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UnalignedPlasma Obliterator
10

Plasma Obliterator

NAME M WS BS S T W A Ld Sv
Plasma Obliterator - - 5+ - 9 20 - - 3+
A Plasma Obliterator is a single model equipped with: plasma obliterator.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
40
Plasma obliterator
72"
Heavy 2D6
8
-3
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
ABILITIES
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. This model can shoot in your Shooting phase even if there are enemy units within 1" of it, and friendly units can target enemy units that are within 1" of this model.

Automated Weapons: Unless a friendly unit is embarked aboard, this model’s weapons can only target the closest visible enemy unit. If two or more units are equally close, you can choose which is targeted.

Fire Points: Up to 10 models embarked aboard this model can shoot in your Shooting phase, measuring distances and drawing line of sight from any point on this model. When they do so, any restrictions and modifiers that apply to this model also apply to its embarked models.

Explodes: When this model is destroyed, roll one D6 before any embarked models disembark, and before removing it from play. On a 4+ it explodes, and each unit within D6" suffers D6 mortal wounds.
TRANSPORT
This model has a transport capacity of 2 INFANTRY units, up to a total of 20 models.
FACTION KEYWORDS
UNALIGNED
KEYWORDS
BUILDING, VEHICLE, TRANSPORT, PLASMA OBLITERATOR
Does not include wargear
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. 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.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Faction Rules
© Vyacheslav Maltsev 2013-2020