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COMBAT SKILLS

Dodge +2D to avoid ranged attack goal rolls


Energy Blade Attack/Deflect +2D to close combat attack goal rolls and deflection checks w/ energy blades
Melee Attack +2D to close combat attack goal rolls
Melee Dodge +2D to avoid close combat attack goal rolls
Ranged Attack +2D to ranged attack goal rolls
Roll With the Hit +1D DR checks

SPECIAL TRAITS
Ace Mechanic +1D on Mind checks to repair robot characters
Aquatic Move through water freely, +2D to Strength on swimming checks in rough water
Born Leader +2D on Initiative goal rolls
Born on the Streets Treats crowd terrain and difficult terrain in built up or urban areas as clear terrain
Built-In Weapons and not be disarmed
Combat Master Subtract 1D from foes multiple opponents bonus in close combat
Dual Wield Two melees weapons, may make 2 attacks but target(s) receives +1D defense
Extra Fate +1D starting Fate
Essence Hunter +1D resist Essence powers, +2D on attacks against Essence wielders
Fearsome When in base to base TN2 Resolve check to avoid +1D to attack and defense
Flight Adds +2cm to Move value, may fly over terrain or other models, avoid falling
Gun Fighter Allows use of 2 blasters, slug or other pistols, but target(s) gain +1D defense
Hard to Kill +1D to DR checks
Hardened Veterans Henchmen deal damage to character models as if they where character models
Heavy Weapons Team +2D to Attack goal rolls if the group moves less than 2cm during its turn
Hover Ignore effects of difficult terrain, not subject to falling
Hunter +1D to attack/+1D to spot one enemy character selected before the battle
Iron Will +1D on KO checks, +2D to Mind or Resolve checks resisting control/mind power
Law Enforcement +1D to Initiative checks, free action TN4 resolve check to disperse a crowd
Might Blow Add +2 to the DN to close combat attacks if strength is 4 or higher
Natural Attack DN4 close combat attack that cannot be disarmed
Ranger Ignore the effects of difficult terrain in forest or jungle terrain
Sharp Senses +2D to Mind checks for spotting hidden models and locating scenario objectives
Slow -2 to base Move
Small Begins play with 5 Vitality, -1 move
Tough +2 Re-rolls on KO checks
Unliving +2 Vitality, auto KOed, cannot be healed in play by Essence Heal or medical kits
Unliving Henchmen Ignore the first point of damage from every successful attack
COMBAT SKILLS
Dodge +2D to avoid ranged attack goal rolls
Energy Blade Attack/Deflect +2D to close combat attack goal rolls and deflection checks w/ energy blades
Melee Attack +2D to close combat attack goal rolls
Melee Dodge +2D to avoid close combat attack goal rolls
Ranged Attack +2D to ranged attack goal rolls
Roll With the Hit +1D DR checks

