Codex - Space Marines Angry Smurf Edition

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Contents

INTRODUCTION[edit]

Gather your army of genetically engineered super-soldiers from Chapters like the fierce Blood Angels, the zealous Black Templars, the ever loyal Ultramarines and even the h the even more loyal Dark Angels. Although the Space Marines are ever outnumbered, you must bring the untold enemies of the Emperor to their knees Space Marines Warlord!

DISCLAIMER

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.

THE ANGRY INITIATIVE

The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love, and punishing people as little as possible for making the "wrong" modelling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play.

BALANCING

The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which one taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos.

Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti armour units should counter heavy armoured anti armour units and medium armoured anti armour units) and get countered by all the things they should be countered by (light armoured anti armour units should get countered by light armoured anti light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calcuations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competetive players in 40k at the moment.

The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.

ABOUT

This codex was made by the 1d4chan community, and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex' webpage on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5", the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the fill with colour tool on the background. After some final minor revisions, the Word document was saved as a PDF.

FEEDBACK

Battle reports can be posted and read here. General feedback of the Angry Codices can be made here. Feedback on this codex can be made here. If you find grammar or spelling mistakes you can fix them yourself [[1]], if you are unsure of whether or not something is clear or right you can bring it up here.

CHANGES

And They Shall Know No Fear has been replaced with Stubborn for the less elite units and Fearless for certain Elites and HQ choices, this is mainly to allow morale related special rules and psychic powers to have a place in the game given that Space Marines make up a large part of the player base.

Veteran Sergeants, Captains and Chapter Masters can now issue Imperial Guard-esque orders, this was mainly implemented to give the option of Hit and Run as an option for Space Marines to fall back to replace And They Shall Know No Fear.

Elites and HQ choices have had increases in WS, BS and sometimes I, Scouts have been lowered to WS and BS 3, all of this was done to make the disparity between veterans and Scouts more pronounced than an extra attack each round of close combat and access to better gear.

The following weapons have been changed:

  • Combi-bolter (Rapid Fire, Twin-linked -> Rapid Fire, Shred, Twin-linked)
  • Hunter-killer missile (AP 3 -> AP 2 twin-linked)
  • Plasma cannon (Heavy 1 -> Salvo 1/2)
  • Heavy bolter (Heavy 3 -> Heavy 3, Salvo 2/3 for S 4 models)
  • Hunter-killer missile (AP 3 -> AP 2 Twin-linked)
  • Hurricane bolter (three twin-linked boltgun -> Salvo 3/6 Twin-linked boltgun, effectively Assault 6 Twin-linked for vehicles)
  • Missile launcher (buy frag and krak for x pts or flakk, frag and krak for y pts -> buy 1/2/3 types of missiles for x/y/z pts)
  • Flakk missiles (S7 AP4 -> S 8 AP2)
  • Flamestorm cannon -> inferno cannon (S 6 AP 3 -> S 5 AP 4 Torrent)
  • Frag missiles (AP5 -> AP4)
  • Krak missiles (AP 3 -> AP2)
  • Gravgun (Salvo 2/3 -> Salvo 1/2)
  • Grav cannon (Salvo 3/5 -> Salvo 2/3)
  • Storm bolter (Assault 2 -> Assault 2, Assault 4 for Relentless and Slow and Purposeful models)
  • Whirlwind multiple missile launcher (S 4 AP5 profile now has the Soul Blaze special rule)
  • Weapons with multiple profiles (each model in a unit can now fire a different profile if it wishes)
  • note that grav-amps have been removed and all Space Marine shotguns are now Twin-linked.

A comprehensive changelist is being made here: (It's not actually being made at this moment)

OPTIONS[edit]

Note that when an option denotes that all models in a unit may do something, either all models must do it or no models may do it. For example the Dreadnought Squadron datasheet has the following option:

  • All Dreadnoughts in the Squadron may be upgraded to one of the following:
- Ironclad Dreadnoughts...35 pts/model/model
- Venerable Dreadnoughts...25 pts/model/model
You could have a unit where no Dreadnoughts are upgraded to Venerable Dreadnoughts or Ironclad Dreadnoughts, one where all Dreadnoughts are upgraded to Venerable Dreadnoughts, one where all Dreadnoughts are upgraded to Ironclad Dreadnoughts, but not one which contains a regular Dreadnought and a Venerable Dreadnought or one which contains a Venerable Dreadnought and an Ironclad Dreadnought. If the option had stated "to any of the following" instead of "to one of the following", then you could have a mix of Ironclad Dreadnoughts and Venerable Dreadnoughts, but still no mix of regular Dreadnoughts with Ironclad Dreadnoughts or Venerable Dreadnoughts.

SPACE MARINES WARGEAR LIST[edit]

These lists detail the points values of various items of wargear available to Space Marines units. Only models specifically noted as having access to one of these lists may access the list. While in unit entries models are said to be able to "take items" from one or more lists, the list will specify whether or not the model may take more than one item from the list. Rules for these items can be found in the Appendix

CHAPTER RELICS[edit]

Only one of each Chapter Relic may be taken per army. A model can replace one weapon with one of the following:

- Teeth of Terra...30 pts
- The Primarch's Wrath...20 pts
- The Shield Eternal...50 pts
- The Burning Blade...20 pts
- The Armour Indomitus5...60 pts

DREADNOUGHT WEAPONS[edit]

A model may replace its multi-melta with one of the following:

- Twin-linked autocannon...free
- Twin-linked heavy bolter...free
- Twin-linked heavy flamer...free
- Plasma cannon...10 pts
- Assault cannon...10 pts
- Twin-linked lascannon...10 pts

HEAVY WEAPONS[edit]

A model may replace its boltgun with one of the following:

- Multi-melta...5 pts
- Heavy bolter...10 pts
- Heavy flamer6...10 pts
- Missile launcher with 1/2/3 missile types...13/17/20 pts
- Plasma cannon...20 pts
- Lascannon...20 pts
- Gravcannon...35 pts

MELEE WEAPONS[edit]

A model may replace his bolt pistol and/or Melee weapon with one of the following:

- Close combat weapon...free
- Lightning claw...15 pts
- Power axe...15 pts
- Power maul...15 pts
- Power lance...15 pts
- Power sword...15 pts
- Two lightning claws1...20 pts
- Power fist...25 pts
- Thunder hammer...30 pts
- Two power fists1...35 pts

RANGED WEAPONS[edit]

A model may replace his Melee weapon or boltgun with one of the following:

- Storm bolter...5 pts
- Combi-flamer...5 pts
- Combi-plasma...10 pts
- Combi-grav...10 pts
- Combi-melta...13 pts
- Plasma pistol...5 pts
- Grav pistol...10 pts

SPACE MARINE STANDARDS[edit]

A model may take up to one of the following:

- Company standard7 ...15 pts
- Chapter banner8 (one per army)...25 pts
- Standard of the Emperor Ascendant (one per army)...60 pts

SPACE MARINE VEHICLE EQUIPMENT[edit]

A model may take up to one of each of the following:

- Dozer blade...5 pts
- Storm bolter...5 pts
- Hunter-killer missile...12 pts
- Extra armour...5 pts

SPECIAL ISSUE WARGEAR[edit]

A model may take up to one of each of the following:

- Auspex...5 pts
- Melta bombs...5 pts
- Digital weapons...10 pts
- Jump pack345...10 pts
- Space Marine bike and twin-linked boltgun34...20 pts

A model armed with Terminator armour may take cataphractii armour...free

SPECIAL WEAPONS[edit]

A model may replace his Melee weapon or boltgun with one of the following:

- Flamer...5 pts
- Grav-gun...10 pts
- Plasma gun...10 pts
- Meltagun...15 pts

TERMINATOR WEAPONS[edit]

Any model wearing Terminator armour may replace his power sword with one of the following:

- Lightning claw...free
- Storm shield...5 pts
- Power axe...free
- Power fist...10 pts
- Power lance...free
- Power maul...free
- Chainfist...15 pts
- Thunder hammer...15 pts

Any model wearing Terminator armour may replace his storm bolter with one of the following:

- Combi-flamer...free
- Combi-plasma...3 pts
- Combi-melta...5 pts
- Lightning claw...5 pts
- Thunder hammer...25 pts
  1. Replaces bolt pistol and Melee weapon. Can only be taken by models that can replace both weapons.
  2. Sternguard Veterans and Sternguard Veteran Sergeant only.
  3. May not be taken by models wearing Terminator armour.
  4. Note that these pieces of wargear are mutually exclusive. For example, a model riding a Space Marine bike may not also take a jump pack.
  5. Does not replace one of the character´s weapons.
  6. Sternguard Veterans only.
  7. Command Squad and Deathwing Command Squad only.
  8. Honour Guard Squad only.

FORCES OF THE ADEPTUS ASTARTES[edit]

HQ[edit]

CAPTAIN[edit]

WS BS S T W I A Ld Sv
Captain 7 5 4 4 3 6 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Captain...100 pts

WARGEAR:

  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Iron Halo

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Heroic Authority
  • Fearless
  • Independent Character
  • Master of Ballistics

Options:

  • May replace close combat weapon with relic blade...20 pts
  • May take artificer armour...30 pts
  • May take a storm shield...15 pts
  • Unless armed with Terminator armour or Decimator armour may select items from the 'Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Chapter Relics lists.
  • May replace power sword with relic blade...5 pts
  • May replace his bolt pistol, close combat weapon, frag and krak grenades with Terminator armour, storm bolter and power sword...40 pts
  • If armed with Terminator armour may only take items from the Terminator Weapons, Special Issue Wargear and/or Chapter Relics lists.
  • May replace bolt pistol, close combat weapon, and krak and frag grenades with Decimator armour and one of the following:
- Hurricane bolter and twin-linked heavy bolter...90 pts
- Twin-linked flamer, ironclad assault launchers, two siege drills...80 pts
  • May replace his twin-linked heavy bolter with one of the following:
- Twin-linked lascannon...10 pts
- Grav-cannon...15 pts
  • May replace hurricane bolter with missile launcher with 1/2/3 missile types...0/5/10 pts
  • May replace ironclad assault launchers with storm bolter...10 pts
  • May replace his twin-linked flamer with meltagun...5 pts
  • If armed with Decimator armour may only take items from the Special Issue Wargear and/or Chapter Relics lists.
  • The following special rules are unique, meaning you cannot include more than one model with the same unique special rule in an army. May take one of the following special rules:
- Master of the Fleet...40 pts
- Master of the Arsenal...15 pts
- Lord Executioner...30 pts
- Master of the Relics...10 pts
- Master of the Recruits...10 pts

LIBRARIAN[edit]

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


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Librarian...65 pts

WARGEAR:

  • Bolt pistol
  • Force weapon
  • Frag grenades
  • Krak grenades
  • Psychic hood

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Independent Character
  • Psyker (Mastery Level 1)
  • Stubborn

PSYKER:

A Librarian generates his powers from the Biomancy, Daemonology (Santic), Divination, Pyromancy, Telekinesis and Telepathy disciplines.

OPTIONS:

  • May be upgraded to Psyker (Mastery Level 2)...25 pts
  • Unless armed with Terminator armour may take items from the Ranged Weapons, Special Issue Wargear and/or Chapter Relics lists.
  • May replace bolt pistol and frag and krak grenades with Terminator armour...25 pts
  • If armed wtih Terminator armour may take one of the following:
- Storm bolter...5 pts
- Combi-flamer...5 pts
- Combi-melta or -plasma...10 pts
- Storm shield...10 pts

TECHMARINE[edit]

WS BS S T W I A Ld Sv
Techmarine 4 5 4 4 2 4 2 9 2+
Servitor 3 3 3 3 1 3 1 8 4+


UNIT TYPE:

Infantry. Techmarine is Infantry (Character)

UNIT COMPOSITION:

1 Techmarine...65 pts

WARGEAR:

  • Techmarine
  • Bolt pistol
  • Power axe
  • Frag grenades
  • Krak grenades
  • Servo-arm
  • Servitor
  • Servo-arm

SPECIAL RULES:

  • Techmarine
  • Chapter Tactics
  • Eternal Crusade
  • Stubborn
  • Independent Character
  • Blessings of the Omnissiah: In each of your Shooting phases, instead of firing his weapons, a Techmarine can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add +1 for each Servitor with a servoarm in his unit. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.
  • Bolster Defences: After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.
  • Servitors
  • Mindlock: Unless it also contains a TechMarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.

OPTIONS:

  • Techmarine
  • May replace servo-arm with one of the following:
- Conversion beamer...20 pts
- Servo-harness...25 pts
- Heavy bolter...5 pts/model
- Multi-melta...free
- Plasma cannon...15 pts/model

CHAPLAIN[edit]

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


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Chaplain...70 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Power maul
  • Rosarius

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Independent Character
  • Zealot

OPTIONS:

  • May replace bolt pistol with one of the following:
- Boltgun...free
- Power fist...25 pts
- Combi-flamer...free
- Combi-melta or -plasma...5 pts

CHAPLAIN DREADNOUGHT[edit]

WS BS S FA SA RA I A HP
Chaplain Dreadnought 4 4 6 12 12 10 4 4 3


UNIT TYPE:

Vehicle (Character, Walker)

UNIT COMPOSITION:

1 Chaplain Dreadnought...135 pts

WARGEAR:

  • Multi-melta
  • Power fist with built-in storm bolter
  • Searchlight

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Move Through Cover
  • Scout
  • Zealot
  • Venerable: If a model with this special rule suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.

OPTIONS:

  • May take items from the Dreadnought Weapons list.
  • May replace power fist and storm bolter with one of the following:
- Missile Launcher...free
- Twin-linked autocannon...free
- Hurricane bolter...free
  • May replace storm bolter with heavy flamer...10 pts/model
  • May replace meltagun with heavy flamer...free
  • Any model may take extra armour...5 pts/model
  • Any model may take smoke launchers...5 pts/model
  • May take a Drop Pod or a Dreadnought Drop Pod as a Dedicated Transport.

DAMOCLES RHINO[edit]

BS FA SA RA HP
Damocles Rhino 4 11 11 10 3


UNIT TYPE:

Vehicle (Tank)

UNIT COMPOSITION:

1 Damocles Rhino...60 pts

WARGEAR:

  • Locator beacon
  • Searchlight
  • Smoke launchers
  • Storm bolter
  • Comms Relay
  • Orbital Strike

OPTIONS:

  • May take items from the Space Marines Vehicle Equipment list.

RHINO PRIMARIS[edit]

BS FA SA RA HP
Rhino Primaris 4 11 11 10 3


UNIT TYPE:

Vehicle (Tank, Transport)

UNIT COMPOSITION:

1 Rhino Primaris...100 pts

WARGEAR:

  • Twin-linked plasma gun
  • Searchlight
  • Smoke launchers
  • Servo-skull Hub: At the start of each of your shooting phases, you can select one friendly unit within 12" of this model and immediately apply one of the following effects:
    Targeting Data Skull: The targeted unit can fire Snap Shots using Ballistic Skill 2.
    Repair Skull: The targeted vehicle has the It Will Not Die special rule.
    Vox Skull: The targeted unit changes its leadership value to 10.
  • Orbital Array
    At the start of each of your turns after the first if this vehicle is on the battlefield you can choose to Coordinate Reinforcements or once per game, fire an Orbital Strike. To Coordinate Reinforcements, select one friendly unit in Reserves; the unit automatically arrives from Reserves this turn. To fire an Orbital Strike, see the Orbital Strike entry in the Appendix.

SPECIAL RULES:

  • Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.

Transport:

  • Transport Capacity: Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
  • Fire Points: None.
  • Access Points: The Rhino Primaris has one Access Point on each side of the hull and one at the rear.

OPTIONS:

  • May take items from the Space Marines Vehicle Equipment list.

TROOPS[edit]

ASSAULT SQUAD[edit]

WS BS S T W I A Ld Sv
Assault Marine 4 4 4 4 1 4 1 8 3+
Assault Sergeant 4 4 4 4 1 4 2 8 3+
Veteran Sergeant 5 5 4 4 1 4 2 10 3+


UNIT TYPE:

Infantry. The Assault Sergeant and Veteran Sergeant are Infantry (Character)

UNIT COMPOSITION

4 Assault Marines, 1 Assault Sergeant...55 pts

WARGEAR:

  • Close combat weapon
  • Bolt pistol
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Stubborn
  • Combat Squads
  • Heroic Inspiration (Veteran Sergeant only)

Options:

  • May include up to five additional Assault Marines...9 pts/model
  • The entire unit may be equipped with one of the following:
- Combat shields...2 pts/model
- Jump packs...3 pts/model
  • Up to two models may replace their bolt pistol with one of the following:
- Flamer...5 pts/model
- Plasma pistol...10 pts/model
  • For every five models in the unit, one model may replace its bolt pistol and close combat weapon with an eviscerator...25 pts
  • May upgrade Assault Sergeant to Veteran Sergeant...15 pts
  • The Space Marine Sergeant or Veteran Sergeant may chose any of the following options:
- Take items from the 'Melee Weapons list.
- Replace bolt pistol with grav-pistol or plasma pistol...55 pts
- Take a combat shield...5 pts
- Take melta bombs...5 pts
  • The Veteran Sergeant may replace close combat weapon with relic blade...15 pts
  • If the unit does not take jump packs the unit must take a Drop Pod, Razorback or Rhino as a Dedicated Transport.

DEVASTATOR SQUAD[edit]

WS BS S T W I A Ld Sv
Devastator 4 4 4 4 1 4 1 8 3+
Devastator Sergeant 4 4 4 4 1 4 2 8 3+
Veteran Sergeant 5 5 4 4 1 4 2 10 3+


UNIT TYPE:

Infantry. Devastator Sergeants and Veteran Sergeants are Infantry (Character)

UNIT COMPOSITION:

4 Devastators, 1 Devastator Sergeant...70 pts

WARGEAR:

  • Boltgun
  • Bolt pistol
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Stubborn
  • Combat Squads
  • Heroic Inspiration (Veteran Sergeant only)

Options:

  • May include up to five additional Devastators...12 pts/model
  • Up to four Devastators may take items from the Heavy Weapons list.
  • The unit may take an armorium cherub...5 pts
  • May upgrade the the Devastator Sergeant to a Veteran Sergeant...15 pts
  • The Devastator Sergeant or Veteran Sergeant may take items from the 'Melee Weapons and/or Ranged Weapons list.
  • The Devastator Sergeant or Veteran Sergeant may take melta bombs...3 pts
  • If the unit does not take jump packs the unit must take a Drop Pod, Razorback or Rhino as a Dedicated Transport.

TACTICAL SQUAD[edit]

WS BS S T W I A Ld Sv
Tactical Marine 4 4 4 4 1 4 1 8 3+
Tactical Sergeant 4 4 4 4 1 4 2 8 3+
Veteran Sergeant 5 5 4 4 1 4 2 10 3+


UNIT TYPE:

Infantry. Tactical Sergeants and Veteran Sergeants are Infantry (Character)

UNIT COMPOSITION:

4 Tactical Marines, 1 Tactical Sergeant...70 pts

WARGEAR:

  • Boltgun
  • Bolt pistol
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Stubborn
  • Combat Squads
  • Heroic Inspiration (Veteran Sergeant only)

Options:

  • May include up to five additional Tactical Marines...12 pts/model
  • If the squad numbers less than ten models, one Space Marine may take one item from either the Special Weapons or Heavy Weapons list.
  • If the squad numbers ten models, one Tactical Marine may take one item from either the Special Weapons list, and other Tactical Marine may take one item from the Heavy Weapons list.
  • May upgrade the Tactical Sergeant to a Veteran Sergeant...15 pts
  • The Tactical Sergeant or Veteran Sergeant may take items from the 'Melee Weapons and/or Ranged Weapons lists.
  • The Tactical Sergeant or Veteran Sergeant may take melta bombs...5 pts
  • The Tactical Sergeant or Veteran Sergeant may take a teleport homer...5 pts
  • The unit may take a Drop Pod, Razorback or Rhino as a Dedicated Transport.


SCOUT SQUAD[edit]

WS BS S T W I A Ld Sv
Scout 3 3 4 4 1 4 1 7 4+
Scout Sergeant 3 3 4 4 1 4 2 7 4+
Veteran Scout Sergeant 5 5 4 4 1 4 2 10 4+


UNIT TYPE:

Infantry. Scout Sergeants and Veteran Scout Sergeants are Infantry (Character)

UNIT COMPOSITION:

4 Scouts, 1 Scout Sergeant...50 pts

WARGEAR:

  • Boltgun
  • Bolt pistol
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Stubborn
  • Combat Squads
  • Infiltrate
  • Move Through Cover
  • Scout

Options:

  • May include up to five additional Scouts...8 pts/model
  • The entire squad may take camo cloaks...2 pts/model
  • Any model may replace its boltgun with a twin-linked Space Marine shotgun...free
  • Any model may replace its boltgun with a sniper rifle...1 pt/model
  • One Scout may replace boltgun with one of the following:
- Heavy bolter...8 pts
- Heavy bolter with hellfire shells...15 pts
- Missile launcher with 1/2/3 missile types...13/17/20 pts
  • May upgrade the Scout Sergeant to a Veteran Sergeant...15 pts
  • The Scout Sergeant or Veteran Sergeant may take items from the 'Melee Weapons and/or Ranged Weapons lists.
  • The Scout Sergeant or Veteran Sergeant may take any of the following:
- Melta bombs...5 pts
- Teleport homer...5 pts
  • The unit may take a Land Speeder Storm as a Dedicated Transport.

ELITES[edit]

COMMAND SQUAD[edit]

WS BS S T W I A Ld Sv
Veteran 5 5 4 4 1 4 2 10 3+
Company Champion 7 5 4 4 1 4 2 10 3+
Apothecary 5 5 4 4 1 4 2 10 3+


UNIT TYPE:

Infantry. Company Champions and Apothecaries are Infantry (Character)

UNIT COMPOSITION:

5 Veterans...80 pts

WARGEAR:

  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Fearless
  • Heroic Inspiration (Company Champion only)
  • Honour or Death: (Company Champion only) A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.

Options:

  • One Veteran may take items from the Space Marine Standards list
  • Any model may take items from the 'Melee Weapons and/or Ranged Weapons lists.
  • One Veteran may be upgraded to Company Champion, replacing his close combat weapon with one of the following:
- Power axe and combat shield...40 pts
- Power lance and combat shield...40 pts
- Power maul and combat shield...40 pts
- Power sword and combat shield...40 pts
  • One Veteran may be upgraded to an Apothecary, taking a narthecium...15 pts
  • The entire squad may take one of the following:
- Space Marine bikes and twin-linked boltguns...40 pts
- Jump packs...20 pts
  • Any Veteran may take melta bombs...5 pts
  • Any Veteran may take a storm shield...10 pts
  • If the unit does not take jump packs the unit must take a Drop Pod, Razorback or Rhino as a Dedicated Transport.

ASSAULT DECIMATOR SQUAD[edit]

WS BS S T W I A Ld Sv
Decimator 4 4 5 5 2 4 1 8 2+
Decimator Sergeant 4 4 5 5 2 4 2 8 2+
Veteran Decimator Sergeant 5 5 5 5 2 4 2 10 2+


UNIT TYPE:

Infantry. Decimator Sergeant and Veteran Decimator Sergeant are Infantry (Character)

UNIT COMPOSITION:

3 Decimators...80 pts

WARGEAR:

  • Twin-linked flamer
  • Ironclad assault launchers
  • Two siege drills

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Fearless
  • Heroic Inspiration (Veteran Decimator Sergeant only)
  • Very Bulky

Options:

  • May include up to five additional Assault Marines...55 pts/model
  • Any model may replace its Ironclad assault launchers with a hurricane bolter...5 pts/model
  • Any model may replace its twin-linked flamer with a twin-linked meltagun...10 pts/model
  • One Decimator may be upgraded to one of the following:
- Decimator Sergeant...free
- Veteran Decimator Sergeant...20 pts
  • The Decimator Sergeant or Veteran Decimator Sergeant may take an omniscope...5 pts
  • The unit may take a Drop Pod or Land Raider as a Dedicated Transport.

VANGUARD VETERAN SQUAD[edit]

WS BS S T W I A Ld Sv
Veteran 5 5 4 4 1 4 2 10 3+
Veteran Sergeant 5 5 4 4 1 4 2 10 3+


UNIT TYPE:

Infantry. Veteran Sergeant is Infantry (Character)

UNIT COMPOSITION:

4 Veterans, 1 Veteran Sergeant...80 pts

WARGEAR:

  • Boltgun
  • Bolt pistol
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Fearless
  • Combat Squads
  • Fleet
  • Heroic Inspiration (Vanguard Veteran Sergeant only)
  • Heroic Intervention: A unit with this special rule ignores the penalty for disordered charges.

Options:

  • May include up to five additional Vanguard Veterans...14 pts/model
  • Any model may take melta bombs...5 pts/model
  • Any model may take items from the 'Melee Weapons and/or Ranged Weapons lists.
  • The Veteran Sergeant may replace close combat weapon with relic blade...15 pts
  • The entire squad may take jump packs...4 pts/model
  • Unless armed with jump packs, the unit must take a Drop Pod, Razorback or Rhino as a dedicated transport.

STERNGUARD VETERAN SQUAD[edit]

WS BS S T W I A Ld Sv
Veteran 5 5 4 4 1 4 2 10 3+
Veteran Sergeant 5 5 4 4 1 4 2 10 3+


UNIT TYPE:

Infantry. Veteran Sergeant is Infantry (Character)

UNIT COMPOSITION:

4 Veterans, 1 Veteran Sergeant...120 pts

WARGEAR:

  • Boltgun with special issue ammunition
  • Bolt pistol
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Fearless
  • Combat Squads
  • Heroic Inspiration (Veteran Sergeant only)

OPTIONS:

  • May include up to five additional Sternguard Veterans...20 pts/model
  • Any model may take items from the Ranged Weapons list.
  • Two Sternguard Veterans may each take one item from either the Special Weapons or the Heavy Weapons list.
  • The Sternguard Veteran Sergeant may replace bolt pistol and/or boltgun with one of the following:
- Close combat weapon...free
- Lightning claw, power axe, power lance, power maul or power sword...15 pts
- Power fist...25 pts
  • The Sternguard Veteran Sergeant may take melta bombs...5 pts
  • Unless armed with jump packs, the unit must take a Drop Pod, Razorback or Rhino as a dedicated transport.

CONTEMPTOR DREADNOUGHT SQUADRON[edit]

WS BS S FA SA RA I A HP
Contemptor Dreadnought 5 4 6 13 12 10 4 4 3
Contemptor Mortis Dreadnought 5 4 6 13 12 10 4 4 3
Deredeo Dreadnought 4 5 6 13 12 11 4 3 3


UNIT TYPE:

Vehicle (Walker)

UNIT COMPOSITION:

1 Contemptor Dreadnought...175 pts

WARGEAR:

Contemptor Dreadnought

  • Smoke launchers
  • Twin-linked heavy bolter
  • Power fist with built-in storm bolter

Contemptor Mortis Dreadnought

  • Smoke launchers
  • Two twin-linked heavy bolters

Deredeo Dreadnought

  • Extra armour
  • Smoke launchers
  • Twin-linked Anvilus autocannon battery
  • Twin-linked heavy bolter

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Move Through Cover
  • Fleet (Contemptor Dreadnought only)
  • Scout
  • Relic Pattern
  • Atomantic Shielding: A model with this special rule has a 5+ invulnerable save against ranged attacks and a 6+ invulnerable save against melee attacks. Add +1" to the radius of ‘Vehicle Explodes’ damage results suffered by models with this special rule.
  • Helical Targeting Array: (Contemptor Mortis Dreadnought and Deredeo Dreadnought only) If a model with this special rule remains stationary in the Movement phase, it gains the Skyfire and Interceptor special rules until the start of its next Movement phase.

OPTIONS:

  • May add up to two additional Contemptor Dreadnoughts...175 pts/model
  • May upgrade all Contemptor Dreadnoughts to one of the following:
- Contemptor Mortis Dreadnoughts...free
- Deredeo Dreadnoughts...5 pts/model
  • Any Doredeo Dreadnought may replace his Anvilus autocannon battery with a twin-linked hellfire plasma cannonade...35 pts
  • Any Doredeo Dreadnought may be armed with ceramite plating...20 pts
  • Any Contemptor Dreadnought may replace his twin-linked heavy bolter with one of the following:
- Chainfist with built-in storm bolter...15 pts
- Power fist with built-in storm bolter...free
- Twin-linked autocannon...5 pts/model
- Multi-melta...10 pts/model
- Plasma cannon...10 pts/model
- Kheres Pattern assault cannon...15 pts/model
- Twin-linked assault cannon...15 pts/model
- Heavy conversion beamer...30 pts/model
  • Any Contemptor Dreadnought may replace storm bolter with one of the following:
- Grav gun...10 pts
- Heavy flamer...10 pts/model
- Plasma blaster...15 pts
  • Any Contemptor Mortis Dreadnought may replace its two twin-linked heavy bolters with one of the following:
- Two multi-meltas...free
- Two twin-linked autocannons...10 pts
- Two Kheres pattern assault cannons...25 pts
- Two twin-linked lascannons...30 pts
  • Any model may take any of the following:
- Searchlight...1 pt/model
- Extra armour...5 pts/model
  • Any Contemptor Dreadnought and Contemptor Mortis Dreadnought may take a cyclone missile launcher...35 pts/model
  • Any Deredeo Dreadnought may take an Aiolos missile launcher...35 pts/model

DREADNOUGHT SQUADRON[edit]

WS BS S FA SA RA I A HP
Dreadnought 4 4 6 12 12 10 4 4 3
Ironclad Dreadnought 4 4 6 13 13 10 4 4 3
Mortis Dreadnought 4 4 6 12 12 10 4 4 3
Siege Dreadnought 4 4 6 12 12 10 4 4 3
Venerable Dreadnought 5 5 6 12 12 10 4 4 3


UNIT TYPE:

Vehicle (Walker)

UNIT COMPOSITION:

1 Dreadnought...100 pts

WARGEAR:

Dreadnought and Venerable Dreadnought:

  • Multi-melta
  • Power fist with built-in storm bolter
  • Searchlight

Ironclad Dreadnought:

  • Extra armour
  • Power fist with built-in storm bolter
  • Seismic hammer with built-in meltagun
  • Searchlight
  • Smoke launchers

Mortis Dreadnought

  • Searchlight
  • Smoke launchers
  • Two heavy bolters

Siege Dreadnought:

  • Assault drill with built-in heavy flamer
  • Extra armour
  • Multi-melta
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Move Through Cover
  • Scout
  • Helical Targeting Array: (Mortis Dreadnought only) If a model with this special rule remains stationary in the Movement phase, it gains the Skyfire and Interceptor special rules until the start of its next Movement phase.
  • Venerable: (Venerable Dreadnought only) If a model with this special rule suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.

OPTIONS:

  • May add up to two additional Dreadnoughts...100 pts/model
  • Any model may take items from the Dreadnought Weapons list.
  • Any model may replace power fist and storm bolter with one of the following:
- Missile Launcher...free
- Twin-linked autocannon...free
- Hurricane bolter...free
  • Any model may replace two heavy bolters with one of the following:
- Two twin-linked autocannons...30 pts
- Two twin-linked missile launchers with 1/2/3 missile types...20/24/25 pts/model
- Two twin-linked lascannons...40 pts
  • Any model may replace storm bolter with heavy flamer...10 pts/model
  • Any model may replace meltagun with heavy flamer...free
  • Any model may take extra armour...5 pts/model
  • Any model may take smoke launchers...5 pts/model
  • Ironclad Dreadnoughts and Siege Dreadnoughts may take up to two hunter-killer missiles...12 pts/each
  • All Dreadnoughts in the Squadron may be upgraded to one of the following:
- Ironclad Dreadnoughts...35 pts/model/model
- Siege Dreadnought...10 pts
- Venerable Dreadnoughts...25 pts/model/model
  • Siege Dreadnoughts may replace multi-melta with a flamestorm cannon...free
  • The unit may take a Drop Pod or a Dreadnought Drop Pod as a Dedicated Transport.

TERMINATOR SQUAD[edit]

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


UNIT TYPE:

Infantry. Terminator Sergeant is Infantry (Character)

UNIT COMPOSITION:

4 Terminators, 1 Terminator Sergeant...205 pts

WARGEAR:

  • Terminator armour
  • Two lightning claws (Terminator only)
  • Storm bolter (Terminator Sergeant only)
  • Power sword (Terminator Sergeant only)

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Combat Squads
  • Heroic Inspiration (Terminator Sergeant only)
  • Fearless

Options:

  • May include up to five additional Terminators...37 pts/model
  • Any model may replace two lightning claws with one of the following:
- thunder hammer and storm shield...8 pts/model
- Power fist and storm bolter...3 pts/model
- Chain fist and storm bolter...8 pts/model
  • For every five Terminators in the squad, one Terminator may replace two lightning claws with one of the following:
- Power fist and heavy flamer...13 pts/model
- Power fist and assault cannon...23 pts/model
- Two lightning claws and a cyclone missile launcher...25 pts/model
  • The Terminator Sergeant may replace storm bolter and power sword with one of the following:
- Two lightning claws...2 pts
- Thunder hammer and storm shield...10 pts
  • If no models are armed with thunder hammers, storm shields, heavy flamers, assault cannons or cyclone missile launchers, all models may take cataphractii armour, if they do they must replace storm bolters with combi-bolters and may replace a single lightning claw with a combi-bolter...free
  • A Terminator Sergeant armed with cataphractii armour may be armed with a grenade harness...10 pts
  • The unit may take a Drop Pod or Land Raider as a Dedicated Transport.

LEXICANUM CONCLAVE[edit]

WS BS S T W I A Ld Sv
Lexicanum 4 4 4 4 1 4 1 8 3+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Lexicanum...30 pts

WARGEAR:

  • Bolt pistol
  • Force weapon
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Stubborn
  • Chapter Tactics
  • Eternal Crusade
  • Independent Character
  • Might of the Librarius: This unit has the Brotherhood of Psykers special rule. A unit containing 1-3 Lexicani is Mastery Level 1, a unit containing 4-6 is Mastery Level 2, a unit containing 7 or more is Mastery Level 3. If a unit’s Mastery level is reduced as the result of models being removed as casualties, randomly remove one psychic power known to the unit for each Mastery Level lost. This unit generates one Warp Charge point at the beginning of each Psychic phase for each Lexicanum in the unit, regardless of its current Mastery Level.

PSYKER:

A Lexicanum Conclave generates its powers from the Biomancy, Daemonology (Santic), Divination, Pyromancy, Telekinesis, and Telepathy disciplines.

OPTIONS:

  • May add up to nine additional Lexicani...20 pts/model
  • The entire unit may select one of the following:
- Replace bolt pistol and frag and krak grenades with Terminator armour and storm bolter...20 pts/model
- Take Space Marine bike and twin-linked boltgun...10 pts/model
- Take jump pack...5 pts/model
  • Any model may take items from the Ranged Weapons list.
  • Any model may replace storm bolter with one of the following:
- Combi-flamer...5 pts/model
- Combi-melta or combi-plasma...5 pts
  • Any model may be armed with melta bombs...5 pts/model
  • Any model may take a teleport homer...5 pts/model
  • The unit may select a Drop Pod, Razorback, Rhino as a Dedicated Transport.

FAST ATTACK[edit]

SCOUT BIKE SQUAD[edit]

WS BS S T W I A Ld Sv
Scout Biker 3 3 4 5 1 4 1 7 4+
Scout Biker Sergeant 3 3 4 5 1 4 2 7 4+
Scout Biker Veteran Sergeant 5 5 4 5 1 4 2 10 4+


UNIT TYPE:

Bike. Scout Biker Sergeant and Scout Biker Veteran Sergeant are Bike (Character)

UNIT COMPOSITION:

2 Scout Bikers, 1 Scout Biker Sergeant...80 pts

WARGEAR:

  • Bolt pistol
  • Twin-linked boltgun
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Stubborn
  • Heroic Inspiration (Scout Biker Veteran Sergeant only)
  • Combat Squads
  • Infiltrate
  • Scout

Options:

  • May include up to seven additional Scout Bikers ...16 pts/model
  • The unit may take cluster mines ...20 pts
  • Up to three Scout Bikers may replace their twin-linked boltguns with Astartes grenade launchers ...5 pts/model
  • The Scout Biker Sergeant may be upgraded to Scout Biker Veteran Sergeant ...15 pts
  • The Scout Biker Sergeant or Scout Biker Veteran Sergeant may take items from the 'Melee Weapons and/or Ranged Weapons lists.
  • The Scout Biker Sergeant or Scout Biker Veteran Sergeant may take any of the following:
- Melta bombs ...5 pts
- Locator beacon ...10 pts

BIKE SQUAD[edit]

WS BS S T W I A Ld Sv
Assault Marine 4 4 4 5 1 4 1 8 3+
Biker Sergeant 4 4 4 5 1 4 2 8 3+
Veteran Biker Sergeant 5 5 4 5 1 4 2 10 3+
Attack Bike 4 4 4 5 2 4 2 8 3+


UNIT TYPE:

Bike. Biker Sergeant and Veteran Biker Sergeant are Bike (Character)

UNIT COMPOSITION:

2 Bikers, 1 Biker Sergeant...63 pts

WARGEAR:

  • Bolt pistol
  • Twin-linked boltgun (Assault Marine, Sergeant and Veteran Sergeant)
  • Heavy Bolter (Attack Bike only)
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Stubborn
  • Heroic Inspiration (Veteran Sergeant only)
  • Combat Squads
  • Mounted Assault: If a unit with this special rule is chosen as part of a Detachment that contains at least one independent character with the Space Marines Faction equipped with a Space Marine bike, the unit’s Battlefield Role changes to Troops.

Options:

  • May include up to seven additional Assault Marines...21 pts/model
  • Any model may replace bolt pistol with close combat weapon...free
  • Up to two Bikers may each take one item from the Special Weapons list.
  • One Assault Marine may be upgraded to one of the following:
- Sergeant...free
- Veteran Sergeant...20 pts
  • The Sergeant or Veteran Sergeant may take items from the 'Melee Weapons and/or Ranged Weapons lists.
  • The Biker Sergeant or Biker Veteran Sergeant may take melta bombs...5 pts
  • The unit may include one Attack Bike...40 pts
  • Attack Bike may replace heavy bolter with multi-melta...10 pts

ATTACK BIKE SQUAD[edit]

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


UNIT TYPE:

Bike

UNIT COMPOSITION:

1 Attack Bike...40 pts

WARGEAR:

  • Bolt pistol
  • Heavy Bolter
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Stubborn

Options:

  • May include up to two additional Attack Bikes...40 pts/model
  • Any model may replace heavy bolter with multi-melta...10 pts/model

LAND SPEEDER STORM[edit]

BS FA SA RA HP
Land Speeder Storm 4 10 10 10 2


UNIT TYPE:

Vehicle (Fast, Open-topped, Skimmer)

UNIT COMPOSITION:

1 Land Speeder...40 pts

WARGEAR:

  • Cerberus launcher
  • Heavy bolter

SPECIAL RULES:

  • Deep Strike
  • Scout
  • Jamming Beacon: Enemies that scatter when Deep Striking within 12" of a model with this special rule roll double the number of dice to determine the scatter distance.

Transport:

  • Transport Capacity: Five models. It can only carry models with a 4+ Sv.

OPTIONS:

  • May replace its heavy bolter with one of the following:
- Heavy flamer...free
- Assault cannon...5 pts
- Multi-melta...10 pts

LAND SPEEDER SQUADRON[edit]

BS FA SA RA HP
Land Speeder 4 10 10 10 2
Land Speeder Javalin 4 11 11 10 2
Land Speeder Tempest 4 11 10 10 2


UNIT TYPE:

Vehicle (Fast, Skimmer). Land Speeder Tempests are Vehicle (Flyer, Hover)

UNIT COMPOSITION:

1 Land Speeder...40 pts

WARGEAR:

Land Speeder

  • Heavy bolter

Land Speeder Javalin

  • Heavy bolter
  • 'Twin-linked cyclone missile launcher

Land Speeder Tempest

  • Assault cannon
  • Extra armour
  • Missile launcher with flakk, frag and krak missiles

SPECIAL RULES:

  • Deep Strike
  • Relic Pattern (Land Speeder Javalin only)
  • Strike Craft: Whilst this unit includes three models this unit may shoot their weapons and move flat out in the same turn (this may be done in any order).

OPTIONS:

  • May include up to two additional Land Speeders...40 pts/model
  • All Land Speeders may be upgraded to one of the following:
- Land Speeder Tempests...70 pts/model
- Land Speeder Javalins...50 pts/model
  • Any model may replace its heavy bolter with one of the following:
- Heavy flamer...free
- Multi-melta...10 pts/model
  • Any Land Speeder may take one of the following:
- Heavy bolter...10 pts
- Heavy flamer...10 pts
- Typhoon missile launcher...17 pts/model
- Assault cannon...20 pts/model
- Replace heavy bolter with assault cannon and twin-linked missile launcher with frag, krak and flakk missiles...40 pts
- Multi-melta...20 pts
  • Any Land Speeder Javalin may take one of the following:
- Searchlight...1 pt
- Up to two hunter-killer missiles...12 pts/each

RHINO[edit]

BS FA SA RA HP
Rhino 4 11 11 10 3


UNIT TYPE:

Vehicle (Tank, Transport)

UNIT COMPOSITION:

1 Rhino...35 pts

WARGEAR:

  • Storm bolter
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.

Transport:

  • Transport Capacity: Ten models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
  • Fire Points: Two models can fire from the Rhino´s top hatch.
  • Access Points: The Rhino has one Access Point on each side of the hull and one at the rear.

OPTIONS:

  • May take items from the Space Marines Vehicle Equipment list.

RAZORBACK[edit]

BS FA SA RA HP
Razorback 4 11 11 10 3


UNIT TYPE:

Vehicle (Tank, Transport)

UNIT COMPOSITION:

1 Razorback...45 pts

WARGEAR:

  • Twin-linked heavy bolter
  • Searchlight
  • Smoke launchers

Transport:

  • Transport Capacity: Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
  • Fire Points: None.
  • Access Points: The Razorback has one Access Point on each side of the hull and one at the rear.

OPTIONS:

  • May take items from the Space Marines Vehicle Equipment list.
  • May replace its twin-linked heavy bolter with one of the following:
- Twin-linked heavy flamer...free
- Twin-linked Assault cannon...10 pts
- Lascannon and twin-linked plasma gun...10 pts
- Multi-melta...10 pts
- Twin-linked lascannon...10 pts

DEATHSTORM DROP POD[edit]

BS FA SA RA HP
Deathstorm Drop Pod 2 12 12 12 3


UNIT TYPE:

Vehicle (Open-topped, Transport)

UNIT COMPOSITION:

1 Deathstorm Drop Pod...75 pts

WARGEAR:

  • Whirlwind multiple missile launcher

SPECIAL RULES:

  • Name (Drop Pod)
  • Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
  • Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
  • Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.
  • Automated Weapons: In the first Shooting phase after it lands each unit (friend or foe) within 12” and in line of sight comes under attack, the Deathstorm fires once at each target. Attacks against friendly units are resolved by your opponent.

Transport:

  • Transport Capacity: Ten models. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.

OPTIONS:

  • May take a locator beacon...10 pts
  • May replace whirlwind multiple missile launcher with assault cannon...free

DROP POD[edit]

BS FA SA RA HP
Drop Pod 4 12 12 12 3
Dreadnought Drop Pod 4 12 12 12 3


UNIT TYPE:

Vehicle (Open-topped, Transport)

UNIT COMPOSITION:

1 Drop Pod...35 pts

WARGEAR:

  • Storm bolter

SPECIAL RULES:

  • Drop Pod Assault: Models with this special rule and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your models with this special rule (rounding up) automatically arrive from Reserve (you choose which ones automatically arrive). The arrival of remaining models with this special rule is rolled for normally.
  • Immobile: A model with this special rule cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
  • Inertial Guidance System: If a model with this special rule scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a model with this special rule scatters off the edge of the board, it suffers a Deep Strike Mishap.

Transport:

  • Transport Capacity: (Drop Pod only) Ten models or a single Dreadnought. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.
  • Transport Capacity: (Dreadnought Drop Pod only) One Walker.

OPTIONS:

  • May be upgraded to a Dreadnought Drop Pod...15 pts
  • Drop Pods may replace storm bolter with deathwind launcher...10 pts
  • May take a locator beacon...10 pts

CAESTUS ASSAULT RAM[edit]

BS FA SA RA HP
Caestus 4 13 13 11 4


UNIT TYPE:

Vehicle (Tank, Flyer, Hover)

UNIT COMPOSITION:

1 Caestus...300 pts

WARGEAR:

  • Twin-linked magna-melta
  • Extra armour
  • Ceramite plating
  • Two firefury missile batteries

SPECIAL RULES:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Misericord: Models with the Bulky only take up a single transport capacity in a model with this special rule.
  • Field Generator: A model with this special rule has a 5+ invulnerable save against all hits inflicted in its front arc.
  • Assault Ram: The strength of a Caestus´ ram attack is increased by +2.

Transport:

  • Transport Capacity: 10 models.
  • Fire Points: None.
  • Access Points: A Caestus has two access points at the front of its hull.

OPTIONS:

  • May take any of the following:
- Frag assault launchers...10 pts
- Auxiliary drive...10 pts

STORMTALON GUNSHIP[edit]

BS FA SA RA HP
Stormtalon Gunship 4 11 11 11 2


UNIT TYPE:

Vehicle (Flyer, Hover)

UNIT COMPOSITION:

1 Stormtalon Gunship...110 pts

WARGEAR:

  • Twin-linked assault cannon
  • Twin-linked heavy bolter

SPECIAL RULES:

  • Strafing Run
  • Vectored Afterburners: When Zooming, a Stormtalon Gunship can move an additional 6" if it moves Flat Out. When Hovering, a model with this special rule has the Skilled Rider special rule.

OPTIONS:

  • May replace its twin-linked heavy bolter with one of the following:
- Skyhammer missile launcher...20 pts
- Twin-linked lascannon...15 pts
- Typhoon missile launcher...35 pts

XIPHON[edit]

BS FA SA RA HP
Xiphon 4 11 11 11 2


UNIT TYPE:

Vehicle (Flyer)

UNIT COMPOSITION:

1 Xiphon...170 pts

WARGEAR:

  • Ceramite plating
  • Two twin-linked lascannons
  • Xiphon rotary missile launcher

SPECIAL RULES:

  • Skilled Rider
  • Supersonic

HEAVY SUPPORT[edit]

DECIMATOR SQUAD[edit]

WS BS S T W I A Ld Sv
Decimator 4 4 5 5 2 4 1 8 2+
Sergeant 4 4 5 5 2 4 2 8 2+
Veteran Sergeant 5 5 5 5 2 4 2 10 2+


UNIT TYPE:

Infantry. Sergeant and Veteran Sergeant are Infantry (Character)

UNIT COMPOSITION:

3 Decimators...165 pts

WARGEAR:

  • Twin-linked heavy bolter
  • Hurricane bolter

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Fearless
  • Heroic Inspiration (Veteran Sergeant only)
  • Very Bulky

Options:

  • May include up to five additional Decimators...55 pts/model
  • Any model may replace hurricane bolter with missile launcher with 1/2/3 missile types...0/4/7 pts
  • Any model may replace its twin-linked heavy bolter with one of the following:
- Twin-linked lascannon...15 pts/model
- Grav-cannon...25 pts/model
  • One Devastator may be upgrade to one of the following:
- Decimator Sergeant...free
- Decimator Veteran Sergeant...20 pts
  • The Sergeant or Veteran Sergeant may take an omniscope...10 pts
  • The unit may take a Dreadnought Drop Pod or Land Raider as a Dedicated Transport.

SPACE MARINE RAPIER WEAPONS BATTERY[edit]

WS BS S T W I A Ld Sv
Rapier Carrier - - - 7 2 - - - 3+
Space Marine Crew 4 4 4 4 1 4 1 8 3+


UNIT TYPE:

Artillery

UNIT COMPOSITION:

1 Rapier Carrier, 2 Space Marine Crew...60 pts

WARGEAR:

Rapier Carrier

  • Quad heavy bolter

Space Marine Crew

  • Bolt pistol
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Stubborn
  • Explosive Demise: When a Rapier Carrier armed with a weapon with a laser destroyer loses its last wound, roll a D6. If the result is 2+ then remove the Rapier Carrier as a casualty as normal. If the result of the roll is a 1 then place a Large Blast template onto the table, centred on the Rapier Carrier. All models (friend and foe) under the template take a single S3 AP- hit. Once these hits are resolved, remove the Rapier as a casualty as normal.
  • Merged Targeting Arrays: Whilst this unit includes three Rapier Carriers, all Space Marine Crew in the unit have +1 Ballistic Skill.

Options:

  • May include up to two additional Rapier Carriers (each including two Space Marine Crew)...60 pts/each
  • Any Rapier Carrier may replace its quad heavy bolter with a laser destroyer...15 pts/model
  • If the unit contains no additional Rapier Carriers, it may take a Drop Pod as a Dedicated Transport.

THUNDERFIRE CANNON BATTERY[edit]

WS BS S T W I A Ld Sv
Thunderfire Cannon - - - 7 2 - - - 3+
Techmarine 4 5 4 4 2 4 2 9 2+


UNIT TYPE:

Artillery. Techmarine Gunner is Artillery (Character)

UNIT COMPOSITION:

1 Techmarine Gunner, 1 Thunderfire Cannon...100 pts

WARGEAR:

Thunderfire Cannon

  • Thunderfire cannon

Techmarine Gunner

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Servo-harness

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Stubborn
  • Bolster Defences
  • Convergent Targeting: Whilst this unit includes three Thunderfire Cannons, all Techmarine Gunners in the unit have +1 Ballistic Skill.

Options:

  • May include up to two additional Thunderfire Cannons (each including a Techmarine Gunner)...100 pts/each
  • If the unit contains no additional Thunderfire Cannons, it may take a Drop Pod as a Dedicated Transport.

FIRE RAPTOR[edit]

BS FA SA RA HP
Fire Raptor 4 12 12 12 4


UNIT TYPE:

Vehicle (Flyer, Hover, Transport)

UNIT COMPOSITION:

1 Fire Raptor...200 pts

WARGEAR:

  • Ceramite plating
  • Extra armour
  • Four hellstrike missiles
  • Twin-linked autocannon turret
  • Twin-linked avenger bolt cannon

SPECIAL RULES:

  • Power of the Machine Spirit
  • Relic Pattern

OPTIONS:

  • May replace its twin-linked autocannon turret with two twin-linked quad heavy bolter turrets...35 pts
  • May take a locator beacon...10 pts

STORM EAGLE[edit]

BS FA SA RA HP
Storm Eagle 4 12 12 12 4


UNIT TYPE:

Vehicle (Flyer, Hover, Transport)

UNIT COMPOSITION:

1 Storm Eagle...215 pts

WARGEAR:

  • Twin-linked heavy bolter
  • Ceramite plating
  • Vengeance launcher

SPECIAL RULES:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Skies of Fury: If the Stormraven has moved more than 6", passengers can still disembark, but they must do so as follows:

Nominate any point over which the Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge on the turn they do so.

Transport:

  • Transport Capacity: 20 models. The Storm Eagle can carry Jump Infantry but they count as having the Bulky special rule.
  • Fire Points: None.
  • Access Points: A Stormraven has one Access Point at the front of its hull and one on either side and one at the rear.

OPTIONS:

  • May replace its twin-linked heavy bolter with one of the following:
- Twin-linked multi-melta...20 pts
- Typhoon missile launcher...35 pts
  • May replace its two side Access Points with side sponsons with hurricane bolters...20 pts
  • May take one of the following:
- Four hellstrike missiles...40 pts
- Two twin-linked lascannons...60 pts
  • May take any of the following:
- Searchlight...1 pt
- Extra armour...5 pts
- Locator beacon...10 pts

STORMRAVEN[edit]

BS FA SA RA HP
Stormraven Gunship 4 12 12 12 3


UNIT TYPE:

Vehicle (Flyer, Hover, Transport)

UNIT COMPOSITION:

1 Stormraven Gunship...190 pts

WARGEAR:

  • Twin-linked assault cannon
  • Twin-linked heavy bolter
  • Four stormstrike missiles
  • Ceramite plating

SPECIAL RULES:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Skies of Fury: If the Stormraven has moved more than 6", passengers can still disembark, but they must do so as follows:

Nominate any point over which the Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge on the turn they do so.

Transport:

  • Transport Capacity: The Stormraven Gunship can carry two seperate units: 12 models in its cabin, plus 1 Dreadnought of any type in its rear grapples. If a Zooming Stormraven is wrecked or suffers a Crash and Burn result, the embarked Dreadnought suffers a Strength 10 hit on its rear armour; if the Stormraven Gunship is Hovering, the hit is Strength 4 instead. The Stormraven Gunship can carry Jump Infantry but they count as having the Bulky special rule.
  • Fire Points: None.
  • Access Points: A Stormraven has one Access Point at the front of its hull and one on either side and one at the rear.

OPTIONS:

  • May replace its twin-linked assault cannon with one of the following:
- Twin-linked plasma cannon...free
- Twin-linked lascannon...free
  • May replace its twin-linked heavy bolter with one of the following:
- Twin-linked multi-melta...20 pts
- Typhoon missile launcher...35 pts
  • May replace its two side Access Points with side sponsons with hurricane bolters...20 pts
  • May take any of the following:
- Searchlight...1 pt
- Extra armour...5 pts
- Locator beacon...10 pts

PREDATOR SQUADRON[edit]

BS FA SA RA HP
Predator 4 13 11 10 3
Predator Infernus 4 13 11 10 3


UNIT TYPE:

Vehicle (Tank)

UNIT COMPOSITION:

1 Predator...75 pts

WARGEAR:

  • Autocannon (Predator only)
  • Flamecannon (Predator Infernus only)
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Relic Pattern (Predator Infernus only)
  • Killshot: Whilst this unit includes three Predators, all Predators in the unit have the Monster Hunter and Tank Hunters special rules.

