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SPACE MARINES ARMY LIST v013 for Mike Maydays 40K CHANGES alpha 1

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Page 1: SPACE MARINES ARMY LISTgoblinart.pl/40kchanges/40k Changes - Space Marines Army List v.01… · The book you’re holding in your hands is the Space Marines Army List for the game

SPACE MARINES

ARMY LIST v013 for

Mike Mayday’s 40K CHANGES alpha 1

Page 2: SPACE MARINES ARMY LISTgoblinart.pl/40kchanges/40k Changes - Space Marines Army List v.01… · The book you’re holding in your hands is the Space Marines Army List for the game
Page 3: SPACE MARINES ARMY LISTgoblinart.pl/40kchanges/40k Changes - Space Marines Army List v.01… · The book you’re holding in your hands is the Space Marines Army List for the game

1

PREFACE The following publication is the first alpha version of the Space Marine

Army List for 40k Changes. Because it was only created to allow for

extensive testing of the main rulebook, there are no point costs yet and

not all the units that will be available in the final version have made it

to this version. If you want to try a balanced battle with this army list,

you must play two identical armies against each other. Alternatively,

you are welcome to try the units in any configurations – if you want to

test the specific rules etc.

How to provide feedback? All feedback should be mailed to [email protected] with the

title 40k Changes. The mails may be written in English or Polish. I’m

interested in most manners of feedback. Do let me know if you spot

any of the following: obvious mistakes in the rule text, rules with

unclear meaning, rules that could be interpreted in many ways, rules

that could be made more concise, game mechanics that are needlessly

complex and could be replaced with something simpler, game

mechanics that are too difficult to memorize.

At this point, I am not interested in help with editing the text, except

for typos and easy-to-fix grammar mistakes. The rules are subject to

change and it’s not worthwhile to make the text perfect at this point.

If you want to propose new game mechanics, be aware that at this

point I am more interested in trimming the rulebook down, rather than

bloating it. However, ideas for new game mechanics are still extremely

welcome, but only after you’ve familiarized yourself with the whole

rulebook, so that you can be sure the suggested new rules fit in with

the rest.

Mike Mayday

P.S. Due to the necessity of testing the Morale behaviour, Space

Marines in this alpha version don’t have the Know No Fear special rule.

CHANGELOG

012b – experimentally decreased all bolter weapons AP by 1

13 – Consolidated to pierce and to wound.

COPYRIGHT DISCLAIMER

The following document is a non-commercial, unofficial work of a fan, in no way endorsed by Games Workshop Limited.

GW, Games Workshop, Citadel, White Dwarf, Space Marine, 40K, Warhammer, Warhammer 40,000 and all associated logos, illustrations, images,

names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop

Limited, variably registered around the world. All Rights Reserved.

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2

INTRODUCTION The book you’re holding in your hands is the Space Marines Army List

for the game 40k Changes, a miniature wargame meant to be

a replacement for the rules of Warhammer 40k™ by Games Workshop

Limited. While the core rules for the game are located in the 40k

Changes rulebook, an Army List contains all the information required

to construct the army you will be using to play the game itself.

The most important part of the book are the Army List Entries which

contain the descriptions of units that are available to the player. These

are preceded by general rules on reading the Army List Entries and

choosing your units, the equipment and spells available to the Space

Marines and the special rules unique to this army. At the end of the

book you will find a table with a summary of all the models’ basic

characteristics and another table explaining the characteristics and

special rules of all the weapons that your models may have.

BUILDING YOUR ARMY To build an army, you must choose a number of units from the Army

List Entries presented at the end of this book. You are free to field

multiple units built from the same entry. Each Army List Entry provides

the model name, characteristics, equipment, weapons, special rules

and model size, along with any optional upgrades you might choose.

Optional equipment must be bought and/or replaced in the order it is

listed in the Army List Entry.

Whenever a list entry allows you to replace one item and/or another

item with something, it means you can take one item from the list for

each item you replace.

Any changes to the model characteristics caused by the default

equipment are already included in the characteristics profile.

Army specific special rules and

equipment Special rules marked with an asterisk are explained in this book, in the

Army Special Rules chapter. Options marked with an asterisk are

equipment pieces, explained in this book, in the Equipment chapter.

“Twin-linked”, “built-in” and weapon

mounting In some cases, an Army List Entry will precede the weapon name with

“Twin-linked” – this simply means the weapon has the Twin-linked

special rule.

Whenever a weapon or equipment entry is followed by “with a built-

in…” and a name of a weapon, this simply means the option contains

both equipment pieces at once (one built into the other). Replacing the

entry with a built-in weapon replaces the built-in weapon as well.

Vehicle weapon entries are always preceded by the type of mounting

they are utilising (e.g. “turret-mounted”). This is explained in the

Shooting with Vehicles chapter in the rulebook. If an option to replace

a weapon for a vehicle doesn’t specify the type of mounting, the new

weapon keeps the type of mounting of the weapon that it replaces.

Force Organization Slots Units are divided into six categories, namely: HQ, Troops, Elites, Fast

Attack, Heavy Support and Auxiliary. The Force Organization Slots limit

the amount and type of units you may take in a single army. You are

given a certain amount of slots to fill in with each type – for example,

you have three optional Heavy Support slots, which means you may

field up to three different heavy support units.

Mandatory unit slots A Space Marine army must contain the following:

one HQ unit

two Troops units.

Optional unit slots A Space Marine army may contain the following additional units:

1 HQ unit

1-3 Troops units

1-3 Elite units

1-3 Fast Attack Units

1-3 Heavy Support units.

Auxiliary units Auxiliary units may not be freely chosen. You must meet certain

requirements to field each one:

For every HQ unit in your army, you may take one Command

Squad and one Techmarine.

For every Techmarine in your army, you may take one unit

of Servitors.

You may only take Dedicated Transporters as upgrades to

other units, as allowed by their Army List Entries. A unit

taken as a Dedicated Transporter doesn’t use up a Force

Organization Slot, even if it is not an Auxiliary unit.

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3

EQUIPMENT The following is a list of the rules of all the equipment pieces available

to units in this Army List. In the Army List Entries, equipment pieces are

marked with an asterisk. All equipment options without an asterisk are

weapons - their stats and special rules are all listed in the table at the

end of this book.

Artificer armour This armour grants a Toughness of +6.

Bike A Bike increases the model’s Toughness by +1, grants the model 6”

Additional Movement and has a built-in twin-linked bolter. A bike

replaces the model size with Size 3 / ø70o and grants the following

special rules: Relentless, Storm-through, Trample, Jink.

Camo cloak A camo cloak modifies its bearer’s Evasion characteristic by +1.

Combat shield A combat shield modifies its bearer’s Parry characteristic by +1.

Combi-bolter A model given the option to take a combi-bolter may choose between

a combi-flamer, combi-melta and a combi-plasma. This model counts

as carrying a boltgun and one of the following secondary weapons:

a flamer, a meltagun or a plasma gun (depending on his choice). The

model may fire its secondary weapon once per battle only and may

never shoot both the boltgun and the secondary weapon at the same

time, even if special rules or other equipment would allow him to.

Company Standard Friendly units within 12” of a model with the Company Standard may

re-roll failed Morale checks.

Dozer blade A vehicle with a dozer blade may re-roll its Dangerous and Difficult

Terrain Tests. When Ramming, this vehicle treats its front armour as

being one point higher.

Extra armour When performing a vehicle damage roll against a vehicle with Extra

Armour, subtract 1 from the result.

Force weapon A model that has an option to take a force weapon may choose

between a force sword, a force axe and a force staff.

Jump pack A model with a Jump Pack gains the Jump 6” special rule and its size is

changed to 3 / ø25.

Locator beacon If a model with a locator beacon was on the game board at the

beginning of a turn, friendly units deep striking within 6” of it do not

scatter.

Power armour This armour grants a Toughness of +5.

Power weapon A model that has an option to take a power weapon may choose

between a power sword, a power axe and a power maul.

Psychic hood Each time a unit (or model) is targeted by an enemy spell and is within

12" of a friendly model with a psychic hood, the wearer of the hood

can attempt to Deny the spell in their stead, as if he were in the target

unit. If the Deny attempt is failed, the psychic power is resolved as

normal, but effects only the initial target, not the wearer of the hood.

If a model with a psychic hood is embarked in a vehicle or building, he

can only use the hood to nullify powers targeting the vehicle or

building he is embarked within.

Scout armour

This armour grants a +2 Armour Value.

Searchlight If the Night Fighting special rule is in effect, a model with a searchlight

may declare that it will be illuminating the target of its shooting attack

before rolling to hit. If it does, all units shooting at this model and its

target are immune to the Night Fighting special rule.

Servo-harness A model with a Servo-harness gains whatever weapons are built into

it, as described in the Army List entry. When shooting, it may shoot two

of the weapons built into it or one weapon built into it and one other

weapon.

