WARGEAR
Auxiliary Weapon: These are basically a one-shot weapon
attached onto another weapon, giving the Daewar a choice of two weapons to fire instead of
one. A Daewar model may add an Auxiliary grav gun, incinerator or
plasma gun to a beam gun, particle gun, or bike mounted twin-linked
particle guns. A model with an auxiliary weapon may choose which
of the weapons he is going to use in the shooting phase, however the
auxiliary weapon may
only be fired once per battle.
Banner of Vengeance: This banner
follows the same rules as the Warlord's
Banner. In addition, once per battle the bearer can call upon the
power of the Banner. This can be done in any assault phase - for that
phase any Daewar unit
with a model within 6" of the Banner of Vengeance may double
their Initiative in close combat.
Additionally, at the start of any Daewar turn a model equipped with a
Battle Computer may attempt to change the battle program of any robot
maniple with a model within 6". Roll a D6, adding +1 if the
operator of the battle computer is an Engineer Guildmaster - on a
result of 4+ he has succeeded, and may change the maniple's battle
program.
Beam Weapons:
Beam weapons are a highly evolved form of laser weapon. Thousands of
years of advances and refinement of laser technology has resulted in a
weapon able to fire a much more effectively concentrated beam
of light energy at a point, resulting in a much greater
ability to penetrate armour than regular las-weapons.Beam guns are
Dual Fire weapons - models armed with them may move and fire once up
to 12" or remain stationary and fire once up to 24" in low
power mode (Strength 3 / AP 5), or remain stationary and fire once up
to 12" in high power mode (Strength 3 / AP 3).
Beam pistols are Dual Fire pistols - models armed with them may
move and fire once up to 12" in lower power mode
(Strength 3 / AP 5), or remain stationary and fire once up to 12"
in high power mode (Strength 3 / AP 3) if stationary. Beam pistols may also be used
as a close combat weapon in hand to hand.
Bionics: Bionics allow a Daewar who has suffered a crippling injury
to return to service, but are unlikely to improve or enhance his
abilities. However there is a chance an attack or shot will hit
a bionic part causing less damage. To represent this, if a model
with bionics is killed, instead of removing it, place the model in
its side. Roll a D6 at the start of the next turn: on a roll of
a 6 the model is stood back up with 1 wound, but on any other roll it
is removed as a casualty.
Blessing of the Ancestors: The model has been blessed by a
Living Ancestor and thus the Ancestors of the Daewar race watch over and
protect him, granting a 4+ invulnerable save that may be used instead of the model's normal
armour save.
Blind Grenades: A unit carries enough Blind
Grenades for one use during the battle. A unit cannot assault on the
same turn it uses these grenades and they are used in the Shooting
Phase, instead of firing any weapons. Until the start of the player's
next turn, the unit will count as being in cover, receiving a 5+ Cover
Save. Because they count as being in cover, they will also strike
first if assaulted, unless the enemy is armed with something like Frag
Grenades or the Banshee Mask.
Book of Grudges:
Any Daewar unit with a model within 6" of the bearer of the Book
of Grudges counts as Hating all enemies. This means that in close
combat, they will always hit their opponent on a roll of 3+.
Daewar Bike: Daewar bikes are fitted with twin-linked particle
guns and increase the rider's Toughness by +1 point, and count as a
single two-handed weapon for the purposes of
choosing further weapons from the Armoury. Daewar characters that are part of a unit (or have a bodyguard) may only be
given a bike if all the models in the unit are also on bikes.
Demolition Charges: A model armed with a demolition charge
may use it in the shooting phase instead of making its normal shooting
attack. Only one model per unit per turn may use a demolition charge;
if a unit has two or more models with charges, only one demolition
charge may be used per turn.
Demolition charges have a range of 6". The attack is treated
the same way as for an ordinance attack, except that the model
throwing the charge can move on the turn that it throws. Place the
large Ordinance Blast marker as you would normally and then roll to
see if the charge scatters.
Demolition charges are one-shot weapons. If a model uses his
demolition charge and survives, replace him with a Guild Miner model
armed with a beam rifle. If such a model is unavailable, the model is
removed instead.
Doom Lance: The doom lance is the weapon of choice of Exo-Trike
riders, allowing them to strike hard and fast when charging an enemy.
