SLANN WARGEAR
Conversion Field: The
Conversion Field contains a device that converts harmful kinetic or electromagnetic energy
into a blinding flash of light, giving the wearer a 4+ Invulnerable same that may be taken
instead of its normal armor save. All other models in base contact (friend and
foe!) with the wearer must make their regular saving throw (armor, invulnerable, cover,
etc) or have their Weapon Skill reduced by ½ for the rest of the turn. Note that models
may only select one Field from the Wargear list.
Displacer Field: The
Displacer Field contains a device that detects possible injury to the wearer, and
activates a miniature warp-jump engine to move the wearer out of harms way. This
device gives a 3+ Invulnerable save that may be used instead of taking a normal
armor save. Take these saves as normal, but at the end of the Shooting or Assault Phase
(assuming the model is still alive!), roll the Scatter die and move the model in that
direction D6 inches (use the small arrow if a "Hit" is rolled). If the scatter
movement would move the model off the table edge, or into a scenery section like a rock,
roll again. If this moves the model into base contact with any enemy models, place it
1" away from them. Note that models may only select one Field from the Wargear list.
Force Weapon: Force weapons are potent
psychic weapons that can only be used by a trained psyker such as a Librarian. They are
treated as a power weapon, but can unleash a psychic attack that can kill an opponent
outright. Roll to hit, to wound and to save as normal. Then, as long as at least one wound
has been inflicted, make a Psychic test for the psyker against one opponent wounded by the
weapon. The normal rules for using psychic powers apply, and you can not use another
psychic ability in the same turn. If the test is passed then the opponent is slain
outright, no matter how many wounds it has (but count the actual amount inflicted for
determining which side won the assault).
Haywire Grenades: Haywire
grenades are used to disable the electronic components in an opposing army's vehicles.
They can only be used against vehicles. A model making an attack with
these grenades may only make one attack, regardless of Attacks characteristic or any other
factor. If the attack hits, roll a D6: 1=no effect; 2-5=glancing hit;
6=penetrating hit. A Haywire grenade may only be used against a Dreadnought if it
has already been immobilized or stunned.
Master-Crafted Weapons: A
master-crafted weapon follows the normal rules for the weapon, except that you may re-roll
one failed to hit roll per turn. Master-crafted weapons are taken as an upgrade for a
weapon that is already being carried by a model and should be represented by a suitably
ornate weapon on the model itself. Please note that you may not master-craft
grenades!
The cost listed in the
Wargear section is in addition to the cost of the weapon itself leg a master-crafted power
weapon costs 15+15=30 pts). However, only the upgrade costs are taken against the 100
points limit on wargear for a model (so the master-crafted power weapon above would count
as 15 points against the 100 points limit, not 30 points).
Medi-Pack: Medi-packs allow you to ignore the first failed saving
throw each turn for the unit that the character is with. The Narthecium may not be used on
any model who has been unfortunate enough to suffer 'Instant Death' (e.g., hit by a weapon
with twice its Toughness) or that has been hit by a weapon that allows no save. It may
also not be used if the character is in base contact with an enemy model.
Null Field:
A null field is a field of negative Warp energy which nullifies any psychic power's
affects. A model wearing a null field is unaffected by a psychic power on a D6 roll
of a 4+. If the psychic power affected any models other than the model wearing the
null field, they are still affected by it.
Power Field: A
Power Field generates a powerful energy bubble around the user, giving the wearer a 2+
Invulnerable same that may be taken instead of its normal armor save. This save can only
be used against ranged attacks in an Assault, the enemy is inside the area of the
energy bubble and the field can offer no help. The device is bulky as well, and the wearer
will suffer 1 Initiative. Note that models may only select one Field from the
Wargear list.
Refractor Field:
This piece of equipment produces an energy field that gives the model a 5+ invulnerable
save. This may be used instead of the model's normal armour save.
