Renegade Guard 500pts HTML

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Renegade Guard 500pts (Warhammer 40,000 9th Edition) [28 PL, 3CP, 497pts]

Patrol Detachment 0CP (Chaos - Renegades & Heretics [LEGENDS]) [28 PL, 3CP, 497pts]
Rules: Disembarking Officers

Configuration [3CP]

Battle Size [3CP]


Selections: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
Categories: Configuration

Detachment Command Cost


Categories: Configuration

Game Type
Selections: Open
Categories: Configuration

HQ [2 PL, 35pts]

Renegade Commander [2 PL, 35pts]


Selections: Autogun, Brutal assault weapon, Warlord
Categories: Faction: Chaos, Character, HQ, Infantry, Renegade Commander, Faction: Renegades and Heretics, Warlord
Abilities: Covenant of Chaos, Fanatic (Aura), Refractor Field, Unit: Renegade Commander, Weapon: Autogun, Brutal assault weapon

Abilities Description Ref

Covenant of Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this
Chaos turn, then until that fight is resolved, add 1 to the Strength characteristic of models in this unit.

While a friendly RENEGADES AND HERETICS CORE unit is within 6" of this model, each time a Combat
Fanatic (Aura)
Attrition test is taken for that unit, ignore any or all modifiers.

Refractor
This model has a 5+ invulnerable save
Field

Unit M WS BS S T W A Ld Save Ref

Renegade Commander 6" 3+ 3+ 3 3 4 3 8 5+

Weapon Range Type S AP D Abilities Ref

Rapid Fire
Autogun 24" 3 0 1 -
1

Brutal assault Each time the bearer fights, it can make 1 additional attack
Melee Melee User 0 1
weapon with this weapon.

Troops [12 PL, 182pts]


Renegade Militia Squad [6 PL, 88pts]
Categories: Faction: Chaos, Renegade Militia Squad, Faction: Renegades and Heretics, Troops, Infantry, Core
Abilities: Covenant of Chaos, Minions of Chaos, Unit: Renegade Militia

Renegade Militia Champion [8pts]


Selections: Autogun, Brutal assault weapon, Krak grenades [2pts]
Unit: Renegade Militia Champion, Weapon: Autogun, Brutal assault weapon, Krak grenades

Renegade Militia Weapon Team (2 models) [27pts]


Selections: 2x Militia Crew [12pts], Missile launcher [15pts]
Unit: Renegade Militia Weapons Team, Weapon: Missile launcher, Frag missile, Missile launcher, Krak missile

Renegade Militia Weapon Team (2 models) [17pts]


Selections: Heavy stubber [5pts], 2x Militia Crew [12pts]
Unit: Renegade Militia Weapons Team, Weapon: Heavy stubber

6x Renegade Militia with Autogun [36pts]


Selections: 6x Autogun
Weapon: Autogun

Abilities Description Ref

Covenant of Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this
Chaos turn, then until that fight is resolved, add 1 to the Strength characteristic of models in this unit.

Minions of If you army is Battle-forged and every model in this unit's Detachment has either the RENEGADES AND
Chaos HERETICS or UNALIGNED keywords, this unit gains the Objective Secured ability.

Unit M WS BS S T W A Ld Save Ref

Renegade Militia 6" 4+ 4+ 3 3 1 1 6 6+

Renegade Militia Champion 6" 4+ 4+ 3 3 1 2 7 6+

Renegade Militia Weapons Team 6" 4+ 4+ 3 3 2 2 6 6+

Weapon Range Type S AP D Abilities Ref

Rapid Fire
Autogun 24" 3 0 1 -
1

Each time the bearer fights, it can make 1 additional


Brutal assault weapon Melee Melee User 0 1
attack with this weapon.

Heavy stubber 36" Heavy 3 4 0 1 -

Krak grenades 6" Grenade 1 6 -1 D3 -

Missile launcher, Frag


48" Heavy D6 4 0 1 Blast.
missile

Missile launcher, Krak


48" Heavy 1 8 -2 D6 -
missile
Renegade Militia Squad [6 PL, 94pts]
Categories: Faction: Chaos, Renegade Militia Squad, Faction: Renegades and Heretics, Troops, Infantry, Core
Abilities: Covenant of Chaos, Minions of Chaos, Unit: Renegade Militia

Renegade Militia Champion [8pts]


Selections: Autogun, Brutal assault weapon, Krak grenades [2pts]
Unit: Renegade Militia Champion, Weapon: Autogun, Brutal assault weapon, Krak grenades

Renegade Militia Weapon Team (2 models) [27pts]


Selections: 2x Militia Crew [12pts], Missile launcher [15pts]
Unit: Renegade Militia Weapons Team, Weapon: Missile launcher, Frag missile, Missile launcher, Krak missile

Renegade Militia Weapon Team (2 models) [17pts]


Selections: Heavy stubber [5pts], 2x Militia Crew [12pts]
Unit: Renegade Militia Weapons Team, Weapon: Heavy stubber

7x Renegade Militia with Autogun [42pts]


Selections: 7x Autogun
Weapon: Autogun

Abilities Description Ref

Covenant of Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this
Chaos turn, then until that fight is resolved, add 1 to the Strength characteristic of models in this unit.

Minions of If you army is Battle-forged and every model in this unit's Detachment has either the RENEGADES AND
Chaos HERETICS or UNALIGNED keywords, this unit gains the Objective Secured ability.

Unit M WS BS S T W A Ld Save Ref

Renegade Militia 6" 4+ 4+ 3 3 1 1 6 6+

Renegade Militia Champion 6" 4+ 4+ 3 3 1 2 7 6+

Renegade Militia Weapons Team 6" 4+ 4+ 3 3 2 2 6 6+

Weapon Range Type S AP D Abilities Ref

Rapid Fire
Autogun 24" 3 0 1 -
1

Each time the bearer fights, it can make 1 additional


Brutal assault weapon Melee Melee User 0 1
attack with this weapon.

Heavy stubber 36" Heavy 3 4 0 1 -

Krak grenades 6" Grenade 1 6 -1 D3 -

Missile launcher, Frag


48" Heavy D6 4 0 1 Blast.
missile

Missile launcher, Krak


48" Heavy 1 8 -2 D6 -
missile

Flyer [14 PL, 280pts]


Valkyrie [7 PL, 140pts]
Selections: 2x Multiple Rocket Pods, Militarum Multi-laser, Stat Damage (Gunships)
Categories: Aircraft, Faction: Imperium, Faction: Astra Militarum, Faction: Aeronautica Imperialis, Faction: Militarum
Tempestus, Vehicle, Transport, Fly, Valkyries, Faction: Chaos, Flyer, Faction: Renegades and Heretics
Rules: Airborn Assault
Abilities: Airborne, Explodes, Grav Chute Insertion, Hard to Hit, Hover Jet, Supersonic, Stat Damage - M/BS/A: Gunship 1, Gunship 2,
Gunship 3, Unit: Valkyrie, Weapon: Militarum Multi-laser, Multiple Rocket Pod

Abilities Description Ref

You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit
making the charge can Fly. You can only fight with this model if it is within Engagement Range of any
Airborne
enemy units that can Fly, and this model can only make melee attacks against units that can Fly. Enemy
units can only make melee attacks against this model if they can Fly

When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit
Explodes
within 6" suffers D6 mortal wounds.

In your Movement phase, when this Transport model makes a Normal Move, one or more units embarked
within it can disembark at any point during that move. If they do so:

- Models in those units must be set up more than 9" away from any enemy models. Militarum Tempestus
models in those units must be set up more than 6" away from any enemy models.
Grav Chute - If this Transport model moves 20" or more this phase, roll one D6 for each model that disembarks using
Insertion this ability (excluding Militarum Tempestus models( before setting that model up. On a 1, that model is
destroyed.
- Models in those units count as having made a Normal Move this phase they cannon move further this
phase and can never use rules that would allow them to count as Remained Stationary this turn. In
addition, those units cannot declare a charge this turn, but can otherwise act normally (shoot, fight, etc)
this turn.

Hard to Hit Each time a ranged attack is made against this model, subtract 1 from the hit roll.

In your Command phase, this model can hover. If it does so, then until the start of your next Command
Hover Jet
phase, its Move characteristic becomes 20" and it loses the Supersonic and Hard to Hit abilities

Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90°
Supersonic (this does not contribute to how far the model moves), then move this model straight forwards. It cannot
pivot again after the initial pivot.

