AoP: Cypher and The Fallen
Lähetetty: Ke 28.03.2007 11:13
Eli kyseessä on tunnettu asesankari Cypher ja hänen hilpeät joukkonsa. Säännöt on tehty Angels of Purification codexia varten. Fluffi on noudattaa tarkasti jo olevaa fluffia eikä codexiin lisätä mitään uutta fluffia koskien kyseistä hahmoa. Mutta pidemmittä puheitä, hyvät naiset ja herrat: Cypher (sali on aivan hiljaa).
Any army fighting against the Dark Angels or Angels of Purification may inclube Cypher and the Fallen. If the army is a chaos space marines, Space marines, Imperial guard, Demon or Witch hunters Cypher may join any unit as intependent character. In any other case Cypher may only act alone or as a part of squad of Fallen Angels.
Cypher the Fallen
Pts: 150
Ws: 5
Bs: 6
S: 4
T: 4
W: 3
I: 8
A: 3
Ld: 10
Sv: 3+/4+(i)
Fallen Angel
Pts/model:18
Ws: 4
Bs: 4
S: 4
T: 4
W: 1
I: 4
A: 1
Ld: 8
Sv: 3+
Number/Squad: Cypher may act as alone or he may be companied by 4-9 Fallen Angels.
Weapons: Cypher the Fallen is armed with suberbly-crafted bolt pistol and suberbly-crafted plasma pistol.
Fallen Angels is armed with bolter. Any model in squad may replace their bolter with a bolt pistol and close combat weapon for free.
Options: The Fallen may be equipped with frag grenades at +1 point per model and/or krak granades at +2 points per model. Every fourth of the fallen may be armed with a weapon from the following list at the cost indicated:
Flamer at +6 points; meltagun or plasma gun at +10 points; power weapon at +15 points; heavy bolter at +5 points; missile launcher or multi-melta at +10 points; lascannon at +15 points; plasma cannon at +20 points; a pair of lighting claws at +30 points or a power fist at +25 points.
Special Skills: The Fallen are ancient warriors that have fought a million battles before the heresy and a million battles after it. They know the secrets of the war and because of this all Fallen will have one of the following skills: Furious Charge; Tank Hunters; Counter-attack or Hit & run. All special skills are as described in the Warhammer 40,000 rulebook.
Space Marine: Cypher and the Fallen are still space marine despite of everything and are so subjects to "And They Shall Know no Fear" special rule as described in the Warhammer 40,000 rulebook in page 74.
Animosity: If Cypher has joined any other squad than a squad of Fallen angels at the start of each turn (game turn not player turn) roll a D6 for any enemy units (which are not broken or fleeing) within 12 inches of the unit. On the roll of a 1 members of the squad start arguing amongst themselves and so may do nothing in their turn. However they may fight in HtH combat as normal.
Divine Protection: Cypher is protected by an unknown power who spirits him away at the last moment if danger threatens. This is represented by allowing Cypher a +4 invulnerable save against all type of attacks or damages that reduce Cyphers Wounds to 0. This is an 'jink' save that is taken after normal armour save and cannot be removed by psycannon ammunition or similiar weaponary. If Cypher is killed despite of the save he disappears from the battle field in a mystical way and flees from capture. Remove the model as if he had been killed and award all victory points to the Angel player. But do not count any additional points that scenarios or any other special rules may give. These inculude points being captured by Dark Eldar or any similiar special rule.
Suberbly-crafted weaponry: The Cyphers weapons are forged by the best gunsmiths that imperiums knows. Adding this to Cyphers incredible skills he may re-roll all his to-hit rolls.
Gunfighter: Cypher is able to aim and fire a pistol with each hand. This enables him to fire with two weapons in the shooting phase: once with his suberbly-crafted bolt pistol and suberbly-crafted plasma pistol. If he remains stationary he may rapid fire both pistols at same time, letting him take four shots that re-roll to-hits.
Hunted by Dark Angels: Cypher and the Fallen are hunted relentlessly by the 1st and 2nd companies of the Dark Angels Chapter and the Angel of Purification. Therefor all members of the Dark Angel or Angel of Purification must assault the Fallen if they can. The hatred towards them is so great that all Deathwing or Angle of Purification terminators must move each turn toward Cypher and The fallen as much as they can.
Any army fighting against the Dark Angels or Angels of Purification may inclube Cypher and the Fallen. If the army is a chaos space marines, Space marines, Imperial guard, Demon or Witch hunters Cypher may join any unit as intependent character. In any other case Cypher may only act alone or as a part of squad of Fallen Angels.
Cypher the Fallen
Pts: 150
Ws: 5
Bs: 6
S: 4
T: 4
W: 3
I: 8
A: 3
Ld: 10
Sv: 3+/4+(i)
Fallen Angel
Pts/model:18
Ws: 4
Bs: 4
S: 4
T: 4
W: 1
I: 4
A: 1
Ld: 8
Sv: 3+
Number/Squad: Cypher may act as alone or he may be companied by 4-9 Fallen Angels.
Weapons: Cypher the Fallen is armed with suberbly-crafted bolt pistol and suberbly-crafted plasma pistol.
Fallen Angels is armed with bolter. Any model in squad may replace their bolter with a bolt pistol and close combat weapon for free.
Options: The Fallen may be equipped with frag grenades at +1 point per model and/or krak granades at +2 points per model. Every fourth of the fallen may be armed with a weapon from the following list at the cost indicated:
Flamer at +6 points; meltagun or plasma gun at +10 points; power weapon at +15 points; heavy bolter at +5 points; missile launcher or multi-melta at +10 points; lascannon at +15 points; plasma cannon at +20 points; a pair of lighting claws at +30 points or a power fist at +25 points.
Special Skills: The Fallen are ancient warriors that have fought a million battles before the heresy and a million battles after it. They know the secrets of the war and because of this all Fallen will have one of the following skills: Furious Charge; Tank Hunters; Counter-attack or Hit & run. All special skills are as described in the Warhammer 40,000 rulebook.
Space Marine: Cypher and the Fallen are still space marine despite of everything and are so subjects to "And They Shall Know no Fear" special rule as described in the Warhammer 40,000 rulebook in page 74.
Animosity: If Cypher has joined any other squad than a squad of Fallen angels at the start of each turn (game turn not player turn) roll a D6 for any enemy units (which are not broken or fleeing) within 12 inches of the unit. On the roll of a 1 members of the squad start arguing amongst themselves and so may do nothing in their turn. However they may fight in HtH combat as normal.
Divine Protection: Cypher is protected by an unknown power who spirits him away at the last moment if danger threatens. This is represented by allowing Cypher a +4 invulnerable save against all type of attacks or damages that reduce Cyphers Wounds to 0. This is an 'jink' save that is taken after normal armour save and cannot be removed by psycannon ammunition or similiar weaponary. If Cypher is killed despite of the save he disappears from the battle field in a mystical way and flees from capture. Remove the model as if he had been killed and award all victory points to the Angel player. But do not count any additional points that scenarios or any other special rules may give. These inculude points being captured by Dark Eldar or any similiar special rule.
Suberbly-crafted weaponry: The Cyphers weapons are forged by the best gunsmiths that imperiums knows. Adding this to Cyphers incredible skills he may re-roll all his to-hit rolls.
Gunfighter: Cypher is able to aim and fire a pistol with each hand. This enables him to fire with two weapons in the shooting phase: once with his suberbly-crafted bolt pistol and suberbly-crafted plasma pistol. If he remains stationary he may rapid fire both pistols at same time, letting him take four shots that re-roll to-hits.
Hunted by Dark Angels: Cypher and the Fallen are hunted relentlessly by the 1st and 2nd companies of the Dark Angels Chapter and the Angel of Purification. Therefor all members of the Dark Angel or Angel of Purification must assault the Fallen if they can. The hatred towards them is so great that all Deathwing or Angle of Purification terminators must move each turn toward Cypher and The fallen as much as they can.