Mise à jour : 25/1/02 20:01
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!! :)
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.
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
|
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.
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
|
8
|
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
|
4
|
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.
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.
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 cavalrygiven
in Warhammer 40,000.
Ceci n'
est pas de mon invention, je tiens à le préciser.
Règle
Adeptus Arbites
Règle
Armée de Khorne
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