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Patriot-Captain WS BS S T W I A Ld Sv 70 Pts.
5 5 3 3 3 3 3 10 5+
-flak armor
-bolt pistol S4 Ap5 Range 12" Type pistol
-close combat weapon
-frag and krak grenades

Spc. rules
-independent Character
-stuborn
-traitor!
If the Patriot-Captain is in a squad that has failed a moral check you may remove one figure from the squad to count the result as passed

-Power weapon +10 pts
-Power fist +15
-Plasma pistol S7 Ap2 Range12" Type pistol, gets hot
-Carapace armour +10 pts. 4+ save
-Melta bombs +5 pts.
-mark of Khrone +10 Pts.
-mark of Slaanesh +5pts
-mark of nurgle +20 pts
-mark of Tzeentch

conjurer WS BS S T W I A Ld Sv 70pts.
4 4 3 3 2 3 3 9 5+
-flak armour
-laspistol
-force weapon
-frag grenades

Spc. rules
-independent character
-Psyker

must take one of these abilities(models with mark of Tzeentch may take 2)

-open the warp 15pts.
Take a psyker test. If it is passed then place d3 blast templates on the table and roll for scattering. any model underneath suffers a S.8 Ap.d6 hit. If the test is failed than put 1 large blast template on the psyker. any model underneath suffers a S9 Ap.2 hit.

-Rise up (models with mark of Nurgle only) 30pts.
Take a Psyker test. If passed roll a die for every infantry unit that died that turn. on the roll of a 1 the unit comes back on you board edge as a unit of zombies of nurgle for the next d3 turns. if the test is failed than place a single blast template over the psyker S10 Ap.1

-Dance of death (models with mark of slaanesh only) +10pts.
take a psyker test. if passed than every unit on your side within 2d6+12" receives +1I and +1A for the remainder of the turn. if failed than the psyker permanently loses d3 Ld and is subject to frenzy for the rest of the game.

-gift of tzeench (models with mark of tzeench only) 15pts..
take a psyker test. if passed select 1 enemy model (cannot be a vehicle) and roll d6. if the roll is greater than or equal to the targets T or you rolled a 6 than the model suffers d6 S10 Ap 2 hits. if the test is failed than the opponent chooses one of your models instead.

Wispers from the warp +30pts
take a psyker test. if passed select one unit and make them take a Ld test. if they pass then the model with the highest leadership attacks the unit that he is in. if the leadership test is failed nothing happens. if the psyker test is failed then the psyker attacks the nearest unit(if he is in one he attacks it) on your side.

-mark of slaanesh +5pts.
-mark of nurgel +20pts.
-mark of tzeench +30pts.

WS BS T W I A Ld Sv 45pts
Deamon metalaligist 3 3 3 3 1 3 8 3+
atomiton 3 3 3 3 1 3 8 4+ +15pts
1 metaligist
1-5 atomitons
-Power armour
-laspistol
-power weapon
-servo arm
-frag and krak grenades

Atomiton
-Servo arm
-caprace armour
-metal daemon implant
at the begining of the game rule a die for this unit and consult the chart below for the effect that it has.
1 the daemon has tried to escape. for every model in the unit with metal daemon implants has to take an armour save. if they fail they are removed as casualties. if they pass they get +1S
2-5 the daemon loves the idea of killing in a bound form. all models in the unit with metal daemon implants get +1S and +1A
6 uh-oh. the metal daemon implants have shorted out. all models in the unit with metal daemon implants get +2S +2A but they lose -2I and get the slow and purposeful special rule.

Spc. rules
-Fix this
this ability may be used in place of shooting. the Deamon metalaligist may attempt to repair a vehicle. roll d6. if the number rolled is lower than(but not equal to) the number of servo arms in the unit then the vehicle can remove one result it has suffered.

-this wont heart abit...not
if you have a Deamon metalaligist in your army then you may use this ability. chose a unit. for every model in the unit add 5 points to give them the metal daemon implant as an equipment.

-The Deamon metalaligist may have melta bombs +5pts.

up to 2 atomitons may replace their servo-arm with
-Heavy bolter +20pts.
-multi melta or plasma cannon +30pts

The Deamon metalaligist may be given the mark of
-slaanesh +5pts
-nurgle +20pts
-tzeench +30pts

HQ special
WS BS S T W I A Ld Sv 80pts
Desperado 4 4 3 3 2 3 3 8 4+
cavalry(unique)
-carapace armour
-power weapon
-old runner
old runner is a daemonic steed that makes Desperado count as cavalry with the furious charge special rule.
-bolt pistol
-frag and krak grenades

spc.rules
-furious charge
-no infantry for me
if desperado is your only HQ choice than all highwaymen units can count as a troop choice
-a reputation to boot
Desperado has a 5+ invulnerable save and all units that charge him or he charges have to take a Ld check and if they fail they count as losing the combat.

