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 [DEX] Dark Méchanicus

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Nombre de messages : 3178
Date d'inscription : 23/11/2005

[DEX] Dark Méchanicus Empty
MessageSujet: [DEX] Dark Méchanicus   [DEX] Dark Méchanicus Icon_minitimeMar 30 Jan 2007, 20:17

ce n'est pas de moi .... trouver sur le net et c'est en Anglais .... --> http://darkmechanicus.blogspot.com/

Citation :
DARK MECHANICUS LIST
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FORGE CRAFT: Magi who have access to forgeworld like facilities. They can develop reliable high tech systems and advanced AI constructs. They have a strong interest in Xeno tech and many renegade magi are often found employing weapons that have been reverse engineered or based on alien technology.

WARPCRAFT: Magi who delve into the mysteries of harnessing warp energies. Many have pledged alleigence to the dark gods and often employ daemonancy as a tool. They often employ daemon engines and have been known to assist the traitor legions.

FLESHCRAFT: Magi who experiment in the biological and genetorial sciences. They work to create machines from flesh and bone and ways to meld flesh and mechanics at a higher level. They often act as raiders to take prisoners for their twisted experiments or ally themselves with pirates to do the dirty work for them.

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NON CRAFT SPECIFIC
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TROOPS:
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Heretic Skitarii ws bs s t w i a ld sv
Legionnaire: 4 4 3 3 1 3 1 8 4+ 10pts
Veteran Warrior: 4 4 3 3 1 3 2 8 4+ +6pts
5 - 10 per squad.
Weapons: Hellguns w/targeters, frag grenades, krak grenades.
Options: The whole squad may upgrade their hellguns to Mk IV Lasguns @ +1 pt/model, and/or their their krak grenades to melta bombs @ +1 pt/model.
. Squad may purchase a servitor for 10pts. He uses the same statline as a Legionaire, and must be given one of the following weapons: heavy bolter @ 15pts, multi melta @ 20pts, plasma cannon @ 30pts, power fist and CCW @ 15pts.
. One member of the squad may exchange his standard weapon for a grenade launcher at 10 pts, flamer for 5 pts, plasma gun for 15 pts.
Character: One member of the squad may be upgraded to a Veteran @ +6 points. He gains an extra attack and access to the armory.

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Servitor Squad ws bs s t w i a ld sv
Servitor: 3 3 3 3 1 3 1 7 5+/6+ 8 pts
5-10 per squad
Weapons: Laspistol
Options: Any member of the squad may be given (in addition to his pistol) a Lasgun @ +1 pts, a Mk IV Lasgun @ +2 pts, a CCW @ +1 pts, or a shotgun @ +1 pts.
. 0-2 may be given one of the following: heavy bolter @ 15pts, multi melta @ 20pts, plasma cannon @ 30pts (1 per unit), power fist @ 15pts, grenade launcher @ 10 pts, flamer @ 5 pts, plasma gun @ 15 pts, power weapon @ + 8. These servitors may be given Enhanced Ballistic Systems (+1 BS) or Enhanced Musculature (+1 S) for +5 points each.
Special Rules:
Servants of the DM: Servitors may use the Leadership of the army's Magos as long as he remains on the table.

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MarkIV lasgun: Rng 24 str 3 ap - *alternate firemode*
The squad may choose to change the fire more on their weapons. If they do, it becomes strength 4 but is subject to the "gets hot" ruling.

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ELITES

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ws bs s t w i a ld sv
Praetorian: 5 4 4 4 2 4 2 8 4+ 30 pts
3-6 per squad
Weapons: Praetorians must be armed with one of the following: 2 twinlinked hvy. stubbers at +10pts, twin-linked hvy bolters, +12pts, twin-linked hvy flamers, +12pts, plasma cannon +20 pts, Chainfist and CCW +20, Thunder Hammer and CCW +20, Lightning Claws (pair) + 20. Plasma cannons are a 0-1 choice.

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FLESHCRAFT
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TROOPS

Stitchlings:
WS-3 BS-0 S-3 T-3 W-3 I-3 A-3 LD-7 SV 6+ Pts/Model:20
Number/squad: 3-10
Weapons: Teeth, claws, tentacles, stingers, implanted weapons etc etc.
SPECIAL RULES:
. Fleet: Stitchlings are disturbingly quick and agile, and so they benefit from the Fleet USR
. Swarms: Stitchling bases are packs of disturbing experiments, and they use the Swarms rules found on page 75 of the rulebook.
. Fearless: Whatever creature it was before, it has now lost all form off personality it had before, and has slipped deep into madness. Stitched Horrors are Fearless
. Feel no pain: Having the part of their brain that registers pain disabled, the stitchlings can keep on fighting even thou they have lost several important parts of their bodies. Therefore they are subject to the "feel no pain" rule.

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ELITES

Stitched Horrors:
WS-3 BS-1 S-5 T-4 W-2 I-3 A-D6 LD-8 SV 5+ Pts/Model:35
Number/squad: 3-6
Weapons: Teeth, claws, tentacles, stingers, implanted weapons etc etc.
Option: Up to two models in the squad may be upgraded to count as carrying a flamer at +6 points per model.
SPECIAL RULES:
. Fleet: Stitched Horrors are disturbingly quick and agile, and so they benefit from the Fleet USR
. Random attacks: Roll 1D6 for the whole unit and Multiply the number with the number of stitched horrors at the start of each assault phase to determine their total number of attacks..
. Fearless: Whatever creature it was before, it has now lost all form off personality it had before, and has slipped deep into madness. Stitched Horrors are Fearless
. Feel no pain: Having the part of their brain that registers pain disabled, the stitched horrors can keep on fighting even thou they have lost several important parts of their bodies. Therefore they are subject to the "feel no pain" rule.

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HEAVY SUPPORT 0-2

Stitched Abominations:
WS-3 BS-1 S-7 T-6 W-3 I-3 A-4 LD-9 SV 4+ Pts/Model:110
Number/squad: 1-2 Abominations may be taken as a single HS choice. They operate independently.
Weapons: Teeth, claws, tentacles, stingers, implanted weapons etc etc.
Option: Each may be upgraded to count as carrying a heavy flamer at +10 points per model.
SPECIAL RULES:
. Fleet: Stitched Abominations are disturbingly quick and agile, and so they benefit from the Fleet USR
. Monstrous Creature: Abominations are towering creatures with impressive strength. They are Monstrous Creatures. See page 55 for details.
. Fearless: Whatever creature it was before, it has now lost all form off personality it had before, and has slipped deep into madness. Stitched Horrors are Fearless
. Feel no pain: Having the part of their brain that registers pain disabled, abominations can keep on fighting even thou they have lost several important parts of their bodies. Therefore they are subject to the "feel no pain" rule.

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FORGECRAFT
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TROOPS

Wardroids: WS=4 BS=4 S=4 AV=9 I=4 A=1 Ld. 8
Type=Walker
Weapons: Wardroids carry hellguns as standard. The squad may upgrade to boltguns at a cost of 4points per model. 3 models in the squad may upgrade to a plasma gun for 20pts, a Grenade Launcher for 15 pts, a flamer for 10pts or a melta gun for 20pts. Models may exchange their Hellguns for a bolt pistol and Chainsword at no extra cost. 3 Models may exchange their chainsword for a power fist at 20pts per model one of the 3 may also prchase a plasma pistol for plus 15 pts.

Special rules:
Disabled: A penetrating hit automatically disables the droid, A glancing hit does so on a 4+. Disabled models are placed on their side where they are disabled. A Techpriest or Magos may attempt to repair a Droid he is within 2" of if the droid's unit is within 6". A successful repair roll results in the model being stood up and moved into coherency with its unit.

Corrupt AI: An error in the Robots' logistics engine can cause the Robots to behave extremely erratically. At the start of the movement phase roll a D6 for each unit of robots and consult the chart below (because the robots are networked for greater combat ability, the same result will apply to the entire unit):

1 - Full stop. The robot just stops dead and may not move, shoot or assault that turn whilst the AI attempts to correct the error. Next turn when you roll again any further results of 1 count as "move as normal" as the error has been patched well enough to last the remainder of the battle.

2 - 4 Move and Shoot as normal

5 - Rampage! The Robot suddenly begins to charge at full pelt towards the nearest enemy unit, guns blazing. The robot may move an extra D6" in both the movement phase and when assaulting. The robot may still fire during the shooting phase however all weapons fire at half range and suffer a -1 penalty to hit.

6 - Blazing Barrels. The weapon loader subroutine malfunctions causing the robot to halt and unleash a furious storm of gunfire. The robot may not move in the movement or assault phase. All weapons count as "Heavy X+1, gets hot" for the turn with X being the maximum number of shots normally allowed the gun at full range (Rapid fire -> Heavy 2, Assault/Heavy X -> Heavy X+1, Pistol -> Heavy 3)

Self Preservation: Droids are complex machines that are difficult to repair and mass produce. Consequently, they have a subroutine that allows them to react to threats that present a clear and present danger to themselves. Their leadership can never be increased or decreased.

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ELITES

Destroyer Heavy Wardroid
WS=5 BS=4 S=5 AV= 11/10/10 I=4 A=2 Ld. 9
Type=Walker
Weapons: The Wardroid has a Dreadnought CCW and a single heavy weapon
Choose from a Heavy bolter at +20 pts, a Lascannon at +25pts, an autocannon at +15pts or a Multilaser at +10 pts. One member of the squad may upgrade their heavy weapon too a Cyclone Melta Blaster at +35 pts or a plasma cannon at +40pts.
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