Angelspawn Army List

Legionspawn

Blessed Guard

Corrupted%20Guard.png?dl=0
TEMPLATE TYPE
Legionspawn (E-Scale)
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 40 30 30 40 20 20 20 10
SKILLS
Athletics, Intimidate, Stealth, Survival
HORDE TRAITS
Dirty Fighter, Fanatics, Mobile (1), Reckless Charge, Small, Swarm
TRAITS
Natural Armour (2), Unnatural Strength (1), Unnatural Toughness (1)
MELEE TALENTS
Crushing Blow, Flesh Render, Lightning Attack, Takedown, Vice Grip
PHYSICAL TALENTS
Iron Jaw, True Grit
AP MOTHER BONUS BANES
2 - No Mother Bonus, Poor Weaponry
WEAPONS
Weapon Class Range RoF Damage Penetration Qualities
Blessed Chainaxe (CCW) Melee - - 1d5+1 R 1 Conventional, Progressive, Unreliable
Blessed Bolter (Rapid Fire) Basic 2KM S/2/4 1d5+2 X 1 Close, Conventional, Tearing, Unreliable
Blessed Cannon (Heavy Weapon) Heavy 3KM S/3/- 1d10+4 X 2 Blast (1), Close, Conventional, Tearing, Unreliable
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Blitzkrieg Free 1 3 per Battle Use at the start of your turn. You double your base Movement Points this turn (if you use Rapid Movement, you get three times your base MP, total). Furthermore, this ability allows you to move, perform an action, then move again, with the second movement using any remaining MP.
Close Assault Free 1 3 per Battle Use at the start of the turn. Until the end of your turn, you gain +20 WS and may substitute the Degrees of Success from your attack rolls with your WS Bonus (inc. the +20 WS in the workings).
Spread Blessings Passive 1 Unlimited Whenever you defeat an enemy Horde lacking the Machine Quality, you replace it with a Horde of Vessels possessing 20 Mag.

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Vessels

Vessels.png?dl=0
TEMPLATE TYPE
Legionspawn (E-Scale)
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 25 25 20 45 25 40 25 10
SKILLS
Athletics, Awareness, Intimidate, Survival
HORDE TRAITS
Fanatics, Mobile (1), Reckless Charge, Small, Swarm, Wild Fire
TRAITS
Natural Armour (1)
WOUNDS MOTHER BONUS BANES
- - No Mother Bonus
WEAPONS
Weapon Class Range RoF Damage Penetration Qualities
Makeshift Weapons (CCW) Melee - - 1d5+0I 0 Conventional
Motley Guns (Rapid Fire) Small Arm 2KM S/5/10 1d5+0I 0 Close, Conventional
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Dislodge 1 Full 3 No Limit You make a Melee attack against a Small enemy Horde, dealing +1 damage for every squad you have. If the attack successfully damage, then you sacrifice any damage you make; the enemy horde is instead shifted back one square in a direction opposite your own, or in a direction adjacent to the direction opposite your own (so if you are north of the target, the target may be pushed south, southwest or southeast).
Fortress Assault 1 Free 3 3 per battle Use at the start of your turn. If you attempt to capture an enemy Fortress during its turn, you gain a +30 to the test.
Sustained Assault Free 1 Unlimited Use at the start of your turn. Any attack you make this round gains a +20 bonus to hit, deals +2 damage, and scores one extra hit per 2 DoS, which stacks with all other bonus hit mechanisms. At the end of your turn, you take 20 Magnitude damage, which does not trigger a Break test.
Spread Blessings Passive 1 Unlimited Whenever you defeat an enemy Horde lacking the Machine Quality, you replace it with a Horde of Vessels possessing 20 Mag.

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Warriorspawn

Annihilators

Annihilators.png?dl=0
TEMPLATE TYPE
Warriorspawn (E-Scale)
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 50 50 30 20 30 50 10
SKILLS
Athletics, Intimidate+10, Survival
HORDE TRAITS
Mobile (1), Overwhelming (1)
TRAITS
Amphibious (3), AT Field (2), Dark Sight, Natural Armour (7), Unnatural Strength (2), Unnatural Toughness (2)
MELEE TALENTS
Crushing Blow, Takedown, Vice Grip
PHYSICAL TALENTS
Iron Jaw, True Grit
AT SPREAD PATTERNS
Deflective Field, Layered Field
AT OFFENSIVE POWERS
AT Wave, Cross Blast
AT NEUTRALISATION POWERS
Neutralise
AP MOTHER BONUS BANES
5 - Clumsy, No Mother Bonus, Uneven Covering
WEAPONS
Weapon Class Range RoF Damage Penetration Qualities
Arm Ram (CCW) Melee - - 1d10+2R 4 Prog, Unwieldy
Core Cannon (Heavy Weapon) Heavy 10km S/3/- 1d10+7E 6 Blast (1), Positron, Recharge
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Bloody Reverie Free 3 3 per Battle May be used whenever an enemy Horde that you were engaged with in close combat breaks and flees. You gain +20 WS and +2 SB for the next 2 rounds. During this time, you are also Fearless.
Close Assault Free 1 3 per Battle Use at the start of the turn. Until the end of your turn, you gain +20 WS and may substitute the Degrees of Success from your attack rolls with your WS Bonus (inc. the +20 WS in the workings).

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Apocalypse Engines

Apocalypse%20Engine.png?dl=0
TEMPLATE TYPE
Warriorspawn (E-Scale)
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 30 60 60 40 20 20 20 10
SKILLS
Awareness, Athletics, Intimidate, Survival
HORDE TRAITS
Fear Incarnate (2), Overwhelming (1)
TRAITS
Flight (4), Hoverer (4), Natural Armour (8), Unnatural Strength (2), Unnatural Toughness (2)
MELEE TALENTS
Crushing Blow, Swift Attack, Takedown, Vice Grip
PHYSICAL TALENTS
Iron Jaw, True Grit
AP MOTHER BONUS BANES
6 - Clumsy, No Mother Bonus, Uneven Covering
WEAPONS
Weapon Class Range RoF Damage Penetration Qualities
Dread Axe (CCW) Melee - - 1d10+4R 3 Devastating (2), Prog, Unwieldy
Apocalypse Beam (Heavy Weapon) Cannon 10KM S/3/- 1d10+7E 6 Fusion, Recharge
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Bloody Reverie Free 3 3 per Battle May be used whenever an enemy Horde that you were engaged with in close combat breaks and flees. You gain +20 WS and +2 SB for the next 2 rounds. During this time, you are also Fearless.
Jump Packs Free 1 6 per Battle Use at the start of your turn. You double your base Movement Points this turn (if you use Rapid Movement, you get three times your base MP, total), and until the end of the turn, you possess the Hoverer (AB) trait. Any melee attacks performed after a Jump Pack move gain +10 to hit, +1 damage and Devastating (1). Jump Pack moves ignore most difficult terrain and in certain circumstances (open spaces etc) can lift you onto higher floors or over enemies.

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