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Space Marines

Space Marines are the most elite warriors in the Imperium, possessing legendary toughness and
strength and inhuman prowess in combat, augmented by decades, if not centuries, of combat
experience.
Disposition of Forces
The following section shows which units you may purchase for your force.

You may spend any number of Challenge Points; for each point, gain one unit from the following list:
Assault Squad
Chapter ChaplainE
Chapter LibrarianE
Company CaptainE
Razorback
Rhino
Scout Marine Squad
Scout Sniper
Tactical Squad
E
This is an Elite Choice.

You may spend any number of Challenge Points; for every two points, gain one unit from the following
list:
Assault Terminator SquadE
Devastator SquadH
DreadnoughtH
PredatorH
Terminator SquadE
Whirlwind
E
This is an Elite Choice.
H
This is a Heavy Choice.

You may spend three Challenge Points to gain one unit from the following list:
Land RaiderH
Land Raider CrusaderH
HT
his is a Heavy Choice.

Space Marine Special Rules:


For the Life of the Chapter
For Space Marines, the continuation of the Chapter is more important than their own survival. This
means collecting the Progenoid Glands that are key to the creation of future Battle-Brothers, and no
Space Marine will willingly abandon the precious Geneseed to the enemy.

A Space Marine unit must score three or more successes on a Morale Test to abandon wounded, though
they suffer no penalty if they do so.

Drop Pod Assault


Space Marines use Drop Pods to deploy to critical battles with maximum rapidity. Their speed and
small size makes it difficult for enemy forces to interdict them, ensuring that their cargo is delivered.
Certain Space Marine units will indicate that they may Drop Pod Assault in their unit description. A
unit that will deploy in a Drop Pod is placed in Reserve, and when they arrive is determined by normal
Deep Strike rules.

To deploy the unit, Deep Strike the Drop Pod as normal. If the Drop Pod is destroyed, the entire unit is
lost along with it.

If the Drop Pod successfully arrives, place the unit so that all of the models are in contact with the Drop
Pod. The unit counts has having deployed by Deep Strike and may not activate this turn.

Unit Statistics
Unit Name Tactical Marine Squad
Quality Elite
Resolve Determined
Armor Power Armor (+4)
Traits Powerful, Tough, And They Shall Know No Fear
A Tactical Marine Squad consists of 5 Marines. Each Marine is equipped with a Bolter, Close Combat
Weapon and Frag and Krak grenades.

One Marine may replace his Bolter with a Flamer, Meltagun or Plasmagun.

You may spend a Challenge Point to add 5 additional Marines to the squad. If you do, a second Marine
may replace his Bolter with a Lascannon, Plasma Cannon or Missile launcher. He counts as a Heavy
Weapons team permanently attached to the unit.

You may spend a Challenge Point to upgrade the squad into Veterans. If you do, the Squad gains one of
the following Traits: Furious Charge, Tank Hunters, Infiltrate.

Veterans are also issued one of the following special ammunition types, chosen before deployment at
the beginning of the game:
Dragonfire Bolts- Attacks by a Bolt weapon loaded with Dragonfire rounds ignores the Terrain that the
target is occupying when determining cover.
Hellfire Rounds- A model hit by a Bolt weapon loaded with Hellfire rounds suffers 2 additional hits.
Kraken Bolts- A Bolt weapon loaded with Kraken Bolts increases its Damage by +1 and its Range
multiplier by x1. (This improves the Pistols Range to x3 and the Bolters to x4)
Vengeance Rounds- A Bolt weapon loaded with Vengeance rounds increases its damage by +3, reduces
its Range multiplier by x1 (this reduces the Pistol's Range to x1 and the Bolter's to x2) and gains the
Unreliable Special Rule.

Any Marine in the unit equipped with a Bolter or Bolt Pistol can use the special ammunition. The
Veterans controller decides if the unit will use the special ammunition when it Shoots. If special
ammunition is used, all Marines in the squad must use them if able.

Any Marine in the unit may replace his Bolter with a Bolt Pistol at no cost.

A Tactical Marine Squad may deploy via Drop Pod Assault.


