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Strategium / Re:[FINALIZADA] MARINES DEL CAOS VS ELDAR 500pts
« Último mensaje por Pizzi en Septiembre 22, 2017, 02:07:16 pm »
Victoria de la death guard por poquito :)
2
Strategium / Re:[BATALLA] MARINES DEL CAOS VS ELDAR 500pts
« Último mensaje por Pizzi en Septiembre 22, 2017, 04:08:42 am »
+++ New Roster (Warhammer 40,000 8th Edition) [30 PL, 497pts] +++

++ Unbound Army (Faction) (Chaos - Death Guard) [30 PL, 497pts] ++
Plague Weapon

+ HQ [17 PL, 331pts] +

Sorcerer in Terminator Armour [8 PL, 156pts]: Combi-bolter [2pts], Curse of the Leper, Force stave [14pts], Plague Wind
Profiles:
. Death to the False Emperor: Description:Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
. Teleport Strike: Description:During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
. Terminator Armour: Description:This model has a 5+ invulnerable save.
. Curse of the Leper: Warp Charge:7|Range:14"|Details:If manifested, select a visible enemy unit within 14" of the psyker and roll 7 dice. For each roll which exceeds the unit's Toughness characteristic, that unit suffers a mortal wound.
. Plague Wind: Warp Charge:5|Range:18"|Details:If manifested, slect a visible enemy unit within 18" of the psyker. Roll one dice for each model in that unit - the unit suffers a mortal wound for each roll of 6.
. Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
. Sorcerer: Cast:2|Deny:1|Powers Known:Smite and two powers from the Dark Hereticus discipline|Other:
. Sorcerer in Terminator Armour: M:5"|WS:3+|BS:3+|S:4|T:4|W:5|A:3|Ld:9|Save:2+
. Combi-bolter: Range:24"|Type:Rapid Fire 2|S:4|AP:0|D:1|Abilities:-
. Force stave: Range:Melee|Type:Melee|S:+2|AP:-1|D:D3|Abilities:-

Typhus [9 PL, 175pts]: Curse of the Leper, Plague Wind
Profiles:
. Cataphractii Armour: Description:Models in this unit have a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far this unit Advances.
. Death to the False Emperor: Description:Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
. Disgustingly Resilient: Description:Each time this model loses a wound, roll a D6; on a 5-6, it does not lose that wound.
. Host of the Destroyer Hive: Description:Friendly units of Poxwalkers increase their Strength and Toughness by 1 whilst they are within 7" of Typhus.
. Nurgle's Gift: Description:All DEATH GUARD units within 7" of a friendly LORD OF CONTAGION are surrounded by a deadly aura of plague and disease. Roll a dice for each enemy unit that is within 1" of any affected friendly units at the start of your turn; on a 4+ that enemy unit suffers a mortal wound.
. Teleport Strike: Description:During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
. Curse of the Leper: Warp Charge:7|Range:14"|Details:If manifested, select a visible enemy unit within 14" of the psyker and roll 7 dice. For each roll which exceeds the unit's Toughness characteristic, that unit suffers a mortal wound.
. Plague Wind: Warp Charge:5|Range:18"|Details:If manifested, slect a visible enemy unit within 18" of the psyker. Roll one dice for each model in that unit - the unit suffers a mortal wound for each roll of 6.
. Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
. Typhus: Cast:2|Deny:1|Powers Known:Smite and 2 powers from the Contagion discipline|Other:
. Typhus: M:4"|WS:2+|BS:2+|S:4|T:5|W:6|A:4|Ld:9|Save:2+
. Blight Grenades: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Plague weapon
. Master-crafted manreaper: Range:Melee|Type:Melee|S:+3|AP:-3|D:3|Abilities:Plague weapon
. The Destroyer Hive: Range:6"|Type:Pistol 2D6|S:4|AP:-3|D:1|Abilities:This weapon hits on hit rolls of 5+ (even when firing Overwatch), regardless of any modifiers.