A doom lance counts as a power weapon, however if its wielder charges
into close combat he may double his Initiative and Strength. If a
model armed with a doom lance is not charging then it strikes at -1
Initiative and normal Strength.
Engineer's Guild Lodge
Banner: This banner follows the same rules as the Warlord's
Banner. In addition, once per battle the bearer can call upon the
power of the Banner. This can be done at the start of any turn -
for the rest of the turn, any vehicles and support weapons
within 6" of the Banner gain a 6+ invulnerable saving throw
against glancing or penetrating hits.
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Exo-Armour: Daewar exo-armour is very much like Terminator armour in that it combines a mobile exo-skeleton with heavy armour plating. The
Daewars
developed exo-armour from the sealed environment suits they used in asteroid mining operations and other hostile surroundings such as plasma reactor pressure chambers and chemical storage tanks. As the
Daewar were forced to defend themselves during the Age of Isolation they converted much of their civilian equipment into efficient wargear, with exo-armour becoming one of the most abiding creations from that period.
Daewar exo-armour is lavishly decorated with precious metals and
embellished with traditional designs or runs declaring the accomplishments, wealth and lineage of the wearer.
A model wearing Exo-Armour receives both a 2+ armour save and a 6+
invulnerable save. Note: a model wearing Exo-Armour may take either
the regular armour save or the invulnerable save, but not both.
Daewar in Exo-Armour always count as having not moved for the purposes
of determining weapons fire. The armour is somewhat heavy and cumbersome, so Exo-Armoured Daewar
that win a close combat may only consolidate; they will not be able to
advance.
In addition, provided that they are not charging, models wearing exo-armour may use a
particle gun as an additional close combat weapon in close combat.
Exo-Trike: Exo-Trikes are a combination of a
trike and
Exo-Armour; thus a model riding an Exo-Trike is treated as wearing Exo-armour
and riding a bike. Exo-Trikes
are armed with a Doom Lance and particle
gun, and count as two one-handed weapons for the purposes of
choosing further weapons from the Armoury. Daewar characters that are part of a unit may only be given an Exo-Trike if
all the models in the unit are also on bikes. Note: Unlike Exo-Armoured
models Exo-Trikes may advance as normal in close combat.
Grav-bombs:
Troops armed with grav bombs may treat any hits they score in assault
with a vehicle as close range grav weapon hits. However, grav bombs
need to be primed and clamped on, so each model using them makes only
one attack and doesn't count bonus attacks for charging, extra hand
weapons, etc. Grav-bombs can be used in a Death or Glory attack
against a tank attempting to overrun.
Grav-pulse grenades:
Upon impact, grav-pulse grenades release a series of intense gravitic
pulses which
temporarily stun and hinder anyone entering the immediate area. As a result,
any model charging a unit equipped with grav-pulse grenades does not
count as charging, and receives none of the bonuses which they would normally receive
from charging (+1 attack, etc). Additionally, a unit armed with grav-pulse
grenades always fights simultaneously against troops in cover.
Grav-weapons: Grav-weapons, known in the Imperium as Graviton-Guns, work by
generating an intense gravity field at a single point, with the
potential of causing massive internal damage to both infantry and
vehicles alike. Damage against infantry is worked out as normal,
however if a Grav-weapon successfully hits a vehicle, roll on the
following table instead of rolling for armour penetration, adding +1
if the target is within half range or under:
D6 |
Result |
1 |
No effect |
2-5 |
Glancing hit |
6+ |
Penetrating hit |
Additionally, any units taking one or more casualties from a grav
weapon must take a pinning test as if they had been hit by a barrage weapon.
Heavy Beam Cannon: By concentrating
all the energy from the Thor's plasma reactor into a tightly
focused single beam, a heavy beam cannon in high power mode almost
doubles its range and improves more on its already considerable armour
penetrating power. When fired in low power mode it is
treated exactly as if it were a regular beam cannon, hence the Thor may move and/or fire its other weaponry. When fired in high
power mode the heavy beam cannon uses the following profile:
Weapon |
Range |
Strength |
AP |
Type |
Heavy beam cannon |
60" |
10 |
2 |
Ordnance 1 No Blast |
When firing in high power mode the heavy beam cannon rolls to hit as
normal and does not use a blast template, however in all other
respects treat it as an Ordinance weapon (i.e. may not move or shoot
other weapons, causes ordinance pinning and rolls on Ordinance
penetration table). If a hit is scored against a
vehicle roll 3D6 (instead of the usual 2D6) and pick the highest
result.
