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1 EPIC UK PRESENTS CODEX: SPACE MARINES An unofficial codex for use with Games Workshop’s Epic Armageddon rule set Version: 031119

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Page 1: Codex Space Marines · 2019. 11. 11. · ï &2'(; $67$57(6 63$&( 0$5,1( 63(&,$/ 58/(6 63$&( 0$5,1( 75$163257 7kh 6sdfh 0dulqhv duh d kljko\ preloh dup\ %hfdxvh ri wklv wkh srlqwv

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EPIC UK PRESENTS

CODEX: SPACE MARINES

An unofficial codex for use with Games Workshop’s Epic Armageddon rule set

Version: 031119

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INFORMATION MORE INFORMATION ABOUT SPACE MARINES For more information into the background of the Space Marines, please purchase the Warhammer 40,000 Space Marine Codexes © from Games Workshop. Alternatively you can visit Games Workshop’s website for more information. THANK YOU A big thank you has to go to the EPIC UK committee; without their enthusiasm, for a game that they love, this army book wouldn’t be a reality. The wish and will to improve a fantastic tournament wargame, within the UK, has been their only payment. A big thank you also has to go to Games Workshop; without their imagination, creativeness and support this game would not be around today. A special thank you has to go to Jervis Johnson and all the Fanatic team, both past and present. Also a big thank you has to go to all the independent EPIC developers, especially the army developers on the Tactical Command internet forum. Without their ideas some of the developments within this book would not be a reality. PICTURES All miniatures photographed within this book are © Games workshop 2003. All rights reserved. Used without permission – models painted by David Bartley, Kevin Bott, Greg Chambers, Steve Gullick, Tim Hunt, Joe Jephson, Simon Jenkins, Alan Morey, Matthew Otter, Matt Dobbs, Mark Preston and David Thomas. TEXT All text (including stories) is an unofficial production created by EPIC UK derived, without permission, upon the Warhammer intellectual property owned by Games Workshop Ltd. DISCLAIMER This book is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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CONTENTS Page 1 Information

Page 2 Contents

Page 3 Codex Astartes Space Marine Special Rules

Page 4-8 Codex Astartes Space Marine Units

Page 9 Imperial Allies – Titan Legion Support

Page 10 Imperial Allies – Imperial Navy Support

Page 11 Codex Astartes Space Marine Army List

Page 12 Black Templar Space Marines

Page 13 Black Templar Special Rules

Page 14 Black Templar Special Units

Page 15 Black Templar Army Lists

Page 16 Blood Angel Space Marines

Page 17 Blood Angel Special Rules

Page 18 Blood Angel Special Units

Page 19 Blood Angel Army List

Page 20 Dark Angel Space Marines

Page 21 Dark Angel Special Rules

Page 22-23 Dark Angel Special Units

Page 24 Dark Angel Army List

Page 25 White Scar Space Marines

Page 26 White Scar Special Rules

Page 27 White Scar Special Units

Page 28 White Scar Army Lists

Page 29 Space Wolves Space Marines

Page 30 Space Wolves Special Rules

Page 31-32 Space Wolves Special Units

Page 33 Space Wolves Army List

Page 34 Imperial Fists Space Marines

Page 35 Imperial Fists Special Rules

Page 36-38 Imperial Fists Special Units

Page 39 Imperial Fists Army List

Page 40-44 EPIC UK Space Marines: What, How and Why

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CODEX ASTARTES SPACE MARINE SPECIAL RULES SPACE MARINE TRANSPORT The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. The number of Rhinos will always be the minimum needed to carry the formation; you can’t take extras along to cover any losses! To work out a formation’s transport Add any infantry upgrades to the formation.

Add Land Raiders to the formation.

Add Razorbacks to the formation, up to the number of Infantry units not transportable by Land Raiders.

If there are still infantry units in the formation without transport add the minimum number of Rhinos required for all units in the formation to be transported.

Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having ‘plus transport’ in the units section of the army list. Also note that you don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you may do so. In addition, you may choose to replace a detachment’s Rhinos with Drop Pods. If you do this then the detachment will enter play in a Drop Pod using the rules for planetfall (see the EPIC Armageddon Rulebook, section 4.4). Note that if you choose to do this you will also require at least one Space Marine Strike Cruiser or Battle Barge to deploy the Drop Pods from. SUPERIOR TACTICS All Space Marine armies are highly flexible and tactical. Before each tournament game the Space Marine player may choose which formations with the ‘plus transport’ aspect are deployed in Rhinos, Drop Pods or on foot. If the formation has any units unable to deploy in Drop Pods then that option cannot be selected. THEY SHALL KNOW NO FEAR Space Marines are renowned for their tenacity and bravery. This is represented by the following rules: It takes two blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any

leftover blast markers). Space Marine formations are only broken when they have two blast markers per unit in the formation. Space Marine formations count as having half their number of blast markers in assault resolution

(rounding down to a minimum of one blast marker). Halve the number of hits suffered by a Space Marine formation that loses an assault, rounding down in

favour of the Space Marines. When a broken Space Marine formation rallies it receives a number of blast markers equal to the number

of units remaining in the formation, rather than half this number. Space Marine units with the Leader special ability remove two blast markers instead of one.

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SPACE MARINE DEVASTATOR SQUAD

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 4+ 5+ 3+

Weapon Range Fire Power Notes

2 × Missile Launcher 45cm AP5+/AT6+ -

Notes:

SPACE MARINE ASSAULT SQUAD

Type Speed Armour Close Combat Fire Fight

Infantry 30cm 4+ 3+ 5+

Weapon Range Fire Power Notes

Bolt Pistols (15cms) Small Arms -

Chainswords (base contact) Assault Weapons -

Notes: Jump Packs.

SPACE MARINE TACTICAL SQUAD

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 4+ 4+ 4+

Weapon Range Fire Power Notes

Bolters (15cms) Small Arms -

Missile Launcher 45cm AP5+/AT6+ -

Notes:

SPACE MARINE COMMANDER

Type Speed Armour Close Combat Fire Fight

Character n/a n/a n/a n/a

Weapon Range Fire Power Notes

Power Weapon (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Smite (15cms) Small Arms Macro Weapon, Extra Attack (+1)

Notes: Space Marine Commanders can be one of four types: Captains, Librarians, Chaplains, or Supreme Commanders. All are Characters and have the Invulnerable Save and Leader abilities. Captains also have the Commander special ability. Librarians have a Smite attack (listed in the weapon section above). Chaplains are Inspiring. Supreme Commanders have the Supreme Commander ability.

SPACE MARINE TERMINATORS

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 4+ 3+ 3+

Weapon Range Fire Power Notes

Storm Bolters (15cms) Small Arms -

2 × Assault Cannons 30cm AP5+/AT5+ -

Power Weapons (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Notes: Reinforced Armour, Teleport, Thick Rear Armour.

CODEX ASTARTES SPACE MARINE UNITS

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SPACE MARINE ATTACK BIKE

Type Speed Armour Close Combat Fire Fight

Light Vehicle 35cm 4+ 5+ 4+

Weapon Range Fire Power Notes

Heavy Bolter 30cm AP5+ -

Notes:

SPACE MARINE BIKE SQUADRON

Type Speed Armour Close Combat Fire Fight

Infantry 35cm 4+ 3+ 4+

Weapon Range Fire Power Notes

Bolters (15cms) Small Arms -

Chainswords (base contact) Assault Weapons -

Notes: Mounted.

SPACE MARINE LAND SPEEDER

Type Speed Armour Close Combat Fire Fight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Fire Power Notes

Multi-melta

and

15cm

(15cms)

MW5+

Small Arms

-

Macro Weapon

Notes: Scout, Skimmer.

SPACE MARINE SCOUT SQUAD

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 5+ 4+ 5+

Weapon Range Fire Power Notes

Shotguns (15cms) Small Arms -

Heavy Bolter 30cm AP5+ -

Notes: Infiltrators, Scouts.

SPACE MARINE DREADNOUGHT

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 15cm 4+ 4+ 4+

Weapon Range Fire Power Notes

Missile Launcher 45cm AP5+/AT6+ -

Twin Lascannon 45cm AT4+ -

OR

Power Fist (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Assault Cannon 30cm AP5+/AT5+ -

Notes: Walker. A Dreadnought may be armed with either a Missile Launcher and Twin Lascannon or a Power Fist and Assault Cannon. Not all four weapons!

SPACE MARINE LAND SPEEDER TORNADO

Type Speed Armour Close Combat Fire Fight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Fire Power Notes

Assault Cannon 30cm AP5+/AT5+ -

Heavy Bolter 30cm AP5+ -

Notes: Scout, Skimmer.

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SPACE MARINE LAND SPEEDER TYPHOON

Type Speed Armour Close Combat Fire Fight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Fire Power Notes

Twin Typhoon Missile 45cm AP3+/AT5+ -

Heavy Bolter 30cm AP5+ -

Notes: Scout, Skimmer.

SPACE MARINE WHIRLWIND

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 30cm 5+ 6+ 5+

Weapon Range Fire Power Notes

Whirlwind 45cm 1BP Indirect Fire

Notes:

SPACE MARINE HUNTER

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 30cm 5+ 6+ 6+

Weapon Range Fire Power Notes

Hunter-killer 60cm AT4+/AA4+ -

Notes:

SPACE MARINE VINDICATOR

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 25cm 4+ 6+ 4+

Weapon Range Fire Power Notes

Demolisher Cannon 30cm AP3+/AT4+ Ignore Cover

Notes: Walker.

SPACE MARINE LAND RAIDER

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 25cm 4+ 6+ 4+

Weapon Range Fire Power Notes

Twin Heavy Bolter 30cm AP4+ -

2 × Twin Lascannon 45cm AT4+ -

Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry one Thunderfire, Rapier, Thudd Gun, Wolf Guard, Centurion or Terminator unit OR up to two of the following: Devastator, Tactical, Scout units).

