Unlimited Pts - Space Marines - Unnamed

Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Tac Squad One (11#, 260 Pts)
  Tactical Squad 9 Troops 4 4 4 4 1 4 1 8 3+ 260
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;
Bolt Pistol (x9); Bolter (x7); Frag Grenades; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Flamer; Missile Launcher; Rhino
    Sergeant 1 4 4 4/8 4 1 4/1 2 9 3+ [63]
Bolt Pistol; Frag Grenades; Krak Grenades; Teleport Homer; Power Fist
      Teleport Homer 1 If Terminators wish to teleport within 6" of a model with this, they will not scatter. [0]
    Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Vehicle (Tank); Ten model capacity; Repair.
;
Searchlight; Smoke Launchers; Storm Bolter; Extra Armor
Troops: Tac Squad Two (11#, 260 Pts)
  Tactical Squad 9 Troops 4 4 4 4 1 4 1 8 3+ 260
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;
Bolt Pistol (x9); Bolter (x7); Frag Grenades; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Flamer; Missile Launcher; Rhino
    Sergeant 1 4 4 4/8 4 1 4/1 2 9 3+ [63]
Bolt Pistol; Frag Grenades; Krak Grenades; Teleport Homer; Power Fist
      Teleport Homer 1 If Terminators wish to teleport within 6" of a model with this, they will not scatter. [0]
    Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Vehicle (Tank); Ten model capacity; Repair.
;
Searchlight; Smoke Launchers; Storm Bolter; Extra Armor
Troops: Tac Squad There (11#, 245 Pts)
  Tactical Squad 9 Troops 4 4 4 4 1 4 1 8 3+ 245
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;
Bolt Pistol (x9); Bolter (x7); Frag Grenades; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Flamer; Missile Launcher; Rhino
    Sergeant 1 4 4 4/8 4 1 4/1 2 9 3+ [48]
Bolt Pistol; Frag Grenades; Krak Grenades; Power Fist
    Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Vehicle (Tank); Ten model capacity; Repair.
;
Searchlight; Smoke Launchers; Storm Bolter; Extra Armor
HQ: Space Marine Chapter Master (1#, 200 Pts)
  Space Marine Chapter Master 1 Grp: HQ 200
Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character; Orbital Bombardment.
;
...in Power Armour
    ...in Power Armour 1 6 5 4 4 3 5 3/4 10 2+/4(i) [200]
Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character; Orbital Bombardment.
;
Frag Grenades; Iron Halo; Krak Grenades; Plasma Pistol (x1); Power Sword (x1); Melta Bombs; Artificer Armour; Jump Pack
Fast Attack: Assault Squad (5#, 140 Pts)
  Assault Squad 4 Fast 4 4 4 4 1 4 1/2 8 3+ 140
(Jump) Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;
Bolt Pistol (x3); Chainsword (x4); Frag Grenades; Jump Packs; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Plasma Pistol
    Jump Packs 1 The model moves as Jump Infantry. May be held in reserve and arrive via Deep Strike. [0]
    Sergeant 1 4 4 4/8 4 1 4/1 2 9 3+ [53]
Bolt Pistol; Frag Grenades; Jump Packs; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Power Fist
      Jump Packs 1 The model moves as Jump Infantry. May be held in reserve and arrive via Deep Strike. [0]
Elite: Terminator Squad (5#, 230 Pts)
  Terminator Squad 4 Elite 4 4 4/8 4 1 4/1 2 9 2+/5(i) 230
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
;
Power Fist (x4); Storm Bolter (x3); Terminator Armour; Assault Cannon
    Terminator Armour 1 Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via 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. [0]
    Sergeant 1 4 4 4 4 1 4 2 9 2+/5(i) [40]
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.; Power Sword; Storm Bolter; Terminator Armour
      Terminator Armour 1 Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via 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. [0]
Heavy Support: Predator (1#, 165 Pts)
  Predator 1 Grp: Heavy BS: 4 FA: 13 SA: 11 RA: 10 165
Vehicle (Tank).
;
Searchlight; Smoke Launchers; Twin Linked Lascannon; Lascannon
Total Cost: 1500

Option Footnotes
Wargear
Artificer Armour Confers a 2+ Armour save.
Assault Cannon 24" Range; S6; AP4; Heavy 4 Rending
Bolt Pistol 12" Range; S4; AP5; Pistol
Bolter 24" Range; S4; AP5; Rapid Fire
Chainsword If used with another close combat weapon, +1 attack in close combat.
Extra Armor Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34.
Flamer Template; S4; AP5; Assault 1
Frag Grenades Fight simultaneously with troops in cover (p36 WH40K 5E)
Iron Halo Confers a 4+ Invulnerable save.
Jump Pack Jump Infantry; May be held in reserve and arrive via Deep Strike.
Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K)
Lascannon 48" Range; S9; AP2; Heavy 1
Melta Bombs One attack with 8+2D6 AP (exceptions apply p72 WH40K)
Missile Launcher Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
Plasma Pistol 12" Range; S7; AP2; Pistol; Gets Hot!
Power Fist Ignores armour saves, increases strength in close combat.
Power Sword Ignores armour saves in close combat (p42 WH40K 5E)
Searchlight Searchlights are only of use in missions where the Night Fighting special rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having fired at that unit, will illuminate it with the searchlight. For the rest of the Shooting phase any other friendly unit that fires at the illuminated target 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. See Wargear, pg. 36.
Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire in the same turn it used its smoke launchers, but any penetrating hits score by the enemy in their next Shooting phase counts as glancing hits. After the enemy's next turn, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if it suffers a Crew Shaken or Crew Stunned result. See Wargear, pg. 36.
Storm Bolter 24" Range; S4; AP5; Assault 2
Teleport Homer If Terminators wish to teleport within 6" of a model with this, they will not scatter.
Terminator Armour Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via 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.
Twin Linked Lascannon 48" Range; S9; AP2; Heavy 1 Linked

Validation Report
Core/Expansion Lists: Core Lists; Roster Options: Special Characters; Scenario: Normal Mission; 1. Chapter: Codex Chapter
Roster satisfies all enforced validation rules

Roster Statistics
% Elite: 15.3
% Fast: 9.3
% Heavy: 11.0
% HQ: 13.3
Model Count: 45
% Troops: 51.0
% Wargear: 0.0
Files version: 1.31
Faith Points: 0

Group Min Max Used
HQ 1 2 1
Elite 0 3 1
Troops 2 6 3
Fast 0 3 1
Heavy 0 3 1

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