Space Marines

Epic Heros
85
110
105
70
95
125
85
160
100
85
90
95
110
120
75
120
100
75
120
95
100
60
70
100
315
110
200
140
150
85
90
100
340
115
115
130
90
70
95
100
65
Charaters
50
75
50
70
45
80
80
80
70
95
75
70
60
75
75
75
55
70
75
100
60
55
70
65
70
75
55
55
55
70
80
120
75
55
95
65
70
Battleline
75
135
150
100
100
165
100
80
140
Infantry
95
90
80
150
175
105
85
120
85
190
250
180
200
120
85
90
180
110
120
80
265
90
100
90
80
125
70
180
100
85
75
105
275
180
170
175
155
100
110
90
85
170
105
85
100
Walkers
150
160
160
135
125
195
130
145
Vehicles
125
150
160
160
135
75
160
160
160
160
150
150
175
125
220
220
220
270
120
135
140
100
195
180
180
220
235
115
125
135
130
185
190
145
Flyers
180
195
210
155
280
165
Dedicated Transports
70
80
85
95
75

Tactical Squad

Model NameMTSvWLdOC
Tactical Squad
32mm
6"43+ 26+2
Ranged WeaponsRangeABSSAPD
Bolt pistol
pistol
12"13+401
Boltgun
24"23+401
Combi-weapon
ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1
24"14+401
Flamer
ignores cover, torrent
12"D6N/A401
Grav-cannon
ANTI-VEHICLE 2+, HEAVY
24"34+6-13
Grav-gun
anti-vehicle 2+
18"23+5-12
Grav-pistol
ANTI-VEHICLE 2+, PISTOL
12"13+4-12
Heavy bolter
HEAVY, SUSTAINED HITS 1
36"34+5-12
Lascannon
HEAVY
48"14+12-3D6+1
Meltagun
melta 2
12"13+9-4D6
Missile launcher – frag
BLAST, HEAVY
48"D64+401
Missile launcher – krak
HEAVY
48"14+9-2D6
Multi-melta
HEAVY, MELTA 2
18"24+9-4D6
Plasma cannon – standard
BLAST, HEAVY
36"D3 4+7-21
Plasma cannon – supercharge
BLAST, HEAVY, HAZARDOUS
36"D3 4+8-32
Plasma gun – standard
rapid fire 1
24"13+7-21
Plasma gun – supercharge
hazardous, rapid fire 1
24"13+8-32
Plasma pistol – standard
PISTOL
12"13+7-21
Plasma pistol – supercharge
HAZARDOUS, PISTOL
12"13+8-32
Storm bolter
RAPID FIRE 2
24"23+401
Melee WeaponsRangeAWSSAPD
Astartes chainsword
Melee43+4-11
Close combat weapon
Melee23+401
Power fist
Melee23+8-22
Power weapon
Melee33+5-21
Thunder hammer
devastating wounds
Melee24+8-22
Twin lightning claws
twin-linked
Melee43+4-21
Keywords:
Adeptus Astartes, Infantry, Grenades, Imperium, Tactical Squad, Battleline

Abilities

Combat Squads:At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.
Core:
Faction:
Oath of Moment
Oath of Moment
Oath of Moment
Oath of Moment
Oath of Moment

Wargear Options

1 Tactical Marine’s boltgun can be replaced with one of the following:
  • 1 flamer
  • 1 heavy bolter
  • 1 grav-cannon
  • 1 grav-gun
  • 1 lascannon
  • 1 meltagun
  • 1 missile launcher
  • 1 multi-melta
  • 1 plasma cannon
  • 1 plasma gun
1 Tactical Marine’s boltgun can be replaced with one of the following:
  • 1 flamer
  • 1 grav-gun
  • 1 meltagun
  • 1 plasma gun
The Tactical Sergeant’s bolt pistol and boltgun can be replaced with 1 twin lightning claws, or two different weapons from the following list:*
  • 1 Astartes chainsword
  • 1 bolt pistol
  • 1 boltgun
  • 1 combi-weapon
  • 1 grav-pistol
  • 1 plasma pistol
  • 1 storm bolter
  • 1 power fist
  • 1 power weapon
  • 1 thunder hammer
* This model can only be equipped with two ranged weapons if one of them is a Pistol (and it can only have one Pistol).

Wargear Abilities

Unit Composition

1 Tactical Sergeant
9 Tactical Marines
Every model is equipped with: bolt pistol; boltgun; close combat weapon.

Costs

10 models - 140pts

Leader

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

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.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.