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Imperial army list extras
| [Content from various sources, as detailed below, with points adjustments where appropriate to align with errata from Firepower #1 page 12 and 15.] |
Space Marine Chapter-specific detachments
Death Company
| [Content from Firepower #2 page 7.] |
[Official rules]
The Blood Angels Chapter have a mysterious genetic flaw. The death of their Primarch, Sanguinius, at the hands of Horus has left an eternal, indelible mark upon their souls. On the eve of a battle a Blood Angels trooper may be affected by the Black Rage, an all-consuming hatred of his enemies that turns him into a savage killer, able to withstand wounds that would normally fell even a mighty Space Marine. Those afflicted by the curse are assembled into a single company, led by a Chaplain. This is the Death Company.
You can include up to one Death Company detachment in your army if you wish.
Command
You must choose a Chaplain to lead the detachment.
One Blood Angels Chaplain: 51 points
Consists of 1 Space Marine unit (Hero)
- Mount in a Rhino*: +7 points
- Mount in a Razorback*: +15 points
- Mount in a Land Raider*:+45 points
- Upgrade to jump packs (Hero, Jump Packs): Free
-
(* Choose one upgrade only)
Up to one Space Marine Librarian: 35 points
Consists of 1 Space Marine unit ( Psyker, Hero)
- Mount in a Rhino*: + 7 points
- Mount in a Razorback*: +15 points
- Mount in a Land Raider*: +45 points
- Upgrade to jump packs ( Hero, Psyker, Jump Packs): Free
-
(* Choose one upgrade only)
Main Force
Choose up to 10 squads from the following list.
Blood Angels Death Company squad: 20 points
Consists of 1 Space Marine unit (Save, Assault, Rampage)
- Mount in a Rhino: +7 points
- Upgrade to jump packs (Jump Packs): +2 points
Notes: If a Death Company detachment consists only of infantry units it may be deployed using drop pods (see Drop pods). They may always deploy in drop pods, regardless of the scenario being played.
If the original HQ is eliminated the next unit in the chain of command below becomes the new HQ. If the Death Company have no HQ then they automatically go onto Assault orders, rather than being out of command as normal.
Chaplain > Librarian > Any other unit.
Ravenwing
| [Content from Firepower #2 page 9.] |
[Official rules]
The 2nd Company of the Dark Angels Chapter is known as the Ravenwing and is essentially a reconnaissance company. It is made up of Land Speeders and Bike squadrons. Detachments from its ranks are used in a scouting or fast attack role, where speed is more important than armour or raw firepower. The riders and pilots of the Ravenwing are extremely skilled, and the efficiency with which they handle their machines enables them to dodge incoming shots, maximise cover and make it very difficult for the enemy to target them.
To represent this lessened vulnerability, the obvious choice would be to increase the Armour value of the troops involved. However, when a rider or driver is concentrating on enemy fire, their accuracy will obviously be hampered somewhat. Already there was a solution to this though, from the rules for troops on Assault orders. Assaulting troops are dedicating themselves to closing with the enemy, so their Firepower is halved. This seemed a reasonable limiting factor — the Ravenwing are concentrating on making themselves difficult targets so the same penalty doesn't seem unreasonable.
Because of this limiting factor, the Ravenwing's special ability [Ravenwing] shouldn't really cost them any points at all. After all they are sacrificing one thing to gain another. However, the very fact that they have this skill gives them a greater deal of flexibility and obviously makes them proportionately better in their preferred situation (racing around near the enemy) so some points increase would be needed (nothing comes free!). A straightforward addition of 2 points to all the troops with this skill seemed very reasonable, putting it into a similar area to the Jump Packs special ability which generally costs around 2 points per unit too.
You can include as many Ravenwing detachments in your army as you wish. However, you should note that the Ravenwing is just a single company and can muster a maximum of 50 units (split as you wish). This limit is only possible if the entirety of the Ravenwing is present on one battlefield (a rare occurrence indeed!).
Command
You must choose a commander.
1 Detachment HQ (See notes): +25 points
Up to one Master of Ravenwing: 21 points
Consists of 1 Space Marine Bike unit (Hero, Ravenwing)
- Upgrade to Land Speeder (Hero, Ravenwing): +10 points
Up to 1 Space Marine Librarian: 31 points
Consists of 1 Space Marine Bike unit ( Psyker, Hero, Ravenwing)
- Upgrade to Land Speeder (Hero, Psyker, Ravenwing): +10 points
Main Force
Choose up to 10 squads from the following list.
Ravenwing Bike Squadron: 12 points per unit
Consists of 1 to 3 Space Marine Bike units (Ravenwing)
Land Speeder Squadron: 22 points per unit
Consists of 1 to 3 Land Speeders (Ravenwing)
Attack Bike Squadron: 12 points per unit
Consists of 1 to 3 Attack Bikes (Ravenwing)
Notes: Any unit that is part of the detachment can be designated as the detachment HQ, subject to the detachment's chain of command. If the original HQ is eliminated the next unit below on the chain of command becomes the new HQ. A Ravenwing Detachment has no support units.
Master of Ravenwing > Librarian > Land Speeder > Any other unit.
Deathwing
| [Content from Firepower #2 page 14.] |
[Official rules]
You may include as many Deathwing detachments in your army as you wish. However, you should note that the Deathwing is a single company and can muster a maximum of 20 units, not including command units (i.e.: Deathwing Master and Librarian), Land Raiders, or support units. No matter how many Deathwing detachments you have there can only be 1 Master of the Deathwing. Each detachment, however, is allowed to take a Librarian. If you do have other Deathwing detachments just follow the chain of command to see who is in control of each detachment. [See also Deathwing]
Command
You must choose a commander.
1 Detachment HQ (See notes): +25 points
Up to one Master of Deathwing: 30 points
Consists of 1 Terminator unit (Hero, Deathwing)
- Mount in a Land Raider: +45 points
Up to 1 Deathwing Librarian: 40 points
Consists of one Terminator unit ( Psyker, Hero, Deathwing)
- Mount in a Land Raider: +45 points
Main Force
Choose up to 10 squads from the following list.
Deathwing Terminator Squad: 24 points
Consists of 1 Terminator unit (Save, Deathwing)
- Mount in a Land Raider: +45 points
Support
Make up to 5 choices from the following list, but you may not exceed the number of choices made on the Main Force list.
Space Marine Dreadnought: 27 points
Notes: Any unit in the detachment may be designated as the Detachment HQ, subject to the detachment's chain of command. If the original HQ is eliminated then the highest unit in the chain of command below becomes the new HQ.
Master of Deathwing > Librarian > Terminator > Any other unit.
| [Content from Firepower #2 page 10 to 11.] |
[Official rules]
The White Scars' Primarch, Jaghatai Khan, was raised on a primitive planet inhabited by tribes of nomadic warriors. His superior physical abilities and strategic genius allowed him to weld together a coalition of tribesmen to fight against the growing power of a Chaos cult that was spreading through the east of the major continent. In a final on the Lon-Suen plains, Jaghatai led fifteen thousand horsemen in a gallant charge against the crude gunpoweder cannons of the Chaos cultists. Despite horrendous losses the charge smashed the enemy. The fierce Mathuli tribesmen cut down the cultists as they tried to flee, butchering every last one of them. In the following decade Jaghatai Khan went on to conquer much of the planet, before the Emperor arrived and, eventually, the Primarch was welcomed back into the Imperium. When the White Scars were founded it was from the fiercely proud Mathuli that they drew their first recruits.
The White Scars are famous for launching lightning fast hit-and-run attacks against their enemy — they are masters of lightning warfare. There were a few possibilities available to represent this, such as allowing a second move in the Assault phase when on special orders, or allowing them to double their Speed at a cost of firepower. However, I thought that this didn't capture the character of the White Scars, since really the detachment should get involved in a close quarter fight at some time (ie a firefight or assault). The Hit and Run special rule [Hit and Run] captures the feel of these rapid strikes and nicely complements the mobile White Scars detachments. Like the Ravenwing, this enables White Scars to excel at particular types of attacks, but it is useful rather than powerful.
An army of the Imperium may include as many White Scars detachments as you wish. White Scars do not have any Armour detachments.
Command
You must choose a commander.
1 Detachment HQ (See notes): +25 points
Up to one Khan: 26 points
Consists of 1 Space Marine unit (Hero)
The Khan must have one of the following:
- Mount in a Rhino*: +8 points
- Mount in a Razorback*: +16 points
- Mount in a Land Raider*:+46 points
- Upgrade to jump packs (Hero, Jump Packs)*: +4 points
- Upgrade to Bike unit (Hero)*: Free
- Upgrade to Land Speeder (Hero)*: Free
-
(* Choose one upgrade only)
Up to one Brother Priest: 36 points
Consists of 1 Space Marine Bike unit ( Psyker, Hero)
The Brother Priest must have one of the following:
- Mount in a Rhino*: +8 points
- Mount in a Razorback*: +16 points
- Mount in a Land Raider*:+46 points
- Upgrade to jump packs (Hero, Psyker, Jump Packs)*: +4 points
- Upgrade to Bike unit (Psyker, Hero)*: Free
- Upgrade to Land Speeder (Psyker, Hero)*: Free
-
(* Choose one upgrade only)
Main Force
Choose up to 10 squads from the following list.
White Scars Terminator Squad: 66 points
Consists of 1 Space Marine unit (Save) in Land Raider
White Scars Squadron: 30 points
Consists of 1 2 Space Marine units
'1' was clearly a typographical mistake in the original.
The White Scars squad must have at least one of the following:
- Mount in a Rhino*: +8 points
- Upgrade to Assault troops (Assault, Jump Packs): +8 points
White Scars Bike squad: 11 points per unit
Consists of 1 to 3 Space Marine Bike units
White Scars Land Speeder Squadron: 21 points per unit
Consists of 1 to 3 Land Speeders
White Scars Attack Bike Squadron: 11 points per unit
Consists of 1 to 3 Attack Bikes
White Scars Scout Squad: 17 points
Consists of 1 Space Marine unit (Infiltrators)
Support
Make up to 10 choices from the following list, but you may not exceed the number of choices made on the Main Force list.
White Scars Land Raider: 45 points
White Scars Predator: 27 points
White Scars Razorback: 15 points
White Scars Whirlwind: 26 points
White Scars Vindicator: 22 points
Notes: If a Space Marine detachment consists only of Space Marine infantry units it may be deployed using drop pods (see Drop pods). Space Marines may always deploy in drop pods, regardless of the scenario being played.
Any unit that is part of the detachment can be designated as the detachment HQ, subject to the detachment's chain of command. If the original HQ is eliminated the next unit below on the chain of command becomes the new HQ.
Khan > Brother Priest > Terminators > White Scars > Any other unit.
| [Content from Firepower #2 page 12 to 13.] |
[Official rules]
Space Wolves are renowned for their ferocity and skill in close combat. Even the heavy weapon squads of the Long Fangs are fearsome opponents in the thick of close quarter fighting. Rather than having ten standard Companies, the Space Wolves have twelve Great Companies, each of which comprises Long Fangs heavy weapon squads, Grey Hunters and Blood Claws. Each Great Company is a self-contained fighting organisation, with its own transports, armoured vehicles and support.
The Space Wolves are excellent fighters in close combat and the best way to represent this is by an increase to their Assault value. First of all I considered giving everybody the Assault special rule, but decided against this for two reasons. Firstly, the Assault rules not only increases a unit's Assault value, but also reduces their Range to 15cmMoot point since the rule was updated with errata. For certain troops, most notably heavy weapon-armed Long Fangs, this seemed inappropriate. Secondly, if everybody had the Assault specialist ability, how would you differentiate the dedicated assault troops of the Blood Claws squad? In the end it seemed reasonable to create the new Space Wolves special rule, just like the Ravenwing rule.
