The Chtorrans are here! You must assemble your Squad of Soldiers to
clear them out with Fire, Cryo, and Conventional Weapons. This game
takes place in the Modern era and is fully compatible with every other Warfighter Core game. Warfighter Chtorr
looks to simplify the system by reducing the number of keywords and
effects, while keeping the complexity and decision-making the series is
known for. New features:
- Field Points! Chtorran bodies that haven't been cooked or exploded
can be studies by the science team working with your Squad! Preserve
their bodies by not using Explosive, Spray, or Fire Attacks to earn
Field Points. Spend Field Points to Spark Skills or purchase new
Equipment/Weapons mid-Mission with Radios to help with your fight
against the alien threat.
- Your Weaponry matters! There are 3 types of Weapons in Chtorr: Fire,
Ice, and Conventional. Starting with Fire, these Weapons offer a huge
Defeat Cover (Pen) bonus but reduces the Hostile's available Field
Points, they also come with very little Ammo, meaning you have to
feather the trigger, and use Field Points to resupply more Fuel
mid-Mission.
- Next is Ice, these Weapons do not inflict direct Wounds to Hostile
cards, but instead place Slow counters. For each Slow Counter placed on a
Hostile, Soldiers add 1 to their Attack and 1 to their Defeat Cover
(Pen) rolls against that Hostile until the end of the turn. This means
you can use Conventional Weaponry against Chtorr to preserve their Field
Points!
- Finally, we have Conventional Weaponry, these Weapons don't have
great Defeat Cover (Pen) roll bonuses, but they more than make up for
that with quantity of Attacks! These Weapons can perform exponentially
more Attacks than Fire or Cryo based Weaponry and most importantly,
preserve the Hostile's Field Points! (Unless you Deploy your MG4's
Bipod!)