Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Trotsky (FComm) |
1 |
5 |
5 |
4 |
4 |
3 |
5 |
4 |
10 |
2+/5(I)+ |
125 |
Independent Character; Power Weapon (x1); Storm Bolter
|
Terminator Armour |
2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. |
[25] |
Master Crafted Weapon |
Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle. |
[15] |
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] |
Death Company |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+/4*+ |
0 |
Each member of the Death Company is armed with a Bolt Pistol & CC Weapon, Bolter or Bolt Pistol & Power Weapon / Power Fist (Veteran Sergeants only); The Death Company may only be led by a Chaplain or Sanguinary High Priest without an Honour Guard; If it is not led, the Company must move toward the nearest enemy unit and assault it as fast as possible; Fearless; Ignore Injury; Bolter / Bolt Pstl. & CCW; Frag Grenades
|
'Furioso' Dreadnought (Elites) |
1 |
WS: 4 BS: 4 S: 6/10 I: 4 A: 2/3 |
108 |
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker; Heavy Flamer; Meltagun
|
Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
Terminator Squad (Elites) |
4 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2 |
9 |
2+/5(I)+ |
240 |
Deep Strike if allowed; Power Fist (x3); Storm Bolter (x3); Heavy Flamer (x1); Cyclone Missile Ln. (x1)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
2+/5(I)+ |
[42] |
Power Weapon; Storm Bolter
|
#Terminator Armour |
2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. |
[0] |
Tactical Squad (Troops) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
289 |
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
|
Veteran Sergeant |
1 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[56] |
Frag Grenades; Bolt Pistol (x1); Power Fist (x1)
|
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[73] |
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Supercharged Engine; Storm Bolter
|
Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
Dozer Blade |
Re-roll failed terrain test if move < 6". |
[5] |
Tactical Squad (Troops) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
264 |
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
|
Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[31] |
Bolt Pistol & CCWep.; Frag Grenades
|
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[73] |
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Supercharged Engine; Storm Bolter
|
Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
Dozer Blade |
Re-roll failed terrain test if move < 6". |
[5] |
Scout Squad (Troops) |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
8 |
4+ |
95 |
Infiltrate if allowed (as long as no Apothecary or Techmarine is present); Roll an extra D6 when moving through difficult terrain; Bolt Pistol & CCWep. (x4); Blind Grenades
|
Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
4+ |
[35] |
Bolt Pistol & CCWep.; Blind Grenades
|
Krak Grenades |
When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6. |
[2] |
Teleport Homer |
Teleporting troops don't scatter if the template is placed in centred on a model with a Teleport Homer. |
[5] |
Assault Squad (Fast Attack) |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2** |
8 |
3+ |
246 |
Bolt Pistol & CCWep. (x4); Plasma P. & CC Wep. (x1); Blind Grenades; Frag Grenades; Krak Grenades; Jump Packs
|
Veteran Sergeant |
1 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[86] |
Blind Grenades; Frag Grenades; Krak Grenades; Jump Packs; Plasma Pistol (x1); Power Fist (x1)
|
Predator 'Baal' (Heavy Support) |
1 |
BS: 4 Front: 13 Side: 11 Rear: 10 |
133 |
Tank; 2 Sponson Heavy Flamers; Turr. Assault Cannon
|
Pintle Storm Bolter |
24"R, Str 4, Ap 5, Assault 2. |
[10] |
Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
Option Footnotes: |
|
|
2 Dreadnought CC Ws. |
No armour save in close combat. If one weapon is destroyed, the dreadnought reverts to 2A. If both are destroyed, it's Strength falls to 6. Tear Attack: use 2d6+S to work out AP vs vehicles. |
|
Blind Grenades |
Use instead of Shooting. Unit counts as in 5+ cover for one full turn. You can't assault if you use Blind Grenades in the shooting phase. |
|
Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
Bolter |
24"R, S4, AP5, Rapid Fire. |
|
CC Weapon |
+1A if used with another CCW / pistol. |
|
Cyclone Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
Flamer |
Template, S4, AP5, Assault 1. |
|
Frag Grenades |
When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. |
|
Heavy Flamer |
Template, S5, AP4, Assault 1. |
|
Krak Grenades |
May be used against vehicles and immobile Dreadnoughts. One attack per model, 6+D6 AP. |
|
Meltagun |
12"R, S8, AP1, +D6 AP at 6". |
|
Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
Plasma Pistol |
12" R, S7, AP2, Pistol. Overheats- if you roll a '1' to hit, make a save or take a wound. |
|
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. |
|
Supercharged Engine |
At the end of it's movement, the vehicle may go up to 6" straight forward after making a difficult terrain check (but cannot fire if it does so). Troops may disembark normally. |
|
Turr. Assault Cannon |
24"R, S6, AP4, Heavy 3, Linked. |
|