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Scions of Iron Space Marine Army List

They called us weak, betrayers and traitors. But they were wrong. It was not us that were lost and had left the path, but themselves. For they had forgotten the pride of Marines. We are enhanced already. We are the beacon of mankind and should not be hide away but lead in front. So we turned and walked away from them. Not because we were betraying the chapter, but because by staying we would betray the Emperor.

They call us traitor. but remember that we call them brothers. For us, all the Marines are the Emperor’s chosen. For us, all the Marines are united as Emperor’s divine instruments. For us, all Marines are brothers.

Book of Accounts, Volume I by Chaplain Hael

Forces

The Scions of Iron Space Marine Army List uses the datasheets from the Scions of Iron Forces section, the Imperial Navy Forces section, and the Titan Legion Forces section.

Using The Army List

The following army list allows you to field an army based on one of the Scions of Iron Space Marine Chapter that fought during the Invasion of Telgar VI.

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 Scions of Iron 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.

Scions of Iron armies may be supported by Imperial Navy aircraft and Titan Legion battlegroups. No more than two of each of these formations may be included in the army. In addition a maximum of up to a third of the points available to the army may be spent on these formations and Scions of Iron aircraft formations.

Special Rules

The They Shall Know No Fear rule applies to all Scions of Iron detachment and aircraft formations (see They Shall Know No Fear).

Scions of Iron Transports

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 army list opposite.

Also note that Terminators must take either Teleport or have Land Raiders. They may not start the game as foot infantry.

Thunderhawk Transporter

The entire Thunderhawk Transporter detachment is counted as a single war engine for the purposes of war engine transport (see Transport War Engines), e.g. a Thunderhawk Transporter detachment can carry units from another formation, as long as the entire formation can fit inside the Thunderhawk Transporters.

Scions of Iron Space Marine Army List

Scions of Iron Space Marine armies have a strategy rating of 5. Imperial Navy aircraft formations have an initiative rating of 2+. All other formations have an initiative rating of 1+.

Scions of Iron Detachments
Formation Units Upgrades Cost
Bike Any four of the following units: Attack Bike, Bike Commander, Land Speeders 175 points
Heavy Tactical Four Tactical units and any two of the following units: Land Raider, Land Raider Crusader Commander, Hunter, Land Raiders 325 points
Helios Four Land Raider Helios Commander, Hunter 425 points
Land Raider Four Land Raiders Commander, Hunter, Land Raiders 325 points
Landing Craft One Landing Craft None 350 points
Predator Any four of the following units: Predator Annihilator, Predator Destructor Armour, Commander, Hunter 250 points
Scout Four Scout units plus transport Commander, Land Speeders, Razorbacks, Snipers 150 points
0–1 Strike Cruiser One Strike Cruiser Battle Barge 150 points
Tactical Four Tactical units plus transport, and any two of the following units: Predator Annihilator, Predator Destructor, Vindicator Armour, Commander, Hunter, Razorbacks, Tacticals 300 points
Terminator Four Terminator units Commander, Land Raiders 350 points
Thunderhawk Transporter Two Thunderhawk Transporters Thunderhawk Transport 250 points
Vindicator Four Vindicators Armour, Commander, Hunter 225 points
Whirlwind Four Whirlwinds Commander, Hunter 275 points
Scions of Iron Upgrades
(Each upgrade may be taken once per detachment.)
Upgrade Units Cost
Armour Add up to any two of the following units: Predator Annihilator, Predator Destructor, Vindicator +50 points each
Battle Barge Replace the Strike Cruiser with a Battle Barge +150 points
Commander Choose one of the following options: Add any one of the following characters to any unit in the formation: Captain, Chaplain, Librarian +50 points
0–1 of one of the following options per army:
Give a Land Raider Supreme Commander +100 points
Replace a Land Raider with a Land Raider Prometheus with Supreme Commander +100 points
Replace a Predator Destructor or Vindicator with a Land Raider Prometheus with Supreme Commander +125 points
Hunter Add one Hunter +75 points
Land Raiders Add up to any four of the following units: Land Raider or Land Raider Crusader +75 points each or
+125 points per pair
Land Raider Helios +100 points each
Land Speeders Add up to any three of the following units: Land Speeder or Land Speeder Tornado +35 points each
Land Speeder Typhoon +45 points each
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
Thunderhawk Transport Add up to two Thunderhawk Transporters +100 points each
Imperial Ally and Scions of Iron Aircraft Formations
(Up to a third of the points available may be spent on these formations.)
0–2 Imperial Navy Aircraft
Formation Units Cost
Marauder Squadron Two Marauder Bombers 250 points
Thunderbolt Squadron Two Thunderbolt Fighters 175 points
0–2 Titan Legion Battlegroups
Formation Units Cost
Reaver One Reaver Class Titan 650 points
Warhound One Warhound Class Titan 275 points
Warhound Pack Two Warhound Class Titans 500 points
Warlord One Warlord Class Titan 825 points
Scions of Iron Aircraft Formations
Formation Units Cost
Thunderhawk CAS One Thunderhawk Close Air Support 250 points
Thunderhawk SB One Thunderhawk Saturation Bomber 250 points

Scions of Iron 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
Bike INF 35cm 4+ 3+ 4+
Twin Bolters (15cm)
Small Arms
  • Mounted
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
Attack Bike LV 35cm 4+ 5+ 5+
Heavy Bolter 30cm
AP5+
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
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 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.

