Post by The Supreme Emissary on Apr 6, 2015 3:48:28 GMT -5
Death Guard
Legion Special Rules
Legiones Astartes - may always attempt to regroup at normal Ld.
Remorseless- Immune to pinning and fear
Sons of Barbarus- Can re-roll dangerous terrain tests for swamp, mud and toxic sludge (or similar).
Intractable- sweeping advances -1
Successful wounds against them using poison or flesh bane must be re-rolled.?
Unique Equipment
Chem Munitions - flamers gain Shred and Gets Hot as a free upgrade
Power Scythes - Any DG character or IC that can take a Power Fist in their options may take a Deathshroud Power scythe instead for the same cost
melee weapon, gets AP2 in challenges
Rite of War: The Reaping
Superior Firepower - Veteran Tactical Squads and Heavy Support Squads can be taken as non-compulsory Troop choices.
Implacable - Move through Cover to all units in this detachment.
Dark Arsenal - All Characters and IC can take Rad Grenades for +10pe.
- Units cannot run or move flat out
- may not deploy using Deep Strike
- May only take 1 Fast Attack choice
---
Grave Warden Terminator Squad 200p (heavy Support) 4 Termis + Chem-Master
WS4 BS4 S4 T4 W1 I4 A2 Ld8 Sv2+ Inv4+
CM Ld9
Cataphractii, Assault Grenade Launcher (krak, toxin), Power Fist, Death Cloud
Legiones Astartes (DG)
+ up to 5 more +35pe
+ may trade power fists for chain fists +5pe
+ 1 warden in 5 can trade their launcher for a Heavy flamer with Chem-munitions +10pe
+ The Chem-Master may trade its launcher for a combo-weapon Free
Assault Grenade Launcher
[Krak R18" S6 AP4 Assault2] [Toxin R18" S* AP4 Assault2, Blast, Toxin, Ignores Cover]
Toxin: Instead of rolling for Wounds, target takes a Toughness test for each hit. Each failed test causes a wound. Has no effect on units without Toughness.
Death Cloud
Enemies that charge this unit are forced to make a disordered charge across dangerous terrain. Can also be used as a shooting weapon.
[R template S* AP4 Assault1, Toxin]
---
Calas Typhon 200p (HQ)
WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+ Inv4+
Cataphractii, MC Deathshroud Power scythe, Hand Flamer + Chem munitions, Grenade Harness, Nuncio-vox, Rad Grenades
Legiones Astartes (DG), IC, Master of the Legion, Chem-bombardment, Witchblood, Warlord's Pride
Warlord: Comes the Reaper (counts as a denial unit, no enemy within 3" can claim an objective)
- Can take a Deathshroud bodyguard
Chem Bombardment: Once per game in the shooting phase in a turn Typhon has not moved. Can make this attack instead of a normal shooting attack
[R unlimited S- AP4 Ord 3, Barrage, Large Blast, Poison 4+, Ignores Cover] always scatters full 2d6 result
Witchblood: Typhon is a Psyker 1 (Telepathy). He may not use his powers if Mortarion is on the table.
Warlord's Pride: He will always be your warlord unless Mortarion is present
---
Deathshroud Terminator Squad 90p (HQ)
WS4 BS4 S4 T4 W2 I4 A2 Ld10 Sv2+ x2
Terminator, Hand flamer + chem-munitions, Deathshroud Power Scythe
LA (DG), Implacable Advance, Favoured of Mortarion
+ up to 8 more 40pe
+ squad can take melta bombs 5p per model
+ DT LR Phobos for 5 models or less
Implacable Advance: they count as scoring if Troops count as scoring
Favoured of Mortarion: This unit may be taken as a Command squad for a DG terminator Praetor (or Mortarion).
---
Mortarion the Reaper 425p
WS7 BS5 S6 T7 W7 I5 A5 Ld10 Sv2+ invul 4+
The Barberan Plate, Silence, The Lantern, Frag Grenades, Phosphex Bombs (unlimited)
Primarch, Sire of the Death Guard, Shadow of the Reaper, Preternatural Resilience, Witch-spite, Very Bulky
Sire of the DG: DG get Stubborn (if they didn't already have fearless). Frag grenades, frag missiles, havoc launchers get Poisoned 4+.
