SpecialAbilities_Apocalypse.pdf

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ACID BLOOD
If a Unit with this ability loses a Health Point (HP) from an attack within 2”, Acid Blood spurts out automatically hitting the Unit that caused
the loss of HP. Immediately resolve a PW 4 attack before any other actions are resolved. his efect occurs for every HP lost. If 2 HP are
lost on the same attack then 2 acid blood checks are made. A Unit with this ability is immune to the efects of Acid, Acid Blood, and the
Cauterize efects of acid based attacks.
ACROBATICS
Units with this Ability may jump up to 2” high when Jumping. hey also subtract 2 from the PW of any falling damage (PW cannot go
below 1).
ADAPTABILITY
Once per Activation a Unit with this WA may mimic certain WAs from a Unit it is in Base-to-Base with, friendly or enemy. Only one WA
may be mimicked and takes the place of any WAs already owned by an attack with this WA. he WAs that may be copied are: Acid, Bleed,
Brutal, Cauterize, ED(x), Fire, Pierce, Poison, Reach, and Stun. he mimicked WA lasts until the end of the Unit’s Activation. Any Mimicked
WA’s that have a lasting efect on a Target Unit act as normal per their Special Rules.
AEROBATICS
Intimate familiarity with the Elemental forces of Air combines with phenomenal grace allowing these Units to perform unnatural feats of
agility. Units with Aerobatics may Climb and Jump without MV penalty. Furthermore, Aerobatic Units may make Vertical Jumps allowing
them to move both vertically as well as horizontally up to their MV in inches.
ANIMOSITY (X)
A Unit with this SA will not work for any force that has a named Unit (x) in that force.
ART OF WAR
When Saint Luke is chosen he must choose a Fighting Style, Mantis or Dragon. When Luke chooses the Mantis Fighting Style he gains the
Vault SA, the same AG’s as the Stingers and may Take Charge (Stingers). When Luke chooses the Dragon Fighting Style he gains the Breech
Blast SA, the same AG’s as the Arsenals and may Take Charge (Arsenals).
ASSASSINATION
After the irst turn, during any lingering efect stage, you may place a Unit with the Assassination ability anywhere on the Battleield. Abilities
that change other aspects of iniltrate do not afect Assassination. If more than one Force contains Units with this Ability, all players roll for
Initiative and resolve placement of Units following the result of the dice rolls, highest to lowest, placing 1 assassination Squad or Individual
each, in order, until all Units have been deployed. Deploying a Unit in BtB with an enemy Unit does not result in a charge. A Force may
only contain one Unit with this Ability.
AUGMENTED
Units with this Ability have already been heavily modiied through Grafting technology. hese Units may not be given additional Graftings
due to the Followers of the Heretic Grafting rules.
BACKSTAB
A Unit with this Ability gains +1AS +1PW to Attacks if this Unit is the irst Unit Activated at the beginnig of any players’ turns.
BAD MOJO
Any Non-Skarrd Units or non-friendly Skarrd Units within 8” of a Unit with this SA sufer -1 to ALL TN checks. Non-Living Units are
Immune to this efect. his efect is not cumulative with any other like efects.
BECKON
Units with this Ability may use 1 AP to Beckon other Squads or Individuals from the same Force, causing them to Activate outside of the
normal Initiative sequence. Once AP are spent to Beckon another Unit the Activation ends and it may do nothing else that Turn. A number
after Beckon indicates the amount of times per Game that Beckon can be used by that Unit e.g. If a Unit has Beckon (2) then they may spend
their last 2 AP in one Turn to Beckon two separate Squads or Individuals, or spend 1 AP on one Turn, and 1 AP in another Turn. Beckon
does not need line-of-sight, and may activate a Unit/Squad anywhere on the board, regardless of distance. A Unit with this Ability may not
Beckon a Unit with a higher PS. Units in Close Assault may not use this ability until they are unengaged NOTE: If the Beckoned Unit also
has Beckon they may not use it that Turn.
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SPECIAL ABILITIES
BERSERK B
It costs 1 AP for a Unit to enter a ‘Berserk’ state. While Berserk, the Unit must always Charge or move with all its AP towards the closest
enemy Unit, gains +1 to TN when attacking with any weapon that has range CA or RE, gains +1 to PW when attacking with any weapon
with range CA or RE and becomes immune to all Fear and Panic efects throughout the duration of the Berserk state. Additionally, all attacks
with a range CA or RE made by the afected unit acquire an additional power multiplier i.e. PW 4 becomes 4X2, Power 4X2 become 4X3 etc.
A Unit that is Berserk may end the Berserk state at the beginning of any Activation after they’ve gone Berserk by spending all of their AP to
calm themselves. A Berserk Unit may NOT use any Ranged Assaults.
