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8. Componente de Gestión de Riesgos de Desastre del proyecto

8.2. Elaboración de Procedimientos Operativos

When generating Warlord traits for a Warlord with the Exodites Faction, you can either roll on one of the Warlord Traits tables in

Warhammer, 40,000: The Rules or roll on the table below.

D6 WARLORD TRAIT

1 Ride Forth to Battle! The Warlord is adept at

coordinating massed cavalry charges, ensuring the enemy are crushed beneath their dragons.

When the Warlord and his unit charge, you may roll 3D6 and choose the highest two when determining their charge range. In addition, all friendly Heavy Cavalry units within 6” of the Warlord when he declares his charge may also roll 3D6 and choose the highest two when determining their charge range if they declare a charge during this Assault phase, but after the Warlord has charged.

2 Impetuous. The Warlord is young and hot-tempered,

eager to prove himself as a capable leader and warrior. His oath is sworn that the enemy will not escape!

The Warlord has the Counter-Attack, Crusader and Rampage special rules. In addition, the Warlord must always accept a challenge whenever possible – he may not refuse it or allow another character to accept it.

3 Unbreakable Resolve. The Warlord’s will cannot be

shaken, his indomitable resolve is proof against terrors great and small, and his mind is an impenetrable fortress.

The Warlord has the Adamantium Will and Stubborn special rules.

D6 WARLORD TRAIT

4 Champion of the Wild Hunt. The Warlord has

participated in many wild hunts, and has personally slain all of the greatest beasts of their world. No monstrosity, living or mechanical, can stand before his might!

The Warlord has the Monster Hunter and Tank Hunter special rules.

5 Wrath of Ancient Days. The Warlord burns with a

passion born of fury for what the Eldar have lost, his wrath is great and terrible to behold.

The Warlord has the Furious Charge and Rage special rules. In addition, on the turn that he charges, he also has the Fear special rule.

6 Master of Monsters. The Warlord has an affinity for

communing with the greatest of beasts, able to compel them to greater feats of ferocity.

All friendly Monstrous Creatures, Flying Monstrous Creatures, Gargantuan Creatures and Flying Gargantuan Creatures have the Hatred special rule as long as they are within 18” of the Warlord. You may re-roll this result if your army contains no Monstrous Creatures, Flying Monstrous Creatures, Gargantuan Creatures or Flying Gargantuan Creatures.

A model with this special rule has a 6+ Invulnerable Save.

BEASTSTINGER

Some Exodites have a stronger affinity and empathic link to the various creatures that the Exodites ride and lead into battle. They are able to keep these beasts under control in the confusion of combat, directing them against their foes in defense of their worlds. In addition, they train in both song and various musical instruments that are able to enhance their empathic link, invoking various reactions in their minds of their primal allies.

All Units with the Feral Instincts special rule may re-roll failed Morale and Pinning tests if they are within 12” of a model with this special rule.

GUN PLATFORM

The largest Exodite constructs and designed as sturdy firing platforms, allowing their crew to safely survey the battle and direct their fire to where it will be the most effective.

A model with this unit may always fire all of its ranged weapons in the Shooting Phase, and may split their fire between up to two separate targets if they wish to do so.

FERAL INSTINCTS

When the Exodites ride to war, they are able to summon aid in the form of the myriad creatures of their worlds. These creatures will fight ferociously for their Exodite masters as long as they remain empathically linked to a nearby beastsinger. If this link is lost, they are likely to flee from the cacophony of battle.

Units with this special rule which are Falling Back may not attempt to Regroup unless they are within 12” of a friendly model with the Beastsinger special rule or they have had a charge declared against them. In addition, units with this rule may not be joined by Independent Characters unless otherwise noted.

KINDRED SPIRIT

Exodite kindreds are more than just fighting units, they are close knit groups with blood ties and strong oaths of allegiance and kinship. Whereas the courage of many military units begins to falter as heavy losses are incurred, for the Exodites such calamity only steels their will and drives their determination. When renowned heroes ride to battle with their kin, they will follow the shining example of their knightly exemplars.

