Right. I've had a quick look, and it looks pretty good. As someone who uses rough riders converted to ride bikes, I like the idea of an army of IG bikers. Therein lies my first issue. No bike troops choices. Admittedly I could convert them to ride basic dirtbikes and say that they use the same rules as cavalry because the bikes are so lightweight, but maybe you could give the veteran squad the choice to take vanguard bikes and carapace armour?I'll add that in in the next version :D
The second thing is the quadbike. Nice idea, but it seems needlessly complicated. Just use a similar idea to heavy weapons teams. Make it a 4 wound model and say it can fire as many guns as it has wounds remaining. Merging bikes with artillery is a nice idea, but rather impractical.
I did like the heavy weapons bikes though. They remind me of the mortar cycles from Red Alert 3: Uprising (which is a great PC game).
For heavy weapons units, I might suggest tracked bikes, purely for the fluff and the look, they are not as fast, but far more stable and arent slowed down by things that might slow a quadbike.So replace 12" movement with Move through Cover? With that suggestion, I can understand. In other peoples minds, it would probably be more stable.
Melee Weapons - Hunting Lance 6pts - Power Weapon 15pts - Powerfist 25pts Ranged Weapons - Shotgun 1pt - Bolt Pistol 3pts - Boltgun 3pts - Plasma Pistol 15pts | Special Weapons - Flamer 5pts - Grenade Launcher 5pts - Sniper Rifle 5pts - Hunting Lance 6pts - Meltagun 10pts - Plasma Gun 10pts Heavy Ranged Weapons - Mortar 5pts - Autocannon 10pts - Heavy Bolter 10pts - Missile Launcher 15pts - Lascannon 20pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Cavalry Commander | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 9 | 5+ | Cavalry (Character) | 1 |
Dragoon | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Cavalry | 4 |
Wargear: - Lasgun (Company Commander has a Laspistol) - Close Combat Weapon - Flak Armour - Frag Grenades - Krak Grenades - The Company Commander also has a Refractor Field Special Rules: Lord Dragoon (Cavalry Commander Only) So long as the Cavalry Commander is alive, he may issue Orders, following the rules as described in Codex: Imperial Guard. He may use First Rank, FIRE! Second rank, FIRE!, Incoming! And Move! Move! Move! Along with the following Lord Dragoon orders: Crush them Under Hoof! If this order is successful, choose one friendly unit with the Cavalry unit Type. It must move 24” towards the nearest Enemy unit. If it does not reach the target unit, then it is treated as a failed Charge. If the unit reaches the over side, the target unit suffers four Str:3 AP5 hits per model in the unit that moved. If the 24” movement moves the unit into base contact with another unit behind the target unit, then the unit acts as if it has charged. Be Ready to Stomp! If the order is Successful, target one friendly unit with the Cavalry unit Type. It may not move or shoot this turn, but gains two attacks if it charges, or is charged. This order cannot target a unit already in Combat. Get Back in the Fight! See Codex: Imperial Guard for Details. | Options: - The Company Commander may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury. - The Company commander may take Meltabombs for 5pts - Any Dragoon may replace their Close Combat Weapon for a Laspistol for free. - One Dragoon may be equipped with a Medi-kit for 30pts - One other Dragoon may be equipped with a Regimental Standard for 15pts - One other Dragoon may be equipped with a Vox-Caster for 10pts. - One other Dragoon may replace their Lasgun with a Heavy Flamer for 20pts - Any remaining Dragoons that have not been upgraded with an option from above may replace their Lasgun with one option from the Special Weapons list of the Armoury. - The entire squad may have Carapace Armour for 20pts - The Entire Squad may have Camo Cloaks for 20pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Motorbike Commander | 4 | 4 | 3 | 4 | 3 | 3 | 3 | 9 | 5+ | Bike (Character) | 1 |
Vanguard Rider | 3 | 4 | 3 | 4 | 1 | 3 | 1 | 7 | 5+ | Bike | 4 |
Heavy Weapon bike | 3 | 4 | 3 | 4 | 2 | 3 | 2 | 7 | 5+ | Bike | Upgrade |
Wargear: - Lasgun (Company Commander has a Laspistol) - Close Combat Weapon - Flak Armour - Krak Grenades - Vanguard Bike - The Company Commander also has a Refractor Field Special Rules: Lord Vanguard (Motorbike Commander Only) Up to three Units held in reserve may enter the Table on any board edge, on a 2+. The Commander must survive until then. If he doesn’t, they follow the normal rules for units in reserve. So long as the Motorbike Commander is alive, he may also issue Orders, following the rules as described in Codex: Imperial Guard. He may use First Rank, FIRE! Second rank, FIRE!, Incoming! And Move! Move! Move! Along with the following Lord Vanguard orders: (http://Break their Lines!) If the Order is successful, choose a single friendly unit with the Bike Unit Type. That unit must move towards the closest enemy unit in the movement phase. The units’ ranged weapons gain an additional shot during the shooting phase, and they must fire at the enemy unit they moved towards.. Kick up the Cover! If the order is Successful, target one friendly unit with the Cavalry unit Type. It gains a 3+ Cover save after the movement phase, in addition, If an enemy units fires past the squad, the target gains +1 to its Cover Save, up to a Maximum of 4+. Get Back in the Fight! See Codex: Imperial Guard for Details. | Options: - The Company Commander may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury. - The Company commander may take Meltabombs for 5pts - Any Vanguard Rider may replace their Lasgun for a Laspistol for free. - One Vanguard Rider may be equipped with a Medi-kit for 30pts - One other Vanguard Rider may be equipped with a Regimental Standard for 15pts - One other Vanguard Rider may be equipped with a Vox-Caster for 10pts. - One other Vanguard Rider may a Heavy Flamer to their Vanguard Bike for 20pts - Any remaining Veterans that have not been upgraded with an option from above may replace their Lasgun with one option from the Special Weapons list of the Armoury. - Replace two Vanguard Riders with a Heavy Weapon Bike, armed with one option from the Heavy Ranged Weapons list of the Armoury - The entire squad may have Carapace Armour for 30pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Lord of Attilan | 5 | 5 | 4 | 3 | 3 | 4 | 3 | 10 | 4+ | Cavalry (Character) | 1 (Unique) |
Wargear: - Lasgun - Power Lance - Carapace Armour - Frag Grenades - Krak Grenades - Refractor Field Special Rules: Skilled Rider, Furious Charge Lord of Attilan ll friendly units within 12” of the Lord of Attilan, gain the Fearless Special Rule, as described in the Warhammer 40k Rulebook. However, he may not join any other unit. So long as he is alive, he is treated as a Senior Officer, as described in Codex: Imperial Guard. | Options: - May select options from the Melee Weapon and Ranged Weapon lists of the Armoury. - May be equipped with Meltabombs for 5pts - May be Equipped with a Camo Cloak for 10pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Master of the Vanguard | 5 | 5 | 3 | 4 | 3 | 3 | 4 | 10 | 5+ | Bike (Character) | 1 (Unique) |
Wargear: - Laspistol - Power Weapon - Flak Armour - Frag Grenades - Krak Grenades - Vanguard Bike A sturdy machine, smaller than the Astartes Bikes of the Space Marines. A model with a Vanguard Bike is Unit Type: Bike. If the Bike was part of their wargear, the Toughness boast is already shown in the riders’ profile. - Refractor Field Special Rules: Skilled Rider, Scout Lord of Attilan Provided the Master of the Vanguard is on the table at the start of the turn, any Vanguard Squads entering from Reserve may re-roll which table edge they enter from. The Master of the Vanguard also has access to the Lord Vanguard Orders, as well as Bring it Down! And Fire on my Target! As described in Codex: Imperial Guard. | Options: - May select options from the Melee Weapon and Ranged Weapon lists of the Armoury. - May be equipped with Meltabombs for 5pts - May be Equipped with a Camo Cloak for 10pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Reptilian Knight | 5 | 5 | 3 | 3 | 3 | 3 | 3 | 10 | 5+ | Cavalry (Character) | 1 (Unique) |
Wargear: - Laspistol - Whip - Flak Armour - Frag Grenades - Krak Grenades - Reptilian Mount - Refractor Field Special Rules: Skilled Rider, Fear, Fearless, Move through Cover, Fear Reptilian Knight The Reptilian Knight treats any naturally formed terrain (Trees, hills, rivers) as open ground. He also gains an additional +1 to his cover save when within the terrain. He has access to the Junior Officers Orders, as described in Codex: Imperial Guard. Any named Catachan Character (Straken, Harker, Marbo) may re-roll any test that uses their Leadership Characteristic. | Options: - May select options from the Melee Weapon and Ranged Weapon lists of the Armoury. - May be equipped with Meltabombs for 5pts - May be Equipped with a Carapace Armour for 15pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Dragoon Sergeant | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Cavalry (Character) | 1 |
