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Chieftain



 

OPUS: Vermynus

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Vermynus
This Opus does not follow an existing Index. Therefore, all rules, including weapon profiles, are outlined in the Opus. The points are intended for each model WITHOUT the equipment listed. The price of the wargear must be added to each model when calculating cost.

FACTION KEYWORDS
all models in this list have Vermynus keyword.

NUMBER-NUMBER IS POWER
 When a model with this rule has more friendly models within 3” than enemy models, re-roll 1’s to hit in the fight phase.

FLEE-FLEE TO FIGHT-FIGHT
 When a model with this rule that falls back on a 5+ it may declare charges, models with fly may automatically declare charges after falling back.

Vermynus Tide

All Vermynus, Infantry ignore terrain movement penalties..

 

 

Feared leader
Models inside Inspiring Presence re-roll failed Nerve tests.

Honour Amongst Rats

Should your Team Leader fail a Route test and a model with a LD of 7+ is within 3” he will immediately slay the Team Leader, become the Team Leader and re-roll the route test. This may only happen once per game.

Warpstone weapons

 

Wound rolls of a 1 cause a mortal wound to the bearer.

 

MODEL AVAILABILITY
you must adhere to the following model requirements when building your Kill Team:

● 1 Team Leader model

● 1-30 Core models

● 0-6 Special models

 


 

Wargear List

Some of the Vermynus units you will find in this opus reference the following wargear lists. Where this is the case, the unit can take any item from the lists below.

 

Melee weapon Pistol weapon Ranged weapon Special weapon Plague weapon Heavy weapon
Battleclaws Autopistol Autogun Warpstone Rifle Plague Pistol Heavy Stubber
Warpstone Sword Bolt Pistol Boltgun Warpstone launcher Plague Rifle Heavy Bolter
Warpstone prod Warplock Pistol Warpstone Carbine Warpfire thrower Plague Thrower Warpstone cannon
Warpstone Claws Warpfire Pistol   Grenade Launcher Plague Grenade Ratling-shredder
      Meltagun   Poison Mortar
      Plasmagun   Warpfire Projector
      Flamer    

 

 

PSYCHIC DISCIPLINE

Before the battle, generate the Psychic Powers for PSYKERS that can use powers from the Psychotech discipline using the table below. You can either roll a D3 to generate their powers randomly, or you can select the Psychic Powers you wish the Psyker to have.

Note that these Psychic Powers are worded using the general rules for all Psychic Powers, and therefore are further affected by the Heralds of Ruins rules regarding Psychic Powers.

Seer Discipline
D3 Psychic Power
Warp Lightning 1      Warp Lightning has a warp charge value of 7. If manifested, target a single enemy unit within 18” to take D6 S: 5 AP: -1 D: 1 autohits.
  Warp Glare 2      Warp Glare has a warp charge value of 6. If manifested, target a single < Clan> model within 12” that model adds +1 to hit rolls until the end of the turn.
Skitterleap 3     Skitterleap has a warp charge value of 9. If manifested, target a single < Clan>, Infantry model within 12” they may redeploy outside of 6” of an enemy model and within 18” of their starting location.
Morbidus Discipline
D3 Psychic Power
Pestilent Breath 1      Pestilent Breath has a warp charge value of 7. If manifested, target an enemy unit within 12” to take D6 S: 1 AP: -1 D: 1 autohits and always wounds on a 3+, except when used against a VEHICLE, in which case it wounds on a 6+.
  Wither 2      Wither has a warp charge value of 8. If manifested, target a single enemy model within 12” that model has -1 when making to wound rolls in the fight phase until the end of the turn.
Blessed with Filth 3     Blessed with filth has a warp charge value of 7. If manifested, target a single < Clan> model within 12” their attacks in the fight phase always wound on a 4+, if they should wound better then a 4+ reroll to wound.

 

 

Philosophies

Vermynus kill teams have access to exclusive Philosophies, as described below, in addition to the ones found in the Kill Team rulebook. You can pick one of these philosophies for your Kill Team instead of the ones presented in the main rules (remember that your Kill Team can only have one Philosophy).

 

PHILOSOPHIES  
The Menace Below +1 TP if, before the beginning of the battle, you declare that you will not use any of the Tactical Actions presented in the main rulebook, and will only use Vermynus tactical actions (see below).
Cut off the head If you chose this philosophy, before the beginning of the battle, The first time you cause a wound to the enemy Team Leadergain +1 TP. If the Team Leader should be removed as a casualty, gain +2 TP.
Lowest of the low +3 TP if, before the beginning of the battle, you declare that you will only target Slave, Underling models with tactical actions.  

