Заглавная страница Избранные статьи Случайная статья Познавательные статьи Новые добавления Обратная связь КАТЕГОРИИ: АрхеологияБиология Генетика География Информатика История Логика Маркетинг Математика Менеджмент Механика Педагогика Религия Социология Технологии Физика Философия Финансы Химия Экология ТОП 10 на сайте Приготовление дезинфицирующих растворов различной концентрацииТехника нижней прямой подачи мяча. Франко-прусская война (причины и последствия) Организация работы процедурного кабинета Смысловое и механическое запоминание, их место и роль в усвоении знаний Коммуникативные барьеры и пути их преодоления Обработка изделий медицинского назначения многократного применения Образцы текста публицистического стиля Четыре типа изменения баланса Задачи с ответами для Всероссийской олимпиады по праву Мы поможем в написании ваших работ! ЗНАЕТЕ ЛИ ВЫ?
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 |
Veteran — 53 points Interrogator-Hero — 84 points Mighty Hero — 125 points
All Chaplains wear Power Armour (3+ save), wield a Bolt Pistol (240) and Frag (256) grenades, have a Crozius Arcanum (230) and a Rosarius (integrated Conversion Field: 208, 4+ unmod save). Friendly Space Marines within 8" may re-roll any failed Break Test (47) once. Options May purchase from the Armour (150), Grenades (149), Assault (149) and Special (149) weapons lists. May have up to 2 Wargear Cards (14). May ride a Bike (156) for +20 points.
Librarians Lexicanium (Level 1) — 53 points Codicier (Level 2) — 97 points Epistolary (Level 3) — 152 points Chief Librarian (Level 4) — 196 points
All Librarians wear Power Armour (3+ save), wield a Bolt Pistol (240) and Frag (256) grenades. Are Psykers with a Mastery Level (36) as listed; select powers from the Librarian (43), Adeptus (38) and/or Inquisition (42) lists. Options May purchase from the Armour (150), Grenades (149), Assault (149) and Special (149) weapons lists. May have up to 1 Wargear Card (14) per level. May ride a Bike (156) for +20 points.
Apothecary Points
An Apothecary wears Power Armour (3+ save), wields a Bolt Pistol (240) and Frag (256) grenades, and carries a MediPack (216). Options May purchase from the Armour (150), Grenades (149), Assault (149) and Special (149) weapons lists. May have 1 Wargear Card (205). May ride a Bike (156) for +20 points.
Techmarine Points
A Techmarine wears Power Armour (3+ save), wields a Bolt Pistol (240) and Frag (256) grenades. See special rule about Vehicles & Techmarines (148). May attempt to repair (27) a damaged vehicle. Options May purchase from the Armour (150), Grenades (149), Assault (149) and Special (149) weapons lists. May have up to 1 Wargear Card (205). May ride a Bike (156) for +20 points. Techmarines often have servo-arms (219, +1 Attacks) for +10 points.
Veteran Sergeant +5 points
The Sergeant of an Assault (154), Tactical (154), Devastator (154) or Scout (154) squad may be upgraded to a Veteran Sergeant with the stats shown above. Weapons and armour remain unchanged, but he may carry up to 1 Wargear Card (14).
Squads 25%+
Terminator Squad Points
Includes 4 Marines and 1 Marine Sergeant, all of whom share the above stats. Each wears Terminator Armour (222, 3+ save on 2D6) and is armed with a StormBolter (229). Each must also purchase a Terminator Assault Weapon (150).
Options One model may take a Terminator Heavy Weapon (150). The unit may be teleported into battle (24) for an additional 50% of its total cost.
Tactical Squad Points
Includes 9 Space Marines and 1 Space Marine Sergeant, all of whom share the above stats. Each wears Power
Armour (3+ save), carries a Boltgun (224), Bolt Pistol (240) and Frag (256) grenades. Options One model may take a Heavy (149) weapon; one may take a Special (149) weapon. The sergeant may purchase Assault (149) weapons. The entire squad may carry Krak (256) grenades for +30 points. Sergeant may be a Veteran (153) for +5 points.
Assault Squad Points
Includes 9 Space Marines and 1 Marine Sergeant, all of whom share the above stats. Each wears Power Armour (3+ save). Each is armed with a Bolt Pistol (240), Frag (256) and Krak (256) grenades. Options Any model may purchase Assault Weapons (149). Up to 2 models may purchase a Special Weapon (149). The entire squad or Combat Squads (148) may carry Blind (256) grenades for +2 points per model, and/or Melta Bombs (256) for +5 points per model. Either size unit may use Jump Packs (214) for +5 points per model. The Sergeant may be upgraded to Veteran (153) status for +5 points.
Devastator Squad Points
Includes 9 Space Marines and 1 Marine Sergeant, all of whom share the above stats. Each wears Power Armour (3+ save), carries a Boltgun (224), Bolt Pistol (240) and Frag (256) grenades. Options Up to 4 models may purchase a Heavy Weapon (149). The Sergeant may purchase from the Assault (149) weapons list. The Sergeant may be upgraded to Veteran (153) status for +5 points.
Scout Squad Points
Includes 4 Scouts and 1 Space Marine Sergeant. All wear Scout Armour (4+ save). Each carries a Bolt Pistol (240) and Frag (256) grenades. May fight in dispersed formation (12). May infiltrate (13). Options Any model may carry a Scout (150) weapon. One model may purchase a Special (149) or Heavy (149) weapon. The sergeant may purchase Assault (149) weapons. The entire squad may carry Krak (256) grenades for +15 points. The sergeant may be upgraded to Veteran (153) status for +5 points.
Bike Squadron Points per model
Includes between 3 and 5 Space Marines riding Space Marine Bikes (156) with twin-linked Boltguns (224) and a Targeter (221, +1 to hit). Each Marine wears Power Armour (3+ save), and carries a Bolt Pistol (240) and Frag (256) grenades. Options Any model may carry Assault (149) Weapons, and up to 2 models may choose Special (149) weapons. The entire squadron may carry Blind (256) grenades for +2 points per model, and/or Krak (256) grenades for +3 points per model. In addition to the 3-5 normal Bikes, the Squadron may include up to 1 Space Marine Attack Bike (157) for +110 points.
Support <50%
Allies Allies may come from any Space Marine (152) Chapter [Dark Angels (166), Blood Angels (163), Space Wolves (176), Ultramarines (182), Legion of the Damned (170)], any Imperial Agents (96) [Inquisition (97), Adeptus Arbites (101), Sisters of Battle (142)] or the Imperial Guard (109). Any Imperial army may include an Assassin
(103). Additional allied support may come from the Squat (184) and Eldar (81) army lists. Forces chosen as allies may ignore normal composition requirements, including command hierarchies.
Space Marine Dreadnought 115 points + weapons Walker/Dreadnought (25). A Dreadnought may pick up to 2 Dreadnought Weapons (150). All Dreadnought weapons include a Targeter (221, +1 to hit) and ignore the first Jam (31) when rolling Sustained Fire (30) dice.
Ram |
|
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Str | Dmg | Save Mod | M | WS | BS | S | I | A | Ld | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7 | D10 | -4 | 6 | 6 | 6 | 7 | 5 | 3 | 10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
| Armour |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
D6 | Location | Front | Side/Rear | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Legs | 20 | 18 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2-3 | Arm | 19 | 17 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4-6 | Body | 21 | 19 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | May only move or attack from now on if you first roll a 4+ on D6. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | All characteristics are halved for the rest of the game, rounding up. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3-4 | Engine bursts into flame; the machine is immobilized. The Marine 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 Marine 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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bikes
Space Marine Bike
20 points + rider cost
Wheeled Vehicle (25). May carry 1 Space Marine (stats listed elsewhere) as rider. May not be ridden by a model wearing Terminator Armour (58). All vehicle weapons include a Targeter (221, +1 to hit)
Weapons
Driver controls twin-linked Boltguns (224) with a 90° arc of fire to the front.
