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Turq Nation Army List

Dauntless
ALL Turq models have the Dauntless rule. If this unit is defeated in Close Combat, they receive 1 wound (which can be saved if available for each wound that they lost by, but the Dauntless unit will not be destroyed via CC! (Close Combat !esolution

Turq "rehistory# C$!% &nits'


Turq Cavemen with Clubs' ()ts, *oves +,#T., /1, I., A1, 0(, 12 Dod3e 0ave. !educes Armour 0aves by #4 Turq Cavemen with Axes' ()ts, *oves +,#T., /1, I., A1, 0(, 12 Dod3e 0ave. !educes 5umb 0aves by #4 Turq Cavemen with Rocks' ()ts, *oves +,#T., /1, I., A1, 0., 12 Dod3e 0ave. Throws !oc6s in 0hootin3 (+14-, Automatic, 0.

Turq *edieval# C$!% &nits'


Turq Knight with Swor # 14)ts, *oves +,#T., /1, I(, A4, 0(, 12 Dod3e 0ave, 72 Armour 0ave. Can re#roll misses once in Close Combat. Turq Knight with Axe# 14)ts, *oves +,#T., /1, I(, A4, 0(, 12 Dod3e 0ave, 72 Armour 0ave. !educes 5umb 0aves by #4 Turq Knight with !ace# 14)ts, *oves +,#T., /1, I(, A4, 0(, 12 Dod3e 0ave, 72 Armour 0ave. !educes Armour 0aves by #4

Turq Knight with S"ear# 14)ts, *oves +,#T., /1, I7, A4, 0(, 12 Dod3e 0ave, 72 Armour 0ave. 07 a3ainst Cavalry. Turq Crossbowmen# ()ts #T., /1, I4, A1, 0., 12 Dod3e 0ave. Crossbow (8eavy, +4(-, 0(, reduces Armour 0ave by #1 , Turq #owmen# ()ts, *oves +,#T., /1, I., A1, 0., 12 Dod3e 0ave. Armed with 9ow. Turq Skeleton with Swor an Shiel # ()ts, *oves +,#T., /1, I4, A1, 0., 12 Armour 0ave, 72 5umb 0ave. Can re#roll misses once in Close Combat. Dauntless, Always hit enemy models on (2 in 0hootin3 and on .2 in Close Combat. Turq Skeleton with !ace# ()ts, *oves +1#T., /1, I4, A1, 0., 72 5umb 0ave. !educes Armour 0aves by #4. Dauntless, Always hit enemy models on (2 in 0hootin3 and on .2 in Close Combat. Turq Skeleton with S"ear an Shiel # ()ts, *oves +1#T., /1, I., A1, 0., 12 Armour 0ave, 72 5umb 0ave. 0( a3ainst Cavalry. Dauntless, Always hit enemy models on (2 in 0hootin3 and on .2 in Close Combat. Turq Skeleton with $ Axes# ()ts, *oves +1#T., /1, I4, A4, 0., 72 5umb 0ave. Dauntless, Always hit enemy models on (2 in 0hootin3 and on .2 in Close Combat. Turq Skeleton with #ow# ()ts, *oves +1#T., /1, I4, A1, 0., 72 5umb 0ave. Armed with 9ow. Dauntless, Always hit enemy models on (2 in 0hootin3 and on .2 in Close Combat.

Turq %ombie# :)ts, *oves +1#T(, /1, I;, A1, 0(, (2 5umb 0ave, Dauntless. Always hit enemy models on .2 in Close Combat. Turq #arbarian with $ &an e Swor # :)ts, *oves +,#T(, /1, 0(, I(, A4, 12 Dod3e 0ave Turq Duellist with $ Swor s# :)ts, *oves +,#T., /4, 0., I7, A4, 72 Dod3e 0ave, Can re#roll misses once in Close Combat Turq 'lven Ranger# 1)ts, *oves +,#T., /1, 0., I7, A1, 72 Dod3e 0ave, Armed with 9ow, !efle< 0hots always, 0hootin3 hits li6e 0ni)ers (42 a3ainst normal models and .2 a3ainst 0hadow units . Turq (ire !age with )rey Sta**# :)ts, *oves +,#T., /4, 0(, I(, A4, 12 Dod3e 0ave. Close Combat and 0hootin3 attac6s are =ire attac6s. =ire attac6s are 04 a3ainst =ire *a3es. (ireball (+1:-, 0(, Automatic, =ire attac6, roll a D1 for each =ire *a3e shootin3, total the result and divide it by 4 roundin3 u)' this is how many 0( shots you 3et Turq Li3htnin3 *a3e with /hite 0taff# :)ts, *oves +,#T., /4, 0(, I(, A4, 12 Dod3e 0ave. Close Combat and 0hootin3 attac6s are %lectric attac6s. %lectric attac6s are 04 a3ainst Li3htnin3 *a3es. Chain Lightning (+1:-, 0(, Automatic, 4 shots, Automatic, for each successful hit, it 3enerates 1 more 0. %lectric attac6 at the most. Chain Li3htnin3 is also used in Close Combat as their Close Combat attac6s .

Turq *edieval# 0"%CIALI0T &nits'


Limit o* +, !ounte Trolls Knights- Dwarven Clansmen an

!ounte Turq Knight with Swor # 11)ts, *oves +,#T(, /1, I(, A4, 0(, (2 Armour 0ave, 12 Dod3e 0ave. Can re#roll misses once in Close Combat. Cavalry .moves +,and can Char3e +14-, this move can only be affected by *ovement 9loc6in3 Terrain !ounte Turq Knight with Axe# 11)ts, *oves +,#T(, /1, I(, A4, 0(, (2 Armour 0ave, 12 Dod3e 0ave. !educes 5umb 0aves by #4, Cavalry .moves +,- as normal but can Char3e +14-, this move can only be affected by *ovement 9loc6in3 Terrain !ounte Turq Knight with !ace# 11)ts, *oves +,#T(, /1, I(, A4, 0(, (2 Armour 0ave, 12 Dod3e 0ave. !educes Armour 0aves by #4, Cavalry .moves +,- as normal but can Char3e +14-, this move can only be affected by *ovement 9loc6in3 Terrain Turq Dwarven Clansmen with /arhammer# 11)ts, #T(, /4, 0(, I., A4, (2 Armour 0ave, 12 Dod3e 0ave, !oves 012, !educes Armour 0aves by #4. Can re#roll CC! (Close Combat !esolution !olls if they lose Close Combat. Turq Troll with #ig Axe# 11)ts, *oves +,#T(, /., 07, I4, A., 12 Dod3e 0ave, (2 5umb 0ave, Dauntless, reduces Armour 0aves by #1, /ea6 a3ainst =ire attac6s (=ire attac6s i3nore Turq Troll 5umb 0aves

Turq %<)loration# C$!% &nits'


Ra*t Rein*orcements Turq "irate models ("irates, "irate *ilitia can arrive as !einforcements via !aft, which is a))ro<imately +1- in len3th. !oll a D1 and on a 1#4 the !aft model arrives on your le*t side of the table- on a .#( it arrives on your right side of the table, on 7#1 you can choose left or ri3ht. In the !einforcement "hase, when )lacin3 the !aft model, )lace it

