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CodexFactionsSpace MarinesRelic Terminator Squad [Legends]

Relic Terminator Squad [Legends]

M5"
T5
SV2+
W3
LD6+
OC1

Composition & Wargear

5-10× Relic Terminator Sergeant
Each model one of: Relic Terminator Sergeant (max 1) / Power Fist / Twin Lightning Claws / Power Weapon / Chain Fist / Reaper Autocannon (max 1)
Each model Ranged Weapon Option one of: Volkite Charger / Plasma Blaster

Ranged Weapons

WeaponRangeABSSAPD
Volkite Charger 18"23+ 502
Plasma Blaster - Standard 18"23+ 7-21
Plasma Blaster - Supercharge 18"23+ 8-32
Combi-bolter 24"23+ 401
Reaper Autocannon 36"43+ 7-11
Heavy Flamer 12"D6N/A 5-11
Vortex bolt 24"12+ 40D3+3

Melee Weapons

WeaponRangeAWSSAPD
Power fist Melee33+ 8-22
Power weapon Melee43+ 5-21
Chainfist Melee34+ 8-22
Twin lightning claws Melee53+ 5-21
Paragon Blade Melee62+ 6-33
Monster Slayer of Caliban Melee72+ 6-22
Encarmine Warblade Melee62+ 6-33

Abilities

Fury of the First Datasheet

Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristic and/or to the Hit roll. In addition, each time a model in this unit makes an attack that targets the enemy unit you selected for the Oath of Moment ability this turn, add 1 to the Hit roll

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.

Invulnerable Save Ability

4+

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.

Grenade Harness Datasheet

The bearer has the Grenades keyword

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.

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

Sustained Hits Core

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).