Warhammer 40.000
 

Mise à jour : 1/2/02 15:34

Bientôt dans cette rubrique des règles pour une armée maison d' Ecclésiarques.
Trouvez déjà ces règles de test récupérées sur un site dont je n' ai plus le nom pour l' instant.

Désolé mais c en anglais (la traduc c pour plus tard!! :o)

Voici quand même quelques indications: les profils sont donnés dans le même ordre que dans les livres officiels, et si certaines choses vous choquent ou si vous ne comprenez pas quelque chose en particulier (c' est à dire seulement une partie de la page, pas tout :) mailez moi sur cobaye4@hotmail.com je vous répondrai au plus vite.
 

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Sisters of Battle
Codex: Apocalypse

QG     ELITE   TROUPES     ATTAQUERAPIDE

SPECIAL RULES
Sacred Rites
Before the fighting begins, the Sisters of Battle kneel in prayer,offering their thanks to the Emperor and asking for protection and guidance.The Battle Sisters are invigorated and emboldened by their prayers, instilled with grim courage and determination to overcome their foes. Other unitsmay also be led in prayer by Preachers or Missionaries, strengthening theirresolve for the coming conflict. Certain units, as noted in their armylist entries, may take part in these Sacred Rites at the start of a battle.For each unit, roll a dice on the following table to see what effect theirprayers have. Higher ranking members of the Ecclesiarchy inspire greateracts of selfless sacrifice and dedication, and so add to the dice roll,as listed below:
Sacred Character Rites           bonus
Canoness                                  +3
Celestian Superior                     +2
Veteran Sister Superior             +1
Note: If an independent character leads a squad in the Sacred Rites,the character must be set up with the squad at the start of the battle.If the character leading the squad in the Sacred Rites subsequently leavesthe unit, any benefit from the Sacred Rites is lost for the rest of thebattle - the unit will think they are being abandoned by the Emperor! Notethat this does not happen if the character is killed whilst with the unit- such characters become martyrs to the cause! The unit loses its SacredRites if another character subsequently leads the unit. The results ofthe Sacred Rites apply to all members of the squad and any characters whostart the battle with them, including the character leading the SacredRites.

SACRED RITES TABLE.
D6 Score         Effect
1 No effect
2 The unit never counts as being outnumbered in an assault
3 The unit cannot be pinned
4 The unit ignores any negative modifiers on morale and pinning tests
5 The unit may re-roll any failed morale check
6 The unit may always attempt to regroup, with no restrictions.
7 The unit never falls back and is automatically assumed to pass anymorale check it is required to make.
8 In close combat, the unit always hits on a 3+, regardless of relativeWeapon Skills.
9 All models in the unit add +1 to their Attacks for the duration ofthe battle.

MINISTORUM ARMOURY
Characters may pick up to two single-handed weapons, or one single-handedweapon and one two-handed weapon. If the character already comes equippedwith weaponry (such as a Veteran Sister Superior) then you can replaceor add to this, as long as these restrictions are not exceeded. In additionyou may pick 100 points worth of items of Wargear. Preachers and RedemptorPriests may only have 25 points of wargear. Only a Canoness, CelestianSuperior or Veteran Sister Superior may take wargear from the Sisters ofBattle only wargear list. You may not take duplicate items for the samemodel. Models wearing Terminator armour may only use wargear and weaponsmarked with an '*'.

SINGLE HANDED WEAPONS:
Blade of Admonition 15pts
Bolt Pistol 1 pt
Brazier of Holy Fire 15 pts
Close combat weapon 1 pt
Flail of Chastisement 8 pts
Plasma pistol 15 pts
Power fist 15 pts
Power Weapon 10 pts
Praesidium Protectiva{I} 15 pts

TWO-HANDED WEAPONS:
Axe of Retribution 10 pts
Bolter 2 pts
Bolter-flamer 10 pts
Bolter-grenade launcher 10 pts
Bolter-plasmagun 15 pts
Bolter-meltagun 15pts
WARGEAR:
Bionics 10 pts
Book of St. Lucius 10 pts
Carapace Armour 10 pts
Flak Armour 5 pts
Frag Grenades 1 pt
Rosarius (independent characters only) 25 pts
Krak grenades 2 pts
Litanies of Faith 25 pts
Master-crafted weapon 15 pts
Medicus Ministorum (Sisters Hospitaller only) 20 pts
Melta bombs 5 pts
Purity seals 5 pts
Simulacrum Imperialis (Imagifer or independent characters only ) 15pts
{I} Although not a weapon as such, a Praesidium Protectiva must becarried in one hand.

MINISTORUM VEHICLE UPGRADES:
Ministorum vehicles may be fitted with the additional equipment notedin their army list entries, at the points cost below. Any upgrades mustbe shown on the vehicle model. No duplicates may be taken for the samevehicle.
Dozer blade 5 pts
Extra armour 5 pts
Holy Icon 8 pts
Hunter-Killer Missile 15 pts
Pintle mounted stormbolter 10 pts
Searchlight 1 pt
Smoke launchers 3 pts

