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4068 Pt. UltraMarines Army Battle Company V

Unit Name ## WS BS St To Wo In At Ld Armor Cost
Captain Sicarius (FComm) 1 5 5 4 4 3 5 4/5 10 2+/4(I)+ 553
Artificer Armour
Terminator Honours
Plasma Pistol
Power Weapon
  Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle. [15]
  Iron Halo 4+ invulnerable save. [25]
  Krak Grenades When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6. [2]
  Frag Grenades Fight simultaneosly with troops in cover. Models with Power Fists still go last. [1]
  Auspex If Infiltrators set up within 4d6" of a unit with an Auspex, the unit can fire once at the Infiltrators before the battle begins. [2]
  Command Squad 2 4 4 4 4 1 4 1 9 3+ [383]
Bolter (x1)
Plasma Rifle (x1)
Frag Grenades
Krak Grenades
    Apothecary 1 4 4 4 4 1 4 2/3 9 3+ [111]
Terminator Honours
Frag Grenades
Krak Grenades
Plasma Pistol
Power Weapon
      Narthecium Ignore first failed saving throw in unit every turn. May not be used if the Apothecary is in base-to-base contact with an enemy model. Cannot negate hits from S >= 2*T. [25]
      Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle. [15]
      Reductor For every dead Space Marine, the Space Marine player gets 1VP at the end of the battle. [5]
    Standard Bearer 1 4 4 4/8 4 1 4 2/3 9 3+ [136]
Terminator Honours
Frag Grenades
Krak Grenades
Plasma Pistol
Power Fist
      Chapter Banner Once per battle, +1 attack within 2d6" for one turn. +1 combat resolution to all Space Marine units within 6". If the banner bearer is killed in hand-to-hand, the enemy who killed him uses the standard from then on. [60]
    Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [88]
Frag Grenades
Krak Grenades
Plasma Pistol
Power Weapon
      Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle. [15]
      Bionics If the model is killed, roll a D6 at the start of next turn; if a 6 is rolled, he gets back up with one wound left. [10]
Dreadnought 1 4 4 6/10 - - 4 2 - 12/12/10 114
Walker.
Dread. CC Weapon
Storm Bolter
Assault Cannon
  Searchlight Allows one enemy unit to be fired at by any other Space Marines in range and with line of sight. Vehicle can then be fired on by any enemy unit. [1]
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
  Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Tactical Squad 9 4 4 4 4 1 4 1 8 3+ 264
Bolter (x7)
Lascannon (x1)
Plasma Rifle (x1)
Frag Grenades
Krak Grenades
  Rhino APC 1 - 4 - - - - - - 11/11/10 [63]
Carries up to 10 Space Marines. Tank.
Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    Dozer Blade Re-roll failed terrain test if move < 6". [5]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [18]
Bolt Pistol & CCWep.
Frag Grenades
Krak Grenades
Tactical Squad 9 4 4 4 4 1 4 1 8 3+ 268
Bolter (x7)
Lascannon (x1)
Meltagun (x1)
Frag Grenades
Krak Grenades
  Rhino APC 1 - 4 - - - - - - 11/11/10 [63]
Carries up to 10 Space Marines. Tank.
Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    Dozer Blade Re-roll failed terrain test if move < 6". [5]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [18]
Bolt Pistol & CCWep.
Frag Grenades
Krak Grenades
Tactical Squad 9 4 4 4 4 1 4 1 8 3+ 264
Bolter (x7)
Lascannon (x1)
Flamer (x1)
Frag Grenades
Krak Grenades
  Rhino APC 1 - 4 - - - - - - 11/11/10 [63]
