Space Marines Army Emperor's Sting

Unit Name ## M WS BS S T W I A Ld Sv Cost
Inquisitor Lord (iq) 1 4 8/7 8/9 5 5 4 8 4 10 X 330
Inquisitors are immune to psychology and never break. Provides a Strategy Rating of 4. May be psykers of any Mastery Level - each Level costs +25 points (max 4); select from the Inquisition, Adeptus and/or Librarian lists.; Terminator Armor; Mastery Level 4; Psychic Mastery Level 4.
  Psycannon Against daemons and psykers, the Psycannon Wounds automatically. Counts as a Force Weapon in that it nullies demonic aura saving throws. Each time a psyker or daemon is wounded by a Psycannon, it will lose the use of one randomly-determined psychic power for the rest of the battle. 16" max, S4, 1 Dmg, -2 save, D6+4 Pen, Sustained (1) [30]
  Power Field The model gains an additional, unmodified armor saving throw of 2+ on D6 against shooting damage. The Field offers no protection in hand-to-hand combat. The model counts as encumbered for the purposes of close combat. Note that only one Personal Field may be used at a time. [35]
  Force Rod At the end of the psychic phase, up to 3 unused Force Cards may be stored in the Rod instead of being placed in the Warp Card discard pile. Stored Force Cards may be retrieved from the Rod and used in subsequent psychic phases. In hand-to-hand combat, the Rod increases the wielder's Strength by a number equal to his Mastery Level and wounds Daemons automatically with no saving throw possible. [15]
  Terminator Armor 1 - - - - - - - - - 1+ [50]
3+ save on 2D6. Models in Terminator Armor may not hide.; Storm Bolter/Power Fist; StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) PowerFist: S8, 1 Dmg, -5 save, D6+D20+8 Pen, HtH
Grey Knights Terminator Squad (iq) 5 4 5 6 4 4 1 5 1 9 3+ 505
Terminator Armor saves 3+ on 2D6. Comes with Built-in targeter (already accounted for in BS); Mastery Level 4; Psychic Mastery Level 4.
  #Nemesis Force Weapon 1 to 2 Force cards may be placed in the Nemesis Force Weapon. In HtH combat the Nemesis weapon increases the wielder's strength by its Psychic Mastery Level and automatically wounds daemons with no saving throw possible. Stored Force cards may be expended to inflict extra hits in HtH. 1 card = D3 extra wounds, 2 cards = D6 extra wounds. May be used to parry, and has a built-in Stormbolter which may be fired normally in the shooting phase. [0]
Space Marine Captain 1 4 7 7/8 5 5 3 7 3 10 3+ 156
The Captain has a strategy rating of 5. If the Captain is the army commander then any Space Marine units within 12' of him may use his Ld value when they take a Ld test.; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH; Terminator Armor; 3+ save on 2D6, comes with built-in Targeter for all weapons.
  Scanner Detects hidden troops within 24". [1]
  Conversion Field The wearer gains an additional, unmodified armor saving throw of 4+. A successful save using the Field causes a blinding flash, as per Photon Grenades; unprotected troops within a radius equal to the incoming weapon's Strength in inches will be blinded until the beginning of their next turn on a 4+ on D6. Blind models cannot move or shoot and fight in hand-to-hand combat with a WS of 1. wearer may not hide. [10]
  Terminator Armor 1 - - - - - - - - - 3+ [49]
3+ save on 2D6. Models in Terminator Armor may not hide.; Storm Bolter/Power Fist; StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) PowerFist: S8, 1 Dmg, -5 save, D6+D20+8 Pen, HtH
Chaplain Champion 1 4 5 5 4 4 1 5 1 9 3+ 53
Any marines within 8" of a Chaplain may re-roll any failed Ld-based test once (Rally, fear, etc.).; Rosarius; Unmodified 4+ save; Crozius Arcanum; S5, D3 Dmg, -3 save mod, D6+D3+5 Pen, HtH; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
Company Standard 1 4 5 5 4 4 1 5 1 9 3+ 58
Any Space Marines within 12" re-roll failed Break tests.; Boltgun (x1); 24" max, S4, -1 save, 1 Dmg, D6+4 Pen; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
Librarian Epistolary 1 4 6 6 5 5 3 6 2 8 3+ 182
Psychic Mastery Level 3; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
  Force Sword At the end of the psychic phase, one unused Force Card may be stored in the Sword instead of being placed in the discard pile. The stored Force Card may be retrieved and used in subsequent psychic phases. In hand-to-hand combat, the Sword increases the wielder's Strength by a number equal to his Mastery Level, and wounds Daemons automatically with no save possible. The wielder may also expend the stored Force Card to gain an extra +2 Strength and -2 armor save in hand-to-hand combat. Counts as a Sword in close combat and may be used to parry. [10]
  Master-Crafted Plasma Pistol S6, 24" max, -1 save, +2 ShortRange, +1 Long, Sustained(1) [15]
  Refractor Field The wearer gains an additional armor save of 5+ that cannot be modified. The wearer cannot hide [5]
Librarian Lexicanium 1 4 4 4/5 4 5 1 5 1 8 3+ 112
Psychic Mastery Level 1; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH; Terminator Armor; 3+ save on 2D6, comes with built-in Targeter for all weapons.
  Force Axe At the end of the psychic phase, one unused Force Card may be stored in the Axe instead of being placed in the discard pile. The stored Force Card may be retrieved and used in subsequent psychic phases. In hand-to-hand combat, the Axe increases the wielder's Strength by a number equal to his Mastery Level, and wounds Daemons automatically with no save possible. The wielder may also expend the stored Force Card to gain an extra +3 Strength and -3 armor save in hand-to-hand combat. Counts as an Axe in close combat. [10]
  Terminator Armor 1 - - - - - - - - - 3+ [49]
3+ save on 2D6. Models in Terminator Armor may not hide.; Storm Bolter/Power Fist; StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) PowerFist: S8, 1 Dmg, -5 save, D6+D20+8 Pen, HtH
Terminator Captain 1 4 7 7/8 5 5 3 7 3 10 3+ 158
The Terminator Captain has a strategy rating of 5. If the Terminator Captain is the army commander then any Space Marine units within 12' of him may use his Ld value when they take a Ld test. 3+ save on 2D6; Terminator Armor; 3+ save on 2D6, comes with built-in Targeter for all weapons.
  Auxiliary Grenade Launcher May be attached to any projectile weapon, including close combat weapons, and may be fired in addition to normal shooting. Loaded with either Frag or Krak grenades; choose which before the start of the game. Models shooting a normal weapon and the grenade launcher in the same shooting phase take a -1 to hit penalty for both shots. [8]
  Combat Drugs Model may use Combat Drugs at any time with immediate effects on his characteristics. The model speeds up (Move x 2, Initiative x 2, Attacks x 2) and becomes harder to injure (Toughness +1) and stronger (Strength +1). At the end of each of the models' turns after which he has taken the drugs, roll a D6; on a 5+, the model suffers 1 wound with no save possible. The effects of the drugs last until the model suffers a wound for any reason - at which point this card is discarded and the model's characteristics return to normal. Combat Drugs may not be used in combination with Frenzon. [25]
  Terminator Armor 1 - - - - - - - - - 3+ [0]
3+ save on 2D6. Models in Terminator Armor may not hide.; Storm Bolter/Power Fist; StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) PowerFist: S8, 1 Dmg, -5 save, D6+D20+8 Pen, HtH
Techmarine 1 4 5 5 4 4 1 5 1/2 9 3+ 63
May attempt repair of vehicles.; Power Axe (x1); One-handed: S5, 1 Dmg, -2 save, 2D6+5 Pen or Two-handed: S6, 1 Dmg, -3 save, D6+D12+6; Boltgun (x1); 24" max, S4, -1 save, 1 Dmg, D6+4 Pen; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
  Servo-Arm A servo-arm gives its wearer a +1 bonus to the number of Attack Dice rolled in close combat. In addition, the model may ignore all encumbrance penalties and counts as two crewman for a vehicle or artillery platform. [10]
  Master-Crafted Boltpistol S4, 24" max, -1 save, +2 ShortRange, +1 Long, D6+4 Pen [10]
Apothecary 1 4 5 5 4 4 1 5 1 9 3+ 43
Medi-Pack; To use this item, the user must move into base-to-base contact with the model on which you want to use it. At the end of the close combat phase, the MediPack may be used to do one of the following: Restore 1 Wound to a wounded but still living character. Restore a model reduced to 0 Wounds to 1 Wound on a roll of 5+ on D6. Restore the vision of any blinded model. Cure the effects of any non-lethal gas type. Negate any psychological effects in a model.; Boltgun (x1); 24" max, S4, -1 save, 1 Dmg, D6+4 Pen; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
Terminator Squad 5 4 5 5/6 4 4 1 5 1 9 3+ 354
3+ save on 2D6, may not hide.; Terminator Armor; 3+ save on 2D6, comes with built-in Targeter for all weapons.
