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== NOW WITH PROFILES AND RULES == [[Image:Furry chart.jpg|thumb|right|The options. The upper left is their canonical appearance, though that won't stop furries.]] '''Felinid "Cat's Paws" Squad (70 pts - Troops):''' The most common Felinid Squad. Thanks to their natural capabilities, Cat's Paws require less training than the average Guardsman and are used in outflanking and surprising enemy formations. {| class="wikitable" |- ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Felinid || 3 || 3 || 3 || 3 || 1 || 4 || 1 || 7 || 5+ |- | Felinid Weapons Specialist || 3 || 3 || 3 || 3 || 1 || 4 || 1 || 7 || 5+ |- | Felinid Alpha || 3 || 3 || 3 || 3 || 1 || 4 || 2 || 8 || 5+ |} Unit Type: Infantry. Felinid Alpha (Infantry, Character). Unit Composition: 7 Felinids, 2 Felinid Weapons Specialists and 1 Felinid Alpha. Wargear: Lasgun, Flak Armor, Frag Grenades Special Rules: *'''Outflank''' *'''Crusader''' *'''Cat's Eye''' *'''Cat's Grace''' Options: *Felinid Alpha may take items from the Ranged Weapons list. *Felinid Alpha may replace her Lasgun with a Close Combat Weapon and Laspistol for free. *Felinid Alpha may replace her Close Combat Weapon for a Power Sword for 15 pts. *Felinid Alpha may take Melta Bombs for 5 pts. *Felinid Alpha may carry a Medi-pack for 15 pts. *Felinid Alpha may replace her Flak Armour with Carapace Armour for 5 pts. *Felinid Weapons Specialist MUST replace their Lasguns with the items from the Specialist Weapons List. *The Squad may take Krak Grenades for 10 pts. *One of the Squad members may carry a Vox Caster for 5 pts. '''Tiger Squad (100 pts - Elites):''' A more aggressive breed of Felinid, these abhumans are born with a characteristic striped pattern to their fur and have a strong predatory instinct, unlike most Felinids. Tigers are notorious for savoring the effort in prying the can open to consume their prey. {| class="wikitable" |- ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Tiger || 4 || 4 || 3 || 3 || 1 || 4 || 1 || 7 || 5+ |- | Alpha Tiger || 4 || 4 || 3 || 3 || 1 || 4 || 2 || 8 || 5+ |} Unit Type: Infantry. Alpha Tiger is (Infantry, Character). Unit Composition: 9 Tigers and 1 Alpha Tiger. Wargear: Flak Armour, Tiger Claw The Tiger Claw is essentially an enormous chain-axe with the teeth replaced with torches. {| class="wikitable" |- ! Name !! Range !! S !! AP !! Type |- | Tiger Claw || Melee || X2 || 1 || Two-Handed, Unwieldy, Armorbane, Gets Hot |} Special Rules: *'''Outflank''' *'''Cat's Eye''' *'''Cat's Grace''' *'''Furious Charge''' *'''Monster Hunter''' *'''Tank Hunters''' *'''Doctrine: Mobility''': A model with Doctrine: Mobility treats all vehicles they are embarked upon as an Assault Vehicle. *'''Tank Chasers''': A model with Tank Chasers may reroll failed charges against Vehicles. Options: The Squad may take a Taurox as a dedicated transport. If it does, the Taurox also gains Outflank, whether or not the squad chooses to begin the game embarked upon it. '''Jaguar Squad (100 pts - Fast Attack):''' Jaguars are characterized by black or very dark skin and fur. These abhumans are used as forward vanguards or assassins due to their natural affinity for stealth, by the few Guard Regiments that can afford these specialists. They are particularly fond of dipping their Jaguar Claws (extremely large monomolecular clawed gauntlets designed to separate flesh from bone with the ease of snapping one's fingers) in venom before deployment. {| class="wikitable" |- ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Jaguar || 4 || 4 || 3 || 3 || 1 || 4 || 1 || 8 || 5+ |- | Alpha Jaguar || 4 || 4 || 3 || 3 || 1 || 4 || 2 || 9 || 5+ |} Unit Type: Infantry. Alpha Jaguar is (Infantry, Character). Unit Composition: 4 Felinid Jaguar and 1 Felinid Alpha Jaguar. May take up to 5 additional Jaguars for 20 pts/model. Wargear: Flak Armour, Two Jaguar Claws, Sniper Rifle. {| class="wikitable" |- ! Name !! Range !! S !! AP !! Type |- | Jaguar Claw || Melee || User || - || Shred, Poisoned (4+), Rending, Specialist Weapon |} Special Rules: *'''Crusader''' *'''Cat's Eye''' *'''Cat's Grace''' *'''Crusader''' *'''Fleet''' *'''Infiltrate''' *'''Scout''' *'''Stealth''' Options: *Any Jaguar may carry a Medi-pack for 15 pts. *Alpha Jaguar may take improved poison for 15 pts. This grants her close combat attacks the Instant Death special rule. *Any Jaguar may replace their Sniper Rifle with any weapon from the Imperial Guard Specialist Weapons List at the specified cost. *The entire Squad may replace their Stealth USR with Shrouded for 1 point per model. '''Special Rules:''' *'''Cat's Eye:''' Felinids have the Night Vision and Acute Senses USRs, and Preferred Enemy (anything with Toughness and Strength 2 or less). *'''Cat's Grace:''' Felinids move exactly as though they were Beasts, despite having the Infantry type. When hit by a non areal weapon a unit of Felinids must take a Beast Reflexis test wich give them a 5+ invulnerable save.
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