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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
Auto-Launcher
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
May be fired in indirect fire (31) mode.
Blunderbuss
Any target within range is automatically hit.
Boltgun
Bow
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
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
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:
Deathspitter
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
Causes Fear (47).
Doom Siren
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
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
Use standard blast template (29) rules. Models surviving a Flamer hit may catch fire (20).
Fleshborer
Flesh Hooks
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
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
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
Move or fire for foot troops. May be fired in indirect fire (31) mode.
Handbow
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
Lasgun
Laser Lance
Meltagun
Mk 1 Plasma Gun
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:
In close combat, for each Fumble (33) that is rolled, roll on the above chart.
Mortar
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
Move or fire for foot troops.
Needle Rifle
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)
Pre-loaded with a single grenade type. May be fired in addition to another Basic weapon.
Plasma Gun
If a plasma gun is fired on maximum power, it may not fire in your next shooting phase (27).
Ripper Gun
Shotgun
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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