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 Hombres Bestia (Alex Neita)

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MensajeTema: Hombres Bestia (Alex Neita)   Miér Feb 22, 2017 1:38 am

5000 Pts - Beast Herds Army
Unit Name##MvWSBSStToWoInAtLdSvWSvTypeCost
Beast Lord15645/6535492+In514.0
Infantry; Primal Instinct; Strider (Forest); Pack Tactics; General; Inspiring Presence: Units within 12" (18" if TP) may use General's Leadership; Hunting Call; If a Beast Lord is the General of the army, when rolling Ambush for units with Pack Tactics you may reroll failed Ambush rolls and start rolling Ambush beginning on turn 1, as long as the owning player does not have the first turn. ; Beast Axe; +1 Strength. +1 Save (unless using another weapon). Strikes at initiative 0.; Heavy Armour; Shield
  Crown of HornsThe character, any unit he is in, and any unit in his Inspiring Presence automatically pass Primal instinct tests[20.0]
  Sprout of RebirthWearer has regeneration (4+).[80.0]
  Bluffer's Helm6+ Armour Save. Successful to wound rolls against the wearer must be rerolled., Cannot be taken by models with Towering Presence[80.0]
Minotaur Warlord16646/75555/681+4+MI740.0
Monstrous Infantry (Stomp 1); Primal Instinct; Strider (Forest); Impact Hits (D3); Frenzy; Model parts with Frenzy have +1 Attack and are Immune to Psychology. Frenzy ends when unit loses combat.; Beast Axe; +1 Strength. +1 Save (unless using another weapon). Strikes at initiative 0.; Shield; +1 AS; Parry (foot models only); Heavy Armour
  Dragon MantleWearer has Innate Defence (5+).[50.0]
  Gourd of BeetlesBound Spell, Power Level 4. Contains the spell Swarm of Insects (Shamanism). Hex. Missile. Damage. Range 24". Target suffers 5D6 Strength 1 hits.[50.0]
  Talisman of Supreme ShieldingWearer has Ward Save (4+).[100.0]
Soothsayer Master15443533185+5+In625.0
Infantry; Primal Instinct; Pack Tactics; Strider (Forest); Blood Offering: Units joined by models with this rule can reroll failed Panic test at the cost of inflicting one wound with no saves to the Character who used Blood Offering; Wizard Master; The Shamanism; 4 Learned Spells
  Talisman of Greater ShieldingWearer has Ward Save (5+).[50.0]
  The ImpalerMagic Weapon. Grants +2 Strength in the Close Combat Phase directly after the model has charged into Combat. The weapon can be shot using the rules for a Bolt Thrower Artillery Weapon: Range 18”, Strength 3[6], Armour Piercing (6), [Multiple Wounds (D3)]. Shots from the weapon don't suffer any negative to-hit modifiers., Characters with Ambush cannot take this. [80.0]
  Seed of the Dark ForestOne use only. After all forces have deployed but before the game starts, the bearer may place a single Forest (with the size no larger than 10” in length and 6” in width) on the Battlefield, with its centre 12" or less away from the bearer and more than 1” away from enemy units. All friendly models within this Dark Forest (even partially) add +1 to their casting rolls for Augment-type spells, Hex-type spells, and Totems.[60.0]
  Raiding Chariot1544D64+[0.0]
Mount’s Protection (5+), Light Armour, Primal Instinct (Wildhorn), Strider (Forest) , Free Reform
    Wildhorn1433317[0.0]
Light Lance; +1S on charge
    War Hog273421[0.0]
Wildhorn Herd295433413/41/27In530.0
Infantry; Pack Tactics; Primal Instinct; Strider (Forest); Scoring; Paired Weapons; ^; ^; Throwing Weapons; Range 12”. Strength as user. Quick to Fire. Multiple Shots (2).; Veteran Magic Standard
  Banner of the Wild HerdOne use only. Activate at the start of a Round of Combat. For the duration of this Round, all Wildhorns in the bearer’s unit have +1 Strength.[50.0]
  Wildhorn Champion15433413/42/37[40.0]
Ordering the Charge: the unit with Champion always counts as rolling at least ‘4’ on Charge Range.; Totem Bearer; Bound Spell Casting Value 3. Augment. Caster's Unit. Lasts One Turn.