Stat Damage - M/BS/A Remaining W Movement BS Attacks Ref

Gunship 1 8+ 20-40" 3+ 3

Gunship 2 4-7 20-35" 4+ D3

Gunship 3 1-3 20-30" 5+ 1

Unit M WS BS S T W A Ld Save Ref

Valkyrie * 6+ * 7 7 14 * 7 3+ Codex: Astra Militarum 9E p113

Weapon Range Type S AP D Abilities Ref

Militarum Multi-laser 36" Heavy 4 6 -1 1 -

Multiple Rocket Pod 36" Assault D6 6 -2 1 Blast. Codex: Astra Militarum 9E


Valkyrie [7 PL, 140pts]
Selections: 2x Multiple Rocket Pods, Militarum Multi-laser, Stat Damage (Gunships)
Categories: Aircraft, Faction: Imperium, Faction: Astra Militarum, Faction: Aeronautica Imperialis, Faction: Militarum
Tempestus, Vehicle, Transport, Fly, Valkyries, Faction: Chaos, Flyer, Faction: Renegades and Heretics
Rules: Airborn Assault
Abilities: Airborne, Explodes, Grav Chute Insertion, Hard to Hit, Hover Jet, Supersonic, Stat Damage - M/BS/A: Gunship 1, Gunship 2,
Gunship 3, Unit: Valkyrie, Weapon: Militarum Multi-laser, Multiple Rocket Pod

Abilities Description Ref

You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit
making the charge can Fly. You can only fight with this model if it is within Engagement Range of any
Airborne
enemy units that can Fly, and this model can only make melee attacks against units that can Fly. Enemy
units can only make melee attacks against this model if they can Fly

When this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit
Explodes
within 6" suffers D6 mortal wounds.

In your Movement phase, when this Transport model makes a Normal Move, one or more units embarked
within it can disembark at any point during that move. If they do so:

- Models in those units must be set up more than 9" away from any enemy models. Militarum Tempestus
models in those units must be set up more than 6" away from any enemy models.
Grav Chute - If this Transport model moves 20" or more this phase, roll one D6 for each model that disembarks using
Insertion this ability (excluding Militarum Tempestus models( before setting that model up. On a 1, that model is
destroyed.
- Models in those units count as having made a Normal Move this phase they cannon move further this
phase and can never use rules that would allow them to count as Remained Stationary this turn. In
addition, those units cannot declare a charge this turn, but can otherwise act normally (shoot, fight, etc)
this turn.

Hard to Hit Each time a ranged attack is made against this model, subtract 1 from the hit roll.

In your Command phase, this model can hover. If it does so, then until the start of your next Command
Hover Jet
phase, its Move characteristic becomes 20" and it loses the Supersonic and Hard to Hit abilities

Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90°
Supersonic (this does not contribute to how far the model moves), then move this model straight forwards. It cannot
pivot again after the initial pivot.

Stat Damage - M/BS/A Remaining W Movement BS Attacks Ref

Gunship 1 8+ 20-40" 3+ 3

Gunship 2 4-7 20-35" 4+ D3

Gunship 3 1-3 20-30" 5+ 1

Unit M WS BS S T W A Ld Save Ref

Valkyrie * 6+ * 7 7 14 * 7 3+ Codex: Astra Militarum 9E p113

Weapon Range Type S AP D Abilities Ref

Militarum Multi-laser 36" Heavy 4 6 -1 1 -

Multiple Rocket Pod 36" Assault D6 6 -2 1 Blast. Codex: Astra Militarum 9E

Force Rules
Disembarking Officers: If, in your movement phase, an OFFICER from your army disembarks from a TRANSPORT model, after that OFFICER's unit has
been set up it can issue Orders as if it were your Command phase. However, when doing so, the Regimental Tactics ability does not apply, even if
every model from your army has the ASTRA MILITARUM keyword. Note that an OFFICER model cannot issue Orders in this when disembarking from
a destroyed TRANSPORT model. (Codex: Astra Militarum 9E)

Selection Rules
Airborn Assault: During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do so, 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 any enemy
models. ()

Created with BattleScribe

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