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1500 Pts - Chaos Marines

Name
HQ: Daemon Prince (1 , 205 pts) Daemon Prince

Grp

WS

BS

Wo

Ld

Save Cost

1 7 5 6 5 4 5 4 10 3+/4(i) 205 (C:CSM, pp. 32 & 92); Unit Type: Monstrous Creature; Unit Type: Jump Infantry; Wings; Mark of Tzeentch; Close Combat Weapon; Eternal Warrior; Fearless; Psyker; Gift of Chaos (x1); Warptime (x1)

Troops: Khorne Berzerkers (10 , 244 pts) Khorne Berzerkers 9 5 4 4 4 1 4 2/3 9 3+ 244 (C:CSM, pp. 36 & 98); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Mark of Khorne; Bolt Pistol (x8); Close Combat Weapon (x9); Plasma Pistol (x1); Fearless; Furious Charge; Rhino Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [40] (C:CSM, pp. 42 & 96); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Dozer Blade; Twin-Linked Bolter; Repair Troops: Khorne Berzerkers (10 , 229 pts) Khorne Berzerkers 9 5 4 4 4 1 4 2/3 9 3+ 229 (C:CSM, pp. 36 & 98); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Mark of Khorne; Bolt Pistol (x9); Close Combat Weapon (x9); Fearless; Furious Charge; Rhino Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [40] (C:CSM, pp. 42 & 96); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Dozer Blade; Twin-Linked Bolter; Repair Troops: Khorne Berzerkers (10 , 224 pts) Khorne Berzerkers 9 5 4 4 4 1 4 2/3 9 3+ 224 (C:CSM, pp. 36 & 98); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Mark of Khorne; Bolt Pistol (x9); Close Combat Weapon (x9); Fearless; Furious Charge; Rhino Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35] (C:CSM, pp. 42 & 96); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Twin-Linked Bolter; Repair Troops: Khorne Berzerkers (10 , 224 pts) Khorne Berzerkers 9 5 4 4 4 1 4 2/3 9 3+ 224 (C:CSM, pp. 36 & 98); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Mark of Khorne; Bolt Pistol (x9); Close Combat Weapon (x9); Fearless; Furious Charge; Rhino Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35] (C:CSM, pp. 42 & 96); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Twin-Linked Bolter; Repair Troops: Khorne Berzerkers (10 , 224 pts) Khorne Berzerkers 9 5 4 4 4 1 4 2/3 9 3+ 224 (C:CSM, pp. 36 & 98); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Mark of Khorne; Bolt Pistol (x9); Close Combat Weapon (x9); Fearless; Furious Charge; Rhino Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35] (C:CSM, pp. 42 & 96); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Twin-Linked Bolter; Repair Heavy Support: Defiler (1 , 150 pts) Defiler 1 Grp: 150 WS: 3 BS: 3 St: 6/10 In: 3 At: 3/5 FA: 12 SA: 12 RA: 10 (C:CSM, pp. 41 & 101); Unit Type: Vehicle (Walker); Daemonic Possession; Searchlight; Smoke Launchers; 2x Dreadnought CCWs; Battle Cannon; Close Combat Arm; Close Combat Arm; Fleet
Total Cost: 1500
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Option Footnotes Psychic Powers Pick target and take psychic test. If target within 6" then roll over the target's toughness on D6 (6 always successful). If successful then the target becomes a spawn (p88 C:CSM) Warptime Re-roll all rolls to hit and wound (p88 C:CSM) Special Rules Eternal Warrior Immune to Instant Death (p74 WH40K 5E) Fearless Automatically pass all morale tests, conditions apply (p75 WH40K 5E) Fleet May assault in the same turn as running, conditions apply (p75 WH40K 5E) Furious Charge Add +1 to strength and initiative, conditions apply (p75 WH40K 5E) Psyker Psykers can use one psychic power per player turn (WH40K, pg. 50). Repair If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehcile shooting. Roll a D6 in the Shotting phase, and on a 6 the vehicle is no longer immobilzed. Unit Type Unit Type: Infantry Unit Type: Infantry (p.54 WH40k) Unit Type: Jump Infantry 1) Move up to 12" over terrain, start or end of move in Diff Terr, reqs Dangerous Terrain test. 2) May enter play by Deep Strike. 3) Assault 6" affected by Diff Terr. 4) Fall back 3D6" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. (p.52 WH40k) Unit Type: Monstrous Unit Type: Monstrous Creature (p.51 WH40k) Creature 1) Have Move Through Cover (p. 75 WH40k) 2) Fire two weapons per turn and have Relentless (p. 76 WH40k). 3) Close combat wounds ignore Armour Saves. 4) Armour penetration 2D6+Str Unit Type: Vehicle Unit Type: Vehicle (Tank) (WH40k, pp. 68-69) (Tank) Unit Type: Vehicle Unit Type: Vehicle (Walker) (WH40k, pp. 72-73) (Walker) Vehicle Upgrades Daemonic Possession Ignores shaken/stunned. BS reduced (p87 C:CSM) Searchlight Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit 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. Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may 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). Wargear Dozer Blade Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test. Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E). Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K) Mark of Khorne Extra attacks (p25 C:CSM) Mark of Tzeentch Invunerable save (p25 C:CSM) Power Armour Confers a 3+ Armour Save. Searchlight Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit 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. Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may 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). Sorcerer Wings Move like jumpack infantry Weapons 2x Dreadnought CCWs Strength 10; Ignores armour saves in close combat. Battle Cannon 72" Range; S8; AP3; Ordnance 1, Large Blast Gift of Chaos
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Bolt Pistol Close Combat Arm Close Combat Weapon Plasma Pistol Twin-Linked Bolter

12" Range; S4; AP5; Pistol If used with another close combat weapon, +1 attack in close combat. 12" Range; S7; AP2; Pistol; Gets Hot! 24" Range; S4; AP5; Rapid Fire, Linked

Validation Report 1. Chaos Legions: Chaos Marines; c-1. File Version: 1.40 For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission Roster satisfies all enforced validation rules Roster Statistics % Elite: 0 % Fast: 0 % Heavy: 10 % HQ: 13.7 Model Count: 52 % Troops: 76.3 % Wargear: 0 Files version: 1.4 Group Min 1 0 2 0 0 Max 2 3 6 3 3 Used 1 0 5 0 1

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