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Grey Knights, Salamanders & Space Wolves (Read 985 times)
Gold Bearer
I AM NOT HERBERT!
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Lurch is a sexy man-god!

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Grey Knights, Salamanders & Space Wolves
10/21/16 at 4:21pm
 
GREY KNIGHTS
Missile Launcher, Incinerator, Icer, Electro-Cannon, Melta Gun.

Commander Weapons
Nemesis Force Falchions: 2R+4W in your own turn, 4W in the alien turn.
Nemesis Force Sword: 2R+3W in your own turn, 1R+3W in the alien turn.
Nemesis Force Halberd: 2R+2W in your own turn, 1R+2W in the alien turn, can attack diagonally causing the opponent to roll one dice less.

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

Equipment
Storm Bolter: The commander has a forearm mounted Storm Bolter (1R+1W), doesn't count as your attack if you don't move during the same turn.
Purification Sigils: To be wounded in hand-hand during your own turn an opponent must beat any marine's (including the commander's) AV as if they were being fired at.
Aegis Helmets: Each turn any one marine (including the commander) can use a non mechanical enemy in sight of any squad member to perform any of their actions.
Personal Teleporters: Allows one marine per turn (including the commander) to teleport to any unoccupied square within four squares without using an action but it can't be used to increase their overall movement.
Nemesis Force Weapons: Three Bolters replaced with Nemesis Force Falchions, a Nemesis Force Sword and a Nemesis Force Halberd, Equipment Malfunction causes them to become normal Nemesis weapons, they lose the +1R when they attack and the the Force weapon rules if you're using the weapon progression rules.
Blind Grenades, Melta Bomb, Targeter.

SALAMANDERS
Missile Launcher, Incinerator, Flamer, Electro-Cannon, Melta Gun.

Orders
Fire Shields: Any enemies adjacent (not diagonal) to a marine at the start of the squad's turn are attacked with 2R separately for each marine.
Fusion Grenades: Any marines can throw a grenade without using an action that attacks the target square with 3R, the total of the highest two on the surrounding eight and the other dice on the surrounding sixteen.
Move It, Fire.

Equipment
Metabolism Energiser: Commander attacks with an extra white dice in any kind of attack and ignores any one dice.
Hellfire Launcher: Commander's Power Fist or Power Axe is replaced with a Power Fist (1R+2W) with a mounted Grenade Launcher and fires Hellfire Grenades that attack the target square with 3W, the total of the highest two on the surrounding eight and the other dice on the surrounding sixteen (just loses the Grenade Launcher with Equipment Malfunction), can fire another gun if you don't move during the same turn.
Hellfire Sword: Replaces the Power Sword, commander only needs to equal the opponents score in hand-hand to cause one point of damage (0 is still a miss).
Hellfire Ammunition: Heavy weapons (including the Hellfire Cannon) apart from the Tarantula only need to equal the opponents AV to cause one point of damage (0 is still a miss).
Hellfire Cannon: One Bolter marine has a Hellfire Cannon (move 4, can fire as a Heavy Bolter or as a Missile Launcher, if fired as a Missile Launcher an entire turn has to be spent reloading before it can fired as a Missile Launcher again) but weapon progression rules don't apply.
Blind Grenades, Melta Bomb, Targeter: Can be fitted to the Hellfire Cannon.

SPACE WOLVES
Plasma Gun, Missile Launcher, Assault Cannon, Gauss Cannon, Melta Gun.

Rules
Frozen targets can't defend themselves in hand-hand (they're frozen after resolving the initial hand-hand) but you need to beat their AV as if you were shooting at them, lasts until the start of the squad's next turn.

Orders
Frost Shields: The AV of all marines is raised by one until the beginning of the squad's next turn.
Frost Grenades: Any marines can throw a grenade without using an action that attacks a 2x2 area with 2R and targets miss their next turn if their AV is at least equaled.
Move It, Fire.

Equipment
Frost Bolts: Opponents fired at by the commander miss their next turn if their AV is at least equaled (0 is still a miss).
Frost Axe: Replaces the commander's Power Axe, causes hand-hand opponents fought during your own turn to miss their next turn if their AV is at least equaled (0 is still a miss).
Frost Ammunition: Opponents fired at by marines (not the commander) except with the Tarantula miss their next turn if their AV is at least equaled (0 is still a miss).
Frost Weapons: Hand-hand opponents (not the commander's) miss their next turn if their AV is at least equaled during your own turn (0 is still a miss).
Assault Weapons: Standard loadout rules and weapons are replaced with a Power Fist (1R+2W), Power Maul (1R+1W), Power Sword (1R) and Chain Sword (1R, treats bulkheads as having AV0 and can attack diagonally causing the opponent to roll one dice less) + Bolt Guns (unbladed Bolters).
Blind Grenades, Melta Bomb, Targeter: Can be fitted to all Bolt Guns (including the commander's).
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« Last Edit: 11/27/16 at 1:36pm by Gold Bearer »  
 
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