flat a3ainst the table ed3e but facin3 the other side of the table so that it )rotrudes about +1- onto the table. Then )lace the unit +4- away from the !aft, )ilin3 out the front lon3 ed3e of the model. The unit then functions as a normal unit and can lin6 u), move, shoot, fi3ht Close Combat etc. Turq 3irate with 3istol# :)ts, *oves +,#T(, /1, 0(, I7, A4, 12 Dod3e 0ave. Armed with "istol, Turq 3irate !ilitia #anner #earer# .)ts, *oves +,#T., /1, 0., I., A1, 72 Dod3e 0ave. Armed with 0word and holds 9anner. Turq 3irate !ilitia Swor smen# ()ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave. Can re#roll misses once in Close Combat. Turq 3irate !ilitia Ri*lemen# ()ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave. Armed with !ifle, Turq 3irate !ilitia4 Drunken Sailors # ()ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave, 72 5umb 0ave, Armed with "istol $! >un. Turq 3irate !ilitia Swashbucklers# 7)ts, *oves +,#T., /1, 0., I., A4, 12 Dod3e 0ave. Armed with "istol A5D 8oo6 or 0word. Turq "irate *ilitia 9uccaneer w? 4 "istols# 7)ts, *oves +,#T., /1, 0., I., A4, 12 Dod3e 0ave. Armed with 4 "istols (4 shots in 0hootin3 "hase Turq 3irate !ilitia #uccaneer w5 Ri*le 6 3istol# 7)ts, #T., /1, 0., I., A1, 12 Dod3e 0ave. !oves 012, Armed with !ifle, AL/A@0 3ets !efle< 0hots when Char3ed due to "istol in holster.

Turq /ild /est# C$!% &nits'


Canoe Rein*orcements Turq Indian models, can arrive as !einforcements via Canoe. !oll a D1 and on a 1#4 the Canoe model arrives on your le*t side of the table- on a .#( it arrives on your right side of the table, on 7#1 you can choose left or ri3ht. In the !einforcement "hase, when )lacin3 the Canoe model, )lace it flat a3ainst the table ed3e in a vertical fashion, then )lace the unit +4- away from the Canoe, )ilin3 out the sides of it. The unit then functions as a normal unit and can lin6 u), move, shoot, fi3ht Close Combat etc. Turq 7n ian Shooters# ()ts, *oves +,#T., /1, 0., I(, A1, 12 Dod3e 0ave, Armed with !ifles. Turq 7n ian Archers# ()ts, *oves +,#T., /1, 0., I(, A1, 12 Dod3e 0ave, Armed with 9ows. Turq 7n ian S"earmen# ()ts, *oves +,#T., /1, 0., I7, A1, 12 Dod3e 0ave, 0( vs Cavalry Turq 7n ian #ulls with Shotguns# ()ts, *oves +,#T., /1, 0., I(, A1, 12 Dod3e 0ave, Armed with 0hot3uns. Turq 7n ian #earmen# 7)ts, *oves +,#T., /1, 0., I(, A4, 72 Dod3e 0ave, Armed with A<es, 0words or Clubs, but none of these reduce 0aves. Turq 7n ian Night &unters# 7)ts, *oves +,#T., /1, 0., I(, A1, 72 Dod3e 0ave, Armed with 8and A<e and crawls on the 3round, can re#roll misses once in Close Combat, i3nores Terrain when *ovin3 (can even climb over *ovement 9loc6in3 Terrain

Turq 7n ian S"ear Throwers# 7)ts, *oves +,#T., /1, 0., I(, A4, 72 Dod3e 0ave, Armed with 0word and 0hield or Aavelin and 0hield. Turq Cowboy Ri*leman# ()ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave, Armed with !ifle. Turq Cowboy Sheri** with Shotgun# ()ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave, Armed with 0hot3un and wears coat and to) hat. Turq Cowboy !arshal with Shotgun# ()ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave, Armed with 0hot3un and wears Cowboy hat. Turq Cowboy with 3istol8 ()ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave, Armed with "istol (and has hand reachin3 into the holster of another )istol , AL/A@0 3ets !efle< 0hots when Char3ed. Turq Cowboy De"uty# ()ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave, Armed with "istol and wears no hat, bracin3 his )istol to fire. Can re#roll misses in 0hootin3 and Close Combat.

