September 9, 2010, Thursday

WarEngine Special Powers

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[edit] This Needs Cleanup

The list below is poorly formatted and includes a lot of Special Powers that are very specific to particular Shock Force factions. To clean it up, an editor needs to do this:

  • Write an appropriate overview
  • Reformat the listings like those found on the WarEngine Personal Tweaks page --Dark Tortoise 07:25, 18 November 2006 (CST)
  • Move Special Powers specific to Shock Force, factions or troop types to separate articles as appropriate

[edit] List of Powers

[edit] Actuate Casualty

+10 points, close combat only

The user performs a field installation of a crude electronic device, the Necrolink Actuator, on the recently deceased corpse of a fallen enemy. The user must have just destroyed an enemy figure. If the Actuate Casualty roll is a success, the user must remain in base-to-base contact with the target figure until the Follow Up step. In the case of a failure, the corpse was too badly damaged for field actuation and is removed. The target figure is quite vulnerable to destruction by its former friends during this time, and is treated as having a Defense of 1k1. If neither the user nor the target figure is destroyed by the Follow Up step, the figure becomes a Field Actuated Trooper under the command of the user’s force. It immediately joins any friendly unit whose leader has the F.A.T. within his Control Radius or the unit that created the F.A.T., at the user’s discretion.

[edit] Adrenal Overload

+15 points

The target figure will not die if it takes a killing hit until the end of the turn due to the incredible rush of adrenaline coursing through its body. If the figure would otherwise be killed, it may continue to carry out actions as normal and is only removed in the Follow Up step. It is removed even if any other effect would normally save him after the killing damage. Figures with Hero Points under the effects of this power require two Hero Points to raise a Defense roll by one. When the power is applied to a figure, it immediately loses all reserve markers and may not put weapons on reserve this turn. This power will not work on vehicles.

[edit] Astral Projection

+5 points

The user sends forth a shadowy version of itself that acts as a remotely controlled other self. The projection appears within the Control Radius of the user, or in base-to-base contact with the user if the user has no Control Radius, and thereafter activates as if it was part of the same unit as the user. Additional use of Special Powers by the user may be considered to come from either the user or the astral projection. Other weapon attacks must still come from the user. The projection may move at the same Move value as the user. It is destroyed by any successful attack versus the user’s Mental. It is immediately removed if the projection and the user are ever further apart than the range of the power or if the user is destroyed or routed. Special Powers may not effect the projection. The user may only have one projection active at a time.

[edit] Banish Spirit

+18 points

Armed with the most ancient and powerful of mystic lore, the user forces the spirit of the target (animate or otherwise) to exit its physical form and flee. Hero Points may not be used in defense from this Special Power. If used successfully, the target is destroyed immediately regardless of Hero Points or other special defensive abilities.

[edit] Battering Waves

+8 points

A crushing wave of water smashes down upon a target area of scenery. Trees break, rocks split, and barricades are snapped apart. An area of cover-producing scenery 6” by 2” in size is reduced in value for the remainder of the game. Entrenching cover becomes heavy, heavy cover becomes light, and light cover is destroyed.

[edit] Bless Weapon

+5 points

The target weapon receives the Charging Weapon edge until the end of the turn.

[edit] Brute Strength

+10 points

The target figure receives a +2k2 bonus on his close combat attacks this turn, with a maximum of five kept dice. This power will not work on vehicles.

[edit] Chittering Hordes

+10 points

The user channels the squeaking mental cacophony of the entire rodent world psychically onto the target unit. The target unit loses its next activation and immediately loses any reserve markers it may currently have.

[edit] Control

+15 points

The user controls the target figure for the remainder of the turn. It does not allow the figure to take an additional activation if it has already taken one.

[edit] Devour

+ 15 points, close combat only, monsters only

If successful, the target figure is destroyed regardless of defenses or Hero Points. The target may not use Hero Points to defend from the attack versus Mental. On a failure, the attack is worked out normally as a standard close combat attack versus the target’s Defense. The target may use Hero Points to defend from this close combat attack. Targets bigger than the monster figure’s head are immune to this Power.

[edit] Drain Power

+10 points

The target figure loses a Special Power or personal edge of the user’s choice, or a currently active Special Power affecting the target figure is removed.

[edit] Earth Sense

+8 points

All enemy figures with the Stealthy edge within range lose the edge until the end of the turn.

