WARGEAR
Auxiliary Weapon: These are basically a
one-shot weapon attached onto another weapon, giving the Demiurg a
choice of two weapons to fire instead of one. An auxiliary weapon may
only be fitted to particle rifles, and may be either a one-shot
incinerator gun or seismic gun. 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.
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.
Eklekti Armour: A model wearing
eklekti armour receives both a 2+ armour save and a 6+
invulnerable save. Note: a model wearing eklekti armour may take either
the regular armour save or the invulnerable save, but not both. A
model wearing eklekti armour always count as having not moved for the purposes
of determining weapons fire. The armour is somewhat heavy and cumbersome, so
eklekti armoured Demiurg that win a close combat may only consolidate; they will not be able to
advance.
Incinerator Bombs:
Troops armed with incinerator bombs may treat any hits they score in assault
with a vehicle as close range incinerator gun hits (strength 8,
additional D6 for armour penetration, choosing the highest result). However,
incinerator 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. Incinerator bombs can be used in a Death or Glory attack
against a tank attempting to overrun.
Incinerator Weapons: Incinerator
weapons work by superheating their target to the point where they
combust and burn to ashes. Hits by incinerator guns and cannons (but
not incinerator pistols) at half range or closer may roll an
additional D6 for armour penetration against vehicles, choosing the
highest result.
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.
Pneumatic Weapons: Pneumatic
weapons are adaptations of Demiurg mining tools which utilise
high-powered compressors to fire 'projectiles' of air. Such weaponry
has somewhat limited range, as further range requires correspondingly
larger compressors, however Demiurg have adapted several variations
for use as weapons.
Repair Kit: A Michnikos equipped
with a repair kit can attempt to carry out hasty battlefield repairs.
This ability may be used at the start of any Demiurg turn to repair an
immobilised vehicle or a destroyed weapon on a vehicle that is in base
contact with the Michanikos. On a D6 roll of a 5 or 6 the vehicle or
weapon is repaired and may move or shoot normally.
Rock Drill: A rock drill counts as
a power fist, but any hits against a vehicle roll an additional D6 for
armour penetration, choosing the highest result.
Flash Grenades: Any unit charging or
charged by a unit equipped with flash
grenades strike at half their Initiative (rounding down) for the
first round of the combat.
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.
Seismic Grenades:
Upon impact, seismic 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 seismic grenades does not
count as charging, and receives none of the bonuses which they would normally receive
from charging (+1 attack, etc).
Seismic Weapons: Seismic weapons
create a miniature earthquake which creates havoc in a straight line
to its target as the ground is broken and earth sent flying into the
air. When a seismic gun or cannon is fired, draw a straight line out
from the model to the weapon's maximum range - any model crossed by
the line will be hit on a roll of 4+, and any vehicles are hit
automatically. Any unit suffering a casualty from a seismic
gun or cannon must take a pinning test as if hit by a barrage weapon.
Seismos Cannon: A Seismos cannon is an
artillery-sized seismic weapon, and is fired in the same way as a
regular seismic weapon, except any hits caused count as Ordnance
weapon hits, and cause Ordnance pinning.
Siragka Mortar: Siragka mortars fire
large-bore tunnelling shells with tiny robotic guidnce systems which
surface at a given point and explode, showering the area with
shrapnel, rocks and dirt. The Siragka mortar is fired as a regular
barrage weapon, however each time a Siragka is fired roll a D3 and add
3 to the result: this determines both the strength and armour
penetration for that attack. When a vehicle is hit by a Siragka shell
roll for armour penetration using the shell's strength and rolling for
armour penetration as for an Ordnance hit. Because Siragka shells
tunnel through the ground and emerge underneath the vehicle, roll
against the vehicle's rear armour for penetration.
Thyreos Shield: Thyreos shields are
huge shields taller than and nearly as wide as a Demiurg. In addition
to the protection of their armoured plating, they also each
incorporate a tiny Seismos field generator, creating an additional
invisible shield. A model equipped with a thyreos shield always counts
as being in cover, and hence gains the benefit of a cover save, and
will strike first in close combat unless being charged by a unit with
frag grenades or something similar.
VEHICLE UPGRADES
Incinerator Warhead: Incinerator warheads are a common
upgrade for Demiurg vehicles. They are treated as a one-shot close
range incinerator gun shot with unlimited range.
Mithrillium Plating: Some Demiurg vehicle crews add additional armour
plating to their vehicles to provide a little extra protection.
Vehicles equipped with mithrillium plating count 'crew stunned' results on
the Vehicle Damage tables as a 'crew shaken' result instead.
Pintle-Mounted Pneumatic Carbine: 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 pneumatic carbine 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 pneumatic carbine.
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 Demiurg 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. Seismos
Field: Seismos 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 seismos
field
must add 6" to the range to represent the effect of the
additional gravity on the incoming shots. 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.
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