Artefact: The Solar Staff

(Entry)
Type: upgrade
EntryId: 3853-a128-203f-ad07
Hidden: false
Costs: 15 pts

Constraints:

max(roster): 1
Rules (2)
Solar Pulse
Once per game, at the start of any turn, the bearer can use this special rule. When he does, the Night Fighting rules are not in effect for the remainder of the turn (if they were in effect). In addition, when this special rule is used, enemy units targeting the bearer or his unit can only fire Snap Shots until the start of the bearer's next turn.
Blind
Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current phase. If the test is passed, all is well - a shouted warning has caused the warriors to avert their gaze. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test. Any model that does not have an Initiative characteristic (for example, non-Walker vehicles, buildings etc.) is unaffected by this special rule.

Profiles:

Weapon RangeStrengthAPType
The Solar Staff

12"

5

3

Assault 3, Blind, Solar Pulse

Used By (1)