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Space MarinesEliminator Squad
4

Eliminator Squad

NAME M WS BS S T W A Ld Sv
Eliminator 6" 3+ 3+ 4 4 2 2 7 3+
Eliminator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+
This unit contains 1 Eliminator Sergeant and 2 Eliminators. Every model is equipped with: bolt pistol; bolt sniper rifle; frag grenades; krak grenades. Every model has a camo cloak.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
3
Bolt sniper rifle
When you choose this weapon to shoot with, select one of the profiles below.
 - Executioner round
36"
Heavy 1
5
-1
1
This weapon can target units that are not visible to the bearer, and can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
 - Hyperfrag round
36"
Heavy D3
5
0
1
This weapon can target a CHARACTER unit even if it is not the closest enemy unit.
 - Mortis round
36"
Heavy 1
5
-2
D3
This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
5
Instigator bolt carbine
24"
Assault 1
4
-1
2
This weapon can target a CHARACTER even if it is not the closest enemy unit.
15
Las fusil
36"
Heavy 1
8
-3
3
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • The Eliminator Sergeant can be equipped with one of the following instead of 1 bolt sniper rifle: 1 instigator bolt carbine; 1 las fusil.
 • Every Eliminator can be equipped with 1 las fusil instead of 1 bolt sniper rifle.
ABILITIES
Angels of Death

Camo Cloak:
3
When resolving an attack made with a ranged weapon against a model in this unit whilst it is receiving the benefit of cover, add 2 to the saving throw instead of 1.

Guided Aim: Instead of shooting in your Shooting phase, this unit’s Eliminator Sergeant can guide his squad’s aim. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in this unit, add 1 to the hit roll and wound roll.

Covering Fire: The first time this unit’s Eliminator Sergeant fires Overwatch with an instigator bolt carbine in your opponent’s turn, this unit can, after it has resolved its Overwatch, move as if it were your Movement phase (it cannot Advance as part of this move).

Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>ULTRAMARINESWHITE SCARS
KEYWORDS
INFANTRY, PHOBOS, PRIMARIS, ELIMINATOR SQUAD
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.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
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.
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.
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.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
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.
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.
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.
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.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Army List
Filter:
• Captain

The PHOBOS keyword is used in following Space Marines datasheets:

HQ
Troops
Elites
Heavy Support
© Vyacheslav Maltsev 2013-2019