 

Tactical Actions

Vermynus kill teams have access to exclusive Tactical Actions, as described below, in addition to the ones found in the Kill Team rulebook.

 

TACTICAL ACTIONS  
Scurry away! 1TP When one of your < Clan> models is targeted for a ranged attack it may immediately move as if it where the movement phase towards cover.
Be Sneak!      1TP Choose a single friendly model when it is targeted by a Shooting attack. Increase the bonus to Save it receives from cover by 1 until the end of the phase.
Me get you first! 2TP Choose a single friendly < Clan> model, they may advance and charge.
Vermin swarm 3TP Use at the beginning of a friendly Charge phase. Add 2" to all charge distances this phase.

 

Clans
when building your Vermynus Kill team select one of the following < Clans> for your Vermynus Kill team. A model with one of the following < Clans> automatically gains its bonus.

 

Clans

Ektrik +1 Warpstone Resistance saves. Models without Warpstone Resistance gain a +6 save instead.  
Morbidus Ignore an unsaved wound or mortal wound once per phase on a 5+. (Cannot be used with with the “Plague god’s blessing”Rule)
Kreepus Model’s only need to be 3” away from enemy models and 25% obscured to hide.
Gnaw After deployment, but before the first turn, all < Clan> models may make a free move.

 

Chieftain                                  

NAME   M WS BS S T W A Ld Sv Pts
Chieftain   7” 3+ 3+ 4+
EQUIPMENT

- Bolt Pistol

- Boltgun

 

Abilities

- Verminous Valor: When this model suffers an unsaved wound whilst within 3” another < CLAN> or SLAVE model on a 3+ this model does not suffer the wound but the < CLAN> or SLAVE model losses a wound. A model with this rule must attempt this test when able.

- Number-Number is Power:

- Flee-Flee to Fight-Fight:

- Skalm: a model with this rule has a 5+ invulnerable save. once per game, a model with this rule may restore all wounds lost earlier in the game, but it loses the benefit of this rule.

 

OPTIONS

- May replace his Bolt Pistol with a weapon from the Pistol weapons lists.
- May replace his Boltgun with a weapon from the Special Weapons lists.

- May take a Skalm for 10 pts

- May take items from the Melee Weapons.

- May take any number of Frag Grenades and/or Krak Grenades
- May take items from the Armory including leader items.

KEYWORDS

INFANTRY, < Clan>

 

Warplock Seer

NAME   M WS BS S T W A Ld Sv Pts
Warplock Seer   7” 3+ 3+ 2+
EQUIPMENT

- Warplock Sword

- Warplock Pistol

 

Abilities

- Verminous Valor: When this model suffers an unsaved wound whilst within 3” another < CLAN> or SLAVE model on a 3+ this model does not suffer the wound but the < CLAN> or SLAVE model losses a wound. A model with this rule must attempt this test when able.

- Number-Number is Power:

 - Flee-Flee to Fight-Fight:

- Warpstone resistance: 5+ save against mortal wounds from warpstone weapons.

- Hunting Pack: if this model is your team leader, ektrik Lurkers may be taken as core choices, and you may include one extra ektrik lurker in your team.

 

 

Psyker                     

- A Warplock Seer attempt to manifest one psychic power in each friendly Psychic

Phase and attempt to deny one power in each enemy Psychic phase. It knows the Smite

Power and one power from the Seer discipline.

OPTIONS

- May replace his warplock Pistol with a Jezzail Sniper, Or items from the Special Weapons list.
- May replace his Warplock sword with a weapon from the Melee Weapons lists.

- May take any number of Frag Grenades and/or Krak Grenades

-May take a Warpstone Bomb
- May take items from the Armory including leader items.

KEYWORDS

INFANTRY, EKTRIK

 

 

Assassin

NAME   M WS BS S T W A Ld Sv Pts
Assassin   12” 2+ 3+ 5+
EQUIPMENT

- Weeping Blades

- Warpfire Pistol

 

Abilities

- Verminous Valor: When this model suffers an unsaved wound whilst within 3” another < CLAN> or SLAVE model on a 3+ this model does not suffer the wound but the < CLAN> or SLAVE model losses a wound. A model with this rule must attempt this test when able.

- Number-Number is Power:

- Flee-Flee to Fight-Fight:

- Scurrying: Gain a 5+ invulnerable save, any to hit rolls against this model suffer a -1 while this model is in cover.

- Skulking: During deployment, you can set up this unit in “Skulking” instead of placing it on the battlefield. At the end of any of your Movement phases, it can reveal onto the battlefield: set this unit up anywhere on the battlefield that is more

Than 9” from enemy models.

- Assassin: Re Roll charge distance against Team leaders.

- Sneak-Sneak, Kill-Kill: Gut-runner may be taken as Core

 

OPTIONS

- May replace his Warpfire pistol with a weapon from the Pistol weapons lists.

- May replace his weeping blades with items from the Melee Weapons.

- May take a meltagun instead of any Pistol for 12pts

- May take a plasmagun instead of any Pistol for 7pts

- May take any number of Frag Grenades and/or Krak Grenades

- May take a warpstone bomb
- May take items from the Armory including leader items.

KEYWORDS

INFANTRY, KREEPUS, FLY

 

Morbidus Monk

NAME   M WS BS S T W A Ld Sv Pts
Morbidus Monk   7” 4+ 3+ 4+
EQUIPMENT

- Blessed Plague Gun

- Plague Pistol

-Plague grenade

 

Abilities

- Verminous Valor: When this model suffers an unsaved wound whilst within 3” another < CLAN> or SLAVE model on a 3+ this model does not suffer the wound but the < CLAN> or SLAVE model losses a wound. A model with this rule must attempt this test when able.

- Plague god’s blessing: Ignore an unsaved wound or mortal wound on a 4+.

- Number-Number is Power:

- Flee-Flee to Fight-Fight:

- Morbidus Chosen: Morbidus Acolytes may be taken as Core.

Psyker                     

- A Morbidus Monk attempt to manifest one psychic power in each friendly Psychic

Phase, and attempt to deny one power in each enemy Psychic phase. It knows the Smite

Power and one power from the Morbidus discipline.

OPTIONS

- May replace his Blessed Plague Gun with items from the Special Weapons or Plague Weapons.

- May replace his Plague Pistol with items from the Pistol Weapons list.
- May take items from the Melee Weapons lists.

- May take any number of Frag Grenades and/or Krak Grenades
- May take items from the Armory including leader items.

KEYWORDS

INFANTRY, MORBIDUS

 

 

Clan Slaves

NAME   M WS BS S T W A Ld Sv Pts
Clan Slaves Slave Overlord   7” 7” 5+ 4+ 5+ 5+ 7+ 6+
EQUIPMENT

 

Abilities

- Expendable(Clan Slaves): Enemy models within 1” of a model with this rule may be targeted in the shooting phase, any failed to hit rolls are allocated to a model with this rule instead. Models with this rule do not count towards route tests.

- Number-Number is power:

- Flee-Flee to Fight-Fight:

- Shield: Models equipped with a Shield gain +1 Sv

- Cornered (Clan Slaves): When this model is slain on a 5+ it may make a single attack before being removed to a single model within 1” if no enemy models are within 1” the attack targets a friendly model.

- Cracking the whip: Any SLAVE model in base contact with a OVERLORD add’s +1 to their to hit rolls in the fight phase.

OPTIONS

- May take a shield for 1pts

-For every 10 SLAVE, you may take one Slave Overlord.

-Slave Overlord may take weapons from the Melee weapon list and Ranged weapon list.

KEYWORDS

INFANTRY, SLAVE, < CLAN> (Slave Overlord), OVERLORD(Slave Overlord)

 

 

Clan Underlings

NAME   M WS BS S T W A Ld Sv Pts
Clan Underlings   7” 4+ 5+ 6+
EQUIPMENT

- Autopistol

Abilities

- Expendable: Enemy models within 1” of a model with this rule may be targeted in the shooting phase, any failed to hit rolls are allocated to a model with this rule instead. Models with this rule do not count towards route tests..

- Number-Number is power:

- Flee-Flee to Fight-Fight:

- Shield: Models equipped with a Shield gain +1 Sv

- Cornered: When this model is slain on a 5+ it may make a single attack before being removed to a single model within 1” if no enemy models are within 1” the attack targets a friendly model.

OPTIONS

- May take a shield for 1pts

- For every 5 UNDERLINGS one model may take weapons from the Ranged weapons list or Special weapons list.

