Post by Lord Nefarius on Dec 20, 2004 21:06:14 GMT
The Space Marines
WS - 4
BS - 4
St - 3
To - 3
Wo - 1
In - 4
At - 2
LD - 9
Save - 3+
Cost - 35pts
(don't forget the basic statline upgrades)
- You may choose ONE Package:
= Codex Astartes Marine (Bolter or Bolt Pistol & CCW, Devoted [May reroll one failed Ld check per turn) 10pts
-- -- Add Auspex(allows you to negate an enemy's +1 to In rolls) 10pts
-- -- Add Combi weapon (Bolter/flamer or boltpistol/flamer combo, note that the flamer may only be fired once and that both weapons may not be fired at the same time.) 10pts
-- -- Add "Tyranid Hunter" (Ultramarines only) - Always wounds tyranids on a 3+(not with template weapons, such as the handflamer) and a hand-flamer[S4, auto hit, assault 1](you can combine this with a BP or a CCW, but not both.) 15pts
= Scout (May choose either a BP and CCW, Bolter or a Shotgun (S4 Ap- Assault 4). Gains +1 to init rolls for CC and Shooting in the first turn,4+scout armour,5+dodgesave). 10pts
-- -- Add Shotgun (S4 Ap- Assault4), 5pts
-- -- Add Bolter (S4 Ap5 Rapid Fire), 5pts
-- -- Add Sniper Rifle (Hits on a 2+ wounds on a 4+ Heavy 1) . 10pts
-- -- Add Auspex (allows you to negate an enemy's +1 to In rolls). 10pts
-- -- Add Frag Grenades (ignore coversaves), 5pts
-- -- Add Infiltration (the scout gets to fire one of his weapons before the duel at a single target opponent), 10pts
-- -- Add sneaky maneuver (skip the first shootingphase,the duel starts in closecombat with the scout striking first), 10pts
-- -- Add tactical backstep (after passing a successful initiative check [roll a D6 higher than your In or a 6] the scout counts as in medium cover [4+coversave] for the following turn), 15pts
= Chaplain (Bolt Pistol, Zealot(May re-roll failed tests on ld, may re-roll a single failed to-hit roll in closecombat)), Crozius Arcanum (-1sv modifier) and Rozarius(5+inv)), 25pts.
-- -- Add Rightous Fury (looses his boltpistol,may never use any ranged weapons,receives an additional ccw,gets +D3attacks on charge instead of the usual +1). 15pts
-- -- Add "Repent,Sinner!" (on a roll of 3+ on a D6 target opponent is not allowed to leave the closecombat with the Chaplain this turn[ignore successful backoffs], the Chaplain receives +1In for the following turn's closecombatphase). 15pts
= Librarian (Bolt Pistol and CCW, Psychic, May purchase items from the Space Marine Psychic Armoury, but may only start with ONE Chapter specific Psychic Power (which makes the Librarian count from that Chapter automatically)), 10pts.
-- -- Add Psychic Hood (Character can reroll failed Psychic tests, and rolls of 2 for the Psychic test, but may never reroll a reroll), 10pts.
-- -- Add Psyber Familiar (Allows the Librarian to use one Power in the Shooting Phase, and another in the CC Phase), 15pts.
=Techmarine (Bolt Pistol and CCW), Mecha/Servo-Arm (Grants an additional S5 attack in CC with In1), Signum (allows Techmarine and any of the techmarine's allies in the same duel to re-roll a single missed shot). 20pts
-- -- Add additional Mecha/Servo-WieldingTorcher(one additional S3 attack in CC with In1 and -2sv modifier). 10pts
-- -- Add additional Mecha/Servo-Limbs/Tools(D3 additional S3 attacks in CC with In1). 15pts
-- -- Add additional Mecha/Servo-Hammer(one additional S4 attack in CC with In0,if this attack wounds opponent receives -2to his prior rolls during the following turn). 20pts
-- -- Add Targetting Mecha/Servo-Tools(may reroll a single not yet rerolled to-hit or to-wound roll at shooting once per turn). 20pts.
=Apothecary (Bolt Pistol and CCW)
Reductor (Counts as bionics for the apothecary and any allied dueller once per turn providing the Apothecary is still alive and present in duel at the time the roll is required.)
Narthecium (May be used to re-roll on the injury table must accept the second result this may be used on the apothecary or any allied dueller providing the apothecary is still alive.) 20pts.
-- -- Add Venenum Injector (wounds on 3+ in cc). 20pts
-- -- Add Stim-Pack (once a duel the apothecary or one of his allies in the same duel may increase their Ws,In and At by 1 until end of turn). 15pts
-- -- Add Chirurgical Wrist Attachment (counts as an additional +1At Bonus when the Apothecary gets charged). 10pts.
= Black Templar (Bolt Pistol and CCW, may never voluntarily flee), 15pts.
-- -- Make Melee Oriented (always hits on 3+ in closecombat). 5pts
-- -- Add Memorial Sword (2handed, +1S, +1Ld). 15pts
-- -- Add Marshal's Badge (this doesn't make you a Marshal yet)(5+inv). 15pts
-- -- Add Last Melee Stand (when loosing a wound in closecombat this character may do an additional attack with a -2modifier after all other attacks). 10pts
= Blood Angel (Bolt Pistol and CCW, Furious Charge (+1 St and In when charging), may never voluntarily flee), 20pts
-- -- Make Death Company (Character gains a WBB roll identical to Necrons'), 15pts.
-- -- Add Bloodlust (causing a wound enables this character to automatically get closecombatpriority in the next duelling turn). 10pts
-- -- Add The Red Thirst is strong in this One (roll a D6 each turn on a 4+ this character gets +1In and +1At). 10pts.
-- -- Add Sanguine Visions (receives -2 to shootingpriority and +1 to closecombatpriority). 15pts
= Dark Angel (Bolt Pistol and CCW, may may never voluntarily flee), 10pts.
-- -- Add Deathwing Training (Terminator Honours (+1 At), Stubborn (never runs away, voluntarily or involuntarily)), 10pts.
-- -- Add DA Storm Bolter (S4, Ap5, Assault 2) 10pts
-- -- Add "Repent!" (causing a wound forces the opponent [those that took the wound] to make a ld check,if failing this opponent receives -1Ws ,-1At and -1Ld until end of duel,this modification is not cumulative). 10pts
= Grey Knight (Bolter and CCW, True Grit, The Shrouding (Opponents are at -1 to-hit from Range), Fearless), 15pts.
-- -- Add Rites of Exorcism (Daemonic characters receive -1 to their Initiative rolls against Grey Knights), 5pts.
-- -- Add Psychic (May pick from the Daemonhunters Psychic Armoury available to Inquisitors), 10pts.
-- -- Add Nemesis Halberd (+2 St, can Quest to become a Power/Force weapon, 2handed), 20pts.
= Iron Hands (Bolt Pistol and CCW, Bionics), 10pts.
-- -- Add Improved Bionics (Bionic roll already succeeds ona 5+), 5pts.
-- -- Add Iron Hammer (+1S and stuns on a to wound roll of a 6) 15pts.
-- -- Add Bionic Closecombat Tool (additional attack at -1In and +1S). 15pts
-- -- Add Self Repair&Reanimation System (Character gains a WBB roll identical to Necrons' ,this roll may only be used twice a duel). 10pts
= Salamander (-1 In, Bolt Pistol and CCW, Mastercrafted weapon (pick between the Bolt Pistol or the CCW when the character is created), may never be Autowounded), 15pts.
-- -- Add Flamer (S4, Ap5 Template), 10pts.
-- -- Add Salamander Cape (on a 4+ ignores the first successful wound in a duel), 15pts.
-- -- Add Touch of the Salamander (+1To,-1In). 15pts
-- -- Add Salamander Scales (may reroll a single failed save(armor or inv) per duel). 10pts
= Space Wolf (Bolter and CCW, True Grit), 15pts.
-- -- Add Bite of the Wolfen (Terminator Honours (+1 At), Stubborn (never runs away, voluntarily or involuntarily)), 10pts.
-- -- Add Bolter Expert (May pick new ammo from the Bolter Ammo list below), 5pts.
-- -- Add Strength of the Wolfen (Character gains +1 St normally, and an extra +1 St on the charge; But gets no additional attack for charging), 15pts.
