Re: Legionem sum quia multi sumus
Posted: Mon Sep 12, 2016 5:10 am
Do you plan on doing any more of these? I thought it was pretty cool
Discussion Forums
http://wiseturtle.razornetwork.com/
Yes, I just have to reconvert them from a previous tabletop engine to OVA2e.Blobathehutt wrote:Do you plan on doing any more of these? I thought it was pretty cool
The Waster's Barbed Tentacle Attack should use Break instead of Requirement. Same Endurance Cost modifier, but the requirement is less than the official Break. To make things easier, I'd just use Break instead.Sabersonic wrote:Considering the lack of replies to my conversions, in particular the Leech's Explosive Cysts and the Waster's Barbed Tentacle Attack, would it be safe for me to assume that the choices for those particular inquiries were the correct approach?
Oh yeah.... I forgot that OVA had a feature like that... Never was too sure how to represent that outside the shonen genre.Malancthon wrote:The Waster's Barbed Tentacle Attack should use Break instead of Requirement. Same Endurance Cost modifier, but the requirement is less than the official Break. To make things easier, I'd just use Break instead.
Commando
A former human, either living or dead, possessed by the ethereal denizens of hell. The commando is one of the more powerful of the Z-Sec creatures and equally scaled in formidability. Though not armored due to the bulk of its muscles, they are never the less difficult to take down in a frontal assault.
(5 Points)
HEALTH: 50
ENDURANCE: 30
TV: 12
DX[END] - AttackLevel - Ability
- 0[0] - “Tentacle Grapple” (Paralyzing x2; Reach. No Damage; Unwieldy)
- 3[0] - “Tentacle Whip” (Reach; Stunning. Low Penetration; Unwieldy)
- 4[0] - “Chaingun Burst” (Affinity, Aiming; Area Effect; Effective; Impairing; Overwhelming; Ranged. Ammunition x2; Inaccurate x3; Ineffective; Elaborate Gestures, Both Hands on Weapon; Weapon)
Level - Weakness
- +3 - Attack “Small Arms”
- +3 - Iron-Willed “Psionic Influence”
- +1 - Knowledge “Marksmanship”
- +3 - Life Support
- +3 - Perceptive “Unpossessed Mortals”
- +1 - Strong
- +3 - Tough
- +1 - Vigorous
- -1 - Awkward Size
- -2 - Bizarre Appearance
- -1 - Dense
- -2 - Easily Distracted “Living Prey”
- -3 - Unique (Cannot Heal)
- -1 - Unique “Impaired Manipulation”
- -2 - Vulnerability (Fire)
- -1 - Vulnerability (Headshots)
Revenant
One of the more unique daemons of hell that have taken corporeal form, the Revenant could be considered the heavy weapon specialist of Hell’s armies due to the two rocket launchers mounted upon its shoulder. In general appearance, the Revenant is akin to a walking skeleton with transparent flesh and generally stands in an impressive height. Like many Hell daemons, the Revenant is able to teleport in order to ambush their targets, most often from behind.
(5 Points)
HEALTH: 70
ENDURANCE: 50
TV: 14 (19 Scaled)
DX[END] - AttackLevel - Ability
- 3[0] - “Talons” (Armor Piercing x2. Elaborate Gestures; Ineffective)
- 4[10] - “Fire Balls” (Area Effect; Continued Effect; Ranged. Countered; Inaccurate; Elaborate Gestures)
- 6[10] - “Rocket Launchers” (Affinity, Explosive. Area Effect; Multiple Targets; Ranged. Activation; Countered)
Level - Weakness
- +2 - Armored*
- +3 - Attack*
- +3 - Iron-Willed “Psionic Influence”*
- +2 - Life Support
- +1 - Perceptive “Horror”*
- +2 - Perceptive “Unpossessed Mortals”*
- +1 - Strong*
- +1 - Teleport (Self-Only)
- +3 - Tough
- +1 - Vigorous
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
- -1 - Awkward Size
- -3 - Bizarre Appearance
- -2 - Easily Distracted “Living Prey”
- -3 - Endurance Use “Teleport”
- -2 - Impaired Sense “Taste”
- -2 - Mute
- -1 - Short-Tempered
Menial
Largely non-combat oriented strains of the Chimeran Army, the Menial are typically utilized in support roles such as basic labor. Chief among them are their duties to the Chimeran Conversion Centers that transform comatose, infected victims into the various strains of the Chimeran Army. The Menials are also noteworthy as to be among the first of the Chimeran Strains to be created after the Tunguska Event deep within Russian Siberia.
Though Menials are weak, slow and sluggish, and often times ignore other Chimeran Strains as they perform their various duties, they are no less of a threat if one attempts to grapple upon an unsuspecting foe and voraciously bite them until they die from the numerous wounds.
(-5 Points)
HEALTH: 30
ENDURANCE: 30
TV: 10 (15 Scaled)
DX[END] - AttackLevel - Ability
- 3[0] - “Claws” (Armor Piercing. Elaborate Gestures)
- 3[0] - “Bite” (Inaccurate)
- 3[0] - “Leap Attack” (Effective x3; Impairing; Range; Stunning. Activation; Inaccurate; Low Penetration x2)
Level - Weakness
- +2 - Attack*
- +1 - Combat Expert*
- +2 - Gear “Sym-Bac Canisters” (Healer, Effective x4. Activation; Ammunition x2)
- +1 - Healer “Hyper-Metabolism” (No Gestures. Self-Only)
- +3 - Knowledge “Electrical Repair”
- +3 - Knowledge “Mechanical Repair”
- +2 - Life Support
- +1 - Psychic “Chimera Hive-Mind” (Requirement, Other Chimera)*
- +1 - Quick*
- +1 - Strong*
- +1 - Tough
- +1 - Vigorous
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage.
- -2 - Bizarre Appearance “Chimerian Anatomy”
- -3 - Dependency “Link to Chimeran Hivemind” (Dies)
- -2 - Ineptitude “Tactical Novelty”
- -2 - Impaired Sense “Taste”
- -1 - Mute
- -3 - Restricted Freedom “Chimeran Army”
- -3 - Servitude “Chimeran Army”
- -3 - Vulnerability (Fire-based Attacks)
- -3 - Vulnerability “Heat Stack” (Weak Point)
- -1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
Yeeeeahhh.... That second one's gonna give someone nightmares for a while....Pregnant
A radical variant of the Slasher, these necromorphs are named due to their bloated appearance. This swollen cavity allows them to ferry smaller necromorphs internally from numerous smaller necromorphs such as Swarmers and Swarms, to larger creations such as Lurkers. Due to the larger target area of the central body, most would make the mistake of assumption that it is a weak point when in fact it is the opposite. Upon rupture, the internal cargo is released and overwhelms the victim. The only saving grace is their noticeably lack of any speed and mobility due to the massive size of the internal cavity and can maintain a brisk walk after their prey.
(2 Points)
HEALTH: 40
ENDURANCE: 30
TV: 11 (16 Scaled)
DX[END] - AttackLevel - Ability
- 5[0] - “Scythe Arms” (Armor Piercing; Effective x2. Elaborate Gestures; Inaccurate x2)
Level - Weakness
- +2 - Armor (Cancel x2, Dismemberment)*
- +1 - Art of Invisibility
- +2 - Attack*
- +5 - Life Support
- +3 - Minions (Activation, Defeat)
- +3 - Perceptive “Neurokinetic Impulses”*
- +2 - Perceptive “Living Beings under the Influence of the Markers”*
- +2 - Tough
- +2 - Unique “Wall Crawling”
- +1 - Vigorous
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
- -1 - Awkward Size
- -3 - Bizarre Appearance
- -1 - Clumsy “Unwieldly Gait”
- -2 - Compulsion “Killing”
- -1 - Dense
- -2 - Ineptitude “Manual Dexterity”
- -1 - Mute
- -3 - Servitude “Hiveminds and Markers”
- -3 - Unique (Cannot Heal)
- -1 - Vulnerability (Fire)
- -3 - Vulnerability (Dismemberment)
Spitter
One of the more commonly encountered Necromorph during a typical outbreak and largely a variant of the Slasher, their name comes in the form of their ability to spit acid at their victims to both cause harm and to distract them long enough for said victim to be killed either by it or by other Necromoprh types. This specialized projectile attack also gives the Spitter an additional, close quarters combat option of biting to which it can extend its jaws to attack its chosen prey in addition to its Scythe Arms.
(0 Points)
HEALTH: 40
ENDURANCE: 30
TV: 11 (16 Scaled)
DX[END] - AttackLevel - Ability
- 4[0] - “Scythe Arms” (Armor Piercing; Effective x2. Elaborate Gestures; Inaccurate x2)
- 3[0] - “Acid Spit” (Continued Effect; Effective; Ranged. Activation; Low Penetration x2)
- 2[0] - “Bite” (Armor Piercing. Finisher)
Level - Weakness
- +2 - Armor (Cancel x2, Dismemberment)*
- +1 - Art of Invisibility
- +1 - Attack*
- +5 - Life Support
- +3 - Perceptive “Neurokinetic Impulses”*
- +2 - Perceptive “Living Beings under the Influence of the Markers”*
- +2 - Tough
- +2 - Unique “Wall-Crawling”
- +1 - Vigorous
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
- -3 - Bizarre Appearance "Necrotic Form"
- -1 - Clumsy “Unwieldly Gait”
- -2 - Compulsion “Killing”
- -1 - Dense
- -2 - Ineptitude “Manual Dexterity”
- -1 - Mute
- -3 - Servitude “Hiveminds and Markers”
- -3 - Unique (Cannot Heal)
- -1 - Vulnerability (Fire)
- -3 - Vulnerability (Dismemberment)
Slipskull
A specialized Chimeran strain, the Slipskulls serve as scouts of the Chimeran Army whom specialize in stealthy movement and ambush attacks. Their enhanced legs allow them to leap considerable distances, especially within urban environments or other similarly clustered battle spaces to which their agility and stealthy nature make them effective and lethal to their designated role. However, the Slipskulls are not battle hardened soldiers that would attack hostile forces head on. Rather, they prefer guerilla-style tactics to whittle down combat formations until either allied Chimera forces arrive or a series of lucky shot culls said military group.
(-5 Points)
HEALTH: 30
ENDURANCE: 30
TV: 10 (15 Scaled)
DX[END] - AttackLevel - Ability
- 3[0] - “Talons” (Armor Piercing. Elaborate Gestures)
- 3[0] - “Fangs” (Inaccurate)
Level - Weakness
- +1 - Armored “Chimera Armor”*
- +2 - Attack*
- +1 - Combat Expert*
- +3 - Gear “Reaper Carbine Rifle Magazines”
- +2 - Gear “Sym-Bac Canisters” (Healer, Effective x4. Activation; Ammunition x2)
- +1 - Healer “Hyper-Metabolism” (No Gestures. Self-Only)
- +2 - Jumping
- +2 - Life Support
- +1 - Psychic “Chimera Hive-Mind” (Requirement, Other Chimera)*
- +2 - Quick*
- +1 - Strong*
- +1 - Tough
- +1 - Vigorous
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage.
- -3 - Bizarre Appearance "Chimeran Anatomy"
- -3 - Dependency “Link to Chimeran Hivemind” (Dies)
- -1 - Ineptitude “Manual Dexterity”
- -2 - Ineptitude “Tactical Novelty”
- -2 - Impaired Sense “Taste”
- -1 - Mute
- -3 - Restricted Freedom “Chimeran Army”
- -3 - Servitude “Chimeran Army”
- -3 - Vulnerability (Fire-based Attacks)
- -3 - Vulnerability “Heat Stack” (Weak Point)
- -1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
Reaper Carbine Rifle
A unique, dual-use directed energy small-arm, the Reaper Carbine is almost exclusively utilized by the Slipskulls. The advanced targeting computer of the Reaper Carbine allows a user to fire at two separate targets accurately, often times aimed at the head of the offending enemy.
