Sie sind auf Seite 1von 9

Raiders of Gengrok

Army List Version 1.0

HQ:

Captain- 85 pts

W B S T W I A L S
S S d v
5 4 4 4 3 6 2 1 4
0 +

Wargear-Raider Armor, Laspistol, Power Cutlass, Telescope, Frag and Krak Grenades

Special Rules-Counter-Attack, Tactical Retreat

Options-

Replace Laspistol with:


+3
Bolt Pistol pts
+5
Pulse Pistol pts
+7
Plasma Pistol pts
+10
Sawed-Off Shotgun pts
+15
Dueling Pistol pts
+15
Boomstick pts
Replace Power Cutlass
with:
+20
Power Fist pts
+25
Pole Axe pts
May take:
+35
Bike pts
+15
Boost Pack pts
+10
Dart Laucher pts
+10
Self-Detonator pts

Troops:

Grunts-Consists of 10 grunts-60 pts

W B S T W I A L S
S S d v
2 4 4 3 1 4 1 7 5
+

Wargear-Grunt Armor, Lasguns

May include up to ten additional Grunts at +6 pts per model

One Grunt may be upgraded to a Raider, adding one WS, one BS, one T, one W, one
A, one Ld, and now has a 4+ Sv. A Raider is equipped with raider armor, a bolt
pistol and cutlass-+25 pts

Options-

Replace Lasguns with:


Laspistols and Cutlasses free
+5 pts per
Shoota model
+7 pts per
Bolters model
Raider may replace his bolt
pistol with:
+7
Plasma Pistol pts
+5
Pulse Pistol pts
Raider may replace his cutlass
with:
+10
Power cutlass pts

Marauders-consists of 10 marauders-60 pts


W B S T W I A L S
S S d v
4 2 4 3 1 4 1 7 5
+

Wargear-Grunt Armor, Laspistols, Cutlasses

May include up to 10 additional marauders at +6 pts per model

One Marauder may be upgraded to a Raider, adding one WS, one BS, one T, one W,
one A, one Ld, and now has a 4+ Sv. A Raider is equipped with raider armor, a bolt
pistol and cutlass-+25 pts

Options-

Replace Laspistols with:


+3 pts per
Bolt Pistols model
+5 pts per
Pulse Pistols model
Up to two may replace
Laspistols with:
+7
Plasma Pistol pts
Raider may replace his bolt
pistol with:
Plasma Pistol +7 pts
Pulse Pistol +5 pts
Raider may replace his cutlass
with:
+10
Power cutlass pts

Raiders-consists of 5 raiders-90 pts


W B S T W I A L S
S S d v
4 3 4 4 2 4 2 8 4
+

Wargear-Bolt Pistols, Cutlasses, Raider Armor

May Include up to five additional Raiders at +18 pts per model

One Raider may be upgraded to a Corsair, adding one A and one Ld. A Corsair is
equipped with a bolt pistol and a power cutlass-+25 pts

Options-

Up to two Raiders may replace their bolt pistols with:


Plasma Pistol +7 pts
One Raider may replace his bolt pistol with:
Boomstick +15 pts
Corsair may replace his bolt
pistol with:
Plasma Pistol +7 pts
Pulse Pistol +5 pts
Dueling Pistol +15 pts
Corsair may replace his power cutlass with:
Power Fist +20 pts
Pole Axe +30 pts

*Note: May only have 1 Raider Squad per every 2 Marauder and/or Grunt squad.

Elites:

Corsairs-consists of 5 corsairs-120 pts

W B S T W I A L S
S S d v
4 3 4 4 2 4 2 9 4
+

Wargear-Bolt Pistols, Power Cutlasses, Raider Armor, Frag and Krak Grenades
Options-

Any Corsair may replace their bolt pistol


with:
Pulse Pistol +5 pts
Plasma Pistol +7 pts
Dueling Pistol +15 pts
Any Corsair may replace their power
cutlass with:
Power Fist +20 pts
One Corsair may replace his power
cutlass with:
Pole Axe +30 pts
Any model may take dart launchers (if one does all must)-
+50 pts (total)

Infiltrators-consists of 5 Infiltrators
W B S T W I A L S
S S d v
3 3 4 4 2 4 2 8 4
+

Wargear: Assualt Rifle, Raider Armor, Telescope, Frag and


Krak Grenades

Special Rules: Tactical Retreat, Infiltrate

Options-

Squad may
take:
+10
Demo Charges (up to 2) pts
+10
Melta-Charges pts
Up to 3 Infiltrators may replace Assault
Rifles with:
Flamers free
+5
Meltaguns pts
Plasma Guns +10
pts

Fast Attack:

Outriders-consists of 3 outriders-
W B S T W I A L S
S S d v
3 4 4 3( 1 2 2 8 4
4) +

Wargear-Bike, Raider Armor, Pulse Pistol

Special Rules-Scout

Options-

Any Outrider may replace their pulse


pistol with:
Plasma Pistol +7 pts
Sawed-off Shotgun +10 pts
Dueling Pistol +15 pts
Any Outrider may take:
Ejection Seat +20 pts
Self-Detonator +15 pts
Shrapnel Discharger + 10 pts

Boarders-Consists of 5 Boarders-75 points

W B S T W I A L S
S S d v
4 2 4 3 1 4 1 7 5
+

Wargear-Boost Packs, Bolt Pistols, Cutlasses, Grunt Armor

May include up to 5 more Boarders for +15 points per model


One Marauder may be upgraded to a Raider, adding one WS, one BS, one T, one W,
one A, one Ld, and now has a 4+ Sv. A Raider is equipped with raider armor, a bolt
pistol and cutlass-+25 pts

Options-

Up to two Boarders may replace Bolt Pistols


with:
Plasma Pistols +5 pts per model
Raider may replace his Bolt
Pistol with:
Plasma Pistol +7 pts
Pulse Pistol +5 pts
Raider may replace his
Cutlass with:
Power Cutlass +10 pts

Weapon Range Strength AP Type


Bolt Pistol 12” 4 5 Pistol
Sawed-off 12” 4 6 Assault 3
Shotgun
Dueling Pistol 18” 4 3 Assault 2
Boomstick 18” 5 - Assault 1, Blast
Bolter 24” 4 5 Rapid Fire
Laspistol 12” 3 - Pistol
Lasgun 24” 3 - Rapid Fire
Plasma Pistol 12” 7 2 Pistol, Gets
Hot!
Pulse Pistol 12” 5 5 Pistol
Shoota 18” 4 6 Assault 2
Chaingun 18” 6 6 Assault 3
Assault Rifle 16” 5 6 Assault 2
Meltagun 12” 8 1 Melta, Assault
1
Flamer Template 4 5 Assault 1
Plasma Gun 24” 7 2 Gets Hot,
Rapid Fire

Special Rules-

Counter-Attack-See Universal Special Rules

Tactical Retreat-A model with this ability realizes the advantages that can be gained
by falling back and taking up a more defensive position. Models and units joined by
models with this ability can choose to fail any morale check.

Wargear-

Pole Axe-This weapon consists of an axe head on the top of a sturdy metal pole,
which makes it ideal for large sweeping attacks. This weapon does not grant an
extra close combat attack, but instead uses half of the small blast template (place
the center of the small blast template over the wielder and cut it in half so as to
cover the most enemy models possible. Count the number of enemies covered by
the half of the blast template and add that many attacks to the wielder that turn)
and increases the wielders strength by 1.

Boost Pack-This is some form of a booster that the unit has affixed to its body,
allowing it to move greater distances. A unit or model with a boost pack is Jump
Infantry.

Self-Detonator-This is a suicidal explosive usually only employed by the desperate


and as a last-ditch attempt at defeating the enemy. Whenever a unit with a model
with a self-detonator in it loses a combat, the squad, except for the model with the
self-detonator, falls back normally. The model with the self-detonator then has the
small blast template placed over his head and inflicts a Str: 7, AP: – hit and the
model using the detonator is removed as a casualty. The enemy unit may not make
any consolidation moves.

Dart Launcher-Dart launchers are launchers carefully concealed into armor or


weapons which are activated by the user once he sees an opportunity to attack an
exposed part of the enemy in hand-to-hand combat. Models with dart launchers
may reroll a single failed to wound roll per close combat round.

Bike-A standard, two-wheeled motorcycle which is used for quick, hit-and-run terror
attacks. A bike follows the bike rules in the Warhammer 40k rulebook and is
equipped with a chaingun.

Power Cutlass-A one-bladed sword ideal for slashing attacks against an enemy.
Counts as a power weapon.

Telescope-Any unit with a telescope in it may measure ranges and distances before
firing or moving.

Ejection Seat-When a model using an ejection seat suffers their last wound, then
instead of removing the model as a casualty, replace the model with an infantry
model without a bike and move it back 4 inches (does not matter whether it was
from close combat). The model loses the benefits of the bike and becomes its own
unit along with any other models in the unit who used their ejection seat that turn.

Shrapnel Discharger-Once a game when in close combat, a model with a shrapnel


discharger may use it, causing a Range:Template, Str: 4, AP: – hit.

Melta Charge-Counts as Melta Bomb

Demo Charge- Each squad equipped with Demo Charges can booby-trap one piece
of area terrain per Charge before the game begins. At the start of the game, after
terrain is placed, declare that the squad has placed booby-traps and secretly write
down the piece(s) of area terrain that have been booby-trapped in this fashion.
Each terrain piece can only be booby-trapped once. The Demo Charges are
triggered the first time a unit (friendly or enemy) moves into the booby-trapped
terrain. When triggered, the demo charges inflict 2D6 hits on the unit once it has
finished its move. These are treated as shooting hits and use the following profile:
Range: n/a Strength: 4 AP: - Type: No cover saves. If a vehicle triggers the Demo
Charges, the hits are always resolved against rear armor. Once the effect of the
Demo Charges has been resolved, they are assumed to have been expended and
have no further effect.

Das könnte Ihnen auch gefallen