Nothing Special   »   [go: up one dir, main page]

Legiones Astartes Support in Adeptus Titanicus V2.4

Download as pdf or txt
Download as pdf or txt
You are on page 1of 15

Legiones Astartes Support in HQ and Troops Category may be only placed

on unmarked slot.
Adeptus Titanicus V2.4
Composition of a Company
A Company is made up of a number of
When a maniple goes to war, it is sometimes
Infantry Squads made up of Infantry bases and
supported by Companies of Space Marines,
Vehicle Squadrons made up of Vehicles acting
the genhanced warriors of the Legiones
as a single unit. The reverse of a Company’s
Astartes. When engaging enemy Titans
Command Terminal describes its exact
Infantry and Vehicles swarm and surround
composition, along any options. When a
these giants like insects bringing them down
Company is activated, all of its
with a thousand cuts. Although a Company is
Squads/Squadrons within it act: individual
rarely able to bring down a Titan by itself
Squads, Squadrons, Infantry bases or Vehicles
(apart from a Super-heavy Company perhaps),
cannot be activated.
a cunning general will use them to provide
harassing fire and add area denial elements to
Companies in the Strategy Phase
their force.
A Company can be issued orders in the same
way as a Titan or Banner. It cannot be issued
Company Command Terminals
Damage Control or Shutdown orders.

