Liste Daniel H.
GD4 Daniel Heghmanns (Warhammer 40,000 9th Edition) [106 PL, 4CP, 1,995pts]
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Battalion Detachment 0CP (Imperium - Adeptus Astartes - Ultramarines) [106 PL, 4CP, 1,995pts]
Rules: And They Shall Know No Fear, Angels of Death, Armour of Contempt, Bolter Discipline, Combat Doctrines, Shock Assault
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Configuration [6CP]
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**Chapter Selector**
Selections: Ultramarines
Categories: PC: UM, Configuration
Rules: Codex Discipline
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Battle Size [6CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]
Categories: Configuration
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Detachment Command Cost
Categories: Configuration
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Gametype
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: Configuration
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HQ [12 PL, -1CP, 235pts]
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Chief Librarian Tigurius [7 PL, 135pts]
Selections: 1) Veil of Time, 2) Might of Heroes, 6) Psychic Fortress (Aura), Bolt pistol, Frag & Krak grenades, Rod of Tigurius
Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Librarian, Psyker, Tigurius, Faction: Ultramarines, Chief Librarian, Primaris, HQ
Rules: Angels of Death
Abilities: Hood of Hellfire, Master of Prescience, Psychic Power: 1) Veil of Time, 2) Might of Heroes, 6) Psychic Fortress (Aura), Psyker: Psyker, Unit: Chief Librarian Tigurius, Weapon: Bolt pistol, Frag grenades, Krak grenades, Rod of Tigurius
Abilities Description Ref Hood of Hellfire When a Psychic test is taken for this model, you can re-roll the result. When a Psychic test or a Deny the Witch test is taken for this model, add 1 to the total. Master of Prescience At the start of the battle round, you can select one friendly ULTRAMARINES CORE or ULTRAMARINES CHARACTER unit within 6" of this model. Until the end of that battle round, when resolving an attack against that unit, subtract 1 from that attack’s hit roll. Psychic Power Warp Charge Range Details Ref 1) Veil of Time 6 18" Details: Blessing: Veil of Time has a warp charge vale of 6. If manifested, select one friendly <Chapter> unit within 18" of this Psyker.
- Until the start of your next Psychic phase, you can re-roll Advances rolls and charge rolls made for that unit.
- Until the start of your next Psychic phase, if that unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that phase.2) Might of Heroes 6 12" Details: Blessing: Might of Heroes has a warp charge value of 6. If manifested, select one friendly <Chapter> Core or <Chapter> Character model within 12" of this Psyker. Until the start of your next Psychic phase, add 1 to that model's Strength, Toughness, and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic when resolving any rules). 6) Psychic Fortress (Aura) 6 18" Details: Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly <Chapter> unit is within 6" of this Psyker, models in that nit have a 5+ invulnerable save. Psyker Cast Deny Powers Known Other Ref Psyker 2 2 Smite & 3 Librarius or Indomitus - Unit M WS BS S T W A Ld Save Ref Chief Librarian Tigurius 6" 3+ 3+ 4 4 5 4 9 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Rod of Tigurius Melee Melee +3 -3 D3 - -
Primaris Techmarine [5 PL, -1CP, 100pts]
Selections: Chapter Command: Master of the Forge [1 PL, 20pts], Forge bolter, Frag & Krak grenades, Grav-pistol, Mechadendrite, Omnissian power axe, Seal of Oath, Servo-arm, Stratagem: Relic of the Chapter [-1CP], Warlord
Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Primaris, Techmarine, Character, HQ, Master of the Forge, Warlord
Rules: Angels of Death
Abilities: Awaken the Machine Spirits, Blessing of the Omnissiah, Master of the Forge, Seal of Oath, Unit: Primaris Techmarine, Weapon: Forge bolter, Frag grenades, Grav-pistol, Krak grenades, Mechadendrite, Omnissian power axe, Servo-arm
Abilities Description Ref Awaken the Machine Spirits In your command phase, this model can awaken one friendly <CHAPTER> VEHICLE model within 3" of it. Until the start of your next command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack's hit roll. Each model can only be awakened once per turn. Blessing of the Omnissiah At the end of your Movement phase this model can repair a one <CHAPTER> VEHICLE within 3". That VEHICLE regains D3 lost wounds. Each model can only be repaired once per turn. Master of the Forge Each time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of D3 Seal of Oath At the start of the first battle round, before the first turn begins, select one enemy unit. Until the end of the battle, the bearer has the following ability: ‘Seal of Oath (Aura): While a friendly Ultramarines Core or Ultramarines Character unit is within 6" of the bearer, each
time a model in that unit makes an attack against the enemy unit you selected at the start of the first battle round, you can re-roll that attack’s hit roll and you can re-roll that attack’s wound roll.Unit M WS BS S T W A Ld Save Ref Primaris Techmarine 6" 3+ 2+ 4 4 5 4 8 2+ Weapon Range Type S AP D Abilities Ref Forge bolter 24" Assault 3 5 -1 2 Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades Frag grenades 6" Grenade D6 3 0 1 Blast. Grav-pistol 12" Pistol 1 5 -3 1 Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. Krak grenades 6" Grenade 1 6 -1 D3 - Mechadendrite Melee Melee +1 0 1 Each time the bearer fights, it makes 2 additional attacks with this weapon Omnissian power axe Melee Melee +2 -2 2 - Servo-arm Melee Melee x2 -2 3 Each time the bearer fights, no more than one attack can be made with each servo-arm.
