space marine battle formations

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New battle formations for Space Marines

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  • Insurgency Formation (Forces with the Raven Guard Chapter Tactics only)

    The Ravens Tiding: Raven Guard & Successor Chapter Masters are equipped with Locator Beacons and bestow Stealth onto any unit they join. The Chapter Masters automatically pass Initiative tests for

    Glorious Interventions. They roll for Warlord Traits as normal. +20pts.

    Every Raven Guard / Successor unit in an Insurgency Formation count as possessing both Night Vision

    and Acute Senses.

    Command Squads \ Honour Guards may be equipped with Jump Packs, +10pts p/m.

    Honour Guards with Jump Packs may replace their Boltguns, Bolt Pistols and existing melee weapons

    with Lightning Claws, (+5pts p/m). They may keep any grenades.

    Heavy weapons may not be used in conjunction with Jump Packs. Assault and Rapid Fire weapons may

    be used normally.

    All Veteran Sergeants and character models in the formation may be equipped with Locator Beacons

    (+5pts p/m) and/or an Auspex (+5pts p/m).

    Scout Squads in this formation may be given Land Speeder Storms as dedicated transport vehicles.

    A 10 man Scout squad divided into 2 Combat Squads may take 2 Land Speeder Storms as transports.

    In games of Apocalypse:

    Fast Attack Jump Infantry may also be taken as Troops choices.

    If a Chapter Master with a Jump Pack leads a unit of 4 or more Masters of the Chapter (counting as Codex Space Marine Captains), the Masters must also be equipped with Jump Packs.

    Bearing in mind any restrictions above, the usual rules for Allies apply.

  • Exemplars of Dorn (Forces with the Imperial Fists Chapter Tactics only)

    Pride of Terra Chapter Master Vladimir Pugh of the Imperial Fists is Fearless and bestows this upon any unit he leads. All non-Fearless Imperial Fists in play are Stubborn while Pugh lives. Pugh is also

    an Eternal Warrior, +50pts.

    The Imperial Fists / Successor force commander in the detachment (a Chapter Master if present or a

    nominated Captain if not) may be given any combination of the following:

    Shatter Defences (as per the Warp Smith entry in Codex: Chaos Space Marines), +10pts.

    Bolster Defences, (as per the Master of the Forge entry in Codex: Space Marines), +10pts.

    Siege Master (see the most recent GW / Forgeworld publication that this rule appears within), +10pts.

    If accompanying a Chapter Master wearing Terminator Armour, Honour Guards may replace their

    Grenades, Boltguns and Bolt Pistols with Terminator Armour and Storm Bolters, +10pts p/m.

    If wearing Terminator Armour, Honour Guards have the Wargear Options available to Terminator

    Squads.

    In addition to any usual options, any HQ unit led by the force commander may take a Land Raider

    Prometheus as a dedicated transport vehicle. The usual points cost and space limitations for the

    Prometheus apply as per the most up-to-date publication that it appears within.

    Vindicators in the detachment may be upgraded at +25pts p/m to include the equivalent of Brother

    Sergeant Chronus, with all the benefits he bestows. However the Chronus-equivalent upgrade cannot

    fight independently of the tanks and is destroyed along with any of the Vindicators in question.

    If an Imperial Fist Master of the Forge is present in the force, Contemptor and/or Venerable

    Dreadnoughts may be taken as both Elite and HQ choices, in addition to the usual rules for Masters of

    the Forge.

    Centurion Devastator Squads may be taken as both Elites and Heavy Support choices. Centurion Assault

    Squads may be taken as both Fast Attack and Elites choices.

    In games of Apocalypse:

    The force may purchase the Supreme HQ Strategic Asset, +85pts.

    The force may purchase the Orbital Strike Strategic Asset, +85pts.

    If accompanied the maximum number permitted of the Masters of the Chapter and an Honour Guard unit with the maximum number of models permitted to it, which the Chapter Master also

    has to lead, instead of obeying the normal Finest Hour rules, the Chapter Master may either

    choose the Imperial Fists Sons of the Primarch option, or any one option from the Command

    Exemplar list without rolling a D6.

    Bearing in mind any restrictions above, the usual rules for Allies apply.

  • Armoured Cavalry Assault (Forces with the White Scars Chapter Tactics only)

    The Great Khan: The Chapter Master of the White Scars, Jubal Khan, has Furious Charge, Counter

    Attack and the Master of Manoeuvre Personal Warlord Trait. If leading a unit mounted on Space Marine

    Bikes, that unit gains Furious Charge and Counter-Attack. Jubal rides a unique Space Marine Bike:

    +75pts.

    Offensive & Defensive Grenades.

    Auspex; Teleport Homer; Jamming Beacon.

