No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | |
85 Captain |
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1 | 85 Captain |
6" | 2+ | 2+ | 4 | 4 | 5 | 4 | 9 | 3+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Master-crafted boltgun | ||||||
Master-crafted boltgun | 24" | Rapid Fire 1 | 4 | -1 | 2 | - |
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 Relic blade | ||||||
+10 Relic blade | Melee | Melee | +3 | -3 | 2 | - |
+10 Xenophase blade | ||||||
+10 Xenophase blade | Melee | Melee | +1 | -4 | 1 | Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. |
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. | ||||||
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 | ||||||
+25 Jump pack | |||||||
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords. | |||||||
+25 Jump pack | The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords. | ||||||
+10 Storm shield | |||||||
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |||||||
+10 Storm shield | The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model’s master-crafted boltgun can be replaced with one of the following: 1 storm shield (maximum 1 per model); 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list. • This model’s Astartes chainsword can be replaced with one of the following: 1 relic blade; 1 weapon from the Melee Weapons list; 1 storm shield (maximum 1 per model). • If this model is from the Deathwatch Chapter, its Astartes chainsword can be replaced with 1 xenophase blade. • This model’s Astartes chainsword can be replaced with 1 xenophase blade. • This model can be equipped with 1 jump pack (Power Rating +1).
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ABILITIES | |
ABILITIES |
Angels of Death Iron Halo: This model has a 4+ invulnerable save. Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1. |
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, | |
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN |
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.
With a need to slay, Flesh Tearers constantly push forward towards new foes.
Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.
Learned in arcane biomechanics and chirurgery, Wolf Priests apply their rough surgery, shamanistic rites and medicinal balms to drag warriors back from the gates of Morkai’s realm of death.
The most successful hunts are those where the prey doesn’t know they are being hunted.
Every blow against a Black Templar is answered in kind.
The Black Templars hurl themselves into the enemy ranks.
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.
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.
The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.
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.
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
Legendary deeds in the midst of battle are an intoxicating mead. Those of the hero’s retinue are inspired to greater feats of daring and valour, proving themselves worthy of their champion.
The sons of Vulkan have always evinced a tenacious hold upon life while their enemies yet live.
The heroes of Ultramar are amongst the most skilled and inspirational orators in the entire Imperium. When they speak, their words are law.
The heroes of the White Scars are storied veterans who combine cunning and experience with red-handed ferocity.
Every Space Marine is a champion in their own right, a posthuman demigod who stands between Mankind and the darkness.
In times of great need, the Space Marine Chapters will unleash the full power of their armouries, equipping their battle-brothers with artefacts of extraordinary power.
Some of the Deathwatch’s champions have unparalleled records of service, their capacity for slaying the xenos a true gift.
The Dark Angels have been known to bestow their artefacts upon worthy successor Chapters.
The greatest champions of Fenris have hunted near-mythical monsters, bested dark champions and waded through seas of blood - throughout all, howling with joy in the face of death.
There are few more meaningful tokens of brotherhood among the sons of Russ than the gifting of a war trophy - heavy with glory and steeped in tales of honour -from one warrior to another.
The most accomplished officers amongst the Imperial Fists’ ranks are true paragons of battle, masters of the Codex Astartes’ tenets and unfaltering heroes to the last.
This warrior has absorbed well the lessons his Primarch taught, and has mastered his Chapter’s ways of war.
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 most accomplished leaders of the Raven Guard are masters of every strategic doctrine laid down by Corvus Corax.
White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.
The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.
A measured advance allows Space Marines to unleash a steady stream of fire.
Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.
Space Marines with jump packs crash into combat with bonebreaking force.
Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.
Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.
With a blaze of jump pack exhaust, the foe can be driven back and the mobile warriors’ brothers given space to unleash death.
The Raven Guard swoop into battle like dark-winged angels of vengeance.
The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.
Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.
The Black Templars rarely permit their foes to retreat.
It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes.
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.
The deadliest strike comes always from the least expected quarter. So taught Corax.
If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.
The Black Templars strike with aggressive and overwhelming force, shattering their foes’ will to fight.
Individual shells are loaded when optimised volleys are required.
Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.
1CP | ||
FIGHT LIKE DEMIGODS Ultramarines Stratagem A gathering of courageous heroes, the Victrix Guard are more than capable of cutting their way through entire armies of foes. Use this Stratagem at the start of the Fight phase. Pick a VICTRIX GUARD unit from your army within 6" of a friendly VICTRIX GUARD CAPTAIN. Add 1 to hit rolls for attacks made by that unit until the end of that phase. | ||
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 Combi-flamer | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+5 Combi-flamer | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
+5 Combi-grav | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+5 Combi-grav | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Grav-gun | ||||||
- Grav-gun | 18" | Rapid Fire 1 | 5 | -3 | 1 | Each time an attack made with this weapon profile 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 profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
+5 Combi-melta | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+5 Combi-melta | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+5 Combi-plasma | ||||||
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+5 Combi-plasma | Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun (standard) | ||||||
- Plasma gun (standard) | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Plasma gun (supercharge) | ||||||
- Plasma gun (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. | ||||||
Grav-pistol | ||||||
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. | ||||||
Hand flamer | ||||||
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. | ||||||
Inferno pistol | ||||||
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. | ||||||
Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
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. | ||||||
Storm bolter | ||||||
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
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. | ||||||
Lightning claw | ||||||
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 | - |
+20 Thunder hammer | ||||||
+20 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 HQ Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:
Bolt pistol used in following datasheets:
Master-crafted boltgun used in following datasheets:
Astartes chainsword used in following datasheets:
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Relic blade used in following datasheets:
Xenophase blade used in following datasheets:
Frag grenades used in following datasheets:
Krak grenades 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:
Storm shield used in following 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.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 CHARACTER keyword is used in following Space Marines datasheets:
The CAPTAIN keyword is 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:
The ULTRAMARINES and BIKER keywords are used in following Space Marines datasheets:
The FLESH TEARERS 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:
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The SPACE WOLVES and INFANTRY keywords are used in following Space Marines datasheets:
The SPACE WOLVES and BIKER keywords are used in following Space Marines datasheets:
The SPACE WOLVES and CAVALRY keywords are used in following Space Marines datasheets:
The SPACE WOLVES and WOLF PRIEST keywords are used in following Space Marines datasheets:
When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.
During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines 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 wholly within 6" of any battlefield edge and more than 9" away from any enemy models.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 IRON HANDS and INFANTRY 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 CORE keywords are used in following Space Marines datasheets:
The IMPERIAL FISTS and CHARACTER keywords are used in following Space Marines datasheets:
The IMPERIAL FISTS and INFANTRY keywords are used in following Space Marines datasheets: