Post by DeanTheCat on Jun 6, 2019 20:30:13 GMT 8
This is a compilation of the unique mechanics of the campaign, which are integrated into the various abilities of both the players and the enemies.
Focus
Standard Action
Declare the action in which you are focusing on when you declare Focus. Your turn immediately ends after the declaration. Just before the start of your next turn, you may expend your Interrupt to perform the action that you are focusing on.
Focus can be broken by:
- Being reduced to 0 HP
- Blinded
- Dazed
- Stunned
- Dominated
Line X
Targeting type
This unique form of targeting represents the effect of beams or laser type attacks.
Choose a square within X squares of you. Then connect squares back towards you, such that each square is adjacent to another, no squares blocks your line of effect, no two squares are equidistant from you, and exactly one square is adjacent to you.
A line need not be its full length, ie may be less than X.
This attack is considered to be an Area attack, and thus feats that apply to area attacks apply to Line.
Armour Weaknesses
Some weapons and abilities are highly effective against certain types of defences. Every character has at least one weakness, with some having up to 3 weaknesses.
Slashing / Bladed Weapons are effective against Lightly Armoured
Force Weapons / Spells are highly effective against Moderately Armoured
AP Weapons are highly effective against Heavily Armoured
Disruption Weapons are highly effective against Forcefields
Psychic "Disruption Blanks" are highly effective against Psykers
Distortion Weapons are highly effective against Void Shields
Mortal Wounds
Some attacks are so powerful, standard defences are unable to guard against the sheer force of the blow.
Certain powerful weapons and spells are capable of dealing Mortal Wounds. On receiving a Mortal Wound, make an Endurance check to attempt to resist it. On a 20+, you resist the Mortal Wound and suffer no ill effects. Should you fail the check, you can either opt to lose a reserve or take reserve value in damage. Should you opt to take the damage, the damage taken cannot be mitigated in any way.
Fear
What are heroes, but people who are brave for just five minutes longer?
Fear based abilities are rare, but the effects attached to such abilities or spells can be devastating, hitting above the usual power level of an ability. Any character who is suffering from the effects of a Fear based ability make attack rolls at a -2 penalty when they can see the source of their fear.
However, there are ways to resist the effects of fear. Resistance to Fear allows the character to make a save against any Fear related effects at the start of their turn instead at the end of their turn. Immunity to Fear allows the character to completely ignore the status effects that are attached to a Fear ability or spell, including Mortal Wounds. This resistance or immunity however, does not in any way reduce the amount of damage taken by the ability / spell. All Adeptus Astartes characters innately have Resistance to Fear.
Focus
Standard Action
Declare the action in which you are focusing on when you declare Focus. Your turn immediately ends after the declaration. Just before the start of your next turn, you may expend your Interrupt to perform the action that you are focusing on.
Focus can be broken by:
- Being reduced to 0 HP
- Blinded
- Dazed
- Stunned
- Dominated
Line X
Targeting type
This unique form of targeting represents the effect of beams or laser type attacks.
Choose a square within X squares of you. Then connect squares back towards you, such that each square is adjacent to another, no squares blocks your line of effect, no two squares are equidistant from you, and exactly one square is adjacent to you.
A line need not be its full length, ie may be less than X.
This attack is considered to be an Area attack, and thus feats that apply to area attacks apply to Line.
Armour Weaknesses
Some weapons and abilities are highly effective against certain types of defences. Every character has at least one weakness, with some having up to 3 weaknesses.
Slashing / Bladed Weapons are effective against Lightly Armoured
Force Weapons / Spells are highly effective against Moderately Armoured
AP Weapons are highly effective against Heavily Armoured
Disruption Weapons are highly effective against Forcefields
Psychic "Disruption Blanks" are highly effective against Psykers
Distortion Weapons are highly effective against Void Shields
Mortal Wounds
Some attacks are so powerful, standard defences are unable to guard against the sheer force of the blow.
Certain powerful weapons and spells are capable of dealing Mortal Wounds. On receiving a Mortal Wound, make an Endurance check to attempt to resist it. On a 20+, you resist the Mortal Wound and suffer no ill effects. Should you fail the check, you can either opt to lose a reserve or take reserve value in damage. Should you opt to take the damage, the damage taken cannot be mitigated in any way.
Fear
What are heroes, but people who are brave for just five minutes longer?
Fear based abilities are rare, but the effects attached to such abilities or spells can be devastating, hitting above the usual power level of an ability. Any character who is suffering from the effects of a Fear based ability make attack rolls at a -2 penalty when they can see the source of their fear.
However, there are ways to resist the effects of fear. Resistance to Fear allows the character to make a save against any Fear related effects at the start of their turn instead at the end of their turn. Immunity to Fear allows the character to completely ignore the status effects that are attached to a Fear ability or spell, including Mortal Wounds. This resistance or immunity however, does not in any way reduce the amount of damage taken by the ability / spell. All Adeptus Astartes characters innately have Resistance to Fear.