Obliberator

(Entry)
Type: upgrade
EntryId: dac5-7165-3fe5-ef72
Hidden: false
Costs: 70 pts
Rules (5)
Body Weapons
Obliterators may only fire one weapon in any Shooting phase and each model may fire a different weapon from those available
Obliterator Weapons
Obliterators can use different weapons in different phases, so they may shoot with a ranged weapon and then assault using power fists
Fearless
Automatically passes any Morale checks
Deep Strike
May deploy anywhere on the table. Place the center of an Ordnance blast marker at the unit's destination and roll a Scatter Die and 2D6. On a "hit", the unit lands on-target. On an arrow, they land off-target 2D6 inches of the direction shown. Units may not move or assault in the same turn they arrive in.
Slow and Purposeful
Always count as stationary when firing, even if they moved in the same turn. But move as if in difficult terrain at all times, and never receive +1 Attack for charging. Also strike at I1 in close combat and never perform a Sweeping Advance.

Profiles:

Unit WSBSSTWIALdSv
Obliterator

4

4

5

5

2

4

2

9

2+/5+

Weapon RangeSAPType
Lascannon (x2)

48"

9

2

Heavy 1

Autocannon

48"

7

4

Heavy 2

Missile Launcher (frag)

48"

4

6

Heavy 1 Blast

Missile Launchers can fire either frag or krak rounds. Choose which to shot before rolling to hit.

Heavy Bolter

36"

5

4

Heavy 3

Plasma Gun

24"

7

2

Rapid Fire

If you roll a 1 to hit with a plasma weapon it has overheated and injured the model firing it. Make an armor save for the model, otherwise it will suffer a wound. Plasma weapons on vehicles are not affected by overheating.

Meltagun

12"

8

1

Assault 1

Meltaguns are devastating short ranged "heat rays." Melta weapons roll an extra D6 to penetrate vehicles at half range.

Power Fist

Melee

User x2

1

Melee

Doubles Strength up to 10 & ignores armor saves, but attacks last