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Points — Space Marines Dark Angels Standard Bearer onlyСодержание книги
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Any Dark Angel within 6” of the Standard will always inflict at least 1 hit in hand-to-hand combat (32), even if they lose or draw against the opponent..
Stasis Grenade Rare-2 Points — one use See the Stasis ammunition type (258) description for more information. Discard after use.
Steel Skull Uncommon Points — Orks only The Ork using this item gains +1 Toughness and is subject to the rules for Madboyz Behavior (132).
Stealth Suit Special Included in cost of Vindicare Assassin If the Assassin fires while hiding (23), he becomes detected, not spotted.
Swooping Hawk Wings Common Points — Eldar Exarchs only Used exclusively by Swooping Hawks, these jump packs work exactly like standard Jump Packs (214) with the following exceptions: A Hawk leap must be in a straight line between 6” and 36” long. There is no penalty to the movement distance for moving over tall obstacles (24). No roll is made for scatter on landing, but no model using Hawk wings may land within 1” of any cover, building, vehicle, obstacle or other model, including other Hawks. When leaping into hand-to-hand combat (32), Hawks may move within 1” of the enemy model they wish to charge but must still remain 1” clear of any other obstacles, models or features. When charging, Hawks do not get the extra 4” move as ordinary jump packers do. Shots fired at leaping Hawks suffer a –1 to hit penalty for the target‘s speed regardless of the actual distance of the leap they are making. Swooping Hawks carry a special grenade pack which allows them to drop Frag or Krak grenades (256) on targets that they fly directly over.
Flying High At the start of its movement phase, a Hawk squad may declare that it is flying away from the battlefield and the models are removed from the table. They may take no other actions on the table that turn. Models may fly away from hand-to-hand combat (32) in this way without incurring any blows against them as would be normal. A
squad which has left the battle in a previous turn may land back on the table anywhere it wishes during its next movement phase, even landing in hand-to-hand combat if desired. It may not make any other movement that turn. Models landing may shoot as normal, but may not use grenades. Models diving into hand-to-hand combat (32) count the +1 WS bonus for charging (23).
Storm Sword Rare-1 Points - Space Marines only See the weapon profile (254) for more information about this weapon.
Storm Shield Uncommon Points Model receives an extra armour saving throw of 4+ against shooting or hand-to-hand combat (32) which cannot be modified and applies only against attacks from the front 90° arc. May be used to parry (33).
Suppression Shield Common Variable points — see army lists A model equipped with a Suppression Shield automatically inflicts an S3 hit resolves on a single opponent when it charges into hand-to-hand combat (32); this is resolved before HtH is started. Models wearing a Shield also receive a +2 bonus to their armour saving throw. As with all shields, these effects only apply if the incoming attack is from the model‘s front 90° arc of sight.
Sword of Asur Unique Points — Eldar only See the weapon profile (254) for more information about this weapon.
Sword of Secrets Unique Points — Space Marines Dark Angels Supreme Grand Master only See the weapon profile (254) for this weapon for more information.
Talon of Horus, The Unique Points — Chaos Space Marines Abaddon only This is identical to a single Lightning Claw (231). In addition, the wearer causes Fear (47).
Targeter Uncommon Points The user gains a +1 to hit with a specific projectile weapon selected before the game starts.
Teleport Homer Uncommon Points If a squad is teleporting (24) to a point within 6” of an active teleport homer, a roll of a ―Hit‖ on the Scatter Die indicates that the squad have locked onto the homer and do not deviate at all. These come standard on Terminator Armour (222) and many Dreadnoughts.
Teleport Jammer Rare-2 Points If anything attempts to teleport (24) to a spot within 36” of a model using a Teleport Jammer, the teleporting troops must roll for Scatter a second time after they have rolled scatter from their original target point. In addition, the teleporting troops will be destroyed if they roll a double- 1 or a double- 2 on the distance roll for either scatter roll. Has no effect on psykers using their powers to teleport.
Teleskopic Legs Rare-2 Points — Orks only The Ork using them gains +2 to its Move, and doesn‘t suffer any movement penalties for crossing obstacles (24) up to 2” high. The Ork can also raise itself up to 2” in the shooting phase (27), drawing Line of Sight from that height.
Terminator Armour Common
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