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TERMINATOR FORCE GENERATOR

v.6
GENESTEALER FORCE

TROOPS
Terminator with Storm Bolter and Power Fist
Terminator with Thunder Hammer and Storm Shield
Terminator with Lightning Claws
Terminator with Storm Bolter and Chainfist
HEAVY WEAPONS
Terminator with Heavy Flamer and Power Fist
Terminator with Plasma Cannon and Power Fist
Terminator with Assault Cannon and Power Fist (Includes one reload)
Terminator with Cyclone Missile Launcher, Storm Bolter and Power Fist

POINTS
2
2
2
3

6
6
6

Marine Points
2 20
21 30
31 40
41 45
46+

Genestealer Force
One starting blip. One reinforcement blip per turn.
One starting blip. Two reinforcement blips per turn.
Two starting blips. Two reinforcement blips per turn.
Two starting blips. Two reinforcement blips per turn.
Broodlord allowed in the mission.
Two starting blips. Three reinforcement blips per turn.
Broodlord allowed in the mission.

COMMAND STAFF
Apothecary with Storm Bolter and Narthecium
Standard Bearer with Revered Banner, Storm Bolter and Power Fist
Sergeant with Storm Bolter and Power Sword
Sergeant with Thunder Hammer and Storm Shield
Sergeant with Lightning Claws
Captain with Storm Bolter and power Fist with Grenade Launcher (Experimental)
Chaplain with Storm Bolter and Crozius Arcanum (Experimental)
Librarian with Storm Bolter and Force Axe (Experimental)

3
4
5
5
5
10
12
14

GREY KNIGHTS/INQUISITION
Grey Knight Terminator with Nemesis Force Weapon (Experimental)
Grey Knight Justicar Terminator with Nemesis Force Weapon (Experimental)

15
19

UPGRADES
Melta-bomb, limited to one (Sergeant, Captain, Chaplain and Librarian only)
Flamer reload (6 shots)
Assault Cannon reload (10 shots)
Plasma Grenade with proximity fuse (3 grenades, limited to one Marine)

1
2
1
1

If any Grey Knights or a Librarian are present, the Genestealer player automatically starts
with two blips and receives two blips per turn in addition to the Broodlord allowed in the
mission. (Experimental)
If the Space Marine player has five or less Terminators, the Area Secured rule applies
If the Space Marine player has more than five Terminators, the Jammed Doors rule applies
Area Secure
When this rule is in effect, Genestealer (blips and models) are not allowed to lurk. This means
they may not use an entry point within six spaces of a Marine as they would be forced to do
so. Any blips and models that are unable to enter play because of this are destroyed.
OPTIONAL: Being able to secure entry areas means that they do not lead to limbo-like
spaces inhabited by hordes of Genestealers. In reality, they lead to things like major access
corridors that a Marine can secure in such a way as to deny their use to the Stealers (by
locking blast doors, for example). An entry area is secured when a Marine enters a square
next to the first square a Genestealer would enter if it were to use that entry area. It costs 1
AP to secure one entry area, and the Marine must be able to see the area to be able to
secure it. This means that objects (including Stealers) that block the Marine's LOS to an area
must be removed for that Marine to be able to secure that area. The Stealer Player cannot
use secured areas to bring reinforcements on the board. In addition, any blips or
Genestealers that are lurking off-board next to that area are lost and removed from play.
Stealers removed in this way do not count towards the Marine player's victory conditions. A
secured entry area remains so for the rest of the game, even if the Marine who secured it
moves away.
Jammed Doors
When this rule is in effect, roll a D6 whenever a model first attempts to open a door. On a roll
of 1 or 2, the door is jammed shut. Jammed doors may not be opened, but can be destroyed
by shooting or close assault.

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