Iron Hands, Salamanders & Raven Guard

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Iron Hands, Salamanders & Raven Guard

Gold Bearer
This post was updated on .
Each squad has three advanced equipment cards that are added to the others and replace one of the standard equipment cards once the commander reaches the highest rank of captain senorius (it doesn't do anything in the standard game) which can now be reached by trading in four honour badges just like the other ranks and you also take two extra equipment cards when the advanced equipment is unlocked. This also gives more incentive to trade in honour badges to progress through the ranks.



IRON HANDS

Orders

Kinetic Fields: Marines can move no more than half rate but their armour values are raised by two during the alien player's next turn.

Static Fields: Each marine's armour value is raised by one during the alien player's next turn if they move no more than half rate or by three if they don't move.


Equipment

Heavy Thunder Hammer: The commander's weapons are replaced with a Heavy Thunder Hammer that uses three red dice, can attack diagonally forcing the opponent to attack back with one less dice (white dice if they use both) and can be detonated killing the commander and attacking everything on the eight adjacent squares separately with four red and four white dice but it loses its detonation ability if it's affected by Equipment Malfunction.

Bionic Heart: The commander starts each mission with two additional life points that are lost if it's affected by Equipment Malfunction.

Bionic Legs: The commander's maximum movement is increased by two squares.


Advanced Equipment

Bionic Organs: The commander starts each mission with four additional life points that are lost if it's affected by Equipment Malfunction. Replaces Bionic Heart.

Bionic Arms: The whole squad can reroll one dice in hand to hand combat, you take one less equipment card in total if you take this.

Bionic Eyes: The whole squad can reroll when shooting, you take one less equipment card in total if you take this, no additional effect if combined with a Targeter.





SALAMANDERS

Orders

Repulsion Fields: Each marine's armour value is raised by one during the alien player's next turn, by two if they move no more than half rate or by three if they don't move.

Hellfire Grenades: Marines have an extra action that attacks a target square within twelve squares using three red dice and hitting the surrounding squares with the middle value dice.


Equipment

Thunder Hammer (+ Combat Shield): The commander's Power Axe is replaced with a Thunder Hammer that uses two red dice, can attack diagonally forcing the opponent to roll one less dice (white dice if they use both) and can be detonated killing the commander and attacking everything on the eight adjacent squares separately with two red and four white dice but it loses its detonation ability if it's affected by Equipment Malfunction. You can also replace the commander's Bolt Gun with a Combat Shield allowing you to roll two white dice whenever you take damage and negating up to that amount of damage, the Combat Shield isn't affected by Equipment Malfunction.

Combi-Flamer: The Plasma Gun is replaced with a Combi-Flamer that can be fired in a 1, 3, 5, 5, 7 cone shape with the first square being any of the eight surrounding squares and attacking the area with two red dice or it can be fired using the same rules as the Missile Launcher except rolling one red and one white dice but with the total on all nine squares, Equipment Malfunction disables a random firing mode, the Combi-Flamer is a heavy weapon and can be fitted with a Targeter.

Hellfire Cannons: Bolter marines have Hellfire Cannons as their primary weapon that can fire as a Heavy Bolter or as a Missile Launcher, if fired as a Missile Launcher an entire turn has to be spent reloading before it can be fired as a Missile Launcher again, if Out Of Ammo is played on them it prevents any more hellfire missiles from being loaded but not from being fired, Hellfire Cannons are heavy weapons and can be fitted with Targeters, Bolt Pistols can be used with Hellfire Cannons.


Advanced Equipment

Lizard Cloak: The commander is immune to fire based attacks including Hellfire Grenades and hellfire rockets from Hellfire Cannons.

Heavy Combi-Flamer: The Plasma Gun is replaced with a Heavy Combi-Flamer that can be fired in a 1, 3, 3, 5, 5, 7 cone shape with the first square being any of the eight surrounding squares and attacking the area with two red dice or it can be fired using the same rules as the Missile Launcher but with the total on all nine squares, Equipment Malfunction disables a random firing mode, the Heavy Combi-Flamer is a heavy weapon and can be fitted with a Targeter. Replaces Combi-Flamer.

Rapid Reload Chambers: Hellfire Cannons only have to give up either their movement or their attack to reload and the Combi-Flamer (or Heavy Combi-Flamer) can shoot with both firing modes if you don't move during the same turn.





RAVEN GUARD

Orders

Bolters: Two Bolter marines can move twice and shoot twice this turn in any order.

Refraction Fields: Aliens roll one dice less (a red dice if they have both) when shooting at the marines during the alien player's next turn, the reduced dice don't apply to weapons that target areas such as the Plasma Gun and Missile Launcher, it also only applies if you're the target of the initial shot of an Assault Cannon.


Equipment

Lightning Claws: The commander's weapons are replaced with Lightning Claws that use two red and two white dice, can attack diagonally forcing the opponent to roll one less dice (white dice if they use both) and use two extra white dice against mechanical enemies but the bonus vs mechanical enemies is lost if the Lightning Claws are affected by Equipment Malfunction.

Distortion Field: Aliens roll one dice less (a white dice if they have both) when shooting at the commander, the reduced dice don't apply to weapons that target areas such as the Plasma Gun and Missile Launcher, it also only applies if you're the target of the initial shot of an Assault Cannon.

Stalker Bolters: Zeros on your initial role are rerolled when you shoot Bolters, you can reroll for a Targeter afterwards.


Advanced Equipment

Advanced Distortion Field: Aliens roll one dice less (a red dice if they have both) when shooting at the commander, the reduced dice don't apply to weapons that target areas such as the Plasma Gun and Missile Launcher, it also only applies if you're the target of the initial shot of an Assault Cannon. Replaces Distortion Field.

Stalker Sights: Allows Bolters to reroll one dice when shooting, can be combined with Targeters allowing both dice to be rerolled at the same time.

Jump Packs: Roll two red dice every time any squad member moves, your score is added to your maximum movement but you can't attack after rolling and then move. Swap the backpacks of the marines with the chaos backpacks.





Universal Cards

Orders
Move It: Marines can move twice and attack once this turn in any order.
Fire: Marines can shoot twice and move once this turn in any order.

Equipment
Bolt Pistols: Bolter marines roll an extra white dice in hand to hand combat.
Blind Grenades: Can be used once per mission during your own turn preventing any members of your squad being attacked during the alien player's next turn.
Melta Bomb: Can be used once per mission during your own turn allowing you to roll two extra red dice when you attack in hand to hand combat.
x2 Targeters: Can be placed on Bolters or a heavy weapon allowing them to reroll one dice when shooting.