Weapons and Equipment
Weapons
Each weapon is defined by its name, its Reach and its Power. Weapons can have specific rules.
The Reach is the weapon's maximum distance of effectiveness.
The Power is the value to be added to the Shot or HtH to calculate the power of the strike added to the D20 and to possible bonuses.
A figurine with two weapons can't shoot more than one target during the same Turn.
1. Ballistic Weapons
1.1. Handguns and assault rifles
The different types of shot
There are two different types of shot :
- single shots, offering great precision but only enabling the player to strike one opponent.
- automatic fire, enabling the player to strike a number of targets, but with uncertain results.
Automatic fire: 1 D20 for each figurine targeted, a loss of –1 pt. being applied from the first figurine targeted. For each new target included in the range of a burst of automatic fire, a new – 1 pt. loss is added, up to a maximum of – 4 pts. Since automatic fire is a more or less precise sweep of a given zone, the order in which the figurines are struck has its importance. They must be hit in succession in a 90° semicircle in front of the shooter. This semicircle must be traced between all the figurines targeted, without being interrupted by an obstacle. Two figurines at least must be targeted to use automatic fire.
There is no limit to the number of targets.
 |
To use automatic fire, you must be able to trace a semicircle between the targeted figurines, without coming up against any obstacles. A minimum of at least two figurines must be targeted to use automatic fire. There is no upper limit to the number of figurines targeted.
Automatic fire incurs a loss of – 1 from the first burst.
This loss can add up to a maximum of – 4.
|
|
|
1.2. Grenades
It is not required to have a target to throw a grenade.
An impact point is designated on the ground and the grenade explodes over a radius of 10 cm (r10) (usually).
Searing and defensive grenades are used in the same way, but their effects are not the same.
A grenade's Reach is measured from the edge of the figurine's stand to the point on the ground chosen by the thrower.
The center of the gauge is placed on this point.
All the figurines whose stand or part of whose stand is within the Reach area suffer the grenade's damage/penalties. |
|
There are three types of grenades: Searing, Defensive and Flaming grenades.
*NB* |
Only SUs can carry grenades. |
Searing Grenade: P0. Reach 20 cm. automatic damage. It blinds for one Turn, causing the Shaken effect. Cover does not protect from this effect.
Defensive Grenade: P25/r10 + 1D20. Reach: 20 cm. Fragmentation: damage to be set against Physical Defense. Cover: Yes.
Flaming Grenade: F15/r10 + 1D20. Reach: 20 cm. Fireball. Cover: No
*NB* |
A grenade is designated by its Power and radius of action: Px/ra. A P25/r10 grenade has a Power of 25 and explodes over a 10-cm radius.
|
| - Searing grenades: they explode in a blinding flash and with a deafening noise, causing temporary sensory trauma for the victim. The target is Shaken. It becomes helpless, unable to make a move or any action/shot. |
 |
Example: A Genetic SU (FCA) is attacking a hall held by Psy Chronos. He throws his Searing Grenade into the room. Three Chronos are caught within the explosion radius and are Shaken by the flash effect. They are paralyzed during their opponent's phase and suffer all the penalties due to this effect (loss of their Evasion).
The figurines recover their capacities and their Evasion with the next Turn.
- Defensive Grenades: these have a zone-saturation effect or a temporary paralyzing effect. They are used to smoke out, fix to a spot, or kill a target which is difficult to deal with because of its nature or due to the terrain.
Moreover, their explosion radius makes it possible to strike multiple targets with a high probability of destruction.
- Flaming Grenades: flaming grenades cause psychological stress and a high trauma yield. They cause little direct damage, but the collateral effects can be very useful. The fireball generated by the grenade can be compared to a flame-thrower causing a general 2-CPs (Constitution Points) damage to all figurines (friends or opponents).
*NB* |
Grenades only affect figurines situated on the same level, or up to a height of 5 cm (on stairs, crates,...)
|
Grenades destroy the elements of the set situated within their explosion radius,
if their DL is (at least) 1 pt. lower than the grenade's Power + 1 D20.
2. Hand to hand Combat Weapons
These are only used in hand to hand combat. Their Power and their specific rules are provided if required.
It is not indispensable to own a hand-to-hand combat weapon, but a fighter using a shooting weapon at close quarters cannot hope to cause much damage. His weapon's Power, when used as a club, is equivalent to a Power of 1.
3. Mines
« Intelligent » mines are able to assess and deal with potential threats.
These mines are equipped with hypersensors: they detect vibrations and alterations of the magnetic, electric, and density fields.
Any figurine (friend or opponent) coming within a hypersensor mine's action radius sets off the explosion.
Damage is immediately assessed and the Phase continues for the other figurines (movements, shots...). The D20 is thrown once for each figurine affected by the explosion.
The mines have a powerful blast effect. Consequently, every figurine caught in its explosion radius must stop moving and suffers Shaken effect, even if it has suffered no damage.
Mines have a F25/r10 + 1 D20 factor. They destroy all elements of the set situated in the explosion radius with a DL 1 pt lower (at least) than the mine's Power + 1 D20.
Setting off a mine is an Action performed during the Action/Shot phase. It closes the phase.
4. Demolition Charges
Demolition charges can be used to open a way through obstacles too great to go around, or to break open a door, etc.
*NB* |
A standard demolition charge is plastic explosive. It is designated as follows: P15/r10.
P15 = Power 15/r = exploding over a radius of 10 cm.
Its Power is also its DL.
|
4.1. The three types of charges
- Lightning-type Charge P10/r10. Home-made.
- Hurricane-type Charge P15/r10. (Plastic explosive)
- Typhoon-type Charge P 35/r30. Bomb.
Setting off a charge is an Action performed during the Action/Shot phase. It closes the phase.
Example of setting off demolition charge:
A heavy cupboard has been placed by my opponent to block access to a hallway. I place my charge during my Action/Shot phase. The cupboard has a ND10, I would normally be able to move it with my Power, but it seems to be held in place by my opponents.
During my next Movement phase, I move so as to avoid being caught in the explosion's blast. During my Action/Shot phase, I set off the explosive. I compare the obstacle's DL, ND10, to the explosive's P/r, P15/r10, and I throw a D20. A 1 is enough to blow the obstacle to bits, but it's too weak to inflict collateral damage. The hallway is open!
Demolition charges also have a timer. The player can program the explosion 1 to 20 turns in advance. He indicates this through a D20 placed beside the charge. The number indicates the number of turns before the explosion. The charge explodes when the D20 is taken away. If the player wishes, he can keep secret the charge's countdown. To do this, he notes the number of turns he has decided on on a folded paper placed with the charge. A D20 placed next to it indicates the turns are being counted. The charge explodes when the D20 indicates the number of turns written on the paper, which is then read to avoid all arguments.
To defuse an explosive charge, the figurine's Dexterity must be compared to the charge's defusing DL (once again, its DL is equal to its Power).
4. 2 Synergy between explosives
It is possible to set several charges and to add up their cumulative power. Two 10-Power explosives will add up to a global Power of 20.
Sightlines are not required to destroy an element of the set.
A charge can be used to set traps in a passageway. The width of this passageway cannot exceed 5 cm. When the opponent figurine comes through, breaking the detonator thread, it sets off the explosion.
4.3 Damages
To a figurine: Power of the explosion + 1 D20/Physical Defense. The D20 is thrown once for each figurine within the explosion's radius.
To objects: Power of the explosion + 1D20/Object's DL. An object is blown to bits if its DL is 1 point lower than the Explosion's Power added to the D20.