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0 Pt. UltraMarines Army Heavy Detachment of Battle Company V

Unit Name ## WS BS St To Wo In At Ld Armor Cost
Force Commander 1 5 5 4 4 3 5 4/5 10 2+/4(I)+ 713
Artificer Armour
Terminator Honours
Plasma Pistol
Power Weapon
  Iron Halo 4+ invulnerable save. [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]
  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]
  Command Squad 7 4 4 4 4 1 4 2 9 3+ [545]
Terminator Honours
Bolter (x5)
Lascannon (x1)
Plasma Rifle (x1)
Frag Grenades
Krak Grenades
    Apothecary 1 4 4 4 4 1 4 2/3 9 3+ [106]
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 9 3+ [93]
Terminator Honours
Frag Grenades
Krak Grenades
Power Fist
Bolter
      Sacred Standard +1 bonus to combat resolution within 6". [20]
      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]
    Veteran Sergeant 1 4 4 4 4 1 4 2 9 3+ [88]
Frag Grenades
Krak Grenades
Plasma Pistol
Bolter-Meltagun
      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]
Librarian 1 5 5 4 4 2 5 4 9 2+ 180
Psychic Power: Smite: Use instead of shooting in the Shooting Phase. 12"R, S4, AP2, Assault 1, Blast.
Artificer Armour
Terminator Honours
Force Weapon
Bolter
  Psychic Hood After an opponent has sucessfuly made a Psychic test, both players calculate Ld+1d6 (if you're trying to negate it). If the Librarian's score is higher, the power is nullified and not used. [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]
  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]
Dreadnought 1 4 4 6/10 - - 4 2 - 12/12/10 114
Walker.
Dread. CC Weapon
Storm Bolter
Assault Cannon
  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]
  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]
Tactical Squad 9 4 4 4 4 1 4 1 8 3+ 331
Bolter (x7)
Lascannon (x1)
Plasma Rifle (x1)
Frag Grenades
Krak Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [85]
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]
    Purity Seals If the model (and unit he is with) falls back, roll an extra D6 and pick the best 2 (for your own definition of 'best'). [5]
    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]
  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]
Tactical Squad 9 4 4 4 4 1 4 1 8 3+ 331
Bolter (x7)
Lascannon (x1)
Plasma Rifle (x1)
Frag Grenades
Krak Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [85]
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]
    Purity Seals If the model (and unit he is with) falls back, roll an extra D6 and pick the best 2 (for your own definition of 'best'). [5]
    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]
  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]
Assault Squad 9 4 4 4 4 1 4 1/2** 8 3+ 425
Bolt Pistol & CCWep. (x7)
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
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [100]
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
Plasma Pistol
Power Weapon
    Purity Seals If the model (and unit he is with) falls back, roll an extra D6 and pick the best 2 (for your own definition of 'best'). [5]
    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]
Land Speeder 1 - 4 - - - - - - 10/10/10 50
Fast, Skimmer.
Heavy Bolter (x1)
Devastator Squad 9 4 4 4 4 1 4 1 8 3+ 344
Bolter (x5)
Plasma Cannon (x4)
  Veteran Sergeant 1 4 4 4 4 1 4 2 9 3+ [69]
Power Weapon
Bolter
    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]
    Purity Seals If the model (and unit he is with) falls back, roll an extra D6 and pick the best 2 (for your own definition of 'best'). [5]
    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]
Devastator Squad 9 4 4 4 4 1 4 1 8 3+ 354
Bolter (x5)
Plasma Cannon (x4)
  Veteran Sergeant 1 4 4 4/8 4 1 4 2 9 3+ [79]
Power Fist
Bolter
    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]
    Purity Seals If the model (and unit he is with) falls back, roll an extra D6 and pick the best 2 (for your own definition of 'best'). [5]
    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]
Predator 'Annihalator' 1 - 4 - - - - - - 13/11/10 158
Tank.
2 Sponson Lascannon
Turret Lascannon
  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]
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.
  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.
  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 Lascannon 48"R, S9, AP2, Heavy 1, Linked.
  Dread. CC Weapon No armour save. If destroyed, use S before the /.
  Artificer Armour 2+ armour save.
  Force Weapon No armour save. 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.
  Bolter-Meltagun Bolter: 24"R, S4, AP5, Rapid Fire. Meltagun: 12"R, S8, AP1, Assault 1, +D6 AP at 6". May only fire Meltagun once per battle. May not fire both weapons at once.
  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: 3000 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: 67

Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Points Unused Percent
HQ (1 - 2) 2 893 n/a 29%
Elite (0 - 3) 1 114 n/a 3%
Troops (2 - 6) 2 662 n/a 22%
Fst. Atck. (0 - 3) 2 475 n/a 15%
Hvy. Supp. (0 - 3) 3 856 n/a 28%
Equipment Summary 41 347 n/a 11%

Roster created with Army Builder - Copyright (c) 1998,1999 by Lone Wolf Development, Inc.