Elites
WS BS S T W I A Ld Sv 15pts.
Warp jumper 3 4 3 3 1 3 1 7 4+
Warp leaper 3 4 3 3 1 3 2 8 4+ +10pts.
5-10 per squad
-Carapace armour
-Hot-shot lasgun
-Hot-shot laspistol
-close combat weapon
-frag grenades
-krak grenades

spc.rules
-Deep strike
-shock wave
all models within 2d6" of the unit after it deep strikes suffer a S2 Ap- hit.

Warp leaper may take
-Bolt pistol free
-power weapon 10pts.
-Plasma pistol 10pts.

up to 2 jumpers nay take
-flamer 5pts
-grenade launcher 5pts
-melta gun 10pts
-plasma gun 15pts.

one model may be given an icon with
-slaanesh +20pts
-Khrone +30pts
-nurgle +50pts
-tzeench +40pts

WS BS S T W I A Ld Sv 7pts
patriot 4 4 3 3 1 3 1 7 5+
patriot Sargent 4 4 3 3 1 3 2 8 5+ +5pts
10-30

-flak armour
-lasgun(Sargent has las pistol instead)
-close combat weapon
-frag and krak grenades

1 trooper in 1 squad may replace his lasgun with
-banner of Ld +20pts
all friendly units within 12" receive +1 Ld
-banner of fear +20pts
all enemy units within 12" lose -1Ld
-banner of unity +30pts
all friendly units within 12" are able to reroll failed moral checks
-banner of disgrace +30pts
all enemy units within 12" that lost combat instantly run away 2D6" away from combat and count as having failed their moral check

up to 3 patriots may replace their las guns with
-flamer, grenade launcher, sniper rifle +5pts
-melta gun +10pts
-plasma gun +15pts

the whole squad may be given
-carapace armour +3pts each
-camo-cloaks and snare mines +5 pts per model
- melta bombs +5pts per model

one patriot may take
-vox caster +5pts
-medi pack +10pts

any model may replace its las gun with
-shot gun free
-hot-shot las gun +5pts

troops
WS BS S T W I A Ld Sv 13pts.
Zombie of Nurgle 3 3 3 3(4) 1 2 1 7 5+
Zombie captain 3 3 3 3(4) 1 2 2 8 5+ +10pts
10-20
-Flak armour
-lasgun
-close-combat weapon
-frag grenades

Spc.rules
-Feel no pain
-Mark of nurgle
-Fearless
-Slow and purposeful

The captain may exchange his lasgun for
-las pistol free
-bolt pistol +2pts

The captain may take
-melta bombs +5pts

two zombies may replace Their lasgun with
-Regurgitate +15pts S5 Ap4 Range template type assault 1

WS BS S T W I A Ld Sv 5pts.
Militia trooper 3 3 3 3 1 3 1 7 5+
Militia captain 3 3 3 3 1 3 2 8 5+ +10pts
10-30
-Flak armour
-lasgun
-close-combat weapon
-frag grenades

The captain may exchange his lasgun for
-las pistol free
-bolt pistol +2pts

The captain may take
-melta bombs +5pts

3 troopers may replace their lasgun with
-Flamer, grenade launcher or sniper rifle +5pts
-melta gun +10pts
-Plasma gun +15pts

1 trooper may replace his lasgun with a laspistol and an icon of
-slaanesh +20pts
-Khorne +30pts
-Nurgle +50pts
-Tzeench +40pts

The whole unit may be given
-Krak grenades +10pts

WS BS S T W I A Ld Sv 10pts.
Dancer of Slaanesh 3 3 3 3 1 4 2 7 5+
Dance Leader 3 3 3 3 1 4 3 8 5+ +10pts
10-20
All extra A included
-Flak armour
-close-combat weapon
-power weapon
-frag grenades

Dance leader
-2 power weapons

Spc.rules
-Mark of Slaanesh
-Fearless


The dance leader may exchange its 2 power swords for
-2 lightning claws +10pts

any dancers may replace their close combat weapon with
-power weapon +15pts
-power fist +25

The whole unit may be given
-Krak grenades +10pts

WS BS S T W I A Ld Sv 11pts.
Executor of Khrone 4 3 3 3 1 3 2 7 5+
Master of Death 4 3 3 3 1 3 3 8 5+ +10pts
10-20
-Flak armour
-laspistol
-close-combat weapon
-frag grenades

Spc.rules
-Mark of Khrone
-Fearless
-Furious Charge

The captain may exchange his laspistol for
-bolt pistol +2pts
-Plasma pistol +15pts

The master may take
-melta bombs +5pts

The master may replace his close combat weapon with
-Power weapon +15pts
-Power fist +25pts

The whole unit may be given
-Krak grenades +10pts

WS BS S T W I A Ld Sv 13pts.
Student of Tzeench 3 3 3 3 1 3 1 7 5+
Librarian 3 3 3 3 1 3 2 8 5+ +40pts
10-20
-Flak armour
-Warp gun S5 ap4 range 24" type rapid fire,gets hot
-frag grenades

Spc.rules
-4+ invulnerable save(mark of Tzeentch)
-Mark of Tzeentch
-Fearless

Librarian
-Warp pistol S5 Ap4 range 12" type pistol gets hot
-Flak armour
-icon of Tzeench

The Librarian may exchange his warp pistol for
-Plasma pistol +15pts.

