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Asuryani Craft Worlds

Dec 5th, 2018
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  1. When generating a roster for an Asuryani Killteam, you may select one of the Craft Worlds below. All models within the roster gain the effects from their selected Craft World, and may use the Tactic associated with their selected Craft World.
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  5. Alaitoc
  6. -Pathfinders
  7. Alaitoc Rangers cost 1 less point. Alaitoc Guardian Defenders and Storm Guardians only gain -1 from Nerve tests from other Guardian Defenders and Storm Guardians.
  8. -Starstriders
  9. Alaitoc models do not suffer -1 penalty to hit from firing at long-range. A max of two Dire Avengers may be taken in a Alaitoc Battleforged Killteam.
  10. -Sworn Fury
  11. Alaitoc models may reroll hit rolls of 1 against Imperium and Necron models. Imperium and Necron models may reroll hit rolls of 1 against Alaitoc models.
  12.  
  13. -Terror-
  14. Alaitoc Tactic
  15. 1cp
  16. Use this tactic before rolling the hit roll for a Alaitoc Rangers Ranger Long Rifle. If the target of that attack is wounded, it and all enemy models within 4" must make a Nerve test in the Morale phase.
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  20. Biel-Tan
  21. -Radical Hatred
  22. Biel-Tan models may never Retreat or Fallback, and Biel-Tan Storm Guardians and Dire Avengar Autarchs must always Pile-In and Consolidate their max distance whenever possible. Biel-Tan models may reroll wound rolls of 1.
  23.  
  24. -Swordwind-
  25. Biel-Tan Tactic
  26. 1cp
  27. Use this tactic when a model with an Assault weapon finishes an Advance move. Ready that model.
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  31. Iyanden
  32. -Bone Singers
  33. Iyanden Killteams may take up to 3 Heavy Weapons Platforms.
  34. -Ghost Warriors
  35. Iyanden Killteams may not take Storm Guardians. Iyanden Dire Avengers gain 1 Toughness, but lose 1 Weapon Skill and Movement.
  36.  
  37. -Song of the Wraith-
  38. Iyanden Tactic
  39. 1cp
  40. Use this tactic at the beginning of any battleround. Select 1 Iyanden Heavy Weapon Platform. That model may act as if it were within 3" of a friendly Guardian Defender at all times this phase.
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  44. Saim-Hann
  45. -Unruly
  46. Saim-Hann models will never Retreat. Saim-Hann Killteams may never include Rangers.
  47. -Skirmishers
  48. Saim-Hann models may choose to reroll Advance and Charge rolls. Saim-Hann Storm Guardians gain +1 Attacks. Saim-Hann models receive an additional -1 to hit at Long Range.
  49.  
  50. -Great Awakening-
  51. Saim-Hann Tactic
  52. 2cp
  53. Use this tactic the first time a Saim-Hann model fails a Nerve test. That model is not Shaken; generate d3 cp.
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  57. Ulthwé
  58. -Black Guardians
  59. Ulthwé Heavy Weapons Platforms do not suffer -1 to hit when making a Normal Move with a Heavy Weapon. Ulthwé Killteams may not include Rangers. Ulthwé Guardian Defenders may reroll hit-hit rolls of 1. All Ulthwé models cost 1 additional point.
  60. -Warlock Council
  61. Dire Avenger Exarchs must be Leader specialists, and must replace their Avenger Shuriken Catapult so that they do not carry an Avenger Shuriken Catapult(s). In exchange, Dire Avenger Exarchs are Psykers, and can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase, and knows the Psybolt psychic power.
  62. -Portents of Disaster
  63. Enemy Models within 3" of a Ulthwé model add 1 to Nerve tests.
  64.  
  65. -Game of æons-
  66. Ulthwé Tactic
  67. 2cp
  68. Use this tactic before the start of the first Battleround. You may immediately perform the "Plant Traps" action.
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  72. Ynnari
  73. -Arrogant Optimists
  74. While broken, Ynnari models subtract 1 from Nerve and Break tests. While unbroken, Ynnari models add 2 to Nerve tests.
  75. -Threat to the Unpeace
  76. Chaos models may reroll hit rolls of 1 against Ynnari models.
  77. -The Seventh Path
  78. A Ynnari Model within 1" of an objective counts as controlling the objective, even if an enemy model is within 2", or if they have a similar ability to this one.
  79.  
  80. -Wisdom of the Elders-
  81. Ynnari Tactic
  82. 2cp
  83. Use this tactic at the start of the Battleround. Select a friendly Ynnari model; that model becomes a Level 1 Specialist of any type for the duration of the Battleround. That model does not leave its Fireteam, and counts as a member of their Fireteam during the Battleround they're under this effect.
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  87. Corsairs
  88. -Dark Roots
  89. Corsair Guardian Defenders may replace their Shuriken Catapult with a Splinter Rifle. Corsair Killteams may not include Dire Avengers. Corsair models do not gain -1 to Nerve tests for friendly models within 2".
  90. -Corsair Guardians
  91. Corsair Storm Guardians gain the Fly keyword. Corsair Storm Guardian Gunners may replace their Aeldari Blade with a Power Sword or Power Axe. Corsair Storm Guardians cost 2 more points.
  92.  
  93. -Lightning Raid-
  94. Corsair Tactic
  95. 1cp
  96. Use this tactic at the start of the first Battleround. 10% (rounded up) of your Corsair Killteam may immediately make a Normal Move.
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  100. Exodite
  101. -Exodus
  102. Exodite Killteams may not include Guardian Defenders or Rangers. Models with Shuriken Catapults, Shurkien Pistols, Plasma Grenades, or Avenger Shuriken Catapults lose them. Exodite models receive +1 Strength and Attacks on the Battleround they charged.
  103.  
  104. -Hit and Run-
  105. Exodite Tactic
  106. 1cp
  107. Use this tactic at the beginning of the Battleround. All enemy models receive an additional -1 to hit against Obscured Exodite models at Long Range.
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