Heavy Grav Cannon: The heavy grav cannon has two modes of
fire; high power and low power. When fired in low power mode it is
treated exactly as if it were a regular grav cannon, hence the Thor may move and/or fire its other weaponry. When fired in high
power mode the heavy grav cannon uses the following profile:
Weapon |
Range |
Strength |
AP |
Type |
Heavy grav cannon |
24" |
8 |
1 |
Ordnance 1 Blast |
Any units taking casualties from a heavy grav cannon firing in high
power mode must take an ordinance pinning test. If a heavy grav cannon
firing in high power mode successfully hits a vehicle roll twice on
the grav weapon penetration table, choosing the highest result.
However in all other
respects treat it as an Ordinance weapon (i.e. may not move or shoot
other weapons, causes ordinance pinning and rolls on Ordinance
penetration table).
Heavy Particle Cannon: The heavy particle cannon has two
modes of fire: high power and low power. When fired in low power mode it is
treated exactly as if it were a regular particle cannon, hence the
Thor may move and/or fire its other weaponry. When fired in high
power mode the heavy beam cannon uses the following profile:
Weapon |
Range |
Strength |
AP |
Type |
Heavy particle cannon |
36" |
6 |
4 |
Ordnance 6 No Blast |
When firing in high power mode the heavy particle cannon rolls to hit as
normal and does not use a blast template, however in all other
respects treat it as an Ordinance weapon (i.e. may not move or shoot
other weapons, causes ordinance pinning and ordinance penetration
against vehicles).
Heavy Plasma Cannon: The heavy plasma cannon has two
modes of fire: high power and low power. When fired in low power mode it is
treated exactly as if it were a regular plasma cannon, hence the Thor may move and/or fire its other weaponry. When fired in high
power mode the heavy plasma cannon uses the following profile:
Weapon |
Range |
Strength |
AP |
Type |
Heavy plasma cannon |
48" |
7 |
2 |
Ordnance 1 Blast |
Incinerators: Incinerators are adapted from the intense furnace heaters
used by Daewar to dispose of waste, and used mainly by the
Incinerators Guild of their namesake. They fire a jet of intense heat
at a short range which are extremely effective at point blank range,
but due to the short duration of each shot are easily thwarted by
heavier armour. The regular Incinerator uses the flamer template, and
the Heavy Incinerator uses the heavy flamer template.
Incinerator pistols, which always come in pairs, fire together with
the same effect as a single incinerator but count as two close combat weapons in
hand to hand.
Journeyman's Tools: A Guild
Journeyman will sometimes (but not always) bring his Engineer's tools
to the battlefield. These tools allow him to attempt or aid in battlefield
repairs, and may be used at the
start of any Daewar turn to repair an immobilised vehicle,
destroyed vehicle weapon or destroyed support weapon that is in
base contact with the Guild Journeyman. On a D6 roll of a 6 the
vehicle or weapon is repaired and may move or shoot normally. The
Journeyman's Tools may be used in close combat, and count as a power
weapon.
The Journeyman's tools may also be used to assist in a repair
attempt by an Engineer Guildmaster or another Guild Journeyman. Add +1
to the repair roll for each additional Guild Journeyman with tools who
is also in base contact with the vehicle or support weapon. A
Journeyman's tools count as a single one-handed weapon for the
purposes of purchasing further weapons from the Armoury.
Master-Crafted Weapons: A master-crafted weapon follows the
normal rules for the weapon, except that you may re-roll one failed to
hit roll per turn. Master-crafted weapons are taken as an
upgrade for a weapon that is already being carried by a model and
should be represented by a suitably ornate weapon on the model
itself. Please note that you may not master-craft grenades.
Mole Mortar: The mole mortar is an
ingenious invention of the Engineers Guild. The mole mortar fires a
burrowing sub-surface missile, or tunnel torpedo, into the ground. The
missile burrows its way towards its target, bypassing all surface
hazards and defences, and then emerges from the ground underneath it.
The torpedo itself has a very sophisticated self-guided device able to
track its target through solid rock. The is obviously very useful to
the Daewar, whose worlds are usually rocky and whose sub-surface
fortresses are invulnerable to ordinary artillery.
