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DRAGOONS

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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Arranged by: Buster Gloves


Source Material: Space Marines Codex 5th Edition
Illustrations: Hosted by Deviantart.com
Graphic Design: Buster Gloves
Special Thanks: Tim Apicella, Jim Kozlowski, John Brown, Curtis Knudsen, Steve Wolfe, Christine & Parker Apicella, Eric Davis, Dave & Angelina Allen
PRINTED BY CAFEPRESS May 2009

THE CONTENTS OF THIS HOME GROWN MINI-CODEX IN PART OR IN WHOLE; IS INTENDED FOR PERSONAL NON-COMMERCIAL
ENTERTAINMENT PURPOSES ONLY, AND IS NOT ALLOWED USED IN ANY WAY THAT IS OR MAY LEAD TO THE GAIN OF ANY
SORT OF ECONOMIC VALUE; UNLESS YOU ARE OR HAVE PRIOR WRITTEN AGREEMENT FROM GAMES WORKSHOP.
Games Workshop Limited 2008, Games Workshop, the Games Workshop logo, Warhammer, the Warhammer logo, GW, 40k, Eavy Metal, White Dwarf, Citadel, the
Citadel Device, the Double-Headed Eagle device, Chaos, Space Marine, Adeptus Astartes, Adeptus Mechanicus, Codex, Horus Heresy, Terminator, Dreadnought,
Techmarine, Rhino, Razorback, Land Speed, Land Raider, Predator, Whirlwind, Vindicator, Thunderfire Cannon, Legion of the Damned, Cato Sicarius, Ortan Cassius, Varro
Tigurius, Kayvaan Shrike, Korsarro Khan, Torias Telion, Antaro Chronus, Darnath Lysander, Marneus Augustus Calgar, Pedro Kantor, Vulkan Hestan, Space Marine
Chapter names and insignia and all associated marks, logo, names, places, characters, creatures, races and race insignia, illustrations and images from the Warhammer
40,000 universe are either , TM and/or Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. All Rights Reserved.

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.

THE SPACE MARINES


Space Marines are amongst the most powerful and dreaded warriors in
the galaxy. They are not human at all, but superhuman, having been
made superior to a normal man by a harsh regime of genetic
modification, psycho conditioning and rigorous training. Being few in
numbers compared to the uncounted billions in humanity. Space
Marines are organized in to small independent armies called Chapters
and their unswerving loyalty is to the Emperor of Mankind and no
other.
WHY COLLECT A DRAGOON SPACE MARINE ARMY?
Space Marines are one of the most appealing armies available in
Warhammer 40k. They are heroes of the Imperium and one of the
deadliest fight forces of the 41st Millennium. A Space Marine's
characteristics equal or better those of other armies elite troops,
combining both excellent close combat skills and shooting accuracy.
Space Marine combat prowess is backed up by the best weaponry and
equipment the Imperium can provide, from the legendary boltgun and
impenetrable power armour to devastating Heavy bolters, Assault
cannons, and Whirlwind Missile launchers.

The contents of the codex in part or in whole; is intended for personal


non-commercial entertainment purposes only, and is not allowed used
in any way that is or may lead to the gain of any sort of economic
value; unless you are or have prior written agreement from Games
Workshop.
This home-grown codex is completely unofficial and in no way
endorsed by Games Workshop Limited. Games Workshop Limited
2008, Games Workshop, the Games Workshop logo, Warhammer, the
Warhammer logo, GW, 40k, Eavy Metal, White Dwarf, Citadel, the
Citadel Device, the Double-Headed Eagle device, Chaos, Space
Marine, Adeptus Astartes, Adeptus Mechanicus, Codex, Horus Heresy,
Terminator, Dreadnought, Techmarine, Rhino, Razorback, Land
Speed, Land Raider, Predator, Whirlwind, Vindicator, Thunderfire
Cannon, Legion of the Damned, Cato Sicarius, Ortan Cassius, Varro
Tigurius, Kayvaan Shrike, Korsarro Khan, Torias Telion, Antaro
Chronus, Darnath Lysander, Marneus Augustus Calgar, Pedro Kantor,
Vulkan Hestan, Space Marine Chapter names and insignia and all
associated marks, logo, names, places, characters, creatures, races
and race insignia, illustrations and images from the Warhammer
40,000 universe are either , TM and/or Games Workshop Ltd
2000-2008, variably registered in the UK and other countries around
the world. All Rights Reserved.

The Dragoons are a successor Chapter of the Salamanders Legion.


They are a Chapter of Knights, bound to their Code of Honor and loyal
to their Primarch and the Emperor. They specialize in battle with Orks
and seek to rid the galaxy of aliens, traitors, and rebels.
HOW THIS CODEX WORKS
Codex: Dragoons contains the following sections:
Background
The first section of the codex introduces the Space Marines Dragoon
Chapter and their part in the Warhammer 40k Universe. It details their
background, beliefs, and battle doctrines.
Forces
This section features detailed descriptions of every character and troop
type in the Space Marine Dragoon Army

FIND OUT MORE


You can find more advice, information, and source material on all
aspects of Warhammer 40k at www.gamesworkshop.com, Games
Workshop stores, or White Dwarf magazine. More information
regarding the Dragoons Space Marine Chapter or other Unofficial
Codexes is available at www.Chapter-Master.com.

Wargear
This section contains full details and rules for the battle heirlooms,
armour, and weapons of the Chapter.

BIOLOGY OF A SPACE MARINE


Every Chapter of Space Marines must induct new warriors into its rank
in order to survive. The Dragoons recruit from the world of Legendra, a
hive world in the Aurorus Solar System. Legendra is a diverse world of
jungles, deserts, and mountains where recruiting stock is strong.
Aspirants are chosen young, usually in there mid teens, before they
are too mature to accept the gene-seed that will turn them in to Space
Marines. Each gene-seed comprises a series of genetically tailored
organs that are carefully implanted into the recruits body.

Preomnor - The Preomnor is a decontamination chamber inside the


chest cavity. It chemically analyzes ingested materials and neutralizes
toxins. The Preomnor enables the Marine to eat normally inedible
substances and resist poisons.
Omophagea - Implanted into the spinal cord, this organ is designed to
absorb information and DNA related to experience or memory. This
enables the Marine to gain information, in a survival or tactical sense,
simply by eating an animal indigenous to an alien world.

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.

Multi-lung - The multi-lung is a third lung, able to absorb oxygen from


environments poor in oxygen. Breathing is accomplished through a
sphincter in the trachea, allowing all three lungs to be used at full
capacity. In toxic environments, a similar muscle closes off the normal
lungs, thus oxygen is absorbed exclusively by the multi-lung which
filters out poisonous elements.

The Dragoons Space Marine Chapter used the gene-seed of Vulkan.


First used by the Salamanders Legion, it is a gene-seed known for its
stability. Later founding Chapters also using this gene-seed include
the Black Dragons ad the Storm Giants.

Occulobe - Essentially, this organ enhances a Marines eyesight,


granting him exceptional vision and the ability to see normally in lowlight environment.

GENE SEED IMPLANTS


Nineteen organs are implanted in a neophyte to further bolster his
combat and survival ability should he live to become a Brother-Marine.
Each implant has a high margin of catastrophic failure and so only a
small number of Neophytes live to become Initiates. Many chapters
have lost the knowledge needed to create some of these implants, and
therefore, simply dont have them. The exceptions to this are the Black
Carapace and the Progenoid Glands, without which, a chapter would
die out fairly quickly.

Lymans Ear - This implant renders a Marine immune to dizziness and


nausea, and enables a Marine to consciously filter out white noise.
Sus-an Membrane - This implant allows a Marine to enter a catatonic
or suspended animation state. It can allow a mortally wounded Space
Marine to survive his injuries, and bring the metabolism to a standstill.
The longest recorded period of this state was with Brother Silas Err of
the Dark Angels for 567 years.
Melanochrome - Linked to pigment cells in skin, this allows the
Marines skin to shield him from dangerous levels of radiation.

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.

Oolitic Kidney - This organ works in conjunction with the Preomnor,


filtering blood to remove toxins.

Ossmudula - This implant strengthens the skeleton of a Space Marine


by inducing the bones to absorb a ceramic-based substance
administered in a Marines diet. Within two years after the surgery, the
Marines skeleton will be larger and exponentially stronger; and the rib
cage will be fused into a solid bone plate.

Neuroglottis - This organ allows a Marine to assess a wide variety of


things simply by taste. From poisons to chemicals to animals, a Marine
can even track his quarry by taste alone.
Mucranoid - Altering sweat glands, this organ causes the secretion an
oily substance that coats the skin when necessary, protecting it from
extreme temperatures and to some extent, vacuum environments.

Biscopea - Implanted into the chest cavity, this implant massively


bolsters muscle development and density throughout the Marines
body. This is commonly implanted at the same time as the Ossmodula.

Betchers Gland - Implanted into multiple locations inside a Marines


mouth, these glands transform a Marines saliva into corrosive, blinding
acid when triggered.

Haemastamen - Implanted into a main blood vessel, the


Haemastamen alters the Marines blood composition to carry oxygen
and nutrients more efficiently.

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.

Larramans Organ - This organ manufactures Larraman Cells. These


serve the purpose of platelets, but act faster and more effectively.
When a Marine is wounded, Larraman Cells are released, attached to
leukocytes. At the site of the injury, they form scar tissue in a matter of
seconds, effectively preventing massive blood loss and infection.

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.

taken from Vulkan, Primarch of the Salamanders Legion. It was a


gene-see that was known for its stability. Furthermore, due to the long
amount of time the Legion had spent rebuilding its ranks, the Imperium
had not seen many successor chapters in its history.
Fully embracing the new Space Marine chapter to their ranks, the
people of Legendra nominated the Dragoons of the Mysidic Games to
accept the Gene Seed. Cidrik Highwynn, the original Chapter Master,
had been a long time member of the guild. From his time as a young
man on Legendra, it was said that he had never been bested in battle
with a blade. He was world-renown, and at over six and a half feet tall,
he was an obvious choice as a leader would could be loved and
feared. He accepted the nomination and as a tribute to his ancestors,
named the chapter The Dragoons. Under his guidance, the Legion
grew to full strength. The eldest of the Mysidic Champions also joined
the Chapter, but because of their age, their bodies did not respond as
significantly to the gene-seed. Younger participants of The Mysidic
Games proved to be better candidates for the Chapter. Within time,
the Mysidic Games became a direct recruitment pool of young warriors
between the ages of 10 and 16, an ideal age group for the acceptance
of the gene-seed.

Living on Legendra proved to be more difficult than anticipated. The


gravity on the planet was much higher than other planets and older
citizens struggled to adapt. Worse yet, the Wyrm, dragon-like apex
predators of immense size, had long ruled the green planet. Although
lacking legs, the massive beast had the strength and vigour to attack
the immigrants on their planet. Of the several initial Imperial
establishments across the planet, all were overrun until only two cities,
Doma and Mobliz, remained. However, humanity demonstrated its
resilience once more. Over the course of many centuries, humanity
evolved and grew stronger. Men had discarded the burden of
Legendras increase gravity and the great city of Doma and Mobliz had
learned how to battle the Wyrm. Their warriors had learned how to slay
the great beasts. In time, the threat from the Wyrm lessened until the
nations of Doma and Mobliz had all but exterminated the species. It
has been thousands of years since evidence of the Wyrm and now
only story-tellers speak of the mythological beasts that live among the
stars.

As a tribute to the Guild of Legendra, Chapter Master Highwynn


formed an inner circle of his most trusted Company Captains. This
circle of four Captains was called "The Fraternicum" or more commonly
known as "The Silent Circle". This group would provide support for the
Chapter Master and would advice him on high priority matters. From
this circle, one was named successor to the title of Chapter Master.
Highwynn named Brannock Pulver as his first successor. The young
Pulver was the first of the Dragoon captains to have accepted the
gene-seed at an early age and had proven to be skilful in the art of war
and was equally deadly with the boltgun and power sword. Most
importantly, Pulver had dedicated his life to upholding the Code,
almost equalling his dedication to the Emperor himself.

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.

OTHER PLACES OF INTEREST


Figaro
Six planets often attacked by the Green Tide of Orks. It was once
home to many hive planets. It has not been re-inhabitted since the
Orks were driven out in a campaign by Ortega Segomo.

THE AURORUS SYSTEM


Aeris
The only planet in the Aurorus system that has not yet been attacked
by enemies of the Chapter, it is a dead ice world, that is of little use for
inhabitation or occupation.

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.

Dragoons recruit new brothers from the world of Legendra, their


original home world. The Neophytes are chosen from the young men
most accomplished in the field of competition. Most Dragoons start
their career as Space Marines by being the strongest competitors from
the annual Mysidic Games, but others touched by the magic of the
Wyrm are recruited for their psychic abilities.

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.

Each Company in a Space Marine 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.
The Chapter Master commands an advisory council called the
Fraternicum (also known as the Silent Circle). Composed of the four
greatest Captains of the Chapter, the authority of its members is
seconded only to the Chapter Master himself. Even so, the council
carries no official weight and is considered to be outside the traditional
command structure of the Legion. Their duties are to advise the
Chapter Master in all aspects of warfare and diplomacy, to provide
political posturing when he required it, to watch over the moral shape
of the Chapter and to guide its philosophy. Of those chosen for the
Fraternicum, their ferociousness and skill in battle is legendary, each
commanding centuries of experience in battle. From this Circle, the
Chapter HQ will choose his successor. Although they do not usually
take the field of battle together, it will be a truly grim day that they
serve as an Honour Guard to the Chapter Master.

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.

Each Chapter has only one Chapter Master and to be him 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.

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.

The capital city is Mysidia, a city-fortress located in a cold flatland


surrounded by mountains. The oldest city on Legendra, it was
considered to be safe from the Wyrm, but Mysidia was tragically
overrun. It was rebuilt and is now the most important city on the planet,
rich with tradition, history, and the great artefacts of Legendras storied
history. The city relies heavily on the resources of its sister nations to
keep it operating. The majority of Mysidias inhabitants are travellers
that have decided to devote their lives to the celebration and support of
the Dragoons Space Marine Chapter. The few inhabitants born in the
city are pale, feeble, and subservient. Most are indentured servants,
catering to the needs of travellers and Astartes alike.

Dragoons battle at the Coliseum of Mysidia or inside replica arenas on


their Battle Barges. In these sparring sessions, the Dragoons hone
their skills as individual gladiators rather than as members of a tactical
squad. The rivalry between Doma and Mobliz is most present during
these sparring sessions. Commoners are encouraged to witness and
promote the great ability and honour of the Chapter and the warriors
are demanded to treat the crowd with respect and adulation. Battles
have been know to draw crowds in the tens of thousands; for it is the
fans of these great gladiators that will grow to serve as Dragoons of
future generations. While Doma-born Dragoons often are at odds with
Mobliz-born Dragoons, their disputes seldom go beyond the ring of
combat without either side sustaining serious injury or embarrassment.

The people of Legendra live in a society which features both the


technologies of the 41st Millennium, and the dangers of the wild.
People see to their daily lives, all the while constantly training for
battle. The planet is divided by the two nations differing views on
family, battle, dress, and entertainment. It is only through the planetary
council, The Guild, that war is avoided. In the entire history of
Legendra, there has not been a single incident of Imperial rebellion,
cult activity, or other such indication of Chaos.

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 of the Chapter wear


Green helmets

Knights that lead squads are


indicated by a red helmet

Knights in Elite squads show their


status with white helmets

Dragoons Battle Company


Shoulder Pad

Dragoons Veteran
Honour Badge

Here, Templar status is indicated


by the gold helmet

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.

Purity The quality of being free from anything that debases,


contaminates, or pollutes.
The Dragoons mind is probed by a Librarian of the Chapter. His deeds
and sins are evaluated, and his intentions measured. When the psyker
is assured that there is no taint of Chaos, the test is passed.
Courage Mental or moral strength to venture, persevere, and
withstand danger, fear, or difficulty
The aspirant is given a simple blade and must defend himself in a
short sparring session with each of the eight hooded figures. The
battles will last until the Judges are satisfied.

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:

Humility The quality or state of being without arrogance, pride, or


assertiveness.

Respect The appropriate act of giving particular attention to the


enemy or those held in high regard.

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.

Throughout the entire ceremony, the Dragoon is monitored on how his


level of respect for the Judges. Informal speech, poor etiquette, or
negative attitude is frowned upon. The Dragoon is also quizzed on his
enemy; specifically the strengths and weaknesses of each alien race.

After an hour or so, the Judges convene on their decision. A


unanimous decision is required for approval. Once that has happened,
he sheds his title and becomes a Knight. His helmet is painted white
and he is gifted an artisan weapon designed especially for his
strengths. He is granted reign over a village or geographic area and he
will be permitted access to all areas of the ancient city of Mysidia. This
will be his first time visiting the great halls of the Dragoon, were the
trophies and artefacts of the Chapter are kept. He also will visit the
Chapter Catacombs, home not only to the great Masters of the
Dragoons in the past, but also to the remains of the Legendary Wyrm.
Being knighted is the most honourable moment of a Dragoons career.

Loyalty The state of unswerving allegiance to a cause, custom, or


person.
The Dragoon is asked to recite The Oath; a verbal vow to the chapter
that goes back to his days as a Squire. This vow is often recited by
Chaplains during their speeches to the Chapter as reinforcement to
their loyalty to the Dragoons.
Justice The quality of being just, impartial, and fair.
The Dragoon must report his ethical beliefs to the Judges. He is asked
judge several moral dilemmas that may occur within the Chapter or on
the provinces of Legendra. These cases cover topics such as chaos,
aliens, mental illness, criminal justice, the social class system, politics,
religion, and sport. Judges debate the perspectives and defences of
the aspirant, while a Psyker scans the aspirant for signs that he may
not be sincere in the truth of his words. Trouble makers, hot tempered
bullies, and liars are shot down at this phase.

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.

Faith Complete trust in something for which there is no proof.


During this test, the Dragoon is asked historical questions about the
Emperor, his Primarch Vulkan, the Wyrm of ancient Legendra, and the
forefathers of the Chapter. Then he is asked to claim one of the Wyrm
as his patron protector. Each one has its own legacy, and when asked
to explain the selection, his choice will state much about his character.
Mercy Compassionate treatment of those in distress
While difficult to show mercy during this trial, the Judges will measure
the compassion of the Dragoon. The psyker will pry in to secrets of his
past, scanning over the family members and battle-brothers that he
has loved or lost. The Dragoon is also asked to sacrifice a large
portion of his personal time to take a personal interest in a younger
member of the chapter helping him study and train to become a better
warrior.

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

1700 Chapter Equerries


and Servitors

30 Honor Guard

1 Land Raider (Baneclaw)

ARMOURY

APOTHECARION

FLEET COMMAND

LIBRARIUS

Atakin Mattock

Balthor Frankomir

8 Strike Cruisers

Ephebus Saharazad

Master of the Forge

Chief Apothecary

3 Battle Barges

Chief Librarian

30 Techmarines

7 Apothecaries

(Sanctum, Dragonwing

5 Epistolaries

95 Tech Servitors

& Black Mamba)

5 Codiciers

23 Predators

10 Rapid Strike Vessels

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

Master of the Arsenal

Master of the Watch

Master of the Fleet

Master of the Realm

Master of the Espers

175 Space Marine

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

Master of the Rites

Master of the Heralds

Master of the Hunt

Master of the Marches

Master of the Recruits

10 Tactical Squads

10 Tactical Squads

7 Assault Squads

7 Devastator Squads

Scout Squads

4 Dreadnoughts

3 Dreadnoughts

6 Dreadnoughts

10

SQUIRE SCOUT SQUADS


The Crucible After receiving his Biscopea, Occulobe, and Lymans
Ear, the Squires physique is put the the test. The Crucible is an
intense obstacle course consisting of four levels. The first is a timed
test of balance consisting of a series of platforms and jumping boards.
The second is another timed test emphasizing hand and eye
coordination consisting of a wall climb and moving conveyer belts. The
3rd test is untimed but will push the strength of the Squire to his limits. It
consists of a hand bike, a grip strength ledge, a hanging chain course,
and the pipe slider. The final test is timed and will put the Squire at the
bottom of a vertical rope with a buzzer at the top. The Squire may try
each stage twice.

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.

Throughout his entire tenure as a Squire, the recruit is watched over


and taught by his Instructor, his actions guided and judged as he
strikes the foe at the weakest point with bolter, shotgun and blade. As
his training progresses, the Squire will grow proficient with many other
weapons of death, such as the heavy bolter, sniper rifle, missile
launcher and meltabomb. Acting as part of an infiltration force, a
Squire will become skilled at every aspect of war. He will learn that to
be a Dragoon is to be death incarnate, no matter the terrain, the nature
of the foe, or the weapons that dominate the battlefield.

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

THE TRIAL OF THE SQUIRE


To become a Dragoon, a Squire must receive the gene-seed implants
and pass each associated test. Those who survive the Trials, yet do
not pass, may become Pages or Custodians of Mysidia. The Trials are
as follows:

WARGEAR
Hellfire Shells: A heavy bolter in a Scout squad can fire a single
Hellfire Shell instead of firing normally.

The Calling Once accepted as a candidate for the Chapter, the


Squire is summoned to the Fortress Monastery in Mysidia. Specific
instructions are given for him to wear light clothing and bring a water
canteen and nothing else. The aspirant is met by a gate guard who
refuses entry. The manner in which this refusal is delivered may range
from harsh comments about his size or appearance to threats and
physical taunting. The process is meant to test the willpower of the
candidate and if he can wait for entrance for a period of 3 days without
food, drink, or shelter from the elements, he will be allowed entrance.

Range

AP

36

Range

AP

12

Range

AP

36

Type
Heavy 1, Blast, Poisoned (2+)

Shotgun:

The Cleansing After receiving his secondary heart, Haemastamen,


and Larramans Organ, the Squire is stripped of all his possessions,
has his head shaved, and is locked in to solitary confinement. He is
only removed from his cell to be beaten, whipped, and interrogated.
His allegiance to the Imperium and the Chapter is tested. And if he can
withstand 30 days of this treatment without begging for mercy or
forsaking his creators, he will be allowed his release back to the
Chapter.

Type
Assault 2

Sniper Rifle:
Type
Heavy 1, Sniper

Camo Cloaks: This gives the wearer the Stealth universal special rule.

The Strategem Once the Dragoons recovers from the Cleansing he


enrols in a comprehensive ciriculum of education covering individual
combat, war, modern science, biology, geography, history, language,
and Chapter organization. Only after passing a written test will the
Squire move on.

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.

Not all Dragoons make the transition to be a tactical marine. Some


demonstrate a talent or obsession for a particular aspect of battle that,
while immensely valuable in its own way, would prove a liability in the
adaptive role of the Tactical squad. Other Battle-Brothers simply lack
the mental flexibility to embrace the fluidity of the Tactical squads role.
BS

Ld

Sv

Dragoon Knight

3+

Dragoon

3+

BS

Ld

Sv

Sidewinder Knight

3+

Sidewinder

3+

Squires who prove to be excellent Marksmen are inducted as


members of the heavy squads called Anacondas. They are the most
heavily armed of all Dragoon squads, trained to assail the enemy from
great distance and with overwhelming firepower. As primarily longrange support, Devastators are capable of providing the Tactical and
Assault Squads with covering fire, visiting swift and brutal counterbattery fire, or engaging enemy vehicles and other heavily armoured
targets. Unlike most other Space Marine squads, Anacondas operate
from a largely static footing, abandoning fixed positions only to
advance, fall back or occupy a position with more commanding arcs of
fire. This is not to say that Anacondas cannot be flexible upon the field
of battle, indeed, each squad has its own assigned Rhino transport for
such redeployments. However, it remains true that Anaconda squads
most completely define a Dragoon task forces reach and depth, for
they promise destruction with greater range and measure than any of
their Battle-Brothers.

Each squad is lead by a grizzled Sergeant, called a Knight by the


Chapter. He has survived and thrived through several decades, or
even centuries, or hard and brutal campaigning. It is essential that a
squad is led by a canny and daring individual capable of reading the
battle for opportunity, and it is quite common for Knights to be
seconded from the elite 1st Company. So is it ensured that the
mainstay of the Chapters battle forces are led by the most
experienced of its warriors.

WS

WS

WS

BS

Ld

Sv

Anaconda Knight

3+

Anaconda

3+

As a Dragoon becomes more experienced, he can be introduced to


combat in drop pods or take to the field of 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.

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

CAVALIER AND SQUIRE BIKE SQUADS


During the initiation process, Squires are introduced to specially
modified bikes to allow them to seek out the combats they need to
accomplish mission objectives. These bikes are armed with many
different pieces of specialist equipment such as grenade launchers and
cluster mines. The Squires that excel in this area of training are fielded
as small units of Fast Attack bikes. When they face their induction to
the Dragoon ranks, these warriors keep their bikes or may be
introduced to the Attack Bike. They are known as the Cavaliers.
Space Marine Bike squads carry out fast-moving assault missions,
often operating on intelligence gathered by infiltrating Scout squads or
Land Speeder reconnaissance flights. Cavalier squads attack at
incredible speeds, using surprise and unstoppable momentum to
punch holes in the enemy formation, accelerating away as the enemy
recovers his wits only to circle back and attack once again from an
unexpected direction. By the time a foe has heard their approach, the
damaged has already been done.
For a Cavalier to operate at full potency, the superhuman rider and his
mechanical steed must function flawlessly as one. To this end, the
Codex Astartes dictates that all of a Chapters Assault Marines, Scouts
and the entire 6th Company should master the art of mounted warfare
as part of their training regimen.
The Space Marine bike itself is a robust construction. It needs to be;
for it must be powerful enough to propel a fully armoured Space
Marine at dizzying speeds and yet responsive enough to perform a full
range of death-defying combat manoeuvres. Even at low speeds the
combined impact mass of bike and rider is no small thing to encounter.
Indeed, many experienced Space Marine bikers can boast of riding
through rockcrete walls at full pelt, suffering neither harm nor
impediment. The effect such an impact can have on living tissue is
perhaps best left to the imagination.

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+

SPECIAL RULES (SQUIRE BIKERS)


And They Shall Know No Fear, Combat Tactics, Combat Squads,
Infiltrate, Scouts.
WARGEAR
Cluster Mines: Each Squire Bike squad equipped with cluster mines
can booby-trap one piece of area terrain before the game begins. Note
that a Squire Bike squad that splits into combat squads is still counted
as a single squad for the purposes of cluster mines. At the start of the
game, after terrain is placed, declare that your Squire Bikers have
place booby-traps and secretly write down the piece(s) of area terrain
that have been booby-trapped in this fashion. Each terrain piece can
only be booby-trapped once.

For the heaviest assault missions it is common for a bike squads


firepower to be further augmented through the attachment of an Attack
Bike. Each Attack Bike is a highly formidable mobile firebase, with the
twin bolters of the bike itself augmented by a multi-melta or heavy
bolter mounted on a sturdy sidecar.
WS

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

SPECIAL RULES (CAVALIERS)


And They Shall Know No Fear, Combat Tactics, Combat Squads
Combat Squads: A Cavalier Squad at full strength (for a total of eight
bikes and one Attack Bike) can split into two combat squads. Note that
if this is done the Attack Bike counts as two models, giving one combat
squad of five bikes, and one of three bikes and an Attack Bike.

Shotgun:

During the final stage of a Squires training, he is attached to a Squire


Bike squadron. Squire Bikers are employed as fast-moving
reconnaissance and disruption units. They operate on a far longer
leash than other Squires, often operating as a separate and distinct
adjunct to the main Dragoon strike force, answerable to none save
their commanding Instructors.

Range

AP

12

Type
Assault 2

Locator Beacon: If a unit wishes to arrive on the battlefield via deep


strike and chooses to do so within 6 of a model carrying a locator
beacon, then it wont scatter. Note that the locator beacon must
already be on the table at the start of the turn for it to be used.

While Scout Bikers continue to perform the hit-and-run tactics they


perfected in earlier year of service, their repertoire of combats skills is
broadened by hard-won experience and further augmented by supplies
of special issue equipment. While the enemy concentrates on the main
Dragoon attack, the Squire Bikers ride rampant behind his lines, calling
down orbital bombardments and reserve deployments with pinpoint
accuracy.

Astartes Grenade Launcher:

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.

Paladins make up the majority of Knights in the Chapter. The honour of


their rank demands respect from the lower ranking Dragoons, but their
powers in battle are awe-inspiring. Paladins can carry more specialised
weaponry than their brethren and use these formidable pieces of war
gear to great effect, sowing destruction throughout enemy ranks.
Paladins are often deployed ahead of the main force to destroy supply
bases, communication centres, power plants and other such important
structures. The disruption caused by these attacks cause enemy
forces to became crippled before the main assault.
WS

WS

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.
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics.

Diamondbacks are the counterparts to the Paladins. They are masters


of the bolt pistol and close combat weapon. Diamondbacks can chose
to deploy in battle with jump packs to take the fight to enemy, where
there skills can be put the best use. When deploying via combat drop
with their jump packs, they are known to land as close to the enemy as
possible, then immediately charge into a melee. They have access to
powerful wargear such as combat shields and power weapons.

14

COPPERHEAD COMMAND SQUAD


Copperhead Command Squads accompany high-ranking Dragoon
Captains on the field of battle. The exact nature and title of a
Command squads members can vary, depending on a Chapters
organization and the personality of a companys Captain. The most
common are Company Champion, Apothecary and Company Banner
Bearer, and these can be found in almost all Command squads. Even
so, some Chapters maintain other titles and positions in accordance
with their traditions.

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.

Company Standard Bearers carry the battle-flag of the company in


which they serve. Each standard is an ancient relic, rich in history and
heavy with the glories of the Chapter. The company banner is the
physical heart of the company on the battlefield, and every Space
Marine, from the most inexperienced to the eldest veteran, fights all the
harder in its presence. The Standard Bearer is trusted never to let the
standard out of his grip while he still draws breath to do otherwise is
to invite the most terrible and shameful dishonour.
The Apothecary is well-versed in the arts of battlefield aid, advanced
surgery, cybernetics and bio-engineering. He is a warrior of untold
might and unquenchable bravery, for his plaice is in the bloody heart of
battle. If a comrade falls, the Apothecary uses his narthecium to tend
the wounds, allowing his brother to return to battle even after suffering
the most appalling of injuries. However, not all the wounded are saved.
Some weapons are terrible enough to mortally wound a Space Marine
outright. The Apothecary can only calm the spirits of the dying and
prepare them for death. Once dead, a Space Marine lives on through
his gene-seed, the Apothecary using this reductor to remove the
progenoid organs from the body. From the genetic imprint held within
these precious organs, future generations of Space Marines are
created, and the continuation of the Chapter is assured.

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.

Company Champions defend the honour of their Company, their


Chapter and the Emperor himself. They engage the warlords and
champions of the foe in single combat, leaving the

15

VIPER GUARD - HONOUR GUARD


For a Dragoon to have become one of the Chapters Viper Guard is for
him to have fulfilled many centuries of exceptionally courageous
service. Every member of the Honour Guard is a living example of the
ideals for which Vulkan intended his Legion to be forever known.
Honour Guards are spiritually solemn individuals in repose, but
ferocious and unyielding warriors in battle. Each has received the very
highest honours that his brother Marines can bestow, performing
deeds the like of which lesser men can only dream. It is said that each
member of the Viper Guard has earned more commendations and
glories in a lifetimes service than a whole company of Dragoons and
that each individual has slain more foes than an entire regiment of
Imperial Guardsmen.
So steeped are the Honour Guard in the trade of battle and blood that
their accumulated insights and understanding of warfare commonly
outstrips even the experience of the Chapters Captains. They rarely
give unsolicited advice, for to do so is to risk undermining their
commanders authority, yet such restraint serves only to lend gravitas
to an Honour Guards words. It is considered folly for even the Master
of the Chapter, though he be a noble and peerless warrior of several
centuries standing, to ignore the solemn counsel of his Honour Guard.
An Honour Guards wargear is drawn from the most ancient and
venerated relics of the Chapter; for such men above all others have
earned the right to bear such a burden. The Honour Guard enter the
fray clad in ornate suits of artificer armour and wielding weapons that
have seen battle at the hands of a thousand great heroes. The perfect
weapon is wedded to the perfect warrior; creating a force that only the
boldest and most terrifying foes can hope to stand against.
Most Chapters have only a handful of Honour Guard, enough to form a
distinct and capable fighting unit, but no more. A few of the older and
larger Chapters can muster as many as two dozen Honour Guards, but
it is a rare and terrible day when they all fight as one.
SPECIAL RULES
And They Shall Know No Fear, Combat Tactics

In battle, the Honour Guard commonly act as the Chapter Masters


retinue; responsible for the safety of their commander and hoisting
aloft the Chapters battle standard. The Honour Guard fight for both
tasks with stern fury, but without ever succumbing to doubt or rage to
subvert their actions. Such courage and devotion has been the
salvation of more than one Chapter Masters life and turned the tide of
countless battles. Accordingly, when an Honour Guard is slain, his
companions fight all the harder in order to recover his mortal shell and
lay it to rest in the Chapters Catacombs.
WS

BS

Ld

Sv

Viper Champion

10

2+

Viper Templar

10

2+

Honour or Death: The Chapter Champion must be ready to challenge


any enemy leader to single combat, and all his training is bent to this
goal. In an Assault, the Chapter Champion must direct all of his attacks
against an enemy independent character if in base contact with one.
He always re-rolls any railed rolls to hit and to wound that are directed
against an enemy independent character.
WARGEAR
Chapter Banner: Any unit within 12 of the Banner Bearer always rerolls failed Morale and Pinning tests. In addition, all models in the same
unit as the Chapter Banner have +1 Attack whilst the banner bearer is
alive. While the Banner Bearer is still alive, the Honour Guard counts
as scoring one extra wound in close combat for the purposes of
calculating the assault result.

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.

Master of the Arsenal: Handles issuing of weapons and other


equipment to Chapter personnel.
Master of the Watch: Responsible for maintaining the Chapter's
supplies of equipment and ammo. Also in charge of overseeing the
defenses of the Chapter Fortress.

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.

Master of the Fleet: In charge of the Chapter's fleet, ensuring proper


working order of the Strike Cruisers and Battle-Barges, as well as other
aerial vehicles of the Chapter (i.e. Thunderhawks and Drop Pods).
Master of the Realm: Acts as secondary governer over Chapter
Territories, including the Dragoon homeworld Legendra, in the
absence of the Chapter Master.

A Space Marine Captain is not simply a master of warfare; he must


also have the gift of oratory and diplomacy. Whilst most Imperial
Commanders are more than happy to receive aid from the Space
Marines, there are those whose hubris must be carefully negotiated in
order to prevent a battle zones collapse into disaster through
unnecessary infighting. This is not to say a Space Marine Captain
lacks for other methods of dealing with petty dissent. A Space Marine
does not bend his knee lightly, but the Emperors cause transcends all
personal feelings.

Master of the Espers: In charge of the burial grounds and Catacombs


of the Chapter. He is responsible for keeping all the records on the
fallen Dragoons of history and prepares the burial arrangements and
ceremonies for the recently deceased.
Master of the Rites: Leads the Chapter in any ceremonies or special
events, and also manages day-to-day training of the Chapter.
Master of the Heralds: In charge of public relations with
remembrancers, artists, and writers in order to record the legacy of the
Chapter and its greatest heroes.

Captain

WS

BS

Ld

Sv

10

3+

SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.

Master of the Hunt: The Dragoons seek to avenge themselves of the


shame of letting their nemesis escape them in battle. Such enemies
cannot be allowed any glory in the fact of their continued existence.
The Master of the Hunt is sent from the Chapter Fortress in search of
one such enemy, and is charged to exact the Chapter's vengeance
upon the foe.

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.

judgement and answerable only to others of his rank. In addition to the


thousand Space Marines at his command, most Chapter Masters also
hold dominion over star-spanning Strike Cruisers, Navigators,
Astropaths, Armourers and Planetary Defence Forces. Indeed, most
Chapter Masters rule entire worlds, systems or subsectors of space in
the Emperors name. Such places are zones of relative prosperity and
stability in a galaxy infested by war, their formidable defences
buttressed by the might of a Space Marine Chapter and the patronage
of its Master.

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.

Orbital Bombardment: Counts as firing a ranged weapon. Note that if


an arrow is rolled on the scatter dice, an orbital bombardment will
always scatter the full 2D6 the Chapter Masters Ballistic Skill makes
no difference.
Range

AP

Unlimited

10

Type
Ordnance 1, Barrage

WARGEAR
Iron Halo: Confers a 4+ invulnerable save.

If a Chapter Masters personal might is unmatched, then the wider


power he wields is nothing short of epic. A Chapter Master is a peer of
the Imperium, with authority to act as he wishes according to his own

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.

Despite this suspicion, Techmarines are held in great esteem by their


Battle-Brothers who recognize and acknowledge the Techmarines
expertise in the mysterious sciences. A Space Marine Chapter would
be of little consequence without its many technological tools, and its
ancient weapons must be kept in a constant state of readiness
without the Techmarines this would be impossible. Despite their
arcane calling, they are warriors first and foremost. Should a vehicle or
artefact of technology be lost, the Techmarines will fight for its retrieval
as stridently as their brethren would fight to recover a fallen comrade;
perhaps, as some suggest, harder.

Aspiring Techmarines train for many years on Mars; submerging


themselves in rites of activation, hymnals of maintenance; and how to
call forth a machine spirit to placate its wrath. Techmarines return to
their Chapter as aloof and mysterious figures steeped in superstitious
awe. From that point forth they are men of dual loyalties, pledged by
blood to their Chapter, but bound in mind and spirit to the mysteries of
the Mechanicus Omnissiah. This dichotomy ensures that a Techmarine
is never again truly trusted by his brothers and is kept at arms length
from the Chapters secrets and rituals.

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

If the result is 5 or more, then either a Weapon Destroyed result or


Immobilized result (owing players choice) will be repaired. If a Weapon
Destroyed result is repaired, that weapon can be fired in the following
Shooting phase. The Techmarine cannot repair if gone to ground or
falling back.
Bolster Defences: Techmarines can increase the effectiveness of
cover, reinforcing crumbling walls and re-welding badly-damaged
spars. Each Techmarine can bolster a single ruin before the game
begins. When you deploy, nominate one ruin in your deployment area
for your Techmarine to bolster. The ruins cover save is increased by
one for the duration of the game. For example, a normal ruin (4+ save)
so reinforced would off a 3+ cover save. A ruin can only be bolstered
once.
WARGEAR
Servo-arm: Techmarines and Servitors are equipped with powerful
servo-arms that can be used for battlefield repairs or even put to use
as a weapon. Each Servo-arm grants the model a single extra close
combat attack, made separately at Initiative 1 and Strength 8, ignoring
Armour Saves.
Servo-harness: A servo-harness gives the Techmarine an extra
servo-arm (giving him two servo-arm attacks), a plasma cutter (fired in
the Shooting phase as a twin-linked plasma pistol, but cannot 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.

19

MASTER OF THE FORGE


The Techmarine has a servo-harness

The Master of the Forge is the Chapters most senior Techmarine,


charged with the maintenance of the Chapters fleet of armoured
fighting vehicles. His knowledge of the arcane sciences has been
refined over centuries of service, and rivals that of senior Tech-priests
of Mars. Indeed, a Master of the Forges skill has been honed to a
point where he can recognize a machine spirits ailment with but a
glance and the cause of its intemperance from the merest whisper of
its tortured mantra of function.

If the result is 5 or more, then either a Weapon Destroyed result or


Immobilized result (owing players choice) will be repaired. If a Weapon
Destroyed result is repaired, that weapon can be fired in the following
Shooting phase. He cannot repair if gone to ground or falling back.
Bolster Defences: He can increase the effectiveness of cover,
reinforcing crumbling walls and re-welding badly-damaged supports.
He can bolster a single ruin before the game begins. When you deploy,
nominate one ruin in your deployment area for your model to bolster.
The ruins cover save is increased by one for the duration of the game.
For example, a normal ruin (4+ save) so reinforced would off a 3+
cover save. A ruin can only be bolstered once.

Such uncanny, and perhaps unnatural, skill conspires to make the


Master of the Forge something of an outcast in most Chapters. Though
he is a leader, the Master of the Forge is an outsider to all save his
subordinate Techmarines, whose company is shunned in all matters
save those that pertain to his beloved mechanicals.

Lord of the Armoury: Dreadnoughts, Venerable Dreadnoughts, and


Ironclad Dreadnoughts may also be taken as Heavy Support Choices.

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.

In addition to his responsibilities to the armoury, a Master of the Forge


is also tasked with the conservation of any arcane mechanical relics to
which his Chapter is heir. The oldest and most famous Chapters have
many such technological wonders locked within their vaults. Most are
so bewilderingly complex that no living man could hope to divine their
secrets. Others are forged of secrets so ancient that only an artisan of
a Masters knowledge could hope to maintain them without causing
harm to himself and anyone else in proximity. If the need is great, a
Master of the Forge will take up such a weapon and unleash the fury of
Mankinds lost technological might upon the foe.

Master of the Forge

WS

BS

W I

Ld

Sv

10

2+

Servo-harness: A servo-harness gives the Master of the Forge an


extra servo-arm (giving him two servo-arm attacks), a plasma cutter
(fired as a twin-linked plasma pistol, but cannot be used in close
combat) and a flamer. In the shooting phase he can fire both harnessmounted weapons, or one harness mount and another gun.
Conversion Beamer: A shot form 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.

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.

For aspiring Librarians, not only must a recruit endure everything a


normal recruit would, but he must be strong enough in spirit to
withstand the moulding of his mind. A recruit must be taught how to
hone and wield his powers, and how to protect himself from the perils
of the Warp. A Librarian faces a thousand enemies before he even
goes to war. To the creatures of the Warp he is a choice prize; with
sorcerous aptitude and strong flesh to contain demonic essence.

Psyker: Librarians are Psykers, as described under the Special Rules.


WARGEAR
Force weapon: 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.

If a recruit survives the testing, he joins the Librarius as Lexicanum,


rising through the ranks to become Codicier, Epistolary, and perhaps
even Chief Librarian. He will use his abilities to pierce the Warp,
provide the means for interstellar communication as well as to identify
more of his own kind. He will judge others as he was himself once
judged, scrutinising potential candidates and peers for frailty of mind or
spirit.

Psychic hood: Psychic hoods are embedded with arcane


constructions of psychically-attuned crystals that allow a Librarian to
nullify an opposing psykers power.
Declare that youll use the psychic hood after an enemy model within
24 of the Librarian passes a Psychic test. If there are several
Librarians in range, only one can attempt to nullify the psychic power
you must choose which.

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.

LIBRARIAN PSYCHIC POWERS


A Space Marine Librarian has two psychic powers (chosen when the
army is picked). He can only use one power each player turn unless he
has been upgraded to an Epistolary, in which case he can use up to
two psychic powers each turn. All Space Marine Librarian psychic
powers are used following the rules given in the main 40k rulebook.

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

MIGHT OF THE ANCIENTS


The power is used at the start of the Librarians Assault phase. If
successful, the Librarian has Strength 6 and rolls 2D6 armour
penetration for the remainder of that Assault phase.

Type
Assault 4

THE GATE OF INFINITY


This power is used at the beginning of the Librarians Movement
phase. The Librarian, and any unit he is with, is removed from the
tabletop and immediately place back together anywhere within 24
using the deep strike rules. If the Librarian travels alone, there is no
risk, but if he takes a unit with him, there is a change something will go
wrong. If the deep strike attempt scatters and a double is rolled, one
member of the unit, chosen by the controlling player, is claimed by the
Warp and removed as a casualty (the survivors scatter normally).

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.

Suits of Dreadnought armour are amongst the most prized of a


Chapters relics. Should a Dreadnought fall in battle, his brothers will
fight with righteous anger to retrieve the shell so that they may lay its
occupant to rest with honour and reclaim the suit to house another
dying hero who will become an Old One to future generations.

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

Seismic Hammer: A blow from a seismic hammer causes catastrophic


shockwaves to tear through the target. A seismic hammer is treated as
a Dreadnought close combat weapon that adds +1 to rolls on the
vehicle damage chart.
Ironclad Assault Launchers:
Counts as being armed with bolt defensive and assault grenades. They
do not suffer from penalty to their Initiative when assaulting enemies
through cover. Models that assault your model gain no Assault Bonus
attacks for charging or from extra weapons for special wargear during
the turn in which they assault.

Armour

Ironclad Dreadnought

WS

BS

13

13

10

23

RAIKO THANE THE ETERNAL


(MARNEUS CALGAR PROXY)
In the Fortress Librarium, sixteen volumes are dedicated to Raiko
Thane and his war record. This tally is twice that of any other living
Dragoon and surpassed only by their Primarch, Vulkan. Since rising to
the rank of Chapter Master, Thane has employed his flair for tactics
and strategy in campaigns without number. It was Thane that singlehandedly laid to rest a pair of Carnifexes during the invasion of Hive
Fleet Atmos. It was Thane who held the gate alone against the
Greenskin horde for two days at the siege of Narshe. And it was Thane
who slayed Xevus the Night Terror, Demon Prince of the Emperors
Children. These entries are accompanied by many other passages that
describe the fall of countless demagogues, pirates, and traitors.

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.

UMARO PHAGE THE UNBREAKABLE


(DARNATH LYSANDER PROXY)
Phage has led a long and bloody career. As a Templar, he was
credited with the successful defence of Zozo against the forces of the
Orks. As Captain of the 2nd Company he led the storming of the Dark
Walker Chaos Marine Force on Kaledrox and defended the planet of
Haleus from an Ork Waaagh. On many occasions he had led the 1st
Company with distinction, earning the highest praises his Chapter
could bestow.

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.

During the operation to bring planet Puzo under compliance, Phage


and his 1st Company disappeared from contact. The Dragoons kept
hope that the Company would resurface. But as time passed, there
was no word. Then they discovered the Tyranids. Phages name was
added to the roster of the fallen and his statue was raised in the hall of
heroes in Mysidia. The loss was great. Nearly ten years later, a
distress signal was received by a strike cruiser on a tour of the system.
A handful of survivors, Phage amongst them, had been captured by
the Tyranids and kept alive for biological experimentation. They were
contained in amniotic sacks deep under the surface and subjected to
years of torture at the hands their alien captors. The numbers of
survivors diminished as their bodies were used as hosts for mutations.
Although feeble and atrophied, Phage escaped as the Tyranids
removed him from his embryo. Unarmoured, and without weapons, He
freed his fellows and tore a bloody path through the tunnels of Puzo.
After years of survival on the ravaged world, they eventually found a
military base containing the distress beacon.

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.

WARGEAR - Terminator Armour and Storm Shield.


The Hammer of Doma: A master-crafter thunder hammer. All hits from
the Hammer of Doma are resolved at Strength 10 and add +1 to rolls
on the vehicle damage table.

24

SETZER REGENUS THE AVENGER


(PEDRO KANTOR PROXY)
Regenus has served as Captain of the 2nd Company for almost a
century, and his record of service goes back another 200 years. He
first rose to prominence at the Battle of Malik, where, as a Knight, He
led the crucial boarding action against an Ork Kill Kroozer. The
Kroozer was disabled in the attack, allowing the Dragoons Strike
Cruiser, to break the Ork line of battle and destroy the fleet.

succumbing to their overwhelming numbers, or he could marshal his


resources and look to the eventual rebuilding of the Company.
It is to Regenus eternal credit, and a mark of his superior character as
a leader of men, that he chose the latter path. In these dark times, the
Imperium can ill afford the loss of such a Company of Dragoons. And
to this day, Regenus still seeks the revenge of his brethren.

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:

In the aftermath of the fighting, Regenus was presented with a choice


few Captains have ever had to make, the Orks had to be eliminated,
but the Dragoons 2nd Company was a shadow of its former glory. He
could lead the remnants of his decimated force in an epic last stand,
determined to slaughter as many of the enemy as possible before

Range

AP

24

Type
Assault 4

OSIRIS MEMNON THE GHOST


(KAYVAAN SHRIKE PROXY)
On every planet under threat from the Orks, Guardsmen grasp their
guns tighter and fight more fiercely, knowing that every minute they
hold out is a minute in which the Dragoon 3rd might arrive to deliver
them from a hopeless battle. Meanwhile, beyond the ravaged
defences, Ork Boys keep a wary eye on the shadows cast by ruin and
undergrowth, knowing that Memnon and his Company might be lurking
in the darkness, just waiting for the correct moment to strike.

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 THE FEARLESS


(CATO SICARIUS PROXY)
Sabin Lagunis is amongst the greatest heroes of the Dragoons. His
titles are many; Captain of the 4th Company, Master of the Realm, and
Champion of Legendra. Each reflects but a fraction of a lifetimes
diligent and exceptional service, not only to the Dragoons Chapter, but
to the realm of Legendra itself.

Company draws the most dangerous missions, and Lagunis himself is


widely believed to be the heir apparent to Raiko Thane himself;
something that cannot sit well with the other Captains of the Chapter.

Born into one of the ascendant houses of original Chapter Master


Cidrick Highwynn, the young Lagunis began martial training as soon as
he was grown enough to pick up a sword. Lagunis earned
commendation after commendation and swiftly rose through the ranks.
In the decades that followed, he served with distinction as a
Copperhead and Viper Champion before ultimately taking command of
the 4th Company.

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.

Only the most accomplished warriors could hope to command one of


the four Battle Companies of the Dragoons, and Lagunis rose to the
challenge during the battle for Forsis, a hive world said to be controlled
by a secret cult. All Space Marines make use of the lightning assault,
but Lagunis refined such strategy to near-perfection, committing his
forces to battle with the briefest appraisal of the tactical situation to
quell the cults uprising. In another man, such unstoppable haste might
have seemed reckless, but Lagunis soon proved his ability to rapidly
adapt to the chaotic warzone, swiftly marshalling his forces and seizing
the advantage. Inevitably, Lagunis assaults took a terrible toll of the
cults army and confidence in equal measure, and left them ready for
defeat. Other Captains were awed by the speed at which Lagunis
could react to a developing tactical situation.

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.

As his tale of victories grew ever longer, Lagunis name became a


byword for victory, a legend forged in the bloody maelstrom of battle
that would come to the ears of allies and few far beyond the borders of
Legendra. His many achievements include the defeat of a Chaos
Demon Prince, an Eldar Avatar, a Necron Monolith and three
Squiggoths. So it is that at the close of the 41st Millennium, the 4th

Armor of the Primarch: This is a suit of artificer armour that bestows


the Feel No Pain special rule on Lagunis.

MINOTARO DARR THE RAIDER


(VULKAN HESTAN PROXY)
fortress. The remaining artefacts include The Engine of Woes, the
Obsidian Chariot, the Unbound Flame and the Song of Entropy. Their
powers and locations are hidden in the riddles of the Primarchs
writings.

According to the ancient lore of their Primarch, there are nine


legendary artefacts scattered throughout the galaxy waiting to be found
by his children. They were hidden to prevent them from falling in the
hands of Mankinds enemies and to ensure that the grandest prize in
the galaxy was not seized without challenge. Since the Chapters
creation, and in tradition with their gene-seed brothers, the
Salamanders, the Dragoons appointed one Company from amongst
their number to seek the Primarchs lost legacy. This is a quest handed
down from the greatest heroes of the Chapter, and at the close of the
41st Millennium, it is a burden borne by Captain Darr.

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.

WARGEAR - Artificer armour, Grenades, Bolt pistol, and Digital


Weapons.
Champions Cloak: The adamantium-hard drake scales of this cloak
grant Darr a 3+ invulnerable save.
The Gauntlet of the Realm: This armoured gauntlet can be fired as a
heavy flamer.

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

The Wyrm Slayer: This is a master-crafted relic blade.


.

26

HONUS ULBREK THE SILVER HAWK


(BASIC CAPTAIN)
Honus Ulbrek is a well-respected and highly decorated member of the
Dragoons and has led the 6th Reserve Company on countless
successful missions against the enemies of Mankind. Ulbrek aided in
the successful banishment of a greater Bloodletter of Khorne on the
planet of Sadeesh, sending it back into the Warp for one hundred
years and a day. Such was the vindictive rage of the Demon that it has
vowed to find Ulbrek and devour his immortal soul.

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.

WARGEAR - Artificer armour, Power fist, Digital Weapon, Bolt


Pistol, Grenades, Iron Halo and Auxiliary Grenade Launcher.
Wings of Ulbrek - Ulbrek was born with a pair of feathered wings.
This mutation has been judged by the Librarians of the Chapter and he
has been declared free from the taint of Chaos. These wings are
treated the same as a Jump Pack.

ORTEGA SEGOMO THE DEATH RIDER


(BASIC CAPTAIN)

Ortega Segomo was named Captain of the 7th Reserve Company a


half a century ago. His rise through the Dragoons was swift and brutal,
and his desire to slay the enemies of the Emperor impressed his peers
with its sheer ferocity. Before long, he was inducted to the Viper Guard
for slaying a Necron Lord on the hive world of Siphus. As part of the
same campaign, Segomo fought with courage for decades. The Siphus
campaign was bittersweet for him; as it was the death of the previous
Company Captain during the campaign the led to his promotion.

Segomo has participated in three campaigns since that time, but it is


his expertise in the field of the Necron that have made him an asset to
the Chapter.

As Captain, Segomo pursued the immortal evil known as the Necron.


Within eight years, the presence of the alien was eliminated from
Inashus. The campaign pushed on to the source of the evil, but upon
reaching the dark planet, it was found to be vacant. No trace could be
found of the Necrons, but before the mystery could be fully explored, a
desperate call for help came from the world of Figaro telling of the
return of the Ork Warlord Ugtrogga. Retreating to the troubled planet,
the campaign was abandoned and a new campaign was pursued.

SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.

Ortega Segomo

WS

BS

Ld

Sv

10

2+

WARGEAR - Artificer armour, Relic Blade, Hellfire rounds, and


Iron Halo
The Mongoose A Space Marine bike for reserved for Captains.

OBERON PALEMENOS THE PREDATOR


(KORSARRO KHAN PROXY)
th

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.

As Captain of the 8th Company, Palemenos can draw upon many


resources in pursuit of his prey. He may also aid in the campaigns of
other Battle Companies for the sole purpose of slaying enemy leaders.
A pursuit can take months or years as Palemenos tracks his quarry
from warzone to warzone and world to world. Though the hunt may be
postponed as wars and other duties interfere, it is never abandoned.
Sooner or later the quarry is tracked, cornered and beheaded.

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.

Palemenos return to Legendra is a time of great celebration and


moonlit feasting, for it marks the passing of a hated nemesis. When the
carousal is done, Palemenos surrenders the preys severed head to
the High Chaplain, who takes up a brand from the flames and burns
the eyes from the dead skull. In a sacred ceremony, the quarrys name
is struck from the roster of the hunt and the head itself is masked in
silver and placed in the depths of the fortress monastery.

WARGEAR - Power armour, Grenades, Bolt pistol, and Iron Halo.


The Iron Stallion: A mechanical horse treated as a Space Marine
Bike. Grants Palemenos the ability to run in the Shooting phase and
has the fleet special rule.

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

The Templar Axe: Any rolls to wound on which Palemenos scores a 6


will cause Instant Death, regardless of the targets Toughness.

27

SALIZAR MADRUK THE FIRE CHILD


(BASIC CAPTAIN)

In the brief decades as serving as Captain of the 9th Company, Madruk


has only engaged in a handful of battles outside of the Legendra
system. He aided in the hunt for Ork Warboss Jazzrig on the planet of
Sengir and catered to the orders of his senior Captains. He has aided
in the efforts of the 2nd and 3rd battle Companies and in that time only
recorded three casualties under his careful tutelage. For now, his
greatest accomplishments remain from his experience as a member of
the Viper Guard.

As a veteran of many successful campaigns against aliens and traitors,


Young Captain Salizar Madruk was blooded in his Chapter Masters
Viper Guard and inducted as leader of the 9th Company after the death
of its Captain. Raiko Thane saw in the young Madruk the makings of a
great leader; making him the youngest Captain in the history of the
Dragoons. Retaining that title to this day, he has only served the
chapter for a little less than a century and has only been the Captain of
the 9th for two of those decades.
In his time as a Captain, he has fully devoted himself to developing the
talents of the newly inducted Dragoons of the 9th Company. While his
role behind the front lines is important to the development of the
Chapter, his position is seen as temporary. Madruk is considered to be
a prodigy, a quick study and a hero of many talents. Should greater
services be required, his ambition and skill are sure to lead him to title
of Captain of one of the four Battle Companies, member of the
Fraternicum or Master of the Chapter. While some of the Veterans are
irritated by his passion, it is this eagerness to ascend to greatness that
has served to inspire the Dragoons of the 9th.

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 THE WARDEN


(TORIAS TELION PROXY)
Captain Garudias has served under the command of three successive
Chapter Masters and has trod more battlefields than most of the
Chapters Captains. No less than four of the current Dragoons
Captains learnt their skills under his watchful eye. He is the Captain of
the 10th Company and is the Master of the Recruits. Passing up the
chance to Captain a Battle Company, he chooses to remain in the
Scout Company, where he can forge the future warriors of the Chapter.

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.

However formidable, Garudias might be as a close-quarter foe, his


skills of melee are nothing as to those he practices at range. Two of his
many Marksmans Honour badges were earned for such feats at the
relief of Palin, where a pair of extreme-range bolter shots ended the
lives of both the Commander and Ethereal of a Tau force. With the
death of their leaders, the invaders were easy prey for the oncoming
Dragoons.

Eye of Vengeance: Wounds caused by Garudias' Shooting attacks


are allocated by his controlling player, rather than the opposing player.
Voice of Experience: If Garudias does not make a shooting attack,
one model in his squad can use his Ballistic Skill of 6. You must
declare you are using the ability before any model in the unit shoots.
WARGEAR - Scout armour, Bolt pistol, and Grenades.
Light of Legendra: Garudias commonly carries a boltgun equipped
with a targeter and loaded with silenced shells. It can be fired with the
following profile:

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

THE SILENT SNAKES


(LEGION OF THE DAMNED PROXY)
The Silent Snakes are Space Marines in appearance, yet they are not
official members of the Chapter. Eyewitnesses report an eerie glow
coming from their armour and a halo of golden fire dancing around
their feet. There are many accounts of these warriors enduring
firepower that would annihilate mortal men, yet they carry on
unscathed. It is said that the Silent Snakes are regular Dragoons that
are chosen by the stars to live with the spirits of the Wyrm. Ever so
often, while under extreme physical duress or hardship, a Dragoon
undergoes a sudden transformation, known as the exaltation. It is said
that he moves on to a state of existence on another plane. Eyewitness
accounts of the exaltation say that a chosen Dragoon will begin to glow
just before their aura explodes in a shockwave of light. Only an empty
husk of a body remains after until they return in the midst of battle to
aid their brethren when most needed. The Dragoons revere them as
guardian angels. It is said that the spirits of the Wyrm have claimed
one Dragoon Marine for every one of the great beasts slayed by the
champions of Legendra. When one of the Silent Snakes is slain, a new
Dragoon is exalted to his place among the stars.

WS

BS

Ld

Sv

Silent Snake Knight

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

EPHEBUS SAHARAZAD CHIEF LIBRARIAN


(VARRO TIGURIUS PROXY)
Even to the Company Captains of the Dragoons, Chief Librarian
Ephebus Saharazad is a figure to mystery. His Psychic probing has
been a cause for tension between himself and the Chapters Captains,
for such heroes seldom have time for introspection. Little is hidden
from the Chief Librarians sight, and many Dragoons believe him to be
guided by the Emperors hand.

WS BS
Ephebus Saharazad

Ld

Sv

10

3+

SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.

His visions ended Waaagh Berlakka when a ramshackled fleet was


blasted to atoms the instant it emerged from the Warp. Chaos
Warmaster Kenkor of the Crimson Scarabs met with scarcely greater
success. Only one of his ships made planetfall on the cavern world of
Degan, and the weakened assault force fell swiftly to the Dragoons.

Master Psyker: Saharazad knows all the Psychic powers available to


Space Marine Librarians.
Gift of Prescience: If your army contains Saharazad, you can choose
to re-roll any reserve rolls; even successful ones.

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.

WARGEAR - Power Armour, Bolt Pistol, and Grenades.


The Hood of the Guild: The Hood of the Guild functions as a psychic
hood and, furthermore, allows Saharazad to use three psychic powers
each turn.

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.

Rod of Saharazad: The Rod of Saharazad is a master-crafted force


weapon.

EBRAHIM SAIBOT MASTER OF SANCTITY


(ORTAN CASSIUS PROXY)
Master of Sanctity Ebrahim Saibot is the oldest active member of the
Dragoons Chapter. Close to six centuries of age, and his impassioned
words have carried the Dragoons forward into battle on a thousand
worlds, fuelling his Battle-Brothers with his own deeply-held passion
and belief.

mentors divergence. Thane knows that there shall be a day that


Saibot will be the key to final victory over the alien.
WS BS
Ebrahim Saibot

The Chaplain fought alongside a young Raiko Thane to purge the


system of the Tyranid Hive Fleet Ultima. Saibot hunted down and
exterminated the source of the threat, though at great cost to Veterans
of the 1st Company whom lost many lives in the terrible close quarters
fighting. The Chaplain himself was wounded by a rampaging Carnifex
until the Chapters Apothecaries could rend his ruined body.

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

ABNETT VAUL TANK COMMANDER


(ANTARO CHRONUS PROXY)
Abnett Vaul is the most gifted of all the Dragoons tank commanders.
He has suppressed his physical self and adopted the tanks form as his
own. The tanks sensors and viewfinders are his eyes and ears, its
weapons are his fists, and its armour his skin. Vaul knows the
capabilities and limits of every weapon system in every tank, and is
aware of which of those mechanisms can be bypassed if damaged.

WS BS
Abnett Vaul

Ld

Sv

3+

SPECIAL RULES
And They Shall Know No Fear, Combat Tactics, Independent
Character.

So it was that Vaul kept the Landraider Baneclaw operational during


the Kurgos Incident, despite suffering several broadside hits from
Necron gauss cannons. That the tank survived at all was the cause of
much wonderment. Vaul not only managed to complete his mission
goal of destroying the Necron phase generator, but also forced the
Necron War Cell into full retreat. Such a feat has often been imitated
by other Dragoons tank crews, but never bettered.

Tank Commander: Vaul is bought as an upgrade and starts the game


as commander of a tank. Use the model of Vaul to represent this.
Vauls tank ignores any Crew Shaken or Crew Stunned results and can
use his Ballistic Skill of 5.
If the tank suffers a Wrecked or Explodes! Result, roll a D6. On a 1 or
2, Vaul is slain. If the result is 3 or more, Vaul is placed within 2 of the
vehicles position. If Vauls vehicle has been destroyed he has the
above profile and following special rules for the remainder of the game:

As Legendras Spear of the Dragoons, it is Vauls duty to lead the


Chapters armoured assaults, and his privilege to choose the chariot in
which he rides to battle. It is a unique position of authority within the
Dragoons, for it means that Vaul answers only to Lord Thane.

29

THE FRATERNICUM THE SILENT CIRCLE


The Chapter Master commands an advisory council called the
Fraternicum (also known as the Silent Circle). Composed of the four
greatest Captains of the Chapter, the authority of its members is
seconded only to the Chapter Master himself. Even so, the council
carries no official weight and is considered to be outside the traditional
command structure of the legion. Their duties were to advise the
Chapter Master in all aspects of warfare and diplomacy, to provide
political posturing when he required it, to watch over the moral shape
of the Chapter and to guide its philosophy. Of those chosen for the
Fraternicum, their ferociousness and skill in battle is legendary, each
commanding centuries of experience in battle. From this Circle, the
Chapter HQ will choose his successor. Although they do not usually
take the field of battle together, it will have to be a truly grim day for
them to serve as the Honour Guard to the Chapter Master.

CURRENT FRATERNICUM MEMBERS


Umaro Phage
Phage is the energetic centre of attention, filled with overwhelming
spontaneity and confidence. However he is also arrogant, cocky, and
indulgent. Captain of the 1st Company, the Veteran Company, he is
often off-task and has been know to alter missions on impulse.
However, his skill and unbreakable spirit has sculpted him in to the
most aggressive warrior in the Chapter. Seen as unpredictable and
brutal by his peers, he is occasionally considered to be manic,
abrasive, and annoying. It is these traits that Raiko Thane has put him
in charge of weathered Veterans capable of making their own
observations rather than a Battle Company of fresh Dragoons.
Osiris Memnon
Memnon is full of ambition, energy, and passion. Viewed as a
motivational leader whose spirited words and deeds are the heart of
his Battle Company, he instils courage in others. Thane considers him
as a leader capable of influencing people of other temperaments, to go
beyond their own limits. On the negative side, Memnon is easily
angered and often bad-tempered. He does not tolerate weakness and
is short on patience. His opponents consider him mean-spirited, overcritical, and angry.

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.

Those elected to the Silent Circle are considered by their peers to be


the greatest Captains. Each possesses markedly different yet
complimentary personalities; not unlike the four seasons, the four
elements, the four suits, or the four directional poles. Ideally, the Silent
Circle is designed to help the Chapter Master become evenly
tempered in all respects, creating the ideal leader.

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.

Former Fraternicum Members


In the Millennia since the creation of the Chapter, there have been
many members of the Fraternicum. Their names and monuments to
their legend are listed in a special room the Fortress Monastery in
Mysidia, only accessible to the Knights of the Chapter

30

WARGEAR WEAPONS
Assault Cannon
Range

AP

24

Crozius Arcanum
The Crozius is a Chaplains rod of office. It is a power weapon.

Type

Cyclone Missile Launcher

Heavy 4, Rending

Astartes Grenade Launcher


Each time the Astartes grenade launcher fires, the controlling player
can choose which type of grenade is being used.
Frag Range

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

Auxiliary Grenade Launcher


An auxiliary grenade launcher can be fired in addition to another
weapon. Each time the auxiliary grenade launcher fires, the controlling
player can choose which type of grenade is being used.
Frag Range

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

Chainsword or Combat Blade


Both chainswords and combat blades are close combat weapons that
allow an extra close combat attack if paired with a pistol or another
close combat weapon.

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.

WEARGEAR OTHER EQUIPMENT


Cluster Mines
Placed on a piece of terrain at the beginning of a game, they are
automatically triggered the first time a unit moves on the terrain. The
mine inflicts 2D6 hits as a shooting attack with the following profile
against rear armour.
Range

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.

Rapid fire, Poisoned 2+

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.

Space Marine Bike


Models use bike rules. Their Toughness is +1, Movement is 12, they
have turbo boosters (move 18-24, get 3+ invulnerable save), they
cannot run, they have the Relentless special rule (can move, shoot,
and assault with all weapons) and can shoot twin-linked bolters.

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.

WARGEAR VEHICLE ARMORY


Autocannon
Range

AP

48

Ironclad Assault Launchers


Counts as being armed with bolt defensive and assault grenades. They
do not suffer from penalty to their Initiative when assaulting enemies
through cover. Models that assault your model gain no Assault Bonus
attacks for charging or from extra weapons for special wargear during
the turn in which they assault.

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

Heavy 1, Large Blast

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

Typhoon Missile Launcher

Flamestorm Cannon
Range

AP

Template

Frag Assault Launchers


Any unit charging into close combat on the same turn it disembarks a
vehicle with Frag Assault Launchers counts as having frag grenades.

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

Whirlwind Multiple Missile Launcher

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.

GIFT OF PRESCIENCE You can re-roll Reserve rolls.


GOD OF WAR Model and all other units on table can choose to pass
or fail any Morale check as long as model is alive.

AND THEY SHALL KNOW NO FEAR Units automatically pass tests


to regroup, and can make such tests even if the squad has been
reduced to less than half strength by casualties. Troops can regroup
and move normally and always count as moving. If Space Marines are
caught by a sweeping advance, they are not destroyed and will instead
continue to fight normally. If this happens then the unit is subject to the
No Retreat rule. Units which include Servitors are still subject to this
rule, providing that the unit contains at least one Space Marine.

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.

BATTLE-FORGED HEROES One tactical squad can have at no


additional cost: Counter-attack, Infiltrate, Scout or Tank Hunters.

HOLD THE LINE Paladins/Sternguard Vets count as scoring units.


BLESSING OF THE OMNISSIAH Model can attempt to repair a
damaged vehicle instead of firing. Roll a D6 and add 1 to the roll for
each servitor with a servo arm in his unit and add 1 if he has a servoharness. On a result of 5 or more, repair a Weapon Destroyed or
Immobilized result. A repaired weapon can fire next turn. The model
can not repair if he has gone to the ground or is falling back.

HONOUR OF THE CHAPTER Model and his unit is Fearless.


HONOUR OR DEATH The Chapter Champion must direct all of his
attacks against an enemy independent character if in base contact with
one. He always re-rolls failed to hit and to wounds to them.

BOLSTER DEFENSES Before the game begins, a model can


improve a ruins cover save by 1. A ruin can be bolstered only once.

INDEPENDENT CHARACTER These units fight as individuals but


can join units, even if another independent character is already part of
that unit. This can take place in side a vehicle and the unit will use his
Leadership value. He has the Move Through Cover and Skilled Rider
special rules. He can be deployed with the unit and cannot leave it in
the shoot or assault phase. He also can not leave a squad assigned as
his retinue. He can allocate shooting wounds to other members of his
squad. He must fire at the same time and target as his squad but is
treated separate in close combat. He can only deal damage to models
within 2 of base to base contact with his own base.

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.

INFILTRATE Infiltrators are deployed last. If both sides have


infiltrators, the players roll-off and then alternate deploying these units.
They may be set up anywhere on the table that is more than 12" from
any enemy unit, as long as no deployed enemy unit can draw a line of
sight to them. They may be set up 18" from any enemy unit, even in
plain sight. Vehicles cannot infiltrate. Infiltrate also confers a special
outflank move to units of infiltrators that are kept in reserve.

COMBAT TACTICS Varies depending on special character. Only


one special characters Combat Tactics rule can be used per game.
COUNTER-ATTACK When a unit with this rule is assaulted by the
enemy it must take a Leadership test. If the test is successful all
models in the unit get the +1 assault bonus to their attacks, exactly as
if they too had assaulted that turn. This rule cannot be used if, when
assaulted, the unit was already locked in combat from a previous turn.

INSPIRING PRESENCE All units within 12 of model get +1 Attack.


Does not apply to model with the rule and does not stack with Chapter
Banner bonus.

ETERNAL WARRIOR The model is immune to Instant Death.

LITURGIES OF BATTLE When assaulting, model and his unit re-roll


failed to hit rolls.

EYE OF VENGEANCE Wounds caused by shooting attacks of


model can be allocated by the shooting player.

MASTER OF THE HUNT Unit gets the Hit and Run and Furious
Charge special rules.

FEARLESS Fearless troops automatically pass all Morale and


Pinning tests and will never fall back. They can however go to ground
voluntarily. This special rule is gained by any independent character
joining a fearless unit but if he is fearless and joins a unit that is not, he
loses this special rule. If a unit that is falling back suddenly gains this
rule, it will automatically regroup at the beginning of its next Movement
phase.

MASTER PSYKER Model Knows all Space Marine Psychic powers.


MOVE THROUGH COVER Units with this rule roll an extra D6 when
rolling to move through difficult terrain.
NO RETREAT When units are immune to morale checks for losing in
close combat, these units do not take Morale checks and will never fall
back. Instead, they suffer a number of wounds equal to the number
their side has lost the combat by. All types of saving throws, except for
cover saves, can be taken against these wounds. If none of the
enemies involved in the combat against a fearless unit can actually
hurt it, the unit does not suffer any wounds.

FEEL NO PAIN When suffering an unsaved wound, roll a dice. On a


1, 2 or 3, take the wound as normal. On a 4, 5 or 6, the wound is
ignored. This ability cannot be used against wounds from weapons that
inflict instant death, even if the model is an eternal warrior. Neither can
it be used against wounds from AP1 and AP2 weapons, power
weapons, power fists, Dreadnought close combat weapons, rending
weapons that roll a 6, Perils of the Warp, failed dangerous terrain tests,
or other damage that ignores armour saves.

ORBITAL BOMBARDMENT A ranged weapon that is a Strength


10, AP1, Ordnance 1 Barrage, with unlimited range, that scatters the
full 2D6 regardless of firers Ballistic skill.

34

OUTFLANK During deployment, players may declare that units with


the scout or infiltrate special rules are attempting to outflank. When
an outflanking unit arrives from reserve, the controlling player rolls a
dice: on a 1-2 the unit will come in from the short table edge on the
players left; on a 3-4 they will come from the right, on a 5-6 the player
can choose left or right. They may outflank with their transport, but if
they do so they must move onto the table embarked in it.

Remember that a slow independent character will cause any unit he


joins to move at his speed (and vice versa) as units have to move at
the speed of the slowest model.
STEALTH The ability to make maximum use of available cover has
saved many a warrior from discovery and death. All of the units cover
saves are improved by +1.

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.

STUBBORN When taking Morale tests, stubborn units always ignore


any negative Leadership modifiers. Independent characters that are
stubborn confer the ability onto any unit that they join.
SURPRISE ATTACK Player can re-roll dice to seize the Initiative
before game starts.
TANK COMMANDER Model starts as vehicle upgrade. Tank ignores
Crew Shake and Crew Stunned and has a BS of 5. If tank is Wrecked
or Explodes, roll a D6. On a 1 or 2, the model is slain. On a 3 or more,
the model is placed on the table 2 from vehicle.

RELENTLESS Unlike common infantry, some models can advance


while firing their weapons at full capacity. Relentless models can shoot
with rapid fire and heavy weapons counting as stationary, even if they
moved in the previous Movement phase, and are also allowed to
assault in the same turn they fire them. Note that a relentless
independent character must still abide by the assaulting limitations of
any unit it has joined, if the unit is not itself relentless.

TANK HUNTERS Tank hunters are especially skilled at finding and


exploiting weaknesses in the armour of enemy vehicles. They add +1
to their armour penetration rolls whenever they hit a vehicle (both at
range and in close combat). In addition, they automatically pass
Morale checks caused by tank shock.

RITES OF BATTLE All units can use models Leadership for Morale
and Pinning tests.

TITANIC MIGHT Model can re-roll all failed to wound rolls.


SCOUTS After both sides have deployed (including infiltrators), but
before the first player begins his first turn, any scouts may make a
normal move. Scouts must remain more than 12" away from any
enemy. If both sides have scouts, the players roll-off and the winner
decides who goes first, and then alternate moving these units. If a unit
with this ability is deployed inside a dedicated transport vehicle, it
confers the scout ability to the transport too. This rule also confers a
special outflank move to units of scouts that are kept in reserve.

TURBO-BOOSTERS When using their turbo-boosters models may


move up to 24" in the Movement phase. They cannot move through
difficult terrain, shoot, launch assaults or execute any other voluntary
action in the same turn. In the following enemy Shooting phase, the
bike benefits from a cover save of 3. In that enemy Shooting phase,
however, bikers lose the ability of going to ground, and automatically
pass Pinning tests. A unit using turbo-boosters must end its move at
least 18" away from its starting point to claim this cover save.

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.

VOICE OF EXPERIENCE Model can skip shooting attack to let


another model in his squad use his Ballistic Skill. Must be declared
before any dice rolls.

SLOW AND PURPOSEFUL Models are relentless. However, they


always count as moving through difficult terrain (including in assaults).

DRAGOON SPACE MARINE ARMY LIST


The following pages contain an army list than enables you to field a
Dragoon Space Marine army and fight battles using the scenarios
included in the Warhammer 40,000 rulebook. It also provides you with
the basic information youll need in order to field a Space Marines army
in scenarios youve devised yourself, or that form a part of a campaign.

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

Missions and Points


These army lists are primarily designed for use with the Standard
Missions from the Warhammer 40,000 rulebook. They may also be
used with any other missions that use the Force Organization charts.

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

SPACE MARINE CHAPTER MASTER


BS

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

VIPER GUARD SQUAD

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

+35 pts each


free
+15 pts
+10 pts
+15 pts each
+15 pts each
+25 pts

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

SETZER REGENUS, CAPTAIN OF THE 2

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

OSIRIS MEMNON, CAPTAIN OF THE 3

RD

COMPANY

BS

Ld

Sv

10

3+

Unit Composition:
- 1 (Unique)
(Shadow Captain Kayvaan
Shrike)

Unit Type:
- Jump Infantry

TH

SABIN LAGUNIS, CAPTAIN OF THE 4

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

MINOTARO DARR, CAPTAIN OF THE 5

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

HONOS ULBREK, CAPTAIN OF THE 6


WS
Honos Ulbrek

BS S
5

Unit Composition:
- 1 Captain
(generic)

COMPANY

190 Points

Ld

Sv

10

2+

Unit Type:
- Infantry

TH

ORTEGA SEGOMO, CAPTAIN OF THE 7


WS BS
Ortega Segomo

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

MASTER OF THE FORGE


Master of the Forge

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

COMPANY 205 Points

SALIZAR MADRUK, CAPTAIN OF THE 9


Salizar Madruk

190 Points

OBERON PALEMENOS, CAPTAIN OF THE 8

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)

COPPERHEAD COMMAND SQUAD

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

MASTER OF THE SANCTITY, EBRAHIM SAIBOT

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

SQUIRE SCOUT SQUAD


WS

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

TSUGAL GARUDIAS, CAPTAIN OF THE 10

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

+16 pts each

+13 pts each


Free
+10 pts

+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)

MYRMIDON TERMINATOR ASSAULT SQUAD


WS

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

+40 pts each

+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

+40 pts each

+5 pts
+30 pts
+30 pts
+5 pts each

Unit Type:
- Infantry
Wargear:
- Terminator armour
- Lightning claws

PALADIN STERNGUARD VETERAN SQUAD


WS

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

+25 pts each

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

SILENT SNAKES - LEGION OF THE DAMNED SQUAD


WS

BS S T W

155 Points

Ld

Sv

Silent Snake Knight

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

+15 pts each


+20 pts
+30 pts

Page 29

+30 pts each


Free
+10 pts
+10 pts
+15 pts
+15 pts
+25 pts

+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

DIAMONDBACK VANGUARD VETERAN SQUAD


WS

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)

LAND SPEEDER SQUADRON

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

+25 pts each

+10 pts
+15 pts

+15 pts
+15 pts
+15 pts
+20 pts
+30 pts
+5 pts
+5 pts

Page 15

+20 pts each


Free
+10 pts
+15 pts

+15 pts
+15 pts
+15 pts
+25 pts
+30 pts
+5 pts
+10 pts each

50 Points per model


Armour

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+

Cavalier Attack Bike

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

CAVALIER ATTACK BIKE SQUAD


WS BS
Cavalier Attack Bike

Unit Composition:
- 1-3 Attack Bikes

40 Points per model


T

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

+25 pts each


+15 pts
+10 pts
+15 pts
+25 pts
+5 pts
+5 pts
+10 pts
+15 pts
+40 pts
+10 pts

Page 14

Special Rules:
- And They Shall Know No Fear
- Combat Tactics
Options:
- Any Attack Bike may upgrade its heavy bolter for a multimelta

LAND SPEEDER STORM

Page 14

+10 pts

50 Points per model


Armour

Land Speeder Storm


Unit Composition:
- 1 Land Speeder Storm

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)

SQUIRE SCOUT BIKE SQUADS

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

+20 pts each


+15 pts
+10 pts
+15 pts
+20 pts
+5 pts
+25 pts
+10 pts
+10 pts

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

LAND RAIDER TANK

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

LAND RAIDER CRUSADER TANK

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

250 Points per model


Armour

Land Raider Crusader

Special Rules:
- And They Shall Know No Fear
- Combat Tactics
- Blessing of the Omnissiah
- Bolster Defences

+16 pts

250 Points per model


Armour

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

100 Points per model

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

240 Points per model


Armour

Land Raider Redeemer


Unit Composition:
- 1 Land Raider

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

60 Points per model


Armour

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

85 Points per model


Armour

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

115 Points per model


Armour

Vindicator
Unit Composition:
- 1 Whirlwind

BS

13

11

10

Wargear:
- Demolisher cannon
- Storm bolter
- Smoke launchers
- Searchlight

Unit Type:
- Vehicle (Tank)

ABNETT VAUL, MASTER OF THE ARMOURY

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

70 Points per model

Page 30

If selected, Vaul must be assigned to one tank in the army.


This model does not count against your Heavy Support allowance.
WS BS
Abnett Vaul

+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

Rapid Fire, Blast


Rapid Fire
Heavy 2

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

Cyclone missile launcher


- (Frag)
- (Krak)
Deathwind launcher
Dragonfire bolts
Flamer
Flamestorm
Heavy bolter
Heavy flamer
Hellfire round
Hellfire shell
Kraken bolt
Lascannon
Meltagun
Missile launcher
- (Frag)
- (Krak)
Multi-melta
Plasma cannon
Plasma gun
Plasma pistol
Shotgun
Sniper rifle
Storm bolter
Thunderfire cannon
- Surface
- Airburst
- Subterranean
Typhoon Missile launcher
- (Frag)
- (Krak)

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"

Rapid Fire, Gets Hot!

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

Land Speeder Storm


Predator
Razorback
Rhino
Vindicator
Whirlwind

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

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