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Weapons Range STR.

AP Type
Automatic Coilgun 24” 4 2 Assault 3

Heavy Repeating Sayısız Lasgun 24” 5 4 Assault 4

Heavy Shotgun 12” 5 5 Assault 4

Heavy Automatic Shotgun 24” 6 4 Assault 11

Blast Rifle 30” 5 3 Assault 1, 3 inch


Blast

Sayisiz Boltgun 24” 5 4 Rapid Fire

Sayısız Coil Rifle 38” 5 2 Rapid Fire

Sayisiz Lasgun 24” 4 4 Rapid Fire


High Power 24” 5 3 Heavy 1
Max Power 18” 6 2 Heavy, Unleashed

Gating Projectiles 18” 3 6 Assault 9

Quaz Yamaj Lasgun 24” 4 3 Rapid Fire

Sayısız laspistol 12” 4 4 Pistol

Quaz Yamaj Hotshot Lasgun 24” 5 3 Rapid Fire

Quaz Yamaj Hotshot Pistol 12” 5 3 Pistol

Quaz Yamaj Hotshot Sniper Rifle 60” X 2 Assault 1, Sniper

Quaz Yamaj Repeating Hotshot Lasgun 24” 5 3 Assault 4

Heavy Repeating Sayisiz Plasmagun 38” 8 2 Salvo 4/8

Staff of Darklight Infinite 7 2 Assault 5, Tesla

Cryolator 36” X 2 Assault 4


Quaz Yamaj Plasmagun 48” 8 2 Assault 1

Quaz Yamaj Plasma Pistol 30” 7 2 Pistol

Sayisiz Plasmagun 36” 8 2 Assault 2

Sayisiz Plasma Pistol 24” 7 2 Pistol

Matter Annihilator Pistol 24” 7 2 Assault 2

Particle Blaster 108” 6 2 5 inch Blast


Primary Weapon 3*

Hyperblast Cannon 240” D 1 10 inch blast,


Primary weapon 1

Wrist Blaster 96” 8 2 Primary weapon 6

Coil Cannon:
- solid slug 96” 10 1 Heavy 1
- High Explosives 96” 8 2 Heavy 1, 5 inch blast
- MBT specialty ammunition 96” D 1 Heavy 1, 7 inch blast

Particle Repeater 60” 7 2 Assault 3

Heavy Particle Cannon 120” D 1 Primary Weapon1

Heavy particle cannon Rifle 160” 10 1 Heavy 3*

Heavy Particle Gatling Cannon 80” 7 1 Assault 14

Particle Cannon 120” 8 1 Heavy 1*

Particle Gatling Cannon 60” 6 2 Assault 8

MMM 72” 7 5 Assault 2, 5 inch blast

Exodius LASER Cannon 200” 8 1 Assault 2, 5 inch blast


Shell Launcher:
-AP Shell 80” 9 1 Ordinance 1
-High Explosive Shell 160” 9 3 Ordinance Barrage 1,
5 inch Blast
-Cluster Explosive Shell 160” 7 4 Ordinance Barrage 2,
5 inch Blast
-Specialty Shell 80” D 1 Ordinance Barrage 1,
7 Inch Blast

Quad AAA lasercannon 72” 9 2 Heavy 4 Twin-link

Quad HV AA Autocannon 72” 8 4 Heavy 8 Twin-link

Mortar
-Standard Shell 48” 4 6 Heavy 1, 3 inch
Blast, Barrage
-Medium Explosive Shell 48” 6 4 Heavy 1, 5 inch
Blast, Barrage
-Heavy Explosive Shell 48” 7 4 Heavy 1, 3 inch
blast, Barrage

HD Sword-Ax - D 2 Melee

HD Dual-Sword - D 2 Melee, Dual

Quaz Yamaj Power Claw - 9 1

Droid Sword - User 4 Melee, Droid

Droid Halberd - User+1 4/3 Melee, Halberd

Maelstrom - User 3/2 Melee,


Maelstrom

Ol’ Reliable - +1 2 Melee, Dueling


Edge

Sayisiz Combat Knife - User 4 Melee

Sayisiz Chainsword - User 4 Melee, Fleshbane


Wargear
*Shots from Particle weaponry Cannon roll an additional d6 when rolling for
armor penetration

Refractor Field: This is an all-enclosing energy field that refracts energy


around the bearer, protecting him from other wise fatal damage. Grants the
bearer a 5+ invulnerable save.

Dual: Model initiative +3, +4 Attacks

Induction Field: Enemy models within 12” must pass a toughness test or
suffer 1 wound

Carapace Power Armor: 3+ Armor save

Sayisiz Power Armor: 2+ Armor save

Ancient Power Armor: 2+ Armor save

High Quality Carapace Power Armor: 2+ Armor Save

Adamantine Power Armor: 2+ Armor Save

Ancient Wraithbone Armor: 3+ Armor Save

Sayisiz Relic Power Armor: 2+ Armor save, 3++ Invuln Save

Quaz Yamaj Refractor Field: A stronger refractor field made from Quaz
Yamaj. Grants the bearer a 4+ invulnerable save.

Sayısız Refractor Field: A powerful refractor field made from Sayisiz.


Grants the bearer a 3+ invulnerable save.

Specialty Grenade: STR D. Only one use per unit per game unless otherwise
stated.

Specialty Ammunition: STR 9, AP 2 ( Mortar, Autocannon), STR 7, AP 2


(Automatic Coilgun, Sayısız Coil Rifle). Only two uses per game per unit is
permitted unless otherwise stated.
MBT specialty ammunition: When used against Non-vehicles, AP is
determined by additional D6 roll. Once final position of shot is determined,
roll to determine blast size. Cover save is negated by this weapon. Only one
shot per game per unit is permitted unless otherwise stated

Communication Suite: Allows a commander to issue orders to another unit


no matter the distance. Unlimited range. May reroll failed leadership tests
when giving orders. Other command units with the ability to give orders
may use the model with this ability to relay orders via communication suite.

Grav Movement Pack: When used, this model temporarily becomes a


skimmer for duration of turn. May only be used once every two rounds.

Microfangs: Rolls an additional D3 for vehicle penetration

Droid: +1 A, Gives Rage Special Rule

Halberd: +1 WS, +2 I, gives Lightened Load ++ and Rage Special Rules

Stealth Field: +2 to Cover Saves, enemies reroll hits

Maelstrom: +5 WS, +2 I, +4 A, Power Weapon

Cyclonic Torpedo: This weapon MUST be linked with T-Minus ten


minutes… and yet still counting and may NOT be used without the rule
under any circumstances. If weapon is successfully used, all models on the
table and any tables of the same battleground are instantly killed regardless
of wounds or Hull Points remaining. If game continues on to turn 7, any
models that can return to the field or have not deep strike yet may do so. Any
and all future cover saves are negated, and all models may only move after
passing a difficult terrain check.

Dueling Edge: Provides Rending, Shred, Fleshbane, and +1 Inititive

Unleashed: May not fire their Lasgun next turn

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