Post by Lord Nefarius on Dec 20, 2004 20:59:57 GMT
The Imperial Humanity:
WS - 3
BS - 3
St - 2
To - 2
Wo - 1
In - 3
At - 2
LD - 8
Save - 5+
Cost - 15pts
(don't forget the basic statline upgrades)
- 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.
WS - 3
BS - 3
St - 2
To - 2
Wo - 1
In - 3
At - 2
LD - 8
Save - 5+
Cost - 15pts
(don't forget the basic statline upgrades)
- 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.