Points per Necron Warrior (4-8x) 


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Points per Necron Warrior (4-8x)



Troop Type M WS BS S T W I A Ld
Necron Warrior 4 4 4 4 5 1 2 1 10

Armoured body (2+ save), carries a Gauss-Flayer (226). In addition, note that all Necrons are subject to the

Repair (120), Isolation (120), and Leadership/Defeat (120) rules for Necrons.

 

Scarab

Points

Troop Type M WS BS S T W I A Ld
Scarab 8 1 0 3 8 1 2 1 10

Armoured body (2+ save). You may include up to 2 Scarabs for every 5 Necron Warriors in your Necron army.

Scarabs do not form units and fight independently on the battlefield in the same manner as characters (12). Enemy troops do not have to shoot at Scarabs if they are the closest unit. Instead of its normal 8” move, a Scarab may make a leap of up to 16”. Leaping Scarabs may move over any terrain during their leap without penalty, but are assumed to land at the end of the leap. Scarabs attached to a vehicle or a unit with armour locations reduce the Armour Value at all locations by 3 while they are attached. This effect is cumulative; so a

Leman Russ Battle Tank (113) with three Scarabs attached to it would have a Turret armour value of 16 from the front (25-9). It does not matter where the Scarabs are physically attached to the tank, since all armour

locations are affected equally. In addition, note that all Necrons are subject to the Repair (120), Isolation (120), and Leadership/Defeat (120) rules for Necrons.

 

Support                                                                                                                                   <50%

 

Necron Destroyer

Points

Troop Type M WS BS S T W I A Ld
Necron 4 4 4 4 5 1 2 1 10

Skimmer (26). Carries a crew (13) of 1 Necron Warrior. The Destroyer is armed with a Gauss Cannon (234)

with a 90° arc of fire to the front.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast
5

D4

-5

8‖

20‖ 30‖
 

 

Armour

 

D6

Location

Front

Side/Rear

1-2

Necron Warrior

See below

3-6

Destroyer

12

12

D6

Destroyer Damage Table

1

Gauss Cannon is destroyed.

2

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

                   

 

 

3 Roll a D6 at the start of each of the Destroyer‘s movement phases (23). On a 4+, the Necron retains control and can move normally; otherwise, the Destroyer moves out of control (26) for that turn.
4 Destroyer moves out of control and crashes to the ground, where it is destroyed. Anybody under the model when it crashes takes D3 S6 hits with a –2 save modifier.
5 Destroyer  plummets  straight  to  the  ground  and  is  destroyed.  Anybody  under  the Destroyer when it strikes the ground takes D3 S6 hits with a –2 save modifier.
6 Destroyer moves out of control and then explodes spectacularly. Anyone beneath the fireball takes D6 S6 hits with a –4 save modifier.
  Necron Warrior Damage Table
  Roll to wound the Warrior as normal; if the Necron is slain, the Destroyer moves out of control, and continues to move in this manner until it moves off the table, is destroyed, or the Necron Warrior makes a successful repair (120) roll, in which case he regains control of the vehicle.

 

 

Ork Rules

 

Beginning the Game Orkily

 

Strategy Rating

Though Orks normally have a Strategy Rating (8) of only 3, they double it when determining who has the first

turn; this means that Orks roll D6+6 to determine who goes first (9).

 

Mission Cards

Redraw the Mission Card (15) if a Witch Hunt (15) or The Assassins (15) card is drawn for Ork forces.

 

Ork Field Artillery

 

Attacking

Ork artillery pieces are generally manned by a crew of two or more. Hits on the crew are resolved normally; if the crew is reduced to half strength or less, the weapon to which they are assigned may only be fired if you first roll a 4+ on D6 (obviously, if all the weapon‘s crew are slain, the weapon may not be fired at all). The weapon itself is assumed to have an Armour Value of 10; any penetrating shots will destroy the weapon entirely.

 


Moving


 

 

The crew of an Orky artillery piece may move it up to 2” in its movement phase, but if it is moved in a turn, it may not be fired later that turn. Normally, the weapon is towed by an Ork vehicle.


 

Ork Special Equipment

 

Ork „Eavy Armour

Provides a 4+ armour save. That's it. Nothing more.

 

Ork Mega-Armour

Confers a 2+ armour save and incorporates a Targeter (221, +1 to hit) In addition, if the Ork wearing this armour fails its normal armour save, it may make another, unmodified armour save of 4+ on D6.

 

Stormboy Jump Packs

Orky Jump Packs operate just like normal Wargear Card Jump Packs (214), except that, being Orky, they‘re more volatile. To represent this, instead of Scattering the wearer D3” from his desired landing point, roll the

Artillery die and halve the distance to determine how far he misjudges. Additionally, if you roll a Misfire, then something has gone predictably Orkily wrong; roll on the table below:

 

1 Blow up in mid-air. The wearer is slain outright.
2 Blow up on landing. The wearer is slain outright; any models within D3” of its landing point suffer an S4 hit with a –1 save modifier.
3-5 Haywire.  Scatter  the  wearer  3D6”  away  from  his  desired landing point.
6 Waaaagh!  The  wearer  is  borne  over  the  horizon  by  the malfunctioning jump pack, but is not counted as a casualty for Victory Point purposes.

 

 

Madboyz Behavior

 

If your army includes Madboyz (132), roll a D6 at the start of the game to determine the mob's insanity:

 

1 Afraid!  The  Madboyz  suffer  from  fear  (47)  of  all  enemy models, but are otherwise unaffected by other psychology (47) rules, including Terror.
2 Duh? The Madboyz must test for stupidity (48) at the start of each turn, but are otherwise unaffected by all psychology (47).
3 Get  'em!  Every Madboy  suffers  from  hatred  (48)  of  every enemy model on the board. They may, however, ignore any other psychology (47) rules, including Fear or Terror.
4 Grrrr… All Madboyz on the board suffer from frenzy (47), all the time. They disregard all other psychology (47) rules.
5 Waaaagh! The mob is so out in left field it completely ignores every psychology (47) rule, including it's own insanity!
6 Crazed! The Madboyz insanity has gone over  the edge.  In addition to being immune to all psychology (47), the mob gets +1 to one to the following characteristics, determined randomly: M (1), WS (2), BS (3), S (4), T (5), A (6)

 

At the beginning of each Ork turn, roll another D6. On a 1-5, the behavior is unchanged. On a 6, re-roll for a new insanity which takes hold from that point forward. If the unit is somehow broken (46), re-roll on the above chart whenever the unit rallies (46).


 

 

Ork Equipment

 

Assault Weapons

 

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

 

Assault Weapon Cost
Axe (230) 1
Sword (232) 1
Chainsword (230) 2
Power Axe (231) 7
Power Fist (231, Nobz and characters only) 10
Power Sword (232) 6
Autopistol (240) 1
Bolt Pistol (240) 2
Hand Flamer (240) 6
Plasma Pistol (241) 4
Replace Bolt Pistol with Boltgun (224) +1

 

Special Weapons

 

Models picking from this list may select only one item.

 

Special Weapon Cost
Boltgun (224) 3
Flamer (225) 7
Meltagun (227) 6
Plasma Gun (228) 6

Heavy Weapons

 

Models picking from this list may select only one item.

 

Heavy Weapon Cost
Autocannon (233) 16
Heavy Bolter (234) 10
Lascannon (235) 30
Missile Launcher (236) w/Frag and Krak missiles (256) 30
Multi-Melta (236) 39
Heavy Plasma Gun (235) 26
Heavy Stubber (235) 7

 

Armour

 

Models picking from this list may select only one item. Can only be taken by Character models.

 

Armour Cost
Ork „Eavy Armour (4+ save) 7
Ork Mega-Armour (123, 2+ save) 25

 

 

Stikkbombz

 

Models picking from this list may select as many items as they wish. Stikkbombz work exactly like Grenades of the same name.

Stikkbombz Cost
Frag (256) 2
Krak (256) 3
Melta bombs (256) 5

 

 

Dreadnought Weapons

 

Ork Dreadnoughts may select up to two weapons from this list.

 

Weapon Cost
Heavy Bolter (234) Free
Heavy Flamer (235) Free
Lascannon (235) 25
Missile Launcher (236) w/Frag and Super Krak Missiles (256) 25
Anti-plant (256) missiles +5

 

Transport

 

Models picking from this list may select only one mount.

 

Transport Cost
Boar 6
Cyboar 15

 

BoarBoyz

Orks riding boars use standard Cavalry (12) rules, except they gain an additional +1 modifier (total of +2) to their

armour saves. Models which charge (23) also get an extra +1 to their combat scores (total +2). However, boars are very difficult to control and their riders suffer a -1 penalty to their Leadership rating.

 

Mount M WS BS S T W I A Ld
Warboar 7 4 0 3 4 1 3 1 3
Cyboar 10 3 0 4 3 1 4 2 3

 

Cyboar

Once per game, a Cyboar may move an additional D6+4 and gain an extra D4 attacks. This bonus lasts for the remainder of the current turn and may be used at any time. The additional movement and attacks are special

bonuses, and are not doubled if the model charges (23).


 

 

Ork Units

Characters                                                                                                                               <50%

 

Warboss

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Warboss 4 6 6 4 5 4 5 3 9

Wears Flak Armour (105, 6+ save), carries a Bolt Pistol (240). Any Ork units within 12” of the Warboss may

use his Leadership rating for their Break Tests (47). Provides a Strategy Rating (8) of 3.

Options

May purchase from the Armour (125), Assault (125), Special (125), Transport (126), and Stikkbombz (126) lists. May have up to 3 Wargear Cards (14). May be joined by up to 4 Gretchin Assistants (129).

 

Battle Standard



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