Points — Space Marines Space Wolves only 


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Points — Space Marines Space Wolves only



Enemy units charged by the model carrying this item must make an immediate break test (47). Daemonic opponents are immune to this effect.

 

Xyclos Needler                                                                                                                       Unique

Points — Chaos Space Marines Fabius Bile only

See the weapon profile (255) for the weapon for more information.


 

 

Weapons

 

Basic Weapons

 

Autogun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 3 1 D6+3  

 

Auto-Launcher

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
6 Auto 3 1 -1 D6+3 Frag; 2‖ blast radius (29)
6 Auto Blind (256); 2‖ blast radius
6 Auto 6 D6 -3 2D6+6 Krak grenades

May be triggered in the shooting phase (27) of the vehicle‘s turn in addition to normal firing. The first grenade in the

spread automatically hits a point 6" away in the forward 90° arc. The other two grenades deviate D3" away from the target point of the first grenade. When mounted on a vehicle (including a dreadnought), this weapon may fire twice

during the battle.

 

Auxiliary Grenade Launcher

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-12 -1 As grenade (256) type

May be fired in indirect fire (31) mode.

 

Blunderbuss

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-6 none auto 3 1 D6+3 Always hits

Any target within range is automatically hit.

 

Boltgun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 4 1 -1 D6+4  

 

Bow

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 -1 3 1 D6  

Any target with an armour save of 4+ or better automatically has its saving throw reduced to 2+ when hit by an

arrow from a Bow.

 

Crossbow

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-16 16-32 -1 4 1 D6  

Move or fire for foot troops. Any target with an armour save of 4+ or better automatically has its saving throw

improved to 2+ when hit by a bolt from a Crossbow.


 

 

Death Spinner Monofilament Gun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special

Heavy flamer (235) template

Special

-2 Special Close Combat
                 

Roll a D6 for each model caught in the template (29); if the model‘s base is entirely covered by the template, add +1

to the roll; if the score is more than the hit model‘s Initiative value, then the target is hit by the spinner cloud; a total score  of   6   or  more  always  hits  the  target.  Models  avoiding  the  cloud  are  moved  to  the  closest  point  on  the  outside

edge of the template. If a model is successfully hit by a Death Spinner cloud, it is pinned in place for the rest of the  shooting phase (27) — meaning it is automatically hit by successive Death Spinner hits. Hit models failing their saving throw are automatically slain. Against vehicles, the Death Spinner‘s armour penetration (31) is D6 — but keep rolling and summing the values until you get a roll other than a 6. A Death Spinner which penetrates a vehicle rolls on the following chart:

 

1 One random crewman (13) is slain.
2-4 Roll a D6  for each  crew member; on a  4+, the model is slain.
5 Roll a D6  for each  crew member; on a  2+, the model is slain.
6 All crew are killed.

 

Deathspitter

Short Long Short Long Str Dmg Mod Pen Special
0-12 12-32 +1 6 1 -2 D6+6  

Roll a D6 for any models within 2” of the model hit by the Deathspitter. On a 4+, they are splattered and suffer an

S3 hit causing 1 wound.

 

Devourer

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-18 4 D3 -2 D6+4+D3 Sustained fire (30)-2

Causes Fear (47).

 

Doom Siren

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special

Special

1 ½ S S+D6  
                 

Uses a special Doom Siren template, which is positioned as desired and then moved straight forward for 21”. The Doom Siren‘s Strength begins at 7, but loses 1 point for every 3” of distance.

 

Flamespurt

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special

Flamer Template

3 1 -2 D6+3  
                 

Use standard blast template (29) rules. Hit models not slain are driven back by the flames and must move to the

nearest edge of the template.

 

Flamer

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special

Flamer Template

4 1 -2 D6+4  
                 

Use standard blast template (29) rules. Models surviving a Flamer hit may catch fire (20).


 

 

Fleshborer

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 +1 4 1 D6+4  

 

Flesh Hooks

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 4 1 -1 D6+4  

Hit models surviving the damage are dragged 2D6” directly towards the model firing the hooks, up to base-to-base

contact. The hooks cannot drag a vehicle, Dreadnought, Terminator or any model with a Strength or Toughness of 5

or more.

 

Gauss-Flayer Gun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-24 +1 4 1 -2 D6+4 Metal Flayer

If you roll a 6 when determining Armour Penetration, roll a further D6 and add it to the score, resulting in a total

penetration of 2D6+4 points

 

Graviton Gun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 +1 Auto 1‖ blast area (29)

Living targets are immobilized for the rest of the game and may not move or shoot, though a psyker thus affected

may use his powers. Vehicles roll for hit location as normal and ignore armour penetration (31). Add +1 to the die score when you roll for damage on the appropriate table.

 

Grenade Launcher

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-60 -1 As grenade (256) type

Move or fire for foot troops. May be fired in indirect fire (31) mode.

 

Handbow

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 -1 4 1 D6  

Move or fire for foot troops. Any target with an armour save of 4+ or better automatically has its saving throw

improved to 2+ when hit by a bolt from a Handbow.

 

Hotshot Lasgun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 4 1 -1 D6+3  

 

Lasgun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 3 1 -1 D6+3  

 

 

Laser Lance

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-12 +1 5 D3 -3 D6+D3+5 Close combat

 

Meltagun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-12 +1 8 D6 -4 2D6+8  

 

Mk 1 Plasma Gun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-24 +1 1 -2 D6+7 Sustained fire (30) -1

Sustained Fire (30) -1. Unlike a normal Plasma Gun (228), the Mk 1 Plasma Gun does not need a turn to recharge

after firing. However, if a Jam (31) result is rolled for the Sustained Fire die, the plasma system overloads. Roll another Sustained Fire die and consult this table to determine the result:

 

Jam The weapon is destroyed and explodes with the same effects as a Plasma grenade centreed on the firing model.
3 The firing model suffers an S6 hit causing 1 Wound with a –3 save modifier. The weapon is still jammed.
2 The firing model suffers an S4 hit causing 1 Wound with a –2 save modifier. The weapon is still jammed.
1 The firing model suffers an S2 hit causing 1 Wound with a –1 save modifier. The weapon is still jammed.

 

In close combat, for each Fumble (33) that is rolled, roll on the above chart.

 

Mortar

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special

Guess between 12-60”

4 1 -1 D6+4 2” blast marker (29)
                 

To fire a mortar, first select any target within the 90° forward firing arc — ignoring the normal picking a target (28) rules. Then guess a distance between 12-60”. Place the 2” blast marker this many inches away from the mortar in

the direction of your target. Then roll Scatter and Artillery dice. Any roll of a Misfire indicates the shell was a dud or exploded prematurely. Any roll of a Hit indicates the shot was accurate; leave the template where it is. Rolls of an

Arrow and a Number indicate the gunners were a little off; scatter the template as normal. Note that unlike most weapons, the normal maximum scatter (30) rules do not apply to the Mortar. Move or fire for foot troops.

 

Musket

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 -1 3 1 -1 D6+3  

Move or fire for foot troops.

 

Needle Rifle

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-16 16-32 +1 3 1 -1 D6+3  

Against a living target, no Strength/Toughness (20) roll is required. Ignore this effect when used against Tyranids,

Genestealers, Daemons, and Eldar Avatars (81).


 

 

Pack Grenade Launcher (Creidann)

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 -1 As grenade (260) type

Pre-loaded with a single grenade type. May be fired in addition to another Basic weapon.

 

Plasma Gun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-16 +1 5 1 -1 D6+5 Low power mode.
0-6 6-24 +1 7 1 -2 D6+7 Sustained fire (30) -1

If a plasma gun is fired on maximum power, it may not fire in your next shooting phase (27).

 

Ripper Gun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-12 Auto -2 4 1 D6+4 Sustained fire (30) -2

 

Shotgun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-4 4-18 -1 4 1 D6+4 Solid
0-4 4-18 -1 3 1 D6+3 Scatter; 1‖ blast area (29)
0-4 4-18 -1 4 1 -2 D6+4 Manstopper
0-4 4-18 -1 4 1 D6+3 HotShot; catch fire (20).
0-4 4-24 -1 4 1 -1 D6+4 BoltShells

Ordinary troopers hit but not slain by a Shotgun will be knocked back 2” and will fall over on a D6 roll of 4+.

Troops which have fallen over must spent their entire next Movement Phase regaining their feet.



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