Scanner: A scanner is used to detect hidden enemy troops. If enemy
infiltrators set up within 4D6" of a model with a scanner, then that model is allowed
to take a 'free' shot at them (or sound the alarm in a Raid scenario). If the model is
part of a unit then the whole unit may shoot. These shots are taken before the battle
begins, and may cause the infiltrators to fall back. The normal shooting rules apply.
Targeter: Models equipped
with a targeter are allowed to pre-measure the range to a target before they decide who to
shoot at in the shooting phase.
Temple Standard: Add
+1 to the Slann combat resolution score of any assault that takes place within 6" of
an ancestral banner. However, if the model bearing the banner is slain in close combat,
then the enemy model that slew him captures the banner and gets the bonus from then on. It
is possible for a banner to change hands several times in a single battle, as long as the
model holding the banner is slain in close combat each time.
Terradon Jetbike: These
operate just like a regular jetbike (see page 94 of the Warhammer 40,000 Rulebook), and
are mounted with twin-linked Boltcasters. The rider gains +1 Toughness and +2 to his save
(this does not apply to invulnerable saves, only normal armour saves).
SLANN WEAPONS
Weapon |
Range |
Strength |
AP |
Type |
Special |
Boltcaster |
32" |
4 |
5 |
Rapid Fire |
See description |
Beamer |
72" |
10 |
1 |
Heavy 1 |
|
Burst Cannon |
36" |
6 |
3 |
Heavy 3 |
|
Graviton Gun |
24" |
- |
- |
Heavy 1 |
|
Hand Caster |
16" |
4 |
5 |
Pistol |
|
Hand Flamer |
Template |
3 |
6 |
Pistol |
|
Needler |
18" |
X |
6 |
Assault 1 |
See description |
Needle Pistol |
12" |
X |
6 |
Pistol |
See description |
Neuro-Disruptor |
12" |
8 |
1 |
Assault 1 |
Roll against Ld to wound |
Webber |
12" |
- |
- |
Assault 1 |
See description |
Beamer: The Slann have
become very capable at making weapons that fire concentrated energy. The Beamer is
one such weapon. It fires a highly concentrated bolt of super-heated energy, much in
the same way as the small boltcasters and hand casters.
Boltcaster: The boltcaster appears to be a very
high tech crossbow, but instead of firing a crossbow bolt, it fires a high tech bolt that
has a super-heated penetrator that fires a blast of concentrated super-heated energy upon
impact, literally burning its way through the target.
Boltcasters fire 16" when rapid-fired, instead of the normal 12".
Burst Cannon: The Burst Cannon fires a burst of energy bolts, scything
down troops in a hail of deadly shots. The burst cannon is capable of firing through
the toughest of armour, with anything less than Terminator armour giving no protection at
all from its bolts.
Force Halberd: The Force Halberd is
an ancient weapon developed by the Slann Mages working with technicians to combine psychic
energy and warp technology. It is treated as a Slann halberd (ie power weapon with +1
Strength), but can unleash a psychic attack that can kill an opponent outright. Roll to
hit, to wound and to save as normal. Then, as long as at least one wound has been
inflicted, make a Psychic test for the psyker against one opponent wounded by the halberd.
The normal rules for using psychic powers apply, and you can not use another psychic
ability in the same turn. If the test is passed then the opponent is slain outright, no
matter how many wounds it has (but count the actual amount inflicted for determining which
side won the assault). Against
daemons, they use a combination of stored psychic energy and Warp field technology.
All hits against daemons wound on a 4+ regardless of the daemon's Toughness, and the
halberd negates all Daemonic Aura saves.
Graviton
Gun: This arcane rifle fires a stream of graviton particles, which disrupt the
gravimetric field around the target. Infantry, cavalry, bikes, and vehicles (except
Skimmers) hit once by a Gravitron Gun move as if always in Difficult Terrain (even if it
can ignore Difficult Terrain). Non-vehicle models already in Difficult Terrain when
effected now can only roll 1D6 for movement. When hit twice or more, the model cannot move
that turn and counts as Immobilized; it will still count as having moved though for weapon
fire rules though. These effects last the rest of the game. Normal vehicles hit more than
once suffer no additional penalty. Skimmers hit by a Graviton gun take an automatic
Glancing Blow hit (roll a D3 for the result on the table though) as the graviton particles
disrupt their anti-grav drives, but have no other lasting effects.
Hand Caster: The hand
caster is a smaller version of the boltcaster, designed for use in close combat. It
appears in form to be a high tech hand crossbow.
Hand Flamer: This is a
smaller, more compact version of the regular flamer seen widely in Imperial forces. It can
be used to fire a template area effect shot, with the profile above, but can also be used
in close combat like a regular pistol.
Needler: Also known
as a Needle Gun, it has the same effects as a Sniper Rifle but is shorter range and not as
accurate. It still wounds automatically on a 4+, but the bearer must roll to hit as
normal. Units hit must still test for pinning as per the normal Sniper Rifle rules.
Needle Pistol: A needle
pistol is a small, one handed. version of a needler. It uses the same rules as the
needler to wound and for pinning.
Neuro-Disruptor:
A Neuro Disruptor is an extremely advanced weapon. It uses a series of high
technology circuits and delicately cut crystals to launch a different sort of attack from
most weapons: The neuro-disruptor attacks the mind. In game terms, the
neuro-disruptor counts as having a Str. 8, but you do not roll against the Toughness as
normal. Instead, roll against the target's Ld characteristic to wound it, as if its
Ld was its Toughness.
Slann Halberd: The Slann Halberd has a generator in
its long metal shaft that projects a power field around the blade, strengthening the hits
caused by the wielder. It counts as a power weapon, but adds +1 to the user's
Strength.
Webber: Web Guns (also
commonly known as Webbers) fire a compressed mass of thin plaswire at the target, which
explodes into a large web on contact. An enemy model hit by a Webber must roll under their
Strength (a 6 always fails) or be entangled by the webbing. If they roll equal to or
above, they are unaffected, but if they fail place the model on its side. While
webbed, the model cannot move, and cannot fight back in an Assault. It may test at the
start of each of its turns to free itself; if it succeeds then it may move & fight as
normal. Multiple hits from a webber have no cumulative effect, and models still webbed at
the end of the game do not count towards enemy casualties for Victory Points as they are
still very much alive (just not kicking).
Slann Vehicle Upgrades Ablative Armour: The vehicle is
fitted with extra armour plates covering various areas of its hull. When a vehicle
is hit by an attack that causes damage (ie, anything except Crew Shaken/Stunned), the
ablative armour absorbs the shot and no damage is done to the vehicle. Ablative
armour will only stop one penetrating hit; after that it is destroyed in that facing.
Electro-Hull: The
vehicle's hull is protected from an assault by an electrical field. When a unit or
character assaults the vehicle, they must take an Initiative test. If it is failed,
the unit or character must be moved back so that they are 2" from the vehicle.
Extra Armour: Some
Slann vehicle crews add additional armour plating to their vehicles to provide a little
extra protection, Vehicles equipped with extra armour count 'crew stunned' results on the
Vehicle Damage tables as a 'crew shaken' result instead.
Rough Terrain Modification:
This is a catch-all category for the many upgrades that help vehicles move through
difficult terrain, such as dozer blades. They allow a vehicle moving no further than
6" that turn to re-roll a failed Difficult Terrain test.
Searchlight:
Searchlights are only of any use in missions where the rules for night fighting are being
used. They allow one enemy unit spotted by the vehicle to be fired at by any other Slann
that are in range and have a line of fire (the enemy unit has been illuminated by the
vehicle's searchlight). However, a vehicle that uses a searchlight can be fired on by any
enemy units in their next turn, as they can see the searchlight shining out into the dark
Supercharged Engines:
The vehicle is fitted with engines that have been souped-up to hit speeds much
faster than it was ever meant to achieve. The vehicle is allowed to move a further
6" every turn. This does not count against shooting or embarking/disembarking. |
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