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ASTARTES
Codex: Astartes
Version 1.0
An Unofficial Alternative Codex
for Warhammer 40,000
By Azathoth DCLXVI
This game supplement 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,
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Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all
associated marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the Blood Bowl game, the Warhammer world, the Talisman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world. All Rights Reserved
Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. All art, illustrations and concepts used without permission.
-Table of Contents-
__________________________________________________
Space Marine Special Rules ……… 6
Space Marine Armory ……… 7
Weapons ……… 7
Armor ……… 9
Banners ……… 9
Wargear ……… 9
Vehicle Upgrades ……… 11
Space Marine Psychic Powers ……… 13
Space Marine Army List ……… 14
HQ ……… 14
Space Marine Commander ……… 14
Honor Guard Squad ……… 16
Command Squad ……… 17
Chaplain ……… 18
Librarian ……… 18
Master of the Forge ……… 20
Elites ……… 21
Terminator Squad ……… 21
Dreadnought ………. 22
Space Marine Veteran Squad ……… 24
Techmarine ……… 26
Troops ……… 29
Tactical Squad ……… 29
Scout Squad ……… 30
Dedicated Transports ……… 32
Rhino ……… 32
Razorback ……… 33
Damocles Command Rhino ……… 33
Land Speeder Storm ……… 33
Land Raider Prometheus ……… 34
Drop Pod ……… 34
Fast Attack ……… 36
Assault Squad ……… 36
Space Marine Bike Squad ……… 38
Scout Bike Squad ……… 38
Attack Bike Squad ……… 39
Land Speeder Squadron ……… 39
Stormtalon Gunship ……… 40
Heavy Support ……… 41
Devastator Squad ……… 41
Deathstorm Drop Pod ……… 42
Stormraven Gunship ……… 43
Ironclad Siege Dreadnought ……… 44
Land Raider ……… 45
Land Raider Crusader ……… 45
Predator ……… 47
Whirlwind ……… 47
Vindicator ……… 48
Sabre ……… 48
Fortifications ……… 51
Thunderfire Cannon ……… 51
Reference ……… 52
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The enemies of the Emperor fear
many things.
They fear discovery, defeat,
despair and death.
Yet there is one thing they fear
above all others.
They fear the wrath of the Space
Marines!
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They shall be my finest
warriors, these men who
give of themselves to me.
Like clay I shall mould them,
and in the furnace
of war forge them.
They will be of iron will and
steely muscle.
In great armour shall I clad
them and with the
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mightiest guns will they be
armed.
They will be untouched by
plague or disease, no
sickness will blight them.
They will have tactics,
strategies and machines so
that no foe can best them in
battle.
They are my bulwark against
the Terror. They
are the Defenders of
Humanity.
They are my Space Marines
AND THEY SHALL KNOW NO FEAR.
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-Space Marine Special Rules-_________________________________________
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A unit that contains at least one model with this special rule automatically passes tests to Regroup. The unit cannot move, but may shoot (or Run) and declare charges normally in the turn in which it Regroups, in addition to the 3" Regroup move. Additionally, a unit that contains at least one model with this special rule is immune to Fear.Bolter Drill
If a model with this special rule shoots with a boltgun, storm bolter, bolt pistol or the boltgun portion of a combi-weapon, and they did not move in the preceding Movement phase, they may fire that weapon twice. Both rounds of shooting must target the same unit. When determining whether the unit is in Rapid Fire range, measure each round of shooting separately to determine which models are within range. Relentless models and models that otherwise count as stationary even after moving must still refrain from moving to benefit from this special rule.
Combat Squads
A unit with this special rule that consists of ten models may choose to break down into two 5 man combat squads. The controlling player must decide which units are splitting into combat squads immediately before deployment. A unit split into combat squads, therefore, is now two separate units for all game purposes including calculating the total number of units in the army. Then proceed with deployment as normal. Note that two combat squads split from the same unit can embark on the same transport vehicle, providing its transport capacity allows.
Once the player has decided whether or not to split a unit into combat squads, it must remain that way for the entire battle. It cannot split up or join back together later on in the battle, nor can the player use a redeployment to split up a unit or join it back together.
Combat Tactics
A non-Fearless Space Marine unit with this special rule can choose to, after passing any Morale check it is called upon to take, instead treat the result as a failure. If a unit is caught by a Sweeping Advance as a result of utilizing this special rule, they are not destroyed, but remain locked in combat instead. If a unit without Combat Tactics is joined by a model that has it, the entire unit gains the rule for as long as the character is attached.
Drop Pod Assault
At the beginning of the controlling player’s first turn, all Drop Pods (including Deathstorm Drop Pods) that have purchased this special rule will enter play automatically, as if they had successfully come in from reserve. Only half the Drop Pods in the army (including Deathstorm Drop Pods) may purchase this special rule.
-Space Marine Armory-______________________________________________
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Air Burst Missile
Any friendly unit that charges an enemy unit that suffered one or more hits an air burst missile in the previous Shooting phase does not suffer the Initiative penalties for charging enemies through cover, but instead fights at their normal initiative in the ensuing
combat.
Rng S AP Type
72” 4 - Heavy 1, Ignores Cover, Large Blast, Missile, One Shot, Pinning
Assault Drill
A model armed with this weapon also counts as being armed with a heavy flamer.
Rng S AP Type
- x2 2 Melee, Armorbane
If, at the end of any Assault phase, a model using this weapon inflicts one or more Penetrating hits on an enemy transport vehicle, every enemy model that was embarked on that vehicle suffers a single Strenght 5 AP 4 hit. They suffer this hit even if they have subsequently disembarked from the transport.
Astartes Grenade Launcher
Each time a grenade launcher fires, the controlling player chooses which type of ammo is used.
Rng S AP Type
Frag 24” 3 6 Rapid Fire, Blast Krak 24” 6 4 Rapid Fire
Auto-Assault Cannon Rng S AP Type
24” 6 4 Heavy 4, Rending
Auto-Whirlwind Launcher
Rng S AP Type
48” 5 4 Ordinance 1, Barrage, Large Blast
Auxiliary Grenade Launcher
An auxiliary grenade launcher can be fired in addition to another weapon. Each time an auxiliary
grenade launcher fires, the controlling player can choose which type of grenade is being used.
Rng S AP Type
Frag 24” 3 6 Assault 1, Blast Krak 24” 6 4 Assault 1
Combat Shield
A model armed with a combat shield gains a 5+ Invulnerable save when locked in close combat.
Conversion Beamer
A shot from a conversion beamer has a different profile depending on how far the target is from the firer. When firing the conversion beamer, measure the distance to the target and place the blast template. Once the final location of a conversion beamer's template has been placed (after scattering), measure to the center of the blast marker and consult the chart below to determine the effect.
Rng S AP Type up to 18” 6 - Heavy 1, Blast 18”-42” 8 4 Heavy 1, Blast 42”-72” 10 1 Heavy 1, Blast over 72” miss - - Crozius Arcanum
A Crozius Arcanum is a power maul.
Cyclone Missile Launcher
A model may fire a cyclone missile launcher in addition to any other weapons they may normally fire. Each time a cyclone missile launcher fires, the controlling player may choose which type of missile is being used.