DX[END] - Attack-----------------
- 3[0] - “Burst Energy Fire” (Area Effect; Armor Piercing; Multiple Targets; Ranged. Elaborate Gestures, Both Hands on Weapon; Inaccurate x2; Weapon)
Reaper Carbine Rifle Magazine
A spare reload for the Reaper Carbine Rifle, it can be used to fully replenish an otherwise spent Carbine Rifle. As such, it can only be used once.
Level - AbilityLevel - Weakness
- +3 - Endurance Reserve “Reaper Magazine”
- -2 - Unique “Only Reaper CR Attacks”
And that should be it for now. So is there anything that needs improvement or are they all fine as is?Daemon
One of the more unique daemons of hell that have taken corporeal form, the aptly named Daemon are noticeably large despite their quadrupedal locomotion and typically attack their prey with first a horned charge and then to bite the unfortunate victim with its massive fangs until death. Like many Hell daemons, the Demon is able to teleport in order to ambush their targets, most often from behind.
(4 Points)
HEALTH: 60
ENDURANCE: 50
TV: 12 (17 Scaled)
DX[END] - AttackLevel - Ability
- 3[0] - “Horns” (Armor Piercing x3. Activation; Inaccurate)
- 3[0] - “Bite” (Armor Piercing. Inaccurate)
Level - Weakness
- +3 - Armored*
- +2 - Attack*
- +3 - Iron-Willed “Psionic Influence”*
- +2 - Life Support
- +1 - Perceptive “Horror”*
- +2 - Perceptive “Unpossessed Mortals”*
- +2 - Strong*
- +1 - Teleport (Self-Only)*
- +3 - Tough
- +1 - Vigorous
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
- -1 - Awkward Size (Large)
- -3 - Bizarre Appearance
- -2 - Easily Distracted “Living Prey”
- -3 - Endurance Use “Teleport”
- -2 - Impaired Sense “Taste”
- -2 - Mute
- -1 - Short-Tempered
- -2 - Unique “Impaired Manipulation” (No hands)
------------------Divider
One of the more unique Necromorphs encountered in a typical outbreak, they are called so because the divider is actually several entities within a single caricature. Though it’s primary attacks are with its claws and tongue-like tentacle to asphyxiate victims, it has the unique ability to divide into smaller, weaker Necromorphs called either Divider Components or Spawn that overwhelm the victim if the combined form is damaged enough to warrant such an action.
(2 Points)
HEALTH: 40
ENDURANCE: 20
TV: 11 (16 Scaled)
DX[END] - AttackLevel - Ability
- 3[0] - “Claws” (Effective. Elaborate Gestures)
- 2[0] - “Tongue-like Tentacle Grapple” (No-Gesture; Paralyzing; Reach. Non-Penetrating x3)
Level - Weakness
- +2 - Armor (Cancel x2, Dismemberment)*
- +1 - Art of Invisibility
- +1 - Attack*
- +5 - Life Support
- +2 - Minions “Divider Components/Spawn” (Break)
- +3 - Perceptive “Neurokinetic Impulses”*
- +2 - Perceptive “Living Beings under the Influence of the Markers”*
- +2 - Tough
- +2 - Unique “Wall-Crawling”
- +1 - Vigorous
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
- -3 - Bizarre Appearance "Necrotic Form"
- -2 - Compulsion “Killing”
- -1 - Dense
- -1 - Ineptitude “Manual Dexterity”
- -1 - Mute
- -3 - Servitude “Hiveminds and Markers”
- -3 - Unique (Cannot Heal)
- -1 - Vulnerability (Fire)
- -3 - Vulnerability (Dismemberment)
While we're on the subject of Minions, is it legal for Minions to have their Health and Endurance be increased via Tough and Vigorous attributes or no? Just curious.Divider Component/Spawn
One of several sub-individual necromorphs that make up a single Divider, their weak constitution and attacks are made up in their ability to swarm a victim with their fellow Components/Spawn. Their greatest ability, however, is how they unify into the imposing Divider to take on more resilient victims.
