Documenti di Didattica
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Up to 50%
Squads
At least 25%
Support
Up to 50%
ALLIES
A Space Marine army may be accompanied by allied
troops chosen from the following lists:
Any Space Marine list, Imperial Guard, Imperial
Agents, Squats, Eldar (may not choose an Avater)
These count towards the Support section of the
army.
TARGETERS
All Space Marine heavy weapons, Terminator
armour, support weapons , bike and vehicle
weapons are equipped with a targeter.
VEHICLE CREW
Unless specified otherwise, vehicle crew carry bolt
pistols.
Wargear List
TERMINATOR ARMOUR
Characters may be equipped with Terminator
Armour, plus the weapons listed below. If you
choose this option then you cannot choose any
further items from the wargear list. Terminator
armour comes equipped with a teleport homer.
Storm Bolter and Power Fist . . . . . . . . . . . . . . . . . . . . 49
Lightning Claws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Thunder Hammer and Storm Shield . . . . . . . . . . . . . .55
Storm Bolter and Chain Fist . . . . . . . . . . . . . . . . . . . . .51
Storm Bolter and Power Sword . . . . . . . . . . . . . . . . . 45
COMMAND WEAPONS
Command Weapons may be carried by models
indicated in the lists and each model may carry an
unlimited number.
Storm Bolter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Lightning Claw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Thunder Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Storm Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Combi-weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
ASSAULT WEAPONS
A model may carry an unlimited number of assault
weapons.
Chainsword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Power Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Power Fist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Power Maul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Power Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Bolt Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Hand Flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Plasma Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
SPECIAL WEAPONS
Boltgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Flamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Meltagun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Plasma gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
HEAVY WEAPONS
Autocannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Heavy Bolter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
- Hellfire shells for the above . . . . . . . . . . . . . . . . . . . +5
Lascannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Missile Launcher with (frag and krak) . . . . . . . . . . . . 45
- Melta missiles for the above . . . . . . . . . . . . . . . . . . . +5
- Anti-plant missiles for the above . . . . . . . . . . . . . . . +5
- Plasma missiles for the above . . . . . . . . . . . . . . . . . .+5
Multi-melta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Heavy Plasma Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Characters
96
Unit
WS
BS
Ld
Chapter Master
10
96
TECHMARINE
33
Unit
WS
BS
Ld
Unit
WS
BS
Ld
Captain
10
Techmarine
125
Unit
WS
BS
Ld
Captain
10
68
Unit
WS
BS
Ld
Master of the
Forge
HONOUR GUARD
43 each
Unit
WS
BS
Ld
Honour Guard
55
Unit
WS
BS
Ld
Standard
CHAPLAIN
COMMAND SQUAD
33 each
Unit
WS
BS
Ld
Veteran
Champion
Hero
Mighty Hero
53
84
125
Unit
WS
BS
Ld
Champion
Hero
Mighty Hero
10
APOTHECARY
40
Unit
WS
BS
Ld
Apothecary
VETERAN SERGEANTS
+5
Unit
WS
BS
Ld
Veteran
LIBRARIAN Lexicanium
Codicier
Epistolary
Chief Librarian
53
97
152
196
Unit
WS
BS
Ld
Lexicanium
Codicier
Epistolary
Chief Librarian
Squads
SPECIAL RULES: Boltgun Drill
Marines in certain squads armed with Boltguns may
use the following skills. Other Marines in the same
squad not armed with Boltguns may shoot normally.
These skills may not be combined with the Rapid
Fire skill, and the normal choosing a target rules still
apply. Squads able to use Boltgun Drill skills are:
Tactical and Combat Tactical Squads
Veteran and Combat Veteran Squads
Sternguard and Sternguard Combat Squads
-Skirmish Fire Drill
The squad may fire when hidden and only become
detected rather than spotted.
- Suppressive Fire Drill
If the squad remains stationary it may fire at targets
that are hidden or detected. Hidden models may
only be targeted if they were visible in the terrain
currently concealing them during their last move.
Suppressive Fire is made at the start of the
movement phase after charges are declared but
before models are moved, preceeding overwatch
fire.
- Fire Charge Drill
When the squad charges, each model may fire one
shot at one of his melee opponents if they have
moved into base-to-base contact. The shot is worked
out at the beginning of the hand-to-hand combat
phase (before Digi-weapons, Mandiblasters etc) and
suffers a -1 modifier. If the target is killed then the
Marine may make a follow-up move and fight in
close combat as normal.
