The Empire of Antiquity was founded during the great human expansion into space, lost in the dim recesses of time. Originally founded as a human colony on the far eastern edge of the milky way galaxy, it expanded over the long millennia into a powerful empire. The Empire's approach to expansion is fairly simple; once her armies crush the given planet, the population is enslaved, and the finest of her military units are adopted into the Imperial armies. As time passes the population eventually becomes citizens in the Empire. Through this method of expansion, the armies of the Empire contain a wide variety of different units from many different planets and societies.
First contact with the Imperium occured during the Great Crusade, in which the Imperium united most of the worlds settled by man under their might. At that time the Empire of Antiquity had existed, quietly on the Eastern Fringe, for some twenty seven thousand years. The armies of the Empire fought against the Space Marines sent to reclaim it, but in the end it was a loosing battle. It was only the Horus Heresy which forced the Imperial armies to turn from the Empire of Antiquity.
In the years since, the Empire has continued to grow, despite the best efforts of the Imperium. The armies of the Imperium cannot afford the strength required to destroy the Empire of Antiquity; to do so would mean removing units needed to quell Orks, pirates, rebellions and incursions from the Eye of Terror. Occasionally the Adeptus Terra dispatch a small force of Space Marines and Imperial Guard to attempt to destroy the Empire, but those forces are invariably destroyed. The Empire of Antiquity is one more threat facing the embattled Imperium.
The Empire of Antiquity, now thirty seven thousand years old, far
predates the Imperium of Earth. However, it is only recently that the
Empire has acquired Navigators and begun widescale use of warp space
travel, so up to this time their expansion has been limited to the
eastern fringe. The Empire is ruled by the Empress, a hereditary position
carried by the same family line for twenty millennia. The governance of the
planets of the Empire are carried out by the Angelis, the only members of
the founding planet of the Empire who fight in her armies. Their word is
law.
EMPIRE OF ANTIQUITY ARMY LIST
All costs include all mandatory equipment and wargear cards. In
the interests of simplicity, use the wargear lists in either Codex
Ultramarines or Codex Angels of Death.
CHARACTERS 0-50%
1 ANGELIS....................................................275 pts
The elite Angelis are the warleaders of the armies of the Empire, the only
members of the Founding Planet to fight. Garbed in dark robes, the
Angelis are figures of fear and power, drifting through the battle's chaos,
leaving death in their wake.
M4 WS9 BS6 S6 T5 W4 I9 A4 L10
Angelis are immune to psychology and cannot fail break tests. Angelis are
assumed to successfully pass any Ld-based check they may be called upon
to take. Angelis always have 1 parry over their opponent and any fumbles
(1's) rolled by their opponents in close combat add not +1 but +1d3 to the
Angelis' combat score. Angelis may have four wargear items; these must
be Phase Wings, D-Sword, Phase Field and Death Nova. The Angelis is the
army commander with a strategy rating of 5.
PHASE WINGS: Instead of his normal movement, the Angelis may teleport up
to 24" in any direction. Nominate the final position and roll scatter dice;
a hit means to leave the Angelis where it is, an arrow indicates the
direction of deviation. Deviation is d6".
D-SWORD: S7, d3 wounds, -4 save.
PHASE FIELD: 2+ save, which cannot be modified past 4+.
DEATH NOVA: If the Angelis is slain, the Death Nova explodes. All models
within 4" suffer a S9 hit causing d6 wounds with a -6 save modifier.
0-1 SHARD.....................................................126 pts
The Shards are victims of the Empire, beings who have been condemned to a
fate worse than death, a brief existence as a living weapon. Connected
to a drug harness which maintains their systems at peak output, the Shard
quickly looses his sanity to a howling frenzy. Few shards live more than
a year.
M6 WS6 BS6 S4 T4 W2 I6 A4 L2
Immune to psychology and cannot fail break tests. Infiltrate. 4+
unmodifiable dodge. Shards may charge any enemy model in their charge
radius, not necessarily the closest one. Shard may have three wargear
cards, which must be Drug Harness, Frag Field and Chemclaws.
