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Army Special Rules:

Codex: Dark Angels

Hunt the Fallen: In any mission which is using the Slay the Warlord objective, if the enemy Warlord is killed in close combat by one of your units in a combat which involves one or more models with the Deathwing special rule, you receive D3 Victory Points instead of 1. If your army includes an Interrogator Chaplain, Asmodai or Sapphon then this bonus is further increased to D3+1. However, should you fail to kill the enemy's Warlord, then your opponent is instead awarded 1 Victory Point.

Deathwing: Any model with this rule has the Stubborn special rule. In addition, the model may re-roll failed to hit and to wound rolls when firing a Storm Bolter.

The Unforgiven: A Primary Detachment from Codex: Dark Angels uses the following rules to determine which armies can be taken as its Secondary Detachment:

* Battle Brothers: Imperial Guard

* Allies of Convenience: Black Templars, Space Marines, Blood Angels, Grey Knights, Sisters of Battle.

* Desperate Allies: Dark Eldar, Orks, Tau, Necrons.

* Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Tyranids.

If the Secondary Detachment are not considered to be Battle Brothers, then the Hunt the Fallen rule does not apply. In addition, if you are using Codex: Dark Angels as your secondary detachment, then instead consult the Allies Matrix from the main rulebook; in this case, the Hunt the Fallen rule will not apply.

Deathwing Assault: Units with this special rule may always be kept in reserve, and if kept in reserve do not count towards the maximum number of units which may do so. During deployment, you must choose half (rounding up) of your units with this special rule which have been held in reserve; these units will arrive by Deep Strike at the beginning of your first turn, there is no need to make reserve rolls for them.

Armoury:

Ranged Weapons:

Assault Cannon: Range: 24" S:6 AP: 4 Type: Heavy 4, Rending Autocannon: Range: 48" S: 7 AP: 4 Type: Heavy 2

Auxillary Grenade Launcher: An Auxillary Grenade Launcher may be fired in addition to any other weapons that the model may fire. Each time it is fired, you must choose to use either the frag or krak profiles:

* Frag: Range: 12" S: 3 AP: 6 Type: Assault 1, Blast

* Krak: Range: 12" S: 6 AP: 4 Type: Assault 1

Combi-weapons: Any model which may take a combi-weapon may choose either a combi-flamer, combi-melta or combi-plasma gun. A combi-weapon is a bolter, which once per game may be fired as either a flamer, meltagun

or plasma gun, as appropriate. Conversion Beamer: When firing a Conversion Beamer, place the template and roll for scatter as normal. When the final position of the shot is determined, measure from the firer to the centre of the blast marker, and use the

appropriate profile below:

* Range: up to 18" S: 6 AP: - Type: Heavy 1, Blast

* Range: 18-42" S: 8 AP: 4 Type: Heavy 1, Blast

* Range: 42-72" S: 10 AP: 1 Type: Heavy 1, Blast

* If the distance is over 72", the shot misses and has no effect.

Cyclone Missile Launcher: When firing a Cyclone Missile Launcher, you must choose which profile to use:

* Frag: Range: 48" S: 4 AP: 6 Type: Heavy 2, Blast

* Krak: Range: 48 " S: 8 AP: 3 Type: Heavy 2

Bolt Pistol: Range: 12" S: 4 AP: 5 Type: Pistol Bolter: Range: 24" S:4 AP: 5 Type: Rapid Fire Deathwind Missile Launcher: Range: 12" S: 5 AP: 6 Type: Heavy 1, Large Blast, Pinning Demolisher Cannon: Range: 24" S: 10 AP: 2 Type: Ordnance 1, Large Blast Flamer: Range: Template S: 4 AP: 5 Type: Assault 1 Flamestorm Cannon: Range: Template S: 6 AP: 3 Type: Heavy 1 Frag Grenade: As Assault Grenades. Godhammer Lascannon: Range: 48" S: 10 AP: 2 Type: Heavy 2 Heavy Bolter: Range: 36" S: 5 AP: 4 Type: Heavy 3 Heavy Bolter with Hellfire Rounds: Range: 36" S: 1 AP: 4 Type: Heavy 1, Blast, Poisoned (2+) Heavy Flamer: Range: Template S: 5 AP: 4 Type: Assault 1 Hellstrike Missile: Range:72" S: 8 AP: 1 Type: Heavy 1, Missile Hurricane Bolter: A Hurricane Bolter fires as three twin-linked bolters, but is otherwise treated as a single weapon. Lascannon: Range: 48" S: 9 AP: 2 Type: Heavy 1 Meltagun: Range: 12" S: 8 AP: 1 Type: Assault 1, Melta

Missile Launcher: When firing a Missile Launcher, you must choose which profile to use (only Missile Launchers which are specifically noted as having flakk missiles may use the flakk profile):

* Frag: Range: 48" S: 4 AP: 6 Type: Heavy 1, Blast

* Krak: Range: 48" S: 8 AP: 3 Type: Heavy 1, Blast

* Flakk: Range: 48" S: 7 AP: 4 Type: Heavy 1, Skyfire

Multi-melta: Range: 24" S: 8 AP: 1 Type: Heavy 1, Melta Plasma Cannon: Range: 36" S: 7 AP: 2 Type: Heavy 1, Blast, Gets Hot Plasma Destroyer: Range: 36" S: 7 AP: 2 Type: Heavy 3, Blast Plasma Gun: Range: 24" S: 7 AP: 2 Type: Rapid Fire, Gets Hot Plasma Pistol: Range: 12" S: 7 AP: 2 Type: Pistol, Gets Hot Skyhammer Missile Launcher: Range: 60" S: 7 AP: 4 Type: Heavy 3 Sniper Rifle: Range: 36" S: X AP: 6 Type: Heavy 1, Sniper Space Marine Shotgun: Range: 12" S: 4 AP: - Type: Assault 2 Storm Bolter: Range: 24" S:4 AP: 5 Type: Assault 2

Thunderfire Cannon: When firing a Thunderfire Cannon, you must choose which profile to use:

* Surface Detonation: Range: 60" S: 6 AP: 5 Type: Heavy 4, Blast

* Airburst: Range: 60" S: 5 AP: 6 Type: Heavy 4, Blast, Ignores Cover

* Subterranean Blast: Range: 60" S: 4 AP: - Type: Heavy 4, Blast, Tremor (Tremor: Any unit hit by a Subterranean Blast counts as being in difficult terrain for its next movement phase; if it actually in difficult terrain, then it will roll one less dice than normal to determine the distance that it may move.)

