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Приготовление дезинфицирующих растворов различной концентрации Практические работы по географии для 6 класса Организация работы процедурного кабинета Изменения в неживой природе осенью Уборка процедурного кабинета Сольфеджио. Все правила по сольфеджио Балочные системы. Определение реакций опор и моментов защемления |
Points; 65 points with special wargear
Zodgrod may be included an Ork army in place of one of the army‘s normal Runtherdz. Wears Ork ‗Eavy Armour (4 + save). Armed with a Bolt Pistol (240). Options May purchase from the Armour (150), Assault (149), Special (149), Transport (126), and Stikkbombz (126) lists. May carry up to 2 Wargear Cards (14), one of which must be a Runtherd Grabba-Stick (218). Special Rules If Zodgrod is included with an Ork army then one mob of Gretchin or Snotlings bought at additional cost from the Mobs section of the army list may be upgraded to ‗Super-Runts‘ at no additional cost in points. Super-Runts have enhanced abilities as a result of their selective breeding and thorough training, which is shown by the following set of characteristics:
Zodgrod will not allow Super Snotlings to be fired through a Shokk Attack Gun, as they are far too precious!
Wazdakka Gutzmek, Evil Sunz Mekaniak and Bad Ork Bikeboy Points; 192 points including special wargear
Wazdakka may be included in an Ork army instead of one of the army‘s normal Mekaniaks. Wears Ork Mega- Armour (123, 2 + save, 4 + unmod save if first fails). Armed with a Power Fist (231), Frag Stikkbombz (256), Krak Stikkbombz (256), and Blind Stikkbombz (256). Options May carry up to 2 Wargear Cards (14). Transport Wazdakka rides a specially kustomised warbike that uses the following 4 Vehicle Cards (260): Kustom Force Field (214), Squig Fuel Injector (263), Supercharged Engine (261), Reinforced Armour (260). In addition, the warbike is fitted with a Battlecannon (242), an Autolauncher (224) with Frag Stikkbombz (256) and Blind Stikkbombz (256), as well as the normal warbike Autocannon (233). The autocannon and battle cannon are linked and must fire at the same target, although the Autocannon can use their sustained fire ability to hit targets within 4” of the primary target. The Battlecannon can always fire, even if the Autocannon is jammed. Wazdakka and his warbike are pushed D3” directly backwards ever time the Battlecannon is fired, and will collide with any model or obstacle they hit.
Special Rules Wazdakka is a highly skilled biker, and adds +2 to the dice roll when he rolls on the Bike Skid Turn table. Unfortunately he is very reluctant to slow down or stop once his bike is moving. To represent this, he may not decrease his speed compared to a previous turn (e.g. from Combat speed to Slow speed) unless he takes and passes a speed test on a D6 first. 1-3 Slows Down 4-5 Same Speed 6 Yaaaaargh! The vehicle accelerates to its maximum speed.
Mobz >25%
Nobz Mob Points per Nob
The unit consists of between 3 and 15 models, all of whom share the same stats. All wear Flak Armour (105, 6+ save) and are armed with a Bolt Pistol (240), Axe (230) and Frag Stikkbombz (256). Options Any model may purchase equipment from the Assault (125), Special (125), Transport (126), and Stikkbombz (126) lists. Any Nob may wear Or k ‗Eav y Ar mo ur (123, 4+ save) for +7 points. Bad Moons Nobz may be given Mega-Armour (123) for +25 points per model.
Blood Axe Kommando Mob Points per model (5-20x)
The Blood Axes must be formed into a single unit, all of whom share the same stats. All wear Flak Armour
(105, 6+ save) and are armed with a Bolt Pistol (240), Axe (230) and Frag Stikkbombz (256). This unit may infiltrate (13) and may fight in dispersed formation (12). Options Any model may purchase from the Assault (125) and Stikkbombz (126) lists. Up to one model may carry a Special (125) or Heavy (125) weapon.
Madboyz Mob Points per model (5-30x)
The Madboyz must be formed into a single unit, all of whom share the same stats. All wear Flak Armour (105, 6+ save) and are armed with a Bolt Pistol (240), Axe (230) and Frag Stikkbombz (256). Options Any Madboy may pick equipment from the Assault (125) and Stikkbombz (126) lists.
Stormboyz Korps Points per model (5-20x)
The Stormboyz must be formed into a single unit, all of whom share the same stats. Stormboyz wear Flak Armour (105, 6+ save) and carry a Bolt Pistol (240), Axe (230) and Frag Stikkbombz (256). Options The unit may have Stormboy Jump Packs (123) at a cost of +5 points per model. Any model may purchase from the Assault (125) and Stikkbombz (126) lists. One model may take a Special (125) or Heavy (125) weapon.
Ork Mob Points per model
The unit consists of between 5 and 20 models, all of whom share the same stats. All wear Flak Armour (105, 6+ save) and are armed with a Bolt Pistol (240), Axe (230) and Frag Stikkbombz (256). Options Any model may pick equipment from the Assault (125) and Stikkbombz (126) lists. One model may carry either a Special (125) or Heavy (125) weapon. Mob Type Select one of the following Ork clans:
Goff SkarBoyz Mob Points per model
The unit consists of between 5 and 20 models, all of whom share the same stats. All wear Flak Armour (105, 6+ save) and are armed with a Bolt Pistol (240), Axe (230) and Frag Stikkbombz (256). Options Any model may purchase from the Assault (125) and Stikkbombz (126) lists. One model may take a Special (125) or Heavy (125) weapon.
Gretchin Mob Points per model
The unit consists of between 10 and 40 models, all of whom share the same stats. All wear Flak Armour (105, 6+ save) and are armed with a Knife (230). Each model also has one of the following weapons: Autopistol (240), Autogun (224) or Blunderbuss (224).
Snotling Herd Points per Base
The unit consists of between 2 and 10 bases, each with an indeterminate number of Snotlings. The stats
represent the total of all Snotlings on that base. Snotlings have no weapons and no armour.
Support <50%
Allies
If your Ork army includes at least one Blood Axe Boyz mob, you may choose Allied vehicles and support weapons from the Imperial Guard (109) or Space Marine (152) list. All vehicles have Orky crews. Targeters normally fitted to weapons are not included for Orky support.
Ogryn Mob Points per model
The unit consists of between 1 and 10 models, all of whom share the same stats. All wear Primitive Armour (6+ save), and are armed with an axe or club (230). Options Any model may be given an extra axe/club (230) for +1 point, a Ripper Gun (228) for +3 points. Any model may wear Mesh Armour (5+ save) for +3 points.
Vehicles
Ork armies must include at least one Mekaniak (128) to include any vehicles other than Bikes.
Ork Crews Included in cost of vehicle
Ork crews (13) share the same stats. All wear Flak Armour (105, 6+ save) and carry Bolt Pistols (240).
Ork Nobz Bike 20 points + cost of Nob (128) passenger The Bike comes with crew (134) of 1 driver.
Ram |
Speed |
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Str | Dmg | Save Mod | Slow | Combat | Fast | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5 | D4 | -2 | 8‖ | 12‖ | 30‖ | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Armour |
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D6 | Location | Front | Side/Rear | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1-2 | Rider | - | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3-6 | Bike | 10 | 12 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
D6 | Bike Damage Table | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | For the rest of the game, the bike may only move at Slow Rate. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2-3 | Roll a D6 at the start of each of the bike‘s movement phases (23); on a 4+, the rider can control the bike normally; otherwise, the bike moves out of control (26) for that turn. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Bike flips over, killing the crew. The wreck comes to rest D6” away in a random direction. Any model under it when it lands takes D3 S6 hits with a –2 save modifier. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5 | Engine explodes, killing the crew. The wreck hurtles out of control next turn before coming to a permanent halt. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6 | Fuel explodes, killing crew. The flaming wreck hurtles out of control next turn and then explodes, causing D3 S8 hits with a –3 save modifier to all models within 3”. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Driver/Passenger Damage Table | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Hit the driver or passenger, whichever is nearest to the attacker; randomize if it is unclear. Roll to see if the model is hit using normal shooting rules (27). If the driver is killed, the bike will go out of control next turn and then flip over and be destroyed. The Nob may leap to the ground (26) before this happens. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ork War Bike
Points
The Warbike has a crew (134) of 1 driver.
Weapons
The bike mounts twin-linked Autocannon (233) with a 90° arc of fire to the front.
Ram
Speed
Dmg
Save Mod
Slow
D4
-2
8‖
Armour
Location
Front
Side/Rear
Rider
-
-
Bike
10
12
D6
Bike Damage Table
1
The twin Autocannon are destroyed.
2
For the rest of the game, the bike may only move at Slow Rate.
3
Roll a D6 at the start of each of the bike‘s movement phases (23); on a 4+, the rider can
control the bike normally; otherwise, the bike moves out of control (26) for that turn.
4
Bike flips over, killing the rider. The wreck comes to rest D6” away in a random
direction. Any model under it when it lands takes D3 S6 hits with a –2 save modifier.
5
Engine explodes, killing the rider. The wreck hurtles out of control next turn before
coming to a permanent halt.
6
Fuel explodes, killing rider. The flaming wreck hurtles out of control next turn and then
explodes, causing D3 S8 hits with a –3 save modifier to all models within 3”.
Rider Damage Table
Roll to see if the rider is killed using normal shooting rules (27). If the rider is killed,
the bike will go out of control next turn and then flip over and be destroyed.
Ork War Buggy
Points
Wheeled Vehicle (25). The buggy has a crew (134) of 1 driver and 1 gunner.
Weapons
The buggy mounts twin-linked Heavy Bolters (234) with a 360° field of fire.
Options
You may replace the Heavy Bolters with a single Heavy Plasma Gun (235) for +5 points, a Lascannon (235) for
+10 points, a Multi-Melta (236) for +20 points or Twin Autocannon (233) for +15 points.
Ram
Speed
Dmg
Save Mod
Slow
D6
-3
8‖
Armour
Location
Front
Side/Rear
Crew (nearest)
-
-
Bike
10
10
D6
Bike Damage Table
1
The Buggy's weapons are destroyed.
2-3
A wheel is blown off. The vehicle moves out of control next turn and then comes to a
|
permanent halt for the remainder of the battle.
4
Roll a D6 at the start of each of the bike‘s movement phases (23); on a 4+, the rider can
control the bike normally; otherwise, the bike moves out of control (26) for that turn.
5
Engine explodes, killing the crew. The wreck hurtles out of control next turn before
coming to a permanent halt.
6
Fuel explodes, killing crew. The flaming wreck hurtles out of control next turn and then
explodes, causing D3 S8 hits with a –3 save modifier to all models within 3”.
Crew Damage Table | |
Hit the crew nearest to the attacker, or randomize if it is unclear. Roll to see if the crewman is slain as normal. If the driver is slain, then the vehicle will move out of control for the remainder of the game or until the gunner takes over. |
Ork War Track
Points
Tracked Vehicle (25). The War Track has a crew (134) of 1 driver and 1 gunner.
Weapons
Mounts twin-linked Heavy Bolters (234) with a 360° field of fire.
Options
You may replace the Heavy Bolters with a single Heavy Plasma Gun (235) for +5 points, a Lascannon (235) for
+10 points, a Multi-Melta (236) for +20 points or Twin Autocannon (233) for +15 points.
Ram
Speed
Dmg
Save Mod
Slow
D6
-2
10‖
Armour
Location
Front
Side/Rear
Crew (nearest)
-
-
Bike
10
10
D6
Bike Damage Table
1
The weapons are destroyed.
2
A track is blown off. The vehicle moves out of control next turn and then comes to a
permanent halt for the remainder of the battle.
3
Roll a D6 at the start of each of the bike‘s movement phases (23); on a 4+, the rider can
control the bike normally; otherwise, the bike moves out of control (26) for that turn.
4
Vehicle flips over, killing the crew. The wreck comes to rest D6” away in a random
direction. Any model under it when it lands takes D3 S6 hits with a –2 save modifier.
5
Engine explodes, killing the crew. The wreck hurtles out of control next turn before
coming to a permanent halt.
6
Fuel explodes, killing crew. The flaming wreck hurtles out of control next turn and then
explodes, causing D3 S8 hits with a –3 save modifier to all models within 3”.
Crew Damage Table
Hit the crew nearest to the attacker, or randomize if it is unclear. Roll to see if the
crewman is slain as normal. If the driver is slain, then the vehicle will move out of control for the remainder of the game or until the gunner takes over.
Ork Battle Wagon
Points
Wheeled Vehicle (25). The wagon has a crew (134) of 1 driver. May transport one Ork mob (132), regardless of how large the mob is.
Ork Scorcher
Points
Wheeled Vehicle (25). The Scorcher has a crew (134) of 1 driver and 1 gunner. It also carries a Snotling pumper, but everyone knows Snotlings don't count.
Big Weaponz
Each weapon includes a crew (13) of 2 Gretchin (stats below) wearing Flak Armour (105, 6+ save). The Gretchin are unarmed. Select one of the following weapons.
Pulsa Rokkit (245) | 50 |
Smasha Gun (246) | 45 |
Splatta Kannon (247) | 60 |
Squig Katapult (246) | 40 |
Traktor Kannon (248) | 40 |
Dreadnoughts
Ork Dreadnought
Points
Walker/Dreadnought (25). Armed with two Power Claws (231) and 2 Dreadnought Weapons (126).
Ram
Dmg
WS
S
D10
5
6
Armour
D6
Location
Front
Side/Rear
1
Legs
18
18
2-3
Arm
16
16
4-6
Body
20
17
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 (pick one closest to attacker, or randomize if tie)
1
Any ranged weapons in the arm may still be used, but the arm may not be used in close combat (32);
deduct 1 from the Attacks of the Dreadnought from now on.
2
Any weapons in the arm may only be used if you first roll a 4+ on D6.
3-5
Arm is torn from the Dreadnought‘s body. Weapons mounted on the arm are destroyed, and the Attack
of the Dreadnought in close combat is reduced by 1.
6
The arm‘s weapons explode. In addition to the result noted in ―3-5‖ above, a secondary explosion forces
an immediate roll on the Body Damage Table.
D6
Body Damage Table
1
Dreadnought moves out of control for rest of game. It will fire its weapons at the closest target and
attack anything in its path in close combat, friend or foe.
2-4
Engine bursts into flame; the machine is immobilized. The Ork inside may fire one weapon. Roll a D6 at the beginning of each player‘s turn; the machine explodes on a 1 or 2, and any models within 3” suffer D6 S10 hits with a –3 save modifier.
5
The Ork controlling the Dreadnought is slain. Staggers D3” in a random direction, and then collapses.
6
The ammunition explodes. The Dreadnought is destroyed; any models within 3” suffer D6 S10 hits with
a –3 save modifier.
Sisters of Battle Rules
This army list is collectively referred to as an Ecclesiarchy list. Ecclesiarchy characters and units are divided into two types: Adepta Sororitas and Adeptus Ministorum.
Sacred Rites
Some Ecclesiarchy characters may lead a squad they accompany in the Sacred Rites. The Rites apply to all members of the squad and any characters who start the battle in squad coherency with them, including the character leading the Rites. Ecclesiarchy characters refuse to lead Ogryns and Ratlings in the Sacred Rites, even though Ecclesiarchy characters can join their squads, and cannot lead any Space Marine, Adeptus Mechanicus, or Inquisitor characters that join them. If a character leading a squad in the Sacred Rites subsequently leaves the unit, both the character and the squad lose their Rite benefit for the rest of the battle.
Roll a D6 just before the battle begins for each squad that will receive the Rites, and add the following modifiers to the die roll (all modifiers are cumulative):
Squad led by Canoness: +3
Squad led by Veteran Seraphim Superior: +2
Squad led by Sister Superior: +1
Squad led by Missionary Major Hero: +1
Character leading the squad has the Litanies of Faith Relic: roll two dice and choose which one to apply Helena the Virtuous anywhere in your army: +1
(treat results of 10 for squads not directly led by Helena as 9). One or more psykers anywhere in your army: -1
D6 | Sacred Rites Effect |
1 | No effect. |
2 | The squad is immune to fear (47) and terror (48). |
3 | The squad becomes subject to frenzy (47). |
4 | The squad adds +1 to its Leadership (max 10). |
5 | The squad hates (48) the enemy. |
6 | Each squad member has a 4+ psychic save on a D6. This is not a Nullify (37); roll for each individual model. |
7 | The squad automatically passes all psychology (47) and break tests (47) it is required to make. |
8 | The squad may ignore the choosing a target (28) rules. |
9 | Once per battle at the end of the Shooting Phase (27) the squad may fire again. All other weapon rules still apply. |
Sisters of Battle Equipment
Armour
Models picking from this list may select only one item. A shield may be taken in addition to armour.
Armour | Cost |
Flak Armour (105, 6+ save, 5+ vs. template weapons) | 1 |
Mesh Armour (5+ save) | 3 |
Carapace Armour (4+ save) | 7 |
Primitive Shield (217, +1 save vs. primitive weapons) | 1 |
Militia Basic Weapons
Models picking from this list may select as many items as you wish.
Weapon | Cost |
Bow (224) | ½ |
Axe (230) | 1 |
Crossbow (224) | 1 |
Flail (230) | 1 |
PoleArm (231) | 1 |
Sword (232) | 1 |
Autopistol (240) | 1 |
Autogun (224) | 1 |
Laspistol (240) | 1 |
Musket (227) | 1 |
Stub Gun (241) | 1 |
Lance (230) | 2 |
Lasgun (226) | 2 |
Militia Special Weapons
Models picking from this list may select as many items as you wish.
Weapon | Cost |
Bolt Pistol (240) | 2 |
Shotgun (228) | 2 |
Boltgun (224) | 3 |
Hand Flamer (240) | 7 |
Heavy Stubber (235) | 7 |
Assault Weapons
Models picking from this list may select as many items as you wish.
Weapon | Cost |
Laspistol (240)* | 1 |
Bolt Pistol (240) | 2 |
Chainsword (230)* | 2 |
Plasma Pistol (241) | 4 |
Power Maul (231) | 5 |
Power Sword (232) | 6 |
Hand Flamer (240) | 7 |
*Not permitted to Adepta Sororitas models.
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Special Weapons
One per model.
Weapon | Cost |
Handbow (226) | ½ |
Lasgun (226) | 2 |
Shotgun (228) | 2 |
Boltgun (224) | 3 |
Meltagun (227) | 7 |
Plasma Gun (228) | 7 |
Flamer (225) | 8 |
Grenades
Models picking from this list may select as many items as you wish.
Grenade Type | Cost |
Frag (256) | 2 |
Krak (256) | 3 |
Plasma (257) | 3 |
Melta-bombs (256) | 6 |
Heavy Weapons
One per model. Each item on this list comes with a Targeter (221, +1 to hit).
Weapon | Cost |
Meltagun (227) | 6 |
Flamer (225) | 7 |
Heavy Bolter (234) | 10 |
Heavy Flamer (235) | 20 |
Multimelta (236) | 48 |
Mounts
With your opponent‘s permission, you may field Frateris Milita (145) and non-Adepta Sororitas characters on horses. This costs +3 points per model and increases the model‘s Movement to 8”. All the rules for Cavalry (12) apply, so the model gains +1 to their armour save. The mounts have no attacks of their own.
Relics
An Ecclesiarchy character may take a Relic instead of a Wargear Card (14), or may take an ordinary Wargear card and treat it as a Relic at twice the normal points cost. For example, a character that could take one Wargear card and one Relic may have 1 of each, 2 Wargear cards (one at double cost), or 2 Relics. Relics that have an area of affect do not confer any bonus to Space Marine or Adeptus Mechanicus models (Inquisition models do benefit).
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