SPACE MARINES ARMY LIST. v013 for Mike Mayday s 40K CHANGES alpha 1

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SPACE MARINES ARMY LIST v013 for Mike Mayday s 40K CHANGES alpha 1

The following publication is the first alpha version of the Space Marine Army List for 40k Changes. Because it was only created to allow for extensive testing of the main rulebook, there are no point costs yet and not all the units that will be available in the final version have made it to this version. If you want to try a balanced battle with this army list, you must play two identical armies against each other. Alternatively, you are welcome to try the units in any configurations if you want to test the specific rules etc. How to provide feedback? All feedback should be mailed to mayday.green@gmail.com with the title 40k Changes. The mails may be written in English or Polish. I m interested in most manners of feedback. Do let me know if you spot any of the following: obvious mistakes in the rule text, rules with unclear meaning, rules that could be interpreted in many ways, rules that could be made more concise, game mechanics that are needlessly PREFACE complex and could be replaced with something simpler, game mechanics that are too difficult to memorize. At this point, I am not interested in help with editing the text, except for typos and easy-to-fix grammar mistakes. The rules are subject to change and it s not worthwhile to make the text perfect at this point. If you want to propose new game mechanics, be aware that at this point I am more interested in trimming the rulebook down, rather than bloating it. However, ideas for new game mechanics are still extremely welcome, but only after you ve familiarized yourself with the whole rulebook, so that you can be sure the suggested new rules fit in with the rest. Mike Mayday P.S. Due to the necessity of testing the Morale behaviour, Space Marines in this alpha version don t have the Know No Fear special rule. CHANGELOG 012b experimentally decreased all bolter weapons AP by 1 13 Consolidated to pierce and to wound. COPYRIGHT DISCLAIMER The following document is a non-commercial, unofficial work of a fan, in no way endorsed by Games Workshop Limited. GW, Games Workshop, Citadel, White Dwarf, Space Marine, 40K, Warhammer, Warhammer 40,000 and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either or, and/or Games Workshop Limited, variably registered around the world. All Rights Reserved. 1

The book you re holding in your hands is the Space Marines Army List for the game 40k Changes, a miniature wargame meant to be a replacement for the rules of Warhammer 40k by Games Workshop Limited. While the core rules for the game are located in the 40k Changes rulebook, an Army List contains all the information required to construct the army you will be using to play the game itself. To build an army, you must choose a number of units from the Army List Entries presented at the end of this book. You are free to field multiple units built from the same entry. Each Army List Entry provides the model name, characteristics, equipment, weapons, special rules and model size, along with any optional upgrades you might choose. Optional equipment must be bought and/or replaced in the order it is listed in the Army List Entry. Whenever a list entry allows you to replace one item and/or another item with something, it means you can take one item from the list for each item you replace. INTRODUCTION BUILDING YOUR ARMY The most important part of the book are the Army List Entries which contain the descriptions of units that are available to the player. These are preceded by general rules on reading the Army List Entries and choosing your units, the equipment and spells available to the Space Marines and the special rules unique to this army. At the end of the book you will find a table with a summary of all the models basic characteristics and another table explaining the characteristics and special rules of all the weapons that your models may have. a weapon for a vehicle doesn t specify the type of mounting, the new weapon keeps the type of mounting of the weapon that it replaces. Force Organization Slots Units are divided into six categories, namely: HQ, Troops, Elites, Fast Attack, Heavy Support and Auxiliary. The Force Organization Slots limit the amount and type of units you may take in a single army. You are given a certain amount of slots to fill in with each type for example, you have three optional Heavy Support slots, which means you may field up to three different heavy support units. Any changes to the model characteristics caused by the default equipment are already included in the characteristics profile. Army specific special rules and equipment Special rules marked with an asterisk are explained in this book, in the Army chapter. marked with an asterisk are equipment pieces, explained in this book, in the chapter. Twin-linked, built-in and weapon mounting In some cases, an Army List Entry will precede the weapon name with Twin-linked this simply means the weapon has the Twin-linked special rule. Whenever a weapon or equipment entry is followed by with a builtin and a name of a weapon, this simply means the option contains both equipment pieces at once (one built into the other). Replacing the entry with a built-in weapon replaces the built-in weapon as well. Vehicle weapon entries are always preceded by the type of mounting they are utilising (e.g. turret-mounted ). This is explained in the Shooting with Vehicles chapter in the rulebook. If an option to replace Mandatory unit slots A Space Marine army must contain the following: one HQ unit two Troops units. Optional unit slots A Space Marine army may contain the following additional units: 1 HQ unit 1-3 Troops units 1-3 Elite units 1-3 Fast Attack Units 1-3 Heavy Support units. Auxiliary units Auxiliary units may not be freely chosen. You must meet certain requirements to field each one: For every HQ unit in your army, you may take one Command Squad and one Techmarine. For every Techmarine in your army, you may take one unit of Servitors. You may only take Dedicated Transporters as upgrades to other units, as allowed by their Army List Entries. A unit taken as a Dedicated Transporter doesn t use up a Force Organization Slot, even if it is not an Auxiliary unit. 2

