User talk:SamandChamps
From 30 Minute Missions: Wargame
Revision as of 02:12, 13 August 2021 by SamandChamps (talk | contribs) (Created page with "{| class="wikitable" |+style="text-align:Center;" |Mods |- ! Name ! Type ! Description ! Requirements |- ! Ceramic Composite | style="text-align:Center;" | Armor | style="...")
Name | Type | Description | Requirements |
---|---|---|---|
Ceramic Composite | Armor | Each successful Kinetic damage against this unit is reduced by 4. (to a minimum of 1) | N/A |
Semi-Transaprent Coating | Armor | Each successful Energy damage against this unit is reduced by 4. (to a minimum of 1) | N/A |
Cutting Edge Light Frame | Armor | Reduce 22 defense points to the head, arms, legs and 25 to the torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value. | May not be used on any Unit with less than 118 total defense. Limit 1 "Frame" per Unit. |
Advanced Light Frame | Armor | Reduce 15 defense points to the head, arms, legs and torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value. | May not be used on any Unit with less than 80 total defense. Limit 1 "Frame" per Unit. |
Light Frame | Armor | Reduce 7 defense points to the head, arms, legs and 10 to the torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value. | May not be used on any Unit with less than 43 total defense. Limit 1 "Frame" per Unit. |
Heavy Frame | Armor | Add 7 defense points to the head, arms, legs and 10 to the torso. | Limit 1 "Frame" per Unit. |
Advanced Heavy Frame | Armor | Add 15 defense points to the head, arms, legs and torso. | Limit 1 "Frame" per Unit. |
Cutting edge Heavy Frame | Armor | Add 22 defense points to the head, arms, legs and 25 to the torso. | Limit 1 "Frame" per Unit. |
Omni directional thrusters | Movement | Allows for the Thruster Movement option to be used in any direction instead of a linear path. Combat phases are still omitted when used. | N/A |
Central A.I. | Utility | Takes a group of 3 non-AI drones and groups them into a single AI drone. Each drone must stay within 1 hex radius of one another. | RoyRoy Head needs to be attached to the Main Unit |
quick swap | Utility | Unit may use the [Swap Weapons] command action without cost once per turn. | N/A |
Drone Swarm | Utility | Increases the number of active non-AI drones on the battlefield for the Unit from 3 to 6. | N/A |
Alpha System | Utility | When engaged, temporarily decreases all stats by 1 (minimum of 2) for 4 turns. On turn 5, all stats increase by 2 (maximum of 8) and standard movement is reduced by 1 (min of 1). This lasts for 2 turns after which stats and movement is returned to normal. | N/A |
Weapon convert | Utility | Allows a Unit to change all of its weapon systems from Kinetic to Energy / Energy to Kinetic. This is applied to ALL of the Units weapon systems prior to a battle and lasts the entire time. Bonuses are applied per normal. | N/A |
Counter Attack | Utility | After a successful Evasion Roll, the Unit can attack immediately after. Weapon range still applies. If a Unit has a melee weapon equipped and successfully counters but is outside of attacking range, it may move 1 hex closer to the enemy. | Equipped long range weapons with AP under 3 and Melee weapons ONLY. |
Emergency Coolant System | Utility | Spend 4 AP and negate the Overheat effect of Tan Hexes. | N/A |
Emergency Heating System | Utility | Spend 4 AP and negate the Freeze effect of White Hexes. | N/A |
Steady Aim | Utility | The Unit may spend additional AP when firing to increase Accuracy. Unit gains +1 to its Accuracy Roll for every additional AP spent. | Weapons with a range of 7 or higher. |
Ground Warfare | Utility | Increases flat damage from all weapons by 2 when attacking on the ground. | N/A |
Urban Warfare | Utility | Decrease damage taken from Structures and negate black hex movement penalty. | N/A |
