Tactical Squad Space Marines · Battleline
Tactical Squad comes as 10 models for 140 points in the Space Marines army. On points efficiency the unit ranks 55th of 87 Space Marines units overall and 3rd of 4 among battleline, with a value score of 42/100 (offense 14, defense 71). Per point, the unit hits hardest into chaff (56th percentile) and is toughest against anti-tank (90th percentile).
⚔️ Run the full dice math in the calculator
Offense: wounds removed per 100 points
Scored with the default wargear (Bolt pistol, Close combat weapon, Boltgun): every gun firing, each model's best melee weapon plus any Extra Attacks. No cover, Heavy weapons stationary, not within half range.
| Target | 🎯 Ranged | ⚔️ Melee | %ile |
|---|---|---|---|
| Chaff10 × T3 Sv5+ W1 infantry | 4.22Boltgun◇ option: Plasma cannon (standard) · 1.00 per model | 4.22Close combat weapon◇ option: Twin lightning claws · 1.00 per model | 56 |
| MEQ5 × T4 Sv3+ W2 infantry | 1.59Boltgun◇ option: Plasma cannon (supercharge) · 1.00 per model | 1.59Close combat weapon◇ option: Twin lightning claws · 0.98 per model | 15 |
| TEQ5 × T5 Sv2+ 4++ W3 infantry | 0.53Boltgun◇ option: Grav-cannon · 1.18 per model | 0.53Close combat weapon◇ option: Twin lightning claws · 0.74 per model | 8 |
| Light vehicleT10 Sv3+ W12 vehicle | 0.53Boltgun◇ option: Grav-cannon · 1.19 per model | 0.53Close combat weapon◇ option: Power fist · 0.59 per model | 10 |
| Heavy vehicleT12 Sv2+ W16 vehicle | 0.27Boltgun◇ option: Grav-cannon · 1.38 per model | 0.27Close combat weapon◇ option: Thunder Hammer · 0.50 per model | 9 |
Defense: hits needed to destroy it, per 100 points
| Attacker | Hits | %ile |
|---|---|---|
| Small armsS4 AP0 D1 (bolter, lasgun) | 85.7 | 54 |
| SpecialS5 AP-1 D1 (heavy bolter-class) | 42.9 | 52 |
| PlasmaS8 AP-2 D2 (plasma, power fist) | 12.9 | 49 |
| EliteS6 AP-2 D3 (elite melee, precision) | 16.1 | 75 |
| Anti-tankS12 AP-3 D6 (lascannon, melta) | 12.0 | 90 |
Utility: what the damage numbers miss
A rough guide from the datasheet's numbers, keywords and ability names (it can't weigh what a Leader's or aura's rule does). Percentiles against every current unit.
| Part | %ile |
|---|---|
| Board controlObjective Control per 100 pts | 95 |
| Action economyUnits per 100 pts: cheap bodies for actions | 28 |
| ReachMove, plus Fly, Deep Strike, Infiltrators, Scouts | 18 |
| SupportLeader, auras, Transport, Lone Operative, Stealth, revives | 23 |
Similar-cost Space Marines battleline
| Unit | Pts | Value | Off | Def | Util | Chaff | MEQ | TEQ | Light vehicle | Heavy vehicle |
|---|---|---|---|---|---|---|---|---|---|---|
| Heavy Intercessor Squad5 models | 100 | 70 | 52 | 88 | 28 | 4.63 | 5.47 | 2.32 | 1.39 | 0.93 |
Value, Offense, Defense and Utility are percentiles against every current unit in the game (100 = best per point). Value is Offense and Defense; Utility (board control, actions, reach, support) is a rough guide shown beside it. Target columns: expected wounds removed per 100 points.
Stats, wargear options and rules: see the official Space Marines codex. How these scores work.