VOXROSTER
CodexFactionsSpace MarinesImperial Space Marine [Legends]

Imperial Space Marine [Legends]

M6"
T4
SV3+
W4
LD6+
OC1

Composition & Wargear

Imperial Space Marine [Legends]
Choose one Wargear Disintegration Combi-gun (max 1) / Disintegration Pistol (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Disintegration Combi-gun 24"14+ 5-11
Disintegration Pistol 12"13+ 5-11
Vortex bolt 24"12+ 40D3+3

Melee Weapons

WeaponRangeAWSSAPD
Close combat weapon Melee43+ 401
Paragon Blade Melee62+ 6-33
Monster Slayer of Caliban Melee72+ 6-22
Encarmine Warblade Melee62+ 6-33

Abilities

Swift Assault Datasheet

While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability.

Unbreakable Duty Datasheet

While this model is within range of an objective marker and/or within 6" of the centre of the battlefield, this model has the Feel No Pain 4+ ability.

Leader Datasheet

This model can be attached to the following units:

■ Assault Squad ■ Command Squad ■ Tactical Squad ■ Vanguard Veteran Squad ■ Devastator Squad

You can attach this model to one of the above units even if one Character model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.

Oath of Moment Core

If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: ■ You can reroll the Hit roll ■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.

Templar Vows Core

If your Army Faction is Adeptus Astartes, at the start of the first battle round, select one of the following Vows to be active for Adeptus Astartes units from your army. While a Vow is active for your army, that unit has the associated ability below. 

Abhor the Witch, Destroy the Witch ■ Each time this unit declares a charge, if one or more targets of that charge have the Psyker keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting Psyker units. 

Accept Any Challenge, No Matter the Odds ■ Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the wound roll

Suffer Not the Unclean to Live ■ This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the nearest enemy unit. 

Uphold the Honour of the Emperor If this unit has the Infantry keyword: ■ At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent's level of control over that objective marker is greater than yours at the end of the phase.  ■ If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).

Pistol Core

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. 

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:  - One or more of its [CLOSE-QUARTERS] weapons.  - One or more of its other ranged weapons.