The following is a list of the rules of all the equipment pieces available to units in this Army List. In the Army List Entries, equipment pieces are marked with an asterisk. All equipment options without an asterisk are weapons - their stats and special rules are all listed in the table at the end of this book. Artificer armour This armour grants a Toughness of +6. Bike A Bike increases the model s Toughness by +1, grants the model 6 Additional Movement and has a built-in twin-linked bolter. A bike replaces the model size with Size 3 / ø70o and grants the following special rules: Relentless, Storm-through, Trample, Jink. Camo cloak A camo cloak modifies its bearer s Evasion characteristic by +1. Combat shield A combat shield modifies its bearer s Parry characteristic by +1. Combi-bolter A model given the option to take a combi-bolter may choose between a combi-flamer, combi-melta and a combi-plasma. This model counts as carrying a boltgun and one of the following secondary weapons: a flamer, a meltagun or a plasma gun (depending on his choice). The model may fire its secondary weapon once per battle only and may never shoot both the boltgun and the secondary weapon at the same time, even if special rules or other equipment would allow him to. Company Standard Friendly units within 12 of a model with the Company Standard may re-roll failed Morale checks. Dozer blade A vehicle with a dozer blade may re-roll its Dangerous and Difficult Terrain Tests. When Ramming, this vehicle treats its front armour as being one point higher. Extra armour When performing a vehicle damage roll against a vehicle with Extra Armour, subtract 1 from the result. Force weapon A model that has an option to take a force weapon may choose between a force sword, a force axe and a force staff. Jump pack A model with a Jump Pack gains the Jump 6 special rule and its size is changed to 3 / ø25. EQUIPMENT Power weapon A model that has an option to take a power weapon may choose between a power sword, a power axe and a power maul. Psychic hood Each time a unit (or model) is targeted by an enemy spell and is within 12" of a friendly model with a psychic hood, the wearer of the hood can attempt to Deny the spell in their stead, as if he were in the target unit. If the Deny 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. Scout armour This armour grants a +2 Armour Value. Searchlight If the Night Fighting special rule is in effect, a model with a searchlight may declare that it will be illuminating the target of its shooting attack before rolling to hit. If it does, all units shooting at this model and its target are immune to the Night Fighting special rule. Servo-harness A model with a Servo-harness gains whatever weapons are built into it, as described in the Army List entry. When shooting, it may shoot two of the weapons built into it or one weapon built into it and one other weapon. Siege shield A model with a siege shield automatically passes Dangerous and Difficult Terrain Tests. Smoke launchers At the beginning of a turn, a model with smoke launchers may trigger them. Until the end of a turn it cannot shoot, run or move in 3 rd gear but is granted an EVASION of +3. At the end of the turn the smoke launchers stop working and may no longer be used in this battle. Storm shield A storm shield grants its bearer the Invulnerable special rule, an Evasion characteristic of +3 and modifies its Parry characteristic by +2. A model with a storm shield never benefits from the additional attack for attacking with two melee weapons. Teleport homer If a model with a teleport homer was on the game board at the beginning of a turn, friendly units consisting entirely of models with Terminator armour that deep strike within 6 of it do not scatter. Locator beacon If a model with a locator beacon was on the game board at the beginning of a turn, friendly units deep striking within 6 of it do not scatter. Terminator armour This armour grants a Toughness of +6 and an Evasion of +2. It also replaces the model size with 2 / ø32. It grants the Deep Strike, Invulnerable and Relentless special rules. Power armour This armour grants a Toughness of +5. 3

