BFG Space Marine Codex

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SHIPS OF THE ADEPTUS ASTARTES

Original Game Design and Development


Andy Chambers, Gavin Thorpe, Jervis Johnson

Revised Edition
Plaxor, Afterimagedan, The Specialist Games Community

Artwork & Graphics Special Thanks


John Blanche, Richard Wright, Alex Boyd, Nate Montes, Bob Henderson, Ray Bell, Pete Haines,
Wayne England, Des Hanley, Neil Hodgson, Gary ‘Slim’ Parsons, Roger Gerrish, Jes Goodwin, Rick Priestly,
Nuala Kennedy, Paul Smith, John Wigley, Talima Fox John Carter, Che Webster & Richard Hodgekinson

Roy ‘Horizon’ Amkreutz, Fred Martinson, W.S. Scott Boyd,


Miniatures, Models, & Painting Robert C.M. Passovoy, Aaron Dickey, Sam Stewart,
Tim Adcock, Dave Andrews, Owen Branham, Mark Jones, Stephen Cundiff, Colin Young, Dex Sy, Brandon Pooley,
Chris Smart, Dave Thomas, Matt Parkes, Keith Robertson, Wesley Herndon, Florian Piening, John Lambshead,
Martin Footitt, Stuart Thomas, Richard Baker, Neil Green Matt Sprang & The 40k Specialist Games Community
The Battlefleet Gothic: Expanded Revised Edition
What is BFG:XR?
The Battlefleet Gothic: Expanded Revised Edition is an updated, visually remastered version of Plaxor and
Afterimagedan’s well known Battlefleet Gothic: Revised project. The aim of BFG:XR is to build and maintain
a complete, unified rule set that is both easy for new players to learn and deep enough for veterans to enjoy.
Note that this project was formerly known as the BFG 2015 Project, and some documents may still bear that
name or refer to it in the text.

How are these rules made?


The BFG:XR edition is a combination / update of the classic BFG v1.5 Rulebook, the unofficial FAQ 2010
Compendium, and the BFG:R faction fleet lists. I have carefully transcribed these documents into new, fully
edited and reformatted documents that attempt to preserve the style and character of the classic BFG rules.

Who is responsible for BFG:XR?


BFG:XR is a personal project of one user, Xca|iber (that’s me), and is not directly endorsed by Games Workshop,
Plaxor, Afterimagedan, or any other BFG authority. The contents of these documents, such as text, artwork,
symbols, and so forth are the property of their respective creators - I have only made relatively small changes
to the formatting and rules where necessary to improve readability and clarity.

I found a typo or mistake, what should I do?


Any questions, concerns, or comments about the BFG:XR project may be submitted online at the Specialist
Arms Forums, under the Battlefleet Gothic heading. You may also reach the author (me) directly by email at
BattlefleetGothic2015@gmail.com.
HISTORY OF THE ADEPTUS ASTARTES

ADEPTUS ASTARTES BATTLE FLEETS


STALWART DEFENDERS OF MANKIND
When Roboute Guilliman, Primarch of the never present a threat to the Imperial navy proper.
Ultramarines, set about the long and arduous Inevitably, the wrangling over interpretation of a ship ’s
task of preparing the Codex Astartes, the role “primary role” leads to some Chapters possessing rather
of space vessels amongst the Adeptus Astartes more versatile fleets than the Imperial Navy is entirely
proved a particular sticking point. For an comfortable with.
Imperium still reeling from internecine Hersey
that almost tore it apart, the division of power was a
vitally important consideration. One of the most extreme SPACE MARINE VESSELS
options on offer, it was ventured by some that the Space Unlike the vessels of the Imperial Navy, a Space marine
Marines should be denied any vessels at all, barring intra- ship has a relatively small crew. A Space Marine is far
system transports for movement between homeworlds too valuable to waste on manning a gun or watching
and attendant moons. Corax, among others, protested a surveyor screen, and so only the officers aboard a
strongly that in fact had the Space Marines been better vessel are likely to be Space Marines, as well as the
equipped with fleets of their own, his own legion might few Techmarines who oversee the engines and perform
not have been so horrendously decimated when trapped other mechanical duties. Almost all the ship’s systems
on Istvaan V by Horus and the newly revealed traitors. are run and monitored by servitors, half-human cyborgs
Instead, a compromise was reached which limited the who are wired into the vessel’s weapons, engines and
Space Marines to vessels whose primary role was that of communications apparatus. There are also a few hundred
transport, delivery and suppression designed to facilitate of the Chapter’s serfs to attend to other duties, such as
planetary assault. Only the smallest of vessels would be routine cleaning and maintenance, serving the Space
permitted to act exclusively as gunships, with the larger Marines during meal times and other such honored
strike cruisers and battle barges remaining predominately tasks. These serfs come from the Chapter’s home planet
as aids to invasion, ensuring the Space Marines would or the enclave they protect, many of them Novitiates or

"T hey shall be my finest warriors, these men who give of themselves to me.
Like clay I shall mould them, and in the furnace of war forge them. They
will be of iron will and steely muscle. In great armour shall I clad them and
with the mightiest guns will they be armed. They will be untouched by plague
or disease, no sickness will blight them. They will have tactics, strategies and Where there is uncertainty, I shall bring light;
machines so that no foe can best them in battle. They are my bulwark against Where there is doubt, I shall sow faith;
Where there is shame, I shall point to atonement;
the Terror. They are the Defenders of Humanity. They are my Space Marines Where there is rage, I shall show its course;
My word in the soul shall be as my bolter in the field.
and they shall know no fear."
-The Litany of Devotion
-The Emperor of Mankind

Expanded Revised - Space Marines 1


HISTORY OF THE ADEPTUS ASTARTES
applicants who have failed some part of the recruiting or their Space Marine masters, no matter how much the fleet commander. At an absolute minimum, a Master of the
training process. These serfs are fanatically loyal to their might actually rely upon them. While these serfs make up Fleet typically needs eighty to a hundred fully equipped
superhuman masters and are indoctrinated into many of the vast bulk of crews aboard Space Marine vessels, the Astartes warriors to operate the entirety of the Chapter’s
the lesser orders of the Chapter’s Cult. Although human, Master of the Fleet also has a number of Space Marines space forces, and most Chapters have measures in place
they still benefit from remarkable training and access to under his command, who act as high ranking officers to ensure that a standing force of this size is permanently
weaponry superior to that usually found aboard a naval aboard the fleet’s capital ships, providing captains for available to the Master of the Fleet.
vessel, making them a fearsome prospect in a boarding individual vessels, leading specialized boarding parties,
action – even without the support of their genetically or otherwise overseeing the dedicated serfs who form the As with all specialized roles which a Space Marine
modified lords. bulk of a vessel’s manpower. might be honoured, serving in the fleet brings with it a
variety of different titles and ranks. While the Master of
FLEET ORGANIZATION The exact organization of those Space Marines tasked the Fleet retains overall control, Space Marine Chapters
Usually, one of the Chapter’s Captains will be appointed with crewing the fleet varies from Chapter to Chapter. frequently find themselves dispersed across several
Master of the Fleet with overall responsibility for the In some cases, it will be the Master of the Fleet’s own warzones throughout the galaxy, and so the command
Chapter’s entire armada. This will place at his disposal company that provides these Marines, with each of his of individual fleets or even lone vessels frequently
all the pilots, gunnery officers, command crews and veteran captains acting as captain to a different vessel falls to local Captains. In this manner, a Space Marine
navigators in the Chapter. However, these additional within the fleet while their own squad members each force commander may well find that he is charged with
crewmen will not join the Master of the Fleet’s own man a different vital area within that same vessel. In command of both the battleforce and the transporting
company, for they themselves are not Space Marines. other cases, squads from different companies within the fleet, earning him additional honorifics such as Regent
Most Chapters include several Cults dedicated to the Chapter may be charged with manning the fleet, serving of the Fleet, Commander at Sail, and so on. A Marine’s
Fleet or to the vessels within it, and it is the rarefied under the command of the Master of the Fleet in the heraldry and personal armor markings may thus bear
honor of admission to these Cults which the serfs aspire same way that a Space Marine battleforce may be made emblems of his service within the fleet, additional honors
to when recruited into the fleet, for despite all their up of squads drawn from several companies across the and titles gained there, or other emblems signifying their
specialization they will always remain subservient to Chapter under the command of a single, nominated force role within the fleet.

"W hat is the terror of death? That we die with our work incomplete. What is the joy of life? To die knowing our task is done. I stand alongside warriors of honour, and the warrior who
acts out of honour cannot fail. His duty is honour itself. Even a warrior's death--if it is honourable--is a reward and can be no failure, for it has come through duty. Seek honour as you
act, and you will know no fear. A fortress is a living thing: the commander its brain, the walls its bones, the sensors its eyes and ears, the troops its blood, their weapons its fists. If one organ
fails, the whole dies. And if the whole dies, no single organ can survive alone. And above all, remember this... for a warrior the only crime is cowardice."
-Chaplain Judd Clausel, Ultramarines 4th Company

Expanded Revised - Space Marines 2


SPACE MARINE SPECIAL RULES

SPACE MARINES IN BATTLEFLEET GOTHIC


SPACE MARINE LEADERSHIP battle barges earn +2 Assault points for every turn they
spend landing troops or bombarding the planet, rather
Space Marines are highly organized, efficient, and
disciplined, allowing them to out-perform their enemy
in almost any situation. When randomly generating the
than +1 point as is normal. "W e will spend our lives fighting to secure
this Imperium, and then I fear we will
spend the rest of our days fighting to keep it intact.
leadership value for a Space Marine ship, use the table Virus Bombs & Cyclotronic Warheads There is such involving darkness amongst the stars.
shown here instead of the regular table. As a result of the nature of their mission, Space Marine
fleets must execute Exterminatus orders much more Even when the Imperium is complete, there will be
frequently than normal Imperial Navy fleets. Thus, it no peace. We will be obliged to fight on to preserve
D6 ROLL LEADERSHIP is common for Space Marine battle barges to carry a what we have fought to establish. Peace is a vain
1-2 8 supply of high grade anti-planet ordnance dedicated wish. Our crusade may one day adopt another
3-4 9 solely for this purpose. In an Exterminatus scenario, any name, but it will never truly end. In the far future,
battle barge (or venerable battle barge) may be used as
5-6 10 an Exterminator without requiring any additional refits.
there will be only war."
In addition, due to the lethally efficient nature of these -First Captain Sigismund
BOARDING ACTIONS weapons, once a battle barge is in position to exterminate
a planet, it will successfully do so on a D6 roll of 3+
AND HIT & RUN ATTACKS rather than the usual 4+. Thunderhawks
Space Marines are the supreme fighting force of the The ubiquitous attack craft of the Adeptus Astartes,
Imperium, and excel at ship-to-ship boarding actions SPACE MARINE FLEET COMBAT Thunderhawks are a versatile assault platform capable of
where their skill is paramount and their lack of numbers As the elite warriors of the Imperium of Man, the battle deploying large numbers of Space Marines into the heart
irrelevant. To represent this, Space Marine ships benefit fleets of the Adeptus Astartes use some of the most of an enemy starship, or just as easily performing strafing
from a +2 crew damage bonus when fighting in a boarding advanced weaponry and ordnance that Humanity has runs against enemy surface targets. Thunderhawks move
action, and add +1 to their results when they (or their ever produced. like any other attack craft, with a speed of 20cm.
ordnance) conduct hit-and-run attacks. Furthermore, all
enemy hit and run attacks against a Space Marine ship Bombardment Cannons When a Thunderhawk squadron is intercepted by enemy
must subtract 1 from their roll. Most Space Marine capital ships carry a heavyweight fighters or contacts an enemy ordnance marker, it removes
battery of bombardment cannons as part of their main the enemy normally, just as fighters would. In addition,
PLANETARY ASSAULTS armament. Bombardment cannons are huge, turret- due to their heavy armor and long range, Thunderhawks
mounted linear accelerators, capable of launching a benefit from a 4+ resilient save.
AND EXTERMINATUS salvo of heavy magma bomb warheads. As their name
Space Marines excel at planetary landings and attacking implies, bombardment cannons are used primarily for When a Thunderhawk squadron contacts an enemy
enemy-held systems. Their entire organization and the pounding planetary defenses into rubble and giving ship’s base, it will attack it according to the rules for
weapons and ships at their disposal are designed solely devastating orbital support to Space Marine landing its type. Thunderhawk Gunships are treated like assault
for the purpose of reclaiming or destroying planets that forces. Bombardment cannons are equally devastating in boats (including the +1 to their hit-and-run result due
have fallen into enemy hands. Space Marine fleets benefit ship-to-ship combat, capable of blasting apart any capital to the presence of Space Marines), while Thunderhawk
from the following special rules: ship in just a few salvos. Bombardment cannons fire in Annihilators are treated like bombers.
the same way as weapon batteries with two exceptions:
Drop Pods Note that using a Thunderhawk’s resilient save does not
Although little more than ceramite boxes equipped with • Bombardment cannons always score a hit on a roll of prevent it from attacking a ship if in base contact with
harnesses and retrofire engines, drop pods have proven 4+, regardless of the target’s Armor value (even vs one when it is stopped. Once a Thunderhawk has finished
to be exceedingly efficient as a rapid-deployment system ordnance). conducting its attack(s), it is removed from play normally.
for the warriors of the Adeptus Astartes. In practice, these
devices allow a capital ship to quickly land large numbers • Any critical hit roll for a hit inflicted by a bombardment A ship equipped with Thunderhawks may launch both
of Space Marine troops directly to the surface of a planet. cannon will succeed on a roll of 4+ instead of only on Thunderhawk Gunships and Thunderhawk Annihilators,
In a Planetary Assault scenario, all strike cruisers and a roll of 6. in any mix or waves desired.

Expanded Revised - Space Marines 3


SPACE MARINE SPECIAL RULES

"As our bodies are armoured with Adamantium,


our souls are protected with our loyalty. As our
bolters are charged with death for the Emperor's
enemies, our thoughts are charged with his wisdom.
As our ranks advance, so does our devotion, for
are we not Marines? Are we not the chosen of the
Emperor, his loyal servants unto death?"
-Chaplain Fergas Nils

SPACE MARINE UPGRADES


Of all the advantages possessed by the Adeptus Astartes,
the peerless strength and ferocity of their warriors is
perhaps the greatest. And nowhere is this unstoppable
power more evident than in the cramped corridors of
enemy starships, where a single Astartes warrior armed
with heavy power armor and explosive bolter rounds can
easily count for a hundred lesser soldiers. As such, most
Space Marine fleets are accompanied by elite squads
dedicated to conducting dangerous teleport attacks into
the heart of enemy vessels, where they invariably cause
enormous amounts of havoc and destruction, sabotaging
critical systems and assassinating command staff.

Honor Guard
Most Chapters maintain special bodies of honored Space
Marines with extraordinary experience, given over to
form the personal retinue of company captains, great "A typical offensive against a rebel or alien-held planet begins with the arrival of strike craft which clear away
defending system ships. The strike craft then neutralise orbital defences, ground-based defence laser silos
and missile bunkers. By preference, if the system defences are weak or still under friendly control, the Space
heroes within the Chapter or even the Chapter Master
himself. An Honor Guard counts as an extra teleport Marines will deploy directly onto the planet's surface, often directly into the midst of a decisive engagement to
attack that can be made once per turn, in addition to the take advantage of the considerable shock of their arrival.
ship’s regular teleport attack. When using the Honor
Guard, roll two dice and pick the result to apply. In conclusion I would surmise that the Adeptus Astartes command powerful fleet forces, capable of overwhelming
even a heavily defended system. In a fleet action they would be at a disadvantage in comparison to Imperial Navy
Space Marine Terminators vessels, due to their special adaptations for planetary assaults. However it is hard to imagine that the Adeptus
Taken from the elite First Company and wearing the Astartes would accept a ship to ship fight on any but the most favourable terms, instead operating against shipping
heaviest armor known to man, Terminators are the lanes, dock facilities and other vulnerable assets."
greatest ship-to-ship fighters in the galaxy. Terminators
provide the embarked ship with two additional teleport
-From the lectures of Lord Captain Morley
attacks that may be used once per turn in addition to the
of the Fleet Insturum of Alien Studies.
ship’s normal teleport attack.

Expanded Revised - Space Marines 4


SHIPS OF THE ADEPTUS ASTARTES

VENERABLE BATTLE BARGE.......................................... Points: Varies


A battle barge is not technically a class of
starship, but rather it is the name given to
any vessel configured to serve as the backbone
Imperial Navy ship classes, and as such are
greatly venerated by the Space Marines. Some
Chapters rely on truly unique vessels imparted
Space Marine crew. This vessel represents an
ancient, revered icon or a vessel granted special
dispensation. It is worth 100% victory points if
battle barge has its capacity halved (rounding
up). Due to these extensive modifications, the
vessel’s bays may only launch Thunderhawks,
of a Space Marine assault fleet. Because of upon them for a specific role or to meet some crippled or 150% victory points if destroyed. and may not be used to launch any other form
this, it is theoretically possible for any large dire threat. Others simply retain vessels they A venerable battle barge benefits from all the of attack craft. This is a compulsory refit that
capital ship to fulfill this role, although the received milennia ago or gained through other usual Space Marine special rules, but since it is applies to all venerable battle barges equipped
battle barges specially designed for the Space means. already heavily reconfigured to serve as a battle with launch bays.
Marines by the Adeptus Mechanicus are the barge, it may not be given any of the optional
most common example. However, some older Choosing a Venerable Battle Barge refits or upgrades listed in its profile, except Prow Torpedoes
Chapters, particularly those dating back to the A venerable battle barge may be chosen from those normally earned through the course of a Any venerable battle barge equipped with a
First Founding, maintain much more ancient any battleship, grand cruiser, battlecruiser or campaign. prow weapon may replace it with a torpedo
and revered vessels dating back to a time when heavy cruiser from any Imperial or Chaos fleet salvo (Speed: 30cm, Strength 6, Front) for free.
the Adeptus Astartes and the Imperial Navy list (painted appropriately of course!). This Launch Bays and Thunderhawks Any venerable battle barge with torpedoes may
were more closely united than they are now. replaces one of the battle barges allowed in the In order to make room for the much larger size be armed with short-burn torpedoes and/or
Such vessels are completely unique; indeed, fleet. The normal cost must be paid for the ship, of the Thunderhawk attack craft used by Space barrage bombs, each at the cost of +5 points
some were later used as the basis for new plus an additional +35 points for the cost of the Marine forces, every launch bay on a venerable times its total torpedo strength.

ULTIMA CLASS BATTLE BARGE......................................... 450 Points


F irst recognized for the threat it was in 745.M41, Hive
Fleet Behemoth ravaged the Imperial worlds of Ultima
Segmentum until it began encroaching upon the Ultramar
sub-sector, dominion of the Ultramarines Chapter. The Seditio
Opprimere was reduced to a near hulk at the Battle of Prandium
as the Tyranids reduced to a barren wasteland what was once a
fertile and lush garden world, the “Jewel of Ultramar.” Despite
the great Imperial victory defeating Behemoth in the Ultramar
home system above the rings of Circe, the Imperial Navy
suffered staggering losses, and the Ultramarines faced little
resistance when they asked the Mechanicus Adepts of Calth to
rebuild the Seditio Opprimere as a powerful gunship with the
bombardment cannons and defenses necessary to burn through
the miasma of spore clouds produced by the Tyranid fleets.
Designing such improvements into the vessel proved difficult
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS however, and some launch bay capacity had to be sacrificed for
the additional magma bomb magazines and energy conduits for
Battleship/12 20cm 45° 4 6+ 4 its upgraded defenses.
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
FAMOUS SHIPS:
Port Bombardment Cannon 30cm 8 Left Seditio Opprimere
St’bd Bombardment Cannon 30cm 8 Right
Dorsal Bombardment Cannon 30cm 8 Left / Front / Right Special Rules: An Ultima class battle barge is ponderous
and cannot use Come to New Heading special orders. In
Prow Launch Bays Thunderhawks: 20cm 2 Squadrons - addition, it may be armed with short-burn torpedoes and/or
Prow Torpedoes Speed: 30cm 6 Front barrage bombs for +30 points each.

Expanded Revised - Space Marines 5


SHIPS OF THE ADEPTUS ASTARTES

SPACE MARINE BATTLE BARGE......................................... 440 Points


M ost Space Marine Chapters control two or three
battle barges. They are brutal vessels, with only
one purpose behind their design. As might be expected,
a battle barge is configured for close support of planetary
landings and carries numerous bombardment turrets and
torpedo tubes.

A considerable amount of hull space is given over to


launch bays for intra-system craft and drop pods, with
a typical barge capable of deploying up to three Space
Marine battle companies simultaneously. The vessel is
extremely heavily armoured and well shielded, ostensibly
so that it can breach planetary defences without harm
coming to its valuable cargo of Astartes warriors.

