+++ VS Orks (2000pts) +++
++ Space Marines: Supplement - Clan Raukaan (2013) (Combined Arms Detachment) (1850pts) ++
+ HQ (430pts) +
Librarian (205pts) [Epistolary (
Lvl 2) (25pts), Gift: The Gorgon’s Chain (45pts), Gift: The Mindforge Stave (15pts),
HQ, Melta Bombs (5pts), Psychic Hood]
And They Shall Know No Fear, Chapter Tactics, Independent Character, Psychic Discipline: Biomancy, Psychic Discipline: Daemonology, Psychic Discipline: Divination, Psychic Discipline: Pyromancy, Psychic Discipline: Telekinesis, Psychic Discipline: Telepathy, Psyker Mastery Level 2, Scions of the Forge
····
Terminator Armour (50pts) [Gift: Betrayer’s Bane (25pts)]
Profiles:
Librarian (Terminator Armour): Unit Type:Infantry (Character)|
WS:5|
BS:4|S:4|T:4|W:2|I:4|A:2|
LD:10|Save:2+/5++|Codex: Space Marines
Psychic Hood: Description:Each time a unit/model is targeted by an enemy psychic power and is within 6" of a friendly model with a psychic hood, the wearer may attempt to Deny the Witch as if he were in the unit.|Warhammer
40k rulebook p68
Terminator Armour: Description:2+ Armour
Sv, 5+ Invul
Sv, Bulky, Deep Strike, Relentless, may not make Sweeping Advances.|Codex: Space Marines
The Gorgon’s Chain: Description:The bearer of the Gorgon’s Chain has the following special rules, depending on how many unsaved Wounds he has suffered during the battle: Wounds Suffered - Special Rules 0 Wounds suffered - The bearer has a 3+ invulnerable save, +1 to his Feel No Pain rolls and the Eternal Warrior special rule. 1 Wound suffered - The bearer has a 3+ invulnerable save and the Eternal Warrior special rule. 2 Wounds suffered - The bearer has a 3+ invulnerable save. 3 Wounds suffered - The bearer has a 4+ invulnerable save. Each time the bearer suffers an unsaved Wound or recovers a Wound as a result of the It Will Not Die special rule, the effects of the Gorgon’s Chain change immediately; you should roll the bearer’s saves individually.|Supplement: Clan Raukaan
Betrayer’s Bane (Boltgun Barrel): Range:24|Strength:4|
AP:5|Type:Rapid Fire, Master-crafted|Supplement: Clan Raukaan
Betrayer’s Bane (Melta Barrel): Range:12|Strength:8|
AP:1|Type:Assault 1, Master-crafted, Melta|Supplement: Clan Raukaan
Melta Bomb: Range:-|Strength:8|
AP:1|Type:Armourbane, Unwieldy|Warhammer
40k rulebook
The Mindforge Stave: Range:-|Strength:x2|
AP:2|Type:Melee, Concussive, Force, Unwieldy|Supplement: Clan Raukaan
Vaylund Cal, Sons of Medusa (FW) (225pts) [Artificer Armour, Chapter Master (
FW), Chapter Tactics - Iron Hands, Iron Halo, Master of the Forge (
FW), Thunder Hammer]
Blessings of the Omnissiah, Bulky, Chapter Master, Fearless, Independent Character, Iron Thane, Lord of the Armoury, Purge the Weak, Relic of the Armoury, Warlord Trait: Angel of Death
····
Servo-harness [Flamer, Plasma Cutter, 2x Servo-arm]
Profiles:
Vaylund Cal, Iron Thane: Unit Type:Infantry (Character)|
WS:5|
BS:5|S:5|T:6|W:3|I:4|A:2|
LD:10|Save:2+/4++|
FW Charcterupdate PDF p24
Artificer Armour: Description:2+ Armour
Sv|Codex: Space Marines
Iron Halo: Description:4+ Invul
Sv|Codex: Space Marines
