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==Vehicle Wargear== *'''Armoured Ceramite''': A vehicle with this wargear is not subject to the additional D6 armor penetration caused by weapons with the Melta special rule. *'''Armoured Cockpit''': A vehicle with an Armoured Cockpit may ignore results of Crew Shaken or Crew Stunned on the Vehicle Damage table on a 4+. However, during the Interception sub-phase of the Dogfight phase, vehicles equipped with this upgrade that are in Reserves or Ongoing Reserves count as Bombers for the purpose of calculating modifiers to rolls made in this sub-phase. *'''Cache of Demolition Charges''': In the Shooting phase, one model embarked upon a vehicle equipped with demolition charges can choose to throw one instead of firing its normal weapon, using the profile of typical Demolition Charges but without the One Use Only special rule. However, each time a vehicle equipped with demolition charges suffers a penetrating hit, roll a dice. On the roll of a 1, the vehicle suffers a further Strength 8 AP2 hit after any initial damage has been resolved. *'''Chaff Launcher''': This is a single use item, once used it is exhausted and may not be used again in the same game. If used during the opposing player’s Shooting phase, they grant the equipped vehicle a 4+ Invulnerable save against all weapons with the Missile type or with the word ‘Missile’ in their name. The use of flare or chaff launchers in an opponent’s Shooting phase must be declared after the opposing player has made a To Hit roll, but before any Armour Penetration rolls are made. Flare or chaff launchers may also be used during the Dogfight phase. They are only used during the Attack sub-phase and only if the equipped vehicle has already declared it will Jink. When used in the Dogfight phase, they increase the equipped vehicle’s Jink save by one step and make that save an Invulnerable save. *'''Command Vox Web''': This allows the Praetorian's controlling player to add +1 to or subtract -1 from the results of any Reserve Rolls they make while the Praetorian is in play. In addition, should enemy models suffer a Deep Strike Mishap while the Praetorian is in play, the roll suffers a -1 modifier. *'''Distinctive Paint Scheme''': Any model with this upgrade gains a single Flyer Ace ability as though the model had gained 5 Kills, as noted on page 100 of the Death from the Skies expansion. During the Dogfight phase, if a model with this upgrade is present in Reserve or Ongoing Reserves and the controlling player is nominated as the Attacker during the Interception phase then a model with this upgrade must be selected to take part in the following subphases of the Dogfight phase. *'''Explorator Augury Web''': An Explorator Augury Web grants the Scout special rule. While a Land Raider with an Explorator Augury Web is on the table, then the controlling player can declare that it is being used in Disruption or Relay mode on their turn before any Reserve rolls are made, the effects lasting until the next player turn. The presence of multiple Explorator Augury Webs on the field has no additional effects: **'''Disruption Mode''': The opponent subtracts 1 from all their Reserve rolls. **'''Relay Mode''': The controlling player can choose to re-roll all Reserve rolls (successful or unsuccessful). *'''Helical Targeting Array''': A vehicle with this wargear that chooses to neither move nor run during its turn gains the Skyfire and Interceptor special rules for that entire game turn. *'''Hunter-Killer Battery''': A Hunter-Killer Battery consists of six Hunter-Killer missiles. A vehicle with a Hunter-Killer Battery may purchase up to two additional Hunter-Killer missiles instead of a single one. *'''Infra-Red Targeting''': A vehicle equipped with this upgrade gains the Night Vision special rule. During the Dogfight phase, a vehicle equipped with this upgrade may re-roll all To Hit rolls of a ‘1’ made during the Attack sub-phase. *'''Illum Flares''': During each friendly Movement phase, a model equipped with illum flares may drop one as though it were a weapon with the Bomb 1 type, placing a marker where the flare lands. All units within 12" of the Flare marker may be targeted as though Night Fight was not in effect. Illum flares have no effect if the Night Fight rules are not in play. At the end of each Game Turn, remove all Flare markers currently on the battlefield. *'''Missile Guidance System''': Grants the Missile Lock special rule. *'''Recovery Gear''': If a vehicle with recovery gear is Immobilized, then in subsequent turns it may attempt to repair itself. To make the attempt, roll a D6 at the end of the Movement phase; on the roll of a 6, the vehicle is no longer Immobilized. Note that this does not restore a Hull Point. *'''Relic Plating''': Grants the Adamantium Will special rule. *'''Targeting Array:''' Grants the vehicle +1 Ballistic Skill.
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