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ELDAR
Two Rail Guns and two Scatter Lasers added with two new rune equipment cards for them. The Exarch, four Eldar Warriors, a maximun of three heavy weapons and a maximum of three Shuriken Catapults can be taken, the Exarch, nine Eldar Warriors, a maximun of six heavy weapons and a maximum of nine Shuriken Catapults can be taken if played using Mission Dreadnought. Rail Gun: 1R+3W Standard Plasma Gun rules but loses one power for each target already attacked. L2: Can fire at a single target in sight. L3: Doesn't lose power for multiple targets. Scatter Laser: 1R+4W Standard Assault Cannon rules but jams (white dice are ignored) if the red dice is 0. L2: Only jams if at least two of the white dice are also 0s. L3: Only jams if at least three of the white dice are also 0s. Missile Launcher L2: Lowest dice on the sixteen surrounding squares (middle dice if Super Krak Missiles apply). L3: Roll three red dice, highest + lowest on the target square (total if Super Krak Missiles apply), highest on the surrounding eight, middle dice on the surrounding sixteen. Las Cannon L2: Can fire before and after moving and 2R+1W for a combined shot. L3: Can fire single shots in between movement, 3R for a combined shot. Shurikens L2: Extra shot if you don't move during the same turn. L3: Extra shot (not a second extra shot) if you move no more than half rate during the same turn. ELDAR ASPECT WARRIORS H-H: 2W unless stated otherwise. Exarch has the same stats and rules as the eldar warrior exarch - Move 7, AV2, Force Sword for 3W in hand-hand, Shuriken Pistol for two shots with 2W in firing and chooses one exarch card (a Warlock's card only if it hasn't been used) to give up for each LP lost starting with one LP more than the number of exarch cards. Choose four different aspect warriors, you get one of each if you're using Mission Dreadnought. Eldar event cards are used if you use aspect warriors and any event cards that affect either edlar or marines can affect the squad. Chaos Fog affects all Eldar Las weapons. Dire Avenger - Move: 7, AV: 2. Dire Sword: 3W, can reroll one dice. Avenger Shuriken Catapult: 1R+2W, two shots, range twelve. Howling Banshee - Move: 7, AV: 2. Power Sword: 1R. Shuriken Pistol: 2W, two shots. Banshee Mask: Non mechanical hand-hand opponents apart from genestealers can't attack you or defend against you. Striking Scorpion - Move: 5, AV: 3. Scorpion Chain Sword: 1R, treats bulkheads as having AV0 and can attack diagonally causing the opponent to roll two dice less. Mandiblaster: 2R, can shoot an adjacent (including diagonally) target once per turn without using an action. Shuriken Pistol: 2W, two shots. Plasma Grenade: 1R+2W on the target square, the total of the highest two on surrounding eight and the other dice on the surrounding sixteen. Dark Reaper - Move: 5, AV: 3. Reaper Launcher: 1R+1W with the white dice on the surrounding eight squares, two shots, shots can be combined for 2R+2W and the 2W on the surrounding eight squares. Fire Dragon - Move: 5, AV: 3. Firespike Rifle: 2R+1W, standard Fusion Gun rules (Plasma Gun that rolls separately for each target). Melta Bomb. Swooping Hawk - Move: 11, AV: 2. Las Blaster: 1R+1W on a 2x2 area. Three of each grenade, can use one grenade per turn, two if you give up an action and three if you give up both actions and grenades can be used in between movement. Krak Grenades: Attacks 2x2 area with 2R. Frag Grenades: 2R with standard Missile Launcher rules. Plasma Grenades: 1R+2W on the target square, the total of the highest two on surrounding eight and the other dice on surrounding sixteen. Haywire Grenades: 3R, attacks mechanical targets in a 3x3 area separately. Can move through (over) enemies. Warp Spider - Move: 5, AV: 3. Death Spinner: 2R, fires in a diamond shape with the total of the dice in a 1, 3, 5, 7, 5, 3, 1 pattern. Jump Generator: Can teleport to any unoccupied square within a range of two squares if you give up either of your actions. Shadow Spectre - Move: 11, AV: 2. Prism Rifle: 1W, +1R for each AV of the target. Holo-Field: +2 AV if you don't move. Can move through (over) enemies. Rank Avenger - Exarch: 5. Order: 1. Equipment: 4 (0 Aspect Wargear Equipment). Executioner - Exarch: 6. Order: 1. Equipment: 4 (1 Aspect Wargear Equipment). Dark Stalker - Exarch: 6. Order: 2. Equipment: 5 (2 Aspect Wargear Equipment). Nemesis - Exarch: 7. Order: 2. Equipment: 5 (3 Aspect Wargear Equipment). Avatar - Exarch: 7. Order: 3. Equipment: 6 (4 Aspect Wargear Equipment). Exarch Refraction Field: +1AV from a range of more than twelve squares away. Exarch Runes: Can reroll one dice when shooting. Head Shot: Double the score against a humanoid target if you roll a double before any rerolls when shooting. Running Shot: Can shoot once in between your movement. Heightened