Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Iron Father Damoclese (Dread) |
1 |
WS: 5 BS: 5 S: 6/10 I: 4 A: 3 |
170 |
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Old & Wise; Hard to Kill; Dread. CC Weapon; Storm Bolter; Plasma Cannon
|
Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
Nrother Avor (Dread) |
1 |
WS: 4 BS: 4 S: 6/10 I: 4 A: 2 |
130 |
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker; Dread. CC Weapon; Storm Bolter; Twin Lascannon
|
Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
Tactical Shock Marines (Tact) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
300 |
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
|
Iron Sgt Jackson () |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[71] |
Frag Grenades; Lightning Claw; Bolter-Flamer
|
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. |
[5] |
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[69] |
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
|
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] |
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] |
Tactical Shock Marines (Tact) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
300 |
Bolter (x7); Missile Launcher (x1); Flamer (x1); Frag Grenades
|
Iron Sgt Karlov () |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[71] |
Frag Grenades; Lightning Claw; Bolter-Flamer
|
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. |
[5] |
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[69] |
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
|
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] |
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] |
Tactical Shock Marines (Tact) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
300 |
Bolter (x7); Lascannon (x1); Plasma Gun (x1); Frag Grenades
|
Iron Sgt Haddus () |
1 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[66] |
Frag Grenades; Bolt Pistol (x1); Thunder Hammer (x1)
|
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. |
[5] |
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[69] |
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
|
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] |
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] |
Tactical Shock Marines (Tact) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
300 |
Bolter (x7); Lascannon (x1); Plasma Gun (x1); Frag Grenades
|
Iron Sgt Mollar () |
1 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[66] |
Frag Grenades; Bolt Pistol (x1); Thunder Hammer (x1)
|
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. |
[5] |
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[69] |
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
|
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] |
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] |
Option Footnotes: |
|
|
Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
Bolter |
24"R, S4, AP5, Rapid Fire. |
|
Bolter-Flamer |
Bolter: 24"R, S4, AP5, Rapid Fire. Flamer: Template, S4, AP5, Assault 1. May only fire Flamer once per battle. May not fire both weapons at once. |
|
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. |
|
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). |
|
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. |
|
Storm Bolter |
24"R, S4, AP5, Assault 2. |
|
Thunder Hammer |
Doubles Strength, no armour save, always goes last. Models wounded may not attack again until the end of the next Assault phase. Vehicles hit suffer "Crew Shaken" in addition to other damage. |
|
Twin Lascannon |
48"R, S9, AP2, Heavy 1, Linked. |
|