26
Codex Space Marines Last updated 03/2015 The following rules apply to all Space Marines, except for Scouts. BREAK TESTS Space Marines take Break Tests as normal. If failed they are not broken but shaken instead. When shaken they may not move towards the enemy but may shoot, fight in hand-to-hand combat and use psychic powers normally. If they are unable to move without approaching an enemy they must remain stationary, but can turn. In hand-to-hand combat they cannot use follow-up moves except to engage an enemy which is fighting another Marine. They may use the follow-up move to get into cover even if this means moving closer towards an enemy. Once shaken, a squad may recover by passing a rally test. All the usual conditions apply. If a shaken squad fails a second break test then it will break as normal. RAPID FIRE If a squad doesn't move it may rapid fire. This allows each model armed with a Bolt Pistol, Bolter, or Storm Bolter to fire twice. Models armed with other weapons must fire normally. FORCE LEADER Any Space Marine character can lead the army. Whoever is chosen gains the benefits of being the army commander, meaning any units within 12” of him can use his Leadership value when they take Leadership tests. ARMY SELECTION Characters Up to 50% Squads At least 25% Support Up to 50% ALLIES A Space Marine army may be accompanied by allied troops chosen from the following lists: Any Space Marine list, Imperial Guard, Imperial Agents, Squats, Eldar (may not choose an Avater) These count towards the Support section of the army. TARGETERS All Space Marine heavy weapons, Terminator armour, support weapons , bike and vehicle weapons are equipped with a targeter . VEHICLE CREW Unless specified otherwise, vehicle crew carry bolt pistols. Wargear List TERMINATOR ARMOUR Characters may be equipped with Terminator Armour, plus the weapons listed below. If you choose this option then you cannot choose any further items from the wargear list. Terminator armour comes equipped with a teleport homer. Storm Bolter and Power Fist . . . . . . . . . . . . . . . . . . . . 49 Lightning Claws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49 Thunder Hammer and Storm Shield . . . . . . . . . . . . . .55 Storm Bolter and Chain Fist . . . . . . . . . . . . . . . . . . . . .51 Storm Bolter and Power Sword . . . . . . . . . . . . . . . . . 45 COMMAND WEAPONS Command Weapons may be carried by models indicated in the lists and each model may carry an unlimited number. Storm Bolter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Lightning Claw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 Thunder Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Storm Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Combi-weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 ASSAULT WEAPONS A model may carry an unlimited number of assault weapons. Chainsword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 Power Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Power Fist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Power Maul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Power Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Bolt Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Hand Flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Plasma Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 SPECIAL WEAPONS Boltgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Meltagun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Plasma gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 HEAVY WEAPONS Autocannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Heavy Bolter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 - Hellfire shells for the above . . . . . . . . . . . . . . . . . . . +5 Lascannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 Missile Launcher with (frag and krak) . . . . . . . . . . . . 45 - Melta missiles for the above . . . . . . . . . . . . . . . . . . . +5 - Anti-plant missiles for the above . . . . . . . . . . . . . . . +5 - Plasma missiles for the above . . . . . . . . . . . . . . . . . .+5 Multi-melta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 Heavy Plasma Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

2nd Edition Codex Updates

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Unofficial updated Codex Space Marines for 2nd edition Warhammer 40,000

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Page 1: 2nd Edition Codex Updates

Codex Space MarinesLast updated 03/2015

The following rules apply to all Space Marines, except for Scouts.

BREAK TESTSSpace Marines take Break Tests as normal. If failed they are not broken but shaken instead. When shaken they may not move towards the enemy but may shoot, fight in hand-to-hand combat and use psychic powers normally. If they are unable to move without approaching an enemy they must remain stationary, but can turn. In hand-to-hand combat they cannot use follow-up moves except to engage an enemy which is fighting another Marine. They may use the follow-up move to get into cover even ifthis means moving closer towards an enemy.Once shaken, a squad may recover by passing a rally test. All the usual conditions apply.If a shaken squad fails a second break test then it willbreak as normal.

RAPID FIREIf a squad doesn't move it may rapid fire. This allows each model armed with a Bolt Pistol, Bolter, or Storm Bolter to fire twice. Models armed with other weapons must fire normally.

FORCE LEADERAny Space Marine character can lead the army. Whoever is chosen gains the benefits of being the army commander, meaning any units within 12” of him can use his Leadership value when they take Leadership tests.

ARMY SELECTION

Characters Up to 50%

Squads At least 25%

Support Up to 50%

ALLIESA Space Marine army may be accompanied by allied troops chosen from the following lists:

Any Space Marine list, Imperial Guard, Imperial Agents, Squats, Eldar (may not choose an Avater)These count towards the Support section of the army.

TARGETERSAll Space Marine heavy weapons, Terminator armour, support weapons , bike and vehicle weapons are equipped with a targeter.

VEHICLE CREWUnless specified otherwise, vehicle crew carry bolt pistols.

Wargear ListTERMINATOR ARMOURCharacters may be equipped with Terminator Armour, plus the weapons listed below. If you choose this option then you cannot choose any further items from the wargear list. Terminator armour comes equipped with a teleport homer.

Storm Bolter and Power Fist . . . . . . . . . . . . . . . . . . . . 49Lightning Claws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49Thunder Hammer and Storm Shield . . . . . . . . . . . . . .55Storm Bolter and Chain Fist . . . . . . . . . . . . . . . . . . . . .51Storm Bolter and Power Sword . . . . . . . . . . . . . . . . . 45

COMMAND WEAPONSCommand Weapons may be carried by models indicated in the lists and each model may carry an unlimited number.

Storm Bolter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Lightning Claw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12Thunder Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Storm Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Combi-weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

ASSAULT WEAPONSA model may carry an unlimited number of assault weapons.

Chainsword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Power Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7Power Fist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Power Maul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Power Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Bolt Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Hand Flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7Plasma Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

SPECIAL WEAPONSBoltgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Meltagun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8Plasma gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8

HEAVY WEAPONSAutocannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Heavy Bolter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15- Hellfire shells for the above . . . . . . . . . . . . . . . . . . . +5Lascannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45Missile Launcher with (frag and krak) . . . . . . . . . . . . 45- Melta missiles for the above . . . . . . . . . . . . . . . . . . . +5- Anti-plant missiles for the above . . . . . . . . . . . . . . . +5- Plasma missiles for the above . . . . . . . . . . . . . . . . . .+5Multi-melta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65Heavy Plasma Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

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TERMINATOR HEAVY WEAPONSStorm Bolter and Cyclone Missile Launcher . . . . . . .59Assault Cannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41Heavy Flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21

TERMINATOR ASSAULT WEAPONSPower Sword (Sergeants only) . . . . . . . . . . . . . . . . .freeLightning Claws (pair) . . . . . . . . . . . . . . . . . . . . . . . . .freeChainfist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Thunder Hammer and Storm Shield . . . . . . . . . . . . . . .6

SCOUT WEAPONSAutogun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Chainsword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Boltgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Needle Sniper Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Shotgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Sword or Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

GRENADESA model may carry any number of grenades, and has enough to last for the duration of the battle.

Blind Grenades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Frag Grenades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Krak Grenades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Melta Bombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Plasma Grenades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3Photon Flash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

NEW WARGEAR CARDS

Combat Shield . . . . . . . . . . . . . . .Uncommon, 2 pointsA combat shield is a lighter version of the storm shield that is fitted to the arm of the wearer, leaving both hands free. The shield offers an unmodifiable saving throw of 6 to the model's front. Artificer Armour. . . . . . . . . . . . . . . . . . .Rare, 10 pointsA model equipped with Power Armour may be given the Artificer Armour wargear card. This rare armour confers a 2+ save.

Servo Harness . . . . . . . . . . . . . .Uncommon, 30 pointsTech Priests, Techmarines/Master of the Forge and Squat engineers only.A servo harness counts as a servo arm, plus incorporates a plasma cutter (which counts as twin linked plasma pistols) and a flamer. In the shooting phase a model with a servo harness may fire any twoof his weapons.

Characters0-1 CHAPTER MASTER 96

Unit M WS BS S T W I A Ld

Chapter Master 4 7 7 5 5 3 7 3 10

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR The Chapter Master may have up to 4 wargear cards.

The Chapter Master may be given additional equipment from the Command, Assault Weapons, Armour, Special Weapons and Grenades sections of the wargear list.

The Chapter Master may ride a bike at a cost of 20 points.

STRATEGY The Chapter Master has a strategy rating of 5.

SPECIAL The Chapter Master will always be the army commander. Any Space Marine units within 12"of him may use his Leadership when they take a Leadership test.

The Chapter Master may be upgraded by choosing one of the following:

Weapon Master+1 to both WS and BS .................................10 points

Battle Hardened+1 Toughness...............................................30 points

Martial Prowess+1 to both Attacks and Strength.................20 points

Resilient+1 wound.....................................................20 points

Strategist+1 Strategy Rating …...................................20 points

Swift+1 to both movement and Initiative …......10 points

Page 3: 2nd Edition Codex Updates

0-1 SPACE MARINE CAPTAIN 96

Unit M WS BS S T W I A Ld

Captain 4 7 7 5 5 3 7 3 10

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR The Captain may have up to 3 wargear cards.

The Captain may be given additional equipment from the Command, Assault Weapons, Armour, Special Weapons and Grenades sections of the wargear list.

The Captain may ride a bike at a cost of 20 points.

STRATEGY The Captain has a strategy rating of 5.

SPECIAL If the Captain is chosen as the army commander any Space Marine units within 12" of him may use his Leadership when they take a Leadership test.

0-1 TERMINATOR CAPTAIN 125

Unit M WS BS S T W I A Ld

Captain 4 7 7 5 5 3 7 3 10

WEAPONS Storm Bolter and Power Swors.

ARMOUR Terminator Armour (3+ save on 2d6). Terminator armour comes equipped with a teleport homer.

WARGEAR The Captain may have up to 3 wargear cards.

The Captain may be given additional equipment from the Terminator Assault Weapons sections of the wargear list.

STRATEGY The Captain has a strategy rating of 5.

