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The Bolter & Chainsword TRAITS/CHAPTERS OF LEGEND PROJECT FINAL PROPOSAL (REDUX RULES) Initiated in April of 2006, the Traits/Chapters of Legend Project (TCLP) was a project that combined two earlier projects that were lost when the Bolter & Chainsword went down in late 2005. The TCLP was essentially completed in October 2007. The purpose of the TCLP was to improve the Chapter Traits and Chapters of Legend rules and comprised of the following elements: First, correct problems that members of the Bolter & Chainsword perceived in either balance, wording, or both with the various advantages and drawbacks that make up the Chapter Traits rules. Second, expand the variety of advantages available, typically by developing advantages that were derived from rules that the various Chapters included in the Chapters of Legend had under the 3rd edition Index Astartes rules. Third, ensure that each advantage comprises of only one basic element. This basically entailed breaking one of the advantages into two separate advantages. Fourth, better represent the distinctive character of each of the Chapters included in the Chapters of Legend by correcting and/or re-assigning advantages/drawbacks and also be allowing some of the Chapters to deviate from the standard Chapter Traits rules. The overwhelming majority of corrections to the various Chapters of Legend was achieved through the Chapter Traits rules special rules (that aren t part of the Chapter Traits rules) were allowed only when absolutely necessary. Fifth, create special characters and units representative of the various Chapters of Legend. As much as possible, the wording of advantages was corrected in order to maintain consistency and to provide clarification. This was intended to ensure as much balance as possible and also to prevent rules lawyering. As far as the Chapters of Legend were concerned, significant discussion was devoted to assessing which elements of the background material were considered most essential. Once we determined our priorities, we then discussed whether or not the background element could be represented under the standard rules in the Codex: Space Marines rules and army list. If the background element couldn t be represented under the normal rules, we then discussed whether or not the element was likely to be a divergence that multiple Chapters might follow or if it was likely to be unique to the Chapter in question. If the background element was likely to be followed by multiple Chapters, it was developed as an advantage or drawback. If the background element was likely to be unique to the Chapter in question, it was developed as a special rule. One of the rules in the development of the advantages and drawbacks was that no new characters or units could be created. Also, we used Universal Special Rules as much as possible in order to keep the rules streamlined and balanced. Another key limiting factor was that we wouldn t change any standard rules unless it was absolutely necessary. As much as possible, we aimed to retain simplicity and stay within the boundaries that the current Chapter Traits rules appear to follow. One of the key refinements we made was to make each of the Chapters of Legend truly distinctive. Under the current rules, each of the Chapters of Legend uses the standard Chapter Traits rules. By that system, these Chapters are no more special than any other Chapter created throughout the 10,000 years of the Imperium. So we allowed each of the Chapters to deviate from the standard Chapter Traits rules in minor ways. In general, this consisted of one or both of the following: Allow more advantages than the Chapter Traits rules normally allow. For the most part, Chapters of Legend were limited to three advantages, although one was allowed four advantages. Allow less drawbacks than the Chapter Traits rules normally require. This was done by allowing one less than normal. For example, if an advantage combination normally required a major drawback and a minor drawback, the minor drawback would be omitted. Another element that was used to render each of the Chapters of Legend more special was to allow each to have a single special character. Some of these special characters were also given special bodyguard units. While we also considered incorporating possible additional special units and equipment for some of the Chapters of Legend, we later decided to leave these out of the project. Each element of the project was discussed at length, with a final decision being made by the project sponsor, Brother Tyler. As much as possible, the final decision was based on consensus, though there was certainly some disagreement on some of the decisions. These rules are being submitted to Games Workshop for consideration in any revisions to Codex: Space Marines. In addition, we developed a version of this project s proposals to cover the speculated redux of Codex: Space Marines. If you have feedback on either version of these rules, feel free to contact us in the Traits/Chapters of Legend sub-forum. The final result of this project is presented here for use as homegrown rules with the prior consent of your opponents.

CHAPTER TRAITS There are no proposed changes to the Chapter Traits rules on page 42 of Codex: Space Marines. TRAITS There are many Traits such as Pious, Wise or Sombre. Each Trait has three advantages associated with it. You may not select the same advantage twice. Many of the advantages allow the Chapter to utilize skills. See the Warhammer 40,000 Universal Special Rules for details of these. PIOUS ZEALOUS DUTIFUL Carry the Emperor s Will as your torch Trait advantages Purity above all Suffer not the works of heretics The pure shall lead Zeal is its own excuse Trait advantages In the name of the Emperor Take the fight to them Uphold the honour of the Emperor Faith without deeds is worthless Trait advantages Honour your wargear Never despair Stand your ground WISE CODEX COURAGEOUS Knowledge is power, guard it well Trait advantages Heed the wisdom of the ancients Scions of Mars Strike from the flank HONOUR THE TEACHINGS OF THE CODEX For a warrior, the only crime is cowardice Trait advantages Be swift as the wind Death from above Trust your battle-brothers SOMBRE STERN FIERCE Life is a prison, death a release Trait advantages Cleanse and purify Know the way of the enemy See, but don t be seen Maintain the initiative = (Hit and Run) Death is the servant of the righteous Trait advantages Honour the First No mercy, no respite Suffer not the alien to live TRAIT ADVANTAGES Ruthlessness is the kindness of the wise Trait advantages Blessed be the warriors Maintain the initiative Strike swiftly BE SWIFT AS THE WIND May take Space Marine Bike Squadrons as Elites and as Troops in addition to Fast Attack. HQ independent characters equipped with a Space Marine Bike may replace their Command Squad with a Space Marine Bike Squadron. Space Marine Bike Squadrons taken as Troops must be at least 5 models strong. BLESSED BE THE WARRIORS May take Assault Squads as Elites in addition to Fast Attack. HQ independent characters equipped with a Jump Pack may replace their Command Squad with an Assault Squad. CLEANSE AND PURIFY One member in each Tactical and Veteran Squad may replace his missile launcher with a flamer or his lascannon with a plasma gun or meltagun. DEATH FROM ABOVE All land speeders and drop pods cost +5 points per model. Units equipped with jump packs cost +1 point per model. The player may add +1 to Reserves rolls made for land speeders and units with drop pods or jump packs. When deploying using the Deep Strike or Drop Pod Assault rules, these units may re-roll the Scatter dice. The player must accept the result of the second roll, even if it is worse!

