necrons
imotek 228 pts
ws2+ w6 s5 t5 2+ 4++
living metal (but regains d3 wounds)
flayed units of the same dynasty within 12 reroll 1's
at the start of the unit choose an infantry of the same dynasty and it gets +1 to advance, charge and hit rolls
once per game choose an enemy unit within 48": on a 2+ it suffers a number of mortals wounds equal to the roll, each unit within 6 of it also get d3 mortal wounds on a 6
staff 18" s6 ap-3 d2
in melee it's S-user ap-3 d2
the gauntlet is a flamerthrower with s4 and ap-¿?
ghost arc: w14 s6 t6 4+
living metal, quantum shielding
you can still make reanimation protocols for the embarked unit
also at the end of the movement phase you can choose an unit within 3 for additional reanimation protocol rolls (doesn't stack with the resurrection globe)
- you can choose one unit to hold in reverses "on the tomb world"; it can come out within 3 of the monolith but more than 1 from the enemy at the start of the movement phase
Thousand Sons:
exalted on disc gain fly, cavalry and daemon and lose infantry
m12" s4 t4 ws2+, w5 4a
staff is s+2 ap-1 d3
can cast 2 powers and dispel 1
5++ he and his sons within 6 reroll 1 on the save
same stats for arhyman, but the staff does directly 3 damage, his inv is 4++
can cast 3 spells and dispel 3, has a +1 for the attempts
the scarab have 2w t4 s4, hit on 3, all is dust, don't have penalty for moving and shooting; sorcerer knows both smite and another power.
heavy warpflamer 8" s5 ap-2 d1
Combirequiem inferno rapid fire 2 range 24 s4 -1 d1.
Soulreaper range 24 heavy 4 s5 -3 d1
Missile system 24 heavy 2 s8 -2 d3
orks
- boyz cost the same with slugga, choppa and bomms; hit on 3+, shoot on 5+; if 20 or more gain an additional attack
- nobz 17ppm, 3 models minimum
Nids
Old one eye: 10w r7 ws3+, gives +1 to hit on carnifices within 6". his charge does d3 mortal wounds on a 4+ instead of 1. Each attack that hits generate another attack to resolve with the same weapon against the same target
140pts
Space marines
- kantor same characteristics of other chapter masters (w6 ws2+ s4 t4 4++)
- crimson fists within 6 get another attack and reroll to hit
- dorn's arrow: 24" ass4 s4 ap-1 d1
Sternguards
- same stats as marines but with ld8(-9 sergeant)
-specialist requiem: rapid fire1 s4 ap-2 d1
-up to 2 can have heavy flamers, heavy weapons, special weapons or combi-weapons
- everyone can have combi-weapons
- 16ppm without weapons (which go from 11ppm to 15 ppm respectively for combiflamer and combiplasma)
Vanguards are almost the same but can get any weapon combination between melee and pistols and yes twin pistols too
mixed leaks
drop pods deploy 9 away from enemy, troops must disembark 9 away from enemy, can transport 10 infantry models, but they can't have the jump pack, terminator, centurion or primaris keyword
scarab occult have 4++
taurox and taurox prime m14" w10 r6 3+
chimera m12" w10 r7 3+
veterans have same stats as normal infantry except bs 3+; can have 3 special weapons, a heavy weapon a heavy flamer; 6ppm without equip
valkyrie m20"(min)-45"(max); w14 s7 t7 3+ can go in stationary flight mode and reduce its movement to up to 20", but loses the other rules of fliers (-1 to be hit, can only be charged by flying stuff)
grav-chute deployment still in: if performed when moving more than 20" 1/6 models die
hellstroke missiles: heavy1 s8 ap-2 d6
ogryns w3 s5 t5; ws3+; +1 attack on charge; weapon is 12" ass3 s5 ap- d1
vanquisher is heavy 1 72" s8 ap-3 d6, roll 2 dice for damage and discard the lower
basilisk 240" heavyD6 s9 ap-3 d3, roll 2 dice for determining the number of shots and discard the lower; can shoot on units it can't see
confirmed characters: yarrick, pask, creed, kell, harker, straken, nork
mawloc can deploy up to 1" away from enemies but 6" away from other mawlocs
enemies within 2" get damage according to a d6 1: nothing; 2-3: 1 mortal; 4-5: d3 mortals; 6: 3 mortals
can't charge in the same turn; can reenter reserves like before
y unos datasheet de los orkos... aunque en aleman