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Only in Death Does Duty End is a small-scale unofficial 40k skirmish game, loosely based around the Lord

of the Rings rules, allowing players to create anything from detailed skirmishes to huge clashes. The core rules (priority, movement, shooting, combat, courage etc.) are the same as the LOTR rules.

Modified rules:
Running and charging: To offset the higher power of the 40K weaponry somewhat, models on foot are allowed to run. A model that is running may add half his normal movement distance (rounding down), to his move. Running models may not fire weapons and may only run over open ground, models may not run through difficult terrain. Running models may not cross obstacles or climb. When a model is charging he may move the same distance for running. Note that a model that runs in order to charge will not be able to fire pistols or throw grenades while they charge. Models can only run if walking. Models that are using any type of special movement (Jump packs, bikes) may not run. Jump moves: Jump moves ignore terrain and obstacles when passing over them and move 12. If a jump-moving model ends its movement in an area of difficult terrain, roll a D6, on a roll of one the model suffers a wound. Might points may be used to alter this roll. Charging models on higher levels: How models charging models on a higher level is handled, is well explained in the climbing section of the LotR rulebook. However, units with jump moves have to be handled slightly differently. Sometimes, units with jump moves will be able to land behind opposing models on higher ground. If there is room enough and the jump moving model has enough move to land on a higher terrain feature and not within a foes control zone, it may do so normally but cant charge as a charge move must be straight towards an enemy model. Jump movers will usually want to charge models directly on models which are fairly high up. The defenders could be standing on the edge of a buildings, behind an elevated window or a sheer drop. In this case, treat the jump movers as if theyd simply climbed the building up to the top. The fight is resolved with the defenders 1

counting as defending an obstacle as usual, and the attackers will have to test for falling down after losing combats as normal. It is assumed the jump moving attacker rushes onto the defender hoping to knock him back but if the defender stands his ground, the attacker has a chance to grab onto the edge of the building and try to fight his way up after that before he gets knocked down. Target priority: A model wishing to shoot at a model that is in LoS but is not the nearest to him has to pass a Courage test. Units may not shoot through enemy control zones. If a shot would pass through the control zone of a model, that model is the target instead. This does not apply when shooting at vehicles or monstrous creatures behind other models except other vehicles or monstrous creatures . Weapon types: Close combat weapons: Models armed with two close combat weapons or a close combat weapon and a pistol gain +1 to their Fight value. Only one close combat weapon or a pistol on their own wont grant any benefits in combat.

Rapid-fire weapons: Rapid-fire weapons can fire in several different ways. A model standing still can fire once up to the weapons maximum range or twice up to 6. A model can also move up to half its movement rate and fire its weapon once at up to 12 or once at its maximum range at -1 to hit or twice at up to 6. Models that move more than half their movement may not fire rapid fire weapons. Pistols: Pistols work like throwing weapons in the LotR book when shooting at 6. Pistols may shoot once at full range when moving at their normal movement value but shoot in the shooting phase as normal when firing at a distance more than 6. Pistols count as a close combat weapon. Assault weapons: Models armed with assault weapons can fire when moving at their normal movement rate. Heavy weapons: Models armed with heavy weapons may not move at all when firing 2

their weapons but can always shoot up to their max range. Grenades: Grenades can be thrown up to 6 when moving at the normal movement rate and are thrown in the movement phase. Grenades use the small blast template and ignore cover saves. Weapons stats: Weapons use the same stats as in LotR but have two additional stats; the AP value, and number of shots. The AP value determines the amount of points that are knocked off from the targets defence value granted by armour. For example a Space marine shoots his Heavy bolter, which has an AP value of 1 at a Chaos space marine, which has a defence value of 4(7). The Chaos space marines actual defence is 7 of which 3 points are granted by his power armour. The value of four is his natural defence value, meaning his defence value cannot be brought down to lower than 4. The heavy bolter knocks of 1 point of defence granted by the power armour, meaning the heavy bolters strength of 5 is compared to a defence value of 6 instead of 7. The second new stat is noted behind the weapons type, and shows how many shots the weapon can fire. Ex: a Meltagun is assault 1, meaning it can fire one shot when allowed to shoot. A Heavy bolter is heavy 3 meaning it can fire up to three times when allowed to fire. Note: You cant shoot more than one weapon in any given turn. So you wont be able to lob a grenade during your movement phase and fire another weapon in the shooting phase. Multiple shot weapons: Multiple shot weapons follow a slightly different procedure than one shot weapons when determining who is shot at. Choose your target, checking for LoS and target priority as needed. Roll to hit as normal for all the shots that you are allowed to fire. The owning player must allocate each hit to models within 3 starting by allocating the first hit to target. No model can take two hits from a multiple shot weapon unless all friendly models (if any) within 3 of the target have been allocated at least one hit. Pinning weapons: If a model is hit by a pinning weapon but not killed, he must immediately pass a courage test or be pinned. If a pinning weapon kills a model, all friendly models within 3 of the victim must take a courage test or be knocked to the ground as they hit the deck. 3

