2000 Pts - Space Marines - Blackjacks
Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Space Marine Captain (6#, 530 Pts)
Space Marine Captain 1 Grp: HQ 530
Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character.
...in Terminator Armour
Command Squad
...in Terminator Armour 1 6 5 4/8 4 3 5/1 3/4 10 2+/4(i) [175]
Iron Halo
Thunder Hammer
Thunder Hammer
Terminator Armour
Command Squad 4 4 4 4/8 4 1 4/1 2 9 3+ [355]
Infantry; And They Shall Know No Fear; Combat Tactics.
Frag Grenades
Krak Grenades
Power Armour
Thunder Hammer (x4)
Thunder Hammer (x4)
Apothecary
Apothecary 1 4 4 4 4 1 4 2/3 9 3+ [23]
Infantry; And They Shall Know No Fear; Combat Tactics.
Bolt Pistol (x1)
Chainsword (x1)
Frag Grenades
Krak Grenades
Narthecium
Power Armour
Name # Grp WS BS S T Wo I A Ld Save Cost
Elite: Dreadnought (1#, 120 Pts)
Dreadnought 1 Grp: Elite WS: 4 BS: 4 St: 6/10 In: 4 At: 2 FA: 12 SA: 12 RA: 10 120
Vehicle (Walker)
Dreadnought CCW
Multi-Melta
Searchlight
Smoke Launchers
Storm Bolter
Extra Armor
Name # Grp WS BS S T Wo I A Ld Save Cost
Elite: Dreadnought (1#, 105 Pts)
Dreadnought 1 Grp: Elite WS: 4 BS: 4 St: 6/10 In: 4 At: 2 FA: 12 SA: 12 RA: 10 105
Vehicle (Walker)
Dreadnought CCW
Multi-Melta
Searchlight
Smoke Launchers
Storm Bolter
Name # Grp WS BS S T Wo I A Ld Save Cost
Elite: Venerable Dreadnought (1#, 200 Pts)
Venerable Dreadnought 1 Grp: Elite WS: 5 BS: 5 St: 6 In: 4 At: 2 FA: 12 SA: 12 RA: 10 200
Vehicle (Walker); Venerable.
Searchlight
Smoke Launchers
Extra Armor
Assault Cannon
Twin Linked Autocannon
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Tactical Squad (12#, 345 Pts)
Tactical Squad 9 Troops 4 4 4 4 1 4 1 8 3+ 345
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
Bolt Pistol (x9)
Bolter (x9)
Frag Grenades
Krak Grenades
Power Armour
Rhino
Sergeant 1 4 4 4/8 4 1 4/1 2/3 9 3+ [73]
Frag Grenades
Krak Grenades
Power Fist
Power Fist
Rhino 1 Grp: BS: 5 FA: 11 SA: 11 RA: 10 [125]
Vehicle (Tank); Ten model capacity; Repair.
Searchlight
Smoke Launchers
Storm Bolter
Dozer Blade
Extra Armor
Brother-Sergeant Chronus
Brother-Sergeant Chronus 1 4 5 4 4 1 4 2+1 9 3+ [70]
Infantry; Tank Commander. If his vehicle is destroyed, gains: And They Shall Know No Fear, Combat Tactics, Independent Character.
Bolt Pistol
Frag Grenades
Krak Grenades
Power Armour
Servo Arm
Servo Arm 1 Extra Close Combat attack made at Strength 8 and Initiative 1, ignoring Armour Saves. [0]
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Scout Squad (10#, 165 Pts)
Scout Squad 9 Troops 3 3 4 4 1 4 1 8 4+ 165
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts.
Bolt Pistol (x9)
Frag Grenades
Krak Grenades
Scout Armour: Confers a 4+ Armour Save.
Sniper Rifle (x9)
Sergeant 1 4 4 4/8 4 1 4/1 2 9 4+ [35]
Frag Grenades
Krak Grenades
Scout Armour: Confers a 4+ Armour Save.
Sniper Rifle
Power Fist
Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Space Marine Chapter Master (1#, 205 Pts)
Space Marine Chapter Master 1 Grp: HQ 205
Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character; Orbital Bombardment.
...in Terminator Armour
...in Terminator Armour 1 6 5 4/8 4 3 5/1 3/4 10 2+/4(i) [205]
Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character; Orbital Bombardment.
Iron Halo
Melta Bombs
Thunder Hammer
Thunder Hammer
Terminator Armour
Name # Grp WS BS S T Wo I A Ld Save Cost
Heavy Support: Devastator Squad (10#, 330 Pts)
Devastator Squad 9 Heavy 4 4 4 4 1 4 1 8 3+ 330
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
Bolt Pistol (x9)
Bolter (x5)
Frag Grenades
Krak Grenades
Power Armour
Lascannon (x4)
Sergeant 1 4 4 4 4 1 4 2 9 3+ [43]
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.
Frag Grenades
Krak Grenades
Signum
Combi-Flamer
Combi-Flamer
Signum 1 See C:SM, pg. 100. [0]
Total Cost: 2000
Option Footnotes
Wargear
Assault Cannon 24" Range; S6; AP4; Heavy 4 Rending
Bolt Pistol 12" Range; S4; AP5; Pistol
Bolter 24" Range; S4; AP5; Rapid Fire
Chainsword If used with another close combat weapon, +1 attack in close combat.
Combi-Flamer 24" Range; S4; AP5; Rapid Fire (Bolter)
Template ; S4; AP5; Assault 1; No cover saves (Flamer - once per battle)
Dozer Blade Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test as long as they are not going to be moving more than 6" that turn. See Wargear, pg. 34.
Dreadnought CCW Strength 10; Ignores armour savess in close combat.
Extra Armor Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34.
Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).
Iron Halo Confers a 4+ Invulnerable save.
Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K)
Lascannon 48" Range; S9; AP2; Heavy 1
Melta Bombs One attack with 8+2D6 AP (exceptions apply p72 WH40K)
Multi-Melta 24" Range; S8; AP1; Heavy 1; Melta.
Narthecium As long as the Apothecary is alive, the entire unit gain Feel No Pain.
Power Armour Confers a 3+ Armour Save.
Power Fist Ignores armour saves, increases strength in close combat.
Searchlight Searchlights are only of use in missions where the Night Fighting special rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having fired at that unit, will illuminate it with the searchlight. For the rest of the Shooting phase any other friendly unit that fires at the illuminated target 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. See Wargear, pg. 36.
Servo Arm Extra Close Combat attack made at Strength 8 and Initiative 1, ignoring Armour Saves.
Signum See C:SM, pg. 100.
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).
Sniper Rifle 36" Range; SX; AP6; Heavy 1; Sniper; Pinning
Storm Bolter 24" Range; S4; AP5; Assault 2
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.
Thunder Hammer Doubles Strength, ignores Armour Saves; Always strikes at Initiative 1. Any model wounded may not attack again until Initiative 1 blows are struck in the next Assault phase. Vehicles hit are considered Crew Shaken as well as whatever else happens.
Twin Linked Autocannon 48" Range; S7; AP4; Heavy 2 Linked
Validation Report
b-1. Core/Expansion Lists: Core Lists; d-1. FIle Version: 1.02a For Bug Reports/www.ab40k.org; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter
Roster satisfies all enforced validation rules
Roster Statistics
% Elite: 21.3
% Fast: 0.0
% Heavy: 16.5
% HQ: 36.8
Model Count: 42
% Troops: 25.5
% Wargear: 0.0
Files version: 1.02
Faith Points: 0
Group Min Max Used
HQ 1 2 2
Elite 0 3 3
Troops 2 6 2
Fast 0 3 0
Heavy 0 3 1
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