+ Troops [6 PL, 52pts] +

Chaos Cultists [6 PL, 52pts]: 12x Chaos Cultist w/ Autogun [48pts]
. Cultist Champion [4pts]: Autogun
Profiles:
. Chaos Cultist: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:1|Ld:5|Save:6+
. Cultist Champion: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:2|Ld:6|Save:6+
. Autogun: Range:24"|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-

+ Elites [7 PL, 114pts] +

Helbrute [7 PL, 114pts]: Missile launcher [25pts], Twin heavy bolter [17pts]
Profiles:
. Crazed: Description:At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a D6. On a roll of 6, this model immediately makes a shooting attack as if it were your Shooting phase if there no enemies within 1", or a piles in and fights as if it were in the Fight phase if there are enemies within 1". If there is no visible target within range, nothing happens.
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
. Helbrute: M:8"|WS:3+|BS:3+|S:6|T:7|W:8|A:4|Ld:8|Save:3+
. Missile launcher, Frag missile: Range:48"|Type:Heavy D6|S:4|AP:0|D:1|Abilities:-
. Missile launcher, Krak missile: Range:48"|Type:Heavy 1|S:8|AP:-2|D:D6|Abilities:-
. Twin heavy bolter: Range:36"|Type:Heavy 6|S:5|AP:-1|D:1|Abilities:-

++ Roster Rules ++


. Plague Weapon: You can re-roll wound rolls of 1 for a weapon with this ability.

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3
Strategium / [FINALIZADA] MARINES DEL CAOS VS ELDAR 500pts
« Último mensaje por xvee en Septiembre 22, 2017, 04:06:34 am »
Partida de refresco después del veranito y práctica de poderes psiquicos.


+++ New Roster (Warhammer 40,000 8th Edition) [28 PL, 494pts] +++

++ Unbound Army (Faction) (Aeldari - Craftworlds) [28 PL, 494pts] ++

+ HQ [18 PL, 291pts] +

Eldrad Ulthran [9 PL, 180pts]
. Ancient Doom, Battle Focus
Profiles:
. Armour of Last Runes: Description:Eldrad Ulthran has a 3+ invulnerable save.
. Ghosthelm: Description:Roll a D6 whenever this model suffers a mortal wound. On a roll of 5+, that wound is ignored.
. Runes of the Farseer: Description:Once in each Psychic phase, you can re-roll any number of dice used for this model's attempt to manifest or deny a psychic power.
. Spiritlink: Description:Whenever you pass a Psychic test for Eldrad Ulthran, you can add 1 to the next Psychic test you take for him until the end of the phase.
. Doom: Warp Charge:7|Range:24"|Details:Choose an enemy unit within 24" of the psyker. You can re-roll failed wound rolls againt that unit until your next Psychic phase.
. Fortune: Warp Charge:7|Range:24"|Details:Choose a friendly ASURYANI unit within 24" of the psyker. Until your next Psychic phase, whenever that unit suffers a wound, roll a D6. On a 5+ that wound is ignored. If a unit already has an ability with a similar effect (e.g. the Avatar of Khaine's Molten Body ability) this psychic power does not affect them.
. Guide: Warp Charge:7|Range:24"|Details:Choose a friendly ASURYANI unit within 24" of the psyker. You can re-roll failed hit rolls for that unit's ranged weapons until your next Psychic phase.
. Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
. Psyker (Eldrad): Cast:3|Deny:2|Powers Known:3 - Runes of Rate|Other:
. Eldrad Ulthran: M:7"|WS:2+|BS:2+|S:3|T:4|W:6|A:2|Ld:9|Save:6+
. Shuriken Pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
. Staff of Ulthamar: Range:Melee|Type:Melee|S:+2|AP:-2|D:D3|Abilities:-
. Witchblade: Range:Melee|Type:Melee|S:User|AP:0|D:D3|Abilities:This weapon always wounds on a roll of 2+

