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And they shall know no fear: All Space Marine Units are Steadfast and have Crushing Strength

(1), unless stated otherwise.

The Sergeant may take a Special Melee Weapon.

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

Tactical Marines Hit 4+ Att 1 Def 5+ Ne -/11 110

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.

Sternguard veterans Sp 5 Team Hit 3+ Att 1 Def 5+ Ne -/11 120

Ordinance
Thunderfire Cannon Sp Hit Att Def Ne

4 Veterans (Kraken Bolters*) and 1 Sergeant (Kraken Pistol*)

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

Flamer for free.

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

1 Armoured Unit 1 Drop Pod(Storm Bolter [A])

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 Armoured Unit 1 Predator(Autocannon [A]) Special Rules: Crushing Strength(5), Stabilised.

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

1 Armoured Unit 1 Whirlwind(Whirlwind Launcher [A]) Special Rules: Crushing Strength(5).

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

Special Melee Weapons

Heavy Weapon BFGs


+20 points

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

Piercing(4), Blast(D6) +20 points

Lascannon: Fire Range Rules 1 48 Piercing(6)

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)

Meltagun: Fire Range Rules 1 12 Piercing(6)

Bolt Pistol: Fire Range Rules 1 12 Piercing(1), Pistol

Plasma Gun: Fire Range Rules 2 24 Piercing(3)

+15 points

Storm Bolter: Fire Range Rules 2 24 Piercing(1), Pistol

Other Equipment
Storm Shield: You may force your opponent to re-roll one point of damage scored against this unit per activation.

Shotgun: Fire Range Rules 1 12 Piercing(2)

Sniper Rifle: Fire Range Rules 1 36 Piercing(2), Sniper, Reload

Whirlwind Launcher: Fire Range Rules 4 48 Piercing(6), Blast(D6)

Castellan Launcher: Fire Range Rules 20 48 Piercing(2), Saturation

Thunderfire Cannon: Fire Range Rules 4 24 Piercing(2), Blast(D3)

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