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Weapon Abilities 3.

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WEAPON ABILITIES

360º ARC Unit is automatically KP and loses 1 AP during their next


A sweeping omni-directional attack, this attack follows the same activation. The effects of Blood Pathogens are not cumulative,
rules as regular Arc attacks. These attacks target everything but may stack with other loss of AP effects. This Weapon ability
around the model 360º’s rather than the normal 180 degree. does not affect Non Living Units.

ACID BURST
Acid effects take place on a successful hit regardless of whether or Weapons with this capability can fire short bursts instead of
not it caused a loss of HP. Place an Acid Counter next to the single shots. All Ranged Assaults made with a single AP must be
affected Unit. During the following Lingering Effects phase any at the same target. When using Burst Fire you must make all the
Unit with an Acid counter resolves a PW 4 attack as the acid eats attacks listed in that Attack Group and you must roll for all
away flesh and armor. If the test is passed then the Unit loses the attacks even if the target is removed from play during the Burst.
counter. Acid is not a cumulative effect.
Example – A Weaponsmith’s ‘God’s Wrath’ rifle has the Burst
BLAST (BL) ability. The Weaponsmith’s Attack Group 3 shows it can make 3
A Blast (X) label in its RN or Notes specifies a Blast weapon. Ranged Assaults for 1 AP. All of these 3 shots must be at the same
Each is given an accompanying number, e.g. BL (2). The target Unit and the Weaponsmith must roll for all 3 attacks to check
number specifies the radius in inches (in) that the Blast affects for Malfunction even if the 1st or 2nd shot results in the target being
from the target Point of Impact. All Units whose Bases are at removed from play.
least partially within the Blast radius suffer the effects of the
attack. BRUTAL
A CA or RE attack from a Weapon with this ability may not be
BLEED Parried.
Weapons with this ability are intensely ruthless versions of their
ilk, and cause damage over multiple turns. The effects of CAUTERIZE
Bleeding take place upon a successful hit, regardless of whether Weapons with this Ability cause searing wounds, usually through
or not the attack resulted in actual damage. Upon a successful intense heat, cold, or other such effects. These weapons fuse
attack, place a bleeding counter next to the victim of the nerve, bone, and vessels in such an extreme way that any
attacker’s weapon. During subsequent Lingering Effects phases, regaining of HP due to Healing Abilities or Regeneration is not
any miniature with bleeding counters is subject to the loss of an possible if lost a weapon with this Ability. The ‘Numb’ ability is
additional Health Point. The controlling player rolls 1d20 in an still effective on Units with Cauterized wounds however.
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 CONDUCTION
that turn from blood loss. The Bleeding counter remains on the Electrical discharges tend to gravitate toward the object with the
effected miniature until the unit is passes a bleeding test. greatest conductivity. Template attacks with Conduction deal
Bleeding attacks never stack; in the case of two separate Bleeding normal damage to all Units under the template, as normal. The
attacks, only one counter is placed. Bleeding does not affect units Unit with the highest Armor (AR) value under the template
with the “Non-Living Unit or tough as nails” ability. suffers an additional Power Multiplier to the damage roll and
causes Cauterized damage, i.e. PW 9 becomes 9X2, Power 9X2
BLIND become 9X3, etc. In the case of a tie for highest Armor, the
A Unit hit by a weapon with Blind gains 1 Blind counter. Units Caster chooses who takes the Conduction damage.
with a Blind counter suffer -2 to Ranged Assault and Close
Assault TN’s. Also all RA Range penalties are doubled (Under CRUSH
normal circumstances therefore –1 per 4” becomes –2 per 4”). If a weapon with this ability successfully hits its target, all
All Blind counters are lost at the end of a Unit’s Activation. additional attacks during this activation from the same weapon
NOTE: Blind counters do not ‘stack’ and their corresponding automatically hit. A MAL check is required for each use of this
penalties are therefore not cumulative. automatic hit ability. Units may not parry the automatic hit
from a Crush attack.
BLOOD PATHOGENS NOTE: Target still makes armor save.
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
Weapon Abilities 3.4
DETONATE PW 7 hit, rolls a 14 and is dying. Golab #2 activates and spends
If a Unit with this hits an the target fails it’s Armor save, the 1AP to extinguish the flames, and rolls a 12, he removes the On Fire
attacking Unit may detonate the explosive tip. The target unit counter and finishes his activation. Golab #3 activates and chooses
takes a PW 4x2. Detonate may only be used once per activation. not to attempt to extinguish the flames. He resolves a PW 7 hit, rolls
a 10, saves; and retains the On Fire counter.
ENTANGLE
A weapon with this ability will entangle a Unit on a successful FRANTIC TOXIN
hit. An Entangled target is considered Knocked Prone (for the This ability laces a weapon with chemical compounds designed
purposes of target numbers & movement only). An entangled to induce overwhelming delusions and hallucinations within
Unit may not spend AP to use an attack group. An Entangled anything it injures. Any Unit hit by a weapon with the Frantic
Unit may spend 1AP to remove the effect of entangle. Entangle Toxin ability receives a frantic counter. When the Unit next
is a cumulative effect, but may not stack more than the Unit has activates, make a PS test at –4. Frantic Toxin does not affect
AP. Units with the “Non-Living Unit” ability.

EXTREME DAMAGE (ED) Successful test: If the test is equal to or under the Units PS stat,
Weapons with this Ability cause larger amounts of Damage than remove the frantic counter.
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 Failed test: Make a scatter roll. Move the Unit in the direction
due to a failed Armor save, ED (3) = 3 HP lost due to a failed and number of the scatter die in inches halved (rounded down).
Armor save and so on. The Unit must expend all AP necessary to move in the direction
and number in inches of the scatter die halved (rounded down).
FEAR TOXIN The Unit is not considered breaking from close assault. If the
This ability laces a weapon with chemical compounds designed Unit comes to base-to-base contact with another Unit, it will use
to induce overwhelming fear and anxiety within anything it it's remaining AP, to attack the Unit (this is not considered a
injures. Any Unit hit by a weapon with the Fear Toxin ability charge) with a randomly determined attack group with the range
receives a fear counter. No saving throws may be attempted CA or RE, and end their activation. Units moving off the table
against this counter, and it remains for the duration of the game. are subject to the movement off table rules. The Unit will end
Fear Toxin does not affect Units with the “Non-Living Unit” its activation if it reaches terrain it cannot move through. The
ability. Unit will move into dangerous terrain. Remove the frantic
counter. Frantic Toxin does not affect Units with the “Non-
FIRE Living Unit” ability.
The 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 Fire FULL AUTO (FA)
attack the player first works out the attack as normal then if the Weapons with this capability fire fully automatic instead of
Target Unit is still in play it is ‘On Fire.’ and receives a On Fire single shots. A Full Auto weapon is specified by a Full Auto (FA)
counter. (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
When the unit activates, a unit that is ‘On Fire’ may then Full Auto affects from the initial target Unit. All Units whose
attempt to extinguish the flames. The Unit first spends 1 AP to bases are at least partially within the Full Auto distance are
make the attempt; this AP is lost regardless of success or failure. affected by the attack. A Full Auto weapon has an Attack Arc of
The player then rolls 1 d20. The TN to put out the Fire is the 360°. All Full Auto attacks are considered to occur
number in parentheses from the weapon that caused the fire. simultaneously. Make a separate To Hit roll for each Unit
You may repeat this attempt for as many AP’s as the Unit has. If affected by the attack. Resolve To Hit rolls by initial target, then
the roll to extinguish the fire fails the unit takes an automatic closest to furthest Unit from the attacker. Cover, Partial Cover,
PW 7 hit. If the roll to extinguish the fire is successful, remove and Completely Obscured apply to Full Auto attacks. Units
the On Fire counter. Fire is not a cumulative effect. A Unit not must be within the weapons Range to be affected by a Full Auto
attempting to extinguish the flames takes an automatic PW 7 weapon. A Unit may not aim a Full Auto weapon. Full Auto
hit. weapons ignore ‘Firing Into A Close Assault’ rules. A Unit using
a Full Auto weapon is never the target of their own Full Auto
Example: A Firestorm hits a squad of three Golab’s. After working distance, unless they have Malfunctioned. A Full Auto weapon
out the attacks, all Golab’s take 1 damage, and receive an On Fire may only Malfunction on the initial To Hit roll.
counter. The Golab squad activates. Golab #1 spends 1 AP to
extinguish the flames, and rolls a 14, he spends another AP, and Example 1– A Banger’s ‘“God’s Fury” Machine Pistols has the
rolls a 15, he spends his last AP and rolls a 13, he then resolves a Full Auto Ability (FA 2). The Banger fires at a Broodling (A).
