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+++ New Roster (94pts) +++

++ Space Marines: HoR (Space Marines Kill Team List) (94pts) ++


+ Team Leader (14pts) +

Sergeant (14pts) [Bolt Pistol, Boltgun, Chapter Tactics, Frag grenade (1pts), Kr
ak grenade (1pts), Power Armour]
Rules: And They Shall Know No Fear, Inspiring Presence, Squad Leader
Profiles:
Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:2|I:4|A:1|Ld:8|Save:3+
Team List: Blood Angels v3.0 p1
Frag grenade (melee): Description:Fight at normal Initiative, despite charging thro
ifficult terrain.|Wh40k: The Rules
Power Armour: Description:Power armour confers a 3+ Armour Save.|Warhammer 40k rule
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Wh40k: The Rules
Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Wh40k: The Rules
Frag grenade: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|Wh40k: The Rules
Krak grenade: Range:8"|Strength:6|AP:4|Type:Assault 1|Wh40k: The Rules
Krak grenade (melee): Range:-|Strength:6|AP:4|Type:-|Wh40k: The Rules
+ Core (80pts) +

Tactical Marine (24pts) [Bolt Pistol, Chapter Tactics, Frag grenade (1pts), Krak
grenade (1pts), Power Armour]
Rules: And They Shall Know No Fear
Heavy Weapon (10pts) [Heavy Bolter (10pts)]
Profiles:
Tactical Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Frag grenade (melee): Description:Fight at normal Initiative, despite charging thro
ifficult terrain.|Wh40k: The Rules
Power Armour: Description:Power armour confers a 3+ Armour Save.|Warhammer 40k rule
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Wh40k: The Rules
Frag grenade: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|Wh40k: The Rules
Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|Wh40k: The Rules
Krak grenade: Range:8"|Strength:6|AP:4|Type:Assault 1|Wh40k: The Rules
Krak grenade (melee): Range:-|Strength:6|AP:4|Type:-|Wh40k: The Rules

Tactical Marine (14pts) [Bolt Pistol, Boltgun, Chapter Tactics, Frag grenade (1p
ts), Krak grenade (1pts), Power Armour]
Rules: And They Shall Know No Fear
Profiles:
Tactical Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Frag grenade (melee): Description:Fight at normal Initiative, despite charging thro
ifficult terrain.|Wh40k: The Rules
Power Armour: Description:Power armour confers a 3+ Armour Save.|Warhammer 40k rule
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Wh40k: The Rules
Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Wh40k: The Rules
Frag grenade: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|Wh40k: The Rules
Krak grenade: Range:8"|Strength:6|AP:4|Type:Assault 1|Wh40k: The Rules
Krak grenade (melee): Range:-|Strength:6|AP:4|Type:-|Wh40k: The Rules

Tactical Marine (14pts) [Bolt Pistol, Boltgun, Chapter Tactics, Frag grenade (1p
ts), Krak grenade (1pts), Power Armour]
Rules: And They Shall Know No Fear
Profiles:
Tactical Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Frag grenade (melee): Description:Fight at normal Initiative, despite charging thro
ifficult terrain.|Wh40k: The Rules
Power Armour: Description:Power armour confers a 3+ Armour Save.|Warhammer 40k rule

Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Wh40k: The Rules


Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Wh40k: The Rules
Frag grenade: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|Wh40k: The Rules
Krak grenade: Range:8"|Strength:6|AP:4|Type:Assault 1|Wh40k: The Rules
Krak grenade (melee): Range:-|Strength:6|AP:4|Type:-|Wh40k: The Rules

Tactical Marine (14pts) [Bolt Pistol, Boltgun, Chapter Tactics, Frag grenade (1p
ts), Krak grenade (1pts), Power Armour]
Rules: And They Shall Know No Fear
Profiles:
Tactical Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Frag grenade (melee): Description:Fight at normal Initiative, despite charging thro
ifficult terrain.|Wh40k: The Rules
Power Armour: Description:Power armour confers a 3+ Armour Save.|Warhammer 40k rule
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Wh40k: The Rules
Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Wh40k: The Rules
Frag grenade: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|Wh40k: The Rules
Krak grenade: Range:8"|Strength:6|AP:4|Type:Assault 1|Wh40k: The Rules
Krak grenade (melee): Range:-|Strength:6|AP:4|Type:-|Wh40k: The Rules

Tactical Marine (14pts) [Bolt Pistol, Boltgun, Chapter Tactics, Frag grenade (1p
ts), Krak grenade (1pts), Power Armour]
Rules: And They Shall Know No Fear
Profiles:
Tactical Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Frag grenade (melee): Description:Fight at normal Initiative, despite charging thro
ifficult terrain.|Wh40k: The Rules
Power Armour: Description:Power armour confers a 3+ Armour Save.|Warhammer 40k rule
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Wh40k: The Rules
Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Wh40k: The Rules
Frag grenade: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|Wh40k: The Rules
Krak grenade: Range:8"|Strength:6|AP:4|Type:Assault 1|Wh40k: The Rules
Krak grenade (melee): Range:-|Strength:6|AP:4|Type:-|Wh40k: The Rules
+ Chapter Tactics +
Chapter Tactics [Chapter Tactics: Imperial Fists]
Rules: Bolter Drill, Siege Masters
++ 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. (Wh40k: The Rules)
Bolter Drill: Imperial Fists models can re-roll all To Hit rolls of 1 made with
bolt pistols, boltguns, storm bolters, heavy bolters and combi-weapons that are
firing as boltguns. This rule also applies to models firing hellfire, kraken, ve
ngeance or dragonfire rounds.
Inspiring Presence: Any friendly model within 6" of this model may use its Leade
rship for all Leadership tests. (HoR: Kill Team Rules v3.1 p7)
Siege Masters: Imperial Fists models can re-roll armour penetration rolls agains
t buildings that do not result in a glancing hit or penetrating hit, and add 1 t
o the result when rolling on the Building Damage table. In addition, Imperial Fi
sts Devastator Squads and Centurion Devastator Squads have the Tank Hunters spec
ial rule.

Squad Leader: In a team lead by a Sergeant or Veteran Sergeant with a Space Mar
ine Bike, you may take more than three Space Marine Bikers. If the Sergeant or V
eteran Sergeant has a Jump Pack, you may take more than five Assault Marines. In
a team led by a Terminator Sergeant, Terminators may be taken as Core.
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