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At the beginning of your first turn, you must choose half of your Drop Pods to make a Drop Pod Assault. Units making a Drop Pod assault arrive on the player's first turn. The arrival of the remaining Drop Pods is rolled for as normal. A unit that Deep Strikes via Drop Pod cannot assault in the turn it arrives. Immobile A Drop Pod cannot move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilzed damage result. Independent Character (See WH40k, pg. 50.) Inertial Guidance System Should a Drop Pod scatter o top of impassible terrain or another model, reduce the scatter distance by the minimum required in order to avoid the obstacle. Psyker Psykers can use one psychic power per player turn (WH40K, pg. 50). Unit Type Unit Type: Infantry Unit Type: Infantry (p.54 WH40k) Unit Type: Vehicle (Open- Unit Type: Vehicle (Open-topped) (WH40k, pg. 70) topped) Unit Type: Vehicle (Tank) Unit Type: Vehicle (Tank) (WH40k, pp. 68-69) Wargear Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E). Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K) Melta Bombs One attack with 8+2D6 AP (exceptions apply p72 WH40K) Power Armour Confers a 3+ Armour Save. Psychic Hood Allows Librarian to nullify Psychic attacks by opponent. Searchlight Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight. Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62). Weapons Bolt Pistol 12 " Range; S4; AP5; Pistol Bolter 24 " Range; S4; AP5; Rapid Fire Chainsword If used with another close combat weapon, +1 attack in close combat. Flamer Template; S4; AP5; Assault 1 Force Weapon Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if you pass, it dies. Use against one model per combat round. (p50 WH40K 5E) Lascannon 48 " Range; S9; AP2; Heavy 1 Lascannon and TL Lascannon: 48 " Range; S9; AP2; Heavy 1. Plasmagun TL Plasmagun: 24 " Range; S7; AP2; Rapid Fire, Gets Hot!, Twin-linked. Meltagun 12 " Range; S8; AP1; Assault 1; Melta. Multi- melta 24 " Range; S8; AP1; Heavy 1; Melta. Storm Bolter 24 " Range; S4; AP5; Assault 2
Created with Army Builder - Copyright (c) 1997-2011 Lone Wolf Development, Inc. All rights reserved.