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Codex Space Marines

Epic UK codex

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0% found this document useful (0 votes)
2K views33 pages

Codex Space Marines

Epic UK codex

Uploaded by

CarlosFerrao
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Contents
  • Codex Astartes Space Marine Special Rules
  • Information
  • Codex Astartes Space Marine Units
  • Imperial Allies - Titan Legion Support
  • Imperial Allies - Imperial Navy Support
  • Codex Astartes Space Marine Army List
  • Black Templar Space Marines
  • Blood Angel Space Marines
  • Dark Angel Space Marines
  • White Scar Space Marines
  • EPIC UK Space Marines: What, How and Why

EPIK UK PRESENTS

CODEX: SPACE MARINES

An unofficial codex for use with Games Workshops


Epic Armageddon rule set
Version: 110711

INFORMATION
MORE INFORMATION ABOUT SPACE MARINES
More information about the Space Marines For more information into the background of the Space Marines,
please purchase the Warhammer 40,000 Space Marine Codexs from Games Workshop. Alternatively you
can visit Games Workshops 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 wouldnt 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, Rob Lane, Alan Morey, Matthew Otter, 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.

CONTENTS
Page 1.
Page 2.
Page 3.
Page 4-8.
Page 9.
Page 10.
Page 11.
Page 12.
Page 13.
Page 14.
Page 15.
Page 16.
Page 17.
Page 18.
Page 19.
Page 20.
Page 21.
Page 22-23.
Page 24.
Page 25.
Page 26.
Page 27.
Page 28.
Page 29-32.

Information
Contents
Codex Astartes Space Marine Special Rules
Codex Astartes Space Marine Units
Imperial Allies Titan Legion Support
Imperial Allies Imperial Navy Support
Codex Astartes Space Marine Army List
Black Templar Space Marines
Black Templar Special Rules
Black Templar Special Units
Black Templar Army List
Blood Angel Space Marines
Blood Angel Special Rules
Blood Angel Special Units
Blood Angel Army List
Dark Angel Space Marines
Dark Angel Special Rules
Dark Angel Special Units
Dark Angel Army List
White Scar Space Marines
White Scar Special Rules
White Scar Special Units
White Scar Army List
EPIC UK Space Marines: What, How and Why

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 cant take extras along to
cover any losses!
To work out a formations 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 dont receive Rhinos, usually because they cant 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 dont have to take Rhinos if you dont want to. If youd 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 detachments 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
The Space Marine army is a highly flexible and tactical army. 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.

CODEX ASTARTES SPACE MARINE UNITS


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

Storm Bolters

(15cms)

Small Arms

Notes
-

2 Assault Cannons

30cm

AP5+/AT5+

Power Weapons

(base contact)

Assault Weapons

Macro Weapon, Extra Attack (+1)

Notes: Reinforced Armour, Teleport, Thick Rear Armour.

SPACE MARINE TACTICAL SQUAD


Type

Speed

Armour

Close Combat

Fire Fight

Infantry

15cm

4+

4+

4+

Weapon

Range

Fire Power

Bolters

(15cms)

Small Arms

Notes
-

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

Bolt Pistols

(15cms)

Small Arms

Notes
-

Chainswords

(base contact)

Assault Weapons

Type

Speed

Armour

Close Combat

Fire Fight

Infantry

30cm

4+

5+

3+

Notes: Jump Packs.

SPACE MARINE DEVASTATOR SQUAD

Weapon

Range

Fire Power

Notes

2 Missile Launcher

45cm

AP5+/AT6+

Notes:

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+

Power Fist

(base contact)

Assault Weapons

Macro Weapon, Extra Attack (+1)

Assault Cannon

30cm

AP5+/AT5+

OR

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 BIKE SQUADRON


Type

Speed

Armour

Close Combat

Fire Fight

Infantry

35cm

4+

3+

4+

Weapon

Range

Fire Power

Bolters

(15cms)

Small Arms

Notes
-

Chainswords

(base contact)

Assault Weapons

Notes: Mounted.

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 LAND SPEEDER


Type

Speed

Armour

Close Combat

Light Vehicle

35cm

4+

6+

Fire Fight
5+

Weapon

Range

Fire Power

Notes

Multi-melta
and

15cm
(15cms)

MW5+
Small Arms

Macro Weapon

Notes: Scout, Skimmer.

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.

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 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 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 LAND RAIDER


Type

Speed

Armour

Close Combat

Fire Fight

Armoured Vehicle

25cm

4+

6+

4+

Weapon

Range

Fire Power

Twin Heavy Bolter

30cm

AP4+

Notes
-

2 Twin Lascannon

45cm

AT4+

Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry one 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 up to two of the following: Devastator, Tactical, Scout units).

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+

45cm

AT4+

OR
Twin Lascannon

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 PREDATOR ANNIHILATOR


Type

Speed

Armour

Close Combat

Armoured Vehicle

30cm

4+

6+

Fire Fight
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:

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 Crafts 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, Scout units. Dreadnoughts
and 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, Whirlwinds.

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 and
Terminator units may also be carried but count as taking up two spaces each).

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 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 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).

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 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.

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 titans 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).
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 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

War Engine

20cm

4+

3+

Weapon

Fire Fight
3+

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 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 takes a point of damage and staggers D6cm in a random direction. If this move takes the Warhound into impassable terrain or
another unit it cant move over then it stops when it contacts the obstruction and is destroyed. If it staggers into or over any units then they will take a hit on a 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 IMPERIAL NAVY SUPPORT


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 NAVY MARAUDER BOMBER


Type

Speed

Armour

Close Combat

Fire Fight

Aircraft

Bomber

4+

n/a

n/a

Weapon

Range

Fire Power

2 Twin Heavy Bolters

15cm

AA5+

Notes
-

Twin Lascannon

45cm

AT4+/AA4+

Fixed Forward Arc

Bomb Racks

15cm

3BP

Fixed Forward Arc

Notes:

10

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.
CODEX ASTARTES SPACE MARINE DETACHMENTS
DETACHMENT

UNITS

UPGRADES

Assault

Four Assault units

Commander, Vindicator

POINTS COST
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

UPGRADE

UNITS

Annihilators

Replace Two Predator Destructors with Two Predator Annihilators or


Replace Four Predator Destructors with Four Predator Annihilators

CODEX ASTARTES SPACE MARINE UPGRADES


POINTS COST
25
50

Attack Bike

Replace any number of Bike units with one Attack Bike each

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

Hunter

Add one Hunter

50 each

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

Tornado/Typhoon

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

Vindicator

Add one or two Vindicators

75

50 each

IMPERIAL NAVY AIRCRAFT


FORMATION

50
0 per Tornado
10 per Typhoon

TITAN LEGION BATTLEGROUPS


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

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 Imperial Navy and Titan
formations.

11

BLACK TEMPLAR
SPACE MARINES

12

BLACK TEMPLAR SPECIAL RULES


SPACE MARINE TRANSPORT
See page 3.

SUPERIOR TACTICS
See page 3.

THEY SHALL KNOW NO FEAR


See page 3.

CRUSADERS OF THE EMPEROR


With the creation of the Black Templars, Rogal Dorn patriarch of the Imperial Fists chose Sigismund to lead
the Black Templars. Sigismunds faith in the Emperor earned him the title Emperors Champion. On leaving
the planet Terra, Sigismund swore that he and his Black Templars would never rest until all enemies of the
faith were vanquished.
Black Templars are a crusading army and therefore spend more time on board space craft than any other
chapter. 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 doesnt want to (in this case its assumed that the Black Templars
have already landed on the planet before the battle commences).

13

BLACK TEMPLAR SPECIAL UNITS


(For all other Black Templar unit stats, see pages 4 to 8)

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 EMPERORS 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: Fearless, Inspiring, Invulnerable Save, Leader. The Emperors Champion character may only be added to Tactical or Terminator units.

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 Scout units for all transport purposes.

BLACK TEMPLAR LAND RAIDER CRUSADER


Type

Speed

Armour

Close Combat

Fire Fight

Armoured Vehicle

25cm

4+

6+

4+

Weapon

Range

Fire Power

Twin Assault Cannon

30cm

AP4+/AT4+

Notes
-

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 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 pilot loses control and 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.

