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==WARGEAR== ===ANCIENT PRACTICES=== {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! NAME !! EFFECT |- | *Becalming Cogitation || Once in each Psychic phase, you can re-roll any number of dice used for this unit’s attempt to Deny the Witch. |- | *Focus of Mystery || This unit knows 2 additional powers from its chosen psychic discipline. |- | *Harmonic Convergence || Add 1 to the first Psychic test taken for this unit each turn. |- | *Higher State of Consciousness || This unit has a 3+ invulnerable save. |- | *Reservoir of Eldritch Energy || This unit may attempt to manifest one additional power during your Psychic phase but may attempt to Deny the Witch one fewer times than usual. |- | *Soul of Stone || Roll a D6 whenever this unit suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as the result of the psyker suffering Perils of the Warp. On a 5+ that wound is ignored. |- | *The Harrowing Scrutiny || Subtract 2 from the charge range of any unit that declares a charge against this unit. Enemy models may not fire Overwatch at this unit. |- | *Transcendent Healing || This unit regains one wound lost earlier in the battle during each of your Command phases. |- | *Unfathomable Presence || Each time a Deny the Witch test is taken for this unit, if the unit attempting to manifest the psychic power is within 12" of this unit, add 1 to that Deny the Witch test. |- | *Wandering Deliberations || At the end of your Psychic phase, you may replace one power this model manifested this phase with one from any discipline this model can choose. |} <br style="clear: both; height: 0px;" /> ===COMMAND GROUPS=== {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! NAME !! EFFECT |- | *Champion's charm || Add 1 to the bearer's Attacks characteristic. Each time the bearer fires a ranged weapon increase the number of shots fired by 1. |- | *Instrument || Add 1 to Advance and Charge rolls made for the bearer's unit to a maximum of +2. |- | *Lizardmen totem || Add 1" to the distance the bearer's unit can Pile In and Consolidate. |} <br style="clear: both; height: 0px;" /> ===MELEE WEAPONS=== {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! WEAPON !! RANGE !! TYPE !! S !! AP !! D !! ABILITIES |- | *Biting blade || Melee || Melee || User || -1 || 1 || - |- | *Blade of the Serpent's Tongue || Melee || Melee || User || -1 || 3 || Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |- | *Blood frenzy || Melee || Melee || User || -2 || 6 || Each time the bearer fights, it can make three additional (and only three) attacks with this weapon. If the bearer has less than 50% of its wounds remaining, it can only make one additional attack instead. If the bearer has less than 25% of its wounds remaining no attacks can be made with this weapon. |- | *Champion's blades || Melee || Melee || User || - || 1 || Each time the bearer fights make one additional attack with this weapon. Unmodified hit rolls of 1-3 for melee attacks always fail to hit the wielder. |- | *Cobra Mace of Mazdamundi || Melee || Melee || User || - || 1 || Increase the Damage characteristic of this weapon to D6 against CHARACTERS. Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |- | *Giant weapon || Melee || Melee || +2 || -3 || 3 || The bearer's unit always fights last. |- | *Gold sigil spear || Melee || Melee || User || - || 1 || The bearer's unit always fights first. |- | *Howdah crew (melee) || Melee || Melee || 3 || - || 1 || Each time the bearer fights, it can make three additional (and only three) attacks with this weapon. If the bearer has less than 50% of its wounds remaining no attacks can be made with this weapon. |- | *Massive jaws || Melee || Melee || User || -2 || 2 || Each time the bearer fights, it can make two additional (and only two) attacks with this weapon. |- | *Noxious venom (melee) || Melee || Melee || User || -2 || 6 || Each time the bearer fights, it can make three additional (and only three) attacks with this weapon. If the bearer has less than 50% of its wounds remaining, it can only make two additional attacks instead. If the bearer has less than 25% of its wounds remaining, it can only make one additional attack instead. |- | *Obsidian Halberd || Melee || Melee || +1 || -6 || 1 || - |- | *Revered Spear of Tlanxla || Melee || Melee || User || -3 || 1 || The bearer's unit always fights first. Enemy units within 1" of the bearer always fight last. |- | *Savage bite || Melee || Melee || User || -2 || 1 || Unless the bearer's unit charged this turn the bearer's unit always fights. Each time the bearer fights, it can make one additional (and only one) attack with this weapon. |- | *Sharpened horns || Melee || Melee || 6 || -2 || 3 || Each time the bearer fights, it can make three additional (and only three) attacks with this weapon. If the bearer has less than 25% of its wounds remaining no attacks can be made with this weapon. |- | *Snapping jaws || Melee || Melee || User || -2 || 2 || |- | *Swooping dive || Melee || Melee || User || -2 || 1 || Each time the bearer fights, it can make one additional (and only one) attack with this weapon. |- | *The Blade of Ancient Skies || Melee || Melee || User || -6 || 1 || Improve the Damage characteristic of this weapon to 2 against units with the FLY keyword. |- | *The Mace of Ulumak || Melee || Melee || User || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target. |- | *The Star-stone Mace || Melee || Melee || +2 || -3 || 3 || The bearer's unit always fights last. The bearer can fight twice, instead of only once in any Fight phase the bearer has destroyed an enemy CHARACTER model. |- | *Tide of Serpents || Melee || Melee || 3 || - || 1 || Each time the bearer fights, it can make five additional (and only five) attacks with this weapon. Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |- | *Thunderous bludgeon || Melee || Melee || User || -2 || 1 || The bearer's unit always fights. If the bearer has more than 25% of its wounds remaining, it can make two additional attacks with this weapon. |- | *Venomous fangs || Melee || Melee || 3 || - || 1 || Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |} <br style="clear: both; height: 0px;" /> *Note: A unit with savage bite and gold sigil spear fight normally unless it has charged, then it would always fight first. *Note: A unit with savage bite and giant weapon always fights last unless it has charged, then it would fight normally. ===MOUNTS=== {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! NAME !! EFFECT |- | *Ancient Stegadon Mount || Decrease the bearer's Move characteristic to 5. Increase the bearer's Strength characteristic to 6, Toughness characteristic to 6, Wounds characteristic to 12 and Sv characteristic to 3+. The bearer gains the M3/4/5 and Monstrous Reaction abilities. The bearer gains the MONSTER keyword and loses the INFANTRY keyword. |- | *Carnosaur || Increase the bearer's Move characteristic to 8, Strength characteristic to 7 and Wounds characteristic to 10. The bearer gains the M4/6/8 and Monstrous Reaction abilities. The bearer gains the MONSTER keyword and loses the INFANTRY keyword. |- | *Cold One || Increase the bearer's Move characteristic to 8. The bearer gains the CAVALRY keyword and loses the INFANTRY keyword. |- | *Ripperdactyl || Increase the bearer's Strength characteristic to 4 and the bearer's Move characteristic to 20. The bearer gains the FLY and CAVALRY keywords and loses the INFANTRY keyword. |- | *Stegadon Mount || Increase the bearer's Strength characteristic to 5, Toughness characteristic to 6, Wounds characteristic to 12 and Sv characteristic to 4+. The bearer gains the M4/6/8 and Monstrous Reaction abilities. The bearer gains the MONSTER keyword and loses the INFANTRY keyword. |- | *Terradon || Increase the bearer's Strength characteristic to 4 and the bearer's Move characteristic to 20 and Wounds characteristic to 5. The bearer gains the FLY and CAVALRY keywords and loses the INFANTRY keyword. |} <br style="clear: both; height: 0px;" /> ===OTHER WARGEAR=== {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! NAME !! EFFECT |- | *Ark of Sotek || In your Command phase, one destroyed model from each SWARM unit from your army within 6" of this unit is returned to the unit in unit coherency and more than 1" from enemy models. Each unit can only be affected by this ability once per phase. The bearer gains the following ability 'Snake Effigy (Aura): While a unit from your army is within 6" of this model, each time a melee attack is made for that unit, a hit roll of 6 automatically wounds unless the target is a VEHICLE.' |- | *Blood statuette of spite || Once per game before the bearer attempts to manifests the Smite psychic power you may choose any visible enemy unit within 18" as the target of the power rather than the closest visible enemy unit. |- | *Charmed shield || Subtract 1 from hit rolls against the bearer in the Shooting phase of the first battle round. If the bearer has the INFANTRY or CAVALRY keyword then the effect lasts the entire game. |- | *Cube of darkness || At the start of your opponent's Psychic phase you may activate up to one cube of darkness that has not previously been activated. Until the end of the phase subtract 1 from any Psychic tests enemy PSYKERS make. |- | *Divining rod || In your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER. |- | *Drop rocks || Once per game, after the bearer has moved in your Movement phase, you can select one unit it moved across. Roll a D6s for each model in that unit: for each 4+, that unit suffers 1 mortal wound. Subtract 2 from the roll against CHARACTERS. |- | *Engine of the Gods || Units from your army within 6" of the bearer gain a 6+ invulnerable save against ranged attacks. Subtract 1 from the Toughness characteristic of enemy UNDEAD, DAEMON and FOREST SPIRIT units within 6" of the bearer. During each of your Psychic phases, the casting value of the first psychic power a PSYKER from your army attempts to manifest is reduced by 2 to a minimum of 7. |- | *Glittering scales || The bearer gains a 5+ invulnerable save. |- | *Glyph necklace || Subtract 1 from hit rolls made for attacks against the bearer. |- | *Golden Death Mask || Subtract 1 from the Weapon Skill characteristic of enemy units within 1" of the bearer. |- | *Itxi grubs || Once per game when the bearer performs a psychic action the bearer may consume the Itxi grubs to automatically succeed with no opportunity for your opponent to deny the psychic action. |- | *Obsidian trinket || Each time the bearer would lose a wound as the result of a mortal wound, roll one D6; on a 5+ that wound is not lost. |- | *Potion of toughness || Once per game at the start of any phase the bearer may drink a potion of toughness, until the end of the phase the bearer's Toughness is increased by 1 to a minimum of 6. |- | *Rod of the storm || Once per game when the bearer manifests the Smite psychic power all enemy units with the FLY keyword within 18" of the bearer suffer a mortal wound. |- | *Sunburst Standard of Hexoatl || Subtract 1 from hit rolls for shooting attacks against units from your army within 6" of the bearer. |- | *The Helm of the Prime Guardian || Unmodified hit rolls of 1-3 always fail to hit the bearer. Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of the bearer. |- | *The Key to the Eternity Chamber || Enemy units within 1" of the bearer may not Fall Back. |- | *The Eye of the Old Ones || Re-roll Advance rolls of 1 for units from your army within 6" of the bearer. |- | *Mask of Heavens || Add 1 to hit rolls for units from your army with the FLY keyword within 6" of the bearer. |- | *The Shield of Aeons || Enemy units within 1" of the bearer suffer D3 mortal wounds at the end of the Charge phase if they performed a Heroic Intervention or Charge this turn. The bearer has a 2+ Sv characteristic. |- | *The Stellar Staff || Each time the bearer attempts to manifest the Comet of Casandora psychic power, add 2 to the result of the test. |- | *War drum of Xahutec || Once per turn during your Shooting phase the bearer may nominate an INFANTRY unit from your army within 6", that unit may shoot even if it fell back this turn. |} <br style="clear: both; height: 0px;" /> ===RANGED WEAPONS=== {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! WEAPON !! RANGE !! TYPE !! S !! AP !! D !! ABILITIES |- | *Bane head javelin || 12" || Assault 1 || 3 || - || 2 || Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. |- | *Blowpipe || 12" || Assault 2 || 3 || - || 1 || Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |- | *Firefly frog venom blowpipe || 12" || Assault 2 || 3 || - || 1 || Hits made with this weapon automatically wound enemy units (excluding VEHICLES). |- | *Flame spout || 24" || Assault D6 || 4 || -4 || 1 || Blast |- | *Giant blowpipe || 12" || Heavy 3 || 3 || - || 1 || Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. This weapon may only be fired if the firing model has 25% or more of its starting wounds remaining. |- | *Giant bow || 36" || Heavy 1 || 7 || -1 || D3 || This weapon may only be fired if the firing model has 25% or more of its starting wounds remaining. |- | *Hand of Gods || 24" || Assault D6 || 4 || - || 1 || Each time an attack is made with this weapon, that attack automatically hits the target. |- | *Howdah crew (shooting) || 12" || Assault 3 || 3 || - || 1 || Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. This weapon may only be fired if the firing model has 50% or more of its starting wounds remaining. |- | *Lustrian javelin || 12" || Assault 1 || 3 || - || 1 || Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target. |- | *Noxious venom (shooting) || 18" || Assault 1 || 5 || -2 || 1 || Unless the target is a VEHICLE increase the Damage characteristic to D6. Change the type of the weapon to Assault 2 if the bearer has 25% or more of its starting wounds remaining or 3 if the bearer has 50% or more of its starting wounds remaining. |- | *Solar engine || 24" || Heavy 1 || 8 || -4 || D6 || This weapon may only be fired if the firing model has 25% or more of its starting wounds remaining. |- | *Spine rain || 24" || Assault 3 || 4 || -1 || 2 || When firing Overwatch with this weapon, a 4, 5 or 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. |- | *The Golden Blowpipe of P’Toohee || 12" || Assault 3 || 3 || - || 2 || Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Hits made with this weapon automatically wound enemy units (excluding VEHICLES). |} <br style="clear: both; height: 0px;" />
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