ARMY SELECTION

Characters   50 %     Up to half of the points value of the army may be chosen
                      from the Characters section of the army list.

Squads       25 % +   At least a quarter of your points must be chosen from
                      the squad section of the army list.  You may spend more
                      if you wish.

Support      50 %     Up to half of the points value of the army may be chosen
                      from the support section of the army list.


CHARACTERS

0-1 TERMINATOR CAPTAIN 125 points

Troop type          M      WS     BS     S     T     W       I     A     Ld
Terminator Captain  4      7      7      5     5     3       7     3     10

WEAPONS

Storm bolter and power sword.

ARMOUR

Terminator armour ( 3+ save on 2D6)

WARGEAR

The terminator captain may have up to 3 Wargear cards.

The terminator captain may be given additional equipment chosen form the Terminator Assault Weapons in the Wargear list.

STRATEGY

If the Terminator captain is taken as the army commander he has a strategy rating of 5.

SPECIAL

If the Terminator Captain is the army commander then any space marine within 12" of him may use his leadership value when they take a leadership test.

0-1 SPACE MARINE CAPTAIN 96 points

Troop type         M      WS      BS    S      T     W       I     A     Ld
Captain            4      7       7     5      5     3       7     3     10

WEAPONS

Bolt pistol and frag grenades.

ARMOUR

Power armour (3+)

WARGEAR

The captain may have up to 3 Wargear cards.

The captain may be given additional equipment chosen form the Armour, Assault Weapons, Special weapons and Grenades sections in the Wargear list.

The captain may ride a bike at a cost of 20 points.

STRATEGY

If the captain is taken as the army commander he has a strategy rating of 5.

SPECIAL

If the Captain is the army commander then any space marine within 12" of him may use his leadership value when they take a leadership test.

SENIOR VETERAN SERGEANTS 65 points

0-2 senior veteran sergeants if a commander is present

1 senior veteran sergeant if no commander is present


Troop type         M      WS      BS    S      T     W       I     A     Ld
Senior Veteran     4      6       6     5      5     2       6     2     9
Sergeant

WEAPONS

Bolt pistol and frag grenades

ARMOUR

Power armour (3+)

WARGEAR

A Veteran Sergeant may have up to 2 wargear card.

The Senior Veteran Sergeant may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Senior Veteran Sergeant may ride a bike at a cost of 20 points.

STRATEGY

If the Senior Veteran Sergeant is taken as the army commander he has a strategy rating of 4.

SPECIAL

If the Senior Veteran Sergeant is the army commander then any space marine within 8" of him may use his leadership value when they take a leadership test.

Senior Veteran Sergeants are veterans of exceptional ability and fortitude. They are often assigned to lead a bear. It is from the Senior Veteran Sergeants that a new captain for the company is chosen.

VETERAN SERGEANTS + 5 points

Any sergeant in a Jaw, Hind, Paw or Cub squad may be upgraded to a Veteran Sergeant.


Troop type         M      WS      BS    S      T     W       I     A     Ld
Veteran Sergeant   4      5       5     4      4     1       5     1     9

WEAPONS

Bolt pistol and frag grenades

ARMOUR

Power armour (3+)

WARGEAR

A Veteran Sergeant may have up to 1 wargear card.

The Veteran Sergeant may be given additional equipment chosen from the Armour, Assault Weapons , Special Weapons and Grenades sections of the Wargear list.

CHAPLAIN

Chaplain Champion 53 points
Chaplain Hero 84 points
Chaplain Mighty Hero 125 points



Troop type         M      WS      BS    S      T     W       I     A     Ld

Chaplain Champion  4      5       5     4      4     1       5     1     9
Chaplain Hero      4      6       6     5      5     2       6     2     9
Chaplain Mighty    4      7       7     5      5     3       7     3     10
Hero

WEAPONS

Bolt pistol and frag grenade.

ARMOUR

Power armour (3+)

WARGEAR

A Chaplain has a Crozius Arcanum and a Rosarius (4+ unmodified save). The costs of these items is included in his points value.

The chaplain may have up to 2 Wargear cards.

The Chaplain may be given additional equipment chosen from the Armour, Assault Weapons , Special Weapons and Grenades sections of the Wargear list.

The Chaplain may ride a bike at a cost of 20 points.

LIBRARIAN

Lexicanium 53 points
Codicier 97 points
Epistolary 152 points
Chief Librarian 196 points



Troop type         M      WS      BS    S      T     W       I     A     Ld

Lexicanium         4      4       4     4      5     1       5     1     8
Codicier           4      5       5     5      5     2       5     1     8
Epistolary         4      6       6     5      5     3       6     2     8
Chief Librarian    4      7       7     5      5     4       7     3     9

WEAPONS

Bolt pistol and frag grenade.

ARMOUR

Power armour (3+)

WARGEAR

The Librarian may have the wargear cards as follows:

Lexicaniun up to 1 card
Codicier up to 2 cards
Epistolary up to 3 cards
Chief Librarian up to 4 cards.

