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Space MarinesTartaros Terminator Squad
9

Tartaros Terminator Squad

NAME M WS BS S T W A Ld Sv
Tartaros Terminator 6" 3+ 3+ 4 4 2 2 8 2+
Tartaros Sergeant 6" 3+ 3+ 4 4 2 3 9 2+
This unit contains 1 Tartaros Sergeant and 4 Tartaros Terminators. It can additionally contain up to 5 Tartaros Terminators (Power Rating +9). The Tartaros Sergeant is equipped with: combi-bolter; power sword. Every Tartaros Terminator is equipped with: combi-bolter; power fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
0
Grenade harness
12"
Assault D6
4
-1
1
-
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.
17
Plasma blaster
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
18"
Assault 2
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.
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
3
Volkite charger
15"
Heavy 2
5
0
2
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
11
Chainfist
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll.
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.
9
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
4
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • For every 5 models this unit contains, 1 Tartaros Terminator can be equipped with one of the following instead of 1 combi-bolter: 1 heavy flamer; 1 reaper autocannon.
 • Any Tartaros Terminator can be equipped with 2 lightning claws instead of 1 combi-bolter and 1 power fist.
 • Any Tartaros Terminator can be equipped with 1 chainfist instead of 1 power fist.
 • The Tartaros Sergeant can be equipped with 2 lightning claws instead of 1 combi-bolter and 1 power sword.
 • The Tartaros Sergeant can be equipped with one of the following instead of 1 power sword: 1 chainfist; 1 power fist.
 • The Tartaros Sergeant can be equipped with one of the following instead of 1 combi-bolter: 1 plasma blaster; 1 volkite charger.
 • For every 5 models this unit contains, 1 model can additionally be equipped with 1 grenade harness.
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.

Tartaros Armour: Every model in this unit has a 5+ invulnerable save.

Teleport Strike: During deployment, you can set up this unit in a teleportarium chamber 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.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>BLACK TEMPLARSIMPERIAL FISTSIRON HANDSRAVEN GUARDSALAMANDERSULTRAMARINESWHITE SCARS
KEYWORDS
INFANTRY, TERMINATOR, TARTAROS TERMINATOR SQUAD
Does not include wargear
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 harness used in following datasheets:

Elites
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.
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.
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.
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.
single/pair
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.
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.
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© Vyacheslav Maltsev 2013-2020