Professional Documents
Culture Documents
Jump infantry, independent character, master strategist Power weapon, shuriken pistol, mandiblasters, swooping hawk wings, haywire grenades, plasma grenades. HQ Bonesinger 155 points WS 7 BS 6 S 5 T 5 W 3 I 7 A Ld 3/4 10 Sv 4+i
Infantry, independent character, psyker, haywire grenades, isithra kasra, ancient spiritstones. Isithra kasra The isithra kasra is a powerful witchblade that confers +1 attack; re-roll failed rolls to hit and to wound; ignore armour saves in close combat. Ancient spiritstones The Bonesinger can use 2 psychic powers per turn. Psychic powers Bonesong Roll a D6; on a roll of 6 the Bonesinger crafts together a holo-field that confers an invulnerable save of 2+. Spiritsong Choose a vehicle. Roll 3D6; one for FA one for SA and one for RA. A roll of 5+ makes the vehicle armour 14 for that particular side. The vehicle cannot move for two turns. Tamper The Bonesinger can tamper with the enemy weapons. Any unit shooting at the Bonesinger have a -1 modifier for rolling to wound. Whirlwind The Bonesinger creates a whirlwind of psychic energy. Choose an enemy model. Roll a D6; 1-3 = no effect, 4-5 = the enemy model moves 3 inches backwards, a roll of 6 = the enemy model moves 6 inches backwards.
Fleet, infiltrate, move through cover, stealth, ignore difficult terrain, pathfinder, scouts, shuriken pistol, ranger long rifle. Ranger long rifle: R36 SX AP6 Heavy 1, sniper, pinning
Monstrous creature, fearless, wraithsight, shuriken catapult x2, shuriken cannon, Wraithsword Shuriken catapult: R12 S4 AP5 Assault 2
Holo-fields, star engines, vectored engines, prism cannon, shuriken cannon. Prism cannon: R60 S9 Prism cannon: R60 S5 AP2 AP4 Heavy 1 blast Heavy 1 large blast