An Army of the Imperium may include as many Space Wolves detachments as you wish. Space Wolves Armour detachments are chosen from the normal Space Marine Armour detachment list (note that Space Wolves tanks do not benefit from the Space Wolves special rule [Space Wolves]).
Command
You must choose a commander.
1 Detachment HQ (See notes): +25 points
Up to one Wolf Lord: 27 points
Consists of 1 Space Marine Bike unit (Hero, Space Wolves)
- Mount in a Rhino*: +7 points
- Mount in a Razorback*: +15 points
- Mount in a Land Raider*:+45 points
- Upgrade to Bike unit (Hero, Space Wolves)*: Free
-
(* Choose one upgrade only)
Up to one Space Wolves Rune-Priest: 37 points
Consists of 1 Space Marine unit ( Psyker, Hero, Space Wolves)
- Mount in a Rhino*: +7 points
- Mount in a Razorback*: +15 points
- Mount in a Land Raider*:+45 points
- Upgrade to Bike unit (Psyker, Hero, Space Wolves)*: Free
-
(* Choose one upgrade only)
Main Force
Choose up to 10 squads from the following list.
Wolf Guard Terminator squad: 21 points
Consists of 1 Space Marine unit (Save, Space Wolves)
- Mount in a Land Raider: +45 points
- Upgrade to heavy weapons (Save, Space Wolves, Heavy Weapons): +6 points
Grey Hunter squad: 34 points
Consists of 2 Space Marine units (Space Wolves)
- Mount in a Rhino: +7 points
Blood Claws squad: 36 points
Consists of 2 Space marine units (Assault, Rampage,Space Wolves)
- Mount in a Rhino: +7 points
- Upgrade to jump packs (Assault, Rampage, Jump Packs, Space Wolves): +4 points
Long Fang squad: 22 points
Consists of 1 Space Marine units (Space Wolves, Heavy Weapons)
- Mount in a Rhino: +7 points
Blood Claws Bike squad: 10 points per unit
Consists of 1 to 3 Space Marine Bike units (Space Wolves)
Wolf Scout squad: 16 points
Consists of 1 Space Marine unit (Space Wolves, Infiltrators)
Support
Make up to 10 choices from the following list, but you may not exceed the number of choices made on the Main Force list.
Blood Claws Land Speeder squadron: 22 points per unit
Consists of 1 to 3 Land Speeders (Space Wolves)
Attack Bike squadron: 12 points per unit
Consists of 1 to 3 Attack bikes (Space Wolves)
Support Weapon battery: 18 points per unit
Consists of 1 to 3 support weapons
Dreadnought: 27 points
Land Raider: 45 points
Predator: 27 points
Razorback: 15 points
Whirlwind: 26 points
Vindicator: 22 points
Notes: If a Space Wolves detachment consists entirely of infantry units it may be deployed using drop pods (see Drop pods and FAQ: Walkers). Space Marines may always deploy in drop pods, regardless of the scenario being played.
Any unit that is part of the detachment can be designated as the detachment HQ, subject to the detachment's chain of command. If the original HQ is eliminated the next unit below on the chain of command becomes the new HQ.
Wolf Lord > Rune Priest > Wolf Guard > Space Wolves > Any other unit.
Adeptus Mechanicus detachments
| [Content from Firepower #1 page 7 to 9.] |
[Official rules]
Command
You must choose a commander.
1 Detachment HQ (See notes): +25 points
One Command squad: 32 points
Consists of 1 Hypasist unit
- Include a Magos (Hero)*: +6 points
- Mount in a Chimera**: +14 points
- Upgrade to Knight**: +24 points
- Upgrade to Castellan**: +34 points
-
(* A Knight or Castellan may not be upgraded to a Magos.)
(** Choose one only)
Main Force
Make up to 10 choices from the following list.
Hypasist squad: 14 points
Consists of 2 Hypasist units
- Mount in a Chimera: +14 points
- Upgrade to Praetorians (Stubborn, Assault): +6 points
Sagitarii squad: 14 points
Consists of 1 Hypaspist unit (Heavy Weapons)
- Mount in a Chimera: +14 points
One Sentinel squadron: 8 points per unit
Consists of 1 to 5 Sentinels
One Leman Russ battle tank: 32 points
Support
Make up to 10 choices from the following list, but you may not exceed the number of choices made on the Main Force list.
One Robot Cohort: 24 points per unit
Consists of 1 to 5 Robots
One Demolisher support tank: 22 points
One Griffon mortar: 19 points
One Hellhound flame tank: 12 points
One Hydra flak unit: 28 points
One Knight: 28 points
One Castellan: 38 points
Support weapon battery: 13 points per unit
Consists of 1 to 3 support weapons
Notes: Any unit in the detachment, except robots, may be designated as the Detachment HQ subject to the detachment's chain of command. If the original HQ is eliminated then the highest unit in the chain of command below becomes the new HQ. Robots cannot be the commander at any time.
Command HQ > Castellan > Knight > Praetorian > Any other unit Except Robots.
Command
You must choose a commander.
1 Command Knight: 53 points
Consists of 1 Knight unit
- Upgrade to Castellan: +10 points
Main Force
Make up to 10 choices from the following list.
One Knight: 28 points
One Castellan: 38 points
Leman Russ squadron: 32 points per unit
Consists of 1 to 3 Leman Russ
Demolisher squadron: 22 points per unit
Consists of 1 to 3 Demolishers
Griffon squadron: 19 points per unit
Consists of 1 to 3 Griffons
Hellhound squadron: 12 points per unit
Consists of 1 to 3 Hellhounds
Hydra battery: 28 points per unit
Consists of 1 to 3 Hydras
Support
Make up to 10 choices from the following list, but you may not exceed the number of choices made on the Main Force list.
Mechanised Hypaspist squad: 28 points
Consists of 2 Hypaspist units mounted in a Chimera
- Upgrade to Praetorians (Stubborn, Assault): +6 points
Mechanised Sagitarii squad: 28 points
Consists of 1 Hypaspist unit (Heavy Weapons) mounted in a Chimera
One Sentinel Squadron: 8 points per unit
Consists of 1 to 5 Sentinels
One Robot Cohort: 24 points per unit
Consists of 1 to 5 Robots
Notes: Any unit in the detachment, except robots, may be designated as the Detachment HQ subject to the detachment's chain of command. If the original HQ is eliminated then the highest unit in the chain of command below becomes the new HQ. Robots cannot be the commander at any time.
Command Knights > Castellan > Knight > Any other unit Except Robots.
Command
You must choose a commander.
1 Command HQ (See notes): +25 points
Main Force
Make up to 10 choices from the following list.
Heavy artillery unit: 41 points
Siege artillery unit: 54 points
Deathstrike missile launcher: 53 points
Griffon squadron: 19 points per unit
Consists of 1 to 3 Griffon mortars
Support weapon battery: 13 points per unit
Consists of 1 to 3 support weapons
One Robot Cohort: 24 points per unit
Consists of 1 to 5 Robots
Support
Make up to 10 choices from the following list, but you may not exceed the number of choices made on the Main Force list.
Hypasist squad: 14 points
Consists of 2 Hypasist units
- Mount in a Chimera: +14 points
- Upgrade to Praetorians (Stubborn, Assault): +6 points
Sagitarii squad: 14 points
Consists of 1 Hypaspist unit (Heavy Weapons)
- Mount in a Chimera: +14 points
One Sentinel squadron: 8 points per unit
Consists of 1 to 5 Sentinels
Notes: Any unit that is part of the detachment can be designated as the Command HQ subject to the chain of command. lf the original HQ is eliminated the highest unit on the chain of command becomes the new HQ.
Command Knights > Castellan > Knight > any other unit. Clearly an error here, as this detachment has no knight options.
Adeptus Arbites detachments
| [Content from Firepower #1 page 16 and 19.] |
[Experimental rules]
A force of the Imperium may include up to one detachment of Adeptus Arbites.
Command
You must choose one command squad.
Up to 2 Judges]: 40 points …'per unit'
Consists of 1 Judge unit.
- Mount in a Gorgon: +14 points
Main Force
Choose up to 10 squads from the following list.
Adeptus Arbites Squad: 18 points
Consists of 2 Arbitrator units
- Mount in a Gorgon: +14 points
- Upgrade to Shock squad: +8 points
Support
Make up to 10 choices from the following list …'but you may not exceed the number of choices made on the Main Force list.'
Support Weapon Battery: 13 points
May consist of up to 3 units.
Bike Squad: 10 points per unit
Consists of 1 to 3 bike units.
Sentinel Squadron: 8 points per unit
Consists of 1 to 5 Sentinels.
Chain of Command…?
Penal Legion detachments
| [Content from Firepower #3 page 78.] |
[Experimental rules]
Penal Legions can be used with any Army of the lmperium. A pure Penal Legion force has a Strategy Rating of 2, but should be treated as the Imperial Guard when part of an Army of the lmperium.
Command
You must choose a commander.
1 Penatante Prefect: 38 points
Consists of 1 Arbitrator unit (Hero)
- Mount in a Rhino*: +7 points
- Mount in a Chimera*: +14 points
-
(* Choose only 1 option)
Main Force
Choose up to 10 squads from the following list.
Penal Squad: 8 points per unit
Consists of 1 to 2 Penal Troops units
- Mount in a Chimera: +14 points
-
(* Choose one only)
Support
Make up to 10 choices from the following list, but you may not exceed the number of choices made on the Main Force list.
Human Bombs: 5 points
Cyborg Berserkers: 31 points
Support Weapon: 13 18 points per unit
Penatante Prefect > Penal Troops
Ordo Malleus detachments
| [Content from Firepower #3 page 31.] |
[Experimental rules]
The Ordo Malleus is a secret order within the Inquisition. Their role is very specific, they are daemon hunters. Their task is to find and fight daemons be it with weapons or to match wills with psychic attacks. All Ordo Malleus Inquisitors are potent psykers and all have tremendous mental resolve. They have at their disposal an array of weapons, such as Psi-cannons and Force weapons to aid their dangerous duty.
The Grey Knights are a Chapter of Space Marines entirely in the Ordo Malleus' service. They do not concern themselves with fighting aliens or rebellions, only with combating daemonic intrusions into the material universe. Their existence is cloaked in secrecy.
Command
You must choose a commander.
1 Detachment HQ (See notes): +25 points
Up to 1 Ordo Malleus Inquisitor: 37 points
Consists of one Space Marine unit. (Hero, Psyker, Ordo Malleus)
- Mount in a Rhino: +7 points
- Mount in a Land Raider: +35 points
Main Force
Choose up to 10 squads from the following list.
Grey Knight Terminator Squad: 21 points
Consists of 1 Space Marine unit (Save, Ordo Malleus)
- Mount in a Land Raider: +35 points
Grey Knight Space Marine Squad: 34 points
Consists of 2 Space Marine units (Ordo Malleus)
- Mount in a Rhino: +7 points
Notes: If an Ordo Malleus detachment consists entirely of infantry units it may be deployed using drop pods (see Drop pods), regardless of the scenario being played. Such a detachment can also be teleported using the same rules.
Any unit in the detachment may be designated as the detachment HQ subject to the detachment's chain of command. If the original HQ is eliminated the highest unit in the chain of command below becomes the new HQ.
Inquisitor > Terminator > Any other unit.
Imperial Tunnellers detachments
| [Content from Firepower #4 page 36.] |
[Official rules] [See also Tunneller]
Command
You must choose a commander.
1 Detachment HQ (See notes): +25 points
Notes: Any one main force unit can be made into the HQ unit by paying the points cost indicated.
Main Force
Choose up to 10 units from the following list.
Mole: 20 points per unit
Consists of 1 Mole
Termite: 14 points per unit
Consists of 1 Termite
HQ > Mole > Termite
Command
1 War Engine HQ (see notes)
1 Detachment HQ: +0 points
Notes: The Hellbore is its own HQ.
Main Force
Make 1 choice only.
Hellbore: 300 points per unit
Consists of 1Hellbore
Hellbore