(1 Points)
HEALTH: 10
ENDURANCE: 10
TV: 8
DX[END] - AttackLevel - Ability
- 3[0] - “Claws” (Effective. Elaborate Gestures)
- 2[0] - “Tongue-like Tentacle Grapple” (No-Gesture; Paralyzing; Reach. Non-Penetrating x3)
Level - Weakness
- +1 - Armor
- +7 - Art of Invisibility
- +1 - Attack*
- +1 - Combined Form “Divider Necromorph”
- +5 - Life Support
- +1 - Many-Handed
- +3 - Perceptive “Neurokinetic Impulses”*
- +2 - Perceptive “Living Beings under the Influence of the Markers”*
- +3 - Unique “Turns Defeated into Necromorphs”
- +2 - Unique “Wall Crawling”
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
- -3 - Awkward Size (Small)
- -3 - Bizarre Appearance “Necrotic Form”
- -2 - Compulsion “Killing”
- -2 - Dense
- -4 - Ineptitude “Manual Dexterity”
- -2 - Mute
- -3 - Servitude “Hiveminds and Markers”
- -3 - Unique (Cannot Heal)
- -3 - Vulnerability (Fire)
Hell Knight
One of the more unique daemons of hell that have taken corporeal form, the Hell Knight is a massive and muscular creature that could be considered a stronger and more elite form of the Imp. This, in turn, makes the Hell Knight the Shock Trooper of Hell’s armies. Along with its razor talons, fangs, and its impressive physical strength, the Hell Knight is able to lob fireballs to attack pray beyond the reach of its arms. Like many Hell daemons, the Hell Knight is able to teleport in order to ambush their targets, most often from behind.
(5 Points)
HEALTH: 60
ENDURANCE: 50
TV: 12 (17 Scaled)
DX[END] - AttackLevel - Ability
- 4[0] - “Talons” (Armor Piercing. Elaborate Gestures)
- 6[0] - “Plasma Balls” (Effective x2; Impairing; Ranged. Countered x2; Inaccurate; Elaborate Gestures)
Level - Weakness
- +2 - Armored*
- +3 - Attack*
- +3 - Iron-Willed “Psionic Influence”*
- +2 - Life Support
- +1 - Perceptive “Horror”*
- +2 - Perceptive “Unpossessed Mortals”*
- +2 - Strong*
- +1 - Teleport (Self-Only)*
- +2 - Tough
- +1 - Vigorous
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
- -1 - Awkward Size (Large)
- -3 - Bizarre Appearance
- -2 - Easily Distracted “Living Prey”
- -3 - Endurance Use “Teleport”
- -2 - Impaired Sense “Taste”
- -2 - Mute
- -1 - Short-Tempered
And that'll be it for now. So until then, do these abominations pass mustard or do they need some alterations here and there?Longlegs
A specialized Chimeran strain, the Longlegs serve as Force Reconnaissance units of the Chimeran Army. The Longlegs earn this moniker due to their genetically and mechanically enhanced legs which allow them to jump farther and higher than their Slipskull brethren. The Longlegs are noticeably more durable than the common Hybrid and are often enough serve as rapidly deployable and rapid maneuver designated marksman with other direct action worthy Chimeran strains when in combat environments that have tall structures either artificial or natural. The only true reason why the Longlegs have not fully supplanted the Slipskulls as the standard scout unit of the Chimeran Army is due to their underwhelming stealth ability under heavy fire.
(-1 Points)
HEALTH: 40
ENDURANCE: 40
TV: 13 (18 Scaled)
DX[END] - AttackLevel - Ability
- 3[0] - “Talons” (Armor Piercing. Elaborate Gestures)
- 3[0] - “Fangs” (Inaccurate)
Level - Weakness
- +1 - Agile
- +1 - Armored “Chimera Armor”*
- +2 - Attack*
- +1 - Combat Expert*
- +3 - Gear “Bullseye Assault Rifle/Deadeye Sniper Rifle Magazines”
- +2 - Gear “Sym-Bac Canisters” (Healer, Effective x4. Activation; Ammunition x2)
- +1 - Healer “Hyper-Metabolism” (No Gestures. Self-Only)
- +3 - Jumping
- +2 - Life Support
- +1 - Psychic “Chimera Hive-Mind” (Requirement, Other Chimera)*
- +2 - Quick*
- +1 - Strong*
- +2 - Tough
- +2 - Vigorous
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage.