Pinning: A model that is pinned is immediately knocked to the ground following the rules in the LotR SBG rulebook. Models that were pinned can stand back up using up half of their movement as normal but may not use their remaining movement distance to charge and may not fire any weapons. Cover: Unlike in LotR, cover doesnt work entirely like obstructing obstacles. Instead models in cover have a cover save like in 40k. The only real difference is that there are different levels of protection afforded by different types of cover. The rationale is that wood or stone will stop an arrow just as well, its different when it comes to a bolter round. The cover values are therefore the same as in 40k (Woods 5+, ruins 4+, bunkers 3+ etc) High strength hits: Hits with a strength value double to a models natural defence value will cause two wounds instead of one. Additionally, hits with a strength double the targets natural toughness will receive +1 on their to wound rolls.

The Armies

Special rules: Jetpacks: Models equipped with jetpacks move like infantry. They may either move at their normal rate or run as make a 6 jump move. Jetpacks enable the model to immediately make a second move after shooting in the shooting phase. This second move is always a 6 jump move. If the model doesnt shoot and isnt engaged in a combat it can still use the second jump. __________________________________________________ Fire warrior squad Squad size: Between 6-12 Fire warriors at 13pts per model Weapons: Pulse rifle or pulse carbine 4

Options: All

models in the squad may be equipped with photon grenades at +3 pts per model. All models in the squad must be upgraded if any grenades are taken. Shasui: One Shasla may be upgraded to a Shasui at +37pts. This opens up new options for the Shasui chosen from his profile. Fire warrior ShasLa 13pts F:2/4+ S:3 D:3(5) A:1 W:1 C:3 Weapons: Pulse rifle Fire warrior Shasui 50pts F:3/4+ S:3 D:3(5) A:2 W:2 C:4 Weapons: Pulse carbine or pulse rifle. Options: Markerlight 10 pts Drone controller price of drones

M:2 W:1 F:1

Pathfinder squad Squad size: Between 4-8 pathfinders at 16pts per model Weapons: Pulse carbine and Markerlight Options: All models in the squad may be equipped with photon grenades at +3 pts per model. All models in the squad must be upgraded if any grenades are taken. Shasui: One Shasla may be upgraded to a Shasui at +39pts. This opens up new options for the Shasui chosen from his profile. Pathfinder ShasLa 16pts F:2/4+ S:3 D:3(5) A:1 W:1 C:3 Weapons: Pulse carbine and Markerlight Special: Scouts: Pathfinders may make a free normal move before the firs turn. This move cant be used to charge other models. Pathfinder Shasui 55pts F:3/4+ S:3 D:3(5) A:2 W:2 C:4 M:2 W:1 F:1 Weapons: Pulse carbine and Markerlight Options: Drone controller price of drones Special: Scouts: Pathfinders may make a free normal move before the firs turn. This move cant be used to charge other models. Gun Drone 18pts F:2/5+ S:3 D:3(5) A:1 W:1 C:1 Weapons: Twin-linked Pulse Carbine Special: 5

Jump packs Ethereal 75pts F:4/- S:3 D:3 A:2 W:2 C:6 M:2 W:3 F:3 Weapons:2 hand weapons or honour blade (+5pts) Special: Inspiring presence - (All Tau within 6 become fearless and pass all courage tests.) The price of failure - (all Tau models on the table may re-roll any courage tests they have to take as long as the Ethereal is alive. If the Tau Ethereal is killed all Tau models have to take a Courage test in their next movement phase if they are unengaged.) Kroot herd Squad size: between 10-20 kroot warriors at 12pts per model. Weapons: Kroot rifle Options: May take up to 8 Kroot hounds at 10pts per model Shaper: One kroot warrior may be upgraded to a Shaper at +38pts Kroot warrior 12pts F:4(5)/4+ S:4 D:3 A:1 W:1 C:3 Weapons: Kroot rifle (counts as 2 Close combat weapons) Special: Move through woods - (no movement penalty when moving through woodland terrain). Woods cover - (Kroot have a 4+ cover when in woods). Kroot shaper 50pts F:4(5)/4+ S:4 D:3 A:3 W:3 C:4 M:2 W:1 F:1 Weapons: Kroot rifle Special: Move through woods - (no movement penalty when moving through woodland terrain). Woods cover - (Kroot have a 4+ cover when in woods.) Kroot hound 10pts F:4(5)/- S:4 D:3 A:1 W:1 C:3 Weapons: fangs and claws (counts as 2 close combat weapons) Special: Move through woods - (no movement penalty when moving through woodland terrain). Woods cover - (Kroot have a 4+ cover when in woods). Beasts - (move 10). Weapon and wargear list: Pulse rifle: R30 | S5 | Ap- | rapid fire Pulse carbine: R18 | S5 | Ap- | assault 1, pinning 6

Honour blade: two handed hand weapon, adds +2 to S Kroot rifle: R24 | S4 | Ap- | rapid fire, counts as 2 close combat weapons in combat. Photon grenades: R6 | S- | Ap- | blast (any model hit is pinned on a roll of 3+) Seeker missile: R- | S8 | Ap2 | special Markerlight: R36 | S- | Ap- | Special: Markerlights dont do any damage on their own. Instead, keep track of which enemy models are hit by a markerlight. Every markerlight hit on an enemy model will grant special benefits to one other Tau model shooting at the model. -No target priority tests are needed provided the target is within range and line of sight. -He gains a +1 to hit when shooting. This effect is cumulative for every Markerlight hit on that model but the roll to hit can never be increased to better than 2+. -The models cover save is reduced by one for each hit. This is cumulative as well. -If a model is hit by a weapon that causes pinning his courage is reduced by one for every markerlight. If the model is killed by a weapon that causes pinning while markerlighted, all models required to take a pinning test as a result of this are at -1 to their courage for each markerlight the model was hit with. This is cumulative as well. Alternatively, markerlight hits may be used to launch seeker missiles. Seeker missiles do not require line of sight and have infinite range. Seeker missiles will always hit on a 2+. Additional markerlight hits may be used to reduce the targets cover save. Drone controller: Allows you to take up to 2 drones. Drones taken like this get the bodyguard rule with the model carrying the drone controller. If the model with drone controller is killed, the drones are removed as well.

Ork boy 11pts F:4/5+ S:3 D:4 A:2 W:1 C:3 Weapons: Either a shoota at +2pts or Slugga and Choppa at +4pts Up to one in 7 Orks may be equipped with a special weapon. Either a Big shoota at +15pts, a burna at +10pts or Rokkit launcha at +10pts Special: Mob - Orks add +1 to their C value for every Ork within 6". Waagh - Orks get +1 attack when they charge if there are more ork models within 6 than there are enemy models Ork Nob 45pts F:4/5+ S:4 D:4 A:2 W:2 C:3 M:2 W:1 F:1 Weapons: Must have at least one of the following: Shoota +2pts, Slugga +2pts, Choppa +2pts, Rokkit Launcha +6pts, Big Shoota +12pts, Power klaw +20pts Options: Big horns/Iron gob (+2pts), Bosspole (+3pts), eavy armour (+10pts), Frag stikkbombz (+1pts). Special: Mob - Orks add +1 to their C value for every Ork within 6". Waagh - Orks get +1 attack when they charge if there are more ork models within 6 than there are enemy models Grots 4pts F:4/5+ S:2 D:2 A:1 W:1 C:2 Weapons: grot blasta Special: Living shield - Orks can be singled out behind a grot but hits on an Ork can be allocated to a grot in base contact and in the path of the shot on a roll of 4+ on a D6. Grots do not block Line of sight for Orks. Fodder - Orks dont have to take courage tests due to Grot casualties and grots do not count towards the 50% casualty limit before being required to take courage tests. Slaver F:4/5+ S:3 D:4 A:2 W:1 C:3 Weapons: Either a shoota at +2pts or Slugga and Choppa at +4pts 8

