2000 Pts - Space Marines - Novamarines Mk I

Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Space Marine Captain (1#, 140 pts)
  Space Marine Captain 1 HQ                   140
...in Terminator Armour
    ...in Terminator Armour 1 6 5 4 4 3 5 3 10 2+/4(i) [140]
HQ: Space Marine Librarian (1#, 125 pts)
  Space Marine Librarian 1 HQ                   125
...in Terminator Armour; Force Dome; The Avenger
    ...in Terminator Armour 1 5 4 4 4 2 4 2 10 2+/5(i) [125]
Elite: Dreadnought (2#, 160 pts)
  Dreadnought 1 Grp: Elite WS: 4 BS: 4 St: 6/10 In: 4 At: 2 FA: 12 SA: 12 RA: 10 160
Heavy Flamer; Assault Cannon; Drop Pod
    Drop Pod 1 Grp: BS: 4 FA: 12 SA: 12 RA: 12 [35]
Drop Pod Assault
Elite: Dreadnought (2#, 160 pts)
  Dreadnought 1 Grp: Elite WS: 4 BS: 4 St: 6/10 In: 4 At: 2 FA: 12 SA: 12 RA: 10 160
Heavy Flamer; Assault Cannon; Drop Pod
    Drop Pod 1 Grp: BS: 4 FA: 12 SA: 12 RA: 12 [35]
Drop Pod Assault
Elite: Terminator Assault Squad (6#, 450 pts)
  Terminator Assault Squad 4 Elite 4 4 4 4 1 4 2/3 9 2+/5(i) 450
Land Raider
    Sergeant 1 4 4 4 4 1 4 2/3 9 2+/5(i) [40]
    Land Raider 1 Grp: BS: 4 FA: 14 SA: 14 RA: 14 [250]
Troops: Tactical Squad (11#, 205 pts)
  Tactical Squad 9 Troops 4 4 4 4 1 4 1 8 3+ 205
Flamer; Missile Launcher; Rhino
    Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [23]
Bolt Pistol; Chainsword (x1)
    Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35]
Searchlight; Smoke Launchers; Storm Bolter
Troops: Tactical Squad (11#, 205 pts)
  Tactical Squad 9 Troops 4 4 4 4 1 4 1 8 3+ 205
Flamer; Missile Launcher; Rhino
    Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [23]
Bolt Pistol; Chainsword (x1)
    Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35]
Searchlight; Smoke Launchers; Storm Bolter
Troops: Tactical Squad (11#, 205 pts)
  Tactical Squad 9 Troops 4 4 4 4 1 4 1 8 3+ 205
Flamer; Missile Launcher; Rhino
    Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [23]
Bolt Pistol; Chainsword (x1)
    Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35]
Searchlight; Smoke Launchers; Storm Bolter
Fast Attack: Land Speeder Squadron (2#, 120 pts)
  Land Speeder Squadron 2 Grp: Fast BS: 4 FA: 10 SA: 10 RA: 10 120
Heavy Flamer (x1); Multi-Melta (x1)
Fast Attack: Land Speeder Squadron (2#, 120 pts)
  Land Speeder Squadron 2 Grp: Fast BS: 4 FA: 10 SA: 10 RA: 10 120
Heavy Flamer (x1); Multi-Melta (x1)
Heavy Support: Predator (1#, 105 pts)
  Predator 1 Grp: Heavy BS: 4 FA: 13 SA: 11 RA: 10 105
Twin Linked Lascannon
Total Cost: 1995

Option Footnotes
Psychic Powers
Force Dome Used at the start of the Movement Phase, the Librarian and any unit he is with receive a 5+ Invulnerable Save until the end of the following player turn.
The Avenger Range: Template; S5; AP3; Assault 1
Special Rules
Drop Pod Assault At the beginning of your first turn, you must choose half of your Drop Pods to make a Drop Pod Assault. Units making a Drop Pod assault arrive on the player's first turn. The arrival of the remaining Drop Pods is rolled for as normal. A unit that Deep Strikes via Drop Pod cannot assault in the turn it arrives.
Wargear
Iron Halo Confers a 4+ Invulnerable save.
Searchlight Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.
Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).
Terminator Armour Relentless; Cannot perform a Sweeping Advance; 2+ Armour Save and a 5+ Invulnerable Save; May always start the game in reserve and arrive using the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks.
Weapons
Assault Cannon 24" Range; S6; AP4; Heavy 4 Rending
Bolt Pistol 12" Range; S4; AP5; Pistol
Bolter 24" Range; S4; AP5; Rapid Fire
Chainsword If used with another close combat weapon, +1 attack in close combat.
Dreadnought CCW Strength 10; Ignores armour saves in close combat.
Flamer Template; S4; AP5; Assault 1
Force Weapon Ignores armour saves in close combat. 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. (p50 WH40K 5E)
Heavy Bolter 36" Range; S5; AP4; Heavy 3
Heavy Flamer Template; S5; AP4; Assault 1
Lightning Claws (pair) Ignores armour saves in close combat. Re-roll failed 'to wound' rolls. +1 Attacks in close combat.
Missile Launcher Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
Multi-Melta 24" Range; S8; AP1; Heavy 1; Melta.
Power Sword Ignores armour saves in close combat (p42 WH40K 5E)
Storm Bolter 24" Range; S4; AP5; Assault 2
Twin Linked Lascannon 48" Range; S9; AP2; Heavy 1 Linked

Validation Report
d-1. Formatting: Competition Output; c-1. File Version: 1.10a For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter
Roster satisfies all enforced validation rules

Roster Statistics
% Elite: 38.6
% Fast: 12.0
% Heavy: 5.3
% HQ: 13.3
Model Count: 50
% Troops: 30.8
% Wargear: 0.0
Files version: 1.10
Faith Points: 0

Group Min Max Used
HQ 1 2 2
Elite 0 3 3
Troops 2 6 3
Fast 0 3 2
Heavy 0 3 1

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