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TZEENTCH TREPIDATOR

Seemingly coming forth directly from the warp, these beasts glide with majestic wing beats high
above the seascape, bristling with cracking energy, ready to unload it upon their prey and strike
terror in the depths of the already doomed hearts of the enemy crew.
These magic beasts usually move in packs of three, with one acting as leader. Sometimes only moving idle
with lazy wing-beats, they are also able to reach tremendous speeds, gliding through the air like a pink
lightning bolt, if necessary. Sometimes they just disappear with a white flash from their former position, only
to reappear somewhere entirely else on the seascape. Tapping directly into the raw power of the warp, they
are able to unleash these energy as streams of magical missiles from two holes at their heads, causing
mayhem underneath. Otherwise relatively featureless, it is difficult to aim at any vital parts and cause real
damage to these pleasures of Tzeentch, as they furthermore are able to regenerate lost energy.

Setting up a squad of Tzeentch Trepidators


At the bottom of the template is the energy track with 4 energy counters. Remove one for each damage
taken in the hit locations, just like The Bane Tower or the Great Winged Terror. But unlike these, the
Trepidators take damage once they are hit in the head, losing the Bolts of Tzeentch.

Movement
Trepidators move as squad of three, designate one as leader. Two ways of movement are possible, choose
one for the movement phase. Normal straggler rules apply.
Normal movement:
Up to three dice of movement, losing movement, once energy drops to two counters. Use the turning
template, but ignore wind effects. Skimming over terrain pieces is possible, but there is a chance of
crashing: If flying over terrain, it crashes on a roll of 1 and looses one energy counter.
Teleport:
State a desired position anywhere on battlescape and place the Teleport Marker there, then roll a dice:
1 use scatter dice (hit is rerolled until scatter achieved, use double the distance scatter) and
Trepidator looses one energy counter (if it had only one left, it is destroyed)
2 use scatter dice (hit is rerolled until scatter achieved, use double the distance scatter)
3 use scatter dice (hit is rerolled until scatter achieved)
4 use scatter dice (hit is rerolled until scatter achieved, use half the distance scatter)
5 hits exactly desired position
6 hits exactly desired position, wins one energy counter plus (not more than total allowed)
If the Trepidator would hit a terrain piece or any other ship, monster or flyer upon reappearance, its teleport
attempts fails and it directly vanishes into the void.

Combat:
As long as the hit locations in the head are undamaged, the Trepidator may after its movement unleash two
bolts of Tzeentch (, regardless of the number of energy counters left!).
The bolts have a range of 9”, and a 90° arc of fire directly in front of the head. No range modifiers.
Damage:
When the Trepidator is hit, it makes a saving throw for the location. Hits in the head cause loosing of bolts
of Tzeentch. Hits in the body or the tail suffer no particular damage at that location. In all cases one energy
counter is lost per damage taken. When it has no counters left, it explodes with a blinding flash of light and
a deafening crack, instantly vanishing into the void, leaving nothing behind.
Below the waterline hits are not possible.
Fire does only cause loss of energy, or normal damage in the head location respectively. It cannot spread.
Ramming:
As Trepidators move above the water they cannot be rammed, but may not ram themselves either.
Repairing damage:
Once at the beginning of each round roll a dice for each damaged Trepidator, on a roll of 6 it regenerates
one energy counter, repair of bolts is possible.

Boarding Actions:
Trepidators fight likewise the Dark Elf Monsters with their number of energy counters plus one dice roll
against the number of enemy crew plus one dice (and possible crew, admiral or artefact modifiers). If the
Trepidator wins, it devours one enemy crew. If the enemy crew wins, the Trepidator looses one energy
counter. When it has no counters left, it explodes with a blinding flash of light and a deafening crack,
instantly vanishing into the void, leaving nothing behind.
Break off from boarding follows the normal rules.

Crew Effects:
Trepidators do not have any crew, acting as intelligent beasts moving on their own will in squads, and
sometimes only reluctantly following the whim of their admiral. Any spells which would kill one crew, cause
loss of one energy counter instead. As beings of warp energy and playthings of Tzeentch they are immune
against certain forms of magic. Spells which would disorient crew do not work against Trepidators.

Specifications:
Crew: 0
Type: Ship of the Line
Cost: 150 pts per squad of three
Hit Locations
4 Head Save = 4,5 or 6 Effect = one bolt of Tzeentch lost, looses one energy counter
2 locations
5 body Save = 4,5 or 6 Effect = looses one energy counter
6 tail Save = 5,6 Effect = looses one energy counter

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