-- -- Add Wolftooth Necklace (May reroll a singel failed to-hit roll in closecombat), 10pts.
-- -- Add Wolfpelt (May reroll a single failed to-wound roll in closecombat), 20pts.
-- -- Add Wolftail Talismane (6+save against psychic powers), 5pts.
=Deathwatch (Bolter and CCW true grit),25pts
May choose ONE of the following Bolter Enhancements:
==M40 targeter (Re-roll one missed to hit roll in the shooting phase)
==Inferno ammo(Re-roll one missed to wound roll in the shooting phase)
==Kraken ammo(-2modifier on sv)
==Metal storm ammo(s3 ap- assault3)
May purchase in addition ONE not yet taken Bolter Enhancement:
==M40 targeter (Re-roll one missed to hit roll in the shooting phase) 15pts.
==Inferno ammo(Re-roll one missed to wound roll in the shooting phase) 15pts.
==Kraken ammo(-2modifier on sv) 15pts.
==Metal storm ammo(s3 ap- assault3) 15pts.
(ERRATA:different ammo-types are different parts of the single bullets/rounds,too. this means a Kraken driven ammo for example that flies with a much higher speed could explode into an amount of shrapnels of a Metal storm ammo head. so ammo effects can be combined.When possessing different ammos with fix profiles you still have to choose what to use.)
Space Marine Psychic Armoury
- Smite (S4, Ap3, Template), used in the shooting phase, 15pts.
- Storm of Destruction (The character may re-roll all missed attacks for the next close combat phase), used in the assault phase, 20pts.
- Dark Angels: Weaken Resolve (Opponent must make a Ld test at -2 to his Ld stat (even Fearless opponents must test), if failed count as pinned for that turn 20pts.
- Space Wolves: Storm Caller (counts as being in cover until the next shooting phase,4+ cover save), used at the start of the turn, 10pts
- Salamanders: Fury of the Salamander (Opponent takes a S5 Ap- hit, and if a wound is taken, must pass a Morale check; if the check is failed, they loose priority for the next two phases in the Duel), used in the shooting phase, 10pts.
- Blood Angels: The Quickening (+D3At for the next CC phase), used in the assault phase, 15pts
WS - 4
BS - 4
St - 3
To - 3
Wo - 1
In - 4
At - 2
LD - 9
Save - 3+
Cost - 35pts
(don't forget the basic statline upgrades)
- You may choose ONE Package:
= Codex Astartes Marine (Bolter or Bolt Pistol & CCW, Devoted [May reroll one failed Ld check per turn) 10pts
-- -- Add Auspex(allows you to negate an enemy's +1 to In rolls) 10pts
-- -- Add Combi weapon (Bolter/flamer or boltpistol/flamer combo, note that the flamer may only be fired once and that both weapons may not be fired at the same time.) 10pts
-- -- Add "Tyranid Hunter" (Ultramarines only) - Always wounds tyranids on a 3+(not with template weapons, such as the handflamer) and a hand-flamer[S4, auto hit, assault 1](you can combine this with a BP or a CCW, but not both.) 15pts
= Scout (May choose either a BP and CCW, Bolter or a Shotgun (S4 Ap- Assault 4). Gains +1 to init rolls for CC and Shooting in the first turn,4+scout armour,5+dodgesave). 10pts
-- -- Add Shotgun (S4 Ap- Assault4), 5pts
-- -- Add Bolter (S4 Ap5 Rapid Fire), 5pts
-- -- Add Sniper Rifle (Hits on a 2+ wounds on a 4+ Heavy 1) . 10pts
-- -- Add Auspex (allows you to negate an enemy's +1 to In rolls). 10pts
-- -- Add Frag Grenades (ignore coversaves), 5pts
-- -- Add Infiltration (the scout gets to fire one of his weapons before the duel at a single target opponent), 10pts
-- -- Add sneaky maneuver (skip the first shootingphase,the duel starts in closecombat with the scout striking first), 10pts
-- -- Add tactical backstep (after passing a successful initiative check [roll a D6 higher than your In or a 6] the scout counts as in medium cover [4+coversave] for the following turn), 15pts
= Chaplain (Bolt Pistol, Zealot(May re-roll failed tests on ld, may re-roll a single failed to-hit roll in closecombat)), Crozius Arcanum (-1sv modifier) and Rozarius(5+inv)), 25pts.
