HQ: Captain Darnath Lysander (1#, 200 pts)
Captain Darnath Lysander 200
Fist of Dorn [0]
Master-crafted Thunder Hammer; Hits resolved at a strength of 10 and +1 to Vehicle Damage
HQ: Space Marine Librarian (1#, 190 pts)
Space Marine Librarian 190
...in Terminator Armour; Epistolary (Allows the use of up to two Psychic Powers per turn.); Might of the Ancients (Used at the start of the Librarian's Assault Phase. If successful, the Librarian has a6 Strength and rolls 2D6 for Armour Penetration for the remainder of that Assault Phase.); Null Zone (Used at the start of the Librarian's Shooting Phase. All enemy units within 24" of the Librarian must re-roll successful invulnerabl saves for the remainder of the player turn.)
...in Terminator Armour [140]
Storm Shield (3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.)
Elite: Terminator Assault Squad (6#, 475 pts)
4x Terminator Assault Squad 475
Thunder Hammer & Storm Shield (x4) (Doubles Strength, ignores Armour Saves; Always strikes at Initiative 1. Any model wounded may not attack again until Initiative 1 blows are struck in the next Assault phase. Vehicles hit are considered Crew Shaken as well as whatever else happens. 3+ Invulnerable Save.); Land Raider Crusader
Sergeant [40]
Thunder Hammer & Storm Shield (x1) (Doubles Strength, ignores Armour Saves; Always strikes at Initiative 1. Any model wounded may not attack again until Initiative 1 blows are struck in the next Assault phase. Vehicles hit are considered Crew Shaken as well as whatever else happens. 3+ Invulnerable Save.)
Land Raider Crusader [275]
| Grp: BS: 4 FA: 14 SA: 14 RA: 14 |
Extra Armor (Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.); Multi-Melta (24" Range; S8; AP1; Heavy 1; Melta.)
Elite: Dreadnought (1#, 115 pts)
Dreadnought 115
| Grp: Elite WS: 4 BS: 4 St: 6/10 In: 4 At: 2 FA: 12 SA: 12 RA: 10 |
Heavy Flamer (Template; S5; AP4; Assault 1)
Elite: Dreadnought (1#, 115 pts)
Dreadnought 115
| Grp: Elite WS: 4 BS: 4 St: 6/10 In: 4 At: 2 FA: 12 SA: 12 RA: 10 |
Heavy Flamer (Template; S5; AP4; Assault 1)
Troops: Tactical Squad (11#, 205 pts)
9x Tactical Squad 205
Flamer (Template; S4; AP5; Assault 1); Missile Launcher (Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.); Rhino
Sergeant [23]
Bolt Pistol (12" Range; S4; AP5; Pistol); Chainsword (x1) (If used with another close combat weapon, +1 attack in close combat.)
Rhino [35]
| Grp: BS: 4 FA: 11 SA: 11 RA: 10 |
Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Storm Bolter (24" Range; S4; AP5; Assault 2)
Troops: Tactical Squad (11#, 205 pts)
9x Tactical Squad 205
Flamer (Template; S4; AP5; Assault 1); Missile Launcher (Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.); Rhino
Sergeant [23]
Bolt Pistol (12" Range; S4; AP5; Pistol); Chainsword (x1) (If used with another close combat weapon, +1 attack in close combat.)
Rhino [35]
| Grp: BS: 4 FA: 11 SA: 11 RA: 10 |
Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Storm Bolter (24" Range; S4; AP5; Assault 2)
Fast Attack: Land Speeder Squadron (2#, 140 pts)
2x Land Speeder Squadron 140
| Grp: Fast BS: 4 FA: 10 SA: 10 RA: 10 |
Multi-Melta (x2) (24" Range; S8; AP1; Heavy 1; Melta.); Heavy Flamer (x2) (Template; S5; AP4; Assault 1)
Fast Attack: Land Speeder Squadron (2#, 140 pts)
2x Land Speeder Squadron 140
| Grp: Fast BS: 4 FA: 10 SA: 10 RA: 10 |
Multi-Melta (x2) (24" Range; S8; AP1; Heavy 1; Melta.); Heavy Flamer (x2) (Template; S5; AP4; Assault 1)
Heavy Support: Predator (1#, 85 pts)
Predator 85
| Grp: Heavy BS: 4 FA: 13 SA: 11 RA: 10 |
Heavy Bolter (each side) (36" Range; S5; AP4; Heavy 3)
Heavy Support: Vindicator (1#, 130 pts)
Vindicator 130
| Grp: Heavy BS: 4 FA: 13 SA: 11 RA: 10 |
Dozer Blade (Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test.); Pintle-mounted Storm Bolter (24" Range; S4; AP5; Assault 2. Treated as an additional defensive weapon.)
Option Footnotes
Psychic Powers
Might of the Ancients - Used at the start of the Librarian's Assault Phase. If successful, the Librarian has a6 Strength and rolls 2D6 for Armour Penetration for the remainder of that Assault Phase.
Null Zone - Used at the start of the Librarian's Shooting Phase. All enemy units within 24" of the Librarian must re-roll successful invulnerabl saves for the remainder of the player turn.
Upgrades
Epistolary - Allows the use of up to two Psychic Powers per turn.
Wargear
Dozer Blade - Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test.
Extra Armor - Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.
Multi-Melta - 24" Range; S8; AP1; Heavy 1; Melta.
Pintle-mounted Storm Bolter - 24" Range; S4; AP5; Assault 2. Treated as an additional defensive weapon.
Searchlight - Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.
Smoke Launchers - Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).
Storm Shield - 3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.
Terminator Armour - Relentless; Cannot perform a Sweeping Advance; 2+ Armour Save and a 5+ Invulnerable Save; May always start the game in reserve and arrive using the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks.
Weapons
Autocannon - 48" Range; S7; AP4; Heavy 2
Bolt Pistol - 12" Range; S4; AP5; Pistol
Bolter - 24" Range; S4; AP5; Rapid Fire
Chainsword - If used with another close combat weapon, +1 attack in close combat.
Dreadnought CCW - Strength 10; Ignores armour saves in close combat.
Fist of Dorn - Master-crafted Thunder Hammer; Hits resolved at a strength of 10 and +1 to Vehicle Damage
Flamer - Template; S4; AP5; Assault 1
Force Weapon - Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if you pass, it dies. Use against one model per combat round. (p50 WH40K 5E)
Heavy Bolter (each side) - 36" Range; S5; AP4; Heavy 3
Heavy Flamer - Template; S5; AP4; Assault 1
Missile Launcher - Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
Multi-Melta - 24" Range; S8; AP1; Heavy 1; Melta.
Storm Bolter - 24" Range; S4; AP5; Assault 2
Storm Shield - 3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.
Thunder Hammer & Storm Shield - Doubles Strength, ignores Armour Saves; Always strikes at Initiative 1. Any model wounded may not attack again until Initiative 1 blows are struck in the next Assault phase. Vehicles hit are considered Crew Shaken as well as whatever else happens. 3+ Invulnerable Save.
Validation Report
d-1. Formatting: Competition Output; c-1. File Version: 1.20 For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter
Roster satisfies all enforced validation rules
Roster Statistics
% Elite: 35.3
% Fast: 14
% Heavy: 10.8
% HQ: 19.5
Model Count: 38
% Troops: 20.5
% Wargear: 0
Files version: 1.19
Faith Points: 0
Composition Report
HQ - 2 (1 to 2)
Elite - 3 (0 to 3)
Troops - 2 (2 to 6)
Fast - 2 (0 to 3)
Heavy - 2 (0 to 3)