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Final, before decoration XX FEBRUARY 2018 Final, before decoration 1 SPACE MARINE KILL TEAMS VETERAN SERGEANT Kill Team Leader Cost to recruit: 225 points M WS BS S T W I A Ld Veteran Sergeant 4” 4 4 4 4 1 4 2 9 Every Space Marine kill team is led by an experienced Veteran Sergeant, sometimes seconded from the 1st Company. Wargear: A Veteran Sergeant has a combat blade and power armour. In addition, a Veteran Sergeant can be armed with items chosen from the Space Marine Hand-to- Hand Weapons, Pistols, Basic Weapons, Ammunition, Grenades, and Miscellaneous Equipment lists. SPACE MARINE Trooper Cost to recruit: 120 points M WS BS S T W I A Ld Space Marine 4” 4 4 4 4 1 4 1 8 Space Marines form the bulk of every Space Marine kill team and they are the most tactically versatile warriors in a Space Marine Chapter. Wargear: A Space Marine has a combat blade and power armour. In addition, a Space Marine can be armed with items chosen from the Space Marine Hand-to- Hand Weapons, Pistols, Basic Weapons, Ammunition, Grenades, and Miscellaneous Equipment lists. SPACE MARINE GUNNER Specialist Cost to recruit: 130 points M WS BS S T W I A Ld Space Marine Gunner 4” 4 4 4 4 1 4 1 8 Space Marine Gunners are equipped with special weapons or heavy weapons, bringing versatile firepower to a Space Marine kill team. Wargear: A Gunner has a combat blade and power armour. In addition, a Gunner can be armed with items chosen from the Space Marine Basic Weapons, Pistols, Special Weapons, Heavy Weapons, Ammunition, Grenades, and Miscellaneous Equipment lists. Legiones Astartes Silver Skulls x Catechism of Hate, x Verse I of XXV x The Adeptus Astartes, more commonly known as the Space Marines, are the epitome of the Imperium’s martial might. They are living weapons whose duty is to safeguard the Emperor’s realm against its myriad foes. SPACE MARINE SPECIAL RULES The following special rule applies to all members of a Space Marine kill team. And They Shall Know No Fear: A fighter with this rule never has to take fear or terror tests. In addition, a fighter with this rule can always test to recover early from pinning, even if there is no friendly fighter within 2”. Chapter Honours: When creating your kill team, select a Chapter Honours found on page 8. Some Chapter Honours also have special rules and may offer additional weapons and equipment options. For the purpose of the Chapter Honours rules, Successor Chapters count as being drawn from their Founding Chapter. The chosen Chapter Honours is your kill team’s sub-faction and affects skill advancements. Note that once you have selected a Chapter Honours, you cannot change it. USING A SPACE MARINE KILL TEAM A Space Marine kill team follows all of the normal rules, with the following exceptions: - A Space Marine kill team consists of 3- 7 models. - In any missions that allow Ork Boyz kill teams to field additional models (such as the Raid or Hit and Run), subtract 2 from the random number of models that take part in the mission for a Space Marine kill team. SPACE MARINE SCOUT KILL TEAMS The Chapter Honours and Skills presented in these rules may be used for Space Marine Scout Kill Teams as presented in the Shadow War: Armageddon Rulebook.

Space Marine Kill Teams - Bolter and Chainsword

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Final, before decoration XX FEBRUARY 2018

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SPACE MARINE KILL TEAMS VETERAN SERGEANT Kill Team Leader Cost to recruit: 225 points

M WS BS S T W I A Ld

Veteran Sergeant 4” 4 4 4 4 1 4 2 9

Every Space Marine kill team is led by an experienced Veteran Sergeant, sometimes

seconded from the 1st Company.

Wargear: A Veteran Sergeant has a combat blade and power armour. In addition, a

Veteran Sergeant can be armed with items chosen from the Space Marine Hand-to-

Hand Weapons, Pistols, Basic Weapons, Ammunition, Grenades, and

Miscellaneous Equipment lists.

SPACE MARINE Trooper Cost to recruit: 120 points

M WS BS S T W I A Ld

Space Marine 4” 4 4 4 4 1 4 1 8

Space Marines form the bulk of every Space Marine kill team and they are the most

tactically versatile warriors in a Space Marine Chapter.

Wargear: A Space Marine has a combat blade and power armour. In addition, a

Space Marine can be armed with items chosen from the Space Marine Hand-to-

Hand Weapons, Pistols, Basic Weapons, Ammunition, Grenades, and

Miscellaneous Equipment lists.

