Points — Imperium or Orks only 


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Points — Imperium or Orks only



A combination of two basic weapons (224). At the beginning of the game, declare which you would like: a combination Bolter (224) and Meltagun (227), Bolter and Plasma Gun (228), Bolter and Flamer (225) or twin

Bolters (counts as a single StormBolter (229)). Each shooting phase (27), you can either fire just one barrel of the

combi-weapon as per normal shooting rules, or fire both barrels at the same target with a –1 to hit modifier on both shots.

 

Conversion Field                                                                                                                    Rare-3

Points

The wearer gains an additional, unmodified armour saving throw of 4+. A successful save using the Field causes a blinding flash, as per Photon Grenades (257); unprotected troops within a radius equal to the incoming weapon‘s Strength in inches will be blinded until the beginning of their next turn on a 4+ on D6. Blind models cannot move or shoot and fight in hand-to-hand combat (32) with a WS of 1.

 

Crozius Arcanum                                                                                                              Uncommon

Points — Imperium only

See the weapon profile (230) for more information on this item.

 

Crushing Arm of Kamir                                                                                                          Unique

Points — Imperial Guard Mogul Kamir only

Calculate the number of hits scored in hand-to-hand combat as normal. Once you know how many hits Mogul has

inflicted, roll a D6. If the score is equal to or less than the number of hits scored, then the Crushing Arm has successfully gripped the enemy — in which case, the number of hits already inflicted is automatically doubled. A 6 always means the Arm has failed in this attempt.

 

C'tan Phase Sword                                                                                                                  Rare-2

Points — Space Marine, Chaos Marines and Assassins only

See the weapon profile (249) for more information on this item.

 

Cybork Body                                                                                                                           Rare-1

Points — Orks only

A Cybork Body increases the Strength and Wounds of the Ork wearing it by +2 apiece. Additionally, if the Ork is hit by an attack (ranged or close combat), the hit is resolved using normal Armour Penetration (31) rules; he is


 

 

treated as having an Armour Value of 15. If the attack‘s penetration is exactly 15, the Ork is knocked over and may neither move nor fire in his next turn as he spends it standing back up. Attacks with a penetration greater than 15 knock the Ork over as above, but also cause 1 Wound for each point by which the attack beats the Cybork Body‘s Armour Value by; e.g., an attack with Penetration 18 would cause 3 Wounds to the Ork.

 

Dark Reaper Rangefinder                                                                                                      Common

Points — Eldar Exarchs only

This device incorporates a Targeter (221, +1 to hit). In addition, the model may ignore any penalties when firing at moving targets (29).

 

Daemon Sword Drach’nyen, The                                                                                            Unique

Points — Chaos Space Marines Abaddon only

See the weapon profile (249) for more information on this item.

 

Daemon Weapon                                                                                                                     Rare-2

Points — Chaos only

A model wielding a Daemon Weapon gains +2 to their WS and Strength, and always wounds psykers and daemons on a roll of 2+ regardless of their Toughness. Living models wounded by this weapon during hand-to-  hand combat (32) must pass a Leadership test (47); if they fail, they die.

 

Death Mask of Sanguinius                                                                                                      Unique

Points — Space Marines Blood Angels commander only

The wearer causes Terror (48).

 

DigiLasers                                                                                                                              Rare-2

Points

Automatically fired at the start of hand-to-hand combat (32) against all opponents in base-to-base contact, before

any Attack Dice are rolled and regardless of whose turn it is. Work out the shots as normal. DigiLasers get 3 shots which may be divided any way you choose against all models in base-to-base contact with the firing model. Once close combat has started, the lasers have no further effect, and the model using them gains no bonus Attack Dice for using them.

Strength Damage Save Mod. Armour Pen.
3 1 -1 D6+3

 

Displacer Field                                                                                                                        Rare-2

Points

The wearer gains an additional, unmodified armour saving throw of 3+ on D6. A successful save means the wearer is moved D6” in a random direction. If the attack which struck the model uses a blast template (29), note that the model will still be hit by the weapon if he ends up still under the template after he displaces. A Displacer field will not work against a Vortex (259) grenade.

 

Basically, the field works by activating a miniature warp drive to move (displace) the protected model out of the way of incoming shots and blows. This is simple enough in theory (in terms of rules, not physics!), but the rules imply that the protected model will be moved each time it is hit, which is wrong.

Firstly, the field will only activate after the attacker has made a successful roll to wound, not just hit. Secondly, in the case of a model being hit by multiple shots from a squad and/or sustained fire weapon firing at them, the model would take all of its saving throws together and then displace once (assuming the model wasn't killed and at least one saving throw was made by the Displacer field).

 

Blast Marker Weapons

Even if the saving throw is made, the field may not displace the protected model completely out of danger if it's hit by weapons which affect a template or blast marker. If the model doesn't displace far enough to move

it outside the template or blast marker it will still take the hit just as if it had failed to save in the first place. If

the model makes it partially out of the area of effect, roll another D6: on a 4+ the model is safe.


 

 

Flamers

Flamer shots will activate a Displacer field and give a chance of saving as normal. If the protected model successfully saves and displaces completely out of the flamer template there is no chance of the model

catching fire. If the protected model fails to save or doesn't makes it out of the template the model may catch

fire. If the protected model catches fire the Displacer field offers no further protection against hits as the burning fuel has got inside its protection radius.

 

Close Combat

In hand-to-hand combat a model with a Displacer field rolls saving throws as it gets hit but even if the model is fighting multiple opponents it only displaces once after all of its combats that turn have been resolved.

 

Psychic Attacks

A Displacer field offers protection against psychic attacks in much the same way as being able to dodge, so it will give a saving throw against those powers which make a direct, physical attack on the protected model. See the question about Dodging

 

Doc’s Tools                                                                                                                      Uncommon

Points — Ork Painboyz only

An Ork Painboy with Doc‘s Tools always counts as having two close combat (32) weapons. If the Painboy wins a round of close combat and inflicts at least 1 Wound, the victim is removed as a casualty regardless of how many wounds he has remaining.

 

Etherium                                                                                                                                Special



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