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In document Directorio. Comité Editorial (página 59-67)

Armor (CL) Armor Values Armor Effects

Bare Skin (CL 0) H:0 B:0 L:0 W:2

Enviro Suit (CL 2) H:1 B:1 L:1 W:2 Reflect

Combat Suit (CL 2) H:2 B:2 L:2 W:2 Reflect

Light Alloy Armor Plating (CL 2) H:3 B:3 L3 W:2 Reflect

energy Weapons

The Ancients were a highly technical race, keenly interested in the nature of light and its seemingly paradoxical ability to act as both the carrier of the ether field and the quantifiable packet of ether energy. The splinter group of Atalán held few that understood the deeper nature of light and its existence in higher dimensions, though a select few Technologists did discover unique weapons and items that utilized dimensional forces to some extent. These dimensional energy weapons are the most deadly weapons but are difficult to operate and prone to catastrophic malfunctions.

Beam Pistol (CL 2):

A simple weapon that fires a coherent beam of focused radiation in a single wavelength, often in the blue spectrum of light. Typically made using small ether crystals, this is a Precise weapon but is not able to penetrate armor to a great extent. The beam has a tendency to Refract when passing through a scattering medium, so that shooting at visible models in Tactical Cover becomes even more of a challenge.

Beam Rifle (CL 2):

A larger beam weapon using

highly-charged crystals, giving it a more focused beam. It is a Long range weapon with a Precise shot targeting. Its strength is its range but it still suffers from scattering in Tactical Cover as the beam Refracts from dense clouds of particles, or small creatures.

Beam Cannon (CL 2):

The apex design of the

beam weapons, Beam Cannons are heavy and devastating, knocking out subsystems with Precise shots and burning through light armor with Armor Break (1). Normally

mounted on larger mechanical constructs or ancient armored suits, the Beam Cannon is deadly but may still

Refract from scattering clouds of Tactical Cover.

Projectile Weapons

The projectile weapons of the Ancients of Atalán are all based on the same principles of magnetic flux within ether fields. These weapons accelerate specially designed magnetic metal slugs at high velocity. The slugs contain ether crystals inside their casings and channel the flux of the ether fields to create a layer of boiling water around them, effectively reducing drag on the projectiles and increasing range and accuracy. These weapons require reloading with one action.

Hypercavitation Rifle (CL 2):

These are the

standard magnetically driven projectile weapons for the Ancients of Atalán, unchanged for ages. They are reliable weapons that punch through armor with Armor Break (2).

Hypercavitation Cannon (CL 2):

A massive

version of the magnetic gun design, firing heavy slugs at high velocity, utilizing ether energy to vaporize water around the slug and increase range and accuracy. These weapons devastate armored foes with Armor Break (4) but are only carried on large armored mechanical constructs or powered armor suits. Very few of these remain in use.

Lightning Torpedo (CL 2):

These small

projectiles are fired from launching pod as swarm of Homing missiles, twisting and turning as they seek their target. Once they strike, they detonate crystal warheads to give an intense

Ghost Mines (CL 2):

A wicked defensive weapon system, these mines appear like long crystal spikes on either end of a metal cylinder. They have a cloaking system inside the metal cylinder that causes the surrounding background to refract around them, making them very difficult to locate, but the most devious aspect to them is their ability to fire a crystal shard into any enemy coming into their zone of activation.

Ghost mines are set during the Scenario or can be laid as obstacles before the game begins. Once laid, the mines can be indicated with a coin or other small object, but are actually found anywhere in a radius of one Short stick from that location, making a circular area of deadly terrain full of invisible ghostly death.

Setting a minefield involves “spiking” the mines into an area with two actions. The mines fill a volume of short radius around the center mine indicator (coin, piece of paper, sticky tac, tape, etc.), one Short stick in height up or down. Mines may be placed on the seafloor or on a piece of scenic terrain. The model laying the mines is located at the center of the mine volume, and can move in and out of the volume without difficulty.

Any other model that enters the mined volume must roll a Quality Check. On three failures, the model is attacked by two mines. With one success, the model is attacked by one mine. With two successes, the model is able to navigate the mine field without disaster.

If navigation is unsuccessful, the model must defend against an attack of CS5 with Armor Break (2) for each mine that fires. The model must avoid mines each time it moves in the minefield but can stay still in relative safety. The Ghost Mine field may be cleared with an explosive blast targeting the center of the area.

Hand-to-Hand Weapons

Hand Weapon (CL 0):

A standard class of weapons

used in hand-to-hand combat. Includes basic knives, spears, etc. These have no additional effects in combat.

Mechanical Tentacles (CL 2):

Many of the

mechanical constructs have multiple mechanical tentacles, making them Unbreakable. The tentacles wrap around a defender with the Entangle effect.

Big Mechanical Weapon (CL 2):

Some large

mechanical constructs are armed with crushing jaws, spearing spikes or ripping claws. These weapons are able to defeat some armor with Armor Break (1). Mechanical claws can Grab enemies to leave them helpless to further attack.

Shock Weapon (CL 2):

A weapon or attack that

delivers an electrical Shock to the defender.

Lightning Tentacles (CL 2):

Some of the more

deadly combat mechs utilize these deadly tentacles, infused with ethereal energy, that Entangle and Shock enemies into lumps of inert flesh and melted metal. The sheer number of tentacles makes them Unbreakable and the lightning gives them Armor Break (1).

Micro-Edge Blade (CL 2):

A sword, knife or

spear with an extremely fine blade of crystal, coursing with ethereal energy to give it rigidity. The blade is very Precise, slicing through vital areas, but is Fragile and can shatter easily.

Fusion Blade (CL 2):

An advanced form of

from its sun-like heat. Fusion blades carve through armor with Armor Break (3) and also cut through obstacles and ship hulls with Breach (+2).

explosives

The Ancients of Atalán use only localized charges to cut through obstacles, walls and ship hulls.

Fusion Charges (CL 2):

These explosives

are concentrated charges that create a superheated jet of energy using advanced ether technology. The intense heat melts through obstacles, walls and ship hulls with Breach (+4). They are normally used to breach the hull of a ship but can be placed onto a target if attacking from behind, neutralizing them and penetrating armor with Armor Break (4). Planting a charge takes two actions. Charges go off at the end of the next turn after they are placed, giving the model setting it a chance to escape. A model adjacent to the charge gets a Free Hack with CS 5 and Armor Break (2) from the intense heat.

Armor

The armor of the The Ancients of Atalán is designed for protection from attacks from wild creatures and was never intended for intense combat. The standard environmental suits are mainly meant to protect from teeth, claws and stings, as well as from thermal fluctuations in the deep sea. Although the Ancients are fully aquatic beings, having gills on the sides of their necks, the suits are designed to filter dangerous water, such as the highly toxic areas around hydrothermal vents. The armor that they do have is light and flexible, made from a golden alloy produced

from metals mined at hydrothermal vents and requiring advanced smelting technology. The plates of this alloy are used to build some mechanical constructs but the alloy is too rare to be used on many troops. The Ancients of Atalán are continuously in search of this alloy in the ruins and wrecks ships of their ancestors.

Bare Skin (CL 0):

Some of the spellcasters of

Atalán choose to swim with basic diving suits, essentially with only bare skin for protection. Needless to say, these sorceresses must have some other forms of defense besides their bare skin.

Enviro Suit (CL 2):

A specialized diving suit with light armor protection, mainly designed to filter water and protect the wearer from the environment.

Combat Suit (CL 2):

These are similar to Enviro

Suits but have some areas with thin armor plates. Assault soldiers typically wear this type of armor.

Light Alloy Armor Plating (CL 2):

Many of

the mechanical constructs have armor plating of golden alloy, light and strong.

Ancient Powered Armor Suit (CL 3):

When

the Ancients of Atalán broke from their ancestral civilization, they took with them one suit of powered armor, stolen from the labs of the preeminent scientist of that age. The suit has been kept by the elders of Atalán over the ages, treasured as a rare artifact. Only the Commander of Atalán is able to use this suit and the heavy weaponry that it can wield.

In document Directorio. Comité Editorial (página 59-67)