Cosas de la herejia
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Cosas de la herejia
Supongo Dioni que alo que tu te referias como mejoras de los berserkers, son las armas de gladiador, que no es su nombre,que aqui nombran. Que la verdad sea dicha , no estaria mal.
Legiones Astartes (World Eaters)
Unit with this special rule may always attempt to regroup regardless of casualties.
Incarnate Violence: All units with the Legiones Astartes (World Eaters) special rule gain the Furious Charge special rule once they have destroyed a unit in close combat or caused a fall back after a victorious Assault Phase.
Bloodlust: after winning an assault, models with this special rule must always consolidate towards the nearest enemy unit they have the ability to harm. Should a unit with this special rule fail a Morale test after being defeated in combat, before roll to fall back, roll a D6. On a roll of 6 they do not flee ( and count as passing their Morale test instead), but now become subject to the Rage special rule for the rest of the battle.
Legion Specific Unit
In addition to these found in the Crusade army list, the World Eaters Legion has particular access to addtional unit types: Rampager squads and additional wargear; chainaxes and gladiatorial weapons of the Gladiator for their Rampagers squad. Rampagers squad are a Fast Attack choice for a World Eaters Legion army.
Characters
Any character with the Legiones Astartes (World Eaters) special rule which has access to a chainsword can instead take a chainaxe for free as long as this is appropriately represented on the model.
Gladiatorial Weapons (the name isn't Gladiatorial, but I don't remember the precise name)
A model with Gladiatorial weapon may select one of the following to replace their listed weaponry:
Meteor hammer Range- S+2 AP3 Melee, Specialist Weapon, Two-handed, Concussion, +1 Initiative
Excoriator Chainaxe Range- S+2 AP3 Melee, Specialist Weapon, Two-handed, Shred, Unwieldy
Twin Blades Range- S as user AP3 Melee, Specialist Weapon, +1 Attack, Rending
Barb-hook "something" Range- S as user AP3 Melee, Specialist Weapon, Fleshbane
Any indipendent character with the Legiones Astartes (World Eaters) special rule may exchange a chainsword or a combat blade for one of the gladiatorial weapons for +15 Points
Los de nurgle estan en otro post. Voy a buscar la guardia palatina de los Hijos del Emperador
Legiones Astartes (World Eaters)
Unit with this special rule may always attempt to regroup regardless of casualties.
Incarnate Violence: All units with the Legiones Astartes (World Eaters) special rule gain the Furious Charge special rule once they have destroyed a unit in close combat or caused a fall back after a victorious Assault Phase.
Bloodlust: after winning an assault, models with this special rule must always consolidate towards the nearest enemy unit they have the ability to harm. Should a unit with this special rule fail a Morale test after being defeated in combat, before roll to fall back, roll a D6. On a roll of 6 they do not flee ( and count as passing their Morale test instead), but now become subject to the Rage special rule for the rest of the battle.
Legion Specific Unit
In addition to these found in the Crusade army list, the World Eaters Legion has particular access to addtional unit types: Rampager squads and additional wargear; chainaxes and gladiatorial weapons of the Gladiator for their Rampagers squad. Rampagers squad are a Fast Attack choice for a World Eaters Legion army.
Characters
Any character with the Legiones Astartes (World Eaters) special rule which has access to a chainsword can instead take a chainaxe for free as long as this is appropriately represented on the model.
Gladiatorial Weapons (the name isn't Gladiatorial, but I don't remember the precise name)
A model with Gladiatorial weapon may select one of the following to replace their listed weaponry:
Meteor hammer Range- S+2 AP3 Melee, Specialist Weapon, Two-handed, Concussion, +1 Initiative
Excoriator Chainaxe Range- S+2 AP3 Melee, Specialist Weapon, Two-handed, Shred, Unwieldy
Twin Blades Range- S as user AP3 Melee, Specialist Weapon, +1 Attack, Rending
Barb-hook "something" Range- S as user AP3 Melee, Specialist Weapon, Fleshbane
Any indipendent character with the Legiones Astartes (World Eaters) special rule may exchange a chainsword or a combat blade for one of the gladiatorial weapons for +15 Points
Los de nurgle estan en otro post. Voy a buscar la guardia palatina de los Hijos del Emperador
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Re: Cosas de la herejia
Legion Tactical Squad – 150 points
Space marine stats (Ld 8/9)
Unit Composition:
9 Marines/1 Sergeant
Wargear:
Power Armor
Bolter
Bolt Pistol
Frag and Krak Grenades
Special Rules:
Legiones Astartes
Fury of the Legion
Dedicated Transport:
May choose a rhino
- Note that if an army contains a character that has one of the Rites of War special rules, other Dedicated Transport options may be available for the squad
Options:
Add up to 10 additional Legion Space marines (10 pts each)
The entire tactical squad can do ONE one the following:
- Exchange their bolter for a combat blade or chainsword (Free)
- Take an additional combat blade or chainsword (2 pts per model)
One marine can take a Nuncio-vox (10 pts)
One marine may carry a Legion Vexilla (10 pts)
The Legion’s sergeant may exchange their bolter for one of the following (this seems like an oversight because if the squad switches to being an assault marine it means that you can’t upgrade the sergeant)
- combi weapon (10 pts)
- plasma pistol (15 pts)
- heavy chainsword (5 pts)
- power weapon (10 pts)
- power fist or single lightning claw (15 pts)
The sergeant may take melta bombs (5 pts)
The sergeant can upgrade to artificer armor (10 pts)
Fury of the Legion:
While at least five models remain in the unit armed with bolters, or bolt pistols, the squad can elect to make a Fury of the Legion attack in the Shooting phase so long as they did not move, arrive via deepstrike or disembark rom a vehicle earlier in the player turn. Models making a fury of the legion attack may fire twice with their bolters or bolt pistols against a single target (note that in the case of a combi-weapon, only the bolter part may fire twice).
Space marine stats (Ld 8/9)
Unit Composition:
9 Marines/1 Sergeant
Wargear:
Power Armor
Bolter
Bolt Pistol
Frag and Krak Grenades
Special Rules:
Legiones Astartes
Fury of the Legion
Dedicated Transport:
May choose a rhino
- Note that if an army contains a character that has one of the Rites of War special rules, other Dedicated Transport options may be available for the squad
Options:
Add up to 10 additional Legion Space marines (10 pts each)
The entire tactical squad can do ONE one the following:
- Exchange their bolter for a combat blade or chainsword (Free)
- Take an additional combat blade or chainsword (2 pts per model)
One marine can take a Nuncio-vox (10 pts)
One marine may carry a Legion Vexilla (10 pts)
The Legion’s sergeant may exchange their bolter for one of the following (this seems like an oversight because if the squad switches to being an assault marine it means that you can’t upgrade the sergeant)
- combi weapon (10 pts)
- plasma pistol (15 pts)
- heavy chainsword (5 pts)
- power weapon (10 pts)
- power fist or single lightning claw (15 pts)
The sergeant may take melta bombs (5 pts)
The sergeant can upgrade to artificer armor (10 pts)
Fury of the Legion:
While at least five models remain in the unit armed with bolters, or bolt pistols, the squad can elect to make a Fury of the Legion attack in the Shooting phase so long as they did not move, arrive via deepstrike or disembark rom a vehicle earlier in the player turn. Models making a fury of the legion attack may fire twice with their bolters or bolt pistols against a single target (note that in the case of a combi-weapon, only the bolter part may fire twice).
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Re: Cosas de la herejia
Y pues viendo algunos blogs en encontré con las posibles reglas de mas primarcas.
Mortarion the Reaper - 425 points
WS 7
BS 5
S 6
T 7
W 7
I 5
A 5
Ld 10
Sv 2+
Unit Type: Infantry (Character)
Unit Character: 1 (Unique)
Wargear:
The Barberan Plate
2+ Armour Save, 4+ Invun
Silence
Str +1
AP 2
Type
Melee, Instant Death, Sunder (may re-roll armour pen rolls), Unwieldy, Two Handed, Sweep Attack (may exchange all attacks to attack every model in base contact)
The Lantern
Range
18"
Str 8
AP 2
Type
Assault 1, Sunder
Frag Grenades
Phospex Bombs (unlimited) - his have a range of 12"
Special Rules
Primarch
Sire of the Death Guard
All Death Guard have Stubborn
All of their Frag Grenades, Frag Missiles, and Havoc Launchers have Poisoned (4+)
Shadow of the Reaper
Leadership against Fear tests caused by Mortarion suffer a -1
If he isn't in combat or a vehicle in the player's shooting phase, Mortarion may redeploy him (not deep strike) by passing a Ld test
Must be within 10" of starting position, may not finish within 3" of an enemy
May not be placed in a vehicle, building, or impassable terrain
If he was part of a unit he leaves it (obviously)
He may declare charges after performing this move, but it counts as disordered
Preternatural Resilience
Mortarion re-rolls failed Toughness tests and "It Will Not Die!" rolls
Automatically passes any dangerous terrain
Any weapon that wounds on a flat dice roll (for example poison) will only hurt Mortarion on a 6
Witch Spite
Deny the Witch on a 4+
Very Bulky
Fulgrim the Illuminator - 380 points
WS 8
BS 6
S 6
T 6
W 6
I 8
A 5
Ld 10
Sv 2+
Unit Type: Infantry (Character)
Unit Character: 1 (Unique)
Wargear:
The Gilded Panoply
2+ Armour, 5+ Invun (this increases to 3+ in combat)
Should Fulgrim pass an Armour or Invun save on a 6, the unit that inflicted the wound must pass an initiative test or be Blinded
The Blade of the Laer
Str - As User
AP 2
Type
Melee, Rending, Specialist Weapon, Two Handed
Fire Brand
Master Crafted Volkite Charger which also has Shred
Krak and Plasma Grenades
Special Rules:
Primarch
Sire of the Emperor's Children
Fulgrim has Crusader, and must always issue and accept challenges if there is someone in combat with WS 5 or higher
Whilst Fulgrim is on the board, all units with Legiones Astartes (Emperor's Children) gain +2 to combat res, and reserve rolls may be re-rolled
Sublime Swordsman
His invun is increased to 3+
He gains more attacks equal to how much his Initiative is better than his opponents
Strategic Planning
A single Warlord Trait from any table may be CHOSEN for Fulgrim
Mortarion the Reaper - 425 points
WS 7
BS 5
S 6
T 7
W 7
I 5
A 5
Ld 10
Sv 2+
Unit Type: Infantry (Character)
Unit Character: 1 (Unique)
Wargear:
The Barberan Plate
2+ Armour Save, 4+ Invun
Silence
Str +1
AP 2
Type
Melee, Instant Death, Sunder (may re-roll armour pen rolls), Unwieldy, Two Handed, Sweep Attack (may exchange all attacks to attack every model in base contact)
The Lantern
Range
18"
Str 8
AP 2
Type
Assault 1, Sunder
Frag Grenades
Phospex Bombs (unlimited) - his have a range of 12"
Special Rules
Primarch
Sire of the Death Guard
All Death Guard have Stubborn
All of their Frag Grenades, Frag Missiles, and Havoc Launchers have Poisoned (4+)
Shadow of the Reaper
Leadership against Fear tests caused by Mortarion suffer a -1
If he isn't in combat or a vehicle in the player's shooting phase, Mortarion may redeploy him (not deep strike) by passing a Ld test
Must be within 10" of starting position, may not finish within 3" of an enemy
May not be placed in a vehicle, building, or impassable terrain
If he was part of a unit he leaves it (obviously)
He may declare charges after performing this move, but it counts as disordered
Preternatural Resilience
Mortarion re-rolls failed Toughness tests and "It Will Not Die!" rolls
Automatically passes any dangerous terrain
Any weapon that wounds on a flat dice roll (for example poison) will only hurt Mortarion on a 6
Witch Spite
Deny the Witch on a 4+
Very Bulky
Fulgrim the Illuminator - 380 points
WS 8
BS 6
S 6
T 6
W 6
I 8
A 5
Ld 10
Sv 2+
Unit Type: Infantry (Character)
Unit Character: 1 (Unique)
Wargear:
The Gilded Panoply
2+ Armour, 5+ Invun (this increases to 3+ in combat)
Should Fulgrim pass an Armour or Invun save on a 6, the unit that inflicted the wound must pass an initiative test or be Blinded
The Blade of the Laer
Str - As User
AP 2
Type
Melee, Rending, Specialist Weapon, Two Handed
Fire Brand
Master Crafted Volkite Charger which also has Shred
Krak and Plasma Grenades
Special Rules:
Primarch
Sire of the Emperor's Children
Fulgrim has Crusader, and must always issue and accept challenges if there is someone in combat with WS 5 or higher
Whilst Fulgrim is on the board, all units with Legiones Astartes (Emperor's Children) gain +2 to combat res, and reserve rolls may be re-rolled
Sublime Swordsman
His invun is increased to 3+
He gains more attacks equal to how much his Initiative is better than his opponents
Strategic Planning
A single Warlord Trait from any table may be CHOSEN for Fulgrim
stupendoman- Mensajes : 2120
Fecha de inscripción : 22/09/2011
Re: Cosas de la herejia
Force Org:
3 HQ (one compulsory)
6 Troops (two compulsory)
4 Elites
3 Fast Attack
3 Heavy Support
1 Fort
1 Lords of war (Primarchs come under this catergory)
New legion ally table.
