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A Post-Apocalyptic Turn Based Strategy Game - page 46 / 58

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Armageddon Empires

Unit Special Abilities

Rapid Reaction - The AP cost to deploy the unit is 0 and the unit costs no AP to move when in an army

Fast Deploy - The unit can deploy directly to an army in the field that is in supply. A stronghold or outpost need NOT be present

Stealth X - The unit can engage stealth capability at level X

Recce S X R Y - The attack card can make observation checks at a strength of X and range of Y

Assassin X - The unit can conduct “Assassination Challenges” with ability level X

Saboteur X - The unit can conduct “Sabotage Challenges” with ability level X

Espionage X - The unit can conduct “Espionage Challenges” with ability level X

Bounty Hunter X - The unit subtracts X from the capture threshold for any “Capture Kill” challenges and also enables the use of fate during the challenge

Engineer X - The unit can remove and deploy minefields. The unit is immune to “Minefield Attack Challenges” and reduces the attack die strength such challenges use against other units in the same hex by X. The unit can deploy collector cards and allows the deployment of an outpost card to a hex just as a hero card does.

Commando - The unit does not require supply and never receives a penalty to attack, defense or movement for being out of supply

Forward Air Controller - The unit provide a +3 die bonus to friendly“Air To Ground”challenges made in the same hex as the unit

Regenerate X - The unit regenerates X hit points between rounds of battle and regenerates all hit points at the beginning of a round of player turns

Mutant Regeneration - The unit can repair all unit cards of the type “Mutant” located in the same hex by spending 6 Action Points

Mobile Supply - The unit provides a supply source for all other units in the same hex. The supply by itself does not permit the deployment of facilities or extend outside the hex

Mobile Repair - The unit enables the repair of any unit in the same hex

Mobile Launcher - The unit provides a valid launch hex for the purpose of determining range to target for missile attacks

Extra Attach - The unit is allowed one additional attachment card above the standard one attachment allowance

Anti-Air X - The unit can initiate “Ground to Air”challenges against aircraft or helos attacking units or facilities in the same hex

Anti-Missile X - The unit can initiate “Ground to Air” challenges against missiles attacking facilities in the same hex

Air Assault X - The unit can participate in Air Assault attacks up to a range of X hexes

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Hyperkinetic +2 - The unit receives a +2 damage bonus against large* units if a successful attack is made in combat. Infantry- type** units receive a -1 damage modifier

Massive Damage (x.5) - Damage inflicted by the unit in a successful attack is increased by a factor of 1.5

Critical Damage (x2) - Damage inflicted by the unit in a successful attack is increased by a factor of 2.0

Neuro Toxin  - A damage bonus of 4 minus a random roll of the defender’s resistance is applied to damage inflicted in a successful combat challenge roll against a biologic*** unit

Ceramic Armor - - Any damage received by the unit is modified by -1

Reactive Armor -2 - Any damage received by the unit is modified by -2

Nanite Armor - - Any damage received by the unit is modified by -3

Glitter Surface - Any damage received by non hyperkinetic attacks is modified by a random negative number between 1 and 5

AT Field X - Blocks any damage above X that would be applied to the unit

Rear Area - If unit is in the back rank, “Ground Combat” challenges against it are made at half strength

Multi-Target - The unit may make “Ground Combat” challenges against multiple target units

Double Attack - The unit may make two “Ground Combat” challenges against the same target

Breakthrough - A successful “Ground Combat” challenge against a front line enemy unit allows a “Ground Combat” challenge at full strength against a back row unit even if the defender has the rear area ability

Area Attack - The unit gets an additional “Ground Combat” challenge against another random target in same row if the original target is greater than range 1

Sacrifice - The Unit can add its defense attribute as damage in a successful “Ground Combat” challenge but the unit is then destroyed. The unit must declare its intent to use Sacrifice before the challenge is resolved

Valor - The unit gains +1 attack and +1 defense for the duration of the battle for each friendly unit destroyed in battle.

Kamikaze - The unit can make a single 10 die “Ground Combat” challenge at range of 1 but the unit is then destroyed. If the challenge is successful a +5 damage bonus is added to any damage results

Fanatic - The unit can spend hit points to gain +4 Attack dice (cumulative) for one round

Berserk - The unit gains +1 Attack and -1 Def each time it is hit in a “Ground Combat” challenge for the duration of the battle

Rage - The unit gains +1 Attack for the duration of the battle

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