Mole Mortars operate much like a regular
Barrage weapon, but have a minimum Guess range of 12". Once the
distance is measured, roll Scatter die and 2D6 at the Guessed
location. If at least one of the Mole Mortar's crew has line of sight
to the target spot then the shot will scatter only ½ of the distance
rolled. The effect of the shot depends on the 2D6 roll as follows:
2D6 Roll |
Result |
Non-doubles |
Subterranean Explosion - the torpedo then explodes just below
the surface. Place the blast template and roll the scatter die
as normal, however if an arrow is rolled, move the template the
distance of the higher of the two dice rolls (Mole
Mortars are not very accurate!). All models covered or touching
the template take a Strength 4 hit at AP5, and any unit that
suffers casualties in this manner is Pinned automatically,
unless they are immune from Pinning. The exploding torpedo also
creates a crater the size of the Blast template which remains in
play for the rest of the game: these craters act as Difficult
Terrain and offer a 5+ cover save to any models inside, but do
not block line of sight. |
Doubles |
Airburst! - the torpedo has emerged into the air and
exploded, spraying shrapnel all around! Place an Ordinance
template, and scatter it as normal, using the D6 roll if an
arrow is rolled. Any models covered or touching the template
take Strength 3 hit at AP5. Units suffering casualties in this
manner take Pinning checks as per normal Barrage (ie not
Ordinance) Pinning rules. Note: no crater is created for
an Airburst. |
Multiple Plasma Warhead
Launcher: Each time the launcher is fired roll a D3 to
determine how many missiles the launcher fires that turn. The
launcher is armed with 12 missiles, once it has fired all 12 it has
run out of ammunition and may not be fired for the remainder of the
battle.
The multiple plasma warhead launcher uses regular
blast templates and rolls to hit as normal, however in all other
respects treat it as an Ordinance weapon (ie may not move or shoot
other weapons, causes ordinance pinning and uses the ordinance damage
table).
The multiple plasma warhead launcher may be modified to fire
indirectly in the same way as a thudd gun or mole mortar. If this
option is taken the launcher's becomes a barrage weapon with a guess
range of 12-48".
Particle Weapons:
As expected of their namesake, particle weapons create and discharge
super-charged particles which explode on contact. The miniature particle
exciters used in
particle weapons are slightly more difficult to
produce than the power generators used in beam weapons, thus particle
guns are not as prolific in Daewar armouries as beam guns are.
Particle guns are Dual Fire weapons - models armed with them may
move and fire once up to 12" or remain stationary and fire once
up to 24" in low power mode (Strength 5 / AP 5), or remain
stationary and fire once up to 12" in high power mode (Strength 5
/ AP 3).
Photon Flash Flares: Originally
used to provide bright lights for mining operations and newly
excavated tunnels, photon flash flares earned a place in the Daewar
armoury after the siege of the Almanor Stronghold. A surprise attack
by Eldar breached the Stronghold's defence, and the fighting came down
to vicious hand-to-hand in the Stronghold's outlying tunnel systems.
Throwing forth photon flares to allow a better aim for their heavy
weapons, the besieged Daewar inadvertently blinded the foremost
attacking Eldar, allowing them to break out and eventually push them
back out of the Stronghold.
Any unit charged by a unit equipped with photon flash flares strike at half their Initiative (rounding down) for the
first round of the combat.
Plasma Weapons:
Unlike the Imperium and
their mystic approach to technology, Daewar are well versed in engineering
design and construction, and long ago perfected a method to keep plasma
cores well within safe operating temperatures. Daewar plasma weapons do not overheat, and
unlike regular plasma weapons will not cause a wound to its
bearer on a to hit roll of 1 as inferior Plasma weapons do.
Rod of the Ancestors: The Rod is an Living Ancestor's symbol
of office, and a powerful force weapon. It is treated as a power
weapon, but can unleash a psychic attack that can kill an opponent
outright. Roll to hit, to wound and to save as normal, Then as
long as at least one wound has been inflicted, make a Psychic test for
the psyker against one opponent wounded by the rod. The normal rules
for using psychic powers apply, and you can not use another psychic
ability in the same turn. If the test is passed then the opponent is
slain outright, no matter how many wounds it has (but count the actual
amount inflicted for determining which side won the assault).
The Rod may also be used to nullify an
opposing psychic's power. Declare that you'll use the Rod after
an opponent has successfully made a Psychic test, but before they have
used the power. Each player then rolls a D6 and adds their
model's Leadership value to the score. If the Living Ancestor
beats the opposing model's score then the psychic power is nullified
and may not be used that turn. If the opposing model's score is equal
or higher, it may use its psychic power as normal.
