| | ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW | |
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GrimgorIronhide Ork Shaman
Liczba postów : 873 Join date : 08/03/2010 Age : 27 Skąd : Waaaaagh!
| Temat: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Wto Wrz 25, 2012 1:36 pm | |
| http://natfka.blogspot.com/2012/09/a-second-and-closer-look-at-primarchs.htmlTu wrzucamy nowostki o Horus Heresy. Angron : Hejtuję ! WSZYSTKO !!! Wow, wyrósł tu 40kowy Grimgor 7(9) ataków z siłą 8 AP 1 , praktycznie niezabijalny, UWAGA może walczyć w tylu chalengach ilu chce naraz jeśli ma dość ataków i w każdego wroga da co najmniej 1. Wszystkim Światożercom (World Eaters) daje Fearless i FC oraz FNP na 6+ co więcej........... Horus ! {coś dla Czarka} mała nieważna horda ludzików (IG), chowająca się za marinesami dostaje speciala OverGenerał Hector Varvaras (tak ten co go w 2gim tomie HH zastrzelili marinesi zdrajcy) i jego regiment - Byzantian Janissaries, z power weaponami na zwyklakach, i parę innych bajerów [zaraz wrzucę linka] | |
| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Sro Wrz 26, 2012 7:38 am | |
| Horus jest przechu..... Przy takich statach i zasadach cena rzędu 1,5 K wcale nie była by za wysoka . Ciekawe czy zasady dla empka też wypuszczą. | |
| | | GrimgorIronhide Ork Shaman
Liczba postów : 873 Join date : 08/03/2010 Age : 27 Skąd : Waaaaagh!
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Pon Paź 01, 2012 3:10 pm | |
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| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Sob Sie 31, 2013 9:28 am | |
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| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Pią Wrz 20, 2013 2:58 pm | |
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| | | GrimgorIronhide Ork Shaman
Liczba postów : 873 Join date : 08/03/2010 Age : 27 Skąd : Waaaaagh!
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Wto Wrz 24, 2013 6:15 pm | |
| Kuuurde, po zpierdolo*&^%nym modelu Fulgrima, Tytanopalcy wylazł im genialnie. | |
| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Pią Paź 11, 2013 9:15 am | |
| Zasady primarchów. Kozackie jak zawsze - Cytat :
- Ferrus Manus
WS7 BS6 S7 T7 W6 I5 A4 Ld10 Sv2+/3+
Wargear: Medusan Carapace: 2+ armour save 3+ invulnerable save Incorporates nuncio vox and servo arm , may choose to fire any two of the following in shooting phase- plasma blaster , graviton gun , grenade harness ( unlimited usage ) , heavy flamer
Forgebreaker: range - melee , str x2 , ap 1 , melee , Concussive , Strikedown (if using him in the campaign , he no longer has Forgebreaker , since Fulgrim stole it , if so his points cost is reduced to [REDACTED] )
Special Rules: Primarch - ( Independant character , Master of the Legion , Eternal Warrior , Fear , Adamantium Will , Fleet , Fearless , It Will Not Die )
Sire of the Iron Hands - Ferrus Manus has Relentless and Smash special rules ( the latter may be used in conjunction with any of his close combat weapons or attacks) and shooting attacks against him suffer a -1 penalty to their strength.
All models with the special rule legiones astartes ( Iron Hands ) in an army containing Ferrus Manus gain the Feel no Pain ( 6+ ) special rule (unless they already possess a superior version of this rule ).