Warlock Conclave [9 PL, 111pts]: 1. Conceal/Reveal, 2. Embolden/Horrify
. Ancient Doom, Battle Focus
. Warlock [3 PL, 37pts]: Witchblade [7pts]
. Warlock [3 PL, 37pts]: Witchblade [7pts]
. Warlock [3 PL, 37pts]: Witchblade [7pts]
Profiles:
. Rune Armour: Description:This model has a 4+ invulnerable save.
. Conceal: Warp Charge:6|Range:3"|Details:Your opponent must subtract 1 from all hit rolls for ranged weapons that target the psyker or friendly ASURYANI INFANTRY or ASURYANI BIKER units within 3" of the psyker until your next Psychic phase.
. Embolden: Warp Charge:6|Range:3"|Details:Add 2 to the Leadership characteristics of friendly ASURYANI INFANTRY or ASURYANI BIKER units within 3" of the psyker until your next Psychic phase.
. Horrify: Warp Charge:6|Range:18"|Details:Choose an enemy unit within 18" of the psyker - your opponent must subtract 1 from the Leadership characteristic of that unit until your next Psychic phase.
. Reveal: Warp Charge:6|Range:18"|Details:Choose an enemy unit within 18" of the psyker - it does not gain any bonus to its saving throws for being in cover until your next Psychic phase.
. Smite (Destructor - Conclave): Warp Charge:5|Range:9"|Details:When this unit manifests the Smite psychic power, it has a range of 9" rather than 18". In addition, if this unit consists of 1-3 models when it manifests Smite, it only does a single mortal wound. If it consists of 4-6 models when it manifests Smite, it deals D3 mortal wounds. If it consists of 7-10 models when it manifests Smite, it always deals D6 mortal wounds.
. Psyker (Conclave): Cast:1-3 models = 1 // 4-6 models = 2 // 7-10 models = 3|Deny:1-3 models = 1 // 4-6 models = 2 // 7-10 models = 3|Powers Known:2 - Runes of Battle|Other:If this unit has more than one model, when manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the manifesting unit to be slain.
. Warlock: M:7"|WS:3+|BS:3+|S:3|T:3|W:2|A:2|Ld:8|Save:6+
. Shuriken Pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
. Witchblade: Range:Melee|Type:Melee|S:User|AP:0|D:D3|Abilities:This weapon always wounds on a roll of 2+

+ Troops [5 PL, 100pts] +

Rangers [5 PL, 100pts]: 5x Ranger [100pts]
. Ancient Doom, Battle Focus
Profiles:
. Appear Unbidden: Description:During deployment, you can set up a unit of Rangers walking the winding paths of the webway instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins the unit of Rangers emerges from the webway - set them up anywhere on the battlefield that is more than 9" away from any enemy models.
. Cameleoline Cloaks: Description:Your opponent must subract 1 from their hit rolls for attacks that target this unit. In addition, add 2 to saving throws made for models from this unit that are in cover, instead of 1.
. Ranger: M:7"|WS:3+|BS:3+|S:3|T:3|W:1|A:1|Ld:7|Save:5+
. Ranger Long Rifle: Range:36"|Type:Heavy 1|S:4|AP:0|D:1|Abilities:This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
. Shuriken Pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.

+ Heavy Support [5 PL, 103pts] +

War Walkers [5 PL, 103pts]
. War Walker [5 PL, 103pts]: Shuriken Cannon [12pts], Starcannon [30pts]
. . Ancient Doom, Battle Focus
Profiles:
. Explodes (War Walker): Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers a mortal wound.
. Power Field: Description:Models in this unit have a 5+ invulnerable save.
. Scout Vehicle: Description:At the start of the first battle round, but before the first turn begins, you can move this model up to 12" in any direction, provided that it does not end this move within 9" of any enemy model.
. War Walker: M:10"|WS:3+|BS:3+|S:5|T:6|W:6|A:2|Ld:8|Save:4+
. Shuriken Cannon: Range:24"|Type:Assault 3|S:6|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
. Starcannon: Range:36"|Type:Heavy 2|S:6|AP:-3|D:D3|Abilities:-

++ Selection Rules ++


. Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.

. Battle Focus: This unit can shoot in the Shooting phase as if it hasn't moved or Advanced (with the exception of Heavy weapons)

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4
Strategium / [CAMPAÑA] Estancamiento en Dal'yth Prime
« Último mensaje por Lineath en Septiembre 17, 2017, 04:23:07 am »
Hola a todos, en este tema voy a exponer todo lo relacionado con nuestra primera campaña de 40k en el club, iré añadiendo la información y reglas conforme las tenga  preparadas y daré fecha de inicio cuando todo este listo.

TRASFONDO

LA CRUZADA DE DAMOCLES


La campaña se desarrolla en el trasfondo de la Cruzada de Damocles, justo después de que el imperio descubriera a los Tau e intentara exterminarlos por el peligro que suponían, podéis encontrar una narración/resumen de la campaña en este enlace:

http://es.warhammer40k.wikia.com/wiki/Cruzada_de_Damocles

ESTANCAMIENTO EN DAL'YTH PRIME

Si habéis leído la narración, durante la Fase 2, se produjo un estancamiento en el sistema Dal'yth, un sistema importante para los tau, nuestra campaña se desarrollara en una provincia de este planeta, ambos bandos luchando por romper el estancamiento.


