SPACE MARINES
ARMY LIST v013 for
Mike Mayday’s 40K CHANGES alpha 1
1
PREFACE The following publication is the first alpha version of the Space Marine
Army List for 40k Changes. Because it was only created to allow for
extensive testing of the main rulebook, there are no point costs yet and
not all the units that will be available in the final version have made it
to this version. If you want to try a balanced battle with this army list,
you must play two identical armies against each other. Alternatively,
you are welcome to try the units in any configurations – if you want to
test the specific rules etc.
How to provide feedback? All feedback should be mailed to [email protected] with the
title 40k Changes. The mails may be written in English or Polish. I’m
interested in most manners of feedback. Do let me know if you spot
any of the following: obvious mistakes in the rule text, rules with
unclear meaning, rules that could be interpreted in many ways, rules
that could be made more concise, game mechanics that are needlessly
complex and could be replaced with something simpler, game
mechanics that are too difficult to memorize.
At this point, I am not interested in help with editing the text, except
for typos and easy-to-fix grammar mistakes. The rules are subject to
change and it’s not worthwhile to make the text perfect at this point.
If you want to propose new game mechanics, be aware that at this
point I am more interested in trimming the rulebook down, rather than
bloating it. However, ideas for new game mechanics are still extremely
welcome, but only after you’ve familiarized yourself with the whole
rulebook, so that you can be sure the suggested new rules fit in with
the rest.
Mike Mayday
P.S. Due to the necessity of testing the Morale behaviour, Space
Marines in this alpha version don’t have the Know No Fear special rule.
CHANGELOG
012b – experimentally decreased all bolter weapons AP by 1
13 – Consolidated to pierce and to wound.
COPYRIGHT DISCLAIMER
The following document is a non-commercial, unofficial work of a fan, in no way endorsed by Games Workshop Limited.
GW, Games Workshop, Citadel, White Dwarf, Space Marine, 40K, Warhammer, Warhammer 40,000 and all associated logos, illustrations, images,
names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop
Limited, variably registered around the world. All Rights Reserved.
2
INTRODUCTION The book you’re holding in your hands is the Space Marines Army List
for the game 40k Changes, a miniature wargame meant to be
a replacement for the rules of Warhammer 40k™ by Games Workshop
Limited. While the core rules for the game are located in the 40k
Changes rulebook, an Army List contains all the information required
to construct the army you will be using to play the game itself.
The most important part of the book are the Army List Entries which
contain the descriptions of units that are available to the player. These
are preceded by general rules on reading the Army List Entries and
choosing your units, the equipment and spells available to the Space
Marines and the special rules unique to this army. At the end of the
book you will find a table with a summary of all the models’ basic
characteristics and another table explaining the characteristics and
special rules of all the weapons that your models may have.
BUILDING YOUR ARMY To build an army, you must choose a number of units from the Army
List Entries presented at the end of this book. You are free to field
multiple units built from the same entry. Each Army List Entry provides
the model name, characteristics, equipment, weapons, special rules
and model size, along with any optional upgrades you might choose.
Optional equipment must be bought and/or replaced in the order it is
listed in the Army List Entry.
Whenever a list entry allows you to replace one item and/or another
item with something, it means you can take one item from the list for
each item you replace.
Any changes to the model characteristics caused by the default
equipment are already included in the characteristics profile.
Army specific special rules and
equipment Special rules marked with an asterisk are explained in this book, in the
Army Special Rules chapter. Options marked with an asterisk are
equipment pieces, explained in this book, in the Equipment chapter.
“Twin-linked”, “built-in” and weapon
mounting In some cases, an Army List Entry will precede the weapon name with
“Twin-linked” – this simply means the weapon has the Twin-linked
special rule.
Whenever a weapon or equipment entry is followed by “with a built-
in…” and a name of a weapon, this simply means the option contains
both equipment pieces at once (one built into the other). Replacing the
entry with a built-in weapon replaces the built-in weapon as well.
Vehicle weapon entries are always preceded by the type of mounting
they are utilising (e.g. “turret-mounted”). This is explained in the
Shooting with Vehicles chapter in the rulebook. If an option to replace
a weapon for a vehicle doesn’t specify the type of mounting, the new
weapon keeps the type of mounting of the weapon that it replaces.
