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 |
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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] | |||||||||
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 |
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Fury Dreadnought | 1 | - | 4 | 6/10 | - | - | - | 2/3 | - | 12/12/10 | 105 |
Walker 2 Dread. CC Weapons Heavy Flamer Meltagun |
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Dreadnought (Orbis) | 1 | 4 | 4 | 6/10 | - | - | 4 | 2 | - | 12/12/10 | 126 |
Walker. Dread. CC Weapon Storm Bolter Twin Lascannon |
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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) |
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Rhino APC | 1 | - | 4 | - | - | - | - | - | - | 11/11/10 | [61] |
Carries up to 10
Space Marines. Tank. Storm Bolter |
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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) |
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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 |
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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 |
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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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