KEYWORDS

INFANTRY, < CLAN>, UNDERLINGS

 

Vermenscurge

NAME   M WS BS S T W A Ld Sv Pts
Vermenscurge   7” 4+ 4+ 4+
EQUIPMENT

- Boltgun

Abilities

- Scavenger: After deployment, but before the first turn, all this model may make a free move.

- Number-Number is power:

 - Flee-Flee to Fight-Fight:

- Scavenged Power armor: Gain +1 Sv and -1”M

 

OPTIONS

- May take Scavenged Power Armor for 2pts.

- May take any number of Frag Grenades and/or Krak Grenades

- For every 3 VERMENSCURGE in your kill team you may take items from the Special Weapons list or a Heavy Stubber for 4 Pts.

KEYWORDS

INFANTRY, < CLAN>, VERMENSCURGE

 

Vermenscurge Weapons Team

NAME   M WS BS S T W A Ld Sv Pts
Vermenscurge Weapons team   7” 4+ 4+ 4+
EQUIPMENT

- Heavy Stubber

Abilities

- Scavenger: May make a free move at the start of the game.

- Number-Number is power:

- Flee-Flee to Fight-Fight:

- Scavenged Power armor: Gain +1 Sv and -1”M

 

OPTIONS

- May take Scavenged Power Armor for 4pts.

- May take any number of Frag Grenades and/or Krak Grenades

- May replace heavy Stubber with items from the Heavy Weapons List.

KEYWORDS

INFANTRY, < CLAN>, VERMENSCURGE

 

 

Gut-Runner

Maximum of 5 of this unit in your killteam

     NAME   M WS BS S T W A Ld Sv  pts
Gut-runner   8” 3+ 4+ 5+
EQUIPMENT

- Battleclaws

Abilities

- Scurrying: Gain a 5+ invulnerable save, any to hit rolls against this model suffer a -1 while this model is in cover

- Skulking: During deployment, you can set up this unit in “Skulking” instead of placing it on the battlefield. At the end of any of your Movement phases, it can reveal onto the battlefield: set this unit up anywhere on the battlefield that is more

Than 9” from enemy models.

- Assassin: Re Roll charge distance against Team leaders.

- Number-Number is power:

- Flee-Flee to Fight-Fight:

OPTIONS

- May take Scavenged Power Armor for 2pts.

- May take any number of Frag Grenades and/or Krak Grenades.

KEYWORDS

INFANTRY, < KREEPUS>

 

Ektrik Lurker

Maximum of 3 of this unit in your killteam

NAME   M WS BS S T W A Ld Sv Pts
Ektrik Lurker   7” 4+ 3+ 4+
EQUIPMENT

- Jezzail Sniper

Abilities

- Skulking: During deployment, you can set up this unit in “Skulking” instead of placing it on the battlefield. At the end of any of your Movement phases, it can reveal itself onto the battlefield: set this unit up anywhere on the battlefield that is more

Than 9” from enemy models. This model does not suffer the penalty from moving with a heavy weapon when arriving this way.

 - Hidden Hunter: Whilst this model is in cover any to hit rolls against this model suffer a -1.

- Warpstone resistance: 5+ save against mortal wounds from warpstone weapons.

- Number-Number is power:

- Flee-Flee to Fight-Fight:

OPTIONS

- May take Items from the Armory list.

 

KEYWORDS

INFANTRY, < EKTRIK>

 

Morbidus Aycolyte

Maximum of 5 of this unit in your killteam

NAME   M WS BS S T W A Ld Sv Pts
Morbidus Acolyte   7” 4+ 4+ 5+
EQUIPMENT

- Plague Rifle

- Plague Pistol

Abilities

Plague god’s blessing: Ignore an unsaved wound or mortal wound on a 5+.

- Number-Number is power:

- Flee-Flee to Fight-Fight:

OPTIONS

- May replace his Plague Gun with items from the Plague Weapons list.
- May take items from the Armory including leader items.

KEYWORDS

INFANTRY, < MORBIDUS>

 

 

Gnaw Skitterer

Maximum of 6 of this unit in your killteam

NAME   M WS BS S T W A Ld Sv Pts
Gnaw Skitterer   10” 4+ 4+ 5+
EQUIPMENT

- Warplock Pistol

Abilities

- Skitterfield: Instead of moving in the movement phase this model may redeploy anywhere within 2D6 +1” of its original location. On a roll of a 13 this model may move an additional D3”, on the roll of a 3 this model suffers a mortal wound.

- Skitterer: Once per turn when targeted in the shooting phase this model may use it’s Skitterfield ability. A model which does this cannot shoot or charge in it’s next turn.

- Number-Number is power:

 - Flee-Flee to Fight-Fight:

- Scavenged Armor: Increase this model's save characteristic to a 4+.

 

OPTIONS

- May take Scavenged Armor for 1pts.

- May exchange its Warplock pistol for a Warpfire pistol.

- May take any number of Frag Grenades and/or Krak Grenades.

- May take Warpstone Claws.

- For every 3 SKITTERER in your kill team you may take items from the Special Weapons list.

KEYWORDS

INFANTRY, < GNAW>, FLY, SKITTERER

 

Abomination

Maximum of 2 of this unit in your killteam

NAME   M WS BS S T W A Ld Sv Pts
Abomination   9” 3+ 5+ 6 3+
EQUIPMENT

 

Abilities

Rat Abomination: Cannot make advance moves and never has to take nerve tests.

Unnatural toughness: has a 5+ invulnerable.

Giant Claws: Attacks made by this model are at AP: -1, any to wound roll of a 6+ is at AP: -3

 

OPTIONS

- May take a Plague thrower or Warpfire Thrower.

KEYWORDS

BEAST, < CLAN>

 

 

Doom-flayer

Maximum of 2 of this unit in your killteam

NAME   M WS BS S T W A Ld Sv Pts
Doom-flayer   14” 4+ 4+ 3 4+
EQUIPMENT

- Boltgun

 

Abilities

Whirling Death: When a Doom-Flayer makes a successful charge against an enemy roll 2D6 and pick the highest the result to see how many Grinding Attacks the Doom-Flayer does.

 

These attacks are attacks are resolved at: S: 4 AP: -2 D: 1

 

Best Defence: This model gains a 5+ invulnerable save against Strength 5 or less.

OPTIONS

- May Replace his boltgun with a Plague rifle or Warplock Rifle.

KEYWORDS

BIKE, < CLAN>

 

                                DESCRIPTION
Art of Death (10 pts) Team Leader only. The model may reroll 1’s to wound  
Rosario (10 pts) Team Leader only. Grants the user a 4+ Invulnerable save  
Dreaded Banner (5 pts) Team Leader only. -1 LD to enemy models within 9”  
Warpstone Poisoning (15 pts) Assassin only. Once per game add +1 to wound rolls, any roll of a 6+ deals 1 mortal wound in addition to the wound.  
Warpstone mastery (15 pts) Warplock Seer only. This model never suffers a Mortal wound from its own warpstone weapons.  
Seers gaze (10 pts) Warplock Seer only. May attempt to manifest an additional power per turn, any roll of doubles when attempting to cast this additional power cause a Perils of the warp.  
Warstone Token (5pts) Warplock Seer and Mobidus Monk only. Once per game a model equipped with this may reroll one dice on a psychic test, any roll of a 1 when using this item causes the bearer to lose a wound.
Skryre-crafted weapon (5 pts) Reroll a single to hit roll in the shooting phase.
Skryre-crafted Optics(5 pts) Models do not benefit from cover from this model in the shooting phase or overwatch shots.
Scavenged weapons (2 pts[1] [2]) May select any range weapon from any faction’s Range weaponorArmory list, provided it can be equipped by a single infantry model from that faction. The points cost of the weapon must also be paid.
Rat sized Assassin (5 pts) Team Leader Only Both players pick a model at the start of the game as the Assassins target. Roll a D6 at the start of the turn on a roll of a 6+ the Rat sized Assassin strikes your opponent's model, on a roll of a 1 the Rat sized Assassin strikes your model! A model stricken by the Rat sized Assassin suffers a mortal wound.
   
   
   
   
   
   
   
   
   

 

Melee weapon Points
Battleclaws 2
Weeping Blades 5
Warpstone Sword 5
Warpstone prod 8
Warpstone Claws 6
Ranged weapons Points
Autopistol 0
Bolt Pistol 1
Warplock Pistol 3
Warpfire Pistol 7
Autogun 0
Boltgun 1
Warpstone Carbine 1
Warpstone Rifle 4
Warpstone launcher 6
Warpfire thrower 10
Jezzail Sniper 13
Meltagun 12
Plasmagun 7
Grenade Launcher
Flamer 7
Heavy Stubber 4
Heavy Bolter 8
Warpstone cannon 15
Ratling-shredder 10
Poison Mortar 8
Warpfire Projector 20
Plague Pistol 1
Blessed Plague Rifle
Plague Rifle 3
Plague Thrower 8
Plague Grenade 1
Frag Grenade 1
Krak Grenade 1
Warpstone Bomb 4

 

 

Melee Weapons            
WEAPON RANGE TYPE S AP D ABILITIES
Battleclaws Melee Melee User -1 When attacking many make an additional attack with this weapon.
Weeping Blades   Melee   Melee   +1   -2   When attacking many make an additional attack with this weapon. Reroll failed to wound rolls against Team leaders.
Warpstone Sword Melee Melee +1 -3 Warpstone weapon.
Warpstone prod   Melee   Melee   +2   -3   When attacking with this weapon, you must subtract 1 from the to Hit roll. Warpstone weapon.
Warpstone Claws   Melee   Melee   user   -3   Re-roll failed to wound rolls. Warpstone weapon.

 

Ranged Weapons            
WEAPON RANGE TYPE S AP D ABILITIES
Autopistol 12”  Pistol 1  
Boltpistol 12”  Pistol 1  
Warpfire pistol   6”   Pistol D3     -1   This weapon automatically hits its target. Warpstone weapon.
Warplock pistol 12”  Pistol 1 -2 Warpstone weapon.
Autogun 24” Rapidfire 1  
Boltgun 24” Rapidfire 1  
Warpstone carbine 18” Assault 2 -1 Warpstone weapon.
Warpstone Rifle 24” Rapidfire 1 -2 Warpstone weapon.
Warpstone launcher Shrapnel Solid     24”   24”     Assault D6   Assault 1           -1   -2       D3     Warpstone weapon.     Warpstone weapon.
Warpfire thrower   8”   Assault D6     -1   This weapon automatically hits its target. Warpstone weapon.
Jezzail Sniper   36”   Heavy 1     -3   A model firing a sniper weapon can target enemy Characters even if they are not the closest unit. Warpstone weapon.
Meltagun   12”   Assault 1     -4   D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result
Heavy Stubber 36” Heavy 3  
Heavy Bolter 36” Heavy 3 -1  
Warpstone cannon 48” Heavy 1 -4 D6 Warpstone weapon: Wound rolls of a 1 cause a mortal wound to the bearer.
Ratling-shredder 18” Rapid Fire 3 When the target is within half range add +1 to hit rolls.
Poison Mortar Poison Globe Hyperpox   24”   24”   Heavy D6   Heavy D3             This weapon can target models that are not visible to the bearer. This weapon always wounds on a 4+, except when used against a VEHICLE. Models do not gain the benefit of cover. Any shot from a hyperpox mortar wounds on a 3+, except when used against a VEHICLE. Any roll of a 1 to wound causes a mortal wound to this model. Models do not gain the benefit of cover.
Warpfire Projector   12” Heavy D6 -2 This weapon automatically hits its target. Warpstone weapon: Wound rolls of a 1 cause a mortal wound to the bearer.
Plague pistol 12”     Pistol 1     1   0 1 This weapon always wounds on a 4+, except when used against a VEHICLE.
Blessed Plague Rifle  24”  Assault 3 -1 This weapon always wounds on a 3+, except when used against a VEHICLE.
Plague Rifle   24”    Assault 2       This weapon always wounds on a 4+, except when used against a VEHICLE.  
Plague thrower     8”     Assault D6             This weapon automatically hits its target. This weapon always wounds on a 4+, except when used against a VEHICLE.  
Plague Grenade   6”   Grenade D6       This weapon always wounds on a 4+, except when used against a VEHICLE.
Frag Grenade 6” Grenade D6  
Krak Grenade 6” Grenade 1 -1 D3  
Warpstone bomb   6”   Grenade D3     -4   D3 Reroll failed to wound rolls. Warpstone weapon: Wound rolls of a 1 cause a mortal wound to the bearer.

 

I don't know if this can work. Not all ranged weapons have points costs, and even my edit would allow Fleshmetal Guns (the obliterator weapon) and since they're free in the codex that's 2 points for S6+D3, AP -D3 and DD3 hahah!

This change maybe?



  

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