SPACE MARINE GUNNER Specialist Cost to recruit: 130 points

M WS BS S T W I A Ld

Space Marine Gunner 4” 4 4 4 4 1 4 1 8

Space Marine Gunners are equipped with special weapons or heavy weapons,

bringing versatile firepower to a Space Marine kill team.

Wargear: A Gunner has a combat blade and power armour. In addition, a Gunner

can be armed with items chosen from the Space Marine Basic Weapons, Pistols,

Special Weapons, Heavy Weapons, Ammunition, Grenades, and Miscellaneous

Equipment lists.

Legiones Astartes Silver Skulls x

Catechism of Hate, x

Verse I of XXV x

The Adeptus Astartes, more commonly

known as the Space Marines, are the

epitome of the Imperium’s martial might.

They are living weapons whose duty is to

safeguard the Emperor’s realm against its

myriad foes.

SPACE MARINE SPECIAL RULES The following special rule applies to all

members of a Space Marine kill team.

And They Shall Know No Fear: A

fighter with this rule never has to take

fear or terror tests. In addition, a fighter

with this rule can always test to recover

early from pinning, even if there is no

friendly fighter within 2”.

Chapter Honours: When creating your

kill team, select a Chapter Honours

found on page 8. Some Chapter

Honours also have special rules and

may offer additional weapons and

equipment options.

For the purpose of the Chapter Honours

rules, Successor Chapters count as being

drawn from their Founding Chapter.

The chosen Chapter Honours is your kill

team’s sub-faction and affects skill

advancements.

Note that once you have selected a

Chapter Honours, you cannot change it.

USING A SPACE MARINE KILL TEAM A Space Marine kill team follows all of

the normal rules, with the following

exceptions:

- A Space Marine kill team consists of 3-

7 models.

- In any missions that allow Ork Boyz

kill teams to field additional models

(such as the Raid or Hit and Run),

subtract 2 from the random number of

models that take part in the mission for a

Space Marine kill team.

SPACE MARINE SCOUT KILL TEAMS The Chapter Honours and Skills

presented in these rules may be used for

Space Marine Scout Kill Teams as

presented in the Shadow War:

Armageddon Rulebook.

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SPACE MARINE WEAPON AND EQUIPMENT LISTS Ammunition

Hellfire bolts* 20 points

* Can be purchased for bolt pistols or boltguns only.

Basic Weapons

Shotgun** 20 points

Boltgun 35 points

Combi-flamer* 55 points

Combi-plasma* 60 points

Combi-melta* 65 points

Combi-grav* 80 points

* Veteran Sergeant and Scout Sergeant only

** Models in Scout armour only

Grenades

Frag grenades 25 points

Melta bombs* 30 points

Krak grenades 40 points

* Veteran Sergeant and Scout Sergeant only

Hand-to-Hand Weapons

Combat blade (knife) 5 points

Assault blade (sword) 15 points

Axe** 15 points

Chainsword 25 points

Chainxe** 30 points

Power lance** 50 points

Power maul or sword* 50 points

Lightning claw** 50 points

Power axe* 60 points

Power fist* 85 points

Thunder hammer** 100 points

* Veteran Sergeant and Scout Sergeant only

** Only if allowed by Chapter Honours

Heavy Weapons

Heavy flamer 100 points

Heavy bolter 180 points

Missile launcher:

with frag missiles 175 points

with super krak missiles 190 points

with both 225 points

Plasma cannon* 240 points

Lascannon 250 points

* Only if allowed by Chapter Honours

Miscellaneous

Camo gear 5 points

Clip harness 10 points

Photo-visor 15 points

Red-dot laser sight 20 points

Telescopic sight** 20 points

Combat shield* 25 points

Storm shield* 50 points

Weapon reload Half cost of weapon in points

* Only if allowed by Chapter Honours

** Cannot be fitted to shotguns or special weapons

Pistols

Bolt pistol 25 points

Hand flamer** 25 points

Plasma pistol* 50 points

Grav pistol* 60 points

Inferno pistol** 65 points

* Veteran Sergeant and Scout Sergeant only

** Only if allowed by Chapter Honours

Special Weapons

Flamer 40 points

Storm bolter* 55 points

Plasma gun 80 points

Meltagun 95 points

* Only if allowed by Chapter Honours

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WEAPONS AND EQUIPMENT

BASIC WEAPONS

COMBI-FLAMER

The combi-flamer combines the prodigious stopping power

of a boltgun with a single-shot flamer unit, perfect for

filling a crawlway or ruin with scouring flame.

