Anti-Gravity Weapons Platform 


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Anti-Gravity Weapons Platform



 

The platform has a movement rate of 4" and must be controlled by a crewman within 4". At short range, enemies may select (28) either the Platform or its crew as their target; at Long Range, randomize enemy shots between the crew and the Platform. The Platform has an Armour Value of 10; if the armour is penetrated (31), the platform is destroyed. Weapons mounted on an antigravity platform are Move-or-Fire. The platform includes a crew (87) of 2 Guardians.

 

All weapons may fire in any direction and include a Targeter (221, +1 to hit). Select weapon:

 

Weapon Cost
Distortion Cannon (243) 55
Lascannon (235) 59
Missile Launcher (236) w/Frag and Super Krak missiles (256) 59
Heavy Plasma Gun (235) 55
Vibrocannon (239) 59
Scatter Laser (245) 59

 

 

Vehicles

 

War Walker

Points

Walker (25). Includes a crew (87) of 1 Guardian. All weapons fire in the 90° forward arc and include a Targeter

(221, +1 to hit).

Weapons

Select up to 2 weapons from the Support Weapons (80) list.

 

Ram

 

 

 

 

     

 

Str

Dmg

Save Mod M

WS

BS

S

I A Ld
6

D6

-4 8

3

3

5

4 2 8

 

 

Armour

 

D6

Location

Front

Side/Rear

1-2

Legs

18

18

3-4

Weapon

18

18

5-6

Eldar/Engine

Eldar

Engine — 18

D6

Legs Damage Table

1

May not move next turn.

2

Staggers D3” in a random direction next turn.

3-4

May only limp D3” per turn.

5-6

Leg is blown off and Dreadnought crashes to the ground (effectively destroyed).

D6

Weapon Damage Table (hit one closest to attacker or randomize if tie)

1

Weapon is jammed and only works if you first roll a 4+ on D6.

2-5

Weapon is torn from the Walker‘s body and is destroyed.

6

Weapon explodes; roll on the Engine damage table to find out what happens.

D6

Engine Damage Table

                             

 

 

1 Controls are damaged; may only move or attack if you first roll a 4+ on D6.
2-3 Roll a D6 at the beginning of each turn; the machine explodes on a 1 or 2. Any models within 3” of the explosion suffer D6 S10 hits with a –3 save modifier.
4-6 Engine explodes, slaying the driver and causing D3 S8 hits with a –3 save modifier to all models within 3”.
  Eldar Damage Table
  Roll to see if the Eldar is slain as normal — he is also protected by a Power Field (217) which confers a 2+ unmodified save against shooting. If he is slain, the Walker moves out of control (26) next turn and then collapses to the ground.

 

Eldar Dreadnought

Points

Walker (25). Ranged weapons all come with a Targeter (221, +1 to hit) and have a 90° forward arc.

Weapons

Each arm mounts a Power Fist (231) and either a Shuriken Catapult (228) with or a Flamer (225).

Options

Select up to 2 Support Weapons (80) list. These may either replace the arm weapons for -5 points, or be shoulder-mounted for +10 points.

 

Ram

 

 

 

 

     

 

Str

Dmg

Save Mod M

WS

BS

S

I A Ld 6

D8

-3 8

6

6

5

6 3 8

 

 

Armour

 

D6

Location

Front

Side/Rear

1-2

Legs

18

18

3

Left Arm

18

18

4

Right Arm

18

18

5-6

Head

22

18

D6

Legs Damage Table

1

May not move next turn.

2

Staggers D3” in a random direction next turn.

3-4

May only limp D3” per turn.

5-6

Leg is blown off and Dreadnought crashes to the ground (effectively destroyed).

D6

Arm Damage Table

1

Ranged weapons in the arm may still be used, but the arm is useless in close combat

(32); permanently reduce the Dreadnought‘s Attacks by 1.

2

Any weapons mounted in the arm are jammed, and will only work if you first roll a 4+

on D6.

3-5

Arm is torn from the body; all weapons in it are destroyed. Permanently subtract 1 from the Dreadnought‘s Attacks.

6

Arm is destroyed as in ― 3-5 ‖ above, but a secondary explosion forces a roll on the Head

Damage Table.

D6

Head Damage Table

1

Controls are damaged; may only move or attack if you first roll a 4+ on D6.

2

All of the Dreadnought‘s characteristics are halved for the rest of the game.

3

Engine starts to overheat; roll a D6 at the beginning of each player‘s turn; the machine

explodes on a 1 or 2. Any models within 3” of the explosion suffer D6 S10 hits with a

3 save modifier.

4-5

Spirit Stone destroyed. Dreadnought staggers D3” in a random direction, and collapses

to the ground. The sudden release of psychic energy inflicts D3 Wounds (no save allowed) on any Eldar psyker within D6” of the dreadnought as it collapses.

6

Ammunition explodes. The Dreadnought is destroyed; any models within 3” suffer D6

S10 hits with a –3 save modifier.

                             

 

 

Falcon Grav Tank

Points

Skimmer (26) with special rules (77). Carries a crew (87) of 1 pilot and 1 gunner. May transport up to 6 of any Eldar except Wraithguard or an Avatar, or a single Eldar support platform (89) and its crew. All vehicle

weapons are equipped with Targeters (221, +1 to hit).

Weapons

Carries a Pulse Laser (236) with a 360° arc of fire. Also carries a twin-linked Shuriken Catapult (228) with a 90° arc of fire to the front.

Options

May mount an additional Support Weapon (80) in the turret. This weapon and the Pulse Laser (236) and the may be fired either at the same target or two targets within 12" of each other.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast 7

D12

-5

8‖

20‖ 30‖  

 

Armour

 

D6

Location

Front

Side/Rear

1

Grav Motor

18

18

2-4

Hull

18

18

5-6

Turret

18

18

D6

Grav Motor Damage Table

1-4

The vehicle may only move at Slow speed for the rest of the game.

5-6

The vehicle crashes (77).

D6

Hull Damage Table

1

Pilot is slain. If the gunner is still alive, he may take control of the vehicle.

2-3

An explosion tears through the troop compartment. Roll a D6 for each model being

transported; on a 4+, they are killed.

4

Engine explodes; everyone onboard is killed. The vehicle is spun around to a random

direction and then crashes (77).

5

The vehicle bursts into flames, killing everyone aboard. The wreck crashes (77) and

then explodes; anything within 3” of the point where it lands suffers a hit as from a

Heavy Flamer (235).

6

Ammunition explodes; all models aboard are slain. Any models within 3” suffer D6

S10 hits with a –3 save modifier.

D6

Turret Damage Table

1

The weapons in the turret are damaged, and works only if you first roll a 4+ on D6.

2

The Pulse Laser is destroyed.

3

The turret gunner is slain; turret weapons may no longer be fired.

4-6

Ammunition explodes; The vehicle crashes (77) and everyone onboard is killed. The

turret blows off, flying 2D6” in a random direction before hitting the ground, inflicting

D6 S9 hits with a –6 save modifier to any models it strikes when it hits.

                   

 

 

Fire Prism Grav Tank

Points

Skimmer (26) with special rules (77). Carries a crew (87) of 1 pilot and 1 gunner. Vehicle weapons are equipped with a Targeter (221, +1 to hit).

Weapons

Carries a Prism Cannon (245) with a Crystal Targeting Matrix (262) in the turret with a 360° arc of fire. Also carries a twin-linked Shuriken Catapult (228) with a 90° arc of fire to the front.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast 7

D12

-5

8‖

20‖ 30‖  

 

Armour

 

D6

Location

Front

Side/Rear

1

Grav Motor

18

18

2-4

Hull

18

18

5-6

Turret

18

18

D6

Grav Motor Damage Table

1-4

The vehicle may only move at Slow speed for the rest of the game.

5-6

The vehicle crashes (77).

D6

Hull Damage Table

1

Pilot is slain. If the gunner is still alive, he may take control of the vehicle.

2-3

An  explosion  damages  the  tank‘s  power  cells.  Roll  a   D6   at  the  start  of  each  of  the

vehicle‘s movement phases; on a 4+, the vehicle moves as normal; otherwise, the vehicle suffers a power fluctuation and moves out of control (26) for that turn.

4

Engine explodes, killing everyone on board. The vehicle is spun around to a random

direction and then crashes (77).

5

The vehicle bursts into flames, killing everyone onboard. The wreck crashes (77) and

explodes; anything within 3" suffers a hit as if from a Heavy Flamer (235).

6

Ammunition explodes; everyone on board is killed. Any models within 3" suffer D6

S10 hits with a –3 save modifier.

D6

Turret Damage Table

1

The Prism Cannon is damaged, and only works if you first roll a 4+ on D6 each turn.

2

The Prism Cannon is destroyed.

3

The turret gunner is slain; the Prism Cannon may no longer be fired.

4-6

Ammunition explodes; The vehicle crashes (77) and everyone on board is killed. The

turret blows off, flying 2D6” in a random direction before hitting the ground, inflicting

D6 S9 hits with a –6 save modifier to any models it strikes when it hits.

                   

 

 

Imperial Agents Equipment

 

Armour

 

Models picking from this list may select only one item.

 

Armour Cost
Flak Armour (105, 6+ save) 1
Mesh Armour (5+ save) 3
Carapace Armour (4+ save) 7
Power Armour (3+ save) 12
Terminator Armour (222, 3+ save on 2D6) w/ StormBolter (229) 40

 

Terminator Assault Weapons

 

Characters who purchase Terminator Armour must also purchase one item from the following list. Models using a Lightning Claw, Thunder Hammer or Storm Shield may carry no other items in that hand.

 

Weapon Cost
Power Sword (232) 6
Power Fist (231) 10
Chainfist (230) 12
Lightning Claws (231, pair — replaces other weapons) 12

 

Defensive Fields

 

Models picking from this list may select only one item.

 

Armour Cost
Refractor Field (217, 5+ unmod save) 6
Conversion Field (208, 4+ unmod save) 14
Displacer Field (209, 3+ unmod save) 24

 

Basic Weapons

 

One per model.

Weapon Cost
Autogun (224) 1
Boltgun (224) 3
Bow (224) ½
Crossbow (224) 1
Lasgun (226) 2
Shotgun (228) 2

 

Assault Weapons

 

Models picking from this list may select as many items as you wish.

 

Weapon Cost
Axe (230) 1
Sword (232) 1
Autopistol (240) 1
Bolt Pistol (240) 2
Chainsword (230) 2

 

 

Hand Flamer (240) 6
Laspistol (240) 1
Needle Pistol (241) 5
Plasma Pistol (241) 4
Power Axe (231) 7
Power Fist (231) 10
Power Maul (231) 6
Power Sword (232) 6
Stub Gun (241) 1
Web Pistol (241) 2

 

Special Weapons

 

One per model.

Weapon Cost
Flamer (225) 8
Meltagun (227) 7
Plasma Gun (228) 7
Needle Rifle (227) 10

 

Grenades

 

Models picking from this list may select as many items as you wish.

 

Grenade Cost
Blind (256) grenades 2
Choke (256) grenades 2
Frag (256) grenades 2
Hallucinogen (257) grenades 7
Krak (256) grenades 3
Melta-bombs (256) 5
Photon Flash Flares (257) 2
Plasma (257) grenades 3
Rad (258) grenades 17
Scare (258) grenades 2

 

Heavy Weapons

 

One per model. Each item on this list comes with a Targeter (221, +1 to hit).

 

Weapon Cost
Autocannon (233) 25
Heavy Bolter (234) 15
Lascannon (235) 45
Missile Launcher (236) w/Frag and Super Krak missiles (256) 45
Multimelta (236) 65
Heavy Plasma Gun (235) 40

 

 

Support Weapons

 

One item per crew.