Naturally this also makes the battle barge one of the most
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS frightening opponents in the galaxy when close-range,
Battleship/12 20cm 45° 4 6+ 4 ship-to-ship combat is a possibility.

ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC


FAMOUS SHIPS:
Port Weapons Battery 45cm 12 Left Punisher Redeemer Sword of Truth
Starboard Weapons Battery 45cm 12 Right
Dorsal Bombardment Cannon 30cm 8 Left / Front / Right Special Rules: A Space Marine battle barge is ponderous
and cannot use Come to New Heading special orders. In
Prow Launch Bays Thunderhawks: 20cm 3 Squadrons - addition, it may be armed with short-burn torpedoes and/or
Prow Torpedoes Speed: 30cm 6 Front barrage bombs for +30 points each.

"T hey shall be pure of heart and


strong of body, untainted
by doubt and unsullied by self-
aggrandizement. They will be bright
stars on the firmament of battle, Angels
of Death whose shining wings bring
swift annihilation to the enemies of
Man. So it shall be for a thousand times
for a thousand years, unto the very end
of eternity and the extinction of mortal
flesh."
-Roboute Guilliman, Codex Astartes

Expanded Revised - Space Marines 6


SHIPS OF THE ADEPTUS ASTARTES

SPACE MARINE STRIKE CRUISER....................................... 145 Points


L ike battle barges of the Adeptus Astartes, strike cruisers
do not represent a single class of vessel but instead consist
of a broad range of types with differing weapons and systems
designed primarily for rapid response, able to quickly fight their
way into a contested system and rapidly deliver Space Marines
and their wargear to the front. To this end strike cruisers can and
do take a variety of forms.

Like venerable battle barges of old, a number of strike cruiser


designs date far back to the centuries immediately following the
development of the Codex Astartes. While most Chapters with
limited resources will typically operate a single type of strike
cruiser, it is not uncommon for some to operate two or more
distinct types and configurations of strike cruisers with slightly
differing capabilities and weapon arrangements, especially
among the older Chapters with histories dating back several
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS milennia. The effectiveness of strike cruisers has not gone
unnoticed by the Imperial Navy. In the intervening milennia,
Cruiser/6 25cm 90° 1 6+ 2 they inspired not only the creation and implementation of
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC light cruisers by the Imperial Navy, but various weapon
configurations lent themselves to a number of light cruiser
Port Weapons Battery 30cm 4 Left
classes used throughout the Imperium.
Starboard Weapons Battery 30cm 4 Right
Prow Bombardment Cannon 30cm 3 Left / Front / Right
Prow Launch Bays Thunderhawks: 20cm 2 Squadrons -

Secondary Shield: Any number of strike cruisers in the fleet may purchase an additional shield (increasing their
shields value by +1) for +15 points each.

Strike Cruiser Variants: Throughout the Imperium of Man, the various Adeptus Astartes Chapters utilize strike
cruisers that, while essentially the same in purpose, sometimes differ significantly in details, appearance and
specific weapons arrangement. A strike cruiser may incorporate any of the following refits for the point costs
indicated. At a minimum, as many strike cruisers in the fleet must be of the basic profile listed above as all other
variants combined (additional shields do not count towards this restriction):

• Replace Launch Bays: A Space Marine strike cruiser may replace its prow launch bays with either a torpedo
salvo (Speed 30cm, Strength 3, Front) or a bombardment cannon (Range 30cm, Firepower 3, Front) for no
change in cost. Any strike cruiser with torpedoes may be armed with short-burn torpedoes and/or barrage
bombs for +15 points each.

• Replace Weapons Batteries: A Space Marine strike cruiser may replace both its port and starboard weapons
batteries with port and starboard launch bays (1 Squadron each), equipped with Thunderhawks (Speed:
20cm) for +15 points.

Expanded Revised - Space Marines 7


SHIPS OF THE ADEPTUS ASTARTES

NOVA CLASS FRIGATE............................................................... 45 Points


O f all the vessels in the service of the Adeptus Astartes, the Nova class frigate is commonly the single class to which the Imperial navy take the most
exception. It lacks sufficient size to really fulfill the deployment and assault roles for which Space Marine ships are primarily intended and its lance
armament and speed make it a menacing gunboat in its own right. As such, the Nova remains rare in most Space Marine fleets, a trend the Imperial
Navy, the Inquisition and other institutions perpetually concerned by the balance of power would dearly love to see continue.

TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS


Escort/1 35cm 90° 1 5+ 1
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
Weapons Battery 30cm 2 Left / Front / Right
Lance 30cm 1 Left / Front / Right

GLADIUS CLASS FRIGATE........................................................ 40 Points


I nvariably the Gladius is the most numerous escort within most Astartes battle fleets, being one of the few escorts in relatively uniform usage across
the chapters. The vessel, although larger than any genuine gunboats likely to be in use, is relatively small by Space Marine standards, seldom carrying
much more than a single squad of Space Marines spread across its decks and control centres, supervising the much more numerous chapter serfs upon
whom the chapter relies for actual operation of its vessels. As such, the Gladius lacks the genuine punch of other Space Marine vessels, and is of little
use in their favoured planetary assaults, but instead earns itself an admirable place as the foremost ship of the line when it comes to more mundane
border patrols and deep space blockades.

TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS


Escort/1 30cm 90° 1 5+ 2
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
Weapons Battery 30cm 4 Left / Front / Right

HUNTER CLASS DESTROYER................................................. 40 Points


T he Hunter class destroyer, although based on a design long available to almost all Space Marine chapters, was pioneered primarily by the Dark
Angels, whose deep distrust of other factions within the Imperial hierarchy made acquisition of vessels from shipyards and forgeworlds far more
problematic than for most other chapters. As such, the Dark Angels chose the Hunter class destroyer as the most viable counterpart to the Imperial
Navy’s cobra and maintain large flotillas of the vessel in all their battlefleets.

TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS


Escort/1 35cm 90° 1 5+ 1
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
Weapons Battery 30cm 1 Left / Front / Right
Torpedo Salvo Speed: 30cm 2 Front

Expanded Revised - Space Marines 8


SHIPS OF THE ADEPTUS ASTARTES

FIRESTORM CLASS RAPID STRIKE VESSEL..................35 Points


M uch more numerous than their Astartes counterpart,
Firestorm class frigates are a staple of many joint
Imperial Navy-Space Marine fleet operations. Whether
FAMOUS SQUADRONS:
Giant-killer Squadron Strike Group Persephone
Lords of the Lance Idrian Sector Patrol
this is because they provide a valuable amount of lance-
based firepower that strike cruisers and battle barges
lack, or because the Imperial Navy feels safer having
the Astartes rely on externally-sourced gunships, is hard
to say. Regardless, many Space Marine fleets inevitably
"D amnation starts with little steps, by
arrogantly thinking that you are wiser than
our great forbears, by tinkering with truth, by
turn to the Firestorm frigate when preparing for large-
compromising, by departing from the straight and
scale space battles and no Nova frigates are available to
narrow path of the Emperor's light."
assist. Although not as fast as Space Marine escorts, the
Firestorm still packs an armament capable of going toe-
to-toe with any Astartes gunship. -Chapter Master Marneus Calgar,
Ultramarines Chapter
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS
Escort/1 25cm 90° 1 5+ 2
Special Rules: A Firestorm class rapid strike vessel
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
uses the same profile as shown in the Imperial Navy
Weapons Battery 30cm 2 Left / Front / Right fleet list; it is reprinted here for convenience. It does
Lance 30cm 1 Front not benefit from any Space Marine special rules.

SWORD CLASS RAPID STRIKE VESSEL............................35 Points


D ue to the precautions taken by the Imperium against
another Astartes rebellion, many of the Space Marine
dominions, such as the worlds of Ultramar, are directly
FAMOUS SQUADRONS:
Green Squadron Patrol Group Macragge
Strike Force Jutania 534th Squadron
integrated with local Imperial Navy infrastructure. As
such, they will share patrol routes and fleet deployments,
and so it is not uncommon to see many Sword class
frigates serving alongside Space Marine strike cruisers
"A t battle's end, speak the Liturgy in a clear voice. Respect
the bravery of the living. Give the Rite of Passage to the
fallen. Honour the battle gear of the dead. To do all this with
and battle barges. Some fortress-monasteries may even reverence, even when exhausted by battle and weary from the
have several squadrons of Sword frigates on hand for the field, is the duty of a Chaplain. It is his burden and satisfaction."
purpose of local defense and system patrols. -The Book of Faith

TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS


Special Rules: A Sword class rapid strike vessel uses
Escort/1 25cm 90° 1 5+ 2
the same profile as shown in the Imperial Navy fleet
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC list; it is reprinted here for convenience. It does not
Weapons Battery 30cm 4 Left / Front / Right benefit from any Space Marine special rules.

Expanded Revised - Space Marines 9


SHIPS OF THE ADEPTUS ASTARTES

FALCHION CLASS RAPID STRIKE VESSEL....................35 Points


T he success of the Falchion class as a planetary
defense vessel has led to its proliferation throughout
the most developed Imperial star systems, including
from their starbases and drydocks.

FAMOUS SQUADRONS:
those within the jurisdiction of many Space Marine Phalanx Squadron Nebula Chasers
dominions. Even deep within the territory of Ultramar, Patrol Group Augusta Strike Group Piety
many of these vessels can be seen patrolling alongside
those of the Astartes, escorting VIPs and protecting "Victory often rests on the correct weaponry being in the right
shipping lanes. However, the Falchion’s relatively weak place and at the right time. Even the most destructive weapons
offensive capabilities means that most do not stray far of war are worthless if absent from the battle."
-Chapter Master Artor Amhrad, Astral Knights
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS
Escort/1 25cm 90° 1 5+ 2
Special Rules: A Falchion class rapid strike vessel
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
uses the same profile as shown in the Imperial Navy
Weapons Battery 30cm 3 Left / Front / Right fleet list; it is reprinted here for convenience. It does
Torpedo Salvo Speed: 30cm 1 Front not benefit from any Space Marine special rules.

COBRA CLASS RAPID STRIKE VESSEL............................. 30 Points


C obra class destroyers are the mainstay of most
Imperial Navy strike groups and anti-pirate patrols.
A combination of speed and strong ordnance capabilities
serving alongside Space Marines, the Cobra is often
eclipsed by the Hunter destroyer as a pure attack vessel.

make them a perfect long range attack vessel. As a result, FAMOUS SQUADRONS:
many of these have been seconded to Space Marine Galahad Squadron Strike Group Arturia
forces, especially in the vast Ultima Segmentum. The
Astartes tend to use Cobras in much the same way as
+++TARGET.SIGHTED+++COME.TO.NEW.
traditional Imperial Navy battle fleets, although when HEADING.124.5.BY.031+++SHOW.THEM.
NO.MERCY+++ALL.SHIPS+++FIRE!+++
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS
Escort/1 30cm 90° 1 4+ 1
Special Rules: A Cobra class rapid strike vessel uses
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
the same profile as shown in the Imperial Navy fleet
Weapons Battery 30cm 1 Left / Front / Right list; it is reprinted here for convenience. It does not
Torpedo Salvo Speed: 30cm 2 Front benefit from any Space Marine special rules.

Expanded Revised - Space Marines 10


SHIPS OF THE ADEPTUS ASTARTES

FORTRESS-MONASTERY......................................................... 1000 Points


S ome Chapters possess no homeworld at all, instead
operating from massive, mobile space fortresses.
These gigantic craft contain sufficient accommodation,
workshops, hangars, training areas and dock facilities
for the entire Chapter, and operate as a semi-mobile base
for Chapter operations. While they may take any number
of forms, fortress-monasteries are always immensely
powerful, with firepower equivalent to that of the mighty
Ramilies Star Fortress in many respects. Additionally,
they are not only mobile but warp-capable, and it is not
unknown for some Space Marine Chapters to actually
utilize a suitably modified Ramilies allocated to them for
this express purpose. No Chapter possesses more than
a single fortress, and as such they are guarded just as
ferociously as any homeworld would be.

Using a Fortress-Monastery: A fortress-monastery is


deployed in the same way as any other high-orbit defense,
and will follow all the normal rules for orbital satellites as
described in the BFG:XR Fleet Support list, except where
modified on the next two pages. It may also be used as a
replacement for a planet, with a high-orbit range of 30cm
from the stem of its base (you will need to discuss this with
your opponent, obviously). Note that the cost of a fortress-
monastery must always be included in the fleet list for which
it is used; it cannot be purchased separately like other
planetary defenses.

In a campaign, a fortress-monastery can only be gained by


TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS a commander of 11+ renown by making a dedicated appeal
to do so (needing a 5+ to succeed as normal). Alternatively,
QUADRANT CHARACTERISTICS the commander may surrender control of one forge world or
Defense/12 - - 4 6+ 4 hive planet and be granted a fortress-monastery by way of
replacement. A fortress-monastery generates repair points
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC equivalent to a pirate base and players can attempt to attack
QUADRANT WEAPONS it in the same way as a pirate base. In addition to generating
repair points, the fortress-monastery enables one capital
Weapons Battery 60cm 18 Quadrant ship or escort squadron that was withdrawn for full repairs
Lance Battery 45cm 3 Quadrant to return before the start of the owning player’s next game
on a D6 roll of 4+. If a fortress-monastery is found it can be
Launch Bays Thunderhawks: 20cm 3 Squadrons - moved to try and prevent further attacks on it. If the owning
BASILICA WEAPONS player decides to move his fort he must roll a D6. On a roll
of 1 the fort is lost in the Warp and must be struck from the
Weapons Battery 60cm 8 All Round roster. On a 2 or more the fort relocates successfully and
Torpedo Silos Speed: 30cm 9 All Round must be found again before it can be attacked.

Expanded Revised - Space Marines 11


SHIPS OF THE ADEPTUS ASTARTES

FORTRESS-MONASTERY SPECIAL RULES


LEADERSHIP & SPECIAL ORDERS Boarding
Unlike most small orbital defenses, the command & control The fortress-monastery cannot be boarded by ships; whole
capabilities of a fortress-monastery are superior to even those of battlefleets would be required. The only vessel that may attempt
a warship. To represent this, a fortress-monastery can use all of to board a fortress-monastery is a space hulk, as only a space hulk
the following special orders: has sufficient numbers of troops. When this occurs, the fortress-
monastery’s boarding value is equal to the total remaining hits
• Reload Ordnance of all four quadrants, plus the turret value of the quadrant being
• Lock On boarded. Any resulting hits against the fortress-monastery are
• Brace for Impact likewise only applied to that quadrant, as normal.

A fortress-monastery normally has a fixed leadership value of Shields & Blast Markers During the end phase of the owning player’s turn, a fortress-
10; it is home to the command staff of an entire Space Marine Each quadrant has its own shields; when blast markers are monastery may board any enemy ships foolish enough to remain
Chapter, after all! It may also purchase re-rolls at the cost listed placed, put them in contact with the appropriate edge of the in base contact, and may choose how many of its quadrants will
in the fleet list. These re-rolls are usable only by the fortress- fortress-monastery ’s base. In the end phase, D6 blast markers be involved in the boarding action. Quadrants not involved in
monastery itself, unless a fleet commander is aboard. are removed from the entire model, not from each quadrant. the boarding action may fire their weapons normally.

If a fleet commander is aboard, any re-rolls purchased by the Because the four quadrants are essentially in contact with each Massing Turrets
fortress-monastery are added to the commander’s own re- other, blast markers in contact with the base affect the quadrant Each quadrant of a fortress-monastery automatically counts as
rolls, which can then be used by the entire fleet. However, in taking fire and the two adjacent quadrants as well. If the fortress- massing turrets with the two quadrants immediately adjacent,
such cases the fortress-monastery must use the commander’s monastery is rotating, blast markers that are not removed remain in addition to any ships that may be in base contact with it.
leadership value, even if it is less! in place when it rotates and affect whatever quadrant(s) they are Naturally, quadrants that are crippled or destroyed may not
contribute to massing turrets. Furthermore, a quadrant cannot
in contact with at the end of its movement.
use this special rule to increase its turrets value beyond the
MOVEMENT normal +3 limit.
Before the game starts, the owning player must decide whether Damage & Criticals
a fortress-monastery will rotate or not. This choice may not All damage and criticals only affect the quadrant that they are
Teleport Attacks
be altered later in the game. A rotating fortress-monastery inflicted against unless specifically noted otherwise. Quadrants
Fortress-monasteries contain numerous teleport chambers, both
must pivot exactly 45 degrees at the beginning of each of its are crippled individually once they are reduced to 6 Damage
for dispatching troops to other vessels in the fleet and delivering
movement phases, and always in the same direction (chosen the Points. Once a quadrant’s hits are reduced to 0, any further hits
them into combat, be it on a nearby planet or as a devastating hit
first time it rotates). This movement cannot alter nor be altered plow into the drifting wreckage and do no further damage. Treat and run attack against enemy vessels. Each quadrant that is not
by any special orders or other effects, and will continue even if that quadrant of the station as an asteroid field from now on. crippled or destroyed allows the fortress-monastery to launch
the entire station is destroyed. Finally, allied ships may not dock one teleport hit and run attack. In addition, a fortress-monastery
with a rotating fortress-monastery; the danger of collision is Damage Control has a permanent garrison of First Company warriors aboard.
simply too high. Other than this exception, a fortress-monastery Damage control is also undertaken individually. To all intents It automatically counts as having an Honor Guard and Space
may not move in any way during the course of a game. and purposes the four quadrants function as individual stations Marine Terminators for no additional cost. Naturally, this means
placed ‘back to back’. The fort itself is only destroyed once all that the fortress-monastery cannot benefit from any Terminators
QUADRANTS four quadrants are reduced to 0 hits, at which point a single roll or Honor Guard purchased for an embarked fleet commander.
The fortress-monastery is so large that its weapons, hits and on the catastrophic damage table must be made.
defenses are divided up into four ‘quadrants’ representing the THE BASILICA
different sides of the space station. When the station is fired Templates The central command and control facility of a fortress-monastery
upon, determine which quadrant the attack will hit by tracing a Nova cannons and Armageddon guns can only score a ‘full on’ is a heavily armed and armored redoubt capable of withstanding
straight line from the stem of the firing ship to the center of the D6 hits against the quadrant most under the center hole of the almost any attack. The basilica cannot be targeted separately by
station. Likewise, ordnance hits are only resolved against the marker when it hits. enemy attacks and is only destroyed when the rest of the station
first quadrant actually contacted by the marker. is reduced to zero hits. In rare instances, if the basilica would
Hit-and-Run Raids take damage (such as from its own ordnance exploding due to
Looking vertically down on the model, the quadrants are as Hit-and-run raids are likewise resolved only against the quadrant critical hits, etc), the opposing player distributes this damage
shown in the following diagram: they are directed at and will not affect other quadrants. between any remaining quadrants.

Expanded Revised - Space Marines 12


SHIPS OF THE ADEPTUS ASTARTES
SPLIT ORDERS
FORTRESS-MONASTERY CRITICAL HITS TABLE The internal communication systems of the fortress-monastery
EXTRA mean that its different quadrants can all use different special
2D6 DAMAGE
RESULT orders simultaneously. For the purposes of issuing special orders
to the fortress-monastery the owning player can effectively
Lances damaged. The quadrant’s lance array is taken offline by the hit and may not fire until the damage divide the quadrants up into squadrons and then issue special
2-3 +0
has been repaired. orders to each in turn.
Weapon batteries damaged. Some of the quadrant’s main guns are taken offline by the hit. The quadrant’s
4 +0 For example, the player wishes to issue Reload Ordnance orders
weapons batteries fire at half-strength until the damage has been repaired.
to the north and east quadrants, while Locking On with the south
Launch bays damaged. The quadrant’s launch bays collapse; the quadrant may not launch ordnance until
5 +0 and west. Only two Command checks are made for the two
the damage has been repaired.
pairs of orders. If later in the turn the player needed to Brace for
Reactors damaged. The hyper-plasmatic reactors are damaged, shutting down the quadrant’s power grid. Impact he could do so with a single quadrant only, leaving the
6 +1
The quadrant’s shields and turrets are at half-strength until the damage has been repaired. rest free to reload or lock on again next turn.
Fire! Oxygen lines are broken, leading to fires in many compartments. Roll to repair (extinguish) the fire in
7 +0 Weapons mounted on the central Basilica count as operating
the end phase; if it is not put out, the fire causes 1 point of extra damage and continues to burn.
under the special orders of all of the quadrants, so it is entirely
8 +D3 Hull breach. A huge gash is torn in the quadrant’s hull, causing carnage among the crew. possible for them to be locked on, reloading and braced all at the
Command tower destroyed. A command tower on the basilica is torn away; the fortress-monastery’s same time. Brace for Impact orders will halve the firepower and
9 +0 ordnance strength of the Basilica weapons as normal.
leadership value is reduced by 2 points. This damage may not be repaired.
Shields collapse. The shield generators overload and burn out, leaving the quadrant virtually defenseless.
10 +0
The quadrant’s shield strength is reduced to zero. This damage may not be repaired. DOCKING
Basilica breached. The main basilica is struck, causing immense destruction as stored munitions explode. Friendly ships in contact with a fortress-monastery’s base can
11 +D3 All quadrants suffer the +D3 extra damage and any basilica weapons are lost. This damage may not be halt their movement just as if they were in a gravity well. If they
repaired. wish to turn they may use Burn Retros special orders without
taking a Command check to do so. If a ship is in contact with one
Reactor struck. The central plasma reactor is struck. All quadrants suffer the +D6 extra damage. Roll
12 +D6 of the four inter-quadrant docking piers it can fully dock. While
again on this table and apply the result to the appropriate quadrant.
fully docked, a ship gains an extra four dice when rolling for
damage control. Every two complete turns that a ship remains
fully docked without being braced, a ship may automatically
FORTRESS-MONASTERY CATASTROPHIC DAMAGE TABLE reload ordnance without requiring a Command check to do so.
Even while fully docked the ship is still targeted and attacked
D6 RESULT separately to the station, although it counts as being in close
formation with the fort for massed turret fire with the benefits
Wrecked. The station simply ceases to function. Venting gases and debris block line of sight across the fort, and movement and dangers that brings.
1-2
through it counts as moving through an asteroid field in all respects.
ORDNANCE & LAUNCH LIMITS
Structural collapse. The station falls apart and pieces drift away, filling the area with huge chunks of wreckage. Replace While a fortress-monastery has sufficient launch bays to unleash
3
the model with a 15cm diameter asteroid field. great swarms of Thunderhawks, these large and complex
gunships are in limited supply and are not necessarily all
Hyper-plasma meltdown. The station’s main reactor goes critical in spectacular style. Resolve eight lance shots against all
based on the fortress-monastery at any given time, having been
4-5 ships within 4D6cm, and remove all ordnance within that range. Everything else remaining on the table suffers the effect of dispatched to other vessels within the fleet. It does, however,
a solar flare centered on the fort. Then, replace the fort with 2D6 blast markers.
provide a base for them to return to should their original carriers
be lost or out of range.
Warp field implosion. The station instantly vanishes as its warp field collapses, leaving behind a vast hole in the fabric of
space. Resolve four lance shots against all ships and ordnance within 4D6cm, then replace the station with a warp rift. All
6 A Space Marine fleet may always count its launch limit as equal
ships and ordnance markers remaining on the table are then drawn 15cm directly towards the center of the rift. Objects that
pass into the rift will be affected normally as described in the Celestial Phenomena rules. to the surviving bays on the fortress-monastery, or in the normal
manner, whichever is greater.

Expanded Revised - Space Marines 13


SPACE MARINE FLEET LISTS

SPACE MARINE CRUSADE FLEET LIST


FLEET COMMANDER at least 1000 points to include a single venerable battle Fire Hawks or Dark Angels. While not strictly a crusading
0-1 Master of the Fleet barge (counting as one of the three allowed), chosen as Chapter, the Dark Angels are particularly suited to this
You may include one Master of the Fleet. If the fleet described on page 5. Remember that it must use its listed fleet list, representing their famously secretive methods
includes any battle barges, the Master of the Fleet must cost +35 points for its Space Marine crew. of operation. Other Chapters with large space fleets,
be assigned to one. Otherwise, he may be assigned to such as the Imperial Fists, Crimson Fists, and so forth,
another ship or squadron, or even a fortress-monastery if Venerable Battle Barge........................................... Varies will occasionally launch Crusades, although this is not
one is present. If the fleet is worth more than 750 points, Ultima Class Battle Barge................................ 450 points their exclusive method of attack. Such Chapters can be
a Master of the Fleet must be included to lead it. Space Marine Battle Barge.............................. 440 points equally well represented by this fleet list or the Space
Marine Dominion fleet list shown on the next page.
Master of the Fleet (Ld10)................................. 50 points 0-10 Strike Cruisers
Space Marine Strike Cruiser............................ 145 points Ordnance and Upgrades
A Master of the Fleet may purchase up to three additional All torpedo launchers in the fleet are equipped with
boarding torpedoes for no extra cost. Any battle barge
fleet commander re-rolls at the cost listed below:
ESCORTS or strike cruiser in the fleet may embark an Honor Guard
The fleet may have any number of escorts, in squadrons for +10 points each. In addition, up to two cruisers in
One re-roll.......................................................... 25 points
of two to six vessels. the fleet may replace all of their launch bays with mine
Two re-rolls........................................................ 50 points
Three re-rolls...................................................... 75 points launchers for +5 points per bay replaced.
Nova Frigate....................................................... 45 points
Gladius Frigate................................................... 40 points Attack Rating
In addition, the Master of the Fleet’s ship may embark a
squad of Space Marine Terminators for +50 points. Hunter Destroyer................................................ 40 points A Space Marine Crusade Fleet normally has an attack
rating of 3. However, if the fleet includes a fortress-
FORTRESS-MONASTERY USING A SPACE MARINE monastery, it has an attack rating of 1; even Space
Marines find it difficult to launch a surprise blitz with a
0-1 Fortress-Monastery CRUSADE FLEET billion tons of space fortress in tow!
If the fleet is worth at least 2000 points, it may include The Crusade Fleet List represents all of the most
one Fortress-Monastery aggressive, zealous and insular Space Marine Chapters, Scenarios
such as the famed Black Templars. These Chapters do A Space Marine Crusade Fleet with a fortress-monastery
Space Marine Fortress-Monastery................. 1000 points not rule over great swaths of the Imperium as others will always be the defender in a scenario. Alternatively,
might, and few of them even have a homeworld of their players may choose the attacker and defender normally,
As the base of operations for the entire Chapter, the own. Instead, these vast crusading armies endlessly roam with the Space Marine player only using the fortress
fortress-monastery may purchase up to three re-rolls. As the galaxy, engaged in near constant warfare with the monastery if selected as the defender (adjusting for point
described on page 12, these may only be used for its own Emperor’s enemies (or in some cases, in endless pursuit limits as necessary). In general, the fortress-monastery is
command checks unless a Master of the Fleet is aboard. of their own ancient foes). This same zeal breeds in them a a highly specialized unit that is not always suitable for
great distrust of non-Space Marines, and indeed a distrust casual play; it should only be used as a special planetary
One re-roll.......................................................... 25 points
even of other Chapters, who they believe incapable of defense or in some scenarios where it may be substituted
Two re-rolls........................................................ 50 points
the same purity which they themselves make a virtue. As for the planet itself.
Three re-rolls...................................................... 75 points
such, these crusaders will seldom, if ever, seek the aid of
other forces of the Imperium. Reserves and Allies
CAPITAL SHIPS A Space Marine Crusade Fleet may not take ships from
0-3 Battle Barges As well as true Crusade Chapters, this fleet list is ideal for or provide ships to any other fleet list as reserves or allies,
You may include one battle barge for every 1000 points representing the many space-based Chapters, particularly unless it is joined by an Inquisitorial fleet detachment (in
in the fleet (or portion thereof). The fleet must be worth those that operate from a fortress-monastery, such as the which case it will use the reserve rules for that fleet list).

Expanded Revised - Space Marines 14


SPACE MARINE FLEET LISTS

SPACE MARINE DOMINION FLEET LIST


FLEET COMMANDERS Venerable Battle Barge........................................... Varies
Ultima Class Battle Barge................................ 450 points
find themselves more often under the sway of their
0-1 Master of the Fleet superhuman neighbors than might other independent
You may include one Master of the Fleet. If the fleet Space Marine Battle Barge.............................. 440 points regiments and fleets from regions not ruled by Space
includes any battle barges, he must be assigned to one. Marines. Any contact with Space Marines strikes a
If the fleet includes a venerable battle barge, he must be 0-10 Strike Cruisers mixture of fear and awe in the hearts of mortal men, and
assigned to it. If the fleet is worth at least 750 points, a Space Marine Strike Cruiser............................ 145 points such preeminence occurs naturally wherever man and
Master of the Fleet must be included to lead it. Marine stand side by side. In such circumstances Space

Master of the Fleet (Ld10)................................. 50 points


ESCORTS Marine commanders will assume overall control for the
The fleet may have any number of escorts, in squadrons defense of a region, though they are inevitably too few in
of two to six vessels. number to enact such plans themselves. Where a Chapter
A Master of the Fleet may purchase up to three additional
fleet commander re-rolls at the cost listed below: holds sway over such a dominion, Space Marine fleets
Nova Frigate....................................................... 45 points and vessels of the Imperial Navy will often be found
Gladius Frigate................................................... 40 points acting in concert.
One re-roll.......................................................... 25 points Hunter Destroyer................................................ 40 points
Two re-rolls........................................................ 50 points
Three re-rolls...................................................... 75 points Ordnance and Upgrades
RAPID STRIKE VESSELS Space Marine ships with torpedo tubes are equipped with
In addition, the Master of the Fleet’s ship may embark a The fleet may include any number of rapid strike vessels boarding torpedoes for no extra cost. Any battle barge or
squad of Space Marine Terminators for +50 points. in squadrons of two to six ships. Remember that these are strike cruiser in the fleet, as well as any Imperial Navy
capital ship led by a Space Marine Captain, may embark
Imperial Navy vessels, and as such will not benefit from
an Honor Guard for +10 points. In addition, up to two
SECONDARY COMMANDERS any Space Marine special rules.
cruisers in the fleet may replace all of their launch bays
Space Marine Captains
Firestorm Rapid Strike Vessel............................ 35 points with mine launchers for +5 points per bay replaced.
Aside from the Space Marine vessels themselves, certain
important Imperial Navy vessels within a Dominion Sword Rapid Strike Vessel................................. 35 points
Attack Rating
Fleet may well have Space Marine commanders assigned Falchion Rapid Strike Vessel............................. 35 points A Space Marine Dominion Fleet normally has an attack
to them. Any Imperial Navy battleship, grand cruiser or Cobra Rapid Strike Vessel................................. 30 points rating of 3. However, if the fleet includes any Imperial
battlecruiser may have a Space Marine Captain assigned
Navy, Adeptus Mechanicus, or Rogue Trader vessels, it
to it. Space Marine Captains roll against the Space
Marine leadership table instead of the normal leadership USING A SPACE MARINE has an attack rating of 2 instead.
table. Except for this bonus, Imperial Navy ships led by
a Space Marine Captain do not benefit from any of the DOMINION FLEET Reserves and Allies
Space Marine special rules concerning boarding, hit and The Master of each Space Marine Chapter is its leader A Space Marine Dominion Fleet may take vessels from
run attacks, ordnance, etc. and spiritual head. He leads his troops in battle and acts as any Imperial Navy or Adeptus Mechanicus fleet list as
the figurehead for the entire Chapter. As some Chapters reserves, in the following ratios:
Space Marine Captain........................................ 25 points rule entire planets or even sub-sectors of space, a Chapter
Master may well act as the head of government as well, • One battleship for every three battle barges.
• One cruiser, grand cruiser, or battlecruiser for every
effectively as the Imperial Commander of a whole planet
CAPITAL SHIPS or system. Particular examples are the Ultramarines, who
three strike cruisers, for a total of no more than twelve
0-3 Battle Barges cruisers of any kind.
You may include one battle barge for every 1000 points rule over the dominion of Ultramar, and the Salamanders,
in the fleet (or portion thereof). The fleet must be worth which enjoy close ties with the people of Prometheus. In addition, the fleet may be joined by Rogue Trader and
at least 1000 points to include a single venerable battle Inquisition vessels normally, as described in the relevant
barge (counting as one of the three allowed), chosen as Where this is the case, other local military assets, though fleet documents. Lastly, during the course of a campaign,
described on page 5. Remember that it must use its listed not strictly subservient to the Chapter and with their a Dominion Fleet cannot take reinforcements from the
cost +35 points for its Space Marine crew. own command structures in place, will nonetheless Space Marines reinforcements table.

Expanded Revised - Space Marines 15


SPACE MARINE CHANGE LOG

BFG:R to BFG:XR - CHANGE LOG


Some elements of BFG:R and the original BFG rules have been altered as part of the transcription process for the BFG:XR Project. For the most part, these changes are
simply adjustments to grammar and language, in order to improve clarity or fix (a few) typos. Other changes include a few minor expansions to the existing material or
re-integrations of older rules that were either dropped or not included when the BFG:R documents were produced. These changes are meant only to add flavor or clarity to
the existing rules, and not an attempt to dramatically alter the function or power of any one faction’s fleets. This document generally only lists those changes which constitute
an actual addition or alteration of the rules, not adjustments to language or readability.

[Addition] Added the full rules for the fortress-monastery,


drawn from the BFG:R edition, the Ramilies rules in Armada,
and the 2010 FAQ on the Ramilies. It should now be pretty
much self-contained. I excluded a tiny bit of the FAQ about
ramming to save space; it should hopefully be clear nonetheless.
[Change] Clarified numerous rules and removed redundant
ones. Many of the fleet list entries were also cleaned up, with
options and restrictions moved to the profile pages of the ships
in question. (VBB and Fortress-Monastery in particular).
[Addition] Space Marine vessels can take Short-Burn Torpedoes
and/or Barrage Bombs for +5 points per point of torpedo
strength. This gives SM players more control over their special
torpedo choices, but the upgrades are more expensive and are
restricted to torpedoes that fit with their combat discipline (i.e.
fast, rapid strikes and planetary assaults).

Last Updated: April 3, 2017 11:43 PM

Expanded Revised - Space Marines 16

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