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1 EPIC UK presents Codex: Space Marines Codex: Space Marines Codex: Space Marines Codex: Space Marines An unofficial codex for use with Games Workshop's Epic Armageddon rule set Version: 010409

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EPIC UK presents

Codex: Space MarinesCodex: Space MarinesCodex: Space MarinesCodex: Space Marines

An unofficial codex for use with Games Workshop's Epic Armageddon rule set

Version: 010409

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Information

More information about the Space Marines For more information into the background of the Space Marines, please purchase the Warhammer 40,000 Space Marine Codex’s © from Games Workshop. Alternatively you can visit Games Workshops website for more information.

Thank you A big thank you has to go to the EPIC UK committee; without their enthusiasm, for a game that they love, this army book wouldn’t be a reality. The wish and will to improve a fantastic tournament war-game, within the UK, has been their only payment. A big thank you also has to go to Games Workshop; without their imagination, creativeness and support this game would not be around today. A special thank you has to go to Jervis Johnson and all the Fanatic team, both past and present. Also a big thank you has to go to all the independent EPIC developers, especially the army developers on the Tactical Command internet forum. Without there ideas some of the developments within the book wouldn’t of been a reality.

Pictures All miniatures photographed within this book are © Games workshop 2003. All rights reserved. Used without permission – models painted by David Bartley, Kevin Bott, Greg Chambers, Steve Gullick, Tim Hunt, Joe Jephson, Rob Lane, Alan Morey, Matthew Otter, Mark Preston and David Thomas.

Text All text (including stories) is an unofficial production created by EPICUK derived, without permission, upon the Warhammer intellectual property owned by Games Workshop Ltd.

Disclaimer

This book is completely unofficial and in no way endorsed by Games Workshop Limited.

Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing,

Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian,

Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned,

Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle

device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the

Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer,

Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo,

Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of

Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo,

Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull

devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine,

Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb

Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines,

Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World

logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race

insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the

Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM

and/or © Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other

countries around the world. Used without permission. No challenge to their status intended. All Rights

Reserved to their respective owners.

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Contents

Page 1. Codex: Generic Space Marines

Page 2. Information

Page 3. Contents

Page 4. Space Marine special rules

Page 5-10. Space Marine units

Page 11-12. Imperial Allies – Titan legion support

Page 13. Imperial Allies – Imperial Navy support

Page 14. Codex Space Marine Army List

Page 15. Codex: Black Templar Space Marines

Page 16. Black Templar Special Rules

Page 17-18. Black Templar Special Units

Page 19. Black Templar Army List

Page 20.. Codex: Blood Angel Space Marines

Page 21. Blood Angel Special Units

Page 22. Blood Angel Army List

Page 23. Codex: Dark Angel Space Marines

Page 24. Dark Angel Special Rules

Page 25-26. Dark Angel Special Units

Page 27. Dark Angel Army List

Page 28. Codex: White Scar Space Marines

Page 29. White Scar Special Rules

Page 30. White Scar Special Units

Page 31. White Scar Army List

Page 32. Gemina V.

Page 33-36. EPIC UK Space Marines: What, How and Why

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Space Marine Special Rules

Space Marine Transport – The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino

transport vehicles to transport it and any upgrades that have been taken. The

number of Rhinos will always be the minimum needed to carry the formation; you

can’t take extras along to cover any losses!

Note that many formations don’t receive Rhinos, usually because they can’t fit

into them. Detachments that come with Rhinos will be noted as having ‘plus

transport’ in the units section of the army list.

Also note that you don’t have to take Rhinos if you don’t want to. If you’d rather

field the formation on foot instead, so it can act as a garrison for example, or be

transported in a Thunderhawk Gunship, then you may do so.

In addition, you may choose to replace a detachment’s Rhinos with Drop Pods. If

you do this then the detachment will enter play in a Drop Pod using the rules for

planetfall (see the EPIC Armageddon Rulebook, section 4.4). Note that if you

choose to do this you will also require at least one Space Marine Strike Cruiser or

Battle Barge to deploy the Drop Pods from.

Superior tactics – The Space Marine army is a highly flexible and tactical army; it concentrates on tactical deployment rather than superior numbers.

Before each game the Space Marine player can choose whether formations, that

have the ‘plus transport’ aspect, deploy in Rhinos, Drop Pods or on foot. If the

formation has any units unable to deploy in Drop Pods then that option cannot be

selected.

They Shall Know no Fear – Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:

• It takes two blast markers to suppress a Space Marine unit or kill a unit in

a broken formation (ignore any leftover Blast markers).

• Space Marine formations are only broken if they have two Blast markers

per unit in the formation.

• Space Marine formations only count half their number of blast markers in

assault resolution (rounding down – note that assault resolution will not

receive +1 for having no blast marker if the formation has 1 blast marker

before rounding down). Halve the number of hits suffered by a Space

Marine formation that loses an assault, rounding down in favour of the

Space Marines.

• When a broken Space Marine formation rallies then it receives a number of

Blast markers equal to the number of units, rather than half this number.

• Space Marine units with the Leader special ability remove 2 Blast markers

instead of 1.

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Space Marine Units

Type Speed Armour Close Combat Firefight

Character n/a n/a n/a n/a

Weapon Range Firepower Notes

Power Weapon (base contact) Assault Weapons

Smite (15cms) Small Arms

Space Marine Commander

Macro-weapon, Extra Attack (+1)

Macro-weapon, Extra Attack (+1)

Notes: Space Marine Commanders can be one of four types: Captains, Librarians, Chaplains, or Supreme Commanders. All are Characters and have an Invulnerable

Save and the Leader Abilities. Captains also have the Commander special ability. Librarians have a Smite attack (listed in the weapon section above). Chaplains are

inspiring. Supreme Commanders have the Supreme Commander ability.

Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 3+ 3+

Weapon Range Firepower Notes

Storm Bolters (15cms) Small Arms

2x Assault Cannon 30cm AP5+/AT5+

Power Weapons (base contact) Assault weapons

Space Marine Terminators

_

_

Notes: Reinforced Armour, Teleport, Thick Rear Armour

Macro-weapon, Extra attack (+1)

Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 4+ 4+

Weapon Range Firepower Notes

Bolters (15cms) Small Arms

Missile Launcher 45cm AP5+ / AT6+

Space Marine Tactical

_

_

Type Speed Armour Close Combat Firefight

Infantry 30cm 4+ 3+ 5+

Weapon Range Firepower Notes

Bolt Pistols (15cms) Small Arms

Chainswords (base contact) Assault weapons

Space Marine Assault

_

_

Notes: Jump Packs

Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 5+ 3+

Weapon Range Firepower Notes

2x Missile Launcher 45cm AP5+ / AT6+ _

Space Marine Devastator

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Type Speed Armour Close Combat Firefight

Infantry 15cm 5+ 4+ 5+

Weapon Range Firepower Notes

Shotguns (15cm) Small Arms _

Heavy Bolter 30cm AP5+ _

Space Marine Scouts

Notes: Scouts / Infiltrators

Type Speed Armour Close Combat Firefight

Armoured Vehicle 15cm 4+ 4+ 4+

Weapon Range Firepower Notes

Missile Launcher 45cm AP5+/AT6+ _

Twin Lascannon 45cm AT4+ _

OR

Power Fist (base contact) Assault weapons Macro-weapon, extra attacks (+1)

Assault Cannon 30cm AP5+/AT5+ _

Notes: Walker: Note that a Dreadnought may be armed with either a Missile Launcher and Twin Lascannon or a Power Fist and Assault Cannon. Not all four weapons!