Dal'yth Prime esta ubicado dentro de la primera esfera de expansión Tau, es un mundo comercial de gran importancia y es considerado una de las 19 maravillas del imperio tau. Originalmente era un mundo salvaje cubierto de vegetación de color azul y habitado por unas criaturas de aspecto segmentado que fueron domadas rápidamente. Actualmente el planeta presenta una red urbana hexagonal que cubre la totalidad del planeta, donde se desarrolla un comercio voraz.

Tus fuerzas han sido asignadas a una provincia cerca del equador del planeta, el teatro de operaciones incluye, extensas llanuras, cuatro ciudades, bosques de la curiosa y azul flora local, costas con playas extensas, asi como montañas infranqueables y rios de poco caudal.



El objetivo asignado es expulsar al enemigo de la región, para ello debes controlar la mayor superficie de territorio posible para aniquilar o forzar la rendicion del enemigo.

LAS REGLAS

ELEGIR UN BANDO

En la campaña de Dal'yth luchan muchos ejércitos y facciones diferentes, pero básicamente hay dos bandos, el defensor del sistema, los TAU y sus simpatizantes, y los invasores, el IMPERIO con todo su poder aplastante.

Cada jugador debe elegir un bando, y UNA UNICA FACCION, a elegir de las siguientes:

BANDO IMPERIAL: Cualquier facción descrita en los libros Index Imperium 1 y 2, o bien los codex correspondientes de 8ª edicion si estan disponibles, en ningun caso podran mezclarse index y codex.

BANDO TAU: Imperio T'au, en el libro Index Xenos 2, y hasta un maximo de 1 jugador con cualquier faccion Aeldari  (libro Index Xenos 1) por cada dos jugadores T'au.



Mas información pronto...

5
Saludos y Presentaciones / Re:Saludos de Vindicarum
« Último mensaje por Vindicator en Julio 14, 2017, 09:46:02 am »
Muchas gracias por contestar!!! Estoy superpez pero tengo muchas ganas de aprender! Ya tengo el TTS , y estoy con el Discord ese en estos mismos instantes. Ahora solo queda poder coincidir. Voy a echarle un vistazo al tutorial renovado. Muchas gracias por todo!!
6
Strategium / Re:[BATALLA] Sólo Guerra: T'au vs T'au 500 pts
« Último mensaje por Otama en Julio 14, 2017, 07:24:17 am »
Buena partida en la que ganó el Bien Supremo!!! xDDD Realmente era una simulación de guerra... En el que me ha quedado claro que hay dos unidades muy porculeras!
7
Strategium / Re:[BATALLA] Sólo Guerra: T'au vs T'au 500 pts
« Último mensaje por xvee en Julio 14, 2017, 06:50:38 am »
Dejo fotos de la batalla:











8
Strategium / Re:[BATALLA] Sólo Guerra: T'au vs T'au 500 pts
« Último mensaje por xvee en Julio 14, 2017, 04:40:36 am »
Lista Tau Xvee

+++ New Roster (Warhammer 40,000 8th Edition) [28 PL, 500pts] +++

++ Unbound Army (Faction) (T'au Empire) [28 PL, 500pts] ++

+ HQ [7 PL, 134pts] +

Commander in XV86 Coldstar Battlesuit [7 PL, 134pts]: High-output burst cannon [20pts], Missile pod [24pts]
. . Coldstar, For the Greater Good, Manta Strike, Master of War
Profiles:
. . Commander in XV86 Coldstar Battlesuit: M:20"|WS:3+|BS:2+|S:5|T:5|W:6|A:4|Ld:9|Save:3+
. . High-output burst cannon: Range:18"|Type:Assault 8|S:5|AP:0|D:1|Abilities:-
. . Missile pod: Range:36"|Type:Assault 2|S:7|AP:-1|D:D3|Abilities:-

