ELITES

 

0-2 DREADNOUGHT

 

Points

WS

BS

S

Front Armor

Side Armor

Rear Armor

I

A

Dreadnought

75

4

4

6(10)

12

12

10

4

2

Type: Walker
Crew: One Space Marine

Weapons: The Dreadnought’s left arm is equipped with a Dreadnought close combat weapon that has a built-in storm bolter. The Dreadnought’s right arm is equipped with one weapon from the following list: assault cannon +30 pts; twin-linked heavy bolter +30 pts; twin-linked autocannon +35 pts; multi-melta +40 pts; plasma cannon +40 pts; twin-linked lascannon +50pts.

Options: The Dreadnought may be equipped with any of the following vehicle upgrades in the Space Marine Armory: extra armor, searchlight or smoke launchers. No upgrade may be chosen more than once per Dreadnought.

The storm bolter may be upgraded to a heavy flamer at an additional cost of +10 pts.

The Dreadnought’s close combat weapon can be upgraded to a missile launcher at an additional cost of +10 pts.

 

0-1 KNIGHTS ERRANT

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Knight Errant

110

4

4

5

5

3

4

3

10

3+

Squad: You may include between 1 and 3 Knights Errant as a single Elites choice. Knights Errant do not form units and move independently across the battlefield.

Weapons: Particle projection cannon, electro-lance (counts as a single lightning claw)

SPECIAL RULES

Fearless: Since the Knights Errant are simply advanced machines, they are assumed to pass all Leadership and Morale checks they would be forced to make. In addition, they can never be pinned.

Particle Projection Cannon: The Knights Errant use an experimental weapon that fires a beam of sub-atomic, radioactive particles at their targets. This weapon may be fired in two ways. In the normal mode, it is an accurate, if relatively light, combat firearm. However, if the Knight remains motionless in the Movement Phase, he may choose to fire the PPC in overcharged mode. This creates a blast almost unrivaled on the battlefield. Whenever a Knight Errant uses his weapon in this manner, he cannot shoot at all in the next Shooting Phase, due to the incredible heat and power drain this causes. Its electro-lance still works as normal though. The statistics for the two modes are as follows:

Normal Range: 12" S: 5 AP: 4 Assault 3

Overcharged Range: 36" S: 9 AP: 3 Heavy 1

Self-Repair: The Knights Errant were designed with automatic repair systems to deal with normal battlefield damage. Whenever a Knight Errant is killed, do not remove the model from the table. Instead, lay the model on its side. At the start of the Zweihanders’ turn roll a D6 and consult the following table:

1-3: The Knight Errant is beyond repair, and is removed from play.

4-5: The Knight Errant stands back up with 1 Wound.

6: The Knight Errant stands back up with 2 Wounds.

Systems Overload: Since the Knights are experimental robots, occasionally they cannot assess the battlefield information to choose a correct course of action in a timely manner. To represent his, roll a D6 for each Knight Errant on the table. On a roll of 1, that model cannot move, shoot, assault, or self-repair that turn. Each model is rolled individually.

 

0-1 NEMESIS SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Nemesis Marine

58

4

4

4

4

1

4

1

9

3+

Nemesis Veteran Sergeant

68

4

4

4

4

1

4

2

9

3+

Squad: The squad consists of one Nemesis Veteran Sergeant and four to five Nemesis Marines.

Weapons: Each Nemesis Marine is armed with a Nemesis halberd. The Sergeant is equipped with a Nemesis sword and a bolt pistol. The entire squad is equipped with jump packs, frag grenades, and melta bombs.

SPECIAL RULES

Fearless: When fighting Dark Eldar Incubi, the Nemesis squad is always assumed to pass any Leadership test the unit is required to make.

Deep Strike: Space Marine models with jump packs may Deep Strike. See the Jump Pack Rules in the Wargear section. The only difference is that when fighting Dark Eldar, Nemesis squads always deep strike, even when the Mission rules do not allow it.

Parry: When fighting Dark Eldar Incubi in close combat, Nemesis Marines can attempt to parry any wounds inflicted with a 5+ save, due to their advanced training.

 

0-1 RAZOR SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Tactical Razor Marine

20

4

4

4

4

1

4

1

9

3+

Veteran Sergeant Mazzikim

53

4

4

4

4

1

4

2

9

3+

 

Points

Front Armor

Side Armor

Rear Armor

BS

Razorwing

195

12

12

10

4

A Zweihanders Force may use the Tactical Razor Squad as one of its Elites and Heavy Support choices (it counts as two choices on the Force Organization Chart). This squad must be used exactly as described and may not be given additional equipment or vehicles.

Squad: The squad consists of 5 Razor Marines, and Veteran Sergeant Mazzikim.

Weapons: The entire squad is armed with shuriken catapults. Veteran Sergeant Mazzikim is armed with a weapon similar to the Maugetar (shuriken cannon and power weapon). The entire squad is equipped with frag and krak grenades. The entire squad is mounted in the Razorwing.

Razorwing: The Razorwing is the personal transport of the Razor Squad. It is a refitted Falcon Grav Tank, provided by their Eldar allies.

Type: Skimmer, Tank, Fast

Weapons: Twin-linked shuriken catapults, pulse laser (counts as a twin-inked lascannon), and a plasma cannon

Transport: The Falcon can carry up to 6 Space Marines.

 

TERMINATOR SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Terminator

42

4

4

4

4

1

4

2

9

2+

Squad: The Squad consists of one Space Marine Terminator Sergeant and between four and nine Space Marine Terminators. The +1 attack bonus for having Terminator honors and the Terminator armor’s 2+ save have already been included in the characteristics above.

Weapons: The terminator Sergeant is equipped with a power sword and storm bolter. The Space Marine Terminators are armed with power fists and storm bolters.

Options: Any model may replace its power fist with a chainfist for +5 pts. Up to three models may be armed with either a pair of lightning claws or a thunder hammer and storm shield for no additional cost. Up to two models may be armed with one of the following weapons: assault cannon at +20 pts; heavy flamer at +10 pts; Cyclone missile launcher at +20 pts. The Cyclone missile launcher replaces the model’s power fist, and the other weapons replace its storm bolter.

The Terminator Sergeant may have additional equipment from the Space Marine Armory.

SPECIAL RULES

Deep Strike: Space Marine models with Terminator armor may Deep Strike. See the Terminator Armor rules in the wargear section.

Note: Zweihanders do not use Terminator assault squads.

 

ZWEIHANDERS VETERAN SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Veteran Space Marine

18

4

4

4

4

1

4

1

9

3+

Veteran Sergeant

+12

4

4

4

4

1

4

2

9

3+

Squad: The squad consists of between five and six Veteran Zweihanders.

Weapons: Bolter or bolt pistol and close combat weapon.

Options: Two Veteran Zweihanders may be armed with one of the following: heavy bolter at +5 pts; missile launcher at +10 pts; lascannon at +15 pts; multi-melta at +15 pts; or plasma cannon at 15 pts. In addition, one Veteran Zweihander may be armed withone of the following: flamer at +6 pts; meltafun at +10 pts; plasma gun at +6 pts.

The entire squad may be given frag grenades at an additional cost of +1 point per model and krak grenades at +2 pts per model. One veteran Zweihander may be upgraded to a Veteran Sergeant at an additional cost of +12 pts.

Terminator Honors: If the squad is led by a Veteran Sergeant, then the rest of the squad may have Terminator honors at an additional cost of +10 pts per model.

Transport Vehicle: The entire squad may be mounted in a Razorback at an additional cost of +70 pts or a Bridgelayer at +85 pts.

