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Codex Astartes: The Space Marines (version 1.4) Table of Contents Introduction - Why Space Marines? - What is in this Sourcebook? 1. Character Generation Stage One: Homeworld Stage Two: Generating Characteristics Stage Three: Determine Career Path Stage Four: Spending Experience Points, Buy Equipment 2. Space Marine Career Path 3. New Skills 4. New Talents 5. New Psychic Powers 6. Astartes Chapter Armoury New Craftsmanship New Weapon Special Qualities Ranged Weapons Melee Weapons Weapon Upgrades Ammo Armour Armour Upgrades Gear Cybernetics 7. Vehicles Ground Vehicles Air/Space Vehicles Special Vehicles Vehicle Upgrades 8. The Chapters The First Founding The Second Founding Subsequent Foundings Feature: The Red Hunters Chapter 9. Life in the Chapter Life in & out of combat (i.e. character downtime) Roleplaying aspects Inquisition, Ecclesiarchy, IG, Planetary Govt 10. Aliens, Heretics & Traitors xenos traitor marines Introduction Designer’s Note: This is a conversion of information from the years of Space Marine literature printed by Games Workshop into the DH system. This is the Space Marines as the superhuman protectors of the

Codex Astartes: The Space Marines (version 1.4)

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Page 1: Codex Astartes: The Space Marines (version 1.4)

Codex Astartes: The Space Marines (version 1.4)

Table of Contents

Introduction- Why Space Marines?- What is in this Sourcebook?

1. Character GenerationStage One: HomeworldStage Two: Generating CharacteristicsStage Three: Determine Career PathStage Four: Spending Experience Points, Buy Equipment

2. Space Marine Career Path3. New Skills4. New Talents5. New Psychic Powers6. Astartes Chapter Armoury

New CraftsmanshipNew Weapon Special QualitiesRanged WeaponsMelee WeaponsWeapon UpgradesAmmoArmourArmour UpgradesGearCybernetics

7. VehiclesGround VehiclesAir/Space VehiclesSpecial VehiclesVehicle Upgrades

8. The ChaptersThe First FoundingThe Second FoundingSubsequent FoundingsFeature: The Red Hunters Chapter

9. Life in the ChapterLife in & out of combat (i.e. character downtime)Roleplaying aspectsInquisition, Ecclesiarchy, IG, Planetary Govt

10. Aliens, Heretics & Traitorsxenostraitor marines

Introduction

Designer’s Note: This is a conversion of information from the years of Space Marine literature printed by Games Workshop into the DH system. This is the Space Marines as the superhuman protectors of the

Page 2: Codex Astartes: The Space Marines (version 1.4)

Imperium and is not balanced against the 8 established careers in the DH core rulebook. Although there is a suggestion for allowing a Space Marine in an acolyte group (see Game Master’s Notes), these rules are recommend for an all Space Marine campaign which would proceed from characters being recruited together and proceeding all the way up to company leadership or Deathwatch membership.

Chapter I: Character Creation

Stage One: Homeworld

See DH core rulebook page 13 for details.

Stage Two: Generating Characteristics (Modified for Space Marine Recruitment)

Game Master’s Note: Before generating characteristics, determine how your Space Marine characters will be part of your campaign. If they are going to be superhuman individuals assisting the Inquisition for the honour of their Chapter in a mixed character campaign, then use Table 1-3: Generating Characteristics on page 23 of the DH Core Rulebook. If you are planning a Space Marine campaign where the majority of the characters will be Space Marines (maybe going through recruitment together) or balance with other party members is not an issue, then use the following table to generate characteristics. Note that the following table falls roughly within human starting standards but is designed to decrease variability and skew the final numbers upwards.

Generating Characteristics ---Homeworld Modifiers---

Characteristic Base Feral World Imperial World Hive WorldWeapon Skill 1d10+ 35 30 35Ballistic Skill 1d10+ 30 35 35

Strength 1d10+ 35 25 30Toughness 1d10+ 35 30 25

Agility 1d10+ 30 25 30Intelligence 1d10+ 25 35 30Perception 1d10+ 30 30 30Will Power 1d10+ 30 35 25Fellowship 1d10+ 25 30 35

Stage Three: Determine Career Path

Space Marines“One hundred Space Marines or one thousand Guardsmen, either will do.”

Space Marines are the most powerful human warriors of the 41st Millennium. They are no longer human but superhuman, having been made superior, in all respects, to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Being few in number compared to the legions of the Imperial Guard, Space Marines are organized into small independent armies called Chapters. Each Chapter is responsible for its own recruitment, training, equipment, organization and strategy, although many follow the Codex Astartes written by the Ultramarines Primarch, Roboute Guilliman. Their unswerving loyalty is to the Emperor of Mankind and no other.

Starting Skills: Common Lore (War), Ciphers (War Cant), Speak Language (Low Gothic)Staring Talents: Melee Weapon Training (primitive), Pistol Training (Bolt), Basic Weapon

Training (Bolt), Basic Weapon Training (Las) or Basic Weapon Training (Primitive) or Basic Weapon Training (SP)

Starting Gear: Reinforced BDUs (AP 2, arms, body, legs), knife, Bolt Pistol (Common Quality) with 2 extra clips, sword or axe or hammer or club, backpack

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Starting Rank: Recruit

Stage Four: Spend Experience Points, Buy Equipment

Starting Wealth, Monthly Income & Buying Equipment

Space Marines do not begin play with money and do not receive a monthly income.

Space Marines receive all the listed starting gear from their career at no cost. They do not buy additional weapons, armour or wargear. Space Marines are automatically issued standard gear appropriate to their Rank and specialized weapons and gear based on mission parameters and their training and talents.

Game Master’s Note: In a campaign where the Space Marine is operating outside of the normal Chapter organization, use the “Military Class” entry on Table 5-1: Income and Social Class on page 124 of the DH Core Rulebook to determine income. The Space Marine still qualifies for the Standard and Modified Wargear Talents per his Rank, but he must be able to meet with his Chapter to receive these benefits, which may be very unlikely and very time consuming to make possible. When playing a Marine campaign, equipment should be limited to the Chapter Armoury list as the weapons, armour and wargear are “approved” by the Codex Astartes; in a mixed campaign or with a non-Codex Chapter, the Chapter Armoury section is only a basic guideline of standard issue items.

Starting Experience

Space Marines begin play with 450 xp, which they may use to increase Characteristics, acquire or improve Skills, acquire new Talents and so on.

Game Master’s Note: If a Space Marine character is included with a party of acolytes, then the GM may decrease his starting XP to 200 and award the character half the XP earned by acolytes to help balance character progression with the Space Marine’s Talents and Wargear.

Stage Five: Bringing Your Character to Life

See DH core rulebook page 30 for details.

Chapter II: Career Path

Space Marines

“Forget all that you know. You are nothing. The Chapter is everything.”

The Legion Astartes (Space Marines) are the Imperium’s elite fighting troops, a corps of mobile troops trained to fight anywhere. On the battlefield, Space Marines are entrusted with all sorts of perilous missions, such as lightning raids, infiltration and recon and kill-team missions. They also undertake voyages of planetary exploration and conquest on behalf of the Imperium, earmarking planets that can be attacked later with the support of the Imperial Guard. In the 30th Millennium, research and development was undertaken leading to the creation of Space Marines. The first of these warriors were used by the Emperor to reconquer Earth and subjugate the factions fighting for control of the planet. Later, the Emperor created twenty beings knows as the Primarchs, which snatched from Earth by a Chaos vortex and scattered around the galaxy while they were still infants; surprising, the Emperor was later reunited with all 20 of his creations. While recruitment various with each Chapter, most of its troopers are recruited from feral planets, where traditional warrior castes compete for the honour of becoming a “warrior of the gods”. Because the feral planets are rough, primitive and untamed, their inhabitants make excellent fighting material. The aggression and killer-instinct of hive gangers can make ideal Space Marines and whole gangs have been

Page 4: Codex Astartes: The Space Marines (version 1.4)

hunted and captured for this purpose. Some recruits come from the civilized areas of the Imperium, but not many. Like the Inquisition, the most of the great Chapters of the Adeptus Astartes answer only to themselves and the Emperor of Mankind. Like all faithful citizens of the Imperium, the Space Marines give due reverence to the Emperor of Mankind. However, here their orthodoxy ends. They also raise their voices in prayer to their Primarchs while they offer up praise for the founding of their Chapter and the gift of the gene-seed that sustains them. The manner of this praise takes a different form in every Chapter, although Chapters with a common genealogy will often adhere to similar beliefs and traditions. This aspect, at times brings Chapters at odds with the Inquisition, but some chapters have long associations with the Ordos. In some cases these allegiances may stretch back over nine millennia, kept alive by Librarians recording each oath and honour given and received. An Inquisitor would not call upon such precious allies lightly. What is presented here is based on the Codex Astartes, which was written following the Horus Heresy. The Codex covers every aspect of the Adeptus Astartes, from the genetic banks used to create implants and training to the formation of a Chapter and tactical roles, equipment specifications and uniform identification markings. Space Marines that follow this system unmodified are considered to be from Codex Chapters, the most famous being the Ultramarines. Most Chapters do not stick so rigidly to the Codex and have their own variations of organization, tactical roles or other processes established by the Codex Astartes. Many Chapters are largely organized according to the Codex but have slight variations, such as the Blood Angels and Dark Angels. A small number of Chapters are completely structured without consideration for the Codex Astartes; most famous of these are the Space Wolves, who have only followed the will of their Primarch Leman Russ.

Space Marine RanksRecruit

IScout

IBattle Brother

I- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -I I I

Assault Marine Tactical Marine Devastator MarineI I I- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

IVeteran Brother

I- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -I I I

Lexicanium Sergeant Driver/PilotI I I

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -I I I I I

Codicier Medic/Apothecary Veteran Sergeant Chaplain TechmarineI I I I I

Epistolary Veteran Apothecary Captain Reclusiarch/Champion VeteranTechmarine

Characteristic Advancement

Characteristic Simple Intermediate Trained ExpertWeapon Skill 100 250 500 750Ballistic Skill 100 250 500 750

Strength 500 750 1000 2500Toughness 500 750 1000 2500

Page 5: Codex Astartes: The Space Marines (version 1.4)

Agility 250 500 750 1000Intelligence 250 500 750 1000Perception 250 500 750 1000Will Power 100 250 500 500Fellowship 500 750 1000 2500

Recruit“From the remote wilds to the concrete jungles where you were the best, know that you are now

nothing until you prove otherwise.”

Recruits are taught the Chapters basics on warfare and weaponry before they are sent on training missions where sometime the objective is simply to survive. It is here where strangers, friends and rivals are broken down to simply men and the last time they will be truly human.

Recruit Advancements (Rank 1)

Advance Cost Type PrerequisitesAwareness 100 S ---

Climb 100 S ---Dodge 100 S ---

Survival 100 S ---Swim 100 S ---

Sound Constitution* 100 T ---Thrown Weapon

Training (Primitive)100 T ---

Literacy 200 S ---Ambidextrous 200 T Ag 30

*You may take this Talent up to three times at this Rank.

Scout“Nothing like the first drop into the unknown.”

In the Codex Astartes, a Chapter’s 10th Company is its Scout company consisting of a varying number of Scout squads. Scouts are youths who have been recruited and have begun the transformation into Space Marines. Until their physical transformation and training is complete, they fight as Scouts. They wear lighter armour than full Space Marines and are less heavily armed, relying more on skills and stealth than firepower.

Scout Advancements (Rank 2)

Advance Cost Type PrerequisitesImplants Group 1 Free, Mandatory Trait Scout (Rank 2)

Standard Scout Wargear Free, Mandatory Trait Scout (Rank 2)Awareness +10 100 S Awareness

Climb +10 100 S ClimbConcealment 100 S ---Dodge +10 100 S Dodge

Navigation (Surface) 100 S ---Silent Move 100 S ---Survival +10 100 S Survival

Swim +10 100 S SwimTracking 100 S ---

Basic Weapon Training (SP)

100 T ---

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Sound Constitution 100 T ---Drive (Ground Vehicle) 200 S ---

Medicae 200 S ---Exotic Weapon Training (Astartes Sniper Rifle)

200 T ---

Martial Arts Training 200 T S 35, Ag 35Two-Weapon Wielder

(Ballistic)200 T ---

Two-Weapon Wielder (Melee)

200 T WS 35, Ag 35

Heavy Weapon Training (Bolt)

300 T BS 35, Ag 35

Heavy Weapon Training (Launcher)

300 T ---

Heavy Weapon Training (SP)

300 T ---

Battle Brother“Our enemies fear the crack of the lasgun and the boom of the cannon, but know Terror has

arrived by the sound of our bolters firing together.”

Upon receiving the final implants and the Black Carapace and after years of training, indoctrination and therapy, the man has becomes more than human, a Space Marine. A Battle Brother will be issued armour and weapons meticulously maintained and handed down throughout the centuries. He will then take his place among the Emperor’s Finest and protect mankind from its enemies within and those throughout known space and beyond.

Battle Brother Advancements (Rank 3)

Advance Cost Type Prerequisite*Chapter Traits* Free, Mandatory Trait Battle Brother (Rank 3),

Non-Codex ChapterImplants Group 2 Free, Mandatory Trait Battle Brother (Rank 3)

“And They Shall Know No Fear”

Free, Mandatory Trait Battle Brother (Rank 3)

Standard Space Marine Wargear

Free, Mandatory Trait Battle Brother (Rank 3)

Common Lore (War) +10

100 S Common Lore (War)

Intimidate 100 S ---Scholastic Lore

(Adeptus Astartes)100 S ---

Secret Language (Chapter)

100 S ---

Chem Geld 100 T ---Jaded 100 T WP 30

Rapid Reload 100 T ---Sound Constitution 100 T ---

Common Lore(Imperium)

200 S ---

Crack Shot 200 T BS 40Crushing Blow 200 T S 40

Mighty Shot 200 T BS 40Quick Draw 200 T ---

Sprint 200 T ---

Page 7: Codex Astartes: The Space Marines (version 1.4)

Swift Attack 200 T WS 35Technical Knock 200 T Int 30

Assault Marine“Death from Above!”

Fast attack, mobile infantry riding on jump pack rockets, Assault Marines believe in being up close and in the thick of battle. Whether it is a hit-and-run strike to disable enemy defenses with melta bombs or landing straight into enemy lines, these Marines rely on speed and ferocity to win the day.

Assault Marine (Rank 4)

Advance Cost Type PrerequisiteStandard Assault Marine

WargearFree, Mandatory Trait Assault Marine (Rank 4)

Demolitions 100 S ---Pilot (Jump Pack) 100 S ---Berserk Charge 100 T ---

Quick Draw 100 T ---Sound Constitution 100 T ---

Double Team 200 T ---Dual Shot 200 T Ag 40, Two-Weapon

Wielder (Ballistic)Dual Strike 200 T Ag 40, Two-Weapon

Wielder (Melee)Furious Assault 200 T WS 35

Gunslinger 200 T BS 40, Two-Weapon Wielder (Ballistic)

Melee Weapon Training (Chain)

200 T ---

Pistol Training (Flame) 200 T ---Pistol Training (Plasma) 200 T ---

Sure Strike 200 T WS 30

Tactical Marine“Fail not in any task given.”

The Brothers of the Tactical Squads are the basic combat unit of most Chapters. They are versatile fighters able to move forward in vehicles or provide supporting fire with heavy weapons. Operating in squads of five to ten troopers, Tactical Marines fulfill a number of widely differing roles with a range of basic and heavy weapons.

Tactical Marine (Rank 4)

Advance Cost Type PrerequisiteStandard Tactical Marine Wargear

Free, Mandatory Trait Tactical Marine (Rank 4)

Search 100 S ---Silent Move +10 100 S Silent Move

Marksman 100 T ---Rapid Reaction 100 T ---

Sound Constitution 100 T ---Concealment +10 200 S Concealment

Dodge +20 200 S Dodge +10Basic Weapon Training 200 T ---

Page 8: Codex Astartes: The Space Marines (version 1.4)

(Flame)Basic Weapon Training

(Plasma)200 T ---

Deadeye Shot 200 T BS 30Double Team 200 T ---

Heavy Weapon Training (Bolt)

200 T ---

Basic Weapon Training (Melta)

300 T ---

Heavy Weapon Training (Las)

300 T ---

Devastator Marine“May the Emperor bless my weapon and guide my aim.”

A Devastator Marine is an infantry trooper wielding the firepower of a tank. They are mobile enough to take up firing positions on high cliff tops or in dense foliage where armoured vehicles can not go. Devastator Marines focus their skills by learning the heavy weapons the Chapter possesses and the talents to bring these guns to bear on the enemy with accuracy.

Devastator Marine (Rank 4)

Advance Cost Type PrerequisiteStandard Space Marine

WargearFree, Mandatory Trait Devastator Marine

(Rank 4)Awareness +20 100 S Awareness +10Bulging Biceps 100 T S 45

Marksman 100 T BS 35Sound Constitution 100 T ---Concealment +20 200 S Concealment +10

Deadeye Shot 200 T BS 30Heavy Weapon Training

(Bolt)200 T ---

Heavy Weapon Training (Las)

200 T ---

Heavy Weapon Training (Launcher)

200 T ---

Heavy Weapon Training (Melta)

200 T ---

Heavy Weapon Training (Plasma)

200 T ---

Independent Targeting 200 T BS 40

Veteran Brother“Honour and Duty are your life.”

Veteran Brothers have years of battlefield experience, having served in one of the three main squads. Some have continued their educational training and will move forward into specialized programs, others take up leadership roles in the squads they once served while the rest fight on as a Battle Brother in the First Company with many of these learning to use the Terminator suits.

Veteran Brother (Rank 5)

Advance Cost Type PrerequisiteStandard Space Marine Free, Mandatory Trait Veteran Brother

Page 9: Codex Astartes: The Space Marines (version 1.4)

Wargear (Rank 5)Ciphers (War Cant) +10 100 S Ciphers (War Cant)

Common Lore (War) +20

100 S Common Lore (War) +10

Intimidate +10 100 S IntimidateScholastic Lore

(Adeptus Astartes) +10100 S Scholastic Lore

(Adeptus Astartes)Survival +20 100 S Survival +10Arms Master 100 T BS 30, Basic Weapon

Training (any two)Sound Constitution 100 T ---

Common Lore (Imperium) +10

200 S Common Lore (Imperium)

Demolitions 200 S ---Blind Fighting 200 T Per 30Combat Master 200 T WS 30

Hardy 200 T T 40Hatred (Choose One)+ 200 T ---

Iron Jaw 200 T T 40Marksman 200 T BS 35

Nerves of Steel 200 T ---Rapid Reaction 200 T Ag 40Sharpshooter 200 T BS 40, Deadeye ShotSteady Hand 200 T BS 45Sure Strike 200 T WS 30

Marksman’s Honour 300 T BS 40, MarksmanDrive (Terminator

Armour)*400 S Ag 40, WP 40,

Terminator HonoursPurity Seal* 400 T WP 40

Terminator Honours 400 T WP 40+Denotes Talent Group*You may take this Talent up to three times at this Rank.

Sergeant“To me my Brothers and throw back this scum!”

The Sergeant is a Veteran Brother whose experience has been augmented by additional training and has been placed in command of a squad. Typically, they lead a squad type they once served in, but others are chosen to lead Scout squads. In the beginning, the squad consists of the Sergeant and four Brothers but it will eventually increase in size to the Codex standard of the Sergeant and nine Brothers.

Sergeant (Rank 6)

Advance Cost Type PrerequisiteStandard Space Marine

WargearFree, Mandatory Trait Sergeant (Rank 6)

Ciphers (War Cant) +20 100 S Ciphers (War Cant) +10Command 100 S ---

Intimidate +20 100 S Intimidate +10Navigation (Surface)

+10100 S Navigation (Surface)

Scholastic Lore (Tactica Imperialis)

100 S ---

Secret Language 100 S Secret Language

Page 10: Codex Astartes: The Space Marines (version 1.4)

(Chapter) +10 (Chapter)Silent Move +10 100 S Silent Move

Sound Constitution 100 T ---Common Lore (Imperial

Creed)200 S ---

Demolitions +10 200 S DemolitionsTech-Use 200 S ---

Blademaster 200 T WS 30, Melee Weapon Training (any)

Hard Target 200 T Ag 40Melee Weapon Training

(Chain)200 T ---

Iron Skull 300 T T 40, WP 40

Apothecary/Medic “Peace now my Brother and know from you I shall take the seed for the next generation.”

Space Marines rarely go to battle without an Apothecary. If a Brother falls, the Apothecary can tend the wounds that their enhanced body cannot handle on its own. Not all the wounded can be saved and the Apothecary eases the dying if possible and ensures the survival of the Chapter by removing the progenoid organs from fallen Brothers. The Apothecary is a warrior of supreme bravery, whose ultimate role is to save what he can of the Chapter’s gene-seed.

Apothecary/Medic (Rank 7)

Advance Cost Type Prerequisite Standard Apothecary

WargearFree, Mandatory Trait Apothecary/Medic

(Rank 7)Awareness +20 100 S Awareness +10

Chem-Use 100 S ---Medicae +10 100 S Medicae

Scholastic Lore (Chymistry)

100 S ---

Pistol Training (Flame) 100 T ---Pistol Training (Melta) 100 T ---

Pistol Training (Plasma) 100 T ---Sound Constitution 100 T ---

Forbidden Lore (Bio-Tech)

200 S ---

Tech-Use +10 200 S Tech-UseDisarm 200 T Ag 30

Hard Target 200 T Ag 40Hip Shooting 200 T BS 40, Ag 40Precise Blow 200 T WS 40, Sure Strike

Veteran Apothecary/Command Squad Apothecary“Do not fail in your duties for you cannot fail yourself without failing us all.

The future of every Space Marine Chapter is dependent upon the organic implants, which turn young Recruits into Space Marines. Without these implants and the bio-engineering skills which are needed to use them, the Chapter would die. The Veteran Apothecary oversees the memory banks of the Apothacarion that contains the Chapter’s genetic history and oversees the process of implantation and therapeutic programs to create Space Marines. Veteran Apothecaries also continue to serve in the field but generally they are part of a command squad or lead their own squad on very specific missions, which require their expertise.

Page 11: Codex Astartes: The Space Marines (version 1.4)

Veteran Apothecary/Command Squad Apothecary (Rank 8)

Advance Cost Type PrerequisiteModified Apothecary

WargearFree, Mandatory Trait Apothecary/Medic

(Rank 7)Chem-Use +10 100 S Chem-UseCommand +10 100 S CommandMedicae +20 100 S Medicae +10

Scholastic Lore (Chymistry) +10

100 S Scholastic Lore (Chymistry)

Sound Constitution 100 T ---Dodge +20 200 S Dodge +10

Forbidden Lore (Bio-Tech) +10

200 S Forbidden Lore (Bio-Engineering)

Forbidden Lore (Mutants)

200 S ---

Forbidden Lore (Xenos) 200 S ---Tech-Use +20 200 S Tech-Use +10Counter Attack 200 T WS 40Crippling Strike 200 T WS 50

Master Chirurgeon 200 T Medicae +10Melee Weapon Training

(Power)200 T ---

Step Aside 200 T Ag 40, DodgeTakedown 200 T ---

Talented (Medicae) 200 T Medicae

Veteran Sergeant“Risk only what can be lost without jeopardizing the mission!”

Veteran Sergeants are the survivors of many campaigns and bring with them a wealth of experience and battle knowledge. By this point, they have seen more in one lifetime than an entire Imperial Guard regiment and have lost track of the foes that have fallen before them. The Veteran Sergeant is not only a squad leader, he is also greatly admired for his service to the Chapter. On the battlefield, the Veteran Sergeant follows orders knowing that if his Brother Captain falls, it is his duty to continue the mission and uphold the honour of the Chapter.

Veteran Sergeant (Rank 7)

Advance Cost Type PrerequisiteModified Space Marine

WargearFree, Mandatory Trait Sergeant (Rank 6)

Command +10 100 S CommandNavigation (Surface)

+20100 S Navigation (Surface)

+10Scholastic Lore (Tactica

Imperialis) +10100 S Scholastic Lore (Tactica

Imperialis)Silent Move +20 100 S Silent Move +10Iron Discipline 100 T WP 30, Command

Sound Constitution 100 T ---Common Lore (Imperial

Creed) +10200 S Common Lore (Imperial

Creed)Common Lore

(Imperium) +20200 S Common Lore

(Imperium) +10

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Demolitions +20 200 S Demolitions +10Forbidden Lore (Choose

One)*200 S ---

Scholastic Lore (Adeptus Astartes) +20

100 S Scholastic Lore (Adeptus Astartes) +10

Tech-Use +10 200 S Tech-UseAir of Authority 200 T Fel 30

Exotic Weapon Training (Choose One)

200 T ---

Melee Weapon Training (Power)

200 T ---

Pistol Training (Flame) 200 T ---Pistol Training (Melta) 200 T ---

Pistol Training (Plasma) 200 T ---Resistance (Psychic

Powers)200 T ---

Step Aside 200 T Ag 40, DodgeBolter Drills 300 T BS45, Marksman’s

Honour*You may take this Skill up to two different times at this Rank. Each time must be with GM’s permission.

Brother Captain“Command is earned with blood, for when You make mistakes, people die.”

A Brother Captain is looked upon as a Hero among other Brothers and has earned the honour to lead multiple squads or even an entire company through years of service and countless displays of initiative and planning. He has served through the ranks, survived countless campaigns and will always be a member of the Veteran First Company regardless of which company he now serves. A Brother Captain has earned the right to wear his own heraldry upon a banner pole and may choose his wargear from the some of the finest pieces the Chapter’s armory has available.

Game Master’s Note: A Veteran Sergeant cannot progress to the Rank of Brother Captain, regardless of experience, unless he possesses the Terminator Honours Talent marking his membership in the First Company.

Brother Captain (Rank 8)

Advance Cost Type PrerequisiteModified Space Marine

WargearFree, Mandatory Trait Brother Captain

(Rank 8)Command +20 100 S Command +10

Scholastic Lore (Tactica Imperialis) +20

100 S Scholastic Lore (Tactica Imperialis)

Speak Language (High Gothic)

100 S ---

Foresight 100 T Int 30Into the Jaws of Hell 100 T Iron DisciplineSound Constitution 100 T ---

Charm 200 S ---Common Lore (Imperial

Creed)+ 20200 S Common Lore (Imperial

Creed) +20Secret Language

(Chapter) +20200 S Secret Language

(Chapter) +10Armour of Contempt 200 T WP 40

Exotic Weapon Training 200 T ---

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(Choose One)Lightning Attack 200 T Swift Attack

Master Orator 200 T Fel 30Personal Heraldry 200 T Fel 50

Strong Minded 200 T WP 30, Resistance (Psychic Powers)

Talented (Command) 200 T CommandTotal Recall 200 T Int 30

True Grit 200 T T 40Unshakeable Faith 200 T ---

Wall of Steel 200 T Ag 35Iron Halo 300 T WP 50

Forbidden Lore (Choose One)

400 T ---

Chaplain“Faith is your Armour, Purity your Shield. Zeal is your Sword, your Soul is the price for failure!”

The first Space Marine Chapters were founded centuries before the development of the Imperial Cult and the Ecclesiarchy. As a result, every Chapter has its own practices and its own priests, known as Chaplains. While civilian cults are constantly denounced and destroyed by witch hunters for even minor variations, Chaplains continue to preach and bless their Brothers in age-old traditions, usually honouring both Emperor and their Primarch. These spiritual leaders care nothing for the teachings of the Ecclesiarchy for they know the tales of when the Emperor led the Space Marines in battle. Chaplains accompany their Brothers into war, chanting litanies in battle as they lead the way.

Chaplain (Rank 7)

Advance Cost Type PrerequisiteStandard Chaplain

WargearFree, Mandatory Trait Chaplain (Rank 7)

Common Lore (Ecclesiarchy)

100 S ---

Interrogation 100 S ---Intimidate +20 100 S Intimidate +10Scholastic Lore (Imperial Creed)

100 S ---

Scholastic Lore (Adeptus Astartes) +20

100 S Scholastic Lore (Adeptus Astartes) +10

Scrutiny 100 S ---Speak Language (High

Gothic)100 S ---

Armour of Contempt 100 T WP 40Fearless 100 T ---

Sound Constitution 100 T ---Hatred (Choose One)* 100 T ---

Command +10 200 S CommandScholastic Lore

(Legend)200 S ---

Berserk Charge 200 T ---Disturbing Voice 200 T ---

Frenzy 200 T ---Furious Assault 200 T WS 35

Hard Target 200 T Ag 40

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Iron Discipline 200 T WP 30, CommandMelee Weapon Training

(Power)200 T ---

Pistol Training (Flame) 200 T ---Pistol Training (Melta) 200 T ---

Pistol Training (Plasma) 200 T ---Resistance (Psychic

Powers)200 T ---

*You may take this Talent up to three times at this Rank.

Reclusiarch/Champion“While traitors, mutants and aliens live, so must you to bring about their destruction!”

Reclusiarchs and Champions are Heroes of the Chapter, inspiring Brothers to greatness and beyond by their presence alone. These honoured Brothers administer the rites of their Chapter, performing the ancient ceremonies, as well as leading the companies through prayers in the name of the Emperor and of their Primarch. On the battlefield, Reclusiarchs and Champions can be found fighting independently or leading squads, but they are always found in the thickest of fighting, exhorting their Brothers to even greater acts of bravery for the glory of the Emperor

Reclusiarch/Champion (Rank 8)

Advance Cost Type PrerequisiteModified Chaplain

WargearFree, Mandatory Trait Reclusiarch / Champion

(Rank 8)Common Lore

(Ecclesiarchy) +10100 S Common Lore

(Ecclesiarchy)Interrogation +10 100 S InterrogationScholastic Lore

(Imperial Creed) +10100 S Scholastic Lore

(Imperial Creed)Scrutiny +10 100 S Scrutiny

Speak Language (High Gothic) +10

100 S Speak Language (High Gothic)

Sound Constitution 100 T ---Unshakeable Faith 100 T ---

Command +20 200 S Command +10Scholastic Lore (Legend) +10

200 S Scholastic Lore (Legend)

Tech-Use +10 200 S Tech-UseAir of Authority 200 T Fel 30

Battle Rage 200 T FrenzyCounter Attack 200 T WS 40

Insanely Faithful 200 T ---Into the Jaws of Hell 200 T Iron Discipline

Litany of Hate* 200 T HatredLightning Attack 200 T Swift Attack

Master Orator 200 T Fel 30Step Aside 200 T Ag 40, Dodge

Strong Minded 200 T WP 30, Resistance (Psychic Powers)

True Grit 200 T T 40Wall of Steel 200 T Ag 35

*You may take this Talent up to three times at this Rank.

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Lexicanium“Knowledge is Power. Guard it Wisely.”

The Lexicanium is the lowest battlefield rank of Space Marine Librarian, the trained psykers of the Adeptus Astartes. Unlike the Sanctioned Psykers of the Imperial Guard, these highly trained marines have no need to undergo ritual testing or the Soul Binding of the Adeptus Astra Telepathica, such is the strength of their will. It is the job of the Lexicanium to act as a record keeper, creating the reports to be added to the Librarium; these summary accounts chronicle the history of the Chapter, varying in nature from campaign and battle details to the beliefs and discoveries of the Chapter. On the battlefield, the Lexicanium provides psychic support to aid his Brothers.

Lexicanium (Rank 6)

Advance Cost Type PrerequisiteStandard Librarian

WargearFree, Mandatory Trait Lexicanium (Rank 6)

Ciphers (War Cant) +20 100 S Ciphers (War Cant) +10Forbidden Lore

(Psykers)100 S ---

Forbidden Lore (Warp) 100 S ---Invocation 100 S ---

Psyniscience 100 S ---Scholastic Lore

(Adeptus Astartes) +20100 S Scholastic Lore

(Adeptus Astartes) +10Scholastic Lore (Tactica

Imperialis)100 S ---

Secret Language (Chapter) +10

100 S Secret Language (Chapter)

Speak Language (High Gothic)

100 S ---

Meditation 100 T ---Minor Psychic Power* 100 T ---

Psy Rating 1 100 T ---Psy Rating 2 100 T Psy Rating 1

Sound Constitution 100 T ---Total Recall 100 T Int 30Command 200 S ---

Blademaster 200 T WS 30, Melee Weapon Training (any)

Melee Weapon Training (Force)

200 T ---

Pistol Training (Plasma) 200 T ---Resistance (Psychic

Powers)200 T ---

*You may take this Talent up to four times at this Rank.

Codicier“Learn from all things, especially the destruction of your foe.”

Codicier is the next Rank of Librarian and is awarded to older, more experienced Space Marine Librarians. These Librarians collect the reports of the Lexicaniums for evaluation and finalize the report for archiving in the Librarium. Although much of their time may be spent in the Librarium, many Codiciers prefer to remain in the field seeing history up close instead of reading about it. A Librarian, although feared and mistrusted as a psyker, is always a powerful force in any Space Marine squad.

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Codicier (Rank 7)

Advance Cost Type PrerequisiteStandard Librarian

WargearFree, Mandatory Trait Codicier (Rank 7)

Forbidden Lore (Daemonology)

100 S ---

Forbidden Lore (Psykers) +10

100 S Forbidden Lore (Psykers)

Forbidden Lore (Warp) +10

100 S Forbidden Lore (Warp)

Invocation +10 100 S InvocationPsyniscience +10 100 S Psyniscience

Scholastic Lore (Tactica Imperialis) +10

100 S Scholastic Lore (Tactica Imperialis)

Secret Language (Chapter) +20

100 S Secret Language (Chapter) +10

Speak Language (High Gothic) +10

100 S Speak Language (High Gothic)

Minor Psychic Power* 100 T ---Psy Rating 3 100 T Psy Rating 2

Sound Constitution 100 T ---Command +10 200 S Command

Logic 200 S ---Corpus Conversion 200 T Psy Rating 2

Favoured by the Warp 200 T WP 35Melee Weapon Training

(Power)200 T ---

Pistol Training (Flame) 200 T ---Pistol Training (Melta) 200 T ---

Psy Rating 4 200 T Psy Rating 3Psychic Power^ 200 T ---

Power Well 200 T Psy Rating 2Step Aside 200 T Ag 40, Dodge

Strong Minded 200 T Resistance (Psychic Powers)

*You may take this Talent up to three times at this Rank.^You may take this Talent up to three times at this Rank.

Epistolary “Space Marines fear nothing for we are Fear!”

The Epistolary is the last Rank a Librarian achieves before becoming the Chief Librarian of the Chapter. Epistolaries wield far greater power than the lesser ranks and fill roles in the Chapter from the ultimate warrior mystic on the battlefield to providing psychic communication. Many act as trusted counselors to Brother Captains during campaigns.

Epistolary (Rank 8)

Advance Cost Type PrerequisiteModified Librarian

WargearFree, Mandatory Trait Epistolary (Rank 8)

Forbidden Lore (Daemonology) +10

100 S Forbidden Lore (Daemonology)

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Forbidden Lore (Psykers) +20

100 S Forbidden Lore (Psykers) +10

Forbidden Lore (Warp) +20

100 S Forbidden Lore (Warp) +10

Invocation +20 100 S Invocation +10Psyniscience +20 100 S Psyniscience +10

Scholastic Lore (Tactica Imperialis) +20

100 S Scholastic Lore (Tactica Imperialis) +10

Speak Language (High Gothic) +20

100 S Speak Language (High Gothic) +10

Minor Psychic Power* 100 T ---Sound Constitution 100 T ---

Command +10 200 S CommandDodge +20 200 S Dodge +20Logic +10 200 S Logic

Air of Authority 200 T Fel 30Disciplined Focus 200 T Psy Rating 3

Foresight 200 T Int 30Psy Rating 5 200 T Psy Rating 4Psy Rating 6 200 T Psy Rating 5

Psychic Power 200 T ---Psychic Power

(Telepathic Communication)

200 T ---

Mental Fortress 200 T WP 50, Strong Minded*You may take this Talent up to three times at this Rank.^You may take this Talent up to two times at this Rank.

Driver/Pilot“The Machine Spirit is ready for battle. All icons green and guns at the ready. Formation Delta

and advance upon the enemy.”

Every Chapter sends Brothers to the Adeptus Mechanicus homeworld of Mars to learn the Rites of the Machine. Some prove they possess the analytical mind and studious nature to be inducted into the rites of the Machine Mysteries, while others never undergo the initiation. The best the uninitiated can become is a Driver or Pilot of the Chapter’s armoured vehicles, bikes, skimmers and even the Thunderhawk Gunships. These are not Techmarines, but Brothers who have been chosen to take the fast attack options or mobile artillery necessary to support their Brothers on the battlefield.

Pilot (Rank 6)

Advance Cost Type PrerequisiteStandard Space Marine

WargearFree, Mandatory Trait Driver/Pilot (Rank 6)

Common Lore (Tech) 100 S ---Drive (Ground Vehicle)

+10100 S Drive (Ground Vehicle)

Drive (Hover Vehicle) 100 S ---Literacy 100 S ---

Navigation (Surface) +10

100 S Navigation (Surface)

Pilot (Military Craft) 100 S ---Sound Constitution 100 T ---

Logic 200 S ---

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Navigation (Stellar) 200 S ---Pilot (Spacecraft) 200 S ---

Search 200 S ---Tech-Use +10 200 S ---

Foresight 200 T Int 30Talented (Choose One

Pilot or Drive Skill)200 T Drive or Pilot

Total Recall 200 T Int 30Sense-Link 400 T ---

Techmarine“The Primarchs were the greatest men we ever made but still suffered the frailties of the flesh.”

Those Marines sent to Mars for training and become inducted into the Rites of the Machine Mysteries are no longer just Battle Brothers, but are also Tech-Priests of the Adeptus Mechanicus. These few Brothers return to the Chapter with the secret knowledge of the Omnissiah and serve both the Chapter and Mars. On the battlefield, Techmarines serve as mechanics and security specialists and in rare cases, may even lead a Chapter’s gun servitors.

Techmarine (Rank 7)

Advance Cost Type PrerequisiteStandard Techmarine

WargearFree, Mandatory Trait Techmarine (Rank 7)

Machina Opus Free, Mandatory Trait Techmarine (Rank 7)Chem-Use 100 S ---

Common Lore (Tech) +10

100 S Common Lore (Tech)

Drive (Ground Vehicle) +20

100 S Drive Ground (Vehicle) +10

Drive (Hover Vehicle) +10

100 S Drive (Hover Vehicle)

Forbidden Lore (Adeptus Mechanicus)

100 S ---

Literacy +10 100 S LiteracyLogic +10 100 S Logic

Navigation (Surface) +20

100 S Navigation (Surface) +10

Pilot (Military Craft) +10

100 S Pilot (Military Craft)

Secret Language (Tech) 100 S ---Tech-Use +20 100 S Tech-Use +10

Sound Constitution 100 T ---Demolitions +10 200 S DemolitionsScholastic Lore

(Chymistry)200 S ---

Scholastic Lore (Cryptography)

200 S ---

Search +10 200 S SearchSecurity 200 S ---

Autosanguine 200 T ---Binary Chatter 200 T ---

Cranial Circuitry Implant

200 T ---

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Electro Graft Implant 200 T ---Exotic Weapon Training

(Choose One)200 T ---

Logis Implant 200 T ---Melee Weapon Training

(Power)200 T ---

Servo Arm Use 200 T Techmarine Only

Veteran Techmarine/Command Squad Techmarine“Fear not Brother, for I can rebuild you better in the image of Omnissiah’s perfection.”

Veteran Techmarines have years of experience and oversee the Chapter’s ability and resources to conduct war, serving in the Manufactorum and shipyards to commanding the retainers that serve in the corps of technicians and builders for Chapter bases. These Brothers of dual loyalty often become a mystery to other Battle Brothers as their knowledge expands and they strive to seek the perfection of the Omnissiah. On the battlefield, many of the Veteran Techmarines serve in the field but generally they are part of a command squad or lead their own squad on very specific missions, which require their expertise.

Veteran Techmarine/Command Squad Techmarine (Rank 8)

Advance Cost Type PrerequisiteModified Techmarine

WargearFree, Mandatory Trait Veteran Techmarine

(Rank )Chem-Use +10 100 S Chem-Use

Common Lore (Tech) +10

100 S Common Lore (Tech) +10

Drive (Hover Vehicle) +20

100 S Drive (Hover Vehicle) +10

Forbidden Lore (Adeptus Mechanicus)

+10

100 S Forbidden Lore (Adeptus Mechanicus)

Literacy +20 100 S Literacy +10Logic +20 100 S Logic +10

Pilot (Military Craft) +20

100 S Pilot (Military Craft) +10

Secret Language (Tech) +10

100 S Secret Language (Tech)

Sound Constitution 100 T ---Demolitions +20 200 S Demolitions +10Forbidden Lore (Archeotech)

200 S ---

Scholastic Lore (Chymistry) +10

200 S Scholastic Lore (Chymistry)

Scholastic Lore (Cryptography) +10

200 S Scholastic Lore (Cryptography)

Search +20 200 S Search +10Security +10 200 S Security

Electro Graft Use 200 T Electro Graft ImplantExotic Weapon Training

(Choose One)200 T ---

Orthoproxy 200 T ---Prosanguine 200 T Autosanguine

Rite of Pure Thought 200 T ---Servo Arm Use* 200 T Techmarine Only

Talented (Tech-Use) 200 T Tech-Use

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*You may take this Talent up to three times at this Rank.

Deathwatch Space Marine“The only good Xenos is one crushed dead under my boot!”

The Deathwatch is the Chamber Militant of the Ordo Xenos and is not a Chapter like those defined in the Codex Astartes or even a unified Chapter such as the Space Wolves or Grey Knights. The Deathwatch Space Marines come from many different Chapters, joined together by sacred oaths and for the sole purpose of eradicating any xenos threat. Some serve in secret bases scattered throughout the galaxy, ready to bring death when called while others stay with their Chapters but remain constantly at the ready to re-deploy into the Deathwatch should the need for more troops arise. After completing their service to the Deathwatch, which has no set length of time, a Marine returns back to his Chapter bringing knowledge and honour back to his Brothers.

All Deathwatch Space Marines have their armour ritually repainted black, leaving only the right shoulder to signify their original Chapters. The left shoulder bears the great “ I “ of the Ordo Xenos. ADeathwatch Marine is a Veteran and bears whatever arms with which he is familiar, although the commander of a Deathwatch team has the Inquisition behind him and requisition whatever equipment he deems appropriate for his team to fulfill its mission; the Deathwatch has access to the most advanced weapons, ammunition and equipment the Imperium as to offer. The most common deployment is a kill-team consisting of one Brother Captain and four to nine Deathwatch Space Marines, which may include specialists such as Librarians, Apothecaries or Techmarines.

Game Master’s Note: Any Space Marine at Rank 7 (Codicier, Medic/Apothecary, Veteran Sergeant, Novice Chaplain, or Techmarine) maybe be chosen to serve in the Deathwatch upon spending 9,900 XP with permission from the GM. With the next expenditure of XP, the character must buy the Deathwatch Honours Talent (100 XP) and is then free to choose any advancement from either his current Rank 8 list or the Deathwatch Space Marine list.

(Example: Gaius is a Codicier (Rank 7) in the Ultramarines. When he spends up to 9,900 XP he receives permission from his GM to be honoured into the Deathwatch. The next time he spends XP, he must spend 100 XP to purchase the Deathwatch Honours Talent. Having done that, he is now a Rank 8 Epistolary in the Ultramarines and can choose his next advancements from the Epistolary list or the Deathwatch Space Marine list, or both. He has 400 XP left and chooses Psy Rating 5 (200 XP) from the Epistolary list and Forbidden Lore (Ordo Xenos) from the Deathwatch Space Marine list. Even though he can choose from either chart, or both, he must meet the prerequisites for any advances he chooses and follows the rules for Skill Mastery on pg 96 of the DH core rulebook. )

Deathwatch Space Marine Advancement (Rank 8)

Advance Cost Type PrerequisiteAwareness 100 S ---

Common Lore (Imperium)

100 S ---

Intimidate 100 S ---Silent Move 100 S ---Command 200 S ---

Demolitions 200 S ---Dodge +20 200 S Dodge +10

Forbidden Lore (Ordo Xenos)

200 S ---

Forbidden Lore (Xenos) 200 S ---Medicae 200 S ---Tech-Use 200 S ---Tracking 200 S ---

Basic Weapon Training (Choose One)

200 T ---

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Blademaster 200 T WS 30, Melee Weapon Training (any)

Counter Attack 200 T WS 40Crippling Strike 200 T WS 50

Exotic Weapon Training (Choose One)

200 T ---

Furious Assault 200 T WS 35Good Reputation

(Adeptus Astartes)200 T Fel 50, Peer

Hatred (Xenos – Choose One)*

200 T ---

Lightning Attack 200 T Swift AttackMental Fortress 200 T WP 50, Strong Minded

Peer (Ordo Xenos) 200 T Fel 30Pistol Training (Choose

One)200 T ---

Resistance (Psychic Powers)

200 T ---

Step Aside 200 T Ag 40, DodgeStrong Minded 200 T WP 30, Resistance

(Psychic Powers)Sure Strike 200 T WS 30True Grit 200 T T 40

Unshakeable Faith 200 T ---

Chapter III: New Skills

Skill Descriptions

Scholastic Lore(Advanced, Investigation)Intelligence

Adeptus Astartes: Knowledge of the various Chapters and their Successors, their equipment and vehicles, the Codex Astartes. This includes the history of the Adeptus Astartes, from the Great Crusade, through the events of the Horus Heresy and the Traitor Chapters, up to present time.

Drive(Advanced, Operator)Agility

Skill Group: Terminator Armour

Forbidden Lore(Advanced, Investigation)Intelligence

Bio-Tech: A general understanding of biology and genetics and its application in modifying DNA to cause variants of a biological baseline, such as gene-seed used in engineering Space Marines or the genetics involved in Genestealer reproduction.

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Chapter IV: New Talents

TalentsTable 4-1: Talents

Talent Name Prerequisite Benefit“And They Shall Know No Fear” Space Marine Battle Brother

(Rank 3)Resistance to Fear Tests and

ShockBolter Drills BS45, Marksman’s Honour Re-roll missed Attack Action

with a Boltgun in Short RangeChapter Traits Space Marine Battle Brother

(Rank 3)Varies by Chapter

Exotic Weapon Training (Astartes Sniper Rifle)

--- Use an exotic weapon without penalty

Exotic Weapon Training (Lightning Claws)

--- Use an exotic weapon without penalty

Implants Group 1 Space Marine Scout (Rank 2) Varies by implantsImplants Group 2 Space Marine Battle Brother

(Rank 3)Continuation of the Chapter’s gene-seed and ability to use

Space Marine Power ArmourIron Halo WP 50 Permits Space Marine to have

Iron Halo installed in his Power Armour

Iron Skull T 40, WP 40 Re-roll a Command TestMachina Opus Techmarine (Rank 7) Gain +20 bonus on Fel Tests to

interact with Adeptus Mechanicus

Marksman’s Honour BS 40, Marksman Improve the difficulty to firing at short range to Routine (+20)

Martial Arts Training S 35, Ag 35 You are considered armed even when not wielding weapons and your unarmed attack does 1d5

damageModified Apothecary Wargear Veteran Apothecary Marine

(Rank 8)Determines weapons, armour and equipment options for this Rank

Modified Chaplain Wargear Reclusiarch/Champion (Rank 8) Determines weapons, armour and equipment options for this Rank

Modified Librarian Wargear Epistolary (Rank 8) Determines weapons, armour and equipment options for this Rank

Modified Space Marine Wargear Veteran Sergeant (Rank 7) Determines weapons, armour and equipment options for this Rank

Modified Techmarine Wargear Veteran Techmarine (Rank 8) Determines weapons, armour and equipment options for this Rank

Personal Heraldry Fel 50 Doubles your Fel Bonus when using the Command Skill

Purity Seal WP 40, Veteran Brother (Rank 5) Re-roll failed Fear and Pinning Tests

Sense-Link Pilot (Rank 6) Cybernetic implant for improved piloting.

Servo Arm Use* Techmarine Only You can use a type of Servo Arm.Standard Apothecary Wargear Apothecary Marine (Rank 7) Determines weapons, armour and

equipment options for this RankStandard Assault Marine Wargear Assault Marine (Rank 4) Determines weapons, armour and

equipment options for this RankStandard Chaplain Wargear Space Marine Novice Chaplain Determines weapons, armour and

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(Rank 7) equipment options for this RankStandard Devastator Marine

WargearDevastator Marine (Rank 4) Determines weapons, armour and

equipment options for this RankStandard Librarian Wargear Lexicanium or Codicier (Rank 6

or 7)Determines weapons, armour and equipment options for this Rank

Standard Scout Wargear Space Marine Scout (Rank 2) Determines weapons, armour and equipment options for this Rank

Standard Space Marine Wargear Space Marine Battle Brother (Rank 3)

Determines weapons, armour and equipment options for this Rank

Standard Tactical Marine Wargear

Tactical Marine (Rank 4) Determines weapons, armour and equipment options for this Rank

Standard Techmarine Wargear Techmarine (Rank 7) Determines weapons, armour and equipment options for this Rank

Steady Hand BS 45 You can fire a boltgun one-handed without penalty.

Terminator Honours WP 40 You are a member of the First Company and are able to fight in

a suit of Terminator armour as the mission demands it or your Rank

permits it.*Denotes Talent Group

“And They Shall Know No Fear”

Prerequisites: Space Marine Battle Brother (Rank 3) Through indoctrination, training and faith, you are more resistant to Fear and its effects. You gain the Talent Resistance (Fear) and can never roll above 100 on Table 8-4: The Shock Table (on pg 232 of the DH Core Rulebook). Any roll of 101 or higher, regardless of degrees of failure, is automatically reduced to 100 when using this table.

Bolter Drills

Prerequisites: BS45, Marksman’s Honour Through decades of firing a boltgun, your aim is rarely in question. Once per round, you may re-roll any failed roll to hit using a standard boltgun (this does not include bolt pistols, heavy bolters, storm bolters or combi-bolters) firing at a target within Short Range.

Chapter Traits

Prerequisites: Space Marine Battle Brother (Rank 3), Chosen Chapter These are additional benefits and weaknesses gained from being a Brother of a chosen Chapter. For some Chapters, there are no additional changes made when taking this Talent. (In the Works)

Exotic Weapon Training

Talent Group: Astartes Sniper Rifle, Lightning Claws You have received Exotic Weapon Training in a single exotic weapon and can use it without penalty.

Implants Group 1

Prerequisites: Space Marine Scout (Rank 2) You have progressed in your training and have undergone many invasive surgeries to implant new organs to improve your physical and mental abilities. Not all Chapters have the original gene-seed and organs, many being lost to mutation over time. Roll 2d5 +7 and choose that number of implants and their benefits from the following list:

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Phase 1 – Secondary Heart: A secondary heart boosts your circulatory and respiratory system and save you from traumatic injury. You gain +5 Toughness.

Phase 2 – Ossmodula: The secretion of hormones by this organ increases ossification of the skeleton, strengthening long bones and causing the ribs to form a solid mass. You must have Phase 4 –Haemastamen to take this implant. You gain +10 Toughness.

Phase 3 – Biscopea: The secretion of hormones by this organ greatly increases muscle mass throughout the body. You must have Phase 4 – Haemastamen to take this implant. You gain +10 Strength.

Phase 4 – Haemastamen: This organ monitors and controls Phase 2 and Phase 3 implants and alters the chemical make-up of your blood. You are able to take Phase 2 and/or Phase 3 implants.

Phase 5 – Larraman’s Organ: This organ generates Larraman cells which increase the clotting factor of your blood and greatly increases the rate of scar tissue formation. You gain the Talent Die Hard.

Phase 6 – Catalepsean Node: This organ influences sleep deprivation allowing you to “switch off” areas of your brain and still remain awake. You gain the Talent Light Sleeper.

Phase 7 – Preomnor: This organ is a pre-digestive stomach that assesses ingested poisons and toxins and neutralizes them. You gain the Talent Resistance (Poisons) which only applies to ingested poisons, not injected, inhaled or contact poisons.

Phase 8 – Omophagea: This organ can absorb genetic material from animal tissue and provide rough memory and instinctual sensations. Consumption of an animal’s tissue provides you with the Skill Survival +20 while in the animal’s native environment.

Phase 9 – Multi-lung: This “third” lung protects your lungs in toxic environments. You gain the Talent Resistance (Poisons) which only applies to inhaled poisons and toxins and you double your Toughness Bonus when determining the number of minutes you can hold your breath (see Suffocation, pg 210 in DH Core Rulebook).

Phase 10 – Occulobe: Although this organ does not improve your eyesight by itself, it has made your responsive to optic-therapy and allowed the technicians to adjust growth patterns in your eyes. You can see in low light conditions just as well as in daylight and you treat the light level of Shadow as Bright light.

Phase 11 – Lyman’s Ear: This organ greatly improves your natural ears and can even filter out background noises. It also keeps you from become dizzy or nauseated as a result to extreme movements. With this implant, you receive +20 to any Toughness Test to resist extreme sound and deafness and you are immune to the effects of high-sonic and space travel sickness.

Phase 12 – Sus-an Membrane: This organ is implanted on top of your brain, underneath the dura mater, merges with your natural brain tissue. Through chemical and mental training, you slow down your metabolism well beyond a comatose state. You are able to consciously enter a state of suspended animation or the GM may place you in a state of suspended animation when you suffer damage that would be fatal. Note that you cannot revive yourself once you are a state of suspended animation; only through the appropriate chemical therapy and auto-suggestion can you be brought back to consciousness.

Phase 13 – Melanchromic Organ: This organ monitors radiation levels and changes the pigmentation of your skin and even hair colour to protect you. You receive +10 to any Toughness Test to resist the effects of radiation. Note this organ has lead to many Chapters being identical in skin and hair coloration or even mutated into albinism.

Phase 14 – Oolitic Kidney: This organ is extremely efficient at filtering your blood. You must have Phase 1 – Secondary Heart to take this implant. You gain the Talent Resistance (Poison). In the event you fail a Toughness Test to resist a poison with an effect Speed other than Instant, you are rendered unconscious for 2d10 minutes as your circulation increases and the Oolitic Kidney filters out the poison; therefore, you are effectively immune to any poison that does not have an effect Speed of Instant.

Phase 15 – Neuroglottis: This organ, implanted in the back of the mouth, gives you ability to detect poisons and chemicals in food by tasting them. It does not provide any protection but allows you to stop before consuming a potential poison or toxin and forcing a Toughness Test.

Phase 16 – Mucranoid: This organ modifies your sweat glands. When activated by chemotherapy prior to a mission, you secrete an oily substance across the surface of your skin. You gain the Talent Resistance (Heat) and the Talent Resistance (Cold) which lasts for a number of days equal to your Toughness Bonus. Note that this ability must be activated each time by specific chemotherapy treatments.

Phase 17 – Betcher’s Gland: These are a pair of glands implanted in the hard palette or alongside the salivary glands and allow you to secrete an acidic poison into your saliva. This acidic poison does 1d5 points of damage. You are able to use this as an Attack Action to spit at a target in an adjacent 1m square.

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If the target is hit in the head and is not wearing eye protection (enclose helmet, infra-red goggles, photo-visors, etc.) then the target must make a Hard (-20) Toughness Test or become blinded permanently (gains the Blind Trait, pg 329 of the DH Core Rulebook).

Implants Group 1

Prerequisites: Space Marine Battle Brother (Rank 3) You have reached the final stage of your Initiation and have received the final two implants, making you a Space Marine. You gain the following:

Phase 18 – Progenoids: There are two of these implanted in you. The one in your neck will take five years to mature, while the one in your chest will take 10 years to mature. Once mature, they represent your Chapter’s only source of gene-seed to continue producing new Space Marines. Although these implants provide no game play benefit, their value to your Chapter (and that of Traitorous Chapters) is immeasurable.

Phase 19 – Black Carapace: This implant is growing in tanks as a black sheet, which is cut and implanted beneath the skin of your torso. After a few months, it has grown and matured and the technicians cut and implant contact points, which interface with the Space Marine Power Armour. Without the Black Carapace, the suit of Space Marine Power Armour is useless.

Iron Halo

Prerequisites: WP 50 This honour is awarded to Space Marines for demonstrating initiative and courage under fire. With this Talent, a Space Marine is permitted to have his power armour augment with an Iron Halo, usually mounted behind the head, which provides a defensive energy field in the same fashion as the Chaplain’s Rosarius.

Iron Skull

Prerequisites: T 40, WP 40 This honour is awarded for leadership and is displayed on a Space Marine’s power armour, sometimes in red. You may roll twice for any Command test and take the better result.

Machina Opus

Prerequisites: Techmarine (Rank 7) Following your training on Mars, you are awarded the Machina Opus honour, the skull and cog, to be displayed on your armour. Bearers of the Machina Opus are highly respected and given the rights of visiting Tech-Priests when dealing with the Adeptus Mechanicus. In game terms, your training and honour grants you a +20 bonus on all Fellowship Tests when interacting with a member of the Adeptus Mechanicus.

Marksman’s Honour

Prerequisites: BS 40, Marksman This honour is awarded for consistent accuracy and performance with a firearm and the badge is displayed on a Space Marine’s power armour as a golden boltgun shell. You skill with a firearm improves the combat difficulty of shooting at targets in Short Range from Ordinary (+10) to Routine (+20).

Martial Arts Training

Prerequisites: S 35, Ag 35 You have undergone the rigorous training to learn the secret art of hand-to-hand combat. Each Chapter has its own style created from a mixture of the martial arts schools of ancient Terra, but all of them accomplish the same thing. You count as being armed even when not wielding a weapon. Your unarmed attack does 1d5 points of damage and counts as Primitive damage. Although you are able to attack as if you were armed, this Talent does not grant you the ability to Parry.

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Modified Apothecary Wargear

Prerequisites: Veteran Apothecary (Rank 8) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon that you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, which includes the following modifications: Apothecary paint scheme, Prime Helix designation on a shoulder pad and the addition of the Narthecium and Reductor. Any additional equipment or variation is by requisition and maybe limited by the GM only for specific reasons.

Modified Chaplain Wargear

Prerequisites: Space Marine Reclusiarch/Champion (Rank 8) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon that you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your crozius arcanum and a rosarius. You retain your personal suit of Space Marine Power Armour, now painted in the Chaplain paint scheme (usually jet black). Any additional equipment or variation is by requisition and maybe limited by the GM only for specific reasons.

Modified Librarian Wargear

Prerequisites: Space Marine Epistolary (Rank 8) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon that you have the appropriate Weapon Training Talent. You are issued a force weapon and you may also choose an additional melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, now painted in the Librarian paint scheme (usually blue) and may replace the helmet for a psychic hood. Any additional equipment or variation is by requisition and maybe limited by the GM only for specific reasons.

Modified Space Marine Wargear

Prerequisites: Veteran Sergeant (Rank 7) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon or exotic weapon or heavy weapon you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour. Any additional equipment or variation is by requisition and maybe limited by the GM only for specific reasons.

Modified Techmarine Wargear

Prerequisites: Veteran Techmarine (Rank 8) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, auspex, signum and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon or exotic weapon or heavy weapon that you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, now painted in the Techmarine paint scheme (usually red), displaying the Machina Opus and modified with a servo arm (when you take the Talent Servo Arm Use). Any additional equipment or variation is by requisition and maybe limited by the GM only for specific reasons.

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Personal Heraldry

Prerequisites: Fel 50 You have acquired enough honours and rank to be permitted to carry your own personal heraldry into combat on a banner pole. With your Personal Heraldry displayed you double your Fellowship Bonus when figuring the number of affected targets of a Command Test.

Purity Seal

Prerequisites: WP 40 You have been singled out for a personal blessing by the Chapter’s Chaplains and have undergone the litanies and invocations of faith and protection. This started out as parchment streamers attached to your armour by a wax seal but it has been cast in electrum and permanently attached to your personal power armour or other piece of wargear you choose. A Purity Seal allows you to re-roll and failed Fear Test or Test to avoid Pinning. Each time you take Purity Seal, you may re-roll the Test again, but the final dice roll always stands.

Servo Arm Use

Talent Groups: Ballistic, Manipulator, Utility You have been given the appropriate training, initiation and hypnodoctrination to use a particular type ofservo arm.

Sense-Link

Prerequisites: Pilot (Rank 6) You have been chosen for cybernetic implantation to improve all aspects of vehicular control and combat. You are implanted with a Mind Impulse Unit (Good Craftsmanship).

Standard Apothecary Wargear

Prerequisites: Apothecary/Medic (Rank 7) You have been issued a bolt pistol (Good Quality) with 2 extra clip, a knife, and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip. At the GM’s discretion, you may replace your bolt pistol with a plasma pistol or hand flamer or inferno pistol if you have the appropriate Weapon Training Talent. You may also choose basic melee weapon (sword or axe or club or hammer) or chain weapon if you possess the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, which includes the following modifications: Apothecary painted scheme, Prime Helix designation on a shoulder pad and the addition of the Narthecium and Reductor. Any additional equipment or variation is by requisition and GM’s discretion.

Standard Assault Marine Wargear

Prerequisites: Assault Marine (Rank 4) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, 2 frag grenades and 1 krak grenade. At the GM’s discretion, you may also take a plasma pistol if you have the appropriate Weapon Training Talent. You may also choose basic melee weapon (sword or axe or club or hammer) or chain weapon if you possess the appropriate Weapon Training Talent. You retain the use of your personal suit of Space Marine Power Armour, which can include the Space Marine Jump Pack if you have the appropriate Pilot Skill. Any additional equipment or variation is by requisition and GM’s discretion.

Standard Chaplain Wargear

Prerequisites: Space Marine Novice Chaplain (Rank 7) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, and 2 frag grenades. In addition, you may retain your boltgun with 2 extra clips. You may also choose basic melee weapon (sword

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or axe or club or hammer) or chain weapon if you possess the appropriate Weapon Training Talent. In addition, you are issued a crozius arcanum and a rosarius. You retain your personal suit of Space Marine Power Armour, now painted in the Chaplain paint scheme (usually jet black). Any additional equipment or variation is by requisition and GM’s discretion.

Standard Devastator Marine Wargear

Prerequisites: Devastator Marine (Rank 4) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, and 2 frag grenades. You may also choose basic melee weapon (sword or axe or club or hammer). In addition, you may keep your boltgun and 2 extra clips or you may replace it with a heavy bolter, lascannon, missile launcher, multi-melta or plasma cannon if you possess the appropriate Weapon Training Talent. You retain the use of your personal suit of Space Marine Power Armour. Any additional equipment or variation is by requisition and GM’s discretion.

Standard Librarian Wargear

Prerequisites: Space Marine Lexicanium or Codicier (Rank 6 or 7) You have been issued a bolt pistol (Good Quality) with 2 extra clips, a knife, Chapter approved psy-focus and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon that you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, now painted in the Librarian paint scheme (usually blue). Any additional equipment or variation is by requisition and GM’s discretion.

Standard Scout Wargear

Prerequisites: Space Marine Scout (Rank 2) You have been issued a bolt pistol with 1 extra clip, a knife, a re-breather, 1 krak grenade and 2 frag grenades. You may also choose basic melee weapon (sword or axe or club or hammer). In addition, you are issued a boltgun with 2 extra clips, but you may replace it with a combat shotgun and 36 rounds or with a Astartes sniper rifle with 1 extra clip if you possess the appropriate Weapon Training Talent. At the GM’s discretion and with the appropriate Weapon Training Talent, you may replace your boltgun with a Heavy Bolter, an Autocannon or a Missile Launcher. You receive a suit of Space Marine Scout Armour. Any additional equipment or variation is by requisition and GM’s discretion.

Standard Space Marine Wargear

Prerequisites: Space Marine Battle Brother (Rank 3) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, and 2 frag grenades. You may also choose basic melee weapon (sword or axe or club or hammer). In addition, you are issued your boltgun (Good Quality) with 2 extra clips. You receive your personal suit of Space Marine Power Armour. Any additional equipment or variation is by requisition and GM’s discretion.

Standard Tactical Marine Wargear

Prerequisites: Tactical Marine (Rank 4) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, and 2 frag grenades. You may also choose basic melee weapon (sword or axe or club or hammer). In addition, you may keep your boltgun (Good Quality) with 2 extra clips or replace it with a flamer, meltagun or plasma gun if you possess the appropriate Weapon Training Talent. Additionally, at the GM’s discretion you may replace your boltgun with a heavy bolter, missile launcher or MP lascannon. You retain the use of your personal suit of Space Marine Power Armour. Any additional equipment or variation is by requisition and GM’s discretion.

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Standard Techmarine Wargear

Prerequisites: Techmarine (Rank 7) You have been issued a bolt pistol (Good Quality) with 1 extra clip, a knife, auspex, signum and 2 frag grenades. In addition, you may keep your boltgun and 1 extra clip or you may replace it for another pistol or basic weapon that you have the appropriate Weapon Training Talent. You may also choose a single melee weapon that you have the appropriate Weapon Training Talent. You retain your personal suit of Space Marine Power Armour, now painted in the Techmarine paint scheme (usually red) and displaying the Machina Opus. Any additional equipment or variation is by requisition and GM’s discretion.

Steady Hand

Prerequisites: BS 45 You have spent years practicing on and off the battlefield with your boltgun. Because of the pistol grip design, you are able to fire it one-handed with only some lose of accuracy. With this Talent, you are able to fire a boltgun one-handed without a penalty to hit, instead of the normal –20 penalty to hit when firing a basic weapon one-handed. This talent does not change the fact that the boltgun is still a basic weapon normally requiring two hands and therefore does not qualify for any benefit that pistol weapons provide.

Terminator Honours

Prerequisites: WP 40 Your experience and Rank has promoted you into your Chapter’s First Company and as such, you have been awarded Terminator Honours, also known as the Crux Terminatus. With this honour, you are permitted to take the Skill Drive (Terminator Armour) starting at Veteran Brother (Rank 5) and again, once at any rank afterwards (to the maximum Skill Mastery of +20). Note that Terminator Armour is available for use only at GM’s discretion, based on the mission and the character’s Rank.

Chapter V: New Psychic Powers

Telepathy

Table 5-1: Telepathic Powers

Name Threshold Focus Time SustainTelepathic

Communication25 1d10 minutes Yes

Telepathic Communication

Threshold: 25Focus Time: 1d10 minutesSustain: YesRange: UnlimitedYou are able to “placed send” or “broadcast” your thoughts out across the Galaxy and receive those of others in similar fashion as the Adeptus Astra Telepathica to communicate with the Chapter. You are trained to use the Secret Language of the Chapter to communicate through iconic images and coded symbols to keep outsiders from interpreting your messages. This roll should be made by the Game Masters as the degrees of success or failure determine how well the message will be received (or how misinterpreted it will be upon receipt). This is a very exhausting power and 1 Level of Fatigue when completed.

Chapter VI: Astartes Chapter Armoury

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Weapon Special Qualities Weapon Craftsmanship

Master-Crafted: These weapons are centuries old and the art to their craftsmanship has been lost. Each of these items is unique, with its own history recorded by the Librarians of the Chapter. Ranged weapons of the Master-Crafted quality never suffer from jamming or overheating; if a roll would result in either of these occurrences, simply count it as a miss instead. In addition, they have the Accurate quality. Melee weapons of Master-Crafted quality add a +10 to tests made to attack, add 3 to the damage they inflict, and add 1 to their Penetration value. These weapons are ONLY available by GM discretion and should be rewards for exemplary action in battle (and role-playing). These weapons are ancient have are never for sale; a Chapter would go to war to recover one if stolen.

Artificer Armour: These suits of Space Marine Power Armour were built by master craftsmen centuries ago and are maintained with the highest possible attention. Artificer Armour weighs half the normal amount of Space Marine Power Armour and increases the AP by 5. These suits of armor are ONLY available by GM discretion and should be rewards for exemplary action in battle (and role-playing). These weapons are ancient have are never for sale; a Chapter would go to war to recover one if stolen.

Weapon Special Qualities

Combi-Weapon

Basically, Combi-Weapons are boltguns joined together with another weapon, usually a flamer, meltagun or plasma gun, increasing the Marine’s offensive options. The boltgun retains its standard weapon characteristics but the second weapon loses half of its clip size (rounded up); all other weapon characteristics remain the same. Both weapons cannot be fired in the same Round.

Focused Power

These weapons are devastating at Short Range to armoured targets. Against targets within Short Range, these weapons increase their Penetration by half (rounded up).

Force

These weapons are special power weapons inlaid with matrices of crystal and rare metal wires that are attuned the energy field to a psyker’s natural powers. They act as a focus and allow a psyker to channel his power into pure destructive force, striking his enemies in a flash of unleashed energy. When used by a psyker, he may add his Psy Rating as a bonus when rolling damage. These weapons ignore the Daemonic Trait (pg. 329, DH core rulebook) and act as a Psy-Focus (pg. 151, DH core rulebook). In the hands of a non-Psyker, they act as power weapons.

Graviton

Graviton weapons are designed to immobilize their targets by using the same gravitic reaction principles that allow land speeders to fly. By reversing the reaction, graviton weapons increase the local gravitational field and apply extreme stresses upon the target. When a living target is hit, it is immediately immobilized and must make a Toughness Test or suffer one level of fatigue; it must repeat this Test each turn it is subjected to the graviton weapon. A living target may also make a Strength Test each turn to move half its Agility Bonus (rounded up) as a Full Action. Vehicles that are hit with a graviton weapon immediately roll on Table 1-5: Structural Damage (pg. 7, Apocrypha Vehicles & Beasts) due to the instantaneous structural stresses it causes; graviton weapons ignore armour.

SalvoThis weapon has the ability to fire multiple missiles in a single attack. Each missile strikes the same area causing a saturation effect by increasing the blast’s area of effect. All missiles are fired with 1 Ballistic Skill Test to hit. Every two missiles after the first increase the blast radius by 1m but the overall damage remains the same as a single missile.

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For example, 3 Frag missiles would hit for 2d10+2 and have a Blast (7) rating, while 7 Krak missiles would hit for 3d10+8 but have a Blast (3) rating.

WEAPONS

Table 6-1: Ranged Weapons

Las WeaponsName Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Astartes Lascannon

Heavy 300m S/-/- 5d10 +10 E

10 6 3Full --- 57 kg 6,000 Very Rare

Solid Projectile WeaponsName Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Astartes Combat Shotgun

Basic 30m S/3/- 1d10 +4 I

0 18 Full Reliable, Scatter

6.5 kg 450 Rare

Astartes MP Autocannon

Heavy 200m -/5 /10 2d10 +2 I

5 50 4Full --- 45 kg 5,000 Rare

Bolt WeaponsName Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Astartes Bolt Pistol

Pistol 30m S/2/- 1d10 +5 X

4 8 Full Reliable 4kg 750 Rare

Astartes Boltgun

Basic 90m S/2/- 1d10 +5 X

4 24* Full Reliable 7.5 kg 1,500 Very Rare

Astartes Storm Bolter

Basic 90m -/4/10 1d10 +5

4 40 Full Reliable 14 kg 7,500 Very Rare

Astartes Heavy Bolter

Heavy 120m -/-/10 2d10 X

5 60 2Full Reliable 42 kg 6,000 Very Rare

*Varies by magazine

Melta WeaponsName Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Astartes Inferno Pistol

Pistol 10m S/-/- 2d10 +4 E

12 4 Full --- 3 kg 8,000 Very Rare

Astartes Meltagun

Basic 20m S/-/- 2d10+4 E

12 6 2Full --- 8.5 kg 5,000 Very Rare

Astartes Multi-Melta

Heavy 30m S/-/- 2d10 +6 E

12 (18)

10 6Full Focused Power

60 kg 10,000 Very Rare

Plasma WeaponsName Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Astartes Plasma Pistol

Pistol 30m S/-/- 1d10 +6 E

6 10 4Full Overheats, Recharge

4.25 kg

5,000 Very Rare

Astartes Plasma Gun

Basic 90m S/2/- 1d10 +6 E

6 20 6Full Overheats, Recharge

11.5 kg

4,000 Very Rare

Astartes Plasma Cannon

Heavy 120m S/-/- 2d10 +2 E

7 5 8Full Blast (3),Overheats, Recharge

55 kg 8,000 Very Rare

Flame WeaponsName Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Astartes Hand Flamer

Pistol 10m S/-/- 1d10 +4 E

2 4 2Full Flame 4.5 kg 500 Very Rare

Astartes Flamer

Basic 20m S/-/- 1d10 +4 E

3 5 2Full Flame 7 kg 1,000 Rare

Astartes Heavy Flamer

Basic 20m S/-/- 1d10+6 E

4 6 4Full Flame 18 kg 4,000 Very Rare

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LaunchersName Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Astartes Devastator

Missile Launcher

Heavy 250m S/-/- * * 4 4Full * 25 kg 6,000 Very Rare

Astartes Tactical Missile

Launcher

Heavy 250m S/-/- * * 1 2Full * 12 kg 4,000 Very Rare

Boltgun Auxiliary Grenade Launcher

Basic 50m S/-/- * * 1 Full * 2.5 kg 500 Scarce

*Damage, Penetration and Special Qualities are determined by the ammunition (i.e. the grenade or missile) fired.

GrenadesName Class Range Dam Pen Special Wt Cost Availability

Blind Grenade Thrown SB x3 --- 0 Smoke 0.5 kg 25 ScarceFrag Grenade Thrown SB x3 2d10 X 0 Blast (4) 0.5 kg 10 CommonKrak Grenade Thrown SB x3 2d10+4 X 6 --- 0.5 kg 50 RarePhoton Flash

GrenadeThrown SB x3 Special 0 --- 0.5 kg 60 Scarce

MissilesName Class Range Dam Pen Special Wt Cost Availability

Astartes Frag Missile

Heavy 250m 2d10+2 X 0 Blast (6) 12 kg 100 Scarce

Astartes Krak Missile

Heavy 250m 3d10+8 X 8 --- 12 kg 500 Rare

Terminator Only WeaponsName Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Astartes Assault Cannon

Heavy 90m -/-/10 2d10 +2 I

5 80 4Full Terminator only,

Unreliable

50 kg 15,000 Very Rare

Astartes Plasma Blaster

Basic 100m S/2/- 1d10+6 E

6 20 6Full Overheats, Terminator

only

25 kg 10,000 Very Rare

Cyclone Missile

Launcher

Heavy 400m S/-/- * * 12 Special Accurate, Salvo,

Terminator only

60 20,000 Very Rare

Terminator Heavy Flamer

Heavy 30m S/-/- 2d10+2 E

4 8 4Full Flame, Terminator

only

20 kg 5,000 Very Rare

*Damage, Penetration and Special Qualities are determined by the ammunition (i.e. the grenade or missile) fired.

Exotic WeaponsName Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Astartes Sniper Rifle

Exotic 200m S/-/- 1d10 R

1d5 10 2Full Accurate, Toxic

10 kg 3,000 Very Rare

Graviton Gun

Exotic 15m S/-/- * * 10 2Full Graviton 10 kg 50,000 Special

*See weapon description for Special details.

LAS WEAPONS

Astartes LascannonSlightly larger than the Imperial Guard man portable lascannon, the Astartes Lascannon performs the same in the field. It is designed to be fired by a single Space Marine and has a slightly larger power pack and a standard power port, which allows it to be directly linked to a Marine’s powered armour to bypass its limited clip size. It is a standard weapon for Devastator Marines and a special weapon option for Tactical Marines.

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SOLID PROJECTILE WEAPONS

Astartes Combat ShotgunUsed primarily by Scouts, and some old-school Veteran Sergeants, the Astartes Combat Shotgun is virtually identical to the combat shotguns used by the Adeptus Arbites. It is capable of automatic fire and stores ammo in an internal magazine.

Astartes MP AutocannonThe largest of the solid projectile weapons, the Astartes Autocannon is one of the support weapons used by Scout squads. It has greater range and damage output than the Astartes Heavy Bolter, but suffers from a smaller clip size, increased reload time and lacks the heavy bolter’s reliability in combat.

BOLT WEAPONS

Astartes manufactured Bolt Weapons are designed from blueprints over 10,000 years old and have proven their worth time and again. All Astartes Bolt Weapons gain the Reliable weapon special quality.

Astartes Bolt PistolThe Astartes Bolt Pistol is standard issue for all Space Marines, from Recruit to Brother-Captain. Recruits and Scouts start with the basic model, which is returned to the Chapter armoury upon promotion to the Rank of Battle Brother. During the ceremony, the new Battle Brother will be issued his personal Astartes Bolt Pistol to serve as his sidearm until death in service to the Emperor.

Astartes BoltgunBoltguns were designed by the Emperor and his technicians to serve his elite, superhuman warriors and have continued to do so ever since. The Astartes Boltgun is the standard issue basic weapon for all Space Marines and a Marine will be issued his personal Astartes Boltgun upon promotion to the Rank of Battle Brother.

Astartes Storm BolterInitially designed as a combi-weapon incorporating two boltguns, the Astartes Storm Bolter has become the standard issue firearm for Terminator armour due to its increased size and weight. Duty to the Astartes Storm Bolter’s increase rate of fire, many Veteran Sergeants and Chaplain requisition this weapon for assault missions.

Astartes Heavy BolterThe Astartes Heavy Bolter is the primary support weapon in Scout and Tactical squads. Most of the time, it is fitted with a 60 round magazine, but when used by Devastator squads it is belt-fed from an automatic loader mounted on the Marine’s power armour, increasing the clip size to 120 rounds. The Astartes Heavy Bolter’s increased weight and design are the only differences between it and its Imperial Guard counterpart.

MELTA WEAPONS

Astartes Inferno PistolAn ancient and highly prized weapon, the Astartes Inferno Pistol is a very rare example of lost technology. It is designed with a larger gas canister than most models, but performs the same in combat. Commander Dante, Lord of the Blood Angels Chapter carries one of these powerful pistols into battle.

Astartes MeltagunLike other melta weapons manufactured by the Adeptus Astartes Chapters, the Astartes Meltagun is heavierdue to a larger gas canister. They serve as an anti-armour support weapon in Tactical squads. The Astartes Meltagun comes with a standard power port, which allows it to be directly linked to a Marine’s powered armour to bypass its limited clip size.

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Astartes Multi-MeltaThe largest of the infantry portable melta weapons, the Astartes Multi-Melta is the chosen anti-armour weapon of Devastator squads deployed into cities or other terrain with decreased sight lines. Its power is so great, that its ability to penetrate enemy armour is improved against targets within short range. The Astartes Multi-Melta comes with a standard power port, which allows it to be directly linked to a Marine’s powered armour to bypass its limited clip size. The Salamanders Chapter employs of these weapons more commonly within its Devastator Squads than other Chapters.

PLASMA WEAPONS

Astartes Plasma PistolBecause most of these weapons are of an ancient design, there is little difference between the Astartes Plasma Pistol and those used by other Imperial agents. Most Chapters have lost the ability to manufacture one of these powerful weapons, which makes them a highly prized weapon.

Astartes Plasma GunSlightly heavier than the standard Imperial Guard model, the Astartes Plasma Gun only been improved with quicker flask release to decrease reload time and a standard power port, which allows it to be directly linked to a Marine’s powered armour to bypass its limited clip size. It still requires time to recharge and suffers from overheating.

Astartes Plasma CannonThe Astartes Plasma Cannon is one of the most destructive weapons in the Chapter Armoury. Because of its decent armour penetration, high damage rating and ability to damage multiple targets in a superheated blast, the Astartes Plasma Cannon is still used regularly by Devastator squads even with the risk of overheating. It comes with a standard power port, which allows it to be directly linked to a Marine’s powered armour to bypass its limited clip size. It still requires time to recharge and suffers from overheating.

FLAME WEAPONS

Astartes Hand FlamerThe Astartes Hand Flamer is designed with larger fuel tank and is a favorite among the Assault Marines for its ability to clear our bunkers during assault missions. It is heavier, but not a concern for the power armoured Astartes.

Astartes FlamerThe Astartes Flamer is one of the primary support weapons used by Tactical Squads, especially in close quarters environments or against forces known for their massed combatants, such as the savage Orks or deadly Genestealers. Like the Astartes Hand Flamer, it is designed with a larger fuel tank, but unlike the Imperial Guard versions, the Astartes Flamer does not have the ability to be connected to a backpack and fuel line system.

Astartes Heavy FlamerBasically a double stacked flamer system, the Astartes Heavy Flamer uses a modified jet system to engulf a wider range in burning promethium. This increases the arc of the cone of flame to 45 degrees, instead of 30 degrees for the basic flamer.

LAUNCHERS, MISSILES AND GRENADES

Astartes Devastator Missile LauncherThe Astartes Devastator Missile Launcher is the standard Marine missile system used by Devastator squads. It utilizes a pre-loaded missile-magazine allowing 4 consecutive shots before being reloaded with another magazine. Magazines tend to be loaded with all Frag Missiles for anti-infantry or all Krak Missiles to destroy enemy armour.

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Astartes Tactical Missile LauncherMuch smaller than the Devastator system, the Astartes Tactical Missile Launcher is used as a versatile support weapon for Scout and Tactical squads. Normally, the launcher is loaded with a single missile while 3 additional missiles of mixed types are locked into a carrying frame.

Boltgun Auxiliary Grenade LauncherThe Boltgun Auxiliary Grenade Launcher is not a true combi-weapon, but an attachment designed to mount under the barrel of a boltgun to increase the offensive capabilities of a Space Marine’s standard issue weapon. Because of its size and design, it lacks the range and clip size of the grenade launchers frequently used by the Imperial Guard or Adeptus Arbites.

Blind GrenadeSee DH core rulebook page 136 for details.

Frag GrenadeSee DH core rulebook page 136 for details.

Krak GrenadeSee DH core rulebook page 136 for details.

Photon Flash GrenadeSee DH core rulebook page 137 for details.

Astartes Frag MissileThe Astartes Frag Missile is the standard anti-infantry missile used in both the Devastator and Tactical missile launchers. Its propellant system and larger sized causes are larger blast area.

Astartes Krak MissileThe Astartes Krak Missile is the standard anti-armour missile used in both the Devastator and Tactical missile launchers. Although lacking the power and the range of the Astartes Lascannon, these missiles are cheaper in the long run to manufacture when compared other amount of maintenance the complex lascannon requires.

TERMINATOR ONLY WEAPONS

Due to design, mass or bulk of these weapons, Terminator Only Weapons are not practical when used at an infantry level, even by superhuman Marines in power armour. Most of these weapons were specially designed to be used only by Terminators (as known as Tactical Dreadnought Armour) to broaden their offensive options.

Astartes Assault CannonOnly Terminator Armour has the ability to carry an Astartes Assault Cannon into battle; a weapon usually found mounted on armoured vehicles. This six-barreled autocannon lacks the range of the basic Astartes Autocannon but makes up for it with increased damage. Unfortunately, its high rate of fire also increases the chance of the weapon jamming.

Astartes Plasma BlasterAfter the success of the Astartes Storm Bolter, Chapter artificers applied the same principles to plasma weapons in an attempt to overcome the recharge delay. They successfully came up with what is now called the Astartes Plasma Blaster. By combining 2 plasma guns, the Astartes Plasma Blaster is able to make an attack each round; basically one gun recharges while the other fires. The problem is these weapons are extremely difficult to maintain and if it critically overheats, both plasma guns are destroyed. Additionally, the cumbersome sized due to the bulk of the multiple flasks required to power it, the Astartes Plasma Blaster can only be effectively handled by Marines in Terminator Armour; it is possible for a Marine in power armour to fire the weapon but at a –30 penalty to hit because of its size and lack of a forward grip to

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stabilize the weapon. Theses may be one of the rarest weapons in the Adeptus Astartes arsenal and most Chapters no longer possess one.

Cyclone Missile LauncherDeveloped exclusively for Terminator armour, the Cyclone Missile Launcher is actually 2 launcher racks holding 6 missiles each. The left-hand weapon is replaced with a laser-guided targeting system increasing the accuracy of the launchers; because of the design, the Cyclone Missile Launcher can still fire without the integrated targeting system, but it loses the Accurate special quality. With the ability to fire a salvo of missiles in a single attack, the system is a devastating area effect weapon. Because of the complexity of the system and all of the rituals required, it cannot be reloaded in the field and must return to the Chapter Armoury to be reloaded by trained technicians.

Terminator Heavy flamer More massive than the Astartes Heavy Flamer, the Terminator Heavy Flamer uses a modified jet system to increase its power and projection range. It sacrifices the wider arc for longer range, perfect for lighting the long sections of dark passageways and tunnels of a space hulk.

EXOTIC WEAPONS

Graviton GunThe ability to construct and repair the Graviton Gun has been lost to the Chapters nearly 10,000 years making this weapon more of a legend. A number of them do exist and the Adeptus Mechanicus still possesses a few ancients capable of repairing one, but none of the Adeptus Astartes Chapters, with the possible exception of the Iron Hands, are able to repair this highly complex weapon. Graviton Guns are only ever entrusted to senior Techmarines and represent one of the greatest honours a Chapter can bestow upon a Brother trained by the Adeptus Mechanicus. Due to their complexity and design, these weapons do not jam. Instead, when an unmodified result of 96 to 00 is rolled, the weapon ceases to function. It cannot be fired again until it is repaired. Repairing a Graviton Gun is a Full Action, which requires a Hard (-20) Tech-Use Test. If the Test is successful then it has been fixed, though the weapon needs to be reloaded and any power remaining in the clip is lost. If the Test is failed, the weapon still does not function, though the character can attempt the Tech-Use Test again next Round. If an unmodified result of 90 to 00 is rolled for the Tech-Use Test, them weapon is broken beyond repair and will be a significant loss to the Chapter.

Astartes Sniper RifleThe Astartes Sniper Rifle was most likely the basis for the Needle Rifle used by private assassins. It is larger and built on a much heavier frame than the civilian Needle Rifle, incorporating an expanded clip and more powerful laser beam. To keep the laser, fired fractions of a second before the toxic sliver, in the invisible spectrum, it must be focused into a narrow, low-powered beam. This creates the problem with the inconsistent armour penetration of the weapon, since the slightest shift of the barrel causes the laser to move and diffuse its power over a larger surface area. When shooting through fog, mist or smoke, the laser is dispersed resulting in an Armour Penetrate of 1. This weapon’s primary use is to take out enemy leaders by recon Scout squads prior to an assault and comes standard with a Telescopic Sight.

Table 6-2: Melee Weapons

Primitive WeaponsName Class Range Dam Pen Special Wt Cost AvailabilityAxe Melee --- 1d10+1 R 0 Good Quality, Primitive,

Unbalanced4 kg 60 Scarce

Combat Shield

Melee --- 1d5 I 0 Defensive, Good Quality, Primitive

3.5 kg 100 Scarce

Halberd^ Melee --- 1d10+4 R 1 Balanced, Good Quality, Primitive

6.5 kg 200 Rare

Hammer Melee --- 1d10+1 I 0 Primitive, Good Quality, Unbalanced

4 kg 30 Average

Spear Melee, Thrown

10m 1d5 I 0 Good Quality, Primitive 3 kg 45 Average

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Staff^ Melee --- 1d10 I 0 Balanced, Good Quality, Primitive

3 kg 30 Common

Sword Melee --- 1d10 R 0 Balanced, Good Quality, Primitive

3 kg 50 Average

^This weapon requires two hand to use.

Chain WeaponsName Class Range Dam Pen Special Wt Cost Availability

Chainfist Melee --- 2d10 +4 R 8 Power Field, Tearing 22 kg 12,000 SpecialChainsword Melee --- 1d10+2 R 2 Balanced, Tearing,

Unwieldy6 kg 275 Rare

Chain Axe Melee --- 1d10+4 R 2 Tearing 13 kg 450 Very Rare

Force WeaponsName Class Range Dam Pen Special Wt Cost Availability

Force Axe Melee --- 1d10+1 R 0 Force, Power Field, Unbalanced

4 kg 5,000 Very Rare

Force Halberd^

Melee --- 1d10+4 R 1 Balanced, Force, Power Field

7.5 kg 6,500 Very Rare

Force Hammer

Melee --- 1d10+1 I 0 Force, Power Field. Unbalanced

4 kg 5,000 Very Rare

Force Staff^ Melee --- 1d10 I 0 Balanced, Force, Power Field

3 kg 4,000 Very Rare

Force Sword

Melee --- 1d10 R 0 Balanced, Force, Power Field

3 kg 5,000 Very Rare

^This weapon requires two hand to use.

Power WeaponsName Class Range Dam Pen Special Wt Cost Availability

Crozius Arcanum

Melee --- 1d10+7 E 6 Best Craftsmanship, Power Field, Unbalanced

3.75 kg 25,000 Special

Power Axe Melee --- 1d10+6 E 6 Power Field, Unbalanced 4.5 kg 3,000 Very RarePower Blade

Melee --- 1d10+3 6 Power Field 1.5 kg 1,750 Very Rare

Power Fist Melee --- 2d10+5 E 6 Power Field 12.5 kg 10,000 Very RarePower

Halberd^Melee --- 2d10 E 7 Balanced, Power Field 8 kg 5,000 Very Rare

Power Maul Melee --- 1d10+4 6 Power Field 3 kg 2,000 Very RarePower Sword

Melee --- 1d10+5 6 Balanced, Power Field 3.5 kg 2,500 Very Rare

Storm Shield

Melee --- 1d5 E 2 Defensive, Power Field 9.5 kg 5,000 Special

Thunder Hammer

Melee --- 1d10+5 E 6 Power Field, Shocking, Unwieldy

15 kg 8,000 Special

^This weapon requires two hand to use.

Exotic WeaponsName Class Range Dam Pen Special Wt Cost Availability

Lightning Claw

Melee --- 2d10+3 E 6 Balanced, Power Field 11 kg 8,000 Special

PRIMITIVE WEAPONS

All Astartes manufactured primitive weapons are Good Craftsmanship or better.

CHAIN WEAPONS

Chainfist A Chainfist is a Power Fist with a short chain blade attached, designed to cut through vehicle armour and starship bulkheads. It can do considerable damage as an offensive weapon, but due to its design and poor weight distribution it cannot be employed quick enough for defense. Although it is possible to have a

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Chainfist attached to a Marine’s powered armour, the Codex Astartes defines it as “…the sinistral (left-handed) attachment for Tactical Dreadnought Armour (Terminator Armour) when boarding unknown vessels…”

ChainswordSee DH core rulebook page 140 for details.

Chain AxeSee DH core rulebook page 140 for details.

FORCE WEAPONS

Force AxePrimarily an offensive weapon, the Force Axe is less able to turn aside blows. These weapons can be single or double headed.

Force Halberd The Force Halberd is a large, two-handed weapon with excellent offensive and defensive ability. Force Halberds tend to be rare because of their length and weight.

Force HammerA favorite weapon as a symbol of justice, the Force Hammer is used to inflict heavy blows on opponents. Because of its top-heavy design, it lacks a sword’s natural ability to parry enemy attacks.

Force StaffA Force Staff is a well-balanced two-handed weapon, usually consisting of a long shaft topped with an archaic or chapter icon of power.

Force Sword Balanced like its primitive counterpart, the Force Sword is the most common of the Force weapons designed for one-handed use.

POWER WEAPONS

Crozius ArcanumThe Crozius Arcanum is the symbol of righteous authority carried by all Space Marine Chaplains. They are sacred power weapons designed inspire Brothers in battle and smite the Emperor’s enemies. Because of their design, they are poor at parrying enemy weapons.

Power AxeBrutally effective, Power Axes sunder armour and cleave foes that get in the way but suffer as a defensive weapon. Power Axes are especially popular with the Blood Angels and their successors.

Power BladeSee DH core rulebook page 140 for details. These additionally find service as bayonets with Veteran Sergeants.

Power FistA massive, heavily armoured gauntlet, the Power Fist is the standard left hand weapon used with Terminator armour, although many veteran Assault Marines prefer it for its ability to literally crush enemies to death. The power field surrounding it allows a Marine to smash through walls and simply raise an arm to parry melee attacks. Because of its design and size, Power Fists suffer a -20 to tests to manipulate objects when worn.

Power Halberd

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Power Halberds are very rare weapons in the Legions Astartes, but the White Scars Chapter uses a modified version with their bike squadrons as lances. They are a two-handed weapon with the ability to cut through all but a full suit of power armour

Power MaulSimilar in design to the Shock Maul, the Power Maul gives up the ability to stun opponents for sheer destructive power. While other power weapons cut through armour, Power Mauls pulverized it with brute force.

Power SwordSee DH core rulebook page 140 for details.

Storm ShieldA Storm Shield is dense, metal shield with a built-in power field generator, for this reason they are sometimes referred to as power shields. These weapons are designed to offer melee protection against enemy chain and power weapons. Storm Shields are normally paired with Thunder Hammers and used by close assault Terminator squads, but some Veterans and Champions prefer the protection offered against elite enemy opponents.

Thunder HammerA massive hammer with an overcharged power field generator built into it, a Thunder Hammer is based on an ancient design. Use primarily by close assault Terminator Squads (with a Storm Shield in the left hand), Thunder Hammers get their name from the loud crack of discharged energy when they strike. This not only stuns an enemy, but opponents without ear protection are deafened for 1d10 rounds. They size makes them unable to parry melee attacks (hence the Storm Shield).

EXOTIC WEAPONS

Lightning ClawsA Lightning Claw looks like a Power Fist with long slashing blades reaching out from the dorsal (back) surface of the gauntlet. They are normally worn in pairs and require a specialized fighting style to use effectively to attack and defend against opponents. When properly trained and wearing a pair of Lightning Claws, the character gains the Ambidextrous Talent and the Two-Weapon Wielder (Melee) Talent for these weapons. Because of the non-retractable blades, Lightning Claws imposes a –30 to tests to manipulate objects.

WEAPON UPGRADES

Table 6-3: Weapons Upgrades

Name Weight Cost AvailabilityBoltgun Fire Selector +1 kg 50 Rare

Duplus X 0 10 RareMelee Attachment +2 kg 25 Plentiful

Mk II Astartes Boltgun Magazine

0 15 Scarce

Mk III Astartes Boltgun Magazine

0 30 Scarce

Mk IV Astartes Boltgun Magazine

0 50 Rare

Mono 0 40 ScarceRed-Dot Laser Sight +0.5 kg 50 Scarce

Targeter & Auto-Sense Link

+0.5 kg 250 Rare

Telescopic Sight +1 kg 35 Average

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Boltgun Fire SelectorSimilar to fire selector systems for other guns, the Boltgun Fire Selector allows a boltgun to have two additional clips loaded. At the start of the Marine’s Turn, he can use the Fire Selector as a Free Action to choose which clip he wishes to draw ammo from that round. Upgrades: A basic boltgun.

Duplus XThis X-shaped set of clips is designed to attach two Mk II or 2 Mk III boltgun magazines together. This setup reduces the reload time by half (Half Action) when used with two loaded magazines. Upgrades: A basic boltgun.

Melee AttachmentSee DH core rulebook page 142 for details.

Mk II Astartes Boltgun MagazineThe Mk II is the standard straight magazine designed to hold 24 bolts for an Astartes Boltgun. Upgrades: A basic boltgun

Mk III Astartes Boltgun MagazineThe Mk III is the sickle-shaped magazine designed to hold 32 bolts for an Astartes Boltgun. Upgrades: A basic boltgun

Mk IV Astartes Boltgun MagazineThe Mk IV is the drum-shaped magazine designed to hold 64 bolts for an Astartes Boltgun. Upgrades: A basic boltgun

MonoSee DH core rulebook page 142 for details.

Red-Dot Laser SightSee DH core rulebook page 142 for details.

Targeter & Auto-Sense LinkThis system connects a Marine’s weapon to an array of senses mounted to his power armour’s helmet (usually covering the helmet’s right eye port) to improve his aim by combining a motion predictor logis engine with a complex array of optics. It grants a +20 bonus to Ballistic Skill Tests when the weapon is linked to the armor. Any hit to the head, regardless of actual Wounds received, will damage the sensitive Targeter & Auto-Sense Link requiring a Hard (-20) Tech-Use Test to repair it. Upgrade: Any Basic or Heavy weapon. A Targeter & Auto-Sense Link counts as a sight and a gun may only have one sight.

Telescopic SightSee DH core rulebook page 142 for details.

AMMO

Table 6-4: Ammo

Name Cost/Amount AvailabilityBullets 1/20 PlentifulShells 1/20 Common

Charge Pack (Heavy) 30/full clip RareFuel (Pistol) 8/full clip ScarceFuel (Basic) 10/full clip Scarce

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Fuel (Heavy) 20/full clip ScarceBolt Shells 16/1 Rare

Melta Canister (Pistol) 20/full clip Very RareMelta Canister (Basic) 15/full clip RareMelta Canister (Heavy) 30/full clip Very RarePlasma Flask (Pistol) 24/full clip RarePlasma Flask (Basic) 18/full clip RarePlasma Flask (Heavy) 40/full clip Very Rare

Exotic 20/1 Very RareExecutioner Shotgun Shells 30/1 Rare

Hellfire Bolt Shells 50/1 Very RareInferno Bolt Shells 55/1 Very RareKraken Bolt Shells 60/1 Very Rare

Metal Storm Bolt Shells 50/1 Very RareStalker Silenced Bolt Shells 75/1 Very Rare

BulletsSee DH core rulebook page 143 for details.

ShellsSee DH core rulebook page 143 for details.

Charge PackSee DH core rulebook page 143 for details.

FuelSee DH core rulebook page 143 for details.

Bolt ShellsSee DH core rulebook page 143 for details.

Melta CanisterSee DH core rulebook page 143 for details.

Plasma FlaskSee DH core rulebook page 143 for details.

ExoticSee DH core rulebook page 143 for details.

Executioner Shotgun ShellsEssentially the same shells used by the Adeptus Arbites, Executioner Shotgun Shells grant the Accurate Special Weapon Quality when used.

Hellfire Bolt ShellsThese bolt shells are have their cores filled with a mutagenic acid and do horrific damage to biological tissue. Hellfire Bolt Shells add the Toxic Weapon Special Quality when used but reduce the Penetration value of the gun by 1.

Inferno Bolt ShellsThese bolt shells have their core filled with oxy-phosphorous gel and explode into bright white fire on contact. A target hit by an Inferno Bolt Shell must make an Agility Test or catch on fire, in addition to suffering damage as normal. Inferno Bolt Shells may also be used to very expensively set things on fire besides people at the GM’s discretion.

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Kraken Penetrator Bolt ShellsThese bolt shells have an adamantine core and concentrated explosive charge and are designed to punch through power armour. Kraken Penetrator Bolt Shells double the Penetration value of the gun.

Metal Storm Bolt ShellsThese bolt shells have a modified proximity detector, an increased charge and a fragmenting case. Metal Storm Bolt Shells cause damage in a Blast (2) but reduce the Penetration value of the gun to zero.

Stalker Silenced Bolt ShellsThese bolt shells are propelled by gas cartridges and do not detonate on impact, but have a solid slug. Stalker Silenced Bolt Shells make less noise and flash, so an Awareness Test to hear these shots suffer an additional –20 penalty and can only be attempted at half the normal distance for detecting gunshots.

ARMOUR

Table 6-5: Armour

Armour Type Location(s) Covered

AP Wt Cost Availability

Flak ArmourReinforced Battle

Dress Uniform (BDUs)

Arms, Body, Legs 2 6 kg 150 Average

Carapace ArmourAstartes Scout

ArmourArms, Body, Legs 5 12 kg 1,200 Very Rare

Power ArmourAstartes Power

ArmourAll 9 (10) 80 kg 45,000 Special

Flak Armour

Reinforced Battle Dress Uniform (BDUs)The Reinforced Battle Dress Uniform for Recruits varies from Chapter to Chapter, sometimes done in the Chapter’s primary colours and other times in complex pixilated camouflage patterns. There are made froma double-layer of rip-stop fiber cloth and flexible plasteel plate covering the arms, legs and body.

CARAPACE ARMOUR

Astartes Scout ArmorThe Astartes Scout Armour uses the basic Reinforced Battle Dress Uniform but replaces the flexible plasteel plates with dense, armaplas plates. It is heavier and has padded joints wear the inflexible armaplas does not cover.

POWER ARMOUR

All seven suits of Space Marine power armour where in production up to and during the Horus Heresy and even each model has slight variations to it. Predominantly, the Mk VI, Mk VII and Mk VIII are the most common models in use because most of their components are interchangeable but many Chapters still use the first five models make sure each Marine is properly outfitted for war. All Space Marine Power Armour adds +20 to the Marine’s Strength Characteristic and increases his size to Hulking. Each helmet contains a vox-caster, an internal chrono, an external speaker, infra-red vision and photo-visor (See DH core rulebook page 147 for details) and an auto-sense array, which gives the wearer +10 to Awareness Tests and includes. Because of the bonded Ceramite-plasteel outer skin, Astartes Power Armour has a slightly higher AP against Flame, Las, Melta and Plasma weapons. The armour contains its own power supply and could

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operate at full capacity for months without needing a recharge if it wasn’t for the stress of combat and maintenance require to keep it functional.

Astartes Power Armour Mk ICalled the Thunder Pattern for the thunderbolt and lightning emblem (the Emperor’s personal badge during the Age of Strife), the Astartes Power Armour Mk I was the first attempt at a powered suit of armour. In reality, only the upper body was powered as combatants fought primarily in melee combat. The legs were a mix a tough leather or simple armoured greaves and boots. The helmet is not enclosed and the Mk I has no life-support systems. No Chapter in the 41st Millennium is known to field this model, but some of the oldest Chapters proudly display these rare suits in their stronghold fortresses.

Astartes Power Armour Mk IICrusade Pattern power armour, earned its name from the fact that it was the developed and issued to the entire Space Marine Legion near the end of the Age of Strife and the beginning of the Great Crusade. Astartes Power Armour Mk II was the first enclosed armour with life-support to allow the crusader forces to fight in space and on worlds with hostile environments; it also was the first helmet designed with sensory equipment. The fact that these suits were designed with easy maintenance in mind as allowed many of the Mk II suits to remain in use into the 41st Millennium.

Astartes Power Armour Mk IIINot a replacement for the Mk II, the Astartes Power Armour Mk III was designed to provide a heavy assault model suitable for starship boarding actions and close tunnel fighting. It was designed with thicker frontal armour and lightened rear armour to reduce the weight. Since modern Chapters focus more on versatile, the Mk III suits have been taken out of combat service and are now common as ceremonial guard armour. Because of the addition armour plating and great resistance to damage, the Astartes Power Armour Mk III is knows as the Iron Pattern or Armorum Ferrum in High Gothic.

Astartes Power Armour Mk IVAlso known as the Maximus Pattern, the Astartes Power Armour Mk IV was designed by the Adeptus Mechanicus of Mare to replace the Mk II and Mk III suits, which were quickly being destroyed during the Great Crusade. Using technological secrets gained during the crusade across the galaxy, the armour was of higher quality and lower weight than the previous models. Its main change was in its use of inflexible armour plating and an entirely new helmet design allowing the helmet to move with the wearer’s head.

Astartes Power Armour Mk VThe Heresy Pattern was a rushed attempt to provide armour for as many Marines as possible during the events of the Horus Heresy. The Mk IV pattern ceased production immediately and its components were used up quickly, so most of the suits of Astartes Power Armour Mk V were make from re-used components. Many development programs were stopped and their resources used to produce differing components for the Mk V. The most distinguishing characteristics of this power armour are the many studs on the helmet, lower legs and shoulder pads and its extra weight which caused the power pack to overheat if the power levels were not reduced to sub-optimal combat levels.

Astartes Power Armour Mk VIThe Astartes Power Armour Mk VI was in production before it had completed development due to the advancement of Horus and the Traitorous Legion. Designed the Corvus Pattern (also known as the “Beakie armour” due to the hooked nose of the helmet), many suits of this armour date back to the Horus Heresy. It was the first design to cover the main power cables and incorporate dual technology circuits allowing sophisticated functions to be brought back online using simpler technology available. On a more complete suit of Mk VI armour, the left arm retains the studded shoulder pad.

Astartes Power Armour Mk VIIThe most common Space Marine power armour in the 41st millennium is the Astartes Power Armour Mk VII, also knows as the Aquila (Eagle) or Imperator Pattern. It is essentially the final production model that the Mk VI started and the components are readily interchangeable. It is recognizable large external vox-

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caster in the helmet and presents the Imperialis (winged skull) or the Aquila (two headed eagle) on the chest.

Astartes Power Armour Mk VIIICalled the Errant Pattern, the Astartes Power Armour Mk VIII is an updated version of the Mk VII with a raised collar and armoured plating covering the torso power cables.

ARMOUR UPGRADES

Space Marine armour can be given upgrades to enhance its performance and characteristics. Which weapons and how many upgrades can be applied are noted in the upgrade description. A character with the Trade (Armourer) Skill may upgrade weapons by making a successful test. The cost and availability for each upgrade refers to the component and not the cost of attaching it, which characters must pay for separately. For armour purchased with upgrades already attached, simply add the cost of the upgrade to that suit of armour. This does not change the availability of the armour. Upgrades also modify a suit of armour’s weight as noted below.

Table 6-6: Armour Upgrades

Name Weight Cost AvailabilityAssault Marine Jump Pack +90 kg 10,000 Very Rare

Banner Pole +9 kg 500 ScarceConversion Field +3.5 kg 10,000 Very Rare

Devastator Stabilizers +23 kg 2,000 Very RareDisplacer Field +5 kg 50,000 Very Rare

Iron Halo +2.5 kg 20,000 SpecialNarthecium +45 kg 4,000 Very Rare

Refractor Field +2 kg 5,000 Very RareServo Arm – Ballistic +24 kg* 750* Rare

Servo Arm – Manipulator +25 kg 500 RareServo Arm – Utility +21 kg 750 Rare

Signum +1 kg 1,000 RareWeapon Power Port +5 kg 1,500 Very Rare

*This value does not include the Weight or Cost of the pistol added.

Assault Marine Jump PackAn Assault Marine Jump Pack consists of the power pack of an Astartes Power Armour suit, a small graviton system (a simplistic version of those used in Land Speeders) to decrease the Marine’s total weight and a pair of booster rockets for forward movement. This system allows a Marine to move quickly by clearing obstacles with a series of long, powered jumps over the ground and obstacles. This does not grant the wearer the ability of controlled flight, but the jump pack can reach great heights with a prolonged burn of the booster rockets. The jump pack allows movement in a straight line. After the total distance to be covered is declared, divide the distance in half (rounded up) to determine the jump height required covering this distance; the jump height can be decreased by half but requires a successful Pilot Test. Plotting a precise jump can be difficult and any Full Action, Charge Action or Full Burn Jump requires a successful Pilot Test to land exactly, modified by the environment as follows: Mud or Shallow Water (Challenging); Darkness, Snow or Underbrush (Difficult); and Dense Fog, Rubble or Trees (Hard). If the test is failed, the Marine scatters (see DH core rulebook pg. 196) 1m for each degree of failure and may cause a collision; a failed Charge Action causes the wearer to lose his/her attack this Turn. On a successful Charge Action, the Marine is considered on Higher Ground for the attack and his Weapon Skill Test is made with a +10 bonus. As a special manoeuvre, the Assault Marine Jump Pack can propel the wearer straight up the full distance of the declared Movement Action and forward 2m.

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Space Marines equipped with Assault Marine Jump Packs can drop from any height and can activate the jump pack in the final seconds to land safely, taking no damage. A Full Burn Jump can be sustained for 4 Rounds for a maximum jump distance of 200m and requiring only a single Pilot Skill Test to land on target. Because of the improved strength of Astartes Power Armour and the graviton system in the Assault Marine Jump Pack, a Space Marine can make his normal movements on the ground. If he is knocked prone, the Space Marine uses a Full Action to stand. An Assault Marine Jump Pack has an AP value of 9. Upgrade: Any suit of Astartes Power Armour, excluding the Mk I and the Mk III.

Table 6-7: Assault Marine Jump Pack Movement

Movement ActionHalf Action Full Action Charge Action Full Burn Jump

Distance Moved 4m to 10m 11m to 20m 11m to 25m 21m to 50mManoeuvre Difficulty

+10 0 -10 -20

Collision Damage 1d10 1d10+1 1d10+2 1d10+5

Banner PoleAffixed to the back of suit of armour, a Banner Pole usually carries the squad or company designation. It may also carry a high-ranking Marine’s Personal Heraldry; in some Chapters, Librarians and Chaplains also carry Banner Poles. A Banner Pole increases the character’s visibility and grants a +10 bonus to Command Skill Tests. Upgrade: Any suit of Astartes Power Armour or Terminator Armour.

Conversion FieldThe Conversion Field sees very limited use, regardless of its ability to defend against all attacks, because of its dramatic effect. It is installed directly into a suit of power armour or Terminator armour. When activated, it provides an additional 4 AP against all physical attacks for up to 5 minutes. During this time, when the wearer is struck by a physical attack, the Conversion Field discharges a blinding light and anyone within 10m of the wearer must succeed on a Toughness Test or be blinded for 1d5 Rounds. After it is turned off, the Conversion Field generator cannot be turned back on for 1 hour as it recharges. Upgrade: Any suit of Power Armour or Terminator Armour. A Conversion Field counts as an energy field generator and a suit of armour may only have one energy field generator.

Devastator StabilizersThis system is added on to the Astartes Power Armour worn by Devastator Marines. The stabilizers allow the Space Marine armed with a heavy weapon to be considered Braced at all times, even when moving. Upgrade: Any Mk IV or later suit of Astartes Power Armour.

Displacer FieldDisplacer Fields are an example of lost technology, which some believe may be xenos in origin. They are extremely rare and many Successor Chapters do not possess a single one in their armoury. This device is actually a miniaturized warp drive generator with such a highly sensitive proximity generator that it works against all physical. It must be installed into a suit of power armour or Terminator armour to work. When activated, the Displacer Field causes the wearer to teleport 1d10m in a random direction (see DH core rulebook pg. 196) and will cause the attack to miss unless it has the Flame or Blast weapon special quality and the field fails to move the character out of the area of effect. Once activated, it can be used up to 5 times (5 different shifts) or up to 5 minutes (whichever happens first); after it is turned off, the Displacer Field generator cannot be turned back on for 24 hours as it recharges. Upgrade: Any suit of Power Armour or Terminator Armour. A Displacer Field counts as an energy field generator and a suit of armour may only have one energy field generator.

Iron Halo

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An Iron Halo is a high honour given to a Space Marine who has demonstrated bravery, honour or initiative in battle were their actions have turned the tide or guaranteed victory. This device is actually a powerful energy field generator, similar to the Rosarius worn by Chaplains, installed into the Marine’s power armour. When activated, it provides an additional 5 AP to the power armour for up to 5 minutes; after it is turned off, the Iron Halo generator cannot be turned back on for 1 hour as it recharges. This item is never available for purchase and can only be rewarded by a Space Marine Chapter. Upgrade: Any Mk II or later suit of Astartes Power Armour. An Iron Halo counts as an energy field generator and a suit of armour may only have one energy field generator.

Narthecium/ReductorThe Narthecium is the sacred medipack worn by all Apothecaries. It is a highly modified Astartes Power Armour power pack containing advanced bio-tech equipment, basic medical chymicals and surgical tools to complete battlefield surgery. An Apothecary that uses a Narthecium gains a +30 bonus to his Medicae Skill Test. Nartheciums come standard with an a re-useable, self-sterilizing injector, 2 tubes of Astartes Nutrient Paste, 4 doses of De-Tox and 4 doses of Stimm, which must be replaced separately when used. A Reductor is worn on the forearm and used to retrieve the sacred progenoid glands for fallen Battle Brothers. It contains a very short power blade or chain blade to cut away armour and a pneumatic extractor to remove and seal the glands. The blade can be used in melee combat as an Improvised Weapon doing 1d5+2 Rending or Energy Damage (depending on the type of blade) with an Armour Penetration of 4 (both types). The Reductor has an AP value of 12; because of the bonded Ceramite-plasteel outer skin, it has an AP value of 14 against Flame, Melta and Plasma weapons. A Reductor can hold up to 10 progenoid glands in separate, sealed containers.

Refractor FieldAn ancient design, the Refractor Field provides additional protection from high-energy weapons by dispersing the incoming energy across the surface area of the field. It is usually installed directly into a suit of power armour or Terminator armour; because of its small size (roughly that of a laspistol), it can be worn on a belt and powered by a laspistol charge pack. When activated, it provides an additional 3 AP against Las, Melta and Plasma weapons for up to 5 minutes; after it is turned off, the Refractor Field generator cannot be turned back on for 1 hour as it recharges (or a new laspistol charge pack is loaded). One drawback is that when it is activated, it covers the wearer in a hazy blue light increasing the difficulty of the wearer’s Concealment Test to Very Hard (-30). Upgrade: Any suit of armour or worn as gear. A Refractor Field counts as an energy field generator and a suit of armour may only have one energy field generator.

Servo Arm – Ballistic This Servo Arm is essentially an oversized mechadendrite with a type of pistol mounted on a suit of power armour. Any Las, Melta or Plasma pistol can be attached and powered directly from the power armour’s power pack for an unlimited clip size. Any Bolt, Flame or SP pistol can be attached, retaining their basic characteristics. The Techmarine may use this Servo Arm as if it were his off-hand, but suffers no penalties to hit. Note that this weapon can have any upgrades as it is mounted into the Servo Arm. Upgrade: Any Techmarine in Mk IV or later suit of Astartes Power Armour can have up to four total Servo Arms.

Servo Arm – Manipulator This Servo Arm is essentially an oversized mechadendrite designed for heavy lifting mounted on a suit of power armour. It has a reach of 2m. When using this Servo Arm, the Techmarine gains a +30 bonus to Strength Tests. The manipulator tends to be a screw-driven clamp and as a Half Action can lock onto fixed anchor point to immobilize the Techmarine. In melee combat, the Techmarine may use this Servo Arm as if it were his off-hand, but suffers no penalties to hit; a successful hit deals 1d10+3 Impact Damage and it is considered a Primitive weapon. This Servo Arm may not be used for any task requiring fine manipulation. Upgrade: Any Techmarine in Mk IV or later suit of Astartes Power Armour can have up to four total Servo Arms.

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Servo Arm – Utility This Servo Arm is essentially an oversized mechadendrite with a variety of tools and attachments mounted on a suit of power armour. It counts as a Combi-tool, granting a +10 bonus to all Tech-Use Tests. It includes a lascutter unit. The limb also houses four injector pistons, each of which may be filled with one does of Sacred Machine Oil and replaced separately when used. This Servo Arm also contains a knife blade with the Mono weapon upgrade; when used in melee combat, the Techmarine may use this Servo Arm as if it were his off-hand, but suffers no penalties to hit; Upgrade: Any Techmarine in Mk IV or later suit of Astartes Power Armour can have up to four total Servo Arms.

SignumA specialized communication and telemetry device, the Signum is used by Techmarines in combat to collect data from all of his Battle Brothers. This allows the Techmarine to relay tactical information to his or other squads to increase combat performance. In game terms, the Techmarine can use the Signum as a Full Action to make a Tech-Use Skill Test coordinate fire on enemy targets. On a successful Test each Marine, after the first, to fire on the same target gains a +10 bonus to his Ballistic Skill Test as long as they are in radio contact with the Techmarine. This effect can work across multiple targets with multiple Marines in combat to a maximum of ten +10 bonuses received. For example, with one Techmarine using a Signum, the following scenario is possible: Marine 1 fires on Enemy 1, Marines 2 through 4 fire on Enemy 1 with a +10 bonus each, while Marine 5 fires on Enemy 2 and Marines 6 through 8 fire on Enemy 2 with a +10 bonus each and finally Marine 9 fires on Enemy 3 and Marines 10 through 13 fire on Enemy 3 with a +10 bonus each. Any additional Marines firing on Enemies 1 through 3 would not receive a bonus from the Techmarine with the Signum. Upgrade: Any Techmarine in Mk IV or later suit of Astartes Power Armour.

Weapon Power PortA Weapon Power Port is actually a power coupling and cords, which allows a Marine to connect weapon to the power pack of his armour. Any weapon connected directly to the power pack of suit of power armour has unlimited ammo and does not need to be reloaded. Upgrade: Any Basic or Heavy Las, Melta or Plasma weapon and any Mk IV or later suit of Astartes Power Armour.

GEAR

CLOTHING

Table 6-8: Clothing & Personal Items

Name Weight Cost AvailabilityAdamantine Mantle

Backpack 1 kg 10 PlentifulCameleoline Cloak 0.5 kg 500 Rare

Chrono --- 40 AbundantClothing --- Varies Abundant

Filtration Plugs --- 15 CommonInfra-Red Goggles 0.5 kg 275 Rare

Photo-Visors 0.5 kg 100 ScarcePsychic Hood 2.5 kg 3,000 Very RareRe-Breather 1 kg 50 ScarceRecoil Glove 0.5 kg 85 Common

Respirator/Gas-Mask 0.5 kg 25 AverageRosarius 2 kg 20,000 Very RareVoid Suit 8 kg 100 Plentiful

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Adamantine MantleTypically limited to Chapter leaders and heroes, an Adamantine Mantle takes various forms depending on the Chapter, but usually it is a cloak or cape made of scales, mesh or other durable materials. A character wearing an Adamantine Mantle gains a +2 AP bonus from any ranged attack from behind. Because melee combat is fluid, with opponents constantly try to face off against one another, the Adamantine Mantle does not provide its bonus unless the Marine is Surprised and struck from behind.

BackpackSee DH core rulebook page 146 for details.

Cameleoline CloakSee DH core rulebook page 146 for details. Typically only Scout squads use this item.

ChronoSee DH core rulebook page 147 for details.

ClothingSee DH core rulebook page 147 for details. The Chapter provides clothing for all of its members with Marines usually wearing robes or such and retainers wearing a standardized uniform determined by their trade and rank.

Infra-Red GogglesSee DH core rulebook page 147 for details. Typically only Scout squads use this item.

Photo-VisorsSee DH core rulebook page 147 for details. Typically only Scout squads use this item.

Psychic HoodA Psychic Hood a special array of psychically attuned crystals and wires worn by Chapter Librarians instead of a helmet (usually clipped to the Marine’s belt incase of emergency). This complex headgear allows the Librarian to nullify the powers of enemy psykers. When an opponent declares he/she is using a Psychic Power within line of sight of the character wearing a Psychic Hood, the character, as a Reaction, can choose to make an Opposed Willpower Test to nullify the Psychic Power. Both parties make Willpower Tests as normal. Whoever succeeds on the Test wins. If both participants succeed, the one with the most degrees of success wins. If the degrees of success are the same, the higher Characteristic Bonus wins out. And if this still results in a tie, then the lowest dice roll wins. If the wearer of the Psychic Hood wins, the Psychic Power is nullified and the opponent is Stunned until his/her next turn from the backlash of power. If the opponent wins or if both parties fail, the psyker processes to use his Psychic Power as normal.

Re-BreatherSee DH core rulebook page 147 for details. Typically only Scout squads use this item.

Recoil GloveSee DH core rulebook page 147 for details. Typically only Scout squads use this item.

Respirator/Gas-MaskSee DH core rulebook page 147 for details. Typically only Scout squads use this item.

RosariusThe Space Marine Chaplains are given the honour of wearing a Rosarius, which is bestowed upon them by a member of the Ecclesiarchy. This device is a powerful energy field generator set into a gorget or large amulet worn by the Chaplain. When activated, it provides an additional 5 AP to the power armour for up to 5 minutes; after it is turned off, the Rosarius generator cannot be turned back on for 1 hour as it recharges. A character may only have one energy field generator.

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Void SuitSee DH core rulebook page 147 for details. Typically only Scout squads use this item.

DRUGS AND CONSUMABLES

Table 6-9: Drugs and Consumables

Name Weight Cost AvailabilityAstartes Nutrient Paste* --- 20 Average

De-Tox* --- 65 RareInjector --- 5 AbundantMedikit 2 kg 150 Common

Sacred Machine Oil* --- 150 Very RareStimm* --- 20 Average

*Cost indicates 1 does for drugs or 1 package for paste or oil.

Astartes Nutrient PasteAstartes Nutrient Paste is a thick, brownish food paste that contains all the nutrients, calories and hydration required for single day of full activity. It has no taste to speak of. It is usually packaged in soft plastic tubes to be squeezed out for consumption.

De-ToxSee DH core rulebook page 148 for details. Typically only Scout squads use this item.

InjectorSee DH core rulebook page 148 for details. Typically only Scout squads use this item.

MedikitSee DH core rulebook page 148 for details.

Sacred Machine OilSee DH core rulebook page 149 for details. Only Techmarines use this item.

StimmSee DH core rulebook page 148 for details. Typically only Scout squads use this item.

TOOLS

Table 6-10: Tools

Name Weight Cost AvailabilityAuspex/Scanner 0.5 kg 145 Scarce

Combi-tool 1 kg 200 RareData-slate 0.5 kg 25 Common

Demolition Charge 1 kg 250 ScarceGrapnel 2 kg 30 CommonLascutter 4 kg 65 Average

Liquid Line Canister 0.25 kg 50 ScarceMagnoculars 0.5 kg 55 AverageMelta Bomb 2 kg 500 RareMicro-bead --- 20 Average

Multikey --- 150 ScarcePict Recorder 1 kg 100 Average

Personal Torch --- 10 Common

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Psy-focus --- 100 RareScreamers 2 kg 140 ScarceStummers 2 kg 25 Average

Teleport Homing Beacon 40 kg 2,500 Very RareVox-Caster 4 kg 300 Scarce

AuspexSee DH core rulebook page 150 for details.

Combi-toolSee DH core rulebook page 150 for details. Typically only Techmarines use this item.

Data-slateSee DH core rulebook page 150 for details.

Demolition ChargeSee DH core rulebook page 150 for details.

GrapnelSee DH core rulebook page 150 for details.

LascutterSee DH core rulebook page 150 for details.

Liquid Line CanisterBased on studies of now-extinct arachnids from Holy Terra, a Liquid Line Canister ejects a liquid that solidifies into a flexible cable. A single canister contains enough liquid to produce a 15m cable, which can support up to 1000 kg. This chymical is similar to that used in web weapons, but is not sticky or constricting. It breaks down after 1d5 hours.

MagnocularsSee DH core rulebook page 150 for details.

Melta BombA Melta Bomb is a specialized explosive device used to breach armoured bulkheads and destroy vehicles and bunkers. When a Melta Bomb detonates, it deals 2d10+6 Energy Damage with an Amour Penetration of 18 to a blast radius of 3m. For setting and defusing explosives see the Demolitions Skill in the DH core rulebook page 101.

Micro-BeadSee DH core rulebook page 151 for details. Typically Scout Squads use this item.

MultikeySee DH core rulebook page 151 for details. Typically only Techmarines use this item.

Personal TorchA Personal Torch is a small, cylindrical flame system using compressed promethium and an ignition system to start small fires. It is possible to use this item in melee combat, but when doing so, the character is considered Unarmed because the flame jet is so small. A Personal Torch does 1d5-2 Energy Damage with an Armour Penetration of 1. Opponents struck must succeed on an Easy (+30) Agility Test or be set on fire. A Personal Torch contains enough fuel for 10 uses before it must be refilled.

Pict RecorderSee DH core rulebook page 151 for details. Typically Scout Squads use this item.

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Psy-FocusSee DH core rulebook page 151 for details. Only Librarians use this item.

ScreamerSee DH core rulebook page 151 for details. Typically Scout Squads use this item.

StummersSee DH core rulebook page 151 for details. Typically Scout Squads use this item.

Teleport Homing BeaconA Teleport Homing Beacon consists of a power supply and coded signal generator that can be locked onto by a teleporter to send down troops. When a teleporter is locked onto a Teleport Homing Beacon, all teleportation capable units will appear within 1d10m of the beacon without the possibility of catastrophic failure.

Vox-CasterSee DH core rulebook page 151 for details. Typically Scout Squads use this item.

CYBERNETICS

All Astartes cybernetics are Common Quality or better and are primarily used for replacement of lost body parts.

Table 6-11: Cybernetics

Name Cost AvailabilityBionic Arm 1,000 ScarceBionic Leg 1,500 Scarce

Bionic Respiratory System 800 RareAuger Arrays 1,000 Rare

Cortex Implants 5,000 Very RareCranial Circuitry 1,000 Scarce

Cybernetic Senses 2,250 RareElectro-Graft 1,250 Scarce

Mind Impulse Unit 1,750 RareTargeter Cybernetic Eye 3,000 Rare

Bionic ArmThis implant is reserved for the injured Marines of the Chapter. See DH core rulebook page 153 for details.

Bionic LegThis implant is reserved for the injured Marines of the Chapter. See DH core rulebook page 154 for details.

Bionic Respiratory SystemThis implant is reserved for the injured Marines of the Chapter. See DH core rulebook page 154 for details.

Auger ArraysThis implant is reserved to honour an injured Marine of the Chapter or Techmarine for his service. See DH core rulebook page 154 for details.

Cortex ImplantsThis implant is reserved for the injured Marines of the Chapter. In extremely rare cases, a Cortex Implant of Good Quality may be given to Techmarine for his exemplary service. See DH core rulebook page 155 for details.

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Cranial CircuitryOnly after completing his training with the Adeptus Mechanicus on Mars, can a Techmarine acquire this sacred implant. See DH core rulebook page 27 for details.

Cybernetic SensesThis implant is reserved for the injured Marines of the Chapter or to honour a Techmarine for his service. See DH core rulebook page 155 for details.

Electro-GraftOnly after completing his training with the Adeptus Mechanicus on Mars, can a Techmarine acquire this sacred implant. See DH core rulebook page 27 for details.

Mind Impulse UnitThis implant is reserved for the Pilots of the Chapter. See DH core rulebook page 156 for details.

Targeter Cybernetic EyeThis is a Good Quality cybernetic eye that grants the recipient the Heightened Senses (Sight) Trait, a +20 bonus to Tests made to resist blindness and incorporates a targeting system, which provides a +10 bonus on Ballistic Skill Tests.

Chapter VII: Vehicles

The Motor Pool and Air Support of a Chapter consists of a compliment of vehicles designed for everything from fast attack to long distance fire support. Many of the vehicles used by the Adeptus Astartes are designs from the ancient Standard Template Constructs and have been modified for specialized purposes and combat roles over the millennia. The best example is the basic Rhino design, which serves as the base chassis for many armoured vehicles in the Adeptus Astartes, Adeptus Arbites and the Adepta Sororitas.

NEW VEHICLE TRAITS

Heavy SalvoThis weapon has the ability to fire multiple missiles in a single attack. Each missile strikes the same area causing a saturation effect by increasing the blast’s area of effect. All missiles are fired with 1 Ballistic Skill Test to hit. Every missile after the first increases the blast radius by 1m but the overall damage remains the same as a single missile. For example, 3 Vengeance missiles would hit for 2d10+4 and have a Blast (10) rating, while all 6 Vortis missiles would hit for 2d10 but have a Blast (9) rating.

MinefieldSome missile weapons are designed to deliver an instant minefield, setting up a defensive perimeter, denying the enemy an area or cutting off its retreat. The missile does no damage; instead it covers a blast area with dozens of proximity mines. Any character moving through this area must succeed at a Hard (-20) Agility Test for every meter he/she moves through the affected area (i.e. 3m move equals 3 separate Tests). On a failed Test, the character must stop his/her movement and takes damage per the mine. Vehicles are automatically hit once for each meter they move through the minefield. Skimmers and jump packs flying over the area are unaffected.

Teleporation OptionUnique to the Terminator Tactical Dreadnought Armour in a combat role, the ability to teleport is provided by ancient technology, its comprehension nearly, if not completely, lost in the 41st Millennium. Using a massive power source, usually only available on a starship or military complex, a teleportation unit can move material from near its power source to nearly any point on a straight line. This limitation requires Strike Cruisers and Battle Barges to be above a planetary target location.

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Due to the inherently complex calculations used in targeting the teleportation unit, appearance at the designated location can vary. When a Terminator is teleported to a location, it scatters 3d10m from its intended target if an exact location is required (see DH core rulebook pg. 196); in narrative game play, this rule may not apply. When a Terminator rolls three 9’s on the dice used to determine the scatter distance, the calculations are horribly off and the Terminator simply disappears from existence. Each suit of Terminator Armour has a built in Teleport Homing Beacon (meaning only the first brave soul runs the risk of annihilation) and safety sensors that keep the Marine from teleporting into solid objects. Teleportation unit beams can be blocked by 5m of solid material and by energy fields..

GROUND VEHICLES

Astartes Combat Bike

The Astartes Fast Attack Bike is the basic combat motorcycle used by the Space Marine Chapters. It has increased armour plating, oversized tires and twin linked, forward-firing boltguns. Both Scout bikers and Space Marine bikers use the same model.

Type: Ground VehicleSize: HulkingArmour: Hull 10Traits: Open, Twin Mounted Weapons, All-TerrainNarrative Speed: 60 kmph/ 150 kmphCombat Speed: 20/ 50/ 100/ 150/ 200Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Twin boltguns, fixed firing forwardCrew: 1 (Driver) Passengers: 0Access Points: An Astartes Combat Bike is open-topped and can be boarded and disembarked from any point.

Astartes Attack Bike

An Astartes Attack Bike combines the basic Astartes Combat Bike with an armoured sidecar to provide heavy fire support to bike squadrons. Weapons that can be mounted on the sidecar: Heavy bolter, multi-melta

Type: Ground VehicleSize: HulkingArmour: Hull 10, Sidecar 10Traits: Open, Twin Mounted Weapons, All-TerrainNarrative Speed: 50 kmph/ 140kmphCombat Speed: 15/ 50/ 100/ 150/ 200Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Twin boltguns, fixed firing forward, heavy weapon mountingCrew: 1 (Driver), 1 (Gunner) Passengers: 0Access Points: An Astartes Attack Bike is open-topped and can be boarded and disembarked from any point.

Astartes Rhino Armoured Personnel Carrier MkIIc Mars Pattern

The earliest known record show that the Rhino APC started out as an exploration vehicle as Mankind spread throughout the galaxy. Because of its reliability, military units began to arm the vehicle and use it as a troop transport. Its chassis is the basis for most vehicles of the Adeptus Astartes, such as the Razorback and Whirlwind. In the 41st Millennium, the Rhino serves as the standard ground transport of the Adeptus Astartes, Adeptus Arbites, Adepta Sororitas and members of the Inquisition. The Rhino comes standard with 800 rounds of ammunition for the storm bolter.

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Type: Ground VehicleSize: EnormousArmour: Hull 21, Top 18, Rear 18Traits: NoneNarrative Speed: 35 kmph/ 70 kmphCombat Speed: 10/ 25/ 50/ 75/ 100Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Pintle-mounted storm bolterCrew: 1 (Driver) Passengers: 10Access Points: A hatch on each side of the hull, three hatches on the top and one ramp at the rear. Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus.

Astartes Rhino Armoured Personnel Carrier MkIb Mars Pattern

Although no longer constructed, the Astartes Rhino APC MkIb is the oldest surviving version still in service in the 41st Millennium. Many Chapters still use the MkIb and its variants, usually in secondary roles, due to their long, successful service records and the sheer number of these APCs that were constructed. All Rhino-chassis MkIb based vehicles lack the MkIIc’s powerful engine and redundant systems design. The Rhino comes standard with 600 rounds of ammunition for the storm bolter.

Type: Ground VehicleSize: EnormousArmour: Hull 21, Top 18, Rear 18Traits: NoneNarrative Speed: 35 kmph/ 60 kmphCombat Speed: 10/ 20/ 40/ 65/ 80Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Pintle-mounted storm bolterCrew: 1 (Driver) Passengers: 10Access Points: A hatch on each side of the hull, three hatches on the top and one ramp at the rear.

Astartes Damocles Command Rhino MkIIc Mars Pattern

The Astartes Damocles Command Rhino is a specially modified Rhino used to command and coordinate large Space Marine forces. It has room for the Driver, a Communications Officer, a Tactical Coordinator and a seat for the Force Commander, although it is rarely used, since most Space Marine commanders lead from the front. This is not a front line vehicle and is usually well away from combat zones and concealed. From this vehicle all communications, both planetary and orbital, can be monitored, it provides a Teleport Homing Beacon, and monitors bio-readouts from the power armour of all Space Marine’s in the conflict. There are no known Astartes Damocles Command Rhinos built from the MkIb Rhino-chassis.

Type: Ground VehicleSize: EnormousArmour: Hull 21, Top 18, Rear 18Traits: NoneNarrative Speed: 35 kmph/ 70 kmphCombat Speed: 10/ 25/ 50/ 75/ 100Handling Modifier [Drive (Ground Vehicle)]: 0Armaments:Crew: 1 (Driver), 2 (Controllers) Passengers: 1Access Points: A hatch on each side of the hull, three hatches on the top and one ramp at the rear. Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus.

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Special: Teleport Homing Beacon: When a teleporter is locked onto a Teleport Homing Beacon, all teleportation capable units will appear within 1d10m of the beacon without the possibility of catastrophic failure.Special: Advanced Communications Command: Using this system to receive or transmit signals requires a successful Easy (+30) Tech-Use Test.

Astartes Razorback Armoured Personnel Carrier MkIIc Mars Pattern

Filling the tactical role better the Rhino APC and the Predator Tank, the Astartes Razorback APC sacrifices passenger space for a heavy weapons turret and additional ammunition. It use on the battlefield varies by Chapter, some seeing it as heavy recon or armoured escort vehicle, while other Chapter Masters note that it cannot carry a full Marine squad and lacks the armour to go toe-to-toe with enemy battle tanks. The turret replaces the passenger section top hatch. Weapons that can be mounted: Twin heavy bolters (standard pattern, 1600 rounds of ammunition), multi-melta, twin lascannon.

Type: Ground VehicleSize: EnormousArmour: Hull 21, Top 18, Rear 18Traits: NoneNarrative Speed: 35 kmph/ 70 kmphCombat Speed: 10/ 25/ 50/ 75/ 100Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Heavy weapons turretCrew: 1 (Driver) Passengers: 6Access Points: A hatch on each side of the hull, two hatches on the top and one ramp at the rear. Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus.

Astartes Razorback Armoured Personnel Carrier MkIb Mars Pattern

Still in use with some Chapters, the Astartes Razorback APC MkIb is inferior in design for two reasons. The first is the standard differences in speed and system redundancy. The second flaw is a gunner outside in the open turret must man the heavy weapon turret, thus requiring an additional crewmember and exposing him to danger. Weapons that can be mounted: Twin heavy bolters (standard pattern, 1200 rounds of ammunition), multi-melta, or a co-axial mounted lascannon and twin plasma guns.

Type: Ground VehicleSize: EnormousArmour: Hull 21, Top 18, Rear 18Traits: NoneNarrative Speed: 35 kmph/ 60 kmphCombat Speed: 10/ 20/ 40/ 65/ 80Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Heavy weapons turretCrew: 1 (Driver), 1 (Gunner) Passengers: 6Access Points: A hatch on each side of the hull, two hatches on the top and one ramp at the rear.

Astartes Vindicator Urban Assault Tank MkIIc Mars Pattern

The Astartes Vindicator Urban Assault Tank was designed during the Dark Age of Technology to provide armoured support and heavy firepower during city fights. Another design built on the Rhino-chassis, this armoured tank is used to clear a path, by cannon or dozer blade, through enemy-held city streets. When deployed in Codex squadrons of three or more, Vindicators can reduce enemy bunkers or builds to rubble.

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The Vindicator comes standard with 18 shells of ammunition for the demolisher cannon (1 in the breach, 1 on the loading ramp and 16 in the ammunition racks). Usually, it has an Assault Dozer Blade mounted on the front.

Type: Ground VehicleSize: EnormousArmour: Front 27, Hull 21, Top 21, Rear 18Traits: NoneNarrative Speed: 30 kmph/ 64 kmphCombat Speed: 5/ 15/ 25/ 50/ 75Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Demolisher CannonCrew: 1 (Driver), 1 (Gunner) Passengers: 0Access Points: A hatch on each side of the hull, one hatch on the top and one ramp at the rear (access to ammunition rack). Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus.Special: Demolisher Cannon: This short ranged cannon fires high-explosive ordinance shells.

Table 7-1: Demolisher Cannon

Name Class Range RoF Dam Pen Clip Rld SpecialDemolisher

CannonOrdinance 100m S/-/- 6d10 +12 X 10 18 6Full Blast (8)

Astartes Vindicator Urban Assault Tank MkIb Mars Pattern

Rarely seen in the 41st Millennium, the Astartes Vindicator Urban Assault Tank MkIb has almost been completely replaced by the MkIIc model. Only Chapters with limited armoured support still use this ancient variant. The Vindicator comes standard with 14 shells of ammunition for the demolisher cannon (1 in the breach, 1 on the loading ramp and 12 in the ammunition racks). Usually, it has an Assault Dozer Blade mounted on the front.

Type: Ground VehicleSize: EnormousArmour: Hull 21, Top 18, Rear 18Traits: NoneNarrative Speed: 25 kmph/ 50 kmphCombat Speed: 5/ 10/ 20/ 40/ 60Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Heavy weapons turretCrew: 1 (Driver), 1 (Gunner) Passengers: 0Access Points: A hatch on the top and one ramp at the rear (access to ammunition rack).Special: Demolisher Cannon: This short ranged cannon fires high-explosive ordinance shells.

Astartes Predator Destructor MkIVb Mars Pattern

The Astartes Predator Destructor is the standard Adeptus Astartes tank, based on the Rhino-chassis. Originally, all Predators were Destructor models, but over the millennia other variants have come into production. The main turret weapon is an autocannon with an automatic ammunition feed system controlled by the gunner. Sponson weapons can vary based on the objective and opponent expected to be encountered and is remotely operated by the gunner through targeting surveyors.

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The Predator Destructor comes standard with 120 rounds of ammunition for the heavy autocannon. Weapons that can be mounted on the sponsons: Heavy bolters (standard pattern, 1100 rounds of ammunition) or a lascannons.

Type: Ground VehicleSize: EnormousArmour: Front 30, Hull 23, Rear 20Traits: NoneNarrative Speed: 35 kmph/ 68 kmphCombat Speed: 10/ 25/ 50/ 75/ 100Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Turret mounted heavy autocannon, optional - 2 sponson heavy weaponsCrew: 1 (Driver), 1 (Gunner) Passengers: 0Access Points: A hatch on each side of the hull and three hatches on the top (Optional sponsons replace side hatches).Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus.Special: Sponson Surveyor: Sponsor weapons may be fired directly by the gunner or can be set to fire independently at pre-programmed targets designated by the gunner. When fired independently, each sponson has a Ballistic Skill of 25.Special: Heavy Autocannon: Much larger, vehicular model of the Astartes MP Autocannon.

Table 7-2: Heavy Autocannon

Name Class Range RoF Dam Pen Clip Rld SpecialHeavy

AutocannonVehicular 300m -/5/- 4d10 +4 I 6 120 --- ---

Astartes Predator Destructor MkIIIc Phaeton Pattern

The Astartes Predator Destructor MkIIIc Phaeton Pattern is the older, yet most common version, after the MkIVb Mars Pattern. Designed on the forge world of Phaeton using the MkIb Rhino-chassis, this tank has the same stats as above except for the following:

Narrative Speed: 35 kmph/ 60 kmphCombat Speed: 10/ 20/ 40/ 65/ 80

Also, it does not have the Special: Robust quality.

Astartes Predator Annihilator MkIVb Mars Pattern

The Space Wolves Iron Priests created the first Astartes Predator Annihilators during Skarath Crusade in M.36. It took nearly 200 years for the Adeptus Mechanicus to overcome their outrage, test and finally accept this new pattern. This has become the standard anti-armour variant for most Space Marine Chapters. The Predator Annihilator twin lascannon runs so hot if fired regularly that the barrels are good for about a 1000 shots each before warping and needing to be replaced. Weapons that can be mounted on the sponsons: Heavy bolters (standard pattern, 1100 rounds of ammunition) or a lascannons.

Type: Ground VehicleSize: EnormousArmour: Front 30, Hull 23, Rear 20Traits: NoneNarrative Speed: 35 kmph/ 68 kmphCombat Speed: 10/ 25/ 50/ 75/ 100Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Turret mounted twin heavy Lascannons, optional - 2 sponson heavy weaponsCrew: 1 (Driver), 1 (Gunner) Passengers: 0

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Access Points: A hatch on each side of the hull and three hatches on the top (Optional sponsons replace side hatches).Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus.Special: Sponson Surveyor: Sponsor weapons may be fired directly by the gunner or can be set to fire independently at pre-programmed targets designated by the gunner. When fired independently, each sponson has a Ballistic Skill of 25.Special: Heavy Lascannon: Much larger, vehicular model of the Astartes Lascannon.

Table 7-2: Heavy Lascannon

Name Class Range RoF Dam Pen Clip Rld SpecialHeavy

LascannonVehicluar 500m S/-/- 6d10 +12 E 10 Unlimited --- ---

Astartes Predator Annihilator MkIId Skarath Pattern

The Astartes Predator Annihilator MkIId Skarath Pattern is the older model based on the original template that the Adeptus Mechanicus created from the Space Wolves modifications. Named after the Skarath Crusade where it first saw combat, it uses the MkIb Rhino-chassis and has the same stats as above except for the following:

Narrative Speed: 35 kmph/ 60 kmphCombat Speed: 10/ 20/ 40/ 65/ 80

Also, it does not have the Special: Robust quality.

Astartes Predator MkIVb Baal Pattern

The Astartes Predator Baal Pattern is based on an ancient STC template recovered by the Blood Angels during the early part of the Great Crusade, which was never turned over to the Adeptus Mechanicus, who continues to claim that this is an unsanctioned deviation. This pattern suited the Blood Angels close combat style, providing excellent close support firepower. Except for the turret weapon and the use of heavy flamers in the sponsons, it is assumed that this pattern remains consistent with all other Predator patterns. Blood Angels and its Successors are the only Chapters to use this pattern. The Predator Destructor comes standard with 1200 rounds of ammunition for the assault cannons. Weapons that can be mounted on the sponsons: Heavy bolters (standard pattern, 1100 rounds of ammunition) or heavy flamers (fuel for 60 shots).

Type: Ground VehicleSize: EnormousArmour: Front 30, Hull 23, Rear 20Traits: NoneNarrative Speed: 35 kmph/ 68 kmphCombat Speed: 10/ 25/ 50/ 75/ 100Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Turret mounted twin assault cannons, optional - sponson heavy weaponsCrew: 1 (Driver), 1 (Gunner) Passengers: 0Access Points: A hatch on each side of the hull and three hatches on the top (Optional sponsons replace side hatches).Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus.Special: Sponson Surveyor: Sponsor weapons may be fired directly by the gunner or can be set to fire independently at pre-programmed targets designated by the gunner. When fired independently, each sponson has a Ballistic Skill of 25.

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Astartes Predator MkIIIc Baal Pattern

The Astartes Predator MkIIIc Baal Pattern is the older model based the MkIb Rhino-chassis and has the same stats as above except for the following:

Narrative Speed: 35 kmph/ 60 kmphCombat Speed: 10/ 20/ 40/ 65/ 80

Also, it does not have the Special: Robust quality. Very few of these remain in active duty.

Astartes Whirlwind MkIIc Helios Pattern

The Helios Pattern is the current Whirlwind standard used by most Chapters in the 41st Millenium for indirect fire support. Designed from the MkIIc Rhino-chassis, it is topped by a 6-tube launch system. The Vengeance missiles used in the Astartes Whirlwind MkIIc Helios Pattern are larger than prior versions and are equipped with a proximity fuse causing the missile to detonate approximately 5m from a target, covering the area in deadly shrapnel. They are also able to fire the Castellan missile variant to create minefields and the Vortis (named for the its first use by the Iron Fist Chapter bombardment of Hive Vortis) missile variant, which significantly increases the missile’s range at the cost of destructive power. Once fired, the gunner must make an Ordinary (+10) Tech-Use Test to determine if the missile actually hit the target. If the test is failed, the missile scatters in a random direction 1d10m per degree of failure. Although the Helios Pattern Whirlwind contains a total of 60 missiles (6 loaded and 54 stored internally), it takes roughly a half-hour for two Marines to unpack and reload the system by hand.

Type: Ground VehicleSize: EnormousArmour: Hull 21, Top 18, Rear 18, Launcher 16Traits: NoneNarrative Speed: 35 kmph/ 68 kmphCombat Speed: 10/ 25/ 50/ 75/ 100Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Turret mounted missile launcher (6)Crew: 1 (Driver), 1 (Gunner) Passengers: 1Access Points: A hatch on each side of the hull, three hatches on the top and one ramp at the rear (access to ammunition rack).Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus.Special: Missile Variants: This vehicles is designed to be loaded with different missile variants depending on its role in combat.

Table 7-3: Helios Missiles

Name Class Range RoF Dam Pen Clip Rld SpecialVengeance

MissileOrdnance 3000m S/-/- 2d10 +4 X 5 6 Special Blast (8),

Heavy Salvo

Castellan Missile

Ordnance 2500m S/-/- 2d10 X* 0* 6 Special Blast (10), Minefield

Vortis Missile

Ordnance 4500m S/-/- 2d10 4 6 Special Blast (4), Heavy Salvo

*Damage and Penetration are listed for the proximity mine, as the Castellan Missile does not do direct damage.

Astartes Whirlwind MkIb Mars Pattern & MkIb Thalia Pattern

The Astartes Whirlwind MkIb Mars Pattern and the Astartes Whirlwind MkIb Thalia Pattern are both older models based the MkIb Rhino-chassis. The Mars Pattern uses two round launchers of 5 missiles each and the Thalia Pattern uses a single rectangular launcher holding 12 missiles. Both fire the Astartes Frag Missile or the Astartes Krak Missile. Each has the same stats as above except for the following:

Armaments: Turret mounted missile launcher (10 or 12)

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Narrative Speed: 35 kmph/ 60 kmphCombat Speed: 10/ 20/ 40/ 65/ 80

Also, it does not have the Special: Robust quality. Very few of these remain in active duty.

Table 7-4: Mars & Thalia Missiles

Name Class Range RoF Dam Pen Clip Rld SpecialAstartes

Frag Missile

Heavy 2000m S/-/- 2d10+2 X 0 10 or 12 Special* Blast (6), HeavySalvo

Astartes Krak

Missile

Heavy 2000m S/-/- 3d10+8 X 8 10 or 12 Special* Heavy Salvo

*It takes 15 minutes for two Marines to reload the launcher.

Astartes Whirlwind MkIIc Hyperios Pattern

The Astartes Whirlwind MkIIc Pattern is a variant specialized to fire anti-aircraft missiles. It is equipped with an automated target-and-track system to increase accuracy and a programmable onboard guidance system, similar to the one used in Astartes Hunter-Killer Missiles. Once fired, the gunner must make a Routine (+20) Tech-Use Test to determine if the missile actually hit the target. On a failed Test, the missile misses the target and detonates harmlessly in the air. Although the Helios Pattern Whirlwind contains a total of 40 missiles (10 loaded and 30 stored internally), it takes roughly an hour for two Marines to unpack and reload the system by hand.

Type: Ground VehicleSize: EnormousArmour: Hull 21, Top 18, Rear 18, Launcher 16Traits: NoneNarrative Speed: 35 kmph/ 68 kmphCombat Speed: 10/ 25/ 50/ 75/ 100Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Turret mounted missile launcher (10)Crew: 1 (Driver), 1 (Gunner) Passengers: 1Access Points: A hatch on each side of the hull, three hatches on the top and one ramp at the rear (access to ammunition rack). Special: Robust: This STC vehicle is famously easy to repair and phenomenally resilient, as a result all Tests made to repair a Rhino have a +10 bonus.

Table: 7-5: Hyperios Missile

Name Class Range RoF Dam Pen Clip Rld SpecialHyperios

Anti-Aircraft Missile

Ordnance Up to Medium Altitude

S/-/- 4d10+8 X 10 10 Special ---

Astartes Land Raider MkV Phobos Pattern

Originally known as “Land’s Raider” due to the discovery of the STC information by Techno-archaeologist Arkhan Land, the Land Raider was originally the main battle tank for all the of the forces of the Imperium. During the Horus Heresy, many forge worlds were lost and the Emperor recalled all of the remaining Land Raiders and placed them under the command of his Adeptus Astartes; the decree remains in effect to this day. Land Raiders are the most advanced ground vehicles in the Astartes arsenal. Each comes is a machine spirit (the M32 “Cyclops” class for the MkV Phobos Pattern), advanced squad monitoring and

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communications and multiple layers of adamantium, thermo-plas and ceramite armour with an ablative layer (providing an additional AP of 4 against Flame, Las, Melta and Plasma weapons). The Land Raider comes standard with 2,600 rounds of ammunition for the heavy bolters.

Type: Ground VehicleSize: MassiveArmour: Front 33 (37), Hull 32 (36)Traits: Interface Controls, Void CapableNarrative Speed: 30 kmph/ 55 kmphCombat Speed: 5/ 10/ 20/ 40/ 60Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Forward firing turret mounted twin heavy bolters, 2 sponson turret twin lascannons (either in front of or behind the side access hatch).Crew: 1 (Driver), 1 (Gunner), 1 (Commander) Passengers: 10 (or 5 Terminators)Access Points: A hatch on each side of the hull, one hatch on top and a front assault ramp.Special: Deus Ex Machina: The Machine Spirit is comparable to that used in the lesser Titans, running at a cognition speed of 30,000 co/second. This allows for the Driver to re-roll and failed Drive Test. The results of the re-roll are final.Special: Machine Spirit: Any weapon may be fired directly by the Gunner or Commander; they can also be set to fire independently at pre-programmed targets. When fired independently, each weapon can make one attack, has a Ballistic Skill of 35.Special: Communications Command: Using this system to receive or transmit signals requires a successful Routine (+20) Tech-Use Test.

Astartes Land Raider MkIIbThe Astartes Land Radier MkIIb is an older model and has the same stats as above except for the following:

MkIIIb has sponson mounted twin lascannons (non-turret, non-elevating) always mounted in front of the side access hatches.

Astartes Land Raider MkV Crusader Pattern

The Techmarines of the Black Templars Chapter originally conceived the Crusader Pattern Land Raider in 304.M39 but it wasn’t until 763.M39 that the Adeptus Mechanicus of Mars approved the pattern. Designed to break enemy defensive lines, it improves the twin heavy bolters to twin assault cannons and replaces the sponson turrets with “hurricane” pattern bolters, which are six linked boltguns on either side for a grand total of twelve. Later, the pintle-mounted multi-melta was added to destroy anti-armour barricades and reinforced bunker doors and the frontal frag launchers were added to disrupt enemy troops, thereby increasing the success of assault teams.. The removal of the twin lascannon sponson turrets decreased the generators required and increased the troop transport capacity. The Crusader comes standard with 4,000 rounds of ammunition for the hurricane bolters and 2,000 rounds of ammunition for the assault cannons.

Type: Ground VehicleSize: MassiveArmour: Front 34 (38), Hull 32 (36)Traits: Interface Controls, Void CapableNarrative Speed: 30 kmph/ 50 kmphCombat Speed: 5/ 10/ 20/ 40/ 60Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Forward firing turret mounted twin assault cannons, 2 sponson turret hurricane bolters (6 linked boltguns in front of the side access hatch), pintle- mounted multi-melta, forward fixed frag launchers.Crew: 1 (Driver), 1 (Gunner), 1 (Commander) Passengers: 15 (or 8 Terminators)Access Points: A hatch on each side of the hull, one hatch on top and a front assault ramp.

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Special: Deus Ex Machina: The Machine Spirit is comparable to that used in the lesser Titans, running at a cognition speed of 30,000 co/second. This allows for the Driver to re-roll and failed Drive Test. The results of the re-roll are final.Special: Machine Spirit: Any weapon may be fired directly by the Gunner or Commander; they can also be set to fire independently at pre-programmed targets. When fired independently, each weapon can make one attack, has a Ballistic Skill of 35.Special: Communications Command: Using this system to receive or transmit signals requires a successful Routine (+20) Tech-Use Test.Special: Frag Launchers: Explosive charges mounted on the armour plating over the tread, frag launchers explode outward in a 180 degree arc. There are 6 charges on each side and must be reloaded at the Chapter armoury.Special: Hurricane Pattern Bolters: Six linked boltguns are fired together creating an autofire effect with each attack. Although less overall damage than heavy bolters, this pattern of boltguns is able to carry significantly more ammunition in combat.

Table 7-6: Frag Launchers

Name Class Range RoF Dam Pen Clip Rld SpecialFrag

LaunchersVehicular Melee S/-/- 2d10+2 X 0 6/6 Special Blast (6)

Table 7-7: Hurricane Pattern Bolters

Name Class Range RoF Dam Pen Clip Rld SpecialHurricane

Pattern Bolters

Vehicluar 90m -/-/10 1d10 +6 X 4 2,000 Special ---

Astartes Land Raider MkV Helios Pattern

Designed by the Red Scorpions Chapter during the “Siege of Helios”, the Astartes Land Raider MkV Helios Pattern forgoes anti-infantry weaponry for long-range artillery support. This pattern is rarely used by any Chapter and normally deployed in addition to the Chapter’s Whirlwinds. Although the Helios Pattern Land Raider contains a total of 24 missiles (6 loaded and 18 stored internally), it takes roughly a half-hour for two Marines to unpack and reload the system by hand. This is significant less than the Helios Pattern Whirlwind because of the twin lascannon generators and limited troop transport capacity.

Type: Ground VehicleSize: MassiveArmour: Front 33 (37), Hull 32 (36), Launcher 18Traits: Interface Controls, Void CapableNarrative Speed: 30 kmph/ 55 kmphCombat Speed: 5/ 10/ 20/ 40/ 60Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Turret mounted missile launcher (6), 2 sponson turret twin lascannons (either in front of or behind the side access hatch).Crew: 1 (Driver), 1 (Gunner), 1 (Commander) Passengers: 6Access Points: A hatch on each side of the hull, one hatch on top and a front assault ramp.Special: Deus Ex Machina: The Machine Spirit is comparable to that used in the lesser Titans, running at a cognition speed of 30,000 co/second. This allows for the Driver to re-roll and failed Drive Test. The results of the re-roll are final.Special: Machine Spirit: Any weapon may be fired directly by the Gunner or Commander; they can also be set to fire independently at pre-programmed targets. When fired independently, each weapon can make one attack, has a Ballistic Skill of 35.

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Special: Communications Command: Using this system to receive or transmit signals requires a successful Routine (+20) Tech-Use Test.Special: Missile Variants: This vehicles is designed to be loaded with different missile variants depending on its role in combat. See Table 7-3: Helios Missiles.

Astartes Land Raider MkIIa Helios Pattern

The Astartes Land Radier MkIIa Helios Pattern is an older model and has the same stats as above except for the following:

MkIIIb has sponson mounted twin lascannons (non-turret, non-elevating) always mounted in front of the side access hatches.

Astartes Land Raider Promethius MkV Macragge Pattern

The Land Raider Promethius Pattern is an enigma. It is unsure when or where this variant first came into service and even in the 41st Millennium no account shows how many are in operation among the Chapters. Not only does it change the standard Land Raider weaponry to an anti-personnel focus, the Promethius Pattern uses an improved command and communications suite, similar to the Astartes Rhino Damocles Pattern. Where the Astartes Rhino Damocles is a dedicated support vehicle, the Astartes Land Raider Promethius moves at the front. The Promethius comes standard with 4,800 rounds of ammunition for the heavy bolters and 1,000 rounds of ammunition for the storm bolter.

Type: Ground VehicleSize: MassiveArmour: Front 33 (37), Hull 32 (36)Traits: Interface Controls, Void CapableNarrative Speed: 30 kmph/ 55 kmphCombat Speed: 5/ 10/ 20/ 40/ 60Handling Modifier [Drive (Ground Vehicle)]: 0Armaments: Pintle-mounted storm bolter, 2 sponson turret quad heavy bolters (either in front of or behind the side access hatch).Crew: 1 (Driver), 1 (Gunner), 1 (Commander) Passengers: 6Access Points: A hatch on each side of the hull, one hatch on top and a front assault ramp.Special: Deus Ex Machina: The Machine Spirit is comparable to that used in the lesser Titans, running at a cognition speed of 30,000 co/second. This allows for the Driver to re-roll and failed Drive Test. The results of the re-roll are final.Special: Machine Spirit: Any weapon may be fired directly by the Gunner or Commander; they can also be set to fire independently at pre-programmed targets. When fired independently, each weapon can make one attack, has a Ballistic Skill of 35.Special: Advanced Communications Command: Using this system to receive or transmit signals requires a successful Easy (+30) Tech-Use Test.Special: Advanced Decryption Algorithms: Using this system to intercept and decrypt signals requires a successful Routine (+20) Scholastic Lore (Cryptology) Test.Special: Long-Range, Multi-Spectral Auspex: This works just like the Auspex/Scanner (DH core rulebook, page 150) except that it provides a +30 bonus to Awareness Tests and it may be used to make an Ordinary (+10) Tech-Use Test to spot things not normally detectable by human senses alone at a range up to 200m.

AIR & SPACE VEHICLES

Astartes Land Speeder

Another of Arkhan Land’s famous discoveries, anti-gravitic plates provide the lift system for the Astartes Land Speeder. Originally used by all of the Emperor’s forces, the remaining Land Speeders (and the rare

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new ones) are all under the command of the Adeptus Astartes Chapters. The Astartes Land Speeder has a max altitude around 100m, but usually fly nap-of-the-Earth using terrain as cover when used as a reconnaissance vehicle. The Land Speeder comes standard with 500 rounds of ammunition for the heavy bolters.

Type: Military CraftSize: HulkingArmour: Hull 18Traits: Anti-Grav, OpenNarrative Speed: 200 kmph/ 350 kmphCombat Speed: 20/100/200/300/400Handling Modifier [Pilot (Military Craft)]: +10Armaments: Forward mounted heavy bolterCrew: 1 (Pilot), 1 (Gunner) Passengers: 0Access Points: An Astartes Land Speeder is open-topped and can be boarded and disembarked from any side or from above.

Astartes Land Speeder Tornado Pattern

The Astartes Land Speeder Tornado is simply a more heavily armed Land Speeder, mounting a heavy weapon under the nose of the skimmer. Tornado Pattern Land Speeder options comes standard with 500 rounds of ammunition for heavy bolters, 10 bursts of fuel for heavy flamers and 1,000 rounds of ammunition the assault cannons.

Type: Military CraftSize: HulkingArmour: Hull 18Traits: Anti-Grav, OpenNarrative Speed: 200 kmph/ 350 kmphCombat Speed: 20/100/200/300/400Handling Modifier [Pilot (Military Craft)]: +10Armaments: Forward mounted heavy bolter or multi-melta, under-carriage mounted assault cannon or heavy flamerCrew: 1 (Pilot), 1 (Gunner) Passengers: 0Access Points: An Astartes Land Speeder is open-topped and can be boarded and disembarked from any side or from above.

Astartes Land Speeder Typhoon Pattern

The Typhoon Pattern is a Land Speeder variant mounting a missile launch system on either side of the hull. The additional weight decreased the max speed by 20 kmph but significantly increases the skimmer’s firepower. The Typhoon Pattern Land Speeder comes standard with 500 rounds of ammunition for the heavy bolter and 12 missiles.

Type: Military CraftSize: HulkingArmour: Hull 18. Launchers 16Traits: Anti-Grav, OpenNarrative Speed: 200 kmph/ 330 kmphCombat Speed: 20/100/200/300/400Handling Modifier [Pilot (Military Craft)]: +10Armaments: Forward mounted heavy bolter, fixed firing forward missile launchersCrew: 1 (Pilot), 1 (Gunner) Passengers: 0Access Points: An Astartes Land Speeder is open-topped and can be boarded and disembarked from any side or from above.

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Special: Missile Variants: This vehicles is designed to be loaded with different missile variants depending on its role in combat.

Table 7-8: Typhoon Missiles

Name Class Range RoF Dam Pen Clip Rld SpecialAstartes

Frag Missile

Heavy 2000m S/-/- 2d10+2 X 0 12 Special* Blast (6), Heavy Salvo

Astartes Krak

Missile

Heavy 2000m S/-/- 3d10+8 X 8 12 Special* Heavy Salvo

*Must be reloaded after combat at appropriate armoury facilities.

Astartes Land Speeder Tempest Pattern

The Land Speeder Tempest Pattern is a larger, more heavily armed and armoured Land Speeder variant. It was first used by the White Scars Chapter in M38 and is still the least common pattern in use. The Tempest Land Speeder has a crew of one and uses a fire control system to assist as a gunner. It has increased armour and weight with a very noticeable decrease in speed. Tempest Pattern Land Speeder comes standard with 1,000 rounds of ammunition the assault cannon and 8 missiles.

Type: Military CraftSize: HulkingArmour: Front 20, Hull 18Traits: Anti-Grav, OpenNarrative Speed: 150 kmph/ 300 kmphCombat Speed: 20/75/175/250/350Handling Modifier [Pilot (Military Craft)]: +0Armaments: Forward mounted assault cannon, fixed firing forward missile launchersCrew: 1 (Pilot) Passengers: 0Access Points: Single hatch on top.Special: Fire Control Surveyor: Any weapon may be fired directly by the gunner or can be set to fire independently at pre-programmed targets designated by the gunner. When fired independently, each weapon has a Ballistic Skill of 30.Special: Missile Variants: This vehicles is designed to be loaded with different missile variants depending on its role in combat.

Table 7-9: Tempest Missiles

Name Class Range RoF Dam Pen Clip Rld SpecialAstartes

Frag Missile

Heavy 2000m S/-/- 2d10+2 X 0 8 Special* Blast (6), Heavy Salvo

Astartes Krak

Missile

Heavy 2000m S/-/- 3d10+8 X 8 8 Special* Heavy Salvo

*Must be reloaded after combat at appropriate armoury facilities.

Astartes Orbital Drop Pod Lucius Pattern

Drop pods represent the fastest and most diverse means of planetary invasion used by the Chapters. While it is true, teleporters are near instantaneous, the power needed, the margin for error and the limit to Terminators only makes the Orbital Drop Pod the rapid deployment standard. Drop pods are a one-way shot to the planet and its descent speed makes them difficult to detect and track and near impossible to destroy with anti-aircraft fire or interceptors.

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There are no flight controls on a Drop Pod. The Machine Spirit coordinates with the battle barge or strike cruiser releasing it and can be tasked to make minor adjustments in flight by using stabilizer fins or short bursts of its retro rockets. Variant sizes can carry one Dreadnought, a five-man squad or a ten-man squad.

Type: Military CraftSize: EnormousArmour: Hull 22Traits: Void CapableNarrative Speed: 12,000 kmph (descent)Combat Speed: N/AHandling Modifier: N/AArmaments: NoneCrew: 0 Passengers: 5 or 10Access Points: Five dropdown side hatches.

Astartes Orbital Deathwind Drop Pod Lucius Pattern

Not truly a vehicle, the Astartes Orbital Deathwind Drop Pod is a rapid assault pod designed to rain death on a drop site. These variants are armed with five missile launchers or five assault cannons, which fire upon any moving or pre-programmed target until it is destroyed or ammunition is depleted. Chapters have used these to soften up landing sites, grind down entrenched positions or as deadly decoys for the real assault elsewhere. Deathwind Pattern Drop Pod comes standard with 5,000 rounds of ammunition the assault cannon (1,000 rounds per cannon) or 200 missiles (40 per rotating launcher).

Type: Military CraftSize: EnormousArmour: Hull 22, Heavy Weapons 8Traits: Void CapableNarrative Speed: 12,000 kmph (descent)Combat Speed: N/AHandling Modifier: N/AArmaments: Five fixed assault cannons or five fixed missile launchersCrew: 0 Passengers: 0Access Points: Five dropdown side hatches deploy the weaponry.Special: Fire Control Surveyor: Each weapon can be set to fire independently at pre-programmed targets designated prior to launch. They can also be set to fire on any moving target within a 75m radius. Each weapon has a Ballistic Skill of 25.

Table 7-10: Deathwind Missiles

Name Class Range RoF Dam Pen Clip Rld SpecialAstartes

Frag Missile

Heavy 200m S/-/- 2d10+2 X 0 8 Special* Blast (6), Heavy Salvo

Astartes Thunderhawk Gunship MkIV

The Thunderhawk Gunship is the orbital dropship of the Adeptus Astartes. It may be the most versatile vehicle the Chapter possesses and serves multiple combat roles; Chapters use these as planetary transport, tactical insertion and extraction vehicle (a concept from an M2 vehicle called a “Helo”), ground support gunship, medium bomber and various specialized roles. The Astartes Thunderhawk Gunship contains some of the Chapter’s most highly sophisticated equipment. Each comes is a machine spirit (the M33 “Cygnus” class for the MkV), advanced communications, synchronized manoeuvreing wings and multiple layers of adamantium, thermo-plas and

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ceramite armour with an ablative layer (providing an additional AP of 4 against Flame, Las, Melta and Plasma weapons). The Astartes Thunderhawk Gunship MkIV comes standard with 28 rounds of ammunition for the battle cannon and 2,400 rounds of ammunition for the heavy bolters.

Type: Military CraftSize: MassiveArmour: Front 22 (26), Hull 20 (24), Wings 18 (22)Traits: Interface Controls, Void CapableNarrative Speed: 1100 kmph/ 2000 kmphCombat Speed: 5/15/150/500/2500Handling Modifier [Pilot (Military Craft)]: 0Armaments: Forward dorsal mounted battle cannon or turbo-laser, 2 fixed firing forward wing mounted lascannons, sponson mounted twin heavy bolters (2 sets total)Crew: 1 (Pilot), 1 (Co-Pilot), 1 (Navigator), 1 (Gunner) Passengers: see belowAccess Points: A hatch on each side of the forward hull, one rear ramp and a front assault ramp.Special: Deus Ex Machina: The Machine Spirit is comparable to that used in the lesser Titans, running at a cognition speed of 30,000 co/second. This allows for the Driver to re-roll and failed Drive Test. Dar SkarbilusSpecial: Machine Spirit: Any weapon may be fired directly by the Gunner or Commander; they can also be set to fire independently at pre-programmed targets. When fired independently, each weapon can make one attack, has a Ballistic Skill of 35.Special: Communications Command: Using this system to receive or transmit signals requires a successful Routine (+20) Tech-Use Test.Special: Carrying Capacity: The Thunderhawk Gunship MkIV can carry the following: 30 Marines, 15 Terminators, one Dreadnought (reduce Marine capacity by 5), a single Bike Squadron (4 Marines with combat bikes, reduce Marine capacity by 12), a single Attack Bike Squadron (6 Marines, 2 per attack bike, reduce Marine capacity by 12).Special: Decoy Flare Launchers: The Pilot or Co-pilot can use the Decoy Flare Launchers anytime the gunship is fired upon. These flares burn white-hot and cause a cloud of reflective, metallic fragments. As a Reaction, the Pilot or Co-pilot can use Decoy Flare Launchers causing an opponent’s Ballistic Skill Test to be re-rolled. The results of the re-roll are final.Special: Dorsal Mounted Weapon: The standard is the Battle Cannon but other Chapters prefer the Turbo-laser. Both weapons take up the same space (with generators or shells) and do not change the stats for the gunshipSpecial: Payload Options: The Thunderhawk gunship’s wings contain a total of 6 hard points for various weapon payloads. Options here include: 2 sets of twin heavy bolters under each wing (1,200 rounds of ammunition for each set), 6 Hellstrike air-to-surface missiles, or 18 medium bombs (on 6 triple mount pylons).

Table 7-11: Dorsal Mounted Weapons

Name Class Range RoF Dam Pen Clip Rld SpecialAstartes Battle

Cannon

Vehicular 500m S/-/- 5d10 +10 X 8 28 Special Blast (6)

Astartes Turbo-laser

Vehicular 600m S/-/- 6d10 +12 E 12 6 --- Blast (2)

*Must be reloaded after combat at appropriate armoury facilities.

Table 7-12: Payload Options

Name Class Range RoF Dam Pen Clip Rld SpecialAstartes

Hellstrike Missiles

Ordnance 2000m S/-/- 3d10+3 X 10 6 Special* Blast (4), Heavy Salvo

Astartes Medium

Ordnance 1000m S/-/- 3d10+8 X 8 18 Special* Blast (8), Heavy

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Bombs Salvo*Must be reloaded after combat at appropriate armoury facilities.

Astartes Thunderhawk Transporter MkIV

This is the vehicle transporter variant of the Thunderhawk gunship. It has the same stats as the Astartes Thunderhawk Gunship MkIV except:

Armour: Front 20 (24), Hull 18 (22), Wings 16 (20)Armaments: 2 sets of twin heavy bolters (1,100 rounds of ammunition for each set)Crew: 1 (Pilot), 1 (Co-Pilot) Passengers: see below

And it lacks the following Specials: Deus Ex Machina, Machine Spirit, Dorsal Mounted Weapon and Payload Options, but gains the following:

Special: Lift Capacity: One Land Raider or two Rhino-chassis vehicles. I can also be fitted with a supply pod to drop off ammunition and supplies.

SPECIAL VEHICLES

The special vehicles of the Adeptus Astartes are both of its Dreadnought walker types. Both represent highly sophisticated suits of armour that operate more on the lines of a vehicle than the standard Astartes Power Armour.

Astartes Tactical Dreadnought Armour (Terminator Armour)

Tactical Dreadnought Armour, commonly called Terminator Armour, is an ancient suit of armour so powerful that it is actually more akin to a combat walker than personal armour. Due to their value and age, Terminator armour is only available to Veteran Marines who have been awarded the Crux Terminatus (Terminator Honours), are trained in its use and by special (honoury) issue orders; in most Chapters, these are the warriors of the First Company. Terminator Armour is a full exo-skeleton powered by dynamic fibre systems and covered in plasteel and ceramite, which provides a higher AP against Flame, Las, Melta and Plasma weapons. The suit contains main features and is able to use specialized weaponry unavailable to Marines in standard Astartes Power Armour. This pinnacle of human infantry armour has the unique ability to be teleported into its destined area of operation.

Type: WalkerSize: HulkingArmour: Hull 16 (18)Traits: Interface Controls, Void CapableNarrative Speed: 1.5 kmph/ 2kmphCombat Speed: 1/ 2/ 3/ 4 Handling Modifier [Drive (Terminator Armour)]: +0Armaments: NoneCrew: 1 (Driver) Passengers: 0Access Points: Driver is assisted to don and doff this armour by technicians.Special: Improved Physical Power: Terminator armour adds +40 to the wearer’s Strength Characteristic and increases his size to Hulking.Special: Terminator Only Weapons: The ability to use Terminator Only weapons listed in Table 6-1.Special: Teleporation Option: Terminators can be teleported from Strike Cruise or Battle Barge into any non-void shielded area.

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Special: Integrated Communications: Using this system to receive or transmit signals requires a successful Routine (+20) Tech-Use Test.Special: Teleport Homing Beacon: Integrated Teleport Homing Beacon per page ___ in the Gear Section.Special: Advanced Targeting & Auto-Sense Link: This system connects a Terminator’s ranged weapon to an array of senses mounted in the armour of his shoulder to improve his aim by combining a motion predictor logis engine with a complex array of optics. It grants a +20 bonus to Ballistic Skill Tests when the weapon is linked to the armor.

Astartes MkV Dreadnought

The Dreadnought war machine represents the pinnacle of man-machine technology and yet little to nothing is known about its development and early stages, except for maybe by those of the highest order in the Adeptus Mechanicus. Outside of combat, a Dreadnought is kept in safe in a stasis vault while the Brother enshrined inside sleeps the years away. When awakened for battle, the Astartes Dreadnought is a front-lines fighter, armed with a vase array of weaponry and inspiration to his Brothers. Due to their unique nature, Dreadnoughts have a varying Characteristic Scores with examples listed below. The Dreadnoughts’ form defines their Strength (which is used in calculating melee damage) and movement and they do not use a Drive Skill, instead using their Agility Score. The Dreadnought’s ceramite armour plating provides a higher AP against Flame, Las, Melta and Plasma weapons. They have the following Traits: Auto-Stablised, Brutal Charge, Dark Sight, Natural Weapons, Sturdy and Unnatural Strength from the DH Core Rulebook Chapter XII. When rolling for Structural Damage on Table 1-5 in the DH Apocrypha Vehicles, re-roll any result effect that causes wound damage to crew.

Table 7-13: NPC Space Marine Dreadnought Brother Characteristics

Space Marine DreadnoughtWS BS S T Ag Int Per WP Fel50 50 75 N/A 40 40 40 50 40

Skills: Awareness (Per), Common Lore (War), Ciphers (War Cant), Speak Language (Low Gothic) (Int)Talents: Ambidextrous, Basic Weapon Training (Any), Combat Master, Heavy Weapon Training (Any), Melee Weapon Training (Power), Swift Attack, Two-Weapon Wielder (Ballistic, Melee)

Type: WalkerSize: HulkingArmour: Front 25 (27), Hull 25 (27), Rear 20Traits: Interface Controls, Void CapableNarrative Speed: 6 kmph/ 10 kmphCombat Speed: 1/ 2/ 4/ 7/ 14Handling Modifier: N/AArmaments: See BelowCrew: 1 (Interred Driver) Passengers: 0Access Points: N/ASpecial: Advanced Targeting: This system connects all of the Dreadnought’s ranged weapons to sensor array to improve his aim by combining a motion predictor logis engine with a complex array of optics. It grants a +20 bonus to Ballistic Skill Tests.Special: Liquid Cooling System: Used to decrease the risk of jamming and overheating inherent in many of the Dreadnought’s weapons. Any of the Dreadnought’s heavy weapons (excludes the storm bolter or heavy flamer options) gain the Reliable weapon special quality on top of the weapon’s normal special qualities when a weapon Jams or Overheats.Special: Heavy Weaponry: The standard weapons set for a Dreadnought is as follows:

Left Arm: Power Claw with built-in storm bolter (500 rounds of ammunition) or built-in heavy flamer (20 bursts of fuel). This arm can be changed for a missile launcher (8 missiles).

Right Arm: Assault cannon (2,000 rounds of ammunition) or twin heavy lascannons (2 power

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packs with 100 shots each) or twin heavy bolters (2,000 rounds of ammunition total) or a multi-melta (2 canisters with 75 shots each) or a plasma cannon (1 heavy flask with 55 shots) or twin heavy autocannons (150 rounds of ammunition total).

Table 7-14: Dreadnought Weaponry

Name Class Range RoF Dam Pen Clip Rld SpecialAstartes

Frag Missile

Heavy 2000m S/-/- 2d10+2 X 0 8 Special* Blast (6), Heavy Salvo

Astartes Krak

Missile

Heavy 2000m S/-/- 3d10+8 X 8 8 Special* Heavy Salvo

Heavy Lascannon

Vehicluar 500m S/-/- 6d10 +12 E 10 200 Special* ---

Heavy Autocannon

Vehicular 300m -/5/- 4d10 +4 I 6 150 Special* ---

Astartes Multi-Melta

Vehicular 30m S/-/- 2d10 +6 E 12 (18) 150 Special* Focused Power

Heavy Assault Cannon

Vehicular 90m -/-/10 2d10 +2 I 5 2,000 Special* Unreliable

Astartes Plasma Cannon

Vehicular 120m S/-/- 2d10 +2 E 7 55 Special* Blast (3), Overheats, Recharge

Astartes Heavy Bolter

Heavy 120m -/-/10 2d10 X 5 2,000 Special* Reliable

Power Claw Melee --- --- 2d10 +5 I 10 --- --- Power Field

Astartes Storm Bolter

Basic 90m -/4/10 1d10 +5 4 500 Special* Reliable

Heavy Flamer

Heavy 30m S/-/- 2d10+2 E 4 20 Special* Flame

Meltagun Basic 20m S/-/- 2d10 +4 E 12 30 Special* ---*Must be reloaded after combat at appropriate armoury facilities.

Astartes MkIV Venerable Dreadnought

Truly ancient, the Brothers interred in the sarcophagus of a Venerable Dreadnought are the oldest members of the Chapter; the most famous of these legends is Bjorn the Fell-Handed of the Space Wolves Chapter who fought beside his Primarch, Leman Russ over 9 millennia ago. The Venerable Dreadnought represents a Brother great in years and honour. Use the rules for the Astartes MkV Dreadnought with the following changes:

Table 7-15: NPC Space Marine Dreadnought Brother Characteristics

Space Marine DreadnoughtWS BS S T Ag Int Per WP Fel65 65 75 N/A 40 50 40 55 35

Skills: Awareness (Per), Common Lore (War), Ciphers (War Cant), Speak Language (Low Gothic) (Int)Talents: Basic Weapon Training (Any), Combat Master, Heavy Weapon Training (Any), Lightning Attack, Melee Weapon Training (Power), Two-Weapon Wielder (Ballistic, Melee)

Special: Divine Endurance: Some Venerable Dreadnoughts are many millennia old, such as Bjorn the Fell Hand who walked with the Primarch Leman Russ. Through skill, divine grace or pure willpower, these Dreadnoughts can survive hits that should have stopped them in their tracks. Once per round, the Venerable Dreadnought can cause any roll to cause Structural Damage to be re-rolled. The result causing the least amount of damage is applied.

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Astartes MkV Dreadnought Furioso Pattern

This Dreadnought variant is a pattern used only by the Blood Angels Chapter and its Successor Chapters. Following the combat style of these Chapters, the Furioso Pattern forgoes the standard right heavy weapons arm for a second Power Claw and secondary weapon. Commonly, the secondary weapons are the built-in storm bolter and the built-in meltagun. It has the same stats as the Astartes MkV Dreadnought except it gains the Berserk Charge Talent and the following:

Special: Rip Asunder: After making a successful Grapple Attack, the Furioso Dreadnought can make a damage roll for each Power Claw each turn after the initial Grapple Attack as it crushes and rips its opponent to pieces.

Astartes MkV Dreadnought Mortis Pattern

Unique to the Dark Angels Chapter and its Successor Chapters, the Mortis Pattern always uses two heavy weapon arms of identical weapons. The available options are all designed for long-ranged combat and can be two twin heavy lascannons, two twin heavy autocannons, two twin heavy bolters or two missile launchers. It has the same stats as the Astartes MkV Dreadnought except it gains the Independent Targeting Talent and the following:

Special: Linked Fire: As a Free Action, the Mortis Dreadnought can declare that both weapons are linked and firing together as Twin or Quad Mounted Weapons per DH Apocrypha: Vehicles page 9.

VEHICLE UPGRADES

Assault Dozer BladeAssault Dozer Blades are mounted on vehicles for two purposes. The first is that they can clear obstacles and break up difficult terrain. Secondly, they provide additional front armour and increase the damage caused when colliding with another object. With the blade down, the vehicle can move at a max Combat Speed of Slow, it allows the Driver to re-roll any Drive Skill required by Difficult Terrain and increases the vehicle’s size by 1 when calculating collision damage. The attachment of an Assault Dozer Blade increases the Front armour value by 4. Upgrade: Any Rhino-chassis vehicle.

Hunter-Killer MissileThe Hunter-Killer Missile is a very rare, but powerful upgrade due to its complexity and cost in construction. The operator, usually the Gunner, locks on a target and fires the H-K missile. In game terms, the Marine must make take a successful Tech-Use Test to lock-on a target and fire the weapon. Once fired, the missile’s limited programming homes in on the target, making a Ballistic Skill Test using its Ballistic Skill of 45. It will continue to attack for up to 3 Rounds before its thrusters burn out and it falls to the ground or is shot out of the air; attacks against the missile have a –30 penalty to Ballistic Skill Tests due to its speed. If it fails to hit its target or is shot out of the air, it crashes to the ground without detonation. Upgrade: Any Rhino-chassis vehicle or Land Raider.

Table: 7-16: Hunter-Killer Missile

Name Class Range RoF Dam Pen Clip Rld SpecialHunter-Killer

Missile

Ordnance 2000m S/-/- 3d10 +10 X 10 1 Special Special

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Pintle-Mounted Storm BolterThis upgrade mounts an Astartes Storm Bolter on a hard point near one of the top access hatches to be used as anti-infantry defense. The Pintle-Mounted Storm Bolter is always considered Braced and can traverse in any direction. This Storm Bolter uses a large, box magazine containing 80 rounds of ammunition and requiring two Full Rounds to reload. Upgrade: Any Rhino-chassis vehicle or Land Raider.

Photon SearchlightThis vehicle upgrade provides illumination in roughly a 3m wide beam out to 30m effectively. Used this way it eliminates all darkness penalties and provides a +30 bonus to Awareness Tests made by the user to spot targets within the beam. Because of the high-power output, the Photon Searchlight can be focused as a Half Action. It decreases the effectiveness of the beam to 15m and causes all targets in the beam to succeed on a Toughness Test or be blinded for 1d5 Rounds. Upgrade: Any Rhino-chassis vehicle or Land Raider.

Reinforced ArmourThis upgrade covers all structural upgrades and the addition of more armour plating. It provides an additional 4 points of armour to all locations, but decreases Narrative Speeds by 10%. Upgrade: Any Rhino-chassis vehicle or Land Raider.

Smoke LaunchersSome vehicles are upgraded with Smoke Launchers as a defensive measure. Smoke Launchers fire three Blind Grenades (DH Core Rulebook, page 136) which are larger, creating a cloud of smoke that is roughly 6m wide and 4m tall and lasts 4 Rounds. The launcher is mounted to fire the grenades 2m away and in the firing arc in which they are mounted. The grenades can be fired one at a time or in multiples; when two grenades are fired they fall 2m or 4m apart and when all three are fired they each fall in a line 2m apart. Upgrade: Any Rhino-chassis vehicle, Land Raider, Dreadnought, or Thunderhawk.

Spaced ArmourSpaced Armour is both an armour upgrade and structural integrity overhaul to make the vehicle space worthy. With this upgrade, the vehicle gains the Void Capable Trait and provides an additional 2 points of armour to all locations. Upgrade: Any Rhino-chassis vehicle or Land Raider.

More To Come

Chapter VIII: The Chapters

Chapter variants - Description, Codex Chapter/Variant/Independent?, unique gear, persons

Create your own rules

The Red Hunters!

Chapter IX: Life in the Chapter

Chapter X: Aliens, Heretics & Traitors

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Dark Heresy Oubliette of Knowledge, Curators of. Dark Heresy Apocrypha: Vehicles & Riding Beasts. http://www.blackindustries.com/?template=40k&content=dh-gamingaids, 2008.

Chambers, Andy & Priestly, Rick. Warhammer 40,000 Wargear. Nottingham, UK: Games Workshop, 1993.

Chambers, Andy et al. Warhammer 40,000. Nottingham, UK: Games Workshop, 1998.

Chambers, Andy et al. Warhammer 40,000. Nottingham, UK: Games Workshop, 2004.

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Chambers, Andy et al. Codex: Space Marines. Nottingham, UK: Games Workshop, 1998.

Thorpe, Gav. Codex: Blood Angels. Nottingham, UK: Games Workshop, 1998.

Hoare, Andy & McNeill, Graham. Codex: Witch Hunters. Nottingham, UK: Games Workshop, 2003.

Chambers, Andy et al. Codex: Armageddon. Nottingham, UK: Games Workshop, 2000.

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Chambers, Andy et al. Codex: Imperial Guard. Nottingham, UK: Games Workshop, 2003.

Thanks to all the people involved in the creation of this universe.