Shadow of the Reaper: Enemies take fear tests against him at -1. If he is on foot instead of running he can attempt to redeploy. He must pass a Ld test then can redeploy within 10", no closer than 3" of an enemy. He can't carry a joined unit with him. He can still assault, but must make a disordered charge.
Preternatural Resilience: He re-rolls any failed Toughness tests. Re-rolls failed IWND rolls. He auto passes Dangerous Terrain rolls. Weapons that damage on a flat roll (poison, flesh bane, etc) only affect him on a 6.
Witch-Spite: Passes Deny the Witch on a 4+.
The Barbaran Plate: 2+ armor, 4+ invul
Silence: [R- S+1 AP2 Melee, Instant Death, Sunder, Unwieldy, Two-Handed, Sweep Attack]
The Lantern: [R18" S8 AP2 Assault1, Sunder (may re-roll failed penetration rolls)]
Phosphex Bombs: as normal but unlimited uses, R12"
---
Section Leader Crysos Morturg 175p (HQ) loyalist
WS5 BS5 S4 T4 W3 I5 A3 Ld9 Sv3+
Hardened Power armour, Bolt Pistol, Power Sword, combi-flmaer, Frag & Krak & Rad Grenades
LA (DG), Stubborn, Infiltrate, Psyker 1 (Endurance-Biomancy)
Warlord: Master of ambush
---
Marshal Durak Rask 165p (HQ) Traitor
WS5 BS5 S4 T4 W3 I4 A3 Ld9 Sv2+
Artificer armour, Thunder Hammer, Volkite Serpenta, Frak & Krak grenades, 1 Phosphex Bomb, Nuncio Vox
LA (DG), Master of the Legion, Art of Destruction (Tank Hunter, Wrecker on his attacks, conferred to heavy weapons from an infantry unit he joins)
Warlord: Target Priority (Rask and all friends within 12" re-roll hit 1s when shooting at enemies within 3" of an objective.
Legion Special Rules
Legiones Astartes - may always attempt to regroup at normal Ld.
Remorseless- Immune to pinning and fear
Sons of Barbarus- Can re-roll dangerous terrain tests for swamp, mud and toxic sludge (or similar).
Intractable- sweeping advances -1
Successful wounds against them using poison or flesh bane must be re-rolled.?
Unique Equipment
Chem Munitions - flamers gain Shred and Gets Hot as a free upgrade
Power Scythes - Any DG character or IC that can take a Power Fist in their options may take a Deathshroud Power scythe instead for the same cost
melee weapon, gets AP2 in challenges
Rite of War: The Reaping
Superior Firepower - Veteran Tactical Squads and Heavy Support Squads can be taken as non-compulsory Troop choices.
Implacable - Move through Cover to all units in this detachment.
Dark Arsenal - All Characters and IC can take Rad Grenades for +10pe.
- Units cannot run or move flat out
- may not deploy using Deep Strike
- May only take 1 Fast Attack choice
---
Grave Warden Terminator Squad 200p (heavy Support) 4 Termis + Chem-Master
WS4 BS4 S4 T4 W1 I4 A2 Ld8 Sv2+ Inv4+
CM Ld9
Cataphractii, Assault Grenade Launcher (krak, toxin), Power Fist, Death Cloud
Legiones Astartes (DG)
+ up to 5 more +35pe
+ may trade power fists for chain fists +5pe
+ 1 warden in 5 can trade their launcher for a Heavy flamer with Chem-munitions +10pe
+ The Chem-Master may trade its launcher for a combo-weapon Free
Assault Grenade Launcher
[Krak R18" S6 AP4 Assault2] [Toxin R18" S* AP4 Assault2, Blast, Toxin, Ignores Cover]
Toxin: Instead of rolling for Wounds, target takes a Toughness test for each hit. Each failed test causes a wound. Has no effect on units without Toughness.
Death Cloud
Enemies that charge this unit are forced to make a disordered charge across dangerous terrain. Can also be used as a shooting weapon.
