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CODEX: SPACE MARINES

A FAN-MADE RULE SET AND ARMY LIST FOR THE SPACE MARINE CHAPTERS OF WARHAMMER 40,000

WRITTEN BY: SON OF SANGUINIUS


FORMATTING BY: SON OF SANGUINIUS

SPECIAL THANKS FOR CONTRIBUTIONS AND REVIEWS GO OUT TO THESE MEMBERS OF THE WARSEER FORUMS:
YABBADABBA, HELLEBORE, COL. TARTELTON, WARMASTER_JOHN

General Disclaimer
This file and the lists within it are completely unofficial. They are no way endorsed by Games Workshop Limited.
The file is distributed strictly on the understanding that it is freely accessible and cannot be sold for financial gain.

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No challenge to GW’s status is intended. All Rights Reserved to their respective owners.
TABLE OF CONTENTS

SPECIAL RULES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
HEROIC TRAITS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
HONORIFIC TITLES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
ARMORY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6-8
PSYCHIC POWERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
ARMY LIST. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10-23
HEADQUARTERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10-13
ELITES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14-16
TROOPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
FAST ATTACK. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18-19
HEAVY SUPPORT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20-21
DEDICATED TRANSPORTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22-23
SPECIAL RULES

And They Shall Know No Fear Indomitable


A unit with this rule ignores negative Leadership penalties for Morale checks and A vehicle with this rule ignores Crew Shaken results and always counts Crew
ignores restrictions when testing to regroup, except for unit coherency. In Stunned results as Crew Shaken. Note that it does not ignore Crew Shaken if
addition, you may choose to have any unit with this rule automatically fail any incurred through Crew Stunned result.
Morale check. If a Morale check is failed in this way, the unit will automatically
pass the subsequent test to regroup. Infiltrate
See the Warhammer 40,000 rulebook.
Assault Vehicle
A unit that disembarks from a vehicle with this rule may launch an assault on the Litanies of Battle
turn in which they disembark. A model with this rule, and any unit this model is with, have the Preferred Enemy
special rule and may re-roll any failed Morale check.
Astartes Psyker
A model with this rule counts as a psyker. In addition, if the model is wielding a Move Through Cover
power weapon, a lightning claw, a power fist, a thunder hammer, or a See the Warhammer 40,000 rulebook.
dreadnought close combat weapon, that weapon gains the special psychic
power of force weapons listed in the Warhammer 40,000 rulebook. Purity Above All
A model with this rule, and any unit this model is with, have the Feel No Pain
Blessed Be the Warriors special rule and may re-roll any failed Morale check.
At the start of the game, you must choose one of the following rulesets to apply
for a unit with this rule. Rites of Battle
- You may have the unit and any attached Independent Character attempt to A model with this rule and the And They Shall Know No Fear special rule may
launch an assault instead of shooting after arriving from Deep Strike. choose to automatically pass any Morale check it is called upon to take. This is
- The unit gains Fleet and Hit & Run. conferred to any unit that it is with that also has the And They Shall Know No
- The unit gains Skilled Riders and Scout. Fear special rule. A model with this rule that has the Fearless special rule
confers it to any unit that it is with.
Blessings of the Omnissiah
A unit with this rule may elect to repair a vehicle instead of shooting in its own Relentless
shooting phase. To do this, the unit must be in base contact with the vehicle you See the Warhammer 40,000 rulebook.
want repaired. Roll a D6. On a roll of 5+, the vehicle ignores one Immobilized or
Weapon Destroyed result. Repair
At the start of any of your turns, you may attempt to repair an immobilized Rhino.
Combat Squads Roll a D6. On a roll of 6, the Immobilized result is ignored.
If a unit with this rule numbers ten models at the start of the game, you may elect
to split it into two five-model combat squads. They are always deployed Scout
simultaneously, but after deployment, they are treated as separate units from See the Warhammer 40,000 rulebook.
that point onwards.
Suffer Not the Unclean to Live
Counter-Attack At the start of the game, you must choose one of the following rulesets to apply
See the Warhammer 40,000 rulebook. for a unit with this rule.
- You may have the unit divide its ranged attacks between two targets in the
Deep Strike Shooting phase.
See the Warhammer 40,000 rulebook. - The unit gains Tank Hunters.

Eternal Warrior Tank Hunters


See the Warhammer 40,000 rulebook. See the Warhammer 40,000 rulebook.

Fearless Venerable
See the Warhammer 40,000 rulebook. A Dreadnought that has been upgraded to a Force Commander has the Rites of
Battle special rule, which has its range extended to units within 6”. A
Fleet Dreadnought that has been upgraded to a Chaplain has the Litanies of Battle
See the Warhammer 40,000 rulebook. special rule, which has its ranged extended to units within 6”. A Dreadnought
that has been upgraded to a Librarian gains the Astartes Psyker special rule, a
Furious Charge psychic hood, and one psychic power.
See the Warhammer 40,000 rulebook.
Veteran Crew
A vehicle with upgraded with a Veteran Crew adds 1 to its Ballistic Skill and may
re-roll all rolls for difficult or dangerous terrain.
HEROIC TRAITS
Unless otherwise noted, these Traits may only be taken once per army.

Master of Weapons Psychic Prodigy


A model with this trait adds 1 to its Weapon Skill and Attacks. Librarians only. A model with this Trait may use an additional psychic power in
its turn.
Aura of Valor
A model with this trait and all friendly units within 12” may re-roll failed Morale Righteous Zeal
checks. Chaplains only. A model with this Trait extends the range of Litanies of Battle to
affect all friendly units within 6”.
Indomitable Will
A model with this rule has the Eternal Warrior special rule. Technical Genius
Techmarines only. A model with this Trait may re-roll any roll to repair a vehicle.
Strategic Brilliance
Force Commanders only. This model allows you to redeploy a single unit after Sacred Duty
normal deployment and before the start of the game. This unit may not be Apothecaries only. A model with this Trait extends the range of its Purity Above
deployed outside its normal deployment zone, and it must be redeployed before All to affect all friendly units within 6”.
Infiltrators and Scouts.

Tactical Ingenuity
Force Commanders only. A model with this trait allows you to re-roll any roll to
Seize the Initiative or to determine table edge for an outflanking unit.
HONORIFIC TITLES
Unless otherwise noted, these Titles may only be taken once per army.

Chapter Ancient Master of the Fleet


All friendly units within 12” of the Champion may re-roll failed Morale checks. The Force Commander allows you to re-roll any of your Reserves rolls.
Any unit the Champion is with benefits from the Preferred Enemy (Everyone)
special rule. Master of the Forge
The Techmarine has +1 Wound and loses the Advising Officer special rule. The
Chapter Champion model may take an additional Honorific Title or Heroic Trait available to
At the beginning of an assault involving the Champion, the Champion must be Techmarines at no additional cost.
moved into base contact with an enemy Independent Character or an enemy
Monstrous Creature if possible. The Champion has Preferred Enemy Master of the Librarium
(Independent Characters) special rules. The Librarian has +1 Wound and loses the Advising Officer special rule. The
model may take one other Honorific Title or Heroic Title available to Librarians at
Chapter Regent no additional cost.
If the Force Commander is equipped with Power Armor, you may take Vanguard
or Sternguard Squads as Troops choices. If the Force Commander is equipped Master of the Recruits
with Terminator Armor, you may take Vanguard or Sternguard Terminator The Force Commander makes Scout Squads into Troops choices.
Squads as Troops choices. These changes do not override the notes in the unit
entries that change a unit’s place on the Force Organization Chart. Master of Reclusiam
The Chaplain has +1 Wound and loses the Advising Officer special rule. The
Epistolary model may take one other Honorific Title or Heroic Trait available to Chaplains.
The Librarian gains an additional psychic power at no additional cost.
Master of the Watch
Guardian of the Lost The Force Commander allows you improve the cover save conferred by three
The Chaplain allows you to take Forsaken Squads are Troops. Any Forsaken different ruins by 1.
Squad with the Chaplain ignores the Rage special rule. This may be taken by
more than one Chaplain. Oathbound
The Champion exchanges the Independent Character special rule for the Scout
Interrogator-Chaplain special rule and the And They Shall Know No Fear special rule for the Fearless
The Chaplain allows you to upgrade one model in your army to a Standard special rule. You may choose which table edge the Champion arrives from if he
Bearer at no additional cost. This upgrade may not be given to vehicles or is outflanking.
models with the Independent Character special rules. This may be taken by
more than one Chaplain. Rune Priest
The Librarian always wounds Demons on a roll of 2+ in close combat. In
Iron Father addition, infiltrators cannot be set up within 18” of a model with this Title.
The Techmarine has the Litanies of Battle special rule and may take a Heroic
Trait available to Chaplains. This may be taken by more than one Techmarine. Sanguinary Priest
Chaplains may not be taken in an army with an Iron-Father. The Apothecary has the Litanies of Battle special rule and may take a Heroic
Trait available to Chaplains. This may be taken by more than one Apothecary.
Lord Commander of the Chapter
The Force Commander extends his the range of his Rites of Battle special rule Wolf Priest
to all friendly units within 6” and may select one other Honorific Title or Heroic The Chaplain has the Purity Above all special rule and may take a Heroic Trait
Trait available to Force Commanders at no additional cost. available to Apothecaries. This may be taken by more than one Chaplain.
Apothecaries may not be taken in an army with a Wolf Priest.
Master of the Arsenal
The Force Commander makes Devastator Squads into Troops choices and
Sternguard and Sternguard Terminator squads equipped with multiple Heavy
weapons to stay as Elite choices.
ARMORY

Adamantine Mantle Demolisher Cannon


Crafted from an exceptional durable material or the hide of a tenacious prey, a This is one of the heaviest weapons available to standard Astartes ground
mantle such as this absorbs the heaviest impacts and lessens the force imparted forces. A Demolisher shell can level a building, annihilate a vehicle, or wipe out
to the wearer’s armor. This add 1 to the wearer’s armor save. a swathe of elite infantry.
Weapon Rng Str AP Type
Artificer Armor Demolisher Cannon 12”-24” 10 2 Ordnance 1, Large Blast
The greatest Space Marine artificers are capable of crafting power armor that is
far more resilient and efficient than even the normal standards. This is a suit of Dozer Blade
power armor that allows the wearer to re-roll armor saves. These are heavy shields fitted to the hull to shove aside debris, mines, and other
hazards without running risk to the vehicle. A vehicle with a dozer blade
Assault Cannon automatically passes Dangerous Terrain tests incurred by terrain.
A multi-barreled, rotating, automatic weapon, the Assault Cannon is the pinnacle
of anti-infantry firepower. It unleashes a torrent of heavy caliber weapons that Dreadnought Close Combat Weapons
tear through light vehicles and enemy ranks like a thresher through grain. See the Warhammer 40,000 rulebook.
Weapon Rng Str AP Type
Assault Cannon 24” 6 4 Heavy 5 Extra Armor
When a heavier vehicle is not readily available, Techmarines often attach heavy
Autocannon additional plating to a vehicle for better protection. Though crude, it does a
The Assault Cannon’s predecessor, this weapon sacrifices a potentially perfectly adequate job. A vehicle equipped with Extra Armor adds 1 to all of its
devastating rate of fire for increased shell caliber and increased range. Armor Values. Any Fast vehicle equipped with Extra Armor loses its Fast type.
Weapon Rng Str AP Type
Autocannon 48” 7 3 Heavy 3 Flamer
Meant for close assault, Flamers are often granted to squads in order to clean
Bolt Pistol out cover and cripple enemy hordes.
The standard side arm of all Space Marines, the Bolt Pistol packs a potent close Weapon Rng Str AP Type
range punch. Flamer Template 4 5 Assault 1
Weapon Rng Str AP Type
Bolt Pistol 12” 4 4 Pistol Flamestorm Cannon
The heaviest form of flame weapon, the Flamestorm Cannon is capable of
Bolter incinerating all but the most well-armored opponents.
The standard weapon of most Space Marines, the Bolter is a symbol of the Weapon Rng Str AP Type
Emperor’s vengeance. Flamestorm Cannon Template 6 3 Heavy 1
Weapon Rng Str AP Type
Bolter 24” 4 4 Rapid Fire Frag Grenades
See the Warhammer 40,000 rulebook.
Carapace Armor
Neophytes are equipped with light and durable plate armor that allows for Heavy Bolter
greater range of moment and the ability to infiltrate enemy positions. This Though the Heavy Bolter is seen throughout the Imperium, the strength of the
provides a 4+ armor save. Astartes in power armor allows them to utilize the weapon on the move or set
down a field of fire and absorb the ferocious recoil. You must decide which
Chainsword method the Heavy Bolter will fire with each time the weapon is used.
See the Warhammer 40,000 rulebook. Weapon Rng Str AP Type
Heavy 36” 5 4 Heavy 4
Combi-Weapon Assault 18” 5 4 Assault 2
These are standard bolters that are fixed with light attachments that serve to
compliment the warrior’s loadout. You must designate which type of combi- Heavy Flamer
weapon each model is using in the army list. The secondary weapon can be A heavier version of the Flamer, the Heavy Flamer is given to units that are
fired in addition to the model’s Bolter, but if you fire both weapons in the same expected to meet concentrated resistance that require the scorching heat of a
Shooting phase, the weapon is subject to the Gets Hot! special rule. more powerful close range weapon.
Weapon Rng Str AP Type Weapon Rng Str AP Type
Flamer Template 4 5 Assault 1 Heavy Flamer Template 5 4 Assault 1
Plasma 12” 6 2 Assault 1
Melta 6” 6 1 Assault 1, Melta Hurricane Bolter
A surprisingly simple design, the Hurricane pattern Bolter is simply an
Cyclone Missile Launcher assortment of multiple bolters or storm bolters fixed together to fire from the
A Cyclone pattern Missile Launcher allows the warrior or vehicle equipped with it same weapon console. Though not as powerful as a Heavy Bolter, the effect is
to fire multiple missile when necessary to concentrate a tremendous amount of devastating on light infantry.
heavy firepower. Weapon Rng Str AP Type
Weapon Rng Str AP Type Hurricane Bolter 24” 4 4 Heavy 4, Twin-linked
Frag 48” 4 5 Heavy 1, Blast, Twin-linked
Krak 48” 8 3 Heavy 1, Rending, Twin-linked
ARMORY

Jump Pack Power Armor


Using a single or twin-engined jump jet, a Jump Pack provides an Astartes Power Armor and its variants provide the best personal armor in the galaxy.
warrior with the ability to soar over the head of his opponents and strike at their This provides the wearer with a 3+ armor save.
vulnerabilities. A model equipped with a Jump Pack changes its unit type to
Jump Infantry and gains the Turbo-Boost special rule. Power Fist
See the Warhammer 40,000 rulebook.
Krak Grenades
See the Warhammer 40,000 rulebook. Power Weapon
See the Warhammer 40,000 rulebook.
Lascannon
This weapon is renowned throughout the Imperium for its vehicle-hunting Psychic Hood
prowess. An assortment of cables and psychically attuned crystals in this device allow a
Weapon Rng Str AP Type Librarian to defend his mind and body from psychic attack. If the wearer
Lascannon 48” 9 1 Heavy 1 becomes affected by or targeted by a psychic power, it may attempt to disrupt
the power. You and the enemy psyker’s controller each roll a D6. Each of you
Lightning Claw add your respective rolls to your model’s Leadership value. If you total higher,
See the Warhammer 40,000 rulebook. the power is nullified. If your opponent totals higher, the power is resolved as
normal.
Locator Beacon
Equipment such as this can be used to focus the teleportation or drop-assault of Relic Weapon
Astartes unit so that they can properly engage their targets. Any unit that Deep Any weapon upgraded to a relic weapon re-rolls failed to wound rolls. Close
Strikes within 6” of a unit with a Locator Beacon will not scatter. combat weapons upgraded to Relic Weapons add an additional D6 to armor
penetration (this is not cumulative with the Strength of the Wolf King psychic
Melta Bombs power). Ranged weapons upgraded to Relic Weapons add 6” to their range and
See the Warhammer 40,000 rulebook. 1 to their AP.

Melta Gun Searchlight


A lighter radiation weapon, the Melta Gun provides anti-vehicle capabilities to Searchlights are used where the night fighting rule is in effect. If a vehicle has a
squads that are meant to engage at short range. searchlight it must still use the night fighting rules to pick a target but, having
Weapon Rng Str AP Type acquired a target, will illuminate it with the searchlight. For the rest of the
Melta Gun 12” 7 1 Assault 1, Melta Shooting phase, any other unit that fires at the illuminated unit does not use the
night fighting special rule. However, a vehicle that uses a searchlight, can be
Multi-Melta targeted during the following enemy turn, as if the night fighting rules were not in
The Multi-Melta is a large radiation weapon that focuses a beam of energy that effect, as the enemy can see the searchlight.
tears through armor like paper. The nature of the weapon means that it provides
little or no recoil, allowing it to be fired on the move. Seismic Hammer
Weapon Rng Str AP Type This is a Dreadnought Close Combat Weapon that counts as AP 1.
Multi-Melta 18” 8 1 Assault 1, Melta
Servo-Arm
Narthecium These are mechanical appendages that are hooked directly into Techmarines’
A Narthecium allows an Apothecary to more efficiently conduct battlefield neural nets and assist them when conducting battlefield repairs or fighting in
surgery and extract geneseed when necessary. A model equipped with a hand to hand combat. This adds 1 to any repair roll made by the wearer. It also
Narthecium allows you to re-roll one Feel No Pain roll per turn for the unit that provides an additional attack in close combat. This attack is made at Strength 6
the model is with. and the wearer’s Initiative, and it ignores armor saves.

Plasma Cannon Shield Generator


These large-barreled weapons fire a huge pulse of plasma at their targets, Forged into artifacts such as halos or amulets, Shield Generators provide a field
bathing them in the energies of a star. of displacement energy that disrupts the heat and kinetic energy of incoming
Weapon Rng Str AP Type attacks, though it is far from infallible. This provides a 3+ invulnerable save
Plasma Cannon 36” 7 2 Heavy 1, Blast, Gets Hot! against all ranged attacks. Against attacks of Strength 8 or higher, successful
saves with this equipment must be re-rolled.
Plasma Gun
Plasma Guns, or Plasma Rifles, are capable of a salvo of plasma bursts, though Smoke Launchers
this comes with an increased risk of damage. See the Warhammer 40,000 rulebook.
Weapon Rng Str AP Type
Plasma Gun 24” 6 2 Rapid Fire, Gets Hot! Sniper Rifle
Issued to Scout squads for the purposes of assassination and reconnaissance,
Plasma Pistol Sniper Rifles can change the course of a war with a single shot.
A popular side arm for Astartes, these add additional firepower against elite Weapon Rng Str AP Type
infantry and even light vehicles. Sniper Rifle 48” X 4 Heavy 1, Sniper
Weapon Rng Str AP Type
Plasma Pistol 12” 6 2 Pistol, Gets Hot!
ARMORY

Space Marine Bike Tactical Dreadnought Armor


These are heavy motorcycles that are fitted with robust engines and armor This is the most durable form of protection known to Man. This provides a 2+
plating that allow the rider to more easily handle terrain and flat out charges. A armor save and +1 Toughness, which is not used for the purposes of Instant
model equipped with a Space Marine Bike changes its unit type to Bikes. The Death. It also confers the Feel No Pain, Relentless, and Deep Strike special
bike incorporates a Storm Bolter. rules. The wearer cannot run and cannot perform a sweeping advance.

Storm Bolter Thunder Hammer


These are double-barreled bolters with extended magazines that are most See the Warhammer 40,000 rulebook.
commonly granted to Terminators.
Weapon Rng Str AP Type Whirlwind Launcher
Storm Bolter 24” 4 4 Rapid Fire, Twin-linked Fitted to the vehicles for which they are named, Whirlwind Launchers provide
potent barrage fire to cover a Space Marine advance.
Storm Shield Weapon Rng Str AP Type
Though cumbersome, Storm Shield utilize the same field technologies as other Ordnance 1, Large Blast,
Vengeance 12”-120” 8 3
generators in a handle-held fitting that can be used against ranged or melee Barrage
attacks. A model equipped with a Storm Shield has a 4+ invulnerable save, but Ordnance 1, Large Blast,
Castellan 12”-72” 5 4
cannot claim the Attack bonus for multiple close combat weapons. Barrage, Ignores Cover
PSYCHIC POWERS

Strength of the Wolf-King Fist of the Iron Gorgon


This psychic power requires a psychic test and is used at the start of the turn. If This psychic power requires a psychic test and is used in the Librarian’s shooting
the test is successful, the Librarian adds 2 to its Strength and rolls an extra D6 phase. If the test is successful, the Librarian gains a special ranged attack that
for armor penetration in close combat. The strength bonus is applied after other uses the following profile:
modifiers. Weapon Rng Str AP Type
Fist of the Iron Gorgon 18” 6 2 Assault 1, Blast
Speed of the Shadow Raven
This psychic power requires a psychic test and is used at the start of the turn. If Wings of the Blessed Angel
the test is successful, the Librarian doubles its Initiative and gains the Fleet This psychic power requires a psychic test and is used at the start of the
special rule. In an assault, the Librarian may re-roll all failed to hit rolls and force Librarian’s turn. If the test is successful, the Librarian changes its unit type to
all successful to hit rolls against it to be re-rolls. Jump Infantry and gains the Hit & Run special rule. These effects last until the
start of the Librarian’s next turn.
Flame of the Magma-Drake
This psychic power requires a psychic test and is used in the Librarian’s shooting Steed of the Great Khan
phase. If the test is successful, the Librarian gains a ranged attack that uses the This psychic power requires a psychic test and is used in the Librarian’s shooting
following profile: phase. If the test is successful, the Librarians gains a special ranged attack.
Weapon Rng Str AP Type When the attack is used, trace an 18” from the Librarian. All units touched by
Flame of the Drake Template 6 3 Assault 1 the line take D3 hits at Strength 6 and AP 3. If the attack hits a vehicle, it ceases
immediately and that vehicle takes a Strength 8 hit with the Melta special rule. If
Spear of the Battle King the attack hits a piece of impassable terrain, it stops immediately.
This psychic power requires a psychic test and is used in the Librarian’s shooting
phase. If the test is successful, the Librarian gains a ranged attack that uses the Fury of the Lion Heart
following profile: This psychic power requires a psychic test and is used in the Librarian’s assault
Weapon Rng Str AP Type phase. If the test is successful, the Librarian doubles its Attacks characteristic
Spear of the Battle King 18” 10 6 Assault 1, Barrage until the start of its next turn.

Shield of the Emperor’s Champion


This psychic power requires a psychic test and is used at the start of the
Librarian’s turn. If the test is successful, the Librarian and any unit it is with gain
a special invulnerable save until the start of the Librarian’s next turn. This save
is rolled for by having the Librarian take a Leadership test.
HEADQUARTERS

FORCE COMMANDER

WS BS S T W I A Ld Wargear Options:
Force Commander 6 5 4 4 3 5 3 10  The Force Commander may do any of the following:
~ - Replace its Bolt Pistol with a Bolter (+0pts), a Storm Bolter (+5pts), a
Points: Unit Type: Combi-Weapon (+10pts), a Plasma Pistol (+15pts), or a Storm Shield
 100  Infantry (+15pts).
- Replace its Chainsword with a Power Weapon (+10pts), a Lightning Claw
Unit Composition: Weapons and Equipment: (+15pts), a Power Fist (+20pts), or a Thunder Hammer (+25pts).
 1 Force Commander  Chainsword - Replace its weapons with a pair of Lightning Claws (+25pts).
 Bolt Pistol - Upgrade any weapon to a Relic Weapon (+15pts)
Special Rules:  Power Armor - Take a Melta Bombs (+5pts), a Locater Beacon (+15pts), a Shield
 And They Shall Know No Fear  Frag Grenades Generator (+20pts), and/or an Adamantine Mantle (+20pts).
 Rites of Battle  Krak Grenades - Replace its Power Armor with Artificer Armor (+10pts).
 Independent Character - Take a Jump Pack (+25pts), or a Space Marine Bike (+35pts).
- Replace all wargear with a Storm Bolter, a Power Weapon, and Terminator
Character Options: Armor (+50pts).
 The Force Commander may take one of the following Heroic Traits:  A Force Commander equipped with Terminator Armor may do any of the
- Weapon Mastery (+25pts), Legendary Reputation (+25pts), Indomitable Will following:
(+30pts), Strategic Brilliance (+30pts), or Tactical Ingenuity (+30pts). - Replace its Storm Bolter with a Combi-Weapon (+5pts) or a Storm Shield
 The Force Commander may take one of the following Honorific Titles: (+10pts).
- Master of Recruits (+30pts), Master of the Arsenal (+30pts), Master of the - Replace its Power Weapon with a Lightning Claw (+5pts), a Power Fist
Fleet (+30pts), Master of the Watch (+30pts), Chapter Regent (+30pts), or (+10pts), or a Thunder Hammer (+15pts).
Lord Commander of the Chapter (+60pts) - Replace its weapons with a pair of Lightning Claws (+10pts).
- Upgrade any weapon to a Relic Weapon (+15pts).
- Take a Locater Beacon (+15pts), a Shield Generator (+20pts) and/or an
Adamantine Mantle (+20pts).

