September 8, 2010, Wednesday

WarEngine Personal Tweaks

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Contents

[edit] Overview

Tweaks allow you to customize the figures in your force on an individual basis. While Flaws reduce the cost of your figure and Edges increase their cost, there is a limit on how many tweaks may be taken overall. For more information on giving tweaks to your figures, see the Troop Builder v2.1 section.

The tweaks listed below apply specifically to the figure (as opposed to the figure’s weapons). A point cost is listed along with any limitations on which types of figures may use the tweak. If no limitations are listed, the tweak is available to all figures. Each tweak may be taken only once for the same figure.

If you are building a completely customized force, you may of course feel free to ignore these limitations, or create new tweaks of your own. Just make sure you and your opponent agree ahead of time.

[edit] Flaws

[edit] Blood Rage

- 5 points

The figure is almost blind with the red fury and lust for combat that pumps constant adrenaline through its veins. The figure must always use its full movement to move directly towards the nearest enemy and must use as many of its close combat attacks as possible. If the figure still has movement remaining and its first target is destroyed, it will continue to do this until it is out of movement and attacks. It may ignore vehicles and figures with the cybernetic edge in favor of 'juicier' targets. When activated, roll a single die for the figure. On a roll of 1, the figure will move toward and attack the closest figure, friendly or otherwise, instead of the nearest enemy in exactly the same way as described above. The figure may not take ranged weapons.


[edit] Coup Counter

- 4 points

If this figure destroys another in close combat, it may not move or attack until after the next follow up step


[edit] Glory Hound

- 2 points

The figure is always looking for the most impressive target. If the figure chooses to attack, it must attack the available target with the highest base Defense characteristic. If more than one target qualifies, the figure may choose one.


[edit] Guiltridden

- 4 points

Before making an attack against any Trooper or Elite, the figure must first pass a Mental test. If he fails, he starts thinking about the target playing with its children, doing charity work, feeding the homeless and so on. The figure’s attack is cancelled and lost.


[edit] Hard Luck

- 8 points

Once per game, a die roll made on behalf of this figure must be discarded and rerolled at the request of an opponent. The new roll stands, even if it’s better than the original.


[edit] Kamikaze

- 10 points

If this figure is attacked in close combat, it is automatically destroyed. If this figure makes a close combat attack or is a secondary attacker in a massed close combat attack, it is destroyed after the attack is resolved, regardless of the destruction or survival of the target.


[edit] Monstrously Huge

- 4 points; Vehicles only

The vehicle is so enormous that it can’t move under its own power. The vehicle must be deployed such that it is along the edge of the player’s deployment zone furthest from the enemy, or in the center of the deployment zone if the deployment is such that the player begins surrounded. The vehicle may not take a Movement value. It may be moved, however, if the player uses other figures to move it. Each figure that moves into base-to-base contact with the vehicle may use leftover inches to assist in moving the vehicle. Every 9” of movement given up in this way generates 1” of movement for the vehicle. During each Follow Up step, total the number of generated inches and move the vehicle and all figures in base-to-base contact that distance in a single direction. The vehicle and figures may not be moved less than the total. The vehicle may never move more than 9” in a single turn.


[edit] Obvious

- 6 points

The figure isn’t really that good at hiding behind stuff. Light cover provides no bonus and heavy cover only provides a +1k1 bonus on Defense.


[edit] Ponderous

- 12 points

The figure may only be activated every other turn.


[edit] Poorly Trained

- 4 points

This figure never gets the “Did Not Move” Defense bonus.


[edit] Stupid

- 2 points; Figures without Auto Mental

This figure has a tendency to forget what it is doing. When the figure is activated, it must pass a Mental test or it will lose all actions for the turn.


[edit] Summoned

- 10 points

The figure may only be brought into play by use of the Summoning Special Power. This tweak does not count toward the maximum number of tweaks points allowed by troop type.

[edit] Trigger Happy

- 4 points; Figures with ranged attacks only

If this figure has a ranged attack on reserve, it must fire at the first figure to move within range and line of sight.


[edit] Unwieldy

- 4 points

The figure may not enter or pass through terrain that provides a heavy cover or entrenching cover bonuses. Furthermore, the figure treats entrenching cover as merely heavy cover.

