| Name |
# |
Grp |
WS |
BS |
S |
T |
Wo |
I |
A |
Ld |
Save |
Cost |
| HQ: Space Marine Captain (1#, 170 Pts) |
| Space Marine Captain |
1 |
Grp: HQ |
170 |
Infantry; And They Shall Know No Fear; Combat Tactics; Independent Character. ; ...in Power Armour |
| ...in Power Armour |
1 |
|
6 |
5 |
4/6 |
4 |
3 |
5 |
3 |
10 |
2+/3(i) |
[170] |
; Frag Grenades; Iron Halo; Krak Grenades; Relic Blade (x1); Storm Shield (x1); Digital Weapons; Artificer Armour |
| HQ: Space Marine Chaplain (1#, 115 Pts) |
| Space Marine Chaplain |
1 |
Grp: HQ |
115 |
Infantry; Combat Tactics; Independent Character; Liturgies of Battle; Honour of the Chapter. ; ...in Power Armour |
| ...in Power Armour |
1 |
|
5 |
4 |
4 |
4 |
2 |
4 |
2/3 |
10 |
3+/4(i) |
[115] |
| Bolt Pistol; Crozius Arcanum; Frag Grenades; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Rosarius; Jump Pack |
| Troops: Tactical Squad (10#, 205 Pts) |
| Tactical Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
205 |
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.; Flamer; Missile Launcher |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[58] |
| Frag Grenades; Krak Grenades; Melta Bombs; Power Weapon; Plasma Pistol |
| Troops: Tactical Squad (10#, 205 Pts) |
| Tactical Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
205 |
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.; Flamer; Missile Launcher |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[58] |
| Frag Grenades; Krak Grenades; Melta Bombs; Power Weapon; Plasma Pistol |
| Troops: Scout Squad (5#, 100 Pts) |
| Scout Squad |
4 |
Troops |
3 |
3 |
4 |
4 |
1 |
4 |
1 |
8 |
4+ |
100 |
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts. ; Bolt Pistol (x4); Frag Grenades; Krak Grenades; Scout Armour: Confers a 4+ Armour Save.; Camo Cloaks; Sniper Rifle (x3); Heavy Bolter w/Hellfire Shells |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
4+ |
[13] |
| Bolt Pistol; Frag Grenades; Krak Grenades; Scout Armour: Confers a 4+ Armour Save.; Camo Cloaks; Sniper Rifle |
| Troops: Scout Squad (5#, 105 Pts) |
| Scout Squad |
4 |
Troops |
3 |
3 |
4 |
4 |
1 |
4 |
1 |
8 |
4+ |
105 |
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts. ; Bolt Pistol (x4); Frag Grenades; Krak Grenades; Scout Armour: Confers a 4+ Armour Save.; Shotgun (x4) |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
4+ |
[40] |
| Frag Grenades; Krak Grenades; Scout Armour: Confers a 4+ Armour Save.; Power Weapon; Plasma Pistol |
| Elite: Terminator Assault Squad (5#, 200 Pts) |
| Terminator Assault Squad |
4 |
Elite |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+/5(i) |
200 |
Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics. ; Lightning Claws (pair) (x4); 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] |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+/5(i) |
[40] |
| Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics.; Lightning Claws (pair) (x1); 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] |
| Fast Attack: Assault Squad (10#, 235 Pts) |
| Assault Squad |
9 |
Fast |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
8 |
3+ |
235 |
(Jump) Infantry; And They Shall Know No Fear; Combat Squads; Combat Tactics. ; Bolt Pistol (x8); Chainsword (x9); Frag Grenades; Jump Packs; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Flamer |
| Jump Packs |
1 |
The model moves as Jump Infantry. May be held in reserve and arrive via Deep Strike. |
[0] |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[63] |
| Frag Grenades; Jump Packs; Krak Grenades; Power Armour: Confers a 3+ Armour Save.; Melta Bombs; Lightning Claw; Lightning Claw |
| Jump Packs |
1 |
The model moves as Jump Infantry. May be held in reserve and arrive via Deep Strike. |