HEED THE WISDOM OF THE ANCIENTS One Dreadnought per detachment may be taken as an HQ choice for +40 points. The Dreadnought becomes Venerable and gains +1 Attack. The dreadnought has the Rites of Battle special rule as a Commander, with an effective Ld of 10 when using that ability. A Dreadnought upgraded in this way counts towards the limit on Venerable Dreadnoughts. HONOUR THE FIRST Amend the points cost for Terminator Armour to 25/5. This does mean that single wound models can be given Terminator Armour but may not retain any of their original wargear or weapons. Squads including one or more Terminators may not infiltrate, move through cover or make a sweeping advance. Independent characters equipped with Terminator Armour may lead or join Command Squads. Squads that include at least one member in Terminator Armour may Deep Strike if the mission allows. May not be selected by a Chapter that has taken Aspire to Glory or Lament the First. HONOUR YOUR May take Devastator Squads as Elites in addition to Heavy Support. HQ independent characters may replace their Command Squad with a Devastator Squad. IN THE NAME OF THE EMPEROR 0-1 Company Champion may be upgraded to the Emperor's Champion for +55 pts. KNOW THE WAY OF THE ENEMY May take Scout Squads as Troops in addition to Elites. MAINTAIN THE INITIATIVE Any unit mounted on Space Marine Bikes or Attack Bikes may take the Hit and Run special ability at +3 points per model. See the Universal Special Rules in the Warhammer 40,000 Rulebook. NEVER DESPAIR At the end of the game the Space Marine player can request an extra turn be played. Roll a dice; on a 4+ an extra game turn is played. Games that end when a particular action is achieved, such as Sabotage, are not affected if the action is performed, but can be affected by allowing an extra turn for the action to be performed. If both armies have this option or if the other player has Death Before Dishonour then an extra turn must always be played. NO MERCY, NO RESPITE Squads/squadrons taken as Elites may take the Furious Assault skill at a cost of +3 points per model. PURITY ABOVE ALL The Chapter is especially committed to combating mutation and corruption. Any Veteran or Tactical squad may upgrade its Veteran Sergeant to be an Apothecary. This upgrade costs a further +25 points and includes equipping the Apothecary with a Narthecium & Reductor. SCIONS OF MARS All Chapter Chaplains must be upgraded to Chaplain-Techmarines at a cost of +15 points and have a servo-arm, signum, and auspex. The Chaplain-Techmarine loses the Honour of the Chapter and Litanies of Hate abilities, but benefits from the Blessing of the Omnissiah ability and may take a servo-harness as described in the Techmarine entry. The Chaplain-Techmarine may not take either a Command Squad or a Terminator Command Squad, but may take Servitors and a Transport as listed in the Techmarine entry. May not be selected by a Chapter that has taken The Pure Shall Lead. SEE, BUT DON T BE SEEN Infantry squads in power armour taken as Elites choices may be upgraded with the Infiltrators universal special rule at +3 points per model. May not be selected by a Chapter that has taken Have Pride in Your Colours. STAND YOUR GROUND All non-vehicle models in the army benefit from the Stubborn USR at +3 points per model. STRIKE FROM THE FLANK Squads/squadrons taken as Elites or HQ choices may take the Counter-Attack skill at a cost of +15 points. Independent characters may take the Counter-Attack skill at a cost of +10 points per model. STRIKE SWIFTLY Any Bike Squadron may benefit from the Scouts universal special rule (see main rulebook for details). This ability costs +3 points per model. SUFFER NOT THE ALIEN TO LIVE The Chapter is expert at fighting a particular Xeno-species. All models have the Preferred Enemy ability, against either Tyranids, Eldar (including Dark Eldar) or Orks. This ability costs 1 point per model. Every Space Marine non-vehicle model used must have this ability if any do. The choice of Preferred Enemy should be apparent from trophies and other embellishments on the models. SUFFER NOT THE WORKS OF HERETICS Any Tactical Squad or Devastator Squad may take the Tank Hunters skill at a cost of +3 points per model. TAKE THE FIGHT TO THEM Any model with a bolter in a Tactical Squad, who is not an independent character, may exchange it for a bolt pistol and close combat weapon at no extra cost. THE PURE SHALL LEAD All Chapter Chaplains must be upgraded to Chaplain-Apothecaries at a cost of +25 points and have a narthecium and reductor. May not be selected by a Chapter that has taken Scions of Mars. TRUST YOUR BATTLE-BROTHERS Squads/squadrons taken as Elites or HQ choices may take the True Grit skill at a cost of +10 points. Independent characters may take the True Grit skill at a cost of +10 points per model. Models with True Grit may exchange their bolt pistol for a bolter or chainsword at no extra cost.