[R template S* AP4 Assault1, Toxin]
---
Calas Typhon 200p (HQ)
WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+ Inv4+
Cataphractii, MC Deathshroud Power scythe, Hand Flamer + Chem munitions, Grenade Harness, Nuncio-vox, Rad Grenades
Legiones Astartes (DG), IC, Master of the Legion, Chem-bombardment, Witchblood, Warlord's Pride
Warlord: Comes the Reaper (counts as a denial unit, no enemy within 3" can claim an objective)
- Can take a Deathshroud bodyguard
Chem Bombardment: Once per game in the shooting phase in a turn Typhon has not moved. Can make this attack instead of a normal shooting attack
[R unlimited S- AP4 Ord 3, Barrage, Large Blast, Poison 4+, Ignores Cover] always scatters full 2d6 result
Witchblood: Typhon is a Psyker 1 (Telepathy). He may not use his powers if Mortarion is on the table.
Warlord's Pride: He will always be your warlord unless Mortarion is present
---
Deathshroud Terminator Squad 90p (HQ)
WS4 BS4 S4 T4 W2 I4 A2 Ld10 Sv2+ x2
Terminator, Hand flamer + chem-munitions, Deathshroud Power Scythe
LA (DG), Implacable Advance, Favoured of Mortarion
+ up to 8 more 40pe
+ squad can take melta bombs 5p per model
+ DT LR Phobos for 5 models or less
Implacable Advance: they count as scoring if Troops count as scoring
Favoured of Mortarion: This unit may be taken as a Command squad for a DG terminator Praetor (or Mortarion).
---
Mortarion the Reaper 425p
WS7 BS5 S6 T7 W7 I5 A5 Ld10 Sv2+ invul 4+
The Barberan Plate, Silence, The Lantern, Frag Grenades, Phosphex Bombs (unlimited)
Primarch, Sire of the Death Guard, Shadow of the Reaper, Preternatural Resilience, Witch-spite, Very Bulky
Sire of the DG: DG get Stubborn (if they didn't already have fearless). Frag grenades, frag missiles, havoc launchers get Poisoned 4+.
Shadow of the Reaper: Enemies take fear tests against him at -1. If he is on foot instead of running he can attempt to redeploy. He must pass a Ld test then can redeploy within 10", no closer than 3" of an enemy. He can't carry a joined unit with him. He can still assault, but must make a disordered charge.
Preternatural Resilience: He re-rolls any failed Toughness tests. Re-rolls failed IWND rolls. He auto passes Dangerous Terrain rolls. Weapons that damage on a flat roll (poison, flesh bane, etc) only affect him on a 6.
Witch-Spite: Passes Deny the Witch on a 4+.
The Barbaran Plate: 2+ armor, 4+ invul
Silence: [R- S+1 AP2 Melee, Instant Death, Sunder, Unwieldy, Two-Handed, Sweep Attack]
The Lantern: [R18" S8 AP2 Assault1, Sunder (may re-roll failed penetration rolls)]
Phosphex Bombs: as normal but unlimited uses, R12"
---
Section Leader Crysos Morturg 175p (HQ) loyalist
WS5 BS5 S4 T4 W3 I5 A3 Ld9 Sv3+
Hardened Power armour, Bolt Pistol, Power Sword, combi-flmaer, Frag & Krak & Rad Grenades
LA (DG), Stubborn, Infiltrate, Psyker 1 (Endurance-Biomancy)
Warlord: Master of ambush
---
Marshal Durak Rask 165p (HQ) Traitor
WS5 BS5 S4 T4 W3 I4 A3 Ld9 Sv2+
Artificer armour, Thunder Hammer, Volkite Serpenta, Frak & Krak grenades, 1 Phosphex Bomb, Nuncio Vox
LA (DG), Master of the Legion, Art of Destruction (Tank Hunter, Wrecker on his attacks, conferred to heavy weapons from an infantry unit he joins)
Warlord: Target Priority (Rask and all friends within 12" re-roll hit 1s when shooting at enemies within 3" of an objective.