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Space MarinesTactical Squad
4

Tactical Squad

NAME M WS BS S T W A Ld Sv
Space Marine 6" 3+ 3+ 4 4 1 1 7 3+
Space Marine Sergeant 6" 3+ 3+ 4 4 1 2 8 3+
This unit contains 1 Space Marine Sergeant and 4 Space Marines. It can additionally contain up to 5 Space Marines (Power Rating +3). 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
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
5
Melta bombs
4"
Grenade 1
8
-4
D6
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
WARGEAR OPTIONS
 • The Space Marine Sergeant can be equipped with up to 2 weapons from the Sergeant Weapons list instead of 1 bolt pistol and 1 boltgun.
 • The Space Marine Sergeant can additionally be equipped with melta bombs.
 • If this unit contains fewer than 10 models, 1 Space Marine can be equipped with one of the following instead of 1 boltgun: 1 weapon from the Special Weapons list; 1 weapon from the Heavy Weapons list.
 • If this unit contains 10 models, 1 Space Marine can be equipped with 1 weapon from the Special Weapons list instead of 1 boltgun, and 1 Space Marine can be equipped with 1 weapon from the Heavy Weapons list instead of 1 boltgun.
ABILITIES
Angels of Death

Combat Squads: If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS
KEYWORDS
INFANTRY, TACTICAL SQUAD

Optional Wargear

HEAVY WEAPONS

 • Grav-cannon and grav-amp

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Multi-melta

 • Plasma cannon

SERGEANT WEAPONS

 • Bolt pistol

 • Boltgun*

 • Chainsword

 • Combi-flamer*

 • Combi-grav*

 • Combi-melta*

 • Combi-plasma*

 • Grav-pistol

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Storm bolter*

 • Thunder hammer (cannot be chosen by a Sternguard Veteran Sergeant)

* A model cannot be equipped with more than one weapon marked with an asterisk.

SPECIAL WEAPONS

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun


Ranged Weapons

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
-
8
Combi-flamer
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - 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.
13
Combi-grav
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
15
Combi-melta
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - 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.
11
Combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (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.
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.
20
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
10
Grav-gun
18"
Rapid Fire 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
8
Grav-pistol
12"
Pistol 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
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.
20
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
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.
16
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
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.
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
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
Lightning claw
Melee
Melee
User
-2
1
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
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
-
Thunder hammer
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.

This datasheet has Troops Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:

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.
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.

Melta bombs used in following datasheets:

Troops
Elites
Fast Attack
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.
single/pair
Sergeant Weapons
 • Bolt pistol
0
 • Boltgun*
0
 • Chainsword
0
 • Combi-flamer*
8
 • Combi-grav*
13
 • Combi-melta*
15
 • Combi-plasma*
11
 • Grav-pistol
8
 • Lightning claw
 • Plasma pistol
5
 • Power axe
5
 • Power fist
9
 • Power maul
4
 • Power sword
4
 • Storm bolter*
2
 • Thunder hammer (cannot be chosen by a Sternguard Veteran Sergeant)

* A model cannot be equipped with more than one weapon marked with an asterisk.

Special Weapons
 • Flamer
6
 • Grav-gun
10
 • Meltagun
14
 • Plasma gun
11
Heavy Weapons
 • Grav-cannon and grav-amp
20
 • Heavy bolter
10
 • Lascannon
25
 • Missile launcher
20
 • Multi-melta
22
 • Plasma cannon
16
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.
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.

Grav-cannon and grav-amp used in following datasheets:

HQ
Troops
Elites
Heavy Support
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.

Grav-gun used in following datasheets:

HQ
Troops
Elites
Fast Attack

Plasma cannon used in following datasheets:

HQ
Troops
Elites
Heavy Support

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.
CHARACTERS/other models
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© Vyacheslav Maltsev 2013-2020