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Warhammer 40,000/Xenos in 30k
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=== New Wargear === '''Dissonance Resonators''' :''Similar to various Dissonance projectors but much less bulky, they have been weaponised by certain specialist units which train in their use. As one member unleashes a Haywire pulse weapon, those possessing Dissonance resonators quickly but carefully place them at specific points along the vehicle or building that they want to breach. In the best case they will amplify, attenuate, focus or distribute the energy to create a squealing spectacle of arcing electricity and showers of sparks β and considerable secondary damage.'' If a Haywire hit is struck in the same combat against any eligible target, any model may use their Dissonance Resonators instead of attacking normally β resolve the effects at the same time that the Haywire hit is struck, no matter which Initiative step it is. For each Dissonance Resonator that hits, it adds a +1 bonus to the Haywire results table, and if any unmodified roll of 6 is made To Hit, the original hit becomes D3 hits (each with the same effect as has already been determined) β this additional hit bonus is not cumulative for any additional rolls of 6 for other Dissonance Resonators in the same combat. If multiple Haywire grenades are used, each roll of a 6 is applied to any one Haywire hit; for example, if two models attack and hit with Haywire grenades, and both Hit, then the first To Hit roll of a 6 by a model using a Dissonance Resonator turns one of those Haywire hits into D3 hits, if a second 6 is rolled it may turn the other Haywire hit into D3 hits as well, but after that there can be no further bonus. If models with Dissonance Resonators strike in combat at a higher initiative step than a model which uses a Haywire Grenade, there is no opportunity to make use of the Dissonance Resonators. '''Psychic Lance''' :''Developed primarily to direct the dull beasts of their worlds, the Psychic Lance is not a weapon of war, but unprotected human-sized creatures exposed to its pulse can easily have their minds burned out, left as drooling husks if they survive at all.'' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! Range ! S ! AP ! Type |- ! Psychic Lance | Hellstorm | 5 | 6 | Assault D6, Poison (6+), Haywire, Strikedown, One Use Only |- |} <br style="clear: both; height: 0px;" /> '''Starburn Blade''' :''Developed primarily to harvest their herd beasts each season, or to perform occasional culls of them when required, the Starburn Blade can nevertheless destroy all but the biggest titans with a single carefully-placed flick.'' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! Range ! S ! AP ! Type |- ! Starburn Blade | - | 10 | 1 | Melee, Haywire, Shred, Run Through |- |} <br style="clear: both; height: 0px;" /> '''Run Through''' The model using the Starburn Blade may exchange all of their attacks to make one attack at S D, with a +1 to the result of the roll on the Destroyer Weapon table. '''Gravity Gauntlet''' :''Built into a reinforced arm and offsetting both weight and kinetic force with gravity-manipulating suspensors, the Gravity Gauntlet can diffuse the impact of a swinging tail or headlong charge from a herd beast, and Eldar Knights have the responsive reflexes to allow it to be used in this way to block the strikes of other knight-class walkers.'' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! Range ! S ! AP ! Type |- ! Gravity Gauntlet | - | 10 | 1 | Melee, Haywire, Intercept, Gravity Vice |- |} <br style="clear: both; height: 0px;" /> '''Intercept''' If this weapon is not the weapon profile being used for strikes during the current round of combat, opponents suffer -1 to WS and A until the end of the assault phase. '''Gravity Vice''' To-Hit rolls of 6 with this weapon have a strength of D.
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