Rng S AP Type
Frag 48” 4 6 Heavy 2, Blast Krak 48” 8 3 Heavy 2 Flakk 48” 7 4 Heavy 2, Skyfire
Deathwind Launcher Rng S AP Type
12” 5 - Heavy 1, Large Blast
Demolisher Cannon
Rng S AP Type
24” 10 2 Ordinance 1, Large Blast
Hellfire Shell
Rng S AP Type
36” X - Heavy 1, Blast, Fleshbane
Honor Blades
A model equipped with honor blades counts as being armed with a pair of master-crafted power swords,
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granting +1 Attack for being armed with two closecombat weapons. In addition, the honor blades grant a 4+ Invulnerable save in close combat.
Hurricane Bolters
Each hurricane bolter consists of three twin-linked bolters, fired as a single weapon.
Hyperios Missile Launcher
Rng S AP Type
48” 8 3 Ordinance 1, Missile, Skyfire, Twin-linked
Icarus Stormcannon Array
Rng S AP Type Single Target 48” 7 4 Heavy 4, Interceptor, Skyfire, Twin-linked Dual Target 48” 7 4 Heavy 4, Interceptor, Servo-tracking, Skyfire *Servo-tracking: The controlling player may elect to
fire in dual target mode. If they do this, they must announce their intention to do so before selecting targets, and must select two separate targets, making a full shooting attack at each using the dual target profile above. All shots made using this special rule are snapshots.
Melta Missile
Rng S AP Type
72” 8 1 Heavy 1, Missile, One Shot
Relic Blade
Rng S AP Type
- +1 3 Melee
- +2 2 Melee, Two-handed
Seismic Hammer
A seismic hammer is treated as a Dreadnought close combat weapon that adds +1 to rolls on the vehicle damage chart.
Skyhammer Missile Pods
Skyhammer missile pods counts as two missiles for the purpose of being fired from a flier.
Rng S AP Type
60” 7 4 Heavy 3, Concussive, Missile, One Shot
Stalker Pattern Boltgun Rng S AP Type
36” 4 5 Heavy 2, Rending, Pinning
Storm Shield
A storm shield confers a 4+ Invulnerable save, which is improved to a 3+ Invulnerable save when locked in close combat. A model using a storm shield may never claim the bonus Attack for fighting with two close combat weapons.
Typhoon Missile Launcher
The typhoon missile launcher is equipped with frag and krak missiles. Declare which type of missile you wish to use each time the typhoon missile launcher fires.
Rng S AP Type
Frag 48” 4 6 Heavy 2, Blast Krak 48” 8 3 Heavy 2
Vanquisher Battle Cannon Rng S AP Type
72” 8 2 Heavy 1, Armorbane
Whirlwind Multiple Missile Launcher
Each Whirlwind in your army is equipped with the standard vengeance missiles and the incendiary missiles. Declare which type of missile you wish to use before the Whirlwind fires.
Rng S AP Type Vengeance Missiles 12”-48” 5 4 Ordinance 1, Barrage, Large Blast Incendiary Missiles 12”-48” 4 5 Ordinance 1, Barrage, Ignores Cover, Large Blast
Armor:
Scout ArmorScout armor confers a 4+ Armor save.
Power Armor
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Artificer Armor
Artificer armor confers a 2+ Armor save.
Terminator Armor
Terminator armor confers a 2+ Armor save and a 5+ Invulnerable save. Furthermore, models in
Terminator armor have the Bulky, Deep Strike and Relentless special rules and may not make Sweeping Advances.
Victory often rests on the correct weaponry being in the right place and at the right time. Even the most destructive weapons of war are worthless if absent
from the battle.
-Artor Amhrad, Chapter Master of the Astral Knights (deceased).
Banners:
Company Standard
All friendly units with a model within 12” of the company standard may reroll all failed morale and pinning tests. In addition, a unit which contains a company standard counts as scoring one additional wound in assault for the purposes of combat resolution.
Chapter Banner
All friendly units with a model within 12”of the chapter banner may reroll all failed morale and pinning tests. In addition, a unit which contains a chapter banner counts as scoring one additional wound in assault for the purposes of combat resolution. Finally, all models that are a part of a squad containing a chapter banner gain +1 Attack.
Wargear:
Adamantine Mantle
A model armed with an adamantine mantle counts as having a Toughness value of 6 for the purpose of inflicting Instant Death.
Auspex
Enemy infiltrators cannot set up within 12” of a model with an auspex. Similarly, enemy scouts cannot use their pre-game move to approach to within 12” of one. When his unit shoots, a model armed with an auspex may forgo his shooting. If he does, any one enemy unit within 12” reduces their Cover save by 1 until the end of the phase against shooting attacks from his unit.
Bionics
A model equipped with bionics gains the Feel No Pain special rule at the listed amount (6+ if unspecified.)
Camo Cloak
A model equipped with a camo cloak gains the Stealth special rule.
Cluster Mines
Each Scout Bike squad equipped with cluster mines can booby-trap one piece of area terrain before the game begins. Note that a Scout Bike squad that splits into combat squads is still counted as a single squad for the purposes of cluster mines. At the start of the game, after terrain is placed, the controlling player declares that their Scout Bikers have placed booby-traps and must secretly 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.
Cluster mines are automatically triggered the first time a unit (friend or foe) moves into the booby-trapped terrain. When triggered, the cluster mines inflict 2D6 hits on the unit once it has finished its move. These are treated as shooting hits and use the following profile:
Rng S AP Type
- 4 - Ignores Cover
If a vehicle triggers the cluster mines, the hits are always resolved against rear armor. Once the effect of the cluster mines has been resolved, they are assumed to have been expended and have no further effect.
Digital Weapons
A model armed with digital weapons can re-roll a single failed roll To-Wound in each Assault phase.
Fire Selector
A weapon equipped with a fire selector allows the firer to choose which type of ammunition will be used each turn.
Before shooting during the controlling player’s Shooting phase, the player may choose to shoot the weapon with its normal profile or with the profile of
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any one special ammunition type that they areequipped with.
Holy Relic
One use only. A model equipped with a holy relic may be reveal it at any time, even during the opponents turn. Until the end of the player turn, that model and all friendly units with a model within 12” of him fight with +1 attack.
Orbital Strike Relay
An orbital strike relay is treated as a ranged weapon that can be used provided the bearer did not move in the preceding Movement phase (though they may later assault if the controlling player chooses.) Each time the orbital strike relay is used, the controlling player must choose which type of strike is called down. Note that the orbital strike always scatters the full 2D6” in the direction shown (if a hit is rolled, the scatter is in the direction of the small arrow on the ‘hit’ symbol.) Rng S AP Type Barrage Bomb Unlimited 6 4 Ordinance D3*, Large Blast Lance Strike Unlimited 10 1 Ordinance 1, Large Blast
*Roll for the number of shots each time a barrage bomb is fired.
Iron Halo
An iron halo confers a 4+ Invulnerable save.
Jump Pack
An Infantry model equipped with a jump pack changes its unit type to Jump Infantry.
