deepwars game summary sheets

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Gameplay Summary Activation Procedure First player chooses model to activate for the turn Roll 1,2 or 3 dice, each die >= Q is a success Each success = one action (move, attack, etc.) then the player chooses the next model to activate - models activate only once per turn --- Two failures -> turn switches to other player 1 always fails. 6 always succeeds. Same for Quality Checks A “Game Turn” ends when both players finish their turn. Activation Results Roll result Possible actions 1 failure No action; player may nominate another model to activate 1 success 1 action, then player nominates another figure and rolls to activate it 1 success, 1 failure 1 action, then player nominates another figure and rolls to activate it 1 success, 2 failures 1 action, then play passes to the opponent 2 or 3 failures No actions, play passes to the opponent 2 successes 2 actions, then player nominates another figure and rolls to activate it 2 successes, 1 failure 2 actions, then player nominates another figure and rolls to activate it 3 successes 3 actions, after that the player nominates another figure and rolls to activate it Activities Action Cost Move once (walk, cruise, ooze) 1 action Move twice (swim, jet burst) 2 actions Move three times (fast swim) 3 actions Physical Activity 1 action Short Move model in Difficult Terrain 2 actions Change depth (per depth level) 1 action Attack in hand-to-hand combat 1 action Perform a mighty hand-to-hand attack (-1 on opponent’s Combat Score or +1 Armor Break to shooter) 2 actions Shoot a ranged weapon 1 action Aimed Shot with ranged weapon (-1 on opponent’s Combat Score or +1 Armor Break to shooter) 2 actions Reload a ranged weapon 1 action Aim and fire ancient scenic weapon 2 actions Heal injured ally 1 action Disengage from hand-to-hand combat Quality Check Break from a Psychic Transfix Spell 2 actions Recover after being fallen or dazed 1 action Charge into combat & attack 2 actions Cast a magical spell Spellcasting Roll Learn to use ancient artifact Quality Check Resist poison Resistance Check Resist Psychic Spell Will Check Checks Check Rules Quality Activate and use 1 action: roll 3 dice, each die >= Q is a success 2 successes = complete check, 3 failures = mishap Resistance No action needed. roll 3 dice, each die >= 5 is a success. Add bonus from lowest Armor Value and creature size (e.g. Big +2, Huge +4). 2 successes = resist Will No action needed. roll 3 dice, each die >= Q is a success; add bonus from abilities to roll. 2 successes = safety Strength Activate and use 1 action. roll 3 dice, each die >= 5 is a success. Add bonus from creature size and abilities (e.g. Big +2, Huge +4). 2 successes = complete check note: game cards have bonuses for Res, Will and Str included Physical Activity Procedure Activate model first - Physical Activities take 1 action Drag, Force, Break = Strength Check Fast Dive/Ascend = Resistance Check (action used in move) 1 successes = finish next turn | 3 failures = no more tries Modifiers based on special abilities and scenic objects Physical Activities Ability Activity Modifiers Drag or Force Short item (0) Medium item (-1) Long item (-3) Huge item (-6) stone/metal (-1) soft coral (+1) each extra model (+1) Big (+2) Huge (+4) Powerful (+2) Break stone (-1) bronze (-1) gold (0) ancient alloy (-2) brittle coral (+1) wood (0) crystal (-1) glass (+2) coral head (-2) door (-1) wall (-2) ship hull (-2) statue (-1) pillar (-2) each extra model (+1) Big (+2) Huge (+4) Sunder (+2) Powerful (+2) Fast Dive/ Ascend Move 2 Medium sticks (-1), each additional Medium stick (-1) Power Dive (+4) Air Breather (-1), Pressurized (+2) Benthic (-1) Resilient (+1) 1 DeepWars Gameplay Summary

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Handy Reference Sheet for Deep Wars

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Page 1: DeepWars Game Summary Sheets

Gameplay SummaryActivation Procedure

First player chooses model to activate for the turn

Roll 1,2 or 3 dice, each die >= Q is a success

Each success = one action (move, attack, etc.) then the player chooses the next model to activate - models activate only once per turn --- Two failures -> turn switches to other player

1 always fails. 6 always succeeds. Same for Quality Checks

A “Game Turn” ends when both players finish their turn.

Activation Results

Roll result Possible actions

1 failure No action; player may nominate another model to activate

1 success 1 action, then player nominates another figure and rolls to activate it

1 success, 1 failure

1 action, then player nominates another figure and rolls to activate it

1 success, 2 failures 1 action, then play passes to the opponent

2 or 3 failures No actions, play passes to the opponent

2 successes 2 actions, then player nominates another figure and rolls to activate it

2 successes, 1 failure

2 actions, then player nominates another figure and rolls to activate it

3 successes 3 actions, after that the player nominates another figure and rolls to activate it

ActivitiesAction Cost

Move once (walk, cruise, ooze) 1 action

Move twice (swim, jet burst) 2 actions

Move three times (fast swim) 3 actions

Physical Activity 1 action

Short Move model in Difficult Terrain 2 actions

Change depth (per depth level) 1 action

Attack in hand-to-hand combat 1 action

Perform a mighty hand-to-hand attack (-1 on opponent’s Combat Score or +1 Armor Break to shooter)

2 actions

Shoot a ranged weapon 1 action

Aimed Shot with ranged weapon (-1 on opponent’s Combat Score or +1 Armor Break to shooter)

2 actions

Reload a ranged weapon 1 action

Aim and fire ancient scenic weapon 2 actions

Heal injured ally 1 action

Disengage from hand-to-hand combat Quality Check

Break from a Psychic Transfix Spell 2 actions

Recover after being fallen or dazed 1 action

Charge into combat & attack 2 actions

Cast a magical spell Spellcasting Roll

Learn to use ancient artifact Quality Check

Resist poison Resistance Check

Resist Psychic Spell Will Check

Checks

Check Rules

Quality Activate and use 1 action: roll 3 dice, each die >= Q is a success 2 successes = complete check, 3 failures = mishap

ResistanceNo action needed. roll 3 dice, each die >= 5 is a success. Add bonus from lowest Armor Value and creature size (e.g. Big +2, Huge +4). 2 successes = resist

Will No action needed. roll 3 dice, each die >= Q is a success; add bonus from abilities to roll. 2 successes = safety

Strength Activate and use 1 action. roll 3 dice, each die >= 5 is a success. Add bonus from creature size and abilities (e.g. Big +2, Huge +4). 2 successes = complete check

note: game cards have bonuses for Res, Will and Str included

Physical Activity Procedure

Activate model first - Physical Activities take 1 action

Drag, Force, Break = Strength Check

Fast Dive/Ascend = Resistance Check (action used in move)

1 successes = finish next turn | 3 failures = no more tries

Modifiers based on special abilities and scenic objects

Physical Activities

Ability Activity Modifiers

Drag or Force

Short item (0) Medium item (-1) Long item (-3) Huge item (-6) stone/metal (-1) soft coral (+1) each extra model (+1) Big (+2) Huge (+4) Powerful (+2)

Break

stone (-1) bronze (-1) gold (0) ancient alloy (-2) brittle coral (+1) wood (0) crystal (-1) glass (+2) coral head (-2) door (-1) wall (-2) ship hull (-2) statue (-1) pillar (-2) each extra model (+1) Big (+2) Huge (+4) Sunder (+2) Powerful (+2)

Fast Dive/

Ascend

Move 2 Medium sticks (-1), each additional Medium stick (-1) Power Dive (+4) Air Breather (-1), Pressurized (+2) Benthic (-1) Resilient (+1)

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Combat Procedure

Adjacent models roll 1 die + Combat Score Combat Score (CS) = C + weapon + modifiers.

Hand 2 Hand- both models affected | Ranged - only target affected

Combatants tie = both models still standing (see Armor Break)

Beaten with a roll of 1,2,3 = Recoil (victim moves one base width in the direction of its choice. If no space, victim is Fallen)

Beaten with a roll of 4,5,6 = Fallen (victim needs to spend 1 action to recover, then can act again)

Doubled = killed | Trebled = Gruesome Kill (see Morale Check)

If Armor Break > AV of targeted body part, win with a tie. If both combatants break armor, the win goes to model with highest Armor Break value for the weapon.

Hand-to-hand Combat Modifiers

Combat situation Modifier

Rear attack +1 to attacker’s Combat Score - no counter attack

Flanked or surrounded by enemy

-1 to defender’s Combat Score for two attackers, -2 for more

Coordinated attack-1 to defender’s Combat Score per attacker above the first, up to -5 (6 attackers)

Attacking a transfixed or fallen foe

+2 (kill enemy if win by 1 or more)

Mighty Attack (2 actions)-1 on opponent’s Combat Score or +1 Armor Break to attacker(Declare choice before roll)

Ambush bonus +1 to attacker

Mounted model attacking smaller model +1 to mounted attacker

Swimming creature attacking deeper model +1 to attacker if above defender

Defend obstacle or fight in elevated position

+1 to combatant on higher ground or obstacle

Big or Huge model against a smaller model +1 to bigger model

Charge (1 move + attack) or Rush (2 move + attack) +1 to attacker / +2 to attacker

Step&Attack (1 action) no modifier - move one base width and then attack

Ranged Combat Modifiers

Target in Partial Cover -1 to shooter

Long Shot 2x / 3x range -2 / -4 to shooter

Rear Attack or Ambush +1 to shooter

Target is Big or Huge +1 to shooter

Target fallen or dazed No bonus

Target transfixed +2 to shooter

Step and Shoot see Step and Attack

Shoot from one or more Depth Levels above or below +1 to shooter

Aimed Shot: costs 2 actions -1 on opponent’s CS or +1 Armor Break to shooter

Subsystems Targeting Modifiers

Hit location Modifier

BodyStandard attack with no other modifiers. Apply regular rules for fallen, dazed, transfixed, etc.

Head / Controls-4 to attacker’s Combat Score. If attacker wins, defender is killed. If doubled - gruesome kill.

Locomotion

-2 to attacker’s Combat Score. If attacker wins, the legs/locomotion are damaged and the defender has movement reduced by one level (i.e. Medium -> Short). If again, defender immobilized until healed or repaired. Normal damage (death) for double and triple win.

Weapon

(For each weapon in model profile)

-2 to attacker’s Combat Score. If attacker wins, weapon is damaged and cannot be used until repaired or healed (if natural). If doubled, weapon destroyed. If tripled, weapon destroyed and defender killed.

Vulnerable Spot-4 to attacker’s Combat Score but ignores armor. Normal damage for wins, double and triple.

Morale Check

Combat situation Morale Check

Gruesome kill All allies of victim within Long distance

Terror special ability Defender must check morale

Warband Leader killed Warband must check morale

Half of warband killed Warband must check morale

Hallucination Spell Target must check morale

Morale Check Procedure

Roll with 3 dice vs. Quality | 3 successes = model stays

1 failure = 1 fleeing move | 2 failures = 2 fleeing moves

3 failures = model removed from play (deserter)

A fleeing model must swim towards the closest map edge while staying at least one Short move away from any enemy

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Spellcasting Procedure

Declare Spellcasting Roll - this is to account for spell mishapRoll 1,2 or 3 dice, each die >= Q is a successEach success = 1 power point | Amplify by saving points from one turn and rolling again the next turnPower points can be used for movement or Physical Activities instead of spells, mixing actions together, but not attacks.

