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    CONTENTSIntroduction 2Biology of a Space Marine 3Origins 4Geography 5Organization 6Culture Beliefs/Combat/Homeworld/Fortress/Fleet 7Heraldry 8Code of Honour 9Chapter Organization 10Squires 11Dragoons, Sidewinders, & Anacondas 12Cavaliers & Squire Bikers 13Myrmidons, Paladins, & Diamondbacks 14Copperheads 15Viper Guard 16Captain 17Chapter Master 18Techmarines, Servitors, & Thunderfire Cannon 19Master of the Forge 20Librarian 21Chaplain 22Dreadnought 23Raiko Thane & Umaro Phage 24Setzer Regenus & Osiris Memnon 25Sabin Lagunis & Minotaro Darr 26Honus Ulbrek, Ortega Segomo & Oberon Palemenos 27Salizar Madruk, Tsugal Garudias & The Silent Snakes 28Ephebus Saharazad, Ebrahim Saibot & Abnett Vaul 29The Fraternicum The Silent Circle 30

    Wargear 31Special Rules 34Army List Introduction/Force Organization Chart 35Army List HQ 36Army List Troops 41Army List Dedicated Transports 42Army List Elites 43Army List Fast Attack 46Army List Heavy Support 48Summary 50

    Arranged by: Buster GlovesSource Material: Space Marines Codex 5

    thEdition

    Illustrations: Hosted by Deviantart.comGraphic Design: Buster Gloves

    Special Thanks: Tim Apicella, Jim Kozlowski, John Brown, Curtis Knudsen, Steve Wolfe, Christine & Parker Apicella, Eric Davis, Dave & Angelina Allen

    PRINTED BY CAFEPRESS May 2009

    THE CONTENTS OF THIS HOME GROWN MINI-CODEX IN PART OR IN WHOLE; IS INTENDED FOR PERSONAL NON-COMMERCIALENTERTAINMENT PURPOSES ONLY, AND IS NOT ALLOWED USED IN ANY WAY THAT IS OR MAY LEAD TO THE GAIN OF ANY

    SORT OF ECONOMIC VALUE; UNLESS YOU ARE OR HAVE PRIOR WRITTEN AGREEMENT FROM GAMES WORKSHOP.

    Games Workshop Limited 2008, Games Workshop, the Games Workshop logo, Warhammer, the Warhammer logo, GW, 40k, Eavy Metal, White Dwarf, Citadel, theCitadel Device, the Double-Headed Eagle device, Chaos, Space Marine, Adeptus Astartes, Adeptus Mechanicus, Codex, Horus Heresy, Terminator, Dreadnought,Techmarine, Rhino, Razorback, Land Speed, Land Raider, Predator, Whirlwind, Vindicator, Thunderfire Cannon, Legion of the Damned, Cato Sicarius, Ortan Cassius, VarroTigurius, Kayvaan Shrike, Korsarro Khan, Torias Telion, Antaro Chronus, Darnath Lysander, Marneus Augustus Calgar, Pedro Kantor, Vulkan Hestan, Space MarineChapter names and insignia and all associated marks, logo, names, places, characters, creatures, races and race insignia, illustrations and images from the Warhammer40,000 universe are either , TM and/or Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. All Rights Reserved.

    DRAGOONS

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    INTRODUCTION

    WELCOME TO THE CODEXThe 40k Rulebook has all the rules needed to fight battles in the 41

    st

    millennium. Every army has its own codex that works with these rules,allowing you to turn your collection in to an organized force. This codextells you everything you need for the Space Marine Dragoon Army.

    THE SPACE MARINESSpace Marines are amongst the most powerful and dreaded warriors inthe galaxy. They are not human at all, but superhuman, having been

    made superior to a normal man by a harsh regime of geneticmodification, psycho conditioning and rigorous training. Being few innumbers compared to the uncounted billions in humanity. SpaceMarines are organized in to small independent armies called Chaptersand their unswerving loyalty is to the Emperor of Mankind and noother.

    WHY COLLECT A DRAGOON SPACE MARINE ARMY?Space Marines are one of the most appealing armies available inWarhammer 40k. They are heroes of the Imperium and one of thedeadliest fight forces of the 41

    st Millennium. A Space Marine's

    characteristics equal or better those of other armies elite troops,combining both excellent close combat skills and shooting accuracy.Space Marine combat prowess is backed up by the best weaponry andequipment the Imperium can provide, from the legendary boltgun andimpenetrable power armour to devastating Heavy bolters, Assaultcannons, and Whirlwind Missile launchers.

    The Dragoons are a successor Chapter of the Salamanders Legion.They are a Chapter of Knights, bound to their Code of Honor and loyalto their Primarch and the Emperor. They specialize in battle with Orksand seek to rid the galaxy of aliens, traitors, and rebels.

    HOW THIS CODEX WORKSCodex: Dragoons contains the following sections:

    BackgroundThe first section of the codex introduces the Space Marines DragoonChapter and their part in the Warhammer 40k Universe. It details theirbackground, beliefs, and battle doctrines.

    ForcesThis section features detailed descriptions of every character and troop

    type in the Space Marine Dragoon Army

    WargearThis section contains full details and rules for the battle heirlooms,armour, and weapons of the Chapter.

    Army ListThe final section of the codex lists all of the units from the Forcessection and arranges them so you can choose an army for your owngames.

    UNOFFICIAL CODEXWhile Codex Dragoons contains information required to play a gamewith your army of Dragoons, the Warhammer 40k rulebook andCodex:Space Marines will still be needed. This book is an unofficia

    Codex for playing Warhammer 40k. The rules in this book are derivedfrom the Codex: Space Marines 5thedition. All characters and wargeamay have different names, but the points costs have not changed fromthe Codex: Space Marines 5

    th edition. This book has not been

    approved or endorsed by Games Workshop and is not meant forresale or commercial use. This publication and the materiarepresented herein is a fan based project, and is in no way to beconsidered as canon and/or officially recognized or approved materiaby or for Games Workshop.

    The contents of the codex in part or in whole; is intended for personanon-commercial entertainment purposes only, and is not allowed usedin any way that is or may lead to the gain of any sort of economicvalue; unless you are or have prior written agreement from GamesWorkshop.

    This home-grown codex is completely unofficial and in no way

    endorsed by Games Workshop Limited. Games Workshop Limited2008, Games Workshop, the Games Workshop logo, Warhammer, theWarhammer logo, GW, 40k, Eavy Metal, White Dwarf, Citadel, theCitadel Device, the Double-Headed Eagle device, Chaos, SpaceMarine, Adeptus Astartes, Adeptus Mechanicus, Codex, Horus HeresyTerminator, Dreadnought, Techmarine, Rhino, Razorback, LandSpeed, Land Raider, Predator, Whirlwind, Vindicator, ThunderfireCannon, Legion of the Damned, Cato Sicarius, Ortan Cassius, VarroTigurius, Kayvaan Shrike, Korsarro Khan, Torias Telion, AntaroChronus, Darnath Lysander, Marneus Augustus Calgar, Pedro KantorVulkan Hestan, Space Marine Chapter names and insignia and alassociated marks, logo, names, places, characters, creatures, racesand race insignia, illustrations and images from the Warhamme40,000 universe are either , TM and/or Games Workshop Ltd2000-2008, variably registered in the UK and other countries aroundthe world. All Rights Reserved.

    FIND OUT MOREYou can find more advice, information, and source material on alaspects of Warhammer 40k at www.gamesworkshop.com, GamesWorkshop stores, or White Dwarf magazine. More informationregarding the Dragoons Space Marine Chapter or other UnofficiaCodexes is available at www.Chapter-Master.com.

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    3

    BIOLOGY OF A SPACE MARINE

    Every Chapter of Space Marines must induct new warriors into its rankin order to survive. The Dragoons recruit from the world of Legendra, ahive world in the Aurorus Solar System. Legendra is a diverse world ofjungles, deserts, and mountains where recruiting stock is strong.Aspirants are chosen young, usually in there mid teens, before theyare too mature to accept the gene-seed that will turn them in to SpaceMarines. Each gene-seed comprises a series of genetically tailoredorgans that are carefully implanted into the recruits body.

    Gene-seed is a finite resource, for it is direct delineate of the bio-manipulations that created the Emperors Primarchs. The blood of thePrimarchs runs in the veins of each Space Marine. The Chapter gene-seed is its most valuable possession, allowing the continuedrecruitment and development of battle-brothers. The implants rely onthe bodys natural growth process to incorporate them in to the SpaceMarine physiology.

    The Dragoons Space Marine Chapter used the gene-seed of Vulkan.First used by the Salamanders Legion, it is a gene-seed known for itsstability. Later founding Chapters also using this gene-seed includethe Black Dragons ad the Storm Giants.

    GENE SEED IMPLANTSNineteen organs are implanted in a neophyte to further bolster hiscombat and survival ability should he live to become a Brother-Marine.Each implant has a high margin of catastrophic failure and so only a

    small number of Neophytes live to become Initiates. Many chaptershave lost the knowledge needed to create some of these implants, andtherefore, simply dont have them. The exceptions to this are the BlackCarapace and the Progenoid Glands, without which, a chapter woulddie out fairly quickly.

    Secondary Heart- This is the first and least difficult implant to install.The Secondary Heart increases blood supply and pumping capacityand is capable of taking over entirely should the primary heart fail.

    Ossmudula- This implant strengthens the skeleton of a Space Marineby inducing the bones to absorb a ceramic-based substanceadministered in a Marines diet. Within two years after the surgery, theMarines skeleton will be larger and exponentially stronger; and the ribcage will be fused into a solid bone plate.

    Biscopea - Implanted into the chest cavity, this implant massivelybolsters muscle development and density throughout the Marinesbody. This is commonly implanted at the same time as the Ossmodula.

    Haemastamen - Implanted into a main blood vessel, theHaemastamen alters the Marines blood composition to carry oxygenand nutrients more efficiently.

