Armageddon!!
Начну с доктрины которая позволяет нам быть смертельными на ближней дистанции. Пехотные подразделения могут удвоить количества выстрелов из репит фаер вооружения, не на половине дистанции оружия, а в 18 дюймах. А техника считает что AP - 1 равно AP 0. Т.е. живем против самого страшного огня, и всего что стреляет много, это очень даже здорово!
Самом собой есть уникальные стратигемы и приказы.
"Armoured Fist" Можете взять на начало фазы стрельбы любой выгрузившийся из машины отряд, и после этого можете перебрасывать единицы на стрельбу до конца фазы стрельбы. Для ветеранов с мельтами и плазмоганами самое то! Но для простых парней с фонарикам работает так себе...
Уникальный приказ. Юнит получивший этот приказ может до конца фазы стрельбы стрелять и после этого забраться в дружественную машинку, если модельки стояли в 3-х дюймах от машинки. Проще говоря вы можете пострелять, а потом сказать всем "пока!" и забраться в дружественную машинку. Не работает на юнитов которые только что выгрузились.
Warlord trait!
+1 к атакам вашего варлорда, и +1 к броскам на тувунд во время файт фазы. По моему это круто.
Оружие которое заменяет паверсворд и дает +2 к силе -4 к сейву D3 урона. Можно сделать из вашего варлодра парня который будет всем раздавать в щи.
Для выживаемости есть абилка.
Бросаем D6 каждый раз когда кто-то (керактер) получает дырку в 3-х дюймах от модели с этим правилом, на 3+ эта вунда заходит как моратл вунда, но уже нашему телохранителю.
Есть и другие артефакты:
1) Каждый раз когда противник юзает стратигему мы бросаем кубик, на 5+ получаем команд поинт. Это очень здорово.
2) Это старая фишка, кто не знает коней вырезали, они только в индексе, короче их вообще не будет, печаль. Но не суть, сам ножик дает вот что: мы можем взять носителя ножика, 1 пехотный отряд и разместить их в аутфланге, после этого он спокойно выйдет где-то у противника (в 6 дюймов от края стола в 9 дюймов от противника).
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¡ARMAGEDDON: INDUSTRIAL EFFICIENCY To the Steel Legions of Armageddon,' the pitiless mathematics of industrialised slaughter have become a grim fact of life. One by one, their foes are butchered with dispassionate efficiency. Infantry units with this doctrine may double the number of attacks they make with Rapid Fire weapons at a range of up to 18", rather than half the weapons range as normal. Vehicles with this doctrine treat attacks against them with an AP of -1 J as having APO.
ARMOURED FIST Armageddon Stratagem The Armageddon Steel Legions have perfected the art of the mechanised assault. Gas-masked troopers leap from their transports into the heart of the foe, lasguns blasting. Use this Stratagefn at the start of your Shooting phase. Select an Armageddon Infantry unit from your army that disembarked from an Armageddon Transport Vehicle this turn. You can re-roll hit rolls of 1 for that unit until the end of the phase.
Armageddon Mount Up!: Rapid mechanised redeployments are paramount to success in the choking ash wastes of Armageddon. Until the end of the phase, the ordered unit can shoot and then immediately embark within a friendly Armageddon Transport Vehicle, as long as all models in the unit are within 3" of the vehicle. This order may not be issued to a unit which disembarked in the preceding Movement phase.
Armageddon Ex-gang Leader: It is common amongst the regiments of Armageddon to recruit from the underhive gangs of the planets towering metrópoli - those who once led gangs in urban warfare fight dirty even on the field of open war. Add 1 to this Warlord's Attacks characteristic. In addition, add I to any wound rolls made for your Warlord in the Fight phase.
THE BLADE DF CONQUEST Vie greatest Imperial Guard commander ever to bestride the stars, Warmaster Solar Macharius reclaimed a thousand worlds for the Emperor. Upon his death he was enshrined as a saint; the six ornate blades of his subordinate generals laid upon the altar to his glory. Only one of these weapons has been reclaimed to active service. Any man who wields this sword can light a righteous fire in the hearts of his men, for they fight in the shadow of Saint Solar himself. Model with power sword only. The Blade of Conquest replaces the model’s power sword and has the following profile: WEAPON RANGE TYPE s AP 0 Blade of Conquest Melee Melee +2 -4 D3
Bodyguard: Roll a D6 each time a friendly Astra Militarum Character loses a wound whilst they are within 3" of this model; on a 3+ the Astra Militarum character does not lose a wound but this model suffers a mortal wound. In addition, this model may not be selected as your Warlord, and may not be given a Warlord Trait.
KURDl/S AQUILA General Kurov was one of the most gifted officers in Imperial history. Upon retirement, he recorded dozens of tactical treatises that were translated into vox-ghosts and uploaded into a two-headed avian servitor referred to as ‘Kurovs Aquila’. An officer who possesses this prestigious tool can turn to it for tactical guidance. In response, the servitors blindfolded head will vocalise the most relevant vox-ghost in Kurovs stentorian tones. The other heads eyes glow above its bound-shut beak as they project a hololithic display of Kurov himself, his image flickering as it reveals the secrets of the foe. Officers only. Each time your opponent uses a Stratagem, roll a D6. On a 5+ you gain 1 Command Point.
THE DAGGER DF TU'SAKH Tu’Sakh Khan of the 2nd Attiian Rough Riders was known as a particularly cunning and bold commander, with an almost preternatural ability to find the perfect time and place to strike. On his death bed, he dictated that his ornate dagger be gifted to an ally as a gesture of respect. Over the decades since, this gifting has become tradition, each owner presenting the dagger to a fellow commander upon arrival at a new war zone. Many an owner has found themselves inspired by the rash spirit of Tu’Sakh, leading their men in daring raids deep in the heart of the enemy’s territory. During deployment, you can set up the bearer and one Infantry unit from your army behind enemy lines instead of placing them on the battlefield. The infantry unit must have the same <Regiment> keyword as the bearer if the bearer has one. At the end of any of your Movement phases these units can launch their daring attack - set them up within 3" of each other, anywhere on the battlefield that is wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
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