Percze Dániel Andor (Csirke) Űrgárdista serege

  Name   #   Grp   WS   BS   S   T   Wo   I   A   Ld   Save   Cost
  HQ: Space Marine Captain (1#, 170 Pts)
    Space Marine Captain   1    Grp: HQ    170
   Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character.
;   ...in Power Armour
      ...in Power Armour   1         6    5    4/6    4    3    5    3    10    2+/3(i)    [170]
   
;   Frag Grenades;   Iron Halo;   Krak Grenades;   Relic Blade (x1);   Storm Shield (x1);   Digital Weapons;   Artificer Armour
  HQ: Space Marine Chaplain (1#, 115 Pts)
    Space Marine Chaplain   1    Grp: HQ    115
   Infantry; Combat Tactics; Independent Character; Liturgies of Battle; Honour of the Chapter.
;   ...in Power Armour
      ...in Power Armour   1         5    4    4    4    2    4    2/3    10    3+/4(i)    [115]
   Bolt Pistol;   Crozius Arcanum;   Frag Grenades;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Rosarius;   Jump Pack
  Troops: Tactical Squad (10#, 205 Pts)
    Tactical Squad   9    Troops    4    4    4    4    1    4    1    8    3+    205
   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;   Missile Launcher
      Sergeant   1         4    4    4    4    1    4    2/3    9    3+    [58]
   Frag Grenades;   Krak Grenades;   Melta Bombs;   Power Weapon;   Plasma Pistol
  Troops: Tactical Squad (10#, 205 Pts)
    Tactical Squad   9    Troops    4    4    4    4    1    4    1    8    3+    205
   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;   Missile Launcher
      Sergeant   1         4    4    4    4    1    4    2/3    9    3+    [58]
   Frag Grenades;   Krak Grenades;   Melta Bombs;   Power Weapon;   Plasma Pistol
  Troops: Scout Squad (5#, 100 Pts)
    Scout Squad   4    Troops    3    3    4    4    1    4    1    8    4+    100
   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);   Heavy Bolter w/Hellfire Shells
      Sergeant   1         4    4    4    4    1    4    2    9    4+    [13]
   Bolt Pistol;   Frag Grenades;   Krak Grenades;   Scout Armour:   Confers a 4+ Armour Save.;   Camo Cloaks;   Sniper Rifle
  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.;   Shotgun (x4)
      Sergeant   1         4    4    4    4    1    4    2/3    9    4+    [40]
   Frag Grenades;   Krak Grenades;   Scout Armour:   Confers a 4+ Armour Save.;   Power Weapon;   Plasma Pistol
  Elite: Terminator Assault Squad (5#, 200 Pts)
    Terminator Assault Squad   4    Elite    4    4    4    4    1    4    2/3    9    2+/5(i)    200
   Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;   Lightning Claws (pair) (x4);   Terminator Armour
     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]
      Sergeant   1         4    4    4    4    1    4    2/3    9    2+/5(i)    [40]
   Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.;   Lightning Claws (pair) (x1);   Terminator Armour
       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]
  Fast Attack: Assault Squad (10#, 235 Pts)
    Assault Squad   9    Fast    4    4    4    4    1    4    1/2    8    3+    235
   (Jump) Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;   Bolt Pistol (x8);   Chainsword (x9);   Frag Grenades;   Jump Packs;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Flamer
     Jump Packs   1    The model moves as Jump Infantry. May be held in reserve and arrive via Deep Strike.    [0]
      Sergeant   1         4    4    4    4    1    4    2/3    9    3+    [63]
   Frag Grenades;   Jump Packs;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Melta Bombs;   Lightning Claw;   Lightning Claw
       Jump Packs   1    The model moves as Jump Infantry. May be held in reserve and arrive via Deep Strike.    [0]
  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)
  Heavy Support: Land Raider Redeemer (1#, 275 Pts)
    Land Raider Redeemer   1    Grp: Heavy BS:   4 FA:   14 SA:   14 RA:   14    275
   Vehicle (Tank); Twelve Model Capacity; Assault Vehicle.
;   Frag Assault Launchers;   Power of the Machine Spirit;   Searchlight;   Smoke Launchers;   Twin Linked Assault Cannon;   Flamestorm Cannons (x2);   Extra Armor;   Multi-Melta;   Pintle-mounted Storm Bolter
     Frag Assault Launchers   1    See C:SM, pg. 82.    [0]
  Heavy Support: Vindicator (1#, 140 Pts)
    Vindicator   1    Grp: Heavy BS:   4 FA:   13 SA:   11 RA:   10    140
   Vehicle (Tank).
;   Demolisher Cannon;   Searchlight;   Smoke Launchers;   Storm Bolter;   Extra Armor;   Siege Shield
Total Cost: 1850

   Option Footnotes
   Wargear
   Artificer Armour    Confers a 2+ Armour save.
   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.
   Chainsword    If used with another close combat weapon, +1 attack in close combat.
   Crozius Arcanum    Ignores armour saves in close combat (p42 WH40K 5E)
   Demolisher Cannon    24" Range; S10; AP2; Ordnance 1; Large Blast
   Digital Weapons    May re-roll a single failed roll to wound in each Assault Phase.
   Extra Armor    Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34.
   Flamer    Template; S4; AP5; Assault 1
   Flamestorm Cannons    Range: Template; S6; AP3; Heavy 1.
   Frag Assault Launchers    See C:SM, pg. 82.
   Frag Grenades    Fight simultaneously with troops in cover (p36 WH40K 5E)
   Heavy Bolter w/Hellfire Shells    Use one of the two profiles when firing:
Range: 36"; S5; AP4; Heavy 3.
Range: 36"; SX; AP-; Heavy 1, Blast, Posioned (2+).
   Iron Halo    Confers a 4+ Invulnerable save.
   Jump Pack    Jump Infantry; May be held in reserve and arrive via Deep Strike.
   Krak Grenades    One attack with 6+D6 AP (exceptions apply p72 WH40K)
   Lightning Claw    Ignores armour saves in close combat. Re-roll failed 'to wound' rolls. +1 Attacks in close combat.
   Lightning Claws (pair)    Ignores armour saves in close combat. Re-roll failed 'to wound' rolls. +1 Attacks in close combat.
   Melta Bombs    One attack with 8+2D6 AP (exceptions apply p72 WH40K)
   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.
   Pintle-mounted Storm Bolter    24" Range; S4; AP5; Assault 2. Treated as an additional defensive weapon. See Wargear, pg. 35.
   Plasma Pistol    12" Range; S7; AP2; Pistol; Gets Hot!
   Power of the Machine Spirit    See Codex Space Marines, page 81.
   Power Weapon    Ignores armour saves in close combat (p42 WH40K 5E)
   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.
   Rosarius    Confers a 4+ Invulnerable save. See C:WH, pg. 22 OR Wargear, pg. 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.
   Shotgun    12" Range; S4; AP-; Assault 2
   Siege Shield    Vehicle automatically passes dangerous terrain tests.
   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
   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 Assault Cannon    24" Range; S6; AP4; Heavy 4 Rending Linked
   Weapons
   Sniper Rifle    36" Range; SX; AP6; Heavy 1; Sniper; Pinning