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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 Dreadnoughts left arm is equipped
with a Dreadnought close combat weapon that has a built-in storm bolter. The
Dreadnoughts 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 Dreadnoughts 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 armors 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
models 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
wont 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
Gustavs 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. |
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