UPHOLD THE HONOUR OF THE EMPEROR Any Command Squad or Veteran Squad may take a vow to trust the Emperor for their protection. They duly receive a 6+ Invulnerable Save, (against shooting only) but do not receive Cover saves. MAJOR DRAWBACKS ASPIRE TO GLORY Almost all of the technology used by Space Marine Chapters is ancient and precious. Dreadnoughts and Terminator armour for example require rare artificer skills. A recently founded Chapter may take centuries to acquire such equipment and, should battle losses be heavy, replacements are not readily available. May take only 0-1 selection in total from the following list: Dreadnought, Terminator Squad. May not take any Terminator Command Squads or Terminator Assault Squads. May only take 0-1 Veteran Squads. May not take Terminator armour as Wargear. May not take any relics or artefacts from the Armoury. EYE TO EYE Although the Codex Astartes includes extensive guidance on raiding, hit and run and guerilla warfare these techniques are not universally employed. The Chapter may not be able to train in these tactics (due to lack of equipment or training facilities) or be temperamentally opposed to them. This drawback may not be selected along with Be Swift as the Wind. May only take 0-1 selection in total from the following list: Land Speeder Squadron, Attack Bike Squadron, Bike Squadron. FLESH OVER STEEL Selections from the following list take up 2 Heavy Support slots each: Land Raider, Predator Destructor, Vindicator, Whirlwind. May not use Land Raider Crusader or Predator Annihilator. Each transport option selected (other than Drop Pods) uses up a Fast Attack slot on the Force Organization Chart. Deathwind Drop pods use up an Heavy Support slot on the Force Organization Chart. LAMENT THE FIRST May not be selected by a Chapter that has taken Honour the First. May not take Terminator or Terminator Assault Squads. Terminator Armour may not be taken as an option by any model/unit that has it listed as an option in the unit entry. Storm Bolters, Lightning Claws, Thunder Hammers, and Storm Shields are not available as options (except for on vehicles). LEAVE NO BROTHER BEHIND This drawback may not be selected by a Chapter that has taken Heed the Wisdom of the Ancients. All units with a Transport option must be equipped with a Transport, except those with the Infiltrate skill. Terminator units may choose not to take a Transport, but must Deep Strike. May not take Land Raider variants except as Transports for Terminator units. May only take 0-1 selection in total from the following list: Dreadnought, Whirlwind. May not use the Vindicator. MINOR DRAWBACKS There are no changes to the minor drawbacks as presented on page 45 of Codex: Space Marines.

As mentioned earlier, the Chapters included in the Chapters of Legend were examined in order to determine whether or not the traits combinations assigned to them were consistent with the background material and the rules these Chapters enjoyed under the 3rd edition Index Astartes rules. The prevailing thought was that the limitations inherent in the basic Chapter Traits rules didn t allow these Chapters to be represented properly, and these limitations also made these Chapters no different from Chapters players might create using the standard rules. In short, the assigned traits combinations weren t sufficient. So our discussions attempted to identify those background material elements that were most necessary in order to represent the various Chapters. We attempted to remove those previous rules that were considered superfluous or unbalanced. We also allowed slight deviation from the standard Chapter Traits rules, making these Chapters truly special. In the case of the Blood Ravens, the assigned traits combination was considered to be inaccurate, and we determined that the background material for the Chapter justified the rules for the Blood Ravens being special rules instead of Chapter Traits. In addition, we added the Relictors Chapter to the project, though that Chapter didn t receive a Chapter Traits combination. Instead, we attempted to translate the previous rules into a format that is compatible with the rules in the current codex. Listed here are some of the most illustrious Chapters from the war-torn history of the Imperium, along with the traits, divergences, and special rules that differentiate them from a truly Codex Chapter. If you wish to play an army of one of these Chapters using the Chapter Traits rules, then these are the traits you must use. However, using the normal Space Marine army list without Chapter Traits or special rules is always a valid option, and is perfectly representative of these Chapters. BLOOD RAVENS The Blood Ravens do not adhere to the normal traits, using unique special rules, instead: Codicier Librarians may take a second Librarian Psyker Power. The second power is purchased at the second points cost listed. All Blood Ravens Librarians cost +5 points. When using the Psychic Hood, the Librarian rolls an additional D6, using the higher die roll. CRIMSON FISTS Suffer Not the Alien to Live (Orks) Faithful Unto Death CHAPTERS OF LEGEND IMPERIAL FISTS Suffer Not the Works of Heretics In the Name of the Emperor Death Before Dishonour IRON HANDS Scions of Mars Heed the Wisdom of the Ancients Honour the First Eye to Eye RAVEN GUARD Blessed be the Warriors Death from Above Flesh Over Steel SALAMANDERS Cleanse and Purify Never Despair Eye to Eye WHITE SCARS Be Swift as the Wind Maintain the Initiative Strike from the Flank Leave No Brother Behind In addition, the White Scars may not take Dreadnoughts or Devastator Squads. RELICTORS The Relictors do not adhere to the normal traits, using unique special rules, instead: Items currently listed in the Daemon Weapons category in the Index Astartes article are assigned costs based on Codex: Chaos Space Marines and are moved to the Single- or Two- Handed Weapons category, as appropriate. These items will be allowed to single-wound characters, with appropriate costs. Items currently listed in the Chaos Relics category in the Index Astartes article are assigned appropriate costs based on Codex: Chaos Space Marines and Codex: Space Marines (since they replace the standard/banner) and are moved to the Relics and Artefacts category. Items currently listed in the Chaoticians and Cataclysms Chapter Approved article are moved to the Relics and Artefacts category. Those items currently explicitly allowed to Inquisitors will be marked appropriately, with no other items being allowed to Inquisitors. Any Relictors model that takes a Chaos item must also take Purity Seals. SPECIAL CHARACTERS On the following pages you will find the special characters that we developed for each of the Chapters included in the Chapters of Legend. We left Captain Shrike of the Raven Guard and Captain Lysander of the Imperial Fists as presented in Codex: Space Marines. We did not develop any additional characters for either of those Chapters. Some of the special characters also have special unit bodyguards. Players are encouraged to convert appropriate models to represent the special characters and their bodyguards. While we hoped to develop background material for each of the special characters, we only developed basic background concepts. A few of the special characters were based on characters from official background material (Venerable Dreadnought Anaxagoras of the Iron Hands is mentioned in the novel Iron Hands and Chief Librarian Decario of the Relictors was mentioned in the Third War for Armageddon campaign).

