Chaos Magus Lord (Level 4) — 161 points Chaos Magus Master (Level 3) — 110 points 


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Chaos Magus Lord (Level 4) — 161 points Chaos Magus Master (Level 3) — 110 points



Troop Type M WS BS S T W I A Ld
Magus Lord 4 6 6 4 4 4 6 3 8
Magus Master 4 5 5 4 4 3 5 2 7
Chaos Steed 8 4 0 4 4 1 4 1 5

Has no weapons and no armour. May not be present on Khorne worlds. Are psykers with a Mastery Level (36)

as listed; select one power from the appropriate Chaos list: Nurgle (39), Slaanesh (40) or Tzeentch (40); additional powers come from the Adeptus (38) list.

Options

May purchase from the Armour (69), Transport (70) and Assault (69) weapons lists. May bear the Mark of  Chaos (53) appropriate to this world. If the Mark is taken, any number of psychic powers may come from the appropriate Chaos list.

 

Beastman Champion

Points

Troop Type M WS BS S T W I A Ld
Beastman Champion 4 5 4 3 4 2 4 1 8

Wears primitive armour (6+ save). Armed with a sword (232) or axe (230). May only be present as the leader of

a Beastman pack (73); he must remain part of the unit and may not operate independently.

Options

May purchase from the Armour (69), Melee (69) and Assault (69) weapons lists.


 

 

Daemon Princes                                                                                             Unique Characters

 

A Daemon World army must be led by a single Daemon Prince. Each provides a Strategy Rating (8) of 5.

 

Doombreed, Prince of Khorne

Points including special wargear

Troop Type M WS BS S T W I A Ld
Doombreed 6 10 9 7 8 8 10 7 12

Wears Chaos Armour (2+ save on 2D6) and a Collar of Khorne (208). Also protected by a Daemonic Aura (51,

4+ unmodified save). Armed with an Axe of Khorne (230) and a Rod of Khorne (232). May fly, equivalent to a  jump pack (214). Causes terror (48). Hates (48) minions of Slaanesh. Bears the Mark of Khorne (53, always  frenzied (47), may still parry (33)) and is gifted with the Praise of Khorne (53, re-roll failed armour save).

 

N’Kari, Prince of Slaanesh

Points including special wargear

Troop Type M WS BS S T W I A Ld
N‘Kari 6 10 10 7 7 9 8 7 11

Protected by a Daemonic Aura (51, 4+ unmodified save) and the Allure of Slaanesh (53). May fire a Doom Bolt

(250) in the psychic phase (36). Causes terror (48). Hates (48) minions of Khorne. Bears the Mark of Slaanesh (53, immune to psychology (47)). Has a psychic Mastery Level (36) of 4 and has all four of Slaanesh (40) powers. Equipped with the Rod of Command (218). Any friendly units within 24" may make use  his Leadership rating for their Break tests (47).

 

Foulspawn, Prince of Nurgle

Points including special wargear

Troop Type M WS BS S T W I A Ld
Foulspawn 2D6 3 5 7 7 18 3 7 8

Protected by a Daemonic Aura (51, 4+ unmodified save). Armed with his tongue (S7, -4 save) which has a

range of 12"; any models hit are dragged into base contact unless this Strength is greater than his. Causes terror (48), but enemy models must take any psychology (47) tests on 3D6. Enemy models may not attack Foulspawn in hand-to-hand combat (32). Bears the Mark of Nurgle (53). Has a psychic Mastery Level (36) of 4 and all four  Nurgle (39) powers. All enemy models within 6" suffer a –1 penalty to their Weapon Skill and Ballistic Skill. Any wounds inflicted by Foulspawn may be used by him to heal damage he has suffered.

Chaos Spawn

Foulspawn moves 2D6" each movement phase — any model that it touches sustains 7 automatic hits. Foulspawn suffers wounds if a double is rolled when determining his random movement; the number of

wounds equals the number on the doubles (thus, double 5 s would result in 5 wounds).

 

M’Kachan, Prince of Tzeentch

Points including special wargear

Troop Type M WS BS S T W I A Ld
M‘Kachan 8 7 7 7 7 7 10 5 10

Protected by a Daemonic Aura (51, 4+ unmodified save). Causes terror (48). Has a psychic Mastery Level (36)

of 4 and all four Tzeentch (40) powers. Hates (48) minions of Nurgle. Bears the Mark of Tzeentch (53). Gifted with the Destiny of Tzeentch (54, goes first during any psychic phase (36)) and Fortune of Tzeentch (54, may  nullify (37) one power per turn on a 3+ roll). May be deployed masquerading as any friendly model, similar to an Illusionary Cloak (Error! Bookmark not defined.). Has a Strategy Rating (8) of 6 — roll 2 dice and pick the highest to see who goes first (9). May choose one extra Strategy Card (17) from those left over — opponent player may name one card out loud; if this matches the additional card, it must be discarded unused.


 

 

Warbands                                                                                                                                25%+

 

Chaos Warrior Warband

Points per model

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

A unit is composed of between 5 and 20 models, all of whom share the above stats. Each wears Carapace

Armour (4+ save) and is armed with a sword (232) or axe (230).

