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==Agents of the Inquisition== ===HQ=== ====Ordo Hereticus Inquisitor==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Inquisitor | 25 pts | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 10 | 4+ | '''Infantry (Character)''' | 1 Inquisitor |- | Inquisitor Lord | | 5 | 5 | 3 | 3 | 3 | 4 | 4 | 10 | 4+ | '''Infantry (Character)''' | |- |} <br style="clear: both; height: 0px;" /> '''Wargear:''' *'''Bolt pistol''' *'''Close combat weapon''' *'''Frag grenades''' *'''Krak grenades''' *'''Psyk-out grenades''' '''Special Rules:''' *'''Independent Character''' *'''Stubborn''' '''Psyker:''' If they are upgraded with the Psyker (Mastery Level 1) special rule, Inquisitors generate their powers from the '''Daemonology (Sanctic)''', '''Divination''', '''Pyromancy''' and '''Telekinesis''' disciplines. '''Options:''' *May replace bolt pistol and/or close combat weapon with one of the following: :: - Plasma pistol - 4 pts each :: - Combi-flamer - 5 pts each :: - Power sword - 10 pts each :: - Combi-melta or combi-plasma - 13 pts each :: - Power fist or combi-condemnor - 15 pts each :: - Thunder hammer - 20 pts each :: - Null rod - 25 pts each *Inquisitor may upgrade Sv to 3+ - 6 pts *Inquisitor Lord may upgrade Sv to 3+ - 8 pts *May take up to three servo-skulls - 10 pts each *May take the Psyker (Mastery Level 1) special rule and replace close combat weapon with force sword - 35 pts *May take items from the '''Ordo Hereticus Relics''' list. *May be upgraded to an Inquisitor Lord - 10 pts *May take an orbital strike relay - 25 pts *May be equipped with a psyocculum - 25 pts ====Ordo Malleus Inquisitor==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Inquisitor | 25 pts | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 10 | 4+ | '''Infantry (Character)''' | 1 Inquisitor |- | Inquisitor Lord | | 5 | 5 | 3 | 3 | 3 | 4 | 4 | 10 | 4+ | '''Infantry (Character)''' | |- |} <br style="clear: both; height: 0px;" /> '''Wargear:''' *'''Bolt pistol''' *'''Close combat weapon''' *'''Frag grenades''' *'''Krak grenades''' *'''Psyk-out grenades''' '''Special Rules:''' *'''Independent Character''' *'''Stubborn''' '''Psyker:''' If they are upgraded with the Psyker (Mastery Level 1) special rule, Inquisitors generate their powers from the '''Daemonology (Sanctic)''', '''Divination''', '''Pyromancy''' and '''Telekinesis''' disciplines. '''Options:''' *May replace bolt pistol and/or close combat weapon with one of the following: :: - Plasma pistol - 4 pts each :: - Combi-flamer - 5 pts each :: - Power sword - 10 pts each :: - Combi-melta or combi-plasma - 13 pts each *Inquisitor may upgrade Sv to 3+ - 6 pts *Inquisitor Lord may upgrade Sv to 3+ - 8 pts *May take up to three servo-skulls - 10 pts each *May take empyrean brain mines - 10 pts *Inquisitor may replace bolt pistol, chainsword, frag grenades and krak grenades with Terminator armour, storm bolter and a thunder hammer - 57 pts *Inquisitor Lord may replace bolt pistol, chainsword, frag grenades and krak grenades with Terminator armour, storm bolter and a thunder hammer - 72 pts *May replace storm bolter with one of the following: :: - Combi-flamer - 0 pts :: - Combi-melta or combi-plasma - 8 pts *May take the Psyker (Mastery Level 1) special rule - 25 pts *If the Psyker (Mastery Level 1) special rule is taken: :: - May replace close combat weapon with a force sword - 10 pts :: - May replace thunderhammer with a force hammer - 0 pts *May take items from the '''Ordo Malleus Relics''' list. *May be upgraded to an Inquisitor Lord - 10 pts *May take an orbital strike relay - 25 pts *May take psybolt ammunition for all their weapons - see the lists section ====Ordo Xenos Inquisitor==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Inquisitor | 25 pts | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 10 | 4+ | '''Infantry (Character)''' | 1 Inquisitor |- | Inquisitor Lord | | 5 | 5 | 3 | 3 | 3 | 4 | 4 | 10 | 4+ | '''Infantry (Character)''' | |- |} <br style="clear: both; height: 0px;" /> '''Wargear:''' *'''Bolt pistol''' *'''Close combat weapon''' *'''Frag grenades''' *'''Krak grenades''' *'''Psyk-out grenades''' '''Special Rules:''' *'''Independent Character''' *'''Stubborn''' '''Psyker:''' If they are upgraded with the Psyker (Mastery Level 1) special rule, Inquisitors generate their powers from the '''Daemonology (Sanctic)''', '''Divination''', '''Pyromancy''' and '''Telekinesis''' disciplines. '''Options:''' *May replace bolt pistol and/or close combat weapon with one of the following: :: - Plasma pistol - 4 pts each :: - Combi-flamer - 5 pts each :: - Power sword - 10 pts each :: - Combi-melta or combi-plasma - 13 pts each :: - Needle pistol or scythian venom talon - 15 pts each :: - Conversion beamer - 35 pts *Inquisitor may upgrade Sv to 3+ - 6 pts *Inquisitor Lord may upgrade Sv to 3+ - 8 pts *May take up to three servo-skulls - 10 pts each *May take any of the following: :: - Digital weapons - 5 pts :: - Rad grenades and/or psychotroke grenades - 15 pts each *May take the Psyker (Mastery Level 1) special rule and replace close combat weapon with force sword - 35 pts *May take items from the '''Ordo Xenos Relics''' list. *May be upgraded to an Inquisitor Lord - 10 pts *May take an orbital strike relay - 25 pts ===Elites=== ====Inquisitorial Henchmen==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Acolyte | 15 pts | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 5+ | '''Infantry''' | '''3 Acolytes''' |- | Arco-flagellant | | 5 | 1 | 5 | 3 | 1 | 3 | 3 | 8 | | '''Infantry''' | |- | Crusader | | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 5+ | '''Infantry''' | |- | Daemonhost | | 3 | 3 | 4 | 4 | 1 | 3 | 1 | 8 | - | '''Infantry''' | |- | Death Cult Assasin | | 5 | 3 | 4 | 3 | 1 | 6 | 2 | 8 | 5+ | '''Infantry''' | |- | Jokaero Weaponsmith | | 1 | 3 | 2 | 3 | 1 | 3 | 1 | 8 | - | '''Infantry''' | |- | Ministorum Priest | | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 10 | 5+ | '''Infantry (Character)''' | |- | Mystic | | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 5+ | '''Infantry''' | |- | Psyker | | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 5+ | '''Infantry''' | |- | Servitor | | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | '''Infantry''' | |- |} <br style="clear: both; height: 0px;" /> '''Wargear''' ''Acolyte'' *'''Laspistol''' *'''Close combat weapon''' ''Arco-flagellant'' *'''Two arco-flails''' ''Crusader'' *'''Power weapon''' *'''Storm shield''' ''Death Cult Assasin'' *'''Two power weapons''' ''Jokaero Weaponsmith'' *'''Defence orbs''' *'''Digital Weapons''' *'''Lascannon''' *'''Multi-melta''' *'''Heavy flamer''' ''Ministorum Priest'' *'''Two close combat weapons''' *'''Frag grenades''' *'''Krak grenades''' *'''Rosarius''' ''Mystic and Psyker'' *'''Laspistol''' ''Servitor'' *'''Servo-arm''' '''Special Rules:''' ''Arco-flagellant'' *'''Feel No Pain''' ''Daemonhost'' *'''Daemon''' *'''Working with Daemons:''' Models with the Armies of the Imperium faction treat units from a Detachment other than their own Detachment including one or more models with this special rule as Sworn Enemies. Models with the Mortals of Chaos faction treat units from a Detachment including one or more models with this special rule as Desperate Allies. *'''Daemonic Power''' Take a Leadership test for each unit including one or more models with this special rule at the start of each friendly turn. If failed, roll a D6 and consult the chart below. If passed you may choose one of the following results. {| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Result |- | '''1''' | '''Re-knit Host Form:''' All models with the Daemonic Power special rule gain the Feel No Pain special rule until the start of your next turn. |- | '''2''' | '''Warp Grasp:''' All models with the Daemonic Power special rule are armed with a warp grasp until the start of your next turn. |- | '''3''' | '''Daemonic Speed:''' All models with the Daemonic Power special rule gain the Fleet special rule and add +10 to their Initiative characteristic until the start of your next turn. |- | '''4''' | '''Empower Host Form:''' All models with the Daemonic Power special rule add +3 to their Strength characteristic until the start of your next turn. |- | '''5''' | '''Energy Torrent:''' All models with the Daemonic Power special rule are armed with an energy torrent until the start of your next turn. |- | '''6''' | '''Unholy Gaze:''' All models with the Daemonic Power special rule are armed with an unholy gaze until the start of your next turn. |- |} <br style="clear: both; height: 0px;" /> ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Warp Grasp | - | User | 2 | Melee |- | Energy Torrent | 24" | 4 | 3 | Assault 1, Blast |- | Unholy Gaze | 24" | 8 | 4 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> ''Death Cult Assasin'' *'''Uncanny Reflexes:''' A model with this special rule has a 5+ invulnerable save. ''Jokaero Weaponsmith'' *'''Inconceivable Customisation:''' When an Inquisitorial Henchmen Warband containing one or more Jokaero is deployed, roll a D6 on the following chart. Each time you roll, add +1 to the result for each Jokaero in the unit beyond the first. All results apply for the duration of the game. {| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Result |- | '''1''' | '''Aesthetic Alteration:''' No effect. |- | '''2''' | '''Improved Gun Sights:''' Increase the range of all non-template shooting weapons in the unit by 12". |- | '''3''' | '''Reinforced Armour:''' The Sv characteristic of all models in the unit is one better than normal. |- | '''4''' | '''Penetrating Ammunition:''' All ranged weapons fired by the unit gain the Rending special rule. |- | '''5''' | '''Augmentative Energy Fields:''' All models in the unit have a 5+ invulnerable save, models that already have a 5+ invulnerable save instead get a 4+ invulnerable save. |- | '''6+''' | '''The Works:''' Roll twice more on this table and apply both results. Re-roll dublicates, including further '''The Works''' results. |- |} <br style="clear: both; height: 0px;" /> ''Ministorum Priest'' *'''Zealot''' *'''The Emperor Protects:''' All friendly models in a unit including one or more models with this special rule gain a 6+ invulnerable save. ''Mystic:'' *'''Psychic Beacon:''' Friendly units do not scatter when they Deep Strike, so long as the first model placed is within 6" of a model with this special rule. This model must have been on the battlefield at the start of the turn in order for this special rule to be used. ''Psyker'' *'''Brotherhood of Psykers (Mastery Level 1)''' ''Servitor:'' *'''Mindlock:''' If a unit containing one or more models with this special rule does not include an Independent Character with the Inquisition faction is not locked in combat, it must test for Mindlock at the start of each friendly turn. To test for Mindlock, roll a D6. If the result is a 1, 2 or 3, the unit have succumbed to Mindlock – the unit (including any characters) may not move (though they may fall back), shoot or assault that turn (though they will fight normally in close combat if already engaged). '''Options:''' *May include up to seventeen additional Acolytes - 5 pts/model *Any Acolyte may be upgraded to one of the following: :: - Arco-flagellant - 10 pts/model :: - Crusader - 15 pts/model :: - Daemonhost - 25 pts/model :: - Death Cult Assasin - 10 pts/model :: - Jokaero Weaponsmith - 30 pts/model :: - Ministorum Priest - 20 pts/model :: - Mystic - 5 pts/model :: - Psyker - 15 pts/model :: - Servitor - 10 pts/model *Any Acolyte may take carapace armour - 2 pts/model *Any Acolyte may take power armour - 5 pts/model *Any Acolyte may take melta bombs - 5 pts/model *Any Acolyte may replace close combat weapon with one of the following: :: - Boltgun - 3 pts/model :: - Hot-shot lasgun - 4 pts/model :: - Storm bolter - 5 pts/model *Up to two acolytes may replace their close combat weapon with one of the following: :: - Combi-flamer - 5 pts/model :: - Plasma pistol - 8 pts/model :: - Plasma gun - 15 pts/model :: - Meltagun - 15 pts/model :: - Power weapons - 5 pts/model :: - Storm shield - 10 pts/model :: - Power fist - 10 pts/model *Any Ministorum Priest may replace one close combat weapon with one of the following: :: - Power weapon - 10 pts :: - Evoscerator - 20 pts *Any Ministorum Priest may replace one close combat weapon with one of the following: :: - Laspistol - 1 pt :: - Bolt pistol or shotgun - 2 pts :: - Boltgun - 3 pts :: - Plasma pistol :: - Storm bolter or combi-flamer - 5 pts :: - Combi-plasma - 8 pts :: - Plasma gun or combi-condemnor - 10 pts *Any Ministorum Priest may take melta bombs - 5 pts/model *Up to three Servitors may replace their servo-arms with one of the following: :: - Heavy bolter - 0 pts/model :: - Multi-melta - 0 pts/model :: - Plasma cannon - 10 pts/model *The unit may select a Rhino, Razorback, Chimera, Valkyrie or Land Raider as a Dedicated Transport. ===Troops=== ====Crusader Henchmen==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Crusader | 75 pts | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 5+ | '''Infantry''' | '''5 Crusaders''' |- |} <br style="clear: both; height: 0px;" /> '''Wargear''' *'''Power sword''' *'''Storm shield''' '''Options:''' *May include up to fifteen additional Crusaders - 15 pts/model ====Acolyte Henchmen==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Acolyte | 30 pts | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 5+ | '''Infantry''' | '''10 Acolytes''' |- |} <br style="clear: both; height: 0px;" /> '''Wargear''' *'''Laspistol''' *'''Close combat weapon''' '''Options:''' *May include up to ten additional Acolytes - 3 pts/model *All models may take carapace armour - 2 pts/model *All models may take power armour - 5 pts/model *Any model may take melta bombs - 5 pts/model *All models may replace close combat weapon with one of the following: :: - Boltgun - 3 pts/model :: - Hot-shot lasgun - 4 pts/model :: - Storm bolter - 5 pts/model *Up to two models may replace their close combat weapon with one of the following: :: - Combi-flamer - 5 pts/model :: - Plasma pistol - 8 pts/model :: - Plasma gun - 15 pts/model :: - Meltagun - 15 pts/model :: - Power weapons - 5 pts/model :: - Storm shield - 10 pts/model :: - Power fist - 15 pts/model ====Arco-Flagellant Henchmen==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Arco-Flagellant | 50 pts | 5 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 5+ | '''Infantry''' | '''5 Arco-Flagellants''' |- |} <br style="clear: both; height: 0px;" /> '''Wargear''' *'''Two arco-flails''' '''Special Rules:''' *'''Feel No Pain''' '''Options:''' *May add up to fifteen additional Arco-Flagellants - 10 pts/model ===Fast Attack=== ====Chimera==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! BS ! FA ! SA ! RA ! HP ! Unit Type ! Unit Composition |- | Chimera | 65 pts | 3 | 12 | 10 | 10 | 3 | Vehicle (Tank, Transport) | 1 Chimera |- |} <br style="clear: both; height: 0px;" /> '''Wargear:''' *'''Multi-laser''' *'''Smoke launchers''' *'''Searchlight''' *'''Two lasgun arrays''' '''Special Rules:''' *'''Amphibious:''' A model with this special rule treat all water features as open terrain for movement purposes. *'''Mobile Command Vehicle:''' Models embarked upon a vehicle with this special rule may still issue orders to squads. Measure range from any part of the Chimera´s hull. '''Transport:''' *'''Transport Capacity:''' Twelve models. *'''Fire Points:''' Two models can fire from the top hatch. Note that Heavy Weapons Teams only count as a single model. *'''Access Points:''' A Chimera has one Access Point on the rear. '''Options:''' *May take any of the following: :: - Searchlight - 1 pt :: - Relic Plating - 3 pts :: - Dozer Blade*1 - 5 pts :: - Heavy Stubbor or Storm Bolter - 5 pts :: - Recovery Gear - 5 pts :: - Smoke Launchers - 5 pts :: - Extra Armour - 5 pts :: - Fire Barrels*1 - 5 pts :: - Veteran Crew - 5 pts :: - Hunter-killer Missile - 8 pts :: - Camo Netting - 15 pts *May replace heavy bolter with heavy flamer - 0 pts *May replace multi-laser with heavy flamer or heavy bolter - 0 pts *May take psybolt ammunition for all its weapons - see the wargear lists section. ====Razorback==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! BS ! FA ! SA ! RA ! HP ! Unit Type ! Composition |- | Razorback | 40 | 4 | 11 | 11 | 10 | 3 | Vehicle (Tank, Transport) | 1 Razorback |- |} <br style="clear: both; height: 0px;" /> '''Wargear:''' *'''Twin-linked heavy bolter''' *'''Searchlight''' *'''Smoke launchers''' '''Transport:''' *'''Transport Capacity:''' Six models. It cannot carry models with the '''Bulky''', '''Very Bulky''' or '''Extremely Bulky''' special rules. *'''Fire Points:''' None. *'''Access Points:''' The Razorback has one Access Point on each side of the hull and one at the rear. '''Options:''' *May take up to one of each of the following: :: - Dozer blade - 5 pts :: - Storm bolter - 5 pts :: - Hunter-killer missile - 8 pts :: - Extra armour - 5 pts *May replace twin-linked heavy bolter with one of the following: - Twin-linked heavy flamer - 0 pts - Twin-linked Assault cannon - 10 pts - Lascannon and twin-linked plasma gun - 10 pts - Multi-melta - 10 pts - Twin-linked lascannon - 10 pts *May take psybolt ammunition for all its weapons - see the wargear lists section. ====Rhino==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! BS ! FA ! SA ! RA ! HP ! Unit Type ! Composition |- | Rhino | 35 | 4 | 11 | 11 | 10 | 3 | Vehicle (Tank, Transport) | 1 Rhino |- |} <br style="clear: both; height: 0px;" /> '''Wargear:''' *'''Storm bolter''' *'''Searchlight''' *'''Smoke launchers''' '''Special Rules:''' *'''Repair:''' If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point. '''Transport:''' *'''Transport Capacity:''' Ten models. It cannot carry models with the '''Bulky''', '''Very Bulky''' or '''Extremely Bulky''' special rules. *'''Fire Points:''' Two models can fire from the Rhino´s top hatch. *'''Access Points:''' The Rhino has one Access Point on each side of the hull and one at the rear. '''Options:''' *May take up to one of each of the following: :: - Dozer blade - 5 pts :: - Storm bolter - 5 pts :: - Hunter-killer missile - 8 pts :: - Extra armour - 5 pts *May take psybolt ammunition for all its weapons - see the wargear lists section. ====Valkyrie Squadron==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! BS ! FA ! SA ! RA ! HP ! Unit Type ! Composition |- | Valkyrie | 100 pts | 3 | 12 | 12 | 10 | 3 | Vehicle (Flyer, Hover, Transport) | 1 Valkyrie |- |} <br style="clear: both; height: 0px;" /> '''Wargear:''' *'''Multi-laser''' *'''Two hellstrike missiles''' *'''Extra armour''' *'''Searchlight''' '''Special Rules:''' *'''Grav Chute Insertion:''' If a model with this special rule has moved more than 6", passengers may disembark using this special rule during the movement phase. To use this special rule nominate a point which this model moved over this movement phase. The unit immediately deep strikes onto the chosen point. If any model cannot be placed for any reason, the unit is destroyed. '''Transport:''' *'''Transport Capacity:''' Twelve models. *'''Fire Points:''' None. *'''Access Points:''' One access point on each side of the hull and one on the rear '''Options:''' *May include up to two additional Valkyries - 100 pts/model *May replace multi-laser with a lascannon - 0 pts *May replace two hellstrike missiles with two multiple rocket pods - 10 pts *May take two heavy bolters - 25 pts *May take psybolt ammunition for all its weapons - see the wargear lists section. ===Heavy Support=== ====Land Raider==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! ! BS ! FA ! SA ! RA ! HP ! Unit Type ! Composition |- | Land Raider | 240 pts | 4 | 14 | 14 | 14 | 4 | Vehicle (Tank, Fast, Transport) | 1 Land Raider Redeemer |- |} <br style="clear: both; height: 0px;" /> *Note that all Land Raider variants use the same profile. '''Wargear:''' ''Land Raider Crusader'' *'''Extra armour''' *'''Frag assault launchers''' *'''Twin-linked assault cannon''' *'''Two hurricane bolters''' *'''Searchlight''' *'''Smoke launchers''' ''Land Raider Redeemer:'' *'''Extra armour''' *'''Frag assault launchers''' *'''Twin-linked assault cannon''' *'''Two inferno cannons''' *'''Searchlight''' *'''Smoke launchers''' ''Land Raider Phobos:'' *'''Extra armour''' *'''Twin-linked heavy bolter''' *'''Two twin-linked lascannons''' *'''Searchlight''' *'''Smoke launchers''' '''Special Rules:''' *'''Assault Vehicle''' *'''Power of the Machine Spirit''' *'''Move Through Cover''' *'''Massive:''' Models with this special rule counts as having the Heavy type for the purpose of ramming. '''Transport:''' *'''Transport Capacity:''' (Land Raider Crusader only) Sixteen models. *'''Transport Capacity:''' (Land Raider Redeemer only) Twelve models. *'''Transport Capacity:''' (Land Raider Phobos only) Ten models. *'''Fire Points:''' None *'''Access Points:''' The Land Raider has one Access Point on each side of the hull and one at the front. '''Options:''' *May be upgraded to one of the following: :: - Land Raider Crusader - 10 pts :: - Land Raider Phobos - 10 pts *May take up to one of each of the following: :: - Dozer blade - 5 pts :: - Storm bolter - 5 pts :: - Hunter-killer missile - 8 pts :: - Extra armour - 5 pts *May take a multi-melta - 8 pts *May take psybolt ammunition for all its weapons - see the wargear lists section.
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