A combi-flamer can be fired either as a boltgun or a flamer,

but can only be fired as a flamer once per game. If an

Ammo roll is failed for a combi-flamer before the flamer is

fired, then the flamer can be used once, but the boltgun can

no longer be fired. Weapon reloads only apply to the

boltgun and cannot be purchased for the flamer. Telescopic

and red-dot laser sights purchased for a combi-flamer only

apply when firing it as a boltgun.

COMBI-MELTA

Combining a boltgun and a single shot melta unit, the

combi-melta all but guarantees the death of a single, deeply

unfortunate foe.

A combi-melta can be fired either as a boltgun or a

meltagun, but can only be fired as a meltagun once per

game. If an Ammo roll is failed for a combi-melta before

the meltagun is fired, then the meltagun can be used once,

but the boltgun can no longer be fired. Weapon reloads

only apply to the boltgun and cannot be purchased for the

meltagun. Telescopic and red-dot laser sights purchased for

a combi-melta only apply when firing it as a boltgun.

COMBI-PLASMA

Combining a boltgun and a single shot plasmagun, the

combi-plasma provides flexible firepower.

A combi-plasma can be fired either as a boltgun or a

plasmagun, but can only be fired as a plasmagun once per

game. If an Ammo roll is failed for a combi-plasma before

the plasmagun is fired, then the plasmagun can be used

once, but the boltgun can no longer be fired. Weapon

reloads only apply to the boltgun and cannot be purchased

for the plasmagun. Telescopic and red-dot laser sights

purchased for a combi-plasmagun only apply when firing it

as a boltgun.

COMBI-GRAV

The combi-grav combines a standard boltgun with a single-

shot grav gun unit, perfect for a heavily armoured foe.

A combi-grav can be fired either as a boltgun or a grav gun,

but can only be fired as a graviton gun once per game. If an

Ammo roll is failed for a combi-grav before the grav-gun is

fired, then the grav-gun can be used once, but the boltgun

can no longer be fired. Weapon reloads only apply to the

boltgun and cannot be purchased for the grav-gun.

Telescopic and red-dot laser sights purchased for a combi-

grav only apply when firing it as a boltgun.

HAND-TO-HAND WEAPONS

AXE

The axe is a large bladed weapon, often as tall as a man.

Because of its size, the weapon is often wielded with both

hands, although it can be used one-handed with a slight

reduction in effect.

Range Strength Damage Save Mod.

Close Combat As user 1 -

Dual-handed: An axe can be wielded in one hand using

the profile above. Alternately, a fighter can wield an axe

with both hands, in which case it confers a further +1 bonus

to their Strength.

CHAINAXE

Combining the sweeping blades of an axe with the rending

teeth of a chainweapon, the chainaxe is a deadly and noisy

weapon favored by brutal killers. Because of its size, the

weapon is often wielded with both hands, although it can

be used one-handed with a slight reduction in effect.

Range Strength Damage Save Mod.

Close Combat 4 1 -2

Noisy: This weapon emits a loud and distinctive sound, so

must test to see if the alarm is raised when used during

missions such as The Raid.

Dual-handed: A chainaxe can be wielded in one hand

using the profile above. Alternately, a fighter can wield a

chainaxe with both hands, in which case it confers a further

+1 bonus to their Strength.

CHAINFIST

Tipped with roaring chain-blades, these monstrous

gauntlets can carve even a Chaos Space Marine in two.

Range Strength Damage Save Mod.

Close Combat 8 D3 -7

Noisy: This weapon emits a loud and distinctive sound, so

must test to see if the alarm is raised when used during

missions such as The Raid.

EVISCERATOR

These massive chainblades have a terrifying reputation for

the damage they can inflict on even the most heavily

armoured target.

Range Strength Damage Save Mod.

Close Combat As user +3 D3 -3

Two-handed: It requires two hands to swing a massive

weapon, so it can never be used together with another

weapon.

Mighty Blow: The sheer mass of a massive weapon

combined with the momentum of a charge makes it

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difficult to retaliate against such an onslaught. If the

wielder charged into combat this turn then their

opponent rolls one less Attack dice for the duration of

the turn (to a minimum of 1).

Draws: Due to the ponderous lurching swing required to

wield this weapon, the wielder’s opponent is likely to

catch them on the upswing. If the combat ends in a

draw then the wielder’s Initiative is halved when

working out which fighter wins.

Noisy: This weapon emits a loud and distinctive sound, so

must test to see if the alarm is raised when used during

missions such as The Raid.

FROST BLADE

Whether it is made from the razor-sharp fangs of an ice

kraken or a glacial shard of energized diamond, the bite of

a frost blade can carve through armour, flesh, and bone

with equal indifference.

A frost blade retains the normal rules for a weapon of its

type (chainsword, power sword, or power axe), but confers

an additional +1 Strength.

GLAIVE ENCARMINE

Forged from an ally known as Angelsteel, a glaive

encarmine is a weapon of great ritual significance for the

Blood Angels. Indeed, many are the same weapons born by

heroes of the Legion during the days of the Great Crusade.

The glaives take a variety of forms, from long-bladed

swords to elegant war axes, yet all are equally deadly.

The form of the glaive encarmine must be determined when

the fighter is recruited and must be represented on the

model.

Encarmine axe:

Range Strength Damage Save Mod.

Close Combat As user +3 D3 -3

Encarmine sword:

Range Strength Damage Save Mod.

Close Combat As user +1 1 -3

Parry: Fighters with swords are able to parry (pg 42 of the

Shadow War: Armageddon rulebook). This only applies

to a fighter equipped with an encarmine sword.

Two-handed: It requires two hands to swing a massive

weapon, so it can never be used together with another

weapon.

Master-crafted: Some weapons are lovingly maintained

artefacts, crafted with a skill now lost. Though the exact

form of master-crafting varies, it is always considered

to be the pinnacle of the weaponsmith’s art. Attacks

made with these weapons allow the fighter to re-roll

one failed Attack per turn with that weapon.

MACE OF ABSOLUTION

Wreathed in glowing smoke, these massive weapons are as

sinister in aspect as they are lethal in application, and are

capable of obliterating even the mightiest heretics in a

blaze of killing light.

Range Strength Damage Save Mod.

Close Combat As user +3 D3 -5

Concussive: A fighter who goes down as a result of an

Injury roll made for this weapon is automatically taken

out of action, even if the wielder is fighting other

opponents.

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POWER LANCE

The power lance incorporates an energy source and a

disruptor generator which sheathes the blade in a

shimmering energy field, much like other power weapons.

The power lance is especially useful when charging, and

the White Scars Chapter is known to make extensive use of

this weapon.

Charging

Range Strength Damage Save Mod.

Close Combat As user +3 1 -5

Normal profile

Range Strength Damage Save Mod.

Close Combat As user +1 1 -3

HEAVY WEAPONS

LASCANNON

The lascannon fires a concentrated stream of laser energy

that can punch through a battle-tank. Fighters hit by such a

weapon stand little chance of survival.

˹Range˺ ˹To Hit˺ Save Ammo

Short Long Short Long Str. Dam. Mod. Roll

0-24” 24-48” - - 9 D6 -6 5+

PLASMA CANNON

A plasma cannon is a larger version of a plasmagun.

Energy Levels: You can choose to shoot the plasma

cannon on a low energy setting or maximum power.

The profiles for each setting are different. A plasma

cannon fired on maximum power is unreliable and may

explode (see pg 48 of the Shadow War Armageddon

rulebook).

Firing on low energy:

˹Range˺ ˹To Hit˺ Save Ammo

Short Long Short Long Str. Dam. Mod. Roll

0-18” 18-36” - - 4 1 -1 7+

Small Blast: A plasma cannon fired on a low energy

setting sends a blast of plasma energy over a small area,

and so uses the small blast template.

Firing on maximum power:

˹Range˺ ˹To Hit˺ Save Ammo

Short Long Short Long Str. Dam. Mod. Roll

0-6” 6-36” - - 7 1 -3 7+

Large Blast: A plasma cannon fired on a maximum power

setting sends a blast of plasma energy over a large area,

and so uses the large blast template.

MISCELLANEOUS

COMBAT SHIELD

A combat shield is a lighter version of the storm shield

fitted to the wearer’s vambrace, leaving their hand free to

wield another weapon whilst providing protection from

incoming attacks.

A combat shield confers a 6+ invulnerable save in hand-to-

hand combat. In addition, a fighter with a combat shield

may make one additional parry.

PISTOLS

GRAV PISTOL

The grav pistol is a smaller version of a grav gun and, like

its full-sized counterpart, fires graviton energy that crushes

an enemy within their own armour. The smaller size of the

pistol reduces the overall range of the weapon.