[edit] Electronic Feedback

+8 points

The target figure is unable to act for the rest of the turn as its electronic systems go haywire. It may not move, attack, or reserve weapons and any reserve markers it has are immediately lost. It makes Defense rolls as normal. This only affects vehicles and figures that have the Cybernetic edge. The usual bonus against Special Powers granted by Cybernetic does not apply to this power.

[edit] Expunge Nanites

+10 points

The target Mutant or DeadTech figure explodes as all nanites are forcefully expelled from its body. The figure is destroyed. Any figure within 3” of the target must defend from a 3k2 attack if the target is a Mutant, or a 3k3 attack if the target is DeadTech (as the DeadTech include enough metal parts to act as shrapnel.)

[edit] Fervor of the Righteous

+12 points

The target unit is filled with overwhelming joy of worship. It may activate out of sequence immediately, even if it has already previously activated this turn. Once that unit’s extra activation is complete, the user may complete his own activation.

[edit] Guide Attack

+10 points

The target’s next attack receives a +1k1 bonus on the attack roll. If it is ranged weapon, it also receives a 12" range bonus.

[edit] Illuminate Enemy

+8 points

The target unit is outlined by a supernatural glow. All weapon attacks (but not Special Powers) on the target unit receive a +1k0 bonus until the end of the turn.

[edit] Illusionary Swarm

+8 points

The target unit is fooled into believing that it is being attacked by hordes of slavering rats. On its next activation, it must fire upon the closest unit, friendly or otherwise. The panic instilled by this perception means that the target unit will not receive Did Not Move bonuses on these attacks.

[edit] Incontrovertible Truth

+5 points

"You are worthless, you have always been worthless, you will always be worthless. And that's bad." The target figure is suddenly revealed the sad truth of their origins and existence. The figure may not activate this turn and loses all reserve markers immediately.

[edit] Induce Drug Frenzy

+5 points

The user may always choose to use a lower Attack Value than actually purchased. If successful, the target figure gains 1” of movement and one Hero Point useable only for Defense rolls for each kept die in the Attack Value. The target figure also gains a bonus of +1 on all close combat attack rolls and -1 on all ranged attack rolls for each rolled die in the Attack Value. The target figure immediately loses all reserve markers and may not place weapons on reserve. All these effects last until the Follow Up step. During the Follow Up step, the target figure must make a Defense roll using its basic Defense versus the same Attack Value as used in triggering this power. The Hero Points gained based on this power may not be used in the Follow Up defense roll. If this defense roll fails, the figure is destroyed.

[edit] Instill Overwhelming Greed

+8 points

The target unit begins to squabble amongst themselves, arguing over who owes whom how much, who paid for the beer last, and who has loaned whom the best equipment. The target unit may not activate this turn if it has not already. This power only affects units with at least two figures in it.

[edit] Invigorate

+10 points

The target figure gets 6 Hero Points to use between now and the end of the turn. These Hero Points may also be used to increase the figure’s movement by 1” per Hero Point expended. Any unused points are lost during the Follow Up step.

[edit] Invisibility

+15 points

The air around of the target figure shimmers and reflects until all trace of the figure’s physical presence is gone. The target figure may not be targeted by other figures unless those other figures have the Eagle Eye edge or equivalent. Even those that have the Eagle Eye edge must still pass a Mental check to target the figure. This effect lasts until the the end of the current turn’s Follow up phase.

[edit] Jinx Mechanism

+8 points

Gears slip, electronics short-circuit, and delicate control systems go haywire as the user mystically agitates the machine’s spirit, wreaking havoc with the target’s attempts at action. The target vehicle or figure with the Cybernetic edge loses all reserve markers and may not activate for the remainder of the turn.

[edit] Mob Mentality

+10 points

The target unit, on its next close combat massed attack, receives a +2k1 Attack Bonus for each additional figure using a reserve marker to increase the attack. The massed attack can increase the attacks to as much as five dice, even if the primary attacker’s basic kept dice are only one or two.

[edit] Null Field

+10 points

The target figure is immune to all further Special Powers until the end of the turn.

[edit] Pounding Rage

+5 points

The target figure receives a +1k0 bonus on all attacks until the end of the turn.

[edit] Protection

+8 points

Other Special Powers may not affect the target figure until the end of the current turn’s Follow Up step. The target figure also receives a +1k0 bonus to all Defense rolls.

[edit] Psychic Shield

+10 points

The target figure gains 1d6 Hero Points. These Hero Points may only be used in conjunction with Defense rolls.

[edit] Rally

+5 points

The target unit automatically passes any rout test required this turn.

