Wednesday, April 16, 2008

Ростер 1500 (pre-refactoring for 5 ed)

265 (10) Assault Squad [5] 140
+ addational marines [5] 110
+ power weapon [1] 15

250 (10) Assault Squad [5] 140
+ addational marines [5] 110

270 (8) Veteran Assault Squad [5] 150
+ veteran [3] 75
+ power weapon [3] 45

85 (5) Death Company [3] 0
+ death company marine [2] 60
+ jump pack [5] 25

200 (1) Dante [1] 200

125 (1) Lemartes [1] 125

100 (2) Attack Bike (multi-melta) [1] 50
+ Attack Bike (multi-melta) [1] 50

100 (2) Attack Bike (multi-melta) [1] 50
+ Attack Bike (multi-melta) [1] 50

100 (2) Attack Bike (multi-melta) [1] 50
+ Attack Bike (multi-melta) [1] 50

Monday, April 14, 2008

Ростер 1500 (refactoring)

125 (1) Baal Predator [1] 100
+ heavy bolters [2] 25

200 (10) Tactical Squad [5] 115
+ additional marines [5] 75
+ meltagun [1] 10

40 (1) Rhino [1] 40

200 (10) Tactical Squad [5] 115
+ additional marines [5] 75
+ meltagun [1] 10

40 (1) Rhino [1] 40

100 (1) Techmarine [1] 75
+ servo-harness [1] 25

40 (1) Rhino [1] 40

275 (7) Veteran Assault Squad [5] 150
+ veteran [2] 50
+ power fist [3] 75

85 (5) Death Company [3] 0
+ death company marine [2] 60
+ jump pack [5] 25

120 (1) Chaplain [1] 100
+ jump pack [1] 20

125 (1) Lemartes [1] 125

50 (1) Attack Bike (multi-melta) [1] 50

50 (1) Attack Bike (multi-melta) [1] 50

50 (1) Attack Bike (multi-melta) [1] 50

Wednesday, March 26, 2008

Ростер 1000 (assault)

125 (1) Lemartes [1] 125

85 (5) Death Company [3] 0
+ death company [2] 60
+ jump pack [5] 25

120 (1) Chaplain [1] 100
+ jump pack [1] 20

230 (6) Veteran Assault Squad [5] 150
+ veteran assault marine [1] 25
+ power fist [1] 25
+ thunder hammer [1] 30

130 (5) Tactical Squad [5] 115
+ plasmagun [1] 15

130 (5) Tactical Squad [5] 115
+ plasmagun [1] 15

50 (1) Attack Bike [1] 50
+ multimelta [1] 0

50 (1) Attack Bike [1] 50
+ multimelta [1] 0

Wednesday, February 27, 2008

BLOOD ANGELS FAQ

Q. How do you work out the victory points for a Death Company squad?
A. The victory points of a Death Company squad is equal to the total points value of any additional Death Company models and extra wargear purchased for the squad. For example: a Blood Angels army contains six units that allow one Death Company model to be added to the initial unit composition of the Death Company squad. This six-strong initial squad is a normal scoring unit worth 0 victory points. If the player decides to add two models to the squad (+60 pts) and to equip the entire squad with Jump Packs (8 x 5 pts, for a total of +40 pts), the squad is now worth 100 victory points.

Q. The Blood Angels Whirlwind
has two types of missiles listed in the summary? How does this work?
A. Blood Angels Whirlwinds can be equipped with one of two types of missiles: Vengenance or Incendiary Castellan. When you deploy the vehicle, you must declare to your opponent which type of missiles the Whirlwind is equipped with, which will remain the same for the rest of the game.

Q. Can a Blood Angels Techmarine use the plasma pistol from his servo-harness in close combat?

A. No. The plasma pistol can only be used in the Shooting Phase.

Q. Corbulo and Tycho do not have the “And They Shall Know No Fear” special rule in the Forces section, but they do in the army list. which one is true?

A. The army list is correct. After all, they are Space Marines!

Q. Can a Blood Angels Company Captain in Terminator armour take combi-weapons?

A. No.

Q. Does the storm bolter option on Baal Predators really cost 10 points?

A. Yes.

Q. If a Rhino or Baal Predator rolls successfully to move as a fast vehicle in the Movement Phase, does it fire as a fast vehicle in the ensuing Shooting Phase?

A. Yes, in the ensuing Shooting Phase, use the rules for fast vehicles firing.

Q. Are all of the models that are in base contact with Mephiston affected by his Transfixing Gaze psychic power?

A. Transfixing Gaze affects all of the models in base contact with Mephiston, and each one must test individually.

Q. For Transfixing Gaze, how does this work if the transfixed models are part of a unit, as normally you cannot direct attacks against specific members of a unit?

A. Treat each transfixed model as a separate one-model unit, in the same way as an Independent Character engaged in close combat. Any attacks directed against a transfixed model hit automatically, but can only damage that model and not the other members of its unit.

Q. What does the Drop Pod’s Immoble special rule mean?

A. Immobile: A Drop Pod may not move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilised damage result (which cannot be repaired).

