Points — Chaos Space Marines Sorcerers of Tzeentch only 


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Points — Chaos Space Marines Sorcerers of Tzeentch only



Modified ammunition for Boltguns (224) or Bolt Pistols (240). May be used whenever the model using them fires such a weapon. If Inferno Bolts hit the target, they explode with the same effects as the psychic power T zeentch‘s   Fire Storm (40). The Strength value of the Storm is equal to the Mastery Level (36) of the Sorcerer using this card. Targets  with saving throws against psychic attacks  may take them as  normal  against Inferno  Bolts; otherwise, armour and energy fields have no effect.

 

Inferno Pistol, The                                                                                                                  Unique

Points — Space Marines Blood Angels commander only

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

 

Jump Pack                                                                                                                        Uncommon

Points

Permits the wearer to make a long, powered leap instead of its normal move. A jump can be up to a distance of

18”, reaching a height sufficient to clear most obstacles, vehicles and models. Woods and single-story buildings reduce the jump to 12”. Roll a Scatter Die for the jumping model as it lands; an arrow indicates that the model scatters D3” in the indicated direction from its desired landing point. If the model has declared a charge (23), he may move up to 4” after he‘s landed to engage in hand-to-hand combat (32). A model may jump, then shoot (27) or throw a grenade (28), but it can‘t use a Move-or-Fire weapon. Models using Jump Packs do not receive the –1 to hit penalty for firing at a fast-moving target.

 

Kustom Blasta                                                                                                                  Uncommon

Points — Orks only

See the weapon profile (252) for this weapon for more information.

 

Kustom Force Field                                                                                                          Uncommon

Points — Orks only

Whenever an Ork equipped with a Kustom Force Field is hit, roll a D6 and deduct the result from the Strength of the incoming hit. On a roll of a 6, the hit is automatically stopped, but the Ork suffers an S3 hit instead as the field shorts out. If the field shorts out, discard this Wargear Card immediately.


 

 

Kustom Kombi-Weapon                                                                                                    Uncommon

Points — Orks only

See the weapon profile (252) for this weapon for more information.

 

Kustom Shoota                                                                                                                 Uncommon

Points — Orks only

See the weapon profile (252) for this weapon for more information.

 

Lasblaster                                                                                                                         Uncommon

Points — Eldar only

See the weapon profile (252) for more information on this weapon.

 

Lion Helm, The                                                                                                                       Unique

Points — Space Marines Dark Angels Supreme Grand Master only

Models within 3” of the Lion Helm receive an additional 4+ unmodified armour save against any attacks which originate from outside this range. This save applies to all attacks, including psychic powers. Models may not use

personal fields within this range.

 

Mace of Valaan                                                                                                                       Unique

Points — Sisters of Battle Redemptor Kyrinov only

See the weapon profile (254) for this weapon for more information.

 

Mandiblaster                                                                                                                        Common

Points — Eldar Exarchs only

Automatically shoots before hand-to-hand combat (32) is started; work out the hit using the shooting (27) rules. If successful, roll a D6; if the roll is equal to or greater than the target‘s Toughness, 1 wound is sustained. Saving throws are allowed, but at –2. The Mandiblaster penetrates D6+4 points of armour. Once hand-to-hand combat has started, this item has no effect and provides no Attack Die bonus.

 

Mantle of Ophelia, The                                                                                                           Unique

Points — Sisters of Battle Helena the Virtuous only

Allows Helena to re-roll all her failed Rosarius saves for one turn. Must declare at the start of a turn that it is being used. One use only.

 

Mask of Jain Zar, The                                                                                                             Unique

Points — Eldar only

An enemy charged by the wearer may not fire on Overwatch (24). During the first round of close combat, when the Eldar charges, his opponent rolls no Attack Dice. In the second round of combat the enemy must roll a 4+ on D6 to escape the mask‘s effect — failure means that he rolls no dice on that turn, either.

 

Master-Crafted Bolt Pistol                                                                                                       Rare-4

Points - Space Marines, Imperium and Orks only

See the weapon profile (252) for more information on this item.

 

Master-Crafted Laspistol                                                                                                         Rare-3

Points

See the weapon profile (252) for more information on this item.

 

Master-Crafted Plasma Pistol                                                                                                  Rare-3

Points

See the weapon profile (253) for more information on this item.

 

Maugetar, The                                                                                                                        Unique

Points — Eldar only

See the weapon profile (253) for more information on this item.


 

 

MediPack                                                                                                                          Uncommon

Points

To use this item, the user must move into base-to-base contact with the model on which you want to use it. At the end of the close combat phase (32), the MediPack may be used to do one of the following:

· Restore 1 Wound to a wounded but still living character (12).

· Restore a model reduced to 0 Wounds to 1 Wound on a roll of 5+ on D6.

· Restore the vision of any blinded model.

· Cure the effects of any non-lethal gas type.

· Negate any psychological (47) effects in a model.

 

Mekboy’s Tools                                                                                                                Uncommon

Points — Ork Mekaniaks only

The Ork using this item always counts as having two close combat (32) weapons. If the Mekboy begins his turn on or in base contact with a damaged vehicle, he may attempt to use the Tools to repair the damaged location — only repairable damage may be fixed; if an entire arm has been blown off a Dreadnought, for example, Mekboy Tools won‘t make any difference. The repair succeeds, and all damage is nullified, if the Mekboy rolls a 4+ on D6.

 

Nemesis Force Weapon                                                                                                          Rare-2



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