[0] |
| Fast Attack: Land Speeder Squadron (1#, 100 Pts) |
| Land Speeder Squadron |
1 |
Grp: Fast BS: 4 FA: 10 SA: 10 RA: 10 |
100 |
Vehicle(Fast, Skimmer), Deep Strike ; Multi-Melta (x1); Assault Cannon (x1) |
| Heavy Support: Land Raider Redeemer (1#, 275 Pts) |
| Land Raider Redeemer |
1 |
Grp: Heavy BS: 4 FA: 14 SA: 14 RA: 14 |
275 |
Vehicle (Tank); Twelve Model Capacity; Assault Vehicle. ; Frag Assault Launchers; Power of the Machine Spirit; Searchlight; Smoke Launchers; Twin Linked Assault Cannon; Flamestorm Cannons (x2); Extra Armor; Multi-Melta; Pintle-mounted Storm Bolter |
| Frag Assault Launchers |
1 |
See C:SM, pg. 82. |
[0] |
| Heavy Support: Vindicator (1#, 140 Pts) |
| Vindicator |
1 |
Grp: Heavy BS: 4 FA: 13 SA: 11 RA: 10 |
140 |
Vehicle (Tank). ; Demolisher Cannon; Searchlight; Smoke Launchers; Storm Bolter; Extra Armor; Siege Shield |
| Total Cost: |
1850 |
| Option Footnotes |
Wargear |
| Artificer Armour |
Confers a 2+ Armour save. |
| Assault Cannon |
24" Range; S6; AP4; Heavy 4 Rending |
| Bolt Pistol |
12" Range; S4; AP5; Pistol |
| Bolter |
24" Range; S4; AP5; Rapid Fire |
| Camo Cloaks |
Confers Stealth. |
| Chainsword |
If used with another close combat weapon, +1 attack in close combat. |
| Crozius Arcanum |
Ignores armour saves in close combat (p42 WH40K 5E) |
| Demolisher Cannon |
24" Range; S10; AP2; Ordnance 1; Large Blast |
| Digital Weapons |
May re-roll a single failed roll to wound in each Assault Phase. |
| Extra Armor |
Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34. |
| Flamer |
Template; S4; AP5; Assault 1 |
| Flamestorm Cannons |
Range: Template; S6; AP3; Heavy 1. |
| Frag Assault Launchers |
See C:SM, pg. 82. |
| Frag Grenades |
Fight simultaneously with troops in cover (p36 WH40K 5E) |
| Heavy Bolter w/Hellfire Shells |
Use one of the two profiles when firing: Range: 36"; S5; AP4; Heavy 3. Range: 36"; SX; AP-; Heavy 1, Blast, Posioned (2+). |
| Iron Halo |
Confers a 4+ Invulnerable save. |
| Jump Pack |
Jump Infantry; May be held in reserve and arrive via Deep Strike. |
| Krak Grenades |
One attack with 6+D6 AP (exceptions apply p72 WH40K) |
| Lightning Claw |
Ignores armour saves in close combat. Re-roll failed 'to wound' rolls. +1 Attacks in close combat. |
| Lightning Claws (pair) |
Ignores armour saves in close combat. Re-roll failed 'to wound' rolls. +1 Attacks in close combat. |
| Melta Bombs |
One attack with 8+2D6 AP (exceptions apply p72 WH40K) |
| Missile Launcher |
Frag: 48" Range; S4; AP6; Heavy 1; Blast. Krak: 48" Range; S8; AP3; Heavy 1. |
| Multi-Melta |
24" Range; S8; AP1; Heavy 1; Melta. |
| Pintle-mounted Storm Bolter |
24" Range; S4; AP5; Assault 2. Treated as an additional defensive weapon. See Wargear, pg. 35. |
| Plasma Pistol |
12" Range; S7; AP2; Pistol; Gets Hot! |
| Power of the Machine Spirit |
See Codex Space Marines, page 81. |
| Power Weapon |
Ignores armour saves in close combat (p42 WH40K 5E) |
| Relic Blade |
Counts as a Power Weapon whose hits are resolved at a Strength of 6. No extra attack for an additional close combat weapon. |
| Rosarius |
Confers a 4+ Invulnerable save. See C:WH, pg. 22 OR Wargear, pg. 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. |
| Shotgun |
12" Range; S4; AP-; Assault 2 |
| Siege Shield |
Vehicle automatically passes dangerous terrain tests. |
| 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. |
| Sniper Rifle |
36" Range; SX; AP6; Heavy 1; Sniper; Pinning |
| 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. |
| Twin Linked Assault Cannon |
24" Range; S6; AP4; Heavy 4 Rending Linked |
Weapons |
| Sniper Rifle |
36" Range; SX; AP6; Heavy 1; Sniper; Pinning |