    Larramans Organ- This organ manufactures Larraman Cells. Theseserve the purpose of platelets, but act faster and more effectively.When a Marine is wounded, Larraman Cells are released, attached toleukocytes. At the site of the injury, they form scar tissue in a matter ofseconds, effectively preventing massive blood loss and infection.

    Catalepsean Node- Implanted into the back of the brain, this implantallows a marine to not sleep, instead entering a four-hour, almostcomatose trance where they recharge. It also allows the resting of

    half the brain while the other remains alert, thus removing the need fortotal sleep. The longest known record of any space marine goingwithout rest while on active combat duty is 319 hours (by a member ofthe Crimson Fists).

    Preomnor - The Preomnor is a decontamination chamber inside thechest cavity. It chemically analyzes ingested materials and neutralizestoxins. The Preomnor enables the Marine to eat normally inediblesubstances and resist poisons.

    Omophagea- Implanted into the spinal cord, this organ is designed toabsorb information and DNA related to experience or memory. Thisenables the Marine to gain information, in a survival or tactical sense

    simply by eating an animal indigenous to an alien world.

    Multi-lung- The multi-lung is a third lung, able to absorb oxygen fromenvironments poor in oxygen. Breathing is accomplished through asphincter in the trachea, allowing all three lungs to be used at fulcapacity. In toxic environments, a similar muscle closes off the normalungs, thus oxygen is absorbed exclusively by the multi-lung whichfilters out poisonous elements.

    Occulobe - Essentially, this organ enhances a Marines eyesightgranting him exceptional vision and the ability to see normally in low-light environment.

    Lymans Ear- This implant renders a Marine immune to dizziness andnausea, and enables a Marine to consciously filter out white noise.

    Sus-an Membrane- This implant allows a Marine to enter a catatonic

    or suspended animation state. It can allow a mortally wounded SpaceMarine to survive his injuries, and bring the metabolism to a standstillThe longest recorded period of this state was with Brother Silas Err othe Dark Angels for 567 years.

    Melanochrome - Linked to pigment cells in skin, this allows theMarines skin to shield him from dangerous levels of radiation.

    Oolitic Kidney - This organ works in conjunction with the Preomnorfiltering blood to remove toxins.

    Neuroglottis- This organ allows a Marine to assess a wide variety othings simply by taste. From poisons to chemicals to animals, a Marinecan even track his quarry by taste alone.

    Mucranoid - Altering sweat glands, this organ causes the secretion an

    oily substance that coats the skin when necessary, protecting it fromextreme temperatures and to some extent, vacuum environments.

    Betchers Gland- Implanted into multiple locations inside a Marinesmouth, these glands transform a Marines saliva into corrosive, blindingacid when triggered.

    Progenoid Glands - Implanted into both the neck and chest cavitythese serve to collect and cultivate the gene-seed from a SpaceMarines body, and to safeguard it for the continuity of a Chapter. Theneck gland is removed upon 5 years, and the chest gland upon 10years; both are then used to create new Space Marines.

    The Black Carapace - The last and possibly most important of aimplants, this neuro-reactive material is implanted directly under theskin in the chest area. Invasive fibre bundles then grow inward andinterlink with the Marines own nervous system. Points pre-cut into the

    Carapace are effectively connection points, allowing a Marine todirectly interface with his Power Armour.

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    ORIGINS

    The Dragoons home planet of Legendra was originally discovered bya Black Templars crusade shortly after the Second Founding. Prior tothat time, all the planets in Aurorus System had been uninhabited byhumanity. With no population to recruit from, the Black Templars didnot set up a fortress on the planet. The planet was lush withvegetation, but the jungles that covered most of the planet were alsohome to beasts of great size and ferocity. It was not until decades laterthat the Imperium approved the planet for habitation.

    Living on Legendra proved to be more difficult than anticipated. Thegravity on the planet was much higher than other planets and oldercitizens struggled to adapt. Worse yet, the Wyrm, dragon-like apexpredators of immense size, had long ruled the green planet. Althoughlacking legs, the massive beast had the strength and vigour to attackthe immigrants on their planet. Of the several initial Imperialestablishments across the planet, all were overrun until only two cities,Doma and Mobliz, remained. However, humanity demonstrated itsresilience once more. Over the course of many centuries, humanityevolved and grew stronger. Men had discarded the burden ofLegendras increase gravity and the great city of Doma and Mobliz hadlearned how to battle the Wyrm. Their warriors had learned how to slaythe great beasts. In time, the threat from the Wyrm lessened until thenations of Doma and Mobliz had all but exterminated the species. Ithas been thousands of years since evidence of the Wyrm and nowonly story-tellers speak of the mythological beasts that live among thestars.

    Separated from each other for many years, the nations of Doma andMobliz developed their own distinct cultures. The planet, rich withwater and resources, was suitable for human life. Populations grewand the differences between the two nations had spawned a rivalry.Without a common enemy to battle, the nations began to feud witheach other until finally the military leaders of each warrior-nationdeclared a council of peace to quell the growing contempt. Bothnations, proud of their prowess in battle, and rich with competitivespirit, sought an outlet for their energies. In recognition of Legendrasgreat victory over the Wyrm as well as the prosperity of the planet, theCouncil decided to hold a competition between the two nations. Thefirst Mysidic Games were held in the neutral city of Mysidia (arebuilding city firest overrun by the Wyrm during the planets infancy).The Games featured the strongest, fastest, and most skilled warriors ofeach nation pitted against each other to declare which was the greater

    of the two. Taking eight days in all, the games were a virtual draw.Where one nation had excelled in feats of strength and combat withgreat weapons, the other had proved to be more agile, and moreskilled with a blade and firearm. The Mysidic Games were a greatsuccess. Each nation had revelled in their victories and worshippedtheir champions. An encore was demanded. The Guild as theybecame known, was comprised of the eight Champions of the MysidicGames. They met in the city of Mysidia and together created thefoundation for what has since become an annual tradition onLegendra. Each year, each nation would nominate its greatestwarriors, and send them to the city of Mysidia for The Mysidic Games.The Champions of the Games, also known as The Dragoons, becamethe new members of The Guild and established the group as thegoverning body for the planet of Legendra. This group's greatestcreation was the original Code of Honour. The Code granted thepeople of Legendra rights to life and liberty but also held its warriors toa higher standard. Stemming from the beliefs of their founders, the

    Black Templars, any man aspiring to become a Dragoon had to takean oath to uphold the eight knightly virtues. The Dragoons wereawarded with the sign of the golden Templar cross, a symbol of theirdedication to the Code and a tribute to their founding fathers.

    It was only after the Imperium discovered the potential for an OrkWaaagh in the Aurorus Solar System, that a chapter of Space Marineswas deemed necessary to exterminate the threat. Gene-seed was

    taken from Vulkan, Primarch of the Salamanders Legion. It was agene-see that was known for its stability. Furthermore, due to the longamount of time the Legion had spent rebuilding its ranks, the Imperiumhad not seen many successor chapters in its history.

    Fully embracing the new Space Marine chapter to their ranks, thepeople of Legendra nominated the Dragoons of the Mysidic Games toaccept the Gene Seed. Cidrik Highwynn, the original Chapter Masterhad been a long time member of the guild. From his time as a young

    man on Legendra, it was said that he had never been bested in battlewith a blade. He was world-renown, and at over six and a half feet tallhe was an obvious choice as a leader would could be loved andfeared. He accepted the nomination and as a tribute to his ancestorsnamed the chapter The Dragoons. Under his guidance, the Legiongrew to full strength. The eldest of the Mysidic Champions also joinedthe Chapter, but because of their age, their bodies did not respond assignificantly to the gene-seed. Younger participants of The MysidicGames proved to be better candidates for the Chapter. Within timethe Mysidic Games became a direct recruitment pool of young warriorsbetween the ages of 10 and 16, an ideal age group for the acceptanceof the gene-seed.

    As a tribute to the Guild of Legendra, Chapter Master Highwynnformed an inner circle of his most trusted Company Captains. Thiscircle of four Captains was called "The Fraternicum" or more commonlyknown as "The Silent Circle". This group would provide support for the

    Chapter Master and would advice him on high priority matters. Fromthis circle, one was named successor to the title of Chapter MasterHighwynn named Brannock Pulver as his first successor. The youngPulver was the first of the Dragoon captains to have accepted thegene-seed at an early age and had proven to be skilful in the art of warand was equally deadly with the boltgun and power sword. Mosimportantly, Pulver had dedicated his life to upholding the Codealmost equalling his dedication to the Emperor himself.

    The first major decisions of The Fraternicum were made when Orkforces invaded the planets of Aurorus. Small bands of Orks had beenexterminated from several uninhabited planets, but just as they haddone with the Wyrm thousands of years before, the Dragoons hadunderestimated their enemy. After dispatching the Orks, the Dragoonshad neglected to appropriately burn the bodies of the dead. Orkbiology, resilient by nature, thrived in the tropic climates of Silverpeak

    and Kefka as Ork spores matured to strong feral Ork bodies. Within acentury, the feral Ork horde silently grew large enough to overruncities. The Chapter had sent two battle-companies to dispatch thethreat, but lacking much battle experience, they took heavy losses asthe full force of the Greenskin invasion organized itself behind a greaOrk Warboss called Kozmok.

    The Chapter was pushed back, and lost control of other neighbouringplanets, until finally the Waaagh came to Legendra. The Dragoonsbattled the Greenskins for the survival of their chapter and homeworldThe nations of Doma and Mobliz joined forces for the first time incenturies. The cities held strong until an epic battle that pitted ChapteMaster Highwynn against Warboss Kozmok. In the end, both leaderslay dead. Well prepared for the role as successor to the Chapter helmBrannock Pulver organized his counter-attack at the leaderless Orkswarm. The Orks proved to be unorganized without their leader, andthe Dragoons were able to exterminate the Greenskins from thei

    homeworld and its neighbouring planets. The Dragoons had beendiminished in numbers to just over 200 marines. Under the protectionof other chapters, they have grown to full strength in the millenniasince, but the legend of The Battle For Legendra remains. In the timesince, the Dragoons have also been at war with the Necrons and theEmperors Children. They have aided their Brother Chapters and haveendured many battles in the name of the Emperor, but none had beenas significant as their battle with the Orks.

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    GEOGRAPHY

    Legendra is the crown jewel of the Solar System, but there are sevenplanets and numerous moons in Aurorus. The Dragoons had had theircampaigns take them to an untold number of other places all in thepursuit of cleaning the universe from aliens, traitors, and rebels.

    THE AURORUS SYSTEM

    AerisThe only planet in the Aurorus system that has not yet been attacked

    by enemies of the Chapter, it is a dead ice world, that is of little use forinhabitation or occupation.

    DeganA rocky planet that is home to many Chapter anti space craft weaponsand vehicles, it was once attacked by the Crimson Scarabs ChaosMarines, but was easily defended and has seen no other attempts onits security.

    KefkaMuch like its twin planet Silverpeak, Kefka was the 2

    nd planet to be

    overrun during the first Ork Waaagh in the Aurorus system.

    KodosA volcanic planet that was invaded by Orks and defended by EphebusSaharazad.

    LatikaAlmost entirely destroyed by an Ork Waaagh hundreds of years ago, itis a hive world that was ravaged by an Ork Stompa Titan. It wasdefended by Setzer Regenus and is still in a period of rebuilding.

    LegendraHomeworld to the Dragoons, it is a diverse planet of jungles, deserts,and mountains. The major cities of Legendra are Doma , Mobliz, andMysidia

    SilverpeakA humid wild jungle planet, it was the first world to develop an OrkWaaagh in the early days of the Chapter. It has been free of the threatsince that time.

    Zozo

    A planet mostly covered by water and tropical islands, Zozo was onceattacked by an Ork Waaagh and was defended by Umaro Page.Because of the number of isolated islands on the planet, the Orks havemanaged to rebuild their numbers on Zozo on multiple occasions.

    OTHER PLACES OF INTEREST

    FigaroSix planets often attacked by the Green Tide of Orks. It was oncehome to many hive planets. It has not been re-inhabitted since theOrks were driven out in a campaign by Ortega Segomo.

    Forsis

    A highly populated system of six planets that has often been under theinfluence of Chaos Cults. It was last cleansed by Sabin Lagunis.

    InashusA system of seven planets defended by Osiris Memnon from an OrkWaaagh.

    KaledroxOften under the occupation of the Dark Walkers Chaos Marines, it hasbeen the site of many battle including a campaign led by Umaro Phage

    KurgosA system of four ancient worlds, attacked by the Necrons, andprotected by Abnett Vaul.

    MalikA system of five planets, entirely uninhabited by Mankind. It was the

    site of Setzer Regenus attack on the Ork Kill Kroozer.

    PuzoA series of dead worlds gutted by the Tyranids, it was the location ofUmaro Phages infamous survival story.

    SadeeshA system of only three planets, all of which are unholy places of chaosit was the site of Honus Ulbreks banishment of a Chaos Bloodletter

    SierrusA solar system often under the taint of Chaos, it was the provingground of Raiko Thane in his campaign against Lord Brockus of theCaged Horrors.

    Sengir

    A five planet system of a dying sun and dark worlds, it is the location oSalizar Madruks most famous battle.

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    ORGANIZATION

    In terms of organization, the Dragoons have traditionally more or lessfollowed the Codex Astartes, with four Battle Companies, four ReserveCompanies, and a Veteran and Scout Company, plus the usualChapter Headquarters, Librarium, and Armoury personnel.

    Dragoons recruit new brothers from the world of Legendra, theiroriginal home world. The Neophytes are chosen from the young menmost accomplished in the field of competition. Most Dragoons starttheir career as Space Marines by being the strongest competitors from

    the annual Mysidic Games, but others touched by the magic of theWyrm are recruited for their psychic abilities.

    New recruit candidates are chosen from the best warriors of theMysidic Games. They are examined by the Chaplains and Librarians ofthe Chapter for any signs of weakness and corruption. From this lot,only a brave few are invited to become Squires. For those aspiring tobecome Librarians, the screening is more intense, as their mind has tobe tested to far higher standards than their brethren. On the rareoccasion that one of those who are selected is tainted by chaos, theyare cut down were they stand without mercy. Those who are deemedunacceptable by the Chaplains become Pages of the chapter, humanservants who help with the up-keep of the fortress monastery and thelike. However, Pages are not weak men; each is worth three or fournormal human fighters. This is because only the best can be tested tobecome a Squire and only the best of the best succeed. Those whopass the screening become Neophytes, or Squires as the Dragoons

    call them, who await implantation of the chapters Gene-seed. At thisstage, they are given a sword which most will keep for the entirety oftheir service to the chapter. When this process is complete he joins theranks of the Dragoons, to prove himself in battle and ascend tobecome a fully fledged warrior of their chapter.

    The Scout Company is significantly larger than normal, due to both thehigh success rate of worthy neophytes from Legendras population andthe Chapters desire to keep a large number of scouts ready to replacecasualties more easily in the case of extensive battlefield losses. Thishas proved to be extremely valuable throughout their endless waragainst the Space Orks.

    When the Chapter goes to war, the Reserve Companies are fieldedjust as much as the Battle Companies, to allow their additionalfirepower to be put to good use, rather than simply wait for holes to

    appear in the Battle Companies' lines. While this is riskier, becausecompromised positions are harder to reinforce, it usually pays off, andwas the sole reason the Chapter survived the various Campaigns forwhich they have been involved.

    As a Dragoon becomes more experienced, he can be introduced tocombat in drop pods or take to battle on a bike. Once he shows that heunderstands and practices the eight pillars of Knighthood, he issummoned to a ceremony where under much tradition and secrecy,leading members of the chapter deem him worthy. At that point, hesheds his title and becomes a Knight. From there, he can move on tobe a member of a Veteran squad or command a squad of his own.Dragoons can be promoted to become Knights regardless of whetheror not the Veteran Company has lost a brother to promotion or death.

    Knights are the veterans of the chapter and the Chapter tends to havea larger Veteran Company than most. They have mastered the art odeath and are acquainted with the weaponry and doctrines of theChapter. By using their superior weaponry to destroy the enemy fromafar or up close, they look after each other and in some cases anentire squad of Dragoons.

    Only the most elite get chosen for promotion from a Knight to aTemplar. One must be an expert in all areas of warfare to join the

    ranks of the Chapters leaders. The Templars lead as SquadSergeants, mainly for other veteran Knights, but when the time comesthey will form a formable bodyguard for a Dragoon Captain known as aCopperhead Command Squad. Not only will their ability to deal deathprotect their charge, they are also skilled enough in the mental side owar to provide advice from knowledge and experience of many battlesIt is only out of necessity that promotion to the Templars occurs, asthere is only enough room for one leader per each elite squad, oneten-man command squad per Dragoon Captain, and one five-manhonour squad per Chapter Master.

    The highest ranking Templars are Viper Guard. These individuals arestrong and wise enough to be a commander in their own right. All VipeGuard are selected from the best Templars of the chapter. Viper Guardcan lead a small task force on their own or serve as lessercommanders for the Chapter Master, passing on commands and usingtheir minds to help their Lord achieve the most he possibly can. Vipe

    Guard are terrifying to behold in a melee dispatching lesser warriorswith ease and challenging enemy leaders to one on one combatswhere their strength allows them to overcome all but the most powerfuof foes. Viper Guard are granted permission to all sorts of devastatingwar gear, better to crush those who oppose them with ease.

    Each Company in a Space Marine Chapter falls under the command oa Captain. Each Captain is a hardened veteran, a master strategiswho has proven his prowess in battle as a member of the Chapters 1

    s

    Company, or though distinguished service in his own Company prior tothe death of his predecessor.

    The Chapter Master commands an advisory council called theFraternicum (also known as the Silent Circle). Composed of the fougreatest Captains of the Chapter, the authority of its members isseconded only to the Chapter Master himself. Even so, the counci

    carries no official weight and is considered to be outside the traditionacommand structure of the Legion. Their duties are to advise theChapter Master in all aspects of warfare and diplomacy, to providepolitical posturing when he required it, to watch over the moral shapeof the Chapter and to guide its philosophy. Of those chosen for theFraternicum, their ferociousness and skill in battle is legendary, eachcommanding centuries of experience in battle. From this Circle, theChapter HQ will choose his successor. Although they do not usuallytake the field of battle together, it will be a truly grim day that theyserve as an Honour Guard to the Chapter Master.

    Each Chapter has only one Chapter Master and to be him is to be agod amongst men. His personal combat prowess is unmatched, for hisbody is that of a Space Marine, with all the might and endurance that ascion of the Emperor is heir to. Hundreds of year of battlefieldexperience as a Space Marine have taught him every facet of wartrained him in the tools of slaughter and honed his wits to the level of

    instinct.

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    CULTURE

    BELIEFSMost on Legendra regard the Dragoons as walking heroes. Much ofthe artwork of the planet is dedicated to their honour and most men atsome point of their life make a pilgrimage to the Ancient city of Mysidia.

    The Dragoons, like many other Chapters, do not revere the Emperoras a god. Instead, they venerate him as the greatest of soldiers, andfight to defend the Imperium in his absence. They revere theirPrimarch Vulkan in the same way, striving to honour the legend of The

    Father and The Son. Instead of religious observances andceremonies of worship, the Chaplains of the Dragoons give greatmotivational speeches on the greatest of Space Marines, from theEmperor and the Primarchs, to modern-day heroes. The Chaplainspraise and explain all the virtues of the Knights, citing history andtactical dogma. In this way, the Dragoons are taught to respect anduplift the only thing they believe is the proper pursuit of a SpaceMarine: the art of war.

    This attitude of skill and knowledge before worship, has integrateditself into the daily rites of the Chapter to a surprising degree. Therecitations of the Rites of Battle are held at midday, but are alwaysconducted during live-fire exercises. Instead of an evening worship,Dragoons are given leave to do one of three things: forge and maintainthe armours and weapons in the Armoury, study in the vast libraries ofthe Chapter, or compete in the ring of battle.

    Dragoons battle at the Coliseum of Mysidia or inside replica arenas ontheir Battle Barges. In these sparring sessions, the Dragoons honetheir skills as individual gladiators rather than as members of a tacticalsquad. The rivalry between Doma and Mobliz is most present duringthese sparring sessions. Commoners are encouraged to witness andpromote the great ability and honour of the Chapter and the warriorsare demanded to treat the crowd with respect and adulation. Battleshave been know to draw crowds in the tens of thousands; for it is thefans of these great gladiators that will grow to serve as Dragoons offuture generations. While Doma-born Dragoons often are at odds withMobliz-born Dragoons, their disputes seldom go beyond the ring ofcombat without either side sustaining serious injury or embarrassment.

    COMBAT DOCTRINEDragoon combat doctrine is based on respecting the enemys abilitieswhile knowing their own limitations. By sizing up their enemy and

    coiling in a position ready to strike, their counter-attacks are powerfuland precise. A Dragoons survival depends on his mental conditioning,technique, and wisdom. Their leaders are intelligent, relying on theirproblem-solving skills and logistics to overwhelm the enemy at itsweakest point. A Dragoon is trained to be adaptable to hissurroundings, changing his combat style to match his enemy. In closecombat, a Dragoon moves with fluidity, yet has the strength to attackand defeat aggressive enemies such as the Ork. A Dragoon is ice andthen vapour, always ready to adapt, strike, and escape.

    HOMEWORLDThe world of Legendra is a lush, bountiful planet, slightly smaller thanTerra. However, due to a higher density core, inhabitants have evolvedwith stronger bones and muscles than normal humans. Its surface ispredominately ocean, with one super-continent spread across it.

    In the East is Doma, provider live stock and agriculture for the planet. It

    is the largest geographic nation on Legendra, and is situated in arolling plain bordered by the Wyrm Wood, a jungle of massive trees,and former home to the Wyrm. Its climate is a mix of humid summersand snowy winters. Doma is noted for its rolling fields of agricultureand grasslands. The average inhabitant of Doma is of light skin andlean body. Considered by other nations to be thin and wiry, they arenimble, quick and light on their feet. Easterners dress in sturdyclothing, usually leather with fur, with mittens, wool caps, and longscarves. Family bonds are strong in this patriarchal society wheremarriage is for life. However, life spans of men in the region are shorterthan in other nations and because of this, men are know to take onmore than one wife. Families seek to raise many strong boys capable

    of keeping the fields and logging the woods. Warriors here are hunterstasked with the upkeep of making the Wyrm Wood safe for inhabitantsof Doma. Occupational hazards cause many premature deaths.

    In the West is Mobliz, a warm-climate ocean-front nation that bordersthe great Smoot Mountains. It has countless mines, which provide rawmaterials for the rest of the planet. The average inhabitant of Mobliz istan, tall and of muscular build. Mobliz families tend to be matriarchrevolving around the fertility of a woman. The men, for the most part

    are labourers or warriors, but lack any real political power. The womenare educated and well kept. They dress scantily in silk and jewelsLabouring men typically go shirtless and wear cotton while the warriorswear metal and canvas. Marriage is uncommon, but not unheard ofThe women of Mobliz are said to be open with their sexuality, oftenselecting men for stud duty. Mobliz is noted for its festivals andcelebration, including alcohol and other recreational drugs. While manygain there wealth from fruit farming or fishing, others benefit from therisky business of rare-metal/jewel mining or high stakes gambling. Thegambling houses of Mobliz also host savage cage matches where itsmost hardened warriors are pitted against each other. Many die frommurder in the corrupt nation and many more die in the cages of thegambling houses.

    The capital city is Mysidia, a city-fortress located in a cold flatlandsurrounded by mountains. The oldest city on Legendra, it wasconsidered to be safe from the Wyrm, but Mysidia was tragically

    overrun. It was rebuilt and is now the most important city on the planetrich with tradition, history, and the great artefacts of Legendras storiedhistory. The city relies heavily on the resources of its sister nations tokeep it operating. The majority of Mysidias inhabitants are travellersthat have decided to devote their lives to the celebration and support othe Dragoons Space Marine Chapter. The few inhabitants born in thecity are pale, feeble, and subservient. Most are indentured servantscatering to the needs of travellers and Astartes alike.

    The people of Legendra live in a society which features both thetechnologies of the 41st Millennium, and the dangers of the wildPeople see to their daily lives, all the while constantly training forbattle. The planet is divided by the two nations differing views onfamily, battle, dress, and entertainment. It is only through the planetarycouncil, The Guild, that war is avoided. In the entire history oLegendra, there has not been a single incident of Imperial rebellion

    cult activity, or other such indication of Chaos.

    FORTRESS-MONASTERYThe Dragoons Fortress-Monastery is the greatest structure onLegendra. Surrounded by the capital city of Mysidia, the fortress looksdown upon the city and the great Coliseum. The Fortress is protectedby a dozen Void Shields, a hundred Defence Lasers and countlessweapon batteries. The main sections of the Fortress include the GreaHall, a room large enough to host the entire chapter for meals andimportant occasions, the Librarium, where the chapters history anddata are stored, the Apothacarion, where injured brothers are healedandthe chapters Gene-seed is kept, the Forge, where all the vehiclesand equipment of the chapter are created and the Armoury, where theweapons, ammunition, equipment and vehicles of the chapter are kepsafe. The Fortress also has quarters for the entire chapter, includingthe Pages, several chambers for small meetings and catacombs wherethe dead of the chapter are buried.

    FLEETThe Dragoons fleet is known to have three Battle Barges: TheSanctum, The Black Mamba, and The Dragon Wing. The Chapter alsomaintains ten Strike Cruisers, notable ones including The GrimfangThe Venomstrike and The Serpent Blade. In addition the Chapter haseight Strike Cruisers, ten Rapid Strike Vessels and f ifty Thunderhawks

    BATTLECRYThrough the Fire and the Flames, We Carry On!

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    HERALDRY

    The Dragoons have no set heraldry. The only common markings they have are the chapter badge on their shoulder. Some squads have their ownmarkings displayed on various parts of their armour. Each individual may have other independent markings or honours representing heraldic symbolsrepresenting the great moments of the chapters past, the enemies he has faced, or the awards he has won in battle.

    Dragoons of the Chapter wearGreen helmets

    Knights that lead squads areindicated by a red helmet

    Knights in Elite squads show theirstatus with white helmets

    Here, Templar status is indicatedby the gold helmet

    Dragoons Battle CompanyShoulder Pad

    Dragoons VeteranHonour Badge

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    CODE OF HONOR

    As a Dragoon becomes more experienced, he will be up for promotionto the rank of Knight. He goes under review by the Chaplains,Captains, and occasionally the Chapter Master himself, to show thathe understands and practices the eight pillars of Knighthood. When thetime comes, he is summoned to a secret ceremony in the heart of theFortress Monastery. Dressed in a hooded robe given to him by hisescort, (Usually a Knight or Templar that he has bled with), hemarches in to the labyrinth catacombs of Mysidia. In a high ceilingchamber he kneels before his mentors and is met by eight hooded

    Astartes resting among the shadows. Their identities are unknown andthey introduce themselves as The Judges.

    His masters test him on each of the eight virtues of the Dragoon;Respect, Loyalty, Justice, Faith, Mercy, Courage, Purity, and Humility.Each test is meant to judge his character and monitor his commitmentto the code. The virtues and tests are as follows:

    Respect The appropriate act of giving particular attention to theenemy or those held in high regard.

    Throughout the entire ceremony, the Dragoon is monitored on how hislevel of respect for the Judges. Informal speech, poor etiquette, ornegative attitude is frowned upon. The Dragoon is also quizzed on hisenemy; specifically the strengths and weaknesses of each alien race.

    Loyalty The state of unswerving allegiance to a cause, custom, or

    person.

    The Dragoon is asked to recite The Oath; a verbal vow to the chapterthat goes back to his days as a Squire. This vow is often recited byChaplains during their speeches to the Chapter as reinforcement totheir loyalty to the Dragoons.

    Justice The quality of being just, impartial, and fair.

    The Dragoon must report his ethical beliefs to the Judges. He is askedjudge several moral dilemmas that may occur within the Chapter or onthe provinces of Legendra. These cases cover topics such as chaos,aliens, mental illness, criminal justice, the social class system, politics,religion, and sport. Judges debate the perspectives and defences ofthe aspirant, while a Psyker scans the aspirant for signs that he maynot be sincere in the truth of his words. Trouble makers, hot tempered

    bullies, and liars are shot down at this phase.

    Faith Complete trust in something for which there is no proof.

    During this test, the Dragoon is asked historical questions about theEmperor, his Primarch Vulkan, the Wyrm of ancient Legendra, and theforefathers of the Chapter. Then he is asked to claim one of the Wyrmas his patron protector. Each one has its own legacy, and when askedto explain the selection, his choice will state much about his character.

    Mercy Compassionate treatment of those in distress

    While difficult to show mercy during this trial, the Judges will measurethe compassion of the Dragoon. The psyker will pry in to secrets of hispast, scanning over the family members and battle-brothers that hehas loved or lost. The Dragoon is also asked to sacrifice a largeportion of his personal time to take a personal interest in a younger

    member of the chapter helping him study and train to become a betterwarrior.

    Purity The quality of being free from anything that debasescontaminates, or pollutes.

    The Dragoons mind is probed by a Librarian of the Chapter. His deedsand sins are evaluated, and his intentions measured. When the psykeis assured that there is no taint of Chaos, the test is passed.

    Courage Mental or moral strength to venture, persevere, and

    withstand danger, fear, or difficulty

    The aspirant is given a simple blade and must defend himself in ashort sparring session with each of the eight hooded figures. Thebattles will last until the Judges are satisfied.

