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. ()