ESSENCE POWERS
Fate 1D; Use Resolve +1 as DR instead of Strength against blast weapons, re-
Absorb Energy
rolls for armor still apply.
Fate 1D; Free action to make opposed Resolve vs. Mind against a foe within
Cloud Minds 10cm, If successful the target losses 2 Fate dice or receives 2 less Fate dice dur-
ing the Refresh Phase in the next round if they currently have no Fate dice.
Fate 2D; May be used against ranged blaster attack with energy blade in hand
uses Resolve to avoid attack, if the roll is made by 3 or more the shot can be di-
rected to a viable enemy target with in 10cm. The number of goals serves as a
Deflection
goal roll vs. Agility roll to dodge the deflection. May use Resolve instead of Agility
in close combat. If the roll is made with 4+ goals the attackers weapon is de-
stroyed. Against natural attacks the attacker suffers one loss of Vitality instead.
Fate 2D; Uses and attack action with Resolve vs. targets Strength opposed roll.
With success the weapon land in a random direction 5cm away. If the roll suc-
Disarm ceeds by 3+ goals weapon lands in the Essence users hand. Essence uses may
resist with Resolve instead of Strength. May not be used in close combat. If used
on a Henchman group reduces concentrated fire ability by 1D.
Fate 3D: Uses ranged attack action pitting Resolve vs. Agility and normal range
Essence Blast band modifiers apply. If successful the target must resist damage vs. DN5 and ar-
mor re-rolls are not allowed.
Fate 2D; Uses ranged attack action with opposed roll Resolve vs. targets
Strength, range band modifiers are applied. If successful the target is moved
10cm closer/farther away from the Essence user. Target required to make a TN4
Essence Push/Pull
Agility check or be knocked down. Colliding with a solid object ends the move with
a DR roll for DN3. May also be used to move inanimate objects using the objects
size as a TN. Small=TN3, Medium=TN4, Large=TN5
Great Haste Fate 1D; Free action adds +5cm to Move value for current round.
Fate 1D; Requires a Free action TN3 Resolve check. With success may lead up
to 12cm vertically and 6 cm horizontally or 6cm vertically and 12 cm horizontally.
Great Leap
Counts as a move action and can be used to charge. If the uses has at least 1D
Fate available to power it may ignore damage from falls.
Fate 1D (Burned), Uses a Special action, make a TN 4 resolve check to restore 1
Heal Vitality to the uses or an adjacent character. Dark Essence users require a TN5.
May not be used on Henchmen groups or Unliving models.
Fate Special: Up to 2 times a round characters within medium range band of the
Lend Fate Essence user may use one of the Essence uses fate dice. A single character may
only use one such Fate dice a round.
Fate 2D; Uses a combat action with an opposed Resolve or Mind vs. targets Re-
Stun solve to Stun the target. May be used in close combat or ranged combat. Normal
ranged combat modifiers apply.
EQUIPMENT GUIDE
Type DN Notes
Blaster Pistol Ranged 5 Count range bands past Medium as one higher, Set to Stun.
Blaster Rifle Ranged 6 Set to Stun.
Combat Blade CC 4
EMP Blaster Ranged 6/3 DN6 vs. Robots, DN3 vs. Non Robots.
-1 Re-roll on DR checks, no strength bonus, Essence users
Energy Blade CC 7
may use Resolve instead of Agility
Fighting Stick CC 3 +1 Re-roll on Defense goals
Count range bands over Short as one higher, radius 2cm, tar-
Flame Gun Ranged 4 gets struck must make a TN3 Agility test to avoid being set on
fire.
Grenades (Frag) Ranged 4 Radius 4cm, vehicles gain +2D DR, see page 19
Grenades (Stun) Ranged Special Radius 4cm, TN4 Resolve check or Stunned, see page 19
Grenade Launcher Special Special See page 20.
Heavy Armor N/A N/A +3 re-rolls on DR checks.
Heavy Melee Weapon CC 5 +1 Re-roll to targets Defense goal rolls.
+2 cm to Move, fly over models and obstacles as high as 15cm,
Jet Pack/Flight Harness N/A N/A
renders the wearer immune to falling damage.
Light Armor N/A N/A +2 re-rolls on DR checks.
2 uses during a scenario, TN4 Mind roll to restore 1 Vitality to
Med Kit N/A N/A
user or character in base to base contact. Special Action.
Options; Radius 4cm, Blaster +1 DN, AP 2 Re-rolls provided
Really Big Gun Ranged 6 by armor or gear. Requires 4+ Strength to move and shoot, oth-
erwise the character is limited to a 2cm move.
+2D Mind check for detecting scenario objectives, +1D to the
Scanners N/A N/A
leaders Initiative goal roll, +1D to detect hiding models.
Shotgun Ranged 4 Radius 2cm.
Slug Pistol Ranged 4 Count range bands past Medium as on higher.
Slug Rifle Ranged 5 +1D Attack beyond Short range band.
Sword CC 4 +1 re-roll on Attack goal rolls.
Radius 6cm, -3 Re-rolls on DR, ignores 4D of vehicle armor,
heavy thrown weapon (see page 19) but all ranges past point
Thermionic Destructor Ranged 8
blank are treated as 1 category higher, each is one use and
only one may be taken per scenario.
Turbo-Blaster Ranged 5 Count range bands beyond Point Blank as on category higher.

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