Weapon Abilities 3.4
Measuring 2” from Broodling (A), Broodling’s B, C, D & E bases erupts from the corpse. Remove the Unit from the game, units
are within the FA (2). Broodling (B) is Completely Obscured behind with Fortitude still remain in play. This ability only affects
a large rock, so no To Hit roll is made. Broodling (C) is in Cover Living Units, units with Acid Blood do not affect the Puds.
behind a large bolder and gains a –4 TN. Broodling (D) is in
Partial Cover from Broodling (A) and gains a –2 TN. Broodling KABOOM!
(E) is 13” from the Banger and out of range of the attack, so no To These weapons are extremely unstable. Kaboom! is followed by a
Hit roll is made. number, which indicates the number needed for the ability to
take effect. When a Kaboom! Unit is hit by a CA or RA weapon
Example 2- A Banger is in BtB with Broodling’s A, B (in his front the player controlling the Unit must roll 1d20. On a roll of the
arc), C & D (in his Rear arc) . The Banger fires at Broodling (A), Kaboom! number or higher the weapon explodes into a 3” Blast
measuring 2” from Broodling (A), Broodling’s B, C, D & the (BL3). Any unit under the template is treated as if the weapon
Banger bases are within the FA (2). Since the Banger is never a that exploded has made a successful Ranged Assault on them. A
target of their own. Full Auto distance no To Hit roll is made. Kaboom! Unit that rolls a MAL is considered to have hit
Separate To Hit rolls are made for Broodling B, C & D. themselves with the weapon and thus must check for Kaboom!
NOTE: A Kaboom! Roll is necessary with each successful hit on
HOOK the Unit, irrelevant of damage caused.
The ammo for this weapon is hooked and barbed allowing it to
stick into the target. Hooked weapons also trail a cable or rope so KAMIKAZE
that the hook can be used to pull the target prone. Once the Fanatical loyalty, psychosomatic conditioning, or simply lacking
target is hooked the firing model may spend an AP to knock the the concept of self, are just some of the symptoms they lead to
target prone. Each AP will cause another damaging hit from the the Kamikaze Unit. Fearless of the consequences, suicidal
weapon as well as a KP equal to the (X) on the ability. For each weapons show up at those times when the ends justify any
Hooked counter on the target add +2 to the KP check. If a means. Successful hits from weapons with this ability damage
model is hooked by a weapon it may not move beyond the range both the attacking Unit and its Target.
of the weapon unless it removes the counter first. Once hooked
there is only 3 ways for the target to remove the counter. KNOCK BACK (KB)
1) If the hooking model fires the weapon at another target Knock Back (KB) weapons create such force that opponents are
remove its hooked counter from the original target. sent staggering back. On a successful attack, before the Armor
2) If the firing model is killed remove any hooked markers. save, a Unit with this ability rolls a d20. If the number that was
3) A model hooked may spend an AP to remove the barb. This rolled is less than or equal to the KB number in parenthesis, the
results in a second hit from the weapon. Roll AR save to prevent Unit is then knocked back directly D20/2”. For every size larger
the damage. the attacking Unit is than the target Unit, add 2 to the KB target
Example: A Wasteland Warrior engages a Bane. The WW shoots his number. For every size smaller the attacking Unit is than the
zip gun into the Bane and scores a hit. The Bane rolls a save on the target Unit, subtract 2 from the KB Target Number. If the
armor test from the shot. The WW uses his second AP to try and pull target hits an equal, or larger sized Unit, it stops in BtB contact,
the Bane prone. The KP test fails but the Bane has to make a second is knocked Prone and immediately resolves a PW attack equal to
save vs the pw 3 hit from the gun. The WW decided to use his last 1/2 the distance in inches (round down) knocked back. If the
AP to try a 3rd time to pull the Bane down. This time he succeeds in target hits dangerous/impassible terrain, or a small linear obstacle
pulling the Bane to the ground. The Bane is fortunate enough to it stops in BtB contact, is knocked Prone, and immediately
have his armor hold up to the damage but is now prone. resolves a PW attack equal to ½ the distance in inches (round
down) the distance knocked back. A knocked Back Unit moves
HORRIBLE DEATH over Units of a smaller size, knocking them Prone. If the Unit
If a Unit in a Squad is Dying as a result of an attack from this being knocked back ends on top of a smaller sized Unit, push the
weapon, immediately give the squad a Panic counter. smaller sized Unit back to make room for the knocked back
Unit. (Pushed Units are not knocked Prone) Unit(s) moved out
INGEST of CA as a result of a Knock Back action do not require any type
A unit with this WA ingests Puds into victim. During the of Break test and are not subject to the free attack for breaking
Lingering Effects Phase unit that has been ingested must make combat. Prone Units are knocked back ½ distance. After
an Armor Save with no PW modifier. On a failed AR save the completing all effects of Knock Back, resolve the initial Armor
Unit takes a wound. On a crit fail the victim automatically dies save. Knock Back weapons do not gain Ganging Up bonuses.
and X Puds burst from the victim’s corpse, where X was the NOTE: A 20 always fails and a 1 always succeeds, no matter
Units HP stat. Units that have been ingested with Puds may not what size the Units are. RA Weapons with KB work exactly like
Regenerate. Upon reaching 0 Wounds the Unit is dead, but the CA weapons with KB. An On Hold Unit may attempt to evade
body remains on the battlefield. In the next LE phase a Pud a Unit that has been knocked back.
Weapon Abilities 3.4
Force it is used Offensively. You must state before using the
Example: Jordan activates his Gazelle and charges Scott’s Soul weapon if you wish it otherwise.
Searcher #1 with Dual Kick. Jordan rolls a 10 for the KB. Jordan
rolls an 18 The Soul Searcher Knocked Back 9”. The Soul Searcher DEFENSIVE
moves over two Spear Slaves before hitting Soul Searcher #2 after When used Defensively Numb is able to help a Unit
traveling 8”. The Spear Slaves are Knocked Prone. Soul Searcher temporarily overcome what would normally be a mortal
#1 is Knocked Prone, and resolves a PW 4 attack. Soul Searcher #1 injury. The Unit must be in base to base contact with the injured
now resolves the initial PW 5x2 (4x2 +1 PW for charge) Armor Unit and must spend an AP to use the Ability. The wounded
save. Unit is
then automatically given a ‘Numbed Wound’ counter (No
Example: Jordan activates his Gazelle and charges Mike’s Golab Armor Save necessary). Any Unit with a Numbed Wound
with Dual Kick. Jordan rolls a 10 for the KB. Jordan then rolls a counter receives 1 HP but also a –2 penalty to all TN’s except
5. The Golab is moved back 5” and it moves over Buzzblades #1 & Armor Saves from the effects of the drugs. If a Numbed Wound
#2, stopping on top of Buzzblade #3.Buzzblades #1 & 2 are counter is removed for any reason then the HP is immediately
Knocked Prone. Buzzblade #3 is pushed back to allow room for lost (as is the –2 penalty).
Golabs base. Buzzblade #3 pushes back into Bone Doc, Bone Doc is
pushed back to allow room for Buzzblade #3’s base. Golab now OFFENSIVE
resolves the initial PW 5x2 (4x2 +1 PW for charge) Armor save. 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
KNOCK PRONE from a Numb weapon it receives a ‘Numb’ counter as well as the
A Knock Prone (KP) weapon is capable of knocking the normal effects of the attack. Any Unit with a Numb counter
opponent to the ground. The Ability is followed by a number in receives a –2 penalty to all TN’s except Armor Saves. If a Numb
parentheses. This number is the TN needed to successfully KP weapon has a RN of other than CA then it can also be used at
the target. A KP roll is made for every successful hit regardless of Range. Follow all normal Ranged Assault rules for these attacks,
damage (If an opponent has any Abilities that may reverse the including Armor Saves, regardless of whether the weapon is
successful hit they may make that attempt before the KP roll). If being used Offensively or Defensively.
the attacking player rolls equal to or under the TN, the target
Unit has been Knocked Prone, and the Unit is marked as Prone. NOTE: ‘Numbed Wound’ (and ‘Numb’) counters are removed
For every size larger the attacking Unit is than the target Unit at the end of the game. If any Units are reduced to 0 HP, as a
add 2 to the KP target number. For every size smaller the result of the loss, then they are counted as casualties for Victory
attacking Unit is than the target Unit subtract 2 from the KP Points purposes. A friendly unit may only be affected by this
target number. ability once per game.

NOTE: A 20 always fails and a 1 always succeeds, no matter PARALYZING POISON


what size the Units are. RA Weapons with KP work exactly like Many Brood Units have developed poison-producing glands,
CA weapons with KP making their claws and bites even that much more dangerous.
Some have even managed to develop these glands in chitinous
NOZZLE weaponry growing from their bodies. Whenever a weapon with
Weapons with a ‘Nozzle’ are weapons that can choose either the this Ability successfully hits an enemy Unit, they immediately
Spray or Stream template. lose 1 AP. (If the Unit has 0 AP due to other reasons than
Paralyzing Poison; carry this penalty over to the next Game
NUMB
Turn). Paralyzing Poison is not a cumulative effect, and does
This ability prevents friendly Units from being Removed from
not affect Units with the “Nonliving Unit” Ability. Paralyzing
Play immediately upon Dying. Instead, friendly Dying Units
Poison is subject to “Immunity to Poison” Paralyzing Poison
receive a Dying counter and remain on the Battlefield until they
does not remove free AP gained from charging.
next 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 PARRY
injecting a combination of various steroids, stimulants and other Units that have a weapon with the Parry Ability may elect to
synthesized narcotics. While these are generally used to help parry a Close Assault attack. To make a Parry the player rolls
wounded allies overcome mortal injuries for short periods of 1d20 equal to or under their highest AS statistic on a weapon
time the dosages can be adjusted so that the weapon can be used with the Parry Ability. If successful, the attack has not hit, no
Offensively, desensitizing an opponent and making them Armor save is necessary and no special effects of the attacking
sluggish and soporific. In Game circumstances it is normally weapon are taken. If the Parry fails the Unit still gets its normal
assumed that when using the weapon on a Unit from your own Armor (AR) save. Ranged Assaults cannot be Parried (Reach
Force it is used Defensively but when on a Unit from another
Weapon Abilities 3.4
attacks however can be parried as normal). You may only make Pinning Unit may roll to hit with the Pinning weapon so see if
one Parry attempt per attack regardless of how many weapons damage is dealt from the Pinned Unit trying to get up, this roll is
with the Parry Ability a Unit possesses. 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
NOTE: You may not attempt to Parry a Critical Hit. A Critical necessary for each attempt.
Parry failure results in exactly the same penalties as a Critical • A Pinned Unit may not take any actions other than to try and
Armor Save. You may only Parry attacks to your front Arc. Break the Pin (Although if it so chooses a Unit may elect to take
no actions).
PIERCE • If a weapon with Pin also has the RE ability the Pinned Unit
A Pierce weapon is so powerful it is capable of puncturing may not be in BtB contact when they break the Pin. If this is
through its intended target and skewering those unlucky enough the case they are not considered to be in Close Assault and may
to be on the other side. If a Unit loses a HP to a Pierce attack it act as normal.
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 If a Unit that is Pinning another Unit is attacked in Close
To Hit for the next Unit directly behind the original target Unit. Assault it may choose one of two options.