Force Organization Slots Units are divided into six categories, namely: HQ, Troops, Elites, Fast
Attack, Heavy Support and Auxiliary. The Force Organization Slots limit
the amount and type of units you may take in a single army. You are
given a certain amount of slots to fill in with each type – for example,
you have three optional Heavy Support slots, which means you may
field up to three different heavy support units.
Mandatory unit slots A Space Marine army must contain the following:
one HQ unit
two Troops units.
Optional unit slots A Space Marine army may contain the following additional units:
1 HQ unit
1-3 Troops units
1-3 Elite units
1-3 Fast Attack Units
1-3 Heavy Support units.
Auxiliary units Auxiliary units may not be freely chosen. You must meet certain
requirements to field each one:
For every HQ unit in your army, you may take one Command
Squad and one Techmarine.
For every Techmarine in your army, you may take one unit
of Servitors.
You may only take Dedicated Transporters as upgrades to
other units, as allowed by their Army List Entries. A unit
taken as a Dedicated Transporter doesn’t use up a Force
Organization Slot, even if it is not an Auxiliary unit.
3
EQUIPMENT The following is a list of the rules of all the equipment pieces available
to units in this Army List. In the Army List Entries, equipment pieces are
marked with an asterisk. All equipment options without an asterisk are
weapons - their stats and special rules are all listed in the table at the
end of this book.
Artificer armour This armour grants a Toughness of +6.
Bike A Bike increases the model’s Toughness by +1, grants the model 6”
Additional Movement and has a built-in twin-linked bolter. A bike
replaces the model size with Size 3 / ø70o and grants the following
special rules: Relentless, Storm-through, Trample, Jink.
Camo cloak A camo cloak modifies its bearer’s Evasion characteristic by +1.
Combat shield A combat shield modifies its bearer’s Parry characteristic by +1.
Combi-bolter A model given the option to take a combi-bolter may choose between
a combi-flamer, combi-melta and a combi-plasma. This model counts
as carrying a boltgun and one of the following secondary weapons:
a flamer, a meltagun or a plasma gun (depending on his choice). The
model may fire its secondary weapon once per battle only and may
never shoot both the boltgun and the secondary weapon at the same
time, even if special rules or other equipment would allow him to.
Company Standard Friendly units within 12” of a model with the Company Standard may
re-roll failed Morale checks.
Dozer blade A vehicle with a dozer blade may re-roll its Dangerous and Difficult
Terrain Tests. When Ramming, this vehicle treats its front armour as
being one point higher.
Extra armour When performing a vehicle damage roll against a vehicle with Extra
Armour, subtract 1 from the result.
Force weapon A model that has an option to take a force weapon may choose
between a force sword, a force axe and a force staff.
Jump pack A model with a Jump Pack gains the Jump 6” special rule and its size is
changed to 3 / ø25.
Locator beacon If a model with a locator beacon was on the game board at the
beginning of a turn, friendly units deep striking within 6” of it do not
scatter.
Power armour This armour grants a Toughness of +5.
Power weapon A model that has an option to take a power weapon may choose
between a power sword, a power axe and a power maul.
Psychic hood Each time a unit (or model) is targeted by an enemy spell and is within
12" of a friendly model with a psychic hood, the wearer of the hood
can attempt to Deny the spell in their stead, as if he were in the target
unit. If the Deny attempt is failed, the psychic power is resolved as
normal, but effects only the initial target, not the wearer of the hood.
If a model with a psychic hood is embarked in a vehicle or building, he
can only use the hood to nullify powers targeting the vehicle or
building he is embarked within.
Scout armour
This armour grants a +2 Armour Value.
Searchlight If the Night Fighting special rule is in effect, a model with a searchlight
may declare that it will be illuminating the target of its shooting attack
before rolling to hit. If it does, all units shooting at this model and its
target are immune to the Night Fighting special rule.
Servo-harness A model with a Servo-harness gains whatever weapons are built into
it, as described in the Army List entry. When shooting, it may shoot two
of the weapons built into it or one weapon built into it and one other
weapon.
Siege shield A model with a siege shield automatically passes Dangerous and
Difficult Terrain Tests.
Smoke launchers
At the beginning of a turn, a model with smoke launchers may trigger
them. Until the end of a turn it cannot shoot, run or move in 3rd gear
but is granted an EVASION of +3. At the end of the turn the smoke
launchers stop working and may no longer be used in this battle.
Storm shield A storm shield grants its bearer the Invulnerable special rule, an
Evasion characteristic of +3 and modifies its Parry characteristic by +2.
A model with a storm shield never benefits from the additional attack
for attacking with two melee weapons.
Teleport homer If a model with a teleport homer was on the game board at the
beginning of a turn, friendly units consisting entirely of models with
Terminator armour that deep strike within 6” of it do not scatter.
Terminator armour This armour grants a Toughness of +6 and an Evasion of +2. It also
replaces the model size with 2 / ø32. It grants the Deep Strike,
Invulnerable and Relentless special rules.
4
ARMY SPECIAL RULES The following is a list of special rules unique to the models and
equipment in this Army List. These special rules are marked with an
asterisk in the Army List Entries and the Weapons table. You may find
the definitions of all the other special rules in the rulebook.
Apothecary As long as a model with a Narthecium is in a unit, the whole unit has
the Feel No Pain 9+ special rule.
Blessing of the Omnissiah If a model with this special rule is in base contact with a friendly
vehicle or walker, instead of executing its order it may attempt to
partially repair the vehicle or walker it is in contact with. To do it, roll
a D6 and add 1 for every servo-arm in this model’s unit. If the result
is 6 or more, you may remove a CAN’T SHOOT or CAN’T MOVE status
from the model or any of its weapons.
Combat Squads Before deploying your troops, you may declare that you will be
splitting a ten-model unit with this special rule into two five-model
units. If the original unit purchased a Dedicated Transporter, either
one or both of the two newly formed units may start the game
embarked upon it (at least one of them must though).
Drop Pod Assault A Drop Pod may not be normally deployed; it must arrive via Deep
Striking. Half of your drop pods (rounded up) must Deep Strike at the
very beginning of turn 1, the others are placed in reserve as normal.
If a Drop Pod scatters onto Impassable Terrain or another model,
reduce the scatter distance by the minimal amount required to make
it no longer the case. A unit embarked on a Drop Pod must disembark
during the Transporter Phase. Once this happens the Drop Pod loses
its Transporter special rule.
Despite its Access Point size, a Drop Pod may transport a single
Dreadnought instead of any other passengers.
Know No Fear A FLEEING unit with this special rule automatically passes Morale
tests. A unit that successfully performs a Sweeping Advance against
a unit with this special rule, doesn’t get to perform the free attacks –
it immediately performs a DESPERATE CHARGE against this unit
instead.
Power of the Machine Spirit A vehicle with this special rule that is performing a NORMAL SHOT
may fire two heavy weapons at full BS instead of just one.
Repair
A model with this special rule that has the CAN’T MOVE status may
forgo its shooting attacks to attempt to remove it by rolling a 6 on
a D6. This cannot be done during the turn in which the model
received the status.
5
SPELLS A Librarian may purchase the following spells:
Teleportation Conjuration 1
Remove the Sorcerer and his unit off the board and immediately
redeploy them by Deep Striking.
Fire Shield Transmutation 1
Any successful hit made against the Sorcerer in close combat results
in an AP 5+ S 6+ hit against the model that hit him.
Fire breath Devastation 1
Name Mode R Sh S Rules
Fire Breath - 1 3+ Spray 3
Steel Skin Transmutation 1
The Sorcerer’s Strength and Weapon Skill are modified by -3 and his
Toughness is modified by +3.
Force
Transmutation 1
The Sorcerer’s Force Weapon gains the Instant Death special rule
until the end of the turn.
Zeal Suggestion 1
A chosen friendly unit within 12” of the Sorcerer gains the Fearless
special rule until the end of the turn.
Fear Suggestion 1
An enemy unit within 12” of the Sorcerer receives the FLEEING
status.
Precognition Suggestion 2
The Sorcerer may re-roll all failed TO HIT, TO PIERCE and TO WOUND
rolls. His PARRY and EVASION are modified by +2.
Sanctuary Transmutation 1
The Sorcerer and his unit are granted an EVASION of +2.
Invisibility Transmutation 1
The Sorcerer and his unit are granted an EVASION of +4. They may not
shoot or charge.
Incineration Devastation 2
Name Mode R Sh S Rules
Incineration 12” 1 2+ Light
Levitation
Transmutation 1
The Sorcerer and his unit gain the SKIMMER special rule.
Shockwave Transmutation 1
All units within 12” of the Sorcerer must take a Strength test. Each
unit that fails receives the ON THE GROUND status.
Hold Transmutation 1
A chosen enemy unit within 12” of the Sorcerer has its Additional
Movement modified by -3.
Jump
Transmutation 1
The Sorcerer and his unit gain the Jump 6” Special Rule.
Warpgate Conjuration 2
A single unit held in reserves that has a Deep Strike special rule may
immediately Deeps Strike within 6” of the sorcerer, without
scattering.
6
ARMY LIST ENTRIES
7
HQ
Captain CS P BS E S T HP A W Mov Type
1 Captain 4+ +3 4+ +3 6+ +5 3 6 3+ - Character
Special Rules Independent
Invulnerable
Weapons Bolt pistol
Chainsword
Frag grenades
Krak grenades
Equipment Power armour*
Size 1 / ø25
Options
May replace his bolt pistol and/or chainsword with a: - Boltgun - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon - Lightning claw - Power fist - Thunder hammer - Storm shield
May take one of the following: - Jump pack* - Bike*
May take artificer armour*
May replace all of his weapons and equipment with Terminator armour*, a storm bolter and a power weapon*.
A model in Terminator armour may replace his storm bolter with a: - Combi-bolter* - Lightning Claw - Thunder Hammer
A model in Terminator armour may replace his power weapon with a: - Lightning claw - Storm shield - Power fist - Chain fist - Thunder hammer
May take: - A teleport homer* - Melta bombs
Librarian CS P BS E S T HP A W Mov Type
1 Librarian 5+ +2 5+ +2 6+ +5 2 4 3+ - Character
Special Rules Independent
Sorcerer 1
Weapons Bolt pistol
Force Weapon*
Frag grenades
Krak grenades
Equipment Psychic Hood*
Power armour*
Size 1 / ø25
Options
May be upgraded to Sorcerer 2
May purchase spells listed in the Spells chapter
May replace his bolt pistol with a: - Boltgun - Storm bolter - Combi-bolter* - Plasma pistol
May take one of the following: - Jump pack* - Bike*
May replace all of his weapons and equipment with Terminator armour*, a storm bolter, a force weapon* and a psychic hood*.
A model in Terminator armour may replace his storm bolter with a: - Combi-bolter* - Storm shield*
May take: - A teleport homer* - Melta bombs
8
TROOPS
Tactical Squad CS P BS E S T HP A W Mov Type
4 Space Marines 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry
1 Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character
Special Rules Combat squads*
Weapons Bolt pistol
Boltgun
Frag grenades
Krak grenades
Equipment Power armour*
Size 1 / ø25
Options
May include up to five additional Space Marines
One Space Marine may replace his boltgun with one of the following: - Flamer - Meltagun - Plasma gun
If the squad numbers ten models, one Space Marine may replace his boltgun with one of the following: - Heavy bolter - Multi-melta - Missile Launcher - Plasma cannon - Lascannon
The Space Marine Sergeant may replace his bolt pistol and/or boltgun with a: - Chainsword - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon* - Lightning claw - Power fist - Thunder hammer
The Space Marine Sergeant may take: - A teleport homer* - Melta bombs
The unit may purchase a Rhino, Razorback or Drop Pod as a Dedicated Transporter
Scout Squad CS P BS E S T HP A W Mov Type
4 Scouts 7+ - 6+ - 6+ +4 1 2 5+ - Infantry
1 Scout Sergeant 6+ +1 5+ - 6+ +4 1 4 4+ - Character
Special Rules Combat squads*
Scout
Weapons Bolt pistol
Boltgun
Frag grenades
Krak grenades
Equipment Scout armour*
Size 1 / ø25
Options
May include up to five additional Scouts
The entire squad may take camo cloaks
Any model may replace his boltgun with a: - Combat blade - Shotgun - Sniper rifle
One Scout may replace his boltgun with a: - Heavy bolter - Heavy bolter with Hellfire shells - Missile Launcher
