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 ==