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Codex: Tanith First and Only

Tanith Armoury
Weapons:
Autocannon: The autocannon fires high calibre and danger shells at long range. A commander preferces this weapon when going against light armour targets. Range Str AP Type 48 7 4 Heavy 2 Autogun Suppressed: The main weapon of the Gereon Resistance Cell. It is suppressed so it is also good for stealth work. Range Str AP Type 24 3 Rapid fire, pinning Grenade Launcher: a portable grenade launcher that fires deadly projectiles. Each time fired the Controlling player decides whith rounds: Frag: Range Str AP Type 24 3 6 Assault 1, Blast Krak: Range Str AP Type 24 6 4 Assault 1 Heavy Bolter: A bigger version of the bolter. This this weapon fires devastating bolts that can rip a creature apart with a single hit. Range Str AP Type 36 5 4 Heavy 3 Heavy Flamer: Used to purify the enemy and to clear out fortifications. Range Str AP Type template 5 4 Assault 1 Self-made CC weapon: A self-made weapon Range Str AP Type Melee user melee +1 I Krak Grenades: See Warhammer 40K Rulebook Lascannon: The massive laser weapon fires a laser That requires a power cell. This shot can pierce right through the thickest armour. Range Str AP Type 48 9 2 Heavy 1 Lascarbine: the compact version of the lasgun that is easier to use and to handle. Almost all Tanith Troopers have this weapon equipped. Range Str AP Type 18 3 Assault 2 Laspistol: The pistol version of the lascarbine. All the sergeants have this weapon and some officers. Range Str AP Type 12 3 Pistol Long Las: The sniper version of the Lasgun. This weapons is modified so it can precision kill a target. Range Str AP Type 36 X 6 Heavy 1, Sniper

Bolt Pistol: The smaller version of the Boltgun. This weapon is favoured by Commanders of officers. It is a very lethal sidearm. Range Str AP Type 12 4 5 Pistol Costum Long-Las: Larkin costumized his own Long-las so he can make the perfect shots. It is Costumized to his preferance. Range Str AP Type 48 X 3 Assault 1, Sniper, Night vision, hot-shot Eviscerator: See Warhammer 40k rulebook Flamer: A violent weapon that spew out dangers Waves of flames that kill the mortal enemies Range Str AP Type Template 4 5 Assault 1 Force Staff: See Warhammer 40k rulebook Frag grenades: See Warhammer 40k rulebook Ganger Knife: A knife Criid got from her brother Before he died: Range Str AP Type Melee user 6 melee, +1 WS & +1 A

Melta Bombs: See Warhammer 40K Rulebook Meltagun: From close range this weapons can pierce trough the Thickest armour. Range Str AP Type 12 8 1 Assault 1, melta Missile Launcher: A favoured weapon because Of the tactical flexibility. Each time fired the Controlling player choose which shot. Frag: Range Str AP Type 48 4 6 Heavy 1, Blast Krak: Range Str AP Type 48 8 3 Heavy 1 Flakk: Range Str AP Type 48 7 4 Heavy 1, Skyfire Mortar: A dangerous anti-personal weapon. Firing shells over the battlefield to kill and pin The enemy. Range Str AP Type 48 4 6 Heavy 1, Blast, Barrage Plasmagun: A rare and destructive weapon. As Well as for the target as for the operator Because plasma weapons overheat. Range Str AP Type 24 7 2 Rapid Fire, Gets hot Plasma Pistol: the most destructive pistol in the Whole universe with power of a sun Range Str AP Type 12 7 2 Pistol, Gets Hot Power Axe: See Warhammer 40k rulebook Power Fist: See Warhammer 40k rulebook Power Stave: See Warhammer 40k rulebook Power Sword: See Warhammer 40k rulebook

Straight Silver: the trademark knife of Tanith A 12 long silver knife that the soldiers use as multi-purpose tool and stealth weapon Range Str AP Type Melee user Melee, master-crafted, Specialtist weapon Shotgun: a dangerous weapon for close rane Range Str AP Type 12 3 Assault 2 Sword of Heironymo: A special crafted weapon for Gaunt for his actions at the VervunHive. Range Str AP Type Melee +1 2 Melee, Master Crafted honoured weapon* *Any friendly model within 8 may re-roll Moral Tread Feather: A compact missile launcher that is special issued for the Tanith foot soldiers. Frag: Range Str AP Type 36 4 6 Heavy 1, Blast Krak: Range Str AP Type 36 8 3 Heavy 1 Flakk: Range Str AP Type 36 7 4 Heavy 1, Skyfire Tube Charge: A small and compact explosive device that can destroy armour and infantry alike. It is given to Tanith Demolish soldiers. Range Str AP Type 8 8 2 Assault 1, Large Blast One use only.

