5000 Pts - Space Marines: Codex Army No Name

Unit Name ## WS BS St To Wo In At Ld Save Cost
Captain (HQ) 1 5 5 4/8 4 2 5 4 9 2+ 664
Independent Character, Rites of Battle; Power Fist (x1); Storm Bolter; If a Space Marine Commander is on the field then all other Space Marine squads may use his Leadership for any Morale, Pinning and Leadership Test, but not Psychic test.
  Bionics If the model is suffers a wounding hit and fails his saving throw roll a d6. If a 6 is rolled the model ignores the wound. Not effective against weapons which do not allow a saving throw or instant kills. [5]
  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]
  Terminator Honours +1 Attacks. [15]
  Artificer Armour 2+ armour save. [20]
  Command Squad 6 4 4 4 4 1 4 1 8 3+ [175]
Bolter (x4); Lascannon (x1); Plasma Cannon (x1)
    Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [15]
Bolt Pistol & CCWep.
  Reclusiarch 1 5 5 4 4 2 5 4/5 9 2+/5(I)+/4(I)+ [145]
Independent Character, Honor of the Chapter, Litanies of Hate; 2 Lightning Claws; Rosarius; They and all members of any Space Marine squad they join, lead or are attached to are Fearless. On a player turn in which he charges into close combat, a Chaplain, and all members of any Space Marine squad they join, lead or are attached to may re-roll failed rolls to hit.
    Terminator Armour 2+ armour save, 5+ Invulnerable Save May not make Sweeping Advances. Deep Strike if allowed. [25]
    Bionics If the model is suffers a wounding hit and fails his saving throw roll a d6. If a 6 is rolled the model ignores the wound. Not effective against weapons which do not allow a saving throw or instant kills. [5]
  Codicier 1 5 5 4/8 4 2 5 4/5 9 3+ [145]
Psyker, Independent Character; Force Weapon; Power Fist (x1)
    #Storm of the Emperor's Wrath 12"R, S4, AP 2, Assault 1, Blast. [0]
    #Psychic Hood After an opponent has sucessfuly made a Psychic test, both players calculate Ld+1d6 (if you're trying to negate it). If the Librarian's score is higher, the power is nullified and not used. [0]
    Terminator Honours +1 Attacks. [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]
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [54]
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6. Two firing points.; Storm Bolter
    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]
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
Epistolary Librarian (HQ) 1 5 5 4 4 3 5/6 4/5 10 3+ 445
Psyker, Independent Character; Bolt Pistol (x1); Force Weapon
  #Storm of the Emperor's Wrath 12"R, S4, AP 2, Assault 1, Blast. [0]
  #Psychic Hood After an opponent has sucessfuly made a Psychic test, both players calculate Ld+1d6 (if you're trying to negate it). If the Librarian's score is higher, the power is nullified and not used. [0]
  #Might of Heroes Target gains +D3 attacks [15]
  Terminator Honours +1 Attacks. [15]
  Bionics If the model is suffers a wounding hit and fails his saving throw roll a d6. If a 6 is rolled the model ignores the wound. Not effective against weapons which do not allow a saving throw or instant kills. [5]
  Command Squad 4 4 4 4 4 1 4 2 8 3+ [200]
Terminator Honours; To enable weapon options for Specialists give squad Terminator Honours before adding Apothecary, Standard Bearer or Company Champion.; Bolter (x2); Lascannon (x1); Plasma Cannon (x1)
    Veteran Sergeant 1 4 4 4 4 1 4 2 9 3+ [30]
Bolter
  Familiar 1 3 3 3 3 1 3 1 8 5+ [10]
Close Combat Weapon
  Razorback APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [84]
Carries up to 6 Space Marines; Tank. No firing points.; Twin Heavy Bolters
    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]
    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]
Dreadnought (Elites) 1 WS: 4 BS: 4 S: 6 I: 4 A: 2 135
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker; Missile Launcher; Twin Lascannon
