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1.

0 SPACE MARINE ARMIES SECTION


COMMON SPACE MARINE SPECIAL RULES
1.0.1 AND THEY SHALL KNOW NO FEAR
Space Marines are renowned for their tenacity and bravery. This is represented by the following rules: It takes 2 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 2 Blast markers per unit in the formation. Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines. Note: The assault resolution will not receive +1 for having no blast markers if the formation has 1 blast marker before rounding down When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the Leader special ability remove 2 Blast markers instead of 1. them. Detachments that come with Rhinos will be noted as having plus transport in the core units section of the army lists below. Also note that you dont have to take Rhinos if you dont want to. If youd rather field formations on foot instead, so they can act as garrisons for example, or be transported in a Thunderhawk Gunship, then you may do so. In addition, you may choose to replace a detachments Rhinos with Drop Pods. If you do this then the detachment will enter play in a Drop Pod using the rules for Planetfall (see section 4.4 of the Epic: Armageddon main rule book). 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. Choosing transport options is part of the army selection process. Portions of a formation may be left behind during deployment (to garrison, for example) and the decision to exchange options, even free ones, must be determined when the army list is determined. *Please note: Chapter-specific transport vehicles carry their particular Chapters troop types and therefore are often renamed from the standard transport vehicle, e.g. Rhino becomes Dark Angels Rhino in the Dark Angels Chapter list and Drop Pod becomes Space Wolves Drop pod in that list and so on.

1.0.2 SPACE MARINES TRANSPORTS

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 may have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum number needed to carry the formation; you cannot take extras along to cover any losses. Note that many formations dont receive Rhinos, usually because they cant fit into

CODEX ASTARTES SPACE MARINE ARMY LIST


Final version 2012. Army Champion: Dobbsy

Codex Astartes 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. (A Codex Astartes Space Marine army may contain any number of Space Marine Detachments) CORE UNITS UPGRADES 6 Tactical units plus transport Commander, Dreadnought, Razorback, Hunter, Vindicator, Land Raider 4 Assault units Commander, Vindicator 4 Devastator units plus transport Commander, Dreadnought, Razorback, Hunter, Land Raider 4 Terminator units Commander, Dreadnought, Vindicator, Land Raider 4 Scout units plus transport Commander, Razorback, Sniper 5 Bikes Commander, Attack Bike 5 Land Speeders Commander, Tornado/Typhoon 4 Land Raiders Commander, Vindicator, Hunter 4 Predators (Annihilator and/or Commander, Vindicator, Hunter Destructor in any combination) 4 Vindicators Commander, Hunter 4 Whirlwinds Commander, Hunter 1 Thunderhawk Gunship None 1 Landing Craft None 1 Strike Cruiser Battle Barge (Each allowed upgrade may be taken once by each detachment.)

SPACE MARINE DETACHMENTS

FORMATION Tactical Assault Devastator Terminator Scout Bike Land Speeder Land Raider Predator Vindicator Whirlwind Thunderhawk Landing Craft Strike Cruiser

COST 275 points 175 points 250 points 350 points 150 points 200 points 200 points 325 points 250 points 225 points 300 points 200 points 350 points 200 points

SPACE MARINE UPGRADES

UPGRADE Attack Bike Battle Barge Commander Dreadnought Hunter Land Raider Razorback Sniper Typhoon/Tornado Vindicator

UNITS Replace any number of Bike units with 1 Attack Bike each Replace Strike Cruiser with Battle Barge Add 1 Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain OR 1 Space Marine Commander in the army may be a Supreme Commander Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination) Add 1 Hunter Add up to 4 Land Raiders Add any number of Razorbacks, up to the number required to transport the formation 1 Scout unit gains the Sniper ability Replace any number of Land Speeders, one a one per one basis, with: 1 Land Speeder Tornado OR 1 Land Speeder Typhoon Add 1 or 2 Vindicators (Up to 1/3 of an armys points may be spent on Allies formations.) COST 825 points 650 points 275 points 500 points FORMATION Thunderbolt Squadron Marauder Squadron

COST Free +150 points +50 points OR +100 points +50 points each +75 points +75 points each +25 points each +25 points Free +25 points each +50 points each

IMPERIAL ALLIES FORMATIONS

FORMATION Warlord Titan Reaver Titan Warhound Titan Warhound Pack

TITAN LEGION BATTLEGROUPS


UNITS 1 Warlord Titan 1 Reaver Titan 1 Warhound Titan 2 Warhound Titans

IMPERIAL NAVY AIRCRAFT

UNITS COST 2 Thunderbolt 175 points Fighter-Bombers 2 Marauder Bombers 250 points

CODEX ASTARTES SPACE MARINE ARMY REFERENCE 1


NAME Captain Chaplain Librarian Supreme Commander Assault Bike Devastator Scout Tactical Terminator TYPE CH CH CH CH INF INF INF INF INF INF SPEED n/a n/a n/a n/a 30cm 35cm 15cm 15cm 15cm 15cm ARMOUR n/a n/a n/a n/a 4+ 4+ 4+ 5+ 4+ 4+ CC n/a n/a n/a n/a 3+ 3+ 5+ 4+ 4+ 3+ FF n/a n/a n/a n/a 5+ 4+ 3+ 5+ 4+ 3+ WEAPONS Power Weapon Power Weapon Power Weapon Smite Power Weapon Chainswords Bolt pistols Chainswords Bolters 2x Missile Launcher Shotguns Bolters Missile Launcher Power Weapons Storm Bolters 2x Assault Cannon Heavy Bolter Multi-melta Assault Cannon Heavy Bolter Twin Typhoon Missile Heavy Bolter Missile Launcher Twin Lascannon OR Power Fist Assault Cannon Deathwind STRATEGY 5 RANGE FIREPOWER (base contact) (Assault Weapons), EA(+1), MW (base contact) (Assault Weapons), EA(+1), MW (base contact) (Assault Weapons), EA(+1), MW (15cm) (Small Arms), EA(+1), MW (base contact) (Assault Weapons), EA(+1), MW (base contact) (Assault Weapons) (15cm) (Small Arms) (base contact) (Assault Weapons) (15cm) (Small Arms) 45cm AP5+/AT6+ (15cm) (Small Arms) (15cm) (Small Arms) 45cm AP5+/AT6+ (base contact) (Assault Weapons), EA(+1), MW (15cm) (Small Arms) 30cm AP5+/AT5+ 30cm AP5+ (15cm) (Small Arms), MW 15cm MW5+ 30cm AP5+/AT5+ 30cm AP5+ 45cm AP3+/AT5+ 30cm AP5+ 45cm AP5+/AT6+ 45cm AT4+ (base contact) (Assault Weapons), EA(+1), MW 30cm AP5+/AT5+ 15cm AP5+/AT5+

NOTES
Invulnerable Save, Leader, Commander Invulnerable Save, Leader, Inspiring Invulnerable Save, Leader Invulnerable Save, Supreme Commander Jump Packs Mounted

Scout, Infiltrator

Reinforced Armour, Teleport, Thick Rear Armour

Attack Bike Land Speeder Land Speeder Tornado Land Speeder Dreadnought

LV LV LV LV AV

35cm 35cm 35cm 35cm 15cm

4+ 4+ 4+ 4+ 3+

5+ 6+ 6+ 6+ 4+

5+ 5+ 5+ 5+ 4+

Skimmer, Scout Skimmer, Scout Skimmer, Scout Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) OR a Power Fist and Assault Cannon (Tactical), not both select one option before the game.

Drop Pod

Special

Immobile

5+

n/a

n/a

Planetfall, Transport: (may carry 1 formation that includes only Tactical, Devastator and Dreadnought units). Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim crossfire. Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator)

Hunter Land Raider Predator Annihilator Predator Destructor Razorback

AV AV AV AV AV

30cm 25 cm 30cm 30cm 30cm

5+ 4+ 4+ 4+ 5+

6+ 6+ 6+ 6+ 6+

6+ 4+ 5+ 3+ 5+

Hunter-Killer Twin Heavy Bolter 2x Twin Lascannon 2x Lascannon Twin Lascannon 2x Heavy Bolter Autocannon Twin Heavy Bolter OR Twin Lascannon Storm Bolter Demolisher Whirlwind

60cm 30cm 45cm 45cm 45cm 30cm 45cm 30cm 45cm (15cm) 30cm 45cm

AT4+/AA4+ AP4+ AT4+ AT5+ AT4+ AP5+ AP5+/AT6+ AP4+ AT4+ (Small Arms) AP3+/AT4+, Ignore Cover 1BP, Indirect Fire

Rhino Vindicator Whirlwind

AV AV AV

30cm 25cm 30cm

5+ 4+ 5+

6+ 6+ 6+

6+ 4+ 5+

Transport: (May carry 1 of the following units: Tactical, Devastator and Scout) A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both select one option before the game. Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Walker

CODEX ASTARTES SPACE MARINE ARMY REFERENCE 2


NAME Landing Craft TYPE AC/WE SPEED Bomber ARMOUR 4+ CC 5+ FF 3+ WEAPONS Storm Bolters 3x Twin Heavy Bolter 2x Twin Lascannon STRATEGY 5 RANGE FIREPOWER (15cm) (Small Arms) 15cm AP4+/AA5+ 45cm AT4+

NOTES
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts take up 2 spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Tactical, Assault, Devastator, Scout, Bike, Terminator and Dreadnought. Terminators and Dreadnoughts take up 2 spaces each.) Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Transport: (May carry 60 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus 60 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise. Transport: (May carry 20 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus 20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) DC6, 4 Void Shield, 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. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. DC3, 2 Void Shields, 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. Critical Hit Effect: Move it D6cm in a random direction. If this move takes the Warhound into impassable terrain or another unit it cant move over then it stops when it contacts the obstruction and 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). DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move takes the Banelord into impassable terrain or another unit it stops when it contacts the obstruction and suffers an extra point of damage. Any units run over or into take a hit on a D6 roll of 4+.

Thunderhawk

AC/WE

Bomber

4+

6+

4+

Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon Orbital Bombardment

15cm 15cm 30cm 75cm n/a

AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF 14BP, MW

Battle Barge

SC

n/a

n/a

n/a

n/a

Strike Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

5BP, MW

Reaver Titan

WE

20cm

4+

3+

3+

2x Turbolaser Destructor Rocket Launcher

60 cm 60 cm

4x AP5+/AT3+, Fwd 3BP, FxF

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter Plasma Blastgun

45c m 45 cm

4x AP3+/AT5+, Fwd 2x MW2+, Slow-Firing, Fwd

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor Gatling Blaster Volcano Cannon

60 cm 60 cm 90 cm

4x AP5+/AT3+, Fwd 4x AP4+/AT4+, Fwd MW2+, TK(D3), Fwd

Thunderbolt Fighter-Bomber Marauder Bomber

AC

Fighter-Bomber

6+

n/a

n/a

AC

Bomber

4+

n/a

n/a

Stormbolters Multilaser Underwing Rockets 2x Twin Heavy Bolter Bomb Racks Twin Lascannon

15cm 30cm 30cm 15cm 15cm 45cm

AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF AA5+ 3 BP, FxF AT4+/AA4+, FxF

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