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TIFUSAR

Pridružen/a: 25. 03. 2005. Postovi: 4928 Lokacija: Medrengard
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Postano: čet ožu 19, 2009 11:20 pm Naslov: |
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Znam da nije izašlo...dvojka je davno izašla a nema ni nje. _________________
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TIFUSAR

Pridružen/a: 25. 03. 2005. Postovi: 4928 Lokacija: Medrengard
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Postano: pet ožu 20, 2009 7:47 am Naslov: |
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Rumors brought to the community by Estalia-Cordoba's Glandalf sama and Warseer's Hoarmurel
So folks from Spain are saying they have seen hard copies of the codex and are offering up the following details on the Fast Attack and Heavu Support sections.
Fast Attack:
- Fast Tanks Squadron:
- You may choose any of the following tanks in a 1-3 tank squadron.
- Hellhound: 130 pts. Tank, fast. You can change the heavy bolter by a flamer for free or by a multi-melta by 15 pts. Extra armour 15 pts, searchlight 1 pts, heavy stubborn 10 pts, hunter-killer missile 10 pts, dozer blade 10 pts.
- Banewolf: 130 pts. Tank, fast. You can change the heavy bolter by a flamer for free or by a multi-melta by 15 pts. Extra armour 15 pts, searchlight 1 pts, heavy stubborn 10 pts, hunter-killer missile 10 pts, dozer blade 10 pts.
- Devil Dog: 120 pts. Tank, fast. You can change the heavy bolter by a flamer for free or by a multi-melta by 15 pts. Extra armour 15 pts, searchlight 1 pts, heavy stubborn 10 pts, hunter-killer missile 10 pts, dozer blade 10 pts.
The entire squadron can buy smoke launchers for 5 pts/mini or camo-netting for 20 pts/mini.
- Sentinel Squadron:
- Scout Sentinel: 35 pts, open-topped, scouts, move through cover, multilaser. Auto-cannon 5 pts, heavy flamer 5 pts, missile launcher 10 pts, laser cannon 15 pts. Searchlight 1 pt, hunter-killer missile 10 pts, the entire squadron can buy smoke launcher for 5 pts/mini and/or camo-netting for 10 pts / mini.
- Valkyrie: 100 pts.. Armour: 12-12-10
Skimmer, fast, scout, may deep strike
Equipment and weapons: extra armour, searchlight, 2 hellstrike missiles, multilaser
Options: change multilaser to laser-cannon +15 pts, change hellstrike missile for 2 multiple rockets pods for +30 pts, heavy bolters for +10 pts.
Can be bought in a 1-3 squadron.
Transport 12 models, they have the “grav chute insertion” (deep strike from the valk)
- Vendetta: 130 pts.. Armour: 12-12-10
Skimmer, fast, scout, may deep strike
Equipment and weapons: extra armour, searchlight, 3 twin-linked las-cannons
Options: change 2 las-cannon for 2 hellfury missiles for free, heavy bolters for +10 pts.
Can be bought in a 1-3 squadron.
Transport 12 models, they have the “grav chute insertion” rule.
Heavy Support:
Lemas Russ Squadron
Composition:vehicle squadron composed of 1-3 Leman Russ or Leman Russ Demolishers in any combination.
- Leman Russ Battle Tank. 150 pts Hull Heavy Bolter. May change it for a lascannon for 15 pts, may have sponsons with: heavy bolters 20 pts, multi-melta 30 pts, plasma cannons 40 pts.
LR may have Heavy stubborn for 10 pts, dozer blade 10 pts, h-k missile 10 pts, extra armour 15 pts. Entire squadron with camo-netting for 20 pts/model. One of the squadron tanks can be the squadron leader for 50 pts.
Same options for the next tanks:
- Leman Russ Exterminator: 150 pts.
- Leman Russ Vanquiser: 155 pts.
- Leman Russ Eradicator: 160 pts.
- Leman Russ Demolisher: 165 pts.
- Leman Russ Punisher: 180 pts.
- Leman Russ Executioner: 190 pts.
Artillery Squadron, 1-3 models in a squadron. Same options as the LR’s. Can be topped for 15 pts / model, the camo-netting cost 30 pts /model.
