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Hearthguard
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Points
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WS
|
BS
|
S
|
T
|
W
|
I
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A
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Ld
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Sv
|
|
Hearthguard
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/
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4
|
3
|
3
|
4
|
1
|
3
|
2
|
10
|
4+
|
Squad: The squad cosnsists of 5 Hearthguard Weapons: Rocket Carbine or Power Axe and Rocket Pistol. Options: Up to two models may be equipped with the following weapons: Plasma Gun +6, Meltagun +10, Grenade Launcher, +6, or Flamer +3. The entire squad may be equipped with Frag Grenades for +1 points per model, and Krak Grenades for +2 points per model and Heywire grenades for + 4 points a model. Transport: The squad may be mounted in a Termite for an additional cost of ?? points or a Behemoth APC for ?? points. A squad that contains more than six models may not be mounted in a Termite. An army may only include a maximum of 3 Termites. |
SPECIAL RULES Exo Armour: The entire squad may be given Exo Armour for a cost of +?? points. Exo Armour comes with a power axe and a Assault Carbine and give the model a 2+ save. One model may upgrade their assault carbine to a Multimelta for +20 points or a Plasma Cannon for +16 points. Any model may exchange their power axes for power hammers for +2 points. If acting as a Bodyguard for the Warlord, they may only have Exo armour if the Warlord does as well. A Hearthguard Squad in exo armour does not use the regular options for a Hearthguard unit. |
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Engineers
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Points
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Sv
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|
Engineer
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/
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4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
|
4+
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Squad: The squad consists of between five and nine Engineers. Weapons: Rocket Carbine, Frag Grenades and Meltabombs. Any model may exchange its Rocket Carbine for a Rocket Pistol and Chainaxe for no additional cost. Options: Up to two models may be equipped with one of the following for the points indicated: Plasma gun - 6 pts, Meltagun - 10 pts, Grenade Launcher - 6 pts, or a Flamer - 3 pts. The entire squad may be equipped with frag grenades for +2 points per model and Heywire grenades for + 4 points a model. |
SPECIAL RULES Tank Hunters: The unit always passes any tests for tank shock and gains +1 to their armour penetration rolls. Minesweeping: Engineers can enter a minefield without being attacked. The unit may spend a turn clearing the minefield. They cannot shoot or assault during that turn. Laying Mines: The unit may spend it's shooting phase to lay a minefield. They cannot assault during that turn. |
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Chem
Squad
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Points
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WS
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BS
|
S
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T
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W
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I
|
A
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Ld
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Sv
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|
Chem
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/
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4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
|
4+
|
Squad: The squad consists of between five and nine Chem. Weapons: Chemical thrower and Rocket pistol. Options: The entire squad may be equipped with frag grenades for +2 points per model. |
SPECIAL RULES Hazardis chemicals: If a member of a Chem squad dies there is a 4+ chance that there tank of Chemicals ruptures and sprays everyone in a 2" radius causing a Str 4 AP 5 hit. Members of the chem squad and other Chem squads are immure to this blast. |
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Robots
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Points
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WS
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BS
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S
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T
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W
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I
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A
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Ld
|
Sv
|
|
Robots
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/
|
4
|
4
|
5
|
6
|
1
|
2
|
1
|
10
|
3+
|
Squad: The squad consists of between 3 and 5 Robots for ever engineer with a control node. Weapons: Assault Carbine and close combat weapon. Options: The Assault Carbine my be replaced with one of the following weapons: Combie rocket carbine-flamer for +? points; Combie rocket carbine-meltagun for +? points; Combie rocket carbine-plasma gun for +? points. The close combat weapon may be upgraded to a power hammer for +? points or a power fist for +? points. |
SPECIAL RULES Artaficial Intelligance: Squat Robots only have the most simple droid brain and can only follow very simple instuctions. Therfore they must stay within 18" of an Engineer with a Robot control node. |