The Scout Sergeant may replace his bolt pistol and/or boltgun with a: - Chainsword - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon* - Lightning claw - Power fist - Thunder hammer
The Scout Sergeant may take: - A teleport homer* - Melta bombs
9
ELITES
Terminator Squad CS P BS E S T HP A W Mov Type
4 Terminators 6+ +2 5+ +2 6+ +6 1 4 4+ - Infantry
1 Terminator Sergeant 6+ +2 5+ +2 6+ +6 1 4 4+ - Character
Special Rules Combat squads*
Deep Strike
Relentless
Invulnerable
Weapons Storm bolter
Power fist
Equipment Terminator armour*
Size 2 / ø32
Options May include up to five additional Terminators
Any model may replace his power fist with a chainfist
For every five models in the squad, one Terminator may choose the following: - Replace his storm bolter with a heavy flamer - Replace his storm bolter with an assault cannon - Take a cyclone missile launcher
Each model may replace his storm bolter and power fist with: - A pair of lightning claws - A thunder hammer and storm shield*
The Terminator Sergeant may replace his power fist with a power weapon*
The unit may purchase a Land Raider of any kind as a Dedicated Transporter
Dreadnought
CS P BS E S FA SA RA A Mov Type 1 Dreadnought 5+ +1 5+ - 4+ +8 +8 +6 4 - Vehicle
Special Rules Walker
Trample
Fearless
Weapons Power fist with built-in storm
bolter
Multi-melta
Equipment
Searchlight*
Smoke launchers*
Size 6 / ø60
Options May replace the built-in storm bolter with a heavy flamer
May replace its multi-melta with one of the following: - Twin-linked autocannon - Twin-linked heavy bolter - Twin-linked heavy flamer - Plasma cannon - Assault cannon - Twin-linked lascannon - Missile launcher
May replace its power fist with one of the following: - Missile launcher - Twin-linked autocannon
May purchase a Drop Pod as a Dedicated Transporter
Veteran Squad CS P BS E S T HP A W Mov Type
4 Veterans 6+ +1 5+ - 6+ +5 1 4 4+ - Infantry
1 Veteran Sergeant 5+ +2 5+ - 6+ +5 1 4 4+ - Character
Special Rules Combat squads*
Wargear Bolt pistol
Boltgun
Frag grenades
Krak grenades
Equipment Power armour*
Size 1 / ø25
Options May include up to five additional
Veterans
Up to two Veterans may replace their boltgun with one of the following: - Flamer - Meltagun - Plasma gun - Heavy flamer - Heavy bolter - Missile launcher - Multi-melta - Lascannon - Plasma cannon
Each model may replace his boltgun and/or bolt pistol with a: - Chainsword - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon* - Lightning claw - Power fist - Thunder hammer - Storm shield
Each model may take: - Melta bombs - A locator beacon*
The unit may choose one of the following options: - Purchase a jump pack* for each model - Purchase a Rhino, Razorback or Drop Pod as a
Dedicated Transporter
10
FAST ATTACK
Assault Squad CS P BS E S T HP A W Mov Type
4 Space Marines 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry
1 Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character
Special Rules Combat squads*
Weapons Bolt pistol
Chainsword
Frag grenades
Krak grenades
Equipment Power armour*
Size 1 / ø25
Options
May include up to five additional Space Marines
Up to two Space Marines may replace their bolt pistol with one of the following: - Flamer - Meltagun - Plasma gun - Plasma pistol
The Space Marine sergeant may replace his bolt pistol with a: - Plasma pistol - Lightning claw
The Space Marine Sergeant may replace his chainsword with a: - Power weapon* - Lightning claw - Power fist - Thunder hammer
The Space Marine Sergeant may take: - A combat shield* - A teleport homer* - Melta bombs
The entire unit may choose one of the following options: - Purchase a jump-pack* for each model in the unit - Purchase a Rhino, Razorback or Drop Pod as a Dedicated Transporter
