HOR8ed Opus Space Marines Opus
HOR8ed Opus Space Marines Opus
HOR8ed Opus Space Marines Opus
This Team List uses the special rules and wargear lists You must adhere to the following model requirements
found in Codex: Space Marines. If a rule differs from when building your Kill Team:
the Index, it will be clearly stated.
● 1 Team Leader model
The points are intended for the model WITHOUT the ● 1-20 Core models
equipment listed, you need to add the costs of the ● 0-3 Special models
wargear you can find in the “Space Marines points
values” section of the Codex. CHAPTER TACTICS
You can use the Chapter Tactics found in the Space
FACTION KEYWORDS Marines codex, with the following amendments:
All models in this list have the Imperium, Adeptus
Astartes, <Chapter> keywords. All models in your kill A Salamanders team may pick up to five models, plus
team must use the same <Chapter> keyword. your Team Leader, to gain their Chapter Tactic. Other
models are still Salamanders, even though they
cannot use the Salamanders’ reroll.
EXPERIENCED LEADER
Special choices that share ALL of their keywords with
An Iron Hands team may take a Tech-adept as a Team
your team leader may be taken as Core. Double the
Leader. It can also be upgraded to a Forge Father for
model limit for Core models that share ALL of their
20 pts, gaining two extra Wounds and one extra
keywords with your Team Leader, with the exception
Attack.
of the SERGEANT keyword. Note that, for example, a
Vanguard Veteran Sergeant with a Jump Pack can only
Alternatively, you may use a set of chapter tactics
take Vanguard Veterans who also have Jump Packs as
found below.
Core, as they share the FLY keyword. This does not
affect model availability.
If you do not pick any of the Chapter Tactics, you can
choose instead to gain a single Tactical Point.
TELEPORT HOMER
If your team contains any models with the Teleport
Homer ability, you may purchase a single teleport
homer for free. Further homers cost 5 pts each. It
follows the rules for deploying and enemy
deactivation as per the codex. When you use the
teleport homer, any friendly models with this ability
may make an emergency teleport as described in the
codex. It is then removed from play.
Heralds of Ruin Expanded Chapter Tactics
Red Scorpions Raptors
Purity Above All Legendary Marksmen
Any Tactical Sergeant, Sternguard Sergeant or In the Shooting phase, a RAPTORS unit may choose to
Primaris Intercessor Sergeant may carry a Narthecium treat its bolt weapon as Heavy 1 (decide before firing).
for 15 points. If a Narthecium is taken this way, you If it does so, on a wound roll of 6, treat that hit as
cannot take an Apothecary. though it had an AP of -3. When firing the bolt
weapon this way, the model does not suffer penalties
Carcharodons to their hit rolls unless they are caused by their own
weapons. Furthermore, RAPTORS units add 2 to their
Reavers of Outer Darkness armour saves for being in cover, rather than +1, for
Any Tactical Marine or Intercessor may exchange their the first game turn only.
bolter or bolt rifle with a chainsword or warknife. Any
Tactical Marine or Intercessor may, in addition to Exorcists
their other wargear, purchase a chainsword for 1
point or a Chainaxe for 2 pts. Furthermore, enemy Armour of Contempt
models within 1” of a model with this Chapter Tactic EXORCISTS units that are chosen as targets of psychic
subtract 1 from their Leadership. powers may attempt to deny one psychic power per
Psychic Phase, but they must subtract 1 from the roll.
Howling Griffons Additionally, LIBRARIAN models may re-roll the dice to
deny the witch. Furthermore, each time a model with
Hold To Your Oaths! this Chapter Tactic suffers a Mortal Wound from a
HOWLING GRIFFONS may re-roll 1’s to hit in the Fight psychic power roll a D6. On a 5+ the Mortal Wound is
phase if there are more enemy models than friendly ignored.
models engaged in that close combat. Furthermore,
the range of all aura abilities is increased by 3”. Mantis Warriors
Blood Ravens
Knowledge is Power
When a BLOOD RAVENS opponent spends a tactical
point, roll a d6. On a 1-4, nothing happens. On a 5,
the BLOOD RAVENS kill team gains a tactical point. On
a 6, the BLOOD RAVENS kill team gains a tactical point
and the stratagem the opponent was trying to use
fails unless that opponent spends another Tactical
Point. Furthermore, PSYKERS with this Chapter Tactic
add +1 to the roll when attempting to manifest
psychic powers.
