auto weapon has an Attack Arc of 360°. Example 1– A Banger’s ‘“God’s Fury” Machine Pistols has the Full Auto Ability (FA 2). Frantic Toxin does not affect Units with the “Non-Living Unit” ability. remove the On Fire counter. Failed test: Make a scatter roll. Cover. If the roll to extinguish the fire is successful. Fire (10). Any Unit hit by a weapon with the Frantic Toxin ability receives a frantic counter. but may not stack more than the Unit has AP. he spends another AP. a unit that is ‘On Fire’ may then attempt to extinguish the flames. A Full Auto weapon is specified by a Full Auto (FA) (X) label in its Notes and is given an accompanying number e. and rolls a 15. Full Auto weapons ignore ‘Firing Into A Close Assault’ rules. No saving throws may be attempted against this counter.g. Example: A Firestorm hits a squad of three Golab’s. Entangle is a cumulative effect. The Unit must expend all AP necessary to move in the direction and number in inches of the scatter die halved (rounded down). he removes the On Fire counter and finishes his activation. rolls a 10. An Entangled Unit may spend 1AP to remove the effect of entangle. it will use it's remaining AP. FA (5). He resolves a PW 7 hit. A Unit not attempting to extinguish the flames takes an automatic PW 7 hit. ED (2) = 2 HP lost due to a failed Armor save. FIRE The Fire Ability will have a number in parentheses following it in the weapons statistics e. and it remains for the duration of the game. The Unit will end its activation if it reaches terrain it cannot move through. A Unit using a Full Auto weapon is never the target of their own Full Auto distance. After working out the attacks. ED (3) = 3 HP lost due to a failed Armor save and so on. and rolls a 12. If a Unit is hit with a Fire attack the player first works out the attack as normal then if the Target Unit is still in play it is ‘On Fire. The Unit first spends 1 AP to make the attempt.DETONATE If a Unit with this hits an the target fails it’s Armor save. The Banger fires at a Broodling (A). Fire is not a cumulative effect. FEAR TOXIN This ability laces a weapon with chemical compounds designed to induce overwhelming fear and anxiety within anything it injures. The Unit is not considered breaking from close assault. An Entangled target is considered Knocked Prone (for the purposes of target numbers & movement only). Resolve To Hit rolls by initial target.e. Golab #1 spends 1 AP to extinguish the flames. Fear Toxin does not affect Units with the “Non-Living Unit” ability. An entangled Unit may not spend AP to use an attack group. When the unit activates. Golab #2 activates and spends 1AP to extinguish the flames. rolls a 14 and is dying. If the roll to extinguish the fire fails the unit takes an automatic PW 7 hit. The Golab squad activates. The Unit will move into dangerous terrain.
On a failed AR save the Unit takes a wound.Measuring 2” from Broodling (A). Broodling (E) is 13” from the Banger and out of range of the attack. where X was the Units HP stat. Example: A Wasteland Warrior engages a Bane. If a model is hooked by a weapon it may not move beyond the range of the weapon unless it removes the counter first. On a roll of the Kaboom! number or higher the weapon explodes into a 3” Blast (BL3). Since the Banger is never a target of their own. no matter what size the Units are. If the Unit being knocked back ends on top of a smaller sized Unit. Separate To Hit rolls are made for Broodling B. B (in his front arc). If the target hits dangerous/impassible terrain. The Banger fires at Broodling (A). is knocked Prone and immediately resolves a PW attack equal to 1/2 the distance in inches (round down) knocked back. are just some of the symptoms they lead to the Kamikaze Unit. Once the target is hooked the firing model may spend an AP to knock the target prone. knocking them Prone. a Unit with this ability rolls a d20. irrelevant of damage caused. is knocked Prone. so no To Hit roll is made. Successful hits from weapons with this ability damage both the attacking Unit and its Target. This time he succeeds in pulling the Bane to the ground. Remove the Unit from the game. HOOK The ammo for this weapon is hooked and barbed allowing it to