| 500 Pt. Space Marines Army | Patrol group Zeta |
| Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Armor | Cost |
| Leader | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 2+ | 80 |
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Artificer Armour Plasma Pistol Power Weapon |
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| Assault Squad | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2* | 8 | 3+ | 155 |
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Bolt Pistol & CCWep. (x4) Frag Grenades Jump Packs |
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| Veteran Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 3+ | [55] |
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Frag Grenades Jump Packs Bolt Pistol Power Weapon |
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| Arbites Patrol Team (aa) | 5 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ | 50 |
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Arbites Shotgun Grn. Launcher (x1) |
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| Tactical Squad | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 80 |
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Bolter (x3) Heavy Bolter (x1) |
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| Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | [15] |
| Bolt Pistol & CCWep. | |||||||||||
| Tactical Squad | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 133 |
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Bolter (x3) Flamer (x1) Frag Grenades |
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| Veteran Sergeant | 1 | 4 | 4 | 4/8 | 4 | 1 | 4 | 2 | 9 | 3+ | [63] |
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Frag Grenades Power Fist Bolter |
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| Purity Seals | If the model (and unit he is with) falls back, roll an extra D6 and pick the best 2 (for your own definition of 'best'). | [5] | |||||||||
| Option Footnotes: |
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| 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. | ||||||||||
| Flamer | Template, S4, AP5, Assault 1. | ||||||||||
| Heavy Bolter | 36"R, S5, AP4, Heavy 3. | ||||||||||
| 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 srength. | ||||||||||
| Power Weapon | No armour save in close combat. | ||||||||||
| Arbites Shotgun | (18" R, S4, AP5, Assault 1) OR (12" R, S3, AP-, Assault 2). | ||||||||||
| Artificer Armour | 2+ armour save. | ||||||||||
| Grn. Launcher | 24" R: (S3, AP6, Assault 1 Blast) OR (S6, AP4, Assault 1). Replaces other weapons. | ||||||||||
| Frag Grenades | When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. | ||||||||||
| Jump Packs | Move 12", ignoring terrain. Deep Strike if allowed. If model ends in difficult terrain, roll a D6- on a 1 it crashes and is removed. Flee & pursue 3d6". | ||||||||||
| Total Army Cost: 498 Pts. |
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Notes: And They Shall Know No Fear: Space Marines always regroup if they fall back, even if they've taken 50% casualties. They may act normally on the turn after they rally. If pursued and caught, they auto-rally and the enemy is treated as making a Sweeping Advance into them. Drop pods: At the start of a battle where the Deep Strike rules are allowed, you can declare that your Space Marines are all using Drop Pods to deploy. Any model in Powered, Terminator or Artificer armour, and Scouts, Dreadnoughts and Land Speeders must deploy using the Deep Strike rules. Any other models stay on board ship and are not used in the game. Total Models: 21 |
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Validation Results: Roster satisfies all enforced validation rules |
| Troop Type | Count | Points | Unused | Percent |
| HQ (1 - 2) | 1 | 80 | N/A | N/A |
| Elite (0 - 3) | 0 | 0 | N/A | N/A |
| Troops (2 - 6) | 3 | 263 | N/A | N/A |
| Fst. Atck. (0 - 3) | 1 | 155 | N/A | N/A |
| Hvy. Supp. (0 - 3) | 0 | 0 | N/A | N/A |
| Equipment Summary | 1 | 5 | N/A | 1% |
| Roster created with Army Builder - Copyright (c) 1998,1999 by Lone Wolf Development, Inc. |