Space Marine Codex - V.2

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By Just Dave

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

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.

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
Any Sergeant of any type in the army may use the Chapter Master/Captains Leadership (of 10). This army adds +1 to the roll to determine which player gets First Turn.

Punish the Weak


3 non-vehicle units gain Bionics, benefiting every model in the unit. Additional nonvehicle units may select Bionics for 25pts perunit. Enemy units count as suffering one additional casualty for the purposes of any morale checks caused by shooting or close combat attacks; this does not affect Tank-Shocks.

Exemplar: Ultramarines
Shadow of the Emperor
3 non-vehicle units gain the Scouts special rule. Additional non-vehicle units may select the Scouts special rule for 20pts per-unit. All units benefit from the Stealth special rule for the duration of the first turn. This stacks for any unit that already has the Stealth special rule, such as Stalker Veterans.

Exemplar: Iron Hands


Fires of Battle
3 non-vehicle units may elect (at the beginning of the owning players turn, each turn) to operate as Slow and Purposeful when using Boltguns, Storm Bolters and Bolt Pistols (including the Boltgun in combi-weapons), this does not affect models not firing the above weapons, who would still have to follow the same movement constraints. Therefore, Heavy Weapons must still remain stationairy to be fired. Additional non-vehicle units may select this ability for 20pts per-unit. All Template (not blast!) Weapons count as twin-linked. This includes the Avenger psychic power.

Exemplar: Raven Guard


Hammer of Terra
3 non-vehicle units gain the Bolster Defences special rule (see page 31) OR may add +1 to their armour penetration roll when targeting a structure with an Armour Value. Additional non-vehicle units may select one of these abilities for 15pts per-unit. All units benefit from the Stubborn special rule and Storm Shields and Tower Shields cost 5pts less than their listed cost.

Exemplar: Salamanders
Perseverance, Experience
All Sternguard Veteran Squads in the army are scoring. All units benefit from the Stubborn special rule and Power Fists cost 5pts less than their listed cost.

Exemplar: Imperial Fists


Attack Like Lightning
3 non-vehicle units gain the Hit and Run special rule. Additional non-vehicle units may select the Hit and Run special rule for 20pts per-unit. All Fast Attack units and Bike unit types gain the Outflank and Skilled Rider special rules.

Exemplar: Crimson Fists

Exemplar: White Scars

Knowledge is Power
Codicier-Librarians can be selected as an Elites choice for (a reduced cost of) 90pts each. These Librarians cannot then be upgraded to a Lexicanum or Chief Librarian. Furthermore, for each Librarian in the army, you may add +1 to the roll to seize the initiative; to a maximum of +4. All units count as Stubborn if contesting or controlling an objective.

Assault of the Astartes


3 non-vehicle units gain the Furious Charge special rule. Additional non-vehicle units may select the Furious Charge special rule for 20pts per-unit. All Space Marines (including the Sergeant) in a Tactical Squad receive a close combat weapon, on top of their existing equipment, for no additional cost.

Exemplar: Carcharodons
Armoured Assault
Predators (of any variant) may be taken as a Fast Attack choice and Land Raiders (Phobos, Crusader or Redeemer patterns) may instead be selected as a Dedicated Transport by any unit that may (otherwise) select a Rhino as a dedicated transport, following the rules and points costs described in the Land Raiders respective entries. Each turn, a single vehicle in the Heavy Support slot may re-roll any failed to-hit roll , 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: Blood Ravens


Orbital Invasion
3 units count as having all weapons as Twinlinked on the turn they arrive from a via Drop Pod Assault (i.e. In a Drop Pod). Additional units may select this ability for 20pts per-unit (including vehicles). Once per game, at the beginning of the turn, the player may opt to have all units in a Drop Pod receive a +1 modifier to any reserves roll, lasting for the duration of that game turn.

Exemplar: Fire Lords

Exemplar: Aurora Chapter

HQ
Marneus Calgar, Chapter Master of the Ultramarines
WS Marneus Calgar 6
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Master-crafted Power Weapon*, Gauntlets of Ultramar*, Iron Halo, Extensive Bionics*, Orbital Strike Beacon, Terminator Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Eternal Warrior, Lord Macragge*, Nothing Shall Stay Our Wrath*, Chapter Tactic Astartes Embodied*

265pts
I 5 A 4 Ld 10 Sv 2+/4+

BS 5

S 4

T 4

W 4

Options: Marneus Calgar may replace his Terminator Armour with Artificer Armour and Frag and Krak Grenades for no additional cost. Marneus Calgar may be accompanied by an Honour Guard squad for 105pts. See page 16

*Gauntlets of Ultramar:
The Gauntlets of Ultramar are a pair of Master-crafted Power Fists that allow Marneus Calgar to strike at Strength 10, instead of the usual Strength 8. Furthermore, the Gauntlets of Ultramar incorporate an Armour Piercing 2 Storm Bolter, therefore providing the following ranged profile: Range: 24 Strength: 4 AP: 2 Assault 2, Master-crafted.

*Lord Macragge:
If an army includes Marneus Calgar, then 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).

*Extensive Bionics:
This confers the Feel No Pain special rule.

*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.

HQ
Ortan Cassius, Ultramarines Master of Sanctity
WS Ortan Cassius 5
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Infernus*, Master-Crafted Power Weapon, Frag and Krak Grenades, Hellfire Rounds, Bionics, Rosarius, Power Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Preferred Enemy: Tyranids, Liturgies of Hate*, Uphold the Honour of the Chapter*, Courage and Honour*

185pts
W 3 I 4 A 3 Ld 10 Sv 3+/4+

BS 5

S 4

T 5

*Infernus:
Infernus is a Combi-Flamer, equipped with Hellfire Rounds. Furthermore, the Flamer also counts as poisoned 3+.

*Liturgies of Hate:
During the owning players turn, the Chaplain and his unit may re-roll all failed to-hit rolls.

*Uphold the Honour of the Chapter:


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 for any Leadership test.

*Courage and Honour:


Ortan Cassius and any squad he leads may re-roll any 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.

HQ
Varro Tigurius, Chief Librarian of the Ultramarines
WS Varro Tigurius 5
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Bolt Pistol, Rod of Tigurius*, Frag and Krak Grenades, Hood of Hellfire*, Power Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Psyker, Psychic Prescience*, Know Thy Foe*

225pts
W 3 I 5 A 2 Ld 10 Sv 3+

BS 5

S 4

T 4

*Rod of Tigurius:
The Rod of Tigurius is a master-crafted Force Weapon. Furthermore, Psychic Tests taken in order to activate the Force Weapon are done with a -1 modifier.

*Hood of Hellfire:
The Hood of Hellfire is a psychic hood that allows Tigurius to cast an additional Psychic Power per-turn, therefore allowing Tigurius to cast a total of 3 Psychic Powers per-turn. Furthermore, any Perils of the Warp attack suffered by Tigurius is ignored on a D6 roll of 4+.

*Psychic Prescience:
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+.

HQ
Pedro Kantor, Chapter Master of the Crimson Fists
WS Pedro Kantor 6
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Dorns Arrow*, Master-crafted Power Fist, Power Weapon, Frag and Krak Grenades, Melta Bombs, Chapter Relic, Orbital Strike Beacon, Iron Halo, Artificer Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Stubborn, Inspiring Presence*, Rynns Hero*, Chapter Tactic Perseverance, Experience*

230pts
W 3 I 5 A 4 Ld 10 Sv 2+/4+

BS 5

S 4

T 4

Options: Pedro Kantor may be accompanied by an Honour Guard squad for 105pts. See page 16

*Dorns Arrow:
Dorns Arrow is a Master-Crafted Storm Bolter, with an Assault 4 profile, rather than the usual Assault 2. Furthermore, Dorns Arrow is equipped with Kraken Bolts. Ultimately, this grants the following profile: Range: 30 Strength: 4 AP: 4 Assault 4, Master-Crafted.

*Rynns Hero:
Pedro Kantor and any unit he leads have the Preferred Enemy: Orks special rule.

*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.

HQ
Darnath Lysander, Captain of the Imperial Fists
WS Darnath Lysander 6
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Fist of Dorn*, Valours Shield*, Terminator Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Stubborn, Eternal Warrior, Chapters Regent (see page 18), Shield Wall*, Teleport Assault*, Chapter Tactic Hammer of Terra (note: as a Captain, this replaces Combat

10

210pts
W 4 I 5 A 3 Ld 10 Sv 2+/4+

BS 5

S 4

T 4

Options: Darnath Lysander may be accompanied by a Terminator Command Squad for 215pts. See page 20.

*Fist of Dorn:
The Fist of Dorn is a Master-crafted Thunder Hammer that grants a +1 bonus to the roll on the vehicle damage table. Furthermore, any enemy model hit by, but not slain, the Fist of Dorn is at -1 attacks during the subsequent combat phase (to a minimum of 1), as well as the usual initiative 1.

*Valours Shield:
Valours Shield is a Storm Shield that grants a 4+ invulnerable save against ranged attacks, rather than the usual 5+.

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.

HQ
Kayvaan Shrike, Raven Guard Shadow Captain
WS Kayvaan Shrike 6
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: The Ravens Talons, Frag and Krak Grenades, Melta Bombs, Iron Halo, Jump Pack, Power Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Strike from the Shadows*, The Blackened*, Chapter Tactics Shadow of The Emperor*

11

195pts
W 3 I 5 A 3 Ld 10 Sv 3+/4+

BS 5

S 4

T 4

Options: Kayvaan Shrike may be accompanied by a Command Squad for 150pts. See page 19. Any member of the Command Squad may be equipped with 2 Lightning Claws for 25pts each.

*The Ravens Talons:


The Ravens Talons are a pair of Master-Crafted Lightning Claws (therefore granting +1 attack) that also have the Rending special rule.