stick into the target. Upon reaching 0 Wounds the Unit is dead. or simply lacking the concept of self. Any unit under the template is treated as if the weapon that exploded has made a successful Ranged Assault on them. Kaboom! is followed by a number. KABOOM! These weapons are extremely unstable. Roll AR save to prevent the damage. Prone Units are knocked back ½ distance. If the target hits an equal. the Unit is then knocked back directly D20/2”. or a small linear obstacle it stops in BtB contact. Full Auto distance no To Hit roll is made. . (Pushed Units are not knocked Prone) Unit(s) moved out of 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.A Banger is in BtB with Broodling’s A. INGEST A unit with this WA ingests Puds into victim.4 erupts from the corpse. push the smaller sized Unit back to make room for the knocked back Unit. but the body remains on the battlefield. Broodling (B) is Completely Obscured behind a large rock. The WW uses his second AP to try and pull the Bane prone. Units that have been ingested with Puds may not Regenerate. The KP test fails but the Bane has to make a second save vs the pw 3 hit from the gun. suicidal weapons show up at those times when the ends justify any means. measuring 2” from Broodling (A). For every size smaller the attacking Unit is than the target Unit. After completing all effects of Knock Back. On a crit fail the victim automatically dies and X Puds burst from the victim’s corpse. Broodling’s B. C & D (in his Rear arc) . 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. 1) If the hooking model fires the weapon at another target remove its hooked counter from the original target. The WW shoots his zip gun into the Bane and scores a hit. Hooked weapons also trail a cable or rope so that the hook can be used to pull the target prone. which indicates the number needed for the ability to take effect. D & E bases are within the FA (2). The Bane is fortunate enough to have his armor hold up to the damage but is now prone. The Bane rolls a save on the armor test from the shot. Fearless of the consequences. C. A knocked Back Unit moves over Units of a smaller size. resolve the initial Armor save. The WW decided to use his last AP to try a 3rd time to pull the Bane down. C & D. On a successful attack. KNOCK BACK (KB) Knock Back (KB) weapons create such force that opponents are sent staggering back. When a Kaboom! Unit is hit by a CA or RA weapon the player controlling the Unit must roll 1d20. For every size larger the attacking Unit is than the target Unit. psychosomatic conditioning. D & the Banger bases are within the FA (2). Broodling (C) is in Cover behind a large bolder and gains a –4 TN. and immediately resolves a PW attack equal to ½ the distance in inches (round down) the distance knocked back. Once hooked there is only 3 ways for the target to remove the counter. RA Weapons with KB work exactly like CA weapons with KB. KAMIKAZE Fanatical loyalty. C. This ability only affects Living Units. Each AP will cause another damaging hit from the weapon as well as a KP equal to the (X) on the ability. An On Hold Unit may attempt to evade a Unit that has been knocked back. 3) A model hooked may spend an AP to remove the barb. For each Hooked counter on the target add +2 to the KP check. it stops in BtB contact. 2) If the firing model is killed remove any hooked markers. subtract 2 from the KB Target Number. immediately give the squad a Panic counter. Example 2. Knock Back weapons do not gain Ganging Up bonuses. units with Acid Blood do not affect the Puds. If the number that was rolled is less than or equal to the KB number in parenthesis. This results in a second hit from the weapon. add 2 to the KB target number. During the Lingering Effects Phase unit that has been ingested must make an Armor Save with no PW modifier. Broodling’s B. HORRIBLE DEATH If a Unit in a Squad is Dying as a result of an attack from this weapon. Broodling (D) is in Partial Cover from Broodling (A) and gains a –2 TN. or larger sized Unit. In the next LE phase a Pud Weapon Abilities 3. NOTE: A 20 always fails and a 1 always succeeds. before the Armor save. so no To Hit roll is made. units with Fortitude still remain in play.