Dragoon | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Cavalry | 4 |
Wargear: - Lasgun - Close Combat Weapon - Flak Armour - Frag Grenades - Krak Grenades Special Rules: - Scout | Options: - The Dragoon Sergeant may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury. - The Dragoon Sergeant may take Meltabombs for 5pts - Any Dragoon May replace their Lasgun with a Shotgun for free. - One Dragoon may be equipped with a Vox-Caster for 10pts - One other Dragoon may replace their Lasgun with a Heavy Flamer for 20pts - Any remaining Dragoons that have not been upgraded with an option from above may replace their Lasgun with one option from the Special Weapons list of the Armoury. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Rider Sergeant | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Cavalry (Character) | 1 |
Catachan Rider | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Cavalry | 4 |
Wargear: - Laspistol - Whip This weapon is as much for combat with an enemy, as it is to keep the Cold One mount in line. Sometimes the mounts gain a spark of their primal self, and become restless. A quick act of discipline ends this sharply. When used on an enemy however, it is greatly more fearsome. It is treated like a normal Close Combat weapon, but has the Specialist Weapon special Rule, as described in the Warhammer 40k Rulebook. - Flak Armour - Frag Grenades - Krak Grenades - Reptilian Mount Models with a Reptilian Mounted are Unit Type: Cavalry. They also gain the Fear and Move through Cover special rules, as described in the Warhammer 40k Rulebook. Special Rules: - Fear - Move through Cover | Options: - The Rider Sergeant may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury. - One Catachan Rider may be equipped with a Vox-Caster for 10pts - Up to five additional Catachan Riders may be added to the squad for 16pts per model - Up to four Catachan Riders may replace their Whips for a single option from the Special Weapon list of the Armoury. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Mounted Veteran Sergeant | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Cavalry (Character) | 1 |
Mounted Veteran | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Cavalry | 9 |
Wargear: - Lasgun (Sergeant has a Laspistol instead) - Close Combat Weapon - Flak Armour - Frag Grenades - Krak Grenades | Options: - The Veteran Sergeant may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury. - The Veteran Sergeant may take Meltabombs for 5pts - Any Veteran may replace their Lasgun with a Shotgun for 1pt per model - One Veteran may be equipped with a Vox-Caster for 10pts - One other Veteran may replace their Lasgun with a Heavy Flamer for 20pts - Up to four Veterans may replace their Lasgun with one option from the Special Weapons list of the Armoury. - The squad may replace its Flak Armour for Carapace Armour for 30pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Motorbike Veteran Sergeant | 3 | 4 | 3 | 4 | 1 | 3 | 2 | 8 | 5+ | Cavalry (Character) | 1 |
Motorbike Veteran | 3 | 4 | 3 | 4 | 1 | 3 | 1 | 7 | 5+ | Cavalry | 5 |
Wargear: - Laspistol (Veteran Sergeant only) - Lasgun - Close Combat Weapon - Flak Armour - Frag Grenades - Krak Grenades - Vanguard Bike | Options: - The Veteran Sergeant may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury. - The Veteran Sergeant may take Meltabombs for 5pts - Any Veteran may replace their Lasgun with a Shotgun for 1pt per model - One Veteran may be equipped with a Vox-Caster for 10pts - One other Veteran may replace their Lasgun with a Heavy Flamer for 20pts - Up to four Veterans may replace their Lasgun with one option from the Special Weapons list of the Armoury. - The squad may replace its Flak Armour for Carapace Armour for 30pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Inf-plat Heavy Weapon Bike | 3 | 3 | 3 | 4 | 2 | 3 | 2 | 7 | 5+ | Infantry | 5 |
Wargear: - Lasgun - Mortar - Flak Armour - Frag Grenades Special Rules - Move through Cover | Options: - Each Heavy Weapon Bike may replace its Mortar with one of the following: - Heavy Bolter or Autocannon 5pts - Missile Launcher 10pts - Lascannon 15pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Mounted Guardsman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Cavalry | 6 |
Wargear: - Lasgun - Close Combat Weapon - Flak Armour - Frag Grenades | Options: - Up to three Mounted Guardsmen must select one option from the Special Weapon list of the Armoury. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Vanguard Sergeant | 3 | 4 | 3 | 4 | 1 | 3 | 2 | 8 | 5+ | Cavalry (Character) | 1 |
Vanguard Rider | 3 | 4 | 3 | 4 | 1 | 3 | 1 | 7 | 5+ | Cavalry | 4 |
Wargear: - Lasgun (Sergeant has a Laspistol instead) - Close Combat Weapon - Flak Armour - Frag Grenades - Krak Grenades - Vanguard Bike Special Rules - Outflank | Options: - The Vanguard Sergeant may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury. - The Vanguard Sergeant may take Meltabombs for 5pts - One Vanguard Rider may be equipped with a Vox-Caster for 10pts - One other Vanguard Rider may mount a Heavy Flamer onto their Bike for 20pts - Any remaining Vanguard Riders that have not been upgraded with an option from above may replace their Lasgun with one option from the Special Weapons list of the Armoury. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Rapid Support Trackbike | 3 | 4 | 3 | 4 | 4 | 3 | X | 7 | 4+ | Infantry | 1 |
Wargear: - Lasgun - Two Mortars - Carapace Armour - Frag Grenades - Rapid Support Trackbike The Rapid Support Quadbike follows the normal rules for Infantry, with the following exceptions: - Its crew benefit from the Armoured Steed rules for bikes (Already included in profile). - It has the Hammer of Wrath, Relentless and Move through Cover special rules, as described in the Warhammer 40k Rulebook. Special Rules - Very Bulky - Trackbike Crew Each Rapid Support Trackbike is crewed by four Trackbike Crew (represented by 1 wound each). Each may fire their Lasguns, and up to two may fire the Heavy Weapons. It needs a minimum of three still alive to fire both its Heavy Weapons. | Options: - Up to four additional Rapid Support Trackbikes may be added to the squadron for 50pts per model - Each Rapid Support QuadBike may replace each Mortar with one of the following: - Heavy Bolter 5pts - Autocannon 5pts - Missile Launcher 10pts - Lascannon 15pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Enginseer | 6 | 5 | 4 | 4 | 3 | 4 | 3 | 10 | 3+ | Infantry (Character) | 1 |
Wargear: - Bolt Pistol - Mechanicus Stave - Flak Armour - Frag Grenades - Krak Grenades Special Rules: - Independent Character - Bionic Enhancements - Tech-Priest | Options: May replace their Bolt Pistol with: - Boltgun..........free - Plasma Pistol..........+15pts May replace their Flak Armour with: - Carapace Armour..........+5pts May be upgraded with: - up to three Servo Skulls..........+15pts per Skull - Servo-harness..........+20pts May be upgraded to one of the following: - Logis......................+35pts - Lexmachanic..........+35pts - Genetor..................+35pts |
Range | Strength | AP | Type |
36" | 4 | - | Heavy X |
Range | Strength | AP | Type |
24" | 4 | 6 | Assault 3, Blast |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Captain | 6 | 5 | 4 | 4 | 2 | 5 | 3 | 10 | 3+ | Infantry (Character) | 1 |
Wargear: - Bolt Pistol - Close Combat Weapon - Frag Grenades - Krak grenades - Power Armour - Iron Cigar Special Rules: - Independent Character - Mob rule - No Matter the Odds - Fuck Yeah! Combat - Enduring Rage - ATSKNF | Options: May take any of the following: - Meltabombs..................5pts - Digital Weapons..................10pts - Artificer Armour..................10pts - Auxiliary Grenade Launcher..................15pts May replace Bolt Pistol and/or Close Combat Weapon with: - Boltgun..................free - Storm Bolter..................3pts - Choppa..................5pts - Combi-Flamer, -Melta, -Plasma..................10pts - Storm Shield, Power Weapon, Lightning Claw, Plasma Pisto..................15pts - Powerfist, Chainfist..................25pts - Thunder Hammer, Thunder Wrench..................35pts - Power Feet, Hand of Fury..................35pts May take one of the following: - Jump Pack..................25pts - Angry Marine Bike..................35pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Chaplain | 5 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 3+ | Infantry (Character) | 1 (Unique) |
