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Army 2 (Warhammer 40,000 8th Edition) [71 PL, 1,000pts]

 Battalion Detachment +5CP (Imperium - Space Marines) [41


PL, 523pts]
o No Force Org Slot
 **Chapter Selection**
Selections: Ultramarines
Categories: No Force Org Slot
Rules: Codex Discipline
o HQ [10 PL, 167pts]
 Sergeant Chronus [6 PL, 102pts]
Selections: Bolt pistol, Frag & Krak grenades, Servo-arm, Warlord
Categories: Faction: Adeptus Astartes, Character, Chronus, Faction:
Imperium, Infantry, Ultramarines, HQ, Warlord
Rules: And They Shall Know No Fear
Abilities: Adept of the Codex, Tank Commander, Unit: Sergeant Chronus
(Infantry), Sergeant Chronus (Tank Commander), Weapon: Bolt pistol, Frag
grenade, Krak grenade, Servo-arm
 Rhino [4 PL, 72pts]
Selections: Storm bolter [2pts]
Categories: Faction: Adeptus Astartes, Faction: Imperium, Vehicle,
Transport, Rhino, Dedicated Transport
Rules: Explodes (6"/D3), Smoke Launchers
Abilities: Self-repair, Transport: Transport, Unit: Rhino, Weapon:
Storm bolter, Wound Track: Rhino 1, Rhino 2, Rhino 3

Abilities Description Ref


Whilst your Warlord is on the battlefield, roll a D6 each time
Adept of the
you spend a Command Point to use a Stratagem; on a 5+ that
Codex
CP is immediately refunded.
Roll a D6 at the start of each of your turns; on a 6, this model
Self-repair
regains one lost wound.
Tank Sergeant Chronus always begins the game commanding a
Commander vehicle. Whilst commanding the vehicle, use that vehicle's
normal profile, weapons, abilities, keywords, and
characteristics, with the exception of its Ballistic Skill - use
Sergeant Chronus' Ballistic Skill of 2+ when firing with the
vechicle instead. If Sergeant Chronus is commanding a
vehicle at the start of your turn, he can restore one lost
wounds it has suffered. If Sergeant Chronus' vehicle has been
reduced to 0 wounds, set him up within 3" before removing
the vehicle from the battlefield. He is treated as a passenger
disembarking from a destroyed transport. Assuming he
survives, Sergeant Chronus then uses the Infantry profile
above and the keywords below. He is equipped with a bolt
pistol, servo-arm, and frag and krak grenades.
Transport Capacity Ref
This model can tranport 10 CHAPTER INFANTRY models. It
Transport cannot transport JUMP PACK, TERMINATOR, PRIMARIS,
CENTURION models.
Unit M WS BS S T W A Ld Save Ref
Rhino * 6+ * 6 7 10 * 8 3+
Sergeant Chronus (Infantry) 6" 3+ 2+ 4 4 4 2 8 3+
Sergeant Chronus (Tank
- - 2+ - - - - - -
Commander)
Weapon Range Type S AP D Abilities Ref
Bolt
12" Pistol 1 4 0 1 -
pistol
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
Each servo-arm can only be used
to make one attack each time this
Servo-
Melee Melee x2 -2 3 model fights. When a model
arm
attacks with this weapon, you
must subtract 1 from the hit roll.
Storm Rapid
24" 4 0 1 -
bolter Fire 2
Wound Remaining Characteristic Characteristic Characteristic
Ref
Track W 1 2 3
Rhino 1 6-10+ 12" 3+ 3
Rhino 2 3-5 6" 4+ D3
Rhino 3 1-2 3" 5+ 1
 Sergeant Telion [4 PL, 65pts]
Selections: Bolt pistol, Camo cloak, Frag & Krak grenades, Quietus
Categories: Faction: Adeptus Astartes, Character, Faction: Imperium,
Infantry, Scout, Telion, Ultramarines, HQ
Rules: And They Shall Know No Fear
Abilities: Camo cloaks, Infiltrator, Voice of Experience, Unit: Sergeant
Telion, Weapon: Bolt pistol, Frag grenade, Krak grenade, Quietus

Abilities Description Ref


If every model in a unit has a camo cloak you can add 2 to
Camo cloaks saving throws made for models in the unit when they receive
the benefits of cover, instead of 1.
When you set up this unit during deployment, it can be set up
Infiltrator anywhere on the battlefield that is more than 9" from the
enemy deployment zone.
In each of your Shooting phases, you can add 1 to all hit rolls
Voice of
made for a single friendly ULTRAMARINES SCOUT unit
Experience
within 3" of Sergeant Telion.
Unit M WS BS S T W A Ld Save Ref
Sergeant Telion 7" 3+ 2+ 4 4 4 2 8 4+
Weapon Range Type S AP D Abilities Ref
Bolt
12" Pistol 1 4 0 1 -
pistol
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
When Sergeant Telion fires this
weapon he may target an enemy
Quietus 36" Heavy 2 4 -1 D3
CHARATER even if it is not the
closest enemy unit.
o Troops [18 PL, 174pts]
 Scout Squad [6 PL, 57pts]
Categories: Faction: Imperium, Infantry, Faction: Adeptus Astartes, Scout,
Scout Squad, Troops
Rules: And They Shall Know No Fear
Abilities: Combat Squads, Concealed Positions, Unit: Scout, Scout
Sergeant
 Scout Sergeant [13pts]
Selections: Bolt pistol, Frag & Krak grenades, Sniper rifle [2pts]
Weapon: Bolt pistol, Frag grenade, Krak grenade, Sniper rifle
 4x Scout w/Boltgun [44pts]
Selections: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Abilities Description Ref


Before any models are deployed at the start of the game, this
Combat unit when containing its maximum number of models, may be
Squads split into two units each containing an equal number of
models.
When you set up this unit during deployment, it can be set up
Concealed
anywhere on the battlefield that is more than 9" from the
Positions
enemy deployment zone and any enemy models.
W
Unit M BS S T W A Ld Save Ref
S
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant
Weapon Range Type S AP D Abilities Ref
Bolt
12" Pistol 1 4 0 1 -
pistol
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
Sniper 36" Heavy 1 4 0 1 This weapon may target a
CHARACTER even if it is not the
closest enemy unit. If you roll a
rifle wound roll of 6+ for this weapon,
it inflicts a mortal wound in
addition to its normal damage.
 Scout Squad [6 PL, 57pts]
Categories: Faction: Imperium, Infantry, Faction: Adeptus Astartes, Scout,
Scout Squad, Troops
Rules: And They Shall Know No Fear
Abilities: Combat Squads, Concealed Positions, Unit: Scout, Scout
Sergeant
 Scout Sergeant [13pts]
Selections: Bolt pistol, Frag & Krak grenades, Sniper rifle [2pts]
Weapon: Bolt pistol, Frag grenade, Krak grenade, Sniper rifle
 4x Scout w/Boltgun [44pts]
Selections: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Abilities Description Ref


Before any models are deployed at the start of the game, this
Combat unit when containing its maximum number of models, may be
Squads split into two units each containing an equal number of
models.
When you set up this unit during deployment, it can be set up
Concealed
anywhere on the battlefield that is more than 9" from the
Positions
enemy deployment zone and any enemy models.
W
Unit M BS S T W A Ld Save Ref
S
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant
Weapon Range Type S AP D Abilities Ref
Bolt
12" Pistol 1 4 0 1 -
pistol
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
This weapon may target a
CHARACTER even if it is not the
Sniper closest enemy unit. If you roll a
36" Heavy 1 4 0 1
rifle wound roll of 6+ for this weapon,
it inflicts a mortal wound in
addition to its normal damage.
 Scout Squad [6 PL, 60pts]
Selections: Camo cloak [3pts]
Categories: Faction: Imperium, Infantry, Faction: Adeptus Astartes, Scout,
Scout Squad, Troops
Rules: And They Shall Know No Fear
Abilities: Camo cloaks, Combat Squads, Concealed Positions, Unit:
Scout, Scout Sergeant
 Scout Sergeant [13pts]
Selections: Bolt pistol, Frag & Krak grenades, Sniper rifle [2pts]
Weapon: Bolt pistol, Frag grenade, Krak grenade, Sniper rifle
 4x Scout w/Boltgun [44pts]
Selections: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

