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Drop Pod Assault: This unit (and any units it is Devastator Marines transporting) must start the game in reserve. Sp Hit Att Def Ne When entering the game, it can be placed anywhere on the board that is at least 1 away 5 4+ 1 5+ -/11 form terrain or enemy units. All passengers Team 120 must immediate disembark, and the vehicle immediately loses it ability to transport. 4 Marines (Bolters) and 1 Sergeant (Bolt Pistol)
Infantry
Sp 5 Team
Up to four Marines may replace their Bolter with a Heavy BFG. The Sergeant may take a Special Melee Weapon. Scouts Sp 5 Team Hit 4+ Att 1 Def 4+ 90 Ne 8/10
4 Marines (Bolters) and 1 Sergeant (Bolt Pistol) One Marine may replace their Bolter with an Assault BFG. The Sergeant may take a Special Melee Weapon. Section 220 9 Marines (Bolters) and 1 Sergeant (Bolt Pistol) One Marine may replace their Bolter with an Assault BFG. One Marine may replace their Bolter with a Heavy BFG or an Assault BFG. The Sergeant may take a Special Melee Weapon. Assault Marines Sp 5 Team Hit 4+ Att 1 Def 5+ Ne -/11 120
4 Scouts (Bolt Pistols) and 1 Sergeant (Bolt Pistol) Special Rules: Infiltration, Stealthy, Has no Crushing Strength, Is not Steadfast. Any Scout may replace their Bolt Pistol with either a Bolter, a Shotgun, or a Sniper Rifle for free. One Scout may replace their Bolt Pistol with either a Heavy Bolter or a Missile Launcher. Section 180 9 Scouts (Bolt Pistols) and 1 Sergeant (Bolt Pistol) Special Rules: Infiltration, Stealthy, Has no Crushing Strength, Is not Steadfast. Any Scout may replace their Bolt Pistol with either a Bolter, a Shotgun, or a Sniper Rifle for free. One Scout may replace their Bolt Pistol with either a Heavy Bolter or a Missile Launcher. Terminators Sp 5 Team Hit 3+ Att 1 Def 6+ Ne -/11 120
4 Marines (Bolt Pistols) and 1 Sergeant (Bolt Pistol) Special Rules: Jump Troops One Marine may replace their Bolter with an Assault BFG. The Sergeant may take a Special Melee Weapon. Section 240 9 Marines (Bolt Pistols) and 1 Sergeant (Bolt Pistol) Special Rules: Jump Troops Up to two Marines may replace their Bolter with an Assault BFG.
4 Terminators (Storm Bolters) and 1 Sergeant (Storm Bolter) Special Rules: Crushing Strength(6), Elite, Bulky One Terminator may replace their Storm Bolter with either an Assault Cannon, a Heavy
Flamer or a Cyclone Missile Launcher, or all Terminators(including the Sergeant) may replace their Storm Bolter with Lightning Claws, or Thunder Hammers and Storm Shields.
9 Marines (Dual Bolters) and 1 Sergeant (Dual Bolter) Special Rules: Fast Up to two Marines may replace their Bolter with an Assault BFG. The Sergeant may take a Special Melee Weapon. One Marine may replace take an additional Heavy BFG.
Ordinance
Thunderfire Cannon Sp Hit Att Def Ne
Special Rules: Elite, *Kraken Bolters are the 5 4+ 5+ -/11 same as Bolters, except they have Piercing(3) 1 Artillery Piece 120 and Fire 2. One Veteran may replace their Bolter with an 1 Artillery Piece (Thunderfire Cannon) Assault BFG. One Veteran may replace their Bolter with a Armour Heavy BFG or an Assault BFG. Land Speeder The Sergeant may take a Special Melee Weapon. Sp Hit Att Def Ne 16 Vanguard veterans Sp 5 Team Hit 3+ Att 1 Def 5+ Ne -/11 120 4+ 5+ -/11 120 1 Land Speeder 1 Land Speeder(Heavy Bolter [F]) Special Rules: Hoverer, Open Topped, Nimble. The Heavy Bolter may be replaced by either a Heavy Flamer or a Multi Melta for free. A Land Speeder may also take either a Heavy Bolter, a Heavy Flamer, an Assault Cannon, a Multi Melta, or a Dual Missile Launcher (all [F]). Rhino Transport Sp 10 Hit 4+ Att 1 Def 5+ Ne -/11 130 Hit 4+ Att Def 9+ Ne -/11 110
4 Veterans (Bolt Pistols) and 1 Sergeant (Bolt Pistol) Special Rules: Elite, Jump Troops. Any Veteran may take a Special Melee Weapon. The Sergeant may take a Special Melee Weapon. Bikes Sp 10 Team
