space marine codex - v.2

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    By Just Dave

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    Contents Page

    Page 1 Front Cover

    Page 2 Contents Page

    Page 3 Codex: Space Marines special rules

    Page 4 Chapter Tactics

    Page 6 Army List HQ, Special Characters

    Page 15 Army List HQ (incl. Psychic Powers)

    Page 25 Army List Elites

    Page 34 Army List Troops

    Page 37 Army List Dedicated Transports

    Page 40 Army List Fast Attack

    Page 46 Army List Heavy Support

    Page 53 Ranged Weaponry

    Page 55 Ordnance & Close Combat Weaponry

    Page 56 Armoury and Wargear

    Page 58 Vehicle Armoury

    Page 59Designers Reasoning

    Page 61 Acknowledgements

    Page 62 Legal Stuff

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    Codex: Space Marines Special RulesThe special rules detailed on this page apply to most Space Marine units. Special rules exclusive to

    units and characters are detailed on their pages. A host of special rules are also included in the

    Warhammer 40,000 rulebook.

    And They Shall Know No Fear

    Space Marines automatically past tests to regroup, and can take such tests even if the squad has been

    reduced to less than half strength by casulties, though all other criteria apply. Usually troops that

    regroup cannot move normally and always count as moving whether they do or not, but these

    restrictions to do not apply to models subject to And They Shall Know No Fear. If Space Marines are

    caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If

    this happens, then the unit is subject to the No Retreat! rule in the round of close combat and might

    therefore suffer additional casulties.

    Servitors do not benefit from this special rule if there is no Techmarine or Space Marine independent

    character leading the unit.

    Combat Squads

    10-man units with this special rule have the option of breaking down into two 5-man units, called

    Combat Squads. The decision to split the unit into combat squads, as well as which models go into

    each combat squad, must be made BEFORE the unit is deployed (therefore units arriving from reserves

    must combat-squad BEFORE arrival this is a change from the existing rules). Both combat squads can

    be deployed in separate locations. If you decide to split a unit into combat squads, then each squad is

    treated as a separate unit for all game purposes from that point on.

    If an ability is purchased for a unit as part of a Chapter Tactic (such as Scouts, for Shadow of the

    Emperor), then it applies for the entire unit, even if split into combat squads; as it is purchased before

    deployment.

    Combat Tactics

    Any Space Marine unit can choose to automatically fail any morale tests they are required to take,

    subsequently benefiting from And They Shall Know No Fear.

    Furthermore, any Space Marine unit equipped with a Boltgun, Bolt Pistol or Storm Bolter (including the

    Boltgun in combi-weapons) may benefit from one of the following abilities, selected at the beginning

    of each game turn:

    - May count as having remained stationary for the purposes of firing one of the above weapons.

    - May re-roll any failed to-hit roll if they remain stationary when firing one of the above weapons

    (note: this DOES NOT work under the Relentless special rule, but DOES work under the Slow and

    Purposeful special rule). Furthermore, this does not work in tandem with the ability of being able tocount-as stationary, as described above.

    These abilities do not work on a turn when the unit has just regrouped.

    If a Chapter Tactic is taken by a Captain, then ALL models with Combat Tactics (except a Legion of the

    Damned Squad) instead benefit from a Chapter Tactic (see overleaf); replacing the Combat Tactics

    special rule (for all units, minus Legion of the Damned). Whereas if a Chapter Master is taken, all

    models benefit from both the Chapter Tactic and Combat Tactics.

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    Chapter Tactics

    Chapter Tactics may REPLACE Combat Tactics if selected by a Captain, whilst Chapter Tactics may be taken

    IN ADDITION to Combat Tactics if selected by a Chapter Master.

    An army can only benefit from a single Chapter Tactic; if there would be two (for example, if two UniqueCharacters are taken), then one must be selected, of the owning players choice.

    The Chapter Tactics are as follows, providing the following benefits:

    Astartes Embodied

    Any Sergeant of any type in the army mayuse the Chapter Master/Captains Leadership

    (of 10).

    This army adds +1 to the roll to determinewhich player gets First Turn.

    Exemplar: Ultramarines

    Shadow of the Emperor

    3 non-vehicle units gain the Scouts specialrule. Additional non-vehicle units may select

    the Scouts special rule for 20pts per-unit.

    All units benefit from the Stealth special rulefor the duration of the first turn. This stacks for

    any unit that already has the Stealth special

    rule, such as Stalker Veterans.

    Exemplar: Raven Guard

    Hammer of Terra

    3 non-vehicle units gain the Bolster Defencesspecial rule (see page 31) OR may add +1 to

    their armour penetration roll when targeting a

    structure with an Armour Value. Additional

    non-vehicle units may select one of these

    abilities for 15pts per-unit.

    All units benefit from the Stubborn special ruleand Storm Shields and Tower Shields cost 5pts

    less than their listed cost.

    Exemplar: Imperial Fists

    Attack Like Lightning

    3 non-vehicle units gain the Hit and Runspecial rule. Additional non-vehicle units may

    select the Hit and Run special rule for 20pts

    per-unit.

    All Fast Attack units and Bike unit types gainthe Outflank and Skilled Rider special rules.

    Exemplar: White Scars

    Punish the Weak

    3 non-vehicle units gain Bionics, benefitingevery model in the unit. Additional non-

    vehicle units may select Bionics for 25pts per-

    unit.

    Enemy units count as suffering one additionalcasualty for the purposes of any morale checks

    caused by shooting or close combat attacks;this does not affect Tank-Shocks.

    Exemplar: Iron Hands

    Fires of Battle

    3 non-vehicle units may elect (at the beginningof the owning players turn, each turn) to

    operate as Slow and Purposeful when using

    Boltguns, Storm Bolters and Bolt Pistols

    (including the Boltgun in combi-weapons), this

    does not affect models not firing the above

    weapons, who would still have to follow the

    same movement constraints. Therefore, Heavy

    Weapons must still remain stationairy to be

    fired. Additional non-vehicle units may select

    this ability for 20pts per-unit.

    All Template (not blast!) Weapons count astwin-linked. This includes the Avenger psychic

    power.

    Exemplar: Salamanders

    Perseverance, Experience

    All Sternguard Veteran Squads in the army arescoring.

    All units benefit from the Stubborn special ruleand Power Fists cost 5pts less than their listed

    cost.

    Exemplar: Crimson Fists

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    Knowledge is Power

    Codicier-Librarians can be selected as an Eliteschoice for (a reduced cost of) 90pts each.

    These Librarians cannot then be upgraded to a

    Lexicanum or Chief Librarian. Furthermore, foreach Librarian in the army, you may add +1 to

    the roll to seize the initiative; to a maximum of

    +4.

    All units count as Stubborn if contesting orcontrolling an objective.

    Exemplar: Blood Ravens

    Orbital Invasion

    3 units count as having all weapons as Twin-linked on the turn they arrive from a via Drop

    Pod Assault (i.e. In a Drop Pod). Additionalunits may select this ability for 20pts per-unit

    (including vehicles).

    Once per game, at the beginning of the turn,the player may opt to have all units in a Drop

    Pod receive a +1 modifier to any reserves roll,

    lasting for the duration of that game turn.

    Exemplar: Fire Lords

    Assault of the Astartes

    3 non-vehicle units gain the Furious Chargespecial rule. Additional non-vehicle units may

    select the Furious Charge special rule for 20pts

    per-unit. All Space Marines (including the Sergeant) in a

    Tactical Squad receive a close combat weapon,

    on top of their existing equipment, for no

    additional cost.

    Exemplar: Carcharodons

    Armoured Assault

    Predators (of any variant) may be taken as aFast Attack choice and Land Raiders (Phobos,

    Crusader or Redeemer patterns) may instead

    be selected as a Dedicated Transport by anyunit that may (otherwise) select a Rhino as a

    dedicated transport, following the rules and

    points costs described in the Land Raiders

    respective entries.

    Each turn, a single vehicle in the HeavySupport slot may re-roll any failed to-hit roll ,

    selected at the beginning of that shooting

    phase. Additionally, all vehicles selected from

    the Heavy Support slot gain the Repair special

    rule (see page 37).

    Exemplar: Aurora Chapter

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    Marneus Calgar, Chapter Master of the Ultramarines 265pts

    WS BS S T W I A Ld Sv

    Marneus Calgar 6 5 4 4 4 5 4 10 2+/4+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    Master-crafted Power Weapon*, Gauntlets of

    Ultramar*, Iron Halo, Extensive Bionics*, Orbital

    Strike Beacon, Terminator Armour.

    Special Rules:Independent Character, And They Shall Know No

    Fear, Combat Tactics, Eternal Warrior, Lord

    Macragge*, Nothing Shall Stay Our Wrath*,

    Chapter Tactic Astartes Embodied*

    HQ

    *Gauntlets of Ultramar:The Gauntlets of Ultramar are a pair of Master-crafted Power

    Fists that allow Marneus Calgar to strike at Strength 10, instead

    of the usual Strength 8.

    Furthermore, the Gauntlets of Ultramar incorporate an Armour

    Piercing 2 Storm Bolter, therefore providing the following

    ranged profile:

    Range: 24 Strength: 4 AP: 2 Assault 2, Master-crafted.

    *Extensive Bionics:

    This confers the Feel No Pain special rule.

    Options:

    Marneus Calgar may replace his Terminator Armour with

    Artificer Armour and Frag and Krak Grenades for no

    additional cost.

    Marneus Calgar may be accompanied by an Honour Guard

    squad for 105pts. See page 16

    *Lord Macragge:

    If an army includes Marneus Calgar, then

    Honour Guard Squads may be selected as an

    Elites Choice. Furthermore, Marneus Calgar

    grants the effects of a Company Master

    Chapters Regent (see page 18).

    *Nothing Shall Stay Our Wrath:

    Once per game, all units in the same army as

    Marneus Calgar may gain the Furious Charge

    and Counter-charge special rules, lasting for the

    duration of that assault phase. This ability may

    be activated on your opponents turn.

    *Chapter Tactic Astartes Embodied

    As well as providing the usual effect of the

    Chapter Tactic, Astartes Embodied, all units in

    the same army as Marneus Calgar may choose

    whether to automatically pass or fail any morale

    test they take. This does not include Psychic

    Tests.

    Note: As a Chapter Master, Combat Tactics is

    still in effect.

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    Ortan Cassius, Ultramarines Master of Sanctity 185pts

    WS BS S T W I A Ld Sv

    Ortan Cassius 5 5 4 5 3 4 3 10 3+/4+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    Infernus*, Master-Crafted Power Weapon, Frag

    and Krak Grenades, Hellfire Rounds, Bionics,

    Rosarius, Power Armour.

