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MIMIC GENERATOR
Once per Activation, at any point during the Movement Segment of its Squadron Activation, a model with a Mimic Generator can select ANY model within 8 of the centre of the model using the Generator and attempt to copy the abilities of ONE Generator on that model that is NOT offline. Roll 1D6; on a 2, 3, 4, 5 or 6 the Mimic Generator gains all of the abilities of the Copied Generator. However, if there are any Markers on the Copied Generator, the Copied Generator does NOT gain them. The abilities of the Copied Generator CAN be used by the model with the Mimic Generator in the current Squadron Activation, if appropriate. These abilities remain until the model with the Mimic Generator suffers a Critical Hit or it copies a new Generator. The targeted model does NOT lose the use of a Copied Generator.
If the Generator has Overloaded it is Offline and the model with the Generator suffers the effect of a single Critical Hit, but not the Damage. Roll ONCE on the Critical Hit Table, re-rolling any results of Double 1 or Double 6, and apply the effect immediately. If the Generator has Charged, ALL Energy Weapons in ANY ONE Attack during the current Squadron Activation that includes at least one Energy Weapon from the model with the Generator may use the Combined Fire Firing Option. The Split Fire Firing Option is not available to any Attack using an Energy Amplification Generator. Multiple instances of a Charged Generator do NOT have a cumulative effect.
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The Player controlling the Rocket Jammer Generators MUST EITHER re-direct the Rockets removed from the Attack against a single model in the same Fleet within 8 of one or more models using their Rocket Jammer Generator OR use the number of Attack Dice removed by the Rocket Jammer Generators as an immediate Rocket Attack against any enemy model within 8 of one or more models using their Rocket Jammer Generator.
if it becomes Submerged or Obscured, or the Target Painter Generator targets a different model or is taken Offline. Multiple instances of a Target Painter DO NOT have a cumulative effect.
TELEPORT GENERATOR
The Teleport Generator can target ONE model in the same Fleet that is not a Derelict or a Prize and is within 8 of the centre of the model with the Generator. It is activated AFTER the model with the Generator has finished its movement. Roll 1D6: On a roll of 1 the target model is Trapped. On a roll of 2 or 3 nothing happening. On a roll of 4, 5 or 6 the target model is Teleported. A Trapped model is lost in time and space for the rest of the current Turn. It is then returned to the Game Board, as if it had been Teleported, during the next Activation of the model with the Teleport Generator. A model with a Teleport Generator that has Trapped a model CANNOT use the Teleport Generator again until the Turn AFTER the Trapped model has been returned to the Game Board. A Teleported model is removed from the Game Board and immediately placed, at the same Height Level and with any orientation, within Range Band 4 of the centre of the model with the Generator. A modelCANNOTbe Teleported to a location where a Collision or Ram involving it, or any other model, is unavoidable in their next Activation.
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