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The Lord Reaper's Retinue


Kaoshin

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Total Points: 2996

 

HQ - 510

Tyberos of the Red Wake - 190

Captain of the Nicor, Lord Reaper of the Void, Commander of the Carcharodons

'Tactical Insertion' [The IC and any unit it joins gains Deep Strike] (24)

'Strong as Stone' [+1 to the IC's Strength Characteristic] (33)

 

[RECOVERING] Captain Mako of the Dark Waters - 155

Terminator Armor, Thunder Hammer, Storm Shield, Auspex

'Master of Manuever' [The IC grans a re-roll on the die roll to choose tableside] (52)

'Crippled Arm' [injury] [-1 to the IC's Strength Characteristic] (42)

 

[RECOVERING] Librarian - 90

Mastery Level 2

'Berserker Rage' [injury] [The IC must attempt to charge in every assault phase if any enemy units are in assault range. This may prevent the IC and his unit from firing weapons or firing at certain targets during the Shooting Phase] (54)

 

[MAINTENANCE] Damocles Command Rhino - 75

 

Troops - 560

Scout Squad (5) - 75

Camo Cloaks, Sgt. Teleport Homer, Sgt. Meltabomb

 

[RECOVERING] Tactical Marine Squad (5) - 75

Flamer, Exchange Boltgun for Extra Close Combat Weapon (5)

 

Tactical Marine Squad 'Longimanus' (10) - 205

Extra Close-Combat Weapons (10), Meltagun (2), Veteran Sergeant, Vet Sgt. Powerfist, Vet Sgt. Combi-Melta

'Death to All' [The unit's Boltguns gain Fleshbane and Gets Hot!.] (35)

'Extra Ordnance' [The unit recieve and extra weapon upgrade] (64)

 

Tactical Marine Squad (10) - 205

Extra Close-Combat Weapons (10), Meltagun, Veteran Sergeant, Vet Sgt. Powerfist, Vet Sgt. Combi-Melta

 

Fast Attack - 160

[MAINTENANCE] Drop Pod - 35

 

Drop Pod - 35

 

Drop Pod - 35

 

Drop Pod 'Polaris' - 55

Isstvan V Massacre Legacy

'Adamantine Hull' [Melta weapons do not gain the additional 1d6 to penetration rolls for being within half range] (15)

 

Elites - 1176

[RECOVERING] Terminator Squad - 205

Chainfist (2), Assault Cannon

 

Terminator Squad 'Cuvier' - 205

Chainfist (2), Assault Cannon

'Desperate Pace' [The unit gains +3' to its Run and Charge moves] (56)

 

Assault Terminator Squad 'Carcharias' - 205

Storm Shield and Thunder Hammer (3)

'Deathblow' [The unit's close combat attacks gain Instant Death on a roll of a 6 to wound] (51)

'High Impact' [The unit's weapons gain Concussive] (23)

 

Assault Terminator Squad - 205

Storm Shield and Thunder Hammer (3)

 

Venerable Dreadnought - 125

 

Sternguard Veteran Squad 'Isurus' (8) - 231

Plasma Guns (2), Combi-Flamers (2), Sgt. Meltabomb

'Shock and Flash' [The unit gains defensive grenades] (16)

'Ghosts' [The unit gains Shrouded until the start of their next turn if they did not move in the movement phase] (62)

 

Heavy Support - 450

Stormraven Gunship 'Oxyrinchus' - 200

Twin-Linked Multi-Melta

'Punishing Salvo' [if the vehicle does not move, it may fire an extra shot from all of its weapons. This is not conferred to the unit] (63)

 

Landraider Redeemer 'Typus' - 250

Multi-Melta

'Automated Defense Launchers' [Any unit that assaults the vehicle takes 2d4 hits at Str 4 AP 5 with Shred for each vehicle in the squadron. (24)

 

Officio Assassinorum - 140

Culexus Assassin - 140

'Perfect Planning' [The IC grants a re-roll on the die roll to determine first turn] (53)

 

 

 

Current Holdings

[Homeworld] S2 - Forgeworld (Mad Inventors - When you attack or defend from this location you may choose to pic a unit in your army to gain Rending and Gets Hot! on all shooting and close combat attacks)

 

S1 - Hive World (Martial Hive - When you defend this system, you gain a minimm sized infantry platoon of Astra Militarum equipped with autocannons and grenade launchers. These are considered allies of convenience but are friendly and added to your army.)

 

S3 - Agriworld (Logistical Support - Any faction that controls this Starting System may gain an additional AP once per campaign)

 

Moon A

 

Moon B

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