Documente Academic
Documente Profesional
Documente Cultură
RESULT
Magazine Explosion Point Defence Offline Raging Fire Systems Offline Weapon Damage Hard Pounding Engine Failure Decompression Containment Leak Secondary Systems Offline Fold Space Rupture
2 2 2 2 2 2 2 2 2
Players can attempt to repair any Critical Hit Effects that have been inflicted upon their models by making a Damage Repair Test during the End Phase of each Turn. Players resolve any Damage Repair Tests simultaneously, but must roll separately for each Critical Hit Effect that they are attempting to repair, and can only attempt to repair each Critical Hit Effect ONCE per Turn. Roll 1D6 for each Damage Repair Test: On a roll of 1, 2 or 3, the Repair has been successful and the corresponding Critical Hit effect is removed. On a roll of 4, 5 or 6, the Repair attempt has failed and the Critical Hit effect remains on the model. Any Critical Hit effects that are marked in Red (results 2, 7 and 12) CANNOT be repaired. Important Note: It is not possible to remove Hull Point (HP) damage or Crew Point (CP)/Assault Point (AP) loss with a Damage Repair Test, just the Critical Hit Effect. If a model has a Raging Fire Marker on it, a Damage Repair Test MUST be made for EACH Raging Fire Marker on the model. If any attempt to repair a Raging Fire fails, the model immediately loses 1 Crew Point (CP)/Assault Point (AP). If the attempt is failed with a roll of 6, the model ALSO gains +1 Raging Fire Marker. If a model has a Decompression Marker on it, a Damage Repair Test MUST be made for EACH Decompression Marker on the model. If any attempt to repair a Decompression fails, the model immediately loses 1 Crew Point (CP)/Assault Point (AP). If the attempt is failed with a roll of 6, the model ALSO loses 1 Hull Point.