Turq /ild /est# 0"%CIALI0T &nits'


Limit o* +, Colonels an +, Chie*s Turq Cowboy Colonels with $ 3istols# B)ts, *oves +,#T., /4, 0., I., A4, 12 Dod3e 0ave, Armed with 4 "istols (3ets 4 shots in 0hootin3 "hase Turq 7n ian Chie* with )un# B)ts, *oves +,#T., /4, 0., I(, A4, 12 Dod3e 0ave, Armed with >un and holds a 9ow in the other hand, AL/A@0 3ets !efle< 0hots when Char3ed

Turq !o ern8 C9R' :nits4


Turq !achine )unner# ()ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave, Armed with *achine >un. Turq Ri*leman# ()ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave, Armed with !ifle. Turq "olice $fficer with 9aton and "istol# ()ts, *oves +,#T., /1, 0., I., A4, 12 Dod3e 0ave, 72 Armour 0ave, Armed with "istol. Turq 3olice 9**icer with Ri*le# ()ts #T., /1, 0., I., A1, 12 Dod3e 0ave, 72 Armour 0ave, Armed with !ifle. Turq !iners with $ &an e 3ickaxes# ()ts, *oves +,#T., /1, 07, I1, A1, 12 Dod3e 0ave, Armed with 48 "ic6a<e Turq (ireman with (ire Axe8 ()ts, *oves +,#T., /1, 0(, I., A1, 12 Dod3e 0ave, Armed with =ire A<e (!educes 5umb 0aves by #4 Turq S/AT with Assault Ri*le# 7)ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave, 72 Armour 0ave, Armed with Assault !ifles. Turq 3olice8 Dog 3atrol# B)ts, *oves +,-, Char3es +,#T., /4, 0(, I(, A4, 12 Dod3e 0ave, Armed with "istol and a Do3 attached by a leash to the $fficer, AL/A@0 3ets !efle< 0hots when Char3ed.

!aroon !o ern8 S3'C7AL7ST :nits4


Limit o* +, )rena iers- 9**icers- Comman os an !onsters Turq )rena ier# ()ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave, Armed with >renades

Turq Comman os w5 Assault Ri*les# 7)ts, *oves +,#T., /1, 0., I., A1, (2 Dod3e 0ave, Armed with Assault !ifles. Turq 9**icer with 3istol# B)ts, *oves +,#T., /4, 0., I., A1, 12 Dod3e 0ave, can re#roll misses once in 0hootin3 "hase and Close Combat "hase. Turq !onster# 14)ts, *oves +14#T(, /4, 0(, I., A4, 12 Dod3e 0ave, Armed with their bare hands, shar) teeth, claws, 6nives or other wea)ons of little si3nificance

Turk !o ern8 &'A;< :nits4


Limit Limit Limit Limit o* o* o* o* 1 #a=ookas $! S/AT with #a=ookas 1 &eavy !)s- !ortars >+ (lamethrowers $, Sni"ers

Turq Sni"er# 7)ts, *oves +,#T., /1, 0., I4, A1, 12 Dod3e 0ave, Armed with 0ni)er !ifle. Turq S/AT with #a=ooka# 7;)ts, *oves +,#T., /1, 0., I., A1, 12 Dod3e 0ave, 72 Armour 0ave, Armed with 9aCoo6a. Turq &eavy !achine )un .&eavy !)?8 1()ts #T., /4, 0., I4, A4, 12 Dod3e 0ave, Armed with 8eavy *>. Turq #a=ooka# (:)ts, *oves +,#T., /1, 0., I4, A1, 12 Dod3e 0ave, Armed with 9aCoo6a (0ee 3age $, of the ruleboo6 . Turq (lamethrower# (;)ts, *oves +,#T., /1, 0., I4, A1, 12 Dod3e 0ave, Armed =lamethrower (0ee 3age $, an $> of the ruleboo6 . with

Turq !ortar# .1)ts, *oves +,#T., /1, 0., I4, A1, 12 Dod3e 0ave, Armed with *ortar (0ee 3age >@ of the ruleboo6 .

