| Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Captain Grimwolf (Capt) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4 |
9 |
2+ |
513 |
|
Independent Character, Rites of Battle; Storm Bolter; Furious Charge Skill; If a Space Marine Commander is on the field then all other Space Marine squads may use his Leadership for any Morale, Pinning and Leadership Test, but not Psychic test.
|
| Terminator Honours |
+1 Attacks. |
[15] |
| Artificer Armour |
2+ armour save. |
[20] |
| 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] |
| Wardons () |
3 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
8 |
3+ |
[251] |
|
Bolt Pistol & CCWep. (x2); Bolter (x1); Furious Charge Skill
|
| Apothecary |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
[43] |
|
Bolter; Furious Charge Skill
|
| #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 instant kill hits and wounds from power weapons. |
[0] |
| #Reductor |
Ignore casualties with 6" for purposes of morale checks. |
[0] |
| Bubba (CoCh) |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
9 |
3+ |
[38] |
|
Bolt Pistol; Power Weapon; Furious Charge Skill
|
| Morale Sergent Brother Perwet () |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
[43] |
|
Bolter; Furious Charge Skill
|
| #Company Banner |
Any units within 12" may reroll failed morale checks. |
[0] |
| Pain Sergent Turgod () |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
2+ |
[73] |
|
Bolter; Furious Charge Skill
|
| Artificer Armour |
2+ armour save. |
[20] |
| 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] |
| 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 of Sanctity |
1 |
5 |
5 |
4 |
4 |
3 |
5 |
4/5 |
10 |
2+/4(I)+ |
[154] |
|
Independent Character, Honor of the Chapter, Litanies of Hate; Close Combat Weapon (x1); Close Combat Weapon; Crozius Arcanum; Rosarius; Furious Charge Skill; They and all members of any Space Marine squad they join, lead or are attached to are Fearless. On a player turn in which he charges into close combat, a Chaplain, and all members of any Space Marine squad they join, lead or are attached to may re-roll failed rolls to hit.
|
| Artificer Armour |
2+ armour save. |
[20] |
| 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] |
| Chaplain Musgard (Chapl) |
1 |
5 |
5 |
4 |
4/5 |
2 |
5 |
3 |
9 |
2+/4(I)+ |
140 |
|
Independent Character, Honor of the Chapter, Litanies of Hate; Crozius Arcanum; Rosarius; They and all members of any Space Marine squad they join, lead or are attached to are Fearless. On a player turn in which he charges into close combat, a Chaplain, and all members of any Space Marine squad they join, lead or are attached to may re-roll failed rolls to hit.
|
| Bike |
Independent characters may re-roll any dice throws for moving through difficult terrain. |
[30] |
| Artificer Armour |
2+ armour save. |
[20] |
| 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] |
| Classified (Asasn) (as) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
10 |
4(I)+ |
105 |
|
Independent Character; Can never join another unit; Infiltrate if allowed; Fearless; Cannot be pinned; Culexus Temple; Psychic Abomination, Soulless, Psyker Assassin, Life Drain.; Etherium; Animus Speculum; Psyk-Out Grenades
|
| Executioners (TermT) |
4 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2 |
9 |
2+/5(I)+ |
540 |
|
May always Deep Strike; Power Fist (x4); Storm Bolter (x3); Assault Cannon (x1); Cyclone Missile Ln. (x1); The Cyclone Missile Launcher is mounted on the back of the Terminator.; Tank Hunter Skill
|
| Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
2+/5(I)+ |
[43] |
|
Power Weapon; Storm Bolter; Tank Hunter Skill
|
| #Terminator Armour |
2+ armour save, 5+ Invulnerable Save May not make Sweeping Advances. Deep Strike if allowed. |
[0] |
| Land Raider |
1 |
BS: 4 Front: 14 Side: 14 Rear: 14 |
[280] |
|
Tank; Power of the Machine Spirit. No firing points.; Linked Lascannon (x2); Twin Heavy Bolters
|
| #Power of the Machine Spirit |
May move forward if Stunned, may fire one extra weapon at BS2 if moving <6" |
[0] |
| Hunter-Killer Missile |
Unlimited range, S8, AP3, Heavy 1. 1 shot per battle. |
[15] |
| Pintle Storm Bolter |
24"R, Str 4, Ap 5, Assault 2. |
[10] |
| Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
| Punishment (Vindc) |
1 |
BS: 4 Front: 13 Side: 11 Rear: 10 |
155 |
|
Tank; Storm Bolter; Demolisher Cannon
|
| Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
| Pintle Storm Bolter |
24"R, Str 4, Ap 5, Assault 2. |
[10] |
| Hunter-Killer Missile |
Unlimited range, S8, AP3, Heavy 1. 1 shot per battle. |
[15] |
| Mixed Support Alpha (Devst) |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
325 |
|
Bolter (x1); Heavy Bolter (x1); Missile Launcher (x2); Plasma Cannon (x1)
|
| Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+ |
[60] |
|
Close Combat Weapon (x1); Close Combat Weapon; Power Weapon (x1)
|
| Artificer Armour |
2+ armour save. |
[20] |
| Razorback APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[100] |
|
Carries up to 6 Space Marines; Tank. No firing points.; Twin Heavy Bolters
|
| Hunter-Killer Missile |
Unlimited range, S8, AP3, Heavy 1. 1 shot per battle. |
[15] |
| Pintle Storm Bolter |
24"R, Str 4, Ap 5, Assault 2. |
[10] |
| Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
| Heavy Support Beta (Devst) |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
255 |
|
Lascannon (x4)
|
| Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+ |
[55] |
|
Bolt Pistol & CCWep.
