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ADEPTUS MECHANICUS VEHICLE UPGRADES

Ablative Armor: 15 points The vehicle has been fitted with special armorplas plating, designed to react with hull impacts from enemy fire. The first Penetrating hit (either via ranged fire or in an assault) may be ignored, as the plating absorbs the impact. After this first hit is absorbed the ablative armor is destroyed and has no further effect. Note that Glancing hits are not effected and are resolved as normal.

Boosters 25 points : The vehicle?s engine is modified with superchargers and additional power units, making it much more powerful than normal. The vehicle now counts as Fast.

Electro Hull: 20 pointsThe vehicle has been wired with powerful electrical cabling on its exterior, delivering a powerful shock to any enemy models attempting to attack it. At the beginning of each Assault Phase after all models have moved, any models in base contact with the vehicle must make an Armor or Invulnerable Save or they are hurled 2" directly away from the hull. They can still make their single supporting attack as per the normal rules, but if none of the models remain in contact the unit cannot Assault the vehicle at all.

Heavy Weapon Mounting: 15 points + weapon cost The Adeptus Mechanicus know each and every secret of the hidden construction possibilities for Imperial vehicles (or so they think, and so far no one has been able to contradict them on it). It is common for Tech-Priests in the field on Quests to customize their transport vehicle (the ubiquitous Rhino) to carry a heavy weapon for extra firepower without sacrificing its transport capability. The normal Rhino Storm Bolter is replaced with the new Heavy Weapon, and the firing controls are wired into the Servitor crewman. This upgrade does not prevent a Pintle Mounted Storm Bolter to be added as well if desired.

Holy Icon: 15 points The vehicle mounts a suitably large and impressive symbol of the Machine God. Any Adeptus Mechanicus unit within 6" of the vehicle may roll three D6 for all Leadership tests and use the lowest two rolls as their score.

Runes of the Machine God +20% Before leaving on the Quest, powerful tech-runes are inscribed on the vehicle?s armor and special chants are made in the name of the Machine God, designed to protect it from harm. The vehicle may re-roll any results on the Glancing Hits table (but not Penetrating Hits). If no roll on the table is required for the effect or some other result system is used, no re-roll is allowed. The cost for this vehicle upgrade is not fixed ? it will be an additional +20% (rounding up) added to the final cost for the vehicle, after all other upgrades, weapons, and other items are purchased for that vehicle. Thus for a vehicle which came to 275 points, the Runes would cost an extra +55 points.

Regular Vehicle Uprades

See Codex: Imperial Guard and the Warhammer 40,000 Rulebook for special rules for the following vehicle upgrades

Armored Crew Compartment, Extra Armour, Hunter-Killer Missile, Pintle-Mounted Storm Bolter, Rough Terrain Modifications, Searchlight, Smoke Launchers

Support Weapons

Support Weapons are rare devices of awesome power, many dating back to the time of the Heresy or before. Each usually requires specialized equipment and repair, and are a rare sight outside of Adeptus Mechanicus forces though sometimes seen detached to other Imperial armies. Rarer still they wind up in the hands of heretic cults bent on revolution or destruction. Even though difficult to ready and maintain, they are superb in combat and relatively easy to use.

Special Rules:

Movement and Crew

-Support Weapons crew must stay within 2" of their weapon at all times.
-Support Weapons cannot be transported.
-Crew from one Support Weapon can be used to re-crew other Support Weapons as needed. Once the operator moves to within 2" of the weapon he becomes its operator, but cannot be used to fire it in that turn.
-All Support Weapons in a battery must remain within 4" of each other.

Firing a Support Weapon

-Only one operator is needed for normal operation; the second operator is free to fire any weapons of his own.
-Both the weapon and at least one Operator must have Line of Sight for non-Guess weapons.
-Multiple Support Weapons in a Battery will not fire together to create Salvos. Instead, make all range Guesses first as normal, then work out their firing effects one weapon at a time.

Shooting at a Support Weapon Battery

-When fired upon, randomize hits in a battery (1-4 = hit on operators, 5-6 = hit on the support weapon). The owning player may choose which support weapon or crew are hit in the battery. Resolve hits against the operators as normal. A Support Weapon has an Armor value of 10, and if it takes any penetrating or glancing hits it is destroyed and removed from play.

Assaulting a Support Weapon Battery

-Enemy units may Assault a support weapons battery in the same manner as assaulting any other unit. Any enemy models in contact with a support weapon can attack it exactly as if it was a vehicle with the same armor value and hit resolution as for shooting above.
-Support Weapons cannot be fired while any members of their battery are engaged in an assault.

Support Weapons

Support Weapons are rare devices of awesome power, many dating back to the time of the Heresy or before. Each usually requires specialized equipment and repair, and are a rare sight outside of Adeptus Mechanicus forces though sometimes seen detached to other Imperial armies. Rarer still they wind up in the hands of heretic cults bent on revolution or destruction. Even though difficult to ready and maintain, they are superb in combat and relatively easy to use.

Special Rules:

Movement and Crew

Support Weapons have a crew (usually of two Operators) who must stay within 2" of their weapon at all times.
Support Weapons cannot be transported.
Crew from one Support Weapon can be used to re-crew other Support Weapons as needed. Once the operator moves to within 2" of the weapon he becomes its operator, but cannot be used to fire it in that turn.
All Support Weapons in a battery must remain within 4" of each other.

Firing a Support Weapon

Only one operator is needed for normal operation; the second operator is free to fire any weapons of his own.
Both the weapon and at least one Operator must have Line of Sight for non-Guess weapons.
Multiple Support Weapons in a Battery will not fire together to create Salvos. Instead, make all range Guesses first as normal, then work out their firing effects one weapon at a time.

Shooting at a Support Weapon Battery

When fired upon, randomize hits in a battery (1-4 = hit on operators, 5-6 = hit on the support weapon). The owning player may choose which support weapon or crew are hit in the battery. Resolve hits against the operators as normal. A Support Weapon has an Armor value of 10, and if it takes any penetrating or glancing hits it is destroyed and removed from play.

Assaulting a Support Weapon Battery

Enemy units may Assault a support weapons battery in the same manner as assaulting any other unit. Any enemy models in contact with a support weapon can attack it exactly as if it was a vehicle with the same armor value and hit resolution as for shooting above.
Support Weapons cannot be fired while any members of their battery are engaged in an assault.

Adeptus Mechanicus Vehicle Upgrades

Ablative Armor: The vehicle has been fitted with special armorplas plating, designed to react with hull impacts from enemy fire. The first Penetrating hit (either via ranged fire or in an assault) may be ignored, as the plating absorbs the impact. After this first hit is absorbed the ablative armor is destroyed and has no further effect. Note that Glancing hits are not effected and are resolved as normal.

Electro Hull: The vehicle has been wired with powerful electrical cabling on its exterior, delivering a powerful shock to any enemy models attempting to attack it. At the beginning of each Assault Phase after all models have moved, any models in base contact with the vehicle must make an Armour or Invulnerable Save or they are hurled 2" directly away from the hull. They can still make their single attack as per the normal rules, but if none of the models remain in contact the unit cannot Assault the vehicle at all.

Heavy Weapon Mounting: The Adeptus Mechanicus know each and every secret of the hidden construction possibilities for Imperial vehicles (or so they think, and so far no one has been able to contradict them on it). It is common for Tech-Priests in the field on Quests to customize their transport vehicle (the ubiquitous Rhino) to carry a heavy weapon for extra firepower without sacrificing its transport capability. The normal Rhino Storm Bolter is replaced with the new Heavy Weapon, and the firing controls are wired into the Servitor crewman. This upgrade does not prevent a Pintle Mounted Storm Bolter to be added as well if desired.

Holy Icon: The vehicle mounts a suitably large and impressive symbol of the Machine God. Any Adeptus Mechanicus unit within 6" of the vehicle may roll three D6 for all Leadership tests and use the lowest two rolls as their score.

Regular Vehicle Upgrades

See Codex: Imperial Guard and the Warhammer 40,000 Rulebook for special rules for the following vehicle upgrades

Armored Crew Compartment, Extra Armour, Hunter-Killer Missile, Pintle-Mounted Storm Bolter, Rough Terrain Modifications, Searchlight, Smoke Launchers


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