Héros |
Inquisitor
:
60 pts
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Armes :
CCW (A2), Heavy Pistol (12'', A1, AP1)
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Replace CCW
Chain-Fist (A1, AP2, Deadly3) [+15], Energy Fist (A2, AP4) [+15], Energy Hammer (A1, Blast3) [+5], Energy Sword (A2, AP1, Rending) [+5]
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Replace Heavy Pistol
Flamer (12", A1, Blast3, Reliable) [+15], Flamer Pistol (6", A1, Blast3, Reliable) [+5], Fusion Pistol (6", A1, AP4, Deadly3) [+10], Fusion Rifle (12", A1, AP4, Deadly3) [+25], Heavy Rifle (24", A1, AP1) [+5], Needle Pistol (12", A1, Poison), Plasma Pistol (12", A1, AP4) [+5], Plasma Rifle (24", A1, AP4) [+15], Shotgun (12", A2, AP1) [+5], Storm Rifle (24", A3, AP1) [+35]
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Take one Heavy Rifle attachment
Flamer-Mod (6", A1, Blast3, Reliable) [+10], Fusion-Mod (6", A1, AP4, Deadly3) [+15], Plasma-Mod (12", A1, AP4) [+10]
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Aptitudes :
Fearless, Hero, Tough (3)
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Upgrade with one
Alien Hunter [+10], Daemon Hunter [+10], Witch Hunter [+5]
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Replace Heavy Pistol
Combat Shield (Shield Wall) [+5]
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Upgrade with
Forbidden Lore (Caster2) [+40]
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Troupe |
Acolyte Henchmen
:
40 pts
/ 3 figs
-
Armes :
CCW (A2), Pistol (12'', A1)
-
Replace any Pistol
Flamer (12", A1, Blast3, Reliable) [+15], Fusion Rifle (12", A1, AP4, Deadly3) [+15], Plasma Rifle (24", A1, AP4) [+10], Rifle (24", A1) [+5]
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Aptitudes :
Fearless
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Assassin Henchman
:
30 pts
-
Armes :
Energy Swords (A2, AP1, Rending), Energy Swords (A2, AP1, Rending)
-
Aptitudes :
Stealth
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Crusader Henchman
:
20 pts
-
Armes :
Energy Sword (A2, AP1, Rending)
-
Aptitudes :
Shield Wall
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Cyber-Chimp Henchman
:
25 pts
-
Armes :
Claws (A2), Smith Gun (18'', A2, Rending)
-
Aptitudes :
Good Shot, Relentless
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Cyborg Henchman
:
20 pts
-
Armes :
Cyborg Arm (A2, AP4)
-
Upgrade any models with one
Heavy Fusion Rifle (18", A1, AP4, Deadly3) [+25], Heavy Machinegun (30", A3, AP1) [+25], Plasma Cannon (30", A1, AP4, Blast3) [+35]
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Daemon-Host Henchman
:
20 pts
-
Armes :
Claws (A1), Daemon Burst (12'', A1, Blast 3)
-
Aptitudes :
Aegis
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Flagellant Henchman
:
15 pts
-
Armes :
Dual Arc-Flail (A2, Rending)
-
Aptitudes :
Fearless, Frenzy
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Missionary Henchmen
:
40 pts
/ 3 figs
-
Armes :
CCW (A2), Pistol (12'', A1)
-
Replace any CCW
Energy Fist (A2, AP4) [+10], Energy Sword (A2, AP1, Rending) [+5]
-
Replace any Pistol
Flamer Pistol (6", A1, Blast3, Reliable) [+5], Fusion Pistol (6", A1, AP4, Deadly3) [+5], Needle Pistol (12", A1, Poison) [+5], Plasma Pistol (12", A1, AP4) [+5]
-
Aptitudes :
Furious
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Mystic Henchman
:
25 pts
-
Armes :
CCW (A2), Pistol (12'', A1)
-
Replace any CCW
Energy Sword (A2, AP1, Rending) [+5]
-
Replace any Pistol
Needle Pistol (12", A1, Poison) [+5], Plasma Pistol (12", A1, AP4) [+5], Shotgun (12", A2, AP1) [+5]
-
Aptitudes :
Beacon
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Private Guard
:
35 pts
/ 3 figs
-
Armes :
CCW (A1), Rifle (24'', A1)
-
Replace Sgt. Pistol
Drum Pistol (9", A2, Rending) [+5], Plasma Pistol (12", A1, AP4) [+5]
-
Replace one Rifles
Drum Rifle (18", A2, Rending) [+5], Flamer (12", A1, Blast3, Reliable) [+15], Fusion Rifle (12", A1, AP4, Deadly3) [+10], Grenade Launcher (24", A1, Blast3) [+10], Plasma Rifle (24", A1, AP4) [+5]
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Replace one CCW
Energy Fist (A2, AP4) [+10], Energy Sword (A2, AP1, Rending) [+5]
-
Replace one Rifle and CCW
Sgt. Pistol (12", A1, Sgt. Hand Weapon A2)
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Psychic Henchman
:
30 pts
-
Armes :
CCW (A2), Pistol (12'', A1)
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Aptitudes :
Psychic Host
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