Wargear: - Bolt Pistol - Crozius Arcanum - Frag Grenades - Krak grenades - Power Armour - Rosarius Special Rules: - Independent Character - Mob rule - No Matter the Odds - Fuck Yeah! Combat - Honour of the Chapter - Litanies of Hate - Enduring Rage - ATSKNF | Options: May take any of the following: - Meltabombs..................5pts - Digital Weapons..................10pts - Auxiliary Grenade Launcher..................15pts - Hated Relic..................20pts - Tome of Infinite Hatred..................30pts May replace Bolt Pistol with: - Boltgun..................free - Storm Bolter..................3pts - Choppa..................5pts - Combi-Flamer, -Melta, -Plasma..................10pts - Storm Shield, Power Weapon, Lightning Claw, Plasma Pisto..................15pts - Powerfist, Chainfist..................25pts - Thunder Hammer, Thunder Wrench..................35pts - Power Feet, Hand of Fury..................35pts May take one of the following: - Jump Pack..................25pts - Angry Marine Bike..................35pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Hate Breeder | 5 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 3+ | Infantry (Character) | 1 (Unique) |
Wargear: - Bolt Pistol - Force Weapon - Frag Grenades - Krak grenades - Power Armour - Psychic Hood Special Rules: - Independent Character - Mob rule - No Matter the Odds - Fuck Yeah! Combat - Psyker (Mastery Lvl 1) - Grudge - ATSKNF | Options: May take any of the following: - Meltabombs..................5pts - Digital Weapons..................10pts - Auxiliary Grenade Launcher..................15pts May replace Bolt Pistol with: - Boltgun..................free - Storm Bolter..................3pts - Choppa..................5pts - Combi-Flamer, -Melta, -Plasma..................10pts - Storm Shield, Power Weapon, Lightning Claw, Plasma Pisto..................15pts - Powerfist, Chainfist..................25pts - Thunder Hammer, Thunder Wrench..................35pts - Power Feet, Hand of Fury..................35pts May take one of the following: - Jump Pack..................25pts - Angry Marine Bike..................35pts May increase their Psychic Mastery lvl by +1 for 25pts per level, up to lvl 3 |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Angry Guard | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 10 | 2+ | Infantry | 2 |
Angry Champion | 5 | 4 | 4 | 4 | 1 | 5 | 3 | 10 | 2+ | Infantry | 1 |
Wargear: - Bolt Pistol - Power Weapon - Frag Grenades - Krak grenades - Artificer Armour Special Rules: - Mob rule - No Matter the Odds - Fuck Yeah! Combat - ATSKNF Transport: If the squad numbers 10 or less, it may be mounted in either a Drop Pod, or Predator Angrinator | Options: The whole squad may be equipped with one of the following: - Jump Packs..................50pts - Angry Marine Bikes..................75pts May add up to seven more Angry guard for 25pts per model For every two Angry Guard, one may replace their Bolt Pistol and/or Power Weapon with: - Boltgun..................free - Storm Bolter. Choppa..................5pts - Combi-Flamer, -Melta, -Plasma..................10pts - Storm Shield, Lightning Claw, Plasma Pistol..................15pts - Powerfist, Chainfist..................25pts - Thunder Hammer, Thunder Wrench, Power Feet..................35pts Up to three Angry Guard may be upgraded to one of each of the following: - Apothecary..................35pts Replacing Bolt pistol with: Narthecium - Banner Bearer..................20pts Replacing Bolt Pistol With: Banner of Fuck You |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Tech Marine | 5 | 5 | 4 | 4 | 2 | 5 | 2 | 9 | 2+ | Infantry (Character) | 1 |
Wargear: - Bolt Pistol - Power Weapon - Frag Grenades - Krak grenades - Power Armour - Servo-Arm Special Rules: - Independent Character - Mob rule - No Matter the Odds - Fuck Yeah! Combat - WORK YOU SCRAP PILE! - ATSKNF |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Scout | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 4+ | Infantry | 5 |
Wargear: - Bolt Pistol - Boltgun - Frag Grenades - Krak grenades - Carapace Armour Special Rules: - ATSKNF - Infiltrate - Move through Cover - Scouts - On Loan | Options: May add up to five more Scouts for 25pts per model Any model may replace their Boltgun with: - Shotgun, Sniper Rifle, Combat Blade..................free One scout may replace their Boltgun for a Missile Launcher for 15pts The squad may take Camo Cloaks for 3pts per model |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Terminator Sarge | 4 | 4 | 4 | 4 | 2 | 4 | 2 | 10 | 2+ | Infantry (character)- | 1 |
Terminator | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+ | Infantry | 4 |
Wargear: - Terminator Armour Terminators - Paired Storm Bolters Sarge - Assault Cannon - Power Weapon Special Rules: - ATSKNF - Failed to Get Angry - AAAAAAAAAAAAAAAH! - Relentless - Mob rule - No Matter the Odds - Fuck Yeah! Combat Transport If the squad numbers 5 or less, it may be mounted in a Drop Pod | Options: May add up to five more Terminator for 40pts per model The Sarge may replace his Power weapon for a second Assault Cannon, giving him Paired Assault Cannons, for 20pts For every three Terminators, one may replace their Paired Storm Bolters for: - Heavy Flamer and Powerfist..................10pts - Cyclone Missile Launcher and Powerfist..................25pts Each terminator may replace a single Storm bolter for one of the following: - Choppa..................15pts - Combi-Flamer, -Melta, -Plasma..................20pts - Storm Shield, Power Weapon, Lightning Claw, Plasma Pistol..................25pts - Powerfist, Chainfist..................35pts - Thunder Hammer, Thunder Wrench..................45pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Pissed Sarge | 4 | 4 | 4 | 4 | 2 | 4 | 2 | 9 | 3+ | Infantry (character)- | 1 |
Pissed Marine | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 8 | 3+ | Infantry | 4 |
Wargear: - Boltgun - Bolt Pistol - Close Combat Weapon - Power Armour - Frag Grenades - Krak Grenades Special Rules: - ATSKNF - Fuck Yeah! Combat - Mob rule - No Matter the Odds - Enraged Assault Transport If the squad numbers 10 or less, it may be mounted in a Drop Pod, or Predator Angrinator or it can be mounted in a an Angryraven | Options: May add up to five more Pissed Marines for 25pts per model The Sarge may replace his Boltgun and/or Bolt Pistol with: - Storm Bolter..................3pts - Choppa..................5pts - Combi-Flamer, -Melta, -Plasma..................10pts - Storm Shield, Power Weapon, Lightning Claw, Plasma Pistol..................15pts - Powerfist..................25pts - Thunder Hammer, Thunder Wrench..................35pts For every three Pissed Marines, one may replace their Boltgun or Close combat Weapon for: - Storm Bolter, Choppa..................5pts - Flamer, Heavy Bolter, Missile Launcher..................10pts - Plasma gun, Plasma cannon, Heavy Flamer..................15pts - Lascannon, Powerfist..................25pts - Thunder Wrench..................35pts The whole unit may replace their Boltguns with Power Feet for 15pts per model |
WS | BS | S | Front | Side | Rear | I | A | Unit Type | Unit Composition | |
Angry Dreadnought | 4 | 4 | 6 (10) | 12 | 12 | 10 | 5 | 3 | Vehicle (Walker) | 1 |
Wargear: - Heavy Bolter - Searchlight - Grenade Launcher - Dreadnought Close Combat Weapon Special Rules: - Meltdown - Fuck Yeah! Combat Transport May be mounted in a Drop Pod or an Angryraven | Options: May replace Heavy Bolter with a Plasma Cannon for 25pts May replace Dreadnought Close Combat weapons for a Plasma Cannon for 25pts May take extra Armour for 10pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Sarge | 4 | 4 | 4 | 4 | 2 | 4 | 2 | 9 | 3+ | Infantry (character) | 1 |
Angry Marine | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 8 | 3+ | Infantry | 4 |
Wargear: - Boltgun - Bolt Pistol - Close Combat Weapon - Power Armour - Frag Grenades - Krak Grenades Special Rules: - ATSKNF - Fuck Yeah! Combat - Mob rule - No Matter the Odds Transport If the squad numbers 10 or less, it may be mounted in a Drop Pod, or Predator Angrinator | Options: May add up to five more Angry Marines for 18pts per model The Sarge may replace his Boltgun and/or Bolt Pistol with: - Storm Bolter..................3pts - Choppa..................5pts - Combi-Flamer, -Melta, -Plasma..................10pts - Storm Shield, Power Weapon, Lightning Claw, Plasma Pistol..................15pts - Powerfist..................25pts - Thunder Hammer, Thunder Wrench..................35pts For every three Angry Marines, one may replace their Boltgun or Close combat Weapon for: - Storm Bolter, Choppa..................5pts - Flamer, Heavy Bolter, Missile Launcher..................10pts - Plasma gun, Plasma cannon, Heavy Flamer..................15pts - Lascannon, Powerfist..................25pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Sarge | 4 | 4 | 4 | 4 | 2 | 4 | 2 | 9 | 3+ | Infantry (character) | 1 |
