Post by RuneCaster_Aris on Sept 24, 2012 12:54:34 GMT -5
Self Destruct Module
Usually taking the form of a rectangular, hazard striped pod, the Self Destruct module has begun to see more frequent use on the battle field for a variety of reasons.
These devices began use simply to deny a foe access to sensitive technology built into high priority vehicles. If enough damage was taken, the crew would be encouraged to set a 30 second timer, this would give them ample time to escape the blast radius as well as destroy any trying to rush the vehicle to get at it's precious technologies.
However this defensive technology was turned into a horrifying offensive weapon during the Siege of Arasek V, where Gal-Com forces were besieged by Rim Defectionists with light mecha where all the hard-points were inset with high explosives. The result was nothing short of devastating to both factions.
Self Destruct Module 3pts
(Fills weapon slot)
- The explosion is considered to have a skill of 6 for aiming purposes.
- At any time during your turn, you may activate your self destruct module.
- The attack has AE 3, and gains +3" for each additional Self Destruct Module (max of 9" total).
- The attack deals 3 damage, +3 for each additional Self Destruct Module, (max of 9)
- Remove the model from play, as it has been completely obliterated.
- If an enemy kills the unit before the controlling player can activate it's Self Destruct module, the module automatically explodes as if it had been activated.
- This is an indiscriminate weapon and it can activate while in the midst of your own forces, and deal them damage. All models in the explosion are effected.
Game Play Example:
Tom moves his Hades Light Walker next to a full enemy squad and activates his Self Destruct Unit. He has 2 Self Destruct Pods that explode, so the weapon is counted as a [Skill 6/Range:0/Damage: 6/AE: 6/AP: 0] weapon. It hits every unit, (allied/enemy/building) in it's range. After the attack is done, the unit is removed from play.
Usually taking the form of a rectangular, hazard striped pod, the Self Destruct module has begun to see more frequent use on the battle field for a variety of reasons.
These devices began use simply to deny a foe access to sensitive technology built into high priority vehicles. If enough damage was taken, the crew would be encouraged to set a 30 second timer, this would give them ample time to escape the blast radius as well as destroy any trying to rush the vehicle to get at it's precious technologies.
However this defensive technology was turned into a horrifying offensive weapon during the Siege of Arasek V, where Gal-Com forces were besieged by Rim Defectionists with light mecha where all the hard-points were inset with high explosives. The result was nothing short of devastating to both factions.
Self Destruct Module 3pts
(Fills weapon slot)
- The explosion is considered to have a skill of 6 for aiming purposes.
- At any time during your turn, you may activate your self destruct module.
- The attack has AE 3, and gains +3" for each additional Self Destruct Module (max of 9" total).
- The attack deals 3 damage, +3 for each additional Self Destruct Module, (max of 9)
- Remove the model from play, as it has been completely obliterated.
- If an enemy kills the unit before the controlling player can activate it's Self Destruct module, the module automatically explodes as if it had been activated.
- This is an indiscriminate weapon and it can activate while in the midst of your own forces, and deal them damage. All models in the explosion are effected.
Game Play Example:
Tom moves his Hades Light Walker next to a full enemy squad and activates his Self Destruct Unit. He has 2 Self Destruct Pods that explode, so the weapon is counted as a [Skill 6/Range:0/Damage: 6/AE: 6/AP: 0] weapon. It hits every unit, (allied/enemy/building) in it's range. After the attack is done, the unit is removed from play.