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Codex: Deathworld Special Rules Ambush: Units with the Ambush rule can elect to start the game

hiding provided there is at least one piece of terrain large enough to accommodate the entire unit. (Be sure to determine terrain boundaries before the game begins). After both sides have deployed, write down what piece of terrain the ambushing unit is hiding in. When the unit becomes available from reserve, they must deploy so they are in the selected terrain, if any models cannot be placed inside this terrain due to impassible terrain or an enemy within 1", those models are destroyed. The Ambushing unit can shoot and assault normally in the same turn they are revealed. Deathworld Veterans: Units noted as having the Deathworld veterans Special rule, count as having the Move through cover and Infiltrate special rules. Catachan Knife: Many Deathworld veterans coat their knives in deadly toxins. In combat, a Catachan Knife counts as a poisoned (4+) close combat weapon that also has the rending ability. Canister grenade launchers: Some Deathworld units have access to Canister rounds used in grenade launchers. Once used by Adeptus Arbite law enforcement officers as a non-lethal riot control option, Deathworld veterans have replaced the tear gas in the canister chambers with very poisonous fungal spores from their homeworld. Canister Grenade launchers use the following profile. Canister Grenade launcher (poison) (krak) Range Str Ap 24" poisoned(4+) 6 24" 6 4 Type assault1/small blast assault1

Deathworld Officers: A Deathworld officer is elected by his men. He is often a renowned hunter or warrior, or the headman from a settlement from which the company was recruited. Discipline is maintained through respect rather than rank or fear. Deathworld veterans take pride in the fact that their officers share with them every danger and hardship. As a result Deathworld officers do not have a command radius but instead communicate through Vox-casters as Deathworld units are spread out from each other while fighting. A Deathworld officer may issue orders to units using his leadership value if the unit the officer is in and the ordered unit both contain vox-casters, even if he and the ordered unit are on complete opposite ends of the table. A unit the officer is attached to may re-roll an order if it fails to pass. Units receiving orders through a vox caster however, may not re-roll. Gung-Ho: Gung-Ho, is a special order that can be used by other deathworld commanders and platoon commanders. If the order is successfully issued the ordered unit immediately shoots t an enemy unit in range counting their rapid fire weapons at Range 12" Assault 1

for the intent of assaulting after shooting, note that plasma weapons still retain their Gets hot! rule. HQ - Deathworld Command squad- 45pts Ws Commander 5 Catachan Devil 4 Bodyguard 4 Deathworld Advisor 4 Bs 4 4 4 3 S 3 3 3 3 T 3 3 3 3 W 3 1 1 1 I 4 3 3 3 A 3 1 2 1 Ld 9 8 8 8 Sv 5+ 5+ 5+ 5+

Type: Infantry Squad: Deathworld Command Squad consists of one Commander and 2-4 Catachan Devils at +9pts per model. Equipment: Commander is armed with a laspistol, close combat weapon, refractor field, and frag grenades, Catachan devils are armed either with frag grenades and lasgun, or las pistol and close combat weapon. Specialists: One Catachan Devil may be upgraded to a medic at +30pts, one Catachan devil may carry a Vox caster at +5pts. Weapons: Any Catachan Devil may replace their weapons with any of the following, bolter or bolt pistol at +2pts, plasma pistol at +10pts, power weapon at +10pts, Catachan Knife at +10pts, power fist at +20pts. Options: Any Catachan Devils that have not been upgraded to a specialist may be armed with one of the following, sniper rifle at +5pts, flamer at +12pts, Canister grenade launcher at+8pts, Plasma gun at+12pts, Melta-gun at +12pts. Two Catachan devils may form a heavy weapons team armed with one of the following, Heavy Bolter at +10pts, mortar at +5pts, Auto-cannon at +10pts, missile launcher at +15pts. Instead of a heavy weapon, one Catachan Devil may be armed with a Heavy Flamer at +15pts. Character: The Commander is a Character and may exchange their las pistol and/or close combat weapon with any of the following, bolter or bolt pistol at +2pts, plasma pistol at +10pts, power weapon at +10pts, Catachan Knife at +10pts, Power fist at +20pts, Commander may take Melta bombs at +5pts. Advisors: The Command Squad may be joined by any of the following, Officer of the Fleet at +30pts.Astropath at+30pts, Master of Ordnance at +30pts, up to two bodyguards at +15pts each. Special Rules: Deathorld veterans (includes any advisors), Deathworld Company Commander, Deathworld Advisors Note: Deathworld heavy weapon teams count as two models for the purpose ofcalculating instant death

Deathworld Advisors: Deathworld companies elect their regimental advisors from among their own ranks to go off world and receive further training and education appropriate to their assigned advisory role. They follow the same rules as other imperial guard advisors, but benefit from a better than average profile. Deathworld Master of Ordnance: The Deathworld Master of Ordnance Calls for artillery support from a distant fire base. This is treated as a shooting attack made by the master of ordnance, using the following profile. Range Unlimited Str 9 Ap 3 Type Ordnance Barrage1*

*If a hit is rolled, the template scatters 2D6 in the direction shown by the small arrow on the hit symbol. if an arrow is rolled the template scatters 3D6. If the Master of Ordnance has line of sight to the target, then the scatter distance is reduced by his ballistic skill. This attack cannot be made if the master of ordnance moved in the preceding movement phase. Deathworld Astropath: While the Astropath is alive, you add 1 to any of your reserve rolls, in addition, if any of your units arrive using the outflank rule, you can re-roll the dice used to determine which board edge these units arrive from. Deathworld Officer of the Fleet: While the Officer of the Fleet is alive, your opponent must subtract 1 from all of their reserve rolls. In addition, if any enemy units arrive using the outflank rule, you may choose to make your opponent re-roll the dice used to determine which board edge these units arrive from. Deathworld Bodyguards: While a bodyguard is alive, each time the command squad has taken a wound, up to two wounds allocated to the commander are instead resolved against the bodyguard(s). Deathworld Company Commander: The Deathworld Company Commander counts as a Deathworld officer, does not have a command radius, and can issue one order per turn. The Company Commander can use Bring it down! Fire on my target! Get back in the fight! As well as First rank fire! Second rank fire! Incoming! Move! Move! Move! and Gung-Ho! Special Characters: One Deathworld Command Squad may take Colonel Straken at +95pts instead of the normal Deathworld Commander, and instead of two bodyguards, may take Nork Deddog at +110pts. Colonel Straken Type: Infantry Ws 5 Bs 4 S 6 T 4 W 3 I 3 A 3 Ld 9 Sv 3+

Wargear: Plasma pistol, Shotgun, frag grenades, refractor field. Special Rules: Stubborn, Deathworld Company Commander, Cold Steel and Courage, Man of Admantium. Deathworld Company Commander: Straken is a Deathworld Company Commander, does not have a command radius, and can issue one order per turn. He can use Bring it down! Fire on my target! Get back in the fight! As well as First rank fire! Second rank fire! Incoming! Move! Move! Move! and Gung-Ho. Cold Steel and Courage: Friendly units within 12" of Straken have the counter-attack and Furious Charge special rules, This Includes Straken and his command squad. Man of Admantium: in addition to his shown profile, Straken's close combat attacks ignore armor saves and roll and additional D6 for armor penetration. Nork Deddog Ws 4 Bs 3 S 5 T 5 W 3 I 3 A 4 Ld 8 Sv 4+

Type: Infantry Wargear: Carapace armor, Ripper gun, Frag grenades. Special Rules: Deathworld veteran, Furious charge, Stubborn, Meat Shield, Last Stand. Meat Shield: Nork makes for a large target compared to the Deathworld veterans he accompanies into battle, making it tough for enemies to single out members of the command staff. Any ranged attacks targeting a command squad including Nork, roll to wound using Nork's toughness of 5 rather than the regular 3, representing him and his big bulk getting in the way. Note That this only applies to ranged attacks. Last Stand: If Nork loses his last wound to an enemy in close combat, that enemy suffers D6 strength 6 hits as Nork refuses to go down without a fight. After the attacks are resolved, remove Nork as a casualty. HQ - 0-5 Deathworld Commissars - 35pts each Commissar Ws 4 Bs 4 S 3 T 3 W 2 I 3 A 3 Ld 9 Sv 5+

Type: Infantry Squad: Commissars are bought as an attachment to Deathworld units, they do not count against the HQ allotment, they cannot join vehicle squadrons, ambushing units, or Heavy Weapon teams.

Weapons: Bolt pistol, close combat weapon, and frag grenades. Any commissar may exchange their bolt pistol and/or close combat weapon for, bolter at +2pts, plasma pistol at +10pts, power weapon at +10pts, Catachan Knife at +10pts. Any Commissar may take melta bombs at +5pts per model. Special Rules: Whoops!? Sorry Sir! Stubborn Whoops!? Sorry Sir!: Inhabitants of Deathworlds are fiercely independent. Outsiders have a very difficult time gaining their trust, particularly commissars who come on as "All High and Mighty". Deathworld veterans are also very unsubtle in demonstrating their disapproval. Commissars suffer a much higher attrition rate than those assigned to more 'civilized' worlds. As a result, after deployment but before the battle begins, Roll a D6 for every Commissar in the army, If the Commissar is part of a unit in reserve or outflanking, roll after the unit is deployed. If a 1 is rolled the Commissar has met a very unfortunate 'accident' and cannot be used. If a Officer or Sergeant fails a leadership test, the comrades of the officer or sergeant, kill the commissar before he has a chance to summarily execute their leader. After the commissar is removed, the unit is assumed to of passed the leadership test and use the highest leadership value in the unit for the rest of the game. Elites 0-1 Catachan Devil Squad - 75pts Ws Bs S T W I A 4 4 3 3 1 3 1 4 4 3 3 1 3 2 Ld 7 8 Sv 5+ 5+

Devil Devil Sgt

Type: Infantry Squad: 1 Devil Sgt, and 4 Devils, may include up to 5 additional Devils at +13pts per model.. Weapons: lasguns and frag grenades. Any model may exchange their lasgun for laspistol and close combat weapon, or shotgun for free. The sergeant may exchange his weapons for a bolt pistol or bolter at +2pts, plasma pistol at +10pts, power weapon at +10pts, Catachan Knife at +10pts, power Fist at +20pts. Options: Up to 3 Devils may exchange their lasgun for a sniper rifle at +5ts, flamer at +10pts, Canister grenade launcher at+8pts, melta gun at +16pts, plasma gun at +12pts, The entire squad may take melta bombs at +5pts per model. Special Rules: Ambush, Deathworld Veterans. Elites - Deathworld Sniper 20pts Sniper Type: Infantry Ws 4 Bs 4 S 3 T 3 W 1 I 3 A 1 Ld 7 Sv 5+

Squad: 1 Deathworld Sniper, and up to 2 additional Deathworld Snipers at +20pts per model may be purchased as a single elites choice. They do not form units, and are set up separately. Weapons: Sniper rifle with Stinger rounds. Special Rules: Ambush, Deathworld Veterans, Disappear, Stinger Rounds, Stealth Disappear: Deathworld veterans recruit their own snipers from among their finest marksmen and will take up positing hours, or even days before a battle to find the best vantage points from which they can hide themselves. Once a Sniper is revealed, using the Ambush rule, they may never be moved. During the control player's movement phase, may choose to remove the model, representing the sniper merging back into the shadows to fight another day. once remove a sniper may not return to the battlefield but doesn't count as being destroyed for kill point purposes. Stinger Rounds: Deathworld snipers coat the ammunition to their rifles in neuro-toxins, allowing failed rolls to wound with their sniper rifles to be re-rolled and enemies required to take pinning tests do so, subtracting 1 from their leadership value. Elites - 0-1 Sly Marbo 135pts Sly Marbo Ws 5 Bs 5 S 3 T 3 W 3 I 5 A 3 Ld 10 Sv 5+

Type: Infantry Weapons: Monofilament Catachan Knife, Ripper Pistol, Demolition Charge, Frag Grenades, Melta bombs. Special Rules: Ambush, Deathworld Veteran, Loner, Vanish, Dodge. Vanish: After a combat has been resolved involving Sly Marbo, he may make an unmodified leadership test. if passed, remove Marbo from the table and place him back in reserve. When reserves become available, he may reappear using the Ambush rules in a different piece of terrain, but the normal restrictions for ambush deployment still apply. Dodge: Sly Marbo is noted as having the Dodge ability. While in close combat with an enemy, Marbo has a +5 invulnerable save. Loner: Even by Catachan standards, Sly Marbo is a nasty piece of work who's mind no one wants to understand too closely. He operates alone, and thus may never join or be a part of a unit. Monofilament Catachan Knife: Marbo's Catachan Knife counts as a poisoned (4+) power weapon Ripper Pistol: Marbo Carries a compact pistol version of a ripper gun that uses the following profile. Range: 12" Str X Ap 6 Type: Pistol, sniper

Troops - Deathworld Infantry platoon 1 Deathworld Platoon Commander 2-5 Deathworld Infantry Squads 0-2 Assault Teams 0-1 Fire Support Notes: Deathworld detachments are isolated from other Imperial guard regiments because of the worlds they fight on. They are deployed for extreme durations with very limited access to reinforcements and supplies. To represent this, platoon commanders fight along side their men without a command staff and Deathworld squads are not required to have full strength ten man squads at all times to represent depleted squads unable to replace casualties. Platoon Commander 30pts Ws 4 Bs 4 S 3 T 3 W 2 A 3 I 4 Ld 9 Sv 5+

Type: Infantry Weapons: The platoon commander is armed with a las pistol, close combat weapon, and frag grenades. Options: The Platoon Commander may exchange his las pistol and/or close combat weapon with bolt pistol, or bolter at +2pts, plasma pistol at +10pts, power weapon at +10pts, Catachan Knife at +10pts. The Platoon commander may take melta bombs at +5pts. Character: Although the Platoon Commander is not an independent character, he may join any Deathworld infantry unit in his platoon (except fire support teams), Special Rules: Deathworld Veteran, Deathworld Officer, Deathworld Platoon Commander. Deathworld Platoon Commander: The Platoon Commander is a Deathworld officer, does not have have a command radius, and can only issue one order each turn. The Platoon Commander can use First rank, Fire! Second rank, Fire! Incoming! Move! Move! Move! And Gung-Ho! Special Character: One Deathworld Infantry platoon may take Lieutenant Harker for +55pts instead of the normal Deathworld platoon commander. Lieutenant Harker Ws 4 Bs 4 S 4 T 3 W 2 I 4 A 2 Ld 9 Sv 5+

Type: Infantry (unique) Wargear: frag grenades, krak grenades, 'Payback' (Heavy Bolter)

Character: Although Lieutenant Harker is not an independent character, he may join any Deathworld infantry units in his platoon (except fire support teams), Special Rules: Relentless, Feel no pain, Deathworld Platoon Commander. Note: The Relentless and Feel no Pain rules apply only to Harker not to units he is attached to. Deathworld Infantry Squad - 45pts Deathworld vet Deathworld Sgt. Ws 4 4 Bs 3 3 S 3 3 T 3 3 W 1 1 A 1 2 I 3 3 Ld 7 8 Sv 5+ 5+

