Blitzhund The Deathless 175pts
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- Winfred Ryan
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1 Blitzhund The Deathless 175pts Blitzhund cannot be killed by conventional means targeting his body. His soul is hidden separate from his body inside a Chaos amulet. As long as his soul is safe, he cannot die. Anyone possessing the amulet is said to have Blitzhund in their power. Without his amulet, he begins to weaken, becomes sick and immediately loses the use of his magic. If the amulet is tossed about, he likewise is flung around against his will. If the amulet is broken, it is very likely that a now mortal Blitzhund will die. Rawr! Blitzhund The Deathless Fearless Feel no pain Fleet (If taken in a Chaos Daemon army, he gains the Daemon special rule) Claws and Teeth Rending close combat attacks. Indestructible Once Blitzhund loses his last wound he is placed on his side, at the start of the next turn roll a D6, on a 2+ he stands up on D3 wounds, on a 1, he remains on his side. For all purposes, he counts as dead whilst on his side. Captured soul Since releasing the soul from an ancient Chaos amulet is the only way to kill Blitzhund, he has it kept near him, select a friendly independent character to Hold the amulet, if that independent character is slain, Blitzhund loses his Indestructible rule.
2 Blitzhund The Deathless 175pts Blitzhund cannot be killed by conventional means targeting his body. His soul is hidden separate from his body inside a Chaos amulet. As long as his soul is safe, he cannot die. Anyone possessing the amulet is said to have Blitzhund in their power. Without his amulet, he begins to weaken, becomes sick and immediately loses the use of his magic. If the amulet is tossed about, he likewise is flung around against his will. If the amulet is broken, it is very likely that a now mortal Blitzhund will die. Rawr! Blitzhund The Deathless Fearless Feel no pain Fleet (If taken in a Chaos Daemon army, he gains the Daemon special rule) Claws and Teeth Rending close combat attacks. Indestructible Once Blitzhund loses his last wound he is placed on his side, at the start of the next turn roll a D6, on a 2+ he stands up on D3 wounds, on a 1, he remains on his side. For all purposes, he counts as dead whilst on his side. Captured soul Since releasing the soul from an ancient Chaos amulet is the only way to kill Blitzhund, he has it kept near him, select a friendly independent character to Hold the amulet, if that independent character is slain, Blitzhund loses his Indestructible rule.
3 Contract Assassin 110pts A contract assassin is a genetically-enhanced clone, the culmination of decades of secret research into gene augmentation. His creation was funded by a cabal of criminal masterminds who donated their own DNA to the project. Clients will pay handsomely for a contract assassin to kill their target without any attention being brought back to them. "This room. This bullet. There's a bullet for everyone. And a time and a place. An end. Yes, maybe this is how it has to be. You've obviously learned too much about me. I can't have that. Even in my death." Contract Assassin IV.VIII Fearless Stealth Master of Disguise Choose any BASIC un-upgraded model of your opponents and replace them with the contract assassin 1 away, if there are no basic un-upgraded models, this entrance may not be used. Snare mines Defensive Grenades. Silver Ballers Two twin-linked hot-shot Laspistols. Garrotte Wire Close combat weapon, causes instant death. Contract Rifle Counts as exodus rifle apart from turbo penetrator round, shots with this weapon allows the Contract Assassin to allocate wounds as he wishes. Contracted Choose any enemy Independent Character chosen at the start of the game, this represents the Contract Assassins target. Silent Assassin If the contract assassin manages to survive the battle, unwounded, and without killing any other model other than his target, he awards an extra kill point, providing this is the mission being played.
4 Creed Assassin 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins. Many Creed Assassins don t survive long enough to even reach their first mission, however those that do are rivals even for those trained by the Adeptus Assassinatorium. Requiescat in pace Creed Assassin Independent Character Stealth Fleet Blend - May be attached to a unit and doesn t count as being an Independent Character, however may leave as normal, attacks to the squad are allocated as normal. Hidden Blade Power Weapon Poison Blade Wound on +2 Smoke Grenade Hit and Run Wrist Mounted Pistol - 1 Shot, Str 5, Ap 1 Throwing Knifes Assault D6, Str 4, Ap 5 Frag + Krak Grenades Eagle Vision - May reroll any hits and misses against any enemy Independent Character chosen at the start of the game, this represents the Creed Assassins target. Eavesdrop - All infiltrators must be an extra 6 away from the Creed Assassin.
5 Elementals 50pts. Elementals are called upon by the dark gods to aid them in their quest to take over the world. Elementals work together by defending each other by using their signature body mass to prevent weapons of certain types to hurt each other, this impenetrable fighting style often is the downfall of many enemies. Earth? Fire? Water? Air? What is this? Some kind of Jok- The last words of General Tarquinii Daemon Furious Charge Unit composition : 1 Elemental Elemental Armour 4+ Invulnerable Elemental Weapons Rending close combat attacks. Regeneration Can regenerate any lost wounds on a 6+ at the start of each game turn. Each element type is 0-1 and a type must be chosen for every Element, maximum amounts of Elements in an army must be less than 4. Elementals, despite how many, only count as 1 H/Q choice. Earth: Immune to weapons STR 4 and below. Fire: Immune to fire/melta weapons. Water: Can regenerate wounds back on a 4+. Air: Ethereal rule: Can only be hurt by power weapons or double toughness weapons.)
6 Teleforce Field gun 50 pts An experimental artillery piece which dates back to the Horus Heresy. The weapon calls upon the warp to fire it directly at an enemy with the results being disastrous, obliterating the target in millions of particles. The weapon is an awesome bit of technology, however with great risk; the weapon has a tendency to blow itself up. I ll I ll I ll rip your thoughts right open! Gun operator. BS Front Side Rear Teleforce Field Gun Template* *To fire the field gun, place the template so that the narrow end is within 12 of the weapon and the large end is no closer to the weapon than the narrow end, the field gun is then treated like any other template weapon. Transportable May be mounted on the following: Chimera: +55pts Loses 7 Capacity and fire points. Rhino: +35pts Loses 5 Capacity and fire points. Type: Artillery Unit composition : 1 Techmarine/Techpriest 4 Servitors/Guardsmen Unstable: Due to the experimental nature of the weapon, it is very dangerous to fire repeatedly. Each time the weapon is successfully fired, it increases in its level. Roll a D6 to determine what happens to the gun after it is fired, on the roll of a 1; consult the Result table. Level STR AP Result Okay to fire Reset to Level Weapon cannot fire next turn Weapon is destroyed Vehicle and unit are Annihilated
7 Genestealer Magus = 100pts The Genestealer Magus is a figure within a Genestealer clan. The Magus plays a vital role in infiltrating a civilized society. Due to his intelligence, charisma, appearance, and understanding of the society being infiltrated, he is well suited to his role as mouthpiece of the clan to the outer society. The Magus is a special mutation which appears in a clan if a psychically-active species, such as humanity, is infiltrated. As a Genestealer Hybrid of the 4th generation, he appears nearly human, although is invariably bald and heavy boned. He is highly intelligent and possesses formidable psychic ability. His "normal" appearance allows him to operate as the public spokesman for the clan or cult, which is disguised as a legitimate religious, political or social movement - a role which the purestrain Genestealer Patriarch cannot take. Bloody Genestealers, stealing my genes! - Anonymous Independent Character Fearless Hive Staff Force Weapon, 2 Psychic Powers. Hive Shielding - +2 save and +5 Invulnerable May be upgraded to ride a Carnifex for 25pts + Carnifex points. May replace Hive Staff with: Manstopper shotgun for free Bonesaw for free Poisoned Scything talons for free Psycic Powers Lash of the Hive: Pass Ld test, may move enemy unit 6 in any direction. Lightning Arc: Range: 24, STR 6, AP 5, Assault 2D6
8 Master Ibo-Naw Ibonek 150pts Ibo-Naw Ibonek, later known as Master Ibonek during his exile, was a legendary psycic who played a significant role in the fate of the galaxy during the waning days of the Imperium. He was the mentor of Nikana Redav, training him in the ways of the Warp. He had a long and tumultuous career that helped shape the fate of the entire Imperium. "Ibo-Naw is a great mentor; as wise as Master Adoy, and as powerful as Master Udinw." Lord Redav Independent Character Stubborn Eternal Warrior Psychic Master No psychic tests Psychic Sense 3+ Invulnerable Skilled Rider Laser sword Power Weapon which ignores invulnerable. Assault grenades. Psychic Powers Psycic Speed: Quickening. Mind Trick: This power is used at the start of the Psyker s Movement phase. If successful, any unit wishing to shoot at the psyker (or the unit he is with) must first pass a Leadership test of forego their shooting phase (Vehicles count as Leadership 10 for the purposes of the Nightshroud). The effects on this power last until the beginning of the Psykers next Movement phase. Strike me down? Hah! I ll become stronger than you could possibly think! - When Ibonek loses his last wound, he is placed on his side, next turn he gains the ethereal rule of which only power weapons and Double T weapons can kill him. He only has 1 wound in this form.
