Codex Space Marines
Codex Space Marines
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
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Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex,
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Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon,
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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
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.
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
Smite
(15cms)
Small Arms
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.
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
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:
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+
Weapon
Range
Fire Power
Notes
2 Missile Launcher
45cm
AP5+/AT6+
Notes:
Speed
Armour
Close Combat
Fire Fight
Infantry
15cm
5+
4+
5+
Weapon
Range
Fire Power
Notes
Shotguns
(15cms)
Small Arms
Heavy Bolter
30cm
AP5+
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
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!
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.
Speed
Armour
Close Combat
Fire Fight
Light Vehicle
35cm
4+
5+
4+
Weapon
Range
Fire Power
Notes
Heavy Bolter
30cm
AP5+
Notes:
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
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+
Speed
Armour
Close Combat
Fire Fight
Light Vehicle
35cm
4+
6+
5+
Weapon
Range
Fire Power
Notes
45cm
AP3+/AT5+
Heavy Bolter
30cm
AP5+
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.
Speed
Armour
Close Combat
Fire Fight
Armoured Vehicle
30cm
5+
6+
5+
Weapon
Range
Fire Power
Notes
Whirlwind
45cm
1BP
Indirect Fire
Notes:
Speed
Armour
Close Combat
Fire Fight
Armoured Vehicle
30cm
5+
6+
6+
Weapon
Range
Fire Power
Notes
Hunter-killer
60cm
AT4+/AA4+
Notes:
Speed
Armour
Close Combat
Fire Fight
Armoured Vehicle
25cm
4+
6+
4+
Weapon
Range
Fire Power
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).
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).
Speed
Armour
Close Combat
Fire Fight
Armoured Vehicle
30cm
5+
6+
5+
Weapon
Range
Fire Power
Notes
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!
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:
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:
Speed
Armour
Close Combat
Fire Fight
Bomber
4+
5+
3+
Weapon
Range
Fire Power
Notes
2 Twin Lascannon
45cm
AT4+
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.
Speed
Armour
Close Combat
Fire Fight
Bomber
4+
6+
4+
Weapon
Range
Fire Power
Notes
Battle Cannon
75cm
AP4+/AT4+
30cm
AP4+/AA5+
15cm
AP4+/AA5+
Right Arc
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).
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).
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).
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+
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.
Speed
Armour
Close Combat
Fire Fight
War Engine
15cm
4+
2+
3+
Weapon
Range
Fire Power
Notes
60cm
4 AP5+/AT3+
Gatling Blaster
60cm
4 AP4+/AT4+
Forward Arc
Volcano Cannon
90cm
MW2+
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.
Speed
Armour
Close Combat
War Engine
20cm
4+
3+
Weapon
Fire Fight
3+
Range
Fire Power
Notes
60cm
4 AP5+/AT3+
Forward Arc
Rocket Launcher
60cm
3BP
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.
Speed
Armour
Close Combat
Fire Fight
War Engine
30cm
5+
4+
4+
Weapon
Range
Fire Power
Notes
45cm
4 AP3+/AT5+
Forward Arc
Plasma Blastgun
45cm
2 MW2+
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.
Speed
Armour
Close Combat
Fire Fight
Aircraft
Fighter Bomber
6+
n/a
n/a
Weapon
Range
Fire Power
Notes
Storm Bolters
15cm
AP4+/AA5+
Multilaser
30cm
AP5+/AT6+/AA5+
Underwing Rockets
30cm
AT4+
Notes:
Speed
Armour
Close Combat
Fire Fight
Aircraft
Bomber
4+
n/a
n/a
Weapon
Range
Fire Power
15cm
AA5+
Notes
-
Twin Lascannon
45cm
AT4+/AA4+
Bomb Racks
15cm
3BP
Notes:
10
UNITS
UPGRADES
Assault
Commander, Vindicator
POINTS COST
175
Bike
200
Devastator
250
Land Raider
350
Land Speeder
Commander, Tornado/Typhoon
200
Landing Craft
None
350
Predator
225
Scout
150
Battle Barge
200
Tactical
300
Terminator
350
Thunderhawk
None
200
Vindicator
Four Vindicators
Commander, Hunter
250
Whirlwind
Four Whirlwinds
Commander, Hunter
300
UPGRADE
UNITS
Annihilators
Attack Bike
Replace any number of Bike units with one Attack Bike each
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
Hunter
50 each
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
Tornado/Typhoon
Replace any number of Land Speeders with one Land Speeder Tornado or Typhoon each
Vindicator
75
50 each
50
0 per Tornado
10 per Typhoon
FORMATION
POINTS COST
150
850
250
650
500
275
11
BLACK TEMPLAR
SPACE MARINES
12
SUPERIOR TACTICS
See page 3.
13
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
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.
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
Notes: Fearless, Inspiring, Invulnerable Save, Leader. The Emperors Champion character may only be added to Tactical or Terminator units.
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.
Speed
Armour
Close Combat
Fire Fight
Armoured Vehicle
25cm
4+
6+
4+
Weapon
Range
Fire Power
30cm
AP4+/AT4+
Notes
-
Hurricane Bolters
(15cms)
Small Arms
(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).
Speed
Armour
Close Combat
Fire Fight
Bomber
4+
6+
5+
Weapon
Range
Fire Power
Notes
15cm
AP4+/AA5+
Left Arc
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
UNITS
UPGRADES
POINTS COST
Assault
Commander, Vindicator
175
Bike
200
Devastator
250
Land Raider
350
Land Speeder
Commander, Tornado/Typhoon
200
Landing Craft
None
350
Predator
225
1 Strike Cruiser
Battle Barge
200
Tactical
300
Terminator
350
Thunderhawk
None
200
Thunderhawk Transporter
Thunderhawk Transporter
200
Vindicator
Four Vindicators
250
UPGRADE
UNITS
Annihilators
25
50
Attack Bike
Replace any number of Bike units with one Attack Bike each
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
Emperors Champion
Add one Emperors Champion character to a unit in the formation (Max One Per Army)
50 each
Hunter
75
125
75
Land Raiders
75 each
Neophyte
25 each
Razorbacks
Add up to one Razorback for each infantry unit in the formation (see Space Marine transport rule)
25 each
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
50 each
15
BLOOD ANGEL
SPACE MARINES
16
SUPERIOR TACTICS
See page 3.
17
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
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.
Speed
Armour
Close Combat
Fire Fight
Armoured Vehicle
15cm
4+
4+
5+
Weapon
Range
Fire Power
Notes
2 Power Fist
(base contact)
Assault Weapons
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.
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
Storm Bolters
(15cms)
Small Arms
OR
Assault Cannon
30cm
AP5+/AT5+
Power Fist
(base contact)
Assault Weapons
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+.
Speed
Armour
Close Combat
Fire Fight
Armoured Vehicle
30cm
4+
6+
3+
Weapon
Range
Fire Power
30cm
AP4+/AT4+
Notes
-
2 Heavy Flamers
15cm
AP4+
Ignore Cover
and
(15cms)
Small Arms
Ignore Cover
Notes:
18
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
Terminator
Thunderhawk
Vindicator
Whirlwind
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
Attack Bike
Battle Barge
Commander
Death Company
Dreadnought
Dreadnought
Hunter
Jump Packs
Land Raiders
Razorbacks
Snipers
Tornado/Typhoon
Vindicator
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
FORMATION
POINTS COST
150
850
250
650
500
275
19
DARK ANGEL
SPACE MARINES
20
SUPERIOR TACTICS
See page 3.
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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
Notes: Reinforced Armour, Teleport, Thick Rear Armour. A formation containing any Deathwing Terminator units may remove one extra blast marker when rallying or
regrouping.
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:
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.
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.
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
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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+
Speed
Armour
Close Combat
Fire Fight
Light Vehicle
35cm
4+
6+
5+
Weapon
Range
Fire Power
Notes
45cm
AP3+/AT5+
Heavy Bolter
30cm
AP5+
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UNITS
UPGRADES
POINTS COST
Assault
Commander, Vindicator
175
Deathwing
350
Devastator
275
Land Raider
350
Landing Craft
None
350
Predator
225
Ravenwing
350
Ravenwing Tornado
Commander, Typhoon
200
Scout
150
Battle Barge
200
Tactical
300
Thunderhawk
None
200
Vindicator
Four Vindicators
Commander, Hunter
250
Whirlwinds
Four Whirlwinds
Commander, Hunter
300
UNITS
POINTS COST
Annihilators
25
50
Attack Bike
Replace any number of Ravenwing Bike units with one Ravenwing Attack Bike each
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
50 each
75
125
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
Typhoon
Replace any number of Ravenwing Land Speeder Tornados with one Ravenwing Land Speeder
Typhoon each
Vindicator
50
10 per Typhoon
50 each
24
WHITE SCAR
SPACE MARINES
25
26
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
Speed
Armour
Close Combat
Fire Fight
Light Vehicle
35cm
4+
5+
4+
Weapon
Range
Fire Power
Notes
Heavy Bolter
30cm
AP5+
Notes: Walker.
27
UNITS
UPGRADES
POINTS COST
Assault
Commander
175
Bike
400
Land Speeder
Commander, Tornado/Typhoon
200
Landing Craft
None
350
Predator
225
Scout
150
Battle Barge
200
Tactical
Commander, Razorbacks
300
Terminator
Commander
600
Thunderhawk
None
200
Whirlwind
Four Whirlwinds
300
UNITS
Annihilators
POINTS COST
25
50
Attack Bike
Replace any number of White Scar Bike units with one White Scar Attack Bike each
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
75
Razorbacks
Add up to one Razorback for each infantry unit in the formation (see White Scar transport rule)
Snipers
Tornado/Typhoon
Replace any number of Land Speeders with one Land Speeder Tornado or Typhoon each
Vindicator
150
25 each
50
0 per Tornado
10 per Typhoon
50 each
FORMATION
POINTS COST
150
500
250
275
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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.
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First was the attack bike, we wanted to make sure that this could be a feature in future army lists. We
increased its speed to 35cm (same as a bike stand) and more importantly allowed it to be transported by
Thunderhawks.
Next was the Vindicator. Firstly we increase its movement up to 25cm and then we reduced the cost of the
formation to 250 points. We also reduced the points of the Vindicator as an upgrade (to 50 points each).
Predator and Land Raider formations have both received a point reduction down to 350 points for Land
Raiders and 275 points for Predators, the Land Raider upgrade has also been reduced to 75 points each.
The Finally the Marauder Bomber formation has come down in cost to 250 points.
This was pretty much all the changes to the Codex Space Marine army list; we wanted to allow people to
play the Space Marine army as they had always done. However we wanted to make formations, that were
previously over shadowed, a valid option.
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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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.
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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.
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.
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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