Space Marine Dreadnought

Type Speed Armour Close Combat Firefight

Infantry 35cm 4+ 3+ 4+

Weapon Range Firepower Notes

Bolters (15cm) Small Arms _

Chainswords (base contact) Assault weapons _

Notes: Mounted

Space Marine Bike Squadron

Type Speed Armour Close Combat Firefight

Light Vehicle 35cm 4+ 5+ 4+

Weapon Range Firepower Notes

Heavy Bolter 30cm AP5+ _

Space Marine Attack Bike

Type Speed Armour Close Combat Firefight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Firepower Notes

Multi-melta 15cm

MW 5+ and small

arms Macro Weapon

Space Marine Land Speeder

Notes: Skimmer, Scout. The multi-melta can shoot and be used to confer the macro-weapon ability to the unit's firefight value

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Type Speed Armour Close Combat Firefight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Firepower Notes

Assault Cannon 30cm AP5+/AT5+ _

Heavy Bolter 30cm AP5+ _

Space Marine Land Speeder Tornado

Notes: Skimmer, Scout.

Type Speed Armour Close Combat Firefight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Firepower Notes

Twin Typhoon Missile 45cm AP3+/AT5+ _

Heavy Bolter 30cm AP5+ _

Notes: Skimmer, Scout.

Space Marine Land Speeder Typhoon

Type Speed Armour Close Combat Firefight

Armoured Vehicle 25cm 4+ 6+ 4+

Weapon Range Firepower Notes

Demolisher 30cm AP3+/AT4+ Ignore cover

Space Marine Vindicator

Type Speed Armour Close Combat Firefight

Armoured Vehicle 30cm 5+ 6+ 5+

Weapon Range Firepower Notes

Whirlwind 45cm 1BP Indirect Fire

Space Marine Whirlwind

Type Speed Armour Close Combat Firefight

Armoured Vehicle 30cm 5+ 6+ 6+

Weapon Range Firepower Notes

Hunter-Killer 60cm AT4+/AA4+ _

Space Marine Hunter

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Type Speed Armour Close Combat Firefight

Armoured Vehicle 25cm 4+ 6+ 5+

Weapon Range Firepower Notes

2x Twin Lascannon 45cm AT4+ _

Heavy Bolter 30cm AP4+ _

Space Marine Land Raider

Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry one Terminator unit OR two of the following units: Tactical, Devastator and Scout units)

Type Speed Armour Close Combat Firefight

Armoured Vehicle 30cm 5+ 6+ 6+

Weapon Range Firepower Notes

Storm Bolter (15cm) Small arms _

Space Marine Rhino

Notes: Transport (may carry two of the following units: Tactical, Devastator and Scout units)

Type Speed Armour Close Combat Firefight

Armoured Vehicle 30cm 5+ 6+ 5+

Weapon Range Firepower Notes

Twin Heavy Bolter 30cm AP4+ _

OR Twin Lascannon 45cm AT4+ _

Space Marine Razorback

Notes: Transport (may carry one of the following units: Tactical, Devastator and Scout units). Note that a Razorback may be armed with either a Twin Heavy Bolter or a

Twin Lascannon, not both!

Type Speed Armour Close Combat Firefight

Armoured Vehicle 30cm 4+ 6+ 5+

Weapon Range Firepower Notes

Twin Lascannon 45cm AT4+ _

2x Lascannon 45cm AT5+ _

Space Marine Predator Annihilator

Type Speed Armour Close Combat Firefight

Armoured Vehicle 30cm 4+ 6+ 5+

Weapon Range Firepower Notes

Autocannon 45cm AP5+/AT6+ _

2x Heavy Bolter 30cm AP5+ _

Space Marine Predator Destructor

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Type Speed Armour Close Combat Firefight

Spacecraft n/a n/a n/a n/a

Weapon Range Firepower Notes

Orbital Bombardment n/a 5BP Macro-weapon

Space Marine Strike Cruiser

Notes: Transport (may carry twenty of the following units: Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator or Dreadnought units; plus twenty of the

following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or vindicators; plus six Thunderhawks and enough Drop Pods or Landing Craft to

carry any other units onboard).

Type Speed Armour Close Combat Firefight

Spacecraft n/a n/a n/a n/a

Weapon Range Firepower Notes

Orbital Bombardment n/a 14BP Macro-weapon

Space Marine Battle Barge

Notes: Transport (may carry sixty of the following units: Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator or Dreadnought units; plus sixty of the

following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or vindicators; plus nine Thunderhawks and enough Drop Pods or Landing Craft to

carry any other units onboard). Slow and steady - may not be used on the first two turns of a battle unless the senario specifically says otherwise.

Type Speed Armour Close Combat Firefight

War Engine Aircraft Bomber 4+ 5+ 3+

Weapon Range Firepower Notes

2x Twin Lascannon 45cm AT4+ _

3x Twin Heavy Bolter 15cm AP4+/ AA5+ _

Storm Bolters (15cm) Small Arms

Space Marine Landing Craft

Notes: Planetfall, Reinforced Armour, Fearless, Transport (may carry twelve of the following units: Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator or

Dreadnought units. Terminator and Dreadnought units take up two spaces each. In addition the Landing Craft can carry four Land Raiders or six of the following units:

Rhino, Razorbacks, Hunters, Whirlwinds, Predators, vindicators).

Damage Capacity 4. Critical Hit Effect. The Drop Ship's Magazine explodes, destroying the Drop Ship and anyone on board. Any units within 5cms of the Drop Ship suffer

one hit.

