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+.
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 |
(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 |
(Up to a third of the points available may be spent on these formations.) | ||||||||||||||||||||||||||||||
|
Imperial Fist Forces
- EA(+1)
- MW
- Commander
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Inspiring
- Invulnerable Save
- Leader
- EA(+1)
- MW
- EA(+1)
- MW
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Invulnerable Save
- Supreme Commander
- EA(+1)
- MW
- Leader
If added to a Bastion unit the Bastion gains 1 Void Shield.
- EA(+1)
- MW
- IC
- EA(+1)
- Reinforced Armour
Counts as a Terminator unit for the purposes of being transported.
- Reinforced Armour
Counts as a Terminator unit for the purposes of being transported.
Counts as two infantry units for the purposes of being transported.
- Infiltrator
- Scout
- EA(+1)
- MW
- Reinforced Armour
- Teleport
- Thick Rear Armour
- Ind
Counts as two infantry units for the purposes of being transported.
- D
- IC
- Automata
- MW
- Scout
- Skimmer
- Scout
- Skimmer
- Scout
- Skimmer
(5+)
- 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+.
- Walker
Counts as a Dreadnought unit for the purposes of being transported.
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one Terminator unit or two infantry units without Jump Packs or Mounted.
- D
- IC
- MW
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one Terminator unit or two infantry units without Jump Packs or Mounted.
- EA(+1)
- 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.
(4+)
- 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+.
- Transport
May transport two infantry units (except Terminator units) without Jump Packs or Mounted.
- IC
- IC
- IC
- IC
- EA(+1)
- MW
- Walker
Counts as a Dreadnought unit for the purposes of being transported.
- IC
- Walker
- Ind
- D
- IC
- 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.
- Left
- Right
- FxF
- IC
- 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+.
- FwA
- 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.
- Ind
- SS
- TK(D6)
- FwA
- FxF
- 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.
- FwA
- FxF
- FxF
- FxF
- Left
- Right
- 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.
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).