Servo-harness: Description:2x Servo-arms, Plasma Cutter, Flamer. In the Shooting phase, bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.|Codex: Space Marines
Flamer: Range:Template|Strength:4|
AP:5|Type:Assault 1|Warhammer
40k rulebook
Plasma Cutter: Range:12|Strength:7|
AP:2|Type:Assault 1, Gets Hot, Twin-linked|Codex: Space Marines
Servo-arm: Range:-|Strength:x2|
AP:1|Type:Melee, Specialist Weapon, Unwieldy|Codex: Space Marines
Thunder Hammer: Range:-|Strength:x2|
AP:2|Type:Melee, Concussive, Specialist Weapon, Unwieldy|Warhammer
40k rulebook
+ Elites (685pts) +
Command Squad (305pts) [4x Storm Shield (40pts)]
And They Shall Know No Fear, Chapter Tactics
····
Apothecary (15pts) [Bolt Pistol, Chainsword, Narthecium, Power Armour, Frag & Krak Grenades]
····
Feel No Pain
····
Drop Pod (60pts) [Deathwind Missile Launcher (15pts), Locator Beacon (10pts)]
····
Drop Pod Assault, Immobile, Inertial Guidance System
····
4x Veteran Space Marine (100pts) [4x Meltagun (40pts), 4x Power Armour, Frag & Krak Grenades, 4x Power Maul (60pts)]
Profiles:
Apothecary: Unit Type:Infantry (Character)|
WS:4|
BS:4|S:4|T:4|W:1|I:4|A:2|
LD:9|Save:3+|Codex: Space Marines
Space Marine Veteran: Unit Type:Infantry|
WS:4|
BS:4|S:4|T:4|W:1|I:4|A:2|
LD:9|Save:3+|Codex: Space Marines
Drop Pod: BS:4|Front:12|Side:12|Rear:12|Type:Open Topped, Transport|
HP:3|Codex: Space Marines
Locator Beacon: Description:Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.|Codex: Space Marines
Narthecium: Description:As long as the Apothecary is alive, all models in his unit have the Feel No Pain special rule.|Codex: Space Marines
Power Armour: Description:3+ Armour
Sv|Codex: Space Marines
Storm Shield: Description:3+ Invul
Sv. Cannot claim +1 A for having two Melee weapons in an assault.|Codex: Space Marines
Bolt Pistol: Range:12|Strength:4|
AP:5|Type

istol|Warhammer
40k rulebook
Close Combat Weapon: Range:-|Strength:User|
AP:-|Type:Melee|Warhammer
40k rulebook
Deathwind Launcher: Range:12|Strength:5|
AP:-|Type:Heavy 1, 5" Blast|Codex: Space Marines
Frag Grenades: Range:8"|Strength:3|
AP:-|Type:Assault 1, 3" Blast|Warhammer
40k rulebook
Krak Grenades: Range:8"|Strength:6|
AP:4|Type:Assault 1|Warhammer
40k rulebook
Meltagun: Range:12|Strength:8|
AP:1|Type:Assault 1, Melta|Warhammer
40k rulebook
Power Maul: Range:-|Strength:+2|
AP:4|Type:Melee, Concussive|Warhammer
40k rulebook
Legion of the Damned Squad (155pts)
Aid Unlooked For, Fear, Fearless, Flaming Projectiles, Slow And Purposeful, Unyielding Spectres
····
2x Damned Legionnaire (50pts) [2x Bolt Pistol, 2x Bolter, 2x Power Armour, Frag & Krak Grenades]
····
Legionnaire Sergeant (10pts) [Bolter, Combi-melta (10pts), Power Armour, Frag & Krak Grenades]
····
Legionnaire w/ Meltagun (35pts) [Bolt Pistol, Meltagun, Power Armour, Frag & Krak Grenades]
····
Legionnaire w/ Multi-melta (35pts) [Bolt Pistol, Multi-melta, Power Armour, Frag & Krak Grenades]
Profiles:
Legionnaire: Unit Type:Infantry|
WS:4|
BS:4|S:4|T:4|W:1|I:4|A:2|
LD:10|Save:3+/3++|Codex: Space Marines
Legionnaire Sergeant: Unit Type:Infantry (Character)|
WS:5|
BS:4|S:4|T:4|W:1|I:4|A:2|
LD:10|Save:3+/3++|Codex: Space Marines
Combi-Weapons: Description:Bolter may be fired every turn, secondary weapon may be fired once. (Combi-plasma does have Rapid Fire). Cannot fire both in same turn.|Warhammer
40k rulebook
Power Armour: Description:3+ Armour
Sv|Codex: Space Marines
Bolt Pistol: Range:12|Strength:4|
AP:5|Type

istol|Warhammer
40k rulebook
Bolter: Range:24|Strength:4|
AP:5|Type:Rapid Fire|Warhammer
40k rulebook
Frag Grenades: Range:8"|Strength:3|
AP:-|Type:Assault 1, 3" Blast|Warhammer
40k rulebook
Krak Grenades: Range:8"|Strength:6|
AP:4|Type:Assault 1|Warhammer
40k rulebook
Meltagun: Range:12|Strength:8|
AP:1|Type:Assault 1, Melta|Warhammer
40k rulebook
Multi-melta: Range:24|Strength:8|
AP:1|Type:Heavy 1, Melta|Warhammer
40k rulebook
Terminator Assault Squad (225pts)
And They Shall Know No Fear, Chapter Tactics, Combat Squads
····
Terminator Sgt w/ Thunder Hammer & Storm Shield (10pts) [Storm Shield, Terminator Armour, Thunder Hammer]
····
4x Terminator w/ Thunder Hammer & Storm Shield (180pts) [4x Storm Shield, 4x Terminator Armour, 4x Thunder Hammer]
Profiles:
Terminator: Unit Type:Infantry|
WS:4|
BS:4|S:4|T:4|W:1|I:4|A:2|
LD:9|Save:2+/5++|Codex: Space Marines
Terminator Sergeant: Unit Type:Infantry (Character)|
WS:4|
BS:4|S:4|T:4|W:1|I:4|A:2|
LD:9|Save:2+/5++|Codex: Space Marines
Storm Shield: Description:3+ Invul
Sv. Cannot claim +1 A for having two Melee weapons in an assault.|Codex: Space Marines
Terminator Armour: Description:2+ Armour
Sv, 5+ Invul
Sv, Bulky, Deep Strike, Relentless, may not make Sweeping Advances.|Codex: Space Marines
Thunder Hammer: Range:-|Strength:x2|
AP:2|Type:Melee, Concussive, Specialist Weapon, Unwieldy|Warhammer
40k rulebook
+ Troops (245pts) +
Scout Squad (115pts)
And They Shall Know No Fear, Chapter Tactics, Combat Squads, Infiltrate, Move Through Cover, Scout
····
Land Speeder Storm (50pts) [Cerberus Launcher, Multi-Melta (10pts)]
····
Deep Strike, Jamming Beacon, Scout
····
Scout Sergeant (10pts) [Bolt Pistol, Combi-melta (10pts), Scout Armour, Frag & Krak Grenades]
····
4x Scout w/ Bolter (44pts) [4x Bolt Pistol, 4x Bolter, 4x Scout Armour, Frag & Krak Grenades]
Profiles:
Scout: Unit Type:Infantry|
WS:4|
BS:4|S:4|T:4|W:1|I:4|A:1|
LD:8|Save:4+|Codex: Space Marines
Scout Sergeant: Unit Type:Infantry (Character)|
WS:4|
BS:4|S:4|T:4|W:1|I:4|A:1|
LD:8|Save:4+|Codex: Space Marines
Land Speeder Storm: BS:3|Front:10|Side:10|Rear:10|Type:Fast, Skimmer, Open-topped, Transport|
HP:2|Codex: Space Marines
Combi-Weapons: Description:Bolter may be fired every turn, secondary weapon may be fired once. (Combi-plasma does have Rapid Fire). Cannot fire both in same turn.|Warhammer
40k rulebook
Scout Armour: Description:4+ Armour
Sv|Codex: Space Marines
Bolt Pistol: Range:12|Strength:4|
AP:5|Type

istol|Warhammer
40k rulebook
Bolter: Range:24|Strength:4|
AP:5|Type:Rapid Fire|Warhammer
40k rulebook
Cerberus Launcher: Range:18|Strength:4|
AP:6|Type:Heavy 1, Blind, 5" Blast|Codex: Space Marines
Frag Grenades: Range:8"|Strength:3|
AP:-|Type:Assault 1, 3" Blast|Warhammer
40k rulebook
Krak Grenades: Range:8"|Strength:6|
AP:4|Type:Assault 1|Warhammer
40k rulebook
Meltagun: Range:12|Strength:8|
AP:1|Type:Assault 1, Melta|Warhammer
40k rulebook
Multi-melta: Range:24|Strength:8|
AP:1|Type:Heavy 1, Melta|Warhammer
40k rulebook
Tactical Squad (130pts)
And They Shall Know No Fear, Chapter Tactics, Combat Squads
····
Rhino (35pts) [Searchlight, Smoke Launchers, Storm Bolter]
····
Repair (Rhino)
····
Sergeant (15pts) [Bolt Pistol, Combi-melta (10pts), Melta Bombs (5pts), Power Armour, Frag & Krak Grenades]
····
3x Space Marine w/ Bolter (42pts) [3x Bolt Pistol, 3x Bolter, 3x Power Armour, Frag & Krak Grenades]
····
Space Marine w/ Meltagun (24pts) [Bolt Pistol, Meltagun, Power Armour, Frag & Krak Grenades]
Profiles:
Space Marine: Unit Type:Infantry|
WS:4|
BS:4|S:4|T:4|W:1|I:4|A:1|
LD:8|Save:3+|Codex: Space Marines
Space Marine Sergeant: Unit Type:Infantry (Character)|
WS:4|
BS:4|S:4|T:4|W:1|I:4|A:1|
LD:8|Save:3+|Codex: Space Marines
Rhino: BS:4|Front:11|Side:11|Rear:10|Type:Tank, Transport|
HP:3|Codex: Space Marines
Combi-Weapons: Description:Bolter may be fired every turn, secondary weapon may be fired once. (Combi-plasma does have Rapid Fire). Cannot fire both in same turn.|Warhammer
40k rulebook
Power Armour: Description:3+ Armour
Sv|Codex: Space Marines
Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer
40k rulebook
Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer
40k rulebook
Bolt Pistol: Range:12|Strength:4|
AP:5|Type

istol|Warhammer
40k rulebook
Bolter: Range:24|Strength:4|
AP:5|Type:Rapid Fire|Warhammer
40k rulebook
Frag Grenades: Range:8"|Strength:3|
AP:-|Type:Assault 1, 3" Blast|Warhammer
40k rulebook
Krak Grenades: Range:8"|Strength:6|
AP:4|Type:Assault 1|Warhammer
40k rulebook
Melta Bomb: Range:-|Strength:8|
AP:1|Type:Armourbane, Unwieldy|Warhammer
40k rulebook
Meltagun: Range:12|Strength:8|
AP:1|Type:Assault 1, Melta|Warhammer
40k rulebook
Storm Bolter: Range:24|Strength:4|
AP:5|Type:Assault 2|Warhammer
40k rulebook
+ Fast Attack (93pts) +
Bike Squad (93pts)
And They Shall Know No Fear, Chapter Tactics, Combat Squads, Mounted Assault
····
Biker Sergeant (10pts) [Combi-melta (10pts), Power Armour, Frag & Krak Grenades]
········
Space Marine Bike [Twin-linked Bolter]
········
Very Bulky
····
2x Space Marine Biker w/ Meltagun (62pts) [2x Meltagun, 2x Power Armour, Frag & Krak Grenades]
········
2x Space Marine Bike [2x Twin-linked Bolter]
········
Very Bulky
Profiles:
Biker Sergeant: Unit Type:Bike (Character)|
WS:4|
BS:4|S:4|T:5|W:1|I:4|A:1|
LD:8|Save:3+|Codex: Space Marines
Space Marine Biker: Unit Type:Bike|
WS:4|
BS:4|S:4|T:5|W:1|I:4|A:1|
LD:8|Save:3+|Codex: Space Marines
Combi-Weapons: Description:Bolter may be fired every turn, secondary weapon may be fired once. (Combi-plasma does have Rapid Fire). Cannot fire both in same turn.|Warhammer
40k rulebook
Power Armour: Description:3+ Armour
Sv|Codex: Space Marines
Space Marine Bike: Description:+1T, models so equipped are unit type Bikes|Warhammer
40k rulebook
Bolter: Range:24|Strength:4|
AP:5|Type:Rapid Fire|Warhammer