Q. Can Blood Angels units assault in the turn they disemarked from a Drop Pod?

A. No, as units that enter the battle by Deep Strike cannot assault in the turn they arrive.

Sons of Sanguinius (special rules)

Unique Equipment
You will find that some items of equipment are unique to particular characters or units, while others are used by more than one unit. When an item is unique, it is detailed in the entry for its owner. When an item is not unique, it is detailed in the wargear section. A good example is the Perdition pistol, which is a potent weapon carried only by Commander Dante. As such, its rules are detailed in Dante’s entry.

And They Shall Know No Fear
Space Marines automatically pass tests to regroup and can take such tests even if the squad has been reduced to less than 50% by casualties, though all other criteria apply. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens, then the unit is subject to the No Retreat! rule in that round of close combat and may therefore lose additional casualties if outnumbered. Usually troops that regroup may not move normally and always count as moving whether they do or not, but these restrictions do not apply to models with this special rule. Remember that units that include Servitors are still subject to this rule as long as the squad contains at least one Space Marine. Space Marines are still subject to Last Man Standing tests. However, they will always pass the test to regroup after each Fall Back move.

Combat Squads
A number of 10-man units in a Blood Angels army have the option of breaking down into two 5-man units, called Combat Squads. This option is clearly specified in the unit’s entry. For example, a 10-man Veteran Assault Squad can either fight as a 10-man unit or break down into two 5- man Combat Squads. The units that can be split into Combat squads are as follows.
  • Veteran Assault Squads
  • Scout Squads
  • Tactical Squads
  • Assault Squads
  • Devastator Squads
The decision to split a unit into Combat Squads, as well as which models go into each Combat Squad, must be made when the unit is deployed. Both Combat Squads are deployed at the same time but may be may be deployed in separate locations. If you decide to break the unit down, then each Combat Squad is treated as a separate unit for all game purposes from that point and counts as a scoring unit if it still has half or more of its starting models, etc. Units held in Reserve cannot be split into Combat Squads. For Victory Points purposes, each Combat Squad is worth a number of Victory Points equal to half of the points value of the unit. For example, a 10-man Tactical Squad upgraded to include a lascannon and a meltagun is worth a total of 220 points. If the squad was to be broken down into Combat Squads, each would be worth 110 Victory Points (regardless of which models were assigned to each Combat Squad). If at the end of the game, one Combat squad had been wiped out and the other was reduced to two models, the enemy would score 165 points.

Over-Charged Engines
The Baal Predator and Blood Angels Rhinos are fitted with specially modified engines. These over-charged engines allow the vehicle to attempt to go faster but at the risk of stalling the engines. You may declare that an eligible vehicle is going to use its overcharged engines in any Movement Phase just before you move it.
Roll a D6. On the roll of 1, the engine stalls, and the vehicle may not move at all this turn. On the roll of 2-3, the boosters fail to kick in, and the vehicle moves normally. On the roll of 4-6, the boosters work, and the vehicle can move as if it were a fast vehicle this turn; however, the maximum distance it can move is limited to 18".

