WARGEAR LIST

ARMOUR

Terminator armour with storm bolter, targetter and power fist 49

Terminator armour with storm bolter , targetter and chain fist 51

Terminator armour with storm bolter, targetter and power sword 45

ASSAULT WEAPONS

Each model may carry an unlimited number of assault weapons.

Chainsword 2

Power axe 7

Power fist 10

Power mail 6

Power sword 6

Bolt pistol 2

Hand flammer 7

Plasma pistol 5

SPECIAL WEAPONS

Each model may only carry 1 special weapon.

Boltgun 3

Flammer 9

Meltagun 8

Plasma gun 8

HEAVY WEAPONS

Each model may only carry 1 heavy weapon.

All heavy weapons on this list comes with a targetter included in the points cost.

Autocannon 25

Heavy bolter 15

Extra to include Hellfire shells for the above +5

Lascannon 45

Missile launcher with frag and krak missiles 45

Extra to include melta missiles for the above +5

Extra to include anti-plant missiles for the above +5

Extra to include plasma missiles for the above +5

Multi-melta 65

Heavy plasma gun 40

SCOUT WEAPONS

Each model may carry an unlimited number of scout weapons.

Autogun 1

Boltgun 3

Chainsword 2

Needle sniper rifle 10

Shotgun 2

Sword or axe 1

GRENADES

Each model may carry an unlimited number of grenade types

Blind grenades 2

Frag grenades 2

Krak grenades 3

Melta bombs 5

Plasma grenade 3

Photon flash 2

DREADNOUGHT WEAPONS

All Dreadnought weapons have targetters.

Multi-melta 65

Power-fist with built-in storm bolter 15

Power-fist with built-in Flammer 20

Assault cannon 45

Missile launcher with frag and krak missile 45

Twin lascannon 55

Twin heavy bolters 30

Heavy flammer with built-in storm bolter 30

Heavy plasma gun 40

 

WARGEAR CARDS

Scout Jump Pack 5 points

A scout jump pack is smaller, lighter, and less powerful than a full sized one.

A scout jump pack permits its wearer to make a long powered instead of its normal move. A jump can be made up to a diastase of 12", reaching a height sufficient to clear most obstacles, vehicles and models. Woods and single storey buildings reduce the jump to 8". Roll a scatter dice for the jumping model on landing:

a roll of a hit indicates it's on target

an arrow indicates the model scatters D3" in the direction indicated

When a model with a jump pack charges he may move up to 4" after he's landed to engage an opponent in hand-to-hand combat. A model may make a jump, land and then shoot or throw a grenade, but it can't use a move or fire weapon. Models using scout jump packs leap in slow, predictable curves so models firing at them do not suffer the normal -1 to hit penalty for firing at a target moving 10" or faster.

 

 

History of the Black Hydra's

Organisation of the Black Hydra's

Squads of the Black Hydra's

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