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Terrans

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Page 1: Codex terrans

Terrans

Page 2: Codex 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".

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.

Page 3: Codex terrans
Page 4: Codex terrans

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.

Page 5: Codex terrans
Page 6: Codex 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 Str AP Special Unlimited 10 1 Ordnance 1,

Barrage

"You called down the thunder, now

reap the whirlwind."

Page 7: Codex terrans

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.

Page 8: Codex terrans

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

Page 9: Codex terrans

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.

Page 10: Codex terrans

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.

Page 11: Codex terrans

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

Page 12: Codex terrans

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

Page 13: Codex terrans

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.

Page 14: Codex terrans

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

Page 15: Codex terrans

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

Page 16: Codex terrans

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.

Page 17: Codex terrans

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

Page 18: Codex terrans
Page 19: Codex terrans

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.

Page 20: Codex terrans

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.