Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Ven. Commander Astynax (Dread) |
1 |
WS: 5 BS: 5 S: 6/10 I: 4 A: 3 |
190 |
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Old & Wise; Hard to Kill; Dread. CC Weapon; Heavy Flamer; Twin Lascannon
|
Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
Major Lacoon (Commn) |
1 |
5 |
5 |
4/8 |
4 |
2 |
5 |
4/5 |
9 |
3+/4(I)+ |
123 |
Independent Character; Bolt Pistol (x1); Thunder Hammer (x1)
|
Iron Halo |
4+ invulnerable save. |
[25] |
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. |
[5] |
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] |
1-1 (Tact) |
7 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
141 |
Bolter (x5); Lascannon (x1); Plasma Gun (x1)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
8 |
3+ |
[15] |
Bolt Pistol & CCWep.
|
1-2 (Tact) |
7 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
141 |
Bolter (x5); Lascannon (x1); Plasma Gun (x1)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
8 |
3+ |
[15] |
Bolt Pistol & CCWep.
|
2-1 (Scout) |
7 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
4+ |
149 |
Infiltrate if allowed (as long as no Apothecary or Techmarine is present); Roll an extra D6 when moving through difficult terrain; Sniper Rifle (x6); Heavy Bolter (x1)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
8 |
4+ |
[13] |
Bolt Pistol & CCWep.
|
2-2 (Scout) |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
8 |
4+ |
151 |
Infiltrate if allowed (as long as no Apothecary or Techmarine is present); Roll an extra D6 when moving through difficult terrain; Bolt Pistol & CCWep. (x5)
|
Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+/5(I)+ |
[86] |
2 Lightning Claws
|
Terminator Armour |
2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. |
[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. |
[5] |
The Fulcrum (Asslt) |
6 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2** |
8 |
3+ |
160 |
Bolt Pistol & CCWep. (x4); Plasma P. & CC Wep. (x2); Frag Grenades
|
Veteran Sergeant |
1 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[60] |
Frag Grenades; Bolt Pistol (x1); Power Fist (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] |
The Lever (Asslt) |
6 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2** |
8 |
3+ |
150 |
Bolt Pistol & CCWep. (x4); Plasma P. & CC Wep. (x2); Frag Grenades
|
Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[50] |
Frag Grenades; Bolt Pistol (x1); Power Weapon (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] |
3-1 (Devst) |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
135 |
Bolter (x2); Heavy Bolter (x3)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[15] |
Bolter
|
Devastator Squad (Heavy Support) |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
160 |
Bolter (x3); Plasma Cannon (x2)
|
Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
[15] |
Bolter
|
Option Footnotes: |
|
|
Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
Bolter |
24"R, S4, AP5, Rapid Fire. |
|
CC Weapon |
+1A if used with another CCW / pistol. |
|
Dread. CC Weapon |
No armour save. If destroyed, use S before the /. |
|
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. |
|
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. |
|
Sniper Rifle |
36"R, Wounds on 4+, AP6. Hits on 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. |
|