Kovács Tibor (Loki) űrgárdista serege

  Name   #   Grp   WS   BS   S   T   Wo   I   A   Ld   Save   Cost
  HQ: Space Marine Captain (6#, 400 Pts)
    Space Marine Captain   1    Grp: HQ    400
 Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character.
;   ...in Power Armour;   Command Squad
      ...in Power Armour   1         6    5    4/6    4/5    3    5    3    10    3+/4(i)    [165]
 
;   Bolt Pistol;   Frag Grenades;   Iron Halo;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Relic Blade (x1);   Space Marine Bike
       Space Marine Bike   1  See Bike as described in the WH40K rulebook. Fitted with TL Bolters.    [0]
 Twin Linked Bolter
      Command Squad   5         4    4    4    4/5    1    4    2/3    9    3+    [235]
 Infantry; And They Shall Know No Fear; Combat Tactics.;   Bolt Pistol (x1);   Chainsword (x5);   Frag Grenades;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Unit on Space Marine Bikes;   Flamer (x2);   Meltagun (x2);   Apothecary with Narthecium;   Space Marine Bike
       Apothecary with Narthecium   1  As long as the Apothecary is alive, the entire unit gain Feel No Pain.    [0]
       Space Marine Bike   1  See Bike as described in the WH40K rulebook. Fitted with TL Bolters.    [0]
 Twin Linked Bolter
  Elite: Sternguard Veteran Squad (11#, 320 Pts)
    Sternguard Veteran Squad   9    Elite    4    4    4    4    1    4    2    9    3+    320
 Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;   Bolt Pistol (x9);   Bolter (x7);   Frag Grenades;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Special Issue Ammunition;   Meltagun (x2);   Drop Pod
      Sergeant   1         4    4    4/8    4    1    4/1    2    9    3+    [50]
 Bolter;   Frag Grenades;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Special Issue Ammunition;   Power Fist
      Drop Pod   1    Grp: BS:   4 FA:   12 SA:   12 RA:   12    [35]
 Vehicle (Open-Topped); Twelve model capacity or One Dreadnought or One Thunderfire Cannon; Inertial Guidance System; Immobile; Drop Pod Assault.;   Storm Bolter
  Troops: Tactical Squad (11#, 250 Pts)
    Tactical Squad   9    Troops    4    4    4    4    1    4    1    8    3+    250
 Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;   Bolt Pistol (x9);   Bolter (x7);   Frag Grenades;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Plasmagun;   Lascannon;   Rhino
      Sergeant   1         4    4    4/8    4    1    4/1    2    9    3+    [48]
 Bolter;   Frag Grenades;   Krak Grenades;   Power Fist
      Rhino   1    Grp: BS:   4 FA:   11 SA:   11 RA:   10    [35]
 Vehicle (Tank); Ten model capacity; Repair.
;   Searchlight;   Smoke Launchers;   Storm Bolter
  Troops: Tactical Squad (11#, 250 Pts)
    Tactical Squad   9    Troops    4    4    4    4    1    4    1    8    3+    250
 Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;   Bolt Pistol (x9);   Bolter (x7);   Frag Grenades;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Plasmagun;   Lascannon;   Rhino
      Sergeant   1         4    4    4/8    4    1    4/1    2    9    3+    [48]
 Bolter;   Frag Grenades;   Krak Grenades;   Power Fist
      Rhino   1    Grp: BS:   4 FA:   11 SA:   11 RA:   10    [35]
 Vehicle (Tank); Ten model capacity; Repair.
;   Searchlight;   Smoke Launchers;   Storm Bolter
  Fast Attack: Space Marine Bike Squad (5#, 170 Pts)
    Space Marine Bike Squad   4    Fast    4    4    4    4/5    1    4    1    8    3+    170
 Bike; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;   Bolt Pistol (x2);   Frag Grenades;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Meltagun (x2)
     Space Marine Bike   1  See Bike as described in the WH40K rulebook. Fitted with TL Bolters.    [0]
 Twin Linked Bolter
      Sergeant   1         4    4    4    4/5    1    4    2    9    3+    [50]
 Bike; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;   Frag Grenades;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Combi-Meltagun
       Space Marine Bike   1  See Bike as described in the WH40K rulebook. Fitted with TL Bolters.    [0]
 Twin Linked Bolter
  Fast Attack: Attack Bike Squad (2#, 80 Pts)
    Attack Bike Squad   2    Fast    4    4    4    4/5    2    4    2    8    3+    80
 Bikes; And They Shall Know No Fear; Combat Tactics.
;   Bolt Pistol (x2);   Frag Grenades;   Heavy Bolter (x2);   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.
     Space Marine Bike   1  See Bike as described in the WH40K rulebook. Fitted with TL Bolters.    [0]
 Twin Linked Bolter
  Heavy Support: Devastator Squad (10#, 250 Pts)
    Devastator Squad   9    Heavy    4    4    4    4    1    4    1    8    3+    250
 Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;   Bolt Pistol (x9);   Bolter (x5);   Frag Grenades;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Missile Launcher (x2);   Plasma Cannon (x2)
      Sergeant   1         4    4    4    4    1    4    2    9    3+    [23]
 Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.;   Bolt Pistol;   Bolter;   Frag Grenades;   Krak Grenades;   Signum
       Signum   1  See C:SM, pg. 100.    [0]
  HQ: Inquisitor Lord (6#, 152 Pts)
    Inquisitor Lord [OM]   1    HQ    4/5    4    3    3    3    4    3    10    3+    152
 Psyker; Iron Will; Independent Character (unless leading a retinue). An Inquisitor Lord must be accompanied by a retinue of 3-12 Henchmen.;   Psychic Hood
      Mystic [OM]   1    -    3    3    3    3    1    3    1/2    8    6+    [6]
 If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.;   Laspistol;   Close Combat Weapon
      Mystic [OM]   1    -    3    3    3    3    1    3    1/2    8    6+    [6]
 If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.;   Laspistol;   Close Combat Weapon
      Warrior [OM]   3    -    3    4    3    3    1    3    1    8    4+    [75]
 The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15.
;   Gun Servitor
       Gun Servitor [OM]   1       [15]
 Frag Grenades;   Heavy Bolter (x1);   Krak Grenades;   Targeter
Total Cost: 1872

