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Chris Jones

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5TH Crucis Lancers - Chris Jones (Polarman) IG 1250pts (Warhammer 40,000 9th Edition) [71 PL, 5CP, 1,250pts]

  • Patrol Detachment 0CP (Imperium - Astra Militarum) [71 PL, 5CP, 1,250pts]

    Rules: Defenders of Humanity

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Regimental Doctrine

        Selections: Gunnery Experts, Jury-rigged Repairs

        Categories: Configuration

        Abilities: Gunnery Experts, Jury-rigged Repairs


        AbilitiesDescriptionRef
        Gunnery ExpertsWhen you roll to determine the Type characteristic of any weapon a VEHICLEmodel with this doctrine is equipped with, you can re-roll one of the dice.
        Jury-rigged Repairs“At the start of your turn, roll one D6 for each VEHICLEmodel from your army with this doctrine that has lost any wounds. On a 2-4 that model regains 1 lost wound. On a 5+ that model regains up to D3 lost wounds
    • Stratagems [-1CP]
      • Tank Ace [-1CP]

        Categories: Stratagems

    • Agents of the Imperium [5 PL, 100pts]
      • Vindicare Assassin [5 PL, 100pts]

        Selections: Blind Grenades, Exitus Pistol, Exitus Rifle

        Categories: Character, Vindicare Assassin, Faction: Officio Assassinorum, Infantry, Faction: Imperium, Agent of the Imperium

        Rules: Agent of the Imperium, Execution Force, Independent Operative, Lightning Reflexes

        Abilities: Deadshot, Faultless Aim, Head Shot, Spy Mask, Stealth Suit, Unit: Vindicare Assassin, Weapon:Blind Grenades, Exitus Pistol, Exitus Rifle


        AbilitiesDescriptionRef
        DeadshotEach time you select a target for a weapon this model is making an attack with, you can ignore the Look Out, Sir rule. In addition, each time an unmodified wound roll of 6 is made for an attack with a ranged weapon by this model, the Damage for that attack is D6.
        Faultless AimAttacks made with ranged weapons by this model always hit on a 2+ if this model did not move this turn (hit rolls of 6 are still required when firing Overwatch).
        Head ShotIf, after resolving an attack with an exitus pistol or exitus rifle by this model, a model in an enemy unit lost any wounds as a result of that attack but was not destroyed, roll one D6; on a 3+ that model suffers 1 mortal wound and, if that model is not destroyed, you can roll one more D6. This time, that model suffers 1 mortal wound on a 4+. Keep rolling one D6, increasing the result required to cause a mortal wound by 1 each time, until the model in the enemy unit being rolled for is destroyed or the roll is failed.
        Spy MaskWhen resolving an attack made with a ranged weapon by this model, the target does not receive the benefit of cover to its saving throw.
        Stealth SuitWhen resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll. If this model is on or in a terrain feature, subtract 2 from the hit roll instead.
        UnitMWSBSSTWALdSaveRef
        Vindicare Assassin7"2+2+445596+
        WeaponRangeTypeSAPDAbilitiesRef
        Blind Grenades12"Grenade D6***This weapon does not inflict any damage (do not make any wound rolls). Instead, if a unit is hit by any blind grenades, subtract 1 from all hit rolls for attacks made by that unit until the end of the turn. Blast.
        Exitus Pistol12"Pistol 14-3D3When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
        Exitus Rifle72"Heavy 15-3D3When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
    • HQ [24 PL, 440pts]
      • Tank Commander [12 PL, 215pts]

        Selections: Display Tank Orders, Lascannon [20pts], Relic: Kurov's Aquila, Stat Damage (Leman Russ Commander), Turret-mounted Punisher Gatling Cannon [20pts], Warlord, Weapon Expert

        Categories: Leman Russ, Character, Faction: <REGIMENT>, Faction: Imperium, Officer, Tank Commander, Vehicle, HQ, Warlord

        Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Kurov's Aquila, Smoke Launchers, Tank Orders, Weapon Expert, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Tank Orders: Full Throttle!, Gunners, Kill on Sight!, Strike and Shroud!, Unit: Tank Commander, Weapon: Lascannon, Punisher Gatling Cannon


        AbilitiesDescriptionRef
        Emergency Plasma VentsIf this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.Codex: Astra Militarum p114
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
        Grinding AdvanceIf this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
        can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.
        Kurov's AquilaOFFICERS only. Whilst the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command Point.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Tank OrdersThis model can issue one order each turn to a friendly <REGIMENT> LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of this model and choose which order you wish to issue from the Tank Orders table. Each LEMAN RUSS can only be given a single order each turn.
        Weapon Expert“Improve the Armour Penetration characteristic of turret weapons (see Codex: Astra Militarum) this model is equipped with by 1 (e.g. AP 0 becomes AP -1).
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        TC Russ 17-12+10"3+3
        TC Russ 24-67"4+D3
        TC Russ 31-34"5+1
        Tank OrdersEffectRef
        Full Throttle!Instead of shooting this phase the ordered model immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn.
        Gunners, Kill on Sight!Re-roll hit rolls of 1 for the ordered model until the end of the phase.
        Strike and Shroud!This order can only be issued to a model that has not yet used its smoke launchers during the battle. The ordered model can shoot its weapons and launch its smoke launchers during this phase.
        UnitMWSBSSTWALdSaveRef
        Tank Commander*6+*7812*73+
        WeaponRangeTypeSAPDAbilitiesRef
        Lascannon48"Heavy 19-3D6-
        Punisher Gatling Cannon24"Heavy 20501-Warhammer 40,000 Core Book
      • Tank Commander [12 PL, 225pts]

        Selections: Heavy Bolter [15pts], Stat Damage (Leman Russ Commander), Turret-mounted Demolisher Siege Cannon [5pts], Up-armoured

        Categories: Leman Russ, Character, Faction: <REGIMENT>, Faction: Imperium, Officer, Tank Commander, Vehicle, HQ

        Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Smoke Launchers, Tank Orders, Up-armoured, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon:Demolisher cannon, Heavy bolter

        • 2 Heavy Bolters [30pts]

          Selections: 2x Heavy bolter

          Weapon: Heavy bolter


        AbilitiesDescriptionRef
        Emergency Plasma VentsIf this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.Codex: Astra Militarum p114
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
        Grinding AdvanceIf this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
        can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Tank OrdersThis model can issue one order each turn to a friendly <REGIMENT> LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of this model and choose which order you wish to issue from the Tank Orders table. Each LEMAN RUSS can only be given a single order each turn.
        Up-armoured“This model has a Save characteristic of 2+”
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        TC Russ 17-12+10"3+3
        TC Russ 24-67"4+D3
        TC Russ 31-34"5+1
        UnitMWSBSSTWALdSaveRef
        Tank Commander*6+*7812*73+
        WeaponRangeTypeSAPDAbilitiesRef
        Demolisher cannon24"Heavy D610-3D6Blast
        Heavy bolter36"Heavy 35-12-
    • Troops [3 PL, 45pts]
      • Militarum Tempestus Scions [3 PL, 45pts]

        Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops

        Abilities: Aerial Drop

        • 4x Scion [36pts]

          Selections: 4x Frag & Krak grenades, 4x Hot-shot Lasgun

          Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades

        • Tempestor [9pts]

          Selections: Chainsword, Frag & Krak grenades, Hot-shot Laspistol

          Unit: Tempestor, Weapon: Frag grenades, Hot-shot Laspistol, Krak grenades


        AbilitiesDescriptionRef
        Aerial DropDuring deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSaveRef
        Tempestor6"3+3+331274+Codex: Astra Militarum p39
        Tempestus Scion6"4+3+331164+Codex: Astra Militarum p39
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Hot-shot Lasgun18"Rapid Fire 13-21-Warhammer 40,000 Core Book
        Hot-shot Laspistol6"Pistol 13-21-Warhammer 40,000 Core Book
        Krak grenades6"Grenade 16-1D3-
    • Elites [4 PL, 70pts]
      • Astropath [2 PL, 35pts]

        Selections: Psychic Barrier, Telepathica Stave

        Categories: Astropath, Character, Faction: Astra Telepathica, Faction: Imperium, Infantry, Faction: Scholastica Psykana, Psyker, Faction: Astra Militarum, Elites

        Abilities: Astral Divination, Telepathic Assault, Psychic Power: 3) Psychic Barrier, Psyker: Psyker, Unit:Astropath, Weapon: Telepathica Stave


        AbilitiesDescriptionRef
        Astral DivinationAt the start of your Shooting phase, pick and enemy unit within 18" of this model. For the duration of the phase, the unit you picked gains no bonus to their saving throws for being in cover when it is targeted by attacks made by friendly ASTRA MILITARUM units within 6" of this model.
        Telepathic AssaultEach time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of 2D6.
        Psychic PowerWarp ChargeRangeDetailsRef
        3) Psychic Barrier612"Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's saving throws.
        PsykerCastDenyPowers KnownOtherRef
        Psyker11Smite & 1 Psykana
        UnitMWSBSSTWALdSaveRef
        Astropath6"5+6+333166+
        WeaponRangeTypeSAPDAbilitiesRef
        Telepathica StaveMeleeMelee+10D3
      • Tech-Priest Enginseer [2 PL, 35pts]

        Selections: Laspistol, Omnissan Axe, Servo-arm

        Categories: Character, Cult Mechanicus, Enginseer, Faction: <FORGEWORLD>, Faction: Imperium, Infantry, Tech-Priest, Elites

        Rules: Designer's Note (forgeworld)

        Abilities: Bionics, Master of Machines, Unit: Tech-Priest Enginseer, Weapon: Laspistol, Omnissan Axe, Servo-arm


