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Post by Archon Faraith on Sept 12, 2004 20:11:53 GMT
THE DUELLING RULES:
The various races' basicstatlines:
Human (specific rules and options marked yellow) WS - 3 BS - 3 St - 2 To - 2 Wo - 1 In - 3 At - 2 LD - 8 Save - 5+ Cost - 15pts
Tau (specific rules and options marked orange) WS - 2 BS - 3 St - 2 To - 2 Wo - 1 In - 2 At - 1 LD - 8 Save - 4+ Cost - 10pts
Eldar (specific rules and options marked blue) WS - 3 BS - 3 St - 2 To - 2 Wo - 1 In - 4 At - 2 LD - 9 Save - 4+ Cost - 20pts
Space Marine (specific rules and options marked white) WS - 4 BS - 4 St - 3 To - 3 Wo - 1 In - 4 At - 2 LD - 9 Save - 3+ Cost - 35pts
Chaos Creature (specific rules and options marked red) WS - 4 BS - 4 St - 3 To - 3 Wo - 1 In - 4 At - 2 LD - 9 Save - 3+ Cost - 35pts
Dark Eldar (specific rules and options marked teal) WS - 3 BS - 3 St - 2 To - 2 Wo - 1 In - 4 At - 2 LD - 9 Save - 4+ Cost - 20pts
Harlequin (specific rules and options marked violet) WS - 5 BS - 3 St - 2 To - 2 Wo - 1 In - 5 At - 2 LD - 9 Save - 4+Holo & Flip Cost - 30pts
Tyranid (specific rules and options marked cyan) WS - 3 BS - 2 St - 3 To - 2 Wo - 1 In - 3 At - 2 LD - 7 Save - 6+ Cost - 15pts
Ork (specific rules and options marked green) WS - 3 BS - 2 St - 3 To - 3 Wo - 1 In - 2 At - 2 LD - 7 Save - 6+ Cost - 10pts
Necron (specific rules and options marked dark red) WS - 3 BS - 3 St - 3 To - 3 Wo - 1 In - 2 At - 2 LD - 9 Save - 3+ & 6+ibb/5+wbb Cost - 30pts
Kroot (specific rules and options marked olive) WS - 3 BS - 2 St - 3 To - 2 Wo - 1 In - 3 At - 2 LD - 7 Save - 6+ Cost - 15pts
2) Once you have selected a statline, upgrade it, if you wish, as follows:
Stat: Ws Bs St To Wo In At Ld Cost: 5 5 10 10 20 5 10 10
(including Packages,Upgrades,Options and Quests Ld may never be upgraded to more than a maximum of 10) (including Packages,Upgrades,Options Wo may never be upgraded to more than a maximum of 2 at creation , Package Rules may overwrite this rule though)
- To represent a race at duelling you have to take the basis statline and a characterpack from that race. You're NOT allowed to represent for example your Imperial Guard Seargant with Tyranid rules, nomatter how fearsome he is in closecombat!
- Each stat may only be upgraded once, but doest not need to be upgraded at all. NO stat may be increased above a value of 10. Please note that these stat increases may be purchased regardless of what Packages are choosen. If any Packages further increases any Stats, those increases are additional to these.
3) You may then further customize your character by using the Packages which are laid out in the next few posts:
PLEASE NOTE: The MAXIMUM creation cost is 125pts. No character may exceed that cost at the time when he/she is created, including ALL costs. You may purchase at most ONE Package, but are not required to do so.
You may have both, 2handed and 1handed weapons,but you can only use either 2 1handed weapons or a 2handed weapon. (more under "cc-phase)
Agile: whilst duelling characters with toughness 5 ,characters with a toughness of 3 or lower count as "agile" and receive a 4+parry/evasion roll rather than the usual 5+parry/evasion roll. when using armour or any equivalent to armour granting them any form of a save of 3+ or better ,or if they have any form of bionic/ibb/wbb save they are not "agile" anymore. All Tau ,except the Ethereals, NEVER count as agile. In addition "agile" characters with an Initiative of 6 or more receive a +1bonus to their priority-rolls.
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Post by Archon Faraith on Sept 12, 2004 20:13:21 GMT
The Imperial Humanity:
- You may choose ONE Package:
= Commissar (+2 Ld, +1 At, LasPistol and CCW, Carapace Armour), 15pts. -- -- Add Marksman (+1 Bs), 5pts. -- -- Add Laspistol, 5pts. -- -- Add Riot Lasgun (S3 Ap5, Assault3), 10pts. -- -- Add Bolt Pistol (S4 Ap5, Pistol), 5pts. -- -- Add Bolter (S4 Ap5, Rapid Fire), 5pts. -- -- Add Storm Bolter (S4 Ap5, Assault2), 10pts. -- -- Add Shotgun (S3 Ap-- Assault4), 10pts. -- -- Add Close Combat Expert (+1 Ws & In), 10pts. -- -- Add Ogryn Gene (+1 St and To, -1 In,can't shoot[still gets attack for additional ccw]), 15pts. -- -- Add Trademark Item (Allows re-roll of all pinning and morale checks), 10pts. -- -- Add "Run,Scum!" (gets autoprior for shootingphase versus opponent's that failed an ld-check), 5pts.
= Colonel (+1 At and Ld, LasPistol and CCW, Bionics (Once the Character's last Wound is taken, he is allowed a D6 roll; on a roll of 6, he continues fighting with a single Wound left), Carapace Armour), 20pts. -- -- Add Marksman (+1 Bs), 5pts. -- -- Add Laspistol, 5pts. -- -- Add Riot Lasgun (S3 Ap5, Assault3), 10pts. -- -- Add Bolt Pistol (S4 Ap5, Pistol), 5pts. -- -- Add Bolter (S4 Ap5, Rapid Fire), 5pts. -- -- Add Storm Bolter (S4 Ap5, Assault2), 10pts. -- -- Add Shotgun (S3 Ap-- Assault4), 10pts. -- -- Add Close Combat Expert (+1 Ws & In), 10pts. -- -- Add Ogryn Gene (+1 St and To, -1 In,can't shoot[still gets attack for additional ccw]), 15pts. -- -- Add Trademark Item (Allows re-roll of all pinning and morale checks), 10pts.
=StormTrooper (+1Bs and +(1)To,Carapace Armor, choose Hellgun(S3 Ap4 Assault2) or two Hellpistols(S3 Ap5 Pistol), 20pts. -- -- Add Marksman (+1Bs), 5pts. -- -- Add Boltpistol (S4 Ap5 Pistol), 5pts. (may only be taken once) -- -- Add dual Boltpistols (each S4 Ap5 Pistol), 15pts. -- -- Add Bolter (S4 Ap5, Rapid Fire), 5pts. -- -- Add Storm Bolter (S4 Ap5, Assault2), 10pts. -- -- Add Shotgun (S3 Ap-- Assault4), 10pts. -- -- Add Flamer (S4 Ap5 Template), 10pts. -- -- Add Grenade Launcher (choose a grenadetype before each duel,may change once per multiduel,Frag: S4 Ap6 Explosion, Krak: S6 Ap4 Assault1), 20pts. -- -- Add Close Combat Expert (+1 Ws & In), 10pts. -- -- Add Bayonet (-1Bs,+1S on charge), 5pts. -- -- Add Trademark Item (Allows re-roll of all pinning and morale checks), 10pts.
= Assassin Initiate (+1 In and Ld, Laspistol and CCW, 4+ Dodge save in CC and Shooting, MAY further specialize with an Assassin type below (but keeping the equipment listed above regardless of any new equipment)), 15pts -- -- Death Cultist (+1 In and At, -1 Bs, Katana and two Assassin's daggers (count as 2 CCWs, -1 Armour save modifier), Opponents shooting the assassin receive -1to their to-hit rolls,opponents receive -1ws in closecombat), 20pts. -- -- Vindicare (+1 Bs, Needle Pistol (wounds on a 4+), Sniper Rifle (Always hits on a 2+, Always wounds on a 4+ and causes a -2 save modifier), always gets +1 to In Rolls in the Shooting Phase), 25pts. -- -- Eversor (+1 Ws, -1 Bs, Neuro-Guantlet (always wounds on a 4+ or better in CC, -1 Armour save modifier), 20pts. -- -- Culexus (+1 Ld, Opponents must pass a Ld test to shoot, charge, or target the Assassin. Psyk-Out Grenades (Used instead of shooting, when used, Psykers (or any other creature with connection to the warp,this includes daemons and wraithguard and other qhostlike creatures) must pass a Ld test or loose a wound with no saves ever allowed, not even Invulnerable ones)), 15pts. -- -- Callidus (+1 WS, Always goes first in ALL Phases of the first Turn, Poison Blades (always wounds on a 4+ or better in CC)), 20pts. ====Every Assassin may purchase following additional trainings and wargear: -- -- Closecombatmastery (+1Ws), 5pts. -- -- Improved Agressiveness (+1At), 15pts. -- -- Improved Agility (+1In), 15pts. -- -- Melee Specialist (may reroll a single to-hit or to-wound roll in cc), 20pts. -- -- Bio-Explosives (when the assassin looses his/her last wound and failed his bionic/wbb/... saves all characters in the duel take an automatical S5 Ap5 template hit, when rolling for injury the assassin has to reroll 61-66 on the injury table once [if he rolls 61-66 again this result counts though]) (this wargear costs 15pts for the eversor assassin instead of 25pts), 25pts. -- -- Infiltrationer/Stealthy Killer (the assassin starts the duel in very hard cover granting him/her a 3+coversave in the 1st turn of the duel,the character also counts as in cover in the 1st turn of the duel), 25pts -- -- Adrenaline Injector (the assassin gets a wbb roll equal to the necron ones), 30pts.
= Adeptus Mechanicus Magos (Cannot purchase St, Ld or In upgrades but may upgrade via level ups etc., Poisons are at -1 to-wound, Fearless), 15pts. -- -- Add Mechadendrites (opponents in CC are at -1 At), 10pts. -- -- Add Advanced Bionic Arms (+1 St), 10pts. -- -- Add Advanced Bionic Brain (+1 In and Ld), 10pts. -- -- Add MIU Weapon (May Take up to 2 weapons and fire both at the same target, If two MIU's are taken, will not gain +1A for two single handed weapons) -- -- Add Bolt Pistol (S4 Ap5, Pistol), 5pts. -- -- Add Bolter (S4 Ap5, Rapid Fire), 5pts. -- -- Add Storm Bolter (S4 Ap5, Assault2), 10pts. -- -- Add Shotgun (S3 Ap-- Assault4), 10pts. -- -- Add Flamer (S4 Ap5 Template), 10pts.
= Inquisitor (+2 Ld, Bolt Pistol and CCW, Powered Armour, Psychic, may purchase Psychic Powers from the Daemonhunters Psychic Armoury below), 20pts. -- -- Add Marksman (+1 Bs), 5pts. -- -- Add Incinerator (S5 Ap4 assault 1 Flamer), 20pts. -- -- Add Needle Pistol (Pistol, Always wounds on a 4+), 10pts. -- -- Add Bolter (S4 Ap5, Rapid Fire), 5pts. -- -- Add Storm Bolter (S4 Ap5, Assault2), 10pts. -- -- Add Close Combat Expert (+1 Ws & In), 10pts. -- -- Add DaemonHammer (+2 St, two-handed, Strikes at In1 except against Daemonic Character, who it stikes at normal In +1, to-wound roll of 6 Stuns opponent for 1 full turn), 20pts -- -- Add Eviscerator (CCW which may be used 2-handed at +2 St, or 1-handed at +1 St), 25pts. -- -- Add Anointed Weapon (-1 Sv Mod, Wounds Daemonic Characters on a 4+ or better), 15pts. -- -- Add Digital Weapon (Special S4 attack at +2 In, hitting on a 4+, in addtion to normal attacks), 15pts. -- -- Add Bionics (Once the Character's last Wound is taken, he is allowed a D6 roll; on a roll of 6, he continues fighting with a single Wound left), 10pts. -- -- Add Consecrated Scrolls (May use more than one psychic power in the turn the Scrolls are used; The same power may be used twice, but the Scroll is only usable once per Duel), 10pts. -- -- Add Emperors Tarot (In first turn of each Duel, add +1 to Initiative rolls for both shooting and CC), 10pts. -- -- Add Psychic Hood (Character can reroll failed Psychic tests, and rolls of 2 for the Psychic test, but may never reroll a reroll), 10pts. -- -- Add Sacred Incense (Chaos and Daemonic opponents suffer -1In), 5pts. -- -- Add Unguents of Warding (Inquisitor gains a 4+ save against any psychic power aimed at him/her), 15pts. -- -- Add Psycannon Bolts (Bolters, Bolt Pistols, and Storm Bolters used by this Character count as S5 Ap4), 15pts. -- -- Add Null Rod (No psychic powers can affect the character, but he/se may not use any either), 25pts. Daemonhunters Psychic Armoury -- -- Banishment (Used at the beginning of the Assault Phase. Daemonic opponents in CC with the character must make an Instability test in the Psychology Phase; The test is taken by making a Ld test following Dueling Morale rules, and if the test is failed, the opponent or opponents take a wound, with no saves allowed), 10pts. -- -- Destroy Daemon (Used at the beginning of the Assault Phase. Each failed to-hit and to-wound rolls the character makes against a Daemonic character in CC may be rerolled once), 10pts. -- -- Holocaust (Used at the end of the Assault Phase, after all other attacks have been resolved. Anyone in CC with the character takes an automatic S5 hit, which may not be parried), 15 pts. -- -- Sactuary (Used in the Shooting Phase, instead of shooting. Any Daemonic opponents within CC range of the character receive a -1 penalty to their Ws and In stats), 10pts. -- -- Scourging (Used in the Shooting Phase, instead of shooting. If the Psychic test is passed, the character may use this power as a ranged weapon with the following profile: S5 Ap5 Assault D3. Roll to-hit and to-wound as per normal Dueling rules, but ignoring any Invulnerable, Cover, or Dodge saves), 15pts. -- -- Word of the Emperor (Used at the beginning of the Assault Phase. Any opponents who wish to charge the character must first pass a Ld test), 10pts.
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Post by Archon Faraith on Sept 12, 2004 20:13:38 GMT
= Sister of Battle (+1 Bs, Bolt Pistol and CCW, Powered Armour), 15pts. -- -- Add Brazier of Holy Fire (CCW, counts as a Heavy Flamer once per duel), 10pts. -- -- Add Hand Flamer (St4 Ap5, Assault1 Template), 10pts. -- -- Add Bolter (S4 Ap5, Rapid Fire), 5pts. -- -- Add dual bolt pistols (S4 Ap5 pistol), 15pts -- -- Add Storm Bolter (S4 Ap5, Assault2), 10pts -- -- Add Close Combat Expert (+1 Ws & In), 10pts. -- -- Add Axe of Retirbution (+2 St, -1 Sv Mod, two-handed, yielder counts as having In1 when using it), 20pts. -- -- Add Blade of Admonition (-1 Sv Mod, opponents who are wounded by it suffer -1 Ld for remainder of the duel), 15pts. -- -- Add Flail of Chastisement (Opponent suffers -1 At), 10pts. -- -- Add Jump Pack (Character may leave CC without a back-off roll), 15pts. -- -- Add Eviscerator (CCW which may be used 2-handed at +2 St, or 1-handed at +1 St), 25pts.
= Adeptus Arbites (+1 Bs, +1 Ld, carapace armour), 10pts -- -- Add Marksman (+1 Bs), 5pts -- -- Add Melee specialist (+1 Ws and In, -1Bs), 10pts -- -- Add Fury (+1 A), 15pts -- -- Add Stalker (+1 to Sp rolls in the first turn), 5pts -- -- Add Over watch units (Before the shooting phase ends each turn the Arbiter can take a free sniper shot that hits on 3+ and wounds on 5+ to represent a friendly Arbiter providing Cover from a distance), 20pts -- -- Add Cyber Mastiff (An additional Ws3 S5 attack that can be parried as usual), 15pts -- -- Add Bionics (6+ Bionics roll), 10pts -- -- Add Law Enforcer (If an opponent would have to roll on the injurytable the Arbiter may choose to just give them the result 61-63<captured> rather than a roll for a random injury. Each time they beat one of their captives (not including the time they captured them) they get an additional 30 experience points), 20pts -- -- Add Judge, Jury and Executioner (Auto shooting priorities against a fleeing enemy), 5pts -- -- Add Battle Experience (May re roll failed leadership checks once,reroll stands!), 5pts -- -- Add "I am the Law!" (may force target opponent to reroll a LD based test once per duel), 15pts. -- -- Add Riot Shield (5+ invulnerable save, count as a ccw, may not use 2 handed weapons), 15pts -- -- Add Bolt gun (S4 Ap5 rapid fire), 5pts -- -- Add Bolt pistol (S4 Ap5 pistol), 5pts -- -- Add duel bolt pistols (S4 Ap5 pistol), 15pts -- -- Add Storm Bolter (S4 Ap5 assault 2), 10pts -- -- Add Laser Sight (May reroll one failed shooting hit per turn), 15pts -- -- Add Arbiter shotgun (S3 Ap5 assault4, May only fire one type of ammo each turn), 10pts -- -- -- -- Add Brenekke Ammo for Arbites Shotgun (St5 Ap- Assault2), 10pts -- -- -- -- Add Penetrator Ammo for Arbites Shotgun (St4 Ap3 Assault2), 10pts -- -- -- -- Add Executioner Ammo for Arbites Shotgun (St3 Ap- Assault2, 6s to-hit with this ammo cause St5 Ap4 hits), 10pts -- -- -- -- Add Stun Ammo for Arbites Shotgun (St4 Ap- Assault2,doesn't cause wounds, but an opponent wounded by this ammo only hits on 5+ [on range and in closecombat] until the ccp rolls of the following turn), 10pts -- -- Add Flash Bangs (Enemy at -1 for ccp), 10pts -- -- Add Frag Grenades (ignore cover saves), 5pts -- -- Add Shock Maul (+1St, stuns), 25pts Stuns for the Shock Maul means wounded opponent receives -1Bs, -1Ws, -1In, may only charge after passing a Ld test and may only back off on a 4+. -- -- Add Power Maul (-2sv mod), 15pts -- -- Add Silenced Assault Las pistol (S3 Ap6 assault2, May take a free round of shooting before the duel), 15pts
= Sanctioned Psyker (+1 Ld, Laspistol and CCW, Carapace Armour, Psyker (may purchase additional psychic powers from the imperial minor psy list), may use ONE of the following powers per turn: Lightning Arc (ranged attack, S3 Ap5, Assault 4) and Psychic Lash (used in the Assault phase, may only make as many Attacks as he has on his profile, with a -2 Armour save modifier)), 25pts.
Imperial Minor Psychic Powers
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Post by Archon Faraith on Sept 12, 2004 20:14:12 GMT
[glow=black,2,300] The Tau:
- You may choose ONE Package:
= Shas'El (+1 Bs, At and Ld, Photon Grenades (Opponent's get no bonus Attacks for charging)), 15pts. -- -- Add Flamer (S4 Ap5, Assault 1 Template), 5pts. -- -- Add Burst Cannon (St5 Ap5, Assault 3), 25pts. -- -- Add Pusle Carbine (S5 AP5, Assault 1, Pinning), 15pts. -- -- Add Pulse Rifle (S5 AP5, Rapid Fire), 10pts. -- -- Add Drone Controller (pick ONE Drone; It will not add an extra Wound): -- -- -- -- Carbine Drone (Bs2, TL-Pulse Carbines), 20pts. -- -- -- -- Rifle Drone (Bs2, TL-Pulse Rifles), 20pts.
= Aun'El (+1 Ws, To, At, In, +2 Ld, Symbols of Office (Counts as 2 CCWs)), 20pts. -- -- Add CC Training (+1 Ws and In), 10pts. -- -- Add Parry Training (gets a 5+dodgesave in cc), 10pts. -- -- Add Anatomy Training (To-wound rolls of 6 Stun), 10pts. -- -- Add Honour Blade (+2 St, two-handed), 20pts. -- -- Add Photon Grenades (Opponents gain no bonus attack for charging), 5pts. -- -- Add Drone Controller (pick ONE Drone; It will not add an extra Wound): -- -- -- -- Carbine Drone (Bs2, TL-Pulse Carbines), 20pts. -- -- -- -- Rifle Drone (Bs2, TL-Pulse Rifles), 20pts.
= Stealth Suit Pilot (Stealth Suit (+1 St and At, a 3+ save, all shooting against it is at -1 to-hit)), 20pts. -- -- Add Marksman (+1 Bs), 10pts. -- -- Add Flamer (S4 Ap5, Assault 1 Template), 5pts. -- -- Add Burst Cannon (St5 Ap5, Assault 3), 20pts. -- -- Add Pulse Carbine (S5 AP5 Assault 1, Pinning), 15pts. -- -- Add Pulse Rifle (S5 AP5, Rapid Fire), 10pts. -- -- Add Photon Grenades (Opponents gain no bonus attack for charging), 10pts.
= Firewarrior (+1 Bs, Photon Grenades (Opponent's get no bonus Attacks for charging), Pulse Rifle (S5 Ap5, Rapid Fire)), 10pts. -- -- Upgrade Pulse Rifle to Pulse Carbine (S5 Ap5, Assault 1 Pinning), 5pts. -- -- Add Markelight (May reroll one to hit dice for shooting per turn), 10pts. -- -- Add Photon Grenades (Opponents gain no bonus attack for charging), 5pts. -- -- Add Drone Controller (pick ONE Drone; It will not add an extra Wound): -- -- -- -- Carbine Drone (Bs2, TL-Pulse Carbines), 15pts. -- -- -- -- Rifle Drone (Bs2, TL-Pulse Rifles), 15pts.
= Pathfinder (+1 Bs, Pulse Carbine (S5 Ap5, Assault 1; Pinning), Markerlight (May reroll one to hit dice for shooting per turn), +1 to both initiative rolls in the first turn of a duel), 20pts. -- -- Add Photon Grenades (Opponent gains no bonus attack for charging), 5pts. -- -- Add Drone Controller (pick ONE Drone; It will not add an extra Wound): -- -- -- -- Carbine Drone (Bs2, TL-Pulse Carbines), 15pts. -- -- -- -- Rifle Drone (Bs2, TL-Pulse Rifles), 15pts. [/glow]
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Post by Archon Faraith on Sept 12, 2004 20:14:31 GMT
The Eldar
- You may choose ONE Package:
= Warlock (+1 Ld, Witchblade and Shuriken Pistol, Psychic), 30pts. -- -- Add CC Training (+1 Ws, and In), 10pts. -- -- Add Marksman (+1 Bs), 10pts. -- -- Add Psychic Power "Mindwar" (As per the Codex, including IGNORING SAVES except for Inv saves, can only cause ONE WOUND per use), 20ts. -- -- Add Psychic Power "Fortune" (reroll failed Saves), 20pts. -- -- Add Psychic Power "Guide" (reroll failed to-hit dice in Shooting or CC), 10pts. -- -- Add Psychic Power "Eldritch Storm" (S3 Ap- Template*, All hit must test for Pinning), 10pts. -- -- Add Psychic Power "Embolden"** (re-roll any failed morale or pinning tests), 10pts. -- -- Add Psychic Power "Destructor"** (S5 Ap- Assault1, Template*), 15pts. -- -- Add Psychic Power "Enhance" ** (+1 Ws and In), 10pts. -- -- Add Psychic Power "Conceal" ** (5+ Cover Sv, may attempt to escape from a duel at any time on a 5+, if roll is failed then the duelist must wait for the end of the round. At that time, he may reconsider and continue fighting, and can use Conceal again in any subsiquent turns), 10pts. -- -- Add Runes of Witnessing (opponents have to do their psytests on 3D6 and take the 2 highest dice), 5pts. -- -- Add Runes of Warding (the warlock takes his tests on ld on 3D6 and takes the 2 lowest rolls,HAS to use snakeeyes if these are the lowest rolls even if this causes a perils of the warp), 10pts.
= Dire Avenger Exarch (+1 At, Diresword (+1 St, Stuns on a 5+ if a wound is caused, Two-handed), 3+ armour save), 20pts. -- -- Add CC Training (+1 Ws, and In), 10pts. -- -- Add Marksman (+1 Bs and Shuriken Catapult), 10pts. [Errata: "Stuns" means wounded opponent receives -1bs during the following turn, is not allowed to charge you the following turn,may not try to stop backoff attemts this turn,wounded opponent can only backoff on a roll of 5+ this turn]
= Warp Spider Exarch (+1 At, 1 Deathspinner (S6 AP- Rapid Fire (ignores charging penalty if not rapid-fired, regardless of being S6+) and 2 CCWs, 3+ armour save, +2 Attacks on the charge, instead of +1), 30pts. -- -- Add CC Training (+1 Ws, and In), 10pts. -- -- Add Marksman (+1 Bs), 10pts.
= Striking Scorpion Exarch (+1 St, Mandiblaster (1 extra attack at +2 In and St4, which hits on a 4+), Biting Blade (make another to-wound roll per successful to-wound roll [up to a maximum of 3 additional wounds]) and CCW, 3+ armour save), 30pts. -- -- Add CC Training (+1 Ws, and In), 10pts. -- -- Add Marksman (+1 Bs and Shuriken Catapult), 15pts.
= Howling Banshee Exarch (+1 In and At, Shuriken Pistol and Banshee Claws (-1 Armour save modifier), 3+ armour save, Opponents are at -1 to Parry and -1 In, 30pts. -- -- Add CC Training (+1 Ws, and In), 15pts. -- -- Add Marksman (+1 Bs), 10pts.
= Fire Dragon Exarch (Fusion Gun (S6 Ap4, Assault1, may be used as a Pistol in CC), 3+ armour save, may reroll failed to wound rolls in CC), 20pts. -- -- Add CC Training (+1 Ws, and In), 10pts. -- -- Add Marksman (+1 Bs), 15pts.
= Shining Spear Exarch (Laser Lance (S5 in CC, may take a S5 Ap5 shot when charging into CC, but has no normal shooting profile), 3+ armour save, Jetbike (+1 To, no weapons mounted)), 30pts. -- -- Add CC Training (+1 Ws, and In), 10pts. -- -- Add Marksman (+1 Bs and Jetbike mounted Shuriken Catapult), 15pts.
= Swooping Hawk Exarch (+1 At, Hawk's Talon (S4 Ap6 Assault3), Shuriken Pistol and CCW, 3+ armour save,hawk's jumppack[autobacks), 25pts. -- -- Add CC Training (+1 Ws, and In), 10pts. -- -- Add Marksman (+1 Bs), 10pts.
= Dark Reaper Exarch (Shuriken Cannon (S5 Ap5 Assault 3), 3+ armour save, may reroll one failed to-hit rolls from range per turn), 35pts. -- -- Add CC Training (+1 Ws, and In), 10pts. -- -- Add Marksman (+1 Bs), 15pts.
= Wraithguard (+2 St, To, -1 In and At, Wraithcannon (Wounds on 4+, Assault 2, -2 Armour Save modifier), 3+ armour save, Fearless), 45pts. -- -- Add CC Training (+1 Ws, and In), 15pts. -- -- Add Marksman (+1 Bs), 10pts.
= Ranger (+1 Bs, Ranger Long Rifle (Hits on a 2+, wounds on a 4+, -1 to Armour save, 6s to-hit cause an extra -1 Armour save, counts as Assault 2), Shuriken Pistol and CCW, Shooters are at -1 to-hit the Ranger, gets +1 to In rolls for the first turn of each Duel), 25pts. -- -- Add CC Training (+1 Ws, and In), 10pts. -- -- Add Marksman (+1 Bs, Shuriken Catapult), 10pts.
* - Autohits anyone else in the Duel, parry/evasion-roll allowed. ** - These powers always work or are always usable, without any Psychic test #nosmileys
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Post by Archon Faraith on Sept 12, 2004 20:15:01 GMT
The Space Marines
- You may choose ONE Package:
= Codex Astartes Marine (Bolter or Bolt Pistol & CCW, Devoted [May reroll one failed Ld check per turn) 10pts -- -- Add Auspex(allows you to negate an enemy's +1 to In rolls) 10pts -- -- Add Combi weapon (Bolter/flamer or boltpistol/flamer combo, note that the flamer may only be fired once and that both weapons may not be fired at the same time.) 10pts -- -- Add "Tyranid Hunter" (Ultramarines only) - Always wounds tyranids on a 3+(not with template weapons, such as the handflamer) and a hand-flamer[S4, auto hit, assault 1](you can combine this with a BP or a CCW, but not both.) 15pts
= Scout (May choose either a BP and CCW, Bolter or a Shotgun (S4 Ap- Assault 4). Gains +1 to init rolls for CC and Shooting in the first turn,4+scout armour,5+dodgesave). 10pts -- -- Add Shotgun (S4 Ap- Assault4), 5pts -- -- Add Bolter (S4 Ap5 Rapid Fire), 5pts -- -- Add Sniper Rifle (Hits on a 2+ wounds on a 4+ Heavy 1) . 10pts -- -- Add Auspex (allows you to negate an enemy's +1 to In rolls). 10pts -- -- Add Frag Grenades (ignore coversaves), 5pts -- -- Add Infiltration (the scout gets to fire one of his weapons before the duel at a single target opponent), 10pts -- -- Add sneaky maneuver (skip the first shootingphase,the duel starts in closecombat with the scout striking first), 10pts -- -- Add tactical backstep (after passing a successful initiative check [roll a D6 higher than your In or a 6] the scout counts as in medium cover [4+coversave] for the following turn), 15pts
= Chaplain (Bolt Pistol, Zealot(May re-roll failed tests on ld, may re-roll a single failed to-hit roll in closecombat)), Crozius Arcanum (-1sv modifier) and Rozarius(5+inv)), 25pts. -- -- Add Rightous Fury (looses his boltpistol,may never use any ranged weapons,receives an additional ccw,gets +D3attacks on charge instead of the usual +1). 15pts -- -- Add "Repent,Sinner!" (on a roll of 3+ on a D6 target opponent is not allowed to leave the closecombat with the Chaplain this turn[ignore successful backoffs], the Chaplain receives +1In for the following turn's closecombatphase). 15pts
= Librarian (Bolt Pistol and CCW, Psychic, May purchase items from the Space Marine Psychic Armoury, but may only start with ONE Chapter specific Psychic Power (which makes the Librarian count from that Chapter automatically)), 10pts. -- -- Add Psychic Hood (Character can reroll failed Psychic tests, and rolls of 2 for the Psychic test, but may never reroll a reroll), 10pts. -- -- Add Psyber Familiar (Allows the Librarian to use one Power in the Shooting Phase, and another in the CC Phase), 15pts.
=Techmarine (Bolt Pistol and CCW), Mecha/Servo-Arm (Grants an additional S5 attack in CC with In1), Signum (allows Techmarine and any of the techmarine's allies in the same duel to re-roll a single missed shot). 20pts -- -- Add additional Mecha/Servo-WieldingTorcher(one additional S3 attack in CC with In1 and -2sv modifier). 10pts -- -- Add additional Mecha/Servo-Limbs/Tools(D3 additional S3 attacks in CC with In1). 15pts -- -- Add additional Mecha/Servo-Hammer(one additional S4 attack in CC with In0,if this attack wounds opponent receives -2to his prior rolls during the following turn). 20pts -- -- Add Targetting Mecha/Servo-Tools(may reroll a single not yet rerolled to-hit or to-wound roll at shooting once per turn). 20pts.
=Apothecary (Bolt Pistol and CCW) Reductor (Counts as bionics for the apothecary and any allied dueller once per turn providing the Apothecary is still alive and present in duel at the time the roll is required.) Narthecium (May be used to re-roll on the injury table must accept the second result this may be used on the apothecary or any allied dueller providing the apothecary is still alive.) 20pts. -- -- Add Venenum Injector (wounds on 3+ in cc). 20pts -- -- Add Stim-Pack (once a duel the apothecary or one of his allies in the same duel may increase their Ws,In and At by 1 until end of turn). 15pts -- -- Add Chirurgical Wrist Attachment (counts as an additional +1At Bonus when the Apothecary gets charged). 10pts.
= Black Templar (Bolt Pistol and CCW, may never voluntarily flee), 15pts. -- -- Make Melee Oriented (always hits on 3+ in closecombat). 5pts -- -- Add Memorial Sword (2handed, +1S, +1Ld). 15pts -- -- Add Marshal's Badge (this doesn't make you a Marshal yet)(5+inv). 15pts -- -- Add Last Melee Stand (when loosing a wound in closecombat this character may do an additional attack with a -2modifier after all other attacks). 10pts
= Blood Angel (Bolt Pistol and CCW, Furious Charge (+1 St and In when charging), may never voluntarily flee), 20pts -- -- Make Death Company (Character gains a WBB roll identical to Necrons'), 15pts. -- -- Add Bloodlust (causing a wound enables this character to automatically get closecombatpriority in the next duelling turn). 10pts -- -- Add The Red Thirst is strong in this One (roll a D6 each turn on a 4+ this character gets +1In and +1At). 10pts. -- -- Add Sanguine Visions (receives -2 to shootingpriority and +1 to closecombatpriority). 15pts
= Dark Angel (Bolt Pistol and CCW, may may never voluntarily flee), 10pts. -- -- Add Deathwing Training (Terminator Honours (+1 At), Stubborn (never runs away, voluntarily or involuntarily)), 10pts. -- -- Add DA Storm Bolter (S4, Ap5, Assault 2) 10pts -- -- Add "Repent!" (causing a wound forces the opponent [those that took the wound] to make a ld check,if failing this opponent receives -1Ws ,-1At and -1Ld until end of duel,this modification is not cumulative). 10pts
= Grey Knight (Bolter and CCW, True Grit, The Shrouding (Opponents are at -1 to-hit from Range), Fearless), 15pts. -- -- Add Rites of Exorcism (Daemonic characters receive -1 to their Initiative rolls against Grey Knights), 5pts. -- -- Add Psychic (May pick from the Daemonhunters Psychic Armoury available to Inquisitors), 10pts. -- -- Add Nemesis Halberd (+2 St, can Quest to become a Power/Force weapon, 2handed), 20pts.
= Iron Hands (Bolt Pistol and CCW, Bionics), 10pts. -- -- Add Improved Bionics (Bionic roll already succeeds ona 5+), 5pts. -- -- Add Iron Hammer (+1S and stuns on a to wound roll of a 6) 15pts. -- -- Add Bionic Closecombat Tool (additional attack at -1In and +1S). 15pts -- -- Add Self Repair&Reanimation System (Character gains a WBB roll identical to Necrons' ,this roll may only be used twice a duel). 10pts
= Salamander (-1 In, Bolt Pistol and CCW, Mastercrafted weapon (pick between the Bolt Pistol or the CCW when the character is created), may never be Autowounded), 15pts. -- -- Add Flamer (S4, Ap5 Template), 10pts. -- -- Add Salamander Cape (on a 4+ ignores the first successful wound in a duel), 15pts. -- -- Add Touch of the Salamander (+1To,-1In). 15pts -- -- Add Salamander Scales (may reroll a single failed save(armor or inv) per duel). 10pts
= Space Wolf (Bolter and CCW, True Grit), 15pts. -- -- Add Bite of the Wolfen (Terminator Honours (+1 At), Stubborn (never runs away, voluntarily or involuntarily)), 10pts. -- -- Add Bolter Expert (May pick new ammo from the Bolter Ammo list below), 5pts. -- -- Add Strength of the Wolfen (Character gains +1 St normally, and an extra +1 St on the charge; But gets no additional attack for charging), 15pts. -- -- Add Wolftooth Necklace (May reroll a singel failed to-hit roll in closecombat), 10pts. -- -- Add Wolfpelt (May reroll a single failed to-wound roll in closecombat), 20pts. -- -- Add Wolftail Talismane (6+save against psychic powers), 5pts.
=Deathwatch (Bolter and CCW true grit),25pts May choose ONE of the following Bolter Enhancements: ==M40 targeter (Re-roll one missed to hit roll in the shooting phase) ==Inferno ammo(Re-roll one missed to wound roll in the shooting phase) ==Kraken ammo(-2modifier on sv) ==Metal storm ammo(s3 ap- assault3) May purchase in addition ONE not yet taken Bolter Enhancement: ==M40 targeter (Re-roll one missed to hit roll in the shooting phase) 15pts. ==Inferno ammo(Re-roll one missed to wound roll in the shooting phase) 15pts. ==Kraken ammo(-2modifier on sv) 15pts. ==Metal storm ammo(s3 ap- assault3) 15pts. (ERRATA:different ammo-types are different parts of the single bullets/rounds,too. this means a Kraken driven ammo for example that flies with a much higher speed could explode into an amount of shrapnels of a Metal storm ammo head. so ammo effects can be combined.When possessing different ammos with fix profiles you still have to choose what to use.)
Space Marine Psychic Armoury
- Smite (The character makes a single ranged attack at S4, Ap3, Template (autohits in Dueling)), used in the shooting phase, 15pts.
- Storm of Destruction (The character may re-roll all missed attacks for the next close combat phase), used in the assault phase, 20pts.
- Dark Angels: Weaken Resolve (Opponent must make a Ld test at -2 to his Ld stat (even Fearless opponents must test), if failed count as pinned for that turn 20pts.
- Space Wolves: Storm Caller (The Rune Priest counts as being in cover until the next shooting phase, meaning they go first if charged, and get a 4+ cover save, which cannot be modified), used at the start of the turn, 10pts
- Salamanders: Fury of the Salamander (Opponent takes a S5 Ap- hit, and if a wound is taken, must pass a Morale check; if the check is failed, they loose priority for the next two phases in the Duel), used in the shooting phase, 10pts.
- Blood Angels: The Quickening (the Librarian gains D3 attacks for the next CC phase), used in the assault phase, 15pts
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Post by Archon Faraith on Sept 12, 2004 20:15:28 GMT
[glow=black,2,300] The Creatures of Chaos (Please note: Marks of Chaos confer the same bonuses as in 40K, even if only one bonus is listed below) - All Chaos Characters with demonic gifts and/or fluffwise demonic upgraded stats, wargear and weapons count as Demonic Characters.
- You may choose ONE Package, and then any Gift from the Daemonic Gifts Table once this includes marks of Chaos E.g. If you take mark of Nurgle which grants +1To due to Daemonic Resilience you may not purchase Daemonic Resilience from the Daemonic gifts table.
= Black Legioner (Choose Boltpistol&CCW or Bolter), 5pts. -- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts. -- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts. -- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts. -- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Alpha Legioner: Scout (Bolt Pistol and CCW, +1 to to both initiative rolls in the FIRST turn of the game), 10pts. -- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts. -- -- Add Infiltrate (Counts as in cover for first turn of any duel, and receives a 5+ cover save), 5pts. -- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts. -- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts. -- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Alpha Legioner: Assassin (Bolt Pistol and CCW, Furious Charge (+1 St and In when charging)), 15pts. -- -- Add Infiltrate (Counts as in cover for first turn of any duel, and receives a 5+ cover save), 5pts. -- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts. -- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts. -- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts. -- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Alpha Legioner: Saboteur (Bolt Pistol and CCW, Opponents receive -1 to armour saves in CC, may be further combined with Chaos Axe), 20pts. -- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts. -- -- Add Infiltrate (Counts as in cover for first turn of any duel, and receives a 5+ cover save), 5pts. -- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts. -- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts. -- -- Add Chaos Axe & CCW (-1 save modifier in CC), 15pts.
= Word Bearer (Bolt Pistol, CCW, Mark Of Chaos Undivided, Familiar (choose either a Close Combat Familiar (counts as Spiky Bits), or a Psychic Familiar (as listed below))), 15pts. -- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts. -- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts. -- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts. -- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Death Guard (Bolter, True Grit, Mark of Nurgle (includes Daemonic Resilence: +1To)), 30pts. -- -- Nurgles Rot (At the end of the turn roll a D6, on a 6 opponent takes a wound with armour and invulnerable saves allowed), 5pts. -- -- Nurgling Infestation (Additional D3 S3 attacks that hit on a 4+ at I3), 10pts. -- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts. -- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts. -- -- Add Two-handed Weapon (+1 St, 2 handed), 15pts. -- -- Add Chaos Axe & CCW (-1 save modifier in CC), 15pts.
= Emperor's Child (Bolt Pistol, CCW, Mark of Slaanesh (Opponents are a -1 In)), 15pts. -- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons, replaced by CCW), 15pts. -- -- Aura of Aquiescence (Opponent may never voluntarily flee from a duel and can only back-off on a roll of 4+ instead of the usual 3+), 15pts. -- -- Doom Siren (S4, AP5, Assault 1, Template [hits all others in duel] can be used even with Close Combat Maniac), 10pts -- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts. -- -- Add Two-handed Weapon (+1 St, 2 handed), 15pts. -- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= Iron Warrior (Bolt Pistol and CCW, extra S4 attack in CC at initiative 2, and hits on a 4+, with no armour modifiers), 20pts -- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts. -- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts. -- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts. -- -- Add Chaos Axe & CCW (-1 save modifier in CC), 15pts.
= Thousand Son -- Automaton (Bolter, +1Wound (may have 3 Wounds at creation) , I1, never gain +1A for charging, may always rapid fire (even in cc), Cannot stop Back Off attempts, Inferno Bolts (hits everyone else in the duel), cannot choose any upgrades from the Daemonic Gifts list), 10pts. -- Sorceror (Bolt Pistol, CCW, Mark of Tzeentch (always pass psychic tests, can pick from Psychic Armoury)), 15pts. -- -- Add Thrall (Allows second power to be used in the same turn once per duel (it is assumed the Sorceror finds another willing victim by his next encounter)), 10pts. -- -- Talisman of Tzeentch ( -1 to enemy psykers attempting to use a psychic power), 5pts. -- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts. -- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
= World Eater (CCW, Chaos Axe (-1 save modifier in CC), Mark of Khorne (+1 At), may never voluntarily flee, may never use ranged weapons), 15pts. -- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 20pts. -- -- Add Collar of Khorne (2+ Save against Psychic powers which dirrectly affect the Character), 15pts. -- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts.
= Night Lord (Bolt Pistol and CCW, Spiky Bits (allows for one reroll per CC Phase), Daemonic Visage (-1 to enemy morale tests), Hit and Run (can automatically break off from CC), Stealth Adept (6+ cover save)), 20pts. -- -- Add Close Combat Maniac (+1 Ws, -1 Bs, may may not start with any ranged weapons), 10pts. -- -- Add Sorcerer (May purchase item from the Chaos Psychic Armoury), 10pts. -- -- Add Two-handed Weapon (+1 St, 2 handed), 10pts. -- -- Add Chaos Axe & CCW (-1 save modifier in CC), 10pts.
Chaos Psychic Armoury
Chaos Minor Psychic Powers
Daemonic Gifts
[/quote] [/glow]
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Post by Archon Faraith on Sept 12, 2004 20:16:30 GMT
The Dark Eldar
- You may choose ONE Package:
= Dracon (+1 Ws, Bs, and In, Splinter Pistol and CCW)- 15pts -- -- Add Gladiator (+1 Ws and In, -1 Bs, Opponent never receives a bonus for using 2 CCW, replaces a Pistol with a CCW), 15pts. May not be combined with gun fighter -- -- Add Gun-Fighter (+1 Bs) 15pts May not be combined with gladiator -- -- Add Torture Master (+1At ,torture weapon*) 25pts
-- -- Add Combat Drugs (Character may use Combat Drugs, as per the Codex)-20pts -- -- Add soul seeker ammo (Character may re-roll failed to hit rolls with their splinter pistol, no cover saves may be taken)-15pts -- -- Add essence seeker ammo (Character may re-roll failed to wound rolls with their splinter pistol)-15pts -- -- Additional splinter pistol (character has two splinter pistols, replaces the ccw)-10pts -- -- Add Shadowgrenades (opponents receive -1Bs during shootingphase) 10pts. -- -- Add Improved Reflexes (Character gains a 5+ dodge versus ranged attacks), 10pts.
= Wych (+2 Ws, +1 In, 2 CCWs, Opponent never receives a bonus for using 2 CCW, Opponent's with less than 2x the Wych's St (Compared to Opponent's base St) halves his Ws, may NEVER use a ranged weapon, 5+ Dodge save), 30pts. -- -- Add Agonisor (always wounds on a 4+) 20pts. -- -- Add Combat Drugs (Character may use Combat Drugs, as per the Codex), 20pts. -- -- Add Shadowgrenades (opponents receive -1Bs during shootingphase) 10pts.
= Incubi (+1 Ws and St, Punisher (2 handed, -1 Armour save modifier) and Tormentor Helm (count as a Splinter Pistol, and may be used with 2 handed weapons to count as 2 CCWs), 3+ armour save), 25pts. -- -- Add Gladiator (+1 Ws and In, -1 Bs, Opponent never receives a bonus for using 2 CCW, replaces a Pistol with a CCW, but does NOT replace a Tormentor Helm), 20pts. -- -- Add Combat Drugs (Character may use Combat Drugs, as per the Codex), 20pts.
= Haemonculous (+1 To, Scissorhand (wounds on 2+, counts as 2 CCWs), Destructor (S4 Template weapon, Ap D6)), 25pts. -- -- Add Combat Drugs (Character may use Combat Drugs, as per the Codex), 20pts.
= Grotesque (+1St and +1Wo (may have 3Wounds at creation) ,2CCWs, may never use ranged weapons), 20pts. -- -- Add Gladiator (+1 Ws and In, -1 Bs, Opponent never receives a bonus for using 2 CCW, replaces a Pistol with a CCW), 20pts. -- -- Add Poison Expert (gains Poisoned Blades (wounds on a 2+), replaces ALL other weapons AND does not give +1At), 20pts.
= Mandrake (+1 Ws and In, +2 At, Splinter Pistol and CCW, always goes first when charged, gets +1 to any Initiative rolls in the first turn of each Duel, shooters are at -1 to hit him), 25pts. -- -- Add Combat Drugs (Character may use Combat Drugs, as per the Codex), 20pts.
= Beastmaster (+1 St, In, and At, 2 CCWs, 5+ dodge save), 20pts. -- -- Add Gladiator (+1 Ws and In, -1 Bs, Opponent never receives a bonus for using 2 CCW, replaces a Pistol with a CCW), 20pts. -- -- Add Combat Drugs (Character may use Combat Drugs, as per the Codex), 20pts. -- -- Add Warpbeast (additional S5 attack in CC at WS 4 In6, AND on a roll of 4+ the Warpbeast takes a wound that would usually have hurt the Beastmaster, the Warpbeast can't be used again until end of duel) 20pts.
= Scourge (+2 Bs, Splinter Cannon (S4 Ap5, Assault 4)), Jump Pack (Auto Back off from CC) 30pts. -- -- Add Gladiator (+1 Ws and In, -1 Bs, Opponent never receives a bonus for using 2 CCW, replaces any Ranged weapons with a CCW), 5pts. -- -- Add Poison Expert (gains Poisoned Blades (wounds on a 2+), replaces ALL other weapons, grants +1 At), 25pts. -- -- Add Combat Drugs (Character may use Combat Drugs, as per the Codex), 20pts. -- -- Add SplinterImpaler (replaces ALL other ranged weapons, S4 Ap3 Assault2), 15pts. -- -- Add Destructor (replaces ALL other ranged weapons, S4 Template weapon, Ap D6), 15pts. -- -- Add Shadowgrenades (opponents receive -1Bs during shootingphase) 10pts. -- -- Add Improved Reflexes (Character gains a 5+ dodge versus ranged attacks), 10pts.
= Reaver Jetbiker (+1St, +(1)To, +1At, only fails backing off on a roll of 1, receives +1 to prior rolls in closecombatphase, biker is equipped with a ccw OR a splinterpistol, 4+ dodgesave against shooting) 30pts -- -- Add Combat Drugs (Character may use Combat Drugs, as per the Codex), 20pts. -- -- Add Torture Instruments/Spikes and Hooks (if at least 1successful not parried hit is caused by the Reaver Jetbiker add 1additional dice to your to-wound rolls in this closecombatphase), 15pts. -- -- Add Enslaver Web (roll 1D6 at start of turn, if it's 6 or higher than your opponent's strengh your opponent receives a -1 to his priority rolls for this turn), 15pts. -- -- Add Imperoved Reflexes and Maneuverability (5+dodgesave in cc), 15pts
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Post by Archon Faraith on Sept 12, 2004 20:17:41 GMT
The Harlequins
-- ALL Harlequins have Flip Belts, which allow them to automatically leave CC each turn, and lets them charge each turn as well, with no rolls needed. They also have a Holosuit (working as in Wh40k).
- You may choose ONE Package:
= Great Harlequin (+1 Ws, Harlequin's Kiss (wounds on a 3+, to-wound rolls of 6 causes a -2 Armour save modifier) and Shuriken Pistol), 30pts. -- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts. -- -- Add Improved Reflexes (+1 In and At), 20pts.
= Shadow Seer (Shuriken Pistol and CCW, Veil of Tears(The Shadowseer can combine this Psychic Power with his Flip Belt for a devastating attack. The Shadowseer gains D3 attacks on the charge, instead of +1) 20pts. -- -- Wristblades (+1St), 10pts. -- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts. -- -- Add Improved Reflexes (+1 In and At), 20pts. -- -- Add Psychic Power "Missdirection" (in Close Combat both players roll a D6, and add their Ld values. If the Shadowseer's total is higher than his opponent's total, his opponent looses as many attacks for that turn as the Psyker won by), 15pts. -- -- Add Psychic Power "False Visions" (psytest needed, target opponent decreases his BS by D6 [down to a minimum of 1] until end of turn), 20pts.
= Solitaire (+1 Ws, In, and At, 2 CCWs, never has to take ANY Ld checks and is immune to psychological weapons and attacks that wound via Ld), 35pts. -- -- Wristblades (+1St), 10pts. -- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts. -- -- Add Improved Reflexes (+1 In and At), 20pts.
= Death Jester (-1 In, Death Blades (2 CCWs, -1 Armour save), Shrieker Cannon (Wounds on a 2+, Ap 5, Assault 1, Causes 2 Wounds per failed Save, if the Cannon is used, then the Death Jester counts as having an automatic 1 for the following CC Phase, despite his Flip Belt), 30pts. -- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts. -- -- Add Improved Reflexes (+1 In and At), 20pts.
= Mime (Neuro Disruptor (S10 Ap3 Assault 1, compare St with opponent's Ld to wound) and 2 CCWs, +1 to Initiative rolls on the first turn of the Duel), 30pts. -- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts. -- -- Add Improved Reflexes (+1 In and At), 20pts.
= Jetbike Troupe (Jetbike (+1 To and 3+ armour save), CCW and Twinlinked Shuriken Catapults), 25pts. -- -- Add Improved Reflexes (+1 In and At), 20pts.
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Post by Archon Faraith on Sept 12, 2004 20:18:15 GMT
The Tyranids
The Rule of Six: Tyranids all have at most six limbs. Therefore, they may take, at most, two different weapons (or two of the same weapon). The only exception to this rule is that a Tyranid may take AT MOST one shooting weapon.
Living Ammunition: Weapons which fire living ammunition have +1 to wound rolls, as the ammo burrows and seeks for a weak spot unlike normal ammunition.
- You may choose ONE Package:
= Tyrant Guard (+2 To, +1 Ws, St, In, and Ld, -1 At, Rending Claws (-1 Amour save modifier, on a 6 to-hit they have an extra -1 Armour save modifier), 3+ Armour save), 55pts. -- -- Add Flesh Hooks (Negates the effect of Cover saves in CC,may force an opponent to reroll the backoff-roll once a turn), 10pts. -- -- Add Adrenal Glands (+1 Ws and In, may not use ranged weapons), 10pts. -- -- Add Implant attacks (for each hit that isn’t parried roll two dice to wound rather than the typical one) 25pts
= Lictor (+2 Ws, St, and In, +1 To, At, and Ld,Flesh Hooks (Negates the effect of Cover saves in CC,may force an opponent to reroll the backoff-roll once a turn) and Rending Claws (-1 Amour save modifier, on a 6 to-hit they have an extra -1 Armour save modifier), 5+ Armour save, 5+ Cover save against shooting (may not be modified), Lictors get +1 to Initiative rolls in the first turn of each Duel), 50pts. -- -- Add Extended Carapace (4+ armour save), 10pts. -- -- Add Adrenal Glands (+1 Ws and In, may not use ranged weapons), 10pts. -- -- Add Infiltrationer's Gene (may start duel in hard 3+cover and receives +2 to his first closecombatprior-roll per duel), 30pts. -- -- Add Chameleon Cuticula (opponent suffers -1bs when shooting the lictor), 10pts. -- -- Add feeder Tendrils (Plus D6*5% XP for a victory) 20pts
= Warrior (+1 Ws, St, To, In, and Ld,4+ armour save), 30pts. -- -- Add Enhanced Senses (+1 Bs, may pick from the following), 10pts. -- -- -- -- Add Lash Whip (one opponent in CC looses one attack), 10pts. -- -- -- -- Add Fleshborer (S4 Ap-, Assault 2,living ammo), 20pts. -- -- -- -- Add Spinefist (S4 Ap5, Assault 2,twin-linked), 15pts. -- -- -- -- Add Deathspitter (S5 Ap5, Assault1 Blast), 15pts. -- -- -- -- Add Barbed Strangler (S4 Ap-, Assault 1 Ord Blast (causes 2 hits per successful shot)), 10pts. -- -- -- -- Add Devourer (S3 Ap-, Assault 4.living ammo), 20pts. -- -- -- -- Add Venom Cannon (S6 Ap4, Assault 2), 25pts -- -- Add Adrenal Glands (+1 Ws and In, may not use ranged weapons), 10pts. -- -- Add Scything Talons (+1 At), 10pts. -- -- Add Rending Claws (-1 Amour save modifier, on a 6 to-hit they have an extra -1 Armour save modifier), 15pts. -- -- Add Flesh Hooks (Negates the effect of Cover saves in CC,may force an opponent to reroll the backoff-roll once a turn), 10pts. -- -- Add Chameleon Cuticula (opponent suffers -1bs, 5+coversave during shootingphase), 20pts. -- -- Add Leaping (+1 to cc-prior rolls), 10pts -- -- Add Toxin Sacs (+1 St), 20pts -- --Add Bio-plasma (single St5 attack at double In that hits automatically on a 4+), 15pts -- -- Add Bonded Exoskeleton (+(1)to), 20pts
= Genestealer (+2 Ws, In, +1 To and Ld, Rending Claws (-1 Amour save modifier, on a 6 to-hit they have an extra -1 Armour save modifier)), 25pts. -- -- Add Adrenal Glands (+1 Ws and In, may not use ranged weapons), 10pts. -- -- Add Extended Carapace (4+ armour save), 10pts. -- -- Add Scything Talons (+1 At), 10pts. -- -- Add Flesh Hooks (Negates the effect of Cover saves in CC,may force an opponent to reroll the backoff-roll once a turn), 10pts. -- -- Add Acid Maw (re-rolls unsuccessful to-wound rolls when charging), 25pts -- -- Add Toxin Sacs (+1 St), 20pts -- -- Add Scuttler (auto wins cc-prior in the first turn of a duel), 15pts -- -- Add Feeder Tendrils (+d6*5 XP for a victory), 20pts -- -- Add Chameleon Cuticula (opponent suffers -1bs, 5+coversave during shootingphase), 15pts.
= Gaunt (+1 In, Fleshborer (S4 Ap-, Assault 2), 5+ armour save), 10pts. -- -- Add Enhanced Senses (+1 Bs, may pick from the following), 10pts. -- -- -- -- Add Spinefist (S3 Ap5, Assault 3), 10pts. -- -- -- -- Add Deathspitter (S4 Ap5, Assault1 Blast), 10pts. -- -- -- -- Add Barbed Strangler (S4 Ap-, Assault 1 Ord Blast (causes 2 automatic hits per shot)), 10pts. -- -- -- -- Add Devourer (S3 Ap-, Assault 5), 15pts. -- -- -- -- Add Venom Cannon (S6 Ap4, Assault 2), 25pts -- -- Add Adrenal Glands (+1 Ws and In, may not use ranged weapons), 10pts. -- -- Add Scything Talons (+1 At), 10pts. -- -- Add Rending Claws (-1 Amour save modifier, on a 6 to-hit they have an extra -1 Armour save modifier), 10pts. -- -- Add Flesh Hooks (Negates the effect of Cover saves in CC,may force an opponent to reroll the backoff-roll once a turn), 10pts. -- -- Add Extended Carapace (4+ armour save), 10pts. -- -- Add Sinewed Tissue (+(1)To), 15pts. -- -- Add Infiltrationer's Gene (may start duel in hard 3+cover and receives +2 to his first closecombatprior-roll per duel), 15pts. -- -- Add Chameleon Cuticula (opponent suffers -1bs, 5+coversave during shootingphase), 15pts. -- -- Add Leaping (+1 to cc-prior rolls), 10pts -- -- Add Scuttler (auto wins cc-prior in the first turn of a duel), 15pts -- -- Add Symbiote Rippers (+D3 WS3 St3 attacks at In4), 20pts -- -- Add Toxin Sacs (+1 St), 15pts -- -- Add Acid Blood (when loses all its wounds inflicts an automatic St4 hit with -1sv on everyone taking part in the Duel), 15pts
= Ravener (+1 Ws, To, At, and Ld, +2 In 4+ save), 40pts. Must have one of the following: -- -- Two Sets of Scything talons (+2 At) 20pts -- -- Scything talons and rending claws (+1 At, -1sv in cc and a further -1sv if the to hit roll is a 6) 20pts -- -- Add Enhanced Senses (+1 Bs, may pick from the following), 10pts. -- -- -- -- Add Spinefist (S4 Ap5, Assault 2,twin-linked), 15pts. -- -- -- -- Add Deathspitter (S5 Ap5, Assault1 Blast), 15pts. -- -- -- -- Add Devourer (S3 Ap-, Assault4,living ammo), 20pts. -- -- Add Adrenal Glands (+1 Ws and In, may not use ranged weapons), 10pts. -- -- Add Scything Talons (+1 At), 10pts. -- -- Add Rending Claws (-1 Amour save modifier, on a 6 to-hit they have an extra -1 Armour save modifier), 15pts. -- -- Add Flesh Hooks (Negates the effect of Cover saves in CC,may force an opponent to reroll the backoff-roll once a turn), 10pts. -- -- Add Chameleon Cuticula (opponent suffers -1bs, 5+coversave during shootingphase), 15pts. -- -- Add Speedy Scuttle (Duel starts in closecombat), 15pts -- -- Add Adrenal Glands (+1 Ws, +1 In, may not shoot from throat) 15pts -- -- Add lightning fast reflexes (+1 to all priority rolls in the duel), 20pts
= Gargoyle (Bio-plasma (one attack at double In, hits on a 4+, at St5, does not count benefits from Rending Claws), +1 to Initiative rolls in the first turn of each Duel, 5+ armour save), 25pts. -- -- Add Enhanced Senses (+1 Bs, may pick from the following), 10pts. -- -- -- -- Add Spinefist (S4 Ap5, Assault 2,twin-linked), 15pts. -- -- -- -- Add Deathspitter (S5 Ap5, Assault1 Blast), 15pts. -- -- -- -- Add Devourer (S3 Ap-, Assault4,living ammo), 20pts. -- -- Add Adrenal Glands (+1 Ws and In, may not use ranged weapons), 10pts. -- -- Add Scything Talons (+1 At), 10pts. -- -- Add Rending Claws (-1 Amour save modifier, on a 6 to-hit they have an extra -1 Armour save modifier), 15pts. -- -- Add Flesh Hooks (Negates the effect of Cover saves in CC,may force an opponent to reroll the backoff-roll once a turn), 10pts. -- -- Add Extended Carapace (4+ armour save), 10pts. -- -- Add Sinewed Tissue (+(1)To), 10pts. -- -- Add Chameleon Cuticula (opponent suffers -1bs, 5+coversave during shootingphase), 15pts. -- -- Add Toxin Sacs (+1 St) 15pts
= Zoanthrope (+1 Bs, and To, +2 Ld, -1 At, Psyker, 3+ Armour Save), 25pts. -- -- May choose any of the following Psychic Powers: -- -- -- -- Add The Horror (Opponents must pass a Ld test to charge the character; If the Zoanthrope charges an opponent, and that opponent fails a Ld test, that opponent only hits on a 6+ in that CC Phase), 10pts. -- -- -- -- Add Psychic Scream (All opponents in the Duel are at -1 Ld, and enemy Psykers who fail a Psychic Test automatically suffer a Perils of the Warp attack), 15pts. -- -- -- -- Add Catalyst (This power is used at the beginning of the Assault phase. If the character is defeated during that Assault phase BEFORE he makes his attacks, he may still retaliate, and if he also defeats his opponent, then the Duel is a draw), 15pts. -- -- -- -- Add Warp Blast (The character may shoot with the following profile S5 Ap3 Assault1 Blast, or if he passes a Psychic test,both,the Zoantrope and his opponent(s) take an automatic S10 Ap3 hit,dodges allowed), 25pts. -- -- -- -- Add Mindeater (used after closecombatpriorrolls before closecombat, psytest needed, target opponent character makes his/her attacks minus1 versus himself/herself), 25pts. -- -- Add Toxic Miasma (Zoanthrope auto wounds in CC), 25pts
= Small Carnifex (+2 St To, -2 In, -1 BS and Ws, 3+sv, -1 armour modifier in CC, the 5+ dodge save doesn't represent an evasive move but the hit of a very hard point at the carnifex's natural armour, always hits on 5+ in closecombat) 35pts -- -- Add scything tallons* (+1 At) 10pts *May be taken twice if no shooting weapons or Rendering Claws taken Rendering Claws (cumulative -1 armour save in cc, further -1 on a to hit roll of 6 (making it -3sv if a 6 is rolled) 20pts -- -- Add Crushing Claws (replaces base attacks on profile (before scything talon bonuses) with d6 attacks) 20pts -- -- Add BioPlasma (One St5 attack each turn at double In hits on 4+) 15pts -- --Add Enhanced senses (+1 BS may choose one of the following guns) 10pts -- -- -- -- Barbed Strangler (S5 Ap5 Assault 1 Ord. Blast (hits d3 times rather than the once for a normal blast) 30pts -- -- -- -- Twin Linked Deathspitter (St6 Ap5 Assault 1 blast, twin linked) 20pts -- -- -- -- Twin Linked Devourer (St4 Ap- Assault 4 Living ammo, twin linked) 30pts -- -- Add Bio-plasma (double In St5 Attack that hits on a 4+) 15pts -- -- Add Implant Attack (each successful to-hit roll in closecombat causes 2 to-wound rolls), 25pts -- -- Add Spine Banks (counts as frag grenades; and after closecombatpriorityrolls,but before any attacks in closecombat are rolled fires D6 St3 shots per turn hitting on 5+ at target character charging the carnifex or being charged by the carnifex)(may not be combined with Thornback), 30pts -- -- Add Thornback (forces opponents to re-roll successful back off rolls)(may not be combined with Spine Banks), 20pts -- -- Add Tail weapon: Mace (after all attacks are rolled in closecombat may do an additional single attack at St6)(may not be combined with Tail Weapon: Scythe), 20pts -- -- Add Tail Weapon: Scythe (+d3 attacks at -1 St and at In4)(may not be combined with Tail Weapon: Mace), 20pts -- -- Add Tusked (+2At when charging rather than +1), 15pts
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Post by Archon Faraith on Sept 12, 2004 20:18:45 GMT
[glow=black,2,300] Da Orkze Special Rules: - "we're just 'arder" orks receive a single 4+ ignore wounds roll versus characters with toughness 5 or more. agile characters can't take use of the "we're just 'arder"rule.
- You may choose ONE Package:
= Warboss (+1 Ws, In, and Ld, +1S, +1A Slugga and Choppa*, 5+ Armour save), 35pts. -- -- Add Bionik Bonce (+1 to Armour save, may never be combined with Mega armour, has no effect on Invulnerable or Dodge saves), 10pts. -- -- Add 'Eavy Armour (4+ Armour save), 10pts. -- -- Add Kustom Job: More Dakka (+1 shot to a single ranged weapon), 10pts. -- -- Add Kustom Job: Shootier (+1 to the St of a single ranged weapon), 10pts -- -- Add Kustom Job: Blasta (Gives an extra -1 Save modifier to a single ranged weapon), 10pts -- -- Add Kombi-Skorcha (A Shoota able to shoot with the following profile once per Duel: S5 Ap4, Assault 1 Template), 15pts. -- -- Add 'Uge Choppa (+2 St, -1 Save modifier, 2-handed, always goes last), 30pts. -- -- Add Big Horns or Iron Gob (+1 Ld for Morale based tests, one extra attack at base Strength and Initiative 1), 15pts. -- --may purchase klan upgrade -- --Racial Trait (5pts): Power of the Waaagh! (If the character can pass a Ld test when he charges, he doubles his Initiative for that phase of CC).
= Nob (+1 Ws, Slugga and Choppa*, 5+ Armour save), 20pts. -- -- Add Bionik Bonce (+1 to Armour save, may never be combined with Mega armour, has no effect on Invulnerable or Dodge saves), 10pts. -- -- Add 'Eavy Armour (4+ Armour save) 10pts. -- -- Add Kustom Job: More Dakka (+1 shot to a single ranged weapon), 10pts. -- -- Add Kustom Job: Shootier (+1 to the St of a single ranged weapon), 10pts -- -- Add Kustom Job: Blasta (Gives an extra -1 Save modifier to a single ranged weapon), 10pts -- -- Add 'Uge Choppa (+2 St, -1 Save modifier, 2-handed, always goes last), 30pts. -- -- Add Big Horns or Iron Gob (+1 Ld for Morale based tests, one extra attack at base Strength and Initiative 1), 15pts. -- --may purchase klan upgrade -- --Racial Trait (5pts): Power of the Waaagh! (If the character can pass a Ld test when he charges, he doubles his Initiative for that phase of CC).
= Big Mek (+1 Ws, Choppa* and Bionik Arm, grants additional S4 hit in CC I2), 30pts. -- -- Add Bionik Bonce (+1 to Armour save, may never be combined with Mega armour, has no effect on Invulnerable or Dodge saves), 10pts. -- -- Add 'Eavy Armour (4+ Armour save), 10pts. -- -- Add Kustom Job: More Dakka (+1 shot to a single ranged weapon), 5pts. -- -- Add Kustom Job: Shootier (+1 to the St of a single ranged weapon), 5pts. -- -- Add Kustom Job: Blasta (Gives an extra -1 Save modifier to a single ranged weapon), 5pts. -- -- Add Kombi-Skorcha (A Shoota able to shoot with the following profile once per Duel: S5 Ap4, Assault 1 Template), 10pts. -- --may purchase klan upgrade -- --Racial Trait (5pts): Power of the Waaagh! (If the character can pass a Ld test when he charges, he doubles his Initiative for that phase of CC).
= Painboss (Choppa* and CCW, always wounds on 4+ or better, 5+ Armour save), 25pts. -- -- Add Bionik Bonce (+1 to Armour save, may never be combined with Mega armour, has no effect on Invulnerable or Dodge saves), 10pts. -- -- Add 'Eavy Armour (4+ Armour save), 10pts. -- -- Add Dok'z Toolz (May re-roll 1 failed armor save per duel), 20pts -- --may purchase klan upgrade -- --Racial Trait (5pts): Power of the Waaagh! (If the character can pass a Ld test when he charges, he doubles his Initiative for that phase of CC).
= Flash Git (+2 Bs, Shoota with More Dakka, Shootier, and Blasta), 35pts. -- -- Add Bionik Bonce (+1 to Armour save, may never be combined with Mega armour, has no effect on Invulnerable or Dodge saves), 10pts. -- -- Add Eavy Armour (4+ Armour save), 10pts. -- --may purchase klan upgrade -- --Racial Trait (5pts): Power of the Waaagh! (If the character can pass a Ld test when he charges, he doubles his Initiative for that phase of CC).
= Uber Grot (+1 Ws, Bs, At, +2 In, -1 St and To, Slugga and Choppa*, 5+ Dodge save in CC AND against shooting, which is lost if any Armour is worn), 30pts. -- -- Add Kustom Job: More Dakka (+1 shot to a single ranged weapon), 10pts. -- -- Add Kustom Job: Shootier (+1 to the St of a single ranged weapon), 10pts. -- -- Add Kustom Job: Blasta (Gives an extra -1 Save modifier to a single ranged weapon), 10pts. -- -- Add 'Uge Choppa (+2 St, -1 Save modifier, 2-handed, always goes last), 30pts. -- -- Add Grot Blasta (S3 AP- Assault 2, may be combined w/ Kustom Jobz, 2 handed), 5 pts. -- --may purchase klan upgrade -- --Racial Trait (5pts): Power of the Waaagh! (If the character can pass a Ld test when he charges, he doubles his Initiative for that phase of CC).
= Speed Freak (+1t,+1a,may fire a salve of twinlinked big shootas (S5 AP5 assault3) in first turn of every duel,slugga and choppa ,5+cover save, NO "we're just 'arder" rule), 35pts. -- -- Add 'Eavy Armour (4+ Armour save) 10pts. -- -- Add 'Uge Choppa (+2 St, -1 Save modifier, 2-handed, always goes last), 30pts. -- -- Add Big Horns or Iron Gob (+1 Ld for Morale based tests, one extra attack at base Strength and Initiative 1), 15pts. -- -- Add Kustom Job: More Dakka (+1 shot to slugga), 10pts. -- -- Add Kustom Job: Shootier (+1 to the St of slugga), 10pts -- -- Add Kustom Job: Blasta (Gives an extra -1 Save modifier to slugga), 10pts -- --Racial Trait (5pts): Power of the Waaagh! (If the character can pass a Ld test when he charges, he doubles his Initiative for that phase of CC).
-You may choose ONE Klan Upgrade (if package allows to): ---Goff (5pts): hits and gets hit on 3+ in closecombat ---Deathskull (5pts for bs3, 10pts for bs 4+): may reroll one to hit roll in melee OR shooting ---Bad Moons (5pts): choose +1bs OR one additional kustom job for free ---Evil Sunz (5pts): improved reflexes -> +1In ---Blood Axes (15pts):starts in cover (4+cover sv in first shooting phase of a duel) adds +1 to closecombat or shooting priority rolls in first turn of a duel ---Snakebites (5pts):may never use any ranged weapons, +1a
*Choppas cause a -1 save modifier on opponents
*The Kustom Jobs work the same as in the Ork Codex, i.e. with More Dakka a Slugga goes to Assault 2, and so forth. - May combine all Kustoms together, and may kustomize a Kombi-skorcha's Slugga half [/glow]
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Post by Archon Faraith on Sept 12, 2004 20:19:05 GMT
The Necrons
-Special Rule: WBB/IBB necrons receive a 6+ roll similar to Bionics (I'll be back). if there're 2 or more allied Necrons in a duel they receive a 5+ roll similar to Bionics (We'll be back).