NUMB This ability prevents friendly Units from being Removed from Play immediately upon Dying. PARALYZING POISON Many Brood Units have developed poison-producing glands. Example: Jordan activates his Gazelle and charges Mike’s Golab with Dual Kick. or take twice their original HP in Damage. Bone Doc is pushed back to allow room for Buzzblade #3’s base. desensitizing an opponent and making them sluggish and soporific. Some have even managed to develop these glands in chitinous weaponry growing from their bodies. NOTE: A 20 always fails and a 1 always succeeds. Numb can be used in 1 of 2 ways. Paralyzing Poison is not a cumulative effect. A friendly unit may only be affected by this ability once per game. PARRY Units that have a weapon with the Parry Ability may elect to parry a Close Assault attack. Any Unit with a Numbed Wound counter receives 1 HP but also a –2 penalty to all TN’s except Armor Saves from the effects of the drugs. For every size larger the attacking Unit is than the target Unit add 2 to the KP target number. If a Unit takes Damage from a Numb weapon it receives a ‘Numb’ counter as well as the normal effects of the attack. regardless of whether the weapon is being used Offensively or Defensively. carry this penalty over to the next Game Turn). If a Numbed Wound counter is removed for any reason then the HP is immediately lost (as is the –2 penalty). no Armor save is necessary and no special effects of the attacking weapon are taken. stimulants and other synthesized narcotics. and does not affect Units with the “Nonliving Unit” Ability. Buzzblade #3 is pushed back to allow room for Golabs base. Ranged Assaults cannot be Parried (Reach . The wounded Unit is then automatically given a ‘Numbed Wound’ counter (No Armor Save necessary). If the Parry fails the Unit still gets its normal Armor (AR) save. Paralyzing Poison is subject to “Immunity to Poison” Paralyzing Poison does not remove free AP gained from charging. friendly Dying Units receive a Dying counter and remain on the Battlefield until they next activate. the target Unit has been Knocked Prone.Example: Jordan activates his Gazelle and charges Scott’s Soul Searcher #1 with Dual Kick. If successful. To make a Parry the player rolls 1d20 equal to or under their highest AS statistic on a weapon with the Parry Ability. including Armor Saves. Instead. stopping on top of Buzzblade #3. then they are counted as casualties for Victory Points purposes. The Soul Searcher moves over two Spear Slaves before hitting Soul Searcher #2 after traveling 8”. Jordan rolls an 18 The Soul Searcher Knocked Back 9”. OFFENSIVE Numb can also be used on enemy Units. Follow all normal Ranged Assault rules for these attacks. Jordan rolls a 10 for the KB. This number is the TN needed to successfully KP the target. (If the Unit has 0 AP due to other reasons than Paralyzing Poison. Whenever a weapon with this Ability successfully hits an enemy Unit. 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. Any Unit with a Numb counter receives a –2 penalty to all TN’s except Armor Saves. and resolves a PW 4 attack. The Ability is followed by a number in parentheses. The Spear Slaves are Knocked Prone. A Weapon with Numb is capable of injecting a combination of various steroids. they immediately lose 1 AP. as a result of the loss. Buzzblade #3 pushes back into Bone Doc. Jordan rolls a 10 for the KB. The Golab is moved back 5” and it moves over Buzzblades #1 & #2. including Armor Saves. and the Unit is marked as Prone. Soul Searcher #1 now resolves the initial PW 5x2 (4x2 +1 PW for charge) Armor save. KNOCK PRONE A Knock Prone (KP) weapon is capable of knocking the opponent to the ground. making their claws and bites even that much more dangerous. The Unit must be in base to base contact with the injured Unit and must spend an AP to use the Ability. Jordan then rolls a 5. If the attacking player rolls equal to or under the TN. You must state before using the weapon if you wish it otherwise. RA Weapons with KP work exactly like CA weapons with KP NOZZLE Weapons with a ‘Nozzle’ are weapons that can choose either the Spray or Stream template. In this case make a CA attack as normal. For every size smaller the attacking Unit is than the target Unit subtract 2 from the KP target number. If a Numb weapon has a RN of other than CA then it can also be used at Range. 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 Weapon Abilities 3. Soul Searcher #1 is Knocked Prone. NOTE: ‘Numbed Wound’ (and ‘Numb’) counters are removed at the end of the game. no matter what size the Units are.4 Force it is used Offensively. DEFENSIVE When used Defensively Numb is able to help a Unit temporarily overcome what would normally be a mortal injury. 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 any Units are reduced to 0 HP. Golab now resolves the initial PW 5x2 (4x2 +1 PW for charge) Armor save. the attack has not hit.Buzzblades #1 & 2 are Knocked Prone.