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Troops [30 PL, 645pts]
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Heavy Intercessor Squad [7 PL, 150pts]
Selections: Heavy bolt rifle, Heavy bolter [10pts]
Categories: Infantry, Core, Primaris, Intercessors, Mk X Gravis, Heavy Intercessor Squad, Faction: Imperium, Faction: Adeptus Astartes, Troops
Rules: Angels of Death, Combat Squads
Weapon: Heavy bolt rifle, Heavy bolter
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4x Heavy Intercessor [112pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades
Unit: Heavy Intercessor, Weapon: Bolt pistol, Frag grenades, Krak grenades
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Heavy Intercessor Sergeant [28pts]
Selections: Bolt pistol, Frag & Krak grenades
Unit: Heavy Intercessor Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades
Unit M WS BS S T W A Ld Save Ref Heavy Intercessor 5" 3+ 3+ 4 5 3 2 7 3+ Heavy Intercessor Sergeant 5" 3+ 3+ 4 5 3 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Heavy bolt rifle 36" Rapid Fire 1 5 -1 1 - Heavy bolter 36" Heavy 3 5 -1 2 - Krak grenades 6" Grenade 1 6 -1 D3 - -
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Infiltrator Squad [6 PL, 130pts]
Selections: Helix gauntlet [10pts]
Categories: Smokescreen, Faction: Adeptus Astartes, Primaris, Infantry, Infiltrator Squad, Phobos, Faction: Imperium, Core, Troops
Rules: Angels of Death, Combat Squads, Concealed Positions
Abilities: Helix gauntlet, Omni-scramblers
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4x Infiltrator [96pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
Unit: Infiltrator, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
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Infiltrator Sergeant [24pts]
Selections: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Unit: Infiltrator Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
Abilities Description Ref Helix gauntlet Once per turn, the first time a saving throw is failed for the bearer's unit, the Damage charactertistic of that attack is changed to 0. Omni-scramblers Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit. Unit M WS BS S T W A Ld Save Ref Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+ Infiltrator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Marksman bolt carbine 24" Rapid Fire 1 4 0 1 Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack). -
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Infiltrator Squad [6 PL, 130pts]
Selections: Helix gauntlet [10pts]
Categories: Smokescreen, Faction: Adeptus Astartes, Primaris, Infantry, Infiltrator Squad, Phobos, Faction: Imperium, Core, Troops
Rules: Angels of Death, Combat Squads, Concealed Positions
Abilities: Helix gauntlet, Omni-scramblers
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4x Infiltrator [96pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
Unit: Infiltrator, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
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Infiltrator Sergeant [24pts]
Selections: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Unit: Infiltrator Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
Abilities Description Ref Helix gauntlet Once per turn, the first time a saving throw is failed for the bearer's unit, the Damage charactertistic of that attack is changed to 0. Omni-scramblers Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit. Unit M WS BS S T W A Ld Save Ref Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+ Infiltrator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Marksman bolt carbine 24" Rapid Fire 1 4 0 1 Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack). -
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Infiltrator Squad [6 PL, 130pts]
Selections: Helix gauntlet [10pts]
Categories: Smokescreen, Faction: Adeptus Astartes, Primaris, Infantry, Infiltrator Squad, Phobos, Faction: Imperium, Core, Troops
Rules: Angels of Death, Combat Squads, Concealed Positions
Abilities: Helix gauntlet, Omni-scramblers
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4x Infiltrator [96pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
Unit: Infiltrator, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
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Infiltrator Sergeant [24pts]
Selections: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Unit: Infiltrator Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine
Abilities Description Ref Helix gauntlet Once per turn, the first time a saving throw is failed for the bearer's unit, the Damage charactertistic of that attack is changed to 0. Omni-scramblers Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit. Unit M WS BS S T W A Ld Save Ref Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+ Infiltrator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Marksman bolt carbine 24" Rapid Fire 1 4 0 1 Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack). -
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Tactical Squad [5 PL, 105pts]
Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Tactical Squad, Core, Melta Bombs, Troops
Rules: Angels of Death, Combat Squads
Unit: Space Marine, Space Marine Sergeant
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3x Space Marine [54pts]
Selections: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades
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Space Marine Sergeant [18pts]
Selections: Bolt pistol, Boltgun, Frag & Krak grenades
Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades
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Space Marine w/Heavy Weapon [33pts]
Selections: Bolt pistol, Frag & Krak grenades, Lascannon [15pts]
Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon
Unit M WS BS S T W A Ld Save Ref Space Marine 6" 3+ 3+ 4 4 2 1 7 3+ Space Marine Sergeant 6" 3+ 3+ 4 4 2 2 8 3+ 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 grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Lascannon 48" Heavy 1 9 -3 D6 - -
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Elites [36 PL, -1CP, 715pts]
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Invictor Tactical Warsuit [8 PL, 160pts]
Selections: Fragstorm Grenade Launcher, Heavy bolter, Invictor fist, Twin ironhail autocannon, Twin ironhail heavy stubber
Categories: Vehicle, Elites, Faction: Adeptus Astartes, Faction: Imperium, Invictor Tactical Warsuit
Rules: Angels of Death, Concealed Positions, Explodes (6"/D3)
Unit: Invictor Tactical Warsuit [1] (7+ wounds remaining), Invictor Tactical Warsuit [2] (4-6 wounds remaining), Invictor Tactical Warsuit [3] (1-3 wounds remaining), Weapon: Fragstorm Grenade Launcher, Heavy bolter, Invictor fist, Twin ironhail autocannon, Twin ironhail heavy stubber
Unit M WS BS S T W A Ld Save Ref Invictor Tactical Warsuit [1] (7+ wounds remaining) 10" 3+ 3+ 7 6 13 4 8 3+ Invictor Tactical Warsuit [2] (4-6 wounds remaining) 8" 4+ 4+ 7 6 N/A 4 8 3+ Invictor Tactical Warsuit [3] (1-3 wounds remaining) 6" 5+ 5+ 7 6 N/A 4 8 3+ Weapon Range Type S AP D Abilities Ref Fragstorm Grenade Launcher 18" Assault D6 4 0 1 Blast Heavy bolter 36" Heavy 3 5 -1 2 - Invictor fist Melee Melee x2 -3 3 Twin ironhail autocannon 48" Heavy 6 7 -1 2 Twin ironhail heavy stubber 36" Heavy 8 4 -1 1 - -
Primaris Apothecary [5 PL, -1CP, 115pts]
Selections: Absolver Bolt pistol, Chapter Command: Chief Apothecary [1 PL, 35pts], Frag & Krak grenades, Reductor Pistol, Stratagem: Relic [-1CP], The Vox Espiritum
Categories: Faction: Adeptus Astartes, Character, Apothecary, Faction: Imperium, Infantry, Primaris, Elites, Chief Apothecary
Rules: Angels of Death
Abilities: Chief Apothecary, Combat Restoratives, Narthecium [Aura], Stratagem: Relic, The Vox Espiritum, Unit: Primaris Apothecary, Weapon: Absolver Bolt Pistol, Frag grenades, Krak grenades, Reductor Pistol
Abilities Description Ref Chief Apothecary At the end of your Movement phase this model can use its Combat Restoratives ability twice instead of once. Combat Restoratives At the end of your Movement phase, this model can heal one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn. Narthecium [Aura] While a friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6; on a 6, that wound is not lost. Stratagem: Relic Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. Select one CHARACTER model from your army that is not a named character; give that model one Relic (this must be a Relic they could have). You can only use this Stratagem once. War Zone Nephilim: Grand Tournament The Vox Espiritum Primaris model only. Add 3" to the range of the bearer's aura abilities (to a maximum of 9"). This does not increase the range of aura abilities that are psychic powers. Unit M WS BS S T W A Ld Save Ref Primaris Apothecary 6" 3+ 3+ 4 4 5 4 8 3+ Weapon Range Type S AP D Abilities Ref Absolver Bolt Pistol 18" Pistol 1 5 -1 2 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Reductor Pistol 3" Pistol 1 4 -4 2 - -