Over Exertion - During each Lingering Efects Stage roll 1 d20 for each Unit in a Berserk state. On a roll of 11 or more that
Unit loses 1 AP. his is cumulative and lasts until the Berserk state is ended. A unit that has lost all AP due to the efects of exertion, ends the
berserk state, collapses, and cannot activate for 1 turn.
BLOOD FRENZY
While under the efects of Blood Frenzy, the Unit must always Charge or move with all its AP towards the nearest non Blood Cult Unit
(friendly or enemy).It gains +1 to AS when attacking with any
weapon that has range CA or RE, gains +1 to PW when attacking with any weapon with range CA or RE. Additionally, all attacks with a range
CA or RE made by the afected Unit acquire an additional power multiplier i.e. PW 4 becomes 4X2, Power 4X2 become 4X3 etc. A Blood
Frenzied Unit may NOT use any Ranged Assaults
Over Exertion - During each Lingering Efects Stage roll 1 d20 for each Unit in a Blood Frenzy state. On a roll of 11 or more that
Unit loses 1 AP, this is cumulative. A Unit that has lost all AP due to the efects of exertion, collapses and is considered KP, and cannot activate
for 1 turn. Following the inactive turn, they are no longer under the efects of Blood Frenzy.
BIO-GENS
All of the Brood are made up of a singular genetic material, and
because of this, have the ability to enhance themselves with very speciic mutations to aid them in battle. hese mutations are referred to as
Bio-Gens, interred as symbiotic creatures within their larger Brood hosts. A Unit with this ability has a number in
parentheses after the Bio-Gens ability. E.g. Bio-Gen (2) his number represents exactly how many Bio-Gens this Unit can take. If the Unit
has Bio-Gen (2) they may take two separate Bio-Gens, or one Bio-Gen that speciically takes up two Bio-Gen slots. he irst Bio-Gen slot is
free, if a second Bio-Gen is taken, then a cost of 5 points is added to the cost of the Unit. If a third Bio-Gen is taken an additional 10 points
is added on top of the 5 points from the second Bio-Gen.
NOTE: Bio-Gens are resolved per the normal rules for attacks.
BOUNTY HUNTER
his Unit is hired and may not be afected by the Command Ability. Units with the Bounty SA may work with either Forsaken or Outcast
Forces. Before the game starts the player may nominate an Individual from the opposing force as their Bounty, if the opposing force does not
have any Individuals they may select the highest point value Unit. hey gain a +2 TN bonus towards any attacks against this target. If they
removed the Bounty from play they are Removed from Play as well but do not count towards victory points. Matched Sets may nominate
one target or separate targets at their discretion. Units with the Bounty Hunter SA also gain the Tracking SA. A Force may only have two
Bounty Hunter selections per 1000 points.
BREECH BLAST
A Unit with this ability may opt to detonate a Smoke Grenade at their feet. If this ability is used the Combat Shotgun may still be used but
the Grenade Launcher may not. No roll for scatter is necessary and the BL is centered on the Unit. A MAL roll is required however, and if a
MAL is rolled the Smoke Could is not placed but the AP is Spent, and counts towards the grenade launchers RF.
BURROW B
For 1 AP a Unit may burrow into the ground. While “Burrowed” the Unit still remains on the table top but give it a Burrowed counter. he
counter gives it a – 4 DF and +2 AR. All movement while burrowed is reduced by half. For 1 AP the Unit may resurface, simply take the
counter away. Units with Enhanced Optics ignore the -4 DF bonus, the +2 AR still applies. Units that are burrowed may not charge, they
must resurface irst.
BITE REFLEX
he Attack Group (AG) in parentheses after it is used with Bite Relex. e.g. Bite Relex (AG #2) his Ability may be used when a Bite Relex
Unit moves into BtB with an enemy Unit OR if an enemy Unit moves into BtB with a Bite Relex Unit. When an enemy Unit moves into
BtB with a Unit with this Ability, resolve Bite Relex Attacks before the normal bonus AP attacks. When a Unit with this Ability moves into
BtB with more than one enemy Unit, Bite Relex attack(s) may be split between the Units. Bite Relex attack(s) may only target Units that
are in BtB. Bite Relex Attacks do not gain bonuses that would come from Ganging Up. A Unit with this ability does not use Bite Relex if
Dying. Bite Relex is not triggered when moving into BtB with a Dying Unit. Bite Relex may be used when Prone. A Unit with this ability
may not Hold an Action and use the AP to utilize the Bite Relex aatack.
Example: A Warwind moves into BtB with Scion, Scion resolves the Bite Relex attack(s) against the Warwind before the Warwind resolves its charge
attack.