TACTICAL SERGEANT
NAME M WS BS S T W A Ld Sv Pts
Sergeant 6” 3+ 3+ 4 4 4 2 8 3+ 31
EQUIPMENT - Bolt Pistol
- Boltgun
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
OPTIONS - May replace Bolt Pistol or Boltgun with weapons from the Sergeant Equipment List.
- May take items from the Armoury.
- May take two Rites.
KEYWORDS INFANTRY, TACTICAL SQUAD, SERGEANT
BIKER SERGEANT
NAME M WS BS S T W A Ld Sv Pts
Biker Sergeant 14” 3+ 3+ 4 5 4 2 8 3+ 37
EQUIPMENT - Bolt Pistol
- Frag Grenade
- Krak Grenade
- Bike with Twin Boltgun
RULES - And They Shall Know No Fear
- Turbo-boost
OPTIONS - May replace Bolt Pistol with weapons from the Sergeant Equipment List.
- May take items from the Armoury.
- May take a single Rite.
KEYWORDS BIKER, BIKE SQUAD, SERGEANT
ASSAULT SERGEANT
NAME M WS BS S T W A Ld Sv Pts
Assault 6” 3+ 3+ 4 4 4 2 8 3+ 30
Sergeant
EQUIPMENT - Bolt Pistol
- Chainsword
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
- Jump Pack Assault
OPTIONS - May replace Bolt Pistol with a weapon from the Melee Weapons or the Pistols lists.
- May replace Chainsword with a weapon from the Melee Weapons lists.
- May take a Combat Shield.
- May take Melta Bombs.
- May replace all weapons for an Eviscerator.
- May take a Jump Pack for 3 pts, increasing Movement to 12” and gaining the JUMP PACK
and FLY keywords.
- May take items from the Armoury.
- May take a single Rite.
KEYWORDS INFANTRY, ASSAULT SQUAD, SERGEANT
TERMINATOR SERGEANT
NAME M WS BS S T W A Ld Sv Pts
Terminator 5” 3+ 3+ 4 4 4 3 9 2+ 37
Terminator 5” 3+ 3+ 4 4 4 3 9 2+ 37
Assault
Cataphractii 4” 3+ 3+ 4 4 4 3 9 2+ 40
Tartaros 6” 3+ 3+ 4 4 4 3 9 2+ 37
EQUIPMENT Terminator: Storm Bolter, Power Sword
Terminator Assault: Two Lightning Claws
Cataphractii/Tartaros: Combi-bolter, Power Sword
RULES - And They Shall Know No Fear
- Teleport Strike
- Teleport Homer (Terminator, Terminator Assault only)
- Crux Terminatus
- Cataphractii Armour (Cataphractii Only)
OPTIONS - The Terminator Assault Sergeant can replace two Lightning Claws with Thunder
Hammer and Storm Shield.
- The Cataphractii Sergeant can replace Power Sword with a Power Fist, Chainfist or
Lightning Claw. Can also take a Grenade Harness.
- The Tartaros Sergeant can replace Power Sword with a Power Fist or Chainfist. -
Can replace combi-bolter with a Plasma Blaster or Volkite Charger. Can also swap all
weapons for two Lightning Claws.
- May take items from the Armoury.
- May take a single Rite.
KEYWORDS INFANTRY, TERMINATOR <NAME> SQUAD, SERGEANT
SCOUT SERGEANT
NAME M WS BS S T W A Ld Sv Pts
Scout Sergeant 6” 3+ 3+ 4 4 4 2 8 4+ 29
EQUIPMENT - Bolt Pistol
- Boltgun
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
- Concealed Positions
OPTIONS - May replace Bolt Pistol or Boltgun with weapons from the Sergeant Equipment List.
- May take a Camo Cloak
- May replace Boltgun with a Sniper Rifle, Astarte’s Shotgun or a Bolt Pistol.
- May take items from the Armoury.
- May take up to two Rites.
KEYWORDS INFANTRY, SCOUT, SCOUT SQUAD, SERGEANT
WARDEN
NAME M WS BS S T W A Ld Sv Pts
Warden 6” 3+ 3+ 4 4 4 3 8 3+ 45
EQUIPMENT - Crozius Arcanum
- Bolt Pistol
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
- Litanies of Hate
- Spiritual Leaders, amended: This rule is replaced in its entirety by the Inspiring Presence
Heralds of Ruin rule.
- Rosarius
- Jump Pack Assault
OPTIONS - May replace Bolt Pistol with a Boltgun, Power Fist, or weapon from the Pistols or Combi-
Weapons lists.
- May take a Jump Pack for 15 pts, increasing Movement to 12” and gaining the JUMP
PACK and FLY keywords.
- May take items from the Armoury.
- May take a single Rite.