[edit] Very Unwieldy

- 8 points

The figure may not enter or pass through terrain that provides cover bonuses.


[edit] Vindictive

-2 points

Once this figure attacks a target, it must continue to attack the same target with all subsequent attacks until the target is destroyed, leaves the figure’s line of sight, or is out of range. The figure may not voluntarily leave line of sight of the chosen target.

[edit] Edges

[edit] Ballsy

+ 1 point

When this figure is not in cover, it gets +1k0 Defense.


[edit] Bushwhacker

+ 6 points

If the Bushwhacker figure does not attack during activation, he may reserve either all his ranged attacks or all his close combat attacks.


[edit] Butthole Sergeant

+ 5 points; Elite or Character with Control Radius only

If this figure is leading a unit that fails a Rout test, he makes an example of one of his followers to keep the unit from routing. Instead of removing the entire unit, only remove the figure closest to this figure.

[edit] Chain of Command

+ 4 points

The figure is able to effectively pass on the commands of its own leaders to its subordinates. If the figure is in a unit and within the Control Radius of the unit’s leader, but is not itself the unit’s leader, figures within the Chain of Command figure’s Control Radius are also considered to be within the unit leader’s Control Radius. If the figure is a character and within the Control Radius of a figure with Force Leader, figures within the Chain of Command figure’s Control Radius are also considered to be within the Control Radius of the Force Leader. This effect is cumulative, so several figures with Chain of Command could potentially extend the Control Radius of a Force Leader or unit leader an extremely long distance.


[edit] Charmed

+ 3 points

Once per game, you may reroll one roll made on behalf of the figure. The new roll stands, even if it is worse than the original roll.


[edit] Cybernetic

+ 2 points

The figure gets a +1k0 Mental when defending from Special Powers.


[edit] Dodge

+ 2 points

This figure gets +1k0 Defense versus close combat attacks.


[edit] Eagle Eye

+ 1 points

The figure automatically detects figures with the Stealthy advantage.


[edit] Easily Controlled

+ 4 points; Trooper or Elite only

A leader at up to twice the leader’s usual control radius may still control this figure. A leader may only control one other figure outside his usual control radius at a time.


[edit] Fickle Finger of Fate

+ 1 point; Character only

When the figure first activates, roll one die. The effects of this roll last until the figure next activates. If the roll is 1, 2, or 3, the figure is afflicted with the flaw Hard Luck. On a roll of 4, 5, or 6, the figure is blessed with the edge Lucky Bastard.


[edit] Flame Retardant

+ 1 point

This figure is immune to the effects of the Immolation weapon tweak.

[edit] Flight

+ 5 points

The figure is considered to be moving by flying just above the battlefield. It receives no bonuses for cover, but may ignore any cover used by its targets that would not provide cover from a raised position (such as low walls.) The figure may choose to move without the benefits (and disadvantages) of this edge, but loses 6" of Movement on any turn that it chooses to do so.


[edit] Force Leader

+ 5 points; Character, one per force only

The figure is the focal leader of the entire force and all within the force look to him even beyond their own direct unit leadership. Any uncontrolled or independent figure within the Force Leader’s Control Radius, as well as any figure in a unit whose leader is within the Force Leader’s Control Radius may use the Force Leader’s Mental value when testing versus rout or Special Powers that target units. If the Force Leader is destroyed or routed, all figures that were able to make use of the Force Leader’s Mental value at the time of his destruction or rout will be subject to a rout test in the Rout step of that turn.


[edit] Frenzied

+ 2 points

In close combat, this figure gets a +1k0 bonus on all attacks.


[edit] Frother Command

+ 6 points

When this figure is leading a unit of Troops, all of them gain the Frenzied edge and +3" Mv.


[edit] Hardcase

+ 2 points

This figure gets an additional +1k0 Mental on rout tests.


[edit] Hyperactive Metabolism

+ 1 point

This figure is immune to the effects of the Poisoned weapon tweak.


[edit] Infiltration

+ 10 points

At the beginning of the game, the figure may start the game anywhere on the board except in impassable terrain or areas specifically not allowed by a scenario being played. He may not start the game in base-to-base contact with an enemy figure.


[edit] Inspiring Example

+ 8 points

If this figure is leading a unit, that unit may reroll any failed rout test. If this second test fails, the unit routs anyway.


