Devourer

(Entry)
Type: upgrade
EntryId: 4f71-a6e3-3aa9-97ec
Hidden: false
Rules (3)
Fear
If charged by an enemy causing fear, take a psychology check. If passed, fight as normal. If failed, automatically break if outnumbered by charging enemy. If enemy does not outnumber, half the units WS (rounding up) in the first turn of combat and cannot fire overwatch. 
If charging enemy unit that causes fear, must take psychology check. If failed, cannot charge and must remain stationary for the turn (but can fire normally). 
If hit by a weapon that causes fear it must take a Break test regardless of casualties inflicted by the weapon
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.
Devourer
Squads that suffer 1 or more hits from this weapon must take a Leadership test for Fear. If they fail they will break as per Fear rules

Profiles:

Weapon Short rangeLong RangeShort 'To Hit’Long 'To Hit’StrengthDamageSave ModifierArmour Penetration
Devourer

6

18

-

-

4

D3

-2

D6+4+D3

Sustained fire 2 dice, Fear

Used By (2)