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Raymond Chen

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New Roster (Warhammer 40,000 9th Edition) [66 PL, 6CP, 1,250pts]

  • Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Imperial Fists) [66 PL, 6CP, 1,250pts]

    Rules: Angels of Death, Bolter Discipline, Shock Assault

    • Configuration [9CP]
      • **Chapter Selection**

        Selections: Imperial Fists

        Categories: Configuration

        Rules: Siege Masters

      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

    • Stratagems [-1CP]
      • Relics of the Chapter [-1CP]

        Selections: Number of Extra Relics [-1CP]

        Categories: Stratagems

    • HQ [11 PL, -2CP, 210pts]
      • Primaris Librarian [6 PL, -1CP, 120pts]

        Selections: 1) Veil of Time, 3) Null Zone (Aura), 6) Psychic Fortress (Aura), Bolt pistol, Chapter Command: Chief Librarian [1 PL, 25pts], Force sword, Frag & Krak grenades, Hand of Dorn, Psychic Mastery, Stratagem: Sentinel of Terra [-1CP], The Armour Indomitus, Warlord

        Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Librarian, Primaris, Psyker, HQ, Chief Librarian, Warlord

        Rules: Angels of Death

        Abilities: Chief Librarian, Hand of Dorn, Psychic Hood, Psychic Mastery, The Armour Indomitus, Psychic Power: 1) Veil of Time, 3) Null Zone (Aura), 6) Psychic Fortress (Aura), Psyker: Primaris Librarian, Unit:Primaris Librarian, Weapon: Bolt pistol, Force sword, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Chief LibrarianThis model knows one additional psychic power from their chosen discipline and can attempt to Deny one additional psychic power in your opponent’s Psychic phase.
        Hand of DornBefore the battle, if your army is Battle-forged, roll one D3; you gain a number of Command Points equal to the result. 
        Psychic HoodEach time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test
        Psychic MasteryAdd 1 to psychic tests taken for this WARLORD
        The Armour Indomitus- Add 1 to the Wounds characteristic of the bearer.
        - The bearer has a save of 2+
        - Once per battle, before making a saving throw for the bearer, it can activate its armour's force field. If it does, the until the end of the phase, the bearer has a 3+ invulnerable save.
        Psychic PowerWarp ChargeRangeDetailsRef
        1) Veil of Time618"Details: Blessing: Veil of Time has a warp charge vale of 6. If manifested, select one friendly <Chapter> nit within 18" of this Psyker.
        - Until the start of your next Psychic phase, you can re-roll Advances rolls and charge rolls made for that unit.
        - Until the start of your next Psychic phase, if that unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that phase. 
        3) Null Zone (Aura)7SelfDetails: Blessing (Aura): Null Zone has a warp charge value of 7. If manifested, then:
        - Until the start of your next Psychic phase, while a unit is within 6" of this Psyker, each time an attack is made against that unit, invulnerable saving throws cannot be made against that attack.
        - Until the start of your next Psychic phase, while an enemy Psyker unit is within 6" of this Psyker, halve the total of Psychic tests taken for that unit. 
        6) Psychic Fortress (Aura)618"Details: Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly <Chapter> unit is within 6" of this Psyker, models in that nit have a 5+ invulnerable save. 
        PsykerCastDenyPowers KnownOtherRef
        Primaris Librarian21Smite, 2 Librarius-
        UnitMWSBSSTWALdSaveRef
        Primaris Librarian6"3+3+445493+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Force swordMeleeMelee+1-3D3-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
      • Techmarine [5 PL, -1CP, 90pts]

        Selections: Boltgun, Chapter Command: Master of the Forge [1 PL, 20pts], Frag & Krak grenades, Omnissian power axe, Rites of War, Servo-arm, Stratagem: Hero of the Chapter [-1CP], The Eye of Hypnoth

        Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Techmarine, HQ, Master of the Forge

        Rules: Angels of Death

        Abilities: Awaken the Machine Spirits, Blessing of the Omnissiah, Master of the Forge, Rites of War, The Eye of Hypnoth, Unit: Techmarine, Weapon: Boltgun, Frag grenades, Krak grenades, Omnissian power axe, Servo-arm


