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+++ Imperial Fists (1482pts) +++

++ Space Marines: Codex (2015) (Combined Arms Detachment) (1482pts) ++


+ (No Category) +
Chapter Tactics * [Imperial Fists]
+ HQ (90pts) +

Captain (90pts)
Captain (90pts)
Power Armour [Bolt Pistol, Chainsword]
Profiles:
Captain: Unit Type:Infantry (Character)|WS:6|BS:5|S:4|T:4|W:3|I:5|A:3|Ld:10|Save:3+
Iron Halo *: Description:An iron halo confers a 4+ invulnerable save.|Codex Adeptus A
rtes p195
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
Chainsword: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40,00: The Rules p178
Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiativ
enalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown)
nly on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00
: The Rules p181
+ Elites (690pts) +

Dreadnoughts (360pts)
Dreadnought (130pts) [Twin-linked Autocannon (15pts), Twin-linked Lascannon (15pts)]
Rules: Chapter Tactics *
Dreadnought (105pts) [Twin-linked Autocannon (5pts)]
Rules: Chapter Tactics *
Power Fist [Storm Bolter]
Dreadnought (125pts) [Assault Cannon (10pts), Twin-linked Autocannon (15pts)]
Rules: Chapter Tactics *
Profiles:
Dreadnought: WS:4|BS:4|S:6|Front:12|Side:12|Rear:10|I:4|A:4|HP:3|Type:Vehicle (Walker
Searchlight *: Description:If a vehicle has a searchlight, it can, after firing all o
ts weapons choose to illuminate its target with the searchlight. If it does so,
it also illuminates itself. Illumination lasts until the end of the following tu
rn. Illuminated units gain no benefit from the Night Fighting special rule.
Smoke Launchers *: Description:Once per game, instead of shooting or moving flat out,
y gain a 5+ cover save
Assault Cannon: Range:24"|Strength:6|AP:4|Type:Heavy 4, Rending|Warhammer 40,00: The
es p176
Autocannon: Range:48"|Strength:7|AP:4|Type:Heavy 2|Warhammer 40,00: The Rules p176
Lascannon: Range:48"|Strength:9|AP:2|Type:Heavy 1|Warhammer 40,00: The Rules p177
Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldly|Warhamm
40,000: The Rules p179
Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|Warhammer 40,00: The Rules p17
Dreadnoughts (330pts)
Dreadnought (105pts) [Twin-linked Heavy Flamer (5pts)]
Rules: Chapter Tactics *
Power Fist [Storm Bolter]
Dreadnought (115pts) [Twin-linked Heavy Flamer (5pts)]
Rules: Chapter Tactics *
Power Fist (10pts) [Heavy Flamer (10pts)]
Dreadnought (110pts) [Assault Cannon (10pts)]
Rules: Chapter Tactics *

Power Fist [Storm Bolter]


Profiles:
Dreadnought: WS:4|BS:4|S:6|Front:12|Side:12|Rear:10|I:4|A:4|HP:3|Type:Vehicle (Walker
Searchlight *: Description:If a vehicle has a searchlight, it can, after firing all o
ts weapons choose to illuminate its target with the searchlight. If it does so,
it also illuminates itself. Illumination lasts until the end of the following tu
rn. Illuminated units gain no benefit from the Night Fighting special rule.
Smoke Launchers *: Description:Once per game, instead of shooting or moving flat out,
y gain a 5+ cover save
Assault Cannon: Range:24"|Strength:6|AP:4|Type:Heavy 4, Rending|Warhammer 40,00: The
es p176
Heavy Flamer: Range:Template|Strength:5|AP:4|Type:Assault 1|Warhammer 40,00: The Rule
176
Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldly|Warhamm
40,000: The Rules p179
Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|Warhammer 40,00: The Rules p17
+ Troops (272pts) +

Tactical Squad (136pts) [Heavy Bolter (10pts), 8x Space Marines (112pts)]


Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun]
Profiles:
Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|L
|Save:3+
Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiativ
enalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|Warhammer 40,00: The Rules p176
Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown)
nly on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00
: The Rules p181

Tactical Squad (136pts) [Heavy Bolter (10pts), 8x Space Marines (112pts)]


Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun]
Profiles:
Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|L
|Save:3+
Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiativ
enalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|Warhammer 40,00: The Rules p176
Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown)
nly on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00
: The Rules p181
+ Heavy Support (430pts) +

