1500 Pts - Space Marines Army Anti-Necron Detachment

Unit Name ## WS BS St To Wo In At Ld Save Cost
Commander (HQ) 1 5 5 4 4 2 5 4/5 9 3+ 111
Independent Character; Plasma Pistol (x1); Power Weapon (x1)
  Jump Pack Move 12", ignoring terrain. Deep Strike if allowed. If model enters difficult terrain, roll a D6- on a 1 it crashes and is removed. Flee & pursue 3d6". [20]
  Terminator Honours +1 Attacks. [15]
  Frag Grenades Fight simultaneosly with troops in cover. Models with Power Fists still go last. [1]
Commander (HQ) 1 5 5 4 4 2 5 4/5 9 3+ 110
Independent Character; Plasma Pistol (x1); Power Weapon (x1)
  Jump Pack Move 12", ignoring terrain. Deep Strike if allowed. If model enters difficult terrain, roll a D6- on a 1 it crashes and is removed. Flee & pursue 3d6". [20]
  Terminator Honours +1 Attacks. [15]
Callidus Assassin (Elites) (as) 1 5 5 4 4 2 5 3 10 4(I)+ 120
Independent Character; Can never join another unit; Infiltrate if allowed; Fearless; Cannot be pinned; Callidus Temple; Jump Back, A Word In Your Ear.; C'tan Phase Sword; Neural Shredder; Polymorphine; Poison Blades
Tactical Squad (Troops) 9 4 4 4 4 1 4 1 8 3+ 263
Bolter (x8); Meltagun (x1)
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [60]
Plasma Pistol (x1); Power Weapon (x1)
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [58]
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]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Tactical Squad (Troops) 9 4 4 4 4 1 4 1 8 3+ 263
Bolter (x8); Meltagun (x1)
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [60]
Plasma Pistol (x1); Power Weapon (x1)
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [58]
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]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Tactical Squad (Troops) 9 4 4 4 4 1 4 1 8 3+ 263
Bolter (x8); Meltagun (x1)
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [60]
Plasma Pistol (x1); Power Weapon (x1)
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [58]
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]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Assault Squad (Fast Attack) 9 4 4 4 4 1 4 1/2** 8 3+ 320
Bolt Pistol & CCWep. (x7); Plasma P. & CC Wep. (x2); Frag Grenades; Jump Packs
  Veteran Sergeant 1 4 4 4/8 4 1 4 2/3 9 3+ [85]
Frag Grenades; Jump Packs; Plasma Pistol (x1); Power Fist (x1)
    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]
Attack Bike (Fast Attack) 1 4 4 4 5 1 4 2 8 2+ 50
Bikes; Twin Bolter & 2 Bolt P.; Heavy Bolter (x1)
Option Footnotes:
  Bolt Pistol 12"R, S4, AP5, Pistol.
  Bolter 24"R, S4, AP5, Rapid Fire.
  C'tan Phase Sword No armour saves in close combat, not even from Invulnerable saves!
  CC Weapon +1A if used with another CCW / pistol.
  Frag Grenades When attacking troops in cover, both sides go simultaneosly. Power Fists still go last.
  Heavy Bolter 36"R, S5, AP4, Heavy 3.
  Meltagun 12"R, S8, AP1, +D6 AP at 6".
  Neural Shredder Template, S8, AP1, Assault 1. Use your opponent's Ld value instead of their T to determine wounds.
  Plasma Pistol 12" R, S7, AP2, Pistol. Overheats- if you roll a '1' to hit, make a save or take a wound.
  Poison Blades If the Assassin is still in base contact with an enemy at the end of the Assault phase, she may make 1 attack that wounds on 4+.
  Polymorphine The Assassin is always in reserve, even when the mission doesn't normally allow this. When she arrives, she can be placed anywhere on the battlefield and can move and fight normally in the turn she arrives.
  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.
Total Army Cost: 1500 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: 47


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 221 1279 14%
Elite (<=3unit) 1 2 120 1380 8%
Troops (>=2unit <=6unit) 3 3 789 711 52%
Fst. Atck. (<=3unit) 2 1 370 1130 24%
Hvy. Supp. (<=3unit) 0 3 0 1500 0%
Other (N/A) 0 n/a 0 1500 0%
Equipment Summary 12 n/a 100 n/a 6%

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