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Primaris Psyker (Level 1) — 35 points Psyker Champion (Level 2) — 60 points Master Psyker (Level 3) — 110 points Psyker Lord (Level 4) — 155 points
Wears Flak Armour (105, 6+ save). Armed with a Laspistol (240). Has a Mastery Level (36) as listed; select powers from the Adeptus (38) list. Options May purchase from any of the Armour (100), Defensive Fields (100), Grenades (99), Assault (99) and Special (99) and Force (100) weapons lists. May have 1 Wargear Card (14).
Arbites Champion +10 points
Wears Carapace Armour (4+ save) and is armed with a Bolt Pistol (240). The champion is the squad leader and must remain with his unit; he may not operate independently. Options May purchase Grenades (99), Basic (99) and Special (99) weapons. May have 1 Wargear Card (14).
Squads 25%+
Arbitrator Squad Points
Consists of 4 Arbitrators and 1 Arbitrator Leader, all of whom share the above stats. Each model wears Carapace Armour (4+ save) and is armed with a Bolt Pistol (240). Options Any model may purchase from the Basic Weapons (99) list. One model may have a Special (99) weapon. The entire unit may be identically equipped with Grenades (99) for the listed cost per model. The squad may be led by an Arbites Champion (101) for +10 points.
Support <25%
Vehicles The following vehicles are available at the listed costs: Predators (159), Rhinos (158) and Chimeras (116).
Allies Allied support may include any Space Marine (152) Chapters [Blood Angels (163), Dark Angels (166), Space Wolves (176), Ultramarines (182), Legion of the Damned (170)], other Imperial Agents (96) [Inquisition (97), Sisters of Battle (142)] or the Imperial Guard (109). Of course, any Imperial army may include an Assassin (103).
Imperial Assassins Any Imperial army (Space Marines (148), Sisters of Battle (142), Imperial Guard (105) or Inquisition (97)) may include a single Imperial Assassin as either a Character model or under the Allied Support section. If your opponent agrees, Squat (184) and Eldar (77) armies may also take an Assassin as an Ally.
Special Rules All Assassins share some common special abilities. Assassins are immune to psychology (47), cannot be broken (46) under any circumstances. All are immune (214) to all biochemical weapons. Needle weapon use their normal Strength value rather than automatically wounding. Assassins count as having auto-senses (205), and may automatically see through gas or smoke clouds which would normally obstruct vision. All Assassins may infiltrate (13).
Dodge All Imperial Assassins (and some special characters) may dodge incoming attacks, both in close combat (32) and against ranged weapons. This is a 4+ unmodified save, separate from all armour worn. A dodge may be combined with the unmodified save from a Defensive Field is the model is allowed to purchase such. If the character is affected by a template (29) weapon may move up to 2" away when dodging the attack. If the model is still under the template after that move, it is affected on a 4+ roll of a D6.
Assassins 0-1x
Assassin Points; pre-Codex Assassins
All armour and weapons are purchased separately. May dodge (103, 4+ unmodified save). Unaffected by psychology (47). Immune (214) to biochemical weapons. May infiltrate (13). Options May purchase from the Grenades (94), Armour (93), Assault (93), Special (94), and Heavy (94) weapons lists. May have up to 3 Wargear Cards (14).
Vindicare Assassin Points including equipment
Wears a Stealth Suit (220) and a Spy Mask (220). Armed with an Exitus Longrifle (211), an Exitus Pistol (211) and Exitus Ammunition (211). May dodge (103, 4+ unmodified save). Unaffected by psychology (47). Immune (214) to biochemical weapons. May infiltrate (13). May ignore all restrictions when choosing a target (28) — if he has Line of Sight to a model, he may fire at it. When firing against a vehicle, the Vindicare Assassin may choose the hit location. The Assassin‘s Long Range with all weapons he uses is extended by 50%. As long as he remains stationary, the Assassin may fire his Exitus Longrifle twice in the shooting phase (27); this skill may not be used on Overwatch (24). The Assassin may run (24) and fire his Exitus Pistol in the same turn.
Callidus Assassin Points including equipment
Equipped with a C ‘tan P ha se S wo rd (208), a Neural Shredder (216), Polymorphine (217), and Poison Blades (217). May dodge (103, 4+ unmodified save). Unaffected by psychology (47). Immune (214) to biochemical weapons. May infiltrate (13). Any enemy shooting at a Callidus Assassin from Short Range suffers an additional –2 To Hit penalty, and all enemies shooting from Long Range suffer a –1 penalty; these bonuses apply only if the Assassin is in the open, not if she is behind any kind of cover. At the start of any close combat (32) phase, the Callidus Assassin may disengage without penalty (32), moving up to 2" away; this may not be
used to enter another close combat. Controlling player may force their opponent to discard one of their drawn Strategy Cards (17), chosen at random and without using it, at the start of the game.
Eversor Assassin Points including equipment
Equipped with an Executor Pistol (210), a Sentinel Array (219), a Neuro-Gauntlet (216), and Eversor Combat Drugs (210). May dodge (103, 4+ unmodified save). Unaffected by psychology (47). Immune (214) to biochemical weapons. May infiltrate (13). Causes Fear (47). If the Eversor Assassin is attacked in hand-to-hand combat (32) by multiple opponents (33), he gains +1 to his Weapon Skill for each opponent after the first when resolving combat with any of them. May fire with his Executor Pistol a number of times equal to his Attacks characteristic (4); this skill may be used on Overwatch (24). If the Assassin is wounded in hand-to-hand combat, he will spray poisonous blood and acids over his attacker; the model causing the wound suffers an S4 hit with a –1 save modifier. When the Eversor is slain, he explodes with the effect of a plasma grenade (257).
Culexus Assassin Points including equipment
Wears an Etherium (210), a Force Matrix (212) and an Animus Speculum (205). Armed with Psyk-Out Grenades (217). May dodge (103, 4+ unmodified save). Unaffected by psychology (47). Immune (214) to biochemical weapons. May infiltrate (13). If an enemy unit wishes to shoot or charge (23) the Culexus Assassin, roll a D6 first — on a 2+, the Assassin has distracted the unit and the unit must choose a different target; this only works if the Culexus Assassin has not been wounded.
If there is a psyker in charge range of the Assassin, he may choose to charge the psyker in favour of other enemy models. The Culexus Assassin causes Terror (48) in all models with psychic ability — note that this psychology affects all psykers and overrules all notes of normal immunity to such abilities. Any psyker within 24” of a Culexus Assassin, including friendly or allied units, attempting to use a psychic power must roll a D6; if the roll is less than or equal to the number of Force cards used to play the power, the power is immediately nullified (37) and the psyker suffers a Wound with no armour saves allowed. Powers played with the Ultimate Force (38) card count as being played with 3 Force and cannot be nullified — however, the psyker will still take a Wound if he fails the above test. A Culexus Assassin in hand-to-hand combat (32) with a psyker model may Life Drain the psyker — before fighting each round, the psyker rolls 2D6 and adds his Leadership; the Assassin rolls 3D6, picks the highest two dice, and adds his Leadership. If the Assassin‘s score is higher, subtract 1 point from one of the psyker‘s characteristics: WS, BS, S, T, or Ld.
Imperial Guard Rules
Unit Types
There is no game difference between the Tallarn Desert Raiders, the Catachan Jungle Fighters, the Mordian Iron Guard, and the Cadian Shock Troops.
Flak Armour
Most Imperial Troops wear Flak Armour. This normally conveys a 6+ save against all attacks. However, weapons which use a blast marker (29) are easier to deflect and are saved against on a 5+.
Heavy Weapons Teams
Imperial Guard heavy weapons are crewed by a team of two Guardsmen. The shooter and loader must stay within 2" of each other at all times. The loader is armed with the same weapon as the rest of the squad (usually a Lasgun (226)) and can shoot and fight just like any other Guardsman. If the shooter is killed, the loader is allowed to take over the weapon and use it. If for some reason the loader is not within 2" of the shooter, he cannot take over. The shooter also carries a Laspistol (240) which he may use in lieu of firing his heavy weapon. The heavy weapon itself, with the exception of the Lascannon Heavy Weapons team (105, see below) is not a separate target and is only destroyed when both of the heavy weapon team are slain.
Lascannon Heavy Weapons Team The Lascannon (235) is an entirely separate model, and the shooter model is not physically attached to it. The shooter model must be positioned so its base is touching the weapon in order for him to fire it. The shielding of the Lascannon offers additional protection — if the crew are positioned behind the Lascannon, treat as if they are in hard cover (30). The Lascannon still cannot be independently destroyed and remains in play until both of its crew are slain.
Splitting Heavy Weapons Teams A squad of Imperial Guardsmen which includes a Heavy Weapon has the option to ―split off‖ the heavy weapons team from the rest of the squad. The heavy weapon team instantly becomes a separate squad and is treated as such in all respects. Once so divided from its squad, a heavy weapons team is not allowed to advance towards the enemy unless there is a Captain (109), Colonel (109), or Lieutenant within 2” of the team, in which case it may move as normal. These rules apply identically to Heavy Weapons Squads (112).
Command Squads
Any Imperial Guard unit within 12" of the leader of a Command Squad may take Break tests (47) with the leader‘s Leadership. For each Command Squad of a particular race (Tallarn Desert Raiders, Mordian Iron Guard, Cadian Shock Troops, Catachan Jungle Fighters), you may have up to three units of the same race and up to three additional units. Command Squads may include Primaris Psykers (110), but only a Command HQ squad may include a Primaris Psyker Lord.
Command HQ Imperial Guard armies must include at least one Command HQ, which contains the army commander.
Reserves
Any vehicles and the troops carried inside them may be held as reserves, and are not deployed at the start of the game (8). You do not have to tell your opponent that you are doing this, or even that you purchased the units held in reserve. At the start of any of your turns, you may bring any models held in reserve into play, placing them anywhere on your table edge. The vehicles may enter at any speed (24) desired.
Preliminary Barrage
Once both sides have deployed (8), but before either side has taken its first turn, you may bring down a hail of fire. Count up the number of Leman Russ battle tanks (113), Imperial Basilisks (117) and Imperial Griffons (115). The number of such tanks represents the number of barrages you may call down. For each barrage, place a 2” blast marker (29) anywhere within sight of any of the leaders of your Command Squads (105). Once templates for all barrages have been placed, roll Scatter Dice for each template:
Models affected by the template in its final location suffer a hit as from a Battlecannon (242) as follows:
Commlink Barrage If any of your Command Squads (105) has a model equipped with a Commlink, you may use it to call down barrages during the game. At the beginning of the game, roll a D6 and keep rolling until you get a roll of 2+; the resulting score represents the level of communications interference present on the battlefield. At the start of your second and subsequent turns, you may call down one barrage per model equipped with a Commlink. For each barrage you wish to call down, you must roll equal to or above the level of interference on D6 to get the barrage to work. For each Commlink barrage that succeeds in this manner, follow the barrage rules described above.
Imperial Guard Equipment
Assault Weapons
Models picking from this list may select as many choices as you want.
Special Weapons
Models picking from this list may select only one weapon.
Heavy Weapons
Each Heavy Weapon Team (105) may select one weapon. Other models may not select from this list.
Command Weapons
Models picking from this list may choose as many weapons as they like.
Veteran Abilities
You may convert any or all Imperial Guard squads (any units except vehicles) to Veteran status by choosing one of the following Veteran Abilities and spending the additional points as listed:
Imperial Guard Units Command Units <50%
Command HQ Points w/Captain Points w/Colonel
Includes one Captain or Colonel and 4 Imperial Guardsmen. The Captain and Colonel both wear Carapace Armour (4+ save) and wield a Laspistol (240) and a sword (232). The Guardsmen each wear Flak Armour (105, 6+ save) and wield Lasguns (226) and Frag (256) grenades. Counts as a Command Squad (105), grants a Strategy Rating (8) of 2. Any friendly Imperial Guard unit within 12" may use the commander‘s Leadership rating for their Break tests (47). You must have at least one of these units in your army. Options Any model may purchase Assault (107) or Special (107) weapons. The squad leader may purchase from the Command (107) weapon list. Captains up to 2 Wargear Cards (14), Colonels may have 3. You may make the upgrade the squad to Veteran status by purchasing one Veteran Ability (108). The squad may ride in a Chimera (116) for +140 points; the Chimera crew (13) is unaffected by this squad‘s Veteran upgrade. You may form the Guardsmen into 1 or 2 Heavy Weapons Teams (105), each with one Heavy Weapon (107). One Guardsman may carry a Commlink (106) for +30 points. One Guardsman may carry a Battle Standard for +35 points.
Command Squad Points
Includes one Lieutenant and 4 Imperial Guardsmen. Lieutenant wears Carapace Armour (4+ save) and uses a Laspistol (240) and a sword (232). Guardsmen wear Flak Armour (105, 6+ save) and wield Lasguns (226) and Frag (256) grenades. Counts as a Command Squad (105). Any friendly Guard unit within 12" may use the Lieutenant's Leadership rating for its Break test (47). Options Any model may purchase Assault (107) or Special (107) weapons. The lieutenant may purchase from the Command (107) weapon list, and may carry up to 1 Wargear Card (14). The squad may be upgraded to veteran status by taking one Veteran Ability (108). The squad may ride in a Chimera (116) for +140 points; the vehicle crew (13) is unaffected by this squad‘s Veteran upgrade. You may form the Guardsmen into 1 or 2 Heavy Weapons Teams (105), each with one Heavy Weapon (107). One Guardsman may carry a Commlink (106) for +30 points.
Rough Rider Command Squad Points
Includes one Lieutenant and 4 Imperial Guardsmen, all mounted on Warhorses. The Lieutenant wears Carapace Armour (4+ save), while the Guardsmen each wear Flak Armour (105, 6+ save). All are armed with a Hunting Lance (232), Laspistol (240), Chainsword (230) and Frag (256) grenades. Counts as a Command Squad (105). Any friendly Imperial Guard unit within 12" may use the Lieutenant's Leadership rating for its Break test (47).
Options The lieutenant may purchase from the Assault (107) and Command (107) weapons lists, and may carry up to 1 Wargear Card (14). The squad may be upgraded to veteran status by taking one Veteran Ability (108). Up to one Guardsman may swap his Hunting Lance for a Rough Rider Standard: all models in this unit may add +1 to their Weapon Skill in hand-to-hand combat (32).
Primaris Psyker
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