If a Unit is hit by a Poison weapon it receives a Poison counter. A failed Poison Test results in the loss of 1 HP and the Unit keeps the counter. If a weapon with Pin successfully Knocks Prone an opponent. This CA attempt is free and can cause no damage. 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. NOTE: Aiming a Pierce weapon will only gain the Aim benefits for the initial target Unit. Poison (4). • Once a Unit is Pinned the Pinning Unit may spend an AP to causes an automatic Hit on the Pinned Unit. Normally this is a pistol with which the Unit has practiced close quarters fighting. NOTE: A 20 always fails and a 1 always succeeds and causes a successful KP and Pin. this is the strength of that particular Poison e. POISON The Poison Ability is followed by a number in parentheses. If the 2nd Unit is wounded the weapon continues on in the same way to the next Unit along the same straight line. The base TN for Poison tests is ‘20’ minus the strength of the Poison. Point Blank weapons do not gain PW bonuses for Charging. • Release the Pin – In which case the Pinning Unit counts as free and may turn to face the attack if it is otherwise able to do so. 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. if the Break Test fails the Weapon Abilities 3. 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. They do not receive a PW bonus for attacking from the Rear or from the Ability ‘Hatred’. You may only Parry attacks to your front Arc. A Critical Parry failure results in exactly the same penalties as a Critical Armor Save. it automatically Pins them. The Pinned Unit then makes a Close Assault against the Pinning Unit. buildings. Tandem Fighting etc. • Hold the Pin – In this case the Pinning Unit counts as Prone against all CA attacks made against it. Any failure means that the Unit has failed and is still Pinned. As the Unit does not manually power these weapons they do not benefit from the PW bonuses in certain circumstances.4 Pinning Unit may roll to hit with the Pinning weapon so see if damage is dealt from the Pinned Unit trying to get up. A Break from CA Test is needed if the Unit wishes to move out of BtB contact. the Unit must roll equal to or lower to avoid failing. POISON TESTS A Poison test is a d20 roll. • 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).) or Berserk. You may only make one Parry attempt per attack regardless of how many weapons with the Parry Ability a Unit possesses.attacks however can be parried as normal). During the lingering effects stage Units must make a Poison test (see below) for each Poison counter they have. • When a Pinned Unit wants to break a Pin it must roll to “Break the Pin”. 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. All Pin weapons also have the KP Ability (See KP for details on how it works). Ganging Up (Or any variant such as Superior Ganging Up. hills. NOTE: Point Blank weapons with an RF number share their RF between RA and CA Attack Groups. Roll To Hit for the next Unit directly behind the original target Unit.g. If a Unit is already Knocked Prone a successful roll to hit causes damage as normal for the weapon and a Pin. Wounds caused by failed Poison tests . • 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 the test is passed then the Unit loses the counter. If a Unit that is Pinning another Unit is attacked in Close Assault it may choose one of two options. To make a Break from Pin roll the Pinned Unit first spends the 1 AP for the attempt (this AP is lost regardless of success or failure). the bonus for Aiming will not count when making To Hit rolls for the 2nd or subsequent target Units PIN A weapon with the Pin Ability can attempt to keep a target Unit down with its face in the dirt. If this is the case they are not considered to be in Close Assault and may act as normal. Each hit beyond the first suffers a -2 PW penalty as the projectile loses momentum. In addition. PIERCE A 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. The Pierce attack continues to the maximum effective range of the weapon. 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. this roll is free and costs no AP. Pierce will not punch through solid terrain features like walls. 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. Damage is worked out as normal for the weapon with the Pin Ability. POINT BLANK This Ability represents a Ranged Assault weapon that can be used in Close Assaults. Poison counters do stack. etc. NOTE: You may not attempt to Parry a Critical Hit.