VOLCENS, EPISTOLARY LIBRARIAN OF THE BLOOD RAVENS We didn t develop much background for this special character. He is one of the specially inducted Librarians of the Secret Orders of Psykana, permitted to enter the Sanctorium. Other than that, we didn t develop anything of note Volcens 5 5 4 4 3 5 4 10 3+ Special Character: Volcens is a special character that may only be used in a Blood Ravens army. He counts as an HQ choice. Fearless, Independent Character Psyker: Volcens is a Psyker, as described in the Characters section of the Warhammer 40,000 rulebook. Knowledge is Power: Epistolary Volcens has studied extensively and is well versed in the tactics, strengths, and weaknesses of the enemies the Blood Ravens have faced. During deployment, one unit may be held back from deployment and placed after all other models, including infiltrators. Frag Grenades, Krak Grenades, Bolt Pistol, Psychic Hood Purifier: Purifier is a master-crafted force weapon. See the Librarian entry for details. Psyber-raven: Epistolary Volcens is accompanied into battle by a psyber-raven that is attuned to his mental signature. The raven functions as a normal familiar (see page 23 of Codex: Space Marines, bonus to I included in profile above). In addition, Volcens' psyber-raven is able to move around the battlefield independently and may join any other Blood Ravens unit. The psyber-raven must deploy within 2" of Epistolary Volcens, but may move out of coherence in subsequent movement phases. If the psyber-raven joins another unit, Volcens may use Might of Heroes on one model in that unit. The psyber-raven can move up to 12" in the Movement phase instead of the normal 6" move if it is moving independently of Epistolary Volcens. The psyber-raven is not slowed down by difficult terrain and does not have to take Dangerous Terrain tests. VOLCENS, OUTER GUARD OF THE SANCTORIUM Volcens 5 5 4 4 3 5 4 10 3+ Infantry Individual: A Blood Ravens army can include only one Outer Guard of the Sanctorium Power Armour Frag grenades Krak grenades Purifier Bolt pistol Psychic hood Psyber-raven POINTS COST: 165 POINTS Fearless Independent Character Psyker Knowledge is Power Psychic Powers: Storm of the Emperor s Wrath Might of Heroes

CAPTAIN MENDOZA OF THE CRIMSON FISTS During the Defence of Rynn s World, Mendoza was a Veteran Sergeant and veteran of the Ordo Xenos Deathwatch. His extensive experience in the kill teams of the Deathwatch enabled him to lead daring hit and run attacks on the Orks. He has since ascended to the rank of Captain within the Crimson Fists and is in command of the 4th Company. Mendoza 5 5 4 4 3 5 4 10 3+ Special Character: Mendoza is a special character that may only be used in a Crimson Fists army. He counts as an HQ choice. Independent Character: Mendoza is an Independent Character. Rites of Battle: See the Company Captains entry on page # for details of this special rule. Ork Hunter: Mendoza is one of the survivors of the Defence of Rynn s World. He has fought numerous actions against the Orks and has developed an extensive expertise in fighting them. His combat experience has aided the Crimson Fists in their victory over the Orks, training the battle-brothers to counter the greenskins. Mendoza benefits from the Veteran skill Preferred Enemy (Orks). Guerilla Warrior: During the defense of Rynn's World, Mendoza became adept at leading his Company in guerilla warfare against the greenskins. Their ability to strike the enemy and quickly withdraw enabled them to hurt the enemy while preserving their numbers. Mendoza possesses the Move Through Cover, Infiltrators, and Hit and Run special rules. Deathwatch Veteran: Mendoza served with the Deathwatch of the Ordo Xenos. He has retained the skills he developed while serving with the Inquisition. He has True Grit (see the Universal Special Rule) and uses Metal Storm Ammunition. The normal bolter profile is replaced with the Metal Storm Ammunition profile below: Range: 18" Strength: 3 AP: - Assault 2 Captain Mendoza s Bodyguard: Mendoza may lead a squad of Crimson Fists veterans that he has trained personally. Power fist, bolter, metal storm ammunition, iron halo, frag and krak grenades, auspex. MENDOZA, CAPTAIN OF THE 4TH COMPANY Mendoza 5 5 4 4 3 5 4 10 3+ Infantry Individual: A Crimson Fists army can include only one Captain of the 4th Company Power Armour Frag Grenades Krak Grenades Power Fist Bolter Metal Storm Ammunition Iron Halo Auspex POINTS COST: 160 POINTS Fearless Independent Character Rites of Battle Ork Hunter Guerilla Warrior Deathwatch Veteran Bodyguard

