Veteran — 53 points Interrogator-Hero — 84 points Mighty Hero — 125 points 


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Veteran — 53 points Interrogator-Hero — 84 points Mighty Hero — 125 points



Troop Type M WS BS S T W I A Ld
Veteran Marine 4 5 5 4 4 1 5 1 9
Marine Hero 4 6 6 5 5 2 6 2 9
Mighty Hero 4 7 7 5 5 3 7 3 10

All Chaplains wear Power Armour (3+ save), wield a Bolt Pistol (240) and Frag (256) grenades, have a Crozius

Arcanum (230) and a Rosarius (integrated Conversion Field: 208, 4+ unmod save). Friendly Space Marines within 8" may re-roll any failed Break Test (47) once.

Options

May purchase from the Armour (150), Grenades (149), Assault (149) and Special (149) weapons lists. May have up to 2 Wargear Cards (14). May ride a Bike (156) for +20 points.


 

 

Librarians

Lexicanium (Level 1) — 53 points

Codicier (Level 2) — 97 points

Epistolary (Level 3) — 152 points Chief Librarian (Level 4) — 196 points

Troop Type M WS BS S T W I A Ld
Lexicanium 4 4 4 4 5 1 5 1 8
Codicier 4 5 5 5 5 2 5 1 8
Epistolary 4 6 6 5 5 3 6 2 8
Chief 4 7 7 5 5 4 7 3 9

All Librarians wear Power Armour (3+ save), wield a Bolt Pistol (240) and Frag (256) grenades. Are Psykers

with a Mastery Level (36) as listed; select powers from the Librarian (43), Adeptus (38) and/or Inquisition (42) lists.

Options

May purchase from the Armour (150), Grenades (149), Assault (149) and Special (149) weapons lists. May have up to 1 Wargear Card (14) per level. May ride a Bike (156) for +20 points.

 

Apothecary

Points

Troop Type M WS BS S T W I A Ld
Veteran Marine 4 5 5 4 4 1 5 1 9

An Apothecary wears Power Armour (3+ save), wields a Bolt Pistol (240) and Frag (256) grenades, and carries

a MediPack (216).

Options

May purchase from the Armour (150), Grenades (149), Assault (149) and Special (149) weapons lists. May have 1 Wargear Card (205). May ride a Bike (156) for +20 points.

 

Techmarine

Points

Troop Type M WS BS S T W I A Ld
Veteran Marine 4 5 5 4 4 1 5 1 9

A Techmarine wears Power Armour (3+ save), wields a Bolt Pistol (240) and Frag (256) grenades. See special

rule about Vehicles & Techmarines (148). May attempt to repair (27) a damaged vehicle.

Options

May purchase from the Armour (150), Grenades (149), Assault (149) and Special (149) weapons lists. May have up to 1 Wargear Card (205). May ride a Bike (156) for +20 points. Techmarines often have servo-arms (219, +1 Attacks) for +10 points.

 

Veteran Sergeant

+5 points

Troop Type M WS BS S T W I A Ld
Veteran Marine 4 5 5 4 4 1 5 1 9

The Sergeant of an Assault (154), Tactical (154), Devastator (154) or Scout (154) squad may be upgraded to a

Veteran Sergeant with the stats shown above. Weapons and armour remain unchanged, but he may carry up to 1

Wargear Card (14).

 

Squads                                                                                                                                    25%+

 

Terminator Squad

Points

Troop Type M WS BS S T W I A Ld
Veteran Marine 4 5 5 4 4 1 5 1 9

Includes 4 Marines and 1 Marine Sergeant, all of whom share the above stats. Each wears Terminator Armour

(222, 3+ save on 2D6) and is armed with a StormBolter (229). Each must also purchase a Terminator Assault  Weapon (150).


 

 

Options

One model may take a Terminator Heavy Weapon (150). The unit may be teleported into battle (24) for an additional 50% of its total cost.

 

Tactical Squad

Points

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

Includes 9 Space Marines and 1 Space Marine Sergeant, all of whom share the above stats. Each wears Power

Armour (3+ save), carries a Boltgun (224), Bolt Pistol (240) and Frag (256) grenades.

Options

One model may take a Heavy (149) weapon; one may take a Special (149) weapon. The sergeant may purchase  Assault (149) weapons. The entire squad may carry Krak (256) grenades for +30 points. Sergeant may be a  Veteran (153) for +5 points.

 

Assault Squad

Points

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

Includes 9 Space Marines and 1 Marine Sergeant, all of whom share the above stats. Each wears Power Armour

(3+ save). Each is armed with a Bolt Pistol (240), Frag (256) and Krak (256) grenades.

Options

Any model may purchase Assault Weapons (149). Up to 2 models may purchase a Special Weapon (149). The entire squad or Combat Squads (148) may carry Blind (256) grenades for +2 points per model, and/or Melta  Bombs (256) for +5 points per model. Either size unit may use Jump Packs (214) for +5 points per model. The Sergeant may be upgraded to Veteran (153) status for +5 points.

 

Devastator Squad

Points

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

Includes 9 Space Marines and 1 Marine Sergeant, all of whom share the above stats. Each wears Power Armour

(3+ save), carries a Boltgun (224), Bolt Pistol (240) and Frag (256) grenades.

Options

Up to 4 models may purchase a Heavy Weapon (149). The Sergeant may purchase from the Assault (149) weapons list. The Sergeant may be upgraded to Veteran (153) status for +5 points.

 

Scout Squad

Points

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8
Scout 4 4 3 4 3 1 4 1 7

Includes 4 Scouts and 1 Space Marine Sergeant. All wear Scout Armour (4+ save). Each carries a Bolt Pistol

(240) and Frag (256) grenades. May fight in dispersed formation (12). May infiltrate (13).

Options

Any model may carry a Scout (150) weapon. One model may purchase a Special (149) or Heavy (149) weapon. The sergeant may purchase Assault (149) weapons. The entire squad may carry Krak (256) grenades for +15 points. The sergeant may be upgraded to Veteran (153) status for +5 points.

 

Bike Squadron

Points per model

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

 

 

Includes between 3 and 5 Space Marines riding Space Marine Bikes (156) with twin-linked Boltguns (224) and a Targeter (221, +1 to hit). Each Marine wears Power Armour (3+ save), and carries a Bolt Pistol (240) and  Frag (256) grenades.

Options

Any model may carry Assault (149) Weapons, and up to 2 models may choose Special (149) weapons. The entire squadron may carry Blind (256) grenades for +2 points per model, and/or Krak (256) grenades for +3 points per model. In addition to the 3-5 normal Bikes, the Squadron may include up to 1 Space Marine Attack  Bike (157) for +110 points.

 

Support                                                                                                                                   <50%

 

Allies

Allies may come from any Space Marine (152) Chapter [Dark Angels (166), Blood Angels (163), Space Wolves (176), Ultramarines (182), Legion of the Damned (170)], any Imperial Agents (96) [Inquisition (97), Adeptus  Arbites (101), Sisters of Battle (142)] or the Imperial Guard (109). Any Imperial army may include an Assassin

(103). Additional allied support may come from the Squat (184) and Eldar (81) army lists. Forces chosen as allies

may ignore normal composition requirements, including command hierarchies.

 

Space Marine Dreadnought

115 points + weapons

Walker/Dreadnought (25). A Dreadnought may pick up to 2 Dreadnought Weapons (150). All Dreadnought weapons include a Targeter (221, +1 to hit) and ignore the first Jam (31) when rolling Sustained Fire (30) dice.

 

Ram

 

 

 

 

     

 

Str

Dmg

Save Mod M

WS

BS

S

I A Ld
7

D10

-4 6

6

6

7

5 3 10

 

 

Armour

 

D6

Location

Front

Side/Rear

1

Legs

20

18

2-3

Arm

19

17

4-6

Body

21

19

D6

Legs Damage Table

1

May not move next turn.

2

Staggers D3” in a random direction next turn.

3-4

May only limp D3” per turn.

5-6

Leg is blown off and Dreadnought crashes to the ground (effectively destroyed).

D6

Arm Damage Table (pick one closest to attacker, or randomize if tie)

1

Any ranged weapons in the arm may still be used, but the arm may not be used in close

combat (32); deduct 1 from the Attacks of the Dreadnought from now on.

2

Any weapons in the arm may only be used if you first roll a 4+ on D6.

3-5

Arm is torn from the Dreadnought‘s body. Weapons mounted on the arm are destroyed,

and the Attack of the Dreadnought in close combat is reduced by 1.

6

The arm‘s weapons explode. In addition to the result noted in ―3-5‖ above, a secondary

explosion forces an immediate roll on the Body Damage Table.

D6

Body Damage Table

1

May only move or attack from now on if you first roll a 4+ on D6.

