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Escalation Campaign Battle Report 5/21/08

This battle pitted Rob's Tyranids against Dean Rogers's Black Templars.

Mission
The mission was an Omega Level Take and Hold with Night Fighting rules on turn 6. We also had random game length.

Terrain
Dean saw the wall and thought it would be cool to use it, and I agreed so we divided the field in two with it. We rolled for the number of terrain pieces and got a 4. The wall counted as one so we took turns placing the 3 others. The woods in the far corner, the ruins on the right and a hill on the left. We decided to play the walls like fortified buildings from fire originating from outside of the wall, with no cover save when shooting came from inside the wall.  This was important only for the center section.

Deployment
The Tyranids won the choice of table edges and took the side which provided the best cover save. The Tyranids deployed ready to rush right up to the center which they did, and Dean took the long walk.

First Turn
The Tyranids also won first turn, but gave it to the Templars so the Tyranids would be able to rush the objective on the last turn.

 

Turn 1  was pretty uneventful with Dean walking one of his two squads towards the ruins on the right side and the Tyranids rushing to the wall. The templar squad hiding in the woods shoot a rocket at the hive tyrant and hit one of the Tyrant Guard instead, but the wall deflects the shot.

 

On Turn 2 the Templars have a few vehicles show up. The Templars Razorback does manage to kill one of the Genestealers by shooting through the open gate. This is the only Genestealer to die all game. The speeder deep strikes in and cannot quite get a shot.

 

Turn 2 brings in 3 Carnifexes for the Tyranids and a squad of Raveners. One of the SniperFexes manages to stun the Speeder, and the other misses. The squad in the corner wounds a Tyrant Guard with a long range rocket shot.

 

The Templars on foot continue to work their way across the field.

 

Suddenly the hive Tyrant unleashes a hail of Devouring worms that bore through the armor and into the flesh of 3 of the Templar troops approaching leaving only 2 standing.

 

As the speeders gunner is still  stunned, the pilot wisely decides to move out of harms way.

 

The Templars cheer as the land raider and its deadly cargo of Terminators arrive to save the day, or not... The Meltagun marine dispatches one of the Tyrant Guard for the second Tyranid casualty of the game.

 

A trio of Raveners burst from the ground looking very hungry. They intended to emerge behind the ruins to the right, but such is the vagaries of tunneling.

 

The first of the SniperFexes fire through the open gate in the wall and destroy the weapon on the Razorback and the Second destroys the vehicle outright forcing the troops inside to exit.  The Raveners move forward preparing for the inevitable assault.

 

 

A lone Lictor who has been hiding in the woods sneaks up behind the Templars posted there. "HEY BEHIND YOU!"

 

Too late! The Lictor seeming to come from thin air, lashes out and takes down two marines before they have a chance to even turn around and disappears back into the woods like a specter. Un-nerved by the Lictor's sudden appearance and death of their comrades, the squad decides now is a good time to run for their lives.

 

The Terminators exit their Land Raider and rush to the aid of their brethren. The Lictor disappears back into the woods.

 

The Raveners spot the Emperors Champion among the Ruins and rush for him.

 

The Hive Tyrant takes down the last of the Templars who were rushing the wall with his Twin Linked Devourers.

 

The Templars hiding behind the destroyed Razorback are still hiding there. 




In turn 4 the Rhino bravely rushes forward to the center of the table and manages to wound one of the Raveners.

 

 

 

The Champion falls before the Raveners can get close enough to assault to the DakkaFexes' hail of 8 devourer shots with every single shot landing and wounding, he valiantly charged forward while the works where eating his insides away, but with so many he only made a few steps.


 

 

Turn 5, the Tyranids are gearing of for the assault they have been patiently waiting for.

 

The Lictor drops deeper into the cover of the forest.

 

Losing sight of the Lictor, the Terminators decide chasing him into the woods is not such a great idea after all, and head back towards the epicenter of action.

 

The Templars who were riding in the Rhino step from the vehicle and head for the gate.

 

The other surviving squad inspired by their brothers courage stop their cowering and move to assist them.

 

The sergeant bellows commands, not realizing they will be his last.

 

An overview of the field shows the remainder of the Templars all moving towards the center and the Tyranid horde waiting in ambush.

 

The speeder has flown up and over the wall to get a better firing angle and manages to take down another of the Tyrant Guard for the 3rd Tyranid casualty of the game.

