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BALLISTIC DAMAGE SPECIAL EQUIPMENT

ARMOR PIERCING (optional) When this unit makes a ranged combat attack, it ignores all defense special equipment of the affected unit or units while resolving the attack. ANTI-PERSONNEL (optional) This units ranged combat attack affects the target unit and every infantry unit in base contact with the target, delivering this units damage value to each unit hit. For this attack, only one dice roll is made and compared to each units defense value. STREAK MISSILES (optional) When this unit is given a ranged combat order targeting a single unit, the line of fire is not affected by terrain or other units. If the attack succeeds, deal damage equal to this units damage value reduced by 1 to a minimum of 1. This attack may not be used to target a Mech that is shutdown or a unit with Electronic Camouflage special equipment. POINT DEFENSE SYSTEM (optional) Any friendly unit in base contact with this unit may use this units unmodified defense value instead of its own.

ENERGY DAMAGE SPECIAL EQUIPMENT


PULSE (optional) When this unit succeeds at a ranged combat attack against a single target, this unit may immediately make a second ranged combat attack against the same target with a +2 modifier to the targets defense. If the firing unit is a Mech, it takes an additional 1 click of heat for the second attack. Pulse can be used by a unit only once per turn; it does not cost an extra order. GRAPPLE (optional) When this unit is in base contact with a single opposing vehicle or Mech, the target unit successfully breaks away only on a die roll result of 5 or 6, even if it has the Evade or Jump Jets special equipment. ALPHA STRIKE (optional) Mech only. When this Mech is given a ranged combat order with a single opposing unit as the target, click its heat dial until the shutdown icons appear; keep track of the number of clicks needed to reach shutdown. If the attack succeeds, the Mechs damage value is increased a number of clicks equal to the number of clicks of heat this unit needed to reach shutdown. Once the ranged combat attack is resolved, this Mech is shutdown. FLAMERS (optional) This unit can be given a close combat order targeting a single opposing unit. When this unit succeeds at a close combat attack against an infantry or vehicle unit, add 1 click of damage to this units normal damage value. When this unit succeeds at a close combat attack against a Mech that is not shutdown, the target takes 2 clicks of heat instead of this units normal damage value.

MELEE SPECIAL EQUIPMENT


HAND-TO-HAND WEAPON (optional) Mech only. Give this unit a close combat action with a single opposing unit as the target. When this unit succeeds at a close combat attack, roll one six-sided die. This is the number of clicks of damage this unit delivers to the target instead of this Mechs normal damage value. RAPID STRIKE (optional) Mech only. When this unit succeeds at a close combat attack, it may immediately make a second attack against the same target, and takes an additional 1 click of heat. Rapid Strike can be used only once per turn and does not cost an extra order. AGILITY (optional) Mech only. This unit reduces to 1 all damage received from opposing units by close combat, charge, ram, and death from above attacks. BRAWLING (optional) Mech only. This unit adds 1 click of damage to all of its close combat, charge, and death from above attacks.

SPEED SPECIAL EQUIPMENT


CAMOUFLAGE (optional) If this units center dot is in hindering terrain, increase this units defense value by 2 against ranged combat attacks. EVADE (optional) Increase this units defense value by 2 against ranged combat attacks. This unit fails to break away from opposing units only on a die roll result of 1. If this unit is a Mech, it does not take 1 click of heat due to running. JUMP JETS (optional) This unit may not run. This unit may move through unit bases and blocking terrain, though it may not end its move in blocking terrain. This units movement is not affected by hindering terrain or low walls and it does not stop when entering or exiting elevated terrain. This unit fails to break away from opposing units only on a die roll result of 1. If this unit is a Mech, it may attempt a death from above attack. A controlling unit cannot use this Jump Jets special equipment. ELECTRONIC CAMOUFLAGE (optional) This unit cannot be the target of an indirect fire attack. INFILTRATE (optional) When preparing the battlefield, place this unit after all players have placed their units without Infiltrate. If this unit is a Mech or vehicle, you may place this unit up to its speed value away from your deployment zone. Otherwise, you may place this unit up to twice its speed value away from your deployment zone. You may not initially place this unit in any other players deployment zone or in any terrain the unit could not occupy due to terrain or speed mode restrictions.

ATTACK SPECIAL EQUIPMENT


REPAIR (optional) This unit can be given a close combat order targeting a friendly unit to repair it. Neither unit may be in base contact with an opposing unit. All modifiers to the close combat attack are ignored, except heat effects. If the attack succeeds, you may either a) repair the target with clicks of repair equal to this units damage value or b) roll 1 six-sided die and repair that many clicks to the target unit. If this unit has the attack symbol, it can repair only units with speed mode Foot. If this unit has the attack symbol, it can repair all units except those with speed mode Foot. If this unit has the attack symbol, this unit can repair any type of unit. BYPASS (optional) Give this unit a move order but do not move it. If this unit begins the turn with no order tokens and in base contact with a single captured vehicle or captured Mech, eliminate this unit to gain control of the captured unit. Your opponent gains victory points for the eliminated Bypass unit. The captured unit is no longer considered captured and is a friendly unit to you. IMPROVED TARGETING When this unit is given a close or ranged combat order, when you roll three six-sided dice to resolve the attack you may choose to reroll one of those dice. If you do, you must accept the result of the second die roll. You may not score a critical hit with the rerolled die. SALVAGE If this unit is a vehicle, it may not be pushed and may be given only move orders. If this unit is a Mech, it may be given only move or vent orders, and it may not make a death from above attack.

COMMAND (optional) At the beginning of your turn, roll one six-sided die. A result of 5 or 6 adds one extra order to your normal order allotment for this turn.

DEFENSE SPECIAL EQUIPMENT


DECOY (optional) When this unit is the target of a successful ranged combat attack that is not a critical hit, the firer must make a second attack roll. If the second attack roll succeeds, this unit is hit by the attack. Otherwise, the attack misses. If a second attack roll is made, it does not count as an additional attack for the firer, and does not cost an extra order. REFLECTIVE ARMOR Subtract 2 from any damage scored against this unit by energy ranged combat attacks. REACTIVE ARMOR Subtract 2 from any damage scored against this unit by ballistic ranged combat attacks. HARDENED ARMOR Subtract 2 from any damage scored against this unit by close or ranged combat attacks. Hardened Armor does not reduce pushing, critical miss, charge, ram, or death from above damage. HEAVY ARMOR Subtract 1 from any damage scored against this unit by close or ranged combat attacks. Heavy Armor does not reduce pushing, critical miss, charge, ram, or death from above damage.

BALLISTIC HEAT EFFECTS


STARTING POSITION At the beginning of the game, this Mech must have this green square showing in the heat slot. AVOID AMMUNITION EXPLOSION: CRITICAL If this Mech is not shutdown, roll one six-sided die. On a result of 13, this units ammunition explodes. This unit takes damage equal to its ballistic damage value +1. This damage may not be reduced by any defense special equipment. AVOID AMMUNITION EXPLOSION If this Mech is not shutdown, roll one six-sided die. On a result of 1 or 2, this units ammunition explodes. This unit takes damage equal to its ballistic damage value 1. Treat a negative result as 0. This damage may not be reduced by any defense special equipment. AMMUNITION JAM This Mech cannot make ballistic ranged combat attacks or use any ballistic special equipment.

ENERGY HEAT EFFECTS


STARTING POSITION At the beginning of the game, this Mech must have this green square showing in the heat slot. AVOID HEAT SINK OVERLOAD: CRITICAL If this Mech is not shutdown, roll one six-sided die. On a result of 13, this unit takes 2 clicks of heat. AVOID HEAT SINK OVERLOAD If this Mech is not shutdown, roll one six-sided die. On a result of 1 or 2, this unit takes 1 click of heat.

WEAPONS OFFLINE This Mech cannot make energy ranged combat attacks or use any energy damage special equipment.

SPEED HEAT EFFECTS


STARTING POSITION At the beginning of the game, this Mech must have this green square showing in the heat slot. AVOID SHUTDOWN: CRITICAL If this Mech is not shutdown, roll one six-sided die. On a result of 13, shutdown occurs. Mark this unit so that it has two order tokens. If this unit is already shutdown, roll 1 six-sided die. On a result of 46, it restarts. This restart roll is optional. AVOID SHUTDOWN If this Mech is not shutdown, roll one six-sided die. On a result of 1 or 2, shutdown occurs. Mark this unit so that it has two order tokens. If this unit is already shutdown, roll one six-sided die. On a result of 36, it restarts. This restart roll is optional. ENGINE OVERHEAT This Mech cannot run or use any speed special equipment.

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