VOXROSTER
CodexFactionsSpace MarinesReiver Squad

Reiver Squad

M6"
T4
SV3+
W2
LD6+
OC1

Composition & Wargear

Reivers
Each model one of: Special Issue Bolt Pistol, Combat Knife (max 9) / Reiver Sergeant (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Special Issue Bolt Pistol 12"13+ 4-11
Bolt Carbine 24"23+ 401
Vortex bolt 24"12+ 40D3+3

Melee Weapons

WeaponRangeAWSSAPD
Combat Knife Melee43+ 4-11
Close combat weapon Melee33+ 401
Paragon Blade Melee62+ 6-33
Monster Slayer of Caliban Melee72+ 6-22
Encarmine Warblade Melee62+ 6-33

Abilities

Fearsome Assault Datasheet

At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test subtracting 1 from that test

Terror Troops Datasheet

While an enemy unit (excluding Monsters and Vehicles) is within 3" of one or more units with this ability, subtract 1 from the Objective Control characteristic of models in that enemy unit.

Scouts Core

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:  - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.  - If that unit is wholly within your deployment zone, it can make a scout move (see below).  - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

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.

Grapnel Launchers Datasheet

Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move

Reiver Grav-chute Datasheet

The bearer has the Deep Strike ability.

Deep Strike Core

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

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.

Precision Core

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.