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Stellar Marines

Codex Apocalypse
Stellar Marines
Stellar Marines
Codex Apocalypse.............................................1
Stellar Marines.........................................................1
Who are the Stellar Marines?..................................4
Omega Legion.....................................................4
Fenris Brotherhood..............................................4
Iron Legion..........................................................5
Templar Legion....................................................5
Crimson Legion...................................................5
Thunder Legion...................................................5
Executioner Legion..............................................6
Drakon Legion.....................................................6
Night Raven Legion.............................................6
Avengers Legion..................................................6
Commander..........................................................8
Honor Guard........................................................9
Lorekeeper.........................................................11
Chaplain.............................................................12
Medic.................................................................13
Tech-marine.......................................................14
Marine................................................................15
Assault Marines.................................................17
Warframe Marine...............................................18
Marine Cavalry..................................................20
Marine Warhounds.............................................21
Marine Bikers....................................................22
Marine Scout......................................................23
Marine Scout Cavalry........................................24
Marine Scout Bikers..........................................25
Goliath...............................................................26
Barrage Cannon.................................................28
Helios Land Speeder..........................................29
Phaeton Transport Speeder................................30
Talon VTOL Gunship........................................31
Hawk Aerospace Transport................................32
Warthog Transport.............................................33
Wolverine Light Tank........................................35
Rhino Tank Destroyer........................................37
Orion Anti-Aircraft Vehicle...............................38
Juggernaut Heavy Tank.....................................39
Juggernaut Destroyer Heavy Tank.....................40
Siren Drop Pod..................................................41
Sabretooth Sky Platform....................................42
Armory...................................................................43
Active Camouflage........................................43
Armor.............................................................43
Stellar Marines
Assault Weapons............................................43
Autocannon....................................................44
Automissile Launcher....................................44
Bike, Marine..................................................44
Circlet............................................................45
Chain Weapons..............................................45
Combat Drugs................................................45
Combat Knife.................................................45
Combat Shield...............................................45
Combat Squad................................................45
Conversion Beamer.......................................46
Cross-Trained.................................................46
Death Blossom Launcher...............................46
Demolisher Cannon.......................................46
Dozer Blade...................................................47
Flak Cannon...................................................47
Flame Weapons..............................................47
Flashbang Launcher.......................................47
Force Weapons...............................................47
Fortress..........................................................48
Gothic Armor.................................................48
Grenades........................................................48
Graviton Weapons..........................................48
Howitzer........................................................48
Laser Weapons...............................................48
Missile Launcher...........................................49
Masque of Death............................................49
Massive Missile.............................................50
Missile Pod....................................................50
Missile Rack..................................................50
Mount, Marine...............................................50
Orbital Bombardment....................................50
Override.........................................................51
Plasma Weapons............................................51
Power Shield..................................................51
Power Weapons..............................................51
Psychic Hood.................................................51
Reactive Charges...........................................52
Reclamator.....................................................52
Recovery Gear...............................................52
Reinforced..........................................................52
Searchlight.....................................................52
Servo Arm......................................................52
Seismic Hammer............................................53
Siege Drill......................................................53
Siege Shield...................................................53
Stellar Marines
Sniper Rifle....................................................53
Shotgun..........................................................53
Tankbuster Rocket.........................................54
Thermal Weapons..........................................54
Thunder Cannon............................................54
Vehicular Shield.............................................54
Vehicular Shield Dome..................................54
Warframe.......................................................55
Stellar Marine Weapons.....................................56
Stellar Marine Legion Traits..................................59
AP Munitions.................................................59
Assault Firing Line........................................59
Bionics...........................................................59
Blitzkrieg.......................................................59
Brutal.............................................................59
Devastation Protocols....................................59
Fanatical.........................................................59
High-Caliber Rounds.....................................59
Hunters...........................................................59
Lightning Strike.............................................59
Master-Crafted Weapons................................59
Shrouded........................................................60
Supression Masters........................................60
Tough As Nails...............................................60
Commando Training......................................60
Stellar Marines

Who are the Stellar Marines?


In the far-flung grim future, for a few short generations humanity was united under the rule of a single
emperor. While there did remain a few independent blocs of humanity during that time, the majority of
humanity fell under sway of this tyrannical empire.
The stellar marines were the elite legions of this empire – commando troops with the authority to lead
the larger imperial army and various mercenary forces of the empire’s worlds. They acted as enforcers of the
Emperor’s will, bringing lightning-fast doom to those who dared to oppose the Emperor’s authority – alien or
humans who had not fallen under the Emperor’s sway.
Originally, the stellar marines were savages, convicts, criminals and dissidents, brainwashed into serving
the Emperor and augmented through a mixture of bionics, surgery and drugs into super-soldiers that crushed
their opposition. As time passed, the stellar marines became prestigious organizations, their ranks eventually
replaced by nobler blood, until their ranks consisted of prestigious members of a growing aristocracy.
Unfortunately, the growing power and individualism that grew within the marine ranks brought with it
envy and greed. Among the Emperor’s favored warrior caste arose a domineering and corrupt general by the
name of Lucas. This warmaster secretly consolidated power and subverted several legions for his own personal
gain. Before his treachery came to light, Lucas inspired a rebellion, with easily half of the existing Imperial
marine legions siding with him. His silver tongue and canny intellect helped foster rebellion that led to an
interstellar human civil war. Though Lucas and his legions were eventually defeated, they dealt a mortal wound
to the Emperor and his grand scheme of a galaxy-spanning empire.
With the death of the Emperor, the remaining loyal legions fell among themselves to via for the throne
and restore order under their own visions of what each felt the empire should be. Though order was finally re-
established, the damage dealt was irrevocable. What had once been a united empire was now a fractured body
of petty warlords whose only loyalty was to themselves and their carved-out kingdoms.
Listed below are the major legions who still claim allegiance to the semi-fallen Terran empire. Though
there are numerous unaligned and lesser legions spread across the galaxy, each of the legions listed below has
maintained a ruling seat on the Empire’s Council and has the authority and manpower to elicit edicts that affect
a host of worlds throughout the civilized regions of the galaxy.

Omega Legion
“As you command, my liege”
The last of the Emperor's still-faithful legions formed before the Betrayal. Unlike the other legions, very
few of the Omega Legion marines rebelled against the rule of the Emperor. The Omega Legion are the most
numerous of the marine legions, and by many accounts the most ruthless in hunting down the enemies of the
empire. The Omega Legion are generally the best equipped and fanatically loyal to the empire.
The Omega Legion rules from the Urial system, a dense and vast system of fortress worlds in the
southwest quadrant that makes the Omega Legion the best organized and supplied fiefdom in the galaxy.

Fenris Brotherhood
“We happy few, we band of brothers”
Savage and brutal, this marine legion is composed of a host of warrior brotherhoods and petty warlords
who rule their own systems with an iron fist. What they lack in loyalty however, they make up for with dreams
of war and conquest. Many believe the Fenris only feign loyalty so that they may conquer in the Emperor's
name and avoid the wrath of imperial might at their tyranny.
Stellar Marines
The Fenris Brotherhood is scattered through a series of deadly systems known as the Briarpatch near the
heart of the galaxy. Their worlds are difficult to reach and hostile to boot, inspiring the savage independence
seen among many of the Brotherhood. Because of the rarity of resources in their own worlds, the Fenris
Brotherhood regularly roam unaligned space lanes looking for ships and worlds to plunder of their riches.

Iron Legion
“Iron within, iron without”
An early legion created by the empire that used cybernetics and psychochemistry to enhance its marines.
The legion is uncomfortable working with other loyalist legions, who often portray the marines of the Iron
Legion as inferior due to their replacement of their humanity with cybernetic enhancement. All members of the
iron legion are mechanized to one degree or another and they have developed a technological form of psychic
ability that does not harness nor fall prey to the dangers of the immaterium - but tends to make the marine a bit
"soulless".
The Iron Legion holds a series of factory worlds spread in several sectors along the eastern side of the
galaxy. Though they have access to superior manufacturing methods, their worlds are too remote from each
other to effectively govern in an efficient manner.

Templar Legion
“In the Name of the Emperor”
Often used as a sword of military retribution, the Templar Legion is composed of marines with fanatical
devotion to the emperor - to the point of worshipping him as a living god. While secretly reviled by many of
the other legions, the Templars stand in judgment over the various worlds - and loyalist legions - of the empire.
Like the Iron Legion, the Templar Legion holds many worlds spread through different systems,
primarily in the northern reaches of the galaxy. Each of these worlds, though have great significance to
humanities past, and they are able to exert their power with religious and political manipulation of many worlds
beyond their own.

Crimson Legion
“All is ash”
Cursed with a genetic defect, the Knights Vitae struggle to stave off madness. A defect in their genetic
makeup requires them to replace their blood at regular intervals, lest it become polluted and drive the marine
into a savage bloodlust. The Knights are slow to indoctrinate new members, and are loathe to speak of their
curse. When working in the name of the Imperium, they prefer to undertake missions in secret and strike in
small forces. They avoid engaging their own forces in grand battles, leaving such wars to the likes of the
Omega marines or their slave armies. When they do take to the field they are swift and unforgiving, leaving
behind a wake of destruction that disregards the difference between enemy and innocent.
The Crimson Legion hold several fief systems at the outermost edge of the galaxy, mostly along the
eastern frontier – with many outside observers referring to the worlds as “farms” for the Legions perverted need
for blood. The Crimson Legion likewise engages in campaigns throughout the galaxy, “liberating” worlds not
aligned to the other great legions to rule and feed on as needed. Over the centuries, they have had the most
direct confrontation with the Fenris Brotherhood over the right to plunder planets.
Stellar Marines
Thunder Legion
“Whereever we may roam”
This nomadic legion makes no world its own, though it claims tribute from many star systems. The
legion's forces ply the spaceways between worlds, locating and eliminating invading fleets and pirate legions.
They have a unique bond with various guilds and space traders, often providing protection in trade for the
supplies they need to maintain their legions. This has often find themselves at odds with the Crimson Legion
and Fenris Brotherhood, and many of their marines come from worlds saved from the ravages of these two
other legions.
The thunder legion protects a band of worlds along the eastern edge of the galaxy, between the Fenris
and Crimson legion worlds.

Executioner Legion
“We are the voice of the Emperor”
Over the course of many centuries, the ancient defenders of the Terran original homeworld found
themselves forced to expand their role from defenders of crumbling historical monuments to conquerors of
neighboring worlds and star systems. Originally, the legion ruled no worlds beyond defending Terra, but when
their right to hold and defend Terra was threatened by the Omega Legion, the legion began to covertly expand
its influence and take several loyal worlds into its folds. Before the Omega Legion could formally oust the
Executioners, the support of several key worlds now in the hands of the Executioner Legion stayed their hand.
Since those days, the Executioner Legion has become more and more entwined in political espionage
and usurpation, slowly spreading its power in a secret bid to unify the remaining empire under their rule.

Drakon Legion
“We are forged in flame”
The homeworld of the Drakon is a fiery world of ash wastes and magma seas. It was once a mining
world near the empire’s edge, and during the Dark Age its people fled into the protective caverns under the
world's surface. It was the wealth of Drakon's hard-won resources that brought it back to the Imperium's eyes,
and when contact was re-established the world became home to a legion to defend its precious wealth. As the
ages passed, and the Betrayal came and went, the black-skinned marines of this legion became a covetous
legion that stretched out its hand and enslaved a handful of nearby systems. Ruled now by a great Caliph, the
Drakon legion protects the backbone of Imperial currency and has become more banker than army. Still, its
bejeweled legions are fearsome warriors not taken lightly, and field some of the most astonishing weaponry that
money can buy.

Night Raven Legion


“We watch the dark places of night”
The Night Raven Legion’s homeworld is nestled amid a cluster of black holes that makes reaching the
night-shrouded worlds difficult. It is rumored that most of the population of the Night Raven’s worlds live
underground amid terraformed.
Legends speak that the strange gravities and black matter of this maze-like region has genetically altered
the people of these worlds, giving them astonishing abilities of stealth and foresight. For the most part, the
Stellar Marines
members of this legion keep to their own space, but they sometimes fan out into the greater galaxy when they
foresee some great danger or opportunity that their mystical overlords have perceived.

Avengers Legion
“We seek absolution for our sins”
The Avengers legion has only existed since the Great Rebellion. Their founding members consisted of
marines from loyal members of renegade legions and the misfits of loayl legions. This legion is on a redemptive
quest to clear the stains on their honor by eliminating the traitor legions. The Avengers legion hail from an
undisclosed system and unlike the many other legions, do not seek to conquer or plunder other worlds to expand
their dominion. Despite this lack of an expansive fiefdom, their numbers seem ample to sustain their quest to
hunt down and eliminate surviving traitor legions. Unlike the other loyal legions, the Avengers are not filled
with aristocratic offspring, but continues to draw it ranks from the repentant individuals who approach the
legion willingly or captured and converted on the battlefield.
Stellar Marines
Commander
HQ - 30 pts.
Stellar marines are a force well-trained to complete their mission without need of direct supervision.
However, in cases of large-scale combat or the siege of enemy strongholds, military leaders may be present to
co-ordinate the overall effort against the enemy.
Lieutenants – who are usually in charge of three to five squads - are generally sufficient for these
procedures, but in rare cases the captain of a legion may be pulled in if an entire company is engaged in battle.
In exceptionally rare cases, the overlord of a given legion may enter the fray – but such legendary occurrences
usually only occur in those battles involving hundreds of stellar marines – or those all-too-common cases where
the legion lord has a political or personal stake in the battle’s outcome.

Mv S W B P D W I A L
z S S S D
Lieutenant 6” 1 +3 +2 +0 +2 2 +2 1 +2
Lieutenant w/ Gothic 6” 1 +3 +2 +0 +4 2 +2 1 +2
Lieutenant w/ Warframe 5” 2 +3 +2 +0 +6 3 +2 1 +2
Lieutenant w/ Mount 8” 3 +3 +2 +0 +4 3 +2 1 +2
Lieutenant w/ Bike 10” 3 +3 +2 +0 +3 4 +2 1 +2
Captain 6” 1 +4 +3 +1 +3 3 +2 1 +3
Captain w/ Gothic 6” 1 +4 +3 +1 +5 3 +2 1 +3
Captain w/ Warframe 5” 2 +4 +3 +1 +7 4 +2 1 +3
Captain w/ Mount 8” 3 +4 +3 +1 +5 4 +2 1 +3
Captain w/ Bike 10” 3 +4 +3 +1 +5 5 +2 1 +3
Legion Lord 6” 1 +5 +4 +2 +4 4 +2 2 +4
Legion Lord w/ Gothic 6” 1 +5 +4 +2 +6 4 +2 2 +4
Legion Lord w/ Warframe 5” 2 +5 +4 +2 +8 5 +2 2 +4
Legion Lord w/ Mount 8” 3 +5 +4 +2 +6 5 +2 2 +4
Legion Lord w/ Bike 10” 3 +5 +4 +2 +6 6 +2 2 +4

TYPE: Infantry (Character, Independent)


COMPOSITION: 1 Lieutenant
GEAR: Power Armor, Assault Pistol, Combat Knife, Shrapnel grenades, AT Grenades, Circlet
SPECIAL RULES:
Lieutenant: Command 6", Reroll 3, Stubborn
Captain: Command 6", Reroll 5, Stubborn
Legion Lord: Command 9", Orbital Bombardment, Reroll 7, Stubborn
OPTIONS:
 May upgrade Lieutenant to a Captain …20 pts.
 May upgrade Lieutenant to a Legion Lord …40 pts.
 May upgrade to Psychic (ML 1) …10 pts.
 May replace Assault Pistol with
o Assault Rifle … free
o Combi-Thermal .... 5 pts.
o Combi-Flamer … 3 pts.
Stellar Marines
o Combi-Plasma … 5 pts.
o Combi-Grav … 5 pts.
o Plasma Pistol ....7 pts.
o Thermal Pistol ... 5 pts.
 May take a Power Shield …7 pts.
 May replace Chain weapon with
o Power Weapon ...2 pts.
 May upgrade armor to
o Gothic Armor (+2 D)
o Warframe Armor (-1” Mv, +1 Sz, +4 D, +1 W)
 May take one of the following
o Cavalry mount1 …5 pts.
o Bike1 …7 pts.
o Combat Deployment …10 pts.
o Jump Pack (8”J) …5 pts.
o Teleport Belt (6”T) …5 pts.

1 May not be taken with Gothic or Warframe Armor


Stellar Marines
Honor Guard
Specialist - 75 pts.
Honor guard are the personal soldiers of the various captains and legion lords. These hand-picked
troops only enter the fray to accompany their commander or when their master has a mission of a personal
nature to undertake – whether it be the assassination of a long-time foe of the commander or the retrieval of
vital information, individuals or material from the battlefield.

SMv W B P D W I A L
z S S S D
Honor Guard 6” 1 +3 +2 +0 +4 (+5F) 1 +1 1 +2
Honor Guard w/ Mount 8” 3 +3 +2 +0 +3 (+4F) 2 +1 1 +2
Honor Guard w/ Bike 10” 2 +3 +2 +0 +3 (+4F) 3 +1 1 +2
Champion 6” 2 +4 +3 +1 +5 (+6F) 2 +1 2 +3
Champion w/ Mount 8” 3 +4 +3 +1 +4 (+5F) 3 +1 2 +3
Champion w/ Bike 10” 2 +4 +3 +1 +4 (+5F) 4 +1 2 +3

TYPE: Infantry, Champion is Infantry (Character)


COMPOSITION: 3 Honor Guard
GEAR:
Honor Guard: Gothic armor, Combat shield, Assault rifle, Assault pistol, Chain weapon, Shrapnel
grenades, AT grenades
Champion: Gothic armor, Combat shield, Assault rifle, Assault pistol, Power weapon, Shrapnel
grenades, AT grenades
SPECIAL RULES: Cross-trained, Combat Squad, Stubborn
OPTIONS:
 May include up to two additional Honor Guard …25 pts./model
 May upgrade to Brotherhood of Psychics …3 pts./model
o May upgrade Champion to Psychic (ML 1) …10 pts.
 May upgrade one Honor Guard to Champion …10 pts.
o May upgrade Power weapon to Power Claymore …10 pts.
 One Honor Guard may take a Legion Banner …25 pts.
 Any Honor Guard may replace his Assault rifle with:
o Flamer … free
o Plasma pistol … 7 pts.
o Thermal pistol … 5 pts.
 For every three Honor Guard (round down) one may replace his Assault rifle with:
o Flame Gun …7 pts.
o Assault Gun …7 pts.
o Plasma Gun …10 pts.
o Thermal Gun …7 pts.
o Graviton Gun …7 pts.
o Laser Gun …7 pts.
 The unit may replace its Combat Shields with Power Shields ...3 pts./model
 The unit may take one of the following
Stellar Marines
o Cavalry mount 1 …10 pts./model
1
o Bike …15 pts./model
o Jump Pack …5 pts./model
 The unit may take a Warthog, Razorback, Drop Pod or Hawk as a Dedicated Transport

1 Revert armor to Power Armor with this option


Stellar Marines
Lorekeeper
HQ/Specialist - 35 pts.
Lorekeepers are marines with sanctioned psychic abilities. Their augmented minds are filled with the
Legion's histories and secrets. They often act as advisors to the legion's leadership, unleashing their powerful
psychic abilities to the legion's benefit when so commanded.

Mv S W B P D W I A L
z S S S D
Acolyte 6” 1 +1 +1 +2 +1 1 +1 1 +1
Acolyte w/ Gothic 6” 1 +1 +1 +2 +3 1 +1 1 +1
Acolyte w/ Warsuit 5” 2 +1 +1 +2 +5 2 +1 1 +1
Acolyte w/ Mount 8” 3 +1 +1 +2 +3 2 +1 1 +1
Acolyte w/ Bike 10” 3 +1 +1 +2 +3 3 +1 1 +1
Lorekeeper 6” 1 +1 +1 +3 +2 2 +1 1 +2
Lorekeeper w/ Gothic 6” 1 +1 +1 +3 +4 1 +1 1 +2
Lorekeeper w/ Warsuit 5” 2 +1 +1 +3 +7 2 +1 1 +2
Lorekeeper w/ Mount 8” 3 +1 +1 +3 +4 2 +1 1 +1
Acolyte w/ Bike 10” 3 +1 +1 +3 +4 3 +1 1 +1
Meister 6” 1 +2 +2 +4 +4 3 +1 2 +3
Meister w/ Gothic 6” 1 +2 +2 +4 +6 3 +1 2 +3
Meister w/ Warsuit 5” 2 +2 +2 +4 +8 4 +1 2 +3
Meister w/ Mount 8” 3 +2 +2 +4 +6 4 +1 2 +3
Meister w/ Bike 10” 3 +2 +2 +4 +6 5 +1 2 +3
Stellar Marine 6” 1 +1 +1 +0 +1 1 +1 1 +1
Stellar Marine Veteran 6” 1 +2 +2 +1 +2 1 +1 1 +2

TYPE: Infantry (Character, Independent)


COMPOSITION: 1 Acolyte
GEAR: Power armor, Assault pistol, Power sword, Shrapnel grenades, AT grenades
SPECIAL RULES:
Acolyte: Psychic (ML 1)
Lorekeeper: Psychic (ML 2)
Meister: Psychic (ML 3)
PSYKER: A lorekeeper purchases his powers from the Biomancy, Divination, Sanctic, Pyromancy,
Telekinesis or Telepathy disciplines.
OPTIONS:
 May take up to four additional Acolytes … 35 pts./model
 May upgrade any Acolyte to Lorekeeper ... 12 pts./model
 May upgrade one Acolyte to Meister …25 pts.
 May take up to five additional Stellar marines …15 pts./model
o May upgrade marines to Veteran …5 pts./model
o Marine models may take marine options
 May take psychic hood …10 pts.
Stellar Marines
 Lorekeeper or Loremaster may take
o Gothic Armor (+1 D) …5 pts.
o Warframe Armor (Mv -1”, Sz 2, D +4, W +1) …15 pts.
 If alone, may take a personal transport
o Cavalry mount1 …10 pts.
o Bike1 …15 pts.

1 Cannot be taken with Gothic or Warsuit armor


Stellar Marines
Chaplain
HQ/Specialist - 35 pts.
Chaplains hold a special place in the legions. Like the commissars of the imperial army, chaplains are
assigned to a legion, but are not considered part of it. Since the time of the Betrayal, it has been the duty of the
chaplains to watch over and report on the mental state and loyalty of the legion they are assigned to. They are
disdained by some legions - such as the Fenris legion - as spies, but no loyal legion can deny their presence at
home or on the battlefield. Besides acting as the eyes and ears of the Imperial Overlords, it is the duty of the
chaplain to bless and ready the troops before battle and to whip them into righteous frenzy on the battlefield
proper.

Mv S W B P D W I A L
z S S S D
Chaplain 6” 1 +2 +1 +0 +1 1 +1 1 +3
Chaplain w/ Gothic 6” 1 +2 +1 +0 +3 1 +1 1 +3
Chaplain w/ Warsuit 5” 2 +2 +1 +0 +5 2 +1 1 +3
Chaplain w/ Mount 8” 3 +2 +1 +0 +3 2 +1 1 +3
Chaplain w/ Bike 10” 3 +2 +1 +0 +3 3 +1 1 +3
Hierophant 6” 1 +3 +2 +1 +2 2 +1 2 +4
Hierophant w/ Gothic 6” 1 +3 +2 +1 +4 1 +1 2 +4
Hierophant w/ Warsuit 5” 2 +3 +2 +1 +6 2 +1 2 +4
Hierophant w/ Mount 8” 3 +3 +2 +1 +4 3 +1 2 +4

TYPE: Infantry (Character, Independent)


COMPOSITION: 1 Chaplain
GEAR: Power armor, Assault pistol, Power maul, Shrapnel grenades, AT grenades, Circlet
SPECIAL RULES: Command (6"), Frenzy
OPTIONS:
 May upgrade Chaplain to Hierophant …15 pts.
 May upgrade to Psychic (ML 1) …10 pts.
 May take Hatred (Traitors) special rule … 5 pts
 May replace Assault Pistol with
o Assault Rifle … 1 pt.
o Combi-Thermal .... 5 pts.
o Combi-Flamer … 3 pts.
o Combi-Plasma … 5 pts.
o Plasma Pistol .... 7 pts.
o Thermal Pistol ... 5 pts.
 May take a Power Shield …7 pts.
 May upgrade to
o Gothic Armor (D +1) …5 pts.
o Warframe Armor (Mv -1”, Sz 2, D +4, W +1) …15 pts.
 May replace Circlet with Masque of Death …5 pts.
 May take a personal transport
o Cavalry mount 1 …10 pts.
Stellar Marines
o Bike1 …15 pts.

1 May not be taken with Gothic or Warframe armor


Stellar Marines
Medic
Specialist – 19 pts.
These specialized marines are trained in the traditions of the medic and healer so that they may render
medical aid to their fellow marines. The apothecary's powered armor suit is specially modified to monitor his
fellow marines vital signs, and he has a veritable pharmacy of combat drugs to administer to his brothers in
combat. He is also armed with a chainsword to perform emergency amputations upon his battle-brothers, and
armed with an assault pistol both for defense and to mercifully kill any marine beyond his skill of saving.

Mv S W B P D W I A L
z S S S D
Medic 6” 1 +2 +1 +0 +2 1 +1 1 +1
Medic w/ Gothic 6” 1 +2 +1 +0 +4 1 +1 1 +1
Medic w/ Warframe 5” 2 +2 +1 +0 +6 2 +1 1 +1
Medic w/ Mount 8” 3 +2 +1 +0 +4 3 +1 1 +1
Medic w/ Bike 10” 3 +2 +1 +0 +4 4 +1 1 +1
Apothecary 6” 1 +3 +2 +1 +3 2 +1 1 +2
Apothecary w/ Gothic 6” 1 +3 +2 +1 +5 2 +1 1 +2
Apothecary w/ Warframe 5” 2 +3 +2 +1 +7 3 +1 1 +2
Apothecary w/ Mount 8” 3 +3 +2 +1 +5 4 +1 1 +2
Apothecary w/ Bike 10” 3 +3 +2 +1 +5 5 +1 1 +2

TYPE: Infantry (Character, Independent)


COMPOSITION: 1 Medic
GEAR: Power armor, Assault pistol, Chainsword, Combat Drugs
SPECIAL RULES: Medic
OPTIONS:
 May purchase up to two additional medics …19 pts.
 May upgrade to Psychic (ML 1) …10 pts.
 May upgrade one Medic to Apothecary …10 pts
 May replace Assault Pistol with
o Assault Rifle …free
o Combi-Thermal .... 5 pts.
o Combi-Flamer … 3 pts.
o Combi-Plasma … 5 pts.
o Plasma Pistol .... 7 pts.
o Thermal Pistol ... 5 pts.
 May upgrade armor to
o Gothic Armor … 5 pts.
o Warframe Armor … 15 pts.
 May take
o Power Shield … 7 pts.
o Reclaimator … 5 pts.
 May take a personal transport
Stellar Marines
o Cavalry mount 1 …10 pts.
o Bike1 …15 pts.

1 May not be taken with Gothic or Warframe armor


Stellar Marines
Tech-marine
HQ/Specialist - 25 pts.
Trained in the mystic arts of mechanics, a tech-marine is one of the few individuals in a given legion
with the knowledge and skill to repair the gear and machines of his legion. It is rare for such precious
individuals to found in the heat of live combat, but they are sometimes forced into the field to recover precious
gear disabled in combat or to protect vital machines from destruction by the enemy.

M S W B P D W I A L
v z S S S D
Techmarine 6” 1 +2 +1 +0 +2 1 +1 1 +2
Master of the Forge 6” 2 +3 +2 +1 +2 2 +1 2 +3
Autoservant 6” 1 +0 +0 - +1 1 +0 1 +1

TYPE:
Techmarine: Infantry (Character)
Master of the Forge: Infantry (Character, Independent)
Autoservant: Infantry
GEAR:
Tech-marine: Gothic armor, Assault pistol, Flamer, Shrapnel grenades, AT grenades
Master of the Forge: Gothic armor, Thermal pistol, masterwork Power axe, Shrapnel grenades, AT
grenades
Autoservant: Power gauntlet, Assault gun
SPECIAL RULES: Override, Repair
OPTIONS:
 May purchase up to two additional Techmarines … 25 pts./model
 May upgrade Techmarine or MotF to Psychic (ML 1) …10 pts.
 May upgrade one Techmarine to a Master of the Forge …20 pts.
 May take up to five Autoservants …10 pts./model
 May take a Warthog, Razorback or Juggernaut as a dedicated transport
Stellar Marines
Marine
Troop - 80 pts
The backbone of the Legions, marines are genetically and cybernetically altered humans. Most marines
have been psychologically conditioned or brainwashed to be unwaveringly loyal to the Empire - with a few
notable exceptions, such as those marines of the Fenris legion.
The typical squad of legion marines consists of a ten-man fire squad of nine marines lead by a sergeant.
Such squads are normally equipped with one heavy weapon and one special-issue weapon.

Mv Sz WS BS PS D W I A LD
Marine Novice 6” 1 +1 +0 -1 +1 1 +1 1 +1
Marine 6” 1 +2 +1 +0 +2 1 +1 1 +1
Marine Veteran 6” 1 +3 +2 +1 +3 1 +1 1 +2
Sergeant 6” 1 +2 +1 +1 +2 1 +1 1 +2
Sergeant Veteran 6” 1 +3 +2 +2 +3 1 +1 1 +3

TYPE: Infantry, Sergeant is Infantry (Character)


COMPOSITION: 4 Marines, 1 Sergeant
GEAR: Power armor, Assault rifle, Assault pistol, Combat Knife, Shrapnel Grenades, AT Grenades
SPECIAL RULES: Cross-Trained, Combat Squad
OPTIONS:
 May add up to five additional marines …15 pts./model
 May downgrade to Novice …-3 pts./model
 Upgrade unit to Veterans …3 pts./model
 May upgrade to Brotherhood of Psychics …3 pts./model
 May upgrade Sergeant to Psychic (ML 1) …10 pts.
 Sergeant may replace Assault Pistol with
 Flame Pistol …1 pt.
 Plasma Pistol …3 pts.
 Graviton Pistol …3 pts.
 Any number of models may replace their Assault Rifle with
 Chain weapon …3 pts./model
 Power weapon …5 pts./model
 Dual Laser Rifle …Free
 For every 5 full models, one Marine may replace his Assault Rifle with:
 Flame rifle …3 pt.
 Plasma rifle …5 pts.
 Thermal rifle …5 pts.
 For every 5 full models, one marine may instead replace his Assault Rifle with:
 Flame Gun …5 pts.
 Assault Gun …5 pts.
 Plasma Gun …7 pts.
 Thermal Gun …7 pts.
 Graviton Gun …5 pts.
Stellar Marines
 Laser Gun …7 pts.
 Missile Launcher …9 pts.
 The unit may purchase Combat Shields ... 3 pts./model
 The unit may take a Warthog, Razorback or Drop Pod as a Dedicated Transport
Stellar Marines

Assault Marines
Recon Asset - 85 pts.
Equipped with rocket packs to bypass impeding terrain and quickly close with the enemy, these close-
range fighters make short work of enemy defense lines and can quickly bypass defensive barriers and screens.

Mv S W B P D W I A L
z S S S D
Assault Marine 6” (10”J) 1 +2 +1 +0 +2 1 +1 1 +1
Assault Marine Veteran 6” (10”J) 1 +3 +2 +1 +3 1 +1 1 +2
Assault Sergeant 6” (10”J) 1 +2 +1 +1 +2 1 +1 1 +2
Assault Sergeant Veteran 6” (10”J) 1 +3 +2 +2 +3 1 +1 1 +3

UNIT TYPE: Infantry, Sergeant is Infantry (Character)


GEAR: Power Armor, Jump Pack, dual Assault Pistols, Shrapnel Grenades, AT Grenades
SPECIAL RULES: Combat Squad, Jump (10”)
OPTIONS:
 May add up to five additional marines …17 pts./model
 May upgrade unit to Veteran …3 pts./model
 May upgrade to Brotherhood of Psychics …3 pts./model
 May upgrade Sergeant to Psychic (ML 1) …10 pts.
 Any number of models may replace one Assault Pistol with
 Combat Shield ... free
 Chainsword …free
 Power weapon …15 pts./model
 For every 5 full marines, one model may replace his dual Assault Pistols with
 Shotgun …5 pts./model
 Flame rifle …5 pts./model
 dual Plasma pistol …10 pts./model
 dual Thermal pistol …10 pts./model
 The Sergeant may replace his dual Assault Pistols with:
 Graviton pistol and Chainsword …9 pts.
 Plasma pistol and Chainsword …9 pts.
 Thermal pistol and Chainsword …9 pts.
Stellar Marines
Warframe Marine
Specialist - 80 pts.
Encased in some of the heaviest armor ever built by mankind, the Mk IV Assault Warframe armor turns
a single marine into a walking tank. To offset the massive bulk of the armor, the warframe incorporates a
neural predictor to anticipate the marine’s motions, though the suit is still somewhat inflexible. These suits are
extremely difficult to create and maintain, and thus are generally only used in the most dire of circumstances by
the best marines in a given legion.

M S W B P D W I A L
v z S S S D
Warframe Marine 5” 2 +3 +1 +0 +4 2 +1 1 +2
Warframe Marine Veteran 5” 2 +4 +2 +1 +5 2 +1 1 +3
Warframe Marine Hero 5” 2 +5 +3 +2 +6 3 +1 2 +4
Warframe Sergeant 5” 2 +4 +2 +1 +4 2 +1 1 +3
Warframe Sergeant Veteran 5” 2 +5 +3 +2 +5 2 +1 1 +4
Warframe Sergeant Hero 5” 2 +6 +4 +3 +6 3 +1 2 +5

TYPE: Heavy Infantry, Sergeant is Heavy Infantry (Character)


COMPOSITION: 2 Warframe Marine, 1 Warframe Sergeant
GEAR: Warframe armor, dual Assault rifle, Chain Gauntlet
SPECIAL RULES: Relentless
OPTIONS:
 May add up to two additional Warframe Marines ... 25 pts./model
 Upgrade unit to Veteran …5 pts./model
 Upgrade unit to Heroic (1 per army) …10 pts./model
 May upgrade to Brotherhood of Psychics …3 pts./model
o May upgrade Sergeant to Psychic (ML 1) …10 pts.
 Any model may add a 2 Chain gauntlet
nd
…5 pts.
 Any model may replace Chain gauntlet with:
o Power weapon …2 pts.
o Power Shield ... 3 pts.
 Any Warframe Marine may replace dual Assault rifle with:
o Flame Gun …5 pts.
o Assault Gun …7 pts.
o Graviton Gun …7 pts.
o Thermal Gun …7 pts.
o Plasma Gun …7 pts.
o Laser Gun …7 pts.
 Any Warframe Marine may replace dual Assault rifle and Chain gauntlet with
o Dual Power Weapons …7 pts.
o Power Weapon and Power Shield …7 pts.
o Assault rifle array …7 pts.
 Any Warframe Marine may take an Automissile Launcher … 10 pts./model
Stellar Marines
 The unit may take Jump Packs (Mv: 8”J) ....3 pts./model
 The unit may take Teleporter Belts (Mv: 6”T, Combat Deployment)... 10 pts/model
 The unit may take a Juggernaut as a Dedicated Transport
Stellar Marines
Marine Cavalry
Recon Asset - 94 pts.
Many loyalist legions employ units astride a wide variety of loyal mounts meant to enhance the speed of
the unit. Not any ordinary creature may be employed to carry the weight of an armored marine, and the legions
prefer to employ creatures that awe or frighten their enemies. One such creature is the cybernetically altered
savage dread wolves of the Fenris legion - while yet another is the bipedal scaled raptors of the Drakon.

M S W B P D W I A L
v z S S S D
Mounted Marine 8” 3 +2 +1 +0 +3 2 +1 1 +1
Mounted Marine Veteran 8” 3 +3 +2 +1 +4 2 +1 1 +2
Mounted Marine Sergeant 8” 3 +2 +1 +1 +3 2 +1 1 +2
Mounted Marine Sergeant Veteran 8” 3 +3 +2 +2 +4 2 +1 1 +3

TYPE:
Mounted: Infantry (Cavalry), Sergeant is Infantry (Cavalry, Character)
COMPOSITION: 2 Mounted Marines, Mounted Marine Sergeant
GEAR:
Mounted: Powered Armor, Mount, Assault Pistol, Combat Knife, Shrapnel grenades, AT grenades
SPECIAL RULES:
OPTIONS:
 May add up to three additional Mounted marines …21 pts./model
 Upgrade to Veteran …5 pts./model
 May upgrade to Brotherhood of Psychics …3 pts./model
o May upgrade Sergeant to Psychic (ML 1) …10 pts.
 One marine may replace Assault Pistol with
o Flame Pistol …1 pt.
o Plasma Pistol …5 pts.
o Thermal Pistol …5 pts.
 The unit may be equipped with Power Lances …5 pts./model
 The unit may be equipped with Combat Shields ... 3 pts./model
 The unit’s mount may take the following upgrades
o Tough (+1 Wound) … 5 pts./model
o Massive (+1 Sz, +1 WS, +1 W) … 7 pts./model
o Move 10” … 3 pts./model
o Fly (10”) … 5 pts./model
o Mount attack (Melee, +1 WS, Dam 1) … 3 pts./model
o Light Armor (+1” Mv, -1 D ) …3 pts./model
o Heavy Armor (-1” Mv, +1 D) …5 pts./model
o Superheavy Armor (-2” Mv, +2 D) …7 pts./model
Stellar Marines
Marine Warhounds
Recon Asset - 94 pts.
Some of the loyalist legions adhere to an old tradition in which they keep a stable of exotic animals
trained for battle. Led by marine pack leader, these fierce animals are employed for special missions suited to
the beast’s nature. Some of the more noteworthy warhound packs are the giant wolf packs of the Fenris legion,
the fire-breathing drakes of the Dracon legion, the griffons of the Omega legion and the cybernetically
enhanced wolfhounds of the Iron legion.

M S W B D W I A L
v z S S S D
Marine Packmaster 6” 1 +2 +1 +2 1 +1 1 +1
Marine Packmaster Veteran 6” 1 +3 +2 +3 1 +1 1 +2
Warhound 8” 2 +4 -2 +1 2 +1 1 +0
Warhound Veteran 8” 2 +5 -1 +2 2 +1 1 +0

TYPE: Infantry (Beast), Packmaster is Infantry (Character)


COMPOSITION: 2 Warhounds, Marine Packmaster
GEAR:
Packmaster: Powered Armor, Assault Pistol, Combat Knife, Shrapnel grenades, AT grenades
Warhound: Bite
SPECIAL RULES:
OPTIONS:
 May add up to seven additional Mounted marines …7 pts./model
 Upgrade to Veteran …3 pts./model
 Marine packmaster may replace Assault Pistol with
o Flame Pistol …1 pt
o Plasma Pistol …5 pts.
o Thermal Pistol …5 pts.
 Warhounds may take the following upgrades
o +1 Wound … 5 pts./model
o Move 10” … 3 pts./model
o Fly (10”) … 5 pts./model
o Ranged Attack (9”/18”, BS (+3), D 1) … 3 pts./model
o Light Armor …3 pts./model
o Heavy Armor …5 pts./model
o Superheavy Armor …7 pts./model
Stellar Marines
Marine Bikers
Recon Asset - 88 points
Those legions that hail from worlds with advanced factories often eschew living mounts in favor of light
vehicles meant to enhance the speed of the unit. While the most common such mount is a variation of a heavy
motorcycle, some legions employ gravity-defying jet bikes for transport.

Mv S W B P S D W I A L
z S S S D
Biker Marine 10” 3 +1 +1 +0 +2 +2 3 +1 1 +2
Biker Marine Veteran 10” 3 +2 +2 +1 +2 +2 3 +1 1 +3
Biker Sergeant 10” 3 +1 +1 +1 +2 +2 3 +1 1 +3
Biker Sergeant Veteran 10” 3 +2 +2 +2 +2 +2 3 +1 1 +4
Attack Bike Marine 9” 3 +1 +1 +0 +2 +3 4 +1 1 +3
Attack Bike Marine Veteran 9” 3 +2 +2 +1 +2 +4 4 +1 1 +3

TYPE:
Biker: Vehicle (Cavalry, Open-topped), Sergeant is Vehicle (Cavalry, Open-topped)
COMPOSITION: 2 Biker Marines, 1 Biker Sergeant
GEAR:
Biker: Powered Armor, Assault Bike, Assault Rifle (hull), Assault Pistol, Chainsword (Sergeant only),
Shrapnel grenades, AT grenades; Crew 1 (Driver)
Attack Biker: Powered Armor, Attack Bike, Assault Gun (sponson), Assault Pistol, Chainsword
(Driver only), Shrapnel grenades, AT grenades; Crew 2 (Driver/Gunner - sponson)
SPECIAL RULES: Relentless (Attack Bike only)
OPTIONS:
 May add up to three additional Bike marines …26 pts./model
 Upgrade unit to Veteran …5 pts./model
 May upgrade to Brotherhood of Psychics …3 pts./model
o May upgrade Sergeant to Psychic (ML 1) …10 pts.
 One marine may replace Assault Pistol with
o Flame pistol …1 pt
o Plasma Pistol …5 pts.
o Thermal Pistol …5 pts.
o May upgrade Bikes to Jet Bikes ... 5 pts./model
o May upgrade one Biker to an Attack Bike …25 pts.
 May replace Assault gun with:
 Flame Gun …5 pts.
 Plasma Gun …7 pts.
 Thermal Gun …7 pts.
 Missile Launcher …9 pts.
 Graviton Gun …7 pts.
Stellar Marines
Marine Scout
Recon Asset - 55 pts.
Each legion has its own qualifications and training rituals for the lightly armored marines termed scout.
Yet, from the outcast scouts of the Fenris legion to the crack snipers of the Night Ravens, these troops provide
much-needed intel and advance scouting of the enemy for the legion they are attached to.

M S W B P S D W I A L
v z S S S D
Scout Marine 7” 1 +0 +0 -1 +1 +1 1 +1 1 +0
Scout Marine Veteran 7” 1 +1 +1 +0 +1 +2 1 +1 1 +1
Scout Sergeant 7” 1 +0 +0 +0 +1 +1 1 +1 1 +1
Scout Sergeant Veteran 7” 1 +1 +1 +1 +1 +2 1 +1 1 +2

TYPE: Infantry, Sergeant is Infantry (Character)


COMPOSITION: 2 Scout Marines, 1 Scout Sergeant
GEAR: Scout Powered Armor, Assault Rifle, Assault Pistol, Combat Knife, AT Grenades
SPECIAL RULES: Ambush, Outflank, Scout
UPGRADES:
 May include up to seven additional scouts …11 pts./model
 May upgrade squad to Veteran … 3 pts./model
 May upgrade to Brotherhood of Psychics …3 pts./model
 Any model may replace Assault Rifle with
o Shotgun …free
 For every five full models, one Scout marine may replace Assault Rifle with
o Sniper rifle …5 pts./model
o Flame Rifle …3 pts./model
 For every five full models, another Scout marine may replace Assault Rifle with
o Assault gun …5 pts./model
o Plasma rifle …5 pts./model
o Thermal rifle …5 pts./model
o Portable Missile launcher …9 pts./model
 The Sergeant may take
o Thermal bombs …5 pts.
 May take the following:
o Camo cloak …3 pts./model
o Marksman (+1 to BS) …2 pts./model
o Close Combat Specialist (+1 to WS) …2 pts./model
Stellar Marines
Marine Scout Cavalry
Recon Asset - 54 pts
Marine scout cavalry are exceptionally rare, for there are few beasts both swift enough and sturdy
enough to transport these armor-encased scouts. Where foot-slogging scouts generally rely on stealth to
approach their targets, fast moving mounted cavalry tends to rely on their hard-hitting speed to engage and
break away from their opponents.
Some of the most infamous marine scout cavalry squads include the warg-riding Fenris scouts who
bound into battle astride giant wolves, and the corax-riding scouts of the Night Ravens who swoop down on
enemies from above on the backs of giant black shrieking ravens.

M S W B P S D W I A L
v z S S S S D
Mounted Scout Marine 8” 3 +0 +0 -1 +2 +1 2 +1 1 +1
Mounted Scout Marine Veteran 8” 3 +1 +1 +0 +2 +1 2 +1 1 +2
Mounted Scout Sergeant 8” 3 +1 +1 +0 +2 +2 2 +1 1 +2
Mounted Scout Sergeant Veteran 8” 3 +2 +2 +1 +2 +2 2 +1 1 +3

TYPE: Infantry (Cavalry), Sergeant is Infantry (Cavalry, Character)


COMPOSITION: 2 Mounted Scout Marines, 1 Mounted Scout Sergeant
GEAR:
Mounted: Mount, Light Power Armor, Assault Pistol, Combat Knife
(Driver & Gunner)
SPECIAL RULES: Outflank, Scout
OPTIONS
 May take up to seven additional Mounted Scout Marines …18 pts./model
 May upgrade to Veteran …3 pts./model
 May upgrade to Brotherhood of Psychics …3 pts./model
 For every two full models, may replace Assault Pistol with
o Grenade Launcher …5 pts./model
 Sergeant may replace Chain sword with
o Power Weapon …15 pts.
 Sergeant may take
o Thermal bombs …5 pts.
 The unit’s mounts may take the following upgrades
o +1 Wound … 5 pts./model
o Move 10” … 3 pts./model
o Fly (10”) … 5 pts./model
o Mount attack (Melee, WS 3, S 4, AP -) … 3 pts./model
 ROF 2 for Mount attack … 3 pts./model
Stellar Marines
Marine Scout Bikers
Recon Asset – 79 pts.
The Type 99 marine scout bike typically used by scout bikers is a stripped-down version of the standard
Obsidian M-33 Fusion cycle. With the reduced bulk the cycles are generally more maneuverable and quicker to
accelerate, but more prone to being shot out from under the scout riding them.
Sophisticated scout bikers prefer the somewhat more rare Oblivion 79 Fusion gravbike, a quieter yet
quicker plassteel steed that allows them to overcome a wider range of battlefield terrain and combat roles.

Mv S W B P S D W I A L
z S S S S D
Biker Scout Marine 10” 3 +0 +0 -1 +2 +1 2 +1 1 +2
Biker Scout Marine Veteran 10” 3 +1 +1 +0 +2 +2 2 +1 1 +3
Biker Scout Sergeant 10” 3 +1 +1 +0 +2 +1 2 +1 1 +3
Biker Scout Sergeant Veteran 10” 3 +2 +2 +1 +2 +2 2 +1 1 +4

TYPE: Vehicle (Cavalry, Open-topped), Sergeant is Vehicle (Cavalry, Open-topped)


COMPOSITION: 2 Mounted Scout Marines, 1 Mounted Scout Sergeant
GEAR: Light Powered Armor, Assault Bike, Assault Pistol, Chainsword (Sergeant only); Crew 1 (Driver)
SPECIAL RULES: Outflank, Scout
OPTIONS
 May take up to seven additional Biker Scout Marines …23 pts./model
 May upgrade to Veteran …3 pts./model
 May upgrade to Brotherhood of Psychics …3 pts./model
 May upgrade Bikes to Skimmers ... 3 pts./model
 For every two full models, may replace Assault Pistol with
o Grenade Launcher …5 pts./model
 Sergeant may replace Chain sword with
o Power Weapon …3 pts.
 Sergeant may take
o Thermal bombs …5 pts.
Stellar Marines
Goliath
Heavy Asset - 60 pts.
The Empire designed Goliaths as the ultimate one-man weapon. Originally, the user only entered the
suit during times of war. Unlike powered armor and Warframes, which are form-fitting armor, in a Goliath the
marine is suspended in a nutrient bath-filled chamber. In this fetal position, the individual is connected by a
series of neural jacks. The nutrient bath protects and sustains the marine, allowing them to operate the suit in
the field for days or even months at a time with little detrimental effect. With regular maintenance, it is possible
to maintain the pilot within the Goliath for an indefinite amount of time.
During the Betrayal, it became common practice to inter grievously injured marines into the suit both as
life support and to keep the mortally wounded marine in the desperate fight. In the current era nearly all
Goliaths have become the living sarcophagi of heroic marines who would have otherwise long ago died in
combat.

M S W B P S D W I A L
v z S S S D
Goliath 5” 4 +1 +1 -1 +3 +2 3 +1 1 +3
Goliath Veteran 5” 4 +2 +2 +0 +3 +3 3 +1 1 +4
Goliath Ancient 5” 4 +3 +3 +1 +3 +4 4 +1 2 +5
Nephilim 5” 4 +1 +1 -1 +3 +3 4 +1 1 +3
Nephilim Veteran 5” 4 +2 +2 +0 +3 +4 4 +1 1 +4
Nephilim Ancient 5” 4 +3 +3 +1 +3 +5 5 +1 2 +5

UNIT TYPE: Monstrous Vehicle (Walker)


COMPOSITION: One Goliath
GEAR:
Goliath: Flame gun (left sponson), Power gauntlet w/ dual Assault rifle (right sponson), searchlight,
smoke launchers; Crew 1 (Driver)
Nephilim: Flame cannon (left sponson), Power gauntlet (right sponson), searchlight, smoke launchers;
Crew 1 (Driver)

SPECIAL RULES: Relentless


OPTIONS:
 Upgrade to Veteran …7 pts.
 Upgrade to Ancient …20 pts.
 May upgrade to Nephilim …10 pts.
 May upgrade to Psychic (ML 1) …10 pts.
o Veteran/Ancient to Psychic (ML 2) …25 pts.
o Ancient to Psychic (ML 3) …35 pts.
 May replace Flame gun (sponson) with:
o Assault Gun …2 pts.
o Thermal Gun …3 pts.
o Laser Gun …5 pts.
 May replace Flame Cannon (sponson) with
o Assault Cannon …3 pts.
Stellar Marines
o Autocannon …5 pts.
o Plasma Cannon …5 pts.
o Laser Cannon …5 pts.
 May take a hull weapon
o Automissile Launcher …15 pts.
o Assault Gun …10 pts.
o Flame Gun …8 pts.
 May replace dual Assault Rifle with
o Flame Gun …5 pts.
o Assault Gun …5 pts.
o Dual Laser Rifle …3 pts.
o Plasma Rifle …5 pts.
o Thermal Rifle …7 pts.
 May take the following:
o Gunner crew …5 pts.
o Light Armor1 …5 pts.
o Heavy Armor1 …10 pts.
o Superheavy Armor1 …15 pts.
o Tankbuster Rocket …10 pts
o Active Camouflage …15 pts
o Interceptor Array …25 pts
o Combat Shield … 5 pts.
o Power Shield … 15 pts.

1 – May not take with another armor selection


Stellar Marines
Barrage Cannon
Heavy Asset - 100 pts.
Stellar marines are a mobile strike force, but at times they may need access to artillery support in their
forward operations. For this reason the self-propelled howitzer, known as the M-81 Barrage Cannon, was
designed. A fully treaded machine run by biomechanical AI, the self-propelled howitzer can trundle into
combat and provide the needed artillery support for advancing marines.

M S W B S D R I A W Ld
v z S S S r
Barrage Cannon 5” 2 -3 +1 +0 +1 -1 -2 1 2 +4

UNIT TYPE: Vehicle (Tank)


GEAR: Howitzer (turret), smoke grenades, Crew 1 (Driver)
SPECIAL RULES: Relentless, Stubborn
Stellar Marines
Helios Land Speeder
Recon Asset - 135 pts.
The S-50 “Helios” class land speeder is one of the most common anti-grav vehicles used by the loyalist
stellar marines. Its role is for scouting, as a courier or as an observation post for stellar marine commanders.
In large numbers, In engagements, it performs flanking attacks against advancing troops. However, it tends to
fare poorly against entrenched units and other vehicles.

Mv S W B S D I A W L
z S S S D
Helios Land Speeder 11”S 4 -3 +1 -1 +2 -1 1 3 +2
Helios Land Speeder Veteran 11”S 4 -2 +2 +0 +3 -1 1 3 +3

UNIT TYPE: Vehicle (Open-topped, Skimmer)


GEAR: Flame gun (turret), Crew 2 (Driver, Gunner - turret)
SPECIAL RULES: Infiltrate
OPTIONS:
 May replace Flame gun with
o Assault Gun ... 3 pts.
o Thermal Gun ... 5 pts.
 May add hull-mounted weapon
o Assault Gun …10 pts.
o Flame Gun …7 pts.
o Thermal Gun …20 pts.
o Missile Pod …25 pts.
o Assault Cannon …25 pts.
Stellar Marines
Phaeton Transport Speeder
Recon Asset - 180 pts.
A transport version of the land speeder, known as the S-85 “Phaeton”, has an expanded chassis that
allows it to transport five troops - usually scouts. It is generally used to transport scouts close to their
objective, drop them off and remain nearby for extraction or support.

Mv S W B S D I
A W L
z S S D
Transport Speeder 12”S 4 -3 +0 +3 +4 +1 1 3 +2
Transport Speeder Veteran 12”S 4 -2 +1 +3 +5 +1 1 3 +2

UNIT TYPE: Vehicle (Skimmer, Open-Topped, Transport [5])


GEAR: Flashbang launcher (turret), Assault gun (hull), Access Point (L/R side), Jamming beacon, Crew 2
(Driver, Gunner - turret)
SPECIAL RULES:
Infiltrate
OPTIONS:
 May replace Assault gun with
o Flame Gun ... Free
o Thermal Gun ... 10 pts.
Stellar Marines
Talon VTOL Gunship
Aerial Asset - 110 pts.
The F-120 “Talon” is a support VTOL gunship armed with a blistering nose-mounted assault cannon to
suppress enemy troops and their transports. It is often used to escort other slow-moving flying transports and
protect them from enemy fliers.

Mv S W B S D W I A L
z S S d
VTOL Gunship 14”F(H) 5 -4 +1 +4 +5 4 +1 1 +3
VTOL Gunship Veteran 14”F(H) 5 -4 +2 +4 +6 4 +1 1 +4
VTOL Gunship Ace 14”F(H) 5 -4 +3 +4 +7 5 +1 2 +4

TYPE: Vehicle (Flyer)


COMPOSITION: 1 Talon
GEAR: Dual Assault cannon (turret), Dual Assault gun (hull), Crew 1 (Pilot)
SPECIAL RULES: Fly (24”), Hover, Jink, Relentless
OPTIONS:
 May upgrade to Veteran …10 pts.
 May upgrade to Ace …25 pts.
 May exchange dual Assault gun for:
o Meteor Missile Launcher …15 pts.
o Dual Laser Gun …20 pts.
o Missile Pod …35 pts.
Stellar Marines
Hawk Aerospace Transport
Aerial Asset – 110 pts.
The noble F-303 “Hawk” is an aerospace transport used by troops that need to hop from one firefight to
the next. Since the normal method of combat insertion for stellar marines is by drop pod, the hawk is generally
only used when troops must rapidly move from one distant firefight to the next in rapid succession.
Most Hawks are reserved for use by junior officers and their personal bodyguard. The Hawk is capable
of transporting both a full squad of stellar marines, their unit commander and his aide, as well as a Goliath
into battle.