SPACE MARINE RHINO

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 30cm 5+ 6+ 6+

Weapon Range Fire Power Notes

Storm Bolter (15cms) Small Arms -

Notes: Transport (may carry one Thunderfire, Rapier or Thudd Gun unit OR up to two of the following: Devastator, Tactical, Scout units).

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SPACE MARINE THUNDERHAWK GUNSHIP

Type Speed Armour Close Combat Fire Fight

War Engine, Aircraft Bomber 4+ 6+ 4+

Weapon Range Fire Power Notes

Battle Cannon 75cm AP4+/AT4+ Fixed Forward Arc

2 × Twin Heavy Bolter 30cm AP4+/AA5+ Fixed Forward Arc

1 × Twin Heavy Bolter 15cm AP4+/AA5+ Right Arc

1 × Twin Heavy Bolter 15cm AP4+/AA5+ Left Arc

Damage Capacity: 2

Critical Hit Effect: The Thunderhawks control surfaces are damaged, the pilot loses control and the Thunderhawk crashes to the ground killing all on board.

Notes: Planetfall, Reinforced Armour, Transport (may carry up to eight of the following: Assault, Attack Bike, Bike, Devastator, Tactical, Scout units. Dreadnoughts, Wolf Guard and Terminator units may also be carried but count as taking up two spaces each).

SPACE MARINE RAZORBACK

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 30cm 5+ 6+ 5+

Weapon Range Fire Power Notes

Twin Heavy Bolter 30cm AP4+ -

OR

Twin Lascannon 45cm AT4+ -

Notes: Transport (may carry one of the following: Devastator, Tactical, Scout unit). Note that a Razorback may be armed with either a Twin Heavy Bolter or a Twin Lascannon, not both!

SPACE MARINE LANDING CRAFT

Type Speed Armour Close Combat Fire Fight

War Engine, Aircraft Bomber 4+ 5+ 3+

Weapon Range Fire Power Notes

2 × Twin Lascannon 45cm AT4+ -

3 × Twin Heavy Bolter 15cm AP4+/AA5+ -

Storm Bolters (15cms) Small Arms -

Damage Capacity: 4

Critical Hit Effect: The Landing Craft’s magazines explode, destroying the ship and anyone on board. Any units within 5cm of the Landing Craft suffer a hit.

Notes: Fearless, Planetfall, Reinforced Armour, Transport (may carry up to twelve of the following: Assault, Attack Bike, Bike, Devastator, Tactical, Fenrisian Wolves & Scout units. Dreadnoughts, Wolf Guard & Terminator units may also be carried but count as taking up two spaces each). In addition the Landing Craft may carry up to four Land Raiders or up to six of the following: Hunters, Predators, Razorbacks, Rhinos, Vindicators and Whirlwinds.

SPACE MARINE PREDATOR ANNIHILATOR

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 30cm 4+ 6+ 5+

Weapon Range Fire Power Notes

Twin Lascannon 45cm AT4+ -

2 × Lascannon 45cm AT5+ -

Notes:

SPACE MARINE PREDATOR DESTRUCTOR

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 30cm 4+ 6+ 4+

Weapon Range Fire Power Notes

Autocannon 45cm AP5+/AT6+ -

2 × Heavy Bolter 30cm AP5+ -

Notes:

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SPACE MARINE DROP POD

Type Speed Armour Close Combat Fire Fight

n/a n/a n/a n/a n/a

Weapon Range Fire Power Notes

Deathwind 15cm AP5+/AT5+ See special rules below

Notes: Planetfall, Transport (may carry one formation that includes only: Devastator, Tactical, Wolf Guard and Dreadnought units). Place the Drop Pod marker using the Planetfall rules (4.4) although the Drop Pod is a marker it counts as a unit for the purposes of resolving Planetfall location. After the Drop Pod marker lands its Deathwind attacks all enemy units within 15cms of the centre of the Drop Pod. Each enemy formation attacked receives a blast marker for coming under fire and an extra blast marker for each casualty. Then any troops carried in the Drop Pod must disembark (this can trigger overwatch as normal) completely within 15cms of the centre of the Drop Pod, in coherency and outside an enemy zone of control. The Drop Pod is not a unit but a marker, it does not count for formation coherency purposes and cannot be used for claiming crossfire or to hold or dispute objectives, it also does not have a zone of control.

If multiple formations are using Drop Pods, place all the Drop Pod markers at the pre recorded co-ordinates using the Planetfall rules (including resolving scatter). Once all the markers have been placed, resolve all Deathwind attacks simultaneously against enemy formations within range of any Drop Pod markers. After all Deathwind attacks have been resolved place blast markers on enemy formations. Finally disembark all transported formations, following the rules above.

SPACE MARINE STRIKE CRUISER

Type Speed Armour Close Combat Fire Fight

Spacecraft n/a n/a n/a n/a

Weapon Range Fire Power Notes

Orbital Bombardment n/a 5BP Macro Weapon

Notes: Transport (may carry up to twenty of the following: Assault, Attack Bike, Bike, Devastator, Dreadnought, Scout, Tactical, Wolf Guard or Terminator units; plus up to twenty of the following: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus up to six Thunderhawks and enough Drop Pods or Landing Craft to carry any other units onboard).

SPACE MARINE BATTLE BARGE

Type Speed Armour Close Combat Fire Fight

Spacecraft n/a n/a n/a n/a

Weapon Range Fire Power Notes

Orbital Bombardment n/a 14BP Macro Weapon

Notes: Transport (may carry up to sixty of the following: Assault, Attack Bike, Bike, Devastator, Dreadnought, Scout, Tactical, Wolf Guard or Terminator units; plus up to sixty of the following: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus up to nine Thunderhawks and enough Drop Pods or Landing Craft to carry any other units onboard). Slow and Steady – may not be used on turns one and two of a battle unless the scenario specifically states otherwise.

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WARLORD CLASS BATTLE TITAN

Type Speed Armour Close Combat Fire Fight

War Engine 15cm 4+ 2+ 3+

Weapon Range Fire Power Notes

2 × Turbo Laser Destructors 60cm 4 × AP5+/AT3+ Fixed Forward Arc

Gatling Blaster 60cm 4 × AP4+/AT4+ Forward Arc

Volcano Cannon 90cm MW2+ Titan Killer (D3), Forward Arc

Damage Capacity: 8

Void Shields: 6

Critical Hit Effect: The Warlord's plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Warlord will be hit on a D6 roll of 4+.

Notes: Fearless, Reinforced Armour, Thick Rear Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide.

REAVER CLASS BATTLE TITAN

Type Speed Armour Close Combat Fire Fight

War Engine 20cm 4+ 3+ 3+

Weapon Range Fire Power Notes

2 × Turbo Laser Destructors 60cm 4 × AP5+/AT3+ Forward Arc

Rocket Launcher 60cm 3BP Fixed Forward Arc

Damage Capacity: 6

Void Shields: 4

Critical Hit Effect: The Reaver's plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Reaver will be hit on a D6 roll of 5+.

Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide.

WARHOUND CLASS SCOUT TITAN

Type Speed Armour Close Combat Fire Fight

War Engine 30cm 5+ 4+ 4+

Weapon Range Fire Power Notes

Vulcan Mega Bolter 45cm 4 × AP3+/AT5+ Forward Arc

Plasma Blastgun 45cm 2 × MW2+ Slow Firing, Forward Arc

Damage Capacity: 3

Void Shields: 2

Critical Hit Effect: Staggering blow, the Warhound immediately staggers a full D6cm in a random direction (move as ‘barge’ see 3.3.1, ignore ZOC, all units count as part of target formation) and takes an additional point of damage. If this move takes the Warhound into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. Any units moved over or contacted take a hit on a D6 roll of 6.

Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide.

IMPERIAL ALLIES – TITAN LEGION SUPPORT VOID SHIELDS Imperial Titans are protected by void shield generators. The number of void shields each titan has is noted on the titan’s datasheet. Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, or allocate Blast markers. Once all of the shields have been knocked down, the titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan. Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair void shields or remove Blast markers (e.g. if you rolled a 2 you could repair 2 shields, remove 2 blast makers, or repair 1 shield and remove 1 Blast marker).

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IMPERIAL NAVY MARAUDER BOMBER

Type Speed Armour Close Combat Fire Fight

Aircraft Bomber 4+ n/a n/a

Weapon Range Fire Power Notes

2 × Twin Heavy Bolters 15cm AA5+ -

Twin Lascannon 45cm AT4+/AA4+ Fixed Forward Arc

Bomb Racks 15cm 3BP Fixed Forward Arc

Notes:

IMPERIAL NAVY THUNDERBOLT FIGHTER

Type Speed Armour Close Combat Fire Fight

Aircraft Fighter Bomber 6+ n/a n/a

Weapon Range Fire Power Notes

Storm Bolters 15cm AP4+/AA5+ Fixed Forward Arc

Multilaser 30cm AP5+/AT6+/AA5+ Fixed Forward Arc

Underwing Rockets 30cm AT4+ Fixed Forward Arc

Notes:

IMPERIAL ALLIES – IMPERIAL NAVY SUPPORT

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CODEX ASTARTES SPACE MARINE ARMY LIST Codex Astartes Space Marine armies have a strategy rating of 5. All Codex Astartes and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The ‘They Shall Know No Fear’ rule applies to all Codex Astartes formations.

USING THE ARMY LIST

Each allowed Space Marine upgrade can be taken once per Detachment.

A maximum of up to a third of the points available to the army may be spent on Thunderhawk, Imperial Navy and Titan formations.

CODEX ASTARTES SPACE MARINE DETACHMENTS

DETACHMENT UNITS UPGRADES POINTS COST

Assault Four Assault units Commander, Vindicator 175

Bike Five Bike units Attack Bike, Commander 200

Devastator Four Devastator units plus transport Commander, Dreadnought, Hunter, Land Raiders, Razorbacks, Vindicator

250

Land Raider Four Land Raiders Commander, Hunter, Vindicator 350

Land Speeder Five Land Speeders Commander, Tornado/Typhoon 200

Landing Craft One Landing Craft None 350

Predator Four Predator Destructors Annihilators, Commander, Hunter, Vindicator 225

Scout Four Scout units plus transport Commander, Razorbacks, Snipers 150

0-1 Strike Cruiser One Strike Cruiser Battle Barge 200

Tactical Six Tactical units plus transport Commander, Dreadnought, Hunter, Razorbacks, Vindicator

300

Terminator Four Terminator units Commander, Dreadnought, Land Raiders, Vindicator

350

Thunderhawk One Thunderhawk Gunship None 200

Vindicator Four Vindicators Commander, Hunter 250

Whirlwind Four Whirlwinds Commander, Hunter 300

CODEX ASTARTES SPACE MARINE UPGRADES UPGRADE UNITS POINTS COST

Annihilators Replace Two Predator Destructors with Two Predator Annihilators or

Replace Four Predator Destructors with Four Predator Annihilators

25

50

Attack Bike Replace any number of Bike units with one Attack Bike each 0

Battle Barge Replace the Strike Cruiser with a Battle Barge 150

Commander Add one Space Marine Captain, Chaplain or Librarian character to a unit in the formation or

Add one Space Marine Supreme Commander character to a unit in the formation (Max One Per Army)

50

100

Dreadnought Add one or two Dreadnoughts 50 each

Hunter Add one Hunter 75

Land Raiders Add one to four Land Raiders 75 each

Razorbacks Add up to one Razorback for each infantry unit in the formation (see Space Marine transport rule) 25 each

Snipers All Scout units in the formation gain the Sniper ability 50

Tornado/Typhoon Replace any number of Land Speeders with one Land Speeder Tornado or Typhoon each 0 per Tornado 10 per Typhoon

Vindicator Add one or two Vindicators 50 each

IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS

FORMATION POINTS COST FORMATION POINTS COST

Two Thunderbolt Fighters 150 One Warlord Class Battle Titan 850

Two Marauder Bombers 250 One Reaver Class Battle Titan 650

Formation of two Warhound Class Scout Titans 500

One Warhound Class Scout Titan 275

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BLACK TEMPLAR SPACE MARINES

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BLACK TEMPLAR SPECIAL RULES SPACE MARINE TRANSPORT See page 3. SUPERIOR TACTICS See page 3. THEY SHALL KNOW NO FEAR See page 3. All Black Templar special units are Space Marines. CRUSADERS OF THE EMPEROR Black Templars are a crusading army and spend more time on board spacecraft than many other chapters. A Black Templar army must include a spacecraft. The Black Templar player does not have to deploy any of his army within the spacecraft if he doesn’t want to (in this case it’s assumed that the Black Templars have already landed on the planet before the battle commences).

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BLACK TEMPLAR NEOPHYTE SQUAD

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 5+ 4+ 5+

Weapon Range Fire Power Notes

Shotguns (15cms) Small Arms -

Notes: Infiltrators. Neophytes count as Space Marine Tactical units for all transport purposes.

BLACK TEMPLAR COMMANDER

Type Speed Armour Close Combat Fire Fight

Character n/a n/a n/a n/a

Weapon Range Fire Power Notes

Power Weapon (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Notes: Black Templar Commanders can be one of three types: Castellans, Chaplains, or Marshals. All are Characters and have the Invulnerable Save and Leader abilities. Castellans also have the Commander special ability. Chaplains are Inspiring. Marshals have the Supreme Commander ability.

BLACK TEMPLAR EMPEROR’S CHAMPION

Type Speed Armour Close Combat Fire Fight

Character n/a n/a n/a n/a

Weapon Range Fire Power Notes

Power Weapon (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Notes: Character, Fearless, Inspiring, Invulnerable Save, Leader. The Emperor’s Champion character may only be added to Tactical or Terminator units.

LAND RAIDER CRUSADER

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 25cm 4+ 6+ 4+

Weapon Range Fire Power Notes

Twin Assault Cannon 30cm AP4+/AT4+ -

Hurricane Bolters (15cms) Small Arms Extra Attacks (+1)

Pintle Mounted Multi Melta (15cms) Small Arms -

Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry up to two Thunderfire, Rapier, Thudd Gun, Centurion or Terminator units OR up to three of the following: Devastator, Tactical, Scout units).

BLACK TEMPLAR THUNDERHAWK TRANSPORTER

Type Speed Armour Close Combat Fire Fight

War Engine, Aircraft Bomber 4+ 6+ 5+

Weapon Range Fire Power Notes

2 × Twin Heavy Bolter 15cm AP4+/AA5+ Left Arc

2 × Twin Heavy Bolter 15cm AP4+/AA5+ Right Arc

Damage Capacity: 2

Critical Hit Effect: The Thunderhawk Transporters control surfaces are damaged, The Thunderhawk Transporter crashes to the ground killing all on board.

Notes: Planetfall, Reinforced Armour, Transport (may carry up to two of the following: Hunters, Predators, Razorbacks, Rhinos and Vindicators. Or it may carry one Land Raider. In addition it may also carry any infantry transported in these vehicles).

The entire Thunderhawk Transporter formation is counted as one War Engine for both the War Engine transport rule (e.g. one transported formation can be split between multiple aircraft within one Thunderhawk Transporter formation) and for the allocation of Hits.

STORMTALON

Type Speed Armour Close Combat Fire Fight

Aircraft Fighter Bomber 5+ n/a n/a

Weapon Range Fire Power Notes

Twin Assault Cannon 30cm AP4+/AT4+/AA5+ Forward Arc

Twin Heavy Bolter 30cm AP4+/AA5+ Fixed Forward Arc

Notes:

BLACK TEMPLAR SPECIAL UNITS (For all other Black Templar unit stats, see pages 4 to 8)

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BLACK TEMPLARS SPACE MARINE ARMY LIST

Black Templar Space Marine armies have a strategy rating of 5. All Black Templar formations have an initiative rating of 1+. The ‘They Shall Know No Fear’ rule applies to all Black Templar formations.

USING THE ARMY LIST

Each allowed Black Templar upgrade can be taken once per Detachment.

One spacecraft must be taken.

A maximum of up to a third of the points available to the army may be spent on Thunderhawk and Black Templar Support formations.

BLACK TEMPLAR DETACHMENTS

DETACHMENT UNITS UPGRADES POINTS COST

Assault Four Assault units Commander, Dreadnought, Vindicator 175

Bike Five Bike units Attack Bike, Commander 200

Devastator Four Devastator units plus Transport Commander, Dreadnought, Hunter, Land Raiders, Razorbacks, Vindicator

250

Land Raider Four Land Raiders or Land Raider Crusaders Commander, Hunter, Vindicator 350

Land Speeder Five Land Speeders Commander, Tornado/Typhoon 200

Landing Craft One Landing Craft None 350

Predator Four Predator Destructors Annihilators, Commander, Hunter, Vindicator 225

1 Strike Cruiser One Strike Cruiser Battle Barge 200

Tactical Six Tactical units plus transport Commander, Dreadnought, Emperor’s Champion, Hunter, Land Raiders, Neophytes, Razorbacks, Vindicator

300

Terminator Four Terminator units Commander, Dreadnought, Emperor’s Champion, Land Raiders, Vindicator

350

Thunderhawk One Thunderhawk Gunship None 200

Thunderhawk Transporter One Thunderhawk Transporter Thunderhawk Transporter 175

Vindicator Four Vindicators Commander, Hunter, Vindicator 250

BLACK TEMPLAR UPGRADES

UPGRADE UNITS POINTS COST

Annihilators Replace two Predator Destructors with two Predator Annihilators or

Replace four Predator Destructors with four Predator Annihilators

25

50

Attack Bike Replace any number of Bike units with one Attack Bike each 0

Battle Barge Replace the Strike Cruiser with a Battle Barge 150

Commander Add one Black Templar Castellan or Chaplain character to a unit in the formation or

Add one Black Templar Marshal character to a unit in the formation (Max One Per Army)

50

100

Dreadnought Add one or two Dreadnoughts 50 each

Emperor’s Champion Add one Emperor’s Champion character to a unit in the formation (Max One Per Army) 25

Hunter Add one Hunter or

Add two Hunters

75

125

Land Raiders Add one to four Land Raiders or Land Raider Crusaders 75 each

Neophytes Add two Neophyte units 25

Razorbacks Add up to one Razorback for each infantry unit in the formation (see Space Marine transport rule) 25 each

Thunderhawk Transporter Add one Thunderhawk Transporter 100

Tornado/Typhoon Replace any number of Land Speeders with one Land Speeder Tornado or Typhoon each 0 per Tornado

10 per Typhoon

Vindicator Add one or two Vindicators 50 each

BLACK TEMPLAR SUPPORT

FORMATION POINTS COST

Two Stormtalon 200

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BLOOD ANGEL

SPACE MARINES

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BLOOD ANGEL SPECIAL RULES SPACE MARINE TRANSPORT See page 3. SUPERIOR TACTICS See page 3. THEY SHALL KNOW NO FEAR See page 3, All Blood Angel special units are Space Marines.

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BLOOD ANGEL DEATH COMPANY SQUAD

Type Speed Armour Close Combat Fire Fight

Infantry 15cm (30cm) 4+ 3+ 5+

Weapon Range Fire Power Notes

Bolt Pistols (15cms) Small Arms -

Chainswords (base contact) Assault Weapons Extra Attacks (+1)

Notes: Invulnerable Save, Fearless. A formation including any Death Company units ignores the blast marker penalty to its action test when attempting an engage order. Death Company count as Tactical units for all transport purposes. If the jump packs upgrade is selected then their speed is increased to 30cm and they gain the Jump Packs ability.