Type Speed Armour Close Combat Firefight

War Engine Aircraft Bomber 4+ 6+ 4+

Weapon Range Firepower Notes

Battle Cannon 75cm AP4+/AT4+ Fixed Forward Arc

2x Twin Heavy Bolter 30cm AP4+/AA5+ Fixed Forward Arc

1x Twin Heavy Bolter 15cm AP4+/AA5+ Right Fire Arc

1x Twin Heavy Bolter 15cm AP4+/AA5+ Left Fire Arc

Space Marine Thunderhawk

Damage Capacity 2. Critical Hit Effect. The Thunderhawks control surfaces are damaged. The pilot loses contol and the Thunderhawk crashes to the ground, killing all on

board.

Notes: Planetfall, Reinforced Armour, Transport (may carry eight of the following units: Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator or

Dreadnought units. Terminator and Dreadnought units take up two spaces each).

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Type Speed Armour Close Combat Firefight

Armoured Vehicle Immobile 5+ None None

Weapon Range Firepower Notes

Deathwind 15cm AP5+/AT5+ See special rules below

Notes: Planetfall, Transport (may carry one formation that includes only: Tactical, Devastator and Dreadnought units). After the Drop Pod lands, its deathwind attacks all

enemy units within 15cms. Each enemy formation attacked recieves a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops

carried in the Drop Pod must disembark within 5cms of another unit from the same formation that has already landed, so long as all units are placed within 15cms of the

Drop Pod. Drop Pods may not be used to claim crossfire.

Design Concept: In reality, each Space Marine unit in the formation will be carried in a separate drop pod. The drop pods are all fired off together in a tight pattern so that

they land near to each other. Each such pattern of drop pods will be accompanied by one or two Deathwind pods, which are fired slightly ahead of the transport pods and

which use automated weapon-systems to shoot at enemy units in the landing area. The special rule captures this well, without requiring players to use lots of drop pod

models.

Space Marine Drop Pod

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Imperial Allies – Titan Legion Support

Void Shields – Imperial titans are protected by void shield generators. The number of void shields each titan has is noted on the titan’s datasheet.

Each void shield will automatically stop one point of damage and then go down.

Do not make armour saves for damage stopped by void shields, nor allocate Blast

markers. Once all of the shields have been knocked down, the titan may be

damaged normally and you may make saving throws against any hits that are

scored. Hits from close combat ignore void shields but units using their firefight

values must first knock down any shields before they can damage the titan.

Void shields that have been knocked down can be repaired. Each titan can repair

one downed void shield in the end phase of each turn. In addition, if a titan

regroups it can use the dice roll to either repair the void shield or remove Blast

markers (e.g. if you rolled a 2 you could repair 2 shields, remove 2 blast makers,

or repair 1 shield and remove 1 Blast marker).

Type Speed Armour Close Combat Firefight

War Engine 15cm 4+ 2+ 3+

Weapon Range Firepower Notes

2x Turbo-Laser Destructors 60cm 4x AP5+/AT3+ Fixed Forward Arc

Gatling Blaster 60cm 4xAP4+/AT4+ Forward Arc

Volocano Cannon 90cm MW2+ Titan Killer (D3), Forward Arc

Notes: Fearless, Reinforced Armour, Rear Thick Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the titans knees and up to

2cm wide.

Damage Capacity 8, 6 Void Shields. Critical Hit Effect. The Warlord's Plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll

of 1 the reactor explodes destroying the Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no

further trouble. If the reactor explodes, any units within 5cms of the Warlord will be hit on a 4+.

Warlord Class Battle Titan

Type Speed Armour Close Combat Firefight

War Engine 20cm 4+ 3+ 3+

Weapon Range Firepower Notes

2x Turbo-Laser Destructors 60cm 4x AP5+/AT3+ Forward Arc

Rocket Launcher 60cm 3BP Fixed Forward Arc

Reaver Class Battle Titan

Damage Capacity 6, 4 Void Shields. Critical Hit Effect. The Reavers Plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of

1 the reactor explodes destroying the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no

further trouble. If the reactor explodes, any units within 5cms of the Reaver will be hit on a 5+.

Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the titans knees and up to 2cm wide.

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Type Speed Armour Close Combat Firefight

War Engine 30cm 5+ 4+ 4+

Weapon Range Firepower Notes

Vulcan Mega-Bolter 45cm 4xAP3+/AT5+ Forward Arc

Plasma Blastgun 45cm 2x MW2+ Slow Firing, Forward Arc

Warhound Class Scout Titan

Damage Capacity 3, 2 Void Shields. Critical Hit Effect. The Warhound is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the

Warhound into impassable terrain or another unit it can't move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or

over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally).

Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the titans knees and up to 2cm wide. The Plasma

Blastgun may either fire one shot and still have one shot 'in reserve' for next turn, or fire two shots and not shoot next turn at all.

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Imperial Allies – Imperial Navy Support

Type Speed Armour Close Combat Firefight

Aircraft Fighter-Bomber 6+ n/a n/a

Weapon Range Firepower Notes

Storm Bolters 15cm AP4+/AA5+ Fixed Forward Arc

Multilaser 30cm AP5+/AT6+/AA5+ Fixed Forward Arc

Underwing Rockets 30cm AT4+ Fixed Forward Arc

Imperial Navy Thunderbolt Fighter

Type Speed Armour Close Combat Firefight

Aircraft Bomber 4+ n/a n/a

Weapon Range Firepower Notes

2x Twin Heavy Bolters 15cm AA5+ _

Twin Lascannon 45cm AT4+/AA4+ Fixed Forward Arc

Bomb racks 15cm 2BP Fixed Forward Arc

Imperial Navy Marauder Bomber

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Codex Space Marine Army List

Space Marine armies have a strategy rating of 5. All Space Marine and Titan

Legion formations have an initiative rating of 1+. Imperial Navy aircraft

formations have an initiative rating of 2+. The ‘They Shall Know No Fear’ rule

applies to all Space Marine formations.