CABAL
Whenever a Unit with Cabal is within 8” of Johann they may re-roll one d20 roll per activation. Units with Cabal may not be activated
through use of the Command SA.
Example: Scion moves into BtB with two Bane Units. Scion resolves Bite Relex attacks before the normal bonus AP received from the charge. Scion
splits the 4 attacks from Attack Group #2 between Bane #1 and Bane #2. Scion now resolves the charge attack.
CANNIBAL
his Unit is known not only for their ferocity, they are also known to bite and rend at their opponents during combat. To this efect any non-
Skarrd unit sufers -1 TN to their AS when in CA with this Unit. Non-Living Units and Units with Never Fear are immune to this efect.
BLOK STOPPER (X)
his models carry large items that can be used to obscure their progression across the Battle Field. his ability increases the level of cover the
model is behind. If the ability has a (X) then increase the cover by that many levels.
Example: A model with Carried cover that is shot out of cover is
considered in partial cover. If the model is in partial cover it is considered in cover. If the model is in cover it is considered completely obscured.
CASTER
A caster may once per activation choose to cast a foci from any of the applicable Foci of their Caste. here are no restrictions on the Casters
chance to cast a Foci. Ritual Castings or speciied Foci (Soul Warden Only) may not be used by a Unit with the Caster SA.
CAUSE FEAR A
Fear afects all enemy Units within a 8” radius centered on the Unit with Cause Fear. Units with Never Fear are immune to Fear. Units that
Cause Fear are not afected by the efects of other Units with Cause Fear.
BLOOD CULT
All units with this ability have the following abilities:
When a Living Unit is removed from the game place either a Blood marker or blood splatter on the table where the Unit was.During each
Lingering Efects phase each Unit/Squad with this ability must check to see how many blood markers/splatters are within 8”. For Squads the
player must select one Unit from the squad to check the measurement. All efects are cumaltive and are not optional.
COMBAT REFLEXES
If a unit with this ability is hit by an attack and fails his armor save he can roll a PS test to try and roll with the force of the attack. If the PS
save succeeds he does not take damage from the weapon but is still afected by any special abilities on the attack. he model is now Prone.
his ability can not be used if the model is already prone.
1 - 4 Blood Markers - +1 TN to all CA
5 - 8 Blood Markers - Unit is immune to Panic
9 - 12 Blood Markers - Unit Causes Fear
13+ Blood Markers - Unit Gains Blood Frenzy Ability
COMBINED ELEMENTAL
Greater Elementals are incarnate representations of their archetypical sphere, summoned by the combination of several smaller elementals.
Combined Elementals do not cost any points during Force creation, and are summoned during game play from an elemental Squad. A full
Squad of elementals, all in coherency with the Target of a combining efect are required to create a Combined Elemental. When combined,
replace the Target elemental Unit with a Greater Elemental, and remove the remainder of the target elemental’s Squad from play. here must
be room for the Greater Elemental’s base. Any Counters and damage on any of the elementals carry over to the Greater Elemental; identical
non-Wound Counters are not cumulative, place only one of each type on the Greater Elemental. When separated, replace the Combined
Elemantal with one Squad member exactly where the Greater Elemental was located. Place the other Squad members within 2” of the irst
one. Squad members may be placed in Base-to-Base with other Units, but does not constitute a Charge. Any wounds on the Greater Elemental
BLOOD DOMINANCE
A unit with this ability has the power over the blood that lows in all living beings. Any Living Unit in base-to-base with this Unit sufers -2
TN to any CA or PS checks.
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transfer to the separated Squad members. Likewise, any Counters on the Greater Elemental carry over to each Squad member. Combined
Elementals count as Elementals.
FEROCIOUS ASSAULT
Attacks from this unit are so ferocious and unrelenting it causes fear and panic in even the most stalwart troops. If an enemy unit is removed
from play by an attack of a unit with this ability, the squad it was a member of receives a Panic counter. Units with Never Panic are immune
to this ability
COMMAND
Units with this Ability may use 1 AP to Command other Squads or Individuals on the same Force, causing them to Activate outside of the
normal Initiative sequence. Once you use your AP to Command another Unit your Activation ends and you may do nothing else that Turn.
A number after Command indicates the amount of times per Game that Command can be used by that Unit e.g. If a Unit has Command
(2) then they may spend their last 2 AP in one Turn to command 2 separate Squads or Individuals, or spend 1 AP on one Turn, and 1 AP
in another Turn. If the target is a Squad then the Squad’s Leader must be within 8” of the Unit Commanding it. If the Squad does not have
a Leader any member of the Squad must be within 8”. A Unit with this Ability may not Command a Unit with a higher PS. Units in Close
Assault may not use this ability until they are no longer in CA.
