Name [size] | Qua | Def | Equipment | Special Rules | Cost |
---|---|---|---|---|---|
Hell Marshal [1] | 4+ | 4+ | Carbine (18", A2), CCW (A1) | Ambush, Fearless, Hero, Tough(3) | 50pts |
Scout Marshal [1] | 4+ | 5+ | Carbine (18", A2), CCW (A1) | Ambush, Fearless, Hero, Stealth, Tough(3) | 50pts |
Heavy Marshal [1] | 4+ | 4+ | Carbine (18", A2), CCW (A1) | Ambush, Fearless, Hero, Protected, Slow, Tough(3) | 50pts |
Special Citizens [10] | 6+ | 5+ | 10x Pistol (12", A1), 10x CCW (A2) | - | 75pts |
SuperTerraMarineCorps [5] | 5+ | 5+ | 5x Carbine (18", A2), 5x CCW (A1) | Disciplined, Fearless | 90pts |
Divers [3] | 4+ | 4+ | 3x Carbine (18", A2), 3x CCW (A1) | Ambush, Fearless, Regeneration | 85pts |
Scout Divers [3] | 4+ | 5+ | 3x Carbine (18", A2), 3x CCW (A1) | Ambush, Fearless, Regeneration, Stealth | 85pts |
Heavy Divers [3] | 4+ | 4+ | 3x Carbine (18", A2), 3x CCW (A1) | Ambush, Fearless, Protected, Regeneration, Slow | 80pts |
Dive Turrets [3] | 3+ | 4+ | 3x Machinegun (30", A3) | Ambush, Immobile, Robot, Tough(3) | 185pts |
Attack Bike [1] | 4+ | 4+ | Machinegun (30", A3) | Fast, Impact(6), Scout, Tough(6) | 135pts |
Exosuit [1] | 4+ | 2+ | Minigun (24", A4, AP(1)), Twin Grenade Launcher (24", A2, Blast(3)), Stomp (A2, AP(1)) | Ambush, Fear(2), Fearless, Tough(9) | 285pts |
Assault Vehicle [1] | 4+ | 2+ | Autocannon (36", A3, AP(2)), 2x Machinegun (30", A3) | Fast, Impact(6), Tough(9), Transport(6) | 310pts |
Tank Destroyer [1] | 4+ | 2+ | Anti-Tank Cannon (30", A1, AP(3), Deadly(6)), Machinegun (30", A3) | Fast, Impact(6), Protected, Tough(9) | 320pts |
Diving Eagle [1] | 4+ | 2+ | Minigun (24", A4, AP(1)), Rocket Battery (24", A2, AP(1), Blast(3), Indirect) | Aircraft, Tough(6), Transport(6) | 270pts |
STMC Artillery [1] | 4+ | 2+ | ICBM (36", A1, AP(4), Blast(12), Indirect, Limited) | Entrenched, Immobile, Tough(6) | 155pts |
Advanced Tactics: Once per this unit's activation, before attacking, pick one other friendly unit within 12”, which may move by up to 6".
Ammo Box: This model and its unit get AP(+1) when shooting.
Beacon: Friendly units using Ambush may ignore distance restrictions from enemies if they are deployed within 6” of this model.
Beam: Unmodified rolls of 6 to hit deal two extra hits (only the original hit counts as a 6 for special rules).
Company Standard: Once per this unit's activation, pick 2 friendly units within 12”, which get +1 to their next morale test roll.
Disciplined: This model gets +1 to hit rolls when shooting at enemies within 12".
Explode(X): If this model is killed in melee, the attacking unit takes X hits. If this model survives melee, after both sides have finished attacking, it is immediately killed, and the enemy unit takes X hits.
Protected: When units where all models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).
Repair: Once per this model's activation, before attacking, if within 2” of a model with Tough, roll one die. On a 2+ you may remove D3 wounds from that model.
Robot: Whenever a unit where most models have this rule fails a morale test, it counts as passed instead. Then, roll as many dice as the number of wounds it would take to fully destroy it, and for each result of 1-3 the unit takes one wound, which can't be ignored.
Warning Cry: Enemy units can’t be set up within 12” of this model when using Ambush.