-- -- Add Rightous Fury (looses his boltpistol,may never use any ranged weapons,receives an additional ccw,gets +D3attacks on charge instead of the usual +1). 15pts
-- -- Add "Repent,Sinner!" (on a roll of 3+ on a D6 target opponent is not allowed to leave the closecombat with the Chaplain this turn[ignore successful backoffs], the Chaplain receives +1In for the following turn's closecombatphase). 15pts
= Librarian (Bolt Pistol and CCW, Psychic, May purchase items from the Space Marine Psychic Armoury, but may only start with ONE Chapter specific Psychic Power (which makes the Librarian count from that Chapter automatically)), 10pts.
-- -- Add Psychic Hood (Character can reroll failed Psychic tests, and rolls of 2 for the Psychic test, but may never reroll a reroll), 10pts.
-- -- Add Psyber Familiar (Allows the Librarian to use one Power in the Shooting Phase, and another in the CC Phase), 15pts.
=Techmarine (Bolt Pistol and CCW), Mecha/Servo-Arm (Grants an additional S5 attack in CC with In1), Signum (allows Techmarine and any of the techmarine's allies in the same duel to re-roll a single missed shot). 20pts
-- -- Add additional Mecha/Servo-WieldingTorcher(one additional S3 attack in CC with In1 and -2sv modifier). 10pts
-- -- Add additional Mecha/Servo-Limbs/Tools(D3 additional S3 attacks in CC with In1). 15pts
-- -- Add additional Mecha/Servo-Hammer(one additional S4 attack in CC with In0,if this attack wounds opponent receives -2to his prior rolls during the following turn). 20pts
-- -- Add Targetting Mecha/Servo-Tools(may reroll a single not yet rerolled to-hit or to-wound roll at shooting once per turn). 20pts.
=Apothecary (Bolt Pistol and CCW)
Reductor (Counts as bionics for the apothecary and any allied dueller once per turn providing the Apothecary is still alive and present in duel at the time the roll is required.)
Narthecium (May be used to re-roll on the injury table must accept the second result this may be used on the apothecary or any allied dueller providing the apothecary is still alive.) 20pts.
-- -- Add Venenum Injector (wounds on 3+ in cc). 20pts
-- -- Add Stim-Pack (once a duel the apothecary or one of his allies in the same duel may increase their Ws,In and At by 1 until end of turn). 15pts
-- -- Add Chirurgical Wrist Attachment (counts as an additional +1At Bonus when the Apothecary gets charged). 10pts.
= Black Templar (Bolt Pistol and CCW, may never voluntarily flee), 15pts.
-- -- Make Melee Oriented (always hits on 3+ in closecombat). 5pts
-- -- Add Memorial Sword (2handed, +1S, +1Ld). 15pts
-- -- Add Marshal's Badge (this doesn't make you a Marshal yet)(5+inv). 15pts
-- -- Add Last Melee Stand (when loosing a wound in closecombat this character may do an additional attack with a -2modifier after all other attacks). 10pts
= Blood Angel (Bolt Pistol and CCW, Furious Charge (+1 St and In when charging), may never voluntarily flee), 20pts
-- -- Make Death Company (Character gains a WBB roll identical to Necrons'), 15pts.
-- -- Add Bloodlust (causing a wound enables this character to automatically get closecombatpriority in the next duelling turn). 10pts
-- -- Add The Red Thirst is strong in this One (roll a D6 each turn on a 4+ this character gets +1In and +1At). 10pts.
-- -- Add Sanguine Visions (receives -2 to shootingpriority and +1 to closecombatpriority). 15pts
= Dark Angel (Bolt Pistol and CCW, may may never voluntarily flee), 10pts.
-- -- Add Deathwing Training (Terminator Honours (+1 At), Stubborn (never runs away, voluntarily or involuntarily)), 10pts.
-- -- Add DA Storm Bolter (S4, Ap5, Assault 2) 10pts
-- -- Add "Repent!" (causing a wound forces the opponent [those that took the wound] to make a ld check,if failing this opponent receives -1Ws ,-1At and -1Ld until end of duel,this modification is not cumulative). 10pts
= Grey Knight (Bolter and CCW, True Grit, The Shrouding (Opponents are at -1 to-hit from Range), Fearless), 15pts.
