No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
70 Techmarine on Bike (base: 75 x 25mm) |
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1 | 70 Techmarine on Bike |
14" | 3+ | 2+ | 4 | 5 | 5 | 3 | 8 | 2+ | 75 x 25mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Boltgun | ||||||
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
+20 Conversion beamer | ||||||
+20 Conversion beamer | 42" | Heavy D3 | 6 | 0 | 1 | When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack. |
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack. | ||||||
Flamer | ||||||
Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+5 Plasma cutter | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+5 Plasma cutter | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Assault 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Assault 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Twin boltgun | ||||||
Twin boltgun | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
+5 Power axe | ||||||
+5 Power axe | Melee | Melee | +2 | -2 | 1 | - |
Servo-arm | ||||||
Servo-arm | Melee | Melee | x2 | -2 | 3 | Each time the bearer fights, no more than one attack can be made with each servo-arm. |
Each time the bearer fights, no more than one attack can be made with each servo-arm. | ||||||
Frag grenades | ||||||
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Krak grenades | ||||||
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - |
• This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list. • This model can be equipped with one of the following instead of 1 power axe: 1 weapon from the Melee Weapons list. • If this model is not equipped with a servo-harness, it can be equipped with 1 conversion beamer instead of 1 servo-arm. • This model can additionally be equipped with a servo-harness (Power Rating +1). A servo-harness is comprised of: 1 flamer; 1 plasma cutter; 1 servo-arm.
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ABILITIES | |
ABILITIES |
Angels of Death Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model. Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 1" of it. That model regains up to D3 lost wounds. Each model can only be repaired once per turn. |
Techmarine on Bike can receive the following Chapter Command upgrade: Master of the Forge +15 (Power Rating: +1). | |
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, | |
KEYWORDS: BIKER, CHARACTER, TECHMARINE |
With a zealous cry, the Black Templars press forward towards victory.
All too aware that they are battling their way through an Ark seething with foes, Rhalions warriors know they must strike hard and fast to cut through the enemy and be gone before overwhelming numbers can converge upon them.
Guided by cunning Scouts, aided by the lore and far-reaching perceptions of Codicier Bhakir bal Mahru and his Tome Keepers, these warriors exploit every route through the Herald of Misery to outmanoeuvre and outflank their foes.
At a critical point in the battle, the Black Templar host channels its fervour into their strikes, breaking the back of the enemy force in a hatred-fuelled flurry of blows.
Blessed with incredible strength, Space Marines deliver blows that inflict terrifying damage.
When facing the largest enemies, Vulkan’s sons draw upon their gene-sire’s titanic might, their strength terrible to behold.
Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.
No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.
Even when faced with seemingly insurmountable odds, the Crimson Fists emerge bloodied but victorious with bolters roaring.
Although stubborn warriors, even the resolute Dark Angels know that a fighting retreat can be the wisest course.
The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.
The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their foes from defensive positions with hails of pinpoint fire.
Logic dictates that, once a foe has been marked for destruction, the Iron Hands must not relent until the target is annihilated.
No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.
It is said on Chogoris that the sons of the Khan ride the storm-winds themselves, racing swift and wrathful into war.
Those warriors schooled in combat by Lieutenant Leodas demonstrate a particular duellists skill at close quarters. Their flair and fury swiftly see their enemies’ defences laid bare.
The battle cry of the Emperor’s Spears is the call that precedes their red work.
Learned in arcane biomechanics and chirurgery, Wolf Priests apply their rough surgery, shamanistic rites and medicinal balms to drag warriors back from the gates of Morkai’s realm of death.
Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.
It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.
Daemonic possession gives each battle-brother of the Exorcists a personal revelation about the nature of daemonkind, and with this knowledge they banish their foe.
Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.
Legendary deeds in the midst of battle are an intoxicating mead. Those of the hero’s retinue are inspired to greater feats of daring and valour, proving themselves worthy of their champion.
Filled with the spirit of Sigismund, this warrior roars a challenge to his foes, daring them to face him in single combat.
The Blood Angels would gladly put themselves in harm’s way to protect others, exemplifying the sacrifice of Sanguinius.
The sons of Vulkan have always evinced a tenacious hold upon life while their enemies yet live.
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
Some gifted warriors can understand and heal the agonies of war engines with great ease.
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
In times of great need, the Space Marine Chapters will unleash the full power of their armouries, equipping their battle-brothers with artefacts of extraordinary power.
Every Space Marine is a champion in their own right, a posthuman demigod who stands between Mankind and the darkness.
Some of the Deathwatch’s champions have unparalleled records of service, their capacity for slaying the xenos a true gift.
It is not unheard of for the Dark Angels to bestow ancient relics to worthy warriors of their successor Chapters.
The Dark Angels’ commanders are expected to have prodigious tactical and martial skills. Even in this elite group, some individuals stand out.
