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Space Marine Codex - V.2 PDF

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100% found this document useful (1 vote)
2K views62 pages

Space Marine Codex - V.2 PDF

Uploaded by

wookieman85
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 62

1

By Just Dave
2

Contents Page
Page 1 Front Cover

Page 2 Contents Page

Page 3 Codex: Space Marines special rules

Page 4 Chapter Tactics

Page 6 Army List HQ, Special Characters

Page 15 Army List HQ (incl. Psychic Powers)

Page 25 Army List Elites

Page 34 Army List Troops

Page 37 Army List Dedicated Transports

Page 40 Army List Fast Attack

Page 46 Army List Heavy Support

Page 53 Ranged Weaponry

Page 55 Ordnance & Close Combat Weaponry

Page 56 Armoury and Wargear

Page 58 Vehicle Armoury

Page 59 Designers Reasoning

Page 61 Acknowledgements

Page 62 Legal Stuff


3

Codex: Space Marines Special Rules


The special rules detailed on this page apply to most Space Marine units. Special rules exclusive to
units and characters are detailed on their pages. A host of special rules are also included in the
Warhammer 40,000 rulebook.

And They Shall Know No Fear


Space Marines automatically past tests to regroup, and can take such tests even if the squad has been
reduced to less than half strength by casulties, though all other criteria apply. Usually troops that
regroup cannot move normally and always count as moving whether they do or not, but these
restrictions to do not apply to models subject to And They Shall Know No Fear. If Space Marines are
caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If
this happens, then the unit is subject to the No Retreat! rule in the round of close combat and might
therefore suffer additional casulties.

Servitors do not benefit from this special rule if there is no Techmarine or Space Marine independent
character leading the unit.

Combat Squads
10-man units with this special rule have the option of breaking down into two 5-man units, called
Combat Squads. The decision to split the unit into combat squads, as well as which models go into
each combat squad, must be made BEFORE the unit is deployed (therefore units arriving from reserves
must combat-squad BEFORE arrival this is a change from the existing rules). Both combat squads can
be deployed in separate locations. If you decide to split a unit into combat squads, then each squad is
treated as a separate unit for all game purposes from that point on.
If an ability is purchased for a unit as part of a Chapter Tactic (such as Scouts, for Shadow of the
Emperor), then it applies for the entire unit, even if split into combat squads; as it is purchased before
deployment.

Combat Tactics
Any Space Marine unit can choose to automatically fail any morale tests they are required to take,
subsequently benefiting from And They Shall Know No Fear.
Furthermore, any Space Marine unit equipped with a Boltgun, Bolt Pistol or Storm Bolter (including the
Boltgun in combi-weapons) may benefit from one of the following abilities, selected at the beginning
of each game turn:
- May count as having remained stationary for the purposes of firing one of the above weapons.
- May re-roll any failed to-hit roll if they remain stationary when firing one of the above weapons
(note: this DOES NOT work under the Relentless special rule, but DOES work under the Slow and
Purposeful special rule). Furthermore, this does not work in tandem with the ability of being able to
count-as stationary, as described above.

These abilities do not work on a turn when the unit has just regrouped.
If a Chapter Tactic is taken by a Captain, then ALL models with Combat Tactics (except a Legion of the
Damned Squad) instead benefit from a Chapter Tactic (see overleaf); replacing the Combat Tactics
special rule (for all units, minus Legion of the Damned). Whereas if a Chapter Master is taken, all
models benefit from both the Chapter Tactic and Combat Tactics.
4

Chapter Tactics
Chapter Tactics may REPLACE Combat Tactics if selected by a Captain, whilst Chapter Tactics may be taken
IN ADDITION to Combat Tactics if selected by a Chapter Master.
An army can only benefit from a single Chapter Tactic; if there would be two (for example, if two Unique
Characters are taken), then one must be selected, of the owning players choice.
The Chapter Tactics are as follows, providing the following benefits:

Astartes Embodied Punish the Weak

Any Sergeant of any type in the army may 3 non-vehicle units gain Bionics, benefiting
use the Chapter Master/Captains Leadership every model in the unit. Additional non-
(of 10). vehicle units may select Bionics for 25pts per-
This army adds +1 to the roll to determine unit.
which player gets First Turn. Enemy units count as suffering one additional
Exemplar: Ultramarines casualty for the purposes of any morale checks
caused by shooting or close combat attacks;
Shadow of the Emperor this does not affect Tank-Shocks.
Exemplar: Iron Hands
3 non-vehicle units gain the Scouts special
rule. Additional non-vehicle units may select Fires of Battle
the Scouts special rule for 20pts per-unit.
All units benefit from the Stealth special rule 3 non-vehicle units may elect (at the beginning
for the duration of the first turn. This stacks for of the owning players turn, each turn) to
any unit that already has the Stealth special operate as Slow and Purposeful when using
rule, such as Stalker Veterans. Boltguns, Storm Bolters and Bolt Pistols
Exemplar: Raven Guard (including the Boltgun in combi-weapons), this
does not affect models not firing the above
Hammer of Terra weapons, who would still have to follow the
same movement constraints. Therefore, Heavy
3 non-vehicle units gain the Bolster Defences Weapons must still remain stationairy to be
special rule (see page 31) OR may add +1 to fired. Additional non-vehicle units may select
their armour penetration roll when targeting a this ability for 20pts per-unit.
structure with an Armour Value. Additional
All Template (not blast!) Weapons count as
non-vehicle units may select one of these
twin-linked. This includes the Avenger psychic
abilities for 15pts per-unit.
power.
All units benefit from the Stubborn special rule Exemplar: Salamanders
and Storm Shields and Tower Shields cost 5pts
less than their listed cost. Perseverance, Experience
Exemplar: Imperial Fists
All Sternguard Veteran Squads in the army are
Attack Like Lightning scoring.
All units benefit from the Stubborn special rule
3 non-vehicle units gain the Hit and Run
and Power Fists cost 5pts less than their listed
special rule. Additional non-vehicle units may
cost.
select the Hit and Run special rule for 20pts
Exemplar: Crimson Fists
per-unit.
All Fast Attack units and Bike unit types gain
the Outflank and Skilled Rider special rules.
Exemplar: White Scars
5

Knowledge is Power Assault of the Astartes

Codicier-Librarians can be selected as an Elites 3 non-vehicle units gain the Furious Charge
choice for (a reduced cost of) 90pts each. special rule. Additional non-vehicle units may
These Librarians cannot then be upgraded to a select the Furious Charge special rule for 20pts
Lexicanum or Chief Librarian. Furthermore, for per-unit.
each Librarian in the army, you may add +1 to All Space Marines (including the Sergeant) in a
the roll to seize the initiative; to a maximum of Tactical Squad receive a close combat weapon,
+4. on top of their existing equipment, for no
All units count as Stubborn if contesting or additional cost.
controlling an objective. Exemplar: Carcharodons
Exemplar: Blood Ravens
Armoured Assault
Orbital Invasion
Predators (of any variant) may be taken as a
3 units count as having all weapons as Twin- Fast Attack choice and Land Raiders (Phobos,
linked on the turn they arrive from a via Drop Crusader or Redeemer patterns) may instead
Pod Assault (i.e. In a Drop Pod). Additional be selected as a Dedicated Transport by any
units may select this ability for 20pts per-unit unit that may (otherwise) select a Rhino as a
(including vehicles). dedicated transport, following the rules and
Once per game, at the beginning of the turn, points costs described in the Land Raiders
the player may opt to have all units in a Drop respective entries.
Pod receive a +1 modifier to any reserves roll, Each turn, a single vehicle in the Heavy
lasting for the duration of that game turn. Support slot may re-roll any failed to-hit roll ,
Exemplar: Fire Lords selected at the beginning of that shooting
phase. Additionally, all vehicles selected from
the Heavy Support slot gain the Repair special
rule (see page 37).
Exemplar: Aurora Chapter
6
HQ

Marneus Calgar, Chapter Master of the Ultramarines 265pts

WS BS S T W I A Ld Sv
Marneus Calgar 6 5 4 4 4 5 4 10 2+/4+

Unit Composition: Options:


1 (Unique) Marneus Calgar may replace his Terminator Armour with
Artificer Armour and Frag and Krak Grenades for no
Unit Type: additional cost.
Infantry
Marneus Calgar may be accompanied by an Honour Guard
Wargear: squad for 105pts. See page 16
Master-crafted Power Weapon*, Gauntlets of
Ultramar*, Iron Halo, Extensive Bionics*, Orbital *Gauntlets of Ultramar:
Strike Beacon, Terminator Armour.
The Gauntlets of Ultramar are a pair of Master-crafted Power
Fists that allow Marneus Calgar to strike at Strength 10, instead
Special Rules:
of the usual Strength 8.
Independent Character, And They Shall Know No
Furthermore, the Gauntlets of Ultramar incorporate an Armour
Fear, Combat Tactics, Eternal Warrior, Lord
Piercing 2 Storm Bolter, therefore providing the following
Macragge*, Nothing Shall Stay Our Wrath*,
ranged profile:
Chapter Tactic Astartes Embodied*
Range: 24 Strength: 4 AP: 2 Assault 2, Master-crafted.

*Lord Macragge: *Extensive Bionics:


If an army includes Marneus Calgar, then This confers the Feel No Pain special rule.
Honour Guard Squads may be selected as an
Elites Choice. Furthermore, Marneus Calgar
grants the effects of a Company Master
Chapters Regent (see page 18).

*Nothing Shall Stay Our Wrath:


Once per game, all units in the same army as
Marneus Calgar may gain the Furious Charge
and Counter-charge special rules, lasting for the
duration of that assault phase. This ability may
be activated on your opponents turn.

*Chapter Tactic Astartes Embodied


As well as providing the usual effect of the
Chapter Tactic, Astartes Embodied, all units in
the same army as Marneus Calgar may choose
whether to automatically pass or fail any morale
test they take. This does not include Psychic
Tests.
Note: As a Chapter Master, Combat Tactics is
still in effect.
7
HQ

Ortan Cassius, Ultramarines Master of Sanctity 185pts

WS BS S T W I A Ld Sv
Ortan Cassius 5 5 4 5 3 4 3 10 3+/4+

Unit Composition: *Infernus:


1 (Unique) Infernus is a Combi-Flamer, equipped with Hellfire Rounds.
Furthermore, the Flamer also counts as poisoned 3+.
Unit Type:
Infantry
*Liturgies of Hate:
During the owning players turn, the Chaplain and his unit may
Wargear:
re-roll all failed to-hit rolls.
Infernus*, Master-Crafted Power Weapon, Frag
and Krak Grenades, Hellfire Rounds, Bionics, *Uphold the Honour of the Chapter:
Rosarius, Power Armour. All units in the same army within 12 and all units in the same
army with Line of Sight to Ortan Cassius may use his Leadership
Special Rules: for any Leadership test.
Independent Character, And They Shall Know No
Fear, Combat Tactics, Preferred Enemy: Tyranids, *Courage and Honour:
Liturgies of Hate*, Uphold the Honour of the Ortan Cassius and any squad he leads may re-roll any
Chapter*, Courage and Honour* unsuccessful to-wound roll on the first round of a combat.
Furthermore, Ortan Cassius counts as being equipped with a
Company Banner (see page 19) at all times.
8
HQ

Varro Tigurius, Chief Librarian of the Ultramarines 225pts

WS BS S T W I A Ld Sv
Varro Tigurius 5 5 4 4 3 5 2 10 3+

Unit Composition: *Rod of Tigurius:


1 (Unique) The Rod of Tigurius is a master-crafted Force Weapon.
Furthermore, Psychic Tests taken in order to activate the Force
Unit Type: Weapon are done with a -1 modifier.
Infantry
*Hood of Hellfire:
Wargear: The Hood of Hellfire is a psychic hood that allows Tigurius to
Bolt Pistol, Rod of Tigurius*, Frag and Krak cast an additional Psychic Power per-turn, therefore allowing
Grenades, Hood of Hellfire*, Power Armour. Tigurius to cast a total of 3 Psychic Powers per-turn.
Furthermore, any Perils of the Warp attack suffered by Tigurius is
Special Rules: ignored on a D6 roll of 4+.
Independent Character, And They Shall Know No
Fear, Combat Tactics, Psyker, Psychic
*Psychic Prescience:
Prescience*, Know Thy Foe*
If Varro Tigurius is still alive, D3 reserve-rolls for any friendly
units may be re-rolled each turn.
Varro Tigurius knows all Space marine Psychic
Powers (see page 23) *Know Thy Foe:
If playing against an army selected from Codex: Orks, or Codex:
Tyranids, an army including Varro Tigurius can seize the initiative
on a 4+.
9
HQ

Pedro Kantor, Chapter Master of the Crimson Fists 230pts

WS BS S T W I A Ld Sv
Pedro Kantor 6 5 4 4 3 5 4 10 2+/4+

Unit Composition: Options:


1 (Unique) Pedro Kantor may be accompanied by an Honour Guard
squad for 105pts. See page 16
Unit Type:
Infantry
*Dorns Arrow:
Wargear: Dorns Arrow is a Master-Crafted Storm Bolter, with an Assault 4
Dorns Arrow*, Master-crafted Power Fist, Power profile, rather than the usual Assault 2.
Weapon, Frag and Krak Grenades, Melta Bombs, Furthermore, Dorns Arrow is equipped with Kraken Bolts.
Chapter Relic, Orbital Strike Beacon, Iron Halo, Ultimately, this grants the following profile:
Artificer Armour. Range: 30 Strength: 4 AP: 4 Assault 4, Master-Crafted.

Special Rules: *Rynns Hero:


Independent Character, And They Shall Know No Pedro Kantor and any unit he leads have the Preferred Enemy:
Fear, Combat Tactics, Stubborn, Inspiring Orks special rule.
Presence*, Rynns Hero*, Chapter Tactic
Perseverance, Experience* *Inspiring Presence:
All friendly units within 12 of Pedro Kantor have +1 attack.

*Chapter Tactic Perseverance, Experience


As well as providing the usual effect of the Chapter Tactic,
Perseverance, Experience, Sternguard Veteran Squads may be
taken as troops and Stalker Veteran Squads are scoring.
Note: As a Chapter Master, Combat Tactics is still in effect.
10
HQ

Darnath Lysander, Captain of the Imperial Fists 210pts

WS BS S T W I A Ld Sv
Darnath Lysander 6 5 4 4 4 5 3 10 2+/4+

Unit Composition: Options:


1 (Unique) Darnath Lysander may be accompanied by a Terminator
Command Squad for 215pts. See page 20.
Unit Type:
Infantry
*Fist of Dorn:
Wargear: The Fist of Dorn is a Master-crafted Thunder Hammer that
Fist of Dorn*, Valours Shield*, Terminator grants a +1 bonus to the roll on the vehicle damage table.
Armour. Furthermore, any enemy model hit by, but not slain, the Fist of
Dorn is at -1 attacks during the subsequent combat phase (to a
Special Rules: minimum of 1), as well as the usual initiative 1.
Independent Character, And They Shall Know No
Fear, Combat Tactics, Stubborn, Eternal Warrior, *Valours Shield:
Chapters Regent (see page 18), Shield Wall*, Valours Shield is a Storm Shield that grants a 4+ invulnerable
Teleport Assault*, Chapter Tactic Hammer of save against ranged attacks, rather than the usual 5+.
Terra (note: as a Captain, this replaces Combat
Tactics) *Shield Wall:
If Lysander is in a unit where all models are equipped with a
Storm Shield or Tower Shield, then all models gain a +1 bonus
to their invulnerable save against ranged attacks, to a maximum
of 3+.

*Teleport Assault
If Darnath Lysander is entering play via Deep Strike, along with
one or more Terminator Squads (Command, Storm or Assault),
then make one reserves roll for all the Terminator Squads in the
army. This roll has a +1 modifier.
Therefore, all Terminator Squads (and Lysander) will arrive on
the same turn, but can be placed independently.
11
HQ

Kayvaan Shrike, Raven Guard Shadow Captain 195pts

WS BS S T W I A Ld Sv
Kayvaan Shrike 6 5 4 4 3 5 3 10 3+/4+

Unit Composition: Options:


1 (Unique) Kayvaan Shrike may be accompanied by a Command Squad
for 150pts. See page 19.
Unit Type: Any member of the Command Squad may be equipped with
Infantry 2 Lightning Claws for 25pts each.

Wargear:
The Ravens Talons, Frag and Krak Grenades,
*The Ravens Talons:
Melta Bombs, Iron Halo, Jump Pack, Power
The Ravens Talons are a pair of Master-Crafted Lightning Claws
Armour.
(therefore granting +1 attack) that also have the Rending special
rule.
Special Rules:
Independent Character, And They Shall Know No
Fear, Combat Tactics, Strike from the Shadows*, *The Blackened:
The Blackened*, Chapter Tactics Shadow of So long as Kayvaan Shrike is still alive, any enemy reserve roll of
The Emperor* 6 must be re-rolled, and any friendly reserve roll of 1 may be re-
rolled.

*Strike from the Shadows:


Kayvaan Shrike and any unit he leads have the Infiltrate and
Heroic Intervention (see page 41) special rules.
Note: Heroic Intervention only affects models with a Jump Pack.

*Chapter Tactic Shadow of The Emperor:


As well as providing the usual effect of the Chapter Tactic,
Shadow of the Emperor, the Stealth special rule may also apply
to all units for the second turn, on a D6 roll of 4+.
(Note: as a Captain, this replaces Combat Tactics)
12
HQ

Korsarro Khan, White Scars Master of the Hunt 190pts

WS BS S T W I A Ld Sv
Korsarro Khan 6 5 4 4 3 5 4 10 3+/3+

Unit Composition: Options:


1 (Unique) May be equipped with a Space Marine Bike for 20pts.

Unit Type: Korsarro Khan may be accompanied by a Command Squad


Infantry for 150pts. See page 19.
If mounted on Space Marine Bikes, any member of the
Wargear: command squad may be equipped with a Power Lance for
Bolt Pistol, Moonfang*, Frag and Krak Grenades, 25pts each.
Melta Bombs, Anti-ward, Power Armour.
*Moonfang:
Special Rules: Moonfang is a Master-Crafted Power Weapon that inflicts Instant
Independent Character, And They Shall Know No Death on any to-wound roll of 6.
Fear, Combat Tactics, Head Hunter*, Master of
the Hunt*, Company Master Master of the Rites *Power Lance:
(see page 18), Chapter Tactics Strike Like Power Lances are two-handed Power Weapons that grant the
Lightning wielder +2 Strength on the charge; this strength bonus doesnt
(Note: as a Captain, this replaces Combat stack with Furious Charge the initiative bonus does still apply
Tactics) however.

*Head Hunter:
Nominate a single model in the opposing army after both sides
have deployed, Korsarro Khan may re-roll all to-wound rolls
against this model. Furthermore, this nominated model counts
for 2 Kill Points if Kill Points are applicable, to the game and
individual model.

*Master of the Hunt:


Korsarro Khan and any unit he leads have the Move Through
Cover, Hit and Run and Furious Charge special rules.
13
HQ

Vulkan Hestan, Forgefather of the Salamanders 230pts

WS BS S T W I A Ld Sv
Vulkan Hestan 6 5 4 4 3 5 3 10 2+/4+

Unit Composition: *Spear of Vulkan:


1 (Unique) The Spear of Vulkan is a Master-crafted Relic Blade that can also
be thrown, conferring the following ranged profile:
Unit Type: Range: 6 Strength: 6 AP: 1 Assault 1,
Infantry Furthermore, the Spear of Vulkan rolls an additional D6 for
armour penetration (totalling 2D6).
Wargear:
Bolt Pistol, Spear of Vulkan*, The Gauntlet of the *The Gauntlet of the Forge:
Forge*, Kesares Mantle*, Digital Weapons, The Gauntlet of the Forge counts as Hellfire Housing, that once-
Chapter Relic, Frag and Krak Grenades, Melta per-game may be used as a Heavy Flamer, instead of a Flamer.
Bombs, Iron Halo, Artificer Armour. This counts as twin-linked.

Special Rules: *Kesares Mantle:


Independent Character, And They Shall Know No Kesares Mantle grants the effects of an Adamantine Cuirass and
Fear, Combat Tactics, Chapter Tactics Fires of Armaplas Plating.
Battle*, Anvil of War*, Master Artificer*

*Master Artificer:
Before deployment, Vulkan Hestans owning player can
nominate a single Sergeant (of any type; Terminator, Veteran
etc.) in the same army as Vulkan Hestan; this Sergeants
weapons count as Master-Crafted. This does not affect grenades.

*Anvil of War:
At the beginning of the game, after both sides have deployed,
Vulkan Hestans owning player may nominate a single objective
on the board to be suspect as housing an artefact of Vulkan.
Vulkan HeStan and any unit he leads have the Stubborn and
Furious Charge special rules if contesting or controlling this
objective.
This has no effect in games where there are no objectives.

*Chapter Tactic Fires of Battle:


As well as providing the usual effect of the Chapter Tactic, Fires
of Battle, all Thunder Hammers in the same army as Vulkan
Hestan counts as Master-crafted.
(Note: as a (once) Captain, this replaces Combat Tactics)
14
HQ

Warleader Bannus of the Iron Hands 240pts

WS BS S FA SA RA I A
Warleader Bannus 5 5 6(8) 13 13 11 4 2*

Unit Composition: *The Brazen Blade:


1 (Unique) The Brazen Blade counts as a Master-Crafted Relic Blade that
grants an additional D3 attacks (roll at the beginning of each
Unit Type: assault phase), as well as the usual +2 Strength. Furthermore,
Vehicle (Walker) this has a built-in Heavy Flamer.

Wargear:
*Venerable:
Plasma Cannon (with built in twin-linked Plasma
If Warleader Bannus suffers a glancing or penetrating hit the
Gun), The Brazen Blade* (with built in Heavy
owning player can choose for the roll on the damage chart to be
Flamer), Smoke Launchers, Searchlight, Extra
re-rolled. The second result must be accepted, even if it is worse.
Armour
*Iron Patriarch:
Special Rules: During the owning players turn, a single friendly unit within 6
Venerable*, Iron Patriarch*, Honour of the Clan*, of Warleader Bannus may re-roll all failed to-hit rolls.
Indomitable Fury*, Chapter Tactic Punish the
Weak (Note: as a Captain, this replaces Combat * Honour of the Clan:
Tactics) All Space Marine units within 12 of the Warleader Bannus are
Fearless. If Bannus is destroyed whilst within 12, then the unit
Dedicated Transport:
remains Fearless for the rest of the game.
May select a Drop Pod
(See page 39) * Indomitable Fury:
All Space Marine units within 12 of the Warleader Bannus have
the Furious Charge special rule, including Bannus himself.
Furthermore, at the beginning of each game turn, roll a D6. On a
roll of 6 Warleader Bannus gains the Rage special rule.
15
HQ

Chapter Master 145pts

WS BS S T W I A Ld Sv
Space Marine Chapter Master 6 5 4 4 3 5 4 10 3+/4+

Unit Composition: Options:


1 Space Marine Chapter Master The Chapter Master may be equipped with one of the
following:
Unit Type: Jump Pack 20pts
Infantry Space Marine Bike 30pts
Terminator Armour 30pts
Wargear: If equipped with Terminator Armour, the Captain replaces his
Bolt Pistol, Close Combat Weapon, Frag and existing wargear with a Storm Bolter, Power Weapon, Iron
Krak Grenades, Iron Halo, Power Armour. Halo and Terminator Armour.

Special Rules: If equipped with Terminator Armour, the Storm Bolter may
Independent Character, And They Shall Know No be replaced by:
Fear, Combat Tactics, Chapter Master* Combi-Weapon 5pts
Power Weapon 10pts
Options:
Lightning Claw 15pts
The Chapter Master may replace his Bolt Storm Shield 15pts
Pistol/Close Combat Weapon with any of the Power Fist 20pts
following: Chain Fist 25pts
Boltgun Free Thunder Hammer 25pts
Storm Bolter 2pts
Combi Weapon 5pts If equipped with Terminator Armour, the Power Weapon may
Infernus Pistol 5pts be replaced by:
Flame Pistol 5pts Lightning Claw 5pts
Plasma Pistol 10pts Power Fist 10pts
Power Weapon 15pts Electromagnetic Blade 10pts
Storm Shield 15pts Thunder Hammer 15pts
Lightning Claw 15pts Relic Blade 15pts
Power Fist 25pts
Power Sabre 25pts
The Chapter Master may be equipped with any of the
Electromagnetic Blade 25pts
following:
Thunder Hammer 30pts
Armaplas Plating 10pts
Relic Blade 30pts
Hellfire Housing 15pts
Chapter Relic 15pts
The Chapter Master may also be equipped Adamantine Cuirass 20pts
with any of the following: Anti-ward 25pts
Dragonfire Bolts 2pts Orbital Strike Beacon 30pts
Kraken Bolts 2pts
Vengeance Rounds 2pts
The Chapter Master may be accompanied by an Honour
Hellfire Rounds 2pts
Guard squad for 105pts. See overleaf.
Auspex 5pts
Meltabombs 5pts
The Chapter Master may be upgraded to a Company Master
Digital Weapons 5pts
for 20pts. See page 19.
Master-Craft Weapons 5pts (per-weapon)
Locater Beacon 5pts *Chapter Master:
Tower Shield 5pts
If the army includes a Chapter Master, a single Chapter Tactic (see
Bionics 10pts
page 4) may be selected ON TOP OF the Combat Tactics special rule.
Artificer Armour 20pts
16
HQ

Honour Guard Squad 105pts

WS BS S T W I A Ld Sv
Honour Guard 5 4 4 4 1 4 2 10 2+
Chapter Champion 5 4 4 4 1 4 3 10 2+

Unit Composition: Options:


3 Honour Guards A single Honour Guard in the army MUST be upgraded to a
Chapter Champion for no additional cost, gaining the above
Unit Type: profile and the Come at me Bro* special rule.
Infantry
May include up to 7 additional Honour Guards:
Wargear: 35pts per model.
Boltgun, Master-crafted Power Weapon, Frag
and Krak Grenades, Artificer Armour. The Chapter Champion may replace his Boltgun with:
Power Weapon Free
Dedicated Transport: Storm Shield 20pts
May select a Rhino, Razorback, Drop Pod or
Land Raider Phobos, Land Raider Crusader or A single Honour Guard in the army may be equipped with a
Land Raider Redeemer as a Dedicated Transport Chapter Banner* for 40pts.
(See pages 37-38, and pages 51-52)
Any Honour Guard may replace his Boltgun with:
Special Rules: Bolt Pistol Free
And They Shall Know No Fear, Combat Tactics, Auxiliary Grenade Launcher 10pts
Counter-Attack, Uphold the Master of the Storm Shield 20pts
Chapter*
Any Honour Guard/Chapter Champion may replace his
Honour Guard may only be selected if Master-crafted Power Weapon with:
purchased as a retinue by a Chapter Master, they Thunder Hammer 15pts
occupy no slot on the Force Organisation Chart, Relic Blade 15pts
but otherwise count as a HQ choice.
All Honour Guard may be equipped with Meltabombs for
*Uphold the Master of the Chapter: 5pts each.
If the Chapter Master (including Pedro Kantor
and Marneus Calgar) is wounded whilst attached *Chapter Banner:
to the Honour Guard squad, then all members Any space marine unit within 12" of the banner bearer always re-
of the unit (excluding the Chapter Master) gain rolls failed morale and pinning tests. In addition, all models in
+1 attack, lasting for the duration of that game the same units as the Chapter Banner have +1 attack whilst the
turn. banner bearer is alive. While the banner bearer is still alive, the
This does not stack for each wound suffered. Honour Guard counts as scoring one extra wound in close
combat for the purposes of calculating the assault result.
*Come at me Bro:
At the first round/phase of an assault, the
Chapter Champion must be placed as close to
an enemy independent character as possible.
Furthermore, a Chapter Champion must
direct/allocate all his attacks to an Independent
Character if possible and may re-roll any failed
to-hit roll against this independent character.
17
HQ

Captain 100pts

WS BS S T W I A Ld Sv
Space Marine Captain 6 5 4 4 3 5 3 10 3+/4+

Unit Composition: Options:


1 Space Marine Captain The Captain may be equipped with one of the following:
Jump Pack 20pts
Unit Type: Space Marine Bike 30pts
Infantry Terminator Armour 30pts
If equipped with Terminator Armour, the Captain replaces his
Wargear: existing wargear with a Storm Bolter, Power Weapon, Iron
Bolt Pistol, Close Combat Weapon, Frag and Halo and Terminator Armour.
Krak Grenades, Iron Halo, Power Armour.
If equipped with Terminator Armour, the Storm Bolter may
Special Rules: be replaced by:
Independent Character, And They Shall Know No Combi-Weapon 5pts
Fear, Combat Tactics, Chapter Captain* Power Weapon 10pts
Lightning Claw 15pts
Options: Storm Shield 15pts
The Captain may replace his Bolt Pistol/Close
Combat Weapon with any of the following: If equipped with Terminator Armour, the Power Weapon may
Boltgun Free be replaced by:
Storm Bolter 2pts Lightning Claw 5pts
Combi Weapon 5pts Power Fist 10pts
Infernus Pistol 5pts Electromagnetic Blade 10pts
Flame Pistol 5pts Thunder Hammer 15pts
Plasma Pistol 10pts Relic Blade 15pts
Power Weapon 15pts
Storm Shield 15pts The Captain may be equipped with one of the following:
Lightning Claw 15pts Armaplas Plating 10pts
Power Fist 25pts Hellfire Housing 15pts
Power Sabre 25pts Chapter Relic 20pts
Electromagnetic Blade 25pts Adamantine Cuirass 20pts
Thunder Hammer 30pts Anti-ward 25pts
Relic Blade 30pts Orbital Strike Beacon 30pts

The Captain may also be equipped with any The Captain may be upgraded to a Company Master for
of the following: 20pts (see overleaf)
Dragonfire Bolts 2pts
Kraken Bolts 2pts The Captain may be accompanied by a Command Squad for
Vengeance Rounds 2pts 150pts. See page 19.
Hellfire Rounds 2pts
Auspex 5pts
Meltabombs 5pts
Digital Weapons 5pts
Master-Craft Weapons 5pts (per-weapon)
*Chapter Captain:
Locater Beacon 5pts If the army includes a Captain, the Combat Tactics special rule
Tower Shield 5pts may be REPLACED by a single Chapter Tactic (see page 4).
Bionics 10pts
Artificer Armour 20pts
18
A Captain or Chapter Master may be upgraded to a Company Master for 20pts, gaining one of the following titles and
abilities.

Company Master
Chapters Regent:
Sternguard, Vanguard and Stalker Veteran Squads, Terminator Storm Squads and Terminator Assault Squads of 10-men are
scoring. Furthermore, Sternguard Veteran Squads and Terminator Storm Squads may be taken as a Heavy Support Choice.

Master of the Rites:


An army led by a Master of the Rites may select Space Marine Bike squads of at-least 5 men as troops. Furthermore, any
Vanguard Veteran squad mounted on Space Marine Bikes gains the Hit and Run special rule.

Master of the Assault:


In an army led by a Master of the Assault, any Assault Squad of 10-men is scoring. Furthermore, Land Speeder Squadrons and
Attack Bike Squads may be selected as Heavy Support Choices.

Master of the Siege:


In an army led by a Master of the Siege, any Devastator Squad of 10-men may also be selected as an Elites Choice, in which
case they gain the Infiltrate special rule. Furthermore, Venerable Dreadnoughts that are not armed with a Dreadnought Close
Combat Weapon gain the Tank Hunters special rule.

Master of the Recruits:


Scout Squads benefit from the Combat Tactics special rule (unless it has been replaced by a Chapter Tactic). Furthermore,
Land Speeders equipped with a Typhoon Missile Launcher and Stalker Veteran Squads may be taken as a Heavy Support
Choice.
19
HQ

Command Squad 150pts

WS BS S T W I A Ld Sv
Veteran Space Marine 4 4 4 4 1 4 2 9 3+
Company Champion 5 4 4 4 1 4 2 9 3+
Space Marine Sergeant 4 4 4 4 1 4 2 9 3+

Unit Composition: Options:


2 Veteran Space Marines, an Apothecary, a The Sergeant may replace his Boltgun/
Company Champion and a Space Marine Bolt Pistol with any of the following:
Sergeant Close Combat Weapon Free
Storm Bolter 2pts
Unit Type: Combi Weapon 5pts
Infantry Plasma Pistol 10pts
Power Weapon 15pts
Wargear: Storm Shield 20pts
Boltgun, Bolt Pistol, Frag and Krak Grenades, Power Fist 25pts
Power Armour. Thunder Hammer 30pts

One Space Marine Veteran is equipped with a The Sergeant may also be equipped with any of the
Company Standard*. following:
An Apothecary is a Space Marine Veteran also Auspex 5pts
armed with a Narthecium*. Meltabombs 5pts
The Company Champion is also armed with a Combat Shield 5pts
Power Sword, Bolt Pistol and Combat Shield. Bionics 5pts
Locater Beacon 5pts
Dedicated Transport: Master-Craft Weapons 5pts (per-weapon)
May select a Rhino, Razorback or Drop Pod
(See pages 37-38) If the Character they are purchased for is mounted on a
Space Marine Bike, the Command Squad must also be
Special Rules: mounted on Space Marine Bikes, for 10pts per model.
And They Shall Know No Fear, Combat Tactics
If the Character they are purchased for is equipped with a
A Command Squad may only be selected if Jump pack, the Command Squad must also be equipped with
purchased as a retinue by a Captain or Chapter Jump Packs, for 5pts per model.
Master, they occupy no slot on the Force
Organisation Chart, but otherwise count as a HQ If the Character they are purchased for is equipped with
choice. Terminator Armour, the Command Squad may be upgraded
Options: to a Terminator Command Squad for 65pts (see overleaf)
Any model may replace his Boltgun/Bolt
Pistol with: *Narthecium:
Close Combat Weapon Free A Narthecium grants the Feel No Pain special rule to the unit.
Storm Bolter 2pts
Combi-Weapon 5pts *Company Standard:
Flamer 5pts Any space marine unit within 12" of the banner bearer always re-
Meltagun 10pts rolls failed morale and pinning tests. In addition, while the
Plasma Gun 10pts banner bearer is still alive, the Command Squad counts as
Plasma Pistol 10pts scoring one extra wound in close combat for the purposes of
Power Weapon 10pts calculating the assault result.
Storm Shield 20pts
Power Fist 20pts
20
HQ

Terminator Command Squad 215pts

WS BS S T W I A Ld Sv
Space Marine Terminator 4 4 4 4 1 4 2 9 2+/5+
Company Champion 5 4 4 4 1 4 2 9 2+/5+
Space Marine Terminator Sergeant 4 4 4 4 1 4 2 9 2+/5+

Unit Composition: Options:


1 Space Marines Terminator, an Apothecary, a Any model may replace his current weapons with:
Company Champion and a Space Marine 2 Lightning Claws
Terminator Sergeant Thunder Hammer and Storm Shield.

Unit Type: Two in models may:.


Infantry Replace Storm Bolter with a Heavy Flamer 5pts
Replace Storm Bolter with Assault Cannon 25pts
Wargear: Equip a Cyclone Missile Launcher 30pts
Storm Bolter, Power Fist, Special Issue
Ammunition, Terminator Armour. The Sergeant may also be equipped with any of the
following:
The Terminator Sergeant is equipped with a Auspex 5pts
Storm Bolter, Power Sword, Special Issue Bionics 5pts
Ammunition and Terminator Armour. Locater Beacon 5pts
One Space Marine Terminator is also equipped Master-Craft Weapons 5pts (per-weapon)
with a Company Standard*.
An Apothecary is a Space Marine Terminator
also armed with a Narthecium*.
The Company Champion is also armed with a
Power Sword and Storm Shield.

Dedicated Transport: *Narthecium:


A Terminator Command Squad may be select a A Narthecium grants the Feel No Pain special rule to the unit.
Drop Pod, Land Raider Phobos, Land Raider
Crusader or Land Raider Redeemer as a
*Company Standard:
Dedicated Transport Any space marine unit within 12" of the banner bearer always re-
(See page 38, and pages 51-52) rolls failed morale and pinning tests. In addition, while the
banner bearer is still alive, the Command Squad counts as
Special Rules: scoring one extra wound in close combat for the purposes of
And They Shall Know No Fear, Combat Tactics, calculating the assault result.
Relentless, Deep Strike

A Command Squad may only be selected if


purchased as a retinue by a Captain or Chapter
Master, they occupy no slot on the Force
Organisation Chart, but otherwise count as a HQ
choice.
21
HQ

Chaplain 100pts

WS BS S T W I A Ld Sv
Reclusiarch 5 4 4 4 2 4 2 10 3+/4+
Master of Sanctity 5 5 4 4 3 5 3 10 3+/4+

Unit Composition: Options:


1 Reclusiarch The Chaplain may replace his Bolt Pistol with:
Storm Bolter 2pts
Unit Type: Combi-Weapon 5pts
Infantry Plasma Pistol 10pts
Storm Shield 15pts
Wargear: Power Fist 15pts
Bolt Pistol, Power Weapon, Frag and Krak
Grenades, Rosarius, Power Armour. The Chaplain may be equipped with any of the following:
Meltabombs 5pts
Special Rules: Artificer Armour 20pts
Independent Character, And They Shall Know No Jump Pack 20pts
Fear, Combat Tactics, Liturgies of Hate*, Uphold Space Marine Bike 30pts
the Honour of the Chapter*
The Chaplain may replace his Bolt Pistol, Frag and Krak
Options:
Grenades, and Power Armour with Terminator Armour and a
A single Reclusiarch may be upgraded to a Storm Bolter for 20pts.
Master of Sanctity for 40pts. If equipped with Terminator Armour, the Storm Bolter may
be replaced with:
The Chaplain may also be equipped with any Combi-Weapon 5pts
of the following: Power Fist 15pts
Auspex 5pts Storm Shield 15pts
Meltabombs 5pts
Combat Shield 5pts *Liturgies of Hate:
Locater Beacon 5pts During the owning players turn, the Chaplain and any unit he
Master-Craft Weapons 5pts (per-weapon) leads may re-roll all failed to-hit rolls.
Bionics 10pts
*Uphold the Honour of the Chapter:
All units in the same army within 12 of the Chaplain may use his
Leadership for any Leadership test; this does not include Psychic
Tests. If the Chaplain has been upgraded to a Master of Sanctity,
this instead affects all units in the same army within Line of Sight
to the Chaplain (or a vehicle he is mounted in), as well as all
within 12.
22
HQ

Librarian 100pts

WS BS S T W I A Ld Sv
Codicier 5 4 4 4 2 4 2 10 3+
Epistolary 5 4 4 4 2 5 2 10 3+
Chief Librarian 5 5 4 4 3 5 2 10 3+

Unit Composition: Options:


1 Codicier The Librarian may replace his Bolt Pistol with:
Storm Bolter 2pts
Unit Type: Combi-Weapon 5pts
Infantry Plasma Pistol 10pts
Storm Shield 20pts
Wargear:
Bolt Pistol, Force Weapon, Frag and Krak The Librarian may be equipped with any of the following:
Grenades, Psychic Hood, Power Armour. Meltabombs 5pts
Artificer Armour 20pts
Special Rules: Jump Pack 20pts
Independent Character, And They Shall Know No Space Marine Bike 30pts
Fear, Combat Tactics, Psyker.
The Librarian may replace his Bolt Pistol, Frag and Krak
Options: Grenades, and Power Armour with Terminator Armour and a
A Codicier may be upgraded to a Epistolary Storm Bolter for 30pts.
for 40pts. If equipped with Terminator Armour, the Storm Bolter may
be replaced with:
A single Codicier in the army may be Combi-Weapon 5pts
upgraded to a Chief Librarian for 65pts, Storm Shield 20pts
gaining the Psychic Manipulation* special
rule. The Librarian may also be equipped with any of the
following:
MUST be equipped with two of the following Auspex 5pts
Psychic Powers: Meltabombs 5pts
Avenger Combat Shield 5pts
Force Dome Locater Beacon 5pts
Gate of Infinity Master-Craft Weapons 5pts (per-weapon)
Wrath of the Emperor Bionics 10pts
Machine Curse
Might of the Ancients *Psychic Manipulation:
Null Zone If the Chief Librarian is still alive, a single reserve-roll for any
Quickening friendly unit may be re-rolled each turn.
Smite
Vortex of Doom

The Librarian may select any number of


additional Psychic powers from the list above
for 15pts each.
23
A Codicier may cast a single psychic power per-turn. An Epistolary and Chief Librarian may cast up to two Psychic
Powers per-turn, whereas Chief Librarian Tigurius may cast up to three Psychic Powers per-turn.

Psychic Powers
Avenger:
Avenger is a Psychic Shooting Attack with the following profile:
Range: Template Strength: * AP: 3 Assault 1.
*The Strength value of Avenger is D6 + the Librarians remaining number of wounds.

Force Dome:
Cast at the beginning of the movement phase, and lasting until the owning players subsequent turn, all ranged attacks
against a friendly model within 6 of the Librarian count as AP-. This does not affect psychic powers.

Gate of Infinity:
Cast in the owning players movement phase, Gate of Infinity allows the Librarian and any unit he leads to Deep Strike
anywhere on the board, if they Deep Strike somewhere on the board within direct line of sight of their original position then
they scatter D6 inches, rather than the usual 2D6. The unit may not use locator beacons with Gate of Infinity.
If a 1 or double-1 is rolled on the scatter dice, then a single model in the unit takes an automatic wound, with no saves
allowed.

Machine Curse:
Machine Curse is a psychic shooting attack requiring to-hit as usual with a 12 range. Any hit vehicle suffers an automatic
glancing hit. If the psychic test was passed on a double, this instead inflicts an automatic penetrating hit. These hits count as
AP1 and automatically inflict a Crew Shaken result, on top of any other damage result from the glancing/penetrating hit.
This has no effect on non-vehicle units.

Might of the Ancients:


Cast in the owning players assault phase and lasting for the duration of that turn, Might of the Ancients doubles the
Librarians strength.

Null Zone:
Any successful enemy invulnerable save passed within 18 must be re-rolled.

Smite:
Smite is a Psychic Shooting Attack with the following profile:
Range: 24 Strength: 4 AP: 6 Assault 7.

Vortex of Doom:
Vortex of Doom is a Psychic Shooting Attack with the following profile:
Range: 12 Strength: * AP: 1 Assault 1, Large blast.
Any model under the blast template suffers a wound on a D6 roll of 2+, suffering Instant Death on a roll of 6 with no saves
allowed. Vehicles suffer a penetrating hit on a 4+, counting as AP1 on a roll of 6.
If the Librarian suffers a perils of the warp attack, centre the blast template over the librarian; this will not scatter.

Wrath of the Emperor:


Wrath of the Emperor may be cast in the assault phase. When cast, place a large blast marker centred on the Librarian. All
enemy models under the blast marker take a single Strength 3, AP2 hit and are at -1 initiative for the duration of the assault
phase (to a minimum of 1).
24
HQ

Master of the Forge 100pts

WS BS S T W I A Ld Sv
Master of the Forge 5 5 4 4 2 4 2 10 2+
Servitor 3 3 3 3 1 3 1 8 4+

Unit Composition: Options:


1 Master of the Forge May include up to 5 Servitors as a retinue for
10pts per model.
Unit Type:
Infantry Servitors are equipped with a Servo-Arm and have the
Mindlock special rule.
Wargear:
Boltgun, Servo-Harness, Servo Arm, Frag and Any servitor may replace their Servo-arm with:
Krak Grenades, Artificer Armour. Heavy Bolter Free
Multi-Melta 5pts
Special Rules: Plasma Cannon 10pts
Independent Character, And They Shall Know No
Fear, Combat Tactics, Blessing of the Omnissiah, The Master of the Forge may replace his Boltgun with:
Bolster Defences, Lord of the Armoury* Bolt Pistol - Free
Storm Bolter 2pts
Unless accompanied by Servitors, a Master of Combi-Weapon 5pts
the Forge is an independent character. Plasma Pistol 10pts
Auxiliary Grenade Launcher 10pts

*Lord of the Armoury: The Master of the Forge may be equipped with one of the
Dreadnoughts and Ironclad Dreadnoughts - that following:
have not been upgraded to Venerable status - Power Weapon 15pts
may be selected as Heavy Support, as well as Power Fist 20pts
Elites choices. Thunder Hammer 25pts

See the Techmarine entry on page 31 for the


The Master of the Forge may replace his Servo-Harness with:
Bolster Defences, Mindlock and Blessing of the
Conversion Beamer 20pts
Omnissiah rules. Obviously a Master of the
Forge counts as a Techmarine for the purposes
The Master of the Forge may also be equipped with any of
of these rules.
the following:
Auspex 5pts
Meltabombs 5pts
Digital Weapons 5pts (per-weapon)
Locater Beacon 5pts
Master-Craft Weapons 5pts (per-weapon, a Servo-Harness,
Conversion Beamer or Servo-Arm cannot be Master-Crafted)
Signum 10pts
Bionics 10pts
Space Marine Bike 30pts
25
Elites

Terminator Storm Squad 200pts

WS BS S T W I A Ld Sv
Space Marine Terminator 4 4 4 4 1 4 2 9 2+/5+
Space Marine Terminator Sergeant 4 4 4 4 1 4 2 9 2+/5+

Unit Composition: Options:


4 Space Marine Terminators and a Space Marine May include up to 5 additional Space Marine Terminators:
Terminator Sergeant 40pts per model.

Unit Type: One in 5 models may:.


Infantry Replace Storm Bolter with a Heavy Flamer 5pts
Replace Storm Bolter with Assault Cannon 25pts
Wargear: Equip a Cyclone Missile Launcher 30pts
Storm Bolter, Power Fist, Special Issue
Ammunition, Terminator Armour. The Sergeant may also be equipped with any of the
following:
The Terminator Sergeant is equipped with a Auspex 5pts
Storm Bolter, Power Sword, Special Issue Bionics 5pts
Ammunition and Terminator Armour. Locater Beacon 5pts
Master-Craft Weapons 5pts (per-weapon)
Dedicated Transport:
May select a Drop Pod, or a single Terminator
Storm Squad or Assault Squad in the army may
be select a Land Raider Phobos, Land Raider
Crusader or Land Raider Redeemer as a
Dedicated Transport.
(See page 38, and pages 51-52)

Special Rules:
And They Shall Know No Fear, Combat Squads,
Combat Tactics, Deep Strike, Relentless
26
Elites

Terminator Assault Squad 200pts

WS BS S T W I A Ld Sv
Space Marine Terminator 4 4 4 4 1 4 2 9 2+/5+
Space Marine Terminator Sergeant 4 4 4 4 1 4 2 9 2+/5+

Unit Composition: Options:


4 Space Marine Terminators and a Space Marine May include up to 5 additional Space Marine Terminators:
Terminator Sergeant 40pts per model.

Unit Type: Any model may replace both Lightning Claws for a Thunder
Infantry Hammer and Storm Shield.

Wargear: The Sergeant may also be equipped with any of the


2 Lightning Claws, Terminator Armour. following:
Auspex 5pts
Dedicated Transport: Bionics 5pts
May select a Drop Pod, or a single Terminator Locater Beacon 5pts
Storm Squad or Assault Squad in the army may Master-Craft Weapons 5pts (per-weapon)
be select a Land Raider Phobos, Land Raider
Crusader or Land Raider Redeemer as a
Dedicated Transport.
(See page 38, and pages 51-52)

Special Rules:
And They Shall Know No Fear, Combat Squads,
Combat Tactics, Deep Strike, Relentless
27
Elites

Dreadnought 105pts

WS BS S FA SA RA I A
Dreadnought 4 4 6 12 12 10 4 2
Venerable Dreadnought 5 5 6 12 12 10 4 2

Unit Composition: Options:


1 Dreadnought May replace the Assault Cannon with:
Multimelta Free
Unit Type: Twin-linked Heavy Flamer Free
Vehicle (Walker) Dreadnought Close Combat Weapon (with built in Storm
Bolter) Free
Wargear: Twin-linked Heavy Bolter Free
Assault Cannon, Dreadnought Close Combat Plasma Cannon 10pts
Weapon (with built in Storm Bolter), Smoke Twin-linked Autocannon 10pts
Launchers, Searchlight Twin-linked Lascannon 20pts
Conversion Beamer 20pts (Venerable Dreadnought only)
Dedicated Transport:
May select a Drop Pod May replace the Dreadnought Close Combat Weapon with:
(See page 38) Twin-linked Autocannon 10pts
Firestorm Missile Launcher 20pts
Options:
Any Storm Bolter may be replaced by a Heavy Flamer for
A Dreadnought may be upgraded to a
10pts.
Venerable Dreadnought for 50pts, gaining
the Venerable* Special Rule and the above
profile.

May select the following vehicle upgrade:


Extra Armour 10pts

*Venerable:
If a Venerable Dreadnought suffers a glancing or
penetrating hit the owning player can choose
for the roll on the damage chart to be re-rolled.
The second result must be accepted, even if it is
worse.
Furthermore, all Space Marine units within 6 of
the Venerable Dreadnought are Fearless. If the
Dreadnought is destroyed whilst within 6, then
the unit remains Fearless for the rest of the
game.
28
Elites

Ironclad Dreadnought 120pts

WS BS S FA SA RA I A
Ironclad Dreadnought 4 4 6 13 13 10 4 2(3)
Venerable Ironclad Dreadnought 5 5 6 13 13 10 4 2(3)

Unit Composition: Options:


1 Dreadnought May replace any Dreadnought Close Combat Weapon(s) with:
Hurricane Bolter Free
Unit Type: Seismic Hammer* (with built in Storm Bolter) 10pts
Vehicle (Walker) Siege Drill* (with built in Storm Bolter) 10pts
Chain Fist* (with built in Storm Bolter) 15pts
Wargear:
Two Dreadnought Close Combat Weapons (with Any Storm Bolter may be replaced with:
built in Storm Bolter), Smoke Launchers, Heavy Flamer 10pts
Searchlight Meltagun 10pts

Dedicated Transport: An Ironclad Dreadnought may be equipped with up to two


May select a Drop Pod Hunter-killer Missiles for 10pts each
(See page 38)
*Seismic Hammer:
Special Rules: A Seismic Hammer counts as a Dreadnought Close Combat
Move Through Cover Weapon, where any model in base contact with the
Dreadnought in subsequent turns of close combat (i.e. combats
Options: that last for more than one assault phase) fights at initiative 1; as
A Dreadnought may be upgraded to a if struck by a Thunder Hammer. Furthermore, any vehicle struck
Venerable* Ironclad Dreadnought for 50pts, by a Seismic Hammer counts as stunned.
gaining the Venerable Special Rule and the
above profile. *Bunker Drill:
A Bunker Drill is a Dreadnought Close Combat Weapon that
May select the following vehicle upgrades: grants an additional D6 (totalling 2D6) to its armour penetration
Extra Armour 10pts value.
Frag Assault Launcher 10pts
*Ironclad Chainfist:
Any attacks made by an Ironclad Chainfist benefit from the
*Venerable: Rending special rule. Furthermore, when attacking with an
If a Venerable Ironclad Dreadnought suffers a Ironclad Chainfist the Ironclad Dreadnought gains D3+1
glancing or penetrating hit the owning player additional attacks for that assault phase (roll each assault phase),
can choose for the roll on the damage chart to with any successful to-hit roll generating an additional,
be re-rolled. The second result must be automatic, Strength 4 hit (which is rending). These additional
accepted, even if it is worse. strength 4 hits cannot themselves generate further attacks.
Furthermore, all Space Marine units within 6 of
the Venerable Ironclad Dreadnought are *Hurricane Bolters:
Fearless. If the Ironclad Dreadnought is A Hurricane Bolter consists of three twin-linked Bolters, fired as
destroyed whilst within 6, then the unit remains a single weapon.
Fearless for the rest of the game.
29
Elites

Sternguard Veteran Squad 125pts

WS BS S T W I A Ld Sv
Veteran Space Marine 4 4 4 4 1 4 2 9 3+
Space Marine Sergeant 4 4 4 4 1 4 2 9 3+

Unit Composition: Options:


4 Veteran Space Marines and a Space Marine Any model may replace his Boltgun/Bolt Pistol with:
Sergeant Storm Bolter 2pts
Combi-Weapon 5pts
Unit Type: Plasma Pistol 10pts
Infantry
Up to 2 models may replace his Boltgun/Bolt Pistol with:
Wargear: Flamer Free
Boltgun, Bolt Pistol, Frag and Krak Grenades, Meltagun 5pts
Special Issue Ammunition, Power Armour. Heavy Bolter 5pts
Plasma Gun 5pts
Dedicated Transport: Heavy Flamer 10pts
May select a Rhino, Razorback or Drop Pod Missile Launcher 10pts
(See pages 37-38) Multi-melta 10pts
Plasma Cannon 15pts
Special Rules: Lascannon 20pts
And They Shall Know No Fear, Combat Squads,
Combat Tactics Any model may be equipped with:
Meltabombs 5pts (each)
Options:
Tower Shield 5pts (each)
May include up to 5 additional Space Marine
Veterans:
25pts per model.

The Sergeant may replace his Boltgun/


Bolt Pistol with any of the following:
Close Combat Weapon Free
Storm Bolter 2pts
Combi Weapon 5pts
Plasma Pistol 10pts
Power Weapon 15pts
Storm Shield 20pts
Power Fist 25pts
Thunder Hammer 30pts

The Sergeant may also be equipped with any


of the following:
Auspex 5pts
Meltabombs 5pts
Combat Shield 5pts
Bionics 5pts
Locater Beacon 5pts
Master-Craft Weapons 5pts (per-weapon)
30
Elites

Stalker Veteran Squad 120pts

WS BS S T W I A Ld Sv
Veteran Space Marine 4 4 4 4 1 4 2 9 4+
Space Marine Sergeant 4 4 4 4 1 4 2 9 4+

Unit Composition: Options:


4 Veteran Space Marines and a Space Marine Any model may replace his Scout Armour with:
Sergeant Power Armour 3pts

Unit Type: Any model may replace his Stalker-Pattern Boltgun with a
Infantry Sniper Rifle for free.

Wargear: A single model may be equipped with:


Stalker-Pattern Boltgun, Bolt Pistol, Close Targeting Laser 15pts
Combat Weapon, Frag and Krak Grenades, Scout
Armour. All models may be equipped with:
Meltabombs 5pts (each)
Dedicated Transport:
May select a Land Speeder Storm
(See page 39)
*The Killing Blow:
The Stalker Veteran Squad fights at +1 initiative on any turn
Special Rules:
when they initiate a charge from a piece of area terrain.
And They Shall Know No Fear, Combat Squads,
Furthermore, they may re-roll any unsuccessful to-wound rolls
Combat Tactics, Infiltrate, Stealth, Move Through
against independent characters, single-model units or
Cover, The Killing Blow*
monstrous creatures selected from the HQ slot.

Options:
May include up to 5 additional Space Marine
*Targeting Laser:
Veterans: Instead of firing another weapon, a model may fire a targeting
laser, providing the model has line of sight and has remained
24pts per model.
stationary. The targeting laser automatically hits, but does no
damage, instead providing the following effect:
The Sergeant may replace his Boltgun/
Any Firestorm Missile Launcher or Hunter-killer Missile does not
Bolt Pistol with any of the following:
require line of sight to target the enemy unit.
Storm Bolter 2pts
Any Whirlwind Missile Launcher, Firestorm Missile Launcher,
Combi Weapon 5pts
Thunderfire Cannon, Orbital Strike Beacon or Hunter-killer
Meltabombs 5pts
Missile counts as twin-linked if targeting the enemy unit.
Plasma Pistol 10pts
Firestorm Missile Launchers and Hunter-killer missiles cannot
Power Weapon 15pts
count as both twin-linked and not require line of sight; only one
Storm Shield 20pts
effect may be applied to each individual ranged attack.
Power Fist 25pts
Thunder Hammer 30pts

The Sergeant may also be equipped with any


of the following:
Auspex 5pts
Meltabombs 5pts
Combat Shield 5pts
Bionics 5pts
Locater Beacon 5pts
Master-Craft Weapons 5pts (per-weapon)
31
Elites

Techmarine 40pts

WS BS S T W I A Ld Sv
Techmarine 4 4 4 4 1 4 2 8 2+
Servitor 3 3 3 3 1 3 1 8 4+

Unit Composition: *Blessing of the Omnissiah:


1 Techmarine If a Techmarine is in base contact with a damaged vehicle in the
Shooting Phase, he can attempt to repair any Immobilised or
Unit Type: Weapon Destroyed result instead of firing a weapon. Roll a D6,
Infantry adding +1 if equipped with a Servo-harness and for each
Servitor equipped with a Servo-arm in his unit.
Wargear: If the result is 5 or more then either a weapon destroyed or
Boltgun, Servo Arm, Frag and Krak Grenades, immobilised result (of the owning players choice) will be
Artificer Armour. repaired/removed. If a weapon destroyed result is repaired, that
weapon may be fired in the subsequent shooting phase.
Special Rules: A Techmarine cannot repair a vehicle if he is pinned, has gone to
And They Shall Know No Fear, Combat Squads, ground or is falling back. Furthermore, he counts as in base-
Combat Tactics, Independent Character, Blessing contact if embarked in a vehicle and can therefore attempt to
of the Omnissiah*, Bolster Defences*, Frater repair a vehicle he is embarked in.
Astrotechnicus*
*Bolster Defences:
Unless accompanied by Servitors, a Techmarine For each unit with the Bolster Defences special rule, a single
is an independent character. defence feature can be bolstered, selected during deployment.
Nominate one ruin, barricade, wall, building, trench, gun pit,
emplacement or sandbags terrain feature in your deployment
Options: area; this terrain/defence features cover save is increased by 1
The Techmarine may be equipped with any for the duration of the game.
of the following: A defence/terrain feature can be bolstered multiple times to a
Meltabombs 5pts maximum of a 3+ cover save. For example, a normal ruin when
Signum 5pts bolstered would provide a 3+ cover save, rather than the usual
Thunder Hammer 20pts 4+.
Servo-Harness 20pts
*Frater Astrotechnicus:
The Techmarine may replace his Boltgun The first/a single selected Techmarine in the army does not
with: occupy a force organisational slot, but otherwise counts as an
Bolt Pistol Free Elites choice for all intents and purposes. Therefore, up to 4
Combi Weapon 5pts Techmarines can be included within a standard Force
Conversion Beamer 30pts Organisation Chart.

*Mindlock:
May include up to 5 Servitors as a retinue:
At the start of the owning players turn, each Servitor unit in the
10pts per model.
army must test for Mindlock. Roll a D6, if the result is a 4+ then
the Servitors may function normally for the rest of the turn. If
Servitors are equipped with a Servo-Arm and
the result is a 1, 2 or 3 then the unit may not move shoot or
have the Mindlock* special rule.
assault that turn, although they will fight normally in close
combat if already engaged.
Any servitor may replace their Servo-arm
This rule has no effect providing a Techmarine or Master of the
with:
Forge is still in the unit.
Heavy Bolter Free
Multi-Melta 5pts
Plasma Cannon 10pts
32
Elites

Deathwatch Kill Team 180pts

WS BS S T W I A Ld Sv
Deathwatch Veteran 4 4 4 4 1 4 2 9 3+
Deathwatch Brother-Captain 6 5 4 4 3 5 3 10 3+/4+

Unit Composition: Options:


4 Deathwatch Veterans and a Deathwatch May include up to 5 additional Deathwatch Veterans:
Brother Captain 21pts per model.

Unit Type: Up to two models may replace his Boltgun/Close Combat


Infantry Weapon with:
Flamer Free
Wargear: Storm Bolter 2pts
Boltgun, Bolt Pistol, Close Combat Weapon, Frag Combi Weapon 5pts
and Krak Grenades, Power Armour. Meltagun 5pts
The Brother Captain also comes equipped with Heavy Bolter 5pts
an Iron Halo Heavy Flamer 10pts
Missile Launcher 10pts
Dedicated Transport: Plasma Gun 10pts
May select a Rhino, Razorback or Drop Pod Plasma Pistol 10pts
(See pages 37-38) Power Weapon 10pts
Multi-melta 15pts
Special Rules: Plasma Cannon 15pts
And They Shall Know No Fear, Combat Squads, Lascannon 20pts
Combat Tactics, Deep Strike, Suffer Not the Power Fist 20pts
Alien to Live* Twin Lightning Claws 20pts
Options:
The Deathwatch Brother-Captain may All models may be equipped with any of the following(each):
replace his Boltgun/ Close Combat Weapon Dragonfire Bolts 2pts
with any of the following: Kraken Bolts 2pts
Storm Bolter 2pts Vengeance Rounds 2pts
Combi Weapon 5pts Hellfire Rounds 2pts
Infernus Pistol 5pts M.40 Targeter 2pts
Flame Pistol 5pts Suspensor Unit 2pts
Plasma Pistol 10pts *Suffer not the Alien to Live:
Power Weapon 15pts A Deathwatch Kill-team may re-roll any to-wound roll of 1 and
Storm Shield 15pts
gains the preferred enemy special rule, against any unit selected
Lightning Claw 15pts from the following Codices:
Power Fist 25pts
Dark Eldar, Eldar, Necrons, Orks, Tau, Tyranids.
Electromagnetic Blade 25pts
Thunder Hammer 30pts
Relic Blade 30pts *M.40 Targeter:
Any model equipped with a M.40 Targeter may re-roll any to-hit
roll of 1 from any of the following ranged weapons: Boltgun,
The Deathwatch Brother-Captain may also be
Bolt Pistol or Storm Bolter (including the Boltgun in Combi-
equipped with any of the following:
weapons).
Auspex 5pts
Meltabombs 5pts
*Suspensor Unit:
Locater Beacon 5pts
Any Heavy Bolter and Boltgun is changed to an Assault 3 and
Master-Craft Weapons 5pts (per-weapon)
Assault 2 weapon profile respectively. Both with an 18 range.
Bionics 10pts
33
Elites

Legion of the Damned Squad 145pts

WS BS S T W I A Ld Sv
Damned Legionnaire 4 4 4 4 1 4 2 10 3+
Damned Sergeant 4 4 4 4 1 4 3 10 3+

Unit Composition: Options:


4 Damned Legionnaires and a Damned Sergeant A single model may replace his Boltgun/Bolt Pistol with:
Flamer Free
Unit Type: Meltagun 5pts
Infantry Plasma Gun 10pts

Wargear: A single model may also replace his Boltgun/Bolt Pistol with:
Boltgun, Bolt Pistol, Frag and Krak Grenades, Heavy Bolter 5pts
Power Armour. Heavy Flamer 5pts
Missile Launcher 10pts
Special Rules: Multi-melta 15pts
Fearless, Combat Tactics, Slow and Purposeful, Plasma Cannon 15pts
Unyielding Spectres*, Hawks of Fire*, Aid Lascannon 20pts
Unlooked For*

Options: *Unyielding Spectres:


May include up to 5 additional Damned All Damned Legionnaires and Damned Sergeants have the Feel
Legionnaires: No Pain special rule. However, this cannot be negated by any
27pts per model. means, including attacks that would normally negate Feel No
Pain.
The Sergeant may replace his Boltgun/
Bolt Pistol with any of the following: *Hawks of Fire:
Close Combat Weapon Free A Legion of the Damned squad must always arrive via Deep
Storm Bolter 2pts Strike, even in missions that would normally not allow Deep
Combi Weapon 5pts Strike to be used, and Scatter only a single D6.
Plasma Pistol 10pts Furthermore, independent characters may not join a Legion of
Power Weapon 15pts the Damned Squad, and they never count as scoring for the
Storm Shield 20pts purpose of objective games.
Power Fist 25pts
Thunder Hammer 30pts
*Aid Unlooked For:
A Legion of the Damned Squad always arrives from reserves (via
Deep Strike) on a 5+.
The Sergeant may also be equipped with any
Furthermore, they receive a +1 modifier to this reserves roll for
of the following:
every (friendly) non-vehicle Space Marine unit destroyed in the
Meltabombs 5pts
previous turn. This may not be modified by any other means.
Combat Shield 5pts
A Legion of the Damned squad may also not be affected by any
Master-Craft Weapons 5pts (per-weapon)
Chapter Tactic and always benefit from the Combat Tactics
special rule. Therefore, if the Chapter Tactic Punish the Weak is
selected, a Legion of the Damned squad may not receive Bionics
or count as inflicting an additional wound, for example.
34
Troops

Tactical Squad 90pts

WS BS S T W I A Ld Sv
Space Marine 4 4 4 4 1 4 1 8 3+
Space Marine Sergeant 4 4 4 4 1 4 2 9 3+

Unit Composition: Options:


4 Space Marines and a Space Marine Sergeant One model may replace his Boltgun with:
Flamer 5pts
Unit Type: Meltagun 10pts
Infantry Plasma Gun 10pts

Wargear: If the unit numbers 10-men, then the above may instead be
Boltgun, Bolt Pistol, Frag and Krak Grenades, taken for 5pts less than its listed cost.
Power Armour.
If the squad numbers 10-men, then an addition model may
Dedicated Transport: replace his Boltgun with:
May select a Rhino, Razorback or Drop Pod Heavy Bolter Free
(See pages 37-38) Missile Launcher 5pts
Multi-melta 5pts
Special Rules: Heavy Flamer 10pts
And They Shall Know No Fear, Combat Squads, Plasma Cannon 10pts
Combat Tactics Lascannon 15pts

Options:
May include up to 5 additional Space
Marines:
16pts per model.

The Sergeant may replace his Boltgun/


Bolt Pistol with any of the following:
Close Combat Weapon Free
Storm Bolter 2pts
Combi Weapon 5pts
Plasma Pistol 10pts
Power Weapon 15pts
Storm Shield 20pts
Power Fist 25pts
Thunder Hammer 30pts

The Sergeant may also be equipped with any


of the following:
Auspex 5pts
Meltabombs 5pts
Combat Shield 5pts
Bionics 5pts
Locater Beacon 5pts
Master-Craft Weapons 5pts (per-weapon)
35
Troops

Scout Squad 90pts

WS BS S T W I A Ld Sv
Space Marine Scout 4 4 4 4 1 4 1 8 4+
Space Marine Scout Sergeant 4 4 4 4 1 4 2 9 4+

Unit Composition: Options:


4 Space Marine Scouts and a Space Marine May include up to 5 additional Space Marine Scouts:
Scout Sergeant 16pts per model.

Unit Type: Any model may replace his Boltgun with a Close Combat
Infantry Weapon or Shotgun for no additional cost.

Wargear: Any model may replace his Boltgun with a Sniper Rifle for
Boltgun, Bolt Pistol, Frag and Krak Grenades, 3pts each.
Scout Armour.
All models may be equipped with Meltabombs for 5pts each.
Dedicated Transport:
May select a Land Speeder Storm
A single model may be equipped with:
(See page 39)
Targeting Laser 15pts

Special Rules:
A single model may replace his Boltgun with:
And They Shall Know No Fear, Combat Squads,
Heavy Bolter with Hellfire Rounds 10pts
Infiltrate, Move Through Cover, Stealth, Scouts
Missile Launcher 10pts
Options:
If the squad numbers 10-men then a second model may
The Sergeant may replace his Boltgun/
replace his Boltgun with a Heavy Bolter or Missile Launcher,
Bolt Pistol with any of the following:
as described - and for the points listed - above.
Close Combat Weapon Free
Storm Bolter 2pts
Combi Weapon 5pts *Targeting Laser:
Plasma Pistol 10pts Instead of firing another weapon, a model may fire a targeting
Power Weapon 15pts laser, providing the model has line of sight and has remained
Storm Shield 20pts stationary. The targeting laser automatically hits, but does no
Power Fist 25pts damage, instead providing the following effect:
Thunder Hammer 30pts Any Firestorm Missile Launcher or Hunter-killer Missile does not
require line of sight to target the enemy unit.
The Sergeant may also be equipped with any Any Whirlwind Missile Launcher, Firestorm Missile Launcher,
of the following: Thunderfire Cannon, Orbital Strike Beacon or Hunter-killer
Auspex 5pts Missile counts as twin-linked if targeting the enemy unit.
Meltabombs 5pts Firestorm Missile Launchers and Hunter-killer missiles cannot
Combat Shield 5pts count as both twin-linked and not require line of sight; only one
Bionics 5pts effect may be applied to each individual ranged attack.
Locater Beacon 5pts
Master-Craft Weapons 5pts (per-weapon)

One Scout Squad Sergeant per-army may be


upgraded to Sergeant Telion for 65pts
(See overleaf)
36
Troops

Scout Sergeant Telion +65pts

WS BS S T W I A Ld Sv
Sergeant Telion 5 6 4 4 1 4 2 10 4+

Unit Composition: Options:


1 (Unique) (and unit) May replace his Stalker-Pattern Boltgun with a Sniper Rifle
for no additional cost.
Unit Type:
Infantry *Eye of Vengeance:
All wounds caused by Sergeant Telions ranged attacks may be
Wargear: allocated - by his owning player - to models with a specific stat
Stalker-Pattern Boltgun, Bolt Pistol, Frag and line/ a single wound group within that enemy unit.
Krak Grenades, Meltabombs, Scout Armour. For example, if Sergeant Telion targets a Chaos Space Marine
squad led by an Aspiring Champion and joined by a Chaos Lord,
Special Rules: he may allocate all wounds to either the Chaos Space marines,
And They Shall Know No Fear, Combat Squads, Aspiring Champion or Chaos Lord.
Combat Tactics, Infiltrate, Move Through Cover,
Stealth, Acute Senses, Eye of Vengeance*, Voice *Voice of Experience:
of Experience*, Master Tracker* Instead of firing his own weapon, Sergeant Telion may allow a
single other model in the squad to fire using his Ballistic Skill (of
6).
Alternatively, instead of firing his own weapon, Sergeant Telion
may allow the unit to gain the Relentless special rule for that
turn.

*Master Tracker:
A Scout Squad that includes Sergeant Telion may re-roll any
reserves roll.
37
Dedicated Transport

Rhino 35pts

BS FA SA RA
Rhino 4 11 10 10

Unit Composition: Options:


1 Rhino May select any of the following vehicle upgrades:
Dozer Blade 5pts
Unit Type: Extra Armour 10pts
Vehicle (Tank) Storm Bolter 10pts
Hunter-killer Missile 10pts
Transport Capacity: Siege Shield 15pts
10 Models.

Fire Points:
*Repair:
2
If a Rhino is immobilised for any reason, then in subsequent
turns roll a D6 in the shooting phase. On a roll of 6 the vehicle is
Wargear:
no longer immobilised.
Storm Bolter, Smoke Launchers, Searchlight

Special Rules:
Repair*

Razorback 40pts

BS FA SA RA
Razorback 4 11 10 10

Unit Composition: Options:


1 Razorback May replace the Twin-linked Heavy Bolter with:
Twin-linked Heavy Flamer Free
Unit Type: Twin-linked Assault Cannon 35pts
Vehicle (Tank) Twin-linked Lascannon 35pts
Lascannon and Twin-linked Plasma Gun 35pts
Transport Capacity:
6 Models. May select any of the following vehicle upgrades:
Dozer Blade 5pts
Fire Points: Extra Armour 10pts
None Storm Bolter 10pts
Hunter-killer Missile 10pts
Wargear: Siege Shield 15pts
Twin-linked Heavy Bolter, Smoke Launchers,
Searchlight
38
Dedicated Transport

Drop Pod 35pts

BS FA SA RA
Drop Pod 4 12 12 12

Unit Composition: Options:


1 Drop Pod May replace the Storm Bolter with a Deathwind Launcher for
20pts
Unit Type:
Vehicle (Open-topped) *Interial Guidance System:
Should a Drop Pod scatter on top of impassable terrain or
Transport Capacity: another model, then reduce the scatter distance by the
10 Models or 1 Dreadnought (including Ironclad) minimum required to avoid the obstacle.

Wargear: *Immobile:
Storm Bolter A Drop Pod cannot move once it has entered the battle, and
counts in all respects as a vehicle that has suffered an
Special Rules: immobilised damage result (which cannot be repaired in any
Inertial Guidance System*, Immobile*, Drop Pod way). However, a Drop Pod may fire its weapons on the turn it
Assault* arrives.

*Drop Pod Assault:


At the beginning of the game, before deployment, choose half
of your Drop Pods (rounding up or down as needed) to arrive
via. Drop Pod Assault; these Drop pods automatically arrive on
Turn 2, using Deepstrike and in the manner described above.
The remainder of the Drop Pods arrive from reserves via Deep
Strike as normal, except that they arrive on Turn 2 on a 5+,
rather than the usual 4+.
Drop Pods must always enter play using the Deep Strike special
rule and units may not assault from a Drop Pod on the turn they
arrive, even if possessing the Heroic Intervention special rule.
Furthermore, units cannot (re)embark a Drop Pod once it has
landed.

*Deathwind Launcher:
A Deathwind Launcher confers the following ranged profile:
Range: 12 Strength: 5 AP: - Heavy 1, Large Blast
39
Dedicated Transport

Land Speeder Storm 60pts

BS FA SA RA
Land Speeder Storm 4 10 10 10

Unit Composition: Options:


1 Land Speeder May replace the Heavy Bolter with:
Heavy Flamer Free
Unit Type: Multi-Melta 10pts
Vehicle (Fast, Skimmer, Open-topped) Assault Cannon 25pts

Wargear: May also be equipped with a Locater Beacon for 5pts.


Heavy Bolter, Cerberus Launcher*, Jamming
Beacon* *Jamming Beacon:
Enemy Locater Beacons, Teleport Homers, Web Beacons,
Special Rules: Chaos/Personal Icons and similar wargear items that prevent
Deep Strike, Scouts
deep strike scatter do not function within 6" of a Land Speeder
Storm. In addition, any enemy arriving via deep strike within 6"
Wargear: of a Land Speeder Storm scatter 3D6" rather than the usual
5 models (in Scout Armour only)
2D6; this does not affect Jump Infantry, except for Grey Knight
Interceptors.

*Cerberus Launcher:
Any enemy unit charged by a unit from a Land Speeder Storm is
at -1 WS and -1 Initiative (to a minimum of 1), furthermore any
unit charging on the turn they disembark from a Land Speeder
Storm ignores the effects of cover for the duration of that
assault phase.
40
Fast Attack

Assault Squad 100pts

WS BS S T W I A Ld Sv
Space Marine 4 4 4 4 1 4 1 8 3+
Space Marine Sergeant 4 4 4 4 1 4 2 9 3+

Unit Composition: Options:


4 Space Marines and a Space Marine Sergeant Up to 2 models may replace his Bolt Pistol/Close Combat
Weapon with:
Unit Type: Flamer Free
Infantry Plasma Pistol 10pts

Wargear: All models may be remove their jump packs and instead
Bolt Pistol, Close Combat Weapon, Frag and select a Rhino, Razorback or Drop Pod dedicated transport -
Krak Grenades, Jump Pack, Power Armour. as described on pages 37-38 - for 15pts less than the listed
cost, or 30pts less than the listed cost if the squad numbers
Special Rules: 10-men.
And They Shall Know No Fear, Combat Squads,
Combat Tactics, Angels of Death* *Angels of Death:
N.B. Angels of Death only applies if the Assault On the charge, each model gains an additional Initiative 1,
Squad is equipped with Jump Packs. Strength 4 attack, armour saves allowed.
Options: This does not apply if charging an enemy unit in cover and
May include up to 5 additional Space cannot be modified through other means such as Furious
Marines: Charge or Power Weapons.
19pts per model.

The Sergeant may replace his Bolt Pistol/


Close Combat Weapon with any of the
following:
Close Combat Weapon Free
Storm Bolter 2pts
Combi Weapon 5pts
Plasma Pistol 10pts
Power Weapon 15pts
Storm Shield 20pts
Power Fist 25pts
Thunder Hammer 30pts

The Sergeant may also be equipped with any


of the following:
Auspex 5pts
Meltabombs 5pts
Combat Shield 5pts
Bionics 5pts
Locater Beacon 5pts
Master-Craft Weapons 5pts (per-weapon)
41
Fast Attack

Vanguard Veteran Squad 95pts

WS BS S T W I A Ld Sv
Veteran Space Marine 4 4 4 4 1 4 2 9 3+
Space Marine Sergeant 4 4 4 4 1 4 2 9 3+

Unit Composition: Options:


4 Space Marine Veterans and a Space Marine Any model may replace his Bolt Pistol/Close Combat
Sergeant Weapon with:
Plasma Pistol 10pts
Unit Type: Power Weapon 10pts
Infantry
Up to 2 models may replace his Bolt Pistol/Close Combat
Wargear: Weapon with:
Bolt Pistol, Close Combat Weapon, Frag and Storm Shield 15pts
Krak Grenades, Power Armour. Power Fist 20pts
2 Lightning Claws 25pts
Dedicated Transport: Thunderhammer 25pts
May select a Rhino, Razorback or Drop Pod Relic Blade 25pts
(See pages 37-38)
All models may be equipped with any of the following (each):
Special Rules: Meltabombs 5pts
And They Shall Know No Fear, Combat Squads, Jump Pack 6pts
Combat Tactics If the squad is equipped with Jump Packs, they gain the
Options: Heroic Intervention* and Angels of Death* special rules
May include up to 5 additional Space Marine Space Marine Bike 10pts
Veterans: If the squad is equipped with Space Marine Bikes, they gain
19pts per model. the Skilled Rider special rule.

*Angels of Death:
The Sergeant may replace his Boltgun/
On the charge, each model gains an additional Initiative 1,
Bolt Pistol with any of the following:
Strength 4 attack, armour saves allowed.
Close Combat Weapon Free
This does not apply if charging an enemy unit in cover and
Storm Bolter 2pts
cannot be modified through other means such as Furious
Combi Weapon 5pts
Charge or Power Weapons.
Plasma Pistol 10pts
Power Weapon 15pts
*Heroic Intervention:
Storm Shield 20pts
A Vanguard Veteran Squad may charge/initiate an assault on the
Power Fist 25pts
turn they arrive via Deep Strike.
Thunder Hammer 30pts
In addition, a Vanguard Veteran squad gains the Fleet special
rule on the turn they arrive and any Deep Strike Mishap
The Sergeant may also be equipped with any
automatically causes the unit to suffer a delayed result, rather
of the following:
than any other result.
Auspex 5pts
This does not affect any attached independent characters
Meltabombs 5pts
(except Shrike).
Combat Shield 5pts
Bionics 5pts
Locater Beacon 5pts
Master-Craft Weapons 5pts (per-weapon)
42
Fast Attack

Bike Squad 82pts

WS BS S T W I A Ld Sv
Space Marine Biker 4 4 4 4(5) 1 4 1 8 3+
Space Marine Attack Bike 4 4 4 4(5) 2 4 2 8 3+
Space Marine Biker Sergeant 4 4 4 4(5) 1 4 2 9 3+

Unit Composition: Options:


2 Space Marine Bikers and a Space Marine Biker Up to two models may replace their Bolt Pistol with:
Sergeant Flamer 5pts
Meltagun 10pts
Unit Type: Plasma Gun 10pts
Bike Astartes Grenade Launcher 10pts

Wargear: One in every five Space Marine Bikers (including the


Twin-linked Boltgun, Bolt Pistol, Frag and Krak Sergeant) may be upgraded to a Space Marine Attack Bike*,
Grenades, Power Armour, Space Marine Bike conferring the above profile and also equipped with a Heavy
Bolter, for 20pts
Special Rules:
And They Shall Know No Fear, Combat Squads, Any Attack Bike may replace its Heavy Bolter with:
Combat Tactics Heavy Flamer Free
Multi-melta 15pts
Space Marine Bike Squads of 6-men or more,
rather than the usual 10-men, may form combat *Space Marine Attack Bike:
squads. An Attack Bike confers the profile above and is equipped with a
Space Marine Bike. Furthermore, an Attack Bike may fire both its
Options: Twin-linked Boltgun and any other weapon (a Heavy Bolter as
May include up to 7 additional Space Marine standard) in the shooting phase.
Bikers:
24pts per model.

The Sergeant may replace his Bolt Pistol with


any of the following:
Close Combat Weapon Free
Storm Bolter 2pts
Combi Weapon 5pts
Plasma Pistol 10pts
Power Weapon 15pts
Storm Shield 20pts
Power Fist 25pts
Thunder Hammer 30pts

The Sergeant may also be equipped with any


of the following:
Auspex 5pts
Meltabombs 5pts
Combat Shield 5pts
Bionics 5pts
Locater Beacon 5pts
Master-Craft Weapons 5pts (per-weapon)
43
Fast Attack

Attack Bike Squad 40pts

WS BS S T W I A Ld Sv
Space Marine Attack Bike 4 4 4 4(5) 2 4 2 8 3+

Unit Composition: Options:


1 Space Marine Attack Bike May include up to 2 additional Attack Bikes:
40pts per model.
Unit Type:
Bike Any Heavy Bolter may be replaced with:
Heavy Flamer Free
Wargear: Multi-melta 10pts
Twin-linked Boltgun, Heavy Bolter, Bolt Pistol,
Frag and Krak Grenades, Space Marine Attack Any Attack Bike may be equipped with a Locater Beacon for
Bike 5pts.

Special Rules:
And They Shall Know No Fear, Combat Tactics *Space Marine Attack Bike:
An Attack Bike confers the profile above and is equipped with a
Space Marine Bike. Furthermore, an Attack Bike may fire both its
Twin-linked Boltgun and any other weapon (a Heavy Bolter as
standard) in the shooting phase.
44
Fast Attack

Scout Bike Squad 79pts

WS BS S T W I A Ld Sv
Space Marine Scout Biker 4 4 4 4(5) 1 4 1 8 4+
Space Marine Scout Biker Sergeant 4 4 4 4(5) 1 4 2 9 4+

Unit Composition: Options:


2 Space Marine Scout Bikers and a Space Marine Any model may replace their Bolt Pistol with a Boltgun, Close
Scout Biker Sergeant Combat Weapon or Shotgun for no additional cost.

Unit Type: Up to two models may replace their Bolt Pistol with:
Bike Flamer 5pts
Astartes Grenade Launcher 10pts
Wargear:
Twin-linked Boltgun, Bolt Pistol, Frag and Krak All models may be equipped with Meltabombs for 5pts each.
Grenades, Scout Armour, Space Marine Bike
The entire squad may be equipped with Cluster Mines for
Special Rules: 20pts.
And They Shall Know No Fear, Combat Squads,
Scouts, Move Through Cover
*Cluster Mines:
Space Marine Scout Bike Squads of 6-men or Each Scout Bike squad may booby-trap one piece of area terrain
more, rather than the usual 10-men, may form before the game begins. At the start of the game, before
combat squads. deployment, declare that your scout bikers have placed a booby
trap and write down the piece(s) of area terrain that have been
Options: booby trapped in this fashion. Each terrain piece can only be
booby-trapped once and the area terrain may not be in your
May include up to 7 additional Space Marine
opponents deployment zone.
Scout Bikers:
23pts per model.
If any enemy model moves through this terrain each model in
that unit must pass an initiative test or suffer a single Str 6, AP-
The Sergeant may replace his Bolt Pistol with
attack that ignores cover and counts as a ranged attack for the
any of the following:
purposes of special rules such as a Wyches Dodge.
Close Combat Weapon Free
Vehicles count as Initiative 2 and are stuck on their rear armour.
Shotgun Free
If a unit has the Move through Cover (except Monstrous
Storm Bolter 2pts
Creatures), Fleet or Acute Senses special rule they gain +1 to
Combi Weapon 5pts
their roll on this initiative test.
Plasma Pistol 10pts
Power Weapon 15pts
Note that a scout bike squad that splits into combat squads is
Storm Shield 20pts
still counted as a single squad for the purposes of cluster mines.
Power Fist 25pts
Thunder Hammer 30pts

The Sergeant may also be equipped with any


of the following:
Meltabombs 5pts
Combat Shield 5pts
Bionics 5pts
Locater Beacon 5pts
Master-Craft Weapons 5pts (per-weapon)
45
Fast Attack

Land Speeder Squadron 50pts

BS FA SA RA
Land Speeder 4 10 10 10

Unit Composition: Options:


1 Land Speeder May replace the Heavy Bolter with:
Heavy Flamer Free
Unit Type: Multi-Melta 10pts
Vehicle (Fast, Skimmer)
May also be equipped with:
Wargear: Heavy Bolter 10pts
Heavy Bolter Heavy Flamer 10pts
Multi-Melta 20pts
Special Rules: Assault Cannon 30pts
Deep Strike Typhoon Missile Launcher 40pts

Options: Any Landspeeder may be equipped with a Locater Beacon for


Up to two additional Land Speeders may be 5pts.
added to the squadron for 50pts each.

Land Speeder Tempest 115pts

BS FA SA RA
Land Speeder 4 11 11 10

Unit Composition: Options:


1 Land Speeder Tempest May replace the Twin-linked Missile Launcher with:
Twin-linked Lascannon 10pts
Unit Type:
Vehicle (Fast, Skimmer) May replace the Assault Cannon with:
Heavy Flamer Free
Wargear: Multi-melta Free
Assault Cannon, Twin-linked Missile Launcher

Special Rules:
Deep Strike
46
Heavy Support

Devastator Squad 85pts

WS BS S T W I A Ld Sv
Space Marine 4 4 4 4 1 4 1 8 3+
Space Marine Sergeant 4 4 4 4 1 4 2 9 3+

Unit Composition: Options:


4 Space Marines and a Space Marine Sergeant Up to four models may replace their Boltgun with:
Heavy Bolter 5pts
Unit Type: Missile Launcher 15pts
Infantry Multi-Melta 15pts
Plasma Cannon 20pts
Wargear: Lascannon 25pts
Boltgun, Bolt Pistol, Frag and Krak Grenades,
Power Armour.
The Sergeant is also equipped with a Signum
and Auspex

Dedicated Transport:
May select a Rhino, Razorback or Drop Pod
(See pages 37-38)

Special Rules:
And They Shall Know No Fear, Combat Squads,
Combat Tactics

Options:
May include up to 5 additional Space
Marines:
15pts per model.

The Sergeant may replace his Boltgun/


Bolt Pistol with any of the following:
Close Combat Weapon Free
Storm Bolter 2pts
Combi Weapon 5pts
Plasma Pistol 10pts
Power Weapon 15pts
Storm Shield 20pts
Power Fist 25pts
Thunder Hammer 30pts

The Sergeant may also be equipped with any


of the following:
Meltabombs 5pts
Combat Shield 5pts
Bionics 5pts
Locater Beacon 5pts
Master-Craft Weapons 5pts (per-weapon)
47
Heavy Support

Thunderfire Battery 100pts

WS BS S T W I A Ld Sv
Techmarine 4 4 4 4 1 4 2 8 2+
Servitor 3 3 3 3 1 3 1 8 4+

Unit Composition: Options:


1 Techmarine and 1 Thunderfire Cannon May include an additional Thunderfire Cannon (gun model)
for 45pts
Unit Type:
Artillery May include up to 3 Servitors:
10pts per model.
Wargear:
Boltgun, Servo Arm, Frag and Krak Grenades, Servitors are equipped with a Servo-Arm
Artificer Armour.
Any servitor may replace their Servo-arm with:
Special Rules: Storm Bolter - Free
And They Shall Know No Fear, Combat Tactics, Heavy Bolter 5pts
Move through Cover, Shield of the Machine Multi-Melta 15pts
God*

*Thunderfire Cannon:
Options: A Thunderfire is an artillery piece with the following fire modes:
The Techmarine may be equipped with any Surface Detonation:
of the following: Range: 60 Strength: 6 AP: 5 Heavy 4, Blast.
Meltabombs 5pts
Thunder Hammer 15pts Airburst Detonation:
Servo-Harness 15pts Range: 60 Strength: 5 AP: 6 Heavy 4, Blast, Ignores Cover

The Techmarine may replace his Boltgun Subterranean Detonation:


with: Range: 60 Strength: 4 AP: - Heavy 4, Blast*
Bolt Pistol Free *Any unit that is hit by the Subterranean Blast fire mode counts
Combi Weapon 5pts as moving through difficult terrain in their following turn.

*Shield of the Machine God


A Thunderfire Cannon Battery has a 5+ invulnerable save against
any penetrating or glancing hit suffered by the gun model(s). If
this invulnerable save is passed, the hit is ignored, but that gun
model may not fire in the subsequent turn.
The invulnerable save is improved by 1 (therefore to a 4+ or 3+)
if the Techmarine is equipped with a servo-harness, and/or there
are additional servitors in the unit not crewing a Thunderfire
Cannon.
This bonus stacks if there are both additional Servitors and the
Techmarine is equipped with a Servo-Harness, to a maximum of
a 3+ invulnerable save.
48
Heavy Support

Predator Varies See Below

BS FA SA RA
Predator 4 13 11 10

Unit Composition: Options:


1 Predator (Destructor, Annihilator, Retributor) Any type of Predator may select any of the following vehicle
upgrades:
Unit Type: Dozer Blade 5pts
Vehicle (Tank) Extra Armour 10pts
Storm Bolter 10pts
Wargear: Hunter-killer Missile 10pts
Varies: See Below Siege Shield 15pts

Predator Destructor 90pts

Unit Composition: Options:


1 Predator Destructor May replace the Heavy Bolter Sponsons with one of the
following:
Wargear: Two Sponson Missile Launchers 30pts
Autocannon Turret, Two Heavy Bolter Sponsons, Two Sponson Lascannons 30pts
Searchlight, Smoke Launchers

Predator Annihilator 115pts

Unit Composition: Options:


1 Predator Annihilator May replace the Heavy Bolter Sponsons with one of the
following:
Wargear: Two Sponson Lascannons 25pts
Twin-linked Lascannon Turret, Two Heavy Bolter Two Sponson Missile Launchers 30pts
Sponsons, Searchlight, Smoke Launchers

Predator Retributor 120pts

Unit Composition: Options:


1 Predator Retributor May replace the Heavy Bolter Sponsons with one of the
following:
Wargear: Two Sponson Missile Launchers 25pts
Firestorm Missile Launcher Turret, Two Heavy Two Sponson Lascannons 30pts
Bolter Sponsons, Searchlight, Smoke Launchers
49
Heavy Support

Vindicator 115pts

BS FA SA RA
Vindicator 4 13 11 10

Unit Composition: Options:


1 Vindicator May select any of the following vehicle upgrades:
Dozer Blade 5pts
Unit Type: Extra Armour 10pts
Vehicle (Tank) Storm Bolter 10pts
Hunter-killer Missile 10pts
Wargear: Siege Shield 15pts
Demolisher Cannon, Searchlight, Smoke
Launchers

Whirlwind 80pts

BS FA SA RA
Whirlwind 4 12 11 10

Unit Composition: Options:


1 Whirlwind The Whirlwind Multiple Missile Launcher* is armed with
Castellan Missiles. It must also be equipped with Vengeance
Unit Type: Missiles OR Avenger Anti-Air Missiles.
Vehicle (Tank)

Wargear: *Whirlwind Multiple Missile Launcher


Whirlwind Multiple Missile Launcher*, A Whirlwind Multiple Missile Launcher is equipped with
Searchlight, Smoke Launchers multiple types of missiles (Castellan and one other), the type
Options: of missile being fired must be declared each time it is fired.
May select any of the following vehicle The Missile Types have the following profiles:
upgrades: Castellan Missiles:
Dozer Blade 5pts Range: 12-60 Strength: 5 AP: 5 Ordnance 1, Barrage, Large
Extra Armour 10pts Blast, Ignores Cover.
Storm Bolter 10pts
Hunter-killer Missile 10pts Vengeance Missiles:
Siege Shield 15pts Range: 12-60 Strength: 6 AP: 4 Ordnance 1, Barrage, Large
Blast, Vehicles hit by Vengeance Missiles are struck on the rear
armour.

Avenger Anti-air Missiles:


Range: 12-60 Strength: 7 AP: 6 Heavy 3, ignores cover
saves granted by moving flat-out/24+.
50
Heavy Support

Fireraptor Gunship 200pts

BS FA SA RA
Fireraptor Gunship 4 13 13 12

Unit Composition: Options:


1 Fireraptor Gunship May replace the twin-linked Heavy Bolter with:
Twin-linked Multi-Melta 15pts
Unit Type: Twin-linked Assault Cannon 20pts
Vehicle (Fast, Skimmer) Typhoon Missile Launcher 25pts

Transport Capacity: May replace both Firestorm Missile Launchers with:


10 Two Twin-linked Lascannons Free
Models in Terminator Armour count as two
models. May be equipped with side-sponson Hurricane Bolters (two
Hurricane Bolters in total) for 25pts. If equipped with
Access Points: Hurricane Bolters, the Firehawk loses it side access and fire
One at the rear, one on either side. points.

Fire Points: May select any of the following vehicle upgrades:


One on either side. Extra Armour 10pts
2 Hunter-killer Missiles 20pts
Wargear:
Hull-mounted twin-linked Heavy Bolter, Two
wing-mounted Firestorm Missile Launchers,
Ceramite Plating*
*Ceramite Plating:
Special Rules:
Melta Weapons cannot gain the extra D6 armour piercing when
Deepstrike, Power of the Machine Spirit*
targeting a Fireraptor Gunships front armour.

Note on transportation:
*Power of the Machine Spirit:
A Fireraptor can carry two separate units, but
This vehicle can fire one more weapon than would normally be
otherwise acts as a transport as normal. permitted (therefore allowing it to fire a single weapon if
For the purposes of claiming or contesting Stunned or Shaken).
objectives, and embarking or disembarking, In addition, this weapon can be fired at a different target to any
measure to and from its base/ within 2 of its other weapons, subject to the normal rules for shooting.

base.

Note on appearance:
A Fireraptor can be well represented using
the Games Workshop Stormraven, or Forge
World Storm Eagle. If using the Stormraven,
simply remove the top-turret, if using the
Storm Eagle, simply remove the Vengeance
Launcher or use the Vengeance Launcher to
represent the Firestorm Missile Launchers.
51
Heavy Support

Land Raider Phobos 265pts

BS FA SA RA
Land Raider Phobos 4 14 14 14

Unit Composition: Options:


1 Land Raider Phobos May select any of the following vehicle upgrades:
Dozer Blade 5pts
Unit Type: Multi-melta 10pts
Vehicle (Tank) Storm Bolter 10pts
Hunter-killer Missile 10pts
Transport Capacity: Siege Shield 15pts
10 Models.
*Godhammer Lascannons:
Wargear: Godhammer Lascannons count as twin-linked Lascannons,
2 Godhammer Lascannons*, Twin-linked Heavy furthermore if both Godhammer Lascannons fire at the same
Bolter, Extra Armour, Smoke Launchers, target then they count as Armour Piercing 1.
Searchlight
*Power of the Machine Spirit:
Special Rules:
This vehicle can fire one more weapon than would normally be
Assault Vehicle*, Power of the Machine Spirit*
permitted (therefore allowing it to fire a single weapon if
Stunned or Shaken).
In addition, this weapon can be fired at a different target to any
other weapons, subject to the normal rules for shooting.

*Assault Vehicle:
Models disembarking from any access point on a Land Raider
can launch an assault on the turn they do so.
52
Heavy Support
Land Raider Crusader 265pts

BS FA SA RA
Land Raider Crusader 4 14 14 14

Unit Composition: Options:


1 Land Raider Crusader May select any of the following vehicle upgrades:
Dozer Blade 5pts
Unit Type: Multi-melta 10pts
Vehicle (Tank) Storm Bolter 10pts
Hunter-killer Missile 10pts
Transport Capacity: Siege Shield 15pts
16 Models.
*Hurricane Bolters:
Wargear:
A Hurricane Bolter consists of three twin-linked Bolters, fired as
2 Hurricane Bolters, Twin-linked Assault Cannon,
a single weapon.
Frag Assault Launcher, Extra Armour, Smoke
Launchers, Searchlight

Special Rules:
Assault Vehicle*, Power of the Machine Spirit*
(see previous page)

Land Raider Redeemer 265pts

BS FA SA RA
Land Raider Redeemer 4 14 14 14

Unit Composition: Options:


1 Land Raider Redeemer May select any of the following vehicle upgrades:
Dozer Blade 5pts
Unit Type: Multi-melta 10pts
Vehicle (Tank) Storm Bolter 10pts
Hunter-killer Missile 10pts
Transport Capacity: Siege Shield 15pts
12 Models.
*Flamestorm Cannons:
Wargear: Flamestorm Cannons confer the following ranged profile:
2 Flamestorm Cannons*, Twin-linked Assault Range: 6 Template* Strength: 6 AP: 3 Heavy 1
Cannon, Frag Assault Launcher, Extra Armour,
Smoke Launchers, Searchlight To fire a Flamestorm cannon, place the template (within line of
sight as usual) so that the narrow end is within 6" of the
Special Rules: weapons and the large end is no closer to the weapon than the
AAA Vehicle*, Power of the Machine Spirit*
Assault narrow end. The flamestorm cannon is then treated like any
(see previous page) other template weapon
53
Ranged Weaponry

Range Strength AP Type


Assault Cannon 24 6 4 Heavy 4, Rending
Astartes Grenade Launcher: Frag* 24 3 6 Rapid Fire, Blast
Astartes Grenade Launcher: Krak* 24 6 4 Rapid Fire
Autocannon 48 7 4 Heavy 2
Auxiliary Grenade Launcher: Frag* 12 3 6 Assault 1, Blast
Auxiliary Grenade Launcher: Krak* 12 6 4 Assault 1
Bolt Pistol 12 4 5 Pistol
Boltgun 24 4 5 Rapid Fire
Conversion Beamer: Up to 18 18 6 - Heavy 1, Blast
Conversion Beamer: 18 42 18 - 42 8 4 Heavy 1, Blast
Conversion Beamer: 42 72 47 - 72 10 1 Heavy 1, Blast
Cyclone Missile Launcher: Frag* 48 4 6 Heavy 2, Blast
Cyclone Missile Launcher: Krak* 48 8 3 Heavy 2
Deathwind Launcher 12 5 - Heavy 1, Large Blast
Flamer Template 4 5 Assault 1
Firestorm Missile Launcher: Frag* 48 4 6 Heavy 2, Blast
Firestorm Missile Launcher: Krak* 48 8 3 Heavy 2
Hand Flamer Template 3 6 Pistol
Heavy Bolter 36 5 4 Heavy 3, Progressive Fire**
Heavy Flamer Template 5 4 Assault 1
Infernus Pistol 6 8 1 Pistol, Melta
Lascannon 48 9 2 Heavy 1
Meltagun 12 8 1 Assault 1, Melta
Missile Launcher: Frag* 48 4 6 Heavy 1, Blast
Missile Launcher: Krak* 48 8 3 Heavy 1
Multi-melta 24 8 1 Heavy 1, Melta
Plasma Cannon 36 7 2 Heavy 1, Blast, Gets Hot!
Plasma Gun 24 7 2 Rapid Fire, Gets Hot!
Plasma Pistol 12 7 2 Pistol, Gets Hot!
Shotgun 12 4 - Assault 2, Manstopper***
Sniper Rifle 36 3 5 Heavy 1, Rending, Pinning, Sniper****
Stalker Pattern Boltgun: Battle Rifle* 24 4 5 Rapid Fire
Stalker Pattern Boltgun: Precision* 36 2 5 Heavy 1, Rending, Sniper****
Storm Bolter 24 4 5 Assault 2
Thunderfire Cannon: Surface* 60 6 5 Heavy 4, Blast
Thunderfire Cannon: Airburst* 60 5 6 Heavy 4, Blast, Ignores Cover
Thunderfire Cannon: Subterranean* 60 4 - Heavy 4, Blast, Tremor (see page 47)
Typhoon Missile Launcher: Frag* 48 4 6 Heavy 2, Blast
Typhoon Missile Launcher: Krak* 48 8 3 Heavy 2

Weapons marked by one or more asterisk have additional special rules, detailed overleaf.
54
Special Ammunition
Range Strength AP Type
Dragonfire Bolts (Boltgun) 24 4 5 Rapid Fire, Ignores Cover
Dragonfire Bolts (Bolt Pistol) 12 4 5 Pistol, Ignores Cover
Dragonfire Bolts (Storm Bolter) 24 4 5 Assault 2, Ignores Cover
Hellfire Rounds (Boltgun) 24 X 5 Rapid Fire, Poisoned (3+)
Hellfire Rounds (Bolt Pistol) 12 X 5 Pistol, Poisoned (3+)
Hellfire Rounds (Storm Bolter) 24 X 5 Assault 2, Poisoned (3+)
Hellfire Rounds (Heavy Bolter) 36 X 4 Heavy 3, Poisoned (2+), Progressive
Fire**
Kraken Bolt (Boltgun) 30 4 4 Rapid Fire
Kraken Bolt (Bolt Pistol) 18 4 4 Pistol
Kraken Bolt (Storm Bolter) 30 4 4 Assault 2
Vengeance Round (Boltgun) 18 4 3 Rapid Fire
Vengeance Round (Bolt Pistol) 9 4 3 Bolt Pistol
Vengeance Round (Storm Bolter) 18 4 3 Assault 2

Special Ammunition only applies to Bolt Weapons (Boltguns, Bolt Pistols, Storm Bolters; including the
Bolter built-into combi-weapons) and therefore affects no other weapons.
If a model is equipped with Special Ammunition, they gain all four ammunition types (Dragonfire,
Hellfire, Kraken, and Vengeance), otherwise, individual types of special ammunition may be purchased
such as by Deathwatch Kill Teams or Individual Characters with the model(s) gaining that specific
type of special ammunition.

Hellfire rounds have a specific profile for when used with Heavy Bolters, as shown above and are the
only type of special ammunition compatible with Heavy Bolters.

Models equipped with special ammunition are able to select which Special Ammunition type to use in
each [separate] shooting phase (or may use the weapons standard profile). The entire unit (excluding
Independent Characters) must use the same ammunition type in each shooting phase.
Therefore a Sternguard Veteran Squad may use Dragonfire Bolts in one shooting phase and
Vengeance Rounds in the next, for example.

*Weapons marked by a single asterisk have multiple fire modes; the fire mode must be chosen each time it is fired.

**Progressive Fire: The Heavy Bolter adds +1 to its rate of fire for every 12 less than its maximum range its fired at:
therefore if fired at 24 it counts as a Heavy 4 weapon.

***Manstopper: The Shotgun may re-roll any failed to-wound roll if fired at 6 or less.

****Sniper: When targeting non-vehicle models, a Sniper-weapons strength is its base strength + the to-hit roll. Therefore,
on a to-hit roll of 4, the Sniper Rifle would strike at Strength 7. This can still rend and cause instant death.
55
Ordnance Weaponry
Range Strength AP Type
Demolisher 24 10 2 Ord. 1, Large Blast
Ord. 1, Barrage, Large Blast
Orbital Strike Beacon X 10 1
(see page 57)
Whirlwind: Castellan Missiles* 12 - 60 5 5 (See page 49)
Whirlwind: Vengeance Missiles* 12 - 60 6 4 (See page 49)
Whirlwind: Avenger Anti-Air Missiles* 12 - 60 7 6 (See page 49)

Close Combat Weaponry


Chain Fist Power Fist
A Chain Fist is treated exactly like a Powerfist, See the Warhammer 40,000 rulebook.
except that it rolls 2D6 for its armour penetration
value. Power Weapon
See the Warhammer 40,000 rulebook.
Close Combat Weapon
See the Warhammer 40,000 rulebook. Power Sabre
A Power Sabre is a one-handed power weapon that
Dreadnought Close Combat Weapon grants the wielder +1 attack and +1 initiative.
See the Warhammer 40,000 rulebook.
Relic Blade
Electromagnetic Blade A Relic Blade is a two-handed power weapon that
An Electromagnetic Blade is a one-handed power confers +2 strength.
weapon, against which any invulnerable save
granted by an item of wargear (such as an Iron Thunder Hammer
Halo) must be re-rolled. Furthermore, an See the Warhammer 40,000 rulebook.
Electromagnetic Blade also grants an additional D6
armour penetration against vehicles.

Force Weapon
See the Warhammer 40,000 rulebook.

Lightning Claw
See the Warhammer 40,000 rulebook.
56

Armoury and Wargear


Adamantine Cuirass Combi-weapon
A model equipped with an Adamantine Cuirass does A model equipped with a combi-weapon (either a
not suffer instant death if wounded by a weapon Combi-plasma gun OR Combi-meltagun OR Combi-
whose strength is at least twice the characters flamer) can choose to fire the bolter or the
toughness; taking a single wound instead. secondary weapon, each with their usual profile (see
page 53). The Bolter can be fired any number of
Anti-ward times, but the secondary weapon can only be fired
An Anti-ward confers a 3+ invulnerable save to the once per battle (a combi-plasma gun can rapid fire).
user. You cannot fire both weapons in the same turn.

Armaplas Plating Digital Weapons


Any ranged weapon with the Gets Hot! or Melta A model equipped with Digital Weapons may re-roll
special rule, or a flame/heat based template (not a single to-wound roll in each assault phase.
blast!) weapon - such as Flamers, Heavy Flamers,
Flamestorm Cannons, Hellfire Cannons, Hand Frag Grenades
Flamers, Scorchas, Burnas, Incinerators, Inferno See the Warhammer 40,000 rulebook.
Cannons, Dragons Breath Flamers etc. - is at -1
Strength against a model equipped with Armaplas Hellfire Housing
Plating A model equipped with Hellfire Housing gains +1
attack. Furthermore, once per-game the Hellfire
Artificer Armour Housing can be activated to confer the ranged
Artificer Armour confers a 2+ armour save. profile of a Flamer. Note: the +1 attack is
permanent, the Flamer is a single-use weapon.
Auspex
If an enemy unit makes a Scout or Infiltration move Iron Halo
to within 24 and line of sight to a unit including a An Iron Halo confers a 4+ invulnerable save.
model with an Auspex, then that unit may take a fire
upon/take a free shot at the enemy unit, out of Jump Pack
sequence to the games usual turn sequence, but Models with Jump Packs become the Jump Infantry
otherwise following the usual rules for shooting. unit type, may enter play via Deep Strike and gain
This shooting is done at BS3 however. the Angels of Death Special rule (see the Assault
Marines entry on page 40).
Bionics
A model with Bionics gains the Feel No Pain special Krak Grenades
rule, operating on a 5+, rather than the usual 4+. See the Warhammer 40,000 rulebook.

Chapter Relic Locator Beacon


A Chapter Relic may be activated once per-game Any unit arriving via Deep Strike within 6 of a
(this may be in your opponents turn). When Locator Beacon does not scatter, whilst models
activated, all friendly Space Marine models within Deep Striking due to Jump Packs scatter D6, rather
12 gain the Counter-Attack special rule. than 2D6. This does not affect the Gate of Infinity
Psychic Power.
Combat Shield
A Combat Shield confers a 5+ invulnerable save in Meltabombs
close combat and does not count as a weapon for See the Warhammer 40,000 rulebook.
the purposes of determining additional attacks.
57

Master-Craft Weapons Servo Harness


If a weapon is Master Crafted, the bearer may re-roll A Servo Harness gives the model a plasma cutter
one failed to-hit roll per turn when using the (fired in the Shooting Phase as a twin-linked plasma
weapon. Any number of weapons may be master- pistol, but conferring no bonus in close combat) and
crafted for their listed cost. Grenades may not be a flamer. In the shooting phase, either both Servo-
master-crafted. harness weapons may be fired, or one servo-harness
weapon and any other weapon. The Servo Harness
Orbital Strike Beacon also incorporates an additional Servo-arm, therefore
Once per game an Orbital Strike Beacon may be providing 2 Servo Arm attacks per assault phase.
activated, treated as a normal ranged weapon. An
Orbital Strike Beacon does not need to roll to hit, Signum
but always scatters the full 2D6, without a If a unit includes a model with a Signum, instead of
reduction for ballistic skill. If a hit is rolled with the firing his own weapon(s), a model with a Signum
scatter dice, it scatters in the direction indicated by may allow a single other model in that unit may fire
the small arrow on the hit symbol. as if BS5.

Power Armour Space Marine Bike


Power Armour confers a 3+ armour save. Models with a Space Marine Bike become the Bikes
unit type as described in the Warhammer 40,000
Psychic Hood rulebook. Furthermore, Space Marine Bikes are fitted
Declare that you will use the psychic hood after an with a twin-linked Bolter and confer +1 Toughness.
enemy model within 24 of a model with a psychic
hood passes a psychic test (only one Librarian may Storm Shield
activate a psychic hood for each enemy psychic A model with a Storm Shield gains a 3+
test). Each player then rolls a D6 and adds their invulnerable save in close combat and a 5+
models leadership value to the score. If the Space invulnerable save against any ranged attacks.
Marine players score is higher, then the enemy However, a model with a Storm Shield cannot gain
psychic power is nullified and does not take effect the +1 attack bonus for being armed with two close
that turn. If the opposing models score is equal-to combat weapons.
or higher, then the psychic power is cast as normal.
The psychic hood can be used once each time an Terminator Armour
enemy model uses a psychic power within range. Models in Terminator Armour gain a 2+ armour
save, a 5+ invulnerable save and the Relentless and
Rosarius Deep Strike special rules. However, models in
A Rosarius confers a 4+ invulnerable save. Terminator Armour may not perform a sweeping
advance and count as two models for the purpose
Scout Armour of transport capacity. Furthermore, models in
Scout Armour confers a 4+ armour save. Only Terminator Armour cannot embark Rhinos or
models in Scout armour may embark Land Speeder Razorbacks.
Storms.
Tower Shield
Servo Arm A model with a Tower Shield may choose to move
A Servo arm grants the model a single extra close as if in difficult terrain, in which case they gain a 2+
combat attack, made separately at Initiative 1, armour save against ranged attacks. However, a
Strength 8 and ignoring armour saves. Only one model with a Tower Shield cannot gain the +1
attack may be made by a servo-arm per assault- attack bonus for being armed with two close
phase. Servitors equipped with a Servo Arm also combat weapons and may not run in the shooting
confer a bonus to the Blessing of the Omnissiah phase. Only an Infantry-type model may use a
rule. Tower Shield.
58

Vehicle Armoury
Dozer Blade Hunter-killer Missile
Vehicles equipped with a Dozer Blade may re-roll a A Hunter-killer missile is a Krak missile with
failed difficult terrain test. unlimited range that can be used once per-game.
They are fired at BS4 and are treated as an
Extra Armour additional weapon. Furthermore, Hunter-killer
Vehicles equipped with extra armour count crew Missiles always strike a vehicles side-armour, no
stunned results on the vehicle damage table as a matter the direction it is fired from.
crew shaken result instead.
Searchlight
Frag Assault Launcher Searchlights are used where the night-fighting rule
Any Walker with a Frag Assault Launcher counts as is in effect. If a vehicle has a searchlight it must still
having Assault and Defensive Grenades. use the night-fighting rules to pick a target but,
Furthermore, any unit that initiates an assault on the having acquired the target, will illuminate it with the
turn they disembark from a vehicle equipped with searchlight. For the rest of the owning players
Frag Assault Launchers also counts as having Frag shooting phase, any other unit that fires at the
Grenades. illuminated unit does not use the night fighting
special rule. However, a vehicle that uses a
searchlight can be targeted during the following
enemy turn as if the night fighting rules were not in
effect.

Siege Shield
A Vehicle with a Siege Shield automatically passes
any difficult terrain tests. Furthermore, any hits
against that vehicles front armour suffer a -1
modifier when rolling for armour penetration.

Smoke Launchers
See the Warhammer 40,000 rulebook.
59

Designers Reasoning
Here I will try and somewhat explain my reasoning (or attempts at) behind my design of the Codex
and the changes made in cases that I feel may warrant a comment on why changes were made.
Nonetheless, feedback, questions and comments are always welcome.

Combat Tactics
Combat Tactics has been changed with one main aim in mind; to make a standard, Bolter-armed Space Marine
more valuable and a Tactical Marine more deserving of his cost. Combat Tactics serves to exemplify the abilities
of Space Marines and the tactical flexibility promoted in the Codex Astartes and Tactical Squads themselves. A
flexible, but (hopefully) not too powerful addition, the changes to Chapter Tactics should hopefully reflect the
above intentions and detract from a special-weapon-delivery ethos to some squad designs.

Chapter Tactics
Chapter Tactics has been included as a way of allowing the player to customise their army and reflect their
Chapter, without requiring Special Characters, whilst also serving to make Chapter Masters and Captains more
viable choices. A method of set Chapter Tactics was chosen instead of Traits (as used in a previous Space Marine
Codex) as I felt traits could be too abusive, with people simply selecting the most powerful. You may note that
there are no-to-few restrictions within Chapter Tactics and the Codex as a whole (such as not allowing White
Scars to take Dreadnoughts); one of my key design ethos (as may be shown in my other works) is to give the
player the means to customise their army, but not force it upon them; principally through a wide and viable army
list, supported by special rules (such as Chapter Tactics and Company Masters) that can give the army a nudge in
the right direction and provide the means to customise, but not force it upon them or restrict them.

Special Characters
Most of the special characters and their changes should be fairly self-explanatory, often providing another level
of character to an army should the player desire it. I dont feel I should need to explain most changes to
characters, but Ill note that Pedro Kantor has been adjusted to try and fit a Chapter Master role, rather than a
mere Captains level; providing lots of force-multiplication benefits. Furthermore, Lysander has lost a bit of his
beat-stick abilities, in order to better influence the army as a whole. Finally, some may balk at the changes made
to Vulkan, fearing hes been nerfed. If anything, Vulkan should be more powerful; with Fires of Battle affecting
more weapons, as well as his array of equipment and new rules. Furthermore, I felt Twin-linking Melta-weapons
to be too powerful; with these already being very powerful, prevalent and often cheap weapons.

Head Quarters
The Chapter Master and Captain have been (hopefully) made more viable through being the key to Chapter
Tactics and therefore operating as force-multipliers as well as their usual close combat abilities. Furthermore,
there are a greater range of wargear and command squads available to improve their flexibility, whilst Company
Masters can reflect the capacities of specific Space Marine companies. Finally, Chaplains are more flexible and
efficient, whilst Librarians are as good as theyve always been, but with hopefully all psychic powers being viable
choices.

Terminators
Some minor re-working of Terminators has taken place. I felt Storm Shields were too effective for both their cost
and ability to stop ranged weapons (considering its just a shield), so these have been slightly toned down.
Tactical Terminators have gained special ammunition, again to make them less of a special-weapon delivery unit
and increase the potential damage output of the typical Terminator.
60

Stalker Veteran Squad


These guys are to fill the niche of a stealth-orientated veteran squad meaning that Scouts arent the only
stealth unit in the Codex requiring a certain level of finesse, but hopefully still hitting hard.

Deathwatch Kill Team


Deathwatch are a popular unit that people often want included in the Codex or as a Codex of their own. Here
they operate like Sternguard, but superior in close combat and more specialised in regards to ranged attacks.

Tactical Squads
Often criticised for being of little use other than providing scoring, power-armoured bodies, Tactical Squads are
[tactically] more flexible through Combat Tactics and special weapons being available at 5-men. However, theyre
still too expensive to encourage Razorspam and somewhat vulnerable in assault.

Scout Squads
BS4/WS4 increases the Scout Squads damage output in shooting and close combat and reflects their natural
abilities and levels of experience similar to Imperial Guard veterans. A Targetting Laser is a new piece of wargear
to help them contribute to the army, provide some unique abilities and improves the potential of Whirlwinds etc.,
but remains notably worse than a Markerlight.

Drop Pods
A common complaint of Drop Pod Assault is that it leaves your army split up and predictable. I have aimed to
rectify this through Drop Pod Assault, which enables your units to arrive in a more player-controlled manner, also
reducing the potential of units being left isolated for periods of the game.

Assault Marines
Assault Marines have been made better at (surprise, surprise) assaulting; through Angels of Death, which is
intended to reflect the sheer weight of a Space Marine being propelled into an enemy. Blood Angels may lack
this rule, but due to being troops and having more weapons, they act in a role more similar to Tactical Squads.

Land Speeder Tempest and Fireraptor Gunship


Both these units have been mentioned by Forgeworld (with the former being given rules), but have been
included in the Codex to fit with the trend of fliers being released in Codices. Fireraptors also provide players a
much-demanded use for the Stormraven, whilst remaining dissimilar.

Predators
Predators now come with Sponsons as standard (when was the last time a Predator didnt have sponsons, in-
game or in the background?), with points adjustments made as needed and to encourage the pattern Predators,
such as the anti-infantry destructor or anti-tank annihilator.

Land Raiders
The ordinary/Phobos Land Raider and Land Raider Redeemer have both been improved to justify their costs in
comparison to the Crusader, whilst extra armour has been included as standard, being an almost mandatory
upgrade before and reflecting the durability of the Land Raider and their being an investment.

Ranged Weapons
Heavy Bolters, Shotguns and Sniper Rifles have all needed an improvement. Heavy Bolters seem to be rarely be
taken due to their own qualities as a weapon, but rather because theyre cheap or the standard weapon;
Progressive Fire aims to make them more viable and reflect their sheer rate of fire, but not be overpowered if
applied to other Codices. Shotguns and Sniper Rifles are now both better against infantry, as I feel they should
be, with both staying true to their key tenets of close range and a good shot respectively.
61

Created by David Just Dave Martin

Prototype Design and Support by MajorTom11 of Dakkadakka.com


with contributions from Yakface, owner of Dakkadakka.com and Dakka
DCMs.

Please dont hesitate to contact me with any feedback, questions and


your experiences with this Codex:
[email protected]

Thanks, [Just] Dave.


62

This Codex is not an official product of Games Workshop PLC and your opponents permission
should be asked before use. Not matter how good a product this may (or may not) be.

Document created by, and property of, David Martin/Just Dave.


No claim is made to the possession of any images contained within this document.

This product is completely unofficial and in no way endorsed by Games Workshop Limited.

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