Typhoon Missile Launcher: When firing a Typhoon Missile Launcher, you must choose which profile to use:

* Frag: Range: 48" S: 4 AP: 6 Type: Heavy 2, Blast

* Krak: Range: 48 " S: 8 AP: 3 Type: Heavy 2

Whirlwind Multiple Missile Launcher: When firing a Whirlwind Multiple Missile Launcher, you must choose which profile to use:

* Vengeance Missiles: Range: 12-48" S: 5 AP: 4 Type: Ordnance 1, Barrage

* Incendiary Castellan Missiles: Range: 12-48" S: 4 AP: 5 Type: Ordnance 1, Large Blast, Barrage, Ignores Cover

Equipment:

Artificer Armour: 2+ armour save Combat Shield: 5+ invulnerable save Company Standard: All friendly models from Codex: Dark Angels within 12" of the bearer must re-roll failed morale and pinning tests. In addition, the bearer's unit counts as having caused an additional wound when determining which sides wins in assault. Digital Weapons: A model with Digital Weapons may re-roll a single failed to wound roll in each assault phase. Iron Halo: 4+ invulnerable save Jump Pack: The model adds Jump to its unit type. Locator Beacon: Any friendly unit which attempts to Deep Strike within 6" of a model with a locator beacon will not scatter. Narthecium: The model and his unit have the Feel No Pain special rule. Power Armour: 3+ armour save Rosarius: 4+ invulnerable save Scout Armour: 4+ armour save Servo-arm: The model may make an additional attack at initiative 1, this attack counts as being made by a power fist. The model may make one of these attacks for each servo-arm that it has. Servo-harness: The model receives a second servo-arm, a flamer and a twin-linked plasma pistol, all in addition to its other equipment. The model is allowed to fire two ranged weapons instead of one, and has the Bulky special rule. Space Marine Bike: The model changes Infantry to Bikes in its unit type, will change its toughness to 5, and will be armed with a twin-linked bolter in addition to its other equipment. Storm Shield: 3+ invulnerable save; the model may never receive +1 attack for having two close combat weapons Teleport Homer: Any friendly unit which is composed entirely of models wearing terminator armour which attempts to Deep Strike within 6" of a model with a teleport homer will not scatter. Terminator Armour: 2+ armour save, 5+ invulnerable save; The model also has the Deep Strike, Relentless and Bulky special rules, and may not perform a Sweeping Advance.

Vehicle Upgrades:

Ceramite Plating: The Melta special rule has no effect on a vehicle with ceramite plating. Frag Assault Launcher: Any unit which charges on the same turn that it disembarks from a vehicle with frag assault launchers counts as being equipped with frag grenades during that Assault Phase. Siege Shield: The vehicle automatically passes dangerous terrain tests.

HQ:

Azrael, Supreme Grand Master: 215 points

Azrael: Ws-6 Bs-5 S-4 T-4 W-4 I-5 A-5 Ld-10 Sv-2+

Unit Type: Infantry, Character, Unique Equipment: Protector (artificer armour), Lion Helm (Azrael, and all models in his unit, have a 4+ invulnerable save), Sword of Secrets (Range: - S: +2 AP: 2 Type: Melee, Master-Crafted), Lion's Wrath (master-crafted combi- plasma gun)

Special Rules: And They Shall Know No Fear, Independent Character, Deathwing, Hatred (Chaos Space Marines), Grand Master of the Dark Angels, Orbital Bombardment

* Grand Master of the Dark Angels: If Azrael is included in the army as part of the Primary Detachment, then he must be the Warlord. Azrael will always have the Inspiring Presence and Legendary Fighter Warlord Traits, there

is no need to roll. In addition, you may include a single Honour Guard unit, this unit does not take up any space on the Force Organisation Chart, but is otherwise treated as an HQ choice.

* Orbital Bombardment: As Chapter Master, Azrael is capable of calling in an orbital strike during the battle. Once per game during one of your shooting phases, providing Azrael has not moved that turn, he may use the following shooting attack: Range: Unlimited S: 10 AP: 1 Type: Ordnance 1, Large Blast, Barrage (note that this always counts as firing indirectly, and scatters 3D6" rather than 2D6" if a hit is not rolled).

Honour Guard: 250 points

May only be taken if Azrael, Supreme Grand Master is the army's Warlord, as detailed in his Grand Master of the Dark Angels special rule. Honour Guard: Ws-5 Bs-5 S-4 T-4 W-1 I-4 A-2 Ld-10 Sv-2+ Adriel, Honour Guard Apothecary: Ws-5 Bs-5 S-4 T-4 W-1 I-4 A-2 Ld-10 Sv-2+ Bethor, Chapter Standard Bearer: Ws-5 Bs-5 S-4 T-4 W-2 I-4 A-3 Ld-10 Sv-2+ Zareus, Chapter Champion: Ws-7 Bs-7 S-4 T-4 W-2 I-6 A-4 Ld-10 Sv-2+ Unit Type: Honour Guard: Infantry. Adriel, Bethor and Zareus: Infantry, Character. Unit Size: 2 Honour Guard, 1 Adriel, 1 Bethor and 1 Zareus.

Equipment: Honour Guard: artificer armour, bolter, bolt pistol, power weapon, frag & krak grenades. Adriel: artificer armour, bolter, bolt pistol, power sword, narthecium, frag & krak grenades. Bethor: artificer armour, bolter, bolt pistol, power sword, Chapter Standard (all models in the unit receive +1 attack while the bearer is alive; in addition, all friendly models from Codex: Dark Angels within 12" of the bearer have the Fearless special rule), frag & krak grenades. Zareus: artificer armour, bolter, bolt pistol, Sword of Judgement (Range: - S: +1 AP: 2 Type: Melee), frag & krak grenades.

Options:

* May add up to 5 more Honour Guard for 35 points per model.

* Any Honour Guard may replace his bolter with one of the following: storm bolter or combi-weapon - 5 points

* Any Honour Guard may replace his bolt pistol with one of the following: power weapon, plasma pistol or combat shield - 5 points, lightning claw or power fist - 10 points, thunder hammer or storm shield - 15 points.

* Any Honour Guard may replace his power weapon with one of the following: plasma pistol or combat shield - free, lightning claw or power fist - 5 points, thunder hammer or storm shield - 10 points.

* Any model may take meltabombs - 5 points per model.

* One Honour Guard in the unit may take a teleport homer - 5 points.

* Any Honour Guard may take an auxiliary grenade launcher - 5 points.

* The unit may purchase a Rhino, Razorback, Drop Pod (see the Dedicated Transports section), Land Raider, Land Raider Redeemer or Land Raider Crusader (see the Dedicated Transports section) as a Dedicated Transport. Special Rules: And They Shall Know No Fear, Deathwing

Belial, Master of the Deathwing: 170 points

Belial: Ws-6 Bs-5 S-4 T-4 W-3 I-5 A-4 Ld-10 Sv-2+

Unit Type: Infantry, Character, Unique Unit Size: 1 Belial Equipment: terminator armour, Sword of Silence (Range: - S: +2 AP: 3 Type: Melee), storm bolter, iron halo

Options:

* May replace his deathwing storm bolter with a storm shield for 5 points.

Special Rules: And They Shall Know No Fear, Independent Character, Deathwing, Deathwing Assault, Master of the Deathwing, Deathwing Command Squad, Company Veterans

* Master of the Deathwing: If Belial is your Warlord, then the following rules apply. Belial will always have the Strategic Genius Warlord Trait, there is no need to roll. Deathwing Terminator Squads may be taken as both Troops

and Elites choices.

* Deathwing Command Squad: If Belial is included in the army, then one Deathwing Terminator Squad may be designated as his command squad; this unit will cost an extra 50 points. One Terminator in the unit will become an

Apothecary and will add a narthecium to his equipment, a second Terminator in the unit will add the Deathwing Company Standard (as a Company Standard, but all models in the unit receive +1 attack while the bearer lives) to

his equipment, and the Terminator Sergeant will become a Company Champion giving him Ws-5. This unit will not take up any space on the Force Organisation Chart, but is otherwise treated as an HQ choice.

* Company Veterans: During your deployment, you may choose one Deathwing Terminator Squad in your army. This squad may be given one of the following rules, which applies for the rest of the game: Counter-Attack, Furious Charge, Monster Hunter, Pinning (will instead apply to the units' ranged weapons), Preferred Enemy or Tank Hunters.

