Post by faithless on Aug 8, 2010 17:34:40 GMT -5
The Gears of the Vinci War-machine
Vinci Special Rules;
Guidance; increases the BS and WS by 1, to a maximum of 4, of any unit the Character is attached to
Inspiring; Friendly units within 12" are considered Stubborn
A Nation of Invention; A unit with this rule rolls a d6 at the start of the game. 1-3, nothing happens. 4; they gain a bonus toughness. 5; their ranged weapons count as twin linked. 6; their ranged weapons count as rending
Attrition; At end of your enemies turn, any unit within 24" of a Vinci unit with this rule makes a leadership test. Any additional Vinci units with this rule that are within 24" past the first, provides a -1 modifier to the testing units leadership. If the test is passed, The enemy unit has successfully resisted any Attrition damage. If the leadership test is failed, the unit takes the number they failed by in s3 ap- hits. Any casualties incurred by this rule count as casualties in the shooting phase. Vinci Units temporarily lose this rule if they are reduced to less than half strength, or are falling back. this effects units that are locked in close combat as well, but does not affect combat resolution, as it occurs after the fact. should an entire unit be removed due to attrition casualties, the remaining unit, provided it is not locked in combat with another unit, may consolidate.
Trample; on the turn a model with the Trample rule assaults, it makes 1 bonus attack at i5, with -2 strength, and is treated as a normal close combat attack.
Volley Fire; Vinci Units are trained to focus their efforts on downing the single greatest, immediate threat. A Vinci unit that had not moved in the movement phase, and is in a special staggered formation of 2 rows, 5 in the front, 4 in the back (A Noble may take position on either side of the row of 4) gains +1 to the strength characteristic of any ranged weapon fired in the shooting phase.
Storm Troopers; Members of the elite guard train almost constantly to perfect their methods of waging war. On the turn a unit of Elite Guard charge into combat, they may do so guns-a-blazing. Before any attacks are made, they made trade their charge bonus, and their additional weapon bonus(for the entirety of the remaining combat) to fire either their Assault Rifle or Pistol. Casualties incurred by this 'shooting' count towards combat resolution. this shooting is done with -1 to their ballistic skill, and still allows cover saves. they may assault the turn they disembark from a dirigible
Fearsome; Elite Guard are renowned for being ruthless in combat and ceaseless in their pursuit of victory. Any enemy unit that take an Attrition check, and has Line of Sight to one or more units of Elite Guard, have an additional -1 modifier to their leadership.
Steam Power; A steam cannon that wishes to either move or fire its steam cannon, must first check to see if there is enough power to operate. with the exception of the first time the cannon wishes to act, it must roll a d6. a modifier of -1 is applied to the result for every previous turn it either moved or fired. on a result of 1, the cannon cannot move or fire its steam cannon this turn. Steam cannon units that are falling back are assumed to automatically pass this test, as they are using whatever power they can get to retreat as fast as possible. if there are 2 or more steam cannons in a unit, they are rolled for collectively rolled for.
Juggernaut; the juggernaut may choose to ignore a single penetrating or glancing hit scored against it. in addition to this, should a unit ever be unfortunate enough to be tank shocked by a Juggernaut, it takes its test at -1 leadership. Any unit that would take an attrition check within line of sight to one or more juggernauts, does so with an additional modifier of -1.
Leviathan; Leviathans may not run in the shooting phase, and each shaken result only affects a single ranged weapon, while stunned affects 2. due to each weapon being crewed by separate teams, each weapon may also be fired at a different target. due to its shear size, it may be targeted by ranged attacks even if it is locked in close combat. also due to its size and presence o numerous damage control teams, Explodes! results must be re-rolled, unless the second result is also Explodes! Both a sign of great hope for its allies, and imminent defeat for its enemies, all friendly Vinci units within line of sight to the Leviathan are Stubborn, while any attrition checks are made with an additional -1 modifier.
Cargo Dirigible; Cargo Dirigibles were the first type of flying machine developed, as it made transporting raw materials throughout the land much easier.
Firing Ports; there are 4 Firing ports on each side of the Dirigible, but only one side may be used at a time.
Access Points; There is 1 Access point located at the rear of the Dirigible.
Supply Ship; A unit that is within 12" of its Dirigible is considered "In Supply". Units that are In Supply are granted the Feel No Pain special rule, as well as being immune to Attrition. A dirigible is only able to supply the unit it was purchased for, however.
Crash; If a unit is embarked upon a Dirigible when it is Wrecked, they run the risk of being injured as the machine crashes into the ground. The unit inside the transport treats the result as if it were an explosion, but the transport model is not removed, and no blast radius is rolled for.
