by Baragash » Sat Dec 11, 2010 8:42 pm
by Baragash » Sun Dec 12, 2010 10:59 am
by mattjgilbert » Sun Dec 12, 2010 11:49 am
Blasted Standard: Once per game, instead of firing his normal weapon, a model bearing the Blasted Standardcan activate it as their shooting attack for that turn. The Blasted Standard inflicts 2D6 S6 AP4 hits on the target.
Coruscating Flame: Any model assaulting the vehicle takes a Strength D6 AP4 hit before combat is resolved.
Infernal Gateway
Pre-game powers (not in any player turn)
Psychic Duel: Used when an enemy Psyker attempts to use a Psychic Power, but before they make their PsychicTest. If the Psychic Test is successful, the enemy Psyker must roll an additional D6 for any Psychic Tests that turn,and discard the lowest dice.
Tzeentch’s Firestorm
by Baragash » Sun Dec 12, 2010 10:43 pm
by Baragash » Mon Dec 13, 2010 8:50 pm
by mattjgilbert » Mon Dec 13, 2010 9:30 pm
Infernal Gateway: Used in the Psyker’s own Movement Phase as long as he (and his unit) don’t move. If thePsychic Test is successful, the Psyker and his squad may move up to 3D6” in any direction, ignoring penalties forDifficult Terrain. If two or more 1s are rolled for this movement, the unit takes D6 wounds allowing No ArmourSaves, allocated as normal.
by killmaimburn » Tue Dec 14, 2010 10:51 am
Baragash wrote:Psychic Duel: are there any Psychic Tests that aren't rolled for any more?
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
by Baragash » Tue Dec 14, 2010 11:01 am
by mattjgilbert » Wed Dec 15, 2010 1:04 pm
by mattjgilbert » Wed Dec 15, 2010 1:26 pm
by Baragash » Wed Dec 15, 2010 2:24 pm
by Baragash » Wed Dec 15, 2010 10:37 pm
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