Bike Squad CS P BS E S T HP A W Mov Type
2 Space Marine Bikers 6+ +1 5+ - 6+ +5 1 2 5+ +6 Infantry
1 Biker Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ +6 Character
0 Attack Bikes 6+ +1 5+ - 6+ +5 2 4 5+ +6 Infantry
Special Rules Combat squads*
Relentless
Storm-trough
Trample
Jink
Fire 2 (Attack Bike only)
Weapons Bolt pistol
Heavy bolter (Attack Bike only)
Frag grenades
Krak grenades
Equipment Power armour*
Bike*
Size 3 / ø70o
Size 5 / ø60
(Attack Bike only)
Options
May include up to six additional Space Marine Bikers
Up to two Space Marine Bikers may replace their bolt pistol with one of the following: - Flamer - Meltagun - Plasma gun - Plasma pistol
The Biker Sergeant may replace his bolt pistol with a: - Plasma pistol - Storm bolter - Combi-bolter* - Power weapon* - Lightning claw - Power fist - Thunder hammer
The Biker Sergeant may take melta bombs
The unit may include one Attack Bike
The Attack Bike may replace its heavy bolter with a multi-melta
11
Attack Bike Squad CS P BS E S T HP A W Mov Type
1 Attack Bike 6+ +1 5+ - 6+ +5 2 4 5+ +6 Infantry
Special Rules Relentless
Fire 2
Storm-through
Trample
Jink
Weapons Bolt pistol
Twin-linked bolter
Heavy bolter
Frag grenades
Krak grenades
Equipment Power armour*
Bike*
Size 5 / ø60
Options
May include up to two additional Attack Bikes
Each model may replace its heavy bolter with a multi-melta
Land Speeder Squadron
P BS E FA SA RA Mov Type
1 Land Speeder - 5+ - +6 +6 +6 - Vehicle
Special Rules
Skimmer
Deep strike
Manoeuvrable
Jink
Fearless
Weapons Pintle-mounted Heavy bolter
Size 7 / ø50f
Options
May include up to two additional Land Speeders
Any model may replace its heavy bolter with a:
- Multi-melta
- Heavy flamer
Any model may take one of the following:
- Hull-mounted Heavy bolter
- Hull -mounted Heavy flamer
- Hull -mounted Multi-melta
- Hull -mounted Assault cannon
- A pair of hull-mounted missile launchers (one on each side)
12
HEAVY SUPPORT
Devastator squad CS P BS E S T HP A W Mov Type
4 Space Marines 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry
1 Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character
Special Rules
Combat squads*
Weapons Boltgun
Bolt pistol
Frag grenades
Krak grenades
Equipment Power armour*
Size 1 / ø25
Options
May include up to five additional Space Marines
Up to four Space Marines may replace their boltgun with a:
- Multi-melta
- Heavy bolter
- Lascannon
- Plasma cannon
- Missile Launcher
The Space Marine Sergeant may replace his bolt pistol and/or boltgun with a: - Chainsword - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon* - Lightning claw - Power fist - Thunder hammer
The Space Marine Sergeant may take melta bombs
The unit may purchase a Rhino, a Razorback or a Drop Pod as a Dedicated Transporter
Predator
P BS E FA SA RA Mov Type
1 Predator -2 5+ - +9 +7 +6 - Vehicle
Special rules Armoured turret
Fearless
Weapons Turret-mounted vanquisher
cannon
Equipment
Searchlight*
Smoke Launchers*
Size 10
Options
May replace its vanquisher cannon with a twin-linked lascannon
May take a pair of sponson mounted (one on each side):
- Heavy bolters
- Lascannons
May take up to one of each of the following:
- Pintle-mounted storm bolter
- Dozer blade*
- Extra armour*
Vindicator
P BS E FA SA RA Mov Type
1 Vindicator -2 5+ - +9 +7 +6 - Vehicle
Special rules Fearless
Weapons Hull-mounted demolisher
cannon
Pintle-mounted storm bolter
Equipment
Searchlight*
Smoke Launchers*
Size 10
Options
May take up to one of each of the following:
- Pintle-mounted storm bolter
- Siege shield*
- Extra armour*
