Roster for DAKKA DAKKA Rogue Trader Tournament of 10 November 2001.vs Chaos (Tzeentch) - WIN Roster Notes: This roster used vanilla marine rules, and as you will note, two Devastator squads. I found that the heavy weapons guys in my tac squads never fired their guns, so I decided to just use two Devastator squads instead; one set up for long range support with 3 missile launchers and one lascannon, mounted in a razor back, and the other, with short range heavy weapons, 1 heavy bolter, 1 plasma cannon, and 1 multimelta. In addition, I detached the techmarine and posted him with the long range devastator squad, and detached the apothecary and posted him with the short range squad.
note: all pictures were taken from the DAKKA DAKKA web site. |
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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. | |||||||||
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 | 9 | 3+ |
Bolter | ||||||||||
Brother Maldus (Chapl) | 1 | 5 | 5 | 4 | 4/5 | 2 | 5 | 3 | 9 | 2+/4(I)+ |
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. | |||||||||
Artificer Armour | 2+ armour save. | |||||||||
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. | ||||||||||
I Squad (Tact) | 9 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ |
Bolter (x8); Meltagun (x1) | ||||||||||
Veteran Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 3+ |
Plasma Pistol (x1); Power Weapon (x1) | ||||||||||
I 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. | |||||||||
Dozer Blade | Re-roll failed terrain test if move < 6". | |||||||||
V Close Support Squad (Devst) | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ |
Bolter (x1); Heavy Bolter (x1); 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) | ||||||||||
Veteran Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 3+ |
Bolt Pistol & CCWep. | ||||||||||
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) | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ |
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: 1995 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 | 399 | n/a | 20% |
Elite (<=3unit) | 0 | 3 | 0 | n/a | 0% |
Troops (>=2unit <=6unit) | 3 | 3 | 611 | n/a | 30% |
Fst. Atck. (<=3unit) | 3 | 0 | 469 | n/a | 23% |
Hvy. Supp. (<=3unit) | 2 | 1 | 516 | n/a | 25% |
Other (N/A) | 0 | n/a | 0 | n/a | 0% |
Equipment Summary | 14 | n/a | 172 | n/a | 8% |
Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc. |