- Basilisk: 125 pts.
- Medusa: 135 pts. Can buy siege bombs for 5 pts.
- Colossus: 140 pts.
- Griffon: 75 pts.
- Hydra: 75 pts. Camo-netting cost 20 pts for it.
The following vehicles cannot be bought in a squadron:
- Manticore: 160 pts.
- Deathstrike: 160 pts. _________________
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TIFUSAR

Pridružen/a: 25. 03. 2005. Postovi: 4928 Lokacija: Medrengard
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Postano: pet ožu 20, 2009 7:48 am Naslov: |
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Rumors brought to the community by Estalia-Cordoba's Glandalf sama and Warseer's The Dude
~You all didn't think we were done did you? There is a ton of Imperial Guard stuff breaking over the last 24 hours!
HEADQUARTERS
Chenkov
-Is a Special Character Infantry Platoon commander
- Can upgrade the conscript squad in his platoon to allow him to use the order ‘Send in the next wave’ for 75 points.
- ‘Send in the next wave’: The squad is immediately removed and next turn comes from the table edge (like reserves) at full starting strength.
Al'Rahem
Allows a unit to Fire in the shooting phase and still run.
Instakills on a roll of a 6 in combat
Mogul Kamir
He and his unit are subject to Rage.
Sly Marbo
Deploys similar to a Callidus Assassin. Has a Demo Charge and always wound on 2+'s in assault. He also retains his Sniper Pistol.
There is a Tank Commander upgrade, called Sergeant (?) Pasc, he gives the tank a BS of 4 and has an additional special ability against tanks and Monsterous Creatures, he costs around 50pts.
Order Rules:
- HQ Commanders must order first, then Platoon Commanders, then Squad commanders (if they can)
- Done at the start of the shooting phase. If a unit does any action in the shooting phase before orders are given, they cant benefit from any order
- Vox allows a unit to reroll failed Ld tests for orders
- Company Officer can give 2 orders and may order any squad with a vox or within 12”
- Platoon officers can give 1 order and may order any squad in their platoons with a vox or within 6”
- Some squad leaders can order their own squad (Veterans?)
- Unit must pass a Ld test, Double one means they understand and can take another Order, passed Ld means 1 order, failed Ld means no Order and Double 6 means no Order and unit does nothing this turn.
- A double 6 on a Ld test will prevent any further orders in that turn.
List of Orders:
-Tank!: +1 AP against vehicles (possibly Tank Hunter)
-Fire in ranks: All weapons may fire 1 extra shot (May only be Lasguns)
-Down!: A unit which goes to ground gains an additional +1 Cover Save bonus
- Move!: A unit rolls 2D6 when running and picks the highest
- (HQ Commander only): Bring it down! Twin links weapons shooting at tanks, MC’s etc.
- Rally: Instantly rallies a unit, can be used to lose the downside of using ‘Down!’
-Basic Company Commanders are around 50pts.
-Officers are NO LONGER Independent Characters.
-The new Advisors, Officer of the Fleet, Master of Ordnance and Astropath are around 30pts each, Sanctioned Pyskers are no longer Advisor upgrades.
-Bodyguards are around 15pts and allow you to allocate two wounds which would affect their officer against them instead.
-Medics now give the unit the Feel No Pain USR.
ELITES
Stormtroopers are 16pts each, you may pick one of three missions, Behind Enemy Lines which grants the USR Move Though Cover, Recon which grants Out Flank or Arial Assualt which gives them a reroll of scatter dice for deep strike and Valkyrie disembarks.
-Sanctioned Psykers - Have a number of powers:
- The Psykers may drop 1 Ld from an enemy unit for every sanctioned psyker alive at the time. - Soulstorm is range:36 SX AP:d6 Heavy1, Blast. Gains +1 Strength per psyker in the unit.
- Comes as a Sanctioned Psyker unit, of 4-9 Psykers and a Commissar Handler.
-The Pysker Chior starts at around 60pts for an Overseer and 4 Pyskers.
- On any perils of the warp the Commissar will shoot D3 Psykers.