  Terminator Armor 4 - - - - - - - - - 3+ [39]
3+ save on 2D6. Models in Terminator Armor may not hide.; Storm Bolter/Chainfist (x1); StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) Chainfist: S10, D4 Dmg, -6 save, D20+D4+D6+10 Pen, HtH; Storm Bolter/Power Fist (x2); StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) PowerFist: S8, 1 Dmg, -5 save, D6+D20+8 Pen, HtH; Storm Bolter/Power Sword (x1); StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) Power Sword: S5, 1 Dmg, -3 save, 2D6+5 Pen, HtH, Parry; Terminator Hvy Wpns; 3+ save on 2D6.
    Terminator Hvy Weapons 1 - - - - - - - - - 3+ [41]
3+ save on 2D6; Assault Cannon (x1); 32" max, S8, -3 save, D10 Dmg, D6+D10+8 Pen, Sustained(3), if 3 jams are rolled cannon explodes killing the user with no armor save possible.
Terminator Squad 5 4 5 5/6 4 4 1 5 1 9 3+ 352
3+ save on 2D6, may not hide.; Terminator Armor; 3+ save on 2D6, comes with built-in Targeter for all weapons.
  Terminator Armor 4 - - - - - - - - - 3+ [37]
3+ save on 2D6. Models in Terminator Armor may not hide.; Storm Bolter/Power Fist (x3); StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) PowerFist: S8, 1 Dmg, -5 save, D6+D20+8 Pen, HtH; Storm Bolter/Power Sword (x1); StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) Power Sword: S5, 1 Dmg, -3 save, 2D6+5 Pen, HtH, Parry; Terminator Hvy Wpns; 3+ save on 2D6.
    Terminator Hvy Weapons 1 - - - - - - - - - 3+ [41]
3+ save on 2D6; Assault Cannon (x1); 32" max, S8, -3 save, D10 Dmg, D6+D10+8 Pen, Sustained(3), if 3 jams are rolled cannon explodes killing the user with no armor save possible.
Terminator Squad 5 4 5 5/6 4 4 1 5 1 9 3+ 370
3+ save on 2D6, may not hide.; Terminator Armor; 3+ save on 2D6, comes with built-in Targeter for all weapons.
  Terminator Armor 4 - - - - - - - - - 3+ [55]
3+ save on 2D6. Models in Terminator Armor may not hide.; Storm Bolter/Power Fist (x4); StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) PowerFist: S8, 1 Dmg, -5 save, D6+D20+8 Pen, HtH; Storm Bolter/Power Sword (x1); StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) Power Sword: S5, 1 Dmg, -3 save, 2D6+5 Pen, HtH, Parry; Terminator Hvy Wpns; 3+ save on 2D6.
    Terminator Hvy Weapons 1 - - - - - - - - - 3+ [59]
3+ save on 2D6; Cyclone Missle Launcher (x1); 72" max, +1 to hit, S8, D10 Dmg, -6 save, D10+D6+8 Pen, The Terminator may fire either one or a salvo of missiles and use the integrated Targeter, giving the Terminator a +2 to hit. Optionally, the Terminator may ignore the guidance system and fire both missiles and his other weapon (presumably a StormBolter) - in this case, the Targeter cannot be used, and neither shot gets the +1 bonus. The Cyclone is loaded with 12 missiles and cannot be reloaded during battle; keep track of them. If the Terminator carrying a Cyclone is hit by enemy fire, there is a chance that the launcher will be affected - roll 2D6; on an 11+, the Cyclone activates immediately. Roll on the Catastrophic Launch Chart
Terminator Squad 5 4 5 5/6 4 4 1 5 1 9 3+ 323
3+ save on 2D6, may not hide.; Terminator Armor; 3+ save on 2D6, comes with built-in Targeter for all weapons.
  Terminator Armor 5 - - - - - - - - - 3+ [8]
3+ save on 2D6. Models in Terminator Armor may not hide.; Lightning Claws (x2); S8, D3 Dmg, -5 save, 8+D3+D20+D6 Pen or if 2 or more hits are scored you may exchange the hits for one sinlge hit of 8+3D6+D20 Pen, HtH, 2 parries; Storm Bolter/Power Sword (x1); StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1) Power Sword: S5, 1 Dmg, -3 save, 2D6+5 Pen, HtH, Parry; Thunder Hammer/Storm Shield (x2); ThunderHammer: Auto-wound, Auto-Penetrate armor, D6 Dmg, -5 save, HtH Storm Shield: Model receives an extra unmodified saving throw of 4+ which applies only against attacks from the front 90 arc. May be used to parry
Tactical Squad 9 4 4 4 4 4 1 4 1 8 3+ 336
Boltgun; 24" max, S4, -1 save, 1 Dmg, D6+4 Pen; Heavy Bolter (x1); 40" max, S5, -2 save, D4 Dmg, D6+D4+5 Pen, Sustained(2), MoF; Plasma Gun (x1); 24" max, S7, -2 save, 1 Dmg, D6+7 Pen, Sustained(1), recharge; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH; Veteran Sergeant
  Veteran Sergeant 1 4 5 5 4 4 1 5 1 9 3+ [38]
Chainsword (x1); S4, 1 Dmg, -1 save, 2D6+4 Pen, HtH; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
    Scanner Detects hidden troops within 24". [1]
Tactical Squad 9 4 4 4 4 4 1 4 1 8 3+ 367
Boltgun; 24" max, S4, -1 save, 1 Dmg, D6+4 Pen; Missle Launcher (x1); 72" max, Frag and Krak Missles, MoF; Flamer (x1); Flamer Template, S4, -2 save, 1 Dmg, D6+4 Pen, On fire on 4+; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH; Veteran Sergeant
  Veteran Sergeant 1 4 5 5 4 4 1 5 1 9 3+ [43]
Power Axe (x1); One-handed: S5, 1 Dmg, -2 save, 2D6+5 Pen or Two-handed: S6, 1 Dmg, -3 save, D6+D12+6; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
    Scanner Detects hidden troops within 24". [1]
Assault Squad 9 4 4 4 4 4 1 4 1 8 3+ 397
Jump-Packs; Permits the wearer to make a long, powered leap instead of its normal move. A jump can be up to a distance of 18", reaching a height sufficient to clear most obstacles, vehicles and models. Woods and single-story buildings reduce the jump to 12". Roll a Scatter Die for the jumping model as it lands; an arrow indicates that the model scatters D3" in the indicated direction from its desired landing point. If the model has declared a charge, he may move up to 4" after he's landed to engage in hand-to-hand combat . A model may jump, then shoot or throw a grenade, but it can't use a Move-or-Fire weapon. Models using Jump Packs do not receive the -1 to hit penalty for firing at a fast-moving target.; Chainsword (x7); S4, 1 Dmg, -1 save, 2D6+4 Pen, HtH; Power Sword (x2); S5, 1 Dmg, -3 save, 2D6+5 Pen, HtH, Parry; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH; Plasma Pistol (x1); 18" max, S6, 1 Dmg, -1 save, D6+6 Pen, Sustained(1), HtH, Recharge after; Veteran Sergeant
  Veteran Sergeant 1 4 5 5 4 4 1 5 1 9 3+ [46]
Power Fist (x1); S8, 1 Dmg, -5 save, D6+D20+8 Pen, HtH; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
    Scanner Detects hidden troops within 24". [1]
Devastator Squad 9 4 4 4 4 4 1 4 1 8 3+ 470
Boltgun; 24" max, S4, -1 save, 1 Dmg, D6+4 Pen; Heavy Bolter (x1); 40" max, S5, -2 save, D4 Dmg, D6+D4+5 Pen, Sustained(2), MoF; Heavy Plasma Gun (x1); Low Power: 40" max, S7, -2 save, D4 Dmg, D6+D4+7 Pen, MoF 1 1/2" blast marker. On high power: 72" max range, S10, D10 Dmg, -6 save, D6+D10+10 Pen, MoF, 1 1/2" Radius, Recharge next turn.; Lascannon (x1); 60" max, S9, -6 save, 2D6Dmg, 3D6+9 Pen, MoF; Missle Launcher (x1); 72" max, Frag and Krak Missles, MoF; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH; Veteran Sergeant
  Veteran Sergeant 1 4 5 5 4 4 1 5 1 9 3+ [50]
Power Axe (x1); One-handed: S5, 1 Dmg, -2 save, 2D6+5 Pen or Two-handed: S6, 1 Dmg, -3 save, D6+D12+6; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
    Auxiliary Grenade Launcher May be attached to any projectile weapon, including close combat weapons, and may be fired in addition to normal shooting. Loaded with either Frag or Krak grenades; choose which before the start of the game. Models shooting a normal weapon and the grenade launcher in the same shooting phase take a -1 to hit penalty for both shots. [8]
Devastator Squad 9 4 4 4 4 4 1 4 1 8 3+ 451
Boltgun; 24" max, S4, -1 save, 1 Dmg, D6+4 Pen; Heavy Bolter (x1); 40" max, S5, -2 save, D4 Dmg, D6+D4+5 Pen, Sustained(2), MoF; Heavy Plasma Gun (x1); Low Power: 40" max, S7, -2 save, D4 Dmg, D6+D4+7 Pen, MoF 1 1/2" blast marker. On high power: 72" max range, S10, D10 Dmg, -6 save, D6+D10+10 Pen, MoF, 1 1/2" Radius, Recharge next turn.; Lascannon (x1); 60" max, S9, -6 save, 2D6Dmg, 3D6+9 Pen, MoF; Missle Launcher (x1); 72" max, Frag and Krak Missles, MoF; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH; Veteran Sergeant
  Veteran Sergeant 1 4 5 5 4 4 1 5 1 9 3+ [36]
Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
    Scanner Detects hidden troops within 24". [1]
Scout Squad 4 4 4 3 4 3 1 4 1 7 4+ 126
Infiltrates.; Heavy Bolter (x1); 40" max, S5, -2 save, D4 Dmg, D6+D4+5 Pen, Sustained(2), MoF; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH; Veteran Scout Sergeant
  Veteran Scout Sergeant 1 4 5 5 4 4 1 5 1 9 3+ [26]
Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
    Scanner Detects hidden troops within 24". [1]
Scout Squad 4 4 4 3 4 3 1 4 1 7 4+ 100
Infiltrates.; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH; Scout Sergeant
  Scout Sergeant 1 4 4 4 4 4 1 4 1 8 3+ [20]
Scout Squad 4 4 4 3 4 3 1 4 1 7 4+ 100
Infiltrates.; Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH; Scout Sergeant
  Scout Sergeant 1 4 4 4 4 4 1 4 1 8 3+ [20]
Bike Squadron 3 4 4 4 4 4 1 4 1 8 3+ 251
Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH; Attack Bike; Bike
  Attack Bike 1 - - - - - - - - - X [110]
Twin-Linked Boltguns; 24" max, S4, -1 save, 1 Dmg, D6+4 Pen (2 rolls for Wounding, dmg, etc.); Multimelta; 24" max, S8, -4 save, 2D12Dmg, D6+2D12+8 Pen, 2" Blast Radius; Space Marine Crew
    Space Marine Crew 2 4 4 4 4 4 1 4 1 8 3+ [0]
Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
  Space Marine Bike 3 - - - - - - - - - 1+ [60]
Twin-Linked Boltguns; 24" max, S4, -1 save, 1 Dmg, D6+4 Pen (2 rolls for Wounding, dmg, etc.)
Dreadnought 1 6 6 6 7 - - 5 3 10 X 195
Re-roll 1 jam with any sustained fire weapons.; Assault Cannon (x1); 32" max, S8, -3 save, D10 Dmg, D6+D10+8 Pen, Sustained(3), if 3 jams are rolled cannon explodes; Power Fist w/ Storm Bolter (x1); PowerFist: S8, 1 Dmg, -5 save, D6+D20+8 Pen, HtH StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1)
  Frag Defenders Frag Defenders may be triggered at any point in the game; when they are, all models in base-to-base contact with the vehicle firing them suffer an automatic S4 hit with a -1 save modifier causing 1 wound. [10]
  Electro-Hull
[10]
Dreadnought 1 6 6 6 7 - - 5 3 10 X 185
Re-roll 1 jam with any sustained fire weapons.; Assault Cannon (x1); 32" max, S8, -3 save, D10 Dmg, D6+D10+8 Pen, Sustained(3), if 3 jams are rolled cannon explodes; Power Fist w/ Storm Bolter (x1); PowerFist: S8, 1 Dmg, -5 save, D6+D20+8 Pen, HtH StormBolter: 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1)
  Frag Defenders Frag Defenders may be triggered at any point in the game; when they are, all models in base-to-base contact with the vehicle firing them suffer an automatic S4 hit with a -1 save modifier causing 1 wound. [10]
Land Raider 1 - - - - - - - - - X 265
May transport 10 Marines in power armor or 5 Terminators.; Twin-Linked Hvy Bolters; 40" max, S5, -2 save, D4 Dmg, D6+D4+5 Pen, Sustained(4); Twin-Linked Lascannon (x2); 60" max, S9, -6 save, 2D6Dmg, 3D6+9 Pen (1 roll to hit, 2 rolls to Wound); Space Marine Crew
  Frag Defenders Frag Defenders may be triggered at any point in the game; when they are, all models in base-to-base contact with the vehicle firing them suffer an automatic S4 hit with a -1 save modifier causing 1 wound. [10]
  Hunter-Killer Missle The Missile is a one-shot weapon and may only be fired at vehicles, Dreadnoughts, buildings or similar targets. It always hits on a roll of 3+ regardless of any modifiers. S8, 2D10 Dmg, -6 save, 8+2D10+D6 [30]
  Space Marine Crew 1 4 4 4 4 4 1 4 1 8 3+ [0]
Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
Land Speeder 1 - - - - - - - - - X 145
Heavy Flamer; Heavy Flamer Template, S5, -3 save, 1 Dmg, D6+5 Pen, On fire on 4+; Multimelta; 24" max, S8, -4 save, 2D12Dmg, D6+2D12+8 Pen, 2" Blast Radius; Space Marine Crew
  Space Marine Crew 2 4 4 4 4 4 1 4 1 8 3+ [0]
Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
Predator 1 - - - - - - - - - 1+ 155
Autocannon; 72" max, S8, -3 save, D6 Dmg, 2D6+8 Pen, Sustained(1); Sponson Lascannon; 60" max, S9, -6 save, 2D6Dmg, 3D6+9 Pen, One Lascannon in each Sponson; Space Marine Crew
  Frag Defenders Frag Defenders may be triggered at any point in the game; when they are, all models in base-to-base contact with the vehicle firing them suffer an automatic S4 hit with a -1 save modifier causing 1 wound. [10]