Type: Infantry Squad: 1 Deathworld Sergeant and 4 Deathworld veterans. May include up to 5 additional Deathworld veterans at +8pts per model. Weapons: Deathworld veterans are equipped with lasguns and frag grenades, the Deathworld Sergeant may exchange his lasgun for a las pistol and close combat weapon for free. The sergeant may exchange his weapons for a bolt pistol or bolter at +2pts, plasma pistol at +10pts, power weapon at +10pts, Catachan Knife at +10pts, the Sergeant may take melta bombs at +5pts, Options: One Deathworld veteran may carry a Vox-caster at +5pts. Another Deathworld veteran may take one of the following weapons, flamer at +8pts, Canister grenade launcher at+8pts, Melta gun at +12pts, plasma gun at +12pts. Two Deathworld veterans may form a heavy weapons team armed with one of the following, Mortar at +5pts, Heavy Bolter at+10pts, Auto-cannon at +10pts, missile launcher at +15pts, or instead of a heavy weapon, one Deathworld veteran may take a heavy flamer at +15pts. Special Rules: Deathworld veterans Note: Deathworld heavy weapon teams count as two models for the purpose of shooting and calculating instant death. Assault Team - 50pts Bs S T W A 3 3 3 1 1 3 3 3 1 2

Deathworld Vet. Deathworld Sgt.

Ws 4 4

I 3 3

7 8

Ld

Sv 5+ 5+

Type: Infantry Squad: 1 Deathworld Sgt and 5 Deathworld Veterans Weapons: The Deathworld veterans have lasguns and frag grenades. Any model may exchange their lasgun for a laspistol and close combat weapon for free. The sergeant may

exchange his weapons for a bolt pistol or bolter at +2pts, plasma pistol at +10pts, power weapon at +5pts, Catachan Knife at +5pts, the Sergeant may take melta bombs at +5pts, Options: up to 3 Deathworld veterans may be armed with, flamer or sniper rifle at +5pts, Canister grenade launcher at+8pts, Melta gun at+12pts, plasma gun at +12pts, Demolition charge at +10pts, One Deathworld veteran may take a Heavy Flamer at +15pts. Special Rules: Deathworld veterans Fire Support - 20pts Deathworld vet Ws 4 Bs 3 S 3 T 3 W 1 A 1 I 3 Ld 7 Sv 5+

Type: infantry Squad: 1-3 weapon teams at +20pts per team, each weapon team consist of two Deathworld veterans and a mortar Weapons: Deathworld veterans are armed with lasguns. Any team may replace their mortar with, Heavy bolter at +10pts, Auto-cannon at +10pts, Missile Launcher at +15pts. Special Rules: Deathworld veterans. Troops - Deathworld Ogryns - 130pts Ogryn Ogryn Bone 'ead Ws 4 4 Bs 3 3 S 5 5 T 5 5 W 3 3 I 2 3 A 3 4 Ld 6 7 Sv 5+ 5+

Type: Infantry Squad: 1 Ogryn Bone 'ead and 2 Ogryns at 130pts,. may include up to 7 additional Ogryns at +40pts each. Weapons: Ripper guns and Frag grenades, Ogryn Bone 'ead is armed with a Ripper gun and frag grenades. Options: The Bone 'ead may take one of the following weapons, power weapon at +10pts, Catachan Knife at +10pts, power fist at +20pts, the bone 'ead may also take melta bombs at +5pts. Special Rules: Stubborn, Furious charge, Bulky Note: Deathworld Ogryns do not count as Deathworld veterans and therefore cannot infiltrate or Move through cover.

Fast Attack - Deathworld Sentinel Deathworld Sentinel Ws 4 Bs 3 S 5 Front Side Rear A 10 10 10 2(3) I 3

Type: Walker, Open topped Squadron: 1-3 Deathworld Sentinels at 50pts each. Weapons: Multi-laser, Timber Saw Options: Any Deathworld Sentinel may exchange it's multi-laser for a heavy flamer at +5pts. Any Sentinel may also take, searchlight at +1pts per model, Hunter-killer missile at +10pts per model, Smoke launchers at +5pts per model, cammo netting at +10pts per model. Special Rules: Scout, Timber Saw, Move Through cover. Timber Saw: Deathworld sentinels are fitted with a industrial chain saw. In game terms this adds +1 A to the sentinel's profile as well as counting as a power weapon, ignoring armor saves. If the sentinel suffers a weapon destroyed result and the Timber saw is chosen, it loses the +1A bonus and the power weapon ability. Fast Attack - Deathworld Patrol - 40pts Deathworld Vet Deathworld Sgt Ws 4 4 Bs 3 3 S 3 3 T 3 3 W 1 1 A 1 2 I 3 3 7 8 Ld Sv 5+ 5+

