Axe of Retribution: 20 points 


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Axe of Retribution: 20 points



See the weapon profile (249) for more information.

 

Blade of Admonition: 7 points

See the weapon profile (249) for more information.


 

 

Book of St. Lucius: 5 points

Any troops within 8” of the character at the start of the Rally Phase (46) may use the character‘s Leadership for their test to rally. They may attempt to rally even if they are not in cover or would otherwise not be able to do so.

 

Brazier of Holy Fire: 18 points

Once per battle the Brazier can be used as a Heavy Flamer (235) you can move and fire with (as it is not a true heavy weapon). See the weapon profile (249) for more information.

 

Cloak of St. Aspira: 5 points

A character wearing the cloak may add + 1 to any armour saving throws derived from physical armour. Field saves

or any other type of saves are unaffected. Only one cloak may be worn.

 

Flail of Chastisement: 8 points

See the weapon profile (249) for more information.

 

Litanies of Faith: 8 points

A character with the Litanies of Faith leading a squad in the Sacred Rites (138) can roll 2 dice and choose which one to apply.

 

Medicus Ministorum: 15 points

The bearer can spend their shooting and close combat phase doing nothing and then make a Leadership test; if the bearer passes the test, one injured model in base contact heals 1 Wound. A model with 0 Wounds is raised to 1

Wound. Must be done no later than the turn after the model receives the Wound. Characters cannot heal themselves.

 

Phial of Dolan: 10 points

The character may drink the contents of the vial at the start of any turn. For the rest of the player‘s turn the character‘s Strength and Toughness are increased by D3 each (roll separately). One use only.

 

Praesidium Protectiva: 8 points

Requires a free hand to use, and may parry (33) a close combat (32) attack in the character‘s front arc, and provides an unmodified 4 + saving throw on a D6 against close combat attacks. If a roll of 6 is made for the save, the

attacking model receives the hit instead. Has no effect on shooting attacks.

 

Purity Seal: 8 points

The bearer is not affected by Fear (47) or Terror (48). If the bearer is targeted by a psychic attack they will be unaffected on a D6 roll of 4 +. The attack is not Nullified (37); other models may be affected even if the character is not. Ceases to function once it has successfully protected its bearer from one psychic attack. Unlike other Relics, any character allowed to take ―Imperium Only‖ wargear can purchase a Purity Seal; it counts as a Wargear Card (14).

 

Rosarius: 10 points

Contains a Conversion Field (208).

 

Simulacrum Imperialis: 5 points

Any unit with line of sight to the Simulacrum automatically passes the first Leadership test it is required to make in

the game.

 

Staff of Belief: 12 points

See the weapon profile (254) for more information.

 

Tears of the Emperor: 15 points

The phial can be thrown just like a grenade and uses a 2” blast marker. Any daemon affected takes a wound on a D6

roll of 4 +, which cannot be resisted by its demonic aura (51). One use only.


 

 

Sisters of Battle Units

Characters                                                                                                                               <50%

 

Canoness

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Canoness 4 6 7 4 5 3 7 3 10

Adepta Sororitas. Wears Power Armour (3+ save). Armed with a Boltgun (224), Bolt Pistol (240) and Frag (256)

grenades. May perform Sacred Rites (138) (adds +3 to the roll). Has a Strategy Rating (8) of 4. Sororitas within

12" may use her Leadership for their Break Tests (47).

Options

May purchase from the Grenades (140) and Assault (139) weapons lists. May have 1 Wargear Card (14) and up to 2 Relics (140). May be equipped with a Jump Pack (214) for +5 points.

Bodyguard

May be accompanied by a bodyguard of 5 Seraphim (145), armed with Boltguns (224) and Frag (256) grenades, at a cost of 150 points (which comes from your Squads allowance, not Characters). The bodyguard may be armed with Grenades (140), and may exchange their Boltgun for two Bolt Pistols (240) and be equipped with Jump Packs for +30 points. Each Seraphim may in turn swap their Bolt Pistols for hand flamers for +10 points. The Canoness is the leader of the bodyguard unit and all models must obey the rules for squad coherency (12).

