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Overpowered version

Balanced Type:
WS 4 BS 4 S 3 T 4 W 1 I 4 A 2 Ld 8 Sav 5+ (Invulnerable)
Brute Type:
WS 4 BS 3 S 5 T 4 W 1 I 3 A 2 Ld 7 Sav 5+ (Invulnerable)
Guardian Type:
WS 4 BS 3 S 3 T 4 W 1 I 5 A 2 Ld 9 Sav 5+ (Invulnerable)
Points: 45 each
Unit Composition: 1 - 10 (Can be made up of any combination of Type)
Type: Jump Infantry (Elite)
Wargear:
Assault Grenades
Beacon Gun:
Rng 18" S User+1 AP 5 Assault 2
Beacon Melee:
S User AP 4
Upgrades:
Upgrade one Model to Beacon Leader +1W +1A +20pts, adds Split Fire
Special:
Beacon Colour:
At the start of the game before deployment Choose a Colour from the list below (The Unit will be the same
colour)
Green: Allows one Re-roll per Phase on failed Beacon Power activations (See below)
Blue: Models have +1Ld +1Sav(Inv)
Yellow: If any enemy units fail Morale within 12", Beacon Corp gain +1S +1T for the remainder of the game (Only
works once)
Red: Gain +1S per Turn not including the first Turn. Maximum +3S.
Black: All attacks are at +1AP but Beacon Power activations are at -1Ld

Beacon Power:
To Activate a Beacon Power, select a Model and pass a test using their Ld. If the test is failed, nothing happens.
In the shooting phase, up to two Models may use a Beacon weapon, from below, if Activated.
Beacon Gatling: Rng 18" S User +1 AP 4 Assault 3
Beacon Cannon: Rng 18" S User +3 (Max of 10) AP 2 Assault 1
In the melee phase, up to two Models may use a Beacon weapon, from below, if Activated.
Beacon Smash: S User x 2 (Max of 10) AP 1 Unwieldy
Beacon Blade: S User + 1 AP 3
At the start of the enemy shooting phase, if the Beacon Corp is targeted, up to two Models may try to deploy a
shield. Those Models must switch places with Models closest to the enemy shooting unit.
Add +1Sav(Inv) per Activated Shield. Note the Shield only works against that shooter, if targeted by another
squad another shield has to be Activated but cannot be done if two Shields have already been Activated.
At the start of the enemy Charge sub-phase, one Model may form an Inertial Barrier. The Model must switch
places with the Model closest to the nearest enemy unit.
The enemy is treated as Charging through Difficult Terrain if Activated.

Normal version

WS 4 BS 3 S 3 T 3 W 1 I 4 A 2 Ld 8 Sav 4+ (Invulnerable)
Points: 40 each
Unit Composition: 1 - 5
Type: Jump Infantry (Elite)
Wargear:
Assault Grenades
Beacon Gun:
Rng 18" S User AP 5 Assault 2
Beacon Melee:
S User AP 4
Upgrades:
Upgrade one Model to Beacon Leader +1A +20pts
The Unit must choose one of the following types which will affect all Beacon Corp Models in the squad, at no
additional cost:
Shooter type +1BS
Brute type +1S
Guardian type +1T
Special:
Beacon Colour:
If playing a tournament/campaign or game requiring pre made Army lists.**Need help with this wording** Choose
a Colour from the list below for the remainder of the tournament/campaign (The Unit will be the same colour)
If it is a casual game, roll a D6 to determine what colour your Unit is.
1 - Green: Allows a Re-roll on failed Beacon Power activations (See below)
2 - Blue: Models have +1Ld +1Sav(Inv)
3 - Yellow: If any enemy units fail Morale within 18", Beacon Corp gain +1S +1Ld for the remainder of the game
(Only works once)
4 - Red: Gain +1S per Turn not including the first Turn. Maximum +2S.
5 - Black: All attacks are at +1AP but Beacon Power activations are at -1Ld
6 - Player may choose
Beacon Power:
To Activate a Beacon Power, select a Model and pass a test using their Ld. If the test is failed, nothing happens.
Only one Beacon Power can be Activated per Game Turn.
In the shooting phase, the Activating Model may fire a
Beacon Cannon
Rng 18" S User x 2 AP 3 Assault 1
In the melee phase, the Activating Model may replace their melee weapon until the start of their next Turn with
Beacon Fist
S User x 2 AP 2 Unwieldy
Beacon Blade
S User + 1 AP 3