Professional Documents
Culture Documents
CONTENTS
Introduction
Biology of a Space Marine
Origins
Geography
Organization
Culture Beliefs/Combat/Homeworld/Fortress/Fleet
Heraldry
Code of Honour
Chapter Organization
Squires
Dragoons, Sidewinders, & Anacondas
Cavaliers & Squire Bikers
Myrmidons, Paladins, & Diamondbacks
Copperheads
Viper Guard
Captain
Chapter Master
Techmarines, Servitors, & Thunderfire Cannon
Master of the Forge
Librarian
Chaplain
Dreadnought
Raiko Thane & Umaro Phage
Setzer Regenus & Osiris Memnon
Sabin Lagunis & Minotaro Darr
Honus Ulbrek, Ortega Segomo & Oberon Palemenos
Salizar Madruk, Tsugal Garudias & The Silent Snakes
Ephebus Saharazad, Ebrahim Saibot & Abnett Vaul
The Fraternicum The Silent Circle
Wargear
Special Rules
Army List Introduction/Force Organization Chart
Army List HQ
Army List Troops
Army List Dedicated Transports
Army List Elites
Army List Fast Attack
Army List Heavy Support
Summary
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INTRODUCTION
WELCOME TO THE CODEX
The 40k Rulebook has all the rules needed to fight battles in the 41st
millennium. Every army has its own codex that works with these rules,
allowing you to turn your collection in to an organized force. This codex
tells you everything you need for the Space Marine Dragoon Army.
Army List
The final section of the codex lists all of the units from the Forces
section and arranges them so you can choose an army for your own
games.
UNOFFICIAL CODEX
While Codex Dragoons contains information required to play a game
with your army of Dragoons, the Warhammer 40k rulebook and
Codex:Space Marines will still be needed. This book is an unofficial
Codex for playing Warhammer 40k. The rules in this book are derived
from the Codex: Space Marines 5th edition. All characters and wargear
may have different names, but the points costs have not changed from
the Codex: Space Marines 5th edition. This book has not been
approved or endorsed by Games Workshop and is not meant for
resale or commercial use. This publication and the material
represented herein is a fan based project, and is in no way to be
considered as canon and/or officially recognized or approved material
by or for Games Workshop.
Wargear
This section contains full details and rules for the battle heirlooms,
armour, and weapons of the Chapter.
Gene-seed is a finite resource, for it is direct delineate of the biomanipulations that created the Emperors Primarchs. The blood of the
Primarchs runs in the veins of each Space Marine. The Chapter geneseed is its most valuable possession, allowing the continued
recruitment and development of battle-brothers. The implants rely on
the bodys natural growth process to incorporate them in to the Space
Marine physiology.
Secondary Heart - This is the first and least difficult implant to install.
The Secondary Heart increases blood supply and pumping capacity
and is capable of taking over entirely should the primary heart fail.
Progenoid Glands - Implanted into both the neck and chest cavity,
these serve to collect and cultivate the gene-seed from a Space
Marines body, and to safeguard it for the continuity of a Chapter. The
neck gland is removed upon 5 years, and the chest gland upon 10
years; both are then used to create new Space Marines.
The Black Carapace - The last and possibly most important of all
implants, this neuro-reactive material is implanted directly under the
skin in the chest area. Invasive fibre bundles then grow inward and
interlink with the Marines own nervous system. Points pre-cut into the
Carapace are effectively connection points, allowing a Marine to
directly interface with his Power Armour.
Catalepsean Node - Implanted into the back of the brain, this implant
allows a marine to not sleep, instead entering a four-hour, almost
comatose trance where they recharge. It also allows the resting of
half the brain while the other remains alert, thus removing the need for
total sleep. The longest known record of any space marine going
without rest while on active combat duty is 319 hours (by a member of
the Crimson Fists).
ORIGINS
The Dragoons home planet of Legendra was originally discovered by
a Black Templars crusade shortly after the Second Founding. Prior to
that time, all the planets in Aurorus System had been uninhabited by
humanity. With no population to recruit from, the Black Templars did
not set up a fortress on the planet. The planet was lush with
vegetation, but the jungles that covered most of the planet were also
home to beasts of great size and ferocity. It was not until decades later
that the Imperium approved the planet for habitation.
Separated from each other for many years, the nations of Doma and
Mobliz developed their own distinct cultures. The planet, rich with
water and resources, was suitable for human life. Populations grew
and the differences between the two nations had spawned a rivalry.
Without a common enemy to battle, the nations began to feud with
each other until finally the military leaders of each warrior-nation
declared a council of peace to quell the growing contempt. Both
nations, proud of their prowess in battle, and rich with competitive
spirit, sought an outlet for their energies. In recognition of Legendras
great victory over the Wyrm as well as the prosperity of the planet, the
Council decided to hold a competition between the two nations. The
first Mysidic Games were held in the neutral city of Mysidia (a
rebuilding city firest overrun by the Wyrm during the planets infancy).
The Games featured the strongest, fastest, and most skilled warriors of
each nation pitted against each other to declare which was the greater
of the two. Taking eight days in all, the games were a virtual draw.
Where one nation had excelled in feats of strength and combat with
great weapons, the other had proved to be more agile, and more
skilled with a blade and firearm. The Mysidic Games were a great
success. Each nation had revelled in their victories and worshipped
their champions. An encore was demanded. The Guild as they
became known, was comprised of the eight Champions of the Mysidic
Games. They met in the city of Mysidia and together created the
foundation for what has since become an annual tradition on
Legendra. Each year, each nation would nominate its greatest
warriors, and send them to the city of Mysidia for The Mysidic Games.
The Champions of the Games, also known as The Dragoons, became
the new members of The Guild and established the group as the
governing body for the planet of Legendra. This group's greatest
creation was the original Code of Honour. The Code granted the
people of Legendra rights to life and liberty but also held its warriors to
a higher standard. Stemming from the beliefs of their founders, the
Black Templars, any man aspiring to become a Dragoon had to take
an oath to uphold the eight knightly virtues. The Dragoons were
awarded with the sign of the golden Templar cross, a symbol of their
dedication to the Code and a tribute to their founding fathers.
The first major decisions of The Fraternicum were made when Ork
forces invaded the planets of Aurorus. Small bands of Orks had been
exterminated from several uninhabited planets, but just as they had
done with the Wyrm thousands of years before, the Dragoons had
underestimated their enemy. After dispatching the Orks, the Dragoons
had neglected to appropriately burn the bodies of the dead. Ork
biology, resilient by nature, thrived in the tropic climates of Silverpeak
and Kefka as Ork spores matured to strong feral Ork bodies. Within a
century, the feral Ork horde silently grew large enough to overrun
cities. The Chapter had sent two battle-companies to dispatch the
threat, but lacking much battle experience, they took heavy losses as
the full force of the Greenskin invasion organized itself behind a great
Ork Warboss called Kozmok.
The Chapter was pushed back, and lost control of other neighbouring
planets, until finally the Waaagh came to Legendra. The Dragoons
battled the Greenskins for the survival of their chapter and homeworld.
The nations of Doma and Mobliz joined forces for the first time in
centuries. The cities held strong until an epic battle that pitted Chapter
Master Highwynn against Warboss Kozmok. In the end, both leaders
lay dead. Well prepared for the role as successor to the Chapter helm,
Brannock Pulver organized his counter-attack at the leaderless Ork
swarm. The Orks proved to be unorganized without their leader, and
the Dragoons were able to exterminate the Greenskins from their
homeworld and its neighbouring planets. The Dragoons had been
diminished in numbers to just over 200 marines. Under the protection
of other chapters, they have grown to full strength in the millennia
since, but the legend of The Battle For Legendra remains. In the time
since, the Dragoons have also been at war with the Necrons and the
Emperors Children. They have aided their Brother Chapters and have
endured many battles in the name of the Emperor, but none had been
as significant as their battle with the Orks.
It was only after the Imperium discovered the potential for an Ork
Waaagh in the Aurorus Solar System, that a chapter of Space Marines
was deemed necessary to exterminate the threat. Gene-seed was
GEOGRAPHY
Legendra is the crown jewel of the Solar System, but there are seven
planets and numerous moons in Aurorus. The Dragoons had had their
campaigns take them to an untold number of other places all in the
pursuit of cleaning the universe from aliens, traitors, and rebels.
Forsis
A highly populated system of six planets that has often been under the
influence of Chaos Cults. It was last cleansed by Sabin Lagunis.
Degan
A rocky planet that is home to many Chapter anti space craft weapons
and vehicles, it was once attacked by the Crimson Scarabs Chaos
Marines, but was easily defended and has seen no other attempts on
its security.
Inashus
A system of seven planets defended by Osiris Memnon from an Ork
Waaagh.
Kaledrox
Often under the occupation of the Dark Walkers Chaos Marines, it has
been the site of many battle including a campaign led by Umaro Phage
Kefka
Much like its twin planet Silverpeak, Kefka was the 2nd planet to be
overrun during the first Ork Waaagh in the Aurorus system.
Kurgos
A system of four ancient worlds, attacked by the Necrons, and
protected by Abnett Vaul.
Kodos
A volcanic planet that was invaded by Orks and defended by Ephebus
Saharazad.
Malik
A system of five planets, entirely uninhabited by Mankind. It was the
site of Setzer Regenus attack on the Ork Kill Kroozer.
Latika
Almost entirely destroyed by an Ork Waaagh hundreds of years ago, it
is a hive world that was ravaged by an Ork Stompa Titan. It was
defended by Setzer Regenus and is still in a period of rebuilding.
Puzo
A series of dead worlds gutted by the Tyranids, it was the location of
Umaro Phages infamous survival story.
Legendra
Homeworld to the Dragoons, it is a diverse planet of jungles, deserts,
and mountains. The major cities of Legendra are Doma , Mobliz, and
Mysidia
Sadeesh
A system of only three planets, all of which are unholy places of chaos,
it was the site of Honus Ulbreks banishment of a Chaos Bloodletter
Silverpeak
A humid wild jungle planet, it was the first world to develop an Ork
Waaagh in the early days of the Chapter. It has been free of the threat
since that time.
Sierrus
A solar system often under the taint of Chaos, it was the proving
ground of Raiko Thane in his campaign against Lord Brockus of the
Caged Horrors.
Zozo
A planet mostly covered by water and tropical islands, Zozo was once
attacked by an Ork Waaagh and was defended by Umaro Page.
Because of the number of isolated islands on the planet, the Orks have
managed to rebuild their numbers on Zozo on multiple occasions.
Sengir
A five planet system of a dying sun and dark worlds, it is the location of
Salizar Madruks most famous battle.
ORGANIZATION
In terms of organization, the Dragoons have traditionally more or less
followed the Codex Astartes, with four Battle Companies, four Reserve
Companies, and a Veteran and Scout Company, plus the usual
Chapter Headquarters, Librarium, and Armoury personnel.
Knights are the veterans of the chapter and the Chapter tends to have
a larger Veteran Company than most. They have mastered the art of
death and are acquainted with the weaponry and doctrines of the
Chapter. By using their superior weaponry to destroy the enemy from
afar or up close, they look after each other and in some cases an
entire squad of Dragoons.
Only the most elite get chosen for promotion from a Knight to a
Templar. One must be an expert in all areas of warfare to join the
ranks of the Chapters leaders. The Templars lead as Squad
Sergeants, mainly for other veteran Knights, but when the time comes;
they will form a formable bodyguard for a Dragoon Captain known as a
Copperhead Command Squad. Not only will their ability to deal death
protect their charge, they are also skilled enough in the mental side of
war to provide advice from knowledge and experience of many battles.
It is only out of necessity that promotion to the Templars occurs, as
there is only enough room for one leader per each elite squad, one
ten-man command squad per Dragoon Captain, and one five-man
honour squad per Chapter Master.
New recruit candidates are chosen from the best warriors of the
Mysidic Games. They are examined by the Chaplains and Librarians of
the Chapter for any signs of weakness and corruption. From this lot,
only a brave few are invited to become Squires. For those aspiring to
become Librarians, the screening is more intense, as their mind has to
be tested to far higher standards than their brethren. On the rare
occasion that one of those who are selected is tainted by chaos, they
are cut down were they stand without mercy. Those who are deemed
unacceptable by the Chaplains become Pages of the chapter, human
servants who help with the up-keep of the fortress monastery and the
like. However, Pages are not weak men; each is worth three or four
normal human fighters. This is because only the best can be tested to
become a Squire and only the best of the best succeed. Those who
pass the screening become Neophytes, or Squires as the Dragoons
call them, who await implantation of the chapters Gene-seed. At this
stage, they are given a sword which most will keep for the entirety of
their service to the chapter. When this process is complete he joins the
ranks of the Dragoons, to prove himself in battle and ascend to
become a fully fledged warrior of their chapter.
The highest ranking Templars are Viper Guard. These individuals are
strong and wise enough to be a commander in their own right. All Viper
Guard are selected from the best Templars of the chapter. Viper Guard
can lead a small task force on their own or serve as lesser
commanders for the Chapter Master, passing on commands and using
their minds to help their Lord achieve the most he possibly can. Viper
Guard are terrifying to behold in a melee dispatching lesser warriors
with ease and challenging enemy leaders to one on one combats
where their strength allows them to overcome all but the most powerful
of foes. Viper Guard are granted permission to all sorts of devastating
war gear, better to crush those who oppose them with ease.
The Scout Company is significantly larger than normal, due to both the
high success rate of worthy neophytes from Legendras population and
the Chapters desire to keep a large number of scouts ready to replace
casualties more easily in the case of extensive battlefield losses. This
has proved to be extremely valuable throughout their endless war
against the Space Orks.
When the Chapter goes to war, the Reserve Companies are fielded
just as much as the Battle Companies, to allow their additional
firepower to be put to good use, rather than simply wait for holes to
appear in the Battle Companies' lines. While this is riskier, because
compromised positions are harder to reinforce, it usually pays off, and
was the sole reason the Chapter survived the various Campaigns for
which they have been involved.
As a Dragoon becomes more experienced, he can be introduced to
combat in drop pods or take to battle on a bike. Once he shows that he
understands and practices the eight pillars of Knighthood, he is
summoned to a ceremony where under much tradition and secrecy,
leading members of the chapter deem him worthy. At that point, he
sheds his title and becomes a Knight. From there, he can move on to
be a member of a Veteran squad or command a squad of his own.
Dragoons can be promoted to become Knights regardless of whether
or not the Veteran Company has lost a brother to promotion or death.
CULTURE
BELIEFS
Most on Legendra regard the Dragoons as walking heroes. Much of
the artwork of the planet is dedicated to their honour and most men at
some point of their life make a pilgrimage to the Ancient city of Mysidia.
of keeping the fields and logging the woods. Warriors here are hunters
tasked with the upkeep of making the Wyrm Wood safe for inhabitants
of Doma. Occupational hazards cause many premature deaths.
In the West is Mobliz, a warm-climate ocean-front nation that borders
the great Smoot Mountains. It has countless mines, which provide raw
materials for the rest of the planet. The average inhabitant of Mobliz is
tan, tall and of muscular build. Mobliz families tend to be matriarchs
revolving around the fertility of a woman. The men, for the most part,
are labourers or warriors, but lack any real political power. The women
are educated and well kept. They dress scantily in silk and jewels.
Labouring men typically go shirtless and wear cotton while the warriors
wear metal and canvas. Marriage is uncommon, but not unheard of.
The women of Mobliz are said to be open with their sexuality, often
selecting men for stud duty. Mobliz is noted for its festivals and
celebration, including alcohol and other recreational drugs. While many
gain there wealth from fruit farming or fishing, others benefit from the
risky business of rare-metal/jewel mining or high stakes gambling. The
gambling houses of Mobliz also host savage cage matches where its
most hardened warriors are pitted against each other. Many die from
murder in the corrupt nation and many more die in the cages of the
gambling houses.
The Dragoons, like many other Chapters, do not revere the Emperor
as a god. Instead, they venerate him as the greatest of soldiers, and
fight to defend the Imperium in his absence. They revere their
Primarch Vulkan in the same way, striving to honour the legend of The
Father and The Son. Instead of religious observances and
ceremonies of worship, the Chaplains of the Dragoons give great
motivational speeches on the greatest of Space Marines, from the
Emperor and the Primarchs, to modern-day heroes. The Chaplains
praise and explain all the virtues of the Knights, citing history and
tactical dogma. In this way, the Dragoons are taught to respect and
uplift the only thing they believe is the proper pursuit of a Space
Marine: the art of war.
This attitude of skill and knowledge before worship, has integrated
itself into the daily rites of the Chapter to a surprising degree. The
recitations of the Rites of Battle are held at midday, but are always
conducted during live-fire exercises. Instead of an evening worship,
Dragoons are given leave to do one of three things: forge and maintain
the armours and weapons in the Armoury, study in the vast libraries of
the Chapter, or compete in the ring of battle.
COMBAT DOCTRINE
Dragoon combat doctrine is based on respecting the enemys abilities
while knowing their own limitations. By sizing up their enemy and
coiling in a position ready to strike, their counter-attacks are powerful
and precise. A Dragoons survival depends on his mental conditioning,
technique, and wisdom. Their leaders are intelligent, relying on their
problem-solving skills and logistics to overwhelm the enemy at its
weakest point. A Dragoon is trained to be adaptable to his
surroundings, changing his combat style to match his enemy. In close
combat, a Dragoon moves with fluidity, yet has the strength to attack
and defeat aggressive enemies such as the Ork. A Dragoon is ice and
then vapour, always ready to adapt, strike, and escape.
FORTRESS-MONASTERY
The Dragoons Fortress-Monastery is the greatest structure on
Legendra. Surrounded by the capital city of Mysidia, the fortress looks
down upon the city and the great Coliseum. The Fortress is protected
by a dozen Void Shields, a hundred Defence Lasers and countless
weapon batteries. The main sections of the Fortress include the Great
Hall, a room large enough to host the entire chapter for meals and
important occasions, the Librarium, where the chapters history and
data are stored, the Apothacarion, where injured brothers are healed,
andthe chapters Gene-seed is kept, the Forge, where all the vehicles
and equipment of the chapter are created and the Armoury, where the
weapons, ammunition, equipment and vehicles of the chapter are kept
safe. The Fortress also has quarters for the entire chapter, including
the Pages, several chambers for small meetings and catacombs where
the dead of the chapter are buried.
HOMEWORLD
The world of Legendra is a lush, bountiful planet, slightly smaller than
Terra. However, due to a higher density core, inhabitants have evolved
with stronger bones and muscles than normal humans. Its surface is
predominately ocean, with one super-continent spread across it.
In the East is Doma, provider live stock and agriculture for the planet. It
is the largest geographic nation on Legendra, and is situated in a
rolling plain bordered by the Wyrm Wood, a jungle of massive trees,
and former home to the Wyrm. Its climate is a mix of humid summers
and snowy winters. Doma is noted for its rolling fields of agriculture
and grasslands. The average inhabitant of Doma is of light skin and
lean body. Considered by other nations to be thin and wiry, they are
nimble, quick and light on their feet. Easterners dress in sturdy
clothing, usually leather with fur, with mittens, wool caps, and long
scarves. Family bonds are strong in this patriarchal society where
marriage is for life. However, life spans of men in the region are shorter
than in other nations and because of this, men are know to take on
more than one wife. Families seek to raise many strong boys capable
FLEET
The Dragoons fleet is known to have three Battle Barges: The
Sanctum, The Black Mamba, and The Dragon Wing. The Chapter also
maintains ten Strike Cruisers, notable ones including The Grimfang,
The Venomstrike and The Serpent Blade. In addition the Chapter has
eight Strike Cruisers, ten Rapid Strike Vessels and fifty Thunderhawks.
BATTLECRY
Through the Fire and the Flames, We Carry On!
HERALDRY
The Dragoons have no set heraldry. The only common markings they have are the chapter badge on their shoulder. Some squads have their own
markings displayed on various parts of their armour. Each individual may have other independent markings or honours representing heraldic symbols
representing the great moments of the chapters past, the enemies he has faced, or the awards he has won in battle.
Dragoons Veteran
Honour Badge
CODE OF HONOR
As a Dragoon becomes more experienced, he will be up for promotion
to the rank of Knight. He goes under review by the Chaplains,
Captains, and occasionally the Chapter Master himself, to show that
he understands and practices the eight pillars of Knighthood. When the
time comes, he is summoned to a secret ceremony in the heart of the
Fortress Monastery. Dressed in a hooded robe given to him by his
escort, (Usually a Knight or Templar that he has bled with), he
marches in to the labyrinth catacombs of Mysidia. In a high ceiling
chamber he kneels before his mentors and is met by eight hooded
Astartes resting among the shadows. Their identities are unknown and
they introduce themselves as The Judges.
His masters test him on each of the eight virtues of the Dragoon;
Respect, Loyalty, Justice, Faith, Mercy, Courage, Purity, and Humility.
Each test is meant to judge his character and monitor his commitment
to the code. The virtues and tests are as follows:
This is the final interview with the Dragoon. Regardless of his success
in the previous tests, he is told that he has failed. He is asked where
he thinks he has gone wrong. The Judges review his response. If he is
humble, truthful, and sincere while accepting his failure, only then will
he pass. If he retorts out of anger or pride, he will not pass.
For those that do not pass the test, there are degrees of failure. Out of
necessity some Dragoons are just promoted to this trial too early. They
will be put back in to training and will face a second trial in the years
that follow. After failing the tests for a second time, a Dragoon will be
rejected permanently from the ranks of the Knights. He is stripped of
his weapons and armour and is retired to custodial duty in the city of
Mysidia. The only exception to this is for those who have failed the test
of purity. At the smallest sign of the taint of Chaos, they are
immediately removed from active duty facing excommunication or
execution. There have only been a few who have been retired to
Custodial duty on Legendra. Shamed by their failure, they tend seek
redemption by training the young, or committing suicide.
CHAPTER ORGANIZATION
This diagram represents the composition of the Chapter. It should be noted that although the fighting strength of each squad is officially ten Space
Marines, combat attrition dictates that squads may go into battle under optimal strength. Transport vehicles and special equipment (such as bikes, Land
Speeder and so on) are not listed, as each company will draw such equipment contingent to mission parameters.
CHAPTER COMMAND
Raiko Thane
Lord of Legendra, Master of the Dragoons
Ebrahim Saibot
Master of Sanctity
30 Honor Guard
ARMOURY
APOTHECARION
FLEET COMMAND
LIBRARIUS
Atakin Mattock
Balthor Frankomir
8 Strike Cruisers
Ephebus Saharazad
Chief Apothecary
3 Battle Barges
Chief Librarian
30 Techmarines
7 Apothecaries
(Sanctum, Dragonwing
5 Epistolaries
95 Tech Servitors
5 Codiciers
23 Predators
11 Lexicaniums
12 Vindicators
50 Thunderhawk
3 Acolytum
6 Whirlwinds
Gunships
15 Land Raiders
1ST COMPANY
2ND COMPANY
3RD COMPANY
4TH COMPANY
5TH COMPANY
Veteran Company
Battle Company
Battle Company
Battle Company
Battle Company
Captain Phage
Captain Regenus
Captain Memnon
Captain Lagunis
Captain Darr
6 Tactical Squads
6 Tactical Squads
5 Tactical Squads
5 Tactical Squads
Veterans
2 Assault Squads
1 Assault Squads
2 Assault Squads
2 Assault Squads
5 Dreadnoughts
1 Devastator Squads
2 Devastator Squads
2 Devastator Squads
2 Devastator Squads
2 Dreadnoughts
2 Dreadnoughts
4 Dreadnoughts
4 Dreadnoughts
7TH COMPANY
8TH COMPANY
9TH COMPANY
10TH COMPANY
6TH COMPANY
Reserve
Reserve
Reserve
Reserve
Reserve
Tactical Company
Tactical Company
Assault Company
Devastator Company
Scout Company
Captain Ulbrek
Captain Segomo
Captain Palemenos
Captain Madruk
Captain Garudias
10 Tactical Squads
10 Tactical Squads
7 Assault Squads
7 Devastator Squads
Scout Squads
4 Dreadnoughts
3 Dreadnoughts
6 Dreadnoughts
10
After approval by the Chaplains, a new recruit joins the ranks of the
10th Company as a Squire. He is placed under the tutelage of an
Instructor who will lead him on the field of battle and oversee his
training and educate him in what it truly means to be one of the
Adeptus Astartes.
A Squire has much to learn, Not only must he become accustomed to
the many biologically engineered enhancements which are at work on
his body, but he must learn the litany of battle which will fortify and
strengthen him. Through a gruelling training regime that lasts for many
months, the Squire will learn how to use the battlegear on which his life
depends, and he will get his first real chance to fight the enemies of
Mankind.
The Last Supper After receiving all the gene-seed implants, the
Squires are treated to a feast of gourmet food. While the food itself is
unending and a delicacy, it is also extremely toxic. In fact, at this meal,
the Captain of the 10th Company will toast a glass of poison to his
Squires as a testament to their efforts. If the Squire survives the meal,
he passes.
The Gauntlet In the days following the Last Supper, the Squires
prepare themselves for their final test. When the Chapter has a need
for new Dragoons, it holds a competition in which a set number of
Squires that have passed all their previous tests will be chosen to be
Dragoons. The test begins will an eight-mile cross-country race over
mountains and through water. Once at the end of the marathon, the
Squire will be forced to assemble a boltgun from its parts and then
shoot out a series of moving targets. Then after another eight-mile
downhill jog, the Squires enter the Coliseum for their final test. They
are put in non-lethal combat against one of the Dragoons of the
Chapter. The fight is judged by the Chaplains and only after forcing an
opponent to his back cleanly, will he move on.
More lightly armed and armoured than more experienced BattleBrothers, Squires chiefly fight as skirmishers. Their duties are to
infiltrate enemy positions ahead of the rest of their Chapter, relying on
stealth rather than brute force to accomplish their mission
objectives.
Operating behind enemy lines, Squires set ambushes for the unwary,
destroy ammunitions dumps and vehicle pools, spy out the enemys
movements and gather what information they can about their
opponents plans. Sometimes Squires will pounce unseen within an
unsuspecting enemy camp, capturing a commander for interrogation or
sabotaging equipment and supplies. Striking in silence, the Scouts
goal is to accomplish their mission and vanish before the enemy has
the chance to retaliate in force.
WS
BS
Ld
Sv
Instructor
4+
Squires
4+
SPECIAL RULES
And They Shall Know No Fear, Combat Squads, Combat Tactics,
Infiltrate, Move Through Cover, Scouts
WARGEAR
Hellfire Shells: A heavy bolter in a Scout squad can fire a single
Hellfire Shell instead of firing normally.
Range
AP
36
Range
AP
12
Range
AP
36
Type
Heavy 1, Blast, Poisoned (2+)
Shotgun:
Type
Assault 2
Sniper Rifle:
Type
Heavy 1, Sniper
Camo Cloaks: This gives the wearer the Stealth universal special rule.
11
DRAGOON/SIDEWINDER/ANACONDA
(TACTICAL/ASSAULT/DEVASTATOR SQUAD PROXIES)
When a Squire completes The Gauntlet and survives the implanting of
the Gene-seed he is inducted into the Dragoons. At this stage he is
given a boltgun and power armour. He takes to the field of battle in a
squad with his brethren and will bedeployed either on foot, or mounted
in a rhino.
and fast at weak points in the foes formation. The Jump Pack is easily
as dangerous as any weapon the Sidewinder carries. It allows the
squad to traverse all manner of terrain swiftly and without hindrance, or
even perform controlled low-altitude descents from Thunderhawk
Gunships. In certain circumstances, Sidewinders are even used a bait,
luring an unwary enemy force onto a prepared defensive position, or
redirecting them away to buy time for further preparation or evacuation.
Dragoon squads are the backbone of the army. They are called upon
to fulfil a full range of battlefield roles as the ever-changing theatre of
battle dictates.; they hold ground, provide fire support or charge into
the bloody melee of close combat, Each has proved himself in battle
several times and only the strong survive long enough to reach the
rank. Dragoons are expected to be as tactically flexible as possible,
and each squad almost always contains a special weapon and some
powerful close combat weapons. A Dragoon is expected to be
competent in the fields of ballistic and close combat fighting. Even
though they are heavily armed with bolters, bolt pistols, frag grenades
and krak grenades as well as swords, axes, combat knives, daggers
and/or other melee weapons. Each squad member also has advanced
sensory and communication systems and a limited access to Intel and
other important information. Dragoon squads must be capable of
fighting in specialist missions, such as assassinations, sabotage or
recon. They are often deployed ahead of other packs to disorientate
and weaken enemy forces.
Ld
Sv
Dragoon Knight
3+
Dragoon
3+
BS
Ld
Sv
Sidewinder Knight
3+
Sidewinder
3+
WS
WS
WS
BS
Ld
Sv
Anaconda Knight
3+
Anaconda
3+
For the most ferocious of Squires, they become Fast Attack Assault
Marines known by the chapter as Sidewinders. They excel at closequarter fighting. Equipped with jump packs and armed with bolt pistols
and chainswords, they scream across the battlefield like avenging
angels, charging into the foe with little heed for personal danger. The
Sidewinders are unleashed in the first wave on an attack, to strike hard
SPECIAL RULES
And They Shall Know No Fear, Combat Squads, Combat Tactics.
12
BS
Cavalier Knight
Cavalier Biker
Cavalier Attack Biker
BS
Instructor Biker
Squire Biker
Ld Sv
4 4(5) 1
4+
4 4(5) 2
3+
WS
Cluster mines are automatically triggered the first time a unit moves
into the booby-trapped terrain. When triggered, the cluster mines inflict
2D6 hits on the unfortunate unit once it has finished its move. These
are treated as shooting hits and use the following profile.
Ld Sv
4 4(5) 1
3+
4 4(5) 1
3+
Range
AP
4 4(5) 2
3+
n/a
Type
No cover saves
If a vehicle triggers the cluster mines, the hits are always resolved
against rear armour. Once the effect of the cluster mines has been
resolved, they are assumed to have been expended and have no
further effect
Shotgun:
Range
AP
12
Type
Assault 2
13
Frag Range
AP
24
Krak Range
AP
n/a
Type
Rapid Fire, Blast
Type
Rapid Fire
MYRMIDON/PALADIN/DIAMONDBACK
KNIGHT & TEMPLAR VETERAN SQUADS
(TERMINATORS/STERNGUARD/VANGUARD VETERAN PROXIES)
Knights are the veterans of the chapter. They have mastered the art of
death and are acquainted with the weaponry and doctrines of the
chapter. By using their superior weaponry to destroy the enemy from
afar or up close, they look after each other and in some cases lead a
squad of Dragoons.
There are multiple career paths for Knights. If he shows that his
abilities in combat are exceptional, he will be given permission to don a
suit of ancient Terminator Armour. Theses worthy Knights are known
as the Myrmidons and they are expected to face the toughest of
opponents and come out victorious.
WS
BS
Ld
Sv
Myrmidon Templar
2+
Myrmidon Knight
2+
BS
Ld
Sv
Paladin Templar
3+
Paladin Knight
3+
BS
Ld
Sv
Diamondback Templar
3+
Diamondback Knight
3+
Only the most elite get chosen for promotion from a Knight to a
Templar. One must be an expert in all areas of warfare to join the
ranks of the Chapters leaders. The Templars lead as Squad
Sergeants, mainly for other veteran Knights, but when the time comes;
they will form a formidable bodyguard for a Dragoon Captain known as
the Copperhead Command Squad. Ttheir ability to deal death protects
their charge and their knowledge and experience of battle provides
mental guidance.
The highest ranking Templars are the Viper Guard. These individuals
are strong and wise enough to be a commander in their own right. All
Viper Guard are selected from the best Templars of the chapter. They
can lead a small task force on their own or serve as lesser
commanders for the Chapter Master, passing on commands and using
their minds to help their Lord achieve the most he possibly can. They
are terrifying to behold in a melee dispatching lesser warriors with ease
and challenging enemy leaders to one on one combats where the
Viper Guards strength allows him to overcome all but the most
powerful of foes. They are granted permission to all sorts of
devastating war gear to crush with ease all who oppose them.
WS
14
Captain free to conduct the wider battle, rather than engage in a series
of personal combats. As key roleplayers in the Dragoons, Company
Champions are as important in rituals and ceremonies of the Chapter
as they are in war.
Service in a Command squad undoubtedly speeds promotion within
the Chapter. Most Captains fill their retinues with Space Marines in
whom the bloody skills of combat are matched by a tactical and
strategic brilliance. However, only the luckiest and most hardened
warriors survive more than a few battles. Captains and their Command
squads can invariably be found where the fighting is thickest. This
being the case, a protg who survives long enough to be nominated
as the Captains successor will have proven himself in the midst of the
most gruelling of battles against the most terrible of foes.
WS
BS
Ld
Sv
Copperhead Champion
3+
Copperhead Templar
3+
Apothecary
3+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics
WARGEAR
Narthecium: As long as the Apothecary is alive, all models in his
squad have the Feel No Pain universal special rule.
Company Standard: Any unit within 12 of the Standard Bearer
always re-rolls failed Morale and Pinning tests. While the standard
bearer is still alive, the Command squad counts as scoring one extra
wound in close combat for the purposes of calculating the assault
result.
15
BS
Ld
Sv
Viper Champion
10
2+
Viper Templar
10
2+
16
CAPTAIN
Each Company in the Dragoons Chapter falls under the command of a
Captain. Each Captain is a hardened veteran, a master strategist who
has proven his prowess in battle as a member of the Chapters 1st
Company, or though distinguished service in his own Company prior to
the death of his predecessor.
Master of the Marches: Duties include ensuring all food and drink
supplies for the Chapter are maintained.
Master of the Recruits: Responsible for all recruitment into the
Chapter.
In addition to his Chapter rank, each Captain also bears one or more
honorific titles associated with the command of a particular company or
responsibility. Some, such as Master of the Watch and Master of the
Recruits, are common titles in use across almost all Space Marines
Chapters. Other titles are products of Chapter history and creed.
Space Marine Captains are masters of the battlefield, able to read its
ebb and flow as ancient mariners would judge the changing of the sea.
It is not enough for a Captain to simple be a skilled fighter in his own
right; he must also have a superhuman grasp of strategy and tactics,
as well as the wit to employ them in the ever-changing arena of
warfare. Every squad in a Space Marine strike force is a weapon, and
a Captain must be proficient in the wielding of each, whether singly or
in combination.
It is often said that in terms of raw military might, each Space Marine is
easily worth a dozen or so Imperial Guardsmen. Under the command
of an experienced Captain, this value can swell tenfold. Such power is
not wielded lightly or recklessly, but with precision guided by
meditation. Every Space Marine lost in battle is a bitter blow to the
Chapter and if lives must be expended, they must be expended for
good and noble reasons.
Captain
WS
BS
Ld
Sv
10
3+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.
WARGEAR
Iron Halo: This confers a 4+ invulnerable save.
17
CHAPTER MASTER
To be a Chapter Master is to be a god amongst men. His personal
combat prowess is unmatched, for his body is that of a Space Marine,
with all the might and endurance that a scion of the Emperor is heir to.
Hundreds of year of battlefield experience as a Space Marine have
taught him every facet of war, trained him in the tools of slaughter and
honed his wits to the level of instinct.
These dark days of Mankinds survival have known many heroes, bold
men whose names are honoured across the Imperium, and whose
valiant deeds have become unyielding legend. Ranked high amongst
such men are the Chapter Masters of the Space Marines. Even in the
41st Millennium, a time of war and warriors like no other, there are few
amongst humanitys defenders that can claim such honour and renown
as they, for in sheer scope of battles won and foes vanquished, the
Master of the Space Marines are without peer.
Chapter Master
WS
BS
Ld
Sv
10
3+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.
With the merest glance, a Chapter Master can appraise a war zone,
can see every threat and opportunity presented by the shifting lines of
battle and can divine how victory can be assured. All this he does from
the vanguard of his army, scouring the enemy with bolter and blade
even as his mind and voice command the wider battle. A Chapter
Master stands firm when other men falter, advances without fear when
other men flee and retreats when only a fool would fight on. By his
example does he inspire men to greater valour, not only the Space
Marines at his command, but Imperial Guardsmen, hive militiamen and
others besides. Such is the value of true heroism the awakening of
lesser men to great deeds.
AP
Unlimited
10
Type
Ordnance 1, Barrage
WARGEAR
Iron Halo: Confers a 4+ invulnerable save.
18
TECHMARINES/SERVITORS/THUNDERFIRE CANNON
Ancient pacts sworn between the Adeptus Mechanicus and the
Adeptus Astartes allow the Dragoons to send those warriors with an
affinity for technology to Mars to train and begin the long, arduous
journey of becoming a priest of the Machine God. Without the passing
on of such ancient lore, the Space Marines would be unable to make
war.
WS BS
Techmarine
WS BS
Servitor
T W
Ld
Sv
2+
T W
Ld
Sv
4+
SPECIAL RULES
Independent Character, Combat Tactics, And They Shall Know No
Fear.
Blessing of the Omnissiah: If a Techmarine is in base contact with a
damaged vehicle during the Shooting phase, he can attempt to repair it
instead of firing. Roll a D6 and add the following modifiers:
Each Servitor with a servo-arm in the unit
The Techmarine has a servo-harness
+1
+1
19
This isolation serves only to lead a Master of the Forge further down
the path of eccentricity. Surrounded by tongueless machines and
witless Servitors, his own voice becomes atrophied. On such rare
occasions as a Master of the Forge does speak, it is in clipped and
monotonous tones, coldly precise in detail and delivery.
WARGEAR
Servo-arm: The Master of the Forge is equipped with powerful servoarms that can be used for battlefield repairs or even put to use as a
weapon. The Servo-arm grants the model a single extra close combat
power weapon attack, made separately at Initiative 1 and Strength 8.
WS
BS
W I
Ld
Sv
10
2+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character
Blessing of the Omnissiah: If in base contact with a damaged vehicle
during the Shooting phase, he can attempt to repair it instead of firing.
Roll a D6 and add the following modifiers:
Each Servitor with a servo-arm in the unit
+1
+1
20
Range
AP
Type
Up to 18
Heavy 1, Blast
18 to 42
Heavy 1, Blast
42 to 72
10
Heavy 1, Blast
Over 72
Miss!
n/a
n/a
LIBRARIAN
The Imperium of Man is eternally vigilant for the taint of mutation. The
Chapters of the Adeptus Astartes are careful to ensure that their genesee is not polluted. Apothecaries rigorously screen potential recruits for
any sign of genetic deviation, but not all mutation is physical. Psychic
talent is a mutation too, and is at once the most dangerous and the
most useful. Detecting and developing nascent psykers is one of the
many responsibilities of the Chapters Librarium.
Librarian
WS
BS
W I
Ld
Sv
10
3+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.
Librarians talents set them apart from their comrades, yet their
presence is always welcomed on the field of battle. Most Librarian
battle-disciplines focus on strengthening and enhancing his already
formidable combat prowess. He can unload powerful energy bolts,
project force shields or increase his might to near godlike proportions.
Some can step outside the confines of linear time, sense the enemys
movements or redirect bullets with the power of their mind. In all of the
Imperium there are few great warrior-mystics, combining the prowess
of the Adeptus Astartes with the steel discipline needed to contain and
control their powers.
Each player then rolls a D6 and adds their models Leadership value to
the score. If the Space Marine Librarian beats the opposing models
score, then the psychic power is nullified and does not take effect that
turn. If the opposing models score is equal or higher, it can use its
psychic power as normal. The psychic hood can be used once each
time an enemy model uses a psychic power within range.
NULL ZONE
The power is used at the start of the Librarians Shooting phase. All
enemy units within 24 of the Librarian must re-roll successful
invulnerable saves for the remainder of the player turn.
SMITE
This power is a psychic shooting attack and has the following profile:
Range
AP
12
Type
Assault 4
FORCE DOME
The power is used at the start of the Librarians Movement phase. The
Librarian and any unit he is with receive of 5+ invulnerable save until
the end of the following player turn.
MACHINE CURSE
This power is a psychic shooting attack with a range of 24 that only
affects vehicles. If the Machine Curse hits, the target vehicle
automatically suffers a single glancing hit
VORTEX OF DOOM
This power is a psychic shooting attack and has the following profile:
THE AVENGER
This power is a psychic shooting attack and has the following profile:
Range
AP
Template
Type
Assault 1
Range
AP
12
10
Type
Heavy 1, Blast
If when using this power the Librarian fails his Psychic test, place the
Vortex of Doom blast marker on the Librarian in this case the
template will no scatter.
QUICKENING
The power is used at the start of the Librarians Assault phase. If
successful, the Librarian has the Fleet special rule and Initiative 10 for
the duration of the Assault phase.
21
CHAPLAIN
Chaplains are the spiritual leaders of the Chapter. They administer the
rites, preserve the rituals and perform the ancient ceremonies of
Initiation, Vindication and Redemption that are as important to a Space
Marine Chapter as its roll of honour and skill at arms.
Chaplains are daunting figures even for other Space Marines to
behold. Their power armour is usually jet black and adorned with icons
of battle and tokens of ritual and mystery, their skull helms are death
masks that evoke the stern visage of the immortal Emperor. Every
aspect of a Chaplains garb serves to remind all who gaze upon him of
mortalitys impermanence and thus the importance of preserving the
immortal soul. Beneath this stern cladding is a man no less grim of
aspect and manner. Chaplains are notoriously strict individuals. They
are responsible for the spiritual health of their Battle-Brothers and
renowned for their sense of duty. They armour their brother Marines
against heresy and false pride, instilling the wisdom of the Emperor in
those who are his most trusted servants.
A Chapters Chaplains are the keepers of the Reclusiam, the fortressmonasterys central shrine where prayer and worship is conducted.
The Reclusiam is a place of great spiritual reverence, where battle
standards hang from hallowed walls and the very stones echo with
remembrance. Here are kept the Chapters most holy relic: fragments
of armour, banners from time of legend, and the raiments of ancient
heroes who long ago passed beyond mortal service. But the Chaplains
teach that the presence of a formal chapel is not necessary to honour
the Emperor, that the maelstrom of battle is the only true place of
worship for a Space Marine and the slaughter of foes the truest
offering.
Space Marine Chaplains care nothing for the ravings of the
Ecclesiarchy and ignore the dictates of the Imperial Cult in favour of
their own ancient traditions. The first Space Marine Chapters were
founded centuries before the development of the Imperial Cult and the
dominion of the Adeptus Ministorum. Whereas the Adeptus Ministorum
has gradually extended its influence over the many thousands of
individual cults that once existed throughout the galaxy, it has never
been able to influence the Space Marine cults which remain as
stubbornly individualistic today as they ever were.
When war calls, a Chaplain fights wherever the conflict is fiercest,
leading from the front and rejoicing in the slaughter of the enemy as
one doing righteous work. He chants the liturgies of battle with every
breath, punctuating his praise with strikes from his Crozius Arcanum
the skull-headed staff that is both badge of office and chosen weapon
of war. By his example and his piety, the Chaplain exhorts his BrotherMarines to the pinnacle of dedication, so that they might conquer with
valour that which would resist all else.
Chaplain
WS
BS
W I
Ld
Sv
10
3+
SPECIAL RULES
Combat Tactics, Independent Character
Honour of the Chapter: A Chaplain utterly embodies the honour of
the Chapter. He, and all members of a squad he has joined, is
Fearless.
Liturgies of Battle: On a player turn in which he assaults, a Chaplain
and all member of any squad he has joined can re-roll failed rolls to hit.
WARGEAR
Rosarius: A Rosarius is an amulet worn by Chaplains. It protects the
Chaplain from physical and spiritual harm. A Rosarius confers a 4+
invulnerable save.
Crozius Arcanum: The Crozius Arcanum is a Space Marine
Chaplains rod of office. It is a power weapon.
22
DREADNOUGHT
When a Space Marine suffers grievous harm, the like of which even his
superhuman physique cannot endure, his ravaged body is borne from
the battlefield with great reverence. Most such men die swiftly of their
wounds, or receive the Emperors Mercy from one of the Chapters
Apothecaries. Their lifeless forms are cremated, interred or sent to
journey the infinite void, or buried in the Catacombs depending upon
rank.
However, the mightiest fallen, those within whom the spark of life and
honour still burns bright though their body be rent and torn, are
preserved from final rest. For such a man the eternal battle is not yet
done. His skills, his wisdom and his fighting spirit must continue to
serve, even if they do so in another form. The heros crippled body is
installed in the cyborganic web of an armoured sarcophagus, his
dimmed frail mortal frame for something greater and more difficult. This
is the birth of a Dreadnought.
Many assaults commence with a wave of Dreadnoughts to first drive a
wedge through the enemys defences. A Dreadnought is a truly
massive fighting machine, weighing several tons and standing two or
three times the height of a man. As he strides purposefully into battle,
incoming fire spatters like rain off his towering adamantium and
ceramite hull. Fiery death roars from his weapons and his great metal
arms churn through all who are foolish enough to stand before him.
Actual weapon layout varies from Dreadnought to Dreadnought and
the needs of the mission. The close support pattern of assault cannon
and powerfist is by far the most common Dreadnought configuration,
although the tank-hunting lascannon or bunker-breaching multi-melta
and seismic hammer combination are equally fearsome. Needless to
say, the hero that guides the armoured hulk is more than proficient in
all the many powerful weapons of death employed by the Space
Marines.
A Dreadnoughts raw power is made all the more deadly because it is
wielded with all the firm resolve of the mortally wounded veteran bound
in its core, and directed by centuries of experience. The memories of
the venerable Old Ones can extend back thousands of years to the
founding of their Chapter and its earliest history. Thus they are revered
by other Space Marines, not just at potent warriors, but also as ageless
forebears and as a living embodiment of battles fought long ago.
Dreadnoughts are not seen merely as formidable weapons of war, but
as keepers of tradition and custodians of knowledge whose advice is
sought by initiate and Chapter Master alike. It is not uncommon for
Dreadnoughts to serve as members of the Chapter Council, lending
wisdom to strategy as they do fury to the battlefield.
SPECIAL RULES
Venerable: If a Venerable Dreadnought suffers a glancing or
penetrating hit, you can ask your opponent to re-roll the result rolled on
the Vehicle Damage chart. You must accept the result of the second
roll, even if it is worse than the first.
Move Through Cover (Ironclad Dreadnought only): Units with this rule
roll an extra D6 when rolling to move through difficult terrain.
WARGEAR
Dreadnought Close Combat Weapon: A Dreadnought close combat
weapon is a power weapon and doubles the walkers Strength in close
combat (up to a maximum of 10). If the Dreadnought suffers a weapon
destroyed result and the player chooses the close combat weapon, it
loses the bonuses conferred by the weapon (and any other weapon
built into the same arm). If a walker is armed with two or more close
combat weapons, it gains one bonus attack for each additional weapon
over the first (i.e. Ironclad Dreadnoughts). If one of its additional
weapons is destroyed, one bonus attack is lost.
Armour
Venerable Dreadnought
WS
BS
12
12
10
Armour
Dreadnought
WS
BS
12
12
10
Armour
Ironclad Dreadnought
WS
BS
13
13
10
23
Warlord had been slain and what remained of his traitorous Legion
managed to escape without extermination. His body was
reconstructed. After eight days of battling for his life, Thane could
speak again and ordered his Company to seek a new campaign. By
the twelfth day Thane could stand again and the Captain donned his
power armour once more.
Thane was once Captain of the 3rd Company. He was the driving force
of the Sierrus War, a bloody campaign against the agents of Chaos.
The war lasted eleven years and involved a Chaos Space Marine
Legion called the Caged Horrors. The planet of Sierrus was home to a
traitor Imperial Guard Battalion under suspicion of being tainted by
Chaos. Brockus, the crazed lord of the Caged Horrors, had butchered
all that opposed him on Sierrus and then named himself as Tyrant. He
took control of its Imperial Guard force and announced the system's
secession from the Imperium. During the next decade, the Caged
Horrors and their leader ravaged the other planets the planetary
system and murdered an unnumbered amount of innocents. Over time,
Thane managed to reduce the evil empire to Sierrus alone. Once
cornered, Brockus took refuge in the dark Palace of Bonesford and in a
final battle, the stronghold was laid siege to by the Dragoons. During
the bitter exhausting conflict, Thane and his Copperheads fought their
way to Brockus inner sanctum. The Dragoons were ambushed by an
endless flood of Chaos Spawn and one by one, the Copperheads fell
to the Chaos Beasts. Lost in the pandemonium, Thane was separated
from his retinue and when the Copperhead Apothecary found him, he
was broken and bloodied. He lay sprawled on the chamber floor in a
pool of blood surrounded by the bodies of the Cage Horrors Veteran
Death Squad and the decapitated body of Brockus himself. The Chaos
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Eternal Warrior,
Independent Character, Orbital Bombardment:
Raiko Thane
WS
BS
Ld
Sv
10
3+
Titanic Might: Thane can re-roll all failed attempts to wound with
shooting and close combat attacks.
God of War: Thane can choose whether to pass of fail any Morale
check he makes. Whilst Thane is on the table, all units with the
Combat Tactics special rule can also choose whether to pass or fail
any Morale check they take.
WARGEAR - Power armour, Power sword, and Iron Halo.
The Gauntlets of Aurorus: A pair of power fists. They also contain a
pair of integrated bolters can be fired with the following profile:
Range
AP
24
Type
Assault 2
The Armour of the Dragoons: Thane may choose to wear this suit of
Terminator armour, which includes a teleport homer.
To the deafening cheers of his Battle Brothers, Phage and most of his
1st Company brothers were restored to the 1st Company.
Within six months of his return to power, Phage led the Dragoons in
the assault that laid waste to the aliens at the heart of Puzo, repaying
the indignities and tortures dealt out in its dungeons. Before the dust
had settled on Puzo, Phage was on the move once again. Phage
vowed to cleanse the galaxy from the Tyranid threat once and for all.
His crusade continues to this day.
Umaro Phage
WS
BS
Ld
Sv
10
2+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character, Eternal Warrior, Bolster Defences.
Bolter Drill: Models in a squad Phage has joined can re-roll failed to
hit rolls when shooting with heavy bolters, storm bolters, bolters, and
bolt pistols.
Chapter Tactics: If you include Phage in your army then all units
exchange the combat tactics special rule for the stubborn universal
special rule. If more than one character in your army has the Chapter
Tactics special rule, you must choose which version will apply.
When the Dragoons learnt that Phage still lived, they feared that his
experience had left him tainted and broken. For six months, Phage
stoically endured an extensive investigation in which every fragment of
his body and mind were tested against Chapter records. Though the
Chapters Apothecaries and Librarians exerted every technique at their
command, no trace of corruption, physical or spiritual could be found.
24
When the Waaagh hit the planet of Latika, Regenus led the surviving
Dragoons in their stand against the Greenskins. When an Ork Stompa
Fleet unleashed its lethal payload, Regenus witnessed the rippling
explosions that broke the back of the planets defences and destroyed
much of his Company. He set aside his grief to consolidate what power
he still commanded. Weighing up his options, Regenus resolved to
make for Mumbana City, where a small force of Dragoons stood as
sentinels alongside the local garrison armed with defence lasers. The
trek took ten days through a landscape choked with rampaging Ork
warbands. During the daylight hours Regenus and his men were
forced to seek shelter where they could; lying up against the ruins of a
farm one day; hiding out in an abandoned quarry the next. Regenus
arrived at Mumbana City, wearied to the bone, and his armour slick
with Ork blood. Scarce half of the Dragoons who had embarked upon
the journey survived to reach the city gates, and not a man amongst
them arrived without a score of wounds. Yet still their resolve never
faltered. No sooner had Regenus arrived than the Greenskins came to
Mumbana City in force. What the Orks found before them was no
faltering garrison, but a vengeful and determined force of Dragoons
whose fury had been well and truly roused. Under Regenus
determined leadership, Mumbana City did not falter, and eighteen
months later it became the staging area for the offensive that drove the
Orks from Latika.
Setzer Regenus
WS
BS
Ld
Sv
10
3+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Orbital
Bombardment, Independent Character, Chapter Master
Chapter Tactics: If you include Regenus in your army then all units
exchange the Combat Tactics special rule for the Stubborn universal
special rule and your Sternguard Veteran squads gain the Hold the
Line special rule detailed below. If more than one character in your
army has the Chapter Tactics special rule, you must choose which
version will apply.
Hold the Line: If your army include Regenus, then your Paladin
squads are scoring units.
Inspiring Presence: All friendly units within 12 of Regenus receive +1
Attack whilst he lives. This bonus does not apply to Regenus, and
does not stack with the similar bonus from the Chapter Banner
WARGEAR - Power armour, Power fist, Grenades, and Iron Halo.
The Mobliz Reaper: A storm bolter with the following profile:
Range
AP
24
Type
Assault 4
Captain Memnon made his name during the early months of the
Inashus campaign. The Dragoons 3rd Company was one of many
imperial units assigned to the assault on the planet of Inashus, tasked
with the elimination of the Orks orbital defences. Striking hard and
fast, Memnons force accomplished its mission, only to become
stranded when their extraction Thunderhawk was destroyed in near
orbit.
Undaunted by his predicament, Memnon led a campaign of destructive
havoc behind the Ork lines. For two years the Dragoon 3rd struck at the
green planet wherever it showed weakness, destroying fuel dumps,
ammunition stores and supply lines, all the while providing invaluable
targeting and intelligence data to orbiting naval vessels. Memnon and
his men were untouchable, able to strike at the Orks brutal war
machine with seeming impunity, inflicting catastrophic damage before
slipping away into the shadowed ruins of the hive cities.
Osiris Memnon
WS
BS
Ld
Sv
10
3+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.
See But Remain Unseen: Memnon and models in his squad benefit
from the Infiltrate special rule.
By the time Memnon had extracted his Company from the ruins of
Inashus, he was already hailed a hero system-wide. After his
subsequent assaults on Ork conquests in neighbouring systems,
Memnon became nothing less than a saviour. Amongst other worlds
threatened by the Ork, desperate men beseeched the Immortal
Emperor to send Memnon to deliver them from the terror of the
Waaagh. Fleet Commanders and Generals of the Imperial Guard
pleaded with the Master of the Dragoons to assign Captain Memnon to
their sector of the campaign. But if the sombre Captain was aware of
either petition, he gave no sign. Memnon and his men are legends on
these worlds, as revered as the greatest heroes of old.
Chapter Tactics: If you include Memnon in your army then all units
exchange the Combat Tactics special rule for the fleet special rule. If
more than one character in your army has the Chapter Tactics special
rule, you must choose which version will apply.
WARGEAR - Power armour, grenades, Bolt pistol, Jump pack, and
Iron Halo.
The Pulver Claws: These are a pair of master-crafted Lightning
Claws. They also have the Rending special rule.
25
Sabin Lagunis
WS
BS
Ld
Sv
10
2+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.
Surprise Attack: An army that includes Lagunis can re-roll the dice
when attempting to seize the initiative.
Rites of Battle: If Lagunis is on the table, all other units can use his
Leadership for any Morale or Pinning tests
Battle-forged Heroes: Lagunis is accompanied by the finest warriors
that the 2nd Company has to offer. One Tactical squad in an army that
includes Lagunis can have one of the following special rules at no
additional cost: Counter-attack, Infiltrate, Scout or Tank Hunters.
WARGEAR - Plasma pistol, Grenades, and Iron Halo.
The Highwynn Blade: This is a power weapon. If Regenus wishes, he
can attempt a single coup de grace attack in lieu of his normal close
combat attacks. If the coup de grace hits, it is resolved at Strength 6
and causes Instant Death, regardless of the wounded models
Toughness.
Minotaro Darr
WS
BS
Ld
Sv
10
2+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.
Darr had served with distinction for nearly a century when the Chapter
Master promoted him to Captain of the 5th company. In the pursuance
of his quest, Darr has walked a crooked and winding path through the
galaxy, guided from system to system by clues inked within the ancient
texts of the Primarch. Darr will lend his resources to other Companies
in their campaign, but he is always searching for information to aid in
his own quest.
Chapter Tactics: If you include Darr in your army then all units lose
the Combat Tactics special rule. Instead, all thunder hammers in your
army will count as master-crafted, and all flamers, heavy flamer,
meltaguns and multi-meltas count as twin-linked. If more than one
character in your army has the Chapter Tactics special rule, you must
choose which version will apply.
Many of the worlds Darr must visit are in the hands of traitorous
humans, alien invaders or worse. Clues can only be unearthed at such
places once they have been scoured clean by boltgun and chainsword,
and the Dragoons do not hesitate to bring their full might to bear if such
is required. The Dragoons would endure woe and great loss to retrieve
the Primarchs gifts, for they believe that he will return to them only
when all nine artefacts have finally been recovered.
Only four of the nine artefacts remain to be found. The others are all in
the hands of the Salamanders Chapter. These include the Spear of
Vulkan, Kesares Mantle, and the Gauntlet of the Forge. The fourth is
the Salamander battle-barge Chalice of Fire and the fifth is the Eye of
Vulkan, a space-bound defence laser protecting the Salamanders
26
Honus Ulbrek
WS
BS
Ld
Sv
10
2+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character
Ulbrek now nearing his second century in the Emperors service, has
crossed blades with the Demon twice since their first encounter, and
each time he has resisted the eternity of torture that the Chaos lord
has prepared for him. Nevertheless, the Demon has many ways of
engineering Ulbreks downfall. It would be a great loss to the Chapter
should Captain Ulbrek fall to this diabolic entity before he can truly fulfil
his formidable potential.
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.
Ortega Segomo
WS
BS
Ld
Sv
10
2+
The 8 Company, above all others, seek the blood of the Chapters
Adversaries. On many occasions, Palemenos has joined a campaign
lending his Reserve squads for the purposes of hunting down a
specific villain. Such enemies cannot be allowed survival. Every
twenty-five years, the Master of the Hunt is despatched to seek out
one such foe and bring their severed head back to the Dragoons
fortress monastery as trophy and proof.
Jamiel had evaded previous Masters of the Hunt only to have their
heads severed by Palemenos blade.
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.
Oberon Palemenos
WS
BS
Ld
Sv
10
3+
Master of the Hunt: Palemenos and models in his unit benefit from
the hit and run and furious charge special rules.
Chapter Tactics: All units exchange the Combat Tactics special rule
for the ability to outflank. If you choose to do this, all dedicated
transports also gain the ability to outflank see the Reserves mission
special rule. If more than one character in your army has the Chapter
Tactics special rule, you must choose which will apply.