Rune Axe:
A Rune Axe is a power axe which has been inscribed with runes of
blessing by a living ancestor. The spirit of a dead warrior
guides the hand of its wielder, imbuing him with increased strength
and dexterity. Rune axes ignore armour saves, and grant its wielder +1
Strength and +1 Initiative.Storm Shield: A storm shield is a small metal shield that
has an energy field generator built into it. The energy field is
too small to be of much use against ranged attacks, but is very useful
in close combat. A model that has a storm shield may take a 4+
invulnerable save in close combat, instead of its normal armour
save. The save may only be used against one opponent per turn
(the defender chooses who to use it against), and is taken instead of
the model's normal saving throw.
Stronghold Heirloom: A model bearing a stronghold heirloom
may reveal it once per battle. This may be done at any time, as
long as the model with the heirloom does not move during the same turn
it is revealed. On the turn the heirloom is revealed all Daewar
within 2D6" get a +1 Attack bonus for the rest of that
turn. Note that the heirloom may be revealed in an opposing
player's turn if you wish.
Scanner: A scanner is used to
detect hidden enemy troops. If enemy infiltrators set up within
4D6" of a model with a scanner then that model is allowed to
take a 'free' shot at them (or sound the alarm in a Raid scenario). If
the model is part of a unit then the whole unit may shoot. These shots
are taken before the battle begins, and may cause the infiltrators to
fall back. The normal shooting rules apply.
Thudd Gun: The quad launcher is more
commonly known as the thudd gun on account of the rhythmic and
distinctive thudd-thudd-thudd-thudd noise that it makes when fired.
The weapon launches a close salvo of four shots, producing a pattern
of four bursts on the ground. It is unusually heavy, and for this
reason is always mounted on its own special motorised tractor unit.
Thudd Guns fire a salvo of 2+D3 Barrage shots,
but each will scatter from the previous template, rather than all
scattering from the first shot. Place the first marker as normal, and
generate second marker placement as per normal Salvo rules, then
scatter the third template from the location of the second, and so on.
This may result in some models being covered by multiple templates; in
this case they only are effected by a single hit.
Thunder Hammer: The thunder hammer is a large hammer with a
power generator which energises only when the hammer strikes its
target. This allows the weapon to store a tremendous amount of energy
and release it only at the moment of impact, producing a terrific
blast of energy and a sound like a crack of thunder.
A thunder hammer counts as
a power fist, but any model wounded by it and not killed may not
attack again until the end of the next assault phase. Vehicles
struck by a thunder hammer are 'crew shaken', in addition to any other
results they suffer.
Warlord's Banner: Add +1 to the friendly combat resolution
score of any assault that takes place within 6" of the warlord's
banner. However, if the model bearing the banner is slain in
close combat, then the enemy model that slew him captures the banner
and gets the bonus from then on.
Warlord's Great-Axe: Unlike the pavisse, the Warlord's
ceremonial weapon is almost always carried into battle by the Warlord
himself, and in most cases is actually more functional than it is
decorative. The great-axe may be wielded either two-handed, in
which case it counts as a power fist, or single handed with the same
effect as a rune axe. The Warlord must choose how he will use the
great-axe at the start of each assault phase.
Warlord's Pavisse: The pavisse is the warlord's ceremonial
shield, however in battle the pavisse is traditionally wielded by one
of the
Warlord's Hearthguard. In game terms, the pavisse counts as a storm
shield. Whilst he carries the pavisse the Hearthguard is honour
bound to protect his lord, thus you may choose to take any shooting
hits on the Warlord on the wielder of the pavisse instead if he is within
2". In addition, in the close assault phase, after models
have moved but before combats are resolved, the wielder of the pavisse
and the Warlord may swap places if they are within 2" of each other.
