Space Marine Codex - V.2 PDF
Space Marine Codex - V.2 PDF
By Just Dave
2
Contents Page
Page 1 Front Cover
Page 61 Acknowledgements
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:
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
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
WS BS S T W I A Ld Sv
Marneus Calgar 6 5 4 4 4 5 4 10 2+/4+
WS BS S T W I A Ld Sv
Ortan Cassius 5 5 4 5 3 4 3 10 3+/4+
WS BS S T W I A Ld Sv
Varro Tigurius 5 5 4 4 3 5 2 10 3+
WS BS S T W I A Ld Sv
Pedro Kantor 6 5 4 4 3 5 4 10 2+/4+
WS BS S T W I A Ld Sv
Darnath Lysander 6 5 4 4 4 5 3 10 2+/4+
*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
WS BS S T W I A Ld Sv
Kayvaan Shrike 6 5 4 4 3 5 3 10 3+/4+
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.
WS BS S T W I A Ld Sv
Korsarro Khan 6 5 4 4 3 5 4 10 3+/3+
*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.
WS BS S T W I A Ld Sv
Vulkan Hestan 6 5 4 4 3 5 3 10 2+/4+
*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.
WS BS S FA SA RA I A
Warleader Bannus 5 5 6(8) 13 13 11 4 2*
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
WS BS S T W I A Ld Sv
Space Marine Chapter Master 6 5 4 4 3 5 4 10 3+/4+
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
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HQ
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+
Captain 100pts
WS BS S T W I A Ld Sv
Space Marine Captain 6 5 4 4 3 5 3 10 3+/4+
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
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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.
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+
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
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+
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+
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+
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.
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.
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+
*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
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+
Special Rules:
And They Shall Know No Fear, Combat Squads,
Combat Tactics, Deep Strike, Relentless
26
Elites
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 Type: Any model may replace both Lightning Claws for a Thunder
Infantry Hammer and Storm Shield.
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
*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
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)
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+
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 Type: Any model may replace his Stalker-Pattern Boltgun with a
Infantry Sniper Rifle for free.
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
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+
*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
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+
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+
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*
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+
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.
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 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)
WS BS S T W I A Ld Sv
Sergeant Telion 5 6 4 4 1 4 2 10 4+
*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
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
BS FA SA RA
Drop Pod 4 12 12 12
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.
*Deathwind Launcher:
A Deathwind Launcher confers the following ranged profile:
Range: 12 Strength: 5 AP: - Heavy 1, Large Blast
39
Dedicated Transport
BS FA SA RA
Land Speeder Storm 4 10 10 10
*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
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+
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.
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+
*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
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+
WS BS S T W I A Ld Sv
Space Marine Attack Bike 4 4 4 4(5) 2 4 2 8 3+
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
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 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
BS FA SA RA
Land Speeder 4 10 10 10
BS FA SA RA
Land Speeder 4 11 11 10
Special Rules:
Deep Strike
46
Heavy Support
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+
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.
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+
*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
BS FA SA RA
Predator 4 13 11 10
Vindicator 115pts
BS FA SA RA
Vindicator 4 13 11 10
Whirlwind 80pts
BS FA SA RA
Whirlwind 4 12 11 10
BS FA SA RA
Fireraptor Gunship 4 13 13 12
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
BS FA SA RA
Land Raider Phobos 4 14 14 14
*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
Special Rules:
Assault Vehicle*, Power of the Machine Spirit*
(see previous page)
BS FA SA RA
Land Raider Redeemer 4 14 14 14
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)
Force Weapon
See the Warhammer 40,000 rulebook.
Lightning Claw
See the Warhammer 40,000 rulebook.
56
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
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.
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
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This product is completely unofficial and in no way endorsed by Games Workshop Limited.
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