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Codex - Emperor's Nightmare
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==Wargear== '''Secundus Darkfire Rounds''' - Special Ammunition, any enemy hit by a weapon with Darkfire Rounds counts as visible for the purposes of Night Fight. '''Secundus Hellfire Rounds''' - Models armed with hellfire rounds may fire them using a sniper rifle instead of a boltgun. This uses the rifles maximum range of 36". '''Darkfire Flare Rifle''' - 24" range, S4, AP-, Assault 1. Darkfire Rounds. If the target is hit by the Flare Rifle, the rest of the wielder's squad can reroll any misses when shooting at the same target in that phase. '''Narthecium Glaive''' - Melee weapon. S+1, AP3, Requires two hands. Alternatively, can be used to make 1 poisoned (2+) attack at AP-. If an enemy takes an unsaved wound from this special attack, they must pass a strength test. If this is failed the target suffers instant death as the massive injection of industrial-strength tranquilizers send them into a coma and paralyze all bodily functions. '''Tactical Dreadnought Armour''' - Among most chapters terminator armour is used to deploy whole squads of marines as unstoppable shock troops. The Nightmares do not have the numbers for these usual tactics and instead spread the suits evenly among the chapter instead of concentrating them in the veteran 1st company. Consequently the terminators deployed by Primus Battlegroup are a more adaptable breed. Independent characters wearing terminator armour receive the Among Equals special rule. When withdrawing from combat terminators may elect to retreat towards other terminators, so long as there is a clear path. '''Signs of the Sleepless''' - +1A, +1I, -1Ld. The character with Signs of the Sleepless must take a Leadership test at the start of each of the controlling player's turns. If failed at any point the unit succumbs to psychosis for the rest of the game, and any to hit rolls of 1 for shooting or close combat will hit his own unit or the nearest friendly unit within range. '''Prophetic Dreams''' - After both sides have set up roll a dice for each non-vehicle enemy unit on the table. On the roll of 1, the character has been forewarned of the unit in his dreams and gains Preferred Enemy against it for the rest of the game. '''Dreamcatcher''' - Once per game, a character with a Dreamcatcher may add or subtract 1 from his Leadership. This ability may be used at any time and lasts until the end of the player turn. '''Redundant Systems''' - Counts as Extra Armour and Power of the Machine Spirit. Redundant Systems can only shoot ordnance weapons in direct fire mode and their range is halved if the vehicle has moved. '''MI Shoulder Mount''' - Based on the same mind impulse sensor technology that allows a crippled marine to pilot a dreadnought. Shoulder mounts were originally designed to attach ranged weaponry onto Icelus dreadnoughts while keeping the hands of the walker free for melee combat. Their use has since spread to the rest of the chapter's dreadnoughts. Although historical examples exist, mass deployment of dreadnought shoulder weapons is a unique trait of the Emperor's Nightmare chapter. Shoulder mounted weapons have a 90 degree arc of fire fixed on the right shoulder of the walker. If a dreadnought possesses a CCW with an integrated storm bolter, it may be moved to a shoulder mount for free and retained if the CCW is destroyed or exchanged for another weapon.
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