The following is a list of special rules unique to the models and equipment in this Army List. These special rules are marked with an asterisk in the Army List Entries and the table. You may find the definitions of all the other special rules in the rulebook. Apothecary As long as a model with a Narthecium is in a unit, the whole unit has the Feel No Pain 9+ special rule. Blessing of the Omnissiah If a model with this special rule is in base contact with a friendly vehicle or walker, instead of executing its order it may attempt to partially repair the vehicle or walker it is in contact with. To do it, roll a D6 and add 1 for every servo-arm in this model s unit. If the result is 6 or more, you may remove a CAN T SHOOT or CAN T MOVE status from the model or any of its weapons. ARMY SPECIAL RULES very beginning of turn 1, the others are placed in reserve as normal. If a Drop Pod scatters onto Impassable Terrain or another model, reduce the scatter distance by the minimal amount required to make it no longer the case. A unit embarked on a Drop Pod must disembark during the Transporter Phase. Once this happens the Drop Pod loses its Transporter special rule. Despite its Access Point size, a Drop Pod may transport a single Dreadnought instead of any other passengers. Know No Fear A FLEEING unit with this special rule automatically passes Morale tests. A unit that successfully performs a Sweeping Advance against a unit with this special rule, doesn t get to perform the free attacks it immediately performs a DESPERATE CHARGE against this unit instead. Combat Squads Before deploying your troops, you may declare that you will be splitting a ten-model unit with this special rule into two five-model units. If the original unit purchased a Dedicated Transporter, either one or both of the two newly formed units may start the game embarked upon it (at least one of them must though). Drop Pod Assault A Drop Pod may not be normally deployed; it must arrive via Deep Striking. Half of your drop pods (rounded up) must Deep Strike at the Power of the Machine Spirit A vehicle with this special rule that is performing a NORMAL SHOT may fire two heavy weapons at full BS instead of just one. Repair A model with this special rule that has the CAN T MOVE status may forgo its shooting attacks to attempt to remove it by rolling a 6 on a D6. This cannot be done during the turn in which the model received the status. 4

SPELLS A Librarian may purchase the following spells: Teleportation Conjuration 1 Remove the Sorcerer and his unit off the board and immediately redeploy them by Deep Striking. Fire Shield Transmutation 1 Any successful hit made against the Sorcerer in close combat results in an AP 5+ S 6+ hit against the model that hit him. Fire breath Devastation 1 Name Mode R Sh S Rules Fire Breath - 1 3+ Spray 3 Steel Skin Transmutation 1 The Sorcerer s Strength and Weapon Skill are modified by -3 and his Toughness is modified by +3. Force Transmutation 1 The Sorcerer s Force Weapon gains the Instant Death special rule until the end of the turn. Zeal Suggestion 1 A chosen friendly unit within 12 of the Sorcerer gains the Fearless special rule until the end of the turn. Fear Suggestion 1 An enemy unit within 12 of the Sorcerer receives the FLEEING status. Precognition Suggestion 2 The Sorcerer may re-roll all failed TO HIT, TO PIERCE and TO WOUND rolls. His PARRY and EVASION are modified by +2. Sanctuary Transmutation 1 The Sorcerer and his unit are granted an EVASION of +2. Invisibility Transmutation 1 The Sorcerer and his unit are granted an EVASION of +4. They may not shoot or charge. Incineration Devastation 2 Name Mode R Sh S Rules Incineration 12 1 2+ Light Levitation Transmutation 1 The Sorcerer and his unit gain the SKIMMER special rule. Shockwave Transmutation 1 All units within 12 of the Sorcerer must take a Strength test. Each unit that fails receives the ON THE GROUND status. Hold Transmutation 1 A chosen enemy unit within 12 of the Sorcerer has its Additional Movement modified by -3. Jump Transmutation 1 The Sorcerer and his unit gain the Jump 6 Special Rule. Warpgate Conjuration 2 A single unit held in reserves that has a Deep Strike special rule may immediately Deeps Strike within 6 of the sorcerer, without scattering. 5

ARMY LIST ENTRIES 6

Captain HQ 1 Captain 4+ +3 4+ +3 6+ +5 3 6 3+ - Character Independent Invulnerable Chainsword Power armour* May replace his bolt pistol and/or chainsword with a: - Boltgun - Storm bolter - Power weapon - Storm shield May take one of the following: - Jump pack* - Bike* May take artificer armour* May replace all of his weapons and equipment with Terminator armour*, a storm bolter and a power weapon*. A model in Terminator armour may replace his storm bolter with a: - Lightning Claw - Thunder Hammer A model in Terminator armour may replace his power weapon with a: - Storm shield - Chain fist May take: - A teleport homer* - Melta bombs Librarian 1 Librarian 5+ +2 5+ +2 6+ +5 2 4 3+ - Character Independent Sorcerer 1 Force Weapon* Psychic Hood* Power armour* May be upgraded to Sorcerer 2 May purchase spells listed in the Spells chapter May replace his bolt pistol with a: - Boltgun - Storm bolter May take one of the following: - Jump pack* - Bike* May replace all of his weapons and equipment with Terminator armour*, a storm bolter, a force weapon* and a psychic hood*. A model in Terminator armour may replace his storm bolter with a: - Storm shield* May take: - A teleport homer* - Melta bombs 7

TROOPS Tactical Squad 4 Space Marines 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry 1 Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character Combat squads* Boltgun Power armour* May include up to five additional Space Marines One Space Marine may replace his boltgun with one of the following: - Flamer - Meltagun - Plasma gun If the squad numbers ten models, one Space Marine may replace his boltgun with one of the following: - Heavy bolter - Multi-melta - Missile Launcher - Plasma cannon - Lascannon The Space Marine Sergeant may replace his bolt pistol and/or boltgun with a: - Chainsword - Storm bolter - Power weapon* The Space Marine Sergeant may take: - A teleport homer* - Melta bombs The unit may purchase a Rhino, Razorback or Drop Pod as a Dedicated Transporter Scout Squad 4 Scouts 7+ - 6+ - 6+ +4 1 2 5+ - Infantry 1 Scout Sergeant 6+ +1 5+ - 6+ +4 1 4 4+ - Character Combat squads* Scout Boltgun Scout armour* May include up to five additional Scouts The entire squad may take camo cloaks Any model may replace his boltgun with a: - Combat blade - Shotgun - Sniper rifle One Scout may replace his boltgun with a: - Heavy bolter - Heavy bolter with Hellfire shells - Missile Launcher The Scout Sergeant may replace his bolt pistol and/or boltgun with a: - Chainsword - Storm bolter - Power weapon* The Scout Sergeant may take: - A teleport homer* - Melta bombs 8

ELITES Terminator Squad 4 Terminators 6+ +2 5+ +2 6+ +6 1 4 4+ - Infantry 1 Terminator Sergeant 6+ +2 5+ +2 6+ +6 1 4 4+ - Character Combat squads* Deep Strike Relentless Invulnerable Storm bolter Power fist Terminator armour* Size 2 / ø32 May include up to five additional Terminators Any model may replace his power fist with a chainfist For every five models in the squad, one Terminator may choose the following: - Replace his storm bolter with a heavy flamer - Replace his storm bolter with an assault cannon - Take a cyclone missile launcher Each model may replace his storm bolter and power fist with: - A pair of lightning claws - A thunder hammer and storm shield* The Terminator Sergeant may replace his power fist with a power weapon* The unit may purchase a Land Raider of any kind as a Dedicated Transporter Dreadnought CS P BS E S FA SA RA A Mov Type 1 Dreadnought 5+ +1 5+ - 4+ +8 +8 +6 4 - Vehicle Walker Trample Fearless Power fist with built-in storm bolter Multi-melta Searchlight* Smoke launchers* Size 6 / ø60 May replace the built-in storm bolter with a heavy flamer May replace its multi-melta with one of the following: - Twin-linked autocannon - Twin-linked heavy bolter - Twin-linked heavy flamer - Plasma cannon - Assault cannon - Twin-linked lascannon - Missile launcher May replace its power fist with one of the following: - Missile launcher - Twin-linked autocannon May purchase a Drop Pod as a Dedicated Transporter Veteran Squad 4 Veterans 6+ +1 5+ - 6+ +5 1 4 4+ - Infantry 1 Veteran Sergeant 5+ +2 5+ - 6+ +5 1 4 4+ - Character Combat squads* Wargear Boltgun Power armour* May include up to five additional Veterans Up to two Veterans may replace their boltgun with one of the following: - Flamer - Meltagun - Plasma gun - Heavy flamer - Heavy bolter - Missile launcher - Multi-melta - Lascannon - Plasma cannon 9 Each model may replace his boltgun and/or bolt pistol with a: - Chainsword - Storm bolter - Power weapon* - Storm shield Each model may take: - Melta bombs - A locator beacon* The unit may choose one of the following options: - Purchase a jump pack* for each model - Purchase a Rhino, Razorback or Drop Pod as a Dedicated Transporter

FAST ATTACK Assault Squad 4 Space Marines 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry 1 Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character Combat squads* Chainsword Power armour* May include up to five additional Space Marines Up to two Space Marines may replace their bolt pistol with one of the following: - Flamer - Meltagun - Plasma gun The Space Marine sergeant may replace his bolt pistol with a: The Space Marine Sergeant may replace his chainsword with a: - Power weapon* The Space Marine Sergeant may take: - A combat shield* - A teleport homer* - Melta bombs The entire unit may choose one of the following options: - Purchase a jump-pack* for each model in the unit - Purchase a Rhino, Razorback or Drop Pod as a Dedicated Transporter Bike Squad 2 Space Marine Bikers 6+ +1 5+ - 6+ +5 1 2 5+ +6 Infantry 1 Biker Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ +6 Character 0 Attack Bikes 6+ +1 5+ - 6+ +5 2 4 5+ +6 Infantry Combat squads* Relentless Storm-trough Trample Jink Fire 2 (Attack Bike only) Heavy bolter (Attack Bike only) Power armour* Bike* Size 3 / ø70o Size 5 / ø60 (Attack Bike only) May include up to six additional Space Marine Bikers Up to two Space Marine Bikers may replace their bolt pistol with one of the following: - Flamer - Meltagun - Plasma gun The Biker Sergeant may replace his bolt pistol with a: - Storm bolter - Power weapon* The Biker Sergeant may take melta bombs The unit may include one Attack Bike The Attack Bike may replace its heavy bolter with a multi-melta 10

Attack Bike Squad 1 Attack Bike 6+ +1 5+ - 6+ +5 2 4 5+ +6 Infantry Relentless Fire 2 Storm-through Trample Jink Twin-linked bolter Heavy bolter Power armour* Bike* Size 5 / ø60 May include up to two additional Attack Bikes Each model may replace its heavy bolter with a multi-melta Land Speeder Squadron P BS E FA SA RA Mov Type 1 Land Speeder - 5+ - +6 +6 +6 - Vehicle Skimmer Deep strike Manoeuvrable Jink Fearless Pintle-mounted Heavy bolter Size 7 / ø50f May include up to two additional Land Speeders Any model may replace its heavy bolter with a: - Multi-melta - Heavy flamer Any model may take one of the following: - Hull-mounted Heavy bolter - Hull -mounted Heavy flamer - Hull -mounted Multi-melta - Hull -mounted Assault cannon - A pair of hull-mounted missile launchers (one on each side) 11

HEAVY SUPPORT Devastator squad 4 Space Marines 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry 1 Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character Combat squads* Boltgun Power armour* May include up to five additional Space Marines Up to four Space Marines may replace their boltgun with a: - Multi-melta - Heavy bolter - Lascannon - Plasma cannon - Missile Launcher The Space Marine Sergeant may replace his bolt pistol and/or boltgun with a: - Chainsword - Storm bolter - Power weapon* The Space Marine Sergeant may take melta bombs The unit may purchase a Rhino, a Razorback or a Drop Pod as a Dedicated Transporter Predator P BS E FA SA RA Mov Type 1 Predator -2 5+ - +9 +7 +6 - Vehicle Special rules Armoured turret Fearless Turret-mounted vanquisher cannon Searchlight* Smoke Launchers* Size 10 May replace its vanquisher cannon with a twin-linked lascannon May take a pair of sponson mounted (one on each side): - Heavy bolters - Lascannons May take up to one of each of the following: - Pintle-mounted storm bolter - Dozer blade* - Extra armour* Vindicator P BS E FA SA RA Mov Type 1 Vindicator -2 5+ - +9 +7 +6 - Vehicle Special rules Fearless Hull-mounted demolisher cannon Pintle-mounted storm bolter Searchlight* Smoke Launchers* Size 10 May take up to one of each of the following: - Pintle-mounted storm bolter - Siege shield* - Extra armour* 12