-- -- Add Rites of Exorcism (Daemonic characters receive -1 to their Initiative rolls against Grey Knights), 5pts.
-- -- Add Psychic (May pick from the Daemonhunters Psychic Armoury available to Inquisitors), 10pts.
-- -- Add Nemesis Halberd (+2 St, can Quest to become a Power/Force weapon, 2handed), 20pts.
= Iron Hands (Bolt Pistol and CCW, Bionics), 10pts.
-- -- Add Improved Bionics (Bionic roll already succeeds ona 5+), 5pts.
-- -- Add Iron Hammer (+1S and stuns on a to wound roll of a 6) 15pts.
-- -- Add Bionic Closecombat Tool (additional attack at -1In and +1S). 15pts
-- -- Add Self Repair&Reanimation System (Character gains a WBB roll identical to Necrons' ,this roll may only be used twice a duel). 10pts
= Salamander (-1 In, Bolt Pistol and CCW, Mastercrafted weapon (pick between the Bolt Pistol or the CCW when the character is created), may never be Autowounded), 15pts.
-- -- Add Flamer (S4, Ap5 Template), 10pts.
-- -- Add Salamander Cape (on a 4+ ignores the first successful wound in a duel), 15pts.
-- -- Add Touch of the Salamander (+1To,-1In). 15pts
-- -- Add Salamander Scales (may reroll a single failed save(armor or inv) per duel). 10pts
= Space Wolf (Bolter and CCW, True Grit), 15pts.
-- -- Add Bite of the Wolfen (Terminator Honours (+1 At), Stubborn (never runs away, voluntarily or involuntarily)), 10pts.
-- -- Add Bolter Expert (May pick new ammo from the Bolter Ammo list below), 5pts.
-- -- Add Strength of the Wolfen (Character gains +1 St normally, and an extra +1 St on the charge; But gets no additional attack for charging), 15pts.
-- -- Add Wolftooth Necklace (May reroll a singel failed to-hit roll in closecombat), 10pts.
-- -- Add Wolfpelt (May reroll a single failed to-wound roll in closecombat), 20pts.
-- -- Add Wolftail Talismane (6+save against psychic powers), 5pts.
=Deathwatch (Bolter and CCW true grit),25pts
May choose ONE of the following Bolter Enhancements:
==M40 targeter (Re-roll one missed to hit roll in the shooting phase)
==Inferno ammo(Re-roll one missed to wound roll in the shooting phase)
==Kraken ammo(-2modifier on sv)
==Metal storm ammo(s3 ap- assault3)
May purchase in addition ONE not yet taken Bolter Enhancement:
==M40 targeter (Re-roll one missed to hit roll in the shooting phase) 15pts.
==Inferno ammo(Re-roll one missed to wound roll in the shooting phase) 15pts.
==Kraken ammo(-2modifier on sv) 15pts.
==Metal storm ammo(s3 ap- assault3) 15pts.
(ERRATA:different ammo-types are different parts of the single bullets/rounds,too. this means a Kraken driven ammo for example that flies with a much higher speed could explode into an amount of shrapnels of a Metal storm ammo head. so ammo effects can be combined.When possessing different ammos with fix profiles you still have to choose what to use.)
Space Marine Psychic Armoury
- Smite (S4, Ap3, Template), used in the shooting phase, 15pts.
- Storm of Destruction (The character may re-roll all missed attacks for the next close combat phase), used in the assault phase, 20pts.
- Dark Angels: Weaken Resolve (Opponent must make a Ld test at -2 to his Ld stat (even Fearless opponents must test), if failed count as pinned for that turn 20pts.
- Space Wolves: Storm Caller (counts as being in cover until the next shooting phase,4+ cover save), used at the start of the turn, 10pts
- Salamanders: Fury of the Salamander (Opponent takes a S5 Ap- hit, and if a wound is taken, must pass a Morale check; if the check is failed, they loose priority for the next two phases in the Duel), used in the shooting phase, 10pts.
- Blood Angels: The Quickening (+D3At for the next CC phase), used in the assault phase, 15pts