CAPTAIN MENDOZA S BODYGUARD Captain Mendoza s specially trained bodyguard consists of veterans who have been specially trained in the tactics that proved most effective against the Orks. Veteran Sergeant 4 4 4 4 1 2 1 9 3+ Veteran Space Marine 4 4 4 4 1 4 1 8 3+ Special Unit: Captain Mendoza s Bodyguard is a special unit that may only be used in a Crimson Fists army, and only if Captain Mendoza is taken. Captain Mendoza and the Bodyguard count as a single HQ choice. Guerilla Warriors: Mendoza's bodyguard possesses the Move Through Cover, Infiltrators, and Hit and Run special rules. Ork Hunters: Mendoza s bodyguard consists of Crimson Fists veterans of the defence of Rynn s World. They have been personally trained by Captain Mendoza to be highly effective against the greenskin threat. Every member of the squad benefits from the Veteran skill Preferred Enemy (Orks). Bolt pistol, bolter or chainsword, frag and krak grenades. CAPTAIN MENDOZA S BODYGUARD Veteran Sergeant 4 4 4 4 1 4 2 9 3+ Veteran Space Marine 4 4 4 4 1 4 1 8 3+ Unit Composition: 1 Veteran Sergeant 4 Veteran Space Marines Infantry Individual Unit: A Crimson Fists army can include only one of Captain Mendoza s Bodyguard, and only if Captain Mendoza is taken. Power Armour Frag Grenades Krak Grenades Bolt Pistol Bolter or Chainsword And They Shall Know No Fear Guerilla Warriors Ork Hunters POINTS COST: 140 POINTS Options: The squad may include up to five additional Veterans for +30 points per model. Up to two Veterans in the squad may exchange their bolter or chainsword for a flamer at +5 points per model or a heavy bolter at +10 points per model. The Veteran Sergeant may replace his chainsword with a power weapon for +15 points or with a power fist for +25 points. The Veteran Sergeant may take meltabombs for +5 points.

CAPTAIN LYSANDER OF THE IMPERIAL FISTS The name Lysander first appeared on the Liber Honorus of the Imperial Fists Chapter in 567.M40 when, as a sergeant of the 2nd Company, he was victorious over the heretics of Iduno at the battle of Colonial Bridge. This was but the first Imperial Laurel of many. In 585.M40 he took command of the 2nd Company after successfully boarding and capturing the Eldar cruiser, Blood of Khaine. During the three-year siege of Haddrake Tor he commanded the drop pod assault on its highest peaks. Having secured the high ground, teleport homers were set up to allow the Terminators of 1st Company to teleport in to clear the lower levels. The defending cultists used blasphemous rituals of cursing to disrupt the Warp, however, and many of the Terminators arrived off-target, entombed in solid rock or plunging to their doom over the precipices. Lysander saw Kleitus, the Captain of the 1st Company, materialise with his left side merged with unyielding stone, but before he died, Kleitus thrust his thunder hammer, the Fist of Dorn, into Lysander s hands. Despite this disaster Lysander scorned retreat and took command of the survivors. Leading them into the heart of the Tor, he wielded the hammer to terrifying effect, crushing the heretics and their defences as he went. During the subsequent reorganisation of the Chapter, Lysander was elevated to the rank of First Captain, Master of the 1st Company, Overseer of the Armoury and Watch Commander of the Phalanx (the Imperial Fists massive space-borne fortressmonastery). In battle Captain Lysander led the 1st Company to the heart of the enemy for many years, determined to be the first Imperial Fist to confront the enemy and never to retreat before them. His courage bordered on the foolhardy, but fortune favoured him until the appointed day of his death. To the Imperial Fists he is testament to the fact that only a warrior who is willing to sacrifice everything can be victorious. Lysander 5 5 4 4 3 5 4 10 2+ Special Character: Lysander is a special character that may only be used in an Imperial Fists army. He is taken as an HQ choice. Fearless, Independent Character, Rites of Battle Teleport Assault: Lysander has become adept at leading his Company into battle by teleportation. The Phalanx is well-equipped with teleporters and is able to teleport several squads at once. If an Imperial Fists army including Lysander elects to deploy its Terminators by Deep Strike, Lysander will lead the assault. Make one Reserves roll for all the Terminators in the army, re-rolling the result if desired. All Terminators will therefore arrive on the same turn, though each unit will be placed independently. Terminator Command Squad: Lysander may take a Terminator Squad or Terminator Assault Squad instead of a Command Squad. The Terminator Squad or Terminator Assault Squad does not use up any force organization chart selections, but is otherwise treated as a separate HQ unit. Terminator Armour, Storm Shield, Purity Seals Fist of Dorn: Said to have been consecrated by the Primarch, Rogal Dorn, the Fist of Dorn is the weapon of office carried by the First Captain of the Imperial Fists Chapter. It counts as a master-crafted thunder hammer. LYSANDER, FIRST CAPTAIN POINTS COST: 170 POINTS Hulegu 5 5 4 4 3 5 4 10 2+ Infantry Individual: An Imperial Fists army can include only one First Captain Terminator Armour Fist of Dorn Storm Shield Purity Seals Fearless Independent Character Rites of Battle Teleport Assault Terminator Command Squad

ANAXAGORAS, VENERABLE DREADNOUGHT OF THE IRON HANDS His campaigns against the alien ksathra and sheed of the Durian subsector were the stuff of legend, almost as much so as the fabulous deeds of Ferrus Manus himself. New aspirant Iron Hands were indoctrinated with the battle tactics and strategies he had developed during the Xerxes Campaign as part of their initiation into the ancient, noble Chapter. The gleaming manifold of a plasma cannon protruded from the goliath's right arm mounting. From the novel Iron Hands Front Side Rear WS BS S I A Anaxagoras 12 12 10 4 4 6(10) 4 2 Special Character: Anaxagoras is a special character that may only be used in an Iron Hands army. He counts as an HQ choice. Plasma cannon, dreadnought close combat weapon with storm bolter, extra armour, and smoke launchers. : Hard to Kill: Whenever Anaxagoras suffers a glancing or penetrating hit, the Iron Hands player may ask the opponent to re-roll the result on the Vehicle Damage tables. However, he must accept the second result, even if it is worse! Tank Hunter: (see Universal Special Rules on page 74 of the Warhammer 40,000 Rulebook). Rites of Battle: Anaxagoras has the Rites of Battle special rule as a Company Captain, with an effective Ld of 10 when using that ability. Old and Wise: Venerable Dreadnought Anaxagoras is a revered ancient warrior who is extremely wise in the ways of war. An Iron Hands army that includes Anaxagoras may re-roll the dice if the mission being played has a dice roll to see who goes first. ANAXAGORAS, WAR LEADER Type WS BS S I A F S R Anaxagoras Walker 5 4 6(10) 4 2 12 12 10 Individual: An Iron Hands army can include only one War Leader Transport: Anaxagoras may select a Drop Pod transport (see page # for points cost). Fearless Rites of Battle Hard to Kill Tank Hunter Old and Wise POINTS COST: 185 POINTS Plasma Cannon Dreadnought close combat weapon (with built-in storm bolter) Smoke launchers Searchlight Extra Armour

