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INFERNO RULES DUMP

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Feb 3rd, 2017
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  1. SPACE WOLVES
  2. gain +1WS if they are successfully charged, and also have counterattack
  3. models without jump packs or terminator armour gain +1 to run and consolidation moves
  4. ignore night fighting, may reroll outflank, and infiltrators may not deploy within 18" regardless of line of sight
  5. consuls may not be chosen as compulsory HQ choices
  6. must take at less 1HQ for each 1,000pts (1,500pts etc must take 2)
  7. champlain, libraran and primus medicae are not allowed (replaced)
  8. all existing troops choices gain 'support squad'
  9. space wolves have their own Warlord traits (sagas) can ONLY take these, not others.
  10. rites of war
  11. number 1
  12. +1 to reserves
  13. all units without terminator armour gain hit and run, but only run 2d6 rather than 3d6 as usual
  14. successful charges gain an additional +1 to attack (stacks with rage, regular charge bonus, etc)
  15. no artillery or drop pods of any kind
  16. only a single Heavy support choice
  17. number 2
  18. all grey slayer and assault squads must attempt a charge if in range
  19. +1 to combat resolution if in enemy deployment zone
  20. 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
  21. no allied space marines, and no immobile. artillery or slow and purposeful units allowed either
  22. fernisan wolves can be purchased for praetors or centurions for cost
  23. frost blades are in, blade, axe, claw and great blade are choices
  24. aether-rune armour gives +1W and reroll deny the witch
  25. Deathsworn pack
  26. comes with power axe and bolt pistol, may take rad grenades,
  27. 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.
  28. Varagyr wolf guard terminators
  29. terminators all with frost weapons
  30. if charges over 6", makes a str5 hammer of wrath attack, chosen warriors, gains +1 to combat resolation if enemy challenger is killed
  31. grey slayers
  32. 10-20 man troops choice
  33. 1in5 can swap out for power fists etc
  34. start with just CCW and bolt pistol, but can buy bolter, combat shield, heavy chainblade, or power weapon for price
  35. can not go to ground.
  36. may charge after runnning or firing bolters, but has -1" to charge range
  37. Geigor fellhand (from burning of prospero boxset)
  38. ap2 mastercrafted lightning claw,may charge after runnning or firing bolters, but has -1" to charge range
  39. Hvarl Red-blade
  40. up to 3 infantry units gain scout
  41. ap2 +2str axe, not unwieldy
  42. in tartarus terminator armour
  43. preist of fernis
  44. general consul upgrades,
  45. must choose to be a 'speaker of the dead' or 'caster of runes' gaining abilites depending
  46. Leman russ
  47. wolf guard and veteran tactical squads are troops,
  48. all wolves gain +1leadership
  49. sword is ap2 with shred, axe is +2str ap2 sunder non unwieldy
  50. wolfkin of russ
  51. 1 model units, take must start within 6" of russ, then run off. pretty nasty against small units or stragglers.
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  57. THOUSAND SONS
  58. warlord must be a psyker
  59. any independant character HQ choice can purchase mastery level one and exchange a power weapon for a force weapon for an additional fee
  60. 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.
  61. if any 1Ksons unit suffers an a wound (unsaved) due to perils, every 1kson unit in the army must take a pinning test
  62. if all indepedant characters in the army are killed the rest of the force suffers -1LD
  63. GENERAL UNITS
  64. praetors may take up to 1-3 mastery levels
  65. veteran squads and terminator squads can purchase brotherhood of the pysker
  66. wargear
  67. item that can ignore the first perils caused wound
  68. plasma cannon with soul blaze
  69. Asphyx rounds (bolter type weapons)
  70. weapon gains shred, various points causes for certain units
  71. UNITS
  72. Osiron dreadnought
  73. contemptor upgrade, gains psychic pliot (lv1), admanitum will, and repaces dreadnought close combat weapon with force blade with combi-bolter (aphyx shells)
  74. special type of castellax
  75. basically plain castellax which uses pyskers instead of cybernetic cortex. only has mauler cannons
  76. SEKHMET terminators
  77. basically terminators with force weapons instead of power weapons, also brotherhood (lv2)
  78. Khenetai occult blade squad
  79. twin force swords, bonuses for more models in squad
  80. brotherhood (lv1)
  81. Ammitara occult intercession cabal
  82. super scouts with access to melta and plasma guns
  83. brotherhood (lv1) with their own special power which gives rerolls to hit and wound, plus ignores cover
  84. RITES OF WAR
  85. number 1
  86. passes all morale and pinning tests while in 6" of an objective
  87. overwatch at BS2
  88. reroll to hit and wound against enemy units which are falling back
  89. all troops choices must be max size
  90. number 2
  91. roll 2d6 for warp charges, and take the highest
  92. terminator armed models may deepstrike, gain fear and may reroll failed invuln saves of 1's until the begaining of their next turn
  93. Sekhmet terminators are complusory troops for this rite
  94. magnus the red is a HQ choice (complusory) not a lord of war as usual
  95. warlord must be magnus, arihman, or praetor with mastery level 3
  96. no allies or fortification
  97. must have less vehicles than units with LA:thousand sons
  98. CHARACTERS
  99. ahriman
  100. mastery level 4
  101. 3 1kson units gain scout as his warlord trait
  102. his command squad may take brotherhood of the psyker
  103. mastercrafted force axe
  104. Magistus Amon
  105. 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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