9 Mortor Boys = 200pts Guardsman (sometimes Private, Trooper or other regimental equivalent) is the generic term for the lowest enlisted rank in the Imperial Guard, no matter their military occupational specialty. It is also in use as a generic term for any member of the Imperial Guard, regardless of rank or gender. The mortor boys claim to fame came from when their unit was separated and later abandoned, yet the ever vigilant troopers held of against savage orks for over a week killing over 500 orks. With no commander the boys used what little experience they had to overcome an ork attack which could have lost their regiment the system. Surrounded? Well that simplifies the problem! - Spotter Let it rain! When the first hits, roll a scatter for every mortar after, and scatter from first hit Like a Manticore. Creep it! - After the first hits, roll a scatter and put a line of templates in that direction, a hit allows you to place the barrage. Unit composition : 5 Imperial Guardsmen 1 Imperial Guardsmen spotter Heavy mortor: STR 4, AP 4, D6 shots Master Vox Binoculars Place the spotter within 6 of the mortors, he counts as a separate unit, however is not worth a kill point. Providing you have line of sight to the target, you may us the spotters BS, if he is slain, this ability stops. Send our lad to the Emperor! A friendly model Even in combat with a vox-caster, Standard, Icon or Banner may call a barrage on itself.
10 School Girl Syndicate 100 pts All School Girl Syndicate members are female, making them perhaps the most strikingly different gang out there. The School Girl Syndicate only accepts members from either the richest gangs out there or the girls which show the best talent in the shooting arenas. Arrogant and heartless, the School Girl Syndicate have a reputation for cruelty, and are perhaps the most vicious Syndicate. Their gangs may be all female, but they are as tough and heavily armed as any all male gang. They are fast and deadly, and tend to have a strong bias towards shooting than hand-to-hand combat. They are the most attractive, beautiful, yet deadly women in the world Anonymous Desperados: See Imperial Guard Codex Up to 4 Schoolgirls may be upgraded to have: Shotguns - Free Boltgun, Slugga For 2pts Hot-shot Lasgun For 3 pts Flamer, Grenade Launcher, Heavy Stubber 5pts Plasma Gun, Big Shoota 15Pts The teacher may be replace her Auto-pistol with the following: Boltgun, Slugga For 2pts Hot-Shot Laspistol For 3pts Hand Flamer For 5pts Melta Pistol For 10pts Unit composition : 9 Schoolgirls 1 Teacher Schoolgirls Auto pistol Autoguns Close Combat Weapon Teacher Auto pistol Close Combat Weapon The Teacher may be replace her close combat weapon with the following: Power weapon 10pts Power fist 15pts
11 Tin Kan Karvinal = 200pts Mercenary orks are out for two things to kill and make money whilst doing it. The Tin Kan Karnival gets its name because they protect themselves by getting into barrels and charging at the enemy using it as armour, often hitting the dirt and literally rolling into battle. Often preferring transport for Dem long walks! they commandeered a chimera and travel the world offering their services to the highest bidder. Keep rollin rollin rollin rolling! Tin Kan Karnival battle cry Diz is how we rollz! Must start embarked in an Imperial Guard Codex Chimera. Perznal deff rolla! Does D3 attacks on charge instead of just 1 to represent them getting inside their barrels and rolling into combat. All may replace slugga and chainsaw with a shoota for free. Nob may replace his Chainsaw with: Kan Opena Power Weapon 10pts Supa Kan Opena - Power weapon with 2D6 armour penetration 20pts. Unit composition : 11 Orks 1 Nob 1 Chimera Orks Barrel Armour 3+ Save Slugga Chainsaw Assault Grenades Nob Barrel Armour 3+ Save Twin-Linked Stormbolter Chainsaw Assault Grenades Chimera Multilaser Heavy Bolter
