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Chikin

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Posts posted by Chikin

  1. 3 hours ago, Ish said:

    I can already see the 3++ Is The New Black article where they explore the precise geometry behind ways to cheese your way around this rule.

    For example, below, in a six man squad, ABC and DEF must be 1/2” apart from each other (as explained above), but C and D can be 2” apart. This pattern will repeat every three men in the squad.

    A <-> B <-> C <——> D <-> E <-> F

    Based on my reading of the Unit Coherency check block. 

     j5Oo5K3WqBw4dC1Z.jpg

    You would only need to kill either C or D and it would kill off multiple men.

  2. The Dense Cover rolls have a note on the rules.

     

    Quote

    ***These apply to things like forests and dense industrial ruins, where protection comes more from difficulty in picking out a target, rather than the shots physically being blocked.

     

    • Like 1
  3. 2 hours ago, paxmiles said:

    Though, that's easy because it says you have the CP for the entire ARMY, not just one detachment. Does say to round up.

    This part is not quite right.  It's half the CP for each Brood Brother's detachment in the army.  The GSC detachments still get full CP.

    • Like 1
  4. I realized my vindicator had a hunter killer missed modeled on, so I had to adjust the list one last time. 

     


    ++ Spearhead Detachment +1CP (Imperium - Space Marines) [120 PL, 1,997pts] ++

    + No Force Org Slot +

    **Chapter Selection**: Sons of Medusa

    + HQ +

    Captain in Terminator Armor [7 PL, 101pts]: Power sword, Storm bolter, The Burning Blade, Warlord

    Chaplain in Terminator Armor [7 PL, 90pts]

    + Elites +

    Terminator Assault Squad [24 PL, 386pts]: Teleport Homer
    . Terminator Sergeant
    . . Thunder Hammer & Storm Shield: Storm shield, Thunder hammer
    . 5x Terminator w/THSS: 5x Storm shield, 5x Thunder hammer
    . 4x Terminator w/x2LC: 4x Lightning Claw (Pair)

    Terminator Squad [24 PL, 361pts]: Teleport Homer
    . Terminator Sergeant: Power sword, Storm bolter
    . Terminator w/CF: Chainfist, Storm bolter
    . Terminator w/Heavy Weapon: Heavy flamer, Power fist
    . Terminator w/Heavy Weapon: Heavy flamer, Power fist
    . 6x Terminator w/PF: 6x Power fist, 6x Storm bolter

    + Heavy Support +

    Land Raider Redeemer [18 PL, 284pts]: 2x Flamestorm cannon, Twin assault cannon

    Predator [9 PL, 180pts]: Twin lascannon, Two Lascannons

    Predator [9 PL, 150pts]: Predator autocannon, Two Heavy Bolters

    Vindicator [7 PL, 131pts]: Hunter-killer missile

    + Flyer +

    Stormraven Gunship [15 PL, 314pts]: Twin lascannon, Twin multi-melta, Two Stormstrike Missile Launchers

    ++ Total: [120 PL, 1,997pts] ++

    Created with BattleScribe (https://battlescribe.net)

  5. Second try:
     


    ++ Spearhead Detachment +1CP (Imperium - Space Marines) [120 PL, 1,999pts] ++

    + No Force Org Slot +

    **Chapter Selection**: Sons of Medusa

    + HQ +

    Captain in Terminator Armor [7 PL, 101pts]: Power sword, Storm bolter, The Burning Blade, Warlord

    Chaplain in Terminator Armor [7 PL, 90pts]

    + Elites +

    Terminator Assault Squad [24 PL, 386pts]: Teleport Homer
    . Terminator Sergeant
    . . Thunder Hammer & Storm Shield: Storm shield, Thunder hammer
    . 5x Terminator w/THSS: 5x Storm shield, 5x Thunder hammer
    . 4x Terminator w/x2LC: 4x Lightning Claw (Pair)

    Terminator Squad [24 PL, 369pts]: Teleport Homer
    . Terminator Sergeant: Power sword, Storm bolter
    . Terminator w/CF: Chainfist, Storm bolter
    . Terminator w/Heavy Weapon: Heavy flamer, Power fist
    . Terminator w/Heavy Weapon: Assault cannon, Power fist
    . 6x Terminator w/PF: 6x Power fist, 6x Storm bolter

    + Heavy Support +

    Land Raider Redeemer [18 PL, 284pts]: 2x Flamestorm cannon, Twin assault cannon

    Predator [9 PL, 180pts]: Twin lascannon, Two Lascannons

    Predator [9 PL, 150pts]: Predator autocannon, Two Heavy Bolters

    Vindicator [7 PL, 125pts]