 


SPECIAL CHARACTERS

 

GROG THE OUTCAST, SPACE MARINE OGRYN

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Grog

128

5

4

6(10)

5

3

4

3

9

3+

A Zweihanders force may use Grog the Outcast. He must be used exactly as described, and may not be given any additional equipment. He can only be used in a battle where both players have agreed to the use of special characters.

Wargear: Multi-melta, thunder hammer, terminator honors, frag grenades

SPECIAL RULES

Extremely Strong: Grog is about equal to a standard Space Marine dreadnought in strength. Because of this, the specially modified multi-melta he carries is treated as Assault 1 instead of Heavy 1 for purposes of moving and shooting. In addition, He does not have to strike last in close combat with the thunder hammer he carries. If you think of Grog as a special form of dreadnought, you won’t go far wrong!

 

GUSTAV, ULTIMA-CLASS DREADNOUGHT

 

Points

WS

BS

S

Front

Side

Rear

I

A

Gustav

255

4(5)

4(5)

6(10)

12

12

10

4

2

Brother Gustav has been reclassified as a Ultima class dreadnought. He must be used as described and cannot have any additional equipment.

Wargear: Multi-melta, storm bolter, dreadnought lightning claw, Whirlwind ordnance launcher, high-res targeter, damage control system, melee enhancement circuitry, enhanced coffin

SPECIAL RULES

Whirlwind Ordnance Launcher: The Ultima dreadnought design incorporates a Whirlwind missile launcher. The Whirlwind system can only be fired if the dreadnought has not moved or fired any other weapons in that turn. In addition, Brother Gustav cannot assault on the same turn as he fired the ordnance.

High-Res Targeter: The advanced targeting system on board allows Brother Gustav to remain unaffected by the Night Fight special ruled. It also gives the dreadnought a +1 bonus to his Ballistic Skill.

Damage Control System: Brother Gustav is equipped with an advanced repair system that activates in combat. Whenever Brother Nigel is damaged, roll two dice on the damage tables. At that point, pick the result preferred.

Melee Enhancement Circuitry: Brother Gustav is especially deadly and savage in melee. He receives a +1 bonus to his Weapon Skill. In addition, the frightening speed shown by this dreadnought in melee causes an additional –1 to his opponents’ Leadership if they lose the assault.

Enhanced Coffin: The structure of Brother Gustav’s armored sarcophagus has been strengthened with high-impact shock absorbers and additional plating. He can ignore all Crew Stunned and Crew Shaken results on the damage table.

 

LIEUTENANT ONSLAUGHT, TERMINATOR CHAMPION

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Onslaught

95

4

4

4

4

1

4

2

9

2+

Lieutenant Onslaught may replace one of the heavy weapons Terminators in a Terminator Squad. He must be used as described, and may not be given any additional equipment. He can only be used in a battle where both players have agreed to the use of special characters.

Wargear: Terminator armor, assault cannon, cyclone missile launcher

SPECIAL RULES

Heavy Hitter: Due to the special construction of his venerable Terminator armor, Lieutenant Onslaught may shoot both the assault cannon and the Cyclone missile launcher in his shooting phase.

 

NIGEL, DOMINATOR-CLASS DREADNOUGHT

 

Points

WS

BS

S

Front

Side

Rear

I

A

Nigel

215

4

4(5)

6

12

12

10

4

1

Brother Mordred has been reclassified as a Dominator class dreadnought. He must be used as described and cannot have any additional equipment.

Wargear: Two pairs of twin-linked lascannons, high-res targeter, damage control system

SPECIAL RULES

High-Res Targeter: The advanced targeting system on board allows Brother Nigel to remain unaffected by the Night Fight special ruled. It also gives the dreadnought a +1 bonus to his Ballistic Skill.

Damage Control System: Brother Nigel is equipped with an advanced repair system that activates in combat. Whenever Brother Nigel is damaged, roll two dice on the damage tables. At that point, pick the result preferred.


Back to Codex Zwiehanders.

E-mail me!