Warhammer Race list: 7 Space Marine

They shall be my finest warriors,
these men who give of themselves to me.
Like clay I shall mould them,
and in the furnace of war forge them.
They will be of iron will and steely muscle.
In great armour shall I clad them
and with the mightiest guns will they be armed.
They will be untouched by plague or disease,
no sickness will blight them.
They will have tactics, strategies and machines
so that no foe can best them in battle.
They are my bulwark against the Terror.
They are the Defenders of Humanity.
They are my Space Marines
and they shall know no fear.
Info
Legion I: Dark Angels
Primarch: Lion El Jonson
Homeworld: Caliban
Legion V: White Scars
Primarch: Jaghatai Khan
Homeworld: Mundus Planus
Legion VI: Space Wolves
Primarch: Leman Russ
Homeworld: Fenris
Legion VII: Imperial Fists
Primarch: Rogal Dorn
Homeworld: Holy Terra
Legion IX: Blood Angels
Primarch: Sanguinius
Homeworld: Baal Secundus
Legion X: Iron Hands
Primarch: Ferrus Manus
Homeworld: Medusa
Legion XIII: Ultramarines
Primarch: Roboute Guilliman
Homeworld: Macragge
Legion XVIII: Salamanders
Primarch: Vulkan
Homeworld: Nocturne
Legion XIX: Raven Guard
Homeworld: Lycaeus
Equipments
Armour
Mesh Armour
Mesh armour is a bodysuit usually made from carbon-ceramic polyfibres. Phased out of the Imperial Guard in the 31st millennium, its use is — and always was — far more common in the hive gangs. The gangs preferred them as all a ganger needed to make one was a loom, water, and some powdered bone.
Flak Armour
Made from high-tensile padded fabric, flak armour is usually designed as a vest or a sleeveless jacket which covers the upper torso. It is rather uncomfortable and unpopular although it is cheap to make and generally mass-produced. Really only useful for protection against shrapnel and low calibre weaponry, as its protective capabilities are slightly superior to that of mesh armour. The flak jacket may not exactly be the armour of choice for many but it is the only armour that most Imperial Guardsmen have access to. It is equivalent to modern body armor as it only protects against small rounds and shrapnel(while still causing trauma like bruising and broken bones) but against the monstrous .75 caliber bolter rounds , high explosives , other devastating weapons , and well placed shots its protective qualities are limited.
Carapace Armour
Comprised of rigid plates of armaplas or ceramite, carapace armour is made up of plates that are moulded to (loosely) fit the body. Usually a carapace suit will cover the torso and major joints with separate plates for the limbs along with a helmet, although it is also available in full body-suit form. Most wearers are in a relatively fit condition compared to other flak-wearing troopers, due to the armour being so heavy. Unlike flak armour it can realistically be expected to stop a large variety of mid-range weaponry. During periods of relative peace, and during training exercises, some Space Marines will don carapace suits — such garb befits a Space Marine during times of wait. Space Marines Scouts are allowed access to carapace armour as they are not yet worthy enough to wear power armour and their Black Carapace has yet to have grown in so they are unable to properly interface with the armour. Carapace armour is also used by Imperial Guard Stormtroopers, Kasrkin squads and some regiments of high-tech Imperial Guard like the Harakoni Warhawks.
Power Armour
Possibly the most prominent feature of the Space Marines is their power armour, a suit of ceramite plates with armoured fibre bundles and servos that replicate the wearer’s movements and enhances a Space Marine’s already superhuman strength, as well as allows them to easily withstand conditions and fire that could kill a normal human. The suit is coupled to the nervous system of the Space Marines via the Black Carapace. There are eight known versions of power armour in use by the Space Marines.
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- Mk I Thunder Pattern Power Armour; the first power armour created for the Space Marines. It was developed from the armour worn by the techno-barbarians that plagued Holy Terra near the end of the Age of Strife. It was used during the Emperor’s campaign to retake and unite the Terran solar system before the Great Crusade. It was by no means unique to the first Space Marines – in fact, the techno-barbarian warriors the Emperor fought during the conquest of Terra wore it too, and the Emperor’s forces were wearing it even before the first Space Marines were developed. However, because it was designed with Earth-fighting in mind, it is not fully enclosed, with no means to support the wearer in a vacuum. Only the upper body is powered, due in part to the fact that during the Conquest of Terra, ranged weapons were difficult to make due to technological constraints, and so a warrior’s upper-body strength was his most important asset. It takes its name from the thunder symbol the Emperor had before adopting the double headed eagle.
- Mk II Crusade Pattern Power Armour; was developed towards the end of the Age of Strife and was used during the dawn of the Imperium during the Emperor’s Great Crusade to retake the lost worlds of man. It was designed as a fully enclosed suit with life-sustaining systems that now allowed the Space Marines to fight in deep space and on alien worlds with hostile atmospheres or environments. The armour was made up of circular armour rings fitted under and over each other, making this armour relatively simple to repair (similar in principle to the Lorica segmentata used by the legions of the Roman Empire). These precious relics are still used during ceremonial procedures by some Chapters and given to champions as battle armour in others. These suits are also referred to as Crusader Armour.
- Mk III Iron Pattern Power Armour; it was soon realised that fighting in the tight corridors of spaceships was very dangerous. The Iron suit was designed to give greater protection to the Marines. The frontal armour was much thicker (thereby giving greater protection), but the rear armour was thinner to compensate. The wedge-shaped helmet (designed to deflect incoming fire) formed the basis of the distinctive Corvus beak helmet.
- Mk IV Maximus Pattern Power Armour; this armour was to be the replacement for the old Mk2 armour of the Great Crusade; it was the first armour to incorporate many components used in modern armour. However, it was made from rare alien materials, and when the Horus Heresy broke out soon after it was issued, it was discovered that most Legions cut off from supplies could not find the materials needed to make it or repair it, and they often suffered irreparable damage by relatively minor battles.
- Mk V Heresy Pattern Power Armour; this armour was developed as a solution to the supply problems of the Horus Heresy. It was easily made from the most basic of materials, and it was easy to maintain. Almost all soldiers used spikes to hold the armour layers together, making the studs shown universally on all examples of this armour. In time, it became traditional for the studs to be found on the head, lower legs, and left shoulderpad of the armour. Due to the sub-standard materials used in the construction of this armour variant, it had a tendency to over-heat quickly, and many Marines had to endure sub-standard performance by turning down the power output of their backpack to prevent intolerable heat build-ups.
- Mk VI Corvus Pattern Power Armour; this classic variant can be traced back to the time of the Horus Heresy and is still commonly used in contemporary Chapters. It is characterized by the beak-like muzzle on the helmet and a studded auto-reactive shoulder plate on the left shoulder of the armour. The beak or muzzle led fans to nickname this variant “Womble armour” or “Beakie armour”, and a dictionary of the Orkish language in the 2nd Edition Ork Codex listed Marines as “beakies”. This was the style of the first Space Marine models released by Games Workshop and did not get its Mk6 terminology until after models with the Mark 7 styling were released. Models with this style were not part of new releases until the launch of the next range of 28 mm plastic models.
- Mk VII Aquila Pattern Power Armour (also known as Imperator armour) is the contemporary variant most commonly used by the Space Marine Chapters. Characterized by the grim looking Vox Caster (external vocalizer) on the faceplate, and the plastron displaying the Imperialis (a winged skull), which has given the armour different names such as Armorum Imperator or Eagle Armour (”Aquila” being the name of the two-headed eagle which symbolizes the Imperium). A variant of the Aquila helmet is known to exist, yet is no different from the regular helmet, save an armoured trim around the external vocalizer.
- Mk VIII Errant Pattern Power Armour; this is an update to the Aquila pattern armour, and is distinguished by a raised collar at the front and armoured plating for the torso cables. Full versions of this armour are almost never seen; however, it is common to find parts of it being used by officers and veterans on the battlefield.
One design feature of Mks 6 through to 8 is their adaptability; it is fairly common within most Space Marine Chapters to see a suit combining parts originally created for three or four suits, salvaged from dead brothers on the battlefield. Mk 7 armour, in particular, was created with this simple modularity in mind.
The Sisters of Battle and several high-ranking members of the Inquisition also use power armour, but they are not directly linked to their suits in the way Space Marines are, which decreases the armour’s effectiveness.
Artificer Armour
Space Marine Techmarines may choose to craft a suit of power armour of extraordinary quality; such suits are referred to as Artificer Armour. Artificer Armour is crafted from the finest materials and with the utmost care. Due to this attention to detail Artificer Armour provides more protection than normal power armor but does not suffer the compromise of lessened mobility, like Terminator Armour. It is often highly decorated and embellished with ornamentation and devotional scripts. Most Techmarines wear Artificer Armour of their own crafting; it’s construction a final test of their acquired skills following their tutelage under the Adeptus Mechanicus on Mars. Artificer Armour is kept in the Chapter Armoury as a reward for devoted service by a veteran marine, or as standard equipment for specialized position in the chapter. In-game Artificer armour is available to any model with access to the armory.
Terminator Armour
Tactical Dreadnought (’Terminator’) Armour was developed for close-quarters fighting, where staying power was more important than maneuverability. The technology was originally developed to enable maintenance crews of space ships to operate in hard vacuum or in other adverse conditions. It was combined with power armour technology and brought about the invention of Terminator armour during the Great Crusade. It was hoped that it would replace power armour, but was relegated to its current role due to a lack of maneuverability.
It is manufactured from a ceramite plasteel alloy as an exoskeleton with servo assisted interfaces with the users own neurological and muscular systems to enhance movement. It is the heaviest armour in any Imperial arsenal, is able to withstand tremendous punishment, and serves as a solid heavy-weapons platform in open-field combat. The First Company of most Space Marine Chapters uses Terminator armour extensively, and only those Marines who earn the Crux Terminatus are permitted to wear it. It is also said that a piece of the Emperor’s own armour is built into the “Crux Terminatus” but in order to put a piece into each suit, only the most minuscule of pieces is put in.
Terminator armour has been known to be incredibly resilient. In fact, at one point in Storm of Iron, a Scout Titan stomps on a Terminator, only for the Marine to crawl out of the gigantic footprint unharmed due to his armour.
Less frequently, high ranking members of the Inquisition have been known to wear Terminator armour. Notably, members of the Ordo Malleus can be seen wearing such suits.
Auspex
An auspex is a general term for handheld devices used by squad leaders and officers in all Imperial fighting forces to survey friendly and enemy positions and to gain information of surrounding terrain and buildings. Generally they have a series of antennae and a small display, though some appear to have the ability to link with orbital systems on space stations and Imperial Navy ships equipped with more powerful sensors.
Bionics
Bionics are mechanical replacements for injured or missing body parts. These can vary from subtle augmentations designed to replace damaged limbs or organs to radical alterations of the human body. Techpriests of the Adeptus Mechanicus often replace at least one of their organic limbs with bionic ones or augment their bodies with various entirely new cybernetic appendages like servo arms or Mechadendrites.
Cameleoline
Cameleoline is a special fabric often used in camouflage attire by special forces of the Imperium. It changes colour to their surroundings, helping the wearer to hide.
Frenzon
Frenzon is a collective term for a cocktail of psychoactive drugs injected into a recipient (willing or unwilling) in order to manipulate their psychological state. They are only used by a few Imperial units.
Jump Pack
Jump Packs are bulky, vectored thrust engines that can be worn by a single soldier, designed to be attached to the Space Marine’s, Sisters of Battle’s and Chaos Space Marine’s existing powered backpack. They are used to make powered jumps across the battlefield, allowing the troopers wearing them to quickly engage their foes. Jump Packs are thus used by assault troops, primarily the Assault Marines of the Space Marine Chapters, and the Seraphim of the Sisters of Battle. Jump Pack equipped infantry are often dropped from low-flying Thunderhawk Gunships and deep strike into combat, as the Jump Pack also functions as a makeshift anti-grav parachute.
Med-pack
Varying from a medkit to a diagnostic computer, the med-pack, generally helps a medic to heal wounded or ill troopers in a battlezone. Sometimes in particularly vicious and dangerous warzones, medics will have to scrounge for medical supplies and beg for drugs from aid stations and passing Munitorum cargo transports.