Abilities Description Ref


If every model in a unit has a camo cloak you can add 2 to
Camo cloaks saving throws made for models in the unit when they receive
the benefits of cover, instead of 1.
Before any models are deployed at the start of the game, this
Combat unit when containing its maximum number of models, may be
Squads split into two units each containing an equal number of
models.
When you set up this unit during deployment, it can be set up
Concealed
anywhere on the battlefield that is more than 9" from the
Positions
enemy deployment zone and any enemy models.
W
Unit M BS S T W A Ld Save Ref
S
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant
Weapon Range Type S AP D Abilities Ref
Bolt
12" Pistol 1 4 0 1 -
pistol
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
This weapon may target a
CHARACTER even if it is not the
Sniper closest enemy unit. If you roll a
36" Heavy 1 4 0 1
rifle wound roll of 6+ for this weapon,
it inflicts a mortal wound in
addition to its normal damage.
o Elites [5 PL, 80pts]
 Company Veterans [3 PL, 28pts]
Categories: Faction: Adeptus Astartes, Company Veterans, Faction:
Imperium, Infantry, Elites
Rules: And They Shall Know No Fear
Abilities: Command Squad Bodyguard
 Space Marine Veteran [14pts]
Selections: Frag & Krak grenades
Unit: Space Marine Veteran, Weapon: Frag grenade, Krak grenade
 Boltgun/Chainsword
Selections: Boltgun, Chainsword
Weapon: Boltgun, Chainsword
 Veteran Sergeant [14pts]
Selections: Frag & Krak grenades
Unit: Veteran Sergeant, Weapon: Frag grenade, Krak grenade
 Boltgun/Chainsword
Selections: Boltgun, Chainsword
Weapon: Boltgun, Chainsword
Abilities Description Ref
Roll a dice each time a friendly <CHAPTER>
Command CHARACTER loses a wound whilst they are within 3" of
Squad this unit; on a 2+ a model from this squad can intercept that
Bodyguard hit - the charater does not lose a wound but this unt suffers a
mortal wound.
Unit M WS BS S T W A Ld Save Ref
Space Marine Veteran 6" 3+ 3+ 4 4 1 2 8 3+
Veteran Sergeant 6" 3+ 3+ 4 4 1 3 9 3+
Weapon Range Type S AP D Abilities Ref
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Each time the bearer fights,
Chainsword Melee Melee User 0 1 it can make 1 additional
attack with this weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
 Honour Guard [2 PL, 52pts]
Categories: Faction: Adeptus Astartes, Faction: Imperium, Honour Guard,
Infantry, Elites
 Honour Guard [26pts]
Selections: Bolt pistol, Boltgun, Frag & Krak grenades, Power axe [5pts]
Rules: And They Shall Know No Fear
Abilities: Honour Guard, Unit: Honour Guard, Weapon: Bolt pistol,
Boltgun, Frag grenade, Krak grenade, Power axe
 Honour Guard [26pts]
Selections: Bolt pistol, Boltgun, Frag & Krak grenades, Power axe [5pts]
Rules: And They Shall Know No Fear
Abilities: Honour Guard, Unit: Honour Guard, Weapon: Bolt pistol,
Boltgun, Frag grenade, Krak grenade, Power axe
Abilities Description Ref
Roll a D6 each tiem a friendly <CHAPTER> CHARACTER loses
Honour a wound whilst they are within 3" of this unit; on a 2+ a model
Guard from this unit can intercept that hit - the CHARCTER does not
lose a woundbut this unit suffers a mortal wound.
Unit M WS BS S T W A Ld Save Ref
Honour Guard 6" 3+ 3+ 4 4 2 2 9 2+
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
Boltgun 24" Rapid Fire 1 4 0 1 -
Frag grenade 6" Grenade D6 3 0 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Power axe Melee Melee +1 -2 1 -
o Fast Attack [3 PL, 37pts]
 Attack Bike Squad [3 PL, 37pts]
Categories: Faction: Adeptus Astartes, Attack Bike Squad, Biker, Faction:
Imperium, Fast Attack
Rules: And They Shall Know No Fear
Abilities: Turbo-boost
 Attack Bike [3 PL, 37pts]
Selections: 2x Bolt pistol, 2x Frag & Krak grenades, Heavy bolter
[10pts], Twin boltgun [2pts]
Unit: Attack Bike, Weapon: Bolt pistol, Frag grenade, Heavy bolter, Krak
grenade, Twin boltgun

Abilities Description Ref


Turbo- When this model Advances, add 6" to its Move characteristic for
boost that Movement phase instead of rolling a dice.
Unit M WS BS S T W A Ld Save Ref
Attack
14" 3+ 3+ 4 5 4 2 7 3+
Bike
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
Frag grenade 6" Grenade D6 3 0 1 -
Heavy bolter 36" Heavy 3 5 -1 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Twin boltgun 24" Rapid Fire 2 4 0 1 -
o Dedicated Transport [5 PL, 65pts]
 Drop Pod [5 PL, 65pts]
Selections: Storm bolter [2pts]
Categories: Faction: Adeptus Astartes, Drop Pod, Faction: Imperium,
Vehicle, Transport, Dedicated Transport
Abilities: Drop Pod Assault, Immobile, Transport: Transport, Unit: Drop
Pod, Weapon: Storm bolter

Abilities Description Ref


During Deployment, you can set this model, along with any units
embarked within it, in orbit instead of placing it on the
battlefield. At the end of any of your Movement phases this
model can perform a drop pod assault. - set it up anywhere on
Drop Pod
the battlefield that is more that 9" away from any enemy models.
Assault
Any models embarked inside must immediately disembark, but
they must be set up more than 9" away from any enemy model.
Any models that cannot be set up because there is not enough
room are slain.
After this model has been set up on the battlefield it cannot move
Immobile
for any reason, and no units can embark upon it.
Transport Capacity Ref
This model can transport 10 CHAPTER INFANTRY models. It
Transport cannot transport JUMP PACK, TERMINATOR, PRIMARIS, or
CENTURION models.
Unit M WS BS S T W A Ld Save Ref
Drop Pod 0" - 3+ 6 6 8 0 8 3+
Weapon Range Type S AP D Abilities Ref
Rapid Fire
Storm bolter 24" 4 0 1 -
2
 Air Wing Detachment +1CP (Imperium - Space Marines) [30
PL, 477pts]
o No Force Org Slot
 **Chapter Selection**
Selections: Ultramarines
Categories: No Force Org Slot
Rules: Codex Discipline
o Flyer [30 PL, 477pts]
 Stormhawk Interceptor [10 PL, 159pts]
Selections: 2x Assault cannon [44pts], Icarus stormcannon [10pts], Two
Heavy Bolters [20pts]
Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Vehicle,
Stormtalon Gunship, Flyer
Rules: Airborne, Crash and Burn, Hard to Hit, Supersonic
Abilities: Infernum Halo-launcher, Interceptor, Unit: Stormhawk
Interceptor, Weapon: Assault cannon, Heavy bolter, Icarus stormcannon,
Wound Track: Stormhawk Interceptor 1, Stormhawk Interceptor 2,
Stormhawk Interceptor 3

Abilities Description Ref


Infernum Halo-
You can re-roll save rolls of 1 for this model.
launcher
You can add 1 to hit rolls for this model when targeting
Interceptor
an enemy in the Shooting phase that can FLY.
Unit M WS BS S T W A Ld Save Ref
Stormhawk Interceptor * 6+ * 6 7 10 * 8 3+
Weapon Range Type S AP D Abilities Ref
Assault Heavy
24" 6 -1 1 -
cannon 6
Heavy
Heavy bolter 36" 5 -1 1 -
3
Add 1 to all hit rolls made for
this weapon against targets that
Icarus Heavy
48" 7 -1 2 can FLY. Subtract 1 from the hit
stormcannon 3
rolls made for this weapon
against all other targets.
Wound Remaining Characteristic Characteristic Characteristic
Ref
Track W 1 2 3
Stormhawk
Interceptor 6-10+ 20-60" 3+ 3
1
Stormhawk
Interceptor 3-5 20-40" 4+ D3
2
Stormhawk
Interceptor 1-2 20-25" 5+ 1
3
 Stormhawk Interceptor [10 PL, 159pts]
Selections: 2x Assault cannon [44pts], Icarus stormcannon [10pts], Two
Heavy Bolters [20pts]
Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Vehicle,
Stormtalon Gunship, Flyer
Rules: Airborne, Crash and Burn, Hard to Hit, Supersonic
Abilities: Infernum Halo-launcher, Interceptor, Unit: Stormhawk
Interceptor, Weapon: Assault cannon, Heavy bolter, Icarus stormcannon,
Wound Track: Stormhawk Interceptor 1, Stormhawk Interceptor 2,
Stormhawk Interceptor 3