Special Rules

The Canoness and her bodyguard (including a Banner Bearer) may fire two pistol weapons in the shooting  phase (27), with a - 1 to-hit modifier on each shot. These shots can be directed at the same target or different enemies. A Seraphim armed with two hand flamers may resolve them together as a single shot with a normal  Flamer (225).

 

Banner Bearer

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Banner Bearer 4 5 6 4 4 2 6 2 10

Adepta Sororitas. Wears Power Armour (3+ save). Armed with a Boltgun (224), and Frag (256) grenades.

Friendly units within 12" may re-roll any failed Leadership Tests (47) once. Must stay within 2” coherency of the Canoness or her bodyguard.

Options

May purchase from the Grenades (140) and Assault (139) weapons lists. May have up to 1 Wargear Card (14) and 1 Relic (140). May be equipped with a Jump Pack (214) for +5 points.

 

Preacher

Points

Troop Type M WS BS S T W I A Ld
Preacher 4 4 4 3 3 1 4 1 9

Adeptus Ministorum. May be included in Frateris Milita (145) bands, or may lead allied Imperial Guard or

Adeptus Arbites squads. Armed with a Laspistol (240). May perform Sacred Rites (138).

Options

May purchase from the Armour (139), Assault (139), Special (140) and Militia Basic (139) weapons lists. May have 1 Relic (140).

 

Missionary (0-1x) Champion — 23 points Hero — 44 points

Mighty Hero — 80 points

Troop Type M WS BS S T W I A Ld
Champion 4 4 4 3 3 1 4 1 9
Hero 4 5 5 4 4 2 5 2 10
Mighty Hero 4 6 6 4 4 3 6 3 10

 

 

Adeptus Ministorum. Comes with a Rosarius (Conversion Field (208); 4+ unmod save). Armed with a  Laspistol (240). May perform Sacred Rites (138) (a Mighty Hero adds +1 on the roll). May lead squads if a Champion, may be included as an independent character if a Hero, and may lead your army if a Mighty Hero. A Missionary Mighty Hero provides a Strategy Rating (8) of 2.

Options

May purchase from the Armour (139), Grenades (140), Assault (139), Special (140) and Militia Basic (139) weapons lists. May have 1 Wargear Card (14), plus 1 Relic (140) if a Hero and 2 Relics if a Mighty Hero.

 

Confessor

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Confessor 4 5 5 4 4 2 5 2 10

Adeptus Ministorum. Comes  with a   Rosarius (Conversion Field (208); 4+ unmod  save). Armed  with a

Laspistol (240). Confessors are always frenzied (47) and cannot restrain this, though they are immune to all other psychology (47) except for hatred (48); they automatically pass any Leadership Test (47). If a Confessor joins a squad, these same rules apply to the entire unit. Provides a Strategy Rating (8) of 2.

Options

May purchase from the Armour (139), Grenades (140), Assault (139), Special (140) and Militia Basic (139)

weapons lists. May have up to 1 Wargear Card (14) and 1 Relic (140).

 

Character Upgrades

 

Veteran Sister Superior

+10 points

Troop Type M WS BS S T W I A Ld
Veteran Sister 4 4 5 3 4 1 5 1 9

Adepta Sororitas. Wears Power Armour (3+ save). Armed with a Bolt Pistol (240) and Frag (256) grenades,

plus any other weapons which come standard with her squad (145). Replaces the Sister Superior of the squad; she must remain with the unit and may not operate independently.

Options

May purchase Grenades (140) and Assault (139) weapons. May have 1 Wargear Card (14) or Relic (140).

 

Veteran Seraphim Superior

+10 points

Troop Type M WS BS S T W I A Ld
Vet. Seraphim 4 5 6 3 4 1 6 1 9

Adepta Sororitas. Wears Power Armour (3+ save). Equipped with a Jump Pack (214). Armed with a Bolt Pistol

(240) and Frag (256) grenades, plus any other weapons which come standard with her squad (145). Replaces the Seraphim Superior of the squad; she must remain with the unit and may not operate independently.

Options

May purchase Grenades (140) and Assault (139) weapons. May have 1 Wargear Card (14) or Relic (140).

 

Unique Characters

 

Saint Praxedes of Opheilia VII

Points including wargear

Troop Type M WS BS S T W I A Ld
St. Praxedes 4 6 7 4 5 3 6 4 10

Adepta Sororitas Canoness. Praxedes wears Power Armour and a Cloak of St. Aspira (2+ save), and is armed

with a Boltgun (224), Melta Bombs (256), and Frag and Krak (256) grenades. May perform Sacred Rites (138) (adds +3 to the roll). Has a Strategy Rating (8) of 4.

Options

Praxedes may have 1 Wargear Card (14) and 3 Relics (140). These will always be the Cloak of Saint Aspira

(141), Sceptre of Vengeance (254), a Purity Seal (141), and a Scanner (218).


 

 

Special Rules

Friendly troops with a line of sight to Praxedes may add +1 to their Leadership for psychology (47) and Break  Tests (47). If Praxedes is fighting in close combat (32), friendly troops with a line of sight to her may use her Leadership for all psychology and break tests. Any unit led by Praxedes adds +1 to its Weapon Skill if it  charges (23) the enemy in close combat. When Praxedes charges, roll D6 and add her Strength: if this total is greater than the Strength of her opponent they must halve their Weapon Skill (round up) for the rest of the turn.

Bodyguard

May be accompanied by a bodyguard of 5 Seraphim (145), armed with Boltguns (224) and Frag (256) grenades, at a cost of 150 points (which comes from your Squads allowance, not Characters). The bodyguard may be armed with Grenades (140), and may exchange their Boltgun for two Bolt Pistols (240) and be equipped with Jump Packs for +30 points. Each Seraphim may in turn swap their Bolt Pistols for hand flamers for +10 points. Praxedes is the leader of the bodyguard unit and all models must obey the rules for squad coherency (12).

 

Helena the Virtuous, Prioress of the Convent Sanctorum

Points including wargear

Troop Type M WS BS S T W I A Ld
Helena 4 5 5 4 4 3 5 3 10

Adepta Sororitas. Helena wears Power Armour (3+ save) and a Rosarius (Conversion Field (208); 4+ unmod

save), and is armed with a Boltgun (224) and Frag (256) grenades. May perform Sacred Rites (138) (adds +4 to the roll; if a 10 is rolled you may roll two dice and apply both Rite results to her squad, rerolling duplicates and further 10 s). Has a Strategy Rating (8) of 4.

Options

Helena may have 1 Wargear Card (14) and 4 Relics (140). These will always be a Targeter, Rosarius, Rod of Grace, Purity Seal, and the Mantle of Ophelia.

Special Rules

Add +1 to all other Sacred Rites (138) rolls in your army (if this bonus results in a 10 treat the result as a 9). Any fleeing Imperial squad within 12” of Helena at the start of the Rally Phase (46) automatically rallies, and any friendly squads or models with a line of sight to her may use her Leadership. Immune to all psychology

(47) and Break Tests (47). If Helena is wounded all troops in your army gain hatred (48). If Helena is killed, any units that pass their resulting Leadership test become immune to Break Tests (47) for the rest of the battle, but the force that killed her gains an additional 5 Victory Points (13).

 

Uriah Jacobus, Protector of the Faith

Points including wargear

Troop Type M WS BS S T W I A Ld
Uriah Jacobus 4 6 6 4 5 3 6 3 10

Adeptus Ministorum Missionary Mighty Hero. Jacobus is armed with a Shotgun (228), Chainsword (230), and

Frag and Krak (256) grenades, and wears Carapace Armour (4+ save) and a Rosarius (Conversion Field (208);

4+ unmod save). May perform Sacred Rites (138) (adds +1 to the roll). Has a Strategy Rating (8) of 3.