Master of Mechanisms: possesses Battlesmith special rule and passes repair rolls on a 3+ in addition , any vehicle with at least one armour facing of 13 in a primary detachment containing Ferrus Manus gain the ' It Will Not Die ' special rule
Very Bulky
Konrad Curze WS8 BS6 S6 T6 I7 A5 Ld10 Sv 2+ /4+
Wargear:
The Nightmare Mantle: provides 2+ armour save and 4+ invulnerable save , grants Hit and Run , and Hammer of Wrath special rules (inflicting d3 HoW hits instead of the usual one)
Mercy and Forgiveness: ( lightning claws ) range- melee str - as user ap - 2 melee , Shred , Specialist Weapon , Murderous Strike , Paired ( + 1 attack )
The Widowmakers: ( throwing knives ) Widowmaker volley R:12" S:4 AP:5 Assault 3 , Lethal Precision ( precision strike on 4+ , to wound rolls of 6 ignore armour AND invulnerable saves )
Special Rules: Primarch - ( Independant character , Master of the Legion , Eternal Warrior , Fear , Adamantium Will , Fleet , Fearless , It Will Not Die ))
Sire of the Night Lords - Acute Senses , Night Vision. May always elect to have the first turn in any game use night fighting rule. A Night Lords force containing Konrad Curze gains the Fear special rule for any unit with the legiones astartes ( Night Lords ) special rule. Any afflicted units that already have the Fear special rule now impose a -1 penalty on the leadership of any enemy unit testing for fear against them.
The King of Terrors - Fear tests taken against him are subject to a - 3 penalty. In addition , should he be part of an assault where any enemy unit is destroyed outright, all enemy units subject to fear within 12 " and with line of sight to the combat must take an immediate morale check or fall back
Shrouded, Stealth, Bulky
Vulkan WS7 BS5 S7 T7 I5 A4 Ld10 Sv2+/3+
Wargear: The Draken Scale - 2+ armour save , 3+ invulnerable save , halves the strength of any flamer , fusion , volkite, melta, or plasma weaponry used against him.
Dawnbringer - range - melee S10 AP1 melee , Two-handed , Concussive , Armourbane , Instant Death , Earthshatter
(Earthshatter - instead of attacking normally , place a blast template ( 3" ) anywhere in base to base contact with him that does not cover any friendly models , all models under the template suffer a single automatic S8 AP3 hit with the Strikedown special rule )
The Furnace's Heart: R:18" S6 AP2 Assault 1, Rending , Line of Effect
(Line of Effect - draw a line from the primarch 1 mm wide and 18" long to determine the weapon's area of effect , all units crossed by the line suffer a number of hits equal to the number of models in the unit the line crosses , this line may not pass through friendly models)
Heavy Flamer ( str 6 )
Special Rules: Primarch - ( Independant character , Master of the Legion , Eternal Warrior , Fear , Adamantium Will , Fleet , Fearless , It Will Not Die )
Sire of the Salamanders - in an army which contains Vulkan , any models with the legiones astartes ( Salamanders ) special rule gain 1+ leadership and the Adamantium Will special rule.
Blood of Fire - may re-roll any failed It Will Not Die or Deny the Witch tests.
Very Bulky
Lorgar WS6 BS6 S6 T6 W5 I6 A4 Ld10 Sv 2+ /4+
Wargear: The Armour of the Word - 2+ armour save , 4+ invulnerable save (3+ against Witchfire and Force weapons)
Illuminarium - range melee , S+2 AP2 melee , Concussive , Master-crafted , Smash
Archaotech Pistol (R12", Str6, AP3, Pistol)
Frag Grenades
Special Rules: Primarch - ( Independant character , Master of the Legion , Eternal Warrior , Fear , Adamantium Will , Fleet , Fearless , It Will Not Die )
Living Icon - all models in the same detatchment with the legiones astartes (Word Bearers) special rule who can draw line of sight to Lorgar , gain +1 to their charge distance rolls , and are immune to Fear , and gain a +1 bonus to their total score of determining the result of an assault.
Sire of the Word Bearers - Lorgar has the Crusader special rule and confers this to any unit he joins , while he is on the table ( not in a transport ) all models with the legiones astartes (Word Bearers) special rule may use his leadership for all morale and pinning tests.
Dark Fortune - may re-roll any failed Deny the Witch rolls , once per game , Lorgar's player may elect to force a single enemy unit or model to re-roll all rolls of 5 and 6 to hit and to wound in a single player turn. The use of this power must be declared before the attacking player rolls any dice for the nominated model that turn.