+ Elites [12 PL, 199pts] +

XV25 Stealth Battlesuits [12 PL, 199pts]
. . Bonding Knife Ritual, Camouflage Fields, For the Greater Good, Infiltrator
. . Stealth Shas'ui w/ Fusion blaster [41pts]: Fusion blaster [21pts]
. . 4x Stealth Shas'ui w/o support system [120pts]: 4x Burst cannon [40pts]
. . Stealth Shas'vre [38pts]: Advanced targeting system [8pts], Burst cannon [10pts]
Profiles:
. . Advanced targeting system: Description:A model equipped with an advanced targeting system increases the AP characteristic of all its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
. . Stealth Shas'ui: M:8"|WS:5+|BS:4+|S:4|T:4|W:2|A:2|Ld:7|Save:3+
. . Stealth Shas'vre: M:8"|WS:5+|BS:4+|S:4|T:4|W:2|A:3|Ld:8|Save:3+
. . Burst cannon: Range:18"|Type:Assault 4|S:5|AP:0|D:1|Abilities:-
. . Fusion blaster: Range:18"|Type:Assault 1|S:8|AP:-4|D:D6|Abilities:If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

+ Flyer [9 PL, 167pts] +

AX39 Sun Shark Bomber [9 PL, 167pts]: Markerlight [3pts], Missile pod [24pts], 2x Seeker missile [10pts]
. . Airborne, Attached Drones (AX39 Sun Shark Bomber), Crash and Burn, Hard to Hit, Markerlights, Pulse Bombs, Supersonic
. . 2x MV17 Interceptor Drone [30pts]: 2x Ion rifle
. . . . For the Greater Good, Saviour Protocols
Profiles:
. . AX39 Sun Shar Bomber: M:*|WS:6+|BS:*|S:6|T:6|W:12|A:*|Ld:6|Save:4+
. . MV17 Interceptor Drone: M:20"|WS:5+|BS:5+|S:3|T:4|W:1|A:1|Ld:6|Save:4+
. . Ion rifle (Overcharge): Range:30"|Type:Heavy D3|S:8|AP:-1|D:1|Abilities:If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.
. . Ion rifle (Standard): Range:30"|Type:Rapid Fire 1|S:7|AP:-1|D:1|Abilities:-
. . Markerlight: Range:36"|Type:Heavy 1|S:-|AP:-|D:-|Abilities:See Markerlights.
. . Missile pod: Range:36"|Type:Assault 2|S:7|AP:-1|D:D3|Abilities:-
. . Seeker missile: Range:72"|Type:Heavy 1|S:-|AP:-|D:|Abilities:A unit hit by this weapon suffers a mortal wounds. Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model's Ballistic Skill or any modifiers.
. . AX39 Sun Shark Bomber 1: Remaining W:7-12+|M:20"-50"|BS:4+|A:3
. . AX39 Sun Shark Bomber 2: Remaining W:4-6|M:20"-30"|BS:5+|A:D3
. . AX39 Sun Shark Bomber 3: Remaining W:1-3|M:20"-25"|BS:5+|A:1

++ Selection Rules ++


. . Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.

. . Attached Drones (AX39 Sun Shark Bomber): When a Sun Shark Bomber is set up, its accompanying Interceptor Drones are attached, and are treated as being embarked. Whilst the Interceptor Drones remain attached, the Sun Shark Gunship is considered to be equipped with the Drones' weapons in addition to its own. However, a hit roll of 1 when firing the ion rifle on overcharge setting results in one of the Drones being slain rather than the Sun Shark Bomber.

Both Drones can detach at the start of any of your Movement phases by disembarking. From that point onwards, the Drones are treated as a separate unit. They cannot reattach during the battle.

. . Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

. . Camouflage Fields: Your opponent must subtract 1 from all hit rolls for attacks that target this unit.

. . Coldstar: When this mode Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a D6.

. . Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

. . For the Greater Good: When an enemy unit declares a charge, a unit with this ability that is within 6" of one of the charging unit's targets may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn.

. . Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.

. . Infiltrator: During deployment, this unit can be set up anywhere on the battlefield that is not within your opponent's deployment zone and is more than 12" from any enemy unit.

. . Manta Strike: During deployment, you may set up Crisis Battlesuits in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases, they can use a Manta strike to enter the fray - set them up anywhere on the battlefield that is more than 9" from any enemy models.

. . Markerlights: If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T'AU EMPIRE models have when shooting at a unit that has markerlight counters. All benefits are cumulative.

1 - You can re-roll to hit rolls of 1 for T'AU EMPIRE models attacking this unit.
2 - Destroyer and seeker missiles fired at this unit use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6.
3 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
4 - The target unit does not gain any bonus to its saving throws for being in cover.
5 or more - Add 1 to hit rolls for T'AU EMPIRE models attacking this unit.

