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Post by Rainbow Rage on Mar 15, 2011 23:35:34 GMT -5
Warhammer 40k Fight Club
Join the Warhammer 40k Fight Club by posting in this thread.
Currently: 1000 point standard missions
What edition is my army?
5th Edition Grey Knights: April 2nd 2011 Dark Eldar : November 2010 Blood Angels: April 2010 Tyranid: January 2010 Space Wolves: October 2009 Imperial Guard: May 2009 Space Marines: October 2008
4th Edition Chaos Daemons: May 2008 Orks: January 2008 Chaos Space Marines: September 2007 Dark Angels: March 2007 Craftworld Eldar: November 2006 Tau Empire: March 2006 Black Templar: November 2005
3rd Edition Witch Hunters: April 2004 Daemonhunters: March 2003 Necrons : July 2002
Layout: Army Type Army Specialization
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Post by Rainbow Rage on Mar 15, 2011 23:36:10 GMT -5
Ulthwé Craftworld 1500 point Fixed Army List
HQ
Farseer (1) 55 points [Shuriken Pistol, Rune Armour, Ghosthelm] Upgrade Witch Blade to Singing Spear - 3 Points Runes of Witnessing - 10 Points Spirit stones - 20 Points Guide Psychic Power - 20 Points Doom Psychic Power - 25 Points -- 133 Points
Elites
Howling Banshee Aspect Warrior Squad (10) 160 points [Power Weapon, Banshee Mask, Shuriken Pistol] Upgrade one Banshee to Exarch - 12 Points Exarch upgrades Power Weapon to Executioner - 10 Points Exarch learns power Acrobatic - 5 Points Exarch learns power War Shout - 5 Points Wave Serpent Transport (1) 90 points [Energy Field, Twin-Linked Shuriken Catapults] Add Spirit Stone - 10 Points Add Twin-linked Bright Lance - 45 Points -- 337 Points
Troops
Guardian Storm Squad (11) 88 points [Close Combat Weapon, Shuriken Pistol] Two guardians replace weapons with Fusion Gun - 12 Points Add Warlock Bodyguard - 25 Points Enhance Warlock Power - 15 Points Wave Serpent Transport (1) 90 points [Energy Field, Twin-Linked Shuriken Catapults] Add Spirit Stone - 10 Points Add Twin-linked Bright Lance - 45 Points -- 285 Points
Guardian Defender Squad (11) 88 points [Shuriken Catapult] Heavy Weapon Platform with Eldar Missile Launcher - 20 Points Add Warlock Bodyguard - 25 Points Embolden Warlock Power - 5 Points Upgrade Witch Blade to Singing Spear - 3 Points -- 141 Points
Dire Avenger Aspect Warrior Squad (10) 120 points [Avenger Shuriken Catapult] Upgrade one Avenger to Exarch - 12 Points Exarch upgrades Avenger Shuriken Catapult to Exarch Shuriken Catapult - 5 Points Exarch learns power Defend - 15 Points Exarch learns power Blade Storm - 15 Points Wave Serpent Transport (1) 90 points [Energy Field, Twin-Linked Shuriken Catapults] Add Spirit Stone - 10 Points Add Twin-linked Bright Lance - 45 Points -- 312 Points
Heavy Support
War Walker Squadron (3) 90 Points Add Scatter Laser (6) - 90 Points -- 180 Points
Falcon Grav Tank (1) 115 Points (Twin-Linked Shuriken Catapults, Pulse Laser) Add Starcannon - 25 Points Add Spirit Stones - 10 Points Add Holo Field - 35 Points -- 185 Points
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Post by Pinkie Fighter on Mar 15, 2011 23:44:58 GMT -5
Fighter is playing:
tyranid
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Post by Duskwalker on Mar 16, 2011 10:48:44 GMT -5
Duskwalker playing:
Chaos
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Post by Madscotsman on Mar 17, 2011 22:51:33 GMT -5
Blood Angels 4th Company 'Knights of Baal' 1500 point fixed army list [/color] HQ Librarian 100 points [Force Weapon, Bolt Pistol, Psychic Hood, Frag and Krak Grenades] Jump Pack 25 points -- 125 points
Elites Sanguinary Priest(3) 150 points [Chainsword, Bolt Pistol, Blood Chalice, Frag and Krak Grenades] Jump Packs 75 points One has power sword 15 points --240 points
Troops Assault Squad 190 points [Chainsword, Bolt Pistol, Jump Pack, Frag and Krak Grenades] Sergeant has Power Fist 25 points Two Marines have Meltaguns 20 points --235 points
Troops Assault Squad 190 points [Chainsword, Bolt Pistol, Jump Pack, Frag and Krak Grenades] Sergeant has Power Fist 25 points Two Marines have Meltaguns 20 points --235 points
Troops Assault Squad 190 points [Chainsword, Bolt Pistol, Jump Pack, Frag and Krak Grenades] Sergeant has Power Fist 25 points Two Marines have Meltaguns 20 points --235 points
Fast Attack Baal Predator 115 Points [Flamestorm Cannon, Smoke Launchers] Add Heavy Flamer Sponsons 25 points --140 points
Baal Predator 115 Points [Twin-Linked Assault Cannon, Smoke Launchers] Add Heavy Bolter Sponsons 30 points --145 Points
Heavy Support Vindicator 145 Points [Demolisher Cannon, Storm Bolter, Smoke Launchers] --145
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Post by Flutterguy on Mar 19, 2011 12:57:37 GMT -5
Manjob is playing:
Tau
HQ Armour Unit Name Points # Total Points WS BS S T W I A Ld Sv F S R Equipment XV8 Crisis Commander Shas'o 105 1 105 4 5 5 4 4 3 4 10 3+ Twin-Linked Plasma Rifle, Drone Controller - Shield Drone 15 1 15 2 2 3 X 1 4 1 n/a - None - Shield Drone 15 1 15 2 2 3 X 1 4 1 n/a - None XV8 Crisis Battlesuit Bodyguard Shas'vre 63 1 63 3 4 5 4 2 3 2 8 3+ Twin-Linked Missile Pods, Targeting Array Elites Armour Unit Name Points # Total Points WS BS S T W I A Ld Sv F S R Equipment XV8 Crisis Battlesuit Shas'ui 56 2 112 2 4 5 4 2 2 2 8 3+ Twin-Linked Missile Pods, Targeting Array, Hard-Wired Blacksun Filter - XV8 Crisis Battlesuit Shas'vre 75 1 75 3 4 5 4 2 3 2 8 3+ Twin-Linked Plasma Rifle, Targeting Array, Hard-Wired Drone Controller - Shield Drone 15 1 15 2 2 3 X 1 4 1 n/a - None - Shield Drone 15 1 15 2 2 3 X 1 4 1 n/a - None Stealth Shas'ui 40 3 120 2 3 4 3 1 2 2 8 3+ Burst Cannon, Targeting Array - Stealth Shas'vre 60 1 60 3 3 4 3 1 3 2 8 3+ Burst Cannon, Targeting Array, Markerlight Troops Armour Unit Name Points # Total Points WS BS S T W I A Ld Sv F S R Equipment Fire Warrior Shas'la 10 11 110 2 3 3 3 1 2 1 7 4+ Pulse Rifle - Fire Warrior Shas'ui 40 1 40 2 3 3 3 1 2 2 8 4+ Pulse Rifle, Bonding Knife, Markerlight, Target Lock Fire Warrior Shas'la 10 11 110 2 3 3 3 1 2 1 7 4+ Pulse Rifle - Fire Warrior Shas'ui 25 1 25 2 3 3 3 1 2 2 8 4+ Pulse Rifle, Bonding Knife Fast Attack Armour Unit Name Points # Total Points WS BS S T W I A Ld Sv F S R Equipment Pathfinder Shas'la 12 7 84 2 3 3 3 1 2 1 7 4+ Pulse Carbine, Markerlight - Pathfinder Shas'ui 27 1 27 2 3 3 3 1 2 1 8 4+ Pulse Carbine, Markerlight, Bonding Knife - Devilfish Troop Carrier 125 1 125 4 12 11 10 Burst Cannon, Smart Missile System, Landing Gear, Multi-Tracker, Disruption Pod, Targeting Array, Target Lock Heavy Support Unit Name Points # Total Points WS BS S T W I A Ld Sv F S R Equipment Hammerhead Gunship 195 1 195 4 13 12 10 Railgun, Smart Missile System, Landing Gear, Targeting Array, Multi-Tracker, Disruption Pod, Target Lock, Blacksun Filter XV88 Broadside Shas'ui 90 1 90 2 4 5 4 2 2 2 8 2+ Twin-Linked Railgun, Twin-Linked Plasma Rifle, Targeting Array - XV88 Broadside Shas'vre 98 1 98 3 4 5 4 2 3 2 8 2+ Twin-Linked Railgun, Smart Missile System, Targeting Array, Hard-Wired Multi-Tracker, Hard-Wired Blacksun Filter # Total Points Totals 49 1499
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Post by Burnout on Mar 19, 2011 14:59:17 GMT -5