1 Armoured Unit 1 Rhino(Storm Bolter [A]) Special Rules: Crushing Strength(5), Transport(10). Razorback Transport Sp 10 Hit 4+ Att Def 9+
4 Marines (Dual Bolters) and 1 Sergeant (Dual Bolter) Special Rules: Fast. One Marine may replace their Bolter with an Assault BFG. The Sergeant may take a Special Melee Weapon. One Marine may replace take an additional Heavy BFG. Section 260
Ne -/11 130
1 Armoured Unit
1 Land Speeder(Dual Heavy Bolter [A], Storm Bolter[A]) Special Rules: Crush Strength(5),
Transport(5), Stabilised. The Dual Heavy Bolter may be replaced by either a Dual Assault Cannon or a Dual Lascannon for free. Drop Pod Sp 10 Hit 4+ Att Def 9+ 90 Ne -/11
Heroes/Monsters
Company Captain Sp 5 1 Hero 1 Company Captain (Bolt Pistol) Special Rules: Elite, Inspiring. May take a Special Melee Weapon. May take Terminator Armour for +15 points, increasing his Defence to 6+. Chaplain Hit 2+ Att 3 Def 5+ Ne -/12 110
Special Rules: Immobile, Drop Pod Assault Transport(10). Predator Sp 10 Hit 4+ Att Def 10+ Ne -/11 160
Sp 5 1 Hero
Hit 3+
Att 2
Def 5+
Ne -/12 100
1 Chaplain(Bolt Pistol) Special Rules: Elite, Inspiring, Confers Headstrong to one unit within 6, Crushing Strength(2). May take Terminator Armour for +15 points, increasing his Defence to 6+. Librarian Sp Hit 3+ Att 2 Def 5+ Ne -/12 100 5 1 Hero 1 Librarian(Bolt Pistol) Special Rules: Elite, Zap!(5), Crushing Strength (2).
The Autocannon may be replaced by a Dual Lascannon for free. Can take two sponson weapons, one [L] and one [R]; either two Heavy Bolters or two Lascannons. Whirlwind Sp 10 Hit 4+ Att Def 10+ Ne -/11 160
May take Terminator Armour for +15 points, The Whirlwind Launcher may be replaced by a increasing his Defence to 6+. Castellan Launcher for free. Land Raider Sp 10 Hit 4+ Att Def 12+ Ne -/11 250 Dreadnought Sp 5 1 Monster 1 Dreadnought(Assault Cannon) Special Rules: Bulky, Lumbering, Crushing Strength(6). May replace their Assault Cannon with a Heavy BFG for free. May Take a second Heavy BFG, reducing their Crushing Strength to (2). Hit 4+ Att 2 Def 10+ Ne -/12 160
1 Armoured Unit
1 Land Raider(Dual Heavy Bolter [F], Dual Heavy Bolter[L], Dual Heavy Bolter[R]) Special Rules: Crushing Strength(7), Stabilised, Tough (4), Transport(10), Can transport Terminators. Any Dual Heavy Bolter may be replaced by either a Dual Lascannon or a Dual Heavy
Power Weapon: +10 points Heavy Bolter: This confers Crushing Strength (2) to all of the Fire Range Rules models attacks. 3 36 Piercing(2)
Power Fist: +15 points +20 points The model may make a single attack, resolved Heavy Flamer: at Crushing Strength(6), instead of its normal Fire Range Rules attacks. This may not be used in conjunction 10 12 Saturation, Piercing(2) with a pistol. Thunder Hammer: +25 points The model may make a single attack, resolved at Crushing Strength(6), instead of its normal attacks. This may not be used in conjunction with a pistol. In addition, if the dice to damage the unit rolls a 6, then you may roll to damage again (as well as causing a point of damage). You can continue to do this until the dice fails to roll a 6. Missile Launcher: Fire Range Rules 1 48 +20 points
Lightning Claw: +10 points Multi Melta: The model may make a single attack, resolved Fire Range Rules at Crushing Strength(2) and Vicious, instead of 2 24 Piercing(6) its normal attacks. This may not be used in conjunction with a pistol. Assault Cannon: Dual Lightning Claws: +15 points Fire Range Rules As above, but with two attacks. 4 24 Piercing(3)
+20 points
+20 points
Assault BFGs
Flamer: Fire Range Rules 10 12 Saturation +10 points +5 points
Other Weapons
Bolter: Fire Range Rules 1 24 Piercing(1)
+15 points
Other Equipment
Storm Shield: You may force your opponent to re-roll one point of damage scored against this unit per activation.