: Emperor's Champion (1#, 125 pts)
Emperor's Champion 125
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Crusader Seals (May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Bolt Pistol (12" Range; S4; AP5; Pistol); The Black Sword ( +2 Strength Power Weapon. (p31 C:BT)); Suffer Not the Unclean...; Independent Character (Awlays an Indepdendent Character and may never lead, join, or be attached to a Command Squad.); Slayer of Champions (Before resolving combats in any Assault phase where the Emporer's Champion is in combat with an enemy unit containing one or more enemy Indepedent Characters, you must immediately move the Emporer's Champion so that he is in base-to-base contact with at least one enemy Independent Character.)
HQ: High Marshal Helbrecht (8#, 1056 pts)
High Marshal Helbrecht 1056
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Crusader Seals (May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)); Combi-Meltagun (24" Range; S4; AP5; Rapid Fire (Bolter)
12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle)); Sword of the High Marshals (Master-Crafted Power Weapon; +D3 Attacks in the first round of any assault. (p44 C:BT)); Command Squad; Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative); Furious Charge (Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)); Independent Character ((See WH40k, pg. 50.)); Rites of Battle (If a Black Templars Commander is on the table then all other Black Templars units may use his Leadership for Morale, Pinning, or Leadership tests.)
Command Squad [878]
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Squad w/ Crusader Seals (May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)); Squad w/ Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Squad w/ Terminator Honours (+1 Attacks. Ld becomes 9 if lower.); Bolt Pistol & CCW; Apothecary; Fighting Co. Champion; Fighting Co. Standard Bearer; Reclusiarch; Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative); Furious Charge (Add +1 to strength and initiative, conditions apply (p75 WH40K 5E))
Initiate with Bolt Pistol and CCW [32]
Crusader Seals (May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Terminator Honors (+1 Attacks. Ld becomes 9 if lower.); Bolt Pistol (12" Range; S4; AP5; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative); Furious Charge (Add +1 to strength and initiative, conditions apply (p75 WH40K 5E))
Apothecary [97]
Narthecium (As long as the Apothecary is alive, all models in his squad have the Feel No Pain USR.); Crusader Seals (squad) (May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)); Frag Grenades (squad) (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Terminator Honours (squad) (+1 Attacks. Ld becomes 9 if lower.); Power Weapon (x1) (Ignores armour saves in close combat (p42 WH40K 5E)); Storm Shield (x1) (3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative); Furious Charge (Add +1 to strength and initiative, conditions apply (p75 WH40K 5E))
Fighting Company Champion [92]
Crusader Seals (squad) (May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)); Frag Grenades (squad) (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Terminator Honours (squad) (+1 Attacks. Ld becomes 9 if lower.); Power Weapon (x1) (Ignores armour saves in close combat (p42 WH40K 5E)); Storm Shield (x1) (3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative); Furious Charge (Add +1 to strength and initiative, conditions apply (p75 WH40K 5E))
Fighting Company Standard Bearer [107]
Crusader Seals (squad) (May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)); Frag Grenades (squad) (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Terminator Honours (squad) (+1 Attacks. Ld becomes 9 if lower.); Power Weapon (x1) (Ignores armour saves in close combat (p42 WH40K 5E)); Storm Shield (x1) (3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative); Furious Charge (Add +1 to strength and initiative, conditions apply (p75 WH40K 5E))
Reclusiarch [188]
Crusader Seals (May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)); Rosarius (4+ Invulnerable save. (p28 C:BT)); Holy Orb of Antioch; Terminator Honors (+1 Attacks. Ld becomes 9 if lower. (p29 C:BT)); Crozius Arcanum (Ignores armour saves in close combat (p42 WH40K 5E)); Storm Shield (x1) (3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.); Thunder Hammer (x1) (Doubles Strength, ignores Armour Saves; Always strikes at Initiative 1. Any model wounded may not attack again until Initiative 1 blows are struck in the next Assault phase. Vehicles hit are considered Crew Shaken as well as whatever else happens.); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative); Furious Charge (Add +1 to strength and initiative, conditions apply (p75 WH40K 5E))
Holy Orb of Antioch [10]
Once per game, a model bearing a Holy Orb may throw it up to 12" in the shooting phase instead of firing a weapon. The Holy Orb is a blast weapon. A Holy Orb always wounds on a 2+, regardless of the target's Toughness and has an AP of 3. Against vehicles with an Armour Value, it causes an automatic Glancing Hit if the model is even partially under the template. A model throwing a Holy Orb may charge in the Assault phase (See C:BT, pg. 28 + BT FAQ v1.1).
