| Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Officer Chaplain Roflol (MstSn) |
1 |
5 |
5 |
4 |
4 |
3 |
5 |
4/5 |
10 |
2+/4(I)+ |
166 |
|
Independent Character, Honor of the Chapter, Litanies of Hate; Bolt Pistol (x1); 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.
|
| 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] |
| Terminator Honours |
+1 Attacks. |
[15] |
| Artificer Armour |
2+ armour save. |
[20] |
| Blades of Reason |
If the bearer of the Blades is alive at the end of the battle, roll a D6 for every dead enemy model - on a 6 you capture them, and you get +D6VP, unless they're a Tyranid or a Necron. |
[5] |
| 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] |
| Librarian Convict 101127 (Epist) |
1 |
5 |
5 |
4 |
4/5 |
3 |
5 |
4 |
10 |
2+ |
205 |
|
Psyker, Independent Character; Bolt Pistol (x1); 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. |
[0] |
| Bike |
Independent characters may re-roll any dice throws for moving through difficult terrain. |
[30] |
| Artificer Armour |
2+ armour save. |
[20] |
| Terminator Honours |
+1 Attacks. |
[15] |
| 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] |
| #Storm of the Emperor's Wrath |
12"R, S4, AP 2, Assault 1, Blast. |
[0] |
| #Fury of the Ancients |
All units in a straight line to any board edge take d3, S3, AP- hits and must take a pinning test. |
[9] |
| Assault Squad Alpha (Tact) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
231 |
|
Bolter (x7); Heavy Bolter (x1); Flamer (x1); Frag Grenades; Krak Grenades
|
| Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
2+ |
[58] |
|
Bolter; 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] |
| Assault Support Alpha (Tact) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
225 |
|
Bolter (x8); Heavy Bolter (x1); Frag Grenades; Krak Grenades
|
| Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
2+ |
[58] |
|
Bolter; 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] |
| Assault Support Beta (Tact) |
7 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
209 |
|
Bolter (x6); Lascannon (x1); Frag Grenades; Krak Grenades
|
| Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+ |
[68] |
|
Frag Grenades; Krak Grenades; Close Combat Weapon (x1); Close Combat Weapon; Plasma Pistol (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] |
| Assault Squad Beta (Tact) |
7 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
229 |
|
Bolter (x5); Plasma Cannon (x1); Plasma Gun (x1); Frag Grenades; Krak Grenades
|
| Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+ |
[73] |
|
Bolt Pistol & CCWep.; Frag Grenades; Krak Grenades
|
| 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] |
| Fire Support Alpha (Devst) |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
195 |
|
Missile Launcher (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] |
| Heavy Support Alpha (Devst) |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
245 |
|
Heavy Bolter (x1); Plasma Cannon (x3)
|
| Veteran Sergeant |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+ |
[65] |
|
Close Combat Weapon (x1); Close Combat Weapon; Plasma Pistol (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] |
| Amount for Infiltration (Other) |
0 |
No Stats: - |
138 |
| Amount for Hatred (Other) |
0 |
No Stats: - |
48 |
| Option Footnotes: |
|
|
| 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. |
|
| Flamer |
Template, S4, AP5, Assault 1. |
|
| 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. |
|
| Frag Grenades |
When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. |
|
| Heavy Bolter |
36"R, S5, AP4, Heavy 3. |
|
| 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). |
|
| 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. |
|