|
| Artificer Armour |
2+ armour save. |
[20] |
| 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] |
| Assault Squad Gamma (Tact) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
325 |
|
Bolter (x7); Multi-Melta (x1); Plasma Gun (x1); Frag Grenades; Krak Grenades
|
| Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+ |
[93] |
|
Frag Grenades; Krak Grenades; Plasma Pistol (x1); Power Weapon (x1)
|
| Artificer Armour |
2+ armour save. |
[20] |
| 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] |
| 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] |
| Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[50] |
|
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6. Two firing points.; Storm Bolter
|
| Assault Support Gamma (Tact) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
250 |
|
Bolter (x7); Plasma Cannon (x1); Plasma Gun (x1); Frag Grenades; Krak Grenades
|
| Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+ |
[58] |
|
Bolt Pistol & CCWep.; Frag Grenades; Krak Grenades
|
| Artificer Armour |
2+ armour save. |
[20] |
| 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] |
| Long Range Scout Squad (Scout) |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
4+ |
153 |
|
Infiltrate if allowed; Roll an extra D6 when moving through difficult terrain; Bolter (x2); Sniper Rifle (x2); Frag Grenades; Krak Grenades; Infilitrate Skill
|
| Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+ |
[79] |
|
Frag Grenades; Krak Grenades; Close Combat Weapon (x1); Close Combat Weapon; Plasma Pistol (x1); Infilitrate Skill
|
| Artificer Armour |
2+ armour save. |
[20] |
| 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] |
| 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] |
| Scout Squad Alpha (Scout) |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
8 |
4+ |
154 |
|
Infiltrate if allowed; Roll an extra D6 when moving through difficult terrain; Bolt Pistol & CCWep. (x4); Heavy Bolter (x1); Frag Grenades; Krak Grenades; Infilitrate Skill
|
| Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+ |
[69] |
|
Bolt Pistol & CCWep.; Frag Grenades; Krak Grenades; Infilitrate Skill
|
| Artificer Armour |
2+ armour save. |
[20] |
| 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] |
| Amount for hatred (Other) |
0 |
No Stats: - |
58 |
| Amount for Infiltration (Other) |
0 |
No Stats: - |
93 |
| Option Footnotes: |
|
|
| Animus Speculum |
12"R, S5, AP1, Assault 2. Add +1 to the Speculum's Assault value for every Psyker within 12". |
|
| Assault Cannon |
24"R, S6, AP4, Heavy 4, Rending. |
|
| Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
| Bolter |
|
|
| CC Weapon |
+1A if used with another CCW / pistol. |
|
| Crozius Arcanum |
No armour save in close combat. |
|
| Cyclone Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
| Demolisher Cannon |
24"R, S10, AP2, Ord. 1 Blast. |
|
| Etherium |
Any unit or model trying to do anything to the Culexus must first pass a Ld test; if they fail, they can do it to someone else instead. |
|
| Frag Grenades |
When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. |
|
| Furious Charge Skill |
+1 Strength and Initiative when charging |
|
| Heavy Bolter |
36"R, S5, AP4, Heavy 3. |
|
| Infilitrate Skill |
May infiltrate |
|
| Krak Grenades |
May be used against vehicles and immobile Dreadnoughts. One attack per model, 6+D6 AP. |
|
| Lascannon |
48"R, S9, AP2, Heavy 1. |
|
| Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
| Multi-Melta |
24"R, S8, AP1, Heavy 1, +D6 AP at 12". |
|
| Plasma Cannon |
36"R, S7, AP2, Heavy 1 Blast. Overheats- if you roll a '1' to hit, make a save or take a wound. |
|
| Plasma Gun |
24"R, S7, AP2, Rapid Fire. Overheats- if you roll a '1' to hit, make a save or take a wound. |
|
| 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. |
|
| Psyk-Out Grenades |
Instead of shooting, the Culexus may throw his grenades up to 6". Roll to hit as normal; if a Psyker is hit, they must make a Ld test - for every point they fail by, they take 1 wound. |
|
| Sniper Rifle |
36"R, Wounds on 4+, AP6. Hits on 2+. |
|
| Storm Bolter |
24"R, S4, AP5, Assault 2. |
|
| Tank Hunter Skill |
+1 to armour penetration dice roll. Automatically pass tank shock morale checks. |
|
| Twin Heavy Bolters |
36"R, S5, AP4, Heavy 3, Linked. |
|
| Twin Lascannon |
48"R, S9, AP2, Heavy 1, Linked. |
|