Sunday, July 19, 2009
Sunday, June 28, 2009
Kecsh'la Sept Army List
HQ
(2) Crisis Shas’o:
- May fire two weapons per turn. (Hardwired multi-tracker)
- Missile Pod.
- Fusion Blaster.
- Plasma Rifle.
- May arrive from reserves using Deep Strike. (XV8 Crisis Suit)
- May re-roll vision test in night fighting. (XV8 Crisis Suit)
124 Points Each
(2) Crisis Shas’vre Bodyguards:
- May fire two weapons per turn. (Hardwired multi-tracker)
- +1 to BS. (Targeting Array)
- Missile Pod.
- Plasma Rifle.
82 Points Each
Elites
3 Man Stealth Team:
- +1 to BS. (Targeting Array)
The following effects are due to the XV15 Stealth Armor:
- May arrive from reserves using Deep Strike.
- May re-roll vision test in night fighting.
- May use the Infiltrate special rule.
- If shot at the enemy doing the shooting must take a vision check.
- Count as being in cover when assaulted.
- Barrage weapons scatter an additional D6”.
120 Points
Troops
(2) 10-man Firewarrior Team:
100 Points Each
12-man Firewarrior Team:
- Shas’vre is equipped with a Markerlight.
140 Points
Kroot Carnivore Squad:
- May use the Infiltrate Special Rule.
105 Points
Fast Attack
(2) 6-man Pathfinder Team w/Devilfish:
- Pathfinders are equipped with Pulse Carbine and Markerlights.
Devilfish:
- All assaulters are wounded on a +4. (Flechette Discharger)
- If shot from more than 12” away it is obscured. (Disruption Pod)
167 Points Each
10-man Kor’vesa Squad:
120 Points
Heavy Support
(2) Hammerhead Gunship:
- All assaulters are wounded on a +4. (Flechette Discharger)
- If shot from more than 12” away it is obscured. (Disruption Pod)
- Can fire ALL weapons if it moved 6” or less and 1 weapon* if it moved more than 6” and less than 12”. (Multi-tracker)
185 Points Each
XV88 Broadside Battlesuit:
- May opt to use the Slow and Purposeful special for the turn. (Advanced Stabilization System)
80 Points