Sammael, Master of the Ravenwing:

Sammael on Jetbike: Ws-6 Bs-5 S-4 T-5 W-3 I-5 A-4 Ld-10 Sv-3+ 185 points Sammael on Landspeeder: Bs-5 FA-14 SA-14 RA-10 HP-4 140 points Unit Type: Sammael on Jetbike: Jetbike, Character, Unique. Sammael on Landspeeder: Vehicle (Fast, Skimmer), Unique. Unit Size: 1 Sammael on Jetbike or 1 Sammael on Landspeeder Equipment: Sammael on Jetbike: power armour, The Raven Sword (master-crafted power sword), space marine jetbike (as a space marine bike, but replaces the twin-linked bolter with a twin-linked storm bolter and a plasma cannon, and follows the rules for jetbikes), iron halo, frag & krak grenades. Sammael on Landspeeder: twin-linked heavy bolter, twin-linked assault cannon. Special Rules: Sammael on Jetbike: And They Shall Know No Fear, Independent Character, Hit and Run, Scout, Skilled Rider, Deathwing, Master of the Ravenwing, Ravenwing Command Squad, Company Veterans. Sammael

on Landspeeder: Scout, Skilled Rider, Master of the Ravenwing, Company Veterans.

* Master of the Ravenwing: If Sammael is your Warlord, then the following rules apply. Sammael will always have the Master of Ambush Warlord Trait, there is no need to roll (note that Sammael may be your Warlord even if he

is on his Landspeeder). Ravenwing Bike Squads, Ravenwing Landspeeder Squadrons and Ravenwing Attack Bike Squads may be taken as both Troops and Fast Attack choices.

* Ravenwing Command Squad: If Sammael is on his Jetbike, one Ravenwing Bike Squad may be designated as his command squad; this unit will cost an extra 50 points. One Ravenwing Biker in the unit will become an

Apothecary and will add a narthecium to his equipment, a second Ravenwing Biker in the unit will add the Ravenwing Company Standard (as a Company Standard, but all models in the unit receive +1 attack while the bearer

lives) to his equipment, and the Veteran Sergeant will become a Company Champion giving him Ws-5. This unit will not take up any space on the Force Organisation Chart, but is otherwise treated as an HQ choice.

* Company Veterans: During your deployment, you may choose one Ravenwing Bike Squad in your army. This squad may be given one of the following rules, which applies for the rest of the game: Counter-Attack, Furious Charge, Infiltrate, Monster Hunter, Pinning (will instead apply to the units' ranged weapons), Preferred Enemy or Tank Hunters.

Ezekiel, Grand Master of Librarians: 225 points

Ezekiel: Ws-6 Bs-5 S-4 T-4 W-3 I-5 A-4 Ld-10 Sv-2+ Unit Type: Infantry, Character, Unique Unit Size: 1 Ezekiel Equipment: Secret's Shield (artificer armour), Traitor's Bane (master-crafted force sword), Deliverer (master-crafted bolt pistol with AP-3), psychic hood, frag & krak grenades

Psychic Powers: Ezekiel may generate his psychic powers from the Biomancy, Divination, Telekinesis or Telepathy disciplines. In addition, he will also have all of the following psychic powers:

* Hellfire: Witchfire, Warp Charge 1; Range: Template S-2D6 AP-D3 Assault 1 (roll to determine the strength and AP values each time Hellfire is used)

* Force Barrier: Warp Charge 1; Force Barrier may be used when Ezekiel suffers an unsaved wound, if the psychic test is passed the wound will be ignored (even if it causes Instant Death).

* Mind Worm: Focused Witchfire, Warp Charge 1; If Mind Worm hits, the target model must immediately take a leadership test on 3D6, discarding the highest roll. If the test is failed, the target model may not shoot, use psychic

powers or make attacks in combat until the start of Ezekiel's next turn. Models without a leadership characteristic are unaffected.

Special Rules: And They Shall Know No Fear, Independent Character, Psyker (Mastery Level 3), Deathwing, Book of Salvation

* Book of Salvation: All friendly units from Codex: Dark Angels within 12" of Ezekiel have the Fearless special rule. If Ezekiel is your Warlord, then he will always have the Intimidating Presence Warlord Trait, there is no need to roll.

Sapphon, Grand Master of Chaplains: 190 points

Sapphon: Ws-6 Bs-5 S-4 T-4 W-3 I-5 A-4 Ld-10 Sv-2+ Unit Type: Infantry, Character, Unique Unit Size: 1 Sapphon Equipment: terminator armour, crozius arcanum (thunder hammer), storm bolter, rosarius

Special Rules: Independent Character, Deathwing, First Chaplain

* First Chaplain: All friendly units from Codex: Dark Angels within 12" of Sapphon have +1 attack and the Zealot special rule. If Sapphon is your Warlord, then he will always have the Immovable Object Warlord Trait, there is no need to roll.

Asmodai, Interrogator Chaplain: 210 points Asmodai: Ws-6 Bs-5 S-4 T-4 W-3 I-5 A-4 Ld-10 Sv-2+ Unit Type: Indantry, Character, Unique Unit Size: 1 Asmodean Equipment: artificer armour, crozius arcanum (power maul), power sword, rosarius, frag & krak grenades

Special Rules: Independent Character, Deathwing, Zealot, Blades of Reason

* Blades of Reason: Any enemy unit within 12" of Asmodean which is required to take a morale or pinning test must roll an additional dice and discard the highest result. If Asmodean is your Warlord, then he will always have the Intimidating Presence Warlord Trait, there is no need to roll; in addition, if Asmodean is your Warlord, then you may choose to re-roll the result of the Hunt the Fallen rule at the end of the game.

Company Master: 125 points

Company Master: Ws-6 Bs-5 S-4 T-4 W-3 I-5 A-4 Ld-10 Sv-3+ Unit Type: Infantry, Character Unit Size: 1 Company Master Equipment: power armour, iron halo, chainsword, bolt pistol, frag & krak grenades

Options:

* May replace his bolt pistol and/or chainsword with any of the following: plasma pistol, storm bolter or combi-weapon - 5 points, power weapon or storm shield - 10 points, lightning claw, power fist - 20 points, thunder hammer -

25 points.

* May take any of the following: meltabombs, teleport homer and/or digital weapons - 5 points, auxiliary grenade launcher - 10 points, artificer armour - 20 points.

* May take one of the following: jump pack - 15 points, space marine bike- 30 points.

Special Rules: And They Shall Know No Fear, Independent Character, Deathwing, Company Veterans

* Company Veterans: During your deployment, you may choose one Tactical Squad, Scout Squad, Assault Squad, Space Marine Bike Squad, or Devastator Squad for each Company Master in your army. Each squad chosen in

this manner may be given one of the following rules, which applies for the rest of the game (each squad may choose differently): Counter-Attack, Furious Charge, Infiltrate, Monster Hunter, Pinning (will instead apply to the unit's ranged weapons), Preferred Enemy or Tank Hunters.

Interrogator Chaplain: 140 points

Interrogator Chaplain: Ws-6 Bs-5 S-4 T-4 W-3 I-5 A-4 Ld-10 Sv-3+ Unit Type: Infantry, Character Unit Size: 1 Interrogator Chaplain Equipment: power armour, crozius arcanum (power maul), bolt pistol, rosarius, frag & krak grenades

Options:

* May replace his bolt pistol with any of the following: plasma pistol, storm bolter or combi-weapon - 5 points, power weapon or storm shield - 10 points, lightning claw, power fist - 20 points.

* May take any of the following: meltabombs, teleport homer and/or digital weapons - 5 points, artificer armour - 20 points.

* May replace power armour, bolt pistol and frag & krak grenades with terminator armour and storm bolter - 20 points. May then replace his storm bolter with a combi-weapon - free, power weapon or storm shield - 5 points,

lightning claw, power fist - 15 points, thunder hammer - 20 points.

* If terminator armour is not chosen, may take one of the following: jump pack - 15 points, space marine bike- 30 points. Special Rules: Zealot, Independent Character, Deathwing

Librarian: 100 points

Librarian: Ws-5 Bs-4 S-4 T-4 W-2 I-4 A-3 Ld-10 Sv-3+ Unit Type: Infantry, Character Unit Size: 1 Librarian Equipment: power armour, force weapon, bolt pistol, psychic hood, frag & krak grenades

Psychic Powers: A Librarian may generate his psychic powers from the Biomancy, Divination, Telekinesis or Telepathy disciplines. In addition, he will also have one of the following psychic powers:

* Hellfire: Witchfire, Warp Charge 1; Range: Template S-2D6 AP-D3 Assault 1 (roll to determine the strength and AP values each time Hellfire is used)

* Force Barrier: Warp Charge 1; Force Barrier may be used when the Librarian suffers an unsaved wound, if the psychic test is passed the wound will be ignored (even if it causes Instant Death).

Options:

* May be upgraded to an Epistolary, making the Librarian Mastery Level 2 - 50 points.

* May replace his bolt pistol with any of the following: plasma pistol, storm bolter, combi-weapon or combat shield - 5 points, power weapon - 10 points, lightning claw, power fist or storm shield - 15 points.

* May take any of the following: meltabombs, teleport homer and/or digital weapons - 5 points.

* May replace power armour, bolt pistol and frag & krak grenades with terminator armour and storm bolter - 30 points. May then replace his storm bolter with a combi-weapon - free, power weapon - 5 points, lightning claw,

power fist or storm shield - 10 points. If terminator armour is chosen, then the Librarian automatically receives the Deathwing special rule.

* If terminator armour is not chosen, may take one of the following: jump pack - 15 points, space marine bike- 25 points.

* May be given the Deathwing special rule for 10 points. Special Rules: And They Shall Know No Fear, Independent Character, Psyker (Mastery Level 1)

Master of the Forge: 85 points

Master of the Forge: Ws-4 Bs-5 S-4 T-4 W-3 I-4 A-2 LD-10 Sv-2+ Servitor: Ws-3 Bs-3 S-3 T-3 W-1 I-3 A-1 Ld-8 Sv-4+ Unit Type: Master of the Forge: Infantry (Character). Servitor: Infantry

Unit Size: 1 Master of the Forge; the Master of the Forge may be accompanied by 0-5 Servitors at 8 points per model (the Master of the Forge is not required to deploy with or join the Servitors). Equipment: Master of the Forge: artificer armour, bolter, bolt pistol, servo-arm, frag & krak grenades. Servitor: servo-arm

Options:

* The Master of the Forge may take a servo-harness for 25 points or a conversion beamer - 15 points.

* The Master of the Forge may replace his bolt pistol with a plasma pistol - 5 points or storm shield - 15 points.

* The Master of the Forge may replace his bolter with a storm bolter or combi-weapon - 5 points.

* The Master of the Forge may take one of the following: power weapon - 10 points, power fist or lightning claw - 15 points, thunder hammer - 20 points.

* The Master of the Forge may take a space marine bike - 25 points.

* Any Servitor may replace its servo-arm with a heavy bolter - free, multi-melta - 5 points, plasma cannon - 10 points.

Special Rules: Master of the Forge: And They Shall Know No Fear, Independent Character, Blessing of the Omnissiah, Bolster Defences. Servitor: Mindlock.

* Blessing of the Omnissiah: In each of your shooting phases, instead of firing his weapons, a Master of the Forge may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a

vehicle, roll a D6 and add the following modifiers where applicable: each Servitor with a servo-arm in his unit (+1), the Master of the Forge has a servo-harness (+1). If the result is 5 or more, you may restore a Hull Point lost

earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.

* Bolster Defences: Each Master of the Forge in your army may choose a single ruin on the battlefield (each ruin can only be chosen by a single Techmarine or Master of the Forge) during your deployment, this ruin must be

within your deployment zone. For the rest of the game, any cover save provided by that ruin is improved by 1 (so for example, an area terrain ruin would provide a 4+ cover save to units within its area, and a 3+ cover save to

units obscured by the ruin).

* Mindlock: If at the start of any of your turns, a unit of Servitors is not lead by a Techmarine or Master of the Forge, you must roll a dice. On a 4+, the unit is fine; on a 3 or less the unit may not voluntarily move, shoot, run or charge for the rest of your turn.

Command Squad: 140 points

You may only include a Command Squad in your army if you also have a Company Master; you may take one Command Squad per Company Master, these will not take up a Force Organisation slot but are otherwise treated as HQ choices. Veteran: Ws-4 BS-4 S-4 T-4 W-1 I-4 A-2 Ld-9 Sv-3+ Apothecary: Ws-4 BS-4 S-4 T-4 W-1 I-4 A-2 Ld-9 Sv-3+ Company Champion: Ws-5 Bs-4 S-4 T-4 W-1 I-4 A-3 Sv-3+ Unit Type: Infantry (Company Champion is Infantry, Character)

Unit Size: 3 Veterans, 1 Apothecary and 1 Company Champion Equipment: Veterans: power armour, bolter, bolt pistol, chainsword, frag & krak grenades. Apothecary: power armour, narthecium, bolt pistol, chainsword, frag & krak grenades. Company Champion: power armour, bolter, bolt pistol, chainsword, frag & krak grenades.

Options:

* May add up to 5 more Veterans for 20 points per model.

* Up to 4 Veterans may replace their bolter with one of the following: flamer - free, meltagun - 5 points, plasma gun - 10 points.

* Any model may replace his bolter with one of the following: storm bolter or combi-weapon - 5 points

* Any model may replace his bolt pistol and/or chainsword with one of the following: power weapon, plasma pistol or combat shield - 5 points, lightning claw or power fist - 10 points, thunder hammer or storm shield - 15 points.

* Any model may take meltabombs - 5 points per model.

* One model in the unit may take a teleport homer - 5 points.

* One Veteran may carry the Company Standard for 15 points.

* The unit may purchase a Rhino, Razorback or Drop Pod as a Dedicated Transport (see the Dedicated Transports section).

* If no Dedicated Transport is taken, the unit may replace their bolters with jump packs for 5 points per model (in which case, Veterans may still purchase flamers, meltaguns and plasma guns; these will be in addition to their

other equipment rather than replacing their bolters).

* The entire unit may be upgraded to have the Deathwing special rule for 5 points per model. Special Rules: And They Shall Know No Fear, Combat Squads

Elites:

Deathwing Terminator Squad: 175 points

Terminator: Ws-4 Bs-4 S-4 T-4 W-1 I-4 A-2 Ld-9 Sv-2+ Terminator Sergeant: Ws-4 Bs-4 S-4 T-4 W-1 I-4 A-3 Ld-9 Sv-2+ Unit Type: Infantry (Terminator Sergeant is Infantry, Character) Unit Size: 4 Terminators and 1 Terminator Sergeant Equipment: Terminators: terminator armour, two lightning claws; Terminator Sergeant: terminator armour, two lightning claws

Options:

* May add up to 5 more Terminators for 35 points per model.

* Any model may replace both of his lightning claws with either a power fist and storm bolter - 5 points or a thunder hammer and storm shield - 10 points.

* Any model may replace his power fist with a chain fist for 5 points.

* For every 5 models in the unit, 1 Terminator may replace his storm bolter with either an assault cannon - 15 points or a heavy flamer - free. If neither option is chosen, he may instead add a cyclone missile launcher to his

starting weaponry for 15 points.

* The unit may purchase a Land Raider, Land Raider Crusader or a Land Raider Redeemer as a Dedicated Transport (see the Heavy Support section). Special Rules: And They Shall Know No Fear, Combat Squads, Deathwing, Deathwing Assault

Chaplain: 90 points

Chaplain: Ws-5 Bs-4 S-4 T-4 W-2 I-4 A-3 LD-9 Sv-3+ Unit Type: Infantry, Character Unit Size: 1Chaplains Equipment: power armour, crozius arcanum (power maul), rosarius, bolt pistol, frag & krak grenades

Options:

* May replace his bolt pistol with any of the following: plasma pistol, storm bolter or combi-weapon - 5 points, power weapon or storm shield - 10 points, lightning claw or power fist - 15 points.

* May take any of the following: meltabombs, teleport homer and/or digital weapons - 5 points.

* May take one of the following: jump pack - 15 points or space marine bike - 25 points. Special Rules: Zealot, Independent Character

Chaplain Dreadnought: 185 points

Chaplain Dreadnought: Ws-5 Bs-4 S-6 FA-13 SA-13 RA-11 I-4 A-3 HP-3 Unit Type: Vehicle (Walker), Character

Unit Size: 1 Chaplain Dreadnought Equipment: multi-melta, crozius arcanum (dreadnought close combat weapon), rosarius, smoke launchers, searchlight

Options:

* May replace his multi-melta with one of the following: twin-linked heavy flamer, twin-linked heavy bolter - free, twin-linked autocannon - 5 points, plasma cannon, assault cannon or twin-linked lascannon - 10 points.

* May take extra armour for 5 points.

* May purchase a Drop Pod as a Dedicated Transport (see the Dedicated Transports section).

Special Rules: Fiery Oratory

* Fiery Oratory: The Chaplain Dreadnought and all friendly models from Codex: Dark Angels within 6" have the Zealot special rule.

Venerable Dreadnought: 125 points

Venerable Dreadnought: Ws-5 Bs-5 S-6 FA-12 SA-12 RA-10 I-4 A-2 HP-3 Unit Type: Vehicle (Walker) Unit Size: 1 Venerable Dreadnought Equipment: multi-melta, dreadnought close combat weapon with built in storm bolter, smoke launchers, searchlight

Options:

* May replace storm bolter with a heavy flamer - 10 points.

* May replace dreadnought close combat weapon (and built in storm bolter) with a missile launcher or twin-linked autocannon - free.

* May replace his multi-melta with one of the following: twin-linked heavy flamer, twin-linked heavy bolter - free, twin-linked autocannon - 5 points, plasma cannon, assault cannon or twin-linked lascannon - 10 points.

* May take extra armour for 5 points.

* May purchase a Drop Pod as a Dedicated Transport (see the Dedicated Transports section).

Special Rules: Venerable

* Venerable: Whenever a Venerable Dreadnought suffers a penetrating hit, you may force your opponent to re-roll the result on the damage chart.

Techmarine: 50 points

Techmarine: Ws-4 Bs-4 S-4 T-4 W-2 I-4 A-2 LD-9 Sv-2+ Servitor: Ws-3 Bs-3 S-3 T-3 W-1 I-3 A-1 Ld-8 Sv-4+ Unit Type: Techmarine: Infantry (Character). Servitor: Infantry

Unit Size: 1-3 Techmarines (each Techmarine deploys and counts as a separate unit for all purposes, even though they are chosen from a single force organisation chart), each Techmarine may be accompanied by 0-5 Servitors at 8 points per model (the Techmarine is not required to deploy with or join the Servitors). Equipment: Techmarine: artificer armour, bolter, bolt pistol, servo-arm, frag & krak grenades. Servitor: servo-arm

Options:

* Any Techmarine may take a servo-harness for 25 points.

* Any Techmarine may replace his bolt pistol with a plasma pistol - 5 points or storm shield - 15 points.

* Any Techmarine may replace his bolter with a storm bolter or combi-weapon - 5 points.

* Any Techmarine may take one of the following: power weapon - 10 points, power fist or lightning claw - 15 points, thunder hammer - 20 points.

* Any Techmarine may take a space marine bike - 25 points.

* Any Servitor may replace its servo-arm with a heavy bolter - free, multi-melta - 5 points, plasma cannon - 10 points.

Special Rules: Techmarine: And They Shall Know No Fear, Independent Character, Blessing of the Omnissiah, Bolster Defences. Servitor: Mindlock.

* Blessing of the Omnissiah: In each of your shooting phases, instead of firing his weapons, a Techmarine may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll

a D6 and add the following modifiers where applicable: each Servitor with a servo-arm in his unit (+1), the Techmarine has a servo-harness (+1). If the result is 5 or more, you may restore a Hull Point lost earlier in the battle, or

repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.

* Bolster Defences: Each Techmarine in your army may choose a single ruin on the battlefield (each ruin can only be chosen by a single Techmarine or Master of the Forge) during your deployment, this ruin must be within your

deployment zone. For the rest of the game, any cover save provided by that ruin is improved by 1 (so for example, an area terrain ruin would provide a 4+ cover save to units within its area, and a 3+ cover save to units

obscured by the ruin).

* Mindlock: If at the start of any of your turns, a unit of Servitors is not lead by a Techmarine or Master of the Forge, you must roll a dice. On a 4+, the unit is fine; on a 3 or less the unit may not voluntarily move, shoot, run or charge for the rest of your turn.

Troops:

Tactical Squad: 90 points

Tactical Marine: Ws-4 BS-4 S-4 T-4 W-1 I-4 A-1 LD-8 Sv-3+ Veteran Sergeant: Ws-4 BS-4 S-4 T-4 W-1 I-4 A-2 Ld-9 Sv-3+ Unit Type: Infantry (Veteran Sergeant is Infantry, Character) Unit Size: 4 Tactical Marines and 1 Veteran Sergeant Equipment: power armour, bolter, bolt pistol, frag & krak grenades

Options:

* May add up to 5 more Tactical Marines for 16 points per model.

* One Tactical Marine may replace his bolter with one of the following: flamer - free, meltagun - 5 points, plasma gun - 10 points.

* If the squad numbers 10 models, then one Tactical Marine may replace his bolter with one of the following: heavy bolter - free, missile launcher or multi-melta - 5 points, lascannon, plasma cannon or missile launcher with flak

missiles - 10 points.

* The unit may purchase a Rhino, Razorback or Drop Pod as a Dedicated Transport (see the Dedicated Transports section).

* The Veteran Sergeant may replace his bolter and/or bolt pistol with one of the following: chainsword - free, power weapon - 10 points, lightning claw or power fist - 15 points, plasma pistol, storm bolter or combi-weapon - 5

points.

* The Veteran Sergeant may take any of the following: meltabombs and/or teleport homer - 5 points.

* The Veteran Sergeant may be given the Deathwing special rule for 10 points. Special Rules: And They Shall Know No Fear, Combat Squads

Scout Squad: 75 points

Scout: Ws-3 Bs-3 S-4 T-4 W-1 I-4 A-1 Ld-8 Sv-4+ Veteran Sergeant: Ws-4 BS-4 S-4 T-4 W-1 I-4 A-2 Ld-9 Sv-4+ Unit Type: Infantry (Veteran Sergeant is Infantry, Character) Unit Size: 4 Scouts and 1 Veteran Sergeant Equipment: scout armour, bolter, bolt pistol, frag & krak grenades

Options:

* May add up to 5 more Scouts for 13 points per model.

* Any model may replace his bolter with one of the following: close combat weapon or space marine shotgun - free, sniper rifle - 1 point per model.

* One Scout may replace his bolter with one of the following: missile launcher - 5 points, heavy bolter with hellfire rounds or missile launcher with flak missiles - 10 points.

* The Veteran Sergeant may replace his bolter and/or bolt pistol with one of the following: chainsword - free, power weapon - 10 points, lightning claw or power fist - 15 points, plasma pistol, storm bolter or combi-weapon - 5

points.

* The Veteran Sergeant may take any of the following: meltabombs and/or teleport homer - 5 points.

* The Veteran Sergeant may be given the Deathwing special rule for 10 points. Special Rules: And They Shall Know No Fear, Combat Squads, Infiltrate, Stealth

Fast Attack:

Ravenwing Bike Squad: 115 points

Ravenwing Biker: Ws-4 Bs-4 S-4 T-5 W-1 I-4 A-2 LD-9 Sv-3+ Veteran Sergeant: Ws-4 Bs-4 S-4 T-5 W-1 I-4 A-3 Ld-9 Sv-3+ Ravenwing Attack Bike: Ws-4 Bs-4 S-4 T-5 W-2 I-4 A-3 Ld-9 Sv-3+ Unit Type: Bikes (Veteran Sergeant is Bikes, Character) Unit Size: 2 Ravenwing Bikers and 1 Veteran Sergeant

Equipment: Ravenwing Biker and Veteran Sergeant: power armour, space marine bike, frag & krak grenades. Ravenwing Attack Bike: power armour, space marine bike, frag & krak grenades, heavy bolter.

Options:

* May add up to 5 more Ravenwing Bikers for 35 points per model.

* May add a Ravenwing Attack Bike for 50 points, it may replace its heavy bolter with a multi-melta for 10 points, but may not have any other upgrades.

* Up to 4 Ravenwing Bikers may take one of the following: flamer - free, meltagun - 5 points, plasma gun - 10 points.

* Any model may take one of the following: power weapon, plasma pistol or combat shield - 5 points, lightning claw or power fist - 10 points, thunder hammer or storm shield - 15 points.

* Any model may take meltabombs - 5 points per model.

* One model in the unit may take a locator beacon - 10 points. Special Rules: And They Shall Know No Fear, Combat Squads, Hit and Run, Scout, Skilled Rider, Deathwing (Veteran Sergeant only)

Ravenwing Landspeeder Squadron: 65 points

Ravenwing Landspeeder: Bs-4 FA-10 SA-10 RA-10 HP-2 Unit Type: Vehicle (Fast, Skimmer) Unit Size: 1 Ravenwing Landspeeder Equipment: heavy bolter

Options:

* May add up to 2 more Ravenwing Landspeeders for 65 points per model.

* Any Ravenwing Landspeeder may replace its heavy bolter with heavy flamer - free or multi-melta - 5 points.

* Any Ravenwing Landspeeder may take one of the following: heavy flamer or heavy bolter - 5 points, multi-melta - 10 points, assault cannon or typhoon missile launcher - 15 points. Special Rules: Deep Strike, Scout, Skilled Rider

Ravenwing Attack Bike Squad: 50 points

Ravenwing Attack Bike: Ws-4 Bs-4 S-4 T-5 W-2 I-4 A-3 Ld-9 Sv-3+ Unit Type: Bikes

Unit Size: 1 Ravenwing Attack Bike Equipment: power armour, space marine bike, frag & krak grenades, heavy bolter

Options:

* May add up to 2 more Ravenwing Attack Bikes for 50 points per model.

* Any model may replace its heavy bolter with a multi-melta - 10 points.

Special Rules: And They Shall Know No Fear, Hit and Run, Scout, Skilled Rider

Bike Squad: 85 points

Biker: Ws-4 Bs-4 S-4 T-5 W-1 I-4 A-2 LD-8 Sv-3+ Veteran Sergeant: Ws-4 Bs-4 S-4 T-5 W-1 I-4 A-2 Ld-9 Sv-3+ Attack Bike: Ws-4 Bs-4 S-4 T-5 W-2 I-4 A-2 Ld-8 Sv-3+ Unit Type: Bikes (Veteran Sergeant is Bikes, Character) Unit Size: 2 Bikers and 1 Veteran Sergeant

Equipment: Biker and Veteran Sergeant: power armour, space marine bike, frag & krak grenades. Attack Bike: power armour, space marine bike, frag & krak grenades, heavy bolter.

Options:

* May add up to 5 more Bikers for 25 points per model.

* May add an Attack Bike for 40 points, it may replace its heavy bolter with a multi-melta for 10 points, but may not have any other upgrades.

* Up to 2 Bikers may take one of the following: flamer - free, meltagun - 5 points, plasma gun - 10 points.

* The Veteran Sergeant may take one of the following: power weapon - 10 points, lightning claw or power fist - 15 points, plasma pistol or combat shield - 5 points.

* The Veteran Sergeant may take any of the following: meltabombs and/or teleport homer - 5 points.

* The Veteran Sergeant may be given the Deathwing special rule for 10 points. Special Rules: And They Shall Know No Fear, Combat Squads

Landspeeder Squadron: 45 points

Landspeeder: Bs-4 FA-10 SA-10 RA-10 HP-2 Unit Type: Vehicle (Fast, Skimmer) Unit Size: 1 Landspeeder Equipment: heavy bolter

Options:

* May add up to 2 more Landspeeders for 45 points per model.

* Any Ravenwing Landspeeder may replace its heavy bolter with heavy flamer - free or multi-melta - 5 points.

* Any Ravenwing Landspeeder may take one of the following: heavy flamer or heavy bolter - 5 points, multi-melta - 10 points, assault cannon or typhoon missile launcher - 15 points. Special Rules: Deep Strike

Attack Bike Squad: 35 points

Attack Bike: Ws-4 Bs-4 S-4 T-5 W-2 I-4 A-2 Ld-8 Sv-3+ Unit Type: Bikes Unit Size: 1 Attack Bike

Equipment: power armour, space marine bike, frag & krak grenades, heavy bolter

Options:

* May add up to 2 more Ravenwing Attack Bikes for 35 points per model.

* Any model may replace its heavy bolter with a multi-melta - 10 points. Special Rules: And They Shall Know No Fear

Stormtalon Gunship Squadron: 130 points

Stormtalon Gunship: BS-4 FA-11 SA-11 RA-11 HP-2 Unit Type: Vehicle (Flier) Unit Size: 1 Stormtalon Gunship Equipment: twin-linked assault cannon, twin-linked heavy bolter, ceramite plating

Options:

* May add up to 2 more Stormtalon Gunships for 130 points per model.

* Any Stormtalon Gunship may replace its twin-linked heavy bolter with one of the following: twin-linked lascannon or sky hammer missile launcher - 15 points, typhoon missile launcher - 20 points.

Special Rules: Escort Craft, Hover Strike, Supersonic

* Escort Craft: If a Stormtalon Gunship Squadron is held in reserve at the start of the game, it can be assigned as an escort to another of your units in reserve under the following conditions: the unit is not arriving by Deep

Strike, the unit is not another Stormtalon Gunship Squadron, and the unit is not being escorted by another Stormtalon Gunship Squadron. If a Stormtalon Gunship Squadron is assigned as an escort, then do not make reserves rolls for the it, instead it will arrive at the same time as the unit that it is escorting, and must move onto the board within 12" of the point at which the escorted unit moves onto the board.

Assault Squad: 100 points

Assault Marine: Ws-4 BS-4 S-4 T-4 W-1 I-4 A-1 LD-8 Sv-3+ Veteran Sergeant: Ws-4 BS-4 S-4 T-4 W-1 I-4 A-2 Ld-9 Sv-3+ Unit Type: Jump Infantry (Veteran Sergeant is Jump Infantry, Character)

Unit Size: 4 Assault Marines and 1 Veteran Sergeant Equipment: power armour, jump pack, chainsword, bolt pistol, frag & krak grenades

Options:

* May add up to 5 more Assault Marines for 18 points per model.

* One Assault Marine may replace his bolt pistol with one of the following: flamer - free, meltagun or plasma pistol - 5 points.

* The unit may purchase a Rhino, Razorback or Drop Pod as a Dedicated Transport (see the Dedicated Transports section). If it does so, then the Dedicated Transport chosen will cost 35 points less, but the squad will lose its

jump packs.

* The Veteran Sergeant may replace his chainsword and/or bolt pistol with one of the following: power weapon - 10 points, lightning claw, power fist or storm shield - 15 points, plasma pistol or combat shield - 5 points.

* The Veteran Sergeant may take any of the following: meltabombs and/or teleport homer - 5 points.

* The Veteran Sergeant may be given the Deathwing special rule for 10 points. Special Rules: And They Shall Know No Fear, Combat Squads

Heavy Support:

Devastator Squad: 90 points

Devastator: Ws-4 BS-4 S-4 T-4 W-1 I-4 A-1 LD-8 Sv-3+ Veteran Sergeant: Ws-4 BS-4 S-4 T-4 W-1 I-4 A-2 Ld-9 Sv-3+ Unit Type: Infantry (Veteran Sergeant is Infantry, Character) Unit Size: 4 Devastators and 1 Veteran Sergeant Equipment: Devastators: power armour, bolter, bolt pistol, frag & krak grenades. Veteran Sergeant: power armour, bolter, bolt pistol, frag & krak grenades, signum.

Options:

* May add up to 5 more Devastators for 16 points per model.

* Up to 4 Devastators may replace their bolters with one of the following: heavy bolter - free, missile launcher or multi-melta - 5 points, lascannon, plasma cannon or missile launcher with flak missiles - 10 points.

* The unit may purchase a Rhino, Razorback or Drop Pod as a Dedicated Transport (see the Dedicated Transports section).

* The Veteran Sergeant may replace his bolter and/or bolt pistol with one of the following: chainsword - free, power weapon - 10 points, lightning claw or power fist - 15 points, plasma pistol, storm bolter or combi-weapon - 5

points.

* The Veteran Sergeant may take any of the following: meltabombs and/or teleport homer - 5 points.

* The Veteran Sergeant may be given the Deathwing special rule for 10 points. Special Rules: And They Shall Know No Fear, Combat Squads

Dreadnought: 90 points

Dreadnought: Ws-4 Bs-4 S-6 FA-12 SA-12 RA-10 I-4 A-2 HP-3 Unit Type: Vehicle (Walker) Unit Size: 1 Dreadnought Equipment: multi-melta, dreadnought close combat weapon with built in storm bolter, smoke launchers, searchlight

Options:

* May replace storm bolter with a heavy flamer - 10 points.

* May replace dreadnought close combat weapon (and built in storm bolter) with a missile launcher or twin-linked autocannon - free.

* May replace his multi-melta with one of the following: twin-linked heavy flamer, twin-linked heavy bolter - free, twin-linked autocannon - 5 points, plasma cannon, assault cannon or twin-linked lascannon - 10 points.

* May take extra armour for 5 points.

* May purchase a Drop Pod as a Dedicated Transport (see the Dedicated Transports section).

Predator: 70 points

Predator: Bs-4 FA-13 SA-11 RA-10 HP-3 Unit Type: Vehicle (Tank) Unit Size: 1 Predator Equipment: autocannon, smoke launchers, searchlight

Options:

* May replace autocannon with a twin-linked lascannon - 15 points.

* May take side sponsoons with heavy bolters - 20 points or lascannons - 30 points.

* May take any of the following: storm bolter, hunter-killer missile, dozer blade and/or extra armour - 5 points.

Predator Executioner: 100 points

Predator Executioner: Bs-4 FA-13 SA-11 RA-10 HP-3 Unit Type: Vehicle (Tank) Unit Size: 1 Predator Executioner Equipment: plasma destroyer, smoke launchers, searchlight

Options:

* May take side sponsoons with plasma cannons - 30 points.

* May take any of the following: storm bolter, hunter-killer missile, dozer blade and/or extra armour - 5 points.

Whirlwind: 80 points

Whirlwind: BS-4 FA-11 SA-11 RA-10 HP-3 Unit Type: Vehicle (Tank) Unit Size: 1 Whirlwind Equipment: whirlwind multiple missile launcher, smoke launchers, searchlight

Options:

* May take any of the following: storm bolter, hunter-killer missile, dozer blade and/or extra armour - 5 points.

Vindicator: 115 points

Vindicator: Bs-4 FA-13 SA-11 RA-10 HP-3 Unit Type: Vehicle (Tank) Unit Size: 1 Vindicator Equipment: demolisher cannon, storm bolter, smoke launchers, searchlight

Options:

* May take any of the following: storm bolter, hunter-killer missile, dozer blade and/or extra armour - 5 points, siege shield - 10 points.

Thunderfire Cannon: 100 points

Techmarine: Ws-4 Bs-4 S-4 T-4 W-2 I-4 A-2 LD-9 Sv-2+ Thunderfire Cannon: T-7 W-2 Sv-3+ Unit Type: Artillery (if the Thunderfire Cannon is destroyed, the Techmarine's unit type becomes: Infantry, Character) Unit Size: 1 Techmarine and 1 Thunderfire Cannon Equipment: Techmarine: artificer armour, bolter, bolt pistol, servo-arm, frag & krak grenades. Thunderfire Cannon: thunderfire cannon.

Options:

* Techmarine may take a servo-harness for 25 points.

* Techmarine may replace his bolt pistol with a plasma pistol - 5 points or storm shield - 15 points.

* Techmarine may replace his bolter with a storm bolter or combi-weapon - 5 points.

* Techmarine may take one of the following: power weapon - 10 points, power fist or lightning claw - 15 points, thunder hammer - 20 points.

Special Rules: Techmarine: And They Shall Know No Fear, Independent Character (only if the Thunderfire Cannon is destroyed), Blessing of the Omnissiah, Bolster Defences.

* Blessing of the Omnissiah: In each of your shooting phases, instead of firing his weapons, a Techmarine may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll

a D6 and add the following modifiers where applicable: each Servitor with a servo-arm in his unit (+1), the Techmarine has a servo-harness (+1). If the result is 5 or more, you may restore a Hull Point lost earlier in the battle, or

repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately. The Techmarine may not use this rule unless his Thunderfire Cannon has been destroyed.

* Bolster Defences: Each Techmarine in your army may choose a single ruin on the battlefield (each ruin can only be chosen by a single Techmarine or Master of the Forge) during your deployment, this ruin must be within your deployment zone. For the rest of the game, any cover save provided by that ruin is improved by 1 (so for example, an area terrain ruin would provide a 4+ cover save to units within its area, and a 3+ cover save to units obscured by the ruin).

Land Raider: 200 points

Land Raider: Bs-4 FA-14 SA-14 RA-14 HP-4 Unit Type: Vehicle (Tank, Transport) Unit Size: 1 Land Raider Equipment: twin-linked heavy bolter, side sponsoon godhammer lascannons, smoke launchers, searchlight Transport Capacity: 10 models Fire Points: none Access Points: Front ramp and one on each side.

Options:

* May take any of the following: storm bolter, hunter-killer missile and/or extra armour - 5 points, multi-melta - 10 points. Special Rules: Assault Vehicle, Power of the Machine Spirit

Land Raider Crusader: 200 points

Land Raider Crusader: Bs-4 FA-14 SA-14 RA-14 HP-4

Unit Type: Vehicle (Tank, Transport) Unit Size: 1 Land Raider Crusader Equipment: twin-linked assault cannon, side sponsoon hurricane bolters, frag assault launchers, smoke launchers, searchlight Transport Capacity: 16 models Fire Points: none Access Points: Front ramp and one on each side.

Options:

* May take any of the following: storm bolter, hunter-killer missile and/or extra armour - 5 points, multi-melta - 10 points. Special Rules: Assault Vehicle, Power of the Machine Spirit

Land Raider Redeemer: 200 points

Land Raider Redeemer: Bs-4 FA-14 SA-14 RA-14 HP-4 Unit Type: Vehicle (Tank, Transport)

Unit Size: 1 Land Raider Redeemer Equipment: twin-linked assault cannon, side sponsoon firestorm cannons, frag assault launchers, smoke launchers, searchlight Transport Capacity: 12 models Fire Points: none Access Points: Front ramp and one on each side.

Options:

* May take any of the following: storm bolter, hunter-killer missile and/or extra armour - 5 points, multi-melta - 10 points. Special Rules: Assault Vehicle, Power of the Machine Spirit

Land Raider Ares: 250 points

Land Raider: Bs-4 FA-14 SA-14 RA-14 HP-5

Unit Type: Vehicle (Tank, Heavy) Unit Size: 1 Land Raider Ares Equipment: demolisher cannon, twin-linked assault cannon, side sponsoon twin-linked heavy flamers, smoke launchers, searchlight, siege shield

Options:

* May replace side sponsoon twin-linked heavy flamers with side sponsoon twin-linked multi-meltas - 20 points.

* May take any of the following: storm bolter, hunter-killer missile and/or extra armour - 5 points, multi-melta - 10 points.

Special Rules: Power of the Machine Spirit, Stable Platform

* Stable Platform: When a Land Raider Ares fires its Demolisher Cannon, the rest of its weapons may fire as normal without being forced to snap-fire.

Stormraven Gunship: 175 points

Stormraven Gunship: Bs-4 FA-12 SA-12 RA-12 HP-3 Unit Type: Vehicle (Flier, Hover, Transport) Unit Size: 1 Stormraven Gunship

Equipment: twin-linked heavy bolter, twin-linked assault cannon, 4 hellstrike missiles, ceramite plating, searchlight Transport Capacity: 12 models (may carry jump infantry) and/or 1 Dreadnought (of any kind; if the Dreadnought is onboard when the Stormraven is destroyed, it suffers the hit on its rear armour) Fire Points: none Access Points: One access point on the front of the hull, one on each side, and one at the rear.

Options:

* May replace twin-linked heavy bolter with one of the following: twin-linked multi-melta - 10 points, typhoon missile launcher - 15 points.

* May replace twin-linked assault cannon with one of the following: twin-linked lascannon or twin-linked plasma cannon - free.

* May take side sponsoon hurricane bolters for 20 points.

* May take any of the following: locator beacon - 10 points and/or extra armour - 5 points.

Special Rules: Assault Vehicle, Deep Strike, Power of the Machine Spirit, Darkening Skies

* Darkening Skies: If a Stormraven Gunship moves more than 6" in its movement phase, passengers may still disembark, but they must use the following rules to do so. Nominate any point which the Stormraven Gunship has

moved over this turn and deploy the disembarking squad onto that point using the Deep Strike rules. If the unit scatters, every model in the unit must take a Dangerous Terrain test. If any of the disembarking models cannot be

deployed, the whole unit is destroyed as if it had rolled a 1 on the Deep Strike Mishap table. Models that disembark in this manner may not charge in the same turn.

Dedicated Transports:

Rhino: 35 points

Rhino: Bs-4 FA-11 SA-11 RA-10 HP-3 Unit Type: Vehicle (Tank, Transport) Unit Size: 1 Rhino Equipment: storm bolter, smoke launchers, searchlight Transport Capacity: 10 models, may not carry models in terminator armour Fire Points: 1 on the roof of the Rhino, which may be used by 2 models at the same time Access Points: One on each side and one on the rear.

Options:

* May take any of the following: storm bolter, hunter-killer missile, dozer blade and/or extra armour - 5 points.

Razorback: 50 points

Razoback: Bs-4 FA-11 SA-11 RA-10 HP-3 Unit Type: Vehicle (Tank, Transport) Unit Size: 1 Razorback Equipment: twin-linked heavy bolter, smoke launchers, searchlight Transport Capacity: 6 models, may not carry models in terminator armour Fire Points: none Access Points: One on each side and one on the rear.

Options:

* May replace twin-linked heavy bolter with one of the following: twin-linked heavy flamer - free, twin-linked lascannon - 15 points, twin-linked assault cannon - 20 points, lascannon and plasma gun - 20 points.

* May take any of the following: storm bolter, hunter-killer missile, dozer blade and/or extra armour - 5 points.

Drop Pod: 35 points

Drop Pod: Bs-4 FA-12 SA-12 RA-12 Unit Type: Vehicle (Open-topped) Unit Size: 1 Drop Pod Equipment: storm bolter Transport Capacity: 10 models Fire Points: none Access Points: N/A

Options:

* May replace storm bolter with a deathwind missile launcher - 10 points.

* May take a locator beacon - 10 points.

Special Rules: Inertial Guidance System, Immobile, Drop Pod Assault

* Inertial Guidance System: Should a Drop Pod scatter on top of impassible terrain or another model while deploying by Deep Strike, reduce the scatter distance by the minimum amount necessary to avoid doing so.

* Drop Pod Assault: Drop Pods must always be held in reserve and deployed using the Deep Strike rules. Any unit which purchases a Drop Pod as a Dedicated Transport must be held in reserve, embarked upon its Drop Pod.

During deployment, you must choose half of your Drop Pods (rounding up) to arrive at the start of your first turn, instead of being rolled for normally. As soon as a Drop Pod's scatter is resolved, all passengers must immediately

disembark, and are not allowed to charge in that turn. No models may embark upon a Drop Pod during the game.

* Immobile: A Drop Pod cannot move after deploying by Deep Strike, and counts as having suffered an immobilised result on the vehicle damage chart (which cannot be repaired in any way).