From aed80ea53176591b61c6b5d62102ad7f2e4246d5 Mon Sep 17 00:00:00 2001
From: Boff89 <91288727+Boff89@users.noreply.github.com>
Date: Fri, 4 Oct 2024 17:41:14 -0700
Subject: [PATCH] guard/marines
---
Codex - Imperial Guard.cat | 64 +-
Codex - Ultramarines.cat | 2037 ++++++++++++++++++------------------
2 files changed, 1039 insertions(+), 1062 deletions(-)
diff --git a/Codex - Imperial Guard.cat b/Codex - Imperial Guard.cat
index c4e4bda..fcc624c 100644
--- a/Codex - Imperial Guard.cat
+++ b/Codex - Imperial Guard.cat
@@ -40,7 +40,7 @@ Please see Imperial Guard Codex Pg. 79 to ensure you are adding the correct unit
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@@ -52,7 +52,7 @@ Please see Imperial Guard Codex Pg. 79 to ensure you are adding the correct unit
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@@ -64,7 +64,7 @@ Please see Imperial Guard Codex Pg. 79 to ensure you are adding the correct unit
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@@ -276,7 +276,18 @@ Please see Imperial Guard Codex Pg. 79 to ensure you are adding the correct unit
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@@ -709,24 +720,24 @@ Please see Imperial Guard Codex Pg. 79 to ensure you are adding the correct unit
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@@ -1178,7 +1189,7 @@ Re-roll any failed Break test
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@@ -1340,7 +1351,7 @@ Re-roll any failed Break test
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@@ -1378,7 +1389,7 @@ Re-roll any failed Break test
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@@ -1488,7 +1499,7 @@ Re-roll any failed Break test
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@@ -1558,7 +1569,7 @@ Re-roll any failed Break test
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@@ -1605,7 +1616,7 @@ Re-roll any failed Break test
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@@ -1826,7 +1837,7 @@ Re-roll any failed Break test
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@@ -1919,7 +1930,7 @@ Re-roll any failed Break test
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@@ -2017,8 +2028,8 @@ Re-roll any failed Break test
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@@ -2145,8 +2156,8 @@ Re-roll any failed Break test
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@@ -2318,7 +2329,7 @@ Re-roll any failed Break test
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@@ -2409,7 +2420,7 @@ Re-roll any failed Break test
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@@ -3065,7 +3076,7 @@ Re-roll any failed Break test
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@@ -4173,7 +4184,7 @@ Members of the Deathwing must charge him if he is within charge range, or move s
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@@ -4453,7 +4464,7 @@ Twin Linked Heavy Bolters may be upgraded to a single heavy flamer for free
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@@ -4604,9 +4615,6 @@ Twin Linked Heavy Bolters may be upgraded to a single heavy flamer for free
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diff --git a/Codex - Ultramarines.cat b/Codex - Ultramarines.cat
index 4b3d6f6..6c9b585 100644
--- a/Codex - Ultramarines.cat
+++ b/Codex - Ultramarines.cat
@@ -1,5 +1,5 @@
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Ultramarines Codex
@@ -11,69 +11,69 @@
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@@ -105,7 +105,7 @@
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@@ -122,12 +122,10 @@ lf shaken Space Marines are fighting in hand-to-hand combat then they may not
Once it has become shaken a Space Marine squad may recover by taking and passing a Rally test at the end of its turn. The usual conditions apply: ie, the squad may not attempt to rally if it is not behind cover or if the closest friendly models are broken.
-If a Space Marine squad is shaken and fails a further Break test then it is broken and forced to flee exactly like any other troops. The advantage of the Space Marines is that they can effectively fail two Break tests before they are broken, representing their steadfastness and courage in the face of death. Once broken, a Space Marine squad may rally like any other unit, and if successful is restored to normal fighting condition in the same way.
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+If a Space Marine squad is shaken and fails a further Break test then it is broken and forced to flee exactly like any other troops. The advantage of the Space Marines is that they can effectively fail two Break tests before they are broken, representing their steadfastness and courage in the face of death. Once broken, a Space Marine squad may rally like any other unit, and if successful is restored to normal fighting condition in the same way.
- If a Space Marine doesn't move at all and is not in close combat, they can use Rapid Fire. Each Space Marine may fire their storm bolter, boltgun, or bolt pistol twice instead of once as normal. Other members in the squad using different weapons may still fire normally.
+ If a Space Marine doesn't move at all and is not in close combat, they can use Rapid Fire. Each Space Marine may fire their storm bolter, boltgun, or bolt pistol twice instead of once as normal. Other members in the squad using different weapons may still fire normally.
@@ -135,31 +133,31 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -168,7 +166,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -181,7 +179,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -194,14 +192,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -210,7 +208,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -225,12 +223,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -270,14 +268,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -286,333 +284,333 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -622,35 +620,35 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -658,16 +656,16 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -680,23 +678,23 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
Remove bolter when dual melee
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@@ -705,8 +703,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -716,43 +714,43 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -761,7 +759,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -774,7 +772,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -787,14 +785,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -805,19 +803,19 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -825,44 +823,44 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -874,23 +872,23 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -903,7 +901,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -916,14 +914,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -932,7 +930,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -946,12 +944,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -959,7 +957,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -967,7 +965,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -975,7 +973,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -984,26 +982,26 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1012,7 +1010,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1021,7 +1019,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1030,7 +1028,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1100,7 +1098,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1113,7 +1111,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1126,14 +1124,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1142,7 +1140,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1198,20 +1196,20 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1219,19 +1217,19 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1240,7 +1238,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1253,7 +1251,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1266,14 +1264,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1282,7 +1280,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1344,7 +1342,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1357,7 +1355,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1370,14 +1368,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1386,7 +1384,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1449,7 +1447,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1475,7 +1473,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -1764,7 +1764,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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You must manually add the Percentage of the points for this using the options under Teleport Squad
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Need at least 1 Techmarine
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Need at least 1 Techmarine
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-
+
Need at least 1 Techmarine
@@ -2892,12 +2898,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
Need at least 1 Techmarine
@@ -2906,35 +2912,35 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
-
-
+
+
-
+
-
+
Need at least 1 Techmarine
-
+
Need at least 1 Techmarine
@@ -2943,12 +2949,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
Need at least 1 Techmarine
@@ -2957,19 +2963,19 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
-
+
@@ -2978,14 +2984,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -2994,35 +3000,35 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
-
+
-
+
Need at least 1 Techmarine
-
+
Need at least 1 Techmarine
@@ -3031,12 +3037,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
Need at least 1 Techmarine
@@ -3046,41 +3052,41 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
-
-
+
+
-
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@@ -3089,14 +3095,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -3105,35 +3111,35 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
-
+
-
+
Need at least 1 Techmarine
-
+
Need at least 1 Techmarine
@@ -3142,12 +3148,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
Need at least 1 Techmarine
@@ -3156,14 +3162,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -3172,14 +3178,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -3188,35 +3194,35 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
-
+
-
+
Need at least 1 Techmarine
-
+
Need at least 1 Techmarine
@@ -3225,28 +3231,28 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
Need at least 1 Techmarine
-
+
-
+
-
+
@@ -3255,14 +3261,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -3271,31 +3277,31 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
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-
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-
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-
-
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+
@@ -3303,17 +3309,17 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
Need at least 1 Techmarine
-
+
Need at least 1 Techmarine
@@ -3322,12 +3328,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
Need at least 1 Techmarine
@@ -3337,13 +3343,13 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -3352,14 +3358,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -3368,41 +3374,41 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
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-
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+
-
+
-
+
Need at least 1 Techmarine
-
+
Need at least 1 Techmarine
@@ -3411,12 +3417,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
Need at least 1 Techmarine
@@ -3425,15 +3431,15 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
-
+
+
@@ -3442,13 +3448,13 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
-
+
@@ -3459,7 +3465,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -3473,58 +3479,58 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
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@@ -3533,8 +3539,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -3545,38 +3551,38 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
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-
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-
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@@ -3586,21 +3592,21 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
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+
+
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-
+
+
@@ -3608,8 +3614,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -3620,43 +3626,43 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
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@@ -3665,8 +3671,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -3677,52 +3683,52 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
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@@ -3731,8 +3737,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -3744,14 +3750,14 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
@@ -3760,30 +3766,30 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
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-
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-
+
@@ -3791,8 +3797,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -3802,18 +3808,18 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
-
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-
+
@@ -3822,39 +3828,39 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
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@@ -3862,32 +3868,32 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
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+
+
-
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-
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+
-
+
@@ -3899,8 +3905,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -3914,25 +3920,25 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
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-
+
@@ -3942,13 +3948,13 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
-
+
@@ -3965,7 +3971,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -3973,7 +3979,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -3983,19 +3989,19 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
-
+
@@ -4004,8 +4010,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -4022,59 +4028,59 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
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@@ -4083,23 +4089,23 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
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+
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-
-
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+
@@ -4109,7 +4115,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -4120,8 +4126,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -4129,15 +4135,15 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
@@ -4150,7 +4156,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -4159,18 +4165,18 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
-
+
@@ -4179,10 +4185,10 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -4194,13 +4200,13 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
-
+
@@ -4210,18 +4216,18 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
-
+
-
+
@@ -4231,7 +4237,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -4242,8 +4248,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -4251,28 +4257,28 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
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-
+
-
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+
-
+
@@ -4283,7 +4289,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -4293,13 +4299,13 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
-
+
@@ -4315,124 +4321,124 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -4441,34 +4447,34 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
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@@ -4481,114 +4487,98 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -4597,50 +4587,50 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -4649,136 +4639,136 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
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@@ -4787,27 +4777,27 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
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@@ -4816,39 +4806,39 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
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@@ -4857,15 +4847,15 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
@@ -4875,7 +4865,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -4887,33 +4877,33 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
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@@ -4922,15 +4912,15 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
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+
@@ -4939,22 +4929,22 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
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+
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+
@@ -4962,7 +4952,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -4970,7 +4960,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -4978,7 +4968,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -4986,7 +4976,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -4995,7 +4985,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -5003,7 +4993,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -5011,7 +5001,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -5020,7 +5010,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -5029,12 +5019,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -5044,17 +5034,17 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
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-
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@@ -5063,36 +5053,36 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
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@@ -5107,7 +5097,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -5124,7 +5114,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -5137,34 +5127,34 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
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-
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@@ -5189,24 +5179,18 @@ If the Captain is taken as the army commander then any Space Marine units within
Remember that your army must include at least one model capable of leading it. You may only choose a Terminator Captain if one or more squads of Terminator Space Marines are also included in the army.
-If the Terminator Captain is the army commander then any Space Marine units within 12" of him may use his Leadership value when they take a Leadership test.
-
+If the Terminator Captain is the army commander then any Space Marine units within 12" of him may use his Leadership value when they take a Leadership test.
-
-1-2: Crew is hit
+ 1-2: Crew is hit
3-6: Bike is hit
-See datafax for damage table
-
-
+See datafax for damage table
- Any Space Marine units belonging to the same Chapter as the Standard Bearer who are within 12" of him may re-roll the dice if they fail a Break test.
-
+ Any Space Marine units belonging to the same Chapter as the Standard Bearer who are within 12" of him may re-roll the dice if they fail a Break test.
- If any Space Marine unit within 8" of a Chaplain fails any Leadership-based test (such as a psychology test or a Break test) then it may retake the test immediately.
-
+ If any Space Marine unit within 8" of a Chaplain fails any Leadership-based test (such as a psychology test or a Break test) then it may retake the test immediately.
The army may have up to 3 Servitor models operating support weapons per Techmarine that is in the army
@@ -5217,19 +5201,15 @@ Repair - May attempt to repair a single damanged hit location on a vehicle, a Dr
1-2: Hopeless. Not possible to repair
- Do not benefit from Break test and Rapid Fire rules.
+ Do not benefit from Break test and Rapid Fire rules.
-
-1-3: Crew is hit* - Hitting closest crewmember
+ 1-3: Crew is hit* - Hitting closest crewmember
4-6: Bike is hit
-See datafax for damage table
-
-
+See datafax for damage table
-
-1: Legs
+ 1: Legs
2: Left Arm
3: Right Arm
4-6: Body
@@ -5238,8 +5218,7 @@ See Datafax for damage results and armour values
Sustained Fire - For assault cannon or storm bolter, Ignore first jam result rolled each turn. An assault cannon will only jam if you roll 2 or more jams. Rolling 3 jams still causes the weapon to explode, destroying the arm.
Plasma - If the dread stands still, may fire on maxium without usual penalities (skipping a turn).
-Multi Melta - Can fire using a flamer template or as normal
-
+Multi Melta - Can fire using a flamer template or as normal
Can be fired as noraml or using a flame template with the same stats otherwise
@@ -5250,71 +5229,61 @@ Multi Melta - Can fire using a flamer template or as normal
For assault cannon or storm bolter, Ignore first jam result rolled each turn. An assault cannon will only jam if you roll 2 or more jams. Rolling 3 jams still causes the weapon to explode, destroying the arm.
-For Heavy Bolter, first rol the number of total sustained fire dice you wish and then ignore the first jam from that. You cannot ignore the jam for each individual heavy bolter.
+For Heavy Bolter, first rol the number of total sustained fire dice you wish and then ignore the first jam from that. You cannot ignore the jam for each individual heavy bolter.
When you hit a vehicle, you may +1 or -1 from the hit location roll. Cannot be used to hit a location blocked by cover.
Against vehicles or other walkers, may make a special Tear attack. For every 2 hits scored, you may make 1 Tear attack. If you hit 3 times you could make 1 tear attack and 1 normal etc.
-The Tear attack nominates a single location on the target. Roll penetration as normal. If succesfful, when rolling for damage add +2.
+The Tear attack nominates a single location on the target. Roll penetration as normal. If succesfful, when rolling for damage add +2.
Declare salvo or regular shot before rolling to hit. Salvo shot rolles a sustained fire dice equal to the number of missiles launched. Roll to hit for each missile separately; you may target different targets but not a target farther than 2" apart. Must be all Frag or Krak missiles, not a mix. If a jam is rolled then no missiles are fired and the weapon is affected like any other sustained fire weapon
-
-1: Track - Closest track to shooter
+ 1: Track - Closest track to shooter
2-4: Hull
5-6: Turret
-See datafax for damage table
-
+See datafax for damage table
Transport: 10 Space Marines in Power Armour, or 5 Space Marine in Terminator Armour
-
-1: Track - Closest track to shooter
+ 1: Track - Closest track to shooter
2-3: Hull
4: Sponson - Closest track to shooter
5-6: Turret
-See datafax for damage table
-
+See datafax for damage table
-
-1-2: Track - Hit closest to shooter
+ 1-2: Track - Hit closest to shooter
3-5: Hull
6: Lascannon - Hit closest to shooter
See datafax for damage table
-
-1: Track - Closest track to shooter
+ 1: Track - Closest track to shooter
2-5: Hull
6: Weapons
See datafax for damage table
-
-1: Track - Closest track to shooter
+ 1: Track - Closest track to shooter
2-4: Hull
5-6: Turret**
** If hit on side or rear, roll a D6: 1-3, roll to penetrate as normal. 4-6, Gunner is hit
See datafax for damage table
-
-1-2: Crew - Closest to shooter
+ 1-2: Crew - Closest to shooter
3-6: Land Speeder
-See datafax for damage table
-
+See datafax for damage table
+1 attack in CC (Pair of Power Gloves)
-Opponents do not recieve any bonus for multiple combats
-
+Opponents do not recieve any bonus for multiple combats
If any Ultramarines within 8" of a Chaplain fails any Leadership-based test (such as a psychology test or a Break test) then it may retake the test immediately.
@@ -5985,4 +5954,4 @@ Turret
-
\ No newline at end of file
+