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Hand Weapon (CL 0):

All Fortune Hunters carry

some sort of simple hand weapon that they can use in close combat. These range from grappling hooks to spears and knives. Hand weapons have no additional weapon effects.

Power Claw (CL1):

These weapons are actually

useful tools for salvaging in wrecks of twisted metal as well as being helpful in combat. Powered by ether-charged actuaries and gears, power claws can be used for a Grab attacks, making the next attacks have a better chance to strike.

Arc Torch (CL2):

An arc torch is used for cutting through ship hulls and other metal wreckage with Breach

(+2) but is also very dangerous when used in combat with Armor Break (1). It is an Unstable weapon. This is the most

advanced device in the arsenal of the Fortune Hunters.

Power Drill (CL2):

A most deadly hand-to-hand

weapon, the drill is designed for mining the seafloor but easily drills through armor with Armor Break (2). It is not as useful for breaching hulls as an Arc Torch as it only makes a relatively small hole, but it still has Breach (+1). It is a complicated weapon and is Unstable.

explosives

Explosives are the crudest weapon in any force’s arsenal, causing massive damage to the enemy while causing unavoidable collateral damage. Some explosives are used for breaching ship hulls or blasting through walls to enter sunken ruins, but can be adapted to combat use. Other types, such as mines, are designed purely for combat.

Setting explosives takes two actions. If the model uses one action it can start laying mines on one turn and use another action on the next turn to finish the job. The explosives detonate up to three turns later. Indicate the number of turns left with coins or markers.

Breaching Charges (CL 1):

These are simple

devices used by the Fortune Hunters consisting of a metal casing, black powder and crystal blasting cap. The explosion is directed into the object, not outwards. They are normally used to breach the hull of a ship but can be placed onto a target if attacking from behind. 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 4 and Armor Break 2 from the explosion.

Mines (CL 1):

One of the most feared weapon

types, mines are deadly defensive weapons that are often as dangerous to the force using them as they are to the enemy. The mines used by Fortune Hunters have ether crystals as detonating charges for containers of black powder, and kill by making a deadly concussion wave that crushes internal organs and ruptures metal joints and seams of objects within an explosion radius.

Mines can be dropped 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. In a way, the mine is a circular area of deadly terrain, a mini-minefield, where models are not sure of the exact location of the danger.

Mines used by the Fortune Hunters have an oily adhesive put on the bottom so they can to stick to a surface and detonate when a model touches them. Multiple mines are laid when a model uses two actions to “lay” mines. 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 has a chance of detonating the mines and must roll a Quality Check with two successes to avoid disaster. If the mines detonate, the model touching them must defend against an attack of CS4 with Armor Break

(2) and Breach (1). All models within the concussion wave

radius of one Long stick from the unlucky model must defend against an attack of CS3. Players can use the blast template at the end of the book for mine explosions. The mine field may be cleared with an explosive blast targeting the center of the area.

Armor

Light Dive Suit (CL 1):

These suits were the

first diving gear created from recovered ether technology and have the least amount of armor protection. They are typically made from thick fabric and are pressurized by an air handling device in a backpack with a small power plant. The head is the most well-protected part of the suit due to the heavy bronze helmet. The pressurization and air filtration system allows divers to operate at great depth without being tethered to a breathing tube.

Damage to the suit is catastrophic in the deep Abyssal Realm, with pressure loss causing explosive decompression and implosion, a horrible gruesome death with the diver crushed into the helmet. This weakness of the suit makes it attractive to only the most desperate mercenaries and pirates.

Armored Dive Suit (CL 1):

The standard

dive equipment of the Fortune Hunters includes this heavy bronze armor plated suit. It is fully pressurized and

augmented by ether-powered servos and pressure pumps, new technology developed by scientists from salvaged technology. The suit is resistant to implosion but is bulky and requires a large backpack with ether crystal-powered propulsion fans for mobility.

Assault Dive Suit (CL 2):

When entering a

wreck, the best protection is the assault dive suit, a heavily armored suit with a large ether crystal power plant in the backpack. This is the most advanced dive suit of the Fortune Hunters, the culmination of all of their experience with salvaged tech artifacts. It uses servo-driven mechanical systems to move the arms and legs but has problems with agility and is Sluggish when turning in close quarter battles. It makes up for this deficiency by being very difficult to damage without explosives, preferably planted on its back, away from any counterattack.

Light Armor Plating (CL 1):

Small mechanical

constructs are encased in a thin metal plating that repels most attacks and does not affect movement.

Heavy Armor Plating (CL 2):

These advanced

alloy plates are designed to be attached to salvaged ancient constructs to arm them for battle. The scientists of the Fortune Hunters can reprogram these mechanical hulks, fit them with weapons and encase them in armor plating before sending them out to cause havoc.

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