Ram
Speed
Dmg
Save Mod
Slow
D4
-2
10‖
Armour
Location
Front
Side/Rear
Rider
-
-
Bike
10
10
D6
Bike Damage Table
1
The twin Boltguns 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.
Artillery
Servitor Crew
Points per model
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Servitor | 4 | 3 | 4 | 3 | 4 | 1 | 4 | 1 | 7 |
Servitors function as Artillery crews. The Servitor‘s armoured body grants it a 5+ save. All Servitors are
immune to psychology (47) and cannot be broken (46).
Tarantula
11 points + weapons and crew
Has a crew of 1-2 Servitors (156), purchased separately. Comes with a Targeter (221, +1 to hit).
Options
Select one of the following weapons:
Vehicles
Marine Crew
Included in cost of vehicle
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Space Marine | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 |
All Marine crews (13) wear Power Armour (3+ save) and carry Bolt Pistols (240).
Options
Any model may purchase an Assault (149) or Special (149) weapon.
Attack Bike
Points
Wheeled Vehicle (25). Has a crew (156) of 1 driver and 1 gunner. All vehicle weapons include a Targeter (221,
+1 to hit).
Weapons
Driver controls twin-linked Boltguns (224) with a 90º forward arc. Gunner fires a Multi-Melta (236) with a 180° arc of fire to the front.
Ram
Speed
Dmg
Save Mod
|
Slow
D6
-3
8‖
Armour
Location
Front
Side/Rear
Crew
-
-
Bike
10
10
D6
Bike Damage Table
1
Twin Boltguns are destroyed.
2
Multi-Melta is destroyed.
3
Controls are damaged; roll D6 at the start of each of your subsequent movement phases
(23); on a 4+, you may move and fire with the bike as normal; otherwise, the bike moves out of control (26) for that turn.
4
Wheels buckle; bike flips over, killing the crew. The wreck crashes tot he ground D6”
in a random direction. Any model under the bike when it lands takes D6 S7 hits with a
–2 save modifier.
5
Engine blows up, killing the crew. The wreck moves out of control next turn, then
comes to a permanent halt.
6
Fuel explodes, killing crew. The flaming wreck hurtles out of control next turn, then
explodes, causing D3 S8 hits with a –3 save modifier to all models within 3”.
Crew Damage Table
Hit the crewman nearest to the attacker, or randomize if it is unclear. Roll to see if the
crewman (156) is slain as normal. If the driver is slain, then the vehicle will move out of control (26) for the remainder of the game or until the gunner takes over.
Land Speeder
Points
Skimmer (26). Has a crew (156) of 1 driver and 1 gunner. All vehicle weapons include a Targeter (221, +1 to
hit).
Weapons
Carries a Heavy Flamer (235) with a 180° forward arc, and a Multi-Melta (236) with a 45° forward arc.
Ram
Speed
Dmg
Save Mod
Slow
D6
-3
10‖
Armour
Location
Front
Side/Rear
Crew
-
-
LandSpeeder
10
12
D6
Land Speeder Damage Table
1
Heavy Flamer is destroyed.
2
Multi-Melta is destroyed.
3
Controls are damaged; roll D6 at the beginning of each of your movement phases (23);
on a 4+, you may move and fire with the land speeder as normal; otherwise, the land speeder moves out of control (26) for that turn. | |
4 | Engine cuts out; crashes to the ground 2D6” away in a random direction. Anything under the land speeder when it lands takes D3 S6 hits with a –2 save modifier. The crew are able to leap to the ground (26) before it crashes, but will suffer damage for high-speed dismounts as normal. |
5 | Engine blows up, killing the crew. The wreck plummets to the ground 2D6” away in a random direction; anything under the speeder when it lands takes D3 S6 hits with a –2 save modifier. |
6 | Fuel explodes, killing crew. The wreck crashes 2D6” away in a random direction; anything under the speeder or within 3” takes D3 S8 hits with a –3 save modifier. |
Crew Damage Table | |
Hit the crewman nearest to the attacker, or randomize if it is unclear. Roll to see if the crewman (156) is slain as normal. If the driver is slain, then the land speeder will move out of control (26) for the remainder of the game or until the gunner takes over. |
Rhino Transport
Points
Tracked Vehicle (25). Has a crew (156) of 1 driver. Vehicle weapons have a Targeter (221, +1 to hit). May transport up to 10 Space Marines in Power Armour, 5 Marines in Terminator Armour (222), or 1 Dreadnought.