!aroon S"ace8 C9R' :nits4


Turq Alien #laster' :)ts, *oves +,#T(, /1, A1, 0(, I(, 12 Dod3e 0ave, Armed with 9laster (+.;-, 0(, Automatic . Turq Alien #rute' 1;)ts, *oves +,T(, /1, A4, 07, I(, 12 Dod3e 0ave, Armed with 4 handed a<e. Turq Alien #omber' :)ts, *oves +,T(, /1, A1, 0(, I(, 12 Dod3e 0ave, Armed with >renades, Swi*t' Can always *ove +1- in !un A5D Dictory !un moves. Turq Astronauts with #lasters' :)ts #T(, /1, 0(, A1, I(, 12 Dod3e 0ave, 72 Armour 0ave, Armed with 9lasters (+.;-, 0(, Automatic , Lightning Re*lexes- &it an Run Turq ;eteran #rawler' :)ts, *oves +,T(, /1, I(, A4, 0(, 12 Dod3e 0ave, 72 Armour save, armed with 9are =ists. Turq ;eteran )unner' :)ts, *oves +,T(, /1, I(, A1, 0(, 12 Dod3e 0ave, 72 Armour 0ave, Armed w? 8and Cannon (8eavy, +1:-, 0(, 4 shots, i3nores Armour 0aves of 72 and 12 . Turq ;eteran Ranger' :)ts, *oves +,#T(, /1, I(, A1, 0(, 12 Dod3e 0ave, 72 Armour save, Armed w? 0hot3un. Turq ;eteran 'lite' :)ts, *oves +,-

#T(, /1, A1, 0(, I(, 12 Dod3e 0ave, 72 Armour 0ave, Armed w? Assault !ifles. Turq Astronaut %ombies# :)ts, *oves +1#T(, /1, I;, A1, 0(, (2 5umb 0ave, Slow, Dauntless. Always hit enemy models on .2 in Close Combat. Turq Stunner# B)ts, *oves +,# T., /4, 0., A4, I1, (2 Dod3e 0ave, Lady armed with 0tun >un (+14-, 0., Automatic, 1 shot, on a roll of 1 to hit it causes 1 unsaved wound in 0hootin3 or Close Combat , always 3ets !efle< 0hots when char3ed. Turq Shock Troo"er' :)ts, *oves +,#T(, /1, 0(, A4, I(, 12 Dod3e 0ave, 72 Armour 0ave, Armed with %lectric 9aton (each hit 3enerates another 0. attac6 at most , %lectric Attac6s are always 04 a3ainst 0hoc6 Troo)ers, All 0hoc6 Troo)er Attac6s are %lectric. Turq Colonial !arines' >A"ts- *oves +,#T(, /1, 0(, I(, A1, 12 Dod3e 0ave, (2 Armour 0ave, Dauntless, Armed with !iot >un (+1:-, 0(, =ast =ire, 4 shots at +14-, i3nores Armour 0aves of 72 and 12 , always 3ets !efle< 0hots when char3ed Turq Colonial Ra suit' >A"ts- *oves +,#T(, /1, 0(, IB, A4, 12 Dod3e 0ave, (2 Armour 0ave, Dauntless, Armed with =uel "ac6 hoo6ed u) to their flamethrower hose, their attac6s are always =ire Attac6s Turq Colonial &eavy Axemen' >A"ts- *oves +,#T(, /1, 0(, A4, I(, 12 Dod3e 0ave, (2 Armour 0ave, Dauntless, Armed with A<es, !educe 5umb 0aves by #4.

Turq S"ace8 S3'C7AL7ST :nits4


Limit o* +, S"acemen- Silencers- Turtle #lasters Turq S"acemen4 14)ts #T(, /1, 0(, A1, I(, 12 Dod3e 0ave, 72 Armour 0ave, Armed with >atlin3 Lasers.

Turq Turtle #laster# 14)ts, *oves +,#T(, /4, I(, 0(, A4, 12 Dod3e 0ave, 72 Armour 0ave, Armed with )incers and a turtle shell which o)ens u) into their' 9elly 9laster (+4(-, 07, Automatic, 4 shots at -14- or less Turq Silencers# :)ts, *oves +,#T(, /1, I., 0(, A1, 12 Dod3e 0ave, 72 5umb, Armed with furry body and 0co)ed Laser !ifle (8eavy, +.1-, 07, 1 shot , 0hootin3 hits li6e 0ni)ers (42 a3ainst normal models and .2 a3ainst 0hadow units .

