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Chu - Tau Torneo

The document outlines various units and their attributes within a game, including Grunt Squads, Battle Suits, and special rules for gameplay. Each unit has specific qualities, weapons, and upgrades that define their combat capabilities and tactical roles. Additionally, it details special rules such as Ambush, Fear, and Tough that affect gameplay mechanics and unit interactions.

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0% found this document useful (0 votes)
8 views2 pages

Chu - Tau Torneo

The document outlines various units and their attributes within a game, including Grunt Squads, Battle Suits, and special rules for gameplay. Each unit has specific qualities, weapons, and upgrades that define their combat capabilities and tactical roles. Additionally, it details special rules such as Ambush, Fear, and Tough that affect gameplay mechanics and unit interactions.

Uploaded by

brunoxcv99
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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DAO Union • 2500pts DAO Union 3.4.

Grunt Squad [5] - 185pts Battle Suits [3] - 290pts Heavy Battle Suit [1] - 390pts
Quality 5+ Defense 4+ Quality 4+ Defense 3+ Tough 3 Quality 4+ Defense 2+ Tough 12
Good Shot, 1x Spotting Laser Ambush, Flying, Tough(3), 1x Spotting Laser Fear(2), Tough(12)
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
5x CCWs - A1 - - 2x Suit-Bursts 18" A1 - Rending Stomp - A4 1 -
Fusion Carbine 18" A1 4 Deadly(3) 3x Bashes - A2 - - Twin Heavy Rail
30" A2 2 Deadly(6)
Rifle
4x Pulse Carbines 18" A2 1 - 4x Suit-Fuses 12" A1 4 Deadly(3)
Rending,
Upgrade SPE Upgrade SPE Drone Pulse-Gun 18" A2 -
Limited
1x Spotter Drone Spotting Laser 1x Spotter Drone Spotting Laser Upgrade SPE
Gun Drone
2x Spotter Squad [5] - 225pts 2x Gun Drones [5] - 185pts
Quality 5+ Defense 5+ Quality 5+ Defense 4+
2x Sun Bomber [1] - 220pts
Good Shot, Scout, 3x Spotting Laser Fearless, Flying, Good Shot, Poison when Shooting, Quality 4+ Defense 2+ Tough 6
Weapon RNG ATK AP SPE Regeneration
Aircraft, Tough(6)
4x Pulse Carbines 18" A2 1 - Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE
5x CCWs - A1 - - 5x Twin Pulse-Guns 18" A2 - Rending
Ion Rifle 30" A1 1 Blast(3)
Rail Rifle 30" A1 2 Deadly(3) 5x Tasers - A1 - -
Missile Pod 30" A2 2 Lock-On
Upgrade SPE Upgrade SPE
Pulse Bomb 6" A2 1 Blast(3)
1x Spotter Drone Spotting Laser Toxin Rounds Poison when Shooting
Self-Repair Regeneration
Battle Suit Elite [1] - 250pts
Joined to Battle Suits Sniper Drones [3] - 125pts
Quality 3+ Defense 3+ Tough 6 Quality 5+ Defense 4+
Ambush, Flying, Hero, Tough(6), Spotting Laser Fearless, Flying, Good Shot
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
2x Suit-Bursts 18" A1 - Rending 3x Tasers - A1 - -
Bash - A4 1 - 3x Pulse Rifles 30" A1 1 Sniper
2x Suit-Fuses 12" A1 4 Deadly(3)
Upgrade SPE
Spotter Drone Spotting Laser
Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Ignores Regeneration: This weapon ignores Regeneration.
Aircraft: May only use Advance actions, moving in a straight line, and adding 30” Lock-On: Ignores cover and all negative modifiers to hit rolls and range.
to its total move (even if Shaken). Aircraft ignore all units and terrain when moving Poison: Ignores Regeneration, and the target must re-roll unmodified Defense
and stopping, can’t seize objectives, can’t be charged, and units targeting them rolls of 6 when blocking hits.
get -12” range and -1 to hit.
Poison when Shooting: This model's ranged weapons get Poison.
Ambush: May be set aside before deployment. At the start of any round after the
first, may be deployed anywhere over 9” away from enemy units. Players alternate Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
in placing Ambush units, starting with the player that activates next. Units that Rending: Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).
deploy via Ambush can’t seize or contest objectives on the round they deploy. Scout: May be set aside before deployment. After all other units are deployed,
Blast: Ignores cover, and after resolving other special rules, each hit is multiplied must be deployed and may then be placed anywhere within 12” of their position.
by X, where X is up to as many hits as models in the target unit. Players alternate in placing Scout units, starting with the player that activates
Dead: Remove the hero from your army sheet. next.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly Sniper: Shoots at Quality 2+, and each model with Sniper may pick any model in
must be resolved first, and these wounds don’t carry over to other models if the the target unit as its individual target, which is resolved as if it was a unit of 1.
original target is killed. Sniper shooting must be resolved before other weapons.
Defense: Gets +X to Defense rolls. Spotting Laser: For each copy of this rule that this model has, once per activation,
before attacking, pick one enemy unit within 30" in line of sight and roll one die,
Fear: This model counts as having dealt +X wounds when checking who won on a 4+ place a marker on it. Friendly units may remove markers from their target
melee. to get +X to hit rolls when shooting at it, where X is the number of removed
Fearless: Whenever a unit where most models have this rule fails a morale test, markers.
roll one die. On a 4+ it counts as passed instead. Tough: This model must take X wounds before being killed. If a model with tough
Flying: May move through units and terrain, and ignores terrain effects whilst joins a unit without it, then it is removed last when the unit takes wounds. Note
moving. that you must continue to put wounds on the tough model with most wounds in
Good Shot: This model shoots at Quality 4+. the unit until it is killed, before starting to put them on the next tough model
(heroes must be assigned wounds last).
Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit
without another Hero. The hero may take morale tests on behalf of the unit, but
must use the unit’s Defense until all other models have been killed.

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