Würfelgötter TTM-Turnier Nr.26 ( Armeelisten )

Spieler: Red-Lantern
Armee: Tau Empire
Warlord: Commander
Missionszielkarten: Tau Empire
SternenreichderTau: Optimised Stealth Cadre - 645 Punkte*************** 3 Elite ***************
XV25 Stealth Battlesuits
+ Stealth Shas'ui, Bündelkanone -> 30 Pkt.
+ Stealth Shas'ui, Bündelkanone -> 30 Pkt.
+ Stealth Shas'ui, Bündelkanone -> 30 Pkt.
- - - > 90 Punkte


XV25 Stealth Battlesuits
+ Stealth Shas'ui, Bündelkanone -> 30 Pkt.
+ Stealth Shas'ui, Bündelkanone -> 30 Pkt.
+ Stealth Shas'ui, Bündelkanone -> 30 Pkt.
- - - > 90 Punkte


XV95 Ghostkeel Battlesuits
+ Ghostkeel Shas'vre, Cyclic ion raker, Sync. Fusionsblaster, Frühwarn-Reaktivsystem, Luftzielverfolger -> 165 Pkt.
+ Ghostkeel Shas'vre, Cyclic ion raker, Sync. Fusionsblaster, Frühwarn-Reaktivsystem, Multiple Zielerfassung -> 150 Pkt.
+ Ghostkeel Shas'vre, Cyclic ion raker, Sync. Fusionsblaster, Frühwarn-Reaktivsystem, Multiple Zielerfassung -> 150 Pkt.
- - - > 465 Punkte


SternenreichderTau: Hunter Cadre (Hauptkontingent) - 1203 Punkte
*************** 1 HQ ***************
Commander
+ Drohnensteuerung, Schildgenerator, Schubumkehrdüsen, Stimulanzinjektor, Kampfanzug XV08-02 Krisis 'Iridium', Kommando-Kontroll-Modul, Multispektrum-Sensorpaket, Onager-Handschuh, Reinflut-Engrammneurochip -> 133 Pkt.
- - - > 218 Punkte


*************** 1 Elite ***************
XV8 Crisis Battlesuits
+ Crisis Shas'ui, 2 x Raketenmagazin, Multiple Zielerfassung -> 57 Pkt.
+ Crisis Shas'ui, 2 x Raketenmagazin, Multiple Zielerfassung -> 57 Pkt.
+ Crisis Shas'ui, 2 x Raketenmagazin, Multiple Zielerfassung -> 57 Pkt., 6 x Markiererdrohne
- - - > 243 Punkte


*************** 3 Standard ***************
Strike Team
5 Feuerkrieger, DS8 with missile pod
- - - > 55 Punkte


Strike Team
5 Feuerkrieger, DS8 with missile pod
- - - > 55 Punkte


10 Kroot, 1 Kroothund
- - - > 65 Punkte


*************** 3 Sturm ***************
4 Späher
- - - > 44 Punkte


4 Späher
- - - > 44 Punkte


4 Späher
- - - > 44 Punkte


*************** 1 Lord of War ***************
KV128 Stormsurges
+ KV128 Stormsurge, Sync. Streugranatwerfer, Pulse driver cannon, Frühwarn-Reaktivsystem, Schildgenerator -> 435 Pkt.
- - - > 435 Punkte




Gesamtpunkte der Armee : 1848
 
Maik "PanzerMaik" Schierbaum
Quelle: WARZONE MONT'KA, Codex Astra Militarum
Punkte: 1850 Tactical Objectives - CADIAN BATTLE GROUP
Astra Militarum: 'Emperor's Fist' Armoured Company (Warzone Mont'ka) - 780 Punkte
*************** 2 HQ ***************
Leman Russ Squadron
+ Leman Russ Vanquisher, Laserkanone, Bulldozerschaufel -> 150 Pkt. (WARLORD)
+ Leman Russ Vanquisher, Laserkanone, Bulldozerschaufel -> 150 Pkt.
- - - > 330 Punkte
Maschinenseher
- - - > 40 Punkte
*************** 3 Unterstützung ***************
Leman Russ Squadron
+ Leman Russ Punisher, Schwerer Bolter, Bulldozerschaufel -> 145 Pkt.
- - - > 145 Punkte
Leman Russ Squadron
+ Leman Russ Punisher, Schwerer Bolter, Bulldozerschaufel -> 145 Pkt.
- - - > 145 Punkte
Leman Russ Squadron
+ Leman Russ Eradicator, Schwerer Bolter -> 120 Pkt.
- - - > 120 Punkte
Astra Militarum: 'Emperor's Wrath' Artillery Company (Warzone Mont'ka) - 530 Punkte
*************** 2 HQ ***************
Company Command Squad
+ Company Commander, 1 x Laserpistole, 1 x Nahkampfwaffe, Kurovs Aquila -> 60 Pkt.
+ Chimäre, Multilaser, Schwerer Bolter, Bulldozerschaufel -> 70 Pkt.
- - - > 190 Punkte
Maschinenseher
- - - > 40 Punkte
*************** 3 Unterstützung ***************
Wyvern Battery
+ Schwerer Bolter -> 65 Pkt.
- - - > 65 Punkte
Wyvern Battery
+ Schwerer Bolter -> 65 Pkt.
- - - > 65 Punkte
Raketenpanzer Manticor, Schwerer Bolter
- - - > 170 Punkte
Astra Militarum (Cadians): CADIAN BATTLE GROUP (WARZONE MONT'KA): START - 540 Punkte
(Cadians): Super Heavy Element (Warzone Mont'ka) - 540 Punkte
*************** 1 Lord of War ***************
Hellhammer
- - - > 540 Punkte
Astra Militarum: CADIAN BATTLE GROUP (WARZONE MONT'KA): ENDE
Gesamtpunkte der Armee : 1850
 
Armeeliste Wiho "Spit_Fire" Schmies
Hauptkontingent: Wolf Claw Strike Force Warlord: Long Fang Ancient Datakarten: Space Wolves
+++ Wiho "Spit_Fire" Schmies 2017 (Warhammer 40,000 7th Edition v2019) (1850pts) +++

++ Formation Detachment (Sisters of Silence: Dataslate (2016) v2001) (75pts) ++

+ Formation (75pts) +

····Formation: Null-Maiden Task Force (75pts)
······Sisters of Silence Squad (75pts)
········Sister of Silence (15pts) [Executioner Greatblade]
········Sister of Silence (15pts) [Executioner Greatblade]
········Sister of Silence (15pts) [Executioner Greatblade]
········Sister of Silence (15pts) [Executioner Greatblade]
········Sister of Silence (15pts) [Executioner Greatblade]

++ Wolf Claw Strike Force (Space Wolves: Codex (2014) v2023) (1775pts) ++

+ Core (1080pts) +

····Legendary Greatpack (1080pts)
······The Ironwolves (1080pts)
········Blood Claws (115pts)
··········5x Blood Claw (60pts) [5x Bolt Pistol, 5x Chainsword]
··········Razorback (55pts) [Dozer Blade, Extra Armour, Hunter-killer Missile, Lascannon & Twin-linked Plasma Gun, Storm Bolter]
········Blood Claws (115pts)
··········5x Blood Claw (60pts) [5x Bolt Pistol, 5x Chainsword]
··········Razorback (55pts) [Dozer Blade, Extra Armour, Hunter-killer Missile, Lascannon & Twin-linked Plasma Gun, Storm Bolter]
········Land Speeder Squadron (150pts)
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
········Land Speeder Squadron (150pts)
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
········Land Speeder Squadron (150pts)
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
········Land Speeder Squadron (150pts)
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
··········Land Speeder (50pts) [Heavy Bolter, Typhoon Missile Launcher]
········Long Fangs (85pts) [Long Fang (15pts)]
··········Long Fang Ancient (15pts) [Bolt Pistol, Chainsword, Warlord]
··········Razorback (55pts) [Dozer Blade, Extra Armour, Hunter-killer Missile, Lascannon & Twin-linked Plasma Gun, Storm Bolter]
········Wolf Guard Battle Leader (165pts) [Thunderwolf (50pts)]
··········Runic Armour (65pts) [Power Fist (25pts), Storm Shield (15pts)]

+ Auxiliary (550pts) +

····Ancients of the Fang (380pts)
······Dreadnought (145pts) [Blizzard Shield, Fenrisian Great Axe (25pts), Venerable Dreadnought (25pts)]
······Dreadnought (95pts) [Dreadnought, Multi-Melta, Power Fist w/ Storm Bolter]
······Iron Priest (140pts) [Bolter, Cyberwolf (15pts), Thunder Hammer, Thunderwolf (50pts)]