Sergeant [87]
Crusader Seals (May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)); Frag Grenades (squad) (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Terminator Honors (+1 Attacks. Ld becomes 9 if lower.); Power Weapon (x1) (Ignores armour saves in close combat (p42 WH40K 5E)); Storm Shield (x1) (3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative); Furious Charge (Add +1 to strength and initiative, conditions apply (p75 WH40K 5E))
Land Raider Crusader [275]
| Grp: BS: 4 FA: 14 SA: 14 RA: 14 |
Unit Type: Vehicle (Tank) (Unit Type: Vehicle (Tank) (WH40k, pp. 68-69)); Transport Capacity: 15 models; Access Points: 3; Extra Armor (Crew Stunned results count as Crew Shaken instead. See (C:BT, pg. 29).); Frag Assault Launchers (See C:SM, pg. 82.); Multi-melta (24" Range; S8; AP1; Heavy 1; Melta.); Pintle-mounted Storm Bolter (24" Range; S4; AP5; Assault 2. Treated as an additional defensive weapon.); Twin-Linked Assault Cannon (24" Range; S6; AP4; Heavy 4 Rending Linked); 2x Hurricane Bolters (3 Weapons, each 24" Range; S4; AP5; Rapid Fire, Linked); Assault Vehicle (Models disembarking from any access point can launch an assault on any turn they do so. A unit that Deep Strikes within a Land Raider cannot assault in the turn it arrives.); Power of the Machine Spirit (The vehicle can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting. See (C:BT, pg. 29 + BT FAQ v1.1).)
Elite: Venerable Dreadnought (1#, 173 pts)
Venerable Dreadnought 173
| Grp: Elite WS: 4 BS: 4 St: 6/7 In: 4/3 At: 2 FA: 12 SA: 12 RA: 10 |
Unit Type: Vehicle (Walker) (Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)); Extra Armor (Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Venerable: Re-roll all Glancing and Penetrating results on the vehicle damage tables if desired; Skill: Tank Hunter (Add +1 to AP rolls, automatically pass tank shock, conditions apply (p76 WH40K 5E)); Twin-Linked Lascannon (48" Range; S9; AP2; Heavy 1 Linked); Missile Launcher (Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative)
Elite: Dreadnought (2#, 153 pts)
Dreadnought 153
| Grp: Elite WS: 4 BS: 4 St: 6/10 In: 4/3 At: 2 FA: 12 SA: 12 RA: 10 |
Unit Type: Vehicle (Walker) (Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)); Extra Armor (Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Assault Cannon (24" Range; S6; AP4; Heavy 4 Rending); Dreadnought CCW (Strength 10; Ignores armour savess in close combat.); Heavy Flamer (Template; S5; AP4; Assault 1); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative); Drop Pod
Drop Pod [30]
| Grp: BS: 2 FA: 12 SA: 12 RA: 12 |
Unit Type: Vehicle (Open-topped) (Unit Type: Vehicle (Open-topped) (WH40k, pg. 70)); Transport Capacity: 10 models; Storm Bolter (24" Range; S4; AP5; Assault 2); Immobile; Power of the Machine Spirit (The vehicle can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting. See (C:BT, pg. 29 + BT FAQ v1.1).)
Elite: Dreadnought (2#, 153 pts)
Dreadnought 153
| Grp: Elite WS: 4 BS: 4 St: 6/10 In: 4/3 At: 2 FA: 12 SA: 12 RA: 10 |
Unit Type: Vehicle (Walker) (Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)); Extra Armor (Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Assault Cannon (24" Range; S6; AP4; Heavy 4 Rending); Dreadnought CCW (Strength 10; Ignores armour savess in close combat.); Heavy Flamer (Template; S5; AP4; Assault 1); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative); Drop Pod
Drop Pod [30]
| Grp: BS: 2 FA: 12 SA: 12 RA: 12 |
Unit Type: Vehicle (Open-topped) (Unit Type: Vehicle (Open-topped) (WH40k, pg. 70)); Transport Capacity: 10 models; Storm Bolter (24" Range; S4; AP5; Assault 2); Immobile; Power of the Machine Spirit (The vehicle can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting. See (C:BT, pg. 29 + BT FAQ v1.1).)