- You may chooseone package
= Underlord (+1 S, I, Staff of Light [S5, AP4, Assault 2]) 35pts -- -- Add Close Combat Algorithm (+1 WS, I, -1BS) 15pts -- -- Add Improved Targetting (+1 BS) 15pts -- -- Add Disruption Claws (2CCW, -1 Armour Save modifier,may not use any ranged weapons)15pts
= Immortal (-1 A, Gauss Blaster [S5, AP4, Assault 2], 5+IBB/4+WBB) 30pts -- -- Add Improved Targetting (+1 BS) 15pts -- -- Add Close Combat Algorithm (+1 WS, I, -1 BS) 15pts
= Destroyer (+1 T, -2 A, Gauss Blaster (S5 AP4, Assault 2) (fails backing off only on a roll of 1 instead of 1+2) 55pts -- -- Add Close Combat Algorithm (+1WS, I, -1BS) 15pts -- -- Add Improved Targetting (+1 BS) 20pts
= Flayed One (+2I, +1 WS, Pair of Claws (Counts as 2 CCW's), Enemy must pass a Ld test to charge, +1 to Initiative rolls in the first CC phase of every duel, may never use ranged weapons) 35pts -- -- Add Close Combat Algorithm (+1 WS, I) 20pts
=Wraith (+2 S, +1 WS, I, Pair of Claws (Counts as 2 CCW's) 3+ Invulnerable Save, may never use ranged weapons) 40pts -- -- Add Close Combat Algorithm (+1 WS, I) 20pts
=Pariah(+1S, I, Great Weapon w/ built in Gauss Blaster, All models in a duel w/ a Pariah count as having a maximum Ld. of 7, Each turn, all psykers in duel have to take a Ld. test....if failed, they require 6's to hit the Pariah, Fearless, No WBB roll) 45pts -- -- Add Close Combat Algorithm (+1 WS, I, -1 BS) 15pts #nosmileys#nosmileys
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Post by Archon Faraith on Sept 12, 2004 20:19:32 GMT
[glow=black,2,300] The Kroot
= Hunter (+1 Ws, St, In, and At, Kroot Claws (Counts as 2 CCWs, with -1 modifier to Armour saves), 5+ dodge save, 5+ armour), 25 points -- -- Add Adaption: Talent (+1 Ws, In, and At), 20pts. -- -- Add Adaption: Bold (+1 Ld) 5pts. -- -- Add Adaption: Chameleon (Opponents receive -1 to-hit from range), 10pts. -- -- Add Adaption: Chitin (Increase armour save to 4+), 10pts.
= Shaper (+2 Ld, +1 Ws, To, In, and At, Kroot rifle (St4 Ap6, Rapid-fire, counts as 2 CCWs in the CC Phase), 4+ armour save), 25pts. -- -- Add Adaption: Talent(+1 Ws, In, and At), 20pts. -- -- Add Adaption: Strength (+1 St), 10pts. -- -- Add Adaption: Chameleon (Opponents receive -1 to-hit from range), 10pts. -- -- Add Adaption: Tough (+1 To), 20pts. -- -- Add Adaption: Tribal Leader (may take the following psychic powers) -- -- -- Add Protect (Used at start of each Phase, maybe used in every Phase, 5+ Inv Save for the duration of the Phase), 10pts. -- -- -- Add Iron Fist (CC Phase only, +1 St, but does not count as having 2 CCWs and may not be combined with any weapons), 5pts. -- -- -- Add Tribal Spirits (CC Phase only; The Shaper is only hit on 4+ or worse, regardless of Ws differences or any special abilities), 10 pts. -- -- -- Add Distraction (Shooting Phase only; Opponents are at -1 to-hit), 15pts. -- -- -- Add Fury (CC Phase only; The Shaper receives +1 Ws for that CC Phase, but -1 Ws if he fails his Psychic tes), 10 pts.
= Tracker (+1 Bs, Kroot rifle (St4 Ap6, Rapid-fire, counts as 2 CCWs in the CC Phase), 4+ armour save), 10pts. -- -- Add Adaption: Bold (+1 Ld), 5pts. -- -- Add Adaption: Chameleon (Opponents receive -1 to-hit from range), 10pts. -- -- Add Adaption: Accurate (+1 Bs), 10pts. -- -- Add Adaption: Tough (+1 To), 15pts. -- -- Add Adaption: Stalker (+1 to In rolls in each Shooting Phase), 10pts. -- -- Add Kroot Hunting rifle (hits on 2+, wounds on 4+, ap5 assault 1), 10pts.
[/glow]
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Post by Archon Faraith on Sept 12, 2004 20:19:51 GMT
Character Progression:[/b]
- This section shall discuss the gaining of experience, of levels, wargear, and other things that you can gain as your character progresses.
Experience:[/b]
- Experience (XP) is simple. You gain a certain amount of XP for every successful battle you take part in, based on how many points your opponent was worth. You may gain experience in any of the following ways:
1)By taking an opponent's last Wound; 2)By causing your opponent to flee the Duel (voluntarily or otherwise); 3)By taking one or more Wounds from your opponent and surviving the Duel*.
Example: Adamans defeats a normal Chaos Marine, and gains XP equal to its points cost, that is, 14 pts.
- You gain XP equal to the current points cost of the opponent. It is also possible to loose XP through Injury, as you will later see from the Injury Table.
- * If you loose the Duel, but are able to take one or more Wounds from your opponent, then you gain HALF his point cost in XP.
Leveling Up:[/b]
- In order to gain a level, your character must earn XP equal to: your current points cost X the next level, on top of the XP you have already earnt.
Example: A 100 point, Level 1 character, needs 200 experience to reach level 2. 100x2. This same character now needs an extra 300 experience to reach level 3, 100x3, so in total would need 500 experience, 200+300.
- There are no set gains received at every level, though a GM may grant you new wargear once you gain a level.
Once your character reaches the appropriate levels for a free bonus (i.e. every level divisible by 6), then their character cost is increased by 10pts (NOTE: This does not mean you have 10pts extra to spend on things from the original character package, just that it will now be harder for you to level up, and that anyone defeating you will gain more xp). Stats:[/b]
- Gaining experience and leveling up will slowly make your character more skilled in combat. This is primarily done through skill-based Stats. There are certain levels where you will instantly gain a bonus to one of these skill-based Stats (which should be added to your Character Sheet). These bonuses are gained as follows:
- At every level divisible by 6, a character may choose to add 1 to his Ws, Bs, or In, although no Stat may ever be increased above a value of 10. Also at this point, your character cost will increase by 10pts (NOTE: This does not mean you get 10pts to spend on additional selections from the creation packages), in order to symbolise how much harder it will be for your character to gain experience when they are already so experienced. Opponents defeating your character in a duel will receive your new cost in xp, or half if they only wound you, as per the normal rules.
- You may never upgrade the same Stat twice in a row.
Example: You have just earned an extra point to your Ws at level 6. Once you reach level 12, you may not choose to once again increase your Ws, but must instead choose to increase your Bs or your In.
Ranks:[/b]
- Another way to increase your abilities is by going on Quests and by increasing your Rank. Basically your Rank is whatever character you are in your army, such a Space Marine Leader. Now, that Leader could go on an arduous Quest and attain the Rank of Commander if he survives it.
- To gain a rank, you need to create a Quest with a GM and have a GM present when you undertake it. The Quest will not be easy, and you may die attempting it, but the rewards should be worth it. Said rewards, including wargear, Rank increases, and Stat increases, are up to the GMs, and may vary from individual to individual.[/u]
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Post by Archon Faraith on Sept 12, 2004 20:20:12 GMT
Wargear, Allies, and Quests:[/b]
Wargear[/b]
- You may have as much wargear as you wish, multiple close combat weapons, multiple types of guns. However, you may not use them ALL at once or change your wargear around mid-battle.
- You may carry only one weapon in each hand, and must announce at the beginning of a fight what you are carrying.
- You can only allocate attacks between the weapons in your hands, and can never switch whats in your hand for something else. The only exception to this is you can temporarily fire a ranged weapon (such as a pistol) in the shooting phase, but it does not go with you into Close Combat unless you start with it in your hand at the beginning.
- Hard points on Tau Battlesuits (once they become available) count as hands (But they still require a Multitracker to shoot with 2 weapon systems at the same time, and may never shoot 3 weapon systems simultaneously).
Allies:[/b]
- In the grim universe of Warhammer 40,000, it is hard to tell friend from foe. However, there are rare occurences where solid alliances and long-lasting friendships are made in these dire times, and here is how Allies are dealt with in Dueling.
- Anyone who counts as your ally can be sided with you in a multi-player Duel.
- If you Duel against an ally in a sparring or training fashion, you do not have to roll on the Injury Table after the Duel.
- To gain an ally, you must have a reasonable explanation as to why you are allies, as well as fluff to support your friendship. This reasoning may range from something simple like being in the same army and fighting together, to two different races putting differences aside to fight a far more menacing foe. Your alliances must be GM approved.
Quests:
- There are various Quests that GM's will offer to the general public of Dueling, such as overthrowing a mighty boss-type character. However, more often than not, players will gain GM approval to undertake their own personal Quests.
- You can't quest with characters below level3.
- You can make one Quest for every 6 Levels. Higher characters will get more difficulty quests with better Questbonuses.
- Quests still must have a good fluffy reason approved by a GM.
- There are only 2 types of Quests you can ask for:
1) A Quest to test your skill in some way and gain a higher rank and position.
2) A Quest to find or earn a revered piece of wargear from/for your army. For example, a GM may offer you the chance to Quest for a powerful piece of wargear, such as the "Sword of Secrets" from the Dark Angels.
- You must create the Quest with the GM and have a GM present to run the Quest for you. Again, Quests will not be easy, and you may die while attempting it, but the reward should be worth it. Quite often (if not always), the resolution of a Quest may result in some benefit for your Team, on top of the benefits for your own character.
The GM moderating the Quest has the right to add a single character created with the Duelling rules. This doesn't have to be stated in the questing chart.
Quests require a piece of fluff of at least 1000words to get weapons or additional stats. Quests for fluff or exp only have no limits in that way.
Participating in a Quest increases the characters pointscost by 10pts. Success or fail doesn't matter in this case. increasing the pointscost doesn't mean you're allowed to take more wargear,weapons and option for these points, ruleswise it just makes your character a bit more expensive.
Once your character has successfully passed a quest and received the bonus (i.e.: +1to some stat or a new weapon), a character's cost is increased by 10pts (NOTE: This does not mean you have 10pts extra to spend on things from the original character package, just that it will now be harder for you to level up, and that anyone defeating you will gain more xp). This increase is the minimum to represent gained additional wargear,abilities,stats and similar stuff and may be changed fitting to the character and quest by a GM. These pts are NOT included when calculating the maximum amount of experience per Duel/Quest. They just represent the character's higher abilities and worth to beat him.
YOU ONLY GET THE BONUS(ES) FROM THE QUEST AFTER THE FLUFF IS WRITTEN!!!
If a character dies during a quest you still have to write the corresponding fluff BEFORE you're allowed to play with your new character!
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