2 failures transfers play to opponent

3 failures causes mishap - effect varies by spell

Spell Attack Score = power points + spell type modifiers

Psychic spell Quality Check to resist (success = spell power)

Spell range depends on spell power.

Duration for Conjuration Spells in Game Turns (GT)

Elemental Attack Spells

Spell Type Min SP

Effect Summary - See Description for More Information Mishap

Energy Beam 1

Spell Attack = SP+2, Precise, Refract | Amplify -> + SA or AB Range: SP 1= Short; SP 2 = Med; SP 3 = Long

No spells until healed

Pressure Wave 1

Spell Attack = SP+2 Armor Break (2),| Amplify -> + SA or AB bonusRange: SP 1= Short; SP 2 = Med; SP 3 = Long

No spells until healed

Vortex 2

Spell Attack = SP, Short radius area around target. Amplify -> + SA or AB bonus. Resistance Check or Fallen when exiting vortex. Range: SP 2 = Med; SP 3 = Long

Vortex around caster - no spells until healed

Hydrothermal Eruption 3

Spell Attack = SP+2, Short radius cylinder through all depth levels, | Amplify -> + SA or AB bonus Range: = Medium

fallen & no spells until healed

Elemental Conjuration Spells

Spell Type Min SP

Effect Summary - See Description for More Information Mishap

Phosphorescent Glow

1

Light up the darkness of Abyss| Zone so no need for lights.Duration: SP 1=2 GT; SP 2 = 4 GT ; SP 3 = Entire Battle

No spells until healed

Acoustic Resonance

1Break Activity; Each SP +1 to roll Amplify -> + bonusRange: adjacent to scenery

No spells until healed

Boiling Wall 2

Wall Size (W:Med, H:Med, L:Med per SP)| Res Check or death. Lasts until dispelled with 1 action (only 1 wall per game)Range: Long from caster | Amplify -> -1 to Res Check per SP > 3

Fire Wall on caster no spells until healed

Psychic Attack Spells

Spell Type Min SP

Effect Summary - See Description for More Information Mishap

Transfix 1

Target Will Check or transfixed | Amplify -> -1 Will Check per SP > 3Range: SP 1= Short; SP 2 = Medium; SP 3 = Long

No spells until healed

Mind Control 1

Will Check or controlled by caster | Amplify -> -1 Will Check per SP > 3Range: SP 1= Short; SP 2 = Medium; SP 3 = Long

No spells until healed

Hallucination 1

Target Morale Will Check | Amplify -> -1 Will Check per SP > 3Range: SP 1= Short; SP 2 = Medium; SP 3 = Long

Caster makes Morale Check & No spells until healed

Psychic Conjuration Spells

Spell Type Min SP

Effect Summary - See Description for More Information Mishap

Psychic Linkage 1

Group activation of up to 5 allies in Short radius Blast area around target model; Range: SP 1= Short; SP 2 = Med; SP 3 = Long | Amplify -> +1 Long range per SP > 3

No spells until healed

Illusory Zone 2

Confusion zone - Short radius up one Depth Level | Will Check or lose turn ; Range: SP 2 = Medium; SP 3 = Long | Amplify -> -1 Will Check per SP > 3

Caster fallen & no spells until healed

Zone of Terror

3

Terror zone - Short radius up one Depth Level | Morale Check or flee Range: Long | Amplify -> -1 Will Check per SP > 3

Caster fallen & no spells until healed

Dimensional Translocation Spells

Spell Type Min SP

Effect Summary - See Description for More Information Mishap

Portal 1

Dimensional portal 1 action to pass through - close after caster passes Amplify -> One extra entrance portal (same exit) per SP > 3Range: entrance Short from caster - Exit anywhere in field of view

Res Check or death

Dimension Jump 1

Get Dimension Shift - 1 action per SP Range: on Caster | Amplify -> 2 turns with actions

fallen & No spells until healed

Time Shift 1

+1 bonus on activation per SP or -1 penalty per SP to enemy if fails Will CheckRange: adjacent ally or enemy | Amplify -> +3 bonus to 1 model per SP > 3

Will Check or gruesome death

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Dimensional Conjuration Spells

Spell Type Min SP

Effect Summary - See Description for More Information Mishap

Multi-Images 1

Multiple copies of target - Attacker must win by SP to avoid copies. Range: SP 1= Short; SP 2 = Med; SP 3 = Long | Can be cast on spellcasterAmplify -> +1 Long range per SP > 3

fallen & No spells until healed

Dimensional Vortex 3

Vortex of swirling death | Strength Check with two successes or die Range: SP 3 = Medium; SP 4 = Long; SP 5 = 2x Long; SP 6 = 3x Long

Strength Check or death

Call Elder Ethereal

4

Summon a choice of Elder Ethereal | Caster activate each turn or lose control Range: appears 2x Long sticks away | Ethereal can be Banished by a Sentinel

gruesome death

Personal Protection Spells

Spell Type Min SP

Effect Summary - See Description for More Information Mishap

Ethereal Shield 1

Cast at one ally; +2 to CS vs.ranged Magic Attack Spells (not Psychic)+2 vs. Resistance Check for Zone spells. Range: SP 1= Short; SP 2 = Med; SP 3 = Long | Amplify +1 Long per SP > 3

No spells until healed

Mind Shield 1

Cast at one ally; +2 to Will Check for Psychic attack and Conjuration spellsRange: SP 1= Short; SP 2 = Med; SP 3 = Long | Amplify +1 Long per SP > 3

No spells until healed

Deflection Shield

1

Cast at one ally; +2 to CS vs. ranged weapon attacks Range: SP 1= Short; SP 2 = Med; SP 3 = Long | Amplify +1 Long per SP > 3

No spells until healed

General Protection Spells

Spell Type Min SP

Effect Summary - See Description for More Information Mishap

Banishment 2

Banish Ethereal being in line of sight. Will Check using number of dice = SPRange: SP 2 = Med; SP 3 = Long | Amplify +1 Long per SP > 3

No spells until healed

Anti-Magic Zone

2

Zone blocks Magic & Energy Weapons at -2 | Short radius up 1 Depth LevelRange: SP 2 = Med; SP 3 = Long | Amplify +1 Long per SP > 3

No spells until healed

Zone of Calm 2

Zone blocks Ether Tech Weapons and CL2-3 devices from operatingShort radius up 1 Depth LevelRange: SP 1= Short; SP 2 = Med; | Amplify +1 Long per SP > 3

No spells until healed

Technology Use Procedure

Tech items salvaged or discovered in scenario | item complexity level (CL) from 1 to 3

Scientist can salvage items from dead models with 2 actionsRoll Quality Check with # successes = CL to activate a newly found or salvaged tech item and learn to use it. 3 failures damages item | needs repair Quality Check vs CL to fix the item.Activated Scientist or model with Ether Tech of same level as item CL can use item with 1 action Scientist teach non-scientist to use item with 1 action.

Non-scientist need to activate item (once) at -2

Upgrading Construct Procedure

Upgrade with tech weapon created by Scientist.

Requires Scientist, Animist (mechanical constructs) or Re-animator (living constructs) and up to 2 Assistants.

Between scenarios - roll Quality Check vs weapon CL

2 or more successes = fitted weapon | 3 failures = weapon damaged - can try again after next scenario.

Tech Item UpgradesVP cost Upgrade Type

5 Amplifier - hand-to-hand tech weapon (CL 1 or higher) gets +1 to Combat Score.

5 Armor Piercing - projectile or energy weapon with Armor Break increased by 1.

5 Auto Reloader - weapon’s reload actions reduced by one.

5 Enhanced Targeting - ranged projectile or energy weapon gains a bonus of +1 to attack.

5 Range Extender - projectile or energy weapon’s range penalty is reduced by one to -1 for double range and -3 for triple range.

5 Reliable - tech weapon malfunctions less frequently. After rolling a 1, roll two dice and if both are 1’s, the item malfunctions.

5Ruggedize - tech item is made tougher and is not damaged when a model is killed by energy or blast attacks and only damaged with a gruesome kill.

10Reinforce Armor - armor is reinforced by 1 point in all sections for one model. Going to 4 or more points in any section gives the Sluggish effect.

10 Powerful Blast - explosives used in weapons with Blast effects get +1 to Armor Break and Breach and +1 to Combat Scores.

10Simplify - these items have their CL level reduced by 1 when used by a model with Ether Tech, Scientist, Engineer or other tech-focused abilities.

15Instruction Manual - Any model with Ether Tech (1) can use. The manual allows a warband to equip a model with low-tech training with hi-tech items during a Campaign (between battles only).

4 Battle Master - gain +1 to all Combat Scores for the entire battle or Critical Hit or Deadeye once per battle.

4 Magic Scholar - a spellcaster gains the ability to cast from one additional magical discipline.

4 Doctor of Science - a Scientist gains an additional level (i.e. Scientist (2) goes to 3). Or learn one point of Bio-Weapon ability.

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Scenario Archetypes

roll Scenario Type

1Skirmish - seafloor with five Scenic Features or the open ocean with four Wild Sea Creatures. Victory conditions: 1 VP per 20 points of killed opponents. 5 VP for the winning side.

2Ambush - Defender places 2 markers per model (decoys and real). Turn over marker when attacked. Use five Scenic Features. Victory conditions: Attacker gets 1 VP per 20 points of killed opponents, Defender gets 1 VP per 30 points of killed opponents. 5 VP for the winning side.

3

Breach - Structure in center of map. one Scenic Artifact and two Treasure Artifacts. Roll for the Scenic Artifact once it is visible to one warband. Treasure Artifacts are determined once the artifacts are salvaged. The map has four Scenic Features. Victory conditions: 1 VP per 25 points of killed opponents plus the VP from the Treasure Artifact Table, 2 VP for the warband breaching the structure first, 5 VP for whichever team controls the Scenic Artifact at the end of the battle.

4

Salvage - Defender places six Scenic Features, attacker places six Treasure Artifact tokens. Roll on Treasure Artifact Table when adjacent to token. Victory conditions: 1 VP per 25 points of killed opponents, plus the VP from the Treasure Artifact Table. 5 VP for the side first picking up the largest number of valuable artifacts.

5

Survival - four Scenic Terrain features, two Deadly Terrain and three Wild Sea Creatures of up to 100 points each (only predators). Victory conditions: 1 VP per 20 points of killed opponents. 5 VP for surviving longer than the enemy. 1 VP per 50 points of Wild Sea Creatures made to flee, charmed or killed.

6

Capture - Defender places two Scenic Artifacts on opposite side of map in defended area with one Scenic Weapon. Also add four Scenic Features. Each force tries to capture other force’s Scenic Artifact or disable. Victory conditions: 1 Victory point per 25 points of killed opponents, plus 6 points for capturing the opposing team’s crystals. 2 Victory point for disabling the opposing team’s Scenic Artifact and 1 for disabling a Scenic Weapon.