Mobility: Can move four extra squares if you don't attack. Heightened Strength: Can reroll one dice in hand-hand during your own turn. Warlock's Breath: Exarch can avoid taking damage after one attack during the mission. Warlock's Blessing: Exarch can reroll any number of dice of a single roll once during the mission before using any other rerolls. Warlock's Defence: Exarch can ignore all white dice used against you during the alien player's next turn once during the mission. Warlock's Protection: Exarch can ignore all 3s rolled against you (effectively making them white dice) during the alien player's next turn once during the mission. Orders Move!: All Aspect Warriors can move at twice their normal rate. Shoot!: All Aspect Warriors can fire twice either before or after moving. Assault!: One Aspect Warrior can either move twice and attack once or fire twice and move once, in any order. Attack!: Two Aspect Warriors can combine their hand-hand attacks, the oponent choses which one to attack before rolling. Equipment Force Wall Generator: Can be used once and is placed on two directly adjacent squares in sight of any squad member preventing sight through the wall. Vortex Grenade: Can be used once by any squad member to move a target in sight anywhere on the board. Warlock's Warning: One Aspect Warrior (not the exarch) can avoid taking damage after one attack during the mission. Web Of Skulls: Can be used once to prevent a non dreadnought target in sight of any squad member from shooting or moving during their next turn. Wargear Shimmer Shield: Dire Avenger's AV raised to three and must be beaten in hand-hand during your own turn to cause damage as if you were being shot. Sonic Pitch Enhancer: Howling Banshee's Mask affects mechanical targets. Enhanced Mandiblaster: Striking Scorpion's Mandiblaster has a range of twelve squares. Torrent Reaper Launcher: Dark Reaper's Launcher can fire three shots if you don't move, any of which can be combined. Hellfire Spike Rifle: Fire Dragon's Spike Rifle adds one white dice for each target after the first. Additional Grenade Belt: Swooping Hawk starts with another three of each grenade type, Equipment Malfunction causes three of each type to be lost. Jump Generator Booster: Warp Spider's Jump Generator range increased to four squares and you can jump two squares without loosing an action. Prism Blaster: Shadow Spectre's Prism Rifle attacks with 1R and +1R for each AV of the target. Squads If you want a squad of all one type then the exarch has the same weapons and rules as the aspect warriors but with the LP rules described and the squad gets five extra aspect warriors if played using Mission Dreadnought to compensate for the lack of squad versatility. The aspect wargear restriction is removed and add another Warlock's Warning so there's enough equipment cards but the weargear card only affects the exarch. With Head Shot the score of the first two dice rolled is doubled if the score is the same and Heightened Strength allows a dire avenger exarch to reroll a second dice on their own turn but they can't reroll the same dice twice. Weapon Levels Shuriken Pistol - L2: Extra shot if you don't move during the same turn. L3: Extra shot (not a second extra shot) if you move no more than half rate during the same turn. Avenger Shuriken Catapult - L2: Range eighteen and can shoot three times with 1R+1W. L3: Range thirty and can shoot four times with 1R. Banshee Mask - L2: Target can't attack back the next time they're attacked during the same turn. L3: Target can't attack back during the same turn. Mandiblaster - L2: Can shoot the same target twice. L3: Can shoot two different targets. Reaper Launcher - L2: Red dice on the eight surrounding squares. L3: White dice on the surrounding sixteen squares. Firespike Rifle - L2: Extra white dice for each target after the first. L3: Extra red instead of white dice for each target after the first. Las Blaster - L2: Can fire twice with two white dice for each shot and can fire before and after moving. L3: Can fire three times with two white dice for each shot and can fire in between movement. Death Spinner - L2: Fires in a diamond shape 1, 3, 5, 7, 9, 7, 5, 3, 1 pattern. L3: Fires in a diamond shape 1, 3, 5, 7, 9, 11, 9, 7, 5, 3, 1 pattern. Prism Rifle - L2: Extra white dice against dreadnoughts. L3: Extra white dice against any mechanical target and bulkheads (two extra in total against dreadnoughts and bulkheads). SISTERS OF BATTLE Same stats and number of squad members as marine chapters, two Bolters and two heavy weapons or one Bolter, one heavy weapon, one extra heavy weapon and one of each Sororitas Combi-Weapon if played with Mission Dreadnought. Ranks Celestian (one order), Palatine (two orders), Canoness (three orders), Prioress (four orders), Abbess (orders affect Sister