Roster for DAKKA DAKKA Rogue Trader Tournament of 10 November 2001.

vs Chaos (Tzeentch) - WIN
Vs Stone Dogs (Space Wolves) -DRAW (TOURNEMENT LOSS)
Vs Sam Hain (Eldar) - 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.

They were very effective, especially the long range squad. The techmarine allows re-rolls of one missed to hit roll, very nice feature that paid for itself handsomely. The apothecary allows for the first failed armor save to be negated, a very nice feature for the short range devastator squad who ended up below 50% each game (they took a lot of hurt, owing to their proximity to the action). In contrast, the long range devastator squad was never below 50% at any time. Against the Eldar they were particularly nasty, when combined with their twinlinked Las-cannon razorback, this unit wreaked a lot of havoc - accounting for a wave serpent, 2 wounds on wraithlord, 2 jet bikes, a vyper, and a wraithguard. In addition, they stunned the wave serpent for two turns.

In contrast, in the same battle, the short range squad took out a vyper, killed off the wraithlord, and in hand to hand combat (which lasted 4 turns) they held of 5 jetbikes (including the wild rider and the farseer) and a squad of storm guardians before finally becoming overwhelmed. The Apothecary was still standing in the end, however, as they were saved by a tac squad and the remnants of my assault squad.

note: all pictures were taken from the DAKKA DAKKA web site.

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:
  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.