Special Rules

Immune to all psychology (47) and Break Tests (47). If the squad he is with flees for any reason, Jacobus will not join them and instead remains where he is.

Options

Jacobus may have 1 Wargear Card (14) and 2 Relics (140). These will always be a Rosarius (141), Litanies of  Faith (141), and the Banner of Sanctity (206).

 

Redemptor Kyrinov, Arch-Confessor

Points including wargear

Troop Type M WS BS S T W I A Ld
Kyrinov 4 5 4 4 4 2 4 2 10

Adeptus Ministorum Confessor. Kyrinov is armed with a Master-crafted Bolt Pistol (240), and the Mace of

Valaan, and wears Flak Armour (6+ save, 5+ vs. templates) and a Rosarius (Conversion Field (208); 4+ unmod save). May perform Sacred Rites (138).


 

 

Special Rules

Follows all special rules appropriate to Confessors (143).

Options

Kyrinov may have 1 Wargear Card (14) and 3 Relics (140). These will always be a Master-crafted Bolt Pistol

(252), the Icon of Chiros (214), and the Mace of Valaan (252).

 

Cardinal Armandus Helfire

Points including relics

Troop Type M WS BS S T W I A Ld
Armandus 4 5 6 5 5 3 4 2 10

Adeptus Ministorum. Armandus is armed with a Plasma Gun (228) and the Sceptre of Avignor, and wears Flak

Armour (6+ save, 5+ vs. templates) and a Rosarius (Conversion Field (208); 4+ unmod save). May perform

Sacred Rites (138) (adds +1 to the roll). Has a Strategy Rating (8) of 3.

Special Rules

Immune to Fear (47) or Terror (48) and cannot be Broken (46). If attached to a squad that flees, Armandus will not join them and instead remains where he is. Any weapon that cause multiple wounds causes half that many wounds to Armandus (round down). Friendly units within 18” can use his Leadership, rather than 12”.

Options

Kyrinov may have 1 Wargear Card (14) and 2 Relics (140). These will always be a Rosarius (141) and the

Sceptre of Avignor (218). The wargear card may be chosen freely.

 

Squads                                                                                                                                    25%+

 

Battle Sisters Squad

Points

Troop Type M WS BS S T W I A Ld
Battle Sister 4 3 4 3 4 1 4 1 8

Adepta Sororitas. Consists of 4 Battle Sisters and 1 Sister Superior, all with the above stats. Each model wears

Power Armour (3+ save), and is armed with a Boltgun (224) and Frag (256) grenades.

Options

The Sister Superior may purchase Assault (139) weapons. One model may purchase a Special (140) or Heavy

(140) weapon. The entire unit may be identically equipped with Grenades (140) at the listed cost per model. May be led by Veteran Sister Superior (143) for +10 points.

 

Seraphim Squad

Points

Troop Type M WS BS S T W I A Ld
Seraphim 4 4 5 3 4 1 5 1 9

Adepta Sororitas. May have 1 Seraphim squad for each Battle Sisters squad you take. Consists of 4 Seraphim

and 1 Seraphim Superior, all with the above stats. Each wears Power Armour (3+ save) and has a Bolt Pistol

(240) and Frag (256) grenades. All come with Jump Packs (214).

Options

Any model may purchase Assault (139) weapons. The entire unit may be equipped with Grenades (140) at the listed cost per model. May be led by Veteran Seraphim Superior (143) for +10 points.

Special Rules

Seraphim may fire two pistol weapons in the shooting phase (27), with a -1 to-hit modifier on each shot. These shots can be directed at the same target or different enemies. If armed with two hand flamers they may resolve them together as a single shot with a normal Flamer (225).

 

Frateris Militia Band

Points per model

Troop Type M WS BS S T W I A Ld
Frateris Militia 4 2 2 3 3 1 3 1 6

Adeptus Ministorum. A unit consists of between 4 and 20 models, all of whom share the above stats. No armour

or weapons.


 

 

Options

Any model may purchase from the Militia Basic (139) weapons list; each model may buy a different one. Any model may be equipped with a Primitive Shield at +1 point per model. If there are 5-10 members in the band, 2 models may purchase a weapon from the Militia Special (139) weapon list (if there are 11-20 members, 4 models). One model may carry a Frateris Standard for +10 points. A unit with such a standard may add +1 to its scores in the first round of any hand-to-hand combat (32). If the standard bearer is killed and the Frateris band is not Broken (46) another model in the squad will automatically pick up the fallen banner. If the banner bearer is killed and the squad is broken the banner is lost for the rest of the battle.

 

Support                                                                                                                                   <25%

 

Battle Sisters Crew

Included in cost of vehicle

Troop Type M WS BS S T W I A Ld
Battle Sister 4 3 4 3 4 1 4 1 8

All Battle Sisters crews (13) wear Power Armour (3+ save) and carry Bolt Pistols (240).

 

Sororitas Rhino

Points

The army may have one Rhino per Ecclesiarchy character and squad it has. This vehicle is the same as the Space Marines Rhino (158), except it has a Battle Sisters crew (146). May transport up to 10 Battle Sisters in Power Armour.

Weapons

Mounts twin-linked Boltguns (224) with a 90° arc of fire to the front.

 

Sororitas Immolator

Points

Tracked Vehicle (25). Has a crew (146) of 1 driver and 1 gunner. May transport one squad (145) and tow 1

support weapon. Causes Fear (47).

Weapons

Turret holds twin-linked Heavy Flamers (235) and has a 360° arc of fire.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast
7

D12

-5

8‖

18‖ 25‖
 

 

Armour

 

D6

Location

Front

Side/Rear

1-2

Track

15

15

3-5

Hull

20

18

6

Turret**

21

15

D6

Track Damage Table

1

May only move at Slow speed for the rest of the game.

2-5

Track is blown off; tank moves out of control (26) next turn and then comes to a halt

for the rest of the game.

6

Track is blown off and the Immolator flips over; wreck comes to a rest D6” away in a

random direction. Any model it lands on takes D6 S7 hits with a –2 save modifier. Roll a D6 for each model aboard; on a 4+ they are slain in the crash. Surviving models may dismount as normal.

D6

Hull Damage Table

1-3

Explosion rips through the crew compartment; each crew member must roll a 4+ on D6

to avoid being slain.

4

Engine explodes, killing crew instantly. Immolator is spun around to face a random

direction, then comes to a halt for the rest of the game.

5

Fuel tank explodes, killing all models on board. Vehicle goes out of control (26) next

turn and then explodes; every model within 3" suffers a hit from a Heavy Flamer (235).

                   

 

 

6 Ammunition explodes; Immolator is destroyed. Any models within 3” suffer D6 S10 hits with a -3 save modifier.
D6 Turret Damage Table
1 The turret weapons are damaged and may only be fired if you first roll a 4+ on D6. Roll once for all weapons.
2 Turret is jammed, and may no longer rotate. The turret weapons may only fire in a straight line at targets that are directly in front of it.
3 Turret gunner slain. Unless her position is taken over by the driver the turret weapons may no longer be fired.
4-6 Fuel pipes in the turret explode; the Immolator is destroyed. The crew is slain and the turret is blown off, flying 2D6” in a random direction; anything under the spot where it lands suffers D6 S9 hits with a –6 save modifier.

**If the Turret is struck roll a D6. On a 1-3 roll on the turret damage table as normal; on a 4-6 the gunner is hit

– roll to wound her as normal. If she is killed the turret weapons may not be fired unless the driver takes over the gunner‘s spot. Due to the turret gunner blast shield, even if a blast template covers the gunner she will still only be hit on a D6 roll of 4+.

 

Allies                                                                                                                                       <25%

 

Allied support may come from any Space Marine (152) Chapter [Blood Angels (163), Dark Angels (166), Legion of  the Damned (170), Space Wolves (176), Ultramarines (182)], other Imperial Agents (96) [Adeptus Mechanicus (96),  Inquisition (97), Adeptus Arbites (101)] or the Imperial Guard (109). Any Imperial army may include an Assassin (103). Additional allies may be drawn from the Eldar (81) or Squats (186) army lists. All allied units may ignore normal composition requirements, including command hierarchies.

 

- When using a Canoness as an Ally, she must be accompanied by a Bodyguard.

- Frateris Militia may only be taken as Allies as long as you include at least one Adeptus Ministorum character.

- You may only take Seraphim squads as Allies if you include at least one Adepta Sororitas character or Battle Sisters squad.


 

 

Space Marines Rules

 

Space Marine Chapters

 

Each Chapter of the Space Marines has its own additional rules, units, and models. These are listed in separate sections alphabetically by chapter.

 

In addition, regardless of Chapter, all Space Marines gain the following advantages:

 

Break Tests

Space Marines who fail a Leadership Test become Shaken, not Broken (46). Shaken troops may not move towards the enemy but are otherwise unaffected by the condition. Shaken troops may move away from an enemy

if you wish to, but this is not a requirement. Shaken troops are allowed to pivot to face an enemy; if surrounded, and therefore unable to move without approaching an enemy, they are only allowed to pivot. Shaken troops may attempt to recover during the Rally Phase (46), as normal. If shaken troops fail another Leadership test, they will become Broken (46).

 

Rapid Fire

If a Space Marine does no movement other than rotate, is not engaged in hand-to-hand combat (29), and is using a Boltgun (224), Bolt Pistol (240), or StormBolter (229), he may fire twice during the shooting phase (27). Both shots are at the same target. Part of a squad may Rapid Fire while the rest fires as normal.

 

Techmarines & Vehicles

 

In order to include Dreadnoughts (155), Support Weapons (155) or Vehicles apart from bikes in your army, the army must include at least one Techmarine (153). In addition, the army is limited to 3 Servitors (156) for each Techmarine you include.

 

Combat Squads

 

Though most Space Marine squads are purchased in 10 -man units, you may split any such squad into 2 Combat Squads of 5 models apiece. These squads fight totally independently — and only the squad which includes the Sergeant may use his Leadership for Break tests (47). The splitting of squads must be made and declared prior to the start of the battle, and is irreversible (for example, the combat squads may not reform into a single squad halfway through the game).


 

 

Space Marines Equipment

 

Assault Weapons

 

Models picking from this list may select as many items as they want.

 

Weapon Cost
Chainsword (230) 2
Power Axe (231) 7
Power Fist (231) 10
Power Maul (231) 6
Power Sword (232) 6
Bolt Pistol (240) 2
Boltgun (224) 3
Hand Flamer (240) 7
Plasma Pistol (241) 5

 

Special Weapons

 

Models picking from this list may select only one item.

 

Special Weapon Cost
Boltgun (224) 3
Flamer (225) 9
Meltagun (227) 8
Plasma Gun (228) 8

 

Heavy Weapons

 

Models may select only one item from this list. Each weapon comes with a Targeter (221, +1 to hit).

 

Weapon Cost
Autocannon (233) 25
Heavy Bolter (234) 15
w/Hellfire Shells +5
Lascannon (235) 45
Missile Launcher (236) w/Frag and Super Krak Missiles (256) 45
Melta (256) missiles +5
Anti-plant (256) missiles +5
Plasma (257) missiles +5
Multi-Melta (236) 65
Heavy Plasma Gun (235) 40

 

Grenades

 

Models picking from this list may select as many as they want.