(PICTURE OF A LEGION LINE COMPANY


Companies in the Movement Phase
COMMAND TERMINAL)
When a Company is activated in the
Movement Phase, each Infantry base and
Each Company has a Command Terminal in
Vehicle can move up to the Company’s Speed
the same way as a Titan or Banner. Most of
characteristic in inches. Infantry bases and
the information on the Command Terminal
Vehicles are considered to have a 360° arc,
will be familiar (Class, Scale, Order space,
and can make as many turns as they wish as
Characteristics and so on) but as Infantry and
they move. Super-heavy Vehicles have Arcs
Vehicles are much smaller than even a Knight,
like Titans and move and turn in the same way
they do not have hit locations and Structure
as Titans - see page 30 of the rulebook but
Points Status tracks. Only Super-heavy
can’t move in the Side arcs. When a Company
Companies have a single Structure Points
has finished moving, each Infantry base has to
Status track but they do not have multiple Hit
remain in base contact to another base of its
locations. As such, it is never necessary to roll
Squad, each Vehicle has to be within 1” of
the Location dice when attacking a Company.
another Vehicle or Infantry base of its Squad
or Squadron and at least one model in each
Company Assets Card Slots. A Company may
Squad, Squadron or Super-heavy Vehicle has
add additional Squads and Squadrons by
to be within 3” of another model of a Squad,
choosing the relevant Company Assets cards
Squadron or Super-heavy Vehicle in the
and placing them on the matching Company
Company – Infantry Squads, Vehicle
Assets slots. Company Assets cards are
Squadrons and Super-heavy Vehicles operate
marked with a Category and they must be
in much closer proximity than Titan
chosen accordingly – for example, a “Heavy
Squadrons, especially when facing larger war
Support” card can be only used on the Heavy
engines. If any of the Squads or Squadrons are
Support Category. If a slot is not marked then
outside of this 3” range, the Company is
there can be placed any card. Cards from the
Shaken – see page 47 of the rulebook. If any
of the Infantry bases or Vehicles are outside of Infantry and Vehicles have a 360° Front arc, so
coherency with their Squad/Squadron then their weapons can fire in any direction. Super-
they can’t do anything during the remainder heavy Vehicles have arcs like a Titan. All of the
of the current round other than trying to weapons in a Company must be fired at the
move into cohesion again if they are able. same target, unless the Company has Split Fire
Scale 0 models don’t block the movement of orders, at which point each weapon can be
Titans. If a Titan moves through or stops its directed at a different target.
move on top of Scale 0 models then move
every model the minimum distance out of the Companies cannot make Smash Attacks but
way. The Titan now performs a free Smash Super-heavy Companies may do so.
Attack against the Company. Companies don’t get extra dice for moving
while acting under Charge orders.
Companies in the Damage Control Phase
Companies cannot be activated in the Damage Attacking Companies. When attacking a
Control phase. Company, pick a single Infantry base, Vehicle
or Super-heavy Vehicle in the Company to be
Companies in the Combat Phase the target of the attack. This base or model is
If a Company is activated in the Combat used for purposes of range, line of sight and
Phase, it follows the Combat Sequence as if it so on. However, any damage that is caused is
were a Titan or Banner. Instead of attacking applied to the Company as a whole. As
with each base or vehicle individually, make Companies do not have Side or Rear arcs,
an attack with each different weapon in turn. these do not cause modifiers to the Damage
For each weapon, multiply the Dice roll. Super-heavy Companies have Side and
characteristic by the number of Infantry bases, Rear arcs which can cause modifiers on the
Vehicles and Super-heavy Vehicles in the Damage roll.
Company equipped with that weapon, and Apply a -1 modifier to the Hit roll if the target
which are in range and line of sight of the of the attack is an Infantry base which didn’t
target. It is enough for one Infantry base of a move this round.
Squad to be in range and line of sight to
enable all bases of the Squad to attack. For Damaging Companies. Direct Hits, Devastating
example, if a Company has 2 Tactical Squads Hits and Critical Hits affect Companies
each with 2 bases armed with Bolters (Dice 3) different to Titans and Knights, as follows:
and 2 Tactical Support Squads each with 2
bases armed with Meltaguns (Dice 2), it would Superficial Hit: If the damage result is not high
roll 12 dice when attacking with the Bolters enough to cause a Direct Hit, it causes a
and 4 dice when attacking with the Superficial Hit with no effect. Regardless of
Meltaguns. If some Squads or Vehicles are the weapons Strength and any modifier, a dice
within 2” of the target and others are further that rolls a 1 automatically causes a Superficial
away, roll using Ballistic Skill for those that are Hit unless the target of the attack is an
further, and Weapon Skill for those that are Infantry base and the Strength of the attack is
within 2”. at least 6. Then the 1 is still added to the
Strength of the attack and may cause a Direct
When determining line of sight for a Hit.
Company, Infantry bases, Vehicles and Super-
heavy Vehicles within the Company do not Direct Hit: When a Company suffers a Direct
block the view of others, Also, remember that Hit, one Squad or Squadron loses an Infantry
base or Vehicle. Super-heavy Companies lose area effect – catastrophic reactor overloads,
a Structure point. If it has nor Structure points environmental effects and so on.
left to lose, one Super-heavy Vehicle in the
Company is destroyed instead. Shaken Companies
Each time a Squad, Squadron loses its last
Devastating Hit: When a Company suffers a model or a Super-heavy Vehicle is removed
Devastating Hit, one Squad or Squadron loses from the Company, the Company must make a
two Infantry bases or Vehicles. If it has no Command check. If it is failed, the Company is
models left to lose then another Squad or Shaken. It immediately loses any orders and
Squadron of the Company loses a model an Order dice showing the Shutdown symbol
instead. Super-heavy Companies lose two is placed on its Command Terminal to show
Structure points. If the Super-heavy Company that it is Shaken. Shaken Companies half their
has one Structure point or no Structure points Speed and will suffer a -1 modifier to all Hit
left when it suffers a Devastating Hit, one rolls.
Super-heavy Vehicle is destroyed instead.
When the Company is activated in the Issue
Critical Hit: When a Company suffers a Critical Orders step of the next Strategy phase, make
Hit, one Squad or Squadron loses two Infantry a Command roll for the Shaken Company. If it
bases or Vehicles, then one Squad or is passed, remove the dice. Otherwise, it stays
Squadron in the Company is destroyed. Super- where it is. In either case, the Company
heavy Companies lose two Structure points, cannot be issued orders.
then one Super-heavy Vehicle in the Super-
heavy Company is destroyed. If the Super-
heavy Company has one Structure point or no
Structure points left when it suffers a Critical
Hit, two Super-heavy Vehicles in the Super-
heavy Company are destroyed instead.

When a model or whole Squad or Squadron is


destroyed, the controlling player choses the
model, Squad or Squadron to remove. A
Super-heavy Company’s Structure points
marker is then immediately reset to the first
hole of the track. If a Targeted Attack destroys
a model, Squad or Squadron, the attacking
player can choose which model, Squad or
Squadron to remove instead of the controlling
player.

Blast Markers, Flame Templates and Area


Effects. When a Company is hit by a Blast
marker or Flame template, total the number
of hits scored on the models in the Company,
then apply that many hits to the Company as a
whole. This also applies to attacks with an
Infantry and Vehicle Weapons
Melta: This weapon has two values for its
Weapon Traits Strength separated by a /. The first value is
Most weapons traits work the same as on used on short range and the second value on
Titan weapons – see page 38/39 of the long range.
rulebook. Some get modifications and others
are entirely new. Phosphex: Place a 1” template where this
weapon has hit and leave it in place for the
Anti-Aircraft: This weapon can target Aircrafts. duration of the game. Any unit moving
through this area suffers one automatic hit by
Anti-Tank: Damage from this weapon can’t be this weapon.
applied to Infantry bases
Small Arms: Damage from this weapon can
Barrage: Instead of +1 Accuracy this weapon only be applied to Infantry bases.
suffers -1 Accuracy if attacking a target within
half its range. Sniper: Attacks with this weapon may be
always Targeted Attacks. But without the To
Deflagrate: If at least one hit is scored then Hit modifier.
one additional hit is scored.
Twin-linked: The weapon has multiple barrels
Draining: Infantry bases, Vehicles and Super- to enhance accuracy. Attacks with this
heavy Vehicles don’t have a reactor. If they weapon can re-roll failed Hit rolls.
use a Draining weapon they are not allowed
to move or turn during the current round. If
they use a Draining Weapon with First Fire
orders then they can’t use it again in the
Combat Phase.

Flame: This weapon hits automatically.

Heavy: Attacks with this weapon suffer a -1


Hit modifier if the model has moved.

Melee: A weapon with the Melee trait used by


Infantry bases or Vehicles can only target a
Titan’s legs. Most have a Range of 0” which
means the model has to touch the target to be
able to attack with this weapon. If the weapon
uses a template it has to be placed so that it
touches the attacking model.

Maximal Fire: Infantry, Vehicles and Super-


heavy Vehicles don’t have a reactor. For every
1 rolled the Company suffers a Direct Hit.
Casualties from this effect must be chosen
from models equipped with this weapon.
Infantry and Vehicle Abilities
Geo-locator Beacon: Companies arriving via
Infantry and Vehicle Traits Teleport within 12” don’t have to test if they
Most Infantry bases and Vehicles have one or become Shaken and Companies arriving via
more traits. These are special additional rules Drop Pods within 12” don’t scatter.
which either give the model bonuses or
penalties in certain situation, or means that it Hardened Armour: If Infantry bases of this
behaves in a unique and unusual fashion. Squad are inside buildings and are selected as
The most common traits are listed below – a target weapons don’t get a Strength bonus
others might appear on the Company and Flame weapons don’t generate extra hits.
Command Terminal or Company Assets cards
themselves. Hover: An Aircraft with this trait may keep on
the table after it had performed its Approach
Aircraft (Type): This Vehicle is an Aircraft. See Move and behave like a Skimmer.
Aircraft rules. There are three types of the
Aircraft trait: Infiltrators: Infantry bases of this Squad may
- Aircraft (Fighter) be 6” apart from another model of its
This Aircraft can make a 45° turn on the Company and may deploy 6” outside of the
Approach Move and on the Disengage Move. Deployment Zone.
- Aircraft (Fighter-Bomber)
This Aircraft has to move in a straight line on Jetbike: Damage from weapons with the Small
the Approach Move and can perform a 45° Arms trait affect Vehicles of this Squadron.
turn on the Disengage Move. This Squad has the Skimmer trait.
- Aircraft (Bomber)
This Aircraft can’t perform any turns and has Jump Packs: This Infantry bases of this Squad
to move in a straight line on both the possess the Bulky trait and may move over
Approach Move and Disengage Move. any Terrain (ignoring its effects) and units but
may not stop on units or Impassable terrain.
Assault Vehicle: The Transport trait of this
Vehicle can be used under Charge orders. Skimmer: Vehicles in this Squadron may move
over any Terrain (ignoring its effects) and unit
Bikes: Damage from weapons with the Anti- but may not stop on units or Impassable
Tank trait affect Infantry bases of this Squad. terrain.
This Squad can’t benefit from the Transport
trait. Talon: After deployment Vehicles in this
Squadron don’t have to remain within 1” of
Boarding Shields: All attacks targeting an each other.
Infantry base of this Squad have their Strength
reduced by -1. Inside buildings all bases have Tough (X): If a model of this Squad or
to remain in base contact to gain this trait. Squadron is selected as a target or as
casualties and, roll a dice for every destroyed
Bulky: Infantry bases of this Squad count as model. On a 5+ the model survives. This trait
two bases for the Transport trait. can only be used if the Strength of the attack
is lower than X.
Confined: Squads with the Bulky trait can’t
benefit from the Transport trait of this model.
Transport (X): There are three types of the Walker: Vehicles in this Squadron move like
Transport trait: Infantry bases. This also means that they can
- Dedicated Transport (X) enter buildings.
Infantry bases in the Squad to which this
Vehicle is attached to may move with the
Speed of this Vehicle. If all Infantry bases in
the Squad are destroyed this trait becomes
Attached Transport. After the move the
Infantry bases may stay inside of the Vehicle.
Put the bases away or mark them in a way to
show that they are in the Vehicle. If the
Vehicle is destroyed the Squad receives the
same type of Hit as the Vehicle. This trait can’t
be used if any of the Infantry bases of this
Squad are inside of a building or the Company
acts under Charge orders.
- Attached Transport (X)
As Dedicated Transport but for every Vehicle
with this Trait in the Company any Infantry
Squad within 1” of this Vehicle and without a
Dedicated Transport in the same Company
may move with the Speed of this Vehicle if the
total number of bases in these Squads doesn’t
exceed X. If all Infantry bases in the Company
are destroyed this trait becomes Independent
Transport. This trait can’t be used if any of the
Infantry bases of these Squads are inside of a
building or the Company acts under Charge
orders. If the Vehicle is destroyed each Squad
receives the same type of Hit as the Vehicle.
- Independent Transport (X)
As Attached Transport But for every Vehicle
with this Trait any Infantry Squad in another
Company within 1” of this Vehicle may move
with the Speed of this Vehicle if the total
number of bases in these Squads doesn’t
exceed X. For Movement purposes treat both
Companies as one single Company. This trait
can’t be used if any of the Infantry bases of
these Squads are inside of a building or any
Company acts under Charge orders.

Turbo-boost: If a model of this Squad is


targeted while its Company acts under Full
Stride orders any Hit rolls suffer a -1 penalty.
Optional Rules Assaults
When a Company charges another Company a
Reaction Fire bloody close quarters firefight happens.
Companies (but not Super-heavy Companies) If a Company acting under Charge orders
are much quicker to react to different attacks another Company both Companies
battlefield situations. If a Company is issued a may attack with every weapon simultaneously
First Fire order and is the target of Titan, but may only target each other. After all
Banner or Company with a Charge order then attacks are carried out and casualties are
it may attack the charging unit with every removed compare which Company has lost
weapon without the Melee characteristic but more models. The Company who has lost
only with one dice. Doing so it needs a 6 for more models has to immediately move
the Hit rolls. This doesn’t prevent the directly away from the other Company with
Company to attack in its own activation. maximum speed and becomes Shaken. The
other Company may then move 2” in any
Infantry in Buildings direction.
Infantry bases treat Buildings as Difficult
Ground. If a Squad enters a building each
Infantry base can move freely within the
building (or building section if the building is
very large) without the need of remaining
base to base contact with other bases of its
Squad. The building itself doesn’t block line of
sight from and to Infantry bases if the target
or attacker is also inside of the same building
or line of sight is drawn from or to a base
which is touching the wall of the building from
the inside. All other rules for range and line of
sight remain unchanged.
Companies with Infantry bases within a
Building which chose an Infantry base as a
target which is in the same building may add
+1 to the weapons Strength of the Infantry in
the same building representing blasts to be
more efficient in such close confines.
Weapons with the Flame trait cause 1
additional hit instead.
If a Building containing Infantry bases is
destroyed then roll a dice for each base. On a
roll of 4+ that base is destroyed. Add +1 to the
roll for every level of the building above the
first. For example: If a building with 2 levels
would be destroyed an Infantry base is
eliminated on a roll of 3+.
Legion Line Company Front Side

LEGION LINE COMPANY T ORDER


TRAITS SCALE: 0 (MINIMUS)
BALLISTIC SKILL WEAPON SKILL SPEED COMMAND
Reconnaissance Squads: Infiltrators 140 POINTS + WEAPONS
Rhino: Dedicated Transport (2), Confined 7-9: Direct Hit
3+ 3+ 4”
10-12: Devastating Hit 4+
13+: Critical Hit (Rhino 6+) (Rhino 6+) (Rhino 12”)
CENTURION: While the Centurion NIMBLE: Infantry is not affected LEGIONES ASTARTES: A Company only can become Shaken FURY OF THE LEGION: Any Tactical Squad which didn’t move may double the
Command Squad is part of the by Difficult terrain and may if it has lost half its starting models. number of dice if it attacks with BOLTERS or BOLT PISTOLS & CHAINSWORDS.
Company, add 2 to the result of enter buildings. An Armour roll of 1 can only inflict a Direct Hit on Infantry
any Command checks for it. if the Strength of the attack is at least 7.
BOLTERS BOLT PISTOLS & FLAMERS ROTOR CANNONS VOLKITE CALIVERS PLASMA GUNS MELTA GUNS SNIPER RIFLE COMBI BOLTER
CHAINSWORDS
Range Acc Range Acc Range Acc Range Acc Range Acc Range Acc Range Acc Range Acc Range Acc
Short 6” +1 Short 2” +2 Short 3” - Short 6” +1 Short 6” +1 Short 6” +1 Short 3” +1 Short 8” +2 Short 6” +1
Long 12” - Long 6” +1 Long - - Long 15” - Long 15” - Long 12” - Long 6” - Long 16” +1 Long 12” -
Dice Strength Dice Strength Dice Strength Dice Strength Dice Strength Dice Strength Dice Strength Dice Strength Dice Strength
3 2 3 2 5 2 5 2 5 2 3 4 2 8/4 1 5 1 2
Traits: Small Arms Traits: Small Arms Traits: Flame, Small Traits: Rapid, Small Traits: Deflagrate, Traits: Maximal Fire Traits: Melta Traits: Sniper Traits: Twin-linked
Arms Arms Small Arms, Heavy
POWER WEAPON: When a Company is activated in the Combat phase, each Squad with a Power Weapon upgrade can target an enemy unit in base contact. That unit suffers a Strength 5 hit.

COMPANY ASSET COMPANY ASSET


(All) (Elite, Fast Attack, Heavy Support)
Legion Line Company Rear Side

LEGION LINE COMPANY


A LEGION LINE COMPANY consists of seven Squads: One Centurion
Command Squad of one base, and four Legion Tactical Squads of two
bases each and two Legion Support Squads of 1 base each.
If you wish, you can add up to two Legion Tactical Squads of two bases Each base in the Company must be one of the below and is armed with
each and one Support Squad of one bases at a cost of 10 points per base. one weapon accordingly for their type:
If you wish you can add up to 2 bases to each Legion Tactical Squad and
one base to each Support Squad at a cost of 10 points each. CENTURION COMMAND SQUAD and LEGION TACTICAL SQUAD
If you wish you can add one Rhino to each Squad if it doesn’t consist of - BOLTERS
more than 2 bases. - BOLT PISTOLS & CHAINSWORDS
Each Support Squad in the Company must be one of the types listed
below and is armed with one weapon per base accordingly for their
type. Each base in a Squad has to be armed with the same weapon:

TACTICAL SUPPORT SQUAD


- FLAMERS 5 points
- ROTOR CANNONS 5 points
- VOLKITE CALIVERS 5 points
- PLASMA GUNS 5 points
- MELTA GUNS 5 points

RECOINASSANCE SQUAD
- SNIPER RIFLE 5 points

Any Squad can also be fitted with the following:


- POWER WEAPON 5 points

Each Rhino is armed with the following weapon:


- COMBI BOLTER
Legion Assault Company Front Side

LEGION ASSAULT COMPANY T ORDER


TRAITS SCALE: 0 (MINIMUS)
BALLISTIC SKILL WEAPON SKILL SPEED COMMAND
Centurion and Assault Squads: Jump Pack 180 POINTS + WEAPONS
Storm Eagle: Aircraft (Fighter-Bomber), Hover 7-9: Direct Hit
3+ 3+ 10”
10-12: Devastating Hit 4+
13+: Critical Hit (Storm Eagle 4+”) (Storm Eagle 18”)
CENTURION: While the Centurion NIMBLE: Infantry is not affected LEGIONES ASTARTES: A Company only can become Shaken HIT & RUN: If this Company is the target of a Charge or Assault any Squad with
Command Squad is part of the by Difficult terrain and may if it has lost half its starting models. the Jump Pack trait may perform a half move away from the attacking unit.
Company, add 2 to the result of enter buildings. An Armour roll of 1 can only inflict a Direct Hit on Infantry
any Command checks for it. if the Strength of the attack is at least 7.
BOLTERS BOLT PISTOLS & TWIN HEAVY BOLTER TWIN MULTI-MELTA MISSILE LAUNCHER TWIN LASCANNON Tw
CHAINSWORDS
Range Acc Range Acc Range Acc Range Acc Range Acc Range Acc
Short 6” +1 Short 2” +2 Short 9” +1 Short 6” +1 Short 6” +1 Short 12” +1
Long 12” - Long 6” +1 Long 18” - Long 12” - Long 12” - Long 24” -
Dice Strength Dice Strength Dice Strength Dice Strength Dice Strength Dice Strength
3 2 3 2 1 3 1 8/4 1 4 1 5
Traits: Small Arms Traits: Small Arms Traits: Twin-linked, Small Traits: Twin-linked, Melta Traits: - Traits: Twin-linked, Anti-Tank
Arms
METLA BOMBS: When a Company is activated in the Combat phase, each Squad with a Melta Bombs upgrade can target an enemy unit in base contact. That unit suffers a Strength 8 hit with the Small Arms trait.
POWER WEAPON: When a Company is activated in the Combat phase, each Squad with a Power Weapon upgrade can target an enemy unit in base contact. That unit suffers a Strength 5 hit.

COMPANY ASSET COMPANY ASSET


(All) (Elite, Fast Attack, Heavy Support)
Legion Assault Company Rear Side

LEGION ASSAULT COMPANY


A LEGION LINE COMPANY consists of seven Squads: One Centurion
Command Squad with one base, and six Legion Assault Squads with two
bases each.
If you wish, you can add up to three Legion Assault Squads with two
bases each at a cost of 30 points per Squad.
If you wish you can add up to 2 bases to each Legion Assault Squad at a Each base in the Company must be one of the below and is armed with
cost of 15 points each. one weapon accordingly for their type:
If you wish, on any Combat Asset card you can exchange any Rhino for
one Storm Eagle in each Squad if it doesn’t consist of more than 2 bases CENTURION COMMAND SQUAD and LEGION ASSAULT SQUAD
at a cost of 10 points.
- BOLT PISTOLS & CHAINSWORDS

Each Storm Eagle is armed with one weapon from the following list:

- TWIN HEAVY BOLTER 5 points


- TWIN MULTI-MELTA 5 points
- MISSILE LAUNCHER 5 points

Any Storm Eagle may also be fitted with the following:

2 x TWIN LASCANNON 10 points

Any Squad can also be fitted with the following:

- POWER WEAPON 5 points


- MELTA BOMBS 5 points
Legion Land Raider Battle Company Front Side

LEGION LAND RAIDER BATTLE COMPANY T ORDER


TRAITS SCALE: 0 (MINIMUS)
BALLISTIC SKILL WEAPON SKILL SPEED COMMAND
Land Raider: Assault Vehicle (Phobos only) 105 POINTS + WEAPONS
Independent Transport (2) (Proteus&Phobos), 7-9: Direct Hit
Independent Transport (1) 10-12: Devastating Hit
13+: Critical Hit 3+ 5+ 8” 4+
(Achilles), Tough (8) (all)