Locator Beacon
If a unit wishes to arrive on the battlefield via deep strike and chooses to do so within 6" of a model carrying a locator beacon, then it does not scatter. Note that the locator beacon must already be on the table at the start of the turn for it to be used.
Narthecium
A unit which contains one or more models equipped with a narthecium gains the Feel No Pain special rule.
Purity Seals
A model equipped with purity seals may re-roll any one roll that it is called upon to make in a game. For example, this could be a To-Hit roll, a Leadership
test, a Run roll, a save of any kind or a Characteristic test. If the model is killed before the re-roll can be used, the re- roll is lost.
Rosarius
A Rosarius confers a 4+ Invulnerable save.
Servo-arm
A servo-arm grants a model an additional close combat attack that strikes at Initiative 1, Strength 8 and ignores armor saves.
Servo-harness
A model equipped with a servo-harness counts as being armed with two servo-arms, a flamer and a twin-linked plasma pistol which does not count as an additional close combat weapon. In the Shooting phase, the model may choose to fire both harness mounted guns, or one harness mounted gun and another gun.
Servo-skull
Servo-skulls are treated as counters, rather than units, for all intents and purposes. They are placed on the battlefield after deployment areas have been
determined, but before any forces are deployed. Each Servo-skull can be place anywhere on the battlefield outside the enemy’s deployment zone. Once deployed, Servo-skulls do not move.
Enemy infiltrators cannot set up within 12” of a Servo- skull. Similarly, enemy scouts cannot use their pre-game move to approach to within 12” of one. A friendly unit arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12” of a Servo-skull. Likewise, friendly blast templates placed within 12” of a Servo-skull roll one D6 less for scatter.
Servo-skulls are considered too small and agile to be attacked and cannot be harmed in any way. However, should an enemy unit move to within 6” then the Servo- skull will self-destruct or flee the battlefield – remove it from play.
Signum
A model can use a signum in lieu of making a shooting attack of their own. If they do so, one model in their squad counts as having Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls to hit are made.
Space Marine Bike
Models armed with a Space Marine Bike change their type to Bike as described in the Warhammer 40,000
rulebook. Space Marine bikes are equipped with a twin- linked boltgun.
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Teleport Homer
If Terminators wish to teleport onto the battlefield via deep strike and choose to do so within 6" of a model
carrying the homer, then they won't scatter. Note that the teleport homer only works for units that are teleporting, not for units entering play using jump packs, drop pods or other means of transport. Also note that the homer must already be on the table at the start of the turn for it to be used.
Vehicle Upgrades
Ceramite Plating
Melta weapons do not roll an extra D6 armor penetration against vehicles with this upgrade at half range or less.
Cerberus Launcher
If a unit charges on the same turn it disembarks from a vehicle equipped with a Cerberus launcher, any enemy unit they assault count as Initiative 1 when striking in close combat until the end of the phase.
Frag Assault Launcher
Any unit charging into close combat on the same turn as it disembarks from a vehicle armed with frag assault launchers does not suffer the Initiative penalties for charging enemies through cover, but instead fights at their normal Initiative in the ensuing combat.
Ironclad Assault Launchers
A vehicle armed with Ironclad assault launchers counts as being armed with defensive grenades. In addition, the vehicle does not suffer the Initiative penalties for charging enemies through cover, but instead fights at their normal Initiative in the ensuing combat.
Jamming Beacon
Teleport homers, Chaos Icons and similar wargear items that prevent deep strike scatter do not function within 12” of a vehicle equipped with a jamming beacon. In addition, enemies wishing to deep strike onto the board within 6” of a vehicle equipped with a jamming beacon scatter 4D6” rather than 2D6”.
Siege Shield
A vehicle equipped with a siege shield automatically passes Dangerous Terrain tests.
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The Avenger – 5 points – Warp Charge 1
This is a witchfire power with the following profile:
Rng S AP Type
Template 5 3 Assault 1
Might of the Ancients – 5 points – Warp Charge 1
This is a blessing that is used at the start of the Librarian’s Assault phase. If successful, the Librarian has Strength 6 and rolls 2D6 for armor penetration for the remainder of that Assault phase.
Quickening – 5 points – Warp Charge 1
This is a blessing and is used at the start of the Librarian’s Assault phase. If successful, the Librarian has the fleet special rule and Initiative 10 for the duration of the assault phase.
Smite – 5 points – Warp Charge 1
This is a witchfire power and may use either of the following profiles each time it is used:
Rng S AP Type
12” 4 5 Assault 1, Large Blast
or 12” 7 2 Assault 1
Emperor’s Fury – 10 points – Warp Charge 1
This is a beam power that is drawn from the librarian’s base to any one point on any table edge. Every unit in its path suffers D3 Strength 6, AP – hits and must take a Pinning test. If the attack would hit a friendly unit or a unit locked in close combat, it will stop before it hits them and the attack will have no further effect along its course.
Might of Heroes – 10 points – Warp Charge 1
This is a blessing and is used at the start of either player’s Assault phase. If successful, the Librarian (or any one other model in the same unit as the Librarian) gains +D3 attacks in that Assault phase.
Veil of Time – 15 points – Warp Charge 1
This is a blessing that is used at the start of the Librarian’s Movement phase. Until the end of the player turn, the Librarian can choose to re-roll any rolls to hit, to wound rolls, Armor saves, Invulnerable saves, Leadership tests or Morale tests. Note that the re-rolled result must be accepted – no re-rolling the re-rolls!
Vortex of Doom – 15 points – Warp Charge 1
This is a witchfire power with the following profile:
Rng S AP Type
12” 10 1 Heavy 1, Blast
If when using this power the Librarian fails his Psychic test, place the Vortex of Doom blast marker on the Librarian – in this case the template will not scatter.
It cannot be considered a gift, to peer into the Warp and unravel the possibilities of the future that are, that might be, and that must be prevented. Nor can the burden of a weapon, that each of my brothers looks upon with girded
revulsion, be called a gift. No, Master, I do not think my psychic prowess a gift... but a tool. Whether by a quirk of fate, or the will of the Emperor, I possess a weapon the like of which can turn the tide, not just in a battle but in the course of history. To withhold it, to flinch from its use or deny it would not just be counter-productive, it would
be heresy. But if it is a gift, it is a cruel one.
- from the journal of Marneus Calgar, quoting Tigurius, 991.M41.
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HQ
Space Marine Commander………90 points
WS BS S T W I A Ld Sv Unit Type Unit CompositionCaptain 6 5 4 4 2 5 3 10 3+ In (Ch) 1 Captain Chapter Master 7 6 4 4 3 5 3 10 3+ In (Ch)
Wargear:
Power Armor
Boltgun or Close Combat Weapon
Bolt Pistol
Iron Halo
Frag and Krak Grenades
Special Rules:
And They Shall Know No Fear
Bolter Drill
Combat Tactics
Independent Character
Rites of Battle
Dedicated Transport:
May take a Damocles Command Rhino as a dedicated transport. A Chapter Master may instead take a Land Raider Prometheus. Mounted Assault:
If your army includes a Captain on a Space Marine bike, Space Marine Bike squads of at least five models are scoring units.
Only a madman knows no fear.
A warrior knows what fear is, he feels it in his stomach, he understands fear better than any other mortal can. What makes us strong is that we have conquered fear, overcome it not once but many times, over and over again, until the process has become instinctive. but no
matter how many battles you fight and how many victories you win, your fear will never completely leave
you. Learn to live with that fear. Learn to master your fear. But never forget that there are things in this
universe that even you cannot face and live, abominations so terrible that their very appearance will
sear the flesh from your face and shrivel your eyes. Such things cannot be fought, and to confront them would be nothing but a futile waste of life. In those situations remember your vows to serve the Emperor,
and remember also that you serve him best alive and not sacrificed upon the altar of vain glory.
-Memorum Libris de Petronius Caligarus, Ultramarines Captain.
Options:
A single captain in the army may be upgraded to a chapter master +20 pts
Replace boltgun and/or bolt pistol with: - Storm bolter +3 pts
- Heavy chainsword +6 pts - Combi-flamer, -melta, -plasma or
plasma pistol +10 pts
- Storm shield or power weapon +15 pts - A single lightning claw +20 pts - A second lightning claw +10 pts - Power fist +25 pts
- Relic blade or thunder hammer +30 pts
May take artificer armor +15 pts
May take any of the following: - Purity seals +3 pts - Melta bombs +5 pts - Bionics +3 pts
- Digital weapons +8 pts
- Fire selector and hellfire rounds +10 pts - Auxiliary grenade launcher +15 pts
A chapter master may take the following: - Adamantine mantle +15 pts
- Orbital strike relay +50 pts
May take one of the following: - Jump Pack +20 pts - Space Marine Bike +35 pts
- Replace power armor, bolt pistol, close combat weapon, frag and krak grenades with terminator armor with storm bolter and power weapon +40 pts
May then replace storm bolter with:
- Combi-flamer, -melta or -plasma +5 pts - Lightning claw +5 pts
- Thunder hammer +20 pts
May then replace power weapon with: - Lightning claw +5 pts
- Power fist or storm shield +10 pts - Relic blade, thunder hammer or
chainfist +15 pts
Rites of Battle
If a model with this special rule is on the table, then all friendly Space Marine units may use the model’s Leadership value for all Morale, Pinning or
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A Space Marine army may include one Honor Guard squad for every Chapter Master included in the army. This unit does not count against the armies HQ allowance.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Honor Guard 4 4 4 4 1 4 2 10 2+ In 3 Honor Guard Chapter Ancient 5 4 4 4 1 4 2 10 2+ In (Ch) Chapter Champion 5 4 4 4 1 4 3 10 2+ In (Ch) Wargear: Artificer Armor Power Weapon Boltgun Bolt Pistol
Frag and Krak Grenades
Chapter Ancient
Chapter Banner
Special Rules:
And They Shall Know No Fear
Bolter Drill
Combat Tactics
Chapter Champion
Honor or Death
Dedicated Transport:
The unit may select a Drop Pod, Rhino, Razorback or Land Raider as a dedicated transport.
Options:
May include up to seven additional honor guard +35 pts per model
Any honor guard may take an auxiliary grenade launcher +15 pts per model
Any honor guard may replace their power weapon with a relic blade +15 pts per model
Any model in the squad may take purity seals +2 pts per model
The entire unit may replace their artificer armor, boltgun, bolt pistol and frag and krak grenades with terminator armor and a storm bolter +7 pts per model
Any model may replace their terminator armor’s storm bolter and power weapon with one of the following:
- A pair of lightning claws free - Thunder hammer and storm shield +5
pts per model
Any model may replace their terminator armor’s power weapon with one of the following:
- Power fist +10 pts per model - Relic blade +15 pts per model - Chainfist +15 pts per model
A single honor guard in an army may be upgraded to a chapter champion +5 pts
The chapter champion may replace his power weapon and boltgun or storm bolter with honor blades +10 pts
A single honor guard in an army may be upgraded to the chapter ancient +30 pts
Honor or Death
A Chapter Champion must always issue or accept a challenge whenever possible, unless another friendly model in the same combat does so first.
When fighting a challenge, a Chapter Champion may re-roll all failed To Hit and To Wound rolls.
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A Space Marine army may include one Command Squad for every Captain, Chaplain or Librarian in the army. This unit does not count against the armies HQ allowance.
WS BS S T W I A Ld Sv Unit Type Unit Composition
Veteran 4 4 4 4 1 4 2 9 3+ In 5 Veterans
Apothecary 4 4 4 4 1 4 2 9 3+ In (Ch) Company Champion 5 4 4 4 1 4 2 9 3+ In (Ch)
Wargear:
Power Armor
Boltgun or Close Combat Weapon
Bolt Pistol
Frag and Krak Grenades
Do not fail your Brothers. Though their bodies die, their spirit must return to the Chapter. That is your
charge.
-Medic Credo.
Special Rules:
And They Shall Know No Fear
Bolter Drill
Combat Tactics
Dedicated Transport:
The unit may select a Drop Pod, Razorback or Land Raider as a dedicated transport.
Options:
One veteran in power armor may be upgraded to a company champion, replacing his boltgun with a power weapon and a combat shield +15 pts
Any model may replace his boltgun and/or bolt pistol with one of the following: - Storm bolter +3 pts per model - Flamer +5 pts per model - Meltagun +10 pts per model - Combi-flamer, -melta or -plasma or
plasma pistol +10 pts per model - Plasmagun, power weapon, infernus
pistol or storm shield +15 pts per model - A single lightning
claw +20 pts per model - A second lightning
claw +10 pts per model - Power fist +25 pts per model - Thunder hammer +30 pts per model
Every model in the unit may replace their power armor, boltgun, bolt pistol and frag and krak grenades for terminator armor, a storm bolter and power fist +100 pts
Up to two veterans in terminator armor may choose one of the following options: - Replace his storm bolter with a heavy
flamer +5 pts per model
- Replace his storm bolter with an assault cannon +30 pts per model
- Take a cyclone missile launcher with frag and krak missiles in addition to his other weaponry +30 pts per model
Any model with a cyclone missile launcher may take flakk missiles +10 pts per model
Any number of veterans may replace their terminator armor’s power fist with a chainfist +5 pts per model
The entire unit may replace their terminator armor’s storm bolter and power fist with one of the following:
- A pair of lightning claws free - Power weapon and storm shield free - Thunder hammer and storm
shield +5 pts per model
One veteran in terminator armor may be upgraded to a company champion +5 pts - The terminator champion may replace
his storm bolter and power fist with a thunder hammer and storm shield +5 pts
If terminator armor is not taken, the entire unit may take one of the following: - Jump packs +40 pts
- May ride space marine bikes +90 pts
Any model may take a purity seal +2 pts per model
Any model in power armor may take melta bombs +5 pts per model
One veteran may carry the company standard +15 pts
One veteran may be upgraded to an apothecary with a narthecium +15 pts
The entire unit may be given a single veteran skill: Counter-attack, Furious
Charge or Tank Hunters +3 pts per model
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WS BS S T W I A Ld Sv Unit Type Unit Composition
Chaplain 5 4 4 4 2 4 2 10 3+ In (Ch) 1 Chaplain Reclusiarch 5 5 4 4 3 4 3 10 3+ In (Ch)
Wargear:
Power Armor
Boltgun or Bolt Pistol
Crozius Arcanum
Rosarius
Frag and Krak Grenades
Purity Seals Special Rules: Bolter Drill Fearless Independent Character Zealot
Where there is uncertainty, I shall bring light Where there is doubt, I shall sow faith Where there is shame, I shall point atonement
Where there is rage, I shall show its course My word in the soul shall be as my bolter in the field.
-Litany of Devotion.
Options:
May be upgraded to a reclusiarch +30 pts
A single chaplain in the army may take a holy relic +20 pts
Replace boltgun with one of the following: - Storm bolter +3 pts
- Hand flamer, combiflamer, melta or -plasma or -plasma pistol +10 pts - Inferno pistol +15 pts
- Power fist +25 pts
May take any of the following: - Bionics +5 pts
- Melta bombs +5 pts - Digital weapons +10 pts
May replace power armor, boltgun, frag and krak grenades for terminator armor and one of the following: - Storm bolter +28 pts - Combi-flamer, -melta or -plasma +30 pts - Storm shield +40 pts - Powerfist +45 pts
If terminator armor is not chosen, may have one of the following:
- Jump pack +20 pts - Space marine bike +35 pts
Librarian………...100 points
WS BS S T W I A Ld Sv Unit Type Unit CompositionLibrarian 5 4 4 4 2 4 2 10 3+ In (Ch) 1 Librarian
Wargear
Power Armor
Boltgun or Bolt Pistol
Force Weapon
Psychic Hood
Frag and Krak Grenades
Special Rules:
And They Shall Know No Fear
Bolter Drill
Independent Character
Psyker (Mastery Level 1)
Psychic Powers:
A Librarian must purchase any two psychic powers under the Space Marine Psychic Powers list at the listed points cost.
Options:
May be upgraded to an epistolary, making him Mastery Level 2 +50 pts
May take purity seals +3 pts
Replace boltgun with: - Storm bolter +3 pts
- Combi-flamer, -melta or –plasma or plasma pistol +10 pts
May replace power armor, boltgun, frag and krak grenades for terminator armor and: - No additional weapons +25 pts - Storm bolter +28 pts - Combi-flamer, -melta or -plasma +30 pts - Storm shield +40 pts - Powerfist +45 pts
If terminator armor is not chosen, may have one of the following:
- Jump pack +20 pts - Space marine bike +35 pts
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We of the Librarium must be aware of Chaos. Yet we do not ourselves aim to contend with Chaos, unless
compelled to.
-Librarian Franz Grenzstein of the Imperial Fists.
The uniforms of the Imperial Guard are camouflaged in order to protect their wearers by hiding them
from sight.
The principle is that what the enemy cannot see he cannot kill. This is not the way of the Adeptus Astartes. A Space Marine’s armour is bright with heraldry that proclaims his devotion to his Chapter and the beloved Emperor of Mankind. Our principle is that what the enemy can see, he will soon learn to
fear…
-Chaplain Aston, Fire Hawks 10th Company.
21
WS BS S T W I A Ld Sv Unit Type Unit Composition
Master of the Forge 4 5 4 4 2 4 2 10 2+ In (Ch) 1 Master of the Forge
Servitor 3 3 3 3 1 3 1 8 4+ In
Wargear:
Master of the Forge
Artificer Armor
Servo-harness
Boltgun or Bolt Pistol
Bionics
Frag and Krak Grenades
Servitor
Servo-arm
Special Rules:
Master of the Forge
And They Shall Know No Fear
Blessing of the Omnisiah
Bolster Defenses Bolter Drill Damage Control Independent Character Servitor Mindlock Options:
Replace servo-harness and boltgun with a conversion beamer +25 pts
Replace boltgun with: - Storm bolter +3 pts
- Combi-flamer, -melta or -plasma or plasma pistol +10 pts
May be given:
- Power weapon +15 pts - Thunder hammer +30 pts
May take any of the following: - Purity seals +3 pts - Servo-skull +3 pts - Melta bombs +5 pts - Auspex +8 pts
- Digital weapons +10 pts - Space marine bike +35 pts
If a bike is not taken, the master of the forge may include up to five servitors as a retinue +15 pts per model
Up to two servitors may replace their servo- arm with:
- Heavy bolter or multi-melta free - Plasma Cannon +10 pts Lord of the Armory
If you include a Master of the Forge in your army, a single Dreadnought may be taken as Troops choice. It may not be given the Venerable, Chaplain or Librarian upgrades
Mindlock
If a unit with Servitors in it does not also contain a Master of the Forge or a Techmarine, it must test for mindlock at the start of each friendly turn. To test for mindlock, roll a D6. If the result is 4, 5 or 6, the test is passed and the unit can function normally. If the result is 1, 2 or 3, the servitors have succumbed to mindlock – the unit (and any attached characters) may not move, shoot or assault that turn (though they will fight normally in close combat if engaged.)
22
Terminator Squad………200 points
WS BS S T W I A Ld Sv Unit Type Unit Composition
Terminator 4 4 4 4 1 4 2 9 2+ In 4 Terminators
Terminator Sergeant 4 4 4 4 1 4 2 9 2+ In (Ch) 1 Terminator Sergeant
Wargear: Terminator Armor Storm Bolter Terminator Power Fist Terminator Sergeant Power Weapon Special Rules:
And They Shall Know No Fear
Bolter Drill
Combat Squads
Combat Tactics
Dedicated Transport:
The unit may select a Land Raider. Land Raider Crusader or a Drop Pod as a dedicated transport.
Options:
May include up to five additional terminators +40 pts per model
For every five models in the squad, a single Terminator may choose one of the following options:
- Replace his storm bolter with a heavy flamer +5 pts per model
- Replace his storm bolter with an assault cannon +30 pts per model
- Take a cyclone missile launcher with frag and krak missiles in addition to his other weaponry +30 pts per model
May also include flakk missiles +10 pts per model
Any terminator may replace his power fist with a chainfist +5 pts per model
The terminator sergeant may replace his storm bolter with a combi-flamer, -melta or -plasma +5 pts
The terminator sergeant may take an auspex +8 pts
The entire squad may replace their storm bolters and power fists/power weapon with lightning claws free
Any model may replace their lightning claws with storm shields and:
- Power weapons free
- Thunder hammers +5 pts per model
Any model in the squad may take purity seals +2 pts per model
The entire unit may be given a single veteran skill: Counter-attack, Furious
Charge or Tank Hunters +3 pts per model
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Armor
WS BS S Front Side Rear I A HP Unit Type Unit Composition
Dreadnought 4 4 6(10) 12 12 10 4 2 3 W 1 Dreadnought
Venerable Dreadnought 5 5 6(10) 12 12 10 4 2 3 W (Ch)
Wargear:
Multi-melta
Power Fist with built in storm bolter
Smoke Launchers
Special Rules:
Venerable Dreadnought
Hard To Kill
Dedicated Transport:
May select a Drop Pod as a dedicated transport.
