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Dark Angels, White Scars & Crimson Fists (Read 848 times)
Gold Bearer
I AM NOT HERBERT!
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Lurch is a sexy man-god!

Posts: 31

Dark Angels, White Scars & Crimson Fists
10/21/16 at 4:07pm
 
DARK ANGELS
Plasma Gun, Flamer, Icer, Electro-Cannon, Gauss Cannon.

Orders
Raven Strike: All marines can take their action in between their movement.
Death Strike: All marines can take one extra action each turn but can't perform the same action twice (movement/shooting/hand-hand).
Move It, Fire.

Equipment
Adrenal Stimulator: Commander can take one extra action each turn but can't perform the same action twice (movement/shooting/hand-hand).
Plasma Weapons: Commander has a Light Plasma Gun (1R+1W with standard Plasma Gun rules) and a Plasma Sword (4W, 1R with Equipment Malfunction and doesn't lose the Light Plasma Gun).
Plasma Cannon: Plasma Gun fires with 3R, use the middle dice on the lines next to the target line at level two if you're using the advanced weapon rules and it can always fire as level one.
Bolt Pistols, Blind Grenades, Melta Bomb, x2 Targeters.

WHITE SCARS
Assault Cannon, Flamer, Icer, Electro-Cannon, Gauss Cannon.

Orders
Swift Move: Can move three times but can't attack.
Sustained Fire: Can fire three times but can't move.
Move It, Fire.

Equipment
Metabolism Enhancer: Commander fights with an extra white dice in hand-hand.
Chemical Enhancer: Commander fights with an extra red dice in hand-hand and ignores any one dice.
Energised Bolter Blades: All marines armed with Bolters fight with an extra red dice in hand-hand and ignore any one dice.
Bolt Pistols, Blind Grenades, Melta Bomb, x2 Targeters.

CRIMSON FISTS
Flamer, Icer, Electro-Cannon, Gauss Cannon, Melta Gun.

Orders
Exterminate: All marines fight with two extra red dice when fighting any Orks and Gretchin in hand-hand until the beginning of the squad's next turn.
Bio Grenades: Any marines can throw a grenade without using an action that attacks any Orks and Gretchin in a 3x3 area separately with 3R.
Move It, Fire.

Equipment
Ammunition Energiser: Commander shoots with an extra white dice (needs to be able to shoot already).
Optical Enhancer: Commander shoots with an extra dice (same colour as dice already used) and ignores any one dice.
Heavy Weapon Enhancers: All heavy and extra heavy weapons (and Las Cannons with each shot) except the Tarantula fire with an extra white dice.
Bolt Pistols, Blind Grenades, Melta Bomb, x2 Targeters.
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« Last Edit: 11/24/16 at 12:54pm by Gold Bearer »  
 
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