MisterNurgl | Дата: Четверг, 04.04.2013, 03:16 | Сообщение # 1 |
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Трейты:
1. Нет лукаута от выстрелов варлорда, если нет стрельбы у варлорда, рерол по таблице. 2. Одноразовое. В 12 от варлорда все реролят 1 на ту хит в стрельбе. 3. 3д6 на реакт муве для джет инфантри варлорду и его юниту. Если не джет, то рерол по таблице. 4. Одноразовое. Поднимает все запиненные отряды, могут муваться, стрелять, чарджить. В начале мувемент фазы. 5. Одноразовое. Скайфайер герою и юниту. 6. Не скатерится из ДП и может пореролить куб на приход из резерва.
Fire Burst: If the unit doesn't move in the movement phase they can fire an extra shot with their induction rifles and carbines in the next shooting phase.
Hammerhead Ace: Sha'ng's Hammerhead has BS5. He dies if the Hammerhead is destroyed but doesn't give extra victory points.
Adquired Target: Markerlight don't cause wounds and there are no saves against them. Place a token close to the unit for each hit. Before any unit shoots, if the target has any token you can spend them to gain the following abilities. A Unit can't use the tokens of their own markerlights: - Precise +1BS for each spent token (can spend several) - Strafe (Cost 2 tokens) The shots gain Ignore Cover rule - Seeker Shoot a seeker missile for each spent token.
High Speed Deployment: Can disembark during movement even if Swooping. A Solarshark that moves before their drones disembark can still move immediately.
Defender of the Greater Good: The Stealth Shas'ui and Shas'vre of O'Shaserra unit gain Oathbound Protector (all Look out Sir rolls for a independent character joined to a unit with this rule automatically succeed)
Failure is not an option: All Tau units with a miniature withing 12 use the Ethereal's leadership for Fear, Morale, Pinning and Regroup checks. Killing the Ethereal gives an extra victory point.
Infantry Warrior: Can only join Firewarrior or Pathfinder units.
Great Invocation: Aun'Va can invoke two elemental powers per turn.
Invoke the Elements: At the beginning of the Movement Phase, choose one of the four elemental powers. The ethereal and all non-vehicle friendly Tau Empire units gain that power until the next movement phase of the Ethereal. The power ends if the Ethereal dies: -Calm tide: Stubborn. - Firestorm: All induction weapons get an extra shot against targets closer than half their range. Doesn't affect induction bombs. - Stone Toughness: Feel no Pain (6+) - Zephyr's Grace: Can make snapshots after running.
Supreme Loyalty: As long as Aun'Va is alive, all friendly Tau Empire units can reroll any Fear, Morale, Pinning and Regrouping failed tests.
Blade Master: In a challenge, Aun'Shi must choose an style each turn before any rolls are made: - Patient Blade: reroll any missed saves, - Lethal Blade: Rending
Afterburners: Can use Turbo Boost as if it was a jetbike.
Oathbound Protector: all Look out Sir rolls for a independent character joined to a unit with this rule automatically succeed
Nova Reactor: Declare your use of the Nova Reactor at the beginning of each movement phase. If you use it, roll a die. 1-2 the Riptide suffers a wound without saves. On 3+ you gain one of the following benefits (your choice) until the next movement phase: -Nova Shield: Invulnerable save 3+ -Propulsor: Can move 4d6 -Chain fire: Can fire the twin-linked fusion blaster, twin-linked plasma rifle or twin-linked missiles twice -Nova charge: Can use the nova charge profile of its weapons.
Tactical Fall-Back: Shi'Vre and his unit can consolidate after firing Overwatch.
Drone Turret: Recon Drones embark on a Devilfish as a passenger but they don't count for the transport capacity.
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MisterNurgl | Дата: Четверг, 04.04.2013, 03:19 | Сообщение # 2 |
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