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1500 Pts - Codex: Space Marines

Name # Grp WS BS S T Wo I A Ld Save Cost


HQ: Master of the Forge (1 , 120 pts) Master of the Forge 1 4 5 4 4 2 4 2 10 2+ 120 Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Conversion Beamer; And They Shall Know No Fear; Blessing of the Omnissiah; Bolster Defenses; Combat Tactics; Independent Character Elite: Sternguard Veteran Squad (6 , 195 pts) Sternguard Veteran Squad 4 4 4 4 4 1 4 2 9 3+ 195 (C:SM, pg. 63 & 136); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol (x4); Bolter (x1); Combi- Meltagun (x3); And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod Sergeant 1 4 4 4 4 1 4 2 9 3+ [25] Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol; Bolter; And They Shall Know No Fear; Combat Squads; Combat Tactics Drop Pod 1 Grp: BS: 4 FA: 12 SA: 12 RA: 12 [55] Unit Type: Vehicle (Open-topped); Transport Capacity: 12 models; Deathwind Missile Launcher; Drop Pod Assault; Immobile; Inertial Guidance System Troops: Tactical Squad (6 , 175 pts) Tactical Squad 4 4 4 4 4 1 4 1 8 3+ 175 (C:SM, pg. 59 & 134); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x4); Bolter (x4); And They Shall Know No Fear; Combat Squads; Combat Tactics; Razorback Sergeant 1 4 4 4 4 1 4 2 9 3+ [23] Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; And They Shall Know No Fear; Combat Squads; Combat Tactics Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [85] Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke Launchers; Hunter-killer Missile; Lascannon and TL Plasmagun Troops: Tactical Squad (6 , 175 pts) Tactical Squad 4 4 4 4 4 1 4 1 8 3+ 175 (C:SM, pg. 59 & 134); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x4); Bolter (x4); And They Shall Know No Fear; Combat Squads; Combat Tactics; Razorback Sergeant 1 4 4 4 4 1 4 2 9 3+ [23] Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; And They Shall Know No Fear; Combat Squads; Combat Tactics Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [85] Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke Launchers; Hunter-killer Missile; Lascannon and TL Plasmagun Troops: Tactical Squad (6 , 175 pts) Tactical Squad 4 4 4 4 4 1 4 1 8 3+ 175 (C:SM, pg. 59 & 134); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x4); Bolter (x4); And They Shall Know No Fear; Combat Squads; Combat Tactics; Razorback Sergeant 1 4 4 4 4 1 4 2 9 3+ [23] Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; And They Shall Know No Fear; Combat Squads; Combat Tactics Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [85] Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke Launchers; Hunter-killer Missile; Lascannon and TL Plasmagun

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Name

Grp

WS

BS

Wo

Ld

Save Cost

Troops: Tactical Squad (11 , 210 pts) Tactical Squad 9 4 4 4 4 1 4 1 8 3+ 210 (C:SM, pg. 59 & 134); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x9); Bolter (x8); Meltagun; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod Sergeant 1 4 4 4 4 1 4 2 9 3+ [23] Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; And They Shall Know No Fear; Combat Squads; Combat Tactics Drop Pod 1 Grp: BS: 4 FA: 12 SA: 12 RA: 12 [35] Unit Type: Vehicle (Open-topped); Transport Capacity: 12 models; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System Elite: Terminator Squad (5 , 240 pts) Terminator Squad 4 4 4 4/8 4 1 4/1 2 9 2+/5(i) 240 (C:SM, pg. 64 & 136); Unit Type: Infantry; Power Fist (x2); Storm Bolter (x3); Chain Fist (x2); Assault Cannon; And They Shall Know No Fear; Combat Squads; Combat Tactics Sergeant 1 4 4 4 4 1 4 2 9 2+/5(i) [40] Unit Type: Infantry; Power Weapon; Storm Bolter; And They Shall Know No Fear; Combat Squads; Combat Tactics Fast Attack: Land Speeder Squadron (3 , 210 pts) Land Speeder Squadron 3 Grp: 210 BS: 4 FA: 10 SA: 10 RA: 10 (C:SM, pg. 74 & 139); Unit Type: Vehicle (Skimmer, Fast); Heavy Bolter (x1); Multi-melta (x2); Assault Cannon (x1); Deep Strike
Total Cost: 1500

