Codex: Space Marines

They Shall Know no Fear – Space Marines are renowned for their tenacity and ..... Sigismund's faith in the Emperor earned him the title 'Emperor's. Champion'.
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EPIC UK presents

Codex: Space Marines

An unofficial codex for use with Games Workshop's Epic Armageddon rule set Version: 010409

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Information More information about the Space Marines For more information into the background of the Space Marines, please purchase the Warhammer 40,000 Space Marine Codex’s © from Games Workshop. Alternatively you can visit Games Workshops website for more information.

Thank you A big thank you has to go to the EPIC UK committee; without their enthusiasm, for a game that they love, this army book wouldn’t be a reality. The wish and will to improve a fantastic tournament wargame, within the UK, has been their only payment. A big thank you also has to go to Games Workshop; without their imagination, creativeness and support this game would not be around today. A special thank you has to go to Jervis Johnson and all the Fanatic team, both past and present. Also a big thank you has to go to all the independent EPIC developers, especially the army developers on the Tactical Command internet forum. Without there ideas some of the developments within the book wouldn’t of been a reality.

Pictures All miniatures photographed within this book are © Games workshop 2003. All rights reserved. Used without permission – models painted by David Bartley, Kevin Bott, Greg Chambers, Steve Gullick, Tim Hunt, Joe Jephson, Rob Lane, Alan Morey, Matthew Otter, Mark Preston and David Thomas.

Text All text (including stories) is an unofficial production created by EPICUK derived, without permission, upon the Warhammer intellectual property owned by Games Workshop Ltd.

Disclaimer This book is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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Contents Page Page Page Page Page Page Page Page Page Page Page Page Page Page Page Page Page Page Page Page Page Page Page Page Page

1. 2. 3. 4. 5-10. 11-12. 13. 14. 15. 16. 17-18. 19. 20.. 21. 22. 23. 24. 25-26. 27. 28. 29. 30. 31. 32. 33-36.

Codex: Generic Space Marines Information Contents Space Marine special rules Space Marine units Imperial Allies – Titan legion support Imperial Allies – Imperial Navy support Codex Space Marine Army List Codex: Black Templar Space Marines Black Templar Special Rules Black Templar Special Units Black Templar Army List Codex: Blood Angel Space Marines Blood Angel Special Units Blood Angel Army List Codex: Dark Angel Space Marines Dark Angel Special Rules Dark Angel Special Units Dark Angel Army List Codex: White Scar Space Marines White Scar Special Rules White Scar Special Units White Scar Army List Gemina V. EPIC UK Space Marines: What, How and Why

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Space Marine Special Rules Space Marine Transport – The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. The number of Rhinos will always be the minimum needed to carry the formation; you can’t take extras along to cover any losses! Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having ‘plus transport’ in the units section of the army list. Also note that you don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you may do so. In addition, you may choose to replace a detachment’s Rhinos with Drop Pods. If you do this then the detachment will enter play in a Drop Pod using the rules for planetfall (see the EPIC Armageddon Rulebook, section 4.4). Note that if you choose to do this you will also require at least one Space Marine Strike Cruiser or Battle Barge to deploy the Drop Pods from.

Superior tactics – The Space Marine army is a highly flexible and tactical army; it concentrates on tactical deployment rather than superior numbers. Before each game the Space Marine player can choose whether formations, that have the ‘plus transport’ aspect, deploy in Rhinos, Drop Pods or on foot. If the formation has any units unable to deploy in Drop Pods then that option cannot be selected.

They Shall Know no Fear – Space Marines are renowned for their tenacity and bravery. This is represented by the following rules: • • •

• •

It takes two blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any leftover Blast markers). Space Marine formations are only broken if they have two Blast markers per unit in the formation. Space Marine formations only count half their number of blast markers in assault resolution (rounding down – note that assault resolution will not receive +1 for having no blast marker if the formation has 1 blast marker before rounding down). Halve the number of hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines. When a broken Space Marine formation rallies then it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marine units with the Leader special ability remove 2 Blast markers instead of 1.

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Space Marine Units Space Marine Commander Type Character

Speed n/a

Armour n/a

Weapon Power Weapon Smite

Range (base contact) (15cms)

Firepower Assault Weapons Small Arms

Close Combat n/a

Firefight n/a

Notes Macro-weapon, Extra Attack (+1) Macro-weapon, Extra Attack (+1)

Notes: Space Marine Commanders can be one of four types: Captains, Librarians, Chaplains, or Supreme Commanders. All are Characters and have an Invulnerable Save and the Leader Abilities. Captains also have the Commander special ability. Librarians have a Smite attack (listed in the weapon section above). Chaplains are inspiring. Supreme Commanders have the Supreme Commander ability.

Space Marine Terminators Type Infantry

Speed 15cm

Armour 4+

Close Combat 3+

Weapon Storm Bolters 2x Assault Cannon Power Weapons

Range (15cms) 30cm (base contact)

Firepower Small Arms AP5+/AT5+ Assault weapons

Notes

Firefight 3+

_ _ Macro-weapon, Extra attack (+1)

Notes: Reinforced Armour, Teleport, Thick Rear Armour

Space Marine Tactical Type Infantry

Speed 15cm

Armour 4+

Close Combat 4+

Weapon Bolters Missile Launcher

Range (15cms) 45cm

Firepower Small Arms AP5+ / AT6+

Notes

Firefight 4+

_ _

Space Marine Assault Type Infantry

Speed 30cm

Armour 4+

Close Combat 3+

Weapon Bolt Pistols Chainswords

Range (15cms) (base contact)

Firepower Small Arms Assault weapons

Notes

Firefight 5+

_ _

Notes: Jump Packs

Space Marine Devastator Type Infantry

Speed 15cm

Armour 4+

Close Combat 5+

Weapon 2x Missile Launcher

Range 45cm

Firepower AP5+ / AT6+

Notes _

Firefight 3+

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Space Marine Scouts Type Infantry

Speed 15cm

Armour 5+

Close Combat 4+

Weapon Shotguns Heavy Bolter

Range (15cm) 30cm

Firepower Small Arms AP5+

Notes _ _

Firefight 5+

Notes: Scouts / Infiltrators

Space Marine Dreadnought Type Armoured Vehicle

Speed 15cm

Armour 4+

Close Combat 4+

Weapon Missile Launcher Twin Lascannon OR Power Fist Assault Cannon

Range 45cm 45cm

Firepower AP5+/AT6+ AT4+

Notes _ _

(base contact) 30cm

Assault weapons AP5+/AT5+

Firefight 4+

Macro-weapon, extra attacks (+1) _

Notes: Walker: Note that a Dreadnought may be armed with either a Missile Launcher and Twin Lascannon or a Power Fist and Assault Cannon. Not all four weapons!

Space Marine Bike Squadron Type Infantry

Speed 35cm

Armour 4+

Close Combat 3+

Weapon Bolters Chainswords

Range (15cm) (base contact)

Firepower Small Arms Assault weapons

Notes _ _

Firefight 4+

Notes: Mounted

Space Marine Attack Bike Type Light Vehicle

Speed 35cm

Armour 4+

Close Combat 5+

Weapon Heavy Bolter

Range 30cm

Firepower AP5+

Notes _

Firefight 4+

Space Marine Land Speeder Type Light Vehicle

Speed 35cm

Armour 4+

Close Combat 6+

Weapon

Range

Notes

Multi-melta

15cm

Firepower MW 5+ and small arms

Firefight 5+

Macro Weapon

Notes: Skimmer, Scout. The multi-melta can shoot and be used to confer the macro-weapon ability to the unit's firefight value

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Space Marine Land Speeder Tornado Type Light Vehicle

Speed 35cm

Armour 4+

Close Combat 6+

Weapon Assault Cannon Heavy Bolter

Range 30cm 30cm

Firepower AP5+/AT5+ AP5+

Notes _ _

Firefight 5+

Notes: Skimmer, Scout.

Space Marine Land Speeder Typhoon Type Light Vehicle

Speed 35cm

Armour 4+

Close Combat 6+

Weapon Twin Typhoon Missile Heavy Bolter

Range 45cm 30cm

Firepower AP3+/AT5+ AP5+

Notes _ _

Firefight 5+

Notes: Skimmer, Scout.

Space Marine Vindicator Type Armoured Vehicle

Speed 25cm

Armour 4+

Close Combat 6+

Weapon Demolisher

Range 30cm

Firepower AP3+/AT4+

Notes Ignore cover

Type Armoured Vehicle

Speed 30cm

Armour 5+

Close Combat 6+

Weapon Whirlwind

Range 45cm

Firepower 1BP

Notes Indirect Fire

Firefight 4+

Space Marine Whirlwind Firefight 5+

Space Marine Hunter Type Armoured Vehicle

Speed 30cm

Armour 5+

Close Combat 6+

Weapon Hunter-Killer

Range 60cm

Firepower AT4+/AA4+

Notes _

Firefight 6+

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Space Marine Land Raider Type Armoured Vehicle

Speed 25cm

Armour 4+

Close Combat 6+

Weapon 2x Twin Lascannon Heavy Bolter

Range 45cm 30cm

Firepower AT4+ AP4+

Notes _ _

Firefight 5+

Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry one Terminator unit OR two of the following units: Tactical, Devastator and Scout units)

Space Marine Rhino Type Armoured Vehicle

Speed 30cm

Armour 5+

Close Combat 6+

Weapon Storm Bolter

Range (15cm)

Firepower Small arms

Notes _

Firefight 6+

Notes: Transport (may carry two of the following units: Tactical, Devastator and Scout units)

Space Marine Razorback Type Armoured Vehicle

Speed 30cm

Armour 5+

Close Combat 6+

Weapon Twin Heavy Bolter OR Twin Lascannon

Range 30cm 45cm

Firepower AP4+ AT4+

Notes _ _

Firefight 5+

Notes: Transport (may carry one of the following units: Tactical, Devastator and Scout units). Note that a Razorback may be armed with either a Twin Heavy Bolter or a Twin Lascannon, not both!

Space Marine Predator Annihilator Type Armoured Vehicle

Speed 30cm

Armour 4+

Close Combat 6+

Weapon Twin Lascannon 2x Lascannon

Range 45cm 45cm

Firepower AT4+ AT5+

Notes _ _

Firefight 5+

Space Marine Predator Destructor Type Armoured Vehicle

Speed 30cm

Armour 4+

Close Combat 6+

Weapon Autocannon 2x Heavy Bolter

Range 45cm 30cm

Firepower AP5+/AT6+ AP5+

Notes _ _

Firefight 5+

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Space Marine Strike Cruiser Type Spacecraft

Speed n/a

Armour n/a

Close Combat n/a

Weapon Orbital Bombardment

Range n/a

Firepower 5BP

Notes Macro-weapon

Firefight n/a

Notes: Transport (may carry twenty of the following units: Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator or Dreadnought units; plus twenty of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or vindicators; plus six Thunderhawks and enough Drop Pods or Landing Craft to carry any other units onboard).

Space Marine Battle Barge Type Spacecraft

Speed n/a

Armour n/a

Close Combat n/a

Weapon Orbital Bombardment

Range n/a

Firepower 14BP

Notes Macro-weapon

Firefight n/a

Notes: Transport (may carry sixty of the following units: Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator or Dreadnought units; plus sixty of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or vindicators; plus nine Thunderhawks and enough Drop Pods or Landing Craft to carry any other units onboard). Slow and steady - may not be used on the first two turns of a battle unless the senario specifically says otherwise.

Space Marine Landing Craft Type War Engine Aircraft

Speed Bomber

Armour 4+

Close Combat 5+

Weapon 2x Twin Lascannon 3x Twin Heavy Bolter Storm Bolters

Range 45cm 15cm (15cm)

Firepower AT4+ AP4+/ AA5+ Small Arms

Notes _ _

Firefight 3+

Damage Capacity 4. Critical Hit Effect. The Drop Ship's Magazine explodes, destroying the Drop Ship and anyone on board. Any units within 5cms of the Drop Ship suffer one hit.

Notes: Planetfall, Reinforced Armour, Fearless, Transport (may carry twelve of the following units: Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator or Dreadnought units. Terminator and Dreadnought units take up two spaces each. In addition the Landing Craft can carry four Land Raiders or six of the following units: Rhino, Razorbacks, Hunters, Whirlwinds, Predators, vindicators).

Space Marine Thunderhawk Type War Engine Aircraft

Speed Bomber

Armour 4+

Close Combat 6+

Firefight 4+

Weapon Battle Cannon 2x Twin Heavy Bolter 1x Twin Heavy Bolter 1x Twin Heavy Bolter

Range 75cm 30cm 15cm 15cm

Firepower AP4+/AT4+ AP4+/AA5+ AP4+/AA5+ AP4+/AA5+

Notes Fixed Forward Arc Fixed Forward Arc Right Fire Arc Left Fire Arc

Damage Capacity 2. Critical Hit Effect. The Thunderhawks control surfaces are damaged. The pilot loses contol and the Thunderhawk crashes to the ground, killing all on board.

Notes: Planetfall, Reinforced Armour, Transport (may carry eight of the following units: Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator or Dreadnought units. Terminator and Dreadnought units take up two spaces each).

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Space Marine Drop Pod Type Armoured Vehicle

Speed Immobile

Armour 5+

Weapon Deathwind

Range 15cm

Firepower AP5+/AT5+

Close Combat None

Firefight None

Notes See special rules below

Notes: Planetfall, Transport (may carry one formation that includes only: Tactical, Devastator and Dreadnought units). After the Drop Pod lands, its deathwind attacks all enemy units within 15cms. Each enemy formation attacked recieves a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the Drop Pod must disembark within 5cms of another unit from the same formation that has already landed, so long as all units are placed within 15cms of the Drop Pod. Drop Pods may not be used to claim crossfire.

Design Concept: In reality, each Space Marine unit in the formation will be carried in a separate drop pod. The drop pods are all fired off together in a tight pattern so that they land near to each other. Each such pattern of drop pods will be accompanied by one or two Deathwind pods, which are fired slightly ahead of the transport pods and which use automated weapon-systems to shoot at enemy units in the landing area. The special rule captures this well, without requiring players to use lots of drop pod models.

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Imperial Allies – Titan Legion Support Void Shields – Imperial titans are protected by void shield generators. The number of void shields each titan has is noted on the titan’s datasheet. Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the titan. Void shields that have been knocked down can be repaired. Each titan can repair one downed void shield in the end phase of each turn. In addition, if a titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g. if you rolled a 2 you could repair 2 shields, remove 2 blast makers, or repair 1 shield and remove 1 Blast marker). Warlord Class Battle Titan Type

Speed

Armour

Close Combat

Firefight

War Engine

15cm

4+

2+

3+

Weapon

Range 60cm

Firepower 4x AP5+/AT3+

Gatling Blaster

60cm

4xAP4+/AT4+

Volocano Cannon

90cm

MW2+

2x Turbo-Laser Destructors

Notes Fixed Forward Arc Forward Arc Titan Killer (D3), Forward Arc

Damage Capacity 8, 6 Void Shields. Critical Hit Effect. The Warlord's Plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Warlord will be hit on a 4+. Notes: Fearless, Reinforced Armour, Rear Thick Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the titans knees and up to 2cm wide.

Reaver Class Battle Titan Type

Speed

Armour

Close Combat

Firefight

War Engine

20cm

4+

3+

3+

Weapon

Range 60cm

Firepower 4x AP5+/AT3+

Forward Arc

60cm

3BP

Fixed Forward Arc

2x Turbo-Laser Destructors Rocket Launcher

Notes

Damage Capacity 6, 4 Void Shields. Critical Hit Effect. The Reavers Plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Reaver will be hit on a 5+.

Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the titans knees and up to 2cm wide.

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Warhound Class Scout Titan Type

Speed

Armour

Close Combat

Firefight

War Engine

30cm

5+

4+

4+

Forward Arc

Weapon

Range

Vulcan Mega-Bolter

45cm

Firepower 4xAP3+/AT5+

Plasma Blastgun

45cm

2x MW2+

Notes Slow Firing, Forward Arc

Damage Capacity 3, 2 Void Shields. Critical Hit Effect. The Warhound is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Warhound into impassable terrain or another unit it can't move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally). Notes: Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain that is lower than the titans knees and up to 2cm wide. The Plasma Blastgun may either fire one shot and still have one shot 'in reserve' for next turn, or fire two shots and not shoot next turn at all.

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Imperial Allies – Imperial Navy Support Imperial Navy Thunderbolt Fighter Type

Speed

Armour

Close Combat

Firefight

Aircraft

Fighter-Bomber

6+

n/a

n/a

Firepower AP4+/AA5+

Fixed Forward Arc

Weapon

Range

Storm Bolters

15cm

Multilaser

30cm

Underwing Rockets

30cm

Notes

AP5+/AT6+/AA5+ Fixed Forward Arc AT4+

Fixed Forward Arc

Imperial Navy Marauder Bomber Type

Speed

Armour

Close Combat

Firefight

Aircraft

Bomber

4+

n/a

n/a

Notes

Weapon

Range

2x Twin Heavy Bolters

15cm

Firepower AA5+

Twin Lascannon

45cm

AT4+/AA4+

Fixed Forward Arc

Bomb racks

15cm

2BP

Fixed Forward Arc

_

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Codex Space Marine Army List Space Marine armies have a strategy rating of 5. All Space Marine and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The ‘They Shall Know No Fear’ rule applies to all Space Marine formations. SPACE MARINE DETACHMENTS DETACHMENT Assault Bike Devastator

Terminator

UNITS Four Assault units Five Bike units Four Devastator units plus transports Four Land Raiders Five Land Speeders One Landing Craft Four Predators (may choose either Annihilators or Destructors or a combination of the two) Four Scout units plus transports One Strike Cruiser Six Tactical units plus transports Four Terminator units

Thunderhawk Vindicator Whirlwind

One Thunderhawk Gunship Four Vindicators Four Whirlwinds

UPGRADE Attack Bike Battle Barge Commander

UNITS Replace any number of Bike units with 1 Attack Bike each Replace Strike Cruiser with Battle Barge Add one Space Marine Commander character to a unit in the formation. The commander may be a Captain, Librarian or Chaplain. One Space Marine Commander in the army may be a Supreme Commander Add one or two Dreadnoughts Add one Hunter Add up to four Land Raiders Add any number of Razorbacks, up to the number required to transport the formation. For every two Razorbacks purchased one Rhino is removed from the formation One Scout unit may be given the Sniper ability Replace any number of Land Speeders with 1 Land Speeder Tornado or Typhoon each Add one or two Vindicators

Land Raider Land Speeder Landing Craft Predators

Scout Strike Cruiser Tactical

UPGRADES ALLOWED Commander, Vindicator Commander, Attack bike Commander, Razorback, Dreadnought, Hunter, Land Raider, Vindicator Commander, Vindicator, Hunter Commander, Typhoon/Tornado None Commander, Vindicator, Hunter

POINTS COST 175 points 200 points 250 points

Commander, Razorback, Sniper

150 points

Battle Barge Commander, Dreadnought, Razorback, Hunter, Vindicator Commander, Land Raiders, Dreadnought, Vindicator None Commander, Hunter Commander, Hunter

200 points 300 points

350 points 200 points 350 points 275 points

350 points 200 points 250 points 300 points

SPACE MARINE UPGRADES

Dreadnought Hunter Land Raiders Razorbacks

Sniper Typhoon/Tornado Vindicator

IMPERIAL NAVY AIRCRAFT FORMATION COST Two Thunderbolt Fighters 150 points Two Marauder Bombers 250 points

COST Free 150 points 50 points (+50 points if Supreme Commander) 50 points each 75 points 75 points each 25 points per Razorback

25 points 25 points per Typhoon 10 points per Tornado 50 points per Vindicator

TITAN LEGION BATTLEGROUPS FORMATION One Warlord Class Titan One Reaver Class Titan Formation of two Warhound Class Titans One Warhound Class Titan

COST 850 points 650 points 500 points 275 points

Using the army List • •

Each Space Marine upgrade can be taken once per Space Marine Detachment (If the upgrade is allowed for that formation of course!) A maximum of up to a third of the points available to the army may be spent on Imperial Navy and Titan formations.

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Codex: Black Templar Space Marines

Black Templar Special Rules

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Crusaders of the Emperor – With the creation of the Black Templars Rogal Dorn, patriarch of the Imperial Fists, chose Sigismund to lead the Black Templars. Sigismund’s faith in the Emperor earned him the title ‘Emperor’s Champion’. On leaving the planet Terra, Sigismund swore that he and his Black Templars would never rest until all enemies of the faith were vanquished. Black Templars are a crusading army and therefore spend more time onboard space craft than any other chapter. A Black Templar army MUST include one (and one only) space craft. Note that the Black Templar player does not have to deploy any of his army within the space craft if he doesn’t want to (in this case it’s assumed that the Black Templars have already landed on the planet before the battle commences).

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Black Templar Special Units (For all other Black Templar unit stats, please see pages 5 to 13)

Black Templar Commander Type Character

Speed n/a

Armour n/a

Weapon Power Weapon

Range (base contact)

Firepower Assault Weapons

Close Combat n/a

Firefight n/a

Notes Macro-weapon, Extra Attack (+1)

Notes: Space Marine Commanders can be one of three types: Castellans, Chaplains, or Marshals. All are Characters and have an Invulnerable Save and the Leader Abilities. Castellans also have the Commander special ability. Chaplains are inspiring. Marshals have the Supreme Commander ability.

Sigismund Black Templar Emperor's Champion Type Character

Speed n/a

Armour n/a

Weapon

Range

Firepower

Power Weapon

(base contact)

Assault Weapons

Close Combat n/a

Firefight n/a

Notes Macro-weapon, Extra Attack (+1)

Notes: Invulnerable Save / Leader / inspiring / Fearless. The Emperor's Champion may only join Tactical and Terminator stands.

Black Templar Neophyte Type Infantry

Speed 15cm

Armour 5+

Close Combat 4+

Weapon Shotguns Heavy Bolter

Range (15cm) 30cm

Firepower Small Arms AP5+

Notes _ _

Firefight 5+

Notes: Scouts / Infiltrators Transport : Neophytes count as Tactical marine units for all transport rules.

Black Templar Land Raider Crusader Type Armoured Vehicle

Speed 25cm

Armour 4+

Close Combat 6+

Weapon Twin Assault Cannon Hurricane bolters Pintle-mounted Multi Melta

Range 30cm (15cm)

Firepower AP4+/AT5+ Small arms

Notes _ extra attacks (+1)

(15cm)

Small arms

_

Firefight 4+

Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry two Terminator units OR three of the following units: Tactical, Devastator and Neophyte units)

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Black Templar Thunderhawk Transporter Type War Engine Aircraft

Speed Bomber

Armour 5+

Close Combat 6+

Weapon 2x Twin Heavy Bolter

Range 15cm

Firepower AP4+/AA5+

Notes All round

Firefight 6+

Damage Capacity 2. Critical Hit Effect. The Thunderhawks control surfaces are damaged. The pilot loses contol and the Thunderhawk crashes to the ground, killing all on board.

Notes: Planetfall, Reinforced Armour, Transport (may carry two of the following units: Rhinos, Hunters, Predators, Razorbacks, Vindicators OR 1 Land Raider plus transported infantry).

Designer Notes: The entire Thunderhawk Transporter formation is counted as one War Engine for both War Engine transport rule (e.g. one transported formation can be split between multiple aircrafts within one Thunderhawk Transporter formation) and for the allocation of Hits.

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Codex Black Templar Army List Black Templar armies have a strategy rating of 5. All Black Templar formations have an initiative rating of 1+. The ‘They Shall Know No Fear’ rule applies to all Black Templar formations. BLACK TEMPLAR DETACHMENTS DETACHMENT Assault Bike Devastator Land Raider

Land Speeder Landing Craft Predators

1 Strike Cruiser Tactical

Terminator Thunderhawk Thunderhawk Transporter Vindicator

A Black Templar force must include One Spaceship UNITS UPGRADES ALLOWED Four Assault units Commander, Vindicator, Five Bike units Commander, Attack bike, Four Devastator units plus Commander, Razorback, Dreadnought, transports Hunter, Land Raider, Vindicator Four Land Raiders (may choose Commander, Vindicator, Hunter either Land Raiders or Land Raider Crusaders or a combination of the two) Five Land Speeders Commander, Typhoon/Tornado One Landing Craft None Four Predators Commander, Vindicator, Hunter (may choose either Annihilators or Destructors or a combination of the two) One Strike Cruiser Battle Barge Six Tactical units plus transports Commander, Emperor's Champion, Dreadnought, Razorback, Hunter, Land Raider, Vindicator, Neophyte Four Terminator units Commander, Emperor's Champion, Land Raiders, Dreadnought, Vindicator One Thunderhawk Gunship None One Thunderhawk Transporter Thunderhawk Transporter Four Vindicators Commander, Vindicator, Hunter

POINTS COST 175 points 200 points 250 points 350 points

200 points 350 points 275 points

200 points 300 points

350 points 200 points 200 points 250 points

BLACK TEMPLAR UPGRADES UPGRADE Attack Bike Battle Barge Commander

UNITS Replace any number of Bike units with 1 Attack Bike each Replace Strike Cruiser with Battle Barge Add one Space Marine Commander character to a unit in the formation. The commander may be a Castellan or Chaplain. One Space Marine Commander in the army may be a Marshal

Dreadnought Emperor's Champion

50 points each Add one or two Dreadnoughts Add one Emperor's Champion (only one Emperor's Champion allowed per army) 75points

Hunter Land Raiders Neophyte Razorbacks

Add one Hunter Add up to four Land Raiders or Land Raider Crusaders Add up to two Neophyte stands plus transports Add any number of Razorbacks, up to the number required to transport the formation. For every two Razorbacks purchased one Rhino is removed from the formation Add one additional Thunderhawk Transporter to the formation Replace any number of Land Speeders with 1 Land Speeder Tornado or Typhoon each Add one or two Vindicators

Thunderhawk Transporter Typhoon/Tornado Vindicator

COST Free 150 points 50 points (+50 points if Marshal)

75 points 75 points each 25 points each 25 points per Razorback

100 points 25 points per Typhoon 10 points per Tornado 50 points each

Using the army List • •

Each Space Marine upgrade can be taken once per Space Marine Detachment (If the upgrade is allowed for that formation of course!). One spacecraft must be purchased.

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Codex: Blood Blood Angel Space Marines

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Blood Angel Units (For all other Blood Angel unit stats, please see pages 5 to 13)

Blood Angel Death Company Type Infantry Jump Packs

Speed 15cm 30cm

Armour 4+

Close Combat 3+

Weapon Bolt Pistols Chainswords

Range (15cms) (base contact)

Firepower Small Arms Assault weapons

Notes

Firefight 5+

_ extra attacks (+1)

Notes: Invulnerable, fearless. Death Company Assault: Death company ignore any blast marker penalties when attempting an engage order. Transport: Death company count as Tactical marine units for all transport rules, unless the jump pack upgrade is selected then the formation looses the plus transport special rule and gain Jump Pack

Blood Angel Dreadnought Type Armoured Vehicle

Speed 15cm

Armour 4+

Weapon Power Fist Assault Cannon

Range (base contact) 30cm

Firepower Assault weapons AP5+/AT5+

Close Combat 4+

Firefight 4+

Notes Macro-weapon, extra attacks (+1) _

Notes: Walker

Blood Angel Furioso Dreadnought Type Armoured Vehicle

Speed 15cm

Armour 4+

Weapon Power Fist Power Fist

Range (base contact) (base contact)

Firepower Assault weapons Assault weapons

Close Combat 4+

Firefight 5+

Notes Macro-weapon, extra attacks (+1) Macro-weapon, extra attacks (+1)

Notes: Walker

Blood Angel Baal Predator Type Armoured Vehicle

Speed 30cm

Armour 4+

Weapon Twin Assault Cannon 2x Heavy Flamer AND

Range 30cm 15cm (15cm)

Firepower AP4+/AT5+ AP4+ Small Arms

Close Combat 6+ Notes _ Ignore cover Ignore cover

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Firefight 4+

Codex Blood Angels Army List Blood Angel armies have a strategy rating of 5. All Blood Angel and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The ‘They Shall Know No Fear’ applies to all Blood Angel formations.

BLOOD ANGEL DETACHMENTS DETACHMENT Assault Baal Predators Bike 1 Death Company Land Raider Land Speeder Landing Craft Predators

Scout Strike Cruiser Tactical

Terminator Thunderhawk Vindicator Whirlwind

The Death Company formation is compulsory UNITS UPGRADES ALLOWED Six Assault units Commander, Vindicator Four Baal Predators Commander Five Bike units Commander, Attack bike Four Death Company units Commander (Chaplain only ), plus transports Jump Packs Four Land Raiders Commander, Vindicator, Hunter Five Land Speeders Commander, Typhoon/Tornado One Landing Craft None Four Predators Commander, Vindicator, Hunter, (may choose either Annihilators or Destructors or a combination of the two) Four Scout units plus Commander, Razorback, Sniper transports One Strike Cruiser Battle Barge Commander, Dreadnought, Razorback, Six Tactical units plus transports Hunter, Vindicator Commander, Land Raiders,Dreadnought, Four Terminator units Vindicator One Thunderhawk Gunship None Four Vindicators Commander, Hunter Four Whirlwinds Commander, Hunter

POINTS COST 250 points 300 points 200 points 300 points 350 points 200 points 350 points 275 points

150 points 200 points 300 points

350 points 200 points 250 points 300 points

BLOOD ANGEL UPGRADES UPGRADE Attack Bike Battle Barge Commander

Dreadnought Hunter Jump Packs Land Raiders Razorbacks

Sniper Typhoon/Tornado Vindicator

UNITS Replace any number of Bike units with 1 Attack Bike each Replace Strike Cruiser with Battle Barge Add one Space Marine Commander character to a unit in the formation. The commander may be a Captain, Librarian or Chaplain. One Space Marine Commander in the army may be a Supreme Commander Add one or two Dreadnoughts or Furioso Dreadnoughts Add one Hunter All members of the Death Company formation may upgrade to jump packs (increasing their movement to 30cm) Add up to four Land Raiders Add any number of Razorbacks, up to the number required to transport the formation. For every 2 Razorbacks purchased one Rhino is removed from the formation. One Scout unit may be given the Sniper ability Replace any number of Land Speeders with 1 Land Speeder Tornado or Typhoon each Add one or two Vindicators

IMPERIAL NAVY AIRCRAFT FORMATION COST Two Thunderbolt Fighters 150 points Two Marauder Bombers 250points

COST Free 150 points 50 points (+50 points if Supreme Commander) 50 points each 75 points 50 points 75 points each 25 points per Razorback

25 points 25 points per Typhoon 10 points per Tornado 50 points each

TITAN LEGION BATTLEGROUPS FORMATION One Warlord Class Titan Formation One Reaver Class Titan Formation Formation of two Warhound Class Titans One Warhound Class Titan Formation

COST 850 points 650 points 500 points 275 points

Using the army List • •



One Death Company formation is compulsory. Each Space Marine upgrade can be taken once per Space Marine Detachment (If the upgrade is allowed for that formation of course!) A maximum of up to a third of the points available to the army maybe spent on Imperial Navy and Titan formation

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Codex: Dark Angel Space Marines

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Dark Angel Special Rules The Great Secret – Every time the Dark Angels enter battle they enter it with a great secret. During the Horus Heresy some Dark Angels fought for the powers of Chaos (these traitors are called the Fallen). To this day the remaining faithful Dark Angels hide this secret in fear that, if uncovered, they might be hunted by other Space Marine Chapters. Because of this a Dark Angels army will never ally itself with any forces of the Imperium.

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Dark Angel Units (For all other Dark Angel unit stats, please see pages 5 to 13)

Deathwing Terminators Type Infantry

Speed 15cm

Armour 4+

Close Combat 3+

Weapon Storm Bolters 2x Assault Cannon Power Weapons

Range (15cms) 30cm (base contact)

Firepower Small Arms AP5+/AT5+ Assault weapons

Notes

Firefight 3+

_ _ Macro-weapon, Extra attack (+1)

Notes: Reinforced Armour, Teleport, Thick Rear Armour.

Dark Angel Devastator Type Infantry

Speed 15cm

Armour 4+

Close Combat 5+

Weapon 2x Plasma Cannons

Range 30cm

Firepower AP4+/AT4+

Notes Slow Firing

Firefight 4+

Ravenwing Bike Squadron Type Infantry

Speed 35cm

Armour 4+

Close Combat 3+

Weapon Bolters Chainswords

Range (15cm) (base contact)

Firepower Small Arms Assault weapons

Notes _ _

Firefight 4+

Notes: Mounted, Invulnerable Save, Teleporter Homer - If a Deathwing formation teleports within 15cm of a bike stand (note the whole formation has to be within 15 cm) then the Deathwing terminators are allowed to re-roll any failed teleporting tests. Note that if the Bike Stand is broken then this ability may no longer be used.

Ravenwing Attack Bike Type Light Vehicle

Speed 35cm

Armour 4+

Close Combat 5+

Weapon Heavy Bolter

Range 30cm

Firepower AP5+

Notes _

Firefight 4+

Notes: Invulnerable Save, Teleporter Homer - If a Deathwing formation teleports within 15cm of a bike stand (note the whole formation has to be within 15 cm) then the Deathwing terminators are allowed to re-roll any failed teleporting tests. Note that if the Bike Stand is broken then this ability may no longer be used.

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Ravenwing Land Speeder Type Light Vehicle

Speed 35cm

Armour 4+

Close Combat 6+

Weapon

Range

Notes

Multi-melta

15cm

Firepower MW 5+ and small arms

Firefight 5+

Macro Weapon

Notes: Skimmer, Scout, Invulnerable Save. The multi-melta can shoot and be used to confer the macro-weapon ability to the unit's firefight value

Ravenwing Land Speeder Tornado Type Light Vehicle

Speed 35cm

Armour 4+

Close Combat 6+

Weapon Assault Cannon Heavy Bolter

Range 30cm 30cm

Firepower AP5+/AT5+ AP5+

Notes _ _

Firefight 5+

Notes: Skimmer, Scout, Invulnerable Save.

Ravenwing Land Speeder Typhoon Type Light Vehicle

Speed 35cm

Armour 4+

Close Combat 6+

Weapon Twin Typhoon Missile Heavy Bolter

Range 45cm 30cm

Firepower AP3+/AT5+ AP5+

Notes _ _

Notes: Skimmer, Scout, Invulnerable Save.

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Firefight 5+

Codex Dark Angel Army List Dark Angel armies have a strategy rating of 5. All Dark Angel formations have an initiative rating of 1+. The ‘They Shall Know No Fear’ rule applies to all Dark Angel formations. DARK ANGEL DETACHMENTS DETACHMENT Assault Deathwing Devastator

Land Raider Landing Craft Predators

Ravenwing

Scout Strike Cruiser Tactical Thunderhawk Vindicator Whirlwind

UNITS Four Assault units Four Deathwing Terminator units Four Dark Angel Devastator units plus transports Four Land Raiders One Landing Craft Four Predators (may choose either Annihilators or Destructors or a combination of the two) A Ravenwing formation consists of four units of Ravenwing bikes, two units of Ravenwing attack bikes and two units of Ravenwing Land speeders

UPGRADES ALLOWED Commander, Vindicator Commander, Land Raiders, Dreadnought, Vindicator Commander, Razorback, Dreadnought, Land Raider, Vindicator

POINTS COST 175 points 350 points

Commander, Vindicator, Hunter None Commander, Vindicator, Hunter

350 points 350 points 275 points

Commander,Typhoon, Tornado

400 points

Four Scout units plus transports One Strike Cruiser Six Tactical units plus transports One Thunderhawk Gunship Four Vindicators Four Whirlwinds

Commander, Razorback, Sniper

150 points

Battle Barge Commander, Dreadnought, Razorback, Hunter, Vindicator None Commander, Hunter Commander, Hunter

200 points 300 points

300 points

200 points 250 points 300 points

DARK ANGEL UPGRADES UPGRADE Battle Barge Commander

Dreadnought Hunter Land Raiders Razorbacks

Sniper Typhoon/Tornado Vindicator

UNITS Replace Strike Cruiser with Battle Barge Add one Space Marine Commander character to a unit in the formation. The commander may be a Captain, Librarian or Chaplain. One Space Marine Commander can be upgraded to a Supreme Commander. Add one or two Dreadnoughts Add one Hunter Add up to four Land Raiders Add any number of Razorbacks, up to the number required to transport the formation. For every 2 Razorbacks purchased one Rhino is removed from the formation. One Scout unit may be given the Sniper ability Replace any number of Ravenwing Land Speeders with 1 Ravenwing Land Speeder Tornado or Typhoon each Add one or two Vindicators

COST 150 points 50 points (+50 points if Supreme Commander) 50 points each 75 points 75 points each 25 points per Razorback

25 points 25 points per Typhoon 10 points per Tornado 50 points each

Using the army List



Each Space Marine upgrade can be taken once per Space Marine Detachment (If the upgrade is allowed for that formation of course!)

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Codex: White Scar Space Marines

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White Scar Special Rules White Scar Transport – The White Scars are a highly mobile army. Because of this, the points cost of a detachment usually includes enough transport vehicles to transport it and any upgrades that have been taken. The number of vehicles will always be the minimum needed to carry the formation; you can’t take extras along to cover any losses! The transport vehicles will be Land Raiders if the detachment is Terminators, Rhinos for any other form of detachment. Note that many formations don’t receive transports, usually because they can’t fit into them. Detachments that come with vehicles will be noted as having ‘plus transport’ in the units section of the army list. White Scars detachments must take the transport vehicles for a detachment – you cannot leave them behind in order to use the unit as a garrison. You can only choose to ignore this if the detachment is instead to be deployed from a Thunderhawk Gunship. In addition, you may choose to replace a detachment’s Rhinos with Drop Pods. If you do this, all transported detachments which are eligible, in the army must deploy from Drop Pods – you can’t have some in transport vehicles and some deploying from Drop Pods. If you choose to use Drop Pods, then the affected detachments will enter play in Drop Pods using the rules for planetfall (see the EPIC Armageddon Rulebook, section 4.4). Note that you will require at least one Space Marine Strike Cruiser or Battle Barge to deploy the Drop Pods from.

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White Scar Units (For all other White Scar unit stats, please see pages 5 to 13)

White Scar Bike Squadron Type Infantry

Speed 35cm

Armour 4+

Close Combat 3+

Weapon Bolters Chainswords

Range (15cm) (base contact)

Firepower Small Arms Assault weapons

Notes _ _

Firefight 4+

Notes: Mounted, Walker (they aren't really walkers - the White Scars don't get walking bikes - but they do benefit from the rules for walkers to represent their incredible riding skills and ability to negotiate difficult terrain with ease).

White Scar Attack Bike Type Light Vehicle

Speed 35cm

Armour 4+

Close Combat 5+

Weapon Heavy Bolter

Range 30cm

Firepower AP5+

Notes _

Firefight 4+

Notes: Walker (they aren't really walkers - the White Scars don't get walking bikes - but they do benefit from the rules for walkers to represent their incredible riding skills and ability to negotiate difficult terrain with ease)

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Codex White Scar Army List White Scar armies have a strategy rating of 5. All White Scar and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The ‘They Shall Know No Fear’ rule applies to all White Scar formations. WHITE SCAR DETACHMENTS DETACHMENT Assault Bike Land Speeder Landing Craft Predators

Scout Strike Cruiser Tactical Terminator Thunderhawk Whirlwind

UNITS Four Assault units Eight White Scar Bike units Five Land Speeders One Landing Craft Four Predators (may choose either Annihilators or Destructors or a combination of the two) Four Scout units plus transport One Strike Cruiser Six Tactical units plus transports Four Terminator units plus transports One Thunderhawk Gunship Four Whirlwinds

UPGRADES ALLOWED Commander Commander, Attack bike Commander, Typhoon/Tornado None Commander, Vindicator, Hunter

POINTS COST 175 points 400 points 200 points 350 points 275 points

Commander, Razorback, Sniper

150 points

Battle Barge Commander, Razorback,

200 points 300 points

Commander

600 points

None Commander, Hunter, Vindicator

200 points 300 points

WHITE SCAR UPGRADES UPGRADE Attack Bike Battle Barge Commander

Hunter Razorbacks

Sniper Typhoon/Tornado Vindicator

UNITS Replace any number of White Scar Bike units with 1 White Scar Attack Bike each Replace Strike Cruiser with Battle Barge Add one Space Marine Commander character to a unit in the formation. The commander may be a Captain, Librarian or Chaplain. One Space Marine Commander in the army may be a Supreme Commander Add one Hunter Add any number of Razorbacks, up to the number required to transport the formation. For every 2 Razorbacks purchased one Rhino is removed from the formation. One Scout unit may be given the Sniper ability Replace any number of Land Speeders with 1 Land Speeder Tornado or Typhoon each Add one or two Vindicators

IMPERIAL NAVY AIRCRAFT FORMATION COST Two Thunderbolt Fighters 150 points Two Marauder Bombers 250points

COST Free 150 points 50 points (+50 points if Supreme Commander) 75 points 25 points per Razorback

25 points 25 points per Typhoon 25 points per Tornado 50 points each

TITAN LEGION BATTLEGROUPS FORMATION Formation of Two Warhound Class Titans One Warhound Class Titan

COST 500 points 275 points

Using the army List • •

Each Space Marine upgrade can be taken once per Space Marine Detachment (If the upgrade is allowed for that formation of course!) A maximum of up to a third of the points available to the army maybe spent on Imperial Navy and Titan formations.

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Battle for Gemina V Gemina V, located on the edges of the Imperium was one of the first planets to be infected by Chaos. Its population was low, due to the snow that covered the whole planet of every day of every year. However Gemina V had massive fuel resources needed to sustain the Imperium’s advance across the galaxies. Gemina V had to be retaken; the Space Marines of the Imperial Fists were given this task! Initial Imperial Fist Space Marine deployment: Imperial Fist Tactical formations landed and secured strategic locations quickly.

Armoured Column: With Strategic Locations secure, more Imperial Fist tactical formations arrive; supported and protected by formations of Predators.

Thunderhawk Assault: A Thunderhawk unloads its deadly cargo!

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EPIC UK Space Marines What, How and Why So you’ve just finished reading through the lovely new EPIC UK Space Marine codex, however you have some questions; what has EPIC UK done? How have you done it and why? Well this part of the army book is here to help you out! Below you will find out what we’ve done, how and why we did it. Have a read though this and find out what was in the EPIC UK team’s head when we built each of the Space Marine army lists (not as scary as it sounds!). The overall picture For a while now EPIC tournament players have been asking and asking (and asking if I’m honest) for new army lists. So EPIC UK has risen to the task and created its own army books for UK EPIC tournaments. However one issue pointed out was that none of us had actually written an army book before; sure we all have tones of experience playing EPIC, however we still hadn’t produced an army book! So it was very clear from the start that we shouldn’t launch ourselves into a brand new army list straight away, for example Tyranids or Tau. We should build up our experience by starting with the army lists already approved for tournament play, and there was only one place to start … the Space Marines! Space Marine army book is born So Space Marines it is then! Before this release there were only two Space Marine army lists out, the generic and the White Scar army lists. It was very clear to us that additional army lists would be needed but not too many. Each individual army list had to have its own character, its own way of fighting, its own positives and negatives but above all it had to be balanced. Now at EPIC UK we believe that the Space Marine army lists were pretty much balanced before this product was released. Okay a few changes had to be made but not a lot; because of this EPIC UK would mainly focus on points changes (because it’s less confusing). The Generic army list The generic army list didn’t take long. Firstly all approved changes from the EPIC errata were added and then we looked into the limited amount of rules changes we wanted to make. Firstly was the poor old attack bike; hardly ever seen in tournaments we wanted to make sure that this could be a feature for the future. We increased its speed to 35cm (same as a bike stand) and allowed it to be transported by a Thunderhawk. Next was the Vindicator. Firstly we increase its movement up to 25cm and then we reduced the points of the formation of Vindicators to 250 points. We also reduced the points of the Vindicator as an upgrade (to 50 points each). After this it was just point increases or decreases. The ever popular Terminator formation went up to 350 points; also the single Warhound went up to 275 points. These two units seem to be the core of tournament Space Marine armies at the moment; they were deemed too good for their current points cost and so EPIC UK put them both up by 25 points each.

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The Predator formation came down to 275 points, the Land Raider formation came down to 350 points (Land Raider upgrades also came down to 75 points each) and the Marauder Bombers came down to 250 points. All these units were determined to be underpowered relative to other choices within the Space Marine army list; therefore we had to drop their points. This was pretty much all the changes for the generic Space Marine army list; we wanted to allow people to play the Space Marine army as they had always done. However we wanted to make formations, that were previously over shadowed, a valid option. Black Templars The first of the new Space Marine army lists. The Black Templars are an army crusading across the stars. Therefore life onboard a spacecraft is second nature to the Black Templars. The Black Templars unique style of fighting would involve using rapid deployment from space and transporter aircraft. They would have more options to transport Space Marine formations into battle using aircraft that any other Space Marine chapter. Firstly because Black Templars crusade across the universe in a Space Marine spacecraft, imperial allies were lost. This created a massive negative for the army so positives needed to be added. The first new unit for the Black Templars is the Emperors Champion. The character is 0-1 and has inspiring (meaning that one formation in a Black Templars army can have two inspiring characters). Secondly Neophytes (scouts to normal Space Marine players) were added as an upgrade for tactical formations, to bolster their numbers. As described in Black Templar history, Neophytes don’t fight as separate formations unlike scouts in other Space Marine armies, instead they fight alongside tactical Space Marines. The third new unit added was the Land Raider Crusader. This tank sacrifices its long range anti-tank ability for a more anti-personnel array of firepower. With the ability to deploy three tactical units within one land Raider Crusader it makes them a viable transport option, and with 2 Fire Fight 4+ attacks it will hopefully encourage their usage. The final new unit is the Thunderhawk Transporter. The whole point of this new unit is to allow a Black Templar player to fly in formations for close support; the Thunderhawk Transporter is not another air assault formation (hence the 5+ reinforced armour save). The Thunderhawk Transporter is the only flying transporter that can be bought in pairs allowing a Black Templar player to bring in big formations with ground transport. Finally the last change was the removal of the Whirlwind formation. The Black Templars, being a crusading race, wouldn’t use artillery within its armies; the Whirlwind did not suite the Black Templar style of play.

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Blood Angels The idea behind the Blood Angel army was simple; its main advantage would be engaging in close combat; however getting there would be a little trickier. The first draft of the Blood Angel list had all the formations, within the generic Space Marine army list, and more; therefore the Blood Angels had positives over the generic Space Marine army list but none of the negatives. The first negative added was the removal of the Devastator formation. We realise that Blood Angels can have Devastators in other game systems, however it was clear that they didn’t fit into the overall Blood Angel theme of engaging in close combat. Secondly the Assault formation was increased to 6 stands. While this gives some advantages it also gives a big disadvantage because you can only fit one formation into a Thunderhawk (meaning you can’t have two assault formations with two Chaplains). The first unit added, the Death Company, went through many, many versions; this unit was probably the most worked on within the whole Space Marine army book. The final version we feel is correctly balanced; on the one hand they have 2 attacks in close combat on 3+, they are fearless and can have jump packs and a Chaplain. However, if they have the Chaplain and jump packs, the unit is 400 points for 4 stands. The second unit we changed was the Dreadnought. Again, just like the Devastators, the heavy firepower Dreadnought didn’t fit within the Blood Angel theme and so that Dreadnought was removed. In its place we put a Furiso Dreadnought; equipped with 2 power fists it made this Dreadnought useful in close combat but not in fire fight or shooting. The final new unit we added was the Baal Predator. This formation is a monster against infantry (potentially 12 AP 3+ shots if sustaining) however it has to get within 15cm to have any big impact. It’s what we call a ‘glass hammer’ formation; it’s very powerful if the Blood Angel player is allowed to use them how they want to, however if the enemy attacks them they will die very quickly (they only have a 4+ save). Dark Angles It was clear from the start that the Dark Angels shouldn’t have any imperial allies (because of their dark secret) and so, just like the Black Templars, we had to find positives to balance out the negatives. The First new unit added was the Ravenwing. This unit would incorporate the bike and landspeeder formations of other Space Marine armies. This is an 8 stand fast attack option for the Dark Angels with each stand getting a 6+ invulnerable save. We didn’t want to give the Ravenwing the same special ability as the White Scars, and so the invulnerable save fit in well with the Ravenwing’s background. During later development the Ravenwing also received a teleporter homer; this little device allows Deathwing formations (Terminators to you and me) to re-roll their teleporting dice when landing within 15cm of a bike stand. This gives the Dark Angels its own unique style of fighting and fits well with the background of the Dark Angles (i.e. the Ravenwing located the enemy and then the Deathwing teleport in to kill the enemy). The next change was with the Devastator formation. Dark Angels prefer to use Plasma Cannons and so the normal missile launcher was replaced; however during testing we found that the Plasma Cannon upgrade was too good for a 250

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point unit and so, the price of the Dark Angel Devastator formation went up to 300 points. White Scars The White Scars had the smallest amount of changes out of all the specialist Space Marine armies. Apart from the changes in the generic list, being incorporated into the White Scar list, not a lot else has changed. The Terminator with Land Raider formation is cheaper than in the generic lists; however this formation has always been cheaper. Well I hope this answers your questions of What, How and Why. If not please send the EPIC UK team an email and we will try to answer your query as best as possible. Thank you The EPIC UK Team

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