    Special Rules:Independent Character, And They Shall Know No

    Fear, Combat Tactics, Preferred Enemy: Tyranids,

    Liturgies of Hate*, Uphold the Honour of the

    Chapter*, Courage and Honour*

    HQ

    *Liturgies of Hate:

    During the owning players turn, the Chaplain and his unit may

    re-roll all failed to-hit rolls.

    *Uphold the Honour of the Chapter:

    All units in the same army within 12 and all units in the same

    army with Line of Sight to Ortan Cassius may use his Leadership

    for any Leadership test.

    *Courage and Honour:

    Ortan Cassius and any squad he leads may re-roll any

    unsuccessful to-wound roll on the first round of a combat.

    Furthermore, Ortan Cassius counts as being equipped with a

    Company Banner (see page 19) at all times.

    *Infernus:

    Infernus is a Combi-Flamer, equipped with Hellfire Rounds.

    Furthermore, the Flamer also counts as poisoned 3+.

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    Varro Tigurius, Chief Librarian of the Ultramarines 225pts

    WS BS S T W I A Ld Sv

    Varro Tigurius 5 5 4 4 3 5 2 10 3+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    Bolt Pistol, Rod of Tigurius*, Frag and Krak

    Grenades, Hood of Hellfire*, Power Armour.

    Special Rules:

    Independent Character, And They Shall Know NoFear, Combat Tactics, Psyker, Psychic

    Prescience*, Know Thy Foe*

    Varro Tigurius knows all Space marine Psychic

    Powers (see page 23)

    HQ

    *Rod of Tigurius:

    The Rod of Tigurius is a master-crafted Force Weapon.

    Furthermore, Psychic Tests taken in order to activate the Force

    Weapon are done with a -1 modifier.

    *Hood of Hellfire:

    The Hood of Hellfire is a psychic hood that allows Tigurius to

    cast an additional Psychic Power per-turn, therefore allowing

    Tigurius to cast a total of 3 Psychic Powers per-turn.

    Furthermore, any Perils of the Warp attack suffered by Tigurius is

    ignored on a D6 roll of 4+.

    *Psychic Prescience:

    If Varro Tigurius is still alive, D3 reserve-rolls for any friendly

    units may be re-rolled each turn.

    *Know Thy Foe:

    If playing against an army selected from Codex: Orks, or Codex:

    Tyranids, an army including Varro Tigurius can seize the initiative

    on a 4+.

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    Pedro Kantor, Chapter Master of the Crimson Fists 230pts

    WS BS S T W I A Ld Sv

    Pedro Kantor 6 5 4 4 3 5 4 10 2+/4+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    Dorns Arrow*, Master-crafted Power Fist, Power

    Weapon, Frag and Krak Grenades, Melta Bombs,

    Chapter Relic, Orbital Strike Beacon, Iron Halo,

    Artificer Armour.

    Special Rules:

    Independent Character, And They Shall Know No

    Fear, Combat Tactics, Stubborn, Inspiring

    Presence*, Rynns Hero*, Chapter Tactic

    Perseverance, Experience*

    HQ

    *Dorns Arrow:

    Dorns Arrow is a Master-Crafted Storm Bolter, with an Assault 4

    profile, rather than the usual Assault 2.

    Furthermore, Dorns Arrow is equipped with Kraken Bolts.

    Ultimately, this grants the following profile:

    Range: 30 Strength: 4 AP: 4 Assault 4, Master-Crafted.

    Options:

    Pedro Kantor may be accompanied by an Honour Guard

    squad for 105pts. See page 16

    *Rynns Hero:

    Pedro Kantor and any unit he leads have the Preferred Enemy:

    Orks special rule.

    *Inspiring Presence:

    All friendly units within 12 of Pedro Kantor have +1 attack.

    *Chapter Tactic Perseverance, Experience

    As well as providing the usual effect of the Chapter Tactic,

    Perseverance, Experience, Sternguard Veteran Squads may be

    taken as troops and Stalker Veteran Squads are scoring.

    Note: As a Chapter Master, Combat Tactics is still in effect.

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    Darnath Lysander, Captain of the Imperial Fists 210pts

    WS BS S T W I A Ld Sv

    Darnath Lysander 6 5 4 4 4 5 3 10 2+/4+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    Fist of Dorn*, Valours Shield*, Terminator

    Armour.

    Special Rules:

    Independent Character, And They Shall Know NoFear, Combat Tactics, Stubborn, Eternal Warrior,

    Chapters Regent (see page 18), Shield Wall*,

    Teleport Assault*, Chapter Tactic Hammer of

    Terra (note: as a Captain, this replaces Combat

    Tactics)

    HQ

    *Fist of Dorn:

    The Fist of Dorn is a Master-crafted Thunder Hammer that

    grants a +1 bonus to the roll on the vehicle damage table.

    Furthermore, any enemy model hit by, but not slain, the Fist of

    Dorn is at -1 attacks during the subsequent combat phase (to a

    minimum of 1), as well as the usual initiative 1.

    *Valours Shield:

    Valours Shield is a Storm Shield that grants a 4+ invulnerable

    save against ranged attacks, rather than the usual 5+.

    Options:

    Darnath Lysander may be accompanied by a Terminator

    Command Squad for 215pts. See page 20.

    *Shield Wall:

    If Lysander is in a unit where all models are equipped with a

    Storm Shield or Tower Shield, then all models gain a +1 bonus

    to their invulnerable save against ranged attacks, to a maximum

    of 3+.

    *Teleport Assault

    If Darnath Lysander is entering play via Deep Strike, along with

    one or more Terminator Squads (Command, Storm or Assault),

    then make one reserves roll for all the Terminator Squads in the

    army. This roll has a +1 modifier.

    Therefore, all Terminator Squads (and Lysander) will arrive on

    the same turn, but can be placed independently.

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    Kayvaan Shrike, Raven Guard Shadow Captain 195pts

    WS BS S T W I A Ld Sv

    Kayvaan Shrike 6 5 4 4 3 5 3 10 3+/4+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    The Ravens Talons, Frag and Krak Grenades,

    Melta Bombs, Iron Halo, Jump Pack, Power

    Armour.

    Special Rules:Independent Character, And They Shall Know No

    Fear, Combat Tactics, Strike from the Shadows*,

    The Blackened*, Chapter Tactics Shadow of

    The Emperor*

    HQ

    *The Ravens Talons:

    The Ravens Talons are a pair of Master-Crafted Lightning Claws

    (therefore granting +1 attack) that also have the Rending special

    rule.

    Options:

    Kayvaan Shrike may be accompanied by a Command Squad

    for 150pts. See page 19.

    Any member of the Command Squad may be equipped with

    2 Lightning Claws for 25pts each.

    *The Blackened:

    So long as Kayvaan Shrike is still alive, any enemy reserve roll of

    6 must be re-rolled, and any friendly reserve roll of 1 may be re-

    rolled.

    *Strike from the Shadows:

    Kayvaan Shrike and any unit he leads have the Infiltrate and

    Heroic Intervention (see page 41) special rules.

    Note: Heroic Intervention only affects models with a Jump Pack.

    *Chapter Tactic Shadow of The Emperor:As well as providing the usual effect of the Chapter Tactic,

    Shadow of the Emperor, the Stealth special rule may also apply

    to all units for the second turn, on a D6 roll of 4+.

    (Note: as a Captain, this replaces Combat Tactics)

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    Korsarro Khan, White Scars Master of the Hunt 190pts

    WS BS S T W I A Ld Sv

    Korsarro Khan 6 5 4 4 3 5 4 10 3+/3+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    Bolt Pistol, Moonfang*, Frag and Krak Grenades,

    Melta Bombs, Anti-ward, Power Armour.

    Special Rules:

    Independent Character, And They Shall Know NoFear, Combat Tactics, Head Hunter*, Master of

    the Hunt*, Company Master Master of the Rites

    (see page 18), Chapter Tactics Strike Like

    Lightning

    (Note: as a Captain, this replaces Combat

    Tactics)

    HQ

    *Head Hunter:

    Nominate a single model in the opposing army after both sides

    have deployed, Korsarro Khan may re-roll all to-wound rolls

    against this model. Furthermore, this nominated model countsfor 2 Kill Points if Kill Points are applicable, to the game and

    individual model.

    *Master of the Hunt:

    Korsarro Khan and any unit he leads have the Move Through

    Cover, Hit and Run and Furious Charge special rules.

    *Moonfang:

    Moonfang is a Master-Crafted Power Weapon that inflicts Instant

    Death on any to-wound roll of 6.

    *Power Lance:

    Power Lances are two-handed Power Weapons that grant the

    wielder +2 Strength on the charge; this strength bonus doesnt

    stack with Furious Charge the initiative bonus does still apply

    however.

    Options:

    May be equipped with a Space Marine Bike for 20pts.

    Korsarro Khan may be accompanied by a Command Squad

    for 150pts. See page 19.

    If mounted on Space Marine Bikes, any member of the

    command squad may be equipped with a Power Lance for

    25pts each.

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    Vulkan Hestan, Forgefather of the Salamanders 230pts

    WS BS S T W I A Ld Sv

    Vulkan Hestan 6 5 4 4 3 5 3 10 2+/4+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    Bolt Pistol, Spear of Vulkan*, The Gauntlet of the

    Forge*, Kesares Mantle*, Digital Weapons,

    Chapter Relic, Frag and Krak Grenades, Melta

    Bombs, Iron Halo, Artificer Armour.

    Special Rules:

    Independent Character, And They Shall Know No

    Fear, Combat Tactics, Chapter Tactics Fires of

    Battle*, Anvil of War*, Master Artificer*

    HQ

    *Spear of Vulkan:The Spear of Vulkan is a Master-crafted Relic Blade that can also

    be thrown, conferring the following ranged profile:

    Range: 6 Strength: 6 AP: 1 Assault 1,

    Furthermore, the Spear of Vulkan rolls an additional D6 for

    armour penetration (totalling 2D6).

    *The Gauntlet of the Forge:The Gauntlet of the Forge counts as Hellfire Housing, that once-

    per-game may be used as a Heavy Flamer, instead of a Flamer.

    This counts as twin-linked.

    *Kesares Mantle:Kesares Mantle grants the effects of an Adamantine Cuirass and

    Armaplas Plating.

    *Master Artificer:

    Before deployment, Vulkan Hestans owning player can

    nominate a single Sergeant (of any type; Terminator, Veteran

    etc.) in the same army as Vulkan Hestan; this Sergeants

    weapons count as Master-Crafted. This does not affect grenades.

    *Anvil of War:At the beginning of the game, after both sides have deployed,

    Vulkan Hestans owning player may nominate a single objective

    on the board to be suspect as housing an artefact of Vulkan.

    Vulkan HeStan and any unit he leads have the Stubborn and

    Furious Charge special rules if contesting or controlling this

    objective.

    This has no effect in games where there are no objectives.

    *Chapter Tactic Fires of Battle:

    As well as providing the usual effect of the Chapter Tactic, Fires

    of Battle, all Thunder Hammers in the same army as Vulkan

    Hestan counts as Master-crafted.(Note: as a (once) Captain, this replaces Combat Tactics)

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    Warleader Bannus of the Iron Hands 240pts

    WS BS S FA SA RA I A

    Warleader Bannus 5 5 6(8) 13 13 11 4 2*

    Unit Composition:

    1 (Unique)

    Unit Type:

    Vehicle (Walker)

    Wargear:

    Plasma Cannon (with built in twin-linked Plasma

    Gun), The Brazen Blade* (with built in Heavy

    Flamer), Smoke Launchers, Searchlight, Extra

    Armour

    Special Rules:

    Venerable*, Iron Patriarch*, Honour of the Clan*,

    Indomitable Fury*, Chapter Tactic Punish the

    Weak(Note: as aCaptain, this replaces Combat

    Tactics)

    Dedicated Transport:

    May select a Drop Pod

    (See page 39)

    HQ

    *Venerable:

    If Warleader Bannus suffers a glancing or penetrating hit the

    owning player can choose for the roll on the damage chart to be

    re-rolled. The second result must be accepted, even if it is worse.

    *Iron Patriarch:

    During the owning players turn, a single friendly unit within 6

    of Warleader Bannus may re-roll all failed to-hit rolls.

    * Honour of the Clan:

    All Space Marine units within 12 of the Warleader Bannus are

    Fearless. If Bannus is destroyed whilst within 12, then the unit

    remains Fearless for the rest of the game.

    * Indomitable Fury:

    All Space Marine units within 12 of the Warleader Bannus have

    the Furious Charge special rule, including Bannus himself.

    Furthermore, at the beginning of each game turn, roll a D6. On a

    roll of 6 Warleader Bannus gains the Rage special rule.

    *The Brazen Blade:

    The Brazen Blade counts as a Master-Crafted Relic Blade that

    grants an additional D3 attacks (roll at the beginning of each

    assault phase), as well as the usual +2 Strength. Furthermore,

    this has a built-in Heavy Flamer.

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    Chapter Master 145pts

    WS BS S T W I A Ld Sv

    Space Marine Chapter Master 6 5 4 4 3 5 4 10 3+/4+

    Unit Composition:

    1 Space Marine Chapter Master

    Unit Type:

    Infantry

    Wargear:

    Bolt Pistol, Close Combat Weapon, Frag and

    Krak Grenades, Iron Halo, Power Armour.

    Special Rules:

    Independent Character, And They Shall Know NoFear, Combat Tactics, Chapter Master*

    Options:

    The Chapter Master may be equipped with one of the

    following:

    Jump Pack 20pts

    Space Marine Bike 30pts

    Terminator Armour 30pts

    If equipped with Terminator Armour, the Captain replaces his

    existing wargear with a Storm Bolter, Power Weapon, Iron

    Halo and Terminator Armour.

    If equipped with Terminator Armour, the Storm Bolter may

    be replaced by:

    Combi-Weapon 5pts

    Power Weapon 10pts

    Lightning Claw 15pts

    Storm Shield 15pts

    Power Fist 20pts

    Chain Fist 25pts

    Thunder Hammer 25pts

    If equipped with Terminator Armour, the Power Weapon may

    be replaced by:

    Lightning Claw 5pts

    Power Fist 10pts

    Electromagnetic Blade 10pts

    Thunder Hammer 15pts

    Relic Blade 15pts

    The Chapter Master may be equipped with any of the

    following:

    Armaplas Plating 10pts

    Hellfire Housing 15pts

    Chapter Relic 15pts

    Adamantine Cuirass 20pts

    Anti-ward 25pts

    Orbital Strike Beacon 30pts

    The Chapter Master may be accompanied by an Honour

    Guard squad for 105pts. See overleaf.

    The Chapter Master may be upgraded to a Company Master

    for 20pts. See page 19.

    Options:

    The Chapter Master may replace his Bolt

    Pistol/Close Combat Weapon with any of the

    following:

    Boltgun Free

    Storm Bolter 2pts

    Combi Weapon 5pts

    Infernus Pistol 5pts

    Flame Pistol 5pts

    Plasma Pistol 10ptsPower Weapon 15pts

    Storm Shield 15pts

    Lightning Claw 15pts

    Power Fist 25pts

    Power Sabre 25pts

    Electromagnetic Blade 25pts

    Thunder Hammer 30pts

    Relic Blade 30pts

    The Chapter Master may also be equipped

    with any of the following:

    Dragonfire Bolts 2ptsKraken Bolts 2pts

    Vengeance Rounds 2pts

    Hellfire Rounds 2pts

    Auspex 5pts

    Meltabombs 5pts

    Digital Weapons 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Locater Beacon 5pts

    Tower Shield 5pts

    Bionics 10pts

    Artificer Armour 20pts

    HQ

    *Chapter Master:

    If the army includes a Chapter Master, a single Chapter Tactic (see

    page 4) may be selected ON TOP OF the Combat Tactics special rule.

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    16

    Honour Guard Squad 105pts

    WS BS S T W I A Ld Sv

    Honour Guard 5 4 4 4 1 4 2 10 2+

    Chapter Champion 5 4 4 4 1 4 3 10 2+

    Unit Composition:

    3 Honour Guards

    Unit Type:

    Infantry

    Wargear:

    Boltgun, Master-crafted Power Weapon, Frag

    and Krak Grenades, Artificer Armour.

    Dedicated Transport:

    May select a Rhino, Razorback, Drop Pod or

    Land Raider Phobos, Land Raider Crusader or

    Land Raider Redeemer as a Dedicated Transport

    (See pages 37-38, and pages 51-52)

    Special Rules:

    And They Shall Know No Fear, Combat Tactics,

    Counter-Attack, Uphold the Master of the

    Chapter*

    Honour Guard may only be selected if

    purchased as a retinue by a Chapter Master, they

    occupy no slot on the Force Organisation Chart,

    but otherwise count as a HQ choice.

    Options:

    A single Honour Guard in the army MUST be upgraded to a

    Chapter Champion for no additional cost, gaining the above

    profile and the Come at me Bro* special rule.

    May include up to 7 additional Honour Guards:

    35pts per model.

    The Chapter Champion may replace his Boltgun with:

    Power Weapon Free

    Storm Shield 20pts

    A single Honour Guard in the army may be equipped with a

    Chapter Banner* for 40pts.

    Any Honour Guard may replace his Boltgun with:

    Bolt Pistol Free

    Auxiliary Grenade Launcher 10pts

    Storm Shield 20pts

    Any Honour Guard/Chapter Champion may replace his

    Master-crafted Power Weapon with:Thunder Hammer 15pts

    Relic Blade 15pts

    All Honour Guard may be equipped with Meltabombs for

    5pts each.

    HQ

    *Chapter Banner:

    Any space marine unit within 12" of the banner bearer always re-

    rolls failed morale and pinning tests. In addition, all models in

    the same units as the Chapter Banner have +1 attack whilst the

    banner bearer is alive. While the banner bearer is still alive, the

    Honour Guard counts as scoring one extra wound in closecombat for the purposes of calculatingthe assault result.

    *Uphold the Master of the Chapter:

    If the Chapter Master (including Pedro Kantor

    and Marneus Calgar) is wounded whilst attached

    to the Honour Guard squad, then all members

    of the unit (excluding the Chapter Master) gain

    +1 attack, lasting for the duration of that game

    turn.

    This does not stack for each wound suffered.

    *Come at me Bro:

    At the first round/phase of an assault, the

    Chapter Champion must be placed as close to

    an enemy independent character as possible.

    Furthermore, a Chapter Champion must

    direct/allocate all his attacks to an Independent

    Character if possible and may re-roll any failed

    to-hit roll against this independent character.

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    17

    Captain 100pts

    WS BS S T W I A Ld Sv

    Space Marine Captain 6 5 4 4 3 5 3 10 3+/4+

    Unit Composition:

    1 Space Marine Captain

    Unit Type:

    Infantry

    Wargear:

    Bolt Pistol, Close Combat Weapon, Frag and

    Krak Grenades, Iron Halo, Power Armour.

    Special Rules:

    Independent Character, And They Shall Know NoFear, Combat Tactics, Chapter Captain*

    Options:

    The Captain may be equipped with one of the following:

    Jump Pack 20pts

    Space Marine Bike 30pts

    Terminator Armour 30pts

    If equipped with Terminator Armour, the Captain replaces his

    existing wargear with a Storm Bolter, Power Weapon, Iron

    Halo and Terminator Armour.

    If equipped with Terminator Armour, the Storm Bolter may

    be replaced by:

    Combi-Weapon 5pts

    Power Weapon 10pts

    Lightning Claw 15pts

    Storm Shield 15pts

    If equipped with Terminator Armour, the Power Weapon may

    be replaced by:

    Lightning Claw 5pts

    Power Fist 10pts

    Electromagnetic Blade 10pts

    Thunder Hammer 15pts

    Relic Blade 15pts

    The Captain may be equipped with one of the following:

    Armaplas Plating 10pts

    Hellfire Housing 15pts

    Chapter Relic 20pts

    Adamantine Cuirass 20pts

    Anti-ward 25pts

    Orbital Strike Beacon 30pts

    The Captain may be upgraded to a Company Master for

    20pts (see overleaf)

    The Captain may be accompanied by a Command Squad for

    150pts. See page 19.

    Options:

    The Captain may replace his Bolt Pistol/Close

    Combat Weapon with any of the following:

    Boltgun Free

    Storm Bolter 2pts

    Combi Weapon 5pts

    Infernus Pistol 5pts

    Flame Pistol 5pts

    Plasma Pistol 10pts

    Power Weapon 15pts

    Storm Shield 15pts

    Lightning Claw 15pts

    Power Fist 25pts

    Power Sabre 25pts

    Electromagnetic Blade 25pts

    Thunder Hammer 30pts

    Relic Blade 30pts

    The Captain may also be equipped with any

    of the following:

    Dragonfire Bolts 2pts

    Kraken Bolts 2pts

    Vengeance Rounds 2pts

    Hellfire Rounds 2pts

    Auspex 5pts

    Meltabombs 5pts

    Digital Weapons 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Locater Beacon 5pts

    Tower Shield 5pts

    Bionics 10pts

    Artificer Armour 20pts

    HQ

    *Chapter Captain:

    If the army includes a Captain, the Combat Tactics special rule

    may be REPLACED by a single Chapter Tactic (see page 4).

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    18

    A Captain or Chapter Master may be upgraded to a Company Master for 20pts, gaining one of the following titles and

    abilities.

    Company Master

    Chapters Regent:Sternguard, Vanguard and Stalker Veteran Squads, Terminator Storm Squads and Terminator Assault Squads of 10-men are

    scoring. Furthermore, Sternguard Veteran Squads and Terminator Storm Squads may be taken as a Heavy Support Choice.

    Master of the Rites:An army led by a Master of the Rites may select Space Marine Bike squads of at-least 5 men as troops. Furthermore, any

    Vanguard Veteran squad mounted on Space Marine Bikes gains the Hit and Run special rule.

    Master of the Assault:In an army led by a Master of the Assault, any Assault Squad of 10-men is scoring. Furthermore, Land Speeder Squadrons and

    Attack Bike Squads may be selected as Heavy Support Choices.

    Master of the Siege:

    In an army led by a Master of the Siege, any Devastator Squad of 10-men may also be selected as an Elites Choice, in whichcase they gain the Infiltrate special rule. Furthermore, Venerable Dreadnoughts that are not armed with a Dreadnought Close

    Combat Weapon gain the Tank Hunters special rule.

    Master of the Recruits:Scout Squads benefit from the Combat Tactics special rule (unless it has been replaced by a Chapter Tactic). Furthermore,

    Land Speeders equipped with a Typhoon Missile Launcher and Stalker Veteran Squads may be taken as a Heavy Support

    Choice.

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    19

    Command Squad 150pts

    WS BS S T W I A Ld Sv

    Veteran Space Marine 4 4 4 4 1 4 2 9 3+

    Company Champion 5 4 4 4 1 4 2 9 3+Space Marine Sergeant 4 4 4 4 1 4 2 9 3+

    Unit Composition:

    2 Veteran Space Marines, an Apothecary, a

    Company Champion and a Space Marine

    Sergeant

    Unit Type:

    Infantry

    Wargear:Boltgun, Bolt Pistol, Frag and Krak Grenades,

    Power Armour.

    One Space Marine Veteran is equipped with a

    Company Standard*.

    An Apothecary is a Space Marine Veteran also

    armed with a Narthecium*.

    The Company Champion is also armed with a

    Power Sword, Bolt Pistol and Combat Shield.

    Dedicated Transport:

    May select a Rhino, Razorback or Drop Pod (See pages 37-38)

    Special Rules:

    And They Shall Know No Fear, Combat Tactics

    A Command Squad may only be selected if

    purchased as a retinue by a Captain or Chapter

    Master, they occupy no slot on the Force

    Organisation Chart, but otherwise count as a HQ

    choice.

    Options:

    The Sergeant may replace his Boltgun/

    Bolt Pistol with any of the following:

    Close Combat Weapon Free

    Storm Bolter 2pts

    Combi Weapon 5pts

    Plasma Pistol 10pts

    Power Weapon 15pts

    Storm Shield 20ptsPower Fist 25pts

    Thunder Hammer 30pts

    The Sergeant may also be equipped with any of the

    following:

    Auspex 5pts

    Meltabombs 5pts

    Combat Shield 5pts

    Bionics 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    If the Character they are purchased for is mounted on a

    Space Marine Bike, the Command Squad must also be

    mounted on Space Marine Bikes, for 10pts per model.

    If the Character they are purchased for is equipped with a

    Jump pack, the Command Squad must also be equipped with

    Jump Packs, for 5pts per model.

    If the Character they are purchased for is equipped with

    Terminator Armour, the Command Squad may be upgraded

    to a Terminator Command Squad for 65pts (see overleaf)Options:

    Any model may replace his Boltgun/BoltPistol with:

    Close Combat Weapon Free

    Storm Bolter 2pts

    Combi-Weapon 5pts

    Flamer 5pts

    Meltagun 10pts

    Plasma Gun 10pts

    Plasma Pistol 10pts

    Power Weapon 10pts

    Storm Shield 20pts

    Power Fist 20pts

    HQ

    *Narthecium:

    A Narthecium grants the Feel No Pain special rule to the unit.

    *Company Standard:

    Any space marine unit within 12" of the banner bearer always re-

    rolls failed morale and pinning tests. In addition, while the

    banner bearer is still alive, the Command Squad counts as

    scoring one extra wound in close combat for the purposes of

    calculatingthe assault result.

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    20

    Terminator Command Squad 215pts

    WS BS S T W I A Ld Sv

    Space Marine Terminator 4 4 4 4 1 4 2 9 2+/5+

    Company Champion 5 4 4 4 1 4 2 9 2+/5+Space Marine Terminator Sergeant 4 4 4 4 1 4 2 9 2+/5+

    Unit Composition:

    1 Space Marines Terminator, an Apothecary, a

    Company Champion and a Space Marine

    Terminator Sergeant

    Unit Type:

    Infantry

    Wargear:Storm Bolter, Power Fist, Special Issue

    Ammunition, Terminator Armour.

    The Terminator Sergeant is equipped with a

    Storm Bolter, Power Sword, Special Issue

    Ammunition and Terminator Armour.

    One Space Marine Terminator is also equipped

    with a Company Standard*.

    An Apothecary is a Space Marine Terminator

    also armed with a Narthecium*.

    The Company Champion is also armed with a

    Power Sword and Storm Shield.

    Dedicated Transport:

    A Terminator Command Squad may be select a

    Drop Pod, Land Raider Phobos, Land Raider

    Crusader or Land Raider Redeemer as a

    Dedicated Transport

    (See page 38, and pages 51-52)

    Special Rules:

    And They Shall Know No Fear, Combat Tactics,

    Relentless, Deep Strike

    A Command Squad may only be selected if

    purchased as a retinue by a Captain or Chapter

    Master, they occupy no slot on the Force

    Organisation Chart, but otherwise count as a HQ

    choice.

    Options:

    Any model may replace his current weapons with:

    2 Lightning Claws

    Thunder Hammer and Storm Shield.

    Two in models may:.

    Replace Storm Bolter with a Heavy Flamer 5pts

    Replace Storm Bolter with Assault Cannon 25pts

    Equip a Cyclone Missile Launcher 30pts

    The Sergeant may also be equipped with any of the

    following:

    Auspex 5pts

    Bionics 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    HQ

    *Narthecium:

    A Narthecium grants the Feel No Pain special rule to the unit.

    *Company Standard:

    Any space marine unit within 12" of the banner bearer always re-

    rolls failed morale and pinning tests. In addition, while the

    banner bearer is still alive, the Command Squad counts as

    scoring one extra wound in close combat for the purposes of

    calculatingthe assault result.

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    21

    Chaplain 100pts

    WS BS S T W I A Ld Sv

    Reclusiarch 5 4 4 4 2 4 2 10 3+/4+

    Master of Sanctity 5 5 4 4 3 5 3 10 3+/4+

    Unit Composition:

    1 Reclusiarch

    Unit Type:

    Infantry

    Wargear:

    Bolt Pistol, Power Weapon, Frag and Krak

    Grenades, Rosarius, Power Armour.

    Special Rules:

    Independent Character, And They Shall Know No

    Fear, Combat Tactics, Liturgies of Hate*, Uphold

    the Honour of the Chapter*

    Options:

    The Chaplain may replace his Bolt Pistol with:

    Storm Bolter 2pts

    Combi-Weapon 5pts

    Plasma Pistol 10pts

    Storm Shield 15pts

    Power Fist 15pts

    The Chaplain may be equipped with any of the following:

    Meltabombs 5pts

    Artificer Armour 20pts

    Jump Pack 20pts

    Space Marine Bike 30pts

    The Chaplain may replace his Bolt Pistol, Frag and Krak

    Grenades, and Power Armour with Terminator Armour and a

    Storm Bolter for 20pts.

    If equipped with Terminator Armour, the Storm Bolter may

    be replaced with:

    Combi-Weapon 5pts

    Power Fist 15pts

    Storm Shield 15pts

    Options:

    A single Reclusiarch may be upgraded to a

    Master of Sanctity for 40pts.

    The Chaplain may also be equipped with any

    of the following:

    Auspex 5pts

    Meltabombs 5pts

    Combat Shield 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Bionics 10pts

    HQ

    *Liturgies of Hate:

    During the owning players turn, the Chaplain and any unit he

    leads may re-roll all failed to-hit rolls.

    *Uphold the Honour of the Chapter:

    All units in the same army within 12 of the Chaplain may use his

    Leadership for any Leadership test; this does not include Psychic

    Tests. If the Chaplain has been upgraded to a Master of Sanctity,

    this instead affects all units in the same army within Line of Sight

    to the Chaplain (or a vehicle he is mounted in), as well as all

    within 12.

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    22

    Librarian 100pts

    WS BS S T W I A Ld Sv

    Codicier 5 4 4 4 2 4 2 10 3+

    Epistolary 5 4 4 4 2 5 2 10 3+

    Chief Librarian 5 5 4 4 3 5 2 10 3+

    Unit Composition:

    1 Codicier

    Unit Type:

    Infantry

    Wargear:

    Bolt Pistol, Force Weapon, Frag and Krak

    Grenades, Psychic Hood, Power Armour.

    Special Rules:

    Independent Character, And They Shall Know No

    Fear, Combat Tactics, Psyker.

    Options:

    The Librarian may replace his Bolt Pistol with:

    Storm Bolter 2pts

    Combi-Weapon 5pts

    Plasma Pistol 10pts

    Storm Shield 20pts

    The Librarian may be equipped with any of the following:

    Meltabombs 5ptsArtificer Armour 20pts

    Jump Pack 20pts

    Space Marine Bike 30pts

    The Librarian may replace his Bolt Pistol, Frag and Krak

    Grenades, and Power Armour with Terminator Armour and a

    Storm Bolter for 30pts.

    If equipped with Terminator Armour, the Storm Bolter may

    be replaced with:

    Combi-Weapon 5pts

    Storm Shield 20pts

    The Librarian may also be equipped with any of the

    following:

    Auspex 5pts

    Meltabombs 5pts

    Combat Shield 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Bionics 10pts

    Options:

    A Codicier may be upgraded to a Epistolary

    for 40pts.

    A single Codicier in the army may be

    upgraded to a Chief Librarian for 65pts,

    gaining the Psychic Manipulation* special

    rule.

    MUST be equipped with two of the following

    Psychic Powers:

    Avenger

    Force Dome

    Gate of Infinity

    Wrath of the Emperor

    Machine Curse

    Might of the Ancients

    Null Zone

    Quickening

    Smite

    Vortex of Doom

    The Librarian may select any number of

    additional Psychic powers from the list above

    for 15pts each.

    HQ

    *Psychic Manipulation:

    If the Chief Librarian is still alive, a single reserve-roll for any

    friendly unit may be re-rolled each turn.

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    23A Codicier may cast a single psychic power per-turn. An Epistolary and Chief Librarian may cast up to two Psychic

    Powers per-turn, whereas Chief Librarian Tigurius may cast up to three Psychic Powers per-turn.

    Psychic Powers

    Avenger:Avenger is a Psychic Shooting Attack with the following profile:

    Range: Template Strength: * AP: 3 Assault 1.*The Strength value of Avenger is D6 + the Librariansremaining number of wounds.

    Force Dome:Cast at the beginning of the movement phase, and lasting until the owning players subsequent turn, all ranged attacks

    against a friendly model within 6 of the Librarian count as AP-. This does not affect psychic powers.

    Gate of Infinity:Cast in the owning players movement phase, Gate of Infinity allows the Librarian and any unit he leads to Deep Strike

    anywhere on the board, if they Deep Strike somewhere on the board within direct line of sight of their original position then

    they scatter D6 inches, rather than the usual 2D6. The unit may not use locator beacons with Gate of Infinity.

    If a 1 or double-1 is rolled on the scatter dice, then a single model in the unit takes an automatic wound, with no saves

    allowed.

    Machine Curse:Machine Curse is a psychic shooting attack requiring to-hit as usual with a 12 range. Any hit vehicle suffers an automatic

    glancing hit. If the psychic test was passed on a double, this instead inflicts an automatic penetrating hit. These hits count as

    AP1 and automatically inflict a Crew Shaken result, on top of any other damage result from the glancing/penetrating hit.

    This has no effect on non-vehicle units.

    Might of the Ancients:Cast in the owning players assault phase and lasting for the duration of that turn, Might of the Ancients doubles the

    Librarians strength.

    Null Zone:Any successful enemy invulnerable save passed within 18 must be re-rolled.

    Smite:Smite is a Psychic Shooting Attack with the following profile:

    Range: 24 Strength: 4 AP: 6 Assault 7.

    Vortex of Doom:Vortex of Doom is a Psychic Shooting Attack with the following profile:

    Range: 12 Strength: * AP: 1 Assault 1, Large blast.

    Any model under the blast template suffers a wound on a D6 roll of 2+, suffering Instant Death on a roll of 6 with no saves

    allowed. Vehicles suffer a penetrating hit on a 4+, counting as AP1 on a roll of 6.

    If the Librarian suffers a perils of the warp attack, centre the blast template over the librarian; this will not scatter.

    Wrath of the Emperor:Wrath of the Emperor may be cast in the assault phase. When cast, place a large blast marker centred on the Librarian. All

    enemy models under the blast marker take a single Strength 3, AP2 hit and are at -1 initiative for the duration of the assault

    phase (to a minimum of 1).

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    Master of the Forge 100pts

    WS BS S T W I A Ld Sv

    Master of the Forge 5 5 4 4 2 4 2 10 2+

    Servitor 3 3 3 3 1 3 1 8 4+

    Unit Composition:

    1 Master of the Forge

    Unit Type:

    Infantry

    Wargear:

    Boltgun, Servo-Harness, Servo Arm, Frag and

    Krak Grenades, Artificer Armour.

    Special Rules:

    Independent Character, And They Shall Know No

    Fear, Combat Tactics, Blessing of the Omnissiah,

    Bolster Defences, Lord of the Armoury*

    Unless accompanied by Servitors, a Master of

    the Forge is an independent character.

    Options:

    May include up to 5 Servitors as a retinue for

    10pts per model.

    Servitors are equipped with a Servo-Arm and have the

    Mindlock special rule.

    Any servitor may replace their Servo-arm with:

    Heavy Bolter Free

    Multi-Melta 5pts

    Plasma Cannon 10pts

    The Master of the Forge may replace his Boltgun with:

    Bolt Pistol - Free

    Storm Bolter 2pts

    Combi-Weapon 5pts

    Plasma Pistol 10pts

    Auxiliary Grenade Launcher 10pts

    The Master of the Forge may be equipped with one of the

    following:

    Power Weapon 15ptsPower Fist 20pts

    Thunder Hammer 25pts

    The Master of the Forge may replace his Servo-Harness with:

    Conversion Beamer 20pts

    The Master of the Forge may also be equipped with any of

    the following:

    Auspex 5pts

    Meltabombs 5pts

    Digital Weapons 5pts (per-weapon)

    Locater Beacon 5ptsMaster-Craft Weapons 5pts (per-weapon, a Servo-Harness,

    Conversion Beamer or Servo-Arm cannot be Master-Crafted)

    Signum 10pts

    Bionics 10pts

    Space Marine Bike 30pts

    HQ

    *Lord of the Armoury:

    Dreadnoughts and Ironclad Dreadnoughts - that

    have not been upgraded to Venerable status -may be selected as Heavy Support, as well as

    Elites choices.

    See the Techmarine entry on page 31 for the

    Bolster Defences, Mindlock and Blessing of the

    Omnissiah rules. Obviously a Master of the

    Forge counts as a Techmarine for the purposes

    of these rules.

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    25

    Terminator Storm Squad 200pts

    WS BS S T W I A Ld Sv

    Space Marine Terminator 4 4 4 4 1 4 2 9 2+/5+

    Space Marine Terminator Sergeant 4 4 4 4 1 4 2 9 2+/5+

    Unit Composition:

    4 Space Marine Terminators and a Space Marine

    Terminator Sergeant

    Unit Type:

    Infantry

    Wargear:

    Storm Bolter, Power Fist, Special Issue

    Ammunition, Terminator Armour.

    The Terminator Sergeant is equipped with a

    Storm Bolter, Power Sword, Special Issue

    Ammunition and Terminator Armour.

    Dedicated Transport:

    May select a Drop Pod, or a single Terminator

    Storm Squad or Assault Squad in the army may

    be select a Land Raider Phobos, Land Raider

    Crusader or Land Raider Redeemer as a

    Dedicated Transport.

    (See page 38, and pages 51-52)

    Special Rules:

    And They Shall Know No Fear, Combat Squads,

    Combat Tactics, Deep Strike, Relentless

    Options:

    May include up to 5 additional Space Marine Terminators:

    40pts per model.

    One in 5 models may:.

    Replace Storm Bolter with a Heavy Flamer 5pts

    Replace Storm Bolter with Assault Cannon 25pts

    Equip a Cyclone Missile Launcher 30pts

    The Sergeant may also be equipped with any of thefollowing:

    Auspex 5pts

    Bionics 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Elites

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    26

    Terminator Assault Squad 200pts

    WS BS S T W I A Ld Sv

    Space Marine Terminator 4 4 4 4 1 4 2 9 2+/5+

    Space Marine Terminator Sergeant 4 4 4 4 1 4 2 9 2+/5+

    Unit Composition:

    4 Space Marine Terminators and a Space Marine

    Terminator Sergeant

    Unit Type:

    Infantry

    Wargear:

    2 Lightning Claws, Terminator Armour.

    Dedicated Transport:

    May select a Drop Pod, or a single Terminator

    Storm Squad or Assault Squad in the army may

    be select a Land Raider Phobos, Land Raider

    Crusader or Land Raider Redeemer as a

    Dedicated Transport.

    (See page 38, and pages 51-52)

    Special Rules:

    And They Shall Know No Fear, Combat Squads,

    Combat Tactics, Deep Strike, Relentless

    Options:

    May include up to 5 additional Space Marine Terminators:

    40pts per model.

    Any model may replace both Lightning Claws for a Thunder

    Hammer and Storm Shield.

    The Sergeant may also be equipped with any of the

    following:

    Auspex 5ptsBionics 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Elites

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    27

    Dreadnought 105pts

    WS BS S FA SA RA I A

    Dreadnought 4 4 6 12 12 10 4 2

    Venerable Dreadnought 5 5 6 12 12 10 4 2

    Unit Composition:

    1 Dreadnought

    Unit Type:

    Vehicle (Walker)

    Wargear:

    Assault Cannon, Dreadnought Close Combat

    Weapon (with built in Storm Bolter), Smoke

    Launchers, Searchlight

    Dedicated Transport:

    May select a Drop Pod

    (See page 38)

    Options:

    May replace the Assault Cannon with:

    Multimelta Free

    Twin-linked Heavy Flamer Free

    Dreadnought Close Combat Weapon (with built in Storm

    Bolter) Free

    Twin-linked Heavy Bolter Free

    Plasma Cannon 10pts

    Twin-linked Autocannon 10pts

    Twin-linked Lascannon 20ptsConversion Beamer 20pts (Venerable Dreadnought only)

    May replace the Dreadnought Close Combat Weapon with:

    Twin-linked Autocannon 10pts

    Firestorm Missile Launcher 20pts

    Any Storm Bolter may be replaced by a Heavy Flamer for

    10pts.

    Options:

    A Dreadnought may be upgraded to a

    Venerable Dreadnought for 50pts, gaining

    the Venerable* Special Rule and the above

    profile.

    May select the following vehicle upgrade:

    Extra Armour 10pts

    Elites

    *Venerable:

    If a Venerable Dreadnought suffers a glancing or

    penetrating hit the owning player can choose

    for the roll on the damage chart to be re-rolled.

    The second result must be accepted, even if it is

    worse.

    Furthermore, all Space Marine units within 6 of

    the Venerable Dreadnought are Fearless. If the

    Dreadnought is destroyed whilst within 6, thenthe unit remains Fearless for the rest of the

    game.

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    28

    Ironclad Dreadnought 120pts

    WS BS S FA SA RA I A

    Ironclad Dreadnought 4 4 6 13 13 10 4 2(3)

    Venerable Ironclad Dreadnought 5 5 6 13 13 10 4 2(3)

    Unit Composition:

    1 Dreadnought

    Unit Type:

    Vehicle (Walker)

    Wargear:

    Two Dreadnought Close Combat Weapons (with

    built in Storm Bolter), Smoke Launchers,

    Searchlight

    Dedicated Transport:

    May select a Drop Pod

    (See page 38)

    Special Rules:

    Move Through Cover

    Options:

    May replace any Dreadnought Close Combat Weapon(s) with:

    Hurricane Bolter Free

    Seismic Hammer* (with built in Storm Bolter) 10pts

    Siege Drill* (with built in Storm Bolter) 10pts

    Chain Fist* (with built in Storm Bolter) 15pts

    Any Storm Bolter may be replaced with:

    Heavy Flamer 10pts

    Meltagun 10pts

    An Ironclad Dreadnought may be equipped with up to two

    Hunter-killer Missiles for 10pts each

    Options:

    A Dreadnought may be upgraded to a

    Venerable* Ironclad Dreadnought for 50pts,

    gaining the Venerable Special Rule and theabove profile.

    May select the following vehicle upgrades:

    Extra Armour 10pts

    Frag Assault Launcher 10pts

    Elites

    *Venerable:

    If a Venerable Ironclad Dreadnought suffers a

    glancing or penetrating hit the owning player

    can choose for the roll on the damage chart to

    be re-rolled. The second result must beaccepted, even if it is worse.

    Furthermore, all Space Marine units within 6 of

    the Venerable Ironclad Dreadnought are

    Fearless. If the Ironclad Dreadnought is

    destroyed whilst within 6, then the unit remains

    Fearless for the rest of the ame.

    *Seismic Hammer:

    A Seismic Hammer counts as a Dreadnought Close Combat

    Weapon, where any model in base contact with the

    Dreadnought in subsequent turns of close combat (i.e. combats

    that last for more than one assault phase) fights at initiative 1; as

    if struck by a Thunder Hammer. Furthermore, any vehicle struck

    by a Seismic Hammer counts as stunned.

    *Bunker Drill:

    A Bunker Drill is a Dreadnought Close Combat Weapon that

    grants an additional D6 (totalling 2D6) to its armour penetration

    value.

    *Ironclad Chainfist:

    Any attacks made by an Ironclad Chainfist benefit from the

    Rending special rule. Furthermore, when attacking with an

    Ironclad Chainfist the Ironclad Dreadnought gains D3+1

    additional attacks for that assault phase (roll each assault phase),

    with any successful to-hit roll generating an additional,

    automatic, Strength 4 hit (which is rending). These additionalstrength 4 hits cannot themselves generate further attacks.

    *Hurricane Bolters:A Hurricane Bolter consists of three twin-linked Bolters, fired as

    a single weapon.

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    Sternguard Veteran Squad 125pts

    WS BS S T W I A Ld Sv

    Veteran Space Marine 4 4 4 4 1 4 2 9 3+

    Space Marine Sergeant 4 4 4 4 1 4 2 9 3+

    Unit Composition:

    4 Veteran Space Marines and a Space Marine

    Sergeant

    Unit Type:

    Infantry

    Wargear:

    Boltgun, Bolt Pistol, Frag and Krak Grenades,

    Special Issue Ammunition, Power Armour.

    Dedicated Transport:

    May select a Rhino, Razorback or Drop Pod

    (See pages 37-38)

    Special Rules:

    And They Shall Know No Fear, Combat Squads,

    Combat Tactics

    Options:

    Any model may replace his Boltgun/Bolt Pistol with:

    Storm Bolter 2pts

    Combi-Weapon 5pts

    Plasma Pistol 10pts

    Up to 2 models may replace his Boltgun/Bolt Pistol with:

    Flamer Free

    Meltagun 5pts

    Heavy Bolter 5ptsPlasma Gun 5pts

    Heavy Flamer 10pts

    Missile Launcher 10pts

    Multi-melta 10pts

    Plasma Cannon 15pts

    Lascannon 20pts

    Any model may be equipped with:

    Meltabombs 5pts (each)

    Tower Shield 5pts (each)Options:

    May include up to 5 additional Space Marine

    Veterans:

    25pts per model.

    The Sergeant may replace his Boltgun/

    Bolt Pistol with any of the following:

    Close Combat Weapon Free

    Storm Bolter 2pts

    Combi Weapon 5pts

    Plasma Pistol 10pts

    Power Weapon 15pts

    Storm Shield 20pts

    Power Fist 25pts

    Thunder Hammer 30pts

    The Sergeant may also be equipped with any

    of the following:

    Auspex 5pts

    Meltabombs 5pts

    Combat Shield 5pts

    Bionics 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Elites

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    Stalker Veteran Squad 120pts

    WS BS S T W I A Ld Sv

    Veteran Space Marine 4 4 4 4 1 4 2 9 4+

    Space Marine Sergeant 4 4 4 4 1 4 2 9 4+

    Unit Composition:

    4 Veteran Space Marines and a Space Marine

    Sergeant

    Unit Type:

    Infantry

    Wargear:

    Stalker-Pattern Boltgun, Bolt Pistol, Close

    Combat Weapon, Frag and Krak Grenades, Scout

    Armour.

    Dedicated Transport:

    May select a Land Speeder Storm

    (See page 39)

    Special Rules:

    And They Shall Know No Fear, Combat Squads,

    Combat Tactics, Infiltrate, Stealth, Move Through

    Cover, The Killing Blow*

    Options:

    Any model may replace his Scout Armour with:

    Power Armour 3pts

    Any model may replace his Stalker-Pattern Boltgun with a

    Sniper Rifle for free.

    A single model may be equipped with:

    Targeting Laser 15pts

    All models may be equipped with:

    Meltabombs 5pts (each)

    Options:

    May include up to 5 additional Space Marine

    Veterans:

    24pts per model.

    The Sergeant may replace his Boltgun/

    Bolt Pistol with any of the following:

    Storm Bolter 2pts

    Combi Weapon 5pts

    Meltabombs 5pts

    Plasma Pistol 10pts

    Power Weapon 15pts

    Storm Shield 20ptsPower Fist 25pts

    Thunder Hammer 30pts

    The Sergeant may also be equipped with any

    of the following:

    Auspex 5pts

    Meltabombs 5pts

    Combat Shield 5pts

    Bionics 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Elites

    *The Killing Blow:

    The Stalker Veteran Squad fights at +1 initiative on any turn

    when they initiate a charge from a piece of area terrain.

    Furthermore, they may re-roll any unsuccessful to-wound rolls

    against independent characters, single-model units or

    monstrous creatures selected from the HQ slot.

    *Targeting Laser:Instead of firing another weapon, a model may fire a targeting

    laser, providing the model has line of sight and has remained

    stationary. The targeting laser automatically hits, but does no

    damage, instead providing the following effect:

    Any Firestorm Missile Launcher or Hunter-killer Missile does not

    require line of sight to target the enemy unit.

    Any Whirlwind Missile Launcher, Firestorm Missile Launcher,

    Thunderfire Cannon, Orbital Strike Beacon or Hunter-killer

    Missile counts as twin-linked if targeting the enemy unit.

    Firestorm Missile Launchers and Hunter-killer missiles cannot

    count as both twin-linked and not require line of sight; only one

    effect may be applied to each individual ranged attack.

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    Techmarine 40pts

    WS BS S T W I A Ld Sv

    Techmarine 4 4 4 4 1 4 2 8 2+

    Servitor 3 3 3 3 1 3 1 8 4+

    Unit Composition:

    1 Techmarine

    Unit Type:

    Infantry

    Wargear:

    Boltgun, Servo Arm, Frag and Krak Grenades,

    Artificer Armour.

    Special Rules:

    And They Shall Know No Fear, Combat Squads,

    Combat Tactics, Independent Character, Blessing

    of the Omnissiah*, Bolster Defences*, Frater

    Astrotechnicus*

    Unless accompanied by Servitors, a Techmarine

    is an independent character.

    Options:

    The Techmarine may be equipped with anyof the following:

    Meltabombs 5pts

    Signum 5pts

    Thunder Hammer 20pts

    Servo-Harness 20pts

    The Techmarine may replace his Boltgun

    with:

    Bolt Pistol Free

    Combi Weapon 5pts

    Conversion Beamer 30pts

    May include up to 5 Servitors as a retinue:

    10pts per model.

    Servitors are equipped with a Servo-Arm and

    have the Mindlock* special rule.

    Any servitor may replace their Servo-arm

    with:

    Heavy Bolter Free

    Multi-Melta 5pts

    Plasma Cannon 10pts

    Elites

    *Blessing of the Omnissiah:

    If a Techmarine is in base contact with a damaged vehicle in the

    Shooting Phase, he can attempt to repair any Immobilised or

    Weapon Destroyed result instead of firing a weapon. Roll a D6,

    adding +1 if equipped with a Servo-harness and for each

    Servitor equipped with a Servo-arm in his unit.

    If the result is 5 or more then either a weapon destroyed or

    immobilised result (of the owning players choice) will be

    repaired/removed. If a weapon destroyed result is repaired, that

    weapon may be fired in the subsequent shooting phase.

    A Techmarine cannot repair a vehicle if he is pinned, has gone to

    ground or is falling back. Furthermore, he counts as in base-

    contact if embarked in a vehicle and can therefore attempt to

    repair a vehicle he is embarked in.

    *Bolster Defences:

    For each unit with the Bolster Defences special rule, a single

    defence feature can be bolstered, selected during deployment.

    Nominate one ruin, barricade, wall, building, trench, gun pit,

    emplacement or sandbags terrain feature in your deployment

    area; this terrain/defence features cover save is increased by 1

    for the duration of the game.

    A defence/terrain feature can be bolstered multiple times to a

    maximum of a 3+ cover save. For example, a normal ruin when

    bolstered would provide a 3+ cover save, rather than the usual

    4+.

    *Frater Astrotechnicus:

    The first/a single selected Techmarine in the army does not

    occupy a force organisational slot, but otherwise counts as an

    Elites choice for all intents and purposes. Therefore, up to 4

    Techmarines can be included within a standard Force

    Organisation Chart.

    *Mindlock:At the start of the owning players turn, each Servitor unit in the

    army must test for Mindlock. Roll a D6, if the result is a 4+ then

    the Servitors may function normally for the rest of the turn. If

    the result is a 1, 2 or 3 then the unit may not move shoot or

    assault that turn, although they will fight normally in close

    combat if already engaged.

    This rule has no effect providing a Techmarine or Master of the

    Forge is still in the unit.

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    Deathwatch Kill Team 180pts

    WS BS S T W I A Ld Sv

    Deathwatch Veteran 4 4 4 4 1 4 2 9 3+

    Deathwatch Brother-Captain 6 5 4 4 3 5 3 10 3+/4+

    Unit Composition:

    4 Deathwatch Veterans and a Deathwatch

    Brother Captain

    Unit Type:

    Infantry

    Wargear:

    Boltgun, Bolt Pistol, Close Combat Weapon, Frag

    and Krak Grenades, Power Armour.

    The Brother Captain also comes equipped with

    an Iron Halo

    Dedicated Transport:

    May select a Rhino, Razorback or Drop Pod

    (See pages 37-38)

    Special Rules:

    And They Shall Know No Fear, Combat Squads,

    Combat Tactics, Deep Strike, Suffer Not the

    Alien to Live*

    Options:

    May include up to 5 additional Deathwatch Veterans:

    21pts per model.