Rokkit Launcha +6pts, Big Shoota +12pts, Power klaw +20pts Frag stikkbombz (+1pts). Special: Mob - Orks add +1 to their C value for every Ork within 6". Waagh - Orks get +1 attack when they charge if there are more ork models within 6 than there are enemy models Grot herder Grots may only be taken if there is at least one slaver in the force. A slaver may provide stand fast tests for grots. Grots must take courage tests as if the force had been broken if they are more than 18 away from a slaver at the start of their movement phase (this also includes slavers being killed) Weapons & wargear: Shoota: R24 | S4 | Ap- | rapid fire Slugga: R12 | S4 | Ap- | pistol Big shoota: R36 | S5 | Ap- | assault 3 Burna: R template | S4 | Ap- | Assault 1, can also be used in CC and counts as a two handed weapon which ignore armour defence Rokkit Launcha: R24 | S8 | Ap2 | Assault 1 Grot blasta: R12 | S3 | Ap- | Assault 1 Choppa: single handed hand weapon with Ap1 Power klaw: single handed CC weapon, doubles strength value but rolls for determining who wins the fight are at -1. Ignores armour defence Frag stikkbombz: R6" | S3 | Ap- | blast, pinning Big horns/Iron gob: add +1 to C value Bosspole: Stand fast up to 12 eavy armour: +2 D

Space marine 20pts F:4/3+ S:4 D:4(7) A:1 W:1 C:4 Weapons: Bolter Options: Frag grenades (+2pts), one in 5 space marines may be armed with either a Plasma gun (10pts), Melta gun (10pts) , flamer (6pts), Missile Launcher (15pts), Heavy bolter (+5pts). Special: "And they shall know no fear" - (Space marines don't need to take courage tests for terror or being outnumbered). Veteran sergeant 65pts F:4/3+ S:4 D:4(7) A:2 W:2 C:5 M:2 W:1 F:1 Weapons: Bolter or bolt pistol and Chainsword Options: Frag grenades (+2pts), Power sword (+10pts), Plasma pistol (+10pts), Power fist (+15pts) Special: "And they shall know no fear" - (See Space Marine). Weapons & wargear: Bolter: R24" | S4 | Ap- | rapid fire Bolt pistol: R24" | S4 | Ap- | pistol Plasma Gun: R24" | S7 | Ap3 | rapid fire Meltagun: R12" | S8 | Ap3 | assault 1 Missile Launcher: Frag R48" | S3 | Ap- | Heavy 1 blast Krak R48" | S8 | Ap2| Heavy 1 Heavy Bolter: R36" | S5 | Ap1 | Heavy 3 Frag grenades: R6" | S3 | Ap- | blast, pinning Powerfist: Single handed CC weapon, doubles strength value but rolls for determining who wins the fight are at -1. Ignores armour defence Power sword: Single handed CC weapon. Ignores armour defence Pair of lightning claws: Count as two close combat weapons. Ignores armour defence 10

Chaos Lord 145pts F:6/2+ S:4 D:4(7) A:3 W:3 C:7 M:3 W:3 F:3 Weapons: Bolter or bolt pistol and Chainsword (+1F), Frag grenades (+3pts), Power sword (+10pts), Plasma pistol (+10pts), Power fist (+15pts), Pair of lightning claws +20pts, Combi-Melta (Bolter combined with a one-shot Meltagun). Iron warriors may take a servo-arm (counts as an extra attack made with the powerfist rules) +20pts. Options: Veteran skills: You may only take up to one veteran skill if you take a mark of Chaos Undivided. Furious Charge (+1S +1F on charge) +15pts, Move through cover (count difficult terrain as open terrain) +15pts. Daemonic gifts: Daemonic strength (+1 S) +15pts, Daemonic toughness (+1 D) 10pts, Daemonic resilience (+1 W) +10pts, Daemonic aura 5+ special save)+10pts, Daemonic mutation (+1A) +15pts. Daemonic flight- jump move (20pts), Daemonic speed move 8 (10pts) Chaos space marine 20pts F:4/3+ S:4 D:4(7) A:1 W:1 C:5 Weapons: Bolter or bolt pistol and close combat weapon Options: Frag grenades (+3pts), Mark of Chaos Undivided (re-roll all courage tests) 2pts. One in 5 space marines may be armed with either a Plasma 11