Option Footnotes Special Rules And They Shall Know No Automatically pass tests to regroup, can test if under 50%, conditions apply (C:SM, pg 51). Fear Blessing of the Omnissiah If in base contact with a damage vehicle during the Shooting phase, may attempt to repair it instead of firing. Bolster Defenses Each Techmarine can bolster a single ruin in your deployment area before the game begins. The ruin's cover save is increased by one for the duration of the game. A ruin can only be bolstered once. Combat Squads A ten-man unit has the option of breaking down into two five-man squads. Combat Tactics A non-fearless Space Marine unit can choose to automatically fail any Morale check it is called upon to take. Deep Strike Unit may arrive by Deep Strike (BRB, pg. 95). Drop Pod Assault At the beginning of your first turn, you must choose half of your Drop Pods to make a Drop Pod Assault. Units making a Drop Pod assault arrive on the player's first turn. The arrival of the remaining Drop Pods is rolled for as normal. A unit that Deep Strikes via Drop Pod cannot assault in the turn it arrives. Immobile A Drop Pod cannot move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilzed damage result. Independent Character (See WH40k, pg. 50.) Inertial Guidance System Should a Drop Pod scatter o top of impassible terrain or another model, reduce the scatter distance by the minimum required in order to avoid the obstacle. Unit Type Unit Type: Infantry Unit Type: Infantry (p.54 WH40k) Unit Type: Vehicle Unit Type: Vehicle (Open-topped) (WH40k, pg. 70) (Open-topped) Unit Type: Vehicle Vehicle (Skimmer, Fast) (WH40k, pp. 70-71) (Skimmer, Fast) Unit Type: Vehicle Unit Type: Vehicle (Tank) (WH40k, pp. 68-69) (Tank) Wargear Artificer Armour Confers a 2+ Armour save. Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E). Hunter-killer Missile Unlimited range, S8; AP3; Heavy 1; One use only; See Wargear, pg. 35. Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K) Power Armour Confers a 3+ Armour Save.
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Searchlight

Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight. Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62). Special Issue Ammunition All bolters in the squad may use any of the following profiles when firing: Dragonfire Bolts: Range: 24"; S4; AP5; Rapid Fire, Ignores Cover Hellfire Rounds: Range: 24"; SX; AP5; Rapid Fire, Poisoned (2+) Kraken Bolts: Range: 30"; S4; AP4; Rapid Fire Vengeance Rounds: Range: 18"; S4; AP3; Rapid Fire, Gets Hot! Terminator Armour Relentless; Cannot perform a Sweeping Advance; 2+ Armour Save and a 5+ Invulnerable Save; May always start the game in reserve and arrive using the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. Weapons Assault Cannon 24" Range; S6; AP4; Heavy 4 Rending Bolt Pistol 12" Range; S4; AP5; Pistol Bolter 24" Range; S4; AP5; Rapid Fire Chain Fist Ignores armour saves, strikes last, doubles strength, 2D6 + strength for AP. Combi- Meltagun 24" Range; S4; AP5; Rapid Fire (Bolter) 12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle) Conversion Beamer Range: up to 18"; S6; AP-; Heavy 1, Blast. Range: 18" to 42"; S8; AP4; Heavy 1, Blast. Range: 42" to 72"; S10; AP1; Heavy 1, Blast. Deathwind Missile Launcher Heavy Bolter Lascannon and TL Plasmagun Meltagun Multi-melta Power Fist Power Weapon Storm Bolter Range: 12"; S5; AP-; Heavy 1, Large Blast 36" Range; S5; AP4; Heavy 3 Lascannon: 48" Range; S9; AP2; Heavy 1. TL Plasmagun: 24" Range; S7; AP2; Rapid Fire, Gets Hot!, Twin-linked. 12" Range; S8; AP1; Assault 1; Melta. 24" Range; S8; AP1; Heavy 1; Melta. Ignores armour saves, increases strength in close combat. Ignores armour saves in close combat (p42 WH40K 5E) 24" Range; S4; AP5; Assault 2

Validation Report c-1. File Version: 1.46 For Bug Reports/www.ab40k.org; b-1. Roster Options: Named or Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter Roster satisfies all enforced validation rules Roster Statistics % Elite: 29 % Fast: 14 % Heavy: 0 % HQ: 8 Model Count: 44 % Troops: 49 % Wargear: 0 Files version: 1.46 Faith Points: 0 Group Min 1 0 2 0 0 Max 2 3 6 3 3 Used 1 2 4 1 0

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Download it for FREE at http://www.wolflair. com!