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index-callarans.jpg (10462 bytes)

[Being a study of the enigmatic and advanced Callaran race]

HQ

Callaran Hero

  Points WS BS S T W I A Ld Sv
Dominai 90 6 6 4 4 3 7 4 10 3+
Domihinai 75 5 5 3 4 2 6 3 9 3+
Verutai 50 5 5 3 4 1 6 2 9 3+

Options: A Callaran Hero may be given any equipment allowed by the Callaran armoury.

Bodyguard: The Callaran Hero may be accompanied by an Honour Guard as detailed below. If the Callaran Hero has an Honour Guard then he and the Honour Guard are treated as a single unit during the battle. Note that the Honour Guard does not count as a separate HQ choice (it does not use up one of the HQ ‘slots’).

Transveri: If the Callaran Hero and his Honour Guard number 10 models or less they may be mounted in a Transveri at an additional cost of +135 pts.

SPECIAL RULES

Independent Character: Unless accompanied by his bodyguard (see below) the Callaran Hero is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook.

 

Jai

  Points WS BS S T W I A Ld Sv
Jai Dominai 100 6 6 3 4 4 7 3 10 3+
Jai Domihinai 80 5 5 3 4 3 6 2 9 3+
Jai Terunai 60 5 5 3 4 2 6 1 9 3+
Jai 40 4 4 3 4 1 5 1 8 3+

Options: A Jai be given any equipment allowed by the Callaran armoury.  He may take only two psychic powers from the Psychic Powers section of the armoury.

Bodyguard: The Jai may be accompanied by an Honour Guard as detailed below. If the Jai has an Honour Guard then he and the Honour Guard are treated as a single unit during the battle. Note that the Honour Guard does not count as a separate HQ choice (it does not use up one of the HQ ‘slots’).

Transveri: If the Jai and his Honour Guard number 10 models or less they may be mounted in a Transveri at an additional cost of +135 pts.

SPECIAL RULES

Independent Character: Unless accompanied by his bodyguard (see below) the Jai is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook.

Fearless: Jai are immune to all psychology.   If they are called upon to take any Leadership tests, they will automatically pass, so no dice is rolled.

Leadership: All Callaran Warriors within 8" of the Jai may use his Leadership value for all Leadership tests.

Psychic Death Scream: When a Jai is killed in battle, he lets out a terrible psychic death scream.  Any Daemons and any psykers within 12" of the Jai when he dies must take a Leadership test.  If they fail this test, they will take 1d3 wounds with no savings throw allowed for any reason.   This is to represent the wave of sheer psychic energy radiating from the dying Jai.   This effects all psykers, including other Jai.

Sharing Powers. When a Callaran is initiated into the Jai, his mind becomes linked with those of the other Jai.  The Jai can use this ability to swap psychic powers with other Jai, so that they may be able to use their psychic powers more effectively in battle.  To represent this, at the start of each turn, all Jai may swap one psychic power with any other Jai.  Thus, so long as at least two Jai are present, it is possible to make sure that each Jai has the most appropriate powers.

 

Keritan Assassin

  Points WS BS S T W I A Ld Sv
Keritan Assassin 200 7 6 4 4 3 8 4 10 4+ inv.

Wagear: Plasma pistol, Force Sword, Kerithe Suit, Combat Drugs, Polymorphine.

SPECIAL RULES

Independent Character: The Keritan Assassin is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook.   In addition, he may never join a squad.

Hatred. The Keritan Assassin hates all enemies.  He will always hit an opponent on a 3+ in HTH combat.

Psyker: The Keritan Assassin is a fourth level psyker and may purchase a psychic power from the Callaran armoury.

Dodge: The Keritan Assassin can avoid the effects of any damaging hit, including psychic attacks, on a D6 roll of 4+.  This is an invulnerable saving throw.

It the Keritan Assassin successfully dodges an attack that uses a blast marker or other template, then the model is moved outside the effected area to the nearest edge of the template.

Fearless. Keritan Assassins are immune to all psychology.   If they are called upon to take any Leadership tests, they will automatically pass, so no dice is rolled.

Gas Weapons: The Keritan Assassin is immune to all gas and viral weapons due to its special regime of drugs and the special synthetic skin it wears.

Infiltration: Keritan Assassins can secrete themselves deep within enemy territory.  The Keritan Assassin may always use the Infiltration rules, even if the mission doesn't allow it.  If he chooses to use the Infiltration rules, then he may not use the Polymorphine rules.

Polymorphine: Polymorphine is a shape-altering chemical which allows the Keritan Assassin to transform not only their features but their whole body.  An Assassin equipped with Polymorphine is not deployed at the start of the game.   Instead, the player may at any time reveal that the Assassin is in fact disguised as one of the enemy!  The player can select any humanoid (Ork, Squat, Human, Genestealer Hybrid, or Eldar) basic trooper model (not a character or a vehicle crewman or a model with a heavy weapon, nor any model with an armour saving throw better than 3+) in the opposing force and substitute the Assassin for that model.  The Assassin discards the captured armour and weapons of the trooper as he casts off his disguise, keeping only what weapons and wargear the player has equipped the Assassin with.

Kensei. The Keritan Assassin is a master of hand-to-hand combat, and gains a +1 WS for each additional opponent that engages him.  This is due to his ability to misdirect and cause confusion amongst his foes.

 

Doritai (Honour Guard)

  Points/model WS BS S T W I A Ld Sv
Nobz 20 4 4 3 4 1 5 1 9 3+

Squad: The Callaran Hero may be accompanied by 4 to 9 Doritai.

Weapons:  Plasma pistol and Xenon Sword.

Standard Bearer:  One Doritai may become a Torikai (Standard Bearer) for an additional cost of +10 points.  Any Callaran squad with a model within 6" of the Standard Bearer gains +1A for the turn.

Medic:  One Doritai may become a Koritai (Medic) for an additional cost of +10 points.  The Honour Guard may ignore the first failed armour save each turn.

TRANSPORT:   TRANSVERI

  Points Front Armour Side Armour Rear Armour BS
Transveri 135 12 12 10 4
Type: Skimmer, Fast. Crew: Callarans

Weapons: The Transveri is armed with twin-linked Plasma Beam Cannons and twin-linked Plasma Rifles.  The Plasma Beam Cannons may be replaced with twin-linked Missile Launchers, twin-linked Jerutai Reapers, or twin-linked Plasma Cannons at no extra cost.

Transport:  The Transveri can transport up to ten models.

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