12 Traders and Smugglers Inc 100 pts Traders Inc can be found on any world whose inhabitants were forced to live in underground shelters due to the hazardous nature of the environment. There they can trade items that the inhabitants can t get themselves. Whilst normally a bunch of honest people, after the crack down on illegal trading, the Traders Inc added Smugglers to their name, thus Traders and Smugglers Inc. The gang specialise in commandeering weapon systems and armour plating from the other ships, as well as stealing ships from Imperial ports as well. Sell! Sell! Sell! Buy! Buy! Bu- Run! Run! Run! A gang member shortly before his capture by the authorities Infiltrate Scout All may be upgraded to have: Shotguns Free Flak Armour 5pts Carapace 20pts Power Armour 100pts Jetpacks (Allows deepstrike) 50pts Up to 2 Infantry may be upgraded to have: Flamer, Grenade Launcher, Sniper rifle For 5 pts Boltgun For 2pts Up to 2 more basic Infantry may be upgraded to have: Lascannon 15pts Plasma Gun - 10pts Heavy Stubber 5 pts Unit composition : 9 Infantry 1 Squad Leader Infantry Lasguns Frag grenades Squad Leader Bolt pistol Power Weapon Frag grenades Squad Leader may be upgraded to have: Plasma pistol 10pts Boltgun 2 pts Power fist 15 pts Combi-Melta 10pts
13 Lord Redav 175pts Nikana Redav was a legendary psychic-sensitive human male who served the Imperial Guard as a Colonel and later served the under the planetary governor Senator Alaima as a Lord. Born into poverty and a military career, he fought the ranks and later in life he became the secret husband of Senator Aladima of the planet. After defeating an uprising on the planet he was left horribly maimed and left for dead. He now resides in his life support system purely so he can continue to serve for his wife. I'm not the Emperor. I don't kill for amusement only when it serves my purposes. Lord Redav Fearless Feel no pain Eternal Warrior Psychic Master No psychic tests Psychic Sense 3+ Invulnerable Laser sword Power Weapon which ignores invulnerable. Assault grenades. 501 st Legion If taken with Imperial guard, allows Stormtroopers as troop. Psychic Powers Grip: Shooting attack that auto hits an enemy in base to base combat, one model in that unit must do a T test, if failed, Redav wins and the target model is slain. Sword Flurry: Gets an extra D3 attacks on the charge instead of the basic 1.
14 Virus 200pts Known throughout the warp as the bane of all technology, the virus travels light-years at a time, finding worlds with new technologies on them only to corrupt them in wake of a Necron invasion. Virus has a flowing matrix under his Necron shell, of which reknits itself if any external damage is suffered, making him hard to get rid of, especially for macs Virus Fearless Firewall Psycic test, draw a ring of wire within 12 of the caster, any enemy model moving through or within the wall must take a difficult and dangerous terrain test. Ctrl+Alt+Del Quickening. Power Down - When Virus is slain, any Necron model within 6 suffers from the effects of the Matrix Skin rule. Code Lance Allows 2 Psychic powers per turn, counts as a rending CCW. Matrix Skin With skin teetering in and out of reality, being near him can trip computer mainframes, he must be at least 2 away from any Necrons, if not the model must do a T test or be removed from play. Re-knit Can regenerate on a 6+ for every wound lost per full game turn.