NOTE: If the Commanded Unit also has Command they may not use it that Turn.
FOR SAINT AND GLORY
A Unit with this Ability is immune to the efects of Panic and Fear if they are within their Saint’s PS stat in inches. If the Saint is Dying, Units
with this Ability are marked for Panic.
FORTITUDE
Units with this ability are not Removed from Play immediately upon Dying. Instead, Dying Units with Fortitude receive a Dying counter
and remain on the Battleield until: the end of their next activation, or take twice their original HP in Damage. While in this state, ignore all
Dying rules on the afected Unit. Dying Units with this ability may continue to act normally, and other Units react to them normally, unlike
other Dying Units. Abilities such as ‘Hang in there Boys’ which prevent Dying models from being removed after their Activation do not afect
Units with this ability.
CRACK SHOT
Units with this ability may ignore normal Targeting priority rules and shoot at any Unit within range and line of sight.
CULL THE WEAK
You may have the Unit with this ability perform an “auto kill” for 1 AP on a Slave to add +2 to that Slave Squad’s AS stats. his bonus only
lasts until the Slave Squad’s next Activation ends. he Unit must be in BtB contact with a Slave to perform this “auto kill”, does not have to
roll to hit or to wound the Slave and the targeted Slave gets no save. A Unit may only use this Ability once per Turn.
NOTE: A Unit may not therefore use a weapons RE ability to perform this ‘auto kill’ or use a RA weapon.
FLOAT
Buoyant on the very air, loating Units never touch the ground. his Unit ignores terrain movement penalties and loats to whatever position
on the board it has the Movement to reach. Floating Units may not move over enemy Units, and may not end their movement overlapping
bases.
FURIOUS CHARGE
Furious Charge allows Units with the Ability to gain +2 TN and +2 PW when making a Charge, instead of the normal +1 TN and +1 PW.
DANCE OF DEATH
Once per game a Squad with this ability acquires +2 to TN, PW, and an additional power multiplier i.e. PW 3 becomes 5x2; PW 5x2 becomes
7x3; for all attacks with range CA or RE, until the end of the current activation. All Units in the Squad use this ability during the same turn.
GLIDING DEPLOYMENT
A Unit with this ability deploys during any Lingering Efects stage after the irst turn of a game. You must announce the use of Gliding
Deployment the turn before it’s use. Choose a deployment point anywhere on the battleield. A scatter roll is made for each Unit in the
Squad to determine the inal deployment point. If a Unit’s inal deployment point is of of the table edge, they will deploy at the point on the
battleield nearest to the table edge. If the Unit’s inal deployment point is on another Unit or in hazardous terrain, the Gliding Deployment
Unit is placed with their base touching the Unit/terrain closest to the inal deployment point. A Gliding Deployment Unit placed with their
base touching another Unit is not considered a charge. If more than one Force contains Units/Squads with this Ability, all players roll for
Initiative and resolve placement of Units/Squads following the result of the dice rolls, highest to lowest, placing 1 Unit/Squad each, in order,
until all Unit/Squads have been deployed.
DEFIANCE
A Unit with this ability adds +4 to the PS stat for all tests against the Unit when testing against Casting Psyche Efects, and is immune to the
efects of the Command special ability. hey are also Immune to any efects that modify this Unit’s PS.
DRUGGED B
Before the battle, the Johann player may nominate one Unit/Squad per Heretic Sister of Charity to be Drugged. Each Unit in the Squad
receives a Drugged counter. Drugged Units deploy with the Heretic Sister of Charity responsible for their Drugged counter, as if they were
a single Squad -- for deployment only. While possessing a Drugged Counter, all TN’s receive a -2 penalty, except for AR checks. When a
Drugged Unit receives a wound, remove the Drugged counter instead of sufering the irst wound, this is not optional. Drugged counters
only prevent the irst wound received from Extreme Damage (ED) or other multiple wound sources. After the counter is removed, the Unit
no longer sufers the -2 TN penalty from being Drugged. Units may not receive multiple Drugged counters.
Example: During turn two’s Lingering Efects stage, Mike announces he will be deploying his 3 Harpies. During Mike’s Turn three Lingering Efects
stage, Mike chooses a deployment point under a Unit in Scott’s Clergy Ann Squad. Mike makes a scatter roll for Harpy #1, he rolls a 1 and it’s inal
deployment point is under a Clergy Ann Unit. Mike deploys Harpy #1 touching the base of the Clergy Ann, closest to the inal deployment point.
