GUARD TERMINATOR SQUAD
A squad of Temple Guard
Terminators uses the same stats and options presented in Codex Space
Marines, with the following options added:
Any Terminator may exchange his
stormbolter for a combi-bolter at no extra cost, a bolter-flamer at +3
points, or a bolter-meltagun at +5 points.
Instead of taking a heavy weapon
from the list presented in Codex Space Marines, a Terminator may choose
to carry an autocannon at +15 points.
- See Codex: Space Marine
The Bretheren of the Sword count as a normal
Veteran Space Marine squad, with the following changes:
- All Veterans are Fearless.
- Veterans cost 20 points per model, not 18
Squad: The Scouts Squad consists of between four and
nine Scouts and a Sergeant.
Weapons: Bolt pistol and close combat weapon.
Options: Any model in the squad may replace their bolt
pistol and close combat weapon with a sniper rifle at +5 points, or a
bolter or shotgun at no additional points cost.
One of the Scouts may can have one of the following: heavy bolter
at +15 pts; autocannon at +20 pts; missile launcher at +20 pts.
The entire Squad can have frag grenades at an additional cost of +1 pt
per model and krak grenades at an additional cost of +2 pts per model.
One of the Scouts may be upgraded to a Veteran
Sergeant at an
additional cost of +13 points.
Infiltrators: In the right circumstances
Scouts can work their way into a forward position on the
battlefield. To represent this they may set up using
the Infiltrators rule, but only if the mission allows Infiltrators.
If it does not then they set up normally with the rest of the
Dispersed Formation: Templar
Scouts move in a dispersed formation, allowing them more
flexibility in their movements. Their squad coherency is
4" rather than the normal 2".
Move Through Cover: Scouts roll an extra D6
when rolling to move through difficult terrain. In most
cases this will mean that they roll 3D6 and pick the dice with the