Space Marines (1496 / 1500 points)

HQ: Space Marine Librarian # Grp WS BS S T Wo I A Ld Save Cost
Space Marine Librarian 1 HQ 140
Unit Type: Infantry; ...in Terminator Armour; And They Shall Know No Fear; Combat Tactics; Independent Character; Psyker; Machine Curse; Null Zone
...in Terminator Armour 1 5 4 4 4 2 4 2 10 2+/3(i) 140
Psychic Hood; Force Weapon; Storm Shield
Troops: Tactical Squad # Grp WS BS S T Wo I A Ld Save Cost
Tactical Squad 9 Troops 4 4 4 4 1 4 1 8 3+ 230
Multi-Melta; And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod; Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; Meltagun
Sergeant 1 4 4 4 4 1 4 2/3 9 3+ 43
Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Melta Bombs; Bolt Pistol; Power Weapon; And They Shall Know No Fear; Combat Squads; Combat Tactics
Drop Pod Grp: BS: 4 FA: 12 SA: 12 RA: 12 35
Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System; Unit Type: Vehicle (Open-topped); Transport Capacity: 12 models
Troops: Tactical Squad # Grp WS BS S T Wo I A Ld Save Cost
Tactical Squad 9 Troops 4 4 4 4 1 4 1 8 3+ 295
Plasma Cannon; And They Shall Know No Fear; Combat Squads; Combat Tactics; Razorback; Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; Meltagun
Sergeant 1 4 4 4/8 4 1 4/1 2 9 3+ 58
Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Combi-Meltagun; Power Fist; And They Shall Know No Fear; Combat Squads; Combat Tactics
Razorback Grp: BS: 4 FA: 11 SA: 11 RA: 10 80
Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke Launchers; Dozer Blade; Twin Linked Lascannon; Unit Type: Vehicle (Tank)
Troops: Scout Squad # Grp WS BS S T Wo I A Ld Save Cost
Scout Squad 8 Troops 3 3 4 4 1 4 1 8 4+ 211
Missile Launcher; Sergeant Telion; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts; Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Camo Cloaks; Bolt Pistol; Bolter; Sniper Rifle
Sergeant Telion 1 5 6 4 4 1 4 2 9 4+ 0
Scouts; Stealth; Voice of Experience; Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol; Stalker Pattern Boltgun; Acute Senses; And They Shall Know No Fear; Combat Tactics; Eye of Vengeance; Infiltrate; Move Through Cover
Elite: Sternguard Veteran Squad # Grp WS BS S T Wo I A Ld Save Cost
Sternguard Veteran Squad 5 Elite 4 4 4 4 1 4 2 9 3+ 255
And They Shall Know No Fear; Combat Squads; Combat Tactics; Razorback; Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol; Bolter; Combi-Flamer; Combi-Meltagun
Sergeant 1 4 4 4 4 1 4 2 9 3+ 40
Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolter; Lightning Claw; And They Shall Know No Fear; Combat Squads; Combat Tactics
Razorback Grp: BS: 4 FA: 11 SA: 11 RA: 10 75
Access Points: 3; Searchlight; Smoke Launchers; Twin Linked Assault Cannon; Unit Type: Vehicle (Tank); Transport Capacity: 6 models
Elite: Dreadnought # Grp WS BS S T Wo I A Ld Save Cost
Dreadnought Grp: Elite WS: 4 BS: 4 St: 6 In: 4 At: 2 FA: 12 SA: 12 RA: 10 125
Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Twin Linked Autocannon; Twin Linked Autocannon
Elite: Dreadnought # Grp WS BS S T Wo I A Ld Save Cost
Dreadnought Grp: Elite WS: 4 BS: 4 St: 6 In: 4 At: 2 FA: 12 SA: 12 RA: 10 125
Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Twin Linked Autocannon; Twin Linked Autocannon
Heavy Support: Vindicator # Grp WS BS S T Wo I A Ld Save Cost
Vindicator Grp: Heavy BS: 4 FA: 13 SA: 11 RA: 10 115
Unit Type: Vehicle (Tank); Searchlight; Smoke Launchers; Demolisher Cannon; Storm Bolter
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
Camo Cloaks Confers Stealth.
Dozer Blade Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test.
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. +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: 1.20 For Bug Reports/www.ab40k.org; b-1. Roster Options: 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