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2000 Pts - Space Marines

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


Elite: Sternguard Veteran Squad (11 , 335 pts)
Sternguard Veteran 9 4 4 4 4 1 4 2 9 3+ 335
Squad Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol
(x9); Combi- Meltagun (x9); And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod
Sergeant 1 4 4 4 4 1 4 2 9 3+ [30]
Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolter;
Combi- Meltagun (x1); 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
HQ: Forgefather Vulkan He'stan (1 , 190 pts)
Forgefather Vulkan 1 6 5 4 4 3 5 3 10 2+/3 190
He'stan (i) Weapons; Kesare's Mantle;
Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Digital
Bolt Pistol; Gauntlet of the Forge; Spear of Vulkan; And They Shall Know No Fear; Chapter Tactics;
Combat Tactics; Independent Character
Kesare's Mantle 1 Confers a 3+ Invulnerable Save. [0]
Elite: Terminator Assault Squad (11 , 660 pts)
Terminator Assault 9 4 4 4/8 4 1 4/1 2 9 2+/3 660
Squad Unit Type: Infantry; Thunder Hammer & Storm Shield (x9); And They Shall (i) Know No Fear; Combat
Squads; Combat Tactics; Land Raider Crusader
Sergeant 1 4 4 4/8 4 1 4/1 2 9 2+/3 [40]
Unit Type: Infantry; Thunder Hammer & Storm Shield (x1); And They Shall (i) Know No Fear; Combat
Squads; Combat Tactics
Land Raider 1 Grp: BS: 4 FA: 14 SA: 14 RA: 14 [260]
Crusader Unit Type: Vehicle (Tank); Transport Capacity: 16 models; Access Points: 3; Frag Assault Launchers;
Searchlight; Smoke Launchers; Multi-Melta; 2x Hurricane Bolters; Twin Linked Assault Cannon; Assault
Vehicle; Power of the Machine Spirit
Troops: Tactical Squad (6 , 165 pts)
Tactical Squad 4 4 4 4 4 1 4 1 8 3+ 165
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 [75]
Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke
Launchers; Twin Linked Assault Cannon
Troops: Tactical Squad (6 , 165 pts)
Tactical Squad 4 4 4 4 4 1 4 1 8 3+ 165
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 [75]
Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke
Launchers; Twin Linked Assault Cannon
HQ: Space Marine Librarian (1 , 150 pts)
Space Marine Librarian 1 150
Unit Type: Infantry; ...in Power Armour; Epistolary; And They Shall Know No Fear; Combat Tactics;
Independent Character; Psyker; The Avenger; The Gate of Infinity
...in Power Armour 1 5 4 4 4 2 4 2/3 10 3+ [100]
Frag Grenades; Krak Grenades; Power Armour; Psychic Hood; Bolt Pistol; Force Weapon

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Name # Grp WS BS S T Wo I A Ld Save Cost
Heavy Support: Thunderfire Cannon (1 , 100 pts)
Thunderfire Cannon 1 100
Unit Type: Artillery; Thunderfire Cannon
Techmarine Gunner 1 4 4 4 4 1 4 1+2 8 2+ [0]
Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Servo Harness; Bolt Pistol;
Thunderfire Cannon; And They Shall Know No Fear; Blessing of the Omnissiah; Bolster Defenses; Combat
Tactics; Independent Character; Servo Harness
Elite: Ironclad Dreadnought (2 , 185 pts)
Ironclad Dreadnought 1 Grp: WS: 4 BS: 4 St: 6/10 In: 4 At: 2/3 FA: 13 SA: 13 RA: 10 185
Unit Type: Vehicle (Walker); Extra Armor; Searchlight; Smoke Launchers; Dreadnought CCW; Seismic
Hammer; Heavy Flamer; Heavy Flamer; Move Through Cover; Drop Pod
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
Fast Attack: Land Speeder Squadron (1 , 50 pts)
Land Speeder 1 Grp: BS: 4 FA: 10 SA: 10 RA: 10 50
Squadron Unit Type: Vehicle (Skimmer, Fast); Heavy Flamer (x1); Deep Strike
Total Cost: 2000

Option Footnotes
Psychic Powers
The Avenger Range: Template; S5; AP3; Assault 1
The Gate of Infinity Used at the beginning of the Librarian's Movement Phase. The Librarian and any unit he is with are
removed from the tabletop and placed back anywhere within 24" via the Deep Strike rules. if alone, there is
no risk, but if he is with a unit if the attempt scatters and a double is rolled one member of the unit is
claimed by the warp as a casualty.
Special Rules
And They Shall Know No Automatically pass tests to regroup, can test if under 50%, conditions apply (p74 WH40K)
Fear
Assault Vehicle Models disembarking from any access point can launch an assault on any turn they do so. A unit that Deep
Strikes within a Land Raider cannot assault in the turn it arrives.
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.
Chapter Tactics Units may exhange Combat Tactics special rule.
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.
Move Through Cover Roll an additional D6 when moving through cover, conditions apply (p75 WH40K 5E)
Power of the Machine The vehicle can fire one more weapon than would normally be permitted. In addition, this weapon can be
Spirit fired at a different target unit to an other weapons, subject to the normal rules for shooting. Therefore, a
vehicle that has moved at combat speed may fire two weapons, and a vehicle that has either moved at
cruising speed, or has suffered a 'Crew Stunned' or 'Crew Shaken' result can fire a single weapon.
Psyker Psykers can use one psychic power per player turn (WH40K, pg. 50).
Upgrades
Epistolary Allows the use of up to two Psychic Powers per turn.