Turq S"ace8 &'A;< :nits4


Limit o* +, )olems- Assault Droi s- Cyborg #rawlers Turq Alien )olems' 4;)ts, *oves +1#T7, /., A4, 07, I., 5o 0ave, 0low, Dauntless, Armed with their !oc6y fists, Dauntless. Turq ;eteran Cyborg #rawler' 4;)ts, *oves +1#T7, /4, A4, 07, I4, (2 Armour save, Armed with !obotic fists, Slow, Dauntless. Turq Assault Droi ' 11)ts, *oves +1#T(, /1, I4, 0(, A4, 42 Armour 0ave, Armed with Dual Combat 0hot3uns (+14-, 0(, 4 shots, Automatic, can re#roll misses once in 0hootin3 and Close Combat Always 3ets !efle< 0hots when Char3ed, DauntlessB

Turq Nation #ackgroun


The Turq Army is a le3ion of soldiers who are trained to 6now neither fear nor defeat. They are swift, as fast as the *aroons and constantly raid other colour factions. 0ometimes they serve as *ercenaries for the $ran3e 5ation or even the "ur)le 5ation when it allows a Turq )resence in the area after the battle. The Turqs live in a 3rassy )lain surrounded by mountain ran3es which se)arate them from their nei3hbours, the "ur)les to the south and southeast, $ran3e to the south across the Desert 0ea. 5orth of the eastern )art the Turq border lies the !eds on the Continent. In the western )art of the Turq 5ation the *aroons ride across the ste))es to the northeast and the Tan )ractice )arachutin3 their soldiers to the northwest. The Turqs are in a )osition to be a real nuisance or a devastatin3 invader to many nations and have the s)eed and com)lete lac6 of fear to achieve this and withdraw or )ush throu3h and conquer nei3hbourin3 territories. The Turqs are in constant conflict with the *aroons, the other contender for the fastest )lastic in the "lastic /orld. 9ut the *aroons seem more interested in fi3htin3 for the !eds, ridin3 their )lastic horses and )lastic farmin3 than e<)andin3 their territory.

A Turq #attle
A Turq raidin3 )arty of (; 9owmen with :; su))ortin3 Turq 06eletons de)arted from the west coast of the Turq 5ation and sailed towards the 9lue 5ation to raid one of their southern coastal towns. The Turqs be3an by settin3 fire to the buildin3s and dwellin3 )laces of the 9lues and terrifyin3 the 9lue villa3ers with the 06eletons who were sur)risin3ly fast and chased them down with twin a<es and maces. The 9lue 3arrison of sallied forth from their )lastic Castle with a troo) of 4; =oot Eni3hts with 0words and 4; =oot Eni3hts with A<es to ta6e the Turq raiders a)art. The Turq 9owmen )roved to be unable to be cau3ht, loosin3 many arrows into the Eni3hts with 0words before withdrawin3 every time. *eanwhile the Turq 06eletons with Twin A<es lea)t onto the

Eni3hts with A<es and be3an cho))in3 wildly at them, s)littin3 6nees and findin3 chin6s in their armour before bein3 cleaved and shorn by the Eni3hts- cuttin3 A<es. There were enou3h 06eletons with A<es to hold the Eni3hts in )lace lon3 enou3h to attac6 them from the rear with the 06eletons with *aces, who had little difficulty in )ummelin3 the Eni3hts. The 06eletons set their si3hts on the remainin3 9lue Eni3hts with 0words and finished off the remainder with some losses. The Turq 9owmen were unharmed and the 06eletons were in )ieces all over the battlefield and wasted no time in swiftly )uttin3 each other bac6 to3ether a3ain. The Turqs 3athered the dead 9lue Eni3hts and could not see their bravery in fi3htin3 the livin3 dead, as fear was a forei3n conce)t to the Turqs. They melted down their )lastic as well as the 9lue villa3ers, stored it away and returned to their shi) as swiftly as they had arrived.

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