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- Space Marines

v2.0a

SPACE MARINES
This team list uses the special rules and wargear found in Codex: Space Marines. If a rule differs from the Codex, it will be clearly stated.

Use the Chapter Tactics rules as normal but replace references to detachment with team. All models in a team must use the same Chapter Tactics. In regards to the Ultramarines doctrines, assume all Tactical Marines, Assault Marines, Bike Marines etc. are in the relevant squads. Tactical Marines and Sternguard Veterans with Heavy weapons always count as being in Devastator Squads with regards to both the Tactical Doctrine and Devastator Doctrine.

Models in Terminator Armour may Deep Strike as normal (see the Built-up Area rule in the Kill Team rules).

You must adhere to the following model requirements when building your Kill Team: 1 Team Leader model 1-20 Core models 0-3 Special models

14 points
WS 4 BS 4 S 4 T 4 W 2 I 4 A 1 Ld 8 Sv 3+ Veteran Upgrade:
May upgrade to a Veteran Sergeant for 10 pts. If you do so, the model gains +1 to both its Attack and Leadership characteristics. This also enables the model to wear Terminator Armour and take extra options (see below).

Wargear:
Power Armour Boltgun Bolt Pistol Frag & Krak Grenades

Special Rules:
Inspiring Presence And They Shall Know No Fear Chapter Tactics Squad Leader*

Options (models in Power Armour only):


May replace any weapon with: - Chainsword Free - Storm Bolter 5 pts - Combi-flamer, -melta, -plasma, -grav 10 pts - Grav Pistol 15 pts - Plasma Pistol 15 pts - Power Weapon 15 pts - Lightning Claw 15 pts - Power Fist 25 pts - Thunder Hammer 30 pts May take any of the following: - Melta Bomb 5 pts - Combat Shield 5 pts - Teleport Homer 10 pts A Veteran Sergeant may take any of the following: - Auspex 5 pts - Special Issue Ammunition 5 pts - Digital Weapon s 10 pts - Storm Shield 15 pts May take one of the following: - Jump Pack 10 pts - Space Marine Bike 15 pts May take wargear from the Space Marine armoury including Sergeant and Leader only items.
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Squad Leader:
In a Kill Team lead by a Sergeant or Veteran Sergeant with: Terminator Armour, Terminators may be taken as Core. a Space Marine Bike, Space Marine Bikers must be Core. a Jump Pack, Assault Marines must be taken as Core.

Terminator Armour (Veteran only):


A Veteran Sergeant may replace all wargear with Terminator Armour, Storm Bolter and Power Weapon for 16 points. May replace Terminator Storm Bolter with: - Combi-flamer, -melta, -plasma 6 pts May replace all Terminator weapons with: - Two Lightning Claws Free - Thunder Hammer & Storm Shield 5 pts May take wargear from the Space Marine armoury including Sergeant, Leader and Terminator only items.

- Space Marines

v2.0a

35 points
WS 5 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 9 Sv 3+ Duellist:
When fighting in a challenge the Champion may re-roll all To Hit and To Wound rolls.

Wargear:
Power Armour Bolt Pistol Power Weapon Combat Shield Frag & Krak Grenades

Special Rules:
Inspiring Presence And They Shall Know No Fear Chapter Tactics Honour or Death Duellist*

Options:
May replace Power Weapon with: - Relic Blade 10 pts - Thunder Hammer 15 pts May exchange both Bolt Pistol and Combat Shield with a Storm Shield for 10 points. May take a Melta Bomb for 5 pts. Replace Power Armour with Artificer Armour for 10 pts. May take wargear from the Space Marine armoury including Leader only items.