PSYCHIC POWERS
Force
Dome |
Phase: Any |
Psychic Test? Yes |
Range: 12" |
Effect: If successful place the ordinance template within 12" of the
Living Ancestor - until the end of the phase any troops covered by the template count as being in cover, and any vehicles under the template count as hull down. |
|
Heal |
Phase: Enemy Shooting |
Psychic Test? Yes |
Range: 2" |
Effect: This power may only
be used on a model (it may be the Living Ancestor) which has
been reduced to 0 Wounds. If the test is passed, place the model
on its side and roll a D6 for it at the start of the next Daewar
turn, if the result is greater than the model's Toughness, it
regains Wound. If the result is less than or equal to the
model's Toughness the model is removed as a casualty. |
|
Juxtapose |
Phase: N/A |
Psychic Test? Yes |
Range: Battlefield |
Effect: Living
Ancestors have a wealth of memories from Ancestors long past, and
although they cannot see the future they are often able to advise on
how to handle a current situation by comparing it with a similar past
experience.
After both sides have deployed at the start of a game, a Living Ancestor which
successfully uses the Juxtapose psychic power may reposition D3 units in his army. No unit can be repositioned outside
its normal deployment zone, and may only be moved up to 6" from its
original position. |
|
Wisdom |
Phase: N/A |
Psychic Test? Yes |
Range: Battlefield |
Effect: Living Ancestors are revered and ancient Daewar, wise in the history of their race and storehouses of knowledge of anything
Daewar. If the Living Ancestor successfully uses the Wisdom psychic power
the Daewar player may re-roll the dice if the mission being played has a dice roll to see who gets first turn. |
:
VEHICLE UPGRADES
Boosted Actuators: This upgrade may only be taken for Robots, and must be taken for the entire
maniple.
At the end of its move, a robot squadron with boosted actuators can
try to go an extra 6". It must first take a Difficult Terrain
test and if successful can be moved forward up to 6". A Robot
that uses its boosted actuators may not shoot in the same turn.
Grav-field: Grav-fields create a shifting gravity field around a vehicle in order to ward off
incoming shots. Any model shooting at a vehicle with an active grav
field
must add 6" to the range to represent the grav field warding off
incoming shots.
Extra Armour: Some Daewar vehicle crews add additional armour
plating to their vehicles to provide a little extra protection.
Vehicles equipped with extra armour count 'crew stunned' results on
the Vehicle Damage tables as a 'crew shaken' result instead.
Pintle-Mounted Twin-Linked Particle Gun: These weapons are
fixed to the outside of a vehicle and can either be used by a crewman
from an open hatch or by remote control from inside the vehicle. They
are treated as an extra twin-linked particle gun that can be used in
addition to any other weapons the vehicle has. Note that this means
that a vehicle that moves can fire one weapon and the
pintle-mounted twin-linked particle gun.
Plasma Warhead: Plasma warheads are a common
upgrade for Daewar vehicles. They are treated as a single multiple
plasma warhead launcher shot with unlimited range.
Rough Terrain Modification: Vehicles equipped with rough
terrain modifications can re-roll a failed Difficult Terrain test as
long as they are not going to be moving more than 6" that turn. Searchlight: Searchlights are only of any use in missions
where the rules for night fighting are being used. They allow one
enemy unit spotted by the vehicle to be fired at by any other Daewar
that are in range and have a line of fire (the enemy unit has been
illuminated by the vehicle's searchlight). However a vehicle that uses
a searchlight can be fired on by any enemy units in their next turn,
as they can see the searchlight shining out into the dark. Smoke
Launchers: Some vehicles have small launchers mounted onto them
that carry smoke charges (or a more sophisticated equivalent in the
case of skimmers). These are used to temporarily hide the vehicle
behind concealing clouds of smoke especially if the vehicle is moving
out in the open. Once per game, after completing its move, a vehicle
with smoke launchers can trigger them (it doesn't matter how far it
moved). Place some cotton wool around the vehicle to show it is
concealed. The vehicle may not fire in the same turn as it used its
smoke launchers, but any penetrating hits scored by the enemy in their
next shooting phase count as glancing hits. After the enemy's turn the
smoke disperses with no further effect. Track Guards: Track
guards protect the vulnerable track mechanism of an armoured vehicle.
The vehicle treats Immobilised results as Crew Stunned instead, on a
D6 roll of 4+.
Upgraded Combat Program: This upgrade may only be taken for Robots, and must be taken for the entire
maniple. The robot has an upgraded hand-to-hand combat program, and receives a bonus of
+2 I in close combat.
Upgraded Targeting Program: This upgrade may only be taken for Robots, and must be taken for the entire
maniple. The robot has been programmed with an upgraded target
acquisition algorithm, and receives a bonus of +1 BS.
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