        AbilitiesDescriptionRef
        Awaken the Machine SpiritsIn your command phase, this model can awaken one friendly <CHAPTER> VEHICLE model within 3" of it. Until the start of your next command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack's hit roll. Each model can only be awakened once per turn. 
        Blessing of the OmnissiahAt the end of your Movement phase this model can repair a one <CHAPTER> VEHICLE within 3". That VEHICLE regains D3 lost wounds. Each model can only be repaired once per turn.
        Master of the ForgeEach time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of D3
        Rites of WarWhile a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability. 
        The Eye of HypnothThe bearer has the following ability: ‘Eye of Hypnoth (Aura): While a friendly IMPERIAL FISTS CORE unit is within 6" of the bearer, each time a model in that unit makes a ranged attack, re-roll a wound roll of 1.’
        UnitMWSBSSTWALdSaveRef
        Techmarine6"3+2+444382+
        WeaponRangeTypeSAPDAbilitiesRef
        Boltgun24"Rapid Fire 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Omnissian power axeMeleeMelee+2-22-
        Servo-armMeleeMeleex2-23Each time the bearer fights, no more than one attack can be made with each servo-arm.
    • Troops [11 PL, 220pts]
      • Infiltrator Squad [6 PL, 120pts]

        Categories: Smokescreen, Faction: Adeptus Astartes, Primaris, Infantry, Infiltrator Squad, Phobos, Faction: Imperium, Core, Troops

        Rules: Angels of Death, Combat Squads, Concealed Positions

        Abilities: Omni-scramblers

        • 4x Infiltrator [96pts]

          Selections: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

          Unit: Infiltrator, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine

        • Infiltrator Sergeant [24pts]

          Selections: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

          Unit: Infiltrator Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine


        AbilitiesDescriptionRef
        Omni-scramblersEnemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.
        UnitMWSBSSTWALdSaveRef
        Infiltrator6"3+3+442273+
        Infiltrator Sergeant6"3+3+442383+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Marksman bolt carbine24"Rapid Fire 1401Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack).
      • Intercessor Squad [5 PL, 100pts]

        Selections: Auto Bolt Rifle

        Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Intercessor Squad, Primaris, Core, Intercessors, Troops

        Rules: Angels of Death, Combat Squads

        Weapon: Auto Bolt Rifle

        • 4x Intercessor [80pts]

          Selections: 4x Bolt pistol, 4x Frag & Krak grenades

          Unit: Intercessor, Weapon: Bolt pistol, Frag grenades, Krak grenades

        • Intercessor Sergeant [20pts]

          Selections: Bolt pistol, Frag & Krak grenades

          Unit: Intercessor Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades


        UnitMWSBSSTWALdSaveRef
        Intercessor6"3+3+442273+
        Intercessor Sergeant6"3+3+442383+
        WeaponRangeTypeSAPDAbilitiesRef
        Auto Bolt Rifle24"Assault 3401-
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
    • Elites [37 PL, 685pts]
      • Bladeguard Veteran Squad [10 PL, 140pts]

        Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Bladeguard, Primaris, Bladeguard Veteran Squad, Core, Elites

        Rules: Angels of Death, Combat Squads

        • 3x Bladeguard Veteran [105pts]

          Selections: 3x Frag & Krak grenades, 3x Heavy Bolt Pistol, 3x Master-crafted power sword, 3x Storm Shield

          Abilities: Storm shield, Unit: Bladeguard Veteran, Weapon: Frag grenades, Heavy Bolt Pistol, Krak grenades, Master-crafted power sword

        • Bladeguard Veteran Sergeant [35pts]

          Selections: Frag & Krak grenades, Heavy Bolt Pistol, Master-crafted power sword, Storm Shield

          Abilities: Storm shield, Unit: Bladeguard Veteran Sergeant, Weapon: Frag grenades, Heavy Bolt Pistol, Krak grenades, Master-crafted power sword


        AbilitiesDescriptionRef
        Storm shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        UnitMWSBSSTWALdSaveRef
        Bladeguard Veteran6"3+3+443383+
        Bladeguard Veteran Sergeant6"3+3+443493+
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenades6"Grenade 16-1D3-
        Master-crafted power swordMeleeMelee+1-32-
      • Redemptor Dreadnought [9 PL, 180pts]

        Selections: 2x Storm Bolters, Macro Plasma Incinerator, Onslaught Gatling Cannon [5pts], Redemptor Fist

        Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites

        Rules: Angels of Death, Explodes (6"/D3)

        Abilities: Duty Eternal, Unit: Redemptor Dreadnought, Weapon: Macro Plasma Incinerator, Standard, Macro Plasma Incinerator, Supercharged, Onslaught Gatling Cannon, Redemptor Fist, Storm bolter, Wound Track:Redemptor Dreadnought 1, Redemptor Dreadnought 2, Redemptor Dreadnought 3