 

In turn 5 the Tyranids rush out of the  pour out of the gate and surround the Templars brave enough to storm the gate.

 

Their brethren who are too far away to help, look on in horror as the swarm surround their comrades.

 

The Lictor looks on and screeches his approval.


The rear DakkaFex takes down the speeder in a hail of Devouring worms.

 

The forward DakkaFex takes aim at the Terminators and fells two of the Brethren, and the survivors decide now is a good time to leave.


Good luck Brethren, were outta here!

 

Abandoned by their Terminator brethren, the remaining troops have little chance of survival. The Raveners close with the last of the left squad claws raised.  The others fell to some Tyranid shooting moments ago.

 

And they fall in short order.


The last of the Templar troops fall in a swarm of claws and teeth, being cut down before they can even scream.

 

The crew of the Land Raider looks on from their impenetrable fortress of blessed armor with dismay as their comrades are cut down.

 

In a fit of rage, and determined to inflict some damage, the chief gunner directs all fire at the Hive Tyrant hoping to decapitate the  swarming Xenos. the Raider empties all of its ammo into the Tyrant, but the projectiles bounce off of the walls and and only serves to get the Tyrants attention.

 

The Tyrant now directs the remainder of his forces towards the lone Land Raider. The Raider's crew is confident that the bugs cannot penetrate the thick adamantium armour plates so they do not even bother to run, but instead hold their ground and reload to prepare for another volley.

 

The Genestealers close faster than the crew can reload, ripping right through the thick armor plates and into a fuel line causing the vehicle to explode.

 

The Stealers posted on the wall look for more biomass, but find none.

 

The Tyrant descends from the wall to survey the carnage of the battlefield with approval. The Hive mind will be pleased with the rich harvest of biomass collected today.

 

Result

The Black Templars fought valiantly, but two squads ran for their lives and the rest were wiped out to the man. The Tyranids lost a single Genestealer, and two Tyrant Guards, making it a brutally one sided battle.

This was an unusual battle as the Tyranids had superior deployment and used the cover to great advantage denying the Templars any meaningful shooting, while having good results from their own shooting.

The star of the show was the Lictor who leaped from cover and took down the troublesome squad with the rocket launcher in the woods and caused them to run off the board. He also distracted the Terminators keeping them out of the battle long enough to bring the right DakkaFex into range and force them off the board as well. He also helped to get a couple of the monstrous creatures onto the board earlier by allowing the re-roll of reserves. And being able to assault on the turn he emerges from cover is just awsome.

Tyranids Score
1500 Victory Points - Victorious Slaughter
+1 Most Units Within 12" of Center (All Tyranid units were in fact within 12")

Space Wolves Score
0 Victory Points

This was the second Time I played Dean, (see 4-16-08 Battle Report) and same as before Dean was a great sport and a real pleasure to play. You can tell he plays more for fun than to win and enjoys the fluff. Several times he offered to let me bend the rules in my own favor (which I of course did not). I would put Dean right up there with Jeff Pinson as one of my favorite people to kill.

 

Tyranids - Robert Byrd's List

 
Name # Grp WS BS S T Wo I A Ld Save Cost
Fast Attack: Ravener (2#, 76 Pts)
  Ravener 2 Fast 5 3 4 4 2 5 3/5 10 5+ 76
Beasts, Deep Strike
Scything Talons (x2): +1 Attack for each set of talons. (max +2)
Name # Grp WS BS S T Wo I A Ld Save Cost
Fast Attack: Ravener (2#, 76 Pts)
  Ravener 2 Fast 5 3 4 4 2 5 3/5 10 5+ 76
Beasts, Deep Strike
Scything Talons (x2): +1 Attack for each set of talons. (max +2)
Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Hive Tyrant (3#, 253 Pts)
  Hive Tyrant 1 HQ 5 4 6 6 4 5 3 10 3+ 253
Monstrous Creature; Fearless
Enhanced Senses +1 BS: Adds +1 Ballistic Skill.
Flesh Hooks: Counts as frag grenades. Also treats vertically impassable terrain as difficult terrain.
Toxin Sacs +1 St: Adds +1 to Strength.
Twin-linked Devourer (x1): 18" Range; StC-1(Max6); AP-; Assault 2X; Living Ammunition; Twin linked
Venom Cannon: 36" Range; StC+2(Max 10); AP4; Assault X
Psychic Scream: Enemy units with a model within 18" suffer a -1 to all Leadership tests. If several Psychic Scream models are in range, the effects are cumulative.
Synapse Creature: Any Tyranid broods with a model within 12" of a Synapse Creature never fall back and are assumed to automatically pass any Leadership based test., other than Psychic tests and Target Selection. A brood that enters Synapse range may regroup regardless of usual restrictions. All broods other than Ripper Swarms are immune to Instant Death. A Tyranid with Synapse is able to detonate all spore mines within 24" in the shooting phase. This is done instead of shooting or using psychic abilities. Other creatures from the same brood may still shoot at another target.
The Horror: Any enemy unit that wishes to assault this creature must make a Morale test. If failed, the unit may not assault that turn.

