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WARHAMMER 40,000: QUICK START GUIDE

This guide will help you get started with games of Warhammer 40,000. For more information, see the Core Rules.
Warhammer 40,000 battles are played in a series of battle rounds. In each of these, both players have a turn, broken
into different phases that must be completed in order.

3. SHOOTING PHASE
1. COMMAND PHASE
One unit at a time, your models can fire their ranged weapons at enemy units that are within range
and visible. Models with more than one ranged weapon can shoot each one at a different target, but
2. MOVEMENT PHASE  you must declare all targets at the same time.
Weapons are presented as follows:

3. SHOOTING PHASE 
RANGED WEAPONS RANGE A BS S AP D
Bolt pistol [PISTOL] 12" 1 3+ 4 0 1
4. CHARGE PHASE 
MELEE WEAPONS RANGE A WS S AP D
Astartes chainsword Melee 5 3+ 4 -1 1
5. FIGHT PHASE 
Range: How far a weapon can shoot. If an S (Strength): Any attack that hits then
enemy unit is within this range and visible needs to be strong enough to wound
to your model, it can be targeted. its target.
A (Attacks): The amount of shots or strikes AP (Armour Penetration): This represents
1. COMMAND PHASE your weapon gets, represented by the how effective the attack is against armour.
number of D6 you roll for your attack.
D (Damage): If the enemy unit fails
Command: First, both players gain 1 BS (Ballistic Skill): How accurate your its saving throw, the attack inflicts this
Command point (these can be spent on attacks are. If a Hit roll equals or beats this much damage.
Stratagems at different points in the battle number, the attack hits!
round). Then resolve any rules you have that
are used in your Command phase.
Battle-shock: For every unit in your army that MAKING ATTACKS
has lost more than half of its models (or more Use the following sequence to make attacks one at a time:
than half of its wounds for single-model units),
roll 2D6. If the result is lower than the LD 1 HIT ROLL
(Leadership) shown on the unit’s datasheet,
Roll one D6 per attack, aiming to equal or beat the BS. An unmodified Hit roll of 6 is
the unit is Battle-shocked until the start of
called a Critical Hit and is always successful.
your next Command phase. Battle-shocked
units have an OC (Objective Control) of 0, and
cannot be affected by friendly Stratagems. 2 WOUND ROLL
Compare the attack’s Strength with the target’s Toughness, as shown below. An
unmodified Wound roll of 6 is called a Critical Wound and is always successful.
2. MOVEMENT PHASE
Units that are not within 1" of enemy models D6 RESULT
ATTACK’S STRENGTH VS TARGET’S TOUGHNESS
(Engagement Range) can either stay still REQUIRED
(Remain Stationary), make a Normal move or
make an Advance move: Strength is TWICE (or more than twice) the Toughness.

■ Normal moves: Move the unit a distance in Strength is GREATER than the Toughness.
inches up to its MV (Move) characteristic,
without ending within Engagement Range Strength is EQUAL to the Toughness.
of enemy models.
■ Advance moves: As above, but roll one Strength is LESS than the Toughness.
D6 and add the result to the unit’s Move.
Units that Advance cannot shoot this turn Strength is HALF (or less than half) the Toughness.
(except with Assault weapons) and cannot
charge this turn.
Units that are within Engagement Range of 3 ALLOCATE ATTACK
enemy models can only Remain Stationary
Your opponent chooses which model in their unit the attack might wound (if any of
or Fall Back:
those models are already wounded, the attack must be allocated to them).
■ F all Back moves: Like a Normal move, but
units that Fall Back cannot shoot or charge 4 SAVING THROW
this turn.
Your opponent rolls one D6, subtracting the attacking weapon’s AP. If the result equals or
beats their model’s SV, the attack fails. Otherwise, damage is inflicted.

5 INFLICT DAMAGE
Inflict damage – a model loses a number of wounds equal to the attack’s
Damage characteristic.

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WARHAMMER 40,000: QUICK START GUIDE

4. CHARGE PHASE Listed below are a selection of abilities common to many units and weapons. For a full
explanation of how these and other universal abilities work, see the Core Rules.

Your units can now charge in to assault the enemy


DEADLY DEMISE ANTI
in melee.
[ANTI-KEYWORD X+]: An unmodified Wound
Deadly Demise x: When this model is
■  ne at a time, select any units you wish to charge
O destroyed, roll one D6. On a 6, each unit
roll of ‘x+’ against a target with the matching
with and follow the sequence below. Units that keyword scores a Critical Wound.
within 6" suffers ‘x’ mortal wounds.
Advanced or Fell Back this turn cannot charge,
ASSAULT
nor can any that are within Engagement Range
DEEP STRIKE Can be shot even if the bearer’s
of the enemy.
unit Advanced.
■ S elect one or more enemy units for your unit to
■  nit can be set up in Reserves instead of
U
on the battlefield. BLAST
charge at.
■ Unit can be set up in your Movement ■ Add 1 to the Attacks characteristic for
■  oll 2D6. The result is the total distance in inches
R phase, more than 9" horizontally away every five models in the target unit
your unit can charge – if this is enough to move from all enemy models. (rounding down).
within 1" of every enemy unit you selected, ■ Can never be used against a target that
the charge is successful – move each model FEEL NO PAIN is within Engagement Range of any
towards one of those enemy units, ending in units from the attacking model’s army
base-to-base contact if possible. Feel No Pain x+: Each time this model would (including its own).
lose a wound, roll one D6: if the result equals
or exceeds ‘x’, that wound is not lost. DEVASTATING WOUNDS
A Critical Wound inflicts mortal wounds equal
5. FIGHT PHASE FIGHTS FIRST to the weapon’s Damage characteristic,
instead of any normal damage.
Every unit in each player’s army that is within Units with this ability that are eligible to
fight do so in the Fights First step of the HEAVY
Engagement Range of any enemy units now fights.
Fight phase. Add 1 to Hit rolls if the bearer’s unit Remained
Units that charged this turn fight before all others.
Stationary this turn.
Then, starting with the player not currently taking
their turn, players alternate fighting with their units. INFILTRATORS IGNORES COVER
During deployment, if every model in a unit Each time an attack is made with such a
1 PILE IN has this ability, then when you set it up, it weapon, the target cannot have the Benefit of
can be set up anywhere on the battlefield Cover against that attack (pg 44).
First, you can move each model in the that is more than 9" horizontally away
fighting unit up to 3" towards the closest INDIRECT FIRE
from the enemy deployment zone and all
enemy model. enemy models.
■ Can target and make attacks against
units that are not visible to the
attacking unit.
2 MAKE ATTACKS LEADER ■ If no models are visible in a target unit
Each model that is within Engagement Range Some Character units have ‘Leader’ listed when it is selected, then when making an
of the enemy (or in base-to-base contact on their datasheets. Such Character units attack against that target with an Indirect
with a friendly model that is) fights with one are known as Leaders, and the units they can Fire weapon, subtract 1 from that attack’s
melee weapon of your choice from those it lead – known as their Bodyguard units – are Hit roll and the target has the Benefit of
is equipped with. To do so, follow the same listed on their datasheet. Cover against that attack.
Making Attacks sequence used for ranged
attacks (except that melee weapons have a
■  efore the battle, Character units with
B LETHAL HITS
the Leader ability can be attached to Each time an attack is made with such a
WS – Weapon Skill – rather than a BS). weapon, a Critical Hit automatically wounds
one of their Bodyguard units to form an
Attached unit. the target.
3 CONSOLIDATE ■ Attached units can only contain PISTOL
After all of the fighting unit’s models have
one Leader. ■ Can be shot even if the bearer’s unit is
fought, you can move each model that is not
■ Attacks cannot be allocated to within Engagement Range of enemy
Character models in Attached units. units, but must target one of those
in base-to-base contact with an enemy model
up to 3" closer to the closest enemy model. enemy units.
LONE OPERATIVE ■ Cannot be shot alongside any other
Unless part of an Attached unit, this unit can non-Pistol weapon (except by a Monster
only be selected as the target of a ranged or Vehicle).
attack if the attacking model is within 12". RAPID FIRE X
Increase the Attacks by ‘x’ when targeting
SCOUTS units within half range.
■ Scouts x": Unit can make a Normal move SUSTAINED HITS X
of up to x" before the first turn begins. Each Critical Hit scores ‘x’ additional hits on
the target.
■ I f embarked in a Dedicated Transport,
that Dedicated Transport can make this TORRENT
move instead. Each time an attack is made with such a
■ Must end this move more than 9" weapon, that attack automatically hits
horizontally away from all enemy models. the target.
TWIN-LINKED
Each time an attack is made with such
a weapon, you can re-roll that attack’s
Wound roll.

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WARHAMMER 40,000: QUICK START GUIDE

CORE STRATAGEMS
Command points can be spent during the battle to use Stratagems. All players can use the Core Stratagems presented
here. Additional Stratagems can be found in Codexes and other publications.

COMMAND RE-ROLL GRENADE RAPID INGRESS


CORE – BATTLE TACTIC STRATAGEM CORE – WARGEAR STRATAGEM CORE – STRATEGIC PLOY STRATAGEM

WHEN: In any phase, just after you WHEN: Your Shooting phase. WHEN: End of your opponent’s
have made a Hit roll, a Wound roll, Movement phase.
1CP a Damage roll, a saving throw, an
1CP TARGET: One Grenades unit from your 1CP
army that is not within Engagement TARGET: One unit from your army that is
Advance roll, a Charge roll, a Desperate Range of any enemy units and has not in Reserves.
Escape test, a Hazardous test, or been selected to shoot this phase.
just after you have rolled the dice EFFECT: Your unit can arrive on
to determine the number of attacks EFFECT: Select one enemy unit that is the battlefield as if it were the
made with a weapon, for an attack, not within Engagement Range of any Reinforcements step of your
model or unit from your army. units from your army and is within 8" Movement phase.
of and visible to your Grenades unit. RESTRICTIONS: You cannot use this
EFFECT: You re-roll that roll, test or Roll six D6: for each 4+, that enemy
saving throw. Stratagem to enable a unit to arrive on
unit suffers 1 mortal wound. the battlefield during a battle round it
would not normally be able to do so in.
COUNTER-OFFENSIVE TANK SHOCK
CORE – STRATEGIC PLOY STRATAGEM CORE – STRATEGIC PLOY STRATAGEM SMOKESCREEN
WHEN: Fight phase, just after an WHEN: Your Charge phase. CORE – WARGEAR STRATAGEM
enemy unit has fought.
2CP 1CP TARGET: One Vehicle unit from WHEN: Your opponent’s Shooting phase,
TARGET: One unit from your army that your army. just after an enemy unit has selected
is within Engagement Range of one 1CP its targets.
or more enemy units and that has EFFECT: Until the end of the phase,
not already been selected to fight after your unit ends a Charge TARGET: One Smoke unit from your army
this phase. move, select one enemy unit that was selected as the target of one or
within Engagement Range of it, more of the attacking unit’s attacks.
EFFECT: Your unit fights next. then select one melee weapon EFFECT: Until the end of the phase, all
your unit is equipped with. Roll a models in your unit have the Benefit
EPIC CHALLENGE number of D6 equal to that weapon’s of Cover (pg 44) and the Stealth ability
Strength characteristic. If that (pg 20).
CORE – EPIC DEED STRATAGEM Strength characteristic is greater
WHEN: Fight phase, when a than that enemy unit’s Toughness
Character unit from your army that characteristic, roll two additional D6. GO TO GROUND
1CP is within Engagement Range of one For each 5+, that enemy unit suffers CORE – BATTLE TACTIC STRATAGEM
or more Attached units is selected 1 mortal wound (to a maximum of 6
to fight. mortal wounds). WHEN: Your opponent’s Shooting phase,
just after an enemy unit has selected
TARGET: One Character model in 1CP its targets.
your unit. FIRE OVERWATCH TARGET: One Infantry unit from
EFFECT: Until the end of the phase, all CORE – STRATEGIC PLOY STRATAGEM your army that was selected as the
melee attacks made by that model target of one or more of the attacking
have the [PRECISION] ability (pg 26). WHEN: Your opponent’s Movement or
Charge phase, just after an enemy unit unit’s attacks.
is set up or when an enemy unit starts EFFECT: Until the end of the phase,
INSANE BRAVERY or ends a Normal, Advance, Fall Back all models in your unit have a 6+
CORE – EPIC DEED STRATAGEM
or Charge move. invulnerable save and have the Benefit
1CP TARGET: One unit from your army that of Cover (pg 44).
WHEN: Battle-shock step of your
is within 24" of that enemy unit and
Command phase, just after you have
1CP failed a Battle-shock test taken for a
that would be eligible to shoot if it were HEROIC INTERVENTION
your Shooting phase.
unit from your army (pg 11). CORE – STRATEGIC PLOY STRATAGEM
EFFECT: Your unit can shoot that
TARGET: The unit from your army that WHEN: Your opponent’s Charge phase,
enemy unit as if it were your
Battle-shock test was just taken for just after an enemy unit ends a
Shooting phase. 2CP
(even though your Battle-shocked Charge move.
units cannot normally be affected by RESTRICTIONS: Until the end of the
your Stratagems). phase, each time a model in your unit TARGET: One unit from your army that
makes a ranged attack, an unmodified is within 6" of that enemy unit and
EFFECT: Your unit is treated as having would be eligible to declare a charge
Hit roll of 6 is required to score a hit,
passed that test instead, and is not against that enemy unit if it were your
irrespective of the attacking weapon’s
Battle-shocked as a result. Charge phase.
Ballistic Skill or any modifiers. You can
only use this Stratagem once per turn. EFFECT: Your unit now declares a
charge that targets only that enemy
unit, and you resolve that charge as if
it were your Charge phase.
STRATAGEMS KEY RESTRICTIONS: You can only select a
Vehicle unit from your army if it is a
EITHER PLAYER’S TURN Walker. Note that even if this charge
is successful, your unit does not
YOUR TURN receive any Charge bonus this turn
(pg 29).
OPPONENT’S TURN

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DARK ANGELS – UNFORGIVEN TASK FORCE
DETACHMENT RULE
No matter the foe or the odds, the proud warriors of
the Dark Angels stubbornly refuse to accept defeat.
None fight with more grim determination than
the battle-brothers of the Dark Angels, and their
renowned specialised companies – the Deathwing
and Ravenwing – are held in awe by their allies and
enemies alike.

If your Army Faction is Adeptus Astartes, you can


use this Unforgiven Task Force Detachment rule.

RESTRICTIONS
■ Y our army can include Dark Angels units, but it
cannot include any Adeptus Astartes units drawn
from any other Chapter.

GRIM RESOLVE
The Dark Angels are renowned for their unshakeable
resolve, enduring tenacity and strict discipline in
battle. They are tactically astute, able to prosecute
their wars on any front. On the offence, they strike
with all the martial pride of the Lion, while in defence
they are stalwart, determined to accomplish their
mission no matter the cost.

While an Adeptus Astartes unit from your army


is Battle-shocked, change the Objective Control
characteristic of models in that unit to 1, instead of 0.

OATH OF MOMENT
If your Army Faction is Adeptus Astartes, at the
start of your Command phase, select one unit from
your opponent’s army. Until the start of your next
Command phase, each time a model from your army
with this ability makes an attack that targets that
enemy unit, you can re-roll the Hit roll and you can
re-roll the Wound roll.
DARK ANGELS – UNFORGIVEN TASK FORCE
STRATAGEMS
UNFORGIVEN FURY ARMOUR OF CONTEMPT
UNFORGIVEN TASK FORCE – BATTLE UNFORGIVEN TASK FORCE – BATTLE
TACTIC STRATAGEM TACTIC STRATAGEM
With focused aggression, the Dark Angels relentlessly The belligerency of the Adeptus Astartes combined
punish the foe. with their transhuman physiology makes them
unyielding foes to face.
WHEN: Your Shooting phase or the Fight phase.
WHEN: Your opponent’s Shooting phase or the Fight
TARGET: One Adeptus Astartes unit from your army phase, just after an enemy unit has selected its
that has not been selected to shoot or fight this targets.
1CP phase. 1CP TARGET: One Adeptus Astartes unit from your army
EFFECT: Until the end of the phase, weapons that was selected as the target of one or more of the
equipped by models in your unit have the [LETHAL attacking
HITS] ability. In addition, if one or more Adeptus unit’s attacks.
Astartes
units from your army are currently Battle-shocked, EFFECT: Until the end of the phase, each time an
attack targets your unit, worsen the Armour
until the end of the phase, each time a model in your
unit makes an attack, a successful unmodified Hit roll Penetration characteristic of that attack by 1.
of 5+ scores a Critical Hit.

INTRACTABLE FIRE DISCIPLINE


UNFORGIVEN TASK FORCE – STRATEGIC UNFORGIVEN TASK FORCE – BATTLE TACTIC
PLOY STRATAGEM STRATAGEM
Although stubborn warriors, even the resolute Dark There is no escaping the Unforgiven’s wrath when
1CP Angels know that a fighting retreat can be the wisest 1CP they bring their disciplined firepower to bear.
course of action. WHEN: Your Shooting phase.
WHEN: Your Movement phase, just after an Adeptus TARGET: One Adeptus Astartes unit from your army
Astartes unit from your army Falls Back. that has not been selected to shoot this phase.
TARGET: That Adeptus Astartes unit. EFFECT: Until the end of the phase, ranged weapons
EFFECT: Until the end of the turn, that unit is eligible to equipped by models in that unit have the [ASSAULT],
shoot and declare a charge, even though it Fell Back [HEAVY] and
this phase. [IGNORES COVER] abilities.

GRIM RETRIBUTION UNBREAKABLE LINES


UNFORGIVEN TASK FORCE – STRATEGIC UNFORGIVEN TASK FORCE – BATTLE TACTIC
PLOY STRATAGEM STRATAGEM
The Dark Angels are renowned for yielding nothing to Countless assaults have faltered against the
the enemy, and fighting back with unanswerable
1CP fury in the face of odds that would force even other 1CP unbreakable ceramite wall that is the Unforgiven
standing their ground.
Adeptus Astartes to reconsider their position.
WHEN: Your opponent’s Charge phase, just after an
WHEN: Your opponent’s Shooting phase, just after an enemy unit ends a Charge move.
enemy unit has shot.
TARGET: One Adeptus Astartes unit from your army
TARGET: One Adeptus Astartes unit from your army within Engagement Range of that enemy unit.
that had one or more models destroyed as a result of
the attacking EFFECT: Until the end of the turn, each time an attack
unit’s attacks. is allocated to a model in your unit, subtract 1 from
the Damage characteristic of that attack.
EFFECT: Your unit can shoot as if it were your
Shooting phase, but it must target the enemy unit
that just attacked it, and can only do so if that enemy
unit is an eligible target.
PRIMARIS CAPTAIN
M T SV W LD OC

6" 4 3+ 5 6+ 1

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Bolt pistol [PISTOL] 12" 1 2+ 4 0 1 CORE: Leader
Master-crafted bolt rifle 24" 2 2+ 4 -1 2
FACTION: Oath of Moment

Rites of Battle: Once per battle round, one unit from your
army with this ability can be targeted by a Stratagem for
0CP, even if another unit from your army has already been
targeted by that Stratagem this phase.
MELEE WEAPONS RANGE A WS S AP D
Finest Hour: Once per battle, at the start of the Fight phase,
Master-crafted power weapon Melee 6 2+ 5 -2 2
this model can use this ability. If it does, until the end of the
phase, add 3 to the Attacks characteristic of melee weapons
equipped by this model and those weapons have the
[DEVASTATING WOUNDS] ability.

WARGEAR ABILITIES
Relic Shield: The bearer has a Wounds characteristic of 6.

INVULNERABLE SAVE 4+
Before selecting targets for this weapon, select one of its profiles to make attacks with.

KEYWORDS: Infantry, Character, Grenades, Imperium, Tacticus, FACTION KEYWORDS:


Primaris, Captain Adeptus Astartes
LIBRARIAN IN PHOBOS ARMOUR
M T SV W LD OC

6" 4 3+ 4 6+ 1

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Bolt pistol [PISTOL] 12" 1 3+ 4 0 1 CORE: Infiltrators, Leader
Smite – witchfire [PSYCHIC] 24" D6 3+ 5 -1 D3
FACTION: Oath of Moment
Smite – focused witchfire
24" D6 3+ 6 -2 D3
[DEVASTATING WOUNDS, HAZARDOUS, PSYCHIC]
Psychic Hood: While this model is leading a unit, models
in that unit have the Feel No Pain 4+ ability against
MELEE WEAPONS RANGE A WS S AP D Psychic Attacks.
Force weapon [PSYCHIC] Melee 4 3+ 6 -1 D3 Shrouding (Psychic): While this model is leading a unit,
models in that unit have the Stealth ability and that unit
cannot be targeted by ranged attacks unless the attacking
model is within 12".
Shroud of Heroes:The fist time the bearer is destroyed,
roll one D6 at the end of the phase. On a 2+, set the bearer
back up on the battlefild as close as possible to where it
was destroyed and not within Engagement Range of any
enemy units, with 3 wounds remaining
(if the bearer was Battle-shocked when it was destroyed,
it is instead returned with its full wounds remaining).

Before selecting targets for this weapon, select one of its profiles to make attacks with.

KEYWORDS: Infantry, Character, Grenades, Psyker, Imperium, Phobos, FACTION KEYWORDS:


Librarian Adeptus Astartes
INTERCESSOR SQUAD
M T SV W LD OC

6" 4 3+ 2 6+ 2
Intercessor Squads are capable of laying down punishing fire while advancing or holding ground against the
enemy. They have access to a range of bolt weaponry suited to varied battlefield assignments, from engaging
enemies at long range to cleansing bunker complexes.

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Astartes grenade launcher – frag [BLAST] 24" D3 3+ 4 0 1 FACTION: Oath of Moment
Astartes grenade launcher – krak 24" 1 3+ 9 -2 D3
Objective Secured: If you control an objective marker at the
Bolt pistol [PISTOL] 12" 1 3+ 4 0 1
end of your Command phase and this unit is within range of
Bolt rifle [ASSAULT, HEAVY] 24" 2 3+ 4 -1 1 that objective marker, that objective marker remains under
your control, even if you have no models within range of it,
until your opponent controls it at the start or end of any turn.

MELEE WEAPONS RANGE A WS S AP D


Astartes chainsword Melee 5 3+ 4 -1 1
Close combat weapon Melee 3 3+ 4 0 1

Before selecting targets for this weapon, select one of its profiles to make attacks with.

KEYWORDS: Infantry, Battleline, Grenades, Imperium, Tacticus, FACTION KEYWORDS:


Intercessor Squad Adeptus Astartes
ASSAULT SQUAD WITH JUMP PACKS (115 pts.)
M T SV W LD OC

12" 4 3+ 2 6+ 1
Thanks to their powerful jump packs, these warriors soar over the
battlefield, slamming into the foe and cutting them down with
point-blank bolt pistol fire and furious chainsword hacks before
shooting off to their next target.

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Bolt pistol [PISTOL] 12" 1 3+ 4 0 1 CORE: Deep Strike
Plasma pistol – standard [PISTOL] 12" 1 3+ 7 -2 1
FACTION: Oath of Moment
Plasma pistol – supercharge [HAZARDOUS, PISTOL] 12" 1 3+ 8 -3 2
Hammer of Wrath: Each time this unit ends a Charge move,
MELEE WEAPONS RANGE A WS S AP D select one enemy unit within Engagement Range of it and roll
one D6 for each model in this unit: for each 4+, that enemy
Astartes chainsword Melee 4 3+ 4 -1 1 unit suffers 1 mortal wound.
Thunder hammer [DEVASTATING WOUNDS] Melee 3 4+ 8 -2 2
WARGEAR ABILITIES
Astartes Shield: The bearer has a 4+ invulnerable save.

Before selecting targets for this weapon, select one of its profiles to make attacks with.

KEYWORDS: Infantry, Grenades, Jump Pack, Fly, Imperium, FACTION KEYWORDS:


Assault Squad with Jump Packs Adeptus Astartes
BIKE SQUAD (80 pts.)
M T SV W LD OC

12" 5 3+ 3 6+ 2 SPACE MARINE BIKE


Deployed in rapid assault missions based on intelligence gathered by
Scouts and Vanguard forces, Bikers can smash through enemy lines,
battlefield obstacles and even ferrocrete walls due to the raw fury of
their mounts’ engines. Their sheer bulk belies their phenomenal power,
speed and manoeuvrability.

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Bolt pistol [PISTOL] 12" 1 3+ 4 0 1 FACTION: Oath of Moment
Plasma gun – standard [RAPID FIRE 1] 24" 1 3+ 7 -2 1
24" 1 3+ 8 -3 2 Turbo-boost: Each time this unit Advances, do not make an
Plasma gun – supercharge [HAZARDOUS, RAPID FIRE 1]
Advance roll for it. Instead, until the end of the phase, add 6"
Plasma pistol – standard [PISTOL] 12" 1 3+ 7 -2 1 to the Move characteristic of models in this unit.
Plasma pistol – supercharge [HAZARDOUS, PISTOL] 12" 1 3+ 8 -3 2
Twin boltgun [TWIN-LINKED] 24" 2 3+ 4 0 1

MELEE WEAPONS RANGE A WS S AP D


Astartes chainsword Melee 3 3+ 4 -1 1

Before selecting targets for this weapon, select one of its profiles to make attacks with.

FACTION KEYWORDS:
KEYWORDS: Mounted, Grenades, Imperium, Bike Squad
Adeptus Astartes
DEATHWING TERMINATOR SQUAD (205 pts.)
M T SV W LD OC

5" 5 2+ 3 6+ 1
Deploying rapidly onto the battlefield via blazing teleport strike or
within the armoured hull of a large transport, Deathwing Terminator
Squads pour heavy fire into their enemies or engage them in brutal
melee, smashing them apart with thunder hammers or cutting them to
ribbons with lightning claws.

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Assault cannon [DEVASTATING WOUNDS] 24" 6 3+ 6 0 1 CORE: Deep Strike
Storm bolter [RAPID FIRE 2] 24" 2 3+ 4 0 1
FACTION: Oath of Moment
MELEE WEAPONS RANGE A WS S AP D Deathwing: Each time a model in this unit makes an attack,
Chainfist [ANTI-VEHICLE 3+] Melee 3 4+ 8 -2 2 you can ignore any or all modifiers to that attack’s Ballistic
Skill or Weapon Skill characteristics and/or to the Hit roll.
Power fist Melee 3 3+ 8 -2 2 In addition, each time a model in this unit makes an attack
Power weapon Melee 4 3+ 5 -2 1 that targets the enemy unit you selected at the start of your
Command phase for the Oath of Moment ability, add 1 to the
Hit roll.
Watcher in the Dark: Once per battle, at any time, this unit can
summon a Watcher in the Dark. When it does, until the end of
the phase, models in this unit have the Feel No Pain 4+ abillity
against mortal wounds.
WARGEAR ABILITIES
Storm Shield: The bearer has a Wounds characteristic of 4.

INVULNERABLE SAVE 4+
Before selecting targets for this weapon, select one of its profiles to make attacks with.

