| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Chaplain
(HQ) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4 |
9 |
2+/5(I)+/4(I)+ |
110 |
|
Independent
Character;
Crozius
Arcanum;
Rosarius
|
|
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] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Captain
Silvius
(FComm) |
1 |
5 |
5 |
4 |
4 |
3 |
5 |
3 |
10 |
3+ |
458 |
|
Independent
Character;
Power
Weapon
(x1);
Storm
Bolter
|
| Command
Squad |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
[378] |
|
Bolter
(x1);
Frag
Grenades;
Krak
Grenades
|
| Apothecary |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[91] |
|
Bolter;
Frag
Grenades;
Krak
Grenades
|
| Melta
Bombs |
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
8+2D6. |
[5] |
| 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] |
| Terminator
Honours |
+1
Attacks. |
[15] |
| Narthecium |
Ignore
first
failed
saving
throw
in
unit
every
turn.
May
not
be
used
if
the
Apothecary
is
in
base-to-base
contact
with
an
enemy
model.
Cannot
negate
hits
from
S
>=
2*T. |
[25] |
| Bionics |
If
the
model
is
killed,
roll
a
D6
at
the
start
of
next
turn;
if
a
6
is
rolled,
he
gets
back
up
with
one
wound
left. |
[10] |
| Standard
Bearer |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[121] |
|
Frag
Grenades;
Krak
Grenades
|
| Chapter
Banner |
Once
per
battle,
+1
attack
within
2d6"
for
one
turn.
+1
combat
resolution
to
all
Space
Marine
units
within
6".
If
the
banner
bearer
is
killed
in
hand-to-hand,
the
enemy
who
killed
him
uses
the
standard
from
then
on. |
[60] |
| 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] |
| Terminator
Honours |
+1
Attacks. |
[15] |
| Bionics |
If
the
model
is
killed,
roll
a
D6
at
the
start
of
next
turn;
if
a
6
is
rolled,
he
gets
back
up
with
one
wound
left. |
[10] |
| Techmarine |
1 |
4 |
4 |
4/8* |
4 |
1 |
4 |
2+1 |
9 |
3+ |
[112] |
|
Frag
Grenades;
Krak
Grenades;
Bolt
Pistol
(x1)
|
| Melta
Bombs |
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
8+2D6. |
[5] |
| 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] |
| Terminator
Honours |
+1
Attacks. |
[15] |
| Servo
Arm |
Gives
extra
attack
with
double
strength
and
no
armour
save,
going
last.
If
the
Techmarine
is
in
base
contact
with
an
immobilised
vehicle,
he
may
repair
it
on
a
D6
roll
of
6. |
[30] |
| Bionics |
If
the
model
is
killed,
roll
a
D6
at
the
start
of
next
turn;
if
a
6
is
rolled,
he
gets
back
up
with
one
wound
left. |
[10] |
| 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] |
| Veteran
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[33] |
|
Bolter;
Frag
Grenades;
Krak
Grenades
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Dreadnought
(Elites) |
1 |
WS:
4
BS:
4
S:
6/10
I:
4
A:
2 |
105 |
|
Front
Armour:
12;
Side
Armour:
12;
Rear
Armour:
10;
Walker;
Dread.
CC
Weapon;
Storm
Bolter;
Assault
Cannon
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Deathwatch
Kill
Team
(HQ) |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
9 |
3+ |
204 |
|
True
Grit;
Deep
Strike
if
allowed;
Inferno
Bolts;
Bolter
can
be
fired
as
24"R,
S4,
AP5,
Rapid
Fire,
re-roll
failed
'To
Wound'
rolls;
Bolter
&
CCW
(x3);
Heavy
Bolter
(Sus,
Hell)
&
CCW
(x1);
Flamer
(x1);
Frag
Grenades;
Melta-Bombs;
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
8+2D6.
|
| Deathwatch
Captain |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
3/4 |
9 |
3+ |
[71] |
|
True
Grit;
Bolt
Pistol
(x1);
Power
Weapon
(x1);
Frag
Grenades;
Melta-Bombs;
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
8+2D6.;
Inferno
Bolts
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Terminator
Squad
(Elites) |
4 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2 |
9 |
2+/5(I)+ |
220 |
|
Deep
Strike
if
allowed;
Power
Fist
(x4);
Storm
Bolter
(x3);
Heavy
Flamer
(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] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Scout
Squad
(Troops) |
6 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
8 |
4+ |
101 |
|
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);
Sniper
Rifle
(x2)
|
| Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
8 |
4+ |
[13] |
|
Bolt
Pistol
&
CCWep.
