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1
Special Rules
Rule Spotting
All units in the army have some normal special rule. If the special rule is not marked with a * then
it is a normal Space Marine rule or Universal Special Rule and can be found in the Space Marine
codex or Warhammer 40,000 rule book.
All Special Rules marked with a * in the Army list entry can be found here. Single unit rules are
labelled accordingly.
Dragons Mind (Chapter Master Strom) Scorching Metal (Vehicles Only)
If Chapter Master Strom is taken in the army, all combat Many a tank in the Storm Dragons are built with metal
squads may split or re-group during any controlling forged in the heart of Dracor.
player movement phase. Tanks made with this metal are scorching hot and will
burn any unwary enemy.
Dragon’s Claw (Past Master Inferath)
Any unit that Inferath joins gains +1 Weapon Skill. When enemies assault a vehicle with Scorched Metal, roll
2D6 to see how many enemies are burnt by the metal. If
Dragon’s wings (Air Magister Typhon) the squad has less models than rolled, simply use the
Typhon and any unit he has joined gain the Fleet special maximum number of models.
rule. The models burnt are hit with a Strength 3 hit with no
armour piercing.
Wind Tunnel (Air Magister Typhon)
During the controlling player movement phase, Typhon Elemental Artists:
may use the Wind Tunnel to propel himself into the sky All Elemental Artists are specially trained by Dracolas to
and land behind enemy lines. use specific psychic brainwaves to control one of the four
When this is declared, remove Typhon ,and any unit he powerful elements
has joined, from the table and place them anywhere on Flame Artists
the Battlefield as if they were deep striking. With power to control burning ash and flame, Flame
Artists can incinerate their opponents at the click of a
Master Psyker (Chief Librarian Dracolas) finger, or surround their weapons with flames and cause
Dracolas knows all psychic powers available to Space damage on an unprecedented scale.
Marine Librarians. All Flame Artists weapons count as rending.
Wind Artists
Elemental Master (Chief Librarian Dracolas) The wind is certainly a force to be reckoned with,
Dracolas has such a powerful psychic presence that he especially when in the hands of the mighty Space
can even control matter in certain forms. He is able to Marines. With lighting fast attacks and unseen
control the four elements: Fire, Water, Earth and Air. movement, Wind Artists are some of the fastest warriors
Each element can be used as follows: at the Storm Dragons disposal.
Wind Artists always strike first when assaulting into
Fire: Instead of shooting, Dracolas may create fire and combat and have the Counter-Attack special rule.
purge his opponents. This is counted as a Template Earth Artists
attack at Strength 5 AP 3 Unnerving it is to tread on a foreign planet by most
warriors, but never to the Earth Artists of the Storm
Water: When wounded, Dracolas can use healing water. Dragons. Due to their connection with rocks and gravel,
In any controlling player shooting phase, Dracolas may they are able to sense even the slightest of movements,
attempt to heal one wound of any model in his unit or and swallow their prey whole in a sudden abyss into the
himself instead of shooting. Pick one model which has heart of the planet.
lost wounds, on a 4+ Dracolas heals the model and they When the Night Fighting rule is in effect, Earth artists roll
regain a wound. 2D6x4 to see. Also instead of shooting, Earth Artists can
open up the earth beneath the enemy and throw them to
Earth: Dracolas can control the earth and cause the pits of the planet.
earthquakes to bury the enemy. If an enemy unit is within 24” of an Earth Artist and the
During the shooting phase, instead of shooting, any unit Earth Artist wishes to open the ground, roll a D6. On a 4+
within 12” of Dracolas, be them friend or foe, is hit with a the Earth Artist opens the ground. The enemy can then
Strength 7 hit with no Armour Piercing. This hit causes 2 roll a D6, on a 4+ the model survives as he jumped clear
wounds. Vehicles are hit on their rear armour to at the last second or grabbed onto the edge for dear life.
represent being hit on their weak under armour. This move does not require a line of sight as the enemy is
sensed through the ground.
Air: In combat, Dracolas can use the wind to help slice his Water Artists
opponents apart. In combat, Dracolas can make 2 attacks Though most warriors of the 41st millennium train
before himself. extensively in combat and fighting, some play a more
These attacks are resolved at Initiative 8, Strength 5 and important role. A role of which sustains the main life force
cause an instant wound. They may hit any model in the of an army. This is true to the Water Artists of the Storm
attacking unit. The controlling player chooses who. Dragons. With their ability to control water, they can heal
Only Invulnerable saves may be taken against these almost any type of wound. 2
attacks. If a wounded model within 6” of a Water Artist, the Water
Wargear
Wargear Spotting
All units in the army have some normal piece of Wargear. If the Wargear is not marked with a *
then it is a normal Space Marine Wargear and can be found in the Space Marine codex.
All Wargear marked with a * in the Army list entry can be found here. Single unit Wargear is labelled accordingly.
Wind Pistol
A special Bolt Pistol modified to be enhanced by Typhon’s
and Cyclone Warriors control of the wind.
This is shot as a normal Bolt Pistol with 18” Range.
Wind Shield
As Typhon cannot afford to carry more weight, so he
enhanced his Wind Control to compensate for the lack of
protection form the Iron Halo.
The Wind Shield provides Typhon with a 4+ invulnerable
Save.
Every Allied unit follows the rules and point values from their respective Codex’s, the follow
normal Force Organisation Chart rules but the compulsory units must be had in the Army before
allies may be taken.
4
HQ
STROM, CHAPTER MASTER OF THE STORM
DRAGONS COST: 200 POINTS Options
May take a retinue of Flame Veterans
WS BS S T W I A Ld Sv
Strom 6 5
Wargear: 5 5 3 5 3 10 2+/4+(I)
Special Rules: May Take one of the following:
Unit composition: • Artificer Armour - Space Marine Bike +35 pts.
• Independent Character
Chapter Master Strom • Flame Pattern Storm - Jump Pack +25 pts.
• And They Shall Know No
Bolter* Fear
Unit Type: • Relic Flame Blade* • Orbital Barrage
• Infantry (unique) • Frag and Krak Grenades • Fearless
• Cape of the Dragon* • Born through Fire*
• Meltabombs • Dragons Mind*
Unit
Wargear: Special Rules:
composition:
• Dragon Scaled • Independent Character
Inferath
Terminator Armour* • And They Shall Know No
Unit Type: • Storm Bolter Fear
• Dragon Fist* • Fearless
• Infantry
• Frag and Krak Grenades• Born through Fire*
(Unique)
• Dragons Claw*
6
TROOPS
STORM MARINE SQUAD COST: 90 Pts.
Options:
• May include up to 5 extra Storm Marines:
WS BS S T W I A Ld Sv +16 Pts. Per model.
Storm Marine 4 4 4 4 1 4 1 8 3+ • For every 5 Members in the squad, they may
take 1 of the following:
Storm Sergeant 4 4 4 4 1 4 2 9 3+
-A flamer Free
-A meltagun +5 Pts.
Unit composition: Special Rules:
-A plasma gun +10 Pts.
• 4 Storm Marines • And They Shall Know No Fear
• If the squad numbers 10 models, one of the following
• 1 Storm Sergeant • Combat Squads may be taken:
• Born through Fire*
Unit Type: -A heavy flamer, missile launcher, or multi-melta
Free
• Infantry Dedicated Transport
-A heavy bolter +5 pts.
The squad may select a Rhino or
-Plasma cannon or lascannon +10 pts.
Wargear Razorback. If the squad numbers 10
models, it may take a Drop Pod. • The Storm Sergeant may replace his boltgun/bolt
• Power Armour
pistol with:
• Bolt Pistol
• Frag and Krak
- a chainsword free
Grenades - Combi-melta, -flamer or -plasma +10 Pts.
• Boltgun - Storm Bolter +10 Pts.
- A power weapon +15 Pts.
- A plasma pistol +15 Pts.
- A powerfist +25 Pts.
• Storm Sergeant may take:
STORM SCOUT SQUAD COST: 75 Pts. - Melta bombs
Options (Combat Scouts):
+5 Pts.
WS BS S T W I A Ld Sv
•May include up to 5 extra Storm Scouts
Sniper Scout 2 4 2 5 1 3 1 7 4+ +13 Pts. Per
model.
Sniper Sergeant 2 5 2 5 1 3 1 9 4+
• Any scout may exchange their Combat Blade
Combat Scout 4 2 4 4 1 5 1 7 4+ and Bolt Pistol for:
Combat Sergeant 5 2 4 4 1 5 2 9 4+ -Blast Shotgun* +5 Pts.
-Meltagun +10 Pts.
• The Combat Sergeant may replace his Combat
Unit composition: Special Rules blade/Bolt Pistol with:
• 4 Sniper Scouts • And They Shall Know No Fear - Combi-
• 1 Sniper Sergeant • Combat Squads melta, -flamer or -plasma +10 Pts.
OR • Born through Fire* - Plasma
• 4 Combat Scouts • Scouts Pistol +15 Pts.
• 1 Combat Sergeant • Infiltrate - Power
• Move through cover Weapon +15 Pts.
NOTE: The squad MUST consist - Power Fist
of only either combat or sniper Dedicated Transport +25 Pts.
scouts If the squad numbers 5 models, it • Combat Sergeant may take:
may take a Land Speeder Storm as - Melta bombs +5 Pts.
Unit Type: a dedicated transport. - Teleport Homer +15 Pts.
• Infantry If they squad numbers 10 models,
it may take 2 Land Speeder Options (Sniper Scouts):
Wargear Storms, however it MUST split into •May include up to 5 extra Storm Scouts +13 Pts.
• Scout Armour two combat squads. Per model.
• Bolt Pistol Only one Double Speeder transport
•For every 5 models in the squad, one Sniper Scout may
• Frag and Krak Grenades option may be taken per army.
exchange his Sniper Rifle for a Heavy Bolter with
• Sniper Rifle (Sniper hellfire shells or a Missile Launcher +10 Pts.
Scouts only) • The Sniper Sergeant may replace his Bolt Pistol with:
• Combat Blade (Combat - Plasma
Scouts Only)
7
DEDICATED TRANSPORT
RHINO COST: 35 Pts.
BS Front Side Options
Rear
Rhino 4 11 11 10 • May take any of the following:
-a storm bolter +10 pts.
Unit Wargear Special Rules -a hunter-killer missile
composition: +10 pts.
• Storm Bolter • Repair
-a dozer blade +5 pts.
• 1 Rhino • Smoke Launchers • Scorching Metal* -extra armour +15 Pts.
• Searchlight
Unit Type:
• Vehicle (Tank) Transport Capacity
• Ten models
8
ELITES
FLAME VETERAN SQUAD COST: 110
Pts. Options:
WS BS S T W I A Ld Sv
• May include up to 5 extra Flame Veterans:
+20 Pts. Per
Flame Veteran 4 4 4 5 1 4 2 9 3+ model
Flame Veteran Sgt. 4 4 4 5 1 4 2 9 3+ • Up to 4 members can replace their
Unit Wargear Special Rules: boltguns with:
composition: • Power Armour • Combat Squads -A flamer, meltagun or a multi-melta +10 Pts.
-Heavy flamer +15 Pts.
• 4 Flame • Frag and Krak • And They Shall Know No
Veterans Grenades Fear • The Storm Sergeant may replace his
• boltgun/bolt pistol with:
• 1 Storm Bolt pistol • Born through Fire*
Sergeant • Boltgun • Flame Artists*
-a chainsword free
• Hellfire Bolts -A power weapon or lighting claw +15 Pts.
Unit Type: -A plasma pistol +15 Pts.
Dedicated Transport
-A powerfist +25 Pts.
If not wearing Jump Packs,
the squad may select a Drop • Storm Sergeant may take:
Pod, Rhino or Razorback -Melta bombs +5 Pts.
• The entire squad may take:
Options:
-Artificer Armour +5 Pts. per model
May
-Jumpinclude
Packsup to 5 extra Hydro
+10Marines:
Pts. Per
+20
HYDRO MARINE SQUAD COST: 110 Pts. Per model
Pts. If the squad numbers 10 models. 2 may
WSBSSTWIALdSvHydro Marine343424193+Hydro
replace their boltguns with:
Unit A flamer, meltagun or plasma gun
Sergeant343424293+
composition: +10 Pts.
4 Hydro Heavy flamer, multi-melta or
Marines Wargear
Special Rules: missile launcher
1 Hydro Power Armour
Combat Squads +15 Pts.
Sergeant Frag and Krak
And They Shall Know No Plasma Cannon or Lascannon
Grenades
Fear +20 Pts.
Unit Type: Bolt pistol
Born through Fire* The Hydro Sergeant may replace his
Infantry Boltgun
Water Artists* boltgun/bolt pistol with:
Water Crest* a chainsword
Dedicated Transport free
May select a Drop Pod, A power weapon or lighting claw
Rhino or Razorback +15 Pts.
A plasma pistol
Options:+15 Pts.
MayA include
powerfist
up to 5 extra Terminators:+25 Pts.
+40
STORM TERMINATOR SQUAD Pts. Per model
For every 5 models in the unit, one Terminator
COST: 200 Pts. may choose one of the following:
WSBSSTWIALdSvTerminator444414292+/5+(I)Terminator Replace Storm Bolter with a Heavy Flamer
Unit Sergeant444414292+/5+(I) +5 Pts.
composition: Wargear Replace Storm Bolter with an Assault
4 Terminators Terminator Armour Cannon
Special Rules:
1 Terminator Frag and Krak +30 Pts.
Combat Squads
Sergeant Grenades Take a Cyclone Missile Launcher
And They Shall Know No
Storm Bolter +30 Pts.
Fear
Unit Type: Power Fist Any Terminator may replace their power fist
Born through Fire*
Infantry (Terminators) with a chain fist: +5 Pts. Per
Deep Strike
Power Weapon model
(Sergeant) Any Terminator may replace their Storm Bolter
Dedicated Transport
and Power Fist with:
One Storm Terminator
A Thunder Hammer and Storm Shield Free
squad may select a Land
Twin Lightning Claws Free
Raider of any type.
The Terminator Sergeant may instead replace
his Power Weapon and/or Storm Bolter with:
A Power Fist
+5 Pts.
A Thunder hammer or Storm Shield
+10 Pts.
A single Lightning claw 9
+10 Pts.
Options:
Replace Storm Bolter with a Heavy Flamer
VENERABLE DREADNOUGHT COST: Free
165 Pts. Replace Multi-Melta with:
Twin-linked Heavy Flamer Free
UnitWSBSFrontSideRearIAVenerable Dreadnought5512121042
Twin-linked Heavy Bolter +5 Pts.
composition: Special Rules:
Twin-linked Autocannon +10 Pts.
1 Venerable Wargear Venerable
Plasma Cannon or Assault Cannon +10 pts.
Dreadnought Multi-Melta Scorching Meta*
Twin-linked lascannon +30 Pts.
Dreadnought Close May replace Dreadnuought Close Combat
Unit Type: Combat Weapon (with Dedicated
Weapon and Storm Bolter for:
Vehicle built in Storm Bolter)Transport Twin-linked autocannon or Missile launcher
(Walker) Smoke launchers May select a Drop
+10 Pts.
Searchlight Pod
Take extra Armour
+15 Pts.
12
HEAVY SUPPORT Options:
May include up to 5 extra Earth Champions:
+20
Pts. Per model
For every 5 models in the unit, one may
EARTH CHAMPION SQUAD COST:
replace their boltgun/bolt pistol with:
A flamer, meltagun, heavy flamer, a
110 Pts. multi-melta, Missile launcher or Heavy
WSBSSTWIALdSvEarth Champion4445(6)24(2)193+/5+(I)Earth Bolter+5 Pts.
Sergeant4445(6)24(2)293+/5+(I) A Plasma gun, Plasma Cannon
+10 Pts.
Unit composition: Lascannon
4 Earth Champions Special Rules: +15 Pts.
1 Earth Sergeant Combat Squads Any model in the unit may replace their
And They Shall Know No boltgun/bolt pistol with:
Unit Type: Fear Chainsword
Infantry Born through Fire* Free
Earth Artists* Power Weapon
Wargear +10 Pts.
Terra Armour* Dedicated Transport Terrafist*
Frag and Krak May select a Drop Pod, +25 Pts.
Grenades Rhino or Razorback The Earth Sergeant may replace his
Bolt pistol boltgun/bolt pistol with:
Boltgun a chainsword
free
A power weapon or lighting claw
+15 Pts.
A plasma pistol
+15 Pts.
DEVASTORM SQUAD COST: 90 Pts.
Options:Terrafist*
• May
The include
Earth
+25 Pts.
up to may
Sergeant 5 extra Space Marines
take:
WS BS S T W I A Ld Sv Meltabombs +5 Pts. +16 Pts. Per
Space Marine 4 4 4 4 1 4 1 8 3+ model
• 4 Models in the squad may replace their
Marine Sergeant 4 4 4 4 1 4 2 9 3+ Boltguns with:
-A Missile launcher, Heavy Flamer or Multi-
Unit composition: Special Rules: Melta +15
• 4 Space Marines • Combat Squads Pts.
• 1 Space Marine • And They Shall Know No -A Plasma Cannon or Heavy Bolter +25 Pts.
Sergeant Fear -Lascannon +35 Pts.
• Born through Fire* • The Space Marine Sergeant may replace his
Unit Type: boltgun/bolt pistol with:
• Infantry Dedicated Transport -a chainsword free
May select a Drop Pod, Rhino -A power weapon or lighting claw +15 Pts.
Wargear or Razorback -A plasma pistol +15 Pts.
• Power Armour -Powerfist +25 Pts.
• Frag and Krak • The Space Marine Sergeant may take:
Grenades -Meltabombs +5 Pts.
• Bolt pistol • One Devastorm squad in the army may upgrade
• Boltgun their Sergeant with a Mobile Autocannon Pack. If
• Signum this option is chosen, the Sergeant may NOT
13
THUNDERFIRE CANNON COST: 100
Pts.
WSBSSTWIALdSvTechmarine444414182+ Special Rules:
Unit composition: And They Shall Know No
1 Thunderfire Cannon Wargear Fear
1 Techmarine Artificer Armour Born through Fire*
Frag and Krak Grenades
Unit Type: Bolt pistol Dedicated Transport
Artillery Servo-harness May select a Drop Pod
Special Rules
Scorching Metal*
15
Land Speeder
Storm - 3 10 10 10 - -
Predator - 4 13 11 10 - -
Razorback - 4 11 11 10 - -
Rhino - 4 11 11 10 - -
Venerable
Dreadnought 5 5 12 12 10 4 2
Vindicator - 4 13 11 10 - -
Whirlwind - 4 11 11 10 - -
Weapon Types
Unit Range S AP Type
Assault Cannon 24" 6 4 Heavy 4, rending
Autocannon 36" 7 4 Heavy 2
Auxiliary Grenade
Launcher - - - -
(Frag) 12" 3 6 Assault 1, Blast
(Krak) 12" 6 4 Assault 1
Boltgun 24" 4 5 Rapid Fire
Cyclone Missile
Launcher
(Frag) 48" 4 6 Heavy 2, Blast
(Krak) 48" 8 3 Heavy 2
Templa
Blast Shotgun te 4 - Assault 1
Bolt Pistol 12" 4 5 Pistol
Deathwind Missile
launcher 12" 5 - Heavy 1, Large Blast
Templa
Flamer te 4 5 Assault 1
Flame Pattern Storm
Bolter 24" 5 3 Assault 2
Templa
Flamestorm Cannon te 6 3 Heavy 1
Heavy Bolter 36" 5 4 Heavy 3
Templa
Heavy Flamer te 5 4 Assault 1
Rapid Fire, Poisoned
Hellfire Round 24" X 5 (2+)
Heavy 1, Blast,
Hellfire Shell 36" X 4 Poisoned (2+)
Lascannon 48" 9 2 Heavy 1
Meltagun 12" 8 1 Assault 1, Melta
Missile Launcher - - - -
(Frag) 36" 4 6 Heavy 1, Blast
(Krak) 36" 8 3 Heavy 1
Multi-Melta 24" 8 1 Heavy 1, Melta
Plasma Cannon 36" 7 2 Heavy 1, Gets Hot!
Plasma Gun 24" 7 2 Rapid Fire, Gets Hot!
Plasma Pistol 12" 7 2 Pistol, Gets Hot!
16
Sniper Rifle 36" X 6 Heavy 1, Sniper
Storm Bolter 24" 4 5 Assault 2
Stormfire Cannon - - - -
Surface 60" 6 5 Heavy 4, Blast
Heavy 4, Blast, Ignores
Airburst 60" 5 6 Cover
Subterranean 60" 4 - Heavy 4, Blast, Tremor
Typhoon Missile
Launcher - - - -
(Frag) 48" 4 6 Heavy 2, Blast
(Krak) 48" 8 3 Heavy 2
Wind Pistol 18" 4 5 Pistol
17