4 To determine the distance of the ricochet subtract the Distance from the attacker to the target from the RN of the Attack. a new test must be taken. that is in the path of the saw blade takes a PW 3x2 hit. enemy or friendly. In order to Break from CA without being attacked by a Unit with a Reach weapon. a Unit that moves through two different (and overlapping) Shard Fields simultaneously will only be required to test once. and receives two Poison (5) counters. and if failed take damage once. Some have mastered the ability of using these crystal shards as explosive antipersonnel mines. On a roll of 10 or less. 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. Only one free attack generates even if both attempts fail. “RE (10). A Unit with a Rot counter is at –2 AR for each Rot counter. Only the Unit that moves through the Field must make the test. made from shards of crystal. No more than 2” away from the Unit’s current position. REACH RANGED ASSAULT – A weapon with Reach will have RE followed by a number in parentheses in the RN field of the weapons statistics e. whips or any weapon capable of a limited reach. long poles.. RICOCHET After a successful Armor save from an attack with this ability. However. SKEWER An attack with this WA may only be used against Prone targets. REACH (RE) REACH (RE) Reach weapons represent large axes. a Rot counter is removed. After a successful Hit. Once a Field detonates remove it from play. This ability is automatic and no To Hit roll is required although the player must still roll to see if the shards Malfunction. Only one power drain weapon may be used per activation.class as Cauterized. If either fail. NOTE: If an Ability like Pin or KP are on a RE weapon from Ranged Assault. ROT Weapons with this Ability are scathing and corrosive in nature. POWER DRAIN Weapons with power drain use enormous amounts of energy. All Reach attacks that originate from the target Unit’s Rear gain +1 to the Assault and +1 to the PW. if other Units are inside the Field when it detonates they also take damage from the Field. and in turn will detonate any Fields touching it. This allows a Reach (RE) weapon to make Close Assault (CA) and short Ranged Assault (RA) attacks. the Unit moves uneventfully through the Shard Field. and they also may use the “Fire from Hold” action. Roll a scatter die and the saw blade travels in that direction. thus. Units must make a Rot test for each Rot counter they have. 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. A failed test means the Field has exploded and the Unit must make a successful armor test against the shards PW. The TN for these Tests is 15. SCATTER SHARDS Crystal shards are highly unstable mineral pieces that the Slaves use as weapons. Shard Fields do not stack with each other. see below. He rolls for both Tests and gets a 9 and a 17. the ammo bounces off in a random direction. SUNDER Weapons with this Ability strike in such an acute way that armor is damaged when struck by this weapon. During the next lingering effects stage he must make 2 Poison Tests. Example: A Soul Searcher is hit twice by a Squad of Shades. will itself detonate. RE weapons may RA when in BtB contact with an enemy Unit. If a Rot weapon hits a Unit it receives a Rot counter. The Unit malfunctioning and any Units in BtB contact with them are therefore hit by the weapons normal malfunction effect. malfunction they send crystal shrapnel out in all directions. This makes it impossible for more than one of these weapons to be used in an activation. Simply roll under the Unit’s highest AS stat. If successful in rolling the AS test. Reach Ranged Assaults resolve as a normal RA. the Breaking Unit is attacked as normal. or suffer damage indicated on the weapon’s listing. REACH CLOSE ASSAULT – Resolve as a normal CA except RE weapons make “Breaking from CA” harder. NOTE: Poison does not affect Nonliving Units. The first unit. A Unit with Scatter Shards may spend 1AP to scatter a 1” radius shard field on the battlefield. .g. During the Lingering Effects stage. The Searcher therefore loses 1 HP and keeps 1 Poison counter. Weapon Abilities 3. Units in a Close Assault may not use this ability until they have left the combat. This shrapnel affects any Unit holding the weapon as well as any Unit in BtB contact with them. in inches. if the Unit “Breaks the Pin” or stands from the KP they are not considered in BtB contact REAR ATTACK Weapons with this ability may only be used to attack Units in your Rear arc. if the Unit should again move through the Shard Field.” The number in parentheses is RA range. Any Shard Field that is overlapping another Shard Field that detonates. SHARD SHATTER When these weapons. the Breaking Unit must make 2 successful checks (either Distract or Dodge).
