No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | |
100 Captain in Terminator Armour |
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1 | 100 Captain in Terminator Armour |
5" | 2+ | 2+ | 4 | 4 | 6 | 4 | 9 | 2+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Combi-bolter | ||||||
Combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Storm bolter | ||||||
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
+5 Wrist-mounted grenade launcher | ||||||
+5 Wrist-mounted grenade launcher | 12" | Assault D3 | 4 | -1 | 1 | Blast |
Blast | ||||||
+5 Chainfist | ||||||
+5 Chainfist | Melee | Melee | x2 | -4 | D3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3. | ||||||
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. | ||||||
Power axe | ||||||
Power axe | Melee | Melee | +2 | -2 | 1 | - |
+5 Power fist | ||||||
+5 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. | ||||||
Power maul | ||||||
Power maul | Melee | Melee | +3 | -1 | 1 | - |
Power sword | ||||||
Power sword | Melee | Melee | +1 | -3 | 1 | - |
+5 Relic blade | ||||||
+5 Relic blade | Melee | Melee | +3 | -3 | 2 | - |
+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. |
OTHER WARGEAR | ABILITIES | ||||||
+5 Storm shield | |||||||
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |||||||
+5 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 storm bolter can be replaced with one of the following: 1 combi-bolter; 1 lightning claw; 1 power fist; 1 thunder hammer; 1 storm shield (maximum 1 per model); 1 weapon from the Combi-weapons list. • This model’s power sword can be replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 relic blade; 1 thunder hammer; 1 storm shield (maximum 1 per model). • If this model is equipped with 1 or more power fists, it can be equipped with 1 wrist-mounted grenade launcher.
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ABILITIES | |
ABILITIES |
Angels of Death, Teleport Strike Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword. 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. Iron Halo: This model has a 4+ invulnerable save. |
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, | |
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, CAPTAIN, DEATHWING |
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.
Flesh Tearers constantly push towards new foes, moving one step closer to engaging the enemy and sating their lust to kill.
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.
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.
The Deathwing have learned to begin their sweeping fire patterns immediately upon their arrival from teleportation.
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.
Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.
The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.
Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.
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.
When the fighting is at its fiercest, the Terminator-armoured warriors of the Chapter truly show their quality.
It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.
Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.
The heroes of Ultramar are amongst the most skilled and inspirational orators in the entire Imperium. When they speak, their words are law.
The Blood Angels would gladly put themselves in harm’s way to protect others, exemplifying the sacrifice of Sanguinius.
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.
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
The sons of Vulkan have always evinced a tenacious hold upon life while their enemies yet live.
In extremis, the Chapter Master of the Blood Angels will bestow one of their treasured relics to a worthy champion from one of their successor Chapters.
The noble lords of the Blood Angels are mighty warriors indeed, but even within this exalted brotherhood, some heroic individuals stand out amongst their peers.
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.
Every Space Marine is a champion in their own right, a posthuman demigod who stands between Mankind and the darkness.
The heroes of the White Scars are storied veterans who combine cunning and experience with red-handed ferocity.
Some of the Deathwatch’s champions have unparalleled records of service, their capacity for slaying the xenos a true gift.
It is not unheard of for the Dark Angels to bestow ancient relics to worthy warriors of their successor Chapters.
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.
The Dark Angels’ commanders are expected to have prodigious tactical and martial skills. Even in this elite group, some individuals stand out.
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.
Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.
White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.
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.
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.
Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.
The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
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 Black Templars strike with aggressive and overwhelming force, shattering their foes’ will to fight.
Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.
The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.
Individual shells are loaded when optimised volleys are required.
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.
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. | ||
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. | ||
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+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. | ||||||
Storm bolter | ||||||
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
This datasheet has HQ Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:
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Lightning claw used in following datasheets:
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Power axe used in following datasheets:
Power fist used in following datasheets:
Power maul used in following datasheets:
Power sword used in following datasheets:
Relic blade used in following datasheets:
Thunder hammer used in following datasheets:
Storm shield used in following datasheets:
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 strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.
During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber 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 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 TERMINATOR keyword is used in following Space Marines datasheets:
The CAPTAIN keyword is used in following Space Marines datasheets:
The DEATHWING keyword is 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:
The FLESH TEARERS and INFANTRY keywords are used in following Space Marines datasheets:
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 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:
Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.
During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber 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 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: