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 |
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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 |
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Apothecary | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 3+ | [106] |
Terminator Honours Frag Grenades Krak Grenades Plasma Pistol Power Weapon |
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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 |
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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 |
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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 |
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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 |
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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 |
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Veteran Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 3+ | [85] |
Frag Grenades Krak Grenades Plasma Pistol Power Weapon |
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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 |
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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 |
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Veteran Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 3+ | [85] |
Frag Grenades Krak Grenades Plasma Pistol Power Weapon |
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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 |
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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 |
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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 |
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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) |
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Devastator Squad | 9 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 344 |
Bolter (x5) Plasma Cannon (x4) |
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Veteran Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | [69] |
Power Weapon Bolter |
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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) |
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Veteran Sergeant | 1 | 4 | 4 | 4/8 | 4 | 1 | 4 | 2 | 9 | 3+ | [79] |
Power Fist Bolter |
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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 |
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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: |
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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. |