BLOOD ANGEL DEATH COMPANY DREADNOUGHT

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 15cm 4+ 4+ 5+

Weapon Range Fire Power Notes

2 × Power Fist (base contact) Assault Weapons Macro Weapon, Extra Attacks (+1)

Storm Bolters (15cms) Small Arms -

Notes: Invulnerable Save, Fearless, Walker. A formation including any Death Company units ignores the blast marker penalty to its action test when attempting an engage order.

BLOOD ANGEL DREADNOUGHT

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 15cm 4+ 4+ 5+ (4+)

Weapon Range Fire Power Notes

2 × Power Fist (base contact) Assault Weapons Macro Weapon, Extra Attacks (+1)

Storm Bolters (15cms) Small Arms -

or

Assault Cannon 30cm AP5+/AT5+ -

Power Fist (base contact) Assault Weapons Macro Weapon, Extra Attacks (+1)

Notes: Walker. A Blood Angel Dreadnought may be armed with either 2 × Power Fists and Storm Bolters or a Power Fist and Assault Cannon. Not all four weapons! If armed with an Assault Cannon and Power Fist the Blood Angel Dreadnoughts Fire Fight value is increased to 4+.

BLOOD ANGEL BAAL PREDATOR

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 30cm 4+ 6+ 3+

Weapon Range Fire Power Notes

Twin Assault Cannon 30cm AP4+/AT4+ -

2 × Heavy Flamers

and

15cm

(15cms)

AP4+

Small Arms

Ignore Cover

Ignore Cover

Notes:

BLOOD ANGEL SPECIAL UNITS (For all other Blood Angel unit stats, see pages 4 to 10)

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BLOOD ANGEL SPACE MARINE ARMY LIST Blood Angel Space Marine armies have a strategy rating of 5. All Blood Angel and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The ‘They Shall Know No Fear’ rule applies to all Blood Angel formations.

USING THE ARMY LIST Each allowed Blood Angel upgrade can be taken once per Detachment.

One Death Company formation must be taken.

A maximum of up to a third of the points available to the army may be spent on Thunderhawk, Imperial Navy and Titan formations.

BLOOD ANGEL DETACHMENTS DETACHMENT UNITS UPGRADES POINTS COST

Assault Six Assault units Commander, Vindicator 250

Baal Predator Four Baal Predators Commander, Hunter, Vindicator 275

Bike Five Bike units Attack Bike, Commander 200

1 Death Company Four Death Company units plus transport Commander (Chaplain only), Death Company Dreadnought, Jump Packs

300

Land Raider Four Land Raiders Commander, Hunter, Vindicator 350

Land Speeder Five Land Speeders Commander, Tornado/Typhoon 200

Landing Craft One Landing Craft None 350

Predator Four Predator Destructors Annihilators, Commander, Hunter, Vindicator 225

Scout Four Scout units plus transport Commander, Razorbacks, Snipers 150

0-1 Strike Cruiser One Strike Cruiser Battle Barge 200

Tactical Six Tactical units plus transport Commander, Dreadnought, Hunter, Razorbacks, Vindicator

300

Terminator Four Terminator units Commander, Dreadnought, Land Raiders, Vindicator

350

Thunderhawk One Thunderhawk Gunship None 200

Vindicator Four Vindicators Commander, Hunter 250

Whirlwind Four Whirlwinds Commander, Hunter 300

BLOOD ANGEL UPGRADES UPGRADE UNITS POINTS COST

Annihilators Replace two Predator Destructors with two Predator Annihilators or Replace four Predator Destructors with four Predator Annihilators

25 50

Attack Bike Replace any number of Bike units with one Attack Bike each 0

Battle Barge Replace the Strike Cruiser with a Battle Barge 150

Commander Add one Space Marine Captain, Chaplain or Librarian character to a unit in the formation or Add one Space Marine Supreme Commander character to a unit in the formation (Max One Per Army)

50 100

Death Company Dreadnought

Add one or two Death Company Dreadnoughts 75 each

Dreadnought Add one or two Blood Angel Dreadnoughts 50 each

Hunter Add one Hunter 75

Jump Packs All Death Company Infantry units gain a speed of 30cm and the jump packs ability, but the formation loses the plus transport special rule.

50

Land Raiders Add one to four Land Raiders 75 each

Razorbacks Add up to one Razorback for each infantry unit in the formation (see Space Marine transport rule) 25 each

Snipers All Scout units in the formation gain the Sniper ability 50

Tornado/Typhoon Replace any number of Land Speeders with one Land Speeder Tornado or Typhoon each 0 per Tornado 10 per Typhoon

Vindicator Add one or two Vindicators 50 each

IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION POINTS COST FORMATION POINTS COST

Two Thunderbolt Fighters 150 One Warlord Class Battle Titan 850

Two Marauder Bombers 250 One Reaver Class Battle Titan 650

Formation of two Warhound Class Scout Titans 500

One Warhound Class Scout Titan 275

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DARK ANGEL

SPACE MARINES

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DARK ANGEL SPECIAL RULES SPACE MARINE TRANSPORT See page 3. SUPERIOR TACTICS See page 3. THEY SHALL KNOW NO FEAR See page 3. All Dark Angel special units are Space Marines. THE GREAT SECRET Every time the Dark Angels enter battle they do so with a great secret. During the Horus Heresy some Dark Angels fought for the powers of Chaos (these traitors are called the Fallen). To this day the remaining faithful Dark Angels hide this secret in fear that, if uncovered, they might be hunted by other Space Marine Chapters. Because of this a Dark Angels army will never ally itself with any forces of the Imperium.

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DARK ANGEL DEATHWING TERMINATOR SQUAD

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 4+ 3+ 3+

Weapon Range Fire Power Notes

Storm Bolters (15cms) Small Arms -

2 × Assault Cannons 30cm AP5+/AT5+ -

Power Weapons (base contact) Assault Weapons Macro Weapons, Extra Attacks (+1)

Notes: Reinforced Armour, Teleport, Thick Rear Armour. A formation containing any Deathwing Terminator units may remove one extra blast marker when rallying or regrouping.

DARK ANGEL DEVASTATOR SQUAD

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 4+ 5+ 3+

Weapon Range Fire Power Notes

2 × Plasma Cannons 30cm AP4+/AT4+ Slow Firing

Notes:

DARK ANGEL RAVENWING BIKE SQUADRON

Type Speed Armour Close Combat Fire Fight

Infantry 35cm 4+ 3+ 4+

Weapon Range Fire Power Notes

Bolters (15cms) Small Arms -

Chainswords (base contact) Assault Weapons -

Notes: Invulnerable Save, Mounted. Teleport Homer – Any Deathwing Terminator unit teleporting completely within 15cm of an unbroken unit with the Teleport Homer ability may re-roll the dice for determining if a blast marker is received.

DARK ANGEL RAVENWING ATTACK BIKE

Type Speed Armour Close Combat Fire Fight

Light Vehicle 35cm 4+ 5+ 4+

Weapon Range Fire Power Notes

Heavy Bolter 30cm AP5+ -

Notes: Invulnerable Save. Teleport Homer – Any Deathwing Terminator unit teleporting completely within 15cm of an unbroken unit with the Teleport Homer ability may re-roll the dice for determining if a blast marker is received.

DARK ANGEL RAVENWING LAND SPEEDER

Type Speed Armour Close Combat Fire Fight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Fire Power Notes

Multi Melta

and

15cm

(15cms)

MW5+

Small Arms

-

Macro Weapon

Notes: Invulnerable Save, Scout, Skimmer.

DARK ANGEL SPECIAL UNITS (For all other Dark Angel unit stats, see pages 4 to 8)

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DARK ANGEL RAVENWING LAND SPEEDER TYPHOON

Type Speed Armour Close Combat Fire Fight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Fire Power Notes

Twin Typhoon Missile 45cm AP3+/AT5+ -

Heavy Bolter 30cm AP5+ -

Notes: Invulnerable Save, Scout, Skimmer.

DARK ANGEL RAVENWING LAND SPEEDER TORNADO

Type Speed Armour Close Combat Fire Fight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Fire Power Notes

Assault Cannon 30cm AP5+/AT5+ -

Heavy Bolter 30cm AP5+ -

Notes: Invulnerable Save, Scout, Skimmer.

DARK ANGEL RAVENWING NEPHILIM FIGHTER

Type Speed Armour Close Combat Fire Fight

Aircraft Fighter 6+ n/a n/a

Weapon Range Fire Power Notes

Lascannon 30cm AT5+/AA5+ Fixed Forward Arc

Twin Heavy Bolter 30cm AP4+/AA5+ Fixed Forward Arc

Underwing Rockets 30cm AT4+ Fixed Forward Arc

Notes: Invulnerable Save

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DARK ANGEL SPACE MARINE ARMY LIST

Dark Angel Space Marine armies have a strategy rating of 5. All Dark Angel formations have an initiative rating of 1+. The ‘They Shall Know No Fear’ rule applies to all Dark Angel formations.

USING THE ARMY LIST

Each allowed Dark Angel upgrade can be taken once per Detachment.

A maximum of up to a third of the points available to the army may be spent on Thunderhawk and Dark Angel Support formations.