        AbilitiesDescriptionRef
        Duty EternalEach time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1)
        UnitMWSBSSTWALdSaveRef
        Redemptor Dreadnought***7713483+
        WeaponRangeTypeSAPDAbilitiesRef
        Macro Plasma Incinerator, Standard36"Heavy D68-42Blast
        Macro Plasma Incinerator, Supercharged36"Heavy D69-43Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting wiht this weapon. 
        Onslaught Gatling Cannon24"Heavy 85-11-
        Redemptor FistMeleeMeleex2-3D3+3-
        Storm bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Redemptor Dreadnought 17-13+8"3+3+
        Redemptor Dreadnought 24-66"4+4+
        Redemptor Dreadnought 31-34"5+5+
      • Redemptor Dreadnought [9 PL, 180pts]

        Selections: 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon [5pts], Redemptor Fist

        Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites

        Rules: Angels of Death, Explodes (6"/D3)

        Abilities: Duty Eternal, Unit: Redemptor Dreadnought, Weapon: Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon, Redemptor Fist, Storm bolter, Wound Track: Redemptor Dreadnought 1, Redemptor Dreadnought 2, Redemptor Dreadnought 3


        AbilitiesDescriptionRef
        Duty EternalEach time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1)
        UnitMWSBSSTWALdSaveRef
        Redemptor Dreadnought***7713483+
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy Onslaught Gatling Cannon30"Heavy 126-11-
        Onslaught Gatling Cannon24"Heavy 85-11-
        Redemptor FistMeleeMeleex2-3D3+3-
        Storm bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Redemptor Dreadnought 17-13+8"3+3+
        Redemptor Dreadnought 24-66"4+4+
        Redemptor Dreadnought 31-34"5+5+
      • Redemptor Dreadnought [9 PL, 185pts]

        Selections: 2x Storm Bolters, Icarus Rocket Pod [5pts], Macro Plasma Incinerator, Onslaught Gatling Cannon [5pts], Redemptor Fist

        Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites

        Rules: Angels of Death, Explodes (6"/D3)

        Abilities: Duty Eternal, Unit: Redemptor Dreadnought, Weapon: Icarus Rocket Pod, Macro Plasma Incinerator, Standard, Macro Plasma Incinerator, Supercharged, Onslaught Gatling Cannon, Redemptor Fist, Storm bolter, Wound Track: Redemptor Dreadnought 1, Redemptor Dreadnought 2, Redemptor Dreadnought 3


        AbilitiesDescriptionRef
        Duty EternalEach time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1)
        UnitMWSBSSTWALdSaveRef
        Redemptor Dreadnought***7713483+
        WeaponRangeTypeSAPDAbilitiesRef
        Icarus Rocket Pod24"Heavy D37-12Blast. Each time an attack is made with this weapon against an Aircraft unit, add 1 to that attack's hit roll. 
        Macro Plasma Incinerator, Standard36"Heavy D68-42Blast
        Macro Plasma Incinerator, Supercharged36"Heavy D69-43Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting wiht this weapon. 
        Onslaught Gatling Cannon24"Heavy 85-11-
        Redemptor FistMeleeMeleex2-3D3+3-
        Storm bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Redemptor Dreadnought 17-13+8"3+3+
        Redemptor Dreadnought 24-66"4+4+
        Redemptor Dreadnought 31-34"5+5+
    • Fast Attack [7 PL, 135pts]
      • Inceptor Squad [7 PL, 135pts]

        Selections: Assault bolter x2, 2x Inceptor [90pts], Inceptor Sergeant [45pts]

        Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Inceptor Squad, Infantry, Jump Pack, Mk X Gravis, Primaris, Core, Fast Attack

        Rules: Angels of Death, Combat Squads, Death from Above

        Unit: Inceptor, Inceptor Sergeant, Weapon: Assault bolter


        UnitMWSBSSTWALdSaveRef
        Inceptor10"3+3+453273+
        Inceptor Sergeant10"3+3+453383+
        WeaponRangeTypeSAPDAbilitiesRef
        Assault bolter18"Assault 35-11-
Force Rules

Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()

Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply

- The shooting model's target is within half the weapon's range
- The shooting model is Infantry (excluding Centurion models) and it's unit Remained Stationary in your previous Movement Phase. 
- The shooting model is a Terminator or Biker

For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type. ()

Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. ()

Selection Rules

Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()

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. ()

Concealed Positions: During Deployment when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models ()

Death from Above: During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from enemy models. ()

Explodes (6"/D3): When 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. ()

Siege Masters: - Each time a model with this tactic makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
- Each time a model with this tactic makes an attack with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit. ()


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