This is my Mini Codex for the Galean (Rep for anybody who knows where that word is from ) they are Lightly Armoured Hunting Xenos. I may or may not make them, they are just a creation of boredom...
Codex Galean
A race of raptor like hunters, who use long barrelled firearms. The amazing thing about the firearms is that they fire armour piercing slugs which upon impact of flesh which discharge an Electro-Kinetic Pulse (EKP) and disable their Prey. Theese EKP weapons are vauled by the Galean and are known to pierce the Power Armour of even the Adeptus Astarte, Because of the power and value of the EKP weapons the Galean will destroy their ammunition should they be captured to conceal the secrets of their guns.
Name_______________Range_______STR__AP__Special
Impaler Rifle
==Pursuer__________18"_________3_____5__Assault 2, EKP
==Stalker__________36"_________5_____5__Heavy 1, Rending, EKP
Skiver Rifle
==Pursuer__________12"_________3_____5__Assault 1, EKP
==Stalker__________42"_________X_____4__Heavy 1, Sniper, EKP
Lance Rifle
==Blast_____________30"_________7_____4__Heavy 1, Rending, EKP
==Wave____________Template*___4_____5__Heavy 1, Pinning, EKP (*See Inferno Cannon)
==Radiate__________24"_________7_____1__Heavy 1, Melta, EKP
(Weapons with EKP reduce reduce the targets Armour Save by 1)
Name______________________WS__BS___S___T___W___I___A__Ld__Sv
Hunter_____________________3___4___3___4___1___3___1___7__6+
Stalker____________________3___4___3___4___1___3___1___9__6+
Game Keeper________________3___5___3___4___2___3___2___9__6+
Master of the Hunt_________3___5___3___5___3___3___2__10__6+
Grand Master of the Hunt___3___5___3___6___3___3___2__10__6+
Hq
Master of the Hunt 160
Wargear:
Lance Rifle
CCW
Special Rules:
IC
Fleet
Super Stealthy (+1 Cover Save for entire unit including Master of the Hunt)
Organiser (1 Squad may take Scout USR)
Elites
4 Stalkers 160
Wargear:
Skiver Rifles
CCW
Special Rules:
Fleet
Stealth
Infiltrate
May purchase up to 4 Extra Stalkers for 40 Pts per model
May upgrade 1 Hunter to a Game Keeper for 15 pts
A Game Keeper may replace his Skiver Rifle for a Lance Rifle for 25 Pts
Troops
8 Hunters 120 Pts
Wargear:
Impaler Rifles
CCW
Special Rules:
Fleet
Stealth
May Purchase up to 8 Extra Hunters for 15 Pts per model
May upgrade 1 Hunter to a Game Keeper for 15 pts
A Game Keeper may replace his Impaler Rifle for a Lance Rifle for 25 Pts
Special Characters:
Grand Master of the Hunt 320
Wargear:
Twin-linked Lance Rifle
2 CCW
Special Rules:
IC
Fleet
Super Stealthy (+2 Cover Save for entire unit including Master of the Hunt)
Eternal Warrior
Grand Organiser (+1 to Researve Rolls, 2 Squads may Take Scout)
Instinct Upgrades
Every unit may purchase 1 instinct upgrade for the cost below:
Stable: 40 Points
===Relentless, now count as Heavy Choice
Aggresive: 20 Points
===-2 BS, +1 WS, +1 S, Now count as Elite
Jumpers: 40 Points
===Jump infantry, now count as Fast attack
Accurate: 40 Points
===+1 BS, Now count as Elite
Codex Galean
A race of raptor like hunters, who use long barrelled firearms. The amazing thing about the firearms is that they fire armour piercing slugs which upon impact of flesh which discharge an Electro-Kinetic Pulse (EKP) and disable their Prey. Theese EKP weapons are vauled by the Galean and are known to pierce the Power Armour of even the Adeptus Astarte, Because of the power and value of the EKP weapons the Galean will destroy their ammunition should they be captured to conceal the secrets of their guns.
Name_______________Range_______STR__AP__Special
Impaler Rifle
==Pursuer__________18"_________3_____5__Assault 2, EKP
==Stalker__________36"_________5_____5__Heavy 1, Rending, EKP
Skiver Rifle
==Pursuer__________12"_________3_____5__Assault 1, EKP
==Stalker__________42"_________X_____4__Heavy 1, Sniper, EKP
Lance Rifle
==Blast_____________30"_________7_____4__Heavy 1, Rending, EKP
==Wave____________Template*___4_____5__Heavy 1, Pinning, EKP (*See Inferno Cannon)
==Radiate__________24"_________7_____1__Heavy 1, Melta, EKP
(Weapons with EKP reduce reduce the targets Armour Save by 1)
Name______________________WS__BS___S___T___W___I___A__Ld__Sv
Hunter_____________________3___4___3___4___1___3___1___7__6+
Stalker____________________3___4___3___4___1___3___1___9__6+
Game Keeper________________3___5___3___4___2___3___2___9__6+
Master of the Hunt_________3___5___3___5___3___3___2__10__6+
Grand Master of the Hunt___3___5___3___6___3___3___2__10__6+
Hq
Master of the Hunt 160
Wargear:
Lance Rifle
CCW
Special Rules:
IC
Fleet
Super Stealthy (+1 Cover Save for entire unit including Master of the Hunt)
Organiser (1 Squad may take Scout USR)
Elites
4 Stalkers 160
Wargear:
Skiver Rifles
CCW
Special Rules:
Fleet
Stealth
Infiltrate
May purchase up to 4 Extra Stalkers for 40 Pts per model
May upgrade 1 Hunter to a Game Keeper for 15 pts
A Game Keeper may replace his Skiver Rifle for a Lance Rifle for 25 Pts
Troops
8 Hunters 120 Pts
Wargear:
Impaler Rifles
CCW
Special Rules:
Fleet
Stealth
May Purchase up to 8 Extra Hunters for 15 Pts per model
May upgrade 1 Hunter to a Game Keeper for 15 pts
A Game Keeper may replace his Impaler Rifle for a Lance Rifle for 25 Pts
Special Characters:
Grand Master of the Hunt 320
Wargear:
Twin-linked Lance Rifle
2 CCW
Special Rules:
IC
Fleet
Super Stealthy (+2 Cover Save for entire unit including Master of the Hunt)
Eternal Warrior
Grand Organiser (+1 to Researve Rolls, 2 Squads may Take Scout)
Instinct Upgrades
Every unit may purchase 1 instinct upgrade for the cost below:
Stable: 40 Points
===Relentless, now count as Heavy Choice
Aggresive: 20 Points
===-2 BS, +1 WS, +1 S, Now count as Elite
Jumpers: 40 Points
===Jump infantry, now count as Fast attack
Accurate: 40 Points
===+1 BS, Now count as Elite