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SPECIAL RULES



AGENTS

Agents are computer based sentient programs whose sole purpose is the elimination of the "Resistence". Agents have incredible speed, almost unlimited strength, and cannot be destroyed physically.

Uncanny Speed- Due to their incredible reflexes and coded sight they are almost inpossible to hit with conventional and ballistic weapons. This provides the agent with an Invulnerable 3+ save vs. shooting and an Invulnerable 4+ save in assualt.


Code Sight- Agents view the "world" not as we see it. The world to them is a series of sysmbols giving them an almost clarvoiyent aura of reactions. To represent this agents may choose to re-roll one of the following per turn: failed save, failed to hit roll in close combat, successful to hit roll of opponent in base contact, or failed to wound roll. Note that the second result still applies even if the next roll also succeeds/fails, also note the dice may only be re-rolled once.


Eternal Presence- Agents must take control of a mind hard wired to their system to opperate. When destroyed it is as if the mind they possessed was destroyed and the agent himself just comes back in another. TO represent this Agents do not deploy at the begining of a battle but are treated as being in reserve with +1 to all reserve rolls. When an agent reaches the table top choose a squad and nominate a model to be replaced by the agent, the agent is part of the squad until the start of your next turn. When an agent is destroyed treat it as if he is in reserve and it is the second turn.


THE RESISTANCE


The resistance is a collection of renegades from across the programmed reality of the matrix. After being freed from their "prison" they have gone through intense mental conditioning and training.

Enhanced Reflexes- Speed and agility is essential to battle agents and other dangers of the matrix. With incredible training and a sense that the matrix isn't "real" they can bend and break most of the programmed rules of the matrix. To represent this they have special bonuses to their initiative and weapon skill, in addition they may take an invulnerable 5+ save against shooting and an invulnerable 4+ save in hand to hand.


Defy Gravity- As part of their mental conditioning they must make a leap of faith from one building to another. "No one makes it the first time," but eventually members of the resistance can leap and sprint distances that men think impossible. To represent this members of the resistance ignore difficult terrain and may make a 12" assault move.


WEAPONRY







NameStrengthAPRangeType
22 Superspeed3418"Assault 2
Uzi3512"Assault 3
Assault Rifle5424"Rapid Fire
Shotgun6418"Assault 1