TROOPS
-Infantry Platoons consist of, Command Section, 2-5 Infantry Squads, 0-5 Heavy Weapons Squads, 0-3 Special Weapons Squads, 0-1 Conscript Platoons
-The 2-5 Infantry Squads can be marged into a single unit.
-Infantry Squad come in at 50pts, weapons options come in at 5pts for Mortars, 10pts for Heavy Bolters and Autocannon, 15pts for Missile Launchers, 20pts for Lascannon, 5pts for Grenade Launchers and Flamers, 10pts for Meltaguns and 15pts for Plasma Guns.
-Heavy Weapons Squads start at 60pts with 3 Mortars, and each weapon can be upgraded as follows, 5pts for Heavy Bolters and Autocannon, 10pts for Missile Launchers, 15pts for Lascannon.
-Special Weapons Squads are able to take 3 Demo Charges.
-Conscripts are Lasgun only units.
-Commissars come in at about 35pts basic.
-Veterans Squads may take Carapace. _________________
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edo-1

Pridružen/a: 27. 04. 2008. Postovi: 90
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Postano: pet ožu 20, 2009 9:13 pm Naslov: |
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| Koja je na kraju razlika izmedu Hellhounda, Banewolfa i Devil doga? |
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Likvor

Pridružen/a: 12. 10. 2005. Postovi: 3225 Lokacija: Dark side of zagreb
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Postano: sub ožu 21, 2009 9:51 am Naslov: |
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imaju različita naoružanja:
Hellhound: 130 pts.
Tank, Fast.
Heavy Bolter, Inferno Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Hellhound 3 12 12 10
Inferno Cannon Template* 6 4 Heavy 1
*Template can be placed up to 12” from the model
Banewolf: 130 pts
Tank, Fast.
Heavy Bolter, Chemical Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Banewolf 3 12 12 10
Chemical Cannon Template 1 3 Poison (2+)
Devil Dog: 120 pts
Tank, Fast.
Heavy Bolter, Melta Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Devildog 3 12 12 10
Melta Cannon 24 8 1 Small blast, Melta _________________ /Water = bacteria/
In all the world, there's only one technology,
a rusty sword for practicing proctology!
34L : 21V : 6d |
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Likvor

Pridružen/a: 12. 10. 2005. Postovi: 3225 Lokacija: Dark side of zagreb
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Postano: sub ožu 21, 2009 9:53 am Naslov: |
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S warseer-a(OVDJE imate cijele informacije):
General info
Release date is 2 May 2009.
The new codex will be 104 pages long.
Rumoured to include at least 2 waves of releases. It is unclear when the second wave will appear.
Rules
Army-wide Special Rules
Doctrines
Doctrines may have been replaced by Platoons options. No details on exactly what upgrades are available. Recent codex sightings indicate more limited than first thought.
Orders
Company Commander can issue up to two Orders to any squad with Vox or within 12".
Platoon Commander can issue one Order to any squad in their platoon with Vox or within 6". Some squad leaders can issue Orders to their own squad.
Orders may not be issued or received from inside a vehicle unless it has the “Mobile Command Vehicle” rule.
Orders are given at the start of the shooting phase. The Company Commander HAS to place their orders first, then Platoon Commanders and so on. If a unit is "activated" before it receives an order then it cannot benefit from one that turn. The receiving unit has to pass a LD test with the following affects:
Double 1 - They follow the Order and can be given another Order
Pass – They follow the Order
Fail – They fail the Order, but can act as normal
Double 6 - They do nothing and no further Orders may be issued that Turn
Platoon Commander Orders are:
“First rank fire, second rank” - + 1 shot for Lasguns only (so 3 at 12", 2 at 13-24)
"Down!" - Go To Ground with +1 cover save, i.e. +2 total and the unit can't shoot for that turn.
“Move, move, move!” – Allows the squad to roll more dice when they run and take highest.
Company Commander Orders (all of the Platoon Commander ones plus):
"Bring it down" - Twin Links all weapons shooting at tanks, MCs including units or squadrons of them.
"Target on my command" - Forces enemy unit in LOS to commander to re-roll successful cover saves
Some form of rallying Order which rallies a unit or even unpins them. This possibly works after they have used the “Down!” Order that round.