DETACHMENT UNITS UPGRADES ALLOWED POINTS COST

Assault Four Assault units Commander, Vindicator 175 points

Bike Five Bike units Commander, Attack bike 200 points

Devastator Four Devastator units plus

transports

Commander, Razorback, Dreadnought,

Hunter, Land Raider, Vindicator

250 points

Land Raider Four Land Raiders Commander, Vindicator, Hunter 350 points

Land Speeder Five Land Speeders Commander, Typhoon/Tornado 200 points

Landing Craft One Landing Craft None 350 points

Predators Four Predators

(may choose either

Annihilators or Destructors

or a combination of the

two)

Commander, Vindicator, Hunter 275 points

Scout Four Scout units plus

transports

Commander, Razorback, Sniper 150 points

Strike Cruiser One Strike Cruiser Battle Barge 200 points

Tactical Six Tactical units plus

transports

Commander, Dreadnought, Razorback,

Hunter, Vindicator

300 points

Terminator Four Terminator units Commander, Land Raiders, Dreadnought,

Vindicator

350 points

Thunderhawk One Thunderhawk Gunship None 200 points

Vindicator Four Vindicators Commander, Hunter 250 points

Whirlwind Four Whirlwinds Commander, Hunter 300 points

UPGRADE UNITS COST

Attack Bike Free

Battle Barge 150 points

Commander 50 points

(+50 points if Supreme

Commander)Dreadnought 50 points each

Hunter 75 points

Land Raiders 75 points each

Razorbacks 25 points per Razorback

Sniper 25 points

Typhoon/Tornado 25 points per Typhoon

10 points per TornadoVindicator 50 points per Vindicator

FORMATION COST FORMATION COST

Two Thunderbolt Fighters 150 points One Warlord Class Titan 850 points

Two Marauder Bombers 250 points One Reaver Class Titan 650 pointsFormation of two Warhound Class Titans 500 points

One Warhound Class Titan 275 points

IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS

One Scout unit may be given the Sniper ability

Replace any number of Land Speeders with 1 Land Speeder Tornado or

Typhoon eachAdd one or two Vindicators

SPACE MARINE DETACHMENTS

SPACE MARINE UPGRADES

Replace any number of Bike units with 1 Attack Bike each

Replace Strike Cruiser with Battle Barge

Add any number of Razorbacks, up to the number required to transport

the formation. For every two Razorbacks purchased one Rhino is

removed from the formation

Add one Space Marine Commander character to a unit in the formation.

The commander may be a Captain, Librarian or Chaplain. One Space

Marine Commander in the army may be a Supreme CommanderAdd one or two Dreadnoughts

Add one Hunter

Add up to four Land Raiders

Using the army List

• Each Space Marine upgrade can be taken once per Space Marine

Detachment (If the upgrade is allowed for that formation of course!)

• A maximum of up to a third of the points available to the army may be

spent on Imperial Navy and Titan formations.

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Black Templar Special Rules

Codex: Codex: Codex: Codex: Black Templar Black Templar Black Templar Black Templar Space MarinesSpace MarinesSpace MarinesSpace Marines

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Crusaders of the Emperor – With the creation of the Black Templars Rogal Dorn, patriarch of the Imperial Fists, chose Sigismund to lead the Black

Templars. Sigismund’s faith in the Emperor earned him the title ‘Emperor’s

Champion’. On leaving the planet Terra, Sigismund swore that he and his Black

Templars would never rest until all enemies of the faith were vanquished.

Black Templars are a crusading army and therefore spend more time onboard

space craft than any other chapter. A Black Templar army MUST include one (and

one only) space craft. Note that the Black Templar player does not have to deploy

any of his army within the space craft if he doesn’t want to (in this case it’s

assumed that the Black Templars have already landed on the planet before the

battle commences).

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Black Templar Special Units (For all other Black Templar unit stats, please see pages 5 to 13)

Type Speed Armour Close Combat Firefight

Character n/a n/a n/a n/a

Weapon Range Firepower Notes

Power Weapon (base contact) Assault Weapons

Black Templar Commander

Macro-weapon, Extra Attack (+1)

Notes: Space Marine Commanders can be one of three types: Castellans, Chaplains, or Marshals. All are Characters and have an Invulnerable

Save and the Leader Abilities. Castellans also have the Commander special ability. Chaplains are inspiring. Marshals have the Supreme

Commander ability.

Type Speed Armour Close Combat Firefight

Character n/a n/a n/a n/a

Weapon Range Firepower Notes

Power Weapon (base contact) Assault Weapons

Notes: Invulnerable Save / Leader / inspiring / Fearless. The Emperor's Champion may only join Tactical and Terminator stands.

Sigismund Black Templar Emperor's Champion

Macro-weapon, Extra Attack (+1)

Type Speed Armour Close Combat Firefight

Infantry 15cm 5+ 4+ 5+

Weapon Range Firepower Notes

Shotguns (15cm) Small Arms _

Heavy Bolter 30cm AP5+ _

Black Templar Neophyte

Notes: Scouts / Infiltrators Transport : Neophytes count as Tactical marine units for all transport rules.

Type Speed Armour Close Combat Firefight

Armoured Vehicle 25cm 4+ 6+ 4+

Weapon Range Firepower Notes

Twin Assault Cannon 30cm AP4+/AT5+ _

Hurricane bolters (15cm) Small arms extra attacks (+1)

Pintle-mounted Multi

Melta (15cm)

Black Templar Land Raider Crusader

Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry two Terminator units OR three of the following units: Tactical, Devastator

and Neophyte units)

Small arms _

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Type Speed Armour Close Combat Firefight

War Engine Aircraft Bomber 5+ 6+ 6+

Weapon Range Firepower Notes

2x Twin Heavy Bolter 15cm AP4+/AA5+ All round

Black Templar Thunderhawk Transporter

Damage Capacity 2. Critical Hit Effect. The Thunderhawks control surfaces are damaged. The pilot loses contol and the Thunderhawk crashes to

the ground, killing all on board.

Notes: Planetfall, Reinforced Armour, Transport (may carry two of the following units: Rhinos, Hunters, Predators, Razorbacks, Vindicators OR

1 Land Raider plus transported infantry).

Designer Notes: The entire Thunderhawk Transporter formation is counted as one War Engine for both War Engine transport rule (e.g. one

transported formation can be split between multiple aircrafts within one Thunderhawk Transporter formation) and for the allocation of Hits.

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Codex Black Templar Army List

Black Templar armies have a strategy rating of 5. All Black Templar formations

have an initiative rating of 1+. The ‘They Shall Know No Fear’ rule applies to all

Black Templar formations.

DETACHMENT UNITS UPGRADES ALLOWED POINTS COST

Assault Four Assault units Commander, Vindicator, 175 points

Bike Five Bike units Commander, Attack bike, 200 points

Devastator Four Devastator units plus

transports

Commander, Razorback, Dreadnought,

Hunter, Land Raider, Vindicator

250 points

Land Raider Four Land Raiders (may choose

either Land Raiders or Land

Raider Crusaders or a

combination of the two)

Commander, Vindicator, Hunter 350 points

Land Speeder Five Land Speeders Commander, Typhoon/Tornado 200 points

Landing Craft One Landing Craft None 350 points

Predators Four Predators

(may choose either Annihilators

or Destructors or a combination

of the two)

Commander, Vindicator, Hunter 275 points

1 Strike Cruiser One Strike Cruiser Battle Barge 200 points

Tactical Six Tactical units plus transports Commander, Emperor's Champion,

Dreadnought, Razorback, Hunter, Land

Raider, Vindicator, Neophyte

300 points

Terminator Four Terminator units Commander, Emperor's Champion, Land

Raiders, Dreadnought, Vindicator

350 points

Thunderhawk One Thunderhawk Gunship None 200 pointsThunderhawk Transporter One Thunderhawk Transporter Thunderhawk Transporter 200 points

Vindicator Four Vindicators Commander, Vindicator, Hunter 250 points

UPGRADE UNITS COST

Attack Bike FreeBattle Barge 150 points

Commander 50 points

(+50 points if Marshal)

Dreadnought 50 points each

Emperor's Champion 75points

Hunter 75 points

Land Raiders 75 points each

Neophyte Add up to two Neophyte stands plus transports 25 points each

Razorbacks 25 points per Razorback

Thunderhawk Transporter 100 points

Typhoon/Tornado 25 points per Typhoon

10 points per TornadoVindicator 50 points each

BLACK TEMPLAR DETACHMENTS

BLACK TEMPLAR UPGRADES

Replace any number of Bike units with 1 Attack Bike eachReplace Strike Cruiser with Battle Barge

Add one additional Thunderhawk Transporter to the formation

Add any number of Razorbacks, up to the number required to transport the

formation. For every two Razorbacks purchased one Rhino is removed from the

formation

Add one Space Marine Commander character to a unit in the formation. The

commander may be a Castellan or Chaplain. One Space Marine Commander in

the army may be a Marshal

Add one or two Dreadnoughts

Add one Hunter

Add up to four Land Raiders or Land Raider Crusaders

Add one Emperor's Champion (only one Emperor's Champion allowed per army)

Replace any number of Land Speeders with 1 Land Speeder Tornado or

Typhoon eachAdd one or two Vindicators

A Black Templar force must include One Spaceship

Using the army List

• Each Space Marine upgrade can be taken once per Space Marine

Detachment (If the upgrade is allowed for that formation of course!).

• One spacecraft must be purchased.

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Codex: Codex: Codex: Codex: BlBlBlBlood Angelood Angelood Angelood Angel

SpaceSpaceSpaceSpace MarinesMarinesMarinesMarines

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Blood Angel Units (For all other Blood Angel unit stats, please see pages 5 to 13)

Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 3+ 5+

Jump Packs 30cm

Weapon Range Firepower Notes

Bolt Pistols (15cms) Small Arms

Chainswords (base contact) Assault weapons

Blood Angel Death Company

_

extra attacks (+1)

Notes: Invulnerable, fearless. Death Company Assault: Death company ignore any blast marker penalties when attempting an engage order.

Transport: Death company count as Tactical marine units for all transport rules, unless the jump pack upgrade is selected then the formation

looses the plus transport special rule and gain Jump Pack

Type Speed Armour Close Combat Firefight

Armoured Vehicle 15cm 4+ 4+ 4+

Weapon Range Firepower Notes

Power Fist (base contact) Assault weapons Macro-weapon, extra attacks (+1)

Assault Cannon 30cm AP5+/AT5+ _

Blood Angel Dreadnought

Notes: Walker

Type Speed Armour Close Combat Firefight

Armoured Vehicle 15cm 4+ 4+ 5+

Weapon Range Firepower Notes

Power Fist (base contact) Assault weapons Macro-weapon, extra attacks (+1)

Power Fist (base contact) Assault weapons Macro-weapon, extra attacks (+1)

Notes: Walker

Blood Angel Furioso Dreadnought

Type Speed Armour Close Combat Firefight

Armoured Vehicle 30cm 4+ 6+ 4+

Weapon Range Firepower Notes

Twin Assault Cannon 30cm AP4+/AT5+ _

2x Heavy Flamer 15cm AP4+ Ignore cover

AND (15cm) Small Arms Ignore cover

Blood Angel Baal Predator

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Codex Blood Angels Army List

Blood Angel armies have a strategy rating of 5. All Blood Angel and Titan Legion

formations have an initiative rating of 1+. Imperial Navy aircraft formations have

an initiative rating of 2+. The ‘They Shall Know No Fear’ applies to all Blood Angel

formations.

DETACHMENT UNITS UPGRADES ALLOWED POINTS COST

Assault Six Assault units Commander, Vindicator 250 points

Baal Predators Four Baal Predators Commander 300 points

Bike Five Bike units Commander, Attack bike 200 points

1 Death Company Four Death Company units

plus transports

Commander (Chaplain only ),

Jump Packs

300 points

Land Raider Four Land Raiders Commander, Vindicator, Hunter 350 points

Land Speeder Five Land Speeders Commander, Typhoon/Tornado 200 points

Landing Craft One Landing Craft None 350 points

Predators Four Predators

(may choose either

Annihilators or Destructors

or a combination of the

two)

Commander, Vindicator, Hunter, 275 points

Scout Four Scout units plus

transports

Commander, Razorback, Sniper 150 points

Strike Cruiser One Strike Cruiser Battle Barge 200 points

Tactical Six Tactical units plus

transports

Commander, Dreadnought, Razorback,

Hunter, Vindicator

300 points

Terminator Four Terminator units

Commander, Land Raiders,Dreadnought,

Vindicator 350 points

Thunderhawk One Thunderhawk Gunship None 200 points

Vindicator Four Vindicators Commander, Hunter 250 pointsWhirlwind Four Whirlwinds Commander, Hunter 300 points

UPGRADE UNITS COST

Attack Bike Free

Battle Barge 150 points

Commander 50 points

(+50 points if Supreme

Commander)Dreadnought 50 points each

Hunter 75 points

Jump Packs 50 points

Land Raiders 75 points each

Razorbacks 25 points per Razorback

Sniper 25 points

Typhoon/Tornado 25 points per Typhoon

10 points per TornadoVindicator 50 points each

FORMATION COST FORMATION COST

Two Thunderbolt Fighters 150 points One Warlord Class Titan Formation 850 points

Two Marauder Bombers 250points One Reaver Class Titan Formation 650 pointsFormation of two Warhound Class Titans 500 points

One Warhound Class Titan Formation 275 points

The Death Company formation is compulsory

BLOOD ANGEL DETACHMENTS

BLOOD ANGEL UPGRADES

Replace any number of Bike units with 1 Attack Bike each

Replace Strike Cruiser with Battle Barge

Add any number of Razorbacks, up to the number required to transport

the formation. For every 2 Razorbacks purchased one Rhino is removed

from the formation.

Add one Space Marine Commander character to a unit in the formation.

The commander may be a Captain, Librarian or Chaplain. One Space

Marine Commander in the army may be a Supreme CommanderAdd one or two Dreadnoughts or Furioso Dreadnoughts

Add one Hunter

Add up to four Land Raiders

All members of the Death Company formation may upgrade to jump

packs (increasing their movement to 30cm)

IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS

One Scout unit may be given the Sniper ability

Replace any number of Land Speeders with 1 Land Speeder Tornado or

Typhoon eachAdd one or two Vindicators

Using the army List

• One Death Company formation is compulsory.

• Each Space Marine upgrade can be taken once per Space Marine

Detachment (If the upgrade is allowed for that formation of course!)

• A maximum of up to a third of the points available to the army maybe

spent on Imperial Navy and Titan formation

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Codex: Codex: Codex: Codex: Dark Angel Dark Angel Dark Angel Dark Angel

Space MarinesSpace MarinesSpace MarinesSpace Marines

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Dark Angel Special Rules

The Great Secret – Every time the Dark Angels enter battle they enter it with a great secret. During the Horus Heresy some Dark Angels fought for the

powers of Chaos (these traitors are called the Fallen). To this day the remaining

faithful Dark Angels hide this secret in fear that, if uncovered, they might be

hunted by other Space Marine Chapters.

Because of this a Dark Angels army will never ally itself with any forces of the

Imperium.

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Dark Angel Units (For all other Dark Angel unit stats, please see pages 5 to 13)

Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 3+ 3+

Weapon Range Firepower Notes

Storm Bolters (15cms) Small Arms

2x Assault Cannon 30cm AP5+/AT5+

Power Weapons (base contact) Assault weapons

Deathwing Terminators

_

_

Notes: Reinforced Armour, Teleport, Thick Rear Armour.

Macro-weapon, Extra attack (+1)

Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 5+ 4+

Weapon Range Firepower Notes

2x Plasma Cannons 30cm AP4+/AT4+ Slow Firing

Dark Angel Devastator

Type Speed Armour Close Combat Firefight

Infantry 35cm 4+ 3+ 4+

Weapon Range Firepower Notes

Bolters (15cm) Small Arms _

Chainswords (base contact) Assault weapons _

Notes: Mounted, Invulnerable Save, Teleporter Homer - If a Deathwing formation teleports within 15cm of a bike stand (note the whole

formation has to be within 15 cm) then the Deathwing terminators are allowed to re-roll any failed teleporting tests. Note that if the Bike Stand is

broken then this ability may no longer be used.

Ravenwing Bike Squadron

Type Speed Armour Close Combat Firefight

Light Vehicle 35cm 4+ 5+ 4+

Weapon Range Firepower Notes

Heavy Bolter 30cm AP5+ _

Ravenwing Attack Bike

Notes: Invulnerable Save, Teleporter Homer - If a Deathwing formation teleports within 15cm of a bike stand (note the whole formation has to be

within 15 cm) then the Deathwing terminators are allowed to re-roll any failed teleporting tests. Note that if the Bike Stand is broken then this

ability may no longer be used.

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Type Speed Armour Close Combat Firefight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Firepower Notes

Multi-melta 15cm

MW 5+ and small

arms Macro Weapon

Ravenwing Land Speeder

Notes: Skimmer, Scout, Invulnerable Save. The multi-melta can shoot and be used to confer the macro-weapon ability to the unit's firefight value

Type Speed Armour Close Combat Firefight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Firepower Notes

Assault Cannon 30cm AP5+/AT5+ _

Heavy Bolter 30cm AP5+ _

Notes: Skimmer, Scout, Invulnerable Save.

Ravenwing Land Speeder Tornado

Type Speed Armour Close Combat Firefight

Light Vehicle 35cm 4+ 6+ 5+

Weapon Range Firepower Notes

Twin Typhoon Missile 45cm AP3+/AT5+ _

Heavy Bolter 30cm AP5+ _

Notes: Skimmer, Scout, Invulnerable Save.

Ravenwing Land Speeder Typhoon

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Codex Dark Angel Army List Dark Angel armies have a strategy rating of 5. All Dark Angel formations have an

initiative rating of 1+. The ‘They Shall Know No Fear’ rule applies to all Dark

Angel formations.

DETACHMENT UNITS UPGRADES ALLOWED POINTS COST

Assault Four Assault units Commander, Vindicator 175 points

Deathwing Four Deathwing Terminator

units

Commander, Land Raiders,

Dreadnought, Vindicator

350 points

Devastator Four Dark Angel

Devastator units plus

transports

Commander, Razorback, Dreadnought,

Land Raider, Vindicator

300 points

Land Raider Four Land Raiders Commander, Vindicator, Hunter 350 points

Landing Craft One Landing Craft None 350 points

Predators Four Predators

(may choose either

Annihilators or Destructors

or a combination of the

two)

Commander, Vindicator, Hunter 275 points

Ravenwing A Ravenwing formation

consists of four units of

Ravenwing bikes, two units

of Ravenwing attack bikes

and two units of

Ravenwing Land speeders

Commander,Typhoon, Tornado 400 points

Scout Four Scout units plus

transports

Commander, Razorback, Sniper 150 points

Strike Cruiser One Strike Cruiser Battle Barge 200 points

Tactical Six Tactical units plus

transports

Commander, Dreadnought, Razorback,

Hunter, Vindicator

300 points

Thunderhawk One Thunderhawk Gunship None 200 points

Vindicator Four Vindicators Commander, Hunter 250 points

Whirlwind Four Whirlwinds Commander, Hunter 300 points

UPGRADE UNITS COST

Battle Barge 150 points

Commander 50 points

(+50 points if Supreme

Commander)

Dreadnought 50 points each

Hunter 75 points

Land Raiders 75 points each

Razorbacks 25 points per Razorback

Sniper 25 points

Typhoon/Tornado 25 points per Typhoon

10 points per TornadoVindicator 50 points each

Add one or two Dreadnoughts

Add one Hunter

Add up to four Land Raiders

One Scout unit may be given the Sniper ability

Replace any number of Ravenwing Land Speeders with 1 Ravenwing

Land Speeder Tornado or Typhoon eachAdd one or two Vindicators

DARK ANGEL DETACHMENTS

DARK ANGEL UPGRADES

Replace Strike Cruiser with Battle Barge

Add any number of Razorbacks, up to the number required to transport

the formation. For every 2 Razorbacks purchased one Rhino is

removed from the formation.

Add one Space Marine Commander character to a unit in the

formation. The commander may be a Captain, Librarian or Chaplain.

One Space Marine Commander can be upgraded to a Supreme

Commander.

Using the army List

• Each Space Marine upgrade can be taken once per Space Marine

Detachment (If the upgrade is allowed for that formation of course!)

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Codex: Codex: Codex: Codex: White Scar White Scar White Scar White Scar Space MarinesSpace MarinesSpace MarinesSpace Marines

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White Scar Special Rules

White Scar Transport – The White Scars are a highly mobile army. Because of this, the points cost of a detachment usually includes enough

transport vehicles to transport it and any upgrades that have been taken. The

number of vehicles will always be the minimum needed to carry the formation;

you can’t take extras along to cover any losses! The transport vehicles will be

Land Raiders if the detachment is Terminators, Rhinos for any other form of

detachment.

Note that many formations don’t receive transports, usually because they can’t fit

into them. Detachments that come with vehicles will be noted as having ‘plus

transport’ in the units section of the army list. White Scars detachments must

take the transport vehicles for a detachment – you cannot leave them behind in

order to use the unit as a garrison. You can only choose to ignore this if the

detachment is instead to be deployed from a Thunderhawk Gunship.

In addition, you may choose to replace a detachment’s Rhinos with Drop Pods. If

you do this, all transported detachments which are eligible, in the army must

deploy from Drop Pods – you can’t have some in transport vehicles and some

deploying from Drop Pods. If you choose to use Drop Pods, then the affected

detachments will enter play in Drop Pods using the rules for planetfall (see the

EPIC Armageddon Rulebook, section 4.4). Note that you will require at least one

Space Marine Strike Cruiser or Battle Barge to deploy the Drop Pods from.

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White Scar Units (For all other White Scar unit stats, please see pages 5 to 13)

Type Speed Armour Close Combat Firefight

Infantry 35cm 4+ 3+ 4+

Weapon Range Firepower Notes

Bolters (15cm) Small Arms _

Chainswords (base contact) Assault weapons _

White Scar Bike Squadron

Notes: Mounted, Walker (they aren't really walkers - the White Scars don't get walking bikes - but they do benefit from the rules for walkers to

represent their incredible riding skills and ability to negotiate difficult terrain with ease).

Type Speed Armour Close Combat Firefight

Light Vehicle 35cm 4+ 5+ 4+

Weapon Range Firepower Notes

Heavy Bolter 30cm AP5+ _

Notes: Walker (they aren't really walkers - the White Scars don't get walking bikes - but they do benefit from the rules for walkers to represent

their incredible riding skills and ability to negotiate difficult terrain with ease)

White Scar Attack Bike

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Codex White Scar Army List

White Scar armies have a strategy rating of 5. All White Scar and Titan Legion

formations have an initiative rating of 1+. Imperial Navy aircraft formations have

an initiative rating of 2+. The ‘They Shall Know No Fear’ rule applies to all White

Scar formations.

DETACHMENT UNITS UPGRADES ALLOWED POINTS COST

Assault Four Assault units Commander 175 points

Bike Eight White Scar Bike units Commander, Attack bike 400 points

Land Speeder Five Land Speeders Commander, Typhoon/Tornado 200 points

Landing Craft One Landing Craft None 350 points

Predators Four Predators

(may choose either

Annihilators or Destructors

or a combination of the

two)

Commander, Vindicator, Hunter 275 points

Scout Four Scout units plus

transport

Commander, Razorback, Sniper 150 points

Strike Cruiser One Strike Cruiser Battle Barge 200 points

Tactical Six Tactical units plus

transports

Commander, Razorback, 300 points

Terminator Four Terminator units plus

transports

Commander 600 points

Thunderhawk One Thunderhawk Gunship None 200 points

Whirlwind Four Whirlwinds Commander, Hunter, Vindicator 300 points

UPGRADE UNITS COST

Attack Bike Free

Battle Barge 150 points

Commander 50 points

(+50 points if Supreme

Commander)Hunter 75 points

Razorbacks 25 points per Razorback

Sniper 25 points

Typhoon/Tornado 25 points per Typhoon

25 points per Tornado

Vindicator 50 points each

FORMATION COST FORMATION COST

Two Thunderbolt Fighters 150 points Formation of Two Warhound Class Titans 500 points

Two Marauder Bombers 250points One Warhound Class Titan 275 points

IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS

One Scout unit may be given the Sniper ability

Replace any number of Land Speeders with 1 Land Speeder Tornado or

Typhoon each

Add one or two Vindicators

Add any number of Razorbacks, up to the number required to transport

the formation. For every 2 Razorbacks purchased one Rhino is removed

from the formation.

Add one Space Marine Commander character to a unit in the formation.

The commander may be a Captain, Librarian or Chaplain. One Space

Marine Commander in the army may be a Supreme CommanderAdd one Hunter

WHITE SCAR DETACHMENTS

WHITE SCAR UPGRADES

Replace any number of White Scar Bike units with 1 White Scar Attack

Bike eachReplace Strike Cruiser with Battle Barge

Using the army List

• Each Space Marine upgrade can be taken once per Space Marine

Detachment (If the upgrade is allowed for that formation of course!)

• A maximum of up to a third of the points available to the army maybe

spent on Imperial Navy and Titan formations.

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Battle for Gemina V Gemina V, located on the edges of the Imperium was one of the first planets to be infected by Chaos. Its population was low, due to the snow that covered the whole planet of every day of every year. However Gemina V had massive fuel resources needed to sustain the Imperium’s advance across the galaxies. Gemina V had to be retaken; the Space Marines of the Imperial Fists were given this task!

Initial Imperial Fist Space Marine deployment: Imperial Fist Tactical formations landed and secured strategic locations quickly.

Armoured Column: With Strategic Locations secure, more Imperial Fist tactical formations arrive; supported and protected by formations of Predators.

Thunderhawk Assault: A Thunderhawk unloads its deadly cargo!

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EPIC UK Space Marines

What, How and Why

So you’ve just finished reading through the lovely new EPIC UK Space Marine

codex, however you have some questions; what has EPIC UK done? How have

you done it and why? Well this part of the army book is here to help you out!

Below you will find out what we’ve done, how and why we did it. Have a read

though this and find out what was in the EPIC UK team’s head when we built each

of the Space Marine army lists (not as scary as it sounds!).

The overall picture

For a while now EPIC tournament players have been asking and asking (and

asking if I’m honest) for new army lists. So EPIC UK has risen to the task and

created its own army books for UK EPIC tournaments. However one issue pointed

out was that none of us had actually written an army book before; sure we all

have tones of experience playing EPIC, however we still hadn’t produced an army

book!

So it was very clear from the start that we shouldn’t launch ourselves into a

brand new army list straight away, for example Tyranids or Tau. We should build

up our experience by starting with the army lists already approved for

tournament play, and there was only one place to start … the Space Marines!

Space Marine army book is born

So Space Marines it is then! Before this release there were only two Space Marine

army lists out, the generic and the White Scar army lists. It was very clear to us

that additional army lists would be needed but not too many.

Each individual army list had to have its own character, its own way of fighting,

its own positives and negatives but above all it had to be balanced.

Now at EPIC UK we believe that the Space Marine army lists were pretty much

balanced before this product was released. Okay a few changes had to be made

but not a lot; because of this EPIC UK would mainly focus on points changes

(because it’s less confusing).

The Generic army list

The generic army list didn’t take long. Firstly all approved changes from the EPIC

errata were added and then we looked into the limited amount of rules changes

we wanted to make. Firstly was the poor old attack bike; hardly ever seen in

tournaments we wanted to make sure that this could be a feature for the future.

We increased its speed to 35cm (same as a bike stand) and allowed it to be

transported by a Thunderhawk.

Next was the Vindicator. Firstly we increase its movement up to 25cm and then

we reduced the points of the formation of Vindicators to 250 points. We also

reduced the points of the Vindicator as an upgrade (to 50 points each).

After this it was just point increases or decreases. The ever popular Terminator

formation went up to 350 points; also the single Warhound went up to 275

points. These two units seem to be the core of tournament Space Marine armies

at the moment; they were deemed too good for their current points cost and so

EPIC UK put them both up by 25 points each.

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The Predator formation came down to 275 points, the Land Raider formation

came down to 350 points (Land Raider upgrades also came down to 75 points

each) and the Marauder Bombers came down to 250 points. All these units

were determined to be underpowered relative to other choices within the Space

Marine army list; therefore we had to drop their points.

This was pretty much all the changes for the generic Space Marine army list; we

wanted to allow people to play the Space Marine army as they had always done.

However we wanted to make formations, that were previously over shadowed, a

valid option.

Black Templars

The first of the new Space Marine army lists. The Black Templars are an army

crusading across the stars. Therefore life onboard a spacecraft is second nature to

the Black Templars. The Black Templars unique style of fighting would involve

using rapid deployment from space and transporter aircraft. They would have

more options to transport Space Marine formations into battle using aircraft that

any other Space Marine chapter.

Firstly because Black Templars crusade across the universe in a Space Marine

spacecraft, imperial allies were lost. This created a massive negative for the army

so positives needed to be added.

The first new unit for the Black Templars is the Emperors Champion. The

character is 0-1 and has inspiring (meaning that one formation in a Black

Templars army can have two inspiring characters).

Secondly Neophytes (scouts to normal Space Marine players) were added as an

upgrade for tactical formations, to bolster their numbers. As described in Black

Templar history, Neophytes don’t fight as separate formations unlike scouts in

other Space Marine armies, instead they fight alongside tactical Space Marines.

The third new unit added was the Land Raider Crusader. This tank sacrifices its

long range anti-tank ability for a more anti-personnel array of firepower. With the

ability to deploy three tactical units within one land Raider Crusader it makes

them a viable transport option, and with 2 Fire Fight 4+ attacks it will hopefully

encourage their usage.

The final new unit is the Thunderhawk Transporter. The whole point of this

new unit is to allow a Black Templar player to fly in formations for close support;

the Thunderhawk Transporter is not another air assault formation (hence the

5+ reinforced armour save). The Thunderhawk Transporter is the only flying

transporter that can be bought in pairs allowing a Black Templar player to bring in

big formations with ground transport.

Finally the last change was the removal of the Whirlwind formation. The Black

Templars, being a crusading race, wouldn’t use artillery within its armies; the

Whirlwind did not suite the Black Templar style of play.

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Blood Angels

The idea behind the Blood Angel army was simple; its main advantage would be

engaging in close combat; however getting there would be a little trickier. The

first draft of the Blood Angel list had all the formations, within the generic Space

Marine army list, and more; therefore the Blood Angels had positives over the

generic Space Marine army list but none of the negatives.

The first negative added was the removal of the Devastator formation. We

realise that Blood Angels can have Devastators in other game systems, however

it was clear that they didn’t fit into the overall Blood Angel theme of engaging in

close combat. Secondly the Assault formation was increased to 6 stands. While

this gives some advantages it also gives a big disadvantage because you can only

fit one formation into a Thunderhawk (meaning you can’t have two assault

formations with two Chaplains).

The first unit added, the Death Company, went through many, many versions;

this unit was probably the most worked on within the whole Space Marine army

book. The final version we feel is correctly balanced; on the one hand they have 2

attacks in close combat on 3+, they are fearless and can have jump packs and a

Chaplain. However, if they have the Chaplain and jump packs, the unit is 400

points for 4 stands.

The second unit we changed was the Dreadnought. Again, just like the

Devastators, the heavy firepower Dreadnought didn’t fit within the Blood Angel

theme and so that Dreadnought was removed. In its place we put a Furiso

Dreadnought; equipped with 2 power fists it made this Dreadnought useful in

close combat but not in fire fight or shooting.

The final new unit we added was the Baal Predator. This formation is a monster

against infantry (potentially 12 AP 3+ shots if sustaining) however it has to get

within 15cm to have any big impact. It’s what we call a ‘glass hammer’

formation; it’s very powerful if the Blood Angel player is allowed to use them how

they want to, however if the enemy attacks them they will die very quickly (they

only have a 4+ save).

Dark Angles

It was clear from the start that the Dark Angels shouldn’t have any imperial allies

(because of their dark secret) and so, just like the Black Templars, we had to find

positives to balance out the negatives.

The First new unit added was the Ravenwing. This unit would incorporate the

bike and landspeeder formations of other Space Marine armies. This is an 8 stand

fast attack option for the Dark Angels with each stand getting a 6+ invulnerable

save. We didn’t want to give the Ravenwing the same special ability as the

White Scars, and so the invulnerable save fit in well with the Ravenwing’s

background. During later development the Ravenwing also received a teleporter

homer; this little device allows Deathwing formations (Terminators to you and

me) to re-roll their teleporting dice when landing within 15cm of a bike stand.

This gives the Dark Angels its own unique style of fighting and fits well with the

background of the Dark Angles (i.e. the Ravenwing located the enemy and then

the Deathwing teleport in to kill the enemy).

The next change was with the Devastator formation. Dark Angels prefer to use

Plasma Cannons and so the normal missile launcher was replaced; however

during testing we found that the Plasma Cannon upgrade was too good for a 250

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point unit and so, the price of the Dark Angel Devastator formation went up to

300 points.

White Scars

The White Scars had the smallest amount of changes out of all the specialist

Space Marine armies. Apart from the changes in the generic list, being

incorporated into the White Scar list, not a lot else has changed. The Terminator

with Land Raider formation is cheaper than in the generic lists; however this

formation has always been cheaper.

Well I hope this answers your questions of What, How and Why. If not please

send the EPIC UK team an email and we will try to answer your query as best as

possible.

Thank you

The EPIC UK Team