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Влияние общества на человека
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 |
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:
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 |
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Str | Dmg | Save Mod | M | WS | BS | S | I | A | Ld | |||||||||||||||||||||||
6 | D6 | -4 | 8 | 3 | 3 | 5 | 4 | 2 | 8 | |||||||||||||||||||||||
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| Armour |
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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
Dmg
WS
S
D8
6
5
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
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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
Dmg
Save Mod
Slow
D12
-5
8‖
Armour
Location
Front
Side/Rear
Grav Motor
18
18
Hull
18
18
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
Dmg
Save Mod
Slow
D12
-5
8‖
Armour
Location
Front
Side/Rear
Grav Motor
18
18
Hull
18
18
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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