Cock-knocker | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Infantry | 4 |
Wargear: - Choppa - Bolt Pistol - Power Armour - Frag Grenades - Krak Grenades Special Rules: - ATSKNF - Fuck Yeah! Combat - Mob rule - No Matter the Odds Transport If the squad numbers 10 or less, it may be mounted in a Drop Pod, Predator Angrinator, or Angry Raven | Options: May add up to five more Cock-knockers for 18pts per model The Sarge may replace his Close combat Weapon and/or Bolt Pistol with: - Choppa..................5pts - Power Weapon, Lightning Claw..................15pts - Powerfist..................25pts - Thunder Hammer, Thunder Wrench..................35pts For every three Angry Marines, one may replace their Choppa and Bolt Pistol for: - Paired Powerfists..................30pts per model - Thunder Wrench..................35pts per model |
Bs | Front | Side | Rear | Hull Points | Unit Type | Unit Composition | |
Predator Angrigator | 4 | 12 | 12 | 10 | 2 | Vehicle (Tank) | 1 |
Wargear: - Angry Launcher - Searchlight - Three Heavy Bolters - Grenade Launchers Access Points: - 1 Fire Points: - 0 Transport Capacity: - 10 models | Options: May replace any Heavy Bolter with a Heavy Flamer for 10pts each May take extra Armour for 10pts May take Angry Launcher Sponsons for 35pts |
Bs | Front | Side | Rear | Hull Points | Unit Type | Unit Composition | |
Drop Pod | 4 | 12 | 12 | 12 | 2 | Vehicle (Tank) | 1 |
Wargear: - Heavy bolter - Grenade Launchers Special Rules: - AAAAAAAAAAAAAAAH! - Immobile Transport Capacity: - 12 models or One Dreadnought | Options: May replace any Heavy Bolter with a cyclone Missile Launcher for 35pts May take Locator Beacon for 10pts |
Bs | Front | Side | Rear | Hull Points | Unit Type | Unit Composition | |
Angry Raven | 4 | 12 | 12 | 10 | 2 | Vehicle (Skimmer, Fast, Flyer, BBQ WTF IDK!!) | 1 |
Wargear: - Two Twin-Linked Heavy Bolters - Two Twin-Linked Assault Cannons - Two Angry Launchers - Ceramite Plating Special Rules: - AAAAAAAAAAAAAAAH! Access Points: - 3 Fire Points: - 0 Transport Capacity: - 12 models and/or One Dreadnought | Options: May replace any Twin-Linked Heavy Bolter with: - Twin-Linked Multi-Melta..................free - Typhoon Missile Launcher..................25pts May replace any Twin-Linked Assault Cannon with: - Twin-Linked Plasma Cannon..................free - Twin-Linked Lascannon..................free May take any of the following: - Extra Armour..................15pts - Locator beacon..................15pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Sarge | 4 | 4 | 4 | 4 | 2 | 4 | 2 | 9 | 3+ | Infantry (character) | 1 |
Ass-kicker | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Infantry | 4 |
Wargear: - Close Combat Weapon - Bolt Pistol - Power Armour - Frag Grenades - Krak Grenades - Jump Pack Special Rules: - ATSKNF - Fuck Yeah! Combat - Mob rule - No Matter the Odds - AAAAAAAAAAAAAAAH! - Berserk Charge Transport If the squad numbers 10 or less, it may remove its Jump Packs, and be mounted in a Drop Pod, Predator Angrinator, Or Angry Raven | Options: May add up to five more Ass-kickers for 23pts per model The Sarge may replace his Close Combat Weapon and/or Bolt Pistol with: - Choppa..................5pts - Power Weapon, Lightning Claw..................15pts - Powerfist..................25pts - Thunder Hammer, Thunder Wrench..................35pts For every three Ass-kickers, one may replace their Close Combat Weapon for: - Power Weapon..................10pts - Powerfist..................20pts For every three Ass-kickers, one may replace both their Close Combat Weapon and Bolt Pistol for: - Paired Powerfists..................20pts - Thunder Wrench..................35pts |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Sarge Biker | 4 | 4 | 4 | 4 (5) | 2 | 4 | 2 | 9 | 3+ | Infantry (character) | 1 |
Ass-kicker | 4 | 4 | 4 | 4 (5) | 1 | 4 | 1 | 8 | 3+ | Infantry | 2 |
Wargear: - Close Combat Weapon - Bolt Pistol - Power Armour - Frag Grenades - Krak Grenades - Angry Marine Bike Special Rules: - ATSKNF - Fuck Yeah! Combat - Mob rule - No Matter the Odds | Options: May add up to seven more Bikers for 23pts per model The Sarge may replace his Close Combat Weapon and/or Bolt Pistol with: - Choppa..................5pts - Power Weapon, Lightning Claw..................15pts - Powerfist..................25pts - Thunder Hammer, Thunder Wrench..................35pts For every three Bikers, one may replace their Close Combat Weapon for: - Power Weapon..................10pts - Powerfist..................20pts - Thunder Wrench..................35pts The squad may be Upgraded with Fist Rams for 15pts per model |
WS | BS | S | Front | Side | Rear | I | A | Unit Type | Unit Composition | |
Belligerant Engine | 5 | 4 | 6 | 12 | 12 | 11 | 5 | 3 | Vehicle (Walker) | 1 |
Wargear: - Four Heavy Bolters - Searchlight - Grenade Launcher - Furious Boots Special Rules: - Meltdown - Fuck Yeah! Combat Transport May be mounted in a Drop Pod | Options: May replace any Heavy Bolter with a Dreadnought Close combat Weapon for free, or a Plasma Cannon for 25pts May take extra Armour for 10pts |
Bs | Front | Side | Rear | Hull Points | Unit Type | Unit Composition | |
Pansy Predator | 4 | 13 | 11 | 10 | 2 | Vehicle (Tank) | 1 |
Wargear: - TL-Assault Cannon - Two Heavy Bolters - Grenade Launchers - Searchlight Special Rules: - UN-Dedicated Transport | Options: May replace any Twin-Linked Assault Cannon with Two Plasma Cannons for 30pts May take Angry Launcher Sponsons for 35pts May take extra Armour for 10pts |
The Master of Mindfuckery had a special Perils of the warp on the old AM dex. If he suffered perils, he did not lose a wound. Instead he can take no action until the following turn as he rips the offending deamon from the warp and beats it to death with his bare hands.I must've forgotten to write that one back in :P
I'd actually use the elysian (sp?) vehicles for the heavy weapons for the riders. It is a bit less mounted unit, I think it works better for including heavy weapons into the army. Navy support would be something else I think could work with it. Orbital bombardments and fighter strikes.I hadn't considered the Elysian (correct sp ;)) for a couple of reasons, the first being I don't know their real statlines, and the fact I don't often think of Forge World anyway.
No Traits?Another thing I remembered is that some units don't work onthe same logic as Codex units. As example, Terminator Squads are made of Angry Marines who aren't angry enough, and the armour is a form of punishment, rather than an honour. Chapter Traits also doesn't fully account for the various Weapons that only the Angry Marines would be crazy enough to use.
May I suggest:
Angry all the time: Dreadnoughts and every unit with Chapter Tactics has Crusader, Hatred, Preferred Enemy, and Rage.
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Chaos Dwarf Lord | 3 | 7 | 4 | 4 | 5 | 3 | 4 | 4 | 10 | Infantry | 1 |
Equipment: - Hand Weapon - Light Armour Special Rules: - Chaos Dwarfs - Immune to Psychology Mount: A Single Chaos Dwarf Lord in the army may ride a Great Taurus for 230pts War Pony.................25pts Cave Wyrm.................200pts | Options: May carry one of the following: - Additional Hand Weapon.................3pts - Great Weapon.................6pts - Crossbow.................10pts - Blunderbuss.................15pts May replace their Light Armour with Heavy Armour for 6pts May carry a Shield for 2pts Magic Items: May select magic items from the Common / Chaos Dwarfs lists up to a total of.................100pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Bull Centaur Lord | 8 | 6 | 3 | 5 | 5 | 3 | 5 | 5 | 10 | Monstrous Beast | 1 |
Equipment: - Hand Weapon - Great Weapon - Shield - Light Armour Special Rules: - Devastating Charge - Fear - Immune to Psychology | Options: May replace their Great Weapon with an additional Hand Weapon for free Magic Items: May select magic items from the Common / Chaos Dwarfs lists up to a total of.................75pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Chaos Dwarf Sorceror Lord | 3 | 4 | 3 | 4 | 5 | 3 | 4 | 1 | 10 | Infantry | 1 |
Magic: A Chaos Dwarf Sorcerer Lord is a Lvl 2 Wizard and knows spells from one of the following Lores: Fire, Metal, Shadow or Death Equipment: - Hand Weapon Special Rules: - Chaos Dwarf - Immune to Psychology Mount: War Pony.................25pts Cave Wyrm.................200pts | Options: May carry a Crossbow for 5pts May know Spells from another Lore for 45pts Magic Items: May select magic items from the Common / Chaos Dwarfs lists up to a total of.................50pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Chaos Dwarf Thane | 3 | 6 | 4 | 4 | 5 | 2 | 3 | 3 | 9 | Infantry | 1 |
Equipment: - Hand Weapon - Light Armour Special Rules: - Chaos Dwarf - Immune to Psychology Mount: War Pony.................25pts | Options: May carry one of the following: - Additional Hand Weapon 3pts - Great Weapon 6pts - Crossbow 10pts - Blunderbuss 15pts May replace their Light Armour with Heavy Armour for 6pts May carry a Shield for 2pts Magic Items: May select magic items from the Common / Chaos Dwarfs lists up to a total of.................65pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Bull Centaur Lieutenant | 8 | 5 | 3 | 4 | 5 | 2 | 4 | 4 | 9 | Monstrous Beast | 1 |
Equipment: - Hand Weapon - Great Weapon - Shield - Light Armour Special Rules: - Fear - Immune to Psychology | Options: May replace their Great Weapon with an additional Hand Weapon for free Magic Items: May select magic items from the Common / Chaos Dwarfs lists up to a total of.................55pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Chaos Dwarf Sorceror Lord | 3 | 4 | 3 | 4 | 5 | 2 | 3 | 1 | 9 | Infantry | 1 |
Magic: A Chaos Dwarf Sorcerer Lord is a Lvl 1 Wizard and knows spells from one of the following Lores: Fire, Metal, Shadow or Death Equipment: - Hand Weapon Special Rules: - Chaos Dwarf - Immune to Psychology Mount: War Pony.................25pts | Options: May carry a Crossbow for 5pts Magic Items: May select magic items from the Common / Chaos Dwarfs lists up to a total of.................50pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Hobgoblin Lieutenant | 4 | 5 | 3 | 4 | 4 | 2 | 3 | 3 | 7 | Infantry | 1 |
Equipment: - Hand Weapon - Light Armour Special Rules: - Immune to Psychology Mount: Wolf.................15pts | Options: May carry one of the following: - Additional Hand Weapon 3pts - Great Weapon 6pts - Crossbow 10pts May replace their Light Armour with Heavy Armour for 6pts May carry a Shield for 2pts Magic Items: May select magic items from the Common / Chaos Dwarfs lists up to a total of.................45pts |
M | WS | BS | S | T | W | I | A | Ld | Sv | |
Great Taurus | 6 | 5 | 0 | 6 | 5 | 4 | 3 | 4 | 6 | |
Cave Wyrm | 6 | 5 | 0 | 5 | 5 | 3 | 3 | 3 | 6 | |
War Pony | 7 | 2 | 0 | 2 | 2 | 1 | 2 | 1 | 3 | |
Wolf | 9 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 3 |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Chaos Dwarf Warrior | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | Infantry | 10+ |
Chaos Dwarf Veteran | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 2 | 9 | Infantry | Upgrade |
Equipment: - Hand Weapon - Shield - Heavy Armour Special Rules: - Chaos Dwarf - Immune to Panic | Options: - Any unit of Warriors may carry Great Weapons for 2pts per model - Any unit of Warriors may replace the Shields with Blunderbusses for 3pts per model - Upgrade one Warrior to a Musician for 5pts - Upgrade one Warrior to a Standard Bearer for 10pts - Promote one Warrior to a Veteran for 10pts Magic Items: A single Warrior Standard Bearer in the army may carry a Magic Standard worth up to 25pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Hobgoblin Warrior | 4 | 3 | 3 | 3 | 3 | 1 | 2 | 1 | 6 | Infantry | 20+ |
Hobgoblin Thug | 4 | 3 | 3 | 3 | 3 | 1 | 2 | 2 | 8 | Infantry | Upgrade |
Equipment: - Hand Weapon - Light Armour Special Rules: - Animosity - Supernumerary | Options: - Any unit of Hobgoblins may carry Bows for +3pts per model - Any unit of Hobgoblins may carry Shields for +1pts per model - Upgrade one Hobgoblin to a Musician for 2pts - Upgrade one Hobgoblin to a Standard Bearer for 6pts - Promote one Hobgoblin to a Thug for 12pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Hobgoblin Warrior | 4 | 3 | 3 | 3 | 3 | 1 | 2 | 1 | 6 | Infantry | 5+ |
Hobgoblin Thug | 4 | 3 | 3 | 3 | 3 | 1 | 2 | 2 | 8 | Infantry | Upgrade |
Wolf | 9 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 3 | Cavalry | Upgrade |
Equipment: - Hand Weapon - Light Armour Special Rules: - Animosity - Supernumerary - Fast Cavalry | Options: - Upgrade one Hobgoblin to a Musician for 5pts - Upgrade one Hobgoblin to a Standard Bearer for 10pts - Promote one Hobgoblin to a Thug for 15pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Chaos Dwarf Iron Guard | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | Infantry | 10+ |
Chaos Dwarf Guard Master | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 9 | Infantry | Upgrade |
Equipment: - Hand Weapon - Great Weapon - Heavy Armour Special Rules: - Chaos Dwarf - Immune to Panic - Bodyguard | Options: - Any unit of Ironguard may carry Shields for +1pt per model - Any unit of Ironguard may replace their Great Weapons with Blunderbusses for 5pts per model - Upgrade one Ironguard to a Musician for 6pts - Upgrade one Ironguard to a Standard Bearer for 12pts - Promote one Ironguard to a Guard Master for 12pts Magic Items: A single Ironguard Standard Bearer in the army may carry a Magic Standard worth up to 50pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Chaos Dwarf Storm Hammer | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | Infantry | 10+ |
Chaos Dwarf Storm Master | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 9 | Infantry | Upgrade |
Equipment: - Hand Weapon - Shield - Heavy Armour Special Rules: - Chaos Dwarf - Immune to Panic | Options: - Upgrade one Storm Hammer to a Musician for 6pts - Upgrade one Storm Hammer to a Standard Bearer for 12pts - Promote one Storm Hammer to a Storm Master for 12pts Magic Items: A single Storm Hammer Standard Bearer in the army may carry a Magic Standard worth up to 50pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Bolt Thrower | - | - | - | - | 7 | 3 | - | - | - | - | 1 |
Hobgoblin | 4 | 3 | 3 | 3 | 3 | 1 | 2 | 1 | 6 | Infantry | 3 |
Equipment: - Hand Weapon | Special Rules: - Animosity |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Goblin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 6 | Infantry | 15+ |
Goblin Boss | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 2 | 6 | Infantry | Upgrade |
Equipment: - Hand Weapon - Light Armour Special Rules: - Animosity | Options: - Any unit of Goblins may carry Spears for +2pts per model - Any unit of Goblins may carry Shields for +1pts per model - Upgrade one Goblin to a Musician for 5pts - Upgrade one Goblin to a Standard Bearer for 10pts - Promote one Goblin to a Boss for 15pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Orc | 4 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 7 | Infantry | 15+ |
Orc Boss | 4 | 3 | 3 | 3 | 4 | 1 | 2 | 2 | 7 | Infantry | Upgrade |
Equipment: - Hand Weapon - Light Armour Special Rules: - Animosity - Choppa | Options: - Any unit of Orcs may carry Spears for +2pts per model - Any unit of Orcs may carry Shields for +1pts per model - Upgrade one Orc to a Musician for 5pts - Upgrade one Orc to a Standard Bearer for 10pts - Promote one Orc to an Orc Boss for 15pts |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Sneaky Git | 4 | 3 | 3 | 3 | 3 | 1 | 2 | 1 | 6 | Infantry | 10+ |
Equipment: - Pair of Hand Weapon | Special Rules: - Animosity - Poisoned Attacks |
M | WS | BS | S | T | W | I | A | Ld | Unit Type | Unit Composition | |
Bull Centaur | 8 | 4 | 3 | 4 | 4 | 1 | 3 | 2 | 9 | Monstrous Beast | 3+ |
Herd Master | 8 | 4 | 3 | 4 | 4 | 1 | 3 | 3 | 9 | Monstrous Beast | Upgrade |
Equipment: - Hand Weapon - Great Weapon - Shield - Light Armour Special Rules: - Fear - Immune to Psychology - Skirmishers | Options: - May replace their Great Weapon with an additional Hand Weapon for free - May replace their Light Armour with Heavy Armour for 6pts per model |
Range | Strength | AP | Type |
18" | 5 | 5 | Assault 2 |
Range | Strength | AP | Type |
24" | 5 | 3 | Assault 2 |
Range | Strength | AP | Type |
48" | 7 | 4 | Salvo 1/3 |
Range | Strength | AP | Type |
24" | 4 | 4 | Assault 5, Rending |
Range | Strength | AP | Type |
18" | 4 | 5 | Heavy 1, Barrage, Large Blast |
WS | BS | S | T | W | I | A | Ld | Sv | |
Shield Drone | 2 | 0 | 3 | 3 | 1 | 4 | 1 | 7 | 4+ |
WS | BS | S | T | W | I | A | Ld | Sv | |
Marker Drone | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 7 | 4+ |
Range | Strength | AP | Type |
Unlimited | 8 | 3 | Heavy 1, Ignores Cover |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Aun'va | 1 | 3 | 2 | 5 | 4 | 1 | 1 | 10 | 4+ | Infantry (Character) | 1 (Unique) |
Ethereal Guard | 4 | 4 | 5 | 5 | 2 | 3 | 3 | 9 | 4+ | Infantry | 2 (Unique)/td] |
Wargear: All Warrior Armour Pulse Pistol Aun’va - Paradox of Duality This is an ancient artefact, containing immense power. It makes Aun'va and his Guard Toughness 5. Has the following profile in combat:
- Personal Shield Ethereal Guard - Ethereal Honour Blade - Vambrace Blades Any enemy model targeting Aun'va or either of the Guard equipped with only combat weapons (E.g. Warp Talons), reduces their Attacks by D3 (to a minimum of 1). Only models in base contact with the Guard suffer this penalty. This reflects the Guard catching the enemy weapons, and preventing them from being used effectively. | Special Rules: Aun’va - Adamantium Will - Fearless - Extremely Bulky - Supreme Ethereal All Tau units in the Army gain the Crusader Special rule. This is lost upon the death of Aun'va. In addition, upon Aun'va's Death, all Tau units must take a Morale Check. Regardless of result, all Tau units gain Preferred Enemy and Hatred against the army that killed Aun'va (even against Allied armies, both/all enemy detachments are the target). Ethereal Guard - Crusader - Counter-Attack - Fearless - Eternal Guard Upon Aun'va's Death, he becomes an objective. If the Tau player does not at minimum Contest the Objective, they can only win a Draw against their opponent. | The Army of Aun’va In a Primary detachment that includes Aun’va, up to three units of Honour Guard may be taken as Troops. They do not count towards minimum Troops choices taken. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Shadowsun | 4 | 5 | 4 | 4 | 3 | 4 | 4 | 10 | 3+ | Infantry (Character, Jetpack) | 1 (Unique) |
Command-Link Drone | 2 | 0 | 3 | 3 | 1 | 2 | 1 | - | 3+ | Infantry (Jetpack) | 1 (Unique) |
Wargear: - Dual Fusion Blasters - Command and Control Node - Drone Controller - 2x Shield Drones - XV22 Battlesuit Confers a 3+ Armour Save. Shadowsun's Strength and Toughness are increased to 4. It also has a built in Stealth Field Generator. - Command and Control Node All friendly units within 12" may use Shadowsun's unmodified Leadership for any Leadership based checks. If the unit is falling back, it automatically regroups at the start of the next Tau player turn, provided it is within the Control Nodes range. It may then act as normal, with no penalties. - Command-Link Drone Increases the range of the Command and Control Node by 6". This bonus is removed upon the destruction of the Command-link Drone. - Advanced Targeting System Shadowsun may use both her Fusion Blasters in the same shooting phase, and may choose two seperate Targets. | Special Rules: Shadowsun – Independant Character, Night Vision, Bulky, Deep Strike, Relentless, Infiltrate, Jink |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Farsight | 5 | 4 | 5 | 4 | 4 | 5 | 4 | 10 | 3+ | Infantry (Character, Jetpack, Jump) | 1 (Unique) |
Wargear: - XV8 Battlesuit - Plasma Rifle - Shield Generator - Target Lock - Bonding Knife - Dawn Blade
| Special Rules: - Independant Character - Night Vison - Very Bulky - Deep Strike - Hammer of Wrath - Hatred (Orks) - Relentless - Ork Fighters In a primary detachment that includes Farsight, all units gain Preferred Enemy (Orks). This includes Farsight himself. - Breakaway Faction A Primary Detachment that uncludes Farisght may not be allied to any other army. In addition, only Tau units may be selected from Codex: Tau Empire - Blood Brothers In a Primary detachment that includes Farsight, any model with access to a Bonding Knife may equip it for free. | Breakaway Faction In a Primary detachment that includes Farsight, up to three units of XV8 Crisis Battlesuit Teams may be taken as Troops. They do not count towards minimum Troops choices taken. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Ethereal | 4 | 4 | 3 | 3 | 2 | 3 | 3 | 10 | 4+ | Infantry (Character) | 1 |
Wargear: - Symbols of Office In close combat, the Ethereal gains +2 Attacks. The Symbols of Office are then treated like a normal Close Combat Weapon. - Warrior Armour - Pulse Pistol - Personal Shield A model gains a 5+ invulnerable save when equipped with a Personal Shield. Special Rules: - Independant Character - Inspiring Presence | Options: - May take options from the Support Wargear section of the Wargear list. - May replace his Symbols of Office with an Ethereal Honour Blade for free. - May replace their Warrior Armour and Pulse Pistol with one of the following: - XV3 Command suit (Equipped with no weapons)...........25pts - XV8 Crisis Battlesuit (Equipped with no weapons)...........40pts - if the Ethereal has taken XV armour, he may take options from the Support Wargear, Battlesuit Weapons, Special Weapons, Battlesuit Wargear, and Special Wargear sections of the Wargear list, within the limitations set by their chosen armour type. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Composition | ||
Coalition Commander | 4 | 5 | 3 | 3 | 4 | 3 | 4 | 10 | - | Infantry (Character) | 1 (Unique) |
Wargear: Must select one of the following Armour Types: - XV3 Command Suit (With no weapons)...........20pts - XV8 Crisis Battlesuit (With no weapons)...........35pts - XV88 Broadside Suit (With a Twin-linked Railgun)...........55pts Special Rules: - Orbital Bombardment | Options: - May take options from the Support Wargear, Battlesuit Weapons, Special Weapons, Battlesuit Wargear, and Special Wargear sections of the Wargear list, within the limitations set by their chosen armour type. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Cadre Commander | 4 | 4 | 3 | 3 | 3 | 3 | 4 | 10 | - | Infantry (Character) | 1 |
Wargear: Must select one of the following Armour Types: - XV3 Command Suit (With no weapons)...........20pts - XV8 Crisis Battlesuit (With no weapons)...........35pts | Options: - May take options from the Support Wargear, Battlesuit Weapons, Special Weapons, Battlesuit Wargear, and Special Wargear sections of the Wargear list, within the limitations set by their chosen armour type. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
XV8 Bodyguard | 3 | 4 | 5 | 4 | 2 | 3 | 2 | 8 | 3+ | Infantry (Jetpack) | 1 |
Wargear: - XV8 Battlesuit (Equipped with no weapons) | Options: - Each Bodyguard may take options from the Battlesuit Weapons, Battlesuit Wargear and Support Wargear sections of the Wargear list, within their limitations. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
XV25 Bodyguard | 3 | 4 | 4 | 3 | 2 | 3 | 2 | 8 | 3+ | Infantry (Jetpack) | 1 |
Wargear: - XV25 Battlesuit - Burst Cannon | Options: - Each Bodyguard may replace their Burst Cannon with a single option from the Battlesuit Weapons section of the wargear list for +10pts, or a Flamer for free. - Each Bodyguard may take a single option from the Support Wargear or Battlesuit Wargear section of the Wargear list. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Ethereal Guardian | 4 | 4 | 3 | 3 | 2 | 3 | 2 | 9 | 4+ | Infantry (Character) | 1 |
Honour Warrior | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | Infantry | 5 |
Wargear: - Warrior Armour - Pulse Rifle - Photon Grenades Transport: A unit of Honour Guard which numbers 12 or less (excluding Drones, but including the Ethereal they guard) may be mounted in a Devilfish Transport. | Options: - The team may contain up to six additional Shas’la for 13pts per model - Any member of the team may replace their Pulse Rifle with a Pulse Carbine for free. - Up to two Honour Warriors may replace their Pulse Rifle with a Rail Rifle for 15pts. - The Ethereal Guardian may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol for free. - The Ethereal Guardian may replace his Pulse Pistol with an Ethereal Honour Blade for 5pts. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
XV8 Shas'vre | 2 | 3 | 5 | 4 | 2 | 3 | 2 | 9 | 3+ | Infantry (Character, Jetpack) | 1 |
XV8 Shas'ui | 2 | 3 | 5 | 4 | 2 | 3 | 2 | 8 | 3+ | Infantry (Jetpack) | Upgrade |
Wargear: - XV8 Battlesuit (Equipped with no weapons) | Options: - The Shas’vre may be accompanied by up to two Shas’ui, for 25pts per model - Each member of the team may take options from the Battlesuit Weapons, Battlesuit Wargear and Support Wargear sections of the Wargear list, within their limitations. - The Shas’vre may select wargear from the Special Wargear section of the Wargear List. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
XV25 Shas'vre | 2 | 3 | 4 | 3 | 2 | 3 | 2 | 9 | 3+ | Infantry (Jetpack, Character) | 1 |
XV25 Shas'ui | 2 | 3 | 4 | 3 | 2 | 3 | 2 | 8 | 3+ | Infantry (Jetpack) | 2 |
Wargear: - XV25 Battlesuit - Burst Cannon | Options: - The team may contain up to three additional XV25 Shas’ui for 25pts per model. - Up to two Shas’ui may replace their Burst Cannons with a single option from the Battlesuit Weapons section of the wargear list for +10pts, or a Flamer for free. - Each member of the team may take a single option from the Support Wargear or Battlesuit Wargear section of the Wargear list. - The Shas’vre may select wargear from the Special Wargear, Support Wargear, and Battlesuit Wargear section of the Wargear List. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
XV15 Shas'vre | 2 | 3 | 4 | 3 | 1 | 3 | 2 | 9 | 3+ | Infantry (Jetpack, Character) | 1 |
XV15 Shas'ui | 2 | 3 | 4 | 3 | 1 | 3 | 2 | 8 | 3+ | Infantry (Jetpack) | 3 |