Erratic Psychic Power -level 2 psyker who may choose to roll powers from either Telepathy or Telekinesis disciplines , however when using said powers , must roll 3 d6 and take the two highest dice results
Bulky
( Lorgar Transfigured . Player may elect to use Lorgar after the begin of his fall to Chaos , if so , this rule replaces Erratic Psychic Power. level 3 pskyer who may select ( not roll , SELECT ) three powers in any combination from the Telepathy and Telekinesis disciplines at the start of the game. In addition when using said powers Lorgar rolls 3d6 and chooses the two lowest dice. Lorgar transfigured is treated as an upgrade that costs | |
| | | GrimgorIronhide Ork Shaman
Liczba postów : 873 Join date : 08/03/2010 Age : 27 Skąd : Waaaaagh!
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Pią Paź 11, 2013 4:24 pm | |
| Ładnie. Niektóre zasady (np. młot Vulkana) bardzo pomysłowe. Charaktery Primarchów oddane wprost doborowo [Lorgar jak zwykle najsłabszy , NL z pierwszym działającym porządnie strachem itd ] Rzeź lojalistów z własnych Legionów Isstvan III była. Teraz Drop Site Massacre (gdzie niestety pominęli Coraxa, Perturabo i Alphariusa). Jeśli kolejna książka miałaby być o pobocznych walkach to powinni wyjść Ultrasmerfowie, Wilczki i 1K sonsi, czy też wspomniany Alpha Legion). A ostatni etap... Bitwa o Terrę... Scarsi, Fisty, Bladzie i Iron Warriorsi. Wtedy pominięci są tylko Krukowaci i DA, które w sumie w Herezji za dużo nie zrobiły... Normalnie aż czekam na kolejne booki i modele Primarchów. Tymczasem już przewiduję memy: Konrad Curze: You thought that no one uses knives in 30' millenium ? *Blam*What happens when you put Obliterator, storm terminator and techmarine together ? Ferrus Manus.Fulgrim Phoenician: Commits Extra Double HAIResy by simply being.Angron: Because chopping 100 enemies into 26783 pieces is simply not enough.Lorgar: Drive my Papa Raider closer, i want to excomunicate them personaly. | |
| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Pią Paź 11, 2013 6:04 pm | |
| Trzecia książka jest zapowiedziana na Wielkanoc 2014 . | |
| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Wto Sty 07, 2014 8:14 pm | |
| Wybaczcie drobną nekromację tematową, ale parę dni temu udało mi się w końcu trafić na dostępną wersję 2 Horuso-herezujnej książki w przystępnym formacie ( będzie na chomiku, niedługo, choć 600+ mb to się trochę pouploaduje ), więc sądzę, że warto machnąć kilka słów na jej temat. Tym bardziej, ze książka jest cokolwiek masywna, nad samym li tylko fluffem można spokojnie posiedzieć kilka wieczorów. Ale nas interesują głownie zasady prawda ? No to lecimy z taktykami legionowymi ( bo jak wiadomo, zakonów wtedy jeszcze nie było ) : Wszyscy - zbieranie się na pełnej LD ( pamiętajcie, ze legiony nie mają ATSKNF ). Iron Handsi : - ataki strzeleckie idące w modele nie-pojazdów mają karę -1 do siły ( nie jest to prawdziwe +1 do T, bo np. S9 dalej instantuje marina, ale i tak jest to gruuuube) - Do sweeping advanca i biegania trzeba zdawać LD, nie mogą dobrowolnie robić GtG - armia nie może, poza