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Strategium / [DESAFIO] Para partida introductoria Space Marine
« Último mensaje por guacanaqui en Noviembre 05, 2017, 06:10:06 am »
Edito: Esta semana podría Domingo (hoy), Martes o Miercoles y siempre a eso de las 22:45

+++ Ultramarines (Warhammer 40,000 8th Edition) [21 PL, 248pts] +++

++ Unbound Army (Faction) (Imperium - Space Marines) [21 PL, 248pts] ++

+ Troops [15 PL, 163pts] +

Scout Squad [6 PL, 63pts]
. And They Shall Know No Fear
. Scout Sergeant [15pts]: Chainsword, Sniper rifle [4pts]
. 3x Scout w/Boltgun [33pts]
. Scout w/Sniper Rifle [15pts]: Sniper rifle [4pts]
Profiles:
. Combat Squads: Description:Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.|
. Concealed Positions: Description:When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deploymeny zone and any enemy models.|
. Scout: M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:1|Ld:7|Save:4+|
. Scout Sergeant: M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:2|Ld:8|Save:4+|
. Bolt pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:-|
. Boltgun: Range:24"|Type:Rapid Fire 1|S:4|AP:0|D:1|Abilities:-|
. Chainsword: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.|
. Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|
. Sniper 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. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.|

Tactical Squad [9 PL, 100pts]
. And They Shall Know No Fear
. 4x Space Marine [52pts]
. Space Marine Sergeant [25pts]: Bolt pistol, Power fist [12pts]
. Space Marine w/Heavy Weapon [23pts]: Heavy bolter [10pts]
Profiles:
. Combat Squads: Description:Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.|
. Space Marine: M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:1|Ld:7|Save:3+|
. Space Marine Sergeant: M:6"|WS:3+|BS:3+|S:4|T:4|W:1|A:2|Ld:8|Save:3+|
. Bolt pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:-|
. Boltgun: Range:24"|Type:Rapid Fire 1|S:4|AP:0|D:1|Abilities:-|
. Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. Heavy bolter: Range:36"|Type:Heavy 3|S:5|AP:-1|D:1|Abilities:-|
. Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|
. Power fist: Range:Melee|Type:Melee|S:x2|AP:-3|D:D3|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll.|

+ Fast Attack [6 PL, 85pts] +

Assault Squad [6 PL, 85pts]: Jump Pack [1 PL, 15pts]
. And They Shall Know No Fear
. 4x Space Marine [52pts]
. Space Marine Sergeant [18pts]: Bolt pistol, Power axe [5pts]
Profiles:
. Combat Squads: Description:Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.|
. Jump Pack Assault: Description:During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.|
. Space Marine (Jump Pack): M:12"|WS:3+|BS:3+|S:4|T:4|W:1|A:1|Ld:7|Save:3+|
. Space Marine Sergeant (Jump Pack): M:12"|WS:3+|BS:3+|S:4|T:4|W:1|A:2|Ld:8|Save:3+|
. Bolt pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:-|
. Chainsword: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.|
. Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-|
. Krak grenade: Range:6"|Type:Grenade 1|S:6|AP:-1|D:D3|Abilities:-|
. Power axe: Range:Melee|Type:Melee|S:+1|AP:-2|D:1|Abilities:-|

++ Selection Rules ++


. And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.

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2
Strategium / Re:[INTRODUCCION] Imperial Guard vs Necrons 250 pts
« Último mensaje por Lineath en Noviembre 05, 2017, 03:44:06 am »
LISTA GUARDIA IMPERIAL

+++ Intro 250 (Warhammer 40,000 8th Edition) [16 PL, 250pts] +++

++ Unbound Army (Faction) (Imperium - Astra Militarum) [16 PL, 250pts] ++

+ HQ [2 PL, 34pts] +

Company Commander [2 PL, 34pts]: Astra Militarum Orders, Laspistol, Power sword [4pts]
Profiles:
. Refractor Field: Description:This model has a 5+ invulnerable save.
. Senior Officer: Description:This model may use the Voice of Command ability twice in each of your turns.  Resolve the effects of the first order before issuing the second order.
. Voice of Command: Description:This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
. Bring it Down!: Effect:Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase.
. First Rank, Fire! Second Rank, Fire!: Effect:All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.
. Fix Bayonets!: Effect:This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase.
. Forwards, for the Emperor!: Effect:The ordered unit can shoot this phase even if it Advanced in its Movement phase.
. Get back in the Fight!: Effect:The ordered unit can shoot this phase even if it Fell Back in its Movement phase.
. Move! Move! Move!: Effect:Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn.
. Take Aim!: Effect:Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase.
. Company Commander: M:6"|WS:3+|BS:3+|S:3|T:3|W:4|A:3|Ld:8|Save:5+/5++
. Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
. Laspistol: Range:12|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
. Power sword: Range:Melee|Type:Melee|S:User|AP:-3|D:1|Abilities:-

+ Troops [6 PL, 96pts] +

Infantry Squad [3 PL, 48pts]
. 7x Guardsman [28pts]
. Heavy Weapon Team [16pts]: Heavy bolter [8pts]
. Sergeant [4pts]: Chainsword, Laspistol
Profiles:
. Guardsman: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:1|Ld:6|Save:5+
. Heavy Weapons Team: M:6"|WS:4+|BS:4+|S:3|T:3|W:2|A:2|Ld:6|Save:5+
. Sergeant: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:2|Ld:7|Save:5+
. Chainsword: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
. Heavy bolter: Range:36"|Type:Heavy 3|S:5|AP:-1|D:1|Abilities:-
. Lasgun: Range:24|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-
. Laspistol: Range:12|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-

