Drop Pod - Support
Points Cost: 100 + weapons
Vehicle Data
Ram Value
Strength 10
D12 Damage
-6 Save
Movement
Special
Crew
Two Space Marines
Weapons:
The pod is armed with 1 of the following weapon combinations.
2 Heavy Bolters | + 30 points |
2 Lascannons | + 90 points |
1 Multimelta | +65 points |
2 Autocannons | + 50 points |
All of these weapons are twin-linked.
Special:
To deploy the pod choose any point on the battlefield as the landing
point. Roll the scatter & artillery dice, as you would for scattering
a barrage, and move the landing point accordingly.
Any models with 1 or 2 wounds landed on by the pod must make an immediate,
unmodified armour saving throw or be killed instantly.
Any troops with more than two wounds that fail their throw loose 2 wounds,
are placed adjacent to the pod and may do nothing in their next turn.
Troops who pass their saving throw are moved 3" away from the centre
of the pod and may act normally next turn.
If you roll a misfire on the artillery die then something has gone wrong.
Roll a D6 immediately and consult the table below.
1 | The pod is destroyed on landing. Any models within 3" take D6 S7 hits. |
---|---|
2-3 | The pod is badly damaged. Any figures on board will escape death, and the pod, on a D6 roll of 4+. |
4-6 | The pod's doors are jammed shut and will not open until the next Space Marine player's turn. |
Any models on overwatch may attempt to shoot at the pod as it fall but will suffer a -2 to hit modifier for firing on a model moving at fast speed.
Weapon Data:
Weapon | Range (S/L) | To Hit (S/L) | Str | Dmg | Save | Armour | Special |
---|---|---|---|---|---|---|---|
Autocannon | 12 / 32 | +1 / 0 | 8 | D6 | -3 | 2D6+8 | Sustained Fire 1D |
Heavy Bolter | 20 / 40 | 0 / 0 | 5 | D4 | -2 | D6+D4+5 | Sustained Fire 1D |
Lascannon | 20 / 60 | 0 / 0 | 9 | 2D6 | -6 | 3D6+9 | |
Multimelta | 12 / 24 | +1 / 0 | 8 | 2D12 | -4 | D6+2D12+8 | 2" Blast Marker |
Damage Tables
Petals Closed
*Hits closest petal / heavy |
Petals Open
|
Petal Damage Table (D6)
1-2 | The shot is absorbed by the pod's armour but leaves it weakened. Any further rolls against this petal are at +1. |
---|---|
3-4 | The petal is partially damaged. From now on treat the petal as dangerous terrain. |
5-6 | The petal is completely blown off and lands D6" away. Any models under the impact point suffer D6 S7 hits. |
Hull Damage Table (D6)
1-2 | The shot is absorbed by the pod's armour but leaves it weakened. Any further rolls against the hull are at +1. |
---|---|
3-5 | The shot spins the pod around so that it faces a different direction. Any models on board may not move or fire next but may fight in close combat as normal. |
6 | The shot ignites the hulls fuel tanks and the pod explodes. If the petals are closed any model inside will be killed on a roll of 4+ on a D6. If the petals are open all the models inside can jump clear to avoid the explosion and are placed 3" away from the pod. Any models within 3" of the pod suffer D6 S7 hits. Roll again for each of the pod's petals. |
Heavy Weapon Damage Table (D6)
1-3 | The shot knocks out the weapon's suspensors. The weapon may only fire in each successive turn if you roll a 4+ on a D6 first, take the roll each turn. |
---|---|
4-5 | The shot destroys the heavy weapon. Any Space Marines remaining on board take an immediate S7 hit with a -2 armour save modifier. |
6 | The shot destroys the heavy weapon and causes a further flash-back into the hull. Make an immediate roll on the Hull Damage Table. |
Pod Interior
The shot hits a random crew member inside the pod and the shot is worked out as normal. If there are no models inside the pod the shot passes through and hits the first model on the other side of the pod.
This page hosted by
Get your own Free Home Page