In extremis, the Chapter Master of the Blood Angels will bestow one of their treasured relics to a worthy champion from one of their successor Chapters.
The heroes of the White Scars are storied veterans who combine cunning and experience with red-handed ferocity.
The noble lords of the Blood Angels are mighty warriors indeed, but even within this exalted brotherhood, some heroic individuals stand out amongst their peers.
Bequeathed by the White Scars, a relic of Chogoris is a mighty boon indeed.
The heroes of the Ultramarines do not rest on their laurels. Rather, they strive all the harder to excel, for they recognise that only through excellence can they and their warriors prevail.
It is not unheard of for the revered relics of the Ultramarines to be bestowed for a time upon a worthy successor Chapter as a mark of honour and respect.
The most accomplished leaders of the Raven Guard are masters of every strategic doctrine laid down by Corvus Corax.
Pomp and ceremony are of little worth to Corax’s gene-sons, who instead favour tangible acts of faith and comradeship.
It is not a difficult sum for a warrior of the Iron Hands to cogitate, that his commanding officers’ lives are worth more to the Imperium than his own.
This warrior has absorbed well the lessons his Primarch taught, and has mastered his Chapter’s ways of war.
Should cogitation-choristry commend it, the Iron Council may bestow a relic of Medusa upon one of their successors for a time.
Victory in the Feast of Blades brings rewards of favour and recognition for he who earns them.
The most accomplished officers amongst the Imperial Fists’ ranks are true paragons of battle, masters of the Codex Astartes’ tenets and unfaltering heroes to the last.
The greatest heroes of Nocturne are embodiments of Vulkan’s tenets and living monuments to his nobility.
The respect of the Salamanders is not easily earned, but the trust so forged is sealed by the giving of powerful artefacts.
The leaders of the Black Templars must seek to emulate the example set by Sigismund himself, exhibiting strategic excellence worthy of the sons of Dorn. Such warriors command the greatest hosts, and leave a legacy of successful crusades behind them.
The Chapter houses a series of cults, each a proud sub-sect with traditions and associations concerning the role of a battle-brother on the battlefield.
There are few more meaningful tokens of brotherhood among the sons of Russ than the gifting of a war trophy - heavy with glory and steeped in tales of honour -from one warrior to another.
The greatest champions of Fenris have hunted near-mythical monsters, bested dark champions and waded through seas of blood - throughout all, howling with joy in the face of death.
Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.
White-armoured bikers hit the enemy lines like fulminating spears of lightning from the glowering clouds of Chogoris.
White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.
Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.
Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.
To the natives of Chogoris, mounted combat comes as easily and naturally as breathing. In the White Scars these skills are honed to a lethal edge.
Space Marine riders and pilots rely on their post-human reflexes to weave around incoming fire.
Space Marine pilots receive advanced training in handling their vehicles, and have preternatural reaction speeds.
The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.
Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.
The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.
The inter-pack dynamism of the Space Wolves ensures a fluid coordination of support that sees the Chapter’s battle-brothers launch themselves at the enemy’s throats from unexpected quarters.
At the opportune moment, Raven Guard infiltration units slip away from battle, only to relocate and strike the foe again from a different angle.
To the Imperial Fists, pain is but another didactic tool, a reminder of what their forebears endured without complaint and which they, too, must weather unwavering.
The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
Enemy fighters scramble to escape the Flesh Tearers’ ferocity.
The battle-brothers of the Deathwatch hail from many different Space Marine brotherhoods, resulting in the combination of many doctrines and tactics to use against the xenos threat.
Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.
In times of great desperation, fury and ferocity can be a warriors strongest allies.
With glowing blades and revving chainswords, the Black Templars bar their foes’ retreat.
A measured advance allows Space Marines to unleash a steady stream of accurate fire on the move.
The Salamanders’ expertise with weapons that recall their volcanic heritage is unmatched.
Even in the press and whirl of close combat, the fires of Nocturne are undimmed, a roaring inferno consuming the foe.
There can be no hangers-on when battling such odds. Every warrior must step forward and be counted as a champion of the Emperor and Sanguinius.
Knowing that they would be fighting alone and against trying odds aboard the Herald of Misery, Rhalions warriors brought with them all the equipment and supplies they needed to operate in isolation for many days.
Deathwatch bikers are fierce hunters of the most evasive xenos.
Amongst the rarest forms of special issue ammunition available to the Deathwatch, these bolts are handed out, a few each, to warriors sent on investigative missions, lest they encounter a foe their usual wargear cannot best.
The Rock’s Armoury houses all manner of ancient wonders.
