Unit Name ## WS BS St To Wo In At Ld Save Cost
Marshal (HQ) 1 5 5 4/8 4 3 5 4 10 (I)+/4 155
Independent Character, Rites of Battle; Storm
Shield (x1); Thunder Hammer (x1); If a Space
Marine Commander is on the field then all other
Space Marine squads may use his Leadership for
any Morale, Pinning and Leadership Test, but not
Psychic test.
Terminator Armour 2+ armour save, 5+ Invulnerable Save May not make [25]
Sweeping Advances. Deep Strike if allowed.
#Purity Seals If the model (and unit he is with) falls back, [0]
roll an extra D6 and pick the best 2 (for your
own definition of 'best').
Holi Orbs of Anitoch [10]
The Emperor's Champion 1 6 4 4 4 2 5 2* 10 2+ 140
Bolt Pistol ; Can Challenge enemy characters;
Bolt Pistol
#Purity Seals If the model (and unit he is with) falls back, [0]
roll an extra D6 and pick the best 2 (for your
own definition of 'best').
#Black Sword [0]
#Accept any Challenge, no ma In close combat Black Templars units counts as [50]
having the Preffered enemy special rule
Terminator Assault Squad (Elit 4 4 4 4/8* 4 1 4 2* 9 +/5(I) 200
May always Deep Strike; 2 Lightning Claws (x2);
Thunder Hm. & Storm Sh. (x2)
Sergeant 1 4 4 4 4 1 4 2/3 9 +/5(I) [40]
2 Lightning Claws
#Terminator Armour 2+ armour save, 5+ Invulnerable Save May not make [0]
Sweeping Advances. Deep Strike if allowed.
Land Raider 'Crusader' (Heavy 1 BS: 4 Front: 14 Side: 14 Rear: 14 265
Tank, Transports 15 Space Marines or 8
Terminators; Tank; Power of the Machine Spirit.
No firing points.; 2 'Hurricane' Bolters; Linked
Assault Cannon; Multi-Melta
#Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [0]
#Frag Launchers Passengers disembarking count as having frag [0]
grenades
#Power of the Machine Spirit May move forward if Stunned, may fire one extra [0]
weapon at BS2 if moving <6"
Techmarine (Elites) 1 4 4 4/8* 4 2 4 /4+1+ 9 +/5(IH 145
Power Weapon; Bolter; Bolt Pistol (x1); Combat
Shield; Repair Weapon Destroyed or Immbolised
Vehicles on A D6 roll of 6
#Signum Re-roll 1 failed shooting 'to hit' roll per turn. [0]
#Servo Arm Gives extra attack with double strength and no [0]
armour save, going last. May reroll vehicle
reapir roll.
#Auspex If Infiltrators set up within 4d6" of a unit with [0]
an Auspex, the unit can fire once at the
Infiltrators before the battle begins.
#Purity Seals If the model (and unit he is with) falls back, [0]
roll an extra D6 and pick the best 2 (for your
own definition of 'best').
#Flamer [0]
#Artificer Armour 2+ armour save. [0]
#2nd Servo Arm Gives extra attack with double strength and no [0]
armour save, going last. If the Techmarine is in
base contact with an immobilised vehicle, he may
repair it on a D6 roll of 6.
#Plasma Cutter [0]
Terminator Honours +1 Attacks. [15]
Holi Orbs of Anitoch [10]
Bionics If the model is suffers a wounding hit and fails [5]
his saving throw roll a d6. If a 6 is rolled the
model ignores the wound. Not effective against
weapons which do not allow a saving throw or
instant kills.
Intiates (Troops) 9 4 4 4 4 1 4 1/2 8 3+ 217
Bolt Pistol & CCW; Bolt Pistol & Power Fist (x1)
Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [58]
Carries up to 10 Space Marines; Tank; If
immobilised, can attempt to repair instead of
shooting - this succeeds on the roll of a 6. Two
firing points.; Storm Bolter
Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Smoke Launchers Use instead of shooting- for one turn, [3]
penetrating hits count as glancing blows.
Intiates (Troops) 9 4 4 4 4 1 4 1/2 8 3+ 209
Bolt Pistol & CCW; Bolt Pistol & Power Wep. (x1)
Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [55]
Carries up to 10 Space Marines; Tank; If
immobilised, can attempt to repair instead of
shooting - this succeeds on the roll of a 6. Two
firing points.; Storm Bolter
Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Initiate Assault Squad (Fast A 7 4 4 4 4 1 4 1/2* 8 3+ 169
Bolt Pistol & CCWep. (x6); Bolt Pistol & Power
Fist (x1); Frag Grenades
Option Footnotes:
2 'Hurricane' Bolters Each 'Hurricane' bolter counts as a 3 twin-linked
bolters
Artificer Armour 2+ armour save.
Bolt Pistol 12"R, S4, AP5, Pistol.
Bolter 24"R, S4, AP5, Rapid Fire.
Combat Shield
Frag Grenades When attacking troops in cover, both sides go
simultaneosly. Power Fists still go last.
Lightning Claw(s) No armour save; re-roll failed "to wound" rolls.
Lightning Claws do not give bonus attacks for 2
weapons unless 2 Claws are used together.
Linked Assault Cannon 24"R, S6, AP4, Heavy 4, Rending, Linked.
Multi-Melta 24"R, S8, AP1, Heavy 1, +D6 AP at 12".
Power Fist Doubles strength, always go last & no armour save
in close combat.
Power Weapon No armour save in close combat.
Storm Bolter 24"R, S4, AP5, Assault 2.
Storm Shield 4+ invulnerable save against hand-to-hand
attacks.
Thunder Hammer Doubles Strength, no armour save, always goes
last. Models wounded may not attack again until
the end of the next Assault phase. Vehicles hit
suffer "Crew Shaken" in addition to other damage.
Total Army Cost: 1500