Melkirth Rules

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    Melkirth troop stats:

    Mortals:

    Cultists/Traitor Guard of Melkirth:WS BS S T W I A Ld Sv3 4 4 3 1 3 1 7 5+3 4 4 3 1 3 2 8 5+ (Sergant)4 - 5 3 1 3 2 8 4+ (Mantics)

    Number/squad: 10 - 20Wargear: Flak armour; Lasgun (Veteran Sergeant has laspistol instead); Close-combat weapon; Frag and krak grenadesOne model may be upgraded to a Sergant for +10 pointsThree Guardsmen may replace their Lasguns with Flamers for +5 points, or Grenade

    Launchers for +10 pointsFour Guardsmen may be upgraded to Mantics for +15 Points. (Mantics are unable to

    carry guns)The squad may have a Chimera dedicated transport

    The Squad may have an Icon of Melkirth for +15 PointsMisery

    Chaos Space Marine Centaurs:WS BS S T W I A Ld Sv4 4 4 4 1 4 2 8 4+4 4 4 4 1 4 3 9 4+ (Champion)

    Number/squad: 1 - 10Wargear: Power Armour, Bolt Pistol, Frag Grenades, Krak Grenades, Close combat weapon, Icon of Melkirth.One model may be upgraded to a Champion for +10 pointsThe Squad may take a shield for +1 points per model which allows them to attempt

    to parry in close combat.Fearless, Misery, Icon of Melkirth

    Executioners:WS BS S T W I A Ld Sv5 4 5 4 1 4 2 8 3+5 4 5 4 1 4 3 9 3+ (Sergant)

    Number/squad: 5 - 20Wargear: Power Armour, Bolt Pistol, Frag Grenades, Krak Grenades, Close combat w

    eapon, Icon of Melkirth.One model may be upgraded to a Champion for +10 pointsThe Squad may replace their Close Combat weapons forone of the following:Machete +5 points per modelSickle +10 points per modelThe squad may have a Rhino dedicated transportFearless, Misery, Icon of Melkirth

    The Forlorn:WS BS S T W I A Ld Sv4 4 5 4 1 3 2 7 3+4 4 5 4 1 3 3 8 3+ (Sergant)4 - 5 4 1 3 3 7 3+ (Severe Mutant)

    Number/squad: 5 - 20

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    Wargear: Power Armour, Bolter, Frag Grenades, Krak Grenades, Close combat weapon, Icon of Melkirth.One model may be upgraded to a Champion for +10 pointsThree models may be upgraded to severe mutants for +5 pointsOne model may replace his close combat weapon with a Power fist for +25 pointsOne model may replace his Bolter with a Lascannon for +20 pointsThe squad may have a Rhino dedicated transportCause Fear, Misery, Depression Poison (Combat Weapons), Icon of Melkirth

    Daemons:

    Deliriums:WS BS S T W I A Ld Sv4 - 3 6 2 1 1 9 4+ (Invulnerable)

    Number/Squad: 4 - 10Wargear: A single close combat weaponFearless, Daemonic Assult, Vampirism, Cause Fear

    Phagocytes:WS BS S T W I A Ld Sv5 - 4 4 3 3 1 9 5+ (Invulnerable)

    Number/Squad: 1 - 5Wargear: claws and life force extractorsFearless, Daemonic Assult, Vampirism*, Extra legs*

    Bardiches:WS BS S T W I A Ld Sv4 4 4 3 2 4 2 9 5+ (Invulnerable)

    Number/Squad: 1 - 3Wargear: Wings, claws, teeth, venom and screechesFearless, Daemonic Assult, Tendrils* (with Depression Poison), Screech attack;Range - TemplateStrength - 5AP - 3Type - Assault 1

    Malicites:WS BS S T W I A Ld Sv5 4 5 4 3 5 3 10 4+ (Invulnerable)