Siege shield A model with a siege shield automatically passes Dangerous and

Difficult Terrain Tests.

Smoke launchers

At the beginning of a turn, a model with smoke launchers may trigger

them. Until the end of a turn it cannot shoot, run or move in 3rd gear

but is granted an EVASION of +3. At the end of the turn the smoke

launchers stop working and may no longer be used in this battle.

Storm shield A storm shield grants its bearer the Invulnerable special rule, an

Evasion characteristic of +3 and modifies its Parry characteristic by +2.

A model with a storm shield never benefits from the additional attack

for attacking with two melee weapons.

Teleport homer If a model with a teleport homer was on the game board at the

beginning of a turn, friendly units consisting entirely of models with

Terminator armour that deep strike within 6” of it do not scatter.

Terminator armour This armour grants a Toughness of +6 and an Evasion of +2. It also

replaces the model size with 2 / ø32. It grants the Deep Strike,

Invulnerable and Relentless special rules.

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ARMY SPECIAL RULES The following is a list of special rules unique to the models and

equipment in this Army List. These special rules are marked with an

asterisk in the Army List Entries and the Weapons table. You may find

the definitions of all the other special rules in the rulebook.

Apothecary As long as a model with a Narthecium is in a unit, the whole unit has

the Feel No Pain 9+ special rule.

Blessing of the Omnissiah If a model with this special rule is in base contact with a friendly

vehicle or walker, instead of executing its order it may attempt to

partially repair the vehicle or walker it is in contact with. To do it, roll

a D6 and add 1 for every servo-arm in this model’s unit. If the result

is 6 or more, you may remove a CAN’T SHOOT or CAN’T MOVE status

from the model or any of its weapons.

Combat Squads Before deploying your troops, you may declare that you will be

splitting a ten-model unit with this special rule into two five-model

units. If the original unit purchased a Dedicated Transporter, either

one or both of the two newly formed units may start the game

embarked upon it (at least one of them must though).

Drop Pod Assault A Drop Pod may not be normally deployed; it must arrive via Deep

Striking. Half of your drop pods (rounded up) must Deep Strike at the

very beginning of turn 1, the others are placed in reserve as normal.

If a Drop Pod scatters onto Impassable Terrain or another model,

reduce the scatter distance by the minimal amount required to make

it no longer the case. A unit embarked on a Drop Pod must disembark

during the Transporter Phase. Once this happens the Drop Pod loses

its Transporter special rule.

Despite its Access Point size, a Drop Pod may transport a single

Dreadnought instead of any other passengers.

Know No Fear A FLEEING unit with this special rule automatically passes Morale

tests. A unit that successfully performs a Sweeping Advance against

a unit with this special rule, doesn’t get to perform the free attacks –

it immediately performs a DESPERATE CHARGE against this unit

instead.

Power of the Machine Spirit A vehicle with this special rule that is performing a NORMAL SHOT

may fire two heavy weapons at full BS instead of just one.

Repair

A model with this special rule that has the CAN’T MOVE status may

forgo its shooting attacks to attempt to remove it by rolling a 6 on

a D6. This cannot be done during the turn in which the model

received the status.

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SPELLS A Librarian may purchase the following spells:

Teleportation Conjuration 1

Remove the Sorcerer and his unit off the board and immediately

redeploy them by Deep Striking.

Fire Shield Transmutation 1

Any successful hit made against the Sorcerer in close combat results

in an AP 5+ S 6+ hit against the model that hit him.

Fire breath Devastation 1

Name Mode R Sh S Rules

Fire Breath - 1 3+ Spray 3

Steel Skin Transmutation 1

The Sorcerer’s Strength and Weapon Skill are modified by -3 and his

Toughness is modified by +3.

Force

Transmutation 1

The Sorcerer’s Force Weapon gains the Instant Death special rule

until the end of the turn.

Zeal Suggestion 1

A chosen friendly unit within 12” of the Sorcerer gains the Fearless

special rule until the end of the turn.

Fear Suggestion 1

An enemy unit within 12” of the Sorcerer receives the FLEEING

status.

Precognition Suggestion 2

The Sorcerer may re-roll all failed TO HIT, TO PIERCE and TO WOUND

rolls. His PARRY and EVASION are modified by +2.

Sanctuary Transmutation 1

The Sorcerer and his unit are granted an EVASION of +2.

Invisibility Transmutation 1

The Sorcerer and his unit are granted an EVASION of +4. They may not

shoot or charge.

Incineration Devastation 2

Name Mode R Sh S Rules

Incineration 12” 1 2+ Light

Levitation

Transmutation 1

The Sorcerer and his unit gain the SKIMMER special rule.

Shockwave Transmutation 1

All units within 12” of the Sorcerer must take a Strength test. Each

unit that fails receives the ON THE GROUND status.

Hold Transmutation 1

A chosen enemy unit within 12” of the Sorcerer has its Additional

Movement modified by -3.

Jump

Transmutation 1

The Sorcerer and his unit gain the Jump 6” Special Rule.

Warpgate Conjuration 2

A single unit held in reserves that has a Deep Strike special rule may

immediately Deeps Strike within 6” of the sorcerer, without

scattering.

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ARMY LIST ENTRIES

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HQ

Captain CS P BS E S T HP A W Mov Type

1 Captain 4+ +3 4+ +3 6+ +5 3 6 3+ - Character

Special Rules Independent

Invulnerable

Weapons Bolt pistol

Chainsword

Frag grenades

Krak grenades

Equipment Power armour*

Size 1 / ø25

Options

May replace his bolt pistol and/or chainsword with a: - Boltgun - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon - Lightning claw - Power fist - Thunder hammer - Storm shield

May take one of the following: - Jump pack* - Bike*

May take artificer armour*

May replace all of his weapons and equipment with Terminator armour*, a storm bolter and a power weapon*.

A model in Terminator armour may replace his storm bolter with a: - Combi-bolter* - Lightning Claw - Thunder Hammer

A model in Terminator armour may replace his power weapon with a: - Lightning claw - Storm shield - Power fist - Chain fist - Thunder hammer

May take: - A teleport homer* - Melta bombs

Librarian CS P BS E S T HP A W Mov Type

1 Librarian 5+ +2 5+ +2 6+ +5 2 4 3+ - Character

Special Rules Independent

Sorcerer 1

Weapons Bolt pistol

Force Weapon*

Frag grenades

Krak grenades

Equipment Psychic Hood*

Power armour*

Size 1 / ø25

Options

May be upgraded to Sorcerer 2

May purchase spells listed in the Spells chapter

May replace his bolt pistol with a: - Boltgun - Storm bolter - Combi-bolter* - Plasma pistol

May take one of the following: - Jump pack* - Bike*

May replace all of his weapons and equipment with Terminator armour*, a storm bolter, a force weapon* and a psychic hood*.

A model in Terminator armour may replace his storm bolter with a: - Combi-bolter* - Storm shield*

May take: - A teleport homer* - Melta bombs

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TROOPS

Tactical Squad CS P BS E S T HP A W Mov Type

4 Space Marines 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry

1 Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character

Special Rules Combat squads*

Weapons Bolt pistol

Boltgun

Frag grenades

Krak grenades

Equipment Power armour*

Size 1 / ø25

Options

May include up to five additional Space Marines

One Space Marine may replace his boltgun with one of the following: - Flamer - Meltagun - Plasma gun

If the squad numbers ten models, one Space Marine may replace his boltgun with one of the following: - Heavy bolter - Multi-melta - Missile Launcher - Plasma cannon - Lascannon

The Space Marine Sergeant may replace his bolt pistol and/or boltgun with a: - Chainsword - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon* - Lightning claw - Power fist - Thunder hammer

The Space Marine Sergeant may take: - A teleport homer* - Melta bombs

The unit may purchase a Rhino, Razorback or Drop Pod as a Dedicated Transporter

Scout Squad CS P BS E S T HP A W Mov Type

4 Scouts 7+ - 6+ - 6+ +4 1 2 5+ - Infantry

1 Scout Sergeant 6+ +1 5+ - 6+ +4 1 4 4+ - Character

Special Rules Combat squads*

Scout

Weapons Bolt pistol

Boltgun

Frag grenades

Krak grenades

Equipment Scout armour*

Size 1 / ø25

Options

May include up to five additional Scouts

The entire squad may take camo cloaks

Any model may replace his boltgun with a: - Combat blade - Shotgun - Sniper rifle

One Scout may replace his boltgun with a: - Heavy bolter - Heavy bolter with Hellfire shells - Missile Launcher

The Scout Sergeant may replace his bolt pistol and/or boltgun with a: - Chainsword - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon* - Lightning claw - Power fist - Thunder hammer

The Scout Sergeant may take: - A teleport homer* - Melta bombs

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ELITES

Terminator Squad CS P BS E S T HP A W Mov Type

4 Terminators 6+ +2 5+ +2 6+ +6 1 4 4+ - Infantry

1 Terminator Sergeant 6+ +2 5+ +2 6+ +6 1 4 4+ - Character

Special Rules Combat squads*

Deep Strike

Relentless

Invulnerable

Weapons Storm bolter

Power fist

Equipment Terminator armour*

Size 2 / ø32

Options May include up to five additional Terminators

Any model may replace his power fist with a chainfist

For every five models in the squad, one Terminator may choose the following: - Replace his storm bolter with a heavy flamer - Replace his storm bolter with an assault cannon - Take a cyclone missile launcher

Each model may replace his storm bolter and power fist with: - A pair of lightning claws - A thunder hammer and storm shield*

The Terminator Sergeant may replace his power fist with a power weapon*

The unit may purchase a Land Raider of any kind as a Dedicated Transporter

Dreadnought

CS P BS E S FA SA RA A Mov Type 1 Dreadnought 5+ +1 5+ - 4+ +8 +8 +6 4 - Vehicle

Special Rules Walker

Trample

Fearless

Weapons Power fist with built-in storm

bolter

Multi-melta

Equipment

Searchlight*

Smoke launchers*

Size 6 / ø60

Options May replace the built-in storm bolter with a heavy flamer

May replace its multi-melta with one of the following: - Twin-linked autocannon - Twin-linked heavy bolter - Twin-linked heavy flamer - Plasma cannon - Assault cannon - Twin-linked lascannon - Missile launcher

May replace its power fist with one of the following: - Missile launcher - Twin-linked autocannon

May purchase a Drop Pod as a Dedicated Transporter

Veteran Squad CS P BS E S T HP A W Mov Type

4 Veterans 6+ +1 5+ - 6+ +5 1 4 4+ - Infantry

1 Veteran Sergeant 5+ +2 5+ - 6+ +5 1 4 4+ - Character

Special Rules Combat squads*

Wargear Bolt pistol

Boltgun

Frag grenades

Krak grenades

Equipment Power armour*

Size 1 / ø25

Options May include up to five additional

Veterans

Up to two Veterans may replace their boltgun with one of the following: - Flamer - Meltagun - Plasma gun - Heavy flamer - Heavy bolter - Missile launcher - Multi-melta - Lascannon - Plasma cannon

Each model may replace his boltgun and/or bolt pistol with a: - Chainsword - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon* - Lightning claw - Power fist - Thunder hammer - Storm shield

Each model may take: - Melta bombs - A locator beacon*

The unit may choose one of the following options: - Purchase a jump pack* for each model - Purchase a Rhino, Razorback or Drop Pod as a

Dedicated Transporter

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FAST ATTACK

Assault Squad CS P BS E S T HP A W Mov Type

4 Space Marines 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry

1 Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character

Special Rules Combat squads*

Weapons Bolt pistol

Chainsword

Frag grenades

Krak grenades

Equipment Power armour*

Size 1 / ø25

Options

May include up to five additional Space Marines

Up to two Space Marines may replace their bolt pistol with one of the following: - Flamer - Meltagun - Plasma gun - Plasma pistol

The Space Marine sergeant may replace his bolt pistol with a: - Plasma pistol - Lightning claw

The Space Marine Sergeant may replace his chainsword with a: - Power weapon* - Lightning claw - Power fist - Thunder hammer

The Space Marine Sergeant may take: - A combat shield* - A teleport homer* - Melta bombs

The entire unit may choose one of the following options: - Purchase a jump-pack* for each model in the unit - Purchase a Rhino, Razorback or Drop Pod as a Dedicated Transporter

Bike Squad CS P BS E S T HP A W Mov Type

2 Space Marine Bikers 6+ +1 5+ - 6+ +5 1 2 5+ +6 Infantry

1 Biker Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ +6 Character

0 Attack Bikes 6+ +1 5+ - 6+ +5 2 4 5+ +6 Infantry

Special Rules Combat squads*

Relentless

Storm-trough

Trample

Jink

Fire 2 (Attack Bike only)

Weapons Bolt pistol

Heavy bolter (Attack Bike only)

Frag grenades

Krak grenades

Equipment Power armour*

Bike*

Size 3 / ø70o

Size 5 / ø60

(Attack Bike only)

Options

May include up to six additional Space Marine Bikers

Up to two Space Marine Bikers may replace their bolt pistol with one of the following: - Flamer - Meltagun - Plasma gun - Plasma pistol