˹Range˺ ˹To Hit˺ Save Ammo

Short Long Short Long Str. Dam. Mod. Roll

0-6” 6-12” +1 - * D6 -6 5+

*Graviton: The roll needed To Wound when firing this

weapon is always equal to the armour save of the target.

HAND FLAMER

A compact version of the flamer, this weapon is

nonetheless terrifyingly effective against lightly armoured

enemies.

˹Range˺ ˹To Hit˺ Save Ammo

Short Long Short Long Str. Dam. Mod. Roll

0-2” 2-4” +3 +2 3 1 -1 5+

Ammo Roll: The hand flamer is required to take an Ammo

roll each and every time it fires or is used in hand-to-

hand combat.

INFERNO PISTOL

Inferno pistols are ruinously effective, if short-ranged and

capable of melting their way through blast doors or

vaporizing flesh in an instant.

˹Range˺ ˹To Hit˺ Save Ammo

Short Long Short Long Str. Dam. Mod. Roll

0-4” 4-8” - -1 8 D6 -5 5+

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SPECIAL WEAPONS

GRAV GUN

The grav gun fires graviton energy that crushes an enemy

within their own armour. These weapons are perfect for

killing heavily-armoured opponents.

˹Range˺ ˹To Hit˺ Save Ammo

Short Long Short Long Str. Dam. Mod. Roll

0-8” 8-18” +1 - * D6 -6 5+

*Graviton: The roll needed To Wound when firing this

weapon is always equal to the armour save of the target.

If the target does not have an armour save, use the

target’s Toughness instead.

SPECIALIZED EQUIPMENT

BIONICS

Some Chapters, notably the successors of the Iron Hands

Legion, make extensive use of bionics in replacing body

parts that have suffered serious injuries.

A fighter with bionics may re-roll results on the Injury and

Serious Injury tables.

JUMP PACK

Some Space Marines, notably Vanguard Veterans, favour

the use of jet-powered jump packs to leap across the

battlefield in soaring bounds.

A fighter with a jump pack treats all terrain as open ground

for the purposes of movement, but can’t end its move on

impassable terrain.

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SPACE MARINE SPECIAL OPERATIVES APOTHECARY

M WS BS S T W I A Ld

Apothecary 4” 4 4 4 4 1 4 2 9

Though formally part of a Command Squad, Apothecaries can nonetheless be found accompanying even the smallest Space

Marine strike teams to ensure the gene-seed of the fallen can be harvested.

Wargear: A Space Marine Apothecary has a chainsword, bolt pistol, frag and krak grenades, and power armour.

Field Medic: Fighters within 3” of a friendly Apothecary subtract 2 from their recovery phase Injury roll. Injury rolls may be

reduced to a minimum of 1 (including for injuries caused by toxic weapons or toxic rounds). In addition, after the battle, you

can choose to re-roll any Serious Injury rolls.

VANGUARD VETERAN

M WS BS S T W I A Ld

Vanguard Veteran 8” 4 4 4 4 1 4 2 9

The elite 1st Company of each Space Marine Chapter is replete with warriors whose combat prowess has been honed over

hundreds of years and upon a thousand battlefields. Vanguard Veterans are masters of close quarters combat, able to plunge

headlong into seemingly hopeless battles and emerge, bloody and triumphant.

Wargear: A Space Marine Vanguard Veteran has a chainsword, bolt pistol, frag and krak grenades, a jump pack, and power

armour. He may also do any of the following:

Exchange his chainsword for a power sword or power fist.

Exchange his bolt pistol for a plasma pistol.

Exchange his chainsword and bolt pistol for an eviscerator or a pair of lightning claws.

STERNGUARD VETERAN

M WS BS S T W I A Ld

Sternguard Veteran 4” 4 4 4 4 1 4 2 9

The elite 1st Company of each Space Marine Chapter is replete with warriors whose combat prowess has been honed over

hundreds of years and upon a thousand battlefields. Sternguard Veterans are icily calm, standing unflinching against enemy fire

and placing each shot with an artist’s skill.

Wargear: A Space Marine Sternguard Veteran has a boltgun with hellfire bolts and a telescopic sight or red-dot laser sight, bolt

pistol, frag and krak grenades, and power armour. He may also do any of the following:

Exchange his boltgun for a storm bolter, flamer, plasma gun, meltagun, chainsword, power sword, or power fist.

Exchange his bolt pistol for a plasma pistol.

TERMINATOR

M WS BS S T W I A Ld

Terminator 4” 4 4 4 4 1 4 2 9

A veteran battle-brother clad in Tactical Dreadnought armour and armed with some of the deadliest weaponry available to

Mankind, a Space Marine Terminator is an army unto himself.

Wargear: A Space Marine Terminator has a power sword, storm bolter, and Terminator armour. He may also do one of the

following:

Exchange his power sword for a power fist.

Exchange his power sword and storm bolter for a pair of lightning claws or for a thunder hammer and storm shield.

Killer Reputation: Space Marine Terminators cause fear.

Bounty: If a Space Marine Terminator is down or out of action at the end of a mission, the enemy kill team secures an additional

promethium cache.

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SKILLS The skill tables are used to determine what skills your

fighters gain as they advance. Your fighters are restricted to

specific tables depending upon their sub-faction and

whether they are a trooper, specialist, or kill team leader.

The different characters of the sub-factions mean that they

each have contrasting areas of strength and weakness. For

example, the disciplined warriors of the Imperial Fists are

very effective at shooting, while the Raven Guard favour

stealth.

Similarly, a fighter’s role counts a great deal in terms of

what skills they are able to learn. Kill team leaders and

specialists have access to different skills that reflect their

different roles to those of troopers in a kill team. New

recruits, meanwhile, are still too green to pick up anything

but the basics they need to fight alongside the other

members of their kill team. New recruits cannot gain skills.

When a fighter gains a skill, pick a skill type that is

available to them, roll two dice and consult the relevant

table. You can choose one of the skills that correspond to

the numbers rolled – your fighter gains that skill. If you roll

the same number, re-roll one dice until you get another

number. A fighter cannot gain the same skill twice – if the

only skills you roll are skills they already have, re-roll the

dice.

Skill types available

SUB-

FACTION ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Bla

ck T

emp

lars

Trooper

Specialist

Leader

Blo

od

Ang

els Trooper

Specialist

Leader

Dar

k A

ng

els Trooper

Specialist

Leader

Imp

eria

l F

ists

Trooper

Specialist

Leader

Iro

n H

and

s Trooper

Specialist

Leader

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Skill types available

SUB-

FACTION ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth

Rav

en G

uar

d Trooper

Specialist

Leader

Sal

aman

der

s Trooper

Specialist

Leader

Sp

ace

Wo

lves

Trooper

Specialist

Leader

Ult

ram

arin

es Trooper

Specialist

Leader

Wh

ite

Sca

rs Trooper

Specialist

Leader

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CHAPTER HONOURS

BLACK TEMPLARS The Black Templars Chapter does not follow standard Codex Astartes company organization and does not organize its scouts into

a dedicated Scout Company for training. Instead, neophytes are placed under the tutelage of experienced battle-brothers, Initiates.

A Black Templars kill team may recruit a Neophyte fighter as a new recruit. The number of Neophyte fighters in a Black

Templars kill team may not exceed the number of Space Marine (trooper) fighters.

NEOPHYTE New Recruit Cost to recruit: 75 points

M WS BS S T W I A Ld

Neophyte 5” 3 3 4 4 1 4 1 8

Neophytes are the newest recruits to a Black Templars kill team, and are assigned to an experienced Initiate battle-brother for

their indoctrination and training.

Wargear: A Black Templars Neophyte has a combat blade and Scout armour. In addition, a Neophyte can be armed with

items chosen from the Space Marine Hand-to-Hand Weapons, Pistols, Basic Weapons, Ammunition, Grenades, and

Miscellaneous Equipment lists.

When a Black Templars Neophyte earns his third ‘Mission Completed’ mark, he becomes a trooper and may be given skills in

the future as normal; his WS and BS increase to 4, but his other characteristics and equipment remain the same. When you

rearm your kill team, you may spend 50 points to exchange his Scout armour for power armour. Once he is equipped with

power armour, he becomes a Space Marine as normal, and his Move score is changed to 4”.

The Black Templars mix zealous fury with unorthodox close-assault tactics, forging themselves into crusades whose onslaught is

as terrifying as it is brutal. Driven by their devotion to the Emperor, they will never back down from a challenge, and steel their

minds against the vile corruptions of witch and heretic alike.

Righteous Zeal: If a Black Templars fighter is hit by enemy shooting and does not roll Down or Out of Action results on the

Injuries table, the model must pass a Ld test or is subject to Hatred against any enemy model until the start of your following

turn. The Black Templars fighter may automatically fail the test, if desired.

BLOOD ANGELS The Blood Angels and their successor Chapters are renowned for their willingness to charge headlong into the guns of the foe.

They will face down the most suicidal odds, and their hunger for engaging in hand-to-hand combat is well known. Some

observers have taken these traits to indicate that the Blood Angels are overeager for battle, that they are somehow foolhardy, ill-

disciplined, or even tainted. The truth is both more tragic and far nobler.

A Blood Angels Veteran Sergeant and Scout Sergeant has access to a hand flamer and inferno pistol. A Blood Angels Vanguard

Veteran special operative may exchange his bolt pistol with a hand flamer or inferno pistol; and he may exchange his chainsword

for a glaive encarmine.

The Red Thirst: In a turn in which a Blood Angels fighter charges into combat, that model adds 1 to its Initiative characteristic

until the end of the Assault phase.

DARK ANGELS Beneath the Dark Angels’ courage and nobility, behind the sinister veil of secrecy that hangs about their deeds, lies a darker

motivation. The Dark Angels and their successors, collectively known as the Unforgiven, are seekers after redemption, a close-

knit brotherhood whose shameful sins are hidden from one another. They hunt those who betrayed them long ago, seeking to

expunge a stain upon their honour that, were it ever brought to light, would see all they have striven for turn to ash upon the

wind.

A Dark Angels Terminator special operative may exchange his power fist and storm bolter for a mace of absolution and a storm

shield.

Armoury of the First Legion: The Dark Angels Chapter has access to a high number of plasma weapons, and its techmarines

and artificers maintain those weapons in a high state of readiness. Dark Angels Scout Sergeants have access to the plasma pistol

and combi-plasma. Dark Angels Space Marine Gunners have access to the plasma cannon. A Dark Angels fighter may re-roll any

Ammo roll when shooting a plasmagun (including a combi-plasma), plasma pistol, or plasma cannon.

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IMPERIAL FISTS With a reputation for excelling in siegecraft, the Imperial Fists and their successors are experts with heavy weapons and bolt

weaponry. No foe can stand against their firepower, nor drive them back once their feet are planted.

Imperial Fists Veteran Sergeants, Scout Sergeants, and Space Marine Gunners have access to storm bolters. Imperial Fists

Veteran Sergeants, Scout Sergeants, and Space Marines have access to combat shields and storm shields.

Bolter Drill: When two or more Imperial Fists fighters are within 2” of each other and all are firing bolter weapons (boltgun,

combi-weapons using the boltgun profile, bolt pistol, storm bolter, heavy bolter), they may re-roll one failed To Hit roll for each

of the fighters.

Duelists: The Imperial Fists preserve the ancient tradition of honour duels and each battle-brother is an accomplished

swordsman. Imperial Fists fighters that are armed with swords may parry if their opponent’s highest scoring Attack dice is equal

to their own highest scoring Attack dice.

IRON HANDS The Iron Hands and their successors venerate the purity of the machine over the weakness of mere flesh. Their proliferation of

bionics renders Iron Hands forces nigh unstoppable in battle.

The Flesh is Weak: An Iron Hands Veteran Sergeant and Scout Sergeant may take bionics for 50 points when the kill team is

initially created. If an Iron Hands fighter misses a battle due to the Painful Recovery result on the Serious Injury table, he may

take bionics for 50 points, though he must miss an additional battle. All Iron Hands special operatives are automatically recruited

with bionics.

RAVEN GUARD The Primarch Corax was known for his exceptional stealth, striking unseen from the shadows. The Raven Guard and their

successors still follow his example, specializing in sudden, devastating assaults.

A Raven Guard Veteran Sergeant has access to lightning claws as a melee weapon option.

Strike from the Shadows: Models in a Raven Guard kill team can begin any mission in hiding, providing that they have been

deployed in a position where they would normally be able to do so (i.e., so that they are in cover and not within an enemy

model’s Initiative range, etc.).

SALAMANDERS Holding to the teachings of their Primarch, Vulkan, the Salamanders are peerless craftsmen. Their heroes stride through the fires

of battle wielding masterwork weapons, and their strike forces employ many flamer weapons.

A Salamanders Veteran Sergeant has access to a thunder hammer as a melee weapon option. A Salamanders Vanguard Veteran

special operative may exchange his chainsword for a thunder hammer; a Salamanders Sternguard Veteran special operative may

exchange his boltgun for a combi-flamer or a thunder hammer; and a Salamanders Terminator special operative may exchange

his power fist for a thunder hammer.

Masterwork weapons: A Salamanders Veteran Sergeant and Scout Sergeant may upgrade a weapon to Master-crafted for 35

points. This may only be done when initially creating a kill team or when purchasing a new weapon. Salamanders special

operatives may upgrade one weapon to master-crafted.

Wall of Fire: A Salamanders fighter firing a weapon with the flamer rule may choose to make a wall of fire attack instead of

using the normal profile. When firing a flamer weapon with a wall of fire attack, the flamer template does not have to be centered

on the nearest target and may instead be placed so that it only partially covers the nearest target. Any fighters wholly covered by

the template are hit automatically and any fighters partially covered are hit on a further D6 roll of 3-6. The strength of the flamer

attack is reduced by 1 and the Ammo roll is increased by 2 (so a wall of fire attack with a flamer would be at Str 3 with an Ammo

roll of 7+).

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SPACE WOLVES The Space Wolves are amongst Humanity’s greatest defenders. Where they prowl, the enemies of the Allfather cower in fear, for

the Sons of Russ are mighty warriors all, ever hungry to earn glory in battle and a place in the sagas of Fenris.

Space Wolves fighters have access to axes and chainaxes.

When purchasing a chainsword, chainaxe, power sword, or power axe, a Space Wolves Veteran Sergeant and Scout Sergeant

may upgrade the weapon to a frost blade for +10 points. Any Space Wolves special operative may exchange their chainsword for

a chainaxe, and may upgrade their chainsword, chainaxe, power sword, or power axe to a frost blade.

The Space Wolves are averse to the use of jump packs. Instead, the Wolf Scout replaces the Vanguard Veteran as a special

operative option.

WOLF SCOUT

M WS BS S T W I A Ld

Wolf Scout 5” 4 4 4 4 1 4 1 8

In most Chapters, new Space Marines are initiated into the Scout Company and only once they have proven themselves do

they become fully-fledged battle-brothers. Not so the Wolf Scouts, who are usually taken from the seasoned ranks of the Grey

Hunters. Wolf Scouts are expected to operate far in advance of their fellows, sniffing out the forces of the foe, slinking into

fortified positions, and picking off isolated elements of the enemy army.

Wargear: A Space Wolves Wolf Scout has a bolt pistol, a boltgun, frag and krak grenades, and scout armour. He may also

do any of the following:

Exchange his boltgun for a heavy weapon, special weapon, shotgun, sniper rifle, chainsword, power sword, power axe, or

power fist (a Wolf Scout may upgrade a chainsword, power sword, or power axe to a frost blade for free).

Exchange his bolt pistol for a plasma pistol.

Counter-attack: During a turn in which a Space Wolves fighter is charged by an enemy fighter, the Space Wolves model may

re-roll one Attack dice.

ULTRAMARINES The Ultramarines epitomize adherence to the Codex Astartes, and their methods present a proud example to their many successor

Chapters. Whether laying down disciplined bolter fire, charging the foe with chainswords roaring, or pounding them into

submission with their heavy weapons, none can equal the Ultramarines’ skill.

Ultramarines Veteran Sergeants and Scout Sergeants have access to storm shields and combat shields. Ultramarines Vanguard

Veteran special operatives may exchange their bolt pistol for a storm shield.

Doctrines of War: An Ultramarines fighter can re-roll one To Hit or Attack roll of 1 during a turn. The player announces the

use of the doctrine after rolling To Hit or Attack with the fighter. Each Ultramarines fighter may use this special rule only once

during a game, though each Ultramarines fighter may use this special rule during different turns.

WHITE SCARS The White Scars and their successors are the masters of high speed hit-and-run warfare.

White Scars Veteran Sergeants, Scout Sergeants, and Space Marines have access to the power lance as a melee weapon option.

Fight on the Move: A White Scars fighter may attack enemy models while moving. The White Scars model may make 1 hand-

to-hand Attack against each enemy model within 1” of his movement path. Any enemy model attacked in such a way may not

make any return attacks, but may parry if suitably equipped. The White Scars model may make Fight on the Move attacks while

charging, in which case the White Scars fighter gains the normal +1 bonus for charging, but only makes 1 hand-to-hand Attack

against the enemy model that was charged. If the White Scars fighter rolls any Fumble results, he may make no further hand-to-

hand Attacks until the end of his turn.

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