Roster for DAKKA DAKKA Mega-Battle of 1 December 2001.Roster Notes: Following our success in the Rogue Trader tournament, the Mega Battle found us using a similar roster, but with some slight adjustments. We kept the two devastater squads, and replaced the regular bolter dude with and additional heavy bolter. We made a couple of other adjustments; the Captain took a master crafted storm bolter, Brother Maldus, our excellent spiritual leader swapped his plasma pistol for a melta bomb, we pulled the rhino from one tac squad and instead gave it to the Captains command squad. We added a melta gun to that command squad as well. Just like in the previous battle we detached the techmarine and apothecary, we put the techmarine in the tac squad less the rhino, and the apothecary stuck it out with the short range devastator squad. We were completely unwarware of what the mission would entail, and here's what happened. The Storm Lords, along with a unit of Blood Angels, were charged with the initial assault on the underhive of the city, the battle's ultimate objective. In order for the Imperium to win, Imperial forces needed to occupy more buildings than the enemy. Reinforcements from the city above would arrive as soon as they could fight their way off of their own table, so there was no telling when they might arrive. Facing the Storm Lords and the Blood Angels were three different broods of Tyranids, significantly outnumbering the emperor's vanguard. As an added bonus to the Space Marines, all units arrived via deep strike, not an easy task when there are over 300 tyrnanid models on the table! This battle used CITYFIGHT rules as well, so it became very interesting.
Please note that the following details only concern the Storm Lords - the Blood Angels also put out a lot of hurt, and took similar casualties. Praise be to the Emperor!
Here's the roster. |
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Space Marines Army | Storm Lords, 2nd Brotherhood |
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | |
Scarpian Kahn (Commn) | 1 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 9 | 3+/4(I)+ | |
Independent Character; Power Weapon (x1); Storm Bolter | |||||||||||
Iron Halo | 4+ invulnerable save. | ||||||||||
Master Crafted Weapon | Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle. | ||||||||||
Command Squad | 3 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | |
Bolter (x3) | |||||||||||
Apothecary | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | |
Bolter; Detach from Command | |||||||||||
Reductor | For every dead Space Marine, the Space Marine player gets 1VP at the end of the battle. | ||||||||||
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. | ||||||||||
Techmarine | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 9 | 3+ | |
Detach from Command; Bolt Pistol (x1); Power Weapon (x1) | |||||||||||
Signum | Re-roll 1 failed shooting 'to hit' roll per turn. | ||||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 9 | 3+ | |
Bolt Pistol & CCWep. | |||||||||||
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 | |||||||||||
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". | ||||||||||
Brother Maldus (Chapl) | 1 | 5 | 5 | 4 | 4/5 | 2 | 5 | 3 | 9 | 2+/4(I)+ | |
Independent Character; Bolt Pistol (x1); Crozius Arcanum; 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. | ||||||||||
Artificer Armour | 2+ armour save. | ||||||||||
Melta Bombs | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. | ||||||||||
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); Krak Grenades | |||||||||||
Sargeant Furtivo () | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 4+ | |
Bolt Pistol & CCWep.; Krak Grenades | |||||||||||
I Squad (Tact) | 8 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | |
Bolter (x7); Meltagun (x1); Frag Grenades; Krak Grenades | |||||||||||
Veteran Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 3+ | |
Frag Grenades; Krak Grenades; Plasma Pistol (x1); Power Weapon (x1) | |||||||||||
V Close Support Squad (Devst) | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | |
Heavy Bolter (x2); Multi-Melta (x1); Plasma Cannon (x1) | |||||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | |
Bolt Pistol & CCWep. | |||||||||||
V Razorback () | 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". | ||||||||||
II Squad (Tact) | 9 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | |
Bolter (x8); Meltagun (x1); Frag Grenades; Krak Grenades | |||||||||||
Veteran Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | |
Frag Grenades; Krak Grenades; Plasma Pistol (x1) | |||||||||||
II Rhino () | 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. | ||||||||||
Pintle Storm Bolter | 24"R, Str 4, Ap 5, Assault 2. | ||||||||||
Hunter-Killer Missile | Unlimited range, S8, AP3, Heavy 1. 1 shot per battle. | ||||||||||
VI Support Squad (Devst) | 5 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | |
Bolter (x1); Lascannon (x1); Missile Launcher (x3) | |||||||||||
Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | |
Bolter | |||||||||||
VI Razorback () | 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. | ||||||||||
III Assault Squad (Asslt) | 6 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2** | 8 | 3+ | |
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+ | |
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+ | |
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 | |||||||||
Fast; Skimmer; Assault Cannon; Multi-Melta | |||||||||||
Option Footnotes: |
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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: 2098 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 |
Validation Results: Roster satisfies all enforced validation rules |
Troop Type | Count | Unused | Points | Unused | Percent |
HQ (>=1unit <=2unit) | 2 | 0 | 463 | n/a | 22% |
Elite (<=3unit) | 0 | 3 | 0 | n/a | 0% |
Troops (>=2unit <=6unit) | 3 | 3 | 620 | n/a | 29% |
Fst. Atck. (<=3unit) | 3 | 0 | 469 | n/a | 22% |
Hvy. Supp. (<=3unit) | 2 | 1 | 546 | n/a | 26% |
Other (N/A) | 0 | n/a | 0 | n/a | 0% |
Equipment Summary | 16 | n/a | 192 | n/a | 9% |
Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc. |