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Made in mx
Hierarch





Hello all, Swampmist here, and I have a conundrm. Im currently on vacation with my family, and when I return home I will be having a game with a good friend of mine who plays orks. My problem is that he just finished his stompa, and already has an IK to support it. I'm an SM player who owns no IK, Assasins, Mechanicus, Fliers or Bikes. My question to you, dear dakkanaughts, is how should I build the list? The game is currently set for 2000 points, although neither of us would mind going to 2500. He plays a fairly mechanized list with less infantry than most, so my current list is meltacide to the max. I currently olay IH and RG, although Im open to IF and Salamanders as well. So, yeah, any thoughts?

This message was edited 1 time. Last update was at 2015/12/14 14:03:00


 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in us
Regular Dakkanaut




Indiana

Grav bikes. Minimal squads, command bikes with shields and grav works wonders. If he's bringing 2 kitted out superheavies, bring your own hard cheese.

2000 points.
Chapter master - artificer armor, storm shield, combi-grav, Thunder hammer, auspex, digital weapons, bike

Chapter master - artificer armor, storm shield, combi-grav, Thunder hammer, auspex, digital weapons, bike

Command Squad -bikes, 4x power fist, 4x storm shield, 4x grav gun, apothecary

Command Squad -bikes, 4x power fist, 4x storm shield, 4x grav gun, apothecary

Command Squad -bikes, 4x power fist, 4x storm shield, 4x grav gun, apothecary

Bike Squad - attack bike w/multi-melta, sergeant with melta bombs, 2 grav guns

Bike Squad - attack bike w/multi-melta, sergeant with melta bombs, 2 grav guns

Tactical Squad - 4+sergeant, Drop pod, melta, sergeant with melta bombs.
   
Made in mx
Hierarch





Again, I own literally 3 bikes, have nothing the same size to proxy and no-one else in the store owns any I could proxy, otherwise bikes would be coming in force

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in gb
Proud Triarch Praetorian





What do you have available in the cheddar department?

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Watch Fortress Khareth - 6k
Cadmus Outriders - 8k
Alpha Legion Raiders - 6k  
   
Made in mx
Hierarch





 IHateNids wrote:
What do you have available in the cheddar department?

Honestly, not a lot. My LGS has a fairly lax policy on proxies, so it's Not hard to switch up and get some better stuff. Currently planning on proxying for a vindicare to give me a fairly guaranteed pen early on. Only own one Drop Pod and one Rhino/Razorback/Whirlwind, got a TFC, lots of marine bodies and assault marines with packs, a LSS, two units of Termies and some characters. EDIT: Oh, and a Tri-laz predator. Can make devs with laz or Missles, also am open to FW characters and tanks if I can get the rules.

This message was edited 1 time. Last update was at 2015/12/14 17:25:36


 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in gb
Proud Triarch Praetorian





Was hoping for something a little harder hitting...

You could just try and drown the two walkers in Lascannon and Melta fire, which wouls probably work, but it would also leave your infantry managment a bit lax. Proxying the Rhino as a Vinidcator wouldnt go amiss either.

Otherwise, just build as much speed as you can from Demi-Companies to just out-score him and hope you dont get tabled.

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Watch Fortress Khareth - 6k
Cadmus Outriders - 8k
Alpha Legion Raiders - 6k  
   
Made in mx
Hierarch





The other problem with that is that, as far as I know, we'll b playing either straight purge or something else from the Eternal War table, and my lack of transports...

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in gb
Proud Triarch Praetorian





Demis allow for all your units to have ObSec, irrespective of transport shennanigans

Playing Eternal War against a Stompa/Knight combo without having anything heavy hitting of your own is almost suicidal from a tactics point of view, so I ouldnt recommend that at all.

you could ask your friend nicely if he wouldnt mind you using the IK and let him keep the stompa?

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Watch Fortress Khareth - 6k
Cadmus Outriders - 8k
Alpha Legion Raiders - 6k  
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

What kind of missions are you running? I imagine just book missions?

With only 2 super heavies, you can "ignore" them fairly easily. Just shoot at the rest of his army and run Gladius.

I run Salamander Gladius personally because I love the twinlinked melta and Mastercrafted Sternguard that I run. (1st Company Task Force is my Auxiliary of choice, but most just run the 10th Company).

From the games I've played my Gladius with (only 4 games so far), I have been having fairly easy wins going for objectives and surviving. It's definitely not a fun list in terms of cheese, but it durable as hell. Durable meaning 65+ 3+ armor save models all in 5mans with 11 pods sitting on or near objectives. It's hard to remove. 2 out of the 4 games had IKs and 1 of the games was against 3 Riptides. I can't imagine a Stompa and a IK making it that much more difficult.

Just remember you don't have to kill to win in 7th edition. Gladius just makes it easier with everything being Obsec, short of the Sternguard.

Edit: I only suggest Gladius since it seems you only have foot marines available. It's a lot of models and most people don't have the numbers. Personally, I'm 10 Devs and 5 Stern short of running the list without proxies. But I don't see what else you can run since you seem to have a lack of hard hitting elites/heavies.

Just noticed your lack of transports. Proxy drop pods with solo cups helped me when I was first play testing my army back in the day. Cutting out cardboard rectangles for rhinos/razors or simplying borrowing from the store could help. Gladius' strength is the free transports after all.

One last comment, promise, what do you mean when you refer to having meltacide to the max? Without drop pods, I don't see what you meant by meltacide. How did you plan on getting them in melta range?

This message was edited 3 times. Last update was at 2015/12/14 18:00:06


 
   
Made in mx
Hierarch





@IhateNids: he said I could borrow the Knight, but only after he gets to use both in a game. He's justed finished/ is just about to finish the stompa, which is made of a LR, a Monolith, a Fire Prism, and a Forgefiend, so he wants a game with both.
@Saythings: sadly, using cups and such is the one thing my FLGS isn't ok with. Also, as stated, the game will be either straight Purge, or a roll on Eternal War. Nobody but me like maelstrom so we never play it. Also, on your last comment, Legion if the Damned, Scouting LSS with combi-melta inside, double melta bikes and a pod with Melta Command Squad with an apothecary are my main sources, plus a melta/combi-melta marine squad in a rhino. Also have a squad of T5 Devs with Lazcannons because FW

This message was edited 3 times. Last update was at 2015/12/14 18:08:51


 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in mx
Hierarch





Ok, hopeully the post auto-ammends this time. Here is my current 2000 point list, using a Sniper Scout as the Vindicare.

Spoiler:
+++ VS Orks (2000pts) +++

++ Space Marines: Supplement - Clan Raukaan (2013) (Combined Arms Detachment) (1850pts) ++

+ HQ (430pts) +

Librarian (205pts) [Epistolary (Lvl 2) (25pts), Gift: The Gorgon’s Chain (45pts), Gift: The Mindforge Stave (15pts), HQ, Melta Bombs (5pts), Psychic Hood]
And They Shall Know No Fear, Chapter Tactics, Independent Character, Psychic Discipline: Biomancy, Psychic Discipline: Daemonology, Psychic Discipline: Divination, Psychic Discipline: Pyromancy, Psychic Discipline: Telekinesis, Psychic Discipline: Telepathy, Psyker Mastery Level 2, Scions of the Forge
····Terminator Armour (50pts) [Gift: Betrayer’s Bane (25pts)]
Profiles:
Librarian (Terminator Armour): Unit Type:Infantry (Character)|WS:5|BS:4|S:4|T:4|W:2|I:4|A:2|LD:10|Save:2+/5++|Codex: Space Marines
Psychic Hood: Description:Each time a unit/model is targeted by an enemy psychic power and is within 6" of a friendly model with a psychic hood, the wearer may attempt to Deny the Witch as if he were in the unit.|Warhammer 40k rulebook p68
Terminator Armour: Description:2+ Armour Sv, 5+ Invul Sv, Bulky, Deep Strike, Relentless, may not make Sweeping Advances.|Codex: Space Marines
The Gorgon’s Chain: Description:The bearer of the Gorgon’s Chain has the following special rules, depending on how many unsaved Wounds he has suffered during the battle: Wounds Suffered - Special Rules 0 Wounds suffered - The bearer has a 3+ invulnerable save, +1 to his Feel No Pain rolls and the Eternal Warrior special rule. 1 Wound suffered - The bearer has a 3+ invulnerable save and the Eternal Warrior special rule. 2 Wounds suffered - The bearer has a 3+ invulnerable save. 3 Wounds suffered - The bearer has a 4+ invulnerable save. Each time the bearer suffers an unsaved Wound or recovers a Wound as a result of the It Will Not Die special rule, the effects of the Gorgon’s Chain change immediately; you should roll the bearer’s saves individually.|Supplement: Clan Raukaan
Betrayer’s Bane (Boltgun Barrel): Range:24|Strength:4|AP:5|Type:Rapid Fire, Master-crafted|Supplement: Clan Raukaan
Betrayer’s Bane (Melta Barrel): Range:12|Strength:8|AP:1|Type:Assault 1, Master-crafted, Melta|Supplement: Clan Raukaan
Melta Bomb: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldy|Warhammer 40k rulebook
The Mindforge Stave: Range:-|Strength:x2|AP:2|Type:Melee, Concussive, Force, Unwieldy|Supplement: Clan Raukaan

Vaylund Cal, Sons of Medusa (FW) (225pts) [Artificer Armour, Chapter Master (FW), Chapter Tactics - Iron Hands, Iron Halo, Master of the Forge (FW), Thunder Hammer]
Blessings of the Omnissiah, Bulky, Chapter Master, Fearless, Independent Character, Iron Thane, Lord of the Armoury, Purge the Weak, Relic of the Armoury, Warlord Trait: Angel of Death
····Servo-harness [Flamer, Plasma Cutter, 2x Servo-arm]
Profiles:
Vaylund Cal, Iron Thane: Unit Type:Infantry (Character)|WS:5|BS:5|S:5|T:6|W:3|I:4|A:2|LD:10|Save:2+/4++|FW Charcterupdate PDF p24
Artificer Armour: Description:2+ Armour Sv|Codex: Space Marines
Iron Halo: Description:4+ Invul Sv|Codex: Space Marines
Servo-harness: Description:2x Servo-arms, Plasma Cutter, Flamer. In the Shooting phase, bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.|Codex: Space Marines
Flamer: Range:Template|Strength:4|AP:5|Type:Assault 1|Warhammer 40k rulebook
Plasma Cutter: Range:12|Strength:7|AP:2|Type:Assault 1, Gets Hot, Twin-linked|Codex: Space Marines
Servo-arm: Range:-|Strength:x2|AP:1|Type:Melee, Specialist Weapon, Unwieldy|Codex: Space Marines
Thunder Hammer: Range:-|Strength:x2|AP:2|Type:Melee, Concussive, Specialist Weapon, Unwieldy|Warhammer 40k rulebook

+ Elites (685pts) +

Command Squad (305pts) [4x Storm Shield (40pts)]
And They Shall Know No Fear, Chapter Tactics
····Apothecary (15pts) [Bolt Pistol, Chainsword, Narthecium, Power Armour, Frag & Krak Grenades]
····Feel No Pain
····Drop Pod (60pts) [Deathwind Missile Launcher (15pts), Locator Beacon (10pts)]
····Drop Pod Assault, Immobile, Inertial Guidance System
····4x Veteran Space Marine (100pts) [4x Meltagun (40pts), 4x Power Armour, Frag & Krak Grenades, 4x Power Maul (60pts)]
Profiles:
Apothecary: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|LD:9|Save:3+|Codex: Space Marines
Space Marine Veteran: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|LD:9|Save:3+|Codex: Space Marines
Drop Pod: BS:4|Front:12|Side:12|Rear:12|Type:Open Topped, Transport|HP:3|Codex: Space Marines
Locator Beacon: Description:Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.|Codex: Space Marines
Narthecium: Description:As long as the Apothecary is alive, all models in his unit have the Feel No Pain special rule.|Codex: Space Marines
Power Armour: Description:3+ Armour Sv|Codex: Space Marines
Storm Shield: Description:3+ Invul Sv. Cannot claim +1 A for having two Melee weapons in an assault.|Codex: Space Marines
Bolt Pistol: Range:12|Strength:4|AP:5|Typeistol|Warhammer 40k rulebook
Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40k rulebook
Deathwind Launcher: Range:12|Strength:5|AP:-|Type:Heavy 1, 5" Blast|Codex: Space Marines
Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
Meltagun: Range:12|Strength:8|AP:1|Type:Assault 1, Melta|Warhammer 40k rulebook
Power Maul: Range:-|Strength:+2|AP:4|Type:Melee, Concussive|Warhammer 40k rulebook

Legion of the Damned Squad (155pts)
Aid Unlooked For, Fear, Fearless, Flaming Projectiles, Slow And Purposeful, Unyielding Spectres
····2x Damned Legionnaire (50pts) [2x Bolt Pistol, 2x Bolter, 2x Power Armour, Frag & Krak Grenades]
····Legionnaire Sergeant (10pts) [Bolter, Combi-melta (10pts), Power Armour, Frag & Krak Grenades]
····Legionnaire w/ Meltagun (35pts) [Bolt Pistol, Meltagun, Power Armour, Frag & Krak Grenades]
····Legionnaire w/ Multi-melta (35pts) [Bolt Pistol, Multi-melta, Power Armour, Frag & Krak Grenades]
Profiles:
Legionnaire: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|LD:10|Save:3+/3++|Codex: Space Marines
Legionnaire Sergeant: Unit Type:Infantry (Character)|WS:5|BS:4|S:4|T:4|W:1|I:4|A:2|LD:10|Save:3+/3++|Codex: Space Marines
Combi-Weapons: Description:Bolter may be fired every turn, secondary weapon may be fired once. (Combi-plasma does have Rapid Fire). Cannot fire both in same turn.|Warhammer 40k rulebook
Power Armour: Description:3+ Armour Sv|Codex: Space Marines
Bolt Pistol: Range:12|Strength:4|AP:5|Typeistol|Warhammer 40k rulebook
Bolter: Range:24|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40k rulebook
Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
Meltagun: Range:12|Strength:8|AP:1|Type:Assault 1, Melta|Warhammer 40k rulebook
Multi-melta: Range:24|Strength:8|AP:1|Type:Heavy 1, Melta|Warhammer 40k rulebook

Terminator Assault Squad (225pts)
And They Shall Know No Fear, Chapter Tactics, Combat Squads
····Terminator Sgt w/ Thunder Hammer & Storm Shield (10pts) [Storm Shield, Terminator Armour, Thunder Hammer]
····4x Terminator w/ Thunder Hammer & Storm Shield (180pts) [4x Storm Shield, 4x Terminator Armour, 4x Thunder Hammer]
Profiles:
Terminator: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|LD:9|Save:2+/5++|Codex: Space Marines
Terminator Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|LD:9|Save:2+/5++|Codex: Space Marines
Storm Shield: Description:3+ Invul Sv. Cannot claim +1 A for having two Melee weapons in an assault.|Codex: Space Marines
Terminator Armour: Description:2+ Armour Sv, 5+ Invul Sv, Bulky, Deep Strike, Relentless, may not make Sweeping Advances.|Codex: Space Marines
Thunder Hammer: Range:-|Strength:x2|AP:2|Type:Melee, Concussive, Specialist Weapon, Unwieldy|Warhammer 40k rulebook