Overwatch has been rumoured supposedly allowing a round of shooting during the enemy’s shooting phase at the cost of not shooting and assaulting next turn (effectively going to ground).
Miscellaneous
Only Company and Platoon Command Squads and Veterans have access to heavy flamers.
Special Characters
Creed and Kell take the place of Officer and (probably) Standard Bearer in a Command Squad. Can issue 4 Orders per turn, including a unique order "For Cadia!" giving a unit Fearless and Furious Charge. He gives one unit or vehicle (not squadron) Scout. Creed has a TL Hell Pistol. Kell lets you use the issuing Officers Ld for Order tests.
Usarker Creed 4 4 3 3 3 3 3 10 4+
Jarran Kell 4 4 3 3 2 4 2 8 4+
Captain Chenkov can upgrade his Platoon's Conscript squad for 75 points, allowing the Special Order "Send in the next wave!" removing the squad immediately and letting them enter from the table edge at full strength next turn.
Captain Chenkov 4 4 3 3 2 3 2 9 4+
Commissar Yarrick. Bale Eye is a Hell Pistol. Iron Will grants Eternal Warrior and a 'get up' save for his last wound. Force Field makes the enemy re-roll to wound rolls
Commissar Yarrick 5 5 3 4 3 3 3 10 4+
Catachan Devil Gunnery Sergeant Harker. Armed with “Payback” Heavy Bolter. FNP, Relentless, Catachan Devils (unclear what this does) Upgrade character for Veterans.
Gunnery Sergeant Harker 4 4 4 3 1 3 2 8 5+
Lukas Bastonne (Cadian Noble). Veteran Squad (Grenadiers) upgrade who allows his squad to always try to rally regardless of casualties etc. After all orders have been issued he may try and issue his own orders.
Lukas Bastonne 4 4 3 3 1 3 2 10 4+
Iron Hand Straken is a Company Commander choice. His bionics allow him to strike like a MC in CC and give him FNP. He has a refractor field and Furious Charge. He and his Command Squad are Fearless, and he has a special Order which gives a unit (or possibly units) Furious Charge and Counter Attack.
Colonel Straken 5 4 6 4 3 3 3 9 3+
Guardsman 'Sly' Marbo. Demo Charge Sniper Pistol, Poison (2+) Catachan Blade. Elites choice. ALWAYS in reserve and when deployed, may be put within 1" of ANY model. Can then shoot and run away. Has Hit & Run special ..
Sly Marbo 5 5 3 3 2 5 4 7 5+
Mogul Kamir is an upgrade to Rough Riders and gives them Furious Charge and Rage
Moghol Kamir 4 3 3 3 2 3 3 8 5+
Captain Al’rahem lets a unit fire one volley in the shooting phase and then Run. He may be able to do it out of sequence. Grants Outflank to units under his command. Claw of the Desert Tiger = Instant Death PW.
Captain Al’rahem 4 4 3 3 2 3 2 9 5+
Nork Dedog. Feel No Pain. If he dies in assault he auto hits the enemy X times in a frenzy before passing out.
Nork Dedog 4 3 5 5 3 3 4 8 4+
Knight Commander Pask of Cadia. Around 50pts. Tank Commander upgrade character. Must ride in a Leman Russ. Grants BS 4 to one weapon (possibly more if Tank stationary) and +1 AP vs vehicles and reroll to wound vs MCs. Cannot disembark if the Tank is destroyed.
HQ
Primaris Psyker
Powers:
'Lightning Arc' - S6 Assault 2D6
'Nightshroud' - Enemy has to pass a Ld test to shoot at his unit.
Primaris Psyker 4 4 3 3 2 3 3 9 5+
Commissar Lord
Same rules as the Commander but does not get executed by a Commissar when they fail a Ld test.
Commissar Lord 5 5 3 3 3 3 3 10 5+
Company Commander: around 50pts
No longer ICs.Company Commander 4 4 3 3 3 3 3 9 5+
Command Squad
Company 50pts Platoon 30pts
Can take Carapace or Camo Cloaks (applies to advisors too). More than a dozen options.
0-2 Bodyguards: around 15pts
Can allocate 2 wounds to them which would affect their Officer
0-1 Medic
Feel No Pain
Regimental Advisors: around 30pts each
Officer of the Fleet
Forces opponent to subtract -1 from all reserve rolls
Officer of the Fleet 3 4 3 3 1 3 1 7 5+
Astropath
Confer +1 to reserve rolls while still alive. Outflanking units may re-roll which board edge they enter from.
Astropath 3 4 3 3 1 3 1 7 5+
Master of Ordnance
Can call in a S9 AP3 Ordnance shot with unlimited range if he doesn't move that turn
Master of Ordnance 3 4 3 3 1 3 1 7 5+
Other Advisors
Squad upgrades.
Commissars: 35pts
Bestow Stubborn on the Command or Infantry squad they are attached to and still execute leaders who fail to pass Ld tests. Once a Commissar Lord is taken they have more freedom and there can be more of them. They are also supposedly cheaper (almost half their current price). Some text seen near a pic of Commissars at Open Day appears to say Commissars will have an affect on Orders, possibly making it easier to use them. Apparently their weapon options may be restricted to Bolt Pistol, Power Weapon and Plasma Pistol (ie, Fists only on Lords).
Commissar 4 4 3 3 1 3 2 9 5+
Ministorum Priest
Squad upgrade. Allows re-rolls to hit in assault except for Ogryns. Count as IC. Option for Rosarius and Eviscerator
Ministorum Priest 3 3 3 3 1 3 2 7 5+
Elites
Psyker Battle Squad
1 Overseer, and 4 Psykers 60pts. Add up to 5 more Psykers. Two powers rumoured so far.
“Soulstorm” - Range 36, S=number of psykers in the unit, AP d6, Heavy 5" blast.
“Weaken Resolve” - Drops enemy LD=number of psykers in the squad with a range of 24".
The Overseer or Mentor will shoot D3 of them on any Perils of the Warp result.
Overseer (Mentor) 3 3 3 3 1 3 2 9 5+
Sanctioned Psyker 2 3 2 3 1 3 1 9 5+
Stormtroopers
5-10 men, 16 points each. Hellgun, Hellpistol, CCW, Frag and Krak grenades, Carapace Armour and Targeters.
Deep Strike. Can take 2 special weapons. Sgt can take Plasma Pistol.
'Special Ops' Special Rule picked before battle gives a bonus to one of the two deployment types:
Behind Enemy Lines - Scout and Infiltrate + first round of shooting causes Pinning
Recon - Re-roll Reserves and Table Edge
Arial Assault - Re-roll to scatter dice for Deep Strike and Valkyrie disembarks
Stormtrooper Sergeant 3 4 3 3 1 3 2 8 4+
Stormtrooper 3 4 3 3 1 3 1 7 4+
Hellgun 18 3 3 Rapid Fire
Hellpistol 6 3 3 Pistol
Techpriest Enginseer
Fix on a 5+, +1 per Servitor. Can buy gun servitors as well.
Techpriest 3 3 3 3 1 3 1 8 3+
Servitor 3 3 3 3 1 3 1 8 4+
Ogryns
Bone'ead +2 Ogryns 130pts. Up to 4 more for +40pts each. Stubborn, Furious Charge, Bulky (2 transport spaces) No wargear options. Can take orders.
Bone head 4 3 5 5 3 2 4 7 5+
Ogryn 4 3 5 5 3 2 3 6 5+
Ripper gun 12 5 - Assault 3
Ratlings
3-10 per squad. 10 points each. They supposedly have Stealth and Infiltrate. Something else has been rumoured about them having 'snacks'. No news yet on what affect this may have.
Ratling 2 4 2 2 1 4 1 6 5+
Sniper Rifle 36 X 6 Heavy 1, Sniper
Sniper Squads
Can supposedly infiltrate, get stealth, range finders and all models in the squad have sniper rifles and BS 4. A new rumour says they will also get camo cloaks. They do not appear as a separate entry in the leaked summary. If they do appear, it would probably be as an upgrade to Veteran Squads, as they are the only Guardsmen with BS4 in the summary.
Troops
Imperial Guard Platoons
Platoons will supposedly be structured as follows:
1 command squad and 2 infantry squads
Plus
0-3 Infantry squads
0 - 5 heavy weapons squads
0 - 2 special weapons squads
0 - 1 Conscript Platoon
The entire platoon with all these squads will only take one Troops selection in the FOC.
Infantry squad is 50 points for 9 Guardsmen and a Vet Sergeant with Lasgun and Frag Grenades. Sgt has Lasgun or Las Pistol & CCW or Shotgun.
Options: Sgt may take Bolt or Plasma Pistol. 2 men amy form HW Team with Mortar 5pts, Heavy Bolter/Autocannon 10pts, Missile Launcher 15pts, Lascannon 20pts. 1 may take Grenade Launcher/ Flamer 5pts, Meltagun 10pts, Plasma Gun 15pts.
Any number of Infantry Squads (plus Command Squad) in a Platoon may choose to merge into any number of larger squads.
Heavy Weapons Squads start at 60pts with 3 Mortars. Upgrades: Heavy Bolter/Autocannon 5pts, Missile Launcher 10pts, Lascannon 15pts. Heavy weapons teams will be a single 2W entity, like a Space Marine Attack Bike.
Special Weapons teams will be 6-man teams and are able to take 3 Demo Charges
The Conscripts form one unit of 20-50 men and have only a lasgun.
Platoon commander 4 4 3 3 1 3 2 8 5+
Sergeant 3 3 3 3 1 3 2 8 5+
Guardsmen 3 3 3 3 1 3 1 7 5+
Heavy Weapons Team 3 3 3 3 2 3 2 7 5+
Conscript 2 2 3 3 1 3 1 5 5+
Platoon Command Squads can take Standards giving them +1 Combat Res in assaults.
Veteran Squads
10 for 80pts. Lasgun (Las Pistol & CCW for Sergeant) or Shotgun, Defensive Grenades
May take 3 special weapons, 2 Vets can form a HW team. May take Camo Cloaks. Sgt may take Plasma Pistol, PW or PF.
May purchase a squad speciality for 30pts (this doesn’t change weapon options):
Demolitions – Grants the squad Melta Bombs and 1 demo charge
Reconnaisance – Infiltrate and Move Through Cover
Grenadiers – Carapace Armour, no Camo Cloaks
Veteran Sergeant 3 4 3 3 1 3 2 8 5+
Veteran 3 4 3 3 1 3 1 7 5+
Veteran heavy weapons team 3 4 3 3 2 3 2 7 5+
Penal Legion
50 pts. 1 Penal Guard and 9 Penal Legionnaires. Lasgun & CCW. Stubborn.
Roll D6 for their 'Crime' at start of game:
1-2: Lasguns become Assault 2
3-4: Unclear. Scouts maybe. Possibly Fleet and Furious Charge.
5-6: +1CCW & Rending.
Penal Guard 3 3 3 3 1 3 2 8 5+
Penal Legionnaire 3 3 3 3 1 3 1 8 5+
Transports
Chimera
55 pts. Tank, Amphibious, Mobile Command Vehicle. Multi-laser, hull Heavy Bolter, searchlight and smoke launchers. 5 people can shoot out.
Options: Upgrade Multi-laser to Heavy Flamer or Heavy Bolter – free (NO Autocannon); hull Heavy Bolter to Heavy Flamer - free; Storm Bolter or Heavy Stubber +10pts, Hunter-Killer Missile +10pts, Dozer Blade +10 pts, Extra Armour +15pts, Camo Netting +20pts.
Chimera 3 12 10 10
Fast Attack
Rough Riders
5 men, 55pts + up to 5 at 11pts each. Hunting Lance, Laspistol & CCW, Frag & Krak. Lance strike at S5 I5 first time they charge but No bonus for 2 CCW and NOT a PW. Can have (0-2) Flamers, Grenade Launchers, Meltaguns, Plasmaguns in addition to the Lance.
Rough Rider Sergeant 3 3 3 3 1 3 2 8 5+
Rough Riders 3 3 3 3 1 3 1 7 5+
Recon Sentinels: 35 pts
Open Topped, Scout, Move Through Cover,
Weapon: Multilaser.