*The Blackened:
So long as Kayvaan Shrike is still alive, any enemy reserve roll of 6 must be re-rolled, and any friendly reserve roll of 1 may be rerolled.

*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)

HQ
Korsarro Khan, White Scars Master of the Hunt
WS Korsarro Khan 6
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Bolt Pistol, Moonfang*, Frag and Krak Grenades, Melta Bombs, Anti-ward, Power Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Head Hunter*, Master of the Hunt*, Company Master Master of the Rites (see page 18), Chapter Tactics Strike Like Lightning

12

190pts
W 3 I 5 A 4 Ld 10 Sv 3+/3+

BS 5

S 4

T 4

Options: May be equipped with a Space Marine Bike for 20pts. Korsarro Khan may be accompanied by a Command Squad for 150pts. See page 19. If mounted on Space Marine Bikes, any member of the command squad may be equipped with a Power Lance for 25pts each.

*Moonfang:
Moonfang is a Master-Crafted Power Weapon that inflicts Instant Death on any to-wound roll of 6.

*Power Lance:
Power Lances are two-handed Power Weapons that grant the wielder +2 Strength on the charge; this strength bonus doesnt stack with Furious Charge the initiative bonus does still apply however.

(Note: as a Captain, this replaces Combat Tactics)

*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.

HQ
Vulkan Hestan, Forgefather of the Salamanders
WS Vulkan Hestan 6
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Bolt Pistol, Spear of Vulkan*, The Gauntlet of the Forge*, Kesares Mantle*, Digital Weapons, Chapter Relic, Frag and Krak Grenades, Melta Bombs, Iron Halo, Artificer Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Chapter Tactics Fires of Battle*, Anvil of War*, Master Artificer*

13

230pts
W 3 I 5 A 3 Ld 10 Sv 2+/4+

BS 5

S 4

T 4

*Spear of Vulkan:
The Spear of Vulkan is a Master-crafted Relic Blade that can also be thrown, conferring the following ranged profile: Range: 6 Strength: 6 AP: 1 Assault 1, Furthermore, the Spear of Vulkan rolls an additional D6 for armour penetration (totalling 2D6).

*The Gauntlet of the Forge:


The Gauntlet of the Forge counts as Hellfire Housing, that onceper-game may be used as a Heavy Flamer, instead of a Flamer. This counts as twin-linked.

*Kesares Mantle:
Kesares Mantle grants the effects of an Adamantine Cuirass and Armaplas Plating.

*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)

HQ
Warleader Bannus of the Iron Hands
WS Warleader Bannus
Unit Composition: 1 (Unique) Unit Type: Vehicle (Walker) Wargear: Plasma Cannon (with built in twin-linked Plasma Gun), The Brazen Blade* (with built in Heavy Flamer), Smoke Launchers, Searchlight, Extra Armour Special Rules: Venerable*, Iron Patriarch*, Honour of the Clan*, Indomitable Fury*, Chapter Tactic Punish the Weak (Note: as a Captain, this replaces Combat

14

240pts
BS 5 S 6(8) FA 13 SA 13 RA 11 I 4 A 2*

*The Brazen Blade:


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

*Venerable:
If Warleader Bannus 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.

*Iron Patriarch:
During the owning players turn, a single friendly unit within 6 of Warleader Bannus may re-roll all failed to-hit rolls.

Tactics)
Dedicated Transport: May select a Drop Pod

* Honour of the Clan:


All Space Marine units within 12 of the Warleader Bannus are Fearless. If Bannus is destroyed whilst within 12, then the unit remains Fearless for the rest of the game.

(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.

HQ
Chapter Master
WS Space Marine Chapter Master 6
Unit Composition: 1 Space Marine Chapter Master Unit Type: Infantry Wargear: Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades, Iron Halo, Power Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Chapter Master* Options: The Chapter Master may replace his Bolt Pistol/Close Combat Weapon with any of the following: Boltgun Free Storm Bolter 2pts Combi Weapon 5pts Infernus Pistol 5pts Flame Pistol 5pts Plasma Pistol 10pts Power Weapon 15pts Storm Shield 15pts Lightning Claw 15pts Power Fist 25pts Power Sabre 25pts Electromagnetic Blade 25pts Thunder Hammer 30pts Relic Blade 30pts The Chapter Master may also be equipped with any of the following: Dragonfire Bolts 2pts Kraken Bolts 2pts Vengeance Rounds 2pts Hellfire Rounds 2pts Auspex 5pts Meltabombs 5pts Digital Weapons 5pts Master-Craft Weapons 5pts (per-weapon) Locater Beacon 5pts Tower Shield 5pts Bionics 10pts Artificer Armour 20pts

15

145pts
BS 5 S 4 T 4 W 3 I 5 A 4 Ld 10 Sv 3+/4+

Options: The Chapter Master may be equipped with one of the following: Jump Pack 20pts Space Marine Bike 30pts Terminator Armour 30pts

If equipped with Terminator Armour, the Captain replaces his existing wargear with a Storm Bolter, Power Weapon, Iron Halo and Terminator Armour.
If equipped with Terminator Armour, the Storm Bolter may be replaced by: Combi-Weapon 5pts Power Weapon 10pts Lightning Claw 15pts Storm Shield 15pts Power Fist 20pts Chain Fist 25pts Thunder Hammer 25pts If equipped with Terminator Armour, the Power Weapon may be replaced by: Lightning Claw 5pts Power Fist 10pts Electromagnetic Blade 10pts Thunder Hammer 15pts Relic Blade 15pts The Chapter Master may be equipped with any of the following: Armaplas Plating 10pts Hellfire Housing 15pts Chapter Relic 15pts Adamantine Cuirass 20pts Anti-ward 25pts Orbital Strike Beacon 30pts The Chapter Master may be accompanied by an Honour Guard squad for 105pts. See overleaf. The Chapter Master may be upgraded to a Company Master for 20pts. See page 19.

*Chapter Master:
If the army includes a Chapter Master, a single Chapter Tactic (see page 4) may be selected ON TOP OF the Combat Tactics special rule.

HQ
Honour Guard Squad
WS Honour Guard 5 Chapter Champion 5
Unit Composition: 3 Honour Guards Unit Type: Infantry Wargear: Boltgun, Master-crafted Power Weapon, Frag and Krak Grenades, Artificer Armour. Dedicated Transport: May select a Rhino, Razorback, Drop Pod or Land Raider Phobos, Land Raider Crusader or Land Raider Redeemer as a Dedicated Transport

16

105pts
BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 3 Ld 10 10 Sv 2+ 2+

Options: A single Honour Guard in the army MUST be upgraded to a Chapter Champion for no additional cost, gaining the above profile and the Come at me Bro* special rule. May include up to 7 additional Honour Guards: 35pts per model. The Chapter Champion may replace his Boltgun with: Power Weapon Free Storm Shield 20pts A single Honour Guard in the army may be equipped with a Chapter Banner* for 40pts. Any Honour Guard may replace his Boltgun with: Bolt Pistol Free Auxiliary Grenade Launcher 10pts Storm Shield 20pts Any Honour Guard/Chapter Champion may replace his Master-crafted Power Weapon with: Thunder Hammer 15pts Relic Blade 15pts All Honour Guard may be equipped with Meltabombs for 5pts each.

(See pages 37-38, and pages 51-52)


Special Rules: And They Shall Know No Fear, Combat Tactics, Counter-Attack, Uphold the Master of the Chapter*

Honour Guard may only be selected if purchased as a retinue by a Chapter Master, they occupy no slot on the Force Organisation Chart, but otherwise count as a HQ choice.

*Uphold the Master of the Chapter:


If the Chapter Master (including Pedro Kantor and Marneus Calgar) is wounded whilst attached to the Honour Guard squad, then all members of the unit (excluding the Chapter Master) gain +1 attack, lasting for the duration of that game turn. This does not stack for each wound suffered.

*Chapter Banner:
Any space marine unit within 12" of the banner bearer always rerolls failed morale and pinning tests. In addition, all models in the same units as the Chapter Banner have +1 attack whilst the banner bearer is alive. While the banner bearer is still alive, the 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.

HQ
Captain
WS Space Marine Captain 6
Unit Composition: 1 Space Marine Captain Unit Type: Infantry Wargear: Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades, Iron Halo, Power Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Chapter Captain* Options: The Captain may replace his Bolt Pistol/Close Combat Weapon with any of the following: Boltgun Free Storm Bolter 2pts Combi Weapon 5pts Infernus Pistol 5pts Flame Pistol 5pts Plasma Pistol 10pts Power Weapon 15pts Storm Shield 15pts Lightning Claw 15pts Power Fist 25pts Power Sabre 25pts Electromagnetic Blade 25pts Thunder Hammer 30pts Relic Blade 30pts The Captain may also be equipped with any of the following: Dragonfire Bolts 2pts Kraken Bolts 2pts Vengeance Rounds 2pts Hellfire Rounds 2pts Auspex 5pts Meltabombs 5pts Digital Weapons 5pts Master-Craft Weapons 5pts (per-weapon) Locater Beacon 5pts Tower Shield 5pts Bionics 10pts Artificer Armour 20pts

17

100pts
BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+/4+

Options: The Captain may be equipped with one of the following: Jump Pack 20pts Space Marine Bike 30pts Terminator Armour 30pts

If equipped with Terminator Armour, the Captain replaces his existing wargear with a Storm Bolter, Power Weapon, Iron Halo and Terminator Armour.
If equipped with Terminator Armour, the Storm Bolter may be replaced by: Combi-Weapon 5pts Power Weapon 10pts Lightning Claw 15pts Storm Shield 15pts If equipped with Terminator Armour, the Power Weapon may be replaced by: Lightning Claw 5pts Power Fist 10pts Electromagnetic Blade 10pts Thunder Hammer 15pts Relic Blade 15pts The Captain may be equipped with one of the following: Armaplas Plating 10pts Hellfire Housing 15pts Chapter Relic 20pts Adamantine Cuirass 20pts Anti-ward 25pts Orbital Strike Beacon 30pts The Captain may be upgraded to a Company Master for 20pts (see overleaf) The Captain may be accompanied by a Command Squad for 150pts. See page 19.

*Chapter Captain:
If the army includes a Captain, the Combat Tactics special rule may be REPLACED by a single Chapter Tactic (see page 4).

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.

HQ
Command Squad
WS Veteran Space Marine 4 Company Champion 5 Space Marine Sergeant 4
Unit Composition: 2 Veteran Space Marines, an Apothecary, a Company Champion and a Space Marine Sergeant Unit Type: Infantry Wargear: Boltgun, Bolt Pistol, Frag and Krak Grenades, Power Armour.

19

150pts
BS 4 4 4 S 4 4 4 T 4 4 4 W 1 1 1 I 4 4 4 A 2 2 2 Ld 9 9 9 Sv 3+ 3+ 3+

Options: 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) If the Character they are purchased for is mounted on a Space Marine Bike, the Command Squad must also be mounted on Space Marine Bikes, for 10pts per model. If the Character they are purchased for is equipped with a Jump pack, the Command Squad must also be equipped with Jump Packs, for 5pts per model. If the Character they are purchased for is equipped with Terminator Armour, the Command Squad may be upgraded to a Terminator Command Squad for 65pts (see overleaf)

One Space Marine Veteran is equipped with a Company Standard*. An Apothecary is a Space Marine Veteran also armed with a Narthecium*. The Company Champion is also armed with a Power Sword, Bolt Pistol and Combat Shield.
Dedicated Transport: May select a Rhino, Razorback or Drop Pod

(See pages 37-38)


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

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.
Options: Any model may replace his Boltgun/Bolt Pistol with: Close Combat Weapon Free Storm Bolter 2pts Combi-Weapon 5pts Flamer 5pts Meltagun 10pts Plasma Gun 10pts Plasma Pistol 10pts Power Weapon 10pts Storm Shield 20pts Power Fist 20pts

*Narthecium:
A Narthecium grants the Feel No Pain special rule to the unit.

*Company Standard:
Any space marine unit within 12" of the banner bearer always rerolls failed morale and pinning tests. In addition, while the banner bearer is still alive, the Command Squad counts as scoring one extra wound in close combat for the purposes of calculating the assault result.

HQ
Terminator Command Squad
WS Space Marine Terminator 4 Company Champion 5 Space Marine Terminator Sergeant 4
Unit Composition: 1 Space Marines Terminator, an Apothecary, a Company Champion and a Space Marine Terminator Sergeant Unit Type: Infantry Wargear: Storm Bolter, Power Fist, Special Issue Ammunition, Terminator Armour.

20

215pts
BS 4 4 4 S 4 4 4 T 4 4 4 W 1 1 1 I 4 4 4 A 2 2 2 Ld 9 9 9 Sv 2+/5+ 2+/5+ 2+/5+

Options: Any model may replace his current weapons with: 2 Lightning Claws Thunder Hammer and Storm Shield. Two in models may:. Replace Storm Bolter with a Heavy Flamer 5pts Replace Storm Bolter with Assault Cannon 25pts Equip a Cyclone Missile Launcher 30pts The Sergeant may also be equipped with any of the following: Auspex 5pts Bionics 5pts Locater Beacon 5pts Master-Craft Weapons 5pts (per-weapon)

The Terminator Sergeant is equipped with a Storm Bolter, Power Sword, Special Issue Ammunition and Terminator Armour. One Space Marine Terminator is also equipped 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: A Terminator Command Squad may be select a Drop Pod, Land Raider Phobos, Land Raider Crusader or Land Raider Redeemer as a Dedicated Transport

*Narthecium:
A Narthecium grants the Feel No Pain special rule to the unit.

*Company Standard:
Any space marine unit within 12" of the banner bearer always rerolls failed morale and pinning tests. In addition, while the banner bearer is still alive, the Command Squad counts as scoring one extra wound in close combat for the purposes of calculating the assault result.

(See page 38, and pages 51-52)


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

HQ
Chaplain
WS Reclusiarch 5 Master of Sanctity 5
Unit Composition: 1 Reclusiarch Unit Type: Infantry Wargear: Bolt Pistol, Power Weapon, Frag and Krak Grenades, Rosarius, Power Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Liturgies of Hate*, Uphold the Honour of the Chapter* Options: A single Reclusiarch may be upgraded to a Master of Sanctity for 40pts. The Chaplain may also be equipped with any of the following: Auspex 5pts Meltabombs 5pts Combat Shield 5pts Locater Beacon 5pts Master-Craft Weapons 5pts (per-weapon) Bionics 10pts

21

100pts
BS 4 5 S 4 4 T 4 4 W 2 3 I 4 5 A 2 3 Ld 10 10 Sv 3+/4+ 3+/4+

Options: The Chaplain may replace his Bolt Pistol with: Storm Bolter 2pts Combi-Weapon 5pts Plasma Pistol 10pts Storm Shield 15pts Power Fist 15pts The Chaplain may be equipped with any of the following: Meltabombs 5pts Artificer Armour 20pts Jump Pack 20pts Space Marine Bike 30pts The Chaplain may replace his Bolt Pistol, Frag and Krak Grenades, and Power Armour with Terminator Armour and a Storm Bolter for 20pts. If equipped with Terminator Armour, the Storm Bolter may be replaced with: Combi-Weapon 5pts Power Fist 15pts Storm Shield 15pts

*Liturgies of Hate:
During the owning players turn, the Chaplain and any unit he leads may re-roll all failed to-hit rolls.

*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.

HQ
Librarian
WS Codicier 5 Epistolary 5 Chief Librarian
Unit Composition: 1 Codicier Unit Type: Infantry Wargear: Bolt Pistol, Force Weapon, Frag and Krak Grenades, Psychic Hood, Power Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Psyker. Options: A Codicier may be upgraded to a Epistolary for 40pts. A single Codicier in the army may be upgraded to a Chief Librarian for 65pts, gaining the Psychic Manipulation* special rule. MUST be equipped with two of the following Psychic Powers: Avenger Force Dome Gate of Infinity Wrath of the Emperor Machine Curse Might of the Ancients Null Zone Quickening Smite Vortex of Doom The Librarian may select any number of additional Psychic powers from the list above for 15pts each.

22

100pts
BS 4 4 5 S 4 4 4 T 4 4 4 W 2 2 3 I 4 5 5 A 2 2 2 Ld 10 10 10 Sv 3+ 3+ 3+

Options: The Librarian may replace his Bolt Pistol with: Storm Bolter 2pts Combi-Weapon 5pts Plasma Pistol 10pts Storm Shield 20pts The Librarian may be equipped with any of the following: Meltabombs 5pts Artificer Armour 20pts Jump Pack 20pts Space Marine Bike 30pts The Librarian may replace his Bolt Pistol, Frag and Krak Grenades, and Power Armour with Terminator Armour and a Storm Bolter for 30pts. If equipped with Terminator Armour, the Storm Bolter may be replaced with: Combi-Weapon 5pts Storm Shield 20pts The Librarian may also be equipped with any of the following: Auspex 5pts Meltabombs 5pts Combat Shield 5pts Locater Beacon 5pts Master-Craft Weapons 5pts (per-weapon) Bionics 10pts

*Psychic Manipulation:
If the Chief Librarian is still alive, a single reserve-roll for any friendly unit may be re-rolled each turn.

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).

HQ
Master of the Forge
WS Master of the Forge 5 Servitor
Unit Composition: 1 Master of the Forge Unit Type: Infantry Wargear: Boltgun, Servo-Harness, Servo Arm, Frag and Krak Grenades, Artificer Armour. Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Blessing of the Omnissiah, Bolster Defences, Lord of the Armoury*

24

100pts
BS 5 3 S 4 3 T 4 3 W 2 1 I 4 3 A 2 1 Ld 10 8 Sv 2+ 4+

Options: May include up to 5 Servitors as a retinue for 10pts per model.

Servitors are equipped with a Servo-Arm and have the Mindlock special rule.
Any servitor may replace their Servo-arm with: Heavy Bolter Free Multi-Melta 5pts Plasma Cannon 10pts The Master of the Forge may replace his Boltgun with: Bolt Pistol - Free Storm Bolter 2pts Combi-Weapon 5pts Plasma Pistol 10pts Auxiliary Grenade Launcher 10pts The Master of the Forge may be equipped with one of the following: Power Weapon 15pts Power Fist 20pts Thunder Hammer 25pts The Master of the Forge may replace his Servo-Harness with: Conversion Beamer 20pts The Master of the Forge may also be equipped with any of 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

Unless accompanied by Servitors, a Master of the Forge is an independent character.

*Lord of the Armoury:


Dreadnoughts and Ironclad Dreadnoughts - that have not been upgraded to Venerable status may be selected as Heavy Support, as well as Elites choices.

See the Techmarine entry on page 31 for the Bolster Defences, Mindlock and Blessing of the Omnissiah rules. Obviously a Master of the Forge counts as a Techmarine for the purposes of these rules.

Elites
Terminator Storm Squad
WS Space Marine Terminator 4 Space Marine Terminator Sergeant 4
Unit Composition: 4 Space Marine Terminators and a Space Marine Terminator Sergeant Unit Type: Infantry Wargear: Storm Bolter, Power Fist, Special Issue Ammunition, Terminator Armour.

