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AMOK
The Amok, also known as Savages, Reavers, Gone or Defilers, are the survivors of the now obliterated me-
galopoli of Liberty City. This was the city that had reached the highest level of technology by the end of
the World of Before, so the people inside its sealed walls soon attained the best possible living standard. Its
inhabitants had little to do, as everything was programmed, scheduled, computerized and made possible
mechanically by the governing council that kept all daily routines going. And an idle, jaded and aimless
society quickly turns into a decadent, apathetic and dangerous one.
Ambrosia, a very strong psychotropic designer drug, washed over this society like a wrecking ball. Its orig-
ins are still unknown and uncertain (some say it was introduced in the megalopoli by a foreign agent intent
on its destruction), but recent researchs have determined that the main component of the drug must be
extracted from the hypothalamus of a person in the moment of their greatest suffering.
Its rise was meteoric. Each person was affected in a different way; some started to experiment hallucina-
tions or visions, others could not stand the experience and took their own lives, many suffered paranoia
and fell into madness and savagery, while others had their minds expanded into new areas of enlightment
that transcended the human sphere. This plague raged on throughout the city, leaving behind it a trail of
murders, suicides, serial killings and mental illness, until the Liberty City council decided to set up the old
island of Manhattan as a prison-asylum of sorts to keep the disturbed inside, building a wall all around its
perimeter.
But in an ironic twist of fate, inside the walls of Mahattan, free from the influence of this devastating drug,
its effects diminished and most of the imprisoned people could finally make it. Outside the walls the Am-
brosia was still raging on in full strength and the local council wasn’t able to control its effects. With the local
law enforcement forces overrun, daily chores unattended and population in a permanent state of paranoia
or extreme madness, the city fell. It’s not known where the actual collapse took place, but those now known
as the Amok gathered in wolf packs and hunted down anyone weaker or not affected by the Ambrosia. Once
Liberty City was a ruined and sacked city and no new victims or challenges remained inside it, the terror of
these savage wretches, its minds ravaged and perception of reality severely altered by the Ambrosia, spread
into the Wasteland.
Now they wander those barren lands in search of victims that make them feel something again, Harvesters
always looking for the meager drops of drug they can distill from their prey. In their current state some of
the Amok have started to mutate, as if the beast within had found a way to manifest itself in the outside. For
some reason some of the tortured victims, their brains completely shattered, embrace the Amok after all the
suffering received, turning from prey to hunters.
Ambrosia:
Amok bands fight under the influence of a drug known as Ambrosia. Every band starts with a
dose of Ambrosia for each 100 points or fraction of its value. These doses will allow them to accomplish
extraordinary feats, but at a risk of a really bad trip. Harversters can gather new doses of Ambrosia (see
further on).
Before a miniature starts its Action Turn, you can give it ONE dose of Ambrosia and choose one of the fo-
llowing effects, which will be effective only for that Action Turn if the Ambrosia works properly:
+4” to Movement during an Assault.
+2 to Strength.
+2 to Toughness.
+2 to Tech.
Get the Special rule Offroad.
Overcome the Psycho fury (miniature can ignore that Special rule during this Action Turn)
You must roll a d10 to see if the drug works as desired and check this table:
Roll
1 or
less
2-3
4-10
Effect
The trip has gone really, really bad and the miniature will have 1
less Action per Turn for the rest of the game. If Actions get to 0,
the miniature is Downed. Drug has no effect.
Ambrosia will affect each type of troop in a different way. Fo-
llow the “Bad trip” rules of the unit. If they are engaged in Close
Combat, they will keep doing so.
Ambrosia works perfectly.
Every miniature will have a -1 penalty to this roll for each dose of Ambrosia it has consumed before during
the game.
Reaper
Reapers love to hack and slash. Of course they not only mutilate themselves, but they also play with the
bodies of other people to find some answers to their pain in their insides. They started torturing animals or
cutting their own flesh, but now their bloodlust is endless and no carnage too small.
Reaper
Actions
2
Combat
5
Precision
-
Agility
4
Strength Tough.
4
4
Tech
1
Weapons:
must be equipped with one of these weapons, paying its cost in points:
Armor:
Can have
thick clothes
for +5 points or
human leather
for +10 pts.
Special rules:
Small blade
Medium blade
4 pts.
Sickle
10 pts.
5 pts.
Psico fury:
Reapers only think of hacking their enemies apart. They will move towards the enemy
they can reach faster (no matter the Lines of vision). Usually this will mean the closest one, but there might
be a foe on a higher floor or behind a pile of Really fucked up terrain, and another one more reachable fur-
ther away on open ground.
Bad trip:
if there is a miniature at Assault distance, the Reaper will have to do so no matter it is
friend or foe.
Cost:
40 pts.
Harvester
Ambrosia stock was not unlimited, and after the collapse of Liberty City it was getting harder to obtain.
Some of the wickest ones among the Amok have been able to distill a similar product, although with shorter
effects, from the hypothalamus of their victims. The most terrified they are, the strongest the effect.
Harvester
Actions
3
Combat
3
Precision
3
Agility
5
Strength Tough.
3
3
4 pts.
