marines (1848pts)
Space Marines: Codex (2015) (Gladius Strike Force) (1848pts)
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(No Category)
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Chapter Tactics *
White Scars
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Core (1428pts)
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'Battle Demi Company * (719pts)
Objective Secured, Tactical Flexibility
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Bike Squad (149pts)
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
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Attack Bike (50pts)
Bolt Pistol, Multi-melta (10pts), Twin-Linked Boltgun
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Biker Sergeant (21pts)
Bolt Pistol, Twin-Linked Boltgun
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Space Marine Biker (21pts)
Bolt Pistol, Twin-Linked Boltgun
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Space Marine Biker (21pts)
Bolt Pistol, Twin-Linked Boltgun
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Space Marine Biker with Special Weapon (36pts)
Grav-gun (15pts), Twin-Linked Boltgun
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Devastator Squad (210pts)
4x Grav-cannon and Grav-amp (140pts), 4x Space Marines (56pts)
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
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Razorback
Twin-linked Heavy Bolter
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Space Marine Sergeant (14pts)
Bolt Pistol, Boltgun, Signum
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Kor'sarro Khan (125pts)
Bolt Pistol, Moonfang
And They Shall Know no Fear, Furious Charge, Independant Character, Master of the Hunt, Prey's Bane
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Tactical Squad (70pts)
4x Space Marines (56pts)
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
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Razorback
Twin-linked Heavy Bolter
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Space Marine Sergeant (14pts)
Bolt Pistol, Boltgun
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Tactical Squad (70pts)
4x Space Marines (56pts)
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
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Razorback
Twin-linked Heavy Bolter
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Space Marine Sergeant (14pts)
Bolt Pistol, Boltgun
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Tactical Squad (95pts)
4x Space Marines (56pts)
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
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Drop Pod
Storm Bolter
Drop Pod Assault, Immobile, Inertial Guidance System
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Space Marine Sergeant (39pts)
Bolt Pistol, Power Fist (25pts)
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Name Unit Type WS BS S T W I A Ld Save Attack Bike Bike 4 4 4 5 2 4 2 8 3+ Biker Sergeant Bike (Character) 4 4 4 5 1 4 1 8 3+ Kor'sarro Khan Infantry (Character) 6 5 4 4 3 5 3 10 3+ Space Marine Biker Bike 4 4 4 5 1 4 1 8 3+ Space Marine Sergeant Infantry (Character) 4 4 4 4 1 4 1 8 3+ Space Marines Infantry 4 4 4 4 1 4 1 8 3+ Name BS Front Side Rear HP Type Drop Pod 4 12 12 12 3 Vehicle (Open-topped, Transport) Razorback 4 11 11 10 3 Vehicle (Tank, Transport) Name Description Grav-amp When rolling to wound with a grav-weapon, or to determine the effect on a vehicle, the bearer may re-roll the result. Iron Halo * 4++ Searchlight * After firing all weapons can illuninate the unit it shot at and it's self during night fighting Signum * Forego shoting to grant one other model in his unit BS 5, declare before any rolls are made. Smoke Launchers * Once per game, instead of shooting or moving flat out, may gain a 5+ cover save Name Range Strength AP Type Bolt Pistol 12" 4 5 Pistol Boltgun 24" 4 5 Rapid Fire Frag Grenades 8" 3 - Assault 1, Blast, Don't suffer Initiative penalty for charging through cover Grav-cannon 24" * 2 Salvo 3/5, Concussive, Graviton Grav-gun 18" * 2 Salvo 2/3, Concussive, Graviton Heavy Bolter 36" 5 4 Heavy 3 Krak Grenades 8" (thrown)/-(Melee) 6 4 Assault 1(Thrown)/Only on Vehicles and MCs (Melee) Moonfang - User 3 Melee, Prey's Bane Multi Melta 24" 8 1 Heavy 1, Melta Power Fist - x2 2 Melee, Specialist Weapon, Unwieldly Storm Bolter 24" 4 5 Assault 2 -
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'Battle Demi Company * (709pts)
Objective Secured, Tactical Flexibility
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Bike Squad (174pts)
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
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Attack Bike (50pts)
Bolt Pistol, Multi-melta (10pts), Twin-Linked Boltgun
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Biker Sergeant (46pts)
Power Fist (25pts), Twin-Linked Boltgun
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Space Marine Biker (21pts)
Bolt Pistol, Twin-Linked Boltgun
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Space Marine Biker (21pts)
Bolt Pistol, Twin-Linked Boltgun
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Space Marine Biker with Special Weapon (36pts)
Grav-gun (15pts), Twin-Linked Boltgun
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Chaplain (90pts)
Chapter Tactics *, Independant Character, Zealot
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Power Armour
Bolt Pistol, Crozius Arcanum
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Devastator Squad (210pts)
