Sei sulla pagina 1di 22

Warhammer Quest 40,000

Weapon Type Assault - A warrior may move and make a shooting attack as normal each turn. The weapon may be fired as many times as is stated in its profile. Heavy In order for a warrior to fire a heavy weapon, they may not take any other actions that turn including moving. They may fight in close combat if attacked though. May fire as many times as stated in profile. Pistol A pistol is a 1 shot per turn assault weapon that counts as an extra hand weapon in close combat. Rapid fire May fire twice per turn up to a range of 12 or once up to the maximum range if the warrior remains still. Special Rules - Shooting Ammo If a warrior rolls a natural roll of a 6 to hit, then there is a chance that his weapon has run out of ammo. If you roll less than the required ammo roll then the weapon has run out of ammo until the ammo can be replenished. Anti Daemon Against daemons ignores toughness, armour and ignore pain/blow. Anti Psyk Against psykers/magic users ignores toughness, armour and ignore pain/blow. Barrage Same rules as blast/ordnance, however line of sight is not required. If there is no line of sight then you do not minus the warriors BS from the distance scattered. Blast Uses the small blast template for area of effect. Do not roll to hit, instead place the template within range and line of sight. Then roll to scatter 1D6 minus the firers ballistic skill to determine the final position of the template. Destroyer Deals 10D6 wounds unmodified by toughness, armour or ignore pain. May Ignore blow as normal or dodge. Fatal Damage. D weapons Unmodified by armour or ignore pain. If a treble is rolled for damage, then the target is sucked into the warp never to be seen again. Gauss In addition to normal damage, each hit from a gauss weapon also destroys 1 point of armour. Against vehicle it inflicts d6 wounds ignoring modifiers. Gets Hot If a warrior rolls a 1 to hit then the weapon has overheated. The warrior immediately suffers damage equal to the strength of the weapon with no modifiers for toughness or armour. Lance A weapon with the lance rule ignores all armour. Living Ammo Living ammo ignores ignore pain as it eats into the flesh. Magic Items Magic items, weapons and armour require the power of the warp to work, and therefore lose any and all abilities unless they are on the warhammer world or a daemon world or in the warp. They instead count as a normal item of it's type. Melta A melta weapon ignores all toughness and armour and ignore pain if below half range. Additionally for each double that is rolled a point of armour is permanently destroyed, with an additional

point for every other dice the same. Poison See WHQ rulebook Rending Any damage dice that are a natural roll of 6 are doubled, and so add 12 wounds to the total rolled instead of 6. Template Uses the small tear-drop template. Thrown May be thrown up to a range equal to double the throwers strength. Scatters as per Blast. Twin-linked Twin-linked weapons may reroll to hit. Special Rules Combat Weapons Double Handed These weapons require two hands to wield and so cannot be used with a shield or extra hand weapon. Master Crafted - Master crafted weapons may reroll 1 failed to hit roll each turn. Poison See WHQ rulebook. Power Weapons These are treated as normal weapons of their type but ignore armour.

Armoury

Imperial
range S Dam Ammo Value Rules

Angelus Bolter 12 4 3d6 6+ 4000 Assault 2, Assault Cannon 36 6 3d6 4+ 35000 Assault 3, Rending, Autocannon 48 7 3d6 4+ 30000 Heavy 2, Autogun 24 3 1d6 4+ 2000 Rapid Fire, Auto Pistol 12 3 1d6 4+ 1500 Pistol, Boltgun 24 4 2d6 6+ 3500 Rapid Fire, Bolt Pistol 12 4 2d6 6+ 2000 Pistol, Cyclone Missile Launcher 18500 Frag 48 4 1d6 Auto 350 Heavy 2, Blast, Krak 48 8 4d6 Auto 1150 Heavy 2, Demolition Charge Thrown 10 5d6 Auto 500 Assault 1, Ordnance. Flamer Template 4 2d6 4+ 4000 Assault 1, Grenade Launcher 13000 Frag Grenade 24 3 1d6 Auto 300 Assault 1, Blast, Krak Grenade 24 6 3d6 Auto 500 Assault 1, Hand Flamer Template 3 1d6 6+ 2000 Assault 1, Heavy Bolter 36 5 3d6 6+ 18000 Heavy 3, Heavy Flamer Template 5 3d6 4+ 10000 Assault 1, Heavy Stubber 36 4 2d6 4+ 12000 Heavy 3, Hell Gun 24 3 4d6 6+ 21500 Rapid Fire, Hell Pistol 12 3 4d6 6+ 10000 Pistol, Incinerator Template 5 3d6 6+ 10000 Assault 1, Anti daemon

Inferno Pistol 6 Melta, Lascannon 48 9 Lasgun 24 Laspistol 12 3 Missile Launcher Frag Missile 48 4 Blast, Krak Missile 48 Melta Bomb placed. Melta Gun 12 8 Mortar 48 Blast, Barrage, Multi Melta 24 8 Multi Laser 36 6 Needle Pistol 12 toughness, Poison, Plasma Cannon 36 7 Hot, Plasma Gun 24 Gets Hot, Plasma Pistol 12 Psycannon 18 6 Daemon, 36 6 Daemon, Ripper Gun 12 4 ogre sized, Shotgun 12 4 Sniper Rifle 36 Rending, Poison, Stake Crossbow 24 3 Stub Gun 12 Stub Pistol 12 3 Stormbolter 24

8 5d6 3 1d6 1d6 8 8 6d6 4 6d6 1d6 5d6 7 7

5d6 4+ 1d6 2+

4+

15000

Pistol,

40000 Heavy 1, 2+ 2500 Rapid Fire, 1500 Pistol, 18500 Auto 350 Heavy 1, Auto Auto 1150 500 Heavy 1, Melta, Must be

4d6 6d6

4+ 9500 Assault 1, Melta, 1d6 Auto 500 Heavy 1, 4+ 2+ 4d6 4+ 5d6 18000 Heavy 1, Melta, 10000 Heavy 3, 6+ 12500 Pistol, Ignores 28500 Heavy 1, Blast, Gets 4+ 7000 Rapid Fire,

5d6 3d6 Wp 3d6

4+ 2500 Pistol, Gets Hot, 20000 Assault 3, Anti Heavy 3, Anti

1d6 1d6 4d6 2d6 3 1d6 4

4+ 4+ 6+ Auto 1d6 4+ 2d6

300

Assault 2, Must be

2000 Assault 2, 25000 Heavy 1, Lance, 20000 Assault 2, Anti Psyk, 4+ 1000 Assault 2, 800 Pistol, 6+ 4000 Assault 2,

Carapace Armour Chain Weapon Combat Shield Eviserator Flak Armour

+4 toughness As normal weapon of it's type +1d6 damage. 5+ ignore blow, 6d6 damage, initiative 1. +2 toughness

Force Weapon Damage equal to normal weapon of it's type, ignores armour, once per turn if target is wounded but not killed then the user may take a willpower test, if

passed the attack causes double damage. Magic users/psykers only. Jump Pack Gives the user movement 12 and can ignore terrain.

Lightning Claw Power weapon, May reroll damage dice, however all damage dice must be rerolled together. Damage +1d6. If used as a pair then user gains +1 attack. Nemesis Halberd Power Armour Power Fist initiative 1 during monsters. Power Weapon armour. Refractor field Rosarius Stormshield Terminator Armour heavy weapons, Power weapon, Anti Daemon. +8 toughness, +1 strength 8d6 damage ignoring armour, bearer reduced to combat, and therefore strikes after Damage equal to normal weapon of its type, ignores 5+ ignore blow. User gains 4+ ignore blow. User gains 3+ ignore blow. -1 Attack. +12 toughness, +2 strength, may move and fire cannot run. 5+ ignore blow.

Thunderhammer 8d6 damage ignoring armour, wielder reduced to initiative 1 during combat, and therefore strikes after monsters. If target is wounded but not killed then the target can make no other action this turn. Vortex Grenade Thrown like a normal grenade, anything touched by the template is immediately sucked into the warp, no dodges ignore blow or anything. Scatters 2d6 each turn.

Stats Guards- Vet. Junior Senior Heroic Commissar

Commissar Priest Man Sergeant Officer Officer Officer Wounds: 7 7 7 15 20 25 10 Ws: 3 3 3 4 4 3 Bs: 4+ 3+ 4+ 3+ 3+ 2+ 4+ S: 3 3 3 3 3 3 3 T: 3 3 3 3 3 3 3 I: 3 3 3 4 4 4 4 A: 1 2 2 3 3 3 2 Gold: 120 150 200 250 300 500 200 Armour: 2 2 2 2 2 2 2 Damage: 1d6 1d6 2d6 2d6 3d6 3d6 1d6 Guardsman Lasgun Vet. Sergeant Laspistol, (6+ Power fist) Junior Officer Laspistol, Chainsword Senior Officer Laspistol, Power sword Heroic Officer Bolt Pistol, Power sword, Refractor field. Commissar Bolt Pistol, Power Sword Commissar Lord Plasma Pistol, Power sword, Refractor field. Priest Eviserator, Rosarius, Must get into combat asap. Sanctioned Psyker 7 2 5+ 3 3 3 1 190 1d6 Primaris Inquisitor Inquisitor Psyker Lord 20 20 30 3 4 4 4+ 3+ 3+ 3 3(4) 3(5) 3 3 3 4 4 4 1 2 3 230 300 600 8 12 1d6 2d6 2d6

Lord 15 4 3+ 3 3 4 2 250 2 2d6 5

Wounds: Ws: Bs: S: T: I: A: Gold: Armour: Damage:

Sanctioned Psyker Imperial Psyker 1, Primaris Psyker Imperial Psyker 2, Inquisitor Power Weapon, Power Armour, Imperial Psyker 2, Inquisitor Lord Force weapon, Terminator Armour, Imperial Psyker 3

Space Tech

Marine

Marine

Force

Chaplain Librarian Marine

Marine Sergeant Captain Commander Scout Marine Wounds: 20 20 25 40 20 20 Ws: 4 4 4 5 4 4 Bs: 3+ 3+ 3+ 2+ 3+ 3+ S: 4 4 4 4 4 4 T: 4 4 4 4 4 4 I: 4 4 4 5 4 4 A: 1 2 3 4 1 2 Gold: 150 200 400 650 120 300 Armour: 8 8 8 12 4 10 Damage: 2d6 2d6 2d6 3d6 2d6 2d6

40 5 3+ 4 4 5 4 500 8 3d6

30 4 3+ 4 4 4 3 600 8 2d6

Space Marines Power Armour, Boltgun. Sergeant Chainsword, Bolt Pistol, Power Armour. Captain Power sword, Bolt Pistol, Power Armour. Commander Power Sword, Plasma Pistol, Terminator Armour. Chaplain Rosarius, Power Weapon, Plasma Pistol, Power Armour, Re-roll to hit in first round of combat. Librarian Force Weapon, Bolt Pistol, Imperial Psyker 2. Scout Carapace Armour, Bolt Pistol, Techmarine May fix 2d6 'wounds' on vehicles in base contact each turn. May do nothing else whilst repairing. Terminator As Marine Sergeant, but Terminator Armour, Stormbolter, Power Fist, 6+ Heavy Weapon.

Grey Knight Grey Knight Justicar Brother Grand Terminator Captain Master Wounds: 20 20 20 25 40 Ws: 5 5 5 5 5 Bs: 3+ 3+ 3+ 3+ 2+ S: 4 4 4 4 4 T: 4 4 4 4 4 I: 4 4 4 4 5 A: 1 2 2 3 4 Gold: 300 500 500 750 1000 Armour: 8 12 8/12 12 12 Damage: 2d6 2d6 2d6 3d6 4d6

Grey Knight Ignore Fear/Terror, Power Armour, Nemesis Halberd, Storm Bolter, 6+ Incinerator/Psycannon. Terminator Ignore Fear/Terror, Terminator Armour, Nemesis Halberd, Storm Bolter, 6+ Incinerator/ Psycannon Justicar Ignore Fear/Terror, Power Armour (4+ Terminator Armour) Nemesis Halberd, Storm Bolter. Brother Captain - Ignore Fear/Terror, Terminator Armour, Nemesis Halberd, Storm Bolter, 6+ Incinerator/ Psycannon Grand Master - Ignore Fear/Terror, Terminator Armour, Nemesis Halberd, Storm Bolter, 6+ Incinerator/ Psycannon Death Cult Assassin Wounds: 15 Ws: 5 Bs: 3+ S: 4 T: 3 I: 5 A: 2 Gold: 300 Armour: Damage: 2d6 Imperial Assassins Calidus Eversor Vindicare 15 15 15 5 5 5 2+ 2+ 2+ 4 4 4 4 4 4 5 5 5 3 3 3 1000 1000 1000 4d6 4d6 2d6

Calexus 15 5 2+ 4 4 5 3 1000 3d6

Death Cult Assassin Ambush Magic A, Power Weapon, 4+ Dodge. Calexus - Ambush Magic A, Power Weapon, Calexus Gun (Stake Crossbow), Psykers/Magic Users cannot cast within 12 of the Calexus. Will attack Psykers/magic users in preference to any other target, 4+ Dodge. Calidus - Ambush Magic A, Power Weapon, Hand to hand attacks from the callidus ignore all modifiers for toughness, armour or ignore pain and ignore blow. Only dodges may be taken against hits from a callidus in combat, 4+ Dodge. Eversor - Ambush Magic A, Power Weapon. Gains double attacks in the first round of combat, and may reroll any failed to hit rolls, 4+ Dodge. Vindicare - Ambush Magic A, Power Weapon, Plasma Pistol, Sniper Rifle (rending works on a 4+), 4+ Dodge.

ArcoFlagellant Wounds: 10 Ignore Blow 4+. Ws: 4 Blow 4+,

Daemon Host 40 4

Arco Flagellant Power weapon, Daemon Host Daemonic 2, Ignore

Bs: Fear 7. S: 4 T: 5 I: 4 turn) A: 1+1d6 gains terror 10. Gold: 300 all lost wounds. Armour: anywhere on the Damage: 1d6 combat) take a gains double and T.

3+ 6 4 4 1d6 600 2d6

Daemon Host Power 1, Daemon Host Power Table (roll d6, each power lasts for 1 1. Terror The daemon host 2. Re-knit form Regenerates 3. Teleport May teleport table (including into 4. Blood Boil All models within 3 S3 5d6 hit. 5. Timeshift May move 12 and attacks. 6. Warpstrength Double S

Ogryns have the same stats as ogres in the WHQ roleplay book. Imperial Psyker Table (roll d6 for spell cast) 1. Nothing. 2. Calm All friendly models become immune to fear and terror within 12. 3. Psychic Ward Enemies cannot cast spells within 12 of the psyker. Daemons cannot move within 6 of the psyker. Any Daemons that are within 6 take 4d6 Anti Daemon wounds. 4. Lightning Causes 6d6 wounds on the nearest enemy model, which then arcs and does 5d6 to the model with the highest armour within 6 the target, Then causes 4d6 wounds to the model with the highest armour within 5 and so on until the last model takes 1d6 wounds. Cannot arc to the same model twice in one attack 5. Psychic Duel Targets the enemy with the highest willpower within 12. Both models roll d6, the psyker casting adds his will power to the roll. If the psyker gets the highest score the attack inflicts damage dice equal to the difference between the scores with no modifiers. 6. Crevass Trace a line 24 from the psyker in any direction, ignoring terrain and line of sight. All models on this line must pass an initiative test or fall down the hole never to be seen again. Does not affect models with the fly ability.

Chaos range Blastmaster Armour, 36 8 5 48 Armour, Doom Siren Template Reaper Autocannon 36 linked, Sonic Blaster 24 3, Daemon Weapons damage (+2d6 total). S Dam Ammo 5 3d6 4+ 4d6 4d6 7 4 4+ 4+ 3d6 2d6 4+ 4+ Rules Assault 2, Ignores Heavy 1, Blast, Ignores Assault 1, Ignores Armour, Heavy 2, TwinAssault 2 or Heavy

Undivided Power Weapon +1d6 additional Khorne Double attacks, Power Weapon, Anti Psyker. Nurgle Plague, Poison, Power Weapon, Slaanesh Power Weapon, Ambush Magic A, If hit target will power test in order to make any Tzeentch Force Weapon, May be fired as Autocannon combat.

must pass a further actions. if not in

Chaos marines have the same stats as Imperial Space Marines and their equivalent ranks. Sorcerers use chaos magic from the WHQ Roleplay book. Daemons are the same as in the Warhammer quest Roleplay book. Cultists are the same as Guards men and their equivalent ranks. Defiler Wounds: Ws: Bs: S: T: I: A: Gold: Armour: Damage: 200 3 4+ 10 10 3 3 4350 15 8d6 Soulgrinder 200 3 4+ 10 10 3 4 4500 15 8d6 Blood Slaughterer 150 5 10 10 4 3 4250 15 8d6

Defiler Equipped as model. Armed with power fists, but does not reduce initiative. range S Dam Ammo Rules Battle Cannon 72 8 4d6 Heavy 1, Blast, Ordnance, Soulgrinder Armed with power fists, but does not reduce initiative. range S Dam Ammo Rules Maw Cannon 36 8 4d6 Heavy 1, Blast,

Ordnance, Harvester

24

2d6

Assault 6,

Blood Slaughterer Armed with power weapons. Must move into combat asap. Impaler Has a range of 12 if it hits then the target is dragged 2d6 towards the Blood Slaughterer, if this is enough to bring the model into base contact, then the Blood Slaughterer can attack immediately.

Dark Eldar S Dam Ammo Rules 12 8 5d6 4+ Assault 1, Lance, 36 8 5d6 4+ Heavy 1, Lance, Template 4 d6xd6 4+ Assault 1, 36 7 5d6 4+ Heavy 1, Blast, 24 4 4d6 4+ Heavy 3, Shredder 12 6 1d6 4+ Assault 1, Blast, Splinter Cannon 24 4 2d6 5+ Assault 4, Poison, Splinter Pistol 12 3 2d6 5+ Pistol, Poison, Splinter Rifle 24 3 2d6 5+ Rapid Fire, Poison, Stinger 12 4d6 6+ Assault 1, * Terrorfex 12 Assault 1, Blast,** Blaster Dark Lance Destructor Disintegrator *Stinger Hits from a stinger ignore toughness and ignore pain. If a target is killed by the stinger, they explode. Place the small blast marker over the victim. All models hit suffer a hit at strength equal to the victim and damage dice equal to the victim's base toughness. e.g. The slain target is strength 4 toughness 3, the hit would be S4 3d6 damage on every model under the template. **Terrorfex - This weapon causes no damage. However any model hit must test for terror 10. If this test is failed then the victim is subject to terror versus all other models for d3 turns. Crucible of Malediction When used every psyker/magic user within 24 must pass a willpower test or suffer a destroyer hit. Jet Bike Vehicle with the following profile move 24 T 10 W 15 Armour - 10 Archon Dark Elf Lord Power Weapon, Splinter Pistol, Archite Hag Queen Power Weapon, Dracon Dark Elf Hero Power Weapon, Drachite Witch Elf Heroine Power Weapon, Succubus Dark Elf Champion Power Weapon, range

Wych Succubus - Witch Elf Champion Power Weapon, Haemonculus Dark Elf Slave Master Stinger, 6+ Crucible of Malediction, Incubi Naggaroth Black Guard Power Weapon, Splinter Rifle, Incubi Master Naggaroth Black Guard Master Power Weapon, Splinter Rifle, Mandrake Dark Elf Assassin Reaver Dark Elf Knight Jet Bike with mounted Splinter Rifle, Reaver Succubus Dark Elf Dread Knight Power Weapon, Jet Bike with mounted Splinter Rifle, Scourge Dark Elf Black Ark Corsairs Splinter Rifle, 4+ Splinter Cannon, Jump Pack, Scourge Sybarite Black Ark Reaver Power Weapon, Splinter Pistol, Jump Pack, Warrior Dark Elf Warrior Splinter Rifle, Wych Witch Elf Beastmaster Dark Elf Beast Master Power Weapon,

Eldar range Bright Lance D-cannon 24 Death Spinner (eldar)* Firepike 18 Fusion Gun 12 Hawk's Talon Lasblaster 24 Laser Lance Missile Launcher Krak Missile Plasma Missile 48 Reaper Launcher 48 Scatter Laser Shadow Weaver 48 (eldar)* Shuriken Cannon 24 Shuriken Catapult Shuriken Pistol 12 Spinneret Rifle 18 Star Lance 6 Starcannon 36 Sunrifle 24 36 12 8 8 24 3 6 48 4 5 36 6 6 12 4 6 8 6 3 S Dam Ammo Rules 8 5d6 4+ Heavy 1, Lance, 5d6 Heavy 1, Blast, D-weapon, 6 1d6 4+ Assault 2, Web 6d6 4+ 6d6 4+ 5 2d6 2D6 2+ 6 3d6 8 3d6 4d6 6 1d6 2d6 4 2d6 6d6 3d6 5d6 2d6 Assault 1, Melta, Assault 1, Melta, 4+ Assault 3, Assault 2, 4+ Assault 1, Lance,

4d6 Auto Heavy 1, Auto Heavy 1, Blast, 4+ Heavy 2, 1d6 2+ Heavy 4, 4+ Heavy 1, Blast, Web 4+ 2d6 4+ 4+ 4+ 4+ 2+ 4+ Assault 3, Assault 2, Pistol, Assault 1, Assault 1, Lance, Heavy 2, Assault 6,

Tempest Launcher Barrage, Triskele 12 Vibro Cannon Wraithcannon

36 3 36 12

4 5d6 4 -

4d6 1d6 5d6

Auto -

Heavy 2, Blast, Assault 3, Heavy 1, Lance, ** Assault 1, D-weapon,

*Web(eldar) As normal webbing as per the WHQ Roleplay Book, But for each test taken to escape, whether successful or not, the victim suffers a further hit ignoring toughness and ignore pain. **Vibro Cannon When firing, roll to hit. If a hit is scored the trace a line 36 from the vibro cannon in any direction. All models hit suffer 2d6 hits ignoring armour. Autarch Dark Elf Lord, Aspects, Farseer Dark Elf Sorcerer Lord Uses Eldar powers not dark magic Warlock Dark Elf Sorcerer uses Eldar powers not dark magic Exarch Dark Elf Hero Aspects Aspect Warrior Dark Elf Champion Aspects, Guardian Dark Elf Warrior Shriken Catapult,

Aspects Dark Reaper Reaper Launcher, Fast Shot The exarch may fire an extra shot each turn. Crack shot May reroll any damage dice that are a 1. Dire Avengers Avenger Shuriken Catapults (as normal catapult but with range 18 Blade Storm If the Dire Avenger does not move they gain an extra shot when shooting. Defend Enemies attacking a Dire Avenger lose 1 attack in combat (to a minimum of 1). Fire Dragon Fusion Gun, Melta Bombs, Tank Hunters Fire Dragons Roll an extra d6 damage vs vehicles. Crack Shot See Dark Reapers. Howling Banshee Power Weapon, Ambush Magic A, War Shout Enemies must pass a WP test or are reduced to WS 1 for the

first turn of that combat. Shining Spear Jet Bike (see Dark Eldar, but fitted with Shuriken Catapult), Laser Lance. Striking Scorpion S4, +1A, Chainswords, Shadow Strike Ambush 4+. Swooping Hawk Lasblasters, Jump Packs, Sky Leap Swooping Hawks may be removed from the table in their turn, they then appear anywhere on the table at the start of the following turn. Intercept Swooping Hawks never need worse than a 4+ to hit a vehicle. Warp Siders Death Spinner, Warp Jump Generator, Warp Jump Generator A model equipped with a warp jump generator may move up to 12. They may then move an additional 2d6 in the same direction. However if they land in a solid piece of scenery they are killed, also if a double 1 or 6 are rolled then the model is sucked into the warp. Wounds: Ws: Bs: S: T: I: A: Gold: Armour: Damage: Harlequin 10 5 3+ 3 3 6 2 200 1d6 10 5 3+ 3 Shadowseer 10 5 3+ 3 3 6 2 300 1d6 Death Jester Troupe Master 10 5 3+ 3 3 3 6 6 2 3 400 500 1d6 2d6

Harlequins Dodge 5+, Rending, Fear 7. Shadowseer - Dodge 5+, Rending, Fear 7, Enemies must roll d6xInitiative, this is the distance up to which they may see the Shadowseer and any Harlequins that are within 6 of the Shadowseer. Death Jester - Dodge 5+, Rending, Fear 7, Shuriken cannon. Troupe Master - Dodge 4+, Rending, Fear 10, Power Weapon.

Wounds: Ws: Bs: S:

Wraithguard 40 4 2+ 5

Wraithlord 90 4 3+ 10

Avatar 100 10 2+ 6

T: I: A: Gold: Armour: Damage:

6 4 1 600 8 1d6

8 4 2 3500 10 4d6

6 6 4 4000 4 6d6

Wraithguard Wraithcannon, Roll d6 each turn for each Wraithguard, on a roll of 1 the Wraithguard may do nothing that turn. If a Farseer or Warlock is within 6 no roll is needed as the Warlock guides them. Wraithlord Wraithblade (may reroll to hit in combat), Roll d6 each turn for each Wraithlord, on a roll of 1 the Wraithlord may do nothing that turn. If a Farseer or Warlock is within 6 no roll is needed as the Warlock guides them. Avatar Daemon -1, Immune to Flamers and Melta weapons, Large Monster, Ignore Pain 10, Ignore blow 4+, Wailing Doom (Power weapon with melta gun).

Eldar Psyker Table:(Roll d6 for spell cast) 1. Doom Pick 1 target within 24, All hits against that target may reroll any damage dice for this turn. 2. Fortune Pick 1 target within 6, all damage dice that score 4 or more must be rerolled this turn. 3. Guide Pick 1 target within 6, that target may reroll all to hit rolls this turn. 4. Conceal All friendly models within 6 gain 5+ ignore blow. 5. Destructor Flamer attack, S5 Dam 3d6 Assault 1.

6. Eldritch Storm Range 18 S3 Dam 1d6 Assault 1, Ordnance, Vehicles and machines hit take 20 wounds with no modifiers.

Ork range S Big Shoota 36 5 Burna Template Deffgun 48 7 Grot Blasta 12 3 Kustom Mega Blaster 24 Lobba 48 Barrage, Rokkit Launcha 24 8 Shokk Attack Gun 60 *, Shoota 18 Skorcha Template 5 Slugga 12 Zzap Gun 36 2d6 Dam 2d6 4 3d6 1d6 8 5 Ammo Rules 6+ Assault 3, 2d6 6+ Assault 1, 6+ Heavy d3, 4+ Assault 1, 5d6 4+ Heavy1, Gets Hot, 2d6 Auto Heavy 1, Blast, 6+ Assault 1, Heavy1, Ordnance,

4d6 Auto 2d6 5d6 4 3d6 4 5d6 1d6 6+ 1d6 4+

Assault 2, Assault 1, 6+ Pistol, Heavy 1, Auto-hits,

*Shock Attack Gun Each time the shock attack gun is fired roll 2d6 to determine strength, if a double (or 11) is rolled consult the table below. Double Rolled Result 1,1 Boom! The Shokk Attack Gun explodes leaving a crackling orb of unreality. The firer is slain outright as they are sucked into the warp, along with all models within d6. 2,2 Oops The user struggles to control the weapon as it spins wildly out of control. Roll 6d6 and scatter from the firer to determine where the shot lands. 3,3 Gah Resolve the shot centred on the nearest model, friend or foe, to the original target. 4,4 Sploosh Resolve the hit at s6 d6 wounds. 5,5 Zoink The user accidently fires themselves at the enemy. Place the firer in base contact with the target. Neither the user or the target may do anything further this turn as they are both far to surprised. 5,6 Bzzap! A tiny hole into the warp is opened. Only the model under the centre of the template is hit, but the shot counts as a destroyer hit. 6,6 Raargh The gun opens a portal into the warp itself. Any model hit is removed from the board as the are sucked into the warp never to be seen again!# Note ;- It is perfectly reasonable, if somewhat insane, that a warrior may wish to attempt to fire another warrior or even themselves on purpose. In this instance the warrior being fired must pass a toughness test. If passed then the warrior is hurled into combat with the target. The warrior may attack as normal, and the target is reduced to weapon skill 1 for the rest of the turn as

they are somewhat surprised. If the test is failed then the warrior is still fired into the target and both models take a destroyer hit. Warboss Black Orc Warboss Big Mek Orc Warboss, may repair vehicles 2d6 Weird Boy Orc Shaman Nobs Orc Heroes MegaNobs Black Orc Heroes, Armour 12 Burna Boyz Orc Champions, Flamers and Power Weapons Tank Busters Champions, Thunder Hammers Lootas Champions, deffgunz Kommandoes Black Orc Champs, Assassinate 6+ All Others - Orcs Necron Necron Weapons Necron weapons may not be used by warriors as they simply will not function for creatures of flesh and blood. Other ancient mechanical creations may be able to use them though.... range Gauss Blaster 24 Gauss Cannon 36 Gauss Flayer 24 Heavy Gauss Cannon 36 Staff of Light 12 Weapon, Disruption Field wounds with no creatures. Phase Shifter Phylactery the Lord will S Dam 5 6 4 9 5 Ammo 3d6 3d6 2d6 4d6 4d6 Rules Assault 2, Gauss, Heavy 3, Gauss, Rapid Fire, Gauss, Heavy 1, Gauss, Assault 3, Power

Models with a Disruption Field will automatically cause 1d6 modifiers when attacking vehicles or mechanical Makes the user incorporeal giving them 4+ ignore blow. When a necron Lord rolls for we'll be back on a 4+ or above get up with that many d6 wounds regained.

Resurrection Orb Allows the Necron Lord and all Necrons within 6 to attempt their we'll be back rolls regardless of any other factor. Veil of Darkness A necron Lord with the Veil of Darkness may, instead of moving normally use the veil to teleport himself and all Necrons within 6 anywhere on the board. Place the Lord and Necrons anywhere on the board and scatter 2d6 inches. This can be used to escape combat or to initiate combat. Warscythe Hits from a warscythe ignore all damage modifiers of any kind, including for armour, toughness, ignore pain and ignore blow. The only way to avoid damage from a warscythe is with a dodge.

We'll be back Models with the necron rule may 'get back up' if they are slain. When a necron is killed leave the model on it's side. Roll a dice at the end of the turn they were killed. On a 4+ they get back up with 2d6 wounds. Necrons cannot get back up if they are slain with a power weapon or any other attack that ignores armour unless there is a Necron Lord within 6. Wounds: Ws: Bs: S: T: I: A: Gold: Armour: Damage: Warrior 30 4 3+ 4 4 2 1 500 6 2d6 50 4 3+ 4 Immortal 60 4 3+ 4 5 2 1 850 6 2d6 Destroyer 50 4 3+ 5 5 2 1 1000 6 2d6 Lord

5 4 3 4000 6 4d6

Warrior Necron, Gauss Flayer, Disruption Field. Immortal Necron, Gauss Blaster. Destroyer Necron, Gauss Cannon, Jet Bike. Heavy destroyer has Heavy Gauss Cannon. Lord Necron, Warscythe or Staff of Light, Phase Shifter, Phylactery, Resurrection Orb, Veil of Darkness. Pariahs Wounds: Ws: Bs: S: T: I: A: Gold: Armour: Damage: 40 4 3+ 5 5 3 1 1000 6 2d6 50 4 3+ 4 4 2 2 900 6 2d6 Flayed Ones 5 4 3+ 4 5 2 1 50 2d6 Scarabs 60 2 5+ 6 Tomb Wraiths Spyders 40 4 3+ 6 6 4 2 6 3 3 1100 1250 6 6 3d6 3d6

Pariahs Warscythe with built in Gauss Blaster, Terror 12 to psykers. All enemies within 12 count as Wp1. Flayed Ones Ambush Magic A, Terror 8. Scarabs Disruption Field, Gang up. Tomb Spyders Staff of Light, May create 1 scarab each turn. Wraiths Ambush, 3+ ignore blow, May move through any scenery including walls etc with no penalty, Jetbikes. NightBringer Deceiver (or generic C'tan) 200 200 6 5

Wounds: Ws:

Bs: S: T: I: A: Gold: Armour: Damage:

3+ 10 8 4 5 15000 10d6

4+ 9 8 5 4 12000 8d6

C'tanAll C'tan benefit from the following rules; All hits against a C'tan are modified for toughness and ignore pain regardless of the origin of the attack, including power weapons etc. C'tan have ignore blow 4+. Attacks from Warscythes and other phase weapons, including any attack from a callidus assassin have no effect and the weapon being used to make the attack is lost. All attacks from C'tan ignore all modifiers for toughness etc, and ignore blow. The only way to escape is with a dodge. All damage from a C'tan is Fatal Damage. C'tan ignore any and all terrain effects and may pass through solid objects such as wall etc. C'tan are Terror 14, this test must be passed every turn a warrior attempts to attack a C'tan. C'tan cannot be instant killed or dragged into the warp, any attack that would cause this instead causes 50 wounds automatically to the C'tan. Nightbringer Lightning Arc Range 24 S9 5d6 Damage Assault 1 Etheric Tempest Any model that is S3 or less is hurled away 2d6 inches at the start of nightbringers turn. Taking 1d6 wounds per inch thrown modified as normal. Gaze of Death Once per turn Nightbringer may place the 5 blast template centered over nightbringer. On a 4+ all other models under the template take 4d6 wounds with no mods for armour or toughness. Deceiver As generic C'tan.

Tau Empire range S Dam Ammo Rules

Vehicles Vehicles have 100 'wounds' per structure point. And their stats are determined as follows, Wounds: Ws: Bs: S: Vehicle 100 x Structure Points As crew As crew As profile if applicable Weapons 30 As Weapon

T: I: A: Gold: Armour: Damage: Ignore Pain:

Front Armour As crew As profile if applicable Points x 10 Side Armour Destroyer Rear Armour

10 10 10

Any warrior may enter and attempt to drive/pilot any vehicle, provided that it is not already occupied by any enemies. It takes a whole turn to enter and start a vehicle. In order for a vehicle to be started, the warrior must must pass an initiative test with the following modifiers depending on race and the race to which the vehicle belongs. Vehicle Warrior Demiurg Eldar Human Hrud Ork Tau -1 -3 -1 Eldar -2 +1 -2 +2 +1 -1 Human +1 +1 +1 +2 +2 -1 +1 -1 Ork -1 +1 +1 -2 +1 -1 Tau

Tyranids and Necrons can neither pilot nor have any vehicles that may be piloted. Movement:Vehicles may normally move up to 12 per turn. Fast vehicles may move up to 18 per turn. Skimmers and Fast Skimmers ignore terrain, and may fly unless they also have the Tank rule. Fast skimmers may move up to 24 per turn. Flyers must end their move at least 36 away from where they started. Flyers that also have orbital lander, may instead move as a Fast Skimmer. Tanks may ram , are immune to hit from shooting attacks that are S4 or below. Bikes may move up to 12 per turn. Jet bikes move as Fast Skimmers. Transport:Note this is in gunners. May carry as many models as the transport capacity allows. addition to any crew required, such as drivers or

e.g. A rhino has a transport capacity of 10 but requires a driver for a total of 11.

Disembarking; Passengers may disembark from any entry point the vehicle has. If disembarking from a stationary vehicle then the warrior may move and fight as normal. If the vehicle has moved then the warrior must take an initiative test to bail out just as when a vehicle is destroyed. If the test is failed then the warrior takes 1d6 damage per 1 inch the vehicle has moved in total that turn, may not act any further this turn. If the test is passed then the warrior lands safely, but may not do anything further this turn, unless the test is passed with a natural roll of 6, in this instance the warrior may act as normal for the turn. Ramming:Vehicles with the Tank rule may attempt to ram other vehicles/people/walls etc. A ram attack causes 1d6 wounds for every 1 of movement made upto a maximum number of d6 equal to the ramming vehicles Toughness value. e.g. A Leman russ moves 12 before ramming so it gains 12 damage dice as it's toughness is 14, whereas a Rhino is only toughness 11, and so may do a maximum of 11 damage dice. Both vehicles take the damage caused by the ramming vehicle, modified as follows. The vehicle with the lower toughness causes 1 less damage dice per point of difference in the toughness values. e.g. Leman Russ moves 12 and rams a Rhino. The Leman Russ causes 12d6 damage on the Rhino. The Rhino in turn inflicts the same damage back, minus the difference in toughness values, ( T14 - T11 = 3) so the Rhino causes 12d6 3d6 = 9d6 damage back on the Leman Russ. When ramming (or running over) warriors or creatures. The vehicle ramming causes normal damage to the unlucky victim, however unless the victim is a mechanised creature such as a Talos or Soulgrinder, the victim causes no damage in return. Mechanised creatures cause damage as above. Damage from ramming ignores Toughness and Armour.

Shooting:Firing from a vehicle or firing a mounted vehicle works as normal, but with the following modifiers for distance moved. 0 - no mod upto 6 - -1 to hit 6-12 - -2 to hit 12-18 - -3 to hit over 18 - cannot fire Flyers and Space Marines (including chaos) may always shoot with no modifiers. Damage:Vehicles take damage in the same way as warriors/creatures

take wounds. When a vehicle loses its last wound it is destroyed. Vehicles that are reduced to 50 wounds are immobilised, unless they normally start with less that this. Vehicles may only be healed by a mechanic or similar. Potions etc have no effect. Weapons may be targeted separately and have the profile shown at the start of this section. If the vehicle is destroyed then all weapons mounted are also destroyed unless they are pintle mounted, in which case they may be taken. A weapon or vehicle that is destroyed may not be repaired by any means. If a vehicle is destroyed, all occupants take an automatic destroyer hit. Any survivors must spend a turn climbing out of the wreckage. If the vehicle is open topped then the occupants may take an initiative test at -1 for every 3 that the vehicle has moved the turn it is destroyed. e.g. The vehicle moved 6 before being destroyed and is open topped, the passengers may take an initiative test at -2 to bail out. Repairs:Vehicles may only be repaired by warriors with a knowledge of repair. This normally 'heals' 1d6 points of damage to a vehicle. If the vehicle is immobilized and this takes it's current damage above 50 then the vehicle is no longer immobilized and can move again in the following turn. All Space Marines may repair an immobilized vehicle on a d6 roll of 6. The vehicle does not regain any wounds but may move again in the following turn.

The Warp

Potrebbero piacerti anche