PROSKOPOS
SQUAD
|
|
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Proskopos |
15 |
3 |
3 |
4 |
4 |
1 |
2 |
1 |
8 |
- |
Squad:
The squad
consists of between three and eight Proskopos.
Weapons: Pneumatic pistol and pick. Options: Any
model may replace their pneumatic pistol with a pneumatic rifle for +1
pt.
Up to two
models may replace their pneumatic pistol and pick with: power pick and
pneumatic pistol at +10 pts; rock drill and pneumatic pistol at +15 pts;
hand incinerator and pick at +4 pts; seismic gun at +10 pts; incinerator at
+10 pts; pneumatic carbine at +5 pts.
The entire squad may be given any of the following: seismic
grenades at +1 pt per model; blind grenades at +2 pts per
model; incinerator bombs at +4 pts per model.
SPECIAL RULES
Infiltration: In the right circumstances Proskopos can
work their way into a forward position on the battle field. To
represent this, as long as the mission allows Infiltrators they
may set up using the Infiltrators rule. If the mission does not
allow Infiltrators then after both sides have deployed but
before the first turn takes place the Proskopos squad may make a
'free move' of up to D6+6".
Cover: Proskopos are able to make extremely good use
of what cover they can find. To represent this, they have a +1
modifier to cover saves: in most cases this means they receive a
cover save of 4+ instead of the usual 5+. |
ASTRAPI
|
|
Points |
Front
Armour |
Side
Armour |
Rear
Armour |
BS |
Astrapi |
130 |
14 |
10 |
10 |
3 |
Astrapi may either be bought as a transport upgrade for another
unit, or bought for use on its own. If bought as a
transport upgrade for another
unit it may only transport the unit it was assigned to (independent characters that join a unit
Astrapi may also travel in it), otherwise the Astrapi may not
transport a squad when it tunnels onto the battlefield.
Type: Tank, Tunneller
Crew: Demiurg
Weapons: Heavy rock drill and two seismic cannons in
side sponsons.
Options: Both seismic cannons may be replaced with
incinerator cannons at a cost of +10 pts each.
The Astrapi may be equipped with any of the following
vehicle upgrades for the cost listed in the Demiurg Armoury:
searchlight, smoke launchers.
Transport Vehicle: The Astrapi can carry up to six Demiurg
(count Ktinos and models in Eklekti Armour as two models).
SPECIAL RULES
Tunneller: An Astrapi may always be placed in reserve,
even if reserves are not normally allowed by the scenario being
played, and enters play using the Deep Strike rules.
Drill Attack: Astrapi are able to use their heavy
rock drills whilst above-ground to attack. When attacking,
Astrapi follow the
rules for walkers in close combat.
Movement: Although able to move rapidly whilst tunnelling
underground, an Astrapi is slow and cumbersome when above-ground.
Astrapi can move up to 6" a turn. They must always move
straight ahead, and at the end of the move can pivot up to 90º.
Rough Terrain Capable: An Astrapi can re-roll any failed
Difficult Terrain tests.
Fire Points - 0.
Access Points - 2: The Astrapi has two side hatches
which can be used as access points by the passengers. |
TRANSPORT:
DROMOS
|
|
Points |
WS |
S |
Armour |
I |
A |
Front |
Side |
Rear |
Dromos |
100 |
4 |
5(10) |
14 |
10 |
10 |
2 |
1 |
Each Dromos must be assigned as a
transport upgrade for another
unit and may only transport the unit it was assigned to.
Independent characters that join a unit Dromos may also travel in
it.
Type: Tank, Tunneller
Crew: Demiurg
Weapons: Heavy rock drill, twin-linked pneumatic carbines.
Options: The Dromos may be equipped with any of the following
vehicle upgrades for the cost listed in the Demiurg Armoury: extra armour, searchlight, smoke launchers.
Transport Vehicle: The Dromos can carry up to ten Demiurg (count
Ktinos and models in
Eklekti Armour as two models). It is always taken
as a transport upgrade for another unit and may only transport the
unit it was bought for.
SPECIAL RULES
Tunneller: A Dromos may always be placed in reserve,
even if reserves are not normally allowed by the scenario being
played, and enters play using the Deep Strike rules.
Drill Attack: Dromos are able to use their heavy rock
drills whilst above-ground to attack. When attacking, Dromos follow the
rules for walkers in close combat.
Movement: Although able to move rapidly whilst tunnelling
underground, a Dromos is slow and cumbersome when above-ground.
Dromos can move up to 6" a turn. They must always move
straight ahead, and at the end of the move can pivot up to 90º.
Rough Terrain Capable: A Dromos can re-roll any failed
Difficult Terrain tests.
Fire Points - 0.
Access Points - 2: The Dromos has two side hatches
which can be used as access points by the passengers. |
|