 

Grenade Cost
Blind (256) 2
Frag (256) 2
Krak (256) 3
Melta bombs (256) 5
Plasma (257) 3
Photon Flash Flare (257) 2

 

 

Scout Weapons

 

Models picking from this list may select as many as they want.

 

Weapon Cost
Axe (230) 1
Sword (232) 1
Autogun (224) 1
Boltgun (224) 3
Chainsword (230) 2
Needle Sniper Rifle (227) 10
Shotgun (228) 2

 

Terminator Armour

 

Specified models may wear Terminator Armour (222) for +39 points. The suit includes a StormBolter (229) and a

Targeter (221, +1 to hit). Must also purchase a Terminator Assault weapon.

 

Terminator Assault Weapons

 

Models picking from this list may select only one item. Note that a Lightning Claw, Thunder Hammer or Storm Shield prevents any other items from being carried and replaces the StormBolter.

 

Weapon Cost
Power Sword (232, sergeants and characters only) 6
Power Fist (231) 10
Lightning Claws (231, pair) 10
Chainfist (230) 12
Thunder Hammer (232) and Storm Shield (221) 16

 

Terminator Heavy Weapons

 

Models may select only one item from this list; all (except the Cyclone Launcher) replace the StormBolter.

 

Weapon Cost
Cyclone Missile Launcher (233) 59
Assault Cannon (233) 41
Heavy Flamer (235) 21

 

Dreadnought Weapons

 

A (155) may mount two of the following weapons.

 

Dreadnought Assault Weapons

 

Weapon Cost
Power Claw (231) with built-in StormBolter (229) 15
Heavy Flamer (235) and StormBolter (229) 30
Lightning Claw (231) with built-in Heavy Flamer (235) 37

 

 

Dreadnought Heavy Weapons

 

Weapon Cost
Twin-linked Heavy Bolters (234) 30
Heavy Plasma Gun (235) 40
Assault Cannon (233) 45
Salvo Missile Launcher (248) with Frag and Krak missiles (256) 45
Duplex Lascannon (243) 55
Multi-Melta (236) 65

 

Support Weapons

 

An (156) may mount one of the following weapons:

 

Weapon Cost
Twin-linked Heavy Bolters (234) 30
Twin-linked Autocannons (233) 50
Twin-linked Lascannons (235) 55
Twin-linked Missile Launchers (236) w/Krak (256) missiles 55
Rapier Laser Destroyer (245) 45
Multi-Melta (236) 65

 

 

Space Marines Units

Characters                                                                                                                               <50%

 

Space Marine Captain

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Mighty Hero 4 7 7 5 5 3 7 3 10

Wears Power Armour (3+ save), wields a Bolt Pistol (240) and Frag (256) grenades. Provides a Strategy Rating

(8) of 5. Space Marines within 12" may use his Leadership for their Break Tests (47).

Options

May purchase from the Armour (150), Grenades (149), Assault (149) and Special (149) weapons lists. May have up to 3 Wargear Cards (14). May ride a Bike (156) for +20 points.

 

Terminator Captain

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Mighty Hero 4 7 7 5 5 3 7 3 10

Wears Terminator Armour (222, 3+ save on 2D6). Select a Terminator Weapon (150) combination. Has a

Strategy Rating (8) of 5. Friendly units within 12" may use his Leadership for their Break Tests (47).

Options

May have up to 3 Wargear Cards (14).

 

Company Standard

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Veteran Marine 4 5 5 4 4 1 5 1 9

Wears Power Armour (3+ save), wields a Bolt Pistol (240) and Frag (256) grenades. Friendly Space Marines

within 12" may re-roll any failed Break Test (47) once.

Options

May purchase from the Armour (150), Grenades (149), Assault (149) and Special (149) weapons lists. May have up to 1 Wargear Card (14). May ride a Bike (156) for +20 points.

 

Chaplains



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