Troops: Crusader Squad (6#, 170 pts)
Crusader Squad 170
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Squad with Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Squad with Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Boltgun; Meltagun; Lascannon; Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative)
3x Initiate with Bolter [57]
Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Bolter (24" Range; S4; AP5; Rapid Fire); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative)
Initiate with Meltagun [29]
Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Meltagun (12" Range; S8; AP1; Assault 1; Melta.); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative)
Initiate with Lascannon [34]
Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Lascannon (48" Range; S9; AP2; Heavy 1); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative)
Rhino [50]
| Grp: BS: 4 FA: 11 SA: 11 RA: 10 |
Unit Type: Vehicle (Tank) (Unit Type: Vehicle (Tank) (WH40k, pp. 68-69)); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Storm Bolter (24" Range; S4; AP5; Assault 2); Repair (If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehcile shooting. Roll a D6 in the Shotting phase, and on a 6 the vehicle is no longer immobilzed.)
Troops: Crusader Squad (6#, 170 pts)
Crusader Squad 170
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Squad with Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Squad with Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Boltgun; Meltagun; Lascannon; Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative)
3x Initiate with Bolter [57]
Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Bolter (24" Range; S4; AP5; Rapid Fire); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative)
Initiate with Meltagun [29]
Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Meltagun (12" Range; S8; AP1; Assault 1; Melta.); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative)
Initiate with Lascannon [34]
Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Lascannon (48" Range; S9; AP2; Heavy 1); Suffer Not the Unclean... (The unit gains a +1 Strength and -1 Initiative)
Rhino [50]
| Grp: BS: 4 FA: 11 SA: 11 RA: 10 |
Unit Type: Vehicle (Tank) (Unit Type: Vehicle (Tank) (WH40k, pp. 68-69)); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Storm Bolter (24" Range; S4; AP5; Assault 2); Repair (If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehcile shooting. Roll a D6 in the Shotting phase, and on a 6 the vehicle is no longer immobilzed.)
Option Footnotes
Vows
Suffer Not the Unclean... - The unit gains a +1 Strength and -1 Initiative
Skills
Furious Charge - Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)
Special Rules
Assault Vehicle - Models disembarking from any access point can launch an assault on any turn they do so. A unit that Deep Strikes within a Land Raider cannot assault in the turn it arrives.
Furious Charge - Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)
Immobile
Independent Character - Awlays an Indepdendent Character and may never lead, join, or be attached to a Command Squad.
Power of the Machine Spirit - The vehicle can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting. See (C:BT, pg. 29 + BT FAQ v1.1).
Repair - If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehcile shooting. Roll a D6 in the Shotting phase, and on a 6 the vehicle is no longer immobilzed.
Rites of Battle - If a Black Templars Commander is on the table then all other Black Templars units may use his Leadership for Morale, Pinning, or Leadership tests.
Slayer of Champions - Before resolving combats in any Assault phase where the Emporer's Champion is in combat with an enemy unit containing one or more enemy Indepedent Characters, you must immediately move the Emporer's Champion so that he is in base-to-base contact with at least one enemy Independent Character.
Unit Type
Unit Type: Infantry - Unit Type: Infantry (p.54 WH40k)
Unit Type: Vehicle (Open-topped) - Unit Type: Vehicle (Open-topped) (WH40k, pg. 70)
Unit Type: Vehicle (Tank) - Unit Type: Vehicle (Tank) (WH40k, pp. 68-69)
Unit Type: Vehicle (Walker) - Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)
Wargear
Skill: Tank Hunter - Add +1 to AP rolls, automatically pass tank shock, conditions apply (p76 WH40K 5E)
Armor of Faith - 2+ Armor Save, 4+ Invulnerable Save in close combat. (p31 C:BT)
Artificer Armour - 2+ Armor Save. (p27 C:BT)
Bionics - Ignore a wound on a D6 roll of 6. See Codex for details. (p27 C:BT)
Combat Shield - Confers a 6+ Invulnerable Save (see C:BT, pg. 27 + BT FAQ v1.1).
Crusader Seals - May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)
Crusader Seals (squad) - May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)
Extra Armor - Crew Stunned results count as Crew Shaken instead. See (C:BT, pg. 29).
Fighting Company Banner - Nearby Space Marine units may re-roll failed Morale or Pinning test. See Codex for details. (p28 C:BT)
Frag Assault Launchers - See C:SM, pg. 82.
Frag Grenades - Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).
