1500 Pts - Chaos Army Fallen Angels

Unit Name ## WS BS St To Wo In At Ld Save Cost
Vospors the Mighty (MiChm) 1 5 5 4 4 2 5 3 10 2+ 102
Chaos Armour; Sorcerer's Staff; Bolter; Mark of Tzeentch
  Disc of Tzeentch Move 12", ignoring terrain. Flee & pursue 3D6". If the model finishes a move in terrain, roll a D6- on a 1 it is removed as a casualty. [10]
Cypher 1 5 6 4 4 3 8 3 10 3+ 307
The 'And They Shall Know No Fear' rule applies to Cypher and his retinue. If Cypher is killed, he has an additional 4+ Invulnerable save on 3D6- if he fails he is killed, if he passes he disappears (no VP awarded). If Cypher joins a squad, roll a D6 for it at the start of the turn; on a 1 it can do nothing (Cypher and his retinue of Fallen Angels are not affected). Can fire both weapons as normal in shooting phase! All members of the Deathwing must move 6" toward Cypher in their movement phase.; Powered Armour; Mst.C. Plasma Pistol; Mstr.Cr. Bolt Pistol; Power Weapon
  Veterans 4 4 4 4 4 1 4 1/2* 9 3+ [156]
Infiltrate if allowed.; Bolter (x2); Meltagun (x1); Plasma Pistol & CCW (x1)
    Jenifius (AsChm) 1 4 4 4 4 1 4 2/3 10 3+ [69]
Powered Armour; Plasma Pistol; Power Weapon; Mark of Chaos Undivided
      Chaos Spiky Bitz Re-roll up to one missed hand-to-hand attack per turn. [5]
      Frag Grenades When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). [1]
Chaos Space Marines 9 4 4 4 4 1 4 1/2 9 3+ 241
Bolt Pistol / CCW (x8); Flamer (x1)
  Sarjinus (AsChm) 1 4 4 4 4 1 4 2/3 10 3+ [45]
Powered Armour; Close-Combat Weapon; Plasma Pistol; Mark of Chaos Undivided
  Chaos Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [58]
Carries up to 10 Chaos Space Marines, but no Terminators. If a model inside the vehicle is Possessed by a Greater Daemon, it disembarks.; Combi-Bolter
    Smoke Launchers All hits are glancing blows. Vehicle cannot fire. Lasts one turn. [3]
    Extra Armour Counts "Crew Stunned" results as "Crew Shaken". [5]
Chaos Space Marines 9 4 4 4 4 1 4 1 9 3+ 181
Bolter (x7); Missile Launcher (x1); Plasma Rifle (x1)
  Tininus (AsChm) 1 4 4 4 4 1 4 2 10 3+ [30]
Powered Armour; Close-Combat Weapon; Bolter; Mark of Chaos Undivided
Chaos Space Marines 5 4 4 4 4 1 4 1 9 3+ 116
Bolter (x3); Heavy Bolter (x1); Plasma Rifle (x1)
  Calidonus (AsChm) 1 4 4 4 4 1 4 2 10 3+ [30]
Powered Armour; Close-Combat Weapon; Bolter; Mark of Chaos Undivided
Chaos Space Marines 5 4 4 4 4 1 4 1 9 3+ 178
Bolter (x4); Flamer (x1)
  Groomis (AsChm) 1 4 4 4 4 1 4 2/3 10 3+ [45]
Powered Armour; Close-Combat Weapon; Plasma Pistol; Mark of Chaos Undivided
  Chaos Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [55]
Carries up to 10 Chaos Space Marines, but no Terminators. If a model inside the vehicle is Possessed by a Greater Daemon, it disembarks.; Combi-Bolter
    Extra Armour Counts "Crew Stunned" results as "Crew Shaken". [5]
Chaos Havocs 9 4 4 4 4 1 4 1 9 3+ 245
Bolter (x6); Heavy Bolter (x1); Lascannon (x1); Missile Launcher (x1)
  Griksis (AsChm) 1 4 4 4 4 1 4 2 10 3+ [40]
Powered Armour; Combi-Flamer; Mark of Chaos Undivided
Chaos Predator 1 BS: 4 Front: 13 Side: 11 Rear: 10 130
2 Sponson Heavy Bolters; Turret Twin Lascannon
Option Footnotes:
  2 Sponson Heavy Bolters 2 sponsons: 36" R, S5, AP4, Heavy 3.
  Bolt Pistol 12"R, S4, AP5, Pistol.
  Bolter 24"R, S4, AP5, Rapid Fire.
  CC Weapon +1A if used with another CCW / pistol.
  Chaos Armour 2+ saving throw.
  Combi-Bolter 24" R, S4, AP5, Rapid Fire, Linked.
  Combi-Flamer Bolter (24" R, S4, AP5, Rapid Fire) or Flamer (Template, S4, AP5, Assault 1). Flamer is one-shot.
  Flamer Template, S4, AP5, Assault 1.
  Heavy Bolter 36"R, S5, AP4, Heavy 3.
  Lascannon 48" R, S9, AP2, Heavy 1.
  Linked Lascannon 48" R, S9, AP2, Heavy 1, Linked.
  Mark of Chaos Undivided Re-roll failed morale checks.
  Mark of Tzeentch Model automatically passes all psychic tests.
  Meltagun 12"R, S8, AP1, Assault 1. +D6 AP at 6".
  Missile Launcher 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast).
  Mst.C. Plasma Pistol 12" R, S7, AP2, Pistol. Re-roll 1 failed "to hit" dice per turn. Overheats- if you roll a '1' to hit, make a save or take a wound.
  Mstr.Cr. Bolt Pistol 12" R, S4, AP5, Pistol. Re-roll 1 failed "to hit" dice per turn.
  Plasma Pistol 12"R, S7, AP2, Pistol. Overheats: If you roll a 1 to hit, make a save or take a wound.
  Plasma Rifle 24"R, S7, AP2, Rapid Fire. Overheats - if you roll a 1 to hit, make a save or take a wound.
  Power Weapon No armour save in close combat.
  Powered Armour 3+ saving throw.
  Sorcerer's Staff Adds D6" to the range of psychic powers (but not Stream of Corruption).
Total Army Cost: 1500 Pts.
Notes:
Daemon summoning: From the second turn on, roll a D6 at the start of your Assault phase. On a 4+ (2nd turn), 3+ (3rd) or 2+ (4th+) the Daemons appear. They immediately Deep Strike in (with the Ordnance template placed in base contact with a Chaos model then scattered as normal), but may make Assault moves the turn they arrive.

Models in Army: 52


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 1 1 102 1398 6%
Elite (<=3unit) 1 2 307 1193 20%
Troops (>=2unit <=6unit) 4 2 716 784 47%
Fst. Atck. (<=3unit) 0 3 0 1500 0%
Hvy. Supp. (<=3unit) 2 1 375 1125 25%
Other (N/A) 0 n/a 0 1500 0%
Equipment Summary 6 n/a 29 n/a 1%

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