25

200pts
BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 9 9 Sv 2+/5+ 2+/5+

Options: May include up to 5 additional Space Marine Terminators: 40pts per model. One in 5 models may:. Replace Storm Bolter with a Heavy Flamer 5pts Replace Storm Bolter with Assault Cannon 25pts Equip a Cyclone Missile Launcher 30pts The Sergeant may also be equipped with any of the following: Auspex 5pts Bionics 5pts Locater Beacon 5pts Master-Craft Weapons 5pts (per-weapon)

The Terminator Sergeant is equipped with a Storm Bolter, Power Sword, Special Issue Ammunition and Terminator Armour.
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

Elites
Terminator Assault Squad
WS Space Marine Terminator 4 Space Marine Terminator Sergeant 4
Unit Composition: 4 Space Marine Terminators and a Space Marine Terminator Sergeant Unit Type: Infantry Wargear: 2 Lightning Claws, Terminator Armour. 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.

26

200pts
BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 9 9 Sv 2+/5+ 2+/5+

Options: May include up to 5 additional Space Marine Terminators: 40pts per model. Any model may replace both Lightning Claws for a Thunder Hammer and Storm Shield. The Sergeant may also be equipped with any of the following: Auspex 5pts Bionics 5pts Locater Beacon 5pts Master-Craft Weapons 5pts (per-weapon)

(See page 38, and pages 51-52)


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

Elites
Dreadnought
WS Dreadnought Venerable Dreadnought
Unit Composition: 1 Dreadnought Unit Type: Vehicle (Walker) Wargear: Assault Cannon, Dreadnought Close Combat Weapon (with built in Storm Bolter), Smoke Launchers, Searchlight Dedicated Transport: May select a Drop Pod

27

105pts
BS 4 5 S 6 6 FA 12 12 SA 12 12 RA 10 10 I 4 4 A 2 2

4 5

Options: May replace the Assault Cannon with: Multimelta Free Twin-linked Heavy Flamer Free Dreadnought Close Combat Weapon (with built in Storm Bolter) Free Twin-linked Heavy Bolter Free Plasma Cannon 10pts Twin-linked Autocannon 10pts Twin-linked Lascannon 20pts Conversion Beamer 20pts (Venerable Dreadnought only) May replace the Dreadnought Close Combat Weapon with: Twin-linked Autocannon 10pts Firestorm Missile Launcher 20pts Any Storm Bolter may be replaced by a Heavy Flamer for 10pts.

(See page 38)


Options: A Dreadnought may be upgraded to a 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.

Elites
Ironclad Dreadnought
WS Ironclad Dreadnought Venerable Ironclad Dreadnought
Unit Composition: 1 Dreadnought Unit Type: Vehicle (Walker) Wargear: Two Dreadnought Close Combat Weapons (with built in Storm Bolter), Smoke Launchers, Searchlight Dedicated Transport: May select a Drop Pod

28

120pts
BS 4 5 S 6 6 FA 13 13 SA 13 13 RA 10 10 I 4 4 A 2(3) 2(3)

4 5

Options: May replace any Dreadnought Close Combat Weapon(s) with: Hurricane Bolter Free Seismic Hammer* (with built in Storm Bolter) 10pts Siege Drill* (with built in Storm Bolter) 10pts Chain Fist* (with built in Storm Bolter) 15pts Any Storm Bolter may be replaced with: Heavy Flamer 10pts Meltagun 10pts An Ironclad Dreadnought may be equipped with up to two Hunter-killer Missiles for 10pts each

(See page 38)


Special Rules: Move Through Cover Options: A Dreadnought may be upgraded to a Venerable* Ironclad Dreadnought for 50pts, gaining the Venerable Special Rule and the above profile. May select the following vehicle upgrades: Extra Armour 10pts Frag Assault Launcher 10pts

*Seismic Hammer:
A Seismic Hammer counts as a Dreadnought Close Combat Weapon, where any model in base contact with the Dreadnought in subsequent turns of close combat (i.e. combats that last for more than one assault phase) fights at initiative 1; as if struck by a Thunder Hammer. Furthermore, any vehicle struck by a Seismic Hammer counts as stunned.

*Bunker Drill:
A Bunker Drill is a Dreadnought Close Combat Weapon that grants an additional D6 (totalling 2D6) to its armour penetration value.

*Ironclad Chainfist:
Any attacks made by an Ironclad Chainfist benefit from the Rending special rule. Furthermore, when attacking with an Ironclad Chainfist the Ironclad Dreadnought gains D3+1 additional attacks for that assault phase (roll each assault phase), with any successful to-hit roll generating an additional, automatic, Strength 4 hit (which is rending). These additional strength 4 hits cannot themselves generate further attacks.

*Venerable:
If a Venerable Ironclad 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 Ironclad Dreadnought are Fearless. If the Ironclad Dreadnought is destroyed whilst within 6, then the unit remains Fearless for the rest of the game.

*Hurricane Bolters:
A Hurricane Bolter consists of three twin-linked Bolters, fired as a single weapon.

Elites
Sternguard Veteran Squad
WS Veteran Space Marine 4 Space Marine Sergeant 4
Unit Composition: 4 Veteran Space Marines and a Space Marine Sergeant Unit Type: Infantry Wargear: Boltgun, Bolt Pistol, Frag and Krak Grenades, Special Issue Ammunition, Power Armour. Dedicated Transport: May select a Rhino, Razorback or Drop Pod

29

125pts
BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 9 9 Sv 3+ 3+

Options: Any model may replace his Boltgun/Bolt Pistol with: Storm Bolter 2pts Combi-Weapon 5pts Plasma Pistol 10pts Up to 2 models may replace his Boltgun/Bolt Pistol with: Flamer Free Meltagun 5pts Heavy Bolter 5pts Plasma Gun 5pts Heavy Flamer 10pts Missile Launcher 10pts Multi-melta 10pts Plasma Cannon 15pts Lascannon 20pts Any model may be equipped with: Meltabombs 5pts (each) Tower Shield 5pts (each)

(See pages 37-38)


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

Elites
Stalker Veteran Squad
WS Veteran Space Marine 4 Space Marine Sergeant 4
Unit Composition: 4 Veteran Space Marines and a Space Marine Sergeant Unit Type: Infantry Wargear: Stalker-Pattern Boltgun, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades, Scout Armour. Dedicated Transport: May select a Land Speeder Storm

30

120pts
BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 9 9 Sv 4+ 4+

Options: Any model may replace his Scout Armour with: Power Armour 3pts Any model may replace his Stalker-Pattern Boltgun with a Sniper Rifle for free. A single model may be equipped with: Targeting Laser 15pts All models may be equipped with: Meltabombs 5pts (each)

(See page 39)


Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics, Infiltrate, Stealth, Move Through Cover, The Killing Blow* Options: May include up to 5 additional Space Marine Veterans: 24pts per model. The Sergeant may replace his Boltgun/ Bolt Pistol with any of the following: Storm Bolter 2pts Combi Weapon 5pts Meltabombs 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)

*The Killing Blow:


The Stalker Veteran Squad fights at +1 initiative on any turn when they initiate a charge from a piece of area terrain. Furthermore, they may re-roll any unsuccessful to-wound rolls against independent characters, single-model units or monstrous creatures selected from the HQ slot.

*Targeting Laser:
Instead of firing another weapon, a model may fire a targeting laser, providing the model has line of sight and has remained stationary. The targeting laser automatically hits, but does no damage, instead providing the following effect: Any Firestorm Missile Launcher or Hunter-killer Missile does not require line of sight to target the enemy unit. Any Whirlwind Missile Launcher, Firestorm Missile Launcher, Thunderfire Cannon, Orbital Strike Beacon or Hunter-killer Missile counts as twin-linked if targeting the enemy unit. Firestorm Missile Launchers and Hunter-killer missiles cannot count as both twin-linked and not require line of sight; only one effect may be applied to each individual ranged attack.

Elites
Techmarine
WS Techmarine 4 Servitor
Unit Composition: 1 Techmarine Unit Type: Infantry Wargear: Boltgun, Servo Arm, Frag and Krak Grenades, Artificer Armour. Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics, Independent Character, Blessing of the Omnissiah*, Bolster Defences*, Frater Astrotechnicus*

31

40pts
BS 4 3 S 4 3 T 4 3 W 1 1 I 4 3 A 2 1 Ld 8 8 Sv 2+ 4+

*Blessing of the Omnissiah:


If a Techmarine is in base contact with a damaged vehicle in the Shooting Phase, he can attempt to repair any Immobilised or Weapon Destroyed result instead of firing a weapon. Roll a D6, adding +1 if equipped with a Servo-harness and for each Servitor equipped with a Servo-arm in his unit. If the result is 5 or more then either a weapon destroyed or immobilised result (of the owning players choice) will be repaired/removed. If a weapon destroyed result is repaired, that weapon may be fired in the subsequent shooting phase. A Techmarine cannot repair a vehicle if he is pinned, has gone to ground or is falling back. Furthermore, he counts as in basecontact if embarked in a vehicle and can therefore attempt to repair a vehicle he is embarked in.

*Bolster Defences:
For each unit with the Bolster Defences special rule, a single 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 area; this terrain/defence features cover save is increased by 1 for the duration of the game. A defence/terrain feature can be bolstered multiple times to a maximum of a 3+ cover save. For example, a normal ruin when bolstered would provide a 3+ cover save, rather than the usual 4+.

Unless accompanied by Servitors, a Techmarine is an independent character.

Options: The Techmarine may be equipped with any of the following: Meltabombs 5pts Signum 5pts Thunder Hammer 20pts Servo-Harness 20pts The Techmarine may replace his Boltgun with: Bolt Pistol Free Combi Weapon 5pts Conversion Beamer 30pts May include up to 5 Servitors as a retinue: 10pts per model.

*Frater Astrotechnicus:
The first/a single selected Techmarine in the army does not occupy a force organisational slot, but otherwise counts as an Elites choice for all intents and purposes. Therefore, up to 4 Techmarines can be included within a standard Force Organisation Chart.

*Mindlock:
At the start of the owning players turn, each Servitor unit in the 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 the result is a 1, 2 or 3 then the unit may not move shoot or assault that turn, although they will fight normally in close combat if already engaged. This rule has no effect providing a Techmarine or Master of the Forge is still in the unit.

Servitors are equipped with a Servo-Arm and have the Mindlock* special rule.
Any servitor may replace their Servo-arm with: Heavy Bolter Free Multi-Melta 5pts Plasma Cannon 10pts

Elites
Deathwatch Kill Team
WS Deathwatch Veteran 4 Deathwatch Brother-Captain 6
Unit Composition: 4 Deathwatch Veterans and a Deathwatch Brother Captain Unit Type: Infantry Wargear: Boltgun, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades, Power Armour.

32

180pts
BS 4 5 S 4 4 T 4 4 W 1 3 I 4 5 A 2 3 Ld 9 10 Sv 3+ 3+/4+

Options: May include up to 5 additional Deathwatch Veterans: 21pts per model. Up to two models may replace his Boltgun/Close Combat Weapon with: Flamer Free Storm Bolter 2pts Combi Weapon 5pts Meltagun 5pts Heavy Bolter 5pts Heavy Flamer 10pts Missile Launcher 10pts Plasma Gun 10pts Plasma Pistol 10pts Power Weapon 10pts Multi-melta 15pts Plasma Cannon 15pts Lascannon 20pts Power Fist 20pts Twin Lightning Claws 20pts All models may be equipped with any of the following(each): Dragonfire Bolts 2pts Kraken Bolts 2pts Vengeance Rounds 2pts Hellfire Rounds 2pts M.40 Targeter 2pts Suspensor Unit 2pts

The Brother Captain also comes equipped with an Iron Halo


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, Deep Strike, Suffer Not the Alien to Live* Options: The Deathwatch Brother-Captain may replace his Boltgun/ Close Combat Weapon with any of the following: Storm Bolter 2pts Combi Weapon 5pts Infernus Pistol 5pts Flame Pistol 5pts Plasma Pistol 10pts Power Weapon 15pts Storm Shield 15pts Lightning Claw 15pts Power Fist 25pts Electromagnetic Blade 25pts Thunder Hammer 30pts Relic Blade 30pts The Deathwatch Brother-Captain may also be equipped with any of the following: Auspex 5pts Meltabombs 5pts Locater Beacon 5pts Master-Craft Weapons 5pts (per-weapon) Bionics 10pts

*Suffer not the Alien to Live:


A Deathwatch Kill-team may re-roll any to-wound roll of 1 and gains the preferred enemy special rule, against any unit selected from the following Codices: Dark Eldar, Eldar, Necrons, Orks, Tau, Tyranids.

*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, Bolt Pistol or Storm Bolter (including the Boltgun in Combiweapons).

*Suspensor Unit:
Any Heavy Bolter and Boltgun is changed to an Assault 3 and Assault 2 weapon profile respectively. Both with an 18 range.

Elites
Legion of the Damned Squad
WS Damned Legionnaire 4 Damned Sergeant 4
Unit Composition: 4 Damned Legionnaires and a Damned Sergeant Unit Type: Infantry Wargear: Boltgun, Bolt Pistol, Frag and Krak Grenades, Power Armour. Special Rules: Fearless, Combat Tactics, Slow and Purposeful, Unyielding Spectres*, Hawks of Fire*, Aid Unlooked For* Options: May include up to 5 additional Damned Legionnaires: 27pts 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 Master-Craft Weapons 5pts (per-weapon)

33

145pts
BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 3 Ld 10 10 Sv 3+ 3+

Options: A single model may replace his Boltgun/Bolt Pistol with: Flamer Free Meltagun 5pts Plasma Gun 10pts A single model may also replace his Boltgun/Bolt Pistol with: Heavy Bolter 5pts Heavy Flamer 5pts Missile Launcher 10pts Multi-melta 15pts Plasma Cannon 15pts Lascannon 20pts

*Unyielding Spectres:
All Damned Legionnaires and Damned Sergeants have the Feel No Pain special rule. However, this cannot be negated by any means, including attacks that would normally negate Feel No Pain.

*Hawks of Fire:
A Legion of the Damned squad must always arrive via Deep Strike, even in missions that would normally not allow Deep Strike to be used, and Scatter only a single D6. Furthermore, independent characters may not join a Legion of the Damned Squad, and they never count as scoring for the purpose of objective games.

*Aid Unlooked For:


A Legion of the Damned Squad always arrives from reserves (via Deep Strike) on a 5+. Furthermore, they receive a +1 modifier to this reserves roll for every (friendly) non-vehicle Space Marine unit destroyed in the previous turn. This may not be modified by any other means. A Legion of the Damned squad may also not be affected by any 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.

Troops
Tactical Squad
WS Space Marine 4 Space Marine Sergeant 4
Unit Composition: 4 Space Marines and a Space Marine Sergeant Unit Type: Infantry Wargear: Boltgun, Bolt Pistol, Frag and Krak Grenades, Power Armour. Dedicated Transport: May select a Rhino, Razorback or Drop Pod

34

90pts
BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Ld 8 9 Sv 3+ 3+

Options: One model may replace his Boltgun with: Flamer 5pts Meltagun 10pts Plasma Gun 10pts

If the unit numbers 10-men, then the above may instead be taken for 5pts less than its listed cost.
If the squad numbers 10-men, then an addition model may replace his Boltgun with: Heavy Bolter Free Missile Launcher 5pts Multi-melta 5pts Heavy Flamer 10pts Plasma Cannon 10pts Lascannon 15pts

(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: 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)

Troops
Scout Squad
WS Space Marine Scout 4 Space Marine Scout Sergeant 4
Unit Composition: 4 Space Marine Scouts and a Space Marine Scout Sergeant Unit Type: Infantry Wargear: Boltgun, Bolt Pistol, Frag and Krak Grenades, Scout Armour. Dedicated Transport: May select a Land Speeder Storm

35

90pts
BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Ld 8 9 Sv 4+ 4+

Options: May include up to 5 additional Space Marine Scouts: 16pts per model. Any model may replace his Boltgun with a Close Combat Weapon or Shotgun for no additional cost. Any model may replace his Boltgun with a Sniper Rifle for 3pts each. All models may be equipped with Meltabombs for 5pts each. A single model may be equipped with: Targeting Laser 15pts A single model may replace his Boltgun with: Heavy Bolter with Hellfire Rounds 10pts Missile Launcher 10pts If the squad numbers 10-men then a second model may replace his Boltgun with a Heavy Bolter or Missile Launcher, as described - and for the points listed - above.

(See page 39)


Special Rules: And They Shall Know No Fear, Combat Squads, Infiltrate, Move Through Cover, Stealth, Scouts Options: 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)

*Targeting Laser:
Instead of firing another weapon, a model may fire a targeting laser, providing the model has line of sight and has remained stationary. The targeting laser automatically hits, but does no damage, instead providing the following effect: Any Firestorm Missile Launcher or Hunter-killer Missile does not require line of sight to target the enemy unit. Any Whirlwind Missile Launcher, Firestorm Missile Launcher, Thunderfire Cannon, Orbital Strike Beacon or Hunter-killer Missile counts as twin-linked if targeting the enemy unit. Firestorm Missile Launchers and Hunter-killer missiles cannot count as both twin-linked and not require line of sight; only one effect may be applied to each individual ranged attack.

One Scout Squad Sergeant per-army may be upgraded to Sergeant Telion for 65pts (See overleaf)

Troops
Scout Sergeant Telion
WS Sergeant Telion 5
Unit Composition: 1 (Unique) (and unit) Unit Type: Infantry Wargear: Stalker-Pattern Boltgun, Bolt Pistol, Frag and Krak Grenades, Meltabombs, Scout Armour. Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics, Infiltrate, Move Through Cover, Stealth, Acute Senses, Eye of Vengeance*, Voice of Experience*, Master Tracker*

36

+65pts
BS 6 S 4 T 4 W 1 I 4 A 2 Ld 10 Sv 4+

Options: May replace his Stalker-Pattern Boltgun with a Sniper Rifle for no additional cost.

*Eye of Vengeance:
All wounds caused by Sergeant Telions ranged attacks may be allocated - by his owning player - to models with a specific stat line/ a single wound group within that enemy unit. For example, if Sergeant Telion targets a Chaos Space Marine squad led by an Aspiring Champion and joined by a Chaos Lord, he may allocate all wounds to either the Chaos Space marines, Aspiring Champion or Chaos Lord.

*Voice of Experience:
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.

Dedicated Transport
Rhino
BS Rhino
Unit Composition: 1 Rhino Unit Type: Vehicle (Tank) Transport Capacity: 10 Models. Fire Points: 2 Wargear: Storm Bolter, Smoke Launchers, Searchlight Special Rules: Repair*

37

35pts
FA 11 SA 10 RA 10

Options: May select any of the following vehicle upgrades: Dozer Blade 5pts Extra Armour 10pts Storm Bolter 10pts Hunter-killer Missile 10pts Siege Shield 15pts

*Repair:
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 no longer immobilised.

Razorback
BS Razorback
Unit Composition: 1 Razorback Unit Type: Vehicle (Tank) Transport Capacity: 6 Models. Fire Points: None Wargear: Twin-linked Heavy Bolter, Smoke Launchers, Searchlight

40pts
FA 11 SA 10 RA 10

Options: May replace the Twin-linked Heavy Bolter with: Twin-linked Heavy Flamer Free Twin-linked Assault Cannon 35pts Twin-linked Lascannon 35pts Lascannon and Twin-linked Plasma Gun 35pts May select any of the following vehicle upgrades: Dozer Blade 5pts Extra Armour 10pts Storm Bolter 10pts Hunter-killer Missile 10pts Siege Shield 15pts

Dedicated Transport
Drop Pod
BS Drop Pod
Unit Composition: 1 Drop Pod Unit Type: Vehicle (Open-topped) Transport Capacity: 10 Models or 1 Dreadnought (including Ironclad) Wargear: Storm Bolter Special Rules: Inertial Guidance System*, Immobile*, Drop Pod Assault*

38

35pts
FA 12 SA 12 RA 12

Options: May replace the Storm Bolter with a Deathwind Launcher for 20pts

*Interial Guidance System:


Should a Drop Pod scatter on top of impassable terrain or another model, then reduce the scatter distance by the minimum required to avoid the obstacle.

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

Dedicated Transport
Land Speeder Storm
BS Land Speeder Storm
Unit Composition: 1 Land Speeder Unit Type: Vehicle (Fast, Skimmer, Open-topped) Wargear: Heavy Bolter, Cerberus Launcher*, Jamming Beacon* Special Rules: Deep Strike, Scouts Wargear: 5 models (in Scout Armour only)

39

60pts
FA 10 SA 10 RA 10

Options: May replace the Heavy Bolter with: Heavy Flamer Free Multi-Melta 10pts Assault Cannon 25pts May also be equipped with a Locater Beacon for 5pts.

*Jamming Beacon:
Enemy Locater Beacons, Teleport Homers, Web Beacons, Chaos/Personal Icons and similar wargear items that prevent deep strike scatter do not function within 6" of a Land Speeder Storm. In addition, any enemy arriving via deep strike within 6" of a Land Speeder Storm scatter 3D6" rather than the usual 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.

Fast Attack
Assault Squad
WS Space Marine 4 Space Marine Sergeant 4
Unit Composition: 4 Space Marines and a Space Marine Sergeant Unit Type: Infantry Wargear: Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades, Jump Pack, Power Armour. Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics, Angels of Death*

40

100pts
BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Ld 8 9 Sv 3+ 3+

Options: Up to 2 models may replace his Bolt Pistol/Close Combat Weapon with: Flamer Free Plasma Pistol 10pts All models may be remove their jump packs and instead select a Rhino, Razorback or Drop Pod dedicated transport as described on pages 37-38 - for 15pts less than the listed cost, or 30pts less than the listed cost if the squad numbers 10-men.

N.B. Angels of Death only applies if the Assault Squad is equipped with Jump Packs.
Options: May include up to 5 additional Space Marines: 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)

*Angels of Death:
On the charge, each model gains an additional Initiative 1, Strength 4 attack, armour saves allowed. This does not apply if charging an enemy unit in cover and cannot be modified through other means such as Furious Charge or Power Weapons.

Fast Attack
Vanguard Veteran Squad
WS Veteran Space Marine 4 Space Marine Sergeant 4
Unit Composition: 4 Space Marine Veterans and a Space Marine Sergeant Unit Type: Infantry Wargear: Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades, Power Armour. Dedicated Transport: May select a Rhino, Razorback or Drop Pod

41

95pts
BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 9 9 Sv 3+ 3+

Options: Any model may replace his Bolt Pistol/Close Combat Weapon with: Plasma Pistol 10pts Power Weapon 10pts Up to 2 models may replace his Bolt Pistol/Close Combat Weapon with: Storm Shield 15pts Power Fist 20pts 2 Lightning Claws 25pts Thunderhammer 25pts Relic Blade 25pts All models may be equipped with any of the following (each): Meltabombs 5pts Jump Pack 6pts

(See pages 37-38)


Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics Options: May include up to 5 additional Space Marine Veterans: 19pts 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)

If the squad is equipped with Jump Packs, they gain the Heroic Intervention* and Angels of Death* special rules
Space Marine Bike 10pts

If the squad is equipped with Space Marine Bikes, they gain the Skilled Rider special rule.

*Angels of Death:
On the charge, each model gains an additional Initiative 1, Strength 4 attack, armour saves allowed. This does not apply if charging an enemy unit in cover and cannot be modified through other means such as Furious Charge or Power Weapons.

*Heroic Intervention:
A Vanguard Veteran Squad may charge/initiate an assault on the turn they arrive via Deep Strike. In addition, a Vanguard Veteran squad gains the Fleet special rule on the turn they arrive and any Deep Strike Mishap automatically causes the unit to suffer a delayed result, rather than any other result. This does not affect any attached independent characters (except Shrike).

Fast Attack
Bike Squad
WS Space Marine Biker 4 Space Marine Attack Bike 4 Space Marine Biker Sergeant
Unit Composition: 2 Space Marine Bikers and a Space Marine Biker Sergeant Unit Type: Bike Wargear: Twin-linked Boltgun, Bolt Pistol, Frag and Krak Grenades, Power Armour, Space Marine Bike Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics

42

82pts
BS 4 4 4 S 4 4 4 T 4(5) 4(5) 4(5) W 1 2 1 I 4 4 4 A 1 2 2 Ld 8 8 9 Sv 3+ 3+ 3+

Options: Up to two models may replace their Bolt Pistol with: Flamer 5pts Meltagun 10pts Plasma Gun 10pts Astartes Grenade Launcher 10pts One in every five Space Marine Bikers (including the Sergeant) may be upgraded to a Space Marine Attack Bike*, conferring the above profile and also equipped with a Heavy Bolter, for 20pts Any Attack Bike may replace its Heavy Bolter with: Heavy Flamer Free Multi-melta 15pts

Space Marine Bike Squads of 6-men or more, rather than the usual 10-men, may form combat squads.
Options: May include up to 7 additional Space Marine 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)

*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.

Fast Attack
Attack Bike Squad
WS Space Marine Attack Bike 4
Unit Composition: 1 Space Marine Attack Bike Unit Type: Bike Wargear: Twin-linked Boltgun, Heavy Bolter, Bolt Pistol, Frag and Krak Grenades, Space Marine Attack Bike Special Rules: And They Shall Know No Fear, Combat Tactics

43

40pts
BS 4 S 4 T 4(5) W 2 I 4 A 2 Ld 8 Sv 3+

Options: May include up to 2 additional Attack Bikes: 40pts per model. Any Heavy Bolter may be replaced with: Heavy Flamer Free Multi-melta 10pts Any Attack Bike may be equipped with a Locater Beacon for 5pts.

*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.

Fast Attack
Scout Bike Squad
WS Space Marine Scout Biker 4 Space Marine Scout Biker Sergeant 4
Unit Composition: 2 Space Marine Scout Bikers and a Space Marine Scout Biker Sergeant Unit Type: Bike Wargear: Twin-linked Boltgun, Bolt Pistol, Frag and Krak Grenades, Scout Armour, Space Marine Bike Special Rules: And They Shall Know No Fear, Combat Squads, Scouts, Move Through Cover

44

79pts
BS 4 4 S 4 4 T 4(5) 4(5) W 1 1 I 4 4 A 1 2 Ld 8 9 Sv 4+ 4+

Options: Any model may replace their Bolt Pistol with a Boltgun, Close Combat Weapon or Shotgun for no additional cost. Up to two models may replace their Bolt Pistol with: Flamer 5pts Astartes Grenade Launcher 10pts All models may be equipped with Meltabombs for 5pts each. The entire squad may be equipped with Cluster Mines for 20pts.

*Cluster Mines:
Each Scout Bike squad may booby-trap one piece of area terrain before the game begins. At the start of the game, before deployment, declare that your scout bikers have placed a booby trap and write down the piece(s) of area terrain that have been booby trapped in this fashion. Each terrain piece can only be booby-trapped once and the area terrain may not be in your opponents deployment zone. If any enemy model moves through this terrain each model in that unit must pass an initiative test or suffer a single Str 6, APattack that ignores cover and counts as a ranged attack for the purposes of special rules such as a Wyches Dodge. Vehicles count as Initiative 2 and are stuck on their rear armour. If a unit has the Move through Cover (except Monstrous Creatures), Fleet or Acute Senses special rule they gain +1 to their roll on this initiative test. Note that a scout bike squad that splits into combat squads is still counted as a single squad for the purposes of cluster mines.

Space Marine Scout Bike Squads of 6-men or more, rather than the usual 10-men, may form combat squads.
Options: May include up to 7 additional Space Marine Scout Bikers: 23pts per model. The Sergeant may replace his Bolt Pistol with any of the following: Close Combat Weapon Free Shotgun 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)

Fast Attack
Land Speeder Squadron
BS Land Speeder
Unit Composition: 1 Land Speeder Unit Type: Vehicle (Fast, Skimmer) Wargear: Heavy Bolter Special Rules: Deep Strike Options: Up to two additional Land Speeders may be added to the squadron for 50pts each.

45

50pts
FA 10 SA 10 RA 10

Options: May replace the Heavy Bolter with: Heavy Flamer Free Multi-Melta 10pts May also be equipped with: Heavy Bolter 10pts Heavy Flamer 10pts Multi-Melta 20pts Assault Cannon 30pts Typhoon Missile Launcher 40pts Any Landspeeder may be equipped with a Locater Beacon for 5pts.