    + Flyer +

    Stormraven Gunship [15 PL, 314pts]: Twin lascannon, Twin multi-melta, Two Stormstrike Missile Launchers

    ++ Total: [120 PL, 1,999pts] ++

    Created with BattleScribe

    • Like 2
  6. How does this look for an “Old School” list? 
    Created with BattleScribe (https://battlescribe.net)

    Spearhead (Warhammer 40,000 8th Edition) [121 PL, 1,999pts]

    • Spearhead Detachment +1CP (Imperium - Space Marines) [121 PL, 1,999pts]

      • No Force Org Slot

        • **Chapter Selection**

          Selections:Iron Hands, Sons of Medusa

          Categories:No Force Org Slot

          Rules:The Flesh Is Weak

      • HQ [14 PL, 191pts]

        • Captain in Terminator Armor [7 PL, 101pts]

          Selections:Power sword [4pts], Storm bolter [2pts], The Burning Blade, Warlord

          Categories:Faction: Adeptus Astartes, Character, HQ, Faction: Imperium, Infantry, Captain, Terminator, Warlord

          Rules:And They Shall Know No Fear

          Abilities:Iron Halo, Rites of Battle, Teleport Strike, The Burning Blade, Unit:Captain, Weapon:Power sword, Storm bolter, The Burning Blade

           
          Abilities Description
          Iron Halo This model has a 4+ invulnerable save.
          Rites of Battle You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
          Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
          The Burning Blade Models with a power sword or a master-crafted power sword only. The Burning Blade replaces the bearer's' power sword or mastercrafted power sword.
          Unit M WS BS S T W A Ld Save
          Captain 5" 2+ 2+ 4 4 6 4 9 2+
          Weapon Range Type S AP D Abilities
          Power sword Melee Melee User -3 1 -
          Storm bolter 24" Rapid Fire 2 4 0 1 -
          The Burning Blade Melee Melee +2 -5 1 -
        • Chaplain in Terminator Armor [7 PL, 90pts]

          Categories:Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Chaplain, Terminator, HQ

          Rules:And They Shall Know No Fear

          Abilities:Litanies of Hate, Rosarius, Spiritual Leaders, Teleport Strike, Unit:Chaplain, Weapon:Crozius arcanum

           
          Abilities Description
          Litanies of Hate You can re-roll failed hit rolls in the Fight phase for friendly CHAPTER units within 6" of this model.
          Rosarius This model has a 4+ invulnerable save.
          Spiritual Leaders All friendly CHAPTER units within 6" of this model can use the Chaplain's Leadership instead of their own.
          Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
          Unit M WS BS S T W A Ld Save
          Chaplain 5" 2+ 3+ 4 4 5 3 9 2+
          Weapon Range Type S AP D Abilities
          Crozius arcanum Melee Melee +1 -1 2 -
      • Elites [48 PL, 745pts]

        • Terminator Assault Squad [24 PL, 386pts]

          Selections:Teleport Homer

          Categories:Faction: Adeptus Astartes, Faction: Imperium, Infantry, Terminator Assault Squad, Terminator, Elites

          Rules:And They Shall Know No Fear

          Abilities:Combat Squads, Crux Terminatus, Teleport Homer, Teleport Strike, Unit:Terminator, Terminator Sergeant

          • Terminator Sergeant [41pts]

            • Thunder Hammer & Storm Shield [18pts]

              Selections:Storm shield [2pts], Thunder hammer [16pts]

              Abilities:Storm shield, Weapon:Thunder hammer

          • 5x Terminator w/THSS [205pts]

            Selections:5x Storm shield [10pts], 5x Thunder hammer [80pts]

            Abilities:Storm shield, Weapon:Thunder hammer

          • 4x Terminator w/x2LC [140pts]

            Selections:4x Lightning Claw (Pair) [48pts]

            Weapon:Lightning claw

           
          Abilities Description
          Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
          Crux Terminatus This model has a 5+ invulnerable save.
          Storm shield A model with a storm shield has a 3+ invulnerable save.
          Teleport Homer If this unit has a teleport homer, place it anywhere in your deployment zone when your army deploys. If an enemy model is ever within 9" of the teleport homer, it is deactivated and removed from the battlefield. Whilst there are friendly <CHAPTER> teleport homers on the battlefield, this unit can perform an emergency teleport instead of moving in its Movement phase. At the end of the Movement phase, remove this unit and then set it up with all models within 6" of a friendly <CHAPTER> teleport homer. That teleport homer is then removed from the battlefield.
          Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
          Unit M WS BS S T W A Ld Save
          Terminator 5" 3+ 3+ 4 4 2 2 8 2+
          Terminator Sergeant 5" 3+ 3+ 4 4 2 3 9 2+
          Weapon Range Type S AP D Abilities
          Lightning claw Melee Melee User -2 1 You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
          Thunder hammer Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.
        • Terminator Squad [24 PL, 359pts]

