| Here's my codex update I typed this up a long time ago. (Stuart's) New wargear/weapons: Shadow Grenades 8 pts Dark Blade 25 pts Warp Pistol 12 pts Warp rifle 18 pts Hypnosis grenades 10 pts Razor Rifle 15 pts New vehicle upgrades Warp Cannon 20 pts Stealth field 20 pts Warp Rift 18 pts Splinter Barrage 20 pts Long dark Scythes 15 pts Shadow grenades: It is used when charging into combat. It darkens the area and therefore gives the opponent a weapon skill of 2. It does not affect daemonic creatures. Dark Blade: It always wounds on a 2+ and ignores armor saves. In addition on a roll of 6 to wound it instantly kills. Warp pistol: It counts as 15" range strength 4 AP 1 Assault 1. Warp rifle: It counts as 30" range strength 6 AP 1 Assault 1. In addition to this it reduces armor values above 12 to 12. Hypnosis grenades: These are used when charging into CC. It halves the opponents initiative and also reduces armor saves better than 4+ to 4+. Razor Rifle: It counts as a 24" range weapon and strength 5 AP 3 Assault 1. The targetted unit is auto-pinned. Vehicle Upgrades: Warp Cannon: The vehicle may replace one of its weapons with a warp cannon. It is a 45" range strength 10 AP 1 Heavy 1 blast. In addition to that it reduces armor values above 12 to 12. Stealth field: A vehicle with a stealth field may not be shot at or assaulted unless it shot 2 or more weapons, or unless it is within 6" of an enemy infantry. A raider may not take a stealth field. Warp Rift: It may shoot all weapons moving 12". It also can move without shooting up to 30". Splinter barrage: The vehicle may replace on of its weapons with a splinter barrage. It counts as a gatling splinter cannon (12 shots). Long Dark Scythes: This vehicle may tank shock even if it is not a tank. Also measure a 6" distance outside of the sides of the vehicle and every thing within that 6" tank shocked with a -2 leadership modifier. And they are all the upgrades. Now for new units: Elites: Lurkers Warp rift Warriors Troops: Tortured Enemies (Orks, Guard, Space Marines and Tau) Fast Attack: Hell Riders Night Strikers Heavy Support: Rampage Marauders Lurkers: Pts: 30 WS:4 BS:4 S:3 T:3 W:1 I:5 A:1 Ld:9 Sv:5+ There are between 5-10 Lurkers in a squad. Lurkers are armed with needle rifles, Always hit on a 2+ wound on a 2+ and if the target dies from this weapon then they explode as though a stinger killed them. If the rifle hits on a 6 then it ignores armor saves. If it wounds on a 6 then it is instant death. |