Special Equipment & Weapons
Converted from Doomtrooper by Jim Williamson
Updated on 01/09/97 to include equipment from the Apocalypse expansion.

General

Good Luck Charm NEW!!
A model that has a good luck charm may automatically pass any 1 die roll automatically. You may use this ability after a failed roll. Individual models only. One Use per game. COST: 5 points.

Triangulating Scope NEW!!
A squad or model equipped with triangulating scopes has a better chance to hit on successive shots. For every additional fire action taken by the same warrior against the same target, the warrior gets +2 MW. (i.e. On first shot a model needs an 8 to hit, the second shot a 10, etc...). COST: 6 points

Scrambling Device
This device when activated (1 action) affects all radio communications within 24 inches of the model. If a model within this distance spots a hidden model, only members of the immediate squad may see it. Capitol troopers within the area of effect are restricted from calling in airstrikes. COST: 4 points.

Infrared Goggles
The wearer of these gains +4 to LD when attempting to spot a hidden model. Also, the goggles negate the effects of soft cover. COST: 2 points .

Panic Button
This is not really a piece of equipment, more like a special skill. When used, this allows the warrior to perform 1 action at any time, once per game. COST: 5 points.

Telescopic Sight *
May be attached to any sniper rifle. Adds 2 to MW and DAM when a shot is aimed. May be combined with a laser sight. COST: 3 points.

Personal Anti-personnel Mines *
This warrior may, as 3 actions place a booby trap. Any warrior coming within 2" of a mine will set it off. Center the grenade template over the mine. Any model hit by the template suffers a DAM 16 hit. The booby trap is destroyed when set off. Any other booby traps under the grenade template are also set off. Repeat the above procedure for each additional mine set off. COST: 4 points.

Portable Force Shield *
The warrior using this gains 6 to A (up to a maximum of 30). COST: 7 points.

Composite Armor
An Upgraded version of combat armor, this increases the warrior's armor by 6 (up to a maxiumum of 30). This Item is only available to individual models. This may not be combined with combat armor COST: 7 points.

Combat Armor
A suit of light alloy armor, this increases the warriors armor rating by 3 (up to a maximum of 30). It may not be combined with composite armor. COST: 3 points.

Lifeguard Armor
Warriors armor is -4. If this warrior is wounded, the armor is destroyed and the warrior remains unharmed. This armor may not be repaired. May not be combined with any other armor. COST: 4 points.

Reverberating Sharpener *
This may be attached to any spear, sword or bayonet. It causes the blade to vibrate at an extremely high rate, making it able to cut through all but the heaviest armor. This adds 3 to the weapons DAM rating. COST: 2 points.

Smoke Bombs
A warrior may throw a smoke bomb like a grenade, rolling for deviation if necessary. Center an explosion template over the spot where it lands. The smoke blocks all line of sight through the template. During Each initiative phase, roll D20 for deviation. If you roll a 1, 6, 11, 16 the smoke dissapates, otherwise the player who won the initiative may move the smoke template 3" in the direction indicated. COST: 4 points.

Smoke Screen A smoke screen is a set of smoke bombs that use an explosive charge to "spread out". It is thrown like a grenade, rolling for deviation if necessary. Place an explosion (smoke) template over the spot where it lands. Now roll twice on the deviation table. Place another template up to 4" away in the direction indicated. The smoke blocks all line of sight through the template. Roll for deviation as per smoke bombs. One use only. COST: 4 points.

Field Repair Kit *
This unit may be used to repair a piece of equipment that has malfunctioned. This will use up 3 of the model's actions. The unit can be used on any warriors equipment, so long as the models are adjacent. Once used the unit is discarded. COST: 5 points.

Radar Scanner * Updated!
A radar scanner allows a warrior to make an aimed shot while waiting, against a flying model or airship. COST: 5 points.

Jet Pack *
A warrior using a jet pack can move 10" per action, as per helicopters. The player must declare whether a warrior is using a Jet Pack before any actions are used. If a warrior is wounded while using a jetpack, roll a D20. On a 17-20, the shot has hit the jetpack instead, which explodes in mid air making the warrior quite dead. Place an explosion template over the model, any airships under this template take a DAM 13(x2) hit. If a warrior is killed while using a jetpack to move, the warrior crashes to the ground amidst screams of panic. Roll on the loss of control Table. COST: 15 points.

Tactical computer *
This may be given to any individual model. The warrior may now perform an additional 'Give Orders' action each turn. COST: 6 points.

Psychoscanner *
If this warrior is charged by an enemy, he/she may take an action just as if they were using a 'Wait' action. COST: 5 points.

Brotherhood

Spiraling Death
A Poison that may be used on a Mortificator's weapon. A warrior wounded by the mortificator does not recieve a wound this turn, but on each subsequent turn the model must roll make a LD test or it will suffer a wound. COST: 10 points.

Platinum Dream
A Poison that may be used on a Mortificator's weapon. Any warrior that is wounded by the mortificator, but not killed, now loses any immunity to the Art. COST: 6 points.

Black Venom
A Poison that may be used on a Mortificator's weapon. Any model that is wounded by this weapon and not killed, must test each turn against its leadership. If it fails the model is paralyzed and may not perform any actions that require movement. COST: 10 points.

Cardinal's Blood
A Poison that may be used on a Mortificator's weapon. A warrior wounded by this weapon, but not killed, has its CC, MW, LD, S and A halved (rounding down). COST: 10 points.

Mindslayer
A Poison that may be used on a Mortificator's weapon. A warrior wound by this weapon and not killed, loses all of its special abilities (including Art/Dark Symmetry). COST: 10 points.