[edit] Lightning Reflexes

+ 8 points

The figure is very quick to react to changes in its surroundings. Weapons fired on reserve by this figure are considered as fast as Special Powers and Special Powers used by this figure supersede Special Powers used by enemy figures. Weapons fired as a normal attack by this figure supersede all reserved attacks and Special Powers.


[edit] Lucky Bastard

+ 14 points

Once per turn, a die roll made on behalf of this figure may be discarded and rerolled. The new roll stands, even if it is worse than the original.


[edit] Lurker

+ 8 points

The figure gets an extra +1k1 Defense when in cover.


[edit] Monster

+ 0 points; Light, Medium, Heavy only

The figure is considered a monster. Every figure of types Light, Medium, and Heavy must take this tweak or Vehicle.


[edit] Regeneration

+ 12 points, figures with hero points only

During the Follow Up step, the figure regains two lost Hero Points. This will not allow the figures’s Hero Points to go above his original amount. A figure that has been destroyed will not regenerate.


[edit] Scrounger

+ 4 points

If the figure destroys another figure in close combat, he may scrounge any one of the killed figure’s weapons by exchanging it for one of his own.


[edit] Shapechanger

+ 8 points

The figure has more than one overall profile and list of weapons. Build the figure as though it were two (or more) separate and distinct figures as normal. The only exception is that the combined figure may not have more Hero Points than is allowed by each troop type. For example, a character that can Shapechange into a light monster may not have more than four Hero Points. Each of the figures built may include tweaks up to the maximum allowed for its type. Both figures need not have Shapechanger, but changing to a form without Shapechanger leaves the figure in that form for the remainder of the game. The cost of the combined figures is the cost of the most expensive one. The figure may be deployed at the beginning of the game in either form. During each turn’s Follow Up step, the figure may be changed to the other form.


[edit] Sharpshooter

+ 2 points

This figure gets +1k0 Attack Value on all ranged attacks.


[edit] Slippery

+ 1 points

This figure may leave close combat without being attacked by other figures.


[edit] Sniper

+ 12 points

When firing at a unit, the figure may forgo all movement to shoot at any figure in the target unit, not just the closest. Enemy figures still block line of sight.


[edit] Sole Survivor

+ 1 points; Trooper, Elite only

The figure does not automatically rout if it is the only remaining figure in a unit. Roll rout tests normally if the figure is the sole survivor instead of automatically removing it from the board.


[edit] Stealthy

+ 8 points

The figure may not be attacked while in cover unless detected or in base-to-base to contact with an enemy figure. To detect the Stealthy figure, the figure attempting to detect must pass a Mental check. If the Stealthy figure did not move in its last activation or is in heavy or entrenching cover, the Mental roll has a -1k1 adjustment. If the Mental check fails, the attacker loses the attack and may not choose to attack a different figure. This Mental check must be rolled for every attack made against the Stealthy figure, even by figures that have previously detected him.


[edit] Terrifying

+ 12 points; Character, Light, Medium, Heavy only

Any unit fired upon by this figure from within 18” must take a rout test at the end of the turn, regardless of casualties. Any unit that has a figure within 6” of this figure at any time during the turn must take an immediate rout test. If this rout test is failed, the unit is immediately removed instead of at the end of the turn. No unit need ever take a rout test due to this ability and this figure more than once per game.


[edit] Tough

+ 4 points

This figure gets an additional +1k0 on Defense.


[edit] Tracker

+ 4 points

The figure and any figures in the same unit as the Tracker automatically detect Stealthy figures within 18" of the Tracker.

[edit] Weapon Master

+ 4 points; Trooper, Elite, Character only

The figure gets one additional weapon slot that may be filled with a weapon from their available arsenal, subject to normal limitations regarding quantity of heavy and support weapons allowed. In the case of Characters, the additional weapon may be any weapon otherwise available to their force list.


[edit] Vehicle

+ 0 points; Light, Medium, Heavy only

The figure is considered a vehicle. Every figure of types L, M, and H must take this tweak or Monster.


[edit] Vehicular Commander

+ 8 points; Light, Medium, Heavy only

The figure is considered a character as well as a vehicle (or monster.) The points for the figure are taken from Points of Renown, but count toward the maximum vehicle/monster points allowed as well. The figure is still limited to tweak points and Hero Points based on its original type.