ATSKNF is gone, does not exist in 31st Millenium. All astartes can rally regardless of casualties and each legion has a special set of rules to represent their tactics/personality.
Legion options
HQ
Praetor: Captain equivalent
Centurion: sub-captain but can be upgraded to one of the following: Chaplain, libby, master of signal (has a barrage like the imp guard guy), champion, Vigilator (scout champion), forge lord (techmarine essentialy), primus medicae, siege breaker (tank hunter), moritat (twin pistol gunslinger, think Cypher).
Command squad: All are characters and can be upgraded to termies if the praetor is in TDA. Can also be on bikes and jetbikes if their CO is so upgraded.
Elites
Veteran tactical squad: Sternguard without the special ammo essentialy.
Destroyer squad: They have a pair of bolt pistols and a CCW, can have JP and can be upgraded with special kit (1 in 5). The special weapons are either pistols or rad-missle launchers (damage toughness)
Termie squad: can be normal or cataphract. If troops count as scoring in a scenario, termies also score
Techmarine covenant: 1 to 3 Techmarines
Apothercarian detcahment: 1 to 3 apothercaries. must be attached to a unit.
Dreadnought Talon: 1 to 3 standard dreads
Contemptor talon: 1 to 3 Contemptors
Rapier battery: 1 to 3 Rapiers
Troops
Tactical squad: 10 to 20 tac marines. no special or heavy weapons but can replace bolters with CCW or have an additional CCW for extra cost. So can be tooled up with Bolter, BP and CCW for Space Wolves and Death Guard.
Assault squad (yes it's a troop choice): 10 to 20, JP as standard
Breacher Squad: 10 to 20, oarding shield guys
Tactical support squad: 5 to 10, all but sergeant start with flamer, can be upgraded to other special weapons, all must have same weapon so youi can have 9 meltaguns and a sarge for instance.
recon squad: 5 to 10, basicly scouts with power armour and marine statline, can be given scout armour + infiltrate and move through cover.
Fast Attack
Seeker squad: 5 to 10, special ammo and they headhunt a specific IC or squad.
Outrider squad: 3 to 10, bikers. No attack bike in squad but bikes can be upgraded to TL melta/plasma/flamer
Attack bike squadron: 1-5 attack bikes.
Jetbike squadron: 3 to 10, 1 in 3 can be upgraded to heavy weapon (including plasma cannon).
land speeder squadron: 1-5
storm eagle
heavy Support
heavy squad: 5 to 10, ALL have a H-bolter (even sergeant), can beupgraded to other weapons for a full 10 man lascannon squad for instance. L have flak missles at an additional cost
predator squadron: 1-3
Land raider: 1-3, Phobos (normal raider), Proteus (command variant) 1 achilles per squadron
0-1 artillery squadron: 1-3, whirlwind, basilisk, medusa. all have BS4 astartes crew and whirlwind has AA option
Vindicator: not in squadron, 1 tank for 1 slot
Spartan
Caestus ram
Lords of war (superheavies)
Fellblade: BS3 human crew, can be upgraded to BS4 astartes crew
Typhon: Vindicator on combat stims basicly
Thunderhawk
Thunderhawk transporter
Cerberus: tank destroyer variant of the typhon it seems
Malcador: BS3 human crew, can be upgraded to astartes BS4 crew
Legion rules
Sons of Horus: re-roll 1 for reserve rules, if you outnumber enemy in close combat, each model gets an additional attack basicly (bulky coint as two models, very bulky as three), cant use allied leadership or warlord traits.
Dreadclaws as transport for Justaerin
Justaerin: Cata termies, better statline, some extra weapon options (multimelta as squad heavy weapon for instance).
Abaddon and loken as special chars
World Eaters
All units get furious charge if they destroy or force to fall back an enemy unit in CC, must consolidate towards nearest enemy, if you fail morale from a lost CC you get rage on a roll of a 1 on a d6 and pass the morale test. Any squad with access to chainaxes can upgradeto chainaxe at no cost
Rampager squad: special cc weapons, feel no pain, scout and they are all characters, can have JP
Special char is a centurion called Shabran "white eyes" Darr (loyalist) has rending in a challenge
Emperor's children
roll an additional dice for run and use highest (not assault), extra D3 inches in consolidate. Characters MUST issue and accept challenges, if defeated take an additional -1 penalty to leadrship.
Characters can have sonic shriekers (+1 init)
Palatine blade squad: all are characters, counter attack, power sword/power lance ipgrade options can have shreikers and JP
Rlyanor (dreadnought) and Saul Tarvitz special characters
Death Guard
Immune to fear and always pass pinning test, re-roll dangerous terrain in swamp/mud/toxic sludge etc, sweeping advance move reduced by 1.
Can upgrade flame weapons to shred and gets hot.
IC's can upgrade PF to power scythe (+1 str, AP2, unwieldy, two-handed, sweep attack: rather than normal attack can make a number of attacks equal to number of models in base contact)
Deathshroud: cata termies, hand flamer (with chem ammo) and scythe.
Most sergeants can have artificer armour upgrade
3 HQ (one compulsory)
6 Troops (two compulsory)
4 Elites
3 Fast Attack
3 Heavy Support
1 Fort
1 Lords of war (Primarchs come under this catergory)
New legion ally table.
ATSKNF is gone, does not exist in 31st Millenium. All astartes can rally regardless of casualties and each legion has a special set of rules to represent their tactics/personality.
Legion options
HQ
Praetor: Captain equivalent
Centurion: sub-captain but can be upgraded to one of the following: Chaplain, libby, master of signal (has a barrage like the imp guard guy), champion, Vigilator (scout champion), forge lord (techmarine essentialy), primus medicae, siege breaker (tank hunter), moritat (twin pistol gunslinger, think Cypher).
Command squad: All are characters and can be upgraded to termies if the praetor is in TDA. Can also be on bikes and jetbikes if their CO is so upgraded.
Elites
Veteran tactical squad: Sternguard without the special ammo essentialy.
Destroyer squad: They have a pair of bolt pistols and a CCW, can have JP and can be upgraded with special kit (1 in 5). The special weapons are either pistols or rad-missle launchers (damage toughness)
Termie squad: can be normal or cataphract. If troops count as scoring in a scenario, termies also score
Techmarine covenant: 1 to 3 Techmarines
Apothercarian detcahment: 1 to 3 apothercaries. must be attached to a unit.
Dreadnought Talon: 1 to 3 standard dreads
Contemptor talon: 1 to 3 Contemptors
Rapier battery: 1 to 3 Rapiers
Troops
Tactical squad: 10 to 20 tac marines. no special or heavy weapons but can replace bolters with CCW or have an additional CCW for extra cost. So can be tooled up with Bolter, BP and CCW for Space Wolves and Death Guard.
Assault squad (yes it's a troop choice): 10 to 20, JP as standard
Breacher Squad: 10 to 20, oarding shield guys
Tactical support squad: 5 to 10, all but sergeant start with flamer, can be upgraded to other special weapons, all must have same weapon so youi can have 9 meltaguns and a sarge for instance.
recon squad: 5 to 10, basicly scouts with power armour and marine statline, can be given scout armour + infiltrate and move through cover.
Fast Attack
Seeker squad: 5 to 10, special ammo and they headhunt a specific IC or squad.
Outrider squad: 3 to 10, bikers. No attack bike in squad but bikes can be upgraded to TL melta/plasma/flamer
Attack bike squadron: 1-5 attack bikes.
Jetbike squadron: 3 to 10, 1 in 3 can be upgraded to heavy weapon (including plasma cannon).
land speeder squadron: 1-5
storm eagle
heavy Support
heavy squad: 5 to 10, ALL have a H-bolter (even sergeant), can beupgraded to other weapons for a full 10 man lascannon squad for instance. L have flak missles at an additional cost
predator squadron: 1-3
Land raider: 1-3, Phobos (normal raider), Proteus (command variant) 1 achilles per squadron
0-1 artillery squadron: 1-3, whirlwind, basilisk, medusa. all have BS4 astartes crew and whirlwind has AA option
Vindicator: not in squadron, 1 tank for 1 slot
Spartan
Caestus ram
Lords of war (superheavies)
Fellblade: BS3 human crew, can be upgraded to BS4 astartes crew
Typhon: Vindicator on combat stims basicly
Thunderhawk
Thunderhawk transporter
Cerberus: tank destroyer variant of the typhon it seems
Malcador: BS3 human crew, can be upgraded to astartes BS4 crew
Legion rules
Sons of Horus: re-roll 1 for reserve rules, if you outnumber enemy in close combat, each model gets an additional attack basicly (bulky coint as two models, very bulky as three), cant use allied leadership or warlord traits.
Dreadclaws as transport for Justaerin
Justaerin: Cata termies, better statline, some extra weapon options (multimelta as squad heavy weapon for instance).
Abaddon and loken as special chars
World Eaters
All units get furious charge if they destroy or force to fall back an enemy unit in CC, must consolidate towards nearest enemy, if you fail morale from a lost CC you get rage on a roll of a 1 on a d6 and pass the morale test. Any squad with access to chainaxes can upgradeto chainaxe at no cost
Rampager squad: special cc weapons, feel no pain, scout and they are all characters, can have JP
Special char is a centurion called Shabran "white eyes" Darr (loyalist) has rending in a challenge
Emperor's children
roll an additional dice for run and use highest (not assault), extra D3 inches in consolidate. Characters MUST issue and accept challenges, if defeated take an additional -1 penalty to leadrship.
Characters can have sonic shriekers (+1 init)
Palatine blade squad: all are characters, counter attack, power sword/power lance ipgrade options can have shreikers and JP
Rlyanor (dreadnought) and Saul Tarvitz special characters
Death Guard
Immune to fear and always pass pinning test, re-roll dangerous terrain in swamp/mud/toxic sludge etc, sweeping advance move reduced by 1.
Can upgrade flame weapons to shred and gets hot.
IC's can upgrade PF to power scythe (+1 str, AP2, unwieldy, two-handed, sweep attack: rather than normal attack can make a number of attacks equal to number of models in base contact)
Deathshroud: cata termies, hand flamer (with chem ammo) and scythe.
Most sergeants can have artificer armour upgrade
stupendoman- Mensajes : 2120
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Re: Cosas de la herejia
Horus Heresy
Legiones Astartes (Death Guard)
Units with this special rule may always attempt to regroup regardless of casualties.
Remorseless: The Death Guerd are immune to Fear and automatically pass any Pinnicg checks they are called on to make.
Sons of Barbarus: Veterans of the most hellish battlefields of the Great Crusade, Death Guard models with this special rule may re-roll failed Dangerous Terrain tests for swamp, mud and toxic sludge terrain (and similar hazards).
Intractable: When making Sweeping Advance rolls, models with this special rule reduce their score by -1.
Legion Specific Unit and Wargear
Chem-Munitions:
Flame weapons taken as part of a Death Guard force may be upgraded to special issue Chem-Munitions for their flame weapons (flamers, hand-flmaers, heavy flmaers, , combi-flamers of Flamestorm cannon) at no additional cost.
If this upgrade is taken, all eligible weapons in a unit (or on a chosen vehicle) are upgraded, and this should be noted on the army list.
Weapons with the Chem-Munitions gain both the Shred and Gets Hot! special rules
Power Scythe
Any character or indipendent character with the Legion Astartes (Death Guard) special rule eligible to ake a power fist as part of their options may instead take a Deathshroud power scythe for the same listed cost.
Deathshroud Terminator Squad 90 P.ts (Death Guard only) Elite
Deathshroud Terminator WS4 BS4 S4 T4 W2 I4 A2 D10 Sv2+
Unit Composition:
2 Deathshroud Terminators
Unit Type:
Infantry
Wargear:
Terminator Armour
Hand-flamer with Chem-Munitions
Deathshroud Power Scythe (S+1 AP2)
Dedicated Transport:
A Deathshroud Terminator squad numbering five models or less may take a Land Raider Phobos as a Dedicated Transport.
Special Rules:
Legiones Astartes (Death Guard)
Implacable Advance
Favoured of Mortarion
Options:
The squad may include:
Up to an additional 8 Deathshroud Terminators +40 P.ts each
The Squad may have:
Melta-bombs +5 P.ts each
Implacable Advance
Deathshroud Terminators Squads are used to assail the most heavily defended objectives and secure them for the advance of allied forces. Deathshroud Terminator squads are always counted as scoring units in any mission where Troops are also counted as scoring units.
Favoured of Mortarion
A Deathshroud Terminator unit may be chosen instead of a Command Squad as a bodyguard for any Terminator armour equipped Praetor of the Death Guard (or the Primarch Mortarion himself). Deathshroud Terminators must always be modelled/painted to be visually distinct from standard Legion Terminator Squads to avoid confusion.
Terminator Type in Betrayal:
Cataphracti 2+/4++ Slow and Purposeful
Indomitus 2+/5++ Relentless, No Sweeping Advance
Tartaros 2+/6++ Relentless, can Sweeping Advance
There is also the Saturnine type, but I don't know the rules.
Legion Specific units and rules:
Sons of Horus: Justaerin Terminators (various wargear options like normal terminators). They can take multi-melta
Death Guard: Deathshroud Terminators
World Eaters: Rampagers, ther isn't a legion unit, but there are four specific gladiatorial weapons. They have FNP and furious charge.
Emperor's Children: Palatine Blades: Special duelists with sabres and +1 initiative
Phoenix guard are mentioned in the book but no sign of special rules or models.
stupendoman- Mensajes : 2120
Fecha de inscripción : 22/09/2011
Re: Cosas de la herejia
Si alguien encuentra algo mas que lo comente. De momento. Solo espeor que los de GW tomen nota y vean por donde pueden actualizar a los marines
stupendoman- Mensajes : 2120
Fecha de inscripción : 22/09/2011
Re: Cosas de la herejia
Tambien te comente,que una cosa que han trasladado de los libros al manual son la guardia personal de los comandantes etc.
Pues deberias ver lo nuevo de forge,la guardia personal en armadura exterminador de los de nurgle......La guadaña no se que hace,pero si que cada una lleva un lanzallamas
http://natfka.blogspot.com.es/2012/12/deathshroud-terminators-wrap-up-puzzle.html
Pues deberias ver lo nuevo de forge,la guardia personal en armadura exterminador de los de nurgle......La guadaña no se que hace,pero si que cada una lleva un lanzallamas
http://natfka.blogspot.com.es/2012/12/deathshroud-terminators-wrap-up-puzzle.html
Yo_soy_el_Caos!- Mensajes : 1102
Fecha de inscripción : 22/09/2011
Re: Cosas de la herejia
Puto vienen descritos con todas sus reglas en el penultimo de los post que puse. +1F fp2 y los lanzallamas son acerados y se calientan, aunque no se si son pesados o normales. Pero cada unos tiene dos heridas y no se que barbaridad mas 45 puntos
stupendoman- Mensajes : 2120
Fecha de inscripción : 22/09/2011
Re: Cosas de la herejia
Esta claro que los marines actuales son unos mindundis comparados con la tecnologia que lucian los de la herejia....
Yo_soy_el_Caos!- Mensajes : 1102
Fecha de inscripción : 22/09/2011
Re: Cosas de la herejia
Una lástima que los precios de forge sólo permitan éstos ejércitos a los más enganchados y potentados de los jugadores. Sería una pasada poder hacerse un ejército y echarse apocalipsis heréticos. Los packs que han sacado para comprarlos en grupo, si fuesen un poco más barato hasta sería tentador.
Luzbel- Mensajes : 1576
Fecha de inscripción : 23/09/2011
Localización : Averno
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