Vinci Wargear
Weapons
Basic Rifle; 24" s3 ap 5 rapid fire
Assault Rifle; 18" s3 ap5 assault 3
Auto Rifle; 24" s4 ap5 heavy 3.
Heavy Rifle; 30" s5 ap 4 heavy 1
Pistol; 18" s3 ap 5 Pistol. Note, if 2 pistols are taken, they are fired as a single twin-linked pistol.
Combat Blade; Treated as a Close Combat Weapon
Ceremonial Blade; A special close combat weapon that grants close combat attacks made with the weapon the Rending special rule
Assault Grenades; Assault grenades. see Warhammer 40 000 rulebook for more information.
Flame Thrower; Template s4 ap 5 Assault 1
Chemical Thrower; Template sX ap - Assault 1, rending, Get's Hot!. Chemical Throwers always wound models with a toughness value on a 4+. The volatile concoctions of industrial waste can have interesting effects, both on anyone unlucky enough to be sprayed by it, or on the person doing the spraying. against vehicles the Chemical Thrower is assumed to have a strength of 2.
Basic Anti-Tank Grenades; Equivalent to Krak Grenades
Advanced Anti-Tank Grenades; Grenades which have their ability to break armor greatly increased. count as krak grenades, but have their strength increased to 8.
Rocket Pod; A single use Rocket Battery
Rocket Battery; 36" s7 ap4 Heavy 1 Blast, Barrage
Steam Cannon; 48" s9 ap2 heavy 1 large blast, Ordinance, Barrage
Cannon; 48" s8 ap3 heavy 1 large blast
Spider Cannon; 36" s6 ap 5 heavy 1 Large Blast. Any unit or vehicle hit by a spider cannon are hindered by the web-like substance. they treat open terrain as difficult, difficult terrain as dangerous. if difficult terrain would already be dangerous, it is treated as impassable instead.
Energy Burst; 12" s7 ap 3 assault 1
Armor
Basic Armor; confers a 5+ Armor Save
Combat Armor; Confers a 4+ Armor Save
Shield; A model equipped with a shield has their armor save increased by 1, but can never claim the bonus attack from 2 weapons
Upgrades and Other Equipment
Bayonet Spikes; Can only be used with Basic Rifles. Any unit that has 50% or more models with usable Bayonet Spikes count as having Defensive Grenades.
Spare Capacitor; provides +1 on a Steam Power test
Vehicle Armory
Turbo boosters; Allows the Vehicle to fire as if it were a fast vehicle, but may not move as one.
Massive Drill; A massive drill is a Dreadnought Close Combat Weapon that also rolls 2d6 for armor penetration against Vehicles.
Auto Rifle Battery; an impressive array of 2 twinlinked auto rifles
Great Rocket Battery; 48" s7 ap4 heavy 4 Twinlinked barrage blast
HQ
Vinci Lord, 1, 65 points
WS 5 BS 5 S 3 T 3 W 3 I 3 A 3 L 10 Sv 4+
Composition; 1 Vinci Lord
Unit Type; Infantry
Special Rules; Attrition, Independent Character, Guidance, Inspiring
Wargear; Combat Armor, Ceremonial Blade, Basic Rifle, Pistol
Options; May be mounted on a Horse, A flying machine, or a Walker
Viscount, 30 points (1-3 per slot)
WS 4 BS 4 S 3 T 3 W 2 I 3 A 3 L 9 Sv 4+
Composition; 1 Viscount
Unit Type; Infantry
Special Rules; Attrition, Independent Character, Guidance
Wargear; Combat Armor, Ceremonial Blade, Basic Rifle, Pistol
Options; May be mounted on a Horse, A flying machine, or a Walker
Elites
Clockwork Man, 75 points
WS 4 BS 2 S 7 T 5 W 3 I 3 A 2 L 10 Sv 3+ Clockwork Man
WS 4 BS 2 S 7 T 5(6) W 3 I 3 A 2 L 10 Sv 3+ Heavy Clockwork Man
Composition; 1 Clockwork Man
Unit Type; Monstrous Creature
Special Rules; Attrition, Fearless, Feel No Pain, Trample.
Wargear; 1 Energy Burst
Options;
May Include up to 2 additional Clockwork Men for 60 points each
The entire unit can be upgraded to Heavy Clockwork Men for 20 points each
Elite Guard, 150 points
WS 4 BS 4 S 3 T 3 W 1 I 3 A 2 L 9 Sv 4+ Elite Guard
Composition; 9 Elite Guard
Unit Type; Infantry
Wargear; Assault Rifle; Assault Grenades, Combat Armor, Pistol, Ceremonial Blade
Special Rules; Storm Troopers, Attrition, Fearsome, Counter Attack
Dedicated Transport; May select a single Cargo Dirigible, see Cargo Dirigible entry for details.
Options;
Up to 3 members may replace their Assault Rifle with a Flame Thrower for 5 points each, or a Chemical Thrower for 10 points each.
Zeke, 175, 0-1
WS 4 BS 4 S 4 T 5 W 5 I 3 A 1 L 10 Sv 3+ Scout
WS 4 BS 4 S 4 T 5 W 5 I 4 A 3 L 10 Sv 3+ Battle
WS 4 BS 1 S 8 T 5 W 5 I 2 A 2 L 10 Sv 3+ Siege
Composition; 1 Zeke
Unit Type; Jump Infantry (scout), Monstrous Creature (Battle and Siege)
Wargear; 1 TL auto rifle (Scout), 2 non-TL auto rifle (Battle) 1 auto rifle (siege)
Special Rules; Clockwork, Zeke, Trample, Slow and Purposeful (Siege), Preferred Enemy (Battle)
Troops
Imperial Soldiers 1+, 70 points (1-2 per slot)
WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 L 7 Sv 5+ Musketeer
WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 L 7 Sv 4+ Grenadier
WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 L 7 Sv 4+ Fusilier
Composition; 9 Musketeers
Unit Type; Infantry
Wargear; Basic Rifles, Basic Armor.
Special Rules; Attrition, A Nation of Invention, Volley Fire.
Dedicated Transport; May select a single Cargo Dirigible, see Cargo Dirigible entry for details.
Options;
4 members may replace their Basic Rifles with Auto Rifles for 15 points, or Heavy Rifles for 20 points.
The entire unit may take Bayonet Spikes for 10 points.
A group of Musketeers may be upgraded to Grenadiers, replacing their Basic Armor with Combat Armor, and granting Basic Anti Tank Grenades, for 10 points
A group of Grenadiers may be upgraded to Fusiliers, granting the whole unit Advanced Anti-Tank grenades for 20 points.
Condottieri Footmen, 90 points (1-2 per slot)
WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 L 7 Sv 4+ Footmen
Composition; 14 Footmen
Unit Type; Infantry
Special Rules; Attrition.
Wargear; Combat Armor, Combat Blade, Pistol.
Dedicated Transport; May select a single Cargo Dirigible, see Cargo Dirigible entry for details.
Options;
Any model may replace their Pistol for a Shield at 5 points each
Condottieri Cavalry, 120 points
WS 3 BS 3 S 3 T 3 W 2 I 3 A 2 L 7 Sv 4+ Dragoon
WS 4 BS 4 S 3 T 3 W 2 I 3 A 3 L 8 Sv 4+ Noble
Composition; 7 Dragoons
Unit Type; Cavalry
Special Rules; Attrition, Trample.
Wargear; Combat Armor, Combat Blade, Pistol, Ceremonial Blade (Noble only)
Dedicated Transport; May select a single Cargo Dirigible, see Cargo Dirigible entry for details.
Options;
Any model may replace their Combat Blade for a Pistol at an additional cost of 3 points per model
The entire unit may Bard their horses, providing a bonus to their toughness, for 7 points each
Fast Attack
Pirata Flier Squadron, 120
WS 3 BS 3 S 3 T 3(4) W 2 I 3 A 2 L 8 Sv 4+ Flier
Composition; 3 Fliers
Unit Type; Jetbike
Special Rules; Attrition.
Wargear; 1 Twin-Linked Auto Rifle
Options;
May include up to 3 additional fliers at 30 points each
Any model may replace its Twin-Linked Auto Rifle with an Auto Rifle and Rocket Pod for 10 points.
Air Destroyer, 150
BS 3 FAV 12 SAV 11 RAV 10
Composition; 1 Air Destroyer
Unit Type; Vehicle (Skimmer)
Wargear; 3 twin-linked Auto Rifles
Options;
May Replace up to 2 Twinlinked Auto Rifles with a Rocket Battery for 25 points each
May replace 1 twin-linked Auto Rifle with Turbo Boosters for 25 points.
Clockwork Spider, 75
WS 3 BS 2 S 5 T 5 W 3 I 3 A 2 L 10 Sv 3+ Clockwork Spider
WS 3 BS 2 S 5 T 5(6) W 3 I 3 A 2 L 10 Sv 3+ Heavy Clockwork Spider
Composition; 1 clockwork Spider
Unit Type; Monstrous Creature
Special Rules; Attrition, Fearless, Feel No Pain, Trample
Wargear; 1 Spider Cannon
Options;
May Include up to 2 additional Clockwork Spiders for 60 points each
The entire unit can be upgraded to Heavy Clockwork Spiders for 20 points each
Heavy Support
Steam Cannon, 75 points
WS 3 BS 4 S 3 T 5 W 3 I 2 A 4 L 9 Sv 3+ Steam Cannon
Composition; 1 Steam Cannon
Unit Type; Infantry
Special rules; Attrition, Steam Power
Wargear; Steam Cannon, twinlinked basic rifle.
Dedicated Transport; May select a single Cargo Dirigible, see Cargo Dirigible entry for details.
Options;
Up to 2 additional steam cannons can join the group for 60 points each.
The entire unit may take Spare Capacitor for 15 points each.
Juggernaut, 150 points
BS 3 FAV 13 SAV 12 RAV 11
Composition; 1 Juggernaut
Unit Type; Vehicle (Tank)
Special Rules; Attrition, Juggernaut
Wargear; 1 twinlinked Cannon
Options;
may mount an Auto Rifle on top of the turret, for use by the commander, for 5 points.
Land Leviathan, 0-1, 400 points
WS 2 BS 3 S 8 FAV 14 SAV 13 RAV 13 I 2 A 2
Composition; 1 Leviathan
Unit Type; Vehicle (Walker)
Special Rules; Attrition, Leviathan, Trample
Wargear; 2 Massive Drills, 2 Auto Rifle Battery, 1 Great Rocket Battery.
Options;
May relace one or both of its Massive Drils for an Auto Rifle Battery for 15 points each.
May replace any Auto Rifle Battery with a Cannon at 25 points each
May replace its Great Rocket Battery with a single Twinlinked Steam cannon at no additional cost.
Dedicated Transport; A dedicated transport will only carry the unit it was purchased with, as it contains only the materials that the purchasing unit wanted to take with them.
Cargo Dirigible, 55 points
BS 3 FAV 11 SAV 10 RAV 10
Composition; 1 Dirigible
Unit Type; Vehicle (Fast, Skimmer, Transport)
Special Rules; Attrition, Supply Ship, Crash
Wargear; None.
Options;
May Choose to become one of the following; Armed Cargo Dirigible for 15 points, granting it a single Auto Rifle Battery. Heavy Cargo Dirigible, increasing each of its armor facings by 1, for 25 points. choosing either of this options removes the Fast classification from the Dirigible.
Special Characters
The Doge of Vennuci; A man that cares little about the freedom of others, while believing he has the right to complete freedom for himself. He has little patience for negotiations, and would much rather use his military to get what he wants. A military that has quite the reputation for its ruthless effectiveness. The Doge also cares little about the means of arriving to an end, so long as at the end, he gets what he wants. He makes great use of Alchemical sciences to produce poisonous gasses and toxic sludge's he is nothing if not willing to douse his enemies with.
Doge of Venucci; A totalitarian dictator, he counts as the Vinci lord the army must take. Furthermore, Elite Guard units may be taken as either Troops or Elites choices, and gain the Furious Charge and Fearless special rules. Condottieri may not be taken in an army that includes the Doge of Venucci.
The Doges Hammer; a massive and fearsome artillery piece capable of transforming impenetrable fortresses into piles of rubble with a single shot. So long as the Doge does not move in the movement phase, he may choose to relay firing coordinates to the hammer. He must have line of sight to his target, because he does so enjoy watching the destruction. Range; Unlimited Strength; 10. AP; 1 Heavy 1, Large Blast, Single Shot, Ordinance, Barrage, Twin-Linked
Iron Fist; Any friendly Vinci unit within 12" of the Doge is far more afraid of the Doge than of the enemy. They count as Fearless.
Rivalry; An army that fields the Doge cannot field Gaicomo, and his lust for glory drives him to push his men to their limit. When the Doge faces Gaicomo, the Doge's men benefit from the Prefered Enemy rule
Gaicomo of Miana; After the death of his brother,Lord Petruzzo of Miana, at the hands of the Doge, he vowed to bring down the mighty Venucci State. An absolutely brilliant thinker and ingenious inventor, he is responsible for many of the advances in clockwork and steam technology.
Lord of the Free State. Miana is known for being accepting and tolerant of many things, treating all of its citizens with respect. friendly Vinci units within 18" are considered Stubborn
Giacomo's Gift. you may choose to re-roll on the Nation of Invention table.