Treasure Artifact Table

Roll Treasure Type

2-3 Corroded Junk - this might have been an artifact but is now corroded and useless. 0 VP

4-5 Golden Treasure - a mundane bit of treasure that incorporates ether crystals but does nothing. These treasures are worth 1 VP.

6-7 Ether Crystals - a valuable outcropping of ether crystal, the power source for all tech. These are worth 2 VP.

8-10Inoperable Ether Treasure Artifact - these devices do not function but are useful as parts when developing new tech items. 2 VP

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Functioning Ether Treasure Artifact - These are rare artifacts that still work after many centuries, constructed entirely of gold and crystal with protective fields that keep sea life from encrusting and damaging their systems. When the artifact is discovered, roll two dice and consult the Ether Treasure Artifacts table (see rulebook) to determine what has been salvaged. Finding one of these valuable treasures gives 4 VP.

Survival Table - Roll Quality Check per dead model after end of Scenario

Successes Result

3 Model survives

2 Model at -1 to all Quality rolls for the next Scenario.

1 Model disabled. Roll 2 successes before next scenario to fight and gain Exp for the previous Scenario.

0 Model is dead.

Warband Advances

Each advance costs 10 Victory Points and can be bought only once. Warband Advances can only be used once per Scenario.

Efficient Warriors The warband works as a well-oiled machine, figuratively speaking, and get a +2 bonus to any one Combat die roll.

Courageous: The warband can re-roll one Morale Check roll. The player must re-roll all three dice and the result of the re-roll is final.

Dirty Tricks: The warband can negate the effects of one Special Ability of an enemy one time per battle. Ethereal Reflection: A member of the warband can reflect a magic spells or energy weapon attack back at the caster or shooter. The attacker roll firsts as normal. When the defender uses the ability, the attacker must make another roll to defend against the reflected attack.Retaining the Initiative: When a model in the warband rolls two failures while activating, play does not pass to the opponent. Player decides when to use this ability. Mechanical Experts: This advance allows any member of the warband to repair a disabled tech device. Experienced Divers: Warband can ignore the penalty of Difficult Terrain or Tactical Cover when moving through (reduced movement rate or penalty to Combat Score).

Strategic Bonus: This advance gives the warband +1 on the initial dice roll to determine which player is the defender and which is the attacker.

Theme Music: The warband has theme music that can be played once per battle. During the song, activation of up to three models is rolled at +1. Songs should be less than 10 minutes long.

Tough as Nails: Once per game the player can ignore a “kill” result rolled against a member of the warband. The model ignores a kill or a gruesome kill and is fallen instead.

Volley: The shooters in the warband get a bonus of +2 to a concentrated fire attack on one enemy.

Lucky: A model can re-roll one “Check” roll. The new result is final

Experience and Training - Models get 1 Exp for surviving a Scenario

Exp Personal Advance

1 Initiator - once per battle, gain +1 to activation roll.

2 Shot Focus - once per battle gain +2 to ranged attack.

2 Attack Focus - once per battle gain +2 to hand-to-hand combat.

2 Resistant - once per battle gain +2 to Resistance Check

2 Mental Fortitude - once per battle gain +2 to Will Check

2 Buff - once per battle gain +2 to Strength Check

2 Wizened - once per battle gain +2 to Quality Check

2 First Aid - gain the ability to help injured allies. Fallen or dazed or transfixed models are revived with two actions.

3 Technician - model with Ether Tech ability can repair other models’ devices and gains +1 to rolls to learn new tech devices.

3 Ether Infused - gain +1 to Spellcasting Rolls for entire battle.

4 Veteran - gain +1 to all Check rolls for the entire battle

4 Battle Master - gain +1 to all Combat Scores for the entire battle or Critical Hit or Deadeye once per battle.

4 Magic Scholar - a spellcaster gains the ability to cast from one additional magical discipline.

4 Doctor of Science - a Scientist gains an additional level (i.e. Scientist (2) goes to 3). Or learn one point of Bio-Weapon

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Acoustic Command - This is an ability reserved for models with the Leader, Deep Caller or Command abilities. It allows for group activation and regroups to be done within a radius of three Long sticks, even when the commanded models are not in view due to murky water or low light. There cannot be intervening obstacles however.

Air Breather - These models breathe at the surface and dive down underwater. They have difficulty changing Depth Levels quickly and get -1 to rolls for Fast Dive/Ascent physical activity (page 31). If an Air Breather is transfixed, fallen or dazed, it must roll a Resistance Check (excluding Armor bonus) with one success each turn or drown. Drowned models can be revived by a Healer after the battle but not during the battle.

Amphibious - Amphibious models may cross between land and water with no movement or combat penalty. These models use one action to change depth levels but must attempt a Fast Dive/Ascend physical activity (page 31) to change more than one depth level in a turn.

Animal - Animals are distinguished from regular warband members in that they do not receive Experience Points in Campaigns, cannot use magic items and automatically lose morale when the last non-animal model in their warband is killed. Animals can only led by a Deep Caller. No more than 50% of the members of a warband may be animals.

Animist - Animists are scientists that create Artificial Mech Constructs using either ethereal energy, whirling gears, and a controlling intelligence bound from souls lost in the swirling ethereal abyss. Constructs take months to create but are always ready for battle and fight autonomously. An Animist can communicate with any mech construct within one Long stick, giving +1 to the mech’s activation rolls. Using a Control Device (page 94) increases the range to two Long sticks. If the Animist is killed, the mech will continue to operate using instructions in its memory crystals. Animists may cast Elemental Conjuration spells (page 85) but no other types of magic spells. They also have the equivalent of Ether Tech (2) ability. Animists have the capability to repair their damaged mechs that “die” in battle unless they are destroyed entirely (lose combat by tripled score). Repairs are done during battle and require a Quality Check with two successes. Animists can be helped by adjacent Assistants, Scientists or Engineers that activate before the Animist rolls. (+1 for each helper up to two). Three failures destroys the mech. Animists can also hijack mech constructs not of their design, giving them simple commands to follow. To hijack a construct, the Animist must be in base-to-base contact with the mech but out of the field of view (behind the mech) and use two actions. The enemy mech gets a Resistance Check to avoid being hijacked and must roll two successes. The hijacked mech construct can only use a maximum of two actions per turn and cannot be used in another battle in a Campaign unless there is a Scientist in the warband. The Scientist allows the construct to be upgraded and added using Victory Points (“Technology Development” on page 102). Animists are Personalities.

Arcanist - Arcanists are researchers of arcane Ethereal Magic and technology. They are scholars and not users of the ethers, so they cannot cast magic spells but they can use ether technology items of CL 1 or CL 2. They can also negate any zone-effect type of magic spell or spell that has an effect that lasts more than one turn. To negate a spell on an ally or enemy, the Arcanist must be adjacent to the affected model and use two actions. To negate a zone spell, the Arcanist must be within a Short distance from the edge of the zone and use two actions. Arcanists cannot negate Dimensional Magic as that is a job for a Sentinel. Arcanists are Personalities.

Artificial - Artificial models include non-living creatures such as constructs or powerful ethereals. There are four classes of Artificial models - Reanimated, Mech Construct, Biomech and Ethereal (e.g., Artificial (ethereal) for the Special Ability). All Artificial models are immune to poison, Psychic Magic spells and Madness and do not roll Morale Checks but they are affected normally by weapons and Ethereal Magic attacks. When suffering a gruesome kill, an Artificial model is treated as being killed normally, with no morale effect. This does not apply for ethereal models though. Reanimated models are created by a Re-animator from dead flesh, pumped full of arcane chemicals and infused with ethereal energy fields with crystals embedded in their flesh. Reanimated models cannot be part of a warband without a Re-anmiator but will continue to fight normally if the Re-anmiator is killed. Mechanical constructs (or mech constructs) follow a set of directions given to them by their designer, an Animist, that they follow autonomously. The directions can involve complex logic and allow a mech construct to continue functioning even if the Animist is killed or is not part of a warband. A Scientist in a warband can help upgrade a mech construct between Scenarios in a Campaign but cannot repair or hijack them during battle. Ethereal models have entered our dimension from a different spatial plane, making them difficult to injure through most attacks. They are summoned by an Ethermancer before or during battle and have a psychic link to their summoner, disappearing if the Ethermancer dies. Ethereal beings that suffer a gruesome kill do cause morale effects for the warband as normal. Artificial Mech Constructs require Crystal Imagers or Crystal Lamps to see in the Abyssal Zone. Biomechs can use those items or have the Deep Eyes ability. Reanimated models and Ethereals can sense enemy models though their energy fields and do not require ether tech items or Deep Eyes to see in the Abyssal Zone.

Assassin - Assassins are specially trained to find weak spots in an opponent’s defenses. In hand-to-hand or ranged combat, an assassin gets +2 to rolls when targeting a vulnerable spot (page 40), killing the opponent by winning combat by even one point. Attacks on other body parts or subsystems have no additional effect. Assassins score gruesome kills normally (i.e., they need to triple the opponent’s score to inflict a gruesome kill). Assassins are trained to kill only living creatures, not Artificial models. Assassins are Personalities.

Assistant - Assistants help specialists such as Engineers, Scientists, Healers, Animists and Re-Animators, giving them +1 on their rolls for their special technical actions (using, repairing, activating, hijacking, resurrecting, etc.). An assistant must be in base-to-base contact and be activated and “waiting to assist” before the specialist activates and attempts his action. Waiting to assist costs one action point, but the assistant can move into position with other actions before waiting. The assistant can also be activated along with the specialist as part of a group action called by a Leader so that there is no waiting involved, although the assistant still needs to spend one action to help the specialist. Up to two Assistants may help - both need to be in base-to-base contact with the model they are waiting to assist. Assistants may also help with any physical activity that allows multiple models to help, although any model may actually help with Physical Activities. Assistants are Personalities.

Battlemage - These models have studied the secret of Ethereal Magic, focusing on blasting their enemies with attack spells. They can use both Elemental and Psychic attack spells (page 84) but are unable to cast conjurations or other magic types. They are also able to use actions to cast a spell and to make a hand-to-hand or ranged attack in the same turn. Battlemages are Personalities.

Benthic - Benthic models live on or near the seafloor and rarely swim up a Depth Level as their bodies are acclimated to life on the bottom. Benthic models receive a penalty of -1 when attempting a Fast Dive/Ascend activity (page 31).

Big - Big creatures have +1 in hand-to-hand versus smaller models, but are targeted at +1 by ranged attacks. They also gain +2 on Strength and Resistance Checks.

Biomancer - Biomancers are analogous to Animists but they create Artificial Biomech Constructs from living creatures, breeding and genetically manipulating them for combat or labor, then fusing their twisted bodies with mechanical devices. When in battle, the Biomancer provides a way to enhance the capabilities of biomechs, using acoustics or light to give commands to any biomech within Long distance and adding +1 to its activation rolls. Using a Control Device (page 94) increases the range to two Long sticks. Biomancers may cast Elemental Conjuration spells (page 85) but no other types of magic spells. Biomancers have the capability to repair their damaged biomechs that “die” in battle unless they are destroyed entirely (lose combat by tripled score). Repairs are done during battle and require the Biomancer to be adjacent to the biomech and use three actions, a tough task as biomechs are difficult to repair since their flesh may have died. Biomancers are personalities.

Bio-Weapon - These models have the ability to use special genetically modified biotech weapons and devices. These models must have a bio-weapon, bio-armor or bio-item under Special Items to have the this ability. bio-items have a Complexity Level ranging from BCL 1 to BCL 3 and this ability also has three levels of training. Bio-Weapon(1) is the basic training level, allowing models to use BCL 1 bio-weapons and devices. Bio-Weapon(2) allows models to use BCL 2 technology and those with Bio-Weapon(3) are experienced will all bio-weapons. Only one race actually breeds living bio-weapons, the Clal-Chk of the Scaly Horde. Models in other forces may learn to handle these weapons during a Campaign by using Experience Points (page 6) but it is not a quick process. Models with the Bio-weapon ability can

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“heal” damaged biotech weapons during battle with a Quality Check and a number of successes equal to the item BCL. On three failures, the damaged bio-weapon is destroyed. Models that have bio-weapons in their base profiles, not added or upgraded items in a Campaign, will get replacement bio-weapons for the next battle.Bloodthirsty - A Bloodthirsty model must preferentially target enemies within one Long stick that are fallen, transfixed, entangled or otherwise incapacitated or disabled. The Bloodthirsty model sees them as prey and will move directly towards, or shoot them when it is activated, unless in hand-to-hand combat already. A Sea-Shaman can redirect the bloodthirsty model with one action if it is activated before the blood-crazed model takes its actions.

Bombard - This ability allows the model to load and fire ancient Scenic Weapons as long as the weapon is activated by a Scientist. It also give enhanced ability to target areas of the map for attack, so when shooting a weapon at terrain this model gets +1 to its attack roll ( See page 39 for more on Firing at Terrain).

Camouflage - Camouflaged models are naturally able to blend into their surroundings. Camouflage can be a natural ability, such as an octopus changing color and shape or an artificial effect, such as attaching kelp to a dive suit. If a Camouflaged model is does not move or act (holds its action for one turn or is not activated), it cannot be attacked with ranged attacks or spells and hand-to-hand attacks against it are at -2. Camouflaged models that fire a ranged weapon gain the +1 ambush bonus. Models using Echolocation can easily “see” camouflaged models so the ability has no effect on them. The modifier to hand-to-hand combat makes a camouflaged model very dangerous, as it can more easily find a weak spot on an enemy that is simply trying to see something to hit. Once the model moves or attacks, the camouflage effect is lost for that turn but the model can be camouflaged again on the next turn if is stays still.

Combat Master - A model with the Combat Master ability can make one hand-to-hand attack per action. This means that a Combat Master who is adjacent to an enemy may roll three activations and make three attacks or a Mighty Attack followed by a normal attack. If the model is adjacent to more than one figure, attacks can be spread between targets. For example, a model adjacent to two enemies could roll three actions and perform one Mighty Attack on one foe and a regular attack on another, or he could roll two attacks on one foe and one on the other. The Combat Master ability works with other abilities in different ways. With the Cruising Attack ability, one may attack at any point during a movement without having to come to a complete stop. Savage attacks score gruesome kills on all kill results. Poison is applied to all attacks, but Tailslap is applied once. Ambush gives a bonus only on the first attack. Only one Free Hack is allowed, as per normal rules. A Combat Master enjoys the +1 bonus from Feeding Frenzy or the +1 from charging into combat but only on the first attack. A Combat Master is a Personality.

Combo Attack - A model with a Combo Attack can make one or more additional hand-to-hand attacks if it hits an enemy. This is similar to the Combat Master ability but requires a hit with the first attack, or successive attacks, in order to continue with more. Combos can be 2-hit or 3-hit and can start with either a regular hand-to-hand attack or a Grab (page 45). If the first attack hits, the attacker can use another action point (if available) to attack again, gaining an advantage if the defender is fallen or dazed. If a defender recoils after the first attack, the attacker can use one action to close the distance and attack one more time, assuming it has another action. A grabbed model may not recoil, so combos involving a Grab attack can be particularly dangerous. A combination attack is described in a model’s statistics with the attacks it uses. Combos cannot have two consecutive Grab attacks or more than two consecutive attacks with the same weapon or body part. A 3-hit combo must have at least one attack with a different weapon or body part, and if that part or weapon is disabled or destroyed, the combo becomes a 2-hit combo. Command - Models with this ability can command groups in the warband to take actions (page 27). This includes regroups, group attacks and group channeling.

Compass - These models are able to navigate when they cannot see the seafloor or any piece of terrain (see Alone in the Dark - page 29).

Conjuror - Conjurors are spellcasters that specialize in Conjuration Magic from both the Elemental and Psychic Magic lists (page 85 and page 87). Conjurors do not cast attack spells. Conjurors are Personalities.

Corrupted - Spellcasters that spend too much time casting spells in the dimensional void (page 88) or Scientists who experiment too long with dimensional devices may become corrupted in body and mind. They suffer a penalty of -1 for all Physical Activities, Resistance Checks and Will Checks. This does not apply when attempting to use artifacts or ether technology. It also does not apply to morale, as the Corrupted model still has an unnatural desire to acquire more power over the void and become even more Corrupted.

Counter - A model with this ability can roll a Free Hack when any model adjacent to it rolls a 1 in hand-to-hand combat. This counter-attack can be against an enemy that is attacking a different model that the one with the Counter ability. A counter works the same as a Free Hack on a fleeing enemy, using no actions for that turn.

Coward - Cowardly models have -1 on Morale Checks, including rolls made to resist or charge models with Terror. If a Leader is cowardly, the first time he fails any Morale roll all of his warband routs, and must make a Morale Check. Cowardly models cannot be Fearless, Steadfast or have the Hero rule.

Critical Hit - Models with the Critical Hit ability can find a weak point in an enemy’s defense and cause extra damage with hand-to-hand attacks. When rolling a 6 in combat, roll again and add the new die to the first for the final Combat Score. Models with Critical Hit are Personalities.

Crusher - These models are extremely strong and gain +1 to Armor Break when using a hand-to-hand attack.

Deadeye - Models with the Deadeye ability can shoot through gaps in an enemy’s defense. When rolling a 6 in ranged combat, roll again and add the new die to the first for the final Combat Score. Models with Deadeye are Personalities.

Deep Caller - These models can lead marine animals (with either Animal or Warbeast abilities), giving any models within one Long stick a bonus of +1 to their Quality for activation and Quality Checks. If the Deep Caller is killed or routed off the table, all friendly Animals are automatically removed from play. Warbeasts must make a Morale Check if the Deep Caller dies within its line of sight. Deep callers may attempt group activations, call to regroup and order concentrated shooting or group attacks. The bonuses from Leader and from Deep Caller do not stack but a Deep Caller enjoys the leadership bonus from a Leader. Deep Callers are Personalities.

Deep Eyes - A model with Deep Eyes has gigantic eyes proportionally compared to its body and is adapted to low-light conditions. It can see a normally without any extra light source, such as a lamp. See the Illumination section for more (page 29).

Demolition - Models with this ability are proficient with explosives. They are able to set or defuse them with one action and can set detonation time to be up to three Game Turns later (i.e., plant explosives in first turn, then the player gets three more turns before detonation). The charge can also be set to detonate on the same turn. When planting explosives on enemies, these models gain +1 to the resulting attack roll.

Dim Witted - All Dim Witted models get -1 to rolls for group activation and may not have magical or scholarly abilities (Scientist, Engineer, etc.).

Dimension Shift - This ability allows a being to shift between dimensions during a battle. The ability is often used by creatures that have been summoned by an Ethermancer. A model with the Dimension Shift ability phases in and out from view in the third dimension but is still technically in the same location on the game map. The model can move through any obstacle while shifting, and is invulnerable to normal attacks. Models between dimensions may not attack during this time unless they have the Ethereal Attack ability. To use Dimension Shift, the model makes an activation roll with the player stating the model is dimension shifting. Each success allows the model to make one action while in dimensional space. With three failures the model drops back into the earthly dimension stunned (treat as fallen). A model may also be forced into the earthly dimension by a Sentinel using a Banishment spell (page 90).

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If the model is forced back to the earthly dimension while in an obstacle, the model is removed from play (in a Campaign, he cannot return). Movement can be in any direction, up, down, underwater or anywhere in between. Moving up or down takes one action to “float” a Medium distance, with no potential for barotrauma from moving up or down more than once per turn. A model may use Dimension Shift to disengage from hand-to-hand combat but still suffers Free Hacks as normal unless having the Free Disengage rule. A dimension-shifter is a Personality.Distract - A model with the Distract special ability is able to confound opponents with a hypnotic motion, gaze or image. Treat as the ability to cast a Transfix spell (page 86 by using actions points. As per Transfix, range is Short with one action, Medium with two and Long with three. Distract does not work on Artificial or Undead models. There is no “spell failure” when using this ability.

Diver - This ability is required to use pressurized dive suits and respirators.

Dodge - These models are quick and nimble in combat, deftly avoiding injury. An attacker must win in combat by one point to cause injury, regardless of the Armor Break effects of the weapon. This ability can be combined with Maneuverable for additional defense. A model cannot have Dodge if it is Big or Huge and the model cannot have any armor (0 AV in all parts).

Echolocation - A creature with Echolocation has an advanced acoustic location system in its head and can “see” in complete darkness or any type or water visibility by generating sounds and interpreting the reflected sound signals. Echolocation allows for line of sight anywhere on the map as long as there is no intervening physical obstacle. Tactical Cover, such as bubble walls and kelp forests provides no protection. Echolocation also defeats any forms of Camouflage, which are only designed to fool eyesight. Echolocation is a powerful ability underwater but it is very vulnerable to weapons with Blast or Resonate effects. These weapons get an additional attack bonus of +2 versus models with Echolocation.

Electric Skin - These models have the ability to deliver a powerful electrical shock to an enemy in hand-to-hand combat. Winning in combat transfixes the defender unless it rolls a Resistance Check with two successes (if fail - apply recoil or fallen as usual). An attacker that grabs this model also must roll.

Elder Sorcerer - These are powerful spellcasters, ancient and wizened. They are able to cast spells from all four main spell types, Elemental, Psychic, Dimensional and Protection. Elder Sorcerers are Personalities.

Elementalist - Elementalists are churning with raw ethereal energy, glowing with ether fields around their bodies. They have powerful spellcasting ability, gaining +1 to their Spellcasting Roll for Elemental Magic, both attacks and Conjurations (page 84). Elementalists cannot cast any other spell types, but they can block Elemental spells cast at them by applying a -1 penalty to the spell attack. Elementalists are Personalities.

Energy Resistance - Models with this ability can resist heat, electricity, plasma, and most other forms of energy. When attacked, they apply -2 to the attacker’s roll. This is applied to magic attacks, plasma and energy weapons but not Psychic Magic spells, Dimensional Magic spells or projectile weapons. Creatures with this ability can move through boiling water from hydrothermal eruptions with ease and suffer no effects or penalties.