SPECIAL If the Captain is chosen as the army commander any Space Marine units within 12" of him may use his Leadership when they take a Leadership test.

TECHMARINE 33

Unit M WS BS S T W I A Ld

Techmarine 4 5 5 4 4 1 5 1 9

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR The Techmarine may have up to 3 wargear cards.

The Techmarine may be given additional equipment from the Armour, Command Weapons, Assault Weapons, Special Weapons and Grenades sections of the wargear list.

The Techmarine may ride a bike at a cost of 20 points.

SPECIAL The army may have a maximum of 5 Servitor models per Master of the Forge or Techmarine.

A Techmarine may attempt to repair a single damaged hit location (not destroyed) on a vehicle, or destroyed support weapon if he can reach it during his next movement phase. He may do nothing else whilst attempting the repair.At the end of the turn roll a d6:

5-6 Repair. One damaged location is repaired.3-4 Possible Repair. The damage cannot be repaired this turn, but may be possible. Roll again at the end of next turn. On a 4-6 the damage is repaired, on a 1-3 it cannot be repaired.1-2 Hopeless. The damage cannot be repaired.

0-1 MASTER OF THE FORGE 68

Unit M WS BS S T W I A Ld

Master of the Forge

4 6 6 5 5 2 6 2 9

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR The Master of the Forge may have up to3 wargear cards.

The Master of the Forge may be given additional equipment from the Armour, Command Weapons, Assault Weapons, Special Weapons and Grenades sections of the wargear list.

The Master of the Forge may ride a bike at a cost of 20 points.

Page 4: 2nd Edition Codex Updates

SPECIAL The army may have a maximum of 5 Servitor models per Master of the Forge or Techmarine.

The Master of the Forge may attempt to repair a single damaged hit location (not destroyed) on a vehicle, or destroyed support weapon if he can reach it during his next movement phase. He may donothing else whilst attempting the repair.At the end of the turn roll a d6:

5-6 Repair. One damaged location is repaired.3-4 Possible Repair. The damage cannot be repaired this turn, but may be possible. Roll again at the end of next turn. On a 4-6 the damage is repaired, on a 1-3 it cannot be repaired.1-2 Hopeless. The damage cannot be repaired.

HONOUR GUARD 43 each

Unit M WS BS S T W I A Ld

Honour Guard 4 5 5 4 4 1 5 1 9

You may include one Honour Guard Squad for each Space Marine Chapter Master in your army.

SQUAD The squad consists between 2 and 10 Veteran Space Marines.

WEAPONS Bolter, bolt pistol and frag grenades.

ARMOUR Artificer armour (2+ save)

WARGEAR Any model may replace his bolter with additional weapons chosen from the Assault Weapons, Special Weapons or Command sections of the wargear list.

The entire squad may be given krak grenades at a cost of 3 points each.

The Honour Guard may ride bikes at a cost of 20 points each.

COMMAND SQUAD 33 each

Unit M WS BS S T W I A Ld

Veteran 4 5 5 4 4 1 5 1 9

You may include one Command Squad for each Space Marine Captain in your army.

SQUAD The squad consists between 2 and 10 Veteran Space Marines.

WEAPONS Bolter, bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR Any model may replace his bolter with additional weapons chosen from the Assault Weapons, Special Weapons or Command sections of the wargear list.

The entire squad may be given krak grenades at a cost of 3 points each.

The Command Squad may ride bikes at a cost of 20 points each.

0-1 COMPANY STANDARD 55

Unit M WS BS S T W I A Ld

Standard 4 5 5 4 4 1 5 1 9

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR The Standard Bearer may have up to 1 wargear card.

The Standard Bearer may be given additional equipment chosen from the Armour, Command, Assault Weapons, Special Weapons or Grenades sections of the wargear list.

The Standard Bearer may ride a bike at a cost of 20 points.

CHAPLAIN Champion 53 Hero 84 Mighty Hero 125

Unit M WS BS S T W I A Ld

Champion 4 5 5 4 4 1 5 1 9

Hero 4 6 6 5 5 2 6 2 9

Mighty Hero 4 7 7 5 5 3 7 3 10

WEAPONS Bolt pistol, Crozius Arcanum, and frag grenades.

ARMOUR Power armour (3+ save), and Rosarius (4+ unmodified save)

WARGEAR The Chaplain may have up to 2 wargear cards.

The Chaplain may be given additional equipment chosen from the Armour, Command, Assault Weapons, Special Weapons or Grenades sections of the wargear list.

Page 5: 2nd Edition Codex Updates

The Chaplain may ride a bike at a cost of 20 points.

SPECIALIf any Space Marine unit within 8” of a Chaplain fails a Leadership-based test then it may retake the test immediately.

APOTHECARY 40

Unit M WS BS S T W I A Ld

Apothecary 4 5 5 4 4 1 5 1 9

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR The Apothecary carries a Medi-pack andmay have up to 1 wargear card.

The Apothecary may be given additional equipment from the Armour, Assault Weapons, Special Weapons and Grenades sections of the wargear list.

The Apothecary may ride a bike at a cost of 20 points.

LIBRARIAN Lexicanium 53 Codicier 97 Epistolary 152 Chief Librarian 196

Unit M WS BS S T W I A Ld

Lexicanium 4 4 4 4 5 1 5 1 8

Codicier 4 5 5 5 5 2 5 1 8

Epistolary 4 6 6 5 5 3 6 2 8

Chief Librarian 4 7 7 5 5 4 7 3 9

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save), and Rosarius (4+ unmodified save)

WARGEAR The Librarian may have wargear cards as follows:Lexicanium- up to 1;Codicier- up to 2;Epistolary- up to 3;Chief Librarian- up to 4.

The Librarian may be given additional equipment chosen from the Armour, Command, Assault Weapons, Special Weapons or Grenades sections of the wargear list.

The Librarian may ride a bike at a cost of 20 points.

SPECIAL The Librarian has a psychic level as follows:Lexicanium - Level 1Codicier - Level 2Epistolary - Level 3Chief Librarian - Level 4

VETERAN SERGEANTS +5

Unit M WS BS S T W I A Ld

Veteran 4 5 5 4 4 1 5 1 9

Any Space Marine Assault, Tactical, Devastator, Combat squad or Scout squad may replace its Sergeant with a Veteran Sergeant for +5 points.

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR A Veteran Sergeant may have up to 1 wargear card.

The Veteran Sergeant may be given additional equipment from the Command, Armour, Assault Weapons, Special Weapons and Grenades sections of the wargear list.

Page 6: 2nd Edition Codex Updates

SquadsSPECIAL RULES: Boltgun DrillMarines in certain squads armed with Boltguns may use the following skills. Other Marines in the same squad not armed with Boltguns may shoot normally. These skills may not be combined with the Rapid Fire skill, and the normal choosing a target rules still apply. Squads able to use Boltgun Drill skills are:

Tactical and Combat Tactical SquadsVeteran and Combat Veteran SquadsSternguard and Sternguard Combat Squads

-Skirmish Fire DrillThe squad may fire when hidden and only become detected rather than spotted.

- Suppressive Fire DrillIf the squad remains stationary it may fire at targets that are hidden or detected. Hidden models may only be targeted if they were visible in the terrain currently concealing them during their last move.Suppressive Fire is made at the start of the movement phase after charges are declared but before models are moved, preceeding overwatch fire.

- Fire Charge DrillWhen the squad charges, each model may fire one shot at one of his melee opponents if they have moved into base-to-base contact. The shot is workedout at the beginning of the hand-to-hand combat phase (before Digi-weapons, Mandiblasters etc) and suffers a -1 modifier. If the target is killed then the Marine may make a follow-up move and fight in close combat as normal.

Alternatively, the squad may shoot after running with a -1 to hit modifier.

- Reflex Fire DrillIf the squad is charged it may fire at the attackers as if it were on overwatch (with a -1 to hit modifier)

TACTICAL SQUAD 300

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 1 Space Marine Sergeant and 9 Space Marines.

WEAPONS Bolter, bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR Up to one model may replace his bolter with a weapon chosen from the Heavy Weapons section of the wargear list.

Up to one model may replace his bolter with a weapon chosen from the Special Weapons section of the wargear list.

The Space Marine Sergeant may replace his bolter with additional weapons chosen from the Assault Weapons and/or Command sections of the wargear list.

The entire squad may be given krak grenades at a cost of 30 points.

ASSAULT SQUAD 300

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 1 Space Marine Sergeant and 9 Space Marines.

WEAPONS Bolt pistol, krak and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR Any model may be equipped with a weapon from the Assault Weapons section of the wargear list.

Up to two models may may be equipped with a weapon chosen from the Special Weapons section of the Wargear list.

The entire squad may be equipped with blind grenades at a cost of +20 points.

The entire squad may be equipped with melta-bombs at a cost of +50 points.

The entire squad may be equipped with jump packs for +50 points. If the squad is split into two combat squads at the start of the battle, then one or both may be equipped with jump packs for +25 points.

Page 7: 2nd Edition Codex Updates

DEVASTATOR SQUAD 300

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 1 Space Marine Sergeant and 9 Space Marines.

WEAPONS Bolter, bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR Up to four models may replace their bolters with a weapon chosen from the Heavy Weapons section of the wargear list.

The Space Marine Sergeant may replace his bolter with additional weapons chosen from the Assault Weapons and/or Command sections of the wargear list.

COMBAT SQUAD 150

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

Veteran 4 5 5 4 4 1 5 1 9

SQUAD One Space Marine Sergeant and 4 Space Marines.

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

You must also choose one of the following designations for your squad:

Tactical: All the members of the squad are equipped with a bolt gun. One model may replace his bolt gun with a weapon from either the special weapons or heavy weapons section of the relevant Space Marine Wargear list.

The entire squad may be given krak grenades at a cost of 15 points.

Assault: All the members of the squad are equippedwith krak grenades. Any models in the squad may may be equipped with weapons chosen from the assault weapons section of the relevant Space Marine Wargear list. One model in the squad may may be equipped with a weapon chosen from the special weapons section of the relevant Space Marine Wargear list.