40k rulebook
Frag Grenades: Range:8"|Strength:3|
AP:-|Type:Assault 1, 3" Blast|Warhammer
40k rulebook
Krak Grenades: Range:8"|Strength:6|
AP:4|Type:Assault 1|Warhammer
40k rulebook
Meltagun: Range:12|Strength:8|
AP:1|Type:Assault 1, Melta|Warhammer
40k rulebook
+ Heavy Support (397pts) +
Devastator Squad (242pts) [Cybernetic Augmentation, Sons of Medusa (
FW) (50pts)]
And They Shall Know No Fear, Chapter Tactics, Combat Squads, Purge the Weak
····
Sergeant [Bolt Pistol, Bolter, Power Armour, Frag & Krak Grenades, Signum]
····
3x Space Marine (42pts) [3x Bolt Pistol, 3x Bolter, 3x Power Armour, Frag & Krak Grenades]
····
4x Space Marine w/ Lascannon (136pts) [4x Bolt Pistol, 4x Lascannon, 4x Power Armour, Frag & Krak Grenades]
Profiles:
Space Marine (Cybernetic Augmentation, Sons of Medusa (FW)): Unit Type:Infantry|
WS:4|
BS:4|S:4|T:5|W:1|I:4|A:1|
LD:8|Save:3+|Codex: Space Marines
Space Marine Sergeant (Cybernetic Augmentation, Sons of Medusa (FW)): Unit Type:Infantry (Character)|
WS:4|
BS:4|S:4|T:5|W:1|I:4|A:1|
LD:8|Save:3+|Codex: Space Marines
Power Armour: Description:3+ Armour
Sv|Codex: Space Marines
Signum: Description:At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his squad is BS5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To Hit are made.|Codex: Space Marines
Bolt Pistol: Range:12|Strength:4|
AP:5|Type

istol|Warhammer
40k rulebook
Bolter: Range:24|Strength:4|
AP:5|Type:Rapid Fire|Warhammer
40k rulebook
Frag Grenades: Range:8"|Strength:3|
AP:-|Type:Assault 1, 3" Blast|Warhammer
40k rulebook
Krak Grenades: Range:8"|Strength:6|
AP:4|Type:Assault 1|Warhammer
40k rulebook
Lascannon: Range:48|Strength:9|
AP:2|Type:Heavy 1|Warhammer
40k rulebook
Predators (155pts)
····
Predator (155pts) [2x Lascannons (40pts), Hunter-killer Missile (10pts), Searchlight, Smoke Launchers, Storm Bolter (5pts), Twin-linked Lascannon (25pts)]
Profiles:
Predator: BS:4|Front:13|Side:11|Rear:10|
HP:3|Type:Tank|Codex: Space Marines
Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer
40k rulebook
Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer
40k rulebook
Hunter-killer Missile: Range:Infinite|Strength:8|
AP:3|Type:Heavy 1|Imperial Armour Apocalypse 2013 p134
Lascannon: Range:48|Strength:9|
AP:2|Type:Heavy 1|Warhammer
40k rulebook
Storm Bolter: Range:24|Strength:4|
AP:5|Type:Assault 2|Warhammer
40k rulebook
++ Officio Assassinorum: Dataslate (2014) (Inq Officio Assassinorum Detachment) (150pts) ++
+ Elites (150pts) +
Vindicare Assassin (150pts) [Blind Grenades, Close Combat Weapon, Exitus Pistol, Exitus Rifle, Spy Mask]
Deadshot, Exitus Ammo, Fearless, Independent Operative, Infiltrate, Lightning Reflexes, Move Through Cover, No Escape, Stealth
Profiles:
Vindicare Assassin: Unit Type:Infantry (Character)|
WS:8|
BS:8|S:4|T:4|W:3|I:7|A:4|
Ld:10|Save:4++
Blind Grenades (Assault): Description:Enemy models do not gain additional attacks when charging, unless the Assassin was already locked in combat or has Gone to Ground.
Spy Mask: Description:All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Ignores Cover special rule.
