[FW] Kharybdis Assault Claw

(Unit)
Type: model
Category: Heavy Support
Categories: Heavy Support, Heavy Support
LinkId: cb0f-2710-b354-1e1d
Hidden: true
Costs: 260 pts
Options (2)
Rules (6)
Inertial Guidance System
Should a Kharybdis scatter on top of impassable terrain or another model, then reduce the scatter distance by the minimum required to avoid the obstacle if desired.
Independant Gun Spirits
Kharybdis may target different enemy units with each of their weapons.
Heat Blast
When a model with this rule arrives via Deep Strike, or later when operating as a skimmer in Hover mode, it may if its controlling player wishes inflict a Heat Blast attack. If it does so, then models it is transporting may not disembark or embark on the turn this attack is used.

Heat Blast (Deep Strike): Immediately after the model lands, measure a radius of 3"+D3" horizontally outwards from its main hull (do not count any landing struts, etc). All models caught in the blast suffer a Str 6 AP 5 hit with no cover saves. Vehicles are struck on their weakest Armour value. This is counted as a flamer-based attack.

Heat Blast (Fire Sweep): If the controlling player wishes, any unit the model passes directly over (i.e., falls directly under its hull during its Movement phase) suffers D6 Str 5 AP 5 hits with no cover saves. Vehicles are struck on their weakest Armour value. This is counted as a flamer-based attack. Hits from this attack are distributed across a unit as the player suffering the attack wishes. Roll a D6 each time this attack is inflicted. On a result of a 1, the Drop Pod itself suffers a penetrating hit.
Assault Vehicle
Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Drop Pod Assault
A Kharybdis or Dreadclaw, and any unitthey should transport, must always be held in reserve and always enters play using the Deep Strike rules, and counts as a Drop Pod for the wider use of the Drop Pod Assault rule for the army (applies to both the Kharybdis and Dreadclaw). 

At the beginning of the controlling player's first player turn, they must choose half of their Drop Pod units (rounding up) to make a Drop Pod Assault. These units arrive on their controlling player's first player turn. The arrival of the remaining Drop Pods in the player's force is rolled for as usual for the mission. A unit who Deep Strikes via Drop Pod may not assault in the turn it arrives. In the case of the Dreadclaw and Kharybdis, unlike other Drop Pods it is not immobile, however, after it has landed it is treated as a Flyer with Hover mode (which starts off as hovering after it has arrived via Deep Strike).
Infernal Relic
Only 1 Infernal Relic may be taken per primary detachment, unless a Technomancer is taken as a HQ. An Infernal Relic can be taken in an allied Detachment if a Technomancer is taken as the compulsory HQ.

Profiles:

Flyer BSFrontSideRearHPCombat RolePursuitAgility
Kharybdis Assault Claw

4

12

12

12

5

Air Leviathan

1

1

Vehicle (Flyer, Transport, Hover)

Transport Fire Points
Kharybdis Assault Claw
Capacity:

May Transport any of the following: A unit of up to 20 models A Single Ferrum Infernus Dreadnought A Single Emperors Children Sonic Dreadnought A Single Chaos Contemptor Dreadnought A Single Chaos Rapier Weapons Battery

Access Points:

One access point underneath the hull. In practice models disembark at ground level, measuring from the ground level of the main hull.

Wargear Item
Daemonic Possession:

Reduces BS to 3. Ignores Crew shaken and stunned results on a 2+. Roll a D6 each embark/disembark. On a 1, the vehicle eats a random model in the unit (remove from play, no saves allowed) and reagins a lost hull point.

Frag Assault Launchers:

Any unit charging into close combat on the same turn as it disembarks from this vehicle counts as having frag grenades.

Modifiers:

set hidden false
1 selections of Show Forgeworld in roster (recursive)
Used By (1)