Alternatively, the squad may shoot after running
with a -1 to hit modifier.
- Reflex Fire Drill
If the squad is charged it may fire at the attackers as
if it were on overwatch (with a -1 to hit modifier)
TACTICAL SQUAD
300
Unit
WS
BS
Ld
Space Marine
ASSAULT SQUAD
300
Unit
WS
BS
Ld
Space Marine
DEVASTATOR SQUAD
300
Unit
WS
BS
Ld
Space Marine
150
Unit
WS
BS
Ld
Space Marine
Veteran
COMBAT SQUAD
The entire squad may be equipped with meltabombs at a cost of +25 points.
TERMINATOR SQUAD
315
SCOUT SQUAD
100
Unit
WS
BS
Ld
Unit
WS
BS
Ld
Terminator
Sergeant
Scout
VETERAN SQUAD
330
Unit
WS
BS
Ld
Space Marine
37 each
47 for Sergeant
Unit
WS
BS
Ld
Sergeant
Scout
STERNGUARD VETERANS
410
Unit
WS
BS
Ld
Veteran
BIKE SQUADRON
47 each
Unit
WS
BS
Ld
Space Marine
VANGUARD VETERANS
330
Unit
WS
BS
Ld
Veteran
SERVITOR SQUAD
15 each
Unit
WS
BS
Ld
Servitor
Support
CONVERSION BEAMER
80
Unit
WS
BS
Ld
Servitor
TARANTULA
20
Unit
WS
BS
Ld
Servitor
THUNDERFIRE CANNON
115
Unit
WS
BS
Ld
Techmarine
CREW 1 Techmarine
WEAPONS Thunderfire Cannon. The Techmarine
also has a bolt pistol and frag grenades.
ARMOUR Power Armour (3+ save)
WARGEAR The Techmarine may have up to 3
wargear cards.
Long 20 - 60
SURFACE DETONATION
Strength: 6
Damage: 1
Save Modifier: -2
Armour Penetration: 1d6+6
Special: Move or fire; Sustained fire, 3 dice.
2" blast radius.
AIRBURST
Strength: 5
Damage: 1
Save Modifier: -1
Armour Penetration: 1d6+5
Special: Move or fire; Sustained fire, 3 dice.
2" blast radius.
Ignore modifiers for targets in cover.
SUBTERRANEAN BLAST
Strength: 4
Damage: 1
Save Modifier: none
Armour Penetration: 1d6+4
Special: Move or fire; Sustained fire, 3 dice.
2" blast radius.
Any model hit will count as if in difficult
terrain in their next movement phase.
May fire indirectly. See the Whirlwind
entry for details.
65
D6
Unit
WS
BS
Ld
Servitor
The wheel is hit and the bike flips over, killing the crew.
The wreck crashes to the ground d6 away in a random
direction, anything hit suffers d6 S7 hits, -2.
ATTACK BIKE
45
Unit
WS
BS
Ld
Space Marine
1-3
Crew*
4-6
Bike
BIKE
20+ rider
MOVEMENT
Slow Speed: 10
Combat Speed: 15
Fast Speed: 30
TYPE Bike
TYPE Bike
D6
Front Armour
Side/Rear
Armour
10
10
Location
1-2
Rider
3-5
Bike
Front Armour
Side/Rear
Armour
10
D6
The wheel is hit and the bike flips over, killing the
rider.. The wreck crashes to the ground d6 away in a
random direction, anything hit suffers d6 S6 hits, -2.
D6
Location
Legs
20
18
Left Arm
19
17
Right Arm
19
17
Body
21
19
4-6
D6
3-4
5-6
3-5
DREADNOUGHT
The following rules apply to all Dreadnoughts:
Sustained Fire Weapons
A Dreadnought will ignore the first 'jam' rolled on
the sustained fire dice each turn per weapon or
twin-linked weapon.
Side/Rear
Armour
Front Armour
3-4
Missile Launcher
The Dreadnought may opt to fire a salvo instead of a
single shot. In this case roll one sustained fire dice,
then roll to hit with this many missiles. The missiles
must be of the same type, and targets can't be more
than 2 apart.. If a jam is rolled no missiles are fired
and the Dreadnought must spend a turn unjamming
as normal.
Multi-melta
The Dreadnought's Multi-melta may be fired
normally or as a Heavy Flamer.
Twin-linked Lascannon
If the twin-linked Lascannon hits a target with an
armour value, roll on the location table as normal,
but the Dreadnought may add +1 or deduct -1 from
the result. The location must still be visible.
Power Fist
If in close combat with a target with an armour
value, the Dreadnought may trade two normal hits
for one special Tear attack. If the armour is
penetrated, roll for damage with a +2 modifier on
the damage chart.
DREADNOUGHT, STANDARD
115
Unit
WS
BS
Ld
Dreadnought
10
DREADNOUGHT, MORTIS
Unforgiven Only
DREADNOUGHT, IRONCLAD
182
Unit
WS
BS
Ld
Dreadnought
10
115
Unit
WS
BS
Ld
Dreadnought
10
TYPE Walker
RAM VALUE Strength: 7, d10 Damage, -4 Save
(Armour Penetration d6+d10+7)
CREW 1 Space Marine
WEAPONS The Dreadnought is equipped with one
of the following weapon systems, with a 90 field of
fire to the front:
Two Twin-linked Autocannon for + 100 points;
Two Twin-linked Lascannons for + 110 points;
Two Missile Launchers with frag and krak missiles
for +90 points.
The Dreadnought may be fitted with auto-launchers
with frag or blind grenades for +5 points.
TYPE Walker
RAM VALUE Strength: 7, d10 Damage, -4 Save
(Armour Penetration d6+d10+7)
CREW 1 Space Marine
WEAPONS The Ironclad Dreadnought is armed
with a Thunder Hammer or Chainfist with built-in
Meltagun and a Power Fist with built-in Storm
Bolter. Weapons have a 90 arc of fire to the front
The Meltagun may be replaced with a Heavy
Flamer for +17 points.
The Storm Bolter may be replaced with a Heavy
Flamer for + 21 points.
The Power Fist with built-in Storm Bolter may be
replaced with three twin-linked Bolters for free.
The Dreadnought may be fitted with auto-launchers
with frag or blind grenades for +5 points.
D6
Location
Front Armour
Side/Rear
Armour
Legs
21
19
Left Arm
20
18
Right Arm
20
18
Body
22
20
4-6
DREADNOUGHT, VENERABLE
135
Unit
WS
BS
Ld
Dreadnought
10
TYPE Walker
RAM VALUE Strength: 7, d10 Damage, -4 Save
(Armour Penetration d6+d10+7)
CREW 1 Space Marine
WEAPONS The Dreadnought must choose two of
the following weapons.
All weapons have a 90 field of fire to the front:
Power Fist with built-in Storm Bolter for +15
points;
Twin-linked Autocannon for + 50 points;
Twin-linked Lascannons for + 55 points;
Twin-linked Heavy Flamers for + 50 points;
Multi-melta for +65 points;
Assault Cannons for +45 points;
Twin-linked Heavy Bolters for +30 points
Heavy Plasma Gun for + 40 points.
Missile Launcher with frag and krak missiles for
+45 points.
Heavy Flamer with built-in Storm Bolter for + 30
points.
The Dreadnought may be fitted with auto-launchers
with frag or blind grenades for +5 points.
LAND RAIDER
The following rules apply to all Land Raiders:
D6
2-5
Unit
WS
BS
Ld
Space Marine
A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2.. Models on board
are killed on a 4+
2-3
MOVEMENT
Slow Speed: 7
Combat Speed: 14
Fast Speed: 20
Location
Front Armour
Side/Rear
Armour
Track*
17
17
Hull
22
20
Sponson*
18
18
TYPE Tracked
MACHINE SPIRIT
Land Raiders are equipped with a Machine Spirit, an
artificial intelligence crafted by the Adeptus
Mechanicus. The Machine Spirit is smart enough to
move the tank and continue combat operations
even if the crew is injured or otherwise
incapacitated, increasing the durability and
firepower of the Land Raider considerably.
Should any member of the crew be killed or
incapacitated for any reason then the Machine Spirit
will take over their position to drive the tank or
shoot a weapon. Unless the vehicle is immobilised it
may always move at slow speed. Additionally, the
Machine Spirit can fire any one functioning weapon
system with a BS of 4, or move the vehicle at
combat speed.