    Humility The quality or state of being without arrogance, pride, oassertiveness.

    This is the final interview with the Dragoon. Regardless of his successin the previous tests, he is told that he has failed. He is asked wherehe thinks he has gone wrong. The Judges review his response. If he ishumble, truthful, and sincere while accepting his failure, only then wilhe pass. If he retorts out of anger or pride, he will not pass.

    After an hour or so, the Judges convene on their decision. Aunanimous decision is required for approval. Once that has happened

    he sheds his title and becomes a Knight. His helmet is painted whiteand he is gifted an artisan weapon designed especially for hisstrengths. He is granted reign over a village or geographic area and hewill be permitted access to all areas of the ancient city of Mysidia. Thiswill be his first time visiting the great halls of the Dragoon, were thetrophies and artefacts of the Chapter are kept. He also will visit theChapter Catacombs, home not only to the great Masters of theDragoons in the past, but also to the remains of the Legendary WyrmBeing knighted is the most honourable moment of a Dragoons career.

    For those that do not pass the test, there are degrees of failure. Out onecessity some Dragoons are just promoted to this trial too early. Theywill be put back in to training and will face a second trial in the yearsthat follow. After failing the tests for a second time, a Dragoon will berejected permanently from the ranks of the Knights. He is stripped ofhis weapons and armour and is retired to custodial duty in the city of

    Mysidia. The only exception to this is for those who have failed the tesof purity. At the smallest sign of the taint of Chaos, they areimmediately removed from active duty facing excommunication oexecution. There have only been a few who have been retired toCustodial duty on Legendra. Shamed by their failure, they tend seekredemption by training the young, or committing suicide.

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    CHAPTER ORGANIZATION

    This diagram represents the composition of the Chapter. It should be noted that although the fighting strength of each squad is officially ten SpaceMarines, combat attrition dictates that squads may go into battle under optimal strength. Transport vehicles and special equipment (such as bikes, LandSpeeder and so on) are not listed, as each company will draw such equipment contingent to mission parameters.

    4 Dreadnoughts

    Gunships

    & Black Mamba)

    10 Rapid Strike Vessels

    3 Dreadnoughts 6 Dreadnoughts

    50 Thunderhawk

    5 Epistolaries

    5 Codiciers

    3 Acolytum

    APOTHECARION

    Chief Apothecary

    7 Apothecaries

    15 Land Raiders

    Atakin Mattock Balthor Frankomir

    95 Tech Servitors

    23 Predators

    12 Vindicators

    6 Whirlwinds

    ARMOURY

    Master of the Forge

    30 Techmarines

    7 Devastator Squads Scout Squads

    Scout Company

    Captain Garudias

    Master of the Recruits

    2 Dreadnoughts 2 Dreadnoughts 4 Dreadnoughts

    Master of the Marches

    Devastator Company

    Captain Madruk

    Assault Company

    Captain Palemenos

    Master of the Hunt

    Reserve

    7 Assault Squads

    Tactical Company

    Captain Segomo

    Master of the Heralds

    10 Tactical Squads

    Tactical Company

    Captain Ulbrek

    Master of the Rites

    10 Tactical Squads

    Reserve Reserve Reserve

    7TH COMPANY 8TH COMPANY 9TH COMPANY 10TH COMPANY

    Reserve

    Master of the Realm Master of the Espers

    5 Tactical Squads 5 Tactical Squads

    2 Assault Squads

    2 Devastator Squads

    2 Assault Squads

    2 Devastator Squads

    6TH COMPANY

    2 Assault Squads

    Captain Memnon Captain Lagunis

    Master of the Fleet

    1 Devastator Squads

    6 Tactical Squads

    1 Assault Squads

    2 Devastator Squads

    4TH COMPANY 5TH COMPANY

    Battle Company

    Captain Regenus

    Battle Company Battle Company Battle Company

    Captain Darr

    4 Dreadnoughts

    1ST COMPANY

    Veteran Company

    Captain Phage

    Master of the Arsenal

    Ebrahim Saibot

    30 Honor Guard

    and Servitors

    1700 Chapter Equerries

    Master of Sanctity

    1 Land Raider (Baneclaw)

    Lord of Legendra, Master of the Dragoons

    Raiko ThaneCHAPTER COMMAND

    FLEET COMMAND

    8 Strike Cruisers

    3 Battle Barges

    (Sanctum, Dragonwing

    LIBRARIUS

    Chief Librarian

    5 Dreadnoughts

    11 Lexicaniums

    Ephebus Saharazad

    175 Space Marine

    Veterans

    2ND COMPANY 3RD COMPANY

    Master of the Watch

    6 Tactical Squads

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    SQUIRE SCOUT SQUADS

    After approval by the Chaplains, a new recruit joins the ranks of the10

    th Company as a Squire. He is placed under the tutelage of an

    Instructor who will lead him on the field of battle and oversee histraining and educate him in what it truly means to be one of theAdeptus Astartes.

    A Squire has much to learn, Not only must he become accustomed tothe many biologically engineered enhancements which are at work onhis body, but he must learn the litany of battle which will fortify and

    strengthen him. Through a gruelling training regime that lasts for manymonths, the Squire will learn how to use the battlegear on which his lifedepends, and he will get his first real chance to fight the enemies ofMankind.

    Throughout his entire tenure as a Squire, the recruit is watched overand taught by his Instructor, his actions guided and judged as hestrikes the foe at the weakest point with bolter, shotgun and blade. Ashis training progresses, the Squire will grow proficient with many otherweapons of death, such as the heavy bolter, sniper rifle, missilelauncher and meltabomb. Acting as part of an infiltration force, aSquire will become skilled at every aspect of war. He will learn that tobe a Dragoon is to be death incarnate, no matter the terrain, the natureof the foe, or the weapons that dominate the battlefield.

    More lightly armed and armoured than more experienced Battle-Brothers, Squires chiefly fight as skirmishers. Their duties are to

    infiltrate enemy positions ahead of the rest of their Chapter, relying onstealth rather than brute force to accomplish their missionobjectives.

    Operating behind enemy lines, Squires set ambushes for the unwary,destroy ammunitions dumps and vehicle pools, spy out the enemysmovements and gather what information they can about theiropponents plans. Sometimes Squires will pounce unseen within anunsuspecting enemy camp, capturing a commander for interrogation orsabotaging equipment and supplies. Striking in silence, the Scoutsgoal is to accomplish their mission and vanish before the enemy hasthe chance to retaliate in force.

    THE TRIAL OF THE SQUIRETo become a Dragoon, a Squire must receive the gene-seed implantsand pass each associated test. Those who survive the Trials, yet do

    not pass, may become Pages or Custodians of Mysidia. The Trials areas follows:

    The Calling Once accepted as a candidate for the Chapter, theSquire is summoned to the Fortress Monastery in Mysidia. Specificinstructions are given for him to wear light clothing and bring a watercanteen and nothing else. The aspirant is met by a gate guard whorefuses entry. The manner in which this refusal is delivered may rangefrom harsh comments about his size or appearance to threats andphysical taunting. The process is meant to test the willpower of thecandidate and if he can wait for entrance for a period of 3 days withoutfood, drink, or shelter from the elements, he will be allowed entrance.

    The Cleansing After receiving his secondary heart, Haemastamen,and Larramans Organ, the Squire is stripped of all his possessions,has his head shaved, and is locked in to solitary confinement. He isonly removed from his cell to be beaten, whipped, and interrogated.

    His allegiance to the Imperium and the Chapter is tested. And if he canwithstand 30 days of this treatment without begging for mercy orforsaking his creators, he will be allowed his release back to theChapter.

    The Strategem Once the Dragoons recovers from the Cleansing heenrols in a comprehensive ciriculum of education covering individualcombat, war, modern science, biology, geography, history, language,and Chapter organization. Only after passing a written test will theSquire move on.

    The Crucible After receiving his Biscopea, Occulobe, and LymansEar, the Squires physique is put the the test. The Crucible is anintense obstacle course consisting of four levels. The first is a timedtest of balance consisting of a series of platforms and jumping boardsThe second is another timed test emphasizing hand and eyecoordination consisting of a wall climb and moving conveyer belts. The3

    rdtest is untimed but will push the strength of the Squire to his l imits. I

    consists of a hand bike, a grip strength ledge, a hanging chain courseand the pipe slider. The final test is timed and will put the Squire at the

    bottom of a vertical rope with a buzzer at the top. The Squire may tryeach stage twice.

    The Last Supper After receiving all the gene-seed implants, theSquires are treated to a feast of gourmet food. While the food itself isunending and a delicacy, it is also extremely toxic. In fact, at this meathe Captain of the 10

    th Company will toast a glass of poison to his

    Squires as a testament to their efforts. If the Squire survives the mealhe passes.

    The Gauntlet In the days following the Last Supper, the Squiresprepare themselves for their final test. When the Chapter has a needfor new Dragoons, it holds a competition in which a set number oSquires that have passed all their previous tests will be chosen to beDragoons. The test begins will an eight-mile cross-country race ovemountains and through water. Once at the end of the marathon, theSquire will be forced to assemble a boltgun from its parts and then

    shoot out a series of moving targets. Then after another eight-miledownhill jog, the Squires enter the Coliseum for their final test. Theyare put in non-lethal combat against one of the Dragoons of theChapter. The fight is judged by the Chaplains and only after forcing anopponent to his back cleanly, will he move on.

    WS BS S T W I A Ld Sv

    Instructor 4 4 4 4 1 4 2 9 4+

    Squires 3 3 4 4 1 4 1 8 4+

    SPECIAL RULESAnd They Shall Know No Fear, Combat Squads, Combat TacticsInfiltrate, Move Through Cover, Scouts

    WARGEARHellfire Shells: A heavy bolter in a Scout squad can fire a singleHellfire Shell instead of firing normally.

