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In document SISTEMA DE TEATRO EN CASA CON DVD (página 74-80)

Each movement type determines the propulsion system used by a vehicle and how it operates in the game universe. Vehicles can be assigned multiple movement types.

Air Cushion: These vehicles have special polymer cush-

ions underneath and turbofans or electromagnetic fans that propel it over the ground or the surface of a liquid environ- ment. The cushion inflates with excess atmospheric gases lifting the vehicle above the ground or liquid surface and the fans move the vehicle forward. Air cushion vehicles are commonly used on high gravity worlds.

Air Cell: These vehicles have light gas or heated atmo-

sphere filled cellular balloons and its maneuvering fans. These balloons allow a vehicle to laterally or vertically rotate, vector in any direction, and move forward. These vehicles can also remain stationary in the air without ex- pending any power or producing a signature. Air cells re- quire a normal or dense atmosphere to function, they will not fly in very thin or low density atmospheres.

Bore: These vehicles use a powerful sonic beam to pul-

verize rock and ice and a powerful fusion reactor to push it forward at great speeds. These vehicles can even pass through solid metal or crystal without slowing down.

Drill: A vehicle with drill can burrow through the ground

at a very slow rate of speed.

EM Drive: EM Drives are electromagnetic generators de-

signed to accelerate water or other liquids through their baffles propelling a submarine or boat forward on the sur- face or submerged in a liquid environment.

Grasp: A grasp system produces a local gravitational field

that sticks its tires or treads tightly to any surface allowing it to travel over any flat surface. Grasp vehicles can drive straight up a wall, upside down on a ceiling, or sideways along any surface.

Grav: Grav drives allow a vehicle to move with incred-

ible precision and speed over any surface, through the air,

Strike Legion

an attack. Roll a D10 and any Attack die less than this roll automatically misses.

Advanced

An advanced ship has a powerful sensor array and a sophisticated battle computer that makes it extremely ac- curate. Advanced vehicles receive a +1 Attack modifier.

Agile

Agile represents a vehicle covered with vectored thrust- ers or multi facet field generators that allow it to change direction and turn and maneuver quickly. Agile vehicles can move their Speed for free each turn.

Assault

Assault ships have lateral thrusters and special weap- on mounts that make them incredibly maneuverable and deadly at close range. These ships can reroll any Attack dice pool aimed at a target in the same range band as them.

Aurora Field X

A vehicle with an aurora field can project intense radi- ating energy from its surface that deals its Aurora Field rating in damage to everything in the same range band.

Biomech

Bio mechanical vehicles are semi-organic machines designed to integrate the vitality of an organism with the power and speed of a machine. These machines have metasteel internal frames and move using semi-organic muscle bundles. Biomech vehicles are partially grown and partially nano constructed. They have natural regen- erative properties that allow them to repair one Structure every combat turn. Biomechs are extremely quick and responsive so they receive Advanced and Agile. They are partially sentient and can operate themselves with a skill of one when their operator is incapacitated.

Burst X

A vehicle with Burst has afterburners allowing it limited bursts of super speed. A vehicle may use Burst a number of times per battle equal to its rating. By spending an Ac- tion, a vehicle doubles its Speed for a combat turn.

Cargo X

A cargo ship is designed to carry bulk cargo or special- ized goods. The Cargo rating of a vehicle is the amount of cargo that a vehicle can haul. Cargo 1 represents a vehicle

with a standard cargo bay. Cargo 5 represents a massive vehicle designed to carry immense amounts of cargo by pulling multiple cargo pallets or containers.

Carrier X

Carrier ships have the ability the carry smaller vehicles and frames. The Carrier rating of a vehicle is the number of smaller vehicles and frames that it can carry and main- tain aboard its hull.

Cloak

A cloak field bends all forms of radiation around a vehicle and disperses the energy released by the vehicle making it almost invisible to the unaided eye and most advanced sensors. These vehicles are almost impossible to detect unless they release some form of intense energy. A vehicle with Cloak cannot be attacked until it activates its weapons, propulsion systems, or active sensor arrays.

