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

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