Storm Lords, 2nd. Brotherhood

 

Units from the 2nd. Brotherhood, Storm Lords Space Marines in an unusual situation for them, that of tactical defense.
Interested in seeing the Storm Lords in Action? Check out their Rogue Trader action at Dakka Dakka, and their Mega Battle Action also at Dakka Dakka.
This roster is not complete - rumors indicate a terminator squad with a land raider from the 1st Brotherhood will be made available. Click here for the full planned roster using the White Scars Rule Set.

 

2nd Brotherhood
Unit Name ## WS BS St To Wo In At Ld Save Cost
Scarpian Kahn (Commn)
1 5 5 4 4 2 5 3 9 3+/4(I)+ 274
Independent Character; Power Weapon (x1); Storm Bolter
  Iron Halo 4+ invulnerable save. [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]
  Command Squad 3 4 4 4 4 1 4 1 9 3+ [169]
Bolter (x3)
    Apothecary 1 4 4 4 4 1 4 1 9 3+ [48]
Bolter; Detach from Command
      Reductor For every dead Space Marine, the Space Marine player gets 1VP at the end of the battle. [5]
      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]
    Techmarine 1 4 4 4 4 1 4 1/2 9 3+ [49]
Detach from Command; Bolt Pistol (x1); Power Weapon (x1)
      Signum Re-roll 1 failed shooting 'to hit' roll per turn. [15]
    Sergeant 1 4 4 4 4 1 4 1 9 3+ [18]
Bolter
Brother Maldus (Chapl)
1 5 5 4 4/5 2 5 3 9 2+/4(I)+ 140
Independent Character; Crozius Arcanum; Plasma Pistol (x1); Rosarius
  Bike 24"R, S4, AP5, Rapid Fire, Linked. Move 12". If model starts or ends move in difficult terrain, roll a D6- on a 1 he crashes and is removed. [35]
  Artificer Armour 2+ armour save. [20]
Scout Squad (Troops)
4 4 4 4 4 1 4 1 8 4+ 95
Infiltrate if allowed (as long as no Apothecary or Techmarine is present); Roll an extra D6 when moving through difficult terrain; Sniper Rifle (x3); Heavy Bolter (x1)
  Sergeant 1 4 4 4 4 1 4 1/2 8 4+ [13]
Bolt Pistol & CCWep.
I Squad (Tact)
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)
  I Rhino
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]
    Dozer Blade Re-roll failed terrain test if move < 6". [5]
V Close Support Squad (Devst) 4 4 4 4 4 1 4 1 8 3+ 288
Heavy Bolter (x1); Multi-Melta (x2); Plasma Cannon (x1)
  Sergeant 1 4 4 4 4 1 4 1/2 8 3+ [15]
Bolt Pistol & CCWep.
  V Razorback
1 BS: 4 Front: 11 Side: 11 Rear: 10 [93]
Carries up to 6 Space Marines; Tank; Lascn. & Plasma Guns
    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]
II Squad (Tact)
9 4 4 4 4 1 4 1 8 3+ 253
Bolter (x8); Meltagun (x1)
  Veteran Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [30]
Bolt Pistol & CCWep.
  II Rhino
1 BS: 4 Front: 11 Side: 11 Rear: 10 [78]
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]
    Pintle Storm Bolter 24"R, Str 4, Ap 5, Assault 2. [10]
    Hunter-Killer Missile Unlimited range, S8, AP3, Heavy 1. 1 shot per battle. [15]
VI Support Squad (Devst) 4 4 4 4 4 1 4 1 8 3+ 263
Lascannon (x1); Missile Launcher (x3)
  Sergeant 1 4 4 4 4 1 4 1 8 3+ [15]
Bolter
  VI Razorback
1 BS: 4 Front: 11 Side: 11 Rear: 10 [93]
Carries up to 6 Space Marines; Tank; Twin Lascannon
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
III Assault Squad (Asslt) 6 4 4 4 4 1 4 1/2** 8 3+ 254
Bolt Pistol & CCWep. (x4); Plasma P. & CC Wep. (x2); Frag Grenades; Krak Grenades; Jump Packs
  Veteran Sergeant 1 4 4 4/8 4 1 4 2/3 9 3+ [82]
Frag Grenades; Krak Grenades; Jump Packs; Plasma Pistol (x1); Power Fist (x1)
Attack Bike Squadron (Fast Attack) 2 4 4 4 5 1 4 2 8 2+ 115
Bikes; Twin Bolter & 2 Bolt P.; Heavy Bolter (x1); Multi-Melta (x1)
Land Speeder 'Tornado' (Fast Attack) 1 BS: 4 Front: 10 Side: 10 Rear: 10 100
Fast; Skimmer; Assault Cannon; Multi-Melta
Option Footnotes:
  Assault Cannon 24"R, S6, AP4, Heavy 3. Jams (and cannot be used further) if 3 1's are rolled to hit.
  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.
  Crozius Arcanum No armour save in close combat.
  Frag Grenades When attacking troops in cover, both sides go simultaneosly. Power Fists still go last.
  Heavy Bolter 36"R, S5, AP4, Heavy 3.
  Krak Grenades May be used against vehicles and immobile Dreadnoughts. One attack per model, 6+D6 AP.
  Lascannon 48"R, S9, AP2, Heavy 1.
  Lascn. & Plasma Guns Lascannon: 48"R, S9, AP2, Heavy 1. Plasma Guns: 24"R, S7, AP2, Linked.
  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.
  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 Lascannon 48"R, S9, AP2, Heavy 1, Linked.
Total Army Cost: 2045 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: 57
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 414 n/a 20%
Elite (<=3unit) 0 3 0 n/a 0%
Troops (>=2unit <=6unit) 3 3 611 n/a 29%
Fst. Atck. (<=3unit) 3 0 469 n/a 22%
Hvy. Supp. (<=3unit) 2 1 551 n/a 26%
Other (N/A) 0 n/a 0 n/a 0%
Equipment Summary 15 n/a 187 n/a 9%

 


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