Over his years as Master of the Hunt, Palemenos has brought dozens
of quests to a successful conclusion. Some of the Dragoons greatest
foes, such as the Demon Prince Morticus and Dark Eldar pirate lord
27
Salizar Madruk
WS
BS
Ld
Sv
10
2+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character
WARGEAR - Artificer armour, Relic Blade, Digital Weapon, Bolt
Pistol, Melta bombs, Grenades, and Iron Halo.
Tsugal Garudias
WS
BS
Ld
Sv
4+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Stealth, Acute
Senses Infiltrate, Move Through Cover, Scout.
That the Dragoons can boast some of the most skilled marksmen in
the Imperium is credited in large part to Garudias, whose mastery of
the subject of war at a distance has become legendary far beyond
Legendra. Indeed, Garudias has been seconded to several Chapters
with close ties to the Dragoons, so that his knowledge and unique skills
can more widely benefit the immortal Emperors cause.
Range
AP
36
Type
Heavy 2, Rending, Pinning
WS
BS
Ld
Sv
10
3+
Silent Snake
10
3+
SPECIAL RULES
Fearless, Slow and Purposeful
Unyielding Spectres: Their saving throw is invulnerable
Aid Unlooked For: The Silent Snakes always start the game in
Reserve and always arrive by Deep Strike, even in missions that do
not normally use these rules. You can re-roll the deep strike scatter
dice if you wish
.
28
WS BS
Ephebus Saharazad
Ld
Sv
10
3+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.
Saharazads gifts would be treated with suspicion, yet none who have
witnessed the Chief Librarian in battle can find cause to doubt his
allegiance. So was his dedication on the world of Kodos. Focusing his
psychic might, Saharazad sent hellfire coursing through the Ork horde
and led the charge that saw the outnumbered Dragoons victorious over
a far more numerous foe.
Saharazad has recently turned his talents to divining the threat of the
Tyranids. His predictions about their fleet have been so accurate that it
would appear he has tapped into the Tyranid Hive Mind.
Ld
Sv
10
3+
SPECIAL RULES
Combat Tactics, Feel No Pain, Independent Character, Honour of
the Chapter, and Liturgies of Battle
WARGEAR - Power Armour, Crozius Arcanum, Rosarius, Bolt
pistol, and Grenades.
Mysidic Torch: A master-crafted combi-flamer, loaded with hellfire
rounds and will therefore wound any model on a 2+.
Saibot returned to his duties with a new passion. The ancient Chaplain
had been blessed with revelation as he lay dying; to purge the
Tyranids from the galaxy. Saibot was withdrawn and as he became
more influential within the Dragoons and Lord Thane tolerated his
WS BS
Abnett Vaul
Ld
Sv
3+
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.
29
In the early days of the Dragoons, the 1st Chapter Master Cidrik
Highwynn formed an inner circle of his most trusted Captains as a
tribute to the Guild of Legendra. This circle of four Captains was
officially labelled The Fraternicum, but it was more commonly known
as The Silent Circle because of their secretive nature. The Circle
provided support for Highwynn and advised him on high priority
matters of the Chapter. Upon Highwynns death, the Chaplains of the
Chapter laid his body to rest and read from his last testament. In this
sacred and sombre ceremony, his successor was revealed and every
Chapter Master since has been selected in this same manner.
Thousands of years later, after the legendary Chapter Master Goran
Fynn died from combat with a Necron Nightbringer, his last testament
named Raiko Thane, the legendary Captain of the 3rd Company, as his
successor. Thane had proven to be skilful in the art of war and deadly
with the boltgun and power fist. Most importantly, both Fynn and Thane
had dedicated their lives to upholding the Code, almost equalling their
dedication to the Emperor himself.
Setzer Regenus
Regenus is kind and considerate. Surprisingly creative, he has an
unusual interest in poetry and art. Among the Captains of the Chapter,
he has the most knowledge of past leaders, battles, and campaigns.
Thane selected Regenus as the intellectual leader who revels in the
parody and triumph of battle. He is a perfectionist, extremely particular
about what he wants and how he wants it. To his discredit he is overcautious and can be pre-occupied with the tragedy and cruelty of the
galaxy, thus becoming depressed. Thane values Regenus insight but
is aware of just how often the Captain is unsatisfied, always pointing
out what could and should be improved.
Sabin Lagunis
While Lagunis is generally self-content and kind, his shy personality
can often inhibit enthusiasm in others. So Lagunis chases the battle
field wherever it is, eager to lead by example, rather than by his words.
He is consistent, relaxed, and rational. A sincere and genuine hero, he
is popular among all the Dragoons, except by those who aspire to
become the next Chapter Master before Lagunis. Thane values his
reliability and compassion; considering the Captain a personal friend
and it is widely believed that Lagunis is the clear successor to the
legendary Chapter Master.
30
WARGEAR WEAPONS
Assault Cannon
Range
AP
24
Crozius Arcanum
The Crozius is a Chaplains rod of office. It is a power weapon.
Type
Heavy 4, Rending
AP
24
Krak Range
AP
24
Type
Rapid Fire, Blast
AP
12
Krak Range
AP
12
Range
AP
24
AP
48
Krak Range
AP
48
Type
Heavy 2, Blast
Type
Heavy 2
Digital Weapons
A model armed with digital weapons can re-roll a single failed roll to
wound in each Assault phase.
Type
Rapid Fire
Flamer
Frag Range
Type
Range
AP
Template
Type
Assault 1
Force Weapon
A Force Weapon is a power weapon, but also confers the wielder one
additional psychic power, used in close combat, roll to hit and wound
as normal, allowing invulnerable saves. The Psyker takes a Psychic
test to use the weapons power against any one opponent that suffered
an unsaved wound by that player that turn. This counts as using a
Psychic power that turn. This can be used on opponents turn.
Assault 1, Blast
Type
Assault 1
Boltgun
Frag Grenade
Models equipped with these assault grenades dont suffer the penalty
to their Initiative for assaulting enemies through cover (Initiative does
not go down to 1)
Type
Rapid Fire
Bolt Pistol
Heavy Bolter
Range
AP
Type
Range
AP
12
Pistol
36
Range
AP
Template
Chainfist
A Chainfist is treated exactly as a power fist, but rolls 2D6 for its
armour penetration value.
Up to 18
Heavy 1, Blast
Heavy 1, Blast
42 to 72
10
Heavy 1, Blast
Over 72
Miss!
n/a
Range
AP
48
Type
Heavy 1
Lightning Claws
A Lightning Claw is a power weapon and it also allows the wielder to
re-roll any failed roll to wound. This does not give a bonus attack
unless paired with another Lightning Claw.
Master Crafted Weapons
A master-crafted weapon allows the bearer to re-roll one failed roll to
hit per player turn when using the weapon.
Meltabomb
A model using them can only make one attack per turn and they have
an armour penetration of 8 + 2D6
Type
18 to 42
Assault 1
Lascannon
Conversion Beamer
A shot form the a conversion beamer has a different profile depending
on how far the target is from the firer. When firing the conversion
beamer, measure the distance to the target and place the blast
template. Once the final location of a conversion beamers template
has been placed after scatter, measure to the centre of the blast
marker and consult the chart below to determine the effect.
AP
Type
Krak Grenade
A model using them can only make one attack per turn and they have
an armour penetration of 6 + D6.
Combi-Weapons
A Marine armed with a Combi-weapon (Combi-meltagun, Combiplasma gun or Combi-flamer) can choose to fire either a bolter, or the
secondary weapon, each with the profile listed elsewhere in this
section. The bolter can be fired every turn, but the secondary weapon
can only be fired once per battle. You cannot fire both weapons in the
same turn.
Heavy 3
Heavy Flamer
Range
Type
Meltagun
n/a
31
Range
AP
12
Type
Assault 1, Melta
Missile Launcher
Frag Range
AP
48
Krak Range
AP
48
Power Weapon
Models wounded in close combat by the attacks of a power weapon
are not allowed armour saves.
Type
Heavy 1, Blast
Relic Blade
A relic blade counts as a power weapon whose hits are resolved at
Strength 6. A model with a relic blade cannot get an extra attack for an
additional close combat weapon.
Type
Heavy 1
Shotgun
Multi-melta
Range
AP
24
Type
Heavy 1, Melta
Range
AP
12
Range
AP
36
Range
AP
24
Type
Assault 2
Sniper Rifle
Plasma Cannon
Range
AP
36
Type
Heavy 1, Blast, Gets Hot!
Type
Heavy 1, Sniper
Storm Bolter
Plasma Pistol
Range
AP
12
Type
Pistol, Gets Hot!
Type
Assault 2
Thunder Hammer
A Thunder Hammer is a power fist, but all models not killed by a it
while suffering an unsaved wound, reduce their Initiative to a value of 1
until the end of the next players turn. Against vehicles with no Initiative
value, any damage result also inflicts a crew shaken result. This does
not give a bonus attack unless paired with another Thunder Hammer.
Power Fist
A Power First is a power weapon and also doubles the users strength
up to a maximum of 10. They attack with an Initiative of 1. This does
not give a bonus attack unless paired with another power fist.
AP
n/a
Hellfire Shells
Fires as a single hellfire shell through a heavy bolter
Type
Range
AP
36
Type
Heavy 1, Blast Poisoned (2+)
Iron Halo
This confers a 4+ invulnerable save.
No cover saves
Combat Shield
Confers a 6+ invulnerable save and can still get +1 attack for having an
additional close combat weapon.
Jump Pack
Models move as jump infantry (moving 12 in the Movement phase)
and can arrive via deep strike.
Camo Cloak
This gives the wearer the Stealth universal special rule.
Locator Beacon
Units can deep strike within 6 of a locator beacon without scatter.
Chapter Banner
Any unit within 12 of the Banner Bearer always re-rolls failed Morale
and Pinning tests. Also all models in the same unit as the Chapter
Banner have +1 Attack whilst the Banner Bearer is alive. While the
Banner Bearer is alive, the Honour Guard count as scoring one extra
wound in close combat for the purposes of determining who won.
Psychic Hood
This allows Psyker to nullify enemy Psychic power within 24. Librarian
rolls Psychic test then rolls D6 plus Leadership compared to opposing
Psyker roll of D6 plus Leadership. This does not count as using a
Psychic Power.
Rosarius
This confers a 4+ invulnerable save.
Company Standard
Any unit within 12 of the Standard Bearer re-rolls failed Morale and
Pinning Tests. While the Standard Bearer is alive, the Command
squad counts as scoring one extra wound in close combat for the
purposes of determining who won.
Narthecium
This gives all models in the squad the Feel No Pain special rule.
Servo-arm
Each servo-arm grants the model a single extra close combat attack at
Initiative 1 and Strength 8, ignoring Armour Saves.
Hellfire Rounds
They are modified Bolter rounds.
Range
AP
24
Type
Servo-harness
This gives the Techmarine an extra servo-arm attack (giving him two
servo-arm attacks), a plasma cutter (twin-linked plasma pistol, which
can not be used in close combat) and a flamer. In the shooting phase
the Techmarine can fire both harness-mounted weapons or one
harness mount and another gun.
32
Signum
Model may waive his shooting attack to give one model in his squad
Ballistic Skill of 5 for a turn. This must be declared before any rolls.
Storm Shield
Confers a 3+ invulnerable save, but never gets +1 Attack for having an
additional close combat weapon.
Teleport Homer
This allows teleporting models to deep strike within 6 of a teleport
homer without scatter.
WARGEAR ARMOR
Artificer Armour
Confers a 2+ armour save.
Scout Armour
Confers a 4+ armour save.
Power Armour
Confers a 3+ armour save.
Terminator Armour
Models get the Relentless special rule (Can move, shoot, and assault
with all weapons), cannot sweeping advance, get a 2+ armour save,
get a 5+ invulnerable save, can deep strike, and count as two models.
AP
48
Type
Heavy 2
Cerberus Launcher
If a Scout unit charges into combat on the same turn as it disembarks
from the Land Speeder, any unit assaulted have their Leadership
reduced by 2 that turn.
Jamming Beacon
Teleport homers, Chaos Icons and similar wargear that prevents deep
strike scatter do not work within 6 of beacon. It causes other enemies
that wish to deep strike within 6 of beacon to scatter 4D6 rather than
2D6.
Deathwind Launcher
Range
AP
12
Type
Storm Bolter
Range
AP
24
Type
Demolisher Cannon
Range
AP
24
10
Searchlight
Units firing at illuminated unit do not use the Night Fighting special rule.
Enemies targeting searchlight do not use the rule next turn either.
Ordnance 1
Dozer Blade
Vehicle can re-roll a failed Difficult Terrain test.
Seismic Hammer
It is a close combat weapon that adds +1 to rolls on vehicle damage
chart.
Extra Armour
Counts Crew Stunned results as Crew Shaken result instead.
Type
Smoke Launchers
Once per game a vehicle can be obscured and gets 4+ cover save
during enemys turn. No other weapons may be fired.
Heavy 1
Flamestorm Cannon
Range
AP
Template
Frag Range
AP
48
Hunter-killer Missile
It is a krak missile that fires once per game with Ballistic Skill 4. This
counts as an additional weapon.
Krak Range
AP
48
Krak Range
AP
Unlimited
Type
AP
24
Type
Heavy 2, Blast
Type
Heavy 2
Heavy 1
Hurricane Bolters
Consists of three twin-linked bolters, fired as a single weapon
Range
Assault 2
Type
Type
Rapid Fire x3, twin linked
33
Castellan
AP
12-48
Vengeance
AP
12-48
Type
Ordnance 1, Barrage, Ignores cover
Type
Ordnance 1, Barrage
SPECIAL RULES
ACUTE SENSES Models may choose to re-roll the test to determine
how far they can see in Night Fights, but must abide by the new result.
Characters and units confer the rule onto eachother any time they join.
FLEET A unit may assault in the same turn in which it has run.
FURIOUS CHARGE When assaulting, add +1 to both Initiative and
Strength.
AID UNLOOKED FOR Models always start the game in Reserve and
always arrive by Deep Strike, regardless of the mission. You can re-roll
the deep strike scatter dice once.
HIT & RUN Units with this ability that are locked in combat may
choose to leave close combat at the end of the Assault phase. The
must take an Initiative test to break from combat and immediately
move up to 3D6" in a straight line in any direction. No sweeping
advance rolls are made. Enemy units that are no longer locked in
combat may consolidate. They are not slowed by difficult terrain, but
are affected by dangerous terrain. It may not be used to move into
contact with the enemy.
BOLTER DRILL Models unit can re-roll failed to hit rolls while firing
with heavy bolters, storm bolters, bolters, and bolt pistols.
COMBAT SQUADS Ten-man squads units have the option of
breaking down into two five-man units, called combat squads.The
decision to split the unit into combat squads must be made when the
unit is deployed. Both combat squads can be deployed in different
locations unless arriving by Drop Pod. The player can choose to split
such a unit in to combat squads when it disembarks from the Drop
Pod. If you decide to split a unit, then each combat squad is treated as
a separate unit for all game purposes from that point on.
