Hriczó Gábor (Archangel) Űrgárdista serege

  Name   #   Grp   WS   BS   S   T   Wo   I   A   Ld   Save   Cost
  HQ: Space Marine Librarian (1#, 150 Pts)
    Space Marine Librarian   1    Grp: HQ    150
   Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character; Psyker.
;   ...in Power Armour;   Epistolary;   The Gate of Infinity;   Vortex of Doom
      ...in Power Armour   1         5    4    4    4    2    4    2/3    10    3+    [100]
   Bolt Pistol;   Force Weapon;   Frag Grenades;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Psychic Hood
       Psychic Hood   1    Allows Librarian to nullify Psychic attacks by opponent. See Codex Space Marines, page 56.    [0]
     Epistolary   1    Allows the use of up to two Psychic Powers per turn.    [0]
  Troops: Scout Squad (5#, 105 Pts)
    Scout Squad   4    Troops    3    3    4    4    1    4    1    8    4+    105
   Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts.
;   Bolt Pistol (x4);   Frag Grenades;   Krak Grenades;   Scout Armour:   Confers a 4+ Armour Save.;   Camo Cloaks;   Sniper Rifle (x3);   Missile Launcher
      Sergeant   1         4    4    4    4    1    4    2    9    4+    [18]
   Bolt Pistol;   Bolter;   Frag Grenades;   Krak Grenades;   Scout Armour:   Confers a 4+ Armour Save.;   Camo Cloaks;   Melta Bombs
  Troops: Tactical Squad (11#, 230 Pts)
    Tactical Squad   9    Troops    4    4    4    4    1    4    1    8    3+    230
   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;   Rhino
      Sergeant   1         4    4    4    4    1    4    2/3    9    3+    [43]
   Bolt Pistol;   Frag Grenades;   Krak Grenades;   Melta Bombs;   Power Weapon
      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#, 270 Pts)
    Tactical Squad   9    Troops    4    4    4    4    1    4    1    8    3+    270
   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;   Razorback
      Sergeant   1         4    4    4    4    1    4    2    9    3+    [28]
   Bolt Pistol;   Bolter;   Frag Grenades;   Krak Grenades;   Melta Bombs
      Razorback   1    Grp: BS:   4 FA:   11 SA:   11 RA:   10    [75]
   Vehicle (Tank); Six model capacity.
;   Searchlight;   Smoke Launchers;   Lascannon and TL Plasmagun;    Lascannon;    Twin-Linked Plasmagun
  Elite: Dreadnought (1#, 145 Pts)
    Dreadnought   1    Grp: Elite WS:   4 BS:   4 St:   6 In:   4 At:   2 FA:   12 SA:   12 RA:   10    145
   Vehicle (Walker)
;   Searchlight;   Smoke Launchers;   Twin Linked Lascannon;   Missile Launcher
  Fast Attack: Land Speeder Squadron (1#, 100 Pts)
    Land Speeder Squadron   1    Grp: Fast BS:   4 FA:   10 SA:   10 RA:   10    100
   Vehicle(Fast, Skimmer), Deep Strike
;   Multi-Melta (x1);   Assault Cannon (x1)
Total Cost: 1000

   Option Footnotes
   Psychic Powers
   The Gate of Infinity    Used at the beginning of the Librarian's Movement Phase. The Librarian and any unit he is with are removed from the tabletop and placed back anywhere within 24" via the Deep Strike rules. if alone, there is no risk, but if he is with a unit if the attempt scatters and a double is rolled one member of the unit is claimed by the warp as a casualty.
   Vortex of Doom    Range: 12"; S10; AP1; Heavy 1, Blast.
On psychic test failure, place Blast marker over Librarian with no scatter allowed.
   Upgrades
   Epistolary    Allows the use of up to two Psychic Powers per turn.
   Wargear
   Assault Cannon    24" Range; S6; AP4; Heavy 4 Rending
   Bolt Pistol    12" Range; S4; AP5; Pistol
   Bolter    24" Range; S4; AP5; Rapid Fire
   Camo Cloaks    Confers Stealth.
   Force Weapon    Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if you pass, it dies. Use against one model per combat round. (p50 WH40K 5E)
   Frag Grenades    Fight simultaneously with troops in cover (p36 WH40K 5E)
   Krak Grenades    One attack with 6+D6 AP (exceptions apply p72 WH40K)
   Lascannon    48" Range; S9; AP2; Heavy 1
   Lascannon and TL Plasmagun     
   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.
   Plasmagun    24" Range; S7; AP2; Rapid Fire; Gets Hot!
   Power Weapon    Ignores armour saves in close combat (p42 WH40K 5E)
   Psychic Hood    Allows Librarian to nullify Psychic attacks by opponent. See Codex Space Marines, page 56.
   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.
   Sniper Rifle    36" Range; SX; AP6; Heavy 1; Sniper; Pinning
   Storm Bolter    24" Range; S4; AP5; Assault 2
   Twin Linked Lascannon    48" Range; S9; AP2; Heavy 1 Linked
   Weapons
    Lascannon    48" Range; S9; AP2; Heavy 1
    Twin-Linked Plasmagun    24" Range; S7; AP2; Rapid Fire; Linked; Gets Hot!
   Bolter    24" Range; S4; AP5; Rapid Fire