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Tactical
Squad
(Troops) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
176 |
|
Bolter
(x7);
Missile
Launcher
(x1);
Flamer
(x1);
Frag
Grenades
|
| Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[16] |
|
Bolter;
Frag
Grenades
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Assault
Squad
(Fast
Attack) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2** |
8 |
3+ |
300 |
|
Bolt
Pistol
&
CCWep.
(x7);
Plasma
P.
&
CC
Wep.
(x2);
Frag
Grenades;
Melta-Bombs;
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
8+2D6.;
Jump
Packs
|
| Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
8 |
3+ |
[29] |
|
Bolt
Pistol
&
CCWep.;
Frag
Grenades;
Melta-Bombs;
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
8+2D6.;
Jump
Packs
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Bike
Squad
(Fast
Attack) |
3 |
4 |
4 |
4 |
4/5 |
1 |
4 |
1 |
8 |
3+ |
140 |
|
Bikes;
Twin
Bolter;
Bolt
Pistol
(x3)
|
| Sergeant |
1 |
4 |
4 |
4 |
4/5 |
1 |
4 |
1 |
8 |
3+ |
[35] |
|
Twin
Bolter;
Bolt
Pistol
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Land
Speeder
Squadron
(Fast
Attack) |
3 |
BS:
4
Front:
10
Side:
10
Rear:
10 |
165 |
|
Fast;
Skimmer;
Heavy
Bolter
(x2);
Multi-Melta
(x1)
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Devastator
Squad
(Heavy
Support) |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
185 |
|
Lascannon
(x1);
Missile
Launcher
(x2);
Plasma
Cannon
(x1)
|
| Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[15] |
|
Bolter
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Land
Raider
(Heavy
Support) |
1 |
BS:
4
Front:
14
Side:
14
Rear:
14 |
263 |
|
Tank;
May
always
fire
one
extra
weapon
at
BS2,
at
a
seperate
target
if
it
wishes;
If
the
crew
are
stunned,
it
may
move
directly
forward
up
to
it's
maximum
move;
Linked
Lascannon
(x2);
Twin
Heavy
Bolters
|
| 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] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Predator
'Annihilator'
(Heavy
Support) |
1 |
BS:
4
Front:
13
Side:
11
Rear:
10 |
168 |
|
Tank;
2
Sponson
Lascannon;
Turret
Linked
Lascannons
|
| Dozer
Blade |
Re-roll
failed
terrain
test
if
move
<
6". |
[5] |
| Extra
Armour |
Count
'Crew
Stunned'
results
as
'Crew
Shaken'. |
[5] |
| Smoke
Launchers |
Use
instead
of
shooting-
for
one
turn,
penetrating
hits
count
as
glancing
blows. |
[3] |
| Pintle
Storm
Bolter |
24"R,
Str
4,
Ap
5,
Assault
2. |
[10] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Ancient
Helveticus
(HQ) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4/5 |
9 |
3(I)+ |
190 |
|
Independent
Character;
If
Ancient
Helveticus
is
killed,
leave
his
body
where
it
is.
The
Ultramarines
must
fulfill
a
Rescue
mission
to
get
him
back,
or
they
lose
the
game
|
| #Frag
Grenades |
Fight
simultaneosly
with
troops
in
cover.
Models
with
Power
Fists
still
go
last. |
[0] |
| #Krak
Grenades |
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
6+1D6. |
[0] |
| #Terminator
Honours |
+1
Attacks. |
[0] |
| #Banner
of
Macragge |
Once
per
battle,
+1
attack
within
2d6"
for
one
turn.
+1
combat
resolution
to
all
Space
Marine
units
within
6".
If
the
banner
bearer
is
killed
in
hand-to-hand,
the
enemy
who
killed
him
uses
the
standard
from
then
on.
The
bearer
and
his
squad
become
Fearless,
and
automatically
pass
Morale
and
Pinning
tests,
even
ones
that
would
normally
be
failed
automatically.
Enemy
units
within
12"
suffer
a
-1
to
Leadership.
The
last
two
sentences
only
apply
if
Helveticus
is
alive,
not
in
a
vehicle
or
bunker,
and
not
in
reserve. |
[0] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| The
Emperor's
Champoin
Cardar
(EmpCh) |
1 |
5 |
4 |
4 |
4 |
2 |
5 |
2* |
9 |
2+/4(I)+ |
105 |
|
Bolt
Pistol
is
Master-Crafted;
Can
Challenge
enemy
characters;
Bolt
Pistol
|
| #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'). |
[0] |
| #Iron
Halo |
4+
invulnerable
save. |
[0] |
| #Master
Crafted
Weapon |
Allows
one
failed
to
hit
roll
to
be
re-rolled
per
turn.
Choose
which
weapon
is
master-crafted
before
the
battle. |
[0] |
| #Black
Sword |
The
Black
Sword
can
either
be
used
as
a
Power
Weapon
(no
armour
save)
giving
+1S
(and
+1A
when
used
with
a
Pistol)
or
double-handed
as
a
Power
Fist
(double
strength,
always
go
last,
no
armour
save). |
[0] |
| #Artificer
Armour |
2+
armour
save. |
[0] |
| #Terminator
Honours |
+1
Attacks. |
[0] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Marneus
Calgar
(HQ) |
1 |
5 |
5 |
4/8 |
4 |
4 |
5 |
4/5 |
10 |
2+ |
168 |
|
Independent
Character
|
| #Gauntlets
of
Ultramar |
24"R,
S4,
AP5,
Assault
2.
Doubles
Strength.
No
armour
save
&
always
goes
last
in
close
combat. |
[0] |
| #Bionics |
If
the
model
is
killed,
roll
a
D6
at
the
start
of
next
turn;
if
a
6
is
rolled,
he
gets
back
up
with
one
wound
left. |
[0] |
| #Frag
Grenades |
Fight
simultaneosly
with
troops
in
cover.
Models
with
Power
Fists
still
go
last. |
[0] |
| #Krak
Grenades |
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
6+1D6. |
[0] |
| #Terminator
Honours |
+1
Attacks. |
[0] |
| Master
Crafted
Weapon |
Allows
one
failed
to
hit
roll
to
be
re-rolled
per
turn.
Choose
which
weapon
is
master-crafted
before
the
battle. |
[0] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Chief
Librarian
Tigurius
(HQ) |
1 |
5 |
5 |
4 |
4 |
3 |
5 |
4/5 |
9 |
3+ |
159 |
|
Psychic
Power:
Smite;
Independent
Character;
Bolt
Pistol
|
| #Frag
Grenades |
Fight
simultaneosly
with
troops
in
cover.
Models
with
Power
Fists
still
go
last. |
[0] |
| #Krak
Grenades |
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
6+1D6. |
[0] |
| #Rod
of
Tigurius |
No
armour
save.
If
a
model
takes
a
wound
but
is
not
killed,
make
a
psychic
test-
if
you
pass,
it
dies.
Use
against
one
model
per
combat
round.
Re-roll
failed
Psychic
tests. |
[0] |
| #Hood
of
Hellfire |
After
an
opponent
has
sucessfuly
made
a
Psychic
test,
both
players
calculate
Ld+1d6
(if
you're
trying
to
negate
it).
If
Tigurius'
score
is
higher,
the
power
is
nullified
and
not
used.
Extends
range
of
Smite
to
24". |
[0] |
| #Terminator
Honours |
+1
Attacks. |
[0] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Tactical
Squad
(Troops) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
160 |
|
Bolter
(x8);
Missile
Launcher
(x1)
|
| Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[15] |
|
Bolter
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Tactical
Squad
(Troops) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
160 |
|
Bolter
(x8);
Missile
Launcher
(x1)
|
| Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[15] |
|
Bolter
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Scout
Squad
(Troops) |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
8 |
4+ |
65 |
|
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)
|
| Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
8 |
4+ |
[13] |
|
Bolt
Pistol
&
CCWep.
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Chaplain
Cassius
(HQ) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4/5 |
9 |
3+/4(I)+ |
142 |
|
Independent
Character;
Cassius
and
his
squad
may
re-roll
all
'to
wound'
rolls
against
Tyranids
using
Rapid
Fire
or
Pistol
weapons;
Any
unit
within
6"
of
Cassius
can
re-roll
Morale
checks;
Crozius
Arcanum;
Rosarius
|
| #Frag
Grenades |
Fight
simultaneosly
with
troops
in
cover.
Models
with
Power
Fists
still
go
last. |
[0] |
| #Terminator
Honours |
+1
Attacks. |
[0] |
| #Bionics |
If
the
model
is
killed,
roll
a
D6
at
the
start
of
next
turn;
if
a
6
is
rolled,
he
gets
back
up
with
one
wound
left. |
[0] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Commander
Rudamar
(FComm) |
1 |
5 |
5 |
4 |
4 |
3 |
5 |
4/5 |
10 |
2+ |
173 |
|
Independent
Character;
Plasma
Pistol
(x1);
Power
Weapon
(x1)
|
| Melta
Bombs |
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
8+2D6. |
[5] |
| 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] |
| Terminator
Honours |
+1
Attacks. |
[15] |
| Artificer
Armour |
2+
armour
save. |
[20] |
| Bionics |
If
the
model
is
killed,
roll
a
D6
at
the
start
of
next
turn;
if
a
6
is
rolled,
he
gets
back
up
with
one
wound
left. |
[10] |
| Frag
Grenades |
Fight
simultaneosly
with
troops
in
cover.
Models
with
Power
Fists
still
go
last. |
[1] |
| Krak
Grenades |
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
6+1D6. |
[2] |
| 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] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Tactical
Squad
(Troops) |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
95 |
|
Bolter
(x3);
Heavy
Bolter
(x1);
Frag
Grenades;
Krak
Grenades
|
| Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[18] |
|
Bolter;
Frag
Grenades;
Krak
Grenades
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Commander
Dicasucar
(FComm) |
1 |
5 |
5 |
4 |
4 |
3 |
5 |
4 |
10 |
2+ |
173 |
|
Independent
Character;
Power
Weapon
(x1);
Bolter-Meltagun
|
| Frag
Grenades |
Fight
simultaneosly
with
troops
in
cover.
Models
with
Power
Fists
still
go
last. |
[1] |
| Krak
Grenades |
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
6+1D6. |
[2] |
| Melta
Bombs |
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
8+2D6. |
[5] |
| 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] |
| 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] |
| Terminator
Honours |
+1
Attacks. |
[15] |
| Artificer
Armour |
2+
armour
save. |
[20] |
| Bionics |
If
the
model
is
killed,
roll
a
D6
at
the
start
of
next
turn;
if
a
6
is
rolled,
he
gets
back
up
with
one
wound
left. |
[10] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Captain
Ardasiar
(FComm) |
1 |
5 |
5 |
4 |
4 |
3 |
5 |
4 |
10 |
2+/5(I)+ |
135 |
|
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] |
| 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] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Term.
Librarian
Solvarius
(Libra) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4 |
9 |
2+/5(I)+ |
155 |
|
Psychic
Power:
Smite;
Independent
Character
|
| Terminator
Armour |
2+
armour
save.
May
not
make
Sweeping
Advances.
Deep
Strike
if
allowed. |
[25] |
| Psychic
Power |
Qty:
1;
Each
time
this
item
is
taken,
make
one
roll
on
the
psychic
power
tables
in
WD258
(or
possibly
257,
for
silly
foreign
editions). |
[15] |
| Psychic
Hood |
After
an
opponent
has
sucessfuly
made
a
Psychic
test,
both
players
calculate
Ld+1d6
(if
you're
trying
to
negate
it).
If
the
Librarian's
score
is
higher,
the
power
is
nullified
and
not
used. |
[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] |
| 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] |
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Legion
of
the
Damned
(1st
Version)
(Elites) |
5 |
5 |
4 |
4 |
4 |
1 |
5 |
1 |
8 |
3+ |
120 |
|
Always
Deep
Strike,
even
if
not
allowed;
1
in
6
chance
of
disappearing
every
turn;
May
not
be
joined
by
an
Independent
Character;
Fearless;
Terrifying;
Bolter
(x4);
Heavy
Bolter
(x1);
Frag
Grenades;
Krak
Grenades
|
| Unit
Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Eversor
Assassin
(Elites)
(as) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
3/4 |
10 |
4(I)+ |
95 |
|
Independent
Character;
Can
never
join
another
unit;
Infiltrate
if
allowed;
Fearless;
Cannot
be
pinned;
Eversor
Temple;
Fast
Shot,
Bio-Meltdown.;
Executioner
Pistol;
Power
Weapon;
Meltabombs;
Neuro-Gauntlet;
Combat
Drugs
|
| Option
Footnotes: |
|
0 |
| Assault
Cannon |
24"R,
S6,
AP4,
Heavy
3.
Jams
(and
cannot
be
used
further)
if
3
1's
are
rolled
to
hit. |
0 |
| Bolt
Pistol |
12"R,
S4,
AP5,
Pistol. |
0 |
| Bolter |
24"R,
S4,
AP5,
Rapid
Fire. |
0 |
| Bolter-Meltagun |
Bolter:
24"R,
S4,
AP5,
Rapid
Fire.
Meltagun:
12"R,
S8,
AP1,
Assault
1,
+D6
AP
at
6".
May
only
fire
Meltagun
once
per
battle.
May
not
fire
both
weapons
at
once. |
0 |
| CC
Weapon |
+1A
if
used
with
another
CCW
/
pistol. |
0 |
| Combat
Drugs |
Assault
12"
(or
double
the
dice
roll
if
moving
through
difficult
terrain).
+D6A
when
charging,
instead
of
just
+1. |
0 |
| Crozius
Arcanum |
No
armour
save
in
close
combat. |
0 |
| Dread.
CC
Weapon |
No
armour
save.
If
destroyed,
use
S
before
the
/. |
0 |
| Executioner
Pistol |
12"R,
Pistol.
(S4,
AP5)
OR
(Wounds
on
4+,
AP6,
1D6
AP
vs
vehicles). |
0 |
| Flamer |
Template,
S4,
AP5,
Assault
1. |
0 |
| Frag
Grenades |
When
attacking
troops
in
cover,
both
sides
go
simultaneosly.
Power
Fists
still
go
last. |
0 |
| Heavy
Bolter |
36"R,
S5,
AP4,
Heavy
3. |
0 |
| Heavy
Bolter
(Susp,
Hellfire) |
(36"R,
S5,
AP4,
Heavy
3)
OR
(18"R,
S5,
AP4,
Assault
3)
OR
(36"R,
S5,
AP4,
Heavy
1
Blast,
wounds
on
2+). |
0 |
| Heavy
Flamer |
Template,
S5,
AP4,
Assault
1. |
0 |
| Inferno
Bolts |
Bolter
can
fire
with
24"R,
S4,
AP5,
Rapid
Fire,
re-roll
failed
'To
Wound'
rolls |
0 |
| Krak
Grenades |
May
be
used
against
vehicles
and
immobile
Dreadnoughts.
One
attack
per
model,
6+D6
AP. |
0 |
| Lascannon |
48"R,
S9,
AP2,
Heavy
1. |
0 |
| Melta-Bombs |
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
8+2D6. |
0 |
| Meltabombs |
When
assaulting
vehicles
or
immobile
Dreadnoughts,
model
may
make
1
attack
with
an
AP
of
8+2D6. |
0 |
| Missile
Launcher |
48"
R-
(S8,
AP3,
Heavy
1)
OR
(S4,
AP6,
Heavy
1,
Blast). |
0 |
| Multi-Melta |
24"R,
S8,
AP1,
Heavy
1,
+D6
AP
at
12". |
0 |
| Neuro-Gauntlet |
CC
Weapon
-
roll
to
hit
as
normal,
always
wounds
on
4+.
No
armour
saves
allowed;
vehicles
hit
take
a
Glancing
Hit
on
a
roll
of
6. |
0 |
| Plasma
Cannon |
36"R,
S7,
AP2,
Heavy
1
Blast.
Overheats-
if
you
roll
a
'1'
to
hit,
make
a
save
or
take
a
wound. |
0 |
| Plasma
Pistol |
12"
R,
S7,
AP2,
Pistol.
Overheats-
if
you
roll
a
'1'
to
hit,
make
a
save
or
take
a
wound. |
0 |
| Power
Fist |
Always
go
last.
No
armour
save.
Doubles
strength. |
0 |
| Power
Weapon |
No
armour
save
in
close
combat. |
0 |
| Sniper
Rifle |
36"R,
Wounds
on
4+,
AP6.
Hits
on
2+. |
0 |
| Storm
Bolter |
24"R,
S4,
AP5,
Assault
2. |
0 |
| Twin
Bolter |
24"R,
S4,
AP5,
Rapid
Fire,
Linked.
Always
fires
as
if
stationary. |
0 |
| Twin
Heavy
Bolters |
36"R,
S5,
AP4,
Heavy
3,
Linked. |
0 |
| Twin
Lascannon |
48"R,
S9,
AP2,
Heavy
1,
Linked. |
0 |