Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Commander Stillgrave (Commn) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
9 |
3+/4(I)+ |
133 |
Independent Character; Lightning Claw; Plasma Pistol (x1)
|
Frag Grenades |
Fight simultaneosly with troops in cover. Models with Power Fists still go last. |
[1] |
Jump Pack |
Move 12", ignoring terrain. Deep Strike if allowed. If model enters difficult terrain, roll a D6- on a 1 it crashes and is removed. Flee & pursue 3d6". |
[20] |
Iron Halo |
4+ invulnerable save. |
[25] |
Krak Grenades |
When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6. |
[2] |
Dreadnought |
1 |
WS: 4 BS: 4 S: 6/10 I: 4 A: 2 |
115 |
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker; Dread. CC Weapon; Heavy Flamer; Twin Heavy Bolters
|
Dreadnought |
1 |
WS: 4 BS: 4 S: 6/10 I: 4 A: 2 |
125 |
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker; Dread. CC Weapon; Heavy Flamer; Plasma Cannon
|
Tactical Squad |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
221 |
Bolter (x7); Heavy Bolter (x1); Flamer (x1); Frag Grenades
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[16] |
Bolter; Frag Grenades
|
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; Storm Bolter
|
Tactical Squad |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
253 |
Bolter (x7); Missile Launcher (x1); Plasma Rifle (x1); Frag Grenades
|
Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[43] |
Frag Grenades; Storm Bolter
|
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] |
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] |
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; Storm Bolter
|
Tactical Squad |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
166 |
Bolter (x7); Missile Launcher (x1); Flamer (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+ |
171 |
Bolter (x7); Lascannon (x1); Plasma Rifle (x1)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[15] |
Bolter
|
Scout Squad |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
4+ |
185 |
Infiltrate if allowed (as long as no Apothecary or Techmarine is present); Roll an extra D6 when moving through difficult terrain; Sniper Rifle (x8); Heavy Bolter (x1)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
8 |
4+ |
[13] |
Bolt Pistol & CCWep.
|
Land Speeder Squadron |
2 |
BS: 4 Front: 10 Side: 10 Rear: 10 |
100 |
Fast; Skimmer; Heavy Bolter (x2)
|
Whirlwind Battery |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
75 |
Tank; Multirocket Launcher
|
Predator 'Annihilator' |
1 |
BS: 4 Front: 13 Side: 11 Rear: 10 |
156 |
Tank; 2 Sponson Lascannon; Turret Linked Lascannons
|
Searchlight |
Allows one enemy unit to be fired at by any friendly unit in range and with line of sight. Vehicle can then be fired on by any enemy unit. |
[1] |
Pintle Storm Bolter |
24"R, Str 4, Ap 5, Assault 2. |
[10] |
Option Footnotes: |
|
|
Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
Bolter |
24"R, S4, AP5, Rapid Fire. |
|
Close Combat Weapon |
+1A if used with another Pistol or Close Combat Weapon. |
|
Dread. CC Weapon |
No armour save. If destroyed, use S before the /. |
|
Flamer |
Template, S4, AP5, Assault 1. |
|
Frag Grenades |
When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. |
|
Heavy Bolter |
36"R, S5, AP4, Heavy 3. |
|
Heavy Flamer |
Template, S5, AP4, Assault 1. |
|
Lascannon |
48"R, S9, AP2, Heavy 1. |
|
Lightning Claw(s) |
No armour save; re-roll failed "to wound" rolls. Lightning Claws do not give bonus attacks for 2 weapons unless 2 Claws are used together. |
|
Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
Multirocket Launcher |
G48"R, S5, AP4, Ord. 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 Pistol |
12" R, S7, AP2, Pistol. 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. |
|
Sniper Rifle |
36"R, Wounds on 4+, AP6. Hits on 2+. |
|
Storm Bolter |
24"R, S4, AP5, Assault 2. |
|
Twin Heavy Bolters |
36"R, S5, AP4, Heavy 3, Linked. |
|
Twin Lascannon |
48"R, S9, AP2, Heavy 1, Linked. |
|