The Narthecium is a med-kit/med-pack used by Space Marine Apothecaries and are automated units. They carry drugs and equipment that are geared for the hardier constitution of a Space Marine, and thus can be dangerous to use on normal humans. They also include a Reductor, which allows the Apothecary to withdraw the precious gene-seed from a fallen Space Marine so that the Marine’s gene-seed returns to the Chapter.
Sister of Battle Hospitallers have a down scaled version of the Space Marine Narthecium, usable on normal human anatomy – and, in the service of the Inquisition, for torture. Many an Imperial servant has had reason to thank the gentle touch of the Hospitaller, and many an Imperial enemy has had bad experiences with this ‘gentleness’.
Servo-arm
A servo-arm is a special tool used by members of the Adeptus Mechanicus to assist them in repairing mechanical equipment. They can also be used to great effect in close combat, being roughly as effective as a Power Fist.
Shields
Refractor Field
The refractor field is a common sight amongst Imperial Guard regimental officers and other less elite Imperial organisations. The refractor field confers reasonable protection against most attacks, though less than styles of conversion fields. When issued to Imperial Guard officers the circuitry for a refractor field is often enclosed in a gorget mounted below the officer’s neckline.
Rosarius
The Rosarius is a powerful conversion field generator issued to Space Marine Chaplains and members of the Eccleisiarchy and Inquisition. A conversion field by its very nature provides much greater protection than a refractor field, and is thus a much rarer sight. The most common users of a Rosiarus are Space Marine Chaplains, who are gifted one on a pendant (usually a skull-cross or Imperial Aquila) by the Eccleisiarchy to show the bond between the latter organisation and the Adeptus Astartes. Senior priests and Inquisitors can also sometimes be seen wearing one of these pendants.
As an aside, it is notable that the Iron Fathers of the Iron Hands Space Marines – who embody a combined function of Chaplains and Techmarines – are gifted a Rosiarus not by the Eccleisiarchy but by the Adeptus Mechanicus, showing a stronger bond between the technologically-minded Marines with the latter organisation over the former.
Iron Halo
The Iron Halo is a Space Marine relic of which only one generally exists in a Chapter at any one time. It will usually be given to one of the senior Captains or other officers as a reward for exceptional service. Some chapters, like the Dark Angels and Blood Angels, issue one to each of their captains. The Iron Halo incorporates a powerful conversion field similar to that used in a Rosiarus (it provides the same level of protection) and is often seen mounted on top of a Marine’s backpack.
Storm Shield
The Storm Shield is a hand-held shield used by both Space Marines and members of the Inquisition and their Chambers Militant, most commonly seen carried by Terminator Assault Squads in conjunction with the Thunder Hammer. It contains a conversion field of lower strength and smaller size than those used in a Rosiarus or Iron Halo, only providing sufficient area and energy to absorb close-range attacks in melee. A Storm Shield is carried like a normal medium or heavy shield, tying up the bearer’s hand and forgoing the use of a second hand weapon.
Combat Shield
The combat shield is a cut-down, buckler-style version of the Storm Shield, but it is unclear whether it uses a conversion or refractor field. It is used exclusivley by the Space Marines, and like the Storm Shield is only useful in melee situations. Unlike the Storm Shield however, it does not tie up the user’s hand (being strapped to the forearm) and allows the use of a second hand weapon or firearm.
Targeter
A targeter is a device issued to some elite Imperial Guardsmen and Space Marines. It usually appears as a scope of some sort attached to a firearm. In-game, the targeter allows the player to measure the distance between the unit with the equipment and any prospective targets.
Teleport homer
A device that produces a signal which can be locked onto by teleporting troops, thereby increasing their chances of arriving on-target, as well as the added benefit of increasing their chances of surviving.
Teleporter
An ancient technology dating back well before the Horus Heresy, teleporters are still used by the Imperium, but are considered rare and valuable devices. They are not fully trusted by even the most experienced Imperial commanders, as a malfunction could be fatal. They are used mostly by Space Marines to assist during certain types of assaults. Usually the devices are only present on battleships, as the transport of something even the as small as a human takes immense power. Use of teleporters is almost exclusively the province of Terminators, with a few exceptions given to specialised chapters such as the Grey Knights. One notable instance of teleportation gone horribly wrong was during the Siege of Haddrake Tor, when the ruinous powers of Chaos used sabotage to disrupt the teleport homers of the besieging Imperial Fists’ Terminators and caused many of the First Company to be entombed in solid rock, including the Captain of the First Company, Kleitus.
Vox-caster
A communications array, similar to a radio, that can be as small as helmet mounted links to massive banks of equipment at the HQ. Usually a squad or platoon will have a link to HQ via one vox unit and vox-beads for trooper-to-trooper communications. Command units usually use more complex versions of vox casters — known as master voxes. These can receive and transmit on multiple frequencies at once, making them ideal for coordinating many squads simultaneously. In absence of any vox communications, troopers are taught to sign to each other when in battle.
Space Marines and Sisters of Battle (and high ranking members of the Inquisition and Adeptus Mechanicus) have miniature vox-casters built into their power armour (or cranium in the case of the Adeptus Mechanicus). Most of these are short ranged and used only for squad to squad communication.
The Imperial Infantryman’s Uplifting Primer
A small book issued to all guardsmen in the Imperial Guard that is full of prayers and descriptions of basic tasks an infantryman must perform. Regulations and forms are also part of the book to ensure each trooper has his own book. Troopers are encouraged to read and memorize most of the primer, while disgruntled regiments may refer to these books as “toilet-paper” (and occasionally use them as such). The Primer has been published by the Black Library (but went out of print), and some sections appear to be subtle satire against the Imperium itself from a loyal, yet disgruntled guard writer, for example the sections on Duty to Commissars. It also contains completely and utterly untrue information about the alien enemies the Imperial Guard must face.
Vehicle Equipment
Dozer blade
- The dozer blade is, as its name suggests, a bulldozer shield attached to the front of an armoured vehicle to allow it to move through rough terrain easier. In Imperial Guard armies, they are referred to as rough terrain modification and can take other forms, such as chainsaws attached to hydraulic arms.
Electro hull
- An electro hull is a special modification in Imperial vehicles designed to protect tanks from infantry assaulting it. Electro hulls were present during the second edition of the Warhammer 40,000 game, but were removed from the rules with the release of the third edition.[3]
Extra armour
- Some Imperial vehicles have additional armour plates bolted or welded onto their hulls. These are collectively referred to as extra armour, and minimize the damage and shockwaves suffered by the vehicle and its crew whenever it is hit. In-game, this is represented by minimizing the effect of any damage to the vehicle’s crew, allowing it to function in light of potentially-paralyzing hits.
Improved comms
- Found in Imperial Guard armies, improved comms is an upgrade to a vehicle representing improved communications equipment, such as that found in modern battlefield command vehicles.
Pintle mount
- A pintle mount is an option to add an anti-personnel weapon to an Imperial vehicle. This weapon is used, either by the vehicle’s commander/vereran guardsman or by remote control, to engage secondary targets and immediate threats while the gunner focuses the vehicle’s main firepower against enemy armour or major objectives.
- Storm Bolters are the most common weapon used with a pintle mount, although heavy stubbers are also used by the Imperial Guard. The Black Templars deviate significantly from this usage, mounting multi-meltas to their Land Raider Crusaders. The Chaos Legions also use pintle-mounted weapons, usually a combi-bolter, although combi-flamers and combi-meltaguns are also used.
Searchlight
- Searchlights are attachments found on various vehicles of the Imperium, they are used to search in the dark knight or dark places.
Smoke launchers
- Smoke launchers are attachments found on various vehicles of the Imperium which fires a small ball filled with smoke protecting imperial and space marines alike to strike when the enemy cannot see theme giving them extra edge in combat.
Void Shields
- Void shields are devices usually employed by warships and Titans of Imperial manufacture (some vehicles now under the power of Chaos still maintain these devices). The void shield or field is a powerful defence system that can stop all but the most powerful weapons. A void shield appears as a shimmering curtain possibly akin to looking at something through a thin layer of water. The circuitry in void shield systems create a strong smell of ozone prior to being activated. Any object coming into contact with the shield once activated is not damaged but makes a sizzling sound. Void shields (on Warhammer 40k Tabletop Titans) currently have an armour value of 12.
- Any objects, unless fired at or striking the shield with phenomenal power simply bounce off or are halted in mid-air. Organic materials, liquids or simply energy with harmful potential (e.g. a laser) are stopped or dissipated. Explosive munitions will detonate on contact. Any object caught in the field when activated is simply sliced in half. For instance, a human body caught in the beam will be sliced in half as if viewed in cross-section and munitions caught in this way are destroyed explosively. This makes the void field deadly, if impractical in offense rather than defensive situations.
- Void shields are usually layered, meaning that a Titan or Starship isn’t protected by just a single void shield but by several layers of individual shields. The front shield will absorb the incoming fire until it overloads and collapses, at which point the second layer shield becomes the front shield until it collapses, at which point the third shield becomes the front shield, etc. Meanwhile the tech adepts aboard the Titan or Ship would repair and restart the downed shields and so create a new layer. Theoretically, this means that Titans and Ships are invulnerable unless the enemy can sustain heavy enough firepower to collapse all void shields faster than they can be restarted.
Space Marine ground vehicles are more focused on rapid mobile assault instead of armour and artillery firepower.
Bikes
- The Space Marine Bike is a relatively common mode of transportation for Space Marines in the Warhammer 40,000 tabletop miniatures game. It is a two-wheeled vehicle reminiscent of modern motorcycles. Though classified as a “vehicle” for obvious reasons, in-game, bikes are treated as infantry models that can move further and are a bit more resilient.
- Space Marine Bikes first made an appearance in the late 1980s with the 1st edition of Warhammer 40,000: Rogue Trader, where they are referred to as the “Vincent Black Shadow”. The original model was a two-piece cast. The fairing (the handle bars and front head light) was separate, made entirely of metal, though it was already armed with the twin-linked bolters that the latest version is armed with. The standard Space Marine Bike plastic kit still in use today was introduced in 1993 along with the second edition of Warhammer 40,000.
- In the game’s background, bikes are used primarily by the Space Marines, although use by the Imperial Guard is not unheard of. Each bike is equipped with twin-linked bolters as standard armament. Riders sometimes carry a support weapon such as a flamer or meltagun. Other Space Marine chapters have their own, specialized configurations of their biker squadrons. Biker squadrons of the Space Wolves chapter come entirely from the younger members of the chapter, the Blood Claws. These Blood Claw Bikers as they are called, are sometimes armed with powerful melee weapons such as power weapons. The White Scars Space Marine chapter is known for having the most bikes compared to any other Marine chapter. Like the Blood Claws, White Scar bikers are also known to commonly carry melee weapons. The Ravenwing, the Second Company of the Dark Angels Chapter, is composed entirely of bikes and Land Speeders.
- Outside of the Warhammer 40,000 game, Space Marine Bikes are also featured for the Epic large-scale battle tabletop game. In Epic 40,000 (3rd edition) released in 1997, the standard Space Marine Bike design was redesigned to look sleeker and more rounded (similar to modern racing motorcycles or Eldar jetbikes). However for the current edition of Epic: Armageddon (4th edition), the design of the bikes were reverted to match the appearance of their Warhammer 40,000 counterparts. So far, Space Marine Bikes have not been featured in video games making use of the Warhammer 40,000 franchise.
Attack Bike
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- The Space Marine Attack Bike is a bulkier, more heavily-armed variant of the Space Marine Bike. In appearance, it is just a standard bike with a second rider in a sidecar. The original Attack Bike model was made entirely of metal and armed with a multi-melta. The second version of the Attack Bike was released by Games Workshop in 1997 for the 2nd edition of Warhammer 40,000. This version was based on the new plastic Space Marine Bike, although the sidecar and gunner were still made of metal. Two versions were released. The generic Space Marine Attack Bike was armed with a heavy bolter, while the Dark Angels Ravenwing version had a multi-melta. The current incarnation of the Attack Bike is an all-plastic model kit that was released for the 3rd edition of Warhammer 40,000. This latest version can be armed with either a multi-melta or a heavy bolter in addition to the bike’s mounted twin-bolters.
