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1 Feudal Noble 30 pts


Leaders and masters of their people by birthright, these rock-hard men are staunch melee fighters, ready
to die than let their honour be smeared.
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-1 Feudal Noble (Ind. Character)


-melee weapon
-primitive armour
*Stubborn
*Born Warlord ( if he is the warlord, he may choose the warlord trait, instead of rolling for it)
*Pride and contempt (any model in this unit can issue and accept challenges like it was a character. If a
character has this rule, he can reroll failed to wound rolls during challenge)
<May have a Power Weapon for +15 pts
<May have Heavy primitive armour for +2 pts
<May have a carapace armour for +5 pts
<May have a power armour for +15 pts,
<If not in power armour ,may have a Warsteed for +10 pts. It become Cavalry and has +1 A
<May have a bolt pistol for +2 pts
<May have a plasma pistol for +10 pts
<May have a Refractor Field for +15 pts
Imperial Priest 20 pts
Only the most fanatical and skilled priests manage to gain the trust of the feudal citizens. However, often
outnumbered and outgunned, feudal worlds can find a bastion of hope in the spirited speech of those
priests.
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-1 Imperial Priest (Ind. Character)


-melee weapon
-primitive armour
*Zealot
*War Hymns: A Ministorum Priest can take a Leadership test at the beginning of each Fight sub-phase in which
he is locked in combat. If the test is successful, choose one of the follow ing war hymns to immediately take
effect.
The Emperor Protects
The Ministorum Priest and his unit re-roll all failed arm our and inv ulnerable sav es until the end of the phase.
The Emperors Strength
Until the end of the phase, the Ministorum Priest has the Sm ash special rule.
The Righteousness of the Emperor
The Ministorum Priest and his unit re-roll failed rolls To Wound until the end of the phase.
<May have a Two Handed weapon for +5 pts

<May have a Warsteed for +10 pts. It become Cavalry and has +1 A
<May have a bolt pistol for +2 pts
<May have a Rosarius for +10 pts
Unsanctioned Psyker 20 pts
Feral worlds harbour a vast numbers of hidden "magical" cults. Due to the lacking Imperial control and
the widespread superstition, many of those practitioners are free to roam the land. Some of them are
even amployed as court wizards by the most callous Feudal Nobles.
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-1 Psyker (Ind. Character)


-melee weapon
-primitive armour
*Mind Open and Unguarded (each time a peril of the warp is rolled when casting a psy power, the opponent
can immediately put into play, under his control, a unit of 5 Deamons chosen between Bloodletters,
Daemonettes, Plaguebearers or Pink Horrors. This unit arrives immediately via Deepstrike and roll normally for
scatter.)
*Abhor the Witch (cannot ever be the warlord and any joined unit MUST use the lowest Leadership value in the
unit for Morale checks)
Psyker Mastery Level 1 (May use Pyromancy, Divination and Telekinesys disciplines)
<May take up to 2 additional Mastery Levels at +20 pts each
<May have a Warsteed for +10 pts. It become Cavalry and has +1 A
<May have a Refractor Field for +15 pts
TROOPS
Feudal Militiamen 50 pts
The backbone of every Feudal Army. Altough they might be respected and feared on their home world,
left to themselves these warriors are no match for the horrors of the Galaxy.
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-10 Militiamen
-melee weapon
-primitive armour
*Weight of numbers (if in melee they outnumber the opponent they gain +1 to combat resolution. If they
outnumber the opponent more than 2:1 they gain +3 to combat resolution)
<May add up to 40 Militiamen at 4 pts each
<May promote a Militiaman to Sergeant for 5 pts. The Sergeant has WS 4 and Ld 7, and is a Character
<May promote a model to Standard Bearer for 5 pts. The Standard Bearer grants the unit +1 to combat
resolution
<May promote a model to Musician for 5 pts. The musician let the unit reroll any failed Regroup and pinning

