No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | |
20 Company Veteran |
|||||||||||
1‑4 | 20 Company Veteran |
6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 3+ | |
20 Company Veteran Sergeant |
|||||||||||
1 | 20 Company Veteran Sergeant |
6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 9 | 3+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Boltgun | ||||||
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
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 | ||||||
+3 Combat Shield | |||||||
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |||||||
+3 Combat Shield | The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | ||||||
+4 Storm shield | |||||||
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |||||||
+4 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 |
• Any number of models can each have their bolt pistol replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list; 1 storm shield [maximum 1 per model). • Any number of models can each have their boltgun replaced with one of the following: 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list; 1 storm shield (maximum 1 per model). • Any number of Company Veterans can each have their boltgun replaced with 1 weapon from the Special Weapons list. • If this unit contains 5 models, 1 Company Veteran's boltgun can be replaced with 1 weapon from the Heavy Weapons list. • If this unit is from the Dark Angels Chapter (or one of its successor Chapters), any number of its models that are not equipped with a storm shield can each be equipped with 1 combat shield. • Any number of its models that are not equipped with a storm shield can each be equipped with 1 combat shield.
|
ABILITIES | |
ABILITIES |
Angels of Death Command Squad: If a Detachment includes a CAPTAIN, then one COMPANY VETERANS unit can be included in that Detachment without taking up a Battlefield Role slot. Bodyguard: While a friendly CHARACTER unit that has a Wounds characteristic of 9 or less is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks. Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword. |
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, | |
KEYWORDS: INFANTRY, CORE, COMMAND SQUAD, COMPANY VETERANS, WOLF GUARD |
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.
With a need to slay, Flesh Tearers constantly push forward towards new foes.
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.
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 lords of the Fang are stern but generous masters, who may reward a worthy warrior with an artefact of great power.
Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.
Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.
A measured advance allows Space Marines to unleash a steady stream of fire.
Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.
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.
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.
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.
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.
Originally devised to counter large Tyranid bio-forms, hellfire rounds fill the target with mutagenic acid upon detonation.
Flakk missiles are designed to eliminate aircraft by unleashing a payload of shrapnel that shreds armour and vital systems.
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 | - |
+10 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. | ||||||
+10 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. | ||||||
+10 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. | ||||||
+10 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. | ||||||
+10 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. | ||||||
+10 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. | ||||||
+10 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. | ||||||
+10 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. | ||||||
+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. | ||||||
+10 Grav-cannon | ||||||
+10 Grav-cannon | 30" | Heavy 4 | 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. | ||||||
+10 Grav-gun | ||||||
+10 Grav-gun | 18" | Rapid Fire 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 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. | ||||||
+10 Heavy bolter | ||||||
+10 Heavy bolter | 36" | Heavy 3 | 5 | -1 | 2 | - |
+10 Heavy flamer | ||||||
+10 Heavy flamer | 12" | Heavy D6 | 5 | -1 | 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. | ||||||
+15 Lascannon | ||||||
+15 Lascannon | 48" | Heavy 1 | 9 | -3 | D6 | - |
+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. | ||||||
+15 Missile launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+15 Missile launcher | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Frag missile | ||||||
- Frag missile | 48" | Heavy D6 | 4 | 0 | 1 | Blast |
Blast | ||||||
- Krak missile | ||||||
- Krak missile | 48" | Heavy 1 | 8 | -2 | D6 | - |
+20 Multi-melta | ||||||
+20 Multi-melta | 24" | Heavy 2 | 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. | ||||||
+15 Plasma cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+15 Plasma cannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 36" | Heavy D3 | 7 | -3 | 1 | Blast |
Blast | ||||||
- Supercharge | ||||||
- Supercharge | 36" | Heavy D3 | 8 | -3 | 2 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
Blast. 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 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. | ||||||
+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. | ||||||
+5 Storm bolter | ||||||
+5 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. | ||||||
+3 Lightning claw | ||||||
+3 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. | ||||||
+3 Power axe | ||||||
+3 Power axe | Melee | Melee | +2 | -2 | 1 | - |
+8 Power fist | ||||||
+8 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. | ||||||
+3 Power maul | ||||||
+3 Power maul | Melee | Melee | +3 | -1 | 1 | - |
+3 Power sword | ||||||
+3 Power sword | Melee | Melee | +1 | -3 | 1 | - |
+12 Thunder hammer | ||||||
+12 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 Elites Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:
Bolt pistol used in following datasheets:
Frag grenades used in following datasheets:
Krak grenades used in following datasheets:
Combat Shield used in following 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 and CHARACTER keywords are used in following Space Marines datasheets:
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 COMMAND SQUAD keyword is used in following Space Marines datasheets:
The COMPANY VETERANS keyword is used in following Space Marines datasheets:
The WOLF GUARD keyword is 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 FLESH TEARERS 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:
The ULTRAMARINES and BIKER keywords are used in following Space Marines datasheets:
The IRON HANDS and CHARACTER keywords are used in following Space Marines datasheets:
The ADEPTUS ASTARTES and INFANTRY keywords are used in following Space Marines datasheets: