Campaign 3 Playtest: Difference between revisions
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=== SierraKomodo === | === SierraKomodo === | ||
== Relevant keywords == | |||
{| class="wikitable" | |||
|+ | |||
!Keyword | |||
!Effect | |||
|- | |||
|Bail Out! | |||
|This unit, when killed, makes a D6 roll modified by circumstances of their death. On a 3+ the unit lives as a Regular Class 'Vehicle Crew' unit. On a 1-2 the unit is killed. Units that survive may obtain new vehicles for 1 Supply Crate. | |||
|- | |||
|FW-L | |||
|Hold actions reduce attack rolls by 1 but orders with movement must go minimum 1 grid. This unit may only safely land on Runway-L and Runway-H. Cannot be rearmed or repaired while airborne. Takeoffs are performed at half speed. | |||
|- | |||
|Jump Gear-Orbital | |||
|This unit is capable of performing orbital drops from Naval units still in orbit, cargo compartments may only have supply inside on drop. | |||
|- | |||
|FW-H | |||
|Hold actions reduce attack rolls by 1 but orders with movement must go minimum 1 grid. This unit may only safely land on Runway-H. Cannot be rearmed or repaired while airborne. Takeoffs are performed at half speed. | |||
|- | |||
|Active Homing | |||
|This weapon may be blind fired towards a grid and will auto aquire targets, mind you it's just as capable of aquiring friendlies as enemies like this. | |||
|- | |||
|Dumb Drop | |||
|This unit must move/pass over a target for this weapon to be deployed. | |||
|- | |||
|Blast X | |||
|If this weapon rolls X or higher damage it rolls again at a -1 to hit the next nearest target in this grid. The debuff compounds until all targets are hit or Blast isn't rolled. | |||
|- | |||
|Precise | |||
|This weapon is fired on sub-grids instead of full grids. | |||
|- | |||
|LASE | |||
|This weapon benefits from targets lased by the C-LASE command, allowing a second attack roll to be made against lased targets. | |||
|} | |||
== Campaign chronology == | == Campaign chronology == | ||