4068 Pt. UltraMarines Army | Battle Company V |
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Armor | Cost |
Captain Sicarius (FComm) | 1 | 5 | 5 | 4 | 4 | 3 | 5 | 4/5 | 10 | 2+/4(I)+ | 553 |
Artificer Armour Terminator Honours Plasma Pistol Power Weapon |
|||||||||||
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] | |||||||||
Iron Halo | 4+ invulnerable save. | [25] | |||||||||
Krak Grenades | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6. | [2] | |||||||||
Frag Grenades | Fight simultaneosly with troops in cover. Models with Power Fists still go last. | [1] | |||||||||
Auspex | If Infiltrators set up within 4d6" of a unit with an Auspex, the unit can fire once at the Infiltrators before the battle begins. | [2] | |||||||||
Command Squad | 2 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | [383] |
Bolter (x1) Plasma Rifle (x1) Frag Grenades Krak Grenades |
|||||||||||
Apothecary | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 3+ | [111] |
Terminator Honours Frag Grenades Krak Grenades Plasma Pistol Power Weapon |
|||||||||||
Narthecium | Ignore first failed saving throw in unit every turn. May not be used if the Apothecary is in base-to-base contact with an enemy model. Cannot negate hits from S >= 2*T. | [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] | |||||||||
Reductor | For every dead Space Marine, the Space Marine player gets 1VP at the end of the battle. | [5] | |||||||||
Standard Bearer | 1 | 4 | 4 | 4/8 | 4 | 1 | 4 | 2/3 | 9 | 3+ | [136] |
Terminator Honours Frag Grenades Krak Grenades Plasma Pistol Power Fist |
|||||||||||
Chapter Banner | Once per battle, +1 attack within 2d6" for one turn. +1 combat resolution to all Space Marine units within 6". If the banner bearer is killed in hand-to-hand, the enemy who killed him uses the standard from then on. | [60] | |||||||||
Veteran Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 3+ | [88] |
Frag Grenades Krak Grenades Plasma Pistol Power Weapon |
|||||||||||
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] | |||||||||
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] | |||||||||
Dreadnought | 1 | 4 | 4 | 6/10 | - | - | 4 | 2 | - | 12/12/10 | 114 |
Walker. Dread. CC Weapon Storm Bolter Assault Cannon |
|||||||||||
Searchlight | Allows one enemy unit to be fired at by any other Space Marines in range and with line of sight. Vehicle can then be fired on by any enemy unit. | [1] | |||||||||
Smoke Launchers | Use instead of shooting- for one turn, penetrating hits count as glancing blows. | [3] | |||||||||
Extra Armour | Count 'Crew Stunned' results as 'Crew Shaken'. | [5] | |||||||||
Tactical Squad | 9 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 264 |
Bolter (x7) Lascannon (x1) Plasma Rifle (x1) Frag Grenades Krak Grenades |
|||||||||||
Rhino APC | 1 | - | 4 | - | - | - | - | - | - | 11/11/10 | [63] |
Carries up to 10 Space Marines. Tank. 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] | |||||||||
Extra Armour | Count 'Crew Stunned' results as 'Crew Shaken'. | [5] | |||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | [18] |
Bolt Pistol & CCWep. Frag Grenades Krak Grenades |
|||||||||||
Tactical Squad | 9 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 268 |
Bolter (x7) Lascannon (x1) Meltagun (x1) Frag Grenades Krak Grenades |
|||||||||||
Rhino APC | 1 | - | 4 | - | - | - | - | - | - | 11/11/10 | [63] |
Carries up to 10 Space Marines. Tank. 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] | |||||||||
Extra Armour | Count 'Crew Stunned' results as 'Crew Shaken'. | [5] | |||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | [18] |
Bolt Pistol & CCWep. Frag Grenades Krak Grenades |
|||||||||||
Tactical Squad | 9 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 264 |
Bolter (x7) Lascannon (x1) Flamer (x1) Frag Grenades Krak Grenades |
|||||||||||
Rhino APC | 1 | - | 4 | - | - | - | - | - | - | 11/11/10 | [63] |
Carries up to 10 Space Marines. Tank. 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] | |||||||||
Extra Armour | Count 'Crew Stunned' results as 'Crew Shaken'. | [5] | |||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | [18] |
Bolt Pistol & CCWep. Frag Grenades Krak Grenades |
|||||||||||
Tactical Squad | 5 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 187 |
Bolter (x3) Missile Launcher (x1) Flamer (x1) Frag Grenades Krak Grenades |
|||||||||||
Rhino APC | 1 | - | 4 | - | - | - | - | - | - | 11/11/10 | [63] |
Carries up to 10 Space Marines. Tank. 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] | |||||||||
Extra Armour | Count 'Crew Stunned' results as 'Crew Shaken'. | [5] | |||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | [18] |
Bolt Pistol & CCWep. Frag Grenades Krak Grenades |
|||||||||||
Tactical Squad | 5 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 174 |
Bolter (x3) Missile Launcher (x1) Flamer (x1) Frag Grenades Krak Grenades |
|||||||||||
Rhino APC | 1 | - | 4 | - | - | - | - | - | - | 11/11/10 | [50] |
Carries up to 10 Space Marines. Tank. Storm Bolter |
|||||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | [18] |
Bolt Pistol & CCWep. Frag Grenades Krak Grenades |
|||||||||||
Tactical Squad | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 169 |
Bolter (x2) Missile Launcher (x1) Flamer (x1) Frag Grenades Krak Grenades |
|||||||||||
Rhino APC | 1 | - | 4 | - | - | - | - | - | - | 11/11/10 | [63] |
Carries up to 10 Space Marines. Tank. 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] | |||||||||
Extra Armour | Count 'Crew Stunned' results as 'Crew Shaken'. | [5] | |||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | [18] |
Bolt Pistol & CCWep. Frag Grenades Krak Grenades |
|||||||||||
Attack Bike | 1 | 4 | 4 | 4 | 5 | 1 | 4 | 2 | 8 | 2+ | 54 |
Move 12". If model enters difficult terrain, roll a D6- on a 1 he crashes and is removed. Flee & Pursue 3d6". Twin Bolter & 2 Bolt P. (x1) Heavy Bolter (x1) Blind Grenades |
|||||||||||
Bike Squad | 4 | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | 206 |
Move 12". If model enters difficult terrain, roll a D6- on a 1 he crashes and is removed. Flee & Pursue 3d6". Twin Bolter Bolt Pistol (x2) Plasma Rifle (x2) Blind Grenades |
|||||||||||
Sergeant | 1 | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | [38] |
Twin Bolter Bolt Pistol Blind Grenades |
|||||||||||
Bike Squad | 4 | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | 206 |
Move 12". If model enters difficult terrain, roll a D6- on a 1 he crashes and is removed. Flee & Pursue 3d6". Twin Bolter Bolt Pistol (x2) Plasma Rifle (x2) Blind Grenades |
|||||||||||
Sergeant | 1 | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | [38] |
Twin Bolter Bolt Pistol Blind Grenades |
|||||||||||
Bike Squad | 4 | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | 206 |
Move 12". If model enters difficult terrain, roll a D6- on a 1 he crashes and is removed. Flee & Pursue 3d6". Twin Bolter Bolt Pistol (x2) Plasma Rifle (x2) Blind Grenades |
|||||||||||
Sergeant | 1 | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | [38] |
Twin Bolter Bolt Pistol Blind Grenades |
|||||||||||
Assault Squad | 8 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2** | 8 | 3+ | 325 |
Bolt Pistol & CCWep. (x6) Plasma P. & CC Wep. (x2) Blind Grenades Frag Grenades Krak Grenades Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. Jump Packs |
|||||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | [35] |
Bolt Pistol & CCWep. Blind Grenades Frag Grenades Krak Grenades Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. Jump Packs |
|||||||||||