Censer Drops
May be used by any mortificator. If a mortificator is within command distance of a dark legion squad, he may (as 1 action) use the censer drops on the squad. If the squad has not been activated this turn, it now counts as having been activated (i.e. it loses its turn). One use only. COST: 3 points.

Foreseeing Talisman
May be used by a mortificator. Using 3 concentrate actions, the warrior may negate any one dark symmetry power in play. COST: 4 points.

Lotus Blossom
May be used by any mortificator. If the mortificator is attacked in close combat and survives, the opponent must immediately make a Ld test (to hold its breath) or recieve a wound. COST: 5 points.

Book of Law
Only the highest level warrior in your force may purchase the Book, an you may only have one in your army. The Book of Law allows the warrior to perform one extra action each turn. COST: 4 points.

Inquisitor Battle Dress
You may equip any Inquisitor with this item. The Inquisitor's armor value is increased by 3 points. This may be used with any other types of armor. COST: 3 points.

Blessed Armor
The warrior is immune to all Dark Symmetry powers. This may only be given to individual models, and may not be combined with Combat Armor or Composite Armor. COST: 10 points.

Mystic Battle Dress
May only be used by Mystics or Keepers of the Art. If the wearer suffers a wound, the battle dress will negate the wound on a 10 or less, or if the wearer is affected by a dark symmetry power, the battle dress will negate the effect on a 10 or less (This includes innate abilities such as winds of insanity, and Ilian's ability to confine souls to the void). This may be worn in conjunction with other types of armor. COST: 15 points.

Power Stabilizer
Any Brotherhood warrior equipped with a six tube power stabilizer adds 3 their PW score, for the purposes of casting the Art only. May only be given to individual models with a PW rating. COST: 15 points

Mortis Sword
This is another variation of the violator sword. A warrior using this weapon may take a 'Use Special Power' action to charge it. The warrior's CC and ST scores are increased by 2. This power dissapates after each turn (during the initiative phase). Use the standard profile of a violator sword. COST: 6 points.

Spellfinder Glove
A Mystic or Inquisitor using a spellfinder glove, will automatically spot the nearest hidden dark legion model. COST: 4 points.

Dark Legion Necrotech

Golgotha's Mirror
May only be given to a nepharite. This allows the nepharite to commune better with their apostle. As one action, the nepharite may look into the mirror and is shown a possible battle tactic. The nepharite may now perform a second Give Orders action. COST: 3 points.

Carcass Suit
This may be only be given to an individual model. When wearing a carcass suit, the model may not use any missile weapons. The wearer's base S is doubled, and the warrior gains +5 to A (up to a maximum of 30). COST: 8 points.

Pandora's Box
May only be given to an individual model. While possessing this box, a model may concentrate to increase its CC and S. For every concentrate action performed the model's CC and S increase by 1. COST: 3 points.

Meta Cannon
The Meta Cannon is a Hand Cannon. A meta cannon fires a high velocity, explosive shell, causing massive damage upon impact. This may only be given to individual models. CR:30, MX:50, DAM:18, COST: 18 points.

Bacteria Grenade
Bacterai Grenades have a DAM 12 rating. A warrior wounded by a bacteria grenade does not suffer a wound immediately, but is now diseased. Each subsequent turn the warrior will suffer 1 wound. Additional hits from bacteria grenades are ignored. COST: 6 points.

Black Bullets
Any individual model with a Handgun or Assault Rifle may be given these. If a non-Dark Legion model is killed by black bullets, they become a Heretic of Semai. The model is now under the control of the Dark Legion player. COST: 10 points.

Necrobionics
These are internal mechanics powered by the dark symmetry. The warrior ST is increased by 3 and MV is increased by 1. COST: 6 points.

Combat Coordinator
May only be used by a curator. The curator gains +3 to CC, MW, and A. If the curator recieves a wound, the combat coordinator negates this wound and is discarded. A curator may only have one combat coordinator. COST: 8 points.

Cybertronic

Adrenaline Implants NEW!!
When a Cybertronic Warrior equipped with adrenaline implants recieves a wound, the warrior will "shrug off" the damage on a rol of 10 or less. The implants have no effect it the model was hit by a natural 1. The model also gains +2 to ST. Non-AI only COST: 13 points.

Brainwave Bomb NEW!!
When this warrior dies, the bomb explodes. Place an explosion template over the dead model. The explosion causes a DAM 12(x3) hit. Individual models only. COST: 4 points.

Epidermal Plates NEW!!
A model equipped with epidermal plates will be allowed to re-roll a failed armor save (once per shot). In addtion, if the model is hit by a weapon with a damage modifier, the epidermal plates will reduce that modifier by 1 (i.e. a 14(x3) is now a 14(x2)). Non-AI only. Cost: 8 points.

Hardened Fist NEW!!
When a model with a hardened fist is "Clubbing his Adversary", the models DAM is increased by 4. COST: 2 points.

Mishima

Scalper
Any Mishima Warrior may be equipped with a Scalper instead of Ceremonial Blades. It is an extremely light knife preferred by only the most insane warriors. A warrior using a scalper has their CC increased by 2 and an opponent's CC is reduced by 2. The scalper has a DAM rating of 10(x2). COST: 3 points.

Samuri Armor NEW!!
A suit of light alloy armor, this increases the warriors armor rating by 3 (up to a maximum of 30). It may not be combined with combat/composite armor. Samuri Only.COST: 3 points.

Yomura's Amulet NEW!!
A Mishima warrior equipped with this amulet has a resistance to the Art and Dark Symmetry. The model may add +4 to it's LD when rolling to resist the Art or Dark Symmetry. COST: 5 points.


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