Terminator armour with storm bolter, targetter and power fist 49
Terminator armour with storm bolter , targetter and chain fist 51
Terminator armour with storm bolter, targetter and power sword 45
Each model may carry an unlimited number of assault weapons.
Power axe 7
Power fist 10
Power mail 6
Power sword 6
Bolt pistol 2
Hand flammer 7
Plasma pistol 5
Each model may only carry 1 special weapon.
Plasma gun 8
Each model may only carry 1 heavy weapon.
All heavy weapons on this list comes with a targetter included in the points cost.
Heavy bolter 15
Extra to include Hellfire shells for the above +5
Missile launcher with frag and krak missiles 45
Extra to include melta missiles for the above +5
Extra to include anti-plant missiles for the above +5
Extra to include plasma missiles for the above +5
Heavy plasma gun 40
Each model may carry an unlimited number of scout weapons.
Needle sniper rifle 10
Sword or axe 1
Each model may carry an unlimited number of grenade types
Blind grenades 2
Frag grenades 2
Krak grenades 3
Melta bombs 5
Plasma grenade 3
Photon flash 2
All Dreadnought weapons have targetters.
Power-fist with built-in storm bolter 15
Power-fist with built-in Flammer 20
Assault cannon 45
Missile launcher with frag and krak missile 45
Twin lascannon 55
Twin heavy bolters 30
Heavy flammer with built-in storm bolter 30
Heavy plasma gun 40
Scout Jump Pack 5 points
A scout jump pack is smaller, lighter, and less powerful than a full sized one.
A scout jump pack permits its wearer to make a long powered instead of its normal move. A jump can be made up to a diastase of 12", reaching a height sufficient to clear most obstacles, vehicles and models. Woods and single storey buildings reduce the jump to 8". Roll a scatter dice for the jumping model on landing:
a roll of a hit indicates it's on target
an arrow indicates the model scatters D3" in the direction indicated
When a model with a jump pack charges he may move up to 4" after he's landed to engage an opponent in hand-to-hand combat. A model may make a jump, land and then shoot or throw a grenade, but it can't use a move or fire weapon. Models using scout jump packs leap in slow, predictable curves so models firing at them do not suffer the normal -1 to hit penalty for firing at a target moving 10" or faster.
History of the Black Hydra's
Organisation of the Black Hydra's
Squads of the Black Hydra's
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