T2 Grenades etc | T2 Armour | T2 Weapons | T2 Index | Tribes 2 W40k 2nd Ed Mod : Packs | Home
| Pack Type | Details |
Cloak |
Give a 'To Hit' modifer to the wearer: Stationary -6, Normal Move / Jumping -4, Running -2. At the start of each move while the pack is activated, roll a D6, on a 1 or 2 the power is drained and you must not move for one turn to recharge. |
Ammo |
Changes the second ammo roll to a 6+ instead of a 4+. |
Energy |
Energy weapons never run out of energy plus a boost of +4" to your jetpack. |
Shield |
Give the wearer a 5+ invulnerable save, on a failed save roll the pack takes a further turn to recharge. |
Repair |
Can be used to heal players at the rate of D3 points per turn or can repair equipment on a roll of 4+. |
Landspike
Turret |
Must be deployed outdoors on level open ground. 360° field of fire, 4+ to hit, Plasma Blaster. |
Spiderclamp
Turret |
Must be deployed indoors on level open ground. 360° field of fire, 4+ to hit, Plasma Blaster. |
Deployable
Inventory Station |
Restock ammo and change configuration the same as a normal Inventory Station except for changing Armour |
Satchel
Charge |
Once dropped this charge may be detonated at any time while the player is alive, if killed the pack will disarm itself. Str 10, Dam D10, Pen D6+D10+10, 6" Radius |
Base
Turret Barrel |
Change the barrelt on your bases turret to any you desire. |