FACTION KEYWORDS:
KEYWORDS: Infantry, Imperium, Terminator, Deathwing Terminator Squad
Adeptus Astartes, Dark Angels
ELIMINATOR SQUAD
M T SV W LD OC

6" 4 3+ 2 6+ 1

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Bolt pistol [PISTOL] 12" 1 3+ 4 0 1 CORE: Infiltrators, Stealth
Bolt sniper rifle [HEAVY, PRECISION] 36" 1 3+ 5 -2 3
FACTION: Oath of Moment
Instigator bolt carbine [PRECISION] 24" 1 3+ 4 -2 3
Las fusil [HEAVY] 36" 1 3+ 9 -3 D6 Reposition Under Covering Fire: In your Shooting phase,
after this unit has shot, if it contains an Eliminator Sergeant
MELEE WEAPONS RANGE A WS S AP D equipped with an instigator bolt carbine, this unit can make a
Normal move. If it does so, until the end of the turn, this unit is
Close combat weapon Melee 3 3+ 4 0 1 not eligible to declare a charge.
Mark the Target: Each time this unit Remains Stationary,
until the start of your next Movement phase, ranged
weapons equipped by models in this unit have the
[DEVASTATING WOUNDS] ability.

FACTION KEYWORDS:
KEYWORDS: Infantry, Grenades, Imperium, Phobos, Eliminator Squad
Adeptus Astartes
REPULSOR EXECUTIONER
M T SV W LD OC

10" 12 3+ 16 6+ 5

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Heavy laser destroyer [HEAVY] 72" 2 3+ 16 -4 D6+4 CORE: Deadly Demise D6
Heavy onslaught gatling cannon
24" 12 3+ 6 0 1 FACTION: Oath of Moment
[DEVASTATING WOUNDS]
Icarus rocket pod [ANTI-FLY 2+] 24" D3 3+ 8 -1 2
Executioner: Each time this model makes an attack that
Ironhail heavy stubber [RAPID FIRE 3] 36" 3 3+ 4 0 1 targets a unit that is Below Half-strength, add 1 to the Hit roll.
Repulsor Executioner defensive array 24" 10 3+ 4 0 1
Twin heavy bolter [SUSTAINED HITS 1, TWIN-LINKED] 36" 3 3+ 5 -1 2 DAMAGED: 1-5 WOUNDS REMAINING
Twin Icarus ironhail heavy stubber
36" 3 3+ 4 0 1 While this model has 1-5 wounds remaining, each time this
[ANTI-FLY 4+, RAPID FIRE 3, TWIN-LINKED]
model makes an attack, subtract 1 from the Hit roll.

MELEE WEAPONS RANGE A WS S AP D


Armoured hull Melee 6 4+ 8 0 1

Before selecting targets for this weapon, select one of its profiles to make attacks with.

FACTION KEYWORDS:
KEYWORDS: Vehicle, Smoke, Transport, Imperium, Repulsor Executioner
Adeptus Astartes
REPULSOR EXECUTIONER
Based on the Repulsor chassis, the Repulsor Executioner sacrifices
some transport capacity to accommodate powerful turret weaponry.
Even the largest battle tanks can be crippled by the beam of a heavy
laser destroyer, while the incinerating blasts of a macro plasma
incinerator can obliterate infantry formations.

WARGEAR OPTIONS UNIT COMPOSITION


■ This model’s macro plasma incinerator can be replaced with 1 heavy laser destroyer. ■ 1 Repulsor Executioner
■ This model can be equipped with 1 ironhail heavy stubber. This model is equipped with: heavy onslaught gatling cannon;
macro plasma incinerator; Repulsor Executioner defensive
■ This model can be equipped with 1 Icarus rocket pod.
array; twin heavy bolter; twin Icarus ironhail heavy stubber;
armoured hull.

TRANSPORT
This model has a transport capacity of 6 Adeptus Astartes
Infantry models. Each Jump Pack, Wulfen, Gravis or
Terminator model takes up the space of 2 models and each
Centurion model takes up the space of 3 models.

FACTION KEYWORDS:
KEYWORDS: Vehicle, Smoke, Transport, Imperium, Repulsor Executioner
Adeptus Astartes

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