2

All characteristics are halved for the rest of the game, rounding up.

3-4

Engine bursts into flame; the machine is immobilized. The Marine inside may fire one weapon. Roll a D6 at the beginning of each player‘s turn; the machine explodes on a 1 or 2, and any models within 3” suffer D6 S10 hits with a –3 save modifier.

5

The Marine controlling the Dreadnought is slain. Staggers D3” in a random direction,

and then collapses.

6

The ammunition explodes. The Dreadnought is destroyed; any models within 3” suffer

D6 S10 hits with a –3 save modifier.

                             

 

 

Bikes

 

Space Marine Bike

20 points + rider cost

Wheeled Vehicle (25). May carry 1 Space Marine (stats listed elsewhere) as rider. May not be ridden by a model wearing Terminator Armour (58). All vehicle weapons include a Targeter (221, +1 to hit)

Weapons

Driver controls twin-linked Boltguns (224) with a 90° arc of fire to the front.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast 5

D4

-2

10‖

15‖ 30‖  

 

Armour

 

D6

Location

Front

Side/Rear

1-2

Rider

-

-

3-6

Bike

10

10

D6

Bike Damage Table

1

The twin Boltguns are destroyed.

2

For the rest of the game, the bike may only move at Slow Rate.

3

Roll a D6 at the start of each of the bike‘s movement phases (23); on a 4+, the rider can

control the bike normally; otherwise, the bike moves out of control (26) for that turn.

4

Bike flips over, killing the rider. The wreck comes to rest D6” away in a random

direction. Any model under it when it lands takes D3 S6 hits with a –2 save modifier.

5

Engine explodes, killing the rider. The wreck hurtles out of control next turn before

coming to a permanent halt.

6

Fuel explodes, killing rider. The flaming wreck hurtles out of control next turn and then

explodes, causing D3 S8 hits with a –3 save modifier to all models within 3”.

 

Rider Damage Table

 

Roll to see if the rider is killed using normal shooting rules (27). If the rider is killed,

the bike will go out of control next turn and then flip over and be destroyed.

                   

 

 

Artillery

 

Servitor Crew

Points per model

Troop Type M WS BS S T W I A Ld
Servitor 4 3 4 3 4 1 4 1 7

Servitors  function  as  Artillery  crews.  The  Servitor‘s  armoured  body  grants  it  a   5+   save.  All  Servitors  are

immune to psychology (47) and cannot be broken (46).

 

Tarantula

11 points + weapons and crew

Has a crew of 1-2 Servitors (156), purchased separately. Comes with a Targeter (221, +1 to hit).

Options

Select one of the following weapons:

 

Vehicles

 

Marine Crew

Included in cost of vehicle

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

All Marine crews (13) wear Power Armour (3+ save) and carry Bolt Pistols (240).


 

 

Options

Any model may purchase an Assault (149) or Special (149) weapon.

 

Attack Bike

Points

Wheeled Vehicle (25). Has a crew (156) of 1 driver and 1 gunner. All vehicle weapons include a Targeter (221,

+1 to hit).

Weapons

Driver controls twin-linked Boltguns (224) with a 90º forward arc. Gunner fires a Multi-Melta (236) with a 180° arc of fire to the front.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast 6

D6

-3

8‖

18‖ 24‖  

 

Armour

 

D6

Location

Front

Side/Rear

1-3

Crew

-

-

4-6

Bike

10

10

D6

Bike Damage Table

1

Twin Boltguns are destroyed.

2

Multi-Melta is destroyed.

3

Controls are damaged; roll D6 at the start of each of your subsequent movement phases

(23); on a 4+, you may move and fire with the bike as normal; otherwise, the bike moves out of control (26) for that turn.

4

Wheels buckle; bike flips over, killing the crew. The wreck crashes tot he ground D6”

in a random direction. Any model under the bike when it lands takes D6 S7 hits with a

–2 save modifier.

5

Engine blows up, killing the crew. The wreck moves out of control next turn, then

comes to a permanent halt.

6

Fuel explodes, killing crew. The flaming wreck hurtles out of control next turn, then

explodes, causing D3 S8 hits with a –3 save modifier to all models within 3”.

 

Crew Damage Table

 

Hit the crewman nearest to the attacker, or randomize if it is unclear. Roll to see if the

crewman (156) is slain as normal. If the driver is slain, then the vehicle will move out  of control (26) for the remainder of the game or until the gunner takes over.

                   

 

Land Speeder

Points

Skimmer (26). Has a crew (156) of 1 driver and 1 gunner. All vehicle weapons include a Targeter (221, +1 to

hit).

Weapons

Carries a Heavy Flamer (235) with a 180° forward arc, and a Multi-Melta (236) with a 45° forward arc.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast 6

D6

-3

10‖

20‖ 30‖  

 

Armour

 

D6

Location

Front

Side/Rear

1-2

Crew

-

-

3-6

LandSpeeder

10

12

D6

Land Speeder Damage Table

1

Heavy Flamer is destroyed.

2

Multi-Melta is destroyed.

3

Controls are damaged; roll D6 at the beginning of each of your movement phases (23);

                   

 

 

  on a 4+, you may move and fire with the land speeder as normal; otherwise, the land speeder moves out of control (26) for that turn.
4 Engine cuts out; crashes to the ground 2D6” away in a random direction. Anything under the land speeder when it lands takes D3 S6 hits with a –2 save modifier. The crew are able to leap to the ground (26) before it crashes, but will suffer damage for high-speed dismounts as normal.
5 Engine blows up, killing the crew. The wreck plummets to the ground 2D6” away in a random direction; anything under the speeder when it lands takes D3 S6 hits with a –2 save modifier.
6 Fuel explodes, killing crew. The wreck crashes 2D6” away in a random direction; anything under the speeder or within 3” takes D3 S8 hits with a –3 save modifier.
  Crew Damage Table
  Hit the crewman nearest to the attacker, or randomize if it is unclear. Roll to see if the crewman (156) is slain as normal. If the driver is slain, then the land speeder will move out of control (26) for the remainder of the game or until the gunner takes over.

 

Rhino Transport

Points

Tracked Vehicle (25). Has a crew (156) of 1 driver. Vehicle weapons have a Targeter (221, +1 to hit). May transport up to 10 Space Marines in Power Armour, 5 Marines in Terminator Armour (222), or 1 Dreadnought.

Weapons

Mounts twin-linked Boltguns (224) with a 90° arc of fire to the front.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast 7

D12

-5

8‖

18‖ 25‖  

 

Armour

 

D6

Location

Front

Side/Rear

1

Track

15

15

2-5

Hull

20

18

6

Weapons

12

12

D6

Track Damage Table

1

May only move at Slow speed for the rest of the game.

2-5

Track is blown off; tank moves out of control (26) next turn and then comes to a halt

for the rest of the game.

6

Track is blown off and the Rhino flips over; wreck comes to a rest D6” away in a

random direction. Any model it lands on takes D6 S7 hits with a –2 save modifier. Roll a D6 for each model aboard; on a 4+ they are slain in the crash. Surviving models may  disembark (26) as normal.

D6

Hull Damage Table

1

Driver is hit and killed. The vehicle moves out of control and may not fire any weapons

until he is replaced.

2-4

Roll a D6 for each model on board; on a 4+, they are slain.

5

Engine explodes, killing every model on board. Rhino is spun around to face a random

direction and then comes to a permanent halt.

6

Fuel tank explodes, killing all models on board. Vehicle goes out of control (26) next

turn and then explodes; every model within 3" suffers a hit from a Heavy Flamer (235).

D6

Weapons Damage Table

1

Boltguns are damaged, and may only be fired if you first roll a 4+ on D6.

2-5

All weapons are destroyed.

6

All weapons are destroyed. Secondary explosion; a roll on the Hull Damage Table.

                   

 

 

Razorback Tank

Points

Tracked Vehicle (25). Has a crew (156) of 1 driver and 1 gunner. All vehicle weapons include a Targeter (221,

+1 to hit). May transport a Combat Squad (148) of 5 Space Marines in Power Armour.

Weapons

Turret holds a Lascannon (235) linked with two Plasma Guns (228) and has a 360° arc of fire.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast

7

D12

-5

8‖

18‖ 25‖

 

 

Armour

 

D6

Location

Front

Side/Rear

1

Track

15

15

2-4

Hull

20

18

5-6

Turret

22

15

 

If hit from the Side or Rear, roll D6:

1-3 = Turret, 4-6 = Gunner

D6

Track Damage Table

1

May only move at Slow speed for the rest of the game.

2-5

Track is blown off; tank moves out of control (26) next turn and then comes to a halt

for the rest of the game.