Redemptor Dreadnought [10 PL, 190pts]
Selections: 2x Fragstorm Grenade Launchers, Heavy flamer, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod [5pts], Redemptor Fist
Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites
Rules: Angels of Death, Explodes (6"/D3)
Abilities: Duty Eternal, Unit: Redemptor Dreadnought [1] (7+ wounds remaining), Redemptor Dreadnought [2] (4-6 wounds remaining), Redemptor Dreadnought [3] (1-3 wounds remaining), Weapon: Fragstorm Grenade Launcher, Heavy flamer, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Redemptor Fist
Abilities Description Ref Duty Eternal Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1) Unit M WS BS S T W A Ld Save Ref Redemptor Dreadnought [1] (7+ wounds remaining) 8" 3+ 3+ 7 7 13 4 8 3+ Redemptor Dreadnought [2] (4-6 wounds remaining) 6" 4+ 4+ 7 7 N/A 4 8 3+ Redemptor Dreadnought [3] (1-3 wounds remaining) 4" 5+ 5+ 7 7 N/A 4 8 3+ Weapon Range Type S AP D Abilities Ref Fragstorm Grenade Launcher 18" Assault D6 4 0 1 Blast Heavy flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target. Heavy Onslaught Gatling Cannon 30" Heavy 12 6 -1 1 - Icarus Rocket Pod 24" Heavy D3 7 -1 2 Blast. Each time an attack is made with this weapon against an Aircraft unit, add 1 to that attack's hit roll. Redemptor Fist Melee Melee x2 -3 D3+3 - -
Redemptor Dreadnought [10 PL, 190pts]
Selections: 2x Fragstorm Grenade Launchers, Heavy flamer, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod [5pts], Redemptor Fist
Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites
Rules: Angels of Death, Explodes (6"/D3)
Abilities: Duty Eternal, Unit: Redemptor Dreadnought [1] (7+ wounds remaining), Redemptor Dreadnought [2] (4-6 wounds remaining), Redemptor Dreadnought [3] (1-3 wounds remaining), Weapon: Fragstorm Grenade Launcher, Heavy flamer, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Redemptor Fist
Abilities Description Ref Duty Eternal Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1) Unit M WS BS S T W A Ld Save Ref Redemptor Dreadnought [1] (7+ wounds remaining) 8" 3+ 3+ 7 7 13 4 8 3+ Redemptor Dreadnought [2] (4-6 wounds remaining) 6" 4+ 4+ 7 7 N/A 4 8 3+ Redemptor Dreadnought [3] (1-3 wounds remaining) 4" 5+ 5+ 7 7 N/A 4 8 3+ Weapon Range Type S AP D Abilities Ref Fragstorm Grenade Launcher 18" Assault D6 4 0 1 Blast Heavy flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target. Heavy Onslaught Gatling Cannon 30" Heavy 12 6 -1 1 - Icarus Rocket Pod 24" Heavy D3 7 -1 2 Blast. Each time an attack is made with this weapon against an Aircraft unit, add 1 to that attack's hit roll. Redemptor Fist Melee Melee x2 -3 D3+3 - -
Victrix Honour Guard [3 PL, 60pts]
Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Primaris, Faction: Ultramarines, Victrix Honour Guard, Elites, Core
Rules: And They Shall Know No Fear, Angels of Death
Abilities: Calgar's Honour Guard, Heroes of Ultramar, Honour Guard of Macragge
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Victrix Honour Guard [30pts]
Selections: Frag & Krak grenades, Power sword, Ultima Storm Shield
Abilities: Ultima Storm Shield, Unit: Victrix Honour Guard, Weapon: Frag grenades, Krak grenades, Power sword
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Victrix Honour Guard [30pts]
Selections: Frag & Krak grenades, Power sword, Ultima Storm Shield
Abilities: Ultima Storm Shield, Unit: Victrix Honour Guard, Weapon: Frag grenades, Krak grenades, Power sword
Abilities Description Ref Calgar's Honour Guard If your army is Battle-forged, this unit does not take up slots in a Detachment that includes MARNEUS CALGAR. Heroes of Ultramar This unit can perform Heroic Intervention as if they were a CHARACTER. Honour Guard of Macragge While a friendly ULTRAMARINES CHARACTER unit that has a Wounds characteristic of 9 or less is within 3" of this unit, that CHARACTER unit can use the Look Out, Sir rule even if this unit contains fewer than 3 models. Ultima Storm Shield This model has a 3+ invulnerable save Unit M WS BS S T W A Ld Save Ref Victrix Honour Guard 6" 2+ 3+ 4 4 3 4 9 2+ Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Power sword Melee Melee +1 -3 1 - -
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Heavy Support [28 PL, 400pts]
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Eradicator Squad [14 PL, 200pts]
Selections: Heavy melta rifle [20pts]
Categories: Primaris, Mk X Gravis, Infantry, Faction: Imperium, Faction: Adeptus Astartes, Eradicator Squad, Core, Heavy Support
Rules: Angels of Death, Combat Squads
Abilities: Total Obliteration, Weapon: Heavy melta rifle
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3x Eradicator [135pts]
Selections: 3x Bolt pistol
Unit: Eradicator, Weapon: Bolt pistol
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Eradicator Sgt [45pts]
Selections: Bolt pistol
Unit: Eradicator Sgt, Weapon: Bolt pistol
Abilities Description Ref Total Obliteration In your shooting phase, each time this unit is selected to shoot, if it has not Advanced this turn, it can unleash total obliteration, If it does, select one enemy unit; models in this unit can shoot twice this phase, but they can only make attacks that target that enemy unit(and only if that enemy unit is an eliglbe target for those attacks) Unit M WS BS S T W A Ld Save Ref Eradicator 5" 3+ 3+ 4 5 3 2 7 3+ Eradicator Sgt 5" 3+ 3+ 4 5 3 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Heavy melta rifle 24" Heavy 1 8 -4 D6+2 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4 -
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Eradicator Squad [14 PL, 200pts]
Selections: Heavy melta rifle [20pts]
Categories: Primaris, Mk X Gravis, Infantry, Faction: Imperium, Faction: Adeptus Astartes, Eradicator Squad, Core, Heavy Support
Rules: Angels of Death, Combat Squads
Abilities: Total Obliteration, Weapon: Heavy melta rifle
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3x Eradicator [135pts]
Selections: 3x Bolt pistol
Unit: Eradicator, Weapon: Bolt pistol
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Eradicator Sgt [45pts]
Selections: Bolt pistol
Unit: Eradicator Sgt, Weapon: Bolt pistol
Abilities Description Ref Total Obliteration In your shooting phase, each time this unit is selected to shoot, if it has not Advanced this turn, it can unleash total obliteration, If it does, select one enemy unit; models in this unit can shoot twice this phase, but they can only make attacks that target that enemy unit(and only if that enemy unit is an eliglbe target for those attacks) Unit M WS BS S T W A Ld Save Ref Eradicator 5" 3+ 3+ 4 5 3 2 7 3+ Eradicator Sgt 5" 3+ 3+ 4 5 3 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Heavy melta rifle 24" Heavy 1 8 -4 D6+2 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4 -
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Force Rules
And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers ()
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()
Armour of Contempt:
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
• Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
• Models with either the Sacresant Shield or Force Shielding ability (Celestian Sacresant and Nemesis Dreadknight units).
• Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.
(The Balance Dataslate p1)
Bolter Discipline:
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply
- The shooting model's target is within half the weapon's range
- The shooting model is Infantry (excluding Centurion models) and it's unit Remained Stationary in your previous Movement Phase.
- The shooting model is a Terminator or Biker
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type.
()
Combat Doctrines: (See page 125 of Codex Space Marines) ()
Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. ()
Selection Rules
And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers ()
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()
Codex Discipline:
- Add 1 to the Leadership characteristic of models with this tactic.
- Units with this tactic are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack's hit roll.
()
Combat Squads: Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. ()
Concealed Positions: During Deployment when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models ()
Explodes (6"/D3): When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 6" suffers D3 mortal wounds. ()
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