1500 Pts - Blood Angels Army The Red Army

Unit Name ## WS BS St To Wo In At Ld Save Cost
Trotsky (FComm) 1 5 5 4 4 3 5 4 10 2+/5(I)+ 125
Independent Character; Power Weapon (x1); Storm Bolter
  Terminator Armour 2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. [25]
  Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle. [15]
  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]
Death Company 1 4 4 4 4 1 4 2 9 3+/4*+ 0
Each member of the Death Company is armed with a Bolt Pistol & CC Weapon, Bolter or Bolt Pistol & Power Weapon / Power Fist (Veteran Sergeants only); The Death Company may only be led by a Chaplain or Sanguinary High Priest without an Honour Guard; If it is not led, the Company must move toward the nearest enemy unit and assault it as fast as possible; Fearless; Ignore Injury; Bolter / Bolt Pstl. & CCW; Frag Grenades
'Furioso' Dreadnought (Elites) 1 WS: 4 BS: 4 S: 6/10 I: 4 A: 2/3 108
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker; Heavy Flamer; Meltagun
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
Terminator Squad (Elites) 4 4 4 4/8 4 1 4 2 9 2+/5(I)+ 240
Deep Strike if allowed; Power Fist (x3); Storm Bolter (x3); Heavy Flamer (x1); Cyclone Missile Ln. (x1)
  Sergeant 1 4 4 4 4 1 4 2 9 2+/5(I)+ [42]
Power Weapon; Storm Bolter
    #Terminator Armour 2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. [0]
Tactical Squad (Troops) 9 4 4 4 4 1 4 1 8 3+ 289
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
  Veteran Sergeant 1 4 4 4/8 4 1 4 2/3 9 3+ [56]
Frag Grenades; Bolt Pistol (x1); Power Fist (x1)
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [73]
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Supercharged Engine; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    Dozer Blade Re-roll failed terrain test if move < 6". [5]
Tactical Squad (Troops) 9 4 4 4 4 1 4 1 8 3+ 264
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [31]
Bolt Pistol & CCWep.; Frag Grenades
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [73]
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Supercharged Engine; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    Dozer Blade Re-roll failed terrain test if move < 6". [5]
Scout Squad (Troops) 4 4 4 4 4 1 4 1/2* 8 4+ 95
Infiltrate if allowed (as long as no Apothecary or Techmarine is present); Roll an extra D6 when moving through difficult terrain; Bolt Pistol & CCWep. (x4); Blind Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 4+ [35]
Bolt Pistol & CCWep.; Blind Grenades
    Krak Grenades When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6. [2]
    Teleport Homer Teleporting troops don't scatter if the template is placed in centred on a model with a Teleport Homer. [5]
Assault Squad (Fast Attack) 5 4 4 4 4 1 4 1/2** 8 3+ 246
Bolt Pistol & CCWep. (x4); Plasma P. & CC Wep. (x1); Blind Grenades; Frag Grenades; Krak Grenades; Jump Packs
  Veteran Sergeant 1 4 4 4/8 4 1 4 2/3 9 3+ [86]
Blind Grenades; Frag Grenades; Krak Grenades; Jump Packs; Plasma Pistol (x1); Power Fist (x1)
Predator 'Baal' (Heavy Support) 1 BS: 4 Front: 13 Side: 11 Rear: 10 133
Tank; 2 Sponson Heavy Flamers; Turr. Assault Cannon
  Pintle Storm Bolter 24"R, Str 4, Ap 5, Assault 2. [10]
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
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.
  Blind Grenades Use instead of Shooting. Unit counts as in 5+ cover for one full turn. You can't assault if you use Blind Grenades in the shooting phase.
  Bolt Pistol 12"R, S4, AP5, Pistol.
  Bolter 24"R, S4, AP5, Rapid Fire.
  CC Weapon +1A if used with another CCW / pistol.
  Cyclone Missile Launcher 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast).
  Flamer Template, S4, AP5, Assault 1.
  Frag Grenades When attacking troops in cover, both sides go simultaneosly. Power Fists still go last.
  Heavy Flamer Template, S5, AP4, Assault 1.
  Krak Grenades May be used against vehicles and immobile Dreadnoughts. One attack per model, 6+D6 AP.
  Meltagun 12"R, S8, AP1, +D6 AP at 6".
  Missile Launcher 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast).
  Plasma Pistol 12" R, S7, AP2, Pistol. Overheats- if you roll a '1' to hit, make a save or take a wound.
  Power Fist Always go last. No armour save. Doubles strength.
  Power Weapon No armour save in close combat.
  Storm Bolter 24"R, S4, AP5, Assault 2.
  Supercharged Engine At the end of it's movement, the vehicle may go up to 6" straight forward after making a difficult terrain check (but cannot fire if it does so). Troops may disembark normally.
  Turr. Assault Cannon 24"R, S6, AP4, Heavy 3, Linked.
Total Army Cost: 1500 Pts.
Notes:
Black Rage
If Deep Strike is allowed, the army may deploy in Drop Pods.
And They Shall Know No Fear rules apply to all Space Marines.

Models in Army: 42


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 1 1 125 1375 8%
Elite (<=3unit) 2 1 348 1152 23%
Troops (>=2unit <=6unit) 3 3 648 852 43%
Fst. Atck. (<=3unit) 1 2 246 1254 16%
Hvy. Supp. (<=3unit) 1 2 133 1367 8%
Other (N/A) 1 n/a 0 1500 0%
Equipment Summary 13 n/a 84 n/a 5%

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