Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Librarian |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4/5 |
9 |
3+ |
329 |
Psychic Power: Smite; Independent Character; Close Combat Weapon; Force Weapon
|
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] |
Terminator Honours |
+1 Attacks. |
[15] |
Frag Grenades |
Fight simultaneosly with troops in cover. Models with Power Fists still go last. |
[1] |
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] |
Auspex |
If Infiltrators set up within 4d6" of a unit with an Auspex, the unit can fire once at the Infiltrators before the battle begins. |
[2] |
Command Squad |
3 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
[175] |
Bolter (x1); Lascannon (x2)
|
Techmarine |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
[33] |
Bolter
|
Signum |
Re-roll 1 failed shooting 'to hit' roll per turn. |
[15] |
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
[18] |
Bolter
|
Terminator Tactical Squad |
4 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2 |
9 |
2+/5(I)+ |
250 |
Deep Strike if allowed; Power Fist (x4); Storm Bolter (x2); Assault Cannon (x2)
|
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 |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
166 |
Bolter (x7); Missile Launcher (x1); Plasma Rifle (x1)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[15] |
Bolter
|
Tactical Squad |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
166 |
Bolter (x7); Missile Launcher (x1); Plasma Rifle (x1)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[15] |
Bolter
|
Tactical Squad |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
166 |
Bolter (x7); Missile Launcher (x1); Plasma Rifle (x1)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[15] |
Bolter
|
Tactical Squad |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
166 |
Bolter (x7); Missile Launcher (x1); Plasma Rifle (x1)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[15] |
Bolter
|
Dreadnought |
1 |
WS: 4 BS: 4 S: 6 I: 4 A: 2 |
125 |
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker; Missile Launcher; Plasma Cannon
|
Dreadnought |
1 |
WS: 4 BS: 4 S: 6 I: 4 A: 2 |
125 |
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker; Missile Launcher; Plasma Cannon
|
Devastator Squad |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
175 |
Heavy Bolter (x2); Plasma Cannon (x2)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[15] |
Bolter
|
Option Footnotes: |
|
|
Assault Cannon |
24"R, S6, AP4, Heavy 3. Jams (and cannot be used further) if 3 1's are rolled to hit. |
|
Bolter |
24"R, S4, AP5, Rapid Fire. |
|
Close Combat Weapon |
+1A if used with another Pistol or Close Combat Weapon. |
|
Force Weapon |
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. |
|
Heavy Bolter |
36"R, S5, AP4, Heavy 3. |
|
Lascannon |
48"R, S9, AP2, Heavy 1. |
|
Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
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 Rifle |
24"R, S7, AP2, Rapid Fire. 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. |
|