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===Special Rules=== *'''Spread''' : A weapons with Spread deals 1 less point of damage for each 4 inches of distance. At pointblank range, on 7+ on the Nemesis die, its base damage is doubled. *'''No line of sight''' : The model firing such weapons doesn't have to "see" its target, but an ally must still have line of fight on it. These don't mishap like the others. Instead, they deviate 1/4 of the target distance on a random direction. *'''Blast''' : Measure the according distance from the point of impact. Every unit and building in that distance sustains the same attack as the original target. *'''Warp''' : The unit aims at a point it can see, where there is no building or other unit. Then it takes a Tech skill test with a difficulty of 8 x each 4" of distance (2" if the Warp drive is Light, 6" if the Warp drive is Heavy). If the pilot is successful, the unit crosses that distance instantly, and produces a blastwave that deals (5 x Unit Mass) damages to anything in a radius equal to the number of range increments taken. *'''Piracy''' : this allows the unit to take control of an enemy Unit or building : ** Used on an enemy unit, it will give it Active die + 5 CDT ** Used on an enemy turret, it will allow the pirate to use it as if it was their own, on a Tech skill roll of 20 ** Used on a laboratory, it will allow the pirate to steal a technology on a tech skill roll equal to the number of Research Points necessary to get the technology. *'''Shield''' : A shield grants some ablative armor : extra health points with extra armor value. They also add to difficulty to touch in close combat. Once the extra hit points are depleted, all the bonuses are lost. {| border="1" cellspacing="0" cellpadding="5" align="center" ! Size ! Extra HP ! Armor ! bonus to defense |- | Light | 5 | +1 | +4 |- | Medium | 10 | +2 | +6 |- | Heavy | 15 | +3 | +8 |- |} <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br />
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