15 Creed Assassin 110pts Creed assassins are taken as young children and raised in the art of assassination by elder Creed Assassins. Many Creed Assassins don t survive long enough to even reach their first mission, however those that do are rivals even for those trained by the Adeptus Assassinatorium. Requiescat in pace Creed Assassin Independent Character Stealth Fleet Blend - May be attached to a unit and doesn t count as being an Independent Character, however may leave as normal, attacks to the squad are allocated as normal. Hidden Blade Power Weapon Poison Blade Wound on +2 Smoke Grenade Hit and Run Wrist Mounted Pistol - 1 Shot, Str 5, Ap 1 Throwing Knifes Assault D6, Str 4, Ap 5 Frag + Krak Grenades Eagle Vision - May reroll any hits and misses against any enemy Independent Character chosen at the start of the game, this represents the Creed Assassins target. Eavesdrop - All infiltrators must be an extra 6 away from the Creed Assassin.
16 Elementals 50pts. Elementals are called upon by the dark gods to aid them in their quest to take over the world. Elementals work together by defending each other by using their signature body mass to prevent weapons of certain types to hurt each other, this impenetrable fighting style often is the downfall of many enemies. Earth? Fire? Water? Air? What is this? Some kind of Jok- The last words of General Tarquinii Daemon Furious Charge Unit composition : 1 Elemental Elemental Armour 4+ Invulnerable Elemental Weapons Rending close combat attacks. Regeneration Can regenerate any lost wounds on a 6+ at the start of each game turn. Each element type is 0-1 and a type must be chosen for every Element, maximum amounts of Elements in an army must be less than 4. Elementals, despite how many, only count as 1 H/Q choice. Earth: Immune to weapons STR 4 and below. Fire: Immune to fire/melta weapons. Water: Can regenerate wounds back on a 4+. Air: Ethereal rule: Can only be hurt by power weapons or double toughness weapons.)
17 Teleforce Field gun 50 pts An experimental artillery piece which dates back to the Horus Heresy. The weapon calls upon the warp to fire it directly at an enemy with the results being disastrous, obliterating the target in millions of particles. The weapon is an awesome bit of technology, however with great risk; the weapon has a tendency to blow itself up. I ll I ll I ll rip your thoughts right open! Gun operator. BS Front Side Rear Teleforce Field Gun Template* *To fire the field gun, place the template so that the narrow end is within 12 of the weapon and the large end is no closer to the weapon than the narrow end, the field gun is then treated like any other template weapon. Transportable May be mounted on the following: Chimera: +55pts Loses 7 Capacity and fire points. Rhino: +35pts Loses 5 Capacity and fire points. Type: Artillery Unit composition : 1 Techmarine/Techpriest 4 Servitors/Guardsmen Unstable: Due to the experimental nature of the weapon, it is very dangerous to fire repeatedly. Each time the weapon is successfully fired, it increases in its level. Roll a D6 to determine what happens to the gun after it is fired, on the roll of a 1; consult the Result table. Level STR AP Result Okay to fire Reset to Level Weapon cannot fire next turn Weapon is destroyed Vehicle and unit are Annihilated
18 Genestealer Magus = 100pts The Genestealer Magus is a figure within a Genestealer clan. The Magus plays a vital role in infiltrating a civilized society. Due to his intelligence, charisma, appearance, and understanding of the society being infiltrated, he is well suited to his role as mouthpiece of the clan to the outer society. The Magus is a special mutation which appears in a clan if a psychically-active species, such as humanity, is infiltrated. As a Genestealer Hybrid of the 4th generation, he appears nearly human, although is invariably bald and heavy boned. He is highly intelligent and possesses formidable psychic ability. His "normal" appearance allows him to operate as the public spokesman for the clan or cult, which is disguised as a legitimate religious, political or social movement - a role which the purestrain Genestealer Patriarch cannot take. Bloody Genestealers, stealing my genes! - Anonymous Independent Character Fearless Hive Staff Force Weapon, 2 Psychic Powers. Hive Shielding - +2 save and +5 Invulnerable May be upgraded to ride a Carnifex for 25pts + Carnifex points. May replace Hive Staff with: Manstopper shotgun for free Bonesaw for free Poisoned Scything talons for free Psycic Powers Lash of the Hive: Pass Ld test, may move enemy unit 6 in any direction. Lightning Arc: Range: 24, STR 6, AP 5, Assault 2D6
19 Master Ibo-Naw Ibonek 150pts Ibo-Naw Ibonek, later known as Master Ibonek during his exile, was a legendary psycic who played a significant role in the fate of the galaxy during the waning days of the Imperium. He was the mentor of Nikana Redav, training him in the ways of the Warp. He had a long and tumultuous career that helped shape the fate of the entire Imperium. "Ibo-Naw is a great mentor; as wise as Master Adoy, and as powerful as Master Udinw." Lord Redav Independent Character Stubborn Eternal Warrior Psychic Master No psychic tests Psychic Sense 3+ Invulnerable Skilled Rider Laser sword Power Weapon which ignores invulnerable. Assault grenades. Psychic Powers Psycic Speed: Quickening. Mind Trick: This power is used at the start of the Psyker s Movement phase. If successful, any unit wishing to shoot at the psyker (or the unit he is with) must first pass a Leadership test of forego their shooting phase (Vehicles count as Leadership 10 for the purposes of the Nightshroud). The effects on this power last until the beginning of the Psykers next Movement phase. Strike me down? Hah! I ll become stronger than you could possibly think! - When Ibonek loses his last wound, he is placed on his side, next turn he gains the ethereal rule of which only power weapons and Double T weapons can kill him. He only has 1 wound in this form.