[edit] Remove Earthen Barrier

+10 points

A target piece of terrain or cover no greater than 6” by 2” in size is destroyed and removed from the game. The terrain must be one that models stone, rock, dirt, or some other earthen material. This may, for example, be used to destroy a section of wall longer than 6” so that a 6” gap appears in the terrain.

[edit] Restore

+10 points

This Power counteracts the effect of any continued effect of any other Power. For example, it may be used to free a Suspended figure, restore a Power or personal edge lost through Drain Power. It may also be used to restore 2d6 Hero Points to a wounded character, up to their original maximum. It may not be used to resurrect dead figures.

[edit] Restore Vehicle Spirit

+5 points

The otherwise crippled vehicle, abandoned by its usual crew, is restored to operational efficiency by the mechanical resurrection performed by the user. This power may never be taken with a Range. When a vehicle on the board is destroyed while the user with this power is present, it is not removed from the board, but is rather left in place as disabled. To use the power, the user must first move into base-to-base contact with the disabled vehicle. If successful, the user must roll a single die to see if the vehicle is now usable by the figure. For Light Vehicles a roll of two or better means it is usable. For Medium Vehicles, a roll of three or better is required. For Heavy Vehicles, a roll of four or better is required. If the vehicle is not usable, remove it from the board, as it is so badly damaged it may not be recovered in the heat of battle. The user and the vehicle become a single figure represented by the reconstituted vehicle. Movement and Defense of the vehicle are used in the “combined” figure, while Mental, Control Radius and Hero Points are that of the user. On any particular turn, the user may choose to use its own attacks or powers or the attacks or powers of the vehicle, but not both or a mixture of the two. If the vehicle is destroyed, the user is destroyed as well.

[edit] See the Future

+12 points

The user glimpses the stream of possible futures and sees what the enemy plans. During the following initiative step, if the user force loses initiative, it is instead considered to have won initiative. If the user force wins initiative, it may activate two units on its first opportunity to activate.

[edit] Shield of God

+5 points

The target unit is protected by a blinding dazzle. The unit receives the Light Cover bonus when not in cover until the end of the turn.

[edit] Shove

+10 points

The target figure within 3" of the user is flung across the board. The target figure receives a +1k1 Defense bonus against reserve fire shots while it flies through the air. Willing targets take a 1k1 attack when they land. Unwilling targets take a 2k2 attack when they land. If a target is hurled onto an enemy figure, the target and the enemy figure both take 2k2 attacks when the target hits. This power may only affect Troopers, Elites, and Characters.

[edit] Skulk in Shadows

+5 points

The target figure gains the edge Stealthy until the target’s next Deactive step.

[edit] Soul Suck

+10 points

The target loses 2d6 Hero Points immediately. If the target has less Hero Points remaining than the amount of this roll, it is immediately destroyed.

[edit] Speaking in Tongues

+5 points

The confusing babble of strangely haunting and ancient languages confuses the target unit into believing they must act immediately. The target unit must be activated before any other unit in the force. Units that have already activated this turn may not be targeted by this power.

[edit] Speedster

+8 points

The user is able to instill himself with a great burst of speed. So quick are his movements that he is unable to be targeted by reserve fire or Special Powers that directly target him while moving in this way. Upon using this power, the Shaman may then move up to 6” of this “fast” move. Special Powers that affect all figures in a radius (such as the War Chant) still affect the user while moving in this way.

[edit] Static Charge

+10 points

The user builds up a vast electrical store of energy that is released upon contact with an enemy. The next enemy figure to come in base-to-base contact with the figure is zapped with a 2k2 AV attack before any reserve attacks, Special Powers, or regular attacks take place.

[edit] Stone Skin

+5 points

The target figure receives a +1k1 bonus on Defense the next time it is attacked. This power is not cumulative, so using it on a target more than once still only confers a +1k1 bonus.

[edit] Strength of Tortoise

+5 points

The target figure receives a +1k0 bonus on all defense rolls until the end of the turn.

[edit] Sudden Conversion

+15 points

Faced with the overwhelming beauty of the Beneficent Light, the target MegaCom or Brethren figure sees the errors of its ways and immediately joins the users’ force. It is thereafter considered a member of the closest Laity cell in the Gathering.

[edit] Summon Rain Storm

+5 points

Select a 6” radius circular area wholly within the range of the Special Power. Any non-Vengequan figures within this area at any point during the remainder of the turn make all Attack rolls for both weapons and Special Powers as if they were uncontrolled (so all sixes are treated as fives.)

