The Terrans

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Terrans

The Terrans
The terrans are a young technology species with psionic potential. The terrans of the Koprulu Sector descend from the survivors of a 23rd century colonization mission from Earth. Compared to the protoss and zerg, the terrans are highly factionalized and endure frequent wars amongst themselves in addition to the more recent conflicts with their alien neighbors. The term terran generally refers to the humans descending from the survivors of the "Long Sleep" and consequently to the human inhabitants of the Koprulu Sector. The term may be used synonymously with human and terrans of the Sector may extend its meaning to encompass those not descending from the "Long Sleep". frequently purified by the protoss) while facing the Sons of Korhal. The Sons eventually destroyed the Confederacy by using emitters to summon a wave of zerg upon the heavily-populated Tarsonis and created a new government to rule the terrans called the Terran Dominion, ruling from the world of Korhal. Unknown to the terrans of the Koprulu Sector, the humans of Earth were aware of their existence. However, no interference came from Earth until the discovery of the alien invaders, sparking panic. to the damage it had taken, Mengsk was forced to assemble a coalition of "special interest groups". The attempt failed. Kerrigan allowed the Dominion to survive, however. Four years later the Dominion became the strongest terran force in the Koprulu Sector, vying with the Kel-Morian Combine and the Umojan Protectorate for influence. Kerrigan launched a major attack against the Dominion, resulting in "billions" of terran casualties. The new Earth government, the United Earth Directorate, dispatched an Expeditionary Fleet to take control of the sector and defeat the aliens. After approximately six months of stability, the Dominion came under attack by the UED. The Dominion was quickly countered. However, they proved useful to Infested Kerrigan, the leader of approximately half of the Zerg Swarm, who was engaged in a civil war with the rest of the zerg... which the UED had taken control of. Striking an unlikely alliance with Dominion emperor Arcturus Mengsk, with whom she shared an adversarial relationship, they defeated the UED forces on Korhal. Kerrigan quickly betrayed her former ally before going on to defeat the rest of the UED fleet. The Dominion launched a counterattack against the zerg when Kerrigan was in a weak position, but due

Overview
The terrans are physically similar to humans of the twenty-first century, but are slowly evolving into a psionically potent race although they are still generations from reaching their full potential. The genetic basis was brought from Earth during the "Long Sleep". At present, only a small number possess psionic powers. While technologically more advanced than their twenty-first century counterparts many technologies remain familiar rather than exotic. For example, bullets, rockets, and missiles remain prominent in the terran arsenal, while energy comes from mined fuels and nuclear sources.

Terran history
The terrans arrived in the Koprulu Sector via super carriers circa 2300, landing on three separate planetsTarsonis, Moria and Umoja. They were cut off from Earth. Prior to the Great War, the terrans were divided into three factions in the Koprulu Sector, each based on one of the original settled planets the Terran Confederacy, Kel-Morian Combine and Umojan Protectorate. The Confederacy was the strongest faction. During the Great War the Terran Confederacy, experimenting with psi emitter technology, bore the brunt of attacks by the zerg (infested planets were

Physiology
Physically, terrans are much the same as they were half a millennia ago, standing at 1.5-1.8m on average and having a wide variety of physical features (pigmentation, eye color, etc.). Genetic material has remained within in the gene pool, blond hair and blue eyes still occurring naturally, despite being carried by recessive genes.

Due to advances in medical science, human life expectancy has been extended to at least 150 years, without any mental degradation. Physically, terrans are inferior to races such as the zerg and protoss and for all intents and purposes, mentally as well. However, terrans are known for their tenacity and ability to adapt to harsh circumstances. In addition, terrans are only a few steps away from developing into a formidable psionic power.

