Quantum Energy Projector 100 pts


The Quantum Energy Projector (QEP) is of ancient alien creation, that when carefully examined resembles C'Tan technology. Its destructive capabilities break down the atoms of the target, weakening armour, destroying structures, and disintegrating flesh and fields alike. Only Space Marine Terminators, Dreadnoughts, and Devastator Squads can wield this destructive weapon.

You may include up to one QEP in any Space Marine army. It may be given to a Terminator Squad or a Devastator Squad as a Heavy Weapon, or mounted on a Dreadnought as one of it's arms.

Range To Hit Save Armour
Weapon Short Long Short Long Strength Damage Modifier Penetration Special
QEP 0-30 30-60 +1 - * 2D6+2 * 2D10+2D6+8 * See Below, Move or Fire


SPECIAL RULES:


Strength. If the QEP scores a hit, the affected model must immediately attempt all of their allowed saves (see rules for saves below). If the model fails these saves, it is automatically wounded, no roll is required, and takes 2D6+2 damage.


Saves. Most forms of armour are completely ineffective against the QEP. To represent this, normal armour cannot save. Armour saves taken on 2D6 (ie Terminator, Carnifex) will save, but the power of the weapon reduces them to a single D6 rather than the usual 2. For example, a Terminator will save on a D6 roll of 3 or more.

Such is the power of the QEP that armour or fields with a normally unmodified save (Refractor field, Storm Shield, Rune Armour) suffer a -1 penalty to their save. This effect is cumulative and permanent for Armour. For example, Eldar Rune armour or a Storm Shield, both 4+ unmodified, will be permanently reduced to 5+ unmodified when hit by a QEP. A furhter hit will reduce them to 6+ unmodified. The save cannot be reduced any further than this. Fields will be affected in the same way, but they revert to their original value at the end of the current turn. (ie A Power field, 2+ unmodified, hit once will reduce to 3+ unmodified, but will return to 2+ unmodified at the end of the turn.) Note that Displacer Fields actually move the affected model and are completely unaffected by the QEP's special rules. Psychic power saves, skill saves (such as dodge) and others are not affected either.


QEP vs Vehicles. If the QEP hits a vehicle, roll for the location and penetration as normal. If the armour is penetrated, roll a D3 and add 3 to it to determine the extent of the damage. Also, permanently reduce the armour value of that location only by -1.


Shut Down. The QEP requires such a vast amount of energy and produces so much heat that it must shut down to recharge and cool off after each shot. For this reason, the QEP must recharge one turn after firing before it can fire again. The weilder may move during that turn without affecting this recharge/cool down period, making this interval the perfect time to set up for the next shot.


Core Meltdown. Every time you fire the QEP, roll a D6 and add to the roll the number of times the QEP has previously fired during this game. If the total is 6 or more, then the weapon has suffered a catastrophic core meltdown! If the QEP is carried by a foot model, the explosion kills the weilder and causes D3 S6 hits on any model within 2". If it is mounted on a Dreadnought the arm is torn off and destroyed causing a flashback to the hull. Roll on the Hull damage table to determine the added effects.



By GoldOnyx.



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