CHAMPION

WS BS S T W I A Ld Wargear Options:
Champion 6 5 4 4 2 5 3 10  The Champion may do any of the following:
~ - Replace its Bolt Pistol with a Bolter (+0pts), a Storm Bolter (+5pts), a
Points: Unit Type: Combi-Weapon (+10pts), a Plasma Pistol (+15pts), or a Storm Shield
 80  Infantry (+15pts).
- Replace its Chainsword with a Power Weapon (+10pts), a Lightning Claw
Unit Composition: Weapons and Equipment: (+15pts), a Power Fist (+20pts), or a Thunder Hammer (+25pts).
 1 Champion  Chainsword - Replace its weapons with a pair of Lightning Claws (+25pts).
 Bolt Pistol - Upgrade any weapon to a Relic Weapon (+15pts)
Special Rules:  Power Armor - Take a Melta Bombs (+5pts), a Locater Beacon (+15pts), a Shield
 And They Shall Know No Fear  Frag Grenades Generator (+20pts), and/or an Adamantine Mantle (+20pts).
 Advising Officer  Krak Grenades - Replace its Power Armor with Artificer Armor (+10pts).
 Independent Character - Take a Jump Pack (+25pts), or a Space Marine Bike (+35pts).
- Replace all wargear with a Storm Bolter, a Power Weapon, and Terminator
Character Options: Armor (+50pts).
 The Champion may take one of the following Heroic Traits:  A Champion equipped with Terminator Armor may do any of the following:
- Weapon Mastery (+25pts), Legendary Reputation (+25pts), and/or - Replace its Storm Bolter with a Combi-Weapon (+5pts) or a Storm Shield
Indomitable Will (+30pts) (+10pts).
 The Champion may take one of the following Honorific Titles: - Replace its Power Weapon with a Lightning Claw (+5pts), a Power Fist
- Chapter Ancient (+30pts), Chapter Champion (+20pts), The Oathbound (+10pts), or a Thunder Hammer (+15pts).
(+20pts) - Replace its weapons with a pair of Lightning Claws (+10pts).
- Upgrade any weapon to a Relic Weapon (+15pts).
- Take a Locater Beacon (+15pts), a Shield Generator (+20pts) and/or an
Adamantine Mantle (+20pts)
HEADQUARTERS

CHAPLAIN

WS BS S T W I A Ld Wargear Options:
Chaplain 5 5 4 4 2 4 3 10  The Chaplain may do any of the following:
~ - Replace its Bolt Pistol with a Bolter (+0pts), a Storm Bolter (+5pts), a
Points: Unit Type: Combi-Weapon (+10pts), a Plasma Pistol (+15pts), a Storm Shield
 70  Infantry (+15pts), a Lightning Claw (+15pts), a Power Fist (+20pts), or a Thunder
Hammer (+25pts).
Unit Composition: Weapons and Equipment: - Upgrade any weapon to a Relic Weapon (+15pts)
 1 Chaplain  Power Weapon - Take a Melta Bombs (+5pts), a Locater Beacon (+15pts), and/or an
 Bolt Pistol Adamantine Mantle (+20pts).
Special Rules:  Power Armor - Replace its Power Armor with Artificer Armor (+10pts).
 And They Shall Know No Fear  Shield Generaot - Take a Jump Pack (+25pts), or a Space Marine Bike (+35pts).
 Advising Officer  Frag Grenades - Replace all wargear with a Storm Bolter, a Power Weapon, a Shield
 Litanies of Battle Generator and Terminator Armor (+40pts).
 Krak Grenades
 Independent Character  A Chaplain equipped with Terminator Armor may do any of the following:
- Replace its Storm Bolter with a Combi-Weapon (+5pts), a Storm Shield
Character Options: (+10pts), a Lightning Claw (+10pts), a Power Fist (+15pts), or a Thunder
 The Chaplain may take one of the following Heroic Traits: Hammer (+20pts).
- Righteous Zeal (+15pts), Weapon Mastery (+25pts), Legendary Reputation - Upgrade any weapon to a Relic Weapon (+15pts).
(+25pts), Indomitable Will (+30pts) - Take a Locater Beacon (+15pts) and/or an Adamantine Mantle (+20pts)
 The Chaplain may take one of the following Honorific Titles:
- Interrogator-Chaplain (+15pts), Guardian of the Lost (+15pts), Wolf Priest
(+15pts), Master of the Reclusiam (+40pts)

LIBRARIAN

WS BS S T W I A Ld Wargear Options:
Librarian 5 5 4 4 2 4 3 10  The Librarian may do any of the following:
~ - Replace its Bolt Pistol with a Bolter (+0pts), a Storm Bolter (+5pts), a
Points: Unit Type: Combi-Weapon (+10pts), a Plasma Pistol (+15pts), or a Storm Shield
 80  Infantry (+15pts)
- Replace its Power Weapon with a Lightning Claw (+5pts), a Power Fist
Unit Composition: Weapons and Equipment: (+10pts), or a Thunder Hammer (+15pts)
 1 Librarian  Power Weapon - Replace its weapons with a pair of Lightning Claws (+15pts)
 Bolt Pistol - Upgrade any weapon to a Relic Weapon (+15pts)
Special Rules:  Power Armor - Take a Melta Bombs (+5pts), a Locater Beacon (+15pts), a Shield
 And They Shall Know No Fear  Psychic Hood Generator (+20pts), and/or an Adamantine Mantle (+20pts).
 Advising Officer  Frag Grenades - Replace its Power Armor with Artificer Armor (+10pts).
 Astartes Psyker - Take a Jump Pack (+25pts), or a Space Marine Bike (+35pts).
 Krak Grenades
 Independent Character - Replace all wargear with a Storm Bolter, a Power Weapon, and Terminator
Armor (+50pts).
Character Options:  A Librarian equipped with Terminator Armor may do any of the following:
 The Librarian may take up to one of the following Heroic Traits: - Replace its Storm Bolter with a Combi-Weapon (+5pts) or a Storm Shield
- Weapon Mastery (+25pts), Legendary Reputation (+25pts), Indomitable Will (+10pts).
(+30pts), and/or Psychic Prodigy (+30pts). - Replace its Power Weapon with a Lightning Claw (+5pts), a Power Fist
(+10pts), or a Thunder Hammer (+15pts).
 The Librarian may take one of the following Honorific Titles:
- Replace its weapons with a pair of Lightning Claws (+10pts).
- Rune Priest (+15pts), Death Priest (+15pts), Epistolary (+15pts), or Master
- Upgrade any weapon to a Relic Weapon (+15pts).
of the Librarium (+40pts)
- Take a Locater Beacon (+15pts), a Shield Generator (+20pts) and/or an
 The Librarian must take two of the following psychic powers:
Adamantine Mantle (+20pts).
- Strength of the Wolf King; Speed of the Shadow Raven; Flame of the
Magma Drake; Spear of the Battle King; Shield of the Emperor’s Champion;
Fist of the Iron Gorgon; Wings of the Blessed Angel; Steed of the Great
Khan; Fury of the Lion Heart
HEADQUARTERS

TECHMARINE

WS BS S T W I A Ld Character Options:
Techmarine 4 5 4 4 2 4 2 9  The Techmarine may take one of the following Heroic Traits:
~ - Weapon Mastery (+25pts), Legendary Reputation (+25pts), Indomitable Will
Points: Unit Type: (+30pts), and/or Mechanical Genius (+20pts)
 50  Infantry  The Techmarine may take one of the following Honorific Titles:
- Iron Father (+15pts), or Master of the Forge (+40pts)
Unit Composition: Weapons and Equipment:
 1 Techmarine  Power Weapon Wargear Options:
 Bolt Pistol  The Techmarine may do any of the following:
Special Rules:  Artificer Armor - Replace its Bolt Pistol with a Bolter (+0pts), a Storm Bolter (+5pts), a
 And They Shall Know No Fear  Servo-Arm Combi-Weapon (+10pts), or a Plasma Pistol (+15pts)
 Advising Officer  Frag Grenades - Replace its Power Weapon with a Thunder Hammer (+25pts)
 Blessing of the Omnissiah  Krak Grenades - Upgrade any weapon to a Relic Weapon (+15pts)
 Independent Character - Take a Melta Bombs (+5pts), a Locater Beacon (+15pts), an Adamantine
Mantle (+20pts), and/or a Servo-Harness (+30pts)
- Take a Space Marine Bike (+35pts)