OPTIONS:

  • May include up to two additional Predators...75 pts/model
  • May upgrade all Predators to Predator Infernuses...free
  • Any Predator may replace its autocannon with a twin-linked lascannon...25 pts/model
  • Any Predator may take two side sponsons which are both armed with one of the following:
- Heavy bolters...20 pts/model
- Lascannons...40 pts
  • Any Predator Infernus may replace its autocannon with a magna-melta cannon...30 pts/model
  • Any Predator Infernus may take two side sponsons which are both armed with one of the following:
- Heavy bolters...20 pts/model
- Heavy flamers...10 pts/model
- Lascannons...40 pts
  • Any model may take items from the Space Marines Vehicle Equipment list.

SICARIAN[edit]

BS FA SA RA HP
Sicarian 4 13 12 12 3


UNIT TYPE:

Vehicle (Tank, Fast)

UNIT COMPOSITION:

1 Sicarian...150 pts

WARGEAR:

  • Searchlight
  • Smoke launchers
  • Heavy bolter
  • Extra armour
  • Twin-linked accelerator autocannon

SPECIAL RULES:

  • Relic Pattern

OPTIONS:

  • May replace its twin-linked accelerator autocannon with a neutron laser...40 pts
  • May take any of the following:
- Hunter-killer missile...12 pts
- Dozer blade...5 pts
- Auxiliary drive...10 pts
- Ceramite plating...20 pts
  • May take two side sponsons which are both armed with one of the following:
- Heavy bolters...20 pts/model
- Lascannons...40 pts

SENTRY GUN BATTERY[edit]

BS FA SA RA HP
Sentry Gun 2 10 10 10 1


UNIT TYPE:

Vehicle (Immobile)

UNIT COMPOSITION:

1 Sentry Gun...15pts

WARGEAR:

  • Twin-linked heavy bolter

SPECIAL RULES:

  • Firing Modes: A sentry gun can fire in one of two modes. You must decide which mode the sentry gun will be set in before the start of the game. You cannot change the mode once you have decided, it remains in that mode for the rest of the game
- Point Defence Mode: The sentry gun is set up with a fixed fire arc, usually to provide covering fire over a particular area. In this mode, the gun will engage enemy targets up to 36" away which are within a fixed 90 degree arc.
- Sentry Mode In this mode, the gun is set up to fire at any enemy which comes near, and will always turn to fire at the nearest enemy target within range to which it can draw a line of sight. It can fire all around.
  • Target Priority: Sentry Gun Batteries must shoot at the nearest enemy prime target within range and line of sight of all the Sentry Guns in the Sentry Gun Battery. If no prime target is within range or line of sight of all Sentry Guns in the Sentry Gun Battery then the Sentry Gun Battery will fire at the closes enemy model within range and line of sight of all Sentry Guns in the Sentry Gun Battery.
  • Prime Target: If armed with twin-linked heavy bolter Sentry Guns treat unengaged infantry as prime targets, otherwise they treat unengaged non-swooping Monstrous Creatures and unengaged non-zooming vehicles as prime targets.

OPTIONS:

  • The entire battery may replace its twin-linked heavy bolter with one of the following:
- Multi-melta...free
- Twin-linked lascannon...15 pts/model

HYPERIOS PLATFORM BATTERY[edit]

BS FA SA RA HP
Command Platform - 10 10 10 2
Hyperios Platform 2 10 10 10 1


UNIT TYPE:

Vehicle

UNIT COMPOSITION:

1 Command Platform, 1 Hyperios Platform...35 pts

WARGEAR:

  • Twin-linked missile launcher with flakk missiles (Hyperios Platform only)

SPECIAL RULES:

  • Immobile
  • Aerial Scanner: Hyperios Air Defence Batteries must shoot at the closest enemy unit with the Flyer unit sub-type or Super-heavy Flyer unit type within line of sight of all the Hyperios Platforms.
  • Remove Controlled: If the Command Platform is destroyed then all Hyperios Platforms lose 1 Hull Point. If all the Hyperios Platforms are destroyed the Command Platform loses 2 Hull Points.

OPTIONS:

  • May include up to 3 additional Hyperios Platforms...25 pts/model

WHIRLWIND SQUADRON[edit]

BS FA SA RA HP
Whirwind 4 11 11 10 3
Whirwind Scorpius 4 11 11 10 3


UNIT TYPE:

Vehicle (Tank)

UNIT COMPOSITION:

1 Whirlwind...65 pts

WARGEAR:

  • Scorpius multi-launcher (Whirlwind Scorpius only)
  • Whirlwind multiple missile launcher (Whirlwind only)
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Suppressive Bombardment: (Whirlwind only) Whilst this unit includes three Whirlwinds, each model´s Whirlwind multiple missile launcher in the unit has the Pinning and Shred special rules (regardless of which missile type it fires).
  • Devastating Bombardment: (Whirlwind Scorpius only) Whilst this unit includes three Whilwind Scopiuses, each model´s Scorpius multi-launcher in the unit has the Pinning and Rending special rules.
  • Relic Pattern (Whirlwind Scorpius only)

OPTIONS:

  • May include up to two additional Whirlwinds...65 pts/model
  • May upgrade all Whirlwinds to Whirlwind Scorpiuses...free
  • Any model may take items from the Space Marines Vehicle Equipment list.

WHIRLWIND HYPERIOS SQUADRON[edit]

BS FA SA RA HP
Whirwind Hyperios 4 11 11 10 3


UNIT TYPE:

Vehicle (Tank)

UNIT COMPOSITION:

1 Whirlwind Hyperios...50 pts

WARGEAR:

  • Twin-linked missile launcher with flakk missiles
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Skies of Fury: Whilst this unit includes three Whirlwind Hyperioses, each model´s twin-linked missile launcher with flakk missiles become Heavy 2.

OPTIONS:

  • May include up to two additional Whirlwinds Hyperioses...50 pts/model
  • Any Whirlwind Hyperios may take items from the Space Marines Vehicle Equipment list.

VINDICATOR SQUADRON[edit]

BS FA SA RA HP
Vindicator 4 13 11 10 3


UNIT TYPE:

Vehicle (Tank)

UNIT COMPOSITION:

1 Vindicator...120 pts

WARGEAR:

  • Demolisher cannon
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Linebreaker Bombardment: If this unit contains three Vindicators that can all fire their demolisher cannons, the squadron can fire a single Linebreaker Bombardment instead of firing normally. To do so, nominate one model in the squadron as the firer; the firer’s demolisher cannon changes its type from Large Blast to Apocalyptic Blast and gains the Ignores Cover special rule.

OPTIONS:

  • May include up to two additional Vindicators...120 pts/model
  • Any Vindicator may take a siege shield...20 pts/model
  • Any Vindicator may take items from the Space Marines Vehicle Equipment list.

HUNTER SQUADRON[edit]

BS FA SA RA HP
Hunter 4 12 12 10 3


UNIT TYPE:

Vehicle (Tank)

UNIT COMPOSITION:

1 Hunter...70 pts

WARGEAR:

  • Skyspear missile launcher
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Savant Systems Interlocked: Whilst this unit includes three Hunters, each model´s skyspear missile launcher can re-roll the dice when resolving its Savant Lock special rule.

OPTIONS:

  • May include up to two additional Hunters...70 pts/model
  • Any Hunter may take items from the Space Marines Vehicle Equipment list.

STALKER SQUADRON[edit]

BS FA SA RA HP
Stalker 4 12 12 10 3


UNIT TYPE:

Vehicle (Tank)

UNIT COMPOSITION:

1 Stalker...75 pts

WARGEAR:

  • Icarus stormcannon array
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Skystorm: Whilst this unit includes three Stalkers, each model’s Icarus stormcannon array has the Ignores Cover special rule.

OPTIONS:

  • May include up to two additional Stalkers...75 pts/model
  • Any Stalker may take items from the Space Marines Vehicle Equipment list.

SPARTAN[edit]

BS FA SA RA HP
Spartan 4 14 14 14 5


UNIT TYPE:

Super-heavy Vehicle (Tank, Transport)

UNIT COMPOSITION:

1 Spartan...300 pts

WARGEAR:

  • Extra armour
  • Twin-linked heavy bolter
  • Two quad lascannons
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover

Transport:

  • Transport Capacity: 25 models.
  • Fire Points: None
  • Access Points: The Spartan has one Access Point on each side of the hull and one at the front.

OPTIONS:

  • May replace its twin-linked heavy bolter with twin-linked heavy flamer...free
  • May replace two quad lascannons with two laser destroyers...free
  • May take any of the following:
- Hunter-killer missile...12 pts
- Ceramite plating...20 pts
  • May take one of the following:
- Storm bolter...5 pts
- Heavy flamer...10 pts
- Heavy bolter...10 pts
- Multi-melta...15 pts

LAND RAIDER[edit]

BS FA SA RA HP
Land Raider Achilles 4 14 14 14 4
Land Raider Ares 4 14 14 14 4
Land Raider Crusader 4 14 14 14 4
Land Raider Excelsior 4 14 14 14 4
Land Raider Helios 4 14 14 14 4
Land Raider Phobos 4 14 14 14 4
Land Raider Prometheus 4 14 14 14 4
Land Raider Proteus 4 14 14 14 4
Land Raider Redeemer 4 14 14 14 4
Land Raider Terminus Ultra 4 14 14 14 4


UNIT TYPE:

Vehicle (Fast, Tank, Transport). Land Raider Terminus Ultra is Vehicle (Fast, Tank)

UNIT COMPOSITION:

1 Land Raider Proteus...180 pts

WARGEAR:

Land Raider Achilles

  • Extra armour
  • Searchlight
  • Smoke launchers
  • Thunderfire cannon
  • Two twin-linked multi-meltas

Land Raider Ares

  • Ares pattern demolisher cannon
  • Extra armour
  • Searchlight
  • Smoke launchers
  • Twin-linked assault cannon
  • Two twin-linked heavy flamers

Land Raider Crusader

  • Extra armour
  • Twin-linked assault cannon
  • Two hurricane bolters
  • Frag assault launchers

Any unit charging into close combat on the same turn as it disembarks from vehicle armed with frag assault launchers counts as having frag grenades.

  • Searchlight
  • Smoke launchers

Land Raider Excelsior

  • Extra armour
  • Grav-cannon
  • Two twin-linked lascannons
  • Searchlight
  • Smoke launchers
  • Aquila Aegis Field: A model armed with an Aquila Aegis Field has a 6+ invulnerable save and ignores the effects of the Crew Shaken and Crew Stunned results on the vehicle damage table (but still loses a Hull Point).

Land Raider Helios

  • Extra armour
  • Two twin-linked lascannons
  • Searchlight
  • Smoke launchers
  • Missile launcher with flakk missiles

Land Raider Phobos

  • Extra armour
  • Twin-linked heavy bolter
  • Two twin-linked lascannons
  • Searchlight
  • Smoke launchers

Land Raider Prometheus

  • Comms relay
  • Extra armour
  • Battle auspex
  • Searchlight
  • Smoke launchers
  • Two twin-linked heavy bolters

Land Raider Proteus

  • Extra armour
  • Explorator augury web
  • Searchlight
  • Smoke launchers
  • Two twin-linked lascannons

Land Raider Redeemer

  • Extra armour
  • Twin-linked assault cannon
  • Two inferno cannons
  • Frag assault launchers

Any unit charging into close combat on the same turn as it disembarks from vehicle armed with frag assault launchers counts as having frag grenades.

  • Searchlight
  • Smoke launchers

Land Raider Terminus Ultra

  • Extra armour
  • Three twin-linked lascannons
  • Two lascannons
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

Land Raider Achilles

  • Assault Vehicle
  • Massive
  • Move Through Cover
  • Power of the Machine Spirit
  • Ferromantic Invulnerability: The Lance and Melta rules have no effect on a vehicle with this special rule. Unless the weapon is Strenght D, subtract 1 from the rolls on the Vehicle Damage Table made against a vehicle with this special rule.

Land Raider Crusader

  • Assault Vehicle
  • Massive
  • Move Through Cover
  • Power of the Machine Spirit

Land Raider Excelsior

  • Assault Vehicle
  • Heroic Authority
  • Massive
  • Move Through Cover
  • Power of the Machine Spirit
  • Name (Captain)

Land Raider Helios

  • Assault Vehicle
  • Massive
  • Move Through Cover
  • Power of the Machine Spirit

Land Raider Phobos

  • Assault Vehicle
  • Massive
  • Move Through Cover
  • Power of the Machine Spirit

Land Raider Prometheus

  • Assault Vehicle
  • Massive
  • Move Through Cover
  • Power of the Machine Spirit

Land Raider Proteus

  • Massive
  • Move Through Cover
  • Power of the Machine Spirit

Land Raider Redeemer

  • Assault Vehicle
  • Power of the Machine Spirit
  • Massive
  • Move Through Cover

Land Raider Terminus Ultra

  • Assault Vehicle
  • Power of the Machine Spirit
  • Massive
  • Move Through Cover
  • Tank Hunters
  • Relic Pattern
  • Systems Overload: All twin-linked lascannons and lascannons fired by a model with this special rule have the Gets Hot special rule.

Transport:

  • Transport Capacity: Six models. (Land Raider Achilles and Land Raider Helios only)
  • Transport Capacity: Ten models. (Land Raider Excelsior, Land Raider Phobos and Land Raider Proteus only)
  • Transport Capacity: Twelve models. (Land Raider Redeemer only)
  • Transport Capacity: Sixteen models. (Land Raider Crusader only)
  • Fire Points: None
  • Access Points: The Land Raider has one Access Point on each side of the hull and one at the front. Land Raider Proteus do not have an Access Point at the front.

OPTIONS:

  • May be upgraded to one of the following:
- Land Raider Achilles...90 pts
- Land Raider Ares...40 pts
- Land Raider Crusader...40 pts
- Land Raider Excelsior...90 pts
- Land Raider Helios...50 pts
- Land Raider Phobos...50 pts
- Land Raider Prometheus...60 pts
- Land Raider Redeemer...40 pts
- Land Raider Terminus Ultra...60 pts
  • Land Raider Crusader, Land Raider Redeemer and Land Raider Phobos may take a multi-melta...8 pts
  • Land Raider Excelsior may take a combi-plasma...5 pts
  • Land Raider Achilles, Land Raider Helios and Land Raider Prometheus may take a storm bolter...3 pts
  • May replace missile launcher with flakk missiles with whirlwind multiple missile launcher...free
  • Land Raider Achilles may take any of the following:
- Dozer blade...free
- Siege shield...40 pts
  • May take items from the Space Marines Vehicle Equipment list.

LORDS OF WAR[edit]

CHIEF LIBRARIAN[edit]

WS BS S T W I A Ld Sv
Chief Librarian 6 5 4 4 3 4 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...135 pts

WARGEAR:

  • Bolt pistol
  • Force weapon
  • Frag grenades
  • Krak grenades
  • Psychic Hood

SPECIAL RULES:

  • Stubborn
  • Chapter Tactics
  • Eternal Crusade
  • Independent Character
  • Psyker (Mastery Level 3)
  • Name (Librarian)

PSYKER:

Chief Librarians generate their powers from the Biomancy, Daemonology, Divination, Pyromancy, Telekinesis and Telepathy disciplines.

OPTIONS:

  • May take one of the following:
- Mental Fortress:...10 pts

A model with this upgrade can re-roll results on the Perils of the Warp table.

- Hex Master:...20 pts

Any Malediction manifested by a model with this upgrade lasts one additional turn.

- Emissary of Destruction:...15 pts

Your opponent can only succesfully Deny the Witch on 6+ when attempting to Deny the Witch against a power manifested by a model with this upgrade.

- Storm Bolter...5 pts
- Combi-flamer, -melta or -plasma...10 pts
- Storm Shield...15 pts

The Rod of Malcador is a Master Crafted Force Mace with Soul Blaze special rule.

  • The Infernal Hood...30 pts

The Infernal Hood is a psychic hood which does not replace one of the Chief Librarians weapons. A model equipped with the Infernal Hood generates two additional warp charges each turn.

CHAPTER MASTER[edit]

WS BS S T W I A Ld Sv
Chapter Master 9 10 4 4 4 7 4 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...170 pts

WARGEAR:

  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Iron Halo
  • Orbital Strike

SPECIAL RULES:

  • Fearless
  • Chapter Tactics
  • Eternal Crusade
  • Heroic Authority
  • Supreme Authority
  • Independent Character
  • Master of Ballistics

Options:

  • May replace close combat weapon with relic blade...20 pts
  • May take artificer armour...35 pts
  • May take a storm shield...20 pts
  • Unless armed with Terminator armour or Decimator armour may select items from the 'Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Chapter Relics lists.
  • May replace his power sword with a relic blade...5 pts
  • May replace his bolt pistol, close combat weapon, and frag and krak grenades with Terminator armour, storm bolter, and power sword...45 pts
  • May replace bolt pistol, close combat weapon, and krak and frag grenades with Decimator armour and one of the following:
    • Hurricane bolter and twin-linked heavy bolter...90 pts
      • May replace his twin-linked heavy bolter with twin-linked lascannon...10 pts
      • May replace his twin-linked heavy bolter with grav-cannon...15 pts
      • May replace hurricane bolter with missile launcher with 1/2/3 missile types...0/5/10 pts
    • Twin-linked flamer, ironclad assault launchers, two siege drills...80 pts
      • May replace ironclad assault launchers with storm bolter...10 pts
      • May replace his twin-linked flamer with meltagun...5 pts
    • If armed with Decimator armour may only take items from the Special Issue Wargear and/or Chapter Relics lists.

HONOUR GUARD SQUAD[edit]

WS BS S T W I A Ld Sv
Honour Guard 7 5 4 4 2 5 3 10 2+
Chapter Champion 10 5 4 4 2 5 4 10 2+


UNIT TYPE:

Infantry. Chapter Champion is Infantry (Character)

UNIT COMPOSITION:

2 Honour Guards, 1 Chapter Champion...140 pts

WARGEAR:

  • Boltgun
  • Power sword
  • Frag grenades
  • Krak grenades
  • Artificer armour

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Fearless
  • Eternal Warrior
  • Heroic Inspiration (Chapter Champion only)
  • Honour or Death: (Chapter Champion only) A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.

Options:

  • May include up to seven additional Honour Guard...45 pts/model
  • Any model may replace boltgun with close combat weapon...free
  • Chapter Champion may replace power sword with thunder hammer...15 pts
  • Any model may replace its power sword with one of the following:
- Relic blade...10 pts/model
- Power axe...free
- Power lance...free
- Power maul...free
  • The entire squad may take one of the following:
- Space Marine bikes and twin-linked boltguns...15 pts/model
- Jump packs...10 pts/model
  • One Honour Guard may replace boltgun with the Chapter Banner...25 pts

Unique, you may not include multiple Chapter Banners in a single army. Friendly units within 12" of a model equipped with a Chapter Banner gain the Fearless special rule.

  • The unit may take a Drop Pod, Land Raider, Razorback or Rhino as a Dedicated Transport.

THUNDERHAWK GUNSHIP[edit]

BS FA SA RA HP
Thunderhawk Gunship 4 12 12 12 12


UNIT TYPE:

Super-heavy Vehicle (Flyer, Hover, Transport)

UNIT COMPOSITION:

1 Thunderhawk Gunship...900 pts

WARGEAR:

  • Thunderhawk cannon
  • Ceramite plating
  • Four twin-linked heavy bolters
  • Two lascannons
  • Three bomb pylon sets

SPECIAL RULES:

  • Assault Vehicle

Transport:

  • Transport Capacity: 30 models.
  • Fire Points: None.
  • Access Points: A Thunderhawk Gunship has one Access Point at the front of its hull and one on either side.

OPTIONS:

  • May replace thunderhawk cannon with turbo-laser destructor...20 pts
  • May replace 3 bomb pylon sets with 6 hellstrike missiles...free

THUNDERHAWK TRANSPORTER[edit]

BS FA SA RA HP
Thunderhawk Transporter 4 12 12 12 12


UNIT TYPE:

Super-heavy Vehicle (Flyer, Tank, Transport)

UNIT COMPOSITION:

1 Thunderhawk Transporter...450 pts

WARGEAR:

  • Ceramite plating
  • Four twin-linked heavy bolters

SPECIAL RULES:

  • Vehicle Clamps: A Vehicle with this special rule can transport other vehicles. To embark upon a vehicle with this special rule the model has to be wholly within 6" instead of wholly within 2" of one of this vehicle´s Access Points.

Transport:

  • Transport Capacity: Two vehicles with FA 11, SA 11 and RA 10 or one vehicle with with FA 14, SA 14 and RA 14
  • Fire Points: None.
  • Access Points: Two sets of vehicle clamps beneath the Thunderhawk Transport.

OPTIONS:

  • May replace thunderhawk cannon with turbo-laser destructor...20 pts
  • May take up to 6 hellstrike missiles...20 pts each

TYPHON HEAVY SIEGE TANK[edit]

BS FA SA RA HP
Typhon 4 14 14 14 8


UNIT TYPE:

Super-heavy Vehicle (Tank)

UNIT COMPOSITION:

1 Typhon...350 pts

WARGEAR:

  • Dreadhammer siege cannon
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Move Through Cover

OPTIONS:

  • May take one of the following:
- Two heavy bolters...20 pts
- Two lascannons...40 pts
  • May take any of the following:
- Ceramite plating...20 pts

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.

- Hunter-killer missile...12 pts
  • May take one of the following:
- Storm bolter...5 pts
- Combi-flamer...5 pts
- Combi-melta or -plasma...10 pts
- Heavy flamer...15 pts
- Heavy bolter...15 pts
- Multi-melta...25 pts

CERBERUS[edit]

BS FA SA RA HP
Cerberus 4 14 14 13 8


UNIT TYPE:

Super-heavy Vehicle (Tank)

UNIT COMPOSITION:

1 Cerberus...400 pts

WARGEAR:

  • Twin-linked neutron laser battery
  • Flare shield
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Reactor Blast: When a Cerberus loses its last Hull Point, it always suffers a Titanic Explosion! – there is no need to roll on the Catastrophic Damage table.

OPTIONS:

  • May take one of the following:
- Two heavy bolters...20 pts
- Two lascannons...40 pts
  • May take any of the following:
- Ceramite plating...25 pts

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.

- Hunter-killer missile...12 pts
  • May take one of the following:
- Storm bolter...5 pts
- Combi-flamer...5 pts
- Combi-melta or -plasma...10 pts
- Heavy flamer...15 pts
- Heavy bolter...15 pts
- Multi-melta...25 pts

FALCHION[edit]

BS FA SA RA HP
Falchion 4 14 13 12 12


UNIT TYPE:

Super-heavy Vehicle (Tank)

UNIT COMPOSITION:

1 Falchion...540 pts

WARGEAR:

  • Twin-linked volcano cannon
  • Four twin-linked lascannons
  • Searchlight
  • Smoke launchers

OPTIONS:

  • May take any of the following:
- Ceramite plating...25 pts

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.

- Hunter-killer missile...12 pts
  • May take one of the following:
- Storm bolter...5 pts
- Combi-flamer...5 pts
- Combi-melta or -plasma...10 pts
- Heavy flamer...15 pts
- Heavy bolter...15 pts
- Multi-melta...25 pts

FELLBLADE[edit]

BS FA SA RA HP
Fellblade 4 14 13 12 12


UNIT TYPE:

Super-heavy Vehicle (Tank)

UNIT COMPOSITION:

1 Fellblade...540 pts

WARGEAR:

  • Twin-linked Fellblade accelerator cannon
  • Four twin-linked lascannons
  • Twin-linked heavy bolter
  • Demolisher cannon
  • Searchlight
  • Smoke launchers

OPTIONS:

  • May replace Four twin-linked lascannons with two laser destroyers...free
  • May replace its twin-linked heavy bolter with twin-linked heavy flamer...free
  • May take any of the following:
- Ceramite plating...25 pts

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.

- Hunter-killer missile...12 pts
  • May take one of the following:
- Storm bolter...5 pts
- Combi-flamer...5 pts
- Combi-melta or -plasma...10 pts
- Heavy flamer...15 pts
- Heavy bolter...15 pts
- Multi-melta...25 pts

FELLGLAIVE[edit]

BS FA SA RA HP
Fellglaive 4 14 13 12 12


UNIT TYPE:

Super-heavy Vehicle (Tank)

UNIT COMPOSITION:

1 Fellglaive...540 pts

WARGEAR:

  • Volkite Carronade
  • Four twin-linked lascannons
  • Twin-linked heavy bolter
  • Searchlight
  • Smoke launchers

OPTIONS:

  • May replace four twin-linked lascannons with two laser destroyers...free
  • May replace its twin-linked heavy bolter with twin-linked heavy flamer...free
  • May take any of the following:
- Ceramite plating...25 pts
- Hunter-killer missile...12 pts

APPENDIX[edit]

LEVELS OF ALLIANCE[edit]

Models with the Space Marines faction treat Allies of Convenience as Battle Brothers for the purpose of Warlord traits.

Models with the Space Marines Faction have the following levels of alliance with other units from different Factions in the same army:

Battle Brothers: Space Marines drawn from the same Chapter.

Allies of Convenience: Adepta Sororitas, Adeptus Mechanicus, Grey Knights, Imperial Guard, Inquisition, Legion of the Damned, Officio Assasinorum, Space Marines drawn from other Chapters, Space Wolves.

Desperate Allies: Craftworld Eldar, Eldar Corsairs, Eldar Exodites, Harlequins, Orks, Tau Empire.

Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Dark Eldar, Genestealer Cults, Mutants and Heretics, Necrons, Tyranids.

SPACE MARINES SPECIAL RULES[edit]

COMBAT DOCTRINES[edit]

An army including the following units includes a Demi-Company:

  • 3+ Tactical Squads
  • 1+ Assault Squads, Attack Bike Squads and/or Bike Squads
  • 1+ Decimator Squads and/or Devastator Squads
  • 1 Chaplain and/or 1 Captain

An army including the following units includes a Battle Company:

  • 6 Tactical Squads
  • 2+ Assault Squads, Attack Bike Squads and/or Bike Squads (in any combination)
  • 2+ Decimator Squads and/or Devastator Squads (in any combination)
  • 1 Chaplain
  • 1 Captain

You get to activate a single Doctrine of your choice once per game if your army includes a Demi-Company. This Doctrine affects all models (including Independent Characters) in Assault Squads, Attack Bike Squads, Bike Squads, Command Squads, Decimator Squads, Devastator Squads, Dreadnought Squadrons, Land Speeder Squadrons and Tactical Squads in Battle Companies and Demi-Companies.

You get to activate an additional Doctrine of your choice once per game if your army includes a Battle Company, this Doctrine affects all models (including Independent Characters) in Assault Squads, Attack Bike Squads, Bike Squads, Command Squads, Decimator Squads, Devastator Squads, Dreadnought Squadrons, Land Speeder Squadrons and Tactical Squads in Battle Companies

You may enact a single Doctrine at the start of each of your turns. Assault Doctrine: Elligible models can re-roll To Hit rolls of 1 in the Assault phase of this turn. Affected models in Assault Squads, Bike Squads, Attack Bike Squads and Assault Decimator Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Assault phase of this turn. Devastator Doctrine: All elligible models can re-roll To Hit rolls of 1 in the Shooting phase of this turn. Affected models in Devastator Squads and Decimator Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Shooting phase of this turn. Tactical Doctrine: All elligible models can re-roll To Hit rolls of 1 in the Shooting and Assault phases of this turn. Affected models in Tactical Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Shooting and Assault phases of this turn.

COMBAT SQUADS[edit]

At the start of the game, you may choose to separate any full-strength units with this special rule into two different units of the same size. These units may not join together at any point in the game. Two Combat Squads that were originally part of the same unit may be embarked on the same vehicle. If joined by an Attack Bike, Space Marine Bike squads split into one four man squad and one five man squad with the Attack Bike.

ETERNAL CRUSADE[edit]

Units composed entirely of models with this special rule may use their Sweeping Advance move to move within 1" of their enemy during your Assault Phase provided at least one model from the unit moves into base contact with an enemy model. Your unit counts as having made a disordered charge and may not strike in the ensuing combat. Overwatch may be performed against the unit as normal.

HEROIC AUTHORITY[edit]

Models with this special rule may attempt to Inspire a unit once per shooting phase. To Inspire a unit select one of the following special rules: Counter-attack, Fleet, Furious Charge, Hit and Run, Interceptor, Split Fire, Monster Hunter, Tank Hunters, Fearless. Then select a unit drawn from the same Chapter as the Inspiring model within 12” to receive the special rule. Take a leadership test using Inspiring model´s leadership, if successful the selected unit gains the selected special rule until the start of the next friendly shooting phase.

  • Note: A retreating unit which receives the Fearless special rule automatically passes its next Regroup test.

HEROIC INSPIRATION[edit]

Any model with this special rule, may attempt to Inspire once per game during your shooting phase. To Inspire select one of the special rules: Counter-attack, Fleet, Furious Charge, Hit and Run, Interceptor, Split Fire. Then take a leadership test using Inspiring model´s leadership, if successful the Inspiring model´s unit gains the selected special rule until the start of the next friendly shooting phase.

LORD EXECUTIONER[edit]

Models with this special rule have the Rampage special rule.

MASSIVE[edit]

Add 2 to the Strength of hits inflicted by this vehicle when it rams or is rammed.

MASTER OF BALLISTICS[edit]

Models with this special rule may fire an additional 2 shots with bolt weapons and the Strength 4 Rapid Fire profile of combi-weapons.

MASTER OF THE ARSENAL[edit]

Your army includes an ammunition dump which must be placed at the same time as any other fortifications. Models within 2" of an ammunition dump re-roll failed To Hit rolls of 1 in the Shooting phase. A model in cover behind an ammunition dump has a 5+ cover save.

MASTER OF THE FLEET[edit]

While a model with this special rule is alive you may re-roll failed reserve rolls.

MASTER OF THE RELICS[edit]

You may include any number of models with the Relic Pattern special rule.

MASTER OF THE RECRUITS[edit]

All units in a detachment including a model with this special rule gain Ld 8 unless their leadership would normally be higher and the Acute Senses special rule.

NAME[edit]

This special rule is always followed by a name in brackets. Units with this special rule count their name as being the name in brackets in addition to their true name.

RELIC PATTERN[edit]

You may not have more models with this special rule in a detachment than you do models with the Blessings of the Omnissiah special rule.

SUPREME AUTHORITY[edit]

A model with this special rule Inspires all eligible units within 12" rather than a single unit when he uses his Heroic Authority special rule.

CHAPTER TACTICS[edit]

The Chapter Tactics special rule represents a group of rules that are specific to a given Chapter. When choosing an army, you must make a note of which Chapter each unit with the Chapter Tactics special rule is drawn from. All models in the same Detachment or Formation must be drawn from the same Chapter. If a unit’s datasheet contains a Chapter in brackets after the Chapter Tactics special rule – for example, ‘Chapter Tactics (Ultramarines)’ – the unit must always be drawn from this Chapter, and therefore cannot be included in a Detachment or Formation with any units that are drawn from other Chapters. All Vehicles listed in this section may only be included in Detachments using the Chapter Tactic of the relevant Chapter.

All models drawn from a given Chapter benefit from that Chapter’s Chapter Tactics rules, as described below. The rules will often refer to a model, character or unit by its Chapter; in all cases, this refers to a model, character or unit with the Chapter Tactics special rule that is drawn from the given Chapter. Note that this means that models without the Chapter Tactics special rule (such as a Rhino) never benefits from this special rule unless otherwise noted. If a unit contains models drawn from two different Chapters (including Space Wolves and Grey Knights), it benefits from neither Chapter Tactic.

ANGRY MARINES CHAPTER TACTICS[edit]

RIP AND TEAR: Angry Marines models gain the Move Through Cover, Rage and Furious Charge special rules, However, they can never fire overwatch.

COVER IS FOR PUSSIES: Subtract 1 from all cover saves made by Angry Marines models.

ASTRAL CLAWS CHAPTER TACTICS[edit]

  • Reckless Courage: Astral Claws models may not use the Hit and Run special rule. In addition, Astral Claws units must re-roll failed leadership tests.
  • Lethal Blow: Astral Claws models with this special rule with Bike unit type gain the Furious Charge special rule. Astral Claws Walkers gain the Rampage special rule.
  • Rapid Attack and Encirclement: Astral Claws models with this special rule gain the Acute Senses and Outflank special rules.
  • Heroes of the Astral Claws: Detachments using Astral Claws Chapter Tactics gain access to the following HQ choices:

THE BLOODY SCOURGE OF SHAPRIAS[edit]

WS BS S T W I A Ld Sv
Carnac Commodus 6 5 4 4 3 6 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...90 pts

WARGEAR:

  • Frag grenades
  • Krak grenades
  • Bolt pistol
  • Iron Halo
  • Blood Biter
Range S AP Type
- +1 5 Melee, Rending

WARLORD TRAIT:

  • Cut Them Down!: Whilst your Warlord is alive all friendly units with the Space Marines faction may re-roll failed Sweeping Advance attempts.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Astral Claws)
  • Eternal Crusade
  • Independent Character
  • Legion Overseer: Friendly units within 12" of a model with this special rule have leadership 10.
  • Master of Ballistics

CAPTAIN OF THE ASTRAL CLAWS' 2ND COMPANY[edit]

WS BS S T W I A Ld Sv
Corien Sumatris 7 5 4 4 3 6 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...175 pts

WARGEAR:

  • Frag grenades
  • Krak grenades
  • Storm shield
  • Digital weapons
  • Spectre pattern bolter
Range S AP Type
12" 4 5 Assault 2

  • Master-crafted power sword

WARLORD TRAIT:

  • Legendary Fighter: Your army gains 1 Victory Point for each enemy character slain by your Warlord in a challenge.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Astral Claws)
  • Eternal Crusade
  • Heroic Authority
  • Independent Character
  • Master of Ballistics
  • Rage
  • The Tyrant´s Champion: When attempting to Inspire a unit to give it the Counter-attack or Furious Charge special rule the order affects all elligible units within 12" of Corien Sumatris.
  • Name (Captain)

THE ALCHEMANCER[edit]

WS BS S T W I A Ld Sv
Armenneus Valthex 4 5 4 4 2 4 2 10 2+
Servitor 3 3 3 3 1 3 1 8 4+


UNIT TYPE:

Infantry. Armenneus Valthex is Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...145 pts

WARGEAR:

  • Armenneus Valthex
  • Bolt pistol
  • Conversion beamer
  • Frag grenades
  • Krak grenades
  • Indynabula array

This grants Armenneus Valthex a 5+ invulnerable save.

  • Power sword
  • Servitor
  • Servo-arm

WARLORD TRAIT:

  • Master of Machines: Friendly Dreadnought Squadrons and Contemptor Dreadnought Squadrons within 12" of your Warlord have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

SPECIAL RULES:

  • Armenneus Valthex
  • Chapter Tactics
  • Eternal Crusade
  • Stubborn
  • Independent Character
  • Blessings of the Omnissiah: In each of your Shooting phases, instead of firing his weapons, a Techmarine can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add +1 for each Servitor with a servoarm in his unit. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.
  • Bolster Defences: After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.
  • Battle Alchemistry:

While part of Armenneus Valthex´ unit models armed with boltguns may use the following profile:

Range S AP Type
24" 4 5 Rapid Fire, Poisoned (2+)

  • Servitors
  • Mindlock: Unless it also contains a TechMarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.

OPTIONS:

  • May replace the Independent Character special rule with up to five Servitors...10 pts/model
  • Up to two Servitors may replace their servo-arm with one of the following:
- Heavy bolter...5 pts/model
- Multi-melta...free
- Plasma cannon...15 pts/model
  • Legends of the Astral Claws: Detachments using Astral Claws Chapter Tactics gain access to the following Lords of War choices:

CHAPTER MASTER OF THE ASTRAL CLAWS[edit]

WS BS S T W I A Ld Sv
Lugft Huron 9 10 4 5 4 7 4 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...290 pts

WARGEAR:

  • Heavy flamer
  • Terminator armour
  • Iron Halo
  • Orbital Strike
  • 'The Ghost Razors
Range S AP Type
- User 2 Melee, Shred, Shieldbreaker

Shieldbreaker: All succesful invulnerable saves made against wounds/hullpoints suffered by weapons with this rule, must be rerolled.

WARLORD TRAIT:

  • Master of Counter-assault: While your Warlord is alive all Astral Claws units which have arrived from reserves have the Counter-attack special rule.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics
  • Eternal Crusade
  • Heroic Authority
  • Supreme Authority
  • Independent Character
  • Master of Ballistics
  • Undying Will: While Lugft Huron has 1 wound left he has the Feel No Pain (3+) special rule.

BLACK DRAGONS CHAPTER TACTICS[edit]

  • Dragon Claws: Black Dragons Vanguard Veterans gain the following close combat weapon:
Range S AP Type
- User - Melee, Rending

  • Retractable Bone-Sabres: Non-vehicle Black Dragons models have the Shred special rule.

BLACK TEMPLARS CHAPTER TACTICS[edit]

  • Eternal Crusade: Black Templars models may not be part of Detachments or Formations other than Combined Arms Detachments and Allied Detachments. Psykers may not use Black Templars Chapter Tactics.
  • Holy Crusaders: Black Templars models have the Crusader and Adamantium Will special rules, in addition models with Chapter Tactics (Black Templars) gain the Zealot special rule during any turn in which they declare an assault.
  • Heroes of the Black Templars: Detachments using Black Templar Chapter Tactics gain access to the following HQ choices:

THE EMPEROR'S CHAMPION[edit]

WS BS S T W I A Ld Sv
The Emperor´s Champion 10 5 4 4 2 5 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...140 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Black Sword
Range S AP Type
- +2 2 Melee, Master-crafted, Two-handed

  • Armour of Faith

The Armour of Faith confers a 4+ invulnerable save.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Black Templars)
  • Eternal Crusade
  • Eternal Warrior
  • Honour or Death A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.

CHAPLAIN GRIMALDUS[edit]

WS BS S T W I A Ld Sv
Chaplain Grimaldus 6 5 4 4 3 4 3 10 3+
Cenobyte Servitor 3 3 3 3 1 3 1 8 4+


UNIT TYPE:

Infantry. Chaplain Grimaldus is Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...175 pts

WARGEAR:

Chaplain Grimaldus

  • Master-crafted plasma pistol
  • Frag grenades
  • Krak grenades
  • Power maul
  • Rosarius

WARLORD TRAIT:

  • Rites of War: (Chaplain Grimaldus only) All models in your primary Detachment are Leadership 10.

SPECIAL RULES:

  • Chaplain Grimaldus
  • Chapter Tactics (Black Templars)
  • Eternal Crusade
  • Independent Character
  • It Will Not Die
  • Zealot
  • Unmatched Zeal:

Friendly units with the Chapter Tactics (Dark Templars) special rule within 6" of Chaplain Grimaldus gain the Zealot special rule.

  • Name (Chaplain)
  • Cenobyte Servitors
  • Relics of Helsreach: Friendly units with the Dark Templars units within 6" of one or more Cenobyte Servitors have the Feel No Pain special rule.

Options:

  • May replace the Independent Character special rule with up to five Cenobyte Servitors...7 pts/model
  • Troops of the Black Templars: Detachments using Black Templar Chapter Tactics gain access to the following Troops choices:

CRUSADER SQUAD[edit]

WS BS S T W I A Ld Sv
Initiate 4 4 4 4 1 4 1 8 3+
Neophyte 3 3 4 4 1 4 1 7 4+
Sword Brother 5 5 4 4 1 4 2 10 3+


UNIT TYPE:

Infantry. Sword Brother is Infantry (Character)

UNIT COMPOSITION:

5 Initiates...55 pts

WARGEAR:

  • Boltgun
  • Bolt pistol
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics (Black Templars)
  • Eternal Crusade
  • Stubborn
  • Zealot (Sword Brother only)

Options:

  • May include up to five additional Initiates...11 pts/model
  • May include up to one Nephyte for each Initiate in the Squad...7 pts/model
  • May upgrade one Initiate to a Sword Brother...20 pts
  • One Initiate may take one of the following:
- One weapon from the Heavy Weapons list.
- Power axe, power lance, power maul or power sword...15 pts
- Power fist...25 pts
  • A different Initiate may take a weapon from the Special Weapons list.
  • Any Nephyte may replace its boltgun with a twin-linked Space Marine shotgun...free
  • Sword Brother may take items from the Melee Weapons and/or Ranged Weapons lists.
  • Sword Brother may take melta bombs...5 pts
  • The unit may take a Drop Pod, Rhino, Razorback or Land Raider Crusader as a Dedicated Transport.
  • Legends of the Black Templars: Detachments using Black Templar Chapter Tactics gain access to the following Lords of War choices:

HIGH MARSHAL HELBRECHT[edit]

WS BS S T W I A Ld Sv
High Marshal Helbrecht 9 10 4 4 4 7 4 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...220 pts

WARGEAR:

  • Combi-melta
  • Frag grenades
  • Krak grenades
  • Iron Halo
  • Master-crafted power sword
  • Orbital Strike

WARLORD TRAIT:

  • The Imperium´s Sword: All models in your Warlord's unit have the Furious Charge special rule.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Black Templars)
  • Eternal Crusade
  • Heroic Authority
  • Supreme Authority
  • Independent Character
  • Master of Ballistics
  • Legacy of Dorn: High Marshal Helbrech has a Charge Bonus of D3 Attacks instead of one.
  • Crusade of Wrath: Once per game, at the beginning of your Assault phase, High Marshal Helbrech can grant all friendly models with Chapter Tactics (Black Templars) the Fleet and Zealot special rules. Any fleeing unit with Chapter Tactics (Black Templars) immediately regroup.

BLOOD ANGELS CHAPTER TACTICS[edit]

  • Descent of Angels: Blood Angels models armed with the Jump unit type do not scatter when arriving from Deep Strike Reserve and may both Run and Shoot the turn they arrive from Deep Strike Reserve.
  • Red Thirst: Blood Angels models have the Furious Charge special rule.
  • Mental Instability: When a unit which contains one or more models with the Fearless special rule fails a round of combat, all models with the Mental Instability special rule in the unit fall to the Black Rage. When a unit with the Mental Instability special rule fails a Morale test you must take a Leadership test; if this Leadership test is failed, the unit counts as having passed the Morale test and all models in the unit with the Mental Instability special rule fall to the Black Rage. When a model falls to the Black Rage it gains the Fearless, Feel No Pain, Rage, and Black Rage special rules.
    Black Rage: Models with this special rule automatically fail cover saves. Units which consist entirely of models with this special rule are immune to the effects of the Heroic Inspiration and Heroic Authority special rules. A model with this special rule cannot attempt make use of the Heroic Inspiration and Heroic Authority special rules.
  • Overcharged Engines: Rhinos and Razorbacks taken as Dedicated Transports for a unit with Chapter Tactics (Blood Angels) may Flat Out an additional 2D6". If they do they count as moving through Dangerous Terrain while performing the additional move.

Heroes of the Blood Angels[edit]

Detachments and Formations using Blood Angels Chapter Tactics gain access to the following HQ choices:

LIBRARIAN DREADNOUGHT[edit]
WS BS S FA SA RA I A HP
Librarian Dreadnought 5 5 6 13 12 10 4 4 3


UNIT TYPE:

Vehicle (Character, Walker)

UNIT COMPOSITION:

1 Librarian Dreadnought...110 pts

WARGEAR:

  • Furioso force halberd
  • Storm bolter
  • Psychic hood
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Psychic Pilot (Mastery Level 1)
  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Move Through Cover
  • Scout

PSYKER:

Librarian Dreadnoughts generate their powers from the Biomancy, Daemonology, Divination and Pyromancy disciplines.

OPTIONS:

  • May be upgraded to Psychic Pilot (Master Level 2)...25 pts
  • May replace storm bolter with one of the following:
- Heavy flamer...10 pts
- Meltagun...10 pts
  • The unit may take a Drop Pod or a Dreadnought Drop Pod as a Dedicated Transport.
THE GOLDEN ANGEL[edit]
WS BS S T W I A Ld Sv
The Sanguinor 10 5 5 4 3 6 4 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...200 pts

WARGEAR:

  • Encarmine sword
  • Frag grenades
  • Krak grenades
  • Jump Pack
  • Death mask

A model armed with a death mask has the Fear special rule.

  • Iron Halo

WARLORD TRAIT:

  • Heroic Bearing: Friendly units within 12" of a model with this Warlord Trait have the Fearless special rule.

SPECIAL RULES:

  • Name (Captain)
  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Fearless
  • Eternal Warrior
  • Aura of Fervour: All models in the Sanguinor´s unit add 1 to their Attacks.
  • Avenging Angel: The Sanguinor re-rolls failed To Hit and To Wound rolls during challenges.
MASTER OF SACRIFICE[edit]
WS BS S T W I A Ld Sv
Captain Tycho 7 5 4 4 3 6 3 10 2+
Tycho the Lost 7 5 4 4 3 6 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...160 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Digital weapons
  • Iron Halo
  • Blood Song
Range S AP Type
24" 4 4 Rapid Fire, Boltstorm, Master-crafted
18" 8 1 Rapid Fire, Master-crafted, One Use Only

Boltstorm: Tycho may fire two additional shots whenever he shoots using this profile.

WARLORD TRAIT:

  • Red Rampage: Your Warlord has the Rampage special rule.

SPECIAL RULES:

Captain Tycho

  • Name (Captain)
  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Heroic Authority
  • Fearless
  • Hatred (Orks)
  • Independent Character
  • Master of Ballistics

Tycho the Lost

  • Name (Captain)
  • Fearless
  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Independent Character
  • Hatred (Orks)
  • Rage
  • Relentless
  • Feel No Pain
  • Master of Ballistics
  • Black Rage: Models with this special rule automatically fail cover saves. Units which consist entirely of models with this special rule are immune to the effects of the Heroic Inspiration and Heroic Authority special rules. A model with this special rule cannot attempt make use of the Heroic Inspiration and Heroic Authority special rules.
  • Fallen to the Black Rage: You cannot include Tycho the Lost in an army that includes Captain Tycho. Tycho the Lost can only join a Death Company Squad.

OPTIONS:

  • May be upgraded to Tycho the Lost...free
REDEEMER OF THE LOST[edit]
WS BS S T W I A Ld Sv
Astorath 6 5 4 4 3 5 3 10 2+


UNIT TYPE:

Jump Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...180 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Iron Halo
  • The Executioner´s Axe
Range S AP Type
- +1 2 Melee, Decapitation, Rending, Two-handed, Unwieldy

Decapitation: Any Rending wounds caused by a weapon with this special rule also have the Instant Death special rule.

WARLORD TRAIT:

  • Soulwarden: Friendly models in your Warlord's unit ignore the Black Rage special rule.

SPECIAL RULES:

  • Name (Captain)
  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Zealot
  • Independent Character
  • Liturgies of Blood: Astorath and any models with the Black Rage special rule in his unit gain the Shred special rule in a turn in which Astorath makes a non-disordered charge.
SANGUINARY PRIEST[edit]
WS BS S T W I A Ld Sv
Sanguinary Priest 6 5 4 4 2 4 2 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Sanguinary Priest...60 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Blood Chalice

Models with Chapter Tactics (Blood Angels) in a unit that includes one or more models armed with a blood chalice add 1 to their Weapon Skill.

  • Narthecium

SPECIAL RULES:

  • Stubborn
  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Independent Character

OPTIONS:

  • May take a bolt pistol...1 pt
  • May take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Chapter Relics lists.
KEEPER OF THE GRAIL[edit]
WS BS S T W I A Ld Sv
Brother Corbulo 5 5 4 4 3 4 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...120 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Heaven´s Teeth
Range S AP Type
- +1 - Melee, Rending

  • The Red Grail

Models with Chapter Tactics (Blood Angels) in a unit within 12" of the model carrying The Red Grail add 1 Weapon Skill. The Red Grail is not cumulative with a blood chalice.

  • Narthecium

SPECIAL RULES:

  • Stubborn
  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Independent Character
  • Name (Sanguinary Priest)
  • Far-Seeing Eye: Once per game, as long as Corbulo has not been removed as a casualty, this ability may be used to do one of the following:
- Re-roll the dice to Seize the Initiative.
- Re-roll the dice to Seize the Initiative.
- Re-roll a single dice used in a To Hit or To Wound roll, or a single dice used in a saving throw.
- Re-roll a single scatter dice.

Nobles of the Blood Angels[edit]

Detachments and Formations using Blood Angels Chapter Tactics gain access to the following Elites choices:

CONTEMPTOR FURIOSO DREADNOUGHT SQUADRON[edit]
WS BS S FA SA RA I A HP
Contemptor Furioso Dreadnought 5 4 6 13 12 10 4 4 3


UNIT TYPE:

Vehicle (Walker)

UNIT COMPOSITION:

1 Contemptor Furioso Dreadnought...175 pts

WARGEAR:

Contemptor Dreadnought

  • Smoke launchers
  • Twin-linked heavy bolter
  • Power fist with built-in storm bolter

Contemptor Mortis Dreadnought

  • Smoke launchers
  • Two twin-linked heavy bolters

SPECIAL RULES:

  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Move Through Cover
  • Fleet
  • Scout
  • Relic Pattern
  • Atomantic Shielding: A model with this special rule has a 5+ invulnerable save against ranged attacks and a 6+ invulnerable save against melee attacks. Add +1" to the radius of ‘Vehicle Explodes’ damage results suffered by models with this special rule.

OPTIONS:

  • May add up to two additional Contemptor Furioso Dreadnoughts...175 pts/model
  • Any Contemptor Furioso Dreadnought may replace his twin-linked heavy bolter with one of the following:
- Chain fist and storm bolter...15 pts
- Power fist and storm bolter...free
- Twin-linked autocannon...5 pts/model
- Multi-melta...10 pts/model
- Plasma cannon...10 pts/model
- Kheres Pattern assault cannon...15 pts/model
- Twin-linked assault cannon...15 pts/model
- Heavy conversion beamer...30 pts/model
  • Any Contemptor Furioso Dreadnought may replace his power fist with built-in storm bolter and twin-linked heavy bolter with two blood talons...free
  • Any Contemptor Furioso Dreadnought may replace his storm bolter with one of the following:
- Heavy flamer...10 pts/model
- Melta gun...10 pts/model
  • Any model may take any of the following:
- Searchlight...1 pt/model
- Extra armour...5 pts/model
- Magna grapple...15 pts/model
FURIOSO DREADNOUGHT SQUADRON[edit]
WS BS S FA SA RA I A HP
Furioso Dreadnought 5 4 6 13 12 10 4 4 3


UNIT TYPE:

Vehicle (Walker)

UNIT COMPOSITION:

1 Furioso Dreadnought...120 pts

WARGEAR:

  • Two Power fist
  • Storm bolter
  • Meltagun
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Move Through Cover
  • Scout
  • Name (Dreadnought Squadron)

OPTIONS:

  • May add up to two additional Furioso Dreadnoughts...120 pts/model
  • Any model may replace one power fist and either storm bolter or meltagun with a frag cannon...5 pts
  • Any model may replace two power fists with two blood talons...5 pts
  • Any model may replace storm bolter with heavy flamer...10 pts
  • Any model may replace meltagun with heavy flamer...free
  • Any model may take extra armour...5 pts
  • Any model may replace smoke launchers with a magna-grapple...free

A unit containing a model with a magna-grapple can re-roll failed charges when attempting to charge a vehicle.

DEATH COMPANY DREADNOUGHT SQUADRON[edit]
WS BS S FA SA RA I A HP
Death Company Dreadnought 5 4 6 12 12 10 4 5 3


UNIT TYPE:

Vehicle (Walker)

UNIT COMPOSITION:

1 Death Company Dreadnought...125 pts

WARGEAR:

  • Two Power fist
  • Storm bolter
  • Meltagun
  • Searchlight

SPECIAL RULES:

  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Move Through Cover
  • Rage
  • Scout
  • Name (Dreadnought Squadron)
  • None Can Stay My Wrath: Models with this special rule ignore the effects of Crew Shaken or Crew Stunned damage results (but still lose a Hull Point).
  • Black Rage: Models with this special rule automatically fail cover saves. Units which consist entirely of models with this special rule are immune to the effects of the Heroic Inspiration and Heroic Authority special rules. A model with this special rule cannot attempt make use of the Heroic Inspiration and Heroic Authority special rules.

OPTIONS:

  • May add up to two additional Death Company Dreadnoughts...130 pts/model
  • Any model may replace one power fist and either storm bolter or meltagun with a frag cannon...5 pts
Range S AP Type
Template 6 - Heavy 2, Rending

  • Any model may replace two power fists with two blood talons...5 pts
Range S AP Type
- Blood Talon +1 2 Melee, Shred, Rampage

  • Any model may replace storm bolter with heavy flamer...10 pts
  • Any model may replace meltagun with heavy flamer...free
  • Any model may take a magna-grapple...5 pts

A unit containing a model with a magna-grapple can re-roll failed charges when attempting to charge a vehicle.

DEATH COMPANY SQUAD[edit]
WS BS S T W I A Ld Sv
Death Company Marine 4 4 4 4 1 4 2 10 3+
Lemartes 5 4 4 4 2 4 2 10 3+


UNIT TYPE:

Infantry. Lemartes is Infantry (Character)

UNIT COMPOSITION:

5 Death Company Marines...70 pts

WARGEAR:

  • Close combat weapon
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • The Blood Crozius (Lemartes only):
Range S AP Type
- +2 4 Melee, Concussive, Master-crafted

  • Rosarius (Lemartes only)

A model armed with a Rosarius receives a 4+ invulnerable save.