DARK ANGEL DETACHMENTS

DETACHMENT UNITS UPGRADES POINTS COST

Assault Four Assault units Commander, Dreadnought, Vindicator 175

Deathwing Four Deathwing Terminator units Commander, Dreadnought, Land Raiders, Vindicator

350

Devastator Four Dark Angel Devastator units plus transport Commander, Dreadnought, Hunter, Land Raiders, Razorbacks, Vindicator

250

Land Raider Four Land Raiders Commander, Hunter, Vindicator 350

Landing Craft One Landing Craft None 350

Predator Four Predator Destructors Annihilators, Commander, Hunter, Vindicator 225

Ravenwing Four Ravenwing Bike units and four Ravenwing Land Speeders

Attack Bike, Commander 325

Ravenwing Support Five Ravenwing Land Speeder Tornados Commander, Typhoon 200

Scout Four Scout units plus transport Commander, Razorbacks, Snipers 150

0-1 Strike Cruiser One Strike Cruiser Battle Barge 200

Tactical Six Tactical units plus transport Commander, Dreadnought, Hunter, Razorbacks, Vindicator

300

Thunderhawk One Thunderhawk Gunship None 200

Vindicator Four Vindicators Commander, Hunter 250

Whirlwinds Four Whirlwinds Commander, Hunter 300

DARK ANGEL UPGRADES

UPGRADE UNITS POINTS COST

Annihilators Replace two Predator Destructors with two Predator Annihilators or

Replace four Predator Destructors with four Predator Annihilators

25

50

Attack Bike Replace any number of Ravenwing Bike units with one Ravenwing Attack Bike each 0

Battle Barge Replace the Strike Cruiser with a Battle Barge 150

Commander Add one Space Marine Captain, Chaplain or Librarian character to a unit in the formation or

Add one Space Marine Supreme Commander character to a unit in the formation (Max One Per Army)

50

100

Dreadnought Add one or two Dreadnoughts 50 each

Hunter Add one Hunter or

Add two Hunters

75

125

Land Raiders Add one to four Land Raiders 75 each

Razorbacks Add up to one Razorback for each infantry unit in the formation (see Space Marine transport rule) 25 each

Snipers All Scout units in the formation gain the Sniper ability 50

Typhoon Replace any number of Ravenwing Land Speeder Tornados with one Ravenwing Land Speeder Typhoon each

10 per Typhoon

Vindicator Add one or two Vindicators 50 each

DARK ANGEL SUPPORT

FORMATION POINTS COST

Two Ravenwing Nephilim Fighters 225

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WHITE SCAR

SPACE MARINES

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WHITE SCAR SPECIAL RULES SUPERIOR TACTICS See page 3. THEY SHALL KNOW NO FEAR See page 3. All White Scar special units are Space Marines. WHITE SCARS TRANSPORT White Scars follow the Space Marine transport rule (see page 3) with the following exceptions. White Scars detachments with the plus transport special rule must take enough transport vehicles to carry any Infantry units in the formation. A detachment cannot choose to leave them behind for any reason, including making use of the garrison rules. You can only choose to ignore this if the detachment is instead to be deployed from a Thunderhawk Gunship or by Drop Pods (Note a spaceship is required to deploy by Drop Pods). In addition if any formation chooses to deploy by Drop Pods, then every eligible formation in the army must also be deployed by Drop Pods, up to the transport capacity of any purchased spacecraft.

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WHITE SCAR ATTACK BIKE

Type Speed Armour Close Combat Fire Fight

Light Vehicle 35cm 4+ 5+ 4+

Weapon Range Fire Power Notes

Heavy Bolter 30cm AP5+ -

Notes: Walker.

WHITE SCAR BIKE SQUADRON

Type Speed Armour Close Combat Fire Fight

Infantry 35cm 4+ 3+ 4+

Weapon Range Fire Power Notes

Bolters (15cms) Small Arms -

Chainswords (base contact) Assault Weapons -

Notes: Mounted, Walker.

WHITE SCAR SPECIAL UNITS (For all other White Scar unit stats, see pages 4 to 10)

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WHITE SCAR SPACE MARINE ARMY LIST

White Scar Space Marine armies have a strategy rating of 5. All White Scar and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The ‘They Shall Know No Fear’ rule applies to all White Scar formations.

USING THE ARMY LIST Each allowed White Scar upgrade can be taken once per Detachment.

A maximum of up to a third of the points available to the army may be spent on Thunderhawk, Imperial Navy and Titan formations.

WHITE SCAR DETACHMENTS

DETACHMENT UNITS UPGRADES POINTS COST

Assault Four Assault units Commander 175

Bike Eight White Scar Bike units Attack Bike, Commander 375

Land Speeder Five Land Speeders Commander, Tornado/Typhoon 200

Landing Craft One Landing Craft None 350

Predator Four Predator Destructors Annihilators, Commander, Hunter, Vindicator 225

Scout Four Scout units plus transport Commander, Razorbacks, Snipers 150

0-1 Strike Cruiser One Strike Cruiser Battle Barge 200

Tactical Six Tactical units plus transport Commander, Hunter, Razorbacks 300

Terminator Four Terminator units and four Land Raiders Commander 600

Thunderhawk One Thunderhawk Gunship None 200

Whirlwind Four Whirlwinds Commander, Hunter, Vindicator 300

WHITE SCAR UPGRADES

UPGRADE UNITS POINTS COST

Annihilators Replace two Predator Destructors with two Predator Annihilators or

Replace four Predator Destructors with four Predator Annihilators

25

50

Attack Bike Replace any number of White Scar Bike units with one White Scar Attack Bike each 0

Battle Barge Replace the Strike Cruiser with a Battle Barge 150

Commander Add one Space Marine Captain, Chaplain or Librarian character to a unit in the formation or

Add one Space Marine Supreme Commander character to a unit in the formation (Max One Per Army)

50

100

Hunter Add one Hunter 75

Razorbacks Add up to one Razorback for each infantry unit in the formation (see White Scar transport rule) 25 each

Snipers All Scout units in the formation gain the Sniper ability 50

Tornado/Typhoon Replace any number of Land Speeders with one Land Speeder Tornado or Typhoon each 0 per Tornado

10 per Typhoon

Vindicator Add one or two Vindicators 50 each

IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS

FORMATION POINTS COST FORMATION POINTS COST

Two Thunderbolt Fighters 150 Formation of two Warhound Class Scout Titans 500

Two Marauder Bombers 250 One Warhound Class Scout Titan 275

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SPACE WOLVES SPACE MARINES

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SPACE WOLVES SPECIAL RULES SPACE WOLVES TRANSPORT The Space Wolves are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. The number of Rhinos will always be the minimum needed to carry the formation; you can’t take extras along to cover any losses! To work out a formation’s transport Add any infantry upgrades to the formation.

Add Land Raiders to the formation, these must be used to transport any Wolf Guard units first.

Add Razorbacks to the formation, up to the number of Infantry units not transported by Land Raiders.

If there are still infantry units in the formation without transport add the minimum number of Rhinos required for all units other than Wolf Guard in the formation to be transported.

Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having ‘plus transport’ in the units section of the army list. Also note that you don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you may do so. In addition, you may choose to replace a detachment’s Rhinos with Drop Pods. If you do this then the detachment will enter play in a Drop Pod using the rules for planetfall (see the EPIC Armageddon Rulebook, section 4.4). Note that if you choose to do this you will also require at least one Strike Cruiser or Battle Barge to deploy the Drop Pods from. SUPERIOR TACTICS See page 3. THEY SHALL KNOW NO FEAR See page 3. All Space Wolves special units are Space Marines. PACK HUNTERS Space Wolves units with the Commander ability extend the range at which they can call other formations to follow them when they make a combined assault from 5cm to 10cm (2.1.2).

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SPACE WOLVES GREY HUNTERS

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 4+ 3+ 4+

Weapon Range Fire Power Notes

Bolters (15cms) Small Arms -

Chainswords (base contact) Assault Weapons -

Notes: Count as Tactical units for all transport purposes.

SPACE WOLVES WOLF LORD

Type Speed Armour Close Combat Fire Fight

Character n/a n/a n/a n/a

Weapon Range Fire Power Notes

Frostfang (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Notes: Character, Invulnerable Save, Supreme Commander.

SPACE WOLVES WOLF GUARD

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 4+ 3+ 3+

Weapon Range Fire Power Notes

Storm Bolters (15cms) Small Arms -

2 × Assault Cannon 30cm AP5+/AT5+ -

Power Weapons (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Notes: Reinforced Armour, Thick Rear Armour.

SPACE WOLVES HERO

Type Speed Armour Close Combat Fire Fight

Character n/a n/a n/a n/a

Weapon Range Fire Power Notes

Power Weapon (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Thunderstorm (15cms) Small Arms Macro Weapon, Extra Attack (+1)

Notes: Space Wolves Heroes can be one of three types: Battle Leaders, Rune Priests and Wolf Priests. All are Characters and have the Invulnerable Save and Leader abilities and are armed with a Power Weapon (listed in the weapon section above). Battle Leaders also have the Commander special ability. Rune Priests have a Thunderstorm attack (listed in the weapon section above). Wolf Priests are Inspiring.

SPACE WOLVES FENRISIAN WOLVES

Type Speed Armour Close Combat Fire Fight

Infantry 20cm 5+ 4+ -

Weapon Range Fire Power Notes

Teeth and Claws (base contact) Assault Weapons Extra Attack (+1)

Notes: Infiltrators.

SPACE WOLVES SPECIAL UNITS (For all other Space Wolves unit stats, see pages 4 to 10)

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SPACE WOLVES LONG FANGS

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 4+ 5+ 3+

Weapon Range Fire Power Notes

2 × Heavy Bolter 30cm AP5+ -

2 × Lascannon 45cm AT5+ -

Notes: Count as Devastator units for all transport purposes.

SPACE WOLVES BLOOD CLAWS

Type Speed Armour Close Combat Fire Fight

Infantry 15cm (30cm) 4+ 3+ 5+

Weapon Range Fire Power Notes

Bolt Pistols (15cms) Small Arms -

Chainswords (base contact) Assault Weapons -

Notes: If the jump packs upgrade is selected then their speed is increased to 30cm and they gain the Jump Packs ability. Count as Tactical units for all transport purposes.

SPACE WOLVES SCOUTS

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 5+ 3+ 5+

Weapon Range Fire Power Notes

Bolt Pistols (15cms) Small Arms -

Chainswords (base contact) Assault Weapons -

Heavy Bolter 30cm AP5+ -

Notes: Infiltrators, Scouts.

SPACE WOLVES VENERABLE DREADNOUGHT

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 15cm 3+ 3+ 4+

Weapon Range Fire Power Notes

Power Weapon (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Assault Cannon 30cm AP5+/AT5+ -

Notes: Fearless, Invulnerable Save, Walker.