Arctic Warfare | Utility | Negate the Freezing effect of White Hexes. Increase damage from all weapons by 2 when attacking in the snow. | N/A |
Jungle Warfare | Utility | Negate accuracy penalty when shooting over green hexes. | N/A |
Desert Warfare | Utility | Negate the Overheat effect of Tan Hexes. Increase flat damage from all weapons by 2 when attacking in the desert. | N/A |
Improved Energy Lens | Utility | Critical Rolls are determined from a 7+ instead of 8+ | Ranged Energy Weapons Only |
System Transfer: Accuracy | Utility | Increase Units Accuracy Stat by 1 to a max of 8. However many point you increase by, you gain that much AP. Must be used during the Movement Phase | Limit 1 "System Transfer" per Unit |
System Transfer: Assault | Utility | Increase Units Assault Stat by 1 to a max of 8. However many point you increase by, you gain that much AP. Must be used during the Movement Phase | Limit 1 "System Transfer" per Unit |
Savior Protocol | Utility | When hit by a ranged attack, the Unit may choose to apply the damage to a deployed Non AI Drone instead. | Deployed Non-AI Drones |
Auxiliary Systems | Utility | Choose an additional System | N/A |
Shield Attack | Weapon | "Choose one equipped shield. It becomes a weapon with the folowing stats:
Flat Damage: 25% of Max durability Range: 1" |
Must have a shield attached to a limb or equipped |
Hidden Sabre | Weapon | A Unit may equip a beam sabre into the primary or off hand without needing it physically on the model. Beam Sabre must be added into the equipment list on the Units Datasheet. | N/A |
Indirect Fire | Weapon | Select one weapon to be designated as an IDF weapon. The Unit may use the weapon as both a direct and indirect fire weapon. When indirect firing, the Unit does not need LoS of an enemy and may shoot over structures if an accompanying AI Drone has the [Forward Observer] System or a friendly Unit has LoS. Weapon Range still applies. | Weapon System must be Mounted and Kinetic based. |
Double Tap | Weapon | For every successful Critical Hit from a ranged weapon, the Unit get two bonus shots immediately after. Critical Hits from the bonus shots do not grant bonus shots. | N/A |
Name | DC Cost | Type | Description | Requirements |
---|---|---|---|---|
Alto Commander | 5 | Armor | '+1 standard movement and Accuracy Roll to Allied Units within 2 Hex radius. | 3 pieces (or more) of CAA-17 |
Alto CQB | 3 | Armor | '+1 to Assault Stat and -1 Standard Movement. | 3 pieces (or more) of CQBA-17 |
Alto Long Ranger Sniper | 3 | Armor | '+2 to long range combat weapons and Accuracy Rolls in the prone position. | 3 pieces (or more) of LRSA-17 |
Portanova commander | 5 | 'Armor | '+1 standard movement and Assault Roll to Allied Units within 2 Hex radius. | 3 pieces (or more) of CAA-15 |
Portanova CQB | 3 | Armor | '+1 to Assault Stat and -1 Standard Movement. | 3 pieces (or more) of CQBA-15 |
Portanova Special Forces | 3 | Armor | +1 to evasion rolls | 3 pieces (or more) of SFA-15 |
Rabiot Commander | 6 | Armor | 3 pieces (or more) of CAA-21 | |
Rabiot Base Attack | 5 | Armor | Spend 4 AP then remove the terrain on ANY hex and replace it with a Grey hex. Ability has 1 hex range and 5 turn cool down. | Must have chest , head, 2 sub arms, claw, and scoop of BAA-21 |
Rabiot Special Ops | 6 | Armor | Spend 4 AP then place a Line of Sight blocking terrain on a Grey Hex. Ability has 1 hex range and 5 turn cooldown. | Must have chest , head, 2 sub arms, claw, and scoop of SOA-21 |
Rabiot Spy Drone | Armor | 3 pieces (or more) of SDA-21 | ||
Cielnova Commander | Armor | 3 pieces (or more) of CAA-14t | ||
Cielnova Elite Officer | Armor | 3 pieces (or more) of EOA-14t | ||
Cielnova Defensive Ops | 3 | Armor | Reduces incoming damage from weapons by 1 per piece of DOA-14t equipped, to a max of 4. | 3 pieces (or more) of DOA-14t |