You are on page 1of 5

And they shall know no fear: All Space Marine Units are Steadfast and have Crushing Strength

(1), unless stated otherwise.

The Sergeant may take a Special Melee Weapon.

Drop Pod Assault: This unit (and any units it is Devastator Marines transporting) must start the game in reserve. Sp Hit Att Def Ne When entering the game, it can be placed anywhere on the board that is at least 1 away 5 4+ 1 5+ -/11 form terrain or enemy units. All passengers Team 120 must immediate disembark, and the vehicle immediately loses it ability to transport. 4 Marines (Bolters) and 1 Sergeant (Bolt Pistol)

Infantry
Sp 5 Team

Tactical Marines Hit 4+ Att 1 Def 5+ Ne -/11 110

Up to four Marines may replace their Bolter with a Heavy BFG. The Sergeant may take a Special Melee Weapon. Scouts Sp 5 Team Hit 4+ Att 1 Def 4+ 90 Ne 8/10

4 Marines (Bolters) and 1 Sergeant (Bolt Pistol) One Marine may replace their Bolter with an Assault BFG. The Sergeant may take a Special Melee Weapon. Section 220 9 Marines (Bolters) and 1 Sergeant (Bolt Pistol) One Marine may replace their Bolter with an Assault BFG. One Marine may replace their Bolter with a Heavy BFG or an Assault BFG. The Sergeant may take a Special Melee Weapon. Assault Marines Sp 5 Team Hit 4+ Att 1 Def 5+ Ne -/11 120

4 Scouts (Bolt Pistols) and 1 Sergeant (Bolt Pistol) Special Rules: Infiltration, Stealthy, Has no Crushing Strength, Is not Steadfast. Any Scout may replace their Bolt Pistol with either a Bolter, a Shotgun, or a Sniper Rifle for free. One Scout may replace their Bolt Pistol with either a Heavy Bolter or a Missile Launcher. Section 120 9 Scouts (Bolt Pistols) and 1 Sergeant (Bolt Pistol) Special Rules: Infiltration, Stealthy, Has no Crushing Strength, Is not Steadfast. Any Scout may replace their Bolt Pistol with either a Bolter, a Shotgun, or a Sniper Rifle for free. One Scout may replace their Bolt Pistol with either a Heavy Bolter or a Missile Launcher. Terminators Sp 5 Team Hit 3+ Att 1 Def 6+ Ne -/11 200

4 Marines (Bolt Pistols) and 1 Sergeant (Bolt Pistol) Special Rules: Jump Troops One Marine may replace their Bolter with an Assault BFG. The Sergeant may take a Special Melee Weapon. Section 240 9 Marines (Bolt Pistols) and 1 Sergeant (Bolt Pistol) Special Rules: Jump Troops Up to two Marines may replace their Bolter with an Assault BFG.

4 Terminators (Storm Bolters) and 1 Sergeant (Storm Bolter) Special Rules: Crushing Strength(6), Elite, Bulky One Terminator may replace their Storm Bolter with either an Assault Cannon, a Heavy

Flamer or a Cyclone Missile Launcher, or all Terminators(including the Sergeant) may replace their Storm Bolter with Lightning Claws, or Thunder Hammers and Storm Shields.

9 Marines (Dual Bolters) and 1 Sergeant (Dual Bolter) Special Rules: Fast Up to two Marines may replace their Bolter with an Assault BFG. The Sergeant may take a Special Melee Weapon. One Marine may replace take an additional Heavy BFG.

Sternguard veterans Sp 5 Team Hit 3+ Att 1 Def 5+ Ne -/11 120

Ordinance
Thunderfire Cannon Sp Hit Att Def Ne

4 Veterans (Kraken Bolters*) and 1 Sergeant (Kraken Pistol*)

Special Rules: Elite, *Kraken Bolters are the 5 4+ 5+ -/11 same as Bolters, except they have Piercing(3) 1 Artillery Piece 120 and Fire 2. One Veteran may replace their Bolter with an 1 Artillery Piece (Thunderfire Cannon) Assault BFG. One Veteran may replace their Bolter with a Armour Heavy BFG or an Assault BFG. Land Speeder The Sergeant may take a Special Melee Weapon. Sp Hit Att Def Ne 16 Vanguard veterans Sp 5 Team Hit 3+ Att 1 Def 5+ Ne -/11 120 4+ 5+ -/11 120 1 Land Speeder 1 Land Speeder(Heavy Bolter [F]) Special Rules: Hoverer, Open Topped, Nimble. The Heavy Bolter may be replaced by either a Heavy Flamer or a Multi Melta for free. A Land Speeder may also take either a Heavy Bolter, a Heavy Flamer, an Assault Cannon, a Multi Melta, or a Dual Missile Launcher (all [F]). Rhino Transport Sp 10 Hit 4+ Att 1 Def 5+ Ne -/11 130 Hit 4+ Att Def 9+ Ne -/11 110

4 Veterans (Bolt Pistols) and 1 Sergeant (Bolt Pistol) Special Rules: Elite, Jump Troops. Any Veteran may take a Special Melee Weapon. The Sergeant may take a Special Melee Weapon. Bikes Sp 10 Team

1 Armoured Unit 1 Rhino(Storm Bolter [A]) Special Rules: Crushing Strength(5), Transport(10). Razorback Transport Sp 10 Hit 4+ Att Def 9+

4 Marines (Dual Bolters) and 1 Sergeant (Dual Bolter) Special Rules: Fast. One Marine may replace their Bolter with an Assault BFG. The Sergeant may take a Special Melee Weapon. One Marine may replace take an additional Heavy BFG. Section 260

Ne -/11 130

1 Armoured Unit

1 Land Speeder(Dual Heavy Bolter [A], Storm Bolter[A]) Special Rules: Crush Strength(5),

Transport(5), Stabilised. The Dual Heavy Bolter may be replaced by either a Dual Assault Cannon or a Dual Lascannon for free. Drop Pod Sp 10 Hit 4+ Att Def 9+ 90 Ne -/11

Flamer for free.

Heroes/Monsters
Company Captain Sp 5 1 Hero 1 Company Captain (Bolt Pistol) Special Rules: Elite, Inspiring. May take a Special Melee Weapon. May take Terminator Armour for +25 points, increasing his Defence to 6+, and replacing his Bolt Pistol with a Storm Bolter. Or they may take a Jump Pack for +15 points, giving them the Jump Troops Special Rule. Chaplain Sp 5 1 Hero 1 Chaplain(Bolt Pistol) Special Rules: Elite, Inspiring, Crushing Strength(2). May take Terminator Armour for +25 points, increasing his Defence to 6+, and replacing his Bolt Pistol with a Storm Bolter. Or they may take a Jump Pack for +15 points, giving them the Jump Troops Special Rule. Librarian Sp 5 1 Hero Hit 3+ Att 2 Def 5+ Ne -/12 100 Hit 3+ Att 2 Def 5+ Ne -/12 100 Hit 2+ Att 3 Def 5+ Ne -/12 110

1 Armoured Unit 1 Drop Pod(Storm Bolter [A])

Special Rules: Immobile, Drop Pod Assault Transport(10). Predator Sp 10 Hit 4+ Att Def 10+ Ne -/11 160

1 Armoured Unit 1 Predator(Autocannon [A]) Special Rules: Crushing Strength(5), Stabilised.

The Autocannon may be replaced by a Dual Lascannon for free. Can take two sponson weapons, one [L] and one [R]; either two Heavy Bolters or two Lascannons. Whirlwind Sp 10 Hit 4+ Att Def 10+ Ne -/11 160

1 Armoured Unit 1 Whirlwind(Whirlwind Launcher [A]) Special Rules: Crushing Strength(5).

The Whirlwind Launcher may be replaced by a 1 Librarian(Bolt Pistol) Castellan Launcher for free. Special Rules: Elite, Zap!(5), Crushing Strength (2). Land Raider May take Terminator Armour for +25 points, Sp Hit Att Def Ne increasing his Defence to 6+, and replacing his Bolt Pistol with a Storm Bolter. 10 4+ 12+ -/11 Or they may take a Jump Pack for +15 points, 1 Armoured Unit 250 giving them the Jump Troops Special Rule. 1 Land Raider(Dual Heavy Bolter [F], Dual Heavy Bolter[L], Dual Heavy Bolter[R]) Special Rules: Crushing Strength(7), Stabilised, Tough (4), Transport(10), Can transport Terminators. Any Dual Heavy Bolter may be replaced by either a Dual Lascannon or a Dual Heavy

Dreadnought Sp 5 1 Monster 1 Dreadnought(Assault Cannon) Special Rules: Bulky, Lumbering, Crushing Strength(6). Hit 4+ Att 2 Def 10+ Ne -/12 160

Assault BFGs
Flamer: Fire Range Rules 10 12 Saturation +10 points +10 points

Meltagun: Fire Range Rules

May replace their Assault Cannon with a 1 12 Piercing(6) Heavy BFG for free. May Take a second Heavy BFG, reducing their Plasma Gun: Crushing Strength to (2). Fire Range Rules

+15 points

Special Melee Weapons

24

Piercing(3)

Power Weapon: +10 points This confers Crushing Strength (2) to all of the Heavy Bolter: models attacks. Fire Range Rules Power Fist: +15 points 3 36 Piercing(2) The model may make a single attack, resolved at Crushing Strength(6), instead of its normal Heavy Flamer: attacks. This may not be used in conjunction Fire Range Rules with a pistol. Thunder Hammer: +25 points The model may make a single attack, resolved at Crushing Strength(6), instead of its normal attacks. This may not be used in conjunction with a pistol. In addition, if the dice to damage the unit rolls a 6, then you may roll to damage again (as well as causing a point of damage). You can continue to do this until the dice fails to roll a 6. 10 12

Heavy Weapon BFGs


+20 points

+20 points

Saturation, Piercing(2) +20 points

Missile Launcher: Fire Range Rules 1 48

Piercing(4), Blast(D6) +20 points

Lascannon: Fire Range Rules

1 48 Piercing(6) Lightning Claw: +10 points The model may make a single attack, resolved Multi Melta: at Crushing Strength(2) and Vicious, instead of Fire Range Rules its normal attacks. This may not be used in conjunction with a pistol. 2 24 Piercing(6) Dual Lightning Claws: As above, but with two attacks. +15 points Assault Cannon: Fire Range Rules 4 24 Piercing(3)

+20 points

+20 points

Other Equipment

Cyclone Missile Launcher: +20points Storm Shield: You may force your opponent to re-roll one Fire Range Rules point of damage scored against this unit per 24 Piercing(4), Blast(D3), activation. This is not cumulative with others in 2 Terminators only the unit.

Other Weapons
Bolter: Fire Range Rules 1 24 Piercing(1)

Version 2.1 Change list Added Storm Bolters to Terminator Armour Option on Chaplain, Captain and Librarian, and increased upgrade cost to 25 points. Increased cost of Flamer to 10 points. Increased cost of Terminator Team to 200 points. Added note to Storm Shield entry stating that its effect is not cumulative with multiple shields in one unit. Added entry for Autocannon under 'Other Weapons'. Removed Chaplain's ability to confer 'Headstrong' to other units, as almost all Space Marines Cannot be Supressed. This will be replaced by a new rule later. Added entry for Cyclone Missile Launcher under 'Heavy BFGs'.

Bolt Pistol: Fire Range Rules 1 12 Piercing(1), Pistol

Storm Bolter: Fire Range Rules 2 24 Piercing(1), Pistol

Shotgun: Fire Range Rules 1 12 Piercing(2)

Sniper Rifle: Fire Range Rules 1 36 Piercing(2), Sniper, Reload

Whirlwind Launcher: Fire Range Rules 4 48 Piercing(6), Blast(D6)

Castellan Launcher: Fire Range Rules 20 48 Piercing(2), Saturation

Thunderfire Cannon: Fire Range Rules 4 24 Piercing(2), Blast(D3)

Autocannon: Fire Range Rules 4 36 Piercing(3)

You might also like