NEW MINISTORUM WARGEAR
The rules below describe how all of the specialised equipment usedby the Ecclesiarchy works in the game. These rules tend to be more detailedthan those included in the Warhammer 40,000 rulebooks, and they supercedethem if they are different. Any items not listed here function exactlyas described in the Warhammer 40,000 rulebook.
Axe of Retribution:
An Axe of Retribution is modelled upon the Axe Of Chalcydon that wascarried by Saint Jason when he crushed the Eldar on Huale. It has a massivedouble-bladed head studded with jewels that rend at the flesh of thoseits strikes. An Axe of Retribution must be wielded in both hands, and somay not be combined with an additional close combat weapon for +1 Attacks.An Axe of Retribution doubles the user's Strength when rolling to woundin an assault.
Blade of Admonition:
The Blade of Admonition is made from the finest metals and is polishedto a mirror finish. Those who look into its blade are said to see theirtrue selves. The Blade of Admonition is treated as a power weapon. In addition,any models in base contact or within 2 " of the bearer at the end of theassault phase are not counted when seeing if one side outnumbers the other.
Book of St. Lucius:
This great tome contains the many writings and sermons of St. Luciusof Agatha, a zealous and renowned Confessor. Certain passages can be readaloud from the book, inspiring those nearby to great acts of heroism. Anyunit with a model within 12 " of the bearer of the Book of St. Lucius mayuse the bearer's Leadership value for any morale checks or pinning teststhey are required to take.
Brazier of Holy Fire:
This holy artefact is said to light the faces of the faithful and leavethe impure shrouded in darkness. In battle the Brazier can be wielded likea weapon in close combat and contains enough fuel to spray a jet of flamesat the enemy. The Brazier of Holy Fire counts as a close combat weapon.In addition, it may be used once per battle like a heavy flamer. All ofthe normal rules for a Heavy Flamer apply.
Eviscerator:
Eviscerators are large two-handed chain swords that can behead or disembowelan enemy with a single blow. An eviscerator must be wielded in both handsand so cannot be used in combination with another close combat weapon for+1 Attacks. A model with an eviscerator adds +1 to their Strength. In addition,if a model with an eviscerator rolls a 6 to hit, then the blow lands withsuch violence that the model hit loses D6 Wounds if they fail their savingthrow (note this is only important against characters and other modelswith multiple).
Exorcist Launcher:
The multiple barrels of the Exorcist launcher fire a hail of armourpiercing missiles at the enemy, obliterating them with one devastatingsalvo. The Exorcist Launcher is not very reliable, so you must roll eachtime it is fired to see how many shots it has.
Range     Strength     AP     Ordnance
48 "                 7         3         D6
Exterminator:
Exterminators are compact, one-shot flamers that can be fitted to thebarrel of a gun or a close combat weapon and are used almost exclusivelyby the Redemptionists. Exterminators may be used once per battle and areused in the first round of an assault (whether the model is charging oris charged). A unit firing its exterminators ignores cover completely -models in cover strike in their normal initiative order. In addition, aunit attacked by models equipped with exterminators will be engulfed inflames. Exterminator attacks are worked out at Initiative 8 and are inaddition to  The model's normal attacks. Roll a D6 for every enemymodel in a unit fighting the Redemptionists. The score required to hitthe enemy depends upon the number of models firing their exterminators(note that all the models in the unit must fire their exterminators atthe same time). Models are hit at Strength 4 with an Armour Piercing valueof 5.
No. Exterminators      Hits on
    1-5                             6
    6-10                           5+
    11-15                         4+
    16+                            3+
Flail of Chastisement:
A Flail of Chastisement is barbed with many hooks, which constrictaround its target as they struggle, ripping skin and tearing flesh. A flailmust be used with both hands and so may not be combined with another weaponfor +1 Attacks. A model with a flail strikes at -1 Initiative but +2 Strength.In addition, if a target is hit by the Flail of Chastisement but not killed,it loses its next D3 Attacks.
Heavy Stubber:
Heavy stub guns, or stubbers as they are more generally known, aresimple but effective weapons that fire a hail of bullets sufficient tobring down most targets. However, its need for prodigious amounts of ammunitionmeans it is viewed with less favour in the Imperial Guard than laser-basedweaponry, which can be recharged quickly and easily. The militia of theEcclesiarchy give no consideration to such matters though, and are comfortedby the hearty roar is unleashes when fired.
Range     Strength     AP     Heavy
36 "            4            5           3
Litanies of Faith:
The Litanies of Faith contain the entire teachings of the Ecclesiarchy,since its founding at the birth of the Imperium. It takes a scribe theirentire life to copy and illuminate the Litanies of Faith, and the hymnalsand chants they contain fills the Emperor's servants with burning faith.The Litanies of Faith allow the character to lead a squad in more SacredRites, once per battle. The character and squad may do nothing for a wholeturn and the unit must not be engaged in close combat or move at all (includingbeing transported in a vehicle). You may roll again on the Sacred Ritestable at the end of the turn and apply the result immediately. This isin addition to any Sacred Rites result generated at the start of the battle.If you roll a duplicate result, you may re-roll the dice. All other rulesfor the Sacred Rites apply.
Praesidium Protectiva:
Believed to contain shards of the armour worn by the Emperor himself,the Praesidium Protectiva can be used to defend against enemies assaultingthe bearer. A model equipped with a Praesidium Protectiva may take a 4+invulnerable save in close combat, instead of its normal armour save. Thesave may only be used against one opponent per turn (the defender chooseswhich), and may not be combined with a rosarius save. In addition, if a'6' is rolled for the saving throw, the blow is reflected back on the attacker- roll to wound and make armour saves as if the enemy model had hit itself!
Sacred Standard:
Add +1 to the Battle Sisters' combat resolution score of any assaultthat takes place within 6 " of a sacred standard. However, if the modelbearing the standard is slain in close combat, then the enemy model thatslew him captures the standard, and the enemy gets the bonus from thenon. It is possible for a standard to change hands several times in a singlebattle, as long as the model holding the standard is slain in close combateach time.
Simulacrum Imperialis:
These icons of the Ecclesiarchy were often carried by one of the Imperium'smany saints, or may even be wrought from their bones. Any Sisters of Battleunit with a line of sight to the Simulacrum Imperialis automatically passesthe first morale check or pinning test it is required to take.



QG     ELITETROUPES    ATTAQUERAPIDE

HQ
0-1 CONFESSOR (37 PTS)
              WS      BS     S    T      W     I   A      Ld     Save
Confessor  4       4     3      3       2      4     3       8        -
Options: The Confessor may be given any equipment allowed by the MinistorumArmoury.
SPECIAL RULES
-Independent Character: Unless accompanied by his Attendants, the Confessoris an Independent Character and follows the independent character specialrules in the Warhammer 40,000 rulebook.
-Attendants: The Confessor may be accompanied by his attendants, seethe separate entry below. The Confessor and his attendants count as a singleHQ choice.
-Inspirational: A squad led by a Confessor may re-roll any failed moralechecks.
0-1 MISSIONARY (42 PTS)
              WS      BS     S    T      W     I    A      Ld     Save
Missionary 4       4     3      3       3      4     3     9          -
Options: The Missionary may be given any equipment allowed by the MinistorumArmoury.
SPECIAL RULES
-Independent Character: Unless accompanied by his Attendants, the Missionaryis an Independent Character and follows the independent character specialrules in the Warhammer 40,000 rulebook.
-Attendants: The Missionary may be accompanied by his attendants, seethe separate entry below. The Missionary and his attendants count as asingle HQ choice.
-Sacred Rites: A unit led by a Missionary may make a roll on the SacredRites table at the beginning of the battle. If the unit could normallytake part in the Sacred Rites then there is no additional benefit for beingled by a Missionary.
ATTENDANTS (6 PTS/MODEL)
                WS      BS     S    T      W     I    A    Ld     Save
Attendant   3        3       3      3      1      3     1    8         5+
Acolyte      4        3       3      3      1      4     2    8         5+
Attendants: The unit consists of between 5 and 20 Attendants.
Weapons: Lasgun/autogun or laspistol/autopistol and close combat weapon.
Options: Up to one in five Attendants may be armed with one of thefollowing: flamer at +3 pts, plasma gun at +5 pts or a meltagun at +10pts. The squad may be equipped with frag grenades at an additional costof +1 point per model and krak grenades at an additional cost of +2 pointsper model. One model may carry a Penitent Banner for +10 pts.
Characters: Models in the unit may be upgraded to the following characters,for the points cost listed. No more than one of each character may be includedin a squad.
Acolyte +8 pts
Sister Famulous +5 pts
Sister Hospitaller free
Sister Dialogus +15 pts
Imagifer free
Precentor free
These characters may take any equipment allowed by the Ministorum Armoury.Note that a Precentor and an Imagifer do not have any special rules, they’rejust able to take extra weapons and wargear.
Transport Vehicle: If the squad numbers ten or less models, it maybe mounted in a Rhino armoured carrier at an additional cost of +45 points.
SPECIAL RULES
The Sisterhood: The Attendants unit may include one or more membersof the Sisterhood. The rules for these are as follows:
-Sister Famulous - A Sister of one of the Orders Famulous can use herconnections with the Imperial nobility to command other Imperial servantsto provide her with troops. These are usually Imperial Guardsmen or PlanetaryDefence Force personnel. For every Sister Famulous in the army you mayinclude one unit chosen from the Imperial Guard army list. This unit doesnot take any space on the force organisation chart, but otherwise followsall rules that apply to it (including when it can be deployed, etc.). Onlyone unit may ever be chosen for each Confessor or Missionary, even if youwould normally be allowed several units for a single force organisationslot. For example, you can take an Imperial Guard Infantry squad, not awhole platoon. Other than this you are free to choose the type of unittaken.
-Sister Hospitaller - In addition to any other weapons or wargear,a Sister Hospitaller may be given a very useful Medicus Ministorum as detailedin the Armoury and Wargear sections.
-Sister Dialogus - One of these members of the Sisterhood can use herconsiderable language skills to translate prayers spoken in High Gothicinto other languages, so that they can be understood by those around her.If a unit has a model within 6 “ of the Sister Dialogus then it may usethe Leadership of the Attendants unit for any morale checks or pinningtests it is required to make. Note that this will be the Leadership ofthe Confessor or Missionary leading the Attendants, unless that characterhas been killed.
-Sacred Rites: The unit may roll on the Sacred Rites table at the startof the battle.
INVOCATOR (?? PTS)
        Armour    Front      Side     Rear    BS
Invocator                         11          11        10        3
Type: Tank, open-topped
Crew: Attendants
Weapons: The Invocator is armed with a turret-mounted plasma cannon.
Options: The Invocator may be upgraded with two side sponsons armedwith the following weapons: autocannon at +10pts; heavy bolter at +5 points. The Invocator may be given the following vehicle upgrades at the costslisted in the Ministorum Armoury: dozer blade, extra armour, hunter-killermissile, searchlight, smoke launchers.
SPECIAL RULES
-Blaring Prayers: The voice of the Confessor aboard the Invocator isprojected across the battlefield by a number of powerful speakers, instillingblinding hatred in the Emperor’s servants. Any friendly unit with a modelwithin 6 “ of the Invocator may re-roll any missed to hit rolls in an assault.

Preachers
You may include one Preacher per unit in your army (including ImperialGuard squads). The Preacher may not leave the unit he is assigned to andyou may not have more than one Preacher per unit.
PREACHERS (10 PTS)
              WS      BS     S    T      W     I    A      Ld     Save
Preacher   3       3      3     3        1     3      2     8          -
Options: The Preacher may be given any equipment allowed by the MinistorumArmoury.
SPECIAL RULES
-Sacred Rites: A unit led by a Preacher may make a roll on the SacredRites table at the beginning of the battle. If the unit could normallytake part in the Sacred Rites then there is no additional benefit for beingled by a Preacher.



QG     ELITETROUPES    ATTAQUERAPIDE

ELITES
REDEMPTIONISTS (6pts /model)
                        WS      BS     S    T      W      I     A      Ld     Save
Redemptionist    3         3       3      3      1      3      1      8          5+
Zealot               4          3      3      3       1     4      2       8         5+
Priest                4          4      3      3       2     4      2       9         5+
Squad: The squad consists of 10 to 20 Redemptionists.
Weapons: Autoguns/lasguns. Any model may exchange its autogun/lasgunfor a laspistol/autopistol and close combat weapon.
Options: Up to two models may be upgraded to Deacons. Deacons are armedwith one of the following heavy weapons: Autocannon at +10pts, heavy bolterat +5pts, plasma gun at +8pts, flamer at +6pts, melta-gun at +10pts, heavystubber at +3 pts. Up to two models may be upgraded to Zealots armed witheviscerators. The entire squad may be armed with exterminators for 3 ptsper model.
Characters: One model may be upgraded to a Redemptor Priest, who maybe given additional equipment from the Ministroum Armoury. A squad ledby a Redemptor Priest never has to fall back and is assumed to automaticallypass any morale checks it is required to make (even against attacks thatallow no test to be taken).
MARTYRS (25pts /model)
                       WS      BS     S    T      W     I    A      Ld     Save
Martyr               4        3     3      3       1      3     2     10         5+
Squad: You may include up to 5 Martyrs as a single Elites choice.
Weapons: Laspistol/autopistol and close combat weapon.
SPECIAL RULES
-Individuals: Martyrs fight as individual models and can never joina unit. All Martyrs from one selection on the force organisation chartmust be deployed at the same time (though they may be deployed in differentplaces).
-Fearless: Martyrs want nothing more than to die in the service ofthe Emperor. For this reason they will gladly fight against even the mosthorrifying of foes. Martyrs never fall back, and are automatically assumedto pass any morale checks they are required to make (even against attacksthat do not normally allow morale checks to be taken). In addition, Martyrscannot be pinned.
-Suicidal Bombers: Martyrs wear a special harness fitted with highexplosives and willingly throw themselves at the enemy before setting themoff in a massive detonation. At the start of any assault phase (includingthe opponent’s turn) the Martyr may set off his bomb harness. This is doneafter any models have charged into an assault, but before any attacks aremade. Centre the large blast marker over the Martyr. Any model (friendor foe) touched by the template is hit by flying bone and shrapnel on aD6 roll of 4+. Models hit take a Strength 4 hit with no Armour Piercingvalue. Any unit taking casualties from a Martyr must take a morale checkimmediately. Against vehicles the Martyr will usually throw themselvesunder neath its wheels or tracks (or cling onto its engines in the caseof a skimmer) before pulling the pin. An exploding Martyr inflicts an automaticmelta-bomb hit if attacking a vehicle. For obvious reasons, a Martyr whosets off his bomb harness is killed (with no saving throw... ) and themodel is removed! If the martyr is killed there is a chance the bomb harnesswill be set off (either by the attack or by the Martyr with their dyingbreath!) If the Martyr is killed in an assault, the bomb harness explodeson a 4, 5 or 6. If the Martyr is killed by a ranged attack then the bombsdetonate on a roll of 6. The bombs explode as detailed above.



QG     ELITETROUPES    ATTAQUERAPIDE

TROOPS
FRATERIS MILITIA (3pts /model)
                       WS      BS     S    T      W     I    A      Ld     Save
Militia               2        3     3      3       1      3     1        7          -
Squad: The squad consists of between 10 and 50 Militia.
Weapons: Close combat weapon.
Options: Any model may be given a laspistol/autopistol for +1 pointor a lasgun/autogun for +2 pts. Up to one model in five may be given oneof the following weapons; plasma gun at +??pts, melta-gun at +??pts, flamerat +??pts, heavy bolter at +??pts, heavy stubber at +??pts or an autocannonat +??pts. One model may carry a Penitent Banner for +5pts. A unit witha Penitent Banner automatically passes the first morale check it is requiredto take.
HERETICS (10 pts +3 pts /model)
                       WS     BS     S    T      W       I     A      Ld     Save
Heretic             2        2      3      3       1      3      1       7          -
Preacher           3        3      3      3       1      3      2       8          -
Squad: The squad consists of a Preacher and between 10 and 20 Heretics.
Weapons: Fists and chains (counts as close combat weapon).
Options: Any model may be given an additional close combat weapon for+1 pt. The Preacher may be given any equipment allowed by the Ministorumarmy list.
SPECIAL RULES
-Non-believers: The Preacher may not lead the Heretics in the SacredRites.
-The Emperor’s Justice: If the Heretics ever fall back, then they willbe summarily killed by the Preacher. This happens at the end of their fallback move and the heretic models are removed immediately. The Preacherwill automatically regroup at the start of his next turn and must moveas quickly as possible towards the nearest friendly unit, who he will joinwhen he gets within 2 “ of a model in the unit. Note that this may be aunit that already has a Preacher in it.
FLAGELLANT (6 pts /model)
                       WS      BS     S    T      W       I    A      Ld     Save
Flagellant          4        2      4      3       1      3     2        8         -
Squad: The squad consists of between 5 and 20 Flagellants.
Weapons: 2 close combat weapons.
Options: Any model may exchange their weapons for a flail.
SPECIAL RULES
-Fearless: Flagellants are resigned to their impending doom and thereforehave no fears of what the universe may hold. A unit of Flagellants neverfalls back, and is automatically assumed to pass any morale checks theyare required to make (even against attacks that do not normally allow moralechecks to be taken). In addition, Flagellants cannot be pinned.



QG     ELITETROUPES    ATTAQUERAPIDE

FAST ATTACK
MOUNTED MILITIA (5 pts /model)
                       WS      BS     S     T      W      I    A      Ld     Save
Militia               3        3      3      3       1      3     1        8         3+
Squad: The squad consists of between 10 and 30 Militia.
Weapons: Close combat weapon.
Options: Any model may be given a laspistol/autopistol for +1 pointor a lasgun/autogun for +2 pts. One model may carry a Penitent Banner for+5pts.
SPECIAL RULES
-Cavalry: Mounted Militia are cavalry and follow the rules for cavalry given in Warhammer 40,000.



QG     ELITETROUPES    ATTAQUERAPIDE

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