Superior). Sister Superior Weapons Suspensored Heavy Bolt Gun (3R) + Combat Knife (2W). Light Plasma Gun (1R+1W) + Power Fist (1R+2W). Light Incinerator (2R) + Power Maul (1R+1W). Light Flamer (2W) + Power Axe (2R). Light Melta Gun (4R) + Power Sword (1R). Light Weapons Light Plasma Gun: 1R+1W Standard Plasma Gun rules. Light Incinerator: 2R Fires in a cone shape with the total of the dice in a 1, 3, 5, 7 pattern. Light Flamer: 2W Standard Missile Launcher rules but with the total on all nine squares. Light Melta Gun: 4R Standard Plasma Gun rules but looses two power for each square after the first. Heavy Weapons Plasma Gun: 2R Standard Plasma Gun rules. Incinerator: 2R Fires in a cone shape with the total of the dice in a 1, 3, 5, 5, 7 pattern. Flamer: 1R+1W Standard Missile Launcher rules but with the total on all nine squares. Melta Gun: 4R Standard Plasma Gun rules but looses one power for each square after the first. Extra Heavy Weapons Heavy Plasma Gun: 1R+2W The red dice on the two lines next to the target line. Heavy Incinerator: 2R Fires in a cone shape with the total of the dice in a 1, 3, 3, 5, 5, 7 pattern. Heavy Flamer: 2R Standard Missile Launcher rules but with the total on all nine squares. Heavy Melta Gun: 4R Standard Plasma Gun rules but looses one power for every two squares travelled after the first. Special Weapons Light Sororitas Combi-Weapon: Can be fired as a Bolter, Light Plasma Gun, Light Incinerator, Light Flamer or Light Melta Gun. Sororitas Combi-Weapon: Can be fired as a Heavy Bolter, Plasma Gun, Incinerator, Flamer or Melta Gun. Heavy Sororitas Combi-Weapon: Can be fired as a Heavy Bolt Gun, Heavy Plasma Gun, Heavy Incinerator, Heavy Flamer or Heavy Melta Gun. Orders Phosphor Grenades: Sisters can throw a grenade without using an action that attacks targets in a 4x4 area separately with 1R+1W, central + must be in line of sight. Hellfire Grenades: Sisters can throw a grenade without using an action that attacks with 3W on the target square, the total of the highest two on the surrounding eight and the other dice on the surrounding sixteen. Move It, Fire. Equipment Hellfire Combi-Weapons (Flame Cannons): Can fire an Incinerator as a Flamer, a Flamer as an Incinerator, a Heavy Incinerator as a Heavy Flamer and a Heavy Flamer as a Heavy Incinerator. Ionised Combi-Weapons (Ion Cannons): Can fire a Plasma Gun as a Melta Gun, a Melta Gun as a Plasma Gun, a Heavy Plasma Gun as a Heavy Melta Gun and a Heavy Melta Gun as a Heavy Plasma Gun. Bolt Combi-Weapons: Can fire all heavy weapons as Heavy Bolters and all extra heavy weapons as Heavy Bolt Guns. Bolt Pistols, Blind Grenades, Melta Bomb, x2 Targeters: Can be placed on both the Bolters or on a heavy weapon but not on an extra heavy weapon or Heavy Sororitas Combi-Weapon. Weapon Levels Bolt Weapons L2: Can fire twice at the same target if you don't move during the same turn. L3: Can fire twice and at separate targets if you don't move during the same turn. Light Plasma Gun - L2: White dice on the two lines next to the target line. L3: Red dice on the two lines next to the target line. Light Incinerator - L2: Fires in a cone shape 1, 3, 5, 7, 9 pattern. L3: Fires in a cone shape 1, 3, 5, 7, 9, 11 pattern. Light Flamer - L2: Average of the dice rounding down on the surrounding sixteen squares. L3: Average of the dice rounding up on the surrounding sixteen squares and rounding down on the surrounding twenty-four. Light Melta Gun - L2: Looses two power for every two squares traveled including the first. L3: Looses two power for every four squares traveled including the first. Plasma Gun - L2: Lowest dice on the two lines next to the target line. L3: Highest dice on the two lines next to the target line. Incinerator - L2: Fires in a cone shape 1, 3, 5, 7, 7, 9 pattern. L3: Fires in a cone shape 1, 3, 5, 7, 9, 9, 11 pattern. Flamer - L2: The white dice on the surrounding sixteen squares. L3: The red dice on the surrounding sixteen squares and the white dice on the surrounding twenty-four. Melta Gun - L2: Looses one power for every two squares traveled including the first. L3: Looses one power for every four squares traveled including the first. Heavy Plasma Gun - L2: Highest dice on the two lines next to the target line. L3: Total of highest two dice on the two lines next to the target line. Heavy Incinerator - L2: Fires in a cone shape 1, 3, 5, 5, 7, 7, 9 pattern. L3: Fires in a cone shape 1, 3, 5, 7, 7, 9, 9, 11 pattern. Heavy Flamer - L2: The highest dice on the surrounding sixteen squares. L3: The total on the surrounding sixteen squares and the highest dice on the surrounding twenty-four. Heavy Melta Gun - L2: Looses one power for every three squares traveled after the first. L3: Looses one power for every six squares traveled after the first. |
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