The Librarian may be given additional equipment chosen from the Armour, Assault Weapons , Special Weapons and Grenades sections of the Wargear list.

The Librarian may ride a bike at a cost of 20 points.

SPECIAL The Librarian has a psychic level as follows:

Lexicaniun psychic level 1
Codicier psychic level 2
Epistolary psychic level 3
Chief Librarian psychic level 4

APOTHECARY 40 points

Troop type         M      WS      BS    S      T     W       I     A     Ld
Apothecary         4      5       5     4      4     1       5     1     9

WEAPONS

Bolt pistol and frag grenades.

ARMOUR

Power armour (3+)

WARGEAR

The Apothecary has a medi-pack and may also be given up to 1 wargear cards.

The Apothecary may be given additional equipment chosen from the Armour, Assault Weapons , Special Weapons and Grenades sections of the Wargear list.

The apothecary may ride a bike at a cost of 20 points.

TECHMARINE 33 points

Troop type         M      WS      BS    S      T     W       I     A     Ld
Techmarine         4      5       5     4      4     1       5     1     9

WEAPONS

Bolt pistol and frag grenades

ARMOUR

Power armour (3+)

WARGEAR

The Techmarine may have up to 3 wargear cards.

The Techmarines may be given additional equipment chosen from the Armour, Assault Weapons , Special Weapons and Grenades sections of the Wargear list.

The Techmarine may ride a bike at a cost of 20 points.

0-1 SNIPER 70 points

At the moment ther are only 6 snipers and 1 in training. 1 of the snipers is in the sus-an state.


Troop type         M      WS      BS    S      T     W       I     A     Ld
Sniper             4      5       6     4      4     2       6     2     10

WEAPONS

Bolt pistol, frag grenades blind grenades, Sniper Boltgun.(may upgrade sniper Boltgun to Sniper Needle Rifle for 5 points.)

ARMOUR

Scout armour (4+)

WARGEAR

Marine snipers are equipped with Cameoline and a special bionic eye.

The Marine Sniper may purchase additional weapons from the Close Combat Section of the Wargear list.

Sniper Boltgun

This gun, is longer and larger than the standard Boltgun, has specialised targeting systems and ammunition that enable it to fire much more accurately and at longer ranges.

               Range          To Hit                   Save    Armour

          Short    Long    Short    Long   Str.   Dam    Mod.    Pene.     Special

Sniper    0-20     20-40   +1       +1     4      1      -1                may be
Boltgun                                                                    rapid
                                                                           fired

Sniper Needle Rifle

This gun, is a specially designed needle rifle which has a boosted power output to increase its range and power. It is also equipped with a special barrel used to fire special ammo.

               Range          To Hit                   Save    Armour

          Short    Long    Short    Long   Str.   Dam    Mod.    Pene.     Special

Sniper    0-16     16-48   -1       -      5      1      -2      D6+5      Unsaved
Needle                                                                     hits
Rifle                                                                      always
                                                                           wound no
                                                                           rapid fire


Marine Sniper Bionic Eye

Marine snipers are fitted with a bionic eye to increase their efficiency as killing machines. The bionic eye gives the sniper +1 to hit with all shooting weapons, and can detect hidden troops and energy emissions from vehicles within 24".

Cameleoline

Marine Snipers wear a cameleoline suit over their armour so appears to fade into his surroundings when stationary. All shots fired at a stationary sniper receive a -1 to hit on top of normal to hit modifiers. Additionally, when the sniper hides, troops that move into position to see him or within initiative distance will only detect him rather than spotting him. This cameleoline combined with snipers training means that in addition to the above rules when a sniper fires he is detected, and may remain hidden.

Special Ammo

A sniper's Needle Rifle may be equipped with the following types of special Ammo. They may only take 1 shot of each ammo.

SEEKING AMMO (+5 points) : This projectile incorporates small thrusters and a robot brain. The shot always hits on a 2+ on a D6 even hidden and obscured models so long as they are hidden. Snipers use seeking ammo with strength 5, -2 modifier that causes 1 damage. The ammo has the same range as the Sniper Needle Rife.

ARMOUR PIERCING AMMO (+5 points) : This ammo has a specially hardened tip with a small but powerful delayed explosive positioned behind it. This ammo has statistics to those of the Sniper Needle Rifle but with an extra D6+2 to the amour penetration.

SHIELD BREAKER AMMO (+10 points) : Snipers who must assassinate high standing generals or commanders often use shield-breaking ammo. This ammo will short out the shield of the target if it hits. The shield is destroyed. If the target doesn't have a shield it takes normal damage.

HELLFIRE AMMO (+10 points) : This ammo always wounds on a 2+ on a D6 and causes D6 wounds. It doesn't have a splash like Heavy Bolter Hellfire though.

SPECIAL

Marine Snipers may infiltrate

Marine Snipers are always individuals and may never lead squads.

When firing at a model with hit locations the sniper may add or subtract 1 to his hit location roll.

History of the Space Bears

Organasition of the Space Bears

Squads of the Space Bears

Support of the Space Bears

Wargear of the Space Bears

Special Characters of the Space Bears

Back to the Index


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