Carries up to 10 Space Marines. Tank.
Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    Dozer Blade Re-roll failed terrain test if move < 6". [5]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [18]
Bolt Pistol & CCWep.
Frag Grenades
Krak Grenades
Tactical Squad 5 4 4 4 4 1 4 1 8 3+ 187
Bolter (x3)
Missile Launcher (x1)
Flamer (x1)
Frag Grenades
Krak Grenades
  Rhino APC 1 - 4 - - - - - - 11/11/10 [63]
Carries up to 10 Space Marines. Tank.
Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    Dozer Blade Re-roll failed terrain test if move < 6". [5]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [18]
Bolt Pistol & CCWep.
Frag Grenades
Krak Grenades
Tactical Squad 5 4 4 4 4 1 4 1 8 3+ 174
Bolter (x3)
Missile Launcher (x1)
Flamer (x1)
Frag Grenades
Krak Grenades
  Rhino APC 1 - 4 - - - - - - 11/11/10 [50]
Carries up to 10 Space Marines. Tank.
Storm Bolter
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [18]
Bolt Pistol & CCWep.
Frag Grenades
Krak Grenades
Tactical Squad 4 4 4 4 4 1 4 1 8 3+ 169
Bolter (x2)
Missile Launcher (x1)
Flamer (x1)
Frag Grenades
Krak Grenades
  Rhino APC 1 - 4 - - - - - - 11/11/10 [63]
Carries up to 10 Space Marines. Tank.
Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    Dozer Blade Re-roll failed terrain test if move < 6". [5]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [18]
Bolt Pistol & CCWep.
Frag Grenades
Krak Grenades
Attack Bike 1 4 4 4 5 1 4 2 8 2+ 54
Move 12". If model enters difficult terrain, roll a D6- on a 1 he crashes and is removed. Flee & Pursue 3d6".
Twin Bolter & 2 Bolt P. (x1)
Heavy Bolter (x1)
Blind Grenades
Bike Squad 4 4 4 4 5 1 4 1 8 3+ 206
Move 12". If model enters difficult terrain, roll a D6- on a 1 he crashes and is removed. Flee & Pursue 3d6".
Twin Bolter
Bolt Pistol (x2)
Plasma Rifle (x2)
Blind Grenades
  Sergeant 1 4 4 4 5 1 4 1 8 3+ [38]
Twin Bolter
Bolt Pistol
Blind Grenades
Bike Squad 4 4 4 4 5 1 4 1 8 3+ 206
Move 12". If model enters difficult terrain, roll a D6- on a 1 he crashes and is removed. Flee & Pursue 3d6".
Twin Bolter
Bolt Pistol (x2)
Plasma Rifle (x2)
Blind Grenades
  Sergeant 1 4 4 4 5 1 4 1 8 3+ [38]
Twin Bolter
Bolt Pistol
Blind Grenades
Bike Squad 4 4 4 4 5 1 4 1 8 3+ 206
Move 12". If model enters difficult terrain, roll a D6- on a 1 he crashes and is removed. Flee & Pursue 3d6".
Twin Bolter
Bolt Pistol (x2)
Plasma Rifle (x2)
Blind Grenades
  Sergeant 1 4 4 4 5 1 4 1 8 3+ [38]
Twin Bolter
Bolt Pistol
Blind Grenades
Assault Squad 8 4 4 4 4 1 4 1/2** 8 3+ 325
Bolt Pistol & CCWep. (x6)
Plasma P. & CC Wep. (x2)
Blind Grenades
Frag Grenades
Krak Grenades
Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
Jump Packs
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [35]
Bolt Pistol & CCWep.
Blind Grenades
Frag Grenades
Krak Grenades
Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
Jump Packs
Assault Squad 5 4 4 4 4 1 4 1/2** 8 3+ 220
Bolt Pistol & CCWep. (x3)
Plasma P. & CC Wep. (x2)
Blind Grenades
Frag Grenades
Krak Grenades
Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
Jump Packs
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [35]
Bolt Pistol & CCWep.
Blind Grenades
Frag Grenades
Krak Grenades
Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
Jump Packs
Land Speeder 'Typhoon' 1 - 4 - - - - - - 10/10/10 75
Fast, Skimmer.
Heavy Bolter
Typhoon Missile
Land Speeder Squadron 3 - 4 - - - - - - 10/10/10 165
Fast, Skimmer.
Heavy Bolter (x2)
Multi-Melta (x1)
Land Speeder 1 - 4 - - - - - - 10/10/10 65
Fast, Skimmer.
Multi-Melta (x1)
Devastator Squad 8 4 4 4 4 1 4 1 8 3+ 338
Bolter (x4)
Plasma Cannon (x4)
  Rhino APC 1 - 4 - - - - - - 11/11/10 [63]
Carries up to 10 Space Marines. Tank.
Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    Dozer Blade Re-roll failed terrain test if move < 6". [5]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [15]
Bolt Pistol & CCWep.
Devastator Squad 4 4 4 4 4 1 4 1 8 3+ 215
Plasma Cannon (x4)
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [15]
Bolt Pistol & CCWep.
Option Footnotes:
  Assault Cannon 24"R, S6, AP4, Heavy 3.
  Bolt Pistol 12"R, S4, AP5, Pistol.
  Bolter 24"R, S4, AP5, Rapid Fire.
  Close Combat Weapon +1A if used with another Pistol or Close Combat Weapon.
  Flamer Template, S4, AP5, Assault 1.
  Heavy Bolter 36"R, S5, AP4, Heavy 3.
  Lascannon 48"R, S9, AP2, Heavy 1.
  Melta-Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  Meltagun 12"R, S8, AP1, +D6 AP at 6".
  Missile Launcher 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast).
  Multi-Melta 24"R, S8, AP1, Heavy 1, +D6 AP at 12".
  Plasma Cannon 36"R, S7, AP2, Heavy 1 Blast. Overheats- if you roll a '1' to hit, make a save or take a wound.
  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 Fist Always go last. No armour save. Doubles srength.
  Power Weapon No armour save in close combat.
  Storm Bolter 24"R, S4, AP5, Assault 2.
  Twin Bolter 24"R, S4, AP5, Rapid Fire, Linked. Always fires as if stationary.
  Dread. CC Weapon No armour save. If destroyed, use S before the /.
  Artificer Armour 2+ armour save.
  Typhoon Missile 48"R, S5, AP5, Heavy 1 Blast, Linked.
  Blind Grenades Use instead of Shooting. Unit counts as in 5+ cover for one full turn. You can't assault if you use Blind Grenades in the shooting phase.
  Frag Grenades When attacking troops in cover, both sides go simultaneosly. Power Fists still go last.
  Krak Grenades May be used against vehicles and immobile Dreadnoughts. One attack per model, 6+D6 AP.
  Jump Packs Move 12", ignoring terrain. Deep Strike if allowed. If model ends in difficult terrain, roll a D6- on a 1 it crashes and is removed. Flee & pursue 3d6".
Total Army Cost: 4068 Pts.
Notes:
And They Shall Know No Fear: Space Marines always regroup if they fall back, even if they've taken 50% casualties. They may act normally on the turn after they rally. If pursued and caught, they auto-rally and the enemy is treated as making a Sweeping Advance into them.
Drop pods: At the start of a battle where the Deep Strike rules are allowed, you can declare that your Space Marines are all using Drop Pods to deploy. Any model in Powered, Terminator or Artificer armour, and Scouts, Dreadnoughts and Land Speeders must deploy using the Deep Strike rules. Any other models stay on board ship and are not used in the game.

Total Models: 111

Validation Results:
Composition group 'Fst. Atck.' is not within valid range (0-3).

Troop Type Count Points Unused Percent
HQ (1 - 2) 1 553 n/a 13%
Elite (0 - 3) 1 114 n/a 2%
Troops (2 - 6) 6 1326 n/a 32%
Fst. Atck. (0 - 3) 9 1522 n/a 37%
Hvy. Supp. (0 - 3) 2 553 n/a 13%
Equipment Summary 32 262 n/a 6%

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