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Name
Grp
WS
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Wo
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Save Cost
Fast Attack: Dominion Squad (6 , 181 pts) Dominion Squad 4 3 4 3 3 1 3 1 8 3+/6(i) 181 (WD 379-380); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x4); Bolter (x2); Flamer (x1); Meltagun (x1); Acts of Faith; Holy Fusillade; Scouts; Shield of Faith; Immolator Dominion Superior 1 3 4 3 3 1 3 2 9 3+/6(i) [10] Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Combi- Meltagun (x1); Acts of Faith; Holy Fusillade; Scouts; Shield of Faith Immolator 1 Grp: - BS: 4 FA: 11 SA: 11 RA: 10 [86] (WD 379-380); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Smoke Launchers; Searchlight; Dozer Blade; Twin-Linked Multi-melta; Shield of Faith : Battle Conclave (10 , 176 pts) Battle Conclave
1 176 (WD 379-380); Unit Type: Infantry; Rhino Crusader 4 4 3 3 3 1 3 1 8 5+/3(i) [60] Unit Type: Infantry; Flak Armour; Power Weapon; Storm Shield Death Cult Assassin 5 5 3 4 3 1 6 2/3 8 5+/5(i) [75] Unit Type: Infantry; Flak Armour; 2x Power Weapons; Uncanny Reflexes Rhino 1 Grp: - BS: 4 FA: 11 SA: 11 RA: 10 [41] Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Smoke Launchers; Searchlight; Dozer Blade; Storm Bolter; Repair; Shield of Faith
Heavy Support: Exorcist (1 , 135 pts) Exorcist 1 Grp: 135 BS: 4 FA: 13 SA: 11 RA: 10 (WD 379-380); Unit Type: Vehicle (Tank); Smoke Launchers; Exorcist Missile Launcher; Shield of Faith Heavy Support: Exorcist (1 , 135 pts) Exorcist 1 Grp: 135 BS: 4 FA: 13 SA: 11 RA: 10 (WD 379-380); Unit Type: Vehicle (Tank); Smoke Launchers; Exorcist Missile Launcher; Shield of Faith Heavy Support: Exorcist (1 , 135 pts) Exorcist 1 Grp: 135 BS: 4 FA: 13 SA: 11 RA: 10 (WD 379-380); Unit Type: Vehicle (Tank); Smoke Launchers; Exorcist Missile Launcher; Shield of Faith Elite: Repentia Squad (5 , 90 pts) Repentia Squad
4 4 (WD 379-380); Unit Mistress of Repentence 1 4 Frag Grenades; Krak Spirit of the Martyr 4 4 (WD 379-380); Unit Mistress of Repentence 1 4 Frag Grenades; Krak Spirit of the Martyr 4 3/6 3 1 3/1 2 8 -/6(i) 90 Type: Infantry; Eviscerator; Acts of Faith; Fearless; Feel No Pain; Fleet; Rage; Shield of Faith; Spirit of the Martyr 4 3 3 1 3 2/3 9 3+/6(i) [0] Grenades; Power Armour; Neural Whips x2; Acts of Faith; Fearless; Feel No Pain; Fleet; Rage; Shield of Faith;
4 3/6 3 1 3/1 2 8 -/6(i) 90 Type: Infantry; Eviscerator; Acts of Faith; Fearless; Feel No Pain; Fleet; Rage; Shield of Faith; Spirit of the Martyr 4 3 3 1 3 2/3 9 3+/6(i) [0] Grenades; Power Armour; Neural Whips x2; Acts of Faith; Fearless; Feel No Pain; Fleet; Rage; Shield of Faith;
Total Cost: 2000
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Option Footnotes Special Rules Acts of Faith Fearless Feel No Pain Fleet Heightened Fervour Holy Fusillade Independent Character Light of the Emperor Automatically pass all morale tests, conditions apply (p75 WH40K 5E) If wounded on a D6 roll of 4+ may ignore the wound, conditions apply (p75 WH40K 5E) May assault in the same turn as running, conditions apply (p75 WH40K 5E) Arch-confessor Kyrinov counts as having both a laud hailer and a simulacrum imperialis. This Act of Faith is used in the Shooting phase. If successful, the unit's weapons count as being twin-linked until the end of the phase. (See WH40k, pg. 50.) This Act of Faith can be used in the Movement phase, the Shooting phase, or the Assault phase. If used in the Movement phase when the Battle Sisters squad are falling back, the unit immediately regroups despite any normal restrictions. If used in the Shooting or Assault phase, the unit re-rolls and failed To Hit rolls of a 1 until the end of that phase. Note that the same squad can use Light of the Emperor in two or more phases if you choose, but a separate Faith Point and act of Faith test are required in each phase. Whilst Uriah Jacobus is alive, you can re-roll the dice to determine the number of Faith Points you have each turn. In the Movement phase move as fast as possible