Command X

Command ships have advanced command and control electronics that allow them to coordinate the actions of friendly units. Command ships provide all friendly ships with a +X Initiative modifier.

Countermeasures

Countermeasures are designed to attract and divert mis- sile, torpedoes, and drones fired at a vehicle. Counter- measures include chaff, ECM drones, and other sensory jamming devices including thermal, image, and sonar de- coys. Vehicles with Countermeasures can only be hit with missiles on Attack rolls of 10.

D Time

D or distorted time systems produce a temporal field that creates a pocket dimension around the crew of a vehi- cle. Within this pocket dimension, time moves extremely fast so everything around a vehicle appears to be moving in slow motion to the pilot and gunners. This time distor- tion allows a player to roll two dice pools for any action taken by the vehicle and he selects which pool to use. A character ages extremely fast when using this system so it eventually leads to degenerative brain damage, which has made it extremely unpopular amongst most battle crews.

Decoy

A decoy is launched from a vehicle and it produces a sensor signal that confuses enemy sensors and missile guidance systems. When a decoy is used, every enemy

Strike Legion

Gamemaster’s Guide

that targets this vehicle must spend an extra Action or all its attacks that target this vehicle will automatically miss. Once an enemy spends an Action, it can make any num- ber of attacks on this vehicle this turn without paying this extra Action again.

Defense Swarm

A cloud of small shielded drones orbit this vehicle. They attempt to deflect and absorb all forms of incoming damage. A character rolls a D10 for each successful at- tack made on the vehicle. All Attack dice that are lower than the roll automatically miss. Defense swarms do not work against Field, Area, Scatter, or Torrent weapons.

Devotion

Imperial capital ships have captains and Imperial frames have pilots that are trained to use their vehicles as a sui- cide weapon. A Devotion vehicle can use an Action to ram another ship in the same range band. To determine if it hits, roll a D10 against the Defense of the target vehicle. If the Devotion vehicle hits, it is destroyed and the target ship has its Structure permanently reduced by the remain- ing Structure of the Devotion vehicle.

EM Burst X

These vehicles produce a massive electromagnetic burst that permanently shorts out the electronics of all the machines around it. To activate an EM Burst, a vehicle uses an Action to deal X damage to all vehicles and robots in its same range band. This damage ignores the Armor and Shield ratings of these targets. A vehicle that uses EM Burst is rendered permanently non-operational.

Escort

Escort vehicles can absorb an attack aimed at another target in the same range band by spending an Action.

Fast

Fast ships are designed for speed and maneuverability so they can move to an adjacent range band after they per- form an attack without spending an Action.

Force Manipulator

Force manipulators are extremely accurate and power- ful tractor pressure beams that allow a vehicle to move, push, or pull small or extremely large objects from a dis- tance. A vehicle with Force Manipulator can grab and move anything within a number of range bands equal to its Size. All capital ships have Force Manipulator.

Fractal Shields

Fractal shields produce multiple ghost sensor images around a ship making it very difficult to hit. A ship with Fractal Shields can only be attacked if at least one enemy vehicle is in its same range band. Once an enemy vehicle is in its same range band, all enemy units can attack this ship.

Gravity Trap

A vehicle with a gravity trap carries a miniature sin- gularity with a stasis field that can be partially unleashed to prevent any vehicles near it from activating their null space drives. A vehicle with Gravity Trap can prevent all other vehicles from entering nullspace when this device is activated.

Hand Shield X/Y

A frame or robot can hold a defensive hand shield. A vehicle gains Armor equal to the X value but its Speed is reduced by the Y value. If a Shred weapon lowers a Hand Shields X value to zero, it is destroyed. A hand shield can be dropped by spending an Action to restore a vehicle’s Speed rating.

Living

A living vehicle is completely organic and uses it body to perform all functions of its design. Living ships have Life instead of Structure. When its Life is reduced to zero, it dies and cannot be resuscitated. Organic vehicles are living semi-sentient organisms made from living tissue, bone, carbon fiber, resin, and carapace. Organic vehicles are grown and must be controlled with a command collar that converts an operator’s commands into the physical actions of the life form. A living ship can operate without a pilot with a skill rating of two. A living vehicle restores two Life at the beginning of each combat turn.

Manipulators

Manipulators can be deployed from a vehicle and they allow even the largest vehicle to perform manipulations like a character.

Mine Sweeper

A vehicle with Mine Sweeper has many shielded drones that search for mines and safely disarm them from a dis- tance. These drones can sweep a given area of space for all dangerous devices if given enough time. These ve- hicles can roll a D10 when they enter a range band with mines. If the roll is greater than the Attack roll made for the mine, it automatically misses.

Strike Legion

Gamemaster’s Guide

Modular

Modular vehicles have the ability to attach and jettison modular systems. These modular systems give a vehicle more versatility and the ability to change its function and role quickly according to changing battlefield and mission conditions. Modular vehicles can change their weapon suite for each battle but only one of these weapon combi- nations can be used at a time.

Multi

Multi are vehicles composed of multiple smaller vehi- cles that can act together as a larger vehicle. When these vehicles forge into one vehicle, a new super vehicle stat block is used. If one of these vehicles is not present, the others cannot link. More massive and powerful weapons are used when a vehicle is in its ultimate form.

Nano Repair X

A vehicle with nano repair is infected with advanced nano probes that automatically repair any damage a ma- chine receives making it almost impossible to destroy. These vehicles can repair a number of Structure equal to their Nano Repair rating each combat turn.

Overload X

Overload allows a vehicle to channel huge amounts of power into its weapon systems. When a vehicle uses Overload, all its weapon systems deal double damage or double their range for a single combat turn. A vehicle can only use Overload safely once per combat turn. A vehicle may use Overload again during the same turn to gain ei- ther of these benefits again but all weapon systems on this vehicle are destroyed at the end of the turn.

Phoenix Field X

A vehicle with Phoenix Field surrounds its entire sur- face with energy allowing it to produce massive damage by ramming another vehicle. A vehicle can use its Phoe- nix Field by rolling a D10 against the Defense of a target vehicle in the same range band. If it hits, the vehicle deals its Phoenix Field rating in damage to the target vehicle but the attacking vehicle is not affected.

Power Sink X

Power sinks are energy absorbing panels integrated into the structure of a vehicle. Power absorbers are designed to absorb energy and kinetic damage and store it as power that can be used at any time. The Power Sink rating is how much damage it can absorb each combat turn. Power Sinks are reset at the beginning of each combat turn.

Psycher

These ships carry powerful Imperial psychers that can use their mental powers to cloud the minds of their ene- mies. Psycher vehicles can only be attacked by opponents within three Range Bands of them.

Ram Plate

This massive metasteel wedge or spiked plate is at- tached to the front of a vehicle allowing it to smash into other vehicles or structures. A ram plate doubles the amount of ramming damage that a vehicle produces but it receives the normal amount of ram damage.

Ram Field

This powerful electromagnetic field is designed to redi- rect kinetic energy of a collision back at a target. A ram field dampens the impact on the ramming vehicle so the damage dealt to the ramming vehicle is negated but it deals the normal amount of ram damage.

Remote X

A remote vehicle is designed to be remotely operated using a command transmitter. The Remote rating of a ve- hicle is the maximum skill rating that can be used to oper- ate it by remote control.

Repair X

A vehicle with Repair has automated systems that allow it to repair its own internal damage or repair a damaged vehicle that has docked beside it. Each turn, a vehicle with Repair can restore X Structure or repair X Structure from a friendly ship in the same Range Band. A friendly vehicle cannot move or fire its weapons during the turn that it is being repaired.

Sensor X

Sensors are powerful electronic warfare systems de- signed to detect, track, and target enemy ships or make the vehicle and other friendly units more difficult to hit or detect. The number after the Sensor is the number of sensor or counter tokens that a vehicle can use during a combat turn. A sensor token on a target gives the vehicle and any friendly units a +1 Attack modifier for all attacks

directed at the target. A counter token on a vehicle gives all attackers a -1 Attack modifier for all attacks aimed at the marked vehicle. Each counter token cancels out one Sensor token on the same vehicle. At the end of each combat turn, all these tokens are discarded.

Strike Legion

Gamemaster’s Guide

Sensor Matrix

These vehicles can produce a powerful sensor grid be- tween them. If three or more friendly ships have Sen- sor Matrix then all opponents lose the benefits of Stealth, Fractal Shields, Decoy, Cloak, and Psycher that are in the same range band as one of them or between them.

Shield Ripper X

These vehicle can produce a massive magnetic field de- signed to tear an opponent’s shields apart. A vehicle can use an Action to use its shield ripper on a target vehicle in the same range band. Roll a D10 against the Defense of the target vehicle and if it hits, the target’s Shield is re- duced by its Shield Ripper rating for the rest of a battle.

Smart

Smart vehicles are covered with a smart sensory skin integrated with auto monitoring, diagnostic, and targeting systems. The diagnostic and monitoring systems allow an operator with a neural interface to feel as if the vehicle is an extension of his own body. Its smart sensory skin al- lows an operator with a neural interface to view every as- pect of the environment around a vehicle. A smart vehicle may reroll all its Attack and control tests.

Stasis Field

Stasis field generators produce a powerful stasis sphere that stops time trapping anything inside the field within the moment of time when it entered. Anything trapped inside the field cannot perform any actions and they can- not be effected by anything outside the field.

Stealth

A vehicle with Stealth produces a holographic stealth field that projects a false image and bends electromagnetic radiation around itself making it difficult to spot or target at a distance. A stealth vehicle cannot be fired on by an attacker more than five range bands away. All Attack tests targeting a stealth ship must remove a single die to a mini- mum of one die.

Super Robot

Super robots are massive frames composed of multiple vehicles or frames linked together into one. When these smaller frames forge into one super frame, a new super frame stat block is used. If one of the frames or vehicles is not present, the others cannot link. Super robot weapons used by the ultimate form are extremely powerful.

Target Matrix

A Target Matrix allows friendly vehicles to share sen- sor arrays and targeting systems to concentrate their fire on enemy targets. If three or more friendly vehicles with Target Matrix are in the same range band, they can reroll all their Attack rolls.

Transform

A transformable vehicle may have multiple Moves and Types that can be hidden except for the ones that are cur- rently active. A vehicle with Transform has a special ap- pearance for each of its specific functions and movement types. In each form, unused systems are deactivated and stored.

Void Shield

A void shield produces a massive gravity field that warps the space around a vehicle. This curvature of space deflects any incoming projectiles or energy beams away from it. Nothing can damage a vehicle with an active void shield but it cannot move or fire any of its weapons with this system activated.

Warp Field

These vehicles have powerful gravity generators that allow them to warp the fabric of space around themselves to deflect enemy attacks harmlessly away. Any Attack roll less than 9 on a vehicle with Warp Field automati- cally misses. A vehicle cannot activate its shields when its warp field is activated.

Wave Barrier X

Wave barrier systems generate a powerful energy field on one side of a vehicle designed to reflect attacks harm- lessly away and damage anything it touches. The Wave Barrier rating is how much damage a vehicle deals when it rams a target but the vehicle receives no damage in return. This rating is also the amount of damage that this field can absorb before it is applied to a vehicle’s Shield each turn. The damage that a wave barrier receives reduces the ram damage it can produce that turn. A wave barrier is fully restored at the beginning of each combat turn.

Strike Legion

Gamemaster’s Guide

Vehicle Specials

Special Description

Active Shield Roll D10. Negate Attack die less than the roll.

Advanced +1 Attack dice pool modifier.

Agile Move Speed for free each turn.

Assault Reroll Attack dice pools in same range band.

Aurora Field X Deal X damage to everything in the same range band. Biomech Advanced and Agile. Restore 1 Structure.

In document SISTEMA DE TEATRO EN CASA CON DVD (página 74-80)

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