Energy Shield - Ranged attacks and Elemental Attack Spells against a shielded target are at -2. This ability does not help against hand-to-hand attacks.

Energy Tracker - These models are sensitive to minute changes in energy fields, both magnetic and ethereal energy. They can locate an enemy within one Long stick in complete darkness or Soupy water and attack by locating their energy signature. The models can see through Camouflage and can “see” targets and shoot them in Tactical Cover (page 39). Enemies with no ether-tech devices still produce electrical impulses from their bodies, but the Energy Tracker can only sense them within one Short Stick. These models get a bonus of +2 when rolling on the Treasure Artifact Table (page 103).

Engineer - Models with engineering ability are trained to fix any damaged ether-tech devices up to the level of their Ether Tech ability. A model must have Ether Tech to have Engineer. To repair an item, the Engineer must be adjacent to the item, or the model with the item and use one action. The Engineer then rolls a Quality Check with a number of successes equal to the Complexity Level (CL) of the item, with a +1 bonus to the rolls. If the Engineer rolls an unmodified 1 during the repair attempt, roll again; on another 1, the Engineer has rendered the item inoperable for the remainder of the Scenario. All ether-tech weapons are automatically repaired between battles during a Campaign by an Engineer, or Scientist. Engineers are also able to sabotage tech items, as long as they are not being carried by an enemy model. Use the same Quality Check rules for fixing tech items to sabotage and damage tech items.

Ether Tech - These models are trained to use ether technological items and do not need to have the Scientist ability to use items they salvage during battle or acquire between battles. These models must have an ether-tech weapon or a tech item under Special Items to have the Ether Tech ability. This is a variable ability, having three levels of training. Ether Tech (1) is the basic training level, allowing models to use CL 1 ether-tech weapons and devices. Ether Tech(2) allows models to use CL 2 technology while a model with Ether Tech(3) can use practically anything. This ability also applies to ancient Treasure Artifacts or Scenic Artifacts (page 105) discovered in Scenarios, sophisticated items that require the model to learn their operation before using them. Learning to operate a salvaged tech item requires a Quality Check, with the number of successes equal to the item CL, assuming the model has training level required to even try to use the item. Three failures damages the item. Models with the Ether Tech ability can fix their own damaged weapons in between battles but not other models’ items. Roll a Quality Check, with the number of successes equal to the item CL. On three failures, the damaged item is destroyed. Models that had weapons in their profiles that were not created by a Scientist from Victory Points (page 102) get replacements for the next battle.

Ethereal Attack - Models with Dimension Shift use this ability to attack enemies in the earthly dimension (on the game map) even while in different dimensions. Often times, the attacks are energy blasts or psychic manipulation, but in some cases it can be physical manifestations bridging dimensions. Only the Ethereal model can initiate hand-to-hand combat, as until that point it will be invisible. Psychic or Elemental attack spells cast by an Ethereal model cause a shimmering effect in the air where the Ethereal model is located, so a Sentinel or Magic-User may return fire with magic attacks during that turn, but the Ethereal model still cannot be physically attacked. Any type of physical attacks, ranged or hand to hand, initiated by the Ethereal model gains a +1 Ambush bonus on its Combat Score but leaves it vulnerable to counterattack on exposed parts during combat. If the Ethereal model wins the combat round, it goes back to being Ethereal (invulnerable to attack) for that turn but if it loses, it immediately drops back into the earthly dimension and loses the attack bonus. It is not possible to Charge or Rush attacks while Ethereal.

Ethermancer - An Ethermancer can summon and command beings from the Ethereal force list and can cast Dimensional spells (page 88). The player of an Ethermancer can place a part of his warband points in a special “Ethereal summoning pool” instead of using them to buy models. The points in the pool are doubled ( 25 -> 50 points for summoning regular Ethereals during the game). Summoning a powerful Elder Ethereal requires the “Call Elder Ethereal” spell in addition to points in the pool (see page 89). To summon an ethereal, the Ethermancer makes a Spellcasting Roll. Each success summons up to 50 points of Ethereals (page 137) but only points in the pool can be used. So if an Ethermancer has 100 points in the pool and rolls one success in summoning, only 50 points can be used. Rolling three successes would allow 100 points, not 150 points, to be used. The ethereal appears on the same turn as the spell is cast, up to two Long sticks from the caster, within his field of view. Summoned Ethereals disappear back to their dimension if they roll three failures during activation. They also do not gain experience or advancements as part of the warband. Lastly, they return to their dimension once the Ethermancer dies or the scenario ends. Ethermancers are Personalities and cannot have any other magical abilities.

Evasive - Evasive models are quick and agile and are difficult to hit in combat. These models cannot have armor, but apply a modifier of -1 to an enemy’s attack roll in hand-to-hand combat and -2 against ranged attacks or attack spells that target one model, unless the model is transfixed. Evasive models can also be Maneuverable,

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with the modifiers stacking (i.e. ranged attack modifier becomes -3). Evasive models are not able to avoid blast effects, getting no defensive modifier. Evasive models may also take evasive action (page 39).

Fanatical - Fanatical models are resistant to injury and only become fallen if the winner rolls a “6”. Otherwise they recoil from the fight, only to return later.

Fast Load - These models may shoot a weapon with one action and not have to use another action to reload it.Fearless - Fearless models are immune to the effect of Gruesome Deaths and to Terror. They make Morale Checks normally for the loss of a Leader or when their warband loses half of its members.

Feeding Frenzy - A model with the this special rule appears calm and collected at the start of the battle but becomes emboldened by injury and blood in the water. These models can sense the blood from any part of the map one turn after the first death, at which point the model switches into feeding mode and Charges directly into hand-to-hand combat with the closest enemy model, forsaking ranged combat, spells or ranged abilities like Entangle or Distract. While in feeding mode, the model must always roll three dice to activate but gets +1 to activation rolls. If a frenzied model moves into hand-to-hand contact with an enemy, it gets a +1 to its Combat Score on the first contact and will not have to make any Morale test on the turn it contacts the enemy. If there is no enemy within the field of view, the hungry model is forced to move in the direction of the dead body until it either reaches the body or finds an enemy model to attack. Models in feeding mode are not crazed attackers and do not attack indiscriminately. However, they cannot be part of a Group Activation unless all models in the group have the Feeding Frenzy special rule. The feeding mode ends for the rest of the battle if the model fails on all three dice or loses in combat (recoil or rendered fallen). Free Disengage - A model with the Free Disengage special rule is not the recipient of a Free Hack when leaving a hand-to-hand combat engagement or when recoiling brings the model in contact with an active enemy model.

Greedy - A Greedy model must make a Quality Check every time he kills a foe in hand-to-hand combat. On two or more failures, the model will remain adjacent to the victim and salvage bits of gold from the body. The model will have to spend one action to recover on its next activation. Greedy models will always move towards treasure within a line of sight unless commanded by a Leader. They can resist the urge with a Quality Check and two successes.

Gregarious - Gregarious models have +1 on their Quality rolls when involved in group moves. These models can swarm over their opponents when following the orders of a capable commander.

Group Fighter - The model is trained to fight against multiple opponents. This ability removes one point of penalty from being outnumbered. For example, a model with this ability in hand-to-hand with three enemies has -1, and not -2 as per normal rules, on his Combat Score.

Gulp - This model can gulp down an enemy by winning in hand-to-hand combat. The consumed model can escape by cutting its way out, completing a Force physical activity with two successes, but must do so before being disabled by powerful digestive juices or disarmed by the movements of the attacker’s stomach. The victim has two Game Turns to activate and try a Force physical activity to escape and ends up adjacent to the gulper. If a gulped model cuts out, the gulper cannot use the ability for the rest of the battle and must roll a Resistance Check with two successes or die. Models with this ability can gulp down an enemy that is one size level smaller than itself. A Big model can gulp a medium or small model and a Huge model can gulp a Big model. Only one victim can be gulped at a time. Once the belly is full, the attacker cannot gulp another model.

Healer - Healers are able to heal wounded characters during combat or give medical aid and perform surgery after combat. At the end of a battle, a Healer in the warband gives a bonus of +2 to the survival roll (page 100). During combat, a Healer can revive a dead model (but not gruesomely killed model) to fallen using three successful actions. Healers can relieve injured body parts or revive fallen or transfixed models using one action. Healing can only be done for models of the same force (i.e., Dark Mariner Healers can heal their force list). On three failures, the Healer has destroyed his healing kit and cannot heal for the remainder of combat. Healers can use one action to help an ally resist poison if in base-to-base contact, giving a bonus of +2 to the Resistance Check. Healers are Personalities.

Hero - Heroes always receive one automatic success when rolling Quality Checks or during activation. A Hero activated on two dice will roll only one and assume that the other die rolled a 6. In addition, once per game, a Hero model can re-roll one bad die roll, be it for Combat, Resistance Checks, Physical Activities, etc. The result of the second die roll is final, even if it is worse than the previous one. Heroes are Personalities.

Huge - Huge creatures have +1 to hit any smaller models (this includes models with the Big special rule!). They are also targeted at +1 by ranged attacks and gain +4 on Strength Check and Resistance Checks.

Inhale - A model with this ability can suck a victim into its mouth using a powerful vacuum effect. The victim is inhaled so quickly that it cannot get a counterattack. Only the attacking model can hurt the victim. To use this ability, the attacker has to be at least one size larger than the defender. For example, a Big model can inhale a regular sized or smaller model, and a Huge model can inhale a Big model. Once inhaled, the defender is inside the mouth of the attacking model, but not gulped down into the stomach unless the model has the Gulp ability. The defender can still attack but only with hand-to-hand weapons while the attacker gets a +1 to its Combat Score as long as the defender is in its mouth. Once the defender is killed and broken into pieces it is finally swallowed. The inhaled model can break free by activating and using one action to attempt a Force physical activity, escaping the attacker on two successes. Until the defender escapes, the attacked can continue to bite and chew away with a bonus of +1 to its regular hand-to-hand attacks. This bonus does not apply for other models during group attacks.

Iron Will - These models are incredibly disciplined. They are immune to Madness and gain +1 to any Will Check roll.

Jet Burst - A model with a Jet Burst may move with one quick burst of energy past enemy models, even crossing over their bases without entering into hand-to-hand combat. A Jet Burst is treated as normal movement in a straight line using one or two actions but must not end in contact with an enemy. A Jet Burst may be done after a regular move or combat action. Jetting out of hand-to-hand combat does not risk a Free Hack if two actions are used for the Jet Burst.

Leader - Models with the Leader ability can influence models’ quality and morale. Any friendly model within Long distance of a Leader has its Quality rolls (including Morale rolls) increased by +1. The bonus does not count if the Leader has fallen or if the other models cannot trace a line of sight to the Leader. Enemy models do not obstruct line of sight from a model to his Leader. Leaders have no effect on Artificial, Animals or Warbeasts. When a Leader dies, though, all friendly models within line of sight must make a Morale Check, except other Leaders or Commanders. The effects of multiple leaders are not cumulative -- so if a model lies in the range of two Leaders, its Quality is adjusted by +1, not +2. Note that models with the Leader special rule are not mandatory in a warband. Leaders may also attempt group activations, call to regroup a warband, and order for concentrated shooting, group attacks and group channeling. A Leader model is a Personality.

