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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.

|
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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