space marine codex - v.2
TRANSCRIPT
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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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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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24
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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29
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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7/22/2019 Space Marine Codex - V.2
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Attac