    #Blooded Horn TotemThe unit gains +1 Attack and AP(2).[0.0]
Mongrel Herd225333313166+In196.0
Infantry; Pack Tactics; Primal Instinct; Strider (Forest); Scoring; Shield; Standard; +1CR; Ambush
Mongrel Raiders10533331316In100.0
Infantry; Pack Tactics; Primal Instinct; Strider (Forest); Skirmishers; Normal Bow; 24", S3, Volley
Mongrel Raiders10533331316In100.0
Infantry; Pack Tactics; Primal Instinct; Strider (Forest); Skirmishers; Normal Bow; 24", S3, Volley
Mongrel Raiders10533331316In100.0
Infantry; Pack Tactics; Primal Instinct; Strider (Forest); Skirmishers; Normal Bow; 24", S3, Volley
Mongrel Raiders10533331316In100.0
Infantry; Pack Tactics; Primal Instinct; Strider (Forest); Skirmishers; Normal Bow; 24", S3, Volley
Longhorn Herd325434/5413185+In812.0
Infantry; Pack Tactics; Primal Instinct; Strider (Forest); Bodyguard (Beast Lord); Scoring; Halberds; Requires Two Hands. +1 Strength.; Heavy Armour; Standard
  War StandardBearer’s unit adds +1 to the Combat Score of any combat they are involved in.[30.0]
  Longhorn Champion15434/5413285+[40.0]
Ordering the Charge: the unit with Champion always counts as rolling at least ‘4’ on Charge Range.; Totem Bearer; Bound Spell Casting Value 3. Augment. Caster's Unit. Lasts One Turn.
    #Blooded Horn TotemThe unit gains +1 Attack and AP(2).[0.0]
Centaurs58434413/42/375+WB230.0
Warbeast; Strider (Forest); Drunkard; Primal Instinct; Half Horse (Immune to Stomp); Scoring; Paired Weapons; ^; ^; Throwing Weapons; Range 12”. Strength as user. Quick to Fire. Multiple Shots (2).; Light Armour; Shield; Standard; Ambush
Centaurs58434413/42/375+WB230.0
Warbeast; Strider (Forest); Drunkard; Primal Instinct; Half Horse (Immune to Stomp); Scoring; Paired Weapons; ^; ^; Throwing Weapons; Range 12”. Strength as user. Quick to Fire. Multiple Shots (2).; Light Armour; Shield; Standard; Ambush
Cyclops17236563585+Mo360.0
Monster (Stomp D6); Strider (Forest); Immune to Psychology; Ward Save (5+); Magic Resistance (3); Ward-Breaker Attacks; Towering Presence; Terror; #Hurl Attack: Catapult (4) Artillery Weapon with Range 6-36”, Strength 3[7], Magical Attacks, Divine Attacks, [Multiple Wounds (D3, Clipped Wings)]. A Cyclops that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Cyclops17236563585+Mo360.0
Monster (Stomp D6); Strider (Forest); Immune to Psychology; Ward Save (5+); Magic Resistance (3); Ward-Breaker Attacks; Towering Presence; Terror; #Hurl Attack: Catapult (4) Artillery Weapon with Range 6-36”, Strength 3[7], Magical Attacks, Divine Attacks, [Multiple Wounds (D3, Clipped Wings)]. A Cyclops that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Option Footnotes:
  Heavy ArmourArmour Save (5+)
  Light ArmourArmour Save (6+)
  Standard+1CR
  Veteran Magic Standard+1CR
Total Army Cost: 4997.0 Pts.
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