Unit Name Assault Marine Squad
Quality Elite
Resolve Determined
Armor Power Armor (+4)
Traits Powerful, Tough, And They Shall Know No Fear, Assault Troops
An Assault Marine Squad consists of 5 Marines. Each Marine is equipped with a Bolt Pistol and Close
Combat Weapon, Jump Pack and Frag and Krak grenades. One Marine may replace his Bolt Pistol with
a Flamer.

You may spend a Challenge Point to add 5 additional Marines to the squad. If you do, a second Marine
may replace his Bolt Pistol with a Flamer, Meltagun of Plasmagun.

You may spend a Challenge Point to upgrade the squad into Veterans. If you do, they gain the Furious
Charge Trait.

In addition, each Veteran Assault Marine is equipped with Combat Shields and Melta Bombs.

You may deploy an Assault Marine Squad by Drop Pod; they must remove their Jetpacks to do so,
however.

Unit Name Terminator Squad


Quality Elite
Resolve Determined
Armor Terminator Armor and Crux Terminatus(+8)
Traits Powerful, Tough, And They Shall Know No Fear, Deep Strike
A Terminator Squad consists of 5 Marines. Each Marine is equipped with a Storm Bolter and Power
Fist.

You may spend a Challenge Point to add 5 additional Marines to the squad. If you do, you may spend a
second Challenge Point have up to two Marines replace their Storm Bolters with Assault Cannons or
Heavy Flamer. For each Terminator you do not upgrade in this way, one Marine may be equipped with
a Tempest Missile Launcher.

A Terminator Squad may deploy by Drop Pod.


Unit Name Assault Terminator Squad
Quality Elite
Resolve Determined
Armor Terminator Armor and Crux Terminatus(+8)
Traits Powerful, Tough, And They Shall Know No Fear, Assault Troops, Furious Charge
An Assault Terminator Squad consists of 5 Marines. Each Assault Terminator is equipped with a
Thunder Hammer and Storm Shield.

You may spend a Challenge Point to add 5 additional Marines to the squad.

You may replace the the Terminators Hammers and Storm Shields with paired Lightning Claws at no
Additional Cost.

A unit of Assault Terminators may deploy by Drop Pod Assault.

Unit Name Scout Marine Squad


Quality Regular
Resolve Determined
Armor Carapace Armor (+2)
Traits Powerful, Tough, And They Shall Know No Fear, Infiltrate
A Scout Marine Squad consists of 10 models. They are equipped with Bolters, Close Combat Weapons
and Frag grenades.

You may replace any Scouts Bolter with a Bolt Pistol or Shotgun.

Scout Marines may deploy via Drop Pod.

Unit Name Scout Marine Sniper


Quality Regular
Resolve Determined
Armor Carapace Armor (+2)
Traits Powerful, Tough, And They Shall Know No Fear, Infiltrate, Sniper
A Scout Marine Sniper is a unit consisting of a single model. A Scout Marine Sniper is equipped with a
Sniper Rifle and Close Combat Weapon.
Unit Name Chapter Chaplain
Quality Elite
Resolve Determined
Armor Power Armor and Rosarius (+8)
Traits Powerful, Tough, And They Shall Know No Fear, Litanies of Hate, Honor of the Chapter
A Chapter Chaplain is an Independent Character. The Chaplain is equipped with a Rosarius, Power
Weapon and Bolt Pistol.

You may spend a Challenge Point to have the Chaplain replace his Power Armor with Terminator
Armor. If you do, replace his Bolt Pistol with a Storm Bolter.

Unit Name Chapter Librarian


Quality Elite
Resolve Determined
Armor Power Armor (+4)
Traits Powerful, Tough, And They Shall Know No Fear, Psyker
A Chapter Librarian is an Independent Character. The Librarian is equipped with a Force Weapon, Bolt
Pistol and Psychic Hood.

Unit Name Company Captain


Quality Elite
Resolve Determined
Armor Power Armor and Iron Halo (+8)
Traits Powerful, Tough, And They Shall Know No Fear, Rites of Battle, Master Tactician
A Company Captain is an Independent Character. The Captain is equipped with a Power Weapon, Bolt
Pistol and Iron Halo.

You may replace the Captains Bolt Pistol with a Plasma Pistol at no cost.