SPECIAL RULES:

  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Fearless
  • Feel No Pain
  • Furious Charge
  • Rage
  • Relentless
  • Black Rage: (Death Company Marine only) Models with this special rule automatically fail cover saves. Units which consist entirely of models with this special rule are immune to the effects of the Heroic Inspiration and Heroic Authority special rules. A model with this special rule cannot attempt make use of the Heroic Inspiration and Heroic Authority special rules.
  • Zealot (Lemartes only)
  • Fury Unbound (Lemartes only): If Lemartes would ever gain the Black Rage special rule he instead changes his Strength to 5 and his Attacks to 3 for the remainder of the game.

Options:

  • May include up to ten Death Company Marines...14 pts/model
  • May add Lemartes...90 pts
  • The entire unit may be equipped with jump packs...5 pts/model
  • If the unit does not take jump packs the unit must take a Drop Pod, Razorback or Rhino as a Dedicated Transport.

Fire Support of the Blood Angels[edit]

Detachments and Formations using Blood Angels Chapter Tactics gain access to the following Heavy Support choices:

BAAL PREDATOR SQUADRON[edit]
BS FA SA RA HP
Baal Predator 4 13 11 10 3


UNIT TYPE:

Vehicle (Fast, Tank)

UNIT COMPOSITION:

1 Baal Predator...115 pts

WARGEAR:

  • Twin-linked assault cannon
  • Overcharged Engines

A model armed with Overcharged Engines may Flat Out an additional 2D6". If they do they count as moving through Dangerous Terrain while performing the additional move.

  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Killshot: Whilst this unit includes three Baal Predators, all Predators in the unit have the Scout special rule.

OPTIONS:

  • May include up to two additional Baal Predators...115 pts/model
  • Any Predator may replace its twin-linked assault cannon with a flamestorm cannon...25 pts/model
Range S AP Type
Template 5 4 Heavy 1, Torrent

  • Any Predator may take two side sponsons which are both armed with one of the following:
- Heavy bolters...15 pts/model
- Heavy flamers...15 pts/model
  • Any model may take items from the Space Marines Vehicle Equipment list.

Wings of the Blood Angels[edit]

Detachments and Formations using Blood Angels Chapter Tactics gain access to the following Fast Attack choices:

BLOOD RAPTOR GUNSHIP[edit]
BS FA SA RA HP
Fire Raptor 4 12 12 12 4


UNIT TYPE:

Vehicle (Flyer, Hover, Transport)

UNIT COMPOSITION:

1 Fire Raptor...195 pts

WARGEAR:

  • Ceramite plating
  • Extra armour
  • Revelation class warhead battery
Range S AP Type
36" - - Heavy 4, Barrage, Large Blast, Blind, One Use, Descent Beacon

Descent Beacon: After the Revelation warhead battery attack has been fully resolved, the controlling player may place a beacon marker at the centre point of any one of the Large Blast (5") markers placed as part of the weapon’s attack. This marker remains in place until the end of the Blood Angels player’s next turn, and any friendly unit with the Descent of Angels special rule that deploys using the Deep Strike rules within 6" of the marker will not scatter.

  • Twin-linked autocannon turret
  • Twin-linked avenger bolt cannon
Range S AP Type
36" 6 3 Heavy 7

SPECIAL RULES:

  • Power of the Machine Spirit
  • Relic Pattern

OPTIONS:

  • May replace two twin-linked quad heavy bolter turrets with two twin-linked quad heavy bolter turrets ...60 pts
Range S AP Type
36" 5 4 Heavy 6, Independent Turret Fire

Independent Turret Fire: Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a separate target.

  • May take a locator beacon ...10 pts

Legends of the Blood Angels[edit]

Detachments and Formations using Blood Angels Chapter Tactics gain access to the following Lords of War choices:

CHAPTER MASTER OF THE BLOOD ANGELS[edit]
WS BS S T W I A Ld Sv
Commander Dante 10 10 4 4 4 7 4 10 2+


UNIT TYPE:

Jump Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...300 pts

WARGEAR:

  • Inferno pistol
  • Frag grenades
  • Krak grenades
  • Iron Halo
  • Orbital Strike
  • The Death Mask of Sanguinius

Dante has the Fear special rule. Enemy units within 12" of Dante must use their lowest Leadership value, not the highest.

  • The Axe Mortalis:
Range S AP Type
- +2 2 Melee, Master-crafted

WARLORD TRAIT:

  • Strategic Genius: You add +1 to any Seize the Initiative roll. In addition, whilst your Warlord is alive, you can re-roll any Reserve Rolls (failed or successful).

SPECIAL RULES:

  • Fearless
  • Chapter Tactics
  • Eternal Crusade
  • Heroic Authority
  • Supreme Authority
  • Independent Character
  • A Hundred Campaigns: Whilst Dante is alive, you can discard up to 2 Active Tactical Objectives at the end of your turn instead of only 1.
  • Sacred Duty: Dante has the Feel No Pain and It Will Not Die special rules.
  • Vanquisher of Skarbrand: Your army gains 1 Victory Point for each enemy character slain by Dante in a challenge.
  • Master of Ballistics
CHAPTER MASTER OF THE FLESH TEARERS[edit]
WS BS S T W I A Ld Sv
Gabriel Seth 9 10 4 4 4 7 4 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...250 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Iron Halo
  • Orbital Strike
  • Blood Reaver
Range S AP Type
- 8 4 Melee, Rending, Two-handed

Warlord Trait:

  • Blood Fuelled Rampage: Your Warlord has the Rampage special rule.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics
  • Eternal Crusade
  • Heroic Authority
  • Supreme Authority
  • Independent Character
  • Rage
  • Flesh Tearers Chapter Tactics: You may not include any Unique named characters with the Chapter Tactics (Blood Angels) special rule without this special rule in the same army as this model.
  • Whirlwind of Gore: Gabriel Seth gains a single additional attack at Initiative 1 for each casualty he caused at Intiative step 6. This special rule has no effect if Gabriel Seth is affected by an effect that reduces or increases his Initiative characteristic.
  • Master of Ballistics
LORD OF DEATH[edit]
WS BS S T W I A Ld Sv
Mephiston 6 5 5 5 3 5 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...210 pts

WARGEAR:

  • Plasma pistol
  • Force sword
  • Frag grenades
  • Krak grenades
  • Psychic Hood

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Independent Character
  • Psyker (Mastery Level 3)
  • Transfixing Gaze: Mephiston has the Fear special rule while fighting in a challenge. A failed Fear test caused by Mephiston only affects the model fighting Mephiston in a challenge.

PSYKER:

Mephiston always knows the Sanguine Sword psychic power. Mephiston generates three additional powers from the Biomancy, Daemonology, Divination and Pyromancy disciplines.

Sanguine Sword.... Warp Charge 1 Sanguine Sword is a Blessing that targets Mephiston. Whilst the power is in effect, his force sword has Strength 10.

SANGUINARY GUARD SQUAD[edit]
WS BS S T W I A Ld Sv
Sanguinary Guard 7 5 4 4 2 5 3 10 2+


UNIT TYPE:

Jump Infantry

UNIT COMPOSITION:

3 Sanguinary Guards...165 pts

WARGEAR:

  • Master-crafted twin-linked boltgun
  • Encarmine sword
Range S AP Type
- User 3 Melee, Master-crafted, Two-handed

  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics (Blood Angels)
  • Eternal Crusade
  • Fearless
  • Eternal Warrior
  • Name (Honour Guard Squad)

Options:

  • May include up to seven additional Sanguinary Guards...55 pts/model
  • The entire squad may take death masks...1 pt/model
  • One Sanguinary Guard may take the Chapter Banner...25 pts

Unique, you may not include multiple Chapter Banners in a single army. Friendly units within 12" of a model equipped with a Chapter Banner gain the Fearless special rule.

  • Any model may replace master-crafted twin-linked boltgun with one of the following:
- Inferno pistol...5 pts
- Plasma pistol...5 pts
  • Any model may replace encarmine sword with one of the following:
- Encarmine axe...free
- Power fist...15 pts/model
WATCHER OF THE DEEPS[edit]
WS BS S T W I A Ld Sv
Malakim Phoros 9 10 4 4 4 7 4 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...250 pts

WARGEAR:

  • Frag grenades
  • Krak grenades
  • Iron Halo
  • Orbital Strike
  • Catechist
Range S AP Type
12" 8 1 Assault 1
6" 8 1 Assault 2

  • The Glaive Encarmine
Range S AP Type
- +1/User* 2/3* Melee, Master-crafted, Two-handed

  • This weapon has two profiles for both Strength and AP. The first is used only on a turn in which the bearer charges; the second is used at all other times.

WARLORD TRAIT:

  • Lord of Ruin: Your Warlord has the Preferred Enemy special rule.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics
  • Eternal Crusade
  • Heroic Authority
  • Supreme Authority
  • Independent Character
  • Lamenters Chapter Tactics: You may not include any Unique named characters with the Chapter Tactics (Blood Angels) special rule without this special rule in the same army as this model.
  • Master of Ballistics
  • Explosion of Violence: Malakim Phoros adds 1 to his Strength characteristic each time he suffers an unsaved wound. Note that even if the wound is ignored by a Feel No Pain roll it still counts toward the number of unsaved wounds Malakim Phoros has suffered.

BLOOD RAVENS CHAPTER TACTICS[edit]

  • Recovered Relics: Blood Ravens models gain access to the Recovered Relics list. Only one of each relics of Recovered Relics may be taken in each army. A model can replace one weapon with one of the following:
- The Armour of Shadows...40 pts
- Ex Tenebris ...free
- The Raven Skull of Korvaad ...15 pts
- Raven´s Fury ...10 pts
- Swiftstrike and Murder ...50 pts
- The Glaive of Vengeance ...30 pts
- The Hunter´s Eye ...50 pts
- Mantle of the Stormseer ...20 pts
- Scimitar of the Great Khan...25 pts
- Wrath of the Heavens...25 pts
- Mysterious Axe...5 pts
Range S AP Type
36" - - Melee, Unwieldy, Unbound Fury, Mysterious Artefact

Unbound Fury: A model armed with the Axe of Unbound Fury gain the Counter-attack, Rage and Furious Charge special rules.

Mysterious Artefact: For each failed To-Hit roll the wielder makes in close combat inflict a single strength 5 AP2 hit on any friendly non-vehicle model within 3".

- Curious Helmet...20 pts

Does not replace a weapon. A model armed with the Curious Helmet may roll 2d6 at the start of your turn, during the Assault Phase you may use the roll you made at the start of the turn instead of rolling for your charge distance. A model armed with the Curious Helmet changes its number of attacks to 1.

- Strange Gauntlets...30 pts

Does not replace a weapon. At the start of each round of close combat the wielder of the Strange Gauntlets may take an initiative test, if succesful the wielder may attack at normal initiative even if the wielder is attacking with a weapon with the Unwieldy special rule, if the test is failed the wielder may not attack at all.

- Peculiar Cape...30 pts

Does not replace a weapon. A model armed with the Peculiar Cape gains the Feel No Pain and Slow and Purposeful special rules.

  • Legacy of Azariah: Add the following option to Blood Ravens Chapter Masters:
  • May take the Psyker (Mastery Level 3) special rule...75 pts
  • Visions of Triumph: Add one to your rolls to see who chooses table sides and for seizing the initiative for each Blood Ravens psyker which generates one or more powers from the Divination discipline. Units with the Brotherhood of Psykers special rule count as a single psyker for the purpose of this special rule.

CARDINAL KNIGHTS CHAPTER TACTICS[edit]

  • I Need Your <3: You may not include Devastator Squads and Decimator Squads in a Detachment or Formation using Cardinal Knights Chapter Tactics.
  • Terror Tactics: Cardinal Knights models have the Fear special rule.
  • Chapter Structure: You may not include Librarians and Chaplains in a Detachment or Formation using Cardinal Knights Chapter Tactics. In addition All Captains with Chapter Tactics (Cardinal Knights) must take one of the following upgrades:
- Psyker (Mastery Level 1)...25 pts
- Psyker (Mastery Level 2)...50 pts
- Zealot...25 pts
A single Captain may instead take Psyker (Mastery Level 3) and change his Battlefield Role from HQ to Lord of War...75 pts
  • Note: If upgraded to a Psyker the Captain generates his powers from the Biomancy, Daemonology (Santic), Divination, Pyromancy, Telekinesis and Telepathy disciplines.
  • Close Combat Specialists: All models in Tactical Squads, Scout Squads and Sternguard Veteran Squads must take a close combat weapon in addition to their Boltgun...free
  • Legends of the Cardinal Knights:

HEART TAKER[edit]

WS BS S FA SA RA I A HP
Heart Taker 7 10 6 12 12 10 6 5 3


UNIT TYPE:

Vehicle (Character, Walker)

UNIT COMPOSITION

1 (Unique)...200 pts

WARGEAR:

  • Power fist with built-in meltagun
  • Multi-melta
  • Orbital Strike
  • Searchlight

WARLORD TRAIT:

  • Zealotry Eternal: Friendly models within 12" of your Warlord have the Zealot special rule.

SPECIAL RULES:

  • Chapter Tactics (Cardinal Knights)
  • Eternal Crusade
  • Move Through Cover
  • Scout
  • Venerable: If a model with this special rule suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.

DARK ANGELS CHAPTER TACTICS[edit]

Chapter Organisation[edit]

Dark Angels do not have any special rule as part of their Chapter Tactics; instead, they have access to the following formations.

DEATHWING REDEMPTION FORCE[edit]

Formation:

  • 1-3 of the following:
- 1 Belial or Captain
- 1 Interrogator-Chaplain
- 1 Librarian
  • 1-5 Deathwing Terminator Squads
  • 0-1 Deathwing Command Squad
  • 0-3 of the following:
- 1 Deathwing Knight Squad
- 1-3 Dreadnought Squadrons

Restrictions:

Any Dreadnoughts in this Formation must be upgraded to Venerable Dreadnoughts. All units in this Formation must arrive via Deep Strike Reserve. This Formation may only include one of the following: 1 Captain or Belial. You may not include a Deathwing Redemption Force with Belial or a Captain and another Deathwing Redemption Force with a Captain. Any Captain that is part of a Deathwing Redemption Force may not take the Master of the Fleet, Master of the Arsenal, Lord Executioner, Master of the Relics or Master of the Recruits upgrade.

SPECIAL RULES:

  • First Knight of Caliban: If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table.
  • Hatred (Chaos Space Marines)
  • Wings of Death: Models with this special rule have the Split Fire special rule and they may Run and Shoot in the same turn in the turn they arrive from Deep Strike Reserve.
  • Deathwing Assault: Models with this special rule do not need to roll Reserve rolls, instead note down, during deployment, whether all units wish to arrive turn 1 or turn 2, all models in this Formation automatically arrive the noted turn. When they do arrive all of their weaponry gain the Twin-linked special rule until the end of the turn. Drop Pods in this formation lose the Drop Pod Assault special rule.
  • Interromancy: Librarians from this Formation which generate their powers from the Telepathy discipline gain the Fear special rule. Enemy units must roll 3d6 when taking fear tests caused by a Librarian from this Formation.
RAVENWING STRIKE FORCE[edit]

Formation:

  • 1 Captain or 1 Sammael or 1 Sableclaw
  • 0-1 Chaplain
  • 2-12 of the following:
- 1 Bike Squad
- 1 Attack Bike Squad
- 1 Land Speeder Squadron
- 1 Ravenwing Darkshroud
  • 0-1 Black Knights Squad
  • 0-3 Land Speeder Vengeances

Restrictions: All models in this Formation must either have the Bike or Skimmer unit sub-type. This Formation may only include one of the following: 1 Captain or Belial. You may not include a Deathwing Redemption Force with Belial or a Captain and another Deathwing Redemption Force with a Captain. Any Captain that is part of a Deathwing Redemption Force may not take the Master of the Fleet, Master of the Arsenal, Lord Executioner, Master of the Relics or Master of the Recruits upgrade.

SPECIAL RULES:

  • First Huntsman: If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table.
  • The Hunt: Independent Characters with this special rule gain the Skilled Rider special rule.
  • Raven´s Flight: Models with this special rule may re-roll failed cover saves when it Jinks.
RAVENWING ATTACK SQUADRON[edit]

Formation:

  • 1 Bike Squad or 1 Attack Bike Squad
  • 1 Land Speeder Squadron or 1 Land Speeder Vengeance

Restrictions:

Any Land Speeder Squadrons in this Formation may only include one model.

SPECIAL RULES:

  • Scout
  • Summon the Deathwing: All models in this Formation are armed with teleport homers. Friendly units consisting entirely of models armed with Terminator armour do not scatter when they Deep Strike, as long as the first model is placed within 6" of a model armed with a teleport homer. For this to work, the bearer of the teleport homer must have been on the battlefield at the start of the turn.

Heroes of the Dark Angels[edit]

Detachments and Formations using Dark Angels Chapter Tactics gain access to the following HQ choices:

MASTER INTERROGATOR CHAPLAIN[edit]
WS BS S T W I A Ld Sv
Asmodai 6 5 4 4 3 5 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...120 pts

WARGEAR:

  • Blades of Reason
Range S AP Type
- User - Melee, Instant Death, Specialist Weapon

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Power maul
  • Rosarius

WARLORD TRAIT:

  • Master of Repentance: If your Walord slays the enemy Warlord in a challenge, you immediately score D3 extra Victory Points.

SPECIAL RULES:

  • Chapter Tactics (Dark Angels)
  • Eternal Crusade
  • Independent Character
  • Fear
  • Preferred Enemy (Chaos Space Marines)
  • Zealot
  • Name (Interrogator Chaplain)
GRAND MASTER OF THE DEATHWING[edit]
WS BS S T W I A Ld Sv
Belial 7 5 4 5 3 6 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...190 pts

WARGEAR:

  • Terminator armour
  • Iron Halo
  • Teleport homer
  • Storm bolter
  • Heavenfall Blade
Range S AP Type
- +1 2 Melee, Specialist Weapon, Lethal Stroke

Lethal Stroke: When attacking with a weapon that has this special rule, a To Wound roll of 6 is resolved with the Instant Death special rule.

WARLORD TRAIT:

  • The Imperium´s Sword: All models in your Warlord's unit have the Furious Charge special rule.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Dark Angels)
  • Eternal Crusade
  • Heroic Authority
  • Independent Character
  • Name (Captain)
  • Master of Ballistics
  • Marked for Retribution:Belial re-rolls failed To Hit rolls when fighting in a challenge.
  • Perfection Will Do: A unit including at least one model with this special rule do not scatter when arriving from Deep Strike Reserve. This does not affect any Transport the unit is embarked upon.

Grand Master of the Ravenwing

WS BS S T W I A Ld Sv
Sammael 185 pts 7 5 4 4 3 6 3 10 3+ Jetbike (Character) 1 (Unique)
BS FA SA RA HP
Sableclaw 4 14 14 10 Vehicle (Chariot, Skimmer, Fast, Character)


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...110 pts

WARGEAR:

  • Plasma cannon
  • Twin-linked storm bolter
  • Iron Halo
  • Teleport homer
  • Heavenfall Blade
Range S AP Type
- +1 2 Melee, Specialist Weapon, Lethal Stroke

Lethal Stroke: When attacking with a weapon that has this special rule, a To Wound roll of 6 is resolved with the Instant Death special rule.

WARLORD TRAIT:

  • Rapid Manoeuvre: Friendly Dark Angels models with the Bike unit type gain the Scout special rule.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Dark Angels)
  • Eternal Crusade
  • Heroic Authority
  • Independent Character
  • Name (Captain)
  • Master of Ballistics
  • Swift Vengeance: A model with this special rule can fire up to two ranged weapons in the shooting phase.

OPTIONS:

  • May ride Sableclaw changing his unit type to Vehicle (Chariot, Skimmer, Fast, Character) and replacing the Independent Character special rule, his plasma cannon and his twin-linked storm bolter with a twin-linked assault cannon and a twin-linked heavy bolter...40 pts
INTERROGATOR CHAPLAIN[edit]
WS BS S T W I A Ld Sv
Interrogator Chaplain 6 5 4 4 2 4 2 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Interrogator Chaplain...70 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Power maul
  • Rosarius

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Independent Character
  • Fear
  • Preferred Enemy (Chaos Space Marines)
  • Zealot

OPTIONS:

  • May replace bolt pistol with a power fist...25 pts
  • May take items from the Ranged Weapons, Special Issue Wargear and/or Chapter Relics lists.
  • May replace bolt pistol and frag and krak grenades with Terminator armour and storm bolter...30 pts
  • May replace storm bolter with one of the following:
- Combi-flamer...free
- Combi-melta or -plasma...5 pts
  • An Interrogator Chaplain in Terminator armour may only take items from the Special Issue Wargear and/or Chapter Relics lists.

Nobles of the Dark Angels[edit]

Detachments and Formations using Dark Angels Chapter Tactics gain access to the following Elites choices:

DEATHWING COMMAND SQUAD[edit]
WS BS S T W I A Ld Sv
Terminator 5 5 4 5 1 4 2 10 2+
Apothecary 5 5 4 5 1 4 2 10 2+
Deathwing Champion 7 5 4 5 1 4 2 10 2+


UNIT TYPE:

Infantry. Apothecary and Deathwing Champion are Infantry (Character)

UNIT COMPOSITION:

5 Terminators...185 pts

WARGEAR:

  • Terminator armour
  • Two lightning claws

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Combat Squads
  • Fearless

Honor or death heroic inspiration Options:

  • May include up to five additional Terminators...37 pts/model
  • Any model may replace two lightning claws with one of the following:
- thunder hammer and storm shield...8 pts/model
- Power fist and storm bolter...3 pts/model
- Chain fist and storm bolter...8 pts/model
  • For every five Terminators in the squad, one Terminator may replace two lightning claws with one of the following:
- Power fist and heavy flamer...13 pts/model
- Power fist and assault cannon...23 pts/model
- Two lightning claws and a cyclone missile launcher...25 pts/model
  • The unit may take a perfidious relic of the Unforgiven...15 pts

A unit armed with a perfidious relic of the Unforgiven have the Fear and Adamantium Will special rules.

  • One Terminator may take items from the Space Marine Standards list.
  • One Terminator may be upgraded to the Deathwing Champion replacing two lightning claws with The Halberd of Caliban...15 pts
  • One Terminator may be upgraded to a Deathwing Apothecary taking a narthecium...20 pts
  • The unit may take a Drop Pod or Land Raider as a Dedicated Transport.
DEATHWING KNIGHT SQUAD[edit]
WS BS S T W I A Ld Sv
Deathwing Knight 5 5 4 5 1 4 2 10 2+
Knight Master 5 5 4 5 1 4 2 10 2+


UNIT TYPE:

Infantry. Knight Master is Infantry (Character)

UNIT COMPOSITION:

4 Deathwing Knights, 1 Knight Master...255 pts

WARGEAR:

  • Terminator armour
  • Storm shield
  • Mace of Absolution (Deathwing Knight only)
Range S AP Type
- User 2 Melee, Smash

Smash: A model armed with a weapon with this special rule has the Smash special rule.

  • Flail of the Unforgiven (Knight Master only)
Range S AP Type
- 5 2 Melee, Smash

Smash: A model armed with a weapon with this special rule has the Smash special rule.

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Combat Squads
  • Heroic Inspiration (Knight Master only)
  • Fearless
  • Name (Terminator Squad)
  • Fortress of Shields: Any model in a unit with one or more models with this special rule that is equipped with a storm shield has +1 Toughness while in base contact with at least two other models from the same unit.

Options:

  • May include up to five additional Deathwing Knights...45 pts/model
  • The unit may take a Drop Pod or Land Raider as a Dedicated Transport.

Wings of the Dark Angels[edit]

Detachments and Formations using Dark Angels Chapter Tactics gain access to the following Fast Attack choices:

BLACK KNIGHTS SQUAD[edit]
WS BS S T W I A Ld Sv
Black Knight 5 5 4 5 1 4 2 9 3+
Huntsmaster 5 5 4 5 1 4 3 9 3+
Ravenwing Champion 7 5 4 5 1 4 3 9 3+
Apothecary 5 5 4 5 1 4 3 9 3+


UNIT TYPE:

Bike. Apothecary, Huntsmaster and Ravenwing Champion is Bike (Character)

UNIT COMPOSITION:

3 Black Knights...120 pts

WARGEAR:

  • Bolt pistol
  • Corvus hammer
Range S AP Type
- +1 - Melee, Rending

  • Twin-linked plasma talon
Range S AP Type
18" 7 2 Rapid Fire, Gets Hot

  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics (Dark Angels)
  • Eternal Crusade
  • Heroic Inspiration (Ravenwing Champion and Huntsmaster only)
  • Fearless
  • Scout
  • Hit & Run

Options:

  • May include up to five additional Black Knights...40 pts/model
  • One model may be upgraded to one of the following:
- Huntsmaster...20 pts
- Ravenwing Champion, replacing corvus hammer with power sword...25
  • Unless the squad includes a Huntsmaster or another squad in your army includes a Ravenwing Champion, one Black Knight in your army to an Apothecary, taking a narthecium...30 pts
  • For every three models in the unit, one Black Knight may replace his plasma talon with a Ravenwing grenade launcher...free
Range S AP Type
24" 3 6 Rapid Fire, Blast
24" 6 4 Rapid Fire
24" 3 6 Rapid Fire, Blast, Poisoned (4+)
12" 3 - Assault 1, Blast, Stasis Anomaly

Stasis Anomaly: Any unit which is hit by one or more weapons with this special rule reduce their Weapon Skill and Initiative by 1 (to a minimum of 1) until the end of your turn.

  • Ravenwing Huntsmaster may replace his corvus hammer with a power axe, power lance, power maul or power sword...10 pts
  • Ravenwing Huntsmaster may take melta bombs...5 pts
RAVENWING DARKSHROUD[edit]
BS FA SA RA HP
Ravenwing Darkshroud 4 10 10 10 3


UNIT TYPE:

Vehicle (Fast, Skimmer)

UNIT COMPOSITION:

1 Ravenwing Darkshroud...80 pts

WARGEAR:

  • Heavy bolter

SPECIAL RULES:

  • Deep Strike
  • Scout
  • Skilled Rider
  • Shrouded
  • Icon of Old Caliban: Friendly Dark Angels units within 6" of one or more models with this special rule have the Fear and Shrouded special rules. Enemy units cannot fire Overwatch at friendly Dark Angels units within 6" of a model with this special rule at the start of the Assault phase.

OPTIONS:

  • May replace its heavy bolter with one of the following:
- Assault cannon...5 pts
NEPHILIM JETFIGHTER[edit]
BS FA SA RA HP
Nephilim Jetfighter 4 11 11 11 3


UNIT TYPE:

Vehicle (Flyer)

UNIT COMPOSITION:

1 Nephilim Jetfighter...170 pts

WARGEAR:

  • Avenger mega bolter
Range S AP Type
48" 6 4 Heavy 5, Shred

  • Six blacksword missile
Range S AP Type
36" 7 3 Heavy 1, One Use Only

  • Twin-linked heavy bolter

SPECIAL RULES:

  • Missile lock
  • Strafing Run
  • Skilled Rider
  • Unrelenting Hunter: Each time a model with this special rule causes a Weapon Destroyed result on the vehicle damage table you may replace it with an Immobilised result.

OPTIONS:

  • May replace avenger mega bolter with twin-linked lascannon...5 pts
RAVENWING LAND SPEEDER VENGEANCE[edit]
BS FA SA RA HP
Land Speeder Vengeance 4 10 10 10 3


UNIT TYPE:

Vehicle (Fast, Skimmer)

UNIT COMPOSITION:

1 Land Speeder Vengeance...60 pts

WARGEAR:

  • Plasma storm battery
Range S AP Type
36" 7 3 Heavy 3, Gets Hot
36" 7 3 Heavy 1, Large Blast, Gets Hot

  • Heavy bolter

SPECIAL RULES:

  • Deep Strike
  • Scout
  • Skilled Rider

OPTIONS:

  • May replace its heavy bolter with one of the following:
- Assault cannon...10 pts
RAVENWING DARK TALON[edit]
BS FA SA RA HP
Ravenwing Dark Talon 4 11 11 11 3


UNIT TYPE:

Vehicle (Flyer)

UNIT COMPOSITION:

1 Ravenwing Dark Talon...160 pts

WARGEAR:

  • Two hurricane bolters
  • Rift cannon
Range S AP Type
18" 10 2 Heavy 1, Blast, Blind, Rift Vortex

Rift Vortex: If a double is rolled when rolling for the scatter of this weapon this weapon gains the Vortex special rule and is resolved at strength D.

  • Stasis Bomb:
Range S AP Type
- 4 5 Bomb 1, Large Blast, Vast Stasis Anamoly

Vast Stasis Anamoly: Any unit which is hit by one or more weapons with this special rule reduce their Weapon Skill and Initiative by 3 (to a minimum of 1) until the end of your turn. Any model which suffers one or more wounds from this special rule must pass an Initiative test or be removed from play as a casualty.

SPECIAL RULES:

  • Strafing Run
  • Skilled Rider

Legends of the Dark Angels[edit]

Detachments and Formations using Dark Angels Chapter Tactics gain access to the following Lords of War choices:

GRAND MASTER OF THE LIBRARIANS[edit]
WS BS S T W I A Ld Sv
Ezekiel 6 5 4 4 3 4 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...185 pts

WARGEAR:

  • Master-crafted bolt pistol
  • Master-crafted force sword
  • Force weapon
  • Frag grenades
  • Krak grenades
  • Psychic Hood
  • The Book of Salvation: Models in Ezekiel´s unit with Chapter Tactics (Dark Angels) (including Ezekiel) add +1 to their Attack characteristic.

WARLORD TRAIT:

  • Courage of the First Legion: Your Warlord, and all friendly models with Chapter Tactics (Dark Angels) within 12" of your Warlord automatically pass automatically pass Pinning, Fear and Regroup tests and Morale checks.

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Independent Character
  • Fearless
  • Name (Librarian)
  • Psyker (Mastery Level 3)

PSYKER:

Ezekiel generate his powers from the Daemonology, Divination, Pyromancy, Telekinesis and Telepathy disciplines.

SUPREME GRAND MASTER OF THE DARK ANGELS[edit]
WS BS S T W I A Ld Sv
Azrael 9 5 4 4 4 5 4 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...290 pts

WARGEAR:

  • Orbital Strike
  • Heavenfall Blade
Range S AP Type
- +1 2 Melee, Specialist Weapon, Lethal Stroke

Lethal Stroke: When attacking with a weapon that has this special rule, a To Wound roll of 6 is resolved with the Instant Death special rule.

  • Lion Helm

The Lion Helm grants a 4+ invulnerable save. All models in the bearers unit gain the Adamantium Will and Fear special rules.

WARLORD TRAIT:

  • Rites of War: All models in your primary Detachment are Leadership 10.

SPECIAL RULES:

  • Independent Character
  • Fearless
  • Heroic Authority
  • Supreme Authority
  • Chapter Tactics (Dark Angels)
  • Eternal Crusade
  • Master Tactician: Once per turn when you generate a tactical objective you may choose to discard it and draw a new one.

DEATHWATCH CHAPTER TACTICS[edit]

  • Strength Through Diversity: Before either side deploys roll a D6 and consult the first table, then roll another D6 and consult the second table.
D6 Effect
1 All Deathwatch models gain the Counter-attack special rule.
2 All Deathwatch models gain the Outflank and Acute Senses special rules.
3 All Deathwatch models gain the Precision Shots and Precision Strikes special rules.
4 Deathwatch units with the Jump unit type may use their jump packs in both the Movement and Assault phases of the same turn. In addition, when they make Hammer of Wrath attacks, Deathwatch models can re-rolll failed To Wound rolls.
5 All Deathwatch models gain the Skilled Rider special rule.
6 All Deathwatch models gain the Stealth special rule.


D6 Effect
1 All Deathwatch models gain the Feel No Pain (6+) special rule.
2 You gain 1 Assault Doctrine and 1 Devastator Doctrine, when activated they affect all Deathwatch models.
3 All Deathwatch models gain the Furious Charge special rule.
4 All Deathwatch models gain the Feel No Pain (4+) special rule but it may only be used against flame weapons.
5 All Deathwatch models may re-roll failed To Wound rolls and armour penetration rolls with flame weapons.
6 All Deathwatch models re-roll To Hit rolls of 1 when firing bolt weapons.

EXECUTIONERS CHAPTER TACTICS[edit]

  • Bitter Mettle: Executioners models have the Preferred Enemy (Characters), Preferred Enemy (Models that have gone to ground) and Preferred Enemy (Models that are falling back) special rules.
  • Honour or Death: A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.
  • Headhunters: Characters with this special rule inflict Instant Death on any To Wound roll of 6 in a challenge.
  • Heroes of the Executioners: Detachments and Formations using Executioners Chapter Tactics gain access to the following HQ choices:

RECLUSIARCH OF THE EXECUTIONERS[edit]

WS BS S T W I A Ld Sv
Thulsa Kane 6 5 4 4 3 4 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...180 pts

WARGEAR:

  • Plasma pistol
  • Frag grenades
  • Krak grenades
  • Rosarius
  • Lifetaker
Range S AP Type
- 8 2 Melee, Shred, Rending, Unwieldy, Two-handed

WARLORD TRAIT:

  • The Wrath of the Old Night: Friendly Executioners models gain the Zealot special rule while your Warlord is fighting in a challenge.

SPECIAL RULES:

  • Chapter Tactics (Executioners)
  • Eternal Crusade
  • Independent Character
  • Zealot
  • Preferred Enemy
  • Eternal Warrior

EXORCISTS CHAPTER TACTICS[edit]

  • Empyrial Resistance: Models with this special rule have the Preferred Enemy (models with the Daemon special rule), Adamantium Will and Eternal Warrior special rules.
  • Ruthless Training: Models with this special rule roll 1 additional when taking leadership tests and discard the highest dice roll.
  • Heroes of the Exorcists: Detachments and Formations using Exorcists Chapter Tactics gain access to the following HQ choices:

CAPTAIN OF THE EXORCISTS 3RD COMPANY[edit]

WS BS S T W I A Ld Sv
Silas Alberec 7 5 4 4 3 6 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...170 pts

WARGEAR:

  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Iron Halo
  • Teleport homer
  • The Hell Slayer
Range S AP Type
- 8 2 Melee, Two-handed, Master-crafted, Concussive, Daemonslayer, Witchslayer

Daemonslayer: When rolling To-Wound against a unit which includes one or more models with the Daemon special rule this weapon gains the Fleshbane and Instant Death special rules.

Witchslayer: When rolling To-Wound against a unit which includes one or more models with the Psyker and/or Brotherhood of Psykers special rules this weapon gains the Fleshbane and Instant Death special rules.

WARLORD TRAIT:

  • Rites of War: All models in your primary Detachment are Leadership 10.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Exorcists)
  • Eternal Crusade
  • Heroic Authority
  • Independent Character
  • Name (Captain)
  • Master of Ballistics
  • Hexagrammatic Wards: A unit which includes a model with this special rule has the Feel No Pain special rule against close combat attacks and Witchfire powers made by models with the Daemon or Psyker special rules and models with the Daemons of Chaos or Chaos Space Marines faction.
  • Soul Seared Champion: If Silas Alberec or his unit is the target of a psychic power you may re-roll any dice that do not result in a 6+.

FIRE HAWKS CHAPTER TACTICS[edit]

  • Meteoric Impact: Any unit within 6" of a Fire Hawks unit after the unit Deep Strikes suffers D6 Strength 4 AP- hits. Vehicles are hit on their side armour. In the case of Drop Pods distance is measured from the hull of the Drop Pod rather than the unit disembarking from the Drop Pod.
  • On Wings of Fire: Models with the Chapter Tactics (Fire Hawks) use the following profiles for the listed weapons on the turn the unit arrives from Deep Strike reserve.
Range S AP Type
Flamer Template 5 5 Assault 1
Hand Flamer Template 4 6 Assault 1, Pistol
Heavy Flamer Template 6 4 Assault 1

In addition models with Chapter Tactics (Fire Hawks) add the following option to the Ranged Weapon list:
- Hand Flamer...5 pts
  • Objective Secured: Assault Squads and Vanguard Veteran Squads, with Chapter Tactics (Fire Hawks) have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
  • Heroes of the Fire Hawks: Detachments and Formations using Fire Hawks Chapter Tactics gain access to the following HQ choices:

THE YOUNG MASTER[edit]

WS BS S T W I A Ld Sv
Knight-Captain Elam Courbray 7 5 4 4 3 6 3 10 3+


UNIT TYPE:

Jump Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...140 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Iron Halo
  • The Sword of Exellus
Range S AP Type
- User 2 Melee, Rending, Soul Blaze, Specialist Weapon

WARLORD TRAIT:

  • Firefall: The Meteoric Impact made by your warlord and his unit is resolved at strength 8 AP-.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Fire Hawks)
  • Eternal Crusade
  • Heroic Authority
  • Independent Character
  • Smash
  • Name (Captain)
  • Master of Ballistics
  • Honour or Death A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.

GALACTIC PARTRIDGES CHAPTER TACTICS[edit]

Glory Hogs: Galactic Partridges models gain a bonus if they arrive from Reserves depending on the turn they arrive.

Turn Bonus
1+ The Partridges Have Arrived: The unit gains the Shrouded special rule the turn it arrives from Deep Strike Reserves.
2+ Explosive Arrival:The unit gains the Relentless special rule until the end of the game.
3+ To the Rescue: Any ranged weapons the unit has gains the Pinning special rule until the end of the game.
4+ Glory to the Partridges!: The unit gains the Feel No Pain special rule until the end of the game.
5+ Blinding Awesomeness: Any ranged weapons the unit has gains the Blind special rule until the end of the gme.
6+ It Ain't Over Till the Partridges Sing: The unit may assault the turn it arrives from Reserves.
7+ Glory and Gore: The unit gains the Rampage special rule until the end of the game.


IMPERIAL FISTS CHAPTER TACTICS[edit]

  • Bolter Drill: Imperial Fists models can re-roll all To Hit rolls of 1 made with weapons with bolt in their name and combi-weapons that are firing as boltguns.
  • Siege Masters: Imperial Fists models can re-roll armour penetration rolls against buildings that do not result in a glancing hit or penetrating hit, and add 1 to the result when rolling on the Building Damage table. In addition, Imperial Fists Devastator Squads and Decimator Squads have the Tank Hunters special rule.
  • Relics of Phalanx: Imperial Fists models replace access to the Chapter Relics list with access to the Relics of Phalanx list. Only one of each relics of Phalanx may be taken in each army. A model can replace one weapon with one of the following:
  • Heroes of the Imperial Fists: Detachments and Formations using Imperial Fists Chapter Tactics gain access to the following HQ choices:

IMPERIAL FISTS 1ST COMPANY CAPTAIN[edit]

WS BS S T W I A Ld Sv
Darnath Lysander 7 5 4 5 3 6 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...200 pts

WARGEAR:

  • Terminator armour
  • Iron Halo
  • Storm shield
  • Fist of Dorn:
Range S AP Type
- 10 1 Melee, Concussive, Master-crafted, Unwieldy

WARLORD TRAIT:

  • Icon of Obstinacy: All friendly Imperial Fists models within 12" of your Warlord may re-roll failed Morale checks, Pinning tests and Fear tests.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Imperial Fists)
  • Eternal Crusade
  • Eternal Warrior
  • Heroic Authority
  • Independent Character
  • Feel No Pain
  • Master of Ballistics

IRON HANDS CHAPTER TACTICS[edit]

  • The Flesh is Weak: Non-vehicle Iron Hands models have the Feel No Pain (6+) special rule. If they have the Feel No Pain rule from another source (a narthecium, for example), they instead add 1 to the result of any Feel No Pain rolls.
  • Machine Empathy: Iron Hands Characters and Walkers have the It Will Not Die special rule. Furthermore, Iron Hands Techmarines add 1 to their Blessing of the Omnissiah rolls.
  • Heroes of the Iron Hands: Detachments using Iron Hands Chapter Tactics gain access to the following HQ choices:

HIGH ARTIFICER OF THE SONS OF MEDUSA[edit]

WS BS S T W I A Ld Sv
Vaylund Cal 5 5 5 6 2 4 3 9 2+
Servitor 3 3 3 3 1 3 1 8 4+


UNIT TYPE:

Infantry. Vaylund Cal is Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...200 pts

WARGEAR:

Vaylund Cal

  • Thunder hammer
  • Frag grenades
  • Krak grenades
  • Servo-harness

Servitor

  • Servo-arm

WARLORD TRAIT:

  • Angel of Death: Your Warlord has the Fear special rule. In addition, enemy units locked in combat with your Warlord must take Fear tests on 3D6.

SPECIAL RULES:

  • Vaylund Cal
  • Chapter Tactics (Iron Hands)
  • Eternal Crusade
  • Stubborn
  • Independent Character
  • Blessings of the Omnissiah: In each of your Shooting phases, instead of firing his weapons, a Techmarine can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add +1 for each Servitor with a servoarm in his unit. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.
  • Bolster Defences: After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.
  • Servitors
  • Mindlock: Unless it also contains a Techmarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.

OPTIONS:

  • Up to three Devastator Squads in the same detachment as this model may be upgraded to Cybernetic Warmachines...3 pts/model

Cybernetic Warmachines have a Toughness value of 5 but may not make Run moves or Sweeping Advances.

  • May replace Independent Character with up to five Servitors...10 pts/model
  • Up to two Servitors may replace their servo-arm with one of the following:
- Heavy bolter...5 pts/model
- Multi-melta...free
- Plasma cannon...15 pts/model

IRON SNAKES CHAPTER TACTICS[edit]

  • Close Combat Specialists: All models with this special rule may be armed with a close combat weapon and/or combat shield at no additional cost.
  • A Single Marine Usually Does the Job: Iron Snakes units always regroup using their normal Leadership.
  • The Fratery: Tactical Squads, Scout Squads and Assault Squads may not take Iron Snakes Chapter Tactics.
  • Troops of the Iron Snakes: Detachments using Iron Snakes Chapter Tactics gain access to the following Troops choices:

PHRATRY SQUAD[edit]

WS BS S T W I A Ld Sv
Petitioner 3 3 4 4 1 4 1 7 3+
Battle-brother 4 4 4 4 1 4 1 8 3+
Sergeant 4 4 4 4 1 4 2 8 3+
Veteran 5 5 4 4 1 4 2 10 3+
Veteran Sergeant 5 5 4 4 1 4 2 10 3+


UNIT TYPE:

Infantry. Sergeant and Veteran Sergeant are Infantry (Character)

UNIT COMPOSITION:

4 Battle-brothers, 1 Sergeant...55 pts

WARGEAR:

  • Boltgun
  • Bolt pistol
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics (Iron Snakes)
  • Eternal Crusade
  • Heroic Inspiration (Veteran Sergeant only)

Options:

  • May include up to two additional Battle-brothers...11 pts/model
  • May include up to three Petitioners...7 pts/model
  • Up to two Battle-brothers may be upgraded to Veterans...9 pts/model
  • The Sergeant may be upgraded to Veteran Sergeant...20 pts
  • One Petitioner, Battle-brother or Veteran must select an item from the Heavy Weapons or Special Weapons list.
  • Any Veteran and the Sergeant or Veteran Sergeant may take items from the Melee Weapons and/or Ranged Weapons lists.
  • Any Veteran and the Sergeant or Veteran Sergeant may take melta bombs...5 pts/model
  • The unit may take a Drop Pod, Rhino or Razorback as a Dedicated Transport.
  • Elites of the Iron Snakes: Detachments using Iron Snakes Chapter Tactics gain access to the following Elites choices:

NOTABLES SQUAD[edit]

WS BS S T W I A Ld Sv
Elite Petitioner 4 4 4 4 1 4 1 8 3+
Veteran 5 5 4 4 1 4 2 10 3+
Veteran Sergeant 5 5 4 4 1 4 2 10 3+


UNIT TYPE:

Infantry. Sergeant and Veteran Sergeant are Infantry (Character)

UNIT COMPOSITION:

4 Veterans, 1 Veteran Sergeant...105 pts

WARGEAR:

  • Boltgun
  • Bolt pistol
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics (Iron Snakes)
  • Eternal Crusade
  • Heroic Inspiration (Veteran Sergeant only)

Options:

  • May include up to five Elite Petitioners...13 pts/model
  • Any Elite Petitioner may be upgraded to a Veteran...4 pts/model
  • One Elite Petitioner or Veteran must select an item from the Heavy Weapons or Special Weapons list.
  • Any Veteran and the Sergeant or Veteran Sergeant may take items from the Melee Weapons and/or Ranged Weapons lists.
  • Any Veteran and the Veteran Sergeant may take melta bombs...5 pts/model
  • The unit may take a Drop Pod, Rhino or Razorback as a Dedicated Transport.

KNIGHTS INDUCTOR CHAPTER TACTICS[edit]

You may include Silencers (Refer to Codex Knights Inductor for points cost and rules) in Detachments and Formations with Chapter Tactics (Knights Inductor). A Silencer Primaris can never be your warlord. Replace the The Unseen and Tactical Fire Teams special rules with Chapter Tactics (Knights Inductor).

  • Legendary Marksmen: Any model with Chapter Tactics (Knights Inductor) that does not move in the Movement Phase of their turn may choose to gain the Rending Special Rule when firing in the Shooting Phase with Bolters, Bolt Pistols, and Combi-Weapons fired as Bolters.
  • Empyrean Anathema: All units with Chapter Tactics (Knights Inductor) that have not received any casualties generate a Null Charge in each psychic phase. Any unit that has suffered an unsaved wound in the same turn must roll a 4+ to generate a Null Charge in either psychic phase. Independent Characters and Dreadnoughts count as a separate unit, but ignore casualties unless they personally take either a wound or hull point. Null Charges are used to Manifest Silencer Powers, or can be used to deny psychic powers on an unmodifiable 5+.
  • Psychic Abomination: An army that includes any units with Chapter Tactics (Knights Inductor) may never include any unit with the Psyker, Daemon, or Brotherhood of Psykers Special Rule.

MANTIS WARRIORS CHAPTER TACTICS[edit]

  • Children of Prohecy: If your Warlord is a Mantis Warriors model you may re-roll failed attempts to Seize the Initiative. In addition, any Mantis Warriors psykers may pick his powers rather than randomly rolling for them while generating powers from the Divination Discipline.
  • Shadow Killers: Mantis Warriors models have the Move Through Cover and Hammer of Wrath special rules.
  • Legends of the Mantis Warriors: Detachments using Mantis Warriors Chapter Tactics gain access to the following Lords of War choices:

THE DUST PROPHET[edit]

WS BS S T W I A Ld Sv
Ahazra Redth 6 5 4 4 3 4 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...165 pts

WARGEAR:

  • Bolt pistol
  • Force sword
  • Frag grenades
  • Krak grenades
  • Psychic Hood
  • The Talisman of Sundered Souls

The Talisman of Sundered Souls grants Ahazra Redth a 5+ invulnerable and allows him to re-roll results on the Perils of the Warp table, the second result must be kept, even if it is worse.

WARLORD TRAIT:

  • Whispers on the Wind: All models in your warlord´s unit have the Interceptor and Night Vision special rules.

SPECIAL RULES:

  • Stubborn
  • Chapter Tactics (Mantis Warriors)
  • Eternal Crusade
  • Independent Character
  • Psyker (Mastery Level 3)

PSYKER:

Ahazra Redth knows the Mirage psychic power and generates 3 more powers from the Daemonology, Divination, Pyromancy, Telekinesis and Telepathy discipline.

Mirage.... Warp Charge 1

Mirage is a blessing that targets the psykers unit and any vehicle he is embarked upon. The target counts as being armed with defensive grenades.

MINOTAURS CHAPTER TACTICS[edit]

  • Unrelenting Assault: Models with Chapter Tactics (Minotaurs) do not suffer Panic tests from shooting attacks and may re-roll failed Pinning tests.
  • Trample and Crush: Models with Chapter Tactics (Minotaurs) gain the Crusader and Hammer of Wrath special rules.
  • Heroes of the Minotaurs: Detachments using Minotaurs Chapter Tactics gain access to the following HQ choices:

RECLUSIARCH OF THE MINOTAURS[edit]

WS BS S T W I A Ld Sv
Ivanus Enkomi 6 5 4 4 3 4 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...145 pts

WARGEAR:

  • Power fist
  • Frag grenades
  • Krak grenades
  • Power maul
  • Rosarius
  • Twin-linked assault launcher
Range S AP Type
12" 3 6 Assault 1, Blast

WARLORD TRAIT:

  • Intimidating Presence: Enemy units within 12" of the Warlord must use their lowest Leadership value, not the highest.

SPECIAL RULES:

  • Chapter Tactics
  • Eternal Crusade
  • Independent Character
  • Zealot
  • Bane of Hatred: Models in a unit including a model with this special rule have the Rage special rule.

OPTIONS:

  • May take a jump pack...15 pts
  • May replace power maul and auxiliary grenade launcher with the Crozius Arkanos...15 pts
Range S AP Type
- User 3 Melee, Specialist Weapon, Master-crafted, Concussive

  • Nobles of the Minotaurs: Detachments and Formations using Minotaurs Chapter Tactics gain access to the following Elites choices:

TERROR OF BIFROST[edit]

WS BS S FA SA RA I A HP
Hecaton Aiakos 5 5 6 13 12 10 5 4 3


UNIT TYPE:

Vehicle (Character, Walker)

UNIT COMPOSITION:

1 (Unique)...225 pts

WARGEAR:

  • Searchlight
  • Smoke launchers
  • Plasma cannon
  • Power fist with built-in storm bolter

SPECIAL RULES:

  • Chapter Tactics (Minotaurs)
  • Eternal Crusade
  • Move Through Cover
  • Fleet
  • Scout
  • Relic Pattern
  • Venerable: If a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.
  • Groundstrike: Instead of making his usual attack in combat, Hecaton Aiakos may make a special groundstrike attack. All enemy units in base contact with Hecaton Aiakos suffer 1 Strength 6 AP4 hit with the Strikedown special rule for each model in base contact with Hecaton Aiakos at Initiative step 1.
  • Improved Atomantic Shielding: A model with this special rule has a 4+ invulnerable save against ranged attacks and a 5+ invulnerable save against melee attacks. Add +1" to the radius of ‘Vehicle Explodes’ damage results suffered by models with this special rule.
  • Fire Support of the Minotaurs: Detachments and Formations using Minotaurs Chapter Tactics gain access to the following Heavy Support choices:

ASSAULT GUNSHIP[edit]

BS FA SA RA HP
Gale Roc 4 12 12 12 3


UNIT TYPE:

Vehicle (Flyer, Hover Transport)

UNIT COMPOSITION:

1 Gale Roc...210 pts

WARGEAR:

  • Twin-linked heavy bolter
  • Ceramite plating
  • Twin-linked retribution launcher
Range S AP Type
48" 8 2 Heavy 4

  • Four hellstrike missiles

SPECIAL RULES:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Strafing Run
  • Skies of Fury: If the Stormraven has moved more than 6", passengers can still disembark, but they must do so as follows:

Nominate any point over which the Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge on the turn they do so.

Transport:

  • Transport Capacity: 14 models. The Gale Roc can carry Jump Infantry but they count as having the Bulky special rule.
  • Fire Points: None.
  • Access Points: A Gale Roc has one Access Point at the front of its hull and one on either side and one at the rear.

OPTIONS:

  • May replace its twin-linked heavy bolter with one of the following:
- Twin-linked multi-melta...20 pts
- Typhoon missile launcher...35 pts
  • May replace its two side Access Points with side sponsons with hurricane bolters...20 pts
  • May replace four hellstrike missiles with two twin-linked lascannons...20 pts
  • May take any of the following:
- Searchlight...1 pt
- Extra armour...5 pts
- Locator beacon...10 pts
  • Legends of the Minotaurs: Detachments and Formations using Minotaurs Chapter Tactics gain access to the following Lord of War choices:

CHAPTER MASTER OF THE MINOTAURS[edit]

WS BS S T W I A Ld Sv
Asterion Moloc 9 10 4 5 4 7 4 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...270 pts

WARGEAR:

  • Terminator armour
  • The Black Spear
Range S AP Type
- 6 2 Melee
12" 8 2 Assault 1, One Use

  • Storm shield
  • Orbital Strike
  • Blade of the Scorpion
Range S AP Type
- User 2 Melee, Master-crafted

WARLORD TRAIT:

  • Sanctioned Fratricide: Minotaurs models have the Preferred Enemy (Space Marines and Chaos Space Marines) special rule while your Warlord is alive.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Minotaurs)
  • Eternal Crusade
  • Heroic Authority
  • Supreme Authority
  • Independent Character
  • Smash
  • Dark Fury: Any unit including a model with this special rule ignores any initiative penalties for charing through terrain.
  • Master of Ballistics

RAPTORS CHAPTER TACTICS[edit]

  • Tactical Operations: All units with Chapter Tactics (Raptors) gain the Shrouded special rule for the first game turn.
  • Legendary Marksmen: Any unit with this special rule that does not move in the Movement Phase of their turn, gain the Rending special rule when firing in the shooting phase with bolters, bolt pistols, and combi-weapons fired as bolters.
  • Legends of the Raptors: Detachments using Raptors Chapter Tactics gain access to the following Lords of War choices:

THE GRIM[edit]

WS BS S T W I A Ld Sv
Lias Issodon 9 10 4 4 4 7 4 10 2+ Infantry (Character) 1 Unique


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...250 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Power Sword
  • Locator Beacon
  • Malice
Range S AP Type
36" 4 4 Salvo 4/6
30" 4 5 Salvo 4/6, Poisoned (2+)
30" 4 5 Salvo 4/6, Ignores Cover
24" 4 3 Salvo 4/6, Gets Hot!

