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Space MarinesDamned Legionnaires
8

Damned Legionnaires

NAME M WS BS S T W A Ld Sv
Legionnaire 5" 3+ 3+ 4 4 1 2 10 3+
Legionnaire Sergeant 5" 3+ 3+ 4 4 1 3 10 3+
This unit contains 1 Legionnaire Sergeant and 4 Legionnaires. It can additionally contain up to 5 Legionnaires (Power Rating +6). Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
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.
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
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.
22
Multi-melta
24"
Heavy 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.
11
Plasma gun
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • The Legionnaire Sergeant can be equipped with one of the following instead of 1 boltgun: 1 chainsword; 1 power axe; 1 power fist; 1 power maul; 1 power sword.
 • The Legionnaire Sergeant can be equipped with one of the following instead of 1 bolt pistol: 1 plasma pistol; 1 storm bolter.
 • 1 Legionnaire can be equipped with one of the following instead of 1 boltgun: 1 heavy flamer; 1 multi-melta.
 • 1 Legionnaire can be equipped with one of the following instead of 1 boltgun: 1 flamer; 1 meltagun; 1 plasma gun.
ABILITIES
And They Shall Know No Fear, Bolter Discipline, Shock Assault

Unyielding Spectres: Models in this unit have a 3+ invulnerable save.

Aid Unlooked For: During deployment, you can set up this unit in the aether instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Flaming Projectiles: When resolving an attack made with a ranged weapon by a model in this unit, the target does not receive the benefit of cover.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, LEGION OF THE DAMNED
KEYWORDS
INFANTRY, DAMNED LEGIONNAIRES
Does not include wargear
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
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.
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.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Plasma gun used in following datasheets:

Troops
Elites
Fast Attack
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.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale test is taken for this unit, you can re-roll the dice.

The CENTURION keyword is used in following Space Marines datasheets:

Elites
Heavy Support
Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR , BIKER, CENTURION or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
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.
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© Vyacheslav Maltsev 2013-2020