| Name |
# |
Grp |
WS |
BS |
S |
T |
Wo |
I |
A |
Ld |
Save |
Cost |
| HQ: Kor'sarro Khan (1#, 160 Pts) |
| Kor'sarro Khan |
1 |
HQ |
6 |
5 |
4 |
4 |
3 |
5 |
3/4 |
10 |
3+/4(i) |
160 |
Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character; Master of the Hunt; Chapter Tactics. ; Bolt Pistol; Frag Grenades; Iron Halo; Krak Grenades; Moonfang; Power Armour: Confers a 3+ Armour Save. |
| Troops: Tactical Squad (10#, 200 Pts) |
| Tactical Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
200 |
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 |
4/8 |
4 |
1 |
4/1 |
2 |
9 |
3+ |
[48] |
| Bolter; Frag Grenades; Krak Grenades; Power Fist |
| Troops: Tactical Squad (11#, 215 Pts) |
| Tactical Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
215 |
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; Multi-Melta; Rhino |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[23] |
| Bolt Pistol; Bolter; Frag Grenades; Krak Grenades |
| 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: Scout Squad (10#, 175 Pts) |
| Scout Squad |
9 |
Troops |
3 |
3 |
4 |
4 |
1 |
4 |
1/2 |
8 |
4+ |
175 |
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts. ; Bolt Pistol (x9); Frag Grenades; Krak Grenades; Scout Armour: Confers a 4+ Armour Save.; Camo Cloaks; Combat Blade (x9) |
| 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 |
| 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 |
| Camo Cloaks |
Confers Stealth. |
| Combat Blade |
If used with another close combat weapon, +1 attack in close combat. |
| 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. |
| Flamer |
Template; S4; AP5; Assault 1 |
| Frag Grenades |
Fight simultaneously with troops in cover (p36 WH40K 5E) |
| Iron Halo |
Confers a 4+ Invulnerable save. |
| 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. |
| Moonfang |
Power Sword; A wound roll of 6 causes Instant Death, regardless of the target's Toughness. |
| 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 Bolter |
24" Range; S4; AP5; Assault 2 |
| Twin Linked Heavy Bolter |
36" Range; S5; AP4; Heavy 3 Linked |
| Twin Linked Lascannon |
48" Range; S9; AP2; Heavy 1 Linked |
Weapons |
| Bolter |
24" Range; S4; AP5; Rapid Fire |