3+ to Hit
Venom Cannon: Range 36", Shots 3, Strength 8, AP4
Devourer: Range 18", Shots 6, Strength 5, AP-, Re-roll Hits, Re-roll Wounds
    Tyrant Guard 2   5 3 5 6 2 5 2/3 10 3+ [90]
Shieldwall
Rending Claws: Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.
Scything Talons: +1 Attack for each set of talons. (max +2)
Name # Grp WS BS S T Wo I A Ld Save Cost
Elite: Lictor (1#, 80 Pts)
  Lictor 1 Elite 6 0 6 4 2 6 2/3 10 5+ 80
Secret Deployment, Loner, Stealth, Pheromone Trail, Fearless, Hit and Run
Feeder Tendrils: Always counts as having the Preferred Enemy unit special rule. Any Tyranid brood with a model within 2" also benefits from the Preferred Enemy special rule.
Flesh Hooks: Counts as frag grenades. Also treats vertically impassable terrain as difficult terrain.
Rending Claws: Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.
Scything Talons: +1 Attack for each set of talons. (max +2)
Name # Grp WS BS S T Wo I A Ld Save Cost
Elite: Carnifex (1#, 113 Pts)
  Carnifex 1 Elite 3 3 9 6 4 1 2 10 3+ 113
Monstrous Creature; Fearless
Enhanced Senses +1 BS: Adds +1 Ballistic Skill.
Twin-linked Devourer (x2): 18" Range; StC-1(Max6); AP-; Assault 2X; Living Ammunition; Twin linked

4+ To Hit
2 Twin-linked Devourers: Range 18", Shots 8, Strength 6, AP-, Re-roll Hits & Wounds
Name # Grp WS BS S T Wo I A Ld Save Cost
Elite: Carnifex (1#, 113 Pts)
  Carnifex 1 Elite 3 3 9 6 4 1 2 10 3+ 113
Monstrous Creature; Fearless
Enhanced Senses +1 BS: Adds +1 Ballistic Skill.
Twin-linked Devourer (x2): 18" Range; StC-1(Max6); AP-; Assault 2X; Living Ammunition; Twin linked

4+ To Hit
2 Twin-linked Devourers: Range 18", Shots 8, Strength 6, AP-, Re-roll Hits & Wounds
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Genestealers (12#, 240 Pts)
  Genestealers 12 Troops 6 0 4 4 1 6 2 10 4+ 240
Fleet of Claw, Brood Telepathy
Extended Carapace +1 Save: Adds +1 to Save.
Rending Claws: Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Genestealers (12#, 252 Pts)
  Genestealers 12 Troops 6 0 4 4 1 6 2 10 4+ 252
Fleet of Claw, Brood Telepathy
Extended Carapace +1 Save: Adds +1 to Save.
Flesh Hooks: Counts as frag grenades. Also treats vertically impassable terrain as difficult terrain.
Rending Claws: Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.
Name # Grp WS BS S T Wo I A Ld Save Cost
Heavy Support: Carnifex (1#, 148 Pts)
  Carnifex 1 Heavy 3 3 9 6 4 1 2 10 3+ 148
Monstrous Creature; Fearless
Enhanced Senses +1 BS: Adds +1 Ballistic Skill.
Barbed Strangler: 36" Range; StC-1 (Max 8); AP5; Assault 1/Large Blast; Pinning
Venom Cannon: 36" Range; StC+2(Max 10); AP4; Assault X

