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