Lethal - Lethal models kill an enemy of a certain type just by winning in combat (no need to double its score). The Lethal model may target one type of enemy: Spellcasters - models that casts spells; Animals - Animals & Warbeasts; Constructs - Mech, Biomech, Re-anamiated; Demons - Ethereal, Undead.

Long Move - These models use the Long measuring stick when moving across the game map. They still move one Medium depth increment, however.

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Lure - Models that have a Lure are able to entice enemies with bits of gold, lights, or some other eye-catching things that affect enemy models within a radius of one Short stick. Using the ability requires one action. The defenders in this area must roll a Will Check with two successes or make one Short move to the Lure, suffering a Free Hack with no counterattack. After the Free Hack, combat can be resolved normally, assuming one of the models activates. Lures only work once on the same defending model for the battle. Lures do not affect models with Echolocation.

Madness - These models drive those who view them mad with gibbering fear. Any enemy model within Long distance has its Quality roll for activation and Morale Checks modified by -1. The effects of multiple models with Madness are cumulative. The modifier is not applied if the creature is fallen, is not visible or if the enemy models cannot trace a line of sight to it. Friendly models do not obstruct line of sight from an enemy model to the madness-inducing creature. Models with Madness, Iron Will, Artificial or Undead models are immune to its effects.Magic Resistance - A model with this ability can re-roll a Will Check against Psychic Magic spells (page 86) or the effects of Dimensional spells (page 88). The result of the re-roll is final. A Magic Resistant model cannot be a spellcaster (Elementalist, etc.). Magic Resistance is not effective against attacks or weapons that have the Entangle effect (page 44).

Maneuverable - A maneuverable model can move through Difficult Terrain such as a reef or wreck without a movement penalty. In addition, missile and attack spells targeted at the model are at -1, unless the model is transfixed. Finally, these models are able to turn a corner with one curved movement. Marine - These models may only survive in the water. They may not move onto land, although they can attack a model adjacent to water.

Mind Shield - These models are strong-willed and have built up a mental defense against psychic attacks. These models gain +2 to their Will Checks when defending against Psychic Attack or any other attack that requires a Will Check.

Mounted - Mounted models ride some sort of steed -- be it a mosasaur or other Big creature. Mounted figures have +1 on their Combat Score in hand-to-hand versus any non-mounted figure their size or smaller. Mounted models are slightly tougher to kill than foot figures. When a mounted figure is “killed”, the figure does not die but loses one category of movement (going from Medium to Short, for example) and one point from its Combat Score. The next kill will finish off the mounted model. A gruesome kill at any time is resolved normally.

Moving Attack - A model with the Moving Attack ability is able to hit an enemy in hand-to-hand combat while cruising through the water, without needing to stop. For hand-to-hand attacks, place the measuring stick on the tabletop in a way that the moving model’s path is adjacent to the defender. Move the model up to that defender and perform the attack as normal. If the attacker wins the combat, no matter what happens to the foe, the model is moved to the end of the movement stick without having to disengage or without suffering any Free Hacks. Fallen defenders stay at the spot of attack. A model with Moving Attack is stopped by obstacles or Huge enemies. A model with Moving Attack and Combat Master may perform multiple attacks along its path, assuming that it has the necessary action points.

Mutant Spawn - Elder beings of the sea experimented with primal magic, dabbling with the code of creation to spawn creatures with unnatural capabilities. While providing certain powerful abilities, there was always an unforeseen cost that often made the process less than wholesome. Mutant Spawn are naturally unstable and have trouble when exerting themselves. When rolling for activation with three dice, if an unmodified 1 is rolled on one or more of the dice, roll one die again; on another 1, the mutant has been wracked by pain and horrifying visions and forfeits its actions for that turn.

Obfuscate - These models may create an area on the map of up to Short radius that obscures vision and provides Tactical Cover. This can represent many things, such as ink clouds, bubbles, phosphorescent particles, or clouds of silt from the bottom. Creating the obscuring area requires one action for each turn the area will stay on the map until dissipating (i.e., spend 2 actions to make an ink cloud that stays in affect for 2 Game Turns). A model may use up to two actions to create the obscuring area while in hand-to-hand combat and can then retreat using one additional action without incurring a Free Hack. Opportunistic - An Opportunistic model can take advantage of the enemy’s weaknesses. Opportunistic models have +1 on their Quality rolls when they have a fallen or transfixed foe within Short distance from them. The Opportunistic bonus counts only for activation rolls, never for morale or any other kind of Quality rolls.

Pack Hunter - Pack hunters can attack in groups, with up to five models participating in an a coordinated movement and attack. The pack acts on command from the Pack Leader, who must spend one action to signal the attack. The pack moves as a group, touching bases. If the lead model touches the base of an enemy, the rest of the pack automatically jumps around it to surround the target, even if it is further than the original move, up to the length of the Short stick. Only Animals may be Pack Hunters.

Pack Leader - These models lead Pack Hunters through sheer power and ferocity. Pack leaders can only be Animals and are Personalities. Power Dive - These models get +4 when rolling a physical activity when changing depth (page 27).

Powerful - These models gain +2 on Strength Checks. Powerful models can be Big or Huge also, making them able to drag or force heavy objects.

Psychic Command - This is an ability reserved for models with the Leader, Commander or Deep Caller abilities. It allows for group activation and regroups to be done within a radius of two Long sticks, and there does not need to be line of sight between the commander and the models it is commanding, although the commander must see the target of the group activity (attack, physical activity, etc). The commander may even give orders while on the other side of an obstacle if it has the Psychic Link ability, “seeing” the target through the commanded models’ eyes.

Psychic Wall - These models gain a bonus of +1 to Will Checks when resisting physic attacks and magic.

Rapid Shot - This model can make one or more additional ranged attacks if the first one hits and injures the enemy, similar to Combo Attack. Any ranged weapon the model has in its profile that does not require reloading can potentially fire with Rapid Shot. A model with Rapid Shot and Fast Load is a dangerous character. If the first shot hits and causes some damage (recoil, fallen, dazed, injury, etc), the attacker can use another action point to attack again, gaining an advantage if the defender is fallen or dazed, or fire at an entirely different target. Up to three shots may be made using Rapid Shot.

Reactive Attack - This model attacks any enemy or ally that moves into an area of attack within a hemisphere with radius of one Long Stick, or one depth level, either above it or below it (indicated as Above or Below in the profile). This is treated as a ranged attack that ignores Camouflage, Stealth and Tactical Cover and fires automatically when any target moves into, activates within, or appears within the area of attack. Models inside of structures may also be attacked if they are within a short distance of openings that fall in the area of attack. Hand-to-hand attacks against a model with Reactive Attack are made at +2, as it is vulnerable once something gets inside of its defense. The best way to combat this model is to approach from the opposite side of attack (i.e., from the top for a jellyfish). This model must also have Slow and cannot use this attack to target an enemy directly or have any other means of attack.

Re-animator - Re-animators are spellcasters that create Artificial Reanimated monsters using ethereal energy, chemical injections and precise surgical procedures. Ethereal energy transference from dimensional beings to the brain matter gives the monstrosities some functional intelligence. Re-animators may cast Elemental attack spells (page 84) but no other types of spells. Artificial Reanimated monsters take months to create but are always ready for battle and are part of the warband, gaining

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experience and upgrades. Re-animated constructs act autonomously, so the death of their maker has no effect on them. A Re-animator gives +1 to activation rolls for re-animated construct within one Long stick. Using a Control Device (page 94) increases the range to two Long sticks for the bonus. Re-animators can heal their damaged creations, injecting serum to revive a construct that “dies” in battle. This does not work for constructs that were killed with a gruesome kill (lose combat by tripled score). Healing the construct requires a Quality Check with two successes. Re-animators can be helped by adjacent Assistants, Scientists or Engineers that spend one action before the Re-animator rolls. (+1 for each helper up to two). Three failures destroys the construct. Re-animators carry vials of chemical serum they use in their experiments and can raise freshly dead models into a semblance of life. The travesties that result from this foul act may fight for the Re-animator’s warband but fall apart at the end of the battle. To attempt a resurrection, the Re-animator must be adjacent to a dead model and roll a Quality Check. On two or three successes, the resurrected model fights for the Re-animator’s warband. On three failures, the corpse stays dead and the Re-animator cannot use magic for the rest of the battle unless tended to by a Healer. The resurrected model takes two actions to rise up and fight. Resurrected models have the Undead rule and the same Special Abilities as before but their Quality and Combat are at -1 (e.g., Warrior (Q3, C3) turned into an Undead will be Q4, C2). A model can be raised only once and falls to pieces once killed again. Existing Undead models cannot be resurrected. Re-animators are Personalities.Relay - These models can relay acoustic signals, doubling the distance allowed for commands (group activation, regroup, etc).

Resilient - These models have +1 to any Resistance Check roll.

Ruthless - Ruthless models can shoot into hand-to-hand combat, fire indirect weapons or cast spells with blast effects into groups that include allies. Victory is all that matters. When shooting into hand-to-hand combat, roll a die, on a 1-3 the attack hits a friend, on a 4-6 it hits the intended target. If there are more friends than enemies in the melee, or if the friends are bigger than the foes, the roll is: 1-4 hits a friend and 5-6 hits an enemy. The opposite applies if there are more enemies or bigger enemies than the friends. If a Ruthless character kills a friendly model for any reason, other models in his warband (excluding summoned or created models) will have to roll a Morale Check. If the ruthless model is also a Personality, all non-Personalities that succeed in their Morale Check the first time the ruthless model kills an ally will be too intimidated to flee and will not have to roll a Morale Check again if another ally is killed by the same Ruthless model. It is therefore only good to be a ruthless if the model is also a Personality.

Salvager - Salvagers get +1 on any rolls on Treasure Tables (page 103).

Savage - A Savage model inflicts a gruesome kill just by doubling the opponent’s score. This does not apply to models killed after multiple wounds to damaged body parts or to Artificial models. Only a straight double will cause a gruesome kill.

Scent Tracker - A model with Scent Tracker is able to locate enemy models by their scent trail. It can move and attack normally in complete darkness without any extra light source, such as a crystal lamp. Its field of “view” is two Long sticks in darkness in order to detect a target and attack. Ranged attacks can be used but get -1 to hit. Scent Trackers can also ignore Camouflage. See the Illumination section for more (page 29) on visibility.