4x Grav-cannon and Grav-amp (140pts), 4x Space Marines (56pts)
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
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Razorback
Twin-linked Heavy Bolter
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Space Marine Sergeant (14pts)
Bolt Pistol, Boltgun, Signum
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Tactical Squad (70pts)
4x Space Marines (56pts)
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
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Razorback
Twin-linked Heavy Bolter
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Space Marine Sergeant (14pts)
Bolt Pistol, Boltgun
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Tactical Squad (70pts)
4x Space Marines (56pts)
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
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Razorback
Twin-linked Heavy Bolter
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Space Marine Sergeant (14pts)
Bolt Pistol, Boltgun
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Tactical Squad (95pts)
4x Space Marines (56pts)
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
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Drop Pod
Storm Bolter
Drop Pod Assault, Immobile, Inertial Guidance System
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Space Marine Sergeant (39pts)
Bolt Pistol, Power Fist (25pts)
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Name Unit Type WS BS S T W I A Ld Save Attack Bike Bike 4 4 4 5 2 4 2 8 3+ Biker Sergeant Bike (Character) 4 4 4 5 1 4 1 8 3+ Chaplain Infantry (Character) 5 4 4 4 2 4 2 10 3+ Space Marine Biker Bike 4 4 4 5 1 4 1 8 3+ Space Marine Sergeant Infantry (Character) 4 4 4 4 1 4 1 8 3+ Space Marines Infantry 4 4 4 4 1 4 1 8 3+ Name BS Front Side Rear HP Type Drop Pod 4 12 12 12 3 Vehicle (Open-topped, Transport) Razorback 4 11 11 10 3 Vehicle (Tank, Transport) Name Description Grav-amp When rolling to wound with a grav-weapon, or to determine the effect on a vehicle, the bearer may re-roll the result. Rosarius * 4++ Searchlight * After firing all weapons can illuninate the unit it shot at and it's self during night fighting Signum * Forego shoting to grant one other model in his unit BS 5, declare before any rolls are made. Smoke Launchers * Once per game, instead of shooting or moving flat out, may gain a 5+ cover save Name Range Strength AP Type Bolt Pistol 12" 4 5 Pistol Boltgun 24" 4 5 Rapid Fire Crozius Arcanum * - +2 4 Melee, Concussive (replaces chain sword in the options) Frag Grenades 8" 3 - Assault 1, Blast, Don't suffer Initiative penalty for charging through cover Grav-cannon 24" * 2 Salvo 3/5, Concussive, Graviton Grav-gun 18" * 2 Salvo 2/3, Concussive, Graviton Heavy Bolter 36" 5 4 Heavy 3 Krak Grenades 8" (thrown)/-(Melee) 6 4 Assault 1(Thrown)/Only on Vehicles and MCs (Melee) Multi Melta 24" 8 1 Heavy 1, Melta Power Fist - x2 2 Melee, Specialist Weapon, Unwieldly Storm Bolter 24" 4 5 Assault 2 -
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Auxiliary (420pts)
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'Storm Wing (420pts)
Data Lattice, Escort Craft
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Stormraven Gunship (200pts)
Four Stormstrike Missles, Twin-linked Assault Cannon, Twin-linked Heavy Bolter
Assault Vehicle, Power of the Machine Spirit, Skies of Fury
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Stormtalon Gunship (110pts)
Twin-linked Assault Cannon, Twin-linked Heavy Bolter
Strafing Run, Vectored Afterburners
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Stormtalon Gunship (110pts)
Twin-linked Assault Cannon, Twin-linked Heavy Bolter
Strafing Run, Vectored Afterburners
Name BS Front Side Rear HP Type Stormraven Gunship 4 12 12 12 3 Vehicle (Flyer, Hover, Transport) Stormtalon Gunship 4 11 11 11 3 Vehicle (Flyer, Hover) Name Description Ceramite Plating * Name Range Strength AP Type Assault Cannon 24" 6 4 Heavy 4, Rending Four Stormstrike Missles 72" 8 2 Heavy 1, Concussive, One Use Only Heavy Bolter 36" 5 4 Heavy 3 -
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Selection Rules
And They Shall Know no Fear:
A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn.
Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.
Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Chapter Tactics *
Combat Squads:
A full strength, ten-man unit with this special rule can break down into two five-man units, called combat squads, considered to be two five-man squads of the same type. For example, a ten-man Tactical Squad can split into two five-man Tactical Squads using the Combat Squads special rule.
You must decide which units are splitting into combat squads, and which models go into each combat squad, immediately before determining your Warlord Traits. A unit split into combat squads therefore is now two separate units for all game purposes, including calculating the total number of units in the army and determining the number of units you can place in reserve. Then proceed with deployment as normal. In an exception to the normal rules, two combat squads split from the same unit can embark in the same transport vehicle, providing its Transport Capacity allows. Once you have decided whether or not to split a unit into combat squads, it must remain that way for the entire battle. It cannot split up or join back together later on in the battle, nor can you use a redeployment to split up a unit or join it back together.
