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Данный раздел является своего рода кодексом, где хранится информация о всех встреченных вами типах противников и союзников. Комната работает по следующему принципу: первый пост - заголовок, хранит сведения об общем количестве различных типов противников и союзников. Второй пост - редактируемый мной перечень профилей противников. Как только я использую непосредственно в бою какой либо новый тип противников, я добавляю данные о нем сюда. Можно воспринимать его как своеобразный список ачивок. Я бы написал "Собери их всех" но думаю, что это мало вероятно, да и если вы нарветесь на определенных особей из списка - не хотел я бы быть вами. Максимальный лимит открытых противников будет также пополняться по мере того, как мы будем приближаться к различным главам.
Также в названии указывается один из трех типов противников: Troops - рядовые противники, каждый игрок может лично расправиться 1 на 1 с таким противником без затруднений. Elite - особо опасные враги, рекомендуется сосредоточить усилия всей партии именно на них, в первую очередь. 1 на 1, как правило, смертельны. Master - терминами компьютерных игр, боссы главы. Встречаются не во всех главах, но где встретятся, могут уничтожить в одиночку неосторожную партию. Рекомендуется помощь союзников при уничтожении таких противников.
Сюда не обязательно заглядывать тем, кто не интересуется игромеханикой.
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Союзники:
Death Rider of Krieg (Troops) WS BS S T Ag Int Per WP Fel 32 32 35 40 35 31 30 25 24
Movement: 3/6/9/18 Wounds: 10
Armour: Guard flak vest + flak helmet(3 body + 2 head). Total TB: 4
Skills: Athletics (S), Awareness (Per), Common Lore (Imperium, War) (Int), Dodge (Ag), Linguistics (Low Gothic, Imperial Codes) (Int), Survival (Per), Scholastic Lore (Tactica Imperialis) (Int), Stealth (Ag).
Talents: Nerves of Steel, Catfall, Unstoppable charge.
Weapons: laspistol (Basic; 30m; S/2/–; 1d10+2 E; Pen 0; Clip 30; Reload Half; Reliable)
Hunting lance (Melee 2d10+3 X Pen 7 Concussive (3))
Combat mono-knife (Melee/ Thrown; 1d5+3 R; Pen 2)
2 frag grenades (Thrown; 9m; S/–/–; 2d10 X; Pen 0; Clip 1; Reload –; Blast [3])
2 krak grenades (Thrown; 9m; S/–/–; 2d10+4 X; Pen 6; Clip 1; Reload –; Concussive [0]).
Gear: Death Korps uniform, micro-bead, respirator, 2 clips for laspistol, Imperial Infantryman’s Uplifting Primer.
Krieg Death Rider Horse
WS BS S T Ag Int Per WP Fel 30 01 50 48 32 10 25 34 06
Movement: 8/16/24/48 Wounds: 18
Armour: Armour plating (All 3). Total TB: 6
Skills: Awareness (Per).
Talents: Hard Target, Jaded, Sprint.
Traits: Bestial, Bred for War, Indifferent, Natural Weapons,
Quadruped, Size (5), Sturdy, Unnatural Strength (2),
Unnatural Toughness (2).
Weapons: Clawed hooves (Melee; 1d10+7 R; Pen 2;Primitive [7]).
Gas Masks: The horses Death Riders ride to battle are usually clad in a larger version of the gas mask their riders carry. This counts as a Respirator/Gas Mask
Противники:Fire Warrior (Troops) Ws Bs S T ag int Per WP fel 25 35 30 30 25 30 20 30 30
Movement: 3/6/9/18 Wounds: 12
Skills: Awareness (Per), Common Lore (Tau Empire) (Int), Speak Language (Tau) (Int).
Talents: Exotic Weapon Training (Tau Pulse Weapons).
Traits: Fighting Withdrawal, Fire Drill.
Armour: Tau Fire Warrior Armour (Head 6, Arms 6, Body 6, Legs 6).
Weapons: Pulse Rifle (150m S/2/4 2d10+2 E Pen 4 36 Half Gyro-stabilised).
Gear: Micro-bead, photo-visor.
gyro-stabilised The weapon has a small auto-stabilisation unit that is typically built towards the end of the barrel. While not as powerful as a suspensor, the gyro-stabiliser helps keep the weapon levelled at the optimal angle for firing. A Gyro-Stabilised weapon never counts its target as being further than Long Range (normal maximum range still applies). Heavy weapons with this Quality reduce the penalty for firing without Bracing to –20
photo-visor A creature with this Trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.
Pathfinder (Troops) WS bS S T Ag Int Per WP Fel 25 35 30 30 25 35 30 30 30
Movement: 3/6/9/18 Wounds: 12
Skills: Awareness +20 (Per), Common Lore (Tau Empire) (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int).
Talents: Exotic Weapon Training (Tau Pulse Weapons).
Armour: Tau Pathfinder Armour (Head 6, Body 6).
Weapons: Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher)
Gear: Micro-bead, photo-visor and magnoculars incorporated into helmet
photo-visor A creature with this Trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.
Markerlight Toggling between the main weapon and the Markerlight is a Free Action, and the Markerlight is “fired” in the same way as a ranged weapon These benefits are as follows: • +10 to all Ballistic Skill Tests to hit the target (these bonuses are cumulative) • A seeker missile may be fired at the target with an effective Ballistic Skill of 80 (note that normally, seeker missiles may not be fired at targets that have not been hit by a markerlight) A Markerlight hit remains in effect for one full round, or until the target is moved out of sight from the Markerlight beam (for instance, if the Space Marine hit by a Markerlight were to fall prone into a trench). Markerlights do no damage and are considered to have unlimited ammunition. To avoid a Markerlight hit, the target must succeed at a Hard (–20) Awareness Test instead of a Dodge Test. Under conditions that include smoke or fog, this test becomes much easier, typically Challenging (+0) or Ordinary (+10). If the test is successful, the target is aware that he has being designated and avoids the hit.
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