Armour:
Flak Armour: an easy to make and cheap kind Of armour. Its thermoplastic comprast armour. Wearer gains a 5+ Armour Save. Light Carapace Armour: Small cremate plates that Gives the wearer good protection and still swiftness Wearer gains a 4+ Armour Save.

Other Equipment:
Beltayns master vox: officers may issuese orders to every squad wih a vox caster even outside command radius and when the squad doesnt has a vox-caster it may be issuse within line of sight. Bionic Eye: This gives Gaunt "Night Vision" special rule and cant be effected by the blind effect Camo Cloak: Wearer gains the Stealth Special rule. Flash Suppressors: Gives all las-weapons in the squad the "Pinning" Special rule. Hot Shot Charge Pack: Str: 4 for purpose when shooting at a vechile. AP is 3. And models using a hot shot charge pack cant fire the turn after the turn they used the hot shot charge pack. Medic Pack: As long as the squad medic is alive The squad gains the Feel no Pain special rule. Platoon Standard: When in CC you receive an Additional wound for purpose of CC-resolution. Rosarius: Model gains a 4+ invurnable Save. Sunshades: Model cant be effected by the Blind effect. Tanith Pipes: Counts as a regimental standard and has the following special ability: in the Shooting phase Milo can play a battle song instead of shooting this gives the Counter-Attack Special rule or the Counter Strike Ability: Counter Strike: the unit can't Assault but instead when a Enemy unit shoots at this squad and after the possible cassualties are calculated then the squad can fire Snap-Shots back. Vox-Caster: When the command squad and the unit who will receive the order have a vox caster you may re-roll failed order.

Vehicle Armoury:
See Warhammer 40K rulebook

Unit Special Upgrades:


Anti-Air: the unit gains the Skyfire and Interceptor Special Rule Assassins: The unit Gains Flesh Bane (4+) against Infantry, Jump pack units & Jet pack Units. Monster Killers: Unit gains the Monster Hunters special rule Recon Team: Unit gives a +1 on reserve rolls and there Spotter rule gains the following: when within 12" all barrage weapons can re-roll the scatter die and the enemy unit get a -1 on there cover save. Spotter: This is a model with the stats of a Tanith Veteran Soldier and allows the Tanith Master Sniper to re-roll failed hits. Tank Destroyers: Unit gains an additional D3 Armour penetration and the Tank Hunters Special Rule Againts: Tanks, Heavy Vechiles and Walkers

Army Special Rules:


Light Infantry: Units gain "Move trough cover" and the "Scout" Special rule. Light Infantry Masters: Unit gain "Move trough cover", Acute sense and the "Infaltrate" or "Scout" Special rule (players Choice). Sharpshooter : All units with this rule can re-roll all fail to hit rolls of a 1 except for Plasmaguns because no guards lives long enough to master the weapon and sniper rifles because the most littlest inaccuracy ruins the shot. First and Last: because of the history of Tanith they all have preferred enemy & Hatred: Chaos Armoury Rule: Because the Tanith Frist & Only doesn't have a big armoury all weapons except for the Flamer, Heavy Flamer, Long-las, Tread Feather, Missile Launcher, Autocannon & Charge Tube can't be taken more than ones per squad. Navigate sense: The all reserve rolls for a Tanith army may re-roll this roll

Tanith First and Only Warlord Traits:


D6 1 2 3 4 5 6 Trait Name Improved Codes Better Recon Victory Honor Master Scouts Deadly Ambush Fast ordering Trait Effect May re-roll 1 failed order per turn D3 non-vehicles units have Acute Senses special rule Warlord and his unit count as a scoring unit D3 non-vehicles units may deploy anywhere on the battlefield except for the enemy deployment zone The first time they fire all non-vehicles units have the pinning special rule Your warlord gains +1 order even if he isnt possible to use it without this trait

Additional Orders:
Straight Silver: When the unit with this order charges it gains the Furious Charge and +1 I and when get Charged they gain the Counter-Attack and +1 Ws for that turn. Man of Tanith, you want to live forever!: Every non-vehicle tanith unit within 12 when the order succeeds gains: Fearless, Furious Charge, Rending and Counter Attack. You can only use this order ones.

Unit Special Rules:


Ghosts: When a unit with this rule is in cover and it wont act for the entire turn the unit blends into there cover and all enemy units cant shoot, assault or target them by a psychic power. But the unit can be found by a auspex or a unit that can do simular when with in 6". When a unit finds then both players must roll a D6 with there lowest initiative and compare when the result is even or higher for the Tanith player the unit isn't found when the result is higher for your opponent then the unit isn't concealt anymore Spotters: A unit with this rule can use its comms to make barrage fire more accurate. When a unit with this rule is within 12" and line of sight of a unit all barrage weapons that fire on one of these enemy units only scatter 1D6" instead of the 2D6". Eagle eye: A unit with this rule can see 12" trough terrain Honed Reflexes: A unit with this rule doesn't suffer the 1 turn delay for using a Hot-Shot Charge pack. Practiced Movement: Unit with this rule ignore difficult terrain. Disappear: A unit with this rule may if the player chooses leave the battlefield. This doens't count a a kill or victoy point. Peerles scout: A unit with this rule may start in reserve and nominate a single piece of terrain. when the unit comes up they may deploy within 1" of the terrain. and act that turn as normal but they can move. Enemy units can find this unit as long as they have a auspex or a unit that can do similar when within 6" (see 2 pages down). When a unit finds then both players must roll a D6 with there lowest initiative and compare when the result is even or higher for the Tanith player the unit isn't found when the result is higher for your opponent then you must immediately deploy. And if Mkoll leads a squad then they may re-roll failed cover saves of a 1. Acute Perception: A unit with this rule have the "Acurate Sense" Special rule and have the ability to find enemy concealt units (works like an auspex) Armour of Contempt: A unit with this special rule gains the "Adamantium Will" Special Rule and this bonus increase to +2 when a Chaos Model targets the model for a psychic power. Cwlhlw: Mcvenner can re-roll fail to hit, re-roll to wound and gains "Fleet", "Counter Attack" and "Furious Charge" Special rule. Legendary: Mcvenner is a legend on gereon as well for foes as allies. When Mcvenner fights against Chaos Space Marines and any unit from that codex he has the fear special rule. And all friendly units with 12" may re-roll morale checks Perfect Sharpshooter: Larkin can always choose his target (just like pression shot) and may re-roll to hit. And when he scores a Rending hit he ignores Cover. And Larkin's weapons count as assault because of his swiftness. Perfect Accuracy: Larkin always wounds on a 2+ and his rending hits are on a 5+. When shooting at armour Larkin gains a additional 1D3 on its armour penetration rolls Airburst-Special: When Larkin and Brostin are in the same squad or within 6" of each other then they can do in the shooting fase the Airburst special. This goes like the following. Place a Large blast marker within 12" of Brostin and roll the scatter dice (only 1D6 not 2) after calculating the new place where the Large Blast marker is Larkin must pass a BallistiC Skill check (just like a to-hit roll) when he hits the following will happen(note that both Larkin and Brostin may move but not assault when using this ability): Name Str AP Type Airburst Special 6 4 Large Blast, Pinning, One Use only

Say hello to Mister Yellow: Brostin may always re-roll to wound with his heavy flamer and he may always take Armour saves and Cover saves from flame weapons. Regardless of the AP value and the Template Rule. Precognition: Milo has a 4+ Invurnble save and when Gaunt is in the same squad or within 6" Gaunt also gets a 4+ invurnable save. Medical Expert: Dorden & squad have the Feel no Pain 4+ and may re-roll Feel no Pain saves Oath: Dorden will never shoot at an enemy unless it is within 6" and Dorden also never recieves the +1 attack on the charge and must always be place as far as possible from combat. Front Liner: When there is a combat within 12" of Gaunt and when Gaunt is unengaged then he must inmediatly move to it to charge in. With this herioc deed all Tanith models that are in that combat or are charging with Gaunt recive an additional +1 A. Aura of Courage: all models with 12" of Gaunt may re-roll leadership tests. And Gaunt will never Summary Execute someone nor is he effected to the "It's for your own good" special rule. And when Gaunt is in your army he must ALWAYS be your Warlord. Battle Hardned: Gaunt may re-roll fail to wound in close combat Protector: Eszrah will always protect Gaunt and never leave his side. Eszrah always passes his look out sir! check. Bludtoll: when Gaunt is killed and Eszrah is still on the battlefield, Eszrah takes the Sword of Heironymo Sondar and the he must Move, Shoot and Assault the unit or character that killed Gaunt. When that model or that unit is killed Ezsrah can act normal again. Loyal to Rawne: Feygor gets the look out aarg special rule with Rawne and he may swap places in combat with Rawne Natural Leader: When your Warlord die and it isn't Corbec then he can take a leadership test. if he fails it noting happens. when he passes it the Corbec automaticly becomes your Warlord with all the traits and other special rules granted from the Warlord ability. Also when Corbec becomes the new Warlord the the secundiary objective "Warlord Slain" doesn't apply until he is dead. Honoured Weapon: every IG unit with 12" of the weapon may re-roll failed moral checks "Lucky" Bonin: During his service to the Tanith First, Bonin has had large amounts of luck that have kept him alive during the most dangerous missions. On Verghast, he fell off the colossal war machine of Heritor Asphodel and was believed dead during the Spike assault. He survived, thanks to his amazing luck, but now has a steel vertebrae and pelvic joint due to his extensive injuries. He escaped unharmed from the Ouranberg mission and survived Gereon. Bonin may ignore the first unsaved wound he has once every turn to show how lucky he really is. Knife Warrior: One of Bonin's lucky saves was when he personally killed a Stalker with only his Tanith knife. To represent this, Bonin has +1 A and WS than the average guardsmen. Demo expert: when trowing a template it only scatters 1D6" Technical Expert: while he is alive you may re-roll reserve rolls Vox Expert: when an officer issuese a order with Beltayns vox the double 1 result could you repeat tha sir doesnt count but you still failed the order . Notes from the Future: the squad may re-roll 1 dice roll each full turn. you may choose in your turn or in the enemy turn. Inaccurate: the bombardment always scatters 2D6 when a hit is scored the you may subtract 3 What u need sir? You must choose which bombardment is used each turn. Only Characters can call in a Bombardment.

Scanning units: Army Tyranids Eldar Orks Dark Eldar Chaos Marines Tau Chaos daemons Necrons Any space marine variant Imperial Guard Grey Knights Sisters of Battle

Units Hive Tyrant, Trygon, Lictor, any psyker and unique character Farseer, Rangers, any psyker and unique character Mekboyz, Orks with Attack Squig, Squigs, any psyker and unique character Mandrakes, Warp beasts, any psyker and unique character Sorcerers, Chosen, Greater Daemon, Daemon prince, any psyker and unique character Ethernals, Pathfinders, Kroot, unique character Sorcerers, Greater Daemon, Daemon Prince, any psyker and unique character Overlords, Lords, Tomb Spyders, unique character Chapter Masters, Techmarines, Servitors, vanguards, any psyker and unique character Lord Commissar, Primaris Psyker, Ratlings, priests any psyker and unique character any psyker (except for vehicles) and unique character Canoness, Priest, Celestines, Pentint engine, death cult assassin, unique character

HQ
Company Command Squad Name Tanith Veteran (4) Tanith Lieutenant (1) Wargear: *Lascarbine *Straight Silver *Camo Cloaks *Flak Armour *Frag grenades WS 3 4 BS 4 4 S 3 3 T 3 3 W 1 3 I 3 3 70 points A 1 2 Ld 8 10 Sv 5+ 5+

Special Rules: *Light Infantry Masters *Sharpshooter *Senior Officer (lieutenant only)

Options: Lieutenant may replace lascarbine with: Bolt pistol 02 points Plasma pistol 10 points Power Sword or Power Stave 10 points Power Fist or Power Axe 15 points Melta bombs 05 points Tanith troopers may take these item but only one per squad: Med-Pack 30 points Vox caster 05 points Platoon Standard 15 points Heavy Flamer 20 points Charge Tube 20 points Tanith Troopers that are not upgraded can replace lascarbine with: Grenade Launcher, Flamer or Long-Las 05 points per model Meltagun 10 points per model Plasmagun, Tread Feather 15 points per model 2 Tanith troopers may form a heavy weapon team with one of these weapons: Mortar 05 points Heavy Bolter, Autocannon 10 points Missle Launcher 15 points Lascannon 20 points

The entire squad may take: Krak Grenades Flash Suppressors Light Carapace

05 points 15 points 20 points

Tanith Priests You may include 0-3 priests in your army. Name Priest Wargear: *Laspistol *Straight Silver *Camo Cloak *Flak Armour *Frag grenades *Rosarius WS 4 BS 4 S 3 T 3 W 2 I 3 A 2

60 points per model

Ld 9

Sv 5+

Special Rules: *Light Infantry *Independent Character *Righteous Fury

Options: A priest may replace his Laspistol with: Shotgun Lascarbine Plasmagun A priest may take the following items: Eviscerator Light Carapace

Free 01 points per model 15 points per model 15 points per model 10 points per model

Gaunts Command Retinue Variable You must deploy Gaunt and add 5 extra Characters that are able to join (just like a company command squad)

Elite
Tanith Master Scout Squad Name Tanith Scout (4) Tanith Scout Sergeant(1) Wargear: *Lascarbine *Flash Supressor *Straight Silver *Flak Armour *Camo Cloaks *Frag and Krak grenades WS 4 4 BS 4 4 S 3 3 T 3 3 W 1 1 I 4 4 80 points A 2 2 Ld 7 8 Sv 5+ 5+

Special Rules: *Light Infantry Master *Sharpshooters *Spotters *Shrouded *Ghosts

Options: You may take up to 5 additional squads at Up to 2 Scouts may replace there Lascarbine with: Grenade Launcher or Flamer Meltagun Plasmagun or Tread Feather Heavy Flamer The entire squad may take: Melta bombs Tube Charges The squad may take a mission speciality: Assassins Tank destroyers Monster Killers Recon Team Anti-Air

15 point per model 05 points per model 10 points per model 15 points per model 20 points per model 05 points per model 20 points per model 15 points 25 points 20 points 15 points 20 points

Tanith Master Snipers 30 points per model you may take 1-3 Master Snipers as 1 elite slot but the all operate independently if you want to Name Tanith Master Sniper Tanith Spotter Wargear: *Long Las (Sniper) *Lascarbine (Spotter) *Straight Silver *Flak Armour *Camo Cloak *Frag grenades WS 3 3 BS 4 4 S 3 3 T 3 3 W 1 1 I 4 4 A 1 1 Ld 8 7 Sv 5+ 5+

Special Rules: *Light Infantry Masters *Eagle Eye *Disappear *Honed Reflexes *Practiced Movement

Options: Each Sniper may take: Up to 3 Hot shot charge pack Spotter (but lose Disappear rule) Krak Grenades

10 points each 10 points per model 02 points per model

Troops
Infantry Platoon*
Platoon Command squad* Name Tanith Corporal (1) Tanith Guardsmen (4) Wargear: *Lascarbine *Straight Silver *Flak Armour *Camo Cloak *Frag grenades WS 3 3 BS 4 3 S 3 3 T 3 3 W 2 1 I 3 3 40 points A 2 1 Ld 9 7 Sv 5+ 5+

Special Rules: *Light Infantry *Junior Officer (Corporal Only)

Options: Corporal may replace lascarbine with: Bolt pistol 02 points Power Sword or Power Stave 10 points Power Fist or Power Axe 15 points Melta bombs 05 points Tanith troopers may take these item but only one per squad: Med-Pack 30 points Vox caster 50 points Platoon Standard 15 points Heavy Flamer 20 points Tanith Troopers that are not upgraded can replace lascarbine with: Grenade Launcher, Flamer or Long-Las 05 points per model Meltagun 10 points per model Plasmagun, Tread Feather 15 points per model 2 Tanith troopers may form a heavy weapon team with one of these weapons: Mortar 05 points Heavy Bolter, Autocannon 10 points Missle Launcher 15 points Lascannon 20 points

The entire squad may take Krak Grenades

05 points

Tanith Infantry Squad*


Name Tanith Guardsman (9) Tanith Sergeant (1) Wargear: *Lascarbine *Straight Silver *Flak Armour *Camo Cloak *Frag Grenades WS 3 3 BS 3 3 S 3 3 T 3 3 W 1 1 I 3 3

60 points
A 1 1 Ld 7 8 Sv 5+ 5+

Special Rules: *Light Infantry *Squad Combine

Options: Sergeant may replace lascarbine with: Boltpistol 02 points Power Sword or Power Stave 10 points Melta bombs 05 points One tanith trooper may take Vox caster 05 points One Tanith trooper may replace lascarbine with: Grenade Launcher, Flamer or Long-las 05 points Meltagun 10 points Plasmagun or Tread Fether 15 points Tanith Troopers may form a heavy weapon team with on one these weapons: Mortar 05 points Heavy Bolter or Autocannon 10 Points Missle Launcher 15 points Lascannon 20 points The enite squad may take Krak grenades 10 points

Tanith Heavy Weapon Squad* Name WS Tanith Heavy Weapon Team (3) 3 Wargear: *Lascarbine *Mortar *Straight Silver *Flak Armour *Camo Cloak *Frag Grenades BS 3 S 3 T 3 W 2 I 3

70 points A 2 Ld 7 Sv 5+

Special Rules: *Light Infantry

Options: Any Tanith heavy weapon team may replace Mortar with: Heavy Bolter or Autocannon Missle Launcher Lascannon The entire squad may take krak grenades Tanith Special Weapons Teams* Name Tanith Guardsmen (6) Wargear: *Lascarbine *Straight Silver *Flak Armour *Camo Cloak *Frag Grenades WS 3 BS 3 S 3 T 3 W 1 I 3

05 points 10 points 15 points 05 points 40 points A 1 Ld 7 Sv 5+

Special Rules: *Light Infantry

Options: Up to 3 Tanith Troopers may replace Lascarbine with: Grenade Launcher, Flamer or Long-Las Meltagun Plasmagun or Tread Feather Tube Charge The entire squad may take Krak Grenades

05 points per model 10 points per model 15 points per model 20 points per model 05 points

Tanith Veteran Squad Name Tanith Veteran Trooper (9) Tanith Veteran Sergeant (1) Wargear: *Lascarbine *Straight Silver *Flak Armour *Camo Cloak *Frag Grenades WS 3 3 BS 4 4 S 3 3 T 3 3 W 1 1 I 4 4

85 points A 1 2 Ld 7 8 Sv 5+ 5+

Special Rules *Light Infantry Master *Sharpshooter

Options: Tanith Veteran Sergeant may Replace Lascarbine with: Boltpistol 02 points Power sword or Power staff 10 points Power Fist or Power Axe 15 points 1 Tanith Veteran may take: Vox caster 05 points 3 Tanith Veterans may replace Lascarbine with the following: Grenade Launcher, Flamer or Long-las 05 points per model For the Long-Las up to 3 Hot-Shot Charge Packs 10 points each Meltagun 10 points per model Plasmagun or Tread Feather 15 points per model 2 Tanith Veterans may form a Tanith Heavy Weapon team with one heavy weapon: Mortar 05 points Heavy Bolter or Autocannon 10 points Missle Launcher 15 points Lascannon 20 points The entire squad may take: Light Carapace 35 points Melta bombs and 1 model a Tube Charge 30 points Flash Suppressors 20 points

Gereon Resistance Fighters Name Resistance Fighter (9) Resistance Sergeant (1) Wargear: *Autogun suppressed *Self-made CC weapon *Flak Armour *Frag grenades WS 3 3 BS 3 3 S 3 3 T 3 3 W 1 2 I 3(4) 3(4)

85 points A 1 1 Ld 8 9 Sv 5+ 5+

Special Rules: *Stubborn *Survival Experience *Stealth

Special Characters
Colonel-Commissar Ibram Gaunt & Eszrah ap Niht 160 points When you deploy this version of Gaunt you automaticly get Eszrah with him. Eszrah is a part of his retinue and will never leave his retinue and will always protect Gaunt. You always have to purchase this version of gaunt as part of Gaunts Command retinue. Name Ibram Gaunt Eszrah Wargear Gaunt: *Twin Linked Master Crafted Boltpistols *Sword of Heironymo Sondar *Light Carapace *Camo Cloak *Frag and Krak *Bionic Eye WS 6 4 BS 5 5 S 3 4 T 4 4 W 3 3 I 5 4 A 4 2 Ld 10 9 Sv 4+ 5+

Special Rules Gaunt Wargear Eszrah: *Light Infantry Master *Reynbow *Sharpshooter *Straight Silver *Armour of Contempt *Flak Armour *Fearless *Woad *Battle Hardened *Sun Shades *Shrouded *Senior Officer #Man of Tanith, Wanne live forever! *Front Liner *Aura of Courage

Special rules Eszarh *Light Infantry Master *Sharpshooter *Fearless *Shrouded *Rending *Protector *Bludtoll

Sniper Hlaine "Mad" Larkin 60 points You can deploy Larkin in Gaunts Command Retinue or attach him to a Tanith Master Sniper Group (but then the Master Snipers operate as a unit not independed. Name Hlaine Larkin Wargear: *Costum Long-Las *Straight Sliver *Flak Armour *Camo Cloak *Frag Grenades WS 3 BS 6 S 3 T 4 W 2 I 5 A 1 Ld 8 Sv 5+

Special Rules: *Light Infantry Master *Perfect Sharpshooter *Perfect Accuracy *Airburst Special *Ghosts *Shourded *Eagle eye *Armour of Contempt *Stubborn

Flame Trooper Aongus Brostin 40 points You can attach Brostin in a Special Weapon team (that has been fully upgrade with Flamers) as a Sergeant or in Gaunts Command Retinue. Name Aongus Brostin Wargear: *Heavy Flamer *Straight Silver *Flak Armour *Camo Cloak *Frag and Krak WS 4 BS 4 S 4 T 4 W 2 I 3 A 2 Ld 8 Sv 5+

Special Rules: *Light Infantry Master *Airburst Special *Shrouded *Armour of Contempt *Say hello to Mister Yellow *Feel no Pain *Stubborn

Musician Trooper Brin Milo 45 points You can deploy Milo in Gaunts Command Retinue or in a company command squad as but then no tanith guard may have the banner upgrade. Name Brin Milo Wargear: *Lascarbine *Straight Silver *Flak Armour *Camo Cloak *Tanith Pipes *Frag grenades WS 3 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 8 Sv 5+

Special Rules: *Light Infantry Master *Sharpshooter *Precognition *Shrouded

Chief Medical Officer Dorden 40 points You can deploy Dorden in Gaunts Command Retinue or in a company command squad but then no tanith guard may have the Med-pack upgrade. Name Dorden Wargear: *Laspistol *Straight Silver *Flak Armour *Camo Cloak *Med-pack WS 3 BS 3 S 3 T 3 W 2 I 3 A 1 Ld 8 Sv 5+

Special Rules: *Light Infantry Master *Oath *Shrouded *Medical Expert

Scout Sergeant Oan Mkoll 70 points Mkoll may replace the Tanith Scout Sergeant in a Tanith Master Scout Squad. Or he can join Gaunts Command Retinue Name Sergeant Mkoll Wargear: *Lascarbine *Flash Supressor *Straight Silver *Flak Armour *Camo Cloak *Frag and Krak Grenades *Melta Bombs *Tube Charge WS 4 BS 4 S 3 T 4 W 2 I 4 A 3 Ld 9 Sv 5+

Special Rules: *Light Infantry Master *Sharpshooter *Armour of Contempt *Shrouded *Ghosts *Stubborn *Peerless Scout *Acute Perception *Rending

Scout Trooper Mcvenner 50 points Mcvenner may replace the Tanith Scout Sergeant or if Mkoll already is he may replace a Tanith Scout Trooper in a Tanith Master Scout Scout. Or Mcvenner may be added to the Gereon Resistance fighters. Name WS BS S T W I A Ld Sv Mcvenner 5 4 3 4 2 5 5 8 5+ Wargear: *Lascarbine *Flash Suppressor *Straight Silver *Flak Armour *Camo Cloak *Frag and Krak Grenades Special Rules: *Light Infantry Master *Sharpshooter *Ghosts *Shrouded *Cwlwhl *Armour of Contempt *Legendary

Trooper "Try Again" Bragg* 35 points You can deploy Bragg in Gaunts Command Retinue or let him join with a Tanith Heavy Weapon Squad as a Sergeant. Name WS BS S T W I A Ld Sv Bragg 4 2 4 4 2 3 2 8 5+ Wargear: *Heavy Bolter *Straight Silver *Flak Armour *Camo Cloak *Frag and Krak Special Rules: *Light Infantry Master *Relentless *Shrouded *Stubborn *Feel no Pain

Colonel Colm Corbec* 55 points You can deploy Corbec in Gaunts Command Retinue or he can replace the Lieutenant of a Tanith Company Command Squad. Name WS BS S T W I A Ld Sv Colm Corbec 4 4 3 3 3 4 4 10 5+ Wargear: *Lascarbine *Straight Silver *Flak Armour *Camo Cloak *Frag and Krak *Melta Bombs Special Rules: *Light Infantry Master *Sharpshooter Master *Senior Officer *Shrouded *Natural Leader *Stubborn

Major Elim Rawne* 60 points You can deploy Rawne in Gaunts Command Retinue or he can replace the Corperal in a Tanith Platoon Command Squad. Name Elim rawne Wargear: *Lascarbine *Straight Silver *Flak Armour *Camo Cloak *Frag grenades *Tube Charge WS 4 BS 4 S 3 T 4 W 2 I 4 A 3 Ld 9 Sv 5+

Special Rules: *Light Infantry Master *Sharpshooter *Demo expert *Shrouded *Grudge *Ghosts *Junior Officer *Armour of Contempt *Stubborn

Sergeant Tona Criid 35 points You may Replace a Sergeant With Tona Criid or you may put her in Gaunt's Command Retinue Name Tona Criid Wargear: *Lascarbine *Straight Silver *Flak Armour *Camo Cloak *Frag and Krak *Ganger Knife WS 3(4) BS 4 S 3 T 3 W 2 I 5 A 3 Ld 8 Sv 5+

Special Rules: *Light Infantry Master *Sharpshooter *Armour of Contempt *First and Last *Shrouded *Fearless

Scout Trooper Simen "Lucky" Bonin 30 points You may place Bonin as a Scout Sergeant, additional scout or in Gaunts Command Retinue Name Bonin Wargear: *Lascarbine *Straight Silver *Flak Armour *Camo Cloak *Frag and Krak WS 4 BS 4 S 3 T 3 W 2 I 3 A 2 Ld 8 Sv 5+

Special Rules: *Light Infantry Master *Sharpshooter *Armour of Contempt *Shrouded *"Lucky" Bonin *Knife warrior *Stubborn

Trooper Murtan Feygor You may place him as Rawnes bodyguard or in Gaunts Command retinue Name Murtan Wargear: *Lascarbine *Straight Silver *Flak Armour *Camo Cloak *Tube Charge *Frag and Krak WS 4 BS 4 S 3 T 3 W 2 I 3

35 points

A 2

Ld 8

Sv 5+

Special Rules: *Light Infantry Master *Sharpshooter Master *Grudge *Shrouded *First and Last *Stubborn *Armour of Contempt *Loyal to Rawne

Vox-Office Dughan Beltayn 35 points You may please Beltayn in a company command squad as vox operator or in Gaunts Command Retinue Name Beltayn Wargear: *Lascarbine *Straight Silver *Flak Armour *Camo Cloak *Beltayn Master-vox *Frag and Krak WS 4 BS 4 S 3 T 4 W 2 I 3 A 2 Ld 9 Sv 5+

Special Rules: *Light infantry master *Sharpshooter Master *Stealth *Shrouded *Technical Expert *Vox Expert *First and Last *Stubborn *Armour of Contempt

Psyker Agun Soric and Psyker guar Name Agun Soric (1) Psyker guards (3) Wargear Agun: *Laspistol *Force Staff *Carapace Armour *Rosarius *Frag grenade WS 4 4 BS 4 4 S 3 3 T 4 3 W 3 1 I 4 3

160 points A 3 2 Ld 10 9 Sv 4+ 4+

Wargear guards: *Hot-shot lasgun *CC weapon *Carapace Armour *Refractor Field *Frag and Krak

Special rules Agun: *Light infantry master *Sharpshooter *Stealth *Notes from the Future *Shrouded *Psyker (Mastery level 3) *Adamantium Will *Discipline: High Psyker & Any discipline form the 40K Core rulebook

Special rules guards: *Fearless *Adamantium Will

Discipline: High Psyker


Primaris Power: Electric Blast 1 warp charge Electric blast is a Focussed Witchfire: Range: Str AP Type 24 4 5 Assault 1, Spread Spread: When a wound is scored (before saves) all targets within 2 also get a hit until there are no more wounds or Targets 1-2: Mental Visions 1 warp charge Mental Visions is a Focussed Witchfire but it hits all models in the squad: All-in the squad get -1D3 WS, BS, I and Ld until the end of you next turn 3-4: Mind Control 2 Warp Charges Mind Control is a Malifaction: Any enemy model (vehicle and non vehicle) within 12 can be controlled. When this power succeeds you may use it to move, shoot or assault. 5-6: Beam of Death Beam of Death is a Beam: Range Str AP 18 8 1 3 Warp charges Type Assault 1, Instant Death

Fast Attack
Salamander Scout tank Name Salamander Wargear: *Twin-Linked Autocannon *Hull-mounted Heavy Bolter *Searchlight BS 3 Special Rules: *Scout *Amphibious FA 12 SA 12 RA 10 45 points HP 3

Type: Fast vehicle, tank, open-topped

Options: May replace Heavy Bolter with: Heavy Flamer Lascannon May replace Twin-Linked Autocannon with: Twin-Linked Heavy Bolter Twin-Linked Lascannon vehicle may take: Dozer blade Camo Netting Enclosed Crew Compartment

free 15 Points free 10 points 15 points 15 points 15 points

Dedicated Transport
Salamander Transport tank Name Salamander Wargear: *Autocannon *Hull-mounted Heavy Bolter *Searchlight BS 3 Special Rules: *Scout *Amphibious FA 12 SA 12 RA 10 40 points HP 3

Type: Fast vehicle, transport ,tank, open-topped Model Capticity: 8 Models Access Points: 1 rear and 1 at each side

Options: May replace Heavy Bolter with: Heavy Flamer May replace Autocannon with: Heavy Bolter Vehicle may take: Dozer blade

free free 15 points

Camo Netting

15 point

Heavy Support
Artillery Support 200 points

Name Range Str AP Type Earthshaker Cannon Line of Sight 9 3 Ordanance Barrage 1, Large Blast Melta Shelling Line of Sight 8 1 Heavy 1, Barrage, Large Blast, Armour Bane Hellfire Missile Strike Line of Sight 6 4 Heavy 1, Ignore Cover, Soul Blaze, Template* 1 Danger Close Line of Sight 5 3 Heavy 1, pinning, Large Blast, Multi Barrage 1D3 *place the flame template on the spot where the bombardment should be and then scatter, when scattering the way that the arrow is points that is how you need to place the template 1 But the Large Blast must be within 18 of the model Special rules: *Inaccurate *What u need sir?

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