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- SPACE WOLVES
- gain +1WS if they are successfully charged, and also have counterattack
- models without jump packs or terminator armour gain +1 to run and consolidation moves
- ignore night fighting, may reroll outflank, and infiltrators may not deploy within 18" regardless of line of sight
- consuls may not be chosen as compulsory HQ choices
- must take at less 1HQ for each 1,000pts (1,500pts etc must take 2)
- champlain, libraran and primus medicae are not allowed (replaced)
- all existing troops choices gain 'support squad'
- space wolves have their own Warlord traits (sagas) can ONLY take these, not others.
- rites of war
- number 1
- +1 to reserves
- all units without terminator armour gain hit and run, but only run 2d6 rather than 3d6 as usual
- successful charges gain an additional +1 to attack (stacks with rage, regular charge bonus, etc)
- no artillery or drop pods of any kind
- only a single Heavy support choice
- number 2
- all grey slayer and assault squads must attempt a charge if in range
- +1 to combat resolution if in enemy deployment zone
- gains a certain warlord trait that allows all units to reroll all charges and run rolls for a single turn, warlord can still get this trait allowing for 2 turns
- no allied space marines, and no immobile. artillery or slow and purposeful units allowed either
- fernisan wolves can be purchased for praetors or centurions for cost
- frost blades are in, blade, axe, claw and great blade are choices
- aether-rune armour gives +1W and reroll deny the witch
- Deathsworn pack
- comes with power axe and bolt pistol, may take rad grenades,
- are fearless while in combat, also any model killed before it attack in closecombat, may still attack, instead at I1 as long as the squad isn't wiped out.
- Varagyr wolf guard terminators
- terminators all with frost weapons
- if charges over 6", makes a str5 hammer of wrath attack, chosen warriors, gains +1 to combat resolation if enemy challenger is killed
- grey slayers
- 10-20 man troops choice
- 1in5 can swap out for power fists etc
- start with just CCW and bolt pistol, but can buy bolter, combat shield, heavy chainblade, or power weapon for price
- can not go to ground.
- may charge after runnning or firing bolters, but has -1" to charge range
- Geigor fellhand (from burning of prospero boxset)
- ap2 mastercrafted lightning claw,may charge after runnning or firing bolters, but has -1" to charge range
- Hvarl Red-blade
- up to 3 infantry units gain scout
- ap2 +2str axe, not unwieldy
- in tartarus terminator armour
- preist of fernis
- general consul upgrades,
- must choose to be a 'speaker of the dead' or 'caster of runes' gaining abilites depending
- Leman russ
- wolf guard and veteran tactical squads are troops,
- all wolves gain +1leadership
- sword is ap2 with shred, axe is +2str ap2 sunder non unwieldy
- wolfkin of russ
- 1 model units, take must start within 6" of russ, then run off. pretty nasty against small units or stragglers.
- THOUSAND SONS
- warlord must be a psyker
- any independant character HQ choice can purchase mastery level one and exchange a power weapon for a force weapon for an additional fee
- cult arcana, each squad chooses a cult (troops choices must be same as warlord) and gain access to a specfic psychic discipline and an additional bonus, there are 5 cults listed.
- if any 1Ksons unit suffers an a wound (unsaved) due to perils, every 1kson unit in the army must take a pinning test
- if all indepedant characters in the army are killed the rest of the force suffers -1LD
- GENERAL UNITS
- praetors may take up to 1-3 mastery levels
- veteran squads and terminator squads can purchase brotherhood of the pysker
- wargear
- item that can ignore the first perils caused wound
- plasma cannon with soul blaze
- Asphyx rounds (bolter type weapons)
- weapon gains shred, various points causes for certain units
- UNITS
- Osiron dreadnought
- contemptor upgrade, gains psychic pliot (lv1), admanitum will, and repaces dreadnought close combat weapon with force blade with combi-bolter (aphyx shells)
- special type of castellax
- basically plain castellax which uses pyskers instead of cybernetic cortex. only has mauler cannons
- SEKHMET terminators
- basically terminators with force weapons instead of power weapons, also brotherhood (lv2)
- Khenetai occult blade squad
- twin force swords, bonuses for more models in squad
- brotherhood (lv1)
- Ammitara occult intercession cabal
- super scouts with access to melta and plasma guns
- brotherhood (lv1) with their own special power which gives rerolls to hit and wound, plus ignores cover
- RITES OF WAR
- number 1
- passes all morale and pinning tests while in 6" of an objective
- overwatch at BS2
- reroll to hit and wound against enemy units which are falling back
- all troops choices must be max size
- number 2
- roll 2d6 for warp charges, and take the highest
- terminator armed models may deepstrike, gain fear and may reroll failed invuln saves of 1's until the begaining of their next turn
- Sekhmet terminators are complusory troops for this rite
- magnus the red is a HQ choice (complusory) not a lord of war as usual
- warlord must be magnus, arihman, or praetor with mastery level 3
- no allies or fortification
- must have less vehicles than units with LA:thousand sons
- CHARACTERS
- ahriman
- mastery level 4
- 3 1kson units gain scout as his warlord trait
- his command squad may take brotherhood of the psyker
- mastercrafted force axe
- Magistus Amon
- master of spies, mastery level 3, allows a single non-superheavy non-flyer unit to deploy by outflank on a predetermined turn
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