Each hit beyond the first suffers a -2 PW penalty as the projectile • Hold the Pin – In this case the Pinning Unit counts as Prone
loses momentum. Extra Range modifiers apply if any extra target against all CA attacks made against it.
passes a 4” threshold and Cover modifiers also apply except the • Release the Pin – In which case the Pinning Unit counts as free
Cover supplied by the initial target Unit. The Pierce attack and may turn to face the attack if it is otherwise able to do so.
continues to the maximum effective range of the weapon. If the
2nd Unit is wounded the weapon continues on in the same way NOTE: A 20 always fails and a 1 always succeeds and causes a
to the next Unit along the same straight line. If one of the To successful KP and Pin.
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 POINT BLANK
will not punch through solid terrain features like walls, This Ability represents a Ranged Assault weapon that can be
buildings, hills, etc. used in Close Assaults. Normally this is a pistol with which the
Unit has practiced close quarters fighting. As the Unit does not
NOTE: Aiming a Pierce weapon will only gain the Aim benefits manually power these weapons they do not benefit from the PW
for the initial target Unit, the bonus for Aiming will not count bonuses in certain circumstances. Point Blank weapons do not
when making To Hit rolls for the 2nd or subsequent target gain PW bonuses for Charging, Ganging Up (Or any variant
Units such as Superior Ganging Up, Tandem Fighting etc.) or Berserk.
They do not receive a PW bonus for attacking from the Rear or
PIN from the Ability ‘Hatred’.
A weapon with the Pin Ability can attempt to keep a target Unit NOTE: Point Blank weapons with an RF number share their RF
down with its face in the dirt. All Pin weapons also have the KP between RA and CA Attack Groups. The RF listed is for the
Ability (See KP for details on how it works). If a weapon with total number of attacks you can make per Game Turn regardless
Pin successfully Knocks Prone an opponent, it automatically of whether they are Ranged or Close Assaults or how many
Pins them. If a Unit is already Knocked Prone a successful roll to Attack Groups the weapon is listed in.
hit causes damage as normal for the weapon and a Pin.
• Once a Unit is Pinned the Pinning Unit may spend an AP to POISON
causes an automatic Hit on the Pinned Unit. Damage is worked The Poison Ability is followed by a number in parentheses, this
out as normal for the weapon with the Pin Ability. is the strength of that particular Poison e.g. Poison (4). If a Unit
• When a Pinned Unit wants to break a Pin it must roll to is hit by a Poison weapon it receives a Poison counter. During
“Break the Pin”. To make a Break from Pin roll the Pinned Unit the lingering effects stage Units must make a Poison test (see
first spends the 1 AP for the attempt (this AP is lost regardless of below) for each Poison counter they have. Poison counters do
success or failure). The Pinned Unit then makes a Close Assault stack.
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 POISON TESTS
Broken the Pin If the Pin is Broken successfully the Unit A Poison test is a d20 roll. The base TN for Poison tests is ‘20’
automatically stands up but is still in CA with the Pinning Unit. minus the strength of the Poison, the Unit must roll equal to or
A Break from CA Test is needed if the Unit wishes to move out lower to avoid failing. A failed Poison Test results in the loss of
of BtB contact. Any failure means that the Unit has failed and is 1 HP and the Unit keeps the counter. If the test is passed then
still Pinned. In addition, if the Break Test fails the the Unit loses the counter. Wounds caused by failed Poison tests
Weapon Abilities 3.4
class as Cauterized. NOTE: Poison does not affect Nonliving To determine the distance of the ricochet subtract the Distance
Units. from the attacker to the target from the RN of the Attack.

Example: A Soul Searcher is hit twice by a Squad of Shades. and ROT


receives two Poison (5) counters. During the next lingering effects Weapons with this Ability are scathing and corrosive in nature. If
stage he must make 2 Poison Tests. The TN for these Tests is 15. He a Rot weapon hits a Unit it receives a Rot counter. During the
rolls for both Tests and gets a 9 and a 17. The Searcher therefore Lingering Effects stage, Units must make a Rot test for each Rot
loses 1 HP and keeps 1 Poison counter. 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
POWER DRAIN counter.
Weapons with power drain use enormous amounts of energy.
