1
EPIC UK presents
Codex: Space MarinesCodex: Space MarinesCodex: Space MarinesCodex: Space Marines
An unofficial codex for use with Games Workshop's Epic Armageddon rule set
Version: 010409
2
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 war-game, 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.
3
Contents
Page 1. Codex: Generic Space Marines
Page 2. Information
Page 3. Contents
Page 4. Space Marine special rules
Page 5-10. Space Marine units
Page 11-12. Imperial Allies – Titan legion support
Page 13. Imperial Allies – Imperial Navy support
Page 14. Codex Space Marine Army List
Page 15. Codex: Black Templar Space Marines
Page 16. Black Templar Special Rules
Page 17-18. Black Templar Special Units
Page 19. Black Templar Army List
Page 20.. Codex: Blood Angel Space Marines
Page 21. Blood Angel Special Units
Page 22. Blood Angel Army List
Page 23. Codex: Dark Angel Space Marines
Page 24. Dark Angel Special Rules
Page 25-26. Dark Angel Special Units
Page 27. Dark Angel Army List
Page 28. Codex: White Scar Space Marines
Page 29. White Scar Special Rules
Page 30. White Scar Special Units
Page 31. White Scar Army List
Page 32. Gemina V.
Page 33-36. EPIC UK Space Marines: What, How and Why
4
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.
5
Space Marine Units
Type Speed Armour Close Combat Firefight
Character n/a n/a n/a n/a
Weapon Range Firepower Notes
Power Weapon (base contact) Assault Weapons
Smite (15cms) Small Arms
Space Marine Commander
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.
Type Speed Armour Close Combat Firefight
Infantry 15cm 4+ 3+ 3+
Weapon Range Firepower Notes
Storm Bolters (15cms) Small Arms
2x Assault Cannon 30cm AP5+/AT5+
Power Weapons (base contact) Assault weapons
Space Marine Terminators
_
_
Notes: Reinforced Armour, Teleport, Thick Rear Armour
Macro-weapon, Extra attack (+1)
Type Speed Armour Close Combat Firefight
Infantry 15cm 4+ 4+ 4+
Weapon Range Firepower Notes
Bolters (15cms) Small Arms
Missile Launcher 45cm AP5+ / AT6+
Space Marine Tactical
_
_
Type Speed Armour Close Combat Firefight
Infantry 30cm 4+ 3+ 5+
Weapon Range Firepower Notes
Bolt Pistols (15cms) Small Arms
Chainswords (base contact) Assault weapons
Space Marine Assault
_
_
Notes: Jump Packs
Type Speed Armour Close Combat Firefight
Infantry 15cm 4+ 5+ 3+
Weapon Range Firepower Notes
2x Missile Launcher 45cm AP5+ / AT6+ _
Space Marine Devastator
6
Type Speed Armour Close Combat Firefight
Infantry 15cm 5+ 4+ 5+
Weapon Range Firepower Notes
Shotguns (15cm) Small Arms _
Heavy Bolter 30cm AP5+ _
Space Marine Scouts
Notes: Scouts / Infiltrators
Type Speed Armour Close Combat Firefight
Armoured Vehicle 15cm 4+ 4+ 4+
Weapon Range Firepower Notes
Missile Launcher 45cm AP5+/AT6+ _
Twin Lascannon 45cm AT4+ _
OR
Power Fist (base contact) Assault weapons Macro-weapon, extra attacks (+1)
Assault Cannon 30cm AP5+/AT5+ _
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 Dreadnought
Type Speed Armour Close Combat Firefight
Infantry 35cm 4+ 3+ 4+
Weapon Range Firepower Notes
Bolters (15cm) Small Arms _
Chainswords (base contact) Assault weapons _
Notes: Mounted
Space Marine Bike Squadron
Type Speed Armour Close Combat Firefight
Light Vehicle 35cm 4+ 5+ 4+
Weapon Range Firepower Notes
Heavy Bolter 30cm AP5+ _
Space Marine Attack Bike
Type Speed Armour Close Combat Firefight
Light Vehicle 35cm 4+ 6+ 5+
Weapon Range Firepower Notes
Multi-melta 15cm
MW 5+ and small
arms Macro Weapon
Space Marine Land Speeder
Notes: Skimmer, Scout. The multi-melta can shoot and be used to confer the macro-weapon ability to the unit's firefight value
7
Type Speed Armour Close Combat Firefight
Light Vehicle 35cm 4+ 6+ 5+
Weapon Range Firepower Notes
Assault Cannon 30cm AP5+/AT5+ _
Heavy Bolter 30cm AP5+ _
Space Marine Land Speeder Tornado
Notes: Skimmer, Scout.
Type Speed Armour Close Combat Firefight
Light Vehicle 35cm 4+ 6+ 5+
Weapon Range Firepower Notes
Twin Typhoon Missile 45cm AP3+/AT5+ _
Heavy Bolter 30cm AP5+ _
Notes: Skimmer, Scout.
Space Marine Land Speeder Typhoon
Type Speed Armour Close Combat Firefight
Armoured Vehicle 25cm 4+ 6+ 4+
Weapon Range Firepower Notes
Demolisher 30cm AP3+/AT4+ Ignore cover
Space Marine Vindicator
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 5+ 6+ 5+
Weapon Range Firepower Notes
Whirlwind 45cm 1BP Indirect Fire
Space Marine Whirlwind
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 5+ 6+ 6+
Weapon Range Firepower Notes
Hunter-Killer 60cm AT4+/AA4+ _
Space Marine Hunter
8
Type Speed Armour Close Combat Firefight
Armoured Vehicle 25cm 4+ 6+ 5+
Weapon Range Firepower Notes
2x Twin Lascannon 45cm AT4+ _
Heavy Bolter 30cm AP4+ _
Space Marine Land Raider
Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry one Terminator unit OR two of the following units: Tactical, Devastator and Scout units)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 5+ 6+ 6+
Weapon Range Firepower Notes
Storm Bolter (15cm) Small arms _
Space Marine Rhino
Notes: Transport (may carry two of the following units: Tactical, Devastator and Scout units)
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 5+ 6+ 5+
Weapon Range Firepower Notes
Twin Heavy Bolter 30cm AP4+ _
OR Twin Lascannon 45cm AT4+ _
Space Marine Razorback
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!
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 4+ 6+ 5+
Weapon Range Firepower Notes
Twin Lascannon 45cm AT4+ _
2x Lascannon 45cm AT5+ _
Space Marine Predator Annihilator
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 4+ 6+ 5+
Weapon Range Firepower Notes
Autocannon 45cm AP5+/AT6+ _
2x Heavy Bolter 30cm AP5+ _
Space Marine Predator Destructor
9
Type Speed Armour Close Combat Firefight
Spacecraft n/a n/a n/a n/a
Weapon Range Firepower Notes
Orbital Bombardment n/a 5BP Macro-weapon
Space Marine Strike Cruiser
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).
Type Speed Armour Close Combat Firefight
Spacecraft n/a n/a n/a n/a
Weapon Range Firepower Notes
Orbital Bombardment n/a 14BP Macro-weapon
Space Marine Battle Barge
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.
Type Speed Armour Close Combat Firefight
War Engine Aircraft Bomber 4+ 5+ 3+
Weapon Range Firepower Notes
2x Twin Lascannon 45cm AT4+ _
3x Twin Heavy Bolter 15cm AP4+/ AA5+ _
Storm Bolters (15cm) Small Arms
Space Marine Landing Craft
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).
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.
Type Speed Armour Close Combat Firefight
War Engine Aircraft Bomber 4+ 6+ 4+
Weapon Range Firepower Notes
Battle Cannon 75cm AP4+/AT4+ Fixed Forward Arc
2x Twin Heavy Bolter 30cm AP4+/AA5+ Fixed Forward Arc
1x Twin Heavy Bolter 15cm AP4+/AA5+ Right Fire Arc
1x Twin Heavy Bolter 15cm AP4+/AA5+ Left Fire Arc
Space Marine Thunderhawk
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).
10
Type Speed Armour Close Combat Firefight
Armoured Vehicle Immobile 5+ None None
Weapon Range Firepower Notes
Deathwind 15cm AP5+/AT5+ 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.
Space Marine Drop Pod
11
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).
Type Speed Armour Close Combat Firefight
War Engine 15cm 4+ 2+ 3+
Weapon Range Firepower Notes
2x Turbo-Laser Destructors 60cm 4x AP5+/AT3+ Fixed Forward Arc
Gatling Blaster 60cm 4xAP4+/AT4+ Forward Arc
Volocano Cannon 90cm MW2+ Titan Killer (D3), Forward Arc
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.
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+.
Warlord Class Battle Titan
Type Speed Armour Close Combat Firefight
War Engine 20cm 4+ 3+ 3+
Weapon Range Firepower Notes
2x Turbo-Laser Destructors 60cm 4x AP5+/AT3+ Forward Arc
Rocket Launcher 60cm 3BP Fixed Forward Arc
Reaver Class Battle Titan
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.
12
Type Speed Armour Close Combat Firefight
War Engine 30cm 5+ 4+ 4+
Weapon Range Firepower Notes
Vulcan Mega-Bolter 45cm 4xAP3+/AT5+ Forward Arc
Plasma Blastgun 45cm 2x MW2+ Slow Firing, Forward Arc
Warhound Class Scout Titan
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.
13
Imperial Allies – Imperial Navy Support
Type Speed Armour Close Combat Firefight
Aircraft Fighter-Bomber 6+ n/a n/a
Weapon Range Firepower Notes
Storm Bolters 15cm AP4+/AA5+ Fixed Forward Arc
Multilaser 30cm AP5+/AT6+/AA5+ Fixed Forward Arc
Underwing Rockets 30cm AT4+ Fixed Forward Arc
Imperial Navy Thunderbolt Fighter
Type Speed Armour Close Combat Firefight
Aircraft Bomber 4+ n/a n/a
Weapon Range Firepower Notes
2x Twin Heavy Bolters 15cm AA5+ _
Twin Lascannon 45cm AT4+/AA4+ Fixed Forward Arc
Bomb racks 15cm 2BP Fixed Forward Arc
Imperial Navy Marauder Bomber
14
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.
DETACHMENT UNITS UPGRADES ALLOWED POINTS COST
Assault Four Assault units Commander, Vindicator 175 points
Bike Five Bike units Commander, Attack bike 200 points
Devastator Four Devastator units plus
transports
Commander, Razorback, Dreadnought,
Hunter, Land Raider, Vindicator
250 points
Land Raider Four Land Raiders Commander, Vindicator, Hunter 350 points
Land Speeder Five Land Speeders Commander, Typhoon/Tornado 200 points
Landing Craft One Landing Craft None 350 points
Predators Four Predators
(may choose either
Annihilators or Destructors
or a combination of the
two)
Commander, Vindicator, Hunter 275 points
Scout Four Scout units plus
transports
Commander, Razorback, Sniper 150 points
Strike Cruiser One Strike Cruiser Battle Barge 200 points
Tactical Six Tactical units plus
transports
Commander, Dreadnought, Razorback,
Hunter, Vindicator
300 points
Terminator Four Terminator units Commander, Land Raiders, Dreadnought,
Vindicator
350 points
Thunderhawk One Thunderhawk Gunship None 200 points
Vindicator Four Vindicators Commander, Hunter 250 points
Whirlwind Four Whirlwinds Commander, Hunter 300 points
UPGRADE UNITS COST
Attack Bike Free
Battle Barge 150 points
Commander 50 points
(+50 points if Supreme
Commander)Dreadnought 50 points each
Hunter 75 points
Land Raiders 75 points each
Razorbacks 25 points per Razorback
Sniper 25 points
Typhoon/Tornado 25 points per Typhoon
10 points per TornadoVindicator 50 points per Vindicator
FORMATION COST FORMATION COST
Two Thunderbolt Fighters 150 points One Warlord Class Titan 850 points
Two Marauder Bombers 250 points One Reaver Class Titan 650 pointsFormation of two Warhound Class Titans 500 points
One Warhound Class Titan 275 points
IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS
One Scout unit may be given the Sniper ability
Replace any number of Land Speeders with 1 Land Speeder Tornado or
Typhoon eachAdd one or two Vindicators
SPACE MARINE DETACHMENTS
SPACE MARINE UPGRADES
Replace any number of Bike units with 1 Attack Bike each
Replace Strike Cruiser with Battle Barge
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 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 CommanderAdd one or two Dreadnoughts
Add one Hunter
Add up to four Land Raiders
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.
15
Black Templar Special Rules
Codex: Codex: Codex: Codex: Black Templar Black Templar Black Templar Black Templar Space MarinesSpace MarinesSpace MarinesSpace Marines
16
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).
17
Black Templar Special Units (For all other Black Templar unit stats, please see pages 5 to 13)
Type Speed Armour Close Combat Firefight
Character n/a n/a n/a n/a
Weapon Range Firepower Notes
Power Weapon (base contact) Assault Weapons
Black Templar Commander
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.
Type Speed Armour Close Combat Firefight
Character n/a n/a n/a n/a
Weapon Range Firepower Notes
Power Weapon (base contact) Assault Weapons
Notes: Invulnerable Save / Leader / inspiring / Fearless. The Emperor's Champion may only join Tactical and Terminator stands.
Sigismund Black Templar Emperor's Champion
Macro-weapon, Extra Attack (+1)
Type Speed Armour Close Combat Firefight
Infantry 15cm 5+ 4+ 5+
Weapon Range Firepower Notes
Shotguns (15cm) Small Arms _
Heavy Bolter 30cm AP5+ _
Black Templar Neophyte
Notes: Scouts / Infiltrators Transport : Neophytes count as Tactical marine units for all transport rules.
Type Speed Armour Close Combat Firefight
Armoured Vehicle 25cm 4+ 6+ 4+
Weapon Range Firepower Notes
Twin Assault Cannon 30cm AP4+/AT5+ _
Hurricane bolters (15cm) Small arms extra attacks (+1)
Pintle-mounted Multi
Melta (15cm)
Black Templar Land Raider Crusader
Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry two Terminator units OR three of the following units: Tactical, Devastator
and Neophyte units)
Small arms _
18
Type Speed Armour Close Combat Firefight
War Engine Aircraft Bomber 5+ 6+ 6+
Weapon Range Firepower Notes
2x Twin Heavy Bolter 15cm AP4+/AA5+ All round
Black Templar Thunderhawk Transporter
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.
19
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.
DETACHMENT UNITS UPGRADES ALLOWED POINTS COST
Assault Four Assault units Commander, Vindicator, 175 points
Bike Five Bike units Commander, Attack bike, 200 points
Devastator Four Devastator units plus
transports
Commander, Razorback, Dreadnought,
Hunter, Land Raider, Vindicator
250 points
Land Raider Four Land Raiders (may choose
either Land Raiders or Land
Raider Crusaders or a
combination of the two)
Commander, Vindicator, Hunter 350 points
Land Speeder Five Land Speeders Commander, Typhoon/Tornado 200 points
Landing Craft One Landing Craft None 350 points
Predators Four Predators
(may choose either Annihilators
or Destructors or a combination
of the two)
Commander, Vindicator, Hunter 275 points
1 Strike Cruiser One Strike Cruiser Battle Barge 200 points
Tactical Six Tactical units plus transports Commander, Emperor's Champion,
Dreadnought, Razorback, Hunter, Land
Raider, Vindicator, Neophyte
300 points
Terminator Four Terminator units Commander, Emperor's Champion, Land
Raiders, Dreadnought, Vindicator
350 points
Thunderhawk One Thunderhawk Gunship None 200 pointsThunderhawk Transporter One Thunderhawk Transporter Thunderhawk Transporter 200 points
Vindicator Four Vindicators Commander, Vindicator, Hunter 250 points
UPGRADE UNITS COST
Attack Bike FreeBattle Barge 150 points
Commander 50 points
(+50 points if Marshal)
Dreadnought 50 points each
Emperor's Champion 75points
Hunter 75 points
Land Raiders 75 points each
Neophyte Add up to two Neophyte stands plus transports 25 points each
Razorbacks 25 points per Razorback
Thunderhawk Transporter 100 points
Typhoon/Tornado 25 points per Typhoon
10 points per TornadoVindicator 50 points each
BLACK TEMPLAR DETACHMENTS
BLACK TEMPLAR UPGRADES
Replace any number of Bike units with 1 Attack Bike eachReplace Strike Cruiser with Battle Barge
Add one additional Thunderhawk Transporter to the formation
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 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
Add one or two Dreadnoughts
Add one Hunter
Add up to four Land Raiders or Land Raider Crusaders
Add one Emperor's Champion (only one Emperor's Champion allowed per army)
Replace any number of Land Speeders with 1 Land Speeder Tornado or
Typhoon eachAdd one or two Vindicators
A Black Templar force must include One Spaceship
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.
20
Codex: Codex: Codex: Codex: BlBlBlBlood Angelood Angelood Angelood Angel
SpaceSpaceSpaceSpace MarinesMarinesMarinesMarines
21
Blood Angel Units (For all other Blood Angel unit stats, please see pages 5 to 13)
Type Speed Armour Close Combat Firefight
Infantry 15cm 4+ 3+ 5+
Jump Packs 30cm
Weapon Range Firepower Notes
Bolt Pistols (15cms) Small Arms
Chainswords (base contact) Assault weapons
Blood Angel Death Company
_
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
Type Speed Armour Close Combat Firefight
Armoured Vehicle 15cm 4+ 4+ 4+
Weapon Range Firepower Notes
Power Fist (base contact) Assault weapons Macro-weapon, extra attacks (+1)
Assault Cannon 30cm AP5+/AT5+ _
Blood Angel Dreadnought
Notes: Walker
Type Speed Armour Close Combat Firefight
Armoured Vehicle 15cm 4+ 4+ 5+
Weapon Range Firepower Notes
Power Fist (base contact) Assault weapons Macro-weapon, extra attacks (+1)
Power Fist (base contact) Assault weapons Macro-weapon, extra attacks (+1)
Notes: Walker
Blood Angel Furioso Dreadnought
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 4+ 6+ 4+
Weapon Range Firepower Notes
Twin Assault Cannon 30cm AP4+/AT5+ _
2x Heavy Flamer 15cm AP4+ Ignore cover
AND (15cm) Small Arms Ignore cover
Blood Angel Baal Predator
22
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.
DETACHMENT UNITS UPGRADES ALLOWED POINTS COST
Assault Six Assault units Commander, Vindicator 250 points
Baal Predators Four Baal Predators Commander 300 points
Bike Five Bike units Commander, Attack bike 200 points
1 Death Company Four Death Company units
plus transports
Commander (Chaplain only ),
Jump Packs
300 points
Land Raider Four Land Raiders Commander, Vindicator, Hunter 350 points
Land Speeder Five Land Speeders Commander, Typhoon/Tornado 200 points
Landing Craft One Landing Craft None 350 points
Predators Four Predators
(may choose either
Annihilators or Destructors
or a combination of the
two)
Commander, Vindicator, Hunter, 275 points
Scout Four Scout units plus
transports
Commander, Razorback, Sniper 150 points
Strike Cruiser One Strike Cruiser Battle Barge 200 points
Tactical Six Tactical units plus
transports
Commander, Dreadnought, Razorback,
Hunter, Vindicator
300 points
Terminator Four Terminator units
Commander, Land Raiders,Dreadnought,
Vindicator 350 points
Thunderhawk One Thunderhawk Gunship None 200 points
Vindicator Four Vindicators Commander, Hunter 250 pointsWhirlwind Four Whirlwinds Commander, Hunter 300 points
UPGRADE UNITS COST
Attack Bike Free
Battle Barge 150 points
Commander 50 points
(+50 points if Supreme
Commander)Dreadnought 50 points each
Hunter 75 points
Jump Packs 50 points
Land Raiders 75 points each
Razorbacks 25 points per Razorback
Sniper 25 points
Typhoon/Tornado 25 points per Typhoon
10 points per TornadoVindicator 50 points each
FORMATION COST FORMATION COST
Two Thunderbolt Fighters 150 points One Warlord Class Titan Formation 850 points
Two Marauder Bombers 250points One Reaver Class Titan Formation 650 pointsFormation of two Warhound Class Titans 500 points
One Warhound Class Titan Formation 275 points
The Death Company formation is compulsory
BLOOD ANGEL DETACHMENTS
BLOOD ANGEL UPGRADES
Replace any number of Bike units with 1 Attack Bike each
Replace Strike Cruiser with Battle Barge
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.
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 CommanderAdd one or two Dreadnoughts or Furioso Dreadnoughts
Add one Hunter
Add up to four Land Raiders
All members of the Death Company formation may upgrade to jump
packs (increasing their movement to 30cm)
IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS
One Scout unit may be given the Sniper ability
Replace any number of Land Speeders with 1 Land Speeder Tornado or
Typhoon eachAdd one or two Vindicators
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
23
Codex: Codex: Codex: Codex: Dark Angel Dark Angel Dark Angel Dark Angel
Space MarinesSpace MarinesSpace MarinesSpace Marines
24
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.
25
Dark Angel Units (For all other Dark Angel unit stats, please see pages 5 to 13)
Type Speed Armour Close Combat Firefight
Infantry 15cm 4+ 3+ 3+
Weapon Range Firepower Notes
Storm Bolters (15cms) Small Arms
2x Assault Cannon 30cm AP5+/AT5+
Power Weapons (base contact) Assault weapons
Deathwing Terminators
_
_
Notes: Reinforced Armour, Teleport, Thick Rear Armour.
Macro-weapon, Extra attack (+1)
Type Speed Armour Close Combat Firefight
Infantry 15cm 4+ 5+ 4+
Weapon Range Firepower Notes
2x Plasma Cannons 30cm AP4+/AT4+ Slow Firing
Dark Angel Devastator
Type Speed Armour Close Combat Firefight
Infantry 35cm 4+ 3+ 4+
Weapon Range Firepower Notes
Bolters (15cm) Small Arms _
Chainswords (base contact) Assault weapons _
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 Bike Squadron
Type Speed Armour Close Combat Firefight
Light Vehicle 35cm 4+ 5+ 4+
Weapon Range Firepower Notes
Heavy Bolter 30cm AP5+ _
Ravenwing Attack Bike
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.
26
Type Speed Armour Close Combat Firefight
Light Vehicle 35cm 4+ 6+ 5+
Weapon Range Firepower Notes
Multi-melta 15cm
MW 5+ and small
arms Macro Weapon
Ravenwing Land Speeder
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
Type Speed Armour Close Combat Firefight
Light Vehicle 35cm 4+ 6+ 5+
Weapon Range Firepower Notes
Assault Cannon 30cm AP5+/AT5+ _
Heavy Bolter 30cm AP5+ _
Notes: Skimmer, Scout, Invulnerable Save.
Ravenwing Land Speeder Tornado
Type Speed Armour Close Combat Firefight
Light Vehicle 35cm 4+ 6+ 5+
Weapon Range Firepower Notes
Twin Typhoon Missile 45cm AP3+/AT5+ _
Heavy Bolter 30cm AP5+ _
Notes: Skimmer, Scout, Invulnerable Save.
Ravenwing Land Speeder Typhoon
27
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.
DETACHMENT UNITS UPGRADES ALLOWED POINTS COST
Assault Four Assault units Commander, Vindicator 175 points
Deathwing Four Deathwing Terminator
units
Commander, Land Raiders,
Dreadnought, Vindicator
350 points
Devastator Four Dark Angel
Devastator units plus
transports
Commander, Razorback, Dreadnought,
Land Raider, Vindicator
300 points
Land Raider Four Land Raiders Commander, Vindicator, Hunter 350 points
Landing Craft One Landing Craft None 350 points
Predators Four Predators
(may choose either
Annihilators or Destructors
or a combination of the
two)
Commander, Vindicator, Hunter 275 points
Ravenwing A Ravenwing formation
consists of four units of
Ravenwing bikes, two units
of Ravenwing attack bikes
and two units of
Ravenwing Land speeders
Commander,Typhoon, Tornado 400 points
Scout Four Scout units plus
transports
Commander, Razorback, Sniper 150 points
Strike Cruiser One Strike Cruiser Battle Barge 200 points
Tactical Six Tactical units plus
transports
Commander, Dreadnought, Razorback,
Hunter, Vindicator
300 points
Thunderhawk One Thunderhawk Gunship None 200 points
Vindicator Four Vindicators Commander, Hunter 250 points
Whirlwind Four Whirlwinds Commander, Hunter 300 points
UPGRADE UNITS COST
Battle Barge 150 points
Commander 50 points
(+50 points if Supreme
Commander)
Dreadnought 50 points each
Hunter 75 points
Land Raiders 75 points each
Razorbacks 25 points per Razorback
Sniper 25 points
Typhoon/Tornado 25 points per Typhoon
10 points per TornadoVindicator 50 points each
Add one or two Dreadnoughts
Add one Hunter
Add up to four Land Raiders
One Scout unit may be given the Sniper ability
Replace any number of Ravenwing Land Speeders with 1 Ravenwing
Land Speeder Tornado or Typhoon eachAdd one or two Vindicators
DARK ANGEL DETACHMENTS
DARK ANGEL UPGRADES
Replace Strike Cruiser with Battle Barge
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.
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.
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!)
28
Codex: Codex: Codex: Codex: White Scar White Scar White Scar White Scar Space MarinesSpace MarinesSpace MarinesSpace Marines
29
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.
30
White Scar Units (For all other White Scar unit stats, please see pages 5 to 13)
Type Speed Armour Close Combat Firefight
Infantry 35cm 4+ 3+ 4+
Weapon Range Firepower Notes
Bolters (15cm) Small Arms _
Chainswords (base contact) Assault weapons _
White Scar Bike Squadron
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).
Type Speed Armour Close Combat Firefight
Light Vehicle 35cm 4+ 5+ 4+
Weapon Range Firepower Notes
Heavy Bolter 30cm AP5+ _
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)
White Scar Attack Bike
31
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.
DETACHMENT UNITS UPGRADES ALLOWED POINTS COST
Assault Four Assault units Commander 175 points
Bike Eight White Scar Bike units Commander, Attack bike 400 points
Land Speeder Five Land Speeders Commander, Typhoon/Tornado 200 points
Landing Craft One Landing Craft None 350 points
Predators Four Predators
(may choose either
Annihilators or Destructors
or a combination of the
two)
Commander, Vindicator, Hunter 275 points
Scout Four Scout units plus
transport
Commander, Razorback, Sniper 150 points
Strike Cruiser One Strike Cruiser Battle Barge 200 points
Tactical Six Tactical units plus
transports
Commander, Razorback, 300 points
Terminator Four Terminator units plus
transports
Commander 600 points
Thunderhawk One Thunderhawk Gunship None 200 points
Whirlwind Four Whirlwinds Commander, Hunter, Vindicator 300 points
UPGRADE UNITS COST
Attack Bike Free
Battle Barge 150 points
Commander 50 points
(+50 points if Supreme
Commander)Hunter 75 points
Razorbacks 25 points per Razorback
Sniper 25 points
Typhoon/Tornado 25 points per Typhoon
25 points per Tornado
Vindicator 50 points each
FORMATION COST FORMATION COST
Two Thunderbolt Fighters 150 points Formation of Two Warhound Class Titans 500 points
Two Marauder Bombers 250points One Warhound Class Titan 275 points
IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS
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
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.
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 CommanderAdd one Hunter
WHITE SCAR DETACHMENTS
WHITE SCAR UPGRADES
Replace any number of White Scar Bike units with 1 White Scar Attack
Bike eachReplace Strike Cruiser with Battle Barge
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.
32
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!
33
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.
34
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.
35
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
36
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