Options: Autocannon 5pts, Heavy Flamer 5pts, Missile Launcher 10pts, Lascannon 15pts. Searchlight 1pt, HK Missile 10pts, the entire squadron can buy smoke launcher for 5pts/model and/or camo-netting for 10pts/mode.
Recon Sentinel 3 3 5 10 10 10 3 1
Spearhead Sentinels
Heavy Support Sentinels will supposedly lose Scout, but will be enclosed and have options for heavy weapons such as the Plasma Cannon and Multi-Melta.
Spearhead Sentinel 3 3 5 12 10 10 3 1
Fast Tanks Squadron
1-3 tank squadron of any of the following:
Hellhound: 130 pts.
Tank, Fast.
Heavy Bolter, Inferno Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Hellhound 3 12 12 10
Inferno Cannon Template* 6 4 Heavy 1
*Template can be placed up to 12” from the model
Banewolf: 130 pts
Tank, Fast.
Heavy Bolter, Chemical Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Banewolf 3 12 12 10
Chemical Cannon Template 1 3 Poison (2+)
Devil Dog: 120 pts
Tank, Fast.
Heavy Bolter, Melta Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Devildog 3 12 12 10
Melta Cannon 24 8 1 Small blast, Melta
The entire squadron can buy smoke launchers for 5 pts/mini or camo-netting for 20 pts/mini.
Valkyrie: 100pts
Skimmer, Fast, Scout, Deep Strike, Transport 12 models. May not carry Ogryns
Squadron of 1-3
Equipment and weapons: Extra Armour, Searchlight, 2 Hellstrike Missiles, Multilaser
Options: change Multilaser to Lascannons +15pts, change Hellstrike Missile for 2 Multiple Rockets Pods for +30pts, door Heavy Bolters for +10pts
“Grav Chute Insertion” – Embarked Troops may DS at any point in its movement, re-rolling scatter, but more than 12" and they take a dangerous terrain check.
Valkyrie 3 12 12 10
Hellstrike Missile 72 8 3 Ordnance 1, One use only
Multiple Rocket Launcher 24 4 6 Heavy 1, Large Blast.
Valkyrie Vendetta 130pts
Skimmer, Fast, Scout, Deep Strike, Transport 12 models. May not carry Ogryns
Squadron of 1-3
Equipment and weapons: Extra Armour, Searchlight, 3 TL Lascannons
Options: change 2 Lascannons for 2 hellfury missiles for free, heavy bolters for +10pts.
“Grav Chute Insertion” – Embarked Troops may DS at any point in its movement, re-rolling scatter, but more than 12" and they take a dangerous terrain check.
Vendetta 3 12 12 10
Hellfury Missile 72 4 5 Heavy 1, Large Blast, One use Only
Heavy Support
Leman Russ Squadron
Vehicle Squadron of 1-3 Leman Russ or Leman Russ Demolishers in any combination
Leman Russ Battle Tank: 150pts
Leman Russ 3 14 13 10
Battlecannon 72 8 3 Ordnance, Large Blast
Leman Russ Demolisher: 165pts
Demolisher 3 14 13 11
Demolisher Cannon 24 10 2 Ordnance, Large Blast
Leman Russ Exterminator: 150pts
Exterminator 3 14 13 10
Exterminator Autocannon 48 7 4 Heavy 4, Twin Linked
Leman Russ Vanquisher: 155pts
Vanquisher 3 14 13 10
Vanquisher cannon 72 8 2 Heavy 1 +1D6 penetration
Leman Russ Eradicator: 160pts
Eradicator 3 14 13 10
Eradicator Nova Cannon 36 6 4 Heavy 1, Large blast Ignores cover saves.
Leman Russ Punisher: 180pts
Punisher 3 14 13 11
Punisher Gatling Cannon 24 5 - Heavy 20
Leman Russ Executioner: 190pts
Executioner 3 14 13 11
Executioner Plasma Cannon 36 7 2 Heavy 3, small blast.
