No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
18 Devastator Marine (base: 32mm) |
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4‑9 | 18 Devastator Marine |
6" | 3+ | 3+ | 4 | 4 | 2 | 1 | 7 | 3+ | 32mm |
18 Devastator Marine Sergeant (base: 32mm) |
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1 | 18 Devastator Marine Sergeant |
6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 3+ | 32mm |
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 | ||||||
+5 Armorium cherub | |||||||
Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again. Designer’s Note: We recommend placing an Armorium Cherub model next to the unit as a reminder, removing it once this ability has been used (an Armorium Cherub does not count as a model for any rules purposes). | |||||||
+5 Armorium cherub | Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again. Designer’s Note: We recommend placing an Armorium Cherub model next to the unit as a reminder, removing it once this ability has been used (an Armorium Cherub does not count as a model for any rules purposes). |
• The Devastator Marine Sergeant’s bolt pistol can be replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list. • The Devastator Marine Sergeant’s boltgun can be replaced with one of the following: 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list. • Up to 4 Devastator Marines can each have their boltgun replaced with 1 weapon from the Heavy Weapons list. • The unit can be equipped with 1 Armorium Cherub.
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ABILITIES | |
ABILITIES |
Angels of Death, Combat Squads, Armour of Contempt Signum: In your Shooting phase, each time this unit shoots, if it contains a Devastator Marine Sergeant, you can select one model in this unit. Until the end of the phase, that model has a Ballistic Skill characteristic of 2+.
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FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, | |
KEYWORDS: INFANTRY, CORE, DEVASTATOR SQUAD |
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.
When their prey is bleeding out, the Wolfspear strike hardest to deliver the killing blow.
No foe can escape the hunt, nor hide from the master trackers of the Wolfspear.
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.
At a critical point in the battle, the Black Templar host channels its fervour into their strikes, breaking the back of the enemy force in a hatred-fuelled flurry of blows.
Every blow struck against a Black Templar is answered in kind. Even as they are laid low, their blades still lash out at the enemies of the divine Emperor.
With a zealous cry, the Black Templars press forward towards victory.
Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.
Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.
Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.
No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.
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.
Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.
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.
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.
The lords of the Fang are stern but generous masters, who may reward a worthy warrior with an artefact of great power.
Should an Ultramarines Sergeant show particular excellence in battle, they may be given the honour of bearing a Chapter relic into battle.
To earn the respect and praise of your khan is to be gifted superlative tools of war to wield in their name.
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.
In times of great need, the Raven Guard issue their precious relics to whichever battle-brothers are best placed to employ them, paying little regard to matters of rank.
To triumph over the champions of other Imperial Fists successors requires a warrior of superlative skill and fortitude.
The crusade ships of the Black Templars maintain vast armouries of blessed weapons and sacred artefacts.
The Iron Hands do not lack for optimised combat armaments, distributed to the most logical bearers before battle begins.
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.
Even amongst the rank and file of the Salamanders, artefacts of peerless craftsmanship can be found.
Those who exemplify the finest qualities of the Blood Angels will be entrusted to bear powerful wargear into battle.
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.
It is not unheard of for especially accomplished Imperial Fists Sergeants to be granted an artefact from the Phalanx’s Reclusiam.
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.
The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.
Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.
White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.
Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.
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.
To the Imperial Fists, pain is but another didactic tool, a reminder of what their forebears endured without complaint and which they, too, must weather unwavering.
The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
The Salamanders’ expertise with weapons that recall their volcanic heritage is unmatched.
Even in the press and whirl of close combat, the fires of Nocturne are undimmed, a roaring inferno consuming the foe.
The Salamanders are amongst the most noble and selfless of the Adeptus Astartes, laying down their lives in others’ defence.
The presence of these black-clad killers can force any challenger to back down, lest the wrath of the Emperor be visited upon them.
It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes. In battle they are never still, surging towards the enemy, bolters blazing.
Sensing when an enemy is weakened and fearing for its survival, the Wolfspear emerge from the shadows for a rapid strike.
Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.
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.
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.
To be entrusted with a holy flame weapon is a great honour among the warriors of the crusade. It is their duty to ensure that the greatest heretics are suitably punished with purifying flame.
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. | ||||||
+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. | ||||||
+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 | - |
+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. | ||||||
+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. | ||||||
+5 Lightning claw | ||||||
+5 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 | - |
+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. |
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Frag grenades used in the following datasheets:
Krak grenades used in the 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.The ASTRA MILITARUM and VEHICLE keywords are used in the following Astra Militarum datasheets:
The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The SANCTIC ASTARTES keyword is used in the following Grey Knights datasheets:
The datasheets using HERETIC ASTARTES keyword can be found in the following Factions:
Chaos: Chaos Space Marines, Death Guard, Thousand Sons.The HERETIC ASTARTES keyword is used in the following datasheets:
The ADEPTA SORORITAS keyword is used in the following Adepta Sororitas datasheets:
The CELESTIAN SACRESANTS keyword is used in the following Adepta Sororitas datasheets:
The NEMESIS DREADKNIGHT keyword is used in the following Grey Knights datasheets:
The IMPERIUM keyword is used in the following Space Marines datasheets:
The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The ARTILLERY keyword is used in the following Space Marines datasheets:
The WHITE SCARS and BIKER keywords are used in the following Space Marines datasheets:
The WHITE SCARS and INFANTRY keywords are used in the following Space Marines datasheets:
Bolt pistol used in the following datasheets:
The INFANTRY keyword is used in the following Space Marines datasheets:
The IRON HANDS and INFANTRY keywords are used in the following Space Marines datasheets:
ALL FLESH IS WEAKNESS
This warlord bears so extraordinary a number of cybernetic enhancements that there is little true flesh left.
When this WARLORD would lose a wound, roll one D6; on a 5+ that wound is not lost.
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The IRON HANDS and CHARACTER keywords are used in the following Space Marines datasheets:
The ADEPTUS ASTARTES and INFANTRY keywords are used in the following Space Marines datasheets:
The IMPERIAL FISTS and CORE keywords are used in the following Space Marines datasheets:
The IMPERIAL FISTS and INFANTRY keywords are used in the following Space Marines datasheets:
The SALAMANDERS and CORE keywords are used in the following Space Marines datasheets:
The SALAMANDERS and CHARACTER keywords are used in the following Space Marines datasheets:
The SALAMANDERS and INFANTRY keywords are used in the following Space Marines datasheets:
The SERVITOR keyword is used in the following Space Marines datasheets: