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Tactical Marine Team Type Inf(5) Sp 5 Hit 4 Devastator Marine Section Type Sp Hit 140 points
4 16 24 10 5 -/16 70 points Inf(10) 5 Fire Ran Att De Nerve Special: Options: Must take four Heavy BFGs, may 8 24 5 5 -/13 take an additional four Heavy BFGs. Scouts Team Type Sp Hit 65 points Fire Ran Att De Nerve
Special: Options: May take one Assault BFG or one Special Melee Weapon. Tactical Marine Section
4 8 24 5 4 10/12 130 points Inf(5) 5 Type Sp Hit Fire Ran Att De Nerve Special: Is not Steadfast, Headstrong, Stealthy, Recon Inf(10) 5 4 16 24 10 5 -/16 Options: May exchange weapons for Sniper Special: rifles, giving them Piercing(2), Sniper, and Options: May take one Assault BFG, one lowering their fire to 4. Heavy BFG and one Special Melee Weapon. Assault Marine Team Type Inf(5) Sp 5 Hit 4 4 Scouts Section 75 points Type Sp Hit Fire Ran Att De Nerve Inf(10) 5 4 12 10 5 -/13 120 points Fire Ran Att De Nerve 16 24 10 4 12/14
Special: Jump Troops Options: May take one Assault BFG or one Special Melee Weapon. Assault Marine Section Type Sp Hit 4 Inf(10) 5 140 points
Special: Is not Steadfast, Headstrong, Stealthy, Recon Options: May exchange weapons for Sniper rifles, giving them Piercing(2), Sniper, and lowering their fire to 8.
90 points Fire Ran Att De Nerve Sternguard Veteran Team Sp Hit Fire Ran Att De Nerve 8 12 20 5 -/16 Type
Inf(5) 5 3 8 24 5 5 -/14 Special: Jump Troops Options: May take two Assault BFGs or two Special: Piercing(2), Elite. Special Melee Weapons(any combination). Options: May take two Assault BFGs or two Heavy BFGs(any combination). Devastator Marine Team Type Inf(5) Sp 5 Hit 4 75 points 90 points Fire Ran Att De Nerve Vanguard Veteran Team Sp Hit Fire Ran Att De Nerve 8 24 5 5 -/13 Type Inf(5) 5 3 4 12 10 5 -/14 Special: Jump Troops, Elite. Options: May take four Special Melee Weapons.
Special: Options: Must take two Heavy BFGs, may take an additional two Heavy BFGs.
Warpath Space Marines Army List Terminator Team Type Inf(5) Sp 5 Hit 3 8 24 5 140 points Land Raider Fire Ran Att De Nerve Type 6 -/16 Arm Sp 5 Hit 4 * * 170 points Fire Ran Att De Nerve 12 12/14
Special: Crushing Strength(6), Elite. Options: May take either Assault Cannon or Cyclone Missile Launcher (Missile Launcher with Fire 2) for +30points. If neither of these are taken, then the unit may take up to five Special Melee Weapons. Thunderfire Cannon Type Ord Sp 4 Hit 4
Special: Is not Steadfast, Headstrong, Stabilised, Transport(10). Options: Must take one Heavy BFG[A], two identical Heavy BFGs, [R] and [L], for +40 points for the pair. 70 points
Fire Ran Att De Nerve Fire Ran Att De Nerve Arm 5 4 * * 6 9/11 4 60 5 -/14 Special: Is not Steadfast, Headstrong, Stabilised, Fast, Hoverer, Nimble. Options: Must take one Heavy BFG[A]. 120 points Fire Ran Att De Nerve * * 6 8 10/12
Special: Stabilised, Crushing Strength(6). Options: Must take one Heavy BFG[F]. May 90 points take an additional Heavy BFG[F], lowering its attacks and Crushing Strength to 2. Fire Ran Att De Nerve * * 9 10/12 Captain Type H/M Sp 5 Hit 3 4 12 6 130 points Fire Ran Att De Nerve 5 14/16
Special: Is not Steadfast, Headstrong, Transport(5), Stabilised Options: Must take one Heavy BFG[A]. Predator Type Arm Sp 5 Hit 4
Special: Inspiring, Individual. 110 points Options: May take a Special Melee Weapon, lowering his attacks to 2. May take Fire Ran Att De Nerve Terminator armour, increasing his defence to * * 10 10/12 6.
Special: Is not Steadfast, Headstrong, Chaplain 130 points Stabilised Options: Must take one Heavy BFG[A], may Type Sp Hit Fire Ran Att De Nerve take two identical Heavy BFGs, [R] and [L], H/M 5 3 4 12 4 5 13/15 for +40 points for the pair. Special: Inspiring, Individual, Crushing Strength(3). Options: May take Terminator armour, increasing his defence to 6.
Warpath Space Marines Army List Librarian Type H/M Sp 5 Hit 3 4 130 points Assault Cannon Fire Ran Att De Nerve Fire 5 13/15 8 Range 24 Special Piercing(2). +40 points +40 points
Special: Inspiring, Individual, Zap!(10), Flamer(10). Options: May take Terminator armour, increasing his defence to 6. Assault BFGs Flamer Flamer(10).
+25 points 1
Special Melee Weapons Meltagun Fire 1 Range 12 Special Blast(D3), Piercing(6) +25 points Powerfist +30 points
This grants 2 additional Attacks that have Crushing Strength(6). +50 points
Heavy BFGs May only be fired if a unit was ordered to Halt! this turn. Stabilised units ignore this. Missile Launcher Fire 1 Range 48 Special Blast(D6), Piercing(4)
This grants 2 additional Attacks that have Crushing Strength(8). Also, if any unit is successfully damaged by any of these attacks, then they add one to their subsequent nerve test. Power Weapon +20 points
This grants 4 additional Attacks that have +40 points Crushing Strength(3). Lightning Claws +30 points
This grants 4 additional Attacks that have +40 points Crushing Strength(3) and Elite. If unit already has Elite, then they may re0-roll two dice instead of one.
+40 points Piercing(6), Blast(D6). +40 points Special Piercing(3), Blast (D6).