13
Land Raider
P BS E FA SA RA Mov Type
1 Land Raider -2 5+ - +10 +10 +10 - Vehicle
Special rules Transporter (10/2)
Power of the Machine Spirit*
Assault Vehicle
Fearless
Weapons Turret-mounted twin-linked
heavy bolter
Two sponson-mounted twin linked lascannons
Equipment
Searchlight*
Smoke Launchers*
Size 12
Access Points
One at the front, one on each side
Fire Points
None
Options
May take up to one of each of the following:
- Pintle-mounted Multi-melta
- Pintle-mounted storm bolter
- Extra armour*
Whirlwind
P BS E FA SA RA Mov Type
1 Whirlwind -2 5+ - +7 +7 +6 - Vehicle
Special rules Fearless
Weapons Turret-mounted whirlwind
missile launcher
Equipment
Searchlight*
Smoke Launchers*
Size 10
Options
May take up to one of each of the following:
- Pintle-mounted storm bolter
- Dozer blade*
- Extra armour*
14
AUXILIARY
Command Squad CS P BS E S T HP A W Mov Type
5 Veteran 6+ +1 5+ - 6+ +5 1 4 4+ - Infantry
0 Company Champions 5+ +3 5+ - 6+ +5 1 4 4+ - Character
Weapons
Bolt pistol
Chainsword
Frag Grenades
Krak Grenades
Equipment Power armour*
Size 1 / ø25
Options One Veteran may be upgraded to a
Company Champion, replacing his chainsword with a power sword
One Veteran may replace his chainsword with a narthecium
One Veteran may replace his chainsword with a Company Standard
Any Veteran may take melta bombs
Any Veteran may replace his bolt pistol and/or chainsword with a: - Boltgun - Power weapon* - Lightning claw - Power fist - Thunder hammer
- Storm-bolter - Combi-bolter* - Plasma pistol - Storm shield
Any Veteran may replace his boltgun with a: - Plasma gun - Meltagun - Flamer
The unit may choose one of the following options: - Purchase a bike* for each model - Purchase a Drop Pod, Rhino or Razorback as a
Dedicated Transporter
Techmarine CS P BS E S T HP A W Mov Type
1 Techmarine 6+ +1 5+ +1 6+ +6 1 2 5+ - Character
Special Rules Independent
Blessing of the Omnissiah*
Weapons Bolt pistol
Boltgun
Frag grenades
Krak grenades
Servo-arm
Equipment Artificer armour*
Size 1 / ø25
Options
May replace his servo-arm with a servo-harness* with built in: two servo-arms, a twin-linked plasma pistol and a flamer
May replace his bolt pistol and/or boltgun with a: - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon* - Lightning claw - Power fist - Thunder hammer
May purchase a bike*
May take: - A teleport homer* - Melta bombs*
Servitors CS P BS E S T HP A W Mov Type
1 Servitor 7+ - 6+ - 7+ +2 1 2 5+ - Infantry
Weapons Servo-arm
Size 1 / ø25
Options
May include up to four additional Servitors
Each model may replace his servo-arm with a: - Heavy bolter - Plasma cannon - Multi-melta
15
Rhino
P BS E FA SA RA Mov Type
1 Rhino -2 5+ - +7 +7 +6 - Vehicle
Special Rules Repair*
Transporter (10/1)
Fearless
Weapons Pintle-mounted Storm bolter
Equipment Searchlight*
Smoke Launchers*
Size 10
Access Points
One in the rear, one on each side.
Fire Points
Two (out of the top hatch)
Options
May take up to one of each of the following: - Dozer blade* - Pintle-mounted storm bolter - Extra armour*
Razorback
P BS E FA SA RA Mov Type
1 Razorback -2 5+ - +7 +7 +6 - Vehicle
Special Rules Repair*
Transporter (6/1)
Fearless
Weapons Turret-mounted twin-linked
heavy bolter
Equipment Searchlight*
Smoke Launchers*
Size 10
Access Points
One in the rear, one on each side
Fire Points
None
Options
May replace its twin-linked heavy bolter with a: - Twin-linked heavy flamer - Twin-linked assault cannon - Twin-linked lascannon - Lascannon with a built-in twin-linked plasma gun
May take up to one of each of the following: - Dozer blade* - Pintle-mounted Storm bolter - Extra armour*
Drop Pod
