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WEAPON RULES

Armourbane If a model has this special rule or is attacking with a Melee weapon that has this special rule, it rolls 2D6 for armour penetration in close combat. Assault A model shooting an Assault weapon shoots the number of times indicated on its profile whether or not the bearer has moved. A model carr ing an Assault weapon can fire it in the !hoodng phase and still charge into close combat in the Assault phase. "arrage Blast / Large Blast A weapon#s profile will designate it as being either "last or $arge "last% "last refers to the &'() blast marker and $arge "last refers to the &*() blast marker. $arge "lasts follow all of the rules for "lasts. +hen firing a "last weapon, models do not roll ,o -it. Instead, .ust pick one enem model visible to the firer and place the relevant blast marker with its hole entirel over the base of the target model, or its hull if the target is a vehicle. ,he hole at the centre of the marker must be within the weapon#s ma/imum range. 0ou cannot place the blast marker so that the base or hull of an friendl models is even partiall under it. ,he large area affected b the blast means it#s going to be ver hard to miss completel . 1onetheless, the shot might not land e/actl where intended. 2oll for the blast marker to scatter and subtract the firer#s "allistic !kill from the distance &if an ) that it scatters, to a minimum of 3(. 1ote that it is possible, and absolutel fine, for a shot to scatter be ond the weapon#s ma/imum or minimum range and line of sight. ,his represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, hits are worked out as normal and can hit and wound units out of range and line of sight &or even our own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is be ond the table#s edge, the shot is a complete miss and is discarded. 4nce the final position of the blast market has been determined, take a good look at it from above - the unit suffers one hit for each model with its base full or partiall beneath the blast marker. 4nce the number of hits inflicted on the unit has been worked out, roll ,o +ound and save as normal. An unsaved wounds are then allocated on the unit as for a normal shooting attack. Multiple "lasts If a unit is firing more than one shot with the "last special rule, resolve each shot, one at a time, as described above. !catter each individuall , then determine how man hits are scored b each blast marker. 5inall , resolve these, and the rest of the unit#s shots, as normal. "last +eapons and 2e-rolls

WEAPON RULES
If a model has the abilit to re-roll its rolls ,o -it and chooses to do so after firing a "last weapon, the pla er must re- roll both the scatter dice and the 2D6. "last +eapons and !napshots "last weapons cannot be fired as !nap !hot Close Combat Man weapons &combat knives, maces, a/es and other improvised or primitive weapons) don#t confer an !trength bonuses, A6 values or special rules. ,hese weapons are simpl referred to as #close combat weapon# in the model#s wargear and have the following profile7 888888888888888888888888888888888888888888 1o specified Melee +eapon If a model is not specificall stated as having a weapon with the Melee t pe, it is treated as being armed with a single close combat weapon. 6istols as 9lose 9ombat +eapons A pistol can be used as a close combat weapon. If this is done, use the profile given above - the !trength, A6 and special ruIes of the pistol#s !hooting profile are ignored. More than one +eapon :nless otherwise stated, if a model has more than one !hooting weapon, he must choose which one to shoot - he cannot fire both in the same !hooting phase. If a model has more than one melee weapon, he must choose which one to attack with when he comes to strike blows - he cannot mi/ and match the abilities of several different Melee weapons. -owever, it#s worth remembering that if a model has two or more Melee weapons he gains ;l Attack in close combat. 9oncussive A model that suffers one or more unsaved +ounds from a weapon with this special rule is reduced to Initiative < until the end of the following Assault phase. Gets Hot! +hen firing a weapon that =ets -ot, roll ,o -it as normal. 5or each ,o -it roll of <, the firing model immediatel suffers a +ound &armour saves or invulnerable saves can be taken) - a vehicle instead suffers a glancing hit on a further roll of a <, 2 or '. =ets -ot> and weapons that do not roll ,o -it +eapons that do not roll ,o -it &such as "last weapons) must roll a D6 for each shot immediatel before firing. 4n a 2;, the shot is resolved as normal. =ets -ot> And 2e-rolls If a model has the abilit to re-roll its rolls ,o -it &including because of "! 6;, or ,winlinked), a +ound is onl suffered if the ,o -it re-roll is also a <% it ma also re-roll =ets -ot results of < for weapons that do not roll ,o -it.

WEAPON RULES
Heavy +hen shooting, a model with a -eav weapon shoots the number of times indicated. If a model carr ing a -eav weapon moved in the preceding Movement phase, he can fire it in the !hooting phase but onl as !nap !hots. 2emember that weapons with the "last special rule cannot fire !nap !hots. Models that shoot with -eav weapons in the !hooting phase cannot charge in the ensuing Assault phase. Ignores 9over Melee Melta 4rdnance 6inning 6istol 6oisoned 2apid 5ire 2ending !hred !napshots !niper !pecialist ,emplate remor An unit hit b a subterranean blast will move as if in difficult terrain in its following Movement phase. If the unit is actuall moving through difficult terrain, it rolls on less D6 than normal to determine its ma/imum move. A vehicle hit b a ,remor shell must take a dangerous terrain test if it moves in the following Movement phase. ,his even applies to skimmers. !"n#L"n$e% A weapon with the ,win-linked special rule counts as a single weapon of that t pe, but to represent the fusillade of fire, ou must re-roll the dice ,o -it if ou miss. ,win-linked weapons don#t get more shots than normal ones, but the give ou a better chance of hitting with them. ,win-$inked "last +eapons If the scatter dice does not roll a -it, ou can choose to re-roll the dice with a ,win-linked "last or $arge "last weapon. If ou choose to do so, ou must re-roll both the 2D6 and the scatter dice. ,win-$inked ,emplate +eapons ,win-linked ,emplate weapons are fired .ust like a single weapon, but must re-roll failed ,o wound and armour penetration rolls. !o#Han%e% A model attacking with this weapon can never gain bonus Attacks for fighting with two weapons.

WEAPON RULES
Un!"el%y A model attacking with this weapon does so at Initiative step <, unless it is a Monstrous 9reature or a +alker.

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