Scientist - Scientists are specialists that have studied ancient ether technology and can activate and use any ether-tech items they come across except weapons that are designed for Big or Huge creatures. Scientists can also repair technology items during battle if they are damaged and create and upgrade tech items between Scenarios of a Campaign (page 97). Scientists cannot have any magical ability or other scholarly ability. This is a variable ability, ranging from 1 to 3, indicating the relative ability of the Scientist. Scientists can have ether-tech items in their profiles, but only with CL equal to or below their ability level (i.e., Scientist(2) can have CL 2 tech items). They can attempt to use tech devices that they find, including artifacts, but must first activate them. Activating an ether-tech artifact or requires one action to make a Quality Check with a number of successes equal to the Complexity Level (CL) of the item. Tech weapons and devices need to be activated once when they are first found by the Scientist, and can then be used during the rest of the battle with one action. If the Scientist has a lower skill level than the CL of the device, there is a penalty of -2 per point of difference applied to the Quality Check to activate it. For example, if a Scientist(1) tries to activate a CL 3 artifact, he must roll a Quality Check at -4 and get three successes. Three failures when activating the item damages it so that it cannot be used during the battle unless repaired. Some ether-tech devices are emplaced on the battlefield and cannot be removed, but Scientists may recover Treasure Artifacts (page 103) and use them in multiple battles or give them to other models to use, assuming they have the requisite Ether Tech ability (page 8). As an optional rule, Scientists may salvage ether-tech weapons and items from enemy models during battles Scenarios within a Campaign, using them in the same battle and in subsequent battles in that Campaign. Using this optional rule means that warbands may accumulate new weapons from other forces and try to learn their use and even to upgrade them further. Salvaging ether-tech items also helps Scientists to create new items with similar functions by spending Victory Points (page 102). Scientists must roll to activate a tech item created or upgraded between Scenarios the first time it is used but thereafter the item only requires one action to use. See the Technology section for more information on salvage and upgrades (page 93). To repair a damaged tech item, the Scientist must be adjacent to the item, or holding it, and use one actions to roll a Quality Check, with the required successes equal to the item’s CL. On three failures, the damaged item is rendered inoperable. After a battle is completed, all damaged tech items that were created by the Scientist or were in a model’s profile at the start of the battle are automatically repaired as the Scientist is assumed to have enough time to fix them. A Scientist model is a Personality.

Sea Shaman - A Sea Shaman is a spellcaster that is attuned to the natural energy of the oceans and the slimy creatures residing within. Sea Shamans are able to summon wild sea creatures and can cast Elemental Conjuration spells (page 85), but not attack spells. To summon wild creatures, the player of a Shaman allocates a part of his warband points in a special “summoning pool” instead of using them to buy models. The points in the pool are doubled (25 points -> 50 points for summoning during the game). To summon a creature, the Sea Shaman must cast a spell with a Spellcasting Roll (page 83). Each success summons 50 points of Wild Sea Creatures for that area of the sea (page 107), but only points in the pool can be used. For example, if an Sea Shaman has 100 points in the pool and rolls one success in summoning, only 50 points can be used. Rolling three successes would allow 100 points, not 150 points, to be used. The player can choose the creature or creatures after successfully rolling to summon. The summoned creatures will appear at the start of the next turn at the edge of the map closest to a scenic item (coral head, ruins, etc). After that, it can act normally, being controlled by the player who controls the shaman. If the Shaman dies or moves off the table or the battle scenario ends, any creature summoned will immediately swim off and disappear. A Sea Shaman may also use his summing points to “charm” a wild sea creature that is already on the map as long as it has sufficient points in the summoning pool and has rolled enough successes with the Spellcasting Roll. This can work for creatures that are scenic items (page 107) or creatures summoned by another Sea Shaman. If the charming Sea Shaman dies or flees, the wild sea creature goes back to its original state. If the Sea Shaman rolls three failures on his summoning spell roll, magic energy flow has been disrupted so that the Sea Shaman cannot summon creatures or cast spells for the rest of the game unless tended to by a Healer. For purposes of Victory Points and experience, the summoned model is ignored. A Sea Shaman model is a Personality.

Sentinel - Sentinels are guardians of the world of the living, serving to protect mankind from the horrors of the dimensional void. Sentinels can only cast spells from the Protection Magic spell list (page 90). Sentinels can also disrupt the connection between ether-powered Artificial Mech, Biomech and Re-Animated Constructs and their controlling souls. This acts the same as a Transfix spell (page 86). To do this, a Sentinel must be a Short distance from the construct and make a Spellcasting Roll to cast the “transfix construct” spell. If the Sentinel rolls three failures, his spiritual energy is drained for the battle and he cannot cast spells or affect constructs for the remainder of the game. In a Campaign, the Sentinel’s power returns at the beginning of the next game. A Sentinel model is a Personality.

Sharpshooter - The model is trained in ranged attacks at the expense of close combat. The model has +1 to any ranged attack, including spells used as ranged attacks, but has -1 in any hand-to hand combat.

Shoaling - Shoaling models are an aggregate of fish or a swarm of invertebrates that swim in an interactive, social unit. A Shoaling “base” represents tens or even hundreds of fish, all moving and feeding en masse. A giant Shoal of fish can be represented by several Shoal bases all moving together as a group activation, but each base will have the profile of the Shoal. All Shoal bases of the same type must keep adjacent to at least one other Shoal base during play. If a Shoal base is killed and a

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hole appears in this “formation”, the player can tighten the formation as a free action, bringing all Shoal models in contact again. The tightening must happen in the easiest way, by moving the minimum number of models possible to retain Shoal coherency. Ranged attacks and spell attacks targeting one model have no effect on the Shoal but blast attacks, ether-tech effects and spells that target an area work normally. A coordinated group attack called by a Leader does affect a Shoal at -2 even if the weapons do not have a Blast effect, as long as there are at least four attackers. A Shoal may also attack another Shoal normally. When a Shoal base is killed, it means that the Shoal has been dispersed or has had a majority of its creatures killed, so remove the base. When a Shoal suffers a gruesome death, all adjacent Shoal bases must roll a Moral Check. Shoals count as Animals.

Shooter - Shooters can make ranged attacks, such as firing a speargun. The range of the attack is shown in the profile as Short, Medium or Long. If a model uses a weapon with a longer range than his ability level, use the range of the ability.

Short Move - This model uses the Short measuring stick when moving. It must spend two actions to change Depth Levels up or down.

Slimy - Models that have Slimy skin are impossible to grab, so any grab attack will not hold on, although it may still cause damage. Slow - Slow models can make only one or two movements per turn. Slow models must spend three actions to make two moves, using all of their energy to move. Slow models can also make two movements in a turn is when fleeing due to a failed Morale roll.

Steadfast - Steadfast models are difficult to break and have +1 on Morale Check rolls.

Stealth - A model with Stealth can move silently across the map using available cover to its advantage. If the model is adjacent to a scenic feature that counts as Partial Cover, the model cannot be targeted by any ranged attacks or spells. Note that there is no need for the cover to be between the stealthy model and potential shooters. As long as the stealthy model’s base is in contact with a scenic item, he can’t be targeted. The effect is negated if the model is in hand-to-hand combat, shoots or casts a spell from that cover item.

Swimming - These models swim freely in the sea or other bodies of water, moving up and down using actions as normal, one per Medium range increment (i.e., one action to go up one Medium stick). Depth changes are described in the movement section of the rules (page 27). If a swimming model is rendered fallen, it is considered to be dazed and sinks down one Medium increment per turn. To indicate depth, one can use different sized coins under the base of the model, blocks or flight stands. Swimmers can attack models at the edge of the shoreline or where a ship or submersible is open to water. Big or Huge swimmers can attack up to Short distance onto shore or into a ship (see Marine Vessels ).Swimming models can freely move above any obstacles, such as seafloor ruins or reefs but can also hover over the bottom. These models use one action to change depth levels but must attempt a Fast Dive/Ascend physical activity (page 31) to change more than two depth level in a turn. A swimming model may Cruise after moving two sticks or more in a turn or may choose to stop and not cruise. The swimmer can cruise for one movement stick less than the previous turn’s movement in the same direction (i.e., 2 Medium stick move gets 1 Medium stick Cruise), without using any actions, as long as it had not been in hand-to-hand combat the previous turn, changed direction or moved through difficult ground. The cruising model gets the free movement when it attempts to activate and can cruise whether it activates or not. The Cruise movement does not apply to a Charge or Rush since it is not accelerating the model. The model must make an additional move when cruising to get any attack bonuses.

Sunder - These models have the ability to shatter hard materials and gain +2 on Break activities. Sunder can be combined with Big or Huge.

Tailslap - Every time an enemy recoils from this model, roll one die, On a 1 or 2, the model is fallen instead of recoiling. Use this rule only if the recoiling model is the same size or smaller as the model with Tailslap (i.e., a draconid cannot tailslap a whale, but a whale may tailslap a draconid).

Terror - Some models are terrifying to witness, and any model wishing to enter hand-to-hand combat must pass roll a Quality Check with two successes. On two failures, the model can do another action but it cannot Charge the terrifying model. On three failures, the model flees. When terrifying models Charge (move + attack), any model they Charge must immediately make a Morale Check. If a model makes the roll, it becomes immune to further Terror effects from that kind of enemy during the battle. Models with Terror are themselves immune to the effects of Terror.

Telepath - Telepaths gain aining +1 on their Spellcasting Roll when casting Psychic Magic spells but losing the ability to cast other forms of magic. Telepaths also block Psychic Magic spells cast at them by applying a -1 penalty to attacking spellcasters. Telepaths are Personalities.

Teleportation - A model with the Teleportation ability can disappear from his current location and reappear at another. The teleporter can move over any obstacle, and also appear in a location not in his line of sight (for example, a model may teleport to a safe area behind a wood). Teleportation involves the folding of different dimensions and is reserved for models that are naturally able to bridge dimensional space, normally Ethereal beings. To teleport, the model must activate and use one action, then roll a Quality Check on one, two or three dice. With one success, the model can teleport a Medium distance. With two successes, the model can teleport a Long distance. With three successes, the model can teleport anywhere on the map. With two failures, the model is fallen. With three failures the model teleports into a solid object and is removed from play (in a Campaign, he cannot return). Teleportation can be done in lieu of movement or mixed in between movement and attacking. If a model wants to teleport from hand-to-hand combat it must roll to avoid Free Hacks as normal unless it has the Free Disengage rule. Models with Teleportation are Personalities.

Thick Skull - These models have +1 to their head armor value. They are also able to attack by ramming other models, so they cannot be completely disarmed until they are killed.

Tough - Tough models absorb punishment and keep going When a Tough model receives a normal kill result or “dies” from any injury, the model may ignore that injury by rolling a Resistance Check. With two successes, the model ignores the wound. When a Tough model receives a gruesome kill, it is treated as a normal kill -- the model dies but there is no Morale effect. The dead model can be resurrected by a Healer but the next gruesome kill will work as usual.

Uncontrollable - These models are difficult to control. A Sea-Shaman, Ethermancer, Biomancer or Animist must spend one action each turn to retain control or the being will break free and acts as a Predator Wild Creature for the rest of the battle (taken on the ex-controller’s turn) to move towards and attack the nearest model. See the Wild Creatures section (page 107) for more information.

Undead - Undead models are immune to poison and do not suffer gruesome kills (treat a gruesome kill as a normal kill). Attack spells hit Undead normally but they are immune to Psychic Magic spells. Undead models cannot be commanded by a Leader and cannot participate in group activation. They have +1 on all Morale rolls but fall to gory pieces if they roll two Morale failures.

Warbeast - A Warbeast is a creature that is trained to fight for a force. It can only by commanded for group activation by a model with Deep Caller but it can gain experience and be upgraded like any other model, although it cannot learn to use magic or ether tech.