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Unit Type
Unit Type: Artillery Unit Type: Artillery (p.55 WH40k)
1) Armour Rating 10. Any Penetrating or glancing hits wil Destroy the gun. if Crew are killed, the gun is
removed.
2) Move as Infantry.
3) One crewmen must be within 2" of gun, to shoot.
4) Ranges are from Gun model. Gun and 1 crewman must have LOS to fire (if not a Guess Weapon).
5) Hit as Normal for Template/Blast markers. Otherwise shots are randomized between crew and Gun. Roll
D6 (1-4 Crew, 5-6 Gun).
6) May not assault if gun are still presant.
7) Guns and Crew take random assault hits.
8) If Only guns are assaulted, hits are automatic.
9) Only Engaged crew can fight in an assault.
10) Fall-back as Infantry. if subject to sweeping advance, unit automaticly loses Inititive and is wiped out, if
guns are still viable.
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 Unit Type: Vehicle (Skimmer, Fast) (WH40k, pp. 70-71)
(Skimmer, Fast)
Unit Type: Vehicle Unit Type: Vehicle (Tank) (WH40k, pp. 68-69)
(Tank)
Unit Type: Vehicle Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)
(Walker)
Wargear
Artificer Armour Confers a 2+ Armour save.
Digital Weapons May re-roll a single failed roll to wound in each Assault Phase.
Extra Armor Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew
Shaken result instead.
Frag Assault Launchers See C:SM, pg. 82.
Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K
5E).
Kesare's Mantle Confers a 3+ Invulnerable Save.
Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K)
Multi-Melta 24" Range; S8; AP1; Heavy 1; Melta.
Power Armour Confers a 3+ Armour Save.
Psychic Hood Allows Librarian to nullify Psychic attacks by opponent.
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.
Servo Harness Two extra Close Combat attacks made at Strength 8 and Initiative 1, ignoring Armour Saves.
Plasma cutter fired as a Twin-linked plasma pistol, but cannot be used in CC.
Flamer
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
2x Hurricane Bolters Three weapons, each Range: 24"; S4; AP5; Rapid Fire, Twin Linked.
Bolt Pistol 12" Range; S4; AP5; Pistol
Bolter 24" Range; S4; AP5; Rapid Fire
Combi- Meltagun 24" Range; S4; AP5; Rapid Fire (Bolter)
12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle)
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Dreadnought CCW Strength 10; Ignores armour saves in close combat.
Force Weapon Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if
you pass, it dies. Use against one model per combat round. (p50 WH40K 5E)
Gauntlet of the Forge Range; Template; S5; AP4; Assault 1; No Cover Saves.
Heavy Flamer Template; S5; AP4; Assault 1
Seismic Hammer Dreadnought CCW which adds +1 on the Vehicle Damage chart.
Spear of Vulkan Master-crafted Relic Blade.
Storm Bolter 24" Range; S4; AP5; Assault 2
Thunder Hammer & Doubles Strength, ignores Armour Saves; Always strikes at Initiative 1. Any model wounded may not
Storm Shield attack again until Initiative 1 blows are struck in the next Assault phase. Vehicles hit are considered Crew
Shaken as well as whatever else happens. 3+ Invulnerable Save.
Thunderfire Cannon May choose one of the following options when firing, See C:SM, pg. 73:
Surface Detonation: Range: 60"; S6; AP5; Heavy 4, Blast.
Airburst: Range: 60"; S5; AP6; Heavy 4, Blast, Ignores Cover.
Subterranean Blast: Range: 60"; S4; AP-; Heavy 4, Blast, Tremor.
Twin Linked Assault 24" Range; S6; AP4; Heavy 4 Rending Linked
Cannon

Validation Report
c-1. File Version: 1.11a For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1.
Chapter: Codex Chapter
Roster satisfies all enforced validation rules

Roster Statistics
% Elite: 59.0
% Fast: 2.5
% Heavy: 5.0
% HQ: 17.0
Model Count: 40
% Troops: 16.5
% Wargear: 0.0
Files version: 1.11
Faith Points: 0

Group Min Max Used


1 2 2
0 3 3
2 6 2
0 3 1
0 3 1

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