1500pt patrol
Type Patrol CP 0 Cost 1329
HQ Troops Fast Attack Elites Heavy Support Transports
2/2 1/3 0/2 2/2 1/2 1/6
Unit Slot Cost
Tactical Squad Troops 164
Rhino Transports 72
Death Company Elites 200
Chaplain HQ 90
Librarian HQ 163
Terminators Elites 464
Baal Predator Heavy Support 176
Tactical Squad
Slot Troops Models 10 Cost 164
Model Cost M WS BS S T W A Ld Sv Qty
Tactical Marine 13 6'' 3+ 3+ 4 4 1 1 7 3+ -
Tactical Marine Sergeant 13 6'' 3+ 3+ 4 4 1 2 8 3+ -
Weapon Cost Range Type S AP D Qty
Bolt Pistol 0 12 Pistol 1 4 0 1 1
Bolter 0 24 Rapid Fire 1 4 0 1 7
Chainsword 0 Melee Melee +0 0 1 1
Flamer 9 8 Assault D6 4 0 1 1
Frag Grenade 0 6 Grenade D6 3 0 1 10
Krak Grenade 0 6 Grenade 1 6 -1 D3 10
Missile Launcher 25 - - - - - 1
Missile Launcher [Frag] - 48 Heavy D6 4 0 1 -
Missile Launcher [Krak] - 48 Heavy 1 8 -2 D6 -
Abilities
And They Shall Know No Fear: May re-roll failed leadership tests
Chainsword: +1 attack with this weapon
Combat Squads: A 10 man squad may split into 2 5 man squads during setup.
Flamer: Hits automatically
Rhino
Slot Transports Models 1 Cost 72
Model Cost M WS BS S T W A Ld Sv Qty
Rhino 70 12'' 6+ 3+ 6 7 10 3 8 3+ -
Rhino (5W) - 6'' 6+ 4+ 6 7 10 D3 8 3+ 1
Rhino (2W) - 3'' 6+ 5+ 6 7 10 1 8 3+ 1
Weapon Cost Range Type S AP D Qty
Storm Bolter 2 24 Rapid Fire 2 4 0 1 1
Abilities
Explodes: On a 6+ when this model dies each unit with 6'' receives D3 mortal wounds.
Self-Repair: Regain a wound on a 6+ at the start of each turn.
Smoke Launchers: Once per battle instead of shooting. -1 from opponents ranged to-hit rolls against this vehicle for 1 turn.
Death Company
Slot Elites Models 10 Cost 200
Model Cost M WS BS S T W A Ld Sv Qty
Death Company (Jump Pack) 20 12'' 3+ 3+ 4 4 1 2 7 3+ -
Weapon Cost Range Type S AP D Qty
Bolt Pistol 0 12 Pistol 1 4 0 1 10
Chainsword 0 Melee Melee +0 0 1 10
Frag Grenade 0 6 Grenade D6 3 0 1 10
Krak Grenade 0 6 Grenade 1 6 -1 D3 10
Abilities
And They Shall Know No Fear: May re-roll failed leadership tests
Black Rage: +1A in fight phase after charging. Ignore wounds on a 6+.
Chainsword: +1 attack with this weapon
Jump Pack Assault: Setup off board. In movement phase may set up 9'' away from nearest enemy. Counts as having moved.
Chaplain
Slot HQ Models 1 Cost 90
Model Cost M WS BS S T W A Ld Sv Qty
Chaplain (Jump Pack) 90 12'' 2+ 3+ 4 4 4 3 9 3+ -
Weapon Cost Range Type S AP D Qty
Bolt Pistol 0 12 Pistol 1 4 0 1 1
Crozius Arcanum 0 Melee Melee +1 -1 2 1
Frag Grenade 0 6 Grenade D6 3 0 1 1
Krak Grenade 0 6 Grenade 1 6 -1 D3 1
Abilities
And They Shall Know No Fear: May re-roll failed leadership tests
Jump Pack Assault: Setup off board. In movement phase may set up 9'' away from nearest enemy. Counts as having moved.
Litanies of Hate: Blood Angels within 6'' re-roll failed hits in fight phase.
Rosarius: 4+ invulnerable save.
Spiritual Leaders: Blood Angels within 6'' use Chaplain's Ld not their own.
Librarian
Slot HQ Models 1 Cost 163
Model Cost M WS BS S T W A Ld Sv Qty
Librarian (Terminator Armour) 145 5'' 3+ 3+ 4 4 5 3 9 2+ -
Weapon Cost Range Type S AP D Qty
Force Axe 16 Melee Melee +1 -2 D3 1
Storm Bolter 2 24 Rapid Fire 2 4 0 1 1
Abilities
And They Shall Know No Fear: May re-roll failed leadership tests
Crux Terminatus: 5+ invulnerable save.
Psychic Hood: Add 1 to Deny the Witch rolls against psykers within 12''.
Teleport Strike: Setup off board. In movement phase may set up 9'' away from nearest enemy. Counts as having moved.
Psyker
Can manifest 2 and deny 1 psychic powers per turn. Knows 2 psychic powers from the Librarius discipline.
Terminators
Slot Elites Models 10 Cost 464
Model Cost M WS BS S T W A Ld Sv Qty
Terminator 26 5'' 3+ 3+ 4 4 2 2 8 2+ -
Terminator Sergeant 26 5'' 3+ 3+ 4 4 2 3 9 2+ -
Weapon Cost Range Type S AP D Qty
Power Fist 20 Melee Melee x2 -3 D3 9
Power Sword 4 Melee Melee +0 -3 1 1
Storm Bolter 2 24 Rapid Fire 2 4 0 1 10
Abilities
And They Shall Know No Fear: May re-roll failed leadership tests
Combat Squads: A 10 man squad may split into 2 5 man squads during setup.
Crux Terminatus: 5+ invulnerable save.
Power Fist: Subtract 1 from to hit roll.
Teleport Homer: If this unit has a telport homer place in deployment zone. If an enemy model comes with 9'' of the homer it is destroyed. Can teleport to within 6'' of a homer instead of moving. The homer is removed from the board.
Teleport Strike: Setup off board. In movement phase may set up 9'' away from nearest enemy. Counts as having moved.
Baal Predator
Slot Heavy Support Models 1 Cost 176
Model Cost M WS BS S T W A Ld Sv Qty
Baal Predator 107 12'' 6+ 3+ 6 7 11 3 8 3+ -
Baal Predator (5W) - 6'' 6+ 4+ 6 7 11 D3 8 3+ 1
Baal Predator (2W) - 3'' 6+ 5+ 6 7 11 1 8 3+ 1
Weapon Cost Range Type S AP D Qty
Heavy Flamer 17 8 Heavy D6 5 -1 1 2
Twin Assault Cannon 35 24 Heavy 12 6 -1 1 1
Abilities
Explodes: On a 6+ when this model dies each unit with 6'' receives D3 mortal wounds.
Flamer: Hits automatically
Overcharged Engines: Roll 2 dice and pick the highest when advancing.
Smoke Launchers: Once per battle instead of shooting. -1 from opponents ranged to-hit rolls against this vehicle for 1 turn.