pojazdami, posiadać więcej oddziałów nie-piechoty ( biki, jet-biki, jump packowy ) niż piechoty, wliczając w to indepów, co oczywiście czyni niektóre kompozycje nie osiągalnymi. Night Lordsi : - Jeśli przewyższają liczebnie wroga w momencie wojej inicjatywy ( bulky liczą się za 2 modele, very bulky z 3 ) to mają +1 do rzutów na ranienie - +1 do dystansów uciekania. Dodatkowo jeśli oddział został by spinowany, może zamiast tego wybrać, że ucieka jak po niezadanej LD od strat w strzelaniu. - night vision dla całego detachmentu ( w tym i pojazdy, mimo, że normalnie nie podlegają taktyce legionowej ) - 6+ cover save w 1 turze gry, kumuluje się z stealth/shroud i tp, ale nie z coverem z terenu. - Jeśli warlord padnie, wszystkie jednostki muszą zdawać panikę tak jakby włąśnie straciły 1/4 oddziału od strzelania. Salamandry : - Automatycznie zdają testy strachu i mogą pzrerzucić jedna k6 przy nieudanych testach morale i pina. - wszystkie flamery, hand flamery i heavy flamery ( w tym i te na pojazdach ) mają +1 do siły, wszystkie wrogie palniki ich raniące mają -1 do siły. - Nie dodajesz inicjatywy przy sweeping advance, dystans biegu i szarży jest obniżany o 1. Word Berers : - 3k6 na testach morale i wybiera się 2 najniższe - Muszą zawsze robic sweeping advanca jeśli mogą, ale za to przerzucają 1 na tym teście. - jako drugie HQ zawsze muszą brać centuriona albo kapelana. Army lista co ciekawe jako takiego nie ma, dalej obowiązuje ten z 1 książki, z drobnymi tylko zmianami ( każdy z 4 starych legionów, oraz wszystkie nowe, dostał nowe rites of war, czyli specyficzne kompozycje armii, każda zresztą [jak wszystkie pozostałe] opartą na zasadzie coś za coś, doszło też kilka nowych zabawek, ale poza scorpionusem i sciraniamem nic bardzo ciekawego ). Jeśli ktoś jeszcze nie widział, rekomenduje naprawić błąd. Lista legionowa różni się dość znacząco od tego co znamy z codex SM, chocby w tym względzie, że FW na potęgę stosuje nieco irytujący patent, że oddział jest z bazy koszmarnie drogi, ale jego powiększenie jest dużo tańsze. Np. meduzjańscy nieśmiertelni ( http://www.forgeworld.co.uk/New_Stuff/IRON_HANDS_MEDUSAN_IMMORTALS.html ) za pierwszą dziesiątkę płacą 250 pkt, ale kolejnych 10 dokupuje się już po zaledwie 12 pkt . Warto też dodać, że własnego (drobnego ) army listu doczekało się też marsjańskie mechanicum . | |
| | | Bananovitch Troll
Liczba postów : 3818 Join date : 01/05/2009 Age : 40 Skąd : Zachodnie Immoren
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Sro Sty 08, 2014 1:48 pm | |
| Taaaaa... widzę że jednak trzeba będzie zrealizować plan przedherezyjnych Word Bearersów... Tylko dlaczego ten Lorgar taki badziewny... Echhh | |
| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Sro Sty 08, 2014 2:47 pm | |
| Jest to poniekąd zgodne z fluffem, bo Lorgar przecież wojował nie tyle mieczem co intelektem i słowem . Legionowy army list jest całkiem fajny, trzeba będzie mi kiedyś zagrać ( choć na full proxy ) herezyjną armią . | |
| | | GrimgorIronhide Ork Shaman
Liczba postów : 873 Join date : 08/03/2010 Age : 27 Skąd : Waaaaagh!
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Sro Sty 08, 2014 3:43 pm | |
| Ja może nie na full porxach bo coś się ostało, ale zagrać musimy... Ja biorę legion Fulgrima! | |
| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Wto Mar 11, 2014 7:14 pm | |
| Zdrowus !!! Znaczy się, Horus !!! | |
| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Sro Mar 19, 2014 11:24 am | |
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| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Pon Mar 24, 2014 6:04 pm | |
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| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Pon Mar 31, 2014 9:27 am | |
| Przeciek z BOLS-a o pimarchach : - Cytat :
- Perturabo
ws 8 bs 6 s 7 t 6 w 6 i 5 a 4 ld 10 sv 2+
wargear- The Logos Frag grenades
special rules- primarch ( as the others ) sire of the iron warriors relentless strategist precision bombardment very bulky
sire of the iron warriors - all iron warriors in the same army as perturabo gain the stubborn usr
relentless strategist - may start rolling for reserves on turn 1
precision bombardment - once per game may call down a bombardment ( may draw line of sight from himself or any friendly model with a nuncio - vox ) range - unlimited - str 9 ap 2 ord D3, barrage large blast ( 5") twin-linked
the logos - 2+ armour save, all cc attacks ap 2 , immunity to concussive and blind , teleport homer , cortex controller , nuncio -vox , cognis signum perturabo and all iron warrior terminators gain deep strike. wrist cannon range- 24" str 6 ap 3 assault 3 , twin linked , rending.
[ Forgebreaker - after ferrus manus's death , is granted the hammer by horus . + extra points to equip ] forgebreaker - range - str x2 ap 1 melee , concussive , strikedown , unwieldy , blind
dedicated transport - shadowsword super heavy tank in games of + 3000 points , with a single titan void shield , transport capacity of 15 with access point on rear - does not take up a lord of war choice
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Alpharius
ws 7 bs 7 s 6 t 6 w 6 i 6 a 5 ld 10 sv 2+
special rules primarch sire of the alpha legion one of many insidious mastermind bulky
wargear the pythian scales venom spheres master crafted plasma blaster the pale spear nuncio vox cognis signum camelioline
sire of the alpha legion preferred enemy ( everything ) ( lol ) counter attack , move through cover , scout , crusader ( only applies once revealed ) all alpha legion models in the same army gain preferred enemy 9 everything ) while revealed and on the table
one of many after both sides have deployed controlling player secretly notes which squad he's hiding in any alpha legion unit is eligible may be revealed at the start of any controlling players turn from turn 2 onwards immediately replaces a single rank and file model from the unit if he is a unit that is falling back , once revealed , it automatically rallies if chosen unit destroyed , placed in ongoing reserve auto revealed on turn 5
insidious mastermind if he is the armies warlord: may seize initiative on a 4+ units arriving via outflank add + d3 to movement on arrival from second turn onwards , should an enemy unit be successfully brought on from reserve , and the alpha legion also army contains an identical unit also held in reserve ,( eg tactical squad fro tactical squad ) on a 4+ the alpha legion squad shows up instead ( alpha legion units that arrive via this method may gain the movement bonus from this rule and be targeted by interceptor as normal )
the pythian scales 2+ / 4+ ignores poison and fleshbane
the pale spear range - str user ap 1 melee , armourbane , instant death , two handed
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Rogal Dorn
ws 8 bs 5 s 6 t 6 w 6 i 5 a 4 ld 10 sv 2+
special rules primarch sire of the imperial fists sundering blow unshakeable defence bulky
wargear the auric armour storms teeth the voice of terra teleport homer frag grenades
sire of the imperial fists all imperial fist models may use his leadership rather than their own for leadership and pinning tests both down and any imperial fists add + D3 to their assault result result to determine who wins an assault while his model is in play
Phalanx breacher squads may be chosen as troops for an imperial fists army with dorn as it's warlord.
sundering blow may halve attacks to increase strength by + 2 and gain instant death
unshakeable defence may select upto 3 fortifications after deployment. any cover saves of 1 and pinning tests taken by models in these fortifications may be re-rolled
auric armour 2+ /4+ no attack may wound dorn on better than a 3+ regardless of it's strength or special rules ( this does not affect destroyer weapons )
storms teeth range - str user ap 2 melee , shred, rampage , unwieldy
the voice of terra range 24" str 5 ap 4 salvo 3/5 rending
dedicated transport in games of 3000+ only thunderhawk gunship with turbo laser , a single titan void shield , it will not die , and a 4+ invulnerable save against any missile attack - does not take up a lord of war choice)
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Corvus Corax
ws 7 bs 6 s 6 t 6 w 6 i 7 a 6 ld 10 sv 2+
special rules primarch sire of the raven guard the shadowed lord hit and run bulky
wargear the sable armour the panoply of the raven lord frag grenades shroud bombs the korvidine pinions two archeotech pistols
sire of the raven guard corax gains + 1 initiative and +1 strength on any turn in which he charges all models with the raven guard special rule in the same force , gain acute senses and their run roll is always counted as a six
the shadowed lord unless part of a unit , if corax is not the closest target or the firing unit is a psyker or daemon or another primarch , only snap shots may be taken against him. at the start of the controlling players turn , may be removed from play and placed into ongoing reserves- may even be withdrawn from close combat in this manner , but ONLY if his initiative is higher than his opponents
the sable armour 2+ / 5+ any enemy deep striking within 12" of corax will suffer a deep strike mishap on any roll of a double on their scatter roll. enemy teleport homers ( and similar devices ) do not function within this radius
the panoply of the raven lord range - str user ap 2 melee , shred , blind , two handed , fighting style
[ fighting style - at the beginning of each assault phase , may choose one of the following styles . death strike - all to wound rolls of 5+ wound the target regardless of toughness and any rolls to vehicles gain + 3 to armour penetration scourge - corax gains D3 extra attacks shadow walk - imposes a - 1 penalty to hit rolls of every enemy model which attacks him in an assault phase until the beginning of the controlling players next assault phase ]
the korvidine pinions gains jump infantry may always make hammer of wrath attacks when making assaults , regardless of other factors , such hammer of wrath attacks causing D3 hits at str 5 ap 3. when deploying via deep strike , scatter may be re-rolled if controlling player wishes should a mishap be rolled , then delayed result automatically applies when making a jump pack move , may make a vector strike attack
( rules also for damaged corax later in the campaign , loses jump pack , pistols down to 5 wounds and 5 attacks , armour is 3+ / 5+ carries salvaged heavy bolter which becomes assault 3. gains hatred of all enemy legions on istvaan V) I legionach : - Cytat :
- Iron Warriors
legiones astartes - may always attempt to regroup wrack and ruin - do not suffer morale tests from shooting attacks and may re-roll failed pinning tests all grenade and melta bomb attacks have the wrecker special rule the bitter end- controlling player may opt to play full 6 turns regardless instead having to roll
special equipment warsmith single preator in detatchment may be upgrade to warsmith . gains shatter defences special rule instead of a warlord trait may not take jump pack , bike , jetbike but may be given a servo arm and battlesmith special rule
[ shatter defences - reduce cover save of a single targeted building by 1 ]
shrapnel bolts available for heavy bolter/ twin linked bolter or quad heavy bolter gain pinning , but ap reduced to 5
cortex controller any warsmith , forge lord of techmarine may be given one
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Alpha Legion
legiones astartes - may always attempt to regroup mutable tactics - must pick a single usr to apply to the entire army at the point where warlord traits have been selected scout infiltrate tank hunters counter attack move through cover adamantium will martial hubris - in any mission where secondary objectives are used , if the the alpha legion has suffered more units destroyed than the enemy at the end of the game , the opponent gains +1 victory point
specific units and wargear
sabotuer ( consul type ) wargear melta bombs , camelioline
special rules lone killer - may not be compulsory HQ or join other units special deployment - must begin in reserve and does not count towards maximum number of reserve units - deploy via outflank sabotage - at the moment of entering play , sabotage attack is made , select a single unit or fortification , may include independent characters which may be targeted if not part of a unit. targeted unit suffers D6 str 6 ap 4 hits if it has a toughness value , or a single penetrating hit if a vehicle. no cover saves may be made against this attack (sabotuers may not be given terminator armour , jetbikes , bikes power fists , thunder hammer of boarding shields )
wargear power daggers - range - str user-1 ap 3 specialist weapon , rending
venom spheres may be chosen by any frag equipped preator , centurian or consul , techmarine or apothecary. assault grenades that grant hammer of wrath special rule.