Terran Factions
The terrans are a heavily factionalized species, with many different governments and even more groups trying to overthrow said governments. The three dominant factions in the Koprulu Sector are the KelMorian Combine, Terran Dominion and the Umojan Protectorate, the Dominion having taken the place of the now defunct Terran Confederacy. Earth and its colonies are controlled solely by the United Earth Directorate. Terran space also have a significant number of pirate militias the most famous being Raynor's Raiders, which have caused conflict with the Terran Confederacy and the Terran Dominion. The Confederacy considered the Kel-Morian Combine and the Umojan Protectorate to be pirate militias, as well.

Beliefs
Before the founding of the United Powers League, terrans possessed a diversity of beliefs; beliefs that were subsequently repressed. This remained true with the Terran Confederacy, which had limited tolerance for "other faiths." However, a few planets in the Koprulu Sector, notably the Fringe Worlds, have resurrected old Earth religions, Christianity among them, in addition to creating cults, the Church of Besainted Pelagius being one example. For more agnostic societies, some terrans still believe in the existence of a monotheistic deity, though others are distinctively skeptical. Despite fragments of Earth's history being absent from terran records, some ancient mythologies are still remembered. These include tales of various after lives and their dark alternatives, including Hell, Tartarus and Sheol. "Warrior women" are remembered from at least one mythology also. One belief, or rather hope that has remained more-or-less constant for humanity is a fascination with the existence of other sentient life -- a hope that remained unfulfilled until contact was made with the protoss and zerg. The rulers of the United Powers League were of a different mindset than their Koprulu counterparts, demonstrating a purely militaristic and xenophobic approach to the discovery of alien species.

Terran Technology
The terrans have greatly advanced their technology since the 21st century. The descendants of the Long Sleep have the ability to create space stations, modify memories, teleportation technology, and embark on faster than light travel and communication holograms. Terrans have developed advanced weapons of war, such as the battle cruiser, siege tank, nuclear weapons, Ion Cannons, effective spacecraft, such as the Wraith, the Viking and the science vessel, and recently the powerful Thor. Some of their combat ships and even troops have access to cloaking devices. Militarily, terrans have developed the ability to quickly repair their vehicles and structures in the field. The key in terran warfare is their flexibility. Their primary structures are equipped with jet engines which enable flight to other places. Terrans have access to artificial intelligence that is widespread in use and is reasonably sophisticated, at least in software. The Adjutants seems to be the most widespread artificial intelligence of the terrans.

Forces of the Terrans


This section of the supplement details the forces used by the Terrans their weapons and the units you can choose. Each entry describes the unit and gives the rules to use them in your of Warhammer 40,000. The Forces of the Terrans section describes all of the troops and vehicles fielded by the Terrans. The Terran armory, including details and rules for all the advanced and deadly weapons used by the Terran, follows immediately afterwards. Unique Equipment Some items of Terran Wargear are unique to particular units, while more than one unit uses others. If an item is unique, it is detailed in the entry for its owning unit; otherwise it is detailed in the wargear section.

Terran Special Rules The units in the Terran army use a number of special rules that are common to more than one Terran unit. Given here are the details of those rules. Nuclear Strike Most Terran units have the authority to call down a bombardment from a Strike Cruiser. This ability can be used once per game per unit in their Shooting phase, providing that the unit did not move in the preceding Movement phase (though they may later assault if the controlling player wishes). Calling down a Nuclear Strike otherwise counts as firing a ranged weapon and uses the following profile: Range Unlimited Str 10 AP 1 Special Ordnance 1, Barrage

"You called down the thunder, now reap the whirlwind."

TERRAN GHOSTS
Ghosts were chosen from psychically-gifted individuals who were quarantined by the Terran Confederacy and trained from infancy to channel their psionic energies to augment their natural physical strength and endurance. Conscripts who successfully completed the Ghost Program's rigorous training and augmentations then served as commandos and assassins. Ghosts are trained in target shooting, closequarters combat (martial arts and possibly other techniques) and vehicular expertise. Ghosts are also trained to move quickly and are desensitized to combat; an example would be Sarah Kerrigan's training, who had a gun placed to her head by a guard and was ordered to kill the guard before he killed her. Kerrigan was subjected to this training at age twelve. Ghosts were frequently tasked to locate targets for and provide targeting for tactical nuclear strikes. Their reconnaissance role was aided by cybernetic enhancements to their eyes.

Ghosts 150 points HQ: A Ghost is an HQ choice for a Terran Army


Ghost WS 5 BS 5 S T W 4 4 2 I 5 A Ld 3 10 Sv 4+

Unit Composition: 1 Ghost Unit Type: Infantry Wargear: Sniper Rifle Psi-Round EMP Round Personal Cloaking Carapace Armour Psi-tracker Neural Shredder Special Rules: Psyker Independent Character Nuclear Strike

Psi-Round: During the players Shooting Phase the Ghost may opt to use a Psi-Round: Make a psychic test prior to shooting but after selecting a target: If successful, the Psi-Round will inflict Instant Death as well as ignoring any invulnerable saves. EMP Round: During the players Shooting Phase the Ghost may opt to use a EMP Round: An EMP round acts as a normal sniper rifle against vehicles, except it has an armor penetration value of 3D6 (with no base strength). Personal Cloaking: Each time an enemy unit fires at a unit of Ghosts it must check if it can see them. Roll 3D6 and multiply the result by 3, giving a number between 9 and 56. This is the number of inches the Ghosts can be spotted at, and if the unit is within this range then firing is conducted normally. A unit which fails to detect Ghosts misses its chance to fire at an alternative target in the confusion.

TERRAN GOLIATHS
The goliath was originally manufactured by Lars Corp Technologies for the Kel-Morian Combine. The Combine was using it by 2480. The goliath was intended for the infantry support role, especially in urban environments. The walker became widespread throughout the Koprulu Sector when the blueprints were stolen by corporate spies and sold to Confederate interests. The Confederacy was using goliaths by 2485 at the Battle of Noranda Glacier on Onuru Sigma, which began the Guild Wars. The Confederacy placed goliaths in the Confederate Armored Vehicle Corps, pilots requiring a PEB (Preferred Experience Base) of six months combat experience to be trained in their use. Not that goliaths were entirely confined to a single corps however, being found within many Confederate units and often attached to mechanized infantry. As such, Goliaths became well known throughout the Koprulu Sector.

Terran Goliaths 45 points per model


Elites: A Marauder squad is an Elites choice for a Terran Army
Armour Side 11

Goliath

WS 3

BS 4

Front 11

Rear 10

I 3

A 1

Unit Composition: 3-5 Terran Goliaths Unit Type: Vehicle (Walker) Wargear: Autocannon Two Hellfire AA-Missile Launchers

TERRAN MARAUDERS
The marauder is equipped with dual missile launchers that are effective against armored targets and slows the speed of enemy units. Slowed units are briefly covered in purple light. The marauder can only slow one opponent at a time.

Terran Marauders 40 points per model Elites: A Marauder squad is an Elites choice for a Terran Army
Marauder WS 3 BS 4 S T W 4 4 2 I 4 A Ld 1 8 Sv 2+

Unit Composition: 3-5 Terran Marauders Unit Type: Infantry Wargear: 2 Grenade Launchers Marauder Armor Offensive Grenades StimPacks Targeter

Options: The entire squad may exchange their Grenade Launchers for two Missile Launchers for +5 points per model.

TERRAN MARINES
Marines compose the bulk of most terran frontline forces, ranging from officially governmentsanctioned units and local militias to renegades and mercenaries. Koprulu Sector marines are generally equipped with powered armor suits and rapid-fire C-14 rifles. The suit provides full lifesupport and NBC protection, allowing marines to deploy into environments that would otherwise be inimical to human life. Despite such material investment into each marine, they tend to have extremely short combat lives. To improve their effectiveness and odds of survival, many marines make heavy use of StimPacks. Firebats are "armored assault troopers". Firebats are often attached to provide support for marine squads. They are typically armed with dual armmounted flame throwers and wear armor similar to those used by marines, except heavier and providing additional resistance to heat and flame.

Terran Marines 12 points per model Troops: A Terran Marine squad is a Troops choice for a Terran Army. Squads entering play via Deep Strike are an Elite choice for a Terran Army.
Marine Sergeant Officer WS 3 3 3 BS 4 4 4 S T W 3 3 1 3 3 3 3 1 2 I 3 3 4 A Ld 1 7 2 3 8 9 Sv 3+ 3+ 3+

Unit Composition: 4-19 Terran Marines 1 Sergeant Unit Type: Infantry Wargear: C-14 Rifle Powered Armour Offensive Grenades StimPacks Targeter Special Rules: Nuclear Strike (Officer Only) Independent Character (Officer Only) Deep Strike

Options: The entire squad may be armed with Ballistic Alloy Combat Shields for +10 points per model. Up to two Marines may exchange their C14 Rifle for one of the following: - Grenade Launcher+5 points per model - Missile Launcher.+10 points per model Up to half of the squad may be upgraded to Firebats for +5 points per model, exchanging their C-14 Rifle for dual flamers. Character: The sergeant may be given any of the following: - Auspex.+2 points - Bionics+10 points One sergeant per army may be upgraded to an Officer for +80 points. An Officer is an HQ choice, rather than a Troops unit, and his squad counts as a retinue in all regards.

TERRAN MEDICS
Historically Confederate marine forces suffered high casualties, but retained their strength through aggressive recruitment practices. Confederate medics remained at bases to care for wounded soldiers but were sometimes attached to squads/platoons. Confederate medics had a distinct appearance (white armor with a red cross). Raynor's Raiders medics operated on the front lines, at least on some occasions. As conflict escalated to include the protoss and zerg, marine losses became prohibitive. The United Earth Directorate pacification fleet included combat medics in its front lines. Recruitment for medics drew in mostly women. The UED's technological prowess included the field of medical science. Medic tools have been expanded to chemical modifiers increasing marine survival rates and the use of nanoconveyed anesthetic and attenuated lasers to carry out on-site surgery. However, casualties will still occur and for dying marines, medics administer a drug known as the "Final Protocol."

Terran Medics 45 points per model Medics do not occupy a slot on the Force Organization Chart, but are chosen as a Troops choice. They cannot hold ground or contest objectives.
Medic WS 3 BS 4 S T W 4 5 1 I 4 A Ld 1 8 Sv 3+

Unit Composition: 1 Terran Medic Unit Type: Infantry Wargear: Grenade Launcher Powered Armour Offensive Grenades Ballistic Alloy Combat Shield Med-Stims Special Rules: Independent Character

HELLION SQUADRON
The Hellion is a four-wheeled buggy-like vehicle. Like the vulture it fills the fast-attack, antiinfantry role. Unlike the vulture, it is armed with a flamethrower. The fast movement speed of the Hellion allows it to quickly chase down retreating opponents, or to readily escape an unfavorable situation. Unlike the Vulture, the Hellion cannot attack while on the move and must stop before the attack can commence. The mounted flamethrower deals an area of effect in a straight line and is ideal for taking out light armored units. Combine this with the quick speed and increased range, the Hellion can easily perform hit and run tactics on a much slower enemy group.