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SPACE WOLVES SPACE MARINES ARMY LIST Space Wolves Space Marines armies have a strategy rating of 5. Imperial Navy aircraft formations, Blood Claws Fenrisian Wolves and Swift Claws packs have an initiative rating of 2+. All other formations have an initiative rating of 1+. The ‘They Shall Know No Fear’ rule applies to all Space Wolves formations.

USING THE ARMY LIST

At least one Space Wolves Great Company must be taken. Each allowed Space Wolves upgrade can be taken once per formation. A maximum of up to a third of the points available to the army may be spent on Thunderhawk and Imperial Navy

formations.

SPACE WOLVES GREAT COMPANY COMPANY UNITS UPGRADES POINTS COST

1+ Great Company One Space Wolves Hero character and eight Grey Hunter units plus transport

Land Raiders, Dreadnought, Razorbacks, Vindicator, Hunter, Wolf Lord Add one or two Wolf Guard units for 75 points each Add two Grey Hunter units for 75 points

375

SPACE WOLVES PACKS (Up to three for each Space Wolves Great Company taken)

PACK UNITS UPGRADES POINTS COST

Fenrisian Wolves Five Fenrisian Wolves units Hero 175

Blood Claws Six Blood Claws units plus transport Dreadnought, Jump Packs, Hero 250

Swift Claws Five Bike units Attack Bike, Hero 200

Long Fangs Four Long Fangs units plus transport Dreadnought, Hero, Hunter, Razorbacks Add one or two Land Raiders for 75 points each

300

Wolf Scouts Four Space Wolves Scouts units plus transport Hero, Snipers 175

SPACE WOLVES SUPPORT (Up to three for each Space Wolves Great Company taken)

FORMATION UNITS UPGRADES POINTS COST

Land Raider Four Land Raiders Hunter, Vindicator 350

Land Speeder Five Land Speeders Tornado/Typhoon, Hero 200

Landing Craft One Landing Craft - 350

Predator Four Predator Destructors Annihilators, Hunter, Vindicator Add up to four Predator Destructors for 50 points each

225

0-1 Strike Cruiser One Strike Cruiser Battle Barge 200

Thunderhawk One Thunderhawk Gunship - 200

Vindicator Four Vindicators Hunter 250

Whirlwind Four Whirlwinds Hunter 300

SPACE WOLVES UPGRADES UPGRADE UNITS POINTS COST

Annihilators Replace Two Predator Destructors with Two Predator Annihilators or Replace Four Predator Destructors with Four Predator Annihilators

25 50

Attack Bike Replace any number of Bike units with one Attack Bike each 0

Battle Barge Replace the Strike Cruiser with a Battle Barge 150

Hero Add one Space Wolves Battle Leader, Rune Priest or Wolf Priest character to a unit in the formation 50

Dreadnought Add one or two Dreadnoughts or Add one Venerable Dreadnought

50 each 75

Hunter Add one Hunter 75

Jump Packs All Infantry units gain a speed of 30cm and the jump packs ability, but the formation loses the plus transport special rule.

0

Land Raiders Add one to six Land Raiders 75 each

Razorbacks Add up to one Razorback for each infantry unit in the formation (see Space Wolves transport rule) 25 each

Snipers All Space Wolves Scouts units in the formation gain the Sniper ability 50

Tornado/Typhoon Replace any number of Land Speeders with one Land Speeder Tornado or Typhoon each 0 per Tornado 10 per Typhoon

Vindicator Add one or two Vindicators 50 each

0-1 Wolf Lord Replace one Space Wolves Hero character with a Space Wolves Wolf Lord character 50

IMPERIAL NAVY AIRCRAFT FORMATION POINTS COST

Two Thunderbolt Fighters 150

Two Marauder Bombers 250

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IMPERIAL FISTS SPACE MARINES

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IMPERIAL FISTS SPECIAL RULES IMPERIAL FISTS TRANSPORT The Imperial Fists are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. The number of Rhinos will always be the minimum needed to carry the formation; you can’t take extras along to cover any losses! To work out a formation’s transport Add any infantry upgrades to the formation.

Add Land Raiders (of any type) to the formation.

Add Razorbacks to the formation, up to the number of Infantry units not transported by Land Raiders.

If there are still infantry units in the formation without transport add the minimum number of Rhinos required for all units in the formation to be transported.

Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having ‘plus transport’ in the units section of the army list. Also note that you don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, then you may do so. Imperial Fists Devastator and Tactical detachments may replace their ‘plus transport’ option with up to two Bunkers and 50cm x 2.5cm of Trenches or Minefields for free. SUPERIOR TACTICS See page 3. THEY SHALL KNOW NO FEAR See page 3. All Imperial Fists special units apart from Hyperios and Tarantula platforms are Space Marines. FORTIFIED POSITIONS Fortified positions must be set up after objectives, but before spacecraft and garrisons are deployed. The fortified positions may be set up anywhere a vehicle may deploy in the Imperial Fists half of the table. You may split up a set of fortified positions as desired (although no section of trenches or minefield may be smaller than 5cm x 2.5cm), as long as the rules for formation coherency are adhered to. For example, you could split up trenches into several lines, as long as there are 5cm ‘links’ between the different parts of the position. These fortified positions count as having a move of zero. Fortified positions may not be transported. Some formations in the army may come with a set of fortified positions; these fortifications are set up at the same time as all other fortifications in the army and follow the same rules. Once deployed these fortifications are terrain and are no longer a part of the formation. Once fortified positions are set up they may be used by any unit, not just the units they were purchased for. They may also be captured and used by enemy units. SIEGE MASTERS Imperial Fists infantry and vehicles may re-roll failed dangerous terrain tests when traversing minefields. Imperial Fists infantry units within trenches gain the first strike ability. Imperial Fists infantry units within bunkers replace the bunkers 3+ cover save with a 4+ reinforced armour cover save. An Imperial Fists army may start the game with up to three garrisoned formations on overwatch in the tournament scenario. AUTOMATA Units with this rule have a very limited capacity to carry out independent actions. Unless they are part of a formation that includes other units that do not have this rule the formation can only take Hold, Marshall, Sustained Fire and Overwatch actions and may only contest objectives. A formation does not receive a Blast marker when a unit with automata is destroyed; this includes the extra Blast marker from the first casualty of a crossfire, and for units destroyed for being out of formation after a move. If one of these units is hit by a weapon with disrupt it does not inflict a Blast marker. Finally, don't count these units that are lost in an assault when working out who has won the combat.

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TARANTULA PLATFORM

Type Speed Armour Close Combat Fire Fight

Light Vehicle 0cm 6+ 6+ 6+ (5+)

Weapon Range Fire Power Notes

One weapon chosen from the following

Twin Heavy Bolters 30cm AP4+ -

Twin Lascannons 45cm AT4+ -

Notes: Automaton. Tarantulas armed with Twin Heavy Bolters gain Fire Fight 5+.

HYPERIOS PLATFORM

Type Speed Armour Close Combat Fire Fight

Light Vehicle 0cm 6+ 6+ 6+

Weapon Range Fire Power Notes

Hyperios Launcher 45cm AT6+/AA4+ -

Notes: Automaton.

IMPERIAL FISTS TECHMARINE

Type Speed Armour Close Combat Fire Fight

Character n/a n/a n/a n/a

Weapon Range Fire Power Notes

Power Weapon (base contact) Assault Weapon Macro Weapon, Extra Attack (+1)

Notes: Leader. When a Techmarine character is added to an Imperial Fists Bastion, the Bastion gains one Void Shield.

IMPERIAL FISTS DEVASTATOR CENTURIONS

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 4+ 5+ 2+

Weapon Range Fire Power Notes

Missile Launcher 45cm AP5+/AT6+ -

Twin Lascannons

and

45cm

(15cms)

AT4+

Small Arms

-

Ignore Cover

2 x Twin Heavy Bolters 30cm AP4+ -

Notes: Reinforced Armour.

IMPERIAL FISTS ASSAULT CENTURIONS

Type Speed Armour Close Combat Fire Fight

Infantry 15cm 4+ 4+ 4+

Weapon Range Fire Power Notes

Hurricane Bolters (15cms) Small Arms Extra Attack (+1)

Twin Heavy Flamers

and

15cm

(15cms)

AP3+

Small Arms

Ignore Cover

Ignore Cover

Meltaguns 15cm MW5+ -

Siege Drills (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Notes: Reinforced Armour.

IMPERIAL FISTS SPECIAL UNITS (For all other Imperial Fists unit stats, see pages 4 to 10 and 14)

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IMPERIAL FISTS DREADNOUGHT

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 15cm 4+ 4+ 4+

Weapon Range Fire Power Notes

Missile Launcher 45cm AP5+/AT6+ -

Twin Lascannon 45cm AT4+ -

OR

Siege Drill (base contact) Assault Weapons Macro Weapon, Extra Attack (+1)

Twin Heavy Flamers

and

15cm

(15cms)

AP3+

Small Arms

Ignore Cover

Ignore Cover

Heavy Flamer

and

15cm

(15cms)

AP4+

Small Arms

Ignore Cover

Ignore Cover

Notes: Walker. An Imperial Fists Dreadnought may be armed with either a Missile Launcher and Twin Lascannon or a Siege Drill and Heavy Flamers.

IMPERIAL FISTS ACHILLES LAND RAIDER

Type Speed Armour Close Combat Fire Fight

Armoured Vehicle 15cm 4+ 4+ 4+

Weapon Range Fire Power Notes

Thunderfire Cannon 60cm 2 x AP4+/AT6+ Ignore Cover or Disrupt

2 x Multi-melta

and

15cm

(15cms)

MW5+

Small Arms

-

Macro Weapon

Notes: Reinforced Armour, Invulnerable Save. Transport (May carry one of the following: Tactical or Devastator unit).