Blood Angels Wargear and Upgrades
  • Artificer Armor: Provides 2+ armor save.
  • Assault Vehicle: Disembarking models may assault.
  • Blessing of the Omnissiah: The model may repair Immobilized or Weapon Destroyed results instead of moving. A Techmarine must be in contact with a vehicle. Roll a D6. A 6 is required to make the repair. Add +1 to the roll for each servitor equipped with a servo-arm in the Techmarine’s unit. You may reroll the die if the Techmarine is equipped with a servo-harness.
  • Chainfist: A chainfist is treated exactly as a power fist, but rolls 2D6 for its Armor Penetration value.
  • Chainsword: Close combat weapon.
  • Combat Blade: Close combat weapon.
  • Combat Shield: The combat shield does not count toward the maximum number of weapons carried and confers a 5+ Invulnerable Save in close combat.
  • Combi-Weapons: A bolter combined with a plasma gun, flamer, or meltagun. Choose which of the weapons to use in the Shooting Phase. The bolter may be fired any number of times, but the other weapon may be fired only once per battle.
  • Company Standard: Friendly Blood Angels units within 12" of the Standard Bearer may reroll failed Morale and Pinning tests.
  • Crozius Arcanum: Power weapon.
  • Dozer Blade: A vehicle equipped with a dozer blade may reroll failed Difficult Terrain tests as long as it is not moving more than 6".
  • Exsanguinator: Once per player turn, a friendly model within 6" of a model with an Exsanguinator may ignore a failed save as long as the bearer is not Falling Back, in close combat, or Pinned. It may not be used against Instant Death or a close combat attack that ignores armor saves.
  • Extra Armor: Count Crew Stunned as Crew Shaken.
  • Frag Assault Launchers: Models using a transport vehicle with this upgrade count as having frag grenades in the turn they disembark.
  • Inertial Guidance System: Fitted to Drop Pods. The Drop Pod and the unit it carries may always be placed in Reserve and enter play per the Deep Strike rules. May reduce the scatter distance by the minimum required to avoid landing in impassable terrain or on top of another model.
  • Iron Halo: Provides 4+ invulnerable save.
  • Master-Crafted Weapon: May reroll one failed roll to hit per player turn when using the weapon.
  • Power Armor: Provides 3+ armor save.
  • Power of the Machine Spirit: May still move straight ahead if Stunned. Vehicles moving 6" or less may shoot one extra weapon at a Ballistic Skill of 2, even if Stunned or Shaken.
  • Psychic Hood: Declare use after opponent uses a psychic power. Both players roll a D6 and add their model’s Leadership to the score. If the Librarian scores higher, then the power may not be used.
  • Repair: Roll D6 in Shooting Phase if immobilized instead of shooting; on a 6, no longer immobilized.
  • Rites of Battle: All other Blood Angel models in the same army may use this model’s Leadership for Morale, Pinning, and Leadership tests, but not Psychic tests.
  • Rosarius: Provides 4+ invulnerable save.
  • Searchlight: If this unit spots and fires on a target in a night fight, then any other unit can ignore the night fight rules when shooting at the same target unit.
  • Servo-Arm: May make 1 additional close combat Attack with an Initiative of 1 and Strength of 8, with no armor save allowed.
  • Servo-Harness: Counts as a twin-linked plasma pistol, a flamer, and in close combat, two servo-arms. Wearer may shoot both weapons if desired, or one weapon and a personal weapon. Wearer may reroll repair rolls.
  • Scout Armor: Provides 4+ armor save.
  • Smoke Launchers: See Warhammer 40,000 rulebook.
  • Storm Shield: Provides a 4+ invulnerable save in close combat. A model equipped with a storm shield may never claim the +1 Attack bonus for being armed with two close combat weapons. Requires one hand to use.
  • Terminator Armor: Provides 2+ armor save and 5+ invulnerable save. May move and fire heavy weapons, and assault after shooting rapid fire or heavy weapons. May not sweeping advance. May always be kept in Reserve and deployed with the Deep Strike rules.
  • Venerable Dreadnought: May force opponent to reroll the result of glancing or penetrating hits.
Blood Angel Psychic Powers
  • Might of Heroes. The power is used at the start of either player’s Assault Phase, and if successful, the Librarian (or any one other model in the same unit as the Librarian) gains +D3 attacks in that Assault Phase.
  • Transfixing Gaze. This power is used in the Assault Phase. If successful, then any enemy model in base contact with the Librarian must take a Leadership test. If the test is failed, the model may not attack in the Assault Phase and will be hit automatically by any close combat attacks that are directed against it. Enemy models without a Leadership value cannot be affected by this power.
  • Wings of Sanguinius. This power is used in the Movement Phase and lasts for the rest of the turn. It allows the Librarian to move as if he had a Jump Pack. A Librarian wearing Terminator armor can use the Wings of Sanguinius. A Librarian riding a bike that uses the Wings of Sanguinius counts as riding a jet bike.
COMMANDER DANTE
  • Inspiring. Dante is renowned for personally leading formations of Blood Angels Assault Marines in unstoppable assaults. His presence inspires these troops to acts of valor that are extraordinary even for Space Marines. As such, if Dante is included in a Blood Angels army, then any friendly unit of Blood Angels within 12" of him counts its opponents as a preferred enemy.
  • Axe Mortalis: Dante is armed with the Axe Mortalis. This ancient weapon was crafted by revered Chapter Armorer Metriculus in the days following the Horus Heresy. It counts as a master-crafted power weapon.
  • Death Mask Of Sanguinius: Dante’s Artificer Armor incorporates an incredibly lifelike golden mask, which is said to have been modeled on the features of Sanguinius. In battle, it almost appears to come to life, and a halo of golden energy plays about Dante’s head and strikes terror into the hearts of his enemies. For as long as an enemy model is within 6" of Dante, its WS and BS are each reduced by 1.
  • Perdition Pistol: The Perdition Pistol is a beautifully crafted and incredibly ancient weapon that dates back to the Dark Age of Technology. It uses similar principles to the meltagun to melt whatever it is fired at. It may be fired as if it were a meltagun. The Perdition pistol counts as a normal pistol in close combat.
  • Blood Angels Chapter Banner: If Lord Dante is included in the army, then any one Standard Bearer may carry the Blood Angels Chapter Banner in place of his normal standard, inspiring fierce devotion in any battle-brothers who look upon it. Blood Angels units within 12" of the Chapter Banner may reroll failed Morale and Pinning tests. In addition, all models in the Standard Bearer’s unit add +1 to their Attacks.
CHIEF LIBRARIAN MEPHISTON
  • Lord of Death. When Mephiston overcame the Red Thirst, he released his full psychic potential. As such, Mephiston has all three Blood Angels Psychic Powers (see below) and can use each one of them and his Force Weapon once each player turn, rather than being limited as are other Librarians. He may not use the same power more than once per turn.
CORBULO, SANGUINARY HIGH PRIEST
  • The Red Grail: The Red Grail is used to hold the blood of Sanguinary Priests during the induction rituals that are performed when a Blood Angel joins the Chapter. Its presence on the battlefield has a powerful effect on the Blood Angels, as it enhances the physical and psychological aspects that are most closely linked to their Primarch. Any Blood Angel unit within 12" of Corbulo at the start of one of its own Assault Phases receives the Furious Charge ability for the rest of the turn. In addition, the Grail generates a powerful force field that provides the model holding the Grail with a 4+ invulnerable save.
CHAPLAIN LEMARTES
  • Honor of the Chapter. Like all Chaplains, Lemartes embodies the honor of the Chapter. He and any Blood Angels squad he has joined are Fearless.
  • Litanies of Hate. On a player turn in which he charges, Lemartes and all members of any Blood Angels squad he has joined may reroll failed rolls to hit.
  • Death Mask: Any enemy unit within 6" of a model wearing the Death Mask suffers a -1 modifier to its Leadership.
THE DEATH COMPANY
  • Black Rage. Death Company warriors are so blood-crazed that they will do almost anything to get to grips with the enemy and often tear them limb from limb when the Death Company charges home. All close combat attacks made by members of the Death Company count as being Rending. In addition, unless there is a Blood Angels Chaplain (or Brother Corbulo) within 6" of the unit at the start of the Movement Phase, then the Death Company must move as far as it can toward the closest enemy unit.
FURIOSO DREADNOUGHT
  • Death Company Dreadnought. Sometimes, a badly wounded Blood Angels Space Marine will be overcome by the Black Rage. When this happens, their bodies are transferred into specially adapted Furioso Dreadnoughts, so they can fight alongside their battle brothers in the Death Company. Unless there is a Chaplain or Sanguinary High Priest within 6" of the Dreadnought at the start of the Movement Phase, then it must move as far as it can toward the closest enemy unit in the Movement Phase. In addition, a Death Company Dreadnought receives an extra D3 Attacks in close combat.

Friday, September 14, 2007

Sons of Sanguinius (army list)


HQ


Dante, Lord of the Blood Angels - 200 points
WS
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
4
10
2+
Unit Type - Jump Infantry
Individual - An army can only include one Commander Dante
Wargear:
  • Frag grenades
  • Krak grenades
  • Perdition pistol
  • The Axe Mortalis
  • Death Mask of Sanguinius
  • Jump pack
  • Artificer armor
  • Iron halo
Options:
  • If Dante is in the army, the Standart Bearer in one Honour Guard may replace his Company Standart with the Blood Angels Chapter Banner for +15 points.
Special Rules:
  • Fearless
  • Independent Character
  • Rites of Battle

Mephiston, Lord of Death - 225 points
WS
BS
S
T
W
I
A
Ld
Sv
6
5
5
5
3
6
4
10
2+
Unit Type - Infantry
Individual - An army can only include one Mephiston
Wargear:
  • Frag grenades
  • Krak grenades
  • Plasma pistol
  • Force weapon
  • Phychic hood
  • Artificer armor
Options:
  • none
Special Rules:
  • Fearless
  • Independent Character
  • Lord of Death
  • Feel No Pain
Phychic Powers:
  • Wings of Sanguinius
  • Might of Heroes
  • Transfixing Gaze

Lemartes, Guardian of the Lost - 125 points
WS
BS
S
T
W
I
A
Ld
Sv
5
5
4
4
3
5
3
10
3+
Unit Type - Jump Infantry
Individual - An army can only include one Lemartes
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Crozius Arcanum
  • Rosarius
  • Death Mask
  • Power Armor
  • Jump pack
Options:
  • none
Special Rules:
  • Independent Character
  • Honour of the Chapter
  • Litanies of Hate

Brother Corbulo - 100 points
WS
BS
S
T
W
I
A
Ld
Sv
5
5
4
4
3
5
3
10
3+
Unit Type - Infantry
Individual - An army can only include one Brother Corbulo
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Chainsword
  • Exsanguinator
  • The Red Grail
  • Power Armor
Options:
  • none
Special Rules:
  • And They Shall Know No Fear
  • Independent Character

Tycho, Captain of the 3rd Company - 110 points
WS
BS
S
T
W
I
A
Ld
Sv
5
5
4
4
3
5
3
10
2+
Unit Type - Infantry
Individual - An army can only include one Tycho
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Iron halo
  • Combi-weapon (bolter/meltagun)
  • Artificer armor
Options:
  • none
Special Rules:
  • And They Shall Know No Fear
  • Preferred Enemy: Orks
  • Independent Character
  • Rites of Battle

Chaplain - 100 points
WS
BS
S
T
W
I
A
Ld
Sv
5
5
4
4
2
5
3
9
3+
Unit Type - Infantry
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Crozius Arcanum
  • Rosarius
  • Power Armor
Options:
  • Replase bolt pistol with a plasma pistol for +15 points.
  • Take a storm bolter for +5 points, a combi-flamer, combi-plasma gun or combi-meltagun for +10 points, or power fist for +25 points.
  • Take meltabobms for +5 points.
  • Take a jump pack for +20 points or Space Marine bike for +30 points.
  • Replace all other wargear with Terminator armour, storm bolter, Rosarius and Crozius Arcanum for +25 points.
Special Rules:
  • Independent Character
  • Honour of the Chapter
  • Litanies of Hate

Librarian - 120 points
WS
BS
S
T
W
I
A
Ld
Sv
5
5
4
4
2
5
3
9
3+
Unit Type - Infantry
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Force weapon
  • Phychic hood
  • Power armor
Options:
  • Replase bolt pistol with a plasma pistol for +15 points.
  • Take a storm bolter for +5 points, a combi-flamer, combi-plasma gun or combi-meltagun for +10 points, or power fist for +25 points.
  • Take meltabobms for +5 points.
  • Take a jump pack for +20 points.
  • Replace all other wargear with Terminator armour, plus one of the folowing weapon options, for +25 points storm bolter and power fist or power sword, a pair of lightning claws or a thunder hammer and a storm shield.
Special Rules:
  • And They Shall Know No Fear
  • Independent Character
Phychic Powers:
  • Wings of Sanguinius
  • Might of Heroes

Company Captain - 100 points
WS
BS
S
T
W
I
A
Ld
Sv
5
5
4
4
3
5
3
10
3+
Unit Type - Infantry
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Chainsword
  • Iron halo
  • Power armor
Options:
  • Replase bolt pistol with a plasma pistol for +15 points.
  • Replace chainsword with a power weapon for +15 points, a power fist or a single lightning claw for +25 points, a pair of lightning claw or a thunder hammer for +30 points.
  • Take a storm bolter for +5 points, a combi-flamer, combi-plasma gun or combi-meltagun for +10 points.
  • Take meltabobms for +5 points.
  • Take a jump pack for +20 points or Space Marine bike for +30 points.
  • Replace all other wargear with Terminator armor, plus one of the following weapon options, for +25 points storm bolter and power fist or power sword, a pair of lighting claws, or a thunder hammer and storm shield.
Special Rules:
  • And They Shall Know No Fear
  • Independent Character
  • Rites of Battle

Honour Guard - 125 points
A Blood Angels army may include one Honour Guard for each Independent Character that it includes. The Honour Guard does not use up any Force Organization Chart selection but is otherwise treated as a separete HQ unit.
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
2
9
3+
Unit Type - Infantry
Unit Comopsition - 5 Veteran Space Marines
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Bolter or chainsword
  • Power armor
Options:
  • Entrie squad may be be given jump packs for +25 points.
  • Up to two Veterans may replace their bolt pistols with a plasma pistol for +15 points each.
  • Up to two Veterans may replace their bolter or chainsword with a power weapon for +15 points each, or with a power fist for +25 points each.
  • Up to two Veterans may replace their bolter or chainsword with a flamer for +5 points each, meltagun for +10 points each or with a plasma gun for +15 points each.
  • One Veteran may be upgraded to a Sanguinary Priest with an Exsanguinator for +20 points.
  • One Veteran may be upgraded to a Tech-Adept, replasing their power armor with artificier armor and his chainsword or bolter with a power weapon, for +30 points, Tech-Adept have the Blessing of the Omnissiah special rule.
  • One Veteran may be upgraded to a Standart Bearer carrying a Company Standard for +10 points.
  • One Veteran may be upgraded to Company Champion, replacing their chainsword or bolter with a power weapon and combat shield for +25 points.
  • Any Veteran may have meltabombs for +5 points per model.
Special Rules:
  • And They Shall Know No Fear
Transport - An Honour Guard without jump pack may select a Drop Pod, Blood Angels Rhino or Razorback as a dedicated transport vehicle.


ELITES


Death Company - no points
A Blood Angels army may include up to one Death Company unit. The Death Company does not use up any Force Organization Chart selection but is otherwise treated as a separete Elites unit. Note that the numbers of models in the unit is determined by the number of by the number of squads in the army, as described in the Unit Composition entry below. It does not mater how many models are in these squads; each allows you to take one Death Company Space Marine. You don`t have to take all (indeed any) of the Death Company you are entitled to if you don`t want to. Ten-man squads thet split into Combat Squads entitle you to one Death Company model, not two.
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
2
9
3+
Unit Type - Infantry
Unit Comopsition - 1 Deat Conpany Space Marines model for each of the following units included in the army:
  • Honour Guard
  • Terminator Squad
  • Veteran Assault Squad
  • Assault Squad
  • Tactical Squad
  • Devastator Squad
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Bolter or chainsword
  • Power armor
Options:
  • You may take additional Death Company model if you wish, as long as the total number of models in the unit doesn`t exceed 10. Each additional model that you take cost +30 points.
  • The entrie squad may be be given jump packs for +5 points per model.
Special Rules:
  • Fearless
  • Feel No Pain
  • Furious Charge
  • Black Rage
Transport - A Death Company with 10 or fewer models that does not have jump pack may select a Blood Angels Rhino or a Drop Pod as a dedicated transport vehicle.

Terminarot Squad - 200 points
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
2
9
2+
Unit Type - Infantry
Unit Comopsition - 1 Terminator Sergeant and 4 Terminators
Wargear:
  • Storm bolter
  • Power fist (Sergeant has power sword)
  • Terminator armor
Options:
  • Any Terminator model may replace its power fist with a chainfist for +5 points per model.
  • In addition, you can chose to have either: all models replace their usual wepons either a pair of lightning claws or a thunder hammer and storm shield, for no aditional points cost; or one terminator take a cyclone missile launcher for +20 points or replace his storm bolter with a heavy flamer for +5 points or an assault cannon for +30 points.
Special Rules:
  • And They Shall Know No Fear
  • Deep Strike
Transport - Terminators may select a Drop Pod as a dedicated transport vehicle.

Furioso Dreadnought - 100 points
WS
BS
S
A
FA
SA
RA
4
4
6
(10)
2
(3)
12
12
10
Unit Type - Walker
Wargear:
  • Two dreadnought close combat weapons, one with built-in storm bolter and one with built-in meltagun
  • Smoke launchers
  • Searchlight
Options:
  • Upgrade to a Venerable Furioso Dreadnought for +20 points.
  • Upgrade to a Death Company Dreadnought for +25 points.
  • Replace storm bolter with a heavy flamer for +5 points.
  • Take extra armor for +15 points.
Special Rules:
  • And They Shall Know No Fear
  • Deep Strike
Transport - A Furioso Dreadnought may select a Drop Pod as a dedicated transport vehicle.

Dreadnought - 125 points
WS
BS
S
A
FA
SA
RA
4
4
6
(10)
2
12
12
10
Unit Type - Walker
Wargear:
  • Assault canon
  • Dreadnought close combat weapons with built-in storm bolter
  • Smoke launchers
  • Searchlight
Options:
  • Upgrade to a Venerable Furioso Dreadnought for +20 points.
  • Replace Dreadnought close combat weapon with missile launcher for +10 points.
  • Replace storm bolter with a heavy flamer for +5 points.
  • Replace assault canon with a multi-melta, plasma canon, or twin-linked autocannon at no additional points cost, or with a twin-linked lascannon for +20 points.
  • Take extra armor for +15 points.
Special Rules:
  • And They Shall Know No Fear
  • Deep Strike
Transport - A Dreadnought may select a Drop Pod as a dedicated transport vehicle.

Techmarines - 75 points
A Blood Angels army may include one Techmarine for each vehicles chosen from tha Elites or Heavy Support section of the army list (not counting dedicated transports). The Techmarine does not use up any Force Organization Chart selection but is otherwise treated as a separete Elites unit.
Techmarine
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
2
4
2
9
2+
Servitor
WS
BS
S
T
W
I
A
Ld
Sv
4
4
3
3
1
3
1
8
4+
Unit Type - Infantry
Unit Comopsition - 1 Techmarine
Wargear:
  • Artificer armor
  • Boltgun or bolt pistol
  • Frag grenades
  • Krak grenades
  • Power weapon
  • Servo-arm
Options:
  • Replace bolt pistols with a plasma pistol for +15 points.
  • Replace servo-arm with servo-harness for +25 points.
  • The Tecmarine may be accompanied by up to four Servitors armed with a servo-arm and a close combat weapon for +25 points per model. Any Servitor may replace its servo-arm with a heavy bolter or a multi-melta for free, or a plasma cannon for +10 points per model.
Special Rules:
  • And They Shall Know No Fear
  • Blessing of the Omnissiah
Transport - May select a Drop Pod, Blood Angels Rhino or Razorback as a dedicated transport vehicle.

Veteran Assault Squad - 150 points
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
2
9
3+
Unit Type - Jump Infantry
Unit Comopsition - 5 Veteran Space Marines
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Bolter or chainsword
  • Power armor
  • Jump pack
Options:
  • The squad may include up to five additional Veterans for +25 points each.
  • Up to three Veterans may replace their bolter or chainsword with one weapon from the folowing list:
  • Storm bolter for +5 points each.
  • Combi-weapon for +10 points each.
  • Power weapon or plasma pistol for +15 points each.
  • Power fist or a single lightning claw for +25 points each.
  • Pair of lightning claws of a thunder hammer for +30 points each.
  • Any Veteran may take a combat shield for +5 points per model or a storm shield for +10 points per model.
  • Up to two Veterans may replace their bolter or chainsword with a flamer for +5 points each, meltagun for +10 points each or with a plasma gun for +15 points each.
  • Any Veteran may have meltabombs for +5 points per model.
Special Rules:
  • And They Shall Know No Fear
  • Combat Squads
Transport - The Squad may remove its jump pack to count as Infantry may select a Drop Pod or a Blood Angels Rhino as a dedicated transport vehicle at no additional cost.

Scout Squad- 80 points
Veteran Sergeant
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
2
9
4+
Scout
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
1
8
4+
Unit Type - Infantry
Unit Comopsition - 1 Veteran Sergeant and 4 Scouts
Wargear:
  • Scout armor
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Bolter
Options:
  • The squad may include five additional Scouts for +65 points.
  • Any model in the unit may replace its bolter with a shotgun, chainsword, combat blade at no additional point cost, or a sniper rifle at +5 points per model.
  • One Scout may replace his bolter with a heavy bolters for +15 points or a missile launcher for +20 points.
  • The Sergeant may replace his bolt pistol with a plasma pistol for +15 points.
  • The Sergeant may replace his bolter with a power weapon for +15 points or with a power fist for +25 points.
  • The Sergeant may take meltabombs for +5 points.
Special Rules:
  • And They Shall Know No Fear
  • Infiltrate
  • Move Through Cover
  • Combat Squads
Transport - A Scout may select a Drop Pod as a dedicated transport vehicle.


TROOPS


Assault Squad - 140 points
Veteran Sergeant
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
2
9
3+
Space Marine
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
1
8
3+
Unit Type - Jump Infantry
Unit Comopsition - 1 Veteran Sergeant and 4 Space Marines
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Chainsword
  • Power armor
  • Jump pack
Options:
  • The squad may include five additional Space Marines for +110 points.
  • Up to two Space Marines may replace their bolt pistol with a plasma pistol for +15 points per model.
  • The Veteran Sergeant may replace his bolt pistol with a plasma pistol for +15 points.
  • The Veteran Sergeant may replace his chainsword with a power weapon for +15 points or with a power fist for +25 points.
  • The Veteran Sergeant may take meltabombs for +5 points.
  • The Veteran Sergeant may take a combat shield for +10 points.
Special Rules:
  • And They Shall Know No Fear
  • Combat Squads
Transport - The Squad may remove its jump pack to count as Infantry may select a Drop Pod or a Blood Angels Rhino as a dedicated transport vehicle at no additional cost.

Tactical Squad - 115 points
Veteran Sergeant
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
2
9
3+
Space Marine
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
1
8
3+
Unit Type - Infantry
Unit Comopsition - 1 Veteran Sergeant and 4 Space Marines
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Bolter
  • Power armor
Options:
  • The squad may include five additional Space Marines for +75 points.
  • The Veteran Sergeant may replace his bolt pistol with a plasma pistol for +15 points.
  • The Veteran Sergeant may replace his bolter with a chainsword for free, with a power weapon for +15 points or with a power fist for +25 points.
  • The Veteran Sergeant may take meltabombs for +5 points.
  • One Space Marine may replace his bolter with a flamer for +5 points, a meltagun for +10 points, or a plasma gun for +15 points.
  • If Tactical Squad numbers 10 models, one Space Marine may replace his bolter with a heavy bolter, multi-melta, or a missile launcher for +10 points; with a plasma cannon for +15 points; or with a lascannon for +20 points.
Special Rules:
  • And They Shall Know No Fear
  • Combat Squads
Transport - Tactical Squad may select a Drop Pod, a Blood Angels Rhino or a Razorback as a dedicated transport vehicle.


FAST ATTACK


Bike Squadron - 115 points
Veteran Sergeant
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
(5)
1
4
2
9
3+
Space Marine Biker
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
(5)
1
4
1
8
3+
Unit Type - Bike
Unit Comopsition - 1 Veteran Sergeant and 2 Space Marine Bikers
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol or chainsword
  • Space Marine Bike with twin-linker bolters
  • Power armor
Options:
  • The squadron may include up to two additional Space Marine Bikers for +30 points each.
  • The Veteran Sergeant may replace his bolt pistol with a plasma pistol for +15 points.
  • The Veteran Sergeant may replace his bolter with a chainsword for free, with a power weapon for +15 points or with a power fist for +25 points.
  • The Veteran Sergeant may take meltabombs for +5 points.
  • Up to two Space Marine Bikers may take a flamer for +5 points each, a meltagun for +10 points each, or a plasma gun for +15 points each.
Special Rules:
  • And They Shall Know No Fear

Attack Bike Squadron - 50 points
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
(5)
2
4
2
8
3+
Unit Type - Bike
Unit Comopsition - 1 Attack Bike
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Space Marine Attack Bike with twin-linker bolters and heavy bolter or multi-melta
  • Power armor
Options:
  • The squadron may include up to two additional Attack Bikes for +50 points each.
Special Rules:
  • And They Shall Know No Fear

Land Speeder Squadron - 65 points
WS
FA
SA
RA
4
10
10
10
Unit Type - Fast, Skimmer, Vehicle Squadron
Unit Comopsition - 1 Land Speeder
Wargear:
  • Heavy bolter or multi-melta
Options:
  • The squadron may include up to two additional Land Speeders for +65 points each.
  • One Land Speeder may add a Typhoon misile launcher for +10 points.
  • Up to two Land Speedersbe given a heavy flamer for +10 points each or an assault cannon for +35 points each.


HEAVY SUPPORT


Devastator Squad - 115 points
Veteran Sergeant
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
2
9
3+
Space Marine
WS
BS
S
T
W
I
A
Ld
Sv
4
4
4
4
1
4
1
8
3+
Unit Type - Infantry
Unit Comopsition - 1 Veteran Sergeant and 4 Space Marines
Wargear:
  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Bolter
  • Power armor
Options:
  • The squad may include five additional Space Marines for +75 points.
  • The Veteran Sergeant may replace his bolt pistol with a plasma pistol for +15 points.
  • The Veteran Sergeant may replace his bolter with a chainsword for free, with a power weapon for +15 points or with a power fist for +25 points.
  • The Veteran Sergeant may take meltabombs for +5 points.
  • Up to four Space Marines may replace their bolters with a heavy bolter or multi-melta for +15 points per model, missile launcher for +20 points per model, plasma cannon for +25 points per model, or lascannon for +35 points per model.
Special Rules:
  • And They Shall Know No Fear
  • Combat Squads
Transport - Devastator Squad may select a Drop Pod, a Blood Angels Rhino or a Razorback as a dedicated transport vehicle.