4+ To Hit
Barbed Strangler: Range 36", Shots 1, Strength 8, AP5, Blast, Pinning
Venom Cannon: Range 36", Shots 2, Strength 10, AP4
Name # Grp WS BS S T Wo I A Ld Save Cost
Heavy Support: Carnifex (1#, 148 Pts)
  Carnifex 1 Heavy 3 3 9 6 4 1 2 10 3+ 148
Monstrous Creature; Fearless
Enhanced Senses +1 BS: Adds +1 Ballistic Skill.
Barbed Strangler: 36" Range; StC-1 (Max 8); AP5; Assault 1/Large Blast; Pinning
Venom Cannon: 36" Range; StC+2(Max 10); AP4; Assault X

4+ To Hit
Barbed Strangler: Range 36", Shots 1, Strength 8, AP5, Blast, Pinning
Venom Cannon: Range 36", Shots 2, Strength 10, AP4
Total Cost: 1499

 
Roster Statistics
% Elite: 20.4
% Fast: 10.1
% Heavy: 19.7
% HQ: 16.9
Model Count: 36
% Troops: 32.8
% Wargear: 0.0

 

Black Templars - Dean Rogers's List

 
Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Castellan (1#, 120 Pts)
  Castellan 1 HQ 5 5 4 4 2 5 4 9 2+/5(i) 120
Independent Character; Rites of Battle (p31 C:BT)
Power Weapon (x1): Ignores armour saves in close combat.
Crusader Seals
Abhor The Witch, Destroy The Witch: After deployment, but before scout moves - if there is an enemy psyker in the enemy army (even if not on the table at deployment) each BT unit must make a D6" Consolidate move towards the nearest enemy unit. Crusader seals may modify this move, even if the model is inside a vehcile. If Concealment is in use, the enemy ceases to benefit from it. In addition, any psychic power targeted against a BT unit or character are nullifed on a 5+ (only roll once for each power, even if it affects muliple units). Minor psychic powers have no effect on BT units or characters.
Dean added Melta Bombs for 5 points but Army Builder would not allow this option. I consulted the codex and it seems that this is not valid for Terminators.
    Crusader Seals 1 May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT) [0]
    Master-Crafted Weapon 1 Re-roll one failed 'to hit' roll on this weapon per turn. (p28 C:BT) [15]
    Terminator Armor 1 2+ Armor Save, 5+ Invulnerable Save. (p29 C:BT) [25]
Name # Grp WS BS S T Wo I A Ld Save Cost
Elite: Sword Brethren Terminators (6#, 531 Pts)
  Sword Brethren Terminators 5 Elite 4 4 4/8 4 1 4/1 2 9 2+/5(i) 561
Teleport (p34 C:BT)
Power Fist (x4): Ignores armour saves, increases strength in close combat.
Lightning Claws
Storm Bolter (x3): 24" Range; S4; AP5; Assault 2
Assault Cannon (x2): 24" Range; S6; AP4; Heavy 4 Rending
Furious Charge: Add +1 to strength and initiative, conditions apply (p74 WH40K)
Crusader Seals: May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)
Abhor The Witch, Destroy The Witch: After deployment, but before scout moves - if there is an enemy psyker in the enemy army (even if not on the table at deployment) each BT unit must make a D6" Consolidate move towards the nearest enemy unit. Crusader seals may modify this move, even if the model is inside a vehcile. If Concealment is in use, the enemy ceases to benefit from it. In addition, any psychic power targeted against a BT unit or character are nullifed on a 5+ (only roll once for each power, even if it affects muliple units). Minor psychic powers have no effect on BT units or characters.
    Land Raider Crusader 1 Grp: BS: 4 FA: 14 SA: 14 RA: 14 [266]
Carries up to 15 Space Marines (or up to 8 Terminators); Tank; Access Points: 2 side hatches, 1 front ramp; Frag Assault Launchers.
Multi-Melta: 24" Range; S8; AP1; Heavy 1; Melta.
Twin Linked Assault Cannon: 24" Range; S6; AP4; Heavy 4 Rending Linked
Hurricane Bolters (x2): 3 Weapons, each 24" Range; S4; AP5; Rapid Fire, Linked