COMMAND TANK: While the NIMBLE: Infantry is not affected


LEGIONES ASTARTES: A Company only can become Shaken ARMOURED SPEARHEAD:
Command Tank is part of the by Difficult terrain and may if it has lost half its starting models.
Company, add 2 to the result of enter buildings. An Armour roll of 1 can only inflict a Direct Hit on Infantry
any Command checks for it. if the Strength of the attack is at least 7.
TWIN HEAVY BOLTER TWIN LASCANNON QUAD MORTAR TWIN MULTI-MELTA Tw
Range Acc Range Acc Range Acc Range Acc
Short 9” +1 Short 12” +1 Short 6” +1 Short 6” +1
Long 18” - Long 24” - Long 12” - Long 12” -
Dice Strength Dice Strength Dice Strength Dice Strength
1 3 1 5 1 4 1 8/4
Traits: Twin-linked, Small Traits: Twin-linked, Anti-Tank Traits: Barrage Traits: Twin-linked, Melta
Arms

COMPANY ASSET COMPANY ASSET


(All) (Elite, Fast Attack, Heavy Support)
Legion Land Raider Battle Company Rear Side

LEGION LAND RAIDER BATTLE COMPANY


A LEGION LAND RAIDER BATTLE COMPANY consists of three Squadrons:
One Command Tank Squadron with one Land Raider Proteus and two
Land Raider Squadrons with three Land Raiders Proteus each.
If you wish, you can add one more Land Raider Squadron with three
Land Raider Proteus for 45 points.
If you wish, in each Squadron you can exchange one Land Raider Proteus
for a Land Raider Achilles.
If you wish, on any Combat Asset card you can exchange any Rhino for Each Land Raider in the Company must be of one of the types listed
one Land Raider Proteus at a cost of 20 points each or Land Raider below and is armed accordingly to their type:
Phobos for 25 points each.
LAND RAIDER PROTEUS 5 points
- 2 x TWIN LASCANNON

LAND RAIDER PHOBOS 10 points


- TWIN HEAVY BOLTER
& 2 x TWIN LASCANNON

LAND RAIDER ACHILLES 10 points


- QUAD MORTAR
& 2 x TWIN MULTI-MELTA
ELITE 30 POINTS
LEGION TERMINATOR SQUAD
SCALE: 0 (MINIMUS) BALLISTIK WEAPON SPEED
SKILL SKILL

3+ 3+ 4”
A LEGION TERMINATOR SQUAD consists of two Terminator bases. Terminator bases are armed with the
following weapons:
- COMBI BOLTERS
- REAPER AUTOCANNON
- POWER WEAPONS
COMBI BOLTERS REAPER AUTOCANNON POWER WEAPONS
Range Acc Range Acc Range Acc
Short 6” +1 Short 9” +1 Short 0” +2
Long 12” - Long 18” - Long - -
Dice Strength Dice Strength Dice Strength
3 2 1 4 2 5
Traits: Small Arms, Traits: Twin-linked Traits: Twin-linked
Twin-linked
Traits: Tough (8)

ELITE 55 POINTS
LEGION TERMINATOR SQUAD with LAND RAIDER
SCALE: 0 (MINIMUS) BALLISTIK SKILL WEAPON SKILL SPEED
(TERMINATORS / (TERMINATORS / (TERMINATORS /
TERMINATORS LAND RAIDER) LAND RAIDER) LAND RAIDER)
SCALE: 1 (MEDIANUS) 3+/3+ 3+/5+ 4”/8”
LAND RAIDER
A LEGION TERMINATOR SQUAD WITH Terminator bases are armed The Land Raider is armed with the
LAND RAIDER consists of one with the following weapons: following weapons:
Terminator base and a Land Raider - COMBI BOLTERS - TWIN HEAVY BOLTER
- REAPER AUTOCANNON - TWIN LASCANNON
- POWER WEAPONS - TWIN LASCANNON
COMBI BOLTERS REAPER AUTOCANNON POWER WEAPONS TWIN HEAVY BOLTER TWIN LASCANNON
Range Acc Range Acc Range Acc Range Acc Range Acc
Short 6” +1 Short 9” +1 Short 0” +2 Short 9” +1 Short 12” +1
Long 12” - Long 18” - Long - - Long 18” - Long 24” -
Dice Strength Dice Strength Dice Strength Dice Strength Dice Strength
3 2 1 4 2 5 1 3 1 5
Traits: Small Arms, Traits: Twin-linked Traits: Twin-linked Traits: Twin-linked Traits: Twin-linked,
Twin-linked Anti-Tank
Traits: Tough (8), LAND RAIDER only: Dedicated Transport, Assault Vehicle

You might also like