Mike makes a scatter roll for Harpy #2, he rolls a 20 and it’s inal deployment point is of the table edge. Mike deploys Harpy #2 touching the table
edge closest to the inal deployment point. Mike makes a scatter roll for Harpy #3, he rolls a 12 and it’s inal deployment point is a chasm (which
Mike and Scott had determined was impassible terrain at the beginning of the game) Mike deploys Harpy #3 touching the edge of the chasm, closest
to the inal deployment point.
ELEMENTAL
Units with this ability are afected by the Soul Link Ability.
ELUSIVE
Ranged Assaults against this Unit that originate from Units more than 6” away, sufer double the normal range modiiers (i.e. for every full 4”
–2 to the TN To Hit). Elusive Units automatically pass the PS check to ‘Evade’ template attacks.
GOES OUT WITH A BANG
When a Unit with this ability is reduced to 0 Health Points (HP) it will explode (BL 2; PW 5x2) during the next Lingering Efects Stage.
ENHANCED OPTICS
A Unit with this Ability has some form of enhanced optical abilities, whether through natural or technological means. A Unit with Enhanced
Optics may ignore any modiiers for making a Ranged Assault through Smoke Clouds.
GRAFT
Each Grafter can add augmentations to Units in the Followers of the Heretic force list. Each Grafter provides up to one Grafting on other
friendly Heretic Units. he Grafting can be applied to an Individual or each member of a Squad. Graftings identiied as (U) are Unique and
may only be given to one Unit per force, regardless of force size.
ENVIRO FILTERS
Units with this Ability are immune to most environmental efects and do not receive the CA penalties when making Close Assaults in Smoke
Clouds.
GRAPPLE (X)
(X) represents the distance that grapple can afect. Models with this ability gain the use of grappling weapons. With them they can climb
much safer than units without. Also these items can be used to help clear distances like moving building to building. To Represent this when
Jumping the unit can move their movement -1 per AP rather than ½ movement per normal rules. Also units with this ability can scale surfaces
as if a ladder was in place up to the distance of the grapple ability. Falling less than the range of the grapple results in no damage.
ESSENCE POOL
he members of this Squad have a shared pool of HP. members of this Squad have a shared pool of HP. he HP Statistic in the Units’ proiles
show the total HP for the entire Squad. Damage is recorded for the entire Squad not individually. For simplicity, only place Wound Counters
on a single Squad member. If one member is Dying or Removed from Play, all members of the Squad are.
GUERILLA TACTICS
Units with this SA may double their Squad cohesion distance. Any Unit with this ability gains a +2 TN bonus to Leaving CA. Units with this
ability grant Guerilla Tactics to any Squad they Take Charge of.
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HANG IN THERE BOYS!
Units with this Ability inspire wounded comrades to hold out for medical attention. Any Dying Unit from the same Force within 8” of the
Unit with this Ability is not removed from play when they are Activated, if the Unit may receive a positive HP balance due to Just a Flesh
Wound and/or Numb. he Dying Units are still removed if they ever take twice their original HP in damage as per normal. his Ability does
not afect Nonliving Units. Any Units still classed as Dying when the Game ends are counted as casualties for purposes of Victory Points or
Scenario Conditions.
NOTE: Dying Units still follow all normal rules for Dying Units such as being Prone, not counting towards Formations etc.
MATCHING SET
Matched sets of Units must be ielded together in a Force. hey are
required to maintain a 4” coherency with each other or sufer from the usual Out of Coherency penalties. Should one of the Units be
removed from the Battle, the other member(s) of the Matching Set will be subject to the Berserk rule. he Unit(s) will automatically
enter the Berserk state at no AP expenditure. (See the ‘Berserk’ Ability for more details).
NOTE: Matching Sets will have the other(s) of their set written after the Matching Set ability E.g. ‘Matching Set – Nathaniel’.
MY BLOOD FOR YOUR BLOOD
Units with Take Charge of a Unit that has this ability may transfer any wounds received to a Unit with this ability. Any attacks that cause ED
counts towards only one wound sufered by a Unit with this SA, any extra damage is ignored. Units must be within Unit Coherency with
the Take Charge Unit.
HATRED
Some Units have a particular Hatred for another person or race.
Hatred will have a qualiier following it, in parentheses, which shows just who the Unit hates e.g. Hatred (Forsaken). Should a Unit make
either a Ranged or Close Assault against a Unit it has Hatred for then the Attacking Unit receives +1 to Assault TN’s. An attack made with a
weapon that has a range of CA or RE also gains a +1 PW bonus.
MY PRETTY TOYS
A Sister of Charity may upgrade one unit of Buzz Blades into either Charity’s Might or Zeal. he Sister of Charity must deploy with the
Squad she upgrades, but is not to be considered a part of that Squad. If the Sister of Charity is Removed From Play the Might’s and Zeal
automatically enter the Berserk state. Note, they do not retain the ability, once they are calmed they may not enter Berserk again.