Any unit entirely composed of models with this special rule which has been reduced to 50% or less of its starting number may re-roll all failed Morale and Pinning tests. In addition, any unit entirely composed of models with this special rule gains the Stubborn special if there is one or more Independent Characters with the Kindred Spirit special rule joined to the unit and it has been reduced to 50% or less of its starting number. Do not count any Independent Characters which have joined the unit for either the starting number or current strength of the unit.

forces, but they are quite a bit stronger and more resilient, qualities their riders are able to exploit quite well in combat.

Heavy Cavalry units follow the normal rules for Cavalry units, with the following exceptions. They do not have the Fleet special rule, and increase their Toughness by 1. (This is already taken into account in the units’ profiles.) In addition, Heavy Cavalry add +1 to their Strength for Hammer of Wrath Attacks.

JUNGLE BORN

The Exodite worlds are harsh and dangerous jungles without exception and the Exodites quickly learn to master their environment as a matter of survival.

A model with this special rule is not slowed by difficult terrain and does not suffer the penalty to its Initiative for charging through difficult terrain, provided that difficult terrain is made up of jungle or forest terrain. Models with this special rule also automatically pass Dangerous Terrain tests caused by jungle or forest terrain. In addition, models with this special rule also have the Stealth (Jungle, Forest) special rule. (Jungle and Forest terrain is defined as any terrain type made up predominately of trees, bushes and/or other plants, such as a Verdant Jungle or a Twisted Copse.)

KING OF THE WORLD

An Exodite King holds sway over an entire world, his word is law and his is the responsibility for the lives of his people.

No Detachment or Formation may ever include more than one model with this special rule. If your Primary Detachment contains a model with this special rule, that model must be your Warlord.

SPIRIT CHOIR

Spiritsingers often train those companions who are musically inclined to support their mystical songs, weaving a haunting harmony into their work which increases its potency.

A model with this special rule may attempt to sing a Harmony once per turn, as described in the Spiritsinger Repertoire rules. A model with this special rule is not a Psyker unless they also have either the Psyker or Psyker Unit special rule.

THUNDEROUS CHARGE

Some of the beasts used by the Exodites in battle are large and ponderous, but are capable of building up an incredible momentum, smashing nearly anything in their path.

Models with this special rule are not slowed by difficult terrain and do not suffer the penalty to their Initiative for charging through difficult terrain. In addition, models with this special rule also have the Hammer of Wrath special rule, but make D3 Hammer of Wrath Attacks that hit automatically and are resolved at +1 Strength.

Drakes are capable of breathing small gouts of flame. An individual drake’s flame is not powerful enough to be more than a minor threat. However, entire wings of drakes have been known to work together to burn their targets, using coordinated patterns that result in a much more dangerous attack.

Like their smaller cousins, the great drake is able to breathe gouts of searing flame. Naturally, the flame produced by such a large creature is quite a bit more potent, and is capable of being sprayed over a large area, hurled as a great fireball or focused on a single target to varying effects.

Breath weapons are Flamer weapons for the purposes of any special rules that interact with Flamer weapons as described in

Warhammer 40,000: The Rules.

Range Strength AP Type

Fiery Breath Template 4 5 Assault 1 Blazing Breath

Dispersed Template 6 4 Assault 1, Torrent

Fireball 18” 7 3 Assault 1, Blast Focused 18” 8 1 Assault 1, Melta

Cavalry Lances

See pg 8.

Corrosive Spit

Sailbacks produce highly corrosive venom they can or spit over a great distance. Firemouth venom is even more dangerous.

Range Strength AP Type

Corrosive Spit 36” 3 - Assault 2, Barrage, Blast, Corrosive, Poisoned (4+) Firemouth Spit 36” 4 - Assault 2, Barrage,

Blast, Corrosive, Poisoned (3+),

Corrosive: Any model Wounded by an attack with this rule must

pass two separate Armour or Invulnerable Saves to stop each Wound. Cover Saves may not be taken against Corrosive attacks.

Eldar Missile Launcher

Eldar missile launchers are elegant and well-balanced. They use complex chambered pods that contain several different kinds of ammunition, all but eliminating the need to reload in battle.