Russ options:
All have Smoke and Searchlight. May exchange hull Heavy Bolter for lascannon for 15pts, may take sponsons with: heavy bolters 20pts, multi-melta 30pts, plasma cannons 40pts. Heavy Stubber 10pts or Storm Bolter ?pts, Dozer Blade 10pts, HK missile 10pts, Extra Armour 15pts. Entire squadron can take camo-netting for 20pts/model.
Camo Netting improves a stationary tank’s cover save by +1
Lumbering Behemoth - a Leman Russ that remained stationary or moved up to 6" can fire its turret weapon in addition to any other weapons it may fire - even if the turret weapon is ordnance.
Artillery Squadron
1-3 models in a squadron. Same options as the LR’s. Can be enclosed for 15pts/model, and take camo-netting for 30pts/model.
Basilisk: 125pts
Open Topped.
Basilisk 3 12 10 10
Earthshaker Cannon 36-240 9 3 Ordnance, Barrage, Large Blast
Medusa: 135pts
Open Topped. Can buy siege bombs for 5pts
Medusa 3 12 10 10
Medusa Cannon 36 10 2 Ordnance , Large Blast.
Medusa Bunker Buster 48 10 1 Heavy 1, Blast.
Hydra: 75pts
Camo-netting cost 20pts
Hydra 3 12 10 10
Hydra Autocannon 72 7 4 Heavy 2
It is assumed each Hydra will have multiple Hydra Autocannon (either 2 Twin Linked or 4)
It supposedly has special tracking systems that ignores cover saves for skimmers and bikes going fast etc
Colossus: 140pts
Open Topped.
Colossus 3 12 10 10
Colossus Siege mortar 24-240 6 3 Ordnance , Large Blast
*Must fire indirectly*
Griffon: 75pts
Open Topped.
Griffon 3 12 10 10
Griffon Mortar 12-48 6 4 Ordnance barrage, Large Blast\
Manticore: 160pts
Manticore 3 12 10 10
Storm Eagle Rockets 24-120 10 4 Ordnance 1D3, Barrage, Large Blast
Deathstrike: 160pts
Deathstrike 3 12 10 10
Deathstrike Missile 12-unlimtd 10 1 Ordnance barrage, D3+3” Blast, one Use only
Special Rules:
- Cannot be fired on Turn 1. Each turn roll a D6, weapon can be fired on a 6. Modifiers: +1 per turn, -1 for each crew stunned or weapon destroyed results sustained. Can always be fired on the roll of a natural 6.
- Any weapon destroyed results received are ignored, the only effect they have is to delay the launch.
- Hits on vehicles in the area of the Deathstrike Missile are not calculated at half strength but at S10. _________________ /Water = bacteria/
In all the world, there's only one technology,
a rusty sword for practicing proctology!
34L : 21V : 6d |
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Likvor

Pridružen/a: 12. 10. 2005. Postovi: 3225 Lokacija: Dark side of zagreb
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Postano: čet tra 09, 2009 9:18 pm Naslov: |
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lord komesar zgleda predobro
edit: jeste li primjetili kak ekipa ima čizme valjda broj 50?kaj su noge narasle tak drastično u 40-om milenijumu? z _________________ /Water = bacteria/
In all the world, there's only one technology,
a rusty sword for practicing proctology!
34L : 21V : 6d |
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Vještac

Pridružen/a: 06. 11. 2005. Postovi: 297 Lokacija: Silent Hill
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Postano: čet tra 09, 2009 10:20 pm Naslov: |
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Psyker je predobar. Izgleda kao da ima težih mentalnih problema. _________________ "And on the 8th day, god created a magic talking leopard, and forgot all about us".
http://www.actiontrip.com/comics/at_comic068.phtml |
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TIFUSAR

Pridružen/a: 25. 03. 2005. Postovi: 4928 Lokacija: Medrengard
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Postano: čet tra 09, 2009 10:50 pm Naslov: |
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Komesar zgleda ko da ga mačka zgrebala. _________________
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Ne možeš otvarati nove teme. Ne možeš odgovarati na postove. Ne možeš uređivati svoje postove. Ne možeš izbrisati svoje postove. Ne možeš glasovati u anketama. You cannot attach files in this forum You cannot download files in this forum
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