    Twin-Linked Boltguns replaced with Twin-Linked Plasma Guns (ignore Gets Hot).

    Drop Pods may not be chosen by any unit.

    All Independent Characters must be equipped with Space Marine Bikes, unless they are part of a unit

    with a dedicated tank transport of some kind.

    All Terminator squads must choose as dedicated transports any Land Raider variant available in Codex:

    Space Marines or in the most up-to-date Forgeworld publication that they appear within. This includes

    Spartan Assault Tanks.

    Sternguard, Command and Honour Guard units may choose as dedicated transports any Land Raider

    transport variant available in Codex: Space Marines or in the most up-to-date Forgeworld publication

    that they appear within (except Spartan Assault Tanks).

    If not in possession of a dedicated tank transport, Command and Honour Guard units must replace their

    Boltguns with Space Marine Bikes, +35pts for each unit.

    All other non-HQ infantry units that are not already attached to another tank unit with a transport

    capacity prior to deployment must be given Rhinos or Razorbacks as dedicated transports (any variant

    available in Codex: Space Marines). This does not apply to units equipped with Jump Packs.

    Instead of Jump Packs, Vanguard Veteran units must be equipped with Space Marine Bikes, +6pts p/m.

    All Scout Squads not mounted on bikes must be given Rhinos, Razorbacks or Land Speeder Storms as

    dedicated transports. 0-2 Scout Bike squadrons may be taken as Troop choices.

    All units attached to tank transports of any kind must be deployed Embarked within the vehicle at the

    start the first Game Turn. They may take any action available to a unit that is Embarked in a vehicle

    that has been stationary since the previous Game Turn.

    If the force includes a Master of the Forge, Dreadnoughts of all variants may be mounted on tracks,

    giving them Skilled Rider, Jink and allows them to move exactly like Space Marine Bikes (although

    they cannot Turbo-Boost), +35pts p/m.

    In games of Apocalypse:

    The force may purchase the Trophy Kill Strategic Asset, +85pts.

    If all non-Terminator HQ units (at least 1 unit in the detachment) are mounted upon Space Marine Bikes, the force may take the Flank March Strategic Asset, +65pts.

    If a Chapter Master with Space Marine Bike leads a unit of 4 or more Masters of the Chapter, the Masters must also be equipped with bikes.

    Bearing in mind any restrictions above, the usual rules for Allies apply.

  • Crusader-Knights (Forces with the Black Templars Chapter Tactics only)

    Crusader units consisting of 17+ models and/or Terminator units consisting of 10+ models (including

    attached Characters) may take Land Raider Spartans as dedicated transports instead of Land Raider

    Crusaders.

    Contemptor Dreadnoughts may be taken as both Elite and HQ choices.

    In addition to any usual options, any HQ unit led by the force commander may take a Land Raider

    Prometheus as a dedicated transport vehicle. The usual points cost and space limitations for the

    Prometheus apply as per the most up-to-date publication that it appears within.

    If the force has 0-1 Sternguard unit and absolutely no Conversion Beamers, Legion of the Damned,

    Devastators, Space Marine Attack Bikes, Land Speeders (except the Storm and/or Tempest), Emperors Champions, Chapter Champions (replaced with an ordinary Honour Guard for -14pts), Company

    Champions (replaced with an ordinary Veteran for -15pts) and with no Allied units of these types and

    absolutely no abhuman and/or non-Imperial and/or xenos Allies, then:

    One Captain may become the Chapter Paladin and must be given: the Black Sword; the Shield Eternal (which stacks with the Crusaders rule to grant +2 to Deny the Witch rolls); Artificer

    or Terminator Armour (owning players choice); Honour or Death; Furious Charge; Rage; Rampage; Champion of Humanity Warlord Trait (applying solely to him the force commander must roll for a Warlord Trait too, though it cannot be the same one), +90pts.

    Chaplains may be taken as Elite as well as HQ choices. Elite Chaplains are 1-3 per Force Organisation slot, although they must be split off from each other before deployment to join

    other units as squad leaders, counting in all senses as a unit upgrade from then on. All their

    usual rules apply.

    Any Assault Terminator may exchange his Lightning Claws with a Storm Bolter & Power Weapon, or Power Weapon & Storm Shield, (free).

    Only Crusader Squads and 0-1 Scout unit equipped with sniper rifles may be taken as Troops.

    Honour Guards may replace all firearms (not grenades) with Storm Shields, +6pts p/m.

    If included in the force, High Marshal Helbrecht may replace his Artificer Armour and grenades for

    Terminator Armour, +5pts. He may replace his firearm with a Storm Shield, +10pts.

    If Helbrecht / the Chapter Master is wearing Terminator Armour, Honour Guards may also replace all

    their existing Wargear with Terminator Armour, +10pts p/m. If so they must be equipped with any mix

    of the following weapon combinations: Power Weapon and Storm Bolter (+5pts); Single Relic Weapon

    (+5pts); Lightning Claws (+5pts p/m); Power Weapon and Storm Shield (+8pts p/m); Thunder Hammer

    & Storm Shield (+10pts p/m); Relic Weapon and Storm Shield (+10pts p/m).

    In games of Apocalypse:

    The force may purchase the Heroic Stand Strategic Asset, +85pts.

    If the force has a Paladin, instead of obeying the normal Finest Hour rules, the Chapter Master may either choose the Imperial Fists Sons of the Primarch option, or any one option from the

    Personal Exemplar list rolling a D6.

    If Helbrecht / the Chapter Master is wielding a Storm Shield and leading Masters of the Chapter equipped with the same type of armour as him, then any Masters of the Chapter may take Relic

    Blades for +25pts p/m, even if wearing Terminator Armour.

    Bearing in mind any restrictions above, the usual rules for Allies apply.

  • Scions of the Omnissiah (Forces with the Iron Hands Chapter Tactics Only)

    Iron Hands detachments may include Kardan Stronos. He counts as a Chapter Master with the following

    additional rules:

    +80pts.

    Blessings of the Omnissiah.

    Angel of Death Warlord Trait (may not roll for another).

    Fearless bestows this upon any Iron Hands / Successor unit he joins.

    Cybernetic Paragon +1 Toughness; Eternal Warrior; Feel No Pain (5+).

    Terminator Armour, Servo-harness, Axe of Medusa & Master-Crafted Graviton Gun.

    If Stronos is not present, one of the following may be made the detachments Iron Father: Chapter Master, Captain, Librarian, Chaplain, Master of the Forge, with the following additions (if they do not

    already possess them):

    +20pts.

    Fearless; Blessings of the Omnissiah; Servo-arm.

    Must roll on the Clan Raukaan Warlord Traits list.

    For each HQ choice in the detachment (not including other Techmarines, Servitors, Command Squads

    or Honour Guards) 0-2 Techmarines may be chosen. If Stronos is present, and/or for each Iron Father

    or Master of the Forge present, 0-3 Techmarines may be chosen. These selections do not use up a Force

    Organisation slot.

    All friendly Servitors are immune to Mindlock while they remain within 6 of any friendly character with Blessings of the Omnissiah.

    Any Dreadnought variant may be taken as Heavy Support as well as Elites choices. Venerable and/or

    Contemptor Dreadnoughts may be taken as HQ as well as Elites choices

    Venerable Dreadnoughts and Contemptor Dreadnoughts taken as HQ choices have a special Leadership

    value of 10, which may be used by any friendly Iron Hands / Successor infantry models within 12 and Line of Sight for any Morale and Pinning tests.

    In addition to any usual options, any HQ unit led by the force commander may take a Land Raider

    Prometheus as a dedicated transport vehicle. The usual points cost and space limitations for the

    Prometheus apply as per the most up-to-date publication that it appears within.

    Veteran Sergeants may replace Bolt Pistols, Boltguns and Grenades with Terminator Armour and a

    Storm Bolter at +15pts. They may also be equipped with a Power Weapon (+5pts) or a Power Fist

    (+10pts).

    All Battle Brothers to Space Marines on the Allies Matrix count as Allies of Convenience. Allies of

    Convenience count as Desperate Allies, and Desperate Allies may not be chosen at all. However, Allies

    with the Iron Hands Chapter Tactics and/or Imperial Knights and/or any units taken from any loyalist

    Adeptus Mechanicus / Mechanicum lists do count as Battle Brothers.

    In games of Apocalypse:

    The force may purchase the Replacements Strategic Asset, +85pts.

    If the army has a Chapter Master or Iron Father and at least three Techmarines with accompanying Servitors, the force may purchase the Shield Generator Strategic Asset, +65pts.

    Bearing in mind any restrictions above, the usual rules for Allies apply.

  • Sons of the Inferno (Forces with the Salamanders Chapter Tactics Only)

    Salamander / Successor Chapter Masters have Move Through Cover, ignore the Unwieldy rule and are

    Stubborn this last of which they bestow upon all Salamander / Successor units within 12. This also applies and to any Allied Imperial Guard / Astra Militarum.

    Salamander / Successor detachments are restricted to 0-1 Space Marine Bike unit (of any kind); 0-1

    Jump Pack Fast Attack unit; 0-1 Jump Pack Elites unit; 0-1 Jump Pack HQ unit; 0-1 Scout unit (of any

    kind).