20 Mortor Boys = 200pts Guardsman (sometimes Private, Trooper or other regimental equivalent) is the generic term for the lowest enlisted rank in the Imperial Guard, no matter their military occupational specialty. It is also in use as a generic term for any member of the Imperial Guard, regardless of rank or gender. The mortor boys claim to fame came from when their unit was separated and later abandoned, yet the ever vigilant troopers held of against savage orks for over a week killing over 500 orks. With no commander the boys used what little experience they had to overcome an ork attack which could have lost their regiment the system. Surrounded? Well that simplifies the problem! - Spotter Let it rain! When the first hits, roll a scatter for every mortar after, and scatter from first hit Like a Manticore. Creep it! - After the first hits, roll a scatter and put a line of templates in that direction, a hit allows you to place the barrage. Unit composition : 5 Imperial Guardsmen 1 Imperial Guardsmen spotter Heavy mortor: STR 4, AP 4, D6 shots Master Vox Binoculars Place the spotter within 6 of the mortors, he counts as a separate unit, however is not worth a kill point. Providing you have line of sight to the target, you may us the spotters BS, if he is slain, this ability stops. Send our lad to the Emperor! A friendly model Even in combat with a vox-caster, Standard, Icon or Banner may call a barrage on itself.
21 School Girl Syndicate 100 pts All School Girl Syndicate members are female, making them perhaps the most strikingly different gang out there. The School Girl Syndicate only accepts members from either the richest gangs out there or the girls which show the best talent in the shooting arenas. Arrogant and heartless, the School Girl Syndicate have a reputation for cruelty, and are perhaps the most vicious Syndicate. Their gangs may be all female, but they are as tough and heavily armed as any all male gang. They are fast and deadly, and tend to have a strong bias towards shooting than hand-to-hand combat. They are the most attractive, beautiful, yet deadly women in the world Anonymous Desperados: See Imperial Guard Codex Up to 4 Schoolgirls may be upgraded to have: Shotguns - Free Boltgun, Slugga For 2pts Hot-shot Lasgun For 3 pts Flamer, Grenade Launcher, Heavy Stubber 5pts Plasma Gun, Big Shoota 15Pts The teacher may be replace her Auto-pistol with the following: Boltgun, Slugga For 2pts Hot-Shot Laspistol For 3pts Hand Flamer For 5pts Melta Pistol For 10pts Unit composition : 9 Schoolgirls 1 Teacher Schoolgirls Auto pistol Autoguns Close Combat Weapon Teacher Auto pistol Close Combat Weapon The Teacher may be replace her close combat weapon with the following: Power weapon 10pts Power fist 15pts
22 Tin Kan Karvinal = 200pts Mercenary orks are out for two things to kill and make money whilst doing it. The Tin Kan Karnival gets its name because they protect themselves by getting into barrels and charging at the enemy using it as armour, often hitting the dirt and literally rolling into battle. Often preferring transport for Dem long walks! they commandeered a chimera and travel the world offering their services to the highest bidder. Keep rollin rollin rollin rolling! Tin Kan Karnival battle cry Diz is how we rollz! Must start embarked in an Imperial Guard Codex Chimera. Perznal deff rolla! Does D3 attacks on charge instead of just 1 to represent them getting inside their barrels and rolling into combat. All may replace slugga and chainsaw with a shoota for free. Nob may replace his Chainsaw with: Kan Opena Power Weapon 10pts Supa Kan Opena - Power weapon with 2D6 armour penetration 20pts. Unit composition : 11 Orks 1 Nob 1 Chimera Orks Barrel Armour 3+ Save Slugga Chainsaw Assault Grenades Nob Barrel Armour 3+ Save Twin-Linked Stormbolter Chainsaw Assault Grenades Chimera Multilaser Heavy Bolter
