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Anti-Tank Grenades
Any model in a detachment with this special order that is equipped with grenades is also equipped with antitank grenades. Weapon
Anti-Tank Grenades
Cumbersome - Models carrying weapons with the cumbersome trait cannot move during the same turn in which the weapon is fired but can make a free change of facing. Models with a Strength score of 5 or higher can ignore this restriction. Reload - Weapons with this feature require reloading before they can be fired. Reloading uses 2 AP; these AP can be taken from any member of a team carrying the weapon (wholly from one member, or divided between two), as long as models assisting in reloading are in base contact.
Range
6"
Strength
6+2d6
ROF
1:2
"X" AOE - Area of Effect weapons affect all models within a radius of X inches. Generally, area of effect weapons ignore cover bonuses to armor, unless the center of the area I outside the object/terrain providing cover. Models struck by AOE weapons that are under cover are still subject to the effects of the blast but receive a cover bonus determined by the type of cover they find themselves under. AOE weapons striking vehicles affect the crew as well, though the crew receives a cover bonus to their Armor.
Armor Piercing - Weapons with this attribute reduce an opponent's Armor attribute (including cover) by 8. This penalty can never lower a target's Armor below zero. Indirect - An indirect weapon can be fired/thrown up to its maximum range, but attackers do not suffer the standard long range penalties. Models using an indirect weapon do not have to target an enemy, but instead select a point on the battlefield. If the attack roll is successful, there is a 1-in-3 that the weapon strikes the selected spot, otherwise it scatters 1d6" in a random direction beginning from the chosen point. If the attack roll unsuccessful, there is a 1in-3 chance that the shot scatters 1d6" randomly, otherwise roll 2d6 and use the highest individual die roll to determine how far the short scatters in inches.
Support Weapon
Range
20"
Strength
9+2d6
ROF
1:2
Range
24"
Strength
4+2d6
ROF
1:2
v 2.01
v 2.01
Swappable - Weapons with this trait can be used during a round in which another ranged weapon was used.
Cumbersome - Models carrying weapons with the cumbersome trait cannot move during the same turn in which the weapon is fired but can make a free change of facing. Models with a Strength score of 5 or higher can ignore this restriction. Reload - Weapons with this feature require reloading before they can be fired. Reloading uses 2 AP; these AP can be taken from any member of a team carrying the weapon (wholly from one member, or divided between two), as long as models assisting in reloading are in base contact.
Cumbersome - Models carrying weapons with the cumbersome trait cannot move during the same turn in which the weapon is fired but can make a free change of facing. Models with a Strength score of 5 or higher can ignore this restriction. Inaccurate - Models firing these weapons receive a -1 penalty when rolling to hit their targets.
Linked Weapon - Roll 2d6 when rolling to hit with linked weapons and choose the best result.
Reload - Weapons with this feature require reloading before they can be fired. Reloading uses 2 AP; these AP can be taken from any member of a team carrying the weapon (wholly from one member, or divided between two), as long as models assisting in reloading are in base contact. Terrifying - Units or Individuals struck by a terrifying weapon suffer a temporary -1 Drive during their next activation, even if no wound is suffered. Models may only receive this penalty once per turn regardless of how many times they are struck.
Range
42"
Strength
6+2d6
ROF
1:2
Range
42"
Strength
9+d6
ROF
1:2
Range
24"
Strength
3+2d6
ROF
4:1
Range
12"
Strength
3+2d6
ROF
1:2
Luftfaust
Blacker Bombard
Specialist Weapon v 2.01
Reload, 0.5" AOE, Armor Piercing, Cumbersome, Linked Weapon, Terrifying Specialist Weapon v 2.01
Range
18"
Strength
3+d6
ROF
1:2
Range
24" Armor Piercing
Strength
3+d6
ROF
1:2
PzB 39 AT Rifle
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