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Codex Space Marines

Last updated 03/2015

The following rules apply to all Space Marines,


except for Scouts.
BREAK TESTS
Space Marines take Break Tests as normal. If failed
they are not broken but shaken instead. When
shaken they may not move towards the enemy but
may shoot, fight in hand-to-hand combat and use
psychic powers normally. If they are unable to move
without approaching an enemy they must remain
stationary, but can turn. In hand-to-hand combat
they cannot use follow-up moves except to engage
an enemy which is fighting another Marine. They
may use the follow-up move to get into cover even if
this means moving closer towards an enemy.
Once shaken, a squad may recover by passing a rally
test. All the usual conditions apply.
If a shaken squad fails a second break test then it will
break as normal.
RAPID FIRE
If a squad doesn't move it may rapid fire. This allows
each model armed with a Bolt Pistol, Bolter, or
Storm Bolter to fire twice. Models armed with other
weapons must fire normally.
FORCE LEADER
Any Space Marine character can lead the army.
Whoever is chosen gains the benefits of being the
army commander, meaning any units within 12 of
him can use his Leadership value when they take
Leadership tests.
ARMY SELECTION
Characters

Up to 50%

Squads

At least 25%

Support

Up to 50%

ALLIES
A Space Marine army may be accompanied by allied
troops chosen from the following lists:
Any Space Marine list, Imperial Guard, Imperial
Agents, Squats, Eldar (may not choose an Avater)
These count towards the Support section of the
army.
TARGETERS
All Space Marine heavy weapons, Terminator
armour, support weapons , bike and vehicle
weapons are equipped with a targeter.
VEHICLE CREW
Unless specified otherwise, vehicle crew carry bolt
pistols.

Wargear List
TERMINATOR ARMOUR
Characters may be equipped with Terminator
Armour, plus the weapons listed below. If you
choose this option then you cannot choose any
further items from the wargear list. Terminator
armour comes equipped with a teleport homer.
Storm Bolter and Power Fist . . . . . . . . . . . . . . . . . . . . 49
Lightning Claws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Thunder Hammer and Storm Shield . . . . . . . . . . . . . .55
Storm Bolter and Chain Fist . . . . . . . . . . . . . . . . . . . . .51
Storm Bolter and Power Sword . . . . . . . . . . . . . . . . . 45
COMMAND WEAPONS
Command Weapons may be carried by models
indicated in the lists and each model may carry an
unlimited number.
Storm Bolter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Lightning Claw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Thunder Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Storm Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Combi-weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
ASSAULT WEAPONS
A model may carry an unlimited number of assault
weapons.
Chainsword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Power Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Power Fist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Power Maul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Power Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Bolt Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Hand Flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Plasma Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
SPECIAL WEAPONS
Boltgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Meltagun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Plasma gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
HEAVY WEAPONS
Autocannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Heavy Bolter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
- Hellfire shells for the above . . . . . . . . . . . . . . . . . . . +5
Lascannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Missile Launcher with (frag and krak) . . . . . . . . . . . . 45
- Melta missiles for the above . . . . . . . . . . . . . . . . . . . +5
- Anti-plant missiles for the above . . . . . . . . . . . . . . . +5
- Plasma missiles for the above . . . . . . . . . . . . . . . . . .+5
Multi-melta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Heavy Plasma Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

Characters

TERMINATOR HEAVY WEAPONS


Storm Bolter and Cyclone Missile Launcher . . . . . . .59
Assault Cannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Heavy Flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
TERMINATOR ASSAULT WEAPONS
Power Sword (Sergeants only) . . . . . . . . . . . . . . . . .free
Lightning Claws (pair) . . . . . . . . . . . . . . . . . . . . . . . . .free
Chainfist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Thunder Hammer and Storm Shield . . . . . . . . . . . . . . .6
SCOUT WEAPONS
Autogun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Chainsword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Boltgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Needle Sniper Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Shotgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Sword or Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
GRENADES
A model may carry any number of grenades, and has
enough to last for the duration of the battle.
Blind Grenades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Frag Grenades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Krak Grenades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Melta Bombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Plasma Grenades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Photon Flash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
NEW WARGEAR CARDS
Combat Shield . . . . . . . . . . . . . . .Uncommon, 2 points
A combat shield is a lighter version of the storm
shield that is fitted to the arm of the wearer, leaving
both hands free. The shield offers an unmodifiable
saving throw of 6 to the model's front.
Artificer Armour. . . . . . . . . . . . . . . . . . .Rare, 10 points
A model equipped with Power Armour may be given
the Artificer Armour wargear card. This rare armour
confers a 2+ save.
Servo Harness . . . . . . . . . . . . . .Uncommon, 30 points
Tech Priests, Techmarines/Master of the Forge and
Squat engineers only.
A servo harness counts as a servo arm, plus
incorporates a plasma cutter (which counts as twin
linked plasma pistols) and a flamer. In the shooting
phase a model with a servo harness may fire any two
of his weapons.

0-1 CHAPTER MASTER

96

Unit

WS

BS

Ld

Chapter Master

10

WEAPONS Bolt pistol and frag grenades.


ARMOUR Power armour (3+ save)
WARGEAR The Chapter Master may have up to 4
wargear cards.
The Chapter Master may be given additional
equipment from the Command, Assault Weapons,
Armour, Special Weapons and Grenades sections of
the wargear list.
The Chapter Master may ride a bike at a cost of 20
points.
STRATEGY The Chapter Master has a strategy
rating of 5.
SPECIAL The Chapter Master will always be the
army commander. Any Space Marine units within 12"
of him may use his Leadership when they take a
Leadership test.
The Chapter Master may be upgraded by choosing
one of the following:
Weapon Master
+1 to both WS and BS .................................10 points
Battle Hardened
+1 Toughness...............................................30 points
Martial Prowess
+1 to both Attacks and Strength.................20 points
Resilient
+1 wound.....................................................20 points
Strategist
+1 Strategy Rating ...................................20 points
Swift
+1 to both movement and Initiative ......10 points

0-1 SPACE MARINE CAPTAIN

96

TECHMARINE

33

Unit

WS

BS

Ld

Unit

WS

BS

Ld

Captain

10

Techmarine

WEAPONS Bolt pistol and frag grenades.

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

ARMOUR Power armour (3+ save)

WARGEAR The Captain may have up to 3 wargear


cards.

WARGEAR The Techmarine may have up to 3


wargear cards.

The Captain may be given additional equipment


from the Command, Assault Weapons, Armour,
Special Weapons and Grenades sections of the
wargear list.

The Techmarine may be given additional equipment


from the Armour, Command Weapons, Assault
Weapons, Special Weapons and Grenades sections
of the wargear list.

The Captain may ride a bike at a cost of 20 points.

The Techmarine may ride a bike at a cost of 20


points.

STRATEGY The Captain has a strategy rating of 5.


SPECIAL The army may have a maximum of 5
Servitor models per Master of the Forge or
Techmarine.

SPECIAL If the Captain is chosen as the army


commander any Space Marine units within 12" of
him may use his Leadership when they take a
Leadership test.

0-1 TERMINATOR CAPTAIN

125

Unit

WS

BS

Ld

Captain

10

WEAPONS Storm Bolter and Power Swors.


ARMOUR Terminator Armour (3+ save on 2d6).
Terminator armour comes equipped with a teleport
homer.
WARGEAR The Captain may have up to 3 wargear
cards.
The Captain may be given additional equipment
from the Terminator Assault Weapons sections of
the wargear list.

A Techmarine may attempt to repair a single


damaged hit location (not destroyed) on a vehicle,
or destroyed support weapon if he can reach it
during his next movement phase. He may do
nothing else whilst attempting the repair.
At the end of the turn roll a d6:
5-6 Repair. One damaged location is repaired.
3-4 Possible Repair. The damage cannot be repaired
this turn, but may be possible. Roll again at the end
of next turn. On a 4-6 the damage is repaired, on a 13 it cannot be repaired.
1-2 Hopeless. The damage cannot be repaired.

0-1 MASTER OF THE FORGE

68

Unit

WS

BS

Ld

Master of the
Forge

STRATEGY The Captain has a strategy rating of 5.

WEAPONS Bolt pistol and frag grenades.

SPECIAL If the Captain is chosen as the army


commander any Space Marine units within 12" of
him may use his Leadership when they take a
Leadership test.

ARMOUR Power armour (3+ save)


WARGEAR The Master of the Forge may have up to
3 wargear cards.
The Master of the Forge may be given additional
equipment from the Armour, Command Weapons,
Assault Weapons, Special Weapons and Grenades
sections of the wargear list.
The Master of the Forge may ride a bike at a cost of
20 points.

SPECIAL The army may have a maximum of 5


Servitor models per Master of the Forge or
Techmarine.

ARMOUR Power armour (3+ save)

The Master of the Forge may attempt to repair a


single damaged hit location (not destroyed) on a
vehicle, or destroyed support weapon if he can
reach it during his next movement phase. He may do
nothing else whilst attempting the repair.
At the end of the turn roll a d6:
5-6 Repair. One damaged location is repaired.
3-4 Possible Repair. The damage cannot be repaired
this turn, but may be possible. Roll again at the end
of next turn. On a 4-6 the damage is repaired, on a 13 it cannot be repaired.
1-2 Hopeless. The damage cannot be repaired.

HONOUR GUARD

43 each

Unit

WS

BS

Ld

Honour Guard

WARGEAR Any model may replace his bolter with


additional weapons chosen from the Assault
Weapons, Special Weapons or Command sections of
the wargear list.
The entire squad may be given krak grenades at a
cost of 3 points each.
The Command Squad may ride bikes at a cost of 20
points each.

0-1 COMPANY STANDARD

55

Unit

WS

BS

Ld

Standard

WEAPONS Bolt pistol and frag grenades.


ARMOUR Power armour (3+ save)

You may include one Honour Guard Squad for each


Space Marine Chapter Master in your army.

WARGEAR The Standard Bearer may have up to 1


wargear card.

SQUAD The squad consists between 2 and 10


Veteran Space Marines.

The Standard Bearer may be given additional


equipment chosen from the Armour, Command,
Assault Weapons, Special Weapons or Grenades
sections of the wargear list.

WEAPONS Bolter, bolt pistol and frag grenades.


ARMOUR Artificer armour (2+ save)

The Standard Bearer may ride a bike at a cost of 20


points.

WARGEAR Any model may replace his bolter with


additional weapons chosen from the Assault
Weapons, Special Weapons or Command sections of
the wargear list.

CHAPLAIN

The entire squad may be given krak grenades at a


cost of 3 points each.
The Honour Guard may ride bikes at a cost of 20
points each.

COMMAND SQUAD

33 each

Unit

WS

BS

Ld

Veteran

You may include one Command Squad for each


Space Marine Captain in your army.
SQUAD The squad consists between 2 and 10
Veteran Space Marines.
WEAPONS Bolter, bolt pistol and frag grenades.

Champion
Hero
Mighty Hero

53
84
125

Unit

WS

BS

Ld

Champion

Hero

Mighty Hero

10

WEAPONS Bolt pistol, Crozius Arcanum, and frag


grenades.
ARMOUR Power armour (3+ save), and Rosarius
(4+ unmodified save)
WARGEAR The Chaplain may have up to 2 wargear
cards.
The Chaplain may be given additional equipment
chosen from the Armour, Command, Assault
Weapons, Special Weapons or Grenades sections of
the wargear list.

The Chaplain may ride a bike at a cost of 20 points.


SPECIAL
If any Space Marine unit within 8 of a Chaplain fails
a Leadership-based test then it may retake the test
immediately.

APOTHECARY

40

Unit

WS

BS

Ld

Apothecary

WEAPONS Bolt pistol and frag grenades.

SPECIAL The Librarian has a psychic level as


follows:
Lexicanium - Level 1
Codicier - Level 2
Epistolary - Level 3
Chief Librarian - Level 4

VETERAN SERGEANTS

+5

Unit

WS

BS

Ld

Veteran

ARMOUR Power armour (3+ save)

Any Space Marine Assault, Tactical, Devastator,


Combat squad or Scout squad may replace its
Sergeant with a Veteran Sergeant for +5 points.

WARGEAR The Apothecary carries a Medi-pack and


may have up to 1 wargear card.

WEAPONS Bolt pistol and frag grenades.

The Apothecary may be given additional equipment


from the Armour, Assault Weapons, Special
Weapons and Grenades sections of the wargear list.
The Apothecary may ride a bike at a cost of 20
points.

LIBRARIAN Lexicanium
Codicier
Epistolary
Chief Librarian

53
97
152
196

Unit

WS

BS

Ld

Lexicanium

Codicier

Epistolary

Chief Librarian

WEAPONS Bolt pistol and frag grenades.


ARMOUR Power armour (3+ save), and Rosarius
(4+ unmodified save)
WARGEAR The Librarian may have wargear cards
as follows:
Lexicanium- up to 1;
Codicier- up to 2;
Epistolary- up to 3;
Chief Librarian- up to 4.
The Librarian may be given additional equipment
chosen from the Armour, Command, Assault
Weapons, Special Weapons or Grenades sections of
the wargear list.
The Librarian may ride a bike at a cost of 20 points.

ARMOUR Power armour (3+ save)


WARGEAR A Veteran Sergeant may have up to 1
wargear card.
The Veteran Sergeant may be given additional
equipment from the Command, Armour, Assault
Weapons, Special Weapons and Grenades sections
of the wargear list.

Squads
SPECIAL RULES: Boltgun Drill
Marines in certain squads armed with Boltguns may
use the following skills. Other Marines in the same
squad not armed with Boltguns may shoot normally.
These skills may not be combined with the Rapid
Fire skill, and the normal choosing a target rules still
apply. Squads able to use Boltgun Drill skills are:
Tactical and Combat Tactical Squads
Veteran and Combat Veteran Squads
Sternguard and Sternguard Combat Squads
-Skirmish Fire Drill
The squad may fire when hidden and only become
detected rather than spotted.
- Suppressive Fire Drill
If the squad remains stationary it may fire at targets
that are hidden or detected. Hidden models may
only be targeted if they were visible in the terrain
currently concealing them during their last move.
Suppressive Fire is made at the start of the
movement phase after charges are declared but
before models are moved, preceeding overwatch
fire.
- Fire Charge Drill
When the squad charges, each model may fire one
shot at one of his melee opponents if they have
moved into base-to-base contact. The shot is worked
out at the beginning of the hand-to-hand combat
phase (before Digi-weapons, Mandiblasters etc) and
suffers a -1 modifier. If the target is killed then the
Marine may make a follow-up move and fight in
close combat as normal.
Alternatively, the squad may shoot after running
with a -1 to hit modifier.
- Reflex Fire Drill
If the squad is charged it may fire at the attackers as
if it were on overwatch (with a -1 to hit modifier)

TACTICAL SQUAD

300

Unit

WS

BS

Ld

Space Marine

SQUAD The squad consists of 1 Space Marine


Sergeant and 9 Space Marines.
WEAPONS Bolter, bolt pistol and frag grenades.
ARMOUR Power armour (3+ save)
WARGEAR Up to one model may replace his bolter
with a weapon chosen from the Heavy Weapons
section of the wargear list.
Up to one model may replace his bolter with a
weapon chosen from the Special Weapons section
of the wargear list.
The Space Marine Sergeant may replace his bolter
with additional weapons chosen from the Assault
Weapons and/or Command sections of the wargear
list.
The entire squad may be given krak grenades at a
cost of 30 points.

ASSAULT SQUAD

300

Unit

WS

BS

Ld

Space Marine

SQUAD The squad consists of 1 Space Marine


Sergeant and 9 Space Marines.
WEAPONS Bolt pistol, krak and frag grenades.
ARMOUR Power armour (3+ save)
WARGEAR Any model may be equipped with a
weapon from the Assault Weapons section of the
wargear list.
Up to two models may may be equipped with a
weapon chosen from the Special Weapons section
of the Wargear list.
The entire squad may be equipped with blind
grenades at a cost of +20 points.
The entire squad may be equipped with meltabombs at a cost of +50 points.
The entire squad may be equipped with jump packs
for +50 points. If the squad is split into two combat
squads at the start of the battle, then one or both
may be equipped with jump packs for +25 points.

DEVASTATOR SQUAD

300

Unit

WS

BS

Ld

Space Marine

SQUAD The squad consists of 1 Space Marine


Sergeant and 9 Space Marines.

ARMOUR Power armour (3+ save)


WARGEAR Up to four models may replace their
bolters with a weapon chosen from the Heavy
Weapons section of the wargear list.
The Space Marine Sergeant may replace his bolter
with additional weapons chosen from the Assault
Weapons and/or Command sections of the wargear
list.

150

Unit

WS

BS

Ld

Space Marine

Veteran

SQUAD One Space Marine Sergeant and 4 Space


Marines.
WEAPONS Bolt pistol and frag grenades.
ARMOUR Power armour (3+ save)
You must also choose one of the following
designations for your squad:
Tactical: All the members of the squad are
equipped with a bolt gun. One model may replace
his bolt gun with a weapon from either the special
weapons or heavy weapons section of the relevant
Space Marine Wargear list.
The entire squad may be given krak grenades at a
cost of 15 points.
Assault: All the members of the squad are equipped
with krak grenades. Any models in the squad may
may be equipped with weapons chosen from the
assault weapons section of the relevant Space
Marine Wargear list. One model in the squad may
may be equipped with a weapon chosen from the
special weapons section of the relevant Space
Marine Wargear list.
The entire squad may be equipped with blind
grenades at a cost of +10 points.

The entire squad may be equipped with jump packs


at a cost of +25 points.
Devastator: All models are equipped with bolt
guns. Up to two models may replace their bolt guns
with weapons chosen from the heavy weapons
section of the relevant Space Marine Wargear list.

WEAPONS Bolter, bolt pistol and frag grenades.

COMBAT SQUAD

The entire squad may be equipped with meltabombs at a cost of +25 points.

Veteran: All the members of the squad have +1 BS,


+1 WS, +1 I, and +1 Ld, at an additional cost of +15
points for the whole squad. All models are equipped
with bolt guns. One model may replace his bolt gun
with a weapon chosen from either the the heavy or
special weapons section of the relevant Space
Marine Wargear list.
Sternguard Veteran: All the members of the squad
have +1 BS, +1 WS, +1 I, and +1 Ld, at an additional
cost of 55 points for the whole squad. All models are
equipped with a Bolter, bolt pistol and frag
grenades. One model may replace his bolt gun with
a weapon chosen from either the the heavy or
special weapons section of the relevant Space
Marine Wargear list.
The entire squad may be given krak grenades at a
cost of 15 points.
Each boltgun armed model in a Sternguard Veteran
squad comes with several special ammunition types.
See the Sternguard entry for details.
Vanguard Veteran: All the members of the squad
have +1 BS, +1 WS, +1 I, and +1 Ld, at an additional
cost of +15 points for the whole squad.
All the members of the squad are equipped with
krak grenades. Any models in the squad may may be
equipped with weapons chosen from the assault
weapons section of the relevant Space Marine
Wargear list. One model in the squad may may be
equipped with a weapon chosen from the special
weapons section of the relevant Space Marine
Wargear list.
The entire squad may be equipped with blind
grenades at a cost of +10 points.
The entire squad may be equipped with meltabombs at a cost of +25 points.
The entire squad may be equipped with jump packs
at a cost of +25 points.
Sergeants: Sergeants may be equipped with
additional weapons chosen from the assault
weapons section of the Space Marine Wargear list.

TERMINATOR SQUAD

315

SCOUT SQUAD

100

Unit

WS

BS

Ld

Unit

WS

BS

Ld

Terminator

Sergeant

Scout

SQUAD The squad consists of 1 Terminator Space


Marine Sergeant and 9 Terminator Space Marines.
WEAPONS Power Fist and Storm Bolter with
targeter.

WEAPONS Bolt pistol and frag grenades.

ARMOUR Terminator armour (3+ save on 2d6).


Terminator armour comes equipped with a teleport
homer.
WARGEAR Up to two models may replace their
storm bolter with a weapon chosen from the
Terminator Heavy Weapons section of the wargear
list.
Any number of models may replace their power fist
with a weapon chosen from the Terminator Assault
Weapons section of the wargear list.
The entire squad may be teleported into battle but
their points value is increased by 50%

VETERAN SQUAD

SQUAD One Space Marine Sergeant and 4 Space


Marine Scouts.

330

Unit

WS

BS

Ld

Space Marine

SQUAD The squad consists of 1 Veteran Space


Marine Sergeant and 9 Veteran Space Marines.
WEAPONS Bolter, bolt pistol and frag grenades.

ARMOUR Scout armour (4+ save)


WARGEAR Any model may be equipped with a
weapon from the Scout Weapons section of the
wargear list.
Up to one model may be equipped with a weapon
chosen from the either the Special or Heavy
Weapons section of the wargear list.
The Space Marine Sergeant may be equipped with
additional weapons chosen from the Assault
Weapons and/or Command sections of the wargear
list.
The entire squad may be given krak grenades at a
cost of 15 points.
The entire squad may be given Camelioline cloaks at
a cost of 25 points.
SPECIAL RULES
Space Marine Scouts may use Infiltration and
Dispersed Formation.

SCOUT BIKE SQUADRON

ARMOUR Power armour (3+ save)


WARGEAR Up to one model may replace his bolter
with a weapon chosen from the Heavy Weapons
section of the wargear list.
Up to one model may replace his bolter with a
weapon chosen from the Special Weapons section
of the wargear list.
The Space Marine Sergeant may replace his bolter
with additional weapons chosen from the Assault
Weapons and/or Command sections of the wargear
list.
The entire squad may be given krak grenades at a
cost of 30 points.

37 each
47 for Sergeant

Unit

WS

BS

Ld

Sergeant

Scout

See the Bike entry for information on the bike.


SQUAD The squadron consists of 1 Space Marine
Sergeant and between 2 and 4 Space Marine Scouts
riding Space Marine bikes.
WEAPONS Each bike is fitted with twin linked
bolters. Each Scout rider is armed with a bolt pistol
and frag grenades.
ARMOUR Scout armour (4+ save)
WARGEAR Any model may be equipped with a
weapon chosen from the Scout Weapon section of

the wargear list.

STERNGUARD VETERANS

Up to one model may be equipped with a weapon


from the Special Weapons section of the wargear
list.

410

Unit

WS

BS

Ld

Veteran

SQUAD The squad consists of 1 Veteran Space


Marine Sergeant and 9 Veteran Space Marines.

The Space Marine Sergeant may be equipped with


additional weapons chosen from the Assault
Weapons section of the wargear list.

WEAPONS Bolter, bolt pistol and frag grenades.

The entire squadron may be equipped with blind


grenades at a cost of 2 points per model.

ARMOUR Power armour (3+ save)

The entire squadron may be equipped with krak


grenades at a cost of 3 points per model.

WARGEAR Up to one model may replace his bolter


with a weapon chosen from the Heavy Weapons
section of the wargear list.

Up to 3 models may replace their bike's twin linked


bolters with a grenade launcher for +25 points.

BIKE SQUADRON

47 each

Unit

WS

BS

Ld

Space Marine

See the Bike entry for information on the bike.


SQUAD The squadron consists 3 to 5 Space
Marines riding Space Marine bikes.
WEAPONS Each bike is fitted with twin linked
bolters. Each rider is armed with a bolt pistol and
frag grenades.
ARMOUR Power armour (3+ save)
WARGEAR Any model may be equipped with a
weapon chosen from the Assault Weapon section of
the wargear list.
Up to two models may be equipped with a weapon
from the Special Weapons section of the wargear
list.
The entire squadron may be equipped with blind
grenades at a cost of 2 points per model.
The entire squadron may be equipped with krak
grenades at a cost of 3 points per model.
SUPPORT The squadron may include up to one
Space Marine attack bike.

Up to one model may replace his bolter with a


weapon chosen from the Special Weapons section
of the wargear list.
The Space Marine Sergeant may replace his bolter
with additional weapons chosen from the Assault
Weapons and/or Command sections of the wargear
list.
The entire squad may be given krak grenades at a
cost of 30 points.
Each boltgun armed model in a Sternguard Veteran
squad comes with several special ammunition types.
Declare which type of ammunition is being used
before rolling to hit. The rounds are exactly the
same as regular boltgun ammunition, except where
stated in the following description:
Dragonfire Bolts: These hollow shells explode with
a gout of superheated gas. When shooting ignore
penalties for targets behind cover.
Hellfire Rounds: These shells, originally developed
for the heavy bolter to combat Tyranids, contain a
mutagenic acid which always wounds on a 2+
regardless of the target's toughness, and causes 1d3
wounds. Vehicle penetration is 1d3+4.
Kraken Bolts: The adamantine core and improved
propellent of these bolts can penetrate the thickest
hide, even at extreme range. Long range is increased
to 36", and has a -2 save modifier.
Vengeance Rounds: Originally developed to breach
the armour of Traitor Marines, vengeance rounds
employ unstable flux core technology that makes
them hazardous to use, but incredibly effective
against armoured targets. Range is reduced to 0-6
short and 6-18 long, and has a -3 save modifier.

VANGUARD VETERANS

330

Unit

WS

BS

Ld

Veteran

SQUAD The squad consists of 1 Veteran Space


Marine Sergeant and 9 Veteran Space Marines.
WEAPONS Bolt pistol,krak and frag grenades.
ARMOUR Power armour (3+ save)
WARGEAR Any model may be equipped with a
weapon chosen from the Assault Weapons and/or
Command sections of the wargear list.
Up to two models may be equipped with a weapon
chosen from the Special Weapons section of the
wargear list.
The entire squad may be equipped with Jump Packs
at a cost of 50 points.
The entire squad may be given blind grenades at a
cost of 20 points.
The entire squad may be given melta bombs at a
cost of 50 points.

SERVITOR SQUAD

15 each

Unit

WS

BS

Ld

Servitor

You may include one squad of Servitors for every


Techmarine or Master of the Forge in your army.
SQUAD The squad consists of between 1 and 5
Servitors.
WEAPONS None
ARMOUR Mechanised body (5+ save)
WARGEAR Any Servitor may be given a Servo Arm
for 10 points.
Any model may be equipped with a weapon from
the Heavy Weapons section of the wargear list.
SPECIAL
Servitors are immune to Psychology, including fear
and terror.
Servitors must be bought as a bodyguard for a
Techmarine or Master of the Forge. In this capacity
they form unit led by the character, with the above
options.

Servitors also act as weapon crews, operating their


equipment and fighting to defend it if necessary.
They do not get the wargear options above. If their
weapon is destroyed they will automatically move
towards another, forming a reserve crew, or remain
stationary if there are none. Alternatively they may
join the Techmarine or Master of the Forge's
bodyguard.

Support
CONVERSION BEAMER

80

Unit

WS

BS

Ld

Servitor

The Space Marine army must include the Master of


the Forge in order to have a Conversion Beamer.
CREW 2 Servitors
WEAPONS Conversion Beamer with targeter. The
Servitor crew have no additional weapons.
ARMOUR Mechanised body (5+ save)

TARANTULA

20

Unit

WS

BS

Ld

Servitor

The Space Marine army must include the Master of


the Forge or Techmarine in order to have a
Tarantula.
CREW 1 Servitor
WEAPONS One weapon from the following list.
The Servitor has no additional weapons.
Twin-linked lascannon . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Multi-melta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Twin-linked missile launchers (krak) . . . . . . . . . . . . . .55
Twin-linked autocannon. . . . . . . . . . . . . . . . . . . . . . . . .50
Twin-linked heavy bolters . . . . . . . . . . . . . . . . . . . . . . .30
ARMOUR Mechanised body (5+ save)

THUNDERFIRE CANNON

115

Unit

WS

BS

Ld

Techmarine

CREW 1 Techmarine
WEAPONS Thunderfire Cannon. The Techmarine
also has a bolt pistol and frag grenades.
ARMOUR Power Armour (3+ save)
WARGEAR The Techmarine may have up to 3
wargear cards.

The Techmarine may be given additional equipment


from the Armour, Command Weapons, Assault
Weapons, Special Weapons and Grenades sections
of the wargear list.
The Thunderfire Cannon is unusual that it is crewed
by a Techmarine. This is to allow it to fire indirectly.
If the Techmarine is killed and Servitors take over it
may no longer fire subterranean shells.
The weapon is so heavy that it may only move under
its own power, and is usually mounted on tracks. It
may move up to 4" in the movement phase so long
as the crewman remains within 4".
As the weapon is a distinct piece of equipment it is
considered to be a separate target from its crew. At
short range an enemy may select either the crew or
the weapon itself as a target, whilst at long range
shots are randomised. If the crew are killed the
weapon is effectively useless. If the weapon is shot
at it has an armour value of 10 and if penetrated is
destroyed.
The Thunderfire Cannon can fire 3 different types of
shell. Declare which type you are using before
shooting.
All shells have the following range, with no
modifiers to hit:
Short 0 - 20

Long 20 - 60

SURFACE DETONATION
Strength: 6
Damage: 1
Save Modifier: -2
Armour Penetration: 1d6+6
Special: Move or fire; Sustained fire, 3 dice.
2" blast radius.
AIRBURST
Strength: 5
Damage: 1
Save Modifier: -1
Armour Penetration: 1d6+5
Special: Move or fire; Sustained fire, 3 dice.
2" blast radius.
Ignore modifiers for targets in cover.
SUBTERRANEAN BLAST
Strength: 4
Damage: 1
Save Modifier: none
Armour Penetration: 1d6+4
Special: Move or fire; Sustained fire, 3 dice.
2" blast radius.
Any model hit will count as if in difficult
terrain in their next movement phase.
May fire indirectly. See the Whirlwind
entry for details.

RAPIER LASER DESTROYER

65

D6

Bike Damage Table

The bike's twin bolters are destroyed.

Unit

WS

BS

Ld

The bike's heavy weapon is destroyed.

Servitor

The bike's controls are damagedl. Roll a d6 at the start


of each of the bike's movement phases. On a 4+ the
bike moves normally, on a 1-3 the bike moves out of
control.

The wheel is hit and the bike flips over, killing the crew.
The wreck crashes to the ground d6 away in a random
direction, anything hit suffers d6 S7 hits, -2.

The engine explodes, killing the crew. The wreck goes


out of control next turn, then comes to a permanent
halt.

The fuel catches fire, killing the crew. The flaming


wreck goes out of control next turn then explodes,
causing d3 S8 hits, -3, to all models within 3.

The Space Marine army must include the Master of


the Forge or Techmarine in order to have a Rapier.
CREW 1 Servitor
WEAPONS One Rapier laser destroyer with. The
Servitor has no additional weapons.
ARMOUR Mechanised body (5+ save)

ATTACK BIKE

45

Unit

WS

BS

Ld

Space Marine

The Space Marine army must include the Master of


the Forge or Techmarine in order to have an Attack
Bike.
MOVEMENT
Slow Speed: 10
Combat Speed: 15
Fast Speed: 30

RAM VALUE Strength: 6, d6 Damage, -3 Save


(Armour Penetration 2d6+6)
CREW 1 Space Marine Driver, 1 Space Marine
Gunner
WEAPONS
Twin-linked Bolters with a 90 field of fire to the
front, plus a weapon from the following, which has a
180 field of fire to the front.
Multi-melta +65 points
Heavy Bolter +15 points
The bike may be fitted with auto-launchers with
frag or krak grenades for +5 points.
Location

1-3

Crew*

4-6

Bike

BIKE

20+ rider

MOVEMENT
Slow Speed: 10
Combat Speed: 15
Fast Speed: 30
TYPE Bike

TYPE Bike

D6

Crew Damage Table


Roll to see if the crewman hit is killed using the normal shooting
rules. If the driver is killed then the bike will move out of control
for the remainder of the game. If the gunner is killed then the
bike's heavy weapon may no longer be used.

Front Armour

Side/Rear
Armour

T4, 1 wound, 3+ save

*Hit the nearest to the attacker.

10

10

RAM VALUE Strength: 5, d4 Damage, -2 Save


(Armour Penetration d6+d4+5)
WEAPONS
Twin-linked Bolters with a 90 field of fire to the
front.
The Bike may be fitted with auto-launchers with frag
or krak grenades for +5 points.
D6

Location

1-2

Rider

3-5

Bike

Front Armour

Side/Rear
Armour

T4, 1 wound, 3+ save


10

10

D6

Bike Damage Table

The bike's twin bolters are destroyed.

The bike's wheel is damaged, limiting it to slow speed

The bike's controls are damagedl. Roll a d6 at the start


of each of the bike's movement phases. On a 4+ the
bike moves normally, on a 1-3 the bike moves out of
control for that turn.

The wheel is hit and the bike flips over, killing the
rider.. The wreck crashes to the ground d6 away in a
random direction, anything hit suffers d6 S6 hits, -2.

The engine explodes, killing the rider. The wreck goes


out of control next turn, then comes to a permanent
halt.

The fuel catches fire, killing the rider. The flaming


wreck goes out of control next turn then explodes,
causing d3 S8 hits, -3, to all models within 3.

D6

Location
Legs

20

18

Left Arm

19

17

Right Arm

19

17

Body

21

19

4-6
D6

Leg Damage Table

The Dreadnought may not move next turn.

The Dreadnought staggers d3 in a random direction.

3-4

The Dreadnought may only move d3 per turn.

5-6

A leg is blown off, and the Dreadnought is effectively


destroyed.
Arm Damage Table

Reduce the Dreadnought Attacks by 1

Any weapon on the arm can only be used on a d6 roll


of 4+ each turn

3-5

DREADNOUGHT
The following rules apply to all Dreadnoughts:
Sustained Fire Weapons
A Dreadnought will ignore the first 'jam' rolled on
the sustained fire dice each turn per weapon or
twin-linked weapon.

Side/Rear
Armour

Crew Damage Table


Roll to see if the crewman hit is killed using the normal shooting
rules. If the rider is killed then the bike will move out of control
for one turn, then flip over and be destroyed.

Front Armour

The arm/ weapon is destroyed. Reduce the


Dreadnought Attacks by 1
The arm/ weapon explodes. Roll again on the body
damage table.
Body Damage Table

The Dreadnought may only perform an action on a d6


roll of 4+

All the Dreadnought's characteristics are halved,


rounding up, for the rest of the game.

Heavy Plasma Gun


If a Dreadnought does not move it may fire the Heavy
Plasma Gun on maximum power without needing to
recharge.

3-4

Missile Launcher
The Dreadnought may opt to fire a salvo instead of a
single shot. In this case roll one sustained fire dice,
then roll to hit with this many missiles. The missiles
must be of the same type, and targets can't be more
than 2 apart.. If a jam is rolled no missiles are fired
and the Dreadnought must spend a turn unjamming
as normal.

The Space Marine is killed. The Dreadnought moves


d32 in a random direction, and collapses.

The Dreadnought explodes, causing d6 S10 hits, -3. to


all models within 3.

Multi-melta
The Dreadnought's Multi-melta may be fired
normally or as a Heavy Flamer.
Twin-linked Lascannon
If the twin-linked Lascannon hits a target with an
armour value, roll on the location table as normal,
but the Dreadnought may add +1 or deduct -1 from
the result. The location must still be visible.
Power Fist
If in close combat with a target with an armour
value, the Dreadnought may trade two normal hits
for one special Tear attack. If the armour is
penetrated, roll for damage with a +2 modifier on
the damage chart.

The engine catches fire, immobilising the


Dreadnought. Only one weapon may be fired each
turn. Roll a d6 at the start of each player's turn: on a 12 the Dreadnought explodes, causing d6 S10 hits, -3,
to all models within 3.

DREADNOUGHT, STANDARD

115

Unit

WS

BS

Ld

Dreadnought

10

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have any
Dreadnought.
TYPE Walker
RAM VALUE Strength: 7, d10 Damage, -4 Save
(Armour Penetration d6+d10+7)
CREW 1 Space Marine
WEAPONS The Dreadnought must choose two of
the following weapons. All weapons have a 90 field

of fire to the front:

DREADNOUGHT, MORTIS

Power Fist with built-in Storm Bolter for +15


points;
Twin-linked Autocannon for + 50 points;
Twin-linked Lascannons for + 55 points;
Twin-linked Heavy Flamers for + 50 points;
Multi-melta for +65 points;
Assault Cannons for +45 points;
Twin-linked Heavy Bolters for +30 points
Heavy Plasma Gun for + 40 points.
Missile Launcher with frag and krak missiles for
+45 points.
Heavy Flamer with built-in Storm Bolter for + 30
points.

Unforgiven Only

The Dreadnought may be fitted with auto-launchers


with frag or blind grenades for +5 points.

DREADNOUGHT, IRONCLAD

182

Unit

WS

BS

Ld

Dreadnought

10

115

Unit

WS

BS

Ld

Dreadnought

10

TYPE Walker
RAM VALUE Strength: 7, d10 Damage, -4 Save
(Armour Penetration d6+d10+7)
CREW 1 Space Marine
WEAPONS The Dreadnought is equipped with one
of the following weapon systems, with a 90 field of
fire to the front:
Two Twin-linked Autocannon for + 100 points;
Two Twin-linked Lascannons for + 110 points;
Two Missile Launchers with frag and krak missiles
for +90 points.
The Dreadnought may be fitted with auto-launchers
with frag or blind grenades for +5 points.

TYPE Walker
RAM VALUE Strength: 7, d10 Damage, -4 Save
(Armour Penetration d6+d10+7)
CREW 1 Space Marine
WEAPONS The Ironclad Dreadnought is armed
with a Thunder Hammer or Chainfist with built-in
Meltagun and a Power Fist with built-in Storm
Bolter. Weapons have a 90 arc of fire to the front
The Meltagun may be replaced with a Heavy
Flamer for +17 points.
The Storm Bolter may be replaced with a Heavy
Flamer for + 21 points.
The Power Fist with built-in Storm Bolter may be
replaced with three twin-linked Bolters for free.
The Dreadnought may be fitted with auto-launchers
with frag or blind grenades for +5 points.
D6

Location

Front Armour

Side/Rear
Armour

Legs

21

19

Left Arm

20

18

Right Arm

20

18

Body

22

20

4-6

DREADNOUGHT, VENERABLE

135

Unit

WS

BS

Ld

Dreadnought

10

TYPE Walker
RAM VALUE Strength: 7, d10 Damage, -4 Save
(Armour Penetration d6+d10+7)
CREW 1 Space Marine
WEAPONS The Dreadnought must choose two of
the following weapons.
All weapons have a 90 field of fire to the front:
Power Fist with built-in Storm Bolter for +15
points;
Twin-linked Autocannon for + 50 points;
Twin-linked Lascannons for + 55 points;
Twin-linked Heavy Flamers for + 50 points;
Multi-melta for +65 points;
Assault Cannons for +45 points;
Twin-linked Heavy Bolters for +30 points
Heavy Plasma Gun for + 40 points.
Missile Launcher with frag and krak missiles for
+45 points.
Heavy Flamer with built-in Storm Bolter for + 30
points.
The Dreadnought may be fitted with auto-launchers
with frag or blind grenades for +5 points.

LAND RAIDER
The following rules apply to all Land Raiders:

D6

Track Damage Table

The Land Raider is limited to slow speed for the rest of


the game.

2-5
Unit

WS

BS

Ld

Space Marine

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a Land
Raider.

A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2.. Models on board
are killed on a 4+

The hull mounted weapon is destroyed.

Hull Damage Table

2-3

MOVEMENT
Slow Speed: 7
Combat Speed: 14
Fast Speed: 20

The engine explodes killing the crew & immobilising it.


The tank is spun around to face in a random direction.

The tank bursts into flames, killing the crew. It moves


out of control next turn then explodes. Anything
within 3 of it suffers as if hit by a heavy flamer

Ammunition explosion. The vehicle is destroyed,


anything within 3 suffers d6 S10 hits, -3.

RAM VALUE Strength: 8, d12 Damage, -5 Save


(Armour Penetration d6+d12+8)

Unless specified otherwise, all Land Raiders use the


following damage chart:
D6
1
2-5
6

Location

Front Armour

Side/Rear
Armour

Track*

17

17

Hull

22

20

Sponson*

18

18

*Hit the nearest to the attacker.

An explosion kills each model on board on a 4+

TYPE Tracked

MACHINE SPIRIT
Land Raiders are equipped with a Machine Spirit, an
artificial intelligence crafted by the Adeptus
Mechanicus. The Machine Spirit is smart enough to
move the tank and continue combat operations
even if the crew is injured or otherwise
incapacitated, increasing the durability and
firepower of the Land Raider considerably.
Should any member of the crew be killed or
incapacitated for any reason then the Machine Spirit
will take over their position to drive the tank or
shoot a weapon. Unless the vehicle is immobilised it
may always move at slow speed. Additionally, the
Machine Spirit can fire any one functioning weapon
system with a BS of 4, or move the vehicle at
combat speed.

Track blown off. The Land Raider goes out of control


next turn then comes to a permanent halt.

Sponson Damage Table


1
2-5
6

The sponson weapon is damaged, and can only be


fired on a 4+
The sponson weapon is destroyed.
The sponson weapon is destroyed, plus roll on the Hull
damage table.

LAND RAIDER ACHILLES

370

CREW 1 Space Marine Driver, 2 Space Marine


Gunners
TRANSPORT 6 Space Marines in Power Armour or
3 in Terminator Armour
WEAPONS
Twin-linked Multi-meltas in each side sponson,
each with a 180 field to the side.
Thunderfire Cannon with a 90 field of fire to the
front.
The tank may be fitted with auto-launchers with
frag or blind grenades for +5 points.
The Thunderfire Cannon can fire 3 different types of
shell. Declare which type you are using before
shooting. See the Thunderfire Cannon entry for
details.

LAND RAIDER ARES

265

Unforgiven Only
CREW 1 Space Marine Driver, 3 Space Marine
Gunners
TRANSPORT None
WEAPONS
Twin-linked Heavy Flamers in each side sponson,
each with a 180 field of fire to the side.
Hull mouted Demolisher Cannon with a 90 field
of fire to the front.
Twin-linked Assault Cannons with a 90 field of
fire to the front.
The tank may be fitted with auto-launchers with frag
or blind grenades for +5 points.
The vehicle is equipped with a bulldozer blade, and
uses the following location chart:
D6

Location

Front Armour

Side/Rear
Armour
17

Track*

17

Demolisher**

18

Hull

22

20

Sponson*

18

18

3-5
6

*Hit the nearest to the attacker.


** If shot from the front. Otherwise count as Hull
D6

Track Damage Table

The Land Raider is limited to slow speed for the rest of


the game.

2-5
6

Track blown off. The Land Raider goes out of control


next turn then comes to a permanent halt.
A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2.. Models on board
are killed on a 4+
Sponson / Demolisher Cannon Damage Table

1
2-5

The weapon is damaged, and can only be fired on a 4+

26 0

CREW 1 Space Marine Driver, 3 Space Marine


Gunners
TRANSPORT 16 Space Marines in Power Armour
or 8 in Terminator Armour.
WEAPONS
3 Twin-linked Bolters in each side sponson, each
with a 180 field of fire to the side.
Twin-linked Assault Cannons with a 90 field of
fire to the front.
Multi-melta with a 360 field of fire.
2 auto-launchers with frag or blind grenades.

LAND RAIDER HELIOS

29 0

CREW 1 Space Marine Driver, 3 Space Marine


Gunners
TRANSPORT 6 Space Marines in Power Armour or
3 in Terminator Armour
WEAPONS
Twin-linked Lascannons in each side sponson, each
with a 180 field of fire to the side.
Whirlwind Multi Launcher with a 360 field of fire.
The tank may be fitted with auto-launchers with
frag or blind grenades for +5 points.

LAND RAIDER PHOBOS (Mk II)

26 0

CREW 1 Space Marine Driver, 2 Space Marine


Gunners
TRANSPORT 12 Space Marines in Power Armour
or 6 in Terminator Armour

The weapon is destroyed.

The weapon is destroyed, plus roll on the Hull damage


table.

The hull mounted weapon is destroyed.

Hull Damage Table

2-3

LAND RAIDER CRUSADER

An explosion kills each model on board on a 4+

The engine explodes killing the crew & immobilising it.


The tank is spun around to face in a random direction.

The tank bursts into flames, killing the crew. It moves


out of control next turn then explodes. Anything
within 3 of it suffers as if hit by a heavy flamer

Ammunition explosion. The vehicle is destroyed,


anything within 3 suffers d6 S10 hits, -3.

WEAPONS
Twin-linked Lascannons in each side sponson, each
with a 180 field of fire to the side.
Twin-linked Heavy Bolters with a 90 field of fire
to the front.
The tank may be fitted with auto-launchers with
frag or blind grenades for +5 points.

LAND RAIDER PROMETHIUS

200

modifier.

CREW 1 Space Marine Driver, 2 Space Marine


Gunners

Twin-linked Assault Cannons with a 90 field of


fire to the front.

TRANSPORT 12 Space Marines in Power Armour


or 6 in Terminator Armour

2 auto-launchers with frag or blind grenades.

WEAPONS
2 Twin-linked Heavy Bolters in each side sponson,
each with a 180 field of fire to the side.

LAND RAIDER SPARTAN

The tank may be fitted with auto-launchers with


frag or blind grenades for +5 points.

460

CREW 1 Space Marine Driver, 2 Space Marine


Gunners
TRANSPORT 25 Space Marines in Power Armour
or 12 in Terminator Armour

COMMAND VEHICLE
The Land Raider Promethius can only be taken as a
transport for the Space Marine army Commander.
The Promethius is equipped with extra sensor and
communication equipment for maximum command
potential. To represent this, the Space Marine player
may discard any strategy cards and receive randomly
drawn replacements.

WEAPONS
2 Twin-linked Lascannons in each side sponson,
each with a 180 field of fire to the side.

LAND RAIDER PROTEUS (MkI)

LAND RAIDER TERMINUS ULTRA

24 0

Twin-linked Heavy Bolters with a 360 field of fire.


The tank may be fitted with auto-launchers with
frag or blind grenades for +5 points.

350

CREW 1 Space Marine Driver, 2 Space Marine


Gunners

CREW 1 Space Marine Driver, 4 Space Marine


Gunners

TRANSPORT 10 Space Marines in Power Armour


or 5 in Terminator Armour

TRANSPORT None

WEAPONS
Twin-linked Lascannons in each side sponson, each
with a 180 field of fire to the side.

WEAPONS
Twin-linked Lascannons in each side rear sponson,
each with a 180 field of fire to the side.

Twin-linked Heavy Bolters with a 360 field of fire.

Lascannons in each side front sponson, each with a


90 field of fire from directly ahead and to the side.

The tank may be fitted with auto-launchers with


frag or blind grenades for +5 points.

Twin-linked Lascannons with a 90 field of fire to


the front.

The Land Raider Proteus may omit the Machine


Spirit, in which case the cost is reduced to 220 points

The tank may be fitted with auto-launchers with frag


or blind grenades for +5 points.

LAND RAIDER REDEEMER

245

CREW 1 Space Marine Driver, 2 Space Marine


Gunners
TRANSPORT 12 Space Marines in Power Armour
or 6 in Terminator Armour
WEAPONS
Flamestorm Cannons in each side sponson, each
with a 180 field of fire to the side. A Flamestorm
Cannon is a Heavy Flamer with Strength 6, -4 save

LAND SPEEDER

55

Unit

WS

BS

Ld

Space Marine

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a Land
Speeder.
MOVEMENT
Slow Speed: 10
Combat Speed: 20
Fast Speed: 30

LAND SPEEDER STORM

TYPE Skimmer
RAM VALUE Strength: 6, d6 Damage, -3 Save
(Armour Penetration 2d6+6)
CREW 1 Space Marine Driver, 1 Space Marine
Gunner
WEAPONS
One of the following weapons must be mounted for
the gunner to operate:
Heavy Bolter +15 points;
Heavy Flamer +25 points;
Multi-melta +65 points.
In addition a secondary weapon may be mounted,
operated by the driver:
Typhoon Missile Launcher (twin-linked missile
launcher with frag and krak missiles) +90 points;
Heavy Bolter +15 points;
Heavy Flamer +25 points;
Multi-melta +65 points;
Assault Cannon +45 points.
All weapons have a 90 arc of fire.
D6

Location

1-2

Crew*

3-6

Hull

Front Armour

Side/Rear
Armour

T4, 1 wound, 3+ save


10

12

*Hit the nearest to the attacker.


D6

Land Speeder Damage Table

The Gunner's weapon is destroyed.

The pilot's weapon is destroyed.

The controls are damaged making it difficult to


control. Roll a D6 at the start of each movement
phase. On a roll of 4 - 6 it moves normally. On a 1 - 3 it
moves out of control for that turn.

The engine cuts out and it crashes to the ground 2D6"


away in a random direction. Anything under it when
it crashes takes D3 S6 hits with a -2 save. The crew can
leap to the ground before it crashes, but if the Land
Speeder moved over 10" in its last turn they suffer
damage as normal.
The Land Speeders engine blows up, killing the crew.
The wreck plummets to the ground 2D6" away in a
random direction. Anything under it when it crashes
takes D3 S6 hits with a -2 save.
The Land Speeders engine blows up, killing the crew. It
plummets to the ground 2D6" away in a random
direction. When it hits the ground it's ammunition
explodes, causing D3 strength 8 hits with a -3 save to
all models within 3".
Crew Damage Table

Roll to see if the crewman is killed using the normal shooting


rules. If the gunner is killed his weapon may no longer be used.
If the driver is killed the Land Speeder will move out of control
for the remainder of the game or until it hits terrain it cannot
cross, collides with a vehicle or building, or leaves the table, or
until the gunner takes over.

75

Unit

WS

BS

Ld

Scout

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a Land
Speeder.
MOVEMENT
Slow Speed: 10
Combat Speed: 20
Fast Speed: 30
TYPE Skimmer
RAM VALUE Strength: 6, d6 Damage, -3 Save
(Armour Penetration 2d6+6)
CREW 1 Space Marine Scout Driver, 1 Space Marine
Scout Gunner
TRANSPORT 5 Space Marine Scouts
WEAPONS
One of the following weapons must be mounted for
the gunner to operate:
Heavy Bolter +15;
Heavy Flamer +25 points;
Multi-melta +65 points;
Assault Cannon +45 points.
The weapon has a 90 fire arc.
The Land Speeder Storm is fitted with autolaunchers with frag or blind grenades.
The Land Speeder Storm may deploy using the
Infiltration rules.
D6

Location

Front Armour

Side/Rear
Armour

Crew*

T3, 1 wound, 4+ save

Passengers*

T3, 1 wound, 4+ save

3-6

Hull

10

12

*Hit the nearest to the attacker, or random if unclear


The Land Speeder Storm uses the standard Land
Speeder damage table.

LAND SPEEDER TEMPEST

210

PREDATOR

65

Unit

WS

BS

Ld

Unit

WS

BS

Ld

Space Marine

Space Marine

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a Land
Speeder.

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a
Predator.

MOVEMENT
Slow Speed: 10
Combat Speed: 20
Fast Speed: 30

MOVEMENT
Slow Speed: 7
Combat Speed: 20
Fast Speed: 25

TYPE Skimmer

TYPE Tracked

RAM VALUE Strength: 6, d6 Damage, -3 Save


(Armour Penetration 2d6+6)

RAM VALUE Strength: 8, d12 Damage, -5 Save


(Armour Penetration d6+d12+8)

CREW 1 Space Marine Driver

CREW 1 Space Marine Driver, 3 Space Marine


Gunners

WEAPONS
One Assault Cannon with a 90 field of fire to the
front.
Twin-linked Missile Launchers with frag and krak
missiles, with a 90 field of fire to the front.
D6
1-6

D6

Location
Hull

Front Armour

Side/Rear
Armour

10

12

Land Speeder Damage Table

The Typhoon Missile Launcher is destroyed.

The Assault Cannon is destroyed.

The controls are damaged making it difficult to


control. Roll a D6 at the start of each movement
phase. On a roll of 4 - 6 it moves normally. On a 1 - 3 it
moves out of control for that turn.

The engine cuts out and it crashes to the ground 2D6"


away in a random direction. Anything under it when
it crashes takes D3 S6 hits with a -2 save. The crew can
leap to the ground before it crashes, but if the Land
Speeder moved over 10" in its last turn they suffer
damage as normal.

The Land Speeders engine blows up, killing the crew.


The wreck plummets to the ground 2D6" away in a
random direction. Anything under it when it crashes
takes D3 S6 hits with a -2 save.

The Land Speeders engine blows up, killing the crew. It


plummets to the ground 2D6" away in a random
direction. When it hits the ground it's ammunition
explodes, causing D3 strength 8 hits with a -3 save to
all models within 3".

WEAPONS
One of the following must be mounted in the turret,
with a 360 field of fire:
Autocannon for + 25 points;
Twin-linked Lascannons for + 90 points.
The vehicle may be fitted with side sponsons at the
following points cost, each with a 180 field of fire
to the side:
Heavy Bolters for + 30 pints;
Lascannons for +90 points.
The tank may be fitted with auto-launchers with
frag or blind grenades for +5 points.
D6
1
2-3
4
5-6

Location

Front Armour

Side/Rear
Armour

Track*

15

15

Hull

20

18

Sponson*

17

15

Turret

22

22

*Hit the nearest to the attacker.

D6
1

Track Damage Table


The Predator is limited to slow speed for the rest of
the game.

2-5

Track blown off. The Predator goes out of control next


turn then comes to a permanent halt.

A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2. Models on board
are killed on a 4+
Hull Damage Table

1-3

An explosion kills each model on board on a 4+

The engine explodes killing the crew & immobilising it.


The tank is spun around to face in a random direction.

The tank bursts into flames, killing the crew. It moves


out of control next turn then explodes. Anything
within 3 of it suffers as if hit by a heavy flamer

Ammunition explosion. The vehicle is destroyed,


anything within 3 suffers d6 S10 hits, -3 save

2-5
6

The vehicle may be fitted with side sponsons at the


following points cost, each with a 180 field of fire
to the side:
Heavy Bolters for + 30 pints;
Heavy Flamers for +50 points.
The tank may be fitted with auto-launchers with
frag or blind grenades for +5 points.

The sponson weapon is damaged, and can only be


fired on a 4+

2-3
4

The sponson weapon is destroyed.


The sponson weapon is destroyed, plus roll on the Hull
damage table.
Turret Damage Table

The turret weapon is damaged, and can only be fired


on a 4+

The turret is jammed and can no longer rotate. The


weapon can only fire directly ahead.

The turret gunner is killed.

4-6

A Flamestorm Cannon is a Heavy Flamer with


Strength 6, -4 save modifier.

D6

Sponson Damage Table


1

WEAPONS
One of the following must be mounted in the turret,
with a 360 field of fire:
Flamestorm Cannon for + 40 points;
Twin-linked Assault Cannons for + 90 points.

5-6

Location

Front Armour

Side/Rear
Armour

Track*

15

15

Hull

20

18

Sponson*

17

15

Turret

22

22

*Hit the nearest to the attacker.


The Baal Predator uses the standard Predator
damage table.

RHINO

The ammunition explodes, destroying the tank. The


turret is sent flying 2d6 in a random direction,
anything hit by it suffers d6 S9 hits, -6 save.

50

Unit

WS

BS

Ld

Space Marine

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a Rhino.

PREDATOR, BAAL

65

Blood Angels Only


Unit

WS

BS

Ld

Space Marine

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a
Predator.

MOVEMENT
Slow Speed: 8
Combat Speed: 18
Fast Speed: 25
TYPE Tracked
RAM VALUE Strength: 7, d12 Damage, -5 Save
(Armour Penetration d6+d12+7)

MOVEMENT
Slow Speed: 7
Combat Speed: 20
Fast Speed: 25

CREW 1 Space Marine Driver

TYPE Tracked

WEAPONS
Either twin-Linked Bolters or a Storm Bolter with
a 360 field of fire.

RAM VALUE Strength: 8, d12 Damage, -5 Save


(Armour Penetration d6+d12+8)
CREW 1 Space Marine Driver, 3 Space Marine
Gunners

TRANSPORT 10 Space Marines in Power Armour


or 5 in Terminator Armour

The tank may be fitted with auto-launchers with


frag or blind grenades for +5 points.

Plus one of the following:


D6
1
2-5
6

Location

Front Armour

Side/Rear
Armour

Track*

15

15

Hull

20

18

Weapon

12

12

*Hit the nearest to the attacker.


D6

Track Damage Table

The Rhino is limited to slow speed for the rest of the


game.

2-5

Track blown off. The Rhino goes out of control next


turn then comes to a permanent halt.

1
2-4

A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2. Models on board
are killed on a 4+

Typhoon Missile Launcher (twin-linked missile


launcher with frag and krak missiles) +90 points;
Twin-Linked Heavy Bolter +30 points;
Twin-linked Lascannons for +90 points
Skyhammer Missile Launcher for + 50 points
Skyhammer Missile Launcher
Range: 0-20 / 20-72
Strength: 8
Damage: 1d6
Save Modifier: -3
Armour Penetration: 2d6+8
Special: Sustained fire, 2 dice
All weapons have a 90 arc of fire.

Hull Damage Table

D6

Location

Front Armour

The driver is killed. The tank moves out of control and


cannot fire its weapons.

Side/Rear
Armour

1-2

Cockpit

12

12

An explosion kills each model on board on a 4+

3-5

Hull

14

12

Engine

14

12

The engine explodes killing the crew & immobilising it.


The tank is spun around to face in a random direction.

The tank bursts into flames, killing the crew. It moves


out of control next turn then explodes. Anything
within 3 of it suffers as if hit by a heavy flamer

D6

Weapon Damage Table


1
2-5
6

The bolters and auto-launchers are damaged, and can


only be fired on a 4+
The bolters and auto-launchers are destroyed.
The bolters and auto-launchers are destroyed, plus roll
on the Hull damage table.

STORMTALON GUNSHIP

Roll to see if the crewman is killed using the normal shooting


rules. If he is killed the vehicle will move out of control for the
remainder of the game or until it hits terrain it cannot cross,
collides with a vehicle or building, or leaves the table.
Hull Damage Table
1

The twin-linked Assault Cannons are destroyed.

The secondary weapon is destroyed

3-4

The controls are damaged making it difficult to


control. Roll a D6 at the start of each movement
phase. On a roll of 4 - 6 it moves normally. On a 1 - 3 it
moves out of control for that turn.

The Land Speeders engine blows up, killing the crew.


The wreck plummets to the ground 2D6" away in a
random direction. Anything under it when it crashes
takes D3 S6 hits with a -2 save.

The engine blows up, killing the crew. The wreck


plummets to the ground 2D6" away in a random
direction. When it hits the ground it's ammunition
explodes, causing D3 strength 8 hits with a -3 save to
all models within 3".

165

Unit

WS

BS

Ld

Space Marine

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a
Stormtalon.
MOVEMENT
Slow Speed: 10
Combat Speed: 20
Fast Speed: 30
TYPE Skimmer

Engine Damage Table


1

WEAPONS
Twin-linked Assault Cannons

The vehicle's controls are damaged making it difficult


to control. The vehicle may only move or attack if you
first roll a 4 or more on a d6. It may still shoot
normally.

2-3

The cooling system for the engine is damaged and the


vehicle starts to overheat. Roll a d6 at the beginning of
each player's turn. On a roll of 1 or 2 the vehicle
explodes. The wreck plummets to the ground 2D6"
away in a random direction. Anything under it when it
crashes takes D3 S6 hits with a -2 save.

4-6

The engine explodes. The wreck plummets to the


ground 2D6" away in a random direction. Anything
under it when it crashes takes D3 S6 hits with a -2 save.

RAM VALUE Strength: 6, d6 Damage, -3 Save


(Armour Penetration 2d6+6)
CREW 1 Space Marine Driver

Cockpit Damage Table

STORMRAVEN GUNSHIP

175

Unit

WS

BS

Ld

Space Marine

Servitor

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a
Stormraven.
MOVEMENT
Slow Speed: 10
Combat Speed: 20
Fast Speed: 30
TYPE Skimmer
RAM VALUE Strength: 7, d12 Damage, -5 Save
(Armour Penetration d6+d12+7)
CREW 1 Space Marine Driver, 1 Space Marine
Gunner
TRANSPORT 12 Space Marines in Power Armour
or 6 in Terminator Armour or 6 Marines in Power
Armour with Jump Packs, plus 1 Dreadnought.
Special Rules
Troops on board may board and leave the vehicle
using the normal deployment rules, and are placed
around the side or rear of the base.
Troops equipped with Jump Packs may instead jump
out. If they do this they suffer no damage if the
vehicle is travelling over 10", but must be placed
using the teleportation rules. The first model is
placed in contact with the vehicle's base, and then
scatters 2d10".
WEAPONS
4 one-shot Stormstrike Missiles with a 90 arc of
fire to the front.
Stormstrike Missile
Range: 0-20 / 20-72
Strength: 8
Damage: 1d10
Save Modifier: -6
Armour Penetration: d6+d10+8
Special: Any model hit by but not killed/ destroyed
by a Stormstrike Missile will be stunned by the
concussive blast. Infantry models and walkers are
stunned and may not move or attack next turn.
Vehicles, including bikes will move out of control
next turn and may not shoot.
3 Twin-linked Bolters in each side sponson, each
with a 180 field of fire to the side.
One of the following weapons must chosen for the

Space Marine pilot to operate, with a 90 arc of fire


to the front:
Twin-linked Heavy Bolters for +30 points
Typhoon Missile Launcher (twin-linked missile
launcher with frag and krak missiles) +90 points;
Twin-linked Multi-melta for + 130 points
One of the following must be chosen for the
Servitor gunner to operate, with a 180 arc of fire to
the front:
Twin-linked Assault Cannons for +90 points
Twin-linked Lascannon for +90 points
Twin-linked Heavy Plasma Guns for +80 points
D6

Location

Front Armour

Side/Rear
Armour

Cockpit*

12

12

Wing

3-5

Hull

18

16

Engine

14

12

* 1-3 Space Marine Pilot, 4-6 Servitor Gunner

D6

Cockpit Damage Table

Roll to see if the crewman is killed using the normal shooting


rules. If the gunner is killed his weapon may no longer be used.
If the driver is killed the vehicle will move out of control for the
remainder of the game or until it hits terrain it cannot cross,
collides with a vehicle or building, or leaves the table.
Wing Damage Table
1

The wing is clipped, making movement difficult. The


vehicle may only travel at slow speed from now on.

2-3

The vehicle's tail is damaged making it difficult to


control. Roll a D6 at the start of each movement
phase. On a roll of 4 - 6 the vehicle moves normally.
On a roll of 1 - 3 it moves out of control for that turn.

The tail is badly damaged. The vehicle makes an


emergency crash landing 2D6" away in a random
direction. Anything under it when it lands takes D3 S6
hits with a -2 save. The crew can leap to the ground
before it crashes, but if the vehicle moved over 10" in
its last turn they suffer damage as normal.

5-6

The vehicle's wing is blown off. The wreck plummets


to the ground 2D6" away in a random direction. When
it hits the ground it's ammunition explodes, causing
D3 strength 8 hits with a -3 save to all models within
3".
Hull Damage Table

The Servitor's weapon is destroyed.

The Pilot's weapon is destroyed

3-4

The controls are damaged making it difficult to


control. Roll a D6 at the start of each movement
phase. On a roll of 4 - 6 it moves normally. On a 1 - 3 it
moves out of control for that turn.

The Land Speeders engine blows up, killing the crew.


The wreck plummets to the ground 2D6" away in a
random direction. Anything under it when it crashes
takes D3 S6 hits with a -2 save.

The engine blows up, killing the crew. The wreck


plummets to the ground 2D6" away in a random
direction. When it hits the ground it's ammunition
explodes, causing D3 strength 8 hits with a -3 save to
all models within 3".

2-3

4-6

1
2-5

Engine Damage Table


1

D6

The vehicle's controls are damaged making it difficult


to control. The vehicle may only move or attack if you
first roll a 4 or more on a d6. It may still shoot
normally.
The cooling system for the engine is damaged and the
vehicle starts to overheat. Roll a d6 at the beginning of
each player's turn. On a roll of 1 or 2 the vehicle
explodes. The wreck plummets to the ground 2D6"
away in a random direction. Anything under it when it
crashes takes D3 S6 hits with a -2 save.
The engine explodes. The wreck plummets to the
ground 2D6" away in a random direction. Anything
under it when it crashes takes D3 S6 hits with a -2 save.

VINDICATOR

WS

BS

Ld

Space Marine

1
2-4

The Space Marine army must include the Master of


the Forge or Techmarine in order to have a
Vindicator.
MOVEMENT
Slow Speed: 7
Combat Speed: 20
Fast Speed: 25
TYPE Tracked
RAM VALUE Strength: 8, d12 Damage, -5 Save
(Armour Penetration d6+d12+8)
CREW 1 Space Marine Driver, 1 Space Marine
Gunner.
WEAPONS
One Demolisher Cannon mounted in the hull, with
a 90 field of fire. One Storm Bolter with a 360
field of fire.
The tank may be fitted with auto-launchers with
frag or blind grenades for +5 points.

A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2. Models on board
are killed on a 4+

The driver is killed. The tank moves out of control and


cannot fire its weapons.
An explosion kills each model on board on a 4+

The engine explodes killing the crew & immobilising it.


The tank is spun around to face in a random direction.

The tank bursts into flames, killing the crew. It moves


out of control next turn then explodes. Anything
within 3 of it suffers as if hit by a heavy flamer
Demolisher Cannon Damage Table

2-5
6

2-5

Track blown off. The Vindicator goes out of control


next turn then comes to a permanent halt.

Hull Damage Table

1
M

Location

The Vindicator is limited to slow speed for the rest of


the game.

130

Unit

D6

Track Damage Table

Front Armour

Side/Rear
Armour

Track*

15

15

Hull

20

18

Demolisher
Cannon**

17

1-

*Hit the nearest to the attacker.


** If the Demolisher Cannon isn't visible, count as
hull instead.

The Demolisher Cannon is damaged, and can only be


fired on a 4+
The Demolisher Cannon is destroyed.
The Demolisher Cannon is destroyed, plus roll on the
Hull damage table.

WHIRLWIND

150

Unit

WS

BS

Ld

Space Marine

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a
Whirlwind.
MOVEMENT
Slow Speed: 8
Combat Speed: 18
Fast Speed: 25
TYPE Tracked
RAM VALUE Strength: 7, d12 Damage, -5 Save
(Armour Penetration d6+d12+7)
CREW 1 Space Marine Driver, 1 Space Marine
Gunner
WEAPONS
One Multi-Launcher with a 360 field of fire.
Range: 0-20 / 20-72 (no modifiers)
Strength: 5
Damage: d4
Save Modifier: -2
Armour Penetration: 1d6+1d4+5
Special: 3" blast radius.

The tank may be fitted with auto-launchers with


frag or blind grenades for +5 points.
The Multi-Launcher may fire 5 times, after which it
has run out of rockets and cannot be used.
To fire the Multi-Launcher, place the 3 template
and roll to hit as normal. If the shot misses then the
shot scatters as normal. If an arrow and MISFIRE are
rolled the rocket is dud and has no effect. If a HIT
and MISFIRE are rolled then something has gone
wrong. Roll on the malfunction table below:

D6

Track Damage Table

The Whirlwind is limited to slow speed for the rest of


the game.

2-5

Track blown off. The Whirlwindr goes out of control


next turn then comes to a permanent halt.

A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2. Models on board
are killed on a 4+

The driver is killed. The tank moves out of control.

Hull Damage Table

2-3

An explosion kills each model on board on a 4+

D6

Result

1-2

The rockets detonate inside the tubes, destroying it


and killing the crew. Any models within 3 suffer d6
S10 hits with a -3 save modifier.

The engine explodes killing the crew & immobilising it.


The tank is spun around to face in a random direction.

3-4

The rockets are dud, and from now on the multilauncher may only be fired on a 4+

The tank bursts into flames, killing the crew. It moves


out of control next turn then explodes. Anything
within 3 of it suffers as if hit by a heavy flamer

The ammunition explodes. The Whirlwind is destroyed


and any model within 3 suffers d6 S10 hits, -3.

5-6

The rockets are dud, but the misfire has no further


effects.

Indirect Fire
The Whirlwind may fire at any target in range, even
one it cannot draw a line of sight to. The 'choosing a
target' rules still apply, and the shot procedure is
exactly the same, but any models under the blast
marker will only be hit on a 4+.
D6
1

Location

Front Armour

Side/Rear
Armour

Track*

15

15

2-4

Hull

20

18

5-6

Turret

20

18

*Hit the nearest to the attacker.

Turret Damage Table


1

The Multi-Launcher is damaged. It can no longer fire


indirectly, and can only be fired on a 4+

The Multi-Launcher goes haywire and immediately


fires a barrage at the first model in a random direction.
It may not fire next turn.

The turret gunner is killed.

4-6

The ammunition explodes, destroying the tank. The


turret is sent flying 2d6 in a random direction,
anything hit by it suffers d6 S9 hits, -6 save.

RAZORBACK (Mk I)

89

Unit

WS

BS

Ld

Space Marine

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a
Razorback.
MOVEMENT
Slow Speed: 8
Combat Speed: 18
Fast Speed: 25
TYPE Tracked
RAM VALUE Strength: 7, d12 Damage, -5 Save
(Armour Penetration d6+d12+7)
CREW 1 Space Marine Driver, 1 Space Marine
Gunner
TRANSPORT 5 Space Marines in Power Armour.
WEAPONS
One weapon from the following list, with a 360
field of fire:

Lascannon & twin-linked Plasma Guns + 61 points


Twin-linked Heavy Flamers + 50 points
Twin-linked Heavy Bolters + 30 points
Twin-linked Assault Cannons + 90 points
Twin-linked Lascannons + 90 points
Multi-melta +65 points
D6

Front Armour

Side/Rear
Armour

Track*

15

15

2-4

Hull

20

18

5-6

Turret**

22

15

Location

1
2-5
6

TYPE Tracked
RAM VALUE Strength: 7, d12 Damage, -5 Save
(Armour Penetration d6+d12+7)
CREW 1 Space Marine Driver, 1 Space Marine
Gunner
TRANSPORT 5 Space Marines in Power Armour.

*Hit the nearest to the attacker.


** 1-3 Gunner, 4-6 Turret
D6

Combat Speed: 18
Fast Speed: 25

WEAPONS
One weapon from the following list, with a 360
field of fire:

Track Damage Table


The Razorback is limited to slow speed for the rest of
the game.
Track blown off. The Razorback goes out of control
next turn then comes to a permanent halt.
A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2. Models on board
are killed on a 4+

Lascannon & twin-linked Plasma Guns + 61 points


Twin-linked Heavy Flamers + 50 points
Twin-linked Heavy Bolters + 30 points
Twin-linked Assault Cannons + 90 points
Twin-linked Lascannons + 90 points
Multi-melta +65 points
D6

Location

Front Armour

Side/Rear
Armour

Track*

15

15

2-4

Hull

20

18

5-6

Turret

22

15

Hull Damage Table


1-3

An explosion kills each model on board on a 4+

The engine explodes killing the crew & immobilising it.


The tank is spun around to face in a random direction.

The tank bursts into flames, killing the crew. It moves


out of control next turn then explodes. Anything
within 3 of it suffers as if hit by a heavy flamer

Ammunition explosion. The vehicle is destroyed,


anything within 3 suffers d6 S10 hits, -3 save

The turret weapon is damaged, and can only be fired


on a 4+

The turret is jammed and can no longer rotate. The


weapon can only fire directly ahead.

The turret gunner is killed.

2-5
6

1-3

Gunner Damage Table


Roll to see if the gunner is killed using the normal shooting
rules. If he is killed his weapon may no longer be used.

99

Unit

WS

BS

Ld

Space Marine

The Space Marine army must include the Master of


the Forge or a Techmarine in order to have a
Razorback.

The Razorback is limited to slow speed for the rest of


the game.
Track blown off. The Razorback goes out of control
next turn then comes to a permanent halt.
A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2. Models on board
are killed on a 4+

An explosion kills each model on board on a 4+

The engine explodes killing the crew & immobilising it.


The tank is spun around to face in a random direction.

The tank bursts into flames, killing the crew. It moves


out of control next turn then explodes. Anything
within 3 of it suffers as if hit by a heavy flamer

Ammunition explosion. The vehicle is destroyed,


anything within 3 suffers d6 S10 hits, -3 save
Turret Damage Table

The turret weapon is damaged, and can only be fired


on a 4+

The turret is jammed and can no longer rotate. The


weapon can only fire directly ahead.

The turret gunner is killed.

4-6

MOVEMENT
Slow Speed: 8

Track Damage Table

Hull Damage Table

The ammunition explodes, destroying the tank. The


turret is sent flying 2d6 in a random direction,
anything hit by it suffers d6 S9 hits, -6 save.

RAZORBACK (Mk II)

D6
1

Turret Damage Table

4-6

*Hit the nearest to the attacker.

The ammunition explodes, destroying the tank. The


turret is sent flying 2d6 in a random direction,
anything hit by it suffers d6 S9 hits, -6 save.

DROP POD

50

The Space Marine army must include the Master of


the Forge or Techmarine in order to have a Drop
Pod.
To deploy the Drop Pod the player must choose
before the battle which turn he wishes it to arrive,
which may be any turn after the first. It will most
likely have been launched before the battle even
starts. At the beginning of the specified turn, at the
same time that charges are declared, place the Drop
Pod anywhere on the table. The area chosen must
be clear, and free of any models or substantial
terrain (anything which would count as hard cover).

or 6 in Terminator Armour
WEAPONS
One Storm Bolter with a 360 field or fire.
The Storm Bolter may be replaced with a
Deathwind Missile Launcher for 10 points, which
has the following profile:
Range: Short 0 - 6 / Long 6 - 12
Strength: 5
Damage: 1
Save Modifier: -2
Armour Penetration: 1d6+5
Special: Sustained fire 1 dice, 2" blast.
D6

Enemy models on overwatch may declare they are


shooting at the Drop Pod at this point. It counts as a
large, very fast target, so shooters suffer -1 in total.
Because it is falling through the sky, all models can
draw a line of sight to it.
Roll the Scatter and Artillery dice, and consult the
following table:
Scatter
Dice

Artillery
Dice

Effect

Arrow

Number

Deviate the Drop Pod the number of


inches shown in the direction shown

Hit

Number

The Drop Pod lands on target.

Arrow

Misfire

Delay. The Drop Pod doesn't arrive this


turn, try again next turn.

Hit

Misfire

There is a malfunction and the Pod


comes in too fast. The impact destroys
the Pod and everyone on board, and any
model within 3 suffers as if hit by a
heavy flamer.

Any model hit by a deviating Drop Pod will take a hit


using the normal collision/ ramming rules.
Once the Drop Pod lands the doors automatically
blow open, any infantry model in the way must roll
equal to or under their Initiative to jump out of the
way or suffer a S4 hit, with no saving throw modifier.
Transported models may then move as normal, but
count as moving for firing heavy weapons.
If you wish the transported models to charge, this
must be declared at the same time at the Drop Pod
is placed.
MOVEMENT Nil once landed.
RAM VALUE Strength: 8, 2d12 Damage, -5 Save
(Armour Penetration d6+2d12+8)
CREW None
TRANSPORT 12 Space Marines in Power Armour,

1-6

Location
Hull

Closed

Open

20

16

The Drop Pod has 2 damage tables, one for the pod
when it has landed and deployed, and one for if it is
hit whilst still descending.
Deployed Hull Damage Table
1

The weapon is damaged, and can only be fired on a 4+

The weapon is destroyed.

3-4

The Drop Pod is wrecked.

5-6

The Drop Pod's engine explodes. Anything within 3


of it suffers d6 S10 hits, -3 save
Descending Hull Damage Table

2-4

The Drop Pod's guidance mechanism is damaged. If a


'Hit' is rolled on the scatter dice along with a number,
ignore it and use the arrow to determine direction.
An explosion kills each model on board on a 4+

An explosion kills everyone on board, but the pod


lands normally.

The engine explodes killing everyone on board, and it


plummets to the ground. To see where it lands roll the
scatter dice and 2d6, and move it in the direction
indicated the number of inches rolled. If a 'Hit' is rolled
it is still on target. Anything within 3 suffers d6 S10
hits, -3 save

This document is completely unofficial and in no


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