URSA WARGEAR

  Range Strength AP Type
Fusion Beam Pistol 12" 4 3 Pistol
Fusion Beam Rifle 24" 4 3 Rapid Fire
Fusion Beam Cannon 48" 9 1 Heavy 1
Particle Beam Pistol 12" 4 5 Pistol
Particle Beam Rifle 24" 4 5 Rapid Fire
Heavy Particle Beam Projector 48" 5 4 Heavy 3
Vulcan Particle Beam Cannon 36" 8 4 Heavy 3

Fusion Beam Pistol: A Fusion Beam Pistol fires a concentrated beam of fusion energy which has an ionizing effect on powered armour.

Fusion Beam Rifle: A Fusion Beam Rifle fires a concentrated beam of fusion energy which has an ionizing effect on powered armour.

Fusion Beam Cannon: A Fusion Beam Cannon fires a concentrated beam of fusion energy which has an ionizing effect on powered armour.

Particle Beam Pistol: The Particle Beam Pistol fires a hardened particle beam and is a basic sidearm of the Ursa forces.

Particle Beam Rifle: The Particle Beam Rifle fires a hardened particle beam and is a basic sidearm of the Ursa forces.

Heavy Particle Beam Projector: The Heavy Particle Beam Projector fires a rapid burst of hardened particle beams.

Vulcan Particle Beam Cannon: This is a multi-barreled cannon that fires hardened particle beams in rapid succession. It can put put a fusillade of firepower that can tear an enemy to shreds in only seconds. It combines high penetration with a furious rate of fire. The high piercing shriek that it emits when it is fired has been known to cause such fear in the hearts of enemies that they cower behind cover, afraid to raise their heads.

Ion Sword: The Ion Sword contains a miniature ion generator in the hilt which projects a strong ion charge onto the blade of the weapon.  An Ion Sword has the same effect as a power weapon in close combat.

Ion Axe: The Ion Axe contains a miniature ion generator in the haft which projects a strong ion charge onto the axehead.   An Ion Axe has the same effect as a power weapon in close combat.

Ion Mace: The Ion Mace contains a miniature ion generator in the haft which projects a strong ion charge onto the head of the weapon.  An Ion Mace has the same effect as a power weapon in close combat.

Ion Claw: The Ion Claw is a special claw weapon that is used with EEHBA and contains an ion charge generator.  An Ion Claw has the same effect as a power weapon in close combat, and also adds +2 to the user's Strength.

Ursa Battle Armour: Ursa Battle Armour is a fully enclosed suit of armour with a sealed environment, a full sensor array, and also includes eye protection. It gives an armour save of 3+, and has a system of servos and motors that enable the wearer to maneuver and fight without encumberance.

Ursa Exo-Enhanced Heavy Battle Armour: Ursa Exo-Enhanced Heavy Battle Armour is a fully enclosed suit of armour with a sealed environment, a full sensor array, and also includes eye protection. It gives an armour save of 2+, and has a system of servos and motors that enable the wearer to maneuver and fight without encumberance. It also includes a nano droid medical pack which will heal any wound on a 5+, which is rolled on a d6 immediately upon taking any wound. This is not an armour or field save, and is an invulnerable save. Troops wearing Exo-Enhanced Heavy Battle Armour (EEHBA) can use specially made heavy weapons as move and fire weapons and they take no penalty for movement or for hand to hand combat. They also have a range of specially made close combat weapons for this armour. It also includes targeters for all ranged weapons.

Nano Droid Medical Pack: A nano droid medical pack will heal any wound on a 4+, which is rolled on a d6 immediately upon taking any wound. This is not an armour or field save, and is unmodified. No model can have more than one Nano Droid Medical Pack, which means characters wearing EEHB Armour, which already includes a Medical Kit, cannot purchase another one.

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.

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.

War Banner: Add +1 to the Ursa combat resolution score of any assault that takes place within 6" of a sacred standard. However, if the model bearing the standard is slain in close combat, then the enemy model that slew him captures the standard and gets the bonus from then on. It is possible for a standard to change hands several times in a single battle, as long as the model holding the standard is slain in close combat each time.

Icon of Torul: An Icon of Torul is one of the most sacred relics an Ursa can carry into battle.  A model bearing an Icon of Torul may reveal it once per battle. This may be done at any time, as long as the model with the relic does not move during the same turn it is revealed. On the turn the relic is revealed all Callarans within 2D6" get a +1 Attack bonus for the rest of that turn. Note that the relic may be revealed in an opposing player's turn if you wish.

 

URSA PSYCHIC POWERS

The Curse of Din: Once this power is cast upon a model within 24", all hits caused either by shooting, hand to hand combat or psychic attacks automatically wound that model, it becomes cursed by the power of Din. All wounds inflicted on the model are doubled. Armour saves are unaffected. The Curse of Din may not be cast upon a vehicle.

The Speed of Fra: When this power is cast the Kald speeds up time for himself or another model within 3 inches. The model this power is cast upon doubles its Initiative and Attacks for one turn.

Shield of Din: Shield of Din protects the Kald and those around him from psychic attacks. Any psychic attack cast against him or any model or unit within 6" of him will be nullified on a roll of 3+ until the Ursa's next shooting phase.

The Hand of Torul: The Kald reaches out and guides the mind of an Ursa squad within 12" to fire their weapons with greater accuracy, or to strike with greater success. For the rest of the turn, the squad may reroll to-hit rolls in both the shooting and assault phases.

The Hammer of Torul: The Kald strikes against his foes with a mighty psychic hammer blow, smashing them back with the strength of the God of Storms. All enemy models within 6" of the Kald take a S5 hit. Armour saves are allowed.

The Lightning of Torul: Bolts of blue lightning strike out from the Kald's hand striking the first target in their path. The first target within a 24" line directly in front of the Kald takes d3 S4 hits and must pass a Ld test or be stunned and unable to do anything until the next psychic phase.

The Scourge of Din: When the Kald casts this power, a blue aura will surround him and a blue bolt will emerge from his hand directed at his foe. One enemy model within 24" of the Kald takes a S5 hit with no save possible.


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