HQ-
195-Commander(better one)
Master:Artificer Armour, Thunder Hammer, stormbolter, bionics, meltabomb, terminator honor, master weapon, iron halo
hes over-equipped, if he gets hit by a str8 weapon and fails his 4+ invulnerable (most things at str8 have a good enough AP to cut through even 2+ armour) then thats almost 200pts gone. dont bother with a thunder hammer, he has too good an Initiative to go last, let squad sergeants have the power fists etc- master-crafting weapons is also a waste of precious pts in a 1500pt force.
186-Chaplain(better one)
Master of Sanctity:artificer armour, stormbolter, bionics, frag grenades, jump pack, master weapon, melta bomb, terminator honor
same with the chaplain, give him a bolt pistol rather than a storm bolter- he's a cc guy so its cheaper to give him a pistol to get that extra attack than using T.Honours.
Troop-
151-Marine Squad 1(7):frag and krak grenades, missile launcher, plasma gun, terminator honor (sergant)
with the pts your going to be saving take these guys up to 8 marines - give the plasma gun to the 3rd squad and take all the missile launchers and turn this into a devastator squad
147-Marine Squad 2(7):frag and krak grenades, missile launcher, flamer, terminator honor (sergant)
think about taking out the missile launcher and adding in the flamer from the squad below- might as well get some use out of Cleanse & Purify, then take these guys up to 10 marines and give the sgt a power fist
163-Marine Squad 3(6):frag and krak granades,flamer(missile launcher), melta gun, terminator honor (sergant), power weapon (sergant), plasma pistol (sergant)
with the plasma gun and melta gun this squad would be a perfect anti-MEQ squad, though think about increasing the size to 8 or more.
123-Scout Marines(5):frag and krak grenades, missile launcher, 4 sniper rifles, terminator honor (sergant)
sgt doesnt need t.honours- just a waste of pts for a fire support scout sgt
Fast Attack-
185-Assault Marines(5):krak and melta bombs, 1 plasma pistol, terminator honor (sergant), power fist (sergant), storm bolter (sergant), combat shield (sergant), master weapon (sergant)
krak grenades are essentially useless so get rid of them (that goes for the tacticals and scouts too) dont give the sgt a storm bolter because as with the chaplian its a waste of his potential, remove master crafting as well and try to fit another assault marine in there- im not fond of plasma pistols but even so you dont want your sgt carrying it, if he dies because it overheats you lose your power fist.
Ally-
185-Stormtroopers(10):krak grenades, melta gun, grenade launcher, power weapon (sergant), Brazier of Holy Fire (sergant), master weapon (sergant)
they're storm troopers and so unsuited to assault compared to the rest of the force- get rid of that master crafting.
103-Chimera:multilaser, heavy bolter, pintle storm bolter, smoke launchers, extra armour
Total-1438
Chapter Advantage-Cleanse and Purify
Chapter Disadvantage-Faithful unto Death
Let me know what you guys think
Both of the HQs are too pts heavy, not only should you dump some of their equipment but take one of them (i suggest the chaplain) back to its lower level i.e. reclusiarch