KEYWORDS CHAPLAIN, INFANTRY
SECOND LIEUTENANT
NAME M WS BS S T W A Ld Sv Pts
Second 6” 3+ 3+ 4 4 4 2 8 3+ 43
Lieutenant
EQUIPMENT - Master-Crafted Boltgun
- Chainsword
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
- Tactical Precision
- Jump Pack Assault
OPTIONS - May replace master-crafted boltgun with an item from the Pistols, Combi-Weapons or
Melee Weapons lists.
- May take a Jump Pack for 15 pts, increasing Movement to 12” and gaining the JUMP
PACK and FLY keywords.
- May take items from the Armoury.
- May take a single Rite.
KEYWORDS LIEUTENANT, INFANTRY
TACTICAL MARINE
NAME M WS BS S T W A Ld Sv Pts
Tactical Marine 6” 3+ 3+ 4 4 1 1 7 3+ 13
EQUIPMENT - Bolt Pistol
- Boltgun
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
OPTIONS - For every 5 models with the TACTICAL SQUAD keyword in your team, one may take an
item from the Special Weapons or the Heavy Weapons list.
KEYWORDS INFANTRY, TACTICAL SQUAD
SCOUT
NAME M WS BS S T W A Ld Sv Pts
Scout 6” 3+ 3+ 4 4 1 1 7 4+ 11
EQUIPMENT - Bolt Pistol
- Boltgun
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
- Concealed Positions
OPTIONS - May take a Camo Cloak
- May replace Boltgun with a Sniper Rifle, Astartes Shotgun or a Bolt Pistol.
- For every 5 models with the SCOUT SQUAD keyword in your team, one may take a Heavy
Bolter or a Missile Launcher.
KEYWORDS INFANTRY, SCOUT, SCOUT SQUAD
ASSAULT MARINE
(maximum 5 models with the ASSAULT SQUAD Keyword in your team)
NAME M WS BS S T W A Ld Sv Pts
Assault Marine 6” 3+ 3+ 4 4 1 1 7 3+ 13
EQUIPMENT - Bolt Pistol
- Chainsword
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
- Jump Pack Assault
OPTIONS - One model may swap his Bolt pistol for a Flamer or a Plasma Pistol. If you have 5 models
with the ASSAULT SQUAD keyword in your team, another model may do so.
- If you have 5 models with the ASSAULT SQUAD keyword in your team, one model may
swap all his weapons for an Eviscerator.
- May take a Jump Pack for 2 pts, increasing Movement to 12” and gaining the JUMP PACK
and FLY keywords.
KEYWORDS INFANTRY, ASSAULT SQUAD
BIKER
(maximum 3 models with the Bike Squad Keyword in your team)
NAME M WS BS S T W A Ld Sv Pts
Biker 14” 3+ 3+ 4 5 2 1 7 3+ 21
EQUIPMENT - Bolt Pistol
- Frag Grenade
- Krak Grenade
- Bike with Twin Boltgun
RULES - And They Shall Know No Fear
- Turbo-boost
OPTIONS - May swap its Bolt pistol for a Chainsword.
- One model may swap its Bolt pistol for a weapon from the Special Weapons list. If you
have 3 models with the BIKE SQUAD keyword in your team, another model may do so.
KEYWORDS BIKER, BIKE SQUAD
ATTACK BIKE
(maximum 1 model with the Attack Bike Squad Keyword in your team)
NAME M WS BS S T W A Ld Sv Pts
Attack Bike 14” 3+ 3+ 4 5 4 2 7 3+ 25
EQUIPMENT - 2 Bolt Pistols
- Heavy Bolter
- 2 Frag Grenades
- 2 Krak Grenades
- Bike with Twin Boltgun
RULES - And They Shall Know No Fear
- Turbo-boost
OPTIONS - May swap the Heavy Bolter for a Multi-melta.
KEYWORDS BIKER, ATTACK BIKE SQUAD
SCOUT BIKER
(maximum 3 models with the Scout Bike Squad Keyword in your team)
NAME M WS BS S T W A Ld Sv Pts
Scout Biker 16” 3+ 3+ 4 5 2 1 7 4+ 21
EQUIPMENT - Bolt Pistol
- Combat Knife
- Astartes Shotgun
- Frag Grenade
- Krak Grenade
- Bike with Twin Boltgun
RULES - And They Shall Know No Fear
- Turbo-boost
OPTIONS - One model may swap his bike’s twin bolter for an Astartes Grenade Launcher. If there
are three or more models with the SCOUT BIKE SQUAD keyword, another model may do
so.
KEYWORDS BIKER, SCOUT BIKE SQUAD
STERNGUARD VETERAN
NAME M WS BS S T W A Ld Sv Pts
Veteran 6” 3+ 3+ 4 4 1 2 8 3+ 14
EQUIPMENT - Bolt Pistol
- Special issue Boltgun
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
OPTIONS - May swap its Special Issue Boltgun with a weapon from the Combi-weapons list.
- One model in your team may swap its Special Issue Boltgun with an item from the
Special or Heavy Weapons list or take a Heavy Flamer.
- May take items from the Armoury.
KEYWORDS INFANTRY, STERNGUARD VETERAN SQUAD
VANGUARD VETERAN
NAME M WS BS S T W A Ld Sv Pts
Veteran 6” 3+ 3+ 4 4 1 2 8 3+ 14
EQUIPMENT - Bolt Pistol
- Chainsword
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
- Jump Pack Assault
OPTIONS - May swap its Bolt Pistol or Chainsword with weapons from the Melee Weapons, Pistols
lists, or a Storm Shield.
- May take Melta Bombs
- May take a Jump Pack for 3 pts, increasing Movement to 12” and gaining the JUMP PACK
and FLY keywords.
- May take items from the Armoury.
KEYWORDS INFANTRY, VANGUARD VETERAN SQUAD
TERMINATOR
NAME M WS BS S T W A Ld Sv Pts
Terminator 5” 3+ 3+ 4 4 2 2 8 2+ 23
Terminator 5” 3+ 3+ 4 4 2 2 8 2+ 23
Assault
Cataphractii 4” 3+ 3+ 4 4 2 2 8 2+ 26
Tartaros 6” 3+ 3+ 4 4 2 2 8 2+ 23
EQUIPMENT Terminator: Storm Bolter, Power Fist
Terminator Assault: Two Lightning Claws
Cataphractii/Tartaros: Combi-bolter, Power Fist
RULES - And They Shall Know No Fear
- Teleport Strike
- Teleport Homer (Terminator, Terminator Assault only)
- Crux Terminatus
- Cataphractii Armour (Cataphractii only)
- Terminators Kill Team: if the Leader has the corresponding <Name> Squad
keyword, up to 5 Terminators of that kind may be taken as Core.
(For example, a Leader with Cataphractii Squad keyword allows up to 5 models with
the Cataphractii Squad keyword as Core)
OPTIONS - The Terminator may swap its Power Fist with a Chainfist. One model in your team
can swap its Storm Bolter with a weapon from the Terminator Heavy Weapons list.
- The Terminator Assault Sergeant can replace its two Lightning Claws with Thunder
Hammer and Storm Shield.
- The Cataphractii can replace its Combi-bolter with a Lightning Claw. Can also
replace its Power Fist with a Chainfist or a Lightning Claw. One model in your team
may swap its Combi-bolter for a Heavy Flamer.
- One Tartaros can replace its Power Fist with a Chainfist, or all its weapons for two
Lightning Claws. One other Tartaros can replace its Combi-bolter with a Heavy
Flamer or Reaper Autocannon. One Tartaros can take a Grenade Harness.
- May take items from the Armoury.
KEYWORDS INFANTRY, TERMINATOR <NAME> SQUAD
APOTHECARY
NAME M WS BS S T W A Ld Sv Pts
Apothecary 6” 3+ 3+ 4 4 2 2 8 3+ 35
EQUIPMENT - Bolt Pistol
- Chainsword
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
- Narthecium Amendment: At the end of any of your Movement phases, the Apothecary
can attempt to heal or revive a single model. Select a friendly <CHAPTER> INFANTRY or
BIKER model within 3" of the Apothecary that died the previous turn. On a 4+ a single
slain model is returned with 1 wound remaining. If the Apothecary fails to revive a model
it can do nothing else for the remainder of the turn (shoot, charge, fight, etc.) while
recovering the gene-seed of the fallen warrior. A model can only be the target of the
Narthecium ability once in each turn. You can instead choose a wounded model: it
immediately regains D3 lost wounds.
OPTIONS - May take a Bike for 25 pts, increasing Movement to 14” and Toughness and Wounds by
1. This also swaps the INFANTRY keyword for the BIKER keyword.
- May take items from the Armoury.
- May swap its Bolt Pistol for a Bolter or an item from the Pistols list.
KEYWORDS CHARACTER, INFANTRY, APOTHECARY
TECH-ADEPT
NAME M WS BS S T W A Ld Sv Pts
Tech-adept 6” 3+ 3+ 4 4 2 2 8 2+ 33
EQUIPMENT - Bolt Pistol
- Power Axe
- Servo-Arm
- Frag Grenade
- Krak Grenade
RULES - And They Shall Know No Fear
- Blessing of the Omnissiah
- Tools of the Omnissiah: at the start of your turn you may pick one effect. It remains in
effect until the start of your next turn.
1. Noospheric Interference: Choose a weapon owned by an enemy model within 18”. Your
opponent must subtract 1 when rolling to hit with that weapon. Weapons that auto hit
now hit on a 2+ instead.
2. Psalm of Stability: Pick a friendly model within 12”: that model and every friendly model
within 3” ignores the penalty to Heavy weapons for moving and shooting or the penalty to
assault weapons for advancing.
3. Auspex pulse: One enemy model within 18” cannot claim the bonus for being in cover.
4. Cooling vents: A friendly model within 6” gets a 2+ save against being slain from
Overcharge effects.
5. Servos Overcharge: Pick a friendly model within 12”: that model and every friendly
model within 3” adds +2" to movement and charge rolls.
6. Vox intercept: the first time an opponent spends a TP roll a D6: on a 5+ he or she needs
to spend an additional TP.
OPTIONS - May replace power axe with an item from the Melee Weapons list.
- May replace bolt pistol with an item from the Pistols or Combi-weapons list.
- May take a Servo-Harness
- May take items from the Armoury.
KEYWORDS CHARACTER, INFANTRY, TECHMARINE
ITEM DESCRIPTION
++Honoured Relics of the Chapters++
Only one of each of the following items may be taken in any Kill Team. Weapon profiles are included below.
The Wings of Night (5 pts) Raven Guard model with a Jump Pack only. Once per game, instead of shooting, the
bearer can fire the built-in smoke launchers. These works exactly as Smoke
Launchers in Codex: Space Marines.
The Shadow of Death Raven Guard model without bike, jump pack or terminator armour. Fear ye no evil,
(13 pts) who walks through any valley with this expertly crafted sniper rifle covering your
back...
Gladius Honorifica (7 pts) Ultramarines model only. A deceptively short stabbing sword, held in the offhand to
feint and disembowel.
Banner of Black Reach (10 Ultramarines Sergeant or Veteran only. "Battle brothers, prepare to engage! This
pts) day we see glory or we see death!"
Each time an enemy model finishes a charge move within 1” of a friendly model that
is within 6” of this banner, that model may take a Leadership Test. If successful, it
can immediately Pile In and attack as if it were the Fight Phase. Models may only
fight this way once per turn, and models that fight in this way do not fight again in
the following Fight Phase.
The Blizzard of Inwit (8 pts) Imperial Fists leader only. Replaces a ranged weapon of your choice. Named for the
lethal ice-winds that scour the surface of the Primarch’s home planet, this storm
bolter brings the chill of death to the enemies of Rogal Dorn’s sons.
Phalanx Shield (15 pts) Imperial Fists leader without Jump Pack or Bike only. Forged on the Imperial Fists’
legendary battle station, this mobile bulwark protects its bearer from all but the
heaviest firepower. The bearer gets a 4+ invulnerable save, may never advance
further than 3” and reducts its Movement charactersitc by “1. Your opponent must
reroll successful Wound rolls with an AP characteristic of 0 when attacking this
model.
Fist of Vengeance Crimson Fists non-primaris leader (without/with terminator armour) only. Taken
(17pts/5pts) from a fallen battle-brother on the long trek to New Rynn City, this power fist thirsts
for bloody revenge. Replaces a melee weapon of your choice.
Combi-Shotgun (3 pts) Crimson Fist only. A rare form of combi-weapon, especially effective in boarding
actions. Replaces a ranged weapon of your choice. May be fired as both a boltgun
and an Astartes shotgun in the same shooting phase without the usual -1 to Hit for
firing both of a combi-weapon’s profiles.
Malleus Maleficarum Black Templars leader only. The psyker-hunter’s required reading. At the start of
(10 pts) your turn you may choose a PSYKER model within 18” of the bearer. When that
model is targeted with attacks by friendly models this turn, any roll of 6 to wound
inflicts a Mortal Wound instead of the normal damage. The effect lasts until the end
of your turn.
Sword-Savant (10 pts) Black Templars leader only. The Templar spends most of his time in the practice
cages, honing his swordplay to a lethal edge. Add 1 to the model’s Attacks
characteristic. In addition, when attacking with any weapon that has “Sword” in its
name, this model may reroll to hit rolls of 1.
