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Imperial Fists Space Marine Army List

Primarch-Progenitor, to your glory and the glory of him on earth!

Forces

The Imperial Fists Space Marine Army List uses the datasheets from the Imperial Fist Forces section.

Using The Army List

The following army list allows you to field an army based on a Imperial Fists Space Marine army. It can also be used as a stand in army list for any of the Imperial Fists’ successor chapters.

Space Marines are organised into small formations called detachments. Each detachment is made up of one or more units, and may also include a number of extra units called upgrades.

The detachments that may be taken in a Imperial Fists army are shown on the chart that follows. The chart also shows what units comprise the detachment, what upgrades are allowed, and its points cost.

Each upgrade that is taken adds to the cost of the detachment, as shown on the upgrade chart. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes replace units in the detachment they are taken for, and sometimes takes the form of additional units for the detachment. Each upgrade may be taken once per formation.

Imperial Fist armies may be supported by Titan Legion battlegroups, and Imperial Fist aircraft and static defence formations. A maximum of up to a third of the points available to the army may be spent on these formations.

Special Rules

The They Shall Know No Fear rule applies to all Imperial Fist detachment, aircraft and static defence formations (see They Shall Know No Fear). The Fortified Positions rule applies to Imperial Fist Space Marine armies (see Fortified Positions).

Imperial Fists Transport

The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the formation, you can’t take extras along to cover any losses!

Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having plus transport in the units section of the detachment list below.

In addition you may choose to replace a Devastator or Tactical detachment’s Rhinos with two Bunkers and 52cm of Trenches or Minefields before each game, after the opposing army is known but before objectives are placed.

Fortified Positions

Fortified positions must be set up after objectives have been placed but before spacecraft and garrisons are set up. The only exception to this are fortified positions that are listed as part of a formation’s units. While they are not actually units, they are set up with the formation they are part of.

Fortified positions may be set up anywhere a vehicle may deploy on the player’s half of the table. They may not be transported. Each group of fortified positions (whether part of a formation or not) must be set up so every piece is within 5cm of another piece from the same group, and so all pieces from the same group form a chain without any gaps of more than 5cm. Additionally, if a group of fortified positions is part of a formation then at least one piece must be within 5cm of a unit from the formation when they are set up.

Once set up, fortified positions may be used by any unit (including enemy units).

Imperial Fists Space Marine Army List

Imperial Fist Space Marine armies have a strategy rating of 5. Imperial Fist static defence formations have an initiative rating of 2+. All other formations have an initiative rating of 1+.

Imperial Fist Detachments
Formation Units Upgrades Cost
Bastion One Bastion Support Battery, Tarantulas, Techmarine 200 points
Centurion Any four of the following units: Assault Centurion, Devastator Centurion Land Raider, Vindicator 300 points
Devastator Four Devastator units plus transport Achilles, Commander, Dreadnoughts, Hunter, Land Raiders, Razorbacks, Support Battery, Vindicators 250 points
Land Raider Any four of the following units: Land Raider, Land Raider Crusader Achilles, Commander, Hunter, Vindicators 325 points
Land Speeder Any five of the following units: Land Speeder, Land Speeder Tornado Commander, Typhoons 200 points
Predator Any four of the following units: Predator Annihilator, Predator Destructor Commander, Hunter, Vindicators 250 points
Fellblade One Fellblade None 325 points
Scout Four Scout units plus transport Commander, Razorbacks, Snipers 150 points
Tactical Six Tactical units plus transport Achilles, Commander, Dreadnoughts, Hunter, Land Raiders, Razorbacks, Support Battery, Vindicators 275 points
Terminator Four Terminator units Commander, Dreadnoughts, Land Raiders, Vindicators 325 points
Thunderfire Four Thunderfire Cannons Dreadnoughts, Techmarine 250 points
Vindicator Four Vindicators Commander, Hunter, Vindicators 225 points
Whirlwind Four Whirlwinds Commander, Hunter, Whirlwinds 275 points
Imperial Fist Upgrades
(Each upgrade may be taken once per detachment.)
Upgrade Units Cost
Achilles Replace up to two Land Raiders with an equal number of Land Raider Achilles +25 points each
Commander Add any one of the following characters to any unit in the formation: Captain, Chaplain, Librarian +50 points
0–1 Supreme Commander per army +100 points
Dreadnoughts Add up to two of any of the following units: Hellfire Dreadnought, Siege Dreadnought +50 points each
Hunter Add one Hunter +75 points
Land Raiders Add up to four of any of the following units: Land Raider, Land Raider Crusader +75 points each
+125 points per pair
Razorbacks Add any number of Razorbacks, up to the number required to transport the formation +25 points each
Snipers Give up to four Scout units Sniper +10 points each
Support Battery Add up to four of any of the following units: Thudd Gun, Rapier +25 points each
Tarantulas Add up to four Tarantula Platforms each with a Gun Emplacement +25 points each
Techmarine Add one Techmarine character to any unit in the formation +25 points
Typhoons Replace up to five Land Speeders with an equal number of Land Speeder Typhoons +10 points each
Vindicators Add up to two Vindicators +50 points each
+75 points per pair
Whirlwinds Add two Whirlwinds +125 points
Imperial Fist Support and Ally Formations
(Up to a third of the points available may be spent on these formations.)
Titan Legion Battlegroups
Formation Units Cost
Reaver One Reaver Class Titan 650 points
Warlord One Deathstrike pattern Warlord Class Titan 825 points
Imperial Fist Aircraft
Formation Units Cost
Storm Talon Squadron Two Storm Talons 200 points
Thunderhawk SB One Thunderhawk Saturation Bomber 250 points
Imperial Fist Static Defences
Formation Units Cost
Fortified Positions Two Bunkers and 52cm of Trenches or Minefields 50 points
0–1 Hyperios per Scout detachment Three Hyperios Platforms 125 points
0–1 Tarantulas per Scout detachment Four Tarantula Platforms and four Gun Emplacements 100 points

Imperial Fist Forces

Captain CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Invulnerable Save
  • Leader
Chaplain CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Inspiring
  • Invulnerable Save
  • Leader
Librarian CH n/a n/a n/a n/a
Smite (15cm)
Small Arms
  • EA(+1)
  • MW
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Invulnerable Save
  • Leader
Supreme Commander CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Invulnerable Save
  • Supreme Commander
Techmarine CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Leader

If added to a Bastion unit the Bastion gains 1 Void Shield.

Assault Centurion INF 15cm 4+ 4+ 4+
Siege Drills (bc)
Assault Weapons
  • EA(+1)
  • MW
Twin Heavy Flamer 15cm
AP3+
  • IC
Meltaguns 15cm
MW5+
Hurricane Bolters (15cm)
Small Arms
  • EA(+1)
  • Reinforced Armour

Counts as a Terminator unit for the purposes of being transported.

Devastator INF 15cm 4+ 5+ 3+
2× Missile Launcher 45cm
AP5+/AT6+
Devastator Centurion INF 15cm 4+ 5+ 2+
Missile Launcher 45cm
AP5+/AT6+
Twin Lascannon 45cm
AT4+
2× Twin Heavy Bolter 30cm
AP4+
  • Reinforced Armour

Counts as a Terminator unit for the purposes of being transported.

Rapier INF 10cm 5+ 6+ 5+
Laser Destroyer 45cm
AP6+/AT4+

Counts as two infantry units for the purposes of being transported.

Scout INF 15cm 5+ 4+ 5+
Heavy Bolter 30cm
AP5+
  • Infiltrator
  • Scout
Tactical INF 15cm 4+ 4+ 4+
Missile Launcher 45cm
AP5+/AT6+
Terminator INF 15cm 4+ 3+ 3+
2× Assault Cannon 30cm
AP5+/AT5+
Power Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Reinforced Armour
  • Teleport
  • Thick Rear Armour
Thudd Gun INF 10cm 5+ 6+ 5+
Thudd Gun 45cm
AP4+/AT6+
  • Ind

Counts as two infantry units for the purposes of being transported.

Thunderfire Cannon INF 10cm 5+ 6+ 5+
Thunderfire Cannon 60cm
2× AP4+/AT6+
  • D
or 60cm
2× AP4+/AT6+
  • IC
Hyperios Platform LV 0cm 6+ 6+ 6+
Hyperios Launcher 45cm
AT6+/AA5+
  • Automata
Land Speeder LV 35cm 4+ 6+ 5+
Multi-melta 15cm
MW5+
and (15cm)
Small Arms
  • MW
  • Scout
  • Skimmer
Land Speeder Tornado LV 35cm 4+ 6+ 5+
Assault Cannon 30cm
AP5+/AT5+
Heavy Bolter 30cm
AP5+
  • Scout
  • Skimmer
Land Speeder Typhoon LV 35cm 4+ 6+ 5+
Twin Typhoon Missile 45cm
AP3+/AT5+
Heavy Bolter 30cm
AP5+
  • Scout
  • Skimmer
Tarantula Platform LV 0cm 6+ 6+ 6+
(5+)
0–1× Twin Lascannon 45cm
AT4+
0–1× Twin Heavy Bolter 30cm
AP4+
  • Automata

Armed with either a twin heavy bolter or a twin lascannon. Units armed with a Twin Heavy Bolter have their firefight value increased to 5+.

Hellfire Dreadnought AV 15cm 3+ 4+ 4+
Missile Launcher 45cm
AP5+/AT6+
Twin Lascannon 45cm
AT4+
  • Walker

Counts as a Dreadnought unit for the purposes of being transported.

Hunter AV 30cm 5+ 6+ 6+
Hunter-Killer 60cm
AT4+/AA4+
Land Raider AV 25cm 4+ 6+ 4+
2× Twin Lascannon 45cm
AT4+
Twin Heavy Bolter 30cm
AP4+
  • Reinforced Armour
  • Thick Rear Armour
  • Transport

May transport one Terminator unit or two infantry units without Jump Packs or Mounted.

Land Raider Achilles AV 25cm 4+ 6+ 4+
Thunderfire Cannon 60cm
2× AP4+/AT6+
  • D
or 60cm
2× AP4+/AT6+
  • IC
2× Twin Multi-melta 15cm
MW4+
and (15cm)
Small Arms
  • MW
  • Reinforced Armour
  • Thick Rear Armour
  • Transport

May transport one Terminator unit or two infantry units without Jump Packs or Mounted.

Land Raider Crusader AV 25cm 4+ 5+ 5+
2× Hurricane Bolters (15cm)
Small Arms
  • EA(+1)
Twin Assault Cannon 30cm
AP4+/AT4+
  • Reinforced Armour
  • Thick Rear Armour
  • Transport

May transport three infantry units without Jump Packs or Mounted; Terminator units count as one and a half units each, rounding up. Counts as a Land Raider for the purposes of being transported.

Predator Annihilator AV 30cm 4+ 6+ 5+
Twin Lascannon 45cm
AT4+
2× Lascannon 45cm
AT5+
Predator Destructor AV 30cm 4+ 6+ 3+
Autocannon 45cm
AP5+/AT6+
2× Heavy Bolter 30cm
AP5+
Razorback AV 30cm 5+ 6+ 5+
(4+)
0–1× Twin Lascannon 45cm
AT4+
0–1× Twin Heavy Bolter 30cm
AP4+
  • Transport

May transport one infantry unit (except a Terminator unit) without Jump Packs or Mounted. Armed with either a Twin Lascannon or a Twin Heavy Bolter. Razorbacks armed with a Twin Heavy Bolter have their firefight value increased to 4+.

Rhino AV 30cm 5+ 6+ 6+
Storm Bolter (15cm)
Small Arms
  • Transport

May transport two infantry units (except Terminator units) without Jump Packs or Mounted.

Siege Dreadnought AV 15cm 3+ 4+ 4+
Flamestorm Cannon 15cm
AP3+
  • IC
and (15cm)
Small Arms
  • IC
Heavy Flamer 15cm
AP4+
  • IC
and (15cm)
Small Arms
  • IC
Siege Drill (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Walker

Counts as a Dreadnought unit for the purposes of being transported.

Vindicator AV 25cm 4+ 6+ 4+
Demolisher 30cm
AP3+/AT4+
  • IC
  • Walker
Whirlwind AV 30cm 5+ 6+ 5+
Whirlwind 45cm
1BP
  • Ind
Bastion WE Immobile 4+ - 5+
Thunderfire Cannon 60cm
2× AP4+/AT6+
  • D
or 60cm
2× AP4+/AT6+
  • IC
Twin Hyperios Launcher 45cm
AT5+/AA4+
2× Twin Heavy Bolter 30cm
AP4+
  • Damage Capacity 3
  • Fearless
  • Reinforced Armour
  • Thick Rear Armour
  • Transport

May transport eight infantry units or Dreadnoughts; Terminator units and Dreadnoughts count as two units each. Transported units may shoot and use their firefight in an assault. The unit counts as rubble once it is destroyed. Critical Hit Effect: The unit takes an extra point of damage.

Fellblade WE 15cm 4+ 6+ 4+
2× Accelerator Cannon 75cm
MW3+
Quad Lascannon 45cm
2× AT4+
  • Left
Quad Lascannon 45cm
2× AT4+
  • Right
Demolisher 30cm
AP3+/AT4+
  • FxF
  • IC
Twin Heavy Bolter 30cm
AP4+
  • FxF
  • Damage Capacity 4
  • Reinforced Armour

Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.

Reaver Class Titan WE 20cm 4+ 3+ 3+
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • FwA
Rocket Launcher 60cm
3BP
  • FxF
  • Damage Capacity 6
  • Fearless
  • Reinforced Armour
  • 4 Void Shields
  • Walker

May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.

Warlord Class Titan WE 15cm 4+ 2+ 3+
Deathstrike Missile Unlimited
MW2+
  • Ind
  • SS
  • TK(D6)
Gatling Blaster 60cm
4× AP4+/AT4+
  • FwA
Rocket Launcher 60cm
3BP
  • FxF
Titan Power Fist (bc)
Assault Weapons
  • EA(+3)
  • TK(D3)
  • Damage Capacity 8
  • Fearless
  • Reinforced Armour
  • Thick Rear Armour
  • 6 Void Shields
  • Walker

May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.

Storm Talon Gunship AC Fighter 5+ - -
Twin Assault Cannon 30cm
AP4+/AT4+/AA5+
  • FwA
Twin Heavy Bolter 15cm
AP4+/AA5+
  • FxF
Thunderhawk Saturation Bomber AC/WE Bomber 4+ - -
Battle Cannon 75cm
AP4+/AT4+
  • FxF
2× Twin Heavy Bolter 30cm
AP4+
  • FxF
Twin Heavy Bolter 15cm
AP4+/AA5+
  • Left
Twin Heavy Bolter 15cm
AP4+/AA5+
  • Right
Bombs 15cm
2BP
  • FxF
  • IC
  • Damage Capacity 2
  • Reinforced Armour

Critical Hit Effect: Destroyed.

They Shall Know No Fear

Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:

  • It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any leftover Blast markers).
  • Space Marine formations are only broken if they have 2 Blast markers per unit in the formation.
  • Space Marines formations only count half their number of Blaster markers in assault resolution (rounding down—note that assault resolution will not receive +1 for having no Blast markers if the formation has 1 Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines.
  • When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the Leader special ability remove 2 Blast markers instead of 1.

Masters of Siege

The Imperial Fists have a special expertise in siege warfare and mass shock assaults. This is represented by the following rules:

  • An Imperial Fists army may start three garrisoned formations on overwatch instead of two.
  • All units count as having walker when making a dangerous terrain test for entering or starting to move on minefields that have been purchased as part of the army.
  • All infantry units gain first strike when within trenches purchased as part of the army.
  • All infantry units gain a 4+ save with reinforced armour when within bunkers purchased as part of the army. This replaces both their regular save and the 3+ bunker cover save. This save is lost if the unit suffers an ignore cover hit.

Imperial Fist Fortified Positions

Bunker
Counts as Fortifications (see Terrain Effects). Can hold three units. Units in a bunker may not be barged by a war engine.
Gun Emplacement
Provides vehicles with a Cover Save that works in the same manner as an infantry cover save (see Infantry Cover Saves). Can hold one unit. Units in a gun emplacement may not be barged by a war engine.
Minefield
Enemy units with Jumps Packs or Skimmer must take dangerous tests for Minefields. Enemy units may not re-roll failed dangerous terrain tests for minefields.
Trench
Can hold one infantry unit per 4cm of length. Units in a trench may not be barged by a war engine.
Fortified Position Effects Table
Terrain Infantry Vehicle War Engine
Bunker 3+ Cover Save Dangerous Dangerous
Gun Emplacement 4+ Cover Save 5+ Cover Save No Effect
Minefield Dangerous Dangerous Dangerous
Trench 4+ Cover Save Dangerous No Effect

Automata

Formations that are comprised completely of units with automata may only carry out marshal, overwatch and sustained fire actions. They also cannot capture objectives in the Epic tournament game rules.

Formations that include at least one unit without automata do not receive a Blast marker when a unit with automata is destroyed, this includes the extra Blast marker from the first casualty of a crossfire and for units destroyed for being out of formation after a move. Also, if an automata unit is hit by a weapon with disrupt it does not inflict a Blast marker. Finally, don’t count units with automata that are lost in an assault when working out who has won the combat.

Imperial Void Shields

Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet.

Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan.

Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).

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