Yup, Im making it, in all my fanboy-ism.
I am thinking about doing squads like 'soldier squad', and an
HQ that is 'the soldier', so we dont get an all
HQ army
And ofcourse, Im doing an
apoc. unit that is known as Saxxton Hale....
HQ
The soldier.............................................................120 points
WS 4
BS 5 S4 T4 W3 A2 I4
LD 10
Sv 5+
Wargear:
Shovel (close combat weapon)
The Original
24" S8 AP2 Assault 1 Large Blast
Special Rules
Relentless
Maggot!
When in close combat, soldier can re-roll all failed to wounds
Spy:
150pts
Ws 5
Bs 5
S 3
T 3
W 2
I 5
A 3
Ld 10
Sv 5+
Wargear: Cloaking Device, Sapper, Butterfly Knife, Bolt pistol, Suit.
Cloaking Device: the Spy may Deepstrike without scattering in addition, he has the Infiltrate, Stealth and Move through cover special rules
Sapper: if the spy is in base contact with an enemy unit with an
AV value, he may throw a special grenade at it. If the grenade hits, on 1-2 the vehicle is stunned, 3-4 Immobilised, 5 Immobilised and Weapon destroyed, 6 wrecked
Butterfly Knife: this is a
CC weapon with the rending special rule.
Special Rules: Gentlemen., Master of disguise, Sneaky, Backstab
Gentlemen. :Every enemy unit within 6'' of the spy are at -1
Ld, but have the Furious Charge special rule
Master of Disguise: the spy may enter the gaming table by appearing from one of the enemy units. If the reserve roll is succesful, choose one enemy squad and place the spy within 2'' of it. the squad immediately takes 2 strength 4 hits with no armour saves allowed. The spy may not move or assault after this.
Sneaky: the spy may go back to reserve on the owning players movement phase, unless the spy is locked in close combat, or is pinned
Backstab: in close combat the spy may perform a Backtstab move. throw for initiative. If the spy wins, remove a model from the enemy squad with no saves of any kind allowed. If the model has multiple wounds... he also is removed
Pyro:
point cost yet to be determined...
WS: 4
BS: 3
S: 3
T: 3
W: 3
I: 3
A:2
Ld: 10
Sv: 5+
Equipment:
Flamethrower, fire suit, gas mask, shotgun, fire axe (close combat weapon)
Flamethrower:
Rng: template
S: 4
AP: 4
Special: assault 2 (meaning each model under the template gets 2 hits)
Fire suit:
any fire based weapons only wounds the pyro on a 6+ with this suit.
gas mask:
any devices used against the pyro that uses gas or blinds the victim is ignored.
Shotgun:
Rng: 18"
S: 3
AP: 6
Special: assault 3
Special rules:
fearless, unnerving
unnerving:
any "human" enemy models (ie Tau and Imperial guard) within 6" of the pyro suffers -1 to their leadership characteristics. In addition, they suffers -1 to hit if they shoot at the pyro.
the pyro can replace his, her, or whatever it ises, flamethrower with the following:
Backburner:
Rng: template
S: 5
AP: 5
Special: Assault 2
Degreaser:
Rng: template
S: 4
AP: 3
Special: Assault 1
the same with the shotgun:
Flare gun:
Rng: 24"
S: 4
AP: 5
Special: assault 2
the detonator:
Rng: 24"
S: 4
AP: 6
Special: Assault 1, Blast
Engineer 200 points
WS BS S T W I A
Ld.
Sv.
3 3 3 3 2 3 1 8 5+
Wargear
• Shotgun: The Engineer is equipped with a Shotgun
Special Rules
• Construction: Once per turn during the shooting phase, the Engineer can choose to make or upgrade one of the structures listed below instead of shooting. In order to upgrade a structure, the Engineer needs to be in base-to-base contact with it.
Turret Mk. 1:
BS FA SA RA
4 10 10 10
Wargear
One Twin-Linked Boltgun
Special Rules
Immobile: the Turret cannot move
Turret Mk. 2:
BS FA SA RA
4 11 10 10
Wargear
One Twin Linked Assault Cannon
Special Rules
Immobile: the Turret cannot move
Turret Mk. 3:
BS FA SA RA
4 11 11 10
Wargear
One
Twin Linked Assault Cannon and one Missile Launcher
Special Rules
Immobile: the Turret cannot move
Dispenser:
BS FA SA RA
O 10 10 10
Special Rules
Healing: the Dispenser gives the Feel no Pain
USR to any friendly model within 3 inches
Extra Ammo: All models within 3 inches of the Dispenser gain the Twin Linked rule for their weapons
Teleport Sender/Teleport Receiver
Special Rules
Once a movement phase, the Teleport Sender will send a model in base-to-base contact with it to the Teleport Receiver. This counts as the model’s movement phase.
A 25mm base is ideal for representing these structures.
The Sniper 100 points
WS BS S T W I A
Ld.
Sv.
3 4 3 3 2 3 1 8 5+
Wargear
• Sniper Rifle: The Sniper is equipped with a Master Crafted Sniper Rifle
Special Rules
• Headshot: When rolling for rending, the Sniper will rend on a five and up.
• Stealth: The Sniper has the Stealth
USR
The Demoman 125 points
WS BS S T W I A
Ld.
Sv.
3 3 3 3 2 3 1 8 4+
Wargear
• Bomb vest: The Bomb Vest provides a 4+ armour save
• Grenade Launcher: The Grenade Launcher can be fired two ways:
Range S
AP Type
Frag: 24” 4 5 Assault 1, small blast
Sticky: 24” 4 5 Proximity 3
Special Rules
• Sticky Grenades: Once you fire a sticky grenade, place a marker on the spot where it lands. The grenade explodes if a model goes within 6 inches of the marker.
The Scout 90 points
WS BS S T W I A
Ld.
Sv.
3 4 3 3 2 5 3 8 5+
Wargear
• Scatter gun: The Scatter gun is a Range 12, S4,
AP-, Assault 2 weapon
Special Rules
• Fleet: The Scout has the Fleet
USR
• Hit and Run: The Scout has the Hit and Run
USR
• Bonk!: All the Scout’s
CC attacks are made at Strength 4
The Medic 140 points
WS BS S T W I A
Ld.
Sv.
3 4 3 3 2 3 1 8 5+
Wargear
• Syringe Gun: The Syringe Gun is a Range 24, Poisoned 4+, Assault 2 weapon
Special Rules
• Thanks Doc: At the beginning of the game, attach the Medic to one other member of his team. This teammate gets Feel no Pain and will regenerate one wound each turn. If the model the Medic is attached to dies, the Medic can join a different team member.
The Heavy 100
WS BS S T W I A
Ld.
Sv.
4 4 5 5 3 3 1 8 5+
Wargear
• Sasha: Sasha counts as a Master Crafted Assault Cannon
Special Rules:
• Slow and Purposeful: The Heavy has the Slow and Purposeful
USR
• Feel no Pain: The Heavy has the Feel no Pain
USR
Elites