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7 - Appendix

This document defines many special rules and abilities for critical hits, weapons, and combat in a game. It provides explanations for rules like APx, Blast x, Brutal, Heavy, Invulnerable Save x+, Lethal x, MWx, Rng x, and others. Examples are given for how many of the rules function during combat and shooting attacks.

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Drew Volker
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0% found this document useful (0 votes)
11 views3 pages

7 - Appendix

This document defines many special rules and abilities for critical hits, weapons, and combat in a game. It provides explanations for rules like APx, Blast x, Brutal, Heavy, Invulnerable Save x+, Lethal x, MWx, Rng x, and others. Examples are given for how many of the rules function during combat and shooting attacks.

Uploaded by

Drew Volker
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Appendix

Contents
Critical Hit Rules, Special Rules • Hot • Relentless
and Abilities • Indirect • Rending
• APx • Invulnerable Save x+ • Rng x
• Barrage • Lethal x • Silent
• Balanced • Limited • Splash x
• Blast x • MWx • Stun
• Brutal • No Cover • Torrent x
• Ceaseless • Psychic Action • Unwieldy
• Fusillade • Px Narrative Datacard
• Heavy • Reap x Markers & Tokens

CRITICAL HIT RULES, SPECIAL RULES AND ABILITIES


APx: Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target
for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting
attack, they are not cumulative - the attacker selects which one to use.

Barrage: Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, the automatic retention of
defence dice as a result of cover is determined differently. Instead, if any part of the operative’s base is hidden by a terrain feature from
directly above, the defender can retain defence dice as if they were in cover.

Balanced: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that
combat or shooting attack, you can re-roll one of your attack dice.

Blast x: Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after
making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative
Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast,
e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if
operative A was making the shooting attack.
3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to
operative A due to the terrain feature between them.

Brutal: Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent
can only parry with critical hits.

Ceaseless: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that
combat or shooting attack, you can re-roll any or all of your attack dice results of 1.

Fusillade: Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any
number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a
shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have
distributed to each of them.

Heavy: An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action
with this ranged weapon.

Hot: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each
attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
Indirect: Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack,
enemy operatives are not in Cover.

Invulnerable Save x+: Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its
normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is
not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the
dice roll required for the defence dice to be successful, e.g. 4+.

Lethal x: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that
combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after
the weapon’s Lethal, e.g. Lethal 5+.

Limited: This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one
shooting attack for an action (e.g. Blast), make each of those attacks as normal.

MWx: Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting
attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.

No Cover: Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be
automatically retained as a result of Cover (they must be rolled instead).

Psychic Action: This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with
actions that have this term.

Px: Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if
you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.

Reap x: Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with
a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within of it or the target operative,
x is the number after the weapon’s Reap (e.g. Reap 1).

Relentless: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that
combat or shooting attack, you can re-roll any or all of your attack dice.

Rending: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that
combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.

Rng x: Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the
distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.

Silent: While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected
for the shooting attack(s).

Splash x: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for
each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the
weapon’s Splash, e.g. Splash 1.

Stun: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you
retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve
Successful Hits step of that combat:
The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
The second time you strike with a critical hit, subtract 1 from the target’s APL.

Torrent x: Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting
attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and
each other, x is the distance after the weapon’s Torrent, e.g. Torrent .
1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid
target as normal.
3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of
operative B.

Unwieldy: An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot
make a shooting attack with this weapon by performing an Overwatch action.

NARRATIVE DATACARD

MARKERS & TOKENS

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