1000 Pt. Space Marines Army The Forsaken (Night Fight Tourney)
Unit Name ## WS BS St To Wo In At Ld Armor Cost
Chaplain (Ramus) 1 5 5 4 4 2 5 4 9 2+/4(I)+ 105
Terminator Armour
Crozius Arcanum
Storm Bolter
Rosarius
  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]
Vindicare Assassin (as) 1 5 5 4 4 2 5 3 10 4(I)+ 110
Independent Character. The assassin can never join another unit, they must fight individually. Infiltrate if allowed. Fearless - never fall back, auto-pass morale checks (even ones they would normally auto-fail). Cannot be pinned.
Vindicare Temple; Marksman - the Assassin can always choose which model he shoots at, such as a Sergeant or a Heavy Weapons trooper; he may target any model in his sight, ignoring targetting restrictions.
Exitus Rifle
Exitus Pistol
Spy Mask
Stealth Suit
Fury Dreadnought 1 - 4 6/10 - - - 2/3 - 12/12/10 105
Walker
2 Dread. CC Weapons
Heavy Flamer
Meltagun
Dreadnought (Orbis) 1 4 4 6/10 - - 4 2 - 12/12/10 126
Walker.
Dread. CC Weapon
Storm Bolter
Twin Lascannon
  Searchlight Allows one enemy unit to be fired at by any friendly unit 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+ 226
Bolter (x7)
Heavy Bolter (x1)
Meltagun (x1)
  Rhino APC 1 - 4 - - - - - - 11/11/10 [61]
Carries up to 10 Space Marines. Tank.
Storm Bolter
    Searchlight Allows one enemy unit to be fired at by any friendly unit in range and with line of sight. Vehicle can then be fired on by any enemy unit. [1]
    Pintle Storm Bolter 24"R, Str 4, Ap 5, Assault 2. [10]
  Sergeant 1 4 4 4 4 1 4 1 8 3+ [15]
Bolter
Tactical Squad 5 4 4 4 4 1 4 1 8 3+ 237
Bolter (x3)
Missile Launcher (x1)
Plasma Rifle (x1)
  Veteran Sergeant (Linus) 1 4 4 4 4 1 4 2/3 9 3+ [60]
2 Lightning Claws
  Razorback APC 1 - 4 - - - - - - 11/11/10 [86]
Carries up to 6 Space Marines. Tank.
Lascn. & Plasma Guns
    Searchlight Allows one enemy unit to be fired at by any friendly unit in range and with line of sight. Vehicle can then be fired on by any enemy unit. [1]
Whirlwind Battery 1 - 4 - - - - - - 11/11/10 76
Tank.
Multirocket Launcher
  Searchlight Allows one enemy unit to be fired at by any friendly unit in range and with line of sight. Vehicle can then be fired on by any enemy unit. [1]
Option Footnotes:
 
  2 Dreadnought CC Ws. No armour save in close combat. If one weapon is destroyed, the dreadnought reverts to 2A. If both are destroyed, it's Strength falls to 6. Tear Attack: use 2d6+S to work out AP vs vehicles.  
  Bolter 24"R, S4, AP5, Rapid Fire.  
  Heavy Bolter 36"R, S5, AP4, Heavy 3.  
  Heavy Flamer Template, S5, AP4, Assault 1.  
  Lightning Claw(s) No armour save; re-roll failed "to wound" rolls. Lightning Claws do not give bonus attacks for 2 weapons unless 2 Claws are used together.  
  Meltagun 12"R, S8, AP1, +D6 AP at 6".  
  Missile Launcher 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast).  
  Plasma Rifle 24"R, S7, AP2, Rapid Fire. Overheats- if you roll a '1' to hit, make a save or take a wound.  
  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 /.  
  Exitus Pistol 12"R, S5, AP2, Pistol.  
  Exitus Rifle 36"R, Hits on 2+, Wounds on 4+, AP2, Heavy 1; 3 special, one-use shots: Shield-Breaker (ignores Invulnerable saves provided by Wargear); Turbo-Penetrator (inflicts 2 wounds, AP 3D6 vs. vehicles); Hellfire (wounds on 2+).  
  Terminator Armour 2+ armour save. May not make Sweeping Advances. Deep Strike.  
  Lascn. & Plasma Guns Lascannon: 48"R, S9, AP2, Heavy 1. Plasma Guns: 24"R, S7, AP2, Linked.  
  Multirocket Launcher G48"R, S5, AP4, Ord. 1 Blast.  
  Crozius Arcanum No armour save in close combat.  
  Spy Mask Spy Mask - the cover save of the enemy is reduced by one (5+ > 6+, 6+ > no save, etc.). Roll 2D6*5 to determine how far the Assassin can see at night.  
  Stealth Suit Stealth Suit - Units shooting at the Assassin must test to see him using the Night Fighting rules; if the mission is taking place in the dark, the number they roll on the 'how far can I see' dice is halved.  
Total Army Cost: 985 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.

Models in Army: 23

Validation Results:
Roster satisfies all enforced validation rules
 

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

This is a expermimental army list i am going to try for our next tournemant at our local store. It is a serious break from my normal way of playing.

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