Escolar Documentos
Profissional Documentos
Cultura Documentos
Models by Gamesworkshop
Background
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The Betas
Called The Slow Ones by their cousins, the
Betas were created for dangerous duties such as
mining, moving hazardous material or working in
environments that would kill others. They are
slow, both in speed and thought, but very strong
and tough. They tend to do what they are told by
either the Wild Ones or the Bright Ones. They live
by the simple philosophy To serve. They view the
other two species as smart and skilled; listening,
then following their orders.
The Gammas
Also known as The Bright Ones by the other
Skree, the Gammas were created to maintain
machinery and other technical equipment, as well
as serve as caregivers for the very young or very
old Vishti. As such they are very bright and
technical, having a built in capacity to want to care
for their creators and the Alphas and Betas. They
view the other Skree as not so bright brethren that
need to be cared for and guided. The gammas will
try and avoid direct melee combat, using
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CC
5
ST
5
T
5
W
1
CO
9
CC
3
ST
4
T
3
W
1
CO
8
AR
3
Individuals
AC
9
RA
4
AR
4
AC
9
Inspiring Leadership
Sword (UC 4 RoA:1 ST+1 DA:1)
Shield (AR +1)
Mobility
Team Work
Options
May take an additional sword instead of a
shield & gain Parry skill (+4 Points)
Points Cost 63
RA
4
CC
3
ST
4
T
3
W
1
CO
8
AR
3
Bull Alpha
AC
9
RA
0
CC
4
ST
4
T
5
W
1
CO
8
AR
4
RA
4
CC
3
ST
4
T
3
W
1
CO
8
AR
3
Page 4
Units
Gamma (Bright Ones) Sniper Team
RA
0
CC
4
ST
4
T
5
W
1
CO
5
AC
9
AR
4
RA
4
CC
2
ST
3
T
3
W
1
CO
7
AR
3
RA
0
CC
4
ST
6
T
6
W
2
CO
3
AR
5
RA
4
CC
2
ST
3
T
3
W
1
CO
7
CC
2
ST
3
T
3
W
1
CO
7
AR
3
Six Gammas
Carbine (UC6, 6/+2, 12/+1, 18/+0, RoA2, ST6 PM -1)
Mobility
Team Work
Options
One model may be upgraded to Bull
Gamma.
Trooper Points Cost 48
RA
4
AR
3
Six Gammas
Carbine (UC6, 6/+2, 12/+1, 18/+0, RoA2, ST6 PM -1)
Repair
Mobility
Team Work
Options
One model may be upgraded to Bull
Gamma.
One model may take the Tech skill +9 Points
Trooper Points Cost 47
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Abilities
Infiltrate
5 points
Some models are expert at advance deployment.
Models with the infiltrate ability are deployed after
all other units have been positioned.
An infiltrating unit may not exceed six models.
An infiltrating unit may not be positioned within
10 of an enemy unit or in line of sight (LOS).
If more than one player has infiltrating units,
each player rolls a D10, the lowest result
positions a unit first.
Repair
Inspiring Leadership
9 points
Heroic leaders inspire their troops and can get
exceptional deeds from the lowliest of soldiers.
Any unit that is lead by a model with this ability
may roll 2D10 when making a command (CO) test,
and choose one dice as the result. In addition,
should the unit fail a command (CO) test, the unit
may roll 2D10 on the panic table and choose a
single dice result.
Mobility
4 points
Models with the mobility ability may move through
rough terrain and obstacles at no movement
penalty. This includes wooded areas and climbing
over walls no higher than the height of the model.
Models may still not cross impassable terrain.
Parry
2 points
A model with this ability may attempt to deflect an
incoming close combat attack.
Team Work
4 points
Models with this ability are expert at swarming
over the enemy to bring them down. There is no
limit to the combat assistance bonus in close
combat. An attacking model gains CC+1 to hit and
ST+1 for each other friendly model with the team
work ability involved in the same combat.
Tech
9 points
A model with the tech ability is able to use
technological training and skill to open secure
doors or achieve specific scenario objectives. To
succeed in a task requiring the tech (or technician)
ability, the model must expend 6 actions (AC) and
pass a tech test by making an unmodified
command (CO) test. The model may only attempt
a single tech test per activation.
Rage
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Armory
2
3
4
5
6
7
8
9
10
2
3
7
8
9
10
RoA
1
ST
+1
Points
DA
1
3
SR
MR
LR
Close Combat
RoA
1
ST
6
Points
DA
1
9
SR
MR
LR
Close Combat
SR
6/+2
MR
12/+1
LR
18/0
RoA
2
ST
6
DA
1
Penetration Modifier -1
Points
16
Pulse Rifle
UC
6
SR
12/+1
MR
24/0
LR
36/-1
RoA
2
ST
6
DA
1
Penetration Modifier -1
Points
17
Laser Designator
UC
4
SR
12/+1
MR
24/0
LR
36/-1
RoA
1
ST
0
Points
Page 7
DA
0
13
Equipment
Laser Designator Guidance Unit
5 Points
Weapons equipped with the LDGU gain a +1 to hit
if the target has been marked with a Laser
Designator.
Scanner
4 points
Focal model. A single model in a unit may be
equipped with a quantum resonance scanner. A
scanner will allow enemy positions to be
accurately determined.
If a model equipped with the scanner expends 3
actions (AC) and makes no ranged attacks during
its activation, all other models in the same unit
within unit coherency restrictions will benefit from
an RA +1 to hit modifier after all other modifiers
have been applied.
Unit Standard
8 points
Focal model. Although not usually necessary in
technologically advanced combat units, some
units still carry a standard or icon round which the
soldiers may rally.
A single unit standard or icon may be added to a
unit. A model with a unit standard may add +1 to
a units command (CO) value when taking a
morale test.
If the army battle standard is present in a unit,
then it replaces the unit standard. In other words,
a unit may only ever have a single model with a
standard.
Vehicles
Bright Ones (Gammas) are very resourceful
scavengers and love new and unusual technology.
It is not uncommon for them to liberate enemies
captured and damaged vehicles.
The player is free to use any vehicle (within
reason) that the Bright Ones may have salvaged.
Common sense rules apply. While they may have
captured Rhinos, Gobsmashas, and possibly
small Stompas it is unlikely they would have super
heavies and titans (They would have a hard time
fitting it in the cargo transport to get it back to the
shop).
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