Hellion Squadron 35 points per model


Fast Attack: A Hellion squadron is a Fast Attack choice for a Terran Army
Armour Side 10

Hellion

BS 4

Front 10

Rear 10

Unit Composition: 1-3 Hellions Unit Type: Vehicle Squadron (Fast, Open-topped) Wargear: Heavy Flamer High Capacity Barrels

TERRAN REAPERS
Reapers specialize in hit-and-run, close-quarters combat. They are more mobile than marines as their jet packs allow them to surmount obstacles independently. Reapers are clad in self-contained body suits, and are armed with dual P-45 "Scythe" gauss pistols and deuterium-eight demolition charges. Reapers are drawn from marine recruits that could not be successfully subjugated by neural resocialization. These resistant recruits tend to be among the most hardened of criminals, and are sent instead to the "Icehouse" in the Torus system to be inducted into the Reaper Corps. Reaper recruits are chemically altered to make them even more aggressive before being subjected to brutal training in close-quarters combat and the use of their jet packs. While theoretically a reaper who survives two years of duty will be pardoned and released back to civilian life, in its five years of operation the Reaper Corps has yet to have a single recruit survive for more than six months.

Reapers 18 points per model


Fast Attack: Reapers are a Fast Attack choice for a Terran Army
WS 4 4 BS 4 4 S T W 4 4 1 4 4 1 I 3 3 A Ld 1 8 2 9 Sv 3+ 3+

Reaper Sergeant

Unit Composition: 9-20 Reapers 1 Sergeant Unit Type: Jump Infantry Wargear: Powered Armour Dual Pistols D8 Charges StimPacks Offensive Grenades Character: The sergeant may be given any of the following: - Auspex.+2 points - Bionics+10 points

D8 Charge: The reaper throws a demolition charge on the ground. If the charge is not destroyed within five seconds, it detonates damaging friendly and hostile ground units and buildings in the vicinity. A red timer bar shows how long until it detonates. A Reaper squad may throw their charges, counting as a single demo charge in the Shooting Phase.

VULTURE SQUADRON
In use by 2478, the vulture is a lightly-armored one-man hover bike primarily used for scouting and patrol, designed with speed and reliability in mind. Its limited gravity hover technology allows the bike to travel over rough terrain with little loss of traction or speed, and reach speeds up to 230 miles per hour; an onboard computer and sensors mounted in the "nose" of the cr aft keep it at a steady pace for most of the time. These features make the vulture suitable for patrolling the vast wildernesses typically found around terran colonies. They produce a humming whine as they move. Vultures are ill suited for heavy combat, given their light frame. However, they make excellent skirmishers, especially against lightly armored targets. Vultures are also tasked with scavenging ("scavenger hover bike" is a term occasionally used). In some occasions, vultures may be formed into small squadrons, usually attached to mechanized infantry. Given the speed at which the bikes move however, it is difficult to maintain cohesion The vulture's driver seat can be enclosed depending on model, customization, or operating environment and can be configured for someone to ride shotgun.

Vulture Squadron 15 points per model Fast Attack: A Vulture squadron is a Fast Attack choice for a Terran Army
Vulture Sergeant WS 3 3 BS 3 3 S T W 3 4 1 3 4 1 I 3 3 A Ld 1 7 2 8 Sv 4+ 4+

Unit Composition: 4-10 Vultures 1 Sergeant Unit Type: Jetbikes Wargear: Spider Mines Grenade Launcher Character: The sergeant may be given any of the following: - Auspex.+2 points - Bionics+10 points

TERRAN BANSHEE
The Banshee is a terran aircraft designed by Procyon Industries in response to the Terran Dominion's requirement for a dedicated ground attack aircraft. Experience had shown that it was unlikely that adapting an existing design would prove satisfactory. Thus, Procyon designed an entirely new craft. The design was heavily optimized for its intended role. Armament was limited to air-to-ground Backlash cluster rockets, eschewing any antiaircraft weapons. As the Banshee was never intended to operate outside of an atmosphere, only relatively low-thrust turbofans were fitted, wholly unable to achieve escape velocity, but much cheaper than engines capable of achieving space flight. Later Banshees were fitted with cloaking devices taken from Wraiths. The Banshee has proven successful in service. Easily transported from world to world, its mobility and firepower has proven most useful, especially in inhospitable terrain and against hostile irregular forces. The Banshee has also acquired a reputation as a Dominion terror weapon, a result of a significant number of civilians being killed by Banshees employed in urban combat.

