Günter Berg (guenter_der_weisse)
Warlord = Chaptermaster
Kartendeck = White Scars (Angel's of Death)
Alles andere steht drin.
+++ Turnierliste Januar 2017 (Warhammer 40,000 7th Edition v2017) (1850pts) +++
++ 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) (1262pts) ++
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 (250pts) +
········Captain (250pts) [Iron Halo]
········Rules: And They Shall Know No Fear, Chapter Tactics, Independent Character
············Captain (250pts)
················Chapter Master (40pts) [Orbital Strike]
················Rules: One Use Only/One Shot Only, Orbital
················Power Armour (120pts) [Artificer Armour (20pts), Chapter Relic (WS): The Hunter's Eye (20pts), Chapter Relic: The Shield Eternal (50pts), Frag and Krak Grenades, Thunder Hammer (30pts)]
················Rules: Adamantium Will, Concussive, Eternal Warrior, Ignores Cover, 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 (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
················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
················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
················Thunder Hammer: Range:-|Strength:x2|AP:2|Type:Melee, Concussive, Specialist Weapon, Unwieldy|BRB
+ Elites (145pts) +
········Sterguard Veteran Squad (145pts)
········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 (22pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades]
········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
················Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|BRB
+ Troops (158pts) +
········Scout Squad (93pts) [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 (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 (65pts) [Camo Cloaks (10pts)]
········Rules: And They Shall Know No Fear, Chapter Tactics, Combat Squads, Infiltrate, Move Through Cover, 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 (11pts) [Bolt Pistol, Chainsword, 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
················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
················Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|BRB
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|BRB
+ Fast Attack (300pts) +
········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
········Stormtalon Gunship (115pts) [Skyhammer Missile Launcher (5pts), Twin-Linked Assault Cannon]
········Rules: Rending, Strafing Run, Twin-Linked, Vectored Afterburners
········Profiles:
················Stormtalon Gunship: BS:4|Front:11|Side:11|Rear:11|HP:2|Type:Vehicle (Flyer, Hover)|Combat Role:Attack Flyer|Pursuit:3|Agility:3|Supplement: Death from the Skies
················Ceramite Plating: Description:Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.|Codex: Space Marines
················Assault Cannon: Range:24"|Strength:6|AP:4|Type:Heavy 4, Rending , Twin-Linked|BRB
················Skyhammer Missile Launcher: Range:60"|Strength:7|AP:4|Type:Heavy 3|Codex: Space Marines
+ 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)
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)
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)
Rending: If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are resolved at AP2.
Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 Wounds automatically, regardless of Toughness, and is resolved at AP2.
In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value. (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)
Strafing Run: When shooting Assault, Heavy, Rapid Fire or Salvo weapons at Artillery, Beasts, Bikes, Cavalry, Infantry, Monstrous Creatures and vehicles without the Flyer or Skimmer type, this vehicle has +1 Ballistic Skill. (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)
Vectored Afterburners: You can treat a Zooming Stormtalon Gunship as having a Pursuit value of from 3 to 6 (you choose) when determining how far it moves when travelling Flat Out. When Hovering, a Stormtalon Gunship receives +1 to its Jink cover saves (other cover saves are unaffected). (Supplement: Death from the Skies)
Very Bulky: Very Bulky models instead count as three models. (BRB)
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ANMERKUNG: SOLLTE AUCH DIE ORGA ES SO SEHEN WIE KLAIVEX, ÄNDERE ICH DIE LISTE. BISLANG HAT SICH VON DIESER SEITE NOCH KEINER GERÜHRT.