Mv S W B S D W I A Ld
z S S r
Aerospace Transport 12”F(H) 6 -4 +1 +5 +7 5 +1 1 +3
Aerospace Transport Veteran 12”F(H) 6 -4 +2 +5 +8 5 +1 1 +4

TYPE: Vehicle (Flight, Hover, Transport (12 + 1 Goliath)


COMPOSITION: 1 Hawk
GEAR: Access point (L/R side), Assault Ramp (rear), Dual assault cannon (turret), dual assault gun (hull),
Dual Missile launcher (hull), Crew 2 (Pilot/Gunner - turret)
SPECIAL RULES: Fly (18”), Jink, Relentless
OPTIONS:
 May upgrade to Veteran …10 pts.
 May replace Assault Ramp (rear) with Assault Ramp (front)… 5 pts.
 May replace side access points with Assault Rifle Array ...30 pts
 May replace dual Assault Cannon with
o dual Plasma Cannon …free
o dual Laser Cannon …free
 May replace dual Assault Gun with
o dual Thermal Gun …free
o Missile Pod …25 pts
 May take any of the following:
o Searchlight …1 pt
o Self-Repair … 10 pts.
o Extra armor …5 pts.
o Locator beacon …10 pts.
Stellar Marines
Warthog Transport
Dedicated Transport - 60 pts.
The ubiquitous ground transport of the stellar marines, the M-313 “Warthog”, is a squat tracked vehicle
used to quickly move troops from ground battle to the next. Its modular chassis supports several different
variants to be built, filling in a variety of vehicular roles on the battlefield.
The Warthog is primarily used to safely transport troops as close to their objective as possible,
providing supporting fire as the troops within deploy. Due to its lack of firepower and armor the warthog often
falls back - providing support at a distance if necessary, returning to retrieve its troops once the battle or
objective is concluded.
The M-313A “Razorback” is a variant that sacrifices some transport for a turret-mounted heavy
weapon and additional armoring in critical areas. The Razorback can support sponsons for additional
firepower. Razorbacks are often employed by veteran squads or infiltration units, with the razorback first
supplying transport and then supporting fire as the squad advances.

M S W B S D W I A L
v z S S d
Warthog 9” 5 -2 +1 +4 +5 4 +1 1 +3
Warthog w/ Heavy 8” 5 -2 +1 +4 +7 4 +1 1 +3
Warthog Veteran 9” 5 -1 +2 +4 +6 4 +1 1 +4
Warthog Veteran w/ Heavy 8” 5 -1 +2 +4 +8 4 +1 1 +4
Razorback 9” 5 -2 +1 +4 +5 4 +1 1 +3
Razorback w/ Seige Shield 7” 5 -2 +1 +4 +5 (+9F) 4 +1 1 +3
Razorback w/ Heavy 8” 5 -2 +1 +4 +7 4 +1 1 +3
Razorback w/ Heavy + Siege Shield 6” 5 -2 +1 +4 +7 (+11F) 4 +1 1 +3
Razorback Veteran 9” 5 -1 +2 +4 +6 4 +1 1 +4
Razorback Veteran w/ Heavy 8” 5 -1 +2 +4 +8 4 +1 1 +4
Razorback Veteran w/ Heavy + Siege Shield 6” 5 -1 +2 +4 +8 (+11F) 4 +1 1 +4

UNIT TYPE:
Warthog: Vehicle (Tank, Transport [10])
Razorback: Vehicle (Heavy, Tank, Transport [6])
GEAR:
Warthog: Medium Vehicle Armor, Access point (L/R side), Assault ramp (Rear), Dual assault rifle
(pintle), searchlight, smoke launchers, Crew 1 (Driver)
Razorback: Medium Vehicle Armor, Access point (L/R side), Assault ramp (Rear), Dual assault gun
(turret), searchlight, smoke launchers, Crew 2 (Driver/Gunner - turret)
SPECIAL RULES:
OPTIONS
 May upgrade to Veteran … 10 pts.
 May add a Commander Crewmember … 5 pts.
 May upgrade Warthog to Razorback ... 20 pts.
o Razorback may replace dual Assault Gun with
o dual Flame Gun ... free
o dual Assault Cannon …10 pts.
Stellar Marines
o dual Laser Gun ... 7 pts.
o dual Plasma Gun ... 7 pts.
o dual Thermal Gun ... 7 pts.
o dual Portable Missile Launcher ... 7 pts.
 May replace side access points with
o Assault Rifle Array sponson …10 pts./sponson
o Flame Gun sponson …5 pts./sponson
o Assault Gun sponson …10 pts./sponson
o Thermal Gun sponson …15 pts/sponson
 May take the following:
o Heavy Armor1 …15 pts.
o Recovery gear …5 pts
o Reactive charges …10 pts
o Tankbuster Rocket …10 pts
o Active Camouflage …15 pts
o Interceptor Array …25 pts
o Reinforced Side …5 pts.
o Reinforced …7 pts.
o Self-Repair …10 pts.
o Siege Shield (Razorback only) ...15 pts.
1
o Skimmer refit (+2” Mv, +1 R, -1 W) …5 pts.
o Vehicular Shield ...20 pts.

1 – may not be taken with another Armor upgrade


Stellar Marines
Wolverine Light Tank
Tank Asset – 450 pts.
The M315 “Wolverine” is a turreted variant of the Warthog transport reconfigured as a light tank. Its
transport capacity is replaced with fire control and ammunition storage for the turreted weapon as well as
upgraded armor. It is also capable of mounting sponsons for additional support firepower. This variant creates
a moderately armored, speedy tank perfect for supporting a marine sweeping advance into enemy territory.
However, the tank fares poorly against heavier tanks and anti-tank weaponry.

M S W B S D W I A L
v z S S d
Wolverine 8” 5 -2 +1 +4 +7 5 +1 1 +3
Wolverine w/ Siege Shield 6” 5 -2 +1 +4 +7 (+11F) 5 +1 1 +3
Wolverine w/ Superheavy 7” 5 -2 +1 +4 +9 7 +1 1 +3
Wolverine w/ Superheavy + Siege Shield 5” 5 -2 +1 +4 +8 (+13F) 7 +1 1 +3
Wolverine Veteran 8” 5 -1 +2 +4 +8 5 +1 1 +3
Wolverine Veteran w/ Siege Shield 6” 5 -1 +2 +4 +8 (+12F) 5 +1 1 +3
Wolverine Veteran w/ Superheavy 7” 5 -1 +2 +4 +10 7 +1 1 +3
Wolverine Veteran w/ Superheavy + Siege 5” 5 -1 +2 +4 +10 (+14F) 7 +1 1 +3
Wolverine Ace 8” 5 +0 +3 +4 +9 6 +2 2 +4
Wolverine Ace w/ Siege Shield 6” 5 +0 +3 +4 +9 (+13F) 6 +2 2 +4
Wolverine Ace w/ Superheavy 7” 5 +0 +3 +4 +11 8 +2 2 +4
Wolverine Ace w/ Superheavy + Siege 5” 5 +0 +3 +4 +11 (+15F) 8 +2 2 +4

UNIT TYPE: Vehicle (Heavy, Tank)


GEAR: Heavy Vehicle Armor, Autocannon (turret), searchlight, smoke launchers, Crew 3 (Driver/Gunner -
turret/Commander)
SPECIAL RULES: Command (Crew) [Commander only], Relentless, Shock & Awe
OPTIONS:
 May upgrade to Veteran …10 pts.
 May upgrade to Ace …25 pts.
 May replace Autocannon with:
o Heavy Autocannon …20 pts.
o dual Laser gun …20 pts.
o Laser cannon …20 pts.
o Dual Assault Cannon …20 pts.
o Dual Missile launchers …20 pts.
o Plasma Cannon …20 pts.
o Dual Graviton Gun …20 pts.
o Graviton Cannon …20 pts.
 May take side sponsons. The weapons on each side do not need to match.
o Assault gun …10 pts./side
o Laser gun …15 pts./side
o Plasma gun …15 pts./side
o Thermal gun …20 pts./side
Stellar Marines
 May take the following:
o Superheavy Armor1 …25 pts.
o Recovery gear …5 pts
o Reactive charges …10 pts
o Tankbuster Rocket …10 pts
o Active Camouflage …15 pts
o Interceptor Array …25 pts
o Reinforced Side …5 pts.
o Reinforced …7 pts.
o Self-Repair …10 pts.
o Siege Shield ...15 pts.
o Vehicular Shield ...20 pts.
o Vehicular Shield Dome ...30 pts.

1 – May not be taken with other Armor upgrades


Stellar Marines
Rhino Tank Destroyer
Tank Asset - 450 pts.
The M-314 “Rhino” is a modification to the Warthog transport. It completely replaces the transport
capacity to mount the huge demolisher cannon and adds a thick frontal shield. This variant is excellent as a
tank destroyer or fortification buster. However, its slower speed and lack of turret makes it vulnerable to
flanking attacks, especially from enemy infantry.

M S W B S D W I A L
v z S S d
Rhino 8” 5 -2 +1 +4 +7 (+11F) 5 +1 1 +3
Rhino w/ Superheavy 6” 5 -2 +1 +4 +9 (+13F) 7 +1 1 +3
Rhino Veteran 8” 5 -1 +2 +4 +8 (+12F) 5 +1 1 +4
Rhino Veteran w/ Superheavy 6” 5 -1 +2 +4 +10 (+14F) 7 +1 1 +4

UNIT TYPE: Vehicle (Heavy, Tank)


GEAR: Heavy Vehicle Armor, Demolisher cannon (hull), Dual Assault rifle (pintle), Searchlight, Smoke
launchers, Crew 2 (Driver/Gunner - hull)
SPECIAL RULES: Relentless, Shock & Awe, Siege Shield
UPGRADES:
 May upgrade to Veteran …10 pts.
 May add Commander crewmember …5 pts.
 May replace Demolisher Cannon with
o Graviton Cannon …Free
o Thermal Cannon …Free
o Laser Cannon …Free
 May replace dual Assault rifle with
o Assault gun …5 pts.
o Plasma gun …5 pts.
o Thermal gun …5 pts.
o Laser gun …5 pts.
o Missile launcher …7 pts.
 May take the following:
o Superheavy Armor1 …25 pts.
o Recovery gear …5 pts
o Reactive charges …10 pts
o Tankbuster Rocket …10 pts
o Active Camouflage …15 pts
o Interceptor Array …25 pts
o Reinforced Side …5 pts.
o Reinforced …7 pts.
o Self-Repair …10 pts.
o Vehicular Shield ...20 pts.

1 – May not be taken with other Armor upgrades


Stellar Marines
Orion Anti-Aircraft Vehicle
Heavy Asset - 450 pts.
The M-316 “Orion” is a variant of the Warthog similar to the Wolverine, but generally employs support
weapons that allow it to attack from a distance. It sacrifices transport capacity for weapon stores and fire
control. Although the Orion tends to be more lightly armored than their Wolverine counterparts, they are often
held back from direct confrontation with enemy units due to their specialized nature.

Mv S W B S D W I A L
z S S d
Orion 9” 5 -2 +1 +4 +4 5 +1 1 +3
Orion w/ Light 10” 5 -2 +1 +4 +3 5 +1 1 +3
Orion w/ Heavy 8” 5 -2 +1 +4 +6 5 +1 1 +3
Orion Veteran 9” 5 -1 +2 +4 +5 5 +1 1 +4
Orion Veteran w/ Light 10” 5 -1 +2 +4 +4 5 +1 1 +4
Orion Veteran w/ Heavy 8” 5 -1 +2 +4 +7 5 +1 1 +4

UNIT TYPE: Vehicle (Heavy, Tank)


GEAR: Medium Vehicle Armor, Missile Rack (turret), Searchlight, Smoke launchers, Crew 3 (Driver/Gunner -
turret/Commander)
SPECIAL RULES: Command (Crew) [Commander only]
OPTIONS:
 May upgrade to Veteran …10 pts.
 May replace MultiLauncher with
o Four Massive Missiles ... 5 pts.
o Dual Flak Cannon ... 10 pts.
 May take the following:
o Light Armor1 …5 pts.
o Heavy Armor1 …15 pts.
o Recovery gear …5 pts
o Reactive charges …10 pts
o Tankbuster Rocket …10 pts
o Active Camouflage …15 pts
o Interceptor Array …25 pts
o Reinforced Side …5 pts.
o Reinforced …7 pts.
o Self-Repair …10 pts.
1
o Skimmer refit (+2” Mv, +1 R, -1 W) … 5 pts.

1 – May not be taken with other Armor upgrades


Stellar Marines
Juggernaut Heavy Tank
Heavy Asset - 630 pts.
The heaviest vehicle in the stellar marine's arsenal, the M-580 juggernaut is an assault tank devised to
deliver marines into the heart of a fight while also engaging the enemy's heavy vehicles. The juggernaut's
fearsome weapon sponsons support a wide variety of anti-tank and anti-infantry weapons.

M S W B S D WA LI
v z S S d
Juggernaut 8” 6 -2 +1 +5 +10 8 +1 1 +3
Juggernaut Veteran 8” 6 -1 +2 +5 +11 8 +1 1 +4
Juggernaut Ace 8” 6 +0 +3 +5 +12 10 +1 2 +5

UNIT TYPE: Vehicle (Tank, Assault, Superheavy, Transport [10])


COMPOSITION: 1 Juggernaut
GEAR: Access point (L/R side), Assault ramp (Front), dual Assault Rifle Array (sponsons), dual assault gun
(pintle), searchlight, smoke launchers, Superheavy Armor, Crew 3 (Driver/Gunner - sponson/Commander)
SPECIAL RULES: Command (Crew) [Commander only], Reinforced, Relentless, Shock & Awe, Self-Repair
ACCESS POINTS: Assault ramp on the front, and one on each side (Juggernaut only)
OPTIONS:
 May upgrade to Veteran … 10 pts.
 May exchange one or both dual Assault Rifle Array sponsons to
o Flame Cannon ... Free
o Dual Autocannon ... Free
o Dual Plasma Cannon ... 5 pts.
o Dual Laser Cannon ... Free
o Dual Thermal Cannon ... 10 pts.
o Dual Portable Missile Launchers ... Free
 May decrease to Transport [5] to add an extra pair of sponsons (cost per sponson)
o Flame Cannon ... 10 pts.
o Dual Autocannon ... 15 pts.
o Dual Plasma Cannon ... 15 pts.
o Dual Laser Cannon ... 20 pts.
o Dual Thermal Cannon ... 15 pts.
o Dual Portable Missile Launchers ... 15 pts.
 May take the following:
o Recovery gear …5 pts
o Reactive charges …10 pts
o Tankbuster Rocket …10 pts
o Active Camouflage …15 pts
o Interceptor Array …25 pts
o Vehicular Shield ...20 pts.
o Vehicular Shield Dome ...30 pts.
2
o Transport [15] …15 pts.
Stellar Marines
o Skimmer Refit (+2” Mv, -3 R, -3 W) … 5 pts.

1 – May not be taken with other Armor upgrades


2 – Becomes Transport [10] if extra sponsons are taken
Stellar Marines
Juggernaut Destroyer Heavy Tank
Heavy Asset - 665 pts.
The M-600 Juggernaut destroyer replaces the transport capacity of the regular juggernaut to field the
fearsome demolisher cannon. This variant is designed solely as a tank hunter, one which it performs to a
terrifying, yet successful degree.

M S W B S D W A L I
v z S S d
Juggernaut Destroyer 8” 6 -2 +1 +5 +9 8 +1 1 +3
Juggernaut Destroyer Veteran 8” 6 -1 +2 +5 +10 8 +1 1 +4
Juggernaut Destroyer Ace 8” 6 +0 +3 +5 +11 10 +1 2 +5

UNIT TYPE: Vehicle (Superheavy, Tank)


COMPOSITION: 1 Juggernaut Destroyer
GEAR: dual Laser Cannon (sponsons), Demolisher Cannon (hull), dual Assault gun (pintle), searchlight,
smoke launchers, Crew 4 (Driver/Gunner (hull)/Gunner (sponsons)/Commander)
SPECIAL RULES: Command (Crew) [Commander only], Reinforced, Relentless, Shock & Awe, Self-Repair
OPTIONS:
 May upgrade to Veteran … 10 pts.
o May upgrade to Ace … 25 pts.
 May exchange one or both dual Laser Cannon sponsons (cost is per sponson)
o Dual Autocannon ... Free
o Dual Plasma Cannon ... 5 pts.
o Dual Thermal Cannon ... 10 pts.
o Dual Portable Missile Launchers ... Free
 May add an additional two sponsons (cost is per sponson)
o Dual Autocannon … 10 pts.
o Dual Plasma Cannon … 15 pts.
o Dual Laser Cannon … 20 pts.
o Dual Thermal Cannon … 15 pts.
o Dual Portable Missile Launchers … 15 pts.
 May take the following:
o Heavy Armor1 …10 pts.
o Superheavy Armor1 …15 pts.
o Recovery gear …5 pts
o Reactive charges …10 pts
o Tankbuster Rocket …10 pts
o Active Camouflage …15 pts
o Interceptor Array …25 pts
o Vehicular Shield ...20 pts.
o Vehicular Shield Dome ...30 pts.

1 – May not be taken with other Armor upgrades


Stellar Marines

Siren Drop Pod


Dedicated Transport – 35 pts.
The M-303 Siren drop pod is the primary method of planet-side deployment for stellar marines.
Whereas most other forces arrive on planet at a safe area for mustering and transport to combat areas, not so
for stellar marines, who use drop pods to insert directly into enemy ranks and begin combat immediately. This
combat deployment is usually followed by the arrival of support craft bearing ground transports and other
supplies after the marines have secured the combat area, or to allow such machinery to be deployed in a safe
area nearby and link up to the engaged marines en route.

M S W B S D Hul I A L
v z S S l d
Drop Pod - 5 - +1 - +6 5 - - -

UNIT TYPE: Vehicle (Transport [10])


GEAR: Assault ramp (Front x5), Dual assault rifle (turret), Crew 1 (Gunner)
SPECIAL RULES: Combat Deployment, Reinforced, Relentless, Stubborn
Stellar Marines
Sabretooth Sky Platform
Aerial asset – 175 pts
The F-613 “Sabretooth” is part drop pod and part sky defense platform. These rare items are often
deployed as part of an initial space marine drop into areas where enemy air support is suspected to be called in.

Mv S W B S D Hul I A
z S S l
Sabretooth 12”F(H) 6 -4 +1 +5 +3 5 +1 1

UNIT TYPE: Vehicle (Sky Skimmer, Transport [10])


GEAR: two Autocannon (turret), two Assault cannons (sponsons), Dual Assault rifle (pintle), Crew 5
(Driver/Commander/Gunner x2 – turret/Gunner x2 - sponsons)
SPECIAL RULES: Access point (L/R side, Rear), Assault ramp (Front), Combat Deployment Node, Fly (12),
Hover
OPTIONS:
 May take the following:
o Active Camouflage …15 pts
o Interceptor Array …25 pts
o Vehicular Shield ...20 pts.
o Vehicular Shield Dome ...30 pts.
Stellar Marines
Armory
Active Camouflage
Using light-bending technology and sensor jammers, this suite protects vehicles from enemy detection
and weapon lock-ons.
The model gains the Shrouded rule.

Armor
Imperial power armor is among perhaps the most advanced armor in the galaxy. Its endoskeletal structure is
covered in armored plates and interfaced via neural jacks directly into the marine’s nervous system. Power is
supplied primarily by an attached backpack, with emergency power packs that can be attached at various
points to the marine’s armor. The end result is a nearly impervious shell of environmentally sealed armor in
which the marine can move as naturally as if unencumbered.

Armor Type Sz Mv S D W Other


Power Armor - - - +1 -
Gothic Armor - - - +3 -
Warframe Armor +1 -1” (+1) +5 +1
Combat Shield - - - (+1F/S) -
Emblem of Faith1 - - - XS - (+1) D vs. Psychic
Circlet1 - - - XS - (+1) LD
Masque of Death1 - - - XS - Fear
Refractor Field1 - - - XS -
Personal Shield1 - - - XS - (+1) D
Power Shield - - - (+2F/S) -
Light Vehicle Armor - +1” - -1 -
Medium Vehicle Armor (standard) - - - +1 -
Heavy Vehicle Armor - -1”/-3”F - +3 -
Superheavy Vehicle Armor - -2”/-6”F - +5 +1/3W
Siege Shield - -2” - (+4F) -
Vehicular Shield1,2 - - - XS 3
-

XS – Target ignores enemy Strength modifiers to Defense saves


1 – This equipment can be negated by a Weapon Disabled Critical Hit effect
2 – If this equipment suffers a Weapon Disabled effect, roll a die. On a result of 1, this equipment is destroyed
3- The item only provides protection from one arc (front, left side, right side, rear). Select the arc when the
model is activated.

Assault Weapons
The basic staple of the Stellar marines, assault weapons fire an explosive micro-missile designed to
pierce targets with its speed and mass and then detonate within the target, reducing it to a red pulp.

Weapon Range ROF STR Dam Type


Stellar Marines
Assault Pistol 6"/12” 1 +1 1 Pistol
Assault Carbine 9”/18” 1 +1 1 Pistol
Assault Rifle 12"/24” 1 +1 1 Assault
Assault Rifle Array 12"/24” 3 +1 1 Heavy, Assault
Assault Gun 15"/30” 2 +1 1 Portable, Assault
Assault Cannon 18"/36” 3 +2 1 Heavy, Assault

Autocannon
The ubiquitous autocannon uses a chemical propellant to hurl a fusillade of heavy shells at the target
that rips through soft targets and light armor.

Weapon Range ROF STR Dam Type


Autocannon 18"/36” 1 +4 D3 Heavy
Autocannon, Heavy 21”/42” 1 +5 D3 Heavy

Automissile Launcher
Power gauntlets make handling grenades difficult for Warframe and Goliath operators, so the
automissile launcher was developed to give such suits a superior form of dealing with massed infantry mobs
and enemy vehicles. The automissile launcher fires light-weight missiles akin to those deployed by the portable
missile launcher. The weapon can be aimed and launched neurostatically by the Warframe user, and once fired
it retains an image sent to its processer and can continue to track the target as the Warframe operator turns his
attention to deal with other foes.

Weapon Range ROF STR Dam Type


Automissile Launcher
- Shrapnel 12"/24” 1 +1 1 Portable, Blast
- AT 12"/24” 1 +5 D3 Portable

Bike, Marine
The standard chariot of choice of the stellar marine force is the Obsidian M33 Fusion Cycle, which was chosen
during the Crusades for its mix of speed, agility and ruggedness. It comes armed with an Orion pattern assault
rifle that links to the driver’s targeting sensors in his helmet, allowing him to aim and fire the weapon hands-
free.
The model becomes Vehicle (Cavalry, Open-Topped), it gains Move 10”, Size 3, Defense (+2), and +2
Wounds. It is armed with dual Assault Rifles (hull) and has a Crew 1 (Driver).
For an Attack Bike, the model becomes Vehicle (Cavalry, Open-Topped), it gains Move 8”, Size 3,
Defense +3, +3 Wounds, and gains the Relentless special rule. It is armed with an Assault Gun (Sponson) and
has a Crew 2 (Driver/Gunner).
For the skimmer bike, the model becomes Vehicle (Cavalry, Open-Topped, Skimmer), it gains Move
12”, Size 3, and Defense (+2). It is armed with dual Assault Pistols (hull) and has a Crew 1 (Driver).
Stellar Marines
Circlet
This micro-fusion power generator is worn as a simple circlet about the head (or as a halo or crest
rising above the bearer’s head). It projects a protective force field that deflects or absorbs incoming enemy
fire, though its micro power source can be quickly overwhelmed with a fusillade of fire.
The model ignores Strength modifiers from enemy weapon attack. This equipment can be negated with a
Weapon Disabled Critical Hit effect.

Chain Weapons
These fear-inspiring weapons are designed to hack into unarmored flesh, leaving behind terrible wounds.

Weapon Range ROF STR Dam Type


Chain Axe M 1 (+1) S Rending
Chain Gauntlet M 1 (+3) S Unwieldy
Chain Sword M 1 (+1) S Parry

Combat Drugs
This portable toolkit contains a variety of vials that can either be injected by syringe or loaded into a
Stellar marines pack to be injected into the marine’s system. These drugs contain a variety of narcotics and
chemicals designed to heighten the battle frenzy of a marine, increasing ferocity, diminishing pain and driving
the marine to push on despite psychological or physical impairment.
As part of an activation, the model may grant (+1) Defense to one unit in 6". This lasts until the model
granting the special rule takes its next activation.

Combat Knife
The standard melee weapon of the Stellar marines is the length of an adult human’s forearm and honed
to razor sharpness in a self-sharpening sheath.

Weapon Range ROF STR Dam Type


Combat Knife M 1 (+0) S

Combat Shield
Favored for breaching actions, combat shields come in a variety of sizes and shapes. Most stellar
marine shields are designed with an inset that allows the marine to rest his assault rifle in the groove of the
shield and advance towards an enemy while he uses the shield to protect him from incoming attacks.
A combat shield confers a (+1) bonus to Defense from attacks from the front or side arc.

Combat Squad
To remain flexible and mobile, stellar marines often break into smaller groups to flank enemies or
pursue separate missions. Often, the break-off group consists of the sergeant or the heavy weapon bearer and a
bodyguard.
Once per game, the unit can be broken into two smaller groups (min 2 marines per group). These
smaller groups are treated as separate units for all intents and purposes for the remainder of the game.
Stellar Marines
Conversion Beamer
This cumbersome weapon molecularly disassembles foes caught in the beam’s path. The farther the
target from the source, the greater the molecular disruption is.

Weapon Range ROF STR Dam Type


Conversion Beamer
- Point Blank (+1 Hit) 9" 1 +3 1 Heavy, Blast, Unwieldy
- Short Range 9.1” - 18" 1 +5 D3 Heavy, Blast, Unwieldy
- Long Range (-1 Hit) 18.1” - 36" 1 +7 D6 Heavy, Blast, Unwieldy

Cross-Trained
Stellar marines are trained to be familiar with all weapons in their arsenal. Should a single trooper
with a heavy or special weapon fall, another may simply retrieve it from their comrade and continue to use it.
If a unit with this ability suffers a Crew Critical or Weapon Disabled critical effect, make a Leadership
test. On a success the critical effect is ignored.

Death Blossom Launcher


This mortar launches bomblets at a target area, saturating the resulting area with deadly shrapnel
showers.

Weapon Range ROF STR Dam Type


Death Blossom Launcher 6”/12” 1 +2 1 Heavy, Large Blast

Demolisher Cannon
This heavy projectile weapon is used to reduce hardened targets and bunkers to rubble with a single
blast.

Weapon Range ROF STR Dam Type


Demolisher Cannon
- HE Shell 12”/24” 1 +3 1 Ordnance, Large Blast, Pinning
- AP Shell 12”/24” 1 +7 D6+D3 Ordnance, Blast, Pinning
Stellar Marines
Dozer Blade
A common piece of equipment found on Stellar marine tanks, dozer blades can clear a path not only for
the advancing vehicle, but any forces following in the vehicle’s wake.
Vehicles equipped with dozer blades can ignore Dangerous Terrain with a STR of +1 or less and can
move through Area terrain without being slowed or Bogged Down.

Flak Cannon
The stellar marine standard anti-aircraft flak cannon, the M-108, is commonly referred to as a “buzzard
shotgun”. It is essentially a specialized shotgun with explosive “pellets” used to knock aircraft out of the sky.

Weapon Range ROF STR Dam Type


Flak Cannon 18”/36” 1 +4 D3 Heavy, Anti-Air

Flame Weapons
Flamer weapons utilize a liquefied chemical that erupts into flames when released. The advanced chemical
produces its own oxygen source, allowing it to burn underwater or even in a vacuum.

Weapon Range ROF STR Dam Type


Flame Pistol 3”/6” 1 +0 1 Pistol, Burn, Ignores Cover
Flame Rifle T 1 +1 1 Assault, Burn, Ignores Cover
Flame Gun T 1 +2 1 Portable, Burn, Ignores Cover
Flame Cannon T 1 +3 1 Heavy, Burn, Ignores Cover

Flashbang Launcher
This large missile pod unleashes a volley of light-weight missiles designed to disorientate enemies with
bright flashes and concussive explosives.

Weapon Range ROF STR Dam Type


Flashbang Launcher 9"/18” 1 -1 - Portable, Blind, Large Blast

Force Weapons
These psychically attuned weapons are shrouded in telekinetic force, allowing the weapon to deal grievous
wounds even to the heartiest of opponents.

Weapon Range ROF STR Dam Type


Force Axe M 1 PS+1 PS Force, Rending
Force Stave M 1 PS+2 PS Knockdown, Force
Force Sword M 1 PS PS Force, Parry
Stellar Marines
Fortress
While most vehicles concentrate their armor towards the front and provide lesser protection to the sides
or rear to aid with mobility, some vehicles are equally armored on all sides – especially those expected to move
into the thick of an enemy position.
When this model is attacked from the side or rear, it does not suffer a penalty to Resilience.

Gothic Armor
This ornate, mastercrafted power armor adds extra protection that absorbs or deflects blows better than
normal power armor, yet its superior construction actually makes it lighter than its base armor.
This armor grants Defense +3.

Grenades
These weapons come in a variety of styles and shape, but are generally small enough to be held in the palm of
the hand. They are often used preceding an assault to disrupt or drive defenders out into the open.

Weapon Range ROF STR Dam Type


Grenade
- Shrapnel 4”/8” * +1 1 Assault, Blast, Grenade, Low Ammo
- AT 4”/8” * +3 1 Assault, Grenade, Scatter, Low Ammo
- Graviton 4”/8” * * Assault, Blast, Grenade, Graviton, Low Ammo

Graviton Weapons
Perhaps the most complex and rare of imperial weapons, graviton weapons turn the mass of the enemy against
it, slowing or crushing the opponent with waves of exponentially increased gravity.

Weapon Range ROF STR Dam Type


Graviton Pistol 6"/12” 1 * * Pistol, Graviton
Graviton Gun 9"/18” 1 * * Portable, Blast, Graviton
Graviton Cannon 12"/24” 1 * * Heavy, Blast, Graviton

Howitzer
This battlefield staple provides short-ranged heavy support designed to primarily disrupt infantry formations.

Weapon Range ROF STR Dam Type


Howitzer 1
- Surface detonation 30"/60” 1 +3 1 Heavy, Large Blast
- Airburst 30"/60” 1 +2 1 Heavy, Large Blast, Ignores Cover
- Subterranean blast 30"/60” 1 +1 1 Heavy, Blast, Knockdown

Laser Weapons
Utilizing power cells, laser weapons project a short-lived, visible, concentrated burst of laser energy to a
target. The flash-burst burns or slashes through the target, destroy vital organs or systems in its wake.
Stellar Marines
Weapon Range ROF STR Dam Type
Laser Rifle 24” 1 +0 1 Accurate
Laser Gun 30” 1 +3 D3 Portable, Accurate
Laser Cannon 36” 1 +5 D6 Heavy, Accurate

Missile Launcher
Missile and rocket launchers propel a self-contained ballistic explosive to a target. Most projectiles are self-
guiding after a brief lock-on period, but in some cases may be guided to the target by guidance systems
contained in the launcher itself.

Weapon Range ROF STR Dam Type


Missile Launcher 1
- Cometfall 18” 1 +1 1 Heavy, Blast, No Cover
- Shrapnel 18” 1 +1 1 Portable, Blast
- AT 18” 1 +5 D3 Portable
- Flak 18” 1 +3 1 Portable, Blast, Anti-Air
- Hellbringer 18” 1 +1 1 Portable, Blast, Acid
- Shredder 18” 1 +0 1 Portable, Large blast
- Ground-to-Air 18” 1 +4 D3 Portable, Anti-Air
- Venommist 18” 1 +1 - Portable, Blast, Poison
- EMP 18” 1 * * Portable, EMP
- Grav 18” 1 * * Portable, Grav
- Cluster 18” 3 +1 1 Portable
- Flash 18” 1 - * Portable, Large Blast, Blind

Missile Launchers normally are equipped with Fragmentation and AT rockets. You may replace one of
the standard loadouts with one of the alternate missile types.

Anti-Tank (AT) missiles deliver a focused blast designed to penetrate and knock out enemy armor.
Cometfall missiles are fired upward and streak towards their intended target, raining bomblets down on enemies from
above. They are generally used against entrenched enemies to drive them out of cover.
Shrapnel missiles unleash a hailstorm of deadly shrapnel designed to shred and disrupt infantry units
Ground-to-Air missiles are a rare variant employed by space marines in missions where enemy aircraft or drop troop
reinforcements are expected. These self-guided missiles lock onto and follow enemy aircraft, wiping them from the
sky with ease. All hits from a Ground-to-Air missile use the target’s side armor. They may be taken in place of Flak
missiles.
Hellbringer missiles, also known as Heretic Slayers, are specially designed for use against heavily armored non-vehicle
targets – such as traitor marines.
Shredder missiles are upscaled frag missiles, releasing a deadly barrage of razor-sharp fragments over a wide area. These
missiles are designed to shred masses of lightly armored enemies
Venommist missiles are a rare variant of missiles that instead of using explosives deploy a cloud of poisonous gas. They
are usually only dispensed to stellar marines in missions where collateral damage needs to be minimized or the
enemy’s remains need to be returned intact and are considered more reliable than virus weaponry.
EMP missiles produce electro-magnetic waves designed to impair vehicles. They are generally only deployed to marines
expecting heavy vehicle resistance.
Grav missiles transform mass into miniature singularities at the detonation point. They are designed to slow or crush
enemy forces and are more effective the larger the mass they strike.
Stellar Marines

Masque of Death
This death mask is made of rare materials and interlaced with advanced electronics that provide the
wearer a sixth sense against danger, as well as generating a protective point-based force field.
The model ignores Strength modifiers from enemy weapons. Also, the model causes Fear. This
equipment can be negated with a Weapon Disabled Critical Hit effect.

Massive Missile
Utilized by the Orion Missile Carrier, the X-112 Artillery Missile is used to wreck fortifications and any
troops or vehicles occupying them. Generally deployed in a rack of four, a single missile is generally enough to
take out most targets not otherwise protected by energy shields.

Weapon Range ROF STR Dam Type


Massive Missile 12”-36"/72” 1 +5 D3 Ordinance, Heavy, Knockdown

Missile Pod
The stellar marines generally use the XM-67 rotary missile pod, whose time-fused warheads can be set
to a wide burst detonation designed to shred concentrations of unarmored targets or can be configured to
produce a focused shaped charge designed to punch through enemy vehicles.

Weapon Range ROF STR Dam Type


Missile Pod 1
- Shrapnel 18”/36” 1 +1 1 Heavy, Blast
- AT 18”/36” 1 +5 D3 Heavy

Missile Rack

Weapon Range ROF STR Dam Type


Missile Rack
- Devastator 12”-18”/36” 1-4 +6 D6 Ordnance, Barrage
- Vengeance 12”-18”/36” 1-4 +4 D3 Ordnance, Barrage, Blast
- Incendiary 12”-18”/36” 1-4 +2 1 Ordnance, Barrage, Ignores cover, Burn, Large blast

Mount, Marine
Some marine brotherhoods take delight in utilizing fearsome and powerful living creatures to ride upon into
battle. There are many varieties, from the fearsome Dire Wolves of the Fenris brotherhood, the fire-belching
wyrms of the Drakken and the giant black crows of the Raven brotherhood.
The model type changes to Infantry (Cavalry). The model gains Move 8”, Size 2, (+2) bonus to
Defense, and +1 Wound. Note that for the Marine Cavalry and Scout Cavalry entries, these modifications have
already been added.
Stellar Marines
Orbital Bombardment
Calling on a low-orbiting starship, stellar marine commanders can obliterate a hated enemy with a
naval neutron laser bombardment of a precise area.

Weapon Range ROF STR Dam Type


Orbital Bombardment Long 72” 1 +9 2D6 Huge Blast, No Cover

Long: All ranges for the Orbital Bombardment are considered Long range.

Override
At the end of the model’s activation, it may draw an order token and activate one Vehicle unit within 6”.

Plasma Weapons
Imperial plasma weapons superheat a small volume of isotropic matter and hurl it at the target
contained in a magnetic pulse. Upon contact with the target, the magnetic containment is released, showering
the area with super-heated matter that burns or blasts through just about anything it contacts.

Weapon Range ROF STR Dam Type


Plasma Pistol 6"/12” 1 +4 D3 Pistol, Overheat
Plasma Rifle 9”/18” 1 +4 D3 Blast, Overheat
Plasma Gun 12"/24” 1 +4 D3 Portable, Blast, Overheat
Plasma Cannon 15"/30” 1 +4 D3 Heavy, Large Blast, Overheat

Power Shield
An upgraded version of the combat shield, this version utilizes a power pack to produce a force field
that provides slightly superior protection against enemy attack.
A power shield confers a (+2) to Defense from attacks from the front or side arc.

Power Weapons
Taking the form of a variety of ancient weapons, these futuristic melee weapons are shrouded in charged
force fields that allow the bearer to tear through enemies and armored vehicles with relative ease.

Weapon Range ROF STR Dam Type


Power Axe M 1 (+2) S Rending
Power Claw M 1 (+3) S Rending
Power Gauntlet M 1 (+4) S Knockdown, Unwieldy
Power Lance M 1 (+2) S Lance
Power Maul M 1 (+2) S Knockdown
Power Sword M 1 (+2) S Parry
Power Claymore M 1 (+3) S Parry, Two-handed
Stellar Marines
Psychic Hood
This arcane shroud contains masses of neuro-cables that augment psychic ability.
The model gains a (+1) bonus to Psychic skill. It also grants a (+1) bonus to Defense saves against
enemy psychic abilities.

Reactive Charges
These box-like metal explosives can be easily applied to vehicles. When the vehicle is approached by
enemy ground forces, the explosives can be detonated, hurling deadly shrapnel amid the enemy to fend off any
efforts to board or overwhelm the vehicle.

Weapon Range ROF STR Dam AP Type


Reactive Charges 1” 1 +1 1 - Pistol

Reclamator
This odd tool allows the Stellar marine to reclaim genetic material from slain Stellar marines that can
be used to quickly replace lost soldiers and specialist laboratories beyond the reach of the current battlefield.
If this model survives the battle, you may deduct one VP from the enemy’s total if one or more Infantry
squads were destroyed during the combat.

Recovery Gear
Vehicle crews can unditch or otherwise extract their vehicle from various battlefield hazards and terrain by
using these various tools.
The vehicle may reroll Bogged Down rolls. If the model is activated with a Brace action while
Immobilized, it may negate an Immobilized result by applying the Weapon Disabled critical effect to this item.

Reinforced

Type Effect
Reinforced Side No penalty to Defense for side/flank shots
Reinforced Rear No penalty to Defense for rear shots
Reinforced No penalty to Defense for side/flank or rear shots

Searchlight
This simple device projects a bright light that can be directed onto a target to illuminate them in
darkness or other low-light conditions. Searchlights are often used for the benefit of other units moreso than
for the actual unit bearing the spotlight.
During a Night Fight, a model equipped with a Searchlight may choose to activate it when given an
order. The searchlight has a Range of 12” and ignores cover and Night Fighting range restrictions. On a hit, all
units may shoot the targeted unit without the normal restrictions or penalties for night fighting.
The model that used the searchlight can also be targeted without the penalties for night fighting until its
next activation – regardless whether an enemy was “hit” by the searchlight or not.
Stellar Marines
Servo Arm
Similar in many ways to a power gauntlet, a servo arm is a bionic limb with a variety of widgets to
assist in general repair. Though it is primarily designed for lifting heavy objects, it can be used to batter
opponents in a pinch.

Weapon Range ROF STR Dam Type


Servo-arm M 1 (+4) S Repair, Unwieldy

Seismic Hammer
Utilizing sonic resonance, this weapon delivers devastating concussive force to an enemy, sweeping
aside any opposition foolish enough to stand in the wielder’s way.

Weapon Range ROF STR Dam Type


Seismic Hammer M 1 (+4) S Knockdown, Unwieldy

Siege Drill
This huge diamond-tipped drill is further reinforced with a force field and sonic emitters, allowing it
easily chew through reinforced materials. When lacking bunkers or other fortifications to be used upon, it can
easily bore through enemy vehicles or armored troops with ease as well.

Weapon Range ROF STR Dam Type


Siege Drill M 1 +6 D6 Unwieldy

Siege Shield
This massive slab of plassteel forms a protective barrier that not only shields against enemy weapons,
but provides extra mass for ramming enemy vehicles or structures.
The model gains a (+2) bonus to Defense against attacks to its Front Arc only. Also, the model can
ignore wounds from Dangerous Terrain with a STR of 4 or less and can move through Difficult terrain without
being slowed or taking Bogged Down tests. A vehicle with a siege shield subtracts 2” from its Movement rate.

Sniper Rifle
Stellar marine scout snipers are usually armed with Hades X6 sniper rifle. This deadly weapon uses the
explosive bolt rounds found in Stellar marine assault rifles, creating a terrifying anti-personnel weapon feared
by all the marine’s enemies.

Weapon Range ROF STR Dam Type


Sniper Rifle, Heavy 18"/36” 1 +2 D3 Extreme Range, Heavy, Pinning,
Precision, Sniper

Shotgun
There are a wide variety of stock shotguns available in the galaxy, though the Wyvern B-3 combat
shotgun has long been utilized as the calling card of many Stellar marine legions. The eight-round automag
Stellar Marines
shotgun is both durable and deadly, and its distinctive pump and muzzle sound of the weapon is well-feared by
their enemies.

Weapon Range ROF STR Dam Type


Shotgun
- Megabolt 9"/18” 1 +2 1 Assault, Knockdown
- Microrazors T 1 +1 1 Assault

Skimmer Refit
In some cases, stellar marines refit their vehicles with anti-grav technology,
The model gains the Skimmer subtype. It’s movement rate increases by +2”, a (+1) bonus to Resistance
and a -1 penalty to Wounds. A vehicle with Heavy or Superheavy vehicle armor cannot be refit as a skimmer
(Note: the Juggernaut skimmer refit includes a modification to lower the armor to Medium Vehicle armor as
part of the refit).

Tankbuster Rocket
This replaceable auxiliary launcher is often equipped to Warthogs and Razorbacks as a desperate last-
ditch weapon to use against heavier armor the vehicle may encounter.

Weapon Range ROF STR Dam Type


Tankbuster Rocket 9"/18” 1 +3 D3 Heavy, Blast, One use only

Teleport Belt
Rare and unstable devices, these RDIF-laced belts allow strategically placed quantum generators to
shift the position of the wearer
The unit gains Combat Deployment and Mv 6”(Teleport).

Thermal Weapons
Utilizing compressed microwaves, a Thermal weapon causes the target object to self-combust from the inside
out. It is extremely devastating to both organic and non-organic targets.

Weapon Range ROF STR Dam Type


Thermal Pistol 4”/8” 1 +5 D3/1 Pistol
Thermal Rifle 6”/12” 1 +5 D3 Assault
Thermal Gun 9”/18” 1 +5 D6/D3 Assault
Thermal Cannon 12"/24” 1 +5 2D6/D6 Portable

Thunder Cannon
The Thunder cannon is a miniature version of the Demolisher Cannon used on the Rhino, designed for
use with Warframes. It is used to breach hardened structures, or in desperate cases to eliminate monstrous
creatures or other heavily armored foes.

Weapon Range ROF STR Dam Type


Stellar Marines
Thunder cannon 6"/12” 1 +6 D3 Portable, Low Ammo, Knockdown, Ordinance

Vehicular Shield
A rare, but powerful protective device, vehicular shields project limited force fields to shield a vehicle
from harm. Due to their high power needs and tendency to short out generators when overwhelmed, they are
not standard issue to most vehicles in the field.
When the model is activated, choose an arc - front, left side, right side or rear - and place a marker to
denote the chosen arc beside the model. Until the model's next activation, the model gains a (+4) bonus to
Defense on attacks coming from the specified arc. This equipment is susceptible to being negated with a
Weapon Damaged critical hit. If the equipment is damaged, roll a further D6. On a roll of 1, the vehicle is
Immobilized as well.

Vehicular Shield Dome


A more advanced version of the vehicular shield, the vehicular shield dome projects an encompassing
force field that provides all-around protection to the vehicle. Unfortunately, the shield dome strains most
vehicular power sources, and can completely short out generators when it is overwhelmed by opposing
firepower. Likewise, it often requires the installation of back-up batteries and advanced fire-control computers
to time the flickering of the shield to allow outgoing fire through the shield, whilst continuing to protect the
vehicle against incoming fire. As such, these devices tend to be exceedingly rare on Stellar marine vehicles.
The model gains a +2 to its Armor save. This equipment is susceptible to being negated with a Weapon
Damaged critical hit. If the equipment is damaged, roll a further D6. On a roll of 1 or 2, the vehicle is
Immobilized as well.

Warframe
There are many grades of Warframe armor, but the MkIV assault Warframe is currently the most
common. Created of light-weight plassteel and reinforced with ceramic plating and deflective energy shielding
over vulnerable joints, the Warframe provides protection from radioactive, biological, energy and ballistic
attacks.
Grants -1” Mv, +1 Size, (+1) bonus to Str, (+5) bonus to Defense, +1 Wound, Combat Deployment and
Relentless abilities.
Stellar Marines
Stellar Marine Weapons

Weapon Range ROF STR Dam Type


Assault Pistol 6"/12” 1 +1 1 Pistol
Assault Carbine 9”/18” 1 +1 1 Assault
Assault Rifle 12"/24” 1 +1 1 Assault
Assault Rifle Array 12"/24” 3 +1 1 Heavy, Assault
Assault Gun 15"/30” 2 +2 1 Portable, Assault
Assault Cannon 18"/36” 3 +2 1 Heavy, Assault
Autocannon 18"/36” 1 +3 D3 Heavy
Autocannon, Heavy 21”/42” 1 +4 D3 Heavy
Automissile Launcher
- Shrapnel 12"/24” 1 +1 1 Portable, Blast
- AT 12"/24” 1 +5 D3 Portable
Chain Axe M 1 (+1) S Rending
Chain Gauntlet M 1 (+3) S Unwieldy
Chain Sword M 1 (+1) S Parry
Combat Knife M 1 +0 S
Conversion Beamer
- Point Blank (+1 Hit) 9" 1 +3 1 Heavy, Blast, Unwieldy
- Short Range 9.1” - 18" 1 +5 D3 Heavy, Blast, Unwieldy
- Long Range (-1 Hit) 18.1” - 36" 1 +7 D6 Heavy, Blast, Unwieldy
Death Blossom 6”/12” 1 +2 1 Heavy, Large Blast
Launcher
Demolisher Cannon
- HE Shell 12”/24” 1 +3 1 Ordnance, Large Blast, Pinning
- AP Shell 12”/24” 1 +7 D6+D3 Ordnance, Blast, Pinning
Flak Cannon 18”/36” 1 +4 D3 Heavy, Anti-Air
Flame Pistol 3”/6” 1 +0 1 Pistol, Burn, Ignores Cover
Flame Rifle T 1 +1 1 Assault, Burn, Ignores Cover
Flame Gun T 1 +2 1 Portable, Burn, Ignores Cover
Flame Cannon T 1 +3 1 Heavy, Burn, Ignores Cover
Flashbang Launcher 9"/18” 1 -1 Portable, Blind, Large Blast
Force Axe M 1 PS+1 PS Force, Rending
Force Stave M 1 PS+2 PS Knockdown, Force
Force Sword M 1 PS PS Force, Parry
Grenade
- Shrapnel 4”/8” * +1 1 Assault, Blast, Grenade, Low
Ammo
- AT 4”/8” * +3 1 Assault, Grenade, Scatter, Low
Ammo
- Graviton 4”/8” * * Assault, Blast, Grenade, Graviton,
Low Ammo
- Thermal bomb M 1 +5 D3 Low Ammo
Graviton Pistol 6"/12” 1 * * Pistol, Graviton
Stellar Marines
Graviton Gun 9"/18” 1 * * Portable, Blast, Graviton
Graviton Cannon 12"/24” 1 * * Heavy, Blast, Graviton
Howitzer 1
- Surface detonation 30"/60” 1 +3 1 Heavy, Large Blast
- Airburst 30"/60” 1 +2 1 Heavy, Large Blast, Ignores Cover
- Subterranean blast 30"/60” 1 +1 1 Heavy, Blast, Knockdown
Laser Rifle 24” 1 +0 1 Accurate
Laser Gun 30” 1 +3 D3 Portable, Accurate
Laser Cannon 36” 1 +5 D6 Heavy, Accurate
Missile Launcher 1
- Cometfall 18”/36” 1 +1 1 Heavy, Blast, No Cover
- Shrapnel 18”/36” 1 +1 1 Portable, Blast
- AT 18”/36” 1 +5 D3 Portable
- Flak 18”/36” 1 +0 1 Portable, Blast, Anti-Air
- Hellbringer 18”/36” 1 +1 1 Portable, Blast, Fleshbane
- Shredder 18”/36” 1 +0 1 Portable, Large blast
- Ground-to-Air 18”/36” 1 +4 D3 Portable, Anti-Air
- Venommist 18”/36” 1 - - Portable, Blast, Poison
Massive Missile 12”-36"/72” 1 +5 D3 Ordinance, Heavy, Knockdown
Missile Pod 1
- Shrapnel 18”/36” 1 +1 1 Heavy, Blast
- AT 18”/36” 1 +5 D3 Heavy
Missile Rack
- Devastator 12”-18”/36” 1 to 4 +6 D6 Ordnance, Barrage
- Vengeance 12”-18”/36” 1 to 4 +4 D3 Ordnance, Barrage, Blast
- Incendiary 12”-18”/36” 1 to 4 +2 1 Ordnance, Barrage, Ignores cover,
Burn, Large blast
Orbital Bombardment Long 72” 1 +9 2D6 Huge Blast, No Cover
Plasma Pistol 6"/12” 1 +4 D3 Pistol, Overheat
Plasma Rifle 9”/18” 1 +4 D3 Blast, Overheat
Plasma Gun 12"/24” 1 +4 D3 Portable, Blast, Overheat
Plasma Cannon 15"/30” 1 +4 D3 Heavy, Large Blast, Overheat
Power Axe M 1 (+2) S Rending
Power Claw M 1 (+3) S Rending
Power Gauntlet M 1 (+4) S Knockdown, Unwieldy
Power Lance M 1 (+2) S Lance
Power Maul M 1 (+2) S Knockdown
Power Sword M 1 (+2) S Parry
Power Claymore M 1 (+3) S Parry, Two-handed
Reactive Charges 1” 1 +1 1 Pistol
Seismic Hammer M 1 (+4) S Knockdown, Unwieldy
Siege Drill M 1 +5 D6 Unwieldy
Servo-arm M 1 (+4) S Repair, Unwieldy
Sniper Rifle, Heavy 18"/36” 1 +2 D3 Extreme Range, Heavy, Pinning,
Precision, Sniper
Shotgun
Stellar Marines
- Megabolt 9"/18” 1 +2 1 Assault, Knockdown
- Microrazors T 1 +1 1 Assault
Tankbuster Rocket 9"/18” 1 +3 D3 Heavy, Blast, One use only
Thermal Pistol 4”/8” 1 +5 D3/1 Pistol
Thermal Rifle 6”/12” 1 +5 D3 Assault
Thermal Gun 9”/18” 1 +5 D6/D3 Assault
Thermal Cannon 12"/24” 1 +5 2D6/D6 Portable
Thunder cannon 6"/12” 1 +6 D3 Portable, Low Ammo, Knockdown,
Ordinance
Stellar Marines

Stellar Marine Legion Traits Benefit: The model gains a Thermal Pistol
The following are optional, as they add an Fanatical
extra layer of complexity to the game.
When building a Stellar Marine Legion, you Cost: 7 pts./unit
may add up to two of the following traits to your Benefit: The unit gains +1 Leadership (max 11)
Legion. You must pay the indicated point cost for and is treated as having one less Pin marker
each trait you choose. You can choose to only
affect certain units with an ability, but you must pay High-Caliber Rounds
for ALL models in a given unit who will use the Cost: 2 pts./model
ability. Benefit: Infantry model’s ranged weapons gain +1
S. This does not increase the damage the weapon
Optional: Instead of paying points when building causes on a hit.
your force, you may expend 1 Reroll to utilize up to
20 points of traits on a single unit. Hunters
Cost: 2 or 5 pts./model
AP Munitions Benefit: Choose a faction. Models ranged, melee
Cost: 1pt./model and psychic attacks against the chosen faction reroll
Benefit: Infantry model’s weapons increase their ‘To Hit’ rolls (2 pts.) and failed ‘To Wound’ rolls (5
AP by -1. pts.).

Assault Firing Line Lightning Strike


Cost: 2 pts/model Cost: 3 pts./unit
Benefit: Infantry taking the Shoot action (not Benefit: Units with this ability treat any access
Advance), the unit gains +1 Attack with Assault point on a vehicle as if were an Assault ramp,
pistols and rifles at -1 BS. allowing it to perform an Assault activation (from
any access point) when disembarking.
Bionics
Cost: 3 pts./model Master-Crafted Weapons
Benefit: Infantry models gain +1 Defense in Melee Cost: 3 pts./weapon
Benefit: The affected weapons gain the Master-
Blitzkrieg Crafted ability (May reroll failed To Hit rolls).
Cost: 5 pts./unit Notes: When purchasing this trait, you do not need
Benefit: When taking an Assault or Run action, a to purchase this trait for all the weapons in a unit,
Vehicle with this ability gain +3” to move. but must purchase it for the same weapon for all
models in the unit. (Ex., for an Infantry squad, you
Brutal could choose to buy this for the squad’s Laser
Rifles, but choose not to purchase for their Knives
Cost: 4 pts./model
or Grenades). You can choose to buy this upgrade
Benefit: Infantry model gains +1 Strength and +1
for special weapons such as Grenade Launchers or
Melee Skill
Thermal Guns. In this case, you only pay for those
models carrying the specified weapon. Each
Devastation Protocols
weapon type chosen counts as one selection.
Cost: 5 pts./model
Stellar Marines
Shrouded Tough As Nails
Cost: 5 pts./model Cost: 5 pts./unit
Benefit: The model gains the Shrouded ability (+2 Benefit: Models from the unit are not removed
Cover bonus to Defense, Stacks with Stealth) until the end of the turn.

Supression Masters Commando Training


Cost: 3 pts./model Cost: 3 pts./unit
Benefit: Infanty model’s weapons gain Pinning (+1 Benefit: The unit gains the Stealth ability (+1
Pin per unit that hits). bonus to Defense when its last activation did not
include a Shoot action, Manifest an offensive
psychic powers or participate in close combat.)

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