A Company Captain is accompanied by a Command Squad. Treat this as a Tactical Squad consisting of
4 models, that cannot be further upgraded. The Captain may not leave the Command Squad.

In addition, select one of the following specialist to attach to the command squad.
-Banner Bearer: A Banner bearer counts as a Tactical Marine. He replaces his Close Combat Weapon
with a Company Standard.
-Company Champion: A Company Champion counts as a Tactical Marine. He replaces his Close
Combat Weapon with a Power Weapon. He may replace his Bolter with a Bolt Pistol.
-Apothecary: An Apothecary counts as a Tactical Marine. He is equipped with a Narthecium/Reductor.
Unit Name Devastator Squad
Quality Elite
Resolve Determined
Armor Power Armor (+4)
Traits Powerful, Tough, And They Shall Know No Fear
A Devastator Squad consists of 5 Marines. They are equipped with Bolters, Close Combat Weapons
and Frag and Krak grenades.

Up to 4 Marines may replace their Bolters with a heavy weapon from the following list: Heavy Bolters,
Plasma Cannons, Missile Launchers or Lascannons. Each Marine with one of these weapons counts as
a heavy weapons team attached to the squad.

You may spend a Challenge Point to add 5 additional models to the unit.

A Devastator Squad may deploy in a Drop D=Pod.

Unit Name Rhino


Armor +4
Movement Tracked (12” Cruising, 18” Flank)
Crew 2 (Elite)
A Rhino is equipped with a Storm Bolter Primary Weapon and Smoke Launchers. A Rhino is a
Transport, capable of carrying up to 12 models.

You may spend a Challenge Point to equip the Rhino with Extra Armor, Dozer Blades and a pintle-
mounted Storm Bolter Secondary Weapon.

Unit Name Razorback


Armor +4
Movement Tracked (12” Cruising, 18” Flank)
Crew 2 (Elite)
A Razorback is equipped with a Twin-linked Heavy Bolter as a Primary Weapon.

You may spend a Challenge Point to equip the Razorback with Extra Armor, Dozer Blades and a pintle-
mounted storm bolter.

You may spend a Challenge Point to replace the Razorback's Twin-linked Heavy Bolters with your
choice of Twin-linked Assault Cannons or Twin-linked Lascannons.
Unit Name Predator
Armor +6
Movement Tracked (12” Cruising, 18” Flank)
Crew 2
A Predator's is equipped with an Autocannon Primary Weapon, and two sponson-mounted Heavy
Bolters as Secondary Weapons.

You may spend a Challenge Point to replace the Predator's Autocannon with a Twin-linked Lascannon.

You may spend a Challenge Point to replace the Predator's sponson-mounted Heavy Bolters with
sponson-mounted Lascannons.

You may spend a Challenge Point to equip the Predator with Extra Armor, Dozer Blades and a pintle-
mounted Storm Bolter as a Secondary Weapon.

Unit Name Whirlwind


Armor +4
Movement Tracked (12” Cruising, 18” Flank)
Crew 3
A Whirlwind is equipped with a Whirlwind Multiple Missile Launcher and Smoke Launchers.

You may choose to deploy the Whirlwind in Reserve as an Off-Board Artillery Unit.
Unit Name Dreadnought
Armor +5
Movement Walker (6” Cruising, 12” Flank)
Crew 1 (Elite)
A Dreadnought is a Walker. A Dreadnought is equipped with a Dreadnought Close Combat Weapon,
Storm Bolter, Assault Cannon and Smoke Launchers.

You may replace the Dreadnoughts Storm Bolter with a Heavy Flamer at no cost.

You may replace the Dreadnought Close Combat Weapon and Storm Bolter with a Missile Launcher at
no cost.

You may spend a Challenge Point to replace the Assault Cannon with twin-linked Lascannons or a
Multi-melta at no cost.

Because of its size, a Dreadnought counts as 10 models in Close Assault to determine who is
outnumbered.

A Dreadnought has an Armored Sarcophagus to protect the crippled Space Marine hero interred within.
Whenever a Dreadnought would suffer a Crew Killed result on the vehicle damage table, it instead
suffers a cumulative -1 penalty to Fire Effect and Close Assault resolution and a -1” to Cruising and
Flank Speeds. If its Cruising Speed is ever reduced to 0”, it becomes Immobilized.

Unit Name Land Raider


Armor +10
Movement Tracked (12” Cruising, 18” Flank)
Crew 4 (Elite)
A Land Raider is equipped with two sponson-mounted Lascannons as Primary Weapons and a Twin-
linked Heavy Bolter as a Secondary Weapon. In addition, a Land Raider is equipped with the Power of
the Machine Spirit and Smoke Launchers.

A Land Raider can carry up to 10 models, and may carry models in Terminator Armor.

A Land Raider is an Assault Vehicle; a unit may Close Assault after disembarking from a Land Raider.

You may spend a Challenge Point to give the Land Raider Dozer Blades, a Hunter-Killer Missile and a
pintle-mounted Storm Bolter Secondary Weapon.
Unit Name Land Raider Crusader
Armor +10
Movement Tracked (12” Cruising, 18” Flank)
Crew 4 (Elite)
A Land Raider Crusader is equipped with a Twin-linked Assault Cannon and a Multi-Melta as Primary
Weapons and two sponson-mounted Hurrican Bolters. In addition, a Land Raider is equipped with the
Power of the Machine Spirit, Smoke Launchers and Frag Assault Launchers.

A Land Raider Crusader is a transport that can carry up to 15 models, and may carry models in
Terminator Armor.

A Land Raider Crusader is an Assault Vehicle; a unit may Close Assault after disembarking from a
Land Raider Crusader.

You may spend a Challenge Point to give a Land Raider Crusader Dozer Blades, a Hunter-Killer
Missile and a pintle-mounted Storm Bolter Secondary Weapon.
Space Marine Wargear
Assault Cannon
An Assault Cannon is a Heavy Weapon. It has the Rending Special Rule; whenever you roll a 6 for
damage with an Assault Cannon, roll an additional die.

Autocannon
An Autocannon is a Heavy Weapon.

Auspex
Once per turn, one unit within 12” of a model equipped with an Auspex may count a target as one
range closer.

A Short Range attack counts as at Base Range, a Medium Range attack counts as Short Range, a Long
Range attack counts as Medium Range. A target outside of Long Range still cannot be targeted.

Bolter
A Bolter is a Squad Basic weapon.

Bolt Pistol
A Bolt Pistol is a Squad Basic weapon. As a pistol, it counts as a Close Combat Weapon in Close
Assault.

Carapace Armor
A model equipped with Carapace Armor gain an Armor bonus to Armor Rating of +2.

Combat Shield
Whenever a model equipped with a Combat Shield would suffer a hit in Close Assault, you may roll
1d6; on a 5+, the hit is negated. This may be taken even after a model has already failed a Save.

Dreadnought Close Combat Weapon


A Dreadnought Close Combat Weapon counts as a power weapon. In addition, a Dreadnought Close
Combat Weapon always hits on a 2+.

Flamer
A Flamer is a Squad Support weapon.

Frag Grenades
A unit equipped with Frag grenades gains +2 to Close Assault resolution against non-vehicle
opponents.

Force Weapon
A Force Weapon counts as a Power Weapon. If an attack with a Force Weapon wounds a model, the
Psyker may take a Psychic Test. If the Psyker scores two or more successes, the model is immediately
killed.

Heavy Bolter
A Heavy Bolter is a Heavy weapon.

Because of their immense strength, a Space Marine equipped with a Heavy Bolter attached to a squad
may use a Heavy Bolter as a Squad Support weapon instead.

Hunter-Killer Missile
Once per game, the vehicle may fire the Hunter-Killer Missile. Resolve it as a single attack with a Krak
missile.

Hurricane Bolter
A Hurricane Bolter is a Heavy Weapon. A Hurricane Bolter is Twin-linked.

Iron Halo
A model equipped with an Iron Halo gains a +4 Shield bonus to Armor Rating.

Jump Pack
Any model equipped with a Jump Pack moves an additional 6” and ignores terrain when it Rushes. In
addition, any unit equipped with Jump Packs gains the Deep Strike trait.