Options:
May replace storm bolter with heavy flamer +10 pts
Replace multi-melta with:
- Twin-linked heavy flamer free - Twin-linked heavy bolter +5 pts - Twin-linked autocannon +10 pts - Plasma cannon or assault
cannon +10 pts
- Twin-linked lascannon +30 pts
Replace power fist and/or multi-melta with a missile launcher armed with frag and krak missiles +10 pts each
- May also take flakk missiles +5 pts each
May be given a searchlight +1 pt
Take extra armor +15 pts
May select one of the following upgrades: - Chaplain: gains the Hatred special
rule +15 pts
- Librarian: gains the Psyker special rule and becomes mastery level 1. May select two psychic powers from the Space Marine Psychic power list +40 pts
A librarian dreadnought may replace its multi-melta with a force sword +10 pts
May be upgraded to a venerable dreadnought +40 pts
A venerable dreadnought may be given a single veteran skill: Counter-attack,
Hammer of Wrath or Tank Hunters +5 pts
Hard To Kill
If a Venerable Dreadnought suffers a glancing or penetrating hit, the controlling player may have their opponent re-roll the result on the Vehicle Damage table. The new result must be accepted, even if it is worse than the first.
We pray for our brethren who pilot the Dreadnoughts. Though they take new form, their souls, and their weapon mounts, remain pure.
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25
WS BS S T W I A Ld Sv Unit Type Unit Composition
Veteran 4 4 4 4 1 4 2 9 2+ In 4 Veterans
Veteran Sergeant 4 4 4 4 1 4 2 9 2+ In (Ch) 1 Veteran Sergeant
Wargear:
Power Armor
Boltgun or Close Combat Weapon
Bolt Pistol
Frag and Krak Grenades
Special Rules:
And They Shall Know No Fear
Bolter Drill
Combat Squads
Combat Tactics
Heroic Intervention
Dedicated Transport:
If the unit is not equipped with jump packs, it may select a Razorback, Rhino or Drop Pod as a dedicated transport.
Options:
May include up to five additional veterans +20 pts per model
Up to two veterans may replace their boltguns with one of the following: - Flamer +5 pts per model
- Meltagun, heavy bolter, multi-melta or missile launcher with frag and krak missiles +10 pts per model
- Plasmagun, plasma cannon or heavy flamer +15 pts per model
- Lascannon +20 pts per model
Any model may replace his boltgun and/or bolt pistol with one of the following: - Storm bolter, or combi-flamer, -melta or
-plasma +5 pts per model - Plasma pistol +10 pts per model - Storm shield or power
weapon +15 pts per model - A single lightning
claw +20 pts per model - A second lightning
claw +10 pts per model - Power fist +25 pts per model - Thunder hammer +30 pts per model
Any model may take any of the following: - Purity seals +2 pts per model
- Melta bombs +5 pts per model
The sergeant may take an auspex +8 pts per model
The Sergeant may replace his boltgun and/or bolt pistol with one of the following: - Plasma pistol +10 pts
- Power weapon +15 pts
- A single lightning claw +20 pts - A second lightning claw +10 pts - Power fist +25 pts
- Thunder hammer or relic blade +30 pts
Any model in the unit with a boltgun or combi-weapon may take 1-2 types of special ammunition +3 pts per type per model
If it the squad does not contain any Heavy weapons, the entire unit may be equipped with jump packs +9 pts per model
The entire unit may be given a single veteran skill: Counter-attack, Furious
Charge or Tank Hunters +3 pts per model
26
Heroic Intervention
If a jump pack equipped Veteran squad arrives from Deep Strike, the player can elect for the squad to perform a Heroic Intervention – before the Deep Strike scatter dice are rolled. If he declares a Heroic Intervention, the Veteran squad cannot shoot (or run) that turn, but can assault, provided they are close enough. This ability cannot be used if an independent character has joined the Veteran squad.
Special Ammunition
Each boltgun and combi-weapon armed model in a Veteran squad may choose from several special ammunition types. Each time a model with special ammunition shoots, the controlling player may choose which type of ammunition is being used or if they will use the normal boltgun profile.
Each special ammunition type uses a specific profile as shown below, replacing the boltgun profile (including boltguns that are part of a combi-weapon) when they are used.
Any model which takes special ammunition is automatically equipped with a fire selector.
Hellfire Rounds
Rng S AP Type
24” X 5 Rapid Fire, Fleshbane
Kraken Bolts
Rng S AP Type
30” 4 4 Rapid Fire
Implosion Rounds
Rng S AP Type
24” 4 5 Rapid Fire, Rending
Metal Storm Rounds Rng S AP Type
24” 4 - Rapid Fire, Blast
Inferno Rounds
Rng S AP Type
24” 4 5 Rapid Fire, Ignores Cover
Vengeance Rounds
Rng S AP Type
18” 4 3 Rapid Fire, Gets Hot
27
WS BS S T W I A Ld Sv Unit Type Unit Composition
Techmarine 4 4 4 4 1 4 1 8 2+ In (Ch) 1 Techmarine Servitor 3 3 3 3 1 3 1 8 4+ In Wargear: Servo-arm Techmarine Artificer Armor
Boltgun or Bolt Pistol
Bionics
Frag and Krak Grenades
Special Rules:
Techmarine
And They Shall Know No Fear
Blessing of the Omnisiah
Bolster Defenses Bolter Drill Damage Control Independent Character Servitor Mindlock Options:
Upgrade servo-arm to servo-harness +25 pts
Replace boltgun with: - Storm bolter +3 pts
- Combi-flamer, -melta or –plasma or plasma pistol +10 pts
May be given:
- Power weapon +15 pts - Thunder hammer +30 pts
May take any of the following: - Purity Seals +3 pts - Servo-skull +3 pts - Melta bombs +5 pts - Auspex +8 pts
- Digital weapons +10 pts - Space marine bike +35 pts
If a bike is not taken, the techmarine may include up to five servitors as a
retinue +15 pts per model
Up to two servitors may replace their servo- arm with:
- Heavy bolter or multi-melta free - Plasma Cannon +10 pts
Blessing of the Omnisiah
A model with this special rule in base contact with or embarked upon a damaged vehicle may attempt to repair it in the Shooting Phase instead of firing, unless he is Falling Back or has Gone to Ground.
Roll a D6 and add 1 for each servitor with a servo arm in the unit. If the result is a 5 or more, then a Weapon Destroyed or an Immobilized result (owning player’s choice) is repaired. If a weapon destroyed result is repaired, that weapon can be fired in the following Shooting Phase.
If the model using this rule is equipped with a servo-harness, he gains a +1 bonus on this roll.
If the model fails his repair roll, then on the controlling players following turn, and if the model performs no other actions in between, his next repair roll gains a +1 bonus. This bonus increases cumulatively each turn that the model spends doing nothing but attempting to repair the damaged vehicle.
Damage Control
If a vehicle with a transport capacity suffers damage while one or more models with this special rule are embarked, all damage rolls made against it are made with a further -1 penalty on the damage chart.
