Points — Imperial Guard Commissar Yarrick only 


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Points — Imperial Guard Commissar Yarrick only



Whenever Yarrick is hit by a weapon, roll a D6 and deduct the result from the Strength of the incoming shot. If reduced to Strength 0 or less, the shot has no effect at all.


 

 

Force Field Projekta                                                                                                                Rare-2

Points — Ork Mekaniaks only

The Force Field may be activated at the beginning of any Ork turn. The Projekta creates a wall-like barrier of projected force 12” in length, the entirety of which must be within 18” of the Projekta‘s user but may otherwise be placed anywhere desired. Once in place, nothing, friend or foe, may shoot or move through the barrier under any circumstances. Teleporting models, skimmers, flyers, psykers and the results of psychic abilities, Mole Mortar

(244) attacks, and the like are all completely powerless against the barrier. Vehicles running into the barrier must stop moving immediately, but suffer no damage. At the beginning of each Ork turn subsequent to the barrier‘s activation, roll a D6; on a 1-3, the Projekta burns out, the barrier collapses, and the Projekta may not be used for the remainder of the battle. Otherwise, the Projekta keeps on working, and the barrier may be kept in place, turned off, or repositioned within range.

 

Force Matrix                                                                                                                           Special

Included in cost of Culexus Assassin

At the beginning of each psychic phase, roll a D3 to determine the number of Force Points that the Force Matrix absorbs. In addition, for each psyker within 12” of the Assassin, add +1 to the score. Deduct the total from the

number of Warp cards dealt to players. Force points sapped by the Force Matrix in this way may be used to power Warp Blasts from the Animus Speculum. If the Energy Drain card is played or the psychic phase ended, all Force Points stored in the Matrix disappear.

 

Force Rod                                                                                                                               Rare-3

Points — psykers only

At the end of the psychic phase (36), up to 3 unused Force Cards (37) may be stored in the Rod instead of being placed in the Warp Card (37) discard pile. Stored Force Cards may be retrieved from the Rod and used in subsequent psychic phases. In hand-to-hand combat (32), the Rod increases the wielder‘s Strength by a number equal to his Mastery Level (36) and wounds Daemons automatically with no saving throw possible.

 

Force Staff                                                                                                                        Uncommon

Points — psykers only

At the end of the psychic phase (36), one unused Force Card (37) may be stored in the Staff instead of being placed in the discard pile. The stored Force Card may be retrieved and used in subsequent psychic phases. In  hand-to-hand combat (32), the Staff increases the wielder‘s Strength by a number equal to his Mastery Level (36), and wounds Daemons automatically with no save possible. The wielder may also expend the stored Force Card to gain an extra +2 Strength and –2 armour save in hand-to-hand combat.

 

Force Sword                                                                                                                     Uncommon

Points — psykers only

At the end of the psychic phase (36), one unused Force Card (37) may be stored in the Sword instead of being placed in the discard pile. The stored Force Card may be retrieved and used in subsequent psychic phases. In  hand-to-hand combat (32), the Sword increases the wielder‘s Strength by a number equal to his Mastery Level (36), and wounds Daemons automatically with no save possible. The wielder may also expend the stored Force Card to gain an extra +2 Strength and –2 armour save in hand-to-hand combat. Counts as a Sword (232) in close combat and may be used to parry (33).

 

Frenzon                                                                                                                            Uncommon

Points

A combat drug used to induce the psychological effects of frenzy (47) or hatred (48) for the rest of the game. The  psychology (47) effects are automatic; no Leadership test (47) is required. Only one state may be induced at a time. A single dose of Frenzon antidote (which comes with the Wargear Card) will negate the effects. However, repeated use of Frenzon is dangerous to the subject — every time a dose is administered after the first, roll D6 for the model affected; on a 1 the model suffers D3 wounds.

 

FrostFang                                                                                                                               Unique

Points — Space Wolves only

See the weapon profile (251) for this weapon for more information.


 

 

Gauntlets of Ultramar                                                                                                             Unique



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