Land Speeder Tempest


BS Land Speeder
Unit Composition: 1 Land Speeder Tempest Unit Type: Vehicle (Fast, Skimmer) Wargear: Assault Cannon, Twin-linked Missile Launcher Special Rules: Deep Strike

115pts
FA 11 SA 11 RA 10

Options: May replace the Twin-linked Missile Launcher with: Twin-linked Lascannon 10pts May replace the Assault Cannon with: Heavy Flamer Free Multi-melta Free

Heavy Support
Devastator Squad
WS Space Marine 4 Space Marine Sergeant 4
Unit Composition: 4 Space Marines and a Space Marine Sergeant Unit Type: Infantry Wargear: Boltgun, Bolt Pistol, Frag and Krak Grenades, Power Armour.

46

85pts
BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Ld 8 9 Sv 3+ 3+

Options: Up to four models may replace their Boltgun with: Heavy Bolter 5pts Missile Launcher 15pts Multi-Melta 15pts Plasma Cannon 20pts Lascannon 25pts

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)

Heavy Support
Thunderfire Battery
WS Techmarine 4 Servitor
Unit Composition: 1 Techmarine and 1 Thunderfire Cannon Unit Type: Artillery Wargear: Boltgun, Servo Arm, Frag and Krak Grenades, Artificer Armour. Special Rules: And They Shall Know No Fear, Combat Tactics, Move through Cover, Shield of the Machine God* Options: The Techmarine may be equipped with any of the following: Meltabombs 5pts Thunder Hammer 15pts Servo-Harness 15pts The Techmarine may replace his Boltgun with: Bolt Pistol Free Combi Weapon 5pts

47

100pts
BS 4 3 S 4 3 T 4 3 W 1 1 I 4 3 A 2 1 Ld 8 8 Sv 2+ 4+

Options: May include an additional Thunderfire Cannon (gun model) for 45pts May include up to 3 Servitors: 10pts per model.

Servitors are equipped with a Servo-Arm


Any servitor may replace their Servo-arm with: Storm Bolter - Free Heavy Bolter 5pts Multi-Melta 15pts

*Thunderfire Cannon:
A Thunderfire is an artillery piece with the following fire modes: Surface Detonation: Range: 60 Strength: 6 AP: 5 Heavy 4, Blast. Airburst Detonation: Range: 60 Strength: 5 AP: 6 Heavy 4, Blast, Ignores Cover Subterranean Detonation: Range: 60 Strength: 4 AP: - Heavy 4, Blast* *Any unit that is hit by the Subterranean Blast fire mode counts 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.

Heavy Support
Predator
BS Predator
Unit Composition: 1 Predator (Destructor, Annihilator, Retributor) Unit Type: Vehicle (Tank) Wargear: Varies: See Below

48

Varies See Below


FA 13 SA 11 RA 10

Options: Any type of Predator may select any of the following vehicle upgrades: Dozer Blade 5pts Extra Armour 10pts Storm Bolter 10pts Hunter-killer Missile 10pts Siege Shield 15pts

Predator Destructor
Unit Composition: 1 Predator Destructor Wargear: Autocannon Turret, Two Heavy Bolter Sponsons, Searchlight, Smoke Launchers

90pts
Options: May replace the Heavy Bolter Sponsons with one of the following: Two Sponson Missile Launchers 30pts Two Sponson Lascannons 30pts

Predator Annihilator
Unit Composition: 1 Predator Annihilator Wargear: Twin-linked Lascannon Turret, Two Heavy Bolter Sponsons, Searchlight, Smoke Launchers

115pts
Options: May replace the Heavy Bolter Sponsons with one of the following: Two Sponson Lascannons 25pts Two Sponson Missile Launchers 30pts

Predator Retributor
Unit Composition: 1 Predator Retributor Wargear: Firestorm Missile Launcher Turret, Two Heavy Bolter Sponsons, Searchlight, Smoke Launchers

120pts
Options: May replace the Heavy Bolter Sponsons with one of the following: Two Sponson Missile Launchers 25pts Two Sponson Lascannons 30pts

Heavy Support
Vindicator
BS Vindicator
Unit Composition: 1 Vindicator Unit Type: Vehicle (Tank) Wargear: Demolisher Cannon, Searchlight, Smoke Launchers

49

115pts
FA 13 SA 11 RA 10

Options: May select any of the following vehicle upgrades: Dozer Blade 5pts Extra Armour 10pts Storm Bolter 10pts Hunter-killer Missile 10pts Siege Shield 15pts

Whirlwind
BS Whirlwind
Unit Composition: 1 Whirlwind Unit Type: Vehicle (Tank) Wargear: Whirlwind Multiple Missile Launcher*, Searchlight, Smoke Launchers Options: May select any of the following vehicle upgrades: Dozer Blade 5pts Extra Armour 10pts Storm Bolter 10pts Hunter-killer Missile 10pts Siege Shield 15pts

80pts
FA 12 SA 11 RA 10

Options: The Whirlwind Multiple Missile Launcher* is armed with Castellan Missiles. It must also be equipped with Vengeance Missiles OR Avenger Anti-Air Missiles.

*Whirlwind Multiple Missile Launcher


A Whirlwind Multiple Missile Launcher is equipped with multiple types of missiles (Castellan and one other), the type of missile being fired must be declared each time it is fired. The Missile Types have the following profiles: Castellan Missiles:
Range: 12-60 Strength: 5 AP: 5 Ordnance 1, Barrage, Large Blast, Ignores Cover. Vengeance Missiles: 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+.

Heavy Support
Fireraptor Gunship
BS Fireraptor Gunship
Unit Composition: 1 Fireraptor Gunship Unit Type: Vehicle (Fast, Skimmer) Transport Capacity: 10

50

200pts
FA 13 SA 13 RA 12

Options: May replace the twin-linked Heavy Bolter with: Twin-linked Multi-Melta 15pts Twin-linked Assault Cannon 20pts Typhoon Missile Launcher 25pts May replace both Firestorm Missile Launchers with: Two Twin-linked Lascannons Free May be equipped with side-sponson Hurricane Bolters (two Hurricane Bolters in total) for 25pts. If equipped with Hurricane Bolters, the Firehawk loses it side access and fire points. May select any of the following vehicle upgrades: Extra Armour 10pts 2 Hunter-killer Missiles 20pts

Models in Terminator Armour count as two models.


Access Points: One at the rear, one on either side. Fire Points: One on either side. Wargear: Hull-mounted twin-linked Heavy Bolter, Two wing-mounted Firestorm Missile Launchers, Ceramite Plating* Special Rules: Deepstrike, Power of the Machine Spirit*

*Ceramite Plating:
Melta Weapons cannot gain the extra D6 armour piercing when targeting a Fireraptor Gunships front armour.

Note on transportation:
A Fireraptor can carry two separate units, but otherwise acts as a transport as normal. For the purposes of claiming or contesting objectives, and embarking or disembarking, measure to and from its base/ within 2 of its base.

*Power of the Machine Spirit:


This vehicle can fire one more weapon than would normally be 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.

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.

Heavy Support
Land Raider Phobos
BS Land Raider Phobos
Unit Composition: 1 Land Raider Phobos Unit Type: Vehicle (Tank) Transport Capacity: 10 Models. Wargear: 2 Godhammer Lascannons*, Twin-linked Heavy Bolter, Extra Armour, Smoke Launchers, Searchlight Special Rules: Assault Vehicle*, Power of the Machine Spirit*

51

265pts
FA 14 SA 14 RA 14

Options: May select any of the following vehicle upgrades: Dozer Blade 5pts Multi-melta 10pts Storm Bolter 10pts Hunter-killer Missile 10pts Siege Shield 15pts

*Godhammer Lascannons:
Godhammer Lascannons count as twin-linked Lascannons, furthermore if both Godhammer Lascannons fire at the same target then they count as Armour Piercing 1.

*Power of the Machine Spirit:


This vehicle can fire one more weapon than would normally be 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.

Heavy Support
Land Raider Crusader
BS Land Raider Crusader
Unit Composition: 1 Land Raider Crusader Unit Type: Vehicle (Tank) Transport Capacity: 16 Models. Wargear: 2 Hurricane Bolters, Twin-linked Assault Cannon, Frag Assault Launcher, Extra Armour, Smoke Launchers, Searchlight Special Rules: Assault Vehicle*, Power of the Machine Spirit*

52

265pts
FA 14 SA 14 RA 14

Options: May select any of the following vehicle upgrades: Dozer Blade 5pts Multi-melta 10pts Storm Bolter 10pts Hunter-killer Missile 10pts Siege Shield 15pts

*Hurricane Bolters:
A Hurricane Bolter consists of three twin-linked Bolters, fired as a single weapon.

(see previous page)

Land Raider Redeemer


BS Land Raider Redeemer
Unit Composition: 1 Land Raider Redeemer Unit Type: Vehicle (Tank) Transport Capacity: 12 Models. Wargear: 2 Flamestorm Cannons*, Twin-linked Assault Cannon, Frag Assault Launcher, Extra Armour, Smoke Launchers, Searchlight Special Rules: AAA Vehicle*, Power of the Machine Spirit* Assault

265pts
FA 14 SA 14 RA 14

Options: May select any of the following vehicle upgrades: Dozer Blade 5pts Multi-melta 10pts Storm Bolter 10pts Hunter-killer Missile 10pts Siege Shield 15pts

*Flamestorm Cannons:

Flamestorm Cannons confer the following ranged profile: Range: 6 Template* Strength: 6 AP: 3 Heavy 1 To fire a Flamestorm cannon, place the template (within line of sight as usual) so that the narrow end is within 6" of the weapons and the large end is no closer to the weapon than the narrow end. The flamestorm cannon is then treated like any other template weapon

(see previous page)

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

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Heavy 1, Rending, Pinning, Sniper**** Rapid Fire Heavy 1, Rending, Sniper**** Assault 2 Heavy 4, Blast Heavy 4, Blast, Ignores Cover Heavy 4, Blast, Tremor (see page 47) Heavy 2, Blast Heavy 2

Weapons marked by one or more asterisk have additional special rules, detailed overleaf.