Abhor The Witch, Destroy The Witch: After deployment, but before scout moves - if there is an enemy psyker in the enemy army (even if not on the table at deployment) each BT unit must make a D6" Consolidate move towards the nearest enemy unit. Crusader seals may modify this move, even if the model is inside a vehcile. If Concealment is in use, the enemy ceases to benefit from it. In addition, any psychic power targeted against a BT unit or character are nullifed on a 5+ (only roll once for each power, even if it affects muliple units). Minor psychic powers have no effect on BT units or characters.
Extra Armor: Crew Stunned results count as Crew Shaken instead. See (C:BT, pg. 29).
Power of the Machine Spirit: Allows a vehicle with Crew Stunned to move, or fire an additional weapon. See Codex for details. See (C:BT, pg. 29).
Searchlight: Illuminates units in Night Fight missions. See Codex for details. (C:BT, pg. 29).
Name # Grp WS BS S T Wo I A Ld Save Cost
: Emperor's Champion (1#, 110 Pts)
  Emperor's Champion 1   6 4 4/6 4 2 5 2/3 10 2+/4(i) 110
Slayer of Champions (p31 C:BT)
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Bolt Pistol: 12" Range; S4; AP5; Pistol
The Black Sword
Crusader Seals
Abhor The Witch, Destroy The Witch
    The Black Sword 1 +2 Strength Power Weapon. (p31 C:BT) [0]
    Armor of Faith 1 2+ Armor Save, 4+ Invulnerable Save in close combat. (p31 C:BT) [0]
    Crusader Seals 1 May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT) [0]
Name # Grp WS BS S T Wo I A Ld Save Cost
Fast Attack: Land Speeder Squadron (1#, 80 Pts)
  Land Speeder Squadron 1 Grp: Fast BS: 4 FA: 10 SA: 10 RA: 10 80
Fast, Skimmer; Deep Strike (See WH40K, pg. 84)
Heavy Bolter (x1): 36" Range; S5; AP4; Heavy 3
Assault Cannon (x1): 24" Range; S6; AP4; Heavy 4 Rending
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Crusader Squad (5#, 111 Pts)
  Crusader Squad 5 Troops 4 4 4 4 1 4 1 8 3+ 111
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Bolt Pistol (x3): 12" Range; S4; AP5; Pistol
Close Combat Weapon (x3): If used with another close combat weapon, +1 attack in close combat.
Plasmagun: 24" Range; S7; AP2; Rapid Fire; Gets Hot!
Missile Launcher: Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
Crusader Seals: May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)
Abhor The Witch, Destroy The Witch: After deployment, but before scout moves - if there is an enemy psyker in the enemy army (even if not on the table at deployment) each BT unit must make a D6" Consolidate move towards the nearest enemy unit. Crusader seals may modify this move, even if the model is inside a vehcile. If Concealment is in use, the enemy ceases to benefit from it. In addition, any psychic power targeted against a BT unit or character are nullifed on a 5+ (only roll once for each power, even if it affects muliple units). Minor psychic powers have no effect on BT units or characters.
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Crusader Squad (6#, 184 Pts)
  Crusader Squad 5 Troops 4 4 4 4 1 4 1 8 3+ 184
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Bolter (x3): 24" Range; S4; AP5; Rapid Fire
Meltagun: 12" Range; S8; AP1; Assault 1; Melta.
Heavy Bolter: 36" Range; S5; AP4; Heavy 3
Crusader Seals: May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)
Abhor The Witch, Destroy The Witch: After deployment, but before scout moves - if there is an enemy psyker in the enemy army (even if not on the table at deployment) each BT unit must make a D6" Consolidate move towards the nearest enemy unit. Crusader seals may modify this move, even if the model is inside a vehcile. If Concealment is in use, the enemy ceases to benefit from it. In addition, any psychic power targeted against a BT unit or character are nullifed on a 5+ (only roll once for each power, even if it affects muliple units). Minor psychic powers have no effect on BT units or characters.
    Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [74]
Carries up to 6 Space Marines (no Terminators); Transport, Tank; Access Points: 2 side hatches, 1 rear ramp.