Burnout is playing:
Dark Eldar
Dark Eldar
DARK ELDAR SPECIAL RULES
Power From Pain Dark Eldar feed on the souls of their foes, becoming imbued with supernatural might and resilience, eventually turning into uncontrollable killing machines, blind to all discipline. Whenever a Dark Eldar unit with this rule destroys a nonvehicle enemy unit, it immediately gains a 'pain token'. Place a marker with that unit; a coin or other trophy will do. Each pain token confers a special rule to the entire unit, as shown in the list below. For example, a unit with one pain token has the Feel No Pain rule, one with two pain tokens has Feel No Pain and Furious Charge, etc. It might happen that several of your units are involved in a combat against one or more enemy units, which are destroyed because of the assault's results. In this case, you receive one pain token per enemy unit destroyed, and then randomly assign them amongst your units in that combat. Note that pain tokens can be gained by other means - some units even start the game with one! No. of Pain Tokens Effect 1 Feel No Pain 2 Furious Charge 3 or more Fearless
Sharing the Pain: If a Dark Eldar unit is joined by one or more characters with pain tokens, all of the pain tokens for the unit and the characters that have joined it are pooled. We call this 'sharing the pain.' For instance a unit of Grotesques (one pain token) is joined by a Haemonculus (one pain token) -all models in that unit will therefore have Feel No Pain and Furious Charge. If an Independent Character leaves a unit with one or more pain tokens, you must divide them as equally as possible. The owning player decides who gets any remaining tokens - just be sure to tell your opponent.
Night Vision The Dark Eldar spend most of their long lives in the shadowy labyrinth of Commorragh, and their eyes have adapted to pick out their prey during pitch darkness. To represent this, many Dark Eldar units have the Night Vision special rule.
Fleet Dark Eldar are lithe and quick, and further augmented by surgery, experimentation and stimulant use. To represent this, many Dark Eldar units have the Fleet special rule.
Combat Drugs Though they drastically shorten the life expectancy of those who take them, drugs and stimulants are in widespread use throughout Commorragh. It's anyone's guess as to what will be in vogue or available in large quantities before a realspace raid. Roll a dice before deployment and consult the following table. All units in your army that have combat drugs will benefit from the effect listed for the entire game. Note that the effects are not cumulative. D6 Result Effect 1 Hypex: All affected units roll three dice when making Run moves, picking the highest result. 2 Serpentin: All affected units gain +1 Weapon Skill. 3 Grave Lotus: All affected units gain +1 Strength. 4 Painbringer: All affected units re-roll failed To Wound rolls in close combat. 5 Adrenalight: All affected units gain +1 Attack. 6 Splintermind: All affected units start the game with a bonus pain token (see opposite).
Poisoned Shooting Weapons Much Dark Eldar ranged weaponry relies on poisoning the enemy rather than causing physical damage. Poisoned shooting weapons work in a similar way to poisoned close combat weapons. They do do not have a Strength value, but they always wound on a fixed number, shown in brackets. These weapons cannot damage enemy vehicles, and always count as defensive weapons when mounted on vehicles. Note that this rule does not apply to the model's close combat attacks, not even if it is armed with a poisoned pistol.