Devastator Squad (150pts) [4x Heavy Bolter (40pts), 4x Space Marines (56pts)]
Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
Rhino (35pts) [Storm Bolter]
Rules: Repair
Space Marine Sergeant (19pts) [Boltgun, Signum, Storm Bolter (5pts)]
Profiles:
Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|L

|Save:3+
Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Rhino: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Vehicle (Tank, Transport)
Searchlight *: Description:If a vehicle has a searchlight, it can, after firing all o
ts weapons choose to illuminate its target with the searchlight. If it does so,
it also illuminates itself. Illumination lasts until the end of the following tu
rn. Illuminated units gain no benefit from the Night Fighting special rule.
Signum *: Description:At the start of the Shooting phase, a model with a signum can c
se to use it instead of shooting. If he does so, one model in his unit is Ballis
tic Skill 5 for the remainder of the Shooting phase. Declare that the signum is
being used before any rolls To hit are made.|Codex Adeptus Astartes p195
Smoke Launchers *: Description:Once per game, instead of shooting or moving flat out,
y gain a 5+ cover save
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiativ
enalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|Warhammer 40,00: The Rules p176
Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown)
nly on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00
: The Rules p181
Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|Warhammer 40,00: The Rules p17

Predators (150pts)
Predator (75pts) [Autocannon]
Predator (75pts) [Autocannon]
Profiles:
Predator: BS:4|Front:13|Side:11|Rear:10|HP:3|Type:Vehicle (Tank)
Searchlight *: Description:If a vehicle has a searchlight, it can, after firing all o
ts weapons choose to illuminate its target with the searchlight. If it does so,
it also illuminates itself. Illumination lasts until the end of the following tu
rn. Illuminated units gain no benefit from the Night Fighting special rule.
Smoke Launchers *: Description:Once per game, instead of shooting or moving flat out,
y gain a 5+ cover save
Autocannon: Range:48"|Strength:7|AP:4|Type:Heavy 2|Warhammer 40,00: The Rules p176

Whirlwinds (130pts)
Whirlwind (65pts) [Whirlwind Multiple Missle Launcher]
Whirlwind (65pts) [Whirlwind Multiple Missle Launcher]
Profiles:
Whirlwind: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Vehicle (Tank)
Searchlight *: Description:If a vehicle has a searchlight, it can, after firing all o
ts weapons choose to illuminate its target with the searchlight. If it does so,
it also illuminates itself. Illumination lasts until the end of the following tu
rn. Illuminated units gain no benefit from the Night Fighting special rule.
Smoke Launchers *: Description:Once per game, instead of shooting or moving flat out,
y gain a 5+ cover save
Whirlwind Multiple Missile Launcher (Incendiary Castellan): Range:12'-48"|Strength:4|
5|Type:Ordnance 1, Barrage, Ignores Cover, Large Blast|Codex Adeptus Astartes p1
93
Whirlwind Multiple Missile Launcher (Vengeance): Range:12'-48"|Strength:5|AP:4|Type:O
ance 1, Barrage, Large Blast|Codex Adeptus Astartes p193
++ Selection Rules ++
And They Shall Know no Fear: A unit that contains at least one model with this s
pecial rule automatically passes Fear and Regroup tests. When it Regroups, the u
nit does not make the 3" Regroup move, but can instead move, shoot (or Run) and
declare charges normally in that turn.

Furthermore, if a unit containing one or more models with this special rule is c
aught by a Sweeping Advance, they are not destroyed, but remain locked in combat
instead.
Chapter Tactics *
Combat Squads: A full strength, ten-man unit with this special rule can break do
wn into two five-man units, called combat squads, considered to be two five-man
squads of the same type. For example, a ten-man Tactical Squad can split into tw
o five-man Tactical Squads using the Combat Squads special rule.
You must decide which units are splitting into combat squads, and which models g
o into each combat squad, immediately before determining your Warlord Traits. A
unit split into combat squads therefore is now two separate units for all game p
urposes, including calculating the total number of units in the army and determi
ning the number of units you can place in reserve. Then proceed with deployment
as normal. In an exception to the normal rules, two combat squads split from the
same unit can embark in the same transport vehicle, providing its Transport Cap
acity allows. Once you have decided whether or not to split a unit into combat s
quads, it must remain that way for the entire battle. It cannot split up or join
back together later on in the battle, nor can you use a redeployment to split u
p a unit or join it back together.
Note that Bike Squads count as being at full strength when they have eight Space
Marine Bikers and one Attack Bike. If split into combat squads, one combat squa
d will have five Bikers, the other will have three and the Attack Bike.
Repair: If a Rhino is Immobilized, then in subsequent turns, it may attempt to r
epair itself instead of shooting. To make the attempt, roll a D6 in the Shooting
phase; on the roll of a 6+, the vehicle is no longer Immobilised. Note that a s
uccessful Repair does not restoree a Hull Point.
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