Kollár László (Beatles) Űrgárdista serege

  Name   #   Grp   WS   BS   S   T   Wo   I   A   Ld   Save   Cost
  HQ: Space Marine Chapter Master (1#, 170 Pts)
    Space Marine Chapter Master   1    Grp: HQ    170
   Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character; Orbital Bombardment.
;   ...in Power Armour
      ...in Power Armour   1         6    5    4/6    4    3    5    3    10    2+/4(i)    [170]
   Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character; Orbital Bombardment.
;   Frag Grenades;   Iron Halo;   Krak Grenades;   Bolter (x1);   Relic Blade (x1);   Artificer Armour
  Troops: Tactical Squad (10#, 175 Pts)
    Tactical Squad   9    Troops    4    4    4    4    1    4    1    8    3+    175
   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    4    1    4    2/3    9    3+    [23]
   Bolt Pistol;   Frag Grenades;   Krak Grenades;   Chainsword
  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.;   Plasmagun;   Plasma Cannon
      Sergeant   1         4    4    4    4    1    4    2/3    9    3+    [38]
   Bolt Pistol;   Frag Grenades;   Krak Grenades;   Plasma Pistol
  Elite: Dreadnought (1#, 130 Pts)
    Dreadnought   1    Grp: Elite WS:   4 BS:   4 St:   6/10 In:   4 At:   2 FA:   12 SA:   12 RA:   10    130
   Vehicle (Walker)
;   Dreadnought CCW;   Multi-Melta;   Searchlight;   Smoke Launchers;   Extra Armor;   Heavy Flamer
  Elite: Terminator Squad (7#, 315 Pts)
    Terminator Squad   6    Elite    4    4    4/8    4    1    4/1    2    9    2+/5(i)    315
   Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;   Power Fist (x5);   Storm Bolter (x6);   Terminator Armour;   Chain Fist (x1);   Cyclone Missile Launcher
     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    9    2+/5(i)    [40]
   Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.;   Power Sword;   Storm Bolter;   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 (7#, 171 Pts)
    Assault Squad   6    Fast    4    4    4    4    1    4    1/2    8    3+    171
   (Jump) Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;   Bolt Pistol (x5);   Chainsword (x6);   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    4/8    4    1    4/1    2    9    3+    [53]
   Bolt Pistol;   Frag Grenades;   Jump Packs;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Power Fist
       Jump Packs   1    The model moves as Jump Infantry. May be held in reserve and arrive via Deep Strike.    [0]
  Heavy Support: Land Raider Crusader (1#, 295 Pts)
    Land Raider Crusader   1    Grp: Heavy BS:   4 FA:   14 SA:   14 RA:   14    295
   Vehicle (Tank); Sixteen Model Capacity; Assault Vehicle.
;   Frag Assault Launchers;   Power of the Machine Spirit;   Searchlight;   Smoke Launchers;   Twin Linked Assault Cannon;   Hurricane Bolter (x2);   Extra Armor;   Hunter Killer Missile;   Multi-Melta;   Pintle-mounted Storm Bolter
     Frag Assault Launchers   1    See C:SM, pg. 82.    [0]
  Heavy Support: Vindicator (1#, 120 Pts)
    Vindicator   1    Grp: Heavy BS:   4 FA:   13 SA:   11 RA:   10    120
   Vehicle (Tank).
;   Demolisher Cannon;   Searchlight;   Smoke Launchers;   Storm Bolter;   Dozer Blade
  Heavy Support: Devastator Squad (10#, 270 Pts)
    Devastator Squad   9    Heavy    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 (x5);   Frag Grenades;   Krak Grenades;   Power Armour:   Confers a 3+ Armour Save.;   Lascannon (x2);   Missile Launcher (x2)
      Sergeant   1         4    4    4    4    1    4    2    9    3+    [23]
   Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.;   Bolt Pistol;   Bolter;   Frag Grenades;   Krak Grenades;   Signum
       Signum   1    See C:SM, pg. 100.    [0]
Total Cost: 1846

   Option Footnotes
   Wargear
   Artificer Armour    Confers a 2+ Armour save.
   Bolt Pistol    12" Range; S4; AP5; Pistol
   Bolter    24" Range; S4; AP5; Rapid Fire
   Chain Fist    Ignores armour saves, strikes last, doubles strength, 2D6 + strength for AP
   Chainsword    If used with another close combat weapon, +1 attack in close combat.
   Cyclone Missile Launcher    Frag: Range: 48"; S4; AP6; Heavy 2, Blast.
Krak: Range: 48"; S8; AP3; Heavy 2.
   Demolisher Cannon    24" Range; S10; AP2; Ordnance 1; Large Blast
   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.
   Dreadnought CCW    Strength 10; Ignores armour savess in close combat.
   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
   Frag Assault Launchers    See C:SM, pg. 82.
   Frag Grenades    Fight simultaneously with troops in cover (p36 WH40K 5E)
   Heavy Flamer    Template; S5; AP4; Assault 1
   Hunter Killer Missile    Unlimited range, S8; AP3; Heavy 1; One use only; See Wargear, pg. 35.
   Hurricane Bolter    Three weapons, each Range: 24"; S4; AP5; Rapid Fire, Twin Linked.
   Iron Halo    Confers a 4+ Invulnerable save.
   Krak Grenades    One attack with 6+D6 AP (exceptions apply p72 WH40K)
   Lascannon    48" Range; S9; AP2; Heavy 1
   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 Cannon    36" Range; S7; AP2; Heavy 1; Blast; Gets Hot!
   Plasma Pistol    12" Range; S7; AP2; Pistol; Gets Hot!
   Plasmagun    24" Range; S7; AP2; Rapid Fire; Gets Hot!
   Power Fist    Ignores armour saves, increases strength in close combat.
   Power of the Machine Spirit    See Codex Space Marines, page 81.
   Power Sword    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.
   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.
   Signum    See C:SM, pg. 100.
   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
   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