Twin Linked Heavy Bolter: 36" Range; S5; AP4; Heavy 3 Linked
Abhor The Witch, Destroy The Witch: After deployment, but before scout moves - if there is an enemy psyker in the enemy army (even if not on the table at deployment) each BT unit must make a D6" Consolidate move towards the nearest enemy unit. Crusader seals may modify this move, even if the model is inside a vehcile. If Concealment is in use, the enemy ceases to benefit from it. In addition, any psychic power targeted against a BT unit or character are nullifed on a 5+ (only roll once for each power, even if it affects muliple units). Minor psychic powers have no effect on BT units or characters.
Searchlight: Illuminates units in Night Fight missions. See Codex for details. (C:BT, pg. 29).
Smoke Launchers: Use once per game, penetrating hits against it count as glancing for a turn. See Codex for details. See (C:BT, pg. 29).
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Crusader Squad (5#, 115 Pts)
  Crusader Squad 5 Troops 4 4 4 4 1 4 1 8 3+ 115
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Bolt Pistol (x3): 12" Range; S4; AP5; Pistol
Close Combat Weapon (x3): If used with another close combat weapon, +1 attack in close combat.
Meltagun: 12" Range; S8; AP1; Assault 1; Melta.
Missile Launcher: Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
Crusader Seals: May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)
Abhor The Witch, Destroy The Witch: After deployment, but before scout moves - if there is an enemy psyker in the enemy army (even if not on the table at deployment) each BT unit must make a D6" Consolidate move towards the nearest enemy unit. Crusader seals may modify this move, even if the model is inside a vehcile. If Concealment is in use, the enemy ceases to benefit from it. In addition, any psychic power targeted against a BT unit or character are nullifed on a 5+ (only roll once for each power, even if it affects muliple units). Minor psychic powers have no effect on BT units or characters.
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Crusader Squad (9#, 213 Pts)
  Crusader Squad 7 Troops 4 4 4 4 1 4 1 8 3+ 213
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Bolt Pistol (x1): 12" Range; S4; AP5; Pistol
Bolter (x5): 24" Range; S4; AP5; Rapid Fire
Flamer: Template; S4; AP5; Assault 1
Power Weapon: Ignores armour saves in close combat.
Crusader Seals: May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)
Neophytes
Abhor The Witch, Destroy The Witch: After deployment, but before scout moves - if there is an enemy psyker in the enemy army (even if not on the table at deployment) each BT unit must make a D6" Consolidate move towards the nearest enemy unit. Crusader seals may modify this move, even if the model is inside a vehcile. If Concealment is in use, the enemy ceases to benefit from it. In addition, any psychic power targeted against a BT unit or character are nullifed on a 5+ (only roll once for each power, even if it affects muliple units). Minor psychic powers have no effect on BT units or characters.
    Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [53]
Carries up to 10 Space Marines (no Terminators); Transport, Tank; Access Points: 2 side hatches, 1 rear ramp; Fire Points: 2 models can fire from the top hatch; Repair

Storm Bolter: 24" Range; S4; AP5; Assault 2
Abhor The Witch, Destroy The Witch: After deployment, but before scout moves - if there is an enemy psyker in the enemy army (even if not on the table at deployment) each BT unit must make a D6" Consolidate move towards the nearest enemy unit. Crusader seals may modify this move, even if the model is inside a vehcile. If Concealment is in use, the enemy ceases to benefit from it. In addition, any psychic power targeted against a BT unit or character are nullifed on a 5+ (only roll once for each power, even if it affects muliple units). Minor psychic powers have no effect on BT units or characters.
Smoke Launchers: Use once per game, penetrating hits against it count as glancing for a turn. See Codex for details. See (C:BT, pg. 29).
    Neophytes 1   3 3 4 4 1 4 1/2 7 4+ [11]
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Bolt Pistol & CCW (x1): Bolt Pistol: 12" Range; S4; AP5; Pistol;
CCW: +1 Attacks in close combat;
Abhor The Witch, Destroy The Witch: After deployment, but before scout moves - if there is an enemy psyker in the enemy army (even if not on the table at deployment) each BT unit must make a D6" Consolidate move towards the nearest enemy unit. Crusader seals may modify this move, even if the model is inside a vehcile. If Concealment is in use, the enemy ceases to benefit from it. In addition, any psychic power targeted against a BT unit or character are nullifed on a 5+ (only roll once for each power, even if it affects muliple units). Minor psychic powers have no effect on BT units or characters.
Total Cost: 1494

 
Roster Statistics
% Elite: 36.3
% Fast: 5.5
% Heavy: 0.0
% HQ: 8.2
Model Count: 34
% Troops: 42.6
% Wargear: 2.7
Files version: 1.29
 
 

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