. . Master of War: At the beginning of your turn, a single friendly COMMANDER can declare either Kauyon or Mont'ka. You can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.

Kauyon: Until the end of the turn, you can re-roll failed hit rolls for friendly <SEPT> units within 6", but these units cannot move for any reason.
Mont'ka: Friendly <SEPT> units within 6" can both Advance and shoot as if they hadn't moved this turn.

. . Pulse Bombs: A Sun Shark Bomber may drop one pulse bomb as it flies over enemy units in its Movement phase. To do so, after the model has moved, target one enemy unit that it flew over. Then, roll a D6 for each model in that unit (up to a maximum of 10), adding 1 to the result if the enemy model is INFANTRY. For each roll of 5+, the target unit suffers 1 mortal wound.

. . Saviour Protocols: If a <SEPT> DRONES unit is within 3" of a friendly <SEPT> INFANTRY or <SEPT> BATTLESUIT unit when an enemy attack successfully wounds it, you can allocate that wound to the Drones unit instead of the target. If you do, that Drones unit suffers a mortal wound instead of the normal damage.

. . Supersonic: Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.

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Strategium / [BATALLA] Sólo Guerra: T'au vs T'au 500 pts
« Último mensaje por Otama en Julio 14, 2017, 04:38:51 am »
Lista de Otama:

+++ Prueba T'au (Warhammer 40,000 8th Edition) [31 PL, 496pts] +++

++ Outrider Detachment +1CP (T'au Empire) [31 PL, 496pts] ++

+ HQ [7 PL, 148pts] +

Commander in XV86 Coldstar Battlesuit [7 PL, 148pts]: Advanced targeting system [8pts], High-output burst cannon [20pts], Missile pod [24pts], Target lock [6pts]
. Coldstar, For the Greater Good, Manta Strike, Master of War
Profiles:
. Advanced targeting system: Description:A model equipped with an advanced targeting system increases the AP characteristic of all its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
. Target lock: Description:A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. The model can also advance and fire Rapid Fire weapons, but must subtract 1 from its hit rolls when doing so.
. Commander in XV86 Coldstar Battlesuit: M:20"|WS:3+|BS:2+|S:5|T:5|W:6|A:4|Ld:9|Save:3+
. High-output burst cannon: Range:18"|Type:Assault 8|S:5|AP:0|D:1|Abilities:-
. Missile pod: Range:36"|Type:Assault 2|S:7|AP:-1|D:D3|Abilities:-

+ Troops [10 PL, 96pts] +

Strike Team [5 PL, 48pts]: 6x Fire Warrior w/ Pulse Rifle [48pts]
. Bonding Knife Ritual, For the Greater Good
Profiles:
. Fire Warrior: M:6"|WS:5+|BS:4+|S:3|T:3|W:1|A:1|Ld:6|Save:4+
. Photon grenade: Range:12"|Type:Grenade D6|S:-|AP:-|D:|Abilities:This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
. Pulse rifle: Range:30"|Type:Rapid Fire 1|S:5|AP:0|D:1|Abilities:-

Strike Team [5 PL, 48pts]: 6x Fire Warrior w/ Pulse Rifle [48pts]
. Bonding Knife Ritual, For the Greater Good
Profiles:
. Fire Warrior: M:6"|WS:5+|BS:4+|S:3|T:3|W:1|A:1|Ld:6|Save:4+
. Photon grenade: Range:12"|Type:Grenade D6|S:-|AP:-|D:|Abilities:This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
. Pulse rifle: Range:30"|Type:Rapid Fire 1|S:5|AP:0|D:1|Abilities:-

+ Fast Attack [14 PL, 252pts] +

Pathfinder Team [6 PL, 88pts]
. Bonding Knife Ritual, Drone Support, For the Greater Good, Vanguard
. 8x Pathfinder [64pts]: 8x Markerlight [24pts]
. . Markerlights
. 2x Pathfinder w/ Ion Rifle [24pts]: 2x Ion rifle [14pts]
Profiles:
. Pathfinder: M:7"|WS:5+|BS:4+|S:3|T:3|W:1|A:1|Ld:6|Save:5+
. Ion rifle (Overcharge): Range:30"|Type:Heavy D3|S:8|AP:-1|D:1|Abilities:If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.
. Ion rifle (Standard): Range:30"|Type:Rapid Fire 1|S:7|AP:-1|D:1|Abilities:-
. Markerlight: Range:36"|Type:Heavy 1|S:-|AP:-|D:-|Abilities:See Markerlights.
. Photon grenade: Range:12"|Type:Grenade D6|S:-|AP:-|D:|Abilities:This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
. Pulse carbine: Range:18"|Type:Assault 2|S:5|AP:0|D:1|Abilities:-

TX4 Piranhas [4 PL, 82pts]
. Attached Drones (TX4 Piranha), Explodes (Piranha)
. TX4 Piranha w/ FB [4 PL, 82pts]: Fusion blaster [21pts], 2x MV1 Gun Drone [16pts]
Profiles:
. MV1 Gun Drone: M:8"|WS:5+|BS:5+|S:3|T:4|W:1|A:1|Ld:6|Save:4+
. TX4 Piranha: M:16"|WS:6+|BS:4+|S:4|T:5|W:6|A:2|Ld:6|Save:4+
. Fusion blaster: Range:18"|Type:Assault 1|S:8|AP:-4|D:D6|Abilities:If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
. Pulse carbine: Range:18"|Type:Assault 2|S:5|AP:0|D:1|Abilities:-

TX4 Piranhas [4 PL, 82pts]
. Attached Drones (TX4 Piranha), Explodes (Piranha)
. TX4 Piranha w/ FB [4 PL, 82pts]: Fusion blaster [21pts], 2x MV1 Gun Drone [16pts]
Profiles:
. MV1 Gun Drone: M:8"|WS:5+|BS:5+|S:3|T:4|W:1|A:1|Ld:6|Save:4+
. TX4 Piranha: M:16"|WS:6+|BS:4+|S:4|T:5|W:6|A:2|Ld:6|Save:4+
. Fusion blaster: Range:18"|Type:Assault 1|S:8|AP:-4|D:D6|Abilities:If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
. Pulse carbine: Range:18"|Type:Assault 2|S:5|AP:0|D:1|Abilities:-

++ Selection Rules ++


. Attached Drones (TX4 Piranha): When a Piranha is set up, its accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Gun Drones remain attached, the Piranha is considered to be equipped with the Drones' weapons in addition to its own.

Both Drones can detach at the start of any of your Movement phases by disembarking. From that point onwards, the Drones are treated as a separate unit. They cannot reattach during the battle.

. Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

. Coldstar: When this mode Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a D6.

. Drone Support: When a unit is set up, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.

. Explodes (Piranha): If a Piranha is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers a mortal wound.

. For the Greater Good: When an enemy unit declares a charge, a unit with this ability that is within 6" of one of the charging unit's targets may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn.

. Manta Strike: During deployment, you may set up Crisis Battlesuits in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases, they can use a Manta strike to enter the fray - set them up anywhere on the battlefield that is more than 9" from any enemy models.

. Markerlights: If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T'AU EMPIRE models have when shooting at a unit that has markerlight counters. All benefits are cumulative.

1 - You can re-roll to hit rolls of 1 for T'AU EMPIRE models attacking this unit.
2 - Destroyer and seeker missiles fired at this unit use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6.
3 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
4 - The target unit does not gain any bonus to its saving throws for being in cover.
5 or more - Add 1 to hit rolls for T'AU EMPIRE models attacking this unit.

. Master of War: At the beginning of your turn, a single friendly COMMANDER can declare either Kauyon or Mont'ka. You can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.

Kauyon: Until the end of the turn, you can re-roll failed hit rolls for friendly <SEPT> units within 6", but these units cannot move for any reason.
Mont'ka: Friendly <SEPT> units within 6" can both Advance and shoot as if they hadn't moved this turn.

. Saviour Protocols: If a <SEPT> DRONES unit is within 3" of a friendly <SEPT> INFANTRY or <SEPT> BATTLESUIT unit when an enemy attack successfully wounds it, you can allocate that wound to the Drones unit instead of the target. If you do, that Drones unit suffers a mortal wound instead of the normal damage.

. Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you may choose which is targeted.

. Vanguard: At the start of the first battle round but before the first turn begins, you can move this unit up to 7". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

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Saludos y Presentaciones / Re:Saludos de Vindicarum
« Último mensaje por Lineath en Julio 13, 2017, 04:20:10 am »
Como has dicho el tutorial estaba desfasado asi que hemos echo un nuevo videotutorial en youtube que peudes ver aqui:

https://www.youtube.com/watch?v=sY9Y2kjn8Rs
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