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40k drop pod diorama
40k drop pod diorama




40k drop pod diorama

About the only faction within the Imperium that utilise them are the legendary Space Marines, and this means the Drop Pods have become synonymous with Space Marine assaults. They are far too dangerous and precious to the Adeptus Mechanicus. These counter technologies are designed to save those within, but outside is a very different story: so powerful are these impacts that Drop Pods can be seen as much a weapon as a transport. The technologies use to counter the force of impact, and what would be fatal damage to the occupants, are a jealously guarded secret of the Adeptus Mechanicus. Drop Pods do not land in a conventional sense, instead the slam into the ground at extreme speed.

40k drop pod diorama

The Drop Pod's sole purpose is to get its occupants (Space Marines) to the surface as fast as possible. Drop Pods have a completely different design objective to shuttles (or hybrid atmosphere/ space craft like the Thunderhawks). The fastest being the near instantaneous travel of teleporters. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).Drops Pods are the second fastest way to reach the surface of a planet from orbit. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before.

40k drop pod diorama

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. A hit roll can never be modified by more than -1 or +1. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. If not, the attack fails and the attack sequence ends. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. When a model makes an attack, make one hit roll for that attack by rolling one D6.






40k drop pod diorama