| Name |
# |
Grp |
WS |
BS |
S |
T |
Wo |
I |
A |
Ld |
Save |
Cost |
| HQ: Space Marine Librarian (1#, 140 Pts) |
| Space Marine Librarian |
1 |
Grp: HQ |
140 |
Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character; Psyker. ; ...in Terminator Armour; Might of the Ancients; The Avenger |
| ...in Terminator Armour |
1 |
|
5 |
4 |
4 |
4 |
2 |
4 |
2 |
10 |
2+/3(i) |
[140] |
; Force Weapon; Psychic Hood; Terminator Armour; Storm Shield |
| Psychic Hood |
1 |
Allows Librarian to nullify Psychic attacks by opponent. See Codex Space Marines, page 56. |
[0] |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Elite: Terminator Squad (5#, 235 Pts) |
| Terminator Squad |
4 |
Elite |
4 |
4 |
4/8 |
4 |
1 |
4/1 |
2 |
9 |
2+/5(i) |
235 |
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics. ; Power Fist (x3); Storm Bolter (x4); Terminator Armour; Chain Fist (x1); Cyclone Missile Launcher |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
2+/5(i) |
[40] |
| Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.; Power Sword; Storm Bolter; Terminator Armour |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Troops: Tactical Squad (10#, 180 Pts) |
| Tactical Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
180 |
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics. ; Bolt Pistol (x9); Bolter (x7); Frag Grenades; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Meltagun; Plasma Cannon |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[23] |
| Bolt Pistol; Bolter; Frag Grenades; Krak Grenades |
| Troops: Tactical Squad (10#, 195 Pts) |
| Tactical Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
195 |
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics. ; Bolt Pistol (x9); Bolter (x7); Frag Grenades; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Plasmagun; Lascannon |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[28] |
| Bolt Pistol; Bolter; Frag Grenades; Krak Grenades; Melta Bombs |
| Troops: Scout Squad (10#, 165 Pts) |
| Scout Squad |
9 |
Troops |
3 |
3 |
4 |
4 |
1 |
4 |
1/2 |
8 |
4+ |
165 |
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts. ; Bolt Pistol (x9); Frag Grenades; Krak Grenades; Scout Armour: Confers a 4+ Armour Save.; Combat Blade (x9) |
| Sergeant |
1 |
|
4 |
4 |
4/8 |
4 |
1 |
4/1 |
2 |
9 |
4+ |
[35] |
| Bolt Pistol; Frag Grenades; Krak Grenades; Scout Armour: Confers a 4+ Armour Save.; Power Fist |
| Heavy Support: Whirlwind (1#, 85 Pts) |
| Whirlwind |
1 |
Grp: Heavy BS: 4 FA: 11 SA: 11 RA: 10 |
85 |
Vehicle (Tank). ; Searchlight; Smoke Launchers; Whirlwind Multiple Missile Launcher |
| Total Cost: |
1000 |
| Option Footnotes |
| Psychic Powers |
| Might of the Ancients |
Used at the start of the Librarian's Assault Phase. If successful, the Librarian has a6 Strength and rolls 2D6 for Armour Penetration for the remainder of that Assault Phase. |
| The Avenger |
Range: Template; S5; AP3; Assault 1 |
| Wargear |
| Bolt Pistol |
12" Range; S4; AP5; Pistol |
| Bolter |
24" Range; S4; AP5; Rapid Fire |
| Chain Fist |
Ignores armour saves, strikes last, doubles strength, 2D6 + strength for AP |
| Combat Blade |
If used with another close combat weapon, +1 attack in close combat. |
| Cyclone Missile Launcher |
Frag: Range: 48"; S4; AP6; Heavy 2, Blast. Krak: Range: 48"; S8; AP3; Heavy 2. |
| Force Weapon |
Ignores armour saves in close combat. 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. (p50 WH40K 5E) |
| Frag Grenades |
Fight simultaneously with troops in cover (p36 WH40K 5E) |
| Krak Grenades |
One attack with 6+D6 AP (exceptions apply p72 WH40K) |
| Lascannon |
48" Range; S9; AP2; Heavy 1 |
| Melta Bombs |
One attack with 8+2D6 AP (exceptions apply p72 WH40K) |
| Meltagun |
12" Range; S8; AP1; Assault 1; Melta. |
| Plasma Cannon |
36" Range; S7; AP2; Heavy 1; Blast; Gets Hot! |
| Plasmagun |
24" Range; S7; AP2; Rapid Fire; Gets Hot! |
| Power Fist |
Ignores armour saves, increases strength in close combat. |
| Power Sword |
Ignores armour saves in close combat (p42 WH40K 5E) |
| Psychic Hood |
Allows Librarian to nullify Psychic attacks by opponent. See Codex Space Marines, page 56. |
| Searchlight |
Searchlights are only of use in missions where the Night Fighting special rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having fired at that unit, will illuminate it with the searchlight. For the rest of the Shooting phase any other friendly unit that fires at the illuminated target does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect as the enemy can see the searchlight. See Wargear, pg. 36. |
| Smoke Launchers |
Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire in the same turn it used its smoke launchers, but any penetrating hits score by the enemy in their next Shooting phase counts as glancing hits. After the enemy's next turn, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if it suffers a Crew Shaken or Crew Stunned result. See Wargear, pg. 36. |
| Storm Bolter |
24" Range; S4; AP5; Assault 2 |
| Storm Shield |
3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save. |
| Terminator Armour |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
| Whirlwind Multiple Missile Launcher |
Vengeance Missiles: Range: 12 - 48"; S5; AP4; Ordnance 1, Blast. Incendiary Missiles: Range: 12 - 48"; S4; AP5; Ordnance 1, Blast, Ignores Cover. |