APOTHECARY

WS BS S T W I A Ld Character Options:
Apothecary 4 4 4 4 2 4 2 9  The Apothecary may take one of the following Heroic Traits:
~ - Weapon Mastery (+25pts), Legendary Reputation (+25pts), Indomitable Will
Points: Unit Type: (+30pts), and/or Sacred Duty (+20pts)
 50  Infantry  The Apothecary may take one of the following Honorific Titles:
- Sanguinary Priest (+15pts) or Master of the Forge (+40pts)
Unit Composition: Weapons and Equipment:
 1 Apothecary  Chainsword Wargear Options:
 Bolt Pistol  The Apothecary may do any of the following:
Special Rules:  Power Armor - Replace its Bolt Pistol with a Bolter (+0pts), a Storm Bolter (+5pts), a
 And They Shall Know No Fear  Narthecium Combi-Weapon (+10pts), or a Plasma Pistol (+15pts)
 Advising Officer  Frag Grenades - Replace its Power Weapon with a Thunder Hammer (+25pts)
 Purity Above All  Krak Grenades - Upgrade any weapon to a Relic Weapon (+15pts/w)
 Independent Character - Take a Melta Bombs (+5pts), a Locater Beacon (+15pts), and/or an
Adamantine Mantle (+20pts)
- Take a Jump Pack (+25pts) or a Space Marine Bike (+35pts)
HEADQUARTERS

COMMAND SQUAD
If the unit is equipped with Jump Packs or Space Marine Bikes, it counts as a Fast Attack choice, unless the Force Commander is similarly equipped.

WS BS S T W I A Ld Company Veteran Options:


Veteran Sergeant 5 5 4 4 1 4 2 9  Any Company Veteran may replace its Bolt Pistol with a Bolter (+0pts/m).
Company Veteran 5 4 4 4 1 4 2 8  One Company Veteran may do any of the following:
~ - Replace its Chainsword with a Flamer (+5pts/m), a Power Weapon (+5pts),
Points: Unit Composition: a Lightning Claw (+5pts/m), a Power Fist (+10pts), or a Thunder Hammer
 90  1 Veteran Sergeant (+15pts)
 3 Company Veterans - Replace its Bolter with a Flamer (+5pts), a Plasma Gun (+15pts), or a Melta
Unit Type: Gun (+15pts)
 Infantry Weapons and Equipment: - Replace its Bolt Pistol with a Plasma Pistol (+10pts)
 Chainswords - Replace its weapons with a pair of Lightning Claws (+15pts)
Special Rules:  Bolt Pistols
 And They Shall Know No Fear  Power Armor Veteran Sergeant Options:
 Honor of the Company  Frag Grenades  A Veteran Sergeant may do any of the following:
 Krak Grenades - Replace its Chainsword with a Power Weapon (+10pts), a Lightning Claw
(+15pts), a Power Fist (+20pts), or a Thunder Hammer (+25pts)
Unit Options: - Replace its Bolt Pistol with a Bolter (+0pts), a Plasma Pistol (+10pts) or a
 The unit may do any of the following: Storm Shield (+15pts)
- Include up to five additional Company Veterans (+20pts/m) - Replace its weapons with a pair of Lightning Claws (+20pts)
- Replace its Melta Bombs (+3pts/m) - Take Melta Bombs (+5pts) and/or a Locater Beacon (+15pts)
- Take Jump Packs (+8pts/m) or Space Marine Bikes (+14pts/m) - Replace its Power Armor with Artificer Armor (+10pts)

COMMAND TERMINATOR SQUAD


If the unit is equipped with Jump Packs or Space Marine Bikes, it counts as a Fast Attack choice, unless the Force Commander is similarly equipped.

WS BS S T W I A Ld Company Veteran Options:


Veteran Sergeant 5 5 4 4 1 4 2 9  Any Company Veteran may do any of the following:
Company Veteran 5 4 4 4 1 4 2 8 - Replace its Storm Bolter with a Combi-Weapon (+3pts/m), a Storm Shield
~ (+10pts/m), or a Heavy Flamer (+10pts/m)
Points: Unit Composition: - Replace its Power Weapon with a Lightning Claw (+3pts/m), a Power Fist
 190  1 Veteran Sergeant (+10pts/m), or a Thunder Hammer (+15pts/m)
 3 Company Veterans - Replace its weapons with a pair of Lightning Claws (+10pts/m)
Unit Type:
 Infantry Weapons and Equipment: Veteran Sergeant Options:
 Power Armor  The Veteran Sergeant may do any of the following:
Special Rules:  Storm Bolters - Replace its Storm Bolter with a Combi-Weapon (+5pts) or a Storm Shield
 And They Shall Know No Fear  Tactical Dreadnought Armor (+15pts)
 Honor of the Company - Replace its Power Weapon with a Lightning Claw (+5pts), a Power Fist
(+10pts), or a Thunder Hammer (+15pts)
Unit Options: - Replace its weapons with a pair of Lightning Claws (+10pts)
 The unit may include up to five additional Company Veterans (+45pts/m). - Take a Locater Beacon (+15pts)
ELITES

VANGUARD SQUAD
If the unit is equipped with Jump Packs or Space Marine Bikes, it counts as a Fast Attack choice, unless the Force Commander is similarly equipped.

WS BS S T W I A Ld Vanguard Veteran Options:


Vanguard Veteran 5 4 4 4 1 4 2 8  Any Vanguard Veteran may do any of the following:
Veteran Sergeant 5 5 4 4 1 4 2 9 - Replace its Chainsword with a Flamer (+5pts/m), a Power Weapon
~ (+5pts/m), a Lightning Claw (+10pts/m), a Power Fist (+15pts/m), or a
Points: Unit Composition: Thunder Hammer (+20pts/m)
 120  1 Veteran Sergeant - Replace its Bolt Pistol with a Plasma Pistol (+10pts/m) or a Storm Shield
 4 Vanguard Veterans (+10pts/m)
Unit Type: - Replace its weapons with a pair of Lightning Claws (+15pts/m)
 Infantry Weapons and Equipment:
 Chainswords Veteran Sergeant Options:
Special Rules:  Bolt Pistols  A Veteran Sergeant may do any of the following:
 And They Shall Know No Fear  Power Armor - Replace its Chainsword with a Power Weapon (+10pts), a Lightning Claw
 Blessed Be the Warriors  Frag Grenades (+15pts), a Power Fist (+20pts), or a Thunder Hammer (+25pts)
 Krak Grenades - Replace its Bolt Pistol with a Plasma Pistol (+10pts) or a Storm Shield
(+10pts)
Unit Options: - Replace its weapons with a pair of Lightning Claws (+20pts)
- Take Melta Bombs (+5pts) and/or a Locater Beacon (+15pts)
 The unit may do any of the following:
- Replace its Power Armor with Artificer Armor (+10pts)
- Include up to five additional Vanguard Veterans (+23pts/m)
- Replace their Krak Grenades with Melta Bombs (+3pts/m)
- Take Jump Packs (+8pts/m) or Space Marine Bikes (+14pts/m)

VANGUARD TERMINATOR SQUAD

WS BS S T W I A Ld Vanguard Veteran Options:


Vanguard Veteran 5 4 4 4 1 4 2 8  Any Vanguard Veteran may do any of the following:
Veteran Sergeant 5 5 4 4 1 4 2 9 - Replace its Storm Bolter with a Combi-Weapon (+5pts/m), a Storm Shield
~ (+5pts/m), or a Heavy Flamer (+5pts/m)
Points: Unit Composition: - Replace its Power Weapon with a Lightning Claw (+5pts/m), a Power Fist
 235  1 Veteran Sergeant (+10pts/m), or a Thunder Hammer (+15pts/m)
 4 Vanguard Veterans - Replace its weapons with a pair of Lightning Claws (+10pts/m)
Unit Type:
 Infantry Weapons and Equipment: Veteran Sergeant Options:
 Power Weapons  A Veteran Sergeant may do any of the following:
Special Rules:  Storm Bolters - Replace its Storm Bolter with a Combi-Weapon (+5pts) or a Storm Shield
 And They Shall Know No Fear  Tactical Dreadnought Armor (+10pts)
 Blessed Be the Warriors - Replace its Power Weapon with a Lightning Claw (+5pts), a Power Fist
(+10pts), or a Thunder Hammer (+15pts)
Unit Options: - Replace its weapons with a pair of Lightning Claws (+10pts)
 The unit may include up to five additional Vanguard Veterans (+45pts/m) - Take a Locater Beacon (+15pts)
ELITES

STERNGUARD SQUAD
If the unit includes more than one Heavy weapon, it counts as a Heavy Support choice.

