New Roster (1850pts) Space Marines: Codex (2015) (Formation Detachment) (620pts) Space Marines: Codex (2015) (Combined Arms Detachment) (1230pts)

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New Roster (1850pts) Space Marines: Codex (2015) (Formation Detachment) (620pts) (No Category) Ultramarines Formation (620pts) Skyhammer Annihilation Force (620pts) First the Fire, then the Blade, Leave No Survivors, Shock Deployment, Suppressing Fusillade Assault Squad (95pts) 2x Flamer (10pts), Jump Packs (15pts), 4x Space Marines (56pts) Bolt Pistol, Chainsword Assault Squad (95pts) 2x Flamer (10pts), Jump Packs (15pts), 4x Space Marines (56pts) Bolt Pistol, Chainsword Devastator Squad (215pts) 4x Multi-melta (40pts), 9x Space Marines (126pts) Devastator Squad (215pts) 4x Multi-melta (40pts), 9x Space Marines (126pts) Space Marines: Codex (2015) (Combined Arms Detachment) (1230pts) (No Category) Ultramarines HQ (165pts)

Chief Librarian Tigurius (165pts) Bolt Pistol, Rod of Tigurius And They Shall Know no Fear, Independant Character, Master of Prescience, Psyker, Psyker (Mastery Level 3) Troops (210pts) Tactical Squad (105pts) 4x Space Marines (56pts) Tactical Squad (105pts) 4x Space Marines (56pts) Fast Attack (105pts) Heavy Support (750pts) And They Shall Know no Fear,, Decimator Protocols, Slow and Purposeful

Centurion Sergeant (90pts), Omniscope (10pts) And They Shall Know no Fear,, Decimator Protocols, Slow and Purposeful Centurion Sergeant (90pts), Omniscope (10pts) And They Shall Know no Fear,, Decimator Protocols, Slow and Purposeful Centurion Sergeant (90pts), Omniscope (10pts) Profile Summary Unit Name Unit Type WS BS S T W I A Ld Save Centurion Infantry 4 4 5 5 2 4 1 8 2+ Centurion Sergeant Infantry (Character) 4 4 5 5 2 4 1 8 2+ Chief Librarian Tigurius Infantry (Character) 5 4 4 4 3 4 2 10 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+ Vehicle Name BS Front Side Rear HP Type Drop Pod 4 12 12 12 3 Vehicle (Open-topped, Transport) Wargear Item Name Grav-amp Hood of Hellfire Omniscope * Description When rolling to wound with a grav-weapon, or to determine the effect on a vehicle, the bearer may re-roll the result. The Hood of Hellfire is a psychic hood. Furthermore, it enables Tigurius to re-roll failed Psychic tests. Night Vision and Split Fire-rule Signum *

Weapon Name Range Strength AP Type Ref Bolt Pistol 12" 4 5 Pistol BRB p56 Boltgun 24" 4 5 Rapid Fire BRB p56 Chainsword - User - Melee Flamer Template 4 5 Assault 1 BRB p56 Frag Grenades 8" 3 - Assault 1, Blast, Don't suffer Initiative penalty for charging through cover BRB p61 Grav-cannon 24" * 2 Salvo 3/5, Concussive, Graviton Hurricane Bolter * 24" 4 5 3x Rapid Fire, Twin Linked Krak Grenades 8" (thrown)/-(melee) 6 4 Assault 1(Thrown)/Only on Vehicles and MCs (Melee) BRB p62 Multi Melta 24" 8 1 Heavy 1, Melta BRB p57 Rod of Tigurius - +2 4 Melee, Concussive, Force, Master-crafted, Soul Blaze 24" 4 5 Assault 2 BRB p56 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. 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. Decimator Protocols: A model with this special rule can fire up to two weapons in its Shooting phase 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. First the Fire, then the Blade: On the turn they arrive from Deep Strike Reserve, the Devastator Squads in a Skyhammer Annihilation Force have the Relentless special rule and the Assault Squads can charge even though they arrived from Reserves that turn. 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. Leave No Survivors: Assault Squads in a Skyhammer Annihilation Force can use their Jump Packs in both the Movement phase and the Assault phase. If an Assault Squad from a Skyhammer Annihilation Force charges a unit that has Gone to Ground as a result of the Suppressing Fusillade special rule, that Assault Squad can reroll failed To Hit and To Wound rolls in the ensuring Assault phase. Master of Prescience: When generating psychic powers, Tigurius may re-roll any roll of the dice to see which powers he knows, In addition, if your armycontains Tigurius, you can choose to re-roll any Reserve Rolls that apply to units from the same Detachment. Psyker: Chief Librarian Tigurius generates his powers from the Biomancy, Divination, Daemonology, Pyromancy,Telekenesis and Telepathy disciplines. Psyker (Mastery Level 3) Shock Deployment: All units in a Skyhammer Annihilation Force start the game in Deep Strike Reserve. Instead of using the normal deployment and reserve rules for these units, you can, during deployment, choose whether this Formation will arrive during your first or second turn. The entire Skyhammer Annihilation Force automatically arrives on the turn you choose no Reserve Rolls are required. Ignore this Formation's Drop Pods for the purposes of the Drop Pod Assault special rule. Slow and Purposeful: A unit that contains at least one model with this special rule cannot Run, Turbo-boost, move Flat Out, perform Sweeping Advances or fire Overwatch. However, they can shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons. Suppressing Fusillade: A unit targeted by a Skyhammer Annihilation Force's Devastator Squad in the Shooting phase must take a Morale test at the end of the phase on 3D6, regardless of how many casualties were inflicted. If the test is failed, the enemy unit does not Fall Back, but must immediately Go to Ground. If the test is passed, the enemy unit is unable to fire Overwatch for the rest of the turn. Created with BattleScribe