No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | |
18 Assault Marine |
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4‑9 | 18 Assault Marine |
6" | 3+ | 3+ | 4 | 4 | 2 | 1 | 7 | 3+ | |
18 Assault Marine Sergeant |
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1 | 18 Assault Marine Sergeant |
6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 3+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
+5 Flamer | ||||||
+5 Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+5 Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+5 Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
+10 Meltagun | ||||||
+10 Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+10 Plasma gun | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+10 Plasma gun | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Astartes chainsword | ||||||
Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
+10 Eviscerator | ||||||
+10 Eviscerator | Melee | Melee | +3 | -4 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Frag grenades | ||||||
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Krak grenades | ||||||
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - |
OTHER WARGEAR | ABILITIES | ||||||
+5 Combat Shield | |||||||
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |||||||
+5 Combat Shield | The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | ||||||
+2 Jump pack | |||||||
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords. | |||||||
+2 Jump pack | The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• The Assault Marine Sergeant's bolt pistol can be replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list. • The Assault Marine Sergeant’s Astartes chainsword can be replaced with 1 weapon from the Melee Weapons list. • The Assault Marine Sergeant can be equipped with 1 combat shield. • Up to 2 Assault Marines can each have their bolt pistol and Astartes chainsword replaced with one of the following: - 1 plasma pistol and 1 Astartes chainsword. - 1 flamer. • For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator. • All of the models in the unit can be equipped with 1 jump pack each (Power Rating +1 if the unit contains 5 models, Power Rating +2 if the unit contains 6 or more models). • If this unit is from the Blood Angels Chapter (or one of its successor Chapters), up to 2 Assault Marines can each have their flamer replaced with one of the following: 1 meltagun; 1 plasma gun. • Up to 2 Assault Marines can each have their flamer replaced with one of the following: 1 meltagun; 1 plasma gun.
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ABILITIES | |
ABILITIES |
Angels of Death, Combat Squads
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FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, | |
KEYWORDS: INFANTRY, CORE, MELTA BOMBS, ASSAULT SQUAD |
The Blood Angels are masters of aerial assault, leaping from aircraft with jump packs roaring to plunge into the heat of battle.
Daemonic possession gives each battle-brother of the Exorcists a personal revelation about the nature of daemonkind, and with this knowledge they banish their foe.
Having spent years relying on their trusted brothers, when Emperor’s Spears fight together, little can stay their blows.
The battle cry of the Emperor’s Spears is the call that precedes their red work.
Flesh Tearers constantly push towards new foes, moving one step closer to engaging the enemy and sating their lust to kill.
Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.
Every blow against a Black Templar is answered in kind.
The Black Templars hurl themselves into the enemy ranks.
Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.
Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.
Once the Imperial Fists have captured a site of strategic importance, they dig in and hold their position no matter what the enemy hurls at them.
The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.
By trusting in the ironclad gifts of the Omnissiah that stud their flesh, the Iron Hands can withstand even the most punishing attacks of their enemies.
Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.
It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.
Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.
On occasion, a junior-ranking leader will demonstrate ability expected only of those of much loftier rank. Such individuals are highly rewarded, and marked for greater things.
It is not a difficult sum for a warrior of the Iron Hands to cogitate, that his commanding officers’ lives are worth more to the Imperium than his own.
The Chapter houses a series of cults, each a proud sub-sect with traditions and associations concerning the role of a battle-brother on the battlefield.
Space Marines with jump packs crash into combat with bonebreaking force.
Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.
A measured advance allows Space Marines to unleash a steady stream of fire.
The Blood Angels soar high, masters of the war-torn skies.
Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.
White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.
The Black Templars strike with aggressive and overwhelming force, shattering their foes’ will to fight.
It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes.
The Black Templars rarely permit their foes to retreat.
The Salamanders are amongst the most noble and selfless of the Adeptus Astartes, laying down their lives in others’ defence.
The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
The Raven Guard swoop into battle like dark-winged angels of vengeance.
If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.
The deadliest strike comes always from the least expected quarter. So taught Corax.
The Raven Guard are masters of infiltration, slipping unseen across the battlefield before striking from the shadows to annihilate their foes with gun and blade.
Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.
The Rock’s Armoury houses all manner of ancient wonders.
Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.
Melta bombs are fusion charges designed to burn through an armoured hull in a matter of seconds.
1CP | ||
BOLTER DRILL Crimson Fists Stratagem The Crimson Fists maintain strict fire discipline at all times, standing shoulder to shoulder with their battle-brothers as they unleash devastatingly accurate volleys of bolter fire into the foe. Use this Stratagem just before a CRIMSON FISTS INFANTRY unit attacks in the Shooting phase. Until the end of the phase, each time you make a hit roll of 6+ for a model from that unit firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word 'bolt’ (e.g. boltgun, bolt rifle, heavy' bolter, boltstorm gauntlet). Duty’s Burden and Pedro Kantor’s Dorn’s Arrow are also bolt weapons. | ||
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
+5 Grav-pistol | ||||||
+5 Grav-pistol | 12" | Pistol 1 | 5 | -3 | 1 | Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
+5 Hand flamer | ||||||
+5 Hand flamer | 12" | Pistol D6 | 3 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+5 Inferno pistol | ||||||
+5 Inferno pistol | 6" | Pistol 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+5 Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+5 Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Astartes chainsword | ||||||
Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
+5 Lightning claw | ||||||
+5 Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
+5 Power axe | ||||||
+5 Power axe | Melee | Melee | +2 | -2 | 1 | - |
+10 Power fist | ||||||
+10 Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
+5 Power maul | ||||||
+5 Power maul | Melee | Melee | +3 | -1 | 1 | - |
+5 Power sword | ||||||
+5 Power sword | Melee | Melee | +1 | -3 | 1 | - |
+15 Thunder hammer | ||||||
+15 Thunder hammer | Melee | Melee | x2 | -2 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
This datasheet has Fast Attack Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:
Bolt pistol used in following datasheets:
Plasma pistol used in following datasheets:
Plasma gun used in following datasheets:
Astartes chainsword used in following datasheets:
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Frag grenades used in following datasheets:
Krak grenades used in following datasheets:
Combat Shield used in following datasheets:
Jump pack used in following datasheets:
The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.
During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step 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.The FLY keyword is used in following Space Marines datasheets:
The JUMP PACK keyword is used in following Space Marines datasheets:
1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.
Space Marines are amongst the finest warriors in the Imperium.
This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.
At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.The IMPERIUM keyword is used in following Space Marines datasheets:
The ADEPTUS ASTARTES keyword is used in following Space Marines datasheets:
The INFANTRY keyword is used in following Space Marines datasheets:
The CORE keyword is used in following Space Marines datasheets:
The MELTA BOMBS keyword is used in following Space Marines datasheets:
The BLOOD ANGELS, CORE and JUMP PACK keywords are used in following Space Marines datasheets:
The EXORCISTS and CORE keywords are used in following Space Marines datasheets:
The EXORCISTS and CHARACTER keywords are used in following Space Marines datasheets:
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The EMPEROR’S SPEARS and INFANTRY keywords are used in following Space Marines datasheets:
The EMPEROR’S SPEARS and CORE keywords are used in following Space Marines datasheets:
The EMPEROR’S SPEARS and CHARACTER keywords are used in following Space Marines datasheets:
The FLESH TEARERS and INFANTRY keywords are used in following Space Marines datasheets:
The DARK ANGELS and INFANTRY keywords are used in following Space Marines datasheets:
The BLACK TEMPLARS and INFANTRY keywords are used in following Space Marines datasheets:
The BLACK TEMPLARS and BIKER keywords are used in following Space Marines datasheets:
The SALAMANDERS and INFANTRY keywords are used in following Space Marines datasheets:
The SERVITOR keyword is used in following Space Marines datasheets:
The SALAMANDERS and CORE keywords are used in following Space Marines datasheets:
The SALAMANDERS and CHARACTER keywords are used in following Space Marines datasheets:
The IMPERIAL FISTS and INFANTRY keywords are used in following Space Marines datasheets:
The IMPERIAL FISTS and CORE keywords are used in following Space Marines datasheets:
The IMPERIAL FISTS and CHARACTER keywords are used in following Space Marines datasheets:
The IRON HANDS and INFANTRY keywords are used in following Space Marines datasheets:
The RAVEN GUARD and INFANTRY keywords are used in following Space Marines datasheets:
The RAVEN GUARD and BIKER keywords are used in following Space Marines datasheets:
The ARTILLERY keyword is used in following Space Marines datasheets:
The ULTRAMARINES and INFANTRY keywords are used in following Space Marines datasheets: