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1500 Pts - Codex: Space Marines - Calgar's Honour 1.

5k
Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Marneus Calgar, Lord Macragge (1 , 265 pts) Marneus Calgar, Lord Macragge 1 6 5 4/8 4 4 5/1 4/5 10 2+/4(i) 265 Unit Type: Infantry; Iron Halo; Armor of Antilochus; Gauntlets of Ultramar; Power Weapon; And They Shall Know No Fear; Combat Tactics; Eternal Warrior; God of War; Independent Character; Orbital Bombardment; Titanic Might Armor of Antilochus 1 Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be [15] 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. Teleport Homer Gauntlets of Ultramar 1 Matched pair of Power Fists; Range: 24 "; S4; AP2; Assault 2 [0] : Honour Guard (10 , 395 pts) Honour Guard
1 395 Chapter Banner; Honour Guard Chapter Champion 1 5 4 4 4 1 4 3/5 10 2+ [55] Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Digital Weapons; Bolt Pistol; Bolter; Power Weapon; And They Shall Know No Fear; Combat Tactics; Honour or Death Honour Guard 9 4 4 4 4 1 4 2/4 10 2+ [315] Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Bolt Pistol; Bolter; Power Weapon; And They Shall Know No Fear; Combat Tactics

Praxor (Relentless Veterans) (11 , 230 pts) Tactical Squad 9 4 4 4 4 1 4 1 8 3+ 230 (C:SM, pg. 59 & 134); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x9); Bolter (x7); Meltagun; Multi- melta; And They Shall Know No Fear; Combat Squads; Combat Tactics; Rhino Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [43] Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Melta Bombs; Bolt Pistol; Power Weapon (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35] Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair Troops: Scout Squad (5 , 85 pts) Scout Squad
4 3 3 4 4 1 4 1 8 4+ 85 (C:SM, pg. 66 & 134); Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol (x4); Sniper Rifle (x3); Missile Launcher; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts Sergeant 1 4 4 4 4 1 4 2 9 4+ [10] Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol; Sniper Rifle; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts

Heavy Support: Land Raider (2 , 320 pts) Land Raider 1 Grp: 320 BS: 5 FA: 14 SA: 14 RA: 14 (C:SM, pg. 81 & 142); Unit Type: Vehicle (Tank); Transport Capacity: 12 models; Access Points: 3; Searchlight; Smoke Launchers; 2x Twin Linked Lascannons; Twin-Linked Heavy Bolter; Brother-Sergeant Chronus; Assault Vehicle; Power of the Machine Spirit Brother-Sergeant Chronus 1 4 5 4 4 1 4 2+1 9 3+ [70] Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Tank Commander; Servo Arm Elite: Dreadnought (1 , 105 pts) Dreadnought
1 Grp: 105 WS: 4 BS: 4 St: 6/10 In: 4 At: 2 FA: 12 SA: 12 RA: 10 (C:SM, pg. 65 & 137); Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Dreadnought CCW; Multi- melta; Storm Bolter

Heavy Support: Predator (1 , 100 pts) Predator 1 Grp: 100 BS: 4 FA: 13 SA: 11 RA: 10 (C:SM, pg. 78 & 143); Unit Type: Vehicle (Tank); Searchlight; Smoke Launchers; Dozer Blade; Pintle- mounted Storm Bolter; Autocannon; Heavy Bolter (each side) Total Cost: 1500

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Option Footnotes And They Shall Know No Fear Assault Vehicle Special Rules Automatically pass tests to regroup, can test if under 50%, conditions apply (C:SM, pg 51).

Models disembarking from any access point can launch an assault on any turn they do so. A unit that Deep Strikes within a Land Raider cannot assault in the turn it arrives. Combat Squads A ten-man unit has the option of breaking down into two five-man squads. Combat Tactics A non-fearless Space Marine unit can choose to automatically fail any Morale check it is called upon to take. Eternal Warrior Immune to Instant Death (p74 WH40K 5E) God of War Calgar may choose to pass or fail any Morale check he is called upon to make. Honour or Death Must direct all attacks against an enemy Independent Character if in base contact with one. Always rerolls failed rolls to hit and to wound that are directed against an enemy Independent Character. Independent Character (See WH40k, pg. 50.) Infiltrate Deploy last within 12 " or 18 ", conditions apply (p75 WH40K 5E) Move Through Cover Roll an additional D6 when moving through cover, conditions apply (p75 WH40K 5E) Orbital Bombardment May call down an Orbital Bombardment once per game in the Shooting phase. Power of the Machine The vehicle can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at Spirit a different target unit to an other weapons, subject to the normal rules for shooting. Therefore, a vehicle that has moved at combat speed may fire two weapons, and a vehicle that has either moved at cruising speed, or has suffered a 'Crew Stunned' or 'Crew Shaken' result can fire a single weapon. 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. Scouts May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E) Tank Commander If his vehicle is destroyed, gains: And They Shall Know No Fear, Combat Tactics, Independent Character Titanic Might Calgar can re-roll all failed attempts to wound with shooting and close combat attacks. Unit Type Unit Type: Infantry Unit Type: Infantry (p.54 WH40k) Unit Type: Vehicle (Tank) Unit Type: Vehicle (Tank) (WH40k, pp. 68-69) Unit Type: Vehicle Unit Type: Vehicle (Walker) (WH40k, pp. 72-73) (Walker) Wargear Armor of Antilochus 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. Artificer Armour Confers a 2+ Armour save. Chapter Banner Any SM unit within 12 " of this always re-reolls failed Morale and Pinning tests. All models in the same unit as the Chapter Banner have +1 Attack while the Bearer is alive and counts as scoring one extra wound in close combat for calculating the assault result, while the Banner Bearer is still alive. Digital Weapons May re-roll a single failed roll to wound in each Assault Phase. 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). Iron Halo Confers a 4+ Invulnerable save. Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K) Melta Bombs One attack with 8+2D6 AP (exceptions apply p72 WH40K) Pintle- mounted Storm 24 " Range; S4; AP5; Assault 2. Treated as an additional defensive weapon. Bolter Power Armour Confers a 3+ Armour Save. Scout Armour Confers a 4+ 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. Servo Arm Extra Close Combat attack made at Strength 8 and Initiative 1, ignoring Armour Saves. 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). Teleport Homer If Terminators wish to teleport within 6" of a model with this, they will not scatter. Weapons 2x Twin Linked 48 " Range; S9; AP2; Heavy 1 Linked Lascannons Autocannon 48 " Range; S7; AP4; Heavy 2 Bolt Pistol 12 " Range; S4; AP5; Pistol Bolter 24 " Range; S4; AP5; Rapid Fire Dreadnought CCW Strength 10; Ignores armour saves in close combat. Gauntlets of Ultramar Matched pair of Power Fists; Range: 24 "; S4; AP2; Assault 2 Heavy Bolter (each side) 36 " Range; S5; AP4; Heavy 3 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. Power Weapon Ignores armour saves in close combat (p42 WH40K 5E) Sniper Rifle 36 " Range; SX; AP6; Heavy 1; Sniper; Pinning Storm Bolter 24 " Range; S4; AP5; Assault 2 Twin-Linked Heavy Bolter 36 " Range; S5; AP4; Heavy 3 Linked

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