[edit] Summoning

+10 points

The figure is capable of bringing Summoned figures into play. When picking a force, the player may also purchase figures with the Summoned flaw. These are not deployed. When the user successfully summons, he picks on of the Summoned figures not yet deployed. During the next Follow Up step, if the user is still in play, deploy the selected Summoned figure within the Control Radius of the user or in base-to-base contact with the user if the user has no Control Radius. The Summoned figure may activate normally on the following turn.

[edit] Suspend

+10 points

The target figure is locked in suspended animation until the end of the current turn’s Follow Up step. It may not take any action, loses any reserve markers, and is invulnerable to all damage or other effects.

[edit] System Reset

+5 points

Usually accompanied by a loud display of Bible thumping and jubilant exclamations (since this Power is almost exclusively the realm of DeadTech Preachers,) the user transmits reset bursts to the target unit. The target unit must be a DeadTech White Hat or Black Hat unit of figures of Trooper and/or Elite type. The target unit loses any remaining reserve markers immediately, but will automatically pass any rout test required. In addition, if the basic unit leader (for example, the Gunslinger in a gang of Outlaws) has been destroyed, one of the other basic troopers is field-upgraded to the capabilities of the unit leader. To continue the example, one of the Outlaws would then be considered a Gunslinger for the rest of the game.

[edit] Telepathic Command

+5 points

The user must be within the Control Radius of a selected character. The target unit is granted the Mental of that character until the end of the turn and is automatically considered controlled.

[edit] Teleport

+15 points

The target figure within the user’s Control Radius is instantly transported to any location within the Range of the Teleport Power, including into close combat with enemy figures. The Teleport Power may not be used to kill enemy models by teleporting them into the sky, inside rocks, and so on. Let’s just assume the physics of it just doesn’t work that way, okay? If the user fails the Mental roll or the target successfully resists the Power, the target is unaffected and doesn’t move. Figures with this power that have no Control Radius may only teleport themselves.

[edit] Televangelism

+8 points

Fascinating harmonies, beautiful visions, and enthralling monologues entrance the target unit, preventing it from taking any action as its members gaze in mindless awe. All members of the target unit within line of sight of the user and range of the power immediately lose all reserve markers and are unable to activate this turn. Members of the target unit either not in line of sight of the user or outside the range of the power at the time of use suffer no ill effects and may still activate normally.

[edit] Terror

+5 points

The targeted unit is required to make a rout test this turn.

[edit] Wall of Air

+8 points

The user creates a whirling barrier of air 12” long and 1” deep. It may not be placed such that it overlaps any figure. The Wall of Air deflects all attempts to fire weapons through it, although Special Powers may still be targeted through the Wall. Figures may not move through the Wall. If the user is destroyed, routed, engaged in close combat, fires a ranged weapon, or moves this effect ends immediately. The Wall may be removed voluntarily by the user at any time.

[edit] Wall of Fire

+8 points

The user creates a raging sheet of flame 12” long and 1” deep. It may not be placed such that it overlaps any figure. Line of sight may not be drawn through the Wall of Fire. Figures may move through the Wall, but the Wall will make a 5k4 Attack on the figure. If the user is destroyed, routed, engaged in close combat, fires a ranged weapon, or moves this effect ends immediately. The Wall may be removed voluntarily by the user at any time.

[edit] Wall of Spewing Filth

+10 points

The user summons forth all the putrescence and contaminant from beneath the surface to congeal and undulate in a horrifying mass of impenetrable sewage. Place a 6”x2” marker indicating the location of the wall. This wall blocks all lines of sight and is only removed in the Follow Up step.

[edit] War Chant

+5 points

All friendly figures within range receive a bonus of all ones being treated as twos on dice rolled on their behalf until the end of the turn or until they move out of range of the War Chant. If the user is destroyed, routed, engaged in close combat, fires a ranged weapon, or moves this effect ends immediately. The War Chant may be ended voluntarily by the user at any time.

[edit] Wave

+5 points

The user summons forth a battering wave of water that knocks figures back under its overwhelming force. The Wave moves in a line directly away from the figure to the Range of the Special Power. Any figures, except vehicles and monsters, hit by the Wave are moved directly 3” away from the Shaman.

[edit] You Da Man

+5 points

The target figure is granted a Control Radius of 6” for the rest of the game. The target must be a Trooper or Elite with no Control Radius in a unit that no longer contains a Trooper or Elite with Control Radius.