          Selections:Teleport Homer

          Categories:Faction: Adeptus Astartes, Faction: Imperium, Infantry, Terminator Squad, Terminator, Elites

          Rules:And They Shall Know No Fear

          Abilities:Combat Squads, Crux Terminatus, Teleport Homer, Teleport Strike, Unit:Terminator, Terminator Sergeant

          • Terminator Sergeant [29pts]

            Selections:Power sword [4pts], Storm bolter [2pts]

            Weapon:Power sword, Storm bolter

          • Terminator w/Heavy Weapon [46pts]

            Selections:Heavy flamer [14pts], Power fist [9pts]

            Weapon:Heavy flamer, Power fist

          • Terminator w/Heavy Weapon [46pts]

            Selections:Heavy flamer [14pts], Power fist [9pts]

            Weapon:Heavy flamer, Power fist

          • 7x Terminator w/PF [238pts]

            Selections:7x Power fist [63pts], 7x Storm bolter [14pts]

            Weapon:Power fist, Storm bolter

           
          Abilities Description
          Combat Squads Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
          Crux Terminatus This model has a 5+ invulnerable save.
          Teleport Homer If this unit has a teleport homer, place it anywhere in your deployment zone when your army deploys. If an enemy model is ever within 9" of the teleport homer, it is deactivated and removed from the battlefield. Whilst there are friendly <CHAPTER> teleport homers on the battlefield, this unit can perform an emergency teleport instead of moving in its Movement phase. At the end of the Movement phase, remove this unit and then set it up with all models within 6" of a friendly <CHAPTER> teleport homer. That teleport homer is then removed from the battlefield.
          Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
          Unit M WS BS S T W A Ld Save
          Terminator 5" 3+ 3+ 4 4 2 2 8 2+
          Terminator Sergeant 5" 3+ 3+ 4 4 2 3 9 2+
          Weapon Range Type S AP D Abilities
          Heavy flamer 8" Heavy D6 5 -1 1 This weapon automatically hits its target
          Power fist Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
          Power sword Melee Melee User -3 1 -
          Storm bolter 24" Rapid Fire 2 4 0 1 -
      • Heavy Support [44 PL, 749pts]

        • Land Raider Redeemer [18 PL, 284pts]

          Selections:2x Flamestorm cannon [60pts], Twin assault cannon [44pts]

          Categories:Faction: Adeptus Astartes, Faction: Imperium, Land Raider, Transport, Vehicle, Land Raider Redeemer, Heavy Support

          Rules:Explodes (6"/D6), Smoke Launchers

          Abilities:Frag Assault Launchers, Power of the Machine Spirit, Transport:Transport, Unit:Land Raider, Weapon:Flamestorm cannon, Twin assault cannon, Wound Track:LR Redeemer 1, LR Redeemer 2, LR Redeemer 3

           
          Abilities Description
          Frag Assault Launchers Roll a D6 each time this models finishes a charge move within 1" of an emeny unit; on a 4+ that unit suffers D3 motal wounds.
          Power of the Machine Spirit This model does not suffer he penalty to hit rolls for moving and firing Heavy Weapons.
          Transport Capacity
          Transport This model can transport 12 CHAPTER INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes the space of three other models. It cannot transport PRIMARIS models.
          Unit M WS BS S T W A Ld Save
          Land Raider * 6+ * 8 8 16 * 9 2+
          Weapon Range Type S AP D Abilities
          Flamestorm cannon 8" Heavy D6 6 -2 2 This weapon automatically hits its target.
          Twin assault cannon 24" Heavy 12 6 -1 1 -
          Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3
          LR Redeemer 1 9-16+ 10" 3+ 6
          LR Redeemer 2 5-8 5" 4+ D6
          LR Redeemer 3 1-4 3" 5+ 1
        • Mortis Dreadnought [8 PL, 135pts]

          Categories:Faction: Adeptus Astartes, Faction: Imperium, Vehicle, Dreadnought, Mortis Dreadnought, Heavy Support, <Chapter>

          Abilities:Smoke Launchers, Explosion:Explodes, Unit:Mortis Dreadnought

          • Two twin autocannons [60pts]

            Selections:2x Twin autocannon [60pts]