Weak Willed - These models are at -1 to Will Checks against Psychic Magic spells (page 86).

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Armor Break - Weapons with this effect are capable of ignoring armor effects. A model can win in combat with a tie if its weapon has an Armor Break value greater than or equal to the Armor Value of the opponent. If both models have weapons with Armor Break higher than the Armor Value of the opponent in hand-to-hand combat, a tie goes to the model with the highest Armor Break value. In a sense, Armor Break is an all-or-nothing effect. Coordinated attacks use the Armor Break value of the weakest weapon. Weapons with Resonate, Poison, Corrosive or Disintegrate that have Armor Break equal to or higher than the defender’s Armor Value also negate the armor bonus to Resistance Rolls.

Blast - This is an explosion effect, affecting all models that are within the blast radius. The radius is measured using the Short or Long sticks, with larger blast radii used for more powerful, expensive weapons. The blast statistics are shown for weapons that cause explosions and show the radius size and the modifier for attacking targets with bases completely within the radius (i.e., Blast (-1 Short radius)). An attacker fires the weapon at a target and rolls for combat as normal. The model at the center of the blast (the targeted model) is always attacked with the base attack score. Cover modifiers apply for the target of the Blast Attack. Other models in the Blast radius that have Complete Cover between them and the center of the Blast are not affected by the Blast. The models in the Blast radius must roll to defend against the base attack roll reduced by the radius modifier. The attacker only rolls once and his score is compared to all defenders. If a defender’s base is partially in the Blast radius, it gets +1 to the roll. Blasts are modeled as cylinders that strike models in multiple Depth Levels. A model one Depth Level above or below the blast is affected as if it were partially in the Blast radius. A missed shot is off by one Short stick. Roll a die for the direction of the miss: 1 = high, 2 = right, 3 = low, 4 = left of the target. A roll of 5 or 6 means the shot is a dud and has no effect. If the shot hits an object or the ground it explodes and all models in the radius must defend as above. If the shot reaches three range sticks it is a dud that has no effect.

Breach - This is an effect associated with explosive charges, drilling and cutting tools designed to breach the hull of a ship or blast apart scenery. The Breach effect has different modifier values indicating the power of the blast (i.e., Breach (+2)). When the weapon is used or an explosive is detonated, roll a Break physical activity using the Breach modifier. Two successes results in a hole of Long width.

Corrosive - Weapons with the Corrosive effect strike a target with a substance that eats through metal and flesh. Once the target loses in combat it must roll a Resistance Check in addition to the normal combat effects. On two failures, the model is Corroding and must resist the corrosion again the next turn when it is activated (place a marker next to the model). On three failures, the model is eaten away by the corrosion and dies. Models must roll to resist each turn until they die or resist corrosion. Resisting the Corrosive effect does not use action points or transfer play to the opponent upon failure. Corrosion affects Artificial and living models.

Deflect - This weapon can deflect projectile attacks, gaining +2 to Combat Scores verses ranged projectile weapons.

Disintegrate - Disintegration weapons fire out to one Short Range stick and can affect one model or one object. A model losing in combat must roll a Resistance Check in addition to normal combat results. On two failures the victim is turned to fine sand along with all items and treasure, a gruesome death that can cause panic among allies. Models with the Agile ability get +1 to their Resistance Checks and Tough models get their usual extra Resistance Check roll. If this weapon is fired at an object, roll for a Break physical activity with a bonus of +5. Firing a disintegrator weapon on a wall makes a hole the size of the shooter, as with a normal Break Physical Activity.

Entangle - If the attacker wins in combat, the target must roll a Strength Check with two successes or be entangled and lose the chance to activate for that turn in addition to normal damage. On each turn thereafter, the model must roll a Strength Check with two successes to break free and then try to activate. Any attacks on an entangled model are at +2, without counterattack. The victim is killed if it loses or gruesomely killed if doubled. The weapon cannot be used to attack again until the first entangled model dies or escapes.

Fragile - Fragile weapons break easily. When the attacker rolls an unmodified 1, roll again; on a 1, 2 or 3, the weapon is destroyed. In concentrated shooting or combined attacks, the attacking player picks one model’s weapon to break.

Grab - A hand-to-hand weapon with the Grab effect grapples with the defender, making him more vulnerable to additional attacks and making him unable to recoil. A grabbed model can continue to fight however, so it is not helpless like it would be if entangled. Roll combat as normal. If the defender loses, it is grabbed and may break free by using one action to attempt a Force physical activity, breaking free on two successes. On one success, the defender is partially free and can escape the next turn if rolling at least one success on a Force physical activity. On three successes the defender reverses the attack and renders the attacker fallen. Until the defender breaks the hold, the attacker can continue to pummel away with a bonus of +1 to its regular hand-to-hand attacks. This bonus does not apply for other adjacent attackers. The grabbing model can also drag the victim (see “Drag” on page 31).

Guided - Guided weapons are controlled through a mind-link with a projectile, generated by the firing weapon. Projectiles may be guided by spending actions in addition to the action used for firing the weapon. Each additional action lets the shooter turn the projectile by up to 90 degrees, making it possible to shoot around obstacles as long as the target is in the field of view. So a shooter using three actions could fire the projectile and turn it two times before rolling to hit the target.

Harpoon - This weapon has strong barbs and hooks into the target’s flesh. The harpoon is tied to a line, held by the shooter. A harpooned model can attack as usual but if it tries to move or do any other physical activity it must activate and use one action to attempt a Drag special activity at -1 (due to injury from the harpoon). If it gets two or more successes it can then use its remaining actions to move or do other Physical Activities. The attacker can also try to pull the harpooned model with a Drag special activity. The model being dragged can pull back by rolling its own Drag physical activity on three dice. At that point the winner of the tug-of-war is the model with the most successes. Modifiers for object (model) size apply to the Drag rolls (i.e., a medium sized attacker trying to drag a harpooned Big model gets -2 to its roll). Multiple attackers may harpoon a defender. In that case the victim gets -1 to its Drag roll per harpoon. To indicate the harpoon line, place a piece of string between the two models. If one model is dragged, keep it the same distance from the other model with the string. A harpoon line can be cut by a hand-to-hand attack vs. defense roll with C 4 (defender rolls). If the harpooner or victim move closer the harpooner “reels-in” the slack line automatically.Hazardous - Weapons or ammunition that are Hazardous effectively attack the wielder upon having a malfunction. Whenever an attacker rolls an unmodified 1, roll again; on another 1, the weapon backfires upon the user and becomes damaged beyond repair. The shooter must defend against an attack roll by the weapon with C 4, using the weapon’s effects as usual (Armor Break, etc). The defender can make the roll for the weapon. The attacker cannot use the weapon for the remainder of the game. In concentrated shooting, the player picks one model’s weapon to attack. Hazardous explosives detonate with a Blast effect. Models in the radius must roll to defend against an attack roll with C 3.

Homing - These weapons fire projectiles that home in on their target and ignore the effects of Tactical Cover or any other Partial Cover except for a model with Stealth. They may fire at a target that has moved into full cover on the same turn that the model hides, as long as it started within the field of view of the

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shooter. The shot may change direction one time to reach the target behind full cover.

Irradiate - One of the most feared weapon effects, causing flesh to bubble, eyes to melt and brains to flow from the ears, inflicting a gruesome kill upon doubling the opponent’s Combat Score.

Knockback - This weapon knocks a defender back and off-balance in hand-to-hand combat. If the attacker wins in combat, the effect knocks the enemy backwards using the recoil rule, but in the direction chosen by the attacker, and also renders it fallen. Models can use these weapons to Knockback models of their own size or smaller. Natural (Armor) - This armor is made from natural materials or has natural materials adhering to it. When the model is on the seafloor or adjacent to natural terrain it becomes difficult to see, and ranged attacks against these models are at -1. The effect does not apply to attackers with any ability that “sees” through Tactical Cover or defeats Camouflage.

Poison - Weapons with the Poison effect injects venom on any “hit” in combat that does not kill outright. It is assumed that poison only takes effect if the attack penetrates any armor the model is wearing. After a model is hit, it must roll a Resistance Check. On two failures, the model is poisoned and must resist the poison again the next turn when it is activated (place a marker next to the model). On three failures, the model dies. Models must roll to resist each turn until they die or resist the poison. Poison does not affect Artificial or Undead models. Mild poison has no modifier to the Resistance Check, but dangerous poison gives a -1 modifier and deadly poison gives a -2 modifier. Resisting poison does not use action points or transfer play to the opponent upon failure.

Powered (Armor) - Some armor types are powered by ether-tech motors and actuators, giving them enhanced strength. Powered armor gives +1 to Strength Checks.

Precise - These weapons get +2 when targeting a subsystem, such as the head, controls, locomotion, etc.

Pressurized (Armor) - These are pressurized diving suits that give a +2 bonus to Fast Dive/Ascent Physical Activities. Unfortunately, they are also in danger of losing pressure if the suit is damaged. Any damage that penetrates the armor of the suit, making the model recoil or be rendered fallen, causes a loss of this ability until repaired. If the suit is not Reinforced and loses pressure, the next time the model loses by double the Combat Score in combat it will cause an implosion, a gruesome death.

Reach - This hand-to-hand weapon can do a “ranged” attack (no counterattack) on an adjacent defender with two actions. If both models have these weapons, the effect is nullified.

Reflect (Armor) - Any ranged energy attacks from weapons or Elemental Attack Spells are rolled with a modifier of -1.

Refract - This weapon uses an energy beam that is affected by changes in the refractive index of water, or beam scattering due to clouds of refractive material (ink, sediment, hydrothermal emissions, etc). Any attacks on partially hidden targets in Tactical Cover are at -2. If the water visibility is Murky or Soupy (page 29) the weapon range is reduced to Short due to scattering of the beam’s energy. Reinforced (Armor) This armor has been reinforced against collapse and implosion if a section is punctured. It is usually combined with the Pressurized armor effect.

Reload - These weapons require actions to load after firing to fire on the next turn (i.e., Reload (1 action)). They will automatically reload on the second turn after firing.

Resonate - The target must roll a Resistance Check if it loses in combat. Two successes means it is fallen or recoils as usual. On two failures, the target is paralyzed, ravaged by pain and considered to be transfixed, requiring two actions to recover. On three failures, the model suffers a horrible gruesome death.

Shock - This weapon shocks the defender with ether energy if it loses in combat, transfixing the victim unless it rolls a Resistance Check with two successes.

Sluggish (Armor) - The models with this armor must spend one action to turn to face an attacker that has attacked from behind (see page 28).

Spray - This weapon fires in a spray to strike multiple targets. The spray can only hit out to Short Range (no “long shot” doubling or tripling range allowed), but fires in a 90 degree arc (use spray template) and one extra depth level up or down. All models within the cone must defend against the attack.

Unbreakable - These weapons cannot be disabled or destroyed by attacks or mishaps.

Unstable - Whenever the wielder rolls an unmodified 1, roll again; on another 1, the weapon is destroyed. In concentrated shooting, picks one model’s weapon.

DeepWars Weapon Effects