    Range S AP Type

    36 X - Heavy 1, Blast, Poisoned (2+)

    Shotgun:

    Range S AP Type

    12 4 - Assault 2

    Sniper Rifle:

    Range S AP Type

    36 X 6 Heavy 1, Sniper

    Camo Cloaks: This gives the wearer the Stealth universal special rule

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    DRAGOON/SIDEWINDER/ANACONDA(TACTICAL/ASSAULT/DEVASTATOR SQUAD PROXIES)

    When a Squire completes The Gauntlet and survives the implanting ofthe Gene-seed he is inducted into the Dragoons. At this stage he isgiven a boltgun and power armour. He takes to the field of battle in asquad with his brethren and will bedeployed either on foot, or mountedin a rhino.

    Dragoon squads are the backbone of the army. They are called uponto fulfil a full range of battlefield roles as the ever-changing theatre of

    battle dictates.; they hold ground, provide fire support or charge intothe bloody melee of close combat, Each has proved himself in battleseveral times and only the strong survive long enough to reach therank. Dragoons are expected to be as tactically flexible as possible,and each squad almost always contains a special weapon and somepowerful close combat weapons. A Dragoon is expected to becompetent in the fields of ballistic and close combat fighting. Eventhough they are heavily armed with bolters, bolt pistols, frag grenadesand krak grenades as well as swords, axes, combat knives, daggersand/or other melee weapons. Each squad member also has advancedsensory and communication systems and a limited access to Intel andother important information. Dragoon squads must be capable offighting in specialist missions, such as assassinations, sabotage orrecon. They are often deployed ahead of other packs to disorientateand weaken enemy forces.

    Each squad is lead by a grizzled Sergeant, called a Knight by theChapter. He has survived and thrived through several decades, oreven centuries, or hard and brutal campaigning. It is essential that asquad is led by a canny and daring individual capable of reading thebattle for opportunity, and it is quite common for Knights to beseconded from the elite 1

    st Company. So is it ensured that the

    mainstay of the Chapters battle forces are led by the mostexperienced of its warriors.

    Not all Dragoons make the transition to be a tactical marine. Somedemonstrate a talent or obsession for a particular aspect of battle that,while immensely valuable in its own way, would prove a liability in theadaptive role of the Tactical squad. Other Battle-Brothers simply lackthe mental flexibility to embrace the fluidity of the Tactical squads role.

    WS BS S T W I A Ld Sv

    Dragoon Knight 4 4 4 4 1 4 2 9 3+

    Dragoon 4 4 4 4 1 4 1 8 3+

    For the most ferocious of Squires, they become Fast Attack AssaultMarines known by the chapter as Sidewinders. They excel at close-quarter fighting. Equipped with jump packs and armed with bolt pistolsand chainswords, they scream across the battlefield like avengingangels, charging into the foe with little heed for personal danger. TheSidewinders are unleashed in the first wave on an attack, to strike hard

    and fast at weak points in the foes formation. The Jump Pack is easilyas dangerous as any weapon the Sidewinder carries. It allows thesquad to traverse all manner of terrain swiftly and without hindrance, oeven perform controlled low-altitude descents from ThunderhawkGunships. In certain circumstances, Sidewinders are even used a baitluring an unwary enemy force onto a prepared defensive position, oredirecting them away to buy time for further preparation or evacuation

    WS BS S T W I A Ld Sv

    Sidewinder Knight 4 4 4 4 1 4 2 9 3+

    Sidewinder 4 4 4 4 1 4 1 8 3+

    Squires who prove to be excellent Marksmen are inducted asmembers of the heavy squads called Anacondas. They are the mosheavily armed of all Dragoon squads, trained to assail the enemy fromgreat distance and with overwhelming firepower. As primarily long-range support, Devastators are capable of providing the Tactical andAssault Squads with covering fire, visiting swift and brutal counter-battery fire, or engaging enemy vehicles and other heavily armouredtargets. Unlike most other Space Marine squads, Anacondas operatefrom a largely static footing, abandoning fixed positions only toadvance, fall back or occupy a position with more commanding arcs o

    fire. This is not to say that Anacondas cannot be flexible upon the fieldof battle, indeed, each squad has its own assigned Rhino transport fosuch redeployments. However, it remains true that Anaconda squadsmost completely define a Dragoon task forces reach and depth, forthey promise destruction with greater range and measure than any otheir Battle-Brothers.

    WS BS S T W I A Ld Sv

    Anaconda Knight 4 4 4 4 1 4 2 9 3+

    Anaconda 4 4 4 4 1 4 1 8 3+

    As a Dragoon becomes more experienced, he can be introduced tocombat in drop pods or take to the field of battle on a bike. Once heshows that he understands and practices the eight pillars o

    Knighthood, he is summoned to a ceremony where under muchtradition and secrecy, leading members of the chapter deem himworthy. At that point, he sheds his title and becomes a Knight. Fromthere, he can move on to be a member of a Veteran squad ocommand a squad of his own Dragoons.

    SPECIAL RULESAnd They Shall Know No Fear, Combat Squads, Combat Tactics.

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    CAVALIER AND SQUIRE BIKE SQUADS

    During the initiation process, Squires are introduced to speciallymodified bikes to allow them to seek out the combats they need toaccomplish mission objectives. These bikes are armed with manydifferent pieces of specialist equipment such as grenade launchers andcluster mines. The Squires that excel in this area of training are fieldedas small units of Fast Attack bikes. When they face their induction tothe Dragoon ranks, these warriors keep their bikes or may beintroduced to the Attack Bike. They are known as the Cavaliers.

    Space Marine Bike squads carry out fast-moving assault missions,often operating on intelligence gathered by infiltrating Scout squads orLand Speeder reconnaissance flights. Cavalier squads attack atincredible speeds, using surprise and unstoppable momentum topunch holes in the enemy formation, accelerating away as the enemyrecovers his wits only to circle back and attack once again from anunexpected direction. By the time a foe has heard their approach, thedamaged has already been done.

    For a Cavalier to operate at full potency, the superhuman rider and hismechanical steed must function flawlessly as one. To this end, theCodex Astartes dictates that all of a Chapters Assault Marines, Scoutsand the entire 6

    thCompany should master the art of mounted warfare

    as part of their training regimen.

    The Space Marine bike itself is a robust construction. It needs to be;for it must be powerful enough to propel a fully armoured Space

    Marine at dizzying speeds and yet responsive enough to perform a fullrange of death-defying combat manoeuvres. Even at low speeds thecombined impact mass of bike and rider is no small thing to encounter.Indeed, many experienced Space Marine bikers can boast of ridingthrough rockcrete walls at full pelt, suffering neither harm norimpediment. The effect such an impact can have on living tissue isperhaps best left to the imagination.

    For the heaviest assault missions it is common for a bike squadsfirepower to be further augmented through the attachment of an AttackBike. Each Attack Bike is a highly formidable mobile firebase, with thetwin bolters of the bike itself augmented by a multi-melta or heavybolter mounted on a sturdy sidecar.

    WS BS S T W I A Ld Sv

    Cavalier Knight 4 4 4 4(5) 1 4 2 9 3+Cavalier Biker 4 4 4 4(5) 1 4 1 8 3+

    Cavalier Attack Biker 4 4 4 4(5) 2 4 2 8 3+

    SPECIAL RULES (CAVALIERS)And They Shall Know No Fear, Combat Tactics, Combat Squads

    Combat Squads: A Cavalier Squad at full strength (for a total of eightbikes and one Attack Bike) can split into two combat squads. Note thatif this is done the Attack Bike counts as two models, giving one combatsquad of five bikes, and one of three bikes and an Attack Bike.

    During the final stage of a Squires training, he is attached to a SquireBike squadron. Squire Bikers are employed as fast-movingreconnaissance and disruption units. They operate on a far longer

    leash than other Squires, often operating as a separate and distinctadjunct to the main Dragoon strike force, answerable to none savetheir commanding Instructors.

    While Scout Bikers continue to perform the hit-and-run tactics theyperfected in earlier year of service, their repertoire of combats skills isbroadened by hard-won experience and further augmented by suppliesof special issue equipment. While the enemy concentrates on the mainDragoon attack, the Squire Bikers ride rampant behind his lines, callingdown orbital bombardments and reserve deployments with pinpointaccuracy.

    WS BS S T W I A Ld Sv

    Instructor Biker 4 4 4 4(5) 1 4 2 9 4+

    Squire Biker 4 4 4 4(5) 2 4 2 8 3+

    SPECIAL RULES (SQUIRE BIKERS)And They Shall Know No Fear, Combat Tactics, Combat Squads,Infiltrate, Scouts.

    WARGEARCluster Mines: Each Squire Bike squad equipped with cluster minescan booby-trap one piece of area terrain before the game begins. Notethat a Squire Bike squad that splits into combat squads is still countedas a single squad for the purposes of cluster mines. At the start of thegame, after terrain is placed, declare that your Squire Bikers haveplace booby-traps and secretly write down the piece(s) of area terrainthat have been booby-trapped in this fashion. Each terrain piece canonly be booby-trapped once.

    Cluster mines are automatically triggered the first time a unit movesinto the booby-trapped terrain. When triggered, the cluster mines inflic2D6 hits on the unfortunate unit once it has finished its move. Theseare treated as shooting hits and use the following profile.

    Range S AP Type

    n/a 4 - No cover saves

    If a vehicle triggers the cluster mines, the hits are always resolvedagainst rear armour. Once the effect of the cluster mines has beenresolved, they are assumed to have been expended and have nofurther effect

    Shotgun:

    Range S AP Type

    12 4 - Assault 2

    Locator Beacon: If a unit wishes to arrive on the battlefield via deep

    strike and chooses to do so within 6 of a model carrying a locatobeacon, then it wont scatter. Note that the locator beacon musalready be on the table at the start of the turn for it to be used.