Weapons
Mounts twin-linked Boltguns (224) with a 90° arc of fire to the front.
Ram
Speed
Dmg
Save Mod
Slow
D12
-5
8‖
Armour
Location
Front
Side/Rear
Track
15
15
Hull
20
18
Weapons
12
12
D6
Track Damage Table
1
May only move at Slow speed for the rest of the game.
2-5
Track is blown off; tank moves out of control (26) next turn and then comes to a halt
|
for the rest of the game.
6
Track is blown off and the Rhino flips over; wreck comes to a rest D6” away in a
random direction. Any model it lands on takes D6 S7 hits with a –2 save modifier. Roll a D6 for each model aboard; on a 4+ they are slain in the crash. Surviving models may disembark (26) as normal.
D6
Hull Damage Table
1
Driver is hit and killed. The vehicle moves out of control and may not fire any weapons
until he is replaced.
2-4
Roll a D6 for each model on board; on a 4+, they are slain.
5
Engine explodes, killing every model on board. Rhino is spun around to face a random
direction and then comes to a permanent halt.
6
Fuel tank explodes, killing all models on board. Vehicle goes out of control (26) next
turn and then explodes; every model within 3" suffers a hit from a Heavy Flamer (235).
D6
Weapons Damage Table
1
Boltguns are damaged, and may only be fired if you first roll a 4+ on D6.
2-5
All weapons are destroyed.
6
All weapons are destroyed. Secondary explosion; a roll on the Hull Damage Table.
Razorback Tank
Points
Tracked Vehicle (25). Has a crew (156) of 1 driver and 1 gunner. All vehicle weapons include a Targeter (221,
+1 to hit). May transport a Combat Squad (148) of 5 Space Marines in Power Armour.
Weapons
Turret holds a Lascannon (235) linked with two Plasma Guns (228) and has a 360° arc of fire.
Ram
Speed
Str
Dmg
Save Mod
Slow
7
D12
-5
8‖
Armour
D6
Location
Front
Side/Rear
1
Track
15
15
2-4
Hull
20
18
5-6
Turret
22
15
If hit from the Side or Rear, roll D6:
1-3 = Turret, 4-6 = Gunner
D6
Track Damage Table
1
May only move at Slow speed for the rest of the game.
2-5
Track is blown off; tank moves out of control (26) next turn and then comes to a halt
for the rest of the game.
6
Track is blown off and the vehicle flips over; wreck comes to a rest D6” away in a
random direction. Any model it lands on takes D6 S7 hits with a –2 save modifier. Roll a D6 for each model aboard; on a 4+ they are slain in the crash. Surviving models may disembark (26) as normal.
D6
Hull Damage Table
1-3
Roll a D6 for each model on board; on a 4+, they are slain.
4
Engine explodes, killing every model on board. Rhino is spun around to face a random
direction and then comes to a permanent halt.
5
Fuel tank explodes, killing everyone onboard. The vehicle goes out of control (26) next
turn and then explodes; every model within 3" suffers a hit as from a Heavy Flamer
(235)
6
Ammunition explodes; the vehicle is destroyed. Every model within 3” suffers D6 S10
hits with a –3 save modifier
D6
Turret Damage Table
1
Weapons are damaged, and may only be fired if you first roll a 4+ on D6.
2
Turret is jammed and may no longer rotate; weapons may only fire straight ahead at
targets that are directly in front of it.
3
Turret gunner is slain.
4-6
Ammunition explodes; the vehicle is destroyed. All crew are slain and the turret is
blown off, flying 2D6” in a random direction; anything under the spot where it lands suffers D6 S9 hits with a –6 save modifier.
Crew Damage Table
Roll to see if the gunner (156) is slain as normal.
Predator Tank
Points
Tracked Vehicle (25). Has a crew (156) of 1 driver, plus 1 gunner (3 with optional sponsons). All vehicle
weapons include a Targeter (221, +1 to hit).
Weapons
Turret mounts an Autocannon (233) and has a 360° arc of fire. This may be upgraded to a twin-linked Autocannon for +30 points.
Options
The vehicle may be fitted with two side sponsons, each with a 180° arc of fire to the appropriate side. Each sponson may hold a Heavy Bolter (234) for +15 points, a Heavy Flamer (235) for + 25 points or a single Lascannon (235) for +45 points.
Ram
Speed
Dmg
Save Mod
Slow
D12
-5
7‖
Armour
Location
Front
Side/Rear
Track
15
15
Hull
20
18
Sponson
17
15
Turret
22
22
D6
Track Damage Table
1
May only move at Slow speed for the rest of the game.
2-5
Track is blown off; tank moves Out of Control (26) next turn and then comes to a halt
for the rest of the game.
6
Track is blown off and the vehicle flips over; wreck comes to a rest D6” away in a
random direction. Any model it lands on takes D6 S7 hits with a –2 save modifier. Roll a D6 for each model aboard; on a 4+ they are slain in the crash. Surviving models may disembark (26) as normal.
D6
Hull Damage Table
1-3
Explosion rips through the crew compartment; each crew member must roll a 4+ on D6
|
to avoid being slain.
4
Engine explodes, killing crew instantly. The vehicle is spun around to face a random
direction, then comes to a halt for the rest of the game.
5
Fuel tank explodes, killing all models on board. Vehicle goes out of control (26) next
turn and then explodes; every model within 3" suffers a hit from a Heavy Flamer (235).
6
Ammunition explodes. The vehicle is destroyed; all models within 3” suffer D6 S10
hits with a –3 save modifier.
D6
Sponson Damage Table
1
Sponson weapon is damaged and may only be fired if you first roll a 4+ on D6.
2-5
Sponson is destroyed.
6
Sponson is destroyed, but a secondary explosion forces a roll on the Hull Damage
Table.
D6
Turret Damage Table
1
Primary weapon is damaged, and may only be fired if you first roll a 4+ on D6.
2
Turret is jammed and may no longer rotate; turret weapons may only fire straight ahead
at targets that are directly in front of it.
3
Turret gunner is slain.
4-6
Ammunition explodes; the vehicle is destroyed. All crew are slain and the turret is
blown off, flying 2D6” in a random direction; anything under the spot where it lands suffers D6 S9 hits with a –6 save modifier
Whirlwind Tank
Points
Tracked Vehicle (25). Has a crew (156) of 1 driver and 1 gunner. All vehicle weapons include a Targeter (221,
+1 to hit).
Weapons
Turret mounts a Whirlwind Multi-Launcher (248) and has a 360° arc of fire.
Ram
Speed
Dmg
Save Mod
Slow
D12
-5
8‖
Armour
Location
Front
Side/Rear
Track
15
15
Hull
20
18
Turret
20
18
D6
Track Damage Table
1
May only move at Slow speed for the rest of the game.
2-5
Track is blown off; tank moves Out of Control (26) next turn and then comes to a halt
for the rest of the game.
6
Track is blown off and the vehicle flips over; wreck comes to a rest D6” away in a
random direction. Any model it lands on takes D6 S7 hits with a –2 save modifier. Roll a D6 for each model aboard; on a 4+ they are slain in the crash. Surviving models may disembark (26) as normal.
D6
Hull Damage Table
1
Driver is slain. Unless his position is taken over, the vehicle moves out of control for
the rest of the game.
2-3
Explosion rips through the crew compartment; each crew member must roll a 4+ on D6
to avoid being slain.