370
265
Unforgiven Only
CREW 1 Space Marine Driver, 3 Space Marine
Gunners
TRANSPORT None
WEAPONS
Twin-linked Heavy Flamers in each side sponson,
each with a 180 field of fire to the side.
Hull mouted Demolisher Cannon with a 90 field
of fire to the front.
Twin-linked Assault Cannons with a 90 field of
fire to the front.
The tank may be fitted with auto-launchers with frag
or blind grenades for +5 points.
The vehicle is equipped with a bulldozer blade, and
uses the following location chart:
D6
Location
Front Armour
Side/Rear
Armour
17
Track*
17
Demolisher**
18
Hull
22
20
Sponson*
18
18
3-5
6
2-5
6
1
2-5
26 0
29 0
26 0
2-3
WEAPONS
Twin-linked Lascannons in each side sponson, each
with a 180 field of fire to the side.
Twin-linked Heavy Bolters with a 90 field of fire
to the front.
The tank may be fitted with auto-launchers with
frag or blind grenades for +5 points.
200
modifier.
WEAPONS
2 Twin-linked Heavy Bolters in each side sponson,
each with a 180 field of fire to the side.
460
COMMAND VEHICLE
The Land Raider Promethius can only be taken as a
transport for the Space Marine army Commander.
The Promethius is equipped with extra sensor and
communication equipment for maximum command
potential. To represent this, the Space Marine player
may discard any strategy cards and receive randomly
drawn replacements.
WEAPONS
2 Twin-linked Lascannons in each side sponson,
each with a 180 field of fire to the side.
24 0
350
TRANSPORT None
WEAPONS
Twin-linked Lascannons in each side sponson, each
with a 180 field of fire to the side.
WEAPONS
Twin-linked Lascannons in each side rear sponson,
each with a 180 field of fire to the side.
245
LAND SPEEDER
55
Unit
WS
BS
Ld
Space Marine
TYPE Skimmer
RAM VALUE Strength: 6, d6 Damage, -3 Save
(Armour Penetration 2d6+6)
CREW 1 Space Marine Driver, 1 Space Marine
Gunner
WEAPONS
One of the following weapons must be mounted for
the gunner to operate:
Heavy Bolter +15 points;
Heavy Flamer +25 points;
Multi-melta +65 points.
In addition a secondary weapon may be mounted,
operated by the driver:
Typhoon Missile Launcher (twin-linked missile
launcher with frag and krak missiles) +90 points;
Heavy Bolter +15 points;
Heavy Flamer +25 points;
Multi-melta +65 points;
Assault Cannon +45 points.
All weapons have a 90 arc of fire.
D6
Location
1-2
Crew*
3-6
Hull
Front Armour
Side/Rear
Armour
12
75
Unit
WS
BS
Ld
Scout
Location
Front Armour
Side/Rear
Armour
Crew*
Passengers*
3-6
Hull
10
12
210
PREDATOR
65
Unit
WS
BS
Ld
Unit
WS
BS
Ld
Space Marine
Space Marine
MOVEMENT
Slow Speed: 10
Combat Speed: 20
Fast Speed: 30
MOVEMENT
Slow Speed: 7
Combat Speed: 20
Fast Speed: 25
TYPE Skimmer
TYPE Tracked
WEAPONS
One Assault Cannon with a 90 field of fire to the
front.
Twin-linked Missile Launchers with frag and krak
missiles, with a 90 field of fire to the front.
D6
1-6
D6
Location
Hull
Front Armour
Side/Rear
Armour
10
12
WEAPONS
One of the following must be mounted in the turret,
with a 360 field of fire:
Autocannon for + 25 points;
Twin-linked Lascannons for + 90 points.
The vehicle may be fitted with side sponsons at the
following points cost, each with a 180 field of fire
to the side:
Heavy Bolters for + 30 pints;
Lascannons for +90 points.
The tank may be fitted with auto-launchers with
frag or blind grenades for +5 points.
D6
1
2-3
4
5-6
Location
Front Armour
Side/Rear
Armour
Track*
15
15
Hull
20
18
Sponson*
17
15
Turret
22
22
D6
1
2-5
A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2. Models on board
are killed on a 4+
Hull Damage Table
1-3
2-5
6
2-3
4
4-6
D6
WEAPONS
One of the following must be mounted in the turret,
with a 360 field of fire:
Flamestorm Cannon for + 40 points;
Twin-linked Assault Cannons for + 90 points.
5-6
Location
Front Armour
Side/Rear
Armour
Track*
15
15
Hull
20
18
Sponson*
17
15
Turret
22
22
RHINO
50
Unit
WS
BS
Ld
Space Marine
PREDATOR, BAAL
65
WS
BS
Ld
Space Marine
MOVEMENT
Slow Speed: 8
Combat Speed: 18
Fast Speed: 25
TYPE Tracked
RAM VALUE Strength: 7, d12 Damage, -5 Save
(Armour Penetration d6+d12+7)
MOVEMENT
Slow Speed: 7
Combat Speed: 20
Fast Speed: 25
TYPE Tracked
WEAPONS
Either twin-Linked Bolters or a Storm Bolter with
a 360 field of fire.
Location
Front Armour
Side/Rear
Armour
Track*
15
15
Hull
20
18
Weapon
12
12
2-5
1
2-4
A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2. Models on board
are killed on a 4+
D6
Location
Front Armour
Side/Rear
Armour
1-2
Cockpit
12
12
3-5
Hull
14
12
Engine
14
12
D6
STORMTALON GUNSHIP
3-4
165
Unit
WS
BS
Ld
Space Marine
WEAPONS
Twin-linked Assault Cannons
2-3
4-6
STORMRAVEN GUNSHIP
175
Unit
WS
BS
Ld
Space Marine
Servitor
Location
Front Armour
Side/Rear
Armour
Cockpit*
12
12
Wing
3-5
Hull
18
16
Engine
14
12
D6
2-3
5-6
3-4
2-3
4-6
1
2-5
D6
VINDICATOR
WS
BS
Ld
Space Marine
1
2-4
A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2. Models on board
are killed on a 4+
2-5
6
2-5
1
M
Location
130
Unit
D6
Front Armour
Side/Rear
Armour
Track*
15
15
Hull
20
18
Demolisher
Cannon**
17
1-
WHIRLWIND
150
Unit
WS
BS
Ld
Space Marine
D6
2-5
A track is blown off and the tank flips over. The wreck
lands d6 away in a random direction. Any model it
lands on suffers d6 S7 hits, with a -2. Models on board
are killed on a 4+
2-3
D6
Result
1-2
3-4
The rockets are dud, and from now on the multilauncher may only be fired on a 4+
5-6
Indirect Fire
The Whirlwind may fire at any target in range, even
one it cannot draw a line of sight to. The 'choosing a
target' rules still apply, and the shot procedure is
exactly the same, but any models under the blast
marker will only be hit on a 4+.
D6
1
Location
Front Armour
Side/Rear
Armour
Track*
15
15
2-4
Hull
20
18
5-6
Turret
20
18
4-6
RAZORBACK (Mk I)
89
Unit
WS
BS
Ld
Space Marine
Front Armour
Side/Rear
Armour
Track*
15
15
2-4
Hull
20
18
5-6
Turret**
22
15
Location
1
2-5
6
TYPE Tracked
RAM VALUE Strength: 7, d12 Damage, -5 Save
(Armour Penetration d6+d12+7)
CREW 1 Space Marine Driver, 1 Space Marine
Gunner
TRANSPORT 5 Space Marines in Power Armour.
Combat Speed: 18
Fast Speed: 25
WEAPONS
One weapon from the following list, with a 360
field of fire:
Location
Front Armour
Side/Rear
Armour
Track*
15
15
2-4
Hull
20
18
5-6
Turret
22
15
2-5
6
1-3
99
Unit
WS
BS
Ld
Space Marine
4-6
MOVEMENT
Slow Speed: 8
D6
1
4-6
DROP POD
50
or 6 in Terminator Armour
WEAPONS
One Storm Bolter with a 360 field or fire.
The Storm Bolter may be replaced with a
Deathwind Missile Launcher for 10 points, which
has the following profile:
Range: Short 0 - 6 / Long 6 - 12
Strength: 5
Damage: 1
Save Modifier: -2
Armour Penetration: 1d6+5
Special: Sustained fire 1 dice, 2" blast.
D6
Artillery
Dice
Effect
Arrow
Number
Hit
Number
Arrow
Misfire
Hit
Misfire
1-6
Location
Hull
Closed
Open
20
16
The Drop Pod has 2 damage tables, one for the pod
when it has landed and deployed, and one for if it is
hit whilst still descending.
Deployed Hull Damage Table
1
3-4
5-6
2-4