This makes it impossible for more than one of these weapons to SCATTER SHARDS
be used in an activation. Only one power drain weapon may be Crystal shards are highly unstable mineral pieces that the Slaves
used per activation. use as weapons. Some have mastered the ability of using these
crystal shards as explosive antipersonnel mines. A Unit with
REACH (RE) Scatter Shards may spend 1AP to scatter a 1” radius shard field
REACH (RE) on the battlefield. No more than 2” away from the Unit’s
Reach weapons represent large axes, long poles, whips or any current position. This ability is automatic and no To Hit roll is
weapon capable of a limited reach. This allows a Reach (RE) required although the player must still roll to see if the shards
weapon to make Close Assault (CA) and short Ranged Assault Malfunction. Units in a Close Assault may not use this ability
(RA) attacks. All Reach attacks that originate from the target until they have left the combat.
Unit’s Rear gain +1 to the Assault and +1 to the PW. Any Unit that passes through a Shard Field at any point during
their movement must make an AS test to prevent the crystals
REACH CLOSE ASSAULT – Resolve as a normal CA except from exploding. Simply roll under the Unit’s highest AS stat. A
RE weapons make “Breaking from CA” harder. In order to failed test means the Field has exploded and the Unit must make
Break from CA without being attacked by a Unit with a Reach a successful armor test against the shards PW, or suffer damage
weapon, the Breaking Unit must make 2 successful checks indicated on the weapon’s listing. If successful in rolling the AS
(either Distract or Dodge). If either fail, the Breaking Unit is test, the Unit moves uneventfully through the Shard Field.
attacked as normal. Only one free attack generates even if both However, if the Unit should again move through the Shard
attempts fail. Field, a new test must be taken. Shard Fields do not stack with
each other; thus, a Unit that moves through two different (and
REACH RANGED ASSAULT – A weapon with Reach will overlapping) Shard Fields simultaneously will only be required to
have RE followed by a number in parentheses in the RN field of test once, and if failed take damage once. Any Shard Field that is
the weapons statistics e.g., “RE (10).” The number in overlapping another Shard Field that detonates, will itself
parentheses is RA range, in inches. Reach Ranged Assaults detonate, and in turn will detonate any Fields touching it. Only
resolve as a normal RA, see below, and they also may use the the Unit that moves through the Field must make the test, if
“Fire from Hold” action. RE weapons may RA when in BtB other Units are inside the Field when it detonates they also take
contact with an enemy Unit. They may also make Ranged damage from the Field. Once a Field detonates remove it from
Assaults over Units of equal or lesser Size with no penalty and play.
they ignore the “Target Priorities” and “Firing into CA” rules.
NOTE: If an Ability like Pin or KP are on a RE weapon from SHARD SHATTER
Ranged Assault, if the Unit “Breaks the Pin” or stands from the When these weapons, made from shards of crystal, malfunction
KP they are not considered in BtB contact they send crystal shrapnel out in all directions. This shrapnel
affects any Unit holding the weapon as well as any Unit in BtB
REAR ATTACK contact with them. The Unit malfunctioning and any Units in
Weapons with this ability may only be used to attack Units in BtB contact with them are therefore hit by the weapons normal
your Rear arc. malfunction effect.

RICOCHET SKEWER
After a successful Armor save from an attack with this ability, the An attack with this WA may only be used against Prone targets.
ammo bounces off in a random direction. Roll a scatter die and
the saw blade travels in that direction. The first unit, enemy or SUNDER
friendly, that is in the path of the saw blade takes a PW 3x2 hit. Weapons with this Ability strike in such an acute way that armor
is damaged when struck by this weapon. After a successful Hit,
Weapon Abilities 3.4
permanently reduce the Target's Armor by –3. Multiple hits of arc of a Unit with this ability. All Units (Except ones with the
Sunder are not cumulative. Tremor weapon Ability) in the area of effect suffer KP (14)

THROWING PUDS
SMOKE CLOUD The art of throwing a Pud as a weapon is something that only
Smoke Clouds partially block Line of Sight and provide Cover. the Pud Throwers themselves have truly mastered, as the Puds
A Unit making a Ranged Assault where the LOS to the target themselves don’t truly enjoy it when they ‘re hurled across the
Unit crosses the Smoke Cloud template suffers a –4 penalty to battlefield. Through discipline and training, the Pud Throwers
the TN To Hit. If a Unit’s base is completely within in the have gleaned a proper technique, able to use these beasts as very
Smoke Cloud any Close Assaults it makes have a -4 penalty to effective projectiles.
