| Name |
# |
Grp |
WS |
BS |
S |
T |
Wo |
I |
A |
Ld |
Save |
Cost |
| HQ: Captain Darnath Lysander (1#, 200 Pts) |
| Captain Darnath Lysander |
1 |
HQ |
6 |
5 |
4/10 |
4 |
4 |
5/1 |
3 |
10 |
2+/3(i) |
200 |
Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character; Bolter Drill; Eternal warrior; Chapter Tactics; Bolster Defences. ; Fist of Dorn; Storm Shield; Terminator Armour |
| Fist of Dorn |
1 |
Master-crafted Thunder Hammer; Hits resolved at a strength of 10 and +1 to Vehicle Damage |
[0] |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Troops: Tactical Squad (10#, 195 Pts) |
| Tactical Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
195 |
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.; Flamer; Multi-Melta |
| Sergeant |
1 |
|
4 |
4 |
4/8 |
4 |
1 |
4/1 |
2 |
9 |
3+ |
[48] |
| Bolt Pistol; Frag Grenades; Krak Grenades; Power Fist |
| Troops: Tactical Squad (10#, 180 Pts) |
| Tactical Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
180 |
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.; Flamer; Plasma Cannon |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[28] |
| Bolt Pistol; Bolter; Frag Grenades; Krak Grenades; Melta Bombs |
| Troops: Tactical Squad (10#, 175 Pts) |
| Tactical Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
175 |
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.; Meltagun; Missile Launcher |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[23] |
| Bolt Pistol; Bolter; Frag Grenades; Krak Grenades |
| Heavy Support: Land Raider (1#, 250 Pts) |
| Land Raider |
1 |
Grp: Heavy BS: 4 FA: 14 SA: 14 RA: 14 |
250 |
Vehicle (Tank); Twelve Model Capacity; Assault Vehicle. ; Power of the Machine Spirit; Searchlight; Smoke Launchers; Twin Linked Heavy Bolter; Twin Linked Lascannon (x2) |
| Total Cost: |
1000 |
| Option Footnotes |
| Wargear |
| Bolt Pistol |
12" Range; S4; AP5; Pistol |
| Bolter |
24" Range; S4; AP5; Rapid Fire |
| Fist of Dorn |
Master-crafted Thunder Hammer; Hits resolved at a strength of 10 and +1 to Vehicle Damage |
| Flamer |
Template; S4; AP5; Assault 1 |
| Frag Grenades |
Fight simultaneously with troops in cover (p36 WH40K 5E) |
| Krak Grenades |
One attack with 6+D6 AP (exceptions apply p72 WH40K) |
| Melta Bombs |
One attack with 8+2D6 AP (exceptions apply p72 WH40K) |
| 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. |
| Multi-Melta |
24" Range; S8; AP1; Heavy 1; Melta. |
| Plasma Cannon |
36" Range; S7; AP2; Heavy 1; Blast; Gets Hot! |
| Power Fist |
Ignores armour saves, increases strength in close combat. |
| Power of the Machine Spirit |
See Codex Space Marines, page 81. |
| 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. |
| 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. |
| Storm Shield |
3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save. |
| Terminator Armour |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
| Twin Linked Heavy Bolter |
36" Range; S5; AP4; Heavy 3 Linked |
| Twin Linked Lascannon |
48" Range; S9; AP2; Heavy 1 Linked |