    Up to two models may replace his Boltgun/Close Combat

    Weapon with:

    Flamer Free

    Storm Bolter 2pts

    Combi Weapon 5pts

    Meltagun 5ptsHeavy Bolter 5pts

    Heavy Flamer 10pts

    Missile Launcher 10pts

    Plasma Gun 10pts

    Plasma Pistol 10pts

    Power Weapon 10pts

    Multi-melta 15pts

    Plasma Cannon 15pts

    Lascannon 20pts

    Power Fist 20pts

    Twin Lightning Claws 20pts

    All models may be equipped with any of the following(each):

    Dragonfire Bolts 2pts

    Kraken Bolts 2pts

    Vengeance Rounds 2pts

    Hellfire Rounds 2pts

    M.40 Targeter 2pts

    Suspensor Unit 2pts

    Options: The Deathwatch Brother-Captain may

    replace his Boltgun/ Close Combat Weapon

    with any of the following:

    Storm Bolter 2pts

    Combi Weapon 5pts

    Infernus Pistol 5pts

    Flame Pistol 5pts

    Plasma Pistol 10pts

    Power Weapon 15pts

    Storm Shield 15pts

    Lightning Claw 15pts

    Power Fist 25ptsElectromagnetic Blade 25pts

    Thunder Hammer 30pts

    Relic Blade 30pts

    The Deathwatch Brother-Captain may also be

    equipped with any of the following:

    Auspex 5pts

    Meltabombs 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Bionics 10pts

    Elites

    *Suffer not the Alien to Live:

    A Deathwatch Kill-team may re-roll any to-wound roll of 1 and

    gains the preferred enemy special rule, against any unit selected

    from the following Codices:

    Dark Eldar, Eldar, Necrons, Orks, Tau, Tyranids.

    *M.40 Targeter:

    Any model equipped with a M.40 Targeter may re-roll any to-hit

    roll of 1 from any of the following ranged weapons: Boltgun,

    Bolt Pistol or Storm Bolter (including the Boltgun in Combi-

    weapons).

    *Suspensor Unit:

    Any Heavy Bolter and Boltgun is changed to an Assault 3 and

    Assault 2 weapon profile respectively. Both with an 18 range.

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    Legion of the Damned Squad 145pts

    WS BS S T W I A Ld Sv

    Damned Legionnaire 4 4 4 4 1 4 2 10 3+

    Damned Sergeant 4 4 4 4 1 4 3 10 3+

    Unit Composition:

    4 Damned Legionnaires and a Damned Sergeant

    Unit Type:

    Infantry

    Wargear:

    Boltgun, Bolt Pistol, Frag and Krak Grenades,

    Power Armour.

    Special Rules:

    Fearless, Combat Tactics, Slow and Purposeful,

    Unyielding Spectres*, Hawks of Fire*, Aid

    Unlooked For*

    Options:

    A single model may replace his Boltgun/Bolt Pistol with:

    Flamer Free

    Meltagun 5pts

    Plasma Gun 10pts

    A single model may also replace his Boltgun/Bolt Pistol with:

    Heavy Bolter 5pts

    Heavy Flamer 5pts

    Missile Launcher 10ptsMulti-melta 15pts

    Plasma Cannon 15pts

    Lascannon 20pts

    Options:

    May include up to 5 additional Damned

    Legionnaires:

    27pts per model.

    The Sergeant may replace his Boltgun/

    Bolt Pistol with any of the following:Close Combat Weapon Free

    Storm Bolter 2pts

    Combi Weapon 5pts

    Plasma Pistol 10pts

    Power Weapon 15pts

    Storm Shield 20pts

    Power Fist 25pts

    Thunder Hammer 30pts

    The Sergeant may also be equipped with any

    of the following:

    Meltabombs 5ptsCombat Shield 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Elites

    *Unyielding Spectres:All Damned Legionnaires and Damned Sergeants have the Feel

    No Pain special rule. However, this cannot be negated by any

    means, including attacks that would normally negate Feel No

    Pain.

    *Hawks of Fire:

    A Legion of the Damned squad must always arrive via Deep

    Strike, even in missions that would normally not allow Deep

    Strike to be used, and Scatter only a single D6.

    Furthermore, independent characters may not join a Legion of

    the Damned Squad, and they never count as scoring for the

    purpose of objective games.

    *Aid Unlooked For:

    A Legion of the Damned Squad always arrives from reserves (via

    Deep Strike) on a 5+.

    Furthermore, they receive a +1 modifier to this reserves roll for

    every (friendly) non-vehicle Space Marine unit destroyed in the

    previous turn. This may not be modified by any other means.

    A Legion of the Damned squad may also not be affected by any

    Chapter Tactic and always benefit from the Combat Tactics

    special rule. Therefore, if the Chapter Tactic Punish the Weak is

    selected, a Legion of the Damned squad may not receive Bionics

    or count as inflicting an additional wound, for example.

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    Tactical Squad 90pts

    WS BS S T W I A Ld Sv

    Space Marine 4 4 4 4 1 4 1 8 3+

    Space Marine Sergeant 4 4 4 4 1 4 2 9 3+

    Unit Composition:

    4 Space Marines and a Space Marine Sergeant

    Unit Type:

    Infantry

    Wargear:

    Boltgun, Bolt Pistol, Frag and Krak Grenades,

    Power Armour.

    Dedicated Transport:

    May select a Rhino, Razorback or Drop Pod

    (See pages 37-38)

    Special Rules:

    And They Shall Know No Fear, Combat Squads,

    Combat Tactics

    Options:

    One model may replace his Boltgun with:

    Flamer 5pts

    Meltagun 10pts

    Plasma Gun 10pts

    If the unit numbers 10-men, then the above may instead be

    taken for 5pts less than its listed cost.

    If the squad numbers 10-men, then an addition model mayreplace his Boltgun with:

    Heavy Bolter Free

    Missile Launcher 5pts

    Multi-melta 5pts

    Heavy Flamer 10pts

    Plasma Cannon 10pts

    Lascannon 15pts

    Options:

    May include up to 5 additional Space

    Marines:

    16pts per model.

    The Sergeant may replace his Boltgun/

    Bolt Pistol with any of the following:

    Close Combat Weapon Free

    Storm Bolter 2pts

    Combi Weapon 5pts

    Plasma Pistol 10pts

    Power Weapon 15pts

    Storm Shield 20pts

    Power Fist 25pts

    Thunder Hammer 30pts

    The Sergeant may also be equipped with any

    of the following:

    Auspex 5pts

    Meltabombs 5pts

    Combat Shield 5pts

    Bionics 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Troops

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    Scout Squad 90pts

    WS BS S T W I A Ld Sv

    Space Marine Scout 4 4 4 4 1 4 1 8 4+

    Space Marine Scout Sergeant 4 4 4 4 1 4 2 9 4+

    Unit Composition:

    4 Space Marine Scouts and a Space Marine

    Scout Sergeant

    Unit Type:

    Infantry

    Wargear:

    Boltgun, Bolt Pistol, Frag and Krak Grenades,

    Scout Armour.

    Dedicated Transport:

    May select a Land Speeder Storm

    (See page 39)

    Special Rules:

    And They Shall Know No Fear, Combat Squads,

    Infiltrate, Move Through Cover, Stealth, Scouts

    Options:

    May include up to 5 additional Space Marine Scouts:

    16pts per model.

    Any model may replace his Boltgun with a Close Combat

    Weapon or Shotgun for no additional cost.

    Any model may replace his Boltgun with a Sniper Rifle for

    3pts each.

    All models may be equipped with Meltabombs for 5pts each.

    A single model may be equipped with:

    Targeting Laser 15pts

    A single model may replace his Boltgun with:

    Heavy Bolter with Hellfire Rounds 10pts

    Missile Launcher 10pts

    If the squad numbers 10-men then a second model may

    replace his Boltgun with a Heavy Bolter or Missile Launcher,

    as described - and for the points listed - above.

    Options:

    The Sergeant may replace his Boltgun/

    Bolt Pistol with any of the following:

    Close Combat Weapon Free

    Storm Bolter 2pts

    Combi Weapon 5pts

    Plasma Pistol 10pts

    Power Weapon 15pts

    Storm Shield 20pts

    Power Fist 25pts

    Thunder Hammer 30pts

    The Sergeant may also be equipped with any

    of the following:

    Auspex 5pts

    Meltabombs 5pts

    Combat Shield 5pts

    Bionics 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    One Scout Squad Sergeant per-army may be

    upgraded to Sergeant Telion for65pts

    (See overleaf)

    Troops

    *Targeting Laser:

    Instead of firing another weapon, a model may fire a targeting

    laser, providing the model has line of sight and has remained

    stationary. The targeting laser automatically hits, but does no

    damage, instead providing the following effect:

    Any Firestorm Missile Launcher or Hunter-killer Missile does not

    require line of sight to target the enemy unit.

    Any Whirlwind Missile Launcher, Firestorm Missile Launcher,

    Thunderfire Cannon, Orbital Strike Beacon or Hunter-killer

    Missile counts as twin-linked if targeting the enemy unit.

    Firestorm Missile Launchers and Hunter-killer missiles cannot

    count as both twin-linked and not require line of sight; only one

    effect may be applied to each individual ranged attack.

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    Scout Sergeant Telion +65pts

    WS BS S T W I A Ld Sv

    Sergeant Telion 5 6 4 4 1 4 2 10 4+

    Unit Composition:

    1 (Unique) (and unit)

    Unit Type:

    Infantry

    Wargear:

    Stalker-Pattern Boltgun, Bolt Pistol, Frag and

    Krak Grenades, Meltabombs, Scout Armour.

    Special Rules:

    And They Shall Know No Fear, Combat Squads,Combat Tactics, Infiltrate, Move Through Cover,

    Stealth, Acute Senses, Eye of Vengeance*, Voice

    of Experience*, Master Tracker*

    Troops

    Options:

    May replace his Stalker-Pattern Boltgun with a Sniper Rifle

    for no additional cost.

    *Eye of Vengeance:

    All wounds caused by Sergeant Telions ranged attacks may be

    allocated - by his owning player - to models with a specific stat

    line/ a single wound group within that enemy unit.

    For example, if Sergeant Telion targets a Chaos Space Marine

    squad led by an Aspiring Champion and joined by a Chaos Lord,

    he may allocate all wounds to either the Chaos Space marines,

    Aspiring Champion or Chaos Lord.

    *Voice of Experience:

    Instead of firing his own weapon, Sergeant Telion may allow a

    single other model in the squad to fire using his Ballistic Skill (of

    6).

    Alternatively, instead of firing his own weapon, Sergeant Telion

    may allow the unit to gain the Relentless special rule for that

    turn.

    *Master Tracker:

    A Scout Squad that includes Sergeant Telion may re-roll any

    reserves roll.

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    Rhino 35pts

    BS FA SA RA

    Rhino 4 11 10 10

    Razorback 40pts

    BS FA SA RA

    Razorback 4 11 10 10

    Unit Composition:

    1 Rhino

    Unit Type:

    Vehicle (Tank)

    Transport Capacity:

    10 Models.

    Fire Points:

    2

    Wargear:

    Storm Bolter, Smoke Launchers, Searchlight

    Special Rules:

    Repair*

    Options:

    May select any of the following vehicle upgrades:

    Dozer Blade 5pts

    Extra Armour 10pts

    Storm Bolter 10pts

    Hunter-killer Missile 10pts

    Siege Shield 15pts

    Dedicated Transport

    *Repair:

    If a Rhino is immobilised for any reason, then in subsequentturns roll a D6 in the shooting phase. On a roll of 6 the vehicle is

    no longer immobilised.

    Unit Composition:

    1 Razorback

    Unit Type:

    Vehicle (Tank)

    Transport Capacity:

    6 Models.

    Fire Points:

    None

    Wargear:

    Twin-linked Heavy Bolter, Smoke Launchers,

    Searchlight

    Options:

    May replace the Twin-linked Heavy Bolter with:

    Twin-linked Heavy Flamer Free

    Twin-linked Assault Cannon 35pts

    Twin-linked Lascannon 35pts

    Lascannon and Twin-linked Plasma Gun 35pts

    May select any of the following vehicle upgrades:

    Dozer Blade 5pts

    Extra Armour 10pts

    Storm Bolter 10pts

    Hunter-killer Missile 10pts

    Siege Shield 15pts

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    Drop Pod 35pts

    BS FA SA RA

    Drop Pod 4 12 12 12

    Unit Composition:

    1 Drop Pod

    Unit Type:

    Vehicle (Open-topped)

    Transport Capacity:

    10 Models or 1 Dreadnought (including Ironclad)

    Wargear:

    Storm Bolter

    Special Rules:

    Inertial Guidance System*, Immobile*, Drop Pod

    Assault*

    Options:

    May replace the Storm Bolter with a Deathwind Launcher for

    20pts

    Dedicated Transport

    *Interial Guidance System:Should a Drop Pod scatter on top of impassable terrain or

    another model, then reduce the scatter distance by the

    minimum required to avoid the obstacle.

    *Immobile:A Drop Pod cannot move once it has entered the battle, and

    counts in all respects as a vehicle that has suffered an

    immobilised damage result (which cannot be repaired in any

    way). However, a Drop Pod may fire its weapons on the turn it

    arrives.

    *Drop Pod Assault:At the beginning of the game, before deployment, choose half

    of your Drop Pods (rounding up or down as needed) to arrive

    via. Drop Pod Assault; these Drop pods automatically arrive on

    Turn 2, using Deepstrike and in the manner described above.

    The remainder of the Drop Pods arrive from reserves via Deep

    Strike as normal, except that they arrive on Turn 2 on a 5+,

    rather than the usual 4+.

    Drop Pods must always enter play using the Deep Strike special

    rule and units may not assault from a Drop Pod on the turn they

    arrive, even if possessing the Heroic Intervention special rule.

    Furthermore, units cannot (re)embark a Drop Pod once it has

    landed.

    *Deathwind Launcher:A Deathwind Launcher confers the following ranged profile:

    Range: 12 Strength: 5 AP: - Heavy 1, Large Blast

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    Land Speeder Storm 60pts

    BS FA SA RA

    Land Speeder Storm 4 10 10 10

    Unit Composition:

    1 Land Speeder

    Unit Type:

    Vehicle (Fast, Skimmer, Open-topped)

    Wargear:

    Heavy Bolter, Cerberus Launcher*, Jamming

    Beacon*

    Special Rules:

    Deep Strike, Scouts

    Wargear:

    5 models (in Scout Armour only)

    Options:

    May replace the Heavy Bolter with:

    Heavy Flamer Free

    Multi-Melta 10pts

    Assault Cannon 25pts

    May also be equipped with a Locater Beacon for 5pts.

    Dedicated Transport

    *Jamming Beacon:Enemy Locater Beacons, Teleport Homers, Web Beacons,

    Chaos/Personal Icons and similar wargear items that preventdeep strike scatter do not function within 6" of a Land Speeder

    Storm. In addition, any enemy arriving via deep strike within 6"

    of a Land Speeder Storm scatter 3D6" rather than the usual

    2D6; this does not affect Jump Infantry, except for Grey Knight

    Interceptors.

    *Cerberus Launcher:Any enemy unit charged by a unit from a Land Speeder Storm is

    at -1 WS and -1 Initiative (to a minimum of 1), furthermore any

    unit charging on the turn they disembark from a Land Speeder

    Storm ignores the effects of cover for the duration of that

    assault phase.

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    Assault Squad 100pts

    WS BS S T W I A Ld Sv

    Space Marine 4 4 4 4 1 4 1 8 3+

    Space Marine Sergeant 4 4 4 4 1 4 2 9 3+

    Unit Composition:

    4 Space Marines and a Space Marine Sergeant

    Unit Type:

    Infantry

    Wargear:

    Bolt Pistol, Close Combat Weapon, Frag and

    Krak Grenades, Jump Pack, Power Armour.

    Special Rules:

    And They Shall Know No Fear, Combat Squads,

    Combat Tactics, Angels of Death*

    N.B. Angels of Death only applies if the Assault

    Squad is equipped with Jump Packs.

    Options:

    Up to 2 models may replace his Bolt Pistol/Close Combat

    Weapon with:

    Flamer Free

    Plasma Pistol 10pts

    All models may be remove their jump packs and instead

    select a Rhino, Razorback or Drop Pod dedicated transport -

    as described on pages 37-38 -for 15pts less than the listed

    cost, or 30pts less than the listed cost if the squad numbers10-men.

    Options:

    May include up to 5 additional Space

    Marines:

    19pts per model.

    The Sergeant may replace his Bolt Pistol/

    Close Combat Weapon with any of thefollowing:

    Close Combat Weapon Free

    Storm Bolter 2pts

    Combi Weapon 5pts

    Plasma Pistol 10pts

    Power Weapon 15pts

    Storm Shield 20pts

    Power Fist 25pts

    Thunder Hammer 30pts

    The Sergeant may also be equipped with any

    of the following:Auspex 5pts

    Meltabombs 5pts

    Combat Shield 5pts

    Bionics 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Fast Attack

    *Angels of Death:

    On the charge, each model gains an additional Initiative 1,

    Strength 4 attack, armour saves allowed.

    This does not apply if charging an enemy unit in cover and

    cannot be modified through other means such as Furious

    Charge or Power Weapons.

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    Vanguard Veteran Squad 95pts

    WS BS S T W I A Ld Sv

    Veteran Space Marine 4 4 4 4 1 4 2 9 3+

    Space Marine Sergeant 4 4 4 4 1 4 2 9 3+

    Unit Composition:

    4 Space Marine Veterans and a Space Marine

    Sergeant

    Unit Type:

    Infantry

    Wargear:

    Bolt Pistol, Close Combat Weapon, Frag and

    Krak Grenades, Power Armour.

    Dedicated Transport:

    May select a Rhino, Razorback or Drop Pod

    (See pages 37-38)

    Special Rules:

    And They Shall Know No Fear, Combat Squads,

    Combat Tactics

    Options:

    Any model may replace his Bolt Pistol/Close Combat

    Weapon with:

    Plasma Pistol 10pts

    Power Weapon 10pts

    Up to 2 models may replace his Bolt Pistol/Close Combat

    Weapon with:

    Storm Shield 15pts

    Power Fist 20pts2 Lightning Claws 25pts

    Thunderhammer 25pts

    Relic Blade 25pts

    All models may be equipped with any of the following (each):

    Meltabombs 5pts

    Jump Pack 6pts

    If the squad is equipped with Jump Packs, they gain the

    Heroic Intervention* and Angels of Death* special rules

    Space Marine Bike 10pts

    If the squad is equipped with Space Marine Bikes, they gain

    the Skilled Rider special rule.

    Options:

    May include up to 5 additional Space Marine

    Veterans:

    19pts per model.

    The Sergeant may replace his Boltgun/

    Bolt Pistol with any of the following:

    Close Combat Weapon Free

    Storm Bolter 2pts

    Combi Weapon 5pts

    Plasma Pistol 10pts

    Power Weapon 15pts

    Storm Shield 20pts

    Power Fist 25pts

    Thunder Hammer 30pts

    The Sergeant may also be equipped with any

    of the following:

    Auspex 5pts

    Meltabombs 5pts

    Combat Shield 5pts

    Bionics 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Fast Attack

    *Angels of Death:

    On the charge, each model gains an additional Initiative 1,

    Strength 4 attack, armour saves allowed.

    This does not apply if charging an enemy unit in cover and

    cannot be modified through other means such as Furious

    Charge or Power Weapons.

    *Heroic Intervention:

    A Vanguard Veteran Squad may charge/initiate an assault on the

    turn they arrive via Deep Strike.

    In addition, a Vanguard Veteran squad gains the Fleet specialrule on the turn they arrive and any Deep Strike Mishap

    automatically causes the unit to suffer a delayed result, rather

    than any other result.

    This does not affect any attached independent characters

    (except Shrike).

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    Bike Squad 82pts

    WS BS S T W I A Ld Sv

    Space Marine Biker 4 4 4 4(5) 1 4 1 8 3+

    Space Marine Attack Bike 4 4 4 4(5) 2 4 2 8 3+

    Space Marine Biker Sergeant 4 4 4 4(5) 1 4 2 9 3+

    Unit Composition:

    2 Space Marine Bikers and a Space Marine Biker

    Sergeant

    Unit Type:

    Bike

    Wargear:

    Twin-linked Boltgun, Bolt Pistol, Frag and KrakGrenades, Power Armour, Space Marine Bike

    Special Rules:

    And They Shall Know No Fear, Combat Squads,

    Combat Tactics

    Space Marine Bike Squads of 6-men or more,

    rather than the usual 10-men, may form combat

    squads.

    Options:

    Up to two models may replace their Bolt Pistol with:

    Flamer 5pts

    Meltagun 10pts

    Plasma Gun 10pts

    Astartes Grenade Launcher 10pts

    One in every five Space Marine Bikers (including the

    Sergeant) may be upgraded to a Space Marine Attack Bike*,conferring the above profile and also equipped with a Heavy

    Bolter, for 20pts

    Any Attack Bike may replace its Heavy Bolter with:

    Heavy Flamer Free

    Multi-melta 15pts

    Options:

    May include up to 7 additional Space MarineBikers:

    24pts per model.

    The Sergeant may replace his Bolt Pistol with

    any of the following:

    Close Combat Weapon Free

    Storm Bolter 2pts

    Combi Weapon 5pts

    Plasma Pistol 10pts

    Power Weapon 15pts

    Storm Shield 20pts

    Power Fist 25ptsThunder Hammer 30pts

    The Sergeant may also be equipped with any

    of the following:

    Auspex 5pts

    Meltabombs 5pts

    Combat Shield 5pts

    Bionics 5pts

    Locater Beacon 5pts

    Master-Craft Weapons 5pts (per-weapon)

    Fast Attack

    *Space Marine Attack Bike:

    An Attack Bike confers the profile above and is equipped with a

    Space Marine Bike. Furthermore, an Attack Bike may fire both its

    Twin-linked Boltgun and any other weapon (a Heavy Bolter as

    standard) in the shooting phase.

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    Attac