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Centurion Assault Squad

NAME M WS BS S T W A Ld Sv
Centurion 4" 3+ 3+ 5 5 4 3 7 2+
Centurion Sergeant 4" 3+ 3+ 5 5 4 4 8 2+
This unit contains 1 Centurion Sergeant and 2 Centurions. It can additionally contain up to 3 Centurions (Power Rating +8). Every model is equipped with: 2 flamers; siege drills. Every model has Centurion assault launchers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
6
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
14
Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
0
Siege drills
Melee
Melee
x2
-4
3
-
WARGEAR OPTIONS
 • Any model can be equipped with 2 meltaguns instead of 2 flamers.
 • Any model can be equipped with 1 hurricane bolter instead of having Centurion assault launchers.
ABILITIES
Angels of Death

Omniscope: Whilst this unit contains 1 Centurion Sergeant, when resolving an attack made with a ranged weapon by a model in this unit, the target does not receive the benefit of cover to its saving throw.

Combat Squads: If this unit contains 6 models, then during deployment, before any units have been set up, it can be divided into two units of 3 models.

Centurion Assault Launchers:
0
If a model in this unit has Centurion assault launchers, then after this unit finishes a charge move you can select one enemy unit within 1" of that model and roll one D6; on a 4+ that enemy unit suffers 1 mortal wound.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS
KEYWORDS
INFANTRY, CENTURION, CENTURION ASSAULT SQUAD
Does not include wargear
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Hurricane bolter used in following datasheets:

Elites
Flyers
Heavy Support
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. A roll of 1 always fails, irrespective of any modifiers that may apply.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The CENTURION keyword is used in following Space Marines datasheets:

Elites
Heavy Support
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© Vyacheslav Maltsev 2013-2020