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Homing Weapon Effect

In document Deepwars PDF Basics (Page 47-49)

These weapons fire projectiles that home in on their target and ignore the effects of Tactical Cover or any other Partial Cover. They may fire at a target that has moved into full cover on the same turn that the model hides, as long as it started within the field of view of the shooter. The shot may change direction one time to reach the target behind full cover.

Irradiate

One of the most feared weapon effects, causing flesh to bubble, eyes to melt and brains to flow from the ears. This attack is caused by high-level ether technology that uses an intense magnetron to produce a coherent beam of deadly particles. The beam glows a faint blue so it is difficult to detect, but the damage it inflicts is unmistakable and terrifying, inflicting a gruesome kill upon doubling the opponent’s Combat Score.

knockback

A weapon with this effect knocks a defender back and off-balance. If the wielder is in hand-to-hand combat and wins the round by at least one point, the repulsor effect knocks the enemy back using the recoil rule, but in the direction chosen by the wielder, and also renders it fallen.

natural (Armor)

This armor is made from natural materials or has natural materials adhering to it. When the model is on the seafloor or adjacent to natural terrain it becomes difficult to see, and ranged attacks against these models are at -1. The effect does not apply to attackers with any ability that “sees” through Tactical Cover or defeats Camouflage.

Poison

Weapons with the Poison effect injects venom on any “hit” in combat that does not kill outright. It is assumed that poison only takes effect if the attack penetrates any armor the model is wearing. After a model is hit, it must roll a Resistance Check. On two failures, the model is poisoned and must resist the poison again the next turn when it is activated (place a marker next to the model). On three

Homing - Weapon Effect

A Vanguard Marine moves behind a wall, thinking it has escaped danger. Unfortunately, a Clal-Chk Warrior activates on the same turn after having had the marine in its field of view, then fires a Biotech Doom Tracker with Homing capability. The swarm of deadly bio-projectiles follows the Vanguard Marine around the corner, allowing a normal attack roll.

failures, the model dies. Models must roll to resist each turn until they die or resist the poison.

Mild poison has no modifier to the Resistance Check,

but dangerous poison gives a -1 modifier and deadly poison gives a -2 modifier. Resisting poison does not use action points or transfer play to the opponent upon failure.

Powered (Armor)

Some armor types are powered by ether-tech motors and actuators, giving them enhanced strength. Powered armor gives + 1 to Strength Checks.

Precise

These weapons are designed to hit with precision, targeting vital spots. The attacker gets +2 when targeting a subsystem, such as the head, controls, locomotion, etc.

Pressurized (Armor)

These are pressurized diving suits that give a +2 bonus to Fast Dive/Ascent Physical Activities. Unfortunately, they are also in danger of losing pressure if the suit is damaged. Any damage that penetrates the armor of the suit, making the model recoil or be rendered fallen, causes a loss of this ability until repaired.

If the suit is not Reinforced and loses pressure, the next time the model loses by double the Combat Score in combat it will cause an implosion, a gruesome death.

reach

This hand-to-hand weapon can do a “ranged” attack (no counterattack) on an adjacent defender by spending two actions. If both models have these weapons, the effect is nullified.

Reflect (Armor)

This armor is designed to protect against ranged energy attacks, having a polished reflective surface. Any ranged energy attacks from weapons or Elemental spells are rolled with a modifier of -1.

refract

This weapon uses an energy beam that is affected by changes in the refractive index of water, or beam scattering due to clouds of refractive material (ink, sediment, hydrothermal emissions, etc). Any attacks on partially hidden targets in Tactical Cover are at -2. If the water visibility is murky (page 29) the weapon range is reduced to Short. The weapon cannot be used in Soupy water as all of the energy is refracted and scattered.

reinforced (Armor)

This armor has been reinforced against collapse and implosion if a section is punctured. It is usually combined with the Pressurized armor effect.

reload

These weapons require actions to load after firing. The number of actions is shown in the effect (i.e., Reload (2

actions)).

resonate

The weapon creates an ultrasonic harmonic vibration in the target that causes flesh and bone to liquefy. The target must roll a Resistance Check if it loses in combat. Roll this in place of the test for fallen or recoil.

On two failures, the target is paralyzed, ravaged by pain and considered to be transfixed (page 36), requiring two actions to recover. On three failures, the model suffers a horrible gruesome death.

Shock

This weapon shocks the target with ether energy,

transfixing it unless it rolls a Resistance Check with two

successes. Defenders in heavy metal armor get -1 to their rolls. Shock does not affect Artificial models.

Sluggish (Armor)

Heavier armor causes a model to move slower. These models must spend one action to turn to face an attacker that has attacked from behind (see page 28).

Spray

This weapon fires in a spray to strike multiple targets. The spray can only hit out to Short Range (no “long shot” doubling or tripling range allowed), but fires in a 90 degree arc (use spray template). All models within the arc must defend against the attack.

unbreakable

These weapons cannot be disabled or destroyed by attacks or mishaps.

unstable

Weapons that are unstable can explode with a malfunction. Whenever an attacker rolls an unmodified 1, roll again; on another 1, the weapon is destroyed. In concentrated shooting, the player picks one model’s weapon.

In document Deepwars PDF Basics (Page 47-49)

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