            Weapon:Twin autocannon

           
          Abilities Description
          Smoke Launchers Once per game, instead of shooting any weapon in the Shooting phase, this model can use its smoke launchers. Until the controlling player's next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.
          Explosion Dice roll Distance Mortal wounds
          Explodes 6 3" D3
          Unit M WS BS S T W A Ld Save
          Mortis Dreadnought 6" 3+ 3+ 6 7 8 4 8 3+
          Weapon Range Type S AP D Abilities
          Twin autocannon 48" Heavy 4 7 -1 2 -
        • Predator [9 PL, 180pts]

          Selections:Twin lascannon [40pts], Two Lascannons [50pts]

          Categories:Faction: Adeptus Astartes, Faction: Imperium, Vehicle, Predator, Heavy Support

          Rules:Explodes (6"/D3), Smoke Launchers

          Unit:Predator, Weapon:Lascannon, Twin lascannon, Wound Track:Predator 1, Predator 2, Predator 3

           
          Unit M WS BS S T W A Ld Save
          Predator * 6+ * 6 7 11 * 8 3+
          Weapon Range Type S AP D Abilities
          Lascannon 48" Heavy 1 9 -3 D6 -
          Twin lascannon 48" Heavy 2 9 -3 D6 -
          Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3
          Predator 1 6-11+ 12" 3+ 3
          Predator 2 3-5 6" 4+ D3
          Predator 3 1-2 3" 5+ 1
        • Predator [9 PL, 150pts]

          Selections:Predator autocannon [40pts], Two Heavy Bolters [20pts]

          Categories:Faction: Adeptus Astartes, Faction: Imperium, Vehicle, Predator, Heavy Support

          Rules:Explodes (6"/D3), Smoke Launchers

          Unit:Predator, Weapon:Heavy bolter, Predator autocannon, Wound Track:Predator 1, Predator 2, Predator 3

           
          Unit M WS BS S T W A Ld Save
          Predator * 6+ * 6 7 11 * 8 3+
          Weapon Range Type S AP D Abilities
          Heavy bolter 36" Heavy 3 5 -1 1 -
          Predator autocannon 48" Heavy 2D3 7 -1 3 -
          Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3
          Predator 1 6-11+ 12" 3+ 3
          Predator 2 3-5 6" 4+ D3
          Predator 3 1-2 3" 5+ 1
      • Flyer [15 PL, 314pts]

        • Stormraven Gunship [15 PL, 314pts]

          Selections:Twin lascannon [40pts], Twin multi-melta [40pts], Two Stormstrike Missile Launchers [42pts]

          Categories:Faction: Adeptus Astartes, Fly, Faction: Imperium, Stormraven Gunship, Transport, Vehicle, Aircraft, Flyer

          Rules:Airborne, Crash and Burn, Hard to Hit, Supersonic

          Abilities:Hover Jet, Power of the Machine Spirit, Transport:Transport, Unit:Stormraven Gunship, Weapon:Stormstrike missile launcher, Twin lascannon, Twin multi-melta, Wound Track:Stormraven Gunship 1, Stormraven Gunship 2, Stormraven Gunship 3

           
          Abilities Description
          Hover Jet Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses Aireborne, Hard to Hit, and Supersonic abilitied until beginning of your next Movement Phase.
          Power of the Machine Spirit This model does not suffer he penalty to hit rolls for moving and firing Heavy Weapons.
          Transport Capacity
          Transport This model can transport 12 CHAPTER INFANTRY models and 1 CHAPTER DREADNOUGHT. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes space of 3 other infanty models. It cannot transport PRIMARIS models.
          Unit M WS BS S T W A Ld Save
          Stormraven Gunship * 6+ * 6 7 14 * 9 3+
          Weapon Range Type S AP D Abilities
          Stormstrike missile launcher 72" Heavy 1 8 -3 3 -
          Twin lascannon 48" Heavy 2 9 -3 D6 -
          Twin multi-melta 24" Heavy 2 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
          Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3
          Stormraven Gunship 1 8-14+ 20-45" 3+ 3
          Stormraven Gunship 2 4-7 20-30" 4+ D3
          Stormraven Gunship 3 1-3 20" 5+ 1

    Selection Rules

    Airborne:This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.

    And They Shall Know No Fear:You can re-roll failed Morale tests for this unit.

    Crash and Burn:If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.

    Explodes (6"/D3):If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

    Explodes (6"/D6):If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

    Hard to Hit:Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.

    Smoke Launchers:Once per game, instead of shooting any weapons in the Shooting phase, this models can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.

    Supersonic:Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.

    The Flesh Is Weak:Roll a dice each time a IRON HANDS model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound.

     

    Created with BattleScribe

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