Venerable Dreadnought (Elites) 1 WS: 4 BS: 4 S: 6/10 I: 4 A: 2 135
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker; Dread. CC Weapon; Heavy Flamer; Assault Cannon
Terminator Squad (Elites) 9 4 4 4/8 4 1 4 2 9 2+/5(I)+ 400
May always Deep Strike; Power Fist (x9); Storm Bolter (x9)
  Sergeant 1 4 4 4 4 1 4 2 9 2+/5(I)+ [40]
Power Weapon; Storm Bolter
    #Terminator Armour 2+ armour save, 5+ Invulnerable Save May not make Sweeping Advances. Deep Strike if allowed. [0]
Terminator Assault Squad (Elites) 9 4 4 4 4 1 4 2* 9 2+/5(I)+ 400
May always Deep Strike; 2 Lightning Claws (x4)
  Sergeant 1 4 4 4 4 1 4 2/3 9 2+/5(I)+ [40]
2 Lightning Claws
    #Terminator Armour 2+ armour save, 5+ Invulnerable Save May not make Sweeping Advances. Deep Strike if allowed. [0]
Techmarine (Elites) 1 4 4 4/8* 4 2 4 2+1+1 9 2+ 223
Power Weapon; Bolter; Repair Weapon Destroyed or Immbolised Vehicles on A D6 roll of 6
  #Signum Re-roll 1 failed shooting 'to hit' roll per turn. [0]
  #Servo Arm Gives extra attack with double strength and no armour save, going last. May reroll vehicle reapir roll. [0]
  #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. [0]
  #Flamer
[0]
  #Artificer Armour 2+ armour save. [0]
  #2nd Servo Arm Gives extra attack with double strength and no armour save, going last. If the Techmarine is in base contact with an immobilised vehicle, he may repair it on a D6 roll of 6. [0]
  #Plasma Cutter
[0]
  Combat Servitor 2 4 3 4/8 3 1 3 1/2 8 4+ [50]
Deactivate if the Techmarine is killed; Close Combat Weapon; Power Fist
  Tech Servitor 2 3 3 3 3 1 3 1 8 5+ [20]
  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. Two firing points.; 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+ 245
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2 9 3+ [31]
Bolter; Frag Grenades
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [54]
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6. Two firing points.; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    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 (Troops) 9 4 4 4 4 1 4 1 8 3+ 245
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2 9 3+ [31]
Bolter; Frag Grenades
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [54]
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6. Two firing points.; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    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 (Troops) 9 4 4 4 4 1 4 1 8 3+ 245
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2 9 3+ [31]
Bolter; Frag Grenades
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [54]
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6. Two firing points.; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    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 (Troops) 9 4 4 4 4 1 4 1 8 3+ 245
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
  Veteran Sergeant 1 4 4 4 4 1 4 2 9 3+ [31]
Bolter; Frag Grenades
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [54]
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6. Two firing points.; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    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]
Scout Squad (Troops) 9 4 4 4 4 1 4 1/2* 8 4+ 153
Infiltrate if allowed; Roll an extra D6 when moving through difficult terrain; Bolt Pistol & CCWep. (x7); Sniper Rifle (x2); Infilitrate Skill
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 4+ [26]
Bolt Pistol & CCWep.; Infilitrate Skill
Scout Squad (Troops) 9 4 4 4 4 1 4 1/2* 8 4+ 153
Infiltrate if allowed; Roll an extra D6 when moving through difficult terrain; Bolt Pistol & CCWep. (x7); Sniper Rifle (x2); Infilitrate Skill
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 4+ [26]
Bolt Pistol & CCWep.; Infilitrate Skill
Land Speeder Squadron (Fast Attack) 0 - - - - - - - - - 195
Fast; Skimmer