Assault Squad | 5 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2** | 8 | 3+ | 220 |
Bolt Pistol & CCWep. (x3) Plasma P. & CC Wep. (x2) Blind Grenades Frag Grenades Krak Grenades Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. Jump Packs |
|||||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | [35] |
Bolt Pistol & CCWep. Blind Grenades Frag Grenades Krak Grenades Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. Jump Packs |
|||||||||||
Land Speeder 'Typhoon' | 1 | - | 4 | - | - | - | - | - | - | 10/10/10 | 75 |
Fast, Skimmer. Heavy Bolter Typhoon Missile |
|||||||||||
Land Speeder Squadron | 3 | - | 4 | - | - | - | - | - | - | 10/10/10 | 165 |
Fast, Skimmer. Heavy Bolter (x2) Multi-Melta (x1) |
|||||||||||
Land Speeder | 1 | - | 4 | - | - | - | - | - | - | 10/10/10 | 65 |
Fast, Skimmer. Multi-Melta (x1) |
|||||||||||
Devastator Squad | 8 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 338 |
Bolter (x4) Plasma Cannon (x4) |
|||||||||||
Rhino APC | 1 | - | 4 | - | - | - | - | - | - | 11/11/10 | [63] |
Carries up to 10 Space Marines. Tank. 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] | |||||||||
Extra Armour | Count 'Crew Stunned' results as 'Crew Shaken'. | [5] | |||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | [15] |
Bolt Pistol & CCWep. | |||||||||||
Devastator Squad | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 215 |
Plasma Cannon (x4) | |||||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | [15] |
Bolt Pistol & CCWep. | |||||||||||
Option Footnotes: |
|
||||||||||
Assault Cannon | 24"R, S6, AP4, Heavy 3. | ||||||||||
Bolt Pistol | 12"R, S4, AP5, Pistol. | ||||||||||
Bolter | 24"R, S4, AP5, Rapid Fire. | ||||||||||
Close Combat Weapon | +1A if used with another Pistol or Close Combat Weapon. | ||||||||||
Flamer | Template, S4, AP5, Assault 1. | ||||||||||
Heavy Bolter | 36"R, S5, AP4, Heavy 3. | ||||||||||
Lascannon | 48"R, S9, AP2, Heavy 1. | ||||||||||
Melta-Bombs | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. | ||||||||||
Meltagun | 12"R, S8, AP1, +D6 AP at 6". | ||||||||||
Missile Launcher | 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). | ||||||||||
Multi-Melta | 24"R, S8, AP1, Heavy 1, +D6 AP at 12". | ||||||||||
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 Pistol | 12" R, S7, AP2, Pistol. Overheats- if you roll a '1' to hit, make a save or take a wound. | ||||||||||
Plasma Rifle | 24"R, S7, AP2, Rapid Fire. Overheats- if you roll a '1' to hit, make a save or take a wound. | ||||||||||
Power Fist | Always go last. No armour save. Doubles srength. | ||||||||||
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. | ||||||||||
Dread. CC Weapon | No armour save. If destroyed, use S before the /. | ||||||||||
Artificer Armour | 2+ armour save. | ||||||||||
Typhoon Missile | 48"R, S5, AP5, Heavy 1 Blast, Linked. | ||||||||||
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. | ||||||||||
Frag Grenades | When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. | ||||||||||
Krak Grenades | May be used against vehicles and immobile Dreadnoughts. One attack per model, 6+D6 AP. | ||||||||||
Jump Packs | Move 12", ignoring terrain. Deep Strike if allowed. If model ends in difficult terrain, roll a D6- on a 1 it crashes and is removed. Flee & pursue 3d6". |
Total Army Cost: 4068 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. Total Models: 111 |
Validation Results: Composition group 'Fst. Atck.' is not within valid range (0-3). |
Troop Type | Count | Points | Unused | Percent |
HQ (1 - 2) | 1 | 553 | n/a | 13% |
Elite (0 - 3) | 1 | 114 | n/a | 2% |
Troops (2 - 6) | 6 | 1326 | n/a | 32% |
Fst. Atck. (0 - 3) | 9 | 1522 | n/a | 37% |
Hvy. Supp. (0 - 3) | 2 | 553 | n/a | 13% |
Equipment Summary | 32 | 262 | n/a | 6% |
Roster created with Army Builder - Copyright (c) 1998,1999 by Lone Wolf Development, Inc. |