Sustained Fire The player nominates the initial target and rolls to hit exactly as normal. If the player makes the to hit roll he can roll one or more special sustained fire dice to see how many actual hits are scored. The first of these hits will be scored on the initial target but any extra hits can be allocated to other visible targets within 4" of the first. Once all hits have been allocated roll to wound as normal.
The number of sustained fire dice a weapon can roll is indicated in its description in the Wargear book. A sustained fire weapon can always be fired using less dice than its maximum if desired.
Twin Linked Only one dice roll to hit is made for a linked weapon. If a hit is scored both the linked weapons score a hit. Likewise, if the shot misses both weapons miss. The hits from such weapons will be fairly tightly grouped, so in this case just make one roll for location.
Both of the linked weapons strike the same point, but roll penetration and damage separately for each weapon. In the case of linked weapons shooting at ordinary models one roll is made to hit but two rolls are made to wound and two separate armour saves are required if both weapons wound.
If a linked weapon has sustained fire capability, like the twin autocannon on an Ork warbike, roll to hit as normal as if one weapon were firing. If a hit is scored roll the sustained fire dice for both weapons together: jam results on either dice will jam both of the linked weapons but as usual any hits are resolved before the weapon(s) jam.
Parry A warrior armed with a sword (including chainswords. power swords and force swords) can parry or turn aside an opponent' blow with his own blade. To represent thi a model armed with a sword can force an opponent to re-roll his highest attack dice before the winner of the combat is determined. Models armed with two swords can force their opponent to re-roll one or two of his attack dice.
The swordsman doesn't have to parry if he doesn't want to. Though parries are useful it is possible an opponent may re-roll and get a better score. An opponent who rolls several dice can always pick his next highest score and use that to determine who won the combat rather than use the score of his re-rolled dice. Re-rolled dice can still produce fumbles or critical hits as described below. Two opposing models which both have parries cancel each other out - neither can force a re-roll!