Heartseeker Lance (10 pts) White Scars leader only. Serrated edges and wicked barbs cause massive internal
damage, making this lance the ideal executioner of beasts and mutants with
excessively hulking physiques.
Auxiliary Ramjet (10 pts) White Scars BIKER model only. Some White Scars go to quite outrageous lengths to
ensure they are first into the fray, modifying their bikes to reach death-defying
velocities. Once per game, this model may charge after Advancing earlier in the
same turn, but may only do so in the first or second battle round.
Breath of the Forge (15 pts) Salamanders leader or techmarine only. Replaces a ranged weapon of your choice.
When not in active service, this beautifully wrought flamer hangs in the workshop of
the Forgefather, steeped in the fire and determination of the Chapter’s heart.
Drakescale Raiment (7 pts) Salamander only. Taking many forms, pieces of armour incorporating Drakescale
mimic the living reptile’s ability to leech heat from the air to power its own fiery
breath. When an enemy model within 8” fires a ranged weapon with a random
number of shots, you may force them to re-roll the die determining the number of
shots. If they roll a different result than the first roll and the bearer fires Overwatch
in the following charge phase, you may pick one weapon with a random number of
shots carried by the bearer and add the difference to the number of shots it makes.
Ice-Cold Logician (8 pts) Iron Hands only. One Iron Hands marine in a hundred’s actions are truly ruled by
logic and probability alone, even at the expense of coming to the aid of their
embattled brothers. This model may target enemy models with shooting attacks
even if they are within 1” of friendly models.
Enhanced Tactical Cognition Iron Hands only. Having studied the foe extensively, this battle-brother is able to
(10 pts) predict their actions with uncanny accuracy. A team that includes this upgrade seizes
the first turn on a 5+, but may not re-roll the die to do so.
++Armour Upgrades++
A team may have any number of any of these items, but a model may not take more than two unless it is your Team
Leader.
Sanctified Warplate (7 pts) Leader Only. If the bearer passes its armour save when it could only succeed on a
6+, it immediately heals a Wound lost earlier in the battle.
Purity Seals (8 pts) Once per battle round, the bearer may reroll a single failed roll to to Hit, Wound,
Armour Save or Leadership test.
Peregrinus Targeter Helm Model with the FLY keyword only. Invaluable for aerial hunts of other airborne
(5 pts) targets, with an array of velocity trackers, extrapolators and noise cancellers.
The bearer may reroll hit rolls of 1 against targets with the FLY keyword.
Bionics (5 pts) Parts of the battle-brother’s body have been replaced or augmented with unfeeling
adamantium and steel. If this model suffers a wound or mortal wound, roll a D6. On
a 6+ the wound is not lost.
Containment Field (15 pts) Leader Only. An enclosing energy field of ancient design, once used as a failsafe in
miniature fusion reactors. The bearer gains a 4+ invulnerable save against ranged
weapons. If this model would suffer any wounds from a ranged weapon with a
random Damage value, roll 2 dice and discard the lowest when determining damage.
Teleporter (5 pts) Model in Terminator Armour only. Short jumps directly through the Immaterium
are extremely dangerous, but the element of surprise cannot be overstated. Instead
of moving in the Move phase, this model can teleport. Roll 2D6 and move the model
that number of inches in any direction as though it had the FLY keyword. This still
counts as moving, and since the model does not have FLY it cannot shoot after
falling back.
This heavy weapon specialist has augmetics or modified armour to better brace for
Suspensors (10 pts) firing. The bearer may ignore the -1 penalty to Hit when firing a Heavy weapon after
moving, but must halve the weapon’s Range to do so.
Leader in Power Armour only. This light but tough power armour allows a greater
range of motion without compromising on protection. The bearer may re-roll
Armour of Alacrity (20 pts)
armour saves and adds +2” to it Movement characteristic unless it has the FLY or
BIKER keywords.
Model in Power Armour only. A potent symbol of dedication to the Emperor’s
cause, the Aquila gazes back to learn from the past, while bravely facing down the
Blessed Aquila (4 pts) unknown future. Each time a player rolls a die to determine the nature of an
unknown battlefield feature (inscrutable objective, Possession building, etc.), if the
bearer of the Blessed Aquila is within 12” of that objective you can reroll that die.
At the end of the turn, if the bearer has lost at least one Wound during that turn, roll
Larraman’s Blessing (10 pts)
a D6. On a 5+ the model regains 1 Wound.
Refractor Field (10 pts) The model gains a 5+ Invulnerable Save
++Additional Wargear++
These items do not replace anything and may be taken by any number of models.
