Legiones Astartes – Terror Squad
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  • Terror Squad 115 pts
UNIT COMPOSITION: 4 Executioners, 1 HEADSMAN

No Legion of the Space Marines elevated the use of fear itself as a weapon to the extent that the Night Lords did. Through their fearful and bloody acts entire star systems were cowed into submission, often occasioning far less ultimate loss of life than a conventional war might have brought. The midnight and storm-clad Legion served also as dark judges and executioners; they enacted the Emperor’s retribution on planetary governor, recidivist cult and rebel alike, where their crimes were severe enough to have called down the Imperium’s wrath so utterly upon them. Where such punishments were designed to be at their most visceral and personal, the Terror squads of the Legion were unleashed. Head hunters and torturers, flayers and mutilators; within their ranks were found both the most coldly dispassionate and darkly imaginative of the Night Lords brethren. These warriors were the most unstable and unsubtle elements of the Legion, many marked for death by the Night Haunter for their actions, but allowed to continue their service as long as their grim skills remained of use to the macabre master of the Night Lords.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Executioner (⌀32mm) 8 - - -
Executioner (⌀32mm) 7 4 4 4 4 1 4 2 8 - - - 3+ -
Headsman (⌀32mm) 9 - - -
Headsman (⌀32mm) 7 4 4 4 4 1 4 3 9 - - - 3+ -
WARGEAR
  • Chainsword
  • Bolt pistol
  • Power armour
  • Frag grenades
  • Krak grenades
TRAITS
  • Night Lords
SPECIAL RULES
  • Legiones Astartes (Night Lords)
  • Fear (1)
  • Precision Strikes (6+)
  • Infiltrate
  • Bloody Murder
  • Preferred Enemy (Infantry)
TYPE
  • Headsman: Infantry (Character, Skirmish)
OPTIONS
  • A Terror Squad may take:
  • - Up to 10 additional Executioners
    +18 points each
  • One Executioner per unit may take a Legion vexilla
    +10 points
  • Any model in the unit may take one of the following options:
  • - Bolter
    +1 point each
  • - Volkite charger
    +2 points each
  • - Rotor cannon
    +5 points each
  • - Flamer
    +5 points each
  • Any model in the unit may exchange his chainsword for:
  • - Chainblade
    +10 points each
  • - Chainglaive
    +10 points each
  • - Chainaxe
    +5 points each
  • The Headsman may exchange his bolt pistol for one of the following options:
  • - Plasma pistol
    +10 points
  • - Hand flamer
    +5 points
  • - Volkite serpenta
    +5 points
  • The Headsman may exchange his chainsword for one of the following options:
  • - Power weapon
    +10 points
  • - Power fist
    +15 points
  • - Lightning claw
    +10 points
  • The Headsman may exchange power armour for artificer armour
    +10 points
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power sword
Power sword
-
User
3
Melee, Rending (6+)
-
Power axe
Power axe
-
+1
2
Melee, Unwieldy
-
Power maul
Power maul
-
+2
3
Melee
-
Power lance
Power lance
-
+1
3
Melee, Reach (1)
-

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.

When a model has two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power fist
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon
-
Gravis power fist
Gravis power fist
-
9
2
Melee, Brutal (3)
-
Thunder hammer
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
-
Lightning claw
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon
-
Legion Vexilla

The humble vexilla displays the heraldry of a particular squad, proclaiming not only its designation in the Legion but also its proud legacy in the annals of the Great Crusade.

A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds score used to determine if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with a Legion vexilla may, before any dice are rolled to determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit), and if forced to move off the edge of the battlefield will instead stop moving, with any model that would have moved off of the battlefield ending its Fall Back move prematurely when it reaches 1" from the edge of the battlefield.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Volkite charger

R
FP
RS
AP
D
Special Rules
Traits
15"
5
5
Assault 2, Deflagrate

Power fist

R
FP
RS
AP
D
Special Rules
Traits
-
x2
2
Melee, Unwieldy, Specialist Weapon

Lightning claw

R
FP
RS
AP
D
Special Rules
Traits
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon

Army List
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Bolt pistol

R
FP
RS
AP
D
Special Rules
Traits
12
1
4
5
Pistol
Assault, Bolt

Chainsword

R
FP
RS
AP
D
Special Rules
Traits
-
User
-
Melee, Shred

Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Power Armour

Made from high grade composite armour plating over an augmenting musculature of electro-fibre bundles, power armour features its own energy systems, sensors and environmental seals. Legiones Astartes power armour is the signature wargear of the Space Marine Legions and subject to an on-going evolution in design stretching back to the Thunder Warriors of the Unification Wars of Old Earth, fused with the wisdom of the Mechanicum of Mars and technological relics recovered over the years of the Great Crusade. At the outset of the Horus Heresy, the most common patterns employed by the Legions are the ‘Crusade’ and ‘Maximus’ types, with the ‘Iron’ pattern favoured for siege and close assault work, although there are considerable customised panoplies and many other Legion-specific sub-patterns in service.

Power armour provides a 3+ Armour Save.
Volkite serpenta

R
FP
RS
AP
D
Special Rules
Traits
10"
5
5
Pistol 2, Deflagrate

Hand flamer

R
FP
RS
AP
D
Special Rules
Traits
Template
3
-
Pistol 1

Plasma pistol

R
FP
RS
AP
D
Special Rules
Traits
12"
7
4
Pistol 1, Breaching (4+), Gets Hot

Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.
Bolter

R
FP
RS
AP
D
Special Rules
Traits
24"
4
5
Rapid Fire

Flamer

R
FP
RS
AP
D
Special Rules
Traits
Template
4
5
Assault 1

Rotor cannon

R
FP
RS
AP
D
Special Rules
Traits
30"
3
-
Assault 4, Pinning, Shell Shock (1)

Infiltrate

Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.

You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building, as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.

A unit that deploys using these rules cannot Charge in their first turn.

Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
Chainaxe

R
FP
RS
AP
D
Special Rules
Traits
-
+1
-
Melee, Shred

Legiones Astartes (Night Lords)
All models with this special rule are subject to the following provisions:

A TALENT FOR MURDER
When a unit made up entirely of models with this special rule attacks during the Fight sub-phase or makes a Shooting Attack against an enemy unit that is Pinned, Falling Back or outnumbered by the attacking unit, it gains a bonus of +1 to all To Wound or Armour Penetration rolls made during the Shooting Attack or Assault. When determining if a unit is outnumbered, models with the Bulky (X) special rule count as a number of models equal to the value included as part of that special rule. Models with the Vehicle Unit Type count as ten models for the purposes of determining if the model is outnumbered by another unit.

Panoply of Slaughter
Models with this special rule gain access to unique Wargear options (see The Armoury of the Night Lords).

Children of the Night
A Warlord with this special rule may select a Warlord Trait from the Night Lords Warlord Trait list.
Bloody Murder

The Night Lords were renowned for their vicious cruelty in battle, they always sought to target their foes at their weakest point and when they found such a weakness, left only twisted and mutilated corpses in their wake.

When a unit composed entirely of models with this special rule declares a Charge targeting a unit that is Pinned or Falling Back, the Charge roll gains an additional +1 modifier, and if the Charge is successful then all models in the Charging unit gain +1 Attack for the duration of the turn in which that Charge is made.
Chainblade

R
FP
RS
AP
D
Special Rules
Traits
-
+1
3
Melee, Shred, Breaching (6+)

Chainglaive

R
FP
RS
AP
D
Special Rules
Traits
-
+2
3
Melee, Two-handed, Shred, Breaching (6+)

© Vyacheslav Maltsev 2013-2026