Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Commander (HQ) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4/5 |
9 |
3+ |
111 |
Independent Character; Plasma Pistol (x1); Power Weapon (x1)
|
Jump Pack |
Move 12", ignoring terrain. Deep Strike if allowed. If model enters difficult terrain, roll a D6- on a 1 it crashes and is removed. Flee & pursue 3d6". |
[20] |
Terminator Honours |
+1 Attacks. |
[15] |
Frag Grenades |
Fight simultaneosly with troops in cover. Models with Power Fists still go last. |
[1] |
Commander (HQ) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4/5 |
9 |
3+ |
110 |
Independent Character; Plasma Pistol (x1); Power Weapon (x1)
|
Jump Pack |
Move 12", ignoring terrain. Deep Strike if allowed. If model enters difficult terrain, roll a D6- on a 1 it crashes and is removed. Flee & pursue 3d6". |
[20] |
Terminator Honours |
+1 Attacks. |
[15] |
Callidus Assassin (Elites) (as) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
10 |
4(I)+ |
120 |
Independent Character; Can never join another unit; Infiltrate if allowed; Fearless; Cannot be pinned; Callidus Temple; Jump Back, A Word In Your Ear.; C'tan Phase Sword; Neural Shredder; Polymorphine; Poison Blades
|
Tactical Squad (Troops) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
263 |
Bolter (x8); Meltagun (x1)
|
Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[60] |
Plasma Pistol (x1); Power Weapon (x1)
|
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[58] |
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. |
[3] |
Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
Tactical Squad (Troops) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
263 |
Bolter (x8); Meltagun (x1)
|
Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[60] |
Plasma Pistol (x1); Power Weapon (x1)
|
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[58] |
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. |
[3] |
Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
Tactical Squad (Troops) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
263 |
Bolter (x8); Meltagun (x1)
|
Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[60] |
Plasma Pistol (x1); Power Weapon (x1)
|
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[58] |
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. |
[3] |
Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
Assault Squad (Fast Attack) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2** |
8 |
3+ |
320 |
Bolt Pistol & CCWep. (x7); Plasma P. & CC Wep. (x2); Frag Grenades; Jump Packs
|
Veteran Sergeant |
1 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[85] |
Frag Grenades; Jump Packs; Plasma Pistol (x1); Power Fist (x1)
|
Purity Seals |
If the model (and unit he is with) falls back, roll an extra D6 and pick the best 2 (for your own definition of 'best'). |
[5] |
Attack Bike (Fast Attack) |
1 |
4 |
4 |
4 |
5 |
1 |
4 |
2 |
8 |
2+ |
50 |
Bikes; Twin Bolter & 2 Bolt P.; Heavy Bolter (x1)
|
Option Footnotes: |
|
|
Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
Bolter |
24"R, S4, AP5, Rapid Fire. |
|
C'tan Phase Sword |
No armour saves in close combat, not even from Invulnerable saves! |
|
CC Weapon |
+1A if used with another CCW / pistol. |
|
Frag Grenades |
When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. |
|
Heavy Bolter |
36"R, S5, AP4, Heavy 3. |
|
Meltagun |
12"R, S8, AP1, +D6 AP at 6". |
|
Neural Shredder |
Template, S8, AP1, Assault 1. Use your opponent's Ld value instead of their T to determine wounds. |
|
Plasma Pistol |
12" R, S7, AP2, Pistol. Overheats- if you roll a '1' to hit, make a save or take a wound. |
|
Poison Blades |
If the Assassin is still in base contact with an enemy at the end of the Assault phase, she may make 1 attack that wounds on 4+. |
|
Polymorphine |
The Assassin is always in reserve, even when the mission doesn't normally allow this. When she arrives, she can be placed anywhere on the battlefield and can move and fight normally in the turn she arrives. |
|
Power Fist |
Always go last. No armour save. Doubles strength. |
|
Power Weapon |
No armour save in close combat. |
|
Storm Bolter |
24"R, S4, AP5, Assault 2. |
|
Twin Bolter |
24"R, S4, AP5, Rapid Fire, Linked. Always fires as if stationary. |
|