IMPERIAL FISTS RAPIER

Type Speed Armour Close Combat Fire Fight

Infantry 10cm 5+ 6+ 5+

Weapon Range Fire Power Notes

Laser Destroyer 45cm AP6+/AT4+ -

Notes:

IMPERIAL FISTS THUDD GUN

Type Speed Armour Close Combat Fire Fight

Infantry 10cm 5+ 6+ 5+

Weapon Range Fire Power Notes

Thudd Gun 45cm AP4+/AT6+ Indirect Fire

Notes:

WARLORD CLASS BATTLE TITAN (DEATHSTRIKE)

Type Speed Armour Close Combat Fire Fight

War Engine 15cm 4+ 2+ 3+

Weapon Range Fire Power Notes

Rocket Launcher 60cm 3BP Fixed Forward Arc

Deathstrike Missile Unlimited MW2+ Titan Killer (D6), Indirect Fire, One Shot

Gatling Blaster 60cm 4 × AP4+/AT4+ Forward Arc

Titan Power Fist (base contact) Assault Weapon Extra Attacks (+3), Titan Killer (D3)

Damage Capacity: 8

Void Shields: 6

Critical Hit Effect: The Warlord's plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Warlord will be hit on a D6 roll of 4+.

Notes: Fearless, Reinforced Armour, Thick Rear Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide.

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IMPERIAL FISTS FORTIFIED POSITIONS

Terrain Infantry Vehicle War Engine

Trench 4+ Cover Save Dangerous No Effect

Gun Emplacement 4+ Cover Save 5+ Cover Save No Effect

Bunker 3+ Cover Save Dangerous Impassable

Minefield Dangerous Dangerous Dangerous

Notes: Bunkers are Fortifications (see the EPIC Armageddon Rulebook 1.8.4). Gun emplacements provide vehicles with a Cover Save that works in the same manner as an infantry Cover Save (see the EPIC Armageddon Rulebook 1.8.3). Each gun emplacement can hold one unit and each Bunker can hold three units. Trenches can hold one infantry unit per 4cm of length. No fortified positions block line of sight. Bunkers can be a maximum of 6cm x 5cm in size.

Minefield dangerous terrain tests may not be re-rolled using the walker ability. Skimmers moving over Minefields must also take dangerous terrain tests.

IMPERIAL FISTS FELLBLADE

Type Speed Armour Close Combat Fire Fight

War Engine 15cm 4+ 6+ 4+

Weapon Range Fire Power Notes

2 × Accelerator Cannon 75cm MW3+ -

2 × Twin Lascannons 45cm AT4+ Left Arc

2 x Twin Lascannons 45cm AT4+ Right Arc

Demolisher Cannon 30cm AP3+/AT4+ Ignore Cover, Fixed Forward Arc

Twin Heavy Bolters 30cm AP4+ Fixed Forward Arc

Damage Capacity: 4

Critical Hit Effect: The Fellblade is destroyed and any units within 5cm of the model suffer a hit on D6 roll of 6.

Notes: Reinforced Armour.

IMPERIAL FISTS BASTION

Type Speed Armour Close Combat Fire Fight

War Engine 0cm 4+ - 5+

Weapon Range Fire Power Notes

Thunderfire Cannon 60cm 2 x AP4+/AT6+ Ignore Cover or Disrupt

Hyperios Launcher 45cm AT6+/AA4+ -

2 x Twin Heavy Bolters 30cm AP4+ -

Damage Capacity: 3

Critical Hit Effect: The Bastion takes an additional point of damage.

Notes: Reinforced Armour, Thick Rear Armour, Fearless. Transport (may carry up to eight of the following: Assault, Devastator, Tactical and Scout units. Dreadnoughts, Terminator and Centurion units may also be carried but count as taking up two spaces each).

IMPERIAL FISTS THUNDERHAWK BOMBER

Type Speed Armour Close Combat Fire Fight

War Engine, Aircraft Bomber 4+ - -

Weapon Range Fire Power Notes

Battle Cannon 75cm AP4+/AT4+ Fixed Forward Arc

2 × Twin Heavy Bolter 30cm AP4+/AA5+ Fixed Forward Arc

1 × Twin Heavy Bolter 15cm AP4+/AA5+ Right Arc

1 × Twin Heavy Bolter 15cm AP4+/AA5+ Left Arc

Bomb Racks 15cm 2BP Ignore Cover, Fixed Forward Arc

Damage Capacity: 2

Critical Hit Effect: The Thunderhawk’s control surfaces are damaged, the pilot loses control and the Thunderhawk crashes to the ground and is destroyed.

Notes: Reinforced Armour.

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IMPERIAL FISTS SPACE MARINES ARMY LIST Imperial Fists Space Marines armies have a strategy rating of 5. Static Defence platforms have an initiative rating of 2+. All other formations have an initiative rating of 1+. The ‘They Shall Know No Fear’ rule applies to all Imperial Fists formations except Static Defence platforms.

USING THE ARMY LIST

Each allowed Imperial Fists upgrade can be taken once per formation. A maximum of up to a third of the points available to the army may be spent on Static Defences, Aircraft and

Titan Legion Battlegroups.

IMPERIAL FISTS DETACHMENTS DETACHMENT UNITS UPGRADES POINTS COST Centurion Four Centurion units chosen from the following:

Assault Centurion, Devastator Centurion Land Raider, Vindicator 300

Scout Four Scout units plus transport Commander, Sniper, Razorback 150

Devastator Four Devastator units plus transport Commander, Razorback, Dreadnought, Hunter, Land Raider, Vindicator, Achilles, Support Battery

250

Land Raider Four Land Raiders Commander, Achilles, Vindicator, Hunter 350

Land Speeder Five Land Speeders Commander, Tornado/Typhoon 200

Predator Four Predator Destructors Annihilators, Commander, Hunter, Vindicator 225

Tactical Six Tactical units plus transport Commander, Dreadnought, Razorback, Hunter, Vindicator, Land Raider, Achilles, Support Battery

300

Terminator Four Terminator units Commander, Land Raiders, Vindicator, Dreadnought

350

Thunderfire Four Thunderfire Cannons Techmarine, Dreadnought 250

Whirlwind Four Whirlwinds Commander, Hunter, Whirlwinds 300

Vindicator Four Vindicators Commander, Vindicator, Hunter 250

Bastion One Bastion Techmarine, Support Battery 200

Fellblade One Fellblade - 325

IMPERIAL FISTS UPGRADES UPGRADE UNITS POINTS COST Annihilators Replace Two Predator Destructors with Two Predator Annihilators or

Replace Four Predator Destructors with Four Predator Annihilators 25 50

Commander Add one Space Marine Captain, Chaplain or Librarian character to a unit in the formation or Add one Space Marine Supreme Commander character to a unit in the formation (Max One Per Army)

50 100

Techmarine Add one Techmarine character to a unit in the formation 25

Dreadnought Add one or two Imperial Fists Dreadnoughts 50 each

Hunter Add one Hunter 75

Land Raider Add one to four Land Raiders or Land Raider Crusaders 75 each

Achilles Replace up to two Land Raiders with Land Raider Achilles 25 each

Whirlwinds Add two Whirlwinds 125

Razorback Add up to one Razorback for each infantry unit in the formation (See Imperial Fists transport rule) 25 each

Tornado/Typhoon Replace any number of Land Speeders with one Land Speeder Tornado or Typhoon each 0 per Tornado 10 per Typhoon

Support Battery Add up to four Thudd Gun units or Rapier units 25 each

Sniper All Scout units in the formation gain the Sniper ability 50

Vindicator Add one or two Vindicators 50 each

STATIC DEFENCES (Up to one set of Tarantulas and one set of Hyperios may be taken for each Scout Detachment in the army)

FORMATION UNITS POINTS COST Tarantulas Four Tarantula Platforms with four Gun Emplacements 100

Hyperios Three Hyperios Platforms 125

Fortifications Up to two Bunkers and 50cm x 2.5cm of Trenches or Minefield 50

IMPERIAL FISTS AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION POINTS COST FORMATION POINTS COST Two Stormtalon 200 One Reaver Class Battle Titan 650

One Thunderhawk Bomber 250 One Warlord Class Battle Titan (Deathstrike) 850

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EPIC UK SPACE MARINES WHAT, HOW AND WHY So you’ve just finished reading through the new and updated EPIC UK Space Marine codex, however you have some questions; what has EPIC UK done? How have we done it and why? Well this part of the army book is here to help you out! Below you will find out what we’ve done, how and why we did it. Have a read though this and find out what was in the EPIC UK team’s head when we built and then updated each of the Space Marine army lists. THE OVERALL PICTURE For a while now EPIC tournament players have been asking for new army lists. So EPIC UK has risen to the task and created its own army books for UK EPIC tournaments. However one issue pointed out was that none of us had actually written an army book before; sure we all have tones of experience playing EPIC, however we still hadn’t produced an army book! So it was very clear from the start that we shouldn’t launch ourselves into a brand new army list straight away, for example Tyranids or Tau. We should build up our experience by starting with the army lists already approved for tournament play, and there was only one place to start … the Space Marines! SPACE MARINE ARMY BOOK IS BORN So Space Marines it is then! Before this release there were only two Space Marine army lists out, the generic Codex Astartes and the White Scar army lists. It was very clear to us that additional army lists would be needed but not too many. Each individual army list had to have its own character, its own way of fighting, its own positives and negatives but above all it had to be balanced. Now at EPIC UK we believe that the Space Marine army lists were pretty much balanced before this product was released. Okay a few changes had to be made but not a lot; because of this EPIC UK would mainly focus on points changes. UPDATED CHANGES Over the last two years the Codex Astartes and four variant Black Templars, Blood Angels, Dark Angels and White Scars army lists included in the original Space Marine codex have received considerable play testing. This new version of the Space Marine codex includes a number of revisions derived from this experience. All of these updates are included in this revised What, How and Why section. CODEX ASTARTES The generic army list didn’t take long. Firstly all approved changes from the EPIC errata were added and then we looked into what rules and points cost changes we wanted to make. The ever popular Terminator formation went up to 350 points and we also increased the cost of single Warhounds to 275 points. These two units seem to be the core of tournament Space Marine armies and were deemed too good for their points cost. After these we focused on a number of formations and units that had historically underperformed or even disappeared from tournament play.

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First was the attack bike, we wanted to make sure that this could be a feature in future army lists. We increased its speed to 35cm (same as a bike stand) and more importantly allowed it to be transported by Thunderhawks. Next was the Vindicator. Firstly we increase its movement up to 25cm and then we reduced the cost of the formation to 250 points. We also reduced the points of the Vindicator as an upgrade (to 50 points each). Predator and Land Raider formations have both received a point reduction down to 350 points for Land Raiders and 275 points for Predators, the Land Raider upgrade has also been reduced to 75 points each. The Finally the Marauder Bomber formation has come down in cost to 250 points. This was pretty much all the changes to the Codex Space Marine army list; we wanted to allow people to play the Space Marine army as they had always done. However we wanted to make formations, that were previously over shadowed, a valid option. UPDATED CODEX ASTARTES The rounding down of blast markers in an engagement of the updated ‘They Shall Know No Fear’ rule was found to be overly complicated and slightly too powerful. It has been revised to give a minimum of one blast marker. The Warhound Titan has also proven a very powerful choice even at a higher points cost. To address this, its critical hit effect has been made more dangerous (and less frustrating to an opponent) with the addition of a point of damage. The underpowered Land Raider and Predator Destructor have both received a fire fight boost to 4+ and the Predator Destructor has also received a cost reduction. This has necessitated some restructuring of the original Predator formation with the Annihilator moved to an upgrade option. In addition the Vindicator has received a small boost with the addition of Walker to represent its dozer blade. The Land Speeder Tornado and Typhoon upgrade options have also been made cheaper, reduced to a straight swap for Tornados and 10 points for each Typhoon. Finally the Marauder Bomber has received a boost to its bombs and the almost never seen Space Marine scout sniper upgrade has also been improved to effect the whole formation. BLACK TEMPLARS The first of the new Space Marine army lists. The Black Templars are an army crusading across the stars. Therefore life onboard a spacecraft is second nature to the Black Templars. The Black Templars unique style of fighting would involve using rapid deployment from space and transporter aircraft. They would have more options to transport Space Marine formations into battle using aircraft than other Space Marine chapters. Firstly because the Black Templars crusade across the universe in spacecraft, imperial allies were lost. This created a massive negative for the army so positives needed to be added. The first new unit for the Black Templars is the Emperor’s Champion. Although only a single Emperor’s Champion can be included in an army. With both the fearless and inspiring (meaning that one formation in a Black Templar army can have two inspiring characters) abilities he is very powerful. Secondly Neophytes were added as an upgrade option for tactical formations as a cheap way to bolster their numbers. As described in Black Templar background, Neophytes don’t fight as separate formations like scouts in other Space Marine armies; instead they fight alongside Tactical Marines. The third new unit added was the Land Raider Crusader. This tank sacrifices its long range anti-tank capability for lethal short range support weapons and a greater transport capacity. With the ability to deploy up to three units from one land Raider Crusader it makes them a very versatile transport option, and with 2 Fire Fight 4+ attacks they are deadly in an engagement.

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The final new unit is the Thunderhawk Transporter. The whole point of this new unit is to allow a Black Templar player to fly in mobile formations for close support. Finally the last change is the removal of the Whirlwind formation which doesn’t match the Black Templar style of play. UPDATED BLACK TEMPLARS Black Templars have proven a popular and successful tournament army with an extremely aggressive play style, because of this only a few updated changes have been made to the list, although all relevant changes from the Codex Astartes list have been included. The twin assault cannon on the Land Raider Crusader has been changed to AP4+/AT4+ to bring it in line with the standard for twin linked weapons. The option to add two Hunters to a formation at slightly reduced cost has also been added to the list to make up for the loss of Imperial Navy allies. Finally the Thunderhawk Transporter has been improved with better armour and weapons to be a more viable option compared to Landing Craft. BLOOD ANGELS The idea behind the Blood Angel army was simple; its main advantage would be engaging in close combat; however getting there would be a little trickier. The first draft of the Blood Angel list had all the formations, within the Codex Astartes Space Marine army list, and more; therefore the Blood Angels had positives but no negatives. The first negative added was the removal of the Devastator formation. We realise that Blood Angels can have Devastators in the background and other game systems, however it was clear that they didn’t fit into the overall Blood Angel theme of engaging in close combat that we wanted to emphasise. Secondly the Assault formation was increased to 6 stands. While this gives some advantages it also gives a big disadvantage because you can only fit one formation into a Thunderhawk. The first unit added, the Death Company went through many revisions. The final version we feel is correctly balanced; on the one hand they have 2 attacks in close combat on a 3+, they are fearless and can have jump packs and a Chaplain. However, if they have the Chaplain and jump packs, the formation is 400 points for 4 stands. The second unit we changed was the Dreadnought. Again, just like the Devastators, the heavy firepower Dreadnought didn’t fit with the Blood Angel theme and so this Dreadnought was removed. In its place we have added a Furioso Dreadnought; equipped with 2 power fists. This Dreadnought is much more useful in close combat but sacrifices some fire fight and shooting. The final new unit we added was the Baal Predator. This is a monster against infantry either shooting (potentially 12 × AP3+ shots if sustaining) or in a fire fight. However it has to get within 15cm to have any impact, it’s a ‘glass hammer’ formation; very powerful if the Blood Angel player is allowed to use them as they want, but fragile and short ranged. UPDATED BLOOD ANGELS All relevant Codex Astartes updates have been integrated into the list. In addition the Baal Predator has been improved with its Twin Assault Cannon going to AP4+/AT4+ and its fire fight value increasing to 3+. The Baal Predator formation has also received the Hunter and Vindicator upgrade options. The Death Company have also received a characterful Dreadnought upgrade option.

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DARK ANGELS It was clear from the start that the Dark Angels shouldn’t have any imperial allies (because of their dark secret) and so, just like the Black Templars, we had to find positives to balance out the negatives. New formations where added to the army to represent the Ravenwing. A large eight stand fast attack option composed of Attack Bikes, Bikes and Land Speeders with each stand getting a 6+ invulnerable (Jink!) save. Ravenwing Bike units also received a teleport homer; this little device allows Deathwing Terminators to re-roll their teleporting dice when landing within 15cm of a bike stand. This gives the Dark Angels their own unique style of fighting and fits well with the background of the Dark Angels (i.e. the Ravenwing locate the enemy and then the Deathwing teleport in to kill the enemy). The next change was with the Devastator formation. Dark Angels prefer to use Plasma Cannons and so the normal missile launcher was replaced; however during testing we found that the Plasma Cannon upgrade was too good for a 250 point unit and so, the price of the Dark Angel Devastator formation was increased. UPDATED DARK ANGELS Alongside the relevant Codex Astartes updates that have been integrated into the list. The generally perceived as underpowered Dark Angel list has received a number of changes. Firstly the Deathwing Terminators have received a small boost to distinguish them from normal Terminators with the ability to remove an additional blast marker when rallying or regrouping. The composition of the Ravenwing formation has been altered to four Ravenwing Bikes and four Ravenwing Land Speeders at a reduced cost of 350 points to allow a large formation that can be garrisoned. In addition a new Ravenwing Support formation consisting of Tornado Land Speeders has been added to the list. The Dark Angel Devastators have been reduced in cost to 275 points and received a boost to their fire fight up to 3+. In addition the formation has received the Hunter upgrade option. Finally the option to add two Hunters to a formation at a slightly reduced cost has been added to the list to make up for the loss of Imperial Navy allies. WHITE SCARS The White Scars had the smallest amount of changes out of all the specialist Space Marine armies. Apart from the changes in the generic list, being incorporated into the White Scar list, not a lot else has changed. The Terminator with Land Raider formation is cheaper than in the generic lists; however this formation has always been cheaper. UPDATED WHITE SCARS Other than relevant changes integrated from the Codex Astartes update no other changes have been made to the White Scar list. SPACE WOLVES A popular army with a distinct style it was decided to include the option to field the Space Wolves in tournament play. This list is based on the NetEA Space Wolves army list and so special thanks must be given to all the NetEA Space Marine play testers on the tactical command forums which can be found at http://www.taccmd.tacticalwargames.net/index.php and to Matt Dobbs for his work. Most changes made to the list are cosmetic in nature and designed to simplify the list for tournament play.

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IMPERIAL FISTS A popular army with a distinct style it was decided to include the option to field the Imperial Fists in tournament play. This list is based on the NetEA Imperial Fists army list and so special thanks must be given to all the NetEA Space Marine play testers on the tactical command forums which can be found at http://www.taccmd.tacticalwargames.net/index.php and to Simon Holyoake for his work. Most changes made to the list are cosmetic in nature and designed to simplify the list for tournament play. FURTHER SPACE MARINES CODEX UPDATES The addition of the Space Wolves list to the core Space Marines Codex has presented an opportunity to amend the other lists to a very minor degree. To this end a small number of changes have been implemented to further balance the lists based on tournament experiences since the last review. A number of formations have proven underpowered and have received small points drops, these include White Scars Bike and Dark Angel Ravenwing detachments, Dark Angel Devastator detachments, Black Templar Thunderhawk Transporters and Blood Angel Baal Predators detachments. Additionally the Black Templar and Dark Angel armies have received the addition of specialised fighter aircraft in the form of a Black Templar Stormtalon and Dark Angel Ravenwing Nephilim to help make up for the lack of Imperial Navy and Titan options. Finally Thunderhawk Gunships have been restricted in all the lists and Dark Angel Ravenwing Nephilim have received a points increase for balance reasons. Well I hope this answers your questions of What, How and Why. If not please send the EPIC UK team an email and we will try to answer any queries you may have. Thank you The EPIC UK Team