P BS E FA SA RA Mov Type
1 Drop Pod -12 5+ - +8 +8 +8 - Vehicle
Special Rules Transporter (10/1)
Immobile
Drop pod assault*
Fearless
Weapons
Pintle-mounted storm bolter
Size 10
Options
May replace its storm bolter with a deathwind launcher
May take a locator beacon*
16
UNITS SUMMARY
INFANTRY AND CHARACTERS
close combat shooting to wound
Name CS P BS E S T HP A W Mov Type
Attack Bike 6+ +1 5+ - 6+ +5 2 4 5+ +6 Infantry
Biker Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ +6 Character
Captain 4+ +3 4+ +3 6+ +5 3 6 3+ - Character
Company Champion 5+ +3 5+ - 6+ +5 1 4 4+ - Character
Librarian 5+ +2 5+ +2 6+ +5 2 4 3+ - Character
Scout 7+ - 6+ - 6+ +4 1 2 5+ - Infantry
Scout Sergeant 6+ +1 5+ - 6+ +4 1 4 4+ - Character
Servitor 7+ - 6+ - 7+ +2 1 2 5+ - Infantry
Space Marine 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry
Space Marine Biker 6+ +1 5+ - 6+ +5 1 2 5+ +6 Infantry
Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character
Techmarine 6+ +1 5+ +1 6+ +6 1 2 5+ - Character
Terminator 6+ +2 5+ +2 6+ +6 1 4 4+ - Infantry
Terminator Sergeant 6+ +2 5+ +2 6+ +6 1 4 4+ - Character
Veteran 6+ +1 5+ - 6+ +5 1 4 4+ - Infantry
Veteran Sergeant 5+ +2 5+ - 6+ +5 1 4 4+ - Character
VEHICLES
Name CS P BS E S FA SA RA A Mov Type
Dreadnought 5+ +1 5+ - 4+ +8 +8 +6 4 - Vehicle
Drop Pod - -12 5+ - - +8 +8 +8 - - Vehicle
Land Raider - -2 5+ - - +10 +10 +10 - - Vehicle
Land Speeder - - 5+ - - +6 +6 +6 - +6 Vehicle
Predator - -2 5+ - - +9 +7 +6 - - Vehicle
Razorback - -2 5+ - - +7 +7 +6 - - Vehicle
Rhino - -2 5+ - - +7 +7 +6 - - Vehicle
Vindicator - -2 5+ - - +9 +7 +6 - - Vehicle
Whirlwind - -2 5+ - - +7 +7 +6 - - Vehicle
17
WEAPONS SUMMARY Name Mode R Sh S Rules
assault cannon 24" 4 4+ Heavy, Rending, Multishot
autocannon 48" 2 3+ Heavy
bolt pistol shoot 12" 1 6+ Light, Pistol
brawl - - U Melee
boltgun burst 12" 2 6+ -
shot 24" 1 6+ -
chainfist - - U-5 Melee, Armourbane, Clumsy, Specialized
chainsword - - U Melee
combat blade - - U Melee
cyclone missile frag 48" 2 6+ Heavy, Blast 3
launcher krak 48" 2 2+ Heavy
deathwind launcher 12" 1 5+ Heavy, Large Blast 5
demolisher cannon 24" 1 1+ Heavy, Large Blast 5
flamer - 1 7+ Spray 3, Ignores Evasion
force axe - - U-4 Melee, Clumsy, Force
force staff 2" - U-2 Melee, Concussive, Force
force sword - - U-3 Melee, Force
frag grenades 8" 1 7+ Light, Blast 3, Flush out
heavy bolter 36" 3 5+ Heavy
heavy flamer - 1 6+ Heavy, Spray 4, Ignores Evasion
Hellfire shells 24" 1 9+ Heavy, Blast 3, Poisoned 4+
krak grenades throw 8" 1 4+ -
plant - - 4+ Melee, One attack, Large target 6
lascannon 48" 1 0+ Heavy
lightning claw - - U-3 Melee, Shred, Specialized
melta bombs - - 2+ Melee, one attack, Clumsy, Large target 6
meltagun long 12" 1 1+ Light
short 6" 1 -1+ Light
missile launcher frag 48" 1 6+ Heavy, Blast 3
krak 48" 1 2+ Heavy
multi-melta long 24" 1 1+ Heavy
short 12" 1 -1+ Heavy
narthecium - - U Melee, Apothecary*
plasma cannon 36" 1 3+ Heavy, Gets Hot, Blast 3
plasma gun burst 12" 2 3+ Gets Hot
shot 24" 1 3+ Gets Hot
plasma pistol shoot 12" 1 3+ Light, Pistol, Gets Hot
brawl - - U Melee
power axe - - U-4 Melee, Clumsy
power fist - - U-5 Melee, Specialized, Clumsy
power maul - - U-2 Melee, Concussive
power sword - - U-3 Melee
servo-arm - - U-5 Melee, Clumsy, Specialized
sniper rifle 36" 1 9+ Heavy, Sniper
shotgun 12" 2 7+ Light
storm bolter 24" 3 6+ Light
thunder hammer - - U-5 Melee, Concussive, Clumsy, Specialized
vanquisher cannon 48" 1 1+ Heavy
whirlwind missile vengeance 12-48” 1 5+ Heavy, Ordnance, Barrage, Large Blast 5
launcher castellan 12-48” 1 6+ Heavy, Ordnance, Barrage, Ignores Cover, Large Blast 5