Banshee Gunship 150 points per model Heavy Support: A Banshee is a Heavy Support choice for a Terran Army
BS 4 Front 12 Armour Side 11 Rear 10

Banshee

Unit Composition: 1 Banshee Unit Type: Vehicle (Skimmer, Fast) Wargear: 2 Missile Launchers Cloaking Field

SIEGE TANK
The dual-mode siege tank concept was a response to the Guild Wars and the goliath. Prior to the war, work had progressed on a static "final defense" cannon. However, the conflict demonstrated the need for mobility and as a result an effort was made to make the cannon more mobile. The solution was creative. An existing tank design was modified so that it could operate as a conventional tank in addition to being able to deploy the cannon and become a static artillery emplacement at will. Mobile siege tanks were in existence by 2480, several years before the official beginning of the Guild Wars. Siege tanks function in two modes. First is the "tank" or "assault mode" in which the vehicle may be used in the familiar armored support role using relative light weapons. The second is the more radical "siege mode" in which the vehicle becomes a static emplacement able to deploy a much more powerful and longer ranged weapon.

Siege Tank 120 points Heavy Support: Siege Tanks are a Heavy Support choice for a Terran Army
BS 4 Front 14 Armour Side 12 Rear 10

Siege Tank

Unit Composition: 1 Siege Tank Unit Type: Vehicle (Tank) Wargear: Battle Cannon Special Rules: Siege Mode

Siege Mode: A Siege Tank may enter its Siege Mode during the Movement Phase. Once initiated, the Siege Tank may not move, becoming an immobile vehicle. During the Shooting phase its main battle canon may fire indirectly as if it were a barrage weapon.

Terran Wargear
This section of lists the deadly weapons and equipment used by Terran armies, along with all the details youll need for using them in your games of Warhammer 40,000. Note that weapons and equipment that may be used by more than one type of model or unit are detailed here, while equipment that is unique to a single model or unit is detailed in the appropriate entry in the Forces section.

Ranged Weapons
C-14 Rifle: The C-14 Impaler gauss rifle is the terran standard issue weapon to marines of the Confederate Marine Corps and the Dominion Marine Corps, and is common throughout the Koprulu Sector. In use by 2478, the C-14 fires hypersonic 8 mm. armor-piercing metal "spikes" which may penetrate two inches of steel plating? The weapon is fully automatic with a rate of fire of 30 rounds per second. Fully automatic fire is discouraged under most conditions. Instead a capacitor system is used to fire the weapon in short bursts, conserving ammunition and minimizing power requirements and has the following profile: Range 24 Str 4 AP 5 Special Rapid Fire

Missile Launcher: The missile launcher is a favored weapon amongst heavy weapons teams due to the tactical flexibility afforded by a range of warheads. Each time the missile launcher fires, the controlling player can decide which round is being used. Frag Grenade Range 48 Str 4 AP 6 Special Heavy 1, Blast

Krak Grenade Range 48 Str 8 AP 3 Special Heavy 1

Heavy Flamer: The heavy flamer is the weapon of choice for sweeping fortifications clear and purging the ranks of the enemy. Range Template Str 5 AP 4 Special Assault 1

Dual Flamers: Dual Flamers are wrist mounted weapons. They are twin-linked and have the following profile: Range Template Str 4 AP 5 Special Assault 1

Grenade Launcher: Grenade Launchers are versatile, manportable weapons capable of firing a range of deadly rounds. Each time the grenade launcher fires, the controlling player can decide which round is being used: Frag Grenade Range 24 Str 3 AP 6 Special Assault 1, Blast

Demo Charge: Small, compact, but extremely destructive, demolition charges are used to destroy fortifications and enemy armor emplacements. Range 6 Str 8 AP 2 Special Assault 1, Large Blast, One Shot Only