WS BS S T W I A Ld Sternguard Veteran Options:


Sternguard Veteran 4 5 4 4 1 4 2 8  Any Sternguard Veteran may replace its Bolter with a Storm Bolter (+3pts/m)
Veteran Sergeant 5 5 4 4 1 4 2 9 or a Combi-Weapon (+5pts/m).
~  Up to four Sternguard Veterans in Power Armor may each replace their
Points: Unit Composition: Bolters with a Flamer (+5pts/m), a Plasma Gun (+15pts/m), a Melta Gun
 135  1 Veteran Sergeant (+15pts/m), a Heavy Bolter (+15pts/m), a Missile Launcher (+20pts/m), a
 4 Sternguard Veterans Multi-Melta (+20pts/m), a Plasma Cannon (+20pts/m), or a Lascannon
Unit Type: (+25pts/m).
 Infantry Weapons and Equipment:
 Bolters Veteran Sergeant Options:
Special Rules:  Power Armor  A Veteran Sergeant may do any of the following:
 And They Shall Know No Fear  Frag Grenades - Take a Power Weapon (+10pts), a Lightning Claw (+15pts), a Power Fist
 Suffer Not the Unclean to Live  Krak Grenades (+20pts), or a Thunder Hammer (+25pts)
- Replace its Bolter with a Storm Bolter (+3pts) or a Combi-Weapon (+5pts)
Unit Options: - Take Melta Bombs (+5pts) and/or a Locater Beacon (+15pts)
 The unit may do any of the following: - Replace its Power Armor with Artificer Armor (+10pts)
- Include up to five additional Sternguard Veterans (+25pts/m)
- Replace all weapons and equipment with Storm Bolters, Power Weapons,
and Terminator Armor (+22pts/m)

STERNGUARD TERMINATOR SQUAD


If the unit includes more than one Heavy weapon, it counts as a Heavy Support choice.

WS BS S T W I A Ld Sternguard Veteran Options:


Sternguard Veteran 4 5 4 4 1 4 2 8  Any Sternguard Veteran may replace its Storm Bolter with a Combi-Weapon
Veteran Sergeant 5 5 4 4 1 4 2 9 (+5pts/m).
~  Up to four Sternguard Veterans may each replace their Storm Bolters with a
Points: Unit Composition: Heavy Flamer (+10pts/m), an Assault Cannon (+25pts/m), or a Cyclone
 245  1 Veteran Sergeant Missile Launcher (+35pts/m).
 4 Sternguard Veterans  Any Sternguard Veteran may replace its Power Weapon with a Lightning Claw
Unit Type: (+5pts/m), a Power Fist (+10pts/m), or a Thunder Hammer (+15pts/m)
 Infantry Weapons and Equipment:
 Bolters Veteran Sergeant Options:
Special Rules:  Power Armor  A Veteran Sergeant may do any of the following:
 And They Shall Know No Fear  Frag Grenades - Replace its Storm Bolter with a Combi-Weapon (+5pts)
 Suffer Not the Unclean to Live  Krak Grenades - Replace its Power Weapon with a Lightning Claw (+5pts), a Power Fist
(+10pts), or a Thunder Hammer (+15pts)
Unit Options: - Take a Locater Beacon (+15pts)
 The unit may include up to five additional Sternguard Veterans (+23pts/m)
ELITES

SCOUT SQUAD

WS BS S T W I A Ld Neophyte Options:
Neophyte 4 4 3 3 1 4 1 6  Any Neophyte may replace its Bolter with a Sniper Rifle (+5pts).
Neophyte Sergeant 4 4 3 3 1 4 2 7  One Neophyte may replace its Bolter or Chainsword with a Flamer (+5pts), a
~ Plasma Gun (+15pts), or a Melta Gun (+15pts).
Points: Unit Composition:  If the unit numbers ten models, one Neophyte may replace its Bolter or
 80  1 Neophyte Sergeant Chainsword with a Flamer (+5pts), a Plasma Gun (+15pts), a Melta Gun
 4 Neophytes (+15pts), a Heavy Bolter (+15pts), or a Missile Launcher (+20pts).
Unit Type:
 Infantry Weapons and Equipment: Neophyte Sergeant Options:
 Bolters  A Neophyte Sergeant may do any of the following:
Special Rules:  Carapace Armor - Replace its Bolter with a Bolt Pistol and Chainsword (+5pts)
 And They Shall Know No Fear  Frag Grenades - Replace its Chainsword with a Power Weapon (+5pts) or a Thunder
 Infiltrate  Krak Grenades Hammer (+20pts)
 Move Through Cover - Replace its Bolt Pistol with a Plasma Pistol (+10pts)
 Stealth - Take Melta Bombs (+5pts) and/or a Locater Beacon (+15pts)

Unit Options:
 The unit may do any of the following:
- Include up to five additional Neophytes (+14pts/m)
- Replace its Krak Grenades with Melta Bombs (+3pts/m)
- Replace its Bolters with Bolt Pistols and Close Combat Weapons (+2pts/m)

FORSAKEN SQUAD
If the unit is equipped with Jump Packs, it counts as a Fast Attack choice, unless the Force Commander or Chaplain is similarly equipped.

WS BS S T W I A Ld Unit Options:
Forsaken Marine 5 4 4 4 1 4 2 8  The unit may do any of the following:
~ - Include up to five additional Vanguard Veterans (+23pts/m)
Points: Unit Composition: - Take Jump Packs (+8pts/m)
 120  5 Forsaken Marines
Forsaken Marine Options:
Unit Type: Weapons and Equipment:  For every five models in the unit, one Forsaken Marine may do any of the
 Infantry  Chainswords following:
 Bolt Pistols - Replace its Chainsword with a Flamer (+5pts/m), a Power Weapon
Special Rules:  Power Armor (+5pts/m), a Lightning Claw (+10pts/m), a Power Fist (+15pts/m), or a
 Fearless  Frag Grenades Thunder Hammer (+20pts/m)
 Furious Charge  Krak Grenades - Replace its weapons with a pair of Lightning Claws (+15pts/m)
 Counter Attack
 Rage
TROOPS

TACTICAL SQUAD

WS BS S T W I A Ld Space Marine Options:


Space Marine Sergeant 4 4 4 4 1 4 2 8  One Space Marine may replace its Bolter with a Flamer (+5pts), a Plasma
Space Marine 4 4 4 4 1 4 2 7 Gun (+15pts), or a Melta Gun (+15pts).
~  One Space Marine may replace its Bolter with a Flamer (+5pts), a Heavy
Points: Unit Composition: Flamer (+10pts), a Plasma Gun (+15pts), a Melta Gun (+15pts), a Heavy
 180  1 Space Marine Sergeant Bolter (+15pts), or a Missile Launcher (+20pts).
 9 Space Marines
Unit Type: Space Marine Sergeant Options:
 Infantry Weapons and Equipment:  A Space Marine Sergeant may do any of the following:
 Bolters - Take a Chainsword (+5pts), a Power Weapon (+10pts), a Lightning Claw
Special Rules:  Power Armor (+15pts), a Power Fist (+20pts), or a Thunder Hammer (+25pts)
 And They Shall Know No Fear  Frag Grenades - Replace its Bolter with a Bolt Pistol (+0pts), a Storm Bolter (+5pts), a
 Combat Squads  Krak Grenades Combi-Weapon (+5pts), or a Plasma Pistol (+10pts)
- Take Melta Bombs (+5pts) and/or a Locater Beacon (+15pts)

CRUSADER SQUAD
Crusader Squads may not be taken in an army that includes Tactical Squads, Scout Squads, or Scout Bike Squadrons.

WS BS S T W I A Ld Space Marine Options:


Space Marine Sergeant 4 4 4 4 1 4 2 8  Up to two Space Marines may do any of the following:
Space Marine 4 4 4 4 1 4 2 7 - Replace its Chainsword with a Flamer (+5pts/m), a Power Weapon (+5pts),
Neophyte 4 4 3 3 1 4 1 6 a Lightning Claw (+5pts/m), a Power Fist (+10pts), or a Thunder Hammer
~ (+15pts)
Points: Unit Composition: - Replace its Bolter with a Flamer (+5pts), a Plasma Gun (+15pts), or a Melta
 180  1 Space Marine Sergeant Gun (+15pts)
 9 Space Marines - Replace its Bolt Pistol with a Plasma Pistol (+10pts)
Unit Type: - Replace its Bolt Pistol and Chainsword with a pair of Lightning Claws
 Infantry Weapons and Equipment: (+15pts)
 Bolters
Special Rules:  Power Armor Space Marine Sergeant Options:
 And They Shall Know No Fear  Carapace Armor (Neophytes)  A Space Marine Sergeant may do any of the following:
 Frag Grenades - Take or replace its Chainsword with a Chainsword (+5pts), a Power
 Krak Grenades Weapon (+10pts), a Lightning Claw (+15pts), a Power Fist (+20pts), or a
Thunder Hammer (+25pts)
Space Marine Options: - Replace its Bolter or Bolt Pistol with a Bolt Pistol (+0pts), a Storm Bolter
(+5pts), a Combi-Weapon (+5pts), or a Plasma Pistol (+10pts)
 The unit do any of the following:
- Replace its weapons with a pair of Lightning Claws (+20pts)
- Include up to one Neophyte for every Space Marine or Space Marine
- Take Melta Bombs (+5pts) and/or a Locater Beacon (+15pts)
Sergeant in the unit (+10pts/m)
- Replace its Bolters with Bolt Pistols and Close Combat Weapons (+2pts/m)
FAST ATTACK

ASSAULT SQUAD
If the army includes a Force Commander with a Jump Pack, Assault Squads are Troops choices.

WS BS S T W I A Ld Space Marine Options:


Space Marine Sergeant 4 4 4 4 1 4 2 8  For every five models in the unit, one Space Marine may do any of the
Space Marine 4 4 4 4 1 4 2 7 following:
~ - Replace its Chainsword with a Flamer (+6pts/m), a Power Weapon
Points: Unit Type: (+6pts/m), a Lightning Claw (+8pts/m), a Power Fist (+12pts/m), or a
 90  Infantry Thunder Hammer (+14pts/m)
- Replace its Bolt Pistol with a Plasma Pistol (+8pts/m) or a Storm Shield
Unit Composition: Weapons and Equipment: (+8pts/m)
 1 Space Marine Sergeant  Chainswords - Replace its weapons with a pair of Lightning Claws (+14pts/m)
 4 Space Marines  Bolt Pistols
 Power Armor Space Marine Sergeant Options:
Special Rules:  Frag Grenades  A Space Marine Sergeant may do any of the following:
 And They Shall Know No Fear  Krak Grenades - Replace its Chainsword with a Power Weapon (+8pts), a Lightning Claw
 Scout (+12pts), a Power Fist (+16pts), or a Thunder Hammer (+20pts)
- Replace its Bolt Pistol with a Plasma Pistol (+12pts) or a Storm Shield
Unit Options: (+12pts)
 Unless the unit is accompanied by a dedicated transport, it must be equipped - Replace its weapons with a pair of Lightning Claws (+14pts)
with Jump Packs (+8pts/m). - Take Melta Bombs (+5pts) and/or a Locater Beacon (+15pts)
 The unit may do any of the following:
- Include up to five additional Space Marines (+18pts/m)
- Replace its Krak Grenades with Melta Bombs (+4pts/m)

LAND SPEEDER SQUADRON

WS BS S FA SA RA I A Unit Options:
Land Speeder - 4 - 10 10 10 - -  The unit may do any of the following:
~ - Include up to two additional Land Speeders (+50pts/m)
Points: Unit Type: - Upgrade the unit to have Veteran Crews (+15pts/m)
 50  Vehicle (Fast, Skimmer)
Land Speeder Options:
Special Rules: Unit Composition:  Any Land Speeder may do any of the following:
 Scout  1 - Replace its pintle Heavy Bolter with Heavy Flamer (+0pts/m) or a Multi-Melt
 Deep Strike (+5pts/m)
Weapons and Equipment: - Take a Heavy Flamer (+10pts), a Heavy Bolter (+15pts), a Multi-Melta
 Pintle Heavy Bolter (+20pts), or an Assault Cannon (+25pts) as an underslung weapon, or a
Cyclone Missile Launcher (+35pts)
FAST ATTACK

BIKE SQUADRON
If the army includes a Force Commander with a Space Marine Bike, Bike Squadrons are Troops choices.

WS BS S T W I A Ld Space Marine Options:


Space Marine Sergeant 4 4 4 4 1 4 2 8  For every five models in the unit, one Space Marine may do any of the
Space Marine 4 4 4 4 1 4 2 7 following:
Attack Bike Team 4 4 4 4 2 4 3 8 - Replace its Chainsword with a Flamer (+6pts/m), a Power Weapon
~ (+6pts/m), a Lightning Claw (+8pts/m), a Power Fist (+12pts/m), a Thunder
Points: Unit Type: Hammer (+14pts/m), a Plasma Gun (+14pts/m), or a Melta Gun (+14pts/m)
 170  Bikes - Replace its Bolt Pistol with a Plasma Pistol (+8pts/m)

Unit Composition: Weapons and Equipment: Attack Bike Team Options:


 1 Space Marine Sergeant  Chainswords  Any Attack Bike Team may replace its Heavy Bolter with a Multi-Melta
 4 Space Marines  Bolt Pistols (+4pts/m)
 Power Armor
Special Rules:  Space Marine Bikes Space Marine Sergeant Options:
 And They Shall Know No Fear  Frag Grenades  A Space Marine Sergeant may do any of the following:
 Scout  Krak Grenades - Replace its Chainsword with a Power Weapon (+8pts), a Lightning Claw
(+12pts), a Power Fist (+16pts), or a Thunder Hammer (+20pts)
Unit Options: - Replace its Bolt Pistol with a Plasma Pistol (+12pts) or a Storm Shield
 The unit may do any of the following: (+12pts)
- Replace any two models in the unit with an Attack Bike Team (+0pts/m) - Take Melta Bombs (+5pts) and/or a Locater Beacon (+15pts)
- Include up to five additional Space Marines (+32pts/m)
- Replace its Krak Grenades with Melta Bombs (+4pts/m)

SCOUT BIKE SQUADRON

WS BS S T W I A Ld Neophyte Options:
Neophyte 4 4 3 3 1 4 1 6  For every five models in the unit, one Neophyte may replace its Bolter or
Neophyte Sergeant 4 4 3 3 1 4 2 7 Chainsword with a Flamer (+5pts/m), a Plasma Gun (+15pts/m), or a Melta
~ Gun (+15pts/m).
Points: Unit Type:
 140  Infantry Neophyte Sergeant Options:
 A Neophyte Sergeant may do any of the following:
Unit Composition: Weapons and Equipment: - Replace its Bolter with a Bolt Pistol and Chainsword (+5pts)
 1 Neophyte Sergeant  Bolt Pistols - Replace its Chainsword with a Power Weapon (+5pts) or a Thunder
 4 Neophytes  Chainswords Hammer (+20pts)
 Carapace Armor - Replace its Bolt Pistol with a Plasma Pistol (+10pts)
Special Rules:  Space Marine bikes - Take Melta Bombs (+5pts) and/or a Locater Beacon (+15pts)
 And They Shall Know No Fear  Frag Grenades
 Scout  Krak Grenades

Unit Options:
 The unit may do any of the following:
- Include up to five additional Neophytes (+26pts/m)
- Replace its Krak Grenades with Melta Bombs (+3pts/m)
HEAVY SUPPORT

DEVASTATOR SQUAD

WS BS S T W I A Ld Space Marine Options:


Space Marine Sergeant 4 4 4 4 1 4 2 8  Four Space Marines in the unit must each replace their Bolters with a Heavy
Space Marine 4 4 4 4 1 4 2 7 Flamer (+10pts/m), a Heavy Bolter (+15pts/m), a Missile Launcher
~ (+20pts/m), a Multi-Melta (+20pts/m), a Plasma Cannon (+20pts/m), or a
Points: Unit Composition: Lascannon (+25pts/m).
 175  1 Space Marine Sergeant
 9 Space Marines Space Marine Sergeant Options:
Unit Type:  A Space Marine Sergeant may do any of the following:
 Infantry Weapons and Equipment: - Take a Chainsword (+5pts), a Power Weapon (+10pts), a Lightning Claw
 Bolters (+15pts), a Power Fist (+20pts), or a Thunder Hammer (+25pts)
Special Rules:  Power Armor - Replace its Bolter with a Bolt Pistol (+0pts), a Storm Bolter (+5pts), a
 And They Shall Know No Fear  Frag Grenades Combi-Weapon (+5pts), or a Plasma Pistol (+10pts)
 Pick Your Targets  Krak Grenades - Take Melta Bombs (+5pts) and/or a Locater Beacon (+15pts)

DREADNOUGHT
If upgraded to a Force Commander, Chaplain, or Librarian, the Dreadnought counts as an HQ choice.

WS BS S FA SA RA I A Character Options:
Dreadnought 5 5 6 12 12 10 4 3  A Dreadnought may upgrade to a Force Commander (+40pts), a Librarian
~ (+40pts), or a Chaplain (+40pts)
Points: Unit Composition:
 130  1 Dreadnought Wargear Options:
 A Dreadnought may do any of the following:
Unit Type: Weapons and Equipment: - Replace any Dreadnought CC Weapon with a twin-linked Heavy Flamer
 Vehicle (Walker)  Two Dreadnought CC Weapons (+0pts/w), a Multi-Melta (+0pts/w), a Plasma Cannon (+0pts/w), an Assault
with incorporated Storm Bolters Cannon (+5pts), a twin-linked Heavy Bolter (+5pts/w), a twin-linked
Special Rules:  Searchlight Autocannon (+10pts/w), a Seismic Hammer with incorporated Storm Bolter
 Indomitable  Smoke Launchers (+10pts), a Cyclone Missile Launcher (+10pts), or a twin-linked Lascannon
 Venerable (+15pts)
- Replace any Storm Bolter with a Melta Gun (+10pts) or a Heavy Flamer
(+10pts)
- Take a Shield Generator (+40pts) and/or Extra Armor (+30pts)

VINDICATOR

WS BS S FA SA RA I A Character Options:
Vindicator - 4 - 12 12 11 - -  A Vindicator may be upgraded to have a Veteran Crew (+20pts)
~
Points: Unit Composition: Wargear Options:
 150  1 Vindicator  A Vindicator may take a pintle Storm Bolter (+5pts) and/or Extra Armor
(+30pts)
Unit Type: Weapons and Equipment:
 Vehicle  Hull-mounted Demolisher Cannon
 Dozer Blade
 Searchlight
 Smoke Launchers
HEAVY SUPPORT

PREDATOR

WS BS S FA SA RA I A Character Options:
Predator - 4 - 12 12 11 - -  A Predator may be upgraded to have a Veteran Crew (+30pts)
~
Points: Unit Composition: Wargear Options:
 80  1 Predator  A Predator may do any of the following:
- Replace its turret Autocannon with a Flamestorm Cannon (+0pts), a twin-
Unit Type: Weapons and Equipment: linked Assault Cannon (+15pts), or a twin-linked Lascannon (+15pts)
 Vehicle (Fast, unless equipped with  Turret-mounted Autocannon - Take Heavy Flamers (+20pts), Heavy Bolters (+30pts), or Lascannons
Lascannon sponsons)  Searchlight (+50pts) as sponson weapons.
 Smoke Launchers - Take a pintle Storm Bolter (+5pts), a Dozer Blade (+10pts), and/or Extra
Armor (+30pts)

WHIRLWIND

WS BS S FA SA RA I A Character Options:
Whirlwind - 4 - 11 11 10 - -  A Whirlwind may be upgraded to have a Veteran Crew (+20pts)
~
Points: Unit Composition: Wargear Options:
 120  1 Whirlwind  A Whirlwind may do any of the following:
- Take a pintle Storm Bolter (+5pts) and/or Extra Armor (+30pts)
Unit Type: Weapons and Equipment:
 Vehicle  Turret-mounted Whirlwind Launcher
 Searchlight
 Smoke Launchers

LAND RAIDER

WS BS S FA SA RA I A Wargear Options:
Land Raider - 5 - 14 14 14 - -  A Land Raider may do any of the following:
~ - Replace its hull-mounted twin-linked Heavy Bolter with a twin-linked Assault
Points: Transport Capacity: Cannon (+10pts) or a Demolisher Cannon (+15pts)
 200  16 (12 if equipped with Lascannon - Take Hurricane Bolters (+10pts), Flamestorm Cannons (+40pts), or twin-
sponsons, 8 if equipped with a linked Lascannons (+70pts) as sponson weapons.
Unit Type: Demolisher Cannon) - Take a pintle Storm Bolter (+5pts) or a pintle Multi-Melta (+20pts)
 Vehicle - Take a Dozer Blade (+10pts)
Weapons and Equipment:
Special Rules:  Hull-mounted twin-linked Heavy
 Veteran Crew Bolter
 Assault Vehicle  Searchlight
 Smoke Launchers
Unit Composition:
 1 Land Raider
DEDICATED TRANSPORTS

RHINO
Unless equipped with Jump Packs, Space Marine Bikes, or Tactical Dreadnought Armor, the following units may take a Rhino as a dedicated transport: Command
Squad, Vanguard Squad, Sternguard Squad, Tactical Squad, Crusader Squad, Assault Squad, Devastator Squad.

WS BS S FA SA RA I A Character Options:
Rhino - 4 - 11 11 10 - -  A Rhino may be upgraded to have a Veteran Crew (+20pts)
~
Points: Unit Composition: Wargear Options:
 50  1 Rhino  A Rhino may take Extra Armor (+30pts)

Unit Type: Transport Capacity:


 Vehicle (Fast)  12

Special Rules: Weapons and Equipment:


 Repair  Storm Bolter
 Searchlight
 Smoke Launchers

RAZORBACK
Unless equipped with Jump Packs, Space Marine Bikes, or Tactical Dreadnought Armor, the following units may take a Razorback as a dedicated transport:
Command Squad, Vanguard Squad, Sternguard Squad, Tactical Squad, Crusader Squad, Assault Squad, Devastator Squad.

WS BS S FA SA RA I A Character Options:
Razorback - 4 - 11 11 10 - -  A Razorback may be upgraded to have a Veteran Crew (+30pts)
~
Points: Unit Composition: Wargear Options:
 75  1 Razorback  A Razorback may do any of the following:
- Replace its turret Heavy Bolter with twin-linked Heavy Flamers (+0pts),
Unit Type: Weapons and Equipment: twin-linked Assault Cannons (+10), twin-linked Lascannons (+10pts), or a
 Vehicle (Fast)  Turret-mounted twin-linked Heavy Lascannon and twin-linked Plasma Gun (+25pts).
Bolter - Take a pintle Storm Bolter (+5pts), a Dozer Blade (+10pts), and/or Extra
Transport Capacity:  Searchlight Armor (+30pts)
 10 (6 if equipped with a Lascannon)  Smoke Launchers

DROP POD
Unless equipped with Jump Packs or Space Marine Bikes, the following units may take a Drop Pod as a dedicated transport: Command Squad, Command
Terminator Squad, Vanguard Squad, Vanguard Terminator Squad, Sternguard Squad, Sternguard Terminator Squad, Tactical Squad, Crusader Squad, Assault
Squad, Devastator Squad, Dreadnought.

WS BS S FA SA RA I A Wargear Options:
Rhino - 4 - 12 12 12 - -  The Drop Pod may take a Locater Beacon (+15pts).
~
Points: Unit Composition:
 50  1 Drop Pod

Unit Type: Transport Capacity:


 Vehicle (Open-Topped, Immobile)  12

Special Rules: Weapons and Equipment:


 Death From Above  Storm Bolter
DEDICATED TRANSPORTS

LAND RAIDER
Unless equipped with Jump Packs or Space Marine Bikes, the following units may take a Land Raider as a dedicated transport: Command Squad, Command
Terminator Squad, Vanguard Squad, Vanguard Terminator Squad, Sternguard Squad, Sternguard Terminator Squad.

WS BS S FA SA RA I A Wargear Options:
Land Raider - 5 - 14 14 14 - -  A Land Raider may do any of the following:
~ - Replace its hull-mounted twin-linked Heavy Bolter with a twin-linked Assault
Points: Transport Capacity: Cannon (+10pts) or a Demolisher Cannon (+15pts)
 200  16 (12 if equipped with Lascannon - Take Hurricane Bolters (+10pts), Flamestorm Cannons (+40pts), or twin-
sponsons, 8 if equipped with a linked Lascannons (+70pts) as sponson weapons.
Unit Type: Demolisher Cannon) - Take a pintle Storm Bolter (+5pts) or a pintle Multi-Melta (+20pts)
 Vehicle - Take a Dozer Blade (+10pts)
Weapons and Equipment:
Special Rules:  Hull-mounted twin-linked Heavy
 Veteran Crew Bolter
 Assault Vehicle  Searchlight
 Smoke Launchers
Unit Composition:
 1 Land Raider

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