DRUG HARNESS: Frenzy. The Shard cannot attempt to resist the effects of
Frenzy. When charging, the Shard triples his Move instead of doubling it,
provided that this can get him into close combat. At the end of each turn,
the Shard suffers one wound with no save possible on a 5+ on 1d6.
FRAG FIELD: To save against damaging attacks the Shard must roll over the
Strength of the attack on the artillery dice (marked 2, 4, 6, 8, 10, misfire).
A misfire automatically fails to save.
CHEMCLAWS: Chemclaws always wound on a 5+, causing d6 wounds with a -4 save
modifier.
LORD OF THE BONES.......................................
Level 1: 51 pts
Level 2: 97 pts
Level 3: 152 pts
Level 4: 201 pts
The Lords of the Bones are powerful psykers, fighting alongside their
bodyguard of Bonesingers. Drawing on the psychic eminations produced by
their battle frenzies, the Bonelord is sheltered from the turbulent
capriciousness of the energies of the Warp. The Lords of the Bones were
the first psykers brought into the armies of the Empire of Antiquity,
and many serve Angelis in a hereditary relationship dating back over
twenty five thousand years.
A Lord of the Bones may be accompanied by a unit of Bonesingers.
In this case he must maintain unit coherency with them.
M4 WS7 BS7 S5 T5 W4 I7 A3 L9
Causes Fear. Lord of the Bones wears armour of living human bone, offering
an unmodifiable 4+ save and a 4+ dispell against any psychic powers
targetting him or including him in their area of effect. The Bonelord
may purchase additional assault weapons and may take up to 4 Wargear Cards.
The Lord of the Bones is a psyker with a psychic rating mentioned above;
Lords of the Bones draw their powers from the Lord of the Bones Psychic
Deck, detailed below. In the psychic phase, Lords of the Bones ignore the
number of Force Cards which would otherwise be drawn. Rather, they draw
2 cards, plus 1 for every Bonesinger within 6".
BONESTAFF (Wargear, Lord of the Bones Only, 20 pts): Counts as a force
staff. Bonestaves start the game with 3 Force Cards stored in them.
HOOD OF DARKNESS (Wargear, Lord of the Bones Only, 25 pts): Similar to a
Psychic Hood, the Hood of Darkness draws on the frenetic energies generated
by the Bonesingers. When attempting to dispell a psychic power with an
appropriate Dispell card, the dispell attempt always works on a 3+.
Note that the Hood of Darkness does not allow re-rolls as normal psychic
hoods do. Once per psychic phase a Lord of the Bones equipped with a Hood
of Darkness may attempt to dispell without a dispell card. This special
dispell works on a 6 on 1d6.
PSYCH BATTLEMISTRESS.............................................240 pts
Elite female psykers of the Empire, the Battlemistresses homeworld was
conquered in the face of considerable resistance, but has subsequently
served with distinction for many thousands of years, bringing their
formidable powers to bear to crush the foes of the Empire.
M6 WS7 BS5 S4 T4 W4 I8 A3 L9
The Psych Battlemistress is a 4th level psyker, drawing her powers from
the Adeptus Astra Telepathica and Inquisitorial decks. Note that the
Battlemistress has no primary discipline. If the Battlemistress is within
8" of an enemy model, she is immune to psychology and cannot fail break
tests. While she is immune to psychology and immune to break tests,
this bonus extends to any unit of Psych Acolytes within 8" of her.
Psych Battlemistresses may carry three wargear cards, two of which must be
Phase Suit and Psyblades.
PHASE SUIT: The Battlemistress gains an unmodifiable saving throw of 3+.
Any ranged attacks targetting her fail automatically on a 5+.
PSYBLADES: The Battlemistress carries two of these weapons. Psyblades count
as Force Swords.
LOREWARDEN.......................................................80 pts
The Lorewardens are the Captains of the Angel Guard, the elite praetorians
of the Angelis. Tasked with recording the ongoing history of the Empire,
Lorewardens are loyal servants of the Empire.
M5 WS7 BS4 S5 T5 W2 I6 A3 L10
The Lorewarden is immune to psychology and cannot fail break tests if she
is in Line of Sight to the Angelis. 2+ armour save, paired Power
Swords. The Lorewarden may have two wargear cards, one of which must be
Phase Wings (see Angelis). The cost of the Phase Wings has been accounted
for in the listed points cost of the Lorewarden.
Lorewardens may not be included unless Angel Guard are present in
the army. Lorewardens must be assigned to a specific Angel Guard squad
and may not leave it during the battle.
SQUADS 25% +
VENATORS................................................5 models, 205 pts
The Venators, also known as Hunters, are vicious warriors who are often
tasked to pursue and slay rogue criminals of the Empire. Armed with
deadly Slingshards, they are often among the armies gathered around Angelis.
M4 WS5 BS4 S4 T3 W2 I5 A1 L8
Carapace Armour (4+), Power Sword. Venators carry Slingshard Rifles and
one Grav Grenade per model.
SLINGSHARD RIFLES: Short Range 0-12", Long range 12-24", +1 to hit at
short range. Strength is equal to artillery dice (misfire to 10), 1
sustained fire dice. Save modifier is as per roll (-1 at 4, -3 at 6,
-5 at 8, -6 at 10).
GRAV GRENADES: These devices function identically to the Graviton Gun
wargear card, save that procedure for throwing and scatter are as per the
grenade rules in the Warhammer 40,000 Rulebook.
CHARII..................................................5 models, 150 pts
In the past, the Imperium has sent armies to invade the Empire of Antiquity.
Of these defeated foes, the Empire has judged the elite Space Marines
worthy of fighting in their armies, and many Angelis employ enslaved Marines,
or their geneseed-implanted descendants, in their armies. Their armour
totally repainted white, these enslaved Marines are a cause for great
concern among the Adeptus of Earth.
M4 WS4 BS4 S4 T4 W1 I4 A1 L8
Power Armour (3+), Frag Grenades, Bolt Pistol, Bolter. Any models may
purchase additional Assault Weapons, and up to 1 model may be equipped with
a Special or Heavy Weapon. The Space Marine Rapid Fire rules apply, but
the Shaken rules do not (see any Space Marine Codex).
BONESINGERS...................................3-7 models, 28 points each
The Bonesingers, the handmaidens of the Lords of the Bones, are frenzied
warriors, often diving into the heart of combat, their weapons crackling
with the psychic energies of their masters. Bonesingers may not be
included unless a Lord of the Bones is, in which case they must maintain
unit coherency with him.
M4 WS5 BS3 S3 T3 W1 I7 A2 L9
Bonesingers wear armour of living bone, which offers an unmodifiable 4+
saving throw and a 4+ dispell against any psychic effect targetting them
or including them in its area of effect. Bonesingers carry paired Handblades.
HANDBLADES: S4, -1 save. Handblades count as Force Weapons for the
purposes of wounding Daemons.
PSYCH ACOLYTES..........................................5 models, 245 pts
The young apprentice Psych Battlemistresses fight in war in units,
winnowing out the weak and the foolish. Combining their growing talents,
Acolytes represent a dangerous force on the battlefield. Psych Acolytes
may not be included in an army unless at least one Psych Battlemistress is
also present.
M6 WS4 BS4 S3 T3 W1 I5 A1 L7
Psych Acolytes wear Phase Suits and carry Psyblades. As a unit, the
Acolytes count as a second level psyker, drawing their powers from the
Inquisitorial and Adeptus Astra Telepathica decks. Force Cards may be
stored in any of the Psyblades of the various members of the units, up to
1 per surviving Acolyte.
ANGEL GUARD...........................................3-7 models, 36 pts per
The elite praetorians of the Angelis, the bionic Angel Guard are a feared
force. They have been known to go into death frenzies if their Angelis
falls, seeming to deliberately strive for oblivion in increasingly
dangerous and vicious assaults.
M5 WS6 BS3 S4 T4 W1 I5 A1 L9
Dispersed Formation. Angel Guard are immune to psychology and cannot break
if they are in line of sight of their Angelis. 2+ (modifiable) armour save,
paired power swords. Phase Wings (see Angelis).
If the Angelis dies, all Angel Guard gain immunity to psychology and can
no longer fail any kind of Leadership test. All Angel Guard additionally
begin to suffer from Hatred against all enemy models and gain Frenzy.
These rules in the event of the death of an Angelis also apply to any
Lorewarden accompanying Angel Guard units.
SWORDMASTERS..................................3-9 models, 21 points per model
Among the numerous worlds captured by the armies of the Empire is
Hyrdron, home of the Swordmasters. Descendants of an ancient feudal
warrior caste, the Swordmasters are extraordinarily proficient hand to
hand fighters who train exclusively with the sword. They are fearless and
relentless foes.
M4 WS6 BS4 S4 T4 W1 I5 A3 L9
Swordmasters do not wear armour and are armed with Vapourblades. Due to
their extraordinary skill with the sword, when equipped with Vapourblades or
other swords Swordmasters double the number of parries they otherwise would
have, and any critical hits (6's) they roll in close combat add not +1 but
+1d3 to their combat score. Any multiple combatants engaged in close combat
with Swordmasters do not gain bonuses to their combat score or additional
attack dice as usual; rather, they gain one additional attack dice and one
to their combat score for every TWO models after the first. (For example,
the fifth combatant against a Swordmaster gets +2 to his combat score
and +2 attack dice, not +4).
VAPOURBLADES: Vapourblades, when not activated, look like the hilt and
handle of a sword. When engaged a blade is projected, formed of energized
matter constricted within a magnetic field. They are very effective
weapons and unique to the Swordmasters. S6, d3 wounds, -4 save,
AP: 6+d3+2d6. User may parry.
DHAREN MARINES.........................................6 models, 136 pts
The Dharen Marines, garbed in imposing blue-grey power armour, are
formidable foes famous for their stalwart refusal to retreat. Highly
maneuverable, they are well suited to their vicious close range weapons.
M4 WS4 BS4 S3 T4 W1 I4 A1 L8
Power Armour (3+), Jump Packs. Dharen Marines are armed with Fletchers,
a particularly nasty form of Flechette weapon, Krak grenades and Power
Blades. One Marine per squad may upgrade their Fletcher to a Force
Columnation Cannon at an additional cost of 24 points.
SPECIAL: Due to their extreme devotion, experience and stalwartness,
Dharen Marines do not have to take break tests due to casualties unless
they suffer 75% casualties.
POWER BLADES: S4, -1 save. Any opponent of a model armed with Power
Blades looses any parries they may have had.
FLETCHERS: Short range 0-12", Long range 12-24", +1 to hit at short range.
S5, -2 save, d3 wounds. Fletchers wound automatically if their target
has an armour save of 5+ worse on 1d6. Fletchers count as template weapons
for the purposes of firing into cover.
FORCE COLUMNATION CANNON: To fire, nominate a point within 36". Any models
near that point must roll to avoid being pulled into the field of
gravitational energy focused by the cannon, based on their distance from
the nominated point:
Within 1"...................................... 6+
Within 2"...................................... 4+
Within 3"...................................... 2+
Models who cannot avoid the blast suffer a S5 hit causing d3 wounds with
a -6 armour save modifier. Note that models possessing
dodges may not attempt to dodge this attack, but they gain a +1 bonus to
their roll detailed above. Against vehicles this weapon is devastating,
represented by an armour penetration value of 9+3d6.
EXTRA: Dharen Marines can be accompanied by Dharen Floaters, small robotic
weapons platforms designed to supplement the marines with inorganic heavy
firepower. Each Floater is disc-shaped, roughly the size of a round
slottabase in scale (that is to say perhaps 3.5 feet across), with numerous
proturbances, small underhanging manipulator arms, a round sensor lens in
the front and a heavy cannon mounted on its back.
DHAREN FLOATERS................................................ 45 points
Up to 1 Floater may be included for every six-man Marine squad.
M9 WS2 BS6 S3 I6 A2
Floaters have an Armour Value of 10 as if they were vehicles. Shots which
penetrate their armour must roll a 4+ on 1d6 to destroy the Floater. As
preprogrammed machines, Floaters are immune to all psychology and cannot
be broken. Floaters may fight in hand to hand with their small arms, using
the strength and weapon skill listed, or use their Pulse Cannon.
PULSE CANNON: Short Range 0-24", Long Range 24-60", +2 to hit at short
range. S8, 1d6 wounds, -5 save, AP 8+2d6. The pulse cannon fires a
barrage of energy rounds. To fire, place a 1.5" template and roll scatter.
When the final resting place of the template has been determined, place
three additional 1" templates which deviate d6" in a random direction from
the larger template. Any models covered or touched by these templates are
hit in the usual manner by the Pulse Cannon.
Floaters count as skimmers for the purposes of movement. Note that
Floaters cannot run and do not double their movement when charging. However,
in lieu of its normal movement, the Floaters can jump as if it were equipped
with a Jump Pack. In action, floaters fill a niche similar to K9 squads,
zipping around and attracting fire which would otherwise be directed at
less replacable Marines, with the added benefit of heavy fire support.
SUPPORT 0-50%
ADRADOS.......................................................210 pts
Giant lumbering dreadnoughts, the Adrados are dangerous in the extreme. At
their heart is the body of an Adrados Order Monk, who has been permanently
built into the heart of his great machine. Following a doctrine of
self sacrifice in the name of service, the Adrados are dedicated holy
warriors. Adrados count as vehicles, have a datafax and may be given
vehicle cards.
M6 WS7 BS6 S6 I7 A3 L10
Adrados are Walkers, similar to Imperial Dreadnoughts, and have a crew of
1 Adrados Order Monk (T4, 2 wounds). Armed with a Starlance atop their
carapace, a Nova Cannon in their left arm, and a Chainfist incorporating a
Slingshard Rifle as their right arm.
STARLANCE: 90 degree arc to fore. 0-24" short range (+1 to hit), 24-60"
long range. S9, 2d10 wounds, -6 save. Armour Penetration d6+2d10+9.
NOVA CANNON: 180 degree arc to fore. Fires 5 times, and all such targets
must be within 6" of one another. S6, -3 save, AP 2d6+6.
The Adrados uses the Imperial Dreadnought datafax for damage locations,
as found in the Dark Millennium supplement, save that the armour value
of the Main Body is 2 points higher and each arm is 1 point higher.
VINDICATOR HEAVY ASSAULT GRAVTANK................................. 245 points
The Vindicator fulfills the needs of the Empire of Antiquity for a
heavy assault vehicle. It is widely feared, bearing as it does the
armoured might of an Imperial Guard heavy tank with the speed and
maneuverability of a vehicle much smaller. The only problems with the
vehicle are the bow-mounted Nova Cannon, which has been known to offer a
point of entry into the hull for heavy munitions, and its unusual size.
Modelling Note: Vindicators look suspiciously like the British
Challenger main battle tank. Several companies produce 1/35th scale
plastic models of this exceptional vehicle, which are the exact size and
appearance for an Empire of Antiquity Vindicator (it is an exceptionally
large vehicle, making a Leman Russ look puny and stunted). The five-barrelled
gatling-like Nova Cannon and the replacing of wheels and treads with smooth
grav panels are the only minor modifications required. The Vindicators
thus produced are imposing and evil-looking vehicles which perfectly
suits their devastating capabilities. For intimidation value, the
Vindicator is hard to beat.
Vindicators are vehicles and this entry should be read as a datafax.
RAM VALUE:
Strength 9
D12 Damage
-6 Save
MOVEMENT:
Slow Speed: 12"
Combat Speed: 18"
Fast Speed: 26"
Type: Skimmer
CREW: 1 Driver, 1 Gunner. The crew are Venators and have the same
equipment as Venator squad members.
WEAPONS: The Turret mounts a Thunder Cannon with a 360 degree arc of fire.
The Thunder Cannon carries a Targeter. In addition a Nova Cannon is
mounted in the front of the hull, fired by the driver, with a 90 arc of
fire to the front, also carrying a targeter. The vehicles carries
autolaunchers loaded with blind grenades at no additional points cost.
THUNDER CANNON: Short range 0-20", Long Range 20-72", S10, 2d12 wounds,
-6 save modifier, AP10+2d6+2d12. If the Thunder Cannon penetrates the armour
of a target with an Armour value, roll on its damage tables with a bonus
of +1d3 to your roll (this cannot increase a score beyond 6). The Thunder
Cannon is computer stabilized, and so any modifiers for firing from a
rapidly moving mount are ignored.
NOVA CANNON: Fires 5 times, and all such targets must be within 6" of one
another. S6, -3 save, AP 2d6+6.
ARMOUR DAMAGE TABLES:
D6......LOCATION........FRONT ARMOUR....SIDE/REAR ARMOUR
1.......Grav Panels..........17................17
2-3.....Hull.................25................22
4-5.....Turret...............22................20
6.......Nova Cannon..........16................16
Note: Damage Tables are listed below. One single damage table is
used both for the Avenger and for the Vindicator.
AVENGER INFANTRY FIGHTING VEHICLE.................................165 points
A somewhat smaller and lighter counterpart to the Vindicator
Gravtank, Avengers are dedicated troop transports supplementing this
capacity with heavy firepower to support the troops once they are in
position. The incredible mobility and flexibility of these vehicles makes
them greatly feared by their foes.
Modelling Note: Avengers are big. Huge, even. As a Challenger in
1/35th scale makes a good Vindicator, a Bradley or Warrior IFV in 1/35th
scale makes a good Avenger. The treads must be removed and replaced
with smoothed panels, and the cannon in the turret should be replaced by a large lens,
as if the turret mounted a searchlight.
Avengers are vehicles and this entry should be read as a datafax.
RAM VALUE:
Strength 8
D12 Damage
-5 Save
MOVEMENT:
Slow Speed: 12"
Combat Speed: 12"
Fast Speed: 26"
Type: Skimmer
CREW: 1 Driver, 1 Gunner. The crew are Venators and have the same
equipment as Venator squad members.
PASSENGERS: The Avenger can carry up to 6 human-sized models. During the
shooting phase, models mounted in the Avenger may fire out of it with
whatever ranged weapons they may be carrying, with a 360 degree arc of fire.
WEAPONS: The Turret mounts a Lightning Blossom with a 360 degree arc of fire.
In addition a Nova Cannon is mounted in the front of the hull, fired by the
driver, with a 90 arc of fire to the front, carrying a targeter. The
vehicle carries autolaunchers loaded with blind grenades at no additional
points cost.
LIGHTNING BLOSSOM: The small turret of the Avenger mounts a large lens.
When fired, this lens produces a violent electrical burst which savages a
wide area. This weapon uses the template for the Eldar psychic power
Destructor, as included in Dark Millennium. To fire, place the template with
its narrowed point touching the Avenger. Roll the artillery dice (marked
misfire, 2, 4, and so on) and slide the template that many inches forward.
Any models touched by the template when first laid, while moving or when in
its final position are hit by the Lightning Burst, wounding on a 2+, causing
d3 wounds with a -5 save modifier. This attack has an armour penetration
value of 3d6+9. If a target with an armour value is penetrated, determine
the location penetrated and then roll 2 dice on the appropriate damage
tables, applying the higher of the two dice rolls.
NOVA CANNON: Fires 5 times, and all such targets must be within 6" of one
another. S6, -3 save, AP 2d6+6.
ARMOUR DAMAGE TABLES:
D6 LOCATION FRONT ARMOUR SIDE/REAR ARMOUR
1.......Grav Panels..........17................17
2-3.....Hull.................23................21
4-5.....Turret...............20................19
6.......Nova Cannon..........16................16
Note: Damage Tables are listed below. One single damage table is
used both for the Avenger and for the Vindicator.
VINDICATOR AND AVENGER DAMAGE TABLES
NOTE: These damage tables are used both for Vindicator Gravtanks and
for Avenger IFV's.
D6...... GRAV PANEL DAMAGE TABLE
1-2-- The Panel suffers light damage. The vehicle may no longer move
at Fast speed.
3-4-- The Panel is fractured. On a 4+ on 1d6 at the start of each movement
phase, the vehicle will move out of control.
5 -- The Panel is destroyed. The vehicle will move out of control
in the next movement phase and then grinds to a halt, and
may not move further.
6-- The Panel is destroyed. The vehicle crashes to the ground, 2d6"
away in a random direction, killing each crew member on a
4+ on 1d6. Any models under the vehicle's crash site
suffer d6 S9 hits with a -6 save modifier. The vehicle is
lost; any surviving crew may dismount using the normal rules.
Note that the Venator crew carry the usual armament of
members of Venator squads.
Note: If the vehicle has landed, it is not moving and cannot move out
of control. A result of 6 will not destroy a landed and immobile
vehicle but it will restrict it from moving again.
D6...... HULL DAMAGE TABLE
1-- The Nova Cannon is destroyed and may not be fired for the rest of
the battle.
2-3-- Explosions tear through the hull. Each crewmember is killed on
a 4+ on 1d6.
4-- Explosions destabilize the power supplying the Grav Panels. The
vehicle will move out of control on a 3+ on 1d6, rolled
at the start of each movement phase.
5-- The vehicle's power system explodes, killing the crew. The
tank crashes to the ground 2d6" in a random direction.
Any models under the vehicle's crash site suffer d6 S9
hits with a -6 save modifier.
6-- The vehicle's power system explodes, destroying the vehicle in
midair. Any models within 3" of its current position suffer
as if hit with a heavy flamer. The tank crashes to the
ground 2d6" in a random direction. Any models under the
vehicle's crash site suffer d6 S9 hits with a -6 save
modifier.
D6...... TURRET DAMAGE TABLE
1-- The turret weapon is damaged and may only be fired on a 4+ on 1d6.
2-- The turret becomes jammed and may no longer rotate. The turret
weapon may only fire directly forward for the rest of the
battle.
3-- The Gunner is killed, and the weapon may not be fired unless the
pilot takes over his position. Note that at any time, so
long as the pilot lives, he may land the vehicle and take
up the Gunner's position. This occupies the vehicle's
movement and firing phases that turn.
4-- The turret weapon's ammunition explodes. The weapon is destroyed;
immediately roll on the Hull damage table.
5-6-- The turret weapon's ammunition explodes. The tank is destroyed,
exploding quite spectacularily in midair. Any models within
3" of its current position suffer as if hit with a heavy
flamer. The tank crashes to the ground 2d6" in a random
direction. Any models under the vehicle's crash site
suffer d6 S9 hits with a -6 save modifier.
D6..... NOVA CANNON DAMAGE TABLE
1-- The Nova Cannon is jammed and may only fire on a 4+ on 1d6.
2-5-- The Nova Cannon is destroyed, and may no longer be used.
6-- The Nova Cannon is destroyed, causing secondary explosions in the
hull. Roll immediately on the Hull damage table.
VEHICLE CARDS: The Vindicator is a vehicle with a datafax, and therefore
may be given Vehicle Cards. However, as this would otherwise limit these
tanks to the generic, any-race-can-use-'em vehicle cards in Dark Millennium,
here are a few new ones. These can be given to any models purchased
from the Empire of Antiquity support section.
DIFFRACTION GENERATORS (15 points): Producing a field of molecular distortion
about the vehicle, foes attempting to target them suffer great difficulty
and rather severe eyestrain. Any ranged attacks attempting to target a
vehicle equipped with Diffraction Generators suffers a -1 modifier if they
are moving at Slow speed, and -2 if the vehicle is moving at Combat or
Fast Speed. For Adrados and other vehicles with a M characteristic, this
translates to a -1 modifier if the Generator-equipped vehicle is moving
a number of inches up to their M and a -2 if they are moving more than their
M (for example, charging or running).
QUARIUM ARMOUR (25 points): This laminate applied thinly over existing
armour offers substantial protection from a wide variety of kinetic
attacks. Any weapon which relies upon a kinetic round, for example bolters,
autocannon, battle cannon, and so forth (anything which is not energy, laser,
plasma, heat or melta based, basically) looses their Strength bonus to their
armour penetration rolls. For example, a Battle Cannon (AP3d6+8) attempting
to penetrate Quarium Armour has its armour penetration reduced to 3d6.
In addition, any vehicle treated with Quarium Armour increases the Armour
Value of all locations by +1, regardless of the nature of the attack.
However, vehicles treated with Quarium Armour suffer when exposed to heat,
and therefore any Melta or Flame (but not Plasma) attack gains an additional
+1d6 to its armour penetration rolls when targeting a Quarium Armour-
equipped vehicle.
SCATTER FIELDS (20 points): Scatter Fields are waves of gravitational energy.
As evidenced in the Grav propulsion systems of Vindicators and the Grav
Grenades of Venators, the Empire is skilled in the use of gravitational
fields. In the shooting phase, in addition to any other firing the
vehicle may wish to engage in, any vehicle equipped with Scatter Fields may
generate a Scatter Field. Scatter Fields may not be generated if the
vehicle in question is moved faster than 20" this turn. Any models within
5" must roll under their I on 2d6 or they are knocked over and must spend
their next movement phase standing back up. Any ranged attacks conducted
by models in the process of standing suffers a -1 penalty and if forced to
engage in hand to hand while prone or while standing the affected model
suffers a -1 penalty to their WS.
RAZORSPRAY (15 points): The vehicle, in several concealed spherical pods
a few inches across each scattered across its surface, is equipped with
short-term gravitational field generators and shards of synthetic materials.
Once per game the vehicle may expend its Razorsprays, inflicting d6 S5
hits with a -2 save modifier on all models within 4". Any models in base
to base contact with the firing vehicle are pushed back d3 inches. Although
of limited use in hovertanks, these have been found to be quite useful in
situations in which Vindicators set down to operate largely as a pillbox.
ADDENDUM: LORD OF THE BONES PSYCHIC POWERS
As these are not in card form, it is suggested that you roll 1d6 to
randomly determine one of the six powers listed below.
1. SANCTION
Force: 2
Range: 18"
Target Psyker vanishes from the tabletop. Mark the psyker's location
with a counter. At the start of the next psychic phase, that psyker comes
back into play at that location. While removed, the Psyker may not attempt
to dispell powers although any powers which are dispelled if their caster
is killed are unaffected. If this power is used on the same psyker multiple
times, they gain a 6+ save on the second use, a 5+ on the third, and so forth.
2. DARKWALK
Force: 1
Range: 24"
This power may be used on a squad or character. That squad or
character may immediately make an immediate move equal to triple their
Movement characteristic. This movement does not affect any movement or
firing they may wish to make in subsequent turns.
3. SOULBLEED
Force: 2
Range: 36"
Place a 2" template anywhere within 36" of the psyker. Any models
under that template must make an immediate -2 Leadership check or they
suffer 1 wound. For every model killed in this way, the Lord of the
Bones may regain 1 lost wound. This may not take him above the number
of wounds he started the game with. If used against a vehicle, all crew
within the vehicle must make the save or be killed as usual.
4. BONESONG
Force: 1
Range: Contact
The Lord of the Bones may cast this power on a model in base to
base contact or on himself. That model causes Fear until the end of the
turn.
5. BONESTORM
Force: 2
Range: 18"
Draw a line between the Lord of the Bones and any point up to 18"
away. Any models touched by this line must roll under their Strength on
1d6 or they suffer d6 S7 hits with a -4 save modifier.
6. SOULHARVEST
Force: variable
Range: 24"
Place a 2" template anywhere within 24". Any models wholly or
partially under the template suffer a hit with a profile based on the number
of Force Cards expended:
# OF CARDS....... STRENGTH ............. WOUNDS ........... SAVE
1............. 4............. 1............. -3
2............. 4............. 1............. -5
3............. 5............. d3.......... no save allowed
4............. 6............. d3.......... no save allowed
For every model killed in this fashion place an Animate Undead model in play,
anywhere within 6" of the centre of the template. These raised dead
(the models of the slain, marked with suitable counters, do quite nicely)
have the following profile, based on the type of model which it was to
start with:
HUMAN-SIZED: M3 WS5 BS2 S5 T2 W5 I1 A1 L6
MONSTROUS: M4 WS6 BS2 S7 T3 W7 I1 A3 L6
SMALLER THAN HUMAN (ie Nurgling): M3 WS4 BS2 S4 T1 W3 I1 A1 L6
As can be seen by these profiles, these monsters are difficult to
destroy, requiring exensive physical damage, but these hits are not hard
to inflict. These undead are immune to all psychology and break tests and
will move their maximum distance towards the nearest enemy models, charging
into hand to hand when they can. The undead cannot use any weapons they
may have had in life, rather they fight unarmed using the strength and
weapon skills listed. These undead cause Fear.