+ Troops (245pts) +

Scout Squad (115pts)
And They Shall Know No Fear, Chapter Tactics, Combat Squads, Infiltrate, Move Through Cover, Scout
····Land Speeder Storm (50pts) [Cerberus Launcher, Multi-Melta (10pts)]
····Deep Strike, Jamming Beacon, Scout
····Scout Sergeant (10pts) [Bolt Pistol, Combi-melta (10pts), Scout Armour, Frag & Krak Grenades]
····4x Scout w/ Bolter (44pts) [4x Bolt Pistol, 4x Bolter, 4x Scout Armour, Frag & Krak Grenades]
Profiles:
Scout: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|LD:8|Save:4+|Codex: Space Marines
Scout Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|LD:8|Save:4+|Codex: Space Marines
Land Speeder Storm: BS:3|Front:10|Side:10|Rear:10|Type:Fast, Skimmer, Open-topped, Transport|HP:2|Codex: Space Marines
Combi-Weapons: Description:Bolter may be fired every turn, secondary weapon may be fired once. (Combi-plasma does have Rapid Fire). Cannot fire both in same turn.|Warhammer 40k rulebook
Scout Armour: Description:4+ Armour Sv|Codex: Space Marines
Bolt Pistol: Range:12|Strength:4|AP:5|Typeistol|Warhammer 40k rulebook
Bolter: Range:24|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40k rulebook
Cerberus Launcher: Range:18|Strength:4|AP:6|Type:Heavy 1, Blind, 5" Blast|Codex: Space Marines
Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
Meltagun: Range:12|Strength:8|AP:1|Type:Assault 1, Melta|Warhammer 40k rulebook
Multi-melta: Range:24|Strength:8|AP:1|Type:Heavy 1, Melta|Warhammer 40k rulebook

Tactical Squad (130pts)
And They Shall Know No Fear, Chapter Tactics, Combat Squads
····Rhino (35pts) [Searchlight, Smoke Launchers, Storm Bolter]
····Repair (Rhino)
····Sergeant (15pts) [Bolt Pistol, Combi-melta (10pts), Melta Bombs (5pts), Power Armour, Frag & Krak Grenades]
····3x Space Marine w/ Bolter (42pts) [3x Bolt Pistol, 3x Bolter, 3x Power Armour, Frag & Krak Grenades]
····Space Marine w/ Meltagun (24pts) [Bolt Pistol, Meltagun, Power Armour, Frag & Krak Grenades]
Profiles:
Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|LD:8|Save:3+|Codex: Space Marines
Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|LD:8|Save:3+|Codex: Space Marines
Rhino: BS:4|Front:11|Side:11|Rear:10|Type:Tank, Transport|HP:3|Codex: Space Marines
Combi-Weapons: Description:Bolter may be fired every turn, secondary weapon may be fired once. (Combi-plasma does have Rapid Fire). Cannot fire both in same turn.|Warhammer 40k rulebook
Power Armour: Description:3+ Armour Sv|Codex: Space Marines
Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
Bolt Pistol: Range:12|Strength:4|AP:5|Typeistol|Warhammer 40k rulebook
Bolter: Range:24|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40k rulebook
Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
Melta Bomb: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldy|Warhammer 40k rulebook
Meltagun: Range:12|Strength:8|AP:1|Type:Assault 1, Melta|Warhammer 40k rulebook
Storm Bolter: Range:24|Strength:4|AP:5|Type:Assault 2|Warhammer 40k rulebook

+ Fast Attack (93pts) +

Bike Squad (93pts)
And They Shall Know No Fear, Chapter Tactics, Combat Squads, Mounted Assault
····Biker Sergeant (10pts) [Combi-melta (10pts), Power Armour, Frag & Krak Grenades]
········Space Marine Bike [Twin-linked Bolter]
········Very Bulky
····2x Space Marine Biker w/ Meltagun (62pts) [2x Meltagun, 2x Power Armour, Frag & Krak Grenades]
········2x Space Marine Bike [2x Twin-linked Bolter]
········Very Bulky
Profiles:
Biker Sergeant: Unit Type:Bike (Character)|WS:4|BS:4|S:4|T:5|W:1|I:4|A:1|LD:8|Save:3+|Codex: Space Marines
Space Marine Biker: Unit Type:Bike|WS:4|BS:4|S:4|T:5|W:1|I:4|A:1|LD:8|Save:3+|Codex: Space Marines
Combi-Weapons: Description:Bolter may be fired every turn, secondary weapon may be fired once. (Combi-plasma does have Rapid Fire). Cannot fire both in same turn.|Warhammer 40k rulebook
Power Armour: Description:3+ Armour Sv|Codex: Space Marines
Space Marine Bike: Description:+1T, models so equipped are unit type Bikes|Warhammer 40k rulebook
Bolter: Range:24|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40k rulebook
Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
Meltagun: Range:12|Strength:8|AP:1|Type:Assault 1, Melta|Warhammer 40k rulebook

