WarEngine Weapon TweaksFrom WarEngine[edit] OverviewTweaks allow you to customize the weapons in your force on an individual basis. While Flaws reduce the cost of your weapon and Edges increase their cost, there is a limit on how many tweaks may be taken overall for a figure, including weapon tweaks. For more information on giving tweaks to your weapons, see the Troop Builder v2.1. The tweaks listed below apply specifically to the weapon, not to the figure. A point cost is listed along with any limitations on which types of weapons or figures may use the tweak. If no limitations are listed, the tweak is available to all weapons and figures. Each tweak may only be taken once for the same weapon. 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] Cybernetic Only-3 points The weapon may only affect figures with the Cybernetic edge or vehicles. [edit] Fragile-4 points The weapon has not been properly maintained or has been cobbled together haphazardly. When the weapon is fired, first roll one die. On a roll of 5, the weapon jams, fizzles, hiccups, wheezes or whatever, and fails to fire. The shot is wasted. On a roll of 6, the failure is more serious. The shot is wasted and the weapon may not be fired again for the remainder of the game. May not be combined with One Shot. [edit] Heavy Recoil-1 point When this weapon is fired, move the figure firing it 1” away from the target. This counts as movement for purposes of the “Did Not Move” bonuses on attack and defense, but not for purposes of the Move or Fire flaw. [edit] Move or Fire-5 points The weapon is unwieldy to use. It may not be fired if the figure moves in the same activation. [edit] One Shot-10 points The weapon may only be used once per game. This flaw may not be applied to any weapon that already generates the same effect (such as a close combat weapon carried by a Kamikaze figure, which destroys the figure with its use.) [edit] Slow Attack-2 points The weapon may never be placed on reserve. [edit] Slow Reload-6 points The weapon may only be fired every other turn. May not be combined with One Shot. [edit] Time Delay-2 points The weapon does not affect the target immediately. The attack is resolved during the Follow Up step, rather than during the Conflict step. [edit] Volatile-6 points The weapon has not been properly maintained or has been cobbled together haphazardly. When the weapon is fired, first roll one die. On a roll of 5, the weapon jams, fizzles, hiccups, wheezes or whatever, and fails to fire. The shot is wasted. On a roll of 6, the failure is catastrophic. The shot is wasted and the weapon may not be fired again for the remainder of the game. In addition, the weapon explodes and the figure carrying the weapon must defend versus the basic AV of the weapon or be destroyed. Hero Points may be used on Defense as normal. May not be combined with One Shot. [edit] Edges[edit] Armor Piercing+8 points Targeted type M and type H figures do not gain a defensive bonus of ones becoming twos or ones and twos becoming threes versus this weapon. [edit] Charging Weapon+6 points; close combat weapons only When a figure first moves into base-to-base contact with an enemy figure, the attack with this weapon may treat all ones and twos rolled as threes as long as the attacking figure began its movement into close combat from at least 6" away. [edit] Entangling+4 points; close combat weapons only If the weapon kills the target figure outright, the target is removed from play. If the attack fails, the weapon entangles the target, preventing it from escaping and hampering its movements. The target may not leave close combat with the user, even if it has the Slippery edge. It also rolls Defense against further close combat attacks with a -1k1 penalty. These effects last until the target is destroyed, the user makes another attack with the Entangling weapon, the user is no longer in close combat with the target, or the user chooses to let the target go. [edit] Extra Bite+2 points All ones rolled on attacks with this weapon become twos. [edit] High Explosive+4 points, explosive area affect weapons only The weapon uses a five-inch radius from the original target figure instead of three inches. [edit] Highly Accurate+5 points Attacks with this weapon receive a +2k0 Attack Value bonus. [edit] Ignores Cover+10 points The weapon ignores all Light Cover and Heavy Cover Defense bonuses. Targets may take the Did Not Move bonus versus this weapon, even if they are in Heavy Cover. Entrenching Cover only provides a +1k1 bonus versus this weapon. [edit] Immolation+12 points The weapon gets an additional opportunity to kill the target as its burning fuel (or some other caustic effect like acid, persistent flame, or the like) eats away at the target. During the Follow Up step, any target attacked with this weapon during the turn that has not moved to at least 3” away from its position at the time of the attack must defend from the attack again. The Attack Value used is the weapon’s basic Attack Value. The Defense used is the target’s basic Defense plus the usual bonuses. Failure kills the target and the figure is removed. On the Follow Up attack, figures with Hero Points may use them to increase their Defense, but not the attack. [edit] Long+6 points, close combat weapons only This weapon may be used in close combat against figures that are within 2”, not just figures in base-to-base contact. [edit] Mental Attack+12 points Targets defending from this weapon use their Mental characteristic instead of their Defense characteristic for the defense roll. No attack or defensive adjustments apply. [edit] Multiprofile+5 points The weapon has more than one profile. In a particular turn, the weapon may only use one of the profiles. The weapon’s cost is that of the highest profile plus the points paid for Multiprofile. Each profile may include weapon tweaks. The profile with the largest tweak point total determines the amount of tweak points used, not including the Multiprofile tweak, which is extra. This tweak can be used to represent a weapon that has different kinds of attacks available, like a huge club, which can either sweep attack several enemies or smash a single one with a more powerful blow. Alternatively, is can represent two or more weapons that are exclusive of one another in a particular turn, like a rifle fitted with a grenade launcher. For example, consider a rifle worth 25 points with 5 points of tweaks, and a grenade launcher worth 28 points with 3 points of tweaks. The combined Multiprofile weapon would cost 33 points (the cost of the grenade launcher plus five points for Multiprofile.) It would use up 10 points of the figure’s total allowed tweaks (five points from the rifle plus five points for Multiprofile.) On any given turn, the figure could use the rifle or the grenade launcher, but not both. [edit] Parry Weapon+2 points, close combat weapons only The figure wielding this weapon gets a +1k0 bonus on Defense when attacked by a close combat weapon. [edit] Piercing Attack+2 points Attacks with this weapon receive a +1k0 Attack Value bonus. [edit] Poisoned+12 points The weapon gets an additional opportunity to kill the target as poison (or some other noxious effect like toxic gas, disease, or the like) eats away at the target. During the Follow Up step, any target attacked with this weapon during the turn must defend from the attack again. The Attack Value used is the weapon’s basic Attack Value with a -1k1 penalty. The Defense used is the target’s basic Defense with no adjustments. Failure kills the target and the figure is removed. On the Follow Up attack, figures with Hero Points may use them to increase their Defense, but not the attack. This does not apply to vehicle targets. [edit] Sniper Scope+3 points, ranged weapons only, no area effect weapons Weapon gets an extra 12" of range when shooting at targets in no cover. [edit] Thermal Scope+6 points The weapon ignores the Light Cover Defense bonus. [edit] Transferable+4 points When a figure carrying a transferable weapon is removed from the table, the transferable weapon may be passed to the nearest friendly figure as long as that figure is within 3 inches and is part of the same unit. The receiving figure loses its highest cost weapon in exchange. The receiving figure may not use the weapon until its next activation. [edit] Very Long+9 points, close combat weapons only This weapon may be used in close combat against figures that are within 3”, not just figures in base-to-base contact. |
