IMPERIAL TERRORKHAN ASSAULT REGIMENT
viewtopic.php?f=20&t=6244TerrorKhan TrooperMove: 10" With Jetpack, 4" without.
Armour: 7
Skill: 1D6+2
Armed with 1x Flechette Rifle with under barrel grenade launcher, 1x Frag OR Flechette Stick Grenade, One Electro-Sword
Flechette Rifle:Range: 12" Use: 3+ Damage: 2D6+1 - (May fire either Flechette Rifle OR Grenade Launcher).
Under Barrel Grenade launcher:Range: 6" Use: 4+ Damage 2D6+1 in a 1D6/2" Radius - (Must take one turn to reload) Runs out of ammo on a 4+ on a D6, rolled before use.
Frag GrenadeThrow + Scatter" Use: 4+ Damage 1D6+2 in a 1D6" Radius - (One Shot)
Flechette GrenadeThrow + Scatter" Use: 4+ Damage: 2D6+1 in a 1D6/2" Radius - (One Shot)
Electro-BladeMelee - Use: 3+ Damage: 1D6+3 - (None)

Anti-Armour Specialist: One of the few heavy weapons commonly used by TerrorKhan in as many as two per ten man Squad is the Light RPG. A simple throw away light Anti-Armour rocket launcher.
Armed with 1x Flechette Rifle with under barrel grenade launcher, 1x Light RPG, 1x Electro-Sword.
Light RPGRange: 12" Use: 3+ Damage: 2D10 in a 1D6/2" radius (One Shot)

TerrorKhan Sniper
Heavy Sniper Rifle.
Range: 18" Use: 2+ Damage: 2D6 (+1 to hit if stationary)
TerrorKhan Weapon Specialist: Snipers and Heavy Weapons including the feared TerrorKhan Berserker are all Veteran specialists, TerrorKhan that have proven themselves even above the Elite.
Move: 10" With Jetpack, 4" without.
Armour: 8
Skill: 1D6+2

There are various weapons available to the TerrorKhan, and at least one such weapon per twenty man assault team can be expected. Striped down and easily portable to mortals unlike the Heavy Weapons normally carried by the Immortals themselves these weapons can be brought to bare where they are most needed swiftly.
Anti-Tank HiVe launcher: Range 18" Use: 3+ Damage: 3D10 - (ONE SHOT ONLY, no area effect BUT reduces the armour of units Size 3 and above by half).
HiVe Launchers (HiVe: High Velocity) Using Immortal Infinity Tech to miniaturize a short burst warp engine that instantly propels a solid core sabot over a short distance to target. This creates a highly accurate and vastly devastating throw away weapon without need of explosives or penetration assisted rounds. There are larger HiVe launchers available to light vehicle scale.
Ion BlasterRange: 12" Use: 4+ Damage: 3D10 in a 1D6 Radius (Must recharge each turn)
Ion Blasters are a more refined, and safe version of the Maniac Ion Bazooka. It still needs to recharge after each shot.
Ion CanonRange: 12" Use: 4+ Damage: 1D10 (Must recharge, prone to overheating 4+ on a D6 and requires a cool down period or will explode if fired again)
The Ion Canon focuses a needle beam of almost unstoppable energy for a split second. This beam is able to cut through most armour and ignore many types of shields. It's main function is to destroy the internal workings of large vehicles and there are many larger variants of this weapon which the immortals use on their Starships. Heavy power Packs can also boost the power and durability of the portable version to allow for wide beam blasts or rapid fire.

TerrorKhan Berserker...
Move: 10" (Jetpack) Armour: 8 Skill: 1D6+2 (Fearless, Berserker, Jetpack)
OTC Evicerator Chainsaw.
Range: - Use: 4+, Damage: 4D6 (May not be parried)
2nd Weapon/Equipment
Automatic Pistol:
Range: 6" Use: 3+ Damage: 1D6+1 (May be used in close combat at zero range for the same use and damage).