Weapon Cost
Mole Mortar (244) 40
Multilaser (236) 45
Rapier Laser Destroyer (245) 45
Tarantula (156) 55
Thudd Gun (247) 30

 

 

Imperial Agents Units

Any Imperial army (Sisters of Battle (142), Adeptus Arbites (101), Imperial Guard (105), Inquisition (97)) or Space

Marine (148) Chapter [Dark Angels (166), Blood Angels (163), Space Wolves (176), Ultramarines (182)] may include Imperial Agents under the Allied Support section. If your opponent agrees, then Squat (184) and Eldar (77) armies may also take these units as Allies.

 

— Adeptus Mechanicus —

 

Characters

 

Tech-Priest Magus

Magus — 50 points

Mighty Magus — 71 points

Troop Type M WS BS S T W I A Ld
Magus 4 5 5 4 4 2 5 2 8
Mighty Magus 4 6 6 4 4 3 6 3 9

Wears Power Armour (3+ save). Armed with a Laspistol (240) and Power Axe (231). May attempt to repair

(27) a single damaged hit location on a vehicle, a dreadnought or support weapon.

Options

May purchase from any of the Defensive Fields (93), Grenades (94), Basic (93), Assault (93) and Special (94) weapons lists. May have up to 3 Wargear Cards (14).

 

Tech-Priest Engineer

Points

Troop Type M WS BS S T W I A Ld
Engineer 4 4 4 3 3 1 4 1 8

Wears Power Armour (3+ save). Armed with a Laspistol (240) and Power Axe (231). May attempt to repair

(27) a single damaged hit location on a vehicle, a dreadnought or support weapon.

Options

May purchase from any of the Defensive Fields (93), Grenades (94), Basic (93), Assault (93) and Special (94) weapons lists. May have up to 3 Wargear Cards (14).

 

Squads

 

Tech-Priest Squad

Points per model

Troop Type M WS BS S T W I A Ld
Tech-Priest 4 3 3 3 3 1 3 1 7

A squad consists of 5 to 20 models, all with the above stats. Each wears Flak Armour (105, 6+ save) and is

armed with a Lasgun (226) and Laspistol (240).

Options

Any model may purchase a Special (94) weapon.

Servitor Squad

Points per model

Troop Type M WS BS S T W I A Ld
Servitor 4 3 4 3 4 1 4 1 7

A squad consists of 5 to 20 models, all with the above stats. Each has an armoured body (5+ save) and comes

equipped with a Shotgun (228) or Lasgun (226). Servitors are immune to psychology (47).

Options

Any number of models may swap their weapon for a Meltagun (227) at a cost of +6 points per model. May act as crew for artillery platforms. Choose up to one Support Weapon (95) per two servitors.


 

 

Electro-Priest Squad

Points per model

Troop Type M WS BS S T W I A Ld
Electro-Priest 4 4 3 8 3 1 3 1 9

A squad consists of 5 to 20 models, all with the above stats. Each has an armoured body (4+ save) and bionic

claws (S8 means a -5 save modifier). Subject to frenzy (47), but cannot break (46).

 

Support

 

Vehicles

Adeptus Mechanicus have access to the following vehicles at the listed cost: Bikes (156), Rhinos (158), Predators

(159), Land Raiders (161), Land Speeders (157) and Sentinels (118).

 

 

— Imperial Inquisition —

Characters                                                                                                                               <50%

 

Inquisitor Lord

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Inquisitor Lord 4 8 8 5 5 4 8 4 10

Comes with no armour or weapons. Inquisitors are immune to psychology (47) and never break (46). Provides

a Strategy Rating (8) of 4.

Options

May select from the Armour (93), Defensive Fields (93), Grenades (94), Basic (93), Assault (93) and Special

(94) weapons lists. Models wearing Terminator Armour may not select additional weapons. May have up to 3

Wargear Cards (14).

Upgrades

May be psykers of any Mastery Level (36) — each Level costs +25 points (max 4); select from the Inquisition

(42), Adeptus (38) and/or Librarian (43) lists. Psykers may purchase Force Weapons (21).

 

Inquisitors

Inquisitor — 45 points



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