Codex: Space Marines Roster (1497 / 1500 points)

HQ140 pts
1x Space Marine Librarian in Terminator Armour
WS BS S T Wo I A Ld Save
5 4 4 4 2 4 2 10 2+/3(i)
Wargear
Force Weapon 0
Storm Shield 15
Troops245 pts
9x Tactical Squad
WS BS S T Wo I A Ld Save
4 4 4 4 1 4 1 8 3+
1x Sergeant
4 4 4/8 4 1 4/1 2 9 3+
1x Drop Pod
Grp: BS: 4 FA: 12 SA: 12 RA: 12
Wargear
1x Combi-Meltagun 10
1x Power Fist 25
Storm Bolter 0
Meltagun 5
Troops280 pts
9x Tactical Squad
WS BS S T Wo I A Ld Save
4 4 4 4 1 4 1 8 3+
1x Sergeant
4 4 4 4 1 4 2/3 9 3+
1x Razorback
Grp: BS: 4 FA: 11 SA: 11 RA: 10
Wargear
Plasma Cannon 5
Melta Bombs 5
1x Power Weapon 15
Dozer Blade 5
Twin-Linked Lascannon 35
Meltagun 5
Troops187 pts
8x Scout Squad
WS BS S T Wo I A Ld Save
3 3 4 4 1 4 1 8 4+
1x Sergeant Telion
5 6 4 4 1 4 2 9 4+
Wargear
7x Sniper Rifle 0
Missile Launcher 10
Elite280 pts
5x Sternguard Veteran Squad
WS BS S T Wo I A Ld Save
4 4 4 4 1 4 2 9 3+
1x Sergeant
4 4 4 4 1 4 2 9 3+
1x Razorback
Grp: BS: 4 FA: 11 SA: 11 RA: 10
Wargear
Melta Bombs 5
1x Lightning Claw 15
Dozer Blade 5
Extra Armor 15
Twin-Linked Assault Cannon 35
1x Combi-Flamer 5
2x Combi-Meltagun 10
Elite125 pts
1x Dreadnought
WS BS S T Wo I A Ld Save
Grp: Elite WS: 4 BS: 4 St: 6 In: 4 At: 2 FA: 12 SA: 12 RA: 10
Wargear
Twin-Linked Autocannon 10
Twin-Linked Autocannon 10
Elite125 pts
1x Dreadnought
WS BS S T Wo I A Ld Save
Grp: Elite WS: 4 BS: 4 St: 6 In: 4 At: 2 FA: 12 SA: 12 RA: 10
Wargear
Twin-Linked Autocannon 10
Twin-Linked Autocannon 10
Heavy115 pts
1x Vindicator
WS BS S T Wo I A Ld Save
Grp: Heavy BS: 4 FA: 13 SA: 11 RA: 10
Wargear
Storm Bolter 0
Psychic Powers
Machine Curse Shooting attack with a range of 24" which only affects vehicles. On a hit, the target suffers a single glancing hit.
Null Zone Used at the start of the Librarian's Shooting Phase. All enemy units within 24" of the Librarian must re-roll successful invulnerabl saves for the remainder of the player turn.
Special Rules
Acute Senses May reroll Night Fighting distances, conditions apply (p75 WH40K 5E)
And They Shall Know No Fear Automatically pass tests to regroup, can test if under 50%, conditions apply (C:SM, pg 51).
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.
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.
Eye of Vengeance
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.
Infiltrate Deploy last within 12" or 18", conditions apply (p75 WH40K 5E)
Move Through Cover Roll an additional D6 when moving through cover, conditions apply (p75 WH40K 5E)
Psyker Psykers can use one psychic power per player turn (WH40K, pg. 50).
Scouts May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E)
Stealth Improve cover save by +1, conditions apply (p76 WH40K 5E)
Voice of Experience
Unit Type
Unit Type: Infantry Unit Type: Infantry (p.54 WH40k)
Unit Type: Vehicle (Open-topped) Unit Type: Vehicle (Open-topped) (WH40k, pg. 70)
Unit Type: Vehicle (Tank) Unit Type: Vehicle (Tank) (WH40k, pp. 68-69)
Unit Type: Vehicle (Walker) Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)
Wargear
Dozer Blade Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test.
Extra Armor Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.
Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).
Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K)
Melta Bombs One attack with 8+2D6 AP (exceptions apply p72 WH40K)
Power Armour Confers a 3+ Armour Save.
Psychic Hood Allows Librarian to nullify Psychic attacks by opponent.
Scout Armour Confers a 4+ Armour Save.
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.
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
Bolt Pistol 12" Range; S4; AP5; Pistol
Bolter 24" Range; S4; AP5; Rapid Fire
Combi-Flamer 24" Range; S4; AP5; Rapid Fire (Bolter) Template ; S4; AP5; Assault 1; No cover saves (Flamer - once per battle)
Combi-Meltagun 24" Range; S4; AP5; Rapid Fire (Bolter) 12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle)
Demolisher Cannon 24" Range; S10; AP2; Ordnance 1; Large Blast
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)
Lightning Claw Ignores armour saves in close combat. Re-roll failed 'to wound' rolls. When used with another Lightning Claw confers +1 Attacks in close combat.
Meltagun 12" Range; S8; AP1; Assault 1; Melta.
Missile Launcher Frag: 48" Range; S4; AP6; Heavy 1; Blast. Krak: 48" Range; S8; AP3; Heavy 1.
Multi-melta 24" Range; S8; AP1; Heavy 1; Melta.
Plasma Cannon 36" Range; S7; AP2; Heavy 1; Blast; Gets Hot!
Power Fist Ignores armour saves, increases strength in close combat.
Power Weapon Ignores armour saves in close combat (p42 WH40K 5E)
Sniper Rifle 36" Range; SX; AP6; Heavy 1; Sniper; Pinning
Stalker Pattern Boltgun Range: 36"; S4; AP5; Heavy 2, Rending, Pinning.
Storm Bolter 24" Range; S4; AP5; Assault 2
Storm Shield 3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.
Twin-Linked Assault Cannon 24" Range; S6; AP4; Heavy 4 Rending Linked
Twin-Linked Autocannon 48" Range; S7; AP4; Heavy 2 Linked
Twin-Linked Lascannon 48" Range; S9; AP2; Heavy 1 Linked

Validation Results

d-1. Formatting: ; c-1. File Version: 1.44 For Bug Reports/www.ab40k.org; b-1. Roster Options: Named or Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter

Statistics

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