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 A Pud Thrower may spend 1 AP to throw a Pud:
dissipated and the template is removed. • A Pud cannot be thrown into Close Assault.
• The Player picks a Point of Impact (PoI) within the
NOTE: The size of the Smoke Cloud template is the Blast range of the weapon. Standard PoI rules are used (DF
number in the weapons statistics. 3).
• If the Pud lands on an enemy Unit. Place the Pud
SPRAY AND PRAY Unit in BtB contact with the enemy Unit (within either
A weapon with ‘Spray and Pray’ is capable of unleashing an the front or back arc; depending upon the direction the
incredible amount of ammunition in a very short time. A Unit attack came from). Immediately resolve a automatic hit
must announce it is using Spray and Pray immediately upon from the Pud (PW 4x2). This is an inherent ability
being Activated. For this Activation the Unit doubles the and does not interfere with their normal activation for
amount of Ranged Assaults that can be made per AP. Due to the the turn.
extreme recoil of this effect any Unit using Spray and Pray has a • If the RA attack misses roll a Scatter Roll to find where
-4 penalty to its TN for the Spray and Pray weapon in addition the new Point of Impact is. Divide the number rolled
to any normal modifiers to each RA attempt. Spray and Pray by 2 (rounding down) to find the number of inches the
may only be used once per Game due to the extreme amount of Pud scatters, place the Pud. The maximum a Pud can
ammo exhausted in this maneuver. A Unit may not Aim when scatter is half the distance between the Attacking Unit
using Spray and Pray. and Target Unit (rounded down). If a Pud Scatters to a
point further than maximum scatter the extra distance
STUN is ignored and the Pud is placed at the point of
A Stun weapon is capable of disorienting an opponent.
maximum scatter.
Whenever a weapon with this Ability successfully hits an enemy
• If the Pud lands on top of a friendly Unit. Place the
Unit, they immediately lose 1 AP. (If the Unit has 0 AP due to
Pud in BtB contact with the friendly Unit (within
other reasons than Stun; carry this penalty over to the next Game
either the front or back arc; depending upon the
Turn). Stun is not a cumulative effect.
direction the scatter came from). The controller
chooses the final facing of the Pud.
TOXIC CLOUD
A Toxic Cloud is a Smoke Cloud effect that remains in play. • If the Pud scatters on an enemy Unit. Place the Pud
During the Lingering Effects Phase the owning player of the Unit in BtB contact with the enemy Unit (within either
Cloud rolls a D20, on an 11 or more the cloud is dissipated, the front or back arc; depending upon the direction the
otherwise it remains in play. While it remains in play any Non- attack came from). Immediately resolve a automatic hit
Toxic Cult Unit that enters the cloud or begins their activation from the Pud (PW 4x2). This is an inherent ability
in the Cloud receives a Poison (4) counter. Likewise if a Non- and does not interfere with their normal activation for
Toxic Cult Unit remains in the cloud for every AP spent, they the turn.
receive a Poison (4) Counter. Units with Non-Living, Enviro • If a Pud scatters off of the table edge, they will be
Filters and Toxic Cult ability are immune to this Cloud Effect. placed at the point on the battlefield nearest to the
Toxic Cloud does not stack with other Smoke Cloud Effects in table edge. The controller chooses the final facing of
regards to RA and CA penalties. the Pud.
• If a Pud scatters in hazardous terrain, the Pud is placed
TREMOR with their base touching the edge of the terrain closest
Weapons with this ability shake the ground when they hit, to the final scatter point. (Controller chooses facing)
causing Units to lose their footing. Center a BL(2) in the front

VENT(x)
Weapon Abilities 3.4
An attack with this Weapon Ability automatically hits each Unit
within the prescribed range in inches from the attacking Unit’s
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.

WHIPLASH
A weapon with this ability causes a loss of 1 AP if the target unit
makes a successful Armor check.

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