The Biker Sergeant may replace his bolt pistol with a: - Plasma pistol - Storm bolter - Combi-bolter* - Power weapon* - Lightning claw - Power fist - Thunder hammer

The Biker Sergeant may take melta bombs

The unit may include one Attack Bike

The Attack Bike may replace its heavy bolter with a multi-melta

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Attack Bike Squad CS P BS E S T HP A W Mov Type

1 Attack Bike 6+ +1 5+ - 6+ +5 2 4 5+ +6 Infantry

Special Rules Relentless

Fire 2

Storm-through

Trample

Jink

Weapons Bolt pistol

Twin-linked bolter

Heavy bolter

Frag grenades

Krak grenades

Equipment Power armour*

Bike*

Size 5 / ø60

Options

May include up to two additional Attack Bikes

Each model may replace its heavy bolter with a multi-melta

Land Speeder Squadron

P BS E FA SA RA Mov Type

1 Land Speeder - 5+ - +6 +6 +6 - Vehicle

Special Rules

Skimmer

Deep strike

Manoeuvrable

Jink

Fearless

Weapons Pintle-mounted Heavy bolter

Size 7 / ø50f

Options

May include up to two additional Land Speeders

Any model may replace its heavy bolter with a:

- Multi-melta

- Heavy flamer

Any model may take one of the following:

- Hull-mounted Heavy bolter

- Hull -mounted Heavy flamer

- Hull -mounted Multi-melta

- Hull -mounted Assault cannon

- A pair of hull-mounted missile launchers (one on each side)

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HEAVY SUPPORT

Devastator squad CS P BS E S T HP A W Mov Type

4 Space Marines 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry

1 Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character

Special Rules

Combat squads*

Weapons Boltgun

Bolt pistol

Frag grenades

Krak grenades

Equipment Power armour*

Size 1 / ø25

Options

May include up to five additional Space Marines

Up to four Space Marines may replace their boltgun with a:

- Multi-melta

- Heavy bolter

- Lascannon

- Plasma cannon

- Missile Launcher

The Space Marine Sergeant may replace his bolt pistol and/or boltgun with a: - Chainsword - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon* - Lightning claw - Power fist - Thunder hammer

The Space Marine Sergeant may take melta bombs

The unit may purchase a Rhino, a Razorback or a Drop Pod as a Dedicated Transporter

Predator

P BS E FA SA RA Mov Type

1 Predator -2 5+ - +9 +7 +6 - Vehicle

Special rules Armoured turret

Fearless

Weapons Turret-mounted vanquisher

cannon

Equipment

Searchlight*

Smoke Launchers*

Size 10

Options

May replace its vanquisher cannon with a twin-linked lascannon

May take a pair of sponson mounted (one on each side):

- Heavy bolters

- Lascannons

May take up to one of each of the following:

- Pintle-mounted storm bolter

- Dozer blade*

- Extra armour*

Vindicator

P BS E FA SA RA Mov Type

1 Vindicator -2 5+ - +9 +7 +6 - Vehicle

Special rules Fearless

Weapons Hull-mounted demolisher

cannon

Pintle-mounted storm bolter

Equipment

Searchlight*

Smoke Launchers*

Size 10

Options

May take up to one of each of the following:

- Pintle-mounted storm bolter

- Siege shield*

- Extra armour*

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Land Raider

P BS E FA SA RA Mov Type

1 Land Raider -2 5+ - +10 +10 +10 - Vehicle

Special rules Transporter (10/2)

Power of the Machine Spirit*

Assault Vehicle

Fearless

Weapons Turret-mounted twin-linked

heavy bolter

Two sponson-mounted twin linked lascannons

Equipment

Searchlight*

Smoke Launchers*

Size 12

Access Points

One at the front, one on each side

Fire Points

None

Options

May take up to one of each of the following:

- Pintle-mounted Multi-melta

- Pintle-mounted storm bolter

- Extra armour*

Whirlwind

P BS E FA SA RA Mov Type

1 Whirlwind -2 5+ - +7 +7 +6 - Vehicle

Special rules Fearless

Weapons Turret-mounted whirlwind

missile launcher

Equipment

Searchlight*

Smoke Launchers*

Size 10

Options

May take up to one of each of the following:

- Pintle-mounted storm bolter

- Dozer blade*

- Extra armour*

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AUXILIARY

Command Squad CS P BS E S T HP A W Mov Type

5 Veteran 6+ +1 5+ - 6+ +5 1 4 4+ - Infantry

0 Company Champions 5+ +3 5+ - 6+ +5 1 4 4+ - Character

Weapons

Bolt pistol

Chainsword

Frag Grenades

Krak Grenades

Equipment Power armour*

Size 1 / ø25

Options One Veteran may be upgraded to a

Company Champion, replacing his chainsword with a power sword

One Veteran may replace his chainsword with a narthecium

One Veteran may replace his chainsword with a Company Standard

Any Veteran may take melta bombs

Any Veteran may replace his bolt pistol and/or chainsword with a: - Boltgun - Power weapon* - Lightning claw - Power fist - Thunder hammer

- Storm-bolter - Combi-bolter* - Plasma pistol - Storm shield

Any Veteran may replace his boltgun with a: - Plasma gun - Meltagun - Flamer

The unit may choose one of the following options: - Purchase a bike* for each model - Purchase a Drop Pod, Rhino or Razorback as a

Dedicated Transporter

Techmarine CS P BS E S T HP A W Mov Type

1 Techmarine 6+ +1 5+ +1 6+ +6 1 2 5+ - Character

Special Rules Independent

Blessing of the Omnissiah*

Weapons Bolt pistol

Boltgun

Frag grenades

Krak grenades

Servo-arm

Equipment Artificer armour*

Size 1 / ø25

Options

May replace his servo-arm with a servo-harness* with built in: two servo-arms, a twin-linked plasma pistol and a flamer

May replace his bolt pistol and/or boltgun with a: - Storm bolter - Combi-bolter* - Plasma pistol - Power weapon* - Lightning claw - Power fist - Thunder hammer

May purchase a bike*

May take: - A teleport homer* - Melta bombs*

Servitors CS P BS E S T HP A W Mov Type

1 Servitor 7+ - 6+ - 7+ +2 1 2 5+ - Infantry

Weapons Servo-arm

Size 1 / ø25

Options

May include up to four additional Servitors

Each model may replace his servo-arm with a: - Heavy bolter - Plasma cannon - Multi-melta

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Rhino

P BS E FA SA RA Mov Type

1 Rhino -2 5+ - +7 +7 +6 - Vehicle

Special Rules Repair*

Transporter (10/1)

Fearless

Weapons Pintle-mounted Storm bolter

Equipment Searchlight*

Smoke Launchers*

Size 10

Access Points

One in the rear, one on each side.

Fire Points

Two (out of the top hatch)

Options

May take up to one of each of the following: - Dozer blade* - Pintle-mounted storm bolter - Extra armour*

Razorback

P BS E FA SA RA Mov Type

1 Razorback -2 5+ - +7 +7 +6 - Vehicle

Special Rules Repair*

Transporter (6/1)

Fearless

Weapons Turret-mounted twin-linked

heavy bolter

Equipment Searchlight*

Smoke Launchers*

Size 10

Access Points

One in the rear, one on each side

Fire Points

None

Options

May replace its twin-linked heavy bolter with a: - Twin-linked heavy flamer - Twin-linked assault cannon - Twin-linked lascannon - Lascannon with a built-in twin-linked plasma gun

May take up to one of each of the following: - Dozer blade* - Pintle-mounted Storm bolter - Extra armour*

Drop Pod

P BS E FA SA RA Mov Type

1 Drop Pod -12 5+ - +8 +8 +8 - Vehicle

Special Rules Transporter (10/1)

Immobile

Drop pod assault*

Fearless

Weapons

Pintle-mounted storm bolter

Size 10

Options

May replace its storm bolter with a deathwind launcher

May take a locator beacon*

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UNITS SUMMARY

INFANTRY AND CHARACTERS

close combat shooting to wound

Name CS P BS E S T HP A W Mov Type

Attack Bike 6+ +1 5+ - 6+ +5 2 4 5+ +6 Infantry

Biker Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ +6 Character

Captain 4+ +3 4+ +3 6+ +5 3 6 3+ - Character

Company Champion 5+ +3 5+ - 6+ +5 1 4 4+ - Character

Librarian 5+ +2 5+ +2 6+ +5 2 4 3+ - Character

Scout 7+ - 6+ - 6+ +4 1 2 5+ - Infantry

Scout Sergeant 6+ +1 5+ - 6+ +4 1 4 4+ - Character

Servitor 7+ - 6+ - 7+ +2 1 2 5+ - Infantry

Space Marine 6+ +1 5+ - 6+ +5 1 2 5+ - Infantry

Space Marine Biker 6+ +1 5+ - 6+ +5 1 2 5+ +6 Infantry

Space Marine Sergeant 6+ +1 5+ - 6+ +5 1 4 4+ - Character

Techmarine 6+ +1 5+ +1 6+ +6 1 2 5+ - Character

Terminator 6+ +2 5+ +2 6+ +6 1 4 4+ - Infantry

Terminator Sergeant 6+ +2 5+ +2 6+ +6 1 4 4+ - Character

Veteran 6+ +1 5+ - 6+ +5 1 4 4+ - Infantry

Veteran Sergeant 5+ +2 5+ - 6+ +5 1 4 4+ - Character

VEHICLES

Name CS P BS E S FA SA RA A Mov Type

Dreadnought 5+ +1 5+ - 4+ +8 +8 +6 4 - Vehicle

Drop Pod - -12 5+ - - +8 +8 +8 - - Vehicle

Land Raider - -2 5+ - - +10 +10 +10 - - Vehicle

Land Speeder - - 5+ - - +6 +6 +6 - +6 Vehicle

Predator - -2 5+ - - +9 +7 +6 - - Vehicle

Razorback - -2 5+ - - +7 +7 +6 - - Vehicle

Rhino - -2 5+ - - +7 +7 +6 - - Vehicle

Vindicator - -2 5+ - - +9 +7 +6 - - Vehicle

Whirlwind - -2 5+ - - +7 +7 +6 - - Vehicle

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WEAPONS SUMMARY Name Mode R Sh S Rules

assault cannon 24" 4 4+ Heavy, Rending, Multishot

autocannon 48" 2 3+ Heavy

bolt pistol shoot 12" 1 6+ Light, Pistol

brawl - - U Melee

boltgun burst 12" 2 6+ -

shot 24" 1 6+ -

chainfist - - U-5 Melee, Armourbane, Clumsy, Specialized

chainsword - - U Melee

combat blade - - U Melee

cyclone missile frag 48" 2 6+ Heavy, Blast 3

launcher krak 48" 2 2+ Heavy

deathwind launcher 12" 1 5+ Heavy, Large Blast 5

demolisher cannon 24" 1 1+ Heavy, Large Blast 5

flamer - 1 7+ Spray 3, Ignores Evasion

force axe - - U-4 Melee, Clumsy, Force

force staff 2" - U-2 Melee, Concussive, Force

force sword - - U-3 Melee, Force

frag grenades 8" 1 7+ Light, Blast 3, Flush out

heavy bolter 36" 3 5+ Heavy

heavy flamer - 1 6+ Heavy, Spray 4, Ignores Evasion

Hellfire shells 24" 1 9+ Heavy, Blast 3, Poisoned 4+

krak grenades throw 8" 1 4+ -

plant - - 4+ Melee, One attack, Large target 6

lascannon 48" 1 0+ Heavy

lightning claw - - U-3 Melee, Shred, Specialized

melta bombs - - 2+ Melee, one attack, Clumsy, Large target 6

meltagun long 12" 1 1+ Light

short 6" 1 -1+ Light

missile launcher frag 48" 1 6+ Heavy, Blast 3

krak 48" 1 2+ Heavy

multi-melta long 24" 1 1+ Heavy

short 12" 1 -1+ Heavy

narthecium - - U Melee, Apothecary*

plasma cannon 36" 1 3+ Heavy, Gets Hot, Blast 3

plasma gun burst 12" 2 3+ Gets Hot

shot 24" 1 3+ Gets Hot

plasma pistol shoot 12" 1 3+ Light, Pistol, Gets Hot

brawl - - U Melee

power axe - - U-4 Melee, Clumsy

power fist - - U-5 Melee, Specialized, Clumsy

power maul - - U-2 Melee, Concussive

power sword - - U-3 Melee

servo-arm - - U-5 Melee, Clumsy, Specialized

sniper rifle 36" 1 9+ Heavy, Sniper

shotgun 12" 2 7+ Light

storm bolter 24" 3 6+ Light

thunder hammer - - U-5 Melee, Concussive, Clumsy, Specialized

vanquisher cannon 48" 1 1+ Heavy

whirlwind missile vengeance 12-48” 1 5+ Heavy, Ordnance, Barrage, Large Blast 5

launcher castellan 12-48” 1 6+ Heavy, Ordnance, Barrage, Ignores Cover, Large Blast 5