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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 close

combat 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 Armor

Scout 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 are

equipped 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 Composition

Captain 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 Composition

Librarian 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.

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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.)

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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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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

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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

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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.

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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

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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

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Give me a hundred

Space Marines. Or

failing that give me

a thousand other

troops

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- attributed to Rogal

Dorn, Primarch of the

Imperial Fists.

Dedicated Transports

Rhino………...35 points

Armor

BS 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? ...

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Razorback………40 pts

Armor

BS 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

Armor

BS 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.

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Land Speeder Storm………..50 points

Armor

BS 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

Armor

BS 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

Armor

BS 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:

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 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.

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Fast Attack

Assault Squad………...90 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, 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

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38

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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

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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 Composition

Attack 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

Armor

BS 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

References

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