Missile Type Range Strength AP Type

Plasma Missile 48” 4 4 Heavy 1, Blast, Pinning Flakk Missile 48” 7 4 Heavy 1, Skyfire Starshot Missile 48” 8 3 Heavy 1, Pinning

Flamer

Flamers are short-ranged weapons that spew out highly volatile clouds of liquid chemicals that ignite on contact with air. They are primarily used to scour the enemy from defended positions, as walls are no defence against blasts of superheated vapour.

Range Strength AP Type

Flamer Template 4 5 Assault 1

Eldar lasers use psychically grown crystals to refine their already intense bursts to their optimum potency. Many Eldar consider the laser weapon the most elegant of all, exulting in the fact that their technological mastery extends even to light itself. Some heavier Eldar laser weapons are calibrated to send out a staccato series of blasts, whilst others narrow their focus to such a degree they can pierce any armour, no matter the thickness.

Range Strength AP Type

Bright Lance 36” 8 2 Heavy 1, Lance Knightlance 48” 10 2 Heavy 1, Lance Pulse Cannon 60” 9 2 Heavy 3

Scatter Laser 36” 6 6 Heavy 4, Laser Lock

Laser Lock: If a model is firing one or more weapons with this

special rule and also one or more other weapons, roll To Hit with the weapon(s) with the Laser Lock special rue first. If the Laser Lock weapon(s) causes one or more hits, treat all weapons on the same model yet to fire this phase as being twin-linked for the rest of the phase. Note that all of the hits caused by the firer’s shooting attacks are still resolved simultaneously.

Missile Pod

The missiles fired by a missile pod can be configured to either explode on contact with the target, or to create widespread damage with a coordinated airburst.

Missile Type Range Strength AP Type

Airburst 48” 5 4 Heavy 1, Large Blast, Pinning

Impact 48” 8 2 Heavy 3

Ranger Long Rifle

Ranger long rifles are precision implements designed for sniper fire. So armed, a Ranger can hit an enemy’s eye socket at a thousand paces.

Range Strength AP Type

Ranger Long Rifle 36” X 6 Heavy 1, Sniper

Shuriken Weapons

Shuriken weapons fire monomolecular bladed discs at an astonishing rate, each near invisible to the naked eye but hard enough to scythe through the foe with ease. This ammunition is stored as a solid core of plasti-crystal material. A series of high- energy impulses originate at the rear of the weapon and fly through the barrel at terrific speed. Each impulse detaches a monomolecular slice of the ammunition core and catapults it from the weapon’s barrel, allowing each of these instruments of war to fire up to a hundred bladed discs in a few seconds.

Range Strength AP Type

Shuriken Pistol 12” 4 5 Pistol, Bladestorm Shuriken Catapult 12” 4 5 Assault 2, Bladestorm Shuriken Cannon 24” 6 5 Assault 3, Bladestorm

Bladestorm: When a weapon with this special rule rolls a 6 To

Wound, the target is wounded automatically and the Wound is resolved at AP2.

Star Bolas 12” 6 2 Assault 1, Blast, One Use Only

Starcannon

The Adepts of the Imperium have never really harnessed the full power of plasma technology; only the Eldar have truly mastered its potential. To the Eldar, it is further testament to the idiocy of Man that he has created a weapon that frequently maims or even kills the wielder. The sophisticated starcannons of the Eldar have no such flaws. Each weapon’s plasma core produces the incandescent heat of a star, but sophisticated containment fields ensure the gun’s exterior remains cool to the touch.

Range Strength AP Type

Starcannon 36” 6 2 Heavy 2 Suncannon 48” 6 2 Heavy 3, Blast

apart in flight, splintering into thousands of tiny shards of psycho-reactive material that are capable of devastating lightly- armoured infantry. Drake arrows instead focus the psychic energies of the user into an intense fiery tip that is capable of burning through nearly anything.

Range Strength AP Type

Wraithbow 24” 3 6 Rapid Fire, Rending - Drake Arrows 18” 8 1 Assault 1, Melta - Swarm Arrows 18” 3 - Assault 2D6, Pinning A model armed with drake arrows and/or swarm arrows may either fire their wraithbow normally, or use the profile given above for their special ammunition.

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