WARLORD TRAIT:

  • Legendary Operator: Before Deployment, select 3 non-bulky infantry units with Chapter Tactics: Raptors. These units may infiltrate up to 12" away from enemy models regardless of Line of Sight

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Raptors)
  • Eternal Crusade
  • Heroic Authority
  • Independent Character
  • Shrouded
  • Infiltrate, Isolate, Destroy
  • Cunning Strategist
  • Master Marksman: Any unit with this special rule that does not move in the Movement Phase of their turn, gain the Rending special rule on all of their ranged weapons in the shooting phase of that turn.

RAVEN GUARD CHAPTER TACTICS[edit]

Tactical Operations: All Raven Guard models gain the Shrouded special rule for the first game turn. Winged Deliverance Raven Guard units with the Jump unit type may use their jump packs in both the Movement and Assault phase.

  • Relics of the Ravenspire: Raven Guard models replace access to the Chapter Relics list with access to the Relics of the Ravenspire list. Only one of each relics of Ravenspire may be taken in each army. A model can replace one weapon with one of the following:
- The Armour of Shadows...40 pts
- Ex Tenebris...free
- The Raven Skull of Korvaad...15 pts
- Raven´s Fury...10 pts
- Swiftstrike and Murder...50 pts
- Nihilus...10 pts
  • Heroes of the Raven Guard: Detachments using Raven Guard Chapter Tactics gain access to the following HQ choices:

RAVEN GUARD 3RD COMPANY CAPTAIN[edit]

WS BS S T W I A Ld Sv
Shadow Captain Shrike 7 5 4 4 3 6 3 10 3+


UNIT TYPE:

Jump Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...170 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Iron Halo
  • Two Raven´s Talons
Range S AP Type
- 4 3 Melee, Master-crafted, Rending, Shred

WARLORD TRAIT:

  • Princept of Deceit: At the start of your opponent's first turn, pick 3 units in the enemy army. Each of these units must take a Pinning test.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics
  • Eternal Crusade
  • Heroic Authority
  • Independent Character
  • Master of Ballistics
  • See, But Remain Unseen: Shrike has the Stealth and Infiltrate special rules. Before deploying, he may only join Jump Infantry units.

RED SCORPIONS CHAPTER TACTICS[edit]

  • Purity Above All: Red Scorpions Veteran Sergeants in Tactical Squads may be armed with a narthecium at no additional cost.
  • Fortitude and Contempt: Red Scorpions models may re-roll failed Pinning tests, but cannot voluntarily Go to Ground and cannot be equipped with camo cloaks.
  • Nobles of the Red Scorpions: Detachments and Formations using Red Scorpions Chapter Tactics gain access to the following Elites choices:

DREADNOUGHT-BROTHER HALAR[edit]

WS BS S FA SA RA I A HP
Halar 5 4 6 12 12 10 4 5 3


UNIT TYPE:

Vehicle (Character, Walker)

UNIT COMPOSITION:

1 (Unique)...??? pts

WARGEAR:

  • Power fist with built-in storm bolter
  • Flamestorm cannon
  • Searchlight
  • Smoke launchers
  • Extra armour

SPECIAL RULES:

  • Chapter Tactics (Red Scorpions)
  • Eternal Crusade
  • Monster Hunter
  • Move Through Cover
  • Scout
  • A Glorious Death: If at any point Halar loses his last Hull Point, but does not suffer an Explodes! result on the Vehicle Damage table or is not struck by a weapon with the Destroyer special rule, he is not Wrecked. Instead he remains in play until the end of his next turn, after which he is Wrecked as normal. During this last turn Halar gains the Preferred Enemy (Everything) special rule, and any glancing hits or penetrating hits that do not result in an Explodes! result are ignored - he ignores Crew Stunned, Crew Shaken and Immobilised results on the Vehicle Damage table until he is Wrecked, including any that were incurred before he lost his last Hull Point. If he suffers an Explodes! result during the final turn, he is removed as normal.

OPTIONS:

  • May take a Dreadnought Drop Pod or Drop Pod as a Dedicated Transport.
  • Veteran Sergeant Haas: one Red Scorpions Veteran Sergeant in a Sternguard Squad may be upgraded to Veteran Sergeant Haas...45 pts
Veteran Sergeant is armed with a power sword, bolt pistol, frag and krak grenades and artificer armour. In addition all models in Veteran Sergeant Haas' unit have the Relentless special rule but is otherwise a normal Veteran Sergeant in a Sternguard Squad.
  • Legends of the Red Scorpions: Detachments and Formations using Red Scorpions Chapter Tactics gain access to the following Lord of War choices:

CHAPTER MASTER OF THE RED SCORPIONS[edit]

WS BS S T W I A Ld Sv
Carab Culln 9 10 4 4 4 7 4 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...240 pts

WARGEAR:

  • Terminator armour
  • Teleport homer
  • Master-crafted storm bolter
  • Iron Halo
  • Orbital Strike
  • Blade of the Scorpion
Range S AP Type
- User 2 Melee, Master-crafted

WARLORD TRAIT:

  • Lord High Commander: Friendly models with the Space Marines faction have leadership 10.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Red Scorpions)
  • Eternal Crusade
  • Heroic Authority
  • Supreme Authority
  • Independent Character
  • Smash
  • Master of Ballistics
  • Proud to Live, Proud to Die: Carab Culln may never benefit from the Look Out, Sir rule. Carab Culln has the It Will Not Die special rule.

CHIEF LIBRARIAN OF THE RED SCORPIONS[edit]

WS BS S T W I A Ld Sv
Sevrin Loth 6t 5 4 4 3 4 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...220 pts

WARGEAR:

  • Bolt pistol
  • Force axe
  • Frag grenades
  • Krak grenades
  • Psychic Hood
  • The Armour of Selket:

Magister Sevrin Loth knows the Armour psychic power in addition to his other psychic powers.

Armour.... Warp Charge 1

Armour is a Blessing which targets the psyker. The psyker gains a 2+ Invulnerable save.

SPECIAL RULES:

  • Stubborn
  • Chapter Tactics
  • Eternal Crusade
  • Independent Character
  • Fearless
  • Counter-attack
  • Psyker (Mastery Level 3)
  • Master Psyker: Models with this special rule can choose the result of their dice rolls when rolling psychic powers.

PSYKER:

Sevrin Loth generates his powers from the Biomancy',Telekinesis and Telepathy discipline.

RED HUNTERS CHAPTER TACTICS[edit]

  • Mnemonic Redaction Protocols: Red Hunters models have the Adamantium Will special rule. Once per game at the beginning your turn, you may declare that a number of your units with Chapter Tactics (Red Hunters) equal to the current turn number (but no greater than half the remaining number of Red Hunters units) will have one of the following special rules, until the beginning of their next turn.
- Counter-attack
- Monster Hunter
- Tank Hunters
- Hatred
- Skyfire
- Interceptor

SALAMANDERS CHAPTER TACTICS[edit]

  • Bathed in Flame: Salamanders models have the Feel No Pain (4+) special rule against Wounds caused by flamer weapons.
  • Molten Fury: Melta weapons and flamer weapons carried by a Salamanders models have the Twin-linked special rule.
  • Heroes of the Salamanders: Detachments and Formations using Salamanders Chapter Tactics gain access to the following HQ choices:

DEFENDER OF THE FINAL VAULT[edit]

WS BS S T W I A Ld Sv
Harath Shen 6 5 4 4 2 4 2 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...180 pts

WARGEAR:

  • Plasma pistol
  • Power sword
  • Digital weapons

WARLORD TRAIT:

  • Rites of War: All models in your primary Detachment are Leadership 10.

SPECIAL RULES:

  • Stubborn
  • Chapter Tactics (Salamanders)
  • Eternal Crusade
  • Independent Character
  • Master of Chirugery: All models in a unit including a model with this special rule have the Feel No Pain (4+) special rule.
  • Pride of the Chapter: Harath Shen may re-roll any failed Look out, Sir rolls. In addition, whilst part of a friendly unit chosen from Codex: Space Marines or the Space Marine Siege Assault Vanguard army list with the Chapter Tactics (Salamanders) rule, the unit he is a part of adds +1 to its score in order to determine the result of an assault.

FORGEFATHER OF THE SALAMANDERS[edit]

WS BS S T W I A Ld Sv
Vulkan He´stan 7 5 4 4 3 6 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...175 pts

WARGEAR:

  • 'Bolt pistol
  • Frag grenades
  • Krak grenades
  • Gauntlet of the Forge

The Gauntlet of the Forge is a heavy flamer that incorporates a set of digital weapons.

  • Kesare´s Mantle

Kesare´s Mantle confers a 3+ Invulnerable save.

  • Spear of Vulkan
Range S AP Type
- +2 3 Melee, Master-crafted, Two-handed

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Salamanders)
  • Eternal Crusade
  • Heroic Authority
  • Independent Character
  • Name (Captain)
  • Master of Ballistics
  • Forgefather: Any Thunderhammer carried by a Salamanders model in the same Formation or Detachment as Vulkan He´stan gains the Master-crafted special rule.

THE WINTER BLADE[edit]

WS BS S T W I A Ld Sv
Captain Pellas Mir´San 7 5 4 4 3 6 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...170 pts

WARGEAR:

  • 'Bolt pistol
  • Frag grenades
  • Krak grenades
  • Close combat weapon
  • Combi-flamer
  • Iron Halo
  • Cinder Edge
Range S AP Type
- User 2 Melee, Master-crafted

WARLORD TRAIT:

  • Tenacity: Your Warlord has the Feel No Pain special rule.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Salamanders)
  • Eternal Crusade
  • Heroic Authority
  • Independent Character
  • Name (Captain)
  • Master of Ballistics
  • Master Duellist: Any model fighting a model with this special rule in a challenge suffers a -1 To Hit modifier.

THE IRON DRAGON[edit]

WS BS S FA SA RA I A HP
Bray´arth Ashmantle 6 5 6 13 12 10 4 5 4


UNIT TYPE:

Vehicle (Character, Walker)

UNIT COMPOSITION:

1 (Unique)...225 pts

WARGEAR:

  • Two Power fist with built-in dreadfire flamers
Range S AP Type
Template 5 4 Assault 1, Twin-linked
12" 8 1 Rapid Fire, Twin-linked

  • Searchlight

WARLORD TRAIT:

  • Engine of Destruction: The army gains 1 Victory point for each enemy vehicle destroyed by your Warlord.

SPECIAL RULES:

  • Chapter Tactics (Salamanders)
  • Eternal Crusade
  • It Will Not Die
  • Move Through Cover
  • Scout
  • Venerable: If a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.
  • Name (Dreadnought Squadron)
  • Wrought By Vulcan: Ignore the Armourbane, Melta, Rending and Lance special rules while rolling for armour penetration against a model with this special rule.
  • Fiery Rampage: Bray´arth Ashmantle may replace any number of his attacks with a singel Strength 5 AP4 hit for each attack he forfeits.

SPACE SHARKS CHAPTER TACTICS[edit]

  • Reavers of the Outer Darkness: Factions which would usually be Allies of Convenience with Space Sharks models are Desperate Allies instead. Space Sharks models have the Fear special rule.
  • Blood In the Water: After the first round of combat Space Sharks models gain +1 Attack until the combat ends.
  • Close Combat Specialists: Add the following options to Tactical Squads:
- *The entire squad may exchange Boltgun for a close combat weapon...free
- *The entire squad may take a close combat weapon in addition to their Boltgun...1 pt/model

LORDS OF WAR[edit]

TYBEROS THE RED WAKE[edit]
WS BS S T W I A Ld Sv
Tyberos 9 5 4 5 4 5 4 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...230 pts

WARGEAR:

  • Hunger (lightning claw)
  • Slake (chain fist)
  • Terminator armour
  • Teleport homer
  • Orbital strike
  • Iron halo

WARLORD TRAIT:

  • Savage Beyond All Reason: All models in your Warlord's unit have the Hatred special rule.

SPECIAL RULES:

  • Independent Character
  • Fearless
  • Rampage
  • Heroic Authority
  • Supreme Authority
  • Chapter Tactics (Space Sharks)
  • Eternal Crusade
  • The Red Brethren: At the start of the game you may nominate a single Terminator Squad with Chapter Tactics (Space Sharks), armed with Lightning Claws, the chosen unit benefits from the Rampage special rule rather than +1 attack, after the first round of close combat. A formation or detachment which includes Tyberos may include a single Terminator Squad armed with Lightning Claws as a Troops choice.

STAR PHANTOMS CHAPTER TACTICS[edit]

  • Orbital Wave: You may re-roll failed reserved rolls for Star Phantoms units. Star Phantoms units also confers this special rule to any transport it is embarked upon.
  • Hail of Destruction: Once per game at the start of any of your turns you may use this ability. For the remainder of this turn all Star Phantoms units treat all their weapons with Rapid Fire, Assault, Salvo and Heavy Weapons as being twin-linked.
  • Heroes of the Space Phantoms: Detachments using Space Phantoms Chapter Tactics gain access to the following HQ choices:

CAPTAIN OF THE STAR PHANTOMS 9TH COMPANY[edit]

WS BS S T W I A Ld Sv
Zhrukhal Androcles 7 5 4 4 3 6 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...145 pts

WARGEAR:

  • Frag grenades
  • Krak grenades
  • Iron Halo
  • Power fist
  • Combi-melta

WARLORD TRAIT:

  • Tenacity: Your Warlord has the Feel No Pain special rule.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics
  • Eternal Crusade
  • Heroic Authority
  • Independent Character
  • Name (Captain)
  • Master of Ballistics

ULTRAMARINES CHAPTER TACTICS[edit]

  • Scions of Guilliman: If your army contains any Ultramarines models, you can choose to enact the Devastator Doctrine, Assault Doctrine and Tactical Doctrine (see the Combat Doctrines special rule) once each per game. When one of these Combat Doctrines is enacted using this rule, all Ultramarines models in your army are affected.
  • Heroes of the Ultramarines: Detachments using Ultramarines Chapter Tactics gain access to the following HQ choices:

ULTRAMARINES 2ND COMPANY CAPTAIN[edit]

WS BS S T W I A Ld Sv
Captain Sicarius 7 5 4 4 3 6 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...220 pts

WARGEAR:

  • Plasma pistol
  • Frag grenades
  • Krak grenades
  • Iron Halo
  • Talassarian Tempest Blade
Range S AP Type
- User 2 Melee, Coup de Grâce

Coup de Grâce: Captain Sicarius may exchange all of his attacks for a single attack with +2 Strength and the Instant Death special rule.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics
  • Eternal Crusade
  • Heroic Authority
  • Feel No Pain
  • Furious Charge
  • Independent Character
  • Name (Captain)
  • Battle-forged Heroes: During deployment, choose one friendly Ultramarines Tactical Squad. It gains one of the following special rules for the duration of the battle: Counterattack, Infiltrate, Scout or Tank Hunters.
  • Surprise Attack: If Captain Sicarius is alive and on the Battlefield, you gain +1 to your Reserve Rolls.

MASTER-IOCUM OF THE MARINES ERRANT[edit]

WS BS S T W I A Ld Sv
Anton Narvaez 7 5 4 4 3 6 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...180 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Power sword
  • Master-crafted plasma gun
  • The Actinic Halo

The Actinic Halo provides a 3+ invulnerable save. If this save is failed on the roll of a 1 then The Actinic Halo ceases to provide an invulnerable save.

WARLORD TRAIT:

  • Rites of War: All models in your primary Detachment are Leadership 10.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Ultramarines)
  • Eternal Crusade
  • Heroic Authority
  • Independent Character
  • Scout
  • Move Through Cover
  • Marines Errant Chapter Tactics: You may not include any Unique named characters with the Chapter Tactics (Ultramarines) special rule without this special rule in the same army as this model.
  • Name (Captain)
  • Dark Void Elite: All friendly Sternguard Veteran Squads and Vanguard Veteran Squads in an army that includes a model with this special rule have the Deep Strike special rule and do not scatter when arriving from Deep Strike reserve.

ULTRAMARINES MASTER OF SANCTITY[edit]

WS BS S T W I A Ld Sv
Chaplain Cassius 6 5 4 6 3 4 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...120 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Power maul
  • Rosarius
  • Infernus
Range S AP Type
24" 1 5 Rapid Fire, Master-crafted, Poisoned (2+)
Template 4 5 Assault 1, One Use Only

WARLORD TRAIT:

  • Angel of Death: Your Warlord has the Fear special rule. In addition, enemy units locked in combat with your Warlord must take Fear tests on 3D6.

SPECIAL RULES:

  • Chapter Tactics (Ultramarines)
  • Eternal Crusade
  • Independent Character
  • Preferred Enemy (Tyranids)
  • Zealot

ULTRAMARINES 10TH COMPANY VETERAN[edit]

WS BS S T W I A Ld Sv
Sergeant Telion 4 5 4 4 2 4 2 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...50 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Camo cloak
  • Sniper Rifle

WARLORD TRAIT:

  • Storm of Fire

SPECIAL RULES:

  • Stubborn
  • Heroic Inspiration
  • Independent Character
  • Infiltrate
  • Move Through Cover
  • Stealth
  • Eye of Vengeance: Shots fired by Sergeant Telion (excluding Snap Shots) are always Precision Shots (see the Precision Shots special rule in Warhammer 40,000: The Rules).
  • Scout Sergeant: Sergeant Telion may only join Scout Squads.
  • Legendary Mentor: Instead of shooting Sergeant Telion may give all Scouts in his unit BS 5 until the end of the turn.
  • Master Marksman: Sergeant Telion counts his sniper rifle as being range 36" and Heavy 2.

SERGEANT CHRONUS[edit]

WS BS S T W I A Ld Sv
Sergeant Chronus 4 5 4 4 2 4 2 8 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...50 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Servo-arm

SPECIAL RULES:

  • Stubborn
  • Chapter Tactics (Ultramarines)
  • Eternal Crusade
  • Ultramarines Tank Commander: When adding Sergeant Chronus to your army, you must also take a single Rhino, Razorback, Predator, Whirlwind, Vindicator, Hunter, Stalker, Land Raider, Land Raider Crusader or Land Raider Redeemer, paying the points cost listed on that vehicle’s datasheet as well as the 50 points for Sergeant Chronus. The chosen vehicle is a character and has Ballistic Skill 5. In addition, it has the It Will Not Die special rule and ignores the effects of Crew Shaken and Crew Stunned results.

If the tank is Wrecked or suffers an Explodes! result, Sergeant Chronus is treated as a passenger. (Note that if the vehicle does not have an Access Point, he will have to perform an emergency disembarkation). Assuming Sergeant Chronus survives his vehicle’s destruction, he uses his own characteristic profile and special rules as normal from that point on.

CONFESSOR OF THE HOWLING GRIFFONS[edit]

WS BS S FA SA RA I A HP
Chaplain Dreadnought Titus 5 5 6 12 12 10 4 4 3


UNIT TYPE:

Vehicle (Character, Walker)

UNIT COMPOSITION:

1 (Unique)...170 pts

WARGEAR:

  • Power fist with built-in storm bolter
  • Twin-linked Lascannon
  • Searchlight
  • Smoke launchers
  • Extra armour

SPECIAL RULES:

  • Chapter Tactics (Ultramarines)
  • Eternal Crusade
  • Move Through Cover
  • Hatred
  • Howling Griffon Chapter Tactics: You may not include any Unique named characters with the Chapter Tactics (Ultramarines) special rule without this special rule in the same army as this model.
  • Litany of Hate: Models with the Chapter Tactics (Ultramarines) special rule within 12" of a model with this special rule gain the Zealot special rule.
  • Scout
  • Venerable: If a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.
  • Name (Chaplain)

THE HERO OF THE ASKERLON PLAINS[edit]

WS BS S T W I A Ld Sv
Captain Tarnus Vale 7 5 4 4 3 6 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...140 pts

WARGEAR:

  • Plasma pistol
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Melta bombs
  • Iron Halo
  • Master-crafted close combat weapon

WARLORD TRAIT:

  • Storm of Fire

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Ultramarines)
  • Eternal Crusade
  • Heroic Authority
  • Name (Captain)
  • Independent Character
  • Fire Angels Chapter Tactics: You may not include any Unique named characters with the Chapter Tactics (Ultramarines) special rule without this special rule in the same army as this model.
  • Master of Ballistics
  • Tank Hunters
  • Master Gunner: Any friendly vehicle with the (Tank) sub-type in which Captain Vale is being transported gains Ballistic Skill 5 and the Tank Hunters special rule.

THE STORMBREAKER[edit]

WS BS S T W I A Ld Sv
Captain Mordaci Blaylock 7 5 4 5 3 6 3 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...180 pts

WARGEAR:

  • Terminator armour
  • Storm bolter
  • Iron Halo
  • Foe Ripper
Range S AP Type
- x2 2 Melee, Armourbane, Unwieldy, Shred, Master-crafted

WARLORD TRAIT:

  • Champion of Humanity: All friendly units within 12" of your Warlord with a Faction that is part of the Armies of the Imperium (see Warhammer 40,000: The Rules), must re-roll failed Morale checks, Pinning tests and Fear tests.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (Ultramarines)
  • Eternal Crusade
  • Heroic Authority
  • Name (Captain)
  • Independent Character
  • Nova Marines Chapter Tactics: You may not include any Unique named characters with the Chapter Tactics (Ultramarines) special rule without this special rule in the same army as this model.
  • Master of Ballistics
  • Termination Imminent: Friendly Ultramarines Terminator Squads have the Objective Secured special rule. Models with the Objective Secured special rule can claim an objective while an enemy unit is within 3" unless that unit also has the Objective Secured special rule.
  • Nobles of the Ultramarines: Detachments using Ultramarines Chapter Tactics gain access to the following HQ choices:

TYRANNIC WAR VETERAN SQUAD[edit]

WS BS S T W I A Ld Sv
Tyrannic War Veteran 5 5 4 4 1 4 2 10 3+
Tyrannic War Veteran Sergeant 5 5 4 4 1 4 2 10 3+


UNIT TYPE:

Infantry. Tyrannic War Veteran Sergeant is Infantry (Character)

UNIT COMPOSITION:

4 Tyrannic War Veterans, 1 Tyrannic War Veteran Sergeant

WARGEAR:

  • Hellfire Bolters
Range S AP Type
24" 1 5 Rapid Fire, Poisoned (2+)

  • Bolt pistol
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Chapter Tactics (Ultramarines)
  • Eternal Crusade
  • Fearless
  • Combat Squads
  • Preferred Enemy (Tyranids)
  • Hatred (Tyranids)
  • Heroic Inspiration (Tyrannic War Veteran Sergeant only)

Options:

  • May include up to five additional Tyrannic War Veterans...20 pts/model
  • The Tyrannic War Veteran Sergeant may take melta bombs...5 pts
  • The unit may take a Drop Pod, Land Raider, Rhino or Razorback as a Dedicated Transport.
  • Legends of the Ultramarines: Detachments using Ultramarines Chapter Tactics gain access to the following Lords of War choices:

CHAPTER MASTER OF THE ULTRAMARINES[edit]

WS BS S T W I A Ld Sv
Marneus Calgar 9 10 4 4 4 7 4 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...280 pts

WARGEAR:

  • Bolt pistol
  • Power sword
  • Frag grenades
  • Krak grenades
  • Iron Halo
  • Orbital Strike
  • Two Gauntlets of Ultramar
Range S AP Type
- 8 2 Melee
24" 4 2 Assault 2

SPECIAL RULES:

  • Fearless
  • Chapter Tactics
  • Eternal Crusade
  • Heroic Authority
  • Supreme Authority
  • Independent Character
  • Master Tactician: If Marneus Calgar is your Warlord, you may enact multiple Combat Doctrines in a single turn.

WARLORD TRAIT:

  • God of War: Marneus Calgar may choose his Warlord Trait instead of rolling for it.

OPTIONS:

  • May replace frag and krak grenades with the Armour of Antilochus and a teleport homer...15 pts

The Armour of Antilochus is a suit of Terminator armour that does not prevent Sweeping Advances.

ULTRAMARINES MASTER OF ARCANA[edit]

WS BS S T W I A Ld Sv
Chief Librarian Tigurius 6 5 4 4 3 4 3 10 3+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...180 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • The Hood of Hellfire

The Hood of Hellfire is a psychic hood. Furthermore, it enables Tigurius to re-roll failed Psychic tests.

  • The Rod of Tigurius
Range S AP Type
- 6 4 Melee, Concussive, Force, Master-crafted, Soul Blaze

SPECIAL RULES:

  • Fearless
  • Chapter Tactics
  • Eternal Crusade
  • Independent Character
  • Psyker (Mastery Level 3)

PSYKER:

Chief Librarians may choose any 3 powers from the Biomancy, Daemonology, Divination, Pyromancy, Telekinesis and Telepathy disciplines.

PRIMARCH OF THE ULTRAMARINES[edit]

WS BS S T W I A Ld Sv
Roboute Guilliman 10 10 6 6 4 6 4 10 2+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 (Unique)...400 pts

WARGEAR:

  • Cognis signum:
  • Frag grenades
  • The Arbitrator'
Range S AP Type
18" 6 3 Assault 6, Rending

  • The Armour of Reason

The Armour of Reason confers a 4+ invulnerable save. Once per game you may re-roll a single failed invulnerable save for Roboute Guilliman.

  • The Burning Blade
  • The Hand of Dominion
Range S AP Type
- 10 1 Melee, Concussive, Unwieldy, Specialist Weapon

WARLORD TRAIT:

  • Preternatural Strategy: When determining whether the Night Fighting special rule is in effect, you may choose to re-roll the dice. Your opponent must re-roll succesful attempts to Seize the Initiative. You may re-roll any reserve rolls and you may force your opponent to re-roll any reserve rolls. You may discard the first objective card you draw each turn and generate a new one. You may re-roll rolls when you are determining Mysterious Objectives and you may force your opponent to re-roll rolls for when determining Mysterious Objectives.

SPECIAL RULES:

  • Bulky
  • Adapt and Overcome: Add +1 to Roboute Guilliman's Attacks characteristic at the end of each Fight sub-phase in which he has been fighting in a challenge. All bonuses from this special rule are reset when the challenge is over.
  • Unyielding Will: You may re-roll failed Deny the Witch rolls for powers affecting Roboute Guilliman or his unit.
  • Primarch: Models with this special rule have the Adamantium Will, Eternal Warrior, Fearless, Feel No Pain, Fleet, It Will Not Die, Precision Shots and Precision Strikes special rules.
  • Sire of the Ultramarines: All Ultramarines models in your army change their Leadership characteristic to 10 while Roboute Guilliman is on the board. All Leadership tests for the Heroic Inspiration and Heroic Authority special rules are automatically passed for all Ultramarines models in your army while Roboute Guilliman is on the board.

WHITE SCARS CHAPTER TACTICS[edit]

  • Born in the Saddle: White Scars models with the Bike unit type have the Skilled Rider, Furious Charge, and Hit And Run special rules and add 1 to their Strength when resolving hits caused by the Hammer of Wrath special rule.
  • Fight on the Move: White Scars models have the Relentless special rule.
  • Relics of Ghogoris: White Scars models replace access to the Chapter Relics list with access to the Relics of Ghogoris list. Only one of each relics of Ghogoris may be taken in each army. A model can replace one weapon with one of the following:
- Mantle of the Stormseer...20 pts

Psyker only. Does not replace a weapon. The bearer has the Adamantium Will special rule and knows the Psychic Maelstrom power from the Telekinesis discipline in addition to any others he knows. This is not considered when determining if he has the Psychic Focus.

- Scimitar of the Great Khan...25 pts
Range S AP Type
- +1 3 Melee, Warblessed, Master-crafted

Warblessed: When the bearer fights in a challenge, add +1 to the bearer's Weapon Skill characteristic.
- The Glaive of Vengeance...30 pts
Range S AP Type
- +3/+1* 2/3* Melee, Master-crafted

  • This weapon has two profiles for both Strength and AP. The first is used only on a turn in which the bearer charges; the second is used at all other times.
- The Hunter´s Eye...45 pts

Does not replace a weapon. A model equipped with the Hunter's Eye adds +1 to his Ballistic Skill characteristic. In addition, all ranged weapons carried by models in the bearers unit have the Ignores Cover special rule.

- Wrath of the Heavens...25 pts

Wrath of the Heavens is a Space Marine bike, and cannot be taken by models equipped with Terminator armour or a jump pack. When a model eriding Wrath of the Heavens Turbo-boosts it can move up to 18" and can pass over units and terrain as though it were a Jetbike.

  • Banner of Ghogoris: White Scars models replace access to the Standard of the Emperor Ascendant with access to the following:
- The Banner of the Eagle...25 pts

Friendly White Scars units within 12" of the a model with the Banner of the Eagle have the Fleet and Furious Charge special rules.

  • Heroes of the White Scars: Detachments using White Scars Chapter Tactics gain access to the following HQ choices:

KOR´SARRO KHAN[edit]

WS BS S T W I A Ld Sv
Kor´sarro Khan 7 5 4 4 3 5 3 10 3+


UNIT TYPE:

Infantry (Character). Kor´sarro Khan on Moondrakkan is Bike (Character)

UNIT COMPOSITION:

1 (Unique)...120 pts

WARGEAR:

  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Iron Halo
  • Moonfang
Range S AP Type
- User 3 Melee, Rending, Lethal Stroke

Lethal Stroke: When attacking with a weapon that has this special rule, a To Wound roll of 6 is resolved with the Instant Death special rule.

WARLORD TRAIT:

  • Legendary Fighter: Your army gains 1 Victory Point for each enemy character slain by your Warlord in a challenge.

SPECIAL RULES:

  • Fearless
  • Chapter Tactics (White Scars)
  • Eternal Crusade
  • Heroic Authority
  • Furious Charge
  • Independent Character
  • Master of Ballistics
  • Scout
  • Name (Captain)

OPTIONS:

  • May take Moondrakkan and a twin-linked boltgun...25 pts

Moondrakkan is a Space Marine bike that makes D3 Hammer of Wrath attacks instead of 1.

ARMOURY OF THE SPACE MARINES[edit]

RANGED WEAPONS[edit]

ARES PATTERN DEMOLISHER CANNON[edit]

Range S AP Type
24" 10 2 Primary Weapon 1, Large Blast

ASTARTES GRENADE LAUNCHER[edit]

Range S AP Type
24" 3 6 Rapid Fire, Blast
24" 6 4 Rapid Fire

AUTO WEAPONS[edit]

Range S AP Type
Accelerator autocannon 48" 7 4 Heavy 6, Rending, Rapid Tracking
Anvilus autocannon battery 48" 8 4 Primary Weapon 4
Assault cannon 24" 6 4 Heavy 4, Rending
Autocannon 48" 7 4 Heavy 2
Autocannon turret 48" 7 4 Heavy 2, Independent Turret Fire
Kheres pattern assault cannon 24" 6 4 Heavy 6, Rending

Independent Turret Fire: Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.
Rapid Tracking: Targets may not take Jink saves against damage from this weapon.

BOLT WEAPONS[edit]

Range S AP Type
Avenger bolt cannon 36" 6 3 Heavy 7
Boltgun 24" 4 5 Rapid Fire
Boltgun with special issue ammunition
24" 4 5 Rapid Fire, Ignores Cover
24" 1 5 Rapid Fire, Poisoned (2+)
30" 4 4 Rapid Fire
18" 4 3 Rapid Fire, Gets Hot
Bolt pistol 12" 4 5 Pistol
Heavy bolter 36" 5 4 Heavy 3, Monstrous Strength
Hurricane bolter 24" 4 5 Salvo 3/6, Twin-linked
Storm bolter 24" 4 5 Assault 2, Relentless Barrage
Quad heavy bolter turret 36" 5 4 Heavy 6, Independent Turret Fire

Independent Turret Fire: Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.
Monstrous Strength: When fired by a model with Strength 4 or more, treat this weapon as Salvo 2/3.
Relentless Barrage: When fired by a model with the Relentless or Slow and Purposeful special rule, treat this weapon as Assault 4. Note that vehicles have the Relentless special rule.

BOMB PYLON SET[edit]

Range S AP Type
- 6 4 Bomb 6, Apocalyptic Barrage

CERBERUS LAUNCHER[edit]

Range S AP Type
18" 4 6 Heavy 1, Blind, Large Blast

COMBI-WEAPONS[edit]

Range S AP Type
Combi-bolter 24" 4 5 Rapid Fire, Shred, Twin-linked
Combi-flamer
24" 4 5 Rapid Fire
Template 4 5 Assault 1, One Use Only
Combi-grav
24" 4 5 Rapid Fire
18" * 2 Salvo 1/2, Concussive, Graviton, One Use Only
Combi-melta
24" 4 5 Rapid Fire
12" 8 1 Assault 1, Melta, One Use Only
Combi-plasma
24" 4 5 Rapid Fire
24" 7 2 Rapid Fire, Gets Hot, One Use Only

CONVERSION WEAPONS[edit]

Range S AP Type
Conversion beamer
up to 18" 6 - Heavy 1, Blast
18"-42" 6 - Heavy 1, Blast
42"-72" 10 1 Heavy 1, Blast
Heavy conversion beamer
Up to 18" 6 - Heavy 1, Large Blast, Divert Power
18" to 42" 8 4 Heavy 1, Large Blast, Divert Power
42" to 72" 10 1 Heavy 1, Large Blast, Divert Power

Divert Power: This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.

CYCLONE MISSILE LAUNCHER[edit]

Range S AP Type
48" 4 4 Heavy 2, Blast
48" 8 2 Heavy 2

DEATHWIND LAUNCHER[edit]

Range S AP Type
12" 5 - Heavy 1, Large Blast

DEMOLISHER CANNON[edit]

Range S AP Type
24" 10 2 Ordnance 1, Large Blast

DREADHAMMER SIEGE CANNON[edit]

Range S AP Type
24" 10 1 Primary Weapon 1, Massive Blast, No Cover Saves Allowed
48" 10 1 Primary Weapon 1, Divert Power, Massive Blast, No Cover Saves Allowed

Divert Power: This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.

FELLBLADE ACCELERATOR CANNON[edit]

Range S AP Type
100" 8 3 Primary Weapon 1, Massive Blast
100" 9 2 Primary Weapon 1, Armourbane, Blast

FIREFURY MISSILE BATTERY[edit]

Range S AP Type
36" 4 4 Heavy 4, Blast, Twin-linked, One Use Only

FLAMER WEAPONS[edit]

Range S AP Type
Flamer Template 4 5 Assault 1
Hand flamer Template 3 6 Pistol
Heavy flamer Template 5 4 Assault 1
Inferno cannon Template 5 4 Assault 1, Torrent

FRAG CANNON[edit]

Range S AP Type
Template 6 - Heavy 2, Rending

GRAV-WEAPONS[edit]

Range S AP Type
Grav-pistol 12" * 2 Pistol, Concussive, Graviton
Grav-gun 18" * 2 Salvo 1/2, Concussive, Graviton
Grav-cannon 24" * 2 Salvo 2/3, Concussive, Graviton

GRENADE HARNESS[edit]

A model can fire its grenade harness in addition to its combi-bolter. In addition, models in the wearer's unit do not suffer the penalty to their Initiative for charging enemies through difficult terrai, but fight at their normal Initiative in the ensuing combat.

Range S AP Type
8" 3 - Assault 2, Blast

HELLSTRIKE MISSILE[edit]

Range S AP Type
- 8 2 Ordnance 1, One Use

ICARUS STORMCANNON ARRAY[edit]

Range S AP Type
48" 7 4 Heavy 3, Interceptor, Skyfire

LAS WEAPONS[edit]

Range S AP Type
Lascannon 48" 9 2 Heavy 1
Laser destroyer 36" 9 1 Ordnance 1, Twin-linked, Explosive Demise
Turbo-laser destructor 72" D 2 Heavy 1, Large Blast
Quad lascannon 48" 9 2 Heavy 2, Twin-linked
Neutron laser 36" D 1 Heavy 1, Destroyer, Strikedown, Concussive, Shock Pulse, Dangerous Reactor Core
Neutron laser battery 72" 10 1 Ordnance D3, Concussive, Feedback

Feedback: This weapon has the Gets Hot special rule when firing against a vehicle facing with an armour value of 13 or greater.
Shock Pulse: An enemy vehicle that suffers a penetrating hit from a weapon with this special rule automatically suffers the Crew Stunned result on the vehicle damage table in addition to any other damage (this cause it to lose an additional Hull Point). This special rule has no effect on super-heavy vehicles.
Dangerous Reactor Core: When rolling on the vehicle damage table against a vehicle armed with a weapon with this special rule your opponent may re-roll results of a 1 on the Vehicle Damage table against this the vehicle. In addition should a vehicle armed with a weapon with this special rule suffer an Explodes! result, add +D3" to the explosion radius.

MELTA WEAPONS[edit]

Range S AP Type
Magna-melta 18" 8 1 Heavy 1, Large Blast, Melta
Meltagun 12" 8 1 Assault 1, Melta
Multi-melta 24" 8 1 Heavy 1, Melta

MISSILE WEAPONS[edit]

Range S AP Type
Aiolos missile launcher 60" 6 2 Heavy 3, Pinning, Independent Tracking
Hunter-killer missile Infinite 8 2 Heavy 1, One Use Only, Twin-linked
Skyhammer missile launcher 60" 7 4 Heavy 3
Skyspear missile launcher 60" 7 2 Heavy 1, Armourbane, Savant Lock, Skyfire
Stormstrike missile 72" 8 2 Heavy 1, Concussive, One Use Only
Typhoon missile launcher
48" 4 4 Heavy 2,
48" 8 2 Heavy 2
Whirlwind multiple missile launcher
12"-48" 5 4 Ordnance 1, Barrage, Large Blast
12"-48" 4 5 Ordnance 1, Barrage, Large Blast, Ignores Cover, Soul Blaze
Xiphon rotary missile launcher 60" 8 2 Heavy 2, Cluster Warhead, Terminal Tracking

Cluster Warhead: : If the weapon successfully scores a Penetrating hit on a target with an Armour value, roll D3 times on the Vehicle Damage table and select the highest result to apply.
Independent Tracking: This weapon may fire at a different target to that of the Deredeo’s other shooting attacks if desired and ignores intervening obstacles to line of sight in open terrain. When firing at vehicles, it attacks their Side Armour value.
Savant Lock: If any shot from a weapon with this special rule misses a Flyer, Flying Monstrous Creature, Skimmer or Jetbike, roll a D6 at the start of the next friendly Shooting phase if the target unit is still on the battlefield and has not been destroyed. On a 5+, the target unit suffers a hit (using its rear Armour Value if it is a vehicle) with the profile above.
Terminal Tracking: Succesful Cover saves against this weapon must be re-rolled.

MISSILE LAUNCHER[edit]

Note down on your army list which of the three options (krak missile, frag missile and flakk missile) you wish to have.

  • Note that missile launchers are missile weapons.
Range S AP Type
Flakk missile 48" 8 2 Heavy 1, Skyfire
Frag missile 48" 4 4 Heavy 1, Blast
Krak missile 48" 8 2 Heavy 1

ORBITAL STRIKE[edit]

Range S AP Type
Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital

Orbital: If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6" regardless of the firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn.

PLASMA WEAPONS[edit]

Range S AP Type
Plasma pistol 12" 7 2 Pistol, Gets Hot
Hellfire plasma carronade
36" 7 2 Heavy 4
36" 7 2 Heavy 1, Gets Hot, Large Blast
Plasma gun 24" 7 2 Rapid Fire, Gets Hot
Plasma cannon 36" 7 2 Salvo 1/2, Blast, Gets Hot

SCORPIUS MULTI-LAUNCHER[edit]

Range S AP Type
48" 8 3 Heavy 1, Blast, Barrage
48" 8 3 Heavy D3+1, Blast, Barrage, Divert Power

Divert Power: This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.

SNIPER RIFLE[edit]

Range S AP Type
36" X 6 Heavy 1, Sniper

SPACE MARINE SHOTGUN[edit]

Range S AP Type
12" 4 - Assault 2

THUNDERFIRE CANNON[edit]

Range S AP Type
60" 6 5 Heavy 4, Barrage, Blast
60" 5 6 Heavy 4, Barrage, Blast, Ignores Cover
60" 4 - Heavy 4, Barrage, Blast, Strikedown

THUNDERHAWK CANNON[edit]

Range S AP Type
72" 8 3 Primary Weapon 1, Massive Blast

VENGEANCE LAUNCHER[edit]

Range S AP Type
48" 5 4 Heavy 2, Large Blast

VOLCANO CANNON[edit]

Range S AP Type
120" D 2 Heavy 1, Destroyer, Large Blast,

VOLKITE CARRONADE[edit]

Range S AP Type
48" 8 2 Primary Weapon 1, Ignores Cover, Heavy Beam, Soul Blaze

Heavy Beam: To fire a weapon with this special rule pick a point within the weapon´s firing arc and within the weapon´s range. Next draw a 1 mm thick line bewteen the weapon and the chosen point, all units take a single hit for each model in their unit beneath the line. You cannot pick a point that would result in a friendly model being hit. Super-heavy vehicles, buildings and Gargantuan Creatures hit suffer a strength D AP1 hit with the Soul Blaze special rule instead of the normal strength 8 AP2 hit. This attack has no effect on zooming flyers and swooping flying monstrous creatures as well as swooping gargantuan flying monstrous creatures.

MELEE WEAPONS[edit]

ASSAULT DRILL[edit]

Range S AP Type
- x2 2 Melee, Bunkerbuster, Specialist Weapon, Unwieldy

Bunkerbuster: This weapon has the Armourbane special rule when used against a model or building that did not move in its previous turn. If one or more Penetrating hits are made with a weapon with this special rule against such a target, any unit inside the vehicle or building suffers D6 S 5 AP4 hits with no cover saves allowed for each Penetrating hit made.

BLOOD TALON[edit]

Range S AP Type
- +1 2 Melee, Shred, Rampage

CHAINFIST[edit]

Range S AP Type
- x2 2 Melee, Armourbane, Specialist Weapon, Unwieldy

CLOSE COMBAT WEAPON[edit]

Range S AP Type
- User - Melee

ENCARMINE WEAPONS[edit]

Range S AP Type
Encarmine axe - User 2 Melee, Master-crafted, Two-handed, Unwieldy
Encarmine sword - +1 3 Melee, Master-crafted, Two-handed

EVISCERATOR[edit]

Range S AP Type
- x2 2 Melee, Armourbane, Two-handed, Unwieldy

FORCE WEAPONS[edit]

Range S AP Type
Force axe - +1 2 Melee, Force, Unwieldy
Force stave - +2 4 Melee, Concussive, Force
Force sword - User 3 Melee, Force

FURIOSO FORCE HALBERD[edit]

Range S AP Type
- x2 2 Melee, Force

LIGHTNING CLAWS[edit]

Range S AP Type
- User 3 Melee, Specialist Weapon, Unwieldy

POWER WEAPONS[edit]

Range S AP Type
Power axe - +1 2 Melee, Unwieldy
Power fist - x2 2 Melee, Specialist Weapon, Unwieldy
Power lance - +1/User* 3/4* Melee
Power maul - +2 4 Melee, Concussive
Power sword - User 3 Melee

  • Power lances have two profiles for both Strength and AP. The first is used only on a turn in which the bearer charges; the second is used at all other times.

RELIC BLADE[edit]

Range S AP Type
- +2 3 Melee, Two-handed

SEISMIC HAMMER[edit]

Range S AP Type
- x2 1 Melee, Concussive, Specialist Weapon, Unwieldy

SERVO-ARM[edit]

Range S AP Type
- x2 1 Melee, Specialist Weapon, Unwieldy

SIEGE DRILL[edit]

Range S AP Type
- x2 2 Melee, Armourbane, Specialist Weapon

THUNDER HAMMER[edit]

Range S AP Type
- x2 2 Melee, Concussive, Specialist Weapon, Unwieldy

SPECIAL ISSUE WARGEAR[edit]

ARMORIUM CHERUB[edit]

One use only. One model in a unit equipped with an armorium cherub can re-roll all failed To Hit rolls in one Shooting phase. An armorium cherub is represented by a separate miniature that will always remain as close as possible to the unit that selected it. The model itself is purely decorative and is always ignored for game purposes – just move it to one side if it gets in the way. Remove the armorium cherub once it has been used or once the unit that selected it has been completely destroyed.

AUSPEX[edit]

A model with an auspex can use it in place of making a shooting attack. If he does so, target an enemy unit within 12" (this does not count as choosing a target for his unit to shoot at). A unit that is targeted by one or more auspices has its cover save reduced by 1 until the end of the phase.

CAMO CLOAK[edit]

A model wearing a camo cloak has +1 cover save. If it does not already have a cover save, it gains a 6+ cover save.

CHAPTER BANNER[edit]

Friendly units within 12" of a model equipped with the Chapter banner, and drawn from the same Chapter, re-roll failed Morale checks, Pinning tests and Fear tests. In addition, all friendly models with the Space Marines Faction in the same unit as this banner have +1 Attack whilst the bearer is alive.

CLUSTER MINES[edit]

After your army deploys, Scouts redeploy and Infiltrators deploy, but before the roll to Seize the Initiative, each unit with cluster mines in your army may booby-trap a single piece of battlefield terrain on the table. The piece of battlefield terrain should be marked with a small marker to remind both players that it has been booby-trapped. Enemy models treat booby-trapped pieces of battlefield terrain as dangerous terrain. Note that having multiple units booby-trap the same piece of battlefield terrain has no additional effect. A unit with cluster mines which begins the game in Reserve may still booby-trap a piece of battlefield terrain.

COMBAT SHIELD[edit]

A combat shield confers a 6+ invulnerable save.

COMPANY STANDARD[edit]

Friendly units within 12" of a model equipped with the company standard, and drawn from the same Chapter, re-roll failed Morale checks, Pinning tests and Fear tests.

DIGITAL WEAPONS[edit]

A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault phase.

FRAG GRENADES[edit]

Shooting

When a unit armed with assault grenades makes a shooting attack, one model can choose to throw a grenade, if it does so it may not also fire another shooting weapon this phase.

Range S AP Type
8" 3 - Assault 1, Blast

Assault

Models equipped with assault grenades don’t suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat.

HELLFIRE SHELLS[edit]

Each time a weapon equipped with hellfire shells fires, the controlling player can choose whether to fire a hellfire shell or to use the ordinary profile for that weapon.

Range S AP Type
24" 1 - Heavy 1, Blast, Poisoned (2+)

IRON HALO[edit]

An iron halo confers a 4+ invulnerable save.

IRONCLAD ASSAULT LAUNCHERS[edit]

A model equipped with ironclad assault launchers does not suffer the penalty to its Initiative for charging enemies through difficult terrain. Furthermore, enemies charging a model equipped with ironclad assault launchers do not gain bonus Attacks from charging unless the model was already locked in combat from a previous turn.

JUMP PACK[edit]

Models equipped with jump packs gain the Jump unit type as described in Warhammer 40,000: The Rules.

KRAK GRENADES[edit]

Shooting

When a unit armed with krak grenades makes a shooting attack, one model can choose to throw a grenade, if it does so it may not also fire another shooting weapon this phase.

Range S AP Type
8" 6 4 Assault 1

Assault

Unless used in assaults against vehicles, gun emplacements or Monstrous Creatures, krak grenades have no effect during the Assault phase. One model can choose to throw a grenade rather than attacking normally:

Range S AP Type
- 6 4 -

LOCATOR BEACON[edit]

Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.

MELTA BOMBS[edit]

Shooting

Melta bombs cannot be used to make a shooting attack.

Assault

Unless used in assaults against vehicles, gun emplacements or Monstrous Creatures, melta bombs have no effect during the Assault phase. One model can choose to throw a bomb rather than attacking normally:

Range S AP Type
- 8 1 Armourbane, Unwieldy

NARTHECIUM[edit]

As long as the bearer is alive, all models in his unit gain a special rule corresponding with their Save.

5+ Sv or worse - no benefit
4+ Sv - Feel No Pain (4+)
3+ Sv - Feel No Pain (5+)
2+ Sv - Feel No Pain (6+)

OMNISCOPE[edit]

A model with an omniscope has the Night Vision and Split Fire special rules.

PSYCHIC HOOD[edit]

Each time a unit or model is targeted by an enemy psychic power and is within 12" of a friendly model with a psychic hood, the wearer of the hood can attempt to Deny the Witch in their stead, as if he were in the target unit. If the Deny the Witch attempt is failed, the psychic power is resolved as normal, but effects only the initial target, not the wearer of the hood.

If a model with a psychic hood is embarked in a vehicle or building, he can only use the hood to nullify powers targeting the vehicle or building he is embarked within.

ROSARIUS[edit]

A rosarius confers a 4+ invulnerable save.

SERVO-HARNESS[edit]

A servo-harness gives the bearer two servo-arms, a plasma cutter and a flamer. In the Shooting phase, the bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.

Range S AP Type
Plasma cutter 12" 7 2 Assault 1, Gets Hot, Twin-linked

SIGNUM[edit]

At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, all models in his unit add +1 to their Ballistic Skill characteristic for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To Hit are made.

SPACE MARINE BIKE[edit]

Models equipped with Space Marine bikes change their unit type to Bike, as described in Warhammer 40,000: The Rules.

STORM SHIELD[edit]

A storm shield confers a 3+ invulnerable save. In addition, a model equipped with a storm shield can never claim the +1 Attack for being armed with two Melee weapons in an assault.

TELEPORT HOMER[edit]

Friendly units composed entirely of models in Terminator armour do not scatter when they Deep Strike, so long as the first model is placed within 6" of the teleport homer’s bearer. For this to work, the bearer of the teleport homer must have been on the battlefield at the start of the turn.

ARMOUR[edit]

ARTIFICER ARMOUR[edit]

Artificer armour confers a 2+ Armour Save.

DECIMATOR ARMOUR[edit]

Decimator armour confers a 2+ Armour Save. A model upgraded to have Decimator armour increases their Strength, Toughness and Wounds characteristics by 1. (these bonuses are already included in the profiles of models that have Decimator armour as part of their standard wargear). Models in Decimator Armour have the Very Bulky and Slow And Purposeful special rules, and may fire up to two ranged weapons when shooting rather than one.

TERMINATOR ARMOUR[edit]

Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Models in terminator armour have the Bulky, Deep Strike, and Relentless special rules, and may not make Sweeping Advances. A model upgraded to have terminator armour increases its Toughness characteristic by 1. (this bonus is already included in the profiles of models that have Terminator armour as part of their standard wargear).

CATAPHRACTII ARMOUR[edit]

Cataphractii armour is terminator armour with the following changes:

  • The invulnerable save granted is 4+, not 5+.
    • A rosarius or iron halo worn with cataphractii armour allows rerolling failed invulnerable saving throws of 1.
  • Models in cataphractii armour cannot fire Overwatch or make run moves.

SPACE MARINE VEHICLE WARGEAR[edit]

AUXILIARY DRIVE[edit]

A model armed with an auxiliary drive ignores Immobilized results on the vehicle damage table on a D6 roll of 4+ (but still loses a Hull Point).

BATTLE AUSPEX[edit]

A model armed with a battle auspex has the Night Vision special rule. In addition, subtract one from cover saves taken against a shooting atack made by a model armed with a battle auspex.

CERAMITE PLATING[edit]

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.

COMMS RELAY[edit]

While you control a model armed with a comms relay you may re-roll failed reserve rolls.

DOZER BLADE[edit]

Vehicles equipped with dozer blades treat their front armour as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.

EXTRA ARMOUR[edit]

Vehicles equipped with extra armour count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead.

FLARE SHIELD[edit]

Any ranged attacks inflicted against a model armed with a flare shield´s front arc are resolved with a -1 strength modifier and a further -1 modifier if it is a blast weapon. Attacks with strength D are unaffected by flare shields.

FRAG ASSAULT LAUNCHERS[edit]

Any unit charging into close combat on the same turn as it disembarks from a transport vehicle equipped with frag assault launchers counts as having frag grenades.

IRONCLAD ASSAULT LAUNCHERS[edit]

A model equipped with ironclad assault launchers does not suffer the penalty to its Initiative for charging enemies through difficult terrain. Furthermore, enemies charging a model equipped with ironclad assault launchers do not gain bonus Attacks from charging unless the model was already locked in combat from a previous turn.

LOCATOR BEACON[edit]

Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6” of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.

SEARCHLIGHT[edit]

Searchlights are used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may find it helpful to place coins, or other suitable counters, next to the units as reminders, and next to a vehicle to show it has used its searchlights this turn.

Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting rule.

SIEGE SHIELD[edit]

A model armed with a siege shield counts as being armed a dozer blade. A model armed with a siege shield counts its front arc as being obscured, receiving a 5+ cover save against any hits inflicted in the front arc.

SMOKE LAUNCHERS[edit]

Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save.

After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.

CHAPTER RELICS[edit]

THE ARMOUR INDOMITUS[edit]

The Armour Indomitus confers a 2+ Armour Save and a 6+ invulnerable save. Once per game, at the beginning of any phase, the wearer can choose to temporarily push the armour’s force field to its limit. For the duration of that phase, the Armour Indomitus confers a 2+ invulnerable save.

THE BURNING BLADE[edit]

Range S AP Type
- +3 2 Melee, Blind, Incandescent

Incandescent: At the end of an Assault phase in which the bearer made one or more To Hit roll with the Burning Blade, roll a D6. On a roll of a 2+, nothing happens. On the roll of a 1, the bearer takes a Strength 4 AP2 hit.

THE PRIMARCH'S WRATH[edit]

Range S AP Type
24" 4 4 Salvo 3/5, Master-crafted, Shred

THE SHIELD ETERNAL[edit]

The Shield Eternal is a storm shield. In addition, the bearer of the Shield Eternal gains the Adamantium Will and Eternal Warrior special rules.

STANDARD OF THE EMPEROR ASCENDANT[edit]

A model equipped with the Standard of the Emperor Ascendant has the Fear special rule. In addition, friendly models drawn from the same Chapter as a model equipped with the Standard of the Emperor Ascendant have +1 Attack and the Fearless special rule whilst they are within 12" of that model.

TEETH OF TERRA[edit]

Range S AP Type
- +2 3 Melee, Concussive, Rampage, Specialist Weapon