codex terrans
TRANSCRIPT
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Terrans
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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".
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 planets—Tarsonis, 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
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
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.
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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.
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 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 Kel-
Morian 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.
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.
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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 Str AP Special Unlimited 10 1 Ordnance 1,
Barrage
"You called down the thunder, now
reap the whirlwind."
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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, close-
quarters 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
WS BS S T W I A Ld Sv Ghost 5 5 4 4 2 5 3 10 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 player’s 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 player’s 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.
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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
WS
BS
Front Armour Side
Rear
I
A
Goliath 3 4 11 11 10 3 1
Unit Composition: ▪ 3-5 Terran Goliaths
Unit Type: ▪ Vehicle (Walker)
Wargear: ▪ Autocannon
▪ Two Hellfire AA-Missile Launchers
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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
WS BS S T W I A Ld Sv
Marauder 3 4 4 4 2 4 1 8 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.
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TERRAN MARINES
Marines compose the bulk of most terran front-
line forces, ranging from officially government-
sanctioned 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 life-
support 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 arm-
mounted 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.
WS BS S T W I A Ld Sv Marine 3 4 3 3 1 3 1 7 3+
Sergeant 3 4 3 3 1 3 2 8 3+
Officer 3 4 3 3 2 4 3 9 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 C-
14 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.
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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 nano-
conveyed 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. WS BS S T W I A Ld Sv Medic 3 4 4 5 1 4 1 8 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
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HELLION SQUADRON
The Hellion is a four-wheeled buggy-like vehicle.
Like the vulture it fills the fast-attack, anti-
infantry 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
BS
Front Armour Side
Rear
Hellion 4 10 10 10
Unit Composition: ▪ 1-3 Hellions
Unit Type: ▪ Vehicle Squadron (Fast, Open-topped)
Wargear: ▪ Heavy Flamer
▪ High Capacity Barrels
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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 BS S T W I A Ld Sv
Reaper 4 4 4 4 1 3 1 8 3+
Sergeant 4 4 4 4 1 3 2 9 3+
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.
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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
WS BS S T W I A Ld Sv Vulture 3 3 3 4 1 3 1 7 4+
Sergeant 3 3 3 4 1 3 2 8 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
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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 anti-
aircraft 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
Front Armour Side
Rear
Banshee 4 12 11 10
Unit Composition: ▪ 1 Banshee
Unit Type: ▪ Vehicle (Skimmer, Fast)
Wargear:
▪ 2 Missile Launchers
▪ Cloaking Field
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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
Front Armour Side
Rear
Siege Tank 4 14 12 10
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.
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Terran Wargear
This section of lists the deadly weapons and equipment used by Terran armies, along with all
the details you’ll 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 Str AP Special
24” 4 5 Rapid Fire
Dual Flamers: ▪ Dual Flamers are wrist mounted weapons.
They are twin-linked and have the
following profile:
Range Str AP Special
Template 4 5 Assault 1
Grenade Launcher: Grenade Launchers are versatile, man-
portable 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 Str AP Special
24” 3 6 Assault 1, Blast
Krak Grenade
Range Str AP Special
24” 6 4 Assault 1
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 Str AP Special
48” 4 6 Heavy 1, Blast
Krak Grenade
Range Str AP Special
48” 8 3 Heavy 1
Heavy Flamer: ▪ The heavy flamer is the weapon of choice
for sweeping fortifications clear and
purging the ranks of the enemy.
Range Str AP Special
Template 5 4 Assault 1
Demo Charge: ▪ Small, compact, but extremely
destructive, demolition charges are used to
destroy fortifications and enemy armor
emplacements.
Range Str AP Special
6” 8 2 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 AP Special
12” 4 5 Pistol
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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 crew’s brains are partially
protected by the vehicle’s armour. The
Neural shredder has the following profile:
Range Str AP Special
Template X 1 Assault 1
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
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.
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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.
Vehicle Armoury
Hellfire AA Missile Launcher: ▪ Hellfire missiles are a terran explosive
projectile used as standard anti-air
armament for goliaths.
Range Str AP Special
48” 8 1 Assault 1, Melta
Battle Cannon: ▪ The main armament on the siege tank
has the following profile:
Range Str AP Special
48” 8 3 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 Str AP Special
48” 7 4 Heavy 2
Heavy Flamer:
▪ The heavy flamer is the weapon of choice
for sweeping fortifications clear and
purging the ranks of the enemy.
Range Str AP Special
Template 5 4 Assault 1
Cloaking Field: ▪ Cloaking Fields count as Smoke
Launchers in all regards.