Infantry Squad [3 PL, 48pts]
. 7x Guardsman [28pts]
. Heavy Weapon Team [16pts]: Heavy bolter [8pts]
. Sergeant [4pts]: Chainsword, Laspistol
Profiles:
. Guardsman: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:1|Ld:6|Save:5+
. Heavy Weapons Team: M:6"|WS:4+|BS:4+|S:3|T:3|W:2|A:2|Ld:6|Save:5+
. Sergeant: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:2|Ld:7|Save:5+
. Chainsword: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Frag grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
. Heavy bolter: Range:36"|Type:Heavy 3|S:5|AP:-1|D:1|Abilities:-
. Lasgun: Range:24|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-
. Laspistol: Range:12|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-

+ Elites [8 PL, 120pts] +

Ogryns [8 PL, 120pts]
. Avalanche of Muscle
. 3x Ogryn [90pts]: 9x Ripper Gun
. Ogryn Bone 'ead [30pts]: Ripper Gun
Profiles:
. Ogryn: M:6"|WS:3+|BS:4+|S:5|T:5|W:3|A:3|Ld:7|Save:5+
. Ogryn Bone 'ead: M:6"|WS:3+|BS:4+|S:5|T:5|W:3|A:4|Ld:8|Save:5+
. Frag Bombs: Range:6"|Type:Grenade D6|S:4|AP:0|D:1|Abilities:
. Ripper Gun (melee): Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:
. Ripper Gun (shooting): Range:12"|Type:Assault 3|S:5|AP:0|D:1|Abilities:

++ Selection Rules ++


. Avalanche of Muscle: youcan add 1 to the Attacks characteristic of thie model in the Fight phase on any turn in which it made a successful charge. This ability may only be used the first time this model fights each turn.

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3
Strategium / [INTRODUCCION] Imperial Guard vs Necrons 250 pts
« Último mensaje por Isildaar en Noviembre 05, 2017, 03:43:26 am »
Partida introductoria 40k 8th edition

Necrones:

+++ Intro (Warhammer 40,000 8th Edition) [13 PL, 250pts] +++

++ Unbound Army (Faction) (Necrons) [13 PL, 250pts] ++
Warlord Traits

+ HQ [5 PL, 91pts] +

Lord [5 PL, 91pts]: Staff of Light [18pts]
. Living Metal
Profiles:
. The Lord's Will: Description:You can re-roll failed Morale tests for friendly DYNASTY units within 6" of this model.
. Keywords: Keywords (Faction):Necrons, DYNASTY|Keywords (Basic):Character, Infantry, Lord
. Lord: M:5"|WS:3+|BS:3+|S:5|T:5|W:4|A:3|Ld:10|Save:3+
. Staff of Light (Melee): Range:Melee|Type:Melee|S:User|AP:-2|D:1|Abilities:-
. Staff of Light (Shooting): Range:12"|Type:Assault 3|S:5|AP:-2|D:1|Abilities:-

+ Troops [6 PL, 120pts] +

Necron Warriors [6 PL, 120pts]: 10x Necron Warrior [120pts]
Profiles:
. Keywords: Keywords (Faction):Necrons, DYNASTY|Keywords (Basic):Infantry, Warriors
. Necron Warrior: M:5"|WS:3+|BS:3+|S:4|T:4|W:1|A:1|Ld:10|Save:4+
. Gauss Flayer: Range:24"|Type:Rapid Fire 1|S:4|AP:-1|D:1|Abilities:-

+ Fast Attack [2 PL, 39pts] +

Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm [39pts]
Profiles:
. Keywords: Keywords (Faction):Necrons, Canoptek, DYNASTY|Keywords (Basic):Swarm, Canoptek Scarabs
. Canoptek Scarab Swarm: M:10"|WS:3+|BS:3+|S:3|T:3|W:3|A:4|Ld:10|Save:6+
. Feeder Mandibles: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:If the target's Toughness is higher than this attack's Strength, this weapon always wounds the target on a wound roll of 5+.

++ Roster Rules ++


. Warlord Traits: If your Warlord is a CHARACTER, it can use a Warlord Trait. Immediately before either player starts to deploy their army, you can roll a D3 on the Warlord Trait table here to determine what Warlord Trait your Warlord has. Alternatively, choose the trait that most suits your Warlord's temperament or style of war.

1) Legendary Fighter: If this Warlord charges in the Charge phase, add 1 to their Attacks characteristic until the end of the ensuing Fight phase.

2) Inspiring Leader: Friendly units within 6" of this Warlord can add 1 to their Leadership characteristic.

3) Tenacious Survivor: Roll a dice each time this Warlord loses a wound.  On a 6, the Warlord shrugs off the damage and does not lose the wound.

++ Selection Rules ++


. Living Metal: At the beginning of your turn, this unit recovers 1 wound lost earlier in the battle.

. Reanimation Protocols: Rolls a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn.  On a 5+, the model's reanimation protocols activate and it is returned to this unit, otherwise they remain inactive (although you can roll again at the start of each of your subsequent turns). When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models.

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4
Strategium / Re:[FINALIZADA] MARINES DEL CAOS VS ELDAR 500pts
« Último mensaje por xvee en Septiembre 23, 2017, 06:30:39 am »
Cabe mencionar que el señor Eldrad Ulthran es un señor que tanquea todo lo que quieras.
5
Strategium / Re:[FINALIZADA] MARINES DEL CAOS VS ELDAR 500pts
« Último mensaje por Otama en Septiembre 23, 2017, 06:26:01 am »
Pero malas personas, en este tipo de partidas hay que sacar fotos y hacer un breve resumen!
6
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 :)
7
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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8
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)

Created with BattleScribe
9
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...

10
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!!
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