    Astartes Grenade Launcher:

    Frag Range S AP Type

    24 3 6 Rapid Fire, Blast

    Krak Range S AP Type

    n/a 6 4 Rapid Fire

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    MYRMIDON/PALADIN/DIAMONDBACKKNIGHT & TEMPLAR VETERAN SQUADS(TERMINATORS/STERNGUARD/VANGUARD VETERAN PROXIES)

    Knights are the veterans of the chapter. They have mastered the art ofdeath and are acquainted with the weaponry and doctrines of thechapter. By using their superior weaponry to destroy the enemy fromafar or up close, they look after each other and in some cases lead asquad of Dragoons.

    There are multiple career paths for Knights. If he shows that hisabilities in combat are exceptional, he will be given permission to don asuit of ancient Terminator Armour. Theses worthy Knights are knownas the Myrmidons and they are expected to face the toughest ofopponents and come out victorious.

    WS BS S T W I A Ld Sv

    Myrmidon Templar 4 4 4 4 1 4 2 9 2+

    Myrmidon Knight 4 4 4 4 1 4 2 9 2+

    Paladins make up the majority of Knights in the Chapter. The honour oftheir rank demands respect from the lower ranking Dragoons, but theirpowers in battle are awe-inspiring. Paladins can carry more specialisedweaponry than their brethren and use these formidable pieces of war

    gear to great effect, sowing destruction throughout enemy ranks.Paladins are often deployed ahead of the main force to destroy supplybases, communication centres, power plants and other such importantstructures. The disruption caused by these attacks cause enemyforces to became crippled before the main assault.

    WS BS S T W I A Ld Sv

    Paladin Templar 4 4 4 4 1 4 2 9 3+

    Paladin Knight 4 4 4 4 1 4 2 9 3+

    Diamondbacks are the counterparts to the Paladins. They are mastersof the bolt pistol and close combat weapon. Diamondbacks can choseto deploy in battle with jump packs to take the fight to enemy, wherethere skills can be put the best use. When deploying via combat dropwith their jump packs, they are known to land as close to the enemy aspossible, then immediately charge into a melee. They have access topowerful wargear such as combat shields and power weapons.

    WS BS S T W I A Ld Sv

    Diamondback Templar 4 4 4 4 1 4 2 9 3+

    Diamondback Knight 4 4 4 4 1 4 2 9 3+

    Only the most elite get chosen for promotion from a Knight to aTemplar. One must be an expert in all areas of warfare to join theranks of the Chapters leaders. The Templars lead as SquadSergeants, mainly for other veteran Knights, but when the time comesthey will form a formidable bodyguard for a Dragoon Captain known asthe Copperhead Command Squad. Ttheir ability to deal death protectstheir charge and their knowledge and experience of battle providesmental guidance.

    The highest ranking Templars are the Viper Guard. These individualsare strong and wise enough to be a commander in their own right. AlViper Guard are selected from the best Templars of the chapter. Theycan lead a small task force on their own or serve as lessecommanders for the Chapter Master, passing on commands and usingtheir minds to help their Lord achieve the most he possibly can. Theyare terrifying to behold in a melee dispatching lesser warriors with ease

    and challenging enemy leaders to one on one combats where theViper Guards strength allows him to overcome all but the mospowerful of foes. They are granted permission to all sorts odevastating war gear to crush with ease all who oppose them.

    It is only out of necessity that promotion to the Templars occurs, asthere is only enough room for one leader per each elite squad, oneten-man command squad per Dragoon Captain, and one five-manhonour squad per Chapter Master.

    SPECIAL RULESAnd They Shall Know No Fear, Combat Tactics.

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    COPPERHEAD COMMAND SQUAD

    Copperhead Command Squads accompany high-ranking DragoonCaptains on the field of battle. The exact nature and title of aCommand squads members can vary, depending on a Chaptersorganization and the personality of a companys Captain. The mostcommon are Company Champion, Apothecary and Company BannerBearer, and these can be found in almost all Command squads. Evenso, some Chapters maintain other titles and positions in accordancewith their traditions.

    Company Standard Bearers carry the battle-flag of the company inwhich they serve. Each standard is an ancient relic, rich in history andheavy with the glories of the Chapter. The company banner is thephysical heart of the company on the battlefield, and every SpaceMarine, from the most inexperienced to the eldest veteran, fights all theharder in its presence. The Standard Bearer is trusted never to let thestandard out of his grip while he still draws breath to do otherwise isto invite the most terrible and shameful dishonour.

    The Apothecary is well-versed in the arts of battlefield aid, advancedsurgery, cybernetics and bio-engineering. He is a warrior of untoldmight and unquenchable bravery, for his plaice is in the bloody heart ofbattle. If a comrade falls, the Apothecary uses his narthecium to tendthe wounds, allowing his brother to return to battle even after sufferingthe most appalling of injuries. However, not all the wounded are saved.Some weapons are terrible enough to mortally wound a Space Marineoutright. The Apothecary can only calm the spirits of the dying and

    prepare them for death. Once dead, a Space Marine lives on throughhis gene-seed, the Apothecary using this reductor to remove theprogenoid organs from the body. From the genetic imprint held withinthese precious organs, future generations of Space Marines arecreated, and the continuation of the Chapter is assured.

    Company Champions defend the honour of their Company, theirChapter and the Emperor himself. They engage the warlords andchampions of the foe in single combat, leaving the

    Captain free to conduct the wider battle, rather than engage in a seriesof personal combats. As key roleplayers in the Dragoons, CompanyChampions are as important in rituals and ceremonies of the Chapteas they are in war.

    Service in a Command squad undoubtedly speeds promotion withinthe Chapter. Most Captains fill their retinues with Space Marines inwhom the bloody skills of combat are matched by a tactical andstrategic brilliance. However, only the luckiest and most hardened

    warriors survive more than a few battles. Captains and their Commandsquads can invariably be found where the fighting is thickest. Thisbeing the case, a protg who survives long enough to be nominatedas the Captains successor will have proven himself in the midst of themost gruelling of battles against the most terrible of foes.

    WS BS S T W I A Ld Sv

    Copperhead Champion 5 4 4 4 1 4 2 9 3+

    Copperhead Templar 4 4 4 4 1 4 2 9 3+

    Apothecary 4 4 4 4 1 4 2 9 3+

    SPECIAL RULESAnd They Shall Know No Fear, Combat Tactics

    WARGEARNarthecium: As long as the Apothecary is alive, all models in hissquad have the Feel No Pain universal special rule.

    Company Standard: Any unit within 12 of the Standard Bearealways re-rolls failed Morale and Pinning tests. While the standardbearer is still alive, the Command squad counts as scoring one extrawound in close combat for the purposes of calculating the assaulresult.

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    VIPER GUARD - HONOUR GUARD

    For a Dragoon to have become one of the Chapters Viper Guard is forhim to have fulfilled many centuries of exceptionally courageousservice. Every member of the Honour Guard is a living example of theideals for which Vulkan intended his Legion to be forever known.

    Honour Guards are spiritually solemn individuals in repose, butferocious and unyielding warriors in battle. Each has received the veryhighest honours that his brother Marines can bestow, performingdeeds the like of which lesser men can only dream. It is said that each

    member of the Viper Guard has earned more commendations andglories in a lifetimes service than a whole company of Dragoons andthat each individual has slain more foes than an entire regiment ofImperial Guardsmen.

    So steeped are the Honour Guard in the trade of battle and blood thattheir accumulated insights and understanding of warfare commonlyoutstrips even the experience of the Chapters Captains. They rarelygive unsolicited advice, for to do so is to risk undermining theircommanders authority, yet such restraint serves only to lend gravitasto an Honour Guards words. It is considered folly for even the Masterof the Chapter, though he be a noble and peerless warrior of severalcenturies standing, to ignore the solemn counsel of his Honour Guard.

    An Honour Guards wargear is drawn from the most ancient andvenerated relics of the Chapter; for such men above all others haveearned the right to bear such a burden. The Honour Guard enter the

    fray clad in ornate suits of artificer armour and wielding weapons thathave seen battle at the hands of a thousand great heroes. The perfectweapon is wedded to the perfect warrior; creating a force that only theboldest and most terrifying foes can hope to stand against.

    Most Chapters have only a handful of Honour Guard, enough to form adistinct and capable fighting unit, but no more. A few of the older andlarger Chapters can muster as many as two dozen Honour Guards, butit is a rare and terrible day when they all fight as one.

    In battle, the Honour Guard commonly act as the Chapter Mastersretinue; responsible for the safety of their commander and hoistingaloft the Chapters battle standard. The Honour Guard fight for bothtasks with stern fury, but without ever succumbing to doubt or rage tosubvert their actions. Such courage and devotion has been thesalvation of more than one Chapter Masters life and turned the tide of

    countless battles. Accordingly, when an Honour Guard is slain, hiscompanions fight all the harder in order to recover his mortal shell andlay it to rest in the Chapters Catacombs.

    WS BS S T W I A Ld Sv

    Viper Champion 5 4 4 4 1 4 3 10 2+

    Viper Templar 4 4 4 4 1 4 2 10 2+

    SPECIAL RULESAnd They Shall Know No Fear, Combat Tactics

    Honour or Death: The Chapter Champion must be ready to challengeany enemy leader to single combat, and all his training is bent to thisgoal. In an Assault, the Chapter Champion must direct all of his attacksagainst an enemy independent character if in base contact with one

    He always re-rolls any railed rolls to hit and to wound that are directedagainst an enemy independent character.

    WARGEARChapter Banner: Any unit within 12 of the Banner Bearer always re-rolls failed Morale and Pinning tests. In addition, all models in the sameunit as the Chapter Banner have +1 Attack whilst the banner bearer isalive. While the Banner Bearer is still alive, the Honour Guard countsas scoring one extra wound in close combat for the purposes ocalculating the assault result.

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    CAPTAIN

    Each Company in the Dragoons Chapter falls under the command of aCaptain. Each Captain is a hardened veteran, a master strategist whohas proven his prowess in battle as a member of the Chapters 1

    st

    Company, or though distinguished service in his own Company prior tothe death of his predecessor.

    In addition to his Chapter rank, each Captain also bears one or morehonorific titles associated with the command of a particular company orresponsibility. Some, such as Master of the Watch and Master of the

    Recruits, are common titles in use across almost all Space MarinesChapters. Other titles are products of Chapter history and creed.

    Master of the Arsenal: Handles issuing of weapons and otherequipment to Chapter personnel.

    Master of the Watch: Responsible for maintaining the Chapter'ssupplies of equipment and ammo. Also in charge of overseeing thedefenses of the Chapter Fortress.

    Master of the Fleet:In charge of the Chapter's fleet, ensuring properworking order of the Strike Cruisers and Battle-Barges, as well as otheraerial vehicles of the Chapter (i.e. Thunderhawks and Drop Pods).

    Master of the Realm: Acts as secondary governer over ChapterTerritories, including the Dragoon homeworld Legendra, in theabsence of the Chapter Master.

    Master of the Espers: In charge of the burial grounds and Catacombsof the Chapter. He is responsible for keeping all the records on thefallen Dragoons of history and prepares the burial arrangements andceremonies for the recently deceased.

    Master of the Rites:Leads the Chapter in any ceremonies or specialevents, and also manages day-to-day training of the Chapter.

    Master of the Heralds: In charge of public relations withremembrancers, artists, and writers in order to record the legacy of theChapter and its greatest heroes.

    Master of the Hunt:The Dragoons seek to avenge themselves of theshame of letting their nemesis escape them in battle. Such enemiescannot be allowed any glory in the fact of their continued existence.

    The Master of the Hunt is sent from the Chapter Fortress in search ofone such enemy, and is charged to exact the Chapter's vengeanceupon the foe.

    Master of the Marches: Duties include ensuring all food and drinksupplies for the Chapter are maintained.

    Master of the Recruits: Responsible for all recruitment into theChapter.

    Space Marine Captains are masters of the battlefield, able to read itsebb and flow as ancient mariners would judge the changing of the sea

    It is not enough for a Captain to simple be a skilled fighter in his ownright; he must also have a superhuman grasp of strategy and tacticsas well as the wit to employ them in the ever-changing arena owarfare. Every squad in a Space Marine strike force is a weapon, anda Captain must be proficient in the wielding of each, whether singly orin combination.

    It is often said that in terms of raw military might, each Space Marine iseasily worth a dozen or so Imperial Guardsmen. Under the commandof an experienced Captain, this value can swell tenfold. Such power isnot wielded lightly or recklessly, but with precision guided bymeditation. Every Space Marine lost in battle is a bitter blow to theChapter and if lives must be expended, they must be expended forgood and noble reasons.

    A Space Marine Captain is not simply a master of warfare; he musalso have the gift of oratory and diplomacy. Whilst most Imperia

    Commanders are more than happy to receive aid from the SpaceMarines, there are those whose hubris must be carefully negotiated inorder to prevent a battle zones collapse into disaster throughunnecessary infighting. This is not to say a Space Marine Captainlacks for other methods of dealing with petty dissent. A Space Marinedoes not bend his knee lightly, but the Emperors cause transcends alpersonal feelings.

    WS BS S T W I A Ld Sv

    Captain 6 5 4 4 3 5 3 10 3+

    SPECIAL RULESAnd They Shall Know No Fear, Combat Tactics, IndependenCharacter.

    WARGEARIron Halo: This confers a 4+ invulnerable save.

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    CHAPTER MASTER

    To be a Chapter Master is to be a god amongst men. His personalcombat prowess is unmatched, for his body is that of a Space Marine,with all the might and endurance that a scion of the Emperor is heir to.Hundreds of year of battlefield experience as a Space Marine havetaught him every facet of war, trained him in the tools of slaughter andhoned his wits to the level of instinct.

    These dark days of Mankinds survival have known many heroes, boldmen whose names are honoured across the Imperium, and whose

    valiant deeds have become unyielding legend. Ranked high amongstsuch men are the Chapter Masters of the Space Marines. Even in the41

    stMillennium, a time of war and warriors like no other, there are few

    amongst humanitys defenders that can claim such honour and renownas they, for in sheer scope of battles won and foes vanquished, theMaster of the Space Marines are without peer.

    With the merest glance, a Chapter Master can appraise a war zone,can see every threat and opportunity presented by the shifting lines ofbattle and can divine how victory can be assured. All this he does fromthe vanguard of his army, scouring the enemy with bolter and bladeeven as his mind and voice command the wider battle. A ChapterMaster stands firm when other men falter, advances without fear whenother men flee and retreats when only a fool would fight on. By hisexample does he inspire men to greater valour, not only the SpaceMarines at his command, but Imperial Guardsmen, hive militiamen andothers besides. Such is the value of true heroism the awakening of

    lesser men to great deeds.

    If a Chapter Masters personal might is unmatched, then the widerpower he wields is nothing short of epic. A Chapter Master is a peer ofthe Imperium, with authority to act as he wishes according to his own

    judgement and answerable only to others of his rank. In addition to thethousand Space Marines at his command, most Chapter Masters alsohold dominion over star-spanning Strike Cruisers, NavigatorsAstropaths, Armourers and Planetary Defence Forces. Indeed, mosChapter Masters rule entire worlds, systems or subsectors of space inthe Emperors name. Such places are zones of relative prosperity andstability in a galaxy infested by war, their formidable defencesbuttressed by the might of a Space Marine Chapter and the patronageof its Master.

    WS BS S T W I A Ld Sv

    Chapter Master 6 5 4 4 3 5 3 10 3+

    SPECIAL RULESAnd They Shall Know No Fear, Combat Tactics, IndependenCharacter.

    Orbital Bombardment: Counts as firing a ranged weapon. Note that ian arrow is rolled on the scatter dice, an orbital bombardment wilalways scatter the full 2D6 the Chapter Masters Ballistic Skill makesno difference.

    Range S AP Type

    Unlimited 10 1 Ordnance 1, Barrage

    WARGEARIron Halo:Confers a 4+ invulnerable save.

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    TECHMARINES/SERVITORS/THUNDERFIRE CANNON

    Ancient pacts sworn between the Adeptus Mechanicus and theAdeptus Astartes allow the Dragoons to send those warriors with anaffinity for technology to Mars to train and begin the long, arduous

    journey of becoming a priest of the Machine God. Without the passingon of such ancient lore, the Space Marines would be unable to makewar.

    Aspiring Techmarines train for many years on Mars; submergingthemselves in rites of activation, hymnals of maintenance; and how to

    call forth a machine spirit to placate its wrath. Techmarines return totheir Chapter as aloof and mysterious figures steeped in superstitiousawe. From that point forth they are men of dual loyalties, pledged byblood to their Chapter, but bound in mind and spirit to the mysteries ofthe Mechanicus Omnissiah. This dichotomy ensures that a Techmarineis never again truly trusted by his brothers and is kept at arms lengthfrom the Chapters secrets and rituals.

    Despite this suspicion, Techmarines are held in great esteem by theiBattle-Brothers who recognize and acknowledge the Techmarinesexpertise in the mysterious sciences. A Space Marine Chapter wouldbe of little consequence without its many technological tools, and itsancient weapons must be kept in a constant state of readiness without the Techmarines this would be impossible. Despite theiarcane calling, they are warriors first and foremost. Should a vehicle o

    artefact of technology be lost, the Techmarines will fight for its retrievaas stridently as their brethren would fight to recover a fallen comradeperhaps, as some suggest, harder.

    WS BS S T W I A Ld Sv

    Techmarine 4 4 4 4 1 4 1 8 2+

    WS BS S T W I A Ld Sv

    Servitor 3 3 3 3 1 3 1 8 4+

    SPECIAL RULESIndependent Character, Combat Tactics, And They Shall Know NoFear.

    Blessing of the Omnissiah: If a Techmarine is in base contact with adamaged vehicle during the Shooting phase, he can attempt to repair iinstead of firing. Roll a D6 and add the following modifiers:

    Each Servitor with a servo-arm in the unit +1The Techmarine has a servo-harness +1

    If the result is 5 or more, then either a Weapon Destroyed result orImmobilized result (owing players choice) will be repaired. If a WeaponDestroyed result is repaired, that weapon can be fired in the followingShooting phase. The Techmarine cannot repair if gone to ground ofalling back.

    Bolster Defences: Techmarines can increase the effectiveness ocover, reinforcing crumbling walls and re-welding badly-damagedspars. Each Techmarine can bolster a single ruin before the game

    begins. When you deploy, nominate one ruin in your deployment areafor your Techmarine to bolster. The ruins cover save is increased byone for the duration of the game. For example, a normal ruin (4+ saveso reinforced would off a 3+ cover save. A ruin can only be bolsteredonce.

    WARGEARServo-arm: Techmarines and Servitors are equipped with powerfuservo-arms that can be used for battlefield repairs or even put to useas a weapon. Each Servo-arm grants the model a single extra closecombat attack, made separately at Initiative 1 and Strength 8, ignoringArmour Saves.

    Servo-harness: A servo-harness gives the Techmarine an extraservo-arm (giving him two servo-arm attacks), a plasma cutter (fired inthe Shooting phase as a twin-linked plasma pistol, but cannot be used

    in close combat) and a flamer. In the shooting phase the Techmarinecan fire both harness-mounted weapons, or one harness mount andanother gun.

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    MASTER OF THE FORGE

    The Master of the Forge is the Chapters most senior Techmarine,charged with the maintenance of the Chapters fleet of armouredfighting vehicles. His knowledge of the arcane sciences has beenrefined over centuries of service, and rivals that of senior Tech-priestsof Mars. Indeed, a Master of the Forges skill has been honed to apoint where he can recognize a machine spirits ailment with but aglance and the cause of its intemperance from the merest whisper ofits tortured mantra of function.

    Such uncanny, and perhaps unnatural, skill conspires to make theMaster of the Forge something of an outcast in most Chapters. Thoughhe is a leader, the Master of the Forge is an outsider to all save hissubo