23 Traders and Smugglers Inc 100 pts Traders Inc can be found on any world whose inhabitants were forced to live in underground shelters due to the hazardous nature of the environment. There they can trade items that the inhabitants can t get themselves. Whilst normally a bunch of honest people, after the crack down on illegal trading, the Traders Inc added Smugglers to their name, thus Traders and Smugglers Inc. The gang specialise in commandeering weapon systems and armour plating from the other ships, as well as stealing ships from Imperial ports as well. Sell! Sell! Sell! Buy! Buy! Bu- Run! Run! Run! A gang member shortly before his capture by the authorities Infiltrate Scout All may be upgraded to have: Shotguns Free Flak Armour 5pts Carapace 20pts Power Armour 100pts Jetpacks (Allows deepstrike) 50pts Up to 2 Infantry may be upgraded to have: Flamer, Grenade Launcher, Sniper rifle For 5 pts Boltgun For 2pts Up to 2 more basic Infantry may be upgraded to have: Lascannon 15pts Plasma Gun - 10pts Heavy Stubber 5 pts Unit composition : 9 Infantry 1 Squad Leader Infantry Lasguns Frag grenades Squad Leader Bolt pistol Power Weapon Frag grenades Squad Leader may be upgraded to have: Plasma pistol 10pts Boltgun 2 pts Power fist 15 pts Combi-Melta 10pts
24 Lord Redav 175pts Nikana Redav was a legendary psychic-sensitive human male who served the Imperial Guard as a Colonel and later served the under the planetary governor Senator Alaima as a Lord. Born into poverty and a military career, he fought the ranks and later in life he became the secret husband of Senator Aladima of the planet. After defeating an uprising on the planet he was left horribly maimed and left for dead. He now resides in his life support system purely so he can continue to serve for his wife. I'm not the Emperor. I don't kill for amusement only when it serves my purposes. Lord Redav Fearless Feel no pain Eternal Warrior Psychic Master No psychic tests Psychic Sense 3+ Invulnerable Laser sword Power Weapon which ignores invulnerable. Assault grenades. 501 st Legion If taken with Imperial guard, allows Stormtroopers as troop. Psychic Powers Grip: Shooting attack that auto hits an enemy in base to base combat, one model in that unit must do a T test, if failed, Redav wins and the target model is slain. Sword Flurry: Gets an extra D3 attacks on the charge instead of the basic 1.
25 Virus 200pts Known throughout the warp as the bane of all technology, the virus travels light-years at a time, finding worlds with new technologies on them only to corrupt them in wake of a Necron invasion. Virus has a flowing matrix under his Necron shell, of which reknits itself if any external damage is suffered, making him hard to get rid of, especially for macs Virus Fearless Firewall Psycic test, draw a ring of wire within 12 of the caster, any enemy model moving through or within the wall must take a difficult and dangerous terrain test. Ctrl+Alt+Del Quickening. Power Down - When Virus is slain, any Necron model within 6 suffers from the effects of the Matrix Skin rule. Code Lance Allows 2 Psychic powers per turn, counts as a rending CCW. Matrix Skin With skin teetering in and out of reality, being near him can trip computer mainframes, he must be at least 2 away from any Necrons, if not the model must do a T test or be removed from play. Re-knit Can regenerate on a 6+ for every wound lost per full game turn.
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