Dual Pistols: Used as the primary weapon of the Reapers, they count as twin-linked and have the following profile: Range Str 4 AP 5 Special Pistol

Krak Grenade Range 24 Str 6 AP 4 Special Assault 1

12

Neural Shredder: The Neural shredder uses the Flame template and is fired just like a flame weapon. Roll to wound as follows: the neural shredder has Strength 8 but, rather than using the targets Toughness values, their Leadership is used. Other than this, the To Wound chart is used as normal. A roll of a 1 always fails to inflict a wound. Against vehicles, roll a D3 on the Glancing Hits table, as the crews brains are partially protected by the vehicles armour. The Neural shredder has the following profile: Range Template Str X AP 1 Special Assault 1

Med-Stims: Med-Stims is a catch-all phrase used to describe the medicinal concoctions and tools used by Terran medics on the battle field. They confer the Feel No Pain universal special rule to any unit the Medic is attached to, including the medic herself. Psi-tracker: If a model has a psi-tracker, one roll to hit made by any model in the Terran army may be re-rolled once per Shooting phase, so long as the target is a Psyker, or is a squad with a Psyker attached to it. Targeter: Models equipped with a targeter are allowed to pre-measure the range to a target before they decide who to shoot at in the Shooting phase. After you have used a targeter then any Guess range weapons may not be fired that turn. Spider Mines: Spider mines count as Defensive grenades in all regards. Auspex: An auspex is a short-ranged scanner used to detect hidden enemy troops. If enemy infiltrators set up within 4D6 of a model with an auspex, then that model is allowed to take a free shot at them (or sound the alarm in a Raid scenario). If the model is part of a unit then the whole unit may shoot. These shots are taken before the battle begins, and may cause the infiltrators to fall back. The normal shooting rules apply.

Armour
Carapace Armour: Carapace armour is made up of large rigid plates of armaplas or ceramite molded to fit the wearer. A model with carapace armour has an armour save of 4+. Powered Armour: Made from thick ceramite plates and electronically motivated fibre bundles, power armour is amongst the best protective armour available to the Terrans. A model with powered armour has an armour save of 3+. Marauder Armour: Due to the powerful exoskeleton and power sources built into their armour, models in Marauder armour have the relentless universal special rule and has an armour save of 2+.

Other Equipment
Ballistic Alloy Combat Shield The Ballistic Alloy Combat Shield is a widely used shield distributed amongst Terran Marines. It increases the toughness of the Marines by 1 StimPacks: StimPacks increase the combat efficiency of Terran Marines exponentially. The unit may use StimPacks at the start of any assault phase and will benefit from the Furious Charge universal special rule for that turn but each model takes a S1 hit with no saves of any kind allowed

Bionics: Bionics allows a character who has suffered a crippling injury to return to service. To represent this, if a model with bionics is killed, instead of removing it, place the model on its side. Roll a D6 at the start of the next turn. On the roll of a 6 the model is stood back up with one wound, but on any other result it is removed as a casualty.

Cloaking Field: Cloaking Fields count as Smoke Launchers in all regards.

Vehicle Armoury
Hellfire AA Missile Launcher: Hellfire missiles are a terran explosive projectile used as standard anti-air armament for goliaths. Range 48 Str 8 AP 1 Special Assault 1, Melta

Battle Cannon: The main armament on the siege tank has the following profile: Range 48 Str 8 AP 3 Special Ordnance 1

High Capacity Barrels: The installation of high capacity barrels on a Hellion allows it maintain a constant torrent of flame. It may reroll all rolls to wound. Autocannon: Autocannons fire large caliber, high velocity shells at a prodigious rate. They are the heavy weapon of choice for commanders facing large infantry formations and lightly armored vehicles. It has the following profile: Range 48 Str 7 AP 4 Special Heavy 2

Heavy Flamer: The heavy flamer is the weapon of choice for sweeping fortifications clear and purging the ranks of the enemy. Range Template Str 5 AP 4 Special Assault 1

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