test.
<The whole unit may have Two Handed weapons for +2 pts per model
<The whole unit may have feudal missile weapons for +1 pts per model
Feudal Cavalry 50 pts
Armed by the Feudal Nobility, these mounted troops are a respected and feared by their lesser
counterparts. Their tactical flexibility allows them to take many roles on the battlefield.
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-5 Cavalrymen
-melee weapon
-primitive armour
-Warsteed
*Weight of numbers (if in melee they outnumber the opponent they gain +1 to combat resolution. If they
outnumber the opponent more than 2:1 they gain +3 to combat resolution)
<May add up to 10 Cavalrymen at 8 pts each
<May promote a Cavalrymen to Sergeant for 5 pts. The Sergeant has WS 4 and Ld 7, and is a Character
<May promote a model to Standard Bearer for 5 pts. The Standard Bearer grants the unit +1 to combat
resolution
<May promote a model to Musician for 5 pts. The musician let the unit reroll any failed Regroup and pinning
test.
<The whole unit may have Two Handed weapons for +2 pts per model
OR feudal missile weapons for +1 pts per model
<The whole unit may have Heavy primitive armour for +2 pts per model
Feudal Conscripts 30 pts
In the direst circumstances, the populace is hastly raised by the Feudal Lords. Underequipped, and
undisciplined , these desperates will nonetheless use numbers and their knowledge of the territory to win
their fights.
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-10 Conscripts
-melee weapon
*Weight of numbers (if in melee they outnumber the opponent they gain +1 to combat resolution. If they
outnumber the opponent more than 2:1 they gain +3 to combat resolution)
*Worthless rabble (no IC can join this unit, only 1 unit per each Feudal Militiamen unit and Imperial Priest)
*Move trough cover
* Infiltration
<May add up to 50 Conscripts at 3 pts each
<May promote a model to Mob Leader for +5 pts. It has WS 4 and Ld 6.
<The whole unit may have primitive armour for +1 pt per model
<The whole unit may have feudal missile weapons for +1 pts per model

ELITE
0-1 Lesser Feudal Nobility 40 pts
The blue-blooded nobles upon wich the Imperial Rulers is chosen. They fight with the best weapons
available to them and often mounted upon mighy beasts.
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-5 Lesser Nobles
-melee weapon
-primitive armour
*Weight of numbers (if in melee they outnumber the opponent they gain +1 to combat resolution. If they
outnumber the opponent more than 2:1 they gain +3 to combat resolution)
*Pride and contempt (any model in this unit can issue and accept challenges like it was a character. If a
character has this rule, he can reroll failed to wound rolls during challenge)
<May add up to 15 Lesser Nobles at 6 pts each
<May promote a Lesser Noble to Earl for 5 pts. The Earl has 2 Attacks and Ld 9, and is a Character
-The Earl may have a Power Weapon for +10 pts
<May promote a model to Standard Bearer for 5 pts. The Standard Bearer grants the unit +1 to combat
resolution
<May promote a model to Musician for 5 pts. The musician let the unit reroll any failed Regroup and pinning
test.
<The whole unit may have Two Handed weapons for +2 pts per model
<The whole unit may have Laspistols or Autopistols for +1 pts per model
<The whole unit may have Heavy primitive armour for +2 pts per model
<The whole unit may have Carapace armour for +4 pts per model
<The whole unit may have Warsteeds for +40 pts. Every model becomes Cavalry and has +1 A
0-1 Off-worlder Mercenaries 50 pts
Some wealthy Nobles can afford to hire rare and sklled mercenaries from the stars. These grizzled
contractors bring high-tech weapons to battle but are only loyal to themselves.
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-5 Mercenaries
-melee weapon
-las pistol
-lasgun
-Krak and frag grenades
-carapace armour
*In it for the money (When the unit flees, it may never attempt to regroup)
<May add up to 5 Mercenaries 8 pts each
<May promote a Mercenary to Veteran for 5 pts. The Veteran has 2 Attacks and Ld 9, and is a Character
-The Veteran may have a Power Weapon for +10 pts
-The Veteran may have melta bombs for +5 pts

<The whole unit may have bolt pistols +2 pts per model
<The whole unit may have Carapace armour for +4 pts per model
< Up to two Mercenaries may exchange their lasgun with: Plasmagun +15 pts, Meltagun +10 pts, Flamer +5 pts
<The whole unit may have the Scout USR for +20 pts
Ogryn Brutes 35 pts
Barely tolerated, abhumans like these are used only for the heavyest and hardest works. In a world with
little or no technology, such brute force is much needed in peace as well in war.
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-1 Brute
-melee weapon
-primitive armour
*Fear
*Very Bulky
*Hammer of wrath
<May add up to 9Brutes at 30 pts each
<May promote a Brute to Brute Alpha for 10 pts. The Brute Alpha has 4 Attacks and Ld 7, and is a Character
<The whole unit may have Two Handed weapons for +5 pts per model
<The whole unit may have Heavy primitive armour for +2 pts per model

FAST ATTACK
Raiders 60 pts
Many primitive cultures harbour fine horsemen. Lightly armed and lightning fast, these riders can
outflank eny foe and harass enemy formations.
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-5 Raiders
-melee weapon
-primitive armour
-Warsteed
*Scout
*Skilled Riders
<May add up to 10 Raiders at 8 pts each
<May promote a Cavalrymen to Sergeant for 5 pts. The Sergeant has WS 4 and Ld 7, and is a Character
<The whole unit may have feudal missile weapons for +1 pts per model
Warbeast Pack 65 pts
Many strange and deadly beasts thrive in feral and feudal worlds, such as the Khillanian Face Ripper or
the Sarnath Shrieker. Often, these creatures are herded and trained by brave men to be used in battle.
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-5 Warbeasts (unit type Beast)


-1 Feudal Handler (same stats as Feudal Militiaman)
melee weapon
primitive armour
Warsteed
<May add up to 10 Warbeasts at 12 pts each
<May add up to 5 Handlers at 8 pts each
<The Handlers may have feudal missile weapons for +1 pts per model
< All the Warbeasts in the unit can be upgraded with one of the following:
-Fear for +1 pt per model
-Poisoned (4+) for +3 pts per model
-Feel no Pain for +5 pts per model
-Armour Save (4+) for +5 pts per model

HEAVY SUPPORT
Feudal Marksmen 60 pts
Technological creations are rare and prized and only the simplest weapons are manufactured
artigianally on Feudal worlds. Marksmen are the most elite shooters a Noble can afford, and are
equipped with fire arms sometimes even produced offworld.
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-10 Marksmen
-melee weapon
-Autogun
-primitive armour
<May add up to 20 Marksmen at 5 pts each
<May promote a Marksman to Sergeant for 5 pts. The Sergeant has BS 4 and Ld 7, and is a Character
-The Sergeant can take an Auspex for 5 pts
<May promote a model to Standard Bearer for 5 pts. The Standard Bearer grants the unit +1 to combat
resolution
<May promote a model to Musician for 5 pts. The musician let the unit reroll any failed Regroup and pinning
test.
<The whole unit may have Heavy primitive armour for +2 pts per model
<For every 5 models in the unit, one may exchange his autogun with one of the following
Heavy stubber, for +2 pts
Sniper rifle, for +4 pts
<For every 15 models in the unit, 2 Marksmen may form an Heavy Weapons Team for + 10 pts. The Heavy
Weapon Team is armed with an Heavy Bolter
0-1 Feudal Cannon Battery 35 pts
Using a mixture of local folklore and Imperial technology, Feudal armourers can produce deadly and
reliable artillery pieces, loaded with locally crafted ammunitions and explosives. Fielded in great
batteries, these "cannons" can devastate even high-tech targets or large xeno-monstrosity.
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1 Feudal Cannon (artillery)


3 Militia Marksmen
<May add up to 9 cannons for 30 pts each. Each cannon added has 1 Marksman operating it.
<May add up to 10 Marksmen for 4 pts each

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ARMYWIDE RULES
-Battle brothers with Astra Militarum, Space Marines
-Allies of Convenience with the rest
Feudal Loyalty: Until the warlord is alive, all Feudal units within 12" can re-roll failed Morale Tests. When
the Warlord is removed as a casualty, all Feudal units must reroll successful Morale Tests.
If your warlord is from this detachment, you may choose one of the following:
-Barbaric Age World: All Feudal Militia, Feudal Conscripts, Lesser Nobility and Feudal Noble have Furious
Charge
-Chivalry Age World:All Warsteed grant Str 4 HoW attacks and counts as frag grenades during assaults
-Black Powder Age World: All Feudal Missile Weapons have 24" range
WEAPONRY STATS
Feudal armour Save 6+
Heavy feudal armour Save 5+
Warsteed Unit type becomes cavalry and grants +1 Attack
Feudal Missile Weapons- 18", Str 3, AP -, Rapid Fire
Feudal Cannon
Hard Shell - 36", Str 7, Ap 5, Small Blast, Heavy 1
Frag Shell 48", Str 4, Ap -, Large Blast, Heavy 1
Defensive Shot Template, Str 4, Ap-, Rending

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