2nd. Brotherhood


Ultimate final roster

This is the ultimate final roster for the 2nd Brotherhood, based on the Chapter Approved White Scars rule set.

This is not totally fieldable at this time - we are missing a few models, and they should be marked where noted. The pictures above and below show almost all of our currently painted models; missing are the tech marine, apothacary, a non-bike mounted force commander, a couple of devestators (as with White Scar Rules we cannot use them), and another rhino.


You can find a fully playable roster here, using the White Scar special rules.


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.


Unit Name ## WS BS St To Wo In At Ld Save  
Force Commander (HQ)
1 5 5 4/8 4/5 3 5 4/5 10 2+/4(I)+  
Independent Character; Power Lance (x1); Thunder Hammer (x1)
  Bike 24"R, S4, AP5, Rapid Fire, Linked. Move 12". If model enters difficult terrain, roll a D6- on a 1 he crashes and is removed. Flee & Pursue 3d6". Independent characters may re-roll any dice throws for moving through difficult terrain.  
  Artificer Armour 2+ armour save.  
  Terminator Honours +1 Attacks.  
  Iron Halo 4+ invulnerable save.  
Chaplain (HQ)
1 5 5 4/8 4/5 2 5 4/5 9 2+/4(I)+  
Independent Character; Crozius Arcanum; Thunder Hammer (x1); Rosarius
  Bike 24"R, S4, AP5, Rapid Fire, Linked. Move 12". If model enters difficult terrain, roll a D6- on a 1 he crashes and is removed. Flee & Pursue 3d6". Independent characters may re-roll any dice throws for moving through difficult terrain.  
  Artificer Armour 2+ armour save.  
  Terminator Honours +1 Attacks.  

Terminator Assault Squad (Elites)

- TO BE PURCHASED -

7 4 4 4/8* 4 1 4 2* 9 2+/5(I)+  
Deep Strike if allowed; 2 Lightning Claws (x4); Thunder Hm. & Storm Sh. (x2); Chain F. & Storm B. (x1)
  Sergeant 1 4 4 4/8 4 1 4 2 9 2+/5(I)+  
Lightning Claw; Thunder Hammer (x1)
    #Terminator Armour 2+ armour save. May not make Sweeping Advances. Deep Strike if allowed.  
Veteran Squad (Elites)
5 4 4 4 4/5 1 4 1/2* 9 3+  
Bolt Pistol & CCWep. (x4); Meltagun (x1); Twin Bolter
  Veteran Sergeant 1 4 4 4/8 4/5 1 4 2/3 9 3+  
Power Weapon (x1); Thunder Hammer (x1); Twin Bolter

Bike Squad (Troops)

- UNDER CONSTRUCTION -

2 4 4 4 4/5 1 4 1 8 3+  
Twin Bolter; Meltagun (x2)
  Veteran Sergeant 1 4 4 4/8 4/5 1 4 2/3 9 3+  
Twin Bolter; Power Weapon (x1); Thunder Hammer (x1)

Bike Squad (Troops)

- UNDER CONSTRUCTION -

2 4 4 4 4/5 1 4 1 8 3+  
Twin Bolter; Meltagun (x2)
  Veteran Sergeant 1 4 4 4/8 4/5 1 4 2/3 9 3+  
Twin Bolter; Power Weapon (x1); Thunder Hammer (x1)
Scout Squad (Troops)
4 4 4 4 4 1 4 1 8 4+  
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+  
Bolt Pistol & CCWep.
Tactical Squad (Troops)
5 4 4 4 4 1 4 1 8 3+  
Bolter (x3); Lascannon (x1); Meltagun (x1)
  Sergeant 1 4 4 4 4 1 4 1 8 3+  
Bolter
  Razorback APC 1 BS: 4 Front: 11 Side: 11 Rear: 10  
Carries up to 6 Space Marines; Tank; Twin Lascannon
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.  
Tactical Squad (Troops)
5 4 4 4 4 1 4 1 8 3+  
Bolter (x3); Missile Launcher (x1); Meltagun (x1)
  Sergeant 1 4 4 4 4 1 4 1 8 3+  
Bolter
  Razorback APC 1 BS: 4 Front: 11 Side: 11 Rear: 10  
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.  
    Dozer Blade Re-roll failed terrain test if move < 6".  
Tactical Squad (Troops)
9 4 4 4 4 1 4 1 8 3+  
Bolter (x7); Heavy Bolter (x1); Meltagun (x1)
  Sergeant 1 4 4 4 4 1 4 1 8 3+  
Bolter
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10  
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.  
    Dozer Blade Re-roll failed terrain test if move < 6".  
Tactical Squad (Troops)
9 4 4 4 4 1 4 1 8 3+  
Bolter (x7); Missile Launcher (x1); Meltagun (x1)
  Sergeant 1 4 4 4 4 1 4 1 8 3+  
Bolter
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10  
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.  
    Hunter-Killer Missile Unlimited range, S8, AP3, Heavy 1. 1 shot per battle.  
Scout Bike Squad (Fast Attack)
2 4 4 4 5 1 4 1 8 4+  
Bikes; Twin Bolter; Shotgun (x2); Shotgun; Krak Grenades
  Veteran Sergeant 1 4 4 4/8 4/5 1 4 2/3 9 4+  
Twin Bolter; Krak Grenades; Close Combat Weapon (x1); Thunder Hammer (x1)

Scout Bike Squad (Fast Attack)

- UNDER CONSTRUCTION -

2 4 4 4 5 1 4 1 8 4+  
Bikes; Twin Bolter; Shotgun (x2); Shotgun; Krak Grenades
  Veteran Sergeant 1 4 4 4/8 4/5 1 4 2/3 9 4+  
Twin Bolter; Krak Grenades; Close Combat Weapon (x1); Thunder Hammer (x1)
Land Speeder 'Tornado' (Fast Attack)
1 BS: 4 Front: 10 Side: 10 Rear: 10  
Fast; Skimmer; Assault Cannon; Multi-Melta
Land Speeder 'Typhoon' (Fast Attack)
1 BS: 4 Front: 10 Side: 10 Rear: 10  
Fast; Skimmer; Multi-Melta; Typhoon Missile
Assault Squad (Fast Attack)
8 4 4 4 4 1 4 1/2* 8 3+  
Bolt Pistol & CCWep. (x8); Frag Grenades; Krak Grenades; Jump Packs
  Veteran Sergeant 1 4 4 4/8 4 1 4 2/3 9 3+  
Frag Grenades; Krak Grenades; Jump Packs; Plasma Pistol (x1); Power Fist (x1)
Attack Bike Squadron (Heavy Support)
3 4 4 4 5 1 4 2 8 2+  
Bikes; Twin Bolter & 2 Bolt P.; Heavy Bolter (x1); Multi-Melta (x2)

Predator 'Destructor' (Heavy Support)

1 BS: 4 Front: 13 Side: 11 Rear: 10  
Tank; 2 Sponson Lascannon; Turret Autocannon
  Dozer Blade Re-roll failed terrain test if move < 6".  
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.  

Land Raider 'Crusader' (Heavy Support)

- UNASSEMBLED-

1 BS: 4 Front: 14 Side: 14 Rear: 14  
Frag Assault Launchers; Transports 15 Space Marines or 8 Terminators; May always fire one extra weapon at BS2, at a seperate target if it wishes; If the crew are stunned, it may move directly forward up to it's maximum move; 2 'Hurricane' Bolters; Linked Assault Cannon; Multi-Melta
  #Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'.  
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.  
Option Footnotes:
 
  2 'Hurricane' Bolters Each 'Hurricane' bolter has 3 shots with the following profile: 24"R, S4, AP5, Rapid Fire, Linked. They may always be fired, no matter how far the Crusader moves.
  Assault Cannon 24"R, S6, AP4, Heavy 3. Jams (and cannot be used further) if 3 1's are rolled to hit.
  Autocannon 48"R, S7, AP4, Heavy 2.
  Bolt Pistol 12"R, S4, AP5, Pistol.
  Bolter 24"R, S4, AP5, Rapid Fire.
  CC Weapon +1A if used with another CCW / pistol.
  Chainfist No armour save. Always goes last. AP 8+2d6.
  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.
  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.
  Linked Assault Cannon 24"R, S6, AP4, Heavy 3, 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 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 Lance No armour save in close combat; +1 initiative when charging or counter-charging, -1 initiative when not.
  Power Weapon No armour save in close combat.
  Shotgun 12"R, S3, AP-, Assault 2.
  Sniper Rifle 36"R, Wounds on 4+, AP6. Hits on 2+.
  Storm Bolter 24"R, S4, AP5, Assault 2.
  Storm Shield 4+ invulnerable save against hand-to-hand attacks.
  Thunder Hammer Doubles Strength, no armour save, always goes last. Models wounded may not attack again until the end of the next Assault phase. Vehicles hit suffer "Crew Shaken" in addition to other damage.
  Twin Bolter 24"R, S4, AP5, Rapid Fire, Linked. Always fires as if stationary.
  Twin Lascannon 48"R, S9, AP2, Heavy 1, Linked.
  Typhoon Missile 48"R, S5, AP5, Heavy 1 Blast, Linked.
Total Army Cost: 3741 Pts.
Notes:
Independent Characters must start the game with a squad with room in a transport, or be given a Jump Pack or Bike. Command Squads must be mounted in a Rhino or Razorback.
Born in the Saddle, Counter-Attack, Flankers, Hit & Run.
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: 85


Validation Results:
Composition group 'Troops' does not satisfy requirements (>=2unit <=6unit).
Composition group 'Fst. Atck.' does not satisfy requirements (<=3unit).

Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 370 n/a 9%
Elite (<=3unit) 2 1 691 n/a 18%
Troops (>=2unit <=6unit) 7 -1 1337 n/a 35%
Fst. Atck. (<=3unit) 5 -2 772 n/a 20%
Hvy. Supp. (<=3unit) 3 0 571 n/a 15%
Other (N/A) 0 n/a 0 n/a 0%
Equipment Summary 19 n/a 218 n/a 5%

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

 

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