Habony János(Sgt. Komarov) Űrgárdista serege
| Name |
# |
Grp |
WS |
BS |
S |
T |
Wo |
I |
A |
Ld |
Save |
Cost |
| HQ: Captain Darnath Lysander (6#, 379 Pts) |
| Captain Darnath Lysander |
1 |
HQ |
6 |
5 |
4/10 |
4 |
4 |
5/1 |
3 |
10 |
2+/3(i) |
379 |
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; Command Squad |
| 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] |
| Command Squad |
4 |
|
4 |
4 |
4/8 |
4 |
1 |
4/1 |
2 |
9 |
3+/3(i) |
[179] |
| Infantry; And They Shall Know No Fear; Combat Tactics.; Bolt Pistol (x3); Chainsword (x1); Frag Grenades; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Storm Shield (x1); Storm Bolter (x3); Power Fist (x1); Apothecary with Narthecium; Company Champion |
| Apothecary with Narthecium |
1 |
As long as the Apothecary is alive, the entire unit gain Feel No Pain. |
[0] |
| Company Champion |
1 |
|
5 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+/6(i) |
[0] |
| Infantry; And They Shall Know No Fear; Combat Tactics.; Bolt Pistol (x1); Chainsword (x1); Combat Shield; Frag Grenades; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Power Weapon |
| HQ: Inquisitor Lord (7#, 196 Pts) |
| Inquisitor Lord [OM] |
1 |
HQ |
4/5 |
4/5 |
3 |
3 |
3 |
4 |
3 |
10 |
3+ |
196 |
| Psyker; Iron Will; Independent Character (unless leading a retinue). An Inquisitor Lord must be accompanied by a retinue of 3-12 Henchmen.; Psycannon; 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 |
| Sage [OM] |
1 |
- |
3 |
3 |
3 |
3 |
1 |
3 |
1/2 |
8 |
6+ |
[10] |
If accompanied by a Sage, the Inquisitor benefits from +1BS. If he has more than one Sages in his retinue, the Inquisitor or a member of his retinue tmay re-roll a failed roll to hit during the Shooting Phase to hit. See C:WH, pg. 16 or C:DH, pg. 15. ; Laspistol; Close Combat Weapon |
| Sage [OM] |
1 |
- |
3 |
3 |
3 |
3 |
1 |
3 |
1/2 |
8 |
6+ |
[10] |
If accompanied by a Sage, the Inquisitor benefits from +1BS. If he has more than one Sages in his retinue, the Inquisitor or a member of his retinue tmay re-roll a failed roll to hit during the Shooting Phase to hit. See C:WH, pg. 16 or 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 |
| 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); Bolter (x4); Frag Grenades; Krak Grenades; Scout Armour: Confers a 4+ Armour Save.; Camo Cloaks |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
4+ |
[28] |
| Bolt Pistol; Frag Grenades; Krak Grenades; Scout Armour: Confers a 4+ Armour Save.; Camo Cloaks; Power Weapon |
| Troops: Scout Squad (5#, 75 Pts) |
| Scout Squad |
4 |
Troops |
3 |
3 |
4 |
4 |
1 |
4 |
1 |
8 |
4+ |
75 |
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts. ; Bolt Pistol (x4); Bolter (x4); Frag Grenades; Krak Grenades; Scout Armour: Confers a 4+ Armour Save. |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
4+ |
[10] |
| Bolt Pistol; Bolter; Frag Grenades; Krak Grenades; Scout Armour: Confers a 4+ Armour Save. |
| Troops: Tactical Squad (11#, 255 Pts) |
| Tactical Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
255 |
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] |
| Bolt Pistol; Frag Grenades; Krak Grenades; Power Fist |
| Rhino |
1 |
Grp: BS: 4 FA: 11 SA: 11 RA: 10 |
[40] |
Vehicle (Tank); Ten model capacity; Repair. ; Searchlight; Smoke Launchers; Storm Bolter; Dozer Blade |
| Troops: Tactical Squad (11#, 240 Pts) |
| Tactical Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
240 |
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; Drop Pod |
| Sergeant |
1 |
|
4 |
4 |
4/8 |
4 |
1 |
4/1 |
2 |
9 |
3+ |
[58] |
| Frag Grenades; Krak Grenades; Combi-Flamer; 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 |
| Fast Attack: Land Speeder Storm (1#, 60 Pts) |
| Land Speeder Storm |
1 |
Grp: Fast BS: 3 FA: 10 SA: 10 RA: 10 |
60 |
Vehicle (Fast, Skimmer, Open-topped); Five Model Capacity (Scouts only); Deep Strike; Scouts. ; Cerberus Launcher; Jamming Beacon; Heavy Flamer |
| Cerberus Launcher |
1 |
See C:SM, pg. 75. |
[0] |
| Jamming Beacon |
1 |
See C:SM, pg. 75. |
[0] |
| Fast Attack: Land Speeder Storm (1#, 60 Pts) |
| Land Speeder Storm |
1 |
Grp: Fast BS: 3 FA: 10 SA: 10 RA: 10 |
60 |
Vehicle (Fast, Skimmer, Open-topped); Five Model Capacity (Scouts only); Deep Strike; Scouts. ; Cerberus Launcher; Jamming Beacon; Heavy Flamer |
| Cerberus Launcher |
1 |
See C:SM, pg. 75. |
[0] |
| Jamming Beacon |
1 |
See C:SM, pg. 75. |
[0] |
| Elite: Sternguard Veteran Squad (11#, 310 Pts) |
| Sternguard Veteran Squad |
9 |
Elite |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
310 |
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics. ; Bolt Pistol (x9); Bolter (x4); Frag Grenades; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Special Issue Ammunition; Combi-Meltagun (x4); Meltagun (x1); Drop Pod |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[25] |
| Bolt Pistol; Bolter; Frag Grenades; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Special Issue Ammunition |
| 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 |
| Heavy Support: Whirlwind (1#, 85 Pts) |
| Whirlwind |
1 |
Grp: Heavy BS: 4 FA: 11 SA: 11 RA: 10 |
85 |
Vehicle (Tank). ; Searchlight; Smoke Launchers; Whirlwind Multiple Missile Launcher |
| Heavy Support: Whirlwind (1#, 85 Pts) |
| Whirlwind |
1 |
Grp: Heavy BS: 4 FA: 11 SA: 11 RA: 10 |
85 |
Vehicle (Tank). ; Searchlight; Smoke Launchers; Whirlwind Multiple Missile Launcher |
| Total Cost: |
1850 |
| 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 |
| Camo Cloaks |
Confers Stealth. |
| Cerberus Launcher |
See C:SM, pg. 75. |
| Chainsword |
If used with another close combat weapon, +1 attack in close combat. |
| Combat Shield |
6+ Invulnerable Save in close combat. |
| Combi-Flamer |
24" Range; S4; AP5; Rapid Fire (Bolter) Template ; S4; AP5; Assault 1; No cover saves (Flamer - once per battle) |
| Combi-Meltagun |
24" Range; S4; AP5; Rapid Fire (Bolter) 12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle) |
| Dozer Blade |
Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test as long as they are not going to be moving more than 6" that turn. See Wargear, pg. 34. |
| 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) |
| Heavy Bolter |
36" Range; S5; AP4; Heavy 3 |
| Heavy Flamer |
Template; S5; AP4; Assault 1 |
| Jamming Beacon |
See C:SM, pg. 75. |
| 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. |
| Plasmagun |
24" Range; S7; AP2; Rapid Fire; Gets Hot! |
| Power Fist |
Ignores armour saves, increases strength in close combat. |
| Power Weapon |
Ignores armour saves in close combat (p42 WH40K 5E) |
| 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. |
| 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. |
| 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 |
| Storm Shield |
3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save. |
| 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. |
| 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. |
| Whirlwind Multiple Missile Launcher |
Vengeance Missiles: Range: 12 - 48"; S5; AP4; Ordnance 1, Blast. Incendiary Missiles: Range: 12 - 48"; S4; AP5; Ordnance 1, Blast, Ignores Cover. |
Weapons |
| Bolter |
24" Range; S4; AP5; Rapid Fire |
| Close Combat Weapon |
If used with another close combat weapon, +1 attack in close combat. |
| Laspistol |
12" Range; S3; AP-; Pistol |
| Psycannon |
18" Range; S6; AP4; Assault 3 OR 36" Range, S6 AP4 Heavy 3 |