Note that Bike Squads count as being at full strength when they have eight Space Marine Bikers and one Attack Bike. If split into combat squads, one combat squad will have five Bikers, the other will have three and the Attack Bike.
Data Lattice: As long as at least one Stormtalon from this Formation has not been completely destroyed, the Formation's Stormraven Gunship has the Strafing Run special rule
Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserve. At the beginning of your first turn, half of your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.
Escort Craft: When making Reserve Rolls, make a single roll for this entire Formation. On a successful Reserves Roll, all of the units in this Formation arrive from Reserve.
Furious Charge: In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.
Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
Independant Character:
Independent Characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit!
Joining and Leaving a Unit
An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in Reserve, by you informing your opponent of which unit it has joined.
In order to join a unit, an Independent Character simply has to move so that he is within the 2" unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within 2" of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to (or cannot) join a unit, it must (where possible) remain more than 2" away from it at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that, after an Independent Character joins a unit, that unit can move no further that Movement phase.
An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. He cannot join or leave during any other phase – once shots are fired or charges are declared, it is too late to join in or duck out!
An Independent Character cannot leave a unit while either he or the unit is in Reserves, locked in combat, Falling Back or has Gone to Ground. He cannot join a unit that is in Reserves, locked in combat or Falling Back. If an Independent Character joins a unit, and all other models in that unit are killed, he again becomes a unit of one model at the start of the following phase.
While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters.
Look Out, Sir
Independent Characters pass Look Out, Sir rolls on a 2+.
Heroic Morale
A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbers, but instead tests as if it had at least 25% remaining.
Special Rules
When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit’s special rules are not conferred upon the Independent Character, and the Independent Character’s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them.
Independent Characters and Infiltrate
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment.
Independent Characters and Ongoing Effects
Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the character leaves the unit, both he and the unit continue to be affected by the effect, so you’ll need to mark the character accordingly.
For example, Farseer Mehiledrin and his unit of Eldar Guardians are set ablaze by a weapon with the Soul Blaze special rule. If Mehiledrin leaves the unit, both he and the Guardians will still be ablaze and the ongoing effects of the Soul Blaze rule must be resolved separately.
Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after himself having been the target of an ongoing effect) benefits and penalties from that effect are not shared.
For example, Crimson Fists Tactical Squad Hemanez is suffering the effects of the Blind special rule. If Captain Cruiz joins the unit, he does not suffer the results of the Blind special rule as he was not there when it happened!
Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. If the Drop Pod scatters off the edge of the board, it suffers a Deepstrike Mishap.
Master of the Hunt:
If Kor'sarro Khan is your Warlord, friendly White Scars models that have the Bike unit type, or are embarked on a Rhino or Razorback have the Scout special rule.
In addition, if Kor'sarro Khan slays the enemy Warlord in a challenge, you immediately score D3 extra Victory Points.
Objective Secured
Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
Prey's Bane: When attacking with a weapon with this special rule, a To Wound roll of 6 causes a Wound regardless of the targets Toughness. This Wound is resolved with the Instant Death special rule.
Skies of Fury:
If the Stormraven has moved more than 6", passengers can still disembark, but they must do so as follows:
Nominate any point over which the Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters every disembarking model must immediiately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge on the turn they do so.
Strafing Run: When shooting Assault, Heavy, Rapid Fire or Salvo weapons at Artillery, Beasts, Bikes, Cavalry, Infantry, Monstrous Creatures and vehicles without the Flyer or Skimmer type, this vehicle has +1 Ballistic Skill.
Tactical Flexibility
Vectored Afterburners: When Zooming, a Stormtalon Gunship canmove an additional 6" if it moves Flat Out. When Hovering, a Stormtalon Gunship receives +1 to its Jink cover saves (other cover saves are unaffected).
Zealot:
A unit containing one or more models with the Zealot special rule automatically passes Pinning, Fear and Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit gains the Zealot special rule when it has Gone to Ground, all the effects of Go to Ground are immediately cancelled.
In addition, units containing one or more models with the Zealot special rule re-roll all failed To Hit rolls during the first round of each close combat – they do not get to re-roll failed To Hit rolls in subsequent rounds.
Statistics
| Units | Models | Upgrades | |||||||
|---|---|---|---|---|---|---|---|---|---|
| Space Marines: Codex (2015) (Gladius Strike Force) | 11x | 1633pts | 88.36% | 15x | 735pts | 39.77% | 120x | 2666pts | 144.26% |
| (No Category) | 0x | 0pts | 0% | 0x | 0pts | 0% | 2x | 0pts | 0% |
| Core | 10x | 1213pts | 65.63% | 12x | 315pts | 17.04% | 111x | 2666pts | 144.26% |
| Auxiliary | 1x | 420pts | 22.72% | 3x | 420pts | 22.72% | 7x | 0pts | 0% |
| Roster | 11x | 1633pts | 88.36% | 15x | 735pts | 39.77% | 120x | 2666pts | 144.26% |
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