Type: Infantry Squad: 1 Deathworld sergeant and 3 Deathworld veterans. may include up to 2 additional deathworld veterans at +10pts per model. Weapons: lasgun and frag grenades, sergeant may exchange his weapons for laspistol and close combat weapon for free, bolt pistol or bolter at +2pts, plasma pistol at +10pts, power weapon at +10pts, Catachan Knife at +10pts. Options: One Deathworld veteran exchange their lasgun with sniper rifle at +5pts, Canister grenade launcher at+8pts, melta gun at +10pts, plasma gun at +10pts, heavy flamer at +15pts. Special Rules: Ambush, Deathworld veterans

Heavy Support 0-1 Heavy mortar Squad - 50pts Deathworld vet Ws 4 Bs 3 S 3 T 3 W 1 A 1 I 3 Ld 7 Sv 5+

Type: infantry Squad: 1-3 weapon teams, at +50pts per team, each team consists of three deathworld veterans and a heavy Mortar. May have up to two addional deathworld veterans at +6pts per model. each heavy mortar team is set up separately and operate independently. Weapons: Deathworld veterans are armed with lasguns. Each team is equipped with a heavy mortar, that uses the following profile Range 12"-48" Str 6 Ap 4 Type Ordnance barrage1 *

* The heavy mortar's lighter shells offer greater accuracy than that of larger field artillery. When a heavy mortar fires, the controlling player may re-roll the scatter dice if they wish. Special Rules: Deathworld veterans, Immobile Immobile: A heavy mortar may not be moved once it is deployed. Heavy Support - Booby Traps Toe Popper Spring mine Remote Charge Str 4 5 8 AP 5 4 2 type Small blast Large blast Heavy D3 pts cost 10 15 20

Notes: Access to booby traps may only be granted if the army includes at least one Deathworld patrol team or Devil squad. Once the requirements to access booby traps has been granted, 1-3 booby traps may be purchased as a single heavy support choice. Special Rules: What The!?: All traps ignore cover saves. any unit that suffers one or more wounds from a trap must test for pinning. Any unit with an armor value that sets off a trap resolves the hit against it's rear armor representing the trap affecting the weaker underside of the vehicle. Traps are set off when a unit rolls any doubles for moving through difficult terrain, units that have the move through cover ability may roll less dice for difficult terrain to lower their chances of setting off a trap. Vehicles set off traps when rolling a 1 for difficult terrain. If the vehicle has rough terrain modifications, the vehicle may still re - roll for immobilization but still affected by the trap. Set-up: Booby traps are set up the same way as ambushing units. Traps may only be placed on terrain features. Traps may be set up separately from each other or in the same square however if an enemy rolls doubles in a multiple trapped square, only 1 type of trap

goes off, determine by the roll of a D3. You may set-up booby traps and an ambush unit in the same piece of terrain. Remote charge: Normally used for demolition by Assault teams, Patrol teams repurposes these charges by attaching a basic remote detonation mechanism and strategically placing the charges before the battle, where they can do the most damage. During the controlling player's shooting phase. instead of making a normal shooting attack, the patrol team may detonate their remote charges. Any enemy units hit by a remote charge take D3 hits per charge, vehicles only suffer one hit, skimmers may only suffer glancing hits due to their ability to hover. Toe Poppers: These consist of a basic bolter round or shotgun shell, so that it's base rests on a sharp rock, nail or stick. The tip of the round rests just below the surface of the ground. As the enemy steps on the soft ground, their weight pushes the round back on the striker, setting it off right under their foot. Place the small blast marker over the unit that sets off the trap, there is no need to roll for scatter. skimmers may only suffer glancing hits. Spring Mine: Buried just below the surface of the ground, when the proximity detector senses movement, the mine jumps into the air several feet before detonating. Place the large blast marker over the triggering unit, Skimmers are not saved by their ability to hover and are affected normally.

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