····The Curseborn (170pts)
······Murderfang, the Curseborn (170pts)
········Drop Pod (35pts) [Storm Bolter]

+ Command (145pts) +

····Lord of the Fang (145pts) [Ulrik the Slayer, Wolf High Priest (145pts)]
 
Andreas "angry"
Dark Eldar
Kartensatz: Dark Eldar

Hauptkontingent: Dark Eldar

Archon
Kriegsherr
Splitterpistole, Handwaffe
Schattenfeld
Portalfokus
135

Archon
Splitterpistole, Handwaffe
Portalfokus
95

***** Standard*****
5 Kabalite Warriors
Venom, 2. Splitterkanone 105

5 Kabalite Warriors
Venom, 2. Splitterkanone 105


*****Sturm*****
1 Venom, 2. Splitterkanone 65

1 Venom, 2. Splitterkanone 65

1 Venom, 2. Splitterkanone 65


Kombiniertes Kontingent: Eldar

Farseer
Runenspeer
105

Autarch
Bruchstück von Anaris
110

*****Standard*****
3 Windriders, 3x Impulslaser 81

20 Guardian Defenders, 2x Impulslaser 210

*****Elite*****
5 Wraithguard, Wraithstrahler 160

5 Wraithguard, Warpsensen 210

*****Unterstützung*****
Support Battery, 2x Warpkanone 110

Support Battery, 2x Warpkanone 110

Night Spinner, Holofeld 115

1846
 
Zuletzt bearbeitet:
Spielername: Rhyn
Kartendeck: Space Wolves
Kriegsherr: Wolflord
SpaceWolves: Kombiniertes Kontingent (Hauptkontingent) - 910 Punkte
*************** 2 HQ ***************
Wolflord
- Runenrüstung
- Donnerwolf
+ - 1 x Sturmschild
- 1 x Wolfsklaue
- - - > 210 Punkte

Iron Priest
- Boltpistole
- Energiehammer
- Donnerwolf
- - - > 125 Punkte
*************** 2 Standard ***************
Graumähnen-Rudel
10 Grey Hunter
- Wolfpackleader
- Kombimelter
- Melter
- Melter
+ - Landungskapsel
- Sturmbolter
- - - > 215 Punkte

Blood Claws
5 Blood Claws
- - - > 60 Punkte
*************** 1 Sturm ***************
Thunderwolf Cavalry
6 Thunderwolf Cavalry
- 6 x Boltpistole
- 2 x Kettenschwert
- 4 x Sturmschild
- - - > 300 Punkte



Grey Knights: Alliertes Kontingent - 590 Punkte
*************** 1 HQ ***************
Librarian
- Nemesis-Wehrstab
- Meisterschaftsgrad 3
+ - 1 x Domina Liber Daemonica
- - - > 160 Punkte

*************** 1 Standard ***************
Terminator Squad
5 Grey Knight Teminator
- Terminator Justicar
- 5 x Nemesis-Psihellebarde
- 1 x Nemesis-Dämonenhammer
- 1 x Psibolter
- - - > 205 Punkte

*************** 1 Unterstützung ***************
Nemesis Dreadknight
- Teleportmodul
- Schwerer Erlöserflammenwerfer
- Schwerer Psibolter
- Nemesis-Langschwert
- - - > 225 Punkte



Space Wolves: Wyrdstorm Brotherhood - 350 Punkte
*************** 3 HQ ***************
Rune Priest
- Runenstab
- Runenrüstung
- Meisterschaftsgrad 2
- Melterbombe
- Der Helm von Durfast
- Space-Marine-Bike
- - - > 155 Punkte
Rune Priest
- Runenstab
- Meisterschaftsgrad 2
- Melterbombe
- Space-Marine-Bike
- - - > 115 Punkte
Rune Priest
- Runenstab
- Melterbombe
- Space-Marine-Bike
- - - > 85 Punkte
Gesamtpunkte der Armee: 1850
 
Nico "Wumbaz"
Warlord: Grey Knight Librarian
Kartendeck: Grey Knights
Formationen: NSF, Space Marine AD, Space Marine Librarius Conclave

Liste:

+++ GK/SM GravBunker (Warhammer 40,000 7th Edition v2017) (1850pts) +++

++ GK Nemesis Strike Force (Grey Knights: Codex (2014) v2010) (782pts) ++

+ HQ (110pts) +

········Librarian (110pts) [Nemesis warding stave, Psyker [ML 2], Warlord]

+ Troops (117pts) +

········Strike Squad (117pts) [2x Grey Knight (sword)]
············Grey Knight (halberd) [Nemesis force halberd]
············Grey Knight (incinerator) [Incinerator]
············Justicar [Nemesis force sword]

+ Heavy Support (450pts) +

········Nemesis Dreadknight (225pts) [Heavy Incinerator, Heavy Psycannon, Nemesis greatsword and power fist, Personal teleporter]

········Nemesis Dreadknight (225pts) [Heavy Incinerator, Heavy Psycannon, Nemesis greatsword and power fist, Personal teleporter]

+ Fortification (105pts) +

········Wall of Martyrs Imperial Bunker (105pts) [Escape Hatch, Void Shield]

++ Allied Detachment (Space Marines: Codex (2015) v2012) (698pts) ++
········Chapter Tactics [White Scars]

+ HQ (225pts) +

········Captain (225pts)
············Captain [Chapter Master]
················Power Armour [Artificer Armour, Chapter Relic: The Shield Eternal, Power Fist]

+ Troops (70pts) +

········Scout Squad (70pts) [Camo Cloaks]
············Scout [Sniper Rifle]
············Scout [Sniper Rifle]
············Scout [Sniper Rifle]
············Scout [Sniper Rifle]
············Scout Sergeant [Bolt Pistol, Sniper Rifle]

+ Fast Attack (73pts) +

········Bike Squad (73pts) [Biker]
············Biker (Special Weapon) [Meltagun]
············Biker Sergeant [Bolt Pistol, Chainsword]

+ Heavy Support (330pts) +

········Centurion Devastator Squad (330pts)
············Centurion [Grav-Cannon and Grav-Amp, Hurricane Bolter]
············Centurion [Grav-Cannon and Grav-Amp, Hurricane Bolter]
············Centurion [Grav-Cannon and Grav-Amp, Hurricane Bolter]
············Centurion Sergeant [Grav-Cannon and Grav-Amp, Hurricane Bolter, Omniscope]

++ Formation Detachment (Space Marines: Codex (2015) v2012) (370pts) ++
········Chapter Tactics [White Scars]

+ Formation (370pts) +

········Formation: Librarius Conclave (370pts)
············Librarian [Psyker Level 2]
················Librarius Armour [Bolt Pistol, Chapter Relic (WS): The Hunter's Eye, Force Axe]
············Librarian [Psyker Level 2]
················Librarius Armour [Bolt Pistol, Force Axe]
············Librarian [Psyker Level 2]
················Librarius Armour [Bolt Pistol, Force Axe, Jump pack]
············Librarian [Psyker Level 1]
················Librarius Armour [Bolt Pistol, Force Axe]

Und da ich gerne Wölfe kloppen will, fordere ich Rhyn heraus 🙂
 
Nick :Alfavega
Kartendeck Dark Angels
Kriegsherr Sammael

DarkAngels: Ravenwing Strike Force (Hauptkontingent) - 1505 Punkte

*************** 2 HQ ***************

Sammael, Meister des Ravenwing
- - - > 200 Punkte

Librarian
- Meisterschaftsgrad 2
+ - Psiwaffe
- Boltpistole
+ - Space-Marine-Bike
- - - > 110 Punkte


*************** 1 Elite ***************

Ravenwing Command Squad
5 Black Knights
- 1 x Upgrade zum Ravenwing Champion
- 1 x Upgrade zum Ravenwing Apothecary
- - - > 235 Punkte


*************** 6 Sturm ***************

5 Ravenwing-Biker
- 2 x Boltpistole
- 2 x Gravstrahler
+ Upgrade zum Sergeant
- Veteranensergeant
- Melterbomben
- Boltpistole
- - - > 170 Punkte

5 Ravenwing-Biker
- 2 x Boltpistole
- 2 x Melter
+ Upgrade zum Sergeant
- Veteranensergeant
- Melterbomben
- Boltpistole
- - - > 160 Punkte

5 Ravenwing-Biker
- 2 x Boltpistole
- 2 x Plasmawerfer
+ Upgrade zum Sergeant
- Veteranensergeant
- Melterbomben
- Boltpistole
- - - > 170 Punkte

5 Schwarze Ritter des Ravenwing
- 1 x Ravenwing-Granatwerfer
- Erster Jäger
- Corvus-Hammer
- - - > 200 Punkte

Ravenwing Attack Bike Squad
3 Attack Bikes
- 3 x Multimelter
- - - > 165 Punkte

Landspeeder Darkshroud
- Sturmkanone
- - - > 95 Punkte

Dark Angels: Ravenwing Support Squadron - 345 Punkte

*************** 2 Sturm ***************

Ravenwing-Unterstützungsschwadron
3 Land Speeder
- 3 x Multimelter
- 2 x Typhoon-Raketenwerfer
- 1 x Sturmkanone
- - - > 250 Punkte

Landspeeder Darkshroud
- Sturmkanone
- - - > 95 Punkte


Gesamtpunkte der Armee : 1850
 
Zuletzt bearbeitet:
Thomas "DisasterPeace" Schmidt
Quellen: Codex: Dark Eldar, Codex: Harlequins
Punkte: 1849, Dark Eldar Tactical Objektives

Dark Eldar: Kombiniertes Kontingent (Hauptkontingent)

*************** 2 HQ ***************

Archon [Warlord]
- Peiniger
- Splitterpistole
- Rüstung des Elends
- Impulsminen
- Schattenfeld
+ Venom
- Splitterkanone
- - - > 210 Punkte

Archon
- Peiniger
- Splitterpistole
- Engel der Qualen
- Impulsminen
- Portalfokus
+ Venom
- Splitterkanone
- - - > 215 Punkte

Court of the Archon
- 6 x Lhamaean
+ Raider
- Schattenkanone
- Nachtfeld
- - - > 130 Punkte

Court of the Archon
- 2 x Medusae
+ Raider
- Schattenkanone
- Nachtfeld
- - - > 120 Punkte

*************** 5 Standard ***************

Kabalenkrieger-Trupp
5 Kabalenkrieger
- 1 x Schattenkatapult
+ Venom
- Splitterkanone
- Fangketten
- - - > 125 Punkte

Kabalenkrieger-Trupp
5 Kabalenkrieger
- 1 x Schattenkatapult
+ Venom
- Splitterkanone
- Fangketten
- - - > 125 Punkte

Kabalenkrieger-Trupp
5 Kabalenkrieger
- 1 x Schattenkatapult
+ Venom
- Splitterkanone
- Fangketten
- - - > 125 Punkte

Kabalenkrieger-Trupp
5 Kabalenkrieger
- 1 x Schattenkatapult
+ Venom
- Splitterkanone
- Fangketten
- - - > 125 Punkte

Kabalenkrieger-Trupp
5 Kabalenkrieger
+ Venom
- Splitterkanone
- Fangketten
- - - > 110 Punkte

*************** 3 Sturm ***************

Reavers
3 Reavers
- 1 x Krähenfußwerfer
- - - > 63 Punkte

Reavers
3 Reavers
- 1 x Krähenfußwerfer
- - - > 63 Punkte

Reavers
3 Reavers
- 1 x Krähenfußwerfer
- - - > 63 Punkte

*************** 1 Befestigung ***************

Imperialer Bunker
- Voxrelais
- [BK] Fluchtluke
- - - > 100 Punkte

Harlequins: Cast of Players

*************** 2 Elite ***************

Death Jester
- Haywire grenades
- - - > 65 Punkte

Shadowseer
- Psyker (Mastery Level 2)
- Shuriken pistol
- Hallucinogen grenade launcher
- The Mask of Secrets
- - - > 100 Punkte

*************** 1 Standard ***************

5 Players
- 4 x Shuriken pistol
- 1 x Close combat weapon
- 3 x Harlequin's embrace
+ - Shuriken pistol
- Close combat weapon
- - - > 110 Punkte
 
Armeeliste von Marcel "Fat_toni" Haug
Space Marine Standard Kartendeck
Warlord: Kor Sarro Khan
GSF + CAD

Space Marines: GLADIUS STRIKE FORCE: START - 1485 Punkte

: Battle Company - 1310 Punkte
*************** 2 HQ ***************
Orden:, White Scars

Kor'sarro Khan, Warlord
- - - > 125 Punkte

Chaplain
+ Boltpistole, Crozius Arcanum, The Hunter's Eye (WZ Kauyon - Sons of the Great Khan) -> 20 Pkt.
+ Auspex -> 5 Pkt.
- - - > 115 Punkte

*************** 6 Standard ***************
Tactical Squad
5 Space Marines, Melter
+ Upgrade zum Sergeant, Boltpistole, 1 x Kombi-Melter -> 10 Pkt.
+ Landungskapsel, Sturmbolter -> 0 Pkt.
- - - > 90 Punkte

Tactical Squad
5 Space Marines, Melter
+ Upgrade zum Sergeant, Boltpistole, 1 x Kombi-Melter -> 10 Pkt.
+ Landungskapsel, Sturmbolter -> 0 Pkt.
- - - > 90 Punkte

Tactical Squad
5 Space Marines, Plasmawerfer
+ Upgrade zum Sergeant, Boltpistole, 1 x Kombi-Plasmawerfer -> 10 Pkt.
+ Landungskapsel, Sturmbolter -> 0 Pkt.
- - - > 95 Punkte

Tactical Squad
5 Space Marines, Plasmawerfer
+ Upgrade zum Sergeant, Boltpistole, 1 x Kombi-Plasmawerfer -> 10 Pkt.
+ Landungskapsel, Sturmbolter -> 0 Pkt.
- - - > 95 Punkte

Tactical Squad
5 Space Marines, Gravkanone
+ Upgrade zum Sergeant, Boltpistole, Bolter -> 0 Pkt.
+ Rhino -> 0 Pkt.
- - - > 105 Punkte

Tactical Squad
5 Space Marines, Gravkanone
+ Upgrade zum Sergeant, Boltpistole, Bolter -> 0 Pkt.
+ Rhino -> 0 Pkt.
- - - > 105 Punkte

*************** 2 Sturm ***************
1 Trike, 1 x Multimelter
- - - > 50 Punkte

1 Trike, 1 x Multimelter
- - - > 50 Punkte

*************** 2 Unterstützung ***************
Devastator Squad
5 Space Marines, 2 x Gravkanone
+ Upgrade zum Sergeant, Boltpistole, Bolter -> 0 Pkt.
+ Rhino -> 0 Pkt.
- - - > 140 Punkte

Centurion Devastator Squad
3 Centurionen, 3 x Hurricane-Bolter, 3 x Gravkanone und Gravverstärker, Omniskop
- - - > 250 Punkte

: Suppression Force - 175 Punkte
*************** 1 Sturm ***************
1 Landspeeder, 1 x Schwerer Bolter
- - - > 45 Punkte

*************** 1 Unterstützung ***************

+ Whirlwind -> 65 Pkt.
+ Whirlwind -> 65 Pkt.
- - - > 130 Punkte

Space Marines: GLADIUS STRIKE FORCE: ENDE

Space Marines: Kombiniertes Kontingent - 361 Punkte
*************** 1 HQ ***************
Orden:, White Scars

Captain, Chapter Master, Meisterhafte Rüstung
+ Boltpistole, Kettenschwert, The Glaive of Vengeance (WZ Kauyon - Sons of the Great Khan) -> 30 Pkt.
+ Space-Marine-Bike -> 20 Pkt.
- - - > 200 Punkte

*************** 2 Standard ***************
Bike Squad
3 Space Marines auf Bike, 2 x Boltpistole
+ Upgrade zum Sergeant, Boltpistole -> 0 Pkt.
- - - > 63 Punkte

Bike Squad
3 Space Marines auf Bike, 2 x Boltpistole
+ Upgrade zum Sergeant, Boltpistole -> 0 Pkt.
- - - > 63 Punkte

*************** 1 Sturm ***************
Drop Pod, Sturmbolter
- - - > 35 Punkte


Gesamtpunkte der Armee : 1846
 
Spieler: Sebastian Müller
User: TheSailingLord
Fraktionen: Space Wolves, Ultramarines
Detachments: Wolfclaw Strike Force, Librarius Conclave
Kartendeck: Supremacy Deck ohne Änderungen
Regelquellen: Codex Space Wolves, Codex Space Marines, Warzone Fenris: Curse of the Wulfen, Angels of Death

Liste:

Wolfclaw Strike Force:
(The Ironwolves, Wulfen Murderpack, Heralds of the Great Wolf)

The Ironwolves
• Wolf Guard Battle Leader: runic armour; power fist; storm shield; Thunderwolf mount; Fenrisian Wolf 173
• 5 Blood Claws 60
• Drop Pod, deathwind launcher, locator beacon 35
• 5 Blood Claws 60
• Drop Pod, deathwind launcher, locator beacon 35
• 5 Grey Hunters: flamer; wolf standard 100
• Drop Pod, deathwind launcher, locator beacon, 35
• 1 Land Speeder, Multi-Melta, Typhoon Missle Launcher 50
• 1 Long Fang: plasma cannon; + 1 Long Fang Ancient 45
• Razorback, Las Cannon & TL Plasmagun, Stormbolter, Hunterkiller Missle, Dozerblade, Extra Armour 55

Wulfen Murderpack
• 5 Wulfen: stormfrag auto-launcher; 2× great frost axe; 2× thunder hammer and storm shield 208
• 5 Wulfen: stormfrag auto-launcher; 2× great frost axe; 2× thunder hammer and storm shield 208

Heralds of the Great Wolf
• Wolf Priest: bolt pistol; crozius arcanum; jump pack 125
• Rune Priest: bolt pistol; runic axe; Space Marine bike 80
• Iron Priest: Thunderwolf mount 125

Librarius Conclave
• Chief Librarian Tigurius 165
• Librarian: Psyker (Mastery Level 2); Space Marine bike, Force Stave 110
• Librarian: Psyker (Mastery Level 2), Force Stave 90
• Librarian: Psyker (Mastery Level 2), Force Stave 90

1.849 points
 
Ravenwing Strike Force: Dark Angels - 1220 Punkte Hauptkontingent
Spieler: Brutus
Karten: Dark Angles
Fraktionen: Dark Angels, Space Wolves
Detachments: Ravenwing Strike Force (Codex: Dark Angels), Wulfen Murder Pack (Curse of Wulfen)
*************** 2 HQ ***************
Sammael, Meister des Ravenwing (Warlord)
- - - > 200 Punkte
Librarian, Psiaxt, Leichentuch der Helden, Bike
- - - > 95 Punkte
*************** 1 Elite ***************
Ravenwing Command Squad, Granatwerfer
- - - > 120 Punkte
*************** 9 Sturm ***************
Landspeeder Darkshroud
- - - > 80 Punkte
Landspeeder Darkshroud
- - - > 80 Punkte
Ravenwing Attack Bike Squad, Multimelter
- - - > 55 Punkte
Ravenwing Attack Bike Squad, Multimelter
- - - > 55 Punkte
Ravenwing Attack Bike Squad, Multimelter
- - - > 55 Punkte
3 Schwarze Ritter des Ravenwing
- - - > 120 Punkte
3 Schwarze Ritter des Ravenwing
- - - > 120 Punkte
3 Schwarze Ritter des Ravenwing
- - - > 120 Punkte
3 Schwarze Ritter des Ravenwing
- - - > 120 Punkte

Wulfen Murderpack (CotW): Space Wolves - 630 Punkte
*************** 2 Elite ***************
Wulfen 8 Wulfen, 1x Salvengranatwerfer, 1 x Zweihand-Fostaxt, 6 x Hammer + Schild, Packleader
- - - > 390 Punkte
Wulfen 5 Wulfen, 1 x Salvengranatwerfer, 1 x Zweihand-Fostaxt, 3 x Hammer + Schild, Packleader
- - - > 240 Punkte
Gesamtpunkte Dark Angels : 1850
 
Spieler Johannes Schmidt
Kartendeck Eldar
HQ Warlock

5 Sisters of Silence 75 Punkte

Eldar: Wraith Host - 1230 Punkte
*************** 1 HQ ***************
Spiritseer
- - - > 70 Punkte

*************** 3 Elite ***************
Wraithguard
5 Wraithguard, Phantomstrahler
+ Wave Serpent, sync. Impulslaser, sync. Shurikenkatapult -> 115 Pkt.
- - - > 275 Punkte

Wraithguard
5 Wraithguard, Phantomstrahler
+ Wave Serpent, sync. Impulslaser, sync. Shurikenkatapult -> 115 Pkt.
- - - > 275 Punkte

Wraithguard
5 Wraithguard, Phantomstrahler
- - - > 160 Punkte

*************** 1 Unterstützung ***************
Wraithlord, 2 x Shurikenkatapult, Geistergleve
- - - > 125 Punkte

*************** 1 Lord of War ***************
Wraithknight, zwei schwere Phantomstrahler, 2 x Impulslaser
- - - > 325 Punkte

Eldar: Kombiniertes Kontingent - 545 Punkte
*************** 1 HQ ***************
Warlock Conclave
+ Warlock, Hagun Zar -> 35 Pkt.
- - - > 35 Punkte

*************** 5 Standard ***************
3 Windriders, 3 x Impulslaser
- - - > 81 Punkte

3 Windriders, 3 x Impulslaser
- - - > 81 Punkte

3 Windriders, 3 x Impulslaser
- - - > 81 Punkte

3 Windriders, 3 x Impulslaser
- - - > 81 Punkte

3 Windriders, 3 x Impulslaser
- - - > 81 Punkte

*************** 1 Befestigung ***************
Imperialer Bunker, [BK] Deflektorschild, [BK] Fluchtluke
- - - > 105 Punkte


Gesamtpunkte der Armee : 1850
 
Ich darf auch mitspielen 🙂

Diesmal mit einem geklauten Konzept

Thousand Sons Kartendeck


Chaos Space Marines: Kombiniertes Kontingent - 1090 Punkte
*************** 1 HQ ***************
Dämonenprinz, Flügel, Dämon des Tzeentch, Meisterschaftsgrad 3, Warlord
+ Staff of Arcane Compulsion, Zauber-Homunkulus -> 25 Pkt.
+ Handwaffe -> 0 Pkt.
- - - > 300 Punkte


*************** 2 Standard ***************
10 Chaoskultisten, Mal des Tzeentch
+ Champion, Maschinenpistole, Handwaffe -> 10 Pkt.
- - - > 60 Punkte


10 Chaoskultisten, Mal des Tzeentch
+ Champion, Maschinenpistole, Handwaffe -> 10 Pkt.
- - - > 60 Punkte


*************** 1 Lord of War ***************
Magnus the Red
- - - > 650 Punkte

Sanctum Imperialis
- - - > 20 Punkte
Chaosdämonen: Omniscient Oracles - 620 Punkte
*************** 2 HQ ***************
Schicksalsweber, Orakel des Tzeentch
- - - > 300 Punkte


Herrscher des Wandels, Meisterschaftsgrad 3, 1 x Geringe Belohnungen, 1 x Erhabene Belohnungen
+ Die Unmögliche Robe -> 25 Pkt.
- - - > 320 Punkte


Chaosdämonen: Alliiertes Kontingent - 136 Punkte
*************** 1 HQ ***************
Die Blauen Gelehrten
- - - > 81 Punkte


*************** 1 Standard ***************
11 Blue Horrors
- - - > 55 Punkte




Gesamtpunkte der Armee : 1846
 
Ich habe - auch ohne Aufforderung durch die Orga - meine Armeeliste angepasst.

Warlord bleibt der Chaptermaster.

Kartendeck bleibt White Scars.

Ansonsten steht ja alles drin. Und - ich versuche mal, die Liste nicht so unübersichtlich einzustellen. Sorry - ich bekomme das nicht hin. Also doch wieder so unübersichtlich.

+++ Turnierliste Januar 2017 (Warhammer 40,000 7th Edition v2017) (1849pts) +++


++ Formation Detachment (Space Marines: Codex (2015) v2014) (588pts) ++
Rules: Combat Docrines


+ No Force Org Slot +


········Chapter Tactics [Ultramarines]
········Rules: Scions of Guilliman


+ Formation (588pts) +


········Formation: Skyhammer Annihilation Force (588pts)
········Rules: First the Fire, then the Blade, Leave No Survivors, Shock Deployment, Suppressing Fusillade
············Assault Squad (85pts) [Jump pack (15pts)]
············Rules: And They Shall Know No Fear, Chapter Tactics, Combat Squads, Deep Strike, Hammer of Wrath
················Space Marine (14pts) [Bolt Pistol, Chainsword, Frag and Krak Grenades]
················Space Marine (14pts) [Bolt Pistol, Chainsword, Frag and Krak Grenades]
················Space Marine (14pts) [Bolt Pistol, Chainsword, Frag and Krak Grenades]
················Space Marine (14pts) [Bolt Pistol, Chainsword, Frag and Krak Grenades]
················Space Marine Sergeant (14pts) [Bolt Pistol, Chainsword, Frag and Krak Grenades]
············Assault Squad (85pts) [Jump pack (15pts)]
············Rules: And They Shall Know No Fear, Chapter Tactics, Combat Squads, Deep Strike, Hammer of Wrath
················Space Marine (14pts) [Bolt Pistol, Chainsword, Frag and Krak Grenades]
················Space Marine (14pts) [Bolt Pistol, Chainsword, Frag and Krak Grenades]
················Space Marine (14pts) [Bolt Pistol, Chainsword, Frag and Krak Grenades]
················Space Marine (14pts) [Bolt Pistol, Chainsword, Frag and Krak Grenades]
················Space Marine Sergeant (14pts) [Bolt Pistol, Chainsword, Frag and Krak Grenades]
············Devestator Squad (259pts)
············Rules: And They Shall Know No Fear, Chapter Tactics, Combat Squads
················Drop Pod (35pts) [Storm Bolter]
················Rules: Drop Pod Assault, Immobile, Inertial Guidance System
················Space Marine (14pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades]
················Space Marine (Heavy Weapon) (49pts) [Bolt Pistol, Frag and Krak Grenades, Grav-Cannon and Grav-Amp (35pts)]
················Rules: Concussive, Graviton
················Space Marine (Heavy Weapon) (49pts) [Bolt Pistol, Frag and Krak Grenades, Grav-Cannon and Grav-Amp (35pts)]
················Rules: Concussive, Graviton
················Space Marine (Heavy Weapon) (49pts) [Bolt Pistol, Frag and Krak Grenades, Grav-Cannon and Grav-Amp (35pts)]
················Rules: Concussive, Graviton
················Space Marine (Heavy Weapon) (49pts) [Bolt Pistol, Frag and Krak Grenades, Grav-Cannon and Grav-Amp (35pts)]
················Rules: Concussive, Graviton
················Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades, Signum]
············Devestator Squad (159pts)
············Rules: And They Shall Know No Fear, Chapter Tactics, Combat Squads
················Drop Pod (35pts) [Storm Bolter]
················Rules: Drop Pod Assault, Immobile, Inertial Guidance System
················Space Marine (14pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades]
················Space Marine (Heavy Weapon) (24pts) [Bolt Pistol, Frag and Krak Grenades, Multi-Melta (10pts)]
················Rules: Melta
················Space Marine (Heavy Weapon) (24pts) [Bolt Pistol, Frag and Krak Grenades, Multi-Melta (10pts)]
················Rules: Melta
················Space Marine (Heavy Weapon) (24pts) [Bolt Pistol, Frag and Krak Grenades, Multi-Melta (10pts)]
················Rules: Melta
················Space Marine (Heavy Weapon) (24pts) [Bolt Pistol, Frag and Krak Grenades, Multi-Melta (10pts)]
················Rules: Melta
················Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades, Signum]
········Profiles:
················Drop Pod (Transport): Capacity:10, or one Dreadnought of any type, or one Thunderfire Cannon and Techmarine Gunner.|Fire Points:Open-Topped.|Access Points:Open-Topped.|Codex: Space Marines
················Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Drop Pod: BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Vehicle (Open-topped, Transport)|Codex: Space Marines
················Grav-amp: Description:When rolling to Wound with a grav-weapon or to determine its effects on a vehicle, the bearer can re-roll the result.|Codex: Space Marines
················Jump pack: Description:Models equipped with jump packs gain the Jump unit type as described in Warhammer 40,000: The Rules|Codex: Space Marines
················Signum: Description:At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his unit is Ballistic Skill 5 for the remainder of the Shooting Phase. Declare that the signum is being used before any To Hit are made.|Codex: Space Marines
················Assault Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|BRB
················Bolt Pistol: Range:12"|Strength:4|AP:5|Type😛istol|BRB
················Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|BRB
················Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|BRB
················Grav-cannon: Range:24"|Strength:*|AP:2|Type:Salvo 3/5, Concussive, Graviton|BRB
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|BRB
················Multi-Melta: Range:24"|Strength:8|AP:1|Type:Heavy 1, Melta|BRB
················Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|BRB


++ Combined Arms Detachment (Space Marines: Codex (2015) v2014) (1261pts) ++
Rules: Combat Docrines, Ideal Mission Commander, Ideal Mission Commander, Objective Secured (Troops)


+ No Force Org Slot +


········Chapter Tactics [White Scars]
········Rules: Born in the Saddle, Fight on the Move, Hit and Run


········Warlord Traits [White Scars]
········Profiles:
················Warlord Trait: Deadly Ambush: Description:You can add or subtract 1 from the result of any Reserve Rolls you make while your Warlord is on the battlefield or in Reserve|Supplement: Angels of Death
················Warlord Trait: Hammer of the Khan: Description:Your Warlord has the Hammer of Wrath special rule. If he already has this special rule, he makes D3 additional attacks instead of 1.|Supplement: Angels of Death
················Warlord Trait: Hunter's Insticts: Description:Your Warlord has the Monster Hunter and Tank Hunters special rules.|Supplement: Angels of Death
················Warlord Trait: Master Rider: Description:Add 1 to the result of any Jink saves you make for your Warlord if he is equipped with a Space Marine bike. If he is not, treat this result as Deadly Ambush instead.|Supplement: Angels of Death
················Warlord Trait: Merciless Warrior: Description:When your Warlord or a friendly White Scars unit within 12" makes a Sweeping Advance, you can re-roll the dice.|Supplement: Angels of Death
················Warlord Trait: Unrivalled Hunter: Description:Add 1 to your Warlord's Strength and Attacks characteristics while he is fighting in a challenge. If he is fighting in a challenge against an enemy Warlord, he can also re-roll failed To Hit rolls.|Supplement: Angels of Death


+ HQ (325pts) +


········Captain (240pts) [Iron Halo]
········Rules: And They Shall Know No Fear, Chapter Tactics, Independent Character
············Captain (240pts)
················Chapter Master (40pts) [Orbital Strike]
················Rules: One Use Only/One Shot Only, Orbital
················Power Armour (110pts) [Artificer Armour (20pts), Chapter Relic: The Shield Eternal (50pts), Frag and Krak Grenades, Jump pack (15pts), Power Fist (25pts)]
················Rules: Adamantium Will, Deep Strike, Eternal Warrior, Hammer of Wrath, Specialist Weapon, Unwieldy
········Profiles:
················Chapter Master: Unit Type:Infantry (Character)|WS:6|BS:5|S:4|T:4|W:4|I:5|A:4|Ld:10|Save:3+/4++|Codex: Space Marines
················Artificer Armour: Description:Artificer Armour confers a 2+ Armour Save.|Codex: Space Marines
················Chapter Relic: The Shield Eternal: Description:The Shield Eternal is a storm shield. In addition, the bearer of the Shield Eternal gains the Adamantium Will and Eternal Warrior special rules.|Codex: Space Marines
················Iron Halo: Description:An iron halo confers a 4+ Invulnerable Save.|Codex: Space Marines
················Jump pack: Description:Models equipped with jump packs gain the Jump unit type as described in Warhammer 40,000: The Rules|Codex: Space Marines
················Storm Shield: Description:A storm shield confers a 3+ invulnerable save. In addition, a model equipped with a storm shield can never claim the +1 Attack for being armed with two Melee weapons in an assault.|Codex: Space Marines
················Assault Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|BRB
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|BRB
················Orbital Strike: Range:Infinite|Strength:10|AP:1|Type:Ordnance 1, Barrage, Large Blast, Orbital , One Use Only|BRB
················Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldy|BRB


········Techmarine (85pts) [Bolt Pistol, Chapter Relic (WS): The Hunter's Eye (20pts), Frag and Krak Grenades, Power Weapon (Axe), Servo-Arm]
········Rules: And They Shall Know No Fear, Blessing of the Omnissiah, Bolster Defences, Chapter Tactics, Ignores Cover, Independent Character, Specialist Weapon, Unwieldy
········Profiles:
················Techmarine: Unit Type:Infantry (Character)|WS:4|BS:5|S:4|T:4|W:2|I:4|A:2|Ld:9|Save:2+|Codex: Space Marines
················Chapter Relic (WS): The Hunter's Eye: Description:A model equipped with the Hunter's Eye adds one to his Ballistic Skill and all his ranged weapons have the Ignores Cover special rule. Whilst a model equipped with the Hunter's Eye is part of a unit, all other ranged weapons carried by models in that unit also have the Ignores Cover special rule.|Supplement: Angels of Death
················Assault Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|BRB
················Bolt Pistol: Range:12"|Strength:4|AP:5|Type😛istol|BRB
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|BRB
················Power Axe: Range:-|Strength:+1|AP:2|Type:Melee, Unwieldy|BRB
················Servo-Arm: Range:-|Strength:x2|AP:1|Type:Melee, Specialist Weapon, Unwieldy|Codex: Space Marines


+ Elites (150pts) +


········Sterguard Veteran Squad (150pts)
········Rules: And They Shall Know No Fear, Chapter Tactics, Combat Squads
············Drop Pod (35pts) [Storm Bolter]
············Rules: Drop Pod Assault, Immobile, Inertial Guidance System
············Veteran (22pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades]
············Veteran (22pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades]
············Veteran (22pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades]
············Veteran (22pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades]
············Veteran Sergeant (27pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades, Melta bombs (5pts)]
············Rules: Armourbane, Unwieldy
········Profiles:
················Drop Pod (Transport): Capacity:10, or one Dreadnought of any type, or one Thunderfire Cannon and Techmarine Gunner.|Fire Points:Open-Topped.|Access Points:Open-Topped.|Codex: Space Marines
················Veteran: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+|Codex: Space Marines
················Veteran Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+|Codex: Space Marines
················Drop Pod: BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Vehicle (Open-topped, Transport)|Codex: Space Marines
················Special Issue Ammunition: Description:In addition to the normal profile for their boltgun (Including boltguns that are part of a combi-weapon), models with special issue ammunition can choose, in each of their Shooting phases, to instead use one of the profiles below until the beginning of their next Shooting phase. All models with special issue ammunition in a unit must use the same profile.|Codex: Space Marines
················Assault Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|BRB
················Bolt Pistol: Range:12"|Strength:4|AP:5|Type😛istol|BRB
················Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|BRB
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|BRB
················Melta Bomb: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldy|BRB
················Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|BRB


+ Troops (192pts) +


········Scout Squad (82pts) [Camo Cloaks (12pts)]
········Rules: And They Shall Know No Fear, Chapter Tactics, Combat Squads, Infiltrate, Move Through Cover, Scout
············Scout (11pts) [Boltgun, Frag and Krak Grenades]
············Scout (11pts) [Boltgun, Frag and Krak Grenades]
············Scout (11pts) [Boltgun, Frag and Krak Grenades]
············Scout (Heavy Weapon) (26pts) [Frag and Krak Grenades, Missile Launcher (15pts)]
············Scout Sergeant (11pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades]
········Profiles:
················Scout: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:4+|Codex: Space Marines
················Scout Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:4+|Codex: Space Marines
················Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Camo Cloak: Description:A model wearing a camo cloak has +1 cover save. If it does not already have a cover save, it gains a 6+ cover save.|Codex: Space Marines
················Assault Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|BRB
················Bolt Pistol: Range:12"|Strength:4|AP:5|Type😛istol|BRB
················Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|BRB
················Frag Missiles: Range:48"|Strength:4|AP:6|Type:Heavy 1, Blast|BRB
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|BRB
················Krak Missiles: Range:48"|Strength:8|AP:3|Type:Heavy 1|BRB


········Scout Squad (110pts) [Camo Cloaks (10pts)]
········Rules: And They Shall Know No Fear, Chapter Tactics, Combat Squads, Infiltrate, Move Through Cover, Scout
············Land Speeder Storm (40pts) [Cerberus Launcher, Heavy Bolter]
············Rules: Blind, Deep Strike, Jamming Beacon, Scout
············Scout (11pts) [Chainsword, Frag and Krak Grenades]
············Scout (11pts) [Chainsword, Frag and Krak Grenades]
············Scout (11pts) [Chainsword, Frag and Krak Grenades]
············Scout (11pts) [Chainsword, Frag and Krak Grenades]
············Scout Sergeant (16pts) [Bolt Pistol, Chainsword, Frag and Krak Grenades, Melta bombs (5pts)]
············Rules: Armourbane, Unwieldy
········Profiles:
················Land Speeder Storm (Transport): Capacity:5. Can only carry Scouts, Scout Sergeants (Including Veteran Scout Sergeants), and/or Sergeant Telion.|Fire Points:Open-Topped.|Access Points:Open-Topped.|Codex: Space Marines
················Scout: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:4+|Codex: Space Marines
················Scout Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:4+|Codex: Space Marines
················Land Speeder Storm: BS:4|Front:10|Side:10|Rear:10|HP:2|Type:Vehicle (Skimmer, Fast, Open-Topped, Transport)|Codex: Space Marines
················Camo Cloak: Description:A model wearing a camo cloak has +1 cover save. If it does not already have a cover save, it gains a 6+ cover save.|Codex: Space Marines
················Assault Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|BRB
················Bolt Pistol: Range:12"|Strength:4|AP:5|Type😛istol|BRB
················Cerberus Launcher: Range:18"|Strength:4|AP:6|Type:Heavy 1, Blind, Large Blast|Codex: Space Marines
················Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|BRB
················Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|BRB
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|BRB
················Melta Bomb: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldy|BRB


+ Fast Attack (185pts) +


········Bike Squad (150pts)
········Rules: And They Shall Know No Fear, Chapter Tactics, Combat Squads, Mounted Assault
············Biker (21pts) [Bolt Pistol, Frag and Krak Grenades]
················Space Marine Bike [Twin-Linked Boltgun]
················Rules: Hammer of Wrath, Twin-Linked
············Biker (21pts) [Bolt Pistol, Frag and Krak Grenades]
················Space Marine Bike [Twin-Linked Boltgun]
················Rules: Hammer of Wrath, Twin-Linked
············Biker (Special Weapon) (36pts) [Bolt Pistol, Frag and Krak Grenades, Grav-gun (15pts)]
············Rules: Concussive, Graviton
················Space Marine Bike [Twin-Linked Boltgun]
················Rules: Hammer of Wrath, Twin-Linked
············Biker (Special Weapon) (36pts) [Bolt Pistol, Frag and Krak Grenades, Grav-gun (15pts)]
············Rules: Concussive, Graviton
················Space Marine Bike [Twin-Linked Boltgun]
················Rules: Hammer of Wrath, Twin-Linked
············Biker Sergeant (36pts) [Chainsword, Frag and Krak Grenades, Grav-Pistol (15pts)]
············Rules: Concussive, Graviton
················Space Marine Bike [Twin-Linked Boltgun]
················Rules: Hammer of Wrath, Twin-Linked
········Profiles:
················Biker Sergeant: Unit Type:Bike (Character)|WS:4|BS:4|S:4|T:5|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Space Marine Biker: Unit Type:Bike|WS:4|BS:4|S:4|T:5|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Space Marine Bike: Description:Models equipped with Space Marine bikes change their unit type to Bike, as described in Warhammer 40,000: The Rules. Space Marine bikes are fitted with a twin-linked boltgun.|Codex: Space Marines
················Assault Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|BRB
················Bolt Pistol: Range:12"|Strength:4|AP:5|Type😛istol|BRB
················Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire , Twin-Linked|BRB
················Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|BRB
················Grav-gun: Range:18"|Strength:*|AP:2|Type:Salvo 2/3, Concussive, Graviton|BRB
················Grav-pistol: Range:12"|Strength:*|AP:2|Type😛istol, Concussive, Graviton|BRB
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|BRB


········Drop Pod (35pts) [Storm Bolter]
········Rules: Drop Pod Assault, Immobile, Inertial Guidance System
········Profiles:
················Drop Pod (Transport): Capacity:10, or one Dreadnought of any type, or one Thunderfire Cannon and Techmarine Gunner.|Fire Points:Open-Topped.|Access Points:Open-Topped.|Codex: Space Marines
················Drop Pod: BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Vehicle (Open-topped, Transport)|Codex: Space Marines
················Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|BRB


+ Heavy Support (409pts) +


········Centurion Devastator Squad (250pts)
········Rules: And They Shall Know No Fear, Chapter Tactics, Decimator Protocols, Move Through Cover, Slow and Purposeful, Very Bulky
············Centurion (80pts) [Grav-Cannon and Grav-Amp (25pts), Hurricane Bolter]
············Rules: Concussive, Graviton
············Centurion (80pts) [Grav-Cannon and Grav-Amp (25pts), Hurricane Bolter]
············Rules: Concussive, Graviton
············Centurion Sergeant (90pts) [Grav-Cannon and Grav-Amp (25pts), Hurricane Bolter, Omniscope (10pts)]
············Rules: Concussive, Graviton, Night Vision, Split Fire
········Profiles:
················Centurion: Unit Type:Infantry|WS:4|BS:4|S:5|T:5|W:2|I:4|A:1|Ld:8|Save:2+|Codex: Space Marines
················Centurion Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:5|T:5|W:2|I:4|A:1|Ld:8|Save:2+|Codex: Space Marines
················Grav-amp: Description:When rolling to Wound with a grav-weapon or to determine its effects on a vehicle, the bearer can re-roll the result.|Codex: Space Marines
················Omniscope: Description:A model with an omniscope has the Night Vision and Split Fire special rules|Codex: Space Marines
················Grav-cannon: Range:24"|Strength:*|AP:2|Type:Salvo 3/5, Concussive, Graviton|BRB
················Hurricane Bolter: Range:24"|Strength:4|AP:5|Type:Rapid Fire 3|Codex: Space Marines


········Devestator Squad (159pts)
········Rules: And They Shall Know No Fear, Chapter Tactics, Combat Squads
············Drop Pod (35pts) [Storm Bolter]
············Rules: Drop Pod Assault, Immobile, Inertial Guidance System
············Imperial Space Marine (14pts) [Disintegration Combi-Gun, Disintegration Pistol, Frag and Krak Grenades]
············Rules: And They Shall Know No Fear, Chapter Tactics, Combat Squads, Gets Hot, Instant Death
············Space Marine (Heavy Weapon) (24pts) [Bolt Pistol, Frag and Krak Grenades, Multi-Melta (10pts)]
············Rules: Melta
············Space Marine (Heavy Weapon) (24pts) [Bolt Pistol, Frag and Krak Grenades, Multi-Melta (10pts)]
············Rules: Melta
············Space Marine (Heavy Weapon) (24pts) [Bolt Pistol, Frag and Krak Grenades, Multi-Melta (10pts)]
············Rules: Melta
············Space Marine (Heavy Weapon) (24pts) [Bolt Pistol, Frag and Krak Grenades, Multi-Melta (10pts)]
············Rules: Melta
············Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades, Signum]
········Profiles:
················Drop Pod (Transport): Capacity:10, or one Dreadnought of any type, or one Thunderfire Cannon and Techmarine Gunner.|Fire Points:Open-Topped.|Access Points:Open-Topped.|Codex: Space Marines
················Imperial Space Marine: Unit Type:Infantry (Unique)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|30th Anniversary
················Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Drop Pod: BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Vehicle (Open-topped, Transport)|Codex: Space Marines
················Signum: Description:At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his unit is Ballistic Skill 5 for the remainder of the Shooting Phase. Declare that the signum is being used before any To Hit are made.|Codex: Space Marines
················Assault Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|BRB
················Bolt Pistol: Range:12"|Strength:4|AP:5|Type😛istol|BRB
················Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|BRB
················Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|BRB
················Disintegration Gun: Range:18"|Strength:5|AP:2|Type:Rapid Fire, Gets Hot, Instant Death|30th Anniversary
················Disintegration Pistol: Range:9"|Strength:5|AP:2|Type😛istol, Gets Hot, Instant Death|30th Anniversary
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|BRB
················Multi-Melta: Range:24"|Strength:8|AP:1|Type:Heavy 1, Melta|BRB
················Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|BRB


++ Roster Rules ++


Combat Docrines: Several special rules allow units or Formations to enact one or more of the following Combat Doctrines. Whenever a rule allows this, it will note which units are affected and how many times per game the Doctrine(s) can be enacted. These are cumulative. You can enact a single available Combat Doctrine at the start of each of your turns.


Tactical: Affected models can re-roll To Hit rolls of 1 in the Shooting and Assault phases of this turn. Affected models in Tactical Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Shooting and Assault phases of this turn.


Assault: Affected models can re-roll To Hit rolls of 1 in the Assault phase of this turn. Affected models in Assault Squads, Bike Squads, Attack Bike Squads, and Centurion Assault Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Assault phase of this turn.


Devastator: Affected models can re-roll To Hit rolls of 1 in the Shooting phase of this turn. Affected models in Devestator Squads and Centurion Devastator Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Shooting phase of this turn. (Codex: Space Marines)
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table. (BRB)
Objective Secured (Troops): A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule. (BRB)


++ Selection Rules ++


Adamantium Will: A unit that contains at least one model with this special rule receives a +1 bonus to Deny the Witch tests. (BRB)
And They Shall Know No Fear: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead. (BRB)
Armourbane: If a model has this special rule, or is attacking with a Melee weapon that has this special rule, it rolls an additional D6 for armour penetration in close combat.


If a model makes a shooting attack with a weapon that has this special rule, it rolls an additional D6 for armour penetration. In either case, this special rule has no effect against non-vehicle models. (BRB)
Blessing of the Omnissiah: In each of your Shooting phases, instead of firing his weapons, a Techmarine can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add 1 for each servitor with a servo-arm in his unit and an additional 1 if the Techmarine has a servo-harness. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately. (Codex: Space Marines)
Blind: Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current phase. If the test is passed, all is well – a shouted warning has caused the warriors to avert their gaze. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test. Any model that does not have an Initiative characteristic (for example, non-Walker vehicles, buildings etc.) is unaffected by this special rule. (BRB)
Bolster Defences: After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece's cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once. (Codex: Space Marines)
Born in the Saddle: White Scars models with the Bike unit type have the Skilled Rider special rule and add 1 to their Strength when resolving hits caused by the Hammer of Wrath special rule. (Codex: Space Marines)
Chapter Tactics: When choosing an army, all models in the same Detachment or Formation must be drawn from the same Chapter. If a unit's datasheet contains a Chapter in brackets after the Chapter Tactics special rule - for example, "Chapter Tactics (Ultramarines)" - the unit must always be drawn from this Chapter, and therefore cannot be included in a Detachment or Formation with any units that are drawn from other Chapters. All models drawn from a given Chapter benefit from that Chapter's Special Rule. If a unit contains models drawn from two different Chapters, it counts as from neither Chapter, and thus benefits from neither Chapter Tactic. (Codex: Space Marines)
Combat Squads: A full strength, ten-man unit with this special rule can break down into two five-man units, called combat squads, considered to be two five-man squads of the same type. For example, a ten-man Tactical Squad can split into two five-man Tactical Squads using the Combat Squads special rule.


You must decide which units are splitting into combat squads, and which models go into each combat squad, immediately before determining your Warlord Traits. A unit split into combat squads therefore is now two separate units for all game purposes, including calculating the total number of units in the army and determining the number of units you can place in reserve. Then proceed with deployment as normal. In an exception to the normal rules, two combat squads split from the same unit can embark in the same transport vehicle, providing its Transport Capacity allows. Once you have decided whether or not to split a unit into combat squads, it must remain that way for the entire battle. It cannot split up or join back together later on in the battle, nor can you use a redeployment to split up a unit or join it back together.


Note that Bike Squads count as being at full strength when they have eight Space Marine Bikers and one Attack Bike. If split into combat squads, one combat squad will have five Bikers, the other will have three and the Attack Bike. (Codex: Space Marines)
Concussive: A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced to Initiative 1 until the end of the following Assault phase. (BRB)
Decimator Protocols: A model with this special rule can fire up to two weapons in its Shooting phase. (Codex: Space Marines)
Deep Strike: Deep Strike Mishap Table: D6 Roll


1: Terrible Accident! - The entire unit is destroyed!


2-3: Misplaced - Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal.


4-6: Delayed - The unit is placed in Ongoing Reserves. (BRB)
Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserve. At the beginning of your first turn, half of your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game. (Codex: Space Marines)
Eternal Warrior: If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0. (BRB)
Fight on the Move: White Scars models have the Hit & Run special rule. A unit composed entirely of White Scars models can re-roll the dice when determining Run moves. (Codex: Space Marines)
First the Fire, then the Blade: On the turn they arrive from Deep Strike Reserve, the Devastator Squads in this Formation have the Relentless special rule and the Assault Squads can charge even though they arrived from Reserves. (Supplement: Angels of Death)
Gets Hot: When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (armour or invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a glancing hit.


Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately suffers a single Wound (armour saves or invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead suffers a glancing hit on a further roll of a 1, 2 or 3.


If a model has the ability to re-roll its rolls To Hit (including because of BS6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is also a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit. (BRB)
Graviton: The roll needed To Wound when firing a weapon with this special rule is always equal to the armour save of the target, to a minimum of 6+. For example, when resolving a hit against a model with a 3+ armour save, you would need a 3+ To Wound. When resolving a hit against a vehicle, roll a D6 for each hit instead of rolling for armour penetration as normal. On a 1-5 nothing happens, but on a 6, the target suffers an Immobilised result and loses a Hull Point. These weapons have no effect on buildings. (BRB)
Hammer of Wrath: If a model with this special rule ends its charge move in base or hull contact with an enemy model, it makes one additional Attack that hits automatically and is resolved at the model’s unmodified Strength with AP-. This Attack does not benefit from any of the model’s special rules (such as Furious Charge, Rending etc.). This Attack is resolved during the Fight sub-phase at the Initiative 10 step, but does not grant the model an additional Pile In move.


If a model with this special rule charges a building or vehicle, the hit is resolved against the Armour Value of the facing the charging model is touching. If a model with this special rule charges a building or vehicle that is a Transport or a Chariot, the hit is resolved against the building or vehicle, not the occupants or the rider. (BRB)
Hit and Run: A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.


If the test is failed, nothing happens and the models remain locked in the fight.


If the test is passed, choose a direction – then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".


A Hit & Run move is not slowed by difficult terrain, but takes Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead. (BRB)
Ignores Cover: Cover saves cannot be taken against Wounds, glancing hits or penetrating hits caused by weapons with the Ignores Cover special rule. (BRB)
Immobile: An immobile vehicle cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an immobilised damage result that cannot be repaired in any way. Note that this does not cause it to lose a Hull Point. (BRB)
Independent Character: Independent characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit! Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25% remaining.


Full details in BRB. Rule too long to copy verbatim. (BRB)
Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (Friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If the Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap. (Codex: Space Marines)
Infiltrate: Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units.


Infiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building, as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight.


If a unit with Infiltrate deploys inside a Dedicated Transport, they may Infiltrate along with their Transport.


A unit that deploys using these rules cannot charge in their first turn. Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.


If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule. (BRB)
Instant Death: If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty. (BRB)
Jamming Beacon: Enemies that scatter when Deep Striking within 12" of a model with this special rule roll double the number of dice to determine the scatter distance. (Codex: Space Marines)
Leave No Survivors: Asault Squads in this Formation can use their jump packs in both the Movement and Assault phase. If an Assault Squad from this Formation charges a unit that has Gone to Ground as a result of the Suppressing Fusillade special rule, that Assault Squad can re-roll failed To Hit and To Wound rolls in the ensuing Assault phase. (Supplement: Angels of Death)
Melta: Ranged weapons with this special rule roll an additional D6 when rolling to penetrate a vehicle’s armour at half range or less. If the weapon is more than half its maximum range away, it rolls to penetrate as normal.


If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the blast marker after it has scattered. If this is half the weapon’s range or less, all hits caused by the blast marker roll an addition D6 when rolling to penetrate a vehicle’s armour. If the centre of the blast marker is more than half the weapon’s maximum range away after scatter, roll to penetrate as normal. (BRB)
Mounted Assault: If a unit with this special rule is chosen as part of a Detachment that contains at least one independent character with the Space Marines Faction equipped with a Space Marine bike, the unit's Battlefield Roll changes to Troops (Codex: Space Marines)
Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. (BRB)
Night Vision: A unit that contains at least one model with this special rule ignores the effects of Night Fighting. (BRB)
One Use Only/One Shot Only: A weapon or ability with this special rule can only be used once during the course of a battle. (BRB)
Orbital: If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6" regardless of the firing model's Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn. (BRB)
Scions of Guilliman: If your army contains any Ultramarines units, you can choose to enact the Devastator Doctrine, Assault Doctrine, and Tactical Doctrine once each per game. When one of these Combat Doctrines is enacted, all Ultramarines models in your army are affected. (Codex: Space Marines)
Scout: After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, a Walker or a Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead
redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s deployment zone, but must remain more than 12" away from any enemy unit. A unit that makes a Scout redeployment cannot charge in the first game turn. A unit cannot embark or disembark as part of a Scout redeployment.


If both sides have Scouts, roll-off; the winner decides who redeploys first. Then alternate redeploying Scout units.


If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.


If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule. (BRB)
Shock Deployment: All units in this Formation start the game in Deep Strike Reserve. instead of using the normal deployment and reserve rules for these units, you can, during deployment, choose whether they will arrive in your first or second turn. The entire Formation automcatically arrives on the turn you chose. Ignore this Formation's Drop Pods for the purposes of the Drop Pod Assault special rule. (Supplement: Angels of Death)
Slow and Purposeful: A unit that contains at least one model with this special rule cannot Run, Turbo-boost, move Flat Out, perform Sweeping Advances or fire Overwatch. However, they can shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons. (BRB)
Specialist Weapon: A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. (BRB)
Split Fire: When a unit that contains at least one model with this special rule shoots, one model in the unit can shoot at a different target to the rest of his unit. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to disembark as a result of the Split Firing unit’s initial shooting attack. (BRB)
Suppressing Fusillade: A unit targeted by a Skyhammer Annihilation Force's Devastator Squads in the Shooting phase must take a Morale test at the end of the phase on 3D6, regardless of how many casualties were inflicted. If the test is failed, the enemy unit does not Fall Back, but must imediately Go to Ground. If the test is passed, the enemy unit is unable to fire Overwatch for the rest of the turn. (Supplement: Angels of Death)
Twin-Linked: If a shooting weapon has the twin-linked special rule, or is described in a model’s wargear entry as twin-linked, it re-rolls all failed To Hit rolls.


For a Blast weapon, if the scatter dice does not roll a hit, you can choose to re-roll the dice with a Twin-linked Blast weapon. If you choose to do so, you must re-roll both the 2D6 and the scatter dice.


Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and armour penetration rolls. (BRB)
Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker. (BRB)
Very Bulky: Very Bulky models instead count as three models. (BRB)


Created with BattleScribe (http://www.battlescribe.net)
 
Nigors Liste (Darf doch mitspielen ;D )

Kartenset - Necrons
Warlord - Destroyer Lord

Necrons: DECURION DETACHMENT: START - 1846 Punkte
(Hauptkontingent)


Reclamation Legion: - 753 Punkte
*************** 1 HQ ***************
Overlord, Kriegssense, Regeneratorsphäre, Phasenverzerrer, Der Schleier der Finsternis
- - - > 175 Punkte


*************** 3 Standard ***************
12 Warriors
- - - > 156 Punkte


10 Warriors
- - - > 130 Punkte


5 Immortals, Gauss-Blaster
- - - > 85 Punkte


*************** 3 Sturm ***************
3 Tomb Blades, 3 x Partikelstrahler, 3 x Schildplatten, 3 x Nebuloskope
- - - > 72 Punkte


3 Tomb Blades, 3 x Partikelstrahler, 3 x Schildplatten, 3 x Nebuloskope
- - - > 72 Punkte


3 Tomb Blades, 3 x Synchronisierte Gauss-Blaster, 3 x Schildplatten, 3 x Schattenprojektoren
- - - > 63 Punkte


Destroyer Cult: - 725 Punkte
*************** 1 HQ ***************
Destroyer Lord, Kriegssense, Regeneratorsphäre, Phasenverzerrer, Die Aura des Schreckens
- - - > 215 Punkte


*************** 3 Sturm ***************
3 Destroyers
- - - > 120 Punkte


3 Destroyers
- - - > 120 Punkte


3 Destroyers
- - - > 120 Punkte


*************** 1 Unterstützung ***************
3 Heavy Destroyers
- - - > 150 Punkte


Canoptek Harvest: - 368 Punkte
*************** 2 Sturm ***************
6 Canoptek Wraiths, 6 x Fesselspulen
- - - > 258 Punkte


3 Canoptek Scarabs
- - - > 60 Punkte


*************** 1 Unterstützung ***************
1 Canoptek Spyder
- - - > 50 Punkte


Necrons: DECURION DETACHMENT: ENDE




Gesamtpunkte Necrons : 1846