Abilities Description Ref


Infernum Halo-
You can re-roll save rolls of 1 for this model.
launcher
You can add 1 to hit rolls for this model when targeting
Interceptor
an enemy in the Shooting phase that can FLY.
Unit M WS BS S T W A Ld Save Ref
Stormhawk Interceptor * 6+ * 6 7 10 * 8 3+
Weapon Range Type S AP D Abilities Ref
Assault Heavy
24" 6 -1 1 -
cannon 6
Heavy
Heavy bolter 36" 5 -1 1 -
3
Icarus 48" Heavy 7 -1 2 Add 1 to all hit rolls made for
this weapon against targets that
can FLY. Subtract 1 from the hit
stormcannon 3
rolls made for this weapon
against all other targets.
Wound Remaining Characteristic Characteristic Characteristic
Ref
Track W 1 2 3
Stormhawk
Interceptor 6-10+ 20-60" 3+ 3
1
Stormhawk
Interceptor 3-5 20-40" 4+ D3
2
Stormhawk
Interceptor 1-2 20-25" 5+ 1
3
 Stormhawk Interceptor [10 PL, 159pts]
Selections: 2x Assault cannon [44pts], Icarus stormcannon [10pts], Two
Heavy Bolters [20pts]
Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Vehicle,
Stormtalon Gunship, Flyer
Rules: Airborne, Crash and Burn, Hard to Hit, Supersonic
Abilities: Infernum Halo-launcher, Interceptor, Unit: Stormhawk
Interceptor, Weapon: Assault cannon, Heavy bolter, Icarus stormcannon,
Wound Track: Stormhawk Interceptor 1, Stormhawk Interceptor 2,
Stormhawk Interceptor 3

Abilities Description Ref


Infernum Halo-
You can re-roll save rolls of 1 for this model.
launcher
You can add 1 to hit rolls for this model when targeting
Interceptor
an enemy in the Shooting phase that can FLY.
Unit M WS BS S T W A Ld Save Ref
Stormhawk Interceptor * 6+ * 6 7 10 * 8 3+
Weapon Range Type S AP D Abilities Ref
Assault Heavy
24" 6 -1 1 -
cannon 6
Heavy
Heavy bolter 36" 5 -1 1 -
3
Add 1 to all hit rolls made for
this weapon against targets that
Icarus Heavy
48" 7 -1 2 can FLY. Subtract 1 from the hit
stormcannon 3
rolls made for this weapon
against all other targets.
Wound Remaining Characteristic Characteristic Characteristic
Ref
Track W 1 2 3
Stormhawk
Interceptor 6-10+ 20-60" 3+ 3
1
Stormhawk
Interceptor 3-5 20-40" 4+ D3
2
Stormhawk
Interceptor 1-2 20-25" 5+ 1
3
Selection Rules
Airborne: This model cannot charge, can only be charged by units that can FLY, and
can only attack or be attacked in the Fight phase by units that can FLY. ()
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit. ()
Codex Discipline: Add 1 to the Leadership characteristic of all ULTRAMARINES
models with this tactic. In addition, ULTRAMARINES units with this tactic can still
shoot in a turn in which they Fall Back, but if they do so they must subtract 1 from
their hit rolls in the Shooting Phase. ()
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the
model from the battlefield; on a 6 it crashes and explodes, and each unit within 6"
suffers D3 mortal wounds. ()
Explodes (6"/D3): If this model is reduced to 0 wounds, roll a D6 before removing it
from the battlefield and before any embarked models disembark. On a 6 it explodes,
and each unit within 6" suffers D3 mortal wounds. ()
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this
model in the Shooting phase. ()
Smoke Launchers: Once per game, instead of shooting any weapons in the
Shooting phase, this models can use its smoke launchers; if it does so, until your
next Shooting phase your opponent must subtract 1 from any hit rolls that target it. ()
Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this
does not contribute to how far the model moves), and then move the model straight
forwards. Note that it cannot pivot again after the initial pivot. When this model
Advances, increase its Move characteristic by 20" until the end of the phase - do not
roll a dice. ()

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