14

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.
BLACK TEMPLAR 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 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, Emperors Champion,


Hunter, Land Raiders, Neophyte, Razorbacks,
Vindicator

300

Terminator

Four Terminator units

Commander, Dreadnought, Emperors Champion,


Land Raiders, Vindicator

350

Thunderhawk

One Thunderhawk Gunship

None

200

Thunderhawk Transporter

One Thunderhawk Transporter

Thunderhawk Transporter

200

Vindicator

Four Vindicators

Commander, Hunter, Vindicator

250

UPGRADE

UNITS

Annihilators

Replace two Predator Destructors with two Predator Annihilators or

25

Replace four Predator Destructors with four Predator Annihilators

50

BLACK TEMPLAR UPGRADES


POINTS COST

Attack Bike

Replace any number of Bike units with one Attack Bike each

Battle Barge

Replace the Strike Cruiser with a Battle Barge

Commander

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

50

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

100

150

Dreadnought

Add one or two Dreadnoughts

Emperors Champion

Add one Emperors Champion character to a unit in the formation (Max One Per Army)

50 each

Hunter

Add one Hunter or

75

Add two Hunters

125

75

Land Raiders

Add one to four Land Raiders or Land Raider Crusaders

75 each

Neophyte

Add one or two Neophyte units

25 each

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

Tornado/Typhoon

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

100
0 per Tornado
10 per Typhoon

Vindicator

Add one or two Vindicators

50 each

USING THE ARMY LIST


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

15

BLOOD ANGEL
SPACE MARINES

16

BLOOD ANGEL SPECIAL RULES


SPACE MARINE TRANSPORT
See page 3.

SUPERIOR TACTICS
See page 3.

THEY SHALL KNOW NO FEAR


See page 3.

17

BLOOD ANGEL SPECIAL UNITS


(For all other Blood Angel unit stats, see pages 4 to 10)

BLOOD ANGEL DEATH COMPANY SQUAD


Type

Speed

Armour

Close Combat

Fire Fight

Infantry

15cm (30cm)

4+

3+

5+

Weapon

Range

Fire Power

Bolt Pistols

(15cms)

Small Arms

Notes
-

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

Armoured Vehicle

15cm

Armour

Close Combat

4+

4+

Fire Fight
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

Twin Assault Cannon

30cm

AP4+/AT4+

Notes
-

2 Heavy Flamers

15cm

AP4+

Ignore Cover

and

(15cms)

Small Arms

Ignore Cover

Notes:

18

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.
BLOOD ANGEL DETACHMENTS
DETACHMENT
Assault
Baal Predator
Bike
1 Death Company

UNITS
Six Assault units
Four Baal Predators
Five Bike units
Four Death Company units plus transport

UPGRADES
Commander, Vindicator
Commander, Hunter, Vindicator
Attack Bike, Commander
Commander (Chaplain only), Death Company
Dreadnought, Jump Packs
Commander, Hunter, Vindicator
Commander, Tornado/Typhoon
None
Annihilators, Commander, Hunter, Vindicator
Commander, Razorbacks, Snipers
Battle Barge
Commander, Dreadnought, Hunter, Razorbacks,
Vindicator
Commander, Dreadnought, Land Raiders,
Vindicator
None
Commander, Hunter
Commander, Hunter

Land Raider
Land Speeder
Landing Craft
Predator
Scout
0-1 Strike Cruiser
Tactical

Four Land Raiders


Five Land Speeders
One Landing Craft
Four Predator Destructors
Four Scout units plus transport
One Strike Cruiser
Six Tactical units plus transport

Terminator

Four Terminator units

Thunderhawk
Vindicator
Whirlwind

One Thunderhawk Gunship


Four Vindicators
Four Whirlwinds

UPGRADE
Annihilators

UNITS
Replace two Predator Destructors with two Predator Annihilators or
Replace four Predator Destructors with four Predator Annihilators
Replace any number of Bike units with one Attack Bike each
Replace the Strike Cruiser with a Battle Barge
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)
Add one or two Death Company Dreadnoughts

POINTS COST
250
300
200
300
350
200
350
225
150
200
300
350
200
250
300

BLOOD ANGEL UPGRADES

Attack Bike
Battle Barge
Commander
Death Company
Dreadnought
Dreadnought
Hunter
Jump Packs
Land Raiders
Razorbacks
Snipers
Tornado/Typhoon

Add one or two Blood Angel Dreadnoughts


Add one Hunter
All Death Company Infantry units gain a speed of 30cm and the jump packs ability, but the formation
loses the plus transport special rule.
Add one to four Land Raiders
Add up to one Razorback for each infantry unit in the formation (see Space Marine transport rule)
All Scout units in the formation gain the Sniper ability
Replace any number of Land Speeders with one Land Speeder Tornado or Typhoon each

Vindicator

Add one or two Vindicators

IMPERIAL NAVY AIRCRAFT


FORMATION

POINTS COST
25
50
0
150
50
100
75 each
50 each
75
50
75 each
25 each
50
0 per Tornado
10 per Typhoon
50 each

TITAN LEGION BATTLEGROUPS


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

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 Imperial Navy and Titan
formations.

19

DARK ANGEL
SPACE MARINES

20

DARK ANGEL SPECIAL RULES


SPACE MARINE TRANSPORT
See page 3.

SUPERIOR TACTICS
See page 3.

THEY SHALL KNOW NO FEAR


See page 3.

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.

21

DARK ANGEL SPECIAL UNITS


(For all other Dark Angel unit stats, see pages 4 to 8)

DARK ANGEL DEATHWING TERMINATOR SQUAD


Type

Speed

Armour

Close Combat

Fire Fight

Infantry

15cm

4+

3+

3+

Weapon

Range

Fire Power

Storm Bolters

(15cms)

Small Arms

Notes
-

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

Bolters

(15cms)

Small Arms

Notes
-

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.

22

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 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.

23

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.
DARK ANGEL DETACHMENTS
DETACHMENT

UNITS

UPGRADES

POINTS COST

Assault

Four Assault units

Commander, 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

275

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

350

Ravenwing Tornado

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

25

Replace four Predator Destructors with four Predator Annihilators

50

Attack Bike

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

Battle Barge

Replace the Strike Cruiser with a Battle Barge

Commander

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

50

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

100

Dreadnought
Hunter

0
150

Add one or two Dreadnoughts

50 each

Add one Hunter or

75

Add two Hunters

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

Typhoon

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

Vindicator

Add one or two Vindicators

50
10 per Typhoon
50 each

USING THE ARMY LIST


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

24

WHITE SCAR
SPACE MARINES

25

WHITE SCAR SPECIAL RULES


SUPERIOR TACTICS
See page 3.

THEY SHALL KNOW NO FEAR


See page 3.

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.

26

WHITE SCAR SPECIAL UNITS


(For all other White Scar unit stats, see pages 4 to 10)

WHITE SCAR BIKE SQUADRON


Type

Speed

Armour

Close Combat

Fire Fight

Infantry

35cm

4+

3+

4+

Weapon

Range

Fire Power

Bolters

(15cms)

Small Arms

Notes
-

Chainswords

(base contact)

Assault Weapons

Notes: Mounted, Walker.

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.

27

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.
WHITE SCAR DETACHMENTS
DETACHMENT

UNITS

UPGRADES

POINTS COST

Assault

Four Assault units

Commander

175

Bike

Eight White Scar Bike units

Attack Bike, Commander

400

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, 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

Annihilators

Replace two Predator Destructors with two Predator Annihilators or

POINTS COST
25

Replace four Predator Destructors with four Predator Annihilators

50

Attack Bike

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

Battle Barge

Replace the Strike Cruiser with a Battle Barge

Commander

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

50

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

100

Hunter

Add one Hunter

75

Razorbacks

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

Snipers

All Scout units in the formation gain the Sniper ability

Tornado/Typhoon

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

Vindicator

Add one or two Vindicators

150

25 each
50
0 per Tornado
10 per Typhoon
50 each

IMPERIAL NAVY AIRCRAFT


FORMATION

TITAN LEGION BATTLEGROUPS


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

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 Imperial Navy and Titan
formations.

28

EPIC UK SPACE MARINES


WHAT, HOW AND WHY
So youve 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 weve done, how and why we did it. Have a read though this and find out what
was in the EPIC UK teams 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 hadnt produced an army book!
So it was very clear from the start that we shouldnt 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 didnt take long. Firstly all approved changes from the EPIC errata were added and
then we looked into what rules and points cost changes and 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.

29

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 Emperors Champion. Although only a single Emperors
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 dont 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

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Fire Fight 4+ attacks they are deadly in an engagement.


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 doesnt 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 didnt 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 didnt 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, its 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 shouldnt 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 reroll 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 Tornado formation has been added to the list for a cheap support option.
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.

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

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