 Option Footnotes
 Wargear
 Apothecary with Narthecium  As long as the Apothecary is alive, the entire unit gain Feel No Pain.
 Bolt Pistol  12" Range; S4; AP5; Pistol
 Bolter  24" Range; S4; AP5; Rapid Fire
 Chainsword  If used with another close combat weapon, +1 attack in close combat.
 Combi-Meltagun  24" Range; S4; AP5; Rapid Fire (Bolter)
12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle)
 Flamer  Template; S4; AP5; Assault 1
 Frag Grenades  Fight simultaneously with troops in cover (p36 WH40K 5E)
 Heavy Bolter  36" Range; S5; AP4; Heavy 3
 Iron Halo  Confers a 4+ Invulnerable save.
 Krak Grenades  One attack with 6+D6 AP (exceptions apply p72 WH40K)
 Lascannon  48" Range; S9; AP2; Heavy 1
 Meltagun  12" Range; S8; AP1; Assault 1; Melta.
 Missile Launcher  Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
 Plasma Cannon  36" Range; S7; AP2; Heavy 1; Blast; Gets Hot!
 Plasmagun  24" Range; S7; AP2; Rapid Fire; Gets Hot!
 Power Fist  Ignores armour saves, increases strength in close combat.
 Psychic Hood  Declare that you'll use the psychic hood after an opponent has successfully made a Psychic test, but before they have used the power. Each player then rolls a D6 and adds their model's Ld value to the score. If the wearer beats the opposing model's score then the psychic power is nullified and may not be used that turn. If the opposing model's score is equal to or higher, it may use its psychic power as normal. The psychic hood can be used each time an enemy model uses a psychic power. See C:WH, pg. 22, C:DH, pg. 18 OR Wargear, pg. 55.
 Relic Blade  Counts as a Power Weapon whose hits are resolved at a Strength of 6. No extra attack for an additional close combat weapon.
 Searchlight  Searchlights are only of use in missions where the Night Fighting special rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having fired at that unit, will illuminate it with the searchlight. For the rest of the Shooting phase any other friendly unit that fires at the illuminated target does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect as the enemy can see the searchlight. See Wargear, pg. 36.
 Signum  See C:SM, pg. 100.
 Smoke Launchers  Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire in the same turn it used its smoke launchers, but any penetrating hits score by the enemy in their next Shooting phase counts as glancing hits. After the enemy's next turn, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if it suffers a Crew Shaken or Crew Stunned result. See Wargear, pg. 36.
 Space Marine Bike  See Bike as described in the WH40K rulebook. Fitted with TL Bolters.
 Special Issue Ammunition  All bolters in the squad may use any of the following profiles when firing:
Dragonfire Bolts: Range: 24"; S4; AP5; Rapid Fire, Ignores Cover
Hellfire Rounds: Range: 24"; SX; AP5; Rapid Fire, Poisoned (2+)
Kraken Bolts: Range: 30"; S4; AP4; Rapid Fire
Vengeance Rounds: Range: 18"; S4; AP3; Rapid Fire, Gets Hot!
 Storm Bolter  24" Range; S4; AP5; Assault 2
 Targeter  Allowed to pre-measure the range to a target before they decide to shoot at in the Shooting phase. After you have used a targeter Guess range weapons may not be used that turn. See C:WH, pg. 22 OR Wargear, pg. 61.
 Weapons
 Close Combat Weapon  If used with another close combat weapon, +1 attack in close combat.
 Laspistol  12" Range; S3; AP-; Pistol
 Twin Linked Bolter  24" Range; S4; AP5; Rapid Fire, Linked