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Space Marine Kill Teams - Bolter and Chainsword
Transcript of Space Marine Kill Teams - Bolter and Chainsword
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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+).
Final, before decoration XX FEBRUARY 2018
Final, before decoration
12
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.