Wargear: - XV15 Battlesuit - Burst Cannon | Options: - The team may contain up to six additional XV25 Shas’ui, for 18pts per model - Each member of the team may take a single option from the Support Wargear section of the Wargear list. - The Shas’vre may select wargear from the Support Wargear, and Battlesuit Wargear section of the Wargear List. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Shas'ui | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | Infantry (Character) | 1 |
Shas'la | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ | Infantry | 5 |
Wargear: - Warrior Armour - Pulse Rifle - Photon Grenades Transport: A unit of Fire Warriors which numbers 12 or less (excluding Drones) may be mounted in a Devilfish Transport. | Options: - The team may contain up to six additional Shas’la for 10pts per model - Any member of the team may replace their Pulse Rifle with a Pulse Carbine for free. - A single Shas’la may replace their Pulse Rifle with a Rail Rifle for 15pts. - The Shas’vre may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol for free. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Shaper | 4 | 4 | 4 | 3 | 3 | 4 | 3 | 8 | 6+ | Infantry (Character) | 1 |
Kroot | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 | 6+ | Infantry | 9 |
Kroot Hound | 4 | - | 4 | 3 | 1 | 5 | 2 | 5 | 6+ | Infantry | Upgrade |
Krootox | 4 | - | 6 | 4 | 2 | 3 | 2 | 5 | 6+ | Infantry | Upgrade |
Wargear: Kroot & Shaper - Improvised Armour - Kroot Rifle Kroot Hounds & Krootox - Improvised Armour - Claws Special Rules: - Infiltrate - Fieldcraft | Options: - The squad may contain up to ten additional Kroot for 8pts per model. - The squad may contain up to ten Kroot Hounds for 7pts per model. - Up to three Kroot may ride a Krootox, and replace their Kroot Rifle with a Kroot Gun for 15pts per model. The squad loses its Infitrate Special Rule if this option is taken. - The Shaper may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol |
BS | Front | Side | Rear | Hull Points | Unit Type | Unit Composition | |
Devilfish | 3 | 12 | 11 | 10 | 3 | Vehicle (Tank, Skimmer) | 1 |
Wargear: - Burst Cannon - Two Gun Drones Access Points - 3 Fire Points - 0 Transport Capacity - 12 | Options: - The Devilfish may replace its two Gun Drones with Twin-linked Burst Cannons for 10ptsm, or a Smart Missile System for 20pts - May select wargear from the Vehicle Wargear section of the Wargear list. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Shas'ui | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | Infantry (Character) | 1 |
Shas'la | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ | Infantry | 3 |
Wargear: - Warrior Armour - Pulse Carbine - Markerlights - Photon Grenades Special Rules: - Scout |
Options: - The team may contain up to four additional Shas’la for 10pts per model - Up to three Shas’la may replace their Pulse Carbine & Markerlight with a Rail Rifle & Target Lock for 10pts. - The Shas’vre may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol |
BS | Front | Side | Rear | Hull Points | Unit Type | Unit Composition | |
Piranha | 3 | 11 | 10 | 10 | 2 | Vehicle (Skimmer) | 1 |
Wargear: - Burst Cannon - Two Gun Drones Squadron - Up to four Piranhas may be added to the team for 40pts per model. | Options: - Each Piranha may replace its two Gun Drones with a Smart Missile System for 20pts - Each Piranha may select wargear from the Vehicle Wargear section of the Wargear list. |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Strain Leader | 3 | 4 | 3 | 4 | 2 | 5 | 2 | 9 | 4+ | Infantry (Jump, Character) | 1 |
Vespid Stingwing | 3 | 4 | 3 | 4 | 1 | 5 | z | 6 | 4+ | Infantry (Jump) | 3 |
Wargear: - Warrior Armour - Neutron Blaster - Vespid Grenades The Vespid carry strange grenades seemingly made of the same chitin as their bodies. When deployed, these grenades explode with tiny barbs, spraying them in all directions. With the rapid pace of Stingwings, they soon realized the grenades were best used against units the Vespid flew over, thus increasing the chaos that the Vespid aptly spread. During the Movement phase, a single enemy unit that the Vespid moved across takes D6 Str 4 AP 4 hits. These hits can cause an enemy unit to fall back, but the Vespid unit does not have to shoot at or Assault the same unit that the grenades affected. Special Rules: - Fleet - Jink - Acute Senses - Outflank | Options: - The team may contain up to seven additional Stingwings for 15pts per model - The Strain Leader may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Gun Drone | 2 | 2 | 3 | 3 | 1 | 4 | 1 | 7 | 4+ | Infantry (Jetpack) | 4 |
Wargear: - Drone Plating - Twin-linked Pulse Carbine Special Rules: - Adamantium Will - Acute Senses - Combined Intelligence The Initiative value of a Gun Drone Squadron will always equal the number of drones that are still on the table, though never falls below 4. - Outflank | Options: - The team may contain up to eight additional Gun Drones for 12pts per model |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Shas'ui | 2 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | Infantry | 1 |
Sniper Drone | 2 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | 4+ | Infantry | 3 |
Wargear: Shas’ui - Pulse Pistol - Markerlight - Targeting Array - Drone Controller - Stealth Field Generator Sniper Drones - Drone Plating - Rail Rifle | Special Rules: - Independent Character (Shas’ui only) |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
XV88 Shas'vre | 3 | 4 | 5 | 5 | 2 | 3 | 2 | 8 | 2+ | Infantry (Character) | 1 |
XV88 Shas'ui | 3 | 4 | 5 | 5 | 2 | 3 | 2 | 8 | 2+ | Infantry | Upgrade |
Wargear: - XV88 Broadside Armour - Broadside Railgun System The Railgun equipped to the Broadside is a slightly weaker version on the Hammerhead mounted weapon system. This is due to the amount of energy required to fire such a devastating weapon system. Despite mondifications to the output, Broadsides can never match the full system mounted to a Hammerhead.
| Options: - The Shas’vre may be accompanied by up to two Shas’ui, for 60pts per model - Each member of the team may take a single option from either the Battlesuit Wargear, or Support Wargear sections of the Wargear list. - The Shas’vre may select wargear from the Special Wargear and Support Wargear section of the Wargear List. |
BS | Front | Side | Rear | Hull Points | Unit Type | Unit Composition | |
Hammerhead | 4 | 13 | 12 | 10 | 3 | Vehicle (Tank, Skimmer) | 1 |
Wargear: - Ion Cannon This technology was gifted to the Tau, by the long living and industrious Demiurg. The Demiurg saw great potential in the Tau Empire, after the Tau aided in defending Demiurg ships from Tyranid Hive Fleet Galgos.
- Twin-linked Networked Markerlight - Two Gun Drones Special Rules - Interceptor - Skyfire | Options: - May replace its Ion Cannon with a Railgun (with Submunition rounds) for 35pts A fully powered Railgun, in unison with other Hammerheads, can causes such desvastating power to enemy armour that it has been seen to destroy revered Imperial Titans. Such technology is high level heresy to the Imperium, and the Tau must always destroy abandoned Railgun systems before they fall to imperial hands.
- May replace its Gun drones for two Burst Cannons for 10pts, or a Smart Missile System for 20pts - May select wargear from the Vehicle Wargear section of the Wargear list. |
BS | Front | Side | Rear | Hull Points | Unit Type | Unit Composition | |
Sky Ray | 4 | 13 | 12 | 10 | 3 | Vehicle (Tank, Skimmer) | 1 |
Wargear: - Seeker Missile Rack The Sky Ray starts the game carrying six Seeker Missiles. At the end of each Tau Player Turn, count how many Seeker Missiles have been used, and roll a D6 for each. On a 5+, a Seeker Missile is Reloaded onto the Rack. It can never carry more than six Seeker Missiles. - Two Gun Drones - 2 Networked Markerlights - Twin-linked Networked Markerlight Special Rules - Split Fire - Skyfire | Options: - May replace its Gun drones for two Burst Cannons for 10pts, or a Smart Missile System for 20pts - May select wargear from the Vehicle Wargear section of the Wargear list. |
Large blast, instakills guard. I can't remember if large blasts stack or if they work like a barge. Either is very painful for anything under them. Four heavy blast markers landing on top of a target will kill a full Marine squad, and would probably kill a full termi squad with that str. Would also be four chances to glance/penetrate a vehicle. Did we mention blasts don't roll to hit? They just scatter, and in the case of this, it will scatter by 2" at most. I do love bs4. :P
It is hideous. It is a cloud of hypersonic needles being shot at someone. S6 AP4 Heavy 1 Rending is the best I would do.OK, it needs toning down :P.
Is this all just copied from the old Codex? I never had it, but it sounds like what it used to run like.I basically started with the previous codex, and tweaked aspects I thought need it. I personally don't like the "Full Overhaul and Reboot" ideology that seems to go with GW Codex updates. Why Replace what only needed fixing?