Land Raider - 250 points
WS
FA
SA
RA
4
14
14
14
Unit Type - Tank
Wargear:
  • Twin-linked heavy bolter
  • Two twin-linked lascannons
  • Smoke launchers
  • Searchlight
Options:
  • Take a pintle-mounted storm bolter for +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take extra armor for +15 points.
Transport Capacity:
  • 10 models
  • Space Marines in Terminator armor counts as two models
Special Rules:
  • Power of the Machine Spirit
  • Assault Vehicle

Land Raider Crusader - 250 points
WS
FA
SA
RA
4
14
14
14
Unit Type - Tank
Wargear:
  • Twin-linked assault cannon
  • Multi-melta
  • Two huricane bolters
  • Frag assault launcher
  • Smoke launchers
  • Searchlight
Options:
  • Take a pintle-mounted storm bolter for +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take extra armor for +15 points.
Transport Capacity:
  • 16 models
  • Space Marines in Terminator armor counts as two models
Special Rules:
  • Power of the Machine Spirit
  • Assault Vehicle

Whirlwind - 85 points
WS
FA
SA
RA
4
11
11
10
Unit Type - Tank
Wargear:
  • Whirlwind missile launcher
  • Smoke launchers
  • Searchlight
Options:
  • Take a pintle-mounted storm bolter for +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take a dozer blade for +5 points.
  • Take extra armor for +15 points.

Predator - 70 points
WS
FA
SA
RA
4
13
11
10
Unit Type - Tank
Wargear:
  • Autocannon
  • Smoke launchers
  • Searchlight
Options:
  • Take a pintle-mounted storm bolter for +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take a dozer blade for +5 points.
  • Take extra armor for +15 points.
  • Replace autocannon for twin-linker lascannon for +35 points.
  • Take side sponsons with heavy bolters for +25 points or with lascannons for +60 points.

Vindicator - 125 points
WS
FA
SA
RA
4
13
11
10
Unit Type - Tank
Wargear:
  • Demolisher cannon
  • Storm bolter
  • Smoke launchers
  • Searchlight
Options:
  • Take a pintle-mounted storm bolter for +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take a dozer blade for +5 points.
  • Take extra armor for +15 points.

Baal Predator
- 100 points
WS
FA
SA
RA
4
13
11
10
Unit Type - Tank
Wargear:
  • Twin-linked assault canon
  • Smoke launchers
  • Searchlight
  • Over-charged Engines
Options:
  • Take a pintle-mounted storm bolter for +10 points.
  • Take a hunter-killer missile for +15 points.
  • Take side sponsons with heavy bolters or heavy flamers for +25 points.
  • Take extra armor for +15 points.


DEDICATED TRANSPORT VEHICLES


Blood Angels Rhino - 40 points
WS
FA
SA
RA
4
11
11
10
Unit Type - Tank
Wargear:
  • Storm bolter
  • Smoke launchers
  • Searchlight
  • Over-charged Engines
Options:
  • Take a pintle-mounted storm bolter for +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take a dozer blade for +5 points.
  • Take extra armor for +15 points.
Transport Capacity:
  • 10 models
  • May not carry models in Terminator armor

Razorback - 50 points
WS
FA
SA
RA
4
11
11
10
Unit Type - Tank
Wargear:
  • Twin-linked heavy bolter
  • Smoke launchers
  • Searchlight
Options:
  • Take a pintle-mounted storm bolter for +5 points.
  • Take a hunter-killer missile for +15 points.
  • Take a dozer blade for +5 points.
  • Take extra armor for +15 points.
  • Replace twin-linked heavy bolter with twin-linked lascannon for +30 points.
Transport Capacity:
  • 6 models
  • May not carry models in Terminator armor

Drop Pod - 50 points
WS
FA
SA
RA
2
12
12
12
Unit Type - Open-toped
Wargear:
  • Storm bolter
  • Inertial Guidance System
Options:
  • none
Transport Capacity:
  • 10 models
  • Space Marines in Terminator armor counts as two models
  • Dreadnought counts as 10 models
Special Rules:
  • Immobile

Wednesday, August 29, 2007

Ростер 1000 (power attack)

225 (1) Mephiston

125 (1) Lemartes

45 (3) Death Company 30
+ jump pach 15

165 (5) Tactical Squad 115
+ meltagun 10
+ rhino 40

165 (5) Tactical Squad 115
+ meltagun 10
+ rhino 40

140 (1) Techmarine 75
+ servo-harness 25
+ rhino 40

135 (1) Baal Predator 100
+ heavy bolters 25
+ storm bolter 10