towards the enemy, may choose to Run in the shooting phase, in the Assault phase must consolidate towards the enemy, conditions apply (p76 WH40K 5E) If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehcile shooting. Roll a D6 in the Shotting phase, and on a 6 the vehicle is no longer immobilzed. On a player turn in which a model with this special rule assaults, he and all members of the unit he has joined re-roll all failed rolls to hit. May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E) Models with the Shield of Faith special rule have a 6+ invulnerable save. This Act of Faith is used in the Assault phase. If successful, do not remove any models in the unit if they are killed before they have attacked. Instead, place them on their side. After all other models involved in the assault have made their attacks, any mortally injured model placed on its side gets to make a single attack. After these attacks have been made, any models on their side are removed as casualties. Ignore negative Leadership modifiers, conditions apply (p76 WH40K 5E) A Death Cult Assassin has a 5+ invulnerable save. Unit Type Unit Type: Infantry (p.54 WH40k) Unit Type: Vehicle (Tank) (WH40k, pp. 68-69) Wargear Models in Jacobus' unit have +1 Attack and have the Feel No Pain special rule. Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test. Confers a 5+ Armour Save. Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E). All friendly units within 6" of Kyrinov have the Fearless special rule. One attack with 6+D6 AP (exceptions apply p72 WH40K) Confers a 3+ Armour Save. Confers a 4+ Invulnerable save. See C:WH, pg. 22 OR Wargear, pg. 56. 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. 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). 3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.
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Protector of the Faith Rage Repair Righteous Rage Scouts Shield of Faith Spirit of the Martyr
Stubborn Uncanny Reflexes Unit Type: Infantry Unit Type: Vehicle (Tank) Banner of Sanctity Dozer Blade Flak Armour Frag Grenades Icon of Chiros Krak Grenades Power Armour Rosarius Searchlight
Smoke Launchers
Storm Shield
2x Power Weapons Bolt Pistol Bolter Chainsword Combi- Meltagun Eviscerator Exorcist Missile Launcher Flamer Heavy Bolter Mace of Valaan Meltagun Neural Whips x2 Power Sword Power Weapon Storm Bolter The Redeemer Twin-Linked Heavy Bolter Twin-Linked Multi-melta
Weapons Ignores armour saves in close combat (p42 WH40K 5E) 12" Range; S4; AP5; Pistol 24" Range; S4; AP5; Rapid Fire If used with another close combat weapon, +1 attack in close combat. 24" Range; S4; AP5; Rapid Fire (Bolter) 12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle) Ignores armour saves, increases strength in close combat, +2D6 for armour penetration. 48" Range; S8; AP1; Heavy D6. Template; S4; AP5; Assault 1 36" Range; S5; AP4; Heavy 3 Power Weapon. In addition, any model that suffers an unsaved Wound from the Mace of Valaan is reduced to Initiative 1 until the end of the following player turn. 12" Range; S8; AP1; Assault 1; Melta. Counts as a Power Weapon. In addition, hits caused by a neural whip against no-vehicle units strike at Strength 8 and roll To Wound against the opponent's unmodified Leadership characteristic instead of their Toughness. Ignores armour saves in close combat (p42 WH40K 5E) Ignores armour saves in close combat (p42 WH40K 5E) 24" Range; S4; AP5; Assault 2 24" Range; S4; AP4; Assault 2. 36" Range; S5; AP4; Heavy 3. Inferno Bolts re-roll failed To Wound rolls. 24" Range; S8; AP1; Heavy 1 Linked Melta
Validation Report c-1. File Version: 1.32 For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission Unit 'Repentia Squad': You are only allowed one of these units in the army list Roster Statistics % Elite: 9 % Fast: 25.6 % Heavy: 20.3 % HQ: 9 Model Count: 83 % Troops: 27.3 % Wargear: 0 Files version: 1.32 Group Min 1 0 2 0 0 Max 2 3 6 3 3 Used 2 2 2 3 3
Created with Army Builder - Copyright (c) 1997-2011 Lone Wolf Development, Inc. All rights reserved.