Krak Grenades
A unit equipped with Krak Grenades gains +1 to Close Assault resolution against vehicles, or +1d6 if
the unit didn't move.

Lascannon
A Lascannon is a Heavy weapon.

Meltabombs
A unit equipped with Meltabombs gains a +2 bonus to Close Assault resolution against a vehicle, or
+2d6 if the unit didn't move.

Meltagun
A Meltagun is a Special weapon. It has the Melta special rule; if an attack with a Meltagun hits a
vehicle at Short Range or closer, roll an additional 1d6 for damage.

Multi-melta
A Multi-melta is a heavy weapon. It had the Melta special rule; if an attack with a Multi-melta hits a
vehicle at Short Range or closer, roll an additional 1d6 for damage.

Plasma Cannon
A Plasma Cannon is a Heavy weapon. A Plasma Cannon is a Blast weapon; Shooting attacks with a
Plasma Cannon roll an additional 1d6 and take the highest two to determine Fire Effect.

Plasmagun
A Plasmagun is a Special weapon. A Plasmagun has the Unreliable Special Rule; if you roll one or
more 1s when determining Fire Effect for a Plasmagun, the model using it suffers a single hit from it.

Power Armor
A unit wearing Power Armor gains an Armor Rating of +4.

Power Fist
A Power Fist counts as a Power Weapon. A model equipped with a Power Fist gains the Slow trait.
Attacks with a Power Fist always hit on a 3+. In addition, a Power Fist gives +2 to Close Assault
resolution against vehicles.

Power Weapon
In Close Assault, an enemy model must reroll any successful Saves against Power Weapon attacks.

Psychic Hood
Whenever a model within 24” of the Librarian declares that it is taking a Psychic Test, the Librarian
may activate the Psychic Hood. The Librarian and the other psyker make opposed Psychic Tests. If the
Librarian scores more successes than the other psyker, the psyker automatically fails its Psychic Test;
otherwise, it takes its Psychic Test normally.

Rosarius
A model equipped with a Rosarius gains a +4 Shield bonus to Armor Rating.

Signum
Once per turn, one unit within 12” of a model equipped with a Signum may reroll one die when
determining Fire Effect.

Smoke Launchers
Once per game, at the end of the vehicles activation, it may deploy smoke. Until the beginning of the
vehicles next activation, the vehicle gains the following benefits:

-The vehicle cannot be the target of a Close Assault.


-The vehicle improves its concealment by one step. (Partially Concealed if in the open, in Hard Cover
if Partially Concealed. If in Hard Cover or Hull Down, the vehicle cannot be targeted by shooting
attacks.)

Sniper Rifle
A Sniper Rifle is a Heavy weapon. It has the Sniper Weapon special rule; after a unit with a Sniper
weapon declares its shooting, roll 1d6. On a 5+, the sniper has a clear shot and may fire at any target
within range, ignoring Target Priority. The sniper ignores penalties to Fire Effect due to range.

The Sniper's player allocates hits scored with the Sniper weapon.

In addition, a Sniper Rifle has the Rending special rule; whenever you roll a 6 for damage with a Sniper
rifle, roll an additional die.

Storm Shield
Whenever a model equipped with a Storm Shield would suffer a hit in Close Assault, you may roll 1d6;
on a 4+, the hit is negated. This may be taken even after a model has already failed a Save.

Terminator Armor
A model equipped with Terminator Armor gains a +6 Armor bonus to Armor Rating. Terminator Armor
also includes a Crux Terminatus, which gives a +2 Shield bonus to Armor Rating.

A model equipped with Terminator Armor counts as two models for the purposes of transportation, and
may only be transported in a Land Raider.

In addition, models equipped with Terminator Armor may Deep Strike.


Thunder Hammer
A Thunder Hammer counts as a Power Fist. In addition, whenever a vehicle is struck by a thunder
hammer, it suffers a -3 penalty to Fire Effect on it's next activation and it's base movement is halved, in
addition to any damage effects it may suffer.

Space Marine Basic Weapons


Name Range Damage
Bolter x3 +3
Bolt Pistol* x2 +3
*Each pistol gives +1 to Close Assault Resolution.