gun (10pts), Melta gun (15pts) , flamer (6pts), or Plasma pistol (+10pts). One in 5 space marines may be armed with either a Plasma gun (10pts), Melta gun (10pts), flamer (6pts), Plasma pistol (+10pts), Missile Launcher (20pts), Heavy bolter (+10pts), Autocannon +10pts. Veteran skills: You may only take up to one veteran skill if you take a mark of Chaos Undivided. Furious Charge (+1S +1F on charge) +4pts, Move through cover(count difficult terrain as open terrain) +3 pts. Aspiring Champion 65pts F:4/3+ S:4 D:4(7) A:2 W:2 C:6 M:2 W:1 F:1 Weapons: Bolter or bolt pistol and Chainsword, Frag grenades (+3pts), Power sword (+15pts), Plasma pistol +10pts, Power fist +20pts, Pair of lightning claws +25pts, Combi-Melta (Bolter combined with a one-shot Meltagun) +8pts. Iron warriors may take a servo-arm (counts as an extra attack made with the powerfist rules) +30pts. Options: Veteran skills: You may only take up to one veteran skill if you take a mark of Chaos Undivided. Furious Charge (+1S +1F on charge) +15pts, Move through cover (count difficult terrain as open terrain) +10pts. Daemonic gifts: Daemonic strength (+1 S) +15pts, Daemonic toughness (+1 D) 10pts, Daemonic resilience (+1 W) +15pts, Daemonic aura 5+ special save)+10pts, Daemonic mutation (+1A) +15pts. Weapons & wargear Bolter: R24" | S4 | Ap- | rapid fire Bolt pistol: R12" | S4 | Ap- | pistol Plasma Gun: R24" | S7 | Ap3 | rapid fire, gets hot (On a roll of 1 to hit, the model suffers a S4 hit) Plasma pistol: R 12 | S7 | AP3 | pistol, gets hot (On a roll of 1 to hit, the model suffers a S4 hit) Melta gun: R12" | S8 | Ap3 | assault 1 Missile Launcher: Frag R48" | S3 | Ap- | Heavy 1 blast Krak R48" | S8 | Ap2| Heavy 1 Heavy Bolter: R36" | S5 | Ap1 | Heavy 3 Autocannon: R48" | S7 | Ap1 | Heavy 2 Frag grenades: R6" | S3 | Ap- | blast, pinning Powerfist: Single handed CC weapon, doubles strength value but rolls for determining who wins the fight are at -1. Ignores armour defence Power sword: Single handed CC weapon. Ignores armour defence Pair of lightning claws: Count as two close combat weapons. Reroll failed to wound rolls. Ignores armour defence 12

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Unofficial, unplaytested rules

Necron lord 180pts F4/3+ S5 D5(8) A3 W3 C6 Weapons: Staff of light

M:3 W:3 F:3

Special: Well be back, Phase out, Necron Options: Resurrection Orb (+50pts): All necron models within 6" get +1 on
their Wbb roll. Additionally, any Necron models taken out by a ranged weapon that is double their natural defence or ignores their armour defence in close combat while within 6 of the Necron lord may still attempt to make their WBB roll. These effects apply even if the Necron lord is downed but not yet taken off the table.

Warscythe 15pts: Replaces staff of light. Two handed close combat weapon. Ignores armour defence and special saves. Phase shifter (+40pts): The Necron lord receives a special save of 4+ against all wounds. Destroyer Body (+30pts): The Necron Lords natural defence is raised by 1 (Effectively becoming D6(9) in his profile). Also gets Flight (Jump move and 18 boost) Necron Warrior 25pts F:3/3+ S:4 D:4(7) A:1 W:1 C:6 Weapons: Gauss flayer Special: Well be back, Phase out, Necron Necron Flayed One 25 points F:4/- S:4 D: 4(7) A:1 W:1 C:6

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Weapons: claws Special: Well be back, Phase out, Necron Terrifying visage- causes terror Wraith 60pts F:5/- S:6 D:4 A:2 W:1 C:7 Weapons: surgical claws Special: Wraithflight: Wraiths can change dimension, allowing them to move through solid objects, and this combined with their speed makes them deadly opponents. May make jump moves but ignore terrain and never need to test for ending in difficult terrain. Additionally Wraiths can also boost up to 18 ignoring terrain but may not charge when using this move. Phase shift - The Wraiths ability to change dimension at will allows it to evade blows and shots as they simply pass right through it! Wraiths get a save of 3+ against each wound. Well be back, Phase out, Necron. Scarab swarm
25pts F2 S3 D3(4) A2 W3 C5 Weapons: Claws Special: Flight (jump move + 18" boost) Swarms (+1 cover saves, double damage from blasts and templates, ignore terrain) Fearless

Necron Special rules: We'll be back: If a Necron model is killed, lay the model on its back but do not remove him from the game. At the start of each Necron movement phase roll a D6 for any downed Necron models. D6 roll 1-2 The Necron cannot regenerate and is taken of the table as a casualty. 3-4 Leave the model downed and roll again in the next movement phase 5-6 The model gets back up and may act as any normal prone unit.

