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Troop List

Name Unit Composition Wargear Power Armour Plasma Pistol Frag and Krak Grenades Rosarius Crozius Arcanum Power Armour Bolt pistol Frag and Krak Grenades Rosarius Crozius Arcanum 9 Space Marines 1 Space Marine Sergeant 7 Boltguns 1 Plasma Rifle 1 Plasma Pistol 1 Chainsword Power Armour Frag and Krak Grenades 8 Boltguns 1 Flamer 1 Power Wapon 1 Bolt Pistol Frag and Krak Grenades Power Armour 7 Boltguns 1 Flamer 1 Missile Launcher 1 Bolt Pistol 1 Chainsword Frag and Krak Grenades Power Armour 8 Boltguns 1 Plasma Gun 1 Bolt Pistol 1 Chainsword Frag and Krak Grenades Power Armour 6 Boltguns 1 Bolt Pistol Special Rules Liturgies of Battle Combat Tactics Independent Character Honour of the Chapter

HQ
Chaplain

Chaplain

Liturgies of Battle Combat Tactics Independent Character Honour of the Chapter

Troops
Tactical Squad ATSKNF Combat Tactics Combat Squads

Tactical Squad

9 Space Marines Space Marine Sergeant

ATSKNF Combat Tactics Combat Squads

Tactical Squad

9 Space Marines 1 Space Marine Sergeant

ATSKNF Combat Tactics Combat Squads

Tactical Squad

9 Space Marines 1 Space Marine Sergeant

ATSKNF Combat Tactics Combat Squads

Tactical Squad

6 Space Marines 1 Space Marine Sergeant

ATSKNF Combat Tactics

1 Chainsword Frag and Krak Grenades Power Armour

Combat Squads

Dedicated Transport
Rhino Smoke Launchers Searchlights Smoke Launchers Searchlights Assault Cannon Close Combat Weapon Storm Bolter Smoke Launchers Searchlight 5 Space Marines 1 Space Marine Sergeant Power Armour 5 Chainswords 4 Bolt Pistols Frag and Krak Grenades Jump Pack 1 Flamer 1 Plasma Pistol 1 Power Weapon Power Armour 2 Boltguns 2 Missile Launchers 1 Plasma Cannon Frag and Krak Grenades Signum ATSKNF Combat Tactics Combat Squads Repair

Rhino Elites Dreadnought

Repair

Fast Attack
Assault Squad

Heavy Support
Devastator Squad 4 Space Marines 1 Space Marine Sergeant ATSKNF Combat Tactics Combat Squads

Options Plasma Pistol (15)

Points 115

Jump Pack (15)

115

1 Plasma Gun (10) Missile Launcher Plasma Pistol (15) Chainsword 5 Space Maines (80)

195

Flamer Power Weapon (15) Flamer Missile Launcher Chainsword 5 Space Maines (80) Flamer Missile Launcher Chainsword 5 Space Maines (80)

185

170

Chainsword 5 Space Maines (80) Plasma Gun (10)

180

Chainsword 2 Space Maines (32)

122

35

35

Assault Cannon (10)

115

1 Space Marines (18) Flamer (10) Power Weapon (15)

143

2 Missile Launchers (30) Plasma Cannon (25)

145

TOTAL POINTS 1555

Special Rules
Infantry
Combat Squads A ten-man squad can break down into two 2-man squads A Space Marine can choose to automatically fail any Morale check it is called upon to take

Combat Tactics

And They Shall Know No Fear

auto pass regroup tests, unit can move, shoot, (or run) and declare assault charges normally in the turn in which it regroups, along with the 3" consolidation move. if caught by sweeping advance the unit simply resumes combat, is not destroyed, immune to fear A chaplain utterly embodies the honour of the Chapter. He, and all members of a squad he has joined, are fearless.

Chaplain

Honour of the Chapter

Litugies of Battle

On a player turn in which he assaults, a Chaplain and all members of any squad he has joined can re-roll failed rolls to hit

Rhino

Repair

If a Rhino is immobilized, the crew can attempt a temporary repair instead of the vehicle shooting. Roll a D6 in the Shooting phase, and on a 6 the vehicle is no longer immobilized.

Equipment
Devastator Squad

Signum

A model can use a signum in lieu of making a shooting attack of his own. If he does so, one model in his squad is Ballistic Skill 5 for the remainder of the Shooting phase. 4+ Invulnerable Save Power Weapon Save of 3+

Chaplain
Rosarius Crozius Arcanum Power Armour

Assault Squad
jump models can move over models and terrain freely, as if not there, cannot end turn on a model. if turn ends/begins in difficult/dangerous terrain, take according test. Impassible terrain is treated as dangerous (See, sharp cliffs) Things jumpacks can do 1 time per turn: can move up 12" base in move phase, can reroll charge distance in assault phase, if used, gain hammer of wrath special rule for remainder of turn (whole turn, not just yours), falling back jump units roll 3d6" not 2d6 even if already used this turn

jump pack units have bulky and deep strike rules. Linked special rules: Bulky:unit counts as 2 units for transports. Deep strike: unit can start in reserves, if in reserves can be deployed as per the super complicated deepstrike rules: warning the unit might die

HoW (Hammer of Wrath): every model with HoW that charges and makes it into base contact distance instantly scores a hit, resolved with models base strength against enemies base toughness at ap -, does not affect embarked units, always happens on initiative step 10 (Highest step) and cannot be stopped

Stats
Troops
Name WS 5 4 4 BS 4 4 4 S 4 4 4 T 4 4 4 W I A 2 4 2 1 4 1 1 4 2

HQ
Chaplain

Troops
Space Marine Sergeant

Vehicles
Rhino Dreadnought

WS

BS 4 4 4

Front Armour 11 12

Side Armour 11 12

Rear Armour I A 10 10 4 2

Wargear
Name Range 24" 24" 12" Template Strength AP 6 4 4 4 Type 4 Heavy 4 Rending 5 Rapid Fire 5 Pistol 5 Assault 1

Dreadnaught
Assault Cannon

Infantry
Boltgun Bolt Pistol Flamer Missile Launcher Krak Frag Plasma Cannon Plasma Gun Plasma Pistol

48" 48" 36" 24" 12"

8 4 7 7 7

3 Heavy 1 6 Heavy 1, Blast 2 Heavy 1 Blast, Gets Hot! 2 Rapid Fire, Gets Hot! 2 Pistol, Gets Hot!

Storm Bolter Frag Grenade Krak Grenades Melta Bombs

24" 8" 8"

4 3 6 8

5 Assault 2 - Assault 1, Blast 4 Assault 1 1 Armour Bane

Ld

Sv 10 3+ 8 3+ 9 3+

Strength

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