Space Marine Support Weapons


Name Range Fire Effect Anti-Tank
Flamer* x1 +1d6 +2
Heavy Bolter x6 +2 +2
Heavy Flamer** x2 +2d6 +3
*A unit gains +1 to Close Assault for each flamer in the unit
**A unit gains +2 to Close Assault for each heavy flamer in the unit.
Space Marine Heavy and Special Weapons
Name Range Fire-Effect Damage Anti-Tank
Assault Cannon x4 +4 +5, Rending +4, Rending
Autocannon x8 +1 +5 +4
Frag Missile x8 +0, Blast +2 +1
Heavy Bolter x6 +2 +4 +3
Hurricane Bolter x3 +4, Twin-Linked +3 +2
Krak Missile x8 +0 +8 +6
Lascannon x8 +0 +10 +8
Meltagun x2 +0 +11 +8, Melta
Multi-Melta x4 +0 +11 +8, Melta
Plasma Cannon x6 +0, Blast +9 +7
Plasmagun x4 +1, Unreliable +9 +7
Plasma Pistol x2 +0, Unreliable +9 +7
Smite* x2 +4 +8 +6
Sniper Rifle** x6 +0 +3 +1
The Avenger* x1 +1d6 +6 +4
Vortex of Doom* x2 +0, Blast +12 +9
*This is a Psychic Power; see the Psychic Power description.
**This weapon has the Sniper Weapon special rule.

Traits
And They Shall Know No Fear
If a unit with this Trait scores no successes on a Morale Test, they instead score a single success.

Whenever a unit with this trait would become Under Fire or Pinned by an attack that inflicts no
casualties, it takes a Morale test. With two or more successes, the unit ignores the attack.

If a unit with this trait loses or ties in a Close Assault but suffers no casualties, it takes a Morale Test.
With two or more successes, the unit does not retreat.

Assault Troops
A unit with this trait gains +2 to Close Assault Resolution.

Honor of the Chapter


Whenever a Space Marine unit within 24” of a model with this Trait takes a Morale Test, they score a
single automatic success, in addition to any they roll.

Infiltrate
A unit with this trait deploys after all non-infiltrating units. They may deploy anywhere on the table, as
long as they meet the following criteria:
1) They must be at least 12” from any enemy models, and outside of the enemies deployment area.
2) They must be either in cover or outside line of sight of any enemy models.

A unit that Infiltrates begins the game Concealed, per the Night Fighting rules.

Litanies of Hate
Whenever a Space Marine unit within 24” of a model with this Trait Charges, that unit rolls an
additional die for Close Assault resolution. They still only take the highest result.

Powerful
A model with this Trait counts as an additional model in Close Assault for the purposes of determining
who is outnumbered.

Psyker
A model with this Trait is capable of using Psychic Powers.
Rites of Battle
Once per turn, a friendly unit may reroll one die when determining Fire Effect when Shooting, to
resolve a Close Assault, or when taking a Morale Test, or you may reroll your Initiative die.

Sniper
A model with this Trait gains the following effects:
– Whenever a sniper would become Under Fire, it becomes Pinned instead.
– Snipers cannot Close Assault.
If a Sniper doesn't move on its activation it gains the following benefits:
– If the sniper is targeted by a Shooting attack and is not in Base Range, he counts as a Long Range.
– If the sniper is targeted by a Shooting attack, the shooting unit suffers a -2 penalty to Fire Effect, in
addition to any other penalties.

Tank Hunter
Whenever a unit with this trait attacks a vehicle, roll an additional 1d6 for damage, and takes the
highest result.

Tough
A model with this Trait gains a +1 Toughness bonus to Armor Rating.

Space Marine Psychic Powers


Smite
With a successful Psychic Test, the Librarian may use Smite when Shooting instead of firing a weapon.

The powers statistics can be found in the Special and Heavy Weapons Table.

Force Dome
Using this power replaces the Librarians Shooting.

With a successful Psychic Test, the Librarian and any unit he is attached to gain a +2 Shield bonus to
Armor Rating until the end of the turn.

Machine Curse
With a successful Psychic Test, the Librarian may use Machine Curse when Shooting instead of firing a
weapon. Machine Curse may only target a vehicle.

Machine Curse automatically hits, inflicting a single Damaging Hit on the targeted Vehicle. Ignore any
Crew Compartment Hit, Destroyed or Explode! Results.

The Avenger
With a successful Psychic Test, the Librarian may use The Avenger when Shooting instead of firing a
weapon.

The powers statistics can be found in the Special and Heavy Weapons Table.

Null Zone
Using this power prevents the Librarian from performing any action other than Moving.

With a successful Psychic Test, until the end of the turn, all models within 24” of the Librarian lose any
Shield Bonus to Armor Rating that they possess.

Might of the Ancients


This power may be used when the Librarian declares a Close Assault.

With a successful Psychic Test, the Librarian gains the Powerful Trait and rolls an additional 1d6 for
Close Assault against vehicles, taking the highest result.

Gate of Infinity
This power is used at the beginning of the Librarians activation.

The Librarian and the unit he is attached to, if any, is removed from the board and placed in Reserve.

The unit automatically Deep Strikes at the beginning of the next turn.

Vortex of Doom
With a successful Psychic Test, the Librarian may use Vortex of Doom when Shooting instead of firing
a weapon. The Librarian cannot use Vortex of Doom if he moved, and cannot move after using it.

With a failed Psychic Test, the Librarian and the unit he is attached to are targeted by the power instead.

The power's statistics can be found in the Special and Heavy Weapons Table.

Revisions
0.1
Initial Release

0.2
-Reduced Rhino, Razorback and Whirlwind Armor to +4.
-Reduced Predator Armor to +5.
-Reduced Dreadnought Armor to +5.
-Altered Heavy and Special Weapons Anti-Tank Ratings; Anti-Tank rating is now equal to ½ Damage
rating, rounded up.
-Increased Meltagun and Multi-Melta damage to +11.
-Altered Tank Hunter Trait description.
-Psychic Hood now negates Psychic Tests.
-Added Space Marine Psychic Powers.
-Added Psyker Trait.

0.3
-Revised Power Weapon description.
-Revised Sniper Trait.
-All Marines without melee weapons are now equipped with Close Combat Weapons, so that they can
actually fight in Close Assault.
-Assault Marine squads may take a Meltagun or Plasmagun in addition to a Flamer.
-Veteran Tactical Marines may now use special ammunition.
-Altered unit descriptions for Tactical Marines, Assault Marines, Terminator Squad, Assault Terminator
Squad, Chapter Chaplain, Company Captain, Rhino, Razorback, Predator, Whirlwind, Land Raider and
Land Raider Crusader.
-Altered Wargear descriptions for the Assault Cannon, Bolt Pistol, Force Weapon, Frag Grenades, Jump
Pack, Meltagun, Multi-Melta, Plasmagun, Sniper Rifle and Terminator Armor.
-Plasmaguns are now Unreliable.
-Psychic Hood now works out to 24”.
-Altered description of Rending; Altered weapon descriptions to reflect change.
-Altered all Space Marine Psychic Power descriptions.
-Force Dome and Null Zone now last until the end of the turn, instead of the Librarian's next activation.
-Reduce Rhino, Razorback and Whirlwind Armor to +3.

0.4
-Added rules for Drop Pod Assaults.
-Added rules for wounded Space Marines.
-Assault Marines gain an additional Special Weapon.
-Altered Assault Marines, Scouts and Chaplain description.
-Altered Terminator Armor description.
-Added Hurricane Bolter.
-Altered Heavy and Special Weapons table.
-Altered Disposition of Forces.
-Altered Veteran Tactical Marine Special Ammunition description.
-Altered Rites of Battle Trait description.
-Revised Heavy and Special Weapons Anti-Tank values.
-Revised all Vehicle Armor ratings.
-Altered And They Shall Know no Fear Trait description.
-Infiltrating units now begin the game Concealed.
-Altered Gate of Infinity, Force Dome, Null Zone and Smite psychic powers descriptions.
-Pistols now give bonuses to Close Assault Resolution instead of additional attacks.
-Added Plasma Pistols.
-Captains may now replace their Bolt Pistols with Plasma Pistols.
-Revised Devastator Squad description.
-Fixed error in Librarian unit statistics.
-Altered Dreadnought Armored Sarcophagus description

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