    Number/Squad: 1 - 3Wargear: Twin Scimitars, Pincers, AcidFearless, Daemonic Assult, Acid Attack;Range - TemplateStrength - 5AP - 3Type - Assault 1Notes: This attack has a -1 Negative save modifier

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    Narcissists:WS BS S T W I A Ld Sv10 4 7 6 5 3 5 10 4+ (Invulnerable)

    Number/Squad: 1Wargear: Scythe of MelkirthFearless, Daemonic Assult, Furious Charge, Feel no Pain, Spines;Range - 24"Strength - 5AP - 5Depression Poison

    The Steed of Melkirth is reptillian, appearing like a large crouched lizard (think a large komodo dragon). It suffers from the misery specialrule. It's teeth are tipped with venom which effect's the target's brain, causing them to become depressed and incapacitated or suicidal.They have a row of sideways facing spines sticking out of the back. It's tail ha

    s three scythe like blades, similar to Executioner Scythesone going out each side, one up the top. This model cannot be carried in transports exactly as if it were a cavelry model. It confers the rider+1 Strength and +1 Attack, as well as having depressive poison (which works like

    the psychic power, but affects the model the next turn)

    Characters:Krueg:WS BS S T W I A Ld Sv5 - 4 3 1 5 3 10 4+

    Number/Squad: 1Wargear: Lightning Claw, Daemonic Aura, Icon of MelkirthFearless, Independant Character, Feel No Pain, Ressurection, Icon of Melkirth

    Aekold Helbrass:WS BS S T W I A Ld Sv6 - 6 5 3 4 3 10 2+

    Number/Squad: 1Wargear: Double Handed Power Sword, Regenerating Armour, Icon of MelkirthFearless, Independant Character, Regeneration, Icon of Melkirth

    Jamroar Chorster:WS BS S T W I A Ld Sv6 - 5 4 3 4 3 10 2+

    Number/Squad: 1Wargear: The Kirth Blade*, The Armour of Ruin*, Icon of MelkirthFearless, Independant Character, Icon of MelkirthPsychic Powers: Resentment, Despair

    Special Rules;

    Misery. The player must role a dice at the beginning of their turn (like with Animosity for Orcs and Goblins) per mortal Melkirthunit. On a roll of a 2,3,4 or 5 nothing happens. On a role of a 1 the squad will

    not attempt to move or shoot. On a roll of a 6 the squad

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    becomes vengeful and resentful of any non-Melkirth unit for not suffering like they do. They will attempt to charge into combat against thenearest non-Melkirth unit (enemy or friendly) and attack them in combat if theycan reach. If they can't reach they'll move then shoot at them.

    Vampirism. When a squad with vampirism sucessfully destroys or breaks an opponent's squad in close combat their strenth increases by +1

    Tendrils. If this model flies over an enemy it may attack that opponent once with it's tendrils. This is a poisenous attack.

    Extra Legs. For every wound this model loses it gains +1 attack.

    Depression Poison. If a model with this rule attacks another model but that other model does not die the other model must roll a D6 +1 eachfollowing turn. If the D6 +1 is higher than the model's original toughness thenthat model counts as a casulty and is removed from the game. If the model's toughness is above 7 then roll a D6 +3 instead

    Mark of Melkirth will lower one randomly chosen stat (to represent the reason that squad is mentally unstable) by one but will makethat squad unbreakable in combat (to represent that they don't care if they die).

    The Kirth Blade. The Kirth Blade allowes Jamroar Chorster to roll a dice for each kill he makes in close combat. On a roll of a 6 a secondmodel will be killed/a second wound will be taken

    The Armour of Ruin. The Armour of Ruin makes it so models have to roll a 3+ to be able to attack Jamroar Chorster in close combat

    Psychic Powers:Resentment. At a range 18" it makes the victim attack the nearest friendly unit.Despair. Range 24", roll a D6 +3. If the D6 +3 is higher than the model's original toughness then that model counts as a casulty and is removedfrom the game.