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- Dev Diaries: Weapons
Posted by : LeonDelgado
Tuesday, May 27, 2014
During
the Covenant and human wars,
warfare spawned innumerable weapons, ranging in capability from the simple but
efficient Magnum pistol to the barely controllable energies of the plasma
cannon. In this section we describe how characteristics and special rules
reflect the differences between different weapons.
Every weapon has a profile that consists
of several elements, for example
Weapon special rules
Weapons have several common rules that apply to them.
Assault weapon: a character using a weapon with
this rule can move more than 4" and don't suffer penalties.
Barrage (X): place a counter of on the
battlefield (a small dice of 1cm is fine). Make an attack roll against defence
14. If you attack roll hit, leave the counter in that position. At the
beginning of your next face (before you activate your own characters) place the
blast marker center over the counter, all miniatures under the marker are hit
and takes damage equal to X. If the attack misses the attack then roll 2d6,
pick the highest result and disregard the other roll, your opponent can place
the marker anywhere on the battlefield distance equal to the result of the roll
in inches.
Barrage and ruins: Barrage weapons work by lobbing
munitions high into the air, bringing death to the enemy from above. The
advantage of these indirect fire weapons is that they can be used to engage
targets beyond the limited lines of sight. The disadvantage is that they
explode the moment they strike a structure, meaning warriors can shelter deep
within ruins.
Barrage
weapons always strike the highest level that is under the hole in the centre of
the marker. Only models on this level and under the template are actually hit.
Blast: This rule always have a number in
brackets, like Blast (1). When you hit a character with a weapon with this rule
you must place a blast marker (a circle with 3" radius with a hole of 1 cm
in the centre) in a way that the centre of the marker is inside the base. Any
miniature touched by the marker receive damage equal to the number on brackets,
this damage cannot be Penetrating or Unavoidable.
Burst of fire: A character using a weapon with
this special rule can reroll the attack roll.
Heavy: This is a massive weapon and need a
special support to be fired, only characters with inhuman strength special rule
can carry a Heavy weapon.
Overheat: a character that rolls a double 1
using a weapon with this rule cannot make another attack with this weapon for a
complete round.
Slow: Slow weapons require time to aim
and makes impossible to move and shoot at the same time. A weapon with this
rule cannot be shoot at the same face that the character move.
Precision: +2 to attack if the target is at
4" or more.
Penetrating: the damage from this weapon is
penetrating damage (see special powers).
Unavoidable: the damage from this weapon is
Unavoidable damage (See special powers).
Grenades
Some characters
start the game with grenades, as indicated by the icon respective grenade icon
their character cards. If a character gets a grenade, put a Grenade token on
its character card; a character can throw a grenade only if it has a Grenade
token on its card.
Frag: Range 8". Area (3), Damage 4. Targets
hit by this weapon are knock back 4". Deal 2 extra damage to the target if
its knock back path is blocked.
Flashbang: Range 8", No
damage, Area (no damage). Put an action token on all hit characters that have
zero action tokens.
Plasma: Range 8", Area (3) (Especial).
On a hit mark the hit character. At the beginning of your next turn, deal 4
damage to the character marked in this way and apply the area damage. Targets hit
by this weapon are knock back 4". Deal 2 extra damage to the target if its
knock back path is blocked.
Thermite: Armor Piercing, Penetrating, damage
4, Blast (3), Targets hit by this weapon are knock back 4". Deal 2 extra
damage to the target if its knock back path is blocked. A character with this
grenade can use it to clear an area of 4" of blocking terrain or walls
UNSC
weapons
Range: 12"
Cost: +10
Properties: Assault weapon. Precision.
Range: 12"
Cost: +10
Properties: Assault weapon. Deal +1 damage at
8" or less.
Range: 12"
Cost: +10
Properties: Blast (1). Damage +2 against
swarms.
Range: 24"
Cost: +20
Properties: When this unit succeeds at a shot
and the attack roll is doubles, you may shot again at any target.
Range: 24"
Cost: +20
Properties: When this unit succeeds at a shot
and the attack roll is doubles, the shot deals an extra 1 damage.
Range: 24"
Cost: +20
Properties: When this unit succeeds at a shot
and the attack roll is doubles, the shot also deals 1 damage to every enemy
unit adjacent to the target.
Range: 48"
Cost: +45
Properties: Precision. Heavy. When this unit
succeeds at a shot and the attack roll is doubles, deal an extra 2 damage.
Name: M41 SSR MAV/AW (SPNKr) Rocket
launcher
Cost: +50
Properties: Blast (2), Armor Pearcing, +2 Damage, -1 to
attack when attacking non vehicles. Targets hit by this weapon are knock back
4". Deal 2 extra damage to the target if its knock back path is blocked.
Name: M247 GPMG "TURRET"
Range: 36"
Cost: +45
Properties: Penetrating. Burst of fire. +2
Damage. When this unit succeeds at a shot and the attack roll is doubles, you
may shot again at any target.
Covenant
weapons
Range: 0
Cost: +5
Properties: Owner can only attack adjacent
characters. On a hit deal +1d6 extra damage.
Name: Gravity Hammer
Range: 0
Cost: +5
Properties: Penetrating. Owner can only attack
adjacent characters. On a hit deal +1d6 extra damage.
Range: 12"
Cost: +10
Properties: Assault weapon. Penetrating.
Range: 24"
Cost: +20
Properties: Overheating. When this unit
succeeds at a shot and the attack roll is doubles, you may shot again at any
target
Range: 36"
Cost: +50
Properties: Blast (2), Penetrating, +2 Damage, -1 to attack
when attacking non vehicles. Targets hit by this weapon are knock back 4".
Deal 2 extra damage to the target if its knock back path is blocked.
Range: 36"
Cost: +30
Properties: Damage +2. Penetrating.
Name: Spiker Rifle
Range: 24"
Cost: +20
Properties: Penetrating. In close Combat deals
an extra 1 damage.
Range: 24"
Cost: +10/20
Properties: Blast (1). Assault weapon.
Name: Covenant Carabine
Range: 24"
Cost: +10/20
Properties: When this unit succeeds at a shot
and the attack roll is doubles, the shot deals an extra 1 damage.
Name: Brute Shot
Range: 24"
Cost: +25
Properties: Blast (1). When this unit succeeds
at a shot and the attack roll is doubles, deal an extra 1 damage. In close
Combat deals an extra 1 damage.
Name: Particle beam rifle
Range: 48"
Cost: +45
Properties: Precision. Slow. When this unit
succeeds at a shot and the attack roll is doubles, deal an extra 2 damage.