Blind Grenades: Range:8"|Strength:1|
AP:-|Type:Assault 1, Blast, Blind
Exitus Pistol: Range:12"|Strength:X|
AP:2|Type

istol, Sniper, Exitus Ammo
Exitus Rifle: Range:72"|Strength:X|
AP:2|Type:Heavy 1, Sniper, Exitus Ammo
++ Roster Rules ++
Chapter Tactics: Machine Empathy: (Codex: Space Marines)
Chapter Tactics: The Flesh is Weak: (Codex: Space Marines)
Ideal Mission Commander (Combined Arms Detachment): (Warhammer
40k rulebook)
March of the Ancients: (Supplement: Clan Raukaan)
Objective Secured (Combined Arms Detachment): (Warhammer
40k rulebook)
++ Selection Rules ++
Aid Unlooked For: (Codex: Space Marines)
And They Shall Know No Fear: (Codex: Space Marines)
Blessings of the Omnissiah: (Codex: Space Marines)
Bulky: (Warhammer
40k rulebook p35)
Chapter Master: (
FW Charcterupdate PDF)
Chapter Tactics: (Codex: Space Marines)
Combat Squads: (Codex: Space Marines)
Deadshot: All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Precision Shots special rule.
Deep Strike: (Warhammer
40k rulebook p36)
Drop Pod Assault: (Codex: Space Marines)
Exitus Ammo: Each time a Vindicare Assassin fires a weapon with this special rule, choose one of the three following types of ammunition and apply the chosen ammunition’s rules to that shot:
• Shield-breaker: Invulnerable saves cannot be taken against Wounds, glancing hits, or penetrating hits from a shield-breaker round.
• Turbo-penetrator: Against vehicles, shots from a turbo-penetrator round count as Strength 10. Against all other targets, shots from a turbo-penetrator round inflict D3 Wounds, rather than just 1.
• Hellfire: Shots from a hellfire round always wound on a 2+
Fear: (Warhammer
40k rulebook)
Fearless: (Warhammer
40k rulebook)
Feel No Pain: (Warhammer
40k rulebook p35)
Flaming Projectiles: (Codex: Space Marines)
Immobile: (Warhammer
40k rulebook)
Independent Character: (Warhammer
40k rulebook p39)
Independent Operative: A model with this special rule can never be joined by another character. If a model with this special rule is your army’s Warlord, it never has a Warlord Trait.
Inertial Guidance System: (Codex: Space Marines)
Infiltrate: (Warhammer
40k rulebook p38)
Iron Thane: (
FW Charcterupdate PDF p24)
Jamming Beacon: (Codex: Space Marines)
Lightning Reflexes: A model with this special rule has a 4+ invulnerable save. In addition, they do not suffer the penalty to their Initiative for charging enemies through difficult terrain.
Lord of the Armoury: (Codex: Space Marines p92)
Mounted Assault: (Codex: Space Marines)
Move Through Cover: (Warhammer
40k rulebook p40)
No Escape: Enemy characters suffer a -2 penalty to their Look Out, Sir tests against any Wounds inflicted by a model with this special rule.
Psychic Discipline: Biomancy: (Warhammer
40k rulebook)
Psychic Discipline: Daemonology: (Warhammer
40k rulebook)
Psychic Discipline: Divination: (Warhammer
40k rulebook)
Psychic Discipline: Pyromancy: (Warhammer
40k rulebook)
Psychic Discipline: Telekinesis: (Warhammer
40k rulebook)
Psychic Discipline: Telepathy: (Warhammer
40k rulebook)
Psyker Mastery Level 2: (Warhammer
40k rulebook)
Purge the Weak: (
FW Charcterupdate PDF p24)
Relic of the Armoury: (Imperial Armour II 2nd Ed p242)
Repair (Rhino): (Codex: Space Marines)
Scions of the Forge: (Supplement: Clan Raukaan)
Scout: (Warhammer
40k rulebook p41)
Slow And Purposeful: (Warhammer
40k rulebook p42)
Stealth
Unyielding Spectres: (Codex: Space Marines)
Very Bulky: (Warhammer
40k rulebook p35)
Warlord Trait: Angel of Death: (Codex: Space Marines)
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