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- In-game, Attack Bikes can either be fielded in squadrons by themselves or singly, accompanying squads of Space Marine bikers where they can significantly increase the firepower of the squadron. Many players use multi-melta armed Attack Bikes as potent hit-and-run tank hunters, while heavy bolter-armed Attack Bikes are tasked for anti-infantry work.
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- Outside of the Warhammer 40,000 game, Space Marine Attack Bikes are also featured in the Epic large-scale battle tabletop game. Epic 40,000 (3rd edition) attack bikes were metal figures and had the same look as their Warhammer 40,000 counterparts albeit on a smaller scale, contrasting with the (regular) Space Marine bike squadrons whose vehicles were sleeker and more rounded. Nevertheless, Attack Bikes were given a lower speed than Bike squadrons and Land Speeders (30 cm per turn instead of 35 cm), causing them to be omitted from many players’ fast attack detachments. The Epic: Armageddon (4th edition) attack bikes retained the 3rd edition design.
Jet Bike
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- In the early days of the Warhammer 40,000 tabletop miniatures game, both the Space Marines and the Imperial Guard had access to the MK14 ‘Bullock’ Jet-Cycle.[9] The Ravenwing, then-7th company of the Dark Angels chapter, were mounted entirely on MK14’s. Imperial jet bikes have since been removed from both the Imperial Guard and Space Marine army lists.
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- In early 2007, a revamped Master of the Ravenwing on Jetbike model was released, featuring the said Space Marine hero riding an Imperial Jetbike. This is the first imperial miniature released by Games Workshop in years to be mounted on a jetbike. The new jetbike design is much larger than the old ones. This is said to be the last of the imperial jetbikes. This version of the jetbike looks similar to the Imperial cruisers from another Games Workshop miniature game set in the Warhammer 40,000 universe, Battlefleet Gothic. The accompanying rules for the Master and the jetbike were printed in that year’s release of the Dark Angels codex.
Dreadnought
- A Dreadnought is an armoured sarcophagus into which a Space Marine that is a great champion or hero of the chapter or legion that has been mortally wounded can be placed; it acts as both an armoured walking tank and a life-support system for the marine inside.
Land Raider
- The Land Raider is a battle tank and troop transport of the Space Marines” in the Warhammer 40,000 universe. Available to the Space Marines, their Chaos counterparts and the Inquisition, it is one of the most resilient vehicles in the game. The Land Raider was one of the first vehicles to be introduced by Games Workshop for the Warhammer 40,000: Rogue Trader tabletop miniatures game. Originally, the Land Raider was a troop transport for Space Marine and Imperial Guard armies.
- The original plastic model was released soon after the Rhino armoured transport in the late 1980s. The design of the tank was heavily based on early tanks of the 20th century, such as the British Mark I tank, bulky and high with oversized track links. Like the Mark I, the Land Raider had no turret and instead had its weapons mounted on the sides of the tank. By the mid-1990s, the Land Raider appeared in numerous pieces of art created for Games Workshop’s Warhammer 40,000 universe, including the game’s second edition boxed set. By this time, the Land Raider had been taken out of the Imperial Guard’s armoury and became an exclusive Space Marine vehicle. Unfortunately for Space Marine players of that time, the Land Raider plastic kit had already been discontinued and remaining boxed sets were difficult to find. Only in 2000 did Games Workshop revive the Land Raider’s legacy with the release of the new Space Marine Land Raider MkIII plastic kit. A few months later, Games Workshop released the Chaos Space Marine Land Raider MkIII for Chaos players.
- Outside the Warhammer 40,000 tabletop game, the Land Raider appears in other games set in the same mythos. Plastic and white metal Land Raider models were available for the Warhammer 40,000 spin-off miniatures game, Epic Space Marine. These early-version Epic Land Raiders had the same look as the original Warhammer 40,000 model albeit much smaller in size. When the 3rd edition of the epic scale game (now known as Epic 40,000) was released in 1997, a model of the Land Raider was produced known as the Land Raider MkII, with both a plastic model and a metal “command” version with extra antennae and a copula gunner. The MkII never fully found its way into the Warhammer 40,000 range as a mainstream kit although several aspects of its design did influence the current MkIII plastic model. A MKIIB ‘upgrade’ kit was introduced by Forgeworld to modify the current MKIII chassis to resemble the earlier MKII. Metal Land Raider MKIII’s were released for the 4th edition of Epic, Epic: Armageddon.
- As part of the Epic 40,000 universe, Mk II Land Raiders were fieldable units in the 1997 Final Liberation computer game. In THQ’s hit-RTS game Warhammer 40,000: Dawn of War, the Land Raider is the Space Marine faction’s heaviest unit.
- Its protection, combined with its transport capacity (10 marines in power armour or 5 Terminators), would make it a perfect mobile bunker, except for the lack of firing ports for passengers. Its forward-facing access hatch, in addition to the side doors, make it perfect for debarkment of squads of powerful assault troops directly into close combat. Land Raiders are also equipped with a “Machine Spirit”, an artificial intelligence crafted by the Adeptus Mechanicus that allows the hulking behemoth to move and fight, even without a crew, as if on autopilot. In game terms, this is represented by the vehicle having the “Power of the Machine Spirit” vehicle upgrade built-in to its game stats. The Chaos Space Marines also have access to these powerful machines as they took with them countless numbers of these destructive behemoths. In the Eye of Terror, the Machine Spirit is destroyed and replaced with an Infernal Device that performs similar functions.
Variants
An unpainted Land Raider Crusader. The metal conversion parts (hurricane bolter sponson, assault cannon mount, extra armor & pintle-mounted multi-melta) are clearly distinguishable.
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- The Land Raider MkIII Crusader was released in September of 2000 as a close assault version of the Land Raider geared towards transporting more troops. The rules for the Crusader were originally included in the Codex: Armageddon supplement as part of the Black Templars army list. Originally, only players using Black Templars armies could use the Crusaders in abundance, while Games Workshop made concessions to non-Black Templar Space Marine players by allowing other marine armies to field a maximum of one Land Raider Crusader. With the 2004 release of the 4th edition Space Marine codex, the limitations on fielding Land Raider Crusaders have been lifted, allowing Space Marine players to field as many as three. Like the standard Land Raiders, Crusaders make an appearance in Epic: Armageddon, the fourth edition of Epic. Only the Black Templars Chapter is able to field Crusaders in Epic, and since there is currently no stock model available players must convert their own.
Other Land Raider Variants
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- Aside from the ones commonly seen, other variants of the Land Raider have been described in various Games Workshop publications in various forms. Some published variants have actual game stats while others have merely been mentioned in passing as background material. These rarer modifications of the Land Raider are in service with some chapters of the Space Marines.
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- The Land Raider Prometheus originally appeared in the February 2001 issue of the Citadel Journal magazine published by the Specialist Games branch of Games Workshop. A resin conversion kit for the plastic Land Raider was released in 2001 by Forge World. The rules for it later reappeared in the Imperial Armour Update: New Vehicles for Warhammer 40,000 sourcebook released in 2002. According to the sourcebook, the Prometheus was developed specifically as a command tank. The original Land Raider’s lascannon sponsons have been replaced with two pairs of twin-linked heavy bolters each and the hull-mounted heavy bolters have been replaced with special communications and sensor equipment. This variant is supposedly used by Space Marine commanders as their mobile base of operations as its heavy armor can withstand the most hard-hitting attacks.
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- The Land Raider Helios was also introduced in the Imperial Armour Update supplement produced by Forge World. As with the Land Raider Prometheus, a resin Land Raider Helios conversion kit is available from Forge World. Like the Prometheus, the Helios replaces some of the standard Land Raider’s existing weaponry with a more specialized loadout. The Helios mounts a Whirlwind missile launcher in place of the twin-linked heavy bolters. The background for the tank states that the Helios was designed by the Red Scorpions Space Marine chapter to supplement their existing artillery during the Siege of Helios. Purportedly, the extra space required for storing the whirlwind launcher’s missiles reduced the transport capability of the vehicle.
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- The Land Raider Terminus Ultra is a variant of the Land Raider that was introduced for the Apocalypse supplement of Warhammer 40,000.
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- The Land Raider Spartan was a variant of the Land Raider originally mentioned in an article in White Dwarf magazine.In the game’s background, the Spartan was designed during the Horus Heresy to break through the ‘Ring of Death’ surrounding the city of Aries Prime on Mars. It was originally the only Land Raider capable of transporting Terminators. The Spartan was armed with the standard Land Raider loadout of the day, two twin-linked lascannons (heavy bolters were not standard then) and either a heavy bolter or heavy flamer on a turret on top. It was widely spread after the Heresy, but disappeared when the standard Land Raider was re-designed to carry Terminators. The Spartan came about as modelling conversion project in White Dwarf magazine that used a mixture of parts from the original Land Raider and Rhino model kits to make a new vehicle. The parts not used in making the Spartan were the subject of another modelling article in a subsequent issue of White Dwarf for a Rhino based “tank hunter”.
Land Speeder
- The Space Marine Land Speeder is a light, flying vehicle used by the Space Marines for the Warhammer 40,000 tabletop miniatures game.
- Land Speeders were introduced along with the other first edition Warhammer 40,000 vehicles, the Rhino and the Land Raider. The first Land Speeder model was made entirely of metal. It looked more-or-less like two flying seats in front of two large turbines. The Space Marine crew were entirely exposed. This early version of the Land Speeder was armed with a meltagun and a turret-mounted multi-melta. During this edition of the game, Land Speeders were not entirely limited to the Space Marines; The Imperial Guard had their own Land Speeders. The Imperial Guard Land Speeder model was almost-identical to the Space Marine version, except for weaponry. The Imperial Guard Land Speeder was armed with a hull-mounted heavy bolter and a turret-mounted plasma cannon, then-called a “heavy plasma gun”.
- When the 2nd edition of Warhammer 40,000 was released, Land Speeders were taken out of the Imperial Guard army list. From this point on, they were entirely Space Marine vehicles. The Land Speeder’s second incarnation was released in 1993. This all-metal version added more bulk and armor to the vehicle, with pilots being less exposed in the front though not the sides. The meltagun and plasma cannon were replaced by an underslung multi-melta and a heavy flamer fired by the marine riding in the gunner’s seat. In 1997, another Land Speeder model was released for the Ravenwing company of the Dark Angels Space Marine chapter. This version replaced the standard Land Speeder’s multi-melta with an assault cannon and the gunner’s heavy flamer with a heavy bolter.
- The current design of the Land Speeder was introduced in 1998 for the 3rd edition of the Warhammer 40,000 game. Unlike the previous models, this release was a completely plastic kit. The redesign of the Land Speeder made it appear sleeker, appearing less like two flying chairs with guns and more like a high-heeled shoe with wings… and guns. The pilots are almost entirely enclosed. Stabilizers and a spoiler were also added to make the vehicle look more aerodynamic. In line with the changes to the Land Speeder’s profile in the Codex: Space Marines sourcebook, the weapons that were included in the kit were changed once more. The boxed set contained a multi-melta and a heavy bolter, only one of which could be mounted onto the speeder. Several variants were also released, using the same plastic model but including additional metal weaponry. The third edition of the game was the first time that Land Speeders could be fielded as squadrons of up to three, although the Tornado and Typhoon variants could only be fielded as individual vehicles. With the release of the fourth edition Space Marine codex, players were allowed to field different Land Speeder variants in the same squadron.
- According to the game’s background, the Land Speeder gets its name from Arkhan Land, the techpriest who rediscovered the STC template containing its designs. As the Land Speeder’s STC was discovered after the events of the Horus Heresy, the Land Speeder is not available to the forces of the Chaos Space Marines. Land Speeders are often used as fast-response units, quickly dropping down from orbiting transports to add their firepower to the Space Marine forces on the ground. In fact, this is seen in action in the introduction movie of the Dark Crusade expansion for the Dawn of War computer game.

