Oder diese Salamanderarmee:
Force Commander (HQ) 1 5 5 4 4 3 4 4 10 +/4(I) 487
Independent Character; Power Weapon (x1); Storm
Bolter
Iron Halo 4+ invulnerable save. [25]
Salamanders Mantle The character is immune to Instant Death caused [35]
by weapons with a Strength double his Toughness.
Other things can cause it as normal (e.g.,
Wraithcannon).
Terminator Honours +1 Attacks. [15]
Master Crafted Weapon Allows one failed to hit roll to be re-rolled per [10]
turn. Choose which weapon is master-crafted
before the battle.
Command Squad 6 4 4 4 4 1 3 1 9 3+ [322]
Bolter (x4); Flamer (x2)
Apothecary 1 4 4 4 4 1 3 1 9 3+ [48]
Bolter
Narthecium Ignore first failed saving throw in unit every [25]
turn. May not be used if the Apothecary is in
base-to-base contact with an enemy model. Cannot
negate hits from S >= 2*T.
Reductor For every dead Space Marine, the Space Marine [5]
player gets 1VP at the end of the battle.
Standard Bearer 1 4 4 4 4 1 3 1 9 3+ [18]
Bolter
Techmarine 1 4 4 4 4 1 3 1 9 3+ [48]
Detach from Command; Power Weapon (x1)
Signum Re-roll 1 failed shooting 'to hit' roll per turn. [15]
Veteran Sergeant 1 4 4 4 4 1 3 2 9 3+ [30]
Bolter
Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [58]
Carries up to 10 Space Marines; Tank; If
immobilised, can attempt to repair instead of
shooting - this succeeds on the roll of a 6;
Storm Bolter
Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Smoke Launchers Use instead of shooting- for one turn, [3]
penetrating hits count as glancing blows.
Librarian (HQ) 1 5 5 4 4 2 4 4 9 +/5(I) 165
Psychic Power: Fury of the Salamander; Force
Weapon (x1); Storm Bolter
Terminator Armour 2+ armour save. May not make Sweeping Advances. [25]
Deep Strike if allowed.
Psychic Hood After an opponent has sucessfuly made a Psychic [25]
test, both players calculate Ld+1d6 (if you're
trying to negate it). If the Librarian's score is
higher, the power is nullified and not used.
Master Crafted Weapon Allows one failed to hit roll to be re-rolled per [10]
turn. Choose which weapon is master-crafted
before the battle.
Dreadnought (Elites) 1 WS: 4 BS: 4 S: 6/10 I: 4 A: 2 153
Front Armour: 12; Side Armour: 12; Rear Armour:
10; Walker; Dread. CC Weapon; Heavy Flamer; Twin
Lascannon
Reinforced Ceramite Armour Melta weapons never roll an extra D6 for being at [10]
half range (Meltabombs get 8+1D6 penetration).
Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Smoke Launchers Use instead of shooting- for one turn, [3]
penetrating hits count as glancing blows.
Terminator Squad (Elites) 6 4 4 4/8 4 1 3 2 9 +/5(I) 279
Deep Strike if allowed; Heavy Flamer & Power Fist
(x2); Storm Bolter & Power Fist (x4)
Sergeant 1 4 4 4 4 1 3 2 9 +/5(I) [37]
Storm Bolter
#Terminator Armour 2+ armour save. May not make Sweeping Advances. [0]
Deep Strike if allowed.
Tactical Squad (Troops) 4 4 4 4 4 1 3 1 8 3+ 102
Bolter (x2); Flamer (x1); Flamer (x1)
Veteran Sergeant 1 4 4 4 4 1 3 2 9 3+ [30]
Bolter
Tactical Squad (Troops) 9 4 4 4 4 1 3 1 8 3+ 161
Bolter (x7); Heavy Bolter (x1); Plasma Gun (x1)
Sergeant 1 4 4 4 4 1 3 1 8 3+ [15]
Bolter
Tactical Squad (Troops) 9 4 4 4 4 1 3 1 8 3+ 171
Bolter (x7); Multi-Melta (x1); Plasma Gun (x1)
Sergeant 1 4 4 4 4 1 3 1 8 3+ [15]
Bolter
Bike Squadron (Fast Attack) 4 4 4 4 4/5 1 3 1 8 3+ 228
Bikes; Twin Bolter; Bolt Pistol (x2); Flamer
(x1); Meltagun (x1)
Veteran Sergeant 1 4 4 4 4/5 1 3 2 9 +/4(IH [75]
Twin Bolter; Power Weapon (x1); Storm Shield (x1)
Land Speeder Squadron (Fast At 2 BS: 4 Front: 10 Side: 10 Rear: 10 100
Fast; Skimmer; Heavy Bolter (x2)
Devastator Squad (Heavy Suppor 4 4 4 4 4 1 3 1 8 3+ 155
Missile Launcher (x4)
Sergeant 1 4 4 4 4 1 3 1 8 3+ [15]
Bolter
Option Footnotes:
Bolt Pistol 12"R, S4, AP5, Pistol.
Bolter 24"R, S4, AP5, Rapid Fire.
Dread. CC Weapon No armour save. If destroyed, use S before the /.
Flamer Template, S4, AP5, Assault 1.
Force Weapon No armour save. If a model takes a wound but is
not killed, make a psychic test- if you pass, it
dies. Use against one model per combat round.
Heavy Bolter 36"R, S5, AP4, Heavy 3.
Heavy Flamer Template, S5, AP4, Assault 1.
Meltagun 12"R, S8, AP1, +D6 AP at 6".
Missile Launcher 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1,
Blast).
Multi-Melta 24"R, S8, AP1, Heavy 1, +D6 AP at 12".
Plasma Gun 24"R, S7, AP2, Rapid Fire. Overheats- if you roll
a '1' to hit, make a save or take a wound.
Power Fist Always go last. No armour save. Doubles strength.
Power Weapon No armour save in close combat.
Storm Bolter 24"R, S4, AP5, Assault 2.
Storm Shield 4+ invulnerable save against hand-to-hand
attacks.
Twin Bolter 24"R, S4, AP5, Rapid Fire, Linked. Always fires
as if stationary.
Twin Lascannon 48"R, S9, AP2, Heavy 1, Linked.
Total Army Cost: 2001