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If the Necron is taken out by a ranged weapon with a Strength value double its natural toughness or by a CC weapon that ignores all of his armour defence value, the model is taken out immediately. A downed Necron model cannot be attacked and does not have a control zone. You can just treat any downed Necrons as if they werent on the table. Phase out: As in 40k, if there are less than 25% active Necron models remaining from the forces starting number of Necron models during a priority phase the Necron player loses automatically. Weapons & Wargear: Gauss Flayer: R24" | S4 | AP- | Rapid fire Staff of light: R12" | S5 | AP2 | assault 3

Guard infantry squad Squad size: 1 Sergeant and 9 Guardsmen 80pts Weapons: Lasguns, the sergeant may exchange his Lasgun for a Laspistol and a chainsword or a shotgun. Options: 1 Guardsman may be equipped with one of the following weapons: Plasma gun (+10pts), flamer (+6pts) or a Meltagun (+10pts), Grenade launcher (+10pts). Up to two guardsmen may form a heavy weapons team with the following weapons: Missile Launcher (15pts), Heavy bolter (+5pts), Autocannon +10pts. All models in the squad may be equipped with frag grenades at +2 pts per model. All models in the squad must be upgraded if any grenades are taken. Veteran sergeant: The sergeant may be upgraded to a veteran sergeant for +27pts. Guardsman 8pts F:3/4+ S:3 D:3(4) A:1 W:1 C:3 Weapons: Lasgun Veteran sergeant 35pts 16

F:3/4+ S:3 D:3(4) A:2 W:2 C:4 M:2 W:1 F:1 Weapons: Lasgun or laspistol and CC weapon or shotgun. Options: Bolter - 3pts Bolt pistol 3pts Plasma pistol-10pts Stormtrooper squad Squad size: 1 Sergeant and between four and 9 storm troopers at 15pts per model. Weapons: Hellgun or shotgun, frag grenades. The sergeant as a Hell pistol and close combat weapon, frag grenades. Options: up to two Stormtroopers may carry a plasma gun (+10pts), Grenade launcher (+10pts), flamer (+6pts) or a Meltagun (+10pts). Veteran sergeant: The sergeant may be upgraded to a veteran sergeant for +35pts.

Stormtrooper 15pts F:3/3+ S:3 D:3(5) A:1 W:1 C:4 Weapons: Hellgun or shotgun, frag grenades. Storm trooper veteran sergeant 50pts F:3/3+ S:3 D:4(5) A:2 W:2 C:4 M:2 W:1 F:1 Weapons: Hell pistol and close combat weapon, frag grenades. Options: Bolter - 3pts Bolt pistol 3pts Plasma pistol-10pts Power weapon-15pts IG Special rules: Heavy weapons teams: Models that are part of a heavy weapons team which are carrying a heavy weapon may only move half their allowed movement distance and may not run. If the other member of the team is in base to base contact, both models can move normally and run. Weapons & Wargear: Lasgun: R24" | S3 | AP- | Rapidfire Laspistol: R12" | S3 | AP- | pistol Hellgun: R24" | S4 | AP- | Rapidfire Hellpistol: R12" | S4 | AP- | pistol Shotgun: 12" | S3 | AP- | Assault 2 Bolter: R24" | S4 | Ap- | rapid fire Bolt pistol: R12" | S4 | Ap- | pistol 17

Plasma pistol: R 12 | S7 | AP3 | pistol, gets hot (On a roll of 1 to hit, the model suffers a S4 hit) Plasma Gun: R24" | S7 | Ap4 | rapid fire, gets hot (On a roll of 1 to hit, the model suffers a S4 hit) Melta gun: R12" | S8 | Ap4 | assault 1 Flamer: R template | S4 | Ap1 | Assault 1 Missile Launcher: Frag R48" | S3 | Ap- | Heavy 1 blast Krak R48" | S8 | Ap2| Heavy 1 Grenade Launcher: Frag R24" | S3 | Ap- | assault 1 blast Krak R24" | S6 | Ap1| assault 1

