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=Elites= ==Primus Terminator Squad== :0-1 :120pts :Terminator Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv2+ :Terminator:...............WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv2+ :'''Unit Composition''': 1 Terminator Sergeant, 2 Terminators :'''Unit Type''': Infantry :'''Wargear''': Terminator Armour, Storm Bolter, Power Sword (Terminator Sergeant), Power Fist (Terminators) :'''Options''': *May include up to 2 more Terminators - 40pts/model *One Terminator may choose one of the following options: :-replace his storm bolter with a heavy flamer - +5pts :-replace his storm bolter with an assault cannon - +30pts :-take a cyclone missile launcher - +30pts *Any terminator may replace his power fist with a chainfist: +5/pts/model *Any terminator may replace their power fist and storm bolter with: :-A Pair of Lightning Claws - Free :-Thunder Hammer and Storm Shield - +10pts :'''Dedicated Transports''': May select a Drop Pod or a Land Raider of any type as a dedicated transport. :'''Special Rules''': Among Equals, And They Shall Know No Fear, Combat Tactics ==Night Owl Bulwark team== :125pts :Night Owl Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+ :Night Owl:...............WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+ :'''Unit Composition''': 1 Night Owl Sergeant, 4 Night Owls :'''Unit Type''': Infantry :'''Wargear''': Power armour, Boltgun, Bolt Pistol, Special Issue Ammunition, Frag and krak grenades :'''Options''': *May include up to five additional Night Owls - +25pts/model *The Night Owl Sergeant may replace his bolt pistol and/or his boltgun with: :-a chainsword - free :-a power weapon or lightning claw - +15pts :-a plasma pistol - +15pts :-a power fist - +25pts *Any model may replace his boltgun with a combi-flamer, -melta or -plasma - +5pts *The Night Owl Sergeant may take: :-melta bombs - +5pts :-dreamcatcher - +10pts :-Prophetic Dreams - +15pts *Two Night Owls may replace their boltguns with: :-a flamer, meltagun, darkfire flare rifle, heavy bolter, multi-melta or missile launcher - +5pts :-a plasma gun, plasma cannon or heavy flamer - +10pts :-a lascannon - +15pts :'''Dedicated Transport''': May select a Drop Pod, Rhino or Razorback :'''Special Rules''': And They Shall Know No Fear, Combat Squads, Combat Tactics ==Secundus Nightkin== :100pts :WS4 BS5 S4 T4 W1 I4 A1 Ld9 Sv3+ :'''Unit Composition''': 5 Nightkin :'''Unit Type''': Infantry :'''Wargear''': Power Armour, Sniper Rifle, Bolt Pistol, Darkfire Rounds, Camo Cloak, Frag and Krak grenades :'''Options''': *May include up to 5 additional Nightkin - 20pts/model *Any Nightkin can replace their Sniper Rifles with Combat Knifes - Free **For every 5 Nightkin in the unit, one may replace their Sniper Rifle with: :-Darkfire Flare Rifle - +5pts :-Flamer - +5pts :-Missile Launcher - +15pts :-Meltagun - +15pts :-Plasma Gun - +15pts :-Power Sword - +15pts *2 Nightkin may take a Demolitions Charge - +15pts each *For every 5 Nightkin in the unit, one may replace their Bolt Pistol with a Plasma Pistol - +15pts *Any Nightkin can take: :-Hellfire Rounds - +10pts/model :-Melta Bombs - +5pts/model :'''Special Rules''': And They Shall Know No Fear, Stealth, Infiltrate, Combat Tactics, Combat Squads, Versatile :'''Versatile''': The Nightkin are the cream of Battlegroup Secundus, trained to take on any circumstance. At the beginning of the turn, the controlling player may choose one of the following stances. The benefits of the stance last until the start of the controlling player's next turn. *''May my aim be true'': Slow and Purposeful *''None shall pass'': Defensive Grenades *''Let nothing stand before us'': Move Through Cover *''A prime vantage point'': Immediately go to ground, may still fire at BS3 ==Dreadnought== :105pts :WS4 BS4 S6 F12 S12 R10 I4 A2 :'''Unit Composition''': 1 Dreadnought :'''Unit Type''': Vehicle (Walker) :'''Wargear''': Wargear: Multi-melta, Dreadnought close combat weapon (with built in storm bolter), Smoke launchers, Searchlight :'''Options''': *Replace storm bolter with heavy flamer - +10pts *Replace multi-melta with: :-twin-linked heavy flamer - free :-twin-linked heavy bolter - +5pts :-twin-linked autocannon - +10pts :-plasma cannon or assault cannon - +10pts :-twin-linked lascannon - +30pts *Replace Dreadnought close combat weapon with twin-linked autocannon or twin-linked missile launcher - +10pts *Take extra armour - +15pts *Upgrade to Venerable - +60pts Venerable Dreadnoughts gain +1WS and BS, the Venerable Special Rule, and may choose one of the Specializations below: :Primus: Gain Redundant Systems, Fleet :Secundus: Gain a shoulder-mounted Darkfire Flare Rifle, Stealth :Night Owl: Gain Tank Hunter, weapon ranges increased by 6" :Apothecary: CCW replaced with a Manipulator Arm. :'''Dedicated Transport''': May select a Drop Pod ==Ironclad Dreadnought== :135pts :WS4 BS4 S6 F13 S13 R10 I4 A2(3) :'''Unit Composition''': 1 Ironclad Dreadnought :'''Unit Type''': Vehicle (Walker) :'''Wargear''': Seismic Hammer (with built in meltagun), Dreadnought close combat weapon (with built in storm bolter), smoke launchers, Searchlight, Extra armour :'''Options''': Replace storm bolter with heavy flamer - +15pts *Replace meltagun with heavy flamer - +5pts *Replace Dreadnought close combat weapon and storm bolter with a hurricane bolter - free *Replace seismic hammer with a chainfist - free *Take up to two hunter-killer missiles - +10pts each *Take Ironclad assault launchers - +15pts :'''Dedicated Transport''': May select a Drop Pod :'''Special Rules''': Move Through Cover ==Waking Dead Dreadnought== :135pts :WS5 BS4 S6 F13 S12 R10 I4 A3(4) :'''Unit Composition''': 1 Dreadnought :'''Unit Type''': Vehicle (Walker) :'''Wargear''': Dreadnought Close Combat Weapon with built-in storm bolter, Dreadnought close combat weapon with built-in meltagun, Smoke launchers, Searchlight :'''Options''': *Replace storm bolter with heavy flamer: +10pts *Replace either Dreadnought Close Combat Weapon with Lightning Claws - Free :'''Dedicated Transport''': Can select a Drop Pod :'''Special Rules''': Fleet, Furious Charge, None Can Stay My Wrath, Rage ==Techmarine== ''If you include a Techmarine or Master of the Forge in your army, Dreadnoughts, Ironclad Dreadnoughts and Waking Dead Dreadnoughts may be taken as Heavy Support choices as well as Elites choices.'' :50pts :Techmarine:...........WS4 BS4 S4 T4 W1 I4 A1 Ld9...Sv2+ :Master of the Forge:WS4 BS5 S4 T4 W2 I4 A2 Ld10 Sv2+ :'''Unit Composition''': 1 Techmarine :'''Unit Type''': Infantry :'''Wargear''': Artificer armour, Servo-arm, Boltgun or bolt pistol, Frag and krak grenades :'''Options''' *One Techmarine in your army may be upgraded to a Master of the Forge - +30pts *A Master of the Forge may replace his servo-arm and boltgun with a conversion beamer - +45pts *Upgrade servo-arm to a servo-harness - +25pts *Replace boltgun with: :-a storm bolter - +3pts :-a combi-flamer, -melta or -plasma - +10pts :-a flamer: +5pts :-a meltagun: +10pts :-a plasma gun - +15pts *Replace bolt pistol with a plasma pistol - +15pts *Take one of the following: :-a close combat weapon - +5pts :-a power weapon - +15pts :-a thunder hammer - +30pts *May take: :-Meltabombs +5pts :-Dreamcatcher - +10pts :-Signs of the Sleepless - +15pts :-Structural Knowledge - +15pts :-Prophetic Schematics - +20pts :'''Dedicated Transports''': If accompanied by a retinue of servitors, may select a Rhino or Razorback :'''Special Rules''': Icelus Assault, And They Shall Know No Fear, Combat Tactics, Independent Character, Blessing of the Omnissiah, Bolster Defenses :'''Icelus Assault''': A mass deployment of Icelus dreadnoughts will always be accompanied by many techmarines. Both to support walkers in the field and maintain their stealth systems before combat. For every Techmarine or Master of the Forge in your army, you may take one Icelus Dreadnought as a Troops choice and one as an Elite choice. :'''Prophetic Schematics''': Like many in the Chapter, a Techmarine may be visited by nebulous visions of the future. However, even in dreams these scions of the Omnissiah are far more analytical than their fellows. Upon waking some techmarines retain knowledge on the weaknesses of enemy armour. At the beginning of the game roll a D6 for each enemy vehicle in the game, just as you would for Prophetic Dreams. On the roll of a 1 the Techmarine and any squad he joins will gain the Tank Hunter rule against this vehicle. The Techmarine counts his weapons as Master Crafted when attacking such targets. :'''Structural Knowledge:''': The Emperor's Nightmare Techmarines know Dreadnoughts and their contemporaries better than anybody outside the Adeptus Mechanicus. A Techmarine will always hit walkers on a 4+ unless he would hit them on less. This includes planting grenades. ==Servitor Retinue== :''You may include one unit of Servitors for every Techmarine or Master of the Forge in your army. This unit does not count against your Elite allowance.'' :10pts :WS3 BS3 S3 T3 W1 I3 A1 Ld8 Sv4+ :'''Unit Composition''': 1 Servitor :'''Unit Type''': Infantry :'''Wargear''': Servo-arm :'''Options''': *May include up to four additional Servitors - +10pts/model *Up to two Servitors may replace their servo-arm with: :-a heavy bolter - +15pts :-a multi-melta or plasma cannon - +25pts :'''Special Rules''': Mindlock
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