KAYVAAN SHRIKE OF THE RAVEN GUARD Captain Shrike made his name during the campaign to destroy the Ork Warlords of Targus VIII, a hive world locked in perpetual night on the fringes of the Halo Stars of the galactic south. Fallen to the might of their Waaagh!, the task of reclaiming this world was entrusted to the Raven Guard, ten regiments of the Imperial Guard and their attached Naval units. Carefully selected targets were assigned to squads of Raven Guard to destroy prior to the Imperial invasion, and Shrike led an assault force of Space Marines deep behind enemy lines to take out a giant orbital gun. Striking hard and fast, Shrike s force accomplished its primary mission, but was left stranded when its Thunderhawk was destroyed en route to extract them. Undaunted, Shrike and his warriors remained deep in Ork territory for over two years before finally returning to the Chapter. During this time, they provided invaluable targeting information to Naval assets and wreaked havoc in the rear echelons of the Ork armies, destroying fuel dumps, ammunition stores and uncounted vehicle parks before vanishing into the shadows of the ruined hive, all the while stealing what they needed to survive and continue their mission. Shrike was honoured with the Laurel Imperialis upon his triumphant return to his battle brothers, having upheld his honour and exemplifying the virtues of the Chapter. Thanks largely to Shrike s efforts, the campaign was brought to a victorious end decades before Imperial Strategos predicted. Shrike 5 5 4 4 3 5 4 10 3+ Special Character: Shrike is a special character that may only be used in a Raven Guard army. He is taken as an HQ choice. Fearless, Independent character, Rite s of Battle Strike from the Shadows: Shrike possesses the Infiltrate, Scout and Stealth special rules. Shrike s Wing: Shrike may lead a squad of Raven Guard veterans that he has trained personally. Power armour, iron halo, jump pack, frag grenades, meltabombs, purity seals, Terminator Honours (bonus included in profile above). The Raven s Talons: Said to have been crafted by Corax himself on Deliverance shortly after the Istvaan V massacre, these exquisite talons are reputedly unbreakable and cut through the toughest armour with ease. The Raven s Talons are a pair of master-crafted lightning claws with the Rending special rule (see the Warhammer 40,000 main rulebook). SHRIKE, CAPTAIN OF THE #TH COMPANY Ny Ame 5 5 4 4 3 5 3 10 2+ Jump Infantry Individual: A Raven Guard army can include only one Captain of the #th Company Fearless Independent Character Rites of Battle Strike from the Shadows Shrike s Wing POINTS COST: 200 POINTS Power armour Jump pack Frag grenades Meltabombs Iron halo Purity seals Terminator honours The Raven s Claws

SHRIKE S WING Ny Ame is often accompanied into battle by a squad of initiates. These Veteran Space Marines have been recognized for their piety and devotion to the Promethean Cult. The most senior and experienced of these Veterans is allowed to bear Vulkan s Sigil into combat while the junior among them carries the Standard of Vulkan. Veteran Space Marine 4 4 4 4 1 4 2 9 3+ Special Unit: Shrike s Wing is a special unit that may only be used in a Raven Guard army, and only if Shrike is taken. Shrike and his Wing count as a single HQ choice. And They Shall Know No Fear Strike from the Shadows: Shrike s Wing possess the Infiltrate, Scout and Stealth special rules. Deep Strike: Shrike s Wing may use the Deep Strike special rule where the mission being played allows it. Power Armour, jump packs, twin lightning claws, frag grenades, krak grenades SHRIKE S WING POINTS COST: 200 POINTS Veteran Space Marine 4 4 4 4 1 4 2 9 2+ Unit Composition: 4 Veteran Space Marines Jump Infantry Individual Unit: A Raven Guard army can include only one Shrike s Wing, and only if Shrike is taken. Power Armour Jump packs Twin lightning claws Frag grenades Krak grenades Options: The squad may include up to five additional Veterans for +30 points per model. And They Shall Know No Fear Strike from the Shadows Deep Strike

