Legiones Astartes Blackshields v1.1

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BLACKSHIELDS

Version 1.1
BLACKSHIELDS GENRAL RULES
(FACTION VALUE 400)
To hit value 5+

• Marauders - Armed with the plunder of


their slain foes, they are the prime
instrument of delivering the Blackshields
justice to those who have wronged them.
The bolters are the main weaponry for the
marauders. However, variants armed with
heavier weapons also exist. The marauder
squads mainly exist as support formations.
BLACKSHIELDS BLACKSHIELDS
Characteristics Characteristics

The Blackshields have the following sub-factions and characteristics: The Blackshields have the following sub-factions and characteristics:

Death Seeker Traits Outlanders


• Infantry gains stubborn [SU], re-roll failed armor saves (second result stands), +5 bonus to charge • Infantry gains +5cms to charge move, stubborn [SU], +1 bonus to CAF to hit,
moves, +1 bonus to CAF to hit. infiltrate [IF] abilities.

• They may not select tactical formations. • Infantry basic weapon is Deathlock gun [A], 2 attack dice, 20cm range, TSM -2

• They may not use drop pod transports. • They may not use drop pod transports.

• Super heavy formations count as special cards • Super Heavy formations count as special cards

• Number of infantry formations must exceed number of vehicle formations • Number of infantry formations must exceed number of vehicle formations

• Death Seekers must charge enemies within 25cms • Outlanders receive +2 bonus to initiative rolls

• Death seekers gain +2 bonus to initiative rolls • Outlanders receive +1 bonus on reserve rolls

Chymeriae
Orphans of War • Infantry gain fear, +5cms on charge moves, stubborn [SU], +1 bonus to CAF to hit.
• Infantry gains +1 to morale checks, +1 bonus to CAF to hit, +5cms to charge move, +1 bonus to
• They may not use tactical formations.
hit, stubborn [SU], Agile [AG] abilities.
• They may not use drop pod transports.
• They may not use tactical formations.
• Super Heavy formations count as special cards
• They may not use drop pod transports.
• Number of infantry formations must exceed number of vehicle formations
• Super Heavy formations count as special cards
• Chymeriae receive +2 bonus to initiative rolls
• Number of infantry formations must exceed number of vehicle formations
• Chymeriae must charge opposing elements within 25cms
• Orphans of War receive +2 bonus to initiative rolls
MARAUDER MARAUDER
DETACHMENT DETACHMENT
Break Point 4: Marauders are broken if it has lost 4 stands either the Marauder Chief
The Marauder Detachment consists of 1 Marauder Chief Commander
Commander or Marauder Stands. Once the Detachment is broken it must take a Morale
Stand 5 Marauder Stands check.

Morale Value 5+: Marauders have a Morale value of 5+ and must roll 5 or more on a D10 to
pass their Morale check.

Type Move AV CAF Weapons Range AD TSM Notes

[HQ1], [V],
Decurion 10 5[7]+ 2/-2 Bolters 25 2 -1
[MB]
Marauders 10 5+ 2/-2 Bolters 25 2 -1

Victory Points 2
Point Value 200 Your opponent gains 1 VP when this Detachment is broken

MARAUDER GRAND MARAUDER GRAND


DETACHMENT DETACHMENT
The Marauder Detachment consists of 1 Marauder Chief Commander Break Point 7: Marauders are broken if it has lost 4 stands either the Marauder Chief
Commander or Marauder Stands. Once the Detachment is broken it must take a Morale
Stand 10 Marauder Stands check.

Morale Value 5+: Marauders have a Morale value of 5+ and must roll 5 or more on a D10 to
pass their Morale check.

Type Move AV CAF Weapons Range AD TSM Notes


[HQ1], [V],
Decurion 10 5[7]+ 2/-2 Bolters 25 2 -1
[MB]
Marauders 10 5+ 2/-2 Bolters 25 2 -1

Victory Points 4
Point Value 350 Your opponent gains 2 VP when this Detachment is broken
HEAVY WEAPONS HEAVY WEAPONS
MARAUDER DETACHMENT MARAUDER DETACHMENT
Break Point 4: Heavy Weapons Marauders are broken if it has lost 4 stands either the
The Heavy Weapons Marauder Detachment consists of 1 Marauder Chief
Marauder Chief Commander or Heavy Weapons Marauder Stands. Once the Detachment is
Commander Stand 5 Heavy Weapons Marauder Stands broken it must take a Morale check.

Morale Value 5+: Heavy Weapons Marauders have a Morale value of 5+ and must roll 5 or
more on a D10 to pass their Morale check.

Type Move AV CAF Weapons Range AD TSM Notes

[HQ1], [V],
Decurion 10 5[7]+ 2/-2 Heavy Weapons 25/50 3 -2
[MB]
Marauders 10 5+ 2/-2 Heavy Weapons 25/50 3 -2

Victory Points 3
Point Value 250 Your opponent gains 2 VP when this Detachment is broken

HEAVY WEAPONS HEAVY WEAPONS


MARAUDER DETACHMENT MARAUDER DETACHMENT
The Heavy Weapons Marauder Detachment consists of 1 Marauder Chief Break Point 7: Heavy Weapons Marauders are broken if it has lost 4 stands either the
Marauder Chief Commander or Heavy Weapons Marauder Stands. Once the Detachment is
Commander Stand 10 Heavy Weapons Marauder Stands broken it must take a Morale check.

Morale Value 5+: Heavy Weapons Marauders have a Morale value of 5+ and must roll 5 or
more on a D10 to pass their Morale check.

Type Move AV CAF Weapons Range AD TSM Notes


[HQ1], [V],
Decurion 10 5[7]+ 2/-2 Heavy Weapons 25/50 3 -2
[MB]
Marauders 10 5+ 2/-2 Heavy Weapons 25/50 3 -2

Victory Points 5
Point Value 500 Your opponent gains 3 VP when this Detachment is broken
SPECIAL FORMATION REAVER LORD

Break Point +1: The Reaver Lord is broken only when the Reaver Lord stand is destroyed.

REAVER LORD Morale Value 4+: The Reaver Lord has a Morale value of 4+ and must roll 4 or more on a
D10 to pass his Morale check.

The Reaver Lord consists of one Reaver Lord stand.


Type Move AV CAF Weapons Range AD TSM Notes

Blackshield
10 3[5]+ 6/-5 Xenos deathlock [A] 20 3 -1 [HQ3]
Reaver Lord
Blackshield
15[J] 4[6]+ 5/-4 Xenos deathlock [A] 20 3 -1 [HQ3]
Reaver Lord
Blackshield
Reaver Lord 15 4[6]+ 5/-4 Xenos deathlock [A] 20 3 -1 [HQ3]
on bike

Point Value 100 Victory Points +1


Your opponent gains +1 VP when attached Company is broken
SPECIAL FORMATION NEMEAN LORD

Break Point +1: The Nemean Lord is broken only when the Nemean Lord stand is destroyed.

NEMEAN LORD Morale Value 4+: The Nemean has a Morale value of 4+ and must roll 4 or more on a D10 to
pass his Morale check.

The Nemean Lord consists of one Nemean Lord stand.


Type Move AV CAF Weapons Range AD TSM Notes

[HQ3], [ID],
Nemean Close Combat
15 4[6]+ 7/-4 - - - [AW], [SU],
Reaver Weapons
Special*

*All hits against him in close combat receive a -1 penalty. Formations within command
radius (25cms) receive +1 bonus to determine outcome of close combat.

Point Value 150 Victory Points +2


Your opponent gains +2 VP when attached Company is broken

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