Land Raider Helios AV 25cm 4+ 6+ 5+
2× Twin Lascannon 45cm
AT4+
Whirlwind 45cm
1BP
  • Ind
  • Reinforced Armour
  • Thick Rear Armour
  • Transport

May transport one infantry unit (except a Terminator unit) without Jump Packs or Mounted. Counts as a Land Raider for the purposes of being transported.

Land Raider Prometheus AV 25cm 4+ 6+ 4+
4× 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. Any unit in the same formation as this unit may ignore the 5cm restriction when using commander. 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.

Vindicator AV 25cm 4+ 6+ 4+
Demolisher 30cm
AP3+/AT4+
  • IC
  • Walker
Whirlwind AV 30cm 5+ 6+ 5+
Whirlwind 45cm
1BP
  • Ind
Landing Craft AC/WE Bomber 4+ 5+ 3+
2× Twin Lascannon 45cm
AT4+
3× Twin Heavy Bolter 15cm
AP4+/AA5+
  • Damage Capacity 4
  • Fearless
  • Planetfall
  • Reinforced Armour
  • Transport

May transport twelve infantry units, Attack Bikes or Dreadnoughts; Terminator units and Dreadnoughts count as two units each; plus any six armoured vehicle units (except Dreadnoughts); Land Raiders count as one and a half units each, rounding up. Critical Hit Effect: The unit and all units being carried are destroyed. All units within 5cm suffer a hit.

Thunderhawk Close Air Support AC/WE Bomber 4+ - -
Turbo-laser 45cm
2× AP5+/AT3+
  • FxF
2× Twin Heavy Bolter 30cm
AP4+/AA5+
  • FxF
Twin Heavy Bolter 15cm
AP4+/AA5+
  • Left
Twin Heavy Bolter 15cm
AP4+/AA5+
  • Right
2× Underwing Rockets 30cm
AT4+
  • FxF
  • Damage Capacity 2
  • Reinforced Armour

Critical Hit Effect: Destroyed.

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.

Thunderhawk Transporter AC/WE Bomber 5+ 6+ 5+
2× Twin Heavy Bolter 30cm
AP4+/AA5+
  • Damage Capacity 2
  • Planetfall
  • Reinforced Armour
  • Transport

May transport two armoured vehicles (except Dreadnoughts) plus the units they can carry; Land Raiders count as two units each. Critical Hit Effect: The unit and all units being carried are destroyed. Counts as a Landing Craft for the purposes of being transported.

Battle Barge SC n/a n/a n/a n/a
Orbital Bombardment n/a
14BP
  • MW
  • Slow and Steady
  • Transport

May transport 60 infantry units, Attack Bikes, or Dreadnoughts; plus 60 armoured vehicle units (except Dreadnoughts); plus nine Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.

Strike Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
5BP
  • MW
  • Transport

May transport 20 infantry units, Attack Bikes, or Dreadnoughts; plus 20 light vehicles or armoured vehicle units (except Attack Bikes and Dreadnoughts); plus six Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.

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.

Imperial Navy Forces

Marauder Bomber AC Bomber 4+ n/a n/a
Twin Lascannon 45cm
AT4+/AA4+
  • FxF
Bomb Racks 15cm
3BP
  • FxF
2× Twin Heavy Bolter 15cm
AA5+
Thunderbolt Fighter AC Fighter-Bomber 6+ n/a n/a
Multilaser 30cm
AP5+/AT6+/AA5+
  • FxF
Underwing Rockets 30cm
AT4+
  • FxF
Storm Bolters 15cm
AP4+/AA5+
  • FxF
Emperor Class Battleship SC n/a n/a n/a n/a
Orbital Bombardment n/a
8BP
  • MW
  • Slow and Steady
Lunar Class Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
3BP
  • MW
Pin-Point Attack n/a
MW2+
  • TK(D3)

Titan Legion Forces

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.

Warhound Class Titan WE 30cm 5+ 4+ 4+
Plasma Blastgun 45cm
2× MW2+
  • FwA
  • Slw
Vulcan Mega-Bolter 45cm
4× AP3+/AT5+
  • FwA
  • Damage Capacity 3
  • Fearless
  • Reinforced Armour
  • 2 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 takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.

Warlord Class Titan WE 15cm 4+ 2+ 3+
Volcano Cannon 90cm
MW2+
  • FwA
  • TK(D3)
Gatling Blaster 60cm
4× AP4+/AT4+
  • FwA
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • FxF
  • 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.

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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