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Terrans

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Terrans

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The Terrans The terrans are a young technology specieswith psionic potential. The terrans of theKoprulu Sector descend from the survivors

of a 23rd century colonization mission fromEarth. Compared to the protoss and zerg,the terrans are highly factionalized andendure frequent wars amongst themselvesin addition to the more recent conflictswith their alien neighbors.

The term terran generally refers to thehumans descending from the survivors of the "Long Sleep" and consequently to thehuman inhabitants of the Koprulu Sector.The term may be used synonymously withhuman and terrans of the Sector mayextend its meaning to encompass those

not descending from the "Long Sleep".

OverviewThe terrans are physically similar tohumans of the twenty-first century, but areslowly evolving into a psionically potent

race although they are still generationsfrom reaching their full potential. Thegenetic basis was brought from Earthduring the "Long Sleep". At present, only asmall number possess psionic powers.

While technologically more advanced thantheir twenty-first century counterparts

many technologies remain familiar ratherthan exotic. For example, bullets, rockets,and missiles remain prominent in theterran arsenal, while energy comes frommined fuels and nuclear sources.

Terran historyThe terrans arrived in the Koprulu Sectorvia super carriers circa 2300, landing on

three separate planets—Tarsonis, Moriaand Umoja. They were cut off from Earth.

Prior to the Great War, the terrans weredivided into three factions in the KopruluSector, each based on one of the originalsettled planets— the Terran Confederacy,

Kel-Morian Combine and UmojanProtectorate. The Confederacy was thestrongest faction.

During the Great War the TerranConfederacy, experimenting with psi

emitter technology, bore the brunt of attacks by the zerg (infested planets were

frequently purified by the protoss) whilefacing the Sons of Korhal. The Sonseventually destroyed the Confederacy by

using emitters to summon a wave of zergupon the heavily-populated Tarsonis andcreated a new government to rule theterrans called the Terran Dominion, rulingfrom the world of Korhal.

Unknown to the terrans of the KopruluSector, the humans of Earth were aware of their existence. However, no interferencecame from Earth until the discovery of thealien invaders, sparking panic. to thedamage it had taken, Mengsk was forcedto assemble a coalition of "special interestgroups". The attempt failed. Kerrigan

allowed the Dominion to survive, however.Four years later the Dominion became thestrongest terran force in the KopruluSector, vying with the Kel-Morian Combineand the Umojan Protectorate for influence.Kerrigan launched a major attack againstthe Dominion, resulting in "billions" of terran casualties. The new Earthgovernment, the United Earth Directorate,dispatched an Expeditionary Fleet to takecontrol of the sector and defeat the aliens.After approximately six months of stability,the Dominion came under attack by theUED. The Dominion was quickly countered.

However, they proved useful to InfestedKerrigan, the leader of approximately half of the Zerg Swarm, who was engaged in acivil war with the rest of the zerg... whichthe UED had taken control of. Striking anunlikely alliance with Dominion emperorArcturus Mengsk, with whom she shared

an adversarial relationship, they defeatedthe UED forces on Korhal. Kerrigan quicklybetrayed her former ally before going on todefeat the rest of the UED fleet. TheDominion launched a counterattack againstthe zerg when Kerrigan was in a weakposition, but due

PhysiologyPhysically, terrans are much the same asthey were half a millennia ago, standing at1.5-1.8m on average and having a widevariety of physical features (pigmentation,eye color, etc.). Genetic material hasremained within in the gene pool, blondhair 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 extendedto at least 150 years, without any mentaldegradation.

Physically, terrans are inferior to racessuch as the zerg and protoss and for all

intents and purposes, mentally as well.However, terrans are known for theirtenacity and ability to adapt to harshcircumstances. In addition, terrans areonly a few steps away from developing intoa formidable psionic power.

BeliefsBefore the founding of the United PowersLeague, terrans possessed a diversity of beliefs; beliefs that were subsequentlyrepressed. This remained true with theTerran Confederacy, which had limitedtolerance for "other faiths." However, a fewplanets in the Koprulu Sector, notably theFringe Worlds, have resurrected old Earthreligions, Christianity among them, inaddition to creating cults, the Church of Besainted Pelagius being one example. Formore agnostic societies, some terrans stillbelieve in the existence of a monotheistic

deity, though others are distinctivelyskeptical.

Despite fragments of Earth's history beingabsent from terran records, some ancientmythologies are still remembered. Theseinclude tales of various after lives and their

dark alternatives, including Hell, Tartarusand Sheol. "Warrior women" areremembered from at least one mythologyalso.

One belief, or rather hope that hasremained more-or-less constant forhumanity is a fascination with theexistence of other sentient life -- a hopethat remained unfulfilled until contact wasmade with the protoss and zerg. The rulersof the United Powers League were of adifferent mindset than their Koprulu

counterparts, demonstrating a purelymilitaristic and xenophobic approach to thediscovery of alien species.

Terran FactionsThe terrans are a heavily factionalizedspecies, with many different governmentsand even more groups trying to overthrowsaid governments. The three dominantfactions in the Koprulu Sector are the Kel-Morian Combine, Terran Dominion and theUmojan Protectorate, the Dominion having

taken the place of the now defunct TerranConfederacy. Earth and its colonies arecontrolled solely by the United EarthDirectorate.

Terran space also have a significantnumber of pirate militias the most famous

being Raynor's Raiders, which have causedconflict with the Terran Confederacy andthe Terran Dominion. The Confederacyconsidered the Kel-Morian Combine andthe Umojan Protectorate to be piratemilitias, as well.

Terran TechnologyThe terrans have greatly advanced theirtechnology since the 21st century. The

descendants of the Long Sleep have theability to create space stations, modifymemories, teleportation technology, andembark on faster than light travel andcommunication holograms.

Terrans have developed advanced weapons

of war, such as the battle cruiser, siegetank, nuclear weapons, Ion Cannons,

effective spacecraft, such as the Wraith,the Viking and the science vessel, andrecently the powerful Thor. Some of theircombat ships and even troops have accessto cloaking devices.

Militarily, terrans have developed theability to quickly repair their vehicles andstructures in the field. The key in terranwarfare is their flexibility. Their primarystructures are equipped with jet engines

which enable flight to other places.

Terrans have access to artificial intelligence

that is widespread in use and is reasonablysophisticated, at least in software. TheAdjutants seems to be the mostwidespread artificial intelligence of the

terrans.

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Forces of the TerransThis section of the supplement details the

forces used by the Terrans – their weapons

and the units you can choose. Each entrydescribes the unit and gives the rules touse them in your of Warhammer 40,000.

The Forces of the Terrans section describesall of the troops and vehicles fielded by theTerrans. The Terran armory, includingdetails and rules for all the advanced anddeadly weapons used by the Terran,follows immediately afterwards.

Unique Equipment

Some items of Terran Wargear are unique

to particular units, while more than oneunit uses others. If an item is unique, it isdetailed in the entry for its owning unit;otherwise it is detailed in the wargearsection.

Terran Special RulesThe units in the Terran army use a

number of special rules that arecommon to more than one Terranunit. Given here are the details of those rules.

Nuclear Strike Most Terran units have theauthority to call down abombardment from a StrikeCruiser. This ability can be usedonce per game per unit in theirShooting phase, providing that theunit did not move in the precedingMovement phase (though they

may later assault if the controllingplayer wishes). Calling down aNuclear Strike otherwise counts asfiring a ranged weapon and usesthe following profile:

Range Str AP SpecialUnlimited 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-giftedindividuals who were quarantined by the TerranConfederacy and trained from infancy to channeltheir psionic energies to augment their naturalphysical strength and endurance. Conscripts whosuccessfully completed the Ghost Program's

rigorous training and augmentations then servedas commandos and assassins.

Ghosts are trained in target shooting, close-quarters combat (martial arts and possibly othertechniques) and vehicular expertise. Ghosts arealso trained to move quickly and are desensitized

to combat; an example would be SarahKerrigan's training, who had a gun placed to herhead by a guard and was ordered to kill theguard before he killed her. Kerrigan wassubjected to this training at age twelve.

Ghosts were frequently tasked to locate targetsfor and provide targeting for tactical nuclearstrikes. Their reconnaissance role was aided bycybernetic 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 SvGhost 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 Ghostmay opt to use a Psi-Round: Make a psychictest prior to shooting but after selecting atarget: If successful, the Psi-Round will inflictInstant Death as well as ignoring anyinvulnerable saves.

EMP Round:▪ During the player’s Shooting Phase the Ghostmay opt to use a EMP Round: An EMP roundacts 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. Roll3D6 and multiply the result by 3, giving anumber 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 isconducted normally. A unit which fails to detectGhosts misses its chance to fire at analternative target in the confusion.

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TERRAN GOLIATHS

The goliath was originally manufactured by LarsCorp Technologies for the Kel-Morian Combine.The Combine was using it by 2480.

The goliath was intended for the infantry supportrole, especially in urban environments. The

walker became widespread throughout theKoprulu Sector when the blueprints were stolenby corporate spies and sold to Confederateinterests. The Confederacy was using goliaths by2485 at the Battle of Noranda Glacier on OnuruSigma, which began the Guild Wars.

The Confederacy placed goliaths in theConfederate Armored Vehicle Corps, pilotsrequiring a PEB (Preferred Experience Base) of six months combat experience to be trained intheir use. Not that goliaths were entirelyconfined to a single corps however, being foundwithin many Confederate units and oftenattached to mechanized infantry. As such,Goliaths became well known throughout theKoprulu Sector.

Terran Goliaths 45 points per model

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

WS BS FrontArmour

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 missilelaunchers that are effective against armoredtargets and slows the speed of enemy units.Slowed units are briefly covered in purple light.The marauder can only slow one opponent at atime.

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 SvMarauder 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 theirGrenade Launchers for two MissileLaunchers 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 renegadesand mercenaries. Koprulu Sector marines aregenerally equipped with powered armor suits andrapid-fire C-14 rifles. The suit provides full life-

support and NBC protection, allowing marines todeploy into environments that would otherwisebe inimical to human life.

Despite such material investment into eachmarine, they tend to have extremely shortcombat lives. To improve their effectiveness and

odds of survival, many marines make heavy useof StimPacks.

Firebats are "armored assault troopers". Firebatsare often attached to provide support for marinesquads. They are typically armed with dual arm-mounted flame throwers and wear armor similarto those used by marines, except heavier andproviding additional resistance to heat andflame.

Terran Marines 12 points per model

Troops: A Terran Marine squad is a Troops choice for a Terran Army. Squads entering play via DeepStrike are an Elite choice for a Terran Army.

WS BS S T W I A Ld SvMarine 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 withBallistic Alloy Combat Shields for +10points 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 upgradedto Firebats for +5 points per model,exchanging their C-14 Rifle for dualflamers.

Character:

▪ The sergeant may be given any of thefollowing:- Auspex…………………………………….+2 points- Bionics……………………………………+10 points▪ One sergeant per army may be upgradedto an Officer for +80 points. An Officer isan HQ choice, rather than a Troops unit,and his squad counts as a retinue in allregards.

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TERRAN MEDICS

Historically Confederate marine forces sufferedhigh casualties, but retained their strengththrough aggressive recruitment practices.Confederate medics remained at bases to carefor wounded soldiers but were sometimesattached to squads/platoons. Confederate medics

had a distinct appearance (white armor with ared cross). Raynor's Raiders medics operated onthe front lines, at least on some occasions.

As conflict escalated to include the protoss andzerg, marine losses became prohibitive. TheUnited Earth Directorate pacification fleet

included combat medics in its front lines.Recruitment for medics drew in mostly women.

The UED's technological prowess included thefield of medical science. Medic tools have beenexpanded to chemical modifiers increasingmarine survival rates and the use of nano-conveyed anesthetic and attenuated lasers tocarry out on-site surgery. However, casualtieswill still occur and for dying marines, medicsadminister 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 Troopschoice. They cannot hold ground or contest objectives. 

WS BS S T W I A Ld SvMedic 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 witha flamethrower.

The fast movement speed of the Hellion allows it

to quickly chase down retreating opponents, orto readily escape an unfavorable situation. Unlikethe Vulture, the Hellion cannot attack while onthe move and must stop before the attack cancommence.

The mounted flamethrower deals an area of 

effect in a straight line and is ideal for taking outlight armored units. Combine this with the quickspeed and increased range, the Hellion can easilyperform hit and run tactics on a much slowerenemy group.

Hellion Squadron 35 points per model

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

BS FrontArmour

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-quarterscombat. They are more mobile than marines astheir jet packs allow them to surmount obstaclesindependently. Reapers are clad in self-containedbody suits, and are armed with dual P-45"Scythe" gauss pistols and deuterium-eight

demolition charges.

Reapers are drawn from marine recruits thatcould not be successfully subjugated by neuralresocialization. These resistant recruits tend tobe among the most hardened of criminals, andare sent instead to the "Icehouse" in the Torus

system to be inducted into the Reaper Corps.Reaper recruits are chemically altered to makethem even more aggressive before beingsubjected to brutal training in close-quarterscombat and the use of their jet packs.

While theoretically a reaper who survives twoyears of duty will be pardoned and released backto civilian life, in its five years of operation theReaper Corps has yet to have a single recruitsurvive 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 SvReaper 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 thefollowing:- Auspex…………………………………….+2 points- Bionics……………………………………+10 points 

D8 Charge:▪ The reaper throws a demolition charge on theground. If the charge is not destroyed withinfive seconds, it detonates damaging friendlyand hostile ground units and buildings in thevicinity. A red timer bar shows how long until itdetonates. A Reaper squad may throw theircharges, counting as a single demo charge inthe Shooting Phase.

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VULTURE SQUADRON

In use by 2478, the vulture is a lightly-armoredone-man hover bike primarily used for scoutingand patrol, designed with speed and reliability inmind. Its limited gravity hover technology allowsthe bike to travel over rough terrain with littleloss of traction or speed, and reach speeds up to

230 miles per hour; an onboard computer andsensors mounted in the "nose" of the cr aft keepit at a steady pace for most of the time. Thesefeatures make the vulture suitable for patrollingthe vast wildernesses typically found aroundterran colonies. They produce a humming whineas they move.

Vultures are ill suited for heavy combat, giventheir light frame. However, they make excellentskirmishers, especially against lightly armoredtargets. Vultures are also tasked with scavenging("scavenger hover bike" is a term occasionallyused). In some occasions, vultures may beformed into small squadrons, usually attached tomechanized infantry. Given the speed at whichthe bikes move however, it is difficult to maintaincohesion The vulture's driver seat can beenclosed depending on model, customization, oroperating 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 SvVulture 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 byProcyon Industries in response to the TerranDominion's requirement for a dedicated groundattack aircraft. Experience had shown that it wasunlikely that adapting an existing design wouldprove satisfactory. Thus, Procyon designed an

entirely new craft.

The design was heavily optimized for its intendedrole. Armament was limited to air-to-groundBacklash cluster rockets, eschewing any anti-aircraft weapons. As the Banshee was neverintended to operate outside of an atmosphere,

only relatively low-thrust turbofans were fitted,wholly unable to achieve escape velocity, butmuch cheaper than engines capable of achievingspace flight. Later Banshees were fitted withcloaking devices taken from Wraiths.

The Banshee has proven successful in service.Easily transported from world to world, itsmobility and firepower has proven most useful,especially in inhospitable terrain and againsthostile irregular forces. The Banshee has alsoacquired a reputation as a Dominion terrorweapon, a result of a significant number of 

civilians being killed by Banshees employed inurban combat.

Banshee Gunship 150 points per model

Heavy Support: A Banshee is a Heavy Support choice for a Terran Army

BS FrontArmour

Side RearBanshee 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 aresponse to the Guild Wars and the goliath. Priorto the war, work had progressed on a static "finaldefense" cannon. However, the conflictdemonstrated the need for mobility and as aresult an effort was made to make the cannon

more mobile. The solution was creative. Anexisting tank design was modified so that it couldoperate as a conventional tank in addition tobeing able to deploy the cannon and become astatic artillery emplacement at will. Mobile siegetanks were in existence by 2480, several yearsbefore the official beginning of the Guild Wars.

Siege tanks function in two modes. First is the"tank" or "assault mode" in which the vehiclemay be used in the familiar armored support roleusing relative light weapons. The second is themore radical "siege mode" in which the vehiclebecomes a static emplacement able to deploy amuch more powerful and longer ranged weapon.

Siege Tank 120 points

Heavy Support: Siege Tanks are a Heavy Support choice for a Terran Army

BS FrontArmour

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 duringthe Movement Phase. Once initiated, the SiegeTank may not move, becoming an immobilevehicle. During the Shooting phase its mainbattle canon may fire indirectly as if it were abarrage weapon.

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Terran Wargear 

This section of lists the deadly weapons and equipment used by Terran armies, along with allthe 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 theappropriate entry in the Forces section.

Ranged Weapons

C-14 Rifle:

▪ The C-14 Impaler gauss rifle is the terranstandard issue weapon to marines of theConfederate Marine Corps and theDominion Marine Corps, and is commonthroughout the Koprulu Sector. In use by2478, the C-14 fires hypersonic 8 mm.

armor-piercing metal "spikes" which maypenetrate two inches of steel plating? The

weapon is fully automatic with a rate of fireof 30 rounds per second. Fully automaticfire is discouraged under most conditions.Instead a capacitor system is used to firethe weapon in short bursts, conservingammunition and minimizing powerrequirements 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 thefollowing profile:

Range Str AP Special

Template 4 5 Assault 1

Grenade Launcher: Grenade Launchers are versatile, man-portable weapons capable of firing a rangeof deadly rounds. Each time the grenadelauncher fires, the controlling player candecide which round is being used:

Frag GrenadeRange 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 weaponamongst heavy weapons teams due to thetactical flexibility afforded by a range of warheads. Each time the missile launcherfires, the controlling player can decidewhich 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 choicefor sweeping fortifications clear andpurging the ranks of the enemy.

Range Str AP Special

Template 5 4 Assault 1

Demo Charge:▪ Small, compact, but extremelydestructive, demolition charges are used todestroy fortifications and enemy armoremplacements.

Range Str AP Special

6” 8 2 Assault 1, LargeBlast, One Shot Only

Dual Pistols:

▪ Used as the primary weapon of theReapers, they count as twin-linked andhave the following profile:

Range Str AP Special

12” 4 5 Pistol

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 Neural Shredder: ▪ The Neural shredder uses the Flametemplate and is fired just like a flameweapon. Roll to wound as follows: theneural shredder has Strength 8 but, ratherthan using the targets’ Toughness values,their Leadership is used. Other than this,

the To Wound chart is used as normal. Aroll of a 1 always fails to inflict a wound.Against vehicles, roll a D3 on the GlancingHits table, as the crew’s brains are partiallyprotected by the vehicle’s armour. TheNeural shredder has the following profile:

Range Str AP Special

Template X 1 Assault 1

Armour

Carapace Armour:▪ Carapace armour is made up of largerigid plates of armaplas or ceramitemolded to fit the wearer. A model withcarapace armour has an armour save of 4+.

Powered Armour:▪ Made from thick ceramite plates andelectronically motivated fibre bundles,

power armour is amongst the bestprotective armour available to the Terrans.A model with powered armour has anarmour save of 3+.

Marauder Armour:▪ Due to the powerful exoskeleton and

power sources built into their armour,models in Marauder armour have therelentless universal special rule and has anarmour save of 2+.

Other Equipment

Ballistic Alloy Combat Shield▪ The Ballistic Alloy Combat Shield is awidely used shield distributed amongstTerran 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 anyassault phase and will benefit from theFurious Charge universal special rule forthat turn but each model takes a S1 hitwith no saves of any kind allowed

Med-Stims: ▪ Med-Stims is a catch-all phrase used todescribe the medicinal concoctions andtools used by Terran medics on the battlefield. They confer the Feel No Painuniversal special rule to any unit the Medicis attached to, including the medic herself.

Psi-tracker:▪ If a model has a psi-tracker, one roll tohit made by any model in the Terran armymay be re-rolled once per Shooting phase,so long as the target is a Psyker, or is asquad with a Psyker attached to it.

Targeter:▪ Models equipped with a targeter areallowed to pre-measure the range to atarget before they decide who to shoot atin the Shooting phase. After you have useda targeter then any Guess range weapons

may not be fired that turn.

Spider Mines:▪ Spider mines count as Defensivegrenades in all regards.

Auspex:▪ An auspex is a short-ranged scanner usedto detect hidden enemy troops. If enemyinfiltrators set up within 4D6” of a modelwith an auspex, then that model is allowedto take a ‘free’ shot at them (or sound thealarm in a Raid scenario). If the model ispart of a unit then the whole unit may

shoot. These shots are taken before thebattle begins, and may cause theinfiltrators to fall back. The normalshooting rules apply.

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 Bionics: ▪ Bionics allows a character who hassuffered a crippling injury to return toservice. To represent this, if a model withbionics is killed, instead of removing it,place the model on its side. Roll a D6 atthe start of the next turn. On the roll of a 6

the model is stood back up with onewound, but on any other result it isremoved as a casualty.

Vehicle Armoury

Hellfire AA Missile Launcher:▪ Hellfire missiles are a terran explosive

projectile used as standard anti-airarmament for goliaths.

Range Str AP Special

48” 8 1 Assault 1, Melta

Battle Cannon:▪ The main armament on the siege tankhas the following profile:

Range Str AP Special

48” 8 3 Ordnance 1

High Capacity Barrels:▪ The installation of high capacity barrelson a Hellion allows it maintain a constanttorrent of flame. It may reroll all rolls towound.

Autocannon:▪ Autocannons fire large caliber, highvelocity shells at a prodigious rate. Theyare the heavy weapon of choice forcommanders facing large infantryformations and lightly armored vehicles. Ithas the following profile:

Range Str AP Special

48” 7 4 Heavy 2

Heavy Flamer:

▪ The heavy flamer is the weapon of choicefor sweeping fortifications clear andpurging the ranks of the enemy.

Range Str AP Special

Template 5 4 Assault 1

Cloaking Field: ▪ Cloaking Fields count as SmokeLaunchers in all regards.