- -3 - Bizarre Appearance “Chimeran Anatomy”
- -3 - Dependency “Link to Chimeran Hivemind” (Dies)
- -1 - Ineptitude “Manual Dexterity”
- -2 - Ineptitude “Tactical Novelty”
- -2 - Impaired Sense “Taste”
- -1 - Mute
- -3 - Restricted Freedom “Chimeran Army”
- -3 - Servitude “Chimeran Army”
- -3 - Vulnerability (Fire-based Attacks)
- -3 - Vulnerability “Heat Stack” (Weak Point)
- -1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
------------------
Bullseye Assault Rifle
The primary, directed energy small-arm of the Chimeran Hybrid Infantry, the Bullseye Assault Rifle is an extremely versatile weapon system due to its Bullet Tag ability. Once fired, every successive round will automatically alter its trajectory no matter the firing angle and fly towards the Bullet Tag. These makes the Bullseye useful in either saturation fire upon a desired location, effective blind-fire from cover, or as some soldiers have learned, make for a useful improvised trap.
DX[END] - Attack-----------------
- 3[0] - “Burst Energy Fire, Homing” (Accurate x4; Setting “Burst Energy Fire, Standard”; Ranged; Rediretable. Open to Attack; Requirement, Bullet Tag)
- 3[0] - “Bullet Trap” Area Effect; Setting “Burst Energy Fire, Standard”; Ranged; Trap. Activation; Low Penetration; Requirement; Bullet Tag)
- 3[5] - “Burst Energy Fire, Standard” (Area Effect x2; Armor Piercing x2; Ranged. Elaborate Gestures, Both Hands on Weapon; Inaccurate x3; Weapon)
- 0[5] - “Bullet Tag” (Accurate x7; Ranged. Elaborate Gestures, Both Hands on Weapon; No Damage; Weapon)
- 2[0] - “Buttstroke” (Defensive; Stunning. Elaborate Gestures, Both Hands on Weapon; Ineffective; Low Penetration x2; Weapon)
Deadeye Sniper Rifle
The standard, directed energy long distance small-arm of the Chimeran Army, the Deadeye Rifle is utilized by both Sniper Hybrids and Sniper Longlegs. Though it has the surgical precision expected of a sniper rifle, the Deadeye is fully capable of projecting a Photon Charge that is able to decimate nearly all types of infantry targets. However, it takes great concentration and time to charge up the weapon, an action that leaves the weapon user vulnerable to a pre-emptive strike.
DX[END] - Attack-----------------
- 5[15] - “Photon Charge” (Accurate x4; Armor Piercing x4; Effective x2; Impairing; Ranged. Buildup x2; Elaborate Gestures, Both Hands on Weapon; Open to Attack; Weapon)
- 3[5] - “Supersonic Energy Blast” (Accurate x4; Armor Piercing x4; Ranged. Elaborate Gestures, Both Hands on Weapon; Open to Attack; Weapon)
- 2[0] - “Buttstroke” (Defensive; Stunning. Elaborate Gestures, Both Hands on Weapon; Ineffective; Low Penetration x2; Weapon)
Bullseye Assault Rifle Magazine
A spare reload for the Bullseye Assault Rifle, it can be used to fully replenish an otherwise spent AR. As such, it can only be used once.
Level - AbilityLevel - Weakness
- +3 - Endurance Reserve “Bullseye Magazine”
-----------------
- -2 - Unique “Only Bullseye AR Attacks”
Deadeye Sniper Rifle Magazine
A spare reload for the Deadeye Sniper Rifle, it can be used to fully replenish an otherwise spent SR. As such, it can only be used once.
Level - AbilityLevel - Weakness
- +3 - Endurance Reserve “Deadeye Magazine”
- -2 - Unique “Only Deadeye SR Attacks”