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Author : Lasti

TRUE SPACE MARINES


Introduction
The Adeptus Astartes are the finest and the most feared warriors of the Imperium of Men. These
genetic modified super-humans defend the Imperium for a thousand years of regular war. Unarmed, each of
them are perfect killing machines but with their sacred weapon, holy Bolter they become a true Angels of
Death. Whole Adeptus Astartes are separated into the Chapters. Every Chapter is build by about thousand
brothers, Space Marines and is a self-sufficient organisation.
Common Space Marine is truly a super human. 8 feet tall, they dominate above normal men. Their
skeleton and muscles are genetically over-grown. Protected by a sacred Power Armour, they are extremely
tough and strong. Space Marine is a best human warrior ever created by mankind.

HOW THIS CODEX WORKS?

This codex is a fan-made project. It is not a official codex of army made by Games Workshop. All
rules here are applying only to True Space Marines army. But if you want to play a real Space Marines, 8 feet
tall, super humans, this book is for you.
Before playing with your friend, be sure that he/she accept your unofficial rules and knows all the
them!
Game should be a nice spent time, not a torment!

SPECIAL RULES

'And they shall know no fear':


True Space Marines automatically pass test to regroup, and can take such tests even if the squad has been
reduced to less than half strength by casualties, though all other criteria apply. Marines can move normally
after regrouping. If the Marines are caught by a sweeping advance, they are not destroyed and instead will
fight normally.

Force of One:
Space Marines generally work in squads, but individual models may move out of unit coherency and may
operate independently. The concept of unit is fluid to the battle-hardened Space Marine. As long as a Space
Marine is within 4" of another Space Marine they are considered to be part of the same unit. Additionally,
multiple Space Marine units can ride in the same transport, embarking and disembarking independently.

Note: Use the Force Organization chart to determine kill points for Annihilation missions. Each unit counts as
two kill points and the entire unit must be removed to gain the points. For example, a Movie Marine army
with a Sergeant, a Veteran, two Demi-squads and a Rhino count as 10 kill points.

For the Honour of the Chapter:


If a Space Marine is removed from play in close combat with the opponent, he can make a special attack
with his last breath. True Space Marine player must test Leadership on 3 dices and sum up the results. If the
test is passed, dying soldier makes his CC base attacks (must hit as normal) and dies in glory.
MOVIE MARINES ARMY LIST

HQ
1 SPACE MARINE CHAPTER MASTER.................................400 Points

WS BS S T W I A Ld Sv Options:
8 6 6 6 3 6 5 10 +2 • The Chapter Master may replace his Master-
crafted weapon with a power fist for +50
Composition: points.
• 1 Unique
Unit type: • The Chapter Master may replace his bolter
• Infantry with a combi plasma/melta/flamer for +50
Wargear: points.
• Artificer Armour
• Bolt pistol
• The Chapter Master may replace his bolter
• Master-crafted weapon
with a Storm Bolter for +75 points.
• Bolter
• Iron Halo
• The Chapter Master may replace bolt pistol
• Frag and krak grenades
with a plasma pistol for +50 points.
Special Rules:
• ATSKNF
• The Chapter Master may replace bolt pistol
• Force of One
with Close Combat Weapon for +50 points.
• Fleet
• Move Through Cover
• Combat Tactics

SPECIAL RULES:

Inspiring presence:
The Chapter Master command his soldiers with iron will and discipline. All Space Marines with line of sight to the
Chapter Master may re-roll failed Morale check and Pinning tests.

“For the Emperor!”:


If the Chapter Master is removed from play as a casualty, every model of True Space Marines become Fearless and has
a Furious Charge ability.

The Chapter Master can be only fielded on games of 1500 points or bigger.
1 SPACE MARINE COMMANDER..........................................200 Points
WS BS S T W I A Ld Sv
7 6 6 5 3 6 4 10 +3

Composition:
• 1 Unique
Options:
Unit type:
• The Commander may replace his chainsword
• Infantry
and boltpistol with a bolter for free.
Wargear:
• Power Armour
• The Commander may replace his chainsword
• Bolt pistol with a power fist for +50 points.
• Chainsword
• Frag and krak grenades • The Commander may replace his bolter with a
Special Rules: combi plasma/melta/flamer for +50 points.
• ATSKNF
• Force of One • The Commander may replace his bolter with a
• “There is no victory without a sacrifice!”: Storm Bolter for +75 points.
• Fleet
• Move Through Cover • The Commander may replace bolt pistol with a
• Combat Tactics plasma pistol for +50 points.

SPECIAL RULES:

Second in Command:
If the Chapter Master of True Space Marines has been
removed as a casualty, all True Space Marines within
12" of the Commander may re-roll failed Morale check
and Pinning tests.
ELITES
0-1 SPACE MARINE VETERAN........................................150 Points

WS BS S T W I A Ld Sv
6 6 6 5 2 6 4 9 +3

Composition: Options:
• 1 Unique* • The Veteran may be equipped with Special
Unit type: Issue Ammunition for +75 points.
• Infantry
Wargear: • The Veteran may replace his bolter with a
• Power Armour Storm Bolter for +75 points.
• Bolter
• Frag and krak grenades • The Veteran may take a chainsword for +50
Special Rules: points.
• ATSKNF
• Force of One
• Fleet
• Move Through Cover
• Combat Tactics
• Second in Command

SPECIAL RULES:

Special Issue Ammunition:


If equipped with Special Issue Ammunition (only works
with Bolter), Veteran have 3 modes of fire (declare
before shooting).

Range S AP Type
Bolts 36” 5 4 Assault 3, Rending
“Vengence” 24” 4 3 Assault 3
“Flak” 24 5 5 Assault 3,Ignore Cover
TROOPS
1 SPACE MARINE COMBAT SQUAD....................................100 Points per Space Marine

WS BS S T W I A Ld Sv
5 5 6 5 2 5 3 9 +3

Composition:
Options:
• 1-4 Marines per Squad
• One Space Marine (in Combat Squad) may
Unit type:
replace his bolter with:
• Infantry
- a flamer for +70 points
Wargear:
- a meltagun for +80 points
• Power Armour
- a plasma gun for +100 points
• Bolter
• Frag and krak grenades
• Every Space Marine in Combat Squad may
Special Rules:
replace bolter with chainsword and boltpistol
• ATSKNF
for +25 points per model.
• Force of One
• Fleet
• Move Through Cover
• Combat Tactics

1 SPACE MARINE TACTICAL SQUAD.................................... 100 Points per Space Marine

WS BS S T W I A Ld Sv
5 5 6 5 2 5 3 9 +3

Composition:
Options:
• 1-4 Marines per Squad
• One Space Marine (in Tactical Squad) may
Unit type:
replace his bolter with:
• Infantry
- a heavy bolter for +100 points
Wargear:
- a missile launcher for +120 points
• Power Armour
- a lascannon for +150 points
• Bolter
• Frag and krak grenades
Special Rules:
• ATSKNF
• Force of One
• Fleet
• Move Through Cover
• Combat Tactics
HEAVY SUPPORT
Note: A Movie Marine army may only take a single heavy support choice.

0-1 RHINO..........................................................130 Points

FA SA RA BS
12 12 11 5

Composition:
• 1 Rhino Options:
Unit type: • A Space Marine Rhino may purchase extra
• Vehicle (Tank) armor for +50 points.
Wargear:
• Storm bolter • A Space Marine Rhino may purchase pintle-
• Smoke launchers mounted storm bolter for +75 points.
• Searchlight
Special Rules:
• Repair
Transport Capacity:
• Ten Models

0-1 RAZORBACK..........................................................200 Points

FA SA RA BS
12 12 11 5

Composition:
• 1 Rhino Options:
Unit type: • A Space Marine Razorback may purchase extra
• Vehicle (Tank) armor for +50 points.
Wargear:
• Twin linked heavy bolters • A Space Marine Razorback may replace its
• Smoke launchers twin-linked heavy bolter with a twin-linked
• Searchlight lascannon for +150 points.
Special Rules:
• Repair
Transport Capacity:
• Six Models
TRUE SPACE MARINE ARMORY
WEAPONS

Range S AP Type
Bolt Pistol 18" 5 4 Assault 2, Rending
Bolter 36" 5 4 Assault 3, Rending
Storm Bolter 36” 5 4 Assault 6, Rending
Plasma Pistol 18" 9 2 Assault 3, Gets Hot!
Frag Grenades 6" 5 4 Assault 1, Large Blast, Ignore cover
Krak Grenades 6" 8 3 Assault 1, Blast
Flamer 12" X 5 Assault 1, Ignore Cover
Meltagun 12" 10 1 Assault 1, Melta
Plasma Gun 24" 9 2 Assault 3,Gets Hot!
Heavy Bolter 36" 7 4 Heavy 10, Rending
Missile Launcher 60" * * *
Lascannon 60" 10 1 Heavy 1, Lance

Frag Grenades
Models armed with Frag grenades count as being equipped with assault and defensive grenades. Frag
grenades can be used as a ranged weapon with the below profile. When used as a ranged weapon, Frag
grenades ignore cover saves.

Krak Grenades
In addition to being used against a vehicle as normal grenades, Krak grenades can be used as a ranged
weapon with the below profile. Krak grenades roll +2D6 (rather than +D6) for armor penetration.

Flamer
Select a target. If the target is in range, then every model in the target unit is automatically hit by the flamer (i.e., do
not roll to hit and do not use the flamer template). Roll a D6 for each model. The flamer wounds on a 4+. Multi-wound
models wounded by the flamer are covered with flaming promethium and must immediately make another save. If this
save is passed, then the model puts out the flames. If the save is failed, the model takes another wound and must
immediately make another save. This continues until the multi-wound model passes a save or is removed as a casualty.

Meltagun
A Space Marine meltagun rolls +2D6 for armour penetration.

Heavy Bolter
A Space Marine heavy bolter that rolls five or more 1s to hit jams. The shots are resolved normally but do not gain the
benefit of the Rending special rule. The heavy bolter can’t shoot in the next shooting phase. Space Marine must have
time to repair it! Vehicle mounted heavy bolters never jam.

Missile Launcher
A Space Marine missile launcher may fire either Frag or Krak missiles (declare before shooting) using the below profile.

Range S AP Type
Frag Missile 60" 6 4 Heavy 1, Large Blast
Krak Missile 60" 10 3 Heavy 1, Blast
Lascannon
Draw a 60" line from the Lascannon. Roll to hit the closest model (friend or foe!). If the shot misses, the beam missed
his target and no more hits are generated. If it hits, then roll to wound normally and move to the next model on the line
and roll to hit. Continue along the line until the lascannon misses or all units have been hit. Wounds are allocated
normally against the unit (e.g., you can't snipe models with a Lascannon shot).

Chainsword
A Chainsword is a power weapon that allows the wielder to re-roll any failed roll to wound. Additionally, all close
combat attacks gain the Rending quality.

Power Fist
A Power Fist is a Strength 10 two-handed power weapon that is difficult and cumbersome to use, so attacks with a
Power Fist are always delivered at Initiative 3. Additionally, a Power Fist rolls +2D6 (rather than +D6) for armour
penetration.

Master-crafted weapon
A Master-crafted weapon is a power weapon (ignores Armour Saves). The bearer of the Master-crafted weapon can re-
roll all “to hits” rolls in assault phase.

ARMOUR
Power Armour
Models in power armour may re-roll failed armour saves tests. Additionally, models in power armour gain a 5+
Invulnerable save.

Artificer Armour
Models in Artificer Armour has +2 Sv and may re-roll failed armour saves tests. Additionally, models in Artificer Armour
gain a 4+ Invulnerable save.

UPGRADES AND OTHER EQUIPMENT


Iron Halo
Iron Halo gives the bearer +3 Invulnerable Save.

VECHICLE ARMOURY
Smoke Launchers
Space Marine smoke launchers follow the normal Warhammer 40,000 rules (BRB, p62).

Extra Armour
A vehicle with Extra Armour ignores Stunned and Shaken results.