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Units from the 2nd. Brotherhood, Storm Lords Space Marines in an unusual situation for them, that of tactical defense. |
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Interested in seeing the Storm Lords in Action? Check out their Rogue Trader action at Dakka Dakka, and their Mega Battle Action also at Dakka Dakka. |
| This
roster is not complete - rumors indicate a terminator squad with a land
raider from the 1st Brotherhood will be made available. Click here
for the full planned roster using the White Scars Rule Set. |
|
| 2nd Brotherhood | |||||||||||
| Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | |
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1 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 9 | 3+/4(I)+ | |
| Independent Character; Power Weapon (x1); Storm Bolter | |||||||||||
| Iron Halo | 4+ invulnerable save. | ||||||||||
| Master Crafted Weapon | Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle. | ||||||||||
| 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 | |||||||||||
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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. | ||||||||||
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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. | |||||||||||
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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". | ||||||||||
| 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | ||
| Heavy Bolter (x1); Multi-Melta (x2); 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". | ||||||||||
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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. | ||||||||||
| 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. | ||||||||||
| 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) | |||||||||||
| 2 | 4 | 4 | 4 | 5 | 1 | 4 | 2 | 8 | 2+ | ||
| Bikes; Twin Bolter & 2 Bolt P.; Heavy Bolter (x1); Multi-Melta (x1) | |||||||||||
| 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: 2045 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 |
| Troop Type | Count | Unused | Points | Unused | Percent |
| HQ (>=1unit <=2unit) | 2 | 0 | 414 | n/a | 20% |
| Elite (<=3unit) | 0 | 3 | 0 | n/a | 0% |
| Troops (>=2unit <=6unit) | 3 | 3 | 611 | n/a | 29% |
| Fst. Atck. (<=3unit) | 3 | 0 | 469 | n/a | 22% |
| Hvy. Supp. (<=3unit) | 2 | 1 | 551 | n/a | 26% |
| Other (N/A) | 0 | n/a | 0 | n/a | 0% |
| Equipment Summary | 15 | n/a | 187 | n/a | 9% |
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Roster created with Army Builder - Copyright (c) 1998-2000 by Lone Wolf Development, Inc. |
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