  Land Speeder #1 1 BS: 4 Front: 10 Side: 10 Rear: 10 [65]
Fast; Skimmer; Multi-Melta
  Land Speeder #2 1 BS: 4 Front: 10 Side: 10 Rear: 10 [65]
Fast; Skimmer; Multi-Melta
  Land Speeder #3 1 BS: 4 Front: 10 Side: 10 Rear: 10 [65]
Fast; Skimmer; Multi-Melta
Assault Squad (Fast Attack) 9 4 4 4 4 1 4 1/2** 8 3+ 265
Bolt Pistol & CCWep. (x7); Plasma P. & CC Wep. (x2); Close Combat Weapon; Frag Grenades; Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.; Jump Packs
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [39]
Bolt Pistol & CCWep.; Frag Grenades; Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.; Jump Packs
Bike Squad (Fast Attack) 4 4 4 4 4(5) 1 4 1 8 3+ 175
Bikes; Twin Bolter; Bolt Pistol (x4); Frag Grenades
  Veteran Sergeant 1 4 4 4 4/5 1 4 2 9 3+ [47]
Twin Bolter; Frag Grenades
Bike Squad (Fast Attack) 4 4 4 4 4(5) 1 4 1 8 3+ 175
Bikes; Twin Bolter; Bolt Pistol (x4); Frag Grenades
  Veteran Sergeant 1 4 4 4 4/5 1 4 2 9 3+ [47]
Twin Bolter; Frag Grenades
Land Raider 'Crusader' (Heavy Support) 1 BS: 4 Front: 14 Side: 14 Rear: 14 269
Tank; Power of the Machine Spirit. No firing points.; Huricane Bolter Sponsons; Multi-Melta; Twin Assault Cannon
  #Power of the Machine Spirit May move forward if Stunned, may fire one extra weapon at BS2 if moving <6" [0]
  #Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [0]
  #Frag Launchers Passengers disembarking count as having frag grenades [0]
  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]
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
Whirlwind Battery (Heavy Support) 1 BS: 4 Front: 11 Side: 11 Rear: 10 88
Tank; Vengence Missiles
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
Predator 'Annihilator' (Heavy Support) 1 BS: 4 Front: 13 Side: 11 Rear: 10 145
Tank; 2 Sponson Lascannon; Turret Linked Lascannons
Option Footnotes:
  Assault Cannon 24"R, S6, AP4, Heavy 4, Rending.
  Bolt Pistol 12"R, S4, AP5, Pistol.
  Bolter
  CC Weapon +1A if used with another CCW / pistol.
  Dread. CC Weapon No armour save. If destroyed, use S before the /.
  Flamer Template, S4, AP5, Assault 1.
  Force Weapon No armour save. If a model takes a wound but is not killed, make a psychic test- if you pass, it dies. Use against one model per combat round.
  Frag Grenades When attacking troops in cover, both sides go simultaneosly. Power Fists still go last.
  Heavy Flamer Template, S5, AP4, Assault 1.
  Infilitrate Skill May infiltrate
  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.
  Melta-Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  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.
  Power Fist Always go last. No armour save. Doubles strength.
  Power Weapon No armour save in close combat.
  Sniper Rifle 36"R, Wounds on 4+, AP6. Hits on 2+.
  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.
  Vengence Missiles G12-48"R, S5, AP4, Ord. 1 Blast.
Total Army Cost: 5000 Pts.
Notes:
And They Shall Know No Fear rules apply to all Space Marines.

Models in Army: 137


Validation Results:
'Tactical Squad (Troops)' includes too many models for it to take that transport vehicle.
'Tactical Squad (Troops)' includes too many models for it to take that transport vehicle.
'Tactical Squad (Troops)' includes too many models for it to take that transport vehicle.
Unit 'Terminator Assault Squad (Elites)' must have one weapon for every model in the unit - currently, some models do not have one.
Composition group 'Elite' does not satisfy requirements (<=3unit).
Composition group 'Fst. Atck.' does not satisfy requirements (<=3unit).

Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 1109 3891 22%
Elite (<=3unit) 5 -2 1293 3707 25%
Troops (>=2unit <=6unit) 6 0 1286 3714 25%
Fst. Atck. (<=3unit) 4 -1 810 4190 16%
Hvy. Supp. (<=3unit) 3 0 502 4498 10%
Other (N/A) 0 n/a 0 5000 0%
Equipment Summary 43 n/a 266 n/a 5%

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