  Auxiliary StormBolters You may mount an auxiliary StormBolter anywhere on the vehicle. Any member of the crew may fire a weapon, but if he does so he may not perform his normal task. Alternately, troopers from squads being transported may also fire the weapons. You may re-roll any Jams due to the finely-tuned nature of Imperial machinery [5]
  Space Marine Crew 1 4 4 4 4 4 1 4 1 8 3+ [0]
Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
Predator 1 - - - - - - - - - 1+ 120
Autocannon; 72" max, S8, -3 save, D6 Dmg, 2D6+8 Pen, Sustained(1); Sponson Heavy Bolters; 40" max, S5, -2 save, D4 Dmg, D6+D4+5 Pen, Sustained(2) each, 1 Hvy Bolter per Sponson.; Space Marine Crew
  Frag Defenders Frag Defenders may be triggered at any point in the game; when they are, all models in base-to-base contact with the vehicle firing them suffer an automatic S4 hit with a -1 save modifier causing 1 wound. [10]
  Space Marine Crew 1 4 4 4 4 4 1 4 1 8 3+ [0]
Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
Rhino 1 - - - - - - - - - X 50
May transport 10 Marines in power armor or 5 Terminators.; Twin-Linked Boltguns; 24" max, S4, -1 save, 1 Dmg, D6+4 Pen (2 rolls for Wounding, dmg, etc.); Space Marine Crew
  Space Marine Crew 1 4 4 4 4 4 1 4 1 8 3+ [0]
Bolt Pistol; 16" max, S4, 1 Dmg, -1 save, D6+4 Pen, HtH
Chimera (ig) 1 - - - - - - - - - X 155
May transport 11 Imperial Guard; IG crew; Lasgun (x6); 24" max, S3, -1 save, 1 Dmg, D6+3 Pen; Storm Bolter; 24" max, S4, -1 save, 1 Dmg, D6+4 Pen, Sustained(1); Heavy Bolter; 40" max, S5, -2 save, D4 Dmg, D6+D4+5 Pen, Sustained(2); Multilaser; 60" max, S6, -1 save, D4 Dmg, D6+D4+6 Pen, Sustained(3)
  Auxiliary StormBolters You may mount an auxiliary StormBolter anywhere on the vehicle. Any member of the crew may fire a weapon, but if he does so he may not perform his normal task. Alternately, troopers from squads being transported may also fire the weapons. You may re-roll any Jams due to the finely-tuned nature of Imperial machinery [5]
  IG Crewmen 3 4 3 3 3 3 1 3 1 7 6+ [0]
Laspistol; 16" max, S3, 1 Dmg, D6+3 Pen, HtH
Regimental IG Squad (ig) 7 4 3 3 3 3 1 3 1 7 6+ 113
Lasgun; 24" max, S3, -1 save, 1 Dmg, D6+3 Pen
  Sergeant 1 4 3 3 3 3 1 3 1 7 6+ [13]
Chainsword (x1); S4, 1 Dmg, -1 save, 2D6+4 Pen, HtH; Sword; S as User, 1 Dmg, Save Mod as user, S+D6+Strength-versus.vehicle-bonus Pen, HtH, Parry; Autopistol (x1); 16" max, S3, 1 Dmg, D6+3 Pen, HtH; Laspistol; 16" max, S3, 1 Dmg, D6+3 Pen, HtH
  IG Weapon Team 2 4 3 3 3 3 1 3 1 7 6+ [30]
Heavy Bolter (x1); 40" max, S5, -2 save, D4 Dmg, D6+D4+5 Pen, Sustained(2), MoF
Total Army Cost: 7040 Pts.
Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
Character (<=50%) 8 n/a 825 n/a 11%
Squads (>=25%) 18 n/a 3887 n/a 55%
Support (<=50%) 12 n/a 2328 n/a 33%
Wargear Summary 29 n/a 317 n/a 4%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.