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  1.  
  2.  
  3. Select Hammer of the Emperor OR 2 Regiment Traits
  4.  
  5. Regiment Traits
  6. Mechanised infantry - disembark after movement
  7. Parade Drill - Lasguns to heavy 2 if stand still
  8. Armoured super- sentinel counts at 3 models for obj, tanks as 5 super heavy as 10
  9. Blitz Division -Units in reserve count as half points, and when in coming in deploy in enemy deployment zone turn 2
  10. Bombardiers- +1 to hit for artillery with sentinel or vox caster with line of sight and within 12" of friendly artillery
  11. heirloom weapons +4" to range for all weapons
  12. brutal strength- no minus 1 to hit for moving with heavy, +1 str in combat first turn of combat
  13. grim demeanour - ignore negative combat attrition
  14. Guerrilla fighters - ranged attacks give infantry and sentinels light cover over 18"
  15. shock troops- reroll 1 hit per unit
  16. industrial efficiency- AP-1 as 0
  17. swift as the wind- infantry +1 movement, all other units +2", +1 to charge
  18. trophy hunter +1 strength against vehicles and monsters
  19. recon- cavalry and sentinels get pre-game move
  20.  
  21. Orders
  22. Issued in command phase. Infantry officers within 6" Commissars within 6". Tank Commanders within 12"
  23. if officer disembarks a transport, can issue an order as if it was the command phase.
  24.  
  25. Infantry Orders
  26. FRFSRF - Lasguns to heavy 3
  27. Tank Aim - +1 to hit +1AP
  28. Fix Bayonets +1 to hit +1AP in melee
  29. Take Cover! - gain light cover, in light gain dense
  30. MMM- +2" movement, and auto advance 6" (don't have to advance)
  31. Suppression fire - 5 or more hits, subtract 1 from hit rolls until next phase. Can only target 1 unit (not too sure about this one.
  32.  
  33. Tank Orders
  34. Pound them to dust - double # of enemy models for blast
  35. Full throttle - 2+" movement, counts as stationary if advanced
  36. Gunners - Re-roll 1s to hit
  37. blitz them - +1 to charge, mortals on charge. 4+ d3 mortals, +1 with dozer blades
  38. Shock and awe- gain obsec
  39. Pinning fire - 5 or more hits -2" movement
  40.  
  41. Prefectus orders
  42. Forwards fTE - Counts as remained stationary if normal moved or advanced
  43. Duty and honour - action and shoot, advance and fall back with actions
  44. Get back in the fight - fall back and shoot
  45. At all costs - gain obsec, 1 extra model if you have obsec
  46. Show them Steel - 5+ FNP and +1 to leadership
  47. Remain vigilant - No deepstrike within 12" and hold steady
  48.  
  49. Tank Aces
  50. If army includes any AM detachments, upgrade any Battle tank or Superheavy by making them a tank ace (points upgrades, not CP)
  51. (No Name) Super Heavy - Model gains officer keyword and knows tank orders and can issue to Titanic. Baneblade TC.
  52. Meticulous Calibrator - No cover against attacks
  53. Mechanical Packrat - Transhuman (1-3 fails)
  54. Veteran Commander - Extra Regimental doctrine for just this model
  55. Knight of Piety - 5++ invul, 5++ FNP against mortals
  56. Master of Camoflage - more than 12" away, get light cover. Titanic gets light cover at 18" away.
  57. Steel Commissar - know prefectus orders and tank orders. 1 tank order and 1 prefectus order. Can order abhuman units with prefectus order
  58.  
  59. Psychic powers
  60. Says they've changed some according to his sources and been made weaker. All WC are 6, but that may be placeholder.
  61. Terrorifying Visions - (Malediction) 1 enemy unit within 18", subtract 2 from leadership. Cant be selected for insane bravery. No re-roll morale. 2d6 equal or greater to leadership, if performing an action, the action fails. Cant perform actions until next guard psychic phase.
  62. Gaze of the Emperor (Witchfire) - Select 1 enemy model within 12" and visible to psyker. Straight line, roll d6, d6 for any other unit line passes over. 1-5 1 mortal 6 is d3 mortals.
  63. Psychic Barrier (Blessing) - Select 1 unit with 12", models in that unit have a 5++
  64. Nightshroud (Blessing) - Select 1 unit within 12" of psyker (no titanic unless 11+ on manifest). Transhit
  65. Mental Shackles (Malediction) 1 enemy within 18" subtract 2" from move, advance, and charge rolls.
  66. Psychic Malestrom - (witchfire) roll # of d6 equal to psychic test. Closes visable unit within 18" on a 5+ suffers 1 mortal, max of 6
  67.  
  68. Warlord traits
  69. Frontline Combatant - double exploding 6s in melee. +1 to wound.
  70. Master Tactician - Redeploy trait (non titanic)
  71. Grand Strategist - 5+ CP get it back
  72. Superior Tactical Training - Select 1 type of orders the warlord does not know. Knows those orders as well. infantry officer can get tank orders/prefectus orders
  73. Old Grudges - 6" aura add 1+ to hit against selected unit
  74. Lead by Example - issue orders to its own unit
  75.  
  76. Relics
  77. Emperors Benediction - Commissar Bolt pistol 3shots s4 ap-1 d2, ignore look out sir, 6 to wound does a mortal in addition
  78. Tactical Auto Reliquiry - Warlord issues 1 additional order
  79. Death Mask - 4+ invul in bearers unit
  80. Barbican's Key - once per battle in movement pick up and re-deploy and then re-roll charges (Veil of darkness) bearers unit
  81. Kurovs - increase cost of one of opponents strategem by 1 till end of battle
  82. Gatekeeper - 72" Blast, turret weapon, Heavy D3+6 shots, S9, AP-3, 3 damage
  83. Relic of lost cadia - 6" aura, 1+ Ws and +1 BS and plus 1 leadership and attacks (cadian only)
  84. Order of bastion solaris - Transhuman on bearers unit
  85. Psyker sigal - knows 1 more power, attempt to manifest additional power
  86. Armor of Graf TOSCHENKO - +1 wound, 2+ save
  87. Laurels of Command - Issue order in opponents turn, once per battle Fix bayonets, take cover, at all costs, show them steel, remain vigilant, shock and awe
  88.  
  89. Rogal Dorn
  90. BS 4+, T9 2+ save. Between 250 and 280 points. 17 wounds, twin battle cannon. Can be replaced with oppressor cannon and autocannon. Castigator gatling can be replaced with pulverizor gatling. 2 meltas or 2 stubbers. 2 bolters or multi meltas. Armored tracks, +1 save against D1 weapons
  91. oppressor cannon d6+3 S10 Ap-3 4 damage 90" range
  92.  
  93. No more yarrick, pask, creed
  94.  
  95.  
  96. -
  97.  
  98. platoons are back as detachments which allows massive infantry spam and are a keyword for some purpose too
  99. krieg veterans and catachan devils will be datasheets alongside cadian shock troops
  100. non-officer warlord only allowed to have the frontline combatant warlord trait, officer must be warlord
  101. sniper rifles are tanith specific or otherwise for certain elite units
  102. new lord solar is on horse and has 12" movement
  103. can only take 2 of each special weapon out of four in scions/kasrkin
  104. advisors (1 wound now) and ogryn bodyguards now added onto command squads so can have 9-10 man command squads
  105. conscripts may still exist in some form as whiteshields datasheet
  106. tank commanders BS4 but all units turret weapons gain +1 to hit
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