5 pts.
Tech
6
Weapons:
must be equipped with one of these weapons, paying its cost in points:
Light mace
Mace
3 pts.
Small blade
5 pts.
Sickle
Armor:
has
thick clothes.
Can have
human leather
for +5 pts.
Special rules:
Specialists:
Harvesters are not very common. You can only have one Harvester for every 200 points
or fraction of the band value.
Bad trip:
the Harvester loses its grip and cannot Harvest during the current Turn.
Harvest:
a Harvester can spend 1 Action to Harvest one Downed enemy (no Downed enemy can
be harvested more than once), extracting liquid from its hypothalamus. The ammount of harvested Am-
brosia will depend on the victim’s terror. Roll a dice on the following table to check how many Ambrosia
doses it gets for the band, usable right away in the usual way:
Roll
1
2-5
6-9
10
Cost:
40 pts.
Doses
None
1
2
3
Glutton
Some of those affected by the Ambrosia ended up in a world of endless, insatiable hunger. Regular food
didn’t fill them for long, and soon they discovered that only human flesh had the right taste for they new
appetite. They are bulky creatures, less prone to the fact of killing for the sake of it, than to the reward in the
form of raw meat that comes afterwards.
Glutton
Actions
2
Heavy mace
Combat
2
Precision
3
Agility
4
Strength Tough.
4
5
8 pts.
Tech
3
Weapons:
must be equipped with one of these weapons, paying its cost in points:
6 pts.
Heavy blade
Armor:
has
thick clothes.
Can have
human leather
for +5 pts.
Special rules:
Eaters of the dead:
Gluttons can devour body parts of those unfortunate enough to be Downed near
them, getting stronger in the process. A Glutton can spend an Action to devour a Downed miniature (friend
or foe) in base to base contact to get a +1 bonus to Combat, Strength and Toughness. They can only devour a
miniature once, after that it will be considered gone for good (can’t be looted, harvested, healed by a Medic,
etc...).
Bad trip:
the Glutton is driven by its ever-hungry instincts and will move towards the closest Dow-
ned miniature not yet devoured (if any), spending an Action to eat it if possible. If the Glutton already was
in contact with a devoured miniature, it will stay there, tasting the last bit of it.
Cost:
45 pts.
Aberration
Once outside the city, feeding on the creatures of the Wasteland and drinking the new Ambrosia from the
Harvesters, some Amok have started physically reacting in strange ways to this new existence. Not only its
mind is changing, but also its body, turning into little more than feral beasts hideous to look upon.
Aberration
Actions
2
Combat
4
Precision
-
Agility
5
Strength Tough.
4
3
Tech
-
Weapons:
Claws and teeth.
Armor:
none.
Special rules:
Mong, Swift.
Madness:
looking an Aberration in the eye is staring at the abyss beyond humanity, and none can
endure that test unharmed. Miniatures Assaulting an Aberration will get no bonus for doing so.
Overdose:
Aberrations have little tolerance left for Ambrosia, so they have a starting -2 penalty to all
their rolls to check the drug effects.
Bad trip:
the Aberration will move randomly following the direction marked by the pointy end of a
d10. It will stop if it gets in contact with any obstacle.
Cost:
35 pts.
Wretch
During their forays the Amok kill, torture, rape and maim, in that very order if you are lucky enough. Usua-
lly they leave nothing but a trail of corpses on their wake, but sometimes they leave a victim alive with their
mind completely shattered by the experience. The ones that can’t simply come back from the darkness join
the Amok mimicking their wicked ways.
Wretch
Actions
2
Combat
4
Precision
3
Agility
3
Strength Tough.
3
3
4 pts.
5 pts.
Tech
3
Weapons:
must be equipped with one of these weapons, paying its cost in points:
Light mace
Mace
3 pts.
Small blade
5 pts.
Sickle
Armor:
Can have
thick clothes
for +5 points or
human leather
for +10 pts.
Special rules:
Dregs:
Wretches can’t use Ambrosia doses or Attached weapons. Besides, there cannot be more
Wretches in the band than the rest of the troops combined.
Cost:
15 pts.
GANG EQUIPMENT
Members of the Am,ok own some pieces of equipment used exclusively by them and that they don’t share
with any other faction. No miniature of any other band can loot or use this equipment in any way.
Attached weapon
Some among the Amok decide to make their favourite weapons a part of their physical bodies, joining both
together, so they cut off their own limbs to attach them.
Special rules:
an Amok can attach a Sickle, a Small blade or a Medium blade it has paid for. It will get a +1
bonus to Combat. Besides, the miniature will not be able to switch to another weapon, it can’t be looted and
it can’t be disarmed.
Cost:
10 pts.
Human leather
Many Amok fancy using the skins of their victims as combat protections. This treated leather not only pro-
tects them to some extent, but also instills fear in the heart of their enemies.
Special rules:
shots made against miniatures equipped with this Armor will suffer a -1 penalty at Short
range.
Armor:
3.
Sickle
This is a metallic blade in a crescent shape with a handle to grab and use it. It is specially designed to tear
through Armors.
Stats:
Strength +1, Penetration 3
Cost:
5 pts.
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