Guardian 15pts F:3/4+ S:3 D:3(4) A:1 W:1 C:5 Weapons: Shuriken catapult. Weapon Platform: 10pts plus weapon. F:-/4+ S:- D:5 A:- W:2 C:For every ten guardians in your force you may include a single weapons platform. It must be armed with either a Scatter Laser at +40pts or a Star Cannon at +50pts. Eldar Special rules Agile: Eldar are graceful and agile creatures. Eldar move 8 instead of 6 like most infantry as long as they dont have more than 2 points of armour defence. Eldar with 3 or more armour defence move 6 like other infantry. Additionally, Eldar may re-roll any jumping and climbing rolls. Weapons & wargear: Shuriken Catapult: R12" | S5 | AP- | Assault 2 Scatter Laser: R30" | S6 | AP-| Heavy D3+3 18

Star Cannon: R30" | S8 | AP 3 | Heavy 3

Sybarite 45pts F:4/3+ S:3 D:3(4) A:1 W:2 C:4 M:2 W:1 F:1 Weapons: Splinter Rifle or Splinter Pistol and close combat weapon. Options: power weapon (+15pts) or an agoniser at +25pts Warrior 10pts F:4/3+ S:3 D:3(4) A:1 W:1 C:3 Weapons: Splinter rifle Options: 1 in 5 Warriors may take a splinter cannon at +15pts or a Dark lance at +20pts. 1 in 5 warriors may take a Blaster at +10pts.

Scourge 15pts F:4/3+ S:3 D:3(4) A:1 W:1 C:3 Weapons: Splinter rifle Options: Splinter cannon (+15pts) or a Dark Lance (+20pts). Special: Scourge Wings Scourge Sybarite 55pts F:4/3+ S:3 D:3(4) A:1 W:2 C:4 M:2 W:1 F:1 Weapons: Splinter Rifle or Splinter Pistol and close combat weapon. Options: May take a power weapon at +15pts or an agoniser at +25pts Incubi 30pts **Note: You must have at least 1 Sybarite for each 2 Incubi** F:5(6)/3+ S:3(4) D:3(6) A:1 W:1 C:4 Weapons: Punisher, Tormentor helm (bonuses included in profile) Dark Eldar Special rules 19

Agile: Eldar are graceful and agile creatures. Eldar move 8 instead of 6 like most infantry as long as they dont have more than 2 points of armour defence. Eldar with 3 or more armour defence move 6 like other infantry. Additionally, Eldar may re-roll any jumping and climbing rolls.

Weapons & Wargear: Splinter Rifle: R24" | S3 | AP- | Assault 2 Splinter Pistol: R12" | S3| AP- | Pistol Blaster: R | S | AP | Splinter Cannon: R24" | S4 | AP- | assault 4 Dark Lance: R24" | S8 | AP3 | Heavy 1 Punisher: Uses two hands to wield. Counts as a power weapon that adds +1 to users strength. Power weapon: Single-handed CC weapon. Ignores armour defence. Agoniser: Single-handed CC weapon with +1 to the roll to wound. Ignores armour defence Scourge Wings: Jump move

Credits so far(!): o Hoshi No Koe, ultimate designer and God-Emperor of the project. o Marineowar, main unit designer. o Forgotmytea, Necron fanatic, playtester, co-unit designer and co-vehicle designer. o Crashbang, lead Tyranid designer And thanks to Commissar Von Toussaint, big squig, Dravis, Samwuss, my_name_is_tudor, roadkizzle, Gecko, Xyon, Nkari, Nurglitch, Jehu, and NCO for all their input! Legal Stuff:

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All logos, races, trademarks etc. Games Workshop. Please note that this in an unofficial document, completely unendorsed by Games Workshop. Rules Hoshi No Koe.
40k, Adeptus Astartes, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, the Double-Headed/Imperial Eagle device, Eldar, Eldar symbol devices, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, GW, Inquisitor, the Inquisitor logo, the Inquisitor device, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Ork, Ork skull devices, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyrannid, Warhammer, Warhammer 40k Device, Warhammer World logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world and the Warhammer 40,000 universe are either , TM and/or Copyright Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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