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Приготовление дезинфицирующих растворов различной концентрации Практические работы по географии для 6 класса Организация работы процедурного кабинета Изменения в неживой природе осенью Уборка процедурного кабинета Сольфеджио. Все правила по сольфеджио Балочные системы. Определение реакций опор и моментов защемления |
Points — Imperial forces only
Also known as "Tactical Dreadnought Armour", these suits provide a saving throw of 3+ rolled on 2D6. Incorporates a Teleport Homer (221) and a Targeter (221, +1 to hit), which works on all ranged weapons. Standard armament includes a Power Fist (231) and StormBolter (229).
Thunder Hammer Uncommon Points — Space Marines or Squats only See the weapon profile (232) for this weapon for more information.
Torgal's Plasma Blade Unique Points — Space Wolves only See the weapon profile (255) for more information. Toxin Grenade Rare-2 Points — one use See the Toxin ammunition type (259) description for more information. Discard after use.
Tyrant’s Claw, The Unique Points — Chaos Space Marines Huron Blackheart only See the weapon profile (255) for this weapon for more information.
Vaxxine Squig Rare-2 Points — Ork Painboyz only All Ork troops on this side are immune to the effects of any viruses; e.g., Virus Grenades (222) and the Virus Outbreak (19) Strategy Card (17) have no effect against these troops.
Virus Grenade Rare-2 Points — one use See the Virus ammunition type (259) description for more information. Discard after use
Vortex Grenade Rare-2 Points per grenade (max 2) — one use each See the Vortex ammunition description (259) for more information. Discard after use.
Warp Jump Rare-2 Points A model with such a generator may choose to teleport (24) to any point on the battlefield during its movement phase (23) instead of moving normally. Roll a Scatter Die to see if the model teleports on target; a “Hit” means it is on target; an arrow means it scatters 2D10” in the direction indicated. However, if a double- 1 is rolled, it means the model is permanently lost in the warp. The model may shoot and fight in hand-to-hand combat (32) on the same turn, but doesn‘t count as charging (23).
Warp Spider Jump Generator Common
Points — Eldar Exarch only Models equipped with this item may make a small warp jump instead of a normal move, but cannot jump and move normally during the same turn. The warp jump ignores all terrain. The maximum range of the jump is 18”; this movement can be divided between the movement phase and after the shooting phase (27). To jump an entire squad, take any one model and move it the desired distance. Once the first model has jumped the rest of the squad automatically follow — place the remaining models within 6” of the first, and with normal squad coherency (12). It is possible to jump into hand-to-hand combat (32) during the movement phase or after the shooting phase in which case close combat is initiated as usual. Note that in this case, an enemy on Overwatch may not shoot as the Warp Spiders materialize, and the Spiders get the charging (23) bonus. If you wish, you may extend the warp distance up to 30”, but this incurs some risk. Roll a D6 for each model jumping more than 18”; at ranges between 18” and 24”, the model is destroyed on a roll of a 6; at ranges between 24” and 30”, the model is slain on a roll of a 5+.
Teleport Jammers The Warp Spider's jump generator is affected by the Teleport Jammer, but only if the Warp Spiders exceed their maximum safe distance for a single jump. When this happens normally they have to roll a D6 to see if they are destroyed in the warp when they jump. If the Warp Spiders are within 36" of the Teleport Jammer at any point in their move and they exceed their normal maximum jump distance, they have to roll two D6 instead of one and pick the highest result to see if they are destroyed.
Web of Skulls Uncommon Points — Eldar only See the weapon profile (255) for more information on this weapon.
Weirdboy Staff Uncommon Points — Ork Weirdboyz only In hand-to-hand combat (32), the Staff allows the Weirdboy to add to his Strength a number equal to his psychic Mastery Level (36), and the weapon wounds Daemons automatically in close combat. The Weirdboy may also re-roll the dice for his Waaagh! (44) Test if he fails the first roll.
Witch Blade Rare-2 Points — Eldar psykers only At the end of the psychic phase (36), up to two unused Force Cards (37) may be stored in the Blade instead of being placed in the discard pile. The stored Force Cards may be retrieved and used in subsequent psychic phases. In hand-to-hand combat (32), the Blade 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 a stored Force Card to gain an extra +2 Strength and –2 armour save in hand-to-hand combat. May also be used to parry (33). See the weapon profile (255) for more information.
Wolf Helm of Russ, The Unique
Points — Space Wolves only So long as the bearer of this card survives, any Space Wolves characters or units that can draw Line of Sight to this model automatically pass any break test (47) or psychology (47) test they are required to take. In addition, the wearer causes Fear (47).
Wulfen Stone Unique
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