6

Track is blown off and the vehicle flips over; wreck comes to a rest D6” away in a

random direction. Any model it lands on takes D6 S7 hits with a –2 save modifier. Roll a D6 for each model aboard; on a 4+ they are slain in the crash. Surviving models may  disembark (26) as normal.

D6

Hull Damage Table

1-3

Roll a D6 for each model on board; on a 4+, they are slain.

4

Engine explodes, killing every model on board. Rhino is spun around to face a random

direction and then comes to a permanent halt.

5

Fuel tank explodes, killing everyone onboard. The vehicle goes out of control (26) next

turn and then explodes; every model within 3" suffers a hit as from a Heavy Flamer

(235)

6

Ammunition explodes; the vehicle is destroyed. Every model within 3” suffers D6 S10

hits with a –3 save modifier

D6

Turret Damage Table

1

Weapons are damaged, and may only be fired if you first roll a 4+ on D6.

2

Turret is jammed and may no longer rotate; weapons may only fire straight ahead at

targets that are directly in front of it.

3

Turret gunner is slain.

4-6

Ammunition explodes; the vehicle is destroyed. All crew are slain and the turret is

blown off, flying 2D6” in a random direction; anything under the spot where it lands suffers D6 S9 hits with a –6 save modifier.

 

Crew Damage Table

 

Roll to see if the gunner (156) is slain as normal.

                     

 

Predator Tank

Points

Tracked Vehicle (25). Has a crew (156) of 1 driver, plus 1 gunner (3 with optional sponsons). All vehicle

weapons include a Targeter (221, +1 to hit).

Weapons

Turret mounts an Autocannon (233) and has a 360° arc of fire. This may be upgraded to a twin-linked Autocannon for +30 points.


 

 

Options

The vehicle may be fitted with two side sponsons, each with a 180° arc of fire to the appropriate side. Each sponson may hold a Heavy Bolter (234) for +15 points, a Heavy Flamer (235) for + 25 points or a single  Lascannon (235) for +45 points.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast 8

D12

-5

7‖

20‖ 25‖  

 

Armour

 

D6

Location

Front

Side/Rear

1

Track

15

15

2-3

Hull

20

18

4

Sponson

17

15

5-6

Turret

22

22

D6

Track Damage Table

1

May only move at Slow speed for the rest of the game.

2-5

Track is blown off; tank moves Out of Control (26) next turn and then comes to a halt

for the rest of the game.

6

Track is blown off and the vehicle flips over; wreck comes to a rest D6” away in a

random direction. Any model it lands on takes D6 S7 hits with a –2 save modifier. Roll a D6 for each model aboard; on a 4+ they are slain in the crash. Surviving models may  disembark (26) as normal.

D6

Hull Damage Table

1-3

Explosion rips through the crew compartment; each crew member must roll a 4+ on D6

to avoid being slain.

4

Engine explodes, killing crew instantly. The vehicle is spun around to face a random

direction, then comes to a halt for the rest of the game.

5

Fuel tank explodes, killing all models on board. Vehicle goes out of control (26) next

turn and then explodes; every model within 3" suffers a hit from a Heavy Flamer (235).

6

Ammunition explodes. The vehicle is destroyed; all models within 3” suffer D6 S10

hits with a –3 save modifier.

D6

Sponson Damage Table

1

Sponson weapon is damaged and may only be fired if you first roll a 4+ on D6.

2-5

Sponson is destroyed.

6

Sponson is destroyed, but a secondary explosion forces a roll on the Hull Damage

Table.

D6

Turret Damage Table

1

Primary weapon is damaged, and may only be fired if you first roll a 4+ on D6.

2

Turret is jammed and may no longer rotate; turret weapons may only fire straight ahead

at targets that are directly in front of it.

3

Turret gunner is slain.

4-6

Ammunition explodes; the vehicle is destroyed. All crew are slain and the turret is

blown off, flying 2D6” in a random direction; anything under the spot where it lands suffers D6 S9 hits with a –6 save modifier

                   

 

Whirlwind Tank

Points

Tracked Vehicle (25). Has a crew (156) of 1 driver and 1 gunner. All vehicle weapons include a Targeter (221,

+1 to hit).

Weapons

Turret mounts a Whirlwind Multi-Launcher (248) and has a 360° arc of fire.


 

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast 7

D12

-5

8‖

18‖ 25‖  

 

Armour

 

D6

Location

Front

Side/Rear

1

Track

15

15

2-4

Hull

20

18

5-6

Turret

20

18

D6

Track Damage Table

1

May only move at Slow speed for the rest of the game.