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
+10 Combi-flamer | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-flamer | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
+10 Combi-grav | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-grav | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Grav-gun | ||||||
- Grav-gun | 18" | Rapid Fire 1 | 5 | -3 | 1 | Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
+10 Combi-melta | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-melta | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+10 Combi-plasma | ||||||
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-plasma | Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun (standard) | ||||||
- Plasma gun (standard) | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Plasma gun (supercharge) | ||||||
- Plasma gun (supercharge) | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
+5 Grav-pistol | ||||||
+5 Grav-pistol | 12" | Pistol 1 | 5 | -3 | 1 | Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
+5 Hand flamer | ||||||
+5 Hand flamer | 12" | Pistol D6 | 3 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+5 Inferno pistol | ||||||
+5 Inferno pistol | 6" | Pistol 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+5 Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+5 Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Storm bolter | ||||||
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Chainsword | ||||||
Chainsword | Melee | Melee | User | 0 | 1 | When the bearer fights, it makes 1 additional attack with this weapon. |
When the bearer fights, it makes 1 additional attack with this weapon. | ||||||
+5 Lightning claw | ||||||
+5 Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
+5 Power axe | ||||||
+5 Power axe | Melee | Melee | +2 | -2 | 1 | - |
+10 Power fist | ||||||
+10 Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
+4 Power lance | ||||||
+4 Power lance | Melee | Melee | +2 | -1 | 1 | - |
+5 Power maul | ||||||
+5 Power maul | Melee | Melee | +3 | -1 | 1 | - |
+5 Power sword | ||||||
+5 Power sword | Melee | Melee | +1 | -3 | 1 | - |
Thunder hammer | ||||||
Thunder hammer | Melee | Melee | x2 | -2 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Masters of the Forge are the chief artificers of the Space Marines, responsible for maintaining the arms, armour and vehicles of their Chapter. Peerless mechanics and technicians, they are the foremost experts within the Adeptus Astartes on the intricacies that surround the machine. Having distinguished themselves from their brother Techmarines, Masters of the Forge oversee the Chapter's armoury, and have an intimate knowledge of its workings and the machine spirits that reside there.
This warlord has an affinity with the Dreadnoughts of his Chapter. He meticulously tends to his bellicose, ill-tempered charges, ensuring that when the time comes for them to take to the battlefield, they fight with unrivalled fury.
While a friendly DREADNOUGHT is within 6" of this WARLORD, add 1 to its Strength and Attacks characteristics.Forged deep within the subterranean vaults of Mars, this axe hews through not just the metal armour of war engines and vehicles, but through their very machine spirit. Even a glancing blow can gut an enemy tank or walker.
Model equipped with an Omnissian power axe only. This Relic replaces an Omnissian power axe and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Mortis Machina (Relic) | |||||
Mortis Machina (Relic) | Melee | Melee | +3 | -2 | 3 |
Abilities: Each time an attack is made with this weapon against a VEHICLE unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage. |
This datasheet has HQ Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:
Twin boltgun used in the following datasheets:
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Frag grenades used in the following datasheets:
Krak grenades used in the following datasheets:
Space Marines stand unafraid before the terrors of the galaxy.
Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.The INFANTRY keyword is used in the following Space Marines datasheets:
The CENTURION keyword is used in the following Space Marines datasheets:
The TERMINATOR keyword is used in the following Space Marines datasheets:
The BIKER keyword is used in the following Space Marines datasheets:
To a Space Marine, the boltgun is more than a weapon - it is an instrument of Mankind’s divinity, the bringer of death to his foes.
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.
Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The datasheets using AGENT OF THE IMPERIUM keyword can be found in the following Factions:
Imperium: Adepta Sororitas, Agents of the Imperium, Imperial Knights, Inquisition.The AGENT OF THE IMPERIUM keyword is used in the following datasheets:
The datasheets using UNALIGNED keyword can be found in the following Factions:
Unaligned: Unaligned.The UNALIGNED keyword is used in the following datasheets:
When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.
If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. During the first battle round, the Devastator Doctrine is active for your army. From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows:The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.Space Marines are amongst the finest warriors in the Imperium.
This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.The IMPERIUM keyword is used in the following Space Marines datasheets:
The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The CHARACTER keyword is used in the following Space Marines datasheets:
The BIKER keyword is used in the following Space Marines datasheets:
The ARTILLERY keyword is used in the following Space Marines datasheets:
The ADEPTUS ASTARTES and CHARACTER keywords are used in the following Space Marines datasheets:
The WHITE SCARS and CHARACTER keywords are used in the following Space Marines datasheets:
The ADEPTUS ASTARTES and BIKER keywords are used in the following Space Marines datasheets:
The LAND SPEEDER keyword is used in the following Space Marines datasheets:
The STORM SPEEDER keyword is used in the following Space Marines datasheets:
The WHITE SCARS and BIKER keywords are used in the following Space Marines datasheets:
The WHITE SCARS and INFANTRY keywords are used in the following Space Marines datasheets:
Bolt pistol used in the following datasheets: