Imperal Fists 1500 Assualt Army

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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|Sav········Iron Halo *: Description:An iron halo confers a 4+ invulnerable save.|Codex Adertes p195········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p········Chainsword: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40,00: The Rules p1········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Inienalty for charging through difficult terrain|Warhammer 40,00: The Rules p180········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thnly 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

    ········Searchlight *: Description:If a vehicle has a searchlight, it can, after firingts 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 turn. Illuminated units gain no benefit from the Night Fighting special rule.········Smoke Launchers *: Description:Once per game, instead of shooting or moving flay gain a 5+ cover save········Assault Cannon: Range:24"|Strength:6|AP:4|Type:Heavy 4, Rending|Warhammer 40,00es p176········Autocannon: Range:48"|Strength:7|AP:4|Type:Heavy 2|Warhammer 40,00: The Rules p········Lascannon: Range:48"|Strength:9|AP:2|Type:Heavy 1|Warhammer 40,00: The Rules p1········Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldly|W40,000: The Rules p179········Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|Warhammer 40,00: The Rul

    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 *

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    ········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 ········Searchlight *: Description:If a vehicle has a searchlight, it can, after firingts 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 turn. Illuminated units gain no benefit from the Night Fighting special rule.········Smoke Launchers *: Description:Once per game, instead of shooting or moving flay gain a 5+ cover save········Assault Cannon: Range:24"|Strength:6|AP:4|Type:Heavy 4, Rending|Warhammer 40,00es p176········Heavy Flamer: Range:Template|Strength:5|AP:4|Type:Assault 1|Warhammer 40,00: Th176········Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldly|W40,000: The Rules p179········Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|Warhammer 40,00: The Rul

    + 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

    |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 p········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Inienalty 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········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thnly 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|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 p········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Inienalty 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········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thnly 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

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    |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 firingts 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 turn. Illuminated units gain no benefit from the Night Fighting special rule.········Signum *: Description:At the start of the Shooting phase, a model with a signumse to use it instead of shooting. If he does so, one model in his unit is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum isbeing used before any rolls To hit are made.|Codex Adeptus Astartes p195········Smoke Launchers *: Description:Once per game, instead of shooting or moving flay gain a 5+ cover save········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Inienalty 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········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thnly 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 Rul

    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 firingts 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 turn. Illuminated units gain no benefit from the Night Fighting special rule.········Smoke Launchers *: Description:Once per game, instead of shooting or moving flay gain a 5+ cover save········Autocannon: Range:48"|Strength:7|AP:4|Type:Heavy 2|Warhammer 40,00: The Rules p

    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 firingts 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 turn. Illuminated units gain no benefit from the Night Fighting special rule.········Smoke Launchers *: Description:Once per game, instead of shooting or moving flay gain a 5+ cover save········Whirlwind Multiple Missile Launcher (Incendiary Castellan): Range:12'-48"|Stren5|Type:Ordnance 1, Barrage, Ignores Cover, Large Blast|Codex Adeptus Astartes p193

    ········Whirlwind Multiple Missile Launcher (Vengeance): Range:12'-48"|Strength:5|AP:4ance 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 special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) anddeclare charges normally in that turn.

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    Furthermore, if a unit containing one or more models with this special rule is caught 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 down into two five-man units, called combat squads, considered to be two five-mansquads of the same type. For example, a ten-man Tactical Squad can split into two five-man Tactical Squads using the Combat Squads special rule.

    You must decide which units are splitting into combat squads, and which models go into each combat squad, immediately before determining your Warlord Traits. Aunit split into combat squads therefore is now two separate units for all game purposes, including calculating the total number of units in the army and determining the number of units you can place in reserve. Then proceed with deploymentas 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 Capacity allows. Once you have decided whether or not to split a unit into combat squads, 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 up 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 squad 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 repair 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 successful Repair does not restoree a Hull Point.

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