5th to 6th....

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Re: 5th to 6th....

Post  Roland on Mon Nov 12, 2012 2:10 pm

And id be convinced to take it.

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Re: 5th to 6th....

Post  Timbo on Mon Nov 12, 2012 5:30 pm

^^

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Re: 5th to 6th....

Post  Roland on Sun Nov 18, 2012 5:39 pm

Final version

+++ New Roster (1749pts) +++
+++ 1750pt Chaos Space Marines 6th Ed (2012) by SN Roster (Standard)) +++

Selections:

Chaos Space Marines 6th Ed (2012) by SN (Standard) Selections:

+ HQ + (160pts)

* Huron Blackheart (160pts)
(Champion of Chaos, Fearless, Independent Character, The Hamadrya, Veterans of the Long War, Warlord Traits: Master of Deception)


+ Elites + (345pts)

* Helbrute (115pts)
(Crazed)
Missile launcher w/ frag + krak (10pts), Reaper autocannon (5pts)


* Helbrute (115pts)
(Crazed)
Missile launcher w/ frag + krak (10pts), Reaper autocannon (5pts)


* Helbrute (115pts)
(Crazed)
Missile launcher w/ frag + krak (10pts), Reaper autocannon (5pts)


+ Troops + (699pts)

* Chaos Cultists (117pts)
(Champion of Chaos)
17x Autogun (17pts), Champion's upgrade (10pts), 2x Flamer (10pts), 20x Squad models (champion included) (80pts)


* Chaos Space Marines (172pts)
8x Chaos Space Marine (104pts), Flamer (5pts)
* Aspiring Champion (28pts)
(Champion of Chaos)
Bolt Pistol, Bolter, Close Combat Weapon, Melta Bombs (5pts)
* Chaos Rhino (35pts)
(Repair)
Combi-bolter, Searchlight, Smoke launchers


* Chaos Space Marines (200pts)
9x Chaos Space Marine (117pts), Meltagun (10pts), Meltagun (10pts)
* Aspiring Champion (28pts)
(Champion of Chaos)
Bolt Pistol, Bolter, Close Combat Weapon, Melta Bombs (5pts)
* Chaos Rhino (35pts)
(Repair)
Combi-bolter, Searchlight, Smoke launchers


* Chaos Space Marines (210pts)
9x Chaos Space Marine (117pts), Plasma Gun (15pts), Plasma Gun (15pts)
* Aspiring Champion (28pts)
(Champion of Chaos)
Bolt Pistol, Bolter, Close Combat Weapon, Melta Bombs (5pts)
* Chaos Rhino (35pts)
(Repair)
Combi-bolter, Searchlight, Smoke launchers


+ Fast Attack + (170pts)

* Heldrake (170pts)
(Daemon, Daemonforge, It Will Not Die, Meteroric Descent)
Baleflamer


+ Heavy Support + (375pts)

* Maulerfiend (125pts)
(Daemon, Daemonforge, Fleet, It Will Not Die, Move Through Cover, Siege Crawler)
Magma cutters


* Maulerfiend (125pts)
(Daemon, Daemonforge, Fleet, It Will Not Die, Move Through Cover, Siege Crawler)
Magma cutters


* Maulerfiend (125pts)
(Daemon, Daemonforge, Fleet, It Will Not Die, Move Through Cover, Siege Crawler)
Magma cutters



Profile Summary:

Name Unit Type WS BS S T W I A LD Save Pg
Aspiring Champion Infantry (Character) 4 4 4 4 1 4 2 9 3+ 37
Chaos Cultist Infantry 3 3 3 3 1 3 1 7 6+ 38
Chaos Space Marine Infantry 4 4 4 4 1 4 1 8 3+ 37
Cultist Champion Infantry (Character) 3 3 3 3 1 3 1 8 6+ 38
Huron Infantry 6 5 4 4 3 5 3 10 3+ 58

Name BS Front Side Rear Type HP Pg
Chaos Rhino 4 11 11 10Vehicle(Tank, Transport) 3 54
Heldrake 3 12 12 10Vehicle (Flyer, Hover) 3 52

Name WS BS S Front Side Rear I A HP Pg
Helbrute 4 4 6 12 12 10 4 2 3 56
Maulerfiend 3 3 6 12 12 10 3 2 3 51

Name Description Pg
Daemonic possession
Sigil of corruption

Name RangeStrength AP Type Pg
The Tyrant's Claw - +2 3Melee, Armourbane, Shred, Specialist Weapon 58

Selection Rule Summary:

* Champion of Chaos
* Crazed: Each time a Helbrute takes a glancing or penetrating hit but isn't destroyed place a crazed marker by the model. At the start of each of your Movement phases, roll a D3 on the table below if the Helbrute has one or more crazed markers next to it. After rolling, remove all crazed markers from the Helbrute
1- Fire Frenzy: The Helbrute is Immobilised until the end of your turn. If unengaged, it must fire all its weapon twice this Shooting phase. If possible, the target must be a unit that cased one or more glancing or penetrating hits on the Helbrute in the previous turn; if not, the target must be the nearest visibile enemy.
2- Rising Fury: The Helbrute immediately recovers from Crew Stunned and Crew Shaken results. It has the Rage special rule until the end of the turn.
3- Blood Rage: The Helbrute immediately recovers from any Crew Stunned and Crew Shaken results. It has the Fleet and Rage special rules until the end of the turn. If,during this turn's Shooting phase, the Helbrute is not within maximum charge range of any enemy units, it must Run as far as possible towards an enemy unit. If this is not possible for any reason, it may fires its weapon as normal.
* Daemon
* Daemonforge
* Fearless
* Fleet
* Independent Character
* It Will Not Die
* Meteroric Descent: Has Vector Strike special rule. Perform it while Zooming. Resolved at Strength 7.
* Move Through Cover
* Repair
* Siege Crawler: Can move up to 12" in the Movement phase and are not slowed by difficult terrain (even when charging). In addition, in close combat, add 1 to armour penetration rolls against buildings.
* The Hamadrya: The Hamadrya is a combat familiar (pg67). The beast makes Huron a Psyker (Mastery Level 1). At the beginning of each of your turn, roll a D3 (1- Biomancy, 2- Pyromancy, 3- Divination). Then randomly generate a psychic power from that discipline. You cannot swap to the Primaris Power. The generated power may be used during that turn only.
* Veterans of the Long War
* Warlord Traits: Master of Deception

Created with BattleScribe (http://www.battlescribe.net)

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Re: 5th to 6th....

Post  Timbo on Sun Nov 18, 2012 11:49 pm

I don't hate it!

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Re: 5th to 6th....

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