- The Land Speeder appears in several other games outside of Warhammer 40,000. Land speeders are available as fieldable units for the Epic large-scale battle tabletop game for both the third and fourth editions, similar in design to the corresponding Warhammer 40,000 version.
- Land Speeders have also been featured in Chaos Gate and Dawn of War, computer games based on the Warhammer 40,000 franchise. The Land Speeders in Dawn of War are Land Speeder Tornadoes that are slightly different from the ones in Warhammer 40,000. They are armed with twin-linked assault cannons underslung and twin-linked heavy bolters that are fired by the gunner.[
Variants
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- Over the years, numerous Land Speeder versions have been released with a wide array of weapon combinations. To accommodate these various incarnations, the Land Speeder entry in the Space Marines' army list allows several upgrades to the common single-weapon-armed Land Speeder. In addition, there are a few Land Speeder variants that have gained rules of their own.
- The Land Speeder Tornado is a much more heavily-armed Land Speeder. The designation was originally created to accommodate the metal Land Speeder models released for the 2nd edition of Warhammer 40,000 in 3rd edition Space Marine armies. Tornadoes are essentially Land Speeders with a second weapon underneath, corresponding to the speeder's main weapon. Land Speeder Tornadoes armed with a heavy bolter have an underslung assault cannon while multi-melta-armed speeders are armed with an additional heavy flamer. These two incarnations corresponded to the Dark Angels' Ravenwing Land Speeder and the standard second edition Land Speeder.
- The Land Speeder Typhoon was first released in 1999 as a plastic and metal kit based on the standard Space Marine Land Speeder. The rules for the Typhoon were actually released a year before in the 3rd edition of the Codex: Space Marines sourcebook. The Typhoon sports two metal missile racks mounted on both sides of the plastic speeder model. In-game, they fire as a Typhoon missile launcher, an anti-personnel missile launcher that is best used against lightly-armored enemy infantry.
- The Land Speeder Tempest is a heavy-armoured variant of the standard Land Speeder released by Forge World as a resin-kit for Warhammer 40,000. The model itself incorporates many changes to the standard speeder's design. The Tempest's single-pilot cockpit is entirely enclosed and instead of small stabilizers, full wings extend from the sides of the speeder. It is armed with a nose-mounted assault cannon and twin missile racks along its sides. The rules for the Land Speeder Tempest were first published in Forge World's Warhammer 40,000 sourcebook, Imperial Armour Update: New Vehicles for Warhammer 40,000. In the game's background, the Tempest was originally developed for use by the White Scars Space Marines, a chapter known for their use of lightning-fast raiding tactics. The Tempest is perfect for supporting such raids with its anti-tank missiles and its infantry-shredding assault cannon. It is featured in the Dawn of War expansion Soulstorm as the space marines flying unit.
- The Ravenwing Master-Crafted Landspeeder is a unique variant of the Land Speeder ridden only by the master of the Dark Angels chapter's 2nd company, known as the Ravenwing. The Master of the Ravenwing's speeder is heavily armed with twin-heavy bolters and twin-linked assault cannons, similar to the Dawn of War version above. In addition, the specialized speeder is equipped with superior targeting equipment and a protective shield generator. The Master of the Ravenwing model kit was released in 1999 by Games Workshop to coincide with the release of the Dark Angels codex.
Predator
The Space Marine Predator is the main battle tank used by the Space Marines in the Warhammer 40,000 tabletop miniatures game.
The original Predator miniature for Warhammer 40,000 was released in 1990 as a fully plastic kit. The tank was essentially a variant of the Rhino chassis with a turret and weapons in side sponsons. Later that year, a miniaturized Predator model was released for the 1st edition of the Epic, then-named Epic Space Marine. The original version of the tank had a much rounder turret, reminiscent of the Russian T-62 tank and rounder sponsons (This version is now designated as a Predator Destructor). An updated model was released a year before the release of the 3rd edition of Warhammer 40,000 and introduced both the Predator Annihilator and Predator Destructor variants; both feature angular sponsons (similar to WWI tanks) and shorter turret-mounted weaponry (the Annihilator's turret was rounded while the Destructor's was angular). This updated model was also adopted for the Epic 40,000 3rd edition, though the game did not distinguish between the two types of Predators. For the 4th edition of Warhammer 40,000, the design of the Predator was updated and standardized. A new all-plastic kit was released using the new MkII Rhino chassis, allowing configuration of the tank with all available weapon fits possible as of the 4th edition Codex: Space Marines sourcebook.
A Black Templars Predator Destructor with lascannon sponsons.
Space Marine Predators are armed with either an autocannon or a twin-linked lascannon in their turret. An autocannon-armed one is normally designated a Predator Destructor while one armed with the twin lascannon turret is referred to as a Predator Annihilator. In addition to their turret weapons, Predators are often armed with a pair of side sponson-mounted secondary weapons. These can either be anti-infantry heavy bolters or tank-busting lascannons. Most Predators are usually configured for a specific purpose (i.e. turret and sponson lascannons for a dedicated tank hunter, or turret and sponson autocannon with heavy bolters for cutting down infantry en masse), though it is possible to mix roles for the turret and sponson weapons for a generalist role.
According to the background information, the Predator was first designed for Space Marines as a cavalry tank, appropriate for the Marines' rapid-strike tactics. It has lighter armour and weaker weaponry compared to true Imperial main battle tanks such as the Leman Russ and thus is not as survivable in a head-to-head confrontation with other heavy tanks.
Chaos Space Marine armies also have access to the Predator tank. Chaos Predators may be armed with all the weapons that standard Space Marine Predators can be armed with. It is interesting to note that Predators in Chaos armies are never referred to as Annihilators or Destructors though they may be configured as such. In 2003, the Predator design was finally updated for the Chaos Space Marines. The new plastic kit incorporated the design of the new marine version with added spikes common to Chaos vehicles.
Outside of the Warhammer 40,000 and Epic tabletop games, various versions of the Predator has appeared in games set in the Warhammer 40,000 universe. Predator squadrons are fieldable units in the Epic 40,000 Final Liberation computer game. Both Space Marine and Chaos Space Marine factions in the real-time strategy game Warhammer 40,000: Dawn of War can field Predator tanks as well. During the first few versions of the game and now in the latest version of Dark Crusade, both lascannon and autocannon-armed tanks were fieldable. Later patches and expansions limited the types (and number) of Predators that could be fielded.
Predator variants
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- The Baal Predator is a Predator variant released in 1999 specifically for the Blood Angels Space Marine chapter. Unlike standard Predators, it can be armed with either heavy flamers or heavy bolters or lascannons in its side sponsons. The Baal differs from the standard Predator with its turret-mounted assault cannons. The Baal's assault cannons are shorter-ranged compared to the other weapons commonly mounted in Predators' turrets, a nod to the Blood Angels' preference for close-quarter fighting.
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- Predators of the White Scars Space Marine chapter do not carry sponson weapons, which allows their tanks to travel faster.
In the recently released "Apocalypse" supplement, Predators may be formed into Predator Assassin Squadrons as a Battle Formation.
Razorback
- The Space Marine Razorback is a light armored vehicle used by Space Marines in the Warhammer 40,000 universe. The original Razorback model was released by Games Workshop in 1994 for the second edition of the Warhammer 40,000 tabletop game.
- Appearance-wise, the original Razorback was essentially a Space Marine Rhino with a turret. The original kit featured a metal turret consisting of a metal Space Marine gunner manning a combination lascannon & twin-plasmagun mount. Following the release of the Space Marine Rhino MkII, Games Workshop decided to update the Razorback in 1999 to use the new Rhino chassis. The current Razorback kit is based on the new MkII Rhino chassis. In addition to the new chassis, the kit contains plastic sprues for the turret assembly.
- According to the background information, the Razorback was developed as a more-heavily-armed variant of the Rhino chassis that sacrifices a portion of its troop capacity for additional firepower. Weaponry that Razorbacks have been known to carry are heavy bolters, lascannons, combination single lascannon with plasma guns, or multi-meltas. The weapons are mounted on a turret, manned by a gunner in third edition versions of the model but automated as of the latest release. Razorbacks are classified as infantry fighting vehicles, having the same purpose as the modern M2 Bradley IFV. The Razorback, along with the Whirlwind, is a post-Heresy design and is therefore not used by Chaos Space Marines. This explains why the Razorback has not appeared in any incarnation of the Chaos Space Marine codex.
- The Razorback is one of the Space Marine vehicles that have not been extensively featured in other derivative media such as video games. In 1997, a Razorback model was released by Games Workshop for the Epic 40,000 (Epic 3rd edition) large scale battle tabletop game, which is a miniaturized version of the Warhammer 40,000 model and made of metal. Razorbacks also featured in Epic: Armageddon (4th edition).
Rhino
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A Black Templars Rhino MkIIc.
- The ubiquitous transport vehicle known as the Space Marine Rhino was first unveiled by Games Workshop in 1988. Originally, it was meant as a transport vehicle for squads of Space Marines and Imperial Guard for the tabletop miniatures game, Rogue Trader, which was the first edition of Warhammer 40,000.
- It appears as a small, turretless tracked vehicle not unlike the M113 armored personnel carrier used by many of the world's armed forces. Like the M113, the Rhino's use in the various games that it appears in is that of a highly mobile, armored troop transport.
- While the rules governing the use of the vehicle changed over the course of several editions of the game, the plastic model representing the transport was not updated until 2002 when Games Workshop released a new plastic kit. This latest incarnation of the Rhino is the Space Marine MkIIc Rhino, released as a plastic kit by Games Workshop in 2002. The new incarnation of the Rhino was designed by Tim Adcock, also responsible for the redesign of many other Warhammer 40,000 models such as the Imperial Guard Sentinel and the Space Marine Land Raider.
- In the Warhammer 40,000 game, the Rhino is supported by several rulesets, most commonly-used of which is 4th edition Space Marine codex released in 2004. Rhino transport vehicles can also be used by three other Warhammer 40,000 armies, the Daemonhunters, Witch Hunters, and the Chaos Space Marines. Witch Hunter players can field Rhinos to transport squads of Battle Sisters.Rhinos can also be used by both armies to transport elite squads of Inquisitorial Storm Troopers,
- According to various background information sources that Games Workshop has released over the years, the Rhino was originally derived from the Rh1 N0 Standard Template Construct pattern. It is armed with a single storm bolter, mounted on the dorsal aspect of the tank. The chassis of the Rhino is easily adaptable, and serves as the basis for almost every other Space Marine vehicle. Rhinos are one of the cheapest transport vehicles available to the Imperium, though they are not as common as Imperial Guard transport vehicles such as the Chimera. This is reflected in game rules by the fact that only elite forces such as Space Marines, Sisters of Battle and the Inquisition can field Rhinos.
- While the Space Marine Rhino first debuted as a model for the Warhammer 40,000 tabletop game, it has made many appearances since its original inception. Miniaturized versions of the Rhino, with the same design as the corresponding Warhammer 40,000 design, were found in all editions of Epic; Epic Space Marine, Epic 40,000 and Epic: Armageddon.
- The Rhino has also appeared in the many video games that make use of the Warhammer 40,000 franchise. Rhino squadrons are fieldable units in SSI's computer game Final Liberation, released in 1997. Most recently, Space Marine players of THQ's Warhammer 40,000: Dawn of War can build Rhino APC's.
Rhino Variants
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- The Damocles Command Rhino was released by Games Workshop's subsidiary Forge World as a resin conversion kit for the Space Marine Rhino plastic kit. Its release coincided with the presentation of its rules in Imperial Armor: Volume 2 - Space Marines and Forces of the Inquisition. The Damocles is essentially a Rhino upgraded with a communications suite and a teleport homer, both in-universe and in-game.
Whirlwind
- The Space Marine Whirlwind is an artillery support vehicle used by the Space Marines in the Warhammer 40,000 tabletop miniatures game. In essence, it is a mobile multiple missile launcher along the same lines of the modern M270 MLRS.
- Another variant of the Space Marine Rhino, the Whirlwind concept first appeared as a conversion of the Rhino in the pages of White Dwarf magazine in September of 1989. The first actual Whirlwind kit was released by Games Workshop in 1995 during the 2nd edition of Warhammer 40,000. That original model was essentially a Rhino plastic kit with an additional metal turret composed of multiple missile launcher tubes. With the release of the 4th edition of Warhammer 40,000, the a new Whirlwind model was released based on the newly-designed Space Marine Rhino. This latest version of the Whirlwind features a fully-plastic turret assembly.
- Traditionally a highly mobile force, the Space Marines do not use the same array of artillery as the Imperial Guard. The Whirlwind is their sole artillery vehicle. The Whirlwind's missile launcher holds several missiles which are used to bombard enemy positions in preparation for attack. Originally, the missiles were mainly anti-personnel in nature. The 4th edition Codex Space Marines gave Space Marine players the ability to choose between two types of missiles for the artillery tank. The original Whirlwind's missiles were named Vengeance Missiles and remain anti-personnel. Introduced in the codex, Castellan Missiles are not tipped with conventional warheads per-se. Instead, they allow the Space Marine player to deploy a minefield on the battlefield in the same fashion as the actual CBU-78 Gator bomb. Codex Dark Angels introduces a third missile type know as Incendiary Castelleas which is a hybrid between the Vengeance missile and a firebomb, able to ignore cover by engulfing an area in flames.
- According to the background information, the Whirlwind is a post-Horus Heresy design and is therefore not utilized by Chaos Space Marines. This justified the absence of Whirlwinds in the Chaos Space Marine army list.
- Whirlwinds have also made other appearances in other media. They are fieldable units in the game, Epic 40,000 Final Liberation.[13] They can also be fielded by the Space Marine faction in the Warhammer 40,000 Dawn of War RTS game. However, these Whirlwinds were armed only with vengeance missiles.
Whirlwind Variants
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Epic-scale Hunter (center) flanked by Space Marine Whirlwinds.
- The Whirlwind Hyperios variant of the Whirlwind was first seen in the Games Workshop sourcebook Imperial Armour: Volume 2 – Space Marines and the Forces of the Inquisition. It is essentially a standard Whirlwind armed with a special Hyperios anti-aircraft missile launcher instead of the usual Whirlwind Launcher. The Hyperios launcher’s missiles are much more powerful than the standard Whirlwind’s Vengeance missiles, but do not affect as large an area as they have a reduced blast radius. In essence, the Hyperios acts as a surface-to-air, anti-aircraft missile carrier. This variant came about to fill a tactical gap in Space Marine forces since they do not have dedicated anti-aircraft platforms as the Imperial Guard does.
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- The Hunter is a special variant of the Whirlwind seen only in the game Epic: Armageddon. It effectively fills the niche of the Hyperios (which does not appear in the game) as the Space Marine army’s only dedicated anti-aircraft component.
Vindicator
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A Space Marine Vindicator painted in the green marbled livery of the Dark Angels chapter.
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- The Space Marine Vindicator is an armoured, short-ranged siege tank used by the Space Marines in the Warhammer 40,000 tabletop miniatures game.
- Unlike most other Space Marine vehicles, the Vindicator did not originate in the Warhammer 40,000 tabletop game. The first conception of the tank was in 1989 with the 1st edition of another Games Workshop tabletop game, Space Marine. In the same year, a Vindicator conversion using the Space Marine Rhino plastic kit was featured in White Dwarf magazine. The first actual Vindicator kit for Warhammer 40,000 was released during the height of the 3rd edition of the game in 1999. This kit is based on an original plastic Rhino body with metal components. Previously, the only Vindicator model based on the MkII Rhino chassis is a resin kit released by Forge World. Games Workshop has since released a plastic version of the Forge World kit for its’ Apocalypse expansion. The MKII version has a large bulldozer blade in front, protecting the tank’s smaller demolisher cannon.
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Unpainted MkII Vindicator as released by Forge World.
- According to various background information sources, Space Marines attacking heavily fortified positions often rely on Vindicators to break through. The primary armament of the siege tank is the snub-nosed demolisher cannon, capable of blasting through the thickest walls and armor.
- Though it is one of the most powerful weapons in the game, the Vindicator’s demolisher cannon has a very short range. In-game, Space Marine players often use the Vindicator for urban warfare, where it proves its worth in close quarters against heavily armoured targets. The Vindicator made its appearance during the Horus Heresy and was adopted by both sides although the latest background states that the Iron Warriors Traitor Legion makes it a point to scavenge these for their own use whenever possible and is the only Traitor Legion to utilize these vehicles.
- Like the Razorback, the Vindicator has not been featured in many other derivative games outside of the two tabletop games in which it has miniatures for. Vindicator squadrons are usable units in the PC game Final Liberation: Warhammer Epic 40,000.
Other Space Marine Vehicles
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- Space Wolves armies can include the Leman Russ Exterminator, an Imperial Guard tank made available to the Space Wolves chapter since the release of their 3rd edition codex. The Exterminator is a faster variant of the standard Leman Russ battle tank, with twin turret autocannons and sponson heavy bolters for anti-infantry work. It has since been removed from the Imperial Guard army list, making the Space Wolves the only standard army to be able to field the tank. (The Exterminator can still be fielded by Imperial Guard Armoured Company armies.)
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- The Space Marine Grav Attack Tank was a light skimmer that appeared in an article in White Dwarf magazine in 1987 (and subsequently republished in the Warhammer 40,000 Compendium). The Grav Attack was a completely scratch-built vehicle made from a used plastic deodorant bottle with space marine and Zoids plastic bits added. A scan of the relevant magazine page showcasing the vehicle can be found at The Stuff of Legends.
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- The Capitol Imperialis is an extremely large, tracked vehicle that is capable of carrying a company of Space Marines into battle. It operates as a mobile command post as well as an assault vehicle, equipped with a Defence Laser, heavy plasma guns and heavy bolters and protected by power fields. It has a large rear loading ramp and a front ramp nearly as large through which the Space Marines disembark once it has breached the enemy defences. There are references to Space Marines using them during the Horus Heresy and its aftermath, but the only mention of their use in the 41st millennium is by the Imperial Guard in the defence of Tarsis Ultra. Like the Imperial Guard’s Leviathan it appeared only in the Epic scale in the early 1990s and has since been discontinued.
Aircraft and Spacecraft
In addition to their ground vehicles, Space Marines also have access to some forms of atmospheric aircraft. According to background information, the Space Marines operate independently of the Imperial Navy and have their own spacecraft and thus their own means of interstellar transport. As such, their aircraft are mostly means of transportation.
Drop Pod

An Orbital Drop Pod sends an unfortunate Space Marine Scout flying as it hits planetside in Dawn of War.
- Orbital Drop Pods are specialized atmospheric reentry craft that can be used to deploy Space Marines in a Space Marine army.
- A Drop Pod has the appearance of a huge, metallic, five-petaled flower bud when it opens upon landing. The interior is a transport chamber for the pod’s passengers. In the background, Drop Pods are launched directly from ships in orbit around a planet. They crash down through the planet’s atmosphere, at the last moment slowing down via thrusters located on the bottom of the pod. They reflect the nature of the Space Marines as an elite rapid-deployment force, giving them the capacity to reach the battlefield, from their warships in space, within a matter of seconds. Upon landing, the pod’s “petals”, which are actually doors, open up to disembark its passengers. Most if not all Drop Pod miniatures for use with both the Warhammer 40,000 and Epic 40,000 tabletop games have been released by Forge World. While throughout the years, rumors have been circulating about plastic or resin official Drop Pod kits, Games Workshop is due to release a plastic Drop Pod in mid-to-late 2008.
- Both in-game and background-wise, Drop Pods are a common means of getting Space Marines directly into the heat of battle. In most of their in-game incarnations, Drop Pods are deployed straight onto the battlefield, disembarking their cargo straight into combat. Rules for actual Drop Pods have appeared in various Forge World publications, such as the Imperial Armour series. In official Warhammer 40,000 rules, rules for deploying via Drop Pods were simulated in the 3rd edition Space Marine codex, although the pods themselves did not appear as on-table models. With the release of Codex: Space Marines, 4th edition, Drop Pods were finally fully integrated into the Warhammer 40,000 rules set.
- Previous versions of Drop Pods were capable of carrying only five Space Marines, and this was reflected in the rules for them. The latest version of Drop Pod in the 4th edition Space Marine codex is capable of transporting a full squad of ten Space Marines in power armor, five Space Marine Terminators, or a single Dreadnought.
- Outside the Warhammer 40,000 and Epic 40,000 games, Drop Pods can also be seen in the game Dawn of War and its expansion packs. In the game, they can be seen whenever Space Marine reinforcements are deployed onto the battlefield, either landing on the landing pad of a receiving structure in friendly ground, or dropped directly into enemy territory (”deep striking”). They can also be seen at the conclusion of the game’s opening cinematic.
Deathwind Drop Pod
- The Deathwind Drop Pod is a specialized version of the standard Drop Pod that eschews its transport capacity in order to carry a significant amount of weaponry and ammunition, essentially turning into an auto-turret upon landing. These are usually five assault cannons pointing outwards in the area where normally space marines would disembark from. They are dropped shortly preceding normal transport-capable Drop Pods, to add fire-support for the disembarking Space Marines. Deathwind Drop Pods originally appeared in the Imperial Armour family of sourcebooks for Warhammer 40,000. In the latest Space Marine codex, Deathwind pods are not different units from the standard Drop Pod. Instead, Drop Pods can be upgraded to have a Deathwind Launcher.
- Deathwind Drop Pods only appear as resin kits released by Forge World.
Thunderhawk
- The Thunderhawk is a massive, heavily-armoured spacecraft used by the Space Marines for a variety of missions. They carry a payload of powerful bombs and can easily claim the skies above a battlefield. There are currently two different variants that have rules for both Warhammer 40,000 and Epic tabletop games.
Thunderhawk Gunship
- The Thunderhawk Gunship is a large, heavily armed transport aircraft that can sometimes be found in Space Marine armies. In the Warhammer 40,000 game, it can only be fielded under specialized conditions and is rarely seen. It is seen far more frequently in Epic, as there are more opportunities to field them, even in flights of multiple gunships. Its most important role in Epic is transporting entire detachments of Space Marines.
- Over the years, Forge World has released several Thunderhawk Gunship resin kits in the Warhammer 40,000 scale. The Thunderhawk is not a staple part of a Space Marine army and rules for it have never appeared in an official codex, Games Workshop itself has not released an official Thunderhawk Gunship model for use in play. In 1995, promotional Thunderhawk Gunship models were featured during that year’s Games Day. The following year, a Chaos Thunderhawk conversion was featured in White Dwarf. The metal Thunderhawks were released for a limited run and are significantly smaller than the Forgeworld resin counterpart.
- The gunship is armed with a massive main weapon, either a battlecannon similar to the ones mounted on the Leman Russ tank or a turbo laser destructor, commonly mounted on titans. It is also armed with four twin-linked heavy bolters and twin-linked lascannons as secondary weaponry. Numerous bombs and missiles can also be carried by the gunship.
- In-game, it can transport many more Space Marines than most other units in the game. The Thunderhawk Gunship has space for at most thirty standard Space Marines, although it can also transport other aspects of the Space Marine army. It can even fit a full bike squadron or several larger attack bikes. In the background material, the Thunderhawk has been described to contain an armory, and an apothecary and a small number of techmarines are usually assigned to each gunship.
Thunderhawk Transporter
- The Thunderhawk Transporter is a specialized variant of the Thunderhawk, appearing similar to modern carryall helicopters like the Mil Mi-10. In 2006, a resin kit of the Transporter was released by Forge World and rules for it were released with the 2006 update of Imperial Armour.[55] This version is comparatively lightly armed, but can carry three Dreadnoughts, two Rhinos (or variants), or a Land Raider straight into combat.
- Games Workshop developer Gav Thorpe experimented with house rules in a December 1997 White Dwarf article to give the Thunderhawk the capacity to transport vehicles. (At the time, the Thunderhawk was the only aerial transport in the Marine arsenal). There was the Intrepid payload, consisting of ten space marines and an underslung Rhino, to allow marines to deepstrike. There was also the Furioso payload where there is the option to replace a five-man squads with a Dreadnought (1-6 substitutions), as a way to make Dreadnoughts more deployable as they were otherwise not frequently used due to their slow speed. Gav also proposed a loadout where three Rhinos (or its variants) could be accommodated in its storage bays (recommending that such a cargo be paired with a second Thunderhawk carrying three ten-man squads), or even one Land Raider; he suggested there there could be disassembly and reassembly times. It is likely that the Thunderhawk Transporter resulted from this.
- These ships make brief appearances in Warhammer 40,000: Dawn of War; whenever a Space Marine vehicle (i.e. a Dreadnought, Rhino, Predator or Land Raider) or a Space Marine HQ is requisitioned, a Thunderhawk flies in to deliver the vehicle/HQ to the battlefield before flying off again.
Landing Craft
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Space Marine Landing Craft.
- Much larger than the Thunderhawk Gunships, Space Marine Landing Craft are spacecraft capable of dropping an entire Space Marine detachment including an assortment of vehicles into battle from orbit. So far, they have made an appearance only in the Epic large-scale battle tabletop game.
- As a model for a vehicle of this size would be much too large and unwieldy in 28mm scale, it is not represented by a model in Warhammer 40,000. A metal miniature has been released for the 6mm scale Epic game by the Specialist Games division of Games Workshop, and is available only from their online store.
Adeptus Astartes
A Space Marine is a vastly superior warrior when compared to a normal human. This is due to a series of biological enhancements, psychological conditioning, and heavy training. The end result of creating a Space Marine produces a soldier with abilities that are so superior to those of an average human that they are best described as superhuman.
The procedure detailed below is that described in Codex: Astartes, which is followed to a greater or lesser extent by all Chapters, although some Chapters do have slight variations to the Codex, such as Chapter-specific force selections, like the Blood Angels’s Death Company, or the Dark Angel’s ability to take Terminators or Ravenwing squads under different force organization slots. A notable exception to this are the Space Wolves, who employ a different system.
Recruitment
Different Space Marine Chapters follow different recruiting processes. Most recruits are drawn from the Chapter’s homeworld. These worlds are often at a feral or medieval level of development, where traditional warrior castes compete for the honour of becoming a “warrior of the gods.” Because feral planets are rough and primitive, their inhabitants make excellent fighting material, their very lifestyle serving as a selection process. Gang members of hive world cities, being just as merciless and barbaric as feral world inhabitants, also make ideal Space Marines. Not all potential recruits will survive the initial rigours of training and treatment one must undergo to become a fully-fledged Space Marine.
The selection of recruits must abide by certain criteria. First and foremost, a potential candidate must be male, as the gene-seed and zygote are synchronized to work with male hormones. They must be of adolescent age (preferably between ten and sixteen), as the implants are designed to coordinate with and increase the effectiveness of natural growth hormones and processes such as bone formation etc. They will thus fail or have no effect on adults – this became a major problem during the early history of some of the First Founding Chapters as a number of veteran warriors under the service of the Primarchs could not join the ranks of the Space Marines because of it. There must be a level of compatibility between the recruit and the gene-seed, otherwise the implanted organs will fail. After the implant of the gene-seeds and organs, the recruit is often left to survive on his own in an extremely hostile environment as the implants begin to take their effect, ensuring the recruit is strong and worthy enough to be a Space Marine. Also, the mental state of a potential Marine must also be receptive to the various training and psycho-conditioning regimes of the Chapter, and resistant to being tainted by Chaos (though corruption is still possible and a number of Marines still fall).
These criteria bar all but a minuscule percentage of people within the Imperium from becoming Space Marines. If all tests prove successful, the recruit is accepted into the Chapter. At this stage, implantation, psycho-conditioning, and physical training begin. Each step in this stage has its own dangers, ensuring that only the truly worthy become Space Marines.
Gene-Seed
Gene-seed is the foreign genetic material introduced into a human during his transformation into a Space Marine. The genetic material is used to form nineteen implants, which are responsible for the physical transformation and abilities attributed to the Space Marines. These implants are surgically installed into a recruit over a period of years. One of the implants creates copies of the various implants during the maturation of the Space Marine, which are removed shortly before or after death, for future use.
The genetic modification is responsible for his physical changes. Gene-seed is a rare and precious resource for the Space Marines. Since the First Founding, the Space Marines have been unable to create new 100% pure implants quickly as samples of DNA must be extracted from the Progenoid Glands and new organs grown from these samples, and some no longer have all 19 implants within their Chapter’s genetic repositories. The “purest” Chapters in this respect are the Ultramarines, who still have all 19 implants and no significant mutations or defects in the gene-seed, this being the reason that the Ultramarine gene-seed is the one most often selected to create new Chapters. Codex: Dark Angels also state that Dark Angel gene-seed is pure and few in mutations, but for some reason it is passed in favour of Ultramarines. All Chapters must annually donate 5% of their gene-seed to the Adeptus Mechanicus. The purpose of this is to monitor the overall genetic health of the Chapter and to facilitate the creation of new Chapters.
All Space Marine chapters still have a fully functioning “Black Carapace” implant, which is vital as it forms the interface with their power armour, and “Progenoid Gland” implant, which copies the genetic information of the other various implants for future use. Should either implants become lost, the entire Chapter will die out within about a millennium (as there will be no other way to produce more Marines without the Progenoid Gland and any new Marines cannot interface with their power armour if they do not have the Black Carapace).
Scouts
Once the recruit passes the battery of tests and challenges set by the Chapter, and the initial gene-seed implants have taken hold on his body, he is accepted into the Chapter as a Neophyte. These Neophytes will be trained in the history of the Chapter and the edicts of the Codex Astartes, while the remaining implants and modifications are made to his body.
Once a Scout begins his training and genetic modification, he is no longer permitted contact with his home or family, sworn to serve the Emperor and the Chapter until his death. The creation of a Space Marine is a dangerous process, and it is accepted that many will die during their indoctrination.
Certain Chapters take different approaches to the training of Scouts. Most will be inducted into the Tenth Company where they are trained and educated by veteran Marines, serving the Chapter as a light reconnaissance force. Some Chapters, most notably the Black Templars, apprentice their Scouts to a more experienced Space Marine, the Scout acting as a servant, and learning by example as they observe their mentor both in battle and in his daily life. The Space Wolves have cut out this part of their new recruits’ training entirely, and all fresh Marines are pushed into the front lines as Blood Claws (fully-fledged Space Marines).
Battle-Brothers
Once the Neophyte’s/Scout’s period of training is complete, and all gene-seed organs have been implanted and verified, the Neophyte will often be sent on a final challenge to prove his worth. Upon the completion of this challenge, the Neophyte will become a full member of the Chapter, and will be assigned to one of the eight Battle or Reserve companies (or Chapter equivalent).
The new battle-brother is presented with a boltgun and a suit of power armour, the maintenance of which is his responsibility. Depending on the talents an Initiate demonstrated during his training, he will be assigned to one of three different squad types.
Tactical Squad
The main fighting force of a Chapter, the Tactical squads are versatile, able to adapt their equipment and tactics to suit any situation. Tactical squads make up the bulk of each Company, and specialists within each squad are trained to utilise various heavy and support weapons. A Tactical squad typically has one assault weapon and one heavy support weapon, for example, a Flamer and a Missile Launcher.
Assault Squad
Assault squads are specialist hand-to-hand fighters, trained for rapid movement and vicious attacks on enemy positions. Assault Marines are equipped with close combat weapons, and do not carry heavy support weapons. They are normally equipped with jump packs which allow them to get close to the enemy as quickly as possible. The jump packs also allow them to reach normally inaccessible positions.
Devastator Squad
Devastator squads are specially trained to provide fire support. The squad is typically equipped with a larger number of heavy weapons (such as heavy bolters or missile launchers) than a Tactical squad and fulfils a support role, using their heavy weaponry to eliminate enemy vehicles and/or infantry. Up to four Space Marines in the Devastator squad can have the weapons in the following list, the others have bolters:
- Plasma Cannon
- Lascannon
- Missile Launcher
- Multi-Melta
- Heavy Bolter
Depending on which weapon they use, they can specialize in certain things. A rapid-firing heavy bolter can be utilized for eliminating large numbers of infantry, but is not effective against heavier vehicles. A Multi-Melta or Lascannon, although they would instantly kill most enemies it hits, are point-effect weapons with a low rate of fire, hitting only one infantryman at a time. They are thus more suited for tank killing. Missile Launchers, able to load and fire both frag (fragmentation) and krak (armor-piercing) missiles, can be quite effective against both infantry and tanks, but do not particularly excel in either field.
Veterans
Space Marines that have had centuries of experience in battle. Veterans usually remain with their Company, leading squads of their fellow Initiates into battle, but the Marines that have most proven their worth to the Chapter are inducted into the elite First Company. On occasion, a less experienced Initiate will be honoured with a position in the First Company, in response for an act of exceptional courage, tactical intelligence or prowess in battle.
- Veteran Squads
Veterans of the First Company frequently take to the field as Tactical squads acting in support of other companies of the Chapter. Normally only one squad is present in any force. In some Chapters Veterans fight in other configurations, for example Dark Angels veterans often fight as Terminators (The Deathwing) while Blood Angel veterans commonly fight formed into Assault Squads. The Space Wolves, in another breach of common doctrine, maintain a group of elite veteran “lone wolves”, called Wolf Scouts, consisting of fully trained Marines whose packs were either totally wiped out or who simply show a natural ability for stealth combat. This is the direct opposite to the usual practice, which is to put the Aspirants into lightly-armoured Scout squads to serve as auxiliaries outside of the main battle. Many Chapters give their First Company Veterans special names, such as the Black Templar’s Sword Brethren, or the Wolf Guard of the Space Wolves.
- Terminator Squads
Veteran squads may take to the battlefield wearing the rare suits of Tactical Dreadnought Armour. The heavily armoured and well equipped (typically storm bolter and powerfist) suits make the Terminator squads a powerful spearhead for Space Marine attacks.
Specialists
At any point during their long careers, a Space Marine may be called upon to train in a specialist field, to better support the Chapter in both combat and non-combat roles. Techmarines, Apothecaries, and Librarians begin their training during the neophyte stage of their indoctrination for showing technical, medical or psychic skills, respectively. Certain members are also inducted into the Deathwatch, the military arm of the Ordo Xenos, should they possess a certain skill useful against the vile xenos. An alternate to the ‘official’ Deathwatch are the Tyranid Hunters of the Ultramarines. Each Chapter will have its own style of fighting and so keep veterans that excel in that field, such as the Ravenwing of the Dark Angels or the Phalanx Terminators of the Imperial Fists. These organisations often provide honour guard status for high-ranking officials within the Chapter.
Apothecaries
For a Space Marine Chapter to have a future it must carefully protect and preserve the organic implants that turn an initiate into a Space Marine. His skills and tools allow an Apothecary to perform battle surgery with a good chance of success.
However, sometimes even the skills of an Apothecary are not enough to save a Marine. In this case, it is the Apothecary’s responsibility to commit euthanasia, known as the Emperor’s Peace, and harvest the two Progenoid Glands implanted in the unfortunate Marine’s body, allowing for the gene-seed material to be cultivated and re-implanted in another Neophyte to create another Space Marine.
Though Apothecaries at first appear as the saviours of the Marines, some are more than meets the eye. Apothecaries are not always charged with only administering combat surgery and harvesting gene-seed. Some Chapters order their Apothecaries to conceal certain mutations seen as beneficial to the Chapter. Apothecaries also carry out various unspeakable surgeries to augment the Chapter, often causing Inquisitorial scrutiny.
The Apothecaries of the Blood Angels are called Sanguinary Priests and fulfil many of the spiritual roles of the Chaplains as they are kept busy dealing with the Black Rage and the Death Company.
Chaplains
The Chaplains are the spiritual leaders of a Chapter, warrior-priests that minister to the spiritual well-being of the Space Marines, instilling in them the values and beliefs of the Chapter along with promoting the worship of the Emperor. In battle, the Chaplains will be at the forefront of the Chapter, rousing their fellow Marines through their words and actions. Their power armour is black and often incorporates skull imagery, most commonly on the helmet. Most Chaplains wield a power mace called a “Crozius Arcanum.” They are also equipped with a “Rosarius”, given to the Chapter by the Ecclesiarchy as a sign of the (sometimes tenuous) link between their two faiths. Individual Chaplains are assigned to each Company within a Chapter. Others, including the Master of Sanctity (Chief Chaplain), operate within the Chapter’s command structure independent of any specific Company.
Chaplains of certain Chapters have unique duties in addition to those laid out in the Codex Astartes. These are related to the Chapter’s background and traditions. In the Blood Angels Chapter, Chaplains are tasked with seeking out signs of the Black Rage and leading the Death Companies into combat. Chaplains of the Dark Angels are tasked with interrogating captured ‘Fallen’ and forcing them to repent before killing them. The Iron Hands have the “Iron Fathers”, a role that combines the duties of Chaplain and Techmarine. The Chaplains of the Space Wolves are known as “Wolf Priests”, and perform a role that appears analogous to that of both Chaplain and Apothecary.
A Chaplain is fanatically loyal to his Chapter and to the Emperor, and works to instill a similar devotion in his fellow soldiers. In the few cases where a Chaplain has turned to Chaos (Word Bearers excepted) it has often been either the result of an earth-shattering crisis of faith or a perversion of the original loyalty. The Chaplains of the Soul Drinkers, for example, justified the Chapter’s rebellion against the Administratum as “being loyal to the Emperor and not the Imperium.” When a Space Marine Chapter does turn to Chaos, its Chaplains are often found and killed, as it was with the World Eaters and other Traitor Legions.
Librarians
Each Chapter is vigilant against corruption of their gene-seed through mutation. The psyker mutation, however, is often encouraged. Marines with psyker abilities are inducted into the Chapter’s Librarium, where they can – with extensive training and rigorous screening processes – become immensely powerful Space Marine Librarians. These warriors are trained to use their talents on the battlefield as weapons and as tools of precognition. Off the battlefield, Librarians are responsible for maintaining and adding to the Chapter’s annals and the collective knowledge built up over millennia of service. Librarians use a psychic hood as part of their equipment. The hood’s cables tap into implants in the brain and act as an extension of the wearer’s consciousness, alerting him to the use of other psychic abilities. The hood also aids the Librarian’s will in disrupting enemy psykers’ attacks. A Librarian’s power armour is traditionally painted blue, with the Chapter icon on the left shoulder pad and a horned skull (the symbol of the Librarium) on the right. Librarians do not progress through Chapter ranks as normal Marines do, but instead progress from the rank of Lexicanium to Codicier, and from Codicier to Epistolary. The highest rank a Librarian may attain is Chief Librarian. This man, in addition to being the Chapter’s most potent psyker, is head of the Chapter Librarium, and, more often than not, is a valued adviser to the Chapter Master himself.
Prior to the Horus Heresy, the Thousand Sons Legion fielded vast amounts of psykers due to their gene-seed and high propensity of the psyker gene manifesting in the population of their homeworld of Prospero. These Sorcerers used a raw, unbridled form of warp channeling, and the Emperor forbade it due to the high risk of corruption. This did not stop the Legion’s fall to Chaos, however. An important distinction is made between Sorcerers, who serve Chaos, and the Librarians of the Astartes. Sorcerers draw power from the Warp directly and with ease due to their devotion to Chaos. Librarians must instead force the Warp to do their bidding against its will, forever skirting the edges of daemonic possession and death. Nonetheless both are susceptible to daemon incursions on their minds, as the daemon cares not for whom it possesses.
The Blood Ravens loyalist Chapter also maintains a large number of Librarians, who form a body within the Chapter named the Ordo Psykana. As shown in Dawn of War, the 3rd Company’s Epistolary, Librarian Isador Akios, eventually falls foul of a Chaos relic – the Maledictum – and is summarily executed by Captain Gabriel Angelos.
Origin
The records about the beginning of the Space Marine Librarian contingent don’t agree between scholars, however according to Saphrus the ancient, in the time of Pre-Heresy the Emperor of Mankind himself held a council on the planet Nikaea, bidding that both sides present their position about the use of psychic and sorcery powers. Both sides argued each other to a standstill, and it was only the intervention of a contingent of Space Marine Librarians from other Legions that presented a compromise. One over all the Primarch Magnus, had in his Legion contained a high number of Marines who had undergone psychic mutation. The proposal was made that while the education of psykers to best serve humanity should be made a priority, the conduct of arcane sorcery would be outlawed as an unforgivable heresy. This compromise was made law without a provision for rebuttal, and the Edicts of Nikaea have stood for ten thousand years as official Imperial policy. In these, Magnus may be, was crucial in incepting Space Marine Librarians. Some Primarchs accepted his program into their own Legions, while others refused to deal with what they saw as sorcery by another name. The Chapter is continually vigilant to ensure that recruits will not taint the gene-seed of the Chapter through mutation. However, the psyker mutation is often encouraged, and these Marines are inducted into the corps of Librarians.
Recruitment
Any Space Marine that shows any psychic potential usually suffer from visions or unnatural insights in certain situations and is usually rigorously tested by the librarians of the chapters. In time the trainee may show enough psyker abilites to be trained by the librarians and when he has enough control over his powers and join the Librarium Librarians as a Lexicani and is usually apprenticed to one of the more experienced librarians in the chapter. They are powerful psykers; able to rip apart space or slow down time, and are a force to be reckoned with.
Training
The course to becoming a Librarian is a very difficult one, as they must not only be strong enough to survive their training, but possess enough mental discipline to fend off the daemons and entities of the Warp, as these creatures see the enhanced form and mind of a Librarian as a strong prize. Also, the Librarians are often isolated from the rest of the Chapter, as they carry with them the abilities the Space Marines are expected to abhor and purge in all other beings. Several Chapters have different names for Librarians such as the Space Wolves who call them Rune Priests. Some exclude their use entirely, like the Black Templars. Other chapters, such as the Blood Ravens, revere Librarians greatly, having a higher likeliness of them being included in their forces.
As the name suggests, the Librarium is a place within a Space Marine chapter’s fortress monastery where the vast knowledge base, gathered over millennia of hard fought battles and great crusades, is stored. It is maintained and governed (by rank) by the Chief Librarian, Epistolary, and maintained by Codicers and the Lexicanum. Within the Space Wolves’ Librarium is an armoured room for controlling the base’s defense systems.
- Lexicani are Space Marine Librarians who are not generally seen in combat. Most of the time, they are found within a Chapter’s Librarium, storing the vast amounts of information the chapter has gathered over years of conflict and crusade. With more training, they can become Codicers and be given significant combat assignments, able to harness their powers with greater clarity. Lexicanum Librarians are often distinguished by their lack of a Psychic hood and helmet, usually appearing very similar to their brother-marines except for the blue Power Armour that Librarians wear.
- Codicers are Space Marine Librarians who have enough control over their powers to go into combat. They usually receive further training to become Epistolary Librarians, so they can use multiple psychic powers in combat. They usually do not have a Psychic hood, but rather devices more useful than that of their Imperial Sanctioned Psyker brethren.
- Epistolaries are powerful Space Marine Librarians and their primary role, while not on the battlefield, is that of chief psychic communications officer. Even on the battlefield he can send and receive psychic messages. In the 4th edition of Codex: Space Marines they count as the more powerful Librarian choice. They have more mastery over their psychic powers allowing them to use more than one in combat. They, like all Librarians, wear a Psychic Hood and carry a Force Weapon and have access to the Space Marine Armoury.
- The Chief Librarian is the strongest and most psychicly attuned Librarian of a Space Marine Chapter, who all other Librarians in the chapter bow to. He is master of the Librarium and is a living encyclopedia of knowledge due to his unrestricted access to the texts of old. He is also a greatly talented Psyker, stronger than even the Epistolary Librarians. Chief Librarians often lead forces or assist the Chapter Master in battle. Chief Librarians also spend a great deal of time training their lesser Codicer and Lexicanum brothers.
The codex role of Librarian in the Space Wolves Chapter is taken by the Rune Priest. It is his duty to keep the knowledge of the chapter’s history, reciting the great sagas of old. The entire history of the chapter is passed through these sagas; therefore the duty of keeping the knowledge is a heavy one indeed. The Rune Priest’s duty as a Librarian is carried out through the shamanic rituals of the Fenrisian shamanic traditions. One common power is to be able to summon a storm across the battlefield, covering the armies advance.
Combat Doctrine
These psychically-charged warriors are trained to use their abilities in the field of battle, as both weapons and tools of precognition. The Librarians use a psychic hood to suppress their enemies’ use of psychic powers; the hood’s wires tap directly into the brain and act as an extension of the wearer’s consciousness, allowing him to detect nearby manipulations of the warp and to disrupt them through a series of crystals designed to augment the Librarian’s willpower. When deployed, a Librarian’s psychic might exceeds even that of the Eldar Farseers in sheer brutality. Librarians wield potent force weapons, psychically-charged power weapons that allow the Librarian to detonate a mental blast with each strike. In-game, this is represented by the ability to instantly kill any wounded model, regardless of their total wounds remaining.
Off the field of battle, the Librarians are responsible for maintaining and adding to the records of the Chapter, attending to the Chapter’s annals and the collective knowledge built up over millennia of service.
Techmarines
Marines who show an aptitude with technology are often selected to undergo the training to become a Techmarine (Frater Astrotechnicus), honorary members of the Adeptus Mechanicus and priests of the Machine God. The aspiring Techmarine is selected for thirty years instruction on Mars, learning the correct rites of activation and maintenance of the Chapter’s equipment.
Techmarines are often called upon to make repairs that are beyond the training of a Space Marine, even in the midst of battle. Should a vehicle or artifact of technology be lost to the enemy, the Techmarines are at the forefront of the effort to retrieve it, often fighting as hard for their mechanical charges as they would for their Astartes brethren.
It should be noted that the Iron Hands Chapter maintain the office of Iron Father. This is a combination of the role of Techmarine and Chaplain. Leadership
After hundreds of years of service to the Chapter, elite Marines may be called upon to take up one of the leadership positions within the Chapter.
Captains
Known as Brother-Captains within their individual Chapter, a Captain leads one of the ten Companies comprising a Chapter. Each is the foremost warrior in his Company. In addition to leading their brethren, the Captains will often be called upon to fulfill other roles, most often in charge of an aspect of the Chapter, including the armoury, supplies, or the Chapter Fleet. “Force Commander” is the general term for a Captain or Chapter Master heading a force of Space Marines.
Chapter Master
At the head of the Chapter, commanding the Space Marines as well as their ancillary staff and possibly also the entire planet is the Chapter Master. As a warrior with unparalleled experience, he must be also a master tactician responsible for the decisions that can affect battles.
The Chapter Master is responsible for keeping the secrets and following the traditions of the Chapter. He is often the ruler of the Chapter’s homeworld, and holds the additional responsibilities of a Planetary Governor. In addition to their considerable combat prowess, Chapter Masters all have access to the Chapter’s ancient artefacts and weaponry that make them almost inconceivably powerful (such as the Gauntlets of Ultramar, Death Mask of Sanguinius or the Sword of Secrets).
The actual title of the Chapter leader can vary throughout the Chapters of the Adeptus Astartes: there is the “Supreme Grand Master” of the Dark Angels, the “High Marshal” of the Black Templars and the “Great Wolf” of the Space Wolves. The Ultramarine Chapter leader holds governorship of Macragge and is known also as “Lord Macragge,” while the Blood Angels simply use “Commander”, as this is the current title of Dante, Chapter Master of the Blood Angels.
Dreadnought
Even the Space Marines are mortal, and when the greatest of their number fall in battle, if there is a spark of life left in them, and they are experienced enough to be considered invaluable to the Space Marine Chapter, then their body will be transferred into the armoured sarcophagus of a Dreadnought. They are often mistaken to be huge armoured fighting suits or robots; they are similar to both and yet neither. Dreadnoughts are a combination of armoured walker and life-support system; their pilots are hooked straight into the Dreadnought’s body, and are able to use it as if it were their own body, although they are permanently entombed until they are destroyed
Current models
As with Power Armour there are different “Marks” (iterative versions) of Dreadnought. The most common version and the one produced as a model by Games Workshop is the Mark V, a design that has been used since the introduction of the second edition of Warhammer 40,000 in 1993. Made of plastic, this is a generic model which can be used by any chapter. The right arm can either be armed with an assault cannon or twin-linked lascannon, while the left side can either be a powerfist (with either a storm bolter or heavy flamer underneath) or missile launcher, allowing the player to build either a standard or fire-support (Hellfire) dreadnought.
Chapter-specific dreadnoughts such as the Blood Angels’ Furioso and Dark Angels’ Mortis have also been released; these use the Mark V design.
There are also metal models for Venerable Dreadnoughts. The “generic” venerable Dreadnought is an ornately decorated war machine armed with an assault cannon and powerfist. Interestingly, the Space Wolves Venerable Dreadnought is similar in design to the standard Mark V Dreadnought, save for the Space Wolves tokens and unique Lightning Claw/Heavy Flamer on the left side. Space Wolves Players may still use the new Venerable Dreadnought if they dislike the older one.
Forge World makes a (resin) Mark IV model. The style of the Mark IV is close to that of the Epic scale dreadnought when first released – it predating the current 25mm scale design.
Metal Mark V Dreadnoughts were released for Epic 40,000 and were carried over for the succeeding Epic: Armageddon. There is some variation in the sarcophagi design, and the missile launcher consisted of eight “tubes” instead of the cells of the Warhammer 40,000 scale. Weapons include the twin-lascannon, assault cannon, and multi-melta for the right arm, and powerfist, lightning claw, and missile launcher for the left side. Dreadnoughts had a unique blend of firepower and assault, making them useful for defending objectives. However, their slow speed otherwise proved a major hindrance on the vast Epic battlefield, though the introduction of transports able to carry Dreadnoughts, such as the Thunderhawk Transporter, should compensate for this.
The very earliest editions of WH40K had the Dreadnought occupants as healthy individuals and they were common to both Imperial Guard and Space Marines.
Weaponry
The standard dreadnought carries a heavy weapon on its right side and the left arm acts as a close-combat weapon. The latter is usually a Powerfist with either a storm bolter or heavy flamer fitted below the forearm. Though it shares the same name, it is not at all similar to the melee weapons used by other armed forces of the Imperium. Unrestricted by size or weight, dreadnought powerfists are vastly more powerful than ones carried by all infantry, even Space Marine Terminators. The Dreadnought’s powerfist is more effective as it does not force the user to strike last and (like the unwieldy infantry-borne Power Fist and Chainfist) it is deadly against heavy armour. This, combined with the Dreadnought’s own impressive unmodified strength makes the fist deadly to all, even heavily armored foes ( A Dreadnought can easily kill a tough commander model like a Space Marine chapter master outright with one hit). Also, the Dreadnought’s heavy vehicle armor means that even those that survive the initial assault can do little more than wait for the inevitable. The Space Wolves Venerable Dreadnought’s melee weapon is a Lightning Claw with an underslung heavy flamer, though the claw functions the same as a powerfist for gameplay purposes.
Official models and accessories produced by Games Workshop have included the assault cannon, multi-melta, or twin-linked lascannon as the heavy weapon. Through customizations or conversions, players can produce “standard” dreadnoughts with plasma cannons, twin-linked autocannons or twin-linked heavy-bolters. Forge World produces a clawed version of the plastic powerfist arm, which look like a newer version of the Space Wolves Power Claw. The arm can also be replaced with a bunker-busting assault drill arm, as detailed below.
Variants
There are two major variants of the standard Dreadnought in service within the Imperium.
- Hellfire replaces the Powerfist with a missile launcher giving up close combat ability for long range ability. The advantage of the Dreadnought’s missile launcher over its Space Marine equivalent (which can only be fired when the marine stays still and brace himself) is that the former can run at full speed whilst still laying down a barrage of missiles.
- Officially, Hellfire Dreadnoughts are usually referred to as Fire Support Dreadnoughts. The Hellfire term was used in the computer game Warhammer 40,000: Dawn of War, and was quickly adopted by players of the tabletop version as well.
- Before 1998, the Hellfire was a Dark Angels-themed dreadnought with a twin-linked lascannon and missile launcher, though it can be used by other chapters.
- The Siege Dreadnought is designed exclusively for assaults against fortified positions. Its Inferno Cannon will devastate any infantry caught in the open, while its close combat weapon is modified with rock drills and an internal Heavy Flamer, allowing it to burrow through the walls of a bunker and roast anything inside in a single action.
Among the countless more specialised variants that are Chapter-specific, three stand out:
- The Furioso was designed by the Blood Angels and their successors. It gives up the ranged heavy weapon for another Dreadnought power fist. This allows them to literally “tear apart” enemy vehicles when in melee combat. It is the antithesis of the Dark Angel’s Mortis-pattern in this respect. Prior to 1998, the Furioso was the Blood Angels-themed dreadnought with a Multi-Melta and Powerfist, though it can be used by other Chapters. Furibundus was used for the very earliest dreadnought models of the late 1980s. Another unique aspect of the Furioso Dreadnought was the special character, Moriar the Chosen, who operates with the Death Company.
- The Mortis is almost exclusively used by the Dark Angels chapter and mounts two ranged weapons. Unlike the Hellfire variant, the Mortis has a considerably wider weapons selection, as the left arm strongpoint is not restricted to a missile launcher. It commonly mounts a pair of the same ranged weapon, commonly twin-linked Autocannons or twin-linked Lascannons.
- The Aegis, used by the Grey Knights Inquisitorial Chapter, is equipped with special warp resistant devices, and blessed armour that offer a degree of protection from psychic powers. Aegis Dreadnoughts are also able to use the powerful Psycannon in place of their standard range weapon.
Venerable Dreadnoughts
Though not truly a variant, it is worth mentioning as these are regarded with more honor and respect than most generals of the Imperium:
- Older Dreadnoughts are referred to as Venerable Dreadnoughts. Having millennia worth of experience, Venerable Dreadnoughts are even harder to destroy than their younger counterparts. However, as a trade off for their knowledge, they are armed with older, more volatile weaponry. Venerable Dreadnoughts are prone to malfunction and the parts needed to update them can no longer be manufactured. Some of these ancient behemoths no longer resemble the current mass production Dreadnoughts and are bulky and cumbersome. Others stand towering over their foes like elegantly crafted statues ready to smite their enemies.
The original design for scratch-building dreadnoughts have been long lost and so newer versions of these behemoths (if any exist) can only be built from spare/salvaged parts. This is evident in the Iron Hands chapter as they have very few of these beasts after the Drop Site Massacre.
One of the more notable examples is the Space Wolves’ Bjorn the Fell-Handed. He is the oldest Dreadnought in the Imperium and was a member of Leman Russ’ retinue and fought in the Horus Heresy when he was still whole of body. Oddly, the Space Wolves Venerable Dreadnought released by Games Workshop is similar in design to the standard Mark V Dreadnought (save for the Space Wolves tokens and being a metal blister instead of plastic), while the “generic” venerable Dreadnought is an ornately decorated war machine.
Other races
Chaos
Chaos Dreadnoughts are not revered for their wisdom like their Imperial counterparts but shackled securely when not in combat as the Chaos Space Marine within has been driven insane by millennia of being trapped within the cold sarcophagus. They are used as insane behemoths to trample the enemy and are regarded with caution, as the madman pilot can turn his wrath upon his comrades if there are no enemy units within range. Their weapons are configured in the same way as Imperial Dreadnoughts but have no specific designations. As they are not wise or even reliable by any means, they are usually designated as fire support or frontal assault units rather than elite soldiers as the Imperial Space Marine Dreadnoughts are. However, Chaos Dreadnoughts can be configured into more powerful versions of their Imperial counterparts by the use of special marks dedicated to one of the Chaos gods, imbuing them with unholy powers.
NOTE – New game rules don’t allow marks to be placed on Chaos Dreadnoughts.
Ork
Orks also have noticed the usefulness of dreadnoughts, particularly their shooty and stompy aspects. Orkish Dreadnoughts, or “Deff Dreds” as they are called, are a crude parody of their Imperial namesake. Ork Dreds are armed with massive amounts of claws and guns. Due to the meks being less understanding of technology most orkish dreads are simply controlled with an array of buttons and levers rather than the pilot being hooked up to the machine. Smaller variants, named the Killa Kan, also exist. These cousins of the destructive war machines are often fielded in squadrons of 3 and are just as devastating in combat as their larger cousins, except they have less armor.
Previous versions
The first dreadnought models out were for the Space Marines/Imperial Guard. These were the Furibundus, Deredeo and Contemptor which had different weapons fit. There were a selection of arms (single or double bolter, lascannon or missile launcher) which fitted to the body, “wide” or “narrow” which in turn could have either long or short legs.
In Second Edition Warhammer 40,000, various bipedal, heavily armoured fighting machines belonging to numerous factions of the game were collectively called Dreadnoughts. Space Marines, Chaos Space Marines, Orks and Eldar all fielded a Dreadnought of their own design, generally carrying at least one Heavy Weapon and having armour and survivability characteristics roughly equivalent to a tank(in fact even under the current rules Dreadnoughts are so heavily armoured they could be classified as medium armour rather than light armour, even when compared to vehicles such as the Chimera and Leman Russ). Dreadnoughts were important support units in the game due to their prowess in close combat, being far more capable of defending themselves at close quarters than tanks or other vehicles, while being much harder to damage than infantry. A corresponding disadvantage was their size as tabletop models; this made them highly visible and particularly in the game’s early days where large tank models were less common, dreadnoughts were highly vulnerable to being sighted from long distance and destroyed before they could retaliate.
A cardboard cut-out of an Ork Dreadnought was included in the Second Edition boxed game as a stand-in for new players to be able to play all the included introductory scenarios, as the metal Ork Dreadnought model was a fairly expensive purchase at the time of publication.
In the Second Edition, the four dreadnoughts released by Games Workshop were metal models of the Mark V design, distinguished by their weaponry and chapter-specific banners and decals. They included an Ultramarines dreadnought with an assault cannon and powerfist/stormbolter, the Dark Angels dreadnought with a twin-linked lascannon and missile launcher (now known as the fire-support or Hellfire), Blood Angels dreadnought Furioso with a Multi-Melta and powerfist/stormbolter, and the Space Wolves’ Bjorn the Fell-Handed with an assault cannon and lightning claw/heavy flamer. Bjorn the Fell-Handed is unique as it is fielded as a special character and its Space Wolves tokens make it specific to that chapter, it is still in release as the present but has since been renamed as Space Wolves Venerable Dreadnought for the Third Edition and now lacks the banner. The other themed dreadnoughts can be used by other Chapters.
Following the release of Third Edition Warhammer 40,000, Games Workshop publications generally ceased the generic use of the word ‘Dreadnought’, instead referring only to the types fielded by Space Marines, Chaos Space Marines, and occasionally Ork dreadnoughts by that name. Eldar dreadnoughts were now known as Wraithlords and Orks, except for the appropriate army list entries, colloquially referred to their versions simply as Dreds or Killa Kanz, a name also given to smaller Dreadnought-style vehicles that they also field.
It was also in the Third Edition that variant dreadnoughts such as the fire-support (Hellfire), Mortis (specific to the Dark Angels, mounts two ranged weapons of any type), and Furioso (now a Blood Angels’ specific, with two powerfists, with heavy flamer and meltagun, respective) were released. Along with the release of the Furioso, there was also the introduction of the special character Moriar the Chosen.
With the new Fourth Edition, Moriar the Chosen was removed from the list. However the Blood Angels do receive the option of upgrading a Furioso Dreadnought into a Death Company Dreadnought, which has a similar ability to Moriar.
NOTe: did not add Blood Ravens cuz they are not the original 20 founded legions they maybe but i think their primcarch is Magnus cuz of their psyhic abilties also their is a legion rumored to be the 2 or 11th legion (11th? dunno correct me if u want too) the legion name is The Iron Hearts with the primarch Rubinek its a rumour


may you tell me the stats of the masters of the chapters for ulramarines ;the master of; the fleet,thewatch,thearsenal and the recruit