Choose a Space Marine Chapter trait to gain some additional perks for your squad. | ||
TRAIT |
BONUS |
Example
Chapter |
Disciplined |
Start with +2
CMD points. |
Dark
Angels, Ultramarines |
Fury |
Start with +4 Guard Tokens
useable at any time. |
Space
Wolves, Blood Angels |
Siegebreaker |
Start with +1
MISSILE LAUNCHER reload. |
Imperial
Fists |
Purify |
Start with +1
FLAMER reload. |
Salamanders |
Vigilant | Start with +3 Overwatch Tokens useable at any time. | Ultramarines |
Indomitable |
Start with +1 Power Field
(discard instead of 1 hit). |
Black
Templars |
Grenadiers |
Start
with +3 Grenades. |
Howling Griffons |
Neophyte | Add
1 Marine Scout to your squad |
Black
Templars, Dark Angels |
TERMINATOR TACTICAL SQUAD | ||||||
MARINE | DICE | SPECIAL ABILITIES | ||||
Sergeant x 1 |
3 | HEAVY: If moving
more than once per turn, may only move 3 squares on
the second move. RAPID FIRE: may shoot TWICE with 1 action if all targets are within 6 squares. If you roll doubles on the second shot, you will JAM (the shot still counts). May use rerolls to try to avoid jams (must keep second roll). JAM: weapon may not be fired again until unjammed (see actions for unjamming). REROLL: May reroll one die when shooting, meleeing, or defending. Must keep second roll. CMD-2: Roll two dice for Command Points. Earn a Command Point on a 5 or 6. |
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Terminator x 1 |
3 |
Heavy. Rapid Fire. May have a Chainfist: +1 die vs. Doors |
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Terminator w/ Heavy Weapon x 1 |
3 | Heavy. Choose a Heavy
Weapon (below).
BURN: Can target through enemy models (along a straight or diagonal line). Any model between the firer and the target square are hit with the total rolled. PERSIST: the area hit by this weapon stays dangerous until the beginning of your next turn. Roll weapon dice on any models that move into the area! AMMO: The weapon has 6 shots before it runs out. You may use supplies to reload with 3 shots.
SEIZE: if you roll triples while rapid firing, the weapon explodes! The weapon is gone, and the bearer takes 1 hit. You may use rerolls to try to avoid a sieze (must keep second roll). |
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Grenades x 3 |
4 |
TOSS: May throw
past friendly or enemy models BLAST: hits the target square. Total dice vs target. Remove the highest die and apply the remainder to the surrounding 8 squares. Blast does KNOCKBACK from the center of the blast. KNOCKBACK: If you tie or win, your shot will push the target back 3 squares. If this moves them into a wall, door, or another model, they become STUNNED- place the model on its back, and it must spend an action to stand back up next turn. BOOBYTRAP: During your move, may place a grenade on an adjacent square. Any enemy model that enters the square will be attacked by the grenade. If an enemy blip enters the square, convert the blip first. SACRIFICE: If your model is killed, you may detonate a grenade in an adjacent square if you have any left. |
TERMINATOR DEVASTATOR SQUAD | ||||||||||
MARINE | DICE | SPECIAL ABILITIES | ||||||||
Sergeant x 1 |
3 | HEAVY: If moving
more than once per turn, may only move 3 squares on
the second move. RAPID FIRE: may shoot TWICE with 1 action if all targets are within 6 squares. If you roll doubles on the second shot, you will JAM (the shot still counts). May use rerolls to try to avoid jams (must keep second roll). JAM: weapon may not be fired again until unjammed (see actions for unjamming). REROLL: May reroll one die when shooting, meleeing, or defending. Must keep second roll. CMD-2: Roll two dice for Command Points. Earn a Command Point on a 5 or 6. |
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Terminator w/ Heavy Weapon x 2 |
3 | Heavy. Choose a Heavy
Weapon (below). Max 1 weapon of each type.
BURN: Can target through enemy models (along a straight or diagonal line). Any model between the firer and the target square are hit with the total rolled. PERSIST: the area hit by this weapon stays dangerous until the beginning of your next turn. Roll weapon dice on any models that move into the area! AMMO: The weapon has 6 shots before it runs out. You may use supplies to reload with 3 shots.
SEIZE: if you roll triples while rapid firing, the weapon explodes! The weapon is gone, and the bearer takes 1 hit. You may use rerolls to try to avoid a sieze (must keep second roll).
KNOCKBACK: If you tie or win, your shot will push the target back 3 squares. If this moves them into a wall, door, or another model, they become STUNNED- place the model on its back, and it must spend an action to stand back up next turn.
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TERMINATOR ASSAULT SQUAD | ||
MARINE | DICE | SPECIAL ABILITIES |
Assault Sergeant x 1 |
3 | HEAVY: If moving
more than once per turn, may only move 3 squares on
the second move. NO SHOOTING: You don't have a Storm Bolter, but you may still use grenades. Thunder Hammer: Melee +1 die, AND add +1 to any 1 die roll when meleeing. Storm Shield: Add +1 to any 1 die when defending (passive).. REROLL: May reroll one die when shooting, meleeing, or defending. Must keep second roll. CMD-2: Roll two dice for Command Points. Earn a Command Point on a 5 or 6. |
Terminator x 2 |
3 |
Heavy. No Shooting. Lightning Claws: Melee +1. Reroll Opponent in Melee. -OR- Heavy. Rapid Fire. One Terminator may have a Chainfist: +1 die vs. Doors |
Grenades x 3 |
4 |
TOSS: May throw
past friendly or enemy models BLAST: hits the target square. Total dice vs target. Remove the highest die and apply the remainder to the surrounding 8 squares. Blast does KNOCKBACK from the center of the blast. KNOCKBACK: If you tie or win, your shot will push the target back 3 squares. If this moves them into a wall, door, or another model, they become STUNNED- place the model on its back, and it must spend an action to stand back up next turn. BOOBYTRAP: During your move, may place a grenade on an adjacent square. Any enemy model that enters the square will be attacked by the grenade. If an enemy blip enters the square, convert the blip first. SACRIFICE: If your model is killed, you may detonate a grenade in an adjacent square if you have any left. |
TERMINATOR SPECIALISTS | ||
SPECIALIST | DICE | Any SQUAD may replace their SERGEANT with a SPECIALIST instead. |
Apothecary |
3 | Heavy. Rapid Fire. CMD-1. REROLL: May reroll one die when MELEEING. Must keep second roll. HEAL: As an action, roll 3 dice- for each 6 rolled, remove one hit from an adjacent model. STUDY: Earn 1 CMD point for each DATA blip collected by your squad. |
Chaplain |
3 | Heavy. Rapid Fire. CMD-3. FORCE FIELD: Discard instead of taking 1 hit. CMD MAX +1: Your squad's Command Point max is increased by 1. |
Librarian |
3 | Heavy. Rapid Fire. CMD-2. May use 1 CMD point to do one: --SCRY- May examine ALL enemy and encounter blips on the board! --PRECOGNITION- May reroll one enemy die. --FORCE BLAST- May attack anywhere within 12 squares, as a grenade. --FORCE STRIKE- Add +1 to EACH of your dice for one melee. |
Techmarine |
3 | Heavy. Rapid Fire. CMD-1. REROLL: May reroll one die when SHOOTING. Must keep second roll. MAINTENANCE: Spend 1 Command Point to ignore a Weapon Fail result. MACHINE SPIRIT: May reroll 1 die when within 1 section of an encounter blip that rolls dice (including defense dice). |
TERMINATOR COMMAND SQUAD | ||
MARINE | DICE | SPECIAL ABILITIES |
Captain x 1 |
3 | HEAVY: If moving
more than once per turn, may only move 3 squares on
the second move. RAPID FIRE: may shoot TWICE with 1 action if all targets are within 6 squares. If you roll doubles on the second shot, you will JAM (the shot still counts). May use rerolls to try to avoid jams (must keep second roll). JAM: weapon may not be fired again until unjammed (see actions for unjamming). FORCE FIELD: Discard instead of taking 1 hit. REROLL OPPONENT: May reroll one of your dice OR your opponent's dice when shooting, meleeing, or defending. Must keep second roll. CMD-3: Roll three dice for Command Points. Earn a Command Point on a 5 or 6. CMD MAX +1: Your squad's Command Point max is increased by 1. |
Specialist x 2 |
3 |
Choose ANY 2 TERMINATOR SPECIALISTS
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MARINE TACTICAL SQUAD | ||||||||||
MARINE | DICE | SPECIAL ABILITIES | ||||||||
Sergeant x 1 |
2 |
RAPID FIRE: may
shoot TWICE with 1 action if all targets are within 6
squares. If you roll doubles on the second shot,
you will JAM (the shot still counts). May use
rerolls to try to avoid jams (must keep second roll). JAM: weapon may not be fired again until unjammed (see actions for unjamming). REROLL: May reroll one die when shooting, meleeing, or defending. Must keep second roll. MELEE +1 DIE CMD-2: Roll two dice for Command Points. Earn a Command Point on a 5 or 6. |
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Marine x 3 |
2 |
Rapid Fire. |
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Marine w/ Special Weapon x 1 |
2 |
Choose a Special Weapon (below).
BURN: Can target through enemy models (along a straight or diagonal line). Any model between the firer and the target square are hit with the total rolled. PERSIST: the area hit by this weapon stays dangerous until the beginning of your next turn. Roll weapon dice on any models that move into the area! AMMO: The weapon has 6 shots before it runs out. You may use supplies to reload with 3 shots.
BURN: Can target through enemy models (along a straight or diagonal line). Any model between the firer and the target square are hit with the total rolled.
HEAVY: may not move more than once per turn with regular actions (may use CMD pts). |
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Grenades x 3 |
4 |
TOSS: May throw
past friendly or enemy models. BLAST: hits the target square. Total dice vs target. Remove the highest die and apply the remainder to the surrounding 8 squares. Blast does KNOCKBACK from the center of the blast. KNOCKBACK: If you tie or win, your shot will push the target back 3 squares. If this moves them into a wall, door, or another model, they become STUNNED- place the model on its back, and it must spend an action to stand back up next turn. BOOBYTRAP: During your move, may place a grenade on an adjacent square. Any enemy model that enters the square will be attacked by the grenade. If an enemy blip enters the square, convert the blip first. SACRIFICE: If your model is killed, you may detonate a grenade in an adjacent square if you have any left. |
MARINE DEVASTATOR SQUAD | ||||||||||||
MARINE | DICE | SPECIAL ABILITIES | ||||||||||
Sergeant x 1 |
2 |
RAPID FIRE: may
shoot TWICE with 1 action if all targets are within 6
squares. If you roll doubles on the second shot,
you will JAM (the shot still counts). May use
rerolls to try to avoid jams (must keep second roll). JAM: weapon may not be fired again until unjammed (see actions for unjamming). REROLL: May reroll one die when shooting, meleeing, or defending. Must keep second roll. MELEE +1 DIE CMD-2: Roll two dice for Command Points. Earn a Command Point on a 5 or 6. |
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Marine w/ Heavy Weapon x 4 |
2 |
Choose a Heavy Weapon (below). Max 1 weapon of each type.
JAM: weapon may not be fired again until unjammed (see actions for unjamming). REROLL: may reroll one die when shooting. Must keep second roll
KNOCKBACK: If you tie or win, your shot will push the target back 3 squares. If this moves them into a wall, door, or another model, they become STUNNED- place the model on its back, and it must spend an action to stand back up next turn. AMMO: The weapon has 6 shots before it runs out. You may use supplies to reload with 3 shots.
BURN: Can target through enemy models (along a straight or diagonal line). Any model between the firer and the target square are hit with the total rolled.
OVERHEAT: If you roll triples, the weapon roll applies to the FIRER as well! |
MARINE ASSAULT SQUAD | ||||||||
MARINE | DICE | SPECIAL ABILITIES | ||||||
Sergeant x 1 |
2 |
RAPID FIRE: may
shoot TWICE with 1 action if all targets are within 6
squares. If you roll doubles on the second shot,
you will JAM (the shot still counts). May use
rerolls to try to avoid jams (must keep second roll). JAM: weapon may not be fired again until unjammed (see actions for unjamming). REROLL: May reroll one die when shooting, meleeing, or defending. Must keep second roll. MELEE +1 DIE CMD-2: Roll two dice for Command Points. Earn a Command Point on a 5 or 6. |
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Assault Marine x 3 |
2 |
Melee +1 die. SNAP FIRE: Once per turn, may shoot at an enemy before they melee you. |
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Marine w/ Special Weapon x 1 |
Choose a Special Weapon (below).
BURN: Can target through enemy models (along a straight or diagonal line). Any model between the firer and the target square are hit with the total rolled. PERSIST: the area hit by this weapon stays dangerous until the beginning of your next turn. Roll weapon dice on any models that move into the area! AMMO: The weapon has 6 shots before it runs out. You may use supplies to reload with 3 shots.
BURN: Can target through enemy models (along a straight or diagonal line). Any model between the firer and the target square are hit with the total rolled.
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Grenades x 5 |
4 |
TOSS: May throw
past friendly or enemy models BLAST: hits the target square. Total dice vs target. Remove the highest die and apply the remainder to the surrounding 8 squares. Blast does KNOCKBACK from the center of the blast. KNOCKBACK: If you tie or win, your shot will push the target back 3 squares. If this moves them into a wall, door, or another model, they become STUNNED- place the model on its back, and it must spend an action to stand back up next turn. BOOBYTRAP: During your move, may place a grenade on an adjacent square. Any enemy model that enters the square will be attacked by the grenade. If an enemy blip enters the square, convert the blip first. SACRIFICE: If your model is killed, you may detonate a grenade in an adjacent square if you have any left. |
MARINE SPECIALISTS | ||
SPECIALIST | DICE | Any SQUAD may replace their SERGEANT with a SPECIALIST instead. |
Apothecary |
2 |
Rapid Fire. CMD-1. MELEE +1 DIE HEAL: As an action, roll 3 dice- for each 6 rolled, remove one hit from an adjacent model. STUDY: Earn 1 CMD point for each DATA blip collected by your squad. |
Chaplain |
2 |
Rapid Fire. CMD-3. MELEE +1 DIE FORCE FIELD: Discard instead of taking 1 hit. CMD MAX +1: Your squad's Command Point max is increased by 1. |
Librarian |
2 |
Rapid Fire. CMD-2. MELEE +1 DIE May use 1 CMD point to do one: --SCRY- May examine ALL enemy and encounter blips on the board! --PRECOGNITION- May reroll one enemy die. --FORCE BLAST- May attack anywhere within 12 squares, as a grenade. --FORCE STRIKE- Add +1 to EACH of your dice for one melee. |
Techmarine |
2 |
Rapid Fire. CMD-1. MELEE +1 DIE MAINTENANCE: Spend 1 Command Point to ignore a Weapon Fail result. MACHINE SPIRIT: May reroll 1 die when within 1 section of an encounter blip that rolls dice. |
MARINE COMMAND SQUAD | ||
MARINE | DICE | SPECIAL ABILITIES |
Captain x 1 |
2 |
RAPID FIRE: may
shoot TWICE with 1 action if all targets are within 6
squares. If you roll doubles on the second shot,
you will JAM (the shot still counts). May use
rerolls to try to avoid jams (must keep second roll). JAM: weapon may not be fired again until unjammed (see actions for unjamming). REROLL OPPONENT: May reroll one of your dice OR your opponent's dice when shooting, meleeing, or defending. Must keep second roll. FORCE FIELD: Discard instead of taking 1 hit. MELEE +1 DIE CMD-3: Roll three dice for Command Points. Earn a Command Point on a 5 or 6. CMD MAX +1: Your squad's Command Point max is increased by 1. |
Veteran x 1 |
2 | Rapid Fire. REROLL: May reroll one die when shooting, meleeing, or defending. Must keep second roll. |
Specialist x 2 |
2 |
Choose ANY 2 MARINE SPECIALISTS
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DREADNOUGHT SQUAD | ||||||||||||||||
MARINE | DICE | SPECIAL ABILITIES | ||||||||||||||
Techmarine x1 |
2 |
Rapid Fire. CMD-1. Reroll
ranged. MELEE +1 DIE MAINTENANCE: Spend 1 Command Point to ignore a Weapon Fail result. MACHINE SPIRIT: May reroll 1 die when within 1 section of an encounter blip that rolls dice REPAIR: Spend 1 action to attempt to repair damage on the Dreadnought. Roll 2 dice- remove a hit for each 6 rolled. Max once per turn. |
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Dreanought x1 |
4 |
HEAVY: may not
move more than once per turn. Choose any two WEAPON ARMS (below). May fire BOTH as 1 action.
JAM: weapon may not be fired again until unjammed (see actions for unjamming).
SPLIT: May split the dice up against multiple targets in line of sight before the dice are rolled. Effective against small targets. SEIZE: if you roll quadruples while rapid firing, the weapon explodes! The weapon is gone, and the bearer takes 1 hit. You may use rerolls to try to avoid a sieze (must keep second roll).
KNOCKBACK: If you tie or win, your shot will push the target back 3 squares. If this moves them into a wall, door, or another model, they become STUNNED- place the model on its back, and it must spend an action to stand back up next turn. AMMO: The weapon has 6 shots before it runs out. You may use supplies to reload with 3 shots.
BURN: Can target through enemy models (along a straight or diagonal line). Any model between the firer and the target square are hit with the total rolled.
OVERHEAT: If you roll triples, the weapon roll applies to the FIRER as well! |
SCOUT SQUAD | ||||||||||
MARINE | DICE | SPECIAL ABILITIES | ||||||||
Sergeant x 1 |
2 |
RAPID FIRE: may
shoot TWICE with 1 action if all targets are within 6
squares. If you roll doubles on the second shot,
you will JAM (the shot still counts). May use
rerolls to try to avoid jams (must keep second roll). JAM: weapon may not be fired again until unjammed (see actions for unjamming). REROLL: May reroll one die when shooting, meleeing, or defending. Must keep second roll. MELEE +1 DIE CMD-2: Roll two dice for Command Points. Earn a Command Point on a 5 or 6. |
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Scout x 3 |
2 |
EVASIVE: Scouts
only take damage if the attack does overkill. FRAGILE: Scouts only have 1 hit, so any damage will kill a Scout. SCOUT: As an action, may reveal all blips in an adjacent board section. Ambushes won't ambush until the section is entered. Choose a Main Weapon for each scout. (below).
KNOCKBACK: If you tie or win, your shot will push the target back 3 squares. If this moves them into a wall, door, or another model, they become STUNNED- place the model on its back, and it must spend an action to stand back up next turn. SNIPER: You may use a second action to reroll one of your own OR one opponent defense die when shooting. |
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Scout w/ Special Weapon x 1 |
2 |
FRAGILE: Scouts only have 1 hit, so
any damage will kill a Scout. Choose a Special Weapon (below).
BURN: Can target through enemy models (along a straight or diagonal line). Any model between the firer and the target square are hit with the total rolled. PERSIST: the area hit by this weapon stays dangerous until the beginning of your next turn. Roll weapon dice on any models that move into the area! AMMO: The weapon has 6 shots before it runs out. You may use supplies to reload with 3 shots. HEAVY: may not move more than once per turn with regular actions (may use CMD pts).
BURN: Can target through enemy models (along a straight or diagonal line). Any model between the firer and the target square are hit with the total rolled.
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Grenades x 6 |
4 |
TOSS: May throw
past friendly or enemy models BLAST: hits the target square. Total dice vs target. Remove the highest die and apply the remainder to the surrounding 8 squares. Blast does KNOCKBACK from the center of the blast. KNOCKBACK: If you tie or win, your shot will push the target back 3 squares. If this moves them into a wall, door, or another model, they become STUNNED- place the model on its back, and it must spend an action to stand back up next turn. BOOBYTRAP: During your move, may place a grenade on an adjacent square. Any enemy model that enters the square will be attacked by the grenade. If an enemy blip enters the square, convert the blip first. SACRIFICE: If your model is killed, you may detonate a grenade in an adjacent square if you have any left. |