MASTER OF THE HUNT Unit gets the Hit and Run and Furious
Charge special rules.
34
PSYKER Model can use one Psychic power each turn unless he is
upgraded to an Epistolary (then he can use 2 each turn). Using a force
weapon counts as using a power. A Psychic test must be taken for
each power. This is a standard leadership test but a double 1 or double
6 leads to a Peril of the Warp wound that can only be saved by
invulnerable saves and if passed must be re-rolled and passed a
second time.
RITES OF BATTLE All units can use models Leadership for Morale
and Pinning tests.
SEE BUT REMAIN UNSEEN Entire unit gets Infiltrate special rule.
UNYIELDING SPECTRES Models saving throws are invulnerable
SKILLED RIDER Models may re-roll failed dangerous terrain tests
on bikes or cavalry.
STANDARD MISSIONS
The army list allows you to pick an army based on the troops that could
be fielded by a Dragoon Battle Company, with attached support drawn
from other companies in the Chapter.
The army list is split in to five sections. All the squads, vehicles, and
characters in the army are placed into one of these depending upon
their role on the battlefield. Each model is given a points value, which
varies depending on how effective it is in battle. Before you choose an
army, you will need to agree with your opponent upon a scenario and
the total number of points each of you will spend.
Using a Force Organization Chart
The army lists are used in conjunction with the force organization chart
from a scenario. Each chart is split in to five categories that correspond
to the sections in the army list, and each category has one or more
boxes. Dark boxes are manditory selections and gray boxes are
optional selections.
COMPULSATORY
1 HQ
2 Troops
35
OPTIONAL
1 HQ
4 Troops
3 Elites
OPTIONAL
3 Fast Attack
3 Heavy Support
HQ
CHAPTER MASTER, RAIKO THANE
250 Points
WS
BS
Ld
Sv
10
3+
Raiko Thane
Unit Composition:
- 1 Chapter Master
(Marneus Calgar, Lord
Macragge)
Unit Type:
- Infantry
Ld
Sv
10
3+
Unit Composition:
- 1 Chapter Master
(generic)
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Orbital Bombardment
Unit Type:
- Infantry
Wargear:
- Power armour
- Power sword
- Iron Halo
- The Gauntlets of Aurorus
Options:
- Replace power armour with The
Armour of the Dragoons +15 pts
125 Points
WS
Chapter Master
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Titanic Might
- God of War
- Orbital Bombardment
- Eternal Warrior
Page 26
Wargear:
- Power armour
- Chainsword
- Bolt Pistol
- Frag and Krak grenades
- Iron Halo (4+ inv save)
Options:
- Replace bolt pistol and/or chainsword with:
.a boltgun
.a storm bolter
.a Combi-flamer, - melta or plasma
.a storm shield, power sword, lightning claw or plasma
pistol
. a power fist
.a relic blade
.a thunder hammer
- Replace power armour with artificer armour
- Take meltabombs
- Take digital weapons
- Take hellfire rounds
- Take auxiliary grenade launcher
- Replace power armour, bolt pistol, chainsword, frag and krak
grenades with Terminator armour with storm bolter and power
sword
- Replace Terminator armour storm bolter with:
.Combi-flamer, - melta or plasma
.lightning claw
.thunder hammer
- Replace Terminator armour power sword with:
.lightning claw
.power fist or storm shield
.thunder hammer or Chainfist
- If Terminator armour is not chosen, may have one of the
following:
.Jump pack
.Space Marine bike
115 Points
You may include one Honour Guard squad for every Chapter Master in your army.
This unit does not count against your HQ allowance.
WS
BS
Ld
Sv
Viper Champion
10
2+
Viper Templar
10
2+
Unit Composition:
- 1 Chapter Champion
- 2 Honour Guards
Unit Type:
- Infantry
Wargear:
- Artificer Armour
- Power Weapon
- Frag and Krak Grenades
- Boltgun
- Bolt Pistol
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Honour or Death
(Chapter Champion only)
Dedicated Transport:
- May select a Drop Pod, Rhino
or a Razorback
(see page 111 for point values)
Options:
- May include up to seven additional Honour Guards
- The Chapter Champion may replace his boltgun with:
.a combat blade
- The Chapter Champion may replace his power sword with:
.a thunder hammer
- The Chapter Champion may take:
.digital lasers
- Any model may take:
.a relic blade
.auxiliary grenade launcher
- One Honour Guard may carry the Chapter Banner:
36
Page 19
Free
+3 pts
+10 pts
+15 pts
+25 pts
+30 pts
+30 pts
+15 pts
+5 pts
+10 pts
+10 pts
+15 pts
+40 pts
+5 pts
+10 pts
+20 pts
+5 pts
+10 pts
+15 pts
+25 pts
+35 pts
Page 17
HQ
UMARO PHAGE, CAPTAIN OF THE 1
ST
COMPANY
BS
Ld
Sv
10
2+
Umaro Phage
Unit Composition:
- 1 (Unique)
(Captain Darnath Lysander)
Unity Type:
- Infantry
ND
COMPANY
BS
Ld
Sv
10
3+
Unit Composition:
- 1 (Unique)
(Chapter Master Pedro
Kantor)
Wargear:
- Power armour
- The Mobliz Reaper
- Power fist
- Frag and krak grenades
- Iron Halo
Unit Type:
- Infantry
RD
COMPANY
BS
Ld
Sv
10
3+
Unit Composition:
- 1 (Unique)
(Shadow Captain Kayvaan
Shrike)
Unit Type:
- Jump Infantry
TH
COMPANY
BS
Ld
Sv
10
2+
Unit Composition:
- 1 (Unique)
(Captain Cato Sicarius)
Wargear:
- The Armor of the Primarch
- The Highwynn Blade
- Plasma pistol
- Frag and krak grenades
- Iron Halo
Unit Type:
- Infantry
TH
COMPANY
BS
Ld
Sv
10
2+
Unit Type:
- Infantry
Page 25
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Bolter Drill
- Eternal Warrior
- Chapter Tactics
- Bolster Defences
Page 26
Chapter Master:
If your army includes Setzer
Regenus, you may also include
one Honour Guard squad (see
page 25 for details). This unit does
not count against your HQ
allowance.
Page 26
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- See, But Remain Unseen
- Chapter Tactics
Page 27
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Rites of Battle
- Surprise Attack!
- Battle-forged Heroes
190 Points
WS
Unit Composition:
- 1 (Unique)
(Forgefather Vulkan Hestan)
Wargear:
- Power armour
- Frag and krak grenades
- Bolt pistol
- The Pulver Claws
- Jump pack
- Iron Halo
200 Points
WS
Sabin Lagunis
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Orbital Bombardment
- Inspiring Presence
- Chapter Tactics
195 Points
WS
Osiris Memnon
Wargear:
- Terminator Armour
- The Hammer of Doma
- Storm Shield
175 Points
WS
Setzer Regenus
Minotaro Darr
200 Points
WS
Wargear:
- Artificer armour
- Frag and krak grenades
- Bolt pistol
- The Champions Cloak
- The Wyrm Slayer
- Digital weapons
- The Gauntlet of the Realm
37
Page 27
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Chapter Tactics
HQ
TH
BS S
5
Unit Composition:
- 1 Captain
(generic)
COMPANY
190 Points
Ld
Sv
10
2+
Unit Type:
- Infantry
TH
Unit Composition:
- 1 Captain
(generic)
COMPANY
Ld
Sv
4(5)
10
2+
Unit Type:
- Infantry
WS BS
Oberon Palemenos
Unit Composition:
- 1 (Unique)
(Kor Sarro Kahn)
TH
Ld
Sv
4(5)
10
3+
Unit Type:
- Infantry
TH
COMPANY
BS
Ld
Sv
10
2+
Unit Type:
- Infantry
BS
Ld
Sv
10
2+
Unit Type:
- Infantry
Wargear:
- Artificer armour
- Servo-harness
- Boltgun or bolt pistol
- Frag and krak grenades
Wargear:
- Artificer armour
- Relic Blade
- Digital Weapon
- Bolt Pistol
- Melta bombs
- Frag and krak grenades
- Iron Halo
100 Points
WS
Unit Composition:
- 1 Master of the Forge
Wargear:
- Power armour
- Frag and krak grenades
- Bolt pistol
- The Templar Axe
- Iron Halo
- The Iron Stallion
160 Points
WS
Unit Composition:
- 1 Captain
(generic)
Wargear:
- Artificer armour
- Relic Blade
- Bolt Pistol
- Hellfire rounds
- Frag and krak grenades
- Iron Halo
- The Mongoose
190 Points
Wargear:
- Artificer armour
- Power fist
- Digital Weapon
- Bolt Pistol
- Frag and krak grenades
- Iron Halo
- The Wings of Ulbrek
- Auxiliary Grenade Launcher
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Blessing of the Omnissiah
- Bolster Defences
- Lord of the Armoury
Options:
- Replace servo-harness and boltgun with
.conversion beamer
- Replace boltgun with:
.a storm bolter
.a Combi-flamer, -melta, or plasma
.a plasma pistol
- Take digital weapons
- Take either:
.a power sword
.a thunder hammer
- May ride a space marine bike
38
Page 28
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
Page 28
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
Page 28
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Master of the Hunt
- Chapter Tactics
Page 29
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Orbital Bombardment
- Chapter Master
Page 21
+20 pts
+5 pts
+10 pts
+15 pts
+10 pts
+15 pts
+30 pts
+35 pts
HQ
SPACE MARINE CAPTAIN
100 Points
WS
BS
Ld
Sv
10
3+
Captain
Unit Composition:
- 1 Captain
(generic)
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
Unit Type:
- Infantry
Wargear:
- Power armour
- Chainsword
- Bolt Pistol
- Frag and Krak grenades
- Iron Halo (4+ inv save)
Options:
- Replace bolt pistol and/or chainsword with:
.a boltgun
.a storm bolter
.a Combi-flamer, - melta or plasma
.a storm shield, power sword, lightning claw or plasma
pistol
. a power fist
.a relic blade
.a thunder hammer
- Replace power armour with artificer armour
- Take meltabombs
- Take digital weapons
- Take hellfire rounds
- Take auxiliary grenade launcher
- Replace power armour, bolt pistol, chainsword, frag and krak
grenades with Terminator armour with storm bolter and power
sword
- Replace Terminator armour storm bolter with:
.Combi-flamer, - melta or plasma
.lightning claw
.thunder hammer
- Replace Terminator armour power sword with:
.lightning claw
.power fist or storm shield
.thunder hammer or Chainfist
- If Terminator armour is not chosen, may have one of the
following:
.Jump pack
.Space Marine bike
115 Points
Page 18
Free
+3 pts
+10 pts
+15 pts
+25 pts
+30 pts
+30 pts
+15 pts
+5 pts
+10 pts
+10 pts
+15 pts
+40 pts
+5 pts
+10 pts
+20 pts
+5 pts
+10 pts
+15 pts
+25 pts
+35 pts
Page 16
You may take one Command Squad for every Captain in your army.
This unit does not count against your HQ allowance
WS
BS
Ld
Sv
Copperhead Champion
3+
Apothecary
3+
Copperhead Templar
3+
Unit Composition:
- 4 Veterans
- 1 Apothecary
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
Unit Type:
- Infantry
Dedicated Transport:
- May Select a Drop Pod, Rhino,
or a Razorback
(see Dedicated Transports for
points values)
Wargear:
- Power armour
- Chainsword
- Frag and krak grenades
- Boltgun or bolt pistol
- The Apothecary also has a
narthecium
Unit Options:
- One Veteran may carry the Company Standard
- One Veteran may be upgraded to a Company Champion with a
power weapon and combat shield
- The entire squad may ride Space Marine bikes
Model Options:
- Any Veteran may replace his chainsword and/or bolt pistol with
.a storm bolter
.a flamer
.a meltagun
.a Combi-flamer, -melta, -plasma
.a plasma gun, power sword or lightning claw
.a power fist
.a thunder hammer
- Any Veteran may replace his bolt pistol with
.a plasma pistol
- Any Veteran may have the following
.melta bombs
.a storm shield
39
+ 15 pts
+15 pts
+90 pts
+3 pts
+5 pts
+10 pts
+10 pts
+15 pts
+25 pts
+30 pts
+15 pts
+5 pts
+15 pts
HQ
CHIEF LIBRARIAN EPHEBUS SAHARAZAD
230 Points
WS
BS
T W
Ld
Sv
10
3+
Ephebus Saharazad
Unit Composition:
- 1 (Unique)
Wargear:
- Power Armour
- Bolt Pistol
- The Hood of the Guild
- Frag and Krak grenades
- Rod of Saharazad
Unit Type:
- Infantry
LIBRARIAN
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Master Psyker
- Gift of Prescience
Page 30
Psychic Powers:
- Smite
- Force Dome
- The Avenger
- Might of Ancients
- Null Zone
- The Gate of Infinity
- Vortex of Doom
- Quickening
- Machine Curse
100 Points
WS
BS
T W
Ld
Sv
10
3+
Librarian
Unit Composition:
- 1 Librarian
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Psyker
Unit Type:
- Infantry
Wargear:
- Power armour
- Boltgun or Bolt pistol
- Frag and Krak grenades
- Force weapon
- Psychic hood
Psychic Powers:
A Librarian has any two of the
following powers:
Smite, Force Dome, Might of
Ancients, Null Zone, The Gate
of Infinity, Vortex of Doom,
Quickening, or Machine Curse
125 Points
WS
BS
T W
Ld
Sv
10
3+
Ebrahim Saibot
Unit Composition:
- 1 (Unique)
Wargear:
- Power Armour
- Crozius Arcanum
- Rosarius
- Bolt pistol
- The Mysidic Torch
- Frag and krak grenades
Unit Type:
- Infantry
CHAPLAIN
Chaplain
Unit Composition:
- 1 (Unique)
Unit Type:
- Infantry
Wargear:
- Power Armour
- Boltgun or bolt pistol
- Frag and krak grenades
- Rosarius
- Crozius Arcanum
Options:
- Upgrade to an Epistolary
- Replace boltgun with:
.a storm bolter
.a Combi-flamer, -melta, -plasma
.a plasma pistol
- May replace power armour, boltgun, frag and krak grenades for
Terminator armour and:
.no additional weapon
.a storm bolter
.a Combi-flamer, -melta, or plasma
.a storm shield
- If Terminator armour is not chosen, may have one of the
following:
.Jump pack
.Space Marine bike
BS
T W
Ld
10
Special Rules:
- Combat Tactics
- Independent Character
- Liturgies of Battle
- Honour of the Chapter
+50 pts
+3 pts
+15 pts
+15 pts
+25 pts
+30 pts
+35 pts
+40 pts
+25 pts
+35 pts
Page 30
Special Rules:
- Independent Character
- Combat Tactics
- Honour of the Chapter
- Liturgies of Battle
- Feel No Pain
100 Points
WS
Page 22
Page 23
Sv
Options:
3+ - Replace boltgun with:
.a storm bolter
.a Combi-flamer, -melta, -plasma
.a power fist
.a plasma pistol
- Take melta bombs
- Take digital weapons
- May replace power armour, boltgun, frag and krak grenades for
Terminator armour and:
.a storm bolter
.a Combi-flamer, -melta, or plasma
- If Terminator armour is not chosen, may have one of the following:
.Jump pack
.Space Marine bike
40
+3 pts
+15 pts
+15 pts
+15 pts
+5 pts
+10 pts
+30 pts
+35 pts
+15 pts
TROOPS
DRAGOON TACTICAL SQUAD
WS
90 Points
BS S T W
Ld
Sv
Dragoon Knight
3+
Dragoon
3+
Unit Composition:
- 1 Space Marine Sergeant
- 4 Space Marines
Special Rules:
- And They Shall Know No Fear
- Combat Squads
- Combat Tactics
Unit Type:
- Infantry
Dedicated Transport:
- May select a Rhino or a
Razorback. If the squad
numbers ten models, may take
a Drop Pod (see Dedicated
Transports for points cost)
Wargear:
- Power armour
- Bolt pistol
- Frag and krak grenades
- Boltgun
Page 13
Options:
- May Include up to five additional Space Marines
- If the squad numbers ten models, one Space Marine may
replace his boltgun with one of the following:
.a flamer
.a meltagun
.a plasma gun
- If the squad numbers ten models, one Space Marine may
replace his boltgun with one of the following:
.a heavy bolter, multi-melta or a missile launcher
.a plasma cannon
.a lascannon
- The Space Marine Sergeant may replace his boltgun and/or
bolt pistol with:
.a chainsword
.a Combi-melta, -flamer, or plasma
.a storm bolter
.a plasma pistol
.a power weapon
.a power fist
- The Space Marine Sergeant may take:
.melta bombs
.teleport homer
75 Points
BS S T W
Ld
Sv
Instructor
4+
Squire
4+
Unit Composition:
- 1 Scout Sergeant
- 4 Scouts
Special Rules:
- And They Shall Know No Fear
- Combat Squads
- Combat Tactics
- Infiltrate
- Move Through Cover
- Scouts
Unit Type:
- Infantry
Wargear:
- Scout armour
- Bolt pistol
- Boltgun
- Frag and krak grenades
Options:
- May Include up to five additional Scouts
- Any model may replace his boltgun with:
.a shotgun, combat blade, or sniper rifle
- One Scout may replace his boltgun with a heavy bolter (with
hellfire shells) or a missile launcher
- The Scout Sergeant may replace his boltgun and/or bolt
pistol with:
.a Combi-melta, -flamer, or plasma
.a plasma pistol
.a power weapon
.a power fist
- The Scout Sergeant may take
.melta bombs
.teleport homer
- The squad may have camo cloaks
COMPANY 50 Points
One Scout squad in the army may replace its Scout Sergeant with Captain Garudias.
The unit does not count against your HQ allowance.
Tsugal Garudias
Unit Type:
- Infantry
BS
W I
Ld
Sv
4+
Wargear:
- Scout armour
- Bolt pistol
- Frag and krak grenades
- The Light of Legendra
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Infiltrate
- Move Through Cover
- Scouts
41
Free
+5 pts
+10 pts
Free
+5 pts
+10 pts
Free
+10 pts
+10 pts
+15 pts
+15 pts
+25 pts
+5 pts
+15 pts
Page 12
TH
WS
+10 pts
+15 pts
+15 pts
+25 pts
+5 pts
+15 pts
+3 pts each
Page 29
- Acute Senses
- Eye of Vengeance
- Voice of Experience
- Stealth
DEDICATED TRANSPORTS
RHINO TANK
35 Points
Armour
Rhino
Unit Composition:
- 1 Rhino
Unit Type:
- Vehicle (Tank)
BS
11
11
10
Wargear:
- Storm bolter
- Smoke launchers
- Searchlight
RAZORBACK TANK
Unit Composition:
- 1 Razorback
Unit Type:
- Vehicle (Tank)
BS
11
11
10
Wargear:
- Twin-linked heavy bolter
- Smoke launchers
- Searchlight
Transport Capacity:
- Six models
DROP POD
Unit Composition:
- 1 Drop Pod
Unit Type:
- Vehicle (Open-topped)
Options:
- May take any of the following
.a storm bolter
.a hunter-killer missile
.a dozer blade
.extra armour
+10 pts
+10 pts
+5 pts
+15 pts
Options:
- Replace twin-linked heavy bolters with:
.twin-linked heavy flamer
.twin-linked assault cannon
.twin-linked lascannon
.lascannon and twin linked plasma gun
- May take any of the following
.a storm bolter
.a hunter-killer missile
.a dozer blade
.extra armour
+25 pts
+35 pts
+35 pts
+35 pts
+10 pts
+10 pts
+5 pts
+15 pts
35 Points
Armour
Drop Pod
Special Rules:
- Repair
40 Points
Armour
Razorback
Transport Capacity:
- Ten Models
BS
12
12
12
Wargear:
- Storm bolter
Transport Capacity:
- Twelve models, one Dreadnought or
one Thunderfire Cannon
Options:
- Replace storm bolter with Deathwind
missile launcher
- Take a locator beacon
42
Special Rules:
- Inertial Guidance System
- Immobile
- Drop Pod Assault
+20 pts
+10 pts
ELITES
MYRMIDON TERMINATOR SQUAD
WS
200 Points
BS S T W
Ld
Sv
Myrmidon Templar
2+
Myrmidon Knight
2+
Unit Composition:
- 1 Terminator Sergeant
- 4 Terminators
Special Rules:
- And They Shall Know No Fear
- Combat Squads
- Combat Tactics
Unit Type:
- Infantry
Wargear:
- Terminator armour
- Storm bolter
- Power sword (Terminator
Sergeant)
- Power fist (Terminators)
BS S T W
Options:
- May include up to five additional Terminators
- For every five Terminators in the squad, one Terminator
may choose one of the following:
.replace his storm bolter with a heavy flamer
.replace his storm bolter with an assault cannon
.take a cyclone missile launcher
- Any Terminator may replace his power fist with a chain fist
Ld
Sv
Myrmidon Templar
2+
Myrmidon Knight
2+
Options:
- May include up to five additional Terminators
- Any Terminator may replace his lightning claws with a
thunder hammer and a storm shield:
Special Rules:
- And They Shall Know No Fear
- Combat Squads
- Combat Tactics
Dedicated Transport:
One Terminator Assault squad in the army may select a
Land Raider of any type as a dedicated transport (see
Heavy Support for points costs)
Unit Composition:
- 1 Terminator Sergeant
- 4 Terminators
+5 pts
+30 pts
+30 pts
+5 pts each
Dedicated Transport:
One Terminator squad in the army may select a Land
Raider of any type as a dedicated transport (see Heavy
Support for points costs)
200 Points
Page 15
Page 15
+5 pts
+30 pts
+30 pts
+5 pts each
Unit Type:
- Infantry
Wargear:
- Terminator armour
- Lightning claws
BS S T W
125 Points
Ld
Sv
Paladin Templar
3+
Paladin Knight
3+
Unit Composition:
- 1 Space Marine Sergeant
- 4 Veterans
Unit Type:
- Infantry
Wargear:
- Power armour
- Boltgun
- Bolt pistol
- Special issue ammunition
- Frag and krak grenades
Special Rules:
- And They Shall Know No Fear
- Combat Squads
- Combat Tactics
Options:
- May include up to five additional Veterans
- The Space Marine Sergeant may replace his bolt pistol
and/or his boltgun with:
.a chainsword
.a power weapon or lightning claw
.a plasma pistol
.a power fist
- The Space Marine Sergeant may take:
.melta bombs
- Any model may replace his boltgun with:
.a storm bolter, Combi-melta, -flamer, or plasma
- Two Veterans may replace their boltguns with:
.a flamer, meltagun, heavy bolter, multi-melta or
missile launcher
.a plasma gun, plasma cannon, or heavy flamer
.a lascannon
Dedicated Transport:
May select a Drop Pod, Rhino or Razorback
(see Dedicated Transports for point costs)
43
Page 15
Free
+15 pts
+15 pts
+25 pts
+5 pts
+5 pts
+5 pts
+10 pts
+15 pts
ELITES
VENERABLE DREADNOUGHT
165 Points
Armour
WS
BS
12 12 10
Venerable Dreadnought
Unit Composition:
- 1 Venerable Dreadnought
Wargear:
- Multi-melta
- Dreadnought close combat
weapon (with built in storm
bolter)
- Smoke launchers
- Searchlight
Unit Type:
- Vehicle (Walker)
DREADNOUGHT
105 Points
Armour
S
WS
BS
12 12 12
Wargear:
- Multi-melta
- Dreadnought close combat
weapon (with built in storm
bolter)
- Smoke launchers
- Searchlight
Unit Composition:
- 1 Dreadnought
Unit Type:
- Vehicle (Walker)
Unit Composition:
- 1 Ironclad Dreadnought
Unit Type:
- Vehicle (Walker)
Options:
- Replace storm bolter with heavy flamer
- Replace multi-melta with:
.twin-linked heavy flamer
.twin-linked heavy bolter
.twin-linked Autocannon
.plasma cannon or assault cannon
.twin-linked lascannon
- Replace dreadnought close combat weapon with:
.twin-linked Autocannon or missile launcher
- Take extra armour
165 Points
Armour
Ironclad Dreadnought
Free
+5 pts
+10 pts
+10 pts
+30 pts
+10 pts
+15 pts
Page 24
+10 pts
Free
+5 pts
+10 pts
+10 pts
+30 pts
+10 pts
+15 pts
Dedicated Transport:
- May select a Drop Pod (see Dedicated Transports)
IRONCLAD DREADNOUGHT
S
+10 pts
Dedicated Transport:
- May select a Drop Pod (see Dedicated Transports)
Special Rules:
- Venerable
Dreadnought
Options:
- Replace storm bolter with heavy flamer
- Replace multi-melta with:
.twin-linked heavy flamer
.twin-linked heavy bolter
.twin-linked Autocannon
.plasma cannon or assault cannon
.twin-linked lascannon
- Replace dreadnought close combat weapon with:
.twin-linked Autocannon or missile launcher
- Take extra armour
Page 24
WS
BS
13 13 10
Wargear:
- Seismic Hammer (with built in
meltagun)
- Dreadnought close combat
weapon (with built in storm
bolter)
- Smoke launchers
- Searchlight
- Extra armour
Options:
- Replace storm bolter with heavy flamer
- Replace meltagun with heavy flamer
- Replace Dreadnought close combat weapon and storm bolter
with a hurricane bolter
- Replace seismic hammer with a Chainfist
- Take up to two hunter-killer missiles
- Take Ironclad assault launchers
Dedicated Transport:
- May select a Drop Pod (see Dedicated Transports)
Special Rules:
- Move Through Cover
44
Page 24
+10 pts
+5 pts
Free
Free
+10 pts
each
+15 pts
ELITES
TECHMARINE
50 Points
WS BS S
Techmarine
Unit Composition:
- 1 Techmarine
T W
Ld
Sv
2+
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Independent Character
- Blessing of the Omnissiah
- Bolster Defences
Unit Type:
- Infantry
Wargear:
- Artificer armour
- Servo-arm
- Boltgun or bolt pistol
- Frag and krak grenades
Options:
- Upgrade servo-arm to a servo-harness
- Replace boltgun with:
.a storm bolter
.a Combi-flamer, -melta or plasma
.a plasma pistol
- Take either:
.a power weapon
.a thunder hammer
- May have a Space Marine bike
SERVITORS
10 Points
You may include one unit of Servitors for every Techmarine or Master of the Forge in your army.
This unit does not count against your Elites allowance.
WS BS
Servitor
T W
Ld
Sv
4+
Unit Composition:
- 1 Servitor
Wargear:
- Servo-arm
Unit Type:
- Infantry
Special Rules:
- Mindlock
BS S T W
155 Points
Ld
Sv
10
3+
Silent Snake
10
3+
Unit Composition:
- 1 Damned Sergeant
- 4 Damned Legionnaire
Unit Type
- Infantry
Wargear
- Bolt Pistol
- Frag and krak grenades
- Boltgun
Special Rules:
- Fearless
- Unyielding Spectres
- Aid Unlooked For
- Slow and Purposeful
Options:
- May include up to four additional Servitors
- Up to two Servitors may replace their servo-arm with:
.a heavy bolter
.multi-melta or plasma cannon
Options:
- May include up to five additional Damned Legionnaire
- The Knight may replace his boltgun with:
.a chainsword
.a Combi-melta, -flamer or plasma
.a storm bolter
.a plasma pistol
.a power weapon
.a power fist
- One Damned Legionnaire may replace his boltgun with
one of the following:
.a flamer, meltagun or plasma gun
- One Damned Legionnaire may replace his boltgun with
one of the following:
.a heavy bolter
.a missile launcher
.a plasma cannon
.a lascannon, multi-melta, or heavy flamer
45
Page 20
+25 pts
+3 pts
+10 pts
+15 pts
+15 pts
+30 pts
+35 pts
Page 20
Page 29
+20 pts
+10 pts
+15 pts
+20 pts
+30 pts
FAST ATTACK
SIDEWINDER ASSAULT SQUAD
WS
100 Points
BS S T W
Ld
Sv
Sidewinder Knight
3+
Sidewinder
3+
Unit Composition:
- 1 Space Marine Sergeant
- 4 Space Marines
Special Rules:
- And They Shall Know No Fear
- Combat Squads
- Combat Tactics
Unit Type:
- Infantry
Wargear:
- Power armour
- Chainsword
- Bolt pistol
- Frag and krak grenades
- Jump pack
BS S T W
125 Points
Ld
Sv
Diamondback Templar
3+
Diamondback Knight
3+
Unit Composition:
- 1 Space Marine Sergeant
- 4 Veterans
Unit Type:
- Infantry
Wargear:
- Power armour
- Bolt pistol
- Frag and krak grenades
- Chainsword (the Sergeant
instead has a power sword)
Special Rules:
- And They Shall Know No Fear
- Combat Squads
- Combat Tactics
- Heroic Intervention
Dedicated Transport:
- If the squad does not have
jump packs , it may select a
Drop Pod, Rhino or a
Razorback (see Dedicated
Transports for points costs)
Unit Composition:
- 1-3 Land Speeders
Unit Type:
- Vehicle (Fast, Skimmer)
Options:
- May include up to five additional Veterans
- The Sergeant may replace his power sword with:
.a lightning claw
.a power fist
.a thunder hammer or relic blade
- Any model may replace his bolt pistol and/or chainsword
with:
.a storm shield
.a plasma pistol
.a power weapon or lightning claw
.a power fist
.a thunder hammer
- Any model may take:
.melta bombs
- The entire squad may have jump packs
+10 pts
+15 pts
+15 pts
+15 pts
+15 pts
+20 pts
+30 pts
+5 pts
+5 pts
Page 15
+15 pts
+15 pts
+15 pts
+25 pts
+30 pts
+5 pts
+10 pts each
Land Speeder
Options:
- May include up to five additional Space Marines
- For every five models in the squad one Space Marine may
replace his bolt pistol with one of the following:
.a flamer
.a plasma pistol
- The Space Marine Sergeant may replace his bolt pistol
and/or chainsword with:
.a storm shield
.a plasma pistol
.a power weapon or lightning claw
.a power fist
.a thunder hammer or pair of lightning claws
- The Space Marine Sergeant may take:
.melta bombs
.a combat shield
Page 13
BS
10
10
10
Wargear:
- Heavy bolter
Options:
- Any Land Speeder may replace its heavy bolter with:
.a heavy flamer
.a multi-melta
- Any Land Speeder may be upgraded with one of the
following:
.a Typhoon missile launcher
.a Tornado pattern heavy flamer
.a Tornado pattern heavy bolter
.a Tornado pattern multi-melta
.a Tornado pattern assault cannon
46
Free
+10 pts
+40 pts
+10 pts
+10 pts
+20 pts
+40 pts
FAST ATTACK
CAVALIER SPACE MARINE BIKE SQUAD
WS BS
90 Points
Ld
Sv
Cavalier Knight
4 4(5) 1
3+
Cavalier
4 4(5) 1
3+
4 4(5) 2
3+
Unit Composition:
- 1 Bike Sergeant
- 2 Space Marine Bikers
Special Rules:
- And They Shall Know No Fear
- Combat Squads
- Combat Tactics
Unit Type:
- Bike
Wargear:
- Power armour
- Bolt pistol
- Frag and krak grenades
- Space Marine bikes
Unit Composition:
- 1-3 Attack Bikes
Ld
Sv
4 4(5) 2
3+
Wargear:
- Power armour
- Bolt pistol
- Frag and krak grenades
- Space Marine bikes
- Heavy bolter
Unit Type:
- Bike
Unit Options:
- May include up to five additional Space Marine Bikers
- The Biker Sergeant may replace his bolt pistol with:
.a plasma pistol
.a Combi-melta, -flamer, or plasma
.a power weapon
.a power fist
- The Biker Sergeant may take:
.melta bombs
- Up to two Bikers may replace their bolt pistols with:
.a flamer
.a meltagun
.a plasma gun
- Add one heavy bolter armed Attack Bike to the Squadron
- The Attack Bike may upgrade its heavy bolter to a multimelta
Page 14
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
Options:
- Any Attack Bike may upgrade its heavy bolter for a multimelta
Page 14
+10 pts
BS
10
10
10
Wargear:
- Heavy bolter
- Jamming beacon
- Cerberus launcher
Unit Type:
- Vehicle (Fast, Skimmer,
Open-Topped)
WS
BS
Instructor Biker
Squire Biker
Unit Type:
- Bike
Wargear:
- Scout armour
- Bolt pistol
- Frag and krak grenades
- Space Marine Bike
- Shotgun
Options:
- Replace heavy bolter with
.heavy flamer
.multi-melta
.assault cannon
+10 pts
+15 pts
+ 35 pts
70 Points
Page 14
Transport Capacity:
- Five models (Scouts only)
Unit Composition:
- 1 Scout Bike Sergeant
- 2 Space Marine Bikers
Special Rules:
- Deep Strike
- Scouts
Ld
Sv
4 4(5) 1
4+
4 4(5) 2
3+
Special Rules:
- And They Shall Know No Fear
- Combat Squads
- Combat Tactics
- Infiltrate
- Scouts
Unit Options:
- May include up to seven additional Scout Bikers
- The Scout Biker Sergeant may replace his bolt pistol with:
.a plasma pistol
.a Combi-melta, -flamer, or plasma
.a power weapon
.a power fist
- The Scout Biker Sergeant may take:
.melta bombs
.a teleport homer
- Up to three Bikers may replace their bikes twin linked
boltguns with and Astartes grenade launcher
- The squad may have cluster mines
47
HEAVY SUPPORT
ANACONDA DEVASTATOR SQUAD
WS
90 Points
BS S T W
Ld
Sv
Anaconda Knight
3+
Anaconda
3+
Unit Composition:
- 1 Space Marine Sergeant
- 4 Space Marines
Special Rules:
- And They Shall Know No Fear
- Combat Squads
- Combat Tactics
Unit Type:
- Infantry
Dedicated Transport:
May select a Drop Pod, Rhino
or a Razorback (see Dedicated
Transports for points cost)
Wargear:
- Power armour
- Bolt pistol
- Frag and krak grenades
- Boltgun
- Signum (Sergeant only)
THUNDERFIRE CANNON
Unit Composition:
- 1 Techmarine
- 1 Thunderfire Cannon
Unit Type:
- Artillery
Ld
Sv
2+
Wargear:
- Artificer armour
- Bolt pistol
- Frag and krak grenades
- Servo-harness
Unit Composition:
- 1 Land Raider
Unit Type:
- Vehicle (Tank)
BS
14
14
14
Wargear:
- Twin-linked heavy bolter
- Two twin-linked lascannons
- Smoke launchers
- Searchlight
Unit Composition:
- 1 Land Raider
Unit Type:
- Vehicle (Tank)
+15 pts
+25 pts
+35 pts
Free
+10 pts
+10 pts
+15 pts
+25 pts
+5 pts
Page 20
Dedicated Transport:
May select a Drop Pod
(See page 111)
Transport Capacity:
- Twelve Models
Special Rules:
- Power of the Machine Spirit
- Assault Vehicle
Options:
- May take any of the following:
.a storm bolter
.a hunter-killer missile
.a multi-melta
.extra armour
+10 pts
+10 pts
+10 pts
+15 pts
Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Blessing of the Omnissiah
- Bolster Defences
+16 pts
Land Raider
Options:
- May include up to five additional Space Marines
- Up to four Space Marines may replace their boltguns with
one of the following:
.a heavy bolter, multi-melta, or missile launcher
.a plasma cannon
.a lascannon
- The Space Marine Sergeant may replace his boltgun
and/or bolt pistol with:
.a chainsword
.a Combi-melta, -flamer, or -plasma
.a storm bolter
.a plasma pistol or power weapon
.a power fist
- The Space Marine Sergeant may take:
.melta bombs
WS BS
Techmarine
Page 13
BS
14
14
14
Wargear:
- Twin-linked assault cannon
- Two Hurricane Bolters
- Frag Assault Launcher
- Smoke Launchers
- Searchlight
Transport Capacity:
- Sixteen Models
Options:
- May take any of the following:
.a storm bolter
.a hunter-killer missile
.a multi-melta
.extra armour
48
Special Rules:
- Power of the Machine Spirit
- Assault Vehicle
+10 pts
+10 pts
+10 pts
+15 pts
HEAVY SUPPORT
LAND RAIDER REDEEMER TANK
BS
14
14
14
Wargear:
- Twin-linked assault cannon
- Two Flamestorm cannons
- Frag assault launchers
- Smoke launchers
- Searchlight
Unit Type:
- Vehicle (Tank)
PREDATOR TANK
Transport Capacity:
- Twelve Models
Special Rules:
- Power of the Machine Spirit
- Assault Vehicle
Options:
- May take any of the following:
.a storm bolter
.a hunter-killer missile
.a multi-melta
.extra armour
+10 pts
+10 pts
+10 pts
+15 pts
Predator
Unit Composition:
- 1 Predator
BS
13
11
10
Wargear:
- Autocannon
- Smoke launchers
- Searchlight
Unit Type:
- Vehicle (Tank)
WHIRLWIND TANK
Options:
- Replace Autocannon with a twin-linked lascannon
- May take side sponsons with heavy bolters
- Or may take side sponsons with lascannons
- May take any of the following:
.a storm bolter
.a hunter-killer missile
.a dozer blade
.extra armour
+10 pts
+10 pts
+5 pts
+15 pts
Predator
Unit Composition:
- 1 Whirlwind
BS
11
11
10
Wargear:
- Whirlwind multiple missile
launcher
- Smoke launchers
- Searchlight
Unit Type:
- Vehicle (Tank)
VINDICATOR TANK
Options:
- May take any of the following:
.a storm bolter
.a hunter-killer missile
.a dozer blade
.extra armour
+10 pts
+10 pts
+5 pts
+15 pts
Vindicator
Unit Composition:
- 1 Whirlwind
BS
13
11
10
Wargear:
- Demolisher cannon
- Storm bolter
- Smoke launchers
- Searchlight
Unit Type:
- Vehicle (Tank)
Options:
- May take any of the following:
.a storm bolter
.a hunter-killer missile
.a dozer blade
.a siege shield
.extra armour
+10 pts
+10 pts
+5 pts
+10 pts
+15 pts
Page 30
+45 pts
+25 pts
+60 pts
Unit Composition:
- 1(Unique)
(Brother-Sergeant Chronus)
Ld
Sv
3+
Unit Type:
- Infantry
Wargear:
- Power armour
- Bolt pistol
- Frag and krak grenades
- Servo-arm
49
Special Rules:
-Tank Commander
SUMMARY
TROOP TYPES
Abnett Vaul
Anaconda
Apothecary
Captain
Cavalier
Cavalier Attack Bike
Cavalier Knight
Chaplain
Chapter Master
Copperhead Champion
Copperhead Templar
Diamondback Knight
Diamondback Templar
Dragoon
Ephebus Saharazad
Honos Ulbrek
Instructor
Instructor Biker
Knight
Librarian
Master of the Forge
Mermidan Knight
Mermidan Templar
Minotaro Darr
Oberon Palemenos
Ortega Segomo
Osiris Memnon
Paladin Knight
Paladin Templar
Raiko Thane
Sabin Lagunis
Salizar Madruk
Servitor
Setzer Regenus
Sidewinder
Silent Snake
Silent Snake Knight
Squire
Squire Biker
Techmarine
Tsugal Garudias
Umaro Phage
Viper Champion
Viper Templar
WEAPON TYPES
WS
BS
Ld
Sv
4
4
4
6
4
4
4
5
6
5
4
4
4
4
5
6
4
4
4
5
4
4
4
6
6
6
6
4
4
6
6
6
3
6
4
4
5
3
3
4
5
6
5
4
5
4
4
5
4
4
4
4
5
4
4
4
4
4
4
5
4
4
4
4
5
4
4
5
5
5
5
4
4
5
5
5
3
5
4
4
4
3
3
4
6
5
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4(5)
4(5)
4(5)
4
4
4
4
4
4
4
4
4
4
4(5)
4
4
4
4
4
4
4(5)
4(5)
4
4
4
4
4
4
3
4
4
4
4
4
4(5)
4
4
4
4
4
1
1
1
3
1
2
2
2
3
1
1
1
1
1
3
3
1
1
1
2
2
1
1
3
3
3
3
1
1
3
3
3
1
3
1
1
1
1
1
1
1
4
1
1
4
4
4
5
4
4
4
4
5
4
4
4
4
4
5
5
4
4
4
4
4
4
4
5
5
5
5
4
4
5
5
5
3
5
4
4
4
4
4
4
4
5
4
4
2
1
2
3
1
2
2
2
3
2
2
2
2
1
3
3
2
2
2
2
2
2
2
3
3
3
3
2
2
3
3
3
1
3
1
2
2
1
1
1
2
3
3
2
9
8
9
10
8
8
8
10
10
9
9
9
9
8
10
10
9
9
9
10
10
9
9
10
10
10
10
9
9
10
10
10
8
10
8
10
10
8
8
8
9
10
10
10
3+
3+
3+
3+
3+
3+
3+
3+
3+
3+
3+
3+
3+
3+
3+
2+
4+
4+
3+
3+
2+
2+
2+
2+
3+
2+
3+
3+
3+
2+
2+
2+
4+
3+
3+
3+
3+
4+
4+
2+
4+
2+
2+
2+
VEHICLES
Weapon
Assault cannon
Astartes grenade launcher
- (Frag)
- (Krak)
Autocannon
Auxilary grenade launcher
- (Frag)
- (Krak)
Bolt pistol
Boltgun
Conversion beamer
Range
AP
24
Heavy 4, Rending
24"
24"
48"
3
6
7
6
4
4
12"
12"
12"
24"
3
6
4
4
6
4
5
5
Assault 1, Blast
Assault 1
Pistol
Rapid Fire
6
8
Heavy 1, Blast
Heavy 1, Blast
- 42-72 10
Heavy 1, Blast
- up to 18
- 18-42
Type
48"
48"
12"
24"
Template
Template
36"
Template
24"
36"
30"
48"
12"
4
8
5
4
4
6
5
5
X
X
4
9
8
6
3
5
5
3
4
4
5
4
2
1
Heavy 2, Blast
Heavy 2, Blast
Heavy 1, Large Blast
Rapid Fire, Ignores Cover
Assault 1
Heavy 1
48"
48"
24"
36"
24"
12"
12"
36"
24"
4
8
8
7
7
7
4
X
4
6
3
1
2
2
2
6
5
Heavy 1, Blast
Heavy 1
Heavy 1, Melta
Heavy 1, Blast, Gets Hot!
Rapid Fire, Gets Hot!
Pistol, Gets Hot!
Assault 2
Heavy 1, Sniper
Assault 2
60"
60"
60"
6
5
4
5
6
-
Heavy 4, Blast
Heavy 4, Blast
Heavy 4, Blast, Tremor
48"
48"
4
8
6
3
Heavy 2, Blast
Heavy 2
18"
Assault 1
Rapid Fire, Poisoned (2+)
Heavy 1, Blast, Poisoned (2+)
Rapid Fire
Heavy 1
Assault 1, Melta
BS
Front
Armor
Side
Rear
Drop Pod
Land Raider
Land Raider Crusader
Land Raider Redeemer
Land Speeder
4
4
4
4
4
12
14
14
14
10
12
14
14
14
10
12
14
14
14
10
Vengeance round
Range
AP
3
4
4
4
4
4
10
13
11
11
13
11
10
10
10
10
10
10
Demolisher
24"
Orbital Bombardment
X
Whirlwind multiple missile launcher
Vengeance
12"-48"
Incendiary Castellan
12"-48"
10
10
2
1
Ord 1, Barrage
Ord 1, Barrage
5
4
4
5
Ord 1, Barrage
Ord 1, Barrage, Ignores Cover
Dreadnought
Ironclad Dreadnought
Venerable Dreadnought
WS
BS
4
4
5
4
4
5
F
6
6
6
12
13
12
10
11
11
11
11
11
Armor
S
R
12
13
12
10
10
10
ORDNANCE
Weapon
4
4
4
2
3
2
50
Type