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===Special Issue Wargear=== ====Digital Weapons==== A model armed with digital weapons can re-roll a single failed To Wound roll in each Assault Phase. ====Rosarius==== A model armed with an rosarius has a 4+ invulnerable save. ====Psybolt Ammunition==== When a model armed with psybolt ammunition fires one of the following weapons: :: - Bolt pistol :: - Boltgun :: - Storm bolter :: - Heavy bolter :: - Assault cannon :: - Autocannon :: - Hurricane bolter Whether it is twin-linked or not, as long as all models in the same unit as the model firing the weapon are all armed with psybolt ammunition, add +1 to its Strength and the weapon gains the Soul Blaze special rule. This means, that if a character without psybolt ammunition joins a unit with psybolt ammunition the unit cannot make use of their psybolt ammunition until he leaves their unit or is destroyed. ====Psyocculum==== The bearer of a psyocculum (and their unit) count as being Ballistic Skill 10 if shooting at a unit containing one or more models with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rules. ====Rad Grenades==== During a turn in which a unit equipped with rad grenades launches an assault, or is assaulted, the enemy unit(s) suffer a -1 penalty to their Toughness until the end of the qwphase (this does affect the victims’ Instant Death threshold). ====Psychotroke Grenades==== When a unit equipped with psychotroke grenades launches an assault, or is assaulted, roll a D6 for each enemy unit being assaulted or assaulting to see what the effect is. The effects of psychotroke gas only ever last for the duration of a single Assault phase. {| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Result |- | '''1''' | '''What’s this? Smells a bit odd.:''' No effect. |- | '''2''' | '''Suddenly, it’s all so clear. The fighting, your allies, that mortal wound – everything’s just a huge cosmic joke! Best to sit down and have a good laugh about it:''' The enemy unit is hit automatically in this Assault phase. They can still fight, but with a maximum of 1 Attack per model (to represent their maddened flailing). |- | '''3''' | '''Hah! Those enemies aren’t real, they’re just an illusion – you’re not falling for that!:''' You re-roll failed To Hit rolls against the enemy unit during this Assault phase. |- | '''4''' | '''They’re horrible! Your darkest fears have been given form and are coming to kill you!:''' The enemy unit is reduced to Leadership 2 for the remainder of the Assault phase. |- | '''5''' | '''The world is spinning – everything is all jumbled up. It’s all you can do to keep your feet:''' The enemy unit is reduced to Initiative 1 for the remainder of the Assault phase. |- |- | '''6+''' | '''They say they’re your friends, but they’re not – they’re out to get you. Best get them first!:''' Every model in the enemy unit must immediately take an Initiative test. Any models that fail must strike blows against their own unit during this Assault phase, rather than against the enemy, exactly as if they were on your side. Wounds inflicted must be allocated amongst the entire unit, not just amongst unaffected models. Unsaved wounds caused by affected models count towards your close combat total. Units composed of single models re-roll this result. |- |} <br style="clear: both; height: 0px;" /> ====Psyk-out Grenades==== '''''Shooting''''' Psyk-out grenades may be fired as a shooting attack using the following profile, only one model per phase in each unit may make use of the ranged profile. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 8" | 2 | - | Assault 1, Blast, Psi-shock |- |}<br style="clear: both; height: 0px;" /> ::'''Psi-shock:''' If a unit containing at least one Psyker (i.e. a model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule) is hit by a weapon with this special rule, randomly determine one Psyker model in that unit suffers a Perils of the Warp in addition to any other damage. '''''Assault''''' Models with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rules that are charging a unit including one or more models equipped with psyk-out grenades do not gain bonus Attacks from charging. However, if the charged unit was already locked in combat from a previous turn, or has gone to ground, these grenades have no effect. ====Krak Grenades==== '''''Shooting''''' Krak grenades may be fired as a shooting attack using the following profile, only one model per phase in each unit may make use of the ranged profile. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 8" | 6 | 4 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> '''''Assault''''' When fighting a unit including a Vehicle and/or a Monstrous Creature any number of models armed with krak grenades may make a single attack with the profile below instead of attacking normally: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 6 | 4 | Melee |- |}<br style="clear: both; height: 0px;" /> ====Frag Grenades==== '''''Shooting''''' Frag grenades may be fired as a shooting attack using the following profile, only one model per phase in each unit may make use of the ranged profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 8" | 3 | - | Assault 1, Blast |- |}<br style="clear: both; height: 0px;" /> '''''Assault''''' Models equipped with assault grenades don’t suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat. ====Servo-skull==== Servo-skulls are treated as counters, rather than units, for all intents and purposes. They are placed on the battlefield after deployment areas have been determined, but before any forces are deployed. Each servo-skull can be placed anywhere on the battlefield outside the enemy’s deployment zone. Once deployed, servo-skulls do not move. Enemy infiltrators cannot set up within 12" of a servo-skull. Similarly, enemy scouts cannot use their pre-game move to approach to within 12" of a servo-skull. A friendly unit arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12" of a Servo-skull. Likewise, friendly blast templates placed within 12" of a servo-skull roll one D6 less for scatter. If an enemy unit moves within 6" of a servo-skull, the Servo-skull is removed from play. ====Storm Shield==== A model armed with a storm shield has a 3+ invulnerable save. In addition, a model equipped with a storm shield can never claim the +1 Attack gained for being armed with two Melee weapons in an assault.
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