    Independent Characters may replace their Boltguns with Flamers, (free).

    Independent Characters equipped with Terminator Armour may replace Storm Bolters with Heavy

    Flamers, +8pts p/m.

    Honour Guards may replace all their standard melee weapons and Boltguns with Thunder Hammers

    (+8pts p/m) or Heavy Flamers (+8pts p/m). They may keep their grenades.

    If the Chapter Master is equipped with Terminator Armour and leading the Honour Guard unit, this

    Honour Guard unit may become Firedrakes, replacing all their existing wargear, armour and

    equipment with Terminator Armour, Thunder Hammers and Heavy Flamers, +18pts p/m. One Firedrake

    may replace his Heavy Flamer with a Multi-Melta, (+5pts).

    In addition to any usual options, any HQ unit led by the force commander may take a Land Raider

    Prometheus as a dedicated transport vehicle. The usual points cost and space limitations for the

    Prometheus apply as per the most up-to-date publication that it appears within.

    HQ and Elites units that can take a dedicated transport vehicle may opt to take a Land Raider Redeemer

    instead of their usual options. The normal rules, options and points cost for this vehicle apply.

    Any Salamander / Successor Veteran Sergeant, Techmarine, or Master of the Forge in Power or

    Artificer Armour may replace his Boltgun and standard melee weapon with a Thunder Hammer

    (+10pts) p/m.

    All Salamander / Successor Characters (including Veteran Sergeants) that do not already have the

    option in their entry may purchase Artificer Armour, +10pts p/m.

    The armour of any unit (Power Armoured, Artificer Armoured or Terminator Armoured) may be

    Hardened, +2pts p/m. See the most recent GW / Forgeworld publication containing this rule for details.

    Contemptor Dreadnoughts may be taken as both Elite and HQ choices.

    Obsidian Forged: Salamander vehicles (including Flyers & Walkers) may purchase a 5+ Invulnerable

    Save against all Melta, Plasma and Flamer weapons / effects, +15pts per vehicle. Vehicles that already

    have an Invulnerable Save for whatever reason may instead improve that save by 1 to a maximum of

    3+.

    In games of Apocalypse:

    The force may purchase the Fury of the Just Strategic Asset, +85pts.

    If the Masters of the Chapter formation is taken, the force may purchase the Vortex Grenade Strategic Asset, +65pts.

    Bearing in mind any restrictions above, the usual rules for Allies apply.

  • Aerial Insertion Force (any Space Marine army, Loyalist or Traitor)

    All units that can be equipped with a means to allow them to Deep Strike must be equipped with such

    means, unless they can Teleport into battle or are embarked within Flyers or any other Deep Striking

    vehicle available in their Codex or other Forgeworld / GW publications. These include, but are not

    necessarily limited to: Storm Ravens, Fire Raptors, Storm Eagles, Thunderhawks (any variant), Assault

    Rams, Assault Claws (any variant), Dread Claws (any variant), etc.

    Such vehicles must be bought at the costs and used with the rules listed in the most recent GW /

    Forgeworld publications that they appear within. Units to be transported by such Flyers must be

    allocated and attached to them before deployment.

    Tanks may purchase Thunderhawk Tank Transports as dedicated transport vehicles.

    After all units are allocated to their various modes of transport prior to deployment, all units that can

    Deep Strike must Deep Strike. All units with a Flyer transport of any sort that allows for modes of

    entering play other than Deep Striking must still enter play Embarked within that Flyer.

    50% (rounding fraction up) of all friendly Deep Striking units that are held in Reserve will arrive

    automatically at the start of the 2nd Game Turn. The rest must all arrive on any subsequent Game Turn

    that the owning player chooses.

    All units held in Reserve that are not Jump or Jet Packs infantry, Landspeeders or Flyers, or not

    transported into battle by a Flyer, or via Drop Pod (Dread Claw, etc) or Teleportation, may only enter

    play from the furthest table edge from their opponents deployment zone at the start of the 4th Game Turn.

    Scout Squads not attached to another flyer must be given Land Speeder Storms as dedicated transport

    vehicles.

    The owning player of this detachment may always be the attacker in scenarios that allow such a choice

    and/or they may choose whether or not to take the first turn. The opposing player always gets to choose

    his/her own deployment zone after all scenery has been laid. The opposing player may also choose to

    move D3 terrain pieces in his/her deployment zone up to 6 in any direction before other models are placed on the table. Terrain pieces moved this way may not be stacked atop each other except on

    agreement between all players.

    Where both players are using this formation, toss a coin to see who gets to be the attacker, with all the

    associated deployment rules mentioned in the above paragraph.

    In games of Apocalypse:

    The force may purchase the Precise Co-ordinates Strategic Asset, +65pts.