Range | Strength | AP | Type |
48" | 6 | - | Heavy 1 |
Convertor Type | Range | Strength | AP | Type |
Regular | 12" | 7 | 1 | Assault 1, Melta |
Heavy | 24" | 7 | 1 | Assault 1, Melta |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Virus Fiend | 3 | 3 | 7 | 5 | 3 | 3 | 4 | 10 | 4+ | Infantry (Character) | 1 (Unique) |
Alpha Strain Caster | 2 | 5 | 4 | 5 | 2 | 1 | 2 | 10 | 4+ | Infantry (Character) | 1 (Unique) |
Alpha Strain Lurker | 5 | 2 | 6 | 4 | 1 | 4 | 3 | 10 | - | Infantry (Character) | 1 (Unique) |
Alpha Strain Carriera | 3 | 3 | 6 | 5 | 2 | 2 | 2 | 10 | 6+ | Infantry (Character) | 1 (Unique) |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Zombie | 2 | 0 | 4 | 4 | 1 | 2 | 2 | 10 | 6+ | Infantry | 10 |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Beast Zombie | 3 | 0 | 5 | 3 | 1 | 2 | 2 | 6 | - | Beast | 10 |
Range | Strength | AP | Type |
36" | 3 | - | Assault 2 |
Range | Strength | AP | Type |
- | +1 | 5 | Melee, Denies Feel no Pain |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Rogue Trader | 5 | 5 | 4 | 4 | 3 | 5 | 4 | 10 | 5+ | Infantry (Character) | 1 (Unique) |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Vampyre | 6 | 6 | 5 | 4 | 3 | 6 | 3 | 10 | - | Infantry (Character) | 1 (Unique) |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Void Engineseer | 6 | 5 | 4 | 4 | 3 | 4 | 3 | 10 | 3+ | Infantry (Character) | 1 |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Herald | 5 | 4 | 3 | 3 | 2 | 5 | 2 | 9 | 5+ | Infantry (Character) | 1 |
Exodite | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 5+ | Infantry | 6 |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Sergeant | 4 | 3 | 3 | 4 | 1 | 3 | 2 | 9 | 4+ | Infantry (Character) | 1 |
Squat | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 8 | 4+ | Infantry | 4 |
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Priest Leader | 5 | 4 | 5 | 4 | 2 | 5 | 3 | 9 | 6+ | Infantry (Character) | 1 |
Slann | 4 | 3 | 4 | 4 | 1 | 4 | 2 | 8 | 6+ | Infantry | 4 |
Ah, gotcha. I take it they'd represent a dissident Mechanicus faction that lets them be more flexible (rules and allies-wise)?Or just an Engineseer who has been left to his own devices (hurr hurr) and must make a living as a technology savvy Merc
? | Armour | ? | ||
BS | F | S | R | |
Salamander Scout Vehicle | 3 | 12 | 10 | 10 |
Unit Type:
|
Composition:
Special Rules:
Wargear:
| Tank: The Armoured Company Commander must select one of the following Leman Russ tanks:
Turret Armament:
| Options:
|
Composition:
Special Rules:
Wargear (Salamander):
Wargear (Leman Russ):
| Tank: The Tank Ace must select one of the following tanks:
Turret Armament:
| Options:
|
Composition:
Wargear:
| Tank: The Leman Russ Troop Tank must be chosen from one of the following Leman Russ tanks:
Turret Armament:
| Options:
|
WS | BS | S | T | W | I | A | Ld | Sv | |
Armoured Fist Sergeant | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ |
Armoured Fist | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
Armoured Fist Weapons Team | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 7 | 5+ |
Composition:
Wargear:
| Options:
|
Composition:
Wargear (Salamander):
Wargear (All):
| Tank: The Reconnaissance Tank must be chosen from one of the following tanks:
Turret Armament:
| Options:
|
I went with Malediction becuase it actually affected enemy models, but I can see that it should be a Blessing.
Why not just make them a Unique Character Unit and be done with it?I hjave considered it in the past with other units and armies, but the mechancs just don't seem to work. If you say one per detachment, someone is just going to play a 2k loist to field two of them. IT also means the unit will just be ignored, becuase people won't want such a strict limitation on them.
In fact, many stand in direct contradiction top the aims and goals of the Chapter
Speaking of nonsense :shifty: What are peoples opinions of a Monstrous Creature giving rules to act as a Transport Vehicle?
Range | Strength | AP | Type |
24" | 4 | - | Assault D6 |
D6 | Result |
1 | Mork gives the Orks some pointers on how to fight the foe. The target unit gains the Counter-Attack special rule |
2 | Mork wants to mess with the enemy stategists for a while The target unit gains the Hit & Run |
3 | And Mork spoke unto the Ork "See those bushes over ther? Yeah, they're easier to get through than that razor wire." The target unit gains the Move through Cover special rule |
4 | Mork has suddenly taken a particular dislike to the enemy Psykers, or at least he thinks there are enemy psykers to dislike..... The target unit gains the Adamantium Will special rule |
5 | "Before you start chopping, pick up some dirt and throw it in their face." - Sage Words of Mork. The target unit gains the Blind special rule on close combat attacks |
6 | Mork whispers dark truths to the Orks, secrets he knows they'll forget all too soon. The target unit gains the And They Shall Know No Fear special rule |
WS | BS | S | T | W | I | A | Ld | Sv | |
Boarboss Badgore | 6 | 4 | 5 | 6 | 5 | 4 | 5 | 10 | 3+ |
Composition:
| Special Rules:
|
Wargear:
| Warpainted Shield - This is a "common" piece of wargear A model with a Warpainted Shield gains 4+ Invulnerable save in close combat, and a 4+ Cover Save against ranged attacks. Old Crunchtusk Old Crunchtusk is a Cyboar as old as Badgore himself. Crunchtusk had once been comparable to a new-fangled “Super Cyboar” but now is more of a reliable steed. Old Crunchtusk makes Badgore unit type Cavalry (Character), and confers a +1 boost to his toughness (already included in his profile), and a 3+ Armour save. Unlike most Cyboars, Old Crunchtusk also confers the Move through cover special rule. Crunchtusk's Tusks Crunchtusk has gained a bit of an inferiority complex against any machine or creature larger than him. Badgore hasn’t exactly made things better by strapping jagged chunks of metal and blades to Cruchtusk’s tusks and armour. When in combat against Monstrous Creatures or Vehicles, Badgore has the Fleshbane and Armourbane special rules respectively. |
(https://scontent-lht6-1.xx.fbcdn.net/v/t1.0-9/17265033_1327486110641858_885655444548771145_n.jpg?oh=a7d10f8f1edfa7bf9500ad8aca91065b&oe=59628C87) | Va'vre'Kauyon Path of the Noble Hunter Ideology: Though the galaxy is torn from within and without by war and chaos, Commanders and Warriors alike still see honour in the foes they face across they galaxy. Through this observation, a new approach to bringing more races under the banner of the Tau'va began to form, spearheaded by veterans from numerous conflicts across Tau borders. Sometimes shear force and misdirection would not sway an enemy, instead appealing to an enemies sense of honour can be enough. Unique Rules Challenge of Honour During the shooting phase, once per turn per unit a model with this special rule may declare a challenge to an enemy unit within 6" of the unit. If the challenge is accepted, the Squad leaders from the respective are placed base to base between the units. The squad Leader are both treated as charging. Neither unit may charge, or be the target of shooting or another charge until the combat is resolved. The Squad Leaders resolve combat as normal during the combat step. The pile in step can not move models from the respective units within 1" of an enemy model. If the Challenge is declined, the unit performs a shooting attack as normal, but may re-roll failed to hit rolls of 1. A unit that is fleeing cannot issue a challenge. Mon'wern'a It takes many years of constant combat experience for a Tau to achieve fast enough reflexes to dodge even the most fatal blows of an opponent. When in close combat, a model with this rule gains a Reflex save of 6+. When rolling this save recieves a +1 modifier for each point the attacker's toughness is higher to the Model. A D6 roll of one is always a fail. E.G. A model with this rule in close combat with a toughness 4 Space Marine has a 5+ Reflex save, and a 4+ reflex save when in combat with a Toughness 5 Tyranid. Ka'por The Ka'Por, or Fluid Strike as humans call it, arose as warriors who survived close combat began to instinctively identify openings for retaliation. The skill nearly died out as quickly as it surfaced, as hot-headed fire warriors over challenged their skill. It can be taught, but only extended combat can refine a warrior's senses to strike. When in combat, if an attacker rolls a 1 when rolling to hit against a model with this rule, the model with this rule automatically attacks and automatically hits back, rolling to wound simultaneously with the original attack. | ||||||||||||||||
Image credit: https://www.facebook.com/MechaFront/ | Unique Wargear Carbine Buckler The Carbine Buckler was designed when a need for a better close range weapon was identified. While it does not directly improve a warrior's survivability, it does allow for greater offensive power when up close.
Shimmerblade The Shimmerblade is designed for rapid draw from its sheath into a flurry of precise attacks. Through the use of lasers, its cutting edge is atoms thick.
|
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Unit Composition | |
Master of the Path | 4 | 4 | 3 | 3 | 3 | 4 | 3 | 10 | 4+ | Infantry | 1 (Unique) |
Wargear:
| Special Rules:
| Path of the Noble Hunter Models in XV armour gain a Power Sword (Str:User, AP:3), but cost 15pts extra. XV8 Battlesuits may only select two weapon systems. |
The AP can be improved with the power sword option though, which is why it's a concern.I wouldn't make the shimmerblade an AP3 weapon. That would be too powerful, and would be spammed all over. Keeping it to AP5 means it works best against Orks, and other units with minimal armour. A Tau should not be able to kill a Space Marine so easily, and certainly shouldn't be able to outpace an Eldar (Hence the I7 cap)