WARHAMMER 40K CODEX...
ELDAR CODEX
Characters

1 Command HQ

* Colnel 100
* Captain 75

Troop Type M WS BS S T W I A Ld
Colnel 4 6 6 4 4 3 6 3 9
Captain 4 5 5 4 4 2 5 2 8
Guardsman 4 3 3 3 3 1 3 1 7

The army must include one HQ unit, the commander will be accompanied by 4
guardsmen.

Colnel/Captain: Laspistol & Powersword, Carapace armor.
Guardsmen: lasgun and frag grenades, flak armor.
Colnel: 3 wargear cards
Captain: 2 wargear cards

The colnel/captain may take any additional assault weapons or command
weapons. Any model can take additional assault or special weapons from the
list. Any 2 guardsmen can be formed into a weapons team and given a heavy
weapon. The whole command squad can be mobilized on a chimera for +140 pts.
A single guardsman may be given a battle standard for +35 points, and or a
comm-link for +30 points. The squad may take up to one vetran upgrade.

Strategy Rating: 2
Command Squad 60

The army may contain as many command squads as needed. Each command squad
can control up to 3 primary units.

Troop Type M WS BS S T W I A Ld
Lieutenant 4 4 4 3 3 1 4 1 8
Guardsman 4 3 3 3 3 1 3 1 7

Guardsmen: lasgun and frag grenades, flak armor.

Lieutenant: laspistol, chainsword, carapace armor, 1 wargear card.

The lieutenant may take any additional assault weapons or command weapons.
Any model can take additional assault or special weapons from the list. Any
2 guardsmen can be formed into a weapons team and given a heavy weapon. The
whole command squad can be mobilized on a chimera for +140 pts. A single
guardsman may be given a medi-pack for +5 points, and or a comm-link for
+30 points. The squad may take up to one vetran upgrade.

Rough Rider Command Section 115

The army may contain as many command squads as needed. Each command squad
can control up to 3 rough rider units.

Troop Type M WS BS S T W I A Ld
Lieutenant 4 4 4 3 3 1 4 1 8
Warhorse 8 3 0 3 3 1 3 1 5
Guardsman 4 3 3 3 3 1 3 1 7

Guardsmen: laspistol and frag grenades, flak armor, hunting lance.
Lieutenant: laspistol, chainsword, carapace armor, hunting lance, 1
wargear card.

The lieutenant may take any additional assault weapons or command weapons.
1 guardsman may exchange his lance for a standard which gives +1 WS to the
unit. The squad may be given 1 vetran ability.

Primaris Psyker

* Primaris 32
* Champion 69
* Master 110
* Lord 157

Troop Type M WS BS S T W I A Ld
Primaris Psyker 4 3 3 3 4 1 4 1 7
Psyker Champion 4 4 4 4 4 2 4 1 7
Psyker Master 4 5 5 4 4 3 5 2 7
Psyker Lord 4 6 6 4 4 4 6 3 8

Weapons: Chainsword, No armor, Up to 1 wargear card.
The Primaris psykers must be taken as part of a command squad, one per
squad. The primaris lord may only be a part of a Command HQ squad. The
psyker may take additional wargear from the assault list.
Commissar 40

Troop Type M WS BS S T W I A Ld
Commissar 4 5 5 4 4 2 5 2 10

Laspistol, chainsword, up to 2 wargear cards.

Any combonation of weapons from the command and assault sections.

Your army may not include more commissars than command squads.

0-2 Tech Priest Engineers 30

Troop Type M WS BS S T W I A Ld
Engineer 4 4 4 3 3 1 4 1 8

Armed with power axe, las pistol, power armor, and a frenzon
controller and up to 3 wargear cards.

He may also take any additional wargear.

Vetran Sergeants +10

Troop Type M WS BS S T W I A Ld
Sergeant 4 4 4 3 3 1 4 1 8

Any squad may upgrade it's sergeant to a vetran. He may have up to 1
wargear card, any additional wargear.

Lord Commander Solar Macharius 105

Troop Type M WS BS S T W I A Ld
Macharius 4 6 6 4 4 4 6 4 10

Bolt pistol, chainsword, carapace armor, 3 wargear cards.

Strategy: D6

Any additional wargear.

Commissar Yarrick 170

Troop Type M WS BS S T W I A Ld
Yarrick 4 6 6 4 4 3 6 3 10

Storm Bolter, Carapace armor, las pistol, force field, battle claw,
bale eye

No additional wargear allowed

Strategy: 2

Nork Deddog 67

Troop Type M WS BS S T W I A Ld
Nork 6 5 4 5 5 3 5 2 9

Weapons: Ogryn ripper gun, frag grenades, carapace armor.

No additional wargear allowed.

Nork must be included as part of a command HQ

Captain Al'Rahem

Troop Type M WS BS S T W I A Ld
Al’Rahem 4 5 5 4 4 2 5 2 8

Weapons: Plasma pistol with targeter, claw of the desert tigers,
carapace armor.

No additional wargear allowed.

Al'Rahem can only be included as a replacement for a captain in a command
HQ.

Captain Chenkov +40

Troop Type M WS BS S T W I A Ld
Chenkov 4 5 5 4 4 2 5 2 8

Weapons: Bolt pistol, power sword, frag and krak grenades, carapace
armor, and up to 2 wargear cards.

Chenkov may only be included as a replacement for the captain in a command
HQ.

Colnel Shaefer 110

Troop Type M WS BS S T W I A Ld
Shaefer 4 6 6 4 4 3 6 3 9

Weapons: Las pistol, chainsword, carapace armor, up to 3 wargear
cards.

He may take any additional wargear.

The colnel may only be taken if a penal squad is included in the army, and
if so, he automaticly leads that squad.

Stumper Muckstart, Ratling sniper 45

Troop Type M WS BS S T W I A Ld
Stumper 4 2 4 2 2 1 5 1 6

Weapon: Needle sniper rifle, flak armor.

He may take no additional wargear.



Captain Mogul Kamir +29

Troop Type M WS BS S T W I A Ld
Mogul 4 5 5 4 4 2 5 2 8

Weapons: Hunting lance, bolt pistol, frag & krak grenades, carapace
armor, Eye of the Falcon, Crushing arm of Kamir

If a rough rider command squad takes kamir, it is automaticly made the
command HQ.

Kamir may take no additional wargear.



SQUADS:

Primary squads:

Tactical Squad: 100

Troop Type M WS BS S T W I A Ld
Guardsman 4 3 3 3 3 1 3 1 7

Sergeant: Las pistol, chainsword, frag grenades flak armor.
Guardsmen: Lasguns, frag grenades, flak armor.

The sergeant may be given any additional wargear.

Two guardsmen may form a weapons team, and one guardsman may be given a
special weapon. The entire squad can be mounted in a chimera for +140
points

Heavy Weapons Squad 60

Troop Type M WS BS S T W I A Ld
Guardsman 4 3 3 3 3 1 3 1 7

Weapons: Lasgun, frag grenades, flak armor.

The unit must be formed into 3 weapons teams. The squad may be mounted in a
chimera for +140 points. This squad cannot upgrade it's sergeant to a
vetran, but may still take 1 vetran ability from the list.

Assault Squad 140

Troop Type M WS BS S T W I A Ld
Guardsman 4 3 3 3 3 1 3 1 7

Weapons:
Either: 2 laspistols, frag & krak grenades, flak armor.
Or: 1 laspistol, 1 chainsword, frag & krak grenades, flak armor.

The sergeant may take any additional wargear. Up to 2 guardsmen may take
special weapons from the list.

Penal Troopers 80

Troop Type M WS BS S T W I A Ld
Pentient 4 3 3 3 3 1 3 1 7

Weapons: Lasgun, flak armor.

The penal squad must be led by either a tech priest engineer or by colnel
shaefer. The entire squad may be given frenzon for +10 points if led by a
tech priest. They may take no additional wargear or special or heavy
weapons.
Whiteshields 70

Troop Type M WS BS S T W I A Ld
Whiteshield 4 2 2 3 3 1 3 1 7
Sergeant 4 3 3 3 3 1 3 1 7

Sergeant: Las pistol, chainsword, frag grenades flak armor.
Whiteshield: Lasguns, frag grenades, flak armor.

The sergeant may be given any additional wargear.

Two whiteshields may form a weapons team, and one guardsman may be given a
special weapon. The entire squad can be mounted in a chimera for +140
points

Rough Rider Squad 100

The rough rider squad is only a primary unit if under the command of a
rough rider command squad. Otherwise it is an additional unit.

Consists of 4 rough riders led by a sergeant.

Troop Type M WS BS S T W I A Ld
Warhorse 8 3 0 3 3 1 3 1 5
Rough Rider 4 3 3 3 3 1 3 1 7

Weapons: Hunting lance, laspistol, chainsword, frag grenades, flak
armor.

Additional units:

Ogryns 235

Troop Type M WS BS S T W I A Ld
Ogryn 6 4 3 5 5 3 4 2 8
Bone Head 6 5 3 5 5 3 5 2 9

Consists of 5 ogryns

Weapons: ripper gun, flak armor, frag grenades.

Upgradeable to mesh armor for +3 points per ogryn. The squad can upgrade
it's leader to a bonehead for an additional 15 points.

Ratling Snipers 80

Troop Type M WS BS S T W I A Ld
Sniper 4 2 4 2 2 1 5 1 6

Consists of 5 Ratlings

Weapons: Needle sniper rifle, flak armor
Storm Troopers 130

Troop Type M WS BS S T W I A Ld
Trooper 4 3 3 3 3 1 3 1 8

Sergeant: Hotshot laspistol, chainsword, frag grenades, flak armor
Guardsmen: Hotshot lasguns, frag grenades, flak armor.

Two guardsmen may be formed into a heavy weapons team, and one guardsman
may carry a special weapon. The sergeant may take any additional wargear.
The whole squad may be equipped with krak grenades for +30 points, and the
squad may be mounted in a chimera for +140 points. The squad MUST take one
vetran ability.

Servitor 9

Troop Type M WS BS S T W I A Ld
Servitor 4 3 4 3 4 1 4 1 7

The servitor may take one support weapon from that section of the list. He
may take no additional wargear. If a second servitor is purchased for a
support weapon, he may act as a spotter, and take over the weapon (or any
other weapon) in the event of the loss of the controlling servitor. A
single support weapon may be taken for a command squad, and must remain
part of it. Or if there are 2 or more support weapons, they may be formed
into a weapons battery, and taken as an additional unit.

Vehicles:

Troop Type M WS BS S T W I A Ld
Tank Commander 4 4 4 3 3 1 4 1 8
Guardsman 4 3 3 3 3 1 3 1 7

The main gunner may be upgraded to a tank commander for +10 points The
entire crew can be upgraded to carpace armor for +3 points per member.
Auto-launchers may be added with either frag OR blind grenades at +5 points
Frag Defenders may be upgraded from auto-launchers for an additional +5
points.

Tank Crew Points
Leman Russ 5 205
Leman Russ Demolisher
Heavy Bolters +30
Heavy Plasma +60
Multi Meltas +90 5 190
Sentinel 1 75
Hellhound 3 165
Basilisk 4 175
Griffon 4 140
Chimera 3 140
Land Raider 3 200
Predator 4 150
Rhino 1 45
Land Speeder
+5 points to replace
heavy plasma gun
with missile launcher
or lascannon 2 90

Bikes +20 each

Bikes may be purchased for a squad, in which case the entire squad must be
mounted on bikes, and no heavy weapons teams may be formed. The bikes may
also be purchased for individual models, and command sections. Models may
carry a special weapon and fire while riding a bike. Ogryns and ratlings
cannot be mounted on bikes.

WARGEAR LIST


SPECIAL WEAPONS COST
Flamer 7
Grenade Launcher 10
Melta Gun 6
Plasma Gun 6
Bolter 3
Lasgun 2

ASSAULT WEAPONS COST
Chainsword 2
Power Sword 6
Sword or Axe 1
Autopistol 2
Bolt Pistol 2
LasPistol 1
Hand Flamer 6
Shotgun 1

SUPPORT WEAPONS COST
Mole Mortar 40
Multilaser 45
Rapier Laser Destroyer 45
Tarantula (add points for
heavy weapon) 25
Thudd Gun 30
Support Weapons come with targeters




HEAVY WEAPONS COST
Autocannon 16
Heavy Bolter 10
Multimelta 39
Heavy Plasma Gun 26
Mortar 20
Las Cannon 30
Missile Launcher 30
Heavy weapons do NOT have targeters

COMMAND WEAPONS COST Power Fist 10
Frag Grenades 2
Krak Grenades 3
Hotshot Lasgun 3
Hotshot Laspistol 2
VETRAN ABILITIES COST
Crazed 25
Crazed Ratlings 50
Dead Eye Shot 25
Freedom Fighters 5
Grizzled 15
Grizzled Ratlings 30
Guerillas 10
Hardened Fighters 10
Slick Crew 20
Stealthy 10
Street Fighters 20
Tank Hunters 10









CODEX IMERIAL GUARDS
Characters

1 Command HQ

* Colnel 100
* Captain 75

Troop Type M WS BS S T W I A Ld
Colnel 4 6 6 4 4 3 6 3 9
Captain 4 5 5 4 4 2 5 2 8
Guardsman 4 3 3 3 3 1 3 1 7

The army must include one HQ unit, the commander will be accompanied by 4
guardsmen.

Colnel/Captain: Laspistol & Powersword, Carapace armor.
Guardsmen: lasgun and frag grenades, flak armor.
Colnel: 3 wargear cards
Captain: 2 wargear cards

The colnel/captain may take any additional assault weapons or command
weapons. Any model can take additional assault or special weapons from the
list. Any 2 guardsmen can be formed into a weapons team and given a heavy
weapon. The whole command squad can be mobilized on a chimera for +140 pts.
A single guardsman may be given a battle standard for +35 points, and or a
comm-link for +30 points. The squad may take up to one vetran upgrade.

Strategy Rating: 2
Command Squad 60

The army may contain as many command squads as needed. Each command squad
can control up to 3 primary units.

Troop Type M WS BS S T W I A Ld
Lieutenant 4 4 4 3 3 1 4 1 8
Guardsman 4 3 3 3 3 1 3 1 7

Guardsmen: lasgun and frag grenades, flak armor.

Lieutenant: laspistol, chainsword, carapace armor, 1 wargear card.

The lieutenant may take any additional assault weapons or command weapons.
Any model can take additional assault or special weapons from the list. Any
2 guardsmen can be formed into a weapons team and given a heavy weapon. The
whole command squad can be mobilized on a chimera for +140 pts. A single
guardsman may be given a medi-pack for +5 points, and or a comm-link for
+30 points. The squad may take up to one vetran upgrade.

Rough Rider Command Section 115

The army may contain as many command squads as needed. Each command squad
can control up to 3 rough rider units.

Troop Type M WS BS S T W I A Ld
Lieutenant 4 4 4 3 3 1 4 1 8
Warhorse 8 3 0 3 3 1 3 1 5
Guardsman 4 3 3 3 3 1 3 1 7

Guardsmen: laspistol and frag grenades, flak armor, hunting lance.
Lieutenant: laspistol, chainsword, carapace armor, hunting lance, 1
wargear card.

The lieutenant may take any additional assault weapons or command weapons.
1 guardsman may exchange his lance for a standard which gives +1 WS to the
unit. The squad may be given 1 vetran ability.

Primaris Psyker

* Primaris 32
* Champion 69
* Master 110
* Lord 157

Troop Type M WS BS S T W I A Ld
Primaris Psyker 4 3 3 3 4 1 4 1 7
Psyker Champion 4 4 4 4 4 2 4 1 7
Psyker Master 4 5 5 4 4 3 5 2 7
Psyker Lord 4 6 6 4 4 4 6 3 8

Weapons: Chainsword, No armor, Up to 1 wargear card.
The Primaris psykers must be taken as part of a command squad, one per
squad. The primaris lord may only be a part of a Command HQ squad. The
psyker may take additional wargear from the assault list.

Commissar 40

Troop Type M WS BS S T W I A Ld
Commissar 4 5 5 4 4 2 5 2 10

Laspistol, chainsword, up to 2 wargear cards.

Any combonation of weapons from the command and assault sections.

Your army may not include more commissars than command squads.

0-2 Tech Priest Engineers 30

Troop Type M WS BS S T W I A Ld
Engineer 4 4 4 3 3 1 4 1 8

Armed with power axe, las pistol, power armor, and a frenzon
controller and up to 3 wargear cards.

He may also take any additional wargear.

Vetran Sergeants +10

Troop Type M WS BS S T W I A Ld
Sergeant 4 4 4 3 3 1 4 1 8

Any squad may upgrade it's sergeant to a vetran. He may have up to 1
wargear card, any additional wargear.

Lord Commander Solar Macharius 105

Troop Type M WS BS S T W I A Ld
Macharius 4 6 6 4 4 4 6 4 10

Bolt pistol, chainsword, carapace armor, 3 wargear cards.

Strategy: D6

Any additional wargear.

Commissar Yarrick 170

Troop Type M WS BS S T W I A Ld
Yarrick 4 6 6 4 4 3 6 3 10

Storm Bolter, Carapace armor, las pistol, force field, battle claw,
bale eye

No additional wargear allowed

Strategy: 2

Nork Deddog 67

Troop Type M WS BS S T W I A Ld
Nork 6 5 4 5 5 3 5 2 9

Weapons: Ogryn ripper gun, frag grenades, carapace armor.

No additional wargear allowed.

Nork must be included as part of a command HQ

Captain Al'Rahem

Troop Type M WS BS S T W I A Ld
Al’Rahem 4 5 5 4 4 2 5 2 8

Weapons: Plasma pistol with targeter, claw of the desert tigers,
carapace armor.

No additional wargear allowed.

Al'Rahem can only be included as a replacement for a captain in a command
HQ.

Captain Chenkov +40

Troop Type M WS BS S T W I A Ld
Chenkov 4 5 5 4 4 2 5 2 8

Weapons: Bolt pistol, power sword, frag and krak grenades, carapace
armor, and up to 2 wargear cards.

Chenkov may only be included as a replacement for the captain in a command
HQ.

Colnel Shaefer 110

Troop Type M WS BS S T W I A Ld
Shaefer 4 6 6 4 4 3 6 3 9

Weapons: Las pistol, chainsword, carapace armor, up to 3 wargear
cards.

He may take any additional wargear.

The colnel may only be taken if a penal squad is included in the army, and
if so, he automaticly leads that squad.

Stumper Muckstart, Ratling sniper 45

Troop Type M WS BS S T W I A Ld
Stumper 4 2 4 2 2 1 5 1 6

Weapon: Needle sniper rifle, flak armor.

He may take no additional wargear.



Captain Mogul Kamir +29

Troop Type M WS BS S T W I A Ld
Mogul 4 5 5 4 4 2 5 2 8

Weapons: Hunting lance, bolt pistol, frag & krak grenades, carapace
armor, Eye of the Falcon, Crushing arm of Kamir

If a rough rider command squad takes kamir, it is automaticly made the
command HQ.

Kamir may take no additional wargear.


SQUADS:

Primary squads:

Tactical Squad: 100

Troop Type M WS BS S T W I A Ld
Guardsman 4 3 3 3 3 1 3 1 7

Sergeant: Las pistol, chainsword, frag grenades flak armor.
Guardsmen: Lasguns, frag grenades, flak armor.

The sergeant may be given any additional wargear.

Two guardsmen may form a weapons team, and one guardsman may be given a
special weapon. The entire squad can be mounted in a chimera for +140
points

Heavy Weapons Squad 60

Troop Type M WS BS S T W I A Ld
Guardsman 4 3 3 3 3 1 3 1 7

Weapons: Lasgun, frag grenades, flak armor.

The unit must be formed into 3 weapons teams. The squad may be mounted in a
chimera for +140 points. This squad cannot upgrade it's sergeant to a
vetran, but may still take 1 vetran ability from the list.

Assault Squad 140

Troop Type M WS BS S T W I A Ld
Guardsman 4 3 3 3 3 1 3 1 7

Weapons:
Either: 2 laspistols, frag & krak grenades, flak armor.
Or: 1 laspistol, 1 chainsword, frag & krak grenades, flak armor.

The sergeant may take any additional wargear. Up to 2 guardsmen may take
special weapons from the list.

Penal Troopers 80

Troop Type M WS BS S T W I A Ld
Pentient 4 3 3 3 3 1 3 1 7

Weapons: Lasgun, flak armor.

The penal squad must be led by either a tech priest engineer or by colnel
shaefer. The entire squad may be given frenzon for +10 points if led by a
tech priest. They may take no additional wargear or special or heavy
weapons.
Whiteshields 70

Troop Type M WS BS S T W I A Ld
Whiteshield 4 2 2 3 3 1 3 1 7
Sergeant 4 3 3 3 3 1 3 1 7

Sergeant: Las pistol, chainsword, frag grenades flak armor.
Whiteshield: Lasguns, frag grenades, flak armor.

The sergeant may be given any additional wargear.

Two whiteshields may form a weapons team, and one guardsman may be given a
special weapon. The entire squad can be mounted in a chimera for +140
points

Rough Rider Squad 100

The rough rider squad is only a primary unit if under the command of a
rough rider command squad. Otherwise it is an additional unit.

Consists of 4 rough riders led by a sergeant.

Troop Type M WS BS S T W I A Ld
Warhorse 8 3 0 3 3 1 3 1 5
Rough Rider 4 3 3 3 3 1 3 1 7

Weapons: Hunting lance, laspistol, chainsword, frag grenades, flak
armor.

Additional units:

Ogryns 235

Troop Type M WS BS S T W I A Ld
Ogryn 6 4 3 5 5 3 4 2 8
Bone Head 6 5 3 5 5 3 5 2 9

Consists of 5 ogryns

Weapons: ripper gun, flak armor, frag grenades.

Upgradeable to mesh armor for +3 points per ogryn. The squad can upgrade
it's leader to a bonehead for an additional 15 points.

Ratling Snipers 80

Troop Type M WS BS S T W I A Ld
Sniper 4 2 4 2 2 1 5 1 6

Consists of 5 Ratlings

Weapons: Needle sniper rifle, flak armor
Storm Troopers 130

Troop Type M WS BS S T W I A Ld
Trooper 4 3 3 3 3 1 3 1 8

Sergeant: Hotshot laspistol, chainsword, frag grenades, flak armor
Guardsmen: Hotshot lasguns, frag grenades, flak armor.

Two guardsmen may be formed into a heavy weapons team, and one guardsman
may carry a special weapon. The sergeant may take any additional wargear.
The whole squad may be equipped with krak grenades for +30 points, and the
squad may be mounted in a chimera for +140 points. The squad MUST take one
vetran ability.

Servitor 9

Troop Type M WS BS S T W I A Ld
Servitor 4 3 4 3 4 1 4 1 7

The servitor may take one support weapon from that section of the list. He
may take no additional wargear. If a second servitor is purchased for a
support weapon, he may act as a spotter, and take over the weapon (or any
other weapon) in the event of the loss of the controlling servitor. A
single support weapon may be taken for a command squad, and must remain
part of it. Or if there are 2 or more support weapons, they may be formed
into a weapons battery, and taken as an additional unit.
Vehicles:

Troop Type M WS BS S T W I A Ld
Tank Commander 4 4 4 3 3 1 4 1 8
Guardsman 4 3 3 3 3 1 3 1 7

The main gunner may be upgraded to a tank commander for +10 points The
entire crew can be upgraded to carpace armor for +3 points per member.
Auto-launchers may be added with either frag OR blind grenades at +5 points
Frag Defenders may be upgraded from auto-launchers for an additional +5
points.

Tank Crew Points
Leman Russ 5 205
Leman Russ Demolisher
Heavy Bolters +30
Heavy Plasma +60
Multi Meltas +90 5 190
Sentinel 1 75
Hellhound 3 165
Basilisk 4 175
Griffon 4 140
Chimera 3 140
Land Raider 3 200
Predator 4 150
Rhino 1 45
Land Speeder
+5 points to replace
heavy plasma gun
with missile launcher
or lascannon 2 90

Bikes +20 each

Bikes may be purchased for a squad, in which case the entire squad must be
mounted on bikes, and no heavy weapons teams may be formed. The bikes may
also be purchased for individual models, and command sections. Models may
carry a special weapon and fire while riding a bike. Ogryns and ratlings
cannot be mounted on bikes.

WARGEAR LIST


SPECIAL WEAPONS COST
Flamer 7
Grenade Launcher 10
Melta Gun 6
Plasma Gun 6
Bolter 3
Lasgun 2

ASSAULT WEAPONS COST
Chainsword 2
Power Sword 6
Sword or Axe 1
Autopistol 2
Bolt Pistol 2
LasPistol 1
Hand Flamer 6
Shotgun 1

SUPPORT WEAPONS COST
Mole Mortar 40
Multilaser 45
Rapier Laser Destroyer 45
Tarantula (add points for
heavy weapon) 25
Thudd Gun 30
Support Weapons come with targeters

HEAVY WEAPONS COST
Autocannon 16
Heavy Bolter 10
Multimelta 39
Heavy Plasma Gun 26
Mortar 20
Las Cannon 30
Missile Launcher 30
Heavy weapons do NOT have targeters

COMMAND WEAPONS COST Power Fist 10
Frag Grenades 2
Krak Grenades 3
Hotshot Lasgun 3
Hotshot Laspistol 2
VETRAN ABILITIES COST
Crazed 25
Crazed Ratlings 50
Dead Eye Shot 25
Freedom Fighters 5
Grizzled 15
Grizzled Ratlings 30
Guerillas 10
Hardened Fighters 10
Slick Crew 20
Stealthy 10
Street Fighters 20
Tank Hunters 10









ANGELS OF DEATH

0-1 MASTER OF THE DEATHWING….140 points

Troop Type M WS BS S T W I A Ld
Master of the Deathwing 4 7 7 5 5 3 7 3 10

WEAPONS Stormbolter and power sword.

ARMOUR Terminator armour (3+ save on 2D6).

WARGEAR The Master of the Deathwing may have up to 3 wargear cards.

The Master of the Deathwing may be given additional equipment chosen from the Terminator Assault Weapons section of the Wargear list.

STRATEGY If the Master of the Deathwing is taken as the army commander he has a strategy rating of 5.

SPECIAL If the Master of the Deathwing is the army commander then any Dark Angels units within 12” of him may use his Leadership value when they take a Leadership test. In addition, the Master of the Deathwing is immune to psychology as described in the Deathwing rules in the Space Marine Forces section.

0-1 MASTER OF THE RAVENWING…. 115 points

Troop Type M WS BS S T W I A Ld
Master of the Ravenwing 4 7 7 5 5 3 7 3 10

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR The Master of the Ravenwing may have up to 3 wargear cards.

The Master of the Ravenwing may be given additional equipment chosen from the Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Master may ride a bike at a cost of +20 points, or in a Ravenwing land speeder at a cost of +120 points. If riding in a land speeder then the Master is the vehicle’s driver, and a normal Ravenwing crewman is the vehicle’s gunner.

STRATEGY If the Master is taken as the army commander he has a strategy rating of 5.

SPECIAL If the Master of the Ravenwing is the army commander then any Dark Angels units within 12” of him may use his Leadership value when they take a Leadership test. Special rules apply if the Master is driving a bike or land speeder, as described under the Ravenwing rules in the Space Marine Forces section. In addition, the Master of the Ravenwing is immune to psychology as described in the Deathwing rules in the Space Marine Forces section.

The Master of the Ravenwing may only be chosen if one or more squads of Ravenwing Space Marines are also included in the army.

0-1 DARK ANGELS MASTER... 115 points

Troop Type M WS BS S T W I A Ld
Master 4 7 7 5 5 3 7 3 10

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR The Master may have up to 3 wargear cards.

The Master may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Master may ride a bike at a cost of +20 points.

STRATEGY If the Master is taken as the army commander he has a strategy rating of 5.

SPECIAL If the Master is the army commander then any Dark Angels units within 12” of him may use his Leadership value when they take a Leadership test. In addition, the Master of the Ravenwing is immune to psychology as described in the Deathwing rules in the Space Marine Forces section.


0-1 COMPANY STANDARD…… 55 points

Troop Type M WS BS S T W I A Ld
Standard Bearer 4 5 5 4 4 1 5 1 9

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR The Standard Bearer may have up to 1 wargear cards.

The Standard Bearer may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Standard Bearer may ride a bike at a cost of +20 points.

SPECIAL Any Dark Angels units that are within 12” of the Standard Bearer may re-roll the dice if they fail a Break test.

CHAPLAINS :
Champion……………… 53 points
Interrogator-Chaplain… 84 points
Master Chaplain………. 140 points

Troop Type M WS BS S T W I A Ld
Chaplain Champion 4 5 5 4 4 1 5 1 9
Interrogator-Chaplain 4 6 6 5 5 2 6 2 9
Master Chaplain 4 7 7 5 5 3 7 3 10

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR A Chaplain has a crozius arcanum and a rozarius (4+ unmodified save). The cost of these items is included in his points value.

The Chaplain may have up to 2 wargear cards.

The Chaplain may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Chaplain may ride a bike at a cost of +20 points.

SPECIAL Dark Angels Interrogator and Master Chaplains are immune to psychology, as described in the Space Marine Forces section.

LEADERSHIP Chaplains are inspirational individuals and spiritual leaders. If any Space Marine unit within 8” of the Chaplain fails a Leadership based test (such as a psychology test or a Break test) then it may retake the test immediately.

LIBRARIANS:
Lexicanium…………… 53 points
Codicier………………... 97 points
Epistolary……...………. 152 points
Chief Librarian………… 210 points

Troop Type M WS BS S T W I A Ld
Lexicanium 4 4 4 4 5 1 5 1 8
Codicier 4 5 5 5 5 2 5 1 8
Epistolary 4 6 6 5 5 3 6 2 8
Chief Librarian 4 7 7 5 5 4 7 3 9

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR The Librarian may have Wargear cards as follows: Lexicanium, up to 1 card; Codicier, up to 2 cards; Epistolary, up to 3 cards; Chief Librarian, up to 4 cards.

The Librarian may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Librarian may ride a bike at a cost of +20 points.

SPECIAL The Librarian has a psychic level as follows: Lexicanium, psychic level 1; Codicier, psychic level 2; Epistolary, psychic level 3; Chief Librarian, psychic level 4.

Dark Angels Librarians are immune to psychology as described in the Deathwing rules in the Space Marine Forces section.

APOTHECARY…... 40 points

Troop Type M WS BS S T W I A Ld
Apothecary 4 5 5 4 4 1 5 1 9

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR The Apothecary has a medi-pack and may also be given up to 1 Wargear card.

The Apothecary may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Apothecary may ride a bike at a cost of +20 points.

TECHMARINE…… 33 points

Troop Type M WS BS S T W I A Ld
Techmarine 4 5 5 4 4 1 5 1 9

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR The Techmarine may have up to 3 wargear cards.

The Techmarine may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Techmarine may ride a bike at a cost of +20 points.

SPECIAL The army may have a maximum of 3 Servitor models operating support weapons per Techmarine that is in the army.

VETERAN SERGEANT… +5 points

Troop Type M WS BS S T W I A Ld
Veteran Sergeant 4 5 5 4 4 1 5 1 9

WEAPONS Same as Sergeant he replaces.

ARMOUR Same as Sergeant he replaces.

WARGEAR A Veteran Sergeant may have up to 1 wargear cards.

A Veteran Sergeant may ber given additional equipment chosen from the options available to the Sergeant he replaces.

SQUADS

DEATHWING SQUAD….. 340 points

Troop Type M WS BS S T W I A Ld
Terminator 4 5 5 4 4 1 5 1 9

SQUAD The squad consists of 1 Deathwing Terminator Space Marine Sergeant and 4 Deathwing Terminator Space Marines.

WEAPONS Power fist and storm bolter with targeter.

ARMOUR Terminator armour (3+ save on 2D6).

WARGEAR Up to one model may replace his storm bolter with a weapon chosen from the Terminator Heavy Weapons section of the Wargear list.

Any number of models may replace their power fist with a weapon chosen from the Terminator Assault Weapon section of the Wargear list.

The entire squad may be teleported into battle but their points value is increased by 50%.

SPECIAL Deathwing Space Marines are immune to psychology as described in the Deathwing rules in the Space Marine Forces section.

ASSAULT SQUAD…………300 points

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 1 Space Marine Sergeant and 9 Space Marines.

WEAPONS Bolt pistol, Krak and Frag grenades.

ARMOUR Power armour (3+ save).


WARGEAR Any model may be equipped with weapons chosen from the Assault Weapons section of the Wargear list.

Up to two models may be equipped with a weapon chosen from the Special Weapons section of the Wargear list.

The entire squad may be equipped with blind grenades at a cost of +20 points.

The entire squad may be equipped with Melta bombs at a cost of +50 points.

The entire squad may be with jump packs at a cost of +50 points. (If the squad is split into two combat squads at the start of the battle, then one or both may be equipped with jump packs at a cost of +25 points per five-man combat squad.)

TACTICAL SQUAD…………300 points

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 1 Space Marine Sergeant and 9 Space Marines.

WEAPONS Bolter, Bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR Up to one model may replace his bolter with a weapon chosen from the Special Weapons section of the Wargear list.

Up to one model may replace his bolter with a weapon chosen from the Heavy Weapons section of the Wargear list.

The Space Marine Sergeant may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.

The entire squad may be equipped with Krak grenades at a cost of +30 points.

DEVASTATOR SQUAD…300 points

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 1 Space Marine Sergeant and 9 Space Marines.

WEAPONS Bolter, Bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR Up to four models may replace their bolters with a weapon chosen from the Heavy Weapons section of the Wargear list.

The Space Marine Sergeant may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.



SCOUT SQUAD…300 points

Troop Type M WS BS S T W I A Ld
Sergeant 4 4 4 4 4 1 4 1 8
Scouts 4 4 3 4 3 1 4 1 7

SQUAD The squad consists of 1 Space Marine Sergeant and 4 Space Marine Scouts.

WEAPONS Bolt pistol and Frag grenades.

ARMOUR Scout armour (4+ save).

WARGEAR Any model may be equipped with a weapon chosen from the Scout Weapon section of the Wargear list.

Up to one model may be equipped with a weapon chosen from the Special Weapons or the Heavy Weapons section of the Wargear list.

The Space Marine Sergeant may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.

The entire squad may be equipped with Krak grenades at a cost of +15 points.

RAVENWING LAND SPEEDER
SQUADRON…195 points per model

Troop Type M WS BS S T W I A Ld
Ravenwing Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 1 to 3 Ravenwing land speeders.

WEAPONS Each land speeder is fitted with an assault cannon and a heavy bolter. Both weapons are equipped with a targeter. Each Space Marine crew is armed with a bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

SPECIAL Special rules apply when the Ravenwing shoot at or are shot at by enemy models. See the Space Marine Forces section of the rules for full details.

RAVENWING BIKE
SQUADRON…55 points per model

Troop Type M WS BS S T W I A Ld
Ravenwing Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 3 to 5 Ravenwing Space Marines riding Space Marine bikes.

WEAPONS Each Bike is fitted with twin-linked bolters with a targeter. Each Space Marine rider is armed with a bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR Any model may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.

Up to 2 models may be equipped with a weapon chosen from the Special Weapons section of the Wargear list.

The entire squad may be equipped with Blind grenades at a cost of +2 points per model.

The entire squad may be equipped with Krak grenades at a cost of +3 points per model.

SPECIAL Special rules apply when the Ravenwing shoot at or are shot at by enemy models. See the Space Marine Forces section of the rules for full details.

RAVENWING ATTACK BIKE
SQUADRON…120 points per model

Troop Type M WS BS S T W I A Ld
Ravenwing Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 1 to 3 Ravenwing attack bikes.

WEAPONS Each attack bike is armed with twin-linked bolters and a multi-melta. Both weapons are equipped with a targeter. Each Space Marine rider is armed with a bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR Any model may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.

SPECIAL Special rules apply when the Ravenwing shoot at or are shot at by enemy models. See the Space Marine Forces section of the rules for full details.
SUPPORT

ALLIES
A Dark Angels army may be accompanied by allied troops chosen from the following warhammer 40,000 lists. See the warhammer 40,000 codex for each individual army for details.

Any Space Marine lists, Imperial Guard, Imperial Agents.

Note: The Dark Angels refuse to fight alongside non-humans except under the most dire of circumstances, and so may not allie wih Squats or Eldar in the same way as other, rather less zealous, Space Marine Chapters.

Although the Dark Angels and the Space Wolves Chapters have a long-standing feud, this does not stop them from allying together to battle against the Imperium’s enemies.

TARANTULA…20 points + weapons

The Dark Angels army must include at least one Techmarine in order to have any Tarantulas.

Troop Type M WS BS S T W I A Ld
Servitor 4 3 4 3 4 1 4 1 7

CREW The Tarantula has a crew of 1 Servitor.

WEAPONS The weapons fitted to the Tarantula are chosen from the list below, and come fitted with a targeter. The Servitor has no additional weapons, but is allowed to fight in hand-to-hand combat normally.

ARMOUR The Servitor has an armoured body (5+ save).

OPTIONS The Tarantula may be armed with a pair of weapons of the same kind chosen from the list below at the cost indicated.

Weapon Points cost
Twin-linked lascannon……………………... ...…...+55
Multi-melta
(Nb. Counts as 1 multi-melta NOT 2)………
.…….+65
Twin-linked missile launchers
with Super-krak missiles……………………
…….+55
Twin-linked autocannon……………………. …….+50
Twin-linked heavy bolters………………….. …….+30

SPACE MARINE
DREADNOUGHT…115 points + weapons

The Dark Angels army must include at least one Techmarine in order to have any Dreadnoughts.

Troop Type M WS BS S I A Ld
Dreadnought 6 6 6 7 5 3 10

WEAPONS A Dreadnought may carry any two of the weapons, or weapons combinations indicated in the Dreadnought Weapons section of the Wargear list at the point cost given.

OPTIONS The Dreadnougth may be fitted with autolaunchers carrying Frag or Blind grenades at a cost of +5 points.

RAPIER LASER
DESTROYER…65 points

The Dark Angels army must include at least one Techmarine in order to have any Rapier laser destroyers.

Troop Type M WS BS S T W I A Ld
Servitor 4 3 4 3 4 1 4 1 7

CREW The Rapier laser destroyers has a crew of 1 Servitor.

WEAPONS Rapier laser destroyer with targeter. The Servitor has no additional weapons, but is allowed to fight in hand-to-hand combat normally.

ARMOUR The Servitor has an armoured body (5+ save).

SPACE MARINE
WHIRLWIND…150 points

The Dark Angels army must include at least one Techmarine in order to have any Whirlwinds.

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver and one Space Marine gunner.

WEAPONS One multiple missile launcher. In addition, the crew are armed with bolt pistols.

ARMOUR All crew wear power armour (3+ save).

OPTIONS The Whirlwind may be fitted with autolaunchers with Frag or Blind grenades at an additional cost of +5 points.


SPACE MARINE
LAND RAIDER…220 points

The Dark Angels army must include at least one Techmarine in order to have any Land Raiders.

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver and two Space Marine gunners.

WEAPONS Twin-linked lascannon in each side mount and twin linked heavy bolters in the pintel mount. All these weapons have targeters. In addition the crew are armed with bolt pistols.

ARMOUR All crew wear power armour (3+ save).

TRANSPORT The Land Raider is designed to carry a full squad of 10 Space Marines or 5 Terminators.

OPTIONS The Land Raider may be fitted with autolaunchers with Frag or Blind grenades at an additional cost of +5 points.

SPACE MARINE
PREDATOR…90 points

The Dark Angels army must include at least one Techmarine in order to have any Predators.

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver and one Space Marine gunner for each weapon system (3 with side sponsons attached).

WEAPONS One autocannon mounted in the turret including targeter. In addition the crew are armed with bolt pistols.

ARMOUR All crew wear power armour (3+ save).

OPTIONS The Predator may be fitted with twin side sponsons (one each side). Each sponson carries one of the following: lascannon at +45 points, heavy bolter at +15 points or heavy flamer at +25 points.

The Predator may be fitted with autolaunchers with Frag or Blind grenades at an additional cost of +5 points.

The Predator may replace its standard turret armament of a single autocannon for twin-linked lascannons at an additional cost of +30 points.

SPACE MARINE
RHINO…50 points

The Dark Angels army must include at least one Techmarine in order to have any Rhinos.

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver.

WEAPONS Twin-linked bolters with targeter. In addition, the driver is armed with a bolt pistol.

ARMOUR All driver wears power armour (3+ save).

TRANSPORT The Rhino is designed to carry a full squad of 10 Space Marines or 5 Terminators.

OPTIONS The Rhino may be fitted with autolaunchers with Frag or Blind grenades at an additional cost of +5 points.

SPACE MARINE
RAZORBACK…150 points

The Dark Angels army must include at least one Techmarine in order to have any Razorbacks.

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver and one Space Marine gunner.

WEAPONS One lascannon and twin plasma guns linked in a turret mount with a targeter. In addition, the driver is armed with a bolt pistol.

ARMOUR All driver wears power armour (3+ save).

TRANSPORT The Razorback can carry a combat squad of 5 Space Marines.

OPTIONS The Razorback may be fitted with autolaunchers with Frag or Blind grenades at an additional cost of +5 points.



DARK ANGELS SPECIAL CHARACTERS

Any Dark Angels army may include Commander Azrael. If you decide to take him in your army then he must be the army commander.

Troop Type M WS BS S T W I A Ld
Azrael 4 7 7 5 5 4 8 4 10

WEAPONS Azrael is armed with the Sword of Secrets and a combi-weapon incorporating a bolter and plasma gun. He also carries a bolt pistol, Frag and Krak grenades.

ARMOUR Commander Azrael wears power armour that confers a 3+ save. In addition he is protected by the Lion Helm.

WARGEAR As a Mighty Hero Azrael may have up to 3 Wargear cards. These will always be the Sword of Secrets, the Lion Helm and his combi-weapon.

STRATEGY Commander Azrael is a wise and highly experienced commander, and has a strategy rating of 6.

SPECIAL SPACE MARINES: The usual Break Test and Rapid fire special rules apply.

DEATHWING: Commander Azrael is member of the Deathwing and therefore immune to psychology.

HELMET BEARER: The Lion Helm is carried by a Helmet Bearer, one of the strange creatures known as the Watchers in the Dark. Whenever Azrael moves simply place the Helmet Bearer within 2” of his final location, even if Azrael was teleported or moved by some other extraordinary means. The Watcher has a powerful and unique psychic talent that protects him from all forms of attack, so it can never be harmed in any way or under any circumstances. However it is not allowed to attack in any way either. If Azrael is killed or removed from the battle then the Helmet Bearer is removed too, but will reappear if Azrael later reappears.

Any Dark Angels army may include Ezekiel as a Chief Librarian.

Troop Type M WS BS S T W I A Ld
Ezekiel 4 7 7 5 5 4 7 3 9

WEAPONS Ezekiel is armed with a force sword. He also carries a bolt pistol, Frag and Krak grenades.

ARMOUR Ezekiel wears power armour that confers a 3+ save.

WARGEAR As a Chief Librarian Ezekiel may have up to 4 Wargear cards. These will always be his force sword, psychic hood, bionic eye and the Book of Salvation.

PSYCHIC MASTERY Ezekiel is a Chief Librarian and has a psychic mastery level of 4.

SPECIAL SPACE MARINES: The usual Break Test and Rapid fire special rules apply.

DEATHWING: Ezekiel is member of the Deathwing and therefore immune to psychology.

Any Dark Angels army may include Brother Bethor as its Battle Standard Bearer.

Troop Type M WS BS S T W I A Ld
Bethor 4 5 5 4 4 1 5 1 9

WEAPONS Bethor carries a bolt pistol, Frag and Krak grenades.

ARMOUR Bethor wears power armour that confers a 3+ save.

WARGEAR As a Champion Bethor may carry up to 1 item of wargear which will always be one of the Dark Angels sacred standards (Standard of Retribution, Standard of Fortitude, Standard of Devastation).

SPECIAL SPACE MARINES: The usual Break Test and Rapid fire special rules apply.

DEATHWING: Bethor has been inducted into the Deathwing and is therefore immune to psychology and will never break.

BATTLE STANDARD: Any Darl Angel within 12” of Bethor may re-roll the dice if they fail a Break test. In addition Bethor may choose to carry any one of the sacred standards.

Any Dark Angels army may include Sapphon as a Master Chaplain.

Troop Type M WS BS S T W I A Ld
Sapphon 4 7 7 5 5 3 7 3 10

WEAPONS Sapphon is armed with a crozius arcanum and power sword. He also carries a bolt pistol, Frag and Krak grenades.

ARMOUR Sapphon wears power armour that confers a 3+ save. In addition, as he is a Chaplain, he has a rozarius which includes a conversion field.

WARGEAR As a Mighty Hero Sapphon may carry up to 3 items of wargear which may be chosen in the normal manner.

SPECIAL SPACE MARINES: The usual Break Test and Rapid fire special rules apply.

DEATHWING: Sapphon is a Master Chaplain and is therefore immune to psychology. In addition, he will never break.

LEADERSHIP: Any Dark Angels within 8” of Sapphon may re-roll any failed Leadership based test once. This gives them a second chance to pass a Break test or psychology test, for example. In addition, any unit led by Sapphon becomes immune to psychology and will never break.

Any Dark Angels army may include Asmodai as an interrogator chaplain.

Troop Type M WS BS S T W I A Ld
Sapphon 4 6 6 5 5 2 6 2 9

WEAPONS Asmodai is armed with a crozius arcanum. He also carries a bolt pistol, Frag and Krak grenades.

ARMOUR Asmodai wears power armour that confers a 3+ save. In addition, as he is a Chaplain, he has a rozarius which includes a conversion field.

WARGEAR As a Hero Asmodai may carry up to 2 items of wargear. One of these will always be the Blades of Reason. The other may be chosen in the normal manner.
Asmodai may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

SPECIAL SPACE MARINES: The usual Break Test and Rapid fire special rules apply.

DEATHWING: Asmodai is an Interrogator-Chaplain and is therefore immune to psychology.

LEADERSHIP: Any Dark Angels within 8” of Asmodai may re-roll any failed Leadership based test once. This gives them a second chance to pass a Break test or psychology test, for example.

WARGEAR LIST

The following charts list additional wargear that may be carried by Space Marine characters ot troops. Any limitations as to availability are indicated on the charts themselves. Note that some items are also available as Wargear cards – these items are available to the Space Marines much more readily than to some other armies, hence they are included as wargear which can be purchased. Such items are not Wargear cards and do not affect a character’s ability to carry other equipment in the form of Wargear cards.


ARMOUR
Character models may be equipped with Terminator armoured suits instead of their usual power armour and weaponry. If you choose this option, then you may choose no further items from the Wargear lists, including further Terminator heavy or assault weapon options.
Terminator armour with storm bolter,
Targeter and power fist……………………….
………49
Terminator armour
with lightning claws…………………………..
………49
Terminator armour with
Thunder hammer and storm shield……………
………55
Terminator armour with
Storm bolter, targeter and chainfist…………...
………51
Terminator armour with
Storm bolter, targeter and power sword………
………45
SPECIAL WEAPONS
Special weapons may be carried by models indicated in the lists. A model may carry a single special weapon.
Boltgun……………………………………...... ………..3
Flamer………………………………………... ………..9
Meltagun……………………………………... ………..8
Plasma gun…………………………………… ………..8
ASSAULT WEAPONS
Assault weapons may be carried by models indicated in the lists and each model may carry an unlimited number.
Chainsword…………………………………... ……...2
Power axe…………………………………….. ……...7
Power fist…………………………………….. …….10
Power maul…………………………………... ……...6
Power sword……………………………….…. ……...6
Bolt pistol…………………………………….. ……...2
Hand flamer…………………………………... ……...7
Plasma pistol…………………………………. ……...5
TERMINATOR ASSAULT WEAPONS
Terminator assault weapons may be carried by a Terminator Space Marine as indicated in the lists. A Terminator armed with thunder hammer and storm shield or a pair of lightning claws may have no other weapons.
Power sword (sergeants only)…..……………. .…..free
Lightning claws (pair)………………………... …...free
Chainfist……………………………………… ……...2
Thunder hammer and storm shield…………… ……...6
TERMINATOR HEAVY WEAPONS
Terminator heavy weapons may be carried by Terminator Space Marines as indicated in the lists.

A Model may carry only single heavy weapon. All of the weapons on the chart include a targeter in the points cost.
Storm bolter and Cyclone missile launcher….. …...….59
Assault cannon……………………………….. …...….41
Heavy flamer…………………………………. ….…...21

HEAVY WEAPONS
Heavy weapons may be carried by models indicated in the army lists. Note that character models may not carry a heavy weapon from this list.

A model may carry only a single heavy weapon. All of the weapons on the chart below include a targeter in the points cost.
Autocannon…………………………………... ………25
Heavy bolter…………………………………..

Extra to include Hellfire shells
for the above………………………... ………15


………+5
Lascannon……………………………………. ………45
Missile launcher
With Frag and Krak missiles………………….

Extra to include Melta missiles
for the above………………………...

Extra to include Anti-plant missiles for the above………………………...

Extra to include Plasma missiles
for the above………………………...
………45


………+5


………+5


………+5
Multi-melta…………………………………… ………65
Heavy Plasma gun……………………………. ………40
GRENADES
The following grenades may be carried by any character models as indicated in the lists. Grenades are not available to other models except where they are included as wargear within the lists themselves.

A model may carry any number of these grenade types.

A model carrying one or more of the following grenade types is assumed to have sufficient individual grenades to last for the duration of the battle.
Blind grenades………………………………... ………..2
Frag grenades………………………………… ………..2
Krak grenades………………………………... ………..3
Melta bombs…………………………………. ………..5
Plasma grenades……………………………… ………..3
Photon flash………………………………….. ………..2
SCOUT WEAPONS
The following weapons may be selected for scouts as indicated in the lists. A scout model may carry any number of these items.
Autogun………………………………………. ………..1
Boltgun……………………………………….. ………..3
Chainsword…………………………………... ………..2
Needle sniper rifle……………………………. ………10
Shotgun………………………………………. ………..2
Sword or axe…………………………………. ………..1
DREADNOUGHT WEAPONS
Dreadnoughts may be armed with any two of the following weapons. Note that this list includes some weaponry not available on standard models, but which are given here for the benefit of converters and modellers. See the section on Dreadnoughts. All weapons have targeters.
Multi-melta…………………………………… ………65
Power fist with built-in storm bolter…………. ………15
Assault cannon……………………………….. ………45
Missile launcher
with Frag and Krak missiles…………………..
………45
Twin lascannons……………………………… ………55
Twin heavy bolters…………………………… ………30
Lightning claw with built-in heavy flamer…... ………37
Heavy plasma gun……………………………. ………40






BLOOD ANGELS ARMY LIST

CHARACTERS

0-1 TERMINATOR CAPTAIN….125 points

Troop Type M WS BS S T W I A Ld
Terminator Captain 4 7 7 5 5 3 7 3 10

WEAPONS Stormbolter and power sword.

ARMOUR Terminator armour (3+ save on 2D6).

WARGEAR The Terminator Captain may have up to 3 wargear cards.

The Terminator Captain may be given additional equipment chosen from the Terminator Assault Weapons section of the Wargear list.

STRATEGY If the Terminator Captain is taken as the army commander he has a strategy rating of 5.

SPECIAL If the Terminator Captain is the army commander then any Space Marine units within 12” of him may use his Leadership value when they take a Leadership test.

The Terminator Captain may only be chosen if one or more squads of Terminator Space Marines are also included in the army.

0-1 SPACE MARINE
CAPTAIN …. 96 points

Troop Type M WS BS S T W I A Ld
Space Marine Captain 4 7 7 5 5 3 7 3 10

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR The Captain may have up to 3 wargear cards.

The Captain may be given additional equipment chosen from the Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Captain may ride a bike at a cost of +20 points.

STRATEGY If the Captain is taken as the army commander he has a strategy rating of 5.

SPECIAL If the Captain is the army commander then any Space Marine units within 12” of him may use his Leadership value when they take a Leadership test.

0-1 COMPANY STANDARD…… 55 points

Troop Type M WS BS S T W I A Ld
Standard Bearer 4 5 5 4 4 1 5 1 9

WEAPONS Bolt pistol and frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR The Standard Bearer may have up to 1 wargear cards.

The Standard Bearer may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Standard Bearer may ride a bike at a cost of +20 points.

SPECIAL Any Dark Angels units that are within 12” of the Standard Bearer may re-roll the dice if they fail a Break test.

CHAPLAINS :
Champion……………… 53 points
Interrogator-Chaplain… 84 points
Master Chaplain………. 125 points

Troop Type M WS BS S T W I A Ld
Chaplain Champion 4 5 5 4 4 1 5 1 9
Interrogator-Chaplain 4 6 6 5 5 2 6 2 9
Master Chaplain 4 7 7 5 5 3 7 3 10

WEAPONS Bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR A Chaplain has a crozius arcanum and a rozarius (4+ unmodified save). The cost of these items is included in his points value.

The Chaplain may have up to 2 wargear cards.

The Chaplain may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Chaplain may ride a bike at a cost of +20 points.

LEADERSHIP Chaplains are inspirational individuals and spiritual leaders. If any Space Marine unit within 8” of the Chaplain fails a Leadership based test (such as a psychology test or a Break test) then it may retake the test immediately.

LIBRARIANS:
Lexicanium…………… 53 points
Codicier………………... 97 points
Epistolary……...………. 152 points
Chief Librarian………… 196 points

Troop Type M WS BS S T W I A Ld
Lexicanium 4 4 4 4 5 1 5 1 8
Codicier 4 5 5 5 5 2 5 1 8
Epistolary 4 6 6 5 5 3 6 2 8
Chief Librarian 4 7 7 5 5 4 7 3 9

WEAPONS Bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR The Librarian may have Wargear cards as follows: Lexicanium, up to 1 card; Codicier, up to 2 cards; Epistolary, up to 3 cards; Chief Librarian, up to 4 cards.

The Librarian may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Librarian may ride a bike at a cost of +20 points.

SPECIAL The Librarian has a psychic level as follows: Lexicanium, psychic level 1; Codicier, psychic level 2; Epistolary, psychic level 3; Chief Librarian, psychic level 4.

APOTHECARY…... 40 points

Troop Type M WS BS S T W I A Ld
Apothecary 4 5 5 4 4 1 5 1 9

WEAPONS Bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR The Apothecary has a medi-pack and may also be given up to 1 Wargear card.

The Apothecary may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Apothecary may ride a bike at a cost of +20 points.

TECHMARINE…… 33 points

Troop Type M WS BS S T W I A Ld
Techmarine 4 5 5 4 4 1 5 1 9

WEAPONS Bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR The Techmarine may have up to 3 wargear cards.

The Techmarine may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Wargear list.

The Techmarine may ride a bike at a cost of +20 points.

SPECIAL The army may have a maximum of 3 Servitor models operating support weapons per Techmarine that is in the army.

VETERAN SERGEANT… +5 points

Troop Type M WS BS S T W I A Ld
Veteran Sergeant 4 5 5 4 4 1 5 1 9

WEAPONS Same as Sergeant he replaces.

ARMOUR Same as Sergeant he replaces.

WARGEAR A Veteran Sergeant may have up to 1 wargear cards.

A Veteran Sergeant may ber given additional equipment chosen from the options available to the Sergeant he replaces.
SQUADS

0-1 DEATH COMPANY 35 points per model

Troop Type M WS BS S T W I A Ld
Death Company 4 5 4 4 4 1+1 4 1 10

SQUAD The Death Company must consist of at least five models in addition to the Chaplain, but can be larger if you wish. There is no formal unit size or maximum size for the Death Company.

WEAPONS Bolt pistol

ARMOUR Power armour (3+ save).

WARGEAR Any model may be equipped with weapons chosen from the Assault Weapons section of the Wargear list.

Any model may be equipped with a boltgun at a cost of +3 points per models.

The entire Death Company may be equipped with Frag grenades at a cost of +2 points per model.

The entire Death Company may be equipped with Krak grenades at a cost of +3 points per model.

The entire Death Company may be equipped with Melta bombs at a cost of +5 points per model.

The entire squad may be equipped with jump packs at a cost of +50 points.

Note that it is not necessary for the Death Company to be armed identically, each Space Marine may be armed as you wish. The only exception to this is grenades – if the Death Company carries grenades these must be all the same type.

SPECIAL The Death Company may vary in size from a minimum of five models to as large as you like. However, regardless of its size it always fights as a single unit whilst it is led by a Blood Angels Chaplain. If not led by a Blood Angels Chaplain it ceases to fight as a unit at all and models are moved randomly as described in the Death Company rules in the Space Marine Forces section above.

TERMINATOR
SQUAD….. 315 points

Troop Type M WS BS S T W I A Ld
Terminator 4 5 5 4 4 1 5 1 9

SQUAD The squad consists of 1 Terminator Space Marine Sergeant and 4 Terminator Space Marines.

WEAPONS Power fist and storm bolter with targeter.

ARMOUR Terminator armour (3+ save on 2D6).

WARGEAR Up to one model may replace his storm bolter with a weapon chosen from the Terminator Heavy Weapons section of the Wargear list.

Any number of models may replace their power fist with a weapon chosen from the Terminator Assault Weapon section of the Wargear list.

The entire squad may be teleported into battle but their points value is increased by 50%.

ASSAULT SQUAD…………300 points

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 1 Space Marine Sergeant and 9 Space Marines.

WEAPONS Bolt pistol, Krak and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR Any model may be equipped with weapons chosen from the Assault Weapons section of the Wargear list.

Up to two models may be equipped with a weapon chosen from the Special Weapons section of the Wargear list.

The entire squad may be equipped with blind grenades at a cost of +20 points.

The entire squad may be equipped with Melta bombs at a cost of +50 points.

The entire squad may be with jump packs at a cost of +50 points. (If the squad is split into two combat squads at the start of the battle, then one or both may be equipped with jump packs at a cost of +25 points per five-man combat squad.)

TACTICAL SQUAD…………300 points

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 1 Space Marine Sergeant and 9 Space Marines.

WEAPONS Bolter, Bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR Up to one model may replace his bolter with a weapon chosen from the Special Weapons section of the Wargear list.

Up to one model may replace his bolter with a weapon chosen from the Heavy Weapons section of the Wargear list.

The Space Marine Sergeant may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.

The entire squad may be equipped with Krak grenades at a cost of +30 points.

DEVASTATOR SQUAD…300 points

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 1 Space Marine Sergeant and 9 Space Marines.

WEAPONS Bolter, Bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR Up to four models may replace their bolters with a weapon chosen from the Heavy Weapons section of the Wargear list.

The Space Marine Sergeant may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.

SCOUT SQUAD…300 points

Troop Type M WS BS S T W I A Ld
Sergeant 4 4 4 4 4 1 4 1 8
Scouts 4 4 3 4 3 1 4 1 7

SQUAD The squad consists of 1 Space Marine Sergeant and 4 Space Marine Scouts.

WEAPONS Bolt pistol and Frag grenades.

ARMOUR Scout armour (4+ save).

WARGEAR Any model may be equipped with a weapon chosen from the Scout Weapon section of the Wargear list.

Up to one model may be equipped with a weapon chosen from the Special Weapons or the Heavy Weapons section of the Wargear list.

The Space Marine Sergeant may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.

The entire squad may be equipped with Krak grenades at a cost of +15 points.

BIKE SQUADRON…47 points per model

Troop Type M WS BS S T W I A Ld
Ravenwing Space Marine 4 4 4 4 4 1 4 1 8

SQUAD The squad consists of 3 to 5 Space Marines riding Space Marine bikes.

WEAPONS Each Bike is fitted with twin-linked bolters with a targeter. Each Space Marine rider is armed with a bolt pistol and Frag grenades.

ARMOUR Power armour (3+ save).

WARGEAR Any model may be equipped with additional weapons chosen from the Assault Weapons section of the Wargear list.

Up to 2 models may be equipped with a weapon chosen from the Special Weapons section of the Wargear list.

The entire squad may be equipped with Blind grenades at a cost of +2 points per model.

The entire squad may be equipped with Krak grenades at a cost of +3 points per model.


SUPPORT

ALLIES
A Blood Angels army may be accompanied by allied troops chosen from the following warhammer 40,000 lists. See the warhammer 40,000 codex for each individual army for details.

Any Space Marine lists, Imperial Guard, Imperial Agents, Squats and Eldar.

TARANTULA…20 points + weapons

The Blood Angels army must include at least one Techmarine in order to have any Tarantulas.

Troop Type M WS BS S T W I A Ld
Servitor 4 3 4 3 4 1 4 1 7

CREW The Tarantula has a crew of 1 Servitor.

WEAPONS The weapons fitted to the Tarantula are chosen from the list below, and come fitted with a targeter. The Servitor has no additional weapons, but is allowed to fight in hand-to-hand combat normally.

ARMOUR The Servitor has an armoured body (5+ save).

OPTIONS The Tarantula may be armed with a pair of weapons of the same kind chosen from the list below at the cost indicated.

Weapon Points cost
Twin-linked lascannon…………………... ...…...+55
Multi-melta
(Nb. Counts as 1 multi-melta NOT 2)…...
.…….+65
Twin-linked missile launchers
With Super-krak missiles………………...
…….+55
Twin-linked autocannon………………… …….+50
Twin-linked heavy bolters………………. …….+30

SPACE MARINE
DREADNOUGHT…115 points + weapons

The Blood Angels army must include at least one Techmarine in order to have any Dreadnoughts.

Troop Type M WS BS S I A Ld
Dreadnought 6 6 6 7 5 3 10

WEAPONS A Dreadnought may carry any two of the weapons, or weapons combinations indicated in the Dreadnought Weapons section of the Wargear list at the point cost given.

OPTIONS The Dreadnougth may be fitted with autolaunchers carrying Frag or Blind grenades at a cost of +5 points.

RAPIER LASER
DESTROYER…65 points

The Blood Angels army must include at least one Techmarine in order to have any Rapier laser destroyers.

Troop Type M WS BS S T W I A Ld
Servitor 4 3 4 3 4 1 4 1 7

CREW The Rapier laser destroyers has a crew of 1 Servitor.

WEAPONS Rapier laser destroyer with targeter. The Servitor has no additional weapons, but is allowed to fight in hand-to-hand combat normally.

ARMOUR The Servitor has an armoured body (5+ save).


SPACE MARINE
WHIRLWIND…150 points

The Blood Angels army must include at least one Techmarine in order to have any Whirlwinds.

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver and one Space Marine gunner.

WEAPONS One multiple missile launcher. In addition, the crew are armed with bolt pistols.

ARMOUR All crew wear power armour (3+ save).

OPTIONS The Whirlwind may be fitted with autolaunchers with Frag or Blind grenades at an additional cost of +5 points.

SPACE MARINE
LAND RAIDER…220 points

The Blood Angels army must include at least one Techmarine in order to have any Land Raiders.

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver and two Space Marine gunners.

WEAPONS Twin-linked lascannon in each side mount and twin linked heavy bolters in the pintel mount. All these weapons have targeters. In addition the crew are armed with bolt pistols.

ARMOUR All crew wear power armour (3+ save).

TRANSPORT The Land Raider is designed to carry a full squad of 10 Space Marines or 5 Terminators.

OPTIONS The Land Raider may be fitted with autolaunchers with Frag or Blind grenades at an additional cost of +5 points.

SPACE MARINE
PREDATOR…90 points

The Blood Angels army must include at least one Techmarine in order to have any Predators.

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver and one Space Marine gunner for each weapon system (3 with side sponsons attached).

WEAPONS One autocannon mounted in the turret including targeter. In addition the crew are armed with bolt pistols.

ARMOUR All crew wear power armour (3+ save).

OPTIONS The Predator may be fitted with twin side sponsons (one each side). Each sponson carries one of the following: lascannon at +45 points, heavy bolter at +15 points or heavy flamer at +25 points.

The Predator may be fitted with autolaunchers with Frag or Blind grenades at an additional cost of +5 points.

The Predator may replace its standard turret armament of a single autocannon for twin-linked lascannons at an additional cost of +30 points.
SPACE MARINE
RHINO…50 points

The Blood Angels army must include at least one Techmarine in order to have any Rhinos.

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver.

WEAPONS Twin-linked bolters with targeter. In addition, the driver is armed with a bolt pistol.

ARMOUR All driver wears power armour (3+ save).

TRANSPORT The Rhino is designed to carry a full squad of 10 Space Marines or 5 Terminators.

OPTIONS The Rhino may be fitted with autolaunchers with Frag or Blind grenades at an additional cost of +5 points.

SPACE MARINE
RAZORBACK…150 points

The Blood Angels army must include at least one Techmarine in order to have any Razorbacks.

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver and one Space Marine gunner.

WEAPONS One lascannon and twin plasma guns linked in a turret mount with a targeter. In addition, the driver is armed with a bolt pistol.

ARMOUR All driver wears power armour (3+ save).

TRANSPORT The Razorback can carry a combat squad of 5 Space Marines.

OPTIONS The Razorback may be fitted with autolaunchers with Frag or Blind grenades at an additional cost of +5 points.

SPACE MARINE
LAND SPEEDER …195 points per model

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver and one Space Marine gunner.

WEAPONS Each land speeder is fitted with a multi-melta and a heavy flamer. Both weapons are equipped with a targeter. Each Space Marine crew is armed with a bolt pistol and may be given weapons from the assault- and special weapons wargearlist.

ARMOUR Power armour (3+ save).
SPACE MARINE
ATTACK BIKE …120 points per model

Troop Type M WS BS S T W I A Ld
Space Marine 4 4 4 4 4 1 4 1 8

CREW One Space Marine driver and one Space Marine gunner.

WEAPONS Each attack bike is armed with twin-linked bolters and a multi-melta. Both weapons are equipped with a targeter. Each Space Marine rider is armed with a bolt pistol and may both be given additinal weapons from the Assault or Special Weapons Wargear list.

ARMOUR Power armour (3+ save).


BLOOD ANGELS SPECIAL CHARACTERS

Any Blood Angels army may include Commander Dante. If you decide to take him in your army then he must be the army commander.

Troop Type M WS BS S T W I A Ld
Dante 4 8 7 5 5 4 8 4 10

WEAPONS Dante is armed with a power-axe and the Inferno pistol. He also carries a bolt pistol, Frag and Krak grenades.

ARMOUR Commander Dante wears power armour that confers a 3+ save.

WARGEAR As a Mighty Hero Azrael may have up to 3 Wargear cards. These will always be the Deathmask of Sanguinius, the Inferno pistol and a conversion field. In addition he is equipped with a jump pack. (Note that Dante's jump pack is not a Wargear card, and does not count against his limit of 3 cards.)

STRATEGY Commander Dante is a wise and highly experienced commander, and has a strategy rating of 5.

SPECIAL SPACE MARINES: The usual Break Test and Rapid fire special rules apply.

BODYGUARD: Commander Dante may be escorted by a five-man Veteran Blood Angels squad equipped with jump packs. This squad is selected from the normal army list, but costs half the points of a full ten-man squad equipped with jump packs (i.e., 190 points instead of 380). Any number of models in Dante's bodyguard may be equipped with special weapons bought at additional cost from the Angels of Death Wargear list.

Any Blood Angels army may include Ezekiel as a Chief Librarian.

Troop Type M WS BS S T W I A Ld
Cleutin 4 5 5 5 5 2 5 2 9

WEAPONS Cleutin is armed with a bolt pistol, Frag and Krak grenades.

ARMOUR Cleutin wears power armour that confers a 3+ save.

WARGEAR As a Veteran Sergeant Cleutin may have 1 Wargear cards, which will always be the Shroud of Sanguinius.

SPECIAL SPACE MARINES: The usual Break Test and Rapid fire special rules apply.

SPECIAL PROFILE: Note that Cleutin's profile is not the same as a normal Veteran Sergeant's profile. His higher characteristics represent his exceptional abilities and his great experience.

Any Blood Angels army may include Mephiston as a Chief Librarian.

Troop Type M WS BS S T W I A Ld
Mephiston 6 8 6 7 6 4 9 4 10

WEAPONS Mephiston is armed with a Master-crafted Plasma pistol and a force sword. He also carries a bolt pistol, Frag and Krak grenades.

ARMOUR Mephiston wears power armour that confers a 3+ save.

WARGEAR As a Chief Librarian Mephiston may carry up to 4 item of wargear which will always be a psychic hood (though in Mephiston's case it takes form of a high collar), his force sword, the Master-crafted Plasma pistol and a refractor field.

PSYCHIC MASTERY Mephiston is a Chief Librarian and has a psychic mastery level of 4.

SPECIAL SPACE MARINES: The usual Break Test and Rapid fire special rules apply.

TRANSFIXING GLARE: Mephiston is able to transfix his opponents with his glowering eyes. At the start of a hand-to-hand combat round Mephiston may attempt to 'transfix' any one model he is fighting. The model must make a succesful Leadership test on 2D6 to avoid Mephiston's gaze. If this is failed the model is transfixed and has its Weapon Skill reduced to 0 in the ensuing combat.

BLOOD GREED: If Mephiston kills an opponent in hand-to-hand combat there is a chance that the power of the Red Thirst will overcome even his iron will and he will lose control of himself. Make a Leadership test on 2D6 for Mephiston when he slays an opponent in hand-to-hand combat. If Mephiston is being attacked by more than one enemy model he only has to make the test after he has slain all of his opponents. If Mephiston fails the test he must stop and drink the blood of his enemy. He may do nothing else - not even use his psychic powers - until he makes a succesful Leadership test at the start of one of his future turns.

Should the enemy be foolish enough to charge Mephiston while he is feeding, then he will stop and become frenzied as described in the Warhammer 40000 Rulebook. So long as he remains frenzied he will not be subject to Blood Greed.

Any Blood Angels army may include Corbulo as a Apothecary.

Troop Type M WS BS S T W I A Ld
Corbulo 4 6 6 5 5 2 6 2 9

WEAPONS Corbulo is armed with a chainsword. He also carries a bolt pistol, Frag and Krak grenades.

ARMOUR Sapphon wears power armour that confers a 3+ save.

WARGEAR As a Space Amrine Hero Corbulo may carry up to 2 items of wargear. One of these will always be the Red Grail. Corbulo may carry 1 further card chosen in the normal manner.

SPECIAL SPACE MARINES: The usual Break Test and Rapid fire special rules apply.
Any Blood Angels army may include Brother-Captain Tycho. If you decide to use him in your army then he may be the army commander if you wish.

Troop Type M WS BS S T W I A Ld
Tycho 4 7 7 5 5 4 7 4 10

WEAPONS Tycho is armed with a combi-weapon that consists of a bolter and a melta-gun, and has a set of digi-lasers fitted to the left hand of his power armour. He also carries a bolt pistol, Frag and Krak grenades.

ARMOUR Asmodai wears power armour that confers a 3+ save.

WARGEAR As a Mighty Hero Tycho may carry up to 3 items of wargear. Two of these will always be his combi-weapon and digi-lasers. The other may be chosen in the normal manner.

STRATEGY Commander Tycho is a highly experienced commander, and has a strategy rating of 5.

SPECIAL SPACE MARINES: The usual Break Test and Rapid fire special rules apply.

HATES ORKS: Tycho has never forgiven the Orks for what they did to him during the Battle for Armageddon. He is therefor subject to Hatred when fighting against Orks.


WARGEAR LIST

The following charts list additional wargear that may be carried by Space Marine characters ot troops. Any limitations as to availability are indicated on the charts themselves. Note that some items are also available as Wargear cards – these items are available to the Space Marines much more readily than to some other armies, hence they are included as wargear which can be purchased. Such items are not Wargear cards and do not affect a character’s ability to carry other equipment in the form of Wargear cards.


ARMOUR
Character models may be equipped with Terminator armoured suits instead of their usual power armour and weaponry. If you choose this option, then you may choose no further items from the Wargear lists, including further Terminator heavy or assault weapon options.
Terminator armour with storm bolter,
Targeter and power fist……………………….
………49
Terminator armour
with lightning claws…………………………..
………49
Terminator armour with
Thunder hammer and storm shield……………
………55
Terminator armour with
Storm bolter, targeter and chainfist…………...
………51
Terminator armour with
Storm bolter, targeter and power sword………
………45
SPECIAL WEAPONS
Special weapons may be carried by models indicated in the lists. A model may carry a single special weapon.
Boltgun……………………………………...... ………..3
Flamer………………………………………... ………..9
Meltagun……………………………………... ………..8
Plasma gun…………………………………… ………..8
ASSAULT WEAPONS
Assault weapons may be carried by models indicated in the lists and each model may carry an unlimited number.
Chainsword…………………………………... ……...2
Power axe…………………………………….. ……...7
Power fist…………………………………….. …….10
Power maul…………………………………... ……...6
Power sword……………………………….…. ……...6
Bolt pistol…………………………………….. ……...2
Hand flamer…………………………………... ……...7
Plasma pistol…………………………………. ……...5
TERMINATOR ASSAULT WEAPONS
Terminator assault weapons may be carried by a Terminator Space Marine as indicated in the lists. A Terminator armed with thunder hammer and storm shield or a pair of lightning claws may have no other weapons.
Power sword (sergeants only)…..……………. .…..free
Lightning claws (pair)………………………... …...free
Chainfist……………………………………… ……...2
Thunder hammer and storm shield…………… ……...6
TERMINATOR HEAVY WEAPONS
Terminator heavy weapons may be carried by Terminator Space Marines as indicated in the lists.

A Model may carry only single heavy weapon. All of the weapons on the chart include a targeter in the points cost.
Storm bolter and Cyclone missile launcher….. …...….59
Assault cannon……………………………….. …...….41
Heavy flamer…………………………………. ….…...21

HEAVY WEAPONS
Heavy weapons may be carried by models indicated in the army lists. Note that character models may not carry a heavy weapon from this list.

A model may carry only a single heavy weapon. All of the weapons on the chart below include a targeter in the points cost.
Autocannon…………………………………... ………25
Heavy bolter…………………………………..

Extra to include Hellfire shells
for the above………………………... ………15


………+5
Lascannon……………………………………. ………45
Missile launcher
With Frag and Krak missiles………………….

Extra to include Melta missiles
for the above………………………...

Extra to include Anti-plant missiles for the above………………………...

Extra to include Plasma missiles
for the above………………………...
………45


………+5


………+5


………+5
Multi-melta…………………………………… ………65
Heavy Plasma gun……………………………. ………40
GRENADES
The following grenades may be carried by any character models as indicated in the lists. Grenades are not available to other models except where they are included as wargear within the lists themselves.

A model may carry any number of these grenade types.

A model carrying one or more of the following grenade types is assumed to have sufficient individual grenades to last for the duration of the battle.
Blind grenades………………………………... ………..2
Frag grenades………………………………… ………..2
Krak grenades………………………………... ………..3
Melta bombs…………………………………. ………..5
Plasma grenades……………………………… ………..3
Photon flash………………………………….. ………..2
SCOUT WEAPONS
The following weapons may be selected for scouts as indicated in the lists. A scout model may carry any number of these items.
Autogun………………………………………. ………..1
Boltgun……………………………………….. ………..3
Chainsword…………………………………... ………..2
Needle sniper rifle……………………………. ………10
Shotgun………………………………………. ………..2
Sword or axe…………………………………. ………..1
DREADNOUGHT WEAPONS
Dreadnoughts may be armed with any two of the following weapons. Note that this list includes some weaponry not available on standard models, but which are given here for the benefit of converters and modellers. See the section on Dreadnoughts. All weapons have targeters.
Multi-melta…………………………………… ………65
Power fist with built-in storm bolter…………. ………15
Assault cannon……………………………….. ………45
Missile launcher
with Frag and Krak missiles…………………..
………45
Twin lascannons……………………………… ………55
Twin heavy bolters…………………………… ………30
Lightning claw with built-in heavy flamer…... ………37
Heavy plasma gun……………………………. ………40

SOME SPECIAL RULES:

DEATHWING: Immune to psychology.

RAVENWING: expert riders: re-roll the dice if they fail a bike-skid test and they don't suffer any to hit modifiers when they fire from a fast moving vehicle.

Jink: to hit modifiers for the speed are increased by -1.
Slow speed: -1
Combat speed: -2
Fast speed: -3

DEATH COMPANY: Extra wound: in battle 2 wounds, after the battle every DC model with one wound is also dead.
Leadership: automatically pass any Leadership based test.
Frenzy: the death company is always frenzied.
Psychology: besides frenzy the DC is immune to psychology.
Chaplain: DC must be lead by a Chaplain and then may fight in Dispersed Formation.
If the Chaplain dies, the DC must charge the nearest enemy as the frenzy rules say. If no e enemy is in charge range the marine moves his full move in a random direction.



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