Space Marines Army Rogue Force

Unit Name ## WS BS St To Wo In At Ld Save Cost
Commander (HQ) 1 5 5 4 4 2 5 4/5 9 2+/4(I)+ 300
Independent Character; Plasma Pistol (x1); Power Weapon (x1)
  Terminator Honours +1 Attacks. [15]
  Artificer Armour 2+ armour save. [20]
  Iron Halo 4+ invulnerable save. [25]
  Frag Grenades Fight simultaneosly with troops in cover. Models with Power Fists still go last. [1]
  Command Squad 3 4 4 4 4 1 4 1 9 3+ [164]
Bolter (x1); Missile Launcher (x1); Plasma Gun (x1); Frag Grenades
    Apothecary 1 4 4 4 4 1 4 1/2 9 3+ [35]
Frag Grenades; Bolt Pistol (x1); Power Weapon (x1)
    Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [46]
Frag Grenades; Bolt Pistol (x1); Power Weapon (x1)
Chaplain (HQ) 1 5 5 4 4 2 5 4/5 9 2+/4(I)+ 107
Independent Character; Bolt Pistol (x1); Crozius Arcanum; Rosarius
  Terminator Honours +1 Attacks. [15]
  Artificer Armour 2+ armour save. [20]
  Frag Grenades Fight simultaneosly with troops in cover. Models with Power Fists still go last. [1]
Dreadnought (Elites) 1 WS: 4 BS: 4 S: 6/10 I: 4 A: 2 115
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker; Dread. CC Weapon; Storm Bolter; Plasma Cannon
Terminator Squad (Elites) 4 4 4 4/8 4 1 4 2 9 2+/5(I)+ 255
Deep Strike if allowed; Power Fist (x4); Storm Bolter (x2); Heavy Flamer (x2)
  Sergeant 1 4 4 4/8 4 1 4 2 9 2+/5(I)+ [67]
Power Fist (x1); Storm Bolter
    #Terminator Armour 2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. [0]
Terminator Squad (Elites) 5 4 4 4/8 4 1 4 2 9 2+/5(I)+ 317
Deep Strike if allowed; Power Fist (x5); Storm Bolter (x3); Assault Cannon (x2)
  Sergeant 1 4 4 4/8 4 1 4 2 9 2+/5(I)+ [67]
Power Fist (x1); 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+ 273
Bolter (x7); Missile Launcher (x1); Meltagun (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 [53]
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
Tactical Squad (Troops) 9 4 4 4 4 1 4 1 8 3+ 206
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [46]
Frag Grenades; Bolt Pistol (x1); Power Weapon (x1)
Tactical Squad (Troops) 9 4 4 4 4 1 4 1 8 3+ 279
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2 9 3+ [66]
Frag Grenades; Bolt Pistol (x1); Lightning Claw
    Bionics If the model is killed, roll a D6 at the start of next turn; if a 6 is rolled, he gets back up with one wound left. [10]
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [53]
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
Tactical Squad (Troops) 9 4 4 4 4 1 4 1 8 3+ 210
Bolter (x7); Missile Launcher (x1); Meltagun (x1); Frag Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [46]
Frag Grenades; Bolt Pistol (x1); Power Weapon (x1)
Scout Squad (Troops) 5 4 4 4 4 1 4 1/2* 8 4+ 127
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); Heavy Bolter (x1); Frag Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 4+ [42]
Frag Grenades; Bolt Pistol (x1); Power Weapon (x1)
Scout Squad (Troops) 6 4 4 4 4 1 4 1/2* 8 4+ 146
Infiltrate if allowed (as long as no Apothecary or Techmarine is present); Roll an extra D6 when moving through difficult terrain; Bolt Pistol & CCWep. (x5); Missile Launcher (x1); Frag Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 4+ [42]
Frag Grenades; Bolt Pistol (x1); Power Weapon (x1)
Bike Squad (Fast Attack) 2 4 4 4 4/5 1 4 1 8 3+ 151
Bikes; Twin Bolter; Bolt Pistol (x1); Flamer (x1)
  Veteran Sergeant 1 4 4 4/8 4/5 1 4 2 9 3+ [75]
Twin Bolter; Power Fist (x1)
Land Speeder 'Tornado' (Fast Attack) 1 BS: 4 Front: 10 Side: 10 Rear: 10 75
Fast; Skimmer; Heavy Bolter; Heavy Flamer
Predator 'Destructor' (Heavy Support) 1 BS: 4 Front: 13 Side: 11 Rear: 10 135
Tank; 2 Sponson Lascannon; Turret Autocannon
  Pintle Storm Bolter 24"R, Str 4, Ap 5, Assault 2. [10]
Land Raider (Heavy Support) 1 BS: 4 Front: 14 Side: 14 Rear: 14 260
Tank; May always fire one extra weapon at BS2, at a seperate target if it wishes; If the crew are stunned, it may move directly forward up to it's maximum move; Linked Lascannon (x2); Twin Heavy Bolters
  Pintle Storm Bolter 24"R, Str 4, Ap 5, Assault 2. [10]
Option Footnotes:
  Assault Cannon 24"R, S6, AP4, Heavy 3. Jams (and cannot be used further) if 3 1's are rolled to hit.
  Autocannon 48"R, S7, AP4, Heavy 2.
  Bolt Pistol 12"R, S4, AP5, Pistol.
  Bolter 24"R, S4, AP5, Rapid Fire.
  CC Weapon +1A if used with another CCW / pistol.
  Crozius Arcanum No armour save in close combat.
  Dread. CC Weapon No armour save. If destroyed, use S before the /.
  Flamer Template, S4, AP5, Assault 1.
  Frag Grenades When attacking troops in cover, both sides go simultaneosly. Power Fists still go last.
  Heavy Bolter 36"R, S5, AP4, Heavy 3.
  Heavy Flamer Template, S5, AP4, Assault 1.
  Lascannon 48"R, S9, AP2, Heavy 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 Cannon 36"R, S7, AP2, Heavy 1 Blast. Overheats- if you roll a '1' to hit, make a save or take a wound.
  Plasma Gun 24"R, S7, AP2, Rapid Fire. Overheats- if you roll a '1' to hit, make a save or take a wound.
  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.
  Twin Bolter 24"R, S4, AP5, Rapid Fire, Linked. Always fires as if stationary.
  Twin Heavy Bolters 36"R, S5, AP4, Heavy 3, Linked.
  Twin Lascannon 48"R, S9, AP2, Heavy 1, Linked.
Total Army Cost: 2956 Pts.
Notes:
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: 80


Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 407 n/a 13%
Elite (<=3unit) 3 0 687 n/a 23%
Troops (>=2unit <=6unit) 6 0 1241 n/a 41%
Fst. Atck. (<=3unit) 2 1 226 n/a 7%
Hvy. Supp. (<=3unit) 2 1 395 n/a 13%
Other (N/A) 0 n/a 0 n/a 0%
Equipment Summary 14 n/a 133 n/a 4%

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