Options

Any model may purchase from the Armour (69), Transport (70) and Assault (69) weapons lists. All models in the unit may bear the appropriate Mark of Chaos (53) for half the listed cost per model.

 

Chaos Hound Pack

Points per model

Troop Type M WS BS S T W I A Ld
Chaos Hound 6 4 0 4 4 1 4 2 6

A unit is composed of between 5 and 10 models, all of whom share the above stats.

 

Beastmen Warband

Points per model

Troop Type M WS BS S T W I A Ld
Beastman 4 4 3 3 4 2 3 1 7

A unit is composed of between 5 and 20 models, all of whom share the above stats. Each wears primitive

armour (6+ save) and comes with an axe or club (230).

Options

Any model may purchase from the Armour (69) or Assault Weapons (69) list.

 

Minotaur Warband

Points per model

Troop Type M WS BS S T W I   A Ld
Minotaur 6 4 3 4 4 3 3

2

9

A unit is composed of between 3 and 10 models, all of whom share the above stats. Each comes with an axe or

club (230). Minotaurs suffer from blood-greed (47).

Options

Any model may purchase from the Assault weapons (69) list. Any model may purchase a Primitive Shield (217,

6+ save) for +1 point.

 

Troll Warband

Points per model

Troop Type M WS BS S T W I A Ld
Troll 6 3 1 5 4 3 1 3 4

A unit has between 3 and 5 models, all with the above stats. Each comes with an axe or club (230). Trolls suffer

from stupidity (48) and gain an unmodified 4+ save reflecting their regeneration ability.

 

Allies                                                                                                                                       <25%

 

You may choose Allied support from the Imperial Guard (109), Ork (127), Chaos Space Marine (62) and Chaos Cult

(72) army lists, ignoring the normal composition requirements. Daemon Worlds may, of course, include daemons (55), those these are purchased from the normal Characters and Squads sections. Additional daemons may not be  summoned (52) and do not count as Allies.


 

 

Eldar Rules

 

Wraithguard

 

Wraithguard are psycho-cybernetic units, similar to Dreadnoughts. Each is controlled by an Eldar Spirit Stone. However, because they are not themselves alive, Wraithguard have trouble focussing on the living world. If there are no living Eldar present on the Battlefield, all Wraithguard models will immediately retreat to their table edge. They will not shoot or strike blows in hand-to-hand combat. Note that neither an Avatar nor Dreadnoughts count as living Eldar.

 

Wraithguard Armour

Instead of normal armour saves, Wraithguard have an Armour Value (31) like vehicles. Roll on the following chart

whenever their armour is penetrated:

 

Roll Effect
1-2 The Wraithguard is knocked to the ground and may not move next turn.
3-4 The Wraithguard suffers one wound.
5-6 The Wraithguard is destroyed. Any living or Eldar models within 2" have a 1 in 6 chance of being sucked into the warp and destroyed as well. Vehicles and support weapons are unaffected by this phenomenon.

 

 

Eldar Dreadnoughts

 

Similar to Wraithguard, Eldar Dreadnoughts are controlled by the Spirit Stone of an Eldar who has died. As such, Eldar Dreadnoughts also have trouble focussing on the world of the living. If there are no living Eldar present on the Battlefield, all Eldar Dreadnoughts will immediately retreat to their table edge. They will not shoot or strike blows in hand-to-hand combat. Neither an Avatar nor Wraithguard count as living Eldar.

 

 

Anti-Grav Vehicles

 

Eldar are experts at anti-grav technology, using it as the drive system for even their heavy transports and tanks. The following rules apply to the Falcon (91) and Fire Prism (92).

 

While flying at Fast speed, these vehicles follows all the normal rules for skimmers (26), and may simply fly over terrain and obstacles. When moving at Slow or Combat speed, however, it may not fly over terrain more than 3” high without colliding (26) with it. Anti-Grav tanks may make pop-up attacks (26) as normal.

 

These vehicles do not have to land to deploy (26) or take on troops, unlike a normal skimmer.

 

Hand-to-Hand Combat

Enemy models may attack an anti-grav vehicle in hand-to-hand combat (32) only if it is moving at Slow speed. In addition, they only get a single attack against the vehicle, regardless of their Attack characteristic.

 

Vehicle Crashes

If the vehicle is flying at Slow speed when it crashes, it will simply hit the ground. If any models aboard are alive, they may disembark (26) using normal rules. Otherwise, the vehicle will crash into the ground and plough forward 3D6” before coming to a halt. Any models in the path of the swerving wreck will be hit as if the vehicle had collided

(26) with them. Once the wreck comes to a stop, roll a D6 for each model aboard; on a 4+, they are slain in the crash; surviving models may dismount using normal rules.


 

 

Harlequins

 

Harlequins are a unique sect within Eldar society. An Eldar army may consist of only a few (<50%) Harlequins (86), or it may be entirely composed of Harlequin units. In this case the, the army commander must be a Great  Harlequin (86).

 

All Harlequins wear a HoloSuit (213, enemy -1 to hit) which also causes Fear (47). In addition, all Harlequin units may fight in dispersed formation (12).