I’M THE BOSS
All Slave Units that have at least 1 Slave within 4” of a Unit with this ability may use that Unit’s PS stat instead of their own for all checks
that use the PS stat.
NEVER FEAR
Units with this Ability are immune to Fear.
IMMACULATE MAINTENANCE
All MAL stats of friendly units are increased by “1” while a Unit with this Ability is present on the battleield. If a MAL stat is “20” then the
Stat is now “-“.
NEVER PANIC
Units with this Ability are immune to Panic. Squads with this Ability do not sufer the efects of ‘Lack of Support.’
I NEVER LOSE!
his ability allows a player with this Unit in his army to automatically win Initiative over another player in the case of a tie on the dice roll.
NONLIVING UNIT
A Unit with this Ability is considered not to be alive, and as such, may be immune to certain ofensive abilities, such as poison. Any ofensive
Abilities that do not afect nonliving Units will be noted in the Ability. Nonliving Units are immune to the efects of Fear and Panic.
INFILTRATE
Units with this Ability are deployed after all non-Iniltrating Units. A Unit with Iniltrate may deploy anywhere on the Battleield, but may
not be deployed in Line of Sight(LoS) and 12” of any enemy Unit. If more than one Force contains Units with this Ability, all players roll for
Initiative and resolve placement of Iniltrating Units following the result of the dice rolls, lowest to highest, placing 1 Iniltrating Squad or
Individual each, in order, until all Iniltrating Units have been deployed.
NOW IS OUR TIME!
Once per game the player with a Unit with this Ability does not need to roll Initiative. By using this Ability the Initiative is automatically won.
To successfully use this ability the Unit must irst roll under its PS. If the Unit fails this check it automatically loses Initiative. If this ability
works the Unit using the Ability must be the irst Unit activated that Turn.
INSPIRE
A Unit with this Ability also has the Command Ability. his ability improves the Command ability. When Command is used on a unit they
receive an additional bonus of +1 TN to RA, CA, or RE attacks. All other rules for command apply.
OBSESSED
Before the beginning of each game the Unit’s controlling Player must select a single unit from the opposing force. he Obsessed Unit then
gains +2 AS and +2 PW to any CA attacks directed towards the
selected Unit, it may not engage any other units, but can respond
normally if engaged by another enemy unit. While the selected Unit is in play the Obsessed Unit gains the Never Fear and Never Panic
abilities. If the selected unit is removed from play before the Unit can engage the Unit it then goes into a frightful rage and gains the Berserk
ability. If the Unit with Obsessed kills the selected unit it may activate as normal.
INSTIGATE
Friendly Units within 8” of a Unit with this ability gain +2 TN for fear & panic checks, and CA attacks. Individuals, Non-Living Units, and
Units with a higher PS than the Unit with this ability are not afected by this ability.
JUST A FLESH WOUND
his ability prevents friendly Units from being Removed from Play immediately upon Dying. Instead, friendly Dying Units receive a Dying
counter and remain on the Battleield until they next activate, or take twice their original HP in Damage. Units with ‘Just a Flesh Wound’
may spend 1 AP while in Base to Base contact with a wounded Unit to restore 1 HP to the wounded Unit. he 1 AP used for this Ability may
not be the free AP granted on a Charge. his Ability may only be used on a wounded or Dying Unit and thus may never be used to increase
a Unit’s HP above it’s original point. A unit may only be afected by this ability once per game.
NOTE: his Ability does not afect Nonliving Units.
POP SMOKE
Once per Activation a Unit may choose to center a Smoke Grenade centered directly on them. he Player spends 1AP and must make a MAL
check. If a MAL is rolled the Grenade does not go of. his does not count towards the Unit’s RF
POWER GENERATOR
At the beginning of the game, and during each Lingering Efects stage, a Unit with this Ability may choose to power one Powered item. (Only
one Powered item may be enabled at a time). If a Powered item Malfunctions, the Power Generator has overloaded and may not be used to
power an item during the next Lingering Efects stage.
LATCH ON
A Unit with this Ability may Latch On to an enemy and make additional attacks. he Attack Group required to trigger a Latch On attack
will be listed irst, followed by the Attack Group that is used for the free attack. e.g. LATCH ON (Retractable Claws/Bite) If all weapons
in the irst Attack Group listed hit the same Unit using a single AP, the Unit with the Latch On Ability may make an immediate attack (for
no additional AP cost) against the same Unit with the second Attack Group listed with the Latch On Ability. Additional attacks during this
activation from the second Attack Group listed automatically hit. Units may not Parry the automatic hit.
PSYCHOGENIC - INVOKER
An Invoker may cast one Psychogenic per activation. hey may choose from any of the Psychogenics for the applicable Cult.
PSYCHOGENIC - MASTER
A Master may cast two Psychogenics per activation, if they remain stationary. Otherwise if they move or engage in CA they may cast one
psychogenic. Like the Invoker they may use any Psychogenic for the applicable Cult.
Example: If a Brood Hound spends 1 AP and hits with both its Retractable Claws it may make an immediate attack with its Bite against the same
Unit. All additional attacks made with the Bite during this activation will automatically hit.
LUCK
Once per game a Unit with this Ability may re-roll any single d20 they have rolled. he second roll must be accepted even if it is worse than
the irst. Units with Luck also do not sufer the efect of critically failing an AR roll.
PUD CONTROL
Brood Units with the Pud Control Special Ability have a telepathic link to control Puds they are equipped with. Puds may only be ielded if
the force contains at least one Unit with the Pud control special ability. Units with the Pud Control Ability come equipped with the number
of Puds in parentheses after the “Puds (x)” reference in their Equipment list.
Apocalypse Version June 2011
NOTE: If an AOE weapon hits the Unit, the hibernating Puds are hit with the PW of the weapon halved (round down).
RETALIATION
When attacked by any weapon that has the range CA or RE that misses, a Unit with the Retaliation ability may immediately make a CA attack
with one weapon in any attack group against the Unit that initiated the CA or RE attack, if in BtB contact with the Unit that initiated the
attack. his ability may not be used if dying, and may be used while prone. Distraction attempts triggers
Retaliation.
I’m the Boss Here, Not You!
Puds are not deployed at the beginning of the game. Puds are attached to the controlling Unit and are considered to be in a state of hibernation.
A controlling Unit can spend 1 AP to:
1) Activate a hibernating Pud. Place it in BtB, and resolve its action immediately.
2) Activate any friendly Pud (that has not activated) within 4”, and resolve its actions immediately.
RIGHTEOUS CHARGE
A Unit with this ability may target an enemy Unit/Squad to charge and command another friendly Squad that is currently within 8” to follow
them into close assault. he commanded Squad activates immediately after the Unit with righteous charge resolves their activation. he
commanded Squad must attempt to charge the same Unit/Squad that is the target of Righteous Charge. If the target of Righteous Charge dies,
the commanded Squad may activate normally. If the target is a Squad then the Squad’s Leader must be within 8” of the Unit Commanding it.
If the Squad does not have a Leader any member of the Squad must be within 8”. A Unit with this Ability may not Command a Unit with a
higher PS. Units in Close Assault may not use this ability until they are unengaged. his ability may only be used once per game.
3) Call one friendly Pud with 4” back into hibernation. (A Pud that is placed back into hibernation keeps and resolves normally
any counters it currently has, and may regenerate.)
Rise and shine
If a Unit with Pud control is removed from play. Place the current hibernating Puds within BtB of the removed Unit; activate them during
the next Lingering Efects stage per the Pud Powers rules.
PUD POWERS
Units with the Pud Powers Ability use a number of special rules:
RITUAL CASTER
Ritual Casters call upon ancient powers of their warrior avatar spirit. Unlike a Foci, these are actions, rhythms, or dances that imbue the
Ritual Caster with the avatar power. Each Ritual Casting has a TN that is required for each Unit to cast the speciic Ritual. If the Unit is a
member of a Squad increase the TN for each subsequent Ritual Caster by one.
After all Lingering efects on the Puds have been resolved any Pud not hibernating will activate and attack the closest enemy Unit. (With equal
distance, controller chooses target) If the closest enemy Unit is Dying, the controller may choose to attack the next target. If the Pud is not in
BtB with an enemy Unit it must use all available AP to move towards, and if able to, charge the next closest enemy Unit. his is an inherent
ability and does not interfere with their normal activation for the turn. he Puds controlling player determines what order Puds activate in.
Puds may move while in BtB with an enemy Unit, ignoring the normal rules associated with breaking free from a Close Assault to be called
back to hibernate. Puds in BtB with an enemy Unit are considered to be in CA, but do not gain or count towards Ganging Up bonuses. Puds
never take damage from falling or being thrown. his is due to gliding membranes that allow them to land softly in an uncontrolled light.
Puds may not be Entangled, go Prone, be Knocked Prone, Pinned, or Crushed. Puds treat rough and dangerous terrain as open. Puds may
not climb. Puds may be ignored for Targeting Priorities
Example: A Tempest wants to cast her Ritual Casting, normally her TN is a ‘9’, but she has two other sisters in the squad so her TN is now an ‘11’
as well as her other sisters.
RITUAL SACRIFICE
Any Unit that has to spend one wound in order to cast a Psychogenic may instead Remove From Play a Unit with this SA. he Unit must be
in Unit Coherency with the Psychogenic caster.
SADIST
Whenever Dexus hits in CA he must use the Crush attack as a follow-up as applicable. In addition he does not receive Gang-up bonuses as
he prefers to savor his victim’s pain alone. Being use to giving pain he is quite accustomed to receiving it too. Dexus does not make a Panic
check when he is 50% or below of his starting HP.
SCAVENGE B
Units with this ability have the ability to scavenge weapons and armor from the battleield to improve their own weapons and armor. When
any Unit is Removed From Play place a Scavenge token where the Unit was last on the tabletop. A Unit with the Scavenge ability may move
adjacent to the token and spend 1AP to pick up the token. A Unit may have up to 3 Scavenge tokens. Each token gives the Unit a +1 bonus
to AR and RA PW. When a Unit picks up more than one token replace the multiple tokens with one token that reads +2 or +3 Scavenge as
applicable. If a unit with a +2 or +3 token is Removed from Play place a single Scavenge token down instead of the multiple token counters.
PUSH
Once per activation the Brute Pusher may inspire/whip himself and fellow Brutes into a frenzy of movement. If all 3 AP of the Brutes and
Brute Pusher are used for movement, other than for a Charge, then the Brutes and Brute Pusher may move one extra AP worth of movement.
his movement may not result in a Charge or lead the Brutes into a charge. While the Brute Pusher remains in play both him and the Brutes
in his Unit have Never Panic.
RAGE B
Units with this ability gain +2 PW for any weapon that has range CA or RE for every wound counter currently on the Unit. In addition Units
gain the Never Fear and Never Panic SA’s.
RAZOR WIRE
A unit with this ability is covered in scores of razor wire making it impossible to hit the Unit without getting caught in the wire. A Unit that
hits this Unit with either a CA or RE attack sufers a PW 2x2 Hit.
SCOUT
After all players have deployed their Units and after all Iniltrate Units or those with Iniltrate like efects have been deployed the player that
has at least one unit with this ability in their force may redeploy one squad or unit in their force. Normal Deployment and Iniltrator rules
apply.
REGENERATION
he Regeneration ability allows Units to rapidly heal fatal wounds. During every Lingering Efect phase, a Unit with Regeneration will
automatically attempt to heal if it has a Wound counter(s). he numbers in parentheses after Regeneration indicates how many D20 are used
for the test. Each roll equal to or less than 10 recovers 1 HP. Units with this ability are not Removed from Play immediately upon Dying.
Instead, Dying Units with Regenerate receive a Dying counter and remain on the Battleield until: they next activate, take twice their original
HP in Damage, or if the Unit is unable to Regenerate to at least 1 HP during the Lingering Efects. If that is not possible (i.e., the Unit has
Regeneration (1), and is at -2 HP), the Unit is immediately removed as a casualty during Lingering Efects.
NOTE: Cauterized wounds cannot be regenerated. A Dying Unit that successfully Regenerates is still considered Prone. A Unit may not
regenerate above its starting HP.
Example: Helexa has Regeneration (2). During Lingering Efects, if she has two Wound counters. She rolls two D20’s for her Regeneration roll and
gets a 3 and a 12. She removes 1 Wound counter. If Helexa had not removed 1 Wound counter, she would be immediately removed as a casualty.
SEAR
A Unit with this ability may spend 1AP if in BtB contact to remove a Bleed Counter from a friendly Unit.
SERPENTINE BODY
A Unit with this ability may go prone, or stand for no AP cost. his Unit may not be entangled, knocked prone, pinned, or crushed. his
Unit treats rough and dangerous terrain as open. his Unit may not climb or jump.
SHARD WALK
Units with this Ability can move through a Shard Field without risk of detonating it (See Scatter Shard weapon Ability). Should they, however,
be in the radius of a Shard Field that detonates due to another Unit they will take damage as normal.
REPAIR
Heretic Sisters of Charity work hand in hand with the Grafters and have the ability to repair damaged grafted beings. While in Base-to-Base
a Heretic Sister may spend 1AP to repair 1HP of damage to Units with the Augmented Ability, or for whom Graftings have been purchased.
his Ability may not be used to raise a Unit’s HP above their starting value, or if the Unit has a Dying counter. his may only be used once
per game per grafted Individual. Repair does not prevent Dying Units from being Removed from Play.
SHEER
Units with this ability are not composed of solid matter, and are diicult to hit. his Unit is immune to all forms of Acid, Poison, and Fire.
Roll die for any Assault hitting a Sheer Unit not originating from Base-to-Base, on a 10 or less the attack automatically misses. he Sheer
ability may not be used against a Critical Success.
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