Frag Grenades (squad) - Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).
Holy Orb of Antioch - Once per game, a model bearing a Holy Orb may throw it up to 12" in the shooting phase instead of firing a weapon. The Holy Orb is a blast weapon. A Holy Orb always wounds on a 2+, regardless of the target's Toughness and has an AP of 3. Against vehicles with an Armour Value, it causes an automatic Glancing Hit if the model is even partially under the template. A model throwing a Holy Orb may charge in the Assault phase (See C:BT, pg. 28 + BT FAQ v1.1).
Iron Halo - 4+ Invulnerable Save. (p28 C:BT).
Krak Grenades - One attack with 6+D6 AP (exceptions apply p72 WH40K)
Multi-melta - 24" Range; S8; AP1; Heavy 1; Melta.
Narthecium - As long as the Apothecary is alive, all models in his squad have the Feel No Pain USR.
Pintle-mounted Storm Bolter - 24" Range; S4; AP5; Assault 2. Treated as an additional defensive weapon.
Rosarius - 4+ Invulnerable save. (p28 C:BT)
Smoke Launchers - Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).
Squad w/ Crusader Seals - May re-roll when making a Consolidate move due to Righteous Zeal special rule. See Codex for details. (p27 C:BT)
Squad w/ Frag Grenades - Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).
Squad w/ Terminator Honours - +1 Attacks. Ld becomes 9 if lower.
Squad with Frag Grenades - Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).
Squad with Krak Grenades - One attack with 6+D6 AP (exceptions apply p72 WH40K)
Terminator Honors - +1 Attacks. Ld becomes 9 if lower.
Terminator Honours (squad) - +1 Attacks. Ld becomes 9 if lower.
Weapons
2x Hurricane Bolters - 3 Weapons, each 24" Range; S4; AP5; Rapid Fire, Linked
Assault Cannon - 24" Range; S6; AP4; Heavy 4 Rending
Bolt Pistol - 12" Range; S4; AP5; Pistol
Bolter - 24" Range; S4; AP5; Rapid Fire
Close Combat Weapon - If used with another close combat weapon, +1 attack in close combat.
Combi-Meltagun - 24" Range; S4; AP5; Rapid Fire (Bolter)
12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle)
Crozius Arcanum - Ignores armour saves in close combat (p42 WH40K 5E)
Dreadnought CCW - Strength 10; Ignores armour savess in close combat.
Heavy Flamer - Template; S5; AP4; Assault 1
Lascannon - 48" Range; S9; AP2; Heavy 1
Meltagun - 12" Range; S8; AP1; Assault 1; Melta.
Missile Launcher - Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
Power Weapon - Ignores armour saves in close combat (p42 WH40K 5E)
Storm Bolter - 24" Range; S4; AP5; Assault 2
Storm Shield - 3+ Invulnerable Save. This may not be combined with Iron Halo or Rosarius save.
Sword of the High Marshals - Master-Crafted Power Weapon; +D3 Attacks in the first round of any assault. (p44 C:BT)
The Black Sword - +2 Strength Power Weapon. (p31 C:BT)
Thunder Hammer - Doubles Strength, ignores Armour Saves; Always strikes at Initiative 1. Any model wounded may not attack again until Initiative 1 blows are struck in the next Assault phase. Vehicles hit are considered Crew Shaken as well as whatever else happens.
Twin-Linked Assault Cannon - 24" Range; S6; AP4; Heavy 4 Rending Linked
Twin-Linked Lascannon - 48" Range; S9; AP2; Heavy 1 Linked
Roster Design Information
And They Shall Know No Fear... (p22 C:BT)
Drop Pod Assault (p22 C:BT)
Righteous Zeal (p22 C:BT)
Abhor The Witch (p22 C:BT)
Mixed Armour (p76 WH40K)
Kill Them All (p22 C:BT)
No Pity! No Remorse! No Fear! (p22 C:BT)
Validation Report
c-1. File Version: 1.24 For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission
You can only have one command squad for every Space Marine Captain.
Roster Statistics
% Elite: 23.9
% Fast: 0
% Heavy: 0
% HQ: 52.8
Model Count: 26
% Troops: 17
% Wargear: 0.5
Files version: 1.24
Composition Report
HQ - 1 (1 to 2)
Elite - 3 (0 to 3)
Troops - 2 (2 to 6)
Fast - 0 (0 to 3)
Heavy - 0 (0 to 3)