Green ogryn pride-Bullgryn always right. | ходы игроков | Эквалити-сравнение сил

 
DungeonMaster Vened
03.08.2021 10:37
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8-9 редакция
Империя большая но защитить некому.
Дредноуты примарис испепеляющий пользователя саркофаг крайне опасный для пользователя.
Дредноуты кустодиас заточены под телепортационные технологии.
ссылкаДропподы не принимают на борт дредноуты с хп больше 10 в целом дредноуты не являются массовым продуктом.обычно это фигурки на подставке 60мм

Примарисы
Примарис процесс отличается от процесcа стандартного 3мя доп органами.

Вознесённые примарисы При проведении операции перерождения компетентным магусом в окружении свиты и оборудования на уровне Коула 60% неудач смертельных неудач.
Кустодии Войны проходящие процесс алхимической модификации выживших 1 к 1000 псайкеры отсутствуют/
Алхимический эликсир байла один из компонентов Prime Test Subject
Whilst Bile has unlocked a portion of the mysterious bio-alchemy used in the creation of the warriors of the Adeptus Custodes, only the strongest test subjects survive the rampant cell transformations.
Add 1 to the Strength and Toughness characteristics of this model.



оркобосы
настол
у оркбосов ноунеймов может быть только 1 блестяшка
Shiny Gubbinz
Da Dead Shiny Shoota 18"Assault 12sapd4-1 1Model with kustom shoota only.

Da Killa Klaw Melee Melee x2 -3 3 Model with power klaw only.
Abilities: You can re-roll wound rolls for attacks made with this weapon.

SUPA-CYBORK BODY
Each time the bearer loses a wound, roll a D6; on a roll of 5+ that wound is not lost. You cannot make a Dok’s Tools roll for this model if you do so

GITSTOPPA SHELLS
Model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Add 1 to the Strength and Damage characteristic of that weapon’s shoota or kustom shoota profile. In addition, improve the AP of that weapon’s shoota or kustom shoota profile by 1 (e.g. AP -1 becomes AP -2).

HEADWOPPA’S KILLCHOPPA Model with a big choppa only.
Headwoppa’s Killchoppa
MeleeMeleesapd+2-2 2
Abilities: Wound rolls of 6+ made for attacks with this weapon inflict 2 mortal wounds instead of any normal damage.


SCORCHED GITBONEZ
PSYKER only. You can add 1 to Psychic tests taken by the bearer when manifesting a psychic power from the Power of the Waaagh! discipline.

MORGOG’S FINKIN’ KAP
BLOOD AXE model only. If the bearer is your Warlord, you can generate a second Warlord Traits for them. If the bearer is not your Warlord, generate a Warlord Trait for them (note that the bearer is only regarded as your Warlord for the purposes of that Warlord Trait). The same Warlord Trait cannot be generated for both the bearer and your Warlord.

психосилы орков настол
Maniacal Seizure has a warp charge value of 7. If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made by that unit, subtract 1 from the hit roll, and when resolving an attack made by a friendly DEATHSKULLS model against that unit, improve the Armour Penetration characteristic of the weapon by 1 for that attack (e.g. AP -2 becomes AP -3).

Snakebites: Constriction

Out through the Weirdboy’s gullet slithers an endless stream of snakes that seek out and constrict around the psyker’s victims.
Constriction has a warp charge value of 6. If manifested, select one enemy unit within 12" of this psyker. Until the start of your next Psychic phase, halve the Attacks characteristic of models in that unit.

D6 PSYCHIC POWER
1

’EADBANGER

A bolt of raw power erupts from the Weirdboy’s sloping forehead and rockets across the battlefield, causing the head of the first unfortunate victim caught in its path to explode in a shower of brains and gore.

’Eadbanger has a warp charge value of 8. If manifested, roll a D6 and compare it to the Toughness characteristic of the closest enemy model that is visible to and within 18" of the psyker. If the result is higher than the model’s Toughness, it is slain.
2

WARPATH

The Weirdboy disperses the Waaagh! energy coursing through his frame into the Ork warriors around him, stoking their already bellicose nature to a roaring fever pitch.

Warpath has a warp charge value of 7. If manifested, select a friendly ORK unit within 18" of the psyker. Increase that unit’s Attacks characteristic by 1 until your next Psychic phase.
3

DA JUMP

The Weirdboy closes his eyes tight and, in a storm of flashing green light, teleports a mass of confused greenskins to another part of the battlefield.

Da Jump has a warp charge value of 7. If manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" away from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons.
4

FISTS OF GORK

The Weirdboy channels Waaagh! energy into his own fists or those of a nearby Ork, providing strength enough to punch through tank hulls.

Fists of Gork has a warp charge value of 6. If manifested, select a friendly ORK CHARACTER model that is visible to and within 12" of the psyker. Add 2 to that model’s Strength and Attacks characteristics until the start of your next Psychic phase.
5

DA KRUNCH

Green energies erupt from the Weirdboy’s eyes and coalesce in a roiling cloud above the enemy. That cloud then solidifies into the vast green foot of Gork (or Mork) himself, which commences to repeatedly stamp down on the foe.

Da Krunch has a warp charge value of 8. If manifested, select an enemy unit within 18" of the psyker. Roll a D6 for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound. Then roll 2D6; on a 10+ roll a D6 once more for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound.
6

ROAR OF MORK

The Weirdboy opens his gob impossibly wide and gives vent to a bellowing roar that reverberates through his enemies’ minds. Coherent thought becomes nigh-impossible, and as the roar thunders on, panic begins to spread.

Roar of Mork has a warp charge value of 8. If manifested, subtract 1 from the Leadership characteristic of enemy units while they are within 18" of the psyker until your next Psychic phase.
Отредактировано 03.08.2021 в 18:38
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