Hunter faction rules

Some members of the MiniWarGaming Community wanted to develop their own game; this is the official place to do that! Keep in mind that this is not related to MiniWarGaming's own project, Primal Horizon.
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Jaman
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Hunter faction rules

Post by Jaman » Sat Feb 12, 2011 5:19 pm


Shadowalkers 0-1

Unit composition
1 Ghostwalker and 2-4 Shadowalkers

Profiles

Ghostwalker - 50 points
M - 3
A - 1
Ho - 4
Wo - 6
HP - 3
I - 4
Mr - 8
S - 5
L - 2

Shadowalker - 47 points
M - 3
A - 1
Ho - 4
Wo - 6
HP - 2
I - 4
Mr - 8
S - 5
L - 1

Equipment

Shadowcloak
- the shadowcloack provide the Shadowalkers with their armour save, usually made of a mesh of fine wire and precalamity nanotech it makes the wearer into a shadow, giving the Shadowalkers their name. The shadowcloacks save cannot be modified by any effect apart from cover.

Longrifle
- the long rifle is the Shadowalkers signature weapon, it allows the Shadowalkers to kill from such ranges that some troops believe their comrades believe they were killed by ghosts.
The Long rifle has the following profile

Er - 36"
Ho - 3
Wo - 4
S - 2
Sm - 2

Sniper - the Longrifle is a sniper weapon, as such it cannot be used if the model using this weapon has moved, however if the target is outside the effective range the weapon has a 5 Ho and Wo
Penetrating rounds - shots from the Longrifle do not suffer the -1 modifier if its intended target is in cover

Spectrehood
- The Shadowalker hood is the final piece of kit that makes the Shadowalkers such a feared enemy. its many sensors and functions allow the Shadowalkers to view the battlefields as if they vengeful gods. The Specterhood gives the Shadowalkers to be deployed last and on any part of the board that they want so long as it is not with in 18" of an enemy model, or the choice of deployment is not disallowed by any other rules.

Special rules

Lightfooted
- Specters are famously ghost like, therefore they may always move through cover as if it were open terrain. However they may never use the double pace movement type.

Upgrades

- Any Shadowalker may replace his Longrifle with a Hunters bow for 5 points
Hunters Bow
Er - 24"
Ho - 2
Wo - 4
S - 3
Sm - 2

Sniper - the Hunters bow is a sniper weapon, as such it cannot be used if the model using this weapon has moved, however if the target is outside the effective range the weapon has a 5 Ho and Wo

Penetrating rounds - shots from the Hunters bow do not suffer the -1 modifier if its intended target is in cover

Silent killer - if the target of the Hunters bow has any ability that makes them instantly respond to being shot at then this effect does not happen for any shot from the Hunters bow

- The Ghostwalker may be given the Lone stalker ability for 5 points, this ability allows him to shoot at a different target to the rest of the Shadowalkers.

- The Ghost walker may replace his Longrifle with a Crossbow for 10 points
Crossbow
Er - 30"
Ho - 2
Wo - 3
S - 2
Sm - 2

Sniper - the Crossbow is a sniper weapon, as such it cannot be used if the model using this weapon has moved, however if the target is outside the effective range the weapon has a 5 Ho and Wo

Penetrating rounds - shots from the Crossbow do not suffer the -1 modifier if its intended target is in cover

Silent killer - if the target of the Crossbow has any ability that makes them instantly respond to being shot at then this effect does not happen for any shot from the Hunters bow.
So there we are the first unit, these guys are going to be a HQ style choice.
Last edited by Jaman on Sun Feb 13, 2011 10:59 am, edited 4 times in total.

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Marine
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Re: Hunter faction rules

Post by Marine » Sat Feb 12, 2011 7:51 pm

I think there was a problem with your copypasta, or something.
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Jaman
Lives, breathes, and eats MiniWarGaming
Posts: 1543
Joined: Sat Mar 07, 2009 10:48 am
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Re: Hunter faction rules

Post by Jaman » Sat Feb 12, 2011 8:03 pm

Yeah there was :oops: , should be fixed soon.

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