![]() Entity Rules |
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![]() The rules given here were written for campaign use. If you seriously want to use them (I suppose most people read this for amusement), you can write to me and ask about points unclear. MovementEntities have Thrust Points instead of normal movement characteristics. Thrust Points is the sum of the Speed, G and acceleration/deceleration the Entity can use in a turn. An Entity can push, with normal difficulties. On a failure, they move a number of hexes equal to the amount of thrust they overexpened, and suffer Random Movement, taking the fractures in the body. When stunned, they can do only Straight maneuvers. Entity can hoover indefinitely, and will never collide with anything, even terrain. This let's them fly in hexes normally blocked. WeaponsMost entity weapons are so unique so as to be described under each particular entity. A few are more common, however. TentaclesRange: 2, Damage: HE rocket template The tentacles of these creatures can twist the fabric of time and space to stretch unimaginable distances. Thus, they actually have a range. However, they do suffer double normal range penalties. They can also attack in the two front side hexes (facing B and F), but only one hex away. Entity can always use tentacles against targets in the same hex, but suffer normal deflection modifiers. They do damage using the HE-rocket template, great slashing gouts of destruction. Each strikes a random part of the target. They cannot double down or jam. Sanity BlastRange: Unlimited, Damage: Stun + Berserk So alien and terrible are these creatures, that the mere sight of one can cause despair and hopelessness in the sensitive. When they focus this ability, they can cause a pilot to go stark raving mad.
DamageEntities take damage in the same manner as aeroplanes, having a damage template. In most cases, they only have a single facing and damage location, like zeppelin gun turrers. Common systems found on most entities include the following. Note that entities with Blubber regenerate, which can make them indefinitely much harder to kill. Fat/ArmorThis works like armor; no damage effect. BlubberThese creatures are plastic, and have a system of veins that replenish lost body fluid to re-inflate damaged parts. This is the blubber, and it gives them regeneration. Trace a path from each undamaged blubber box side. The first damaged box in this path is repaired. This happens just after the monster has fired. Each box has four sides, so each can give a maximum theoretical regeneration of four damage points, though in practice only horizontal lines matter much. A damage box that has regenerated this turn stops further regeneration, so a column of Blubber will only cause one box of regeneration vertically, but one box in each row horizontally. Tentacles/Weapons (many different names)These are the weapon systems of the Entity. BoneInternal skeletal structure that protects the brain and keeps the creature together. Hits to the bone are jarring, and can cause stuns. Treat as Canopy hits. Brain/BodyThis is the equivalent to the "pilot" in a plane, and is treated identically. Note that even a cored or severely damage Entity will still regenerate as long as the "pilot" is not killed. This means Entity are almost impossible to kill. It takes them much too long to regenerate to return within the same scenario, however. WingsWing hits can reduce the number of available Thrust Points; the creature loses two thrust points for each wing area that is damaged. With zero thrust points remaining, the creature crashes, which in most cases does not kill it; it will simply crawl to safety and regenerate. |
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