DRAGOONS
CONTENTS Introduction Biology of a Space Marine Origins Geography Organization Culture – Beliefs/Combat/Homeworld/Fortress/Fleet Heraldry Code of Honour Chapter Organization Squires Dragoons, Sidewinders, & Anacondas Cavaliers & Squire Bikers Myrmidons, Paladins, & Diamondbacks Copperheads Viper Guard Captain Chapter Master Techmarines, Servitors, & Thunderfire Cannon Master of the Forge Librarian Chaplain Dreadnought Raiko Thane & Umaro Phage Setzer Regenus & Osiris Memnon Sabin Lagunis & Minotaro Darr Honus Ulbrek, Ortega Segomo & Oberon Palemenos Salizar Madruk, Tsugal Garudias & The Silent Snakes Ephebus Saharazad, Ebrahim Saibot & Abnett Vaul The Fraternicum – The Silent Circle Wargear Special Rules Army List – Introduction/Force Organization Chart Army List – HQ Army List – Troops Army List – Dedicated Transports Army List – Elites Army List – Fast Attack Army List – Heavy Support Summary
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 34 35 36 41 42 43 46 48 50
Arranged by: by: Buster Gloves th Source Material: Material : Space Marines Codex 5 Edition Illustrations: Hosted by Deviantart.com Graphic Design: Design: Buster Gloves Special Thanks: Thanks: Tim Apicella, Jim Kozlowski, John Brown, Curtis Knudsen, Steve Wolfe, C hristine & Parker Apicella, Eric Davis, Dave & Angelina Allen PRINTED BY CAFEPRESS May 2009
THE CONTENTS OF THIS HOME GROWN MINI-CODEX IN PART OR IN WHOLE; IS INTENDED FOR PERSONAL NON-COMMERCIAL ENTERTAINMENT PURPOSES ONLY, AND IS NOT ALLOWED USED IN ANY WAY THAT IS OR MAY LEAD TO THE GAIN OF ANY SORT OF ECONOMIC VALUE; UNLESS YOU ARE OR HAVE PRIOR WRITTEN AGREEMENT FROM GAMES WORKSHOP. © Games Workshop Limited 2008, Games Workshop, the Games Workshop logo, Warhammer, the Warhammer logo, GW, 40k, ‘Eavy Metal, White Dwarf, Citadel, the Citadel Device, the Double-Headed Eagle device, Chaos, Space Marine, Adeptus Astartes, Adeptus Mechanicus, Codex, Horus Heresy, Terminator, Dreadnought, Techmarine, Rhino, Razorback, Land Speed, Land Raider, Predator, Whirlwind, Vindicator, Thunderfire Cannon, Legion of the Damned, Cato Sicarius, Ortan Cassius, Varro Tigurius, Kayvaan Shrike, Kor’sarro Khan, Torias Telion, Antaro Chronus, Darnath Lysander, Marneus Augustus Calgar, Pedro Kantor, Vulkan He’stan, Space Marine Chapter names and insignia and all associated marks, logo, names, places, characters, creatures, races and race insignia, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. All Rights Reserved.
1
INTRODUCTION WELCOME TO THE CODEX st The 40k Rulebook has all the rules needed to fight battles in the 41 millennium. Every army has its own codex that works with these rules, allowing you to turn your collection in to an organized force. This codex tells you everything you need for the Space Marine Dragoon Army.
Army List The final section of the codex lists all of the units from the Forces section and arranges them so you can choose an army for your own games. UNOFFICIAL CODEX While Codex Dragoons contains information required to play a game with your army of Dragoons, the Warhammer 40k rulebook and Codex:Space Marines will still be needed. This book is an unofficial Codex for playing Warhammer 40k. The rules in this book are derived th from the Codex: Space Marines 5 edition. All characters and wargear may have different names, but the points costs have not changed from th the Codex: Space Marines 5 edition. This book has not been approved or endorsed by Games Workshop and is not meant for resale or commercial use. This publication and the material represented herein is a fan based project, and is in no way to be considered as canon and/or officially recognized or approved material by or for ”Games Workshop”.
THE SPACE MARINES Space Marines are amongst the most powerful and dreaded warriors in the galaxy. They are not human at all, but superhuman, having been made superior to a normal man by a harsh regime of genetic modification, psycho conditioning and rigorous training. Being few in numbers compared to the uncounted billions in humanity. Space Marines are organized in to small independent armies called Chapters and their unswerving loyalty is to the Emperor of Mankind and no other. WHY COLLECT A DRAGOON SPACE MARINE ARMY? Space Marines are one of the most appealing armies available in Warhammer 40k. They are heroes of the Imperium and one of the st deadliest fight forces of the 41 Millennium. A Space Marine's characteristics equal or better those of other armies’ elite troops, combining both excellent close combat skills and shooting accuracy. Space Marine combat prowess is backed up by the best weaponry and equipment the Imperium can provide, from the legendary boltgun and impenetrable power armour to devastating Heavy bolters, Assault cannons, and Whirlwind Missile launchers.
The contents of the codex in part or in whole; is intended for personal non-commercial entertainment purposes only, and is not allowed used in any way that is or may lead to the gain of any sort of economic value; unless you are or have prior written agreement from Games Workshop. This home-grown codex is completely unofficial and in no way endorsed by Games Workshop Limited. © Games Workshop Limited 2008, Games Workshop, the Games Workshop logo, Warhammer, the Warhammer logo, GW, 40k, ‘Eavy Metal, White Dwarf, Citadel, the Citadel Device, the Double-Headed Eagle device, Chaos, Space Marine, Adeptus Astartes, Adeptus Mechanicus, Codex, Horus Heresy, Terminator, Dreadnought, Techmarine, Rhino, Razorback, Land Speed, Land Raider, Predator, Whirlwind, Vindicator, Thunderfire Cannon, Legion of the Damned, Cato Sicarius, Ortan Cassius, Varro Tigurius, Kayvaan Shrike, Kor’sarro Khan, Torias Telion, Antaro Chronus, Darnath Lysander, Marneus Augustus Calgar, Pedro Kantor, Vulkan He’stan, Space Marine Chapter names and insignia and all associated marks, logo, names, places, characters, creatures, races and race insignia, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. All Rights Reserved.
The Dragoons are a successor Chapter of the Salamanders Legion. They are a Chapter of Knights, bound to their Code of Honor and loyal to their Primarch and the Emperor. They specialize in battle with Orks and seek to rid the galaxy of aliens, traitors, and rebels.
HOW THIS CODEX WORKS Codex: Dragoons contains the following sections: Background The first section of the codex introduces the Space Marines Dragoon Chapter and their part in the Warhammer 40k Universe. It details their background, beliefs, and battle doctrines. Forces This section features detailed descriptions of every character and troop type in the Space Marine Dragoon Army
FIND OUT MORE You can find more advice, information, and source material on all aspects of Warhammer 40k at www.gamesworkshop.com, Games Workshop stores, or White Dwarf magazine. More information regarding the Dragoons Space Marine Chapter or other Unofficial Codexes is available at www.Chapter-Master.com.
Wargear This section contains full details and rules for the battle heirlooms, armour, and weapons of the Chapter.
2
INTRODUCTION WELCOME TO THE CODEX st The 40k Rulebook has all the rules needed to fight battles in the 41 millennium. Every army has its own codex that works with these rules, allowing you to turn your collection in to an organized force. This codex tells you everything you need for the Space Marine Dragoon Army.
Army List The final section of the codex lists all of the units from the Forces section and arranges them so you can choose an army for your own games. UNOFFICIAL CODEX While Codex Dragoons contains information required to play a game with your army of Dragoons, the Warhammer 40k rulebook and Codex:Space Marines will still be needed. This book is an unofficial Codex for playing Warhammer 40k. The rules in this book are derived th from the Codex: Space Marines 5 edition. All characters and wargear may have different names, but the points costs have not changed from th the Codex: Space Marines 5 edition. This book has not been approved or endorsed by Games Workshop and is not meant for resale or commercial use. This publication and the material represented herein is a fan based project, and is in no way to be considered as canon and/or officially recognized or approved material by or for ”Games Workshop”.
THE SPACE MARINES Space Marines are amongst the most powerful and dreaded warriors in the galaxy. They are not human at all, but superhuman, having been made superior to a normal man by a harsh regime of genetic modification, psycho conditioning and rigorous training. Being few in numbers compared to the uncounted billions in humanity. Space Marines are organized in to small independent armies called Chapters and their unswerving loyalty is to the Emperor of Mankind and no other. WHY COLLECT A DRAGOON SPACE MARINE ARMY? Space Marines are one of the most appealing armies available in Warhammer 40k. They are heroes of the Imperium and one of the st deadliest fight forces of the 41 Millennium. A Space Marine's characteristics equal or better those of other armies’ elite troops, combining both excellent close combat skills and shooting accuracy. Space Marine combat prowess is backed up by the best weaponry and equipment the Imperium can provide, from the legendary boltgun and impenetrable power armour to devastating Heavy bolters, Assault cannons, and Whirlwind Missile launchers.
The contents of the codex in part or in whole; is intended for personal non-commercial entertainment purposes only, and is not allowed used in any way that is or may lead to the gain of any sort of economic value; unless you are or have prior written agreement from Games Workshop. This home-grown codex is completely unofficial and in no way endorsed by Games Workshop Limited. © Games Workshop Limited 2008, Games Workshop, the Games Workshop logo, Warhammer, the Warhammer logo, GW, 40k, ‘Eavy Metal, White Dwarf, Citadel, the Citadel Device, the Double-Headed Eagle device, Chaos, Space Marine, Adeptus Astartes, Adeptus Mechanicus, Codex, Horus Heresy, Terminator, Dreadnought, Techmarine, Rhino, Razorback, Land Speed, Land Raider, Predator, Whirlwind, Vindicator, Thunderfire Cannon, Legion of the Damned, Cato Sicarius, Ortan Cassius, Varro Tigurius, Kayvaan Shrike, Kor’sarro Khan, Torias Telion, Antaro Chronus, Darnath Lysander, Marneus Augustus Calgar, Pedro Kantor, Vulkan He’stan, Space Marine Chapter names and insignia and all associated marks, logo, names, places, characters, creatures, races and race insignia, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. All Rights Reserved.
The Dragoons are a successor Chapter of the Salamanders Legion. They are a Chapter of Knights, bound to their Code of Honor and loyal to their Primarch and the Emperor. They specialize in battle with Orks and seek to rid the galaxy of aliens, traitors, and rebels.
HOW THIS CODEX WORKS Codex: Dragoons contains the following sections: Background The first section of the codex introduces the Space Marines Dragoon Chapter and their part in the Warhammer 40k Universe. It details their background, beliefs, and battle doctrines. Forces This section features detailed descriptions of every character and troop type in the Space Marine Dragoon Army
FIND OUT MORE You can find more advice, information, and source material on all aspects of Warhammer 40k at www.gamesworkshop.com, Games Workshop stores, or White Dwarf magazine. More information regarding the Dragoons Space Marine Chapter or other Unofficial Codexes is available at www.Chapter-Master.com.
Wargear This section contains full details and rules for the battle heirlooms, armour, and weapons of the Chapter.
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BIOLOGY OF A SPACE MARINE Every Chapter of Space Marines must induct new warriors into its rank in order to survive. The Dragoons recruit from the world of Legendra, a hive world in the Aurorus Solar System. Legendra is a diverse world of jungles, deserts, and mountains where recruiting stock is strong. Aspirants are chosen young, usually in there mid teens, before they are too mature to accept the gene-seed that will turn them in to Space Marines. Each gene-seed comprises a series of genetically tailored organs that are carefully implanted into the recruit’s body.
Preomnor - The Preomnor is a decontamination chamber inside the chest cavity. It chemically analyzes ingested materials and neutralizes toxins. The Preomnor enables the Marine to eat normally inedible substances and resist poisons. Omophagea - Implanted into the spinal cord, this organ is designed to absorb information and DNA related to experience or memory. This enables the Marine to gain information, in a survival or tactical sense, simply by eating an animal indigenous to an alien world.
Gene-seed is a finite resource, for it is direct delineate of the biomanipulations that created the Emperor’s Primarchs. The blood of the Primarchs runs in the veins of each Space Marine. The Chapter geneseed is its most valuable possession, allowing the continued recruitment and development of battle-brothers. The implants rely on the body’s natural growth process to incorporate them in to the Space Marine physiology.
Multi-lung - The multi-lung is a third lung, able to absorb oxygen from environments poor in oxygen. Breathing is accomplished through a sphincter in the trachea, allowing all three lungs to be used at full capacity. In toxic environments, a similar muscle closes off the normal lungs, thus oxygen is absorbed exclusively by the multi-lung which filters out poisonous elements.
The Dragoons Space Marine Chapter used the gene-seed of Vulkan. First used by the Salamanders Legion, it is a gene-seed known for its stability. Later founding Chapters Chapters also using using this gene-seed gene-seed include the Black Dragons ad the Storm Giants.
Occulobe - Essentially, this organ enhances a Marine’s eyesight, granting him exceptional vision and the ability to see normally in lowlight environment.
GENE SEED IMPLANTS Nineteen organs are implanted in a neophyte to further bolster his combat and survival ability should he live to become a Brother-Marine. Each implant has a high margin of catastrophic failure and so only a small number of Neophytes live to become Initiates. Many chapters have lost the knowledge needed to create some of these implants, and therefore, simply don’t have them. The exceptions to this are the Black Carapace and the Progenoid Glands, without which, a chapter would die out fairly quickly.
Lyman’s Ear - This implant renders a Marine immune to dizziness and nausea, and enables a Marine to consciously filter out “white noise”. Sus-an Membrane - This implant allows a Marine to enter a catatonic or “suspended animation” state. It can allow a mortally wounded Space Marine to survive his injuries, and bring the metabolism to a standstill. The longest recorded period of this state was with Brother Silas Err of the Dark Angels for 567 years. Melanochrome - Linked to pigment cells in skin, this allows the Marine’s skin to shield him from dangerous levels of radiation.
Secondary Heart - This is the first and least difficult implant to install. The Secondary Heart increases blood supply and pumping capacity and is capable of taking over entirely should the primary heart fail.
Oolitic Kidney - This organ works in conjunction with the Preomnor, filtering blood to remove toxins.
Ossmudula - This implant strengthens the skeleton of a Space Marine by inducing the bones to absorb a ceramic-based substance administered in a Marine’s diet. Within two years after the surgery, the Marine’s skeleton will be larger and exponentially stronger; and the rib cage will be fused into a solid bone plate.
Neuroglottis - This organ allows a Marine to assess a wide variety of things simply by taste. From poisons to chemicals to animals, a Marine can even track his quarry by taste alone. Mucranoid - Altering sweat glands, this organ causes the secretion an oily substance that coats the skin when necessary, protecting it from extreme temperatures and to some extent, vacuum environments.
Biscopea - Implanted into the chest cavity, this implant massively bolsters muscle development and density throughout the Marine’s body. This is commonly implanted at the same time as the Ossmodula.
Betcher’s Gland - Implanted into multiple locations inside a Marine’s mouth, these glands transform a Marine’s saliva into corrosive, blinding acid when triggered.
Haemastamen - Implanted into a main blood vessel, the Haemastamen alters the Marine’s blood composition to carry oxygen and nutrients more efficiently.
Progenoid Glands - Implanted into both the neck and chest cavity, these serve to collect and cultivate the gene-seed from a Space Marine’s body, and to safeguard it for the continuity of a Chapter. The neck gland is removed upon 5 years, and the chest gland upon 10 years; both are then used to create new S pace Marines.
Larraman’s Organ - This organ manufactures Larraman Cells. These serve the purpose of platelets, but act faster and more effectively. When a Marine is wounded, Larraman Cells are released, attached to leukocytes. At the site of the injury, they form scar tissue in a matter of seconds, effectively preventing massive blood loss and infection.
The Black Carapace - The last and possibly most important of all implants, this neuro-reactive material is implanted directly under the skin in the chest area. Invasive fibre bundles then grow inward and interlink with the Marine’s own nervous system. Points pre-cut into the Carapace are effectively connection points, allowing a Marine to directly interface with his Power Armour.
Catalepsean Node - Implanted into the back of the brain, this implant allows a marine to not sleep, instead entering a four-hour, almost comatose trance where they “recharge”. It also allows the resting of half the brain while the other remains alert, thus removing the need for total sleep. The longest known record of any space marine going without rest while on active combat duty is 319 hours (by a member of the Crimson Fists).
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ORIGINS The Dragoons’ home planet of Legendra was originally discovered by a Black Templars crusade shortly after the Second Founding. Prior to that time, all the planets in Aurorus System had been uninhabited by humanity. With no population to recruit from, the Black Templars did not set up a fortress on the planet. The planet was lush with vegetation, but the jungles that covered most of the planet were also home to beasts of great size and ferocity. It was not until decades later that the Imperium approved the planet for habitation.
taken from Vulkan, Primarch of the Salamanders Legion. It was a gene-see that was known for its stability. Furthermore, due to the long amount of time the Legion had spent rebuilding its ranks, the Imperium had not seen many successor chapters in its history. Fully embracing the new Space Marine chapter to their ranks, the people of Legendra nominated the Dragoons of the Mysidic Games to accept the Gene Seed. Cidrik Highwynn, the original Chapter Master, had been a long time member of the guild. From his time as a young young man on Legendra, it was said that he had never been bested in battle with a blade. He was world-renown, and at over six and and a half feet tall, he was an obvious choice as a leader would could be loved and feared. He accepted the nomination and as a tribute to his ancestors, named the chapter “The Dragoons”. Under his guidance, the Legion grew to full strength. The eldest of the Mysidic Champions also joined the Chapter, but because of their age, their bodies did not respond as significantly to the gene-seed. gene-seed. Younger participants of The Mysidic Games proved to be better candidates candidates for the Chapter. Within time, the Mysidic Games became a direct recruitment pool of young warriors between the ages of 10 and 16, an ideal age group for the acceptance of the gene-seed.
Living on Legendra proved to be more difficult than anticipated. The gravity on the planet was much higher than other planets and older citizens struggled to adapt. Worse yet, the Wyrm, dragon-like apex predators of immense size, had long ruled the green planet. Although lacking legs, the massive beast had the strength and vigour to attack the immigrants on their planet. Of the several initial Imperial establishments across the planet, all were overrun until only two cities, Doma and Mobliz, remained. However, humanity demonstrated its resilience once more. Over the course of many centuries, humanity evolved and grew stronger. Men had discarded the burden of Legendra’s increase gravity and the great city of Doma and Mobliz had learned how to battle the Wyrm. Their warriors had learned how to slay the great beasts. In time, the threat from the Wyrm lessened until the nations of Doma and Mobliz had all but exterminated the species. It has been thousands of years since evidence of the Wyrm and now only story-tellers speak of the mythological beasts that live among the stars.
As a tribute to the Guild of Legendra, Chapter Master Highwynn formed an inner circle of his most trusted Company Captains. This circle of four Captains was called "The Fraternicum" or m ore commonly known as "The Silent Circle". This group would provide support for the Chapter Master and would advice him on high priority matters. From this circle, one was named successor to the title of Chapter Master. Highwynn named Brannock Pulver as his first successor. successor. The young Pulver was the first of the Dragoon captains to have accepted the gene-seed at an early age and had proven to be skilful in the art of war and was equally deadly with the boltgun and power sword. Most importantly, Pulver had dedicated his life to upholding the Code, almost equalling his dedication to the Emperor himself.
Separated from each other for many years, the nations of Doma and Mobliz developed their own distinct cultures. The planet, rich with water and resources, was suitable for human life. Populations grew and the differences between the two nations had spawned a rivalry. Without a common enemy to battle, the nations began to feud with each other until finally the military leaders of each warrior-nation declared a council of peace to quell the growing contempt. Both nations, proud of their prowess in battle, and rich with competitive spirit, sought an outlet for their energies. energies. In recognition of Legendra’s Legendra’s great victory over the Wyrm as well as the prosperity of the planet, the Council decided to hold a competition between the two nations. The first “Mysidic Games” were held in the neutral city of Mysidia (a rebuilding city firest overrun by the Wyrm during the planet’s infancy). The Games featured the strongest, fastest, and most skilled warriors of each nation pitted against each other to declare which was the greater of the two. Taking eight days in all, the games were a virtual draw. Where one nation had excelled in feats of strength and combat with great weapons, the other had proved to be more agile, and more skilled with a blade and firearm. The Mysidic Games were a great success. Each nation had revelled revelled in their victories and worshipped their champions. An encore was demanded. “The Guild” as they became known, was comprised of the eight Champions of the Mysidic Games. They met in the city of Mysidia and together created the foundation for what has since become an annual tradition on Legendra. Each year, year, each nation would would nominate its greatest greatest warriors, and send them to the city of Mysidia for The Mysidic Games. The Champions of the Games, also known as The Dragoons, became the new members of The Guild and established the group as the governing body body for the planet of Legendra. Legendra. This group's greatest greatest creation was the original Code of Honour. The Code granted the people of Legendra rights to life and liberty but also held its warriors to a higher standard. Stemming from the beliefs of their founders, the Black Templars, any man aspiring to become a Dragoon had to take an oath to uphold the eight knightly virtues. The Dragoons were awarded with the sign of the golden Templar cross, a symbol of their dedication to the Code and a tribute to their founding fathers.
The first major decisions of The Fraternicum were made when Ork forces invaded the planets of Aurorus. Small bands of Orks had been exterminated from several uninhabited planets, but just as they had done with the Wyrm thousands of years before, the Dragoons had underestimated their enemy. After dispatching the Orks, the Dragoons had neglected to appropriately burn the bodies of the dead. Ork biology, resilient by nature, thrived in the tropic climates of Silverpeak and Kefka as Ork spores matured to strong feral Ork bodies. Within a century, the feral Ork horde silently grew large enough to overrun cities. The Chapter had sent two battle-companies to dispatch the threat, but lacking much battle experience, they took heavy losses as the full force of the Greenskin invasion organized itself behind a great Ork Warboss called Kozmok. The Chapter was pushed back, and lost control of other neighbouring planets, until finally the Waaagh came to Legendra. The Dragoons battled the Greenskins for the survival of their chapter and homeworld. The nations of Doma and Mobliz joined forces for the first time in centuries. The cities held strong until until an epic battle that pitted Chapter Master Highwynn against Warboss Kozmok. In the end, both leaders lay dead. Well prepared for the role as successor to the Chapter helm, Brannock Pulver organized his counter-attack at the leaderless Ork swarm. The Orks proved to be unorganized without their leader, and the Dragoons were able to exterminate the Greenskins from their homeworld and its neighbouring planets. The Dragoons had been diminished in numbers to just over 200 marines. Under the protection of other chapters, they have grown to full strength in the millennia since, but the legend of “The Battle For Legendra” remains. In the time since, the Dragoons have also been at war with the Necrons’ and the Emperor’s Children. They have aided their Brother Chapters and have endured many battles in the name of the Emperor, but none had been as significant as their battle with the Orks.
It was only after the Imperium discovered the potential for an Ork Waaagh in the Aurorus Solar System, that a chapter of Space Marines was deemed necessary to exterminate the threat. Gene-seed was
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GEOGRAPHY Legendra is the crown jewel of the Solar System, but there are seven planets and numerous moons in Aurorus. The Dragoons had had their campaigns take them to an untold number of other places all in the pursuit of cleaning the universe from aliens, t raitors, and rebels.
OTHER PLACES OF INTEREST Figaro Six planets often attacked by the Green Tide of Orks. It was once home to many hive planets. planets. It has not been re-inhabitted re-inhabitted since the Orks were driven out in a campaign by Ort ega Segomo.
THE AURORUS SYSTEM Aeris The only planet in the Aurorus system that has not yet been attacked by enemies of the Chapter, it is a dead ice world, that is of little use for inhabitation or occupation.
Forsis A highly populated system of six planets that has often been under the influence of Chaos Cults. It was last cleansed by Sabin Lagunis.
Degan A rocky planet that is home to many Chapter anti space craft weapons and vehicles, it was once attacked by the Crimson Scarabs Chaos Marines, but was easily defended and has seen no other attempts on its security.
Inashus A system of seven planets defended by Osiris Memnon from an Ork Waaagh. Kaledrox Often under the occupation of the Dark Walkers Chaos Marines, it has been the site of m any battle including a campaign led by Umaro Phage
Kefka nd Much like its twin planet Silverpeak, Kefka was the 2 planet to be overrun during the first Ork Waaagh in t he Aurorus system.
Kurgos A system of four ancient worlds, attacked by the Necrons, and protected by Abnett Vaul.
Kodos A volcanic planet that was invaded by Orks and defended by Ephebus Saharazad.
Malik A system of five planets, entirely uninhabited by Mankind. It was the site of Setzer Regenus’ attack on the Ork Kill Kroozer.
Latika Almost entirely destroyed by an Ork Waaagh hundreds of years ago, it is a hive world that was ravaged by an Ork Stompa Titan. It was defended by Setzer Regenus and is still in a period of rebuilding.
Puzo A series of dead worlds gutted by the Tyranids, it was the location of Umaro Phage’s infamous survival story.
Legendra Homeworld to the Dragoons, it is a diverse planet of jungles, deserts, and mountains. The major cities of Legendra are Doma , Mobliz, and Mysidia
Sadeesh A system of only three planets, all of which are unholy places of chaos, it was the site of Honus Ulbrek’s banishment of a Chaos Bloodletter
Silverpeak A humid wild jungle planet, it was the first world to develop an Ork Waaagh in the early days of the Chapter. It has been free of the threat since that time.
Sierrus A solar system often under the taint of Chaos, it was the proving ground of Raiko Thane in his campaign against Lord Brockus of the Caged Horrors.
Zozo A planet mostly covered by water and tropical islands, Zozo was once attacked by an Ork Waaagh and was defended by Umaro Page. Because of the number of isolated islands on the planet, the Orks have managed to rebuild their numbers on Zozo on m ultiple occasions.
Sengir A five planet system of a dying sun and dark worlds, it is the location of Salizar Madruk’s most famous battle.
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ORGANIZATION In terms of organization, the Dragoons have traditionally more or less followed the Codex Astartes, with four Battle Companies, four Reserve Companies, and a Veteran and Scout Company, plus the usual Chapter Headquarters, Librarium, and Armoury personnel.
Knights are the veterans of the chapter and the Chapter tends to have a larger Veteran Company than most. They have mastered the art of death and are acquainted with the weaponry and doctrines of the Chapter. By using their superior weaponry to destroy the enemy from afar or up close, they look after each other and in some cases an entire squad of Dragoons.
Dragoons recruit new brothers from the world of Legendra, their original home world. The Neophytes are chosen from the young men most accomplished in the field of competition. Most Dragoons start their career as Space Marines by being the strongest competitors from the annual Mysidic Games, but others touched by the magic of the Wyrm are recruited for their psychic abilities.
Only the most elite get chosen for promotion from a Knight to a Templar. One must be an expert in all areas of warfare to join the ranks of the Chapter’s leaders. The Templars lead as Squad Sergeants, mainly for other veteran Knights, but when the time comes; they will form a formable bodyguard for a Dragoon Captain known as a Copperhead Command Squad. Not only will their ability to deal death protect their charge, they are also skilled enough in the mental side of war to provide advice from knowledge and experience of many battles. It is only out of necessity that promotion to the Templars occurs, as there is only enough room for one leader per each elite squad, one ten-man command squad per Dragoon Captain, and one five-man honour squad per Chapter Master.
New recruit candidates are chosen from the best warriors of the Mysidic Games. They are examined by t he Chaplains and Librarians of the Chapter for any signs of weakness and corruption. From this lot, only a brave few are invited to become Squires. For those aspiring to become Librarians, the screening is more intense, as their mind has to be tested to far higher standards than their brethren. On the rare occasion that one of those who are selected is tainted by chaos, they are cut down were they stand without mercy. Those who are deemed unacceptable by the Chaplains become Pages of the chapter, human servants who help with the up-keep of the fortress monastery and the like. However, Pages are not weak men; each is worth three or four normal human fighters. This is because only the best can be tested to become a Squire and only the best of the best succeed. Those who pass the screening become Neophytes, or Squires as the Dragoons call them, who await implantation of the chapters Gene-seed. At this stage, they are given a sword which most will keep for the entirety of their service to the chapter. When this process is complete he joins the ranks of the Dragoons, to prove himself in battle and ascend to become a fully fledged warrior of their chapter.
The highest ranking Templars are Viper Guard. These individuals are strong and wise enough to be a commander in their own right. All Viper Guard are selected from the best Templars of the chapter. Viper Guard can lead a small task force on their own or serve as lesser commanders for the Chapter Master, passing on commands and using their minds to help their Lord achieve the most he possibly can. Viper Guard are terrifying to behold in a melee dispatching lesser warriors with ease and challenging enemy leaders to one on one combats where their strength allows them to overcome all but the most powerful of foes. Viper Guard are granted permission to all sorts of devastating war gear, better to crush those who oppose them with ease.
The Scout Company is significantly larger than normal, due to both the high success rate of worthy neophytes from Legendra’s population and the Chapter’s desire to keep a large number of scouts ready to replace casualties more easily in the case of extensive battlefield losses. This has proved to be extremely valuable throughout their endless war against the Space Orks.
Each Company in a Space Marine Chapter falls under the command of a Captain. Each Captain is a hardened veteran, a master strategist st who has proven his prowess in battle as a member of the Chapter’s 1 Company, or though distinguished service in his own Company prior to the death of his predecessor. The Chapter Master commands an advisory council called the Fraternicum (also known as the Silent Circle). Composed of the four greatest Captains of the Chapter, the authority of its members is seconded only to the Chapter Master himself. Even so, the council carries no official weight and is considered to be outside the traditional command structure of the Legion. Their duties are to advise the Chapter Master in all aspects of warfare and diplomacy, to provide political posturing when he required it, to watch over the moral shape of the Chapter and to guide its philosophy. Of those chosen for the Fraternicum, their ferociousness and skill in battle is legendary, each commanding centuries of experience in battle. From this Circle, the Chapter HQ will choose his successor. Although they do not usually take the field of battle together, it will be a truly grim day that they serve as an Honour Guard to the Chapter Master.
When the Chapter goes to war, the Reserve Companies are fielded just as much as the Battle Companies, to allow their additional firepower to be put to good use, rather than simply wait for holes to appear in the Battle Companies' lines. While this is riskier, because compromised positions are harder to reinforce, it usually pays off, and was the sole reason the Chapter survived the various Campaigns for which they have been involved. As a Dragoon becomes more experienced, he can be introduced to combat in drop pods or take to battle on a bike. Once he shows that he understands and practices the eight pillars of Knighthood, he is summoned to a ceremony where under much tradition and secrecy, leading members of the chapter deem him worthy. At that point, he sheds his title and becomes a Knight. From there, he can move on to be a member of a Veteran squad or command a squad of his own. Dragoons can be promoted to become Knights regardless of whether or not the Veteran Company has lost a brother to promotion or death.
Each Chapter has only one Chapter Master and to be him is to be a god amongst men. His personal combat prowess is unmatched, for his body is that of a Space Marine, with all the might and endurance that a scion of the Emperor is heir to. Hundreds of year of battlefield experience as a Space Marine have taught him every facet of war, trained him in the tools of slaughter and honed his wits to the level of instinct.
6
CULTURE BELIEFS Most on Legendra regard the Dragoons as walking heroes. Much of the artwork of the planet is dedicated to their honour and most men at some point of their life make a pilgrimage to the Ancient city of Mysidia.
of keeping the fields and logging the woods. Warriors here are hunters tasked with the upkeep of making the Wyrm Wood safe for inhabitants of Doma. Occupational hazards cause many premature deaths. In the West is Mobliz, a warm-climate ocean-front nation that borders the great Smoot Mountains. It has countless mines, which provide raw materials for the rest of the planet. The average inhabitant of Mobliz is tan, tall and of muscular build. Mobliz families tend to be matriarchs revolving around the fertility of a woman. The men, for the most part, are labourers or warriors, but lack any real political power. The women are educated and well kept. They dress scantily in silk and jewels. Labouring men typically go shirtless and wear cotton while the warriors wear metal and canvas. Marriage is uncommon, but not unheard of. The women of Mobliz are said to be open with their sexuality, often selecting men for stud duty. Mobliz is noted for its festivals and celebration, including alcohol and other recreational drugs. While many gain there wealth from fruit farming or fishing, others benefit from the risky business of rare-metal/jewel mining or high stakes gambling. The gambling houses of Mobliz also host savage cage matches where its most hardened warriors are pitted against each other. Many die from murder in the corrupt nation and many more die in the cages of the gambling houses.
The Dragoons, like many other Chapters, do not revere the Emperor as a god. Instead, they venerate him as the greatest of soldiers, and fight to defend the Imperium in his absence. They revere their Primarch Vulkan in the same way, striving to honour the legend of “The Father and The Son.” Instead of religious observances and ceremonies of worship, the Chaplains of the Dragoons give great motivational speeches on the greatest of Space Marines, from the Emperor and the Primarchs, to modern-day heroes. The Chaplains praise and explain all the virtues of the Knights, citing history and tactical dogma. In this way, the Dragoons are taught to respect and uplift the only thing they believe is the proper pursuit of a Space Marine: the art of war. This attitude of skill and knowledge before worship, has integrated itself into the daily rites of the Chapter to a surprising degree. The recitations of the Rites of Battle are held at midday, but are always conducted during live-fire exercises. Instead of an evening worship, Dragoons are given leave to do one of three things: forge and maintain the armours and weapons in the Armoury, study in the vast libraries of the Chapter, or compete in the ring of battle.
The capital city is Mysidia, a city-fortress located in a cold flatland surrounded by mountains. The oldest city on Legendra, it was considered to be safe from the Wyrm, but Mysidia was tragically overrun. It was rebuilt and is now the most important city on the planet, rich with tradition, history, and the great artefacts of Legendra’s storied history. The city relies heavily on the resources of its sister nations to keep it operating. The majority of Mysidia’s inhabitants are travellers that have decided to devote their lives to the celebration and support of the Dragoons Space Marine Chapter. The few inhabitants born in the city are pale, feeble, and subservient. Most are indentured servants, catering to the needs of t ravellers and Astartes alike.
Dragoons battle at the Coliseum of Mysidia or inside replica arenas on their Battle Barges. In these sparring sessions, the Dragoons hone their skills as individual gladiators rather than as members of a tactical squad. The rivalry between Doma and Mobliz is most present during these sparring sessions. Commoners are encouraged to witness and promote the great ability and honour of the Chapter and the warriors are demanded to treat the crowd with respect and adulation. Battles have been know to draw crowds in the tens of thousands; for it is the fans of these great gladiators that will grow to serve as Dragoons of future generations. While Doma-born Dragoons often are at odds with Mobliz-born Dragoons, their disputes seldom go beyond the ring of combat without either side sustaining serious injury or embarrassment.
The people of Legendra live in a society which features both the technologies of the 41st Millennium, and the dangers of the wild. People see to their daily lives, all the while constantly training for battle. The planet is divided by the two nations’ differing views on family, battle, dress, and entertainment. It is only through the planetary council, The Guild, that war is avoided. In the entire history of Legendra, there has not been a single incident of Imperial rebellion, cult activity, or other such indication of Chaos.
COMBAT DOCTRINE Dragoon combat doctrine is based on respecting the enemy’s abilities while knowing their own limitations. By sizing up their enemy and coiling in a position ready to strike, their counter-attacks are powerful and precise. A Dragoon’s survival depends on his mental conditioning, technique, and wisdom. Their leaders are intelligent, relying on their problem-solving skills and logistics to overwhelm the enemy at its weakest point. A Dragoon is trained to be adaptable to his surroundings, changing his combat style to match his enemy. In close combat, a Dragoon moves with fluidity, yet has the strength to attack and defeat aggressive enemies such as the Ork. A Dragoon is ice and then vapour, always ready to adapt, strike, and escape.
FORTRESS-MONASTERY The Dragoons’ Fortress-Monastery is the greatest structure on Legendra. Surrounded by the capital city of Mysidia, the fortress looks down upon the city and the great Coliseum. The Fortress is protected by a dozen Void Shields, a hundred Defence Lasers and countless weapon batteries. The main sections of the Fortress include the Great Hall, a room large enough to host the entire chapter for meals and important occasions, the Librarium, where the chapters history and data are stored, the Apothacarion, where injured brothers are healed, andthe chapter’s Gene-seed is kept, the Forge, where all the vehicles and equipment of the chapter are created and the Armoury, where the weapons, ammunition, equipment and vehicles of the chapter are kept safe. The Fortress also has quarters for the entire chapter, including the Pages, several chambers for small meetings and catacombs where the dead of the c hapter are buried.
HOMEWORLD The world of Legendra is a lush, bountiful planet, slightly smaller than Terra. However, due to a higher density core, inhabitants have evolved with stronger bones and muscles than normal humans. Its surface is predominately ocean, with one super-continent spread across it. In the East is Doma, provider live stock and agriculture for the planet. It is the largest geographic nation on Legendra, and is situated in a rolling plain bordered by the Wyrm Wood, a jungle of massive trees, and former home to the Wyrm. Its climate is a mix of humid summers and snowy winters. Doma is noted for its rolling fields of agriculture and grasslands. The average inhabitant of Doma is of light skin and lean body. Considered by other nations to be thin and wiry, they are nimble, quick and light on their feet. Easterners dress in sturdy clothing, usually leather with fur, with mittens, wool caps, and long scarves. Family bonds are strong in this patriarchal society where marriage is for life. However, life spans of men in the region are shorter than in other nations and because of this, men are know to take on more than one wife. Families seek to raise many strong boys capable
FLEET The Dragoons’ fleet is known to have three Battle Barges: The Sanctum, The Black Mamba, and The Dragon Wing. The Chapter also maintains ten Strike Cruisers, notable ones including The Grimfang, The Venomstrike and The Serpent Blade. In addition the Chapter has eight Strike Cruisers, ten Rapid Strike Vessels and f ifty Thunderhawks. BATTLECRY Through the Fire and the Fl ames, We Carry On!
7
HERALDRY The Dragoons have no set heraldry. The only common markings they have are the chapter badge on their shoulder. Some squads have their own markings displayed on various parts of their armour. Each individual may have other independent markings or honours representing heraldic symbols representing the great moments of the chapter’s past, the enemies he has faced, or t he awards he has won in battle.
Dragoons of the Chapter wear Green helmets
Knights that lead squads are indicated by a red helmet
Knights in Elite squads show their status with white helmets
Dragoons Battle Company Shoulder Pad
Dragoons Veteran Honour Badge
8
Here, Templar status is indicated by the gold helmet
CODE OF HONOR As a Dragoon becomes more experienced, he will be up for promotion to the rank of Knight. He goes under review by the Chaplains, Captains, and occasionally the Chapter Master himself, to show that he understands and practices the eight pillars of Knighthood. When the time comes, he is summoned to a secret ceremony in the heart of the Fortress Monastery. Dressed in a hooded robe given to him by his escort, (Usually a Knight or Templar that he has bled with), he marches in to the labyrinth catacombs of Mysidia. In a high ceiling chamber he kneels before his mentors and is met by eight hooded Astartes resting among the shadows. Their identities are unknown and they introduce themselves as “The Judges”.
Purity – The quality of being free from anything that debases, contaminates, or pollutes. The Dragoons mind is probed by a Librarian of the Chapter. His deeds and sins are evaluated, and his intentions measured. When the psyker is assured that there is no taint of Chaos, the test is passed.
Courage – Mental or moral strength to venture, persevere, and withstand danger, fear, or difficulty The aspirant is given a simple blade and must defend himself in a short sparring session with each of the eight hooded figures. The battles will last until the Judges are satisfied.
His masters test him on each of the eight virtues of the Dragoon; Respect, Loyalty, Justice, Faith, Mercy, Courage, Purity, and Humility. Each test is meant to judge his character and monitor his commitment to the code. The virtues and tests are as follows:
Humility – The quality or state of being without arrogance, pride, or assertiveness.
Respect – The appropriate act of giving particular attention to the enemy or those held in high regard.
This is the final interview with the Dragoon. Regardless of his success in the previous tests, he is told that he has failed. He is asked where he thinks he has gone wrong. The Judges review his response. If he is humble, truthful, and sincere while accepting his failure, only then will he pass. If he retorts out of anger or pride, he will not pass.
Throughout the entire ceremony, the Dragoon is monitored on how his level of respect for the Judges. Informal speech, poor etiquette, or negative attitude is frowned upon. The Dragoon is also quizzed on his enemy; specifically the strengths and weaknesses of each alien race.
After an hour or so, the Judges convene on their decision. A unanimous decision is required for approval. Once that has happened, he sheds his title and becomes a Knight. His helmet is painted white and he is gifted an artisan weapon designed especially for his strengths. He is granted reign over a village or geographic area and he will be permitted access to all areas of the ancient city of Mysidia. This will be his first time visiting the great halls of the Dragoon, were the trophies and artefacts of the Chapter are kept. He also will visit the Chapter Catacombs, home not only to the great Masters of the Dragoons in the past, but also to the remains of the Legendary Wyrm. Being knighted is the most honourable moment of a Dragoon’s career.
Loyalty – The state of unswerving allegiance to a cause, custom, or person. The Dragoon is asked to recite “The Oath”; a verbal vow to the chapter that goes back to his days as a Squire. This vow is often recited by Chaplains during their speeches to the Chapter as reinforcement to their loyalty to the Dragoons.
Justice – The quality of being just, impartial, and fair. The Dragoon must report his ethical beliefs to the Judges. He is asked judge several moral dil emmas that m ay occur within the Chapter or on the provinces of Legendra. These cases cover topics such as chaos, aliens, mental illness, criminal justice, the social class system, politics, religion, and sport. Judges debate the perspectives and defences of the aspirant, while a Psyker scans the aspirant for signs that he may not be sincere in the truth of his words. Trouble makers, hot tempered bullies, and liars are shot down at t his phase.
For those that do not pass the test, there are degrees of failure. Out of necessity some Dragoons are just promoted to this trial too early. They will be put back in to training and will face a second trial in the years that follow. After failing the tests for a second time, a Dragoon will be rejected permanently from the ranks of the Knights. He is stripped of his weapons and armour and is retired to custodial duty in the city of Mysidia. The only exception to this is for those who have failed the test of purity. At the smallest sign of the taint of Chaos, they are immediately removed from active duty facing excommunication or execution. There have only been a few who have been retired to Custodial duty on Legendra. Shamed by their failure, they tend seek redemption by training the young, or committi ng suicide.
Faith – Complete trust in som ething for which there is no proof. During this test, the Dragoon is asked historical questions about the Emperor, his Primarch Vulkan, the Wyrm of ancient Legendra, and the forefathers of the Chapter. Then he is asked to claim one of the Wyrm as his patron protector. Each one has its own legacy, and when asked to explain the selection, his choice will state much about his character.
Mercy – Compassionate treatment of those in distress While difficult to show mercy during this trial, the Judges will measure the compassion of the Dragoon. The psyker will pry in to secrets of his past, scanning over the family members and battle-brothers that he has loved or lost. The Dragoon is also asked to sacrifice a large portion of his personal time to take a personal interest in a younger member of the chapter helping him study and train to become a better warrior.
9
CHAPTER ORGANIZATION This diagram represents the composition of the Chapter. It should be noted that although the fighting strength of each squad is officially ten Space Marines, combat attrition dictates that squads may go into battle under optimal strength. Transport vehicles and special equipment (such as bikes, Land Speeder and so on) are not listed, as each company will draw such equipment contingent to mission parameters.
CHAPTER COMMAND Raiko Thane Lord of Legendra, Master of the Dragoons Ebrahim Saibot Master of Sanctity
1700 Chapter Equerries and Servitors
30 Honor Guard
1 Land Raider (Baneclaw)
ARMOURY
APOTHECARION
FLEET COMMAND
LIBRARIUS
Atakin Mattock
Balthor Frankomir
8 Strike Cruisers
Ephebus Saharazad
Master of the Forge
Chief Apothecary
3 Battle Barges
Chief Librarian
30 Techmarines
7 Apothecaries
(Sanctum, Dragonwing
5 Epistolaries
95 Tech Servitors
& Black Mamba)
5 Codiciers
23 Predators
10 Rapid Strike Vessels
11 Lexicaniums
12 Vindicators
50 Thunderhawk
3 Acolytum
6 Whirlwinds
Gunships
15 Land Raiders
1ST COMPANY
2ND COMPANY
3RD COMPANY
4TH COMPANY
5TH COMPANY
Veteran Company
Battle Company
Battle Company
Battle Company
Battle Company
Captain Phage
Captain Regenus
Captain Memnon
Captain Lagunis
Captain Darr
Master of the Arsenal
Master of the Watch
Master of the Fleet
Master of the Realm
Master of the Es pers
175 Space Marine
6 Tactical Squads
6 Tactical Squads
5 Tactical Squads
5 Tactical Squads
Veterans
2 Assault Squads
1 Assault Squads
2 Assault Squads
2 Assault Squads
5 Dreadnoughts
1 Devastator Squads
2 Devastator Squads
2 Devastator Squads
2 Devastator Squads
2 Dreadnoughts
2 Dreadnoughts
4 Dreadnoughts
4 Dreadnoughts
6TH COMPANY
7TH COMPANY
8TH COMPANY
9TH COMPANY
10TH COMPANY
Reserve
Reserve
Reserve
Reserve
Reserve
Tactical Company
Tactical Company
Assault Company
Devastator Company
Scout Company
Captain Ulbrek
Captain Segomo
Captain Palemenos
Captain Madruk
Captain Garudias
Master of the Rites
Master of the Heralds
Master of the Hunt
Master of the Marches
Master of the Recruits
10 Tactical Squads
10 Tactical Squads
7 Assault Squads
7 Devastator Squads
Scout Squads
4 Dreadnoughts
3 Dreadnoughts
6 Dreadnoughts
10
SQUIRE SCOUT SQUADS The Crucible – After receiving his Biscopea, Occulobe, and Lyman’s Ear, the Squire’s physique is put the the test. The Crucible is an intense obstacle course consisting of four levels. The first is a timed test of balance consisting of a series of platforms and jumping boards. The second is another timed test emphasizing hand and eye coordination consisting of a wall climb and moving conveyer belts. The rd 3 test is untimed but will push the strength of the Squire to his l imits. It consists of a hand bike, a grip strength ledge, a hanging chain course, and the pipe slider. The final test is timed and will put the Squire at the bottom of a vertical rope with a buzzer at the top. The Squire may try each stage twice.
After approval by the Chaplains, a new recruit joins the ranks of the th 10 Company as a Squire. He is placed under the tutelage of an Instructor who will lead him on the field of battle and oversee his training and educate him in what it truly means to be one of the Adeptus Astartes. A Squire has much to learn, Not only must he become accustomed to the many biologically engineered enhancements which are at work on his body, but he must learn the litany of battle which will fortify and strengthen him. Through a gruelling training regime that lasts for many months, the Squire will learn how to use the battlegear on which his life depends, and he will get his first real chance to fight the enemies of Mankind.
The Last Supper – After receiving all the gene-seed implants, the Squires are treated to a feast of gourmet food. While the food itself is unending and a delicacy, it is also extremely toxic. In fact, at this meal, th the Captain of the 10 Company will toast a glass of poison to his Squires as a testament to their efforts. If the Squire survives the meal, he passes.
Throughout his entire tenure as a Squire, the recruit is watched over and taught by his Instructor, his actions guided and judged as he strikes the foe at the weakest point with bolter, shotgun and blade. As his training progresses, the Squire will grow proficient with many other weapons of death, such as the heavy bolter, sniper rifle, missile launcher and meltabomb. Acting as part of an infiltration force, a Squire will become skilled at every aspect of war. He will learn that to be a Dragoon is to be death incarnate, no matter the terrain, the nature of the foe, or the weapons that dominate the battlefield.
The Gauntlet – In the days following the Last Supper, the Squires prepare themselves for their final test. When the Chapter has a need for new Dragoons, it holds a competition in which a set number of Squires that have passed all their previous tests will be chosen to be Dragoons. The test begins will an eight-mile cross-country race over mountains and through water. Once at the end of the marathon, the Squire will be forced to assemble a boltgun from its parts and then shoot out a series of moving targets. Then after another eight-mile downhill jog, the Squires enter the Coliseum for their final test. They are put in non-lethal combat against one of the Dragoons of the Chapter. The fight is judged by the Chaplains and only after forcing an opponent to his back cleanly, will he move on.
More lightly armed and armoured than more experienced BattleBrothers, Squires chiefly fight as skirmishers. Their duties are to infiltrate enemy positions ahead of the rest of their Chapter, relying on stealth – rather than brute force – to accomplish their mission objectives. Operating behind enemy lines, Squires set ambushes for the unwary, destroy ammunitions dumps and vehicle pools, spy out the enemy’s movements and gather what information they can about their opponents’ plans. Sometimes Squires will pounce unseen within an unsuspecting enemy camp, capturing a commander for interrogation or sabotaging equipment and supplies. Striking in silence, the Scouts goal is to accomplish their mission and vanish before the enemy has the chance to retaliate in force.
WS
BS
S
T W
I
A
Ld
Sv
Instructor
4
4
4
4
1
4
2
9
4+
Squires
3
3
4
4
1
4
1
8
4+
SPECIAL RULES And They Shall Know No Fear, Combat Squads, Combat Tactics, Infiltrate, Move Through Cover, Scouts
THE TRIAL OF THE SQUIRE To become a Dragoon, a Squire must receive the gene-seed implants and pass each associated test. Those who survive the Trials, yet do not pass, may become Pages or Custodians of Mysidia. The Trials are as follows:
WARGEAR Hellfire Shells: A heavy bolter in a Scout squad can fire a single Hellfire Shell instead of firing normally.
The Calling – Once accepted as a candidate for the Chapter, the Squire is summoned to the Fortress Monastery in Mysidia. Specific instructions are given for him to wear light clothing and bring a water canteen and nothing else. The aspirant is met by a gate guard who refuses entry. The manner in which this refusal is delivered may range from harsh comments about his size or appearance to threats and physical taunting. The process is meant to test the willpower of the candidate and if he can wait for entrance for a period of 3 days without food, drink, or shelter from the elements, he will be allowed entrance.
Range
S
AP
36”
X
-
Range
S
AP
12”
4
-
Range
S
AP
36”
X
6
Type Heavy 1, Blast, Poisoned (2+)
Shotgun:
The Cleansing – After receiving his secondary heart, Haemastamen, and Larraman’s Organ, the Squire is stripped of all his possessions, has his head shaved, and is locked in to solitary confinement. He is only removed from his cell to be beaten, whipped, and interrogated. His allegiance to the Imperium and the Chapter is tested. And if he can withstand 30 days of this treatment without begging for mercy or forsaking his creators, he will be allowed his release back to the Chapter.
Type Assault 2
Sniper Rifle: Type Heavy 1, Sniper
Camo Cloaks: This gives the wearer the Stealth universal special rule.
The Strategem – Once the Dragoons recovers from the Cleansing he enrols in a comprehensive ciriculum of education covering individual combat, war, modern science, biology, geography, history, language, and Chapter organization. Only after passing a written test will the Squire move on.
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DRAGOON/SIDEWINDER/ANACONDA (TACTICAL/ASSAULT/DEVASTATOR SQUAD PROXIES) When a Squire completes The Gauntlet and survives the implanting of the Gene-seed he is inducted into the Dragoons. At this stage he is given a boltgun and power armour. He takes to the field of battle in a squad with his brethren and will bedeployed either on foot, or mounted in a rhino.
and fast at weak points in the foe’s formation. The Jump Pack is easily as dangerous as any weapon the Sidewinder carries. It allows the squad to traverse all manner of terrain swiftly and without hindrance, or even perform controlled low-altitude descents from Thunderhawk Gunships. In certain circumstances, Sidewinders are even used a bait, luring an unwary enemy force onto a prepared defensive position, or redirecting them away to buy time for further preparation or evacuation.
Dragoon squads are the backbone of the army. They are called upon to fulfil a full range of battlefield roles as the ever-changing theatre of battle dictates.; they hold ground, provide fire support or charge into the bloody melee of close combat, Each has proved himself in battle several times and only the strong survive long enough to reach the rank. Dragoons are expected to be as tactically flexible as possible, and each squad almost always contains a special weapon and some powerful close combat weapons. A Dragoon is expected to be competent in the fields of ballistic and close combat fighting. Even though they are heavily armed with bolters, bolt pistols, frag grenades and krak grenades as well as swords, axes, combat knives, daggers and/or other melee weapons. Each squad member also has advanced sensory and communication systems and a limited access to Intel and other important information. Dragoon squads must be capable of fighting in specialist missions, such as assassinations, sabotage or recon. They are often deployed ahead of other packs to disorientate and weaken enemy forces.
Not all Dragoons make the transition to be a tactical marine. Some demonstrate a talent or obsession for a particular aspect of battle that, while immensely valuable in its own way, would prove a liability in the adaptive role of the Tactical squad. Other Battle-Brothers simply lack the mental flexibility to embrace the fluidity of the Tactical squad’s role. BS
S
T
W
I
A
Ld
Sv
Dragoon Knight
4
4
4
4
1
4
2
9
3+
Dragoon
4
4
4
4
1
4
1
8
3+
BS
S
T W
I
A
Ld
Sv
Sidewinder Knight
4
4
4
4
1
4
2
9
3+
Sidewinder
4
4
4
4
1
4
1
8
3+
Squires who prove to be excellent Marksmen are inducted as members of the heavy squads called Anacondas. They are the most heavily armed of all Dragoon squads, trained to assail the enemy from great distance and with overwhelming firepower. As primarily longrange support, Devastators are capable of providing the Tactical and Assault Squads with covering fire, visiting swift and brutal counterbattery fire, or engaging enemy vehicles and other heavily armoured targets. Unlike most other Space Marine squads, Anacondas operate from a largely static footing, abandoning fixed positions only to advance, fall back or occupy a position with more commanding arcs of fire. This is not to say that Anacondas cannot be flexible upon the field of battle, indeed, each squad has its own assigned Rhino transport for such redeployments. However, it remains true that Anaconda squads most completely define a Dragoon task force’s reach and depth, for they promise destruction with greater range and measure than any of their Battle-Brothers.
Each squad is lead by a grizzled Sergeant, called a Knight by the Chapter. He has survived and thrived through several decades, or even centuries, or hard and brutal campaigning. It is essential that a squad is led by a canny and daring individual capable of reading the battle for opportunity, and it is quite common for Knights to be st seconded from the elite 1 Company. So is it ensured that the mainstay of the Chapter’s battle forces are led by the most experienced of its warriors.
WS
WS
WS
BS
S
T W
I
A
Ld
Sv
Anaconda Knight
4
4
4
4
1
4
2
9
3+
Anaconda
4
4
4
4
1
4
1
8
3+
As a Dragoon becomes more experienced, he can be introduced to combat in drop pods or take to the field of battle on a bike. Once he shows that he understands and practices the eight pillars of Knighthood, he is summoned to a ceremony where under much tradition and secrecy, leading members of the chapter deem him worthy. At that point, he sheds his title and becomes a Knight. From there, he can move on to be a member of a Veteran squad or command a squad of his own Dragoons.
For the most ferocious of Squires, they become Fast Attack Assault Marines known by the chapter as Sidewinders. They excel at closequarter fighting. Equipped with jump packs and armed with bolt pistols and chainswords, they scream across the battlefield like avenging angels, charging into the foe with little heed for personal danger. The Sidewinders are unleashed in the first wave on an attack, to strike hard
SPECIAL RULES And They Shall Know No Fear, Combat Squads, Combat Tactics.
12
CAVALIER AND SQUIRE BIKE SQUADS During the initiation process, Squires are introduced to specially modified bikes to allow them to seek out the combats they need to accomplish mission objectives. These bikes are armed with many different pieces of specialist equipment such as grenade launchers and cluster mines. The Squires that excel in this area of training are fielded as small units of Fast Attack bikes. When they face their induction to the Dragoon ranks, these warriors keep their bikes or may be introduced to the Attack Bike. They are known as the Cavaliers. Space Marine Bike squads carry out fast-moving assault missions, often operating on intelligence gathered by infiltrating Scout squads or Land Speeder reconnaissance flights. Cavalier squads attack at incredible speeds, using surprise and unstoppable momentum to punch holes in the enemy formation, accelerating away as the enemy recovers his wits only to circle back and attack once again from an unexpected direction. By the time a foe has heard their approach, the damaged has already been done. For a Cavalier to operate at full potency, the superhuman rider and his mechanical steed must function flawlessly as one. To this end, the Codex Astartes dictates that all of a Chapter’s Assault Marines, Scouts th and the entire 6 Company should master the art of mounted warfare as part of their training regimen. The Space Marine bike itself is a robust construction. It needs to be; for it must be powerful enough to propel a fully armoured Space Marine at dizzying speeds and yet responsive enough to perform a full range of death-defying combat manoeuvres. Even at low speeds the combined impact mass of bike and rider is no small thing to encounter. Indeed, many experienced Space Marine bikers can boast of riding through rockcrete walls at full pelt, suffering neither harm nor impediment. The effect such an impact can have on living tissue is perhaps best left to the imagination.
BS
Cavalier Knight
4
Cavalier Biker Cavalier Attack Biker
S
T
BS
Instructor Biker
4
Squire Biker
4
S
T
W
I
A
Ld Sv
4
4 4(5) 1
4
2
9
4+
4
4 4(5) 2
4
2
8
3+
SPECIAL RULES (SQUIRE BIKERS) And They Shall Know No Fear, Combat Tactics, Combat Squads, Infiltrate, Scouts. WARGEAR Cluster Mines: Each Squire Bike squad equipped with cluster mines can booby-trap one piece of area terrain before the game begins. Note that a Squire Bike squad that splits into combat squads is still counted as a single squad for the purposes of cluster mines. At the start of the game, after terrain is placed, declare that your Squire Bikers have place booby-traps and secretly write down the piece(s) of area terrain that have been booby-trapped in this fashion. Each terrain piece can only be booby-trapped once.
For the heaviest assault missions it is common for a bike squad’s firepower to be further augmented through the attachment of an Attack Bike. Each Attack Bike is a highly formidable mobile firebase, with the twin bolters of the bike itself augmented by a multi-melta or heavy bolter mounted on a sturdy sidecar. WS
WS
Cluster mines are automatically triggered the first time a unit moves into the booby-trapped terrain. When triggered, the cluster mines inflict 2D6 hits on the unfortunate unit once it has finished its move. These are treated as shooting hits and use the following profile.
W
I
A
Ld Sv
4
4 4(5) 1
4
2
9
3+
4
4
4 4(5) 1
4
1
8
3+
Range
S
AP
4
4
4 4(5) 2
4
2
8
3+
n/a
4
-
Type No cover saves
If a vehicle triggers the cluster mines, the hits are always resolved against rear armour. Once the effect of the cluster mines has been resolved, they are assumed to have been expended and have no further effect
SPECIAL RULES (CAVALIERS) And They Shall Know No Fear, Combat Tactics, Combat Squads Combat Squads: A Cavalier Squad at full strength (for a total of eight bikes and one Attack Bike) can split into two combat squads. Note that if this is done the Attack Bike counts as two models, giving one combat squad of five bikes, and one of three bikes and an Attack Bike.
Shotgun:
During the final stage of a Squire’s training, he is attached to a Squire Bike squadron. Squire Bikers are employed as fast-moving reconnaissance and disruption units. They operate on a far longer leash than other Squires, often operating as a separate and distinct adjunct to the main Dragoon strike force, answerable to none save their commanding Instructors.
Range
S
AP
12”
4
-
Type Assault 2
Locator Beacon: If a unit wishes to arrive on the battlefield via deep strike and chooses to do so within 6” of a model carrying a locator beacon, then it won’t scatter. Note that the locator beacon must already be on the table at the start of the turn for it to be used.
While Scout Bikers continue to perform the hit-and-run tactics they perfected in earlier year of service, their repertoire of combats skills is broadened by hard-won experience and further augmented by supplies of special issue equipment. While the enemy concentrates on the main Dragoon attack, the Squire Bikers ride rampant behind his lines, calling down orbital bombardments and reserve deployments with pinpoint accuracy.
Astartes Grenade Launcher:
13
Frag Range
S
AP
24”
3
6
Krak Range
S
AP
n/a
6
4
Type Rapid Fire, Blast
Type Rapid Fire
MYRMIDON/PALADIN/DIAMONDBACK KNIGHT & TEMPLAR VETERAN SQUADS (TERMINATORS/STERNGUARD/VANGUARD VETERAN PROXIES) Knights are the veterans of the chapter. They have mastered the art of death and are acquainted with the weaponry and doctrines of the chapter. By using their superior weaponry to destroy the enemy from afar or up close, they look after each other and in some cases lead a squad of Dragoons. There are multiple career paths for Knights. If he shows that his abilities in combat are exceptional, he will be given permission to don a suit of ancient Terminator Armour. Theses worthy Knights are known as the Myrmidons and they are expected to face the toughest of opponents and come out victorious. WS
BS
S
T
W
I
A
Ld
Sv
Myrmidon Templar
4
4
4
4
1
4
2
9
2+
Myrmidon Knight
4
4
4
4
1
4
2
9
2+
BS
S
T
W
I
A
Ld
Sv
Paladin Templar
4
4
4
4
1
4
2
9
3+
Paladin Knight
4
4
4
4
1
4
2
9
3+
BS
S
T W
I
A
Ld
Sv
Diamondback Templar
4
4
4
4
1
4
2
9
3+
Diamondback Knight
4
4
4
4
1
4
2
9
3+
Only the most elite get chosen for promotion from a Knight to a Templar. One must be an expert in all areas of warfare to join the ranks of the Chapter’s leaders. The Templars lead as Squad Sergeants, mainly for other veteran Knights, but when the time comes; they will form a formidable bodyguard for a Dragoon Captain known as the Copperhead Command Squad. Ttheir ability to deal death protects their charge and their knowledge and experience of battle provides mental guidance. The highest ranking Templars are the Viper Guard. These individuals are strong and wise enough to be a commander in their own right. All Viper Guard are selected from the best Templars of the chapter. They can lead a small task force on their own or serve as lesser commanders for the Chapter Master, passing on commands and using their minds to help their Lord achieve the most he possibly can. They are terrifying to behold in a melee dispatching lesser warriors with ease and challenging enemy leaders to one on one combats where the Viper Guard’s strength allows him to overcome all but the most powerful of foes. They are granted permission to all sorts of devastating war gear to crush with ease all who oppose them.
Paladins make up the majority of Knights in the Chapter. The honour of their rank demands respect from the lower ranking Dragoons, but their powers in battle are awe-inspiring. Paladins can carry more specialised weaponry than their brethren and use these formidable pieces of war gear to great effect, sowing destruction throughout enemy ranks. Paladins are often deployed ahead of the main force to destroy supply bases, communication centres, power plants and other such important structures. The disruption caused by these attacks cause enemy forces to became crippled before the main assault. WS
WS
It is only out of necessity that promotion to the Templars occurs, as there is only enough room for one leader per each elite squad, one ten-man command squad per Dragoon Captain, and one five-man honour squad per Chapter Master. SPECIAL RULES And They Shall Know No Fear, Combat Tactics.
Diamondbacks are the counterparts to the Paladins. They are masters of the bolt pistol and close combat weapon. Diamondbacks can chose to deploy in battle with jump packs to take the fight to enemy, where there skills can be put the best use. When deploying via combat drop with their jump packs, they are known to land as close to the enemy as possible, then immediately charge into a melee. They have access to powerful wargear such as combat shields and power weapons.
14
COPPERHEAD COMMAND SQUAD Copperhead Command Squads accompany high-ranking Dragoon Captains on the field of battle. The exact nature and title of a Command squad’s members can vary, depending on a Chapter’s organization and the personality of a company’s Captain. The most common are Company Champion, Apothecary and Company Banner Bearer, and these can be found in almost all Command squads. Even so, some Chapters maintain other titles and positions in accordance with their traditions.
Captain free to conduct the wider battle, rather than engage in a series of personal combats. As key roleplayers in the Dragoons, Company Champions are as important in rituals and ceremonies of the Chapter as they are in war. Service in a Command squad undoubtedly speeds promotion within the Chapter. Most Captains fill their retinues with Space Marines in whom the bloody skills of combat are matched by a tactical and strategic brilliance. However, only the luckiest and most hardened warriors survive more than a few battles. Captains and their Command squads can invariably be found where the fighting is thickest. This being the case, a protégé who survives long enough to be nominated as the Captain’s successor will have proven himself in the midst of the most gruelling of battles against the most terrible of foes.
Company Standard Bearers carry the battle-flag of the company in which they serve. Each standard is an ancient relic, rich in history and heavy with the glories of the Chapter. The company banner is the physical heart of the company on the battlefield, and every Space Marine, from the most inexperienced to the eldest veteran, fights all the harder in its presence. The Standard Bearer is trusted never to let the standard out of his grip while he still draws breath – to do otherwise is to invite the most terrible and shameful dishonour. The Apothecary is well-versed in the arts of battlefield aid, advanced surgery, cybernetics and bio-engineering. He is a warrior of untold might and unquenchable bravery, for his plaice is i n the bloody heart of battle. If a comrade falls, the Apothecary uses his narthecium to tend the wounds, allowing his brother to return to battle even after suffering the most appalling of injuries. However, not all the wounded are saved. Some weapons are terrible enough to mortally wound a Space Marine outright. The Apothecary can only calm the spirits of the dying and prepare them for death. Once dead, a Space Marine lives on through his gene-seed, the Apothecary using this reductor to remove the progenoid organs from the body. From the genetic imprint held within these precious organs, future generations of Space Marines are created, and the continuation of the Chapter is assured.
WS
BS
S
T
W
I
A
Ld
Sv
Copperhead Champion
5
4
4
4
1
4
2
9
3+
Copperhead Templar
4
4
4
4
1
4
2
9
3+
Apothecary
4
4
4
4
1
4
2
9
3+
SPECIAL RULES And They Shall Know No Fear, Combat Tactics WARGEAR Narthecium: As long as the Apothecary is alive, all models in his squad have the Feel No Pain universal special rule. Company Standard: Any unit within 12” of the Standard Bearer always re-rolls failed Morale and Pinning tests. While the standard bearer is still alive, the Command squad counts as scoring one extra wound in close combat for the purposes of calculating the assault result.
Company Champions defend the honour of their Company, their Chapter and the Emperor himself. They engage the warlords and champions of the foe in single combat, leaving the
15
VIPER GUARD - HONOUR GUARD For a Dragoon to have become one of the Chapter’s Viper Guard is for him to have fulfilled many centuries of exceptionally courageous service. Every member of the Honour Guard is a living example of the ideals for which Vulkan intended his Legion to be forever known. Honour Guards are spiritually solemn individuals in repose, but ferocious and unyielding warriors in battle. Each has received the very highest honours that his brother Marines can bestow, performing deeds the like of which lesser men can only dream. It is said that each member of the Viper Guard has earned more commendations and glories in a lifetime’s service than a whole company of Dragoons and that each individual has slain more foes than an entire regiment of Imperial Guardsmen. So steeped are the Honour Guard in the trade of battle and blood that their accumulated insights and understanding of warfare commonly outstrips even the experience of the Chapter’s Captains. They rarely give unsolicited advice, for to do so is to risk undermining their commander’s authority, yet such restraint serves only to lend gravitas to an Honour Guards words. It is considered folly for even the Master of the Chapter, though he be a noble and peerless warrior of several centuries standing, to ignore the solemn counsel of his Honour Guard. An Honour Guard’s wargear is drawn from the most ancient and venerated relics of the Chapter; for such men above all others have earned the right to bear such a burden. The Honour Guard enter the fray clad in ornate suits of artificer armour and wielding weapons that have seen battle at the hands of a thousand great heroes. The perfect weapon is wedded to the perfect warrior; creating a force that only the boldest and most terrifying foes can hope to stand against. Most Chapters have only a handful of Honour Guard, enough to form a distinct and capable fighting unit, but no more. A few of the older and larger Chapters can muster as many as two dozen Honour Guards, but it is a rare and terrible day when they all fight as one. SPECIAL RULES And They Shall Know No Fear, Combat Tactics
In battle, the Honour Guard commonly act as the Chapter Master’s retinue; responsible for the safety of their commander and hoisting aloft the Chapter’s battle standard. The Honour Guard fight for both tasks with stern fury, but without ever succumbing to doubt or rage to subvert their actions. Such courage and devotion has been the salvation of more than one Chapter Master’s life and turned the tide of countless battles. Accordingly, when an Honour Guard is slain, his companions fight all the harder in order to recover his mortal shell and lay it to rest in the Chapter’s Catacombs. WS
BS
S
T
W
I
A
Ld
Sv
Viper Champion
5
4
4
4
1
4
3
10
2+
Viper Templar
4
4
4
4
1
4
2
10
2+
Honour or Death: The Chapter Champion must be ready to challenge any enemy leader to single combat, and all his training is bent to this goal. In an Assault, the Chapter Champion must direct all of his attacks against an enemy independent character if in base contact with one. He always re-rolls any railed rolls to hit and to wound that are directed against an enemy independent character. WARGEAR Chapter Banner: Any unit within 12” of the Banner Bearer always rerolls failed Morale and Pinning tests. In addition, all models in the same unit as the Chapter Banner have +1 Attack whilst the banner bearer is alive. While the Banner Bearer is still alive, the Honour Guard counts as scoring one extra wound in close combat for the purposes of calculating the assault result.
16
CAPTAIN Each Company in the Dragoons Chapter falls under the command of a Captain. Each Captain is a hardened veteran, a master strategist who st has proven his prowess in battle as a member of the Chapter’s 1 Company, or though distinguished service in his own Company prior to the death of his predecessor.
Master of the Marches: Duties include ensuring all food and drink supplies for the Chapter are maintained. Master of the Recruits: Responsible for all recruitment into the Chapter.
In addition to his Chapter rank, each Captain also bears one or more honorific titles associated with the command of a particular company or responsibility. Some, such as Master of the Watch and Master of the Recruits, are common titles in use across almost all Space Marines Chapters. Other titles are products of Chapter history and creed.
Space Marine Captains are masters of the battlefield, able to read its ebb and flow as ancient mariners would judge the changing of the sea. It is not enough for a Captain to simple be a skilled fighter in his own right; he must also have a superhuman grasp of strategy and tactics, as well as the wit to employ them in the ever-changing arena of warfare. Every squad in a Space Marine strike force is a weapon, and a Captain must be proficient in the wielding of each, whether singly or in combination.
Master of the Arsenal: Handles issuing of weapons and other equipment to Chapter personnel. Master of the Watch: Responsible for maintaining the Chapter's supplies of equipment and ammo. Also in charge of overseeing the defenses of the Chapter Fortress.
It is often said that in terms of raw military might, each Space Marine is easily worth a dozen or so Imperial Guardsmen. Under the command of an experienced Captain, this value can swell tenfold. Such power is not wielded lightly or recklessly, but with precision guided by meditation. Every Space Marine lost in battle is a bitter blow to the Chapter and if lives must be expended, they must be expended for good and noble reasons.
Master of the Fleet: In charge of the Chapter's fleet, ensuring proper working order of the Strike Cruisers and Battle-Barges, as well as other aerial vehicles of the Chapter (i.e. Thunderhawks and Drop Pods). Master of the Realm: Acts as secondary governer over Chapter Territories, including the Dragoon homeworld Legendra, in the absence of the Chapter Master.
A Space Marine Captain is not simply a master of warfare; he must also have the gift of oratory and diplomacy. Whilst most Imperial Commanders are more than happy to receive aid from the Space Marines, there are those whose hubris must be carefully negotiated in order to prevent a battle zone’s collapse into disaster through unnecessary infighting. This is not to say a Space Marine Captain lacks for other methods of dealing with petty dissent. A Space Marine does not bend his knee lightly, but the Emperor’s cause transcends all personal feelings.
Master of the Espers: In charge of the burial grounds and Catacombs of the Chapter. He is responsible for keeping all the records on the fallen Dragoons of history and prepares the burial arrangements and ceremonies for the recently deceased. Master of the Rites: Leads the Chapter in any ceremonies or special events, and also manages day-to-day training of the Chapter. Master of the Heralds: In charge of public relations with remembrancers, artists, and writers in order to record the legacy of the Chapter and its greatest heroes.
Captain
WS
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
3
10
3+
SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character.
Master of the Hunt: The Dragoons seek to avenge themselves of the shame of letting their nemesis escape them in battle. Such enemies cannot be allowed any glory in the fact of their continued existence. The Master of the Hunt is sent from the Chapter Fortress in search of one such enemy, and is charged to exact the Chapter's vengeance upon the foe.
WARGEAR Iron Halo: This confers a 4+ invulnerable save.
17
CHAPTER MASTER To be a Chapter Master is to be a god amongst men. His personal combat prowess is unmatched, for his body is that of a Space Marine, with all the might and endurance that a scion of the Emperor is heir to. Hundreds of year of battlefield experience as a Space Marine have taught him every facet of war, trained him in the tools of slaughter and honed his wits to the level of instinct.
judgement and answerable only to others of his rank. In addition to the thousand Space Marines at his command, most Chapter Masters also hold dominion over star-spanning Strike Cruisers, Navigators, Astropaths, Armourers and Planetary Defence Forces. Indeed, most Chapter Masters rule entire worlds, systems or subsectors of space in the Emperor’s name. Such places are zones of relative prosperity and stability in a galaxy infested by war, their formidable defences buttressed by the might of a Space Marine Chapter and the patronage of its Master.
These dark days of Mankind’s survival have known many heroes, bold men whose names are honoured across the Imperium, and whose valiant deeds have become unyielding legend. Ranked high amongst such men are the Chapter Masters of the Space Marines. Even in the st 41 Millennium, a time of war and warriors like no other, there are few amongst humanity’s defenders that can claim such honour and renown as they, for in sheer scope of battles won and foes vanquished, the Master of the Space Marines are without peer.
Chapter Master
WS
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
3
10
3+
SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character.
With the merest glance, a Chapter Master can appraise a war zone, can see every threat and opportunity presented by the shifting lines of battle and can divine how victory can be assured. All this he does from the vanguard of his army, scouring the enemy with bolter and blade even as his mind and voice command the wider battle. A Chapter Master stands firm when other men falter, advances without fear when other men flee and retreats when only a fool would fight on. By his example does he inspire men to greater valour, not only the Space Marines at his command, but Imperial Guardsmen, hive militiamen and others besides. Such is the value of true heroism – the awakening of lesser men to great deeds.
Orbital Bombardment: Counts as firing a ranged weapon. Note that if an arrow is rolled on the scatter dice, an orbital bombardment will always scatter the full 2D6” – the Chapter Master’s Ballistic Skill makes no difference. Range
S
AP
Unlimited
10
1
Type Ordnance 1, Barrage
WARGEAR Iron Halo: Confers a 4+ invulnerable save.
If a Chapter Master’s personal might is unmatched, then the wider power he wields is nothing short of epic. A Chapter Master is a peer of the Imperium, with authority to act as he wishes according to his own
18
TECHMARINES/SERVITORS/THUNDERFIRE CANNON Ancient pacts sworn between the Adeptus Mechanicus and the Adeptus Astartes allow the Dragoons to send those warriors with an affinity for technology to Mars to train and begin the long, arduous journey of becoming a priest of the Machine God. Without the passing on of such ancient lore, the Space Marines would be unable to make war.
Despite this suspicion, Techmarines are held in great esteem by their Battle-Brothers who recognize and acknowledge the Techmarines’ expertise in the mysterious sciences. A Space Marine Chapter would be of little consequence without its many technological tools, and its ancient weapons must be kept in a constant state of readiness – without the Techmarines this would be impossible. Despite their arcane calling, they are warriors first and foremost. Should a vehicle or artefact of technology be lost, the Techmarines will fight for its retrieval as stridently as their brethren would fight to recover a fallen comrade; perhaps, as some suggest, harder.
Aspiring Techmarines train for many years on Mars; submerging themselves in rites of activation, hymnals of maintenance; and how to call forth a machine spirit to placate its wrath. Techmarines return to their Chapter as aloof and mysterious figures steeped in superstitious awe. From that point forth they are men of dual loyalties, pledged by blood to their Chapter, but bound in mind and spirit to the mysteries of the Mechanicus Omnissiah. This dichotomy ensures that a Techmarine is never again truly trusted by his brothers and is kept at arms length from the Chapter’s secrets and rituals.
WS BS Techmarine
4
4
WS BS Servitor
3
3
S
T W
I
A
Ld
Sv
4
4
1
4
1
8
2+
S
T W
I
A
Ld
Sv
3
3
3
1
8
4+
1
SPECIAL RULES Independent Character, Combat Tactics, And They Shall Know No Fear. Blessing of the Omnissiah: If a Techmarine is in base contact with a damaged vehicle during the Shooting phase, he can attempt to repair it instead of firing. Roll a D6 and add the following modifiers: Each Servitor with a servo-arm in the unit The Techmarine has a servo-harness
+1 +1
If the result is 5 or more, then either a Weapon Destroyed result or Immobilized result (owing player’s choice) will be repaired. If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase. The Techmarine cannot repair if gone to ground or falling back. Bolster Defences: Techmarines can increase the effectiveness of cover, reinforcing crumbling walls and re-welding badly-damaged spars. Each Techmarine can bolster a single ruin before the game begins. When you deploy, nominate one ruin in your deployment area for your Techmarine to bolster. The ruin’s cover save is increased by one for the duration of the game. For example, a normal ruin (4+ save) so reinforced would off a 3+ cover save. A ruin can only be bolstered once. WARGEAR Servo-arm: Techmarines and Servitors are equipped with powerful servo-arms that can be used for battlefield repairs or even put to use as a weapon. Each Servo-arm grants the model a single extra close combat attack, made separately at Initiative 1 and Strength 8, ignoring Armour Saves. Servo-harness: A servo-harness gives the Techmarine an extra servo-arm (giving him two servo-arm attacks), a plasma cutter (fired in the Shooting phase as a twin-linked plasma pistol, but cannot be used in close combat) and a flamer. In the shooting phase the Techmarine can fire both harness-mounted weapons, or one harness mount and another gun.
19
MASTER OF THE FORGE The Master of the Forge is the Chapter’s most senior Techmarine, charged with the maintenance of the Chapter’s fleet of armoured fighting vehicles. His knowledge of the arcane sciences has been refined over centuries of service, and rivals that of senior Tech-priests of Mars. Indeed, a Master of the Forge’s skill has been honed to a point where he can recognize a machine spirit’s ailment with but a glance and the cause of its intemperance from the merest whisper of its tortured mantra of function.
The Techmarine has a servo-harness
If the result is 5 or more, then either a Weapon Destroyed result or Immobilized result (owing player’s choice) will be repaired. If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase. He cannot repair if gone to ground or falling back. Bolster Defences: He can increase the effectiveness of cover, reinforcing crumbling walls and re-welding badly-damaged supports. He can bolster a single ruin before the game begins. When you deploy, nominate one ruin in your deployment area for your model to bolster. The ruin’s cover save is increased by one for the duration of the game. For example, a normal ruin (4+ save) so reinforced would off a 3+ cover save. A ruin can only be bolstered once.
Such uncanny, and perhaps unnatural, skill conspires to make the Master of the Forge something of an outcast in most Chapters. Though he is a leader, the Master of the Forge is an outsider to all save his subordinate Techmarines, whose company is shunned in all matters save those that pertain to his beloved mechanicals.
Lord of the Armoury: Dreadnoughts, Venerable Dreadnoughts, and Ironclad Dreadnoughts may also be taken as Heavy Support Choices.
This isolation serves only to lead a Master of the Forge further down the path of eccentricity. Surrounded by tongueless machines and witless Servitors, his own voice becomes atrophied. On such rare occasions as a Master of the Forge does speak, it is in clipped and monotonous tones, coldly precise in detail and delivery.
WARGEAR Servo-arm: The Master of the Forge is equipped with powerful servoarms that can be used for battlefield repairs or even put to use as a weapon. The Servo-arm grants the model a single extra close combat power weapon attack, made separately at Initiative 1 and Strength 8.
In addition to his responsibilities to the armoury, a Master of the Forge is also tasked with the conservation of any arcane mechanical relics to which his Chapter is heir. The oldest and most famous Chapters have many such technological wonders locked within their vaults. Most are so bewilderingly complex that no living man could hope to divine their secrets. Others are forged of secrets so ancient that only an artisan of a Master’s knowledge could hope to maintain them without causing harm to himself and anyone else in proximity. If the need is great, a Master of the Forge will take up such a weapon and unleash the fury of Mankind’s lost technological might upon the foe.
Master of the Forge
WS
BS
S
T
W I
A
Ld
Sv
4
5
4
4
2
2
10
2+
4
Servo-harness: A servo-harness gives the Master of the Forge an extra servo-arm (giving him two servo-arm attacks), a plasma cutter (fired as a twin-linked plasma pistol, but cannot be used in close combat) and a flamer. In the shooting phase he can fire both harnessmounted weapons, or one harness mount and another gun. Conversion Beamer: A shot form a conversion beamer has a different profile depending on how far the target i s from the firer. When firing the conversion beamer, measure the distance to the target and place the blast template. Once the final location of a conversion beamer’s template has been placed after scatter, measure to the centre of the blast marker and consult the chart below to determine the effect.
SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character Blessing of the Omnissiah: If in base contact with a damaged vehicle during the Shooting phase, he can attempt to repair it instead of firing. Roll a D6 and add the following modifiers: Each Servitor with a servo-arm in the unit
+1
+1
20
Range
S
AP
Type
Up to 18”
6
-
Heavy 1, Blast
18” to 42”
8
4
Heavy 1, Blast
42” to 72”
10
1
Heavy 1, Blast
Over 72”
Miss!
n/a
n/a
LIBRARIAN The Imperium of Man is eternally vigilant for the taint of mutation. The Chapters of the Adeptus Astartes are careful to ensure that their genesee is not polluted. Apothecaries rigorously screen potential recruits for any sign of genetic deviation, but not all mutation is physical. Psychic talent is a mutation too, and is at once the most dangerous and the most useful. Detecting and developing nascent psykers is one of the many responsibilities of the Chapter’s Librarium.
Librarian
WS
BS
S
T
W I
A
Ld
Sv
5
4
4
4
2
2
10
3+
4
SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character.
For aspiring Librarians, not only must a recruit endure everything a normal recruit would, but he must be strong enough in spirit to withstand the moulding of his mind. A recruit must be taught how to hone and wield his powers, and how to protect himself from the perils of the Warp. A Librarian faces a thousand enemies before he even goes to war. To the creatures of the Warp he is a choice prize; with sorcerous aptitude and strong flesh to contain demonic essence.
Psyker: Librarians are Psykers, as described under the Special Rules. WARGEAR Force weapon: A power weapon, but also confers the wielder one additional psychic power, used in close combat, roll to hit and wound as normal, allowing invulnerable saves. The Psyker takes a Psychic test to use the weapon’s power against any one opponent that suffered an unsaved wound by that player that turn. This counts as using a Psychic power that turn. This can be used on opponent’s turn.
If a recruit survives the testing, he joins the Librarius as Lexicanum, rising through the ranks to become Codicier, Epistolary, and perhaps even Chief Librarian. He will use his abilities to pierce the Warp, provide the means for interstellar communication as well as to identify more of his own kind. He will judge others as he was himself once judged, scrutinising potential candidates and peers for frailty of mind or spirit.
Psychic hood: Psychic hoods are embedded with arcane constructions of psychically-attuned crystals that allow a Librarian to nullify an opposing psyker’s power. Declare that you’ll use the psychic hood after an enemy model within 24” of the Librarian passes a Psychic test. If there are several Librarians in range, only one can attempt to nullify the psychic power – you must choose which.
Librarians’ talents set them apart from their comrades, yet their presence is always welcomed on the field of battle. Most Librarian battle-disciplines focus on strengthening and enhancing his already formidable combat prowess. He can unload powerful energy bolts, project force shields or increase his might to near godlike proportions. Some can step outside the confines of linear time, sense the enemy’s movements or redirect bullets with the power of their mind. In all of the Imperium there are few great warrior-mystics, combining the prowess of the Adeptus Astartes with the steel discipline needed to contain and control their powers.
Each player then rolls a D6 and adds their models Leadership value to the score. If the Space Marine Librarian beats the opposing model’s score, then the psychic power is nullified and does not take effect that turn. If the opposing model’s score is equal or higher, it can use its psychic power as normal. The psychic hood can be used once each time an enemy model uses a psychic power within range.
LIBRARIAN PSYCHIC POWERS A Space Marine Librarian has two psychic powers (chosen when the army is picked). He can only use one power each player turn unless he has been upgraded to an Epistolary, in which case he can use up to two psychic powers each turn. All Space Marine Librarian psychic powers are used following the rules given in the main 40k rulebook.
NULL ZONE The power is used at the start of the Librarian’s Shooting phase. All enemy units within 24” of the Librarian must re-roll successful invulnerable saves for the remainder of the player turn.
SMITE This power is a psychic shooting attack and has the following profile: Range
S
AP
12”
4
2
MIGHT OF THE ANCIENTS The power is used at the start of the Librarian’s Assault phase. If successful, the Librarian has Strength 6 and rolls 2D6 armour penetration for the remainder of that Assault phase.
Type Assault 4
THE GATE OF INFINITY This power is used at the beginning of the Librarian’s Movement phase. The Librarian, and any unit he is with, is removed from the tabletop and immediately place back together anywhere within 24” using the deep strike rules. If the Librarian travels alone, there is no risk, but if he takes a unit with him, there is a change something will go wrong. If the deep strike attempt scatters and a double is rolled, one member of the unit, chosen by the controlling player, is claimed by the Warp and removed as a casualty (the survivors scatter normally).
FORCE DOME The power is used at the start of the Librarian’s Movement phase. The Librarian and any unit he is with receive of 5+ invulnerable save until the end of the following player turn. MACHINE CURSE This power is a psychic shooting attack with a range of 24” that only affects vehicles. If the Machine Curse hits, the target vehicle automatically suffers a single glancing hit
VORTEX OF DOOM This power is a psychic shooting attack and has the following profile:
THE AVENGER This power is a psychic shooting attack and has the following profile: Range
S
AP
Template
5
3
Type Assault 1
Range
S
AP
12”
10
1
Type Heavy 1, Blast
If when using this power the Librarian fails his Psychic test, place the Vortex of Doom blast marker on the Librarian – in this case the template will no scatter.
QUICKENING The power is used at the start of the Librarian’s Assault phase. If successful, the Librarian has the Fleet special rule and Initiative 10 for the duration of the Assault phase.
21
CHAPLAIN Chaplains are the spiritual leaders of the Chapter. They administer the rites, preserve the rituals and perform the ancient ceremonies of Initiation, Vindication and Redemption that are as important to a Space Marine Chapter as its roll of honour and skill at arms. Chaplains are daunting figures even for other Space Marines to behold. Their power armour is usually jet black and adorned with icons of battle and tokens of ritual and mystery, their skull helms are death masks that evoke the stern visage of the immortal Emperor. Every aspect of a Chaplain’s garb serves to remind all who gaze upon him of mortality’s impermanence and thus the importance of preserving the immortal soul. Beneath this stern cladding is a man no less grim of aspect and manner. Chaplains are notoriously strict individuals. They are responsible for the spiritual health of their Battle-Brothers and renowned for their sense of duty. They armour their brother Marines against heresy and false pride, instilling the wisdom of the Emperor in those who are his m ost trusted servants. A Chapter’s Chaplains are the keepers of the Reclusiam, the fortressmonastery’s central shrine where prayer and worship is conducted. The Reclusiam is a place of great spiritual reverence, where battle standards hang from hallowed walls and the very stones echo with remembrance. Here are kept the Chapter’s most holy relic: fragments of armour, banners from time of legend, and the raiments of ancient heroes who long ago passed beyond mortal service. But the Chaplains teach that the presence of a formal chapel is not necessary to honour the Emperor, that the maelstrom of battle is the only true place of worship for a Space Marine and the slaughter of foes the truest offering. Space Marine Chaplains care nothing for the ravings of the Ecclesiarchy and ignore the dictates of the Imperial Cult in favour of their own ancient traditions. The first Space Marine Chapters were founded centuries before the development of the Imperial Cult and the dominion of the Adeptus Ministorum. Whereas the Adeptus Ministorum has gradually extended its influence over the many thousands of individual cults that once existed throughout the galaxy, it has never been able to influence the Space Marine cults which remain as stubbornly individualistic today as they ever were. When war calls, a Chaplain fights wherever the conflict is fiercest, leading from the front and rejoicing in the slaughter of the enemy as one doing righteous work. He chants the liturgies of battle with every breath, punctuating his praise with strikes from his Crozius Arcanum – the skull-headed staff that is both badge of office and chosen weapon of war. By his example and his piety, the Chaplain exhorts his BrotherMarines to the pinnacle of dedication, so that they might conquer with valour that which would resist all else.
Chaplain
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SPECIAL RULES Combat Tactics, Independent Character Honour of the Chapter: A Chaplain utterly embodies the honour of the Chapter. He, and all members of a squad he has joined, is Fearless. Liturgies of Battle: On a player turn in which he assaults, a Chaplain and all member of any squad he has joined can re-roll failed rolls to hit. WARGEAR Rosarius: A Rosarius is an amulet worn by Chaplains. It protects the Chaplain from physical and spiritual harm. A Rosarius confers a 4+ invulnerable save. Crozius Arcanum: The Crozius Arcanum is a Space Marine Chaplain’s rod of office. It is a power weapon.
22
DREADNOUGHT When a Space Marine suffers grievous harm, the like of which even his superhuman physique cannot endure, his ravaged body is borne from the battlefield with great reverence. Most such men die swiftly of their wounds, or receive the Emperor’s Mercy from one of the Chapter’s Apothecaries. Their lifeless forms are cremated, interred or sent to journey the infinite void, or buried in the Catacombs depending upon rank. However, the mightiest fallen, those within whom the spark of life and honour still burns bright though their body be rent and torn, are preserved from final rest. For such a man the eternal battle is not yet done. His skills, his wisdom and his fighting spirit must continue to serve, even if they do so in another form. The hero’s crippled body is installed in the cyborganic web of an armoured sarcophagus, his dimmed frail mortal frame for something greater and more difficult. This is the birth of a Dreadnought. Many assaults commence with a wave of Dreadnoughts to first drive a wedge through the enemy’s defences. A Dreadnought is a truly massive fighting machine, weighing several tons and standing two or three times the height of a man. As he strides purposefully into battle, incoming fire spatters like rain off his towering adamantium and ceramite hull. Fiery death roars from his weapons and his great metal arms churn through all who are foolish enough to stand before him. Actual weapon layout varies from Dreadnought to Dreadnought and the needs of the mission. The close support pattern of assault cannon and powerfist is by far the most common Dreadnought configuration, although the tank-hunting lascannon or bunker-breaching multi-melta and seismic hammer combination are equally fearsome. Needless to say, the hero that guides the armoured hulk is more than proficient in all the many powerful weapons of death employed by the Space Marines. A Dreadnought’s raw power is made all the more deadly because it is wielded with all the firm resolve of the mortally wounded veteran bound in its core, and directed by centuries of experience. The memories of the venerable “Old Ones” can extend back thousands of years to the founding of their Chapter and its earliest history. Thus they are revered by other Space Marines, not just at potent warriors, but also as ageless forebears and as a living embodiment of battles fought long ago. Dreadnoughts are not seen merely as formidable weapons of war, but as keepers of tradition and custodians of knowledge whose advice is sought by initiate and Chapter Master alike. It is not uncommon for Dreadnoughts to serve as members of the Chapter Council, lending wisdom to strategy as they do fury to the battlefield.
SPECIAL RULES Venerable: If a Venerable Dreadnought suffers a glancing or penetrating hit, you can ask your opponent to re-roll the result rolled on the Vehicle Damage chart. You must accept the result of the second roll, even if it is worse than the first.
Suits of Dreadnought armour are amongst the most prized of a Chapter’s relics. Should a Dreadnought fall in battle, his brothers will fight with righteous anger to retrieve the shell so that they may lay its occupant to rest with honour and reclaim the suit to house another dying hero who will become an Old One to future generations.
Move Through Cover (Ironclad Dreadnought only): Units with this rule roll an extra D6 when rolling to move through difficult terrain. WARGEAR Dreadnought Close Combat Weapon: A Dreadnought close combat weapon is a power weapon and doubles the walker’s Strength in close combat (up to a maximum of 10). If the Dreadnought suffers a weapon destroyed result and the player chooses the cl ose combat weapon, it loses the bonuses conferred by the weapon (and any other weapon built into the same arm). If a walker is armed with two or more close combat weapons, it gains one bonus attack for each additional weapon over the first (i.e. Ironclad Dreadnoughts). If one of its additional weapons is destroyed, one bonus attack is lost.
Armour
Venerable Dreadnought
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Dreadnought
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Seismic Hammer: A blow from a seismic hammer causes catastrophic shockwaves to tear through the target. A seismic hammer is treated as a Dreadnought close combat weapon that adds +1 to rolls on the vehicle damage chart. Ironclad Assault Launchers: Counts as being armed with bolt defensive and assault grenades. They do not suffer from penalty to their Initiative when assaulting enemies through cover. Models that assault your model gain no Assault Bonus attacks for charging or from extra weapons for special wargear during the turn in which they assault.
Armour
Ironclad Dreadnought
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23
RAIKO THANE “THE ETERNAL” (MARNEUS CALGAR PROXY) In the Fortress Librarium, sixteen volumes are dedicated to Raiko Thane and his war record. This tally is twice that of any other living Dragoon and surpassed only by their Primarch, Vulkan. Since rising to the rank of Chapter Master, Thane has employed his flair for tactics and strategy in campaigns without number. It was Thane that singlehandedly laid to rest a pair of Carnifexes during the invasion of Hive Fleet Atmos. It was Thane who held the gate alone against the Greenskin horde for two days at the siege of Narshe. And it was Thane who slayed Xevus the Night Terror, Demon Prince of the Emperor’s Children. These entries are accompanied by many other passages that describe the fall of countless demagogues, pirates, and traitors.
Warlord had been slain and what remained of his traitorous Legion managed to escape without extermination. His body was reconstructed. After eight days of battling for his life, Thane could speak again and ordered his Company to seek a new campaign. By the twelfth day Thane could stand again and the Captain donned his power armour once more.
Raiko Thane
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SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Eternal Warrior, Independent Character, Orbital Bombardment:
Thane was once Captain of the 3 Company. He was the driving force of the Sierrus War, a bloody campaign against the agents of Chaos. The war lasted eleven years and involved a Chaos Space Marine Legion called the Caged Horrors. The planet of Sierrus was home to a traitor Imperial Guard Battalion under suspicion of being tainted by Chaos. Brockus, the crazed lord of the Caged Horrors, had butchered all that opposed him on Sierrus and then named himself as Tyrant. He took control of its Imperial Guard force and announced the system's secession from the Imperium. During the next decade, the Caged Horrors and their leader ravaged the other planets the planetary system and murdered an unnumbered amount of innocents. Over time, Thane managed to reduce the evil empire to Sierrus alone. Once cornered, Brockus took refuge in the dark Palace of Bonesford and in a final battle, the stronghold was laid siege to by the Dragoons. During the bitter exhausting conflict, Thane and his Copperheads fought their way to Brockus’ inner sanctum. The Dragoons were ambushed by an endless flood of Chaos Spawn and one by one, the Copperheads fell to the Chaos Beasts. Lost in the pandemonium, Thane was separated from his retinue and when the Copperhead Apothecary found him, he was broken and bloodied. He lay sprawled on the chamber floor in a pool of blood surrounded by the bodies of the Cage Horror’s Veteran Death Squad and the decapitated body of Brockus himself. The Chaos
Titanic Might: Thane can re-roll all failed attempts to wound with shooting and close combat attacks. God of War: Thane can choose whether to pass of fail any Morale check he makes. Whilst Thane is on the table, all units with the Combat Tactics special rule can also choose whether to pass or fail any Morale check they take. WARGEAR - Power armour, Power sword, and Iron Halo. The Gauntlets of Aurorus: A pair of power fists. They also contain a pair of integrated bolters can be fired with the following profile: Range
S
AP
24”
4
2
Type Assault 2
The Armour of the Dragoons: Thane may choose to wear this suit of Terminator armour, which includes a teleport homer.
UMARO PHAGE “THE UNBREAKABLE” (DARNATH LYSANDER PROXY) Phage has led a long and bloody career. As a Templar, he was credited with the successful defence of Zozo against the forces of the nd Orks. As Captain of the 2 Company he led the storming of the Dark Walker Chaos Marine Force on Kaledrox and defended the planet of st Haleus from an Ork Waaagh. On many occasions he had led the 1 Company with distinction, earning the highest praises his Chapter could bestow.
To the deafening cheers of his Battle Brothers, Phage and most of his st st 1 Company brothers were restored to the 1 Company. Within six months of his return to power, Phage led the Dragoons in the assault that laid waste to the aliens at the heart of Puzo, repaying the indignities and tortures dealt out in its dungeons. Before the dust had settled on Puzo, Phage was on the move once again. Phage vowed to cleanse the galaxy from the Tyranid threat once and for all. His crusade continues to this day.
During the operation to bring planet Puzo under compliance, Phage st and his 1 Company disappeared from contact. The Dragoons kept hope that the Company would resurface. But as time passed, there was no word. Then they discovered the Tyranids. Phage’s name was added to the roster of the fallen a nd his statue was raised in the hall of heroes in Mysidia. The loss was great. Nearly ten years later, a distress signal was received by a strike cruiser on a tour of the system. A handful of survivors, Phage amongst them, had been captured by the Tyranids and kept alive for biological experimentation. They were contained in amniotic sacks deep under the surface and subjected to years of torture at the hands their alien captors. The numbers of survivors diminished as their bodies were used as hosts for mutations. Although feeble and atrophied, Phage escaped as the Tyranids removed him from his embryo. Unarmoured, and without weapons, He freed his fellows and tore a bloody path through the tunnels of Puzo. After years of survival on the ravaged world, they eventually found a military base containing the distress beacon.
Umaro Phage
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SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character, Eternal Warrior, Bolster Defences. Bolter Drill: Models in a squad Phage has joined can re-roll failed ‘to hit” rolls when shooting with heavy bolters, storm bolters, bolters, and bolt pistols. Chapter Tactics: If you include Phage in your army then all units exchange the combat tactics special rule for the stubborn universal special rule. If more than one character in your army has the Chapter Tactics special rule, you must choose which version will apply.
When the Dragoons learnt that Phage still lived, they feared that his experience had left him tainted and broken. For six months, Phage stoically endured an extensive investigation in which every fragment of his body and mind were tested against Chapter records. Though the Chapter’s Apothecaries and Librarians exerted every technique at their command, no trace of corruption, physical or spiritual could be found.
WARGEAR - Terminator Armour and Storm Shield. The Hammer of Doma: A master-crafter thunder hammer. All hits from the Hammer of Doma are resolved at Strength 10 and add +1 to rolls on the vehicle damage table.
24
SETZER REGENUS “THE AVENGER” (PEDRO KANTOR PROXY) nd
Regenus has served as Captain of the 2 Company for almost a century, and his record of service goes back another 200 years. He first rose to prominence at the Battle of Malik, where, as a Knight, He led the crucial boarding action against an Ork Kill Kroozer. The Kroozer was disabled in the attack, allowing the Dragoons’ Strike Cruiser, to break the Ork line of battle and destroy the fleet.
succumbing to their overwhelming numbers, or he could marshal his resources and look to the eventual rebuilding of the Company. It is to Regenus’ eternal credit, and a mark of his superior character as a leader of men, that he chose the latter path. In these dark times, the Imperium can ill afford the loss of such a Company of Dragoons. And to this day, Regenus still seeks the revenge of his brethren.
When the Waaagh hit the planet of Latika, Regenus led the surviving Dragoons in their stand against the Greenskins. When an Ork Stompa Fleet unleashed its lethal payload, Regenus witnessed the rippling explosions that broke the back of the planet’s defences and destroyed much of his Company. He set aside his grief to consolidate what power he still commanded. Weighing up his options, Regenus resolved to make for Mumbana City, where a small force of Dragoons stood as sentinels alongside the local garrison armed with defence lasers. The trek took ten days through a landscape choked with rampaging Ork warbands. During the daylight hours Regenus and his men were forced to seek shelter where they could; lying up against the ruins of a farm one day; hiding out in an abandoned quarry the next. Regenus arrived at Mumbana City, wearied to the bone, and his armour slick with Ork blood. Scarce half of the Dragoons who had embarked upon the journey survived to reach the city gates, and not a man amongst them arrived without a score of wounds. Yet still their resolve never faltered. No sooner had Regenus arrived than the Greenskins came to Mumbana City in force. What the Orks found before them was no faltering garrison, but a vengeful and determined force of Dragoons whose fury had been well and truly roused. Under Regenus’ determined leadership, Mumbana City did not falter, and eighteen months later it became the staging area for the offensive that drove the Orks from Latika.
Setzer Regenus
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SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Orbital Bombardment, Independent Character, Chapter Master Chapter Tactics: If you include Regenus in your army then all units exchange the Combat Tactics special rule for the Stubborn universal special rule and your Sternguard Veteran squads gain the Hold the Line special rule detailed below. If more than one character in your army has the Chapter Tactics special rule, you must choose which version will apply. Hold the Line: If your army include Regenus, then your Paladin squads are scoring units. Inspiring Presence: All friendly units within 12” of Regenus receive +1 Attack whilst he lives. This bonus does not apply to Regenus, and does not stack with the similar bonus from the Chapter Banner WARGEAR - Power armour, Power fist, Grenades, and Iron Halo. The Mobliz Reaper: A storm bolter with the following profile:
In the aftermath of the fighting, Regenus was presented with a choice few Captains have ever had to make, the Orks had to be eliminated, nd but the Dragoons 2 Company was a shadow of its former glory. He could lead the remnants of his decimated force in an epic last stand, determined to slaughter as many of the enemy as possible before
Range
S
AP
24”
4
4
Type Assault 4
OSIRIS MEMNON “THE GHOST” (KAYVAAN SHRIKE PROXY) Captain Memnon made his name during the early months of the rd Inashus campaign. The Dragoons 3 Company was one of many imperial units assigned to the assault on the planet of Inashus, tasked with the elimination of the Orks’ orbital defences. Striking hard and fast, Memnon’s force accomplished its mission, only to become stranded when their extraction Thunderhawk was destroyed in near orbit.
On every planet under threat from the Orks, Guardsmen grasp their guns tighter and fight more fiercely, knowing that every minute they rd hold out is a minute in which the Dragoon 3 might arrive to deliver them from a hopeless battle. Meanwhile, beyond the ravaged defences, Ork Boys keep a wary eye on the shadows cast by ruin and undergrowth, knowing that Memnon and his Company might be lurking in the darkness, just waiting for the correct moment to strike.
Undaunted by his predicament, Memnon led a campaign of destructive rd havoc behind the Ork lines. For two years the Dragoon 3 struck at the green planet wherever it showed weakness, destroying fuel dumps, ammunition stores and supply lines, all the while providing invaluable targeting and intelligence data to orbiting naval vessels. Memnon and his men were untouchable, able to strike at the Orks’ brutal war machine with seeming impunity, inflicting catastrophic damage before slipping away into the shadowed ruins of the hive cities.
Osiris Memnon
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SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character. See But Remain Unseen: Memnon and models in his squad benefit from the Infiltrate special rule.
By the time Memnon had extracted his Company from the ruins of Inashus, he was already hailed a hero system-wide. After his subsequent assaults on Ork conquests in neighbouring systems, Memnon became nothing less than a saviour. Amongst other worlds threatened by the Ork, desperate men beseeched the Immortal Emperor to send Memnon to deliver them from the terror of the Waaagh. Fleet Commanders and Generals of the Imperial Guard pleaded with the Master of the Dragoons to assign Captain Memnon to their sector of the campaign. But if the sombre Captain was aware of either petition, he gave no sign. Memnon and his men are legends on these worlds, as revered as the greatest heroes of old.
Chapter Tactics: If you include Memnon in your army then all units exchange the Combat Tactics special rule for the fleet special rule. If more than one character in your army has the Chapter Tactics special rule, you must choose which version will apply. WARGEAR - Power armour, grenades, Bolt pistol, Jump pack, and Iron Halo. The Pulver Claws: These are a pair of master-crafted Lightning Claws. They also have the Rending special rule.
25
SABIN LAGUNIS “THE FEARLESS” (CATO SICARIUS PROXY) Sabin Lagunis is amongst the greatest heroes of the Dragoons. His th titles are many; Captain of the 4 Company, Master of the Realm, and Champion of Legendra. Each reflects but a fraction of a lifetime’s diligent and exceptional service, not only to the Dragoons Chapter, but to the realm of Legendra itself.
Company draws the most dangerous missions, and Lagunis himself is widely believed to be the heir apparent to Raiko Thane himself; something that cannot sit well with the other Captains of the Chapter.
Born into one of the ascendant houses of original Chapter Master Cidrick Highwynn, the young Lagunis began martial training as soon as he was grown enough to pick up a sword. Lagunis earned commendation after commendation and swiftly rose through the ranks. In the decades that followed, he served with distinction as a Copperhead and Viper Champion before ultimately taking command of th the 4 Company.
Sabin Lagunis
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SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character. Surprise Attack: An army that includes Lagunis can re-roll the dice when attempting to seize the initiative.
Only the most accomplished warriors could hope to command one of the four Battle Companies of the Dragoons, and Lagunis rose to the challenge during the battle for Forsis, a hive world said to be controlled by a secret cult. All Space Marines make use of the lightning assault, but Lagunis refined such strategy to near-perfection, committing his forces to battle with the briefest appraisal of the tactical situation to quell the cult’s uprising. In another man, such unstoppable haste might have seemed reckless, but Lagunis soon proved his ability to rapidly adapt to the chaotic warzone, swiftly marshalling his forces and seizing the advantage. Inevitably, Lagunis assaults took a terrible toll of the cult’s army and confidence in equal measure, and left them ready for defeat. Other Captains were awed by the speed at which Lagunis could react to a developing tactical situation.
Rites of Battle: If Lagunis is on the table, all other units can use his Leadership for any Morale or Pinning tests Battle-forged Heroes: Lagunis is accompanied by the finest warriors nd that the 2 Company has to offer. One Tactical squad in an army that includes Lagunis can have one of the following special rules at no additional cost: Counter-attack, Infiltrate, Scout or Tank Hunters. WARGEAR - Plasma pistol, Grenades, and Iron Halo. The Highwynn Blade: This is a power weapon. If Regenus wishes, he can attempt a single ‘coup de grace’ attack in lieu of his normal close combat attacks. If the coup de grace hits, it is resolved at Strength 6 and causes Instant Death, regardless of the wounded model’s Toughness.
As his tale of victories grew ever longer, Lagunis’ name became a byword for victory, a legend forged in the bloody maelstrom of battle that would come to the ears of allies and few far beyond the borders of Legendra. His many achievements include the defeat of a Chaos Demon Prince, an Eldar Avatar, a Necron Monolith and three st th Squiggoths. So it is that at the close of the 41 Millennium, the 4
Armor of the Primarch: This is a suit of artificer armour that bestows the Feel No Pain special rule on Lagunis.
MINOTARO DARR “THE RAIDER” (VULKAN HESTAN PROXY) According to the ancient lore of their Primarch, there are nine legendary artefacts scattered throughout the galaxy waiting to be found by his children. They were hidden to prevent them from falling in the hands of Mankind’s enemies and to ensure that the grandest prize in the galaxy was not seized without challenge. Since the Chapter’s creation, and in tradition with their gene-seed brothers, the Salamanders, the Dragoons appointed one Company from amongst their number to seek the Primarch’s lost legacy. This is a quest handed down from the greatest heroes of the Chapter, and at the close of the st 41 Millennium, it is a burden borne by Captain Darr.
fortress. The remaining artefacts include The Engine of Woes, the Obsidian Chariot, the Unbound Flame and the Song of Entropy. Their powers and locations are hidden in the riddles of the Primarch’s writings.
Minotaro Darr
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SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character.
Darr had served with distinction for nearly a century when the Chapter th Master promoted him to Captain of the 5 company. In the pursuance of his quest, Darr has walked a crooked and winding path through the galaxy, guided from system to system by clues inked within the ancient texts of the Primarch. Darr will lend his resources to other Companies in their campaign, but he is always searching for information to aid in his own quest.
Chapter Tactics: If you include Darr in your army then all units lose the Combat Tactics special rule. Instead, all thunder hammers in your army will count as master-crafted, and all flamers, heavy flamer, meltaguns and multi-meltas count as twin-linked. If more than one character in your army has the Chapter Tactics special rule, you must choose which version will apply.
Many of the worlds Darr must visit are in the hands of traitorous humans, alien invaders or worse. Clues can only be unearthed at such places once they have been scoured clean by boltgun and chainsword, and the Dragoons do not hesitate to bring their full might to bear if such is required. The Dragoons would endure woe and great loss to retrieve the Primarch’s gifts, for they believe that he will return to them only when all nine artefacts have finally been recovered.
WARGEAR - Artificer armour, Grenades, Bolt pistol, and Digital Weapons. Champion’s Cloak: The adamantium-hard drake scales of this cloak grant Darr a 3+ invulnerable save. The Gauntlet of the Realm: This armoured gauntlet can be fired as a heavy flamer.
Only four of the nine artefacts remain to be found. The others are all in the hands of the Salamanders Chapter. These include the Spear of Vulkan, Kesare’s Mantle, and the Gauntlet of the Forge. The fourth is the Salamander battle-barge Chalice of Fire and the fifth is the Eye of Vulkan, a space-bound defence laser protecting the Salamanders
The Wyrm Slayer: This is a master-crafted relic blade. .
26
HONUS ULBREK “THE SILVER HAWK” (BASIC CAPTAIN) Honus Ulbrek is a well-respected and highly decorated member of the th Dragoons and has led the 6 Reserve Company on countless successful missions against the enemies of Mankind. Ulbrek aided in the successful banishment of a greater Bloodletter of Khorne on the planet of Sadeesh, sending it back into the Warp for one hundred years and a day. Such was the vindictive rage of the Demon that it has vowed to find Ulbrek and devour his immortal soul.
Honus Ulbrek
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2+
SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character
Ulbrek now nearing his second century in the Emperor’s service, has crossed blades with the Demon twice since their first encounter, and each time he has resisted the eternity of torture that the Chaos lord has prepared for him. Nevertheless, the Demon has many ways of engineering Ulbrek’s downfall. It would be a great loss to the Chapter should Captain Ulbrek fall to this diabolic entity before he can truly fulfil his formidable potential.
WARGEAR - Artificer armour, Power fist, Digital Weapon, Bolt Pistol, Grenades, Iron Halo and Auxiliary Grenade Launcher. Wings of Ulbrek - Ulbrek was born with a pair of feathered wings. This mutation has been judged by the Librarians of the Chapter and he has been declared free from the taint of Chaos. These wings are treated the same as a Jump Pack.
ORTEGA SEGOMO “THE DEATH RIDER” th
(BASIC CAPTAIN)
Ortega Segomo was named Captain of the 7 Reserve Company a half a century ago. His rise through the Dragoons was swift and brutal, and his desire to slay the enemies of the Emperor impressed his peers with its sheer ferocity. Before long, he was inducted to the Viper Guard for slaying a Necron Lord on the hive world of Siphus. As part of the same campaign, Segomo fought with courage for decades. The Siphus campaign was bittersweet for him; as it was the death of the previous Company Captain during the campaign the led to his promotion.
Segomo has participated in three campaigns since that time, but it is his expertise in the field of the Necron that have made him an asset to the Chapter.
As Captain, Segomo pursued the immortal evil known as the Necron. Within eight years, the presence of the alien was eliminated from Inashus. The campaign pushed on to the source of the evil, but upon reaching the dark planet, it was found to be vacant. No trace could be found of the Necrons, but before the mystery could be fully explored, a desperate call for help came from the world of Figaro telling of the return of the Ork Warlord Ugtrogga. Retreating to the troubled planet, the campaign was abandoned and a new campaign was pursued.
SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character.
Ortega Segomo
WS
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
3
10
2+
WARGEAR - Artificer armour, Relic Blade, Hellfire rounds, and Iron Halo The Mongoose – A Space Marine bike for reserved for Captains.
OBERON PALEMENOS “THE PREDATOR” (KOR’SARRO KHAN PROXY) th
The 8 Company, above all others, seek the blood of the Chapters Adversaries. On many occasions, Palemenos has joined a campaign lending his Reserve squads for the purposes of hunting down a specific villain. Such enemies cannot be allowed survival. Every twenty-five years, the Master of the Hunt is despatched to seek out one such foe and bring their severed head back to the Dragoons fortress monastery as trophy and proof.
Jamiel had evaded previous Masters of the Hunt only to have their heads severed by Palemenos’ blade.
Oberon Palemenos
th
WS
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
3
10
3+
SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character.
As Captain of the 8 Company, Palemenos can draw upon many resources in pursuit of his prey. He may also aid in the campaigns of other Battle Companies for the sole purpose of slaying enemy leaders. A pursuit can take months or years as Palemenos tracks his quarry from warzone to warzone and world to world. Though the hunt may be postponed as wars and other duties interfere, it is never abandoned. Sooner or later the quarry is tracked, cornered and beheaded.
Master of the Hunt: Palemenos and models in his unit benefit from the hit and run and furious charge special rules. Chapter Tactics: All units exchange the Combat Tactics special rule for the ability to outflank. If you choose to do this, all dedicated transports also gain the ability to outflank – see the Reserves mission special rule. If more than one character in your army has the Chapter Tactics special rule, you must choose which will apply.
Palemenos’ return to Legendra is a time of great celebration and moonlit feasting, for it marks the passing of a hated nemesis. When the carousal is done, Palemenos surrenders the prey’s severed head to the High Chaplain, who takes up a brand from the flames and burns the eyes from the dead skull. In a sacred ceremony, the quarry’s name is struck from the roster of the hunt and the head itself is masked in silver and placed in the depths of the fortress monastery.
WARGEAR - Power armour, Grenades, Bolt pistol, and Iron Halo. The Iron Stallion: A mechanical horse treated as a Space Marine Bike. Grants Palemenos the ability to run in the Shooting phase and has the fleet special rule.
Over his years as Master of the Hunt, Palemenos has brought dozens of quests to a successful conclusion. Some of the Dragoons greatest foes, such as the Demon Prince Morticus and Dark Eldar pirate lord
The Templar Axe: Any rolls to wound on which Palemenos scores a 6 will cause Instant Death, regardless of the target’s Toughness.
27
SALIZAR MADRUK “THE FIRE CHILD” (BASIC CAPTAIN) As a veteran of many successful campaigns against aliens and traitors, Young Captain Salizar Madruk was blooded in his Chapter Master’s th Viper Guard and inducted as leader of the 9 Company after the death of its Captain. Raiko Thane saw in the young Madruk the makings of a great leader; making him the youngest Captain in the history of the Dragoons. Retaining that title to this day, he has only served the chapter for a little less than a century and has only been the Captain of th the 9 for two of those decades.
th
In the brief decades as serving as Captain of the 9 Company, Madruk has only engaged in a handful of battles outside of the Legendra system. He aided in the hunt for Ork Warboss Jazzrig on the planet of Sengir and catered to the orders of his senior Captains. He has aided nd rd in the efforts of the 2 and 3 battle Companies and in that time only recorded three casualties under his careful tutelage. For now, his greatest accomplishments remain from his experience as a member of the Viper Guard.
In his time as a Captain, he has fully devoted himself to developing the th talents of the newly inducted Dragoons of the 9 Company. While his role behind the front lines is important to the development of the Chapter, his position is seen as temporary. Madruk is considered to be a prodigy, a quick study and a hero of many talents. Should greater services be required, his ambition and skill are sure to lead him to title of Captain of one of the four Battle Companies, member of the Fraternicum or Master of the Chapter. While some of the Veterans are irritated by his passion, it is this eagerness to ascend to greatness that th. has served to inspire the Dragoons of the 9
Salizar Madruk
WS
BS
S
T W
I
A
Ld
Sv
6
5
4
4
5
3
10
2+
3
SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character WARGEAR - Artificer armour, Relic Blade, Digital Weapon, Bolt Pistol, Melta bombs, Grenades, and Iron Halo.
TSUGAL GARUDIAS “THE WARDEN” (TORIAS TELION PROXY) Captain Garudias has served under the command of three successive Chapter Masters and has trod more battlefields than most of the Chapter’s Captains. No less than four of the current Dragoons Captains learnt their skills under his watchful eye. He is the Captain of th the 10 Company and is the Master of the Recruits. Passing up the chance to Captain a Battle Company, he chooses to remain in the Scout Company, where he can forge the future warriors of the Chapter.
Tsugal Garudias
WS
BS
S
T W
I
A
Ld
Sv
5
6
4
4
4
2
9
4+
1
SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Stealth, Acute Senses Infiltrate, Move Through Cover, Scout.
However formidable, Garudias might be as a close-quarter foe, his skills of melee are nothing as to those he practices at range. Two of his many Marksman’s Honour badges were earned for such feats at the relief of Palin, where a pair of extreme-range bolter shots ended the lives of both the Commander and Ethereal of a Tau force. With the death of their leaders, the invaders were easy prey for the oncoming Dragoons.
Eye of Vengeance: Wounds caused by Garudias' Shooting attacks are allocated by his controlling player, rather than the opposing player. Voice of Experience: If Garudias does not make a shooting attack, one model in his squad can use his Ballistic Skill of 6. You must declare you are using the ability before any model in the unit shoots. WARGEAR - Scout armour, Bolt pistol, and Grenades. Light of Legendra: Garudias commonly carries a boltgun equipped with a targeter and loaded with silenced shells. It can be fired with the following profile:
That the Dragoons can boast some of the most skilled marksmen in the Imperium is credited in large part to Garudias, whose mastery of the subject of war at a distance has become legendary far beyond Legendra. Indeed, Garudias has been seconded to several Chapters with close ties to the Dragoons, so that his knowledge and unique skills can more widely benefit the immortal Emperor’s cause.
Range
S
AP
36”
4
5
Type Heavy 2, Rending, Pinning
THE SILENT SNAKES (LEGION OF THE DAMNED PROXY) The Silent Snakes are Space Marines in appearance, yet they are not official members of the Chapter. Eyewitnesses report an eerie glow coming from their armour and a halo of golden fire dancing around their feet. There are many accounts of these warriors enduring firepower that would annihilate mortal men, yet they carry on unscathed. It is said that the Silent Snakes are regular Dragoons that are chosen by the stars to live with the spirits of the Wyrm. Ever so often, while under extreme physical duress or hardship, a Dragoon undergoes a sudden transformation, known as the exaltation. It is said that he moves on to a state of existence on another plane. Eyewitness accounts of the exaltation say that a chosen Dragoon will begin to glow just before their aura e xplodes in a shockwave of light. Only an empty husk of a body remains after until they return in the midst of battle to aid their brethren when most needed. The Dragoons revere them as guardian angels. It is said that the spirits of the Wyrm have claimed one Dragoon Marine for every one of the great beasts slayed by the champions of Legendra. When one of the Silent Snakes is slain, a new Dragoon is exalted to his place among the stars.
WS
BS
S
T W
I
A
Ld
Sv
Silent Snake Knight
5
4
4
4
1
4
2
10
3+
Silent Snake
4
4
4
4
1
4
2
10
3+
SPECIAL RULES Fearless, Slow and Purposeful Unyielding Spectres: Their saving throw is invulnerable Aid Unlooked For: The Silent Snakes always start the game in Reserve and always arrive by Deep Strike, even in missions that do not normally use these rules. You can re-roll the deep strike scatter dice if you wish .
28
EPHEBUS SAHARAZAD “CHIEF LIBRARIAN” (VARRO TIGURIUS PROXY) Even to the Company Captains of the Dragoons, Chief Librarian Ephebus Saharazad is a figure to mystery. His Psychic probing has been a cause for tension between himself and the Chapter’s Captains, for such heroes seldom have time for introspection. Little is hidden from the Chief Librarian’s sight, and many Dragoons believe him to be guided by the Emperor’s hand.
WS BS Ephebus Saharazad
5
4
S
T
W
I
A
Ld
Sv
4
4
2
4
2
10
3+
SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character.
His visions ended Waaagh Berlakka when a ramshackled fleet was blasted to atoms the instant it emerged from the Warp. Chaos Warmaster Kenkor of the Crimson Scarabs met with scarcely greater success. Only one of his ships made planetfall on the cavern world of Degan, and the weakened assault force fell swiftly to the Dragoons.
Master Psyker: Saharazad knows all the Psychic powers available to Space Marine Librarians. Gift of Prescience: If your army contains Saharazad, you can choose to re-roll any reserve rolls; even successful ones.
Saharazad’s gifts would be treated with suspicion, yet none who have witnessed the Chief Librarian in battle can find cause to doubt his allegiance. So was his dedication on the world of Kodos. Focusing his psychic might, Saharazad sent hellfire coursing through the Ork horde and led the charge that saw the outnumbered Dragoons victorious over a far more numerous foe.
WARGEAR - Power Armour, Bolt Pistol, and Grenades. The Hood of the Guild: The Hood of the Guild functions as a psychic hood and, furthermore, allows Saharazad to use three psychic powers each turn.
Saharazad has recently turned his talents to divining the threat of the Tyranids. His predictions about their fleet have been so accurate that it would appear he has tapped into the Tyranid Hive Mind.
Rod of Saharazad: The Rod of Saharazad is a master-crafted force weapon.
EBRAHIM SAIBOT “MASTER OF SANCTITY” (ORTAN CASSIUS PROXY) Master of Sanctity Ebrahim Saibot is the oldest active member of the Dragoons Chapter. Close to six centuries of age, and his impassioned words have carried the Dragoons forward into battle on a thousand worlds, fuelling his Battle-Brothers with his own deeply-held passion and belief.
mentor’s divergence. Thane knows that there shall be a day that Saibot will be the key to final victory over the alien. WS BS Ebrahim Saibot
The Chaplain fought alongside a young Raiko Thane to purge the system of the Tyranid Hive Fleet Ultima. Saibot hunted down and exterminated the source of the threat, though at great cost to Veterans st of the 1 Company whom lost many lives in the terrible close quarters fighting. The Chaplain himself was wounded by a rampaging Carnifex until the Chapter’s Apothecaries could rend his ruined body.
5
4
S
T
W
I
A
Ld
Sv
4
4
2
4
2
10
3+
SPECIAL RULES Combat Tactics, Feel No Pain, Independent Character, Honour of the Chapter, and Liturgies of Battle WARGEAR - Power Armour, Crozius Arcanum, Rosarius, Bolt pistol, and Grenades. Mysidic Torch: A master-crafted combi-flamer, loaded with hellfire rounds and will therefore wound any model on a 2+.
Saibot returned to his duties with a new passion. The ancient Chaplain had been blessed with revelation as he lay dying; to purge the Tyranids from the galaxy. Saibot was withdrawn and as he became more influential within the Dragoons and Lord Thane tolerated his
ABNETT VAUL “TANK COMMANDER” (ANTARO CHRONUS PROXY) Abnett Vaul is the most gifted of all the Dragoons tank commanders. He has suppressed his physical self and adopted the tank’s form as his own. The tanks’ sensors and viewfinders are his eyes and ears, its weapons are his fists, and its armour his skin. Vaul knows the capabilities and limits of every weapon system in every tank, and is aware of which of those mechanisms can be bypassed if damaged.
WS BS Abnett Vaul
4
5
S
T
W
I
A
Ld
Sv
4
4
1
4
2
9
3+
SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character.
So it was that Vaul kept the Landraider “Baneclaw” operational during the Kurgos Incident, despite suffering several broadside hits from Necron gauss cannons. That the tank survived at all was the cause of much wonderment. Vaul not only managed to complete his mission goal of destroying the Necron phase generator, but also forced the Necron War Cell into full retreat. Such a feat has often been imitated by other Dragoons tank crews, but never bettered.
Tank Commander: Vaul is bought as an upgrade and starts the game as commander of a tank. Use the model of Vaul to represent this. Vaul’s tank ignores any Crew Shaken or Crew Stunned results and can use his Ballistic Skill of 5. If the tank suffers a Wrecked or Explodes! Result, roll a D6. On a 1 or 2, Vaul is slain. If the result is 3 or more, Vaul is placed within 2” of the vehicle’s position. If Vaul’s vehicle has been destroyed he has the above profile and following special rules for the remainder of the game:
As Legendra’s “Spear of the Dragoons”, it is Vaul’s duty to lead the Chapter’s armoured assaults, and his privilege to choose the chariot in which he rides to battle. It is a unique position of authority within the Dragoons, for it means that Vaul answers only to Lord Thane.
29
THE FRATERNICUM – THE SILENT CIRCLE The Chapter Master commands an advisory council called the Fraternicum (also known as the Silent Circle). Composed of the four greatest Captains of the Chapter, the authority of its members is seconded only to the Chapter Master himself. Even so, the council carries no official weight and is considered to be outside the traditional command structure of the legion. Their duties were to advise the Chapter Master in all aspects of warfare and diplomacy, to provide political posturing when he required it, to watch over the moral shape of the Chapter and to guide its philosophy. Of those chosen for the Fraternicum, their ferociousness and skill in battle is legendary, each commanding centuries of experience in battle. From this Circle, the Chapter HQ will choose his successor. Although they do not usually take the field of battle together, it will have to be a truly grim day for them to serve as the Honour Guard to the Chapter Master.
CURRENT FRATERNICUM MEMBERS Umaro Phage Phage is the energetic centre of attention, filled with overwhelming spontaneity and confidence. However he is also arrogant, cocky, and st indulgent. Captain of the 1 Company, the Veteran Company, he is often off-task and has been know to alter missions on impulse. However, his skill and unbreakable spirit has sculpted him in to the most aggressive warrior in the Chapter. Seen as unpredictable and brutal by his peers, he is occasionally considered to be manic, abrasive, and annoying. It is these traits that Raiko Thane has put him in charge of weathered Veterans capable of making their own observations rather than a Battle Company of fresh Dragoons. Osiris Memnon Memnon is full of ambition, energy, and passion. Viewed as a motivational leader whose spirited words and deeds are the heart of his Battle Company, he instils courage in others. Thane considers him as a leader capable of influencing people of other temperaments, to go beyond their own limits. On the negative side, Memnon is easily angered and often bad-tempered. He does not tolerate weakness and is short on patience. His opponents consider him mean-spirited, overcritical, and angry.
st
In the early days of the Dragoons, the 1 Chapter Master Cidrik Highwynn formed an inner circle of his most trusted Captains as a tribute to the Guild of Legendra. This circle of four Captains was officially labelled The Fraternicum, but it was more commonly known as The Silent Circle because of their secretive nature. The Circle provided support for Highwynn and advised him on high priority matters of the Chapter. Upon Highwynn’s death, the Chaplains of the Chapter laid his body to rest and read from his last testament. In this sacred and sombre ceremony, his successor was revealed and every Chapter Master since has been selected in this same manner. Thousands of years later, after the legendary Chapter Master Goran Fynn died from combat with a Necron Nightbringer, his last testament rd named Raiko Thane, the legendary Captain of the 3 Company, as his successor. Thane had proven to be skilful in the art of war and deadly with the boltgun and power fist. Most importantly, both Fynn and Thane had dedicated their lives to upholding the Code, almost equalling their dedication to the Emperor himself.
Setzer Regenus Regenus is kind and considerate. Surprisingly creative, he has an unusual interest in poetry and art. Among the Captains of the Chapter, he has the most knowledge of past leaders, battles, and campaigns. Thane selected Regenus as the intellectual leader who revels in the parody and triumph of battle. He is a perfectionist, extremely particular about what he wants and how he wants it. To his discredit he is overcautious and can be pre-occupied with the tragedy and cruelty of the galaxy, thus becoming depressed. Thane values Regenus’ insight but is aware of just how often the Captain is unsatisfied, always pointing out what could and should be improved.
Those elected to the Silent Circle are considered by their peers to be the greatest Captains. Each possesses markedly different yet complimentary personalities; not unlike the four seasons, the four elements, the four suits, or the four directional poles. Ideally, the Silent Circle is designed to help the Chapter Master become evenly tempered in all respects, creating the ideal leader.
Sabin Lagunis While Lagunis is generally self-content and kind, his shy personality can often inhibit enthusiasm in others. So Lagunis chases the battle field wherever it is, eager to lead by example, rather than by his words. He is consistent, relaxed, and rational. A sincere and genuine hero, he is popular among all the Dragoons, except by those who aspire to become the next Chapter Master before Lagunis. Thane values his reliability and compassion; considering the Captain a personal friend and it is widely believed that Lagunis is the clear successor to the legendary Chapter Master.
Former Fraternicum Members In the Millennia since the creation of the Chapter, there have been many members of the Fraternicum. Their names and monuments to their legend are listed in a special room the Fortress Monastery in Mysidia, only accessible to the Knights of the Chapter
30
WARGEAR – WEAPONS Assault Cannon Range
S
AP
24”
6
4
Crozius Arcanum The Crozius is a Chaplain’s rod of office. It is a power weapon.
Type
Cyclone Missile Launcher
Heavy 4, Rending
Astartes Grenade Launcher Each time the Astartes grenade launcher fires, the controlling player can choose which type of grenade is being used. Frag Range
S
AP
24”
3
6
Krak Range
S
AP
24”
6
4
Type Rapid Fire, Blast
S
AP
12”
3
6
Krak Range
S
AP
12”
6
4
Range
S
AP
24”
4
5
S
AP
48”
4
6
Krak Range
S
AP
48”
8
3
Type Heavy 2, Blast
Type Heavy 2
Digital Weapons A model armed with digital weapons can re-roll a single failed roll to wound in each Assault phase.
Type Rapid Fire
Flamer
Auxiliary Grenade Launcher An auxiliary grenade launcher can be fired in addition to another weapon. Each time the auxiliary grenade launcher fi res, the controlling player can choose which type of grenade is being used. Frag Range
Frag Range
Type
Range
S
AP
Template
4
5
Type Assault 1
Force Weapon A Force Weapon is a power weapon, but also confers the wielder one additional psychic power, used in close combat, roll to hit and wound as normal, allowing invulnerable saves. The Psyker takes a Psychic test to use the weapon’s power against any one opponent that suffered an unsaved wound by that player that turn. This counts as using a Psychic power that turn. This can be used on opponent’s turn.
Assault 1, Blast
Type Assault 1
Boltgun
Frag Grenade Models equipped with these assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover (Initiative does not go down to 1)
Type Rapid Fire
Bolt Pistol
Heavy Bolter
Range
S
AP
Type
Range
S
AP
12”
4
5
Pistol
36”
5
4
Range
S
AP
Template
5
4
Chainfist A Chainfist is treated exactly as a power fist, but rolls 2D6 for its armour penetration value.
Up to 18”
6
-
Heavy 1, Blast
18” to 42”
8
4
Heavy 1, Blast
42” to 72”
10
1
Heavy 1, Blast
Over 72”
Miss!
n/a
Assault 1
Lascannon Range
S
AP
48”
9
2
Type Heavy 1
Lightning Claws A Lightning Claw is a power weapon and it also allows the wielder to re-roll any failed roll to wound. This does not give a bonus attack unless paired with another Lightning Claw.
Conversion Beamer A shot form the a conversion beamer has a different profile depending on how far the target is from the firer. When firing the conversion beamer, measure the distance to the target and place the blast template. Once the final location of a conversion beamer’s template has been placed after scatter, measure to the centre of the blast marker and consult the chart below to determine the effect. AP
Type
Krak Grenade A model using them can only make one attack per turn and they have an armour penetration of 6 + D6.
Combi-Weapons A Marine armed with a Combi-weapon (Combi-meltagun, Combiplasma gun or Combi-flamer) can choose to fire either a bolter, or the secondary weapon, each with the profile listed elsewhere in this section. The bolter can be fired every turn, but the secondary weapon can only be fired once per battle. You cannot fire both weapons in the same turn.
S
Heavy 3
Heavy Flamer
Chainsword or Combat Blade Both chainswords and combat blades are close combat weapons that allow an extra close combat attack if paired with a pistol or another close combat weapon.
Range
Type
Master Crafted Weapons A master-crafted weapon allows the bearer to re-roll one failed roll to hit per player turn when using the weapon. Meltabomb A model using them can only make one attack per turn and they have an armour penetration of 8 + 2D6
Type
Meltagun
n/a
31
Range
S
AP
12”
8
1
Type Assault 1, Melta
Missile Launcher Frag Range
S
AP
48”
4
6
Krak Range
S
AP
48”
8
3
Power Weapon Models wounded in close combat by the attacks of a power weapon are not allowed armour saves.
Type Heavy 1, Blast
Relic Blade A relic blade counts as a power weapon whose hits are resolved at Strength 6. A model with a relic blade cannot get an extra attack for an additional close combat weapon.
Type Heavy 1
Shotgun
Multi-melta Range
S
AP
24”
8
1
Type Heavy 1, Melta
Range
S
AP
12”
4
-
Range
S
AP
36”
X
6
Range
S
AP
24”
4
5
Type Assault 2
Sniper Rifle
Plasma Cannon Range
S
AP
36”
7
2
Type Heavy 1, Blast, Gets Hot!
Type Heavy 1, Sniper
Storm Bolter
Plasma Pistol Range
S
AP
12”
7
2
Type Pistol, Gets Hot!
Type Assault 2
Thunder Hammer A Thunder Hammer is a power fist, but all models not killed by a it while suffering an unsaved wound, reduce their Initiative to a value of 1 until the end of the next player’s turn. Against vehicles with no Initiative value, any damage result also i nflicts a crew shaken result. This does not give a bonus attack unless paired with another Thunder Hammer.
Power Fist A Power First is a power weapon and also doubles the user’s strength up to a m aximum of 10. They attack with an Initiative of 1. This does not give a bonus attack unless paired with another power fist.
WEARGEAR – OTHER EQUIPMENT Cluster Mines Placed on a piece of terrain at the beginning of a game, they are automatically triggered the first time a unit moves on the terrain. The mine inflicts 2D6 hits as a shooting attack with the following profile against rear armour. Range
S
AP
n/a
4
-
Hellfire Shells Fires as a single hellfire shell through a heavy bolter
Type
Range
S
AP
36”
X
-
Type Heavy 1, Blast Poisoned (2+)
Iron Halo This confers a 4+ i nvulnerable save.
No cover saves
Combat Shield Confers a 6+ invulnerable save and can still get +1 attack for having an additional close combat weapon.
Jump Pack Models move as jump infantry (moving 12” in the Movement phase) and can arrive via deep strike.
Camo Cloak This gives the wearer the Stealth universal special rule.
Locator Beacon Units can deep strike within 6” of a locator beacon without scatter.
Chapter Banner Any unit within 12” of the Banner Bearer always re-rolls failed Morale and Pinning tests. Also all models in the same unit as the Chapter Banner have +1 Attack whilst the Banner Bearer is alive. While the Banner Bearer is alive, the Honour Guard count as scoring one extra wound in close combat for the purposes of determining who won.
Psychic Hood This allows Psyker to nullify enemy Psychic power within 24”. Librarian rolls Psychic test then rolls D6 plus Leadership compared to opposing Psyker roll of D6 plus Leadership. This does not count as using a Psychic Power. Rosarius This confers a 4+ i nvulnerable save.
Company Standard Any unit within 12” of the Standard Bearer re-rolls failed Morale and Pinning Tests. While the Standard Bearer is alive, the Command squad counts as scoring one extra wound in close combat for the purposes of determining who won.
Narthecium This gives all models in the squad the Feel No Pain special rule. Servo-arm Each servo-arm grants the model a single extra close combat attack at Initiative 1 and Strength 8, i gnoring Armour Saves.
Hellfire Rounds They are modified Bolter rounds. Range
S
AP
24”
X
5
Type
Servo-harness This gives the Techmarine an extra servo-arm attack (giving him two servo-arm attacks), a plasma cutter (twin-linked plasma pistol, which can not be used in close combat) and a flamer. In the shooting phase the Techmarine can fire both harness-mounted weapons or one harness mount and another gun.
Rapid fire, Poisoned 2+
32
Signum Model may waive his shooting attack to give one model in his squad Ballistic Skill of 5 for a turn. This must be declared before any rolls.
Storm Shield Confers a 3+ invulnerable save, but never gets +1 Attack for having an additional close combat weapon.
Space Marine Bike Models use bike rules. Their Toughness is +1, Movement is 12”, they have turbo boosters (move 18”-24”, get 3+ invulnerable save), they cannot run, they have the Relentless special rule (can move, shoot, and assault with all weapons) and can shoot twin-linked bolters.
Teleport Homer This allows teleporting models to deep strike within 6” of a teleport homer without scatter.
WARGEAR – ARMOR Artificer Armour Confers a 2+ armour save.
Scout Armour Confers a 4+ armour save.
Power Armour Confers a 3+ armour save.
Terminator Armour Models get the Relentless special rule (Can move, shoot, and assault with all weapons), cannot sweeping advance, get a 2+ armour save, get a 5+ invulnerable save, can deep strike, and count as two models.
WARGEAR – VEHICLE ARMORY Autocannon Range
S
AP
48”
7
4
Ironclad Assault Launchers Counts as being armed with bolt defensive and assault grenades. They do not suffer from penalty to their Initiative when assaulting enemies through cover. Models that assault your model gain no Assault Bonus attacks for charging or from extra weapons for special wargear during the turn in which they assault.
Type Heavy 2
Cerberus Launcher If a Scout unit charges into combat on the same turn as it disembarks from the Land Speeder, any unit assaulted have their Leadership reduced by 2 that turn.
Jamming Beacon Teleport homers, Chaos Icons and similar wargear that prevents deep strike scatter do not work within 6” of beacon. It causes other enemies that wish to deep strike within 6” of beacon to scatter 4D6” rather than 2D6”.
Deathwind Launcher Range
S
AP
12”
5
-
Type
Storm Bolter
Heavy 1, Large Blast
Demolisher Cannon Range
S
AP
24”
10
2
Type
Template
6
3
24”
4
5
Heavy 1
Typhoon Missile Launcher Frag Range
S
AP
48”
4
6
Hunter-killer Missile It is a krak missile that fires once per game with Ballistic Skill 4. This counts as an additional weapon.
Krak Range
S
AP
48”
8
3
S
AP
Unlimited
8
3
Type
S
AP
24”
4
5
Type Heavy 2, Blast
Type Heavy 2
Whirlwind Multiple Missile Launcher
Heavy 1
Hurricane Bolters Consists of three twin-linked bolters, fired as a single weapon Range
Assault 2
Type
Frag Assault Launchers Any unit charging into close combat on the same turn it disembarks a vehicle with Frag Assault Launchers counts as having frag grenades.
Krak Range
Type
Smoke Launchers Once per game a vehicle can be obscured and gets 4+ cover save during enemy’s turn. No other weapons may be fired.
Flamestorm Cannon AP
AP
Seismic Hammer It is a close combat weapon that adds +1 to rolls on vehicle damage chart.
Extra Armour Counts Crew Stunned results as Crew Shaken result i nstead.
S
S
Searchlight Units firing at illuminated unit do not use the Night Fighting special rule. Enemies targeting searchlight do not use the rule next turn either.
Ordnance 1
Dozer Blade Vehicle can re-roll a fail ed Difficult Terrain test.
Range
Range
Type Rapid Fire x3, twin linked
33
Castellan
S
AP
12-48”
4
5
Vengeance
S
AP
12-48”
5
4
Type Ordnance 1, Barrage, Ignores cover
Type Ordnance 1, Barrage
SPECIAL RULES ACUTE SENSES – Models may choose to re-roll the test to determine how far they can see in Night Fights, but must abide by the new result. Characters and units confer the rule onto eachother any time they join.
FLEET – A unit may assault in the same turn in which it has run. FURIOUS CHARGE – When assaulting, add +1 to both Initiative and Strength.
AID UNLOOKED FOR – Models always start the game in Reserve and always arrive by Deep Strike, regardless of the mission. You can re-roll the deep strike scatter dice once.
GIFT OF PRESCIENCE – You can re-roll Reserve rolls. GOD OF WAR – Model and all other units on table can choose to pass or fail any Morale check as long as model is alive.
AND THEY SHALL KNOW NO FEAR – Units automatically pass tests to regroup, and can make such tests even if the squad has been reduced to less than half strength by casualties. Troops can regroup and move normally and always count as moving. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens then the unit is subject to the No Retreat rule. Units which include Servitors are still subject to this rule, providing that the unit contains at least one Space Marine.
HIT & RUN – Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The must take an Initiative test to break from combat and immediately move up to 3D6" in a straight line in any direction. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. They are not slowed by difficult terrain, but are affected by dangerous terrain. It may not be used to move into contact with the enemy.
BATTLE-FORGED HEROES – One tactical squad can have at no additional cost: Counter-attack, Infiltrate, Scout or Tank Hunters.
HOLD THE LINE – Paladins/Sternguard Vets count as scoring units. BLESSING OF THE OMNISSIAH – Model can attempt to repair a damaged vehicle instead of firing. Roll a D6 and add 1 to the roll for each servitor with a servo arm in his unit and add 1 if he has a servoharness. On a result of 5 or more, repair a Weapon Destroyed or Immobilized result. A repaired weapon can fire next turn. The model can not repair if he has gone to the ground or i s falling back.
HONOUR OF THE CHAPTER – Model and his unit is Fearless. HONOUR OR DEATH – The Chapter Champion must direct all of his attacks against an enemy independent character if in base contact with one. He always re-rolls failed to hit and to wounds to them.
BOLSTER DEFENSES – Before the game begins, a model can improve a ruins cover save by 1. A ruin can be bolstered only once.
INDEPENDENT CHARACTER – These units fight as individuals but can join units, even if another independent character is already part of that unit. This can take place in side a vehicle and the unit will use his Leadership value. He has the Move Through Cover and Skilled Rider special rules. He can be deployed with the unit and cannot leave it in the shoot or assault phase. He also c an not leave a squad assigned as his retinue. He can allocate shooting wounds to other members of his squad. He must fire at the same time and target as his squad but is treated separate in close combat. He can only deal damage to models within 2” of base to base contact with his own base.
BOLTER DRILL – Model’s unit can re-roll failed to hit rolls while firing with heavy bolters, storm bolters, bolters, and bolt pistols. COMBAT SQUADS – Ten-man squads units have the option of breaking down into two five-man units, called combat squads.The decision to split the unit into combat squads must be made when the unit is deployed. Both combat squads can be deployed in different locations unless arriving by Drop Pod. The player can choose to split such a unit in to combat squads when it disembarks from the Drop Pod. If you decide to split a unit, then each combat squad is treated as a separate unit for all game purposes from that point on.
INFILTRATE – Infiltrators are deployed last. If both sides have infiltrators, the players roll-off and then alternate deploying these units. They may be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw a line of sight to them. They may be set up 18" from any enemy unit, even in plain sight. Vehicles cannot infiltrate. Infiltrate also confers a special outflank move to units of i nfiltrators that are kept in reserve.
COMBAT TACTICS – Varies depending on special character. Only one special character’s Combat Tactics rule can be used per game. COUNTER-ATTACK – When a unit with this rule is assaulted by the enemy it must take a Leadership test. If the test is successful all models in the unit get the +1 assault bonus to their attacks, exactly as if they too had assaulted that turn. This rule cannot be used if, when assaulted, the unit was already locked in combat from a previous turn.
INSPIRING PRESENCE – All units within 12” of model get +1 Attack. Does not apply to model with the rule and does not stack with Chapter Banner bonus.
ETERNAL WARRIOR – The model is immune to Instant Death.
LITURGIES OF BATTLE – When assaulting, model and his unit re-roll failed to hit rolls.
EYE OF VENGEANCE – Wounds caused by shooting attacks of model can be allocated by the shooting player.
MASTER OF THE HUNT – Unit gets the Hit and Run and Furious Charge special rules.
FEARLESS – Fearless troops automatically pass all Morale and Pinning tests and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit but if he is fearless and joins a unit that is not, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase.
MASTER PSYKER – Model Knows all Space Marine Psychic powers. MOVE THROUGH COVER – Units with this rule roll an extra D6 when rolling to move through difficult terrain. NO RETREAT – When units are immune to morale checks for l osing in close combat, these units do not take Morale checks and will never fall back. Instead, they suffer a number of wounds equal to the number their side has lost the combat by. All types of saving throws, except for cover saves, can be taken against these wounds. If none of the enemies involved in the combat against a fearless unit can actually hurt it, the unit does not suffer any wounds.
FEEL NO PAIN – When suffering an unsaved wound, roll a dice. On a 1, 2 or 3, take the wound as normal. On a 4, 5 or 6, the wound is ignored. This ability cannot be used against wounds from weapons that inflict instant death, even if the model is an eternal warrior. Neither can it be used against wounds from AP1 and AP2 weapons, power weapons, power fists, Dreadnought close combat weapons, rending weapons that roll a 6, Perils of the Warp, failed dangerous terrain tests, or other damage that ignores armour saves.
ORBITAL BOMBARDMENT – A ranged weapon that is a Strength 10, AP1, Ordnance 1 Barrage, with unlimited range, that scatters the full 2D6” regardless of firer’s Ballistic skill.
34
OUTFLANK – During deployment, players may declare that units with the ‘scout’ or ‘infiltrate’ special rules are attempting to outflank. When an outflanking unit arrives from reserve, the controlling player rolls a dice: on a 1-2 the unit will come in from the short table edge on the player’s left; on a 3-4 they will come from the right, on a 5-6 the player can choose left or right. They may outflank with their transport, but if they do so they must move onto the table embarked in it.
Remember that a slow independent character will cause any unit he joins to move at his speed (and vice versa) as units have to move at the speed of the slowest model.
PSYKER – Model can use one Psychic power each turn unless he is upgraded to an Epistolary (then he can use 2 each turn). Using a force weapon counts as using a power. A Psychic test must be taken for each power. This is a standard leadership test but a double 1 or double 6 leads to a Peril of the Warp wound that can only be saved by invulnerable saves and if passed must be re-rolled and passed a second time.
STUBBORN – When taking Morale tests, stubborn units always ignore any negative Leadership modifiers. Independent characters that are stubborn confer the ability onto any unit that they join.
STEALTH – The ability to make maximum use of available cover has saved many a warrior from discovery and death. All of the unit’s cover saves are improved by +1.
SURPRISE ATTACK – Player can re-roll dice to seize the Initiative before game starts. TANK COMMANDER – Model starts as vehicle upgrade. Tank i gnores Crew Shake and Crew Stunned and has a BS of 5. If tank is Wrecked or Explodes, roll a D6. On a 1 or 2, the model is slain. On a 3 or more, the model is placed on the table 2” from vehicle.
RELENTLESS – Unlike common infantry, some models can advance while firing their weapons at full capacity. Relentless models can shoot with rapid fire and heavy weapons counting as stationary, even if they moved in the previous Movement phase, and are also allowed to assault in the same turn they fire them. Note that a relentless independent character must still abide by the assaulting limitations of any unit it has joined, if the unit is not itself relentless.
TANK HUNTERS – Tank hunters are especially skilled at finding and exploiting weaknesses in the armour of enemy vehicles. They add +1 to their armour penetration rolls whenever they hit a vehicle (both at range and in close combat). In addition, they automatically pass Morale checks caused by tank shock.
RITES OF BATTLE – All units can use model’s Leadership for Morale and Pinning tests.
TITANIC MIGHT – Model can re-roll all failed to wound rolls. SCOUTS – After both sides have deployed (including infiltrators), but before the first player begins his first turn, any scouts may make a normal move. Scouts must remain more than 12" away from any enemy. If both sides have scouts, the players roll-off and the winner decides who goes first, and then alternate moving these units. If a unit with this ability is deployed inside a dedicated transport vehicle, it confers the scout ability to the transport too. This rule also confers a special outflank move to units of scouts that are kept in reserve.
TURBO-BOOSTERS – When using their turbo-boosters models may move up to 24" in the Movement phase. They cannot move through difficult terrain, shoot, launch assaults or execute any other voluntary action in the same turn. In the following enemy Shooting phase, the bike benefits from a cover save of 3. In that enemy Shooting phase, however, bikers lose the ability of going to ground, and automatically pass Pinning tests. A unit using turbo-boosters must end its move at least 18" away from its starting point to claim this cover save.
SEE BUT REMAIN UNSEEN – Entire unit gets Infiltrate special rule. UNYIELDING SPECTRES – Model’s saving throws are invulnerable SKILLED RIDER – Models may re-roll failed dangerous terrain tests on bikes or cavalry.
VOICE OF EXPERIENCE – Model can skip shooting attack to let another model in his squad use his Ballistic Skill. Must be declared before any dice rolls.
SLOW AND PURPOSEFUL – Models are relentless. However, they always count as moving through difficult terrain (including in assaults).
DRAGOON SPACE MARINE ARMY LIST The following pages contain an army list than enables you to field a Dragoon Space Marine army and fight battles using the scenarios included in the Warhammer 40,000 rulebook. It also provides you with the basic information you’ll need in order to field a Space Marines army in scenarios you’ve devised yourself, or that form a part of a campaign.
STANDARD MISSIONS
The army list allows you to pick an army based on the troops that could be fielded by a Dragoon Battle Company, with attached support drawn from other companies in the Chapter. The army list is split in to five sections. All the squads, vehicles, and characters in the army are placed into one of these depending upon their role on the battlefield. Each model is given a points value, which varies depending on how effective it is in battle. Before you choose an army, you will need to agree with your opponent upon a scenario and the total number of points each of you will spend. Using a Force Organization Chart The army lists are used in conjunction with the force organization chart from a scenario. Each chart is split in to fi ve categories that correspond to the sections in the army list, and each category has one or more boxes. Dark boxes are manditory selections and gray boxes are optional selections.
COMPULSATORY 1 HQ 2 Troops
Missions and Points These army lists are primarily designed for use with the Standard Missions from the Warhammer 40,000 rulebook. They may also be used with any other missions that use the Force Organization charts.
35
OPTIONAL 1 HQ 4 Troops 3 Elites
OPTIONAL 3 Fast Attack 3 Heavy Support
HQ CHAPTER MASTER, RAIKO THANE
250 Points
WS
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
4
5
4
10
3+
Raiko Thane Unit Composition: - 1 Chapter Master (Marneus Calgar, Lord Macragge)
Unit Type: - Infantry
SPACE MARINE CHAPTER MASTER BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
3
10
3+
Unit Composition: - 1 Chapter Master (generic)
Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Orbital Bombardment
Unit Type: - Infantry
Wargear: - Power armour - Power sword - Iron Halo - The Gauntlets of Aurorus Options: - Replace power armour with The Armour of the Dragoons +15 pts
125 Points
WS Chapter Master
Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Titanic Might - God of War - Orbital Bombardment - Eternal Warrior
Page 26
Wargear: - Power armour - Chainsword - Bolt Pistol - Frag and Krak grenades - Iron Halo (4+ inv save)
Options: - Replace bolt pistol and/or chainsword with: ……….a boltgun ……….a storm bolter ……….a Combi-flamer, - melta or – plasma ……….a storm shield, power sword, lightning claw or plasma pistol ………. a power fist ……….a relic blade ……….a thunder hammer - Replace power armour with artificer armour - Take meltabombs - Take digital weapons - Take hellfire rounds - Take auxiliary grenade launcher - Replace power armour, bolt pistol, chainsword, frag and krak grenades with Terminator armour with storm bolter and power sword - Replace Terminator armour storm bolter with: ……….Combi-flamer, - melta or – plasma ……….lightning claw ……….thunder hammer - Replace Terminator armour power sword with: ……….lightning claw ……….power fist or storm shield ……….thunder hammer or Chainfist - If Terminator armour is not chosen, may have one of the following: ……….Jump pack ……….Space Marine bike
VIPER GUARD SQUAD
115 Points You may include one Honour Guard squad for every “Chapter Master” in your army. This unit does not count against your HQ allowance. WS
BS
S
T
W
I
A
Ld
Sv
Viper Champion
5
4
4
4
1
4
3
10
2+
Viper Templar
4
4
4
4
1
4
2
10
2+
Unit Composition: - 1 Chapter Champion - 2 Honour Guards Unit Type: - Infantry Wargear: - Artificer Armour - Power Weapon - Frag and Krak Grenades - Boltgun - Bolt Pistol
Special Rules: - And They Shall Know No Fear - Combat Tactics - Honour or Death (Chapter Champion only) Dedicated Transport: - May select a Drop Pod, Rhino or a Razorback (see page 111 for point values)
Options: - May include up to seven additional Honour Guards - The Chapter Champion may replace his boltgun with: ……….a combat blade - The Chapter Champion may replace his power sword with: ……….a thunder hammer - The Chapter Champion may take: ……….digital lasers - Any model may take: ……….a relic blade ……….auxiliary grenade launcher - One Honour Guard may carry the Chapter Banner:
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Page 19
Free +3 pts +10 pts +15 pts +25 pts +30 pts +30 pts +15 pts +5 pts +10 pts +10 pts +15 pts +40 pts +5 pts +10 pts +20 pts +5 pts +10 pts +15 pts +25 pts +35 pts Page 17
+35 pts each free +15 pts +10 pts +15 pts each +15 pts each +25 pts
HQ ST
UMARO PHAGE, CAPTAIN OF THE 1 COMPANY
200 Points
WS
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
4
5
3
10
2+
Umaro Phage
Unit Composition: - 1 (Unique) (Captain Darnath Lysander)
Unity Type: - Infantry
SETZER REGENUS, CAPTAIN OF THE 2
ND
COMPANY
175 Points
WS
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
3
10
3+
Setzer Regenus Unit Composition: - 1 (Unique) (Chapter Master Pedro Kantor)
Wargear: - Power armour - The Mobliz Reaper - Power fist - Frag and krak grenades - Iron Halo
Unit Type: - Infantry
OSIRIS MEMNON, CAPTAIN OF THE 3
RD
COMPANY
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
3
10
3+
Unit Composition: - 1 (Unique) (Shadow Captain Kayvaan Shrike)
Unit Type: - Jump Infantry
TH
SABIN LAGUNIS, CAPTAIN OF THE 4 COMPANY BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
3
10
2+
Unit Composition: - 1 (Unique) (Captain Cato Sicarius)
Wargear: - The Armor of the Primarch - The Highwynn Blade - Plasma pistol - Frag and krak grenades - Iron Halo
Unit Type: - Infantry
TH
MINOTARO DARR, CAPTAIN OF THE 5 COMPANY Minotaro Darr
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
3
10
2+
Unit Type: - Infantry
Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Bolter Drill - Eternal Warrior - Chapter Tactics - Bolster Defences Page 26 Chapter Master: If your army includes Setzer Regenus, you may also include one Honour Guard squad (see page 25 for details). This unit does not count against your HQ allowance.
Page 26 Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - See, But Remain Unseen - Chapter Tactics
Page 27
Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Rites of Battle - Surprise Attack! - Battle-forged Heroes
190 Points
WS
Unit Composition: - 1 (Unique) (Forgefather Vulkan He’stan)
Wargear: - Power armour - Frag and krak grenades - Bolt pistol - The Pulver Claws - Jump pack - Iron Halo
200 Points
WS Sabin Lagunis
Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Orbital Bombardment - Inspiring Presence - Chapter Tactics
195 Points
WS Osiris Memnon
Wargear: - Terminator Armour - The Hammer of Doma - Storm Shield
Page 25
Wargear: - Artificer armour - Frag and krak grenades - Bolt pistol - The Champion’s Cloak - The Wyrm Slayer - Digital weapons - The Gauntlet of the Realm
37
Page 27 Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Chapter Tactics
HQ HONOS ULBREK, CAPTAIN OF THE 6 WS Honos Ulbrek
BS S
6
5
4
Unit Composition: - 1 Captain (generic)
TH
COMPANY
190 Points
T
W
I
A
Ld
Sv
4
3
5
3
10
2+
Unit Type: - Infantry
ORTEGA SEGOMO, CAPTAIN OF THE 7 WS BS Ortega Segomo
6
5
Unit Composition: - 1 Captain (generic)
TH
COMPANY
T
W
I
A
Ld
Sv
4
4(5)
3
5
3
10
2+
Unit Type: - Infantry
WS BS Oberon Palemenos
190 Points
S
OBERON PALEMENOS, CAPTAIN OF THE 8 6
5
Unit Composition: - 1 (Unique) (Kor’ Sarro Kahn)
TH
S
T
W
I
A
Ld
Sv
4
4(5)
3
5
3
10
3+
Unit Type: - Infantry
TH
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
3
10
2+
Unit Type: - Infantry
MASTER OF THE FORGE Master of the Forge
BS
S
T W
I
A
Ld
Sv
4
5
4
4
4
2
10
2+
Unit Type: - Infantry Wargear: - Artificer armour - Servo-harness - Boltgun or bolt pistol - Frag and krak grenades
Wargear: - Artificer armour - Relic Blade - Digital Weapon - Bolt Pistol - Melta bombs - Frag and krak grenades - Iron Halo 100 Points
WS
Unit Composition: - 1 Master of the Forge
Wargear: - Power armour - Frag and krak grenades - Bolt pistol - The Templar Axe - Iron Halo - The Iron Stallion
160 Points
WS
Unit Composition: - 1 Captain (generic)
Wargear: - Artificer armour - Relic Blade - Bolt Pistol - Hellfire rounds - Frag and krak grenades - Iron Halo - The Mongoose
COMPANY 205 Points
SALIZAR MADRUK, CAPTAIN OF THE 9 COMPANY Salizar Madruk
Wargear: - Artificer armour - Power fist - Digital Weapon - Bolt Pistol - Frag and krak grenades - Iron Halo - The Wings of Ulbrek - Auxiliary Grenade Launcher
2
Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Blessing of the Omnissiah - Bolster Defences - Lord of the Armoury
Options: - Replace servo-harness and boltgun with ……….conversion beamer - Replace boltgun with: ……….a storm bolter ……….a Combi-flamer, -melta, or –plasma ……….a plasma pistol - Take digital weapons - Take either: ……….a power sword ……….a thunder hammer - May ride a space marine bike
38
Page 28 Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character
Page 28 Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character
Page 28 Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Master of the Hunt - Chapter Tactics
Page 29 Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Orbital Bombardment - Chapter Master
Page 21
+20 pts +5 pts +10 pts +15 pts +10 pts +15 pts +30 pts +35 pts
HQ SPACE MARINE CAPTAIN
100 Points
WS
BS
S
T
W
I
A
Ld
Sv
6
5
4
4
3
5
3
10
3+
Captain Unit Composition: - 1 Captain (generic)
Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character
Unit Type: - Infantry Wargear: - Power armour - Chainsword - Bolt Pistol - Frag and Krak grenades - Iron Halo (4+ inv save)
COPPERHEAD COMMAND SQUAD
Options: - Replace bolt pistol and/or chainsword with: ……….a boltgun ……….a storm bolter ……….a Combi-flamer, - melta or – plasma ……….a storm shield, power sword, lightning claw or plasma pistol ………. a power fist ……….a relic blade ……….a thunder hammer - Replace power armour with artificer armour - Take meltabombs - Take digital weapons - Take hellfire rounds - Take auxiliary grenade launcher - Replace power armour, bolt pistol, chainsword, frag and krak grenades with Terminator armour with storm bolter and power sword - Replace Terminator armour storm bolter with: ……….Combi-flamer, - melta or – plasma ……….lightning claw ……….thunder hammer - Replace Terminator armour power sword with: ……….lightning claw ……….power fist or storm shield ……….thunder hammer or Chainfist - If Terminator armour is not chosen, may have one of the following: ……….Jump pack ……….Space Marine bike 115 Points
Page 18
Free +3 pts +10 pts +15 pts +25 pts +30 pts +30 pts +15 pts +5 pts +10 pts +10 pts +15 pts +40 pts +5 pts +10 pts +20 pts +5 pts +10 pts +15 pts +25 pts +35 pts Page 16
You may take one Command Squad for every “Captain” in your army. This unit does not count against your HQ allowance WS
BS
S
T
W
I
A
Ld
Sv
Copperhead Champion
5
4
4
4
1
4
2
9
3+
Apothecary
4
4
4
4
1
4
2
9
3+
Copperhead Templar
4
4
4
4
1
4
2
9
3+
Unit Composition: - 4 Veterans - 1 Apothecary
Special Rules: - And They Shall Know No Fear - Combat Tactics
Unit Type: - Infantry
Dedicated Transport: - May Select a Drop Pod, Rhino, or a Razorback (see Dedicated Transports for points values)
Wargear: - Power armour - Chainsword - Frag and krak grenades - Boltgun or bolt pistol - The Apothecary also has a narthecium
Unit Options: - One Veteran may carry the Company Standard - One Veteran may be upgraded to a Company Champion with a power weapon and combat shield - The entire squad may ride Space Marine bikes Model Options: - Any Veteran may replace his chainsword and/or bolt pistol with ……….a storm bolter ……….a flamer ……….a meltagun ……….a Combi-flamer, -melta, -plasma ……….a plasma gun, power sword or lightning claw ……….a power fist ……….a thunder hammer - Any Veteran may replace his bolt pistol with ……….a plasma pistol - Any Veteran may have the following ……….melta bombs ……….a storm shield
39
+ 15 pts +15 pts +90 pts
+3 pts +5 pts +10 pts +10 pts +15 pts +25 pts +30 pts +15 pts +5 pts +15 pts
HQ CHIEF LIBRARIAN EPHEBUS SAHARAZAD
230 Points
WS
BS
S
T W
I
A
Ld
Sv
5
4
4
4
4
2
10
3+
Ephebus Saharazad Unit Composition: - 1 (Unique)
2
Wargear: - Power Armour - Bolt Pistol - The Hood of the Guild - Frag and Krak grenades - Rod of Saharazad
Unit Type: - Infantry
LIBRARIAN
Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Master Psyker - Gift of Prescience
Page 30 Psychic Powers: - Smite - Force Dome - The Avenger - Might of Ancients - Null Zone - The Gate of Infinity - Vortex of Doom - Quickening - Machine Curse
100 Points WS
BS
S
T W
I
A
Ld
Sv
5
4
4
4
4
2
10
3+
Librarian Unit Composition: - 1 Librarian
2
Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Psyker
Unit Type: - Infantry Wargear: - Power armour - Boltgun or Bolt pistol - Frag and Krak grenades - Force weapon - Psychic hood
Psychic Powers: A Librarian has any two of the following powers: Smite, Force Dome, Might of Ancients, Null Zone, The Gate of Infinity, Vortex of Doom, Quickening, or Machine Curse
MASTER OF THE SANCTITY, EBRAHIM SAIBOT
125 Points
WS
BS
S
T W
I
A
Ld
Sv
5
4
4
4
4
2
10
3+
Ebrahim Saibot Unit Composition: - 1 (Unique)
2
Wargear: - Power Armour - Crozius Arcanum - Rosarius - Bolt pistol - The Mysidic Torch - Frag and krak grenades
Unit Type: - Infantry
CHAPLAIN Chaplain Unit Composition: - 1 (Unique) Unit Type: - Infantry Wargear: - Power Armour - Boltgun or bolt pistol - Frag and krak grenades - Rosarius - Crozius Arcanum
Options: - Upgrade to an Epistolary - Replace boltgun with: ……….a storm bolter ……….a Combi-flamer, -melta, -plasma ……….a plasma pistol - May replace power armour, boltgun, frag and krak grenades for Terminator armour and: ……….no additional weapon ……….a storm bolter ……….a Combi-flamer, -melta, or –plasma ……….a storm shield - If Terminator armour is not chosen, may have one of the following: ……….Jump pack ……….Space Marine bike
BS
S
T W
I
A
Ld
5
4
4
4
4
2
10
2
Special Rules: - Combat Tactics - Independent Character - Liturgies of Battle - Honour of the Chapter
+50 pts +3 pts +15 pts +15 pts +25 pts +30 pts +35 pts +40 pts +25 pts +35 pts
Page 30
Special Rules: - Independent Character - Combat Tactics - Honour of the Chapter - Liturgies of Battle - Feel No Pain
100 Points WS
Page 22
Page 23
Sv
Options: 3+ - Replace boltgun with: ……….a storm bolter ……….a Combi-flamer, -melta, -plasma ……….a power fist ……….a plasma pistol - Take melta bombs - Take digital weapons - May replace power armour, boltgun, frag and krak grenades for Terminator armour and: ……….a storm bolter ……….a Combi-flamer, -melta, or –plasma - If Terminator armour is not chosen, may have one of the following: ……….Jump pack ……….Space Marine bike
40
+3 pts +15 pts +15 pts +15 pts +5 pts +10 pts +30 pts +35 pts +15 pts
TROOPS DRAGOON TACTICAL SQUAD WS
BS
Dragoon Knight
4
Dragoon
4
90 Points S T W
I
A
Ld
Sv
4
4
4
1
4
2
9
3+
4
4
4
1
4
1
8
3+
Unit Composition: - 1 Space Marine Sergeant - 4 Space Marines
Special Rules: - And They Shall Know No Fear - Combat Squads - Combat Tactics
Unit Type: - Infantry
Dedicated Transport: - May select a Rhino or a Razorback. If the squad numbers ten models, may take a Drop Pod (see Dedicated Transports for points cost)
Wargear: - Power armour - Bolt pistol - Frag and krak grenades - Boltgun
SQUIRE SCOUT SQUAD
Page 13
Options: - May Include up to five additional Space Marines - If the squad numbers ten models, one Space Marine may replace his boltgun with one of the following: ……….a flamer ……….a meltagun ……….a plasma gun - If the squad numbers ten models, one Space Marine may replace his boltgun with one of the following: ……….a heavy bolter, multi-melta or a missile launcher ……….a plasma cannon ……….a lascannon - The Space Marine Sergeant may replace his boltgun and/or bolt pistol with: ……….a chainsword ……….a Combi-melta, -flamer, or –plasma ……….a storm bolter ……….a plasma pistol ……….a power weapon ……….a power fist - The Space Marine Sergeant may take: ……….melta bombs ……….teleport homer 75 Points
WS
BS
S T W
I
A
Ld
Sv
Instructor
4
4
4
4
1
4
2
9
4+
Squire
3
3
4
4
1
4
1
8
4+
Unit Composition: - 1 Scout Sergeant - 4 Scouts
Special Rules: - And They Shall Know No Fear - Combat Squads - Combat Tactics - Infiltrate - Move Through Cover - Scouts
Unit Type: - Infantry Wargear: - Scout armour - Bolt pistol - Boltgun - Frag and krak grenades
TSUGAL GARUDIAS, CAPTAIN OF THE 10
Options: - May Include up to five additional Scouts - Any model may replace his boltgun with: ……….a shotgun, combat blade, or sniper rifle - One Scout may replace his boltgun with a heavy bolter (with hellfire shells) or a missile launcher - The Scout Sergeant may replace his boltgun and/or bolt pistol with: ……….a Combi-melta, -flamer, or –plasma ……….a plasma pistol ……….a power weapon ……….a power fist - The Scout Sergeant may take ……….melta bombs ……….teleport homer - The squad may have camo cloaks
COMPANY 50 Points One Scout squad in the army may replace its Scout Sergeant with Captain Garudias. The unit does not count against your HQ allowance.
Tsugal Garudias Unit Type: - Infantry
BS
S
T
W I
A
Ld
Sv
5
6
4
4
1
2
9
4+
4
Wargear: - Scout armour - Bolt pistol - Frag and krak grenades - The Light of Legendra
Special Rules: - And They Shall Know No Fear - Combat Tactics - Infiltrate - Move Through Cover - Scouts
41
Free +5 pts +10 pts Free +5 pts +10 pts Free +10 pts +10 pts +15 pts +15 pts +25 pts +5 pts +15 pts Page 12
TH
WS
+16 pts each
+13 pts each Free +10 pts +10 pts +15 pts +15 pts +25 pts +5 pts +15 pts +3 pts each
Page 29
- Acute Senses - Eye of Vengeance - Voice of Experience - Stealth
DEDICATED TRANSPORTS RHINO TANK
35 Points Armour
Rhino Unit Composition: - 1 Rhino Unit Type: - Vehicle (Tank)
BS
F
S
R
4
11
11
10
Wargear: - Storm bolter - Smoke launchers - Searchlight
RAZORBACK TANK
Unit Composition: - 1 Razorback Unit Type: - Vehicle (Tank)
BS
F
S
R
4
11
11
10
Wargear: - Twin-linked heavy bolter - Smoke launchers - Searchlight Transport Capacity: - Six models
DROP POD
Unit Composition: - 1 Drop Pod Unit Type: - Vehicle (Open-topped)
Options: - May take any of the following ……….a storm bolter ……….a hunter-killer missile ……….a dozer blade ……….extra armour
+10 pts +10 pts +5 pts +15 pts
Options: - Replace twin-linked heavy bolters with: ……….twin-linked heavy flamer ……….twin-linked assault cannon ……….twin-linked lascannon ……….lascannon and twin linked plasma gun - May take any of the following ……….a storm bolter ……….a hunter-killer missile ……….a dozer blade ……….extra armour
+25 pts +35 pts +35 pts +35 pts +10 pts +10 pts +5 pts +15 pts
35 Points Armour
Drop Pod
Special Rules: - Repair
40 Points Armour
Razorback
Transport Capacity: - Ten Models
BS
F
S
R
4
12
12
12
Wargear: - Storm bolter
Transport Capacity: - Twelve models, one Dreadnought or one Thunderfire Cannon Options: - Replace storm bolter with Deathwind missile launcher - Take a locator beacon
42
Special Rules: - Inertial Guidance System - Immobile - Drop Pod Assault
+20 pts +10 pts
ELITES MYRMIDON TERMINATOR SQUAD WS
BS
Myrmidon Templar
4
Myrmidon Knight
4
200 Points
S T W
I
A
Ld
Sv
4
4
4
1
4
2
9
2+
4
4
4
1
4
2
9
2+
Unit Composition: - 1 Terminator Sergeant - 4 Terminators
Special Rules: - And They Shall Know No Fear - Combat Squads - Combat Tactics
Unit Type: - Infantry Wargear: - Terminator armour - Storm bolter - Power sword (Terminator Sergeant) - Power fist (Terminators)
MYRMIDON TERMINATOR ASSAULT SQUAD WS
BS
Myrmidon Templar
4
Myrmidon Knight
4
Options: - May include up to five additional Terminators - For every five Terminators in the squad, one Terminator may choose one of the following: ……….replace his storm bolter with a heavy flamer ……….replace his storm bolter with an assault cannon ……….take a cyclone missile launcher - Any Terminator may replace his power fist with a chain fist
+40 pts each +5 pts +30 pts +30 pts +5 pts each
Dedicated Transport: One Terminator squad in the army may select a Land Raider of any type as a dedicated transport (see Heavy Support for points costs)
200 Points
S T W
I
A
Ld
Sv
4
4
4
1
4
2
9
2+
4
4
4
1
4
2
9
2+
Options: - May include up to five additional Terminators - Any Terminator may replace his lightning claws with a thunder hammer and a storm shield:
Special Rules: - And They Shall Know No Fear - Combat Squads - Combat Tactics
Dedicated Transport: One Terminator Assault squad in the army may select a Land Raider of any type as a dedicated transport (see Heavy Support for points costs)
Unit Composition: - 1 Terminator Sergeant - 4 Terminators
Page 15
Page 15
+40 pts each +5 pts +30 pts +30 pts +5 pts each
Unit Type: - Infantry Wargear: - Terminator armour - Lightning claws
PALADIN STERNGUARD VETERAN SQUAD WS
BS
Paladin Templar
4
Paladin Knight
4
Unit Composition: - 1 Space Marine Sergeant - 4 Veterans Unit Type: - Infantry Wargear: - Power armour - Boltgun - Bolt pistol - Special issue ammunition - Frag and krak grenades
125 Points
S T W
I
A
Ld
Sv
4
4
4
1
4
2
9
3+
4
4
4
1
4
2
9
3+
Special Rules: - And They Shall Know No Fear - Combat Squads - Combat Tactics
Options: - May include up to five additional Veterans - The Space Marine Sergeant may replace his bolt pistol and/or his boltgun with: ……….a chainsword ……….a power weapon or lightning claw ……….a plasma pistol ……….a power fist - The Space Marine Sergeant may take: ……….melta bombs - Any model may replace his boltgun with: ……….a storm bolter, Combi-melta, -flamer, or –plasma - Two Veterans may replace their boltguns with: ……….a flamer, meltagun, heavy bolter, multi-melta or missile launcher ……….a plasma gun, plasma cannon, or heavy flamer ……….a lascannon Dedicated Transport: May select a Drop Pod, Rhino or Razorback (see Dedicated Transports for point costs)
43
Page 15
+25 pts each Free +15 pts +15 pts +25 pts +5 pts +5 pts +5 pts +10 pts +15 pts
ELITES VENERABLE DREADNOUGHT
165 Points Armour
WS
BS
S
F
S
5
5
6
12
12 10
Venerable Dreadnought Unit Composition: - 1 Venerable Dreadnought
R
I
A
4
2
Wargear: - Multi-melta - Dreadnought close combat weapon (with built in storm bolter) - Smoke launchers - Searchlight
Unit Type: - Vehicle (Walker)
DREADNOUGHT
105 Points Armour WS
BS
S
F
S
4
4
6
12
12 12
Unit Composition: - 1 Dreadnought
R
I
A
4
2
Wargear: - Multi-melta - Dreadnought close combat weapon (with built in storm bolter) - Smoke launchers - Searchlight
Unit Type: - Vehicle (Walker)
Armour
Ironclad Dreadnought Unit Composition: - 1 Ironclad Dreadnought Unit Type: - Vehicle (Walker)
Options: - Replace storm bolter with heavy flamer - Replace multi-melta with: ……….twin-linked heavy flamer ……….twin-linked heavy bolter ……….twin-linked Autocannon ……….plasma cannon or assault cannon ……….twin-linked lascannon - Replace dreadnought close combat weapon with: ……….twin-linked Autocannon or missile launcher - Take extra armour
165 Points
BS
S
F
S
R
4
4
6
13
13 10
Free +5 pts +10 pts +10 pts +30 pts +10 pts +15 pts
Page 24
+10 pts Free +5 pts +10 pts +10 pts +30 pts +10 pts +15 pts
Dedicated Transport: - May select a Drop Pod (see Dedicated Transports)
IRONCLAD DREADNOUGHT WS
+10 pts
Dedicated Transport: - May select a Drop Pod (see Dedicated Transports)
Special Rules: - Venerable
Dreadnought
Options: - Replace storm bolter with heavy flamer - Replace multi-melta with: ……….twin-linked heavy flamer ……….twin-linked heavy bolter ……….twin-linked Autocannon ……….plasma cannon or assault cannon ……….twin-linked lascannon - Replace dreadnought close combat weapon with: ……….twin-linked Autocannon or missile launcher - Take extra armour
Page 24
I
A
4
3
Wargear: - Seismic Hammer (with built in meltagun) - Dreadnought close combat weapon (with built in storm bolter) - Smoke launchers - Searchlight - Extra armour
Options: - Replace storm bolter with heavy flamer - Replace meltagun with heavy flamer - Replace Dreadnought close combat weapon and storm bolter with a hurricane bolter - Replace seismic hammer with a Chainfist - Take up to two hunter-killer missiles - Take Ironclad assault launchers Dedicated Transport: - May select a Drop Pod (see Dedicated Transports)
Special Rules: - Move Through Cover
44
Page 24
+10 pts +5 pts Free Free +10 pts each +15 pts
ELITES TECHMARINE
50 Points WS BS S
Techmarine
4
4
Unit Composition: - 1 Techmarine
4
T W
I
A
Ld
Sv
4
4
1
8
2+
1
Special Rules: - And They Shall Know No Fear - Combat Tactics - Independent Character - Blessing of the Omnissiah - Bolster Defences
Unit Type: - Infantry Wargear: - Artificer armour - Servo-arm - Boltgun or bolt pistol - Frag and krak grenades
Options: - Upgrade servo-arm to a servo-harness - Replace boltgun with: ……….a storm bolter ……….a Combi-flamer, -melta or –plasma ……….a plasma pistol - Take either: ……….a power weapon ……….a thunder hammer - May have a Space Marine bike
SERVITORS
10 Points You may include one unit of Servitors for every Techmarine or Master of the Forge in your army. This unit does not count against your Elites allowance. WS BS Servitor
3
3
S T W
I
A
Ld
Sv
3
3
1
8
4+
3
1
Unit Composition: - 1 Servitor
Wargear: - Servo-arm
Unit Type: - Infantry
Special Rules: - Mindlock
SILENT SNAKES - LEGION OF THE DAMNED SQUAD WS
BS
Silent Snake Knight
5
Silent Snake
4
Unit Composition: - 1 Damned Sergeant - 4 Damned Legionnaire Unit Type - Infantry Wargear - Bolt Pistol - Frag and krak grenades - Boltgun
155 Points
S T W
I
A
Ld
Sv
4
4
4
1
4
2
10
3+
4
4
4
1
4
2
10
3+
Special Rules: - Fearless - Unyielding Spectres - Aid Unlooked For - Slow and Purposeful
Options: - May include up to four additional Servitors - Up to two Servitors may replace their servo-arm with: ……….a heavy bolter ……….multi-melta or plasma cannon
Options: - May include up to five additional Damned Legionnaire - The Knight may replace his boltgun with: ……….a chainsword ……….a Combi-melta, -flamer or –plasma ……….a storm bolter ……….a plasma pistol ……….a power weapon ……….a power fist - One Damned Legionnaire may replace his boltgun with one of the following: ……….a flamer, meltagun or plasma gun - One Damned Legionnaire may replace his boltgun with one of the following: ……….a heavy bolter ……….a missile launcher ……….a plasma cannon ……….a lascannon, multi-melta, or heavy flamer
45
Page 20
+25 pts +3 pts +10 pts +15 pts +15 pts +30 pts +35 pts
Page 20
+15 pts each +20 pts +30 pts
Page 29
+30 pts each Free +10 pts +10 pts +15 pts +15 pts +25 pts +20 pts +10 pts +15 pts +20 pts +30 pts
FAST ATTACK SIDEWINDER ASSAULT SQUAD WS
BS
Sidewinder Knight
4
Sidewinder
4
100 Points
S T W
I
A
Ld
Sv
4
4
4
1
4
2
9
3+
4
4
4
1
4
1
8
3+
Unit Composition: - 1 Space Marine Sergeant - 4 Space Marines
Special Rules: - And They Shall Know No Fear - Combat Squads - Combat Tactics
Unit Type: - Infantry Wargear: - Power armour - Chainsword - Bolt pistol - Frag and krak grenades - Jump pack
DIAMONDBACK VANGUARD VETERAN SQUAD WS
BS
Diamondback Templar
4
Diamondback Knight
4
Unit Composition: - 1 Space Marine Sergeant - 4 Veterans Unit Type: - Infantry Wargear: - Power armour - Bolt pistol - Frag and krak grenades - Chainsword (the Sergeant instead has a power sword)
125 Points
S T W
I
A
Ld
Sv
4
4
4
1
4
2
9
3+
4
4
4
1
4
1
8
3+
Special Rules: - And They Shall Know No Fear - Combat Squads - Combat Tactics - Heroic Intervention Dedicated Transport: - If the squad does not have jump packs , it may select a Drop Pod, Rhino or a Razorback (see Dedicated Transports for points costs)
LAND SPEEDER SQUADRON
Unit Composition: - 1-3 Land Speeders Unit Type: - Vehicle (Fast, Skimmer)
Options: - May include up to five additional Veterans - The Sergeant may replace his power sword with: ……….a lightning claw ……….a power fist ……….a thunder hammer or relic blade - Any model may replace his bolt pistol and/or chainsword with: ……….a storm shield ……….a plasma pistol ……….a power weapon or lightning claw ……….a power fist ……….a thunder hammer - Any model may take: ……….melta bombs - The entire squad may have jump packs
+25 pts each +10 pts +15 pts +15 pts +15 pts +15 pts +20 pts +30 pts +5 pts +5 pts
Page 15
+20 pts each Free +10 pts +15 pts +15 pts +15 pts +15 pts +25 pts +30 pts +5 pts +10 pts each
50 Points per model Armour
Land Speeder
Options: - May include up to five additional Space Marines - For every five models in the squad one Space Marine may replace his bolt pistol with one of the following: ……….a flamer ……….a plasma pistol - The Space Marine Sergeant may replace his bolt pistol and/or chainsword with: ……….a storm shield ……….a plasma pistol ……….a power weapon or lightning claw ……….a power fist ……….a thunder hammer or pair of lightning claws - The Space Marine Sergeant may take: ……….melta bombs ……….a combat shield
Page 13
BS
F
S
R
4
10
10
10
Wargear: - Heavy bolter
Options: - Any Land Speeder may replace its heavy bolter with: ……….a heavy flamer ……….a multi-melta - Any Land Speeder may be upgraded with one of the following: ……….a Typhoon missile launcher ……….a Tornado pattern heavy flamer ……….a Tornado pattern heavy bolter ……….a Tornado pattern multi-melta ……….a Tornado pattern assault cannon
46
Free +10 pts +40 pts +10 pts +10 pts +20 pts +40 pts
FAST ATTACK CAVALIER SPACE MARINE BIKE SQUAD WS
BS
Cavalier Knight
4
4
Cavalier
4
Cavalier Attack Bike
4
I
A
Ld
Sv
4 4(5) 1
4
2
9
3+
4
4 4(5) 1
4
1
8
3+
4
4 4(5) 2
4
2
8
3+
Unit Composition: - 1 Bike Sergeant - 2 Space Marine Bikers
S
T
W
90 Points
Special Rules: - And They Shall Know No Fear - Combat Squads - Combat Tactics
Unit Type: - Bike Wargear: - Power armour - Bolt pistol - Frag and krak grenades - Space Marine bikes
CAVALIER ATTACK BIKE SQUAD WS BS Cavalier Attack Bike
4
S
4
Unit Composition: - 1-3 Attack Bikes
40 Points per model T
W
I
A
Ld
Sv
4 4(5) 2
4
2
8
3+
Wargear: - Power armour - Bolt pistol - Frag and krak grenades - Space Marine bikes - Heavy bolter
Unit Type: - Bike
Land Speeder Storm Unit Composition: - 1 Land Speeder Storm
BS
F
S
R
3
10
10
10
Wargear: - Heavy bolter - Jamming beacon - Cerberus launcher
Unit Type: - Vehicle (Fast, Skimmer, Open-Topped)
+5 pts +5 pts +10 pts +15 pts +40 pts +10 pts
Page 14
+10 pts
Special Rules: - Deep Strike - Scouts Options: - Replace heavy bolter with ……….heavy flamer ……….multi-melta ……….assault cannon
+10 pts +15 pts + 35 pts
70 Points
Page 14
Transport Capacity: - Five models (Scouts only)
SQUIRE SCOUT BIKE SQUADS WS
BS
S
W
I
A
Ld
Sv
Instructor Biker
4
4
4 4(5) 1
4
2
9
4+
Squire Biker
4
4
4 4(5) 2
4
2
8
3+
Wargear: - Scout armour - Bolt pistol - Frag and krak grenades - Space Marine Bike - Shotgun
+15 pts +10 pts +15 pts +25 pts
50 Points per model Armour
Unit Type: - Bike
+25 pts each
Special Rules: - And They Shall Know No Fear - Combat Tactics Options: - Any Attack Bike may upgrade its heavy bolter for a multimelta
LAND SPEEDER STORM
Unit Composition: - 1 Scout Bike Sergeant - 2 Space Marine Bikers
Unit Options: - May include up to five additional Space Marine Bikers - The Biker Sergeant may replace his bolt pistol with: ……….a plasma pistol ……….a Combi-melta, -flamer, or –plasma ……….a power weapon ……….a power fist - The Biker Sergeant may take: ……….melta bombs - Up to two Bikers may replace their bolt pistols with: ……….a flamer ……….a meltagun ……….a plasma gun - Add one heavy bolter armed Attack Bike to the Squadron - The Attack Bike may upgrade its heavy bolter to a multimelta
Page 14
T
Special Rules: - And They Shall Know No Fear - Combat Squads - Combat Tactics - Infiltrate - Scouts
Unit Options: - May include up to seven additional Scout Bikers - The Scout Biker Sergeant may replace his bolt pistol with: ……….a plasma pistol ……….a Combi-melta, -flamer, or –plasma ……….a power weapon ……….a power fist - The Scout Biker Sergeant may take: ……….melta bombs ……….a teleport homer - Up to three Bikers may replace their bike’s twin linked boltguns with and Astartes grenade launcher - The squad may have cluster mines
47
+20 pts each +15 pts +10 pts +15 pts +20 pts +5 pts +25 pts +10 pts +10 pts
HEAVY SUPPORT ANACONDA DEVASTATOR SQUAD WS
BS
Anaconda Knight
4
Anaconda
4
90 Points
S T W
I
A
Ld
Sv
4
4
4
1
4
2
9
3+
4
4
4
1
4
1
8
3+
Unit Composition: - 1 Space Marine Sergeant - 4 Space Marines
Special Rules: - And They Shall Know No Fear - Combat Squads - Combat Tactics
Unit Type: - Infantry
Dedicated Transport: May select a Drop Pod, Rhino or a Razorback (see Dedicated Transports for points cost)
Wargear: - Power armour - Bolt pistol - Frag and krak grenades - Boltgun - Signum (Sergeant only)
THUNDERFIRE CANNON
Unit Composition: - 1 Techmarine - 1 Thunderfire Cannon Unit Type: - Artillery
4
4
S
T
W
I
A
Ld
Sv
4
4
1
4
1
8
2+
Wargear: - Artificer armour - Bolt pistol - Frag and krak grenades - Servo-harness
LAND RAIDER TANK
Unit Composition: - 1 Land Raider Unit Type: - Vehicle (Tank)
BS
F
S
R
4
14
14
14
Wargear: - Twin-linked heavy bolter - Two twin-linked lascannons - Smoke launchers - Searchlight
LAND RAIDER CRUSADER TANK
Unit Composition: - 1 Land Raider Unit Type: - Vehicle (Tank)
+15 pts +25 pts +35 pts Free +10 pts +10 pts +15 pts +25 pts +5 pts
Page 20 Dedicated Transport: May select a Drop Pod (See page 111)
Transport Capacity: - Twelve Models
Special Rules: - Power of the Machine Spirit - Assault Vehicle
Options: - May take any of the following: ……….a storm bolter ……….a hunter-killer missile ……….a multi-melta ……….extra armour
+10 pts +10 pts +10 pts +15 pts
250 Points per model Armour
Land Raider Crusader
Special Rules: - And They Shall Know No Fear - Combat Tactics - Blessing of the Omnissiah - Bolster Defences
+16 pts
250 Points per model Armour
Land Raider
Options: - May include up to five additional Space Marines - Up to four Space Marines may replace their boltguns with one of the following: ……….a heavy bolter, multi-melta, or missile launcher ……….a plasma cannon ……….a lascannon - The Space Marine Sergeant may replace his boltgun and/or bolt pistol with: ……….a chainsword ……….a Combi-melta, -flamer, or -plasma ……….a storm bolter ……….a plasma pistol or power weapon ……….a power fist - The Space Marine Sergeant may take: ……….melta bombs
100 Points per model
WS BS Techmarine
Page 13
BS
F
S
R
4
14
14
14
Wargear: - Twin-linked assault cannon - Two Hurricane Bolters - Frag Assault Launcher - Smoke Launchers - Searchlight
Transport Capacity: - Sixteen Models Options: - May take any of the following: ……….a storm bolter ……….a hunter-killer missile ……….a multi-melta ……….extra armour
48
Special Rules: - Power of the Machine Spirit - Assault Vehicle +10 pts +10 pts +10 pts +15 pts
HEAVY SUPPORT LAND RAIDER REDEEMER TANK
240 Points per model Armour
Land Raider Redeemer Unit Composition: - 1 Land Raider
BS
F
S
R
4
14
14
14
Wargear: - Twin-linked assault cannon - Two Flamestorm cannons - Frag assault launchers - Smoke launchers - Searchlight
Unit Type: - Vehicle (Tank)
PREDATOR TANK
Transport Capacity: - Twelve Models
Special Rules: - Power of the Machine Spirit - Assault Vehicle
Options: - May take any of the following: ……….a storm bolter ……….a hunter-killer missile ……….a multi-melta ……….extra armour
+10 pts +10 pts +10 pts +15 pts
60 Points per model Armour
Predator Unit Composition: - 1 Predator
BS
F
S
R
4
13
11
10
Wargear: - Autocannon - Smoke launchers - Searchlight
Unit Type: - Vehicle (Tank)
WHIRLWIND TANK
Options: - Replace Autocannon with a twin-linked lascannon - May take side sponsons with heavy bolters - Or may take side sponsons with lascannons - May take any of the following: ……….a storm bolter ……….a hunter-killer missile ……….a dozer blade ……….extra armour
+10 pts +10 pts +5 pts +15 pts
85 Points per model Armour
Predator Unit Composition: - 1 Whirlwind
BS
F
S
R
4
11
11
10
Wargear: - Whirlwind multiple missile launcher - Smoke launchers - Searchlight
Unit Type: - Vehicle (Tank)
VINDICATOR TANK
Options: - May take any of the following: ……….a storm bolter ……….a hunter-killer missile ……….a dozer blade ……….extra armour
+10 pts +10 pts +5 pts +15 pts
115 Points per model Armour
Vindicator Unit Composition: - 1 Whirlwind
BS
F
S
R
4
13
11
10
Wargear: - Demolisher cannon - Storm bolter - Smoke launchers - Searchlight
Unit Type: - Vehicle (Tank)
ABNETT VAUL, MASTER OF THE ARMOURY
Options: - May take any of the following: ……….a storm bolter ……….a hunter-killer missile ……….a dozer blade ……….a siege shield ……….extra armour
+10 pts +10 pts +5 pts +10 pts +15 pts
70 Points per model
Page 30
If selected, Vaul must be assigned to one tank in the army. This model does not count against your Heavy Support allowance. WS BS Abnett Vaul
+45 pts +25 pts +60 pts
4
Unit Composition: - 1(Unique) (Brother-Sergeant Chronus)
5
S
T
W
I
A
Ld
Sv
4
4
1
4
2
9
3+
Unit Type: - Infantry
Wargear: - Power armour - Bolt pistol - Frag and krak grenades - Servo-arm
49
Special Rules: -Tank Commander