+ Heavy Support (397pts) +

Devastator Squad (242pts) [Cybernetic Augmentation, Sons of Medusa (FW) (50pts)]
And They Shall Know No Fear, Chapter Tactics, Combat Squads, Purge the Weak
····Sergeant [Bolt Pistol, Bolter, Power Armour, Frag & Krak Grenades, Signum]
····3x Space Marine (42pts) [3x Bolt Pistol, 3x Bolter, 3x Power Armour, Frag & Krak Grenades]
····4x Space Marine w/ Lascannon (136pts) [4x Bolt Pistol, 4x Lascannon, 4x Power Armour, Frag & Krak Grenades]
Profiles:
Space Marine (Cybernetic Augmentation, Sons of Medusa (FW)): Unit Type:Infantry|WS:4|BS:4|S:4|T:5|W:1|I:4|A:1|LD:8|Save:3+|Codex: Space Marines
Space Marine Sergeant (Cybernetic Augmentation, Sons of Medusa (FW)): Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:5|W:1|I:4|A:1|LD:8|Save:3+|Codex: Space Marines
Power Armour: Description:3+ Armour Sv|Codex: Space Marines
Signum: Description:At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his squad is BS5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To Hit are made.|Codex: Space Marines
Bolt Pistol: Range:12|Strength:4|AP:5|Typeistol|Warhammer 40k rulebook
Bolter: Range:24|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40k rulebook
Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
Lascannon: Range:48|Strength:9|AP:2|Type:Heavy 1|Warhammer 40k rulebook

Predators (155pts)
····Predator (155pts) [2x Lascannons (40pts), Hunter-killer Missile (10pts), Searchlight, Smoke Launchers, Storm Bolter (5pts), Twin-linked Lascannon (25pts)]
Profiles:
Predator: BS:4|Front:13|Side:11|Rear:10|HP:3|Type:Tank|Codex: Space Marines
Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
Hunter-killer Missile: Range:Infinite|Strength:8|AP:3|Type:Heavy 1|Imperial Armour Apocalypse 2013 p134
Lascannon: Range:48|Strength:9|AP:2|Type:Heavy 1|Warhammer 40k rulebook
Storm Bolter: Range:24|Strength:4|AP:5|Type:Assault 2|Warhammer 40k rulebook

++ Officio Assassinorum: Dataslate (2014) (Inq Officio Assassinorum Detachment) (150pts) ++

+ Elites (150pts) +

Vindicare Assassin (150pts) [Blind Grenades, Close Combat Weapon, Exitus Pistol, Exitus Rifle, Spy Mask]
Deadshot, Exitus Ammo, Fearless, Independent Operative, Infiltrate, Lightning Reflexes, Move Through Cover, No Escape, Stealth
Profiles:
Vindicare Assassin: Unit Type:Infantry (Character)|WS:8|BS:8|S:4|T:4|W:3|I:7|A:4|Ld:10|Save:4++
Blind Grenades (Assault): Description:Enemy models do not gain additional attacks when charging, unless the Assassin was already locked in combat or has Gone to Ground.
Spy Mask: Description:All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Ignores Cover special rule.
Blind Grenades: Range:8"|Strength:1|AP:-|Type:Assault 1, Blast, Blind
Exitus Pistol: Range:12"|Strength:X|AP:2|Typeistol, Sniper, Exitus Ammo
Exitus Rifle: Range:72"|Strength:X|AP:2|Type:Heavy 1, Sniper, Exitus Ammo

++ Roster Rules ++

Chapter Tactics: Machine Empathy: (Codex: Space Marines)
Chapter Tactics: The Flesh is Weak: (Codex: Space Marines)
Ideal Mission Commander (Combined Arms Detachment): (Warhammer 40k rulebook)
March of the Ancients: (Supplement: Clan Raukaan)
Objective Secured (Combined Arms Detachment): (Warhammer 40k rulebook)