70 points
WS 4 BS 4 S 5 T 5 W 3 I 4 A 2 Ld 9 Sv 2+ Options:
May replace Ironclad Assault Launchers with: - Hurricane Bolter Free - Missile Launcher 10 pts May replace Twin-linked Flamer with: - Twin-linked Meltagun 5 pts May replace Twin-linked Flamer and Siege Drills with: - Twin-linked Heavy Bolter Free - Twin-linked Lascannon 20 pts - Grav-cannon and Grav-amp 20 pts May take an Omniscope for 10 pts. May take wargear from the Space Marine armoury including Leader only items.

Wargear:
Twin-linked Flamer Two Siege Drills Ironclad Assault Launchers

Special Rules:
Inspiring Presence And They Shall Know No Fear Chapter Tactics Decimator Protocols Move Through Cover Slow and Purposeful Very Bulky

11 points
WS 4 BS 4 S 4 T 4 W 2 I 4 A 1 Ld 8 Sv 4+ Options:
May replace any weapon with: - Close Combat Weapon Free - Space Marine Shotgun Free - Sniper Rifle 1 pt - Storm Bolter 5 pts - Combi-flamer, -melta, -plasma, -grav 10 pts - Grav Pistol 15 pts - Plasma Pistol 15 pts - Power Weapon 15 pts - Lightning Claw 15 pts - Power Fist 25 pts - Thunder Hammer 30 pts May take a Melta Bomb for 5 pts. May take a Space Marine Bike for 10 pts but the model loses the Move Through Cover special rule. If on a Space Marine Bike the model may take a Locator Beacon for 10 pts. If not on a Space Marine Bike the model may take any of the following: - Camo Cloak 2 pts - Auspex 5 pts - Digital Weapon s 10 pts - Teleport Homer 10 pts May take wargear from the Space Marine armoury including Sergeant and Leader only items.
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Wargear:
Scout Armour Bolt Pistol Boltgun Frag & Krak Grenades

Special Rules:
Inspiring Presence And They Shall Know No Fear Chapter Tactics Infiltrate Move Through Cover Scouts Scout Biker Leader*

Scout Biker Leader:


In a team lead by a Scout Sergeant that is equipped with a Space Marine Bike, Scout Bikers must be taken as Core.

Veteran Upgrade:
May upgrade to a Veteran Scout Sergeant for 10 pts. If you do so, the model gains +1 to both its Attack and Leadership characteristics.

- Space Marines

v2.0a

55 points
WS 4 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 9 Sv 3+ Options:
May replace Bolt Pistol with: - Boltgun Free - Storm Bolter 5 pts - Combi-flamer, -melta, -plasma, -grav 10 pts - Grav Pistol 15 pts - Plasma Pistol 15 pts - Power Fist 25 pts May take any of the following: - Melta Bomb 5 pts - Auspex 5 pts - Digital Weapon s 10 pts - Teleport Homer 10 pts May take one of the following: - Jump Pack 10 pts - Space Marine Bike 15 pts May take wargear from the Space Marine armoury including Leader and Warden only items.

Wargear:
Power Armour Bolt Pistol Crozius Arcanum Frag & Krak Grenades

Special Rules:
Inspiring Presence Chapter Tactics Zealot Battle Liturgies*

Battle Liturgies:
Any friendly Space Marine models within 6 of the Warden-Chaplain gain the Zealot special rule.

45 points
A team with the Black Templars Chapter Tactic may never take a Lexicanium. WS 4

BS 4

S 4

T 4

W 2

I 4

A 2

Ld 9

Sv 3+

Options:
May replace Bolt Pistol with: - Boltgun Free - Storm Bolter 5 pts - Combi-flamer, -melta, -plasma, -grav 10 pts - Grav Pistol 15 pts - Plasma Pistol 15 pts May take any of the following: - Melta Bomb 5 pts - Auspex 5 pts - Digital Weapon s 10 pts - Teleport Homer 10 pts May take one of the following: - Jump Pack 10 pts - Space Marine Bike 15 pts May take wargear from the Space Marine armoury including Leader and Lexicanium only items.

Wargear:
Power Armour Bolt Pistol Force Weapon Frag & Krak Grenades

Special Rules:
Inspiring Presence And They Shall Know No Fear Chapter Tactics Psyker (Mastery Level 1)

Psychic Powers:
Before the battle the Lexicanium may choose a single Psychic Power from the following list: - Smite (Biomancy) - Flame Breath (Pyromancy) - Assail (Telekinesis) - Psychic Shriek (Telepathy)

- Space Marines

v2.0a

14 points
WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 Ld 8 Sv 3+ Options:
For every five Tactical Marines you take in your team, one may replace their Boltgun with: - Flamer 5 pts - Meltagun 10 pts - Heavy Bolter 10 pts - Multi-melta 10 pts - Grav-gun 15 pts - Plasma Gun 15 pts - Missile Launcher 15 pts - Plasma Cannon 15 pts - Lascannon 20 pts

Wargear:
Power Armour Bolt Pistol Boltgun Frag & Krak Grenades

Special Rules:
And They Shall Know No Fear Chapter Tactics

11 points
WS 3 BS 3 S 4 T 4 W 1 I 4 A 1 Ld 8 Sv 4+ Options:
Any Scout may replace its Boltgun with: - Close Combat Weapon Free - Space Marine Shotgun Free - Sniper Rifle 1 pt For every five Scouts you take in your team, one may replace their Boltgun with: - Heavy Bolter 8 pts - Missile Launcher 15 pts Any model may take a Camo Cloak for 2 pts Models with a Heavy Bolter may take Hellfire Shells for 5 pts

Wargear:
Scout Armour Bolt Pistol Boltgun Frag & Krak Grenades

Special Rules:
And They Shall Know No Fear Chapter Tactics Infiltrate Move Through Cover Scouts

14 points
Only teams with the Black Templars Chapter Tactic may take Initiates. WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 Ld 8 Sv 3+ Options:
Any Initiate may replace its Boltgun with a Chainsword for free. For every five Initiates you take in your team, one may replace their Boltgun with: - Heavy Bolter 10 pts - Multi-melta 10 pts - Power Weapon 15 pts - Missile Launcher 15 pts - Plasma Cannon 15 pts - Lascannon 20 pts - Power Fist 25 pts For every five Initiates you take in your team, one may replace their Boltgun with: - Flamer 5 pts - Meltagun 10 pts - Grav-gun 15 pts - Plasma Gun 15 pts

Wargear:
Power Armour Bolt Pistol Boltgun Frag & Krak Grenades

Special Rules:
And They Shall Know No Fear Chapter Tactics (Black Templars)

10 points
You may take one Neophyte for every one Initiate in your team. WS 3 BS 3 S 4 T 4 W 1 I 4 A 1 Ld 8 Sv 4+ Wargear:
Scout Armour Bolt Pistol Boltgun Frag & Krak Grenades

Special Rules:
And They Shall Know No Fear Chapter Tactics (Black Templars)

Options:
Any Neophyte may replace its Boltgun with: - Close Combat Weapon - Space Marine Shotgun Free Free
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- Space Marines

v2.0a

25 points
WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 10 Sv 2+ Wargear:
Artificer Armour Bolt Pistol Boltgun Power Weapon Frag & Krak Grenades

Special Rules:
And They Shall Know No Fear Chapter Tactics

Options:
May replace Power Weapon with Relic Blade for 10pts. May take wargear from the Space Marine armoury.

18 points
WS 3 BS 3 S 4 T 5 W 1 I 4 A 1 Ld 8 Sv 4+ Unit Type: Bike Wargear:
Scout Armour Bolt Pistol Space Marine Shotgun Frag & Krak Grenades Space Marine Bike

Special Rules:
And They Shall Know No Fear Chapter Tactics Infiltrate Scouts

Options:
One Scout Biker in your Kill Team may replace their bikes Twin-linked Boltguns with: - Astartes Grenade Launcher 5 pts

21 points
WS 4 BS 4 S 4 T 5 W 1 I 4 A 1 Ld 8 Sv 3+ Options:
One Space Marine Biker in your team may replace take: - Flamer 5 pts - Meltagun 10 pts - Plasma Gun 15 pts - Grav-gun 15 pts If you have three or more Space Marine Bikers in your team, a second model may take: - Flamer 5 pts - Meltagun 10 pts - Plasma Gun 15 pts - Grav-gun 15 pts

Unit Type: Bike Wargear:


Power Armour Bolt Pistol Frag & Krak Grenades Space Marine Bike

Special Rules:
And They Shall Know No Fear Chapter Tactics

22 points
WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 3+ Options:
May replace Boltgun with: - Storm Bolter 5 pts - Combi-flamer, -melta, -plasma, -grav 10 pts One Sternguard Veteran in your team may replace its Boltgun with: - Flamer 5 pts - Meltagun 10 pts - Heavy Bolter 10 pts - Multi-melta 10 pts - Heavy Flamer 10 pts - Grav-gun 15 pts - Plasma Gun 15 pts - Missile Launcher 15 pts - Plasma Cannon 15 pts - Lascannon 20 pts May take wargear from the Space Marine armoury.

Wargear:
Power Armour Bolt Pistol Boltgun Special Issue Ammunition Frag & Krak Grenades

Special Rules:
And They Shall Know No Fear Chapter Tactics

- Space Marines

v2.0a

19 points
WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 3+ Options:
May replace any weapon with: - Grav Pistol 15 pts - Plasma Pistol 15 pts - Power Weapon 15 pts - Lightning Claw 15 pts - Power Fist 25 pts - Thunder Hammer 30 pts May take any of the following: - Jump Pack 3 pts - Melta Bomb 5 pts - Storm Shield 10 pts May take wargear from the Space Marine armoury.

Wargear:
Power Armour Bolt Pistol Chainsword Frag & Krak Grenades

Special Rules:
And They Shall Know No Fear Chapter Tactics Heroic Intervention*

Heroic Intervention:
Rule Amendment: A Vanguard Veteran may Countercharge an enemy model within 6 instead of just 3.

60 points
You may only take a maximum of two Centurions in your Kill Team. WS 4 BS 4 S 5 T 5 W 2 I 4 A 1 Ld 8 Sv 2+ Options:
May replace Ironclad Assault Launchers with: - Hurricane Bolter Free - Missile Launcher 10 pts May replace Twin-linked Flamer with: - Twin-linked Meltagun 5 pts May replace Twin-linked Flamer and Siege Drills with: - Twin-linked Heavy Bolter Free - Twin-linked Lascannon 20 pts - Grav-cannon and Grav-amp 20 pts May take wargear from the Space Marine armoury.

Wargear:
Twin-linked Flamer Two Siege Drills Ironclad Assault Launchers

Special Rules:
And They Shall Know No Fear Chapter Tactics Decimator Protocols Move Through Cover Slow and Purposeful Very Bulky

40 points
WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 2+ Options:
May replace Power Fist with: - Chainfist 5 pts May replace all weapons with: - Two Lightning Claws Free - Thunder Hammer & Storm Shield 5 pts One Terminator in your team may take one of the following options: - Replace Storm Bolter with Heavy Flamer 10 pts - Replace Storm Bolter with Assault Cannon 20 pts - Take a Cyclone Missile Launcher 25 pts May take wargear from the Space Marine armoury including Terminator only items.

Wargear:
Terminator Armour Storm Bolter Power Fist

Special Rules:
And They Shall Know No Fear Chapter Tactics

17 points
WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 Ld 8 Sv 3+ Options:
One Assault Marine in your team may replace its Bolt Pistol with: - Flamer 5 pts - Plasma Pistol 15 pts If you have five or more Assault Marines in your team, a second model may replace its Bolt Pistol with: - Flamer 5 pts - Plasma Pistol 15 pts

Wargear:
Power Armour Bolt Pistol Chainsword Frag & Krak Grenades Jump Pack

Unit Type: Jump Infantry Special Rules:


And They Shall Know No Fear Chapter Tactics
6

- Space Marines

v2.0a

35 points
You may only ever take one Apothecary in your Kill Team. WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 3+ Options:
May replace Bolt Pistol with: - Boltgun Free - Storm Bolter 5 pts - Combi-flamer, -melta, -plasma, -grav 10 pts - Grav Pistol 15 pts - Plasma Pistol 15 pts May take one of the following: - Jump Pack 10 pts - Space Marine Bike 15 pts May take wargear from the Space Marine armoury including Apothecary only items.

Wargear:
Power Armour Bolt Pistol Chainsword Nathecium* Frag & Krak Grenades

Special Rules:
And They Shall Know No Fear Chapter Tactics

Narthecium:
Rule Amendment: The Apothecary and all friendly models within 6 of the Apothecary gain the Feel No Pain special rule.

50 points
You may only ever take one Techmarine in your Kill Team. WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 Ld 8 Sv 2+ Options:
May upgrade Servo-arm to a Servo-harness for 25 points. May replace any weapon with: - Storm Bolter 5 pts - Combi-flamer, -melta, -plasma, -grav 10 pts - Grav Pistol 15 pts - Plasma Pistol 15 pts - Power Weapon 15 pts - Lightning Claw 15 pts - Power Fist 25 pts - Thunder Hammer 30 pts May take the following: - Space Marine Bike 15 pts May take wargear from the Space Marine armoury including Techmarine only items.

Wargear:
Artificer Armour Bolt Pistol Boltgun Servo-arm Frag & Krak Grenades

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

Armour of Alacrity (Leader Only) 15 pts


An ancient suit of Power armour that provides its wearer great reflexes. Confers the bearer a 3+ armour save that may be re-rolled.

Sacred Standard (Sergeant Only) 20 pts


Increases a Leaders Inspiring Presence radius from 6 to 12. Also, if the bearer is taken off a casualty, any friendly troops within his Inspiring Presence radius when he fell will immediately gain the Preferred Enemy rule for the rest of the battle.

Refractor Field (Leader Only) 15 pts


An all-enclosing energy field that partially refracts energy around the bearer. Grants the model a 5+ invulnerable save.

Plasma Blaster (Sergeant Only) 20 pts


Replaces one weapon of your choice. The Plasma Blaster is an ancient weapon, similar to the Storm Bolter but much more deadly. A Plasma Blaster has the following weapons profile:
Plasma Blaster Range 18 S 7 AP 2 Type Assault 2, Gets Hot!

Purity Seal (Leader Only) 10 pts


A Purity Seal takes the form of prayers or litanies inscribed onto paper and then affixed to the warriors armour. Increases a Leaders Inspiring Presence radius from 6 to 12.

Oath of the Tireless Crusader (Leader Only) 5pts


The model fights flies towards the enemy with zeal. The model gains the Crusader special rule.
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Larramans Blessing (Sergeant Only) 15 pts


The model fights through any pain in duty to the Emperor. The model gains the Feel No Pain special rule.

- Space Marines Teeth of Legion (Sergeant Only) 15 pts


Replaces one weapon of your choice. This is an ancient chainsword, said to be forged during the Horus Heresy. The weapon has the following profile:
Type Melee, Tearing*, Master-crafted *Tearing: Any model with more than a single Wound that suffers an unsaved Wound by this weapon must pass a Toughness test or suffer Instant Death. Teeth of Legion Range S +1 AP 4

v2.0a

Tartaros Pattern Armour (Terminator Only) 5 pts


The Tartaros pattern provides greater mobility for its wearer with no loss in durability or protection. Allows the model to make a Sweeping Advance. Models with this armour may not also take Cataphractii Pattern Armour.

Teleporter (Terminator Only) 5 pts


Instead of moving, a Terminator may teleport. Roll 2d6, the model may then move up to this amount in any direction, ignoring all terrain and models. If he does this he cannot assault this turn.

Rites of Battle (Sergeant Only) 10pts


All friendly Space Marine models within 6 of the Sergeant may re-roll all Morale checks.

Photon Beam (Techmarine Only) 10 pts


The Photon Beam is a high-powered searchlight which is able to flash in short bursts blinding the enemy. The Photon Beam is a ranged weapon that may be fired in addition to another weapon, and has the following profile:
Range S AP Type Photon Beam 36 * Assault 1, Blind *The Photon Beam causes no damage when it hits, but still causes a Blind test.

Signum (Sergeant Only) 5 pts


Rule Amendment: The leader may use his Signum in the Shooting phase instead of shooting. Choose one model within 6 to become BS5 for the rest of the phase.

Psychic Hood (Lexicanium Only) 10 pts


A Psychic Hood uses a set of interwoven intricately aligned crystals to nullify an opponents psychic attacks. Use the rules for Psychic Hoods on page 68 of the core rulebook.

Master-Crafted Weapon 10 pts


Choose a single weapon the model has to gain the Master-crafted special rule.

Soulstorm Staff (Lexicanium Only) 10 pts


The Lexicanium may fire a storm of lightning from the tip of this staff. The Soulstorm Staff counts as a shooting weapon with the following profile:
Range S AP Type Soulstorm Staff Template 4 D6* Assault 1 *Randomly determine the AP value of this weapon each time it is fired.

Overcharged Weapon 10pts


Choose a single ranged weapon the model has to be overcharged. This gains +1 Strength and the Gets Hot rule. Plasma weapons may be overcharged but will Get Hot on a To Hit roll of a 1 or 2 instead of just a 1.

Suspensors 10 pts Purification Vials (Apothecary Only) 5 pts


These are grenade vials filled with toxic gases that envelop an enemy and choke them to death. Purification Vials use the following profile:
Purification Vials Range 8 S 1 AP Type Assault 1, Blast, One Shot, Poisoned (2+)

A model with Suspensors that is equipped with a Heavy type weapon may fire this weapon even if he has moved in the previous Movement phase although if he does so, the maximum range of the weapon is halved.

Smoke Grenades 10 pts


A smoke grenade has the following profile:
Type Assault 1, One Shot Large Blast, Smoke* *Smoke: Any model that is hit by this weapon gains a 5+ cover save until the start of their next turn. You may target friendly models with this weapon. Smoke Grenade Range 8 S AP -

Rosarius (Warden-Chaplain Only) 25pts


A spiritual relic that confers a 4+ invulnerable save to the bearer.

Auto-launchers (Terminator Only) 10 pts


The model counts as having assault grenades that do not have the One Use rule (i.e. they never run out). These grenades may not be fired in the shooting phase.

Auxiliary Grenade Launcher 5 pts


A tubular device that fires pre-loaded grenades, fixed to the models primary weapon. This attachment allows any grenades to be fired in addition to another weapon in the shooting phase rather than instead of.

Cataphractii Armour (Terminator Only) 10pts


The Cataphractii pattern was amongst the first Terminator armour issued, and suits of this type were even more heavily protected than their contemporaries. Models with Cataphractii Pattern Armour gain a 4+ invulnerable save and the Slow and Purposeful special rule, but lose the Relentless special rule. Models with this armour may not also take Tartaros Pattern Armour.

Auspex 5 pts
See Codex: Space Marines

Bionics 5 pts
The model gains the Feel No Pain (6+) special rule.

Targeter 5 pts
If a model with a Targeter has not moved in the previous Movement phase it may re-roll To Hit rolls of 1 when shooting.
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