Special Ammunition
Range Dragonfire Bolts (Boltgun) Dragonfire Bolts (Bolt Pistol) Dragonfire Bolts (Storm Bolter) Hellfire Rounds (Boltgun) Hellfire Rounds (Bolt Pistol) Hellfire Rounds (Storm Bolter) Hellfire Rounds (Heavy Bolter) Kraken Bolt (Boltgun) Kraken Bolt (Bolt Pistol) Kraken Bolt (Storm Bolter) Vengeance Round (Boltgun) Vengeance Round (Bolt Pistol) Vengeance Round (Storm Bolter) 24 12 24 24 12 24 36 30 18 30 18 9 18 Strength 4 4 4 X X X X 4 4 4 4 4 4 AP 5 5 5 5 5 5 4 4 4 4 3 3 3 Type Rapid Fire, Ignores Cover Pistol, Ignores Cover Assault 2, Ignores Cover

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Rapid Fire, Poisoned (3+) Pistol, Poisoned (3+) Assault 2, Poisoned (3+) Heavy 3, Poisoned (2+), Progressive Fire** Rapid Fire Pistol Assault 2 Rapid Fire Bolt Pistol 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.

Ordnance Weaponry
Range Demolisher Orbital Strike Beacon Whirlwind: Castellan Missiles* Whirlwind: Vengeance Missiles* Whirlwind: Avenger Anti-Air Missiles* 24 X 12 - 60 12 - 60 12 - 60 Strength 10 10 5 6 7 AP 2 1 5 4 6 Type Ord. 1, Large Blast Ord. 1, Barrage, Large Blast (see page 57) (See page 49) (See page 49) (See page 49)

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Close Combat Weaponry


Chain Fist
A Chain Fist is treated exactly like a Powerfist, except that it rolls 2D6 for its armour penetration value.

Power Fist
See the Warhammer 40,000 rulebook.

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 grants the wielder +1 attack and +1 initiative.

Dreadnought Close Combat Weapon


See the Warhammer 40,000 rulebook.

Relic Blade
A Relic Blade is a two-handed power weapon that confers +2 strength.

Electromagnetic Blade
An Electromagnetic Blade is a one-handed power weapon, against which any invulnerable save granted by an item of wargear (such as an Iron Halo) must be re-rolled. Furthermore, an Electromagnetic Blade also grants an additional D6 armour penetration against vehicles.

Thunder Hammer
See the Warhammer 40,000 rulebook.

Force Weapon
See the Warhammer 40,000 rulebook.

Lightning Claw
See the Warhammer 40,000 rulebook.

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Armoury and Wargear


Adamantine Cuirass
A model equipped with an Adamantine Cuirass does not suffer instant death if wounded by a weapon whose strength is at least twice the characters toughness; taking a single wound instead.

Combi-weapon
A model equipped with a combi-weapon (either a Combi-plasma gun OR Combi-meltagun OR Combiflamer) can choose to fire the bolter or the secondary weapon, each with their usual profile (see page 53). The Bolter can be fired any number of times, but the secondary weapon can only be fired once per battle (a combi-plasma gun can rapid fire). You cannot fire both weapons in the same turn.

Anti-ward
An Anti-ward confers a 3+ invulnerable save to the user.

Armaplas Plating
Any ranged weapon with the Gets Hot! or Melta special rule, or a flame/heat based template (not blast!) weapon - such as Flamers, Heavy Flamers,

Digital Weapons
A model equipped with Digital Weapons may re-roll a single to-wound roll in each assault phase.

Flamestorm Cannons, Hellfire Cannons, Hand Flamers, Scorchas, Burnas, Incinerators, Inferno Cannons, Dragons Breath Flamers etc. - is at -1
Strength against a model equipped with Armaplas Plating

Frag Grenades
See the Warhammer 40,000 rulebook.

Hellfire Housing
A model equipped with Hellfire Housing gains +1 attack. Furthermore, once per-game the Hellfire Housing can be activated to confer the ranged profile of a Flamer. Note: the +1 attack is permanent, the Flamer is a single-use weapon.

Artificer Armour
Artificer Armour confers a 2+ armour save.

Auspex
If an enemy unit makes a Scout or Infiltration move to within 24 and line of sight to a unit including a model with an Auspex, then that unit may take a fire upon/take a free shot at the enemy unit, out of sequence to the games usual turn sequence, but otherwise following the usual rules for shooting. This shooting is done at BS3 however.

Iron Halo
An Iron Halo confers a 4+ invulnerable save.

Jump Pack
Models with Jump Packs become the Jump Infantry unit type, may enter play via Deep Strike and gain 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 rule, operating on a 5+, rather than the usual 4+.

Krak Grenades
See the Warhammer 40,000 rulebook.

Chapter Relic
A Chapter Relic may be activated once per-game (this may be in your opponents turn). When activated, all friendly Space Marine models within 12 gain the Counter-Attack special rule.

Locator Beacon
Any unit arriving via Deep Strike within 6 of a Locator Beacon does not scatter, whilst models Deep Striking due to Jump Packs scatter D6, rather than 2D6. This does not affect the Gate of Infinity Psychic Power.

Combat Shield
A Combat Shield confers a 5+ invulnerable save in close combat and does not count as a weapon for the purposes of determining additional attacks.

Meltabombs
See the Warhammer 40,000 rulebook.

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Master-Craft Weapons
If a weapon is Master Crafted, the bearer may re-roll one failed to-hit roll per turn when using the weapon. Any number of weapons may be mastercrafted for their listed cost. Grenades may not be master-crafted.

Servo Harness
A Servo Harness gives the model a plasma cutter (fired in the Shooting Phase as a twin-linked plasma pistol, but conferring no bonus in close combat) and a flamer. In the shooting phase, either both Servoharness weapons may be fired, or one servo-harness weapon and any other weapon. The Servo Harness also incorporates an additional Servo-arm, therefore providing 2 Servo Arm attacks per assault phase.

Orbital Strike Beacon


Once per game an Orbital Strike Beacon may be activated, treated as a normal ranged weapon. An Orbital Strike Beacon does not need to roll to hit, but always scatters the full 2D6, without a reduction for ballistic skill. If a hit is rolled with the scatter dice, it scatters in the direction indicated by the small arrow on the hit symbol.

Signum
If a unit includes a model with a Signum, instead of firing his own weapon(s), a model with a Signum may allow a single other model in that unit may fire as if BS5.

Power Armour
Power Armour confers a 3+ armour save.

Space Marine Bike


Models with a Space Marine Bike become the Bikes unit type as described in the Warhammer 40,000 rulebook. Furthermore, Space Marine Bikes are fitted with a twin-linked Bolter and confer +1 Toughness.

Psychic Hood
Declare that you will use the psychic hood after an enemy model within 24 of a model with a psychic hood passes a psychic test (only one Librarian may activate a psychic hood for each enemy psychic test). Each player then rolls a D6 and adds their models leadership value to the score. If the Space Marine players score is higher, then the enemy psychic power is nullified and does not take effect that turn. If the opposing models score is equal-to or higher, then the psychic power is cast as normal. The psychic hood can be used once each time an enemy model uses a psychic power within range.

Storm Shield
A model with a Storm Shield gains a 3+ invulnerable save in close combat and a 5+ invulnerable save against any ranged attacks. However, a model with a Storm Shield cannot gain the +1 attack bonus for being armed with two close combat weapons.

Terminator Armour
Models in Terminator Armour gain a 2+ armour save, a 5+ invulnerable save and the Relentless and Deep Strike special rules. However, models in Terminator Armour may not perform a sweeping advance and count as two models for the purpose of transport capacity. Furthermore, models in Terminator Armour cannot embark Rhinos or Razorbacks.

Rosarius
A Rosarius confers a 4+ invulnerable save.

Scout Armour
Scout Armour confers a 4+ armour save. Only models in Scout armour may embark Land Speeder Storms.

Servo Arm
A Servo arm grants the model a single extra close combat attack, made separately at Initiative 1, Strength 8 and ignoring armour saves. Only one attack may be made by a servo-arm per assaultphase. Servitors equipped with a Servo Arm also confer a bonus to the Blessing of the Omnissiah rule.

Tower Shield
A model with a Tower Shield may choose to move as if in difficult terrain, in which case they gain a 2+ armour save against ranged attacks. However, a model with a Tower Shield cannot gain the +1 attack bonus for being armed with two close combat weapons and may not run in the shooting phase. Only an Infantry-type model may use a Tower Shield.

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Vehicle Armoury
Dozer Blade
Vehicles equipped with a Dozer Blade may re-roll a failed difficult terrain test.

Hunter-killer Missile
A Hunter-killer missile is a Krak missile with unlimited range that can be used once per-game. They are fired at BS4 and are treated as an additional weapon. Furthermore, Hunter-killer Missiles always strike a vehicles side-armour, no matter the direction it is fired from.

Extra Armour
Vehicles equipped with extra armour count crew stunned results on the vehicle damage table as a crew shaken result instead.

Frag Assault Launcher


Any Walker with a Frag Assault Launcher counts as having Assault and Defensive Grenades. Furthermore, any unit that initiates an assault on the turn they disembark from a vehicle equipped with Frag Assault Launchers also counts as having Frag Grenades.

Searchlight
Searchlights are used where the night-fighting rule is in effect. If a vehicle has a searchlight it must still use the night-fighting rules to pick a target but, having acquired the target, will illuminate it with the searchlight. For the rest of the owning players shooting phase, any other unit that fires at the 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.

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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.

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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, ingame 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.

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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.

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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. Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either , TM and/or Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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