sábado, 5 de mayo de 2018

Jugando al deathwacth

Este es el capitulo de marines espaciales creado, hay que revisra algunos aspectos:

Por qué se formó?: Para combatir contra los Tau en las estrellas del halo
Cuando se formó?:  En el milenio 41
Capitulo progenitor: Angeles Oscuros
Pureza de la semilla genética: Pura
Modificadores de características: Los marines de este capitulo sumarán +5 a dos características a elección del jugador
Figuras legendarias: Un hermano de batalla de los Angeles Oscuros de la Razor (Invictus)
Mundo natal: Flota espacial espacial (Fleet Base)
Relación con el mundo natal: Es una administración (Los marines dejaron la dirección del planeta a una parte de la población y son figuras importantes en esta. La gente tiene mucho respeto por los marines incluso aunque no se dejen ver mucho por el planeta y desean que sus hijos lleguen a ser escogidos para unirse a sus filas)
Organización: Capitulo divergente (como su progenitor)(no siguen el codex astartes a rajatabla aunque si que se guian por el)
Doctrina de combate: Combate a distancia (lo que no quita loa escuadrones de marines de asalto, simplemente los reduce en numero)
Habilidades en solitario: La cercanía al capitulo progenitor (loa Angeles Oscuros) hace que se herede su habilidad en solitario (Defensa Estoica)
Equipamiento especial: Armamento modificado (todas las armas pintadas de blanco mate, sables de energía en vez de espadas)
Creencias: Honrar a los ancestros ( los marines de este capitulo veneran a los angeles oscuros como sus progenitores y al hermano de batalla invictus como uno de sus padres fundadores)
Estado del capitulo: Normal (el capitulo tiene sus filas al completo)
Amigos y enemigos:  Amigos de la inquisición (nada raro dado que vinieron a socorrerlos en la guerra) enemigos de los tau (tampoco muy raro dado que esa guerra era contra los tau)
Nombre del capitulo: Angeles Blancos
Grito de batalla: “Sin miedo, sin piedad, sin remordimientos”
Emblema del capitulo:--- no hay imagen---

Colores del capitulo: Los marines visten armaduras blancas con motivos como el emblema en dorado, el emblema del capitulo está situado en la hombrera izquierda con una escritura inferior que reza “el fin nos llega a todos pero hoy le toca a nuestros enemigos”, en el pecho está el  águila imperial también en dorado. Los marines de este capitulo adoptan llevar túnicas con capucha al igual que sus progenitores, estas van en negro con los bordes blancos.

Mejoras del capitulo
VENTAJA COSTE TIPO PRERREQUISITOS
Paranoia 500 Talento                  ---
Saber Prohibido (Xenos) 200 Habilidad                  --- 
Saber Prohibido (Xenos) +10 200 Habilidad Saber Prohibido (Xenos)
Saber Prohibido (Xenos) +20 200 Habilidad Saber Prohibido (Xenos) +10
Odio (Tau) 500 Talento                  ---
Signature Wargear (Hero) 1500 Talento                  ---
Disparo Independiente 800 Talento HP 40
Sentido de combate 500 Talento Per 40
Formación de combate 500 Talento Int 40
Disparo doble 600 Talento Ag 40 Com.2.Arm. (P)
Saber Popular (Uno) 200 Habilidad                  ---
Saber Popular (Uno) +10 200 Habilidad Saber Popular (Uno) 
Saber Popular (Uno) +20 200 Habilidad Saber Popular (Uno) +10
Robusto (x3) 500 Talento                  ---
Interrogar 200 Habilidad                  ---
 Interrogar +10 200 Habilidad Interrogar
Interrogar +20 200 Habilidad Interrogar +10
Dotado (Interrogar) 200 Talento                  ---

Historia
Durante el  41 milenio se creó un nuevo capitulo de marines espaciales para poder acabar de una vez por todas la guerra que la inquisición libraba contra las fuerzas Tau en las estrellas del halo guiados por el ejemplo del gran hermano de batalla Invictus. Este capitulo de marines se creó  a partir de los Angeles Oscuros y reciben el nombre de Angeles Blancos. En lo que al estilo de combate se refiere los Angeles Blancos prefieren el combate a distancia, dejando a sus enemigos sin la más mínima oportunidad de acercarse a intentar atacarles. Son grandes maestros en el empleo de armas pesadas y esto va seguido de un gran número de escuadrones de devastadores, dejando un poco mermadas las filas de los marines tácticos y de asalto. Los marines de este capitulo veneran a los hermanos de batalla de su capitulo progenitor teniendo en especial estima al hermano de batalla Invictus, que fue el primer marine en emprender esta cruzada contra los Tau en las estrellas del Halo y por lo tanto una representación de su capitulo en un solo hombre. Los Angeles Blancos mantienen una estrecha relación con los Angeles Oscuros, dado que mantienen su cercanía manteniendo sus costumbres y tradiciones, y con la Inquisición, organización a la que presta apoyo contra los ejércitos Tau en la guerra de las estrellas del Halo. El echo de ser creados específicamente para acabar con los Tau les genera un gran odio hacia los mismos y estos se representan como su mayor enemigo.
El grito de batalla de los Angeles Blancos “Sin miedo, sin piedad, sin remordimientos”  hace referencia a su estilo de combate en el que no retrocederán, no mostrarán compasión por sus enemigos y nunca se arrepentirán de hacer lo que es su deber. El color blanco que estos marines portan con orgullo hace referencia a la pureza de su semilla genética y a la nobleza de su causa. Los hermanos de batalla de los Angeles Blancos blanden sables de energía en lugar de las ordinarias espadas normales y portan guadañas en lugar de hachas para reclamar su nombre como Angeles de la Muerte. 




Estructura del capitulo.
Copmo es un capitulo para la lucha contra los Tau, va a ser un capitulo de ataques rapidos con potencia de fuego
el capitulo tiene 10 compañias
1ªveteranos
mando, capellan, cada escuadra tiene su sargento y cuatro marines
compuesta por los mas poderosos d los guerreros del capitulo (equivalen al maximo nivel), son 20 escuadras de 5 marines
2ª asalto a naves
mando, capellan, cada escuadra tiene su sargento y cuatro marines
compuesta por los marines de asalto a las naves son 10 escuadras de 5 marines cada una, con armas ligeras, cuerpo a cuerpo y lanzallamas pesados, cañones de asalto todos ellos veteranos, pero a medio nivel
3ª-4ª compañias de batalla del capitulo
mando, capellan, cada escuadra tiene su sargento y cuatro marines
10 escuadras de 5 marines repartidas como 6 escuadras tacticas y 4 de asalto, montadas en motos y land speeders
5ª compañia de combate
mando, capellan, cada escuadra tiene su sargento y cuatro marines
10 escuadras de 5, repartidas como 6 tacticas, 2 de asalto y 2 de devastadores, montados en rinhos, uno por cada escuadra
6ªcompañias  reservas tacticas
mando, capellan, cada escuadra tiene su sargento y cuatro marines
10 escuadras tacticas
7ª compañia de reserva
mando, capellan, cada escuadra tiene su sargento y cuatro marines
10 compañias tacticas
8ª compañia de reserva
mando, capellan, cada escuadra tiene su sargento y cuatro marines
10 escuadras de asalto (C/C)
9ªCompañias de reserva
mando, capellan, cada escuadra tiene su sargento y cuatro marines
2 escuadras de devastadores y 8 escuadras de exploradores
10ª compañia de exploradoes
mando, capellan, cada escuadra tiene su sargento y cuatro marines
10  escuadras de exploradores, montados en land speeders clase tormenta



cuando las condiciones lo requieran:
pueden poner en tierra
--un land raider cruzado
--1 vindicator
--2 Whirlwinds
--10 predator
---5 cañoneras thunder
---capsulas de desembarco
--rihnos
---land speeders-
--dark talons
---Cestus assault ram
--thunderhawk transporter (como una thunder pero con capacidad para un land raider o dos rinhos o similares 
--miles de servidores y personal de flota a su servicio

land Raider cruzado
Type: Ground Vehicle Tactical Speed: 15 m
Cruising Speed: 70 kph Manoeuvrability: +0
Structural Integrity: 95 Size: Enormous
Armour: Front 50, Side 50, Rear 50
Crew: Driver, Commander
Carrying Capacity: 12 Space Marines or equivalent cargo.
Renown: Distinguished
Weapons
Turret-mounted twin-linked Heavy Bolters (Front/Side,
Range 150m, Heavy, –/–/10, 2d10+10 X, Pen 6, Clip 400,
Tearing, Twin-linked)
Two sponson-mounted twin-linked Lascannons (Front,
Sides, Rear, Range 300m, Heavy, S/–/–, 6d10+10 E, Pen
10, Clip 30, Twin-linked)
Special Rules
Power of the Machine Spirit: The Land Raider is equipped
with a complex core-cogitator that is blessed with an unusually
cunning Machine Spirit. When fi ring the Land Raider’s
weapons, the Land Raider’s commander may fi re one additional
weapon system. That weapon’s fi ring is directed by the pilot
character, but uses the Machine Spirit’s BS of 50. The attack
does not benefi t from any Talents or other attributes the pilot
possesses (in effect, it is being fi red by the Machine Spirit).
Command and Control: The special features of a Land
Raider allow a character using them to use his Command skill
to affect a number of squads, units (such as a Thunderhawk or
Predator Tank) or Kill-teams (in any combination) equal to his
Fellowship bonus. This effect combines with Fellowship-based
Talents such as Iron Discipline, Master Orator, and the like.
Any character using this equipment also gains a +10 bonus to
Command Skill Tests.
Reinforced Hull: When a vehicle with a Reinforced Hull
receives a Critical Hit, halve the results, rounding up. This
does not affect rolls on the Critical Hit chart generated by
Righteous Fury.

Carrying Capacity: The Land Raider Crusader can carry up
to 16 Space Marines or equivalent cargo.
The Land Raider Crusader replaces the twin-linked heavy
bolter turret with one featuring twin-linked assault cannons:
Turret-mounted twin-linked assault cannon (Facing Front/
Sides, 150m, –/–/10, 3d10+6 I, Pen 6, Clip 300, Reload
3Full, Tearing, Twin-linked)
The Land Raider Crusader replaces the twin-linked lascannon
sponsons with hurricane bolters:
Sponson-mounted Hurricane Bolters (Facing Front/Sides,
50m, –/6/12, 2d10+5 X, Pen 4, Clip 300, Reload 3Full,
Tearing, Twin-linked)
Frag Assault Launchers (Facing Front, 50m, –/3/–, fi res frag
grenades found on page 150 of the DEATHWATCH Rulebook)

VINDICATOR
A very old and highly prized variant on the Rhino chassis,
the Vindicator is a siege tank for Space Marine assaults. The
Vindicator mounts a massive demolisher cannon for breaching
enemy walls and fortifi cations. The Vindicator is usually
deployed to support Space Marines involved in fi ghting in
dense terrain, such as jungles or street fi ghting in the depths
of a ruined city.
The design of the Vindicator has been upgraded numerous
times over the millennia since the Horus Heresy, and the
Vindicator has earned an honoured place at the forefront of
any Space Marine assault. The Deathwatch occasionally fi elds
Vindicators when Kill-teams require the support of the tank’s
heavy armour, siege shield, or demolisher cannon to break
open an enemy fortifi cation.
Type: Ground Vehicle Tactical Speed: 15 m
Cruising Speed: 70 kph Manoeuvrability: +0
Structural Integrity: 45 Size: Enormous
Armour: Front 42, Side 31, Rear 20
Crew: Driver, Gunner
Carrying Capacity: None
Renown: Distinguished
Weapons
Gunner-operated Demolisher Cannon (Range 50m, S/–/–,
4d10+20 X, Pen 10, Clip 200, Blast [10])
Special Rules
Reinforced Hull: When a vehicle with a Reinforced Hull
receives a Critical Hit, halve the results, rounding up. This
does not affect rolls on the Critical Hit chart generated by
Righteous Fury.
Siege Shield: Drive Tests for Diffi cult Terrain (see page 166)
gain a +10 bonus, and any failed Drive Tests for Diffi cult
Terrain may be re-rolled.

whirlwind
Type: Ground Vehicle Tactical Speed: 15 m
Cruising Speed: 70 kph Manoeuvrability: +0
Structural Integrity: 25 Size: Enormous
Armour: Front 31, Side 31, Rear 20
Crew: Driver, Gunner
Carrying Capacity: None
Renown: Distinguished
Weapons
Turret-mounted Whirlwind missile launcher (Vengeance)
(Facing All, 300m, S/–/–, 3d10+5 X, Pen 6, Clip 10, Reload
2Full, Blast [10])
Turret-mounted Whirlwind missile launcher (Castellan)
(Facing All, 300m, S/–/–, 2d10+5 E*, Pen 4, Clip 10,
Reload 2Full, Blast [10], Tearing)
*Castellan Missiles may set targets on fi re like a Flame weapon (see
page 260 in the DEATHWATCH Rulebook)
Turret-mounted Whirlwind missile launcher (Hyperios)
(Facing All, 500m, S/–/–, 4d10+15 X, Pen 8, Clip 10,
Reload 2Full)
Special Rules
Reinforced Hull: When a vehicle with a Reinforced Hull
receives a Critical Hit, halve the results, rounding up. This
does not affect rolls on the Critical Hit chart generated by
Righteous Fury.
Hyperios: The Hyperios variant of the Whirlwind gains a
+20 bonus to all Ballistic Skill Tests when fi ring its missiles
at an airborne target.

Predator tank
Type: Ground Vehicle Tactical Speed: 15 m
Cruising Speed: 70 kph Manoeuvrability: +0
Structural Integrity: 45 Size: Enormous
Armour: Front 42, Side 31, Rear 20
Crew: Driver, Gunner
Carrying Capacity: None
Renown: Distinguished
Weapons
Predator Destructor: Turret-mounted Autocannon (Range
300m, Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 200)
Predator Annihilator: Turret-mounted twin-linked
Lascannons (Range 300m, Heavy, S/–/–, 6d10+10 E, Pen
10, Clip 30, Twin-linked)
Sponson weapons (choose one of the following two
options):
• Two Heavy Bolters (Range 150m, Heavy, –/–/10,
2d10+10 X, Pen 6, Clip 400, Tearing)
• Two Lascannons (Range 300m, Heavy, S/–/–, 6d10+10
E, Pen 10, Clip 30)
Special Rules
Reinforced Hull: When a vehicle with a Reinforced Hull
receives a Critical Hit, halve the results, rounding up. This
does not affect rolls on the Critical Hit chart generated by
Righteous Fury.

Rhino
Type: Ground Vehicle Tactical Speed: 15 m
Cruising Speed: 70 kph Manoeuvrability: +0
Structural Integrity: 25 Size: Enormous
Armour: Front 31, Side 31, Rear 20
Crew: Driver
Carrying Capacity: 10 Space Marines with wargear.
Renown: Respected
Weapons
Pintle-mounted storm bolter (Facing All, 100m, S/2/4,
2d10+5 X, Pen 5, Clip 100, Reload 2Full, Storm Tearing)
Special Rules
Reliable: Any Tech-Use Test made to repair or restore this
vehicle receives a +20 bonus
Reinforced Hull: When a vehicle with a Reinforced Hull
receives a Critical Hit, halve the results, rounding up. This
does not affect rolls on the Critical Hit chart generated by
Righteous Fury.

motos marines
Type: Ground Vehicle
Tactical Speed: 20 m
Cruising Speed: 110 kph
Manoeuvrability: +15
Structural Integrity: 15
Size: Hulking
Armour: Front 18, Side 14, Rear 14
Crew: Driver
Carrying Capacity: Personal gear only
Renown: Initiate
Weapons
Twin-linked driver-operated bolter (Facing Front, 100m,
S/2/4, 2d10+5 X, Pen 5, Clip 40, Reload Full, Tearing,
Twin-linked)
Special Rules
Exposed: Enemies may target the crew and passengers of
the vehicle by using a Called Shot Attack Action. If someone
makes a Full Automatic Attack Action against the bike, every
third hit is resolved against the rider (or passengers, if any)
instead of the bike.
Attack Bike: The Space Marine Bike can be upgraded to
an Attack Bike. This allows the bike to carry one passenger,
and gives the bike a passenger-operated Astartes Heavy
Bolter or Astartes Multi-melta with a facing to the front and
right. The bike’s size increases one step, its Manoeuvrability
decreases to +12, and it requires Respected Renown instead.

thunderhawk gunship
Type: Spacecraft Tactical Speed: 30 m/ 30 AUs
Cruising Speed: 1,750 kph Manoeuvrability: +20
Structural Integrity: 90 Size: Massive
Armour: Front 37, Side 37, Rear 25
Crew: Pilot, Co-Pilot, Gunner, Navigator
Carrying Capacity: 30 Space Marines or equivalent cargo.
Renown: Famed
Weapons
Pilot-operated double lascannons (Facing Front, 300m, S/–
/–, 6d10+10 E, Pen 10, Clip 40, Reload 2Full)*
Gunner-operated turbo-laser (Facing Front, 750m, S/–/–,
4d10+30 E, Pen 20, Clip 5, cannot be reloaded in fl ight,
Blast (8), Felling (2)
6 Co-pilot-operated Hellstrike missiles (Facing Front, 1000m,
S/–/–, 4d10+6 X, Pen 10, each missile can only be fi red
once, Blast (1)
4 Twin-linked heavy bolters (Facing Front/Left or Front/
Right, 150m, –/–/10, 3d10+1 X, Pen 6, Clip 200, Reload
2Full, Twin-linked, Tearing)**
*These weapons can either be operated by the co-pilot,
gunner, or the gunship’s Machine Spirit, which has a BS of
40. The co-pilot selects targets for these weapons, and should
roll for them, using the Machine Spirit’s Ballistic Skill.
**This weapon system counts as two separate weapons in all respects,
except that both weapons can be fi red by one person and are under the
same targeting restrictions as a single weapon. Roll to hit with each
weapon separately.
Special Rules
Spacecraft: This vehicle may exit the atmosphere. While
in the atmosphere it may operate as a skimmer or fl yer at
the pilot’s choice. It gains all the benefi ts and drawbacks of
skimmers and fl yers.
Ceramite Armour: Thunderhawks are equipped with
heat-resistant ceramite armour for atmospheric re-entry.
Any melta weapons count their Penetration as 0 against a
Thunderhawk.
Reinforced Hull: When a vehicle with a Reinforced Hull
receives a Critical Hit, halve the results, rounding up. This
does not affect rolls on the Critical Hit chart generated by
Righteous Fury.

Dark talon
Type: Flyer Tactical Speed: 30m/18 AUs
Cruising Speed: 1,700 kph Manoeuvrability: +10
Structural Integrity: 40 Size: Enormous
Armour: Front 25, Side 25, Rear 20
Crew: Pilot, Gunner, Commander
Carrying Capacity: None
Weapons
Gunner-operated Autocannon (Facing Front, Range 300m,
Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 200)
Gunner-operated twin-linked lascannon (Facing Front,
Range 300m, Heavy, S/–/–, 6d10+10 E, Pen 10, Clip 30,
Twin-linked)
Commander-operated Bomb Rack (Facing Down, Range
30m, S/–/–, 3d10+10 X, Pen 6, Clip 1, Blast [15])
Special Rules
Flyer: This aircraft uses aerodynamic principals to stay aloft.
When airborne, it must move at least half its cruising speed
at all times lest it crash to the ground. If it ever becomes
completely immobilised due to damage, count the vehicle as
destroyed instead as it crashes to the ground.
Vector Thrust Engines: The Hell Talon may count as a
Skimmer (and follow all the rules for a Skimmer) for up to 2
minutes before it must return to counting as a Flyer. It may do
this once every hour.


land speeders
 base
Land Speeders are small but powerful craft, designed to
carry two Space Marines, one acting as pilot and the other as
the commander/gunner. They fl y by means of arcane anti-grav
plating mounted around the nose to provide primary lift, and
twin jet engines to provide thrust. Unlike many air vehicles,
Land Speeders have an open cockpit and light armour, as
the Space Marines’ own sealed power armour protects the
occupants. Rather than heavy armour, the vehicle’s speed as
well as the pilot’s skill is used to protect against enemy fi re. In
the standard confi guration for a Land Speeder, one weapon
is nose-mounted and operated by the pilot whilst the gunner
fi res another swivel-weapon set in front of him. Variants can
carry extra weapons or even act as small troop transports, but
primarily Land Speeders are designed to offer fast-moving
fi re support using their manoeuvrability and velocity to elude
enemy fi re. As they cannot overcome gravity enough to reach
high altitudes, their pilots normally fl y close to the ground
in harassing operations, popping out from cover to blast the
enemy and to support their battle brothers on the ground.
Type: Skimmer Tactical Speed: 30 m
Cruising Speed: 275 kph Manoeuvrability: +20
Structural Integrity: 20 Size: Hulking
Armour: Front 18, Side 18, Rear 18
Crew: Driver, Gunner
Renown: Respected
Weapons
Gunner-operated heavy bolter (Facing Front/Right, 150m,
–/–/10, 3d10+1 X, Pen 6, Clip 100, Reload 2Full,
Tearing)
Some variant patterns are armed with a driver-operated assault
cannon. These are referred to as Land Speeder Tornadoes.
Driver-operated assault cannon (Facing Front, 150m, –/–
/10, 3d10+6 I, Pen 6, Clip 300, Reload 3Full, Tearing)
Carrying Capacity: None (although some variant patterns
are designed to carry a small complement of Space Marine
Scouts for insertion and infi ltration missions, the Land
Speeder Storm. These have an extended rear chassis and have
a carrying capacity of fi ve Space Marine Scouts, or four full
Space Marines in power armour)
Special Rules
Skimmer: This vehicle hovers over the battlefi eld, allowing it
to ignore terrain that might otherwise hamper movement. If it
ever becomes completely immobilised due to damage, count
the vehicle as destroyed instead as it crashes into the ground.
Open-topped: Enemies may target the crew and passengers
of the vehicle by using a Called Shot Attack Action.

Land Speeder Tempest
The Tempest is a fully enclosed variant of the Land Speeder that
possesses heavier armour and armament. Land Speeder Tempests
are designed to act as a pure gunship rather than the standard
reconnaissance and patrolling missions often undertaken by Land
Speeders. The Tempest is slightly larger than a standard Land
Speeder, and heavier as well (taking into account the increased
armour and additional weaponry). To address this issue, the crew
of the Tempest was reduced to one, with the pilot aided by slave
targeting systems and a sophisticated machine-spirit to fulfi l the
fi re control duties of the missing gunner.
Type: Skimmer Tactical Speed: 30 m
Cruising Speed: 275 kph Manoeuvrability: +20
Structural Integrity: 30 Size: Hulking
Armour: Front 30, Side 21, Rear 21
Crew: Driver
Renown: Respected
Weapons
Driver-operated assault cannon (Facing Front, 150m, –/–
/10, 3d10+6 I, Pen 6, Clip 300, Reload 3Full, Tearing)
Driver-operated Missile Launcher (Range 250m, Heavy,
S/–/–, Twin-Linked, may fi re any missiles found on page
150 of the DEATHWATCH Rulebook)
Carrying Capacity: None.
Special Rules
Skimmer: This vehicle hovers over the battlefi eld, allowing it
to ignore terrain that might otherwise hamper movement. If it
ever becomes completely immobilised due to damage, count
the vehicle as destroyed instead as it crashes into the ground.
Land Speeder Storm
The Land Speeder Storm is a signifi cant modifi cation of the
original Land Speeder design, trading heavy armament for a
modest transport capacity. In most Codex Chapters, the Land
Speeder Storm is used to carry a small squad of Space Marine
Scouts. In the Deathwatch, it fulfi ls a similar role, although
modifi ed to carry Initiate Battle-Brothers in full armour.
The Land Speeder Storm’s baffl ed engines and sophisticated
spy array make it a stealthy vehicle well suited to clandestine
operations behind enemy lines. It can be used as a mobile
fi rebase, assault transport, or stealth insertion craft as the
needs of the mission require.
Many Chapters choose to replace the Land Speeder’s
underslung heavy bolter with a cerberus assault launcher to
further enhance the vehicle’s effectiveness in strike missions.
The cerberus assault launcher fi res disorienting volleys of frag,
stun, and blind rockets from a tri-barrelled launcher. These
weapons are used primarily to assault enemy-held positions
that would be otherwise diffi cult to engage in close assault.
Type: Skimmer Tactical Speed: 30 m
Cruising Speed: 275 kph Manoeuvrability: +20
Structural Integrity: 20 Size: Hulking
Armour: Front 18, Side 18, Rear 18
Crew: Driver, Gunner
Renown: Initiate
Weapons
Gunner-operated heavy bolter (Facing Front/Right, 150m,
–/–/10, 3d10+1 X, Pen 6, Clip 100, Reload 2Full, Tearing)
Driver-operated Cerberus Launcher (Facing Front, 30m,
–/3/–, may fi re Frag, Blind, or Stun grenades found on pages
150–151 of the DEATHWATCH Rulebook)
Carrying Capacity: These have an extended rear chassis
and have a carrying capacity of fi ve Space Marines in Scout
Armour, or four Space Marines in power armour).
Special Rules
Skimmer: This vehicle hovers over the battlefi eld, allowing it
to ignore terrain that might otherwise hamper movement. If it
ever becomes completely immobilised due to damage, count
the vehicle as destroyed instead as it crashes into the ground.
Jamming Beacon: Auspexes, locator beacons, teleport
homers, and similar wargear does not function within 15
meters of a Land Speeder Storm. The etheric interference
caused by a Jamming Beacon also makes it diffi cult for other
forms of teleportation, including summoning of daemons from
the warp, within this radius. The GM should use his discretion
as to whether or not a particular type of teleportation (such as
those listed above) should function, and to what extent.

Se incluyen su organizacion basica como unidad de combate del Adeptus astarte y algo de su equipo.

No hay comentarios:

Publicar un comentario