venom sphere harness sphere harness - range 8" str 3 ap - assault 2 , blast (3" ) one shot
banestrike shells ( as per sons of horus )
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Imperial Fists
legiones astartes - may always attempt to regroup disciplined fire - may add +1 bs when using boltguns , bolt pistols , heavy bolters or quad heavy bolters. - heavy support squads with this rule gain tank hunters usr blood and honour - characters MUST issue a challenge in combat if they are able when fighting in said challenge , imperial fists may re-roll failed to hit rolls
unshakeable defence - stubborn whilst in cover / fighting from fortifications and barricades the bitter end- controlling player may opt to play full 6 turns regardless instead having to roll
legion specific wargear - vigil pattern stormshield 3+ invulnerable save but may never claim an attack for two CC weapons - any legion terminator or terminator armour equipped character may exchange combi bolter for a shield
solarite power gauntlet independent character may replace a thunder hammer for one solarite power gauntlet - str x2 ap 1 melee , master crafted , unweildy
teleportation transpnder terminator and terminator equipped command squads may deep strike ( points per model cost )
prototype iliastus pattern assault cannon
range - 24" str 6 ap 4 heavy 4 rending , malfunction
[ malfunction - if 3 or more rolls to hit of 1 are rolled , it jams , and cannot be used for the rest of the game . models with the legiones astartes imperial fists or legiones astartes blood angels may replace heavy flamers in terminator squads with assault cannons ]
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Raven Guard
legiones astartes - may always attempt to regroup by wing & talon - all infantry models gain - infiltrate and fleet usr all jump infantry, terminator , jetbike and bikes gain - furious assault flesh over steel - may not have nore units in total with the ( tank ) type than it does infantry with the legiones astartes ( raven guard ) special rule. not this means certain rites of war may be unavailable
wargear the ravens talons amy model with lightning claws may upgrade them to ravens talons, gaining master crafted and rending special rules
infravisor any character may take one , gains night vision special rule , however , the model and any unit it joins count as having an initiative of 1 when making blind tests
camelioline any character may take , gains stealth special rule ( may not also have terminator armour , jump pack , bike or jetbike ) | |
| | | GrimgorIronhide Ork Shaman
Liczba postów : 873 Join date : 08/03/2010 Age : 27 Skąd : Waaaaagh!
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Pon Mar 31, 2014 11:05 am | |
| Oh my holy fucking Terra on rollerskates 'n drugs... KAZDY KLUBOWICZ MA KUPIĆ MODEL PRIMARCHY I GRRAMY! reszta może być na proxach liczą się epickie szefy! | |
| | | Cezar Ogr
Liczba postów : 1412 Join date : 27/10/2009 Age : 35 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Sob Maj 17, 2014 4:49 pm | |
| Fajna idea Bobo, ale niewykonalna przy naszych funduszach . Choć, jakby ktoś był tak szalony, dwa nowe modele Primarchów nadchodzą. Mortarion I Vulkan ! | |
| | | Bananovitch Troll
Liczba postów : 3818 Join date : 01/05/2009 Age : 40 Skąd : Zachodnie Immoren
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Sob Maj 17, 2014 5:40 pm | |
| Ale Mortarion ma zje&^*ą kosę... | |
| | | MGM Ogr Tyrant
Liczba postów : 2392 Join date : 13/12/2011 Skąd : Koszalin
| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW Sob Maj 17, 2014 6:08 pm | |
| Hmm, coś się za często z Bananem zgadzam ostatnio , ale niestety prawda. Model świetny ale kosa dziwaczna ;/. | |
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| Temat: Re: ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW | |
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| | | | ANGRON ! HORUS ! Primarchowie i jak działają na polu bitwy by FW | |
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