The entire squad may be equipped with blind grenades at a cost of +10 points.

The entire squad may be equipped with melta-bombs at a cost of +25 points.

The entire squad may be equipped with jump packs at a cost of +25 points.

Devastator: All models are equipped with bolt guns. Up to two models may replace their bolt guns with weapons chosen from the heavy weapons section of the relevant Space Marine Wargear list.

Veteran: All the members of the squad have +1 BS, +1 WS, +1 I, and +1 Ld, at an additional cost of +15 points for the whole squad. All models are equippedwith bolt guns. One model may replace his bolt gun with a weapon chosen from either the the heavy or special weapons section of the relevant Space Marine Wargear list.

Sternguard Veteran: All the members of the squadhave +1 BS, +1 WS, +1 I, and +1 Ld, at an additional cost of 55 points for the whole squad. All models areequipped with a Bolter, bolt pistol and frag grenades. One model may replace his bolt gun with a weapon chosen from either the the heavy or special weapons section of the relevant Space Marine Wargear list.

The entire squad may be given krak grenades at a cost of 15 points.

Each boltgun armed model in a Sternguard Veteran squad comes with several special ammunition types. See the Sternguard entry for details.

Vanguard Veteran: All the members of the squad have +1 BS, +1 WS, +1 I, and +1 Ld, at an additional cost of +15 points for the whole squad.

All the members of the squad are equipped with krak grenades. Any models in the squad may may be equipped with weapons chosen from the assault weapons section of the relevant Space Marine Wargear list. One model in the squad may may be equipped with a weapon chosen from the special weapons section of the relevant Space Marine Wargear list.

The entire squad may be equipped with blind grenades at a cost of +10 points.

The entire squad may be equipped with melta-bombs at a cost of +25 points.

The entire squad may be equipped with jump packs at a cost of +25 points.

Sergeants: Sergeants may be equipped with additional weapons chosen from the assault weapons section of the Space Marine Wargear list.

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TERMINATOR SQUAD 315

Unit M WS BS S T W I A Ld

Terminator 4 5 5 4 4 1 5 1 9

SQUAD The squad consists of 1 Terminator Space Marine Sergeant and 9 Terminator Space Marines.

WEAPONS Power Fist and Storm Bolter with targeter.

ARMOUR Terminator armour (3+ save on 2d6). Terminator armour comes equipped with a teleport homer.

WARGEAR Up to two models may replace their storm bolter with a weapon chosen from the Terminator Heavy Weapons section of the wargear list.

Any number of models may replace their power fist with a weapon chosen from the Terminator Assault Weapons section of the wargear list.

The entire squad may be teleported into battle but their points value is increased by 50%

VETERAN SQUAD 330

Unit M WS BS S T W I A Ld

Space Marine 4 5 5 4 4 1 5 1 9

SQUAD The squad consists of 1 Veteran Space Marine Sergeant and 9 Veteran Space Marines.

WEAPONS Bolter, bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR Up to one model may replace his bolter with a weapon chosen from the Heavy Weapons section of the wargear list.

Up to one model may replace his bolter with a weapon chosen from the Special Weapons section of the wargear list.

The Space Marine Sergeant may replace his bolter with additional weapons chosen from the Assault Weapons and/or Command sections of the wargear list.

The entire squad may be given krak grenades at a cost of 30 points.

SCOUT SQUAD 100

Unit M WS BS S T W I A Ld

Sergeant 4 4 4 4 4 1 4 1 8

Scout 4 4 3 4 3 1 4 1 7

SQUAD One Space Marine Sergeant and 4 Space Marine Scouts.

WEAPONS Bolt pistol and frag grenades.

ARMOUR Scout armour (4+ save)

WARGEAR Any model may be equipped with a weapon from the Scout Weapons section of the wargear list.

Up to one model may be equipped with a weapon chosen from the either the Special or Heavy Weapons section of the wargear list.

The Space Marine Sergeant may be equipped with additional weapons chosen from the Assault Weapons and/or Command sections of the wargear list.

The entire squad may be given krak grenades at a cost of 15 points.

The entire squad may be given Camelioline cloaks at a cost of 25 points.

SPECIAL RULESSpace Marine Scouts may use Infiltration and Dispersed Formation.

SCOUT BIKE SQUADRON 37 each 47 for Sergeant

Unit M WS BS S T W I A Ld

Sergeant 4 4 4 4 4 1 4 1 8

Scout 4 4 3 4 3 1 4 1 7

See the Bike entry for information on the bike.

SQUAD The squadron consists of 1 Space Marine Sergeant and between 2 and 4 Space Marine Scouts riding Space Marine bikes.

WEAPONS Each bike is fitted with twin linked bolters. Each Scout rider is armed with a bolt pistol and frag grenades.

ARMOUR Scout armour (4+ save)

WARGEAR Any model may be equipped with a weapon chosen from the Scout Weapon section of

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the wargear list. Up to one model may be equipped with a weapon from the Special Weapons section of the wargear list.

The Space Marine Sergeant may be equipped with additional weapons chosen from the Assault Weapons section of the wargear list.

The entire squadron may be equipped with blind grenades at a cost of 2 points per model.

The entire squadron may be equipped with krak grenades at a cost of 3 points per model.

Up to 3 models may replace their bike's twin linked bolters with a grenade launcher for +25 points.

BIKE SQUADRON 47 each

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

See the Bike entry for information on the bike.

SQUAD The squadron consists 3 to 5 Space Marines riding Space Marine bikes.

WEAPONS Each bike is fitted with twin linked bolters. Each rider is armed with a bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR Any model may be equipped with a weapon chosen from the Assault Weapon section of the wargear list. Up to two models may be equipped with a weapon from the Special Weapons section of the wargear list.

The entire squadron may be equipped with blind grenades at a cost of 2 points per model.

The entire squadron may be equipped with krak grenades at a cost of 3 points per model.

SUPPORT The squadron may include up to one Space Marine attack bike.

STERNGUARD VETERANS 410

Unit M WS BS S T W I A Ld

Veteran 4 5 5 4 4 1 5 1 9

SQUAD The squad consists of 1 Veteran Space Marine Sergeant and 9 Veteran Space Marines.

WEAPONS Bolter, bolt pistol and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR Up to one model may replace his bolter with a weapon chosen from the Heavy Weapons section of the wargear list.

Up to one model may replace his bolter with a weapon chosen from the Special Weapons section of the wargear list.

The Space Marine Sergeant may replace his bolter with additional weapons chosen from the Assault Weapons and/or Command sections of the wargear list.

The entire squad may be given krak grenades at a cost of 30 points.

Each boltgun armed model in a Sternguard Veteran squad comes with several special ammunition types. Declare which type of ammunition is being used before rolling to hit. The rounds are exactly the same as regular boltgun ammunition, except where stated in the following description:

Dragonfire Bolts: These hollow shells explode witha gout of superheated gas. When shooting ignore penalties for targets behind cover.

Hellfire Rounds: These shells, originally developed for the heavy bolter to combat Tyranids, contain a mutagenic acid which always wounds on a 2+ regardless of the target's toughness, and causes 1d3wounds. Vehicle penetration is 1d3+4.

Kraken Bolts: The adamantine core and improved propellent of these bolts can penetrate the thickest hide, even at extreme range. Long range is increasedto 36", and has a -2 save modifier.

Vengeance Rounds: Originally developed to breachthe armour of Traitor Marines, vengeance rounds employ unstable flux core technology that makes them hazardous to use, but incredibly effective against armoured targets. Range is reduced to 0-6 short and 6-18 long, and has a -3 save modifier.

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VANGUARD VETERANS 330

Unit M WS BS S T W I A Ld

Veteran 4 5 5 4 4 1 5 1 9

SQUAD The squad consists of 1 Veteran Space Marine Sergeant and 9 Veteran Space Marines.

WEAPONS Bolt pistol,krak and frag grenades.

ARMOUR Power armour (3+ save)

WARGEAR Any model may be equipped with a weapon chosen from the Assault Weapons and/or Command sections of the wargear list.

Up to two models may be equipped with a weapon chosen from the Special Weapons section of the wargear list.

The entire squad may be equipped with Jump Packs at a cost of 50 points.

The entire squad may be given blind grenades at a cost of 20 points.

The entire squad may be given melta bombs at a cost of 50 points.

SERVITOR SQUAD 15 each

Unit M WS BS S T W I A Ld

Servitor 4 3 4 3 4 1 4 1 7

You may include one squad of Servitors for every Techmarine or Master of the Forge in your army.

SQUAD The squad consists of between 1 and 5 Servitors.

WEAPONS None

ARMOUR Mechanised body (5+ save)

WARGEAR Any Servitor may be given a Servo Arm for 10 points.

Any model may be equipped with a weapon from the Heavy Weapons section of the wargear list.

SPECIALServitors are immune to Psychology, including fear and terror.

Servitors must be bought as a bodyguard for a Techmarine or Master of the Forge. In this capacity they form unit led by the character, with the above options.

Servitors also act as weapon crews, operating their equipment and fighting to defend it if necessary. They do not get the wargear options above. If their weapon is destroyed they will automatically move towards another, forming a reserve crew, or remain stationary if there are none. Alternatively they may join the Techmarine or Master of the Forge's bodyguard.

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Support

CONVERSION BEAMER 80

Unit M WS BS S T W I A Ld

Servitor 4 3 4 3 4 1 4 1 7

The Space Marine army must include the Master of the Forge in order to have a Conversion Beamer.

CREW 2 Servitors

WEAPONS Conversion Beamer with targeter. The Servitor crew have no additional weapons.

ARMOUR Mechanised body (5+ save)

TARANTULA 20

Unit M WS BS S T W I A Ld

Servitor 4 3 4 3 4 1 4 1 7

The Space Marine army must include the Master of the Forge or Techmarine in order to have a Tarantula.

CREW 1 Servitor

WEAPONS One weapon from the following list. The Servitor has no additional weapons.

Twin-linked lascannon . . . . . . . . . . . . . . . . . . . . . . . . . . 55Multi-melta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65Twin-linked missile launchers (krak) . . . . . . . . . . . . . .55Twin-linked autocannon. . . . . . . . . . . . . . . . . . . . . . . . .50Twin-linked heavy bolters . . . . . . . . . . . . . . . . . . . . . . .30

ARMOUR Mechanised body (5+ save)

THUNDERFIRE CANNON 115

Unit M WS BS S T W I A Ld

Techmarine 4 5 5 4 4 1 5 1 9

CREW 1 Techmarine

WEAPONS Thunderfire Cannon. The Techmarine also has a bolt pistol and frag grenades.

ARMOUR Power Armour (3+ save)

WARGEAR The Techmarine may have up to 3 wargear cards.

The Techmarine may be given additional equipment from the Armour, Command Weapons, Assault Weapons, Special Weapons and Grenades sections of the wargear list.

The Thunderfire Cannon is unusual that it is crewed by a Techmarine. This is to allow it to fire indirectly. If the Techmarine is killed and Servitors take over it may no longer fire subterranean shells. The weapon is so heavy that it may only move under its own power, and is usually mounted on tracks. It may move up to 4" in the movement phase so long as the crewman remains within 4".As the weapon is a distinct piece of equipment it is considered to be a separate target from its crew. At short range an enemy may select either the crew or the weapon itself as a target, whilst at long range shots are randomised. If the crew are killed the weapon is effectively useless. If the weapon is shot at it has an armour value of 10 and if penetrated is destroyed.

The Thunderfire Cannon can fire 3 different types ofshell. Declare which type you are using before shooting.All shells have the following range, with no modifiers to hit:

Short 0 - 20 Long 20 - 60

SURFACE DETONATIONStrength: 6Damage: 1Save Modifier: -2Armour Penetration: 1d6+6Special: Move or fire; Sustained fire, 3 dice. 2" blast radius.

AIRBURSTStrength: 5Damage: 1Save Modifier: -1Armour Penetration: 1d6+5Special: Move or fire; Sustained fire, 3 dice. 2" blast radius. Ignore modifiers for targets in cover.

SUBTERRANEAN BLASTStrength: 4Damage: 1Save Modifier: noneArmour Penetration: 1d6+4Special: Move or fire; Sustained fire, 3 dice. 2" blast radius. Any model hit will count as if in difficult terrain in their next movement phase. May fire indirectly. See the Whirlwind entry for details.

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RAPIER LASER DESTROYER 65

Unit M WS BS S T W I A Ld

Servitor 4 3 4 3 4 1 4 1 7

The Space Marine army must include the Master of the Forge or Techmarine in order to have a Rapier.

CREW 1 Servitor

WEAPONS One Rapier laser destroyer with. The Servitor has no additional weapons.

ARMOUR Mechanised body (5+ save)

ATTACK BIKE 45

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or Techmarine in order to have an Attack Bike.

MOVEMENTSlow Speed: 10”Combat Speed: 15”Fast Speed: 30”

TYPE Bike

RAM VALUE Strength: 6, d6 Damage, -3 Save(Armour Penetration 2d6+6)

CREW 1 Space Marine Driver, 1 Space Marine Gunner

WEAPONSTwin-linked Bolters with a 90º field of fire to the front, plus a weapon from the following, which has a180º field of fire to the front.

Multi-melta +65 pointsHeavy Bolter +15 points

The bike may be fitted with auto-launchers with frag or krak grenades for +5 points.

D6 Location Front Armour Side/RearArmour

1 - 3 Crew* T4, 1 wound, 3+ save

4 - 6 Bike 10 10

*Hit the nearest to the attacker.

D6 Bike Damage Table

1 The bike's twin bolters are destroyed.

2 The bike's heavy weapon is destroyed.

3 The bike's controls are damagedl. Roll a d6 at the start of each of the bike's movement phases. On a 4+ the bike moves normally, on a 1-3 the bike moves out of control.

4 The wheel is hit and the bike flips over, killing the crew.The wreck crashes to the ground d6” away in a randomdirection, anything hit suffers d6 S7 hits, -2.

5 The engine explodes, killing the crew. The wreck goes out of control next turn, then comes to a permanent halt.

6 The fuel catches fire, killing the crew. The flaming wreck goes out of control next turn then explodes, causing d3 S8 hits, -3, to all models within 3”.

Crew Damage Table

Roll to see if the crewman hit is killed using the normal shootingrules. If the driver is killed then the bike will move out of control

for the remainder of the game. If the gunner is killed then thebike's heavy weapon may no longer be used.

BIKE 20+ rider

MOVEMENTSlow Speed: 10”Combat Speed: 15”Fast Speed: 30”

TYPE Bike

RAM VALUE Strength: 5, d4 Damage, -2 Save(Armour Penetration d6+d4+5)

WEAPONSTwin-linked Bolters with a 90º field of fire to the front.

The Bike may be fitted with auto-launchers with fragor krak grenades for +5 points.

D6 Location Front Armour Side/RearArmour

1 - 2 Rider T4, 1 wound, 3+ save

3 - 5 Bike 10 10

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D6 Bike Damage Table

1 The bike's twin bolters are destroyed.

2 The bike's wheel is damaged, limiting it to slow speed

3 The bike's controls are damagedl. Roll a d6 at the start of each of the bike's movement phases. On a 4+ the bike moves normally, on a 1-3 the bike moves out of control for that turn.

4 The wheel is hit and the bike flips over, killing the rider.. The wreck crashes to the ground d6” away in a random direction, anything hit suffers d6 S6 hits, -2.

5 The engine explodes, killing the rider. The wreck goes out of control next turn, then comes to a permanent halt.

6 The fuel catches fire, killing the rider. The flaming wreck goes out of control next turn then explodes, causing d3 S8 hits, -3, to all models within 3”.

Crew Damage Table

Roll to see if the crewman hit is killed using the normal shootingrules. If the rider is killed then the bike will move out of control

for one turn, then flip over and be destroyed.

DREADNOUGHT The following rules apply to all Dreadnoughts:

Sustained Fire WeaponsA Dreadnought will ignore the first 'jam' rolled on the sustained fire dice each turn per weapon or twin-linked weapon.

Heavy Plasma GunIf a Dreadnought does not move it may fire the HeavyPlasma Gun on maximum power without needing to recharge.

Missile LauncherThe Dreadnought may opt to fire a salvo instead of asingle shot. In this case roll one sustained fire dice, then roll to hit with this many missiles. The missiles must be of the same type, and targets can't be morethan 2” apart.. If a jam is rolled no missiles are fired and the Dreadnought must spend a turn unjamming as normal.

Multi-meltaThe Dreadnought's Multi-melta may be fired normally or as a Heavy Flamer.

Twin-linked LascannonIf the twin-linked Lascannon hits a target with an armour value, roll on the location table as normal, but the Dreadnought may add +1 or deduct -1 from the result. The location must still be visible.

Power FistIf in close combat with a target with an armour value, the Dreadnought may trade two normal hits for one special Tear attack. If the armour is penetrated, roll for damage with a +2 modifier on the damage chart.

D6 Location Front Armour Side/RearArmour

1 Legs 20 18

2 Left Arm 19 17

3 Right Arm 19 17

4 - 6 Body 21 19

D6 Leg Damage Table

1 The Dreadnought may not move next turn.

2 The Dreadnought staggers d3” in a random direction.

3-4 The Dreadnought may only move d3” per turn.

5-6 A leg is blown off, and the Dreadnought is effectively destroyed.

Arm Damage Table

1 Reduce the Dreadnought Attacks by 1

2 Any weapon on the arm can only be used on a d6 roll of 4+ each turn

3-5 The arm/ weapon is destroyed. Reduce the Dreadnought Attacks by 1

6 The arm/ weapon explodes. Roll again on the body damage table.

Body Damage Table

1 The Dreadnought may only perform an action on a d6 roll of 4+

2 All the Dreadnought's characteristics are halved, rounding up, for the rest of the game.

3-4 The engine catches fire, immobilising the Dreadnought. Only one weapon may be fired each turn. Roll a d6 at the start of each player's turn: on a 1-2 the Dreadnought explodes, causing d6 S10 hits, -3, to all models within 3”.

5 The Space Marine is killed. The Dreadnought moves d32 in a random direction, and collapses.

6 The Dreadnought explodes, causing d6 S10 hits, -3. to all models within 3”.

DREADNOUGHT, STANDARD 115

Unit M WS BS S T W I A Ld

Dreadnought 6 6 6 - - - 5 3 10

The Space Marine army must include the Master of the Forge or a Techmarine in order to have any Dreadnought.

TYPE Walker

RAM VALUE Strength: 7, d10 Damage, -4 Save(Armour Penetration d6+d10+7)

CREW 1 Space Marine

WEAPONS The Dreadnought must choose two of the following weapons. All weapons have a 90° field

Page 14: 2nd Edition Codex Updates

of fire to the front:

Power Fist with built-in Storm Bolter for +15 points;Twin-linked Autocannon for + 50 points;Twin-linked Lascannons for + 55 points;Twin-linked Heavy Flamers for + 50 points;Multi-melta for +65 points;Assault Cannons for +45 points;Twin-linked Heavy Bolters for +30 pointsHeavy Plasma Gun for + 40 points.Missile Launcher with frag and krak missiles for +45 points.Heavy Flamer with built-in Storm Bolter for + 30 points.

The Dreadnought may be fitted with auto-launchers with frag or blind grenades for +5 points.

DREADNOUGHT, IRONCLAD 182

Unit M WS BS S T W I A Ld

Dreadnought 6 6 6 - - - 5 3 10

TYPE Walker

RAM VALUE Strength: 7, d10 Damage, -4 Save(Armour Penetration d6+d10+7)

CREW 1 Space Marine

WEAPONS The Ironclad Dreadnought is armed with a Thunder Hammer or Chainfist with built-in Meltagun and a Power Fist with built-in Storm Bolter. Weapons have a 90° arc of fire to the front

The Meltagun may be replaced with a Heavy Flamer for +17 points.The Storm Bolter may be replaced with a Heavy Flamer for + 21 points.The Power Fist with built-in Storm Bolter may be replaced with three twin-linked Bolters for free.

The Dreadnought may be fitted with auto-launchers with frag or blind grenades for +5 points.

D6 Location Front Armour Side/RearArmour

1 Legs 21 19

2 Left Arm 20 18

3 Right Arm 20 18

4 - 6 Body 22 20

DREADNOUGHT, MORTIS 115

Unforgiven Only

Unit M WS BS S T W I A Ld

Dreadnought 6 6 6 - - - 5 3 10

TYPE Walker

RAM VALUE Strength: 7, d10 Damage, -4 Save(Armour Penetration d6+d10+7)

CREW 1 Space Marine

WEAPONS The Dreadnought is equipped with oneof the following weapon systems, with a 90° field offire to the front:

Two Twin-linked Autocannon for + 100 points;Two Twin-linked Lascannons for + 110 points;Two Missile Launchers with frag and krak missiles for +90 points.

The Dreadnought may be fitted with auto-launchers with frag or blind grenades for +5 points.

DREADNOUGHT, VENERABLE 135

Unit M WS BS S T W I A Ld

Dreadnought 6 7 7 - - - 5 3 10

TYPE Walker

RAM VALUE Strength: 7, d10 Damage, -4 Save(Armour Penetration d6+d10+7)

CREW 1 Space Marine

WEAPONS The Dreadnought must choose two of the following weapons.All weapons have a 90° field of fire to the front:

Power Fist with built-in Storm Bolter for +15 points;Twin-linked Autocannon for + 50 points;Twin-linked Lascannons for + 55 points;Twin-linked Heavy Flamers for + 50 points;Multi-melta for +65 points;Assault Cannons for +45 points;Twin-linked Heavy Bolters for +30 pointsHeavy Plasma Gun for + 40 points.Missile Launcher with frag and krak missiles for +45 points.Heavy Flamer with built-in Storm Bolter for + 30 points.

The Dreadnought may be fitted with auto-launchers with frag or blind grenades for +5 points.

Page 15: 2nd Edition Codex Updates

LAND RAIDER

The following rules apply to all Land Raiders:

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Land Raider.

MOVEMENTSlow Speed: 7”Combat Speed: 14”Fast Speed: 20”

TYPE Tracked

RAM VALUE Strength: 8, d12 Damage, -5 Save(Armour Penetration d6+d12+8)

MACHINE SPIRITLand Raiders are equipped with a Machine Spirit, an artificial intelligence crafted by the Adeptus Mechanicus. The Machine Spirit is smart enough to move the tank and continue combat operations even if the crew is injured or otherwise incapacitated, increasing the durability and firepower of the Land Raider considerably.Should any member of the crew be killed or incapacitated for any reason then the Machine Spirit will take over their position to drive the tank or shoot a weapon. Unless the vehicle is immobilised it may always move at slow speed. Additionally, the Machine Spirit can fire any one functioning weapon system with a BS of 4, or move the vehicle at combat speed.

Unless specified otherwise, all Land Raiders use the following damage chart:

D6 Location Front Armour Side/RearArmour

1 Track* 17 17

2 - 5 Hull 22 20

6 Sponson* 18 18

*Hit the nearest to the attacker.

D6 Track Damage Table

1 The Land Raider is limited to slow speed for the rest ofthe game.

2-5 Track blown off. The Land Raider goes out of control next turn then comes to a permanent halt.

6 A track is blown off and the tank flips over. The wreck lands d6” away in a random direction. Any model it lands on suffers d6 S7 hits, with a -2.. Models on board are killed on a 4+

Hull Damage Table

1 The hull mounted weapon is destroyed.

2-3 An explosion kills each model on board on a 4+

4 The engine explodes killing the crew & immobilising it. The tank is spun around to face in a random direction.

5 The tank bursts into flames, killing the crew. It moves out of control next turn then explodes. Anything within 3” of it suffers as if hit by a heavy flamer

6 Ammunition explosion. The vehicle is destroyed, anything within 3” suffers d6 S10 hits, -3.

Sponson Damage Table

1 The sponson weapon is damaged, and can only be fired on a 4+

2-5 The sponson weapon is destroyed.

6 The sponson weapon is destroyed, plus roll on the Hulldamage table.

LAND RAIDER ACHILLES 370

CREW 1 Space Marine Driver, 2 Space Marine Gunners

TRANSPORT 6 Space Marines in Power Armour or 3 in Terminator Armour

WEAPONSTwin-linked Multi-meltas in each side sponson, each with a 180º field to the side.Thunderfire Cannon with a 90º field of fire to the front.

The tank may be fitted with auto-launchers with frag or blind grenades for +5 points.

The Thunderfire Cannon can fire 3 different types ofshell. Declare which type you are using before shooting. See the Thunderfire Cannon entry for details.

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LAND RAIDER ARES 265

Unforgiven Only

CREW 1 Space Marine Driver, 3 Space Marine Gunners

TRANSPORT None

WEAPONSTwin-linked Heavy Flamers in each side sponson, each with a 180º field of fire to the side.

Hull mouted Demolisher Cannon with a 90º field of fire to the front.Twin-linked Assault Cannons with a 90º field of fire to the front.

The tank may be fitted with auto-launchers with fragor blind grenades for +5 points.

The vehicle is equipped with a bulldozer blade, and uses the following location chart:

D6 Location Front Armour Side/RearArmour

1 Track* 17 17

2 Demolisher** 18 -

3 - 5 Hull 22 20

6 Sponson* 18 18

*Hit the nearest to the attacker.** If shot from the front. Otherwise count as Hull

D6 Track Damage Table

1 The Land Raider is limited to slow speed for the rest ofthe game.

2-5 Track blown off. The Land Raider goes out of control next turn then comes to a permanent halt.

6 A track is blown off and the tank flips over. The wreck lands d6” away in a random direction. Any model it lands on suffers d6 S7 hits, with a -2.. Models on board are killed on a 4+

Sponson / Demolisher Cannon Damage Table

1 The weapon is damaged, and can only be fired on a 4+

2-5 The weapon is destroyed.

6 The weapon is destroyed, plus roll on the Hull damage table.

Hull Damage Table

1 The hull mounted weapon is destroyed.

2-3 An explosion kills each model on board on a 4+

4 The engine explodes killing the crew & immobilising it. The tank is spun around to face in a random direction.

5 The tank bursts into flames, killing the crew. It moves out of control next turn then explodes. Anything within 3” of it suffers as if hit by a heavy flamer

6 Ammunition explosion. The vehicle is destroyed, anything within 3” suffers d6 S10 hits, -3.

LAND RAIDER CRUSADER 26 0

CREW 1 Space Marine Driver, 3 Space Marine Gunners

TRANSPORT 16 Space Marines in Power Armour or 8 in Terminator Armour.

WEAPONS3 Twin-linked Bolters in each side sponson, each with a 180º field of fire to the side.

Twin-linked Assault Cannons with a 90º field of fire to the front.

Multi-melta with a 360º field of fire.

2 auto-launchers with frag or blind grenades.

LAND RAIDER HELIOS 29 0

CREW 1 Space Marine Driver, 3 Space Marine Gunners

TRANSPORT 6 Space Marines in Power Armour or 3 in Terminator Armour

WEAPONSTwin-linked Lascannons in each side sponson, eachwith a 180º field of fire to the side.

Whirlwind Multi Launcher with a 360º field of fire.

The tank may be fitted with auto-launchers with frag or blind grenades for +5 points.

LAND RAIDER PHOBOS (Mk II) 26 0

CREW 1 Space Marine Driver, 2 Space Marine Gunners

TRANSPORT 12 Space Marines in Power Armour or 6 in Terminator Armour

WEAPONSTwin-linked Lascannons in each side sponson, eachwith a 180º field of fire to the side.

Twin-linked Heavy Bolters with a 90º field of fire to the front.

The tank may be fitted with auto-launchers with frag or blind grenades for +5 points.

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LAND RAIDER PROMETHIUS 200

CREW 1 Space Marine Driver, 2 Space Marine Gunners

TRANSPORT 12 Space Marines in Power Armour or 6 in Terminator Armour

WEAPONS2 Twin-linked Heavy Bolters in each side sponson, each with a 180º field of fire to the side.

The tank may be fitted with auto-launchers with frag or blind grenades for +5 points.

COMMAND VEHICLEThe Land Raider Promethius can only be taken as a transport for the Space Marine army Commander. The Promethius is equipped with extra sensor and communication equipment for maximum command potential. To represent this, the Space Marine playermay discard any strategy cards and receive randomlydrawn replacements.

LAND RAIDER PROTEUS (MkI) 24 0

CREW 1 Space Marine Driver, 2 Space Marine Gunners

TRANSPORT 10 Space Marines in Power Armour or 5 in Terminator Armour

WEAPONSTwin-linked Lascannons in each side sponson, eachwith a 180º field of fire to the side.

Twin-linked Heavy Bolters with a 360° field of fire.

The tank may be fitted with auto-launchers with frag or blind grenades for +5 points.

The Land Raider Proteus may omit the Machine Spirit, in which case the cost is reduced to 220 points

LAND RAIDER REDEEMER 245

CREW 1 Space Marine Driver, 2 Space Marine Gunners

TRANSPORT 12 Space Marines in Power Armour or 6 in Terminator Armour

WEAPONSFlamestorm Cannons in each side sponson, each with a 180º field of fire to the side. A Flamestorm Cannon is a Heavy Flamer with Strength 6, -4 save

modifier.

Twin-linked Assault Cannons with a 90º field of fire to the front.

2 auto-launchers with frag or blind grenades.

LAND RAIDER SPARTAN 460

CREW 1 Space Marine Driver, 2 Space Marine Gunners

TRANSPORT 25 Space Marines in Power Armour or 12 in Terminator Armour

WEAPONS2 Twin-linked Lascannons in each side sponson, each with a 180º field of fire to the side.

Twin-linked Heavy Bolters with a 360º field of fire.

The tank may be fitted with auto-launchers with frag or blind grenades for +5 points.

LAND RAIDER TERMINUS ULTRA 350

CREW 1 Space Marine Driver, 4 Space Marine Gunners

TRANSPORT None

WEAPONSTwin-linked Lascannons in each side rear sponson, each with a 180º field of fire to the side.

Lascannons in each side front sponson, each with a 90º field of fire from directly ahead and to the side.

Twin-linked Lascannons with a 90° field of fire to the front.

The tank may be fitted with auto-launchers with fragor blind grenades for +5 points.

LAND SPEEDER 55

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Land Speeder.

MOVEMENTSlow Speed: 10”Combat Speed: 20”Fast Speed: 30”

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TYPE Skimmer

RAM VALUE Strength: 6, d6 Damage, -3 Save(Armour Penetration 2d6+6)

CREW 1 Space Marine Driver, 1 Space Marine Gunner

WEAPONSOne of the following weapons must be mounted forthe gunner to operate:Heavy Bolter +15 points;Heavy Flamer +25 points;Multi-melta +65 points.In addition a secondary weapon may be mounted, operated by the driver:Typhoon Missile Launcher (twin-linked missile launcher with frag and krak missiles) +90 points;Heavy Bolter +15 points;Heavy Flamer +25 points;Multi-melta +65 points;Assault Cannon +45 points.

All weapons have a 90° arc of fire.

D6 Location Front Armour Side/RearArmour

1 - 2 Crew* T4, 1 wound, 3+ save

3 - 6 Hull 10 12

*Hit the nearest to the attacker.

D6 Land Speeder Damage Table

1 The Gunner's weapon is destroyed.

2 The pilot's weapon is destroyed.

3 The controls are damaged making it difficult to control. Roll a D6 at the start of each movement phase. On a roll of 4 - 6 it moves normally. On a 1 - 3 it moves out of control for that turn.

4 The engine cuts out and it crashes to the ground 2D6" away in a random direction. Anything under it when it crashes takes D3 S6 hits with a -2 save. The crew can leap to the ground before it crashes, but if the Land Speeder moved over 10" in its last turn they suffer damage as normal.

5 The Land Speeders engine blows up, killing the crew. The wreck plummets to the ground 2D6" away in a random direction. Anything under it when it crashes takes D3 S6 hits with a -2 save.

6 The Land Speeders engine blows up, killing the crew. Itplummets to the ground 2D6" away in a random direction. When it hits the ground it's ammunition explodes, causing D3 strength 8 hits with a -3 save to all models within 3".

Crew Damage Table

Roll to see if the crewman is killed using the normal shooting rules. If the gunner is killed his weapon may no longer be used. If the driver is killed the Land Speeder will move out of control for the remainder of the game or until it hits terrain it cannot cross, collides with a vehicle or building, or leaves the table, or until the gunner takes over.

LAND SPEEDER STORM 75

Unit M WS BS S T W I A Ld

Scout 4 4 3 4 3 1 4 1 7

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Land Speeder.

MOVEMENTSlow Speed: 10”Combat Speed: 20”Fast Speed: 30”

TYPE Skimmer

RAM VALUE Strength: 6, d6 Damage, -3 Save(Armour Penetration 2d6+6)

CREW 1 Space Marine Scout Driver, 1 Space MarineScout Gunner

TRANSPORT 5 Space Marine Scouts

WEAPONSOne of the following weapons must be mounted forthe gunner to operate:Heavy Bolter +15;Heavy Flamer +25 points;Multi-melta +65 points;Assault Cannon +45 points.

The weapon has a 90º fire arc.

The Land Speeder Storm is fitted with auto-launchers with frag or blind grenades.

The Land Speeder Storm may deploy using the Infiltration rules.

D6 Location Front Armour Side/RearArmour

1 Crew* T3, 1 wound, 4+ save

2 Passengers* T3, 1 wound, 4+ save

3 - 6 Hull 10 12

*Hit the nearest to the attacker, or random if unclear

The Land Speeder Storm uses the standard Land Speeder damage table.

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LAND SPEEDER TEMPEST 210

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Land Speeder.

MOVEMENTSlow Speed: 10”Combat Speed: 20”Fast Speed: 30”

TYPE Skimmer

RAM VALUE Strength: 6, d6 Damage, -3 Save(Armour Penetration 2d6+6)

CREW 1 Space Marine Driver

WEAPONSOne Assault Cannon with a 90º field of fire to the front.Twin-linked Missile Launchers with frag and krak missiles, with a 90º field of fire to the front.

D6 Location Front Armour Side/RearArmour

1 - 6 Hull 10 12

D6 Land Speeder Damage Table

1 The Typhoon Missile Launcher is destroyed.

2 The Assault Cannon is destroyed.

3 The controls are damaged making it difficult to control. Roll a D6 at the start of each movement phase. On a roll of 4 - 6 it moves normally. On a 1 - 3 it moves out of control for that turn.

4 The engine cuts out and it crashes to the ground 2D6" away in a random direction. Anything under it when it crashes takes D3 S6 hits with a -2 save. The crew can leap to the ground before it crashes, but if the Land Speeder moved over 10" in its last turn they suffer damage as normal.

5 The Land Speeders engine blows up, killing the crew. The wreck plummets to the ground 2D6" away in a random direction. Anything under it when it crashes takes D3 S6 hits with a -2 save.

6 The Land Speeders engine blows up, killing the crew. Itplummets to the ground 2D6" away in a random direction. When it hits the ground it's ammunition explodes, causing D3 strength 8 hits with a -3 save to all models within 3".

PREDATOR 65

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Predator.

MOVEMENTSlow Speed: 7”Combat Speed: 20”Fast Speed: 25”

TYPE Tracked

RAM VALUE Strength: 8, d12 Damage, -5 Save(Armour Penetration d6+d12+8)

CREW 1 Space Marine Driver, 3 Space Marine Gunners

WEAPONSOne of the following must be mounted in the turret,with a 360° field of fire:Autocannon for + 25 points;Twin-linked Lascannons for + 90 points.

The vehicle may be fitted with side sponsons at the following points cost, each with a 180º field of fire to the side:Heavy Bolters for + 30 pints;Lascannons for +90 points.

The tank may be fitted with auto-launchers with frag or blind grenades for +5 points.

D6 Location Front Armour Side/RearArmour

1 Track* 15 15

2 - 3 Hull 20 18

4 Sponson* 17 15

5 - 6 Turret 22 22

*Hit the nearest to the attacker.

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D6 Track Damage Table

1 The Predator is limited to slow speed for the rest of the game.

2-5 Track blown off. The Predator goes out of control nextturn then comes to a permanent halt.

6 A track is blown off and the tank flips over. The wreck lands d6” away in a random direction. Any model it lands on suffers d6 S7 hits, with a -2. Models on board are killed on a 4+

Hull Damage Table

1-3 An explosion kills each model on board on a 4+

4 The engine explodes killing the crew & immobilising it. The tank is spun around to face in a random direction.

5 The tank bursts into flames, killing the crew. It moves out of control next turn then explodes. Anything within 3” of it suffers as if hit by a heavy flamer

6 Ammunition explosion. The vehicle is destroyed, anything within 3” suffers d6 S10 hits, -3 save

Sponson Damage Table

1 The sponson weapon is damaged, and can only be fired on a 4+

2-5 The sponson weapon is destroyed.

6 The sponson weapon is destroyed, plus roll on the Hulldamage table.

Turret Damage Table

1 The turret weapon is damaged, and can only be fired on a 4+

2 The turret is jammed and can no longer rotate. The weapon can only fire directly ahead.

3 The turret gunner is killed.

4-6 The ammunition explodes, destroying the tank. The turret is sent flying 2d6” in a random direction, anything hit by it suffers d6 S9 hits, -6 save.

PREDATOR, BAAL 65Blood Angels Only

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Predator.

MOVEMENTSlow Speed: 7”Combat Speed: 20”Fast Speed: 25”

TYPE Tracked

RAM VALUE Strength: 8, d12 Damage, -5 Save(Armour Penetration d6+d12+8)

CREW 1 Space Marine Driver, 3 Space Marine Gunners

WEAPONSOne of the following must be mounted in the turret,with a 360° field of fire:Flamestorm Cannon for + 40 points;Twin-linked Assault Cannons for + 90 points.

A Flamestorm Cannon is a Heavy Flamer with Strength 6, -4 save modifier.

The vehicle may be fitted with side sponsons at the following points cost, each with a 180º field of fire to the side:Heavy Bolters for + 30 pints;Heavy Flamers for +50 points.

The tank may be fitted with auto-launchers with frag or blind grenades for +5 points.

D6 Location Front Armour Side/RearArmour

1 Track* 15 15

2 - 3 Hull 20 18

4 Sponson* 17 15

5 - 6 Turret 22 22

*Hit the nearest to the attacker.

The Baal Predator uses the standard Predator damage table.

RHINO 50

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Rhino.

MOVEMENTSlow Speed: 8”Combat Speed: 18”Fast Speed: 25”

TYPE Tracked

RAM VALUE Strength: 7, d12 Damage, -5 Save(Armour Penetration d6+d12+7)

CREW 1 Space Marine Driver

TRANSPORT 10 Space Marines in Power Armour or 5 in Terminator Armour

WEAPONSEither twin-Linked Bolters or a Storm Bolter with a 360° field of fire.

The tank may be fitted with auto-launchers with frag or blind grenades for +5 points.

Page 21: 2nd Edition Codex Updates

D6 Location Front Armour Side/RearArmour

1 Track* 15 15

2 - 5 Hull 20 18

6 Weapon 12 12

*Hit the nearest to the attacker.

D6 Track Damage Table

1 The Rhino is limited to slow speed for the rest of the game.

2-5 Track blown off. The Rhino goes out of control next turn then comes to a permanent halt.

6 A track is blown off and the tank flips over. The wreck lands d6” away in a random direction. Any model it lands on suffers d6 S7 hits, with a -2. Models on board are killed on a 4+

Hull Damage Table

1 The driver is killed. The tank moves out of control and cannot fire its weapons.

2-4 An explosion kills each model on board on a 4+

5 The engine explodes killing the crew & immobilising it. The tank is spun around to face in a random direction.

6 The tank bursts into flames, killing the crew. It moves out of control next turn then explodes. Anything within 3” of it suffers as if hit by a heavy flamer

Weapon Damage Table

1 The bolters and auto-launchers are damaged, and can only be fired on a 4+

2-5 The bolters and auto-launchers are destroyed.

6 The bolters and auto-launchers are destroyed, plus rollon the Hull damage table.

STORMTALON GUNSHIP 165

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Stormtalon.

MOVEMENTSlow Speed: 10”Combat Speed: 20”Fast Speed: 30”

TYPE Skimmer

RAM VALUE Strength: 6, d6 Damage, -3 Save(Armour Penetration 2d6+6)

CREW 1 Space Marine Driver

WEAPONSTwin-linked Assault Cannons

Plus one of the following:

Typhoon Missile Launcher (twin-linked missile launcher with frag and krak missiles) +90 points;Twin-Linked Heavy Bolter +30 points;Twin-linked Lascannons for +90 pointsSkyhammer Missile Launcher for + 50 points

Skyhammer Missile LauncherRange: 0-20 / 20-72Strength: 8Damage: 1d6Save Modifier: -3Armour Penetration: 2d6+8Special: Sustained fire, 2 dice

All weapons have a 90° arc of fire.

D6 Location Front Armour Side/RearArmour

1 - 2 Cockpit 12 12

3 - 5 Hull 14 12

6 Engine 14 12

D6 Cockpit Damage Table

Roll to see if the crewman is killed using the normal shootingrules. If he is killed the vehicle will move out of control for theremainder of the game or until it hits terrain it cannot cross,

collides with a vehicle or building, or leaves the table.

Hull Damage Table

1 The twin-linked Assault Cannons are destroyed.

2 The secondary weapon is destroyed

3-4 The controls are damaged making it difficult to control. Roll a D6 at the start of each movement phase. On a roll of 4 - 6 it moves normally. On a 1 - 3 it moves out of control for that turn.

5 The Land Speeders engine blows up, killing the crew. The wreck plummets to the ground 2D6" away in a random direction. Anything under it when it crashes takes D3 S6 hits with a -2 save.

6 The engine blows up, killing the crew. The wreck plummets to the ground 2D6" away in a random direction. When it hits the ground it's ammunition explodes, causing D3 strength 8 hits with a -3 save to all models within 3".

Engine Damage Table

1 The vehicle's controls are damaged making it difficult to control. The vehicle may only move or attack if you first roll a 4 or more on a d6. It may still shoot normally.

2-3 The cooling system for the engine is damaged and the vehicle starts to overheat. Roll a d6 at the beginning ofeach player's turn. On a roll of 1 or 2 the vehicle explodes. The wreck plummets to the ground 2D6" away in a random direction. Anything under it when it crashes takes D3 S6 hits with a -2 save.

4-6 The engine explodes. The wreck plummets to the ground 2D6" away in a random direction. Anything under it when it crashes takes D3 S6 hits with a -2 save.

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STORMRAVEN GUNSHIP 175

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

Servitor 4 3 4 3 4 1 4 1 7

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Stormraven.

MOVEMENTSlow Speed: 10”Combat Speed: 20”Fast Speed: 30”

TYPE Skimmer

RAM VALUE Strength: 7, d12 Damage, -5 Save(Armour Penetration d6+d12+7)

CREW 1 Space Marine Driver, 1 Space Marine Gunner

TRANSPORT 12 Space Marines in Power Armour or 6 in Terminator Armour or 6 Marines in Power Armour with Jump Packs, plus 1 Dreadnought.

Special RulesTroops on board may board and leave the vehicle using the normal deployment rules, and are placed around the side or rear of the base. Troops equipped with Jump Packs may instead jumpout. If they do this they suffer no damage if the vehicle is travelling over 10", but must be placed using the teleportation rules. The first model is placed in contact with the vehicle's base, and then scatters 2d10".

WEAPONS4 one-shot Stormstrike Missiles with a 90° arc of fire to the front.

Stormstrike MissileRange: 0-20 / 20-72Strength: 8Damage: 1d10Save Modifier: -6Armour Penetration: d6+d10+8Special: Any model hit by but not killed/ destroyed by a Stormstrike Missile will be stunned by the concussive blast. Infantry models and walkers are stunned and may not move or attack next turn. Vehicles, including bikes will move out of control next turn and may not shoot.

3 Twin-linked Bolters in each side sponson, each with a 180º field of fire to the side.

One of the following weapons must chosen for the

Space Marine pilot to operate, with a 90° arc of fire to the front:

Twin-linked Heavy Bolters for +30 pointsTyphoon Missile Launcher (twin-linked missile launcher with frag and krak missiles) +90 points;Twin-linked Multi-melta for + 130 points

One of the following must be chosen for the Servitor gunner to operate, with a 180° arc of fire tothe front:

Twin-linked Assault Cannons for +90 pointsTwin-linked Lascannon for +90 pointsTwin-linked Heavy Plasma Guns for +80 points

D6 Location Front Armour Side/RearArmour

1 Cockpit* 12 12

2 Wing

3 - 5 Hull 18 16

6 Engine 14 12

* 1-3 Space Marine Pilot, 4-6 Servitor Gunner

D6 Cockpit Damage Table

Roll to see if the crewman is killed using the normal shootingrules. If the gunner is killed his weapon may no longer be used.If the driver is killed the vehicle will move out of control for the

remainder of the game or until it hits terrain it cannot cross,collides with a vehicle or building, or leaves the table.

Wing Damage Table

1 The wing is clipped, making movement difficult. The vehicle may only travel at slow speed from now on.

2-3 The vehicle's tail is damaged making it difficult to control. Roll a D6 at the start of each movement phase. On a roll of 4 - 6 the vehicle moves normally. On a roll of 1 - 3 it moves out of control for that turn.

4 The tail is badly damaged. The vehicle makes an emergency crash landing 2D6" away in a random direction. Anything under it when it lands takes D3 S6 hits with a -2 save. The crew can leap to the ground before it crashes, but if the vehicle moved over 10" in its last turn they suffer damage as normal.

5-6 The vehicle's wing is blown off. The wreck plummets to the ground 2D6" away in a random direction. When it hits the ground it's ammunition explodes, causing D3 strength 8 hits with a -3 save to all models within 3".

Hull Damage Table

1 The Servitor's weapon is destroyed.

2 The Pilot's weapon is destroyed

3-4 The controls are damaged making it difficult to control. Roll a D6 at the start of each movement phase. On a roll of 4 - 6 it moves normally. On a 1 - 3 it moves out of control for that turn.

5 The Land Speeders engine blows up, killing the crew. The wreck plummets to the ground 2D6" away in a random direction. Anything under it when it crashes takes D3 S6 hits with a -2 save.

Page 23: 2nd Edition Codex Updates

6 The engine blows up, killing the crew. The wreck plummets to the ground 2D6" away in a random direction. When it hits the ground it's ammunition explodes, causing D3 strength 8 hits with a -3 save to all models within 3".

Engine Damage Table

1 The vehicle's controls are damaged making it difficult to control. The vehicle may only move or attack if you first roll a 4 or more on a d6. It may still shoot normally.

2-3 The cooling system for the engine is damaged and the vehicle starts to overheat. Roll a d6 at the beginning ofeach player's turn. On a roll of 1 or 2 the vehicle explodes. The wreck plummets to the ground 2D6" away in a random direction. Anything under it when it crashes takes D3 S6 hits with a -2 save.

4-6 The engine explodes. The wreck plummets to the ground 2D6" away in a random direction. Anything under it when it crashes takes D3 S6 hits with a -2 save.

VINDICATOR 130

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or Techmarine in order to have a Vindicator.

MOVEMENTSlow Speed: 7”Combat Speed: 20”Fast Speed: 25”

TYPE Tracked

RAM VALUE Strength: 8, d12 Damage, -5 Save(Armour Penetration d6+d12+8)

CREW 1 Space Marine Driver, 1 Space Marine Gunner.

WEAPONSOne Demolisher Cannon mounted in the hull, with a 90° field of fire. One Storm Bolter with a 360º field of fire.

The tank may be fitted with auto-launchers with frag or blind grenades for +5 points.

D6 Location Front Armour Side/RearArmour

1 Track* 15 15

2 - 5 Hull 20 18

6 Demolisher Cannon**

17 1-

*Hit the nearest to the attacker.** If the Demolisher Cannon isn't visible, count as hull instead.

D6 Track Damage Table

1 The Vindicator is limited to slow speed for the rest of the game.

2-5 Track blown off. The Vindicator goes out of control next turn then comes to a permanent halt.

6 A track is blown off and the tank flips over. The wreck lands d6” away in a random direction. Any model it lands on suffers d6 S7 hits, with a -2. Models on board are killed on a 4+

Hull Damage Table

1 The driver is killed. The tank moves out of control and cannot fire its weapons.

2-4 An explosion kills each model on board on a 4+

5 The engine explodes killing the crew & immobilising it. The tank is spun around to face in a random direction.

6 The tank bursts into flames, killing the crew. It moves out of control next turn then explodes. Anything within 3” of it suffers as if hit by a heavy flamer

Demolisher Cannon Damage Table

1 The Demolisher Cannon is damaged, and can only be fired on a 4+

2-5 The Demolisher Cannon is destroyed.

6 The Demolisher Cannon is destroyed, plus roll on the Hull damage table.

WHIRLWIND 150

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Whirlwind.

MOVEMENTSlow Speed: 8”Combat Speed: 18”Fast Speed: 25”

TYPE Tracked

RAM VALUE Strength: 7, d12 Damage, -5 Save(Armour Penetration d6+d12+7)

CREW 1 Space Marine Driver, 1 Space Marine Gunner

WEAPONSOne Multi-Launcher with a 360° field of fire.

Range: 0-20 / 20-72 (no modifiers)Strength: 5Damage: d4Save Modifier: -2Armour Penetration: 1d6+1d4+5Special: 3" blast radius.

Page 24: 2nd Edition Codex Updates

The tank may be fitted with auto-launchers with frag or blind grenades for +5 points.

The Multi-Launcher may fire 5 times, after which it has run out of rockets and cannot be used.To fire the Multi-Launcher, place the 3” template and roll to hit as normal. If the shot misses then the shot scatters as normal. If an arrow and MISFIRE are rolled the rocket is dud and has no effect. If a HIT and MISFIRE are rolled then something has gone wrong. Roll on the malfunction table below:

D6 Result

1-2 The rockets detonate inside the tubes, destroying it and killing the crew. Any models within 3” suffer d6 S10 hits with a -3 save modifier.

3-4 The rockets are dud, and from now on the multi-launcher may only be fired on a 4+

5-6 The rockets are dud, but the misfire has no further effects.

Indirect FireThe Whirlwind may fire at any target in range, even one it cannot draw a line of sight to. The 'choosing a target' rules still apply, and the shot procedure is exactly the same, but any models under the blast marker will only be hit on a 4+.

D6 Location Front Armour Side/RearArmour

1 Track* 15 15

2 - 4 Hull 20 18

5-6 Turret 20 18

*Hit the nearest to the attacker.

D6 Track Damage Table

1 The Whirlwind is limited to slow speed for the rest of the game.

2-5 Track blown off. The Whirlwindr goes out of control next turn then comes to a permanent halt.

6 A track is blown off and the tank flips over. The wreck lands d6” away in a random direction. Any model it lands on suffers d6 S7 hits, with a -2. Models on board are killed on a 4+

Hull Damage Table

1 The driver is killed. The tank moves out of control.

2-3 An explosion kills each model on board on a 4+

4 The engine explodes killing the crew & immobilising it. The tank is spun around to face in a random direction.

5 The tank bursts into flames, killing the crew. It moves out of control next turn then explodes. Anything within 3” of it suffers as if hit by a heavy flamer

6 The ammunition explodes. The Whirlwind is destroyed and any model within 3” suffers d6 S10 hits, -3.

Turret Damage Table

1 The Multi-Launcher is damaged. It can no longer fire indirectly, and can only be fired on a 4+

2 The Multi-Launcher goes haywire and immediately fires a barrage at the first model in a random direction.It may not fire next turn.

3 The turret gunner is killed.

4-6 The ammunition explodes, destroying the tank. The turret is sent flying 2d6” in a random direction, anything hit by it suffers d6 S9 hits, -6 save.

RAZORBACK (Mk I) 89

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Razorback.

MOVEMENTSlow Speed: 8”Combat Speed: 18”Fast Speed: 25”

TYPE Tracked

RAM VALUE Strength: 7, d12 Damage, -5 Save(Armour Penetration d6+d12+7)

CREW 1 Space Marine Driver, 1 Space Marine Gunner

TRANSPORT 5 Space Marines in Power Armour.

WEAPONSOne weapon from the following list, with a 360° field of fire:

Page 25: 2nd Edition Codex Updates

Lascannon & twin-linked Plasma Guns + 61 pointsTwin-linked Heavy Flamers + 50 pointsTwin-linked Heavy Bolters + 30 pointsTwin-linked Assault Cannons + 90 pointsTwin-linked Lascannons + 90 pointsMulti-melta +65 points

D6 Location Front Armour Side/RearArmour

1 Track* 15 15

2 - 4 Hull 20 18

5-6 Turret** 22 15

*Hit the nearest to the attacker.** 1-3 Gunner, 4-6 Turret

D6 Track Damage Table

1 The Razorback is limited to slow speed for the rest of the game.

2-5 Track blown off. The Razorback goes out of control next turn then comes to a permanent halt.

6 A track is blown off and the tank flips over. The wreck lands d6” away in a random direction. Any model it lands on suffers d6 S7 hits, with a -2. Models on board are killed on a 4+

Hull Damage Table

1-3 An explosion kills each model on board on a 4+

4 The engine explodes killing the crew & immobilising it. The tank is spun around to face in a random direction.

5 The tank bursts into flames, killing the crew. It moves out of control next turn then explodes. Anything within 3” of it suffers as if hit by a heavy flamer

6 Ammunition explosion. The vehicle is destroyed, anything within 3” suffers d6 S10 hits, -3 save

Turret Damage Table

1 The turret weapon is damaged, and can only be fired on a 4+

2 The turret is jammed and can no longer rotate. The weapon can only fire directly ahead.

3 The turret gunner is killed.

4-6 The ammunition explodes, destroying the tank. The turret is sent flying 2d6” in a random direction, anything hit by it suffers d6 S9 hits, -6 save.

Gunner Damage Table

Roll to see if the gunner is killed using the normal shootingrules. If he is killed his weapon may no longer be used.

RAZORBACK (Mk II) 99

Unit M WS BS S T W I A Ld

Space Marine 4 4 4 4 4 1 4 1 8

The Space Marine army must include the Master of the Forge or a Techmarine in order to have a Razorback.

MOVEMENTSlow Speed: 8”

Combat Speed: 18”Fast Speed: 25”

TYPE Tracked

RAM VALUE Strength: 7, d12 Damage, -5 Save(Armour Penetration d6+d12+7)

CREW 1 Space Marine Driver, 1 Space Marine Gunner

TRANSPORT 5 Space Marines in Power Armour.

WEAPONSOne weapon from the following list, with a 360° field of fire:

Lascannon & twin-linked Plasma Guns + 61 pointsTwin-linked Heavy Flamers + 50 pointsTwin-linked Heavy Bolters + 30 pointsTwin-linked Assault Cannons + 90 pointsTwin-linked Lascannons + 90 pointsMulti-melta +65 points

D6 Location Front Armour Side/RearArmour

1 Track* 15 15

2 - 4 Hull 20 18

5-6 Turret 22 15

*Hit the nearest to the attacker.

D6 Track Damage Table

1 The Razorback is limited to slow speed for the rest of the game.

2-5 Track blown off. The Razorback goes out of control next turn then comes to a permanent halt.

6 A track is blown off and the tank flips over. The wreck lands d6” away in a random direction. Any model it lands on suffers d6 S7 hits, with a -2. Models on board are killed on a 4+

Hull Damage Table

1-3 An explosion kills each model on board on a 4+

4 The engine explodes killing the crew & immobilising it. The tank is spun around to face in a random direction.

5 The tank bursts into flames, killing the crew. It moves out of control next turn then explodes. Anything within 3” of it suffers as if hit by a heavy flamer

6 Ammunition explosion. The vehicle is destroyed, anything within 3” suffers d6 S10 hits, -3 save

Turret Damage Table

1 The turret weapon is damaged, and can only be fired on a 4+

2 The turret is jammed and can no longer rotate. The weapon can only fire directly ahead.

3 The turret gunner is killed.

4-6 The ammunition explodes, destroying the tank. The turret is sent flying 2d6” in a random direction, anything hit by it suffers d6 S9 hits, -6 save.

Page 26: 2nd Edition Codex Updates

DROP POD 50

The Space Marine army must include the Master of the Forge or Techmarine in order to have a Drop Pod.

To deploy the Drop Pod the player must choose before the battle which turn he wishes it to arrive, which may be any turn after the first. It will most likely have been launched before the battle even starts. At the beginning of the specified turn, at the same time that charges are declared, place the DropPod anywhere on the table. The area chosen must be clear, and free of any models or substantial terrain (anything which would count as hard cover).

Enemy models on overwatch may declare they are shooting at the Drop Pod at this point. It counts as a large, very fast target, so shooters suffer -1 in total. Because it is falling through the sky, all models can draw a line of sight to it.

Roll the Scatter and Artillery dice, and consult the following table:

ScatterDice

ArtilleryDice

Effect

Arrow Number Deviate the Drop Pod the number of inches shown in the direction shown

Hit Number The Drop Pod lands on target.

Arrow Misfire Delay. The Drop Pod doesn't arrive this turn, try again next turn.

Hit Misfire There is a malfunction and the Pod comes in too fast. The impact destroys the Pod and everyone on board, and anymodel within 3” suffers as if hit by a heavy flamer.

Any model hit by a deviating Drop Pod will take a hit using the normal collision/ ramming rules.

Once the Drop Pod lands the doors automatically blow open, any infantry model in the way must roll equal to or under their Initiative to jump out of the way or suffer a S4 hit, with no saving throw modifier.Transported models may then move as normal, but count as moving for firing heavy weapons.

If you wish the transported models to charge, this must be declared at the same time at the Drop Pod is placed.

MOVEMENT Nil once landed.

RAM VALUE Strength: 8, 2d12 Damage, -5 Save(Armour Penetration d6+2d12+8)

CREW None

TRANSPORT 12 Space Marines in Power Armour,

or 6 in Terminator Armour

WEAPONSOne Storm Bolter with a 360° field or fire.The Storm Bolter may be replaced with a Deathwind Missile Launcher for 10 points, which has the following profile:

Range: Short 0 - 6 / Long 6 - 12Strength: 5Damage: 1Save Modifier: -2Armour Penetration: 1d6+5Special: Sustained fire 1 dice, 2" blast.

D6 Location Closed Open

1 - 6 Hull 20 16

The Drop Pod has 2 damage tables, one for the pod when it has landed and deployed, and one for if it is hit whilst still descending.

Deployed Hull Damage Table

1 The weapon is damaged, and can only be fired on a 4+

2 The weapon is destroyed.

3-4 The Drop Pod is wrecked.

5-6 The Drop Pod's engine explodes. Anything within 3” of it suffers d6 S10 hits, -3 save

Descending Hull Damage Table

1 The Drop Pod's guidance mechanism is damaged. If a 'Hit' is rolled on the scatter dice along with a number, ignore it and use the arrow to determine direction.

2-4 An explosion kills each model on board on a 4+

5 An explosion kills everyone on board, but the pod lands normally.

6 The engine explodes killing everyone on board, and it plummets to the ground. To see where it lands roll thescatter dice and 2d6, and move it in the direction indicated the number of inches rolled. If a 'Hit' is rolledit is still on target. Anything within 3” suffers d6 S10 hits, -3 save

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