No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | |
33 Assault Terminator |
|||||||||||
4‑9 | 33 Assault Terminator |
5" | 3+ | 3+ | 4 | 4 | 3 | 2 | 8 | 2+ | |
33 Assault Terminator Sergeant |
|||||||||||
1 | 33 Assault Terminator Sergeant |
5" | 3+ | 3+ | 4 | 4 | 3 | 3 | 9 | 2+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
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. | ||||||
+10 Thunder hammer | ||||||
+10 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 | ||||||
Storm shield | |||||||
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |||||||
Storm shield | The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | ||||||
+5 Teleport homer | |||||||
Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" from any enemy models, or anywhere within 3" of a friendly model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability. Designer’s Notes: We recommend placing a Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Teleport Homer does not count as a model for any rules purposes). | |||||||
+5 Teleport homer | Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" from any enemy models, or anywhere within 3" of a friendly model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability. Designer’s Notes: We recommend placing a Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Teleport Homer does not count as a model for any rules purposes). |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• Any number of models can each have their thunder hammer and storm shield replaced with 2 lightning claws. • The unit can be equipped with 1 teleport homer.
|
ABILITIES | |
ABILITIES |
Angels of Death, Combat Squads, Teleport Strike Crux Terminatus: Every model in this unit has a 5+ invulnerable save. Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword. 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, TERMINATOR, TERMINATOR ASSAULT SQUAD, DEATHWING, WOLF GUARD |
It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.
When the fighting is at its fiercest, the Terminator-armoured warriors of the Chapter truly show their quality.
Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.
The Deathwing have learned to begin their sweeping fire patterns immediately upon their arrival from teleportation.
Flesh Tearers constantly push towards new foes, moving one step closer to engaging the enemy and sating their lust to kill.
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.
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.
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.
Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.
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.
Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.
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.
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.
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 lords of the Fang are stern but generous masters, who may reward a worthy warrior with an artefact of great power.
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 Salamanders are amongst the most noble and selfless of the Adeptus Astartes, laying down their lives in others’ defence.
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.
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.
The Black Templars rarely permit their foes to retreat.
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.
It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes.
The deadliest strike comes always from the least expected quarter. So taught Corax.
The Black Templars strike with aggressive and overwhelming force, shattering their foes’ will to fight.
If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.
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 ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
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 | ||
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. | ||
This datasheet has Elites Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:
Lightning claw used in following datasheets:
|
|
Thunder hammer used in following datasheets:
Storm shield used in following datasheets:
Teleport homer used in following datasheets:
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.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.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 CORE keyword is used in following Space Marines datasheets:
The TERMINATOR keyword is used in following Space Marines datasheets:
The DEATHWING keyword is used in following Space Marines datasheets:
The WOLF GUARD keyword is used in following Space Marines datasheets:
The ARTILLERY keyword is used in following Space Marines datasheets:
The DARK ANGELS and INFANTRY 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 FLESH TEARERS and INFANTRY 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:
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:
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 ULTRAMARINES and INFANTRY keywords are used in following Space Marines datasheets:
The ULTRAMARINES and BIKER keywords are 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 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 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 datasheets using AGENT OF THE IMPERIUM keyword can be found in following Factions:
Imperium: Inquisition, Officio Assassinorum.The AGENT OF THE IMPERIUM keyword is used in following datasheets:
When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.
If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.The IRON HANDS and CHARACTER keywords are used in following Space Marines datasheets:
SHROUDING
The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows.
Blessing: Shrouding has a warp charge value of 6. If manifested, select one friendly PHOBOS unit within 18" of this PSYKER. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks.
The WHITE SCARS and INFANTRY keywords are used in following Space Marines datasheets: