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Deathbringers Disciples:

Helmets Last Chancers


600 Pts. Name: WS BS S T Dark 7 5 5 6 Helmet Chancer 5 4 5 5 //Squad Includes: 1 Dark Helmet and 6 Chancers. W 4 2 I 4(1) 3 A 3(1) 2 SV +2(4) +2 LD 10 10

Helmets Equipment: Phase Chainsword (Warscythe), Power Phase Fist, Gauss Cannon, Skull Helmet, Cloak of the Raging Wolf, a Reconstruction Orb, and a Chronometron. Chancers: 1 Chancer has a Skull Helmet, 1 Chancer has a Gauss Launcher (not the one with the Skull Helmet), 5 have Necronium Helmets, and 5 have Gauss Lances. Universal Squad Special Rules: Relentless- See Warhammer 40k Rulebook. Fearless- See Warhammer 40k Rulebook. Necron- See Necron Codex. Disruption Field- See Necron Codex. Dark Helmets Special Rules: Free Will- Somehow and way Dark Helmet and his Chancers were able to break their core programming and become more than mere soldiers. Of course Nightbringer had found out, but instead of sentencing divine judgment on them, Nightbringer honored Dark Helmet by making him and his squad his personal messengers of Death. Nightbringer also awarded Dark Helmet with a dark soul, which gives him the Feel No Pain (See Warhammer 40k Rulebook) and Gaze of Flame (See Necron Codex) Rules. As well, with their free will, Dark Helmet and his Chancers may choose to fall back from a close combat (even though they are fearless) if they have lost a combat (this will prevent them from loosing wounds due to the fearless rule); although, if overran by the enemy squad they will just stay and fight and the fearless rule is applied as normal. Iron Will- Dark Helmets will has carried him through many battles for years. He is immune to Instant Death and has a Phylactery (see page 15 in Necron Codex). The D.E.L.T.A. Program- Dark Helmet has mastered all of the secrets of Scarab Technology. Once during your shooting phase you may choose one Scarab model within 12 of Dark Helmet and in close combat. That Scarab EXPLODES!! Put a large blast template over the Scarab model and all enemy models that are under and partially under the template take a (STR 5 + the number of other Scarab models left in the Squad (Max 10)) hit with an AP3. Roll to wound as normal. Remove the Scarab squad after everything has been resolved. Dark Helmet may not fire his Gauss Cannon if he does this. Dark Helmets Chancers Special Rules: Bodyguard- See Warhammer 40k Rulebook.

Special Equipment Rules: Power Phase Fist- Is treated like a normal power fist (Doubles STR, Power Weapon, goes last), but you may not use any other weapon at all in the same assault phase and your number of attacks is reduced to one(even if you charged). Although, regardless of this flaw, you do ignore Invulnerable saves. Necronium Helmet- Models with this have a +6 cover save while not in cover. Skull Helmet- Models with this have a +5 cover save while not in cover. Cloak of the Raging Wolf- The bloody cloak taken from the corpse of a Space Wolf Chapter Master. Grants a 4+ Invulnerable save. Gauss Lance- RNG: 18, STR: 6, AP: 3, Heavy 1, Lance Gauss Launcher- RNG: 18, STR: 4, AP: 3, Heavy 1, Large Blast

Darth, Deceivers Vanquisher


450 Pts. Name: WS BS S T W I A SV Darth 9 6 7 4 3 7 2 +3(3) //Squad may include: 1-3 Wraiths at +45pts a piece. These have the bodyguard rule. LD 11*

Equipment: Staff of the End of Days, Phase Blade(Counts as a Power Weapon), Phase Boltgun (Gauss Flayer that ignores IV saves), Necronium Helmet, a Reconstruction Orb, Phylactery, a Wraith Switch, Jammer, and a Chronometron. Special Rules: Relentless- See Warhammer 40k Rulebook. Necron- See Necron Codex. Disruption Field- See Necron Codex. Run? ...That does not compute- Darth is not fearless, but has a Leadership 11. Besides this weird LD value, treat everything as normal. Not a complete Assimilation- Darth is half Necron and half Human and is therefore a Psyker. He may use up to two Psychic powers in a turn which may be the same power. The following will count as his psychic powers (which may be used more than once and do not count as the army having one): Nightmare Shroud, Solar Pulse, and Veil of Darkness. His staff also includes an additional psychic power which is explained bellow. Corruption- When Darth rolls a 12 for his psychic test, the warp rejects him and all around him. Put a blast marker over Darth, all models under that blast marker (including Darth) are removed from play with no saves of any kind.

Special Equipment Rules: Staff of the End of Days- Counts as a normal close combat weapon, but gives the following psychic power: The End of Days- Controlling the warp Darth opens a portal of doom. RNG: Line of Sight, STR: 10, AP: 2, Ordinance, Barrage. Darth can only use this power while not in close combat. Darth may only use this power once a turn regardless of Not a complete Assimilation. If Darth rolls a 12 for his psychic test, the corruption range is increased to a large blast template. Jammer- 18 Aura, any enemy psychic power used within this aura roll a +3. If a success the power is void. Wraith Switch- Darth has the Wraith Phase Shift and Wraithflight abilities.

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