The Librarian may take
-melta bombs +5pts

The Librarian has is a psyker and has to take either
-gift of tzeench 15pts.
-open the warp 15pts.

The whole unit may be given
-Krak grenades +10pts

Dedicated transports
BS F S R 40pts
Half-Track 3 10 10 10
Vehicle
-twin linked multi-laser
-heavy bolter

spc. rules
-open top

transport capacity
-12 troops (weapon teams count as 2 models)

Replace multi-laser with
-heavy flamer, heavy bolter free

Replace heavy bolter with
-heavy flamer free

may take
-extra armour +15pts
-closed top +5pts
-Pintle mounted heavy bolter +10pts
-Daemonic possession +20pts

Fast attack

WS BS S T W I A Ld Sv 20pts
Hornet Biker 3 3 3 3(4) 2 3 1 7 5+
Biker Champion 3 3 3 3(4) 2 3 2 8 5+ +10pts
3-10
-hornet scout bikes
-krak Grenades
-Twin-linked heavy bolter
-flak armour
-las pistol

2 bikers may replace their twin-linked heavy bolter for
-twin linked auto cannon +5pts
-Twin linked melta gun +10pts
-twin linked las cannon +15pts

WS BS S F S R I A 55pts
daemonic walker 3 3 5 10 10 10 3 3
walker 1-3
-multi-laser

Spc. rules
-daemonic possession

any model may replace its multi-laser with
-auto cannon +5pts
-missile launcher +10 pts
-lascannon +15pts
-dreadnought close combat weapon +10pts

any model may take any of the following
-hunter-kill missle +10pts
-warp bolter +20pts S6 Ap3 Range 24" type heavy 3,gets hot
-smoke launchers +5pts
-search light +1pts

WS BS S T W I A Ld Sv 15pts
highwaymen 3 3 3 3 1 3 1 7 5+
rough rider 3 3 3 3 1 3 2 8 5+ +5pts
3-10
cavalry
-flak armour
-frag and krak grenades
-laspistol
-power weapon

any model may replace their laspistol and close combat weapon for
-las gun free
-las carbine 10pts. S5 Ap6 range24" type assault 2

one model may replace his power weapon for an icon of
-slaanesh +20pts
-Khorne +30pts
-Nurgle +50pts
-Tzeench +40pts

the entire unit may be given daemonic steeds for 30pts a model

the rough rider way exchange his laspistol and/or power weapon for
-bolt pistol +2pts.
-hot shoot las pistol +5pts
-warp pistol +10pts
-plasma pistol +15pts
-power fist +15pts
-shotgun free

the rough rider may take
-melta bombs +5pts

2 models may replace their laspistol and close combat weapon for
-hot shoot carbine +15pts S5 Ap3 Range 24" type assault 2
-plasma gun +15 pts
-melta gun +10pts
-flamer +5pts

Heavy support


WS BS S T W I A Ld Sv 5pts.
Militia weapon team 3 3 3 3 2 3 1 7 5+
1-6
-frag grenades
-flak armour
-mortar
-close combat weapon

Any militia weapon team may replace their mortar with
-Heavy bolter or autocannon +5pts
-missile launcher +10pts
-lascannon or warp bolter +15pts


BS F S R 40pts
"liberated" tank 3 11 11 10
1-3 tanks all must have same upgrades
Vehicle
-heavy bolter
-smoke launcher

spc. rules
-open topped

any model may replace its heavy bolter with
-autocannon +5pts
-lascannon +15pts

all vehicles can have
-Daemonic possession +20pts
-dozer blade +10pts
-camo netting +30pts
-smoke launchers +5pts

if open topped has to take one of the following
-Hell braker +90pts S10 Ap1 Range48" type heavy1 small blast
-Danniakn mortar +25pts S6 Ap4 range 12"-48" type heavy1 large blast

Can become closed top +20pts

closed top vehicles can take the following
-pintle mounted storm bolter +5pts
-sponsor mounted heavy bolters+30pts
-sponsor mounted lascannons +60pts
-battle cannon +75pts S8 Ap3 range 48" type heavy 1, large blast
-plasma cannon +45pts
-warp cannon +90pts S9 Ap2 Range36" type heavy1,large blast, gets hot
 

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eh all bikers have a 3+ save (protection from the bike) i think your hornet bikers have only a 5+ although they are scout bikes but i'd still make it at least a 4+.

Also i dont really get why the elites are called patriots
 
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