Name |
# |
Grp |
WS |
BS |
S |
T |
Wo |
I |
A |
Ld |
Save |
Cost |
Master
Jarrell Atredies |
1 |
HQ |
5 |
5 |
4/8 |
4 |
3 |
5/1 |
4/5 |
10 |
2+/4(i) |
181 |
Option Summary: BP1
PF1 Independent Character; Commander; Rites of Battle.;
Bolt Pistol (x1); Power Fist
(x1); Stubborn |
Artificer
Armor |
1 |
2+
Armor Save. |
[20] |
Option Summary: |
Iron
Halo |
1 |
4+
Invulnerable Save. |
[25] |
Option Summary: |
Master-Crafted
Weapon |
1 |
Re-roll
one failed 'to hit' roll on this weapon per turn. |
[15] |
Option Summary: |
Terminator
Honors |
1 |
+1
Attacks. Ld becomes 9 if lower. |
[15] |
Option Summary: |
Master
of Sanctity |
1 |
HQ |
5 |
5 |
4 |
4 |
3 |
5 |
4/5 |
10 |
2+/4(i) |
198 |
Option Summary: PP1
PW Independent Character; Chaplain; Honor of the
Chapter; Litany of Hate.; Rosarius; Plasma
Pistol (x1); Crozius Arcanum |
Artificer
Armor |
1 |
2+
Armor Save. |
[20] |
Option Summary: |
Blades
of Reason |
1 |
As
long as the character is alive at the end of the game, roll a D6 for each
enemy model that was slain; on a roll of 6 they did not die but were captured.
Each captured person adds +D6 victory points. Can not be used against
Necrons or Tyranids. |
[5] |
Option Summary: |
Frag
Grenades |
1 |
Fight
simultaneously with troops in cover. |
[1] |
Option Summary: |
Jump
Pack |
1 |
The
model moves as Jump Infantry. Deep Strike if allowed. |
[20] |
Option Summary: |
Krak
Grenades |
1 |
When
assaulting vehicles or dreadnoughts, model may make 1 attack with D6+6
AP. |
[2] |
Option Summary: |
Master-Crafted
Weapon |
1 |
Re-roll
one failed 'to hit' roll on this weapon per turn. |
[15] |
Option Summary: |
Purity
Seals |
1 |
When
Falling Back, roll an extra D6 for distance and discard one. |
[5] |
Option Summary: |
Rosarius |
1 |
Confers
a 4+ Invulnerable save. |
[0] |
Option Summary: |
Terminator
Honors |
1 |
+1
Attacks. Ld becomes 9 if lower. |
[15] |
Option Summary: |
Assault
Squad |
9 |
Fast |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
8 |
3+ |
295 |
Option Summary: PPCCW2
FG KG MB BPCCW7 Deep Strike; Bolt
Pistol & CCW (x7); Plasma Pistol & CCW (x2); Frag
Grenades; Krak Grenades; Melta-Bombs |
Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[60] |
Option Summary: PP1
PW1 FG KG MB Terminator Honors; Plasma
Pistol (x1); Power Weapon (x1); Frag
Grenades; Krak Grenades; Melta-Bombs |
Tactical
Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
308 |
Option Summary: ML1
Melta1 KG Bt7 Bolter (x7); Missile
Launcher (x1); Meltagun (x1); Krak
Grenades |
Sergeant |
1 |
|
4 |
4 |
4/8 |
4 |
1 |
4/1 |
2/3 |
9 |
3+ |
[52] |
Option Summary: BP1
PF1 KG Terminator Honors; Bolt
Pistol (x1); Power Fist (x1); Krak
Grenades; Stubborn |
Rhino |
1 |
Grp:
BS: 4 FA: 11 SA: 11
RA: 10 |
[83] |
Option Summary: SB
Carries up to 10 Space Marines (no Terminators);
Transport, Tank; Access Points: 2 side hatches, 1 rear ramp; Fire Points:
2 models can fire from the top hatch; Repair; Storm
Bolter |
Extra
Armor |
1 |
Crew
Stunned results count as Crew Shaken instead. |
[5] |
Option Summary: |
Hunter-Killer
Missile |
1 |
One
use only: Unlimited range, S8; AP3; Heavy 1. |
[15] |
Option Summary: |
Pintle-Mounted
Storm Bolter |
1 |
Defensive
Weapon: 24" Range; S4; AP5; Assault 2. |
[10] |
Option Summary: |
Smoke
Launchers |
1 |
Use
once per game, after moving. The vehicle may not shoot, but any penetrating
hits against it count as glancing this turn. |
[3] |
Option Summary: |
Tactical
Squad |
9 |
Troops |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
8 |
3+ |
186 |
Option Summary: ML1
Fl1 KG Bt7 Bolter (x7); Missile
Launcher (x1); Flamer (x1); Krak
Grenades |
Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
8 |
3+ |
[17] |
Option Summary: BPCCW
KG Bolt Pistol & CCW; Krak
Grenades |
Whirlwind |
1 |
Grp:
Heavy BS: 4 FA: 11 SA: 11
RA: 10 |
90 |
Option Summary: WhML
Tank; Whirlwind Multiple Missile
Launcher |
Extra
Armor |
1 |
Crew
Stunned results count as Crew Shaken instead. |
[5] |
Option Summary: |
Land
Raider |
1 |
Grp:
Heavy BS: 4 FA: 14 SA: 14
RA: 14 |
259 |
Option Summary: TLHB
TLLC2 Carries up to 10 Space Marines (or up to 5
Terminators); Tank; Access Points: 2 side hatches, 1 front ramp; Power
of the Machine Spirit.; Twin-Linked Heavy Bolter;
Twin-Linked Lascannon (x2) |
Extra
Armor |
1 |
Crew
Stunned results count as Crew Shaken instead. |
[5] |
Option Summary: |
Power
of the Machine Spirit |
1 |
If
the tank suffers a Crew Stunned result, the Machine Spirit can take control.
It can move directly ahead up to its maximum speed, and can fire one weapon
as long as the vehicle moves 6" or less, at BS2. |
[0] |
Option Summary: |
Searchlight |
1 |
Use
in a Night FIght mission. The unit this vehicle fires at is illuminated,
and can be targetted by any other unit. This vehicle can also be targetted
by any enemy the next turn. |
[1] |
Option Summary: |
Smoke
Launchers |
1 |
Use
once per game, after moving. The vehicle may not shoot, but any penetrating
hits against it count as glancing this turn. |
[3] |
Option Summary: |
Vindicator |
1 |
Grp:
Heavy BS: 4 FA: 13 SA: 11
RA: 10 |
160 |
Option Summary: SB
Dem Tank; Storm Bolter; Demolisher
Cannon |
Extra
Armor |
1 |
Crew
Stunned results count as Crew Shaken instead. |
[5] |
Option Summary: |
Power
of the Machine Spirit |
1 |
If
the tank suffers a Crew Stunned result, the Machine Spirit can take control.
It can move directly ahead up to its maximum speed, and can fire one weapon
as long as the vehicle moves 6" or less, at BS2. |
[30] |
Option Summary: |
Venerable
Dreadnought |
1 |
Grp:
Elite WS: 4 BS: 4 St: 6
In: 4 At: 2 FA: 12
SA: 12 RA: 10 |
173 |
Option Summary: TLLC
ML Walker; Venerable: Re-roll
all Glancing and Penetrating results on the vehicle damage tables if desired;
Twin-Linked Lascannon; Missile
Launcher; Tank Hunters |
Extra
Armor |
1 |
Crew
Stunned results count as Crew Shaken instead. |
[5] |
Option Summary: |
Smoke
Launchers |
1 |
Use
once per game, after moving. The vehicle may not shoot, but any penetrating
hits against it count as glancing this turn. |
[3] |
Option Summary: |
Total Cost: |
1850 |
Option Footnotes
|
Bolt Pistol |
12" Range; S4; AP5; Pistol |
Bolt Pistol & CCW |
12" Range; S4; AP5; Pistol; +1
Attacks in close combat |
Bolter |
24" Range; S4; AP5; Rapid Fire |
Crozius Arcanum |
No armor save. |
Demolisher Cannon |
24" Range; S10; AP2; Ordnance
1, Large Blast |
Flamer |
Template; S4; AP5; Assault 1 |
Frag Grenades |
Fight simultaneously with troops
in cover. |
Krak Grenades |
When assaulting vehicles or dreadnoughts,
model may make 1 attack with D6+6 AP. |
Melta-Bombs |
When assaulting vehicles or dreadnoughts,
model may make 1 attack with 2D6+8 AP. |
Meltagun |
12" Range; S8; AP1; Assault 1;
2D6 Armor Penetration within 6". |
Missile Launcher |
48" Range; Frag: S4; AP6; Heavy
1, Blast; Krak: S8; AP3; Heavy 1 |
Plasma Pistol |
12" Range; S7; AP2; Pistol, Gets
Hot! |
Plasma Pistol & CCW |
12" Range; S7; AP2; Pistol, Gets
Hot!; +1 Attacks in close combat |
Power Fist |
Always go last. No armour save.
Doubles strength. |
Power Weapon |
No armor save. |
Rosarius |
|
Storm Bolter |
24" Range; S4; AP5; Assault 2 |
Stubborn |
Subject to the No Retreat rule
on pg48 of the 4th ed rulebook. Characters who are stubborn, will confer
this ability on units they join. |
Terminator Honors |
+1 Attacks. Ld becomes 9 if lower. |
Twin-Linked Heavy Bolter |
36" Range; S5; AP4; Heavy 3, Linked |
Twin-Linked Lascannon |
48" Range; S9; AP2; Heavy 1, Linked |
Whirlwind Multiple Missile Launcher |
12-48" Guess Range; Ordnance Barrage,
Large Blast; Choose one missile type before the game: Vengeance: S5; AP4;
Castellan: Place a marker the size of the large blast marker for the remainder
of the game - this is a minefield. Enemy models moving over the minefield
takes a S6, AP- hit on a 4+ (on a vehicle's rear armor if applicable). |