Hatred; An army that includes Gaicomo cannot include the Doge of Venucci. As well, when facing an Army led by the Doge, Gaicomo's soldiers benefit from the Preferred Enemy rule
Vinci Special Rules;
Guidance; increases the BS and WS by 1, to a maximum of 4, of any unit the Character is attached to
Inspiring; Friendly units within 12" are considered Stubborn
A Nation of Invention; A unit with this rule rolls a d6 at the start of the game. 1-3, nothing happens. 4; they gain a bonus toughness. 5; their ranged weapons count as twin linked. 6; their ranged weapons count as rending
Attrition; At end of your enemies turn, any unit within 24" of a Vinci unit with this rule makes a leadership test. Any additional Vinci units with this rule that are within 24" past the first, provides a -1 modifier to the testing units leadership. If the test is passed, The enemy unit has successfully resisted any Attrition damage. If the leadership test is failed, the unit takes the number they failed by in s3 ap- hits. Any casualties incurred by this rule count as casualties in the shooting phase. Vinci Units temporarily lose this rule if they are reduced to less than half strength, or are falling back. this effects units that are locked in close combat as well, but does not affect combat resolution, as it occurs after the fact. should an entire unit be removed due to attrition casualties, the remaining unit, provided it is not locked in combat with another unit, may consolidate.
Trample; on the turn a model with the Trample rule assaults, it makes 1 bonus attack at i5, with -2 strength, and is treated as a normal close combat attack.
Volley Fire; Vinci Units are trained to focus their efforts on downing the single greatest, immediate threat. A Vinci unit that had not moved in the movement phase, and is in a special staggered formation of 2 rows, 5 in the front, 4 in the back (A Noble may take position on either side of the row of 4) gains +1 to the strength characteristic of any ranged weapon fired in the shooting phase.
Storm Troopers; Members of the elite guard train almost constantly to perfect their methods of waging war. On the turn a unit of Elite Guard charge into combat, they may do so guns-a-blazing. Before any attacks are made, they made trade their charge bonus, and their additional weapon bonus(for the entirety of the remaining combat) to fire either their Assault Rifle or Pistol. Casualties incurred by this 'shooting' count towards combat resolution. this shooting is done with -1 to their ballistic skill, and still allows cover saves. they may assault the turn they disembark from a dirigible
Fearsome; Elite Guard are renowned for being ruthless in combat and ceaseless in their pursuit of victory. Any enemy unit that take an Attrition check, and has Line of Sight to one or more units of Elite Guard, have an additional -1 modifier to their leadership.
Steam Power; A steam cannon that wishes to either move or fire its steam cannon, must first check to see if there is enough power to operate. with the exception of the first time the cannon wishes to act, it must roll a d6. a modifier of -1 is applied to the result for every previous turn it either moved or fired. on a result of 1, the cannon cannot move or fire its steam cannon this turn. Steam cannon units that are falling back are assumed to automatically pass this test, as they are using whatever power they can get to retreat as fast as possible. if there are 2 or more steam cannons in a unit, they are rolled for collectively rolled for.
Juggernaut; the juggernaut may choose to ignore a single penetrating or glancing hit scored against it. in addition to this, should a unit ever be unfortunate enough to be tank shocked by a Juggernaut, it takes its test at -1 leadership. Any unit that would take an attrition check within line of sight to one or more juggernauts, does so with an additional modifier of -1.
Leviathan; Leviathans may not run in the shooting phase, and each shaken result only affects a single ranged weapon, while stunned affects 2. due to each weapon being crewed by separate teams, each weapon may also be fired at a different target. due to its shear size, it may be targeted by ranged attacks even if it is locked in close combat. also due to its size and presence o numerous damage control teams, Explodes! results must be re-rolled, unless the second result is also Explodes! Both a sign of great hope for its allies, and imminent defeat for its enemies, all friendly Vinci units within line of sight to the Leviathan are Stubborn, while any attrition checks are made with an additional -1 modifier.
Cargo Dirigible; Cargo Dirigibles were the first type of flying machine developed, as it made transporting raw materials throughout the land much easier.
Firing Ports; there are 4 Firing ports on each side of the Dirigible, but only one side may be used at a time.
Access Points; There is 1 Access point located at the rear of the Dirigible.
Supply Ship; A unit that is within 12" of its Dirigible is considered "In Supply". Units that are In Supply are granted the Feel No Pain special rule, as well as being immune to Attrition. A dirigible is only able to supply the unit it was purchased for, however.
Crash; If a unit is embarked upon a Dirigible when it is Wrecked, they run the risk of being injured as the machine crashes into the ground. The unit inside the transport treats the result as if it were an explosion, but the transport model is not removed, and no blast radius is rolled for.
Vinci Wargear
Weapons
Basic Rifle; 24" s3 ap 5 rapid fire
Assault Rifle; 18" s3 ap5 assault 3
Auto Rifle; 24" s4 ap5 heavy 3.
Heavy Rifle; 30" s5 ap 4 heavy 1
Pistol; 18" s3 ap 5 Pistol. Note, if 2 pistols are taken, they are fired as a single twin-linked pistol.
Combat Blade; Treated as a Close Combat Weapon
Ceremonial Blade; A special close combat weapon that grants close combat attacks made with the weapon the Rending special rule
Assault Grenades; Assault grenades. see Warhammer 40 000 rulebook for more information.
Flame Thrower; Template s4 ap 5 Assault 1
Chemical Thrower; Template sX ap - Assault 1, rending, Get's Hot!. Chemical Throwers always wound models with a toughness value on a 4+. The volatile concoctions of industrial waste can have interesting effects, both on anyone unlucky enough to be sprayed by it, or on the person doing the spraying. against vehicles the Chemical Thrower is assumed to have a strength of 2.
Basic Anti-Tank Grenades; Equivalent to Krak Grenades
Advanced Anti-Tank Grenades; Grenades which have their ability to break armor greatly increased. count as krak grenades, but have their strength increased to 8.
Rocket Pod; A single use Rocket Battery
Rocket Battery; 36" s7 ap4 Heavy 1 Blast, Barrage
Steam Cannon; 48" s9 ap2 heavy 1 large blast, Ordinance, Barrage
Cannon; 48" s8 ap3 heavy 1 large blast
Spider Cannon; 36" s6 ap 5 heavy 1 Large Blast. Any unit or vehicle hit by a spider cannon are hindered by the web-like substance. they treat open terrain as difficult, difficult terrain as dangerous. if difficult terrain would already be dangerous, it is treated as impassable instead.
Energy Burst; 12" s7 ap 3 assault 1
Armor
Basic Armor; confers a 5+ Armor Save
Combat Armor; Confers a 4+ Armor Save
Shield; A model equipped with a shield has their armor save increased by 1, but can never claim the bonus attack from 2 weapons
Upgrades and Other Equipment
Bayonet Spikes; Can only be used with Basic Rifles. Any unit that has 50% or more models with usable Bayonet Spikes count as having Defensive Grenades.
Spare Capacitor; provides +1 on a Steam Power test
Vehicle Armory
Turbo boosters; Allows the Vehicle to fire as if it were a fast vehicle, but may not move as one.
Massive Drill; A massive drill is a Dreadnought Close Combat Weapon that also rolls 2d6 for armor penetration against Vehicles.
Auto Rifle Battery; an impressive array of 2 twinlinked auto rifles
Great Rocket Battery; 48" s7 ap4 heavy 4 Twinlinked barrage blast
HQ
Vinci Lord, 1, 65 points
WS 5 BS 5 S 3 T 3 W 3 I 3 A 3 L 10 Sv 4+
Composition; 1 Vinci Lord
Unit Type; Infantry
Special Rules; Attrition, Independent Character, Guidance, Inspiring
Wargear; Combat Armor, Ceremonial Blade, Basic Rifle, Pistol
Options; May be mounted on a Horse, A flying machine, or a Walker
Viscount, 30 points (1-3 per slot)
WS 4 BS 4 S 3 T 3 W 2 I 3 A 3 L 9 Sv 4+
Composition; 1 Viscount
Unit Type; Infantry
Special Rules; Attrition, Independent Character, Guidance
Wargear; Combat Armor, Ceremonial Blade, Basic Rifle, Pistol
Options; May be mounted on a Horse, A flying machine, or a Walker
Elites
Clockwork Man, 75 points
WS 4 BS 2 S 7 T 5 W 3 I 3 A 2 L 10 Sv 3+ Clockwork Man
WS 4 BS 2 S 7 T 5(6) W 3 I 3 A 2 L 10 Sv 3+ Heavy Clockwork Man
Composition; 1 Clockwork Man
Unit Type; Monstrous Creature
Special Rules; Attrition, Fearless, Feel No Pain, Trample.
Wargear; 1 Energy Burst
Options;
May Include up to 2 additional Clockwork Men for 60 points each
The entire unit can be upgraded to Heavy Clockwork Men for 20 points each
Elite Guard, 150 points
WS 4 BS 4 S 3 T 3 W 1 I 3 A 2 L 9 Sv 4+ Elite Guard
Composition; 9 Elite Guard
Unit Type; Infantry
Wargear; Assault Rifle; Assault Grenades, Combat Armor, Pistol, Ceremonial Blade
Special Rules; Storm Troopers, Attrition, Fearsome, Counter Attack
Dedicated Transport; May select a single Cargo Dirigible, see Cargo Dirigible entry for details.
Options;
Up to 3 members may replace their Assault Rifle with a Flame Thrower for 5 points each, or a Chemical Thrower for 10 points each.
Zeke, 175, 0-1
WS 4 BS 4 S 4 T 5 W 5 I 3 A 1 L 10 Sv 3+ Scout
WS 4 BS 4 S 4 T 5 W 5 I 4 A 3 L 10 Sv 3+ Battle
WS 4 BS 1 S 8 T 5 W 5 I 2 A 2 L 10 Sv 3+ Siege
Composition; 1 Zeke
Unit Type; Jump Infantry (scout), Monstrous Creature (Battle and Siege)
Wargear; 1 TL auto rifle (Scout), 2 non-TL auto rifle (Battle) 1 auto rifle (siege)
Special Rules; Clockwork, Zeke, Trample, Slow and Purposeful (Siege), Preferred Enemy (Battle)
Troops
Imperial Soldiers 1+, 70 points (1-2 per slot)
WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 L 7 Sv 5+ Musketeer
WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 L 7 Sv 4+ Grenadier
WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 L 7 Sv 4+ Fusilier
Composition; 9 Musketeers
Unit Type; Infantry
Wargear; Basic Rifles, Basic Armor.
Special Rules; Attrition, A Nation of Invention, Volley Fire.
Dedicated Transport; May select a single Cargo Dirigible, see Cargo Dirigible entry for details.
Options;
4 members may replace their Basic Rifles with Auto Rifles for 15 points, or Heavy Rifles for 20 points.
The entire unit may take Bayonet Spikes for 10 points.
A group of Musketeers may be upgraded to Grenadiers, replacing their Basic Armor with Combat Armor, and granting Basic Anti Tank Grenades, for 10 points
A group of Grenadiers may be upgraded to Fusiliers, granting the whole unit Advanced Anti-Tank grenades for 20 points.
Condottieri Footmen, 90 points (1-2 per slot)
WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 L 7 Sv 4+ Footmen
Composition; 14 Footmen
Unit Type; Infantry
Special Rules; Attrition.
Wargear; Combat Armor, Combat Blade, Pistol.
Dedicated Transport; May select a single Cargo Dirigible, see Cargo Dirigible entry for details.
Options;
Any model may replace their Pistol for a Shield at 5 points each
Condottieri Cavalry, 120 points
WS 3 BS 3 S 3 T 3 W 2 I 3 A 2 L 7 Sv 4+ Dragoon
WS 4 BS 4 S 3 T 3 W 2 I 3 A 3 L 8 Sv 4+ Noble
Composition; 7 Dragoons
Unit Type; Cavalry
Special Rules; Attrition, Trample.
Wargear; Combat Armor, Combat Blade, Pistol, Ceremonial Blade (Noble only)
Dedicated Transport; May select a single Cargo Dirigible, see Cargo Dirigible entry for details.
Options;
Any model may replace their Combat Blade for a Pistol at an additional cost of 3 points per model
The entire unit may Bard their horses, providing a bonus to their toughness, for 7 points each
Fast Attack
Pirata Flier Squadron, 120
WS 3 BS 3 S 3 T 3(4) W 2 I 3 A 2 L 8 Sv 4+ Flier
Composition; 3 Fliers
Unit Type; Jetbike
Special Rules; Attrition.
Wargear; 1 Twin-Linked Auto Rifle
Options;
May include up to 3 additional fliers at 30 points each
Any model may replace its Twin-Linked Auto Rifle with an Auto Rifle and Rocket Pod for 10 points.
Air Destroyer, 150
BS 3 FAV 12 SAV 11 RAV 10
Composition; 1 Air Destroyer
Unit Type; Vehicle (Skimmer)
Wargear; 3 twin-linked Auto Rifles
Options;
May Replace up to 2 Twinlinked Auto Rifles with a Rocket Battery for 25 points each
May replace 1 twin-linked Auto Rifle with Turbo Boosters for 25 points.
Clockwork Spider, 75
WS 3 BS 2 S 5 T 5 W 3 I 3 A 2 L 10 Sv 3+ Clockwork Spider
WS 3 BS 2 S 5 T 5(6) W 3 I 3 A 2 L 10 Sv 3+ Heavy Clockwork Spider
Composition; 1 clockwork Spider
Unit Type; Monstrous Creature
Special Rules; Attrition, Fearless, Feel No Pain, Trample
Wargear; 1 Spider Cannon
Options;
May Include up to 2 additional Clockwork Spiders for 60 points each
The entire unit can be upgraded to Heavy Clockwork Spiders for 20 points each
Heavy Support
Steam Cannon, 75 points
WS 3 BS 4 S 3 T 5 W 3 I 2 A 4 L 9 Sv 3+ Steam Cannon
Composition; 1 Steam Cannon
Unit Type; Infantry
Special rules; Attrition, Steam Power
Wargear; Steam Cannon, twinlinked basic rifle.
Dedicated Transport; May select a single Cargo Dirigible, see Cargo Dirigible entry for details.
Options;
Up to 2 additional steam cannons can join the group for 60 points each.
The entire unit may take Spare Capacitor for 15 points each.
Juggernaut, 150 points
BS 3 FAV 13 SAV 12 RAV 11
Composition; 1 Juggernaut
Unit Type; Vehicle (Tank)
Special Rules; Attrition, Juggernaut
Wargear; 1 twinlinked Cannon
Options;
may mount an Auto Rifle on top of the turret, for use by the commander, for 5 points.
Land Leviathan, 0-1, 400 points
WS 2 BS 3 S 8 FAV 14 SAV 13 RAV 13 I 2 A 2
Composition; 1 Leviathan
Unit Type; Vehicle (Walker)
Special Rules; Attrition, Leviathan, Trample
Wargear; 2 Massive Drills, 2 Auto Rifle Battery, 1 Great Rocket Battery.
Options;
May relace one or both of its Massive Drils for an Auto Rifle Battery for 15 points each.
May replace any Auto Rifle Battery with a Cannon at 25 points each
May replace its Great Rocket Battery with a single Twinlinked Steam cannon at no additional cost.
Dedicated Transport; A dedicated transport will only carry the unit it was purchased with, as it contains only the materials that the purchasing unit wanted to take with them.
Cargo Dirigible, 55 points
BS 3 FAV 11 SAV 10 RAV 10
Composition; 1 Dirigible
Unit Type; Vehicle (Fast, Skimmer, Transport)
Special Rules; Attrition, Supply Ship, Crash
Wargear; None.
Options;
May Choose to become one of the following; Armed Cargo Dirigible for 15 points, granting it a single Auto Rifle Battery. Heavy Cargo Dirigible, increasing each of its armor facings by 1, for 25 points. choosing either of this options removes the Fast classification from the Dirigible.
Special Characters
The Doge of Vennuci; A man that cares little about the freedom of others, while believing he has the right to complete freedom for himself. He has little patience for negotiations, and would much rather use his military to get what he wants. A military that has quite the reputation for its ruthless effectiveness. The Doge also cares little about the means of arriving to an end, so long as at the end, he gets what he wants. He makes great use of Alchemical sciences to produce poisonous gasses and toxic sludge's he is nothing if not willing to douse his enemies with.
Doge of Venucci; A totalitarian dictator, he counts as the Vinci lord the army must take. Furthermore, Elite Guard units may be taken as either Troops or Elites choices, and gain the Furious Charge and Fearless special rules. Condottieri may not be taken in an army that includes the Doge of Venucci.
The Doges Hammer; a massive and fearsome artillery piece capable of transforming impenetrable fortresses into piles of rubble with a single shot. So long as the Doge does not move in the movement phase, he may choose to relay firing coordinates to the hammer. He must have line of sight to his target, because he does so enjoy watching the destruction. Range; Unlimited Strength; 10. AP; 1 Heavy 1, Large Blast, Single Shot, Ordinance, Barrage, Twin-Linked
Iron Fist; Any friendly Vinci unit within 12" of the Doge is far more afraid of the Doge than of the enemy. They count as Fearless.
Rivalry; An army that fields the Doge cannot field Gaicomo, and his lust for glory drives him to push his men to their limit. When the Doge faces Gaicomo, the Doge's men benefit from the Prefered Enemy rule
Gaicomo of Miana; After the death of his brother,Lord Petruzzo of Miana, at the hands of the Doge, he vowed to bring down the mighty Venucci State. An absolutely brilliant thinker and ingenious inventor, he is responsible for many of the advances in clockwork and steam technology.
Lord of the Free State. Miana is known for being accepting and tolerant of many things, treating all of its citizens with respect. friendly Vinci units within 18" are considered Stubborn
Giacomo's Gift. you may choose to re-roll on the Nation of Invention table.
Hatred; An army that includes Gaicomo cannot include the Doge of Venucci. As well, when facing an Army led by the Doge, Gaicomo's soldiers benefit from the Preferred Enemy rule