If a Unit’s base is completely within in the Smoke Cloud any Close Assaults it makes have a -4 penalty to the TN To Hit. on a roll of 11+ the Smoke has dissipated and the template is removed.4 arc of a Unit with this ability. Immediately resolve a automatic hit from the Pud (PW 4x2). able to use these beasts as very effective projectiles. A Unit may not Aim when using Spray and Pray. depending upon the direction the scatter came from). • If the RA attack misses roll a Scatter Roll to find where the new Point of Impact is. • If the Pud lands on top of a friendly Unit. causing Units to lose their footing. Spray and Pray may only be used once per Game due to the extreme amount of ammo exhausted in this maneuver. During the Lingering Effects Phase the owning player of the Cloud rolls a D20. on an 11 or more the cloud is dissipated. NOTE: The size of the Smoke Cloud template is the Blast number in the weapons statistics. Place the Pud Unit in BtB contact with the enemy Unit (within either the front or back arc. Place the Pud in BtB contact with the friendly Unit (within either the front or back arc. For this Activation the Unit doubles the amount of Ranged Assaults that can be made per AP. Divide the number rolled by 2 (rounding down) to find the number of inches the Pud scatters. depending upon the direction the attack came from). Place the Pud Unit in BtB contact with the enemy Unit (within either the front or back arc. This is an inherent ability and does not interfere with their normal activation for the turn. The maximum a Pud can scatter is half the distance between the Attacking Unit and Target Unit (rounded down). Whenever a weapon with this Ability successfully hits an enemy Unit. Center a BL(2) in the front . (If the Unit has 0 AP due to other reasons than Stun. Standard PoI rules are used (DF 3). depending upon the direction the attack came from). Multiple hits of Sunder are not cumulative. place the Pud. • If a Pud scatters off of the table edge. TREMOR Weapons with this ability shake the ground when they hit. Enviro Filters and Toxic Cult ability are immune to this Cloud Effect. STUN A Stun weapon is capable of disorienting an opponent. 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 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. the Pud is placed with their base touching the edge of the terrain closest to the final scatter point. Likewise if a NonToxic Cult Unit remains in the cloud for every AP spent. they will be placed at the point on the battlefield nearest to the table edge. This is an inherent ability and does not interfere with their normal activation for the turn. Weapon Abilities 3. • If a Pud scatters in hazardous terrain. • If the Pud scatters on an enemy Unit. 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 A weapon with ‘Spray and Pray’ is capable of unleashing an incredible amount of ammunition in a very short time. the Pud Throwers have gleaned a proper technique. otherwise it remains in play. • If the Pud lands on an enemy Unit. All Units (Except ones with the Tremor weapon Ability) in the area of effect suffer KP (14) THROWING PUDS The art of throwing a Pud as a weapon is something that only the Pud Throwers themselves have truly mastered. Stun is not a cumulative effect. During each Lingering Effects phase. A Pud Thrower may spend 1 AP to throw a Pud: • A Pud cannot be thrown into Close Assault. Units with Non-Living. as the Puds themselves don’t truly enjoy it when they ‘re hurled across the battlefield. Through discipline and training. carry this penalty over to the next Game Turn). (Controller chooses facing) VENT(x) SMOKE CLOUD Smoke Clouds partially block Line of Sight and provide Cover. • The Player picks a Point of Impact (PoI) within the range of the weapon. TOXIC CLOUD A Toxic Cloud is a Smoke Cloud effect that remains in play. they immediately lose 1 AP. A Unit must announce it is using Spray and Pray immediately upon being Activated. The controller chooses the final facing of the Pud. roll 1 d20 for each Smoke Cloud template. they receive a Poison (4) Counter. Immediately resolve a automatic hit from the Pud (PW 4x2). The controller chooses the final facing of the Pud.permanently reduce the Target's Armor by –3. Toxic Cloud does not stack with other Smoke Cloud Effects in regards to RA and CA penalties. While it remains in play any NonToxic Cult Unit that enters the cloud or begins their activation in the Cloud receives a Poison (4) counter.
Units in Base to Base with the attacking Unit may not Evade.4 An attack with this Weapon Ability automatically hits each Unit within the prescribed range in inches from the attacking Unit’s base.Weapon Abilities 3. Units on Hold may attempt to Evade from Hold. This attack automatically hits the attacking Unit as well. WHIPLASH A weapon with this ability causes a loss of 1 AP if the target unit makes a successful Armor check. . Consider this an AOE attack.