4
Engine explodes, killing crew instantly. The vehicle is spun around to face a random
direction, then comes to a halt for the rest of the game.
5
Fuel tank explodes, killing all models on board. Vehicle goes out of control (26) next
turn and then explodes; every model within 3" suffers a hit from a Heavy Flamer (235).
6
Ammunition explodes and the vehicle is destroyed. Any models inside are slain, and
any models within 3” suffer D6 S10 hits with a –3 save modifier.
D6
Turret Damage Table
1
Multi-launcher is damaged, may not be fired indirectly, and may only be fired if you
first roll a 4+ on D6.
2
Multi-launcher goes haywire and fires a barrage at a random target. Roll a Scatter die to
determine the direction of the barrage. Place the 3” blast marker on the first model within range and in its path and work out the effects as normal. The rockets are expended and the multi-launcher may not fire until next turn.
3
Turret gunner is slain.
4-6
Ammunition explodes; the vehicle is destroyed. All crew are slain and the turret is
blown off, flying 2D6” in a random direction; anything under the spot where it lands suffers D6 S9 hits with a –6 save modifier
Land Raider Tank
Points
Tracked Vehicle (25). Has a crew (156) of 1 driver and 2 gunners. All vehicle weapons include a Targeter (221,
+1 to hit). May transport 10 Marines in Power Armour, 5 Marines in Terminator Armour (222), or 1
Dreadnought.
Weapons
Each side sponson has twin-linked Lascannons (235) with a 180° arc of fire to the appropriate side. Carries twin
Heavy Bolters (234) in a pintel mount with a 360° arc of fire.
Ram
Speed
Dmg
Save Mod
Slow
D12
-5
7‖
Armour
Location
Front
Side/Rear
Track
17
17
Hull
22
20
Lascannons
18
18
D6
Track Damage Table (hit one closest to attacker, or randomize if tie)
1
May only move at Slow speed for the rest of the game.
2-5
Track is blown off; tank moves out of control (26) next turn and then comes to a halt
for the rest of the game.
6
Track is blown off and vehicle flips over; wreck comes to a rest D6” away in a random
direction. Any model it lands on takes D6 S7 hits with a –2 save modifier. Roll a D6 for each model aboard; on a 4+ they are killed. Survivors may disembark (26) as normal.
D6
Hull Damage Table
1
Driver is slain. Unless his position is taken over, the vehicle moves out of control (26)
for the rest of the game.
2-3
Explosion rips through the crew compartment; each crew member must roll a 4+ on D6
to avoid being slain.
4
Engine explodes, killing crew instantly. Land Raider is spun around to face a random
direction, then comes to a halt for the rest of the game.
5
Fuel tank explodes, killing all models on board. Vehicle goes out of control (26) next
turn and then explodes; every model within 3" suffers a hit from a Heavy Flamer (235).
6
Ammunition explodes; Land Raider is destroyed; any models inside are slain, and any
models within 3" suffer D6 S10 hits with a –3 save modifier.
D6
Lascannon Damage Table
1
Lascannons are damaged and may only be fired if you first roll a 4+ on D6.
2-5
Lascannons destroyed.
6
Lascannons destroyed; secondary explosion forces a roll on the Hull Damage Table.
Blood Angels Units
The Blood Angels are a Chapter of the Space Marines (148). You may choose to play a Blood Angels army instead of a normal Space Marines army. If you do, you may supplement the normal Space Marines army list and rules with the following. Note that the following rules are in addition to all other rules which normally apply to Space Marines, and apply only to Blood Angels Space Marines.
Unique Characters
Commander Dante, Lord Captain of the Blood Angels
| Поделиться: |
Читайте также:
Последнее изменение этой страницы: 2021-12-09; просмотров: 34; Нарушение авторского права страницы; Мы поможем в написании вашей работы!
infopedia.su Все материалы представленные на сайте исключительно с целью ознакомления читателями и не преследуют коммерческих целей или нарушение авторских прав. Обратная связь - 18.226.222.12 (0.62 с.)