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Chaos Forgefiend 250 points (170 base + 80 for weapons)

Daemon engine/walker. All weapons have a 90 arc of fire to the front. For purposes of psychic attacks, the possessing daemon is assumed to have ! and "#. he Forgefiend causes terror. Armed with$ # hades autocannon %as regular autocannon &ut roll ' sustained fire dice each( ignore one )am result per weapon*

+ptions$

,ay replace one or &oth of the hades autocannon with a Mk1 heavy p as!a g"n no e-tra cost. ,ay add a head.mounted Mk1 heavy p as!a g"n at +#0 points. he Forgefiend may &e e/uipped with a set of assa" t a"n$hers at +5 points. 0ote that the Forgefiend already counts as &eing e/uipped with the %ae!oni$ possession vehicle card. Further vehicle cards may &e added as per the usual rules. 1am 3tr 7 Dmg D80 3v mod .9 , : "3 ! 2rofile 43 ! 3 ; 5 ! A # 6d 80

Armor D; 8 #.9 !.;

6ocation 6egs %nearest to attacker* Arms %nearest to attacker* 4ody

Front 8: 8: #8

3ide/rear 8: 8: 89

Damage ta&les 6egs 8 # '.9 !.; ,ay not move ne-t turn. 3taggers random D9< ne-t turn. ,ay only move D;< per turn, may not run and no longer dou&les , for charging. 5f the second leg on the same side receives this damage result as well, treat damage as !.;. 6eg torn off$ Forgefiend may no longer move, halves "3, 43, 5 and A %round up* and may only fire one weapon per turn. A head.mounted weapon may no longer &e fired at all. "eapon in arm may only &e used on 9=. he arm is torn off and lands #D;> away in a random direction. Any model hit %use a 8> &last marker* suffers 8D' hits at 3; with a .8 save modifier. he arm e-plodes, causing secondary damage to the &ody ? roll on the &ody damage ta&le. he possessing Daemon is enraged. he Forgefiend is su&)ect to fire fren@y in its ne-t turn %see the Ahaos Dreadnought rules( the Forgefiend is automatically assumed to have rolled a ;B*. he daemonCs essence &egins leaking from the machine. Dalve ,, 3 and 5 for the remainder of the game. 5f this result is rolled again, no further effects are applied. he machineCs wards are &adly &attered and the possessing daemon attempts to escape. Dalve the ForgefiendCs 6d for the remainder of the game. At the &eginning of each of its turns, roll a 6d.test. 5f the test is failed, the daemon takes its revenge and escapes. he opposing player may control the Forgefiend for this turn, after which the machine is disa&led %counts as destroyed for victory point purposes*. Ammo e-plosionB he Forgefiend is destroyed in a spectacular e-plosion and all models within ;< suffer D; 380 hits with a save modifier of .'.

Arms 8.# '.! ; 4ody 8.# '.9 !

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