        AbilitiesDescriptionRef
        BionicsThis model has a 6+ invulnerable save. 
        Master of MachinesAt the end of your Movement phase this model can repair a single friendly <FORGEWORLD>, ASTRAMILITARUM VEHICLE or QUESTOR MECHANICUS model within 3". If the model being repaired is a <FORGEWORLD> or ASTRA MILITARUM model, it regains D3 lost wounds; if it is a QUESTOR MECHANICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn.
        UnitMWSBSSTWALdSaveRef
        Tech-Priest Enginseer6"4+4+444283+
        WeaponRangeTypeSAPDAbilitiesRef
        Laspistol12"Pistol 1301-
        Omnissan AxeMeleeMelee+1-22
        Servo-armMeleeMeleex2-23Each time the bearer fights, no more than one attack can be made with each servo-arm.
    • Heavy Support [30 PL, 510pts]
      • Leman Russ Battle Tanks [30 PL, 510pts]

        Categories: Leman Russ, Leman Russ Battle Tank, Vehicle, Faction: Astra Militarum, Heavy Support, Faction: <REGIMENT>, Faction: Imperium

        • Leman Russ Demolisher [10 PL, 190pts]

          Selections: Heavy Flamer [15pts], Stat Damage (Leman Russ), Turret-mounted Demolisher Siege Cannon [5pts]

          Categories: Leman Russ

          Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon:Demolisher cannon, Heavy flamer

          • 2 Heavy Flamers [30pts]

            Selections: 2x Heavy flamer

            Weapon: Heavy flamer

        • Leman Russ Demolisher [10 PL, 160pts]

          Selections: Heavy Bolter [15pts], Stat Damage (Leman Russ), Turret-mounted Demolisher Siege Cannon [5pts]

          Categories: Leman Russ

          Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon:Demolisher cannon, Heavy bolter

        • Leman Russ Demolisher [10 PL, 160pts]

          Selections: Heavy Bolter [15pts], Stat Damage (Leman Russ), Turret-mounted Demolisher Siege Cannon [5pts]

          Categories: Leman Russ

          Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon:Demolisher cannon, Heavy bolter


        AbilitiesDescriptionRef
        Emergency Plasma VentsIf this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.Codex: Astra Militarum p114
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
        Grinding AdvanceIf this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
        can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Vehicle SquadronThe first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Leman Russ 17-12+10"4+3
        Leman Russ 24-67"5+D3
        Leman Russ 31-34"6+1
        UnitMWSBSSTWALdSaveRef
        Leman Russ*6+*7812*73+Codex: Astra Militarum p46
        WeaponRangeTypeSAPDAbilitiesRef
        Demolisher cannon24"Heavy D610-3D6Blast
        Heavy bolter36"Heavy 35-12-
        Heavy flamer12"Heavy D65-11Each time an attack is made with this weapon, that attack automatically hits the target.
    • Dedicated Transport [5 PL, 85pts]
      • Chimera [5 PL, 85pts]

        Selections: Heavy Flamer [10pts], Heavy Flamer [10pts], 2x Lasgun Arrays, Stat Damage (Chimera)

        Categories: Chimera, Transport, Vehicle, Faction: Astra Militarum, Dedicated Transport, Faction: <REGIMENT>, Faction: Imperium

        Abilities: Explodes, Smoke Launchers, Stat Damage - M/BS/A: Chimera 1, Chimera 2, Chimera 3, Transport: Transport: Chimera, Unit: Chimera, Weapon: Heavy flamer, Lasgun Array


        AbilitiesDescriptionRef
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Chimera 16-10+12"4+3
        Chimera 23-58"5+D3
        Chimera 31-24"6+1
        TransportCapacityRef
        Transport: ChimeraThis model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models.
        UnitMWSBSSTWALdSaveRef
        Chimera*6+*6710*73+Codex: Astra Militarum p40
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy flamer12"Heavy D65-11Each time an attack is made with this weapon, that attack automatically hits the target.
        Lasgun Array24"Rapid Fire 3301This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
Force Rules

Defenders of Humanity: If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models in range as normal. ()

Selection Rules

Agent of the Imperium: If your army is Battle-forged, you can include 1 AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN) Patrol, Battalion and Brigade Detachment in your army without those units taking up slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment from benefiting from Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity etc.), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game) and when determining your Army Faction. ()

Designer's Note (forgeworld): When selecting this unit for your army, choose which forgeworld it will be from. This replaces the <FORGEWORLD> keyword in all instances on this datasheet. (Codex: Astra Militarum p100)

Execution Force: If your Warlord has the IMPERIUM keyword (excluding FALLEN), you can include this unit in your army as part of a Vanguard Detachment even if that Detachment contains no HQ units. If you do so, that Detachment’s Command Benefits are changed to ‘None’ and its Restrictions are changed to ‘This Detachment cannot include the same datasheet more than once.’ ()

Independent Operative: This Model can never have a Warlord Trait. During deployment, you can set this model up in concealment instead of placing it on the battlefield. At the end of any of your movement phases, this model can reveal it's position - set it up anywhere on the battlefield that is more than 9" from any enemy model. (Codex: Officio Assassinorum)

Lightning Reflexes: A model with this special rule has a 4+ invulnerable save. (Codex: Officio Assassinorum)


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