++ Selection Rules ++

Aid Unlooked For: (Codex: Space Marines)
And They Shall Know No Fear: (Codex: Space Marines)
Blessings of the Omnissiah: (Codex: Space Marines)
Bulky: (Warhammer 40k rulebook p35)
Chapter Master: (FW Charcterupdate PDF)
Chapter Tactics: (Codex: Space Marines)
Combat Squads: (Codex: Space Marines)
Deadshot: All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Precision Shots special rule.
Deep Strike: (Warhammer 40k rulebook p36)
Drop Pod Assault: (Codex: Space Marines)
Exitus Ammo: Each time a Vindicare Assassin fires a weapon with this special rule, choose one of the three following types of ammunition and apply the chosen ammunition’s rules to that shot:

• Shield-breaker: Invulnerable saves cannot be taken against Wounds, glancing hits, or penetrating hits from a shield-breaker round.

• Turbo-penetrator: Against vehicles, shots from a turbo-penetrator round count as Strength 10. Against all other targets, shots from a turbo-penetrator round inflict D3 Wounds, rather than just 1.

• Hellfire: Shots from a hellfire round always wound on a 2+
Fear: (Warhammer 40k rulebook)
Fearless: (Warhammer 40k rulebook)
Feel No Pain: (Warhammer 40k rulebook p35)
Flaming Projectiles: (Codex: Space Marines)
Immobile: (Warhammer 40k rulebook)
Independent Character: (Warhammer 40k rulebook p39)
Independent Operative: A model with this special rule can never be joined by another character. If a model with this special rule is your army’s Warlord, it never has a Warlord Trait.
Inertial Guidance System: (Codex: Space Marines)
Infiltrate: (Warhammer 40k rulebook p38)
Iron Thane: (FW Charcterupdate PDF p24)
Jamming Beacon: (Codex: Space Marines)
Lightning Reflexes: A model with this special rule has a 4+ invulnerable save. In addition, they do not suffer the penalty to their Initiative for charging enemies through difficult terrain.
Lord of the Armoury: (Codex: Space Marines p92)
Mounted Assault: (Codex: Space Marines)
Move Through Cover: (Warhammer 40k rulebook p40)
No Escape: Enemy characters suffer a -2 penalty to their Look Out, Sir tests against any Wounds inflicted by a model with this special rule.
Psychic Discipline: Biomancy: (Warhammer 40k rulebook)
Psychic Discipline: Daemonology: (Warhammer 40k rulebook)
Psychic Discipline: Divination: (Warhammer 40k rulebook)
Psychic Discipline: Pyromancy: (Warhammer 40k rulebook)
Psychic Discipline: Telekinesis: (Warhammer 40k rulebook)
Psychic Discipline: Telepathy: (Warhammer 40k rulebook)
Psyker Mastery Level 2: (Warhammer 40k rulebook)
Purge the Weak: (FW Charcterupdate PDF p24)
Relic of the Armoury: (Imperial Armour II 2nd Ed p242)
Repair (Rhino): (Codex: Space Marines)
Scions of the Forge: (Supplement: Clan Raukaan)
Scout: (Warhammer 40k rulebook p41)
Slow And Purposeful: (Warhammer 40k rulebook p42)
Stealth
Unyielding Spectres: (Codex: Space Marines)
Very Bulky: (Warhammer 40k rulebook p35)
Warlord Trait: Angel of Death: (Codex: Space Marines)

Created with BattleScribe

This message was edited 5 times. Last update was at 2015/12/14 19:04:37


 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

You should definitely clean up your army list. It's against Dakka policy to include points in general, but I, and I'm assuming others, don't want to shift through all the upgrades and descriptions. Haha.
   
Made in mx
Hierarch





Oh, um, well then. I just copy-pasted from Battlescribe, sorry. Ill try to write something up, but typing a full description on my Iphone is hard, and Im not at home so have no comp access...

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
 
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