2-5

Track is blown off; tank moves Out of Control (26) next turn and then comes to a halt

for the rest of the game.

6

Track is blown off and the vehicle flips over; wreck comes to a rest D6” away in a

random direction. Any model it lands on takes D6 S7 hits with a –2 save modifier. Roll a D6 for each model aboard; on a 4+ they are slain in the crash. Surviving models may  disembark (26) as normal.

D6

Hull Damage Table

1

Driver is slain. Unless his position is taken over, the vehicle moves out of control for

the rest of the game.

2-3

Explosion rips through the crew compartment; each crew member must roll a 4+ on D6

to avoid being slain.

4

Engine explodes, killing crew instantly. The vehicle is spun around to face a random

direction, then comes to a halt for the rest of the game.

5

Fuel tank explodes, killing all models on board. Vehicle goes out of control (26) next

turn and then explodes; every model within 3" suffers a hit from a Heavy Flamer (235).

6

Ammunition explodes and the vehicle is destroyed. Any models inside are slain, and

any models within 3” suffer D6 S10 hits with a –3 save modifier.

D6

Turret Damage Table

1

Multi-launcher is damaged, may not be fired indirectly, and may only be fired if you

first roll a 4+ on D6.

2

Multi-launcher goes haywire and fires a barrage at a random target. Roll a Scatter die to

determine the direction of the barrage. Place the 3” blast marker on the first model within range and in its path and work out the effects as normal. The rockets are expended and the multi-launcher may not fire until next turn.

3

Turret gunner is slain.

4-6

Ammunition explodes; the vehicle is destroyed. All crew are slain and the turret is

blown off, flying 2D6” in a random direction; anything under the spot where it lands suffers D6 S9 hits with a –6 save modifier

                   

 

Land Raider Tank

Points

Tracked Vehicle (25). Has a crew (156) of 1 driver and 2 gunners. All vehicle weapons include a Targeter (221,

+1   to  hit).  May transport   10   Marines  in  Power  Armour,   5   Marines  in  Terminator  Armour  (222), or   1

Dreadnought.

Weapons

Each side sponson has twin-linked Lascannons (235) with a 180° arc of fire to the appropriate side. Carries twin

Heavy Bolters (234) in a pintel mount with a 360° arc of fire.


 

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast 8

D12

-5

7‖

14‖ 20‖  

 

Armour

 

D6

Location

Front

Side/Rear

1-2

Track

17

17

3-5

Hull

22

20

6

Lascannons

18

18

D6

Track Damage Table (hit one closest to attacker, or randomize if tie)

1

May only move at Slow speed for the rest of the game.

2-5

Track is blown off; tank moves out of control (26) next turn and then comes to a halt

for the rest of the game.

6

Track is blown off and vehicle flips over; wreck comes to a rest D6” away in a random

direction. Any model it lands on takes D6 S7 hits with a –2 save modifier. Roll a D6 for each model aboard; on a 4+ they are killed. Survivors may disembark (26) as normal.

D6

Hull Damage Table

1

Driver is slain. Unless his position is taken over, the vehicle moves out of control (26)

for the rest of the game.

2-3

Explosion rips through the crew compartment; each crew member must roll a 4+ on D6

to avoid being slain.

4

Engine explodes, killing crew instantly. Land Raider is spun around to face a random

direction, then comes to a halt for the rest of the game.

5

Fuel tank explodes, killing all models on board. Vehicle goes out of control (26) next

turn and then explodes; every model within 3" suffers a hit from a Heavy Flamer (235).

6

Ammunition explodes; Land Raider is destroyed; any models inside are slain, and any

models within 3" suffer D6 S10 hits with a –3 save modifier.

D6

Lascannon Damage Table

1

Lascannons are damaged and may only be fired if you first roll a 4+ on D6.

2-5

Lascannons destroyed.

6

Lascannons destroyed; secondary explosion forces a roll on the Hull Damage Table.

                   

 

 

Blood Angels Units

The Blood Angels are a Chapter of the Space Marines (148). You may choose to play a Blood Angels army instead of a normal Space Marines army. If you do, you may supplement the normal Space Marines army list and rules with the following. Note that the following rules are in addition to all other rules which normally apply to Space Marines, and apply only to Blood Angels Space Marines.

 

Unique Characters

 

Commander Dante, Lord Captain of the Blood Angels



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