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Fiche Technique - Drop Pod Et Termite V2
Fiche Technique - Drop Pod Et Termite V2
BLOCKED DOORS
If the pod has landed in very difficult terrain or collided with a building/vehicle it may have blocked its
doors from opening, or the can jam during the drop. Roll a D6, on a 4+ the doors can be opened
normally next turn, on a 1-3 they are blocked and the pod must be broken open. This can be done by
penetrating the hull armour successfully. Deathwind pods blocked like this will never open, support
pods can only be opened from outside by friendly troops. Note that some damage results will open a
jammed pod if they are shot at. You can shoot at your own jammed pods.
D6 MISFIRE CHART FOR DROP PODS
The pod lands hard, buckling the doors. They can only be opened on a D6 roll of 4+ each turn or
1-2
by penetrating the hull armour.
The retro rockets/big springs fail and the pod smashes open on impact roll a D6 for each model
3-5
on board they are killed on a roll of 4+. Survivors cannot shoot this turn.
The pod accelerates in to the ground and explodes destroying everything in a 7,5 cm radius and
6
leaves a crater. There are no survivors!
2
MARINE ASSAULT DROP POD ................................. 50 points
Type: Landing Pod.
Crew: none.
Transport: 10 Marines, 10 Terminators, 1 Dreadnought or 5 Marines on bikes.
Movement: -2 to be hit when landing. If the pod lands successfully and the troops
disembark, the pod cannot be destroyed for victory points. If it is destroyed
with troops on board count victory points as normal.
Ram Speed
Str Dmg Save Mod Slow Combat Fast
10 D20 -6 - - -
Armour
Location Bottom Top/Side
Underside 22
Hull 19
Troops firing at descending pods can only hit the underside.
D6 Underside Damage Table
1-2 Gyro stabilisers are damaged. Pod automatically deviates on landing, use
scatter dice.
3-4 A large explosion tears through the crew compartment. Check for each
model, on a D6 roll of 4+ it is killed.
5 Braking thrusters destroyed, roll a D6, 1-3 pod destroyed on landing, 4-6
roll on misfire chart in main rules.
6 The pod blows up in mid-air! Kerboom!
D6 Hull Damage Table
1-2 The pod hull open if previously jammed!
3-4 A large explosion tears through the hull. Check for each model on a D6,
roll of 4+ it is killed.
5-6 The pod explodes, creating a 7,5 cm radius crater.
3
MARINE SUPPORT DROP POD................................. 85 points
Type: Landing Pod.
Crew: 1 servitor gunner.
Transport: A techmarine and his personal vehicle (bike) may land in the pod.
Movement: -2 to be hit when landing.
Weapons: Turret holds a heavy plasma gun fitted with a targeter, with a 360 degree field
of fire.
Ram Speed
Str Dmg Save Mod Slow Combat Fast
10 D20 -6 - - -
Armour
D6 Location Bottom Top/Side
Underside 22
1-4 Hull 19
5-6 Turret* 20
Troops firing at descending pods can only hit the underside.
*When the pod is closed, all attacks hit the Hull.
D6 Underside Damage Table
1-2 Gyro stabilisers are damaged. Pod automatically deviates on landing, use
scatter dice.
3-4 A large explosion tears through the crew compartment. Check for each
model, on a D6 roll of 4+ it is killed.
5 Braking thrusters destroyed, roll a D6, 1-3 pod destroyed on landing, 4-6
roll on misfire chart in main rules.
6 The pod blows up in mid-air! Kerboom!
D6 Hull Damage Table
1-2 The pod hull open if previously jammed!
3-4 A large explosion tears through the hull. Check for each model on a D6,
roll of 4+ it is killed.
5-6 The pod explodes, creating a 7,5 cm radius crater.
D6 Turret Damage Table
1 The heavy plasma gun mounted in the turret is damaged and may only be
fired if you first roll a 4 or more on a D6.
2 The turret is jammed and may no longer rotate. The heavy plasma gun
may only fire In a straight line at targets directly in front of it.
3 The servitor is killed, the heavy plasma gull may no longer be fired.
4-6 The power supply for the turret explodes and the pod is destroyed. Any
models in the pod are killed and the turret is blown off, flying 2D6 x 2,5
cm in a random direction before it crashes to the ground. Anything under
ifs landing spot lakes D6 strength 9 hits with a -6 saving throw.
4
MARINE DEATHWIND DROP POD ............................ 75 points
Type: Landing Pod.
Crew: None.
Movement: -2 to be hit when landing.
Weapons: Deathwind multi-launcher (see below)
Ram Speed
Str Dmg Save Mod Slow Combat Fast
10 D20 -6 - - -
Armour
Location Bottom Top/Side
Underside 22
Hull 19
Troops firing at descending pods can only hit the underside.
D6 Underside Damage Table
1-2 Gyro stabilisers are damaged. Pod automatically deviates on landing, use
scatter dice.
3-4 Hull is penetrated! Roll a D6. On a 4+ the pod explodes in mid air, with
no other effect.
5 The pod controls detonate and it launches all bombs! Any model under it
within 30 cm radius of its landing spot is hit on a D6 roll of 6.
6 The pod blows up in mid-air! Kerboom!
D6 Hull Damage Table
1-2 The pod hull splits open! If previously jammed, the multi-launcher
Immediately activates.
3-4 Hull is penetrated! Roll a D6. On a 4+ the multi-launcher activates if previously
jammed, on a 1-3 it explodes ! Anything within 7,5 cm is killed.
5-6 The pod is destroyed. If it was previously inactivated it blows up
creating a 7,5 cm crater.
DEATHWIND MULTI-LAUNCHER
The Deathwind Pod has a multi-launcher which sprays all targets in a 30 cm diameter with bombs. The
pod fires all its bombs at once and then is used up.
5
IMPERIAL TERMITE TUNNELLER
from Epicast
TERMITE...................................................................... 60 points
Type: Tunneller Vehicle.
Crew: 1 driver.
Transport: It can carry one group of 10 space marines in power armour, 10 imperial
guardsmen, 5 space marines in terminator armour or 2 support weapons.
Special: Termites begin play off the board, underground at slow speed. They move to
their emergence point and check for deviation of 5 or 6 on a D6. Deviation is
2D6 x 2,5 cm or half movement. If a termite emerges under a building or
vehicle it counts as a 2D6 ram bar (see page 92, rulebook). After emerging the
termite can travel on the surface, ignoring difficult terrain.
Ram Speed
Str Dmg Save Mod Slow Combat Fast
8 2D8 -7 15 25 35
Armour
D6 Location Front Side/Rear
1-4 Drill 25 25
5-6 Hull 25 18