After your opponent sets up a unit that is arriving on the battlefield as
reinforcements within 12" of the model holding the Auspex, your models within 6”
Auspex (7 pts) of the Auspex owner can immediately shoot at that enemy unit as if it were the
Shooting phase, but you must subtract 1 from your hit rolls when doing so. You can
use this ability only once per turn, regardless of how many Auspexes you have.
Auxiliary Grenade Launcher If a model is armed with an auxiliary grenade launcher, increase the range of any
(5 pts) Grenade weapons that they have to 30".
Leaders only. If the model did not move in the previous Movement Phase, it can re-
Marksman’s Honour (7 pts) roll failed hit rolls of 1 during the Shooting Phase, except with Overcharged plasma
weapons.
Leaders only. “Guiding the firepower of one’s teammates is often more valuable
than adding one’s own bolter’s voice to the chorus of destruction.”
Signum (5 pts)
Instead of shooting with this model in the Shooting phase, you may choose a
friendly model within 6”. That model can add +1 to its hit rolls for that phase.
Master-crafted weapon Leaders only. One of the owner’s melee weapons gains +1 Damage. May not be
(10 pts) applied to Armoury-specific weapons or those with “Master-Crafted” in their name.
A gruesomely reanimated infant that acts as both a battlefield familiar and a grim
reminder that, in these dark times, no life in service of the Emperor ever truly ends.
Armorium Cherub (5 pts) The stats and abilities for an Armorium Cherub can be found under the Devastator
Squad entry in Codex: Space Marines. You can have a maximum of 2 Armorium
Cherubs in your team.
Boots pound and blades sing as this space marine races toward the foe. This model
Oath of the Crusader (3 pts)
is not slowed by terrain when charging.
This revered standard is more likely to be the subject of a search and rescue than a
piece of wargear chosen for a kill team’s mission. The bearer gains +1 Leadership
and extends the range of its Inspiring Presence by 6”, gaining a 6” IP if it is not a
Sacred Standard (20 pts)
Leader model. If the bearer is slain, all friendly models within its Inspiring Presence
at that moment gain an extra Attack for the remainder of the game, and the enemy
receives an extra Victory Point if it was carried by the Team Leader.
One use only. You may purchase more than one of this item per model. Instead of
Shooting in the Shooting phase, you may choose a point within 8” of the bearer.
Until the start of your next turn, enemy models must subtract 1 from their hit rolls
Smoke Grenade (8 pts) when targeting friendly units with shooting attacks within 3” of the chosen point.
Models can draw line of sight into and out of the affected area, but not through it.
These grenades are temperamental and cannot be fired through any kind of
Grenade Launcher.
Biker or model with the FLY keyword only. Once per game, in the Charge phase, the
Turbo Maximus (15 pts)
bearer may roll 3D6 for charge distance and discard the lowest result.
Choose one of the bearer’s ranged weapons. When firing that weapon, you may
increase its Strength by up to +2. For each +1 increase in Strength, the bearer takes a
Hypercharger (7 pts) -1 penalty to their hit rolls. As this requires some careful calibration, you may not
use it when firing Overwatch or with weapons that automatically hit. Cannot be
used on weapons from the Armoury.
++ Weapons of the Armoury ++
Unless otherwise stated, these items replace one weapon each of your choice, and each may be purchased only once
per team. Their profiles are presented below.
Techmarine Only. Essentially a parabolically focused searchlight, this weapon can be
Photon Beam (5 pts) used to blind or even burn enemy soldiers. For an additional 5 points, this item can
be taken without replacing any of the Techmarine’s weapons.
Apothecary Only. Filled with a pressurized toxic gas, these vials shatter on impact to
Purification Vials (7 pts) release a deadly, choking cloud. One use only. Does not replace a weapon. You may
purchase multiples of this weapon.
Lexicanium Only. Soulstorm Staves are planted atop a mountain on the empyrically
sensitive world of Hekaton, acting as lightning conductors for a year and a day
before being retrieved. The Lexicanium can focus his psychic energy through this
Soulstorm Staff (15 pts)
copper and adamantium staff, releasing it as a deadly bolt of living lightning.
Replaces force weapon. Counts as a Force Stave and has an additional shooting
profile (below).
Leader Only. This ancient pattern of chainsword is said to have been forged during
Teeth of the Legion (5 pts)
the time of the Horus Heresy.
Armoury Weapon Profile
Name Type Range Strength AP Dmg Abilities
Photon Any enemy model hit by this weapon suffers
Beam Assault 1 12” 5 -2 1 a -1 penalty to Hit until the beginning of
(searing) your next turn.
Heartseeker
You may not use both profiles of this
Lance Assault 1 8” 4 -1 2
weapon in the same turn.
(thrown)
The bearer must subtract 1 from their hit
Fist of
Melee - X2 -4 2 rolls when attacking with this weapon,
Vengeance
except against ORKS.
Each time this weapon fires, roll two D3.
You may choose which of those D3 results
will be the AP and which one will be the
Breath of the
Assault 4 8” 2D3+1 -D3 1 Damage value.
Forge
The sum of those dice will be the Strength
of the weapon. This weapon hits
automatically.
TACTICAL POINTS
Space Marine teams have exclusive access to some Philosophies and Tactical Actions. Unless a restriction prevents it,
you can mix those listed in this Opus with those in the Heralds of Ruin rules.
Unless they are also listed here, successor chapters may use their parent chapter’s <chapter> only actions.
You may never use a Tactical Re-Roll. If you are not the first player to use a Tactical Action,
you lose 2TP
You may only use your own <Chapter> only Tactical Your team contains no models with the PRIMARIS or
Action. SCOUT keywords
Your team contains only Vanguard Veterans, Sternguard Your team contains only models with the SCOUT and/or
Veterans, with Terminator armour, or one of its variants REIVER keyword
TACTICAL ACTIONS
Use at any time before the last Charge phase of a battle Use at the beginning of a Fight phase. Pick a friendly
round. Choose a friendly model. Until the end of the model that has more enemy models than friendly
battle round, that model counts as three models for models within 2”. For this phase, that model gains +1
holding objectives, but yields an extra victory point if attack and adds 1 to its hit rolls.
killed.
Use at the end of a Fight phase in which your Leader Use at the beginning of the enemy Charge phase.
killed an enemy character or at least 3 non-character Choose a friendly model. The nearest enemy model
enemy models. Roll on the Warlord Traits table in the within 12” must attempt to charge the model you
rulebook or codex. Your Leader gains the corresponding chose.
trait for the rest of the game. One use only.
Boarding actions are horrific, violent affairs. Momentum paid for in blood can be lost in moments and the
press of bodies alone can kill. A battle brother with this honour strides through such circumstances like a
god of war.
If this model and at least one other friendly model are within 1” of the same enemy model, then this model
may re-roll hit rolls against that enemy model.
Area-effect weapons tend to behave exactly as intended on the range. In an actual battle, explosions
inexplicably creep around targets, divert through unseen obstacles or bounce entirely away from the target.
A battle brother who can claim experience with such weapons has assuredly used them in the black heart of
battle.
When this model fires a ranged weapon with a random number of shots, you can re-roll the die to
determine the number of shots. The second result stands.
Fleet Command Laurel (5 points)
Within an Astartes chapter, the fleet occupies a curious position in the pecking order. It is mostly crewed by
non-astartes, but its good running is critical. A battle brother in such circumstances must frequently
interact with non-astartes and thus frequently has a grasp of politics and logistics far beyond that of his
rank-and-file brethren.
This model’s kill team gains a tactical point at the beginning of any battle in which this model participates.
When it is set up on the battlefield, roll a d6 and add this model’s leadership. If the result is 12 or higher,
this kill team gains a further tactical point.
To say that an astartes knows his way around a boltgun is a disservice to both the astartes and his bolter.
Every single battle brother will have fired thousands of rounds and spent hundreds of standard hours firing,
cleaning and maintaining his personal weapon before he ever sets foot on the battlefield. This level of
expertise often becomes less important as engagements escalate, but in the handful of seconds that
firefights last in a kill team, this level of training can truly dictate the outcome of an encounter.
When this model is firing a boltgun, special issue boltgun, master-crafted boltgun, boltrifle, bolt carbine or
the bolter component (and only the bolter component) of combi-weapons in the Shooting phase, treat any
hit roll of 6+ as two hits.
Midday firing rites are highly anticipated by the warriors of the astartes. Each cycle, the Chaplains and
Techmarines will devise new tactical scenarios to test the abilities of each battle brother. These frequently
involve weapon switching and approach drills.
In any turn in which this model charges an enemy unit that it hit with one or more ranged attacks during
the preceding Shooting phase, then it may make an additional attack in the subsequent Fight phase. This
bonus attack must be directed at the enemy unit that it hit in the Shooting phase.
Space Marine kill teams are frequently manned by warriors that are unsuitable in either skill or
temperament for elevation beyond sergeant. That said, occasionally, a leader with better prospects will
often come into his own while fighting on a kill team.
(Leader only; must have Sergeant Keyword) Friendly units within 6” may re-roll hit rolls of 1.