DECARIO, CHIEF LIBRARIAN OF THE RELICTORS Decario was instrumental in turning the Fire Claws Chapter on the path of using the artefacts of Chaos, resulting in the Chapter becoming known as the Relictors. With Inquisitor De Marche, Decario slew the Chaos Champion known as the Excoriator, using the champion s own daemon sword to decapitate him. Decario later helped to persuade the Chapter Master that the tools of the Great Enemy might be used in the war against Chaos. Decario 5 5 4 4 3 5 4 10 2+(5+) Special Character: Decario is a special character that may only be used in a Relictors army. He counts as an HQ choice. Fearless, Independent Character, Psyker, Deep Strike. PSYKER POWERS Storm of the Emperor's Wrath, Might of Heroes Force weapon, power fist, psychic hood, terminator armour (bonus included in profile above), purity seals. Pentagrammic Wards: Following his defeat of the Excoriator and the Relictor's subsequent quest to use the tools of Chaos against the Great Enemy, Decario studied methods of protecting himself from daemons of the Warp. He inscribed protective wards upon his repaired tactical dreadnought armour. These runes flare brightly in the presence of the daemonic and emanate with energy inimical to the denizens of the Warp. All daemonic units attempting to charge Decario or his unit must pass a Leadership test. If they fail, they may not assault at all that turn. DECARIO, CHIEF LIBRARIAN OF THE RELICTORS Decario 5 5 4 4 3 5 4 10 2+(5+) Infantry Individual: A Relictors army can include only one Chief Librarian Terminator Armour Force weapon Power fist Psychic hood Pentagrammic wards POINTS COST: 185 POINTS Fearless Independent Character Psyker Deep Strike Psyker Powers: Storm of the Emperor s Wrath Might of Heroes

NY AME, RECLUSIARCH OF THE SALAMANDERS Ny Ame succeeded Xavier as Reclusiarch of the Promethean Cult, the spiritual leader of the Salamanders Chapter warrior cult. Ny Ame 5 5 4 4 3 5 3 10 2+ Special Character: Ny Ame is a special character that may only be used in a Salamanders army. He is taken as an HQ choice. Independent character, Honour the Chapter, Litanies of Hate. To the Last: Ny'Ame is an exemplar of the Promethean Cult and inspires his battle-brothers with his fortitude and devotion. All Salamanders models automatically pass any Last Man Standing checks if Chaplain Ny'Ame is still alive. In addition, if Ny'Ame is alive at the end of the game, the Never Despair check may be re-rolled if the first roll fails. Reclusium Command Squad: Ny Ame may lead a squad of Salamanders veterans that he assist him in administering the rites of the Promethean Cult. Rosarius, Adamantine Mantle, artificer armour, combi-flamer, frag and krak grenades. Crozius Prometheus: The Crozius Prometheus is a crozius arcanum that the Chaplains of the Salamanders Chapter have fashioned into a symbol of the Promethean Cult. In the hands of a Chaplain, it counts as a thunder hammer. NY AME, RECLUSIARCH OF THE PROMETHEAN CULT Ny Ame 5 5 4 4 3 5 3 10 2+ Infantry Individual: A Salamanders army can include only one Reclusiarch Artificer Armour Combi-flamer Crozius Prometheus Rosarius Adamantine Mantle Frag grenades Krak grenades POINTS COST: 200 POINTS Independent Character Honour of the Chapter Litanies of Hate To the Last

NY AME S, RECLUSIUM COMMAND SQUAD Ny Ame is often accompanied into battle by a squad of initiates. These Veteran Space Marines have been recognized for their piety and devotion to the Promethean Cult. The most senior and experienced of these Veterans is allowed to bear Vulkan s Sigil into combat while the junior among them carries the Standard of Vulkan. Veteran Space Marine 4 4 4 4 1 4 1 9 3+ Special Unit: Ny Ame s Reclusium Bodyguard is a special unit that may only be used in a Salamanders army, and only if Ny Ame is taken. Ny Ame and the Bodyguard count as a single HQ choice. And They Shall Know No Fear Bolt Pistol, frag and krak grenades, bolter or chainsword. Vulkan's Sigil: Vulkan's Sigil counts as a Holy Relic and thunder hammer. The Standard of Vulkan: The Standard of Vulkan counts as a Chapter Banner. In addition, any Salamanders unit with a model within 12" of the Bearer counts as Stubborn (see the universal special rule on page 75 of the Warhammer 40,000 rulebook). NY AME S RECLUSIUM COMMAND SQUAD Veteran Space Marine 4 4 4 4 1 4 2 9 2+ Unit Composition: 5 Veteran Space Marines Infantry Individual Unit: A Salamanders army can include only one of Ny Ame s Reclusium Command Squad, and only if Ny Ame is taken. Power Armour Bolt pistol Frag grenades Krak grenades Bolter or chainsword And They Shall Know No Fear Transport: Ny Ame and his Reclusium Command squad may select a Rhino or Drop Pod transport (see the Transport vehicles entry for their details). POINTS COST: 105 POINTS Options: Up to two models may exchange their bolter or chainsword for a flamer at +6 points per model, a meltagun at +10 points per model, or a thunder hammer at +20 points per model. One Veteran Space Marine may be upgraded to the Bearer of the Standard of Vulkan for +40 points. The Bearer of the Standard of Vulkan exchanges his bolter or chainsword for the Standard of Vulkan and his bolt pistol becomes mastercrafted. One Veteran Space Marine may be upgraded to the Bearer of Vulkan s Sigil for +60 points. The Bearer of Vulkan s Sigil exchanges his bolter or chainsword for Vulkan s Sigil and a combat shield.

HULEGU KHAN OF THE WHITE SCARS We didn t develop much background material for this character, other than determining that he leads one of the Brotherhoods of the White Scars. Hulegu 5 5 4 4(5) 3 5 4 10 3+ Special Character: Hulegu is a special character that may only be used in White Scars army. He is taken as an HQ choice. Independent Character, Rites of Battle. Hit and Run: (as the Universal Special Rule) Skilled Rider: Hulegu has the Skilled Rider Universal Special Rule as all characters. Refer to the Warhammer 40,000 Rulebook. Counter-Attack: Hulegu Khan and any bike-mounted unit that he joins benefits from the Counter-Attack Universal Special Rule. Refer to the Warhammer 40,000 Rulebook. Space Marine Bike (the improved Toughness is included in the profile above), bolt pistol, frag and krak grenades, Iron halo. Power Lance: Crafted by the Chapter's Techmarines, Hulegu Khan's specially crafted lance allows him to strike at +1 S and +1 I when charging. Hulegu is at -1 Initiative whenever he isn't charging, however. The power lance ignores normal Armour Saves as a power weapon and counts as being master-crafted. HULEGU, KHAN OF THE TULWAR BROTHERHOOD Hulegu 5 5 4 4(5) 3 5 4 10 3+ Infantry Individual: A White Scars army can include only one Khan of the Tulwar Brotherhood Power Armour Bolt Pistol Power Lance Space Marine Bike Frag grenades Krak grenades Iron halo POINTS COST: 175 POINTS Fearless Independent Character Rites of Battle Hit and Run Skilled Rider Counter-Attack

THE EMPEROR S CHAMPION Upon the eve of glorious battle, it is customary amongst the Imperial Fists and their successors, most notably the Black Templars Chapter, for one among their number to be granted the singular and majestic honour of becoming the Champion of the Emperor. The battle-brethren gather together in prayer to the Emperor and their Primarch, Rogal Dorn. Ecstatic vision will come over one of the assembled brethren and they will be led away by the Company Chaplain to receive the revered vestments of the Champion of the Emperor the Black Sword, the Armour of Faith and the other numerous accoutrements of the position. The Champion of the Emperor will then spend the following hours until battle is begun in selfmeditation and communion with the Emperor. From this he draws great strength, courage and self-assurance, enough to make the Champion seek out the most fell of the Emperor s foes and deal them death in bloody mêlée. An extract from the Mythos Angelica Mortis (M36), Appendix CXVI Honorifics of the Legiones Astartes. Profile Emperor s Champion 6 4 4 4 2 5 2 10 2+ The Emperor s Champion may be included in armies that have the In the Name of the Emperor advantage. The Emperor s Champion replaces one Company Champion in a Command Squad, though the Emperor s Champion then becomes an Independent Character and may never lead, join or be attached to a Command squad. Fearless Slayer of Champions: It is the sacred duty of the Emperor s Champion to seek out and slay enemy leaders and champions. Before resolving combats in any Assault phase where the Emperor s Champion is in combat with an enemy unit containing one or more enemy Independent Characters, you must immediately move the Emperor s Champion so that he is in base-to-base contact with at least one enemy Independent Character (maintaining coherency with any unit he has joined). If there is no room to place the Emperor s Champion in base-to-base contact, simply move a friendly model out of the way (he makes room for the Emperor s Champion to get to grips with his foe!). Terminator Honours (bonuses included above), purity seals, frag grenades and a bolt pistol. The Black Sword: The Black Sword is imbued with the power of the Emperor s righteous fury. In the hands of the Emperor s Champion it is a truly deadly weapon, capable of tearing armour and flesh with equal ease. The Black Sword is a power weapon that adds +2 to the Emperor s Champion s Strength. The Armour of Faith: Hand-crafted by master artificers, the Armour of Faith is forged with prayers of protection chanted over every hammer blow and tempered with the most sacred and holy oils. Inscribed with wards and catechisms of hatred, it protects the Emperor s Champion that he might carry out his sacred duty. The Armour of Faith is artificer armour and confers a 4+ Invulnerable Save in close combat that the Emperor s Champion may use instead of his normal Armour Save. EMPEROR S CHAMPION Volcens 5 5 4 4 3 5 4 10 3+ Infantry Individual: Armies with the In the Name of the Emperor advantage may include only one Emperor s Champion Fearless Independent Character Slayer of Champions POINTS COST: +55 POINTS Armour of Faith Terminator Honours Purity Seals Frag grenades Krak grenades Black Sword

NOTES ON THE REDUX VERSION OF THE TRAITS/CHAPTERS OF LEGEND PROJECT The Redux is player speculation on what a revision of Codex: Space Marines might look like based on the trends seen in Codex: Blood Angels and Codex: Dark Angels. A number of advantages were modified from their previous incarnation in the official rules and/or the Current version of the Traits/Chapters of Legend Project. A major factor was the determination that any advantage that focused on a Force Organisation Chart change (e.g., Blessed Be the Warriors) had the veteran skills removed. Advantages in which the focus was on a veteran skill retained the skill, though there are a few cases where the number of units to which the skill is available has been reduced (generally allowing the skill to be taken only by Elites units, and possibly HQ units). The various special characters were also translated into a Redux format. In a few cases this prompted some wargear changes, notably in the Captains who gained the Iron Halo. A number of characters also gained Fearless. Costs of special characters and units also had to be adjusted. Note that Captain Shrike, Shrike s Wing, and Captain Lysander were added into the Redux format since these changes affected them. In a number of cases, I had to create titles for special characters in order to properly limit them. Each special character is unique and may only be taken by a specific Chapter (though some might reasonably argue that proxy Chapters that use the exact same set of rules might also take the appropriate special character). This resulted in Anaxagoras being given the title of War Leader, though he didn t have this title in the novel (that title belonged to War Leader Bannus). It also resulted in Hulegu Khan being assigned as Khan of the Tulwar Brotherhood. The translation of special characters and units into the Redux format resulted in both of the unit entries from the codex being listed together herein. There are also a few references to page #, where # is assumed to be the page that the relevant rule will be published in the redux of Codex: Space Marines. These rules are completely unofficial and are not endorsed by Games Workshop Limited. Space Marine, Terminator, Warhammer,, Imperial Fists, Crimson Fists, Blood Ravens, Relictors, White Scars, Salamanders, Raven Guard, Inquisitor, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either, TM and/or Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. Legio Skull image copyright 2007 by Michael Lamb.