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=Troops= ==Tactical Squad== :90pts :Space Marine Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+ :Space Marine:...............WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv3+ :'''Unit Composition''': 4 Space Marines, 1 Space Marine Sergeant :'''Unit Type''': Infantry :'''Wargear''': Power armour, Bolt pistol, Frag and krak grenades, Boltgun :'''Options''': *May include up to five additional Space Marines - +16pts/model *If the squad numbers ten models, one Space Marine may replace his boltgun with one of the following: :-a flamer: Free :-a meltagun: +5pts :-a plasma gun - +10pts *If the squad numbers ten models, one Space Marine may replace his boltgun with one of the following: :-a heavy bolter, multi-melta or a missile launcher: Free :-a plasma cannon: +5pts :-a lascannon: +10pts *The Space Marine Sergeant may replace his boltgun and/or bolt pistol with: :-a chainsword: Free :-a combi-melta, -flamer or -plasma: +10pts :-a storm bolter: +10pts :-a plasma pistol: +15pts :-a power weapon: +15pts :-a power fist: +25pts *The Space Marine Sergeant may take: :-melta bombs: +5pts :-teleport homer: +15pts :-dreamcatcher - +10pts :'''Dedicated Transport''': May select a Rhino or a Razorback. If the squad numbers ten models, may take a Drop Pod. :'''Special Rules''': And They Shall Know No Fear, combat Squads, Combat Tactics ==Scout Squad== :75pts :Scout Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv4+ :Scout:.............. WS3 BS3 S4 T4 W1 I4 A1 Ld8 Sv4+ :'''Unit Composition''': 4 Scouts, 1 Scout Sergeant :'''Unit Type''': Infantry :'''Wargear''': Scout armour, Bolt Pistol, Boltgun, Frag and krak grenades :'''Options''': *May include up to five additional scouts - +13pts/model *Any model may replace his boltgun with a shotgun, combat blade or sniper rifle - Free *One Scout may replace his boltgun with a heavy bolter (with hellfire shells), a missile launcher or a Darkfire Flare Rifle (Only of Secundus Upgrade is taken) - +10pts *The Scout Sergeant may replace his boltgun and/or bolt pistol with: :-a chainsword - free :-a combi-flamer, -melta or -plasma - +10pts :-a storm bolter - +10pts :-a plasma pistol - +15pts :-a power weapon - +15pts :-a power fist - +25pts *The Scout Sergeant may take: :-melta bombs - +5pts :-teleport homer - +15pts :-Dreamcatcher - +10pts *The squad may have camo cloaks - +3pts/model *The squad may be upgraded to Secundus Operatives - +4pts/model Secundus Operatives are WS4, BS4 and are equipped with Power Armour and Darkfire Rounds :'''Special Rules''': And They Shall Know No Fear, Combat Squads, Combat Tactics, Infiltrate, Move Through Cover, Scouts ==The Sleepless== :0-1 :80 Points :Sleepless: WS5 BS4 S4 T4 W1 I4 A2 Ld7 Sv3+ :'''Unit Composition''': 5 Sleepless :'''Unit Type''': Infantry :'''Wargear''': Power Armour, Bolt Pistol, Chainsword, Frag and Krak grenades :'''Options''': Add up to twenty seven Sleepless: +16 Points/model *Any Sleepless can replace their chainsword with: :-A Power Weapon: 10 Points/model :-A Power Fist: 20 Points/model :-A Thunder Hammer: 25 Points/model *For every five models in the squad, one Sleepless can replace his bolt pistol with a Plasma Pistol for +15 Points/model *The entire squad can have Jump Packs: +15pts/model :'''Dedicated Transport''': If the squad does not have Jump Packs, it may select a Rhino or Drop Pod as a dedicated transport. :'''Special Rules''': Rage, Fearless, Furious Charge :'''Faltering Reality''': The Sleepless are so crazed that they can barely distinguish friend from foe. If there is no Independent Character within the unit it must take an Ld test at the start of each movement phase. If this is failed the squad must move at full normal speed towards the nearest unit (Friend or Foe), fire at it (Even if after the movement phase there is a closer unit) and, if possible, assault this unit. If the unit is friendly it attacks back as usual, but neither unit attacks during the enemy's turn and if the Sleepless pass their test at the beginning of the next turn combat immediately ceases, with both units reconsolidating 2d6 inches. If a double 6 is ever rolled for this leadership test the Sleepless go berserk, self-destructing in a whirlwind of indiscriminate violence. Every unit (Friend or Foe, excluding other Sleepless) within 2D6 inches takes 2D6 S5 hits. Vehicles are hit on their side armour. After these attacks are resolved, remove the Sleepless unit from play. [[Category:Emperor's Nightmare]] ==Phobetor Dreadnought== :0-2 :100pt (not final value) :''A single Phobetor Dreadnought may be fielded for every 5 Sleepless in your force, to a maximum of 2.'' :WS4 BS4 S6 F12 S12 R10 I4 A2 :'''Unit Composition''': 1 Dreadnought :'''Unit Type''': Vehicle (Walker) :'''Wargear''': 2 Dreadnought Manipulator Arms with integrated Narthecium Glaives. 1 Shoulder Mounted Storm Bolter. :'''Dedicated Transport''': May select a Drop Pod :'''Special Rules''': Apothecary in Iron, Hands That Heal Can Also Destroy, Only in Death, The Nightmare Ends, They Deserved Better!. :'''Healing hands''': Manipulator arms are dreadnought CCWs that have been modified for increased dexterity. In place of guns they have been mounted with Narthecium Glaives to aid in caring for the Sleepless. These may be used to attack normally at S10 or de-powered to use the glaive's toxins, striking as a 2+ poisoned AP- attack. A single glaive attack can be made per hand, plus a third if both arms are undamaged. At the beginning of the turn choose 1 unit within 3" of the Phobetor. That unit gains Feel No Pain until the beginning of your next turn. If a unit of Sleepless are within 3", they must be the target of this ability. :'''Only in Death''': A Phobetor pilot will not abandon his charges under any circumstances. The walker must remain within unit coherency with the Sleepless whenever possible, or else move to join them at top speed. If the Sleepless declare a charge the Phobetor dreadnought must also declare a charge at the same target. So long as at least one Phobetor remains within 3" range, even as a vehicle wreck, the Sleepless gain +1 Ld in addition to Feel No Pain. If two Phobetors are within range of a Sleepless unit it instead gains +2 Ld, Stubborn, and Feel No Pain. :'''The Nightmare Ends''': If all Sleepless are killed each Phobetor remaining must take a leadership test at Ld6. If it succeeds the Phobetor becomes an independent Apothecary in Iron for the rest of the game. If the test is failed the Phobetor goes berserk and must move as quickly as possible towards the nearest enemy unit and charge it. If more than half of the Sleepless are killed by enemy ranged attacks before the entire squad is wiped out. Phobetors automatically fail the leadership test and receive +1WS for the rest of the game.
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