Splinter pistol 12" X 5 Pistol, Poisoned (4+) Splinter rifle 24" X 5 Rapid Fire, Poisoned (4+) Shardcarbine 18" X 5 Assault 3, Poisoned (4+) Splinter cannon 36" X 5 Assault 4 or Heavy 6*, Poisoned (4+)
HQ
Haemonculus Ancient 80 ws bs s t w i a ld sv 5 5 3 4 3 5 3 9 6+
Wargear: • Gnarlskin{sv 6+} • Flesh gauntlet 20 A flesh gauntlet is a poisoned weapon (4+). Furthermore, a model that takes an unsaved wound from a flesh gauntlet suffers instant death (and a truly unpleasant one), regardless of its Toughness. • Splinter pistol{P 4+}
Special Rules: • Night Vision • Power from Pain • Independent Character • Altered Physique{Starts with 1 Pain Token}
Arcane Wargear: • Hex Rifle {36" ST x AP 4 Assault 1} 15 {Sniper[Rending, Pinning, ST 3 vs Vehicles]} A model that suffers an unsaved wound from a hexrifle must take a characteristic test based on their Wounds value (i.e. the one on their profile, not their current Wounds). If they fail the test, they are removed from play, with no saves of any kind. Vehicles cannot be affected by hexrifles. 115
Haemonculus 50 ws bs s t w i a ld sv 4 4 3 4 2 4 2 8 6+
Wargear: • Gnarlskin{sv 6+} • Splinter pistol{P 4+} • Venom Blade{P 2+} 5
Special Rules: • Night Vision • Power from Pain • Independent Character • Altered Physique{Starts with 1 Pain Token}
Arcane Wargear: • Hex Rifle {36" ST x AP 4 Assault 1} 15 {Sniper[Rending, Pinning, ST 3 vs Vehicles]} A model that suffers an unsaved wound from a hexrifle must take a characteristic test based on their Wounds value (i.e. the one on their profile, not their current Wounds). If they fail the test, they are removed from play, with no saves of any kind. Vehicles cannot be affected by hexrifles. • Webway Portal 35 Once per game, in your Shooting phase, a model with a webway portal may choose to activate it instead of firing. Place a spare small blast marker or a similarly sized counter in base contact with the bearer when he activates the portal. He may not activate the portal whilst inside a vehicle. From then on, any of your units arriving from reserve may move onto the board from the portal marker's edge instead of entering as normal (it does not matter whether these units were intending to deep strike, outflank, simply move on from their own table edge, and so on). The portal counts as impassable terrain and cannot be destroyed. After activation, the model that had the portal may freely move away, leaving the portal in place. If you have a webway portal in your army, you may keep units in reserve, regardless of mission being played. Vehicles may not enter play via a webway portal. 105
Haemonculus 50 ws bs s t w i a ld sv 4 4 3 4 2 4 2 8 6+
Wargear: • Gnarlskin{sv 6+} • Splinter pistol{P 4+} • Close Combat Weapon
Special Rules: • Night Vision • Power from Pain • Independent Character • Altered Physique{Starts with 1 Pain Token}
Arcane Wargear: • Hex Rifle {36" ST x AP 4 Assault 1} 15 {Sniper[Rending, Pinning, ST 3 vs Vehicles]} A model that suffers an unsaved wound from a hexrifle must take a characteristic test based on their Wounds value (i.e. the one on their profile, not their current Wounds). If they fail the test, they are removed from play, with no saves of any kind. Vehicles cannot be affected by hexrifles. • Webway Portal 35 Once per game, in your Shooting phase, a model with a webway portal may choose to activate it instead of firing. Place a spare small blast marker or a similarly sized counter in base contact with the bearer when he activates the portal. He may not activate the portal whilst inside a vehicle. From then on, any of your units arriving from reserve may move onto the board from the portal marker's edge instead of entering as normal (it does not matter whether these units were intending to deep strike, outflank, simply move on from their own table edge, and so on). The portal counts as impassable terrain and cannot be destroyed. After activation, the model that had the portal may freely move away, leaving the portal in place. If you have a webway portal in your army, you may keep units in reserve, regardless of mission being played. Vehicles may not enter play via a webway portal. 100
Troops
Kabalite Warriors x8 72 Sybarite x1 19 ws bs s t w i a ld sv 4 4 3 3 1 5 1 8 5+ 4 4 3 3 1 5 2 9 5+
Wargear: • Splinter rifle{P 4+} • Kabalite armour{sv 5+} • Sybarite has Shredder 5 {12" S 6 AP - Assault 1, Blast}
Special Rules: • Fleet • Night Vision • Power from Pain 96
DEDICATED TRANSPORT Raider 60 bs f s r 4 10 10 10
Unit Type: • Vehicle (Skimmer, Fast, Open-topped)
Wargear: • Dark lance{36" st 8 ap 2 Heavy 1, Lance} • Night shields 10 This has the effect of reducing the range of enemy units wishing to fire at the vehicle by 6". For instance, a unit armed with bolters (range 24") would be treated as having a range of 18" when firing at a vehicle with a night shield. This adjustment may put the vehicle out of range from an enemy shooting attack, in which case the shooting automatically misses. The extra distance is also counted for working out if the vehicle is in rapid fire range, half range for a melta shot, and so on. Night shields have no effect on template or barrage weapons, as well as weapons with a maximum range of 6" or less. • Flickerfield{sv 5+ Inv} 10
Special Rules: • Night Vision 80
Kabalite Warriors x8 72 Sybarite x1 19 ws bs s t w i a ld sv 4 4 3 3 1 5 1 8 5+ 4 4 3 3 1 5 2 9 5+
Wargear: • Splinter rifle{P 4+} • Kabalite armour{sv 5+} • Sybarite has Shredder 5 {12" S 6 AP - Assault 1, Blast}
Special Rules: • Fleet • Night Vision • Power from Pain 96
DEDICATED TRANSPORT Raider 60 bs f s r 4 10 10 10
Unit Type: • Vehicle (Skimmer, Fast, Open-topped)
Wargear: • Dark lance{36" st 8 ap 2 Heavy 1, Lance} • Night shields 10 This has the effect of reducing the range of enemy units wishing to fire at the vehicle by 6". For instance, a unit armed with bolters (range 24") would be treated as having a range of 18" when firing at a vehicle with a night shield. This adjustment may put the vehicle out of range from an enemy shooting attack, in which case the shooting automatically misses. The extra distance is also counted for working out if the vehicle is in rapid fire range, half range for a melta shot, and so on. Night shields have no effect on template or barrage weapons, as well as weapons with a maximum range of 6" or less. • Flickerfield{sv 5+ Inv} 10
Special Rules: • Night Vision 80
Kabalite Warriors x19 171 Sybarite x1 19 ws bs s t w i a ld sv 4 4 3 3 1 5 1 8 5+ 4 4 3 3 1 5 2 9 5+
Wargear: • Splinter rifle{P 4+} • Kabalite armour{sv 5+} • Sybarite has Dark Lance 25 • One Model has Dark Lance 25
Special Rules: • Fleet • Night Vision • Power from Pain 240
Fast Attackers
Scourge x9 198 Solarite x1 32 ws bs s t w i a ld sv 4 4 3 3 1 5 1 8 4+ 4 4 3 3 1 5 2 9 4+
Unit Type: • Jump Infantry
Wargear: • Shardcarbine{P 4+} • Ghostplate Armour{4+/6+ inv sv} • Plasma Grenades{Assault Grenades} • 4x models have Blasters(Inc.Solarite) 60
Special Rules: • Fleet • Night Vision • Power from Pain 290
Reavers x5 110 Arena Champion x1 32 ws bs s t w i a ld sv 4 4 3 3(4) 1 6 1 8 5+ 4 4 3 3(4) 1 6 2 9 5+
Unit Type: • Bikes (Eldar jetbikes)
Wargear: • Wychsuit{sv 6+} • Splinter pistol{P 4+} • Close combat weapon • Combat drugs • Reaver jetbike The Reaver jetbike adds 1 to the Reaver's Toughness and increases his armour save to 5+ (bonuses included in the profile above). In addition, Reaver Jetbikes have an inbuilt splinter rifle. Lastly, Reaver jetbikes are so incredibly fast that they may move up to 36" when moving with Turbo Boosters. • Bladevanes When moving with Turbo Boosters, a Reaver unit may slash its foes with its bladevanes. Mark the start and end points of the unit's move, and trace an imaginary line between the two points. Once the move is complete, the unit inflicts D3 S4 AP- hits per Reaver on one unengaged, nonvehicle unit that lies under the line, resolved immediately. Cover saves may be taken as normal. • Champion Has Cluster Caltrops 20 A model with cluster caltrops inflicts D6 S6 AP- hits with its bladevanes (see above). • Champion Has Heat Lance 12 {18" S 6 AP 1 Assault 1, Melta, Lance}
Special Rules: • Night Vision • Power from Pain • Skilled Riders 174
Heavy Support
Talos Pain Engine 100 ws bs s t w i a ld sv 5 3 7 7 3 4 d6 10 3+
Unit Type: • Monstrous Creature
Wargear: • Armoured carapace • Twin-Linked Liquifier Gun 5 {Template ST 4 AP d6 Assault 1, Twin-Linked} • Close Combat Weapon 15 • Twin-Linked Splinter Cannon
Special Rules: • Night Vision • Power from Pain • Fearless • Move Through Cover • Random Attacks
120
1496/4
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Vince Draken
Apprentice
Samurai/Pirate
You are one ugly...son...of...a...
Posts: 57
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Post by Vince Draken on Mar 19, 2011 21:34:20 GMT -5
Ork Army
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