4ksons + grey knights

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  • 8/7/2019 4ksons + Grey Knights

    1/3

    Created with Army Builder - Copyright (c) 1997-2009 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair. com!

    2000 Pts - S ace Marines - 4ksons + Gre Kni hts

    Name # Grp WS BS S T Wo I A Ld Save Cost

    HQ: Grey Knight Hero (6 , 343 pts) Grey Knight Hero [OM] 0 Grp: 343

    Grey Knight special rules; Psyker; Independent Character (unless leading a retinue); Deep Strike; Brother

    Captain Brother-Captain [OM] 1 5 4 4/6 4 1 4 3 10 2+/5 [343]

    Auspex; Master-crafted weapon; Psychic Hood; Terminator Armour; Nemesis Force Weapon; Storm Bolter;

    Add Grey Knight Terminators: Add BTerminator Retinue. Terminator Armour[OM]

    1 See C:DH, pg. 19 OR Wargear, pg. 61. [0]

    Grey KnightTerminator Retinue [OM]

    5 - 5 4 4/6 4 1 4 2 10 2+/5 [245]

    Grey Knight special rules; Holocaust (at an additional cost); Terminator Armour; Deep Strike

    ; Nemesis FW and Storm bolter (x4); Incinerator (x1)

    Name # Grp WS BS S T Wo I A Ld Save Cost

    HQ: Space Marine Captain (7 , 507 pts) Space Marine Captain 1 Grp: 507

    Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character.

    ; ...in Power Armour; Command Squad ...in Power Armour 1 6 5 4/6 4 3 5 3 10 3+/3 [160]

    ; Frag Grenades; Iron Halo; Krak Grenades; Power Armour; Auxiliary Grenade Launcher; Relic Blade (x1);

    Storm Shield (x1) Command Squad 4 4 4 4/8 4 1 4/1 2/3 9 3+/3 [347]

    Infantry; And They Shall Know No Fear; Combat Tactics.; Frag Grenades; Krak Grenades; Power Armour;

    Storm Shield (x4); Storm Bolter (x4); Power Fist (x1); Power Sword (x3); Apothecary; Razorback Apothecary 1 4 4 4 4 1 4 2/3 9 3+ [23]

    Infantry; And They Shall Know No Fear; Combat Tactics.; Bolt Pistol (x1); Chainsword (x1); Frag

    Grenades; Krak Grenades; Narthecium; Power Armour Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [90]

    Vehicle (Tank); Six model capacity.

    ; Searchlight; Smoke Launchers; Twin Linked Assault Cannon; Extra Armor

    Name # Grp WS BS S T Wo I A Ld Save Cost

    Troops: Tactical Squad (11 , 235 pts) Tactical Squad 9 4 4 4 4 1 4 1 8 3+ 235

    Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.

    ; Bolt Pistol (x9); Bolter (x7); Frag Grenades; Krak Grenades; Power Armour; Meltagun; Multi-Melta;

    Rhino Sergeant 1 4 4 4/8 4 1 4/1 2 9 3+ [48]

    Bolter; Frag Grenades; Krak Grenades; Power Fist Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35]

    Vehicle (Tank); Ten model capacity; Repair.

    ; Searchlight; Smoke Launchers; Storm Bolter

    Name # Grp WS BS S T Wo I A Ld Save Cost

    Troops: Tactical Squad (11 , 230 pts) Tactical Squad 9 4 4 4 4 1 4 1 8 3+ 230

    Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.

    ; Bolt Pistol (x9); Bolter (x7); Frag Grenades; Krak Grenades; Power Armour; Flamer; Missile Launcher;

    Rhino Sergeant 1 4 4 4/8 4 1 4/1 2 9 3+ [48]

    Bolter; Frag Grenades; Krak Grenades; Power Fist Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35]

    Vehicle (Tank); Ten model capacity; Repair.

    ; Searchlight; Smoke Launchers; Storm Bolter

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    Created with Army Builder - Copyright (c) 1997-2009 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair. com!

    Name # Grp WS BS S T Wo I A Ld Save Cost

    Elite: Venerable Dreadnought (2 , 235 pts) Venerable 1 Grp: WS: 5 BS: 5 St: 6/10 In: 4 At: 2 FA: 12 SA: 12 RA: 10 235

    Vehicle (Walker); Venerable.

    ; Dreadnought CCW; Searchlight; Smoke Launchers; Extra Armor; Heavy Flamer; Assault Cannon; Drop

    Pod 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

    Name # Grp WS BS S T Wo I A Ld Save CostHeavy Support: Land Raider Redeemer (1 , 265 pts) Land Raider Redeemer 1 Grp: BS: 4 FA: 14 SA: 14 RA: 14 265

    Vehicle (Tank); Twelve Model Capacity; Assault Vehicle.

    ; Frag Assault Launchers; Power of the Machine Spirit; Searchlight; Smoke Launchers; Twin Linked

    Assault Cannon; Flamestorm Cannons (x2); Extra Armor; Multi-Melta Frag AssaultLaunchers

    1 See C:SM, pg. 82. [0]

    Name # Grp WS BS S T Wo I A Ld Save Cost

    Heavy Support: Whirlwind (1 , 85 pts) Whirlwind 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 85

    Vehicle (Tank).

    ; Searchlight; Smoke Launchers; Whirlwind Multiple Missile Launcher

    Name # Grp WS BS S T Wo I A Ld Save Cost

    Heavy Support: Predator (1 , 100 pts) Predator 1 Grp: BS: 4 FA: 13 SA: 11 RA: 10 100

    Vehicle (Tank).

    ; Autocannon; Searchlight; Smoke Launchers; Extra Armor; Heavy Bolter

    Total Cost: 2000

    Option Footnotes

    Wargear

    Assault Cannon 24" Range; S6; AP4; Heavy 4 Rending

    Auspex If an enemy unit with the Infiltrate special rule sets up within 4D6" of a model with an auspex, then that

    model is allowed to take a "free" shot at them (or sound the alarm if sentries are being used). If the model

    is part of a unit then the whole unit may shoot. These shots are taken before the battle begins and may

    cause the infiltrators to fall back. Otherwise, the normal shooting rules apply. See C:WH, pg. 20, C:DH, pg

    16, OR Wargear, pg. 38.

    Autocannon 48 " Range; S7; AP4; Heavy 2

    Auxiliary Grenade

    Launcher

    Krak: Range: 12"; S6; AP4; Assault 1

    Frag: Range: 12"; S3; AP6; Assault 1, Blast

    Bolt Pistol 12 " Range; S4; AP5; Pistol

    Bolter 24" Range; S4; AP5; Rapid Fire

    Chainsword If used with another close combat weapon, +1 attack in close combat.

    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

    Flamestorm Cannons Range: Template; S6; AP3; Heavy 1.

    Frag Assault Launchers See C:SM, pg. 82.Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K

    5E).

    Heavy Bolter 36 " Range; S5; AP4; Heavy 3

    Heavy Flamer Template; S5; AP4; Assault 1

    Incinerator Template; S5; AP4; Assault 1; Ignores Cover & Invulnerable Saves.

    Iron Halo Confers a 4+ Invulnerable save.

    Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K)

    Master-crafted weapon You may re-roll one failed to hit roll per turn. If the weapon selected has a ranged attack then the re-roll

    may only be taken on ranged attacks even if the weapon can also be used in close combat. See C:WH, pg.

    22, C:DH, pg. 17, OR Wargear, pg. 53.

    Meltagun 12 " Range; S8; AP1; Assault 1; Melta.

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    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.

    Narthecium As long as the Apothecary is alive, the entire unit gain Feel No Pain.

    Nemesis Force Weapon See C:DH, pg. 18.

    Power Armour Confers a 3+ Armour Save.

    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)

    Psychic Hood Declare that you'll use the psychic hood after an opponent has successfully made a Psychic test, but beforethey 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.

    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.

    Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehiclemay not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in

    the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).

    Storm Bolter 24 " Range; S4; AP5; Assault2.

    Storm Shield 3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.

    Terminator Armour See Daemonhunters Codex, pg. 19 OR Wargear, pg. 61.

    Twin Linked Assault

    Cannon

    24" Range; S6; AP4; Heavy 4 Rending Linked

    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

    Nemesis FW and Storm

    bolter

    See C:DH, pg. 18.

    24" Range; S4; AP5; Assault2.