Bolster Defenses
After deployment, but before Scout redeployments and Infiltrate deployments, the controlling player nominates one ece of terrain in their deployment zone (not one they have purchased as part of their army). The terrain piece's Cover save is increased by one for the duration of the game (to a maximum of 3+). For example, a ruin (4+ Cover save) would instead offer a 3+ cover save. A piece of terrain can only be bolstered once.
28
30
Troops
Tactical Squad………...75 points
WS BS S T W I A Ld Sv Unit Type Unit Composition
Space Marine 4 4 4 4 1 4 1 8 3+ In 4 Space Marines Sergeant 4 4 4 4 1 4 1 8 3+ In (Ch) 1 Sergeant Veteran Sergeant 4 4 4 4 1 4 2 9 3+ In (Ch) Wargear: Power Armor Boltgun Bolt Pistol Special Rules:
And They Shall Know No Fear
Bolter Drill
Combat Squads
Dedicated Transport:
May select a Razorback, Rhino or Drop Pod as a dedicated transport.
Options:
May include up to five additional space marines +15 pts per model
One space marine may replace his boltgun with one of the following:
- Flamer, heavy bolter or missile launcher with frag and krak missiles +5 pts - Meltagun, multi-melta or plasma
cannon +10 pts
- Plasmagun or lascannon +15 pts
If the squad numbers ten models, one space marine may replace his boltgun with one of the following:
- Flamer +5 pts - Meltagun +10 pts - Plasmagun +15 pts
The entire squad may be given frag and krak grenades +1 pt per model
The sergeant may replace his boltgun and/or bolt pistol with:
- Close combat weapon free - Storm bolter +3 pts
- Combi-flamer, -melta or –plasma or plasma pistol +10 pts
- Power weapon +15 pts - Power fist +25 pts
The sergeant may take any of the following: - Purity seals +2 pts
- Auspex +8 pts - Melta bombs +5 pts - Teleport homer +15 pts
The sergeant may be upgraded to a veteran sergeant +10 pts
Without the Dark, there can be no Light,
We have purpose
Without the Lie, there can be no Truth,
We have purpose
Without the War, there can be no Victory, We have purpose
Without the Death, there can be no sacrifice,
We have purpose
Without the Hope there can be no Future,
We have purpose
Without the Loyalty there can be no one chapter,
We have purpose
Without the Emperor, there is nothing,...
And we would have no purpose
31
Scout Squad………60 points
WS BS S T W I A Ld Sv Unit Type Unit Composition
Scout 4 4 3 3 1 4 1 8 4+ In 4 Scouts
Scout Sergeant 4 4 4 4 1 4 1 8 4+ In (Ch) 1 Scout Sergeant Veteran Scout Sergeant 4 4 4 4 1 4 2 9 4+ In (Ch)
Wargear:
Carapace Armor
Boltgun or close Combat Weapon
Bolt Pistol
Dedicated Transport
The unit may take a Landspeeder Storm as a dedicated transport.
Special Rules:
And They Shall Know No Fear
Combat Squads
Infiltrate
Move Through Cover
Scout
Options:
May include up to five additional scouts +12 pts per model
Any model may replace his boltgun with a shotgun, or sniper rifle free
One scout may replace his boltgun with a heavy bolter with fire selector and hellfire shells or a missile launcher with frag and krak missiles +10 pts
The entire squad may be given frag and krak grenades +1 pt per model
The Scout Sergeant may replace his boltgun and/or bolt pistol with:
- Combi-flamer, -melta or –plasma or plasma pistol +10 pts
- Power weapon +15 pts - Power fist +25 pts
The Scout Sergeant may take any of the following:
- Purity seals +2 pts - Melta bombs +5 pts - Auspex +10 pts - Teleport homer +10 pts
The scout sergeant may be upgraded to a veteran scout sergeant +10 pts
The entire squad may have the bolter drill special rule +1 pt per model
The entire squad may have camo cloaks +3 pts per model
32
Give me a hundred
Space Marines. Or
failing that give me
a thousand other
troops
33
- attributed to Rogal
Dorn, Primarch of the
Imperial Fists.
Dedicated Transports
Rhino………...35 points
ArmorBS Front Side Rear HP Unit Type Unit Composition
Rhino 4 11 11 10 3 Tk, T 1 Rhino Wargear: Storm Bolter Smoke Launchers Special Rules: Repair Transport Capacity: Ten models Fire Points
Two models may fire from the rhino’s top hatch.
Options:
May take any of the following: - Searchlight +1 pt
- Storm bolter +5 pts
- Hunter-killer missile +10 pts - Dozer blade +5 pts
- Extra armor +10 pts
What is your Duty? To serve Emperor's Will. What is Emperor's Will? That we fight and die.
What is Death? It is our duty. What is your Duty? ...
34
Razorback………40 pts
ArmorBS Front Side Rear HP Unit Type Unit Composition
Razorback 4 11 11 10 3 Tk, T 1 Razorback
Wargear:
Twin-linked Heavy Bolter
Smoke Launchers Transport Capacity: Six models Fire Points: None Options:
Replace twin-linked heavy bolters with: - Twin-linked heavy flamer +20 pts - Twin-linked assault cannon +35 pts - Twin-linked lascannon +35 pts - Lascannon and twin-linked
plasmagun +35 pts
May take any of the following: - Searchlight +1 pt
- Storm bolter +5 pts
- Hunter-killer missile +10 pts - Dozer blade +5 pts
- Extra armor +10 pts
Damocles Command Rhino………...55 points
ArmorBS Front Side Rear HP Unit Type Unit Composition
Rhino 4 11 11 10 3 Tk, T 1 Rhino Wargear: Storm Bolter Locator Beacon Smoke Launchers Special Rules: Improved Communications Transport Capacity: Six models Fire Points: None Options:
May take any of the following: - Searchlight +1 pt - Storm bolter +5 pts - Hunter-killer missile +10 pts - Dozer blade +5 pts - Extra armor +10 pts Improved Communications
While the Damocles Rhino is on the table, the controlling player may adjust reserve rolls by +1 or -1 (choose which for each dice after it has been rolled). This bonus is cumulative with other bonuses, excluding other instances of the Improved Communications special rule.
35
Land Speeder Storm………..50 points
ArmorBS Front Side Rear HP Unit Type Unit Composition
Land Speeder Storm 4 10 10 10 2 F, S, O, T 1 Land Speeder Storm
Wargear: Heavy Bolter Jamming Beacon Cerberus Launcher Special Rules: Deep Strike Scout Transport Capacity:
Five models (Scouts only)
Options:
Replace heavy bolter with one of the following:
- Heavy flamer +10 pts - Multi-melta +15 pts - Assault cannon +35 pts
Land Raider Prometheus………260 points
ArmorBS Front Side Rear HP Unit Type Unit Composition
Land Raider 4 14 14 14 6 Tk, T 1 Land Raider
Wargear:
Two sponsons, each with two twin-linked Heavy Bolters Searchlight Smoke Launchers Special Rules: Assault Vehicle Battle Auspex
Power of the Machine Spirit
Battle Auspex Transport Capacity: Ten models Fire Points None Options:
May take any of the following: - Storm bolter +5 pts
- Hunter-killer missile +10 pts - Extra armor +10 pts
- Multi-melta +15 pts
A vehicle with a battle auspex has the Night Vision special rule, and reduces any enemy cover saves by -1 (i.e. 4+ becomes 5+ etc.) against attacks from the vehicle.
We are coming. Look to the skies for your salvation.
-Kayvaan Shrike, Shadow Captain of the Raven Guard 3rd Company to Commissar Lent prior to the Blindhope planetstrike.
Drop Pod……….35 points
ArmorBS Front Side Rear HP Unit Type Unit Composition
Drop Pod 2 12 12 12 3 O, T 1 Drop Pod
Wargear:
Storm Bolter
Special Rules:
Deep Strike
Immobile
Inertial Guidance System
Transport Capacity:
Ten models, a Thunderfire Cannon and Techmarine, or one Dreadnought Options:
36
Half the drop pods in the army (rounding up) may purchase the drop pod assault special rule +10 pts per model
Replace storm bolter with deathwind missile launcher +20 pts
Take a locator beacon +10 pts
Deep Strike
Drop Pods must start the game in reserve and always enter play using the Deep Strike special rule.
Immobile
A Drop Pod cannot move once it has entered the battle and counts in all respects as a vehicle that has suffered an Immobilized result on the vehicle damage table, which cannot be repaired in any way.
Inertial Guidance System
Should a Drop Pod scatter on top of impassable terrain or another model (friend or foe,) then reduce the scatter distance by the minimum required in order to avoid the obstacle.
37
Fast Attack
Assault Squad………...90 points
WS BS S T W I A Ld Sv Unit Type Unit CompositionSpace Marine 4 4 4 4 1 4 1 8 3+ In, J 4 Space Marines Sergeant 4 4 4 4 1 4 1 8 3+ In, J (Ch) 1 Sergeant Veteran Sergeant 4 4 4 4 1 4 2 9 3+ In, J (Ch)
Wargear:
Power Armor
Close Combat Weapon
Bolt Pistol
Frag and Krak Grenades
Jump Pack
Special Rules:
And They Shall Know No Fear
Bolter Drill
Combat Squads
Dedicated Transport:
The squad may remove its jump packs to count as Infantry. It may then have a Drop Pod or Rhino for free. Note that upgrades must be bought as normal.
Options:
May include up to five additional space marines +18 pts per model
For every five models in the squad one space marine may replace his bolt pistol with one of the following:
- Flamer +5 pts
- Meltagun, hand flamer or plasma pistol +10 pts
- Plasmagun or inferno pistol +15 pts
The sergeant may be upgraded to a veteran sergeant +10 pts
The Space Marine Sergeant may replace his bolt pistol and/or close combat weapon with: - Plasma pistol +10 pts
- Storm shield +15 pts - Power weapon +15 pts
- A single lightning claw +20 pts - A second lightning claw +10 pts - Power fist +25 pts
- Thunder hammer +30 pts
The Space Marine Sergeant may take any of the following:
- Purity seals +2 pts - Melta bombs +5 pts - Combat shield +5 pts
38
39
Space Marine Bike Squad……….74 points
WS BS S T W I A Ld Sv Unit Type Unit Composition
Space Marine 4 4 4 4(5) 1 4 1 8 3+ Bk 2 Space Marines Sergeant 4 4 4 4(5) 1 4 1 8 3+ Bk (Ch) 1 Sergeant Veteran Sergeant 4 4 4 4(5) 1 4 2 9 3+ Bk (Ch)
Wargear:
Power Armor
Bolt Pistol
Space Marine Bike
Special Rules:
And They Shall Know No Fear
Bolter Drill
Combat Squads
Options:
May include up to five additional space marines +23 pts per model
The entire squad may be given frag and krak grenades +1 pt per model
For every three models in the squad, a single space marine may replace their bolt pistol with one of the following:
- Flamer +5 pts - Meltagun +10 pts - Plasmagun +15 pts
The sergeant may be upgraded to a veteran sergeant +10 pts
The sergeant may replace his bolt pistol with one of the following:
- Combi-flamer, -melta, -plasma or plasma pistol +10 pts
- Power weapon +15 pts - Power fist +25 pts
The sergeant may take any of the following: - Purity seals +2 pts
- Auspex +8 pts - Melta bombs +5 pts
Add one heavy bolter armed attack bike to the squadron +40 pts
The attack bike may upgrade its heavy bolter to a multi-melta +10 pts
Scout Bike Squad………57 points
WS BS S T W I A Ld Sv Unit Type Unit Composition
Scout 4 4 3 3(4) 1 4 1 8 4+ Bk 2 Scouts
Scout Sergeant 4 4 4 4(5) 1 4 1 8 4+ Bk (Ch) 1 Scout Sergeant Veteran Scout Sergeant 4 4 4 4(5) 1 4 2 9 4+ Bk (Ch)
Wargear:
Scout Armor
Bolt Pistol
Space Marine Bike
Shotgun
Special Rules:
And They Shall Know No Fear
Bolter Drill
Combat Squads
Infiltrate
Scout
40
Note that a squad that separates into two Combat Squads is still only treated as a single unit for the purposes of using cluster mines.
Options:
May include up to seven additional scouts +19 pts per model
The entire squad may be given frag and krak grenades +1 pt per model
The scout biker sergeant may replace his bolt pistol with:
- Combi-flamer, -melta or –plasma or plasma pistol +10 pts
- Power weapon +15 pts - Power fist +25 pts
The scout biker sergeant may take any of the following:
- Purity seals +2 pts - Melta bombs +5 pts - Auspex +12 pts - Locator beacon +20 pts
The scout biker sergeant may be upgraded to a veteran scout biker sergeant +10 pts
Up to three bikers may replace their bike’s twin-linked boltguns with an astartes grenade launcher +10 pts per model
The squad may have cluster mines +10 pts
Attack Bike Squad………..40 points
WS BS S T W I A Ld Sv Unit Type Unit CompositionAttack Bike 4 4 4 4(5) 2 4 2 8 3+ Bk 1 Attack Bike
Wargear:
Power Armor
Bolt Pistol
Space Marine Bike
Heavy Bolter
Special Rules:
And They Shall Know No Fear
Bolter Drill
Options:
May include up to two additional attack bikes +40 pts per model
Any model may replace its heavy bolter with one of the following
- Heavy flamer +5 pts per model - Multi-melta +10 pts per model - Twin-linked astartes grenade
launcher +10 pts per model
Land Speeder Squadron………50 points
ArmorBS Front Side Rear HP Unit Type Unit Composition
Land Speeder 4 10 10 10 2 F, S 1 Land Speeder
Wargear:
Heavy Bolter
Special Rules:
Deep Strike
Options:
Take up to two additional Land Speeders, forming a squadron +50 pts per model
Any land speeder may replace its heavy bolter with:
- Heavy flamer free
- Multi-melta +10 pts per model
Any land speeder may be upgraded with one of the following:
- Heavy bolter +10 pts per model - Heavy flamer +10 pts per model - Multi-melta +20 pts per model
- Typhoon missile launcher +25 pts per model - Assault cannon +30 pts per model