Land Raider P BS E FA SA RA Mov Type 1 Land Raider -2 5+ - +10 +10 +10 - Vehicle Special rules Transporter (10/2) Power of the Machine Spirit* Assault Vehicle Fearless Turret-mounted twin-linked heavy bolter Two sponson-mounted twin linked lascannons Searchlight* Smoke Launchers* Size 12 Access Points One at the front, one on each side Fire Points None May take up to one of each of the following: - Pintle-mounted Multi-melta - Pintle-mounted storm bolter - Extra armour* Whirlwind P BS E FA SA RA Mov Type 1 Whirlwind -2 5+ - +7 +7 +6 - Vehicle Special rules Fearless Turret-mounted whirlwind missile launcher Searchlight* Smoke Launchers* Size 10 May take up to one of each of the following: - Pintle-mounted storm bolter - Dozer blade* - Extra armour* 13

AUXILIARY Command Squad 5 Veteran 6+ +1 5+ - 6+ +5 1 4 4+ - Infantry 0 Company Champions 5+ +3 5+ - 6+ +5 1 4 4+ - Character Chainsword Frag Grenades Krak Grenades Power armour* Techmarine One Veteran may be upgraded to a Company Champion, replacing his chainsword with a power sword One Veteran may replace his chainsword with a narthecium One Veteran may replace his chainsword with a Company Standard Any Veteran may take melta bombs Any Veteran may replace his bolt pistol and/or chainsword with a: - Boltgun - Power weapon* - Storm-bolter - Storm shield Any Veteran may replace his boltgun with a: - Plasma gun - Meltagun - Flamer The unit may choose one of the following options: - Purchase a bike* for each model - Purchase a Drop Pod, Rhino or Razorback as a Dedicated Transporter 1 Techmarine 6+ +1 5+ +1 6+ +6 1 2 5+ - Character Independent Blessing of the Omnissiah* Boltgun Servo-arm Artificer armour* May replace his servo-arm with a servo-harness* with built in: two servo-arms, a twin-linked plasma pistol and a flamer May replace his bolt pistol and/or boltgun with a: - Storm bolter - Power weapon* May purchase a bike* May take: - A teleport homer* - Melta bombs* Servitors 1 Servitor 7+ - 6+ - 7+ +2 1 2 5+ - Infantry Servo-arm May include up to four additional Servitors Each model may replace his servo-arm with a: - Heavy bolter - Plasma cannon - Multi-melta 14

Rhino P BS E FA SA RA Mov Type 1 Rhino -2 5+ - +7 +7 +6 - Vehicle Repair* Transporter (10/1) Fearless Pintle-mounted Storm bolter Searchlight* Smoke Launchers* Size 10 Access Points One in the rear, one on each side. Fire Points Two (out of the top hatch) May take up to one of each of the following: - Dozer blade* - Pintle-mounted storm bolter - Extra armour* Razorback P BS E FA SA RA Mov Type 1 Razorback -2 5+ - +7 +7 +6 - Vehicle Repair* Transporter (6/1) Fearless Turret-mounted twin-linked heavy bolter Searchlight* Smoke Launchers* Size 10 Access Points One in the rear, one on each side Fire Points None May replace its twin-linked heavy bolter with a: - Twin-linked heavy flamer - Twin-linked assault cannon - Twin-linked lascannon - Lascannon with a built-in twin-linked plasma gun May take up to one of each of the following: - Dozer blade* - Pintle-mounted Storm bolter - Extra armour* Drop Pod P BS E FA SA RA Mov Type 1 Drop Pod -12 5+ - +8 +8 +8 - Vehicle Transporter (10/1) Immobile Drop pod assault* Fearless Pintle-mounted storm bolter Size 10 May replace its storm bolter with a deathwind launcher May take a locator beacon* 15

UNITS SUMMARY INFANTRY AND CHARACTERS close combat shooting to wound Name Attack Bike 6+ +1 5+ - 6+ +5 2 4 5+ +6 Infantry Biker Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ +6 Character Captain 4+ +3 4+ +3 6+ +5 3 6 3+ - Character Company Champion 5+ +3 5+ - 6+ +5 1 4 4+ - Character Librarian 5+ +2 5+ +2 6+ +5 2 4 3+ - Character Scout 7+ - 6+ - 6+ +4 1 2 5+ - Infantry Scout Sergeant 6+ +1 5+ - 6+ +4 1 4 4+ - Character Servitor 7+ - 6+ - 7+ +2 1 2 5+ - Infantry Space Marine 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry Space Marine Biker 6+ +1 5+ - 6+ +5 1 2 5+ +6 Infantry Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character Techmarine 6+ +1 5+ +1 6+ +6 1 2 5+ - Character Terminator 6+ +2 5+ +2 6+ +6 1 4 4+ - Infantry Terminator Sergeant 6+ +2 5+ +2 6+ +6 1 4 4+ - Character Veteran 6+ +1 5+ - 6+ +5 1 4 4+ - Infantry Veteran Sergeant 5+ +2 5+ - 6+ +5 1 4 4+ - Character VEHICLES Name CS P BS E S FA SA RA A Mov Type Dreadnought 5+ +1 5+ - 4+ +8 +8 +6 4 - Vehicle Drop Pod - -12 5+ - - +8 +8 +8 - - Vehicle Land Raider - -2 5+ - - +10 +10 +10 - - Vehicle Land Speeder - - 5+ - - +6 +6 +6 - +6 Vehicle Predator - -2 5+ - - +9 +7 +6 - - Vehicle Razorback - -2 5+ - - +7 +7 +6 - - Vehicle Rhino - -2 5+ - - +7 +7 +6 - - Vehicle Vindicator - -2 5+ - - +9 +7 +6 - - Vehicle Whirlwind - -2 5+ - - +7 +7 +6 - - Vehicle 16

WEAPONS SUMMARY Name Mode R Sh S Rules assault cannon 24" 4 4+ Heavy, Rending, Multishot autocannon 48" 2 3+ Heavy bolt pistol shoot 12" 1 6+ Light, Pistol brawl - - U Melee boltgun burst 12" 2 6+ - shot 24" 1 6+ - chainfist - - U-5 Melee, Armourbane, Clumsy, Specialized chainsword - - U Melee combat blade - - U Melee cyclone missile frag 48" 2 6+ Heavy, Blast 3 launcher krak 48" 2 2+ Heavy deathwind launcher 12" 1 5+ Heavy, Large Blast 5 demolisher cannon 24" 1 1+ Heavy, Large Blast 5 flamer - 1 7+ Spray 3, Ignores Evasion force axe - - U-4 Melee, Clumsy, Force force staff 2" - U-2 Melee, Concussive, Force force sword - - U-3 Melee, Force frag grenades 8" 1 7+ Light, Blast 3, Flush out heavy bolter 36" 3 5+ Heavy heavy flamer - 1 6+ Heavy, Spray 4, Ignores Evasion Hellfire shells 24" 1 9+ Heavy, Blast 3, Poisoned 4+ krak grenades throw 8" 1 4+ - plant - - 4+ Melee, One attack, Large target 6 lascannon 48" 1 0+ Heavy lightning claw - - U-3 Melee, Shred, Specialized melta bombs - - 2+ Melee, one attack, Clumsy, Large target 6 meltagun long 12" 1 1+ Light short 6" 1-1+ Light missile launcher frag 48" 1 6+ Heavy, Blast 3 krak 48" 1 2+ Heavy multi-melta long 24" 1 1+ Heavy short 12" 1-1+ Heavy narthecium - - U Melee, Apothecary* plasma cannon 36" 1 3+ Heavy, Gets Hot, Blast 3 plasma gun burst 12" 2 3+ Gets Hot shot 24" 1 3+ Gets Hot plasma pistol shoot 12" 1 3+ Light, Pistol, Gets Hot brawl - - U Melee power axe - - U-4 Melee, Clumsy power fist - - U-5 Melee, Specialized, Clumsy power maul - - U-2 Melee, Concussive power sword - - U-3 Melee servo-arm - - U-5 Melee, Clumsy, Specialized sniper rifle 36" 1 9+ Heavy, Sniper shotgun 12" 2 7+ Light storm bolter 24" 3 6+ Light thunder hammer - - U-5 Melee, Concussive, Clumsy, Specialized vanquisher cannon 48" 1 1+ Heavy whirlwind missile vengeance 12-48 1 5+ Heavy, Ordnance, Barrage, Large Blast 5 launcher castellan 12-48 1 6+ Heavy, Ordnance, Barrage, Ignores Cover, Large Blast 5 17