 

Flip Out of Combat

All Harlequin models have the special ability to leave hand-to-hand combat (32) at the beginning of their turn, without penalty (32). The controlling play simply states he is exercising that option and may move the Harlequin model up to his maximum normal move. This may not be used to bring the Harlequin into close combat with another model.


 

 

Eldar Equipment

 

Special Weapons

 

Models picking from this list may select only one item.

 

Weapon Cost
Flamer (225) 9
Meltagun (227) 8
Lasgun (226) 2
Shuriken Catapult (228) 5

 

Assault Weapons

 

Models picking from this list may select as many items as they want.

 

Weapon Cost
Chainsword (230) 2
Laspistol (240) 1
Power Axe (231) 7
Power Fist (231) 10
Power Sword (232) 6
Hand Flamer (240) 7
Needle Pistol (241) 10
Shuriken Pistol (241) 3

 

Exarch Wargear

 

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

 

Weapon Cost
Banshee Mask (206) 12
Mandiblaster (215) 2
Dark Reaper Rangefinder (209) (+1 to hit) 5
w/ Missile Launcher (236), Frag and Super Krak missiles +45
w/ Shuriken Cannon (238) +35
Swooping Hawk Wings (220) & Grenade Pack 20
Warp Spider Jump Generator (222) 20
w/2 Deathspinners (225) 40

 

Armour List

 

Models picking from this list may select only one item.

 

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

 

 

Grenades

 

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

 

Grenade Cost
Blind (256) grenades 2
Frag (256) grenades 2
Krak (256) grenades 3
Melta Bombs (256) 5
Plasma (257) grenades 3
Photon Flash Flares (257) 2

 

Support Weapons

 

All weapons come with a Targeter (221, +1 to hit). Dreadnoughts (90) replacing an arm pay 5 points less; if shoulder mounted, the weapon costs 10 points more.

 

Weapon Cost
Shuriken Shreiker Cannon (238) 15
Distortion Cannon (243) 30
Heavy Plasma Gun (235) 30
Lascannon (235) 35
Missile Launcher (236) w/Frag and Super Krak missiles (256) 35
Scatter Laser (245) 35

 

Exarch Warrior Powers

 

Unless otherwise stated, each ability may only be purchased once.

 

Power Description Cost
Battle Fortune The Exarch may re-roll any failed armour save once. 10
Bounding Leap May make a 4" leap, ignoring any terrain up to 2" in size. This is in addition to his normal move 10
Crack Shot +1 to hit. May fire at Extreme (1½ x Long) Range. 15
Crushing Blow +1 Strength in close combat (32). 5
Disarm If the Exarch wins in close combat (32), you may choose to destroy one of the opponent's weapons for each hit scored, instead of inflicting damage. 5
Distract Double all opponent's fumbles (33) 5
Fast Shot May fire twice in the shooting phase (27). 25
Fighting Fury +1 Attacks. 5
Mighty Strike If the Exarch scores 2 or more hits in close combat (32), all additional hits may be used to increase the Strength of a single blow by +1 each. 5
Resolve The  Exarch  is  immune  to  all  psychology  (47)  and automatically passes any Leadership tests (47). 10
Sustained Attack Distance for follow-up moves (33) is increased to 4". 5
Stealth Enemy is at –1 to hit at Short Range, -2 at Long Range. 10
Tough +1 Toughness. 10
Turn Aside Blow Grants one additional parry (33). 5
War Shout The Exarch causes Fear (47). 5

 

 

Eldar Units

Characters                                                                                                                               <50%

 

Avatar

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Avatar 6 10 10 8 8 7 10 5 10

Armoured Body (2+ save, max 4+) Wields the Wailing Doom (229). Causes Terror (48). Immune to heat-based

weapons (e.g., Flamers (225), Meltaguns (227), and Plasma Guns (228)). Immune (214) to biochemical weapons, including Needle weapons and Hellfire ammo. Immune to Psychology (47). Friendly Eldar within 12” may use his Leadership value for break tests (47). Provides a Strategy Rating (8) of 4. Must be the army commander if present.

 

Farseer

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Farseer 5 7 7 4 5 4 9 3 10

Wears Rune Armour (4+ unmodified save), wields a Laspistol (240). Provides a Strategy Rating (8) of 4.

Farseers have a Psychic Mastery Level (36) of 4 and may select powers from the Eldar (41) list.

Options

May purchase from the Armour (79), Assault (79), Special (79), and Grenades (80) lists. May carry up to 3

Wargear Cards (14).

 

Exarch

Points (0-Nx)

Troop Type M WS BS S T W I A Ld
Exarch 5 6 6 4 4 2 8 2 10

Wears Exarch Armour (3+ save), wields a Laspistol (240). Up to one Exarch may be present for each Aspect

Warrior Squad.

Options

May purchase from the Exarch Wargear (79), Assault (79), Special (79), and Grenades (80) lists. May carry up to 2 Wargear Cards (14). May also take up to 2 Exarch Powers (80).

 

Warlock

Warlock — 51 points



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