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The Adeptus Astartes, known more commonly as the Space Marines, specialise in lightning assaults, precision raids and targeted offensives designed to annihilate the enemy’s ability to coordinate or fight back. Their ranks include numerous brotherhoods of highly skilled warriors perfectly suited to such operations.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019
  Kill Team Annual 2019Expansion81.0December 2019
  Kill Team: Inquisitor EisenhornWhite Dwarf81.0July 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: Does the Auspex ability ignore modifiers granted by abilities such as the Scout’s Camo Cloak or the Lictor’s Chameleonic Skin, and granted by Tactics such as the Tyranids’ Lurk?
 A
Yes.
 Q: For the Alchomite Detonation Tactic (in the Fangs of Ulfrich expansion), if a model that was standing on the Alchomite Stack is placed on the battlefield after removing the Alchomite Stack, does that model count as having fallen?
 A
No.

Adeptus Astartes Kill Teams

If every model in your kill team has the ADEPTUS ASTARTES Faction keyword, you can use Adeptus Astartes Tactics.

DEATH TO THE TRAITORS!
Adeptus Astartes Tactic
Use this Tactic when you choose a model from your kill team to fight in the Fight phase. Until the end of that phase, each time you make a hit roll of 6+ for that model, and the target is a HERETIC ASTARTES model, you can immediately make an extra attack against the same model using the same weapon. These attacks cannot themselves generate any further attacks.
1 COMMAND POINT
ARMOUR OF CONTEMPT
Adeptus Astartes Tactic
Use this Tactic when a model from your kill team suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound suffered by that model for the rest of the phase; on a 5+ the mortal wound is ignored and has no effect.
1 COMMAND POINT
MASTERFUL MARKSMANSHIP
Adeptus Astartes Tactic
Use this Tactic in the Shooting phase when you choose an INTERCESSOR from your kill team to shoot with a stalker bolt rifle. Until the end of that phase, you can add 1 to hit and wound rolls for that model.
1 COMMAND POINT
HONOUR THE CHAPTER
Adeptus Astartes Tactic
Use this Tactic at the end of the Fight phase. Pick a model from your kill team. That model can immediately fight an additional time.
2 COMMAND POINTS
HELLFIRE SHELLS
Adeptus Astartes Tactic
Use this Tactic when you choose a model in your kill team to shoot with a heavy bolter. You can only make a single hit roll for the weapon this phase, however, if it hits, the target suffers D3 mortal wounds instead of the normal damage.
2 COMMAND POINTS
SHOCK AND AWE
Adeptus Astartes Tactic
Use this Tactic when you declare a REIVER from your kill team will attempt to charge. Before any Overwatch attacks are made, you can make a single shooting attack using this model’s shock grenades against a target of the charge. If the attack is successful, that target may not fire Overwatch this phase in addition to the normal effects of the grenade.
2 COMMAND POINTS
GRAV-CHUTE DESCENT
Adeptus Astartes Tactic
Use this Tactic at the end of the Movement phase. Choose up to three models that are any combination of GRAV-CHUTE and/or REIVER models from your kill team that were set up in Reserve, and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
JUMP PACK ASSAULT
Adeptus Astartes Tactic
Use this Tactic at the end of the Movement phase. Choose up to three JUMP PACK models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
ANGEL OF DEATH
Adeptus Astartes Tactic
Use this Tactic after choosing a model that charged in this battle round to fight with. Add 1 to that model’s Attacks characteristic for this phase.
1 COMMAND POINT
TELEPORT STRIKE
Adeptus Astartes Tactic
Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
SMOKE GRENADES
Adeptus Astartes Tactic
Use this Tactic at the beginning of the Shooting phase. Choose an INFILTRATOR or a SUPPRESSOR SERGEANT from your kill team that isn’t shaken. That model cannot make shooting attacks in this phase, but until the end of the phase all models within 3" of it are considered to be obscured to models that target them with shooting attacks.
1 COMMAND POINT
DEATH DENIED
Adeptus Astartes Tactic
Use this Tactic when one of your models is taken out of action. That model suffers a flesh wound instead.
3 COMMAND POINTS
ALCHOMITE DETONATION
Adeptus Astartes Tactic
Sector Mechanicus Tactic
Use this Tactic at the end of the Movement phase. Choose an Alchomite Stack that is within 1" of at least one model from your kill team that is not shaken. At the end of the following Movement phase, roll a dice for each model within 3" of that Alchomite Stack. On a 4+, that model suffers 1 mortal wound. Then remove the Alchomite Stack. Any models that were standing on that terrain are placed on the battlefield directly below where they were standing.
2 COMMAND POINTS
PSYCHOLOGICAL WARFARE
Adeptus Astartes Tactic
Use this Tactic at the start of the Morale phase. Choose a REIVER from your kill team that took an enemy model out of action in the preceding Fight phase and is not shaken. Add 1 to any Nerve tests made this phase for enemy models within 6" of the model you chose.
1 COMMAND POINT
ADAPTIVE STRATEGY
Adeptus Astartes Tactic
Use this Tactic as soon as your kill team is broken. You immediately generate D3 Command Points.
1 COMMAND POINT
AUSPEX SCAN
Adeptus Astartes Tactic
Use this Tactic when you choose a Readied model to shoot with. Ignore all negative hit modifiers for that model this phase.
2 COMMAND POINTS
CHAMPION OF HUMANITY
Adeptus Astartes Tactic
Use this Tactic when you choose a COMMANDER to fight in the Fight phase. Choose hit or wound rolls. You can re-roll all failed rolls of the type you chose for that model’s attacks that target enemy COMMANDERS until the end of the phase.
2 COMMAND POINTS
BATTLE-BROTHERS
Adeptus Astartes Tactic
Use this Tactic after failing a saving throw for a model that is within 3" of another friendly model that is not shaken. No damage is inflicted upon the target model, but one friendly model of your choice, that is within 3" of the target model and not shaken, suffers a number of mortal wounds equal to the Damage characteristic of the weapon used in the attack.
1 COMMAND POINT

Aura Tactics

RITES OF BATTLE
Adeptus Astartes
Primaris Captain/Captain in Terminator Armour/Captain in Phobos Armour Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a PRIMARIS CAPTAIN, TERMINATOR CAPTAIN or PHOBOS CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
TACTICAL PRECISION
Adeptus Astartes Tactic
Primaris Lieutenant/Lieutenant in Phobos Armour Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a PRIMARIS LIEUTENANT or PHOBOS LIEUTENANT. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll wound rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
LITANIES OF HATE
Adeptus Astartes
Primaris Chaplain/Chaplain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a PRIMARIS CHAPLAIN or TERMINATOR CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed hit rolls in the Fight phase for friendly models within 6" of this model.
1 COMMAND POINT
SPIRITUAL LEADER
Adeptus Astartes
Primaris Chaplain/Chaplain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a TERMINATOR CHAPLAIN or PRIMARIS CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 6" of this model can use this model’s Leadership characteristic instead of their own.
1 COMMAND POINT

Psychic Powers


Librarius Discipline

To generate psychic powers from the Librarius discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

D3PSYCHIC POWER
1

VEIL OF TIME

The psyker projects his will beyond the regular passage of time, taking in the strands of fate before returning to the present to sway the tide of battle.

Veil of Time has a warp charge value of 5. If manifested, pick a friendly model within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that model, and they can always be chosen to fight in the Hammer of Wrath section of the Fight phase, even if they did not make a charge move that battle round.

2

MIGHT OF HEROES

The psyker cages the immense power of the immaterium within his target, and they become the Emperor’s vengeance made manifest.

Might of Heroes has a warp charge value of 6. If manifested, pick a friendly model within 12"of the psyker. Until the start of the next Psychic phase, add 1 to that model’sStrength, Toughness and Attacks characteristics.

3

NULL ZONE

The psyker unleashes the full might of his mind to cast down his opponent’s defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes.

Null Zone has a warp charge value of 8. If manifested, then until the start of the next Psychic phase, while they are within 3" of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.


Obscuration Discipline

To generate psychic powers from the Obscuration discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

D3PSYCHIC POWER
1

SHROUDING

The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows.

Shrouding has a warp charge value of 6. If manifested, select a friendly ADEPTUS ASTARTES PHOBOS model within 8" of the psyker. Until the start of the next Psychic phase, enemy models can only shoot this model if it is the closest target that is visible to them.

2

HALLUCINATION

The psyker conjures images out of his foes’ own memories – from past allies seemingly returned from the dead, to apparitions wrought from their darkest nightmares. Paranoia, confusion and panic reign under such a psychic assault.

Hallucination has a warp charge value of 7. If manifested, select an enemy model within 12" of and visible to the psyker. Until the start of the next Psychic phase, subtract 1 from that model’s Leadership characteristic and from hit rolls made for that model.

3

MIND RAID

The psyker raids the thoughts of a foe for tactical information, simultaneously inflicting severe cerebral trauma on his victim.

Mind Raid has a warp charge value of 6. If manifested, select an enemy model within 18" of and visible to the psyker. That model suffers a mortal wound. If your kill team is Battle-forged, and the model you chose was a Leader or a COMMANDER, you gain 1 Command Point.


Chapter Tactics

The Sub-factions for models with the ADEPTUS ASTARTES Faction keyword are called Chapters, and their Sub-faction abilities are called Chapter Tactics. If your kill team is Battle-forged and all models in your kill team are drawn from the same Chapter, models in the kill team gain the Chapter Tactic described below, and you can use that Chapter’s Tactics.

If your kill team is drawn from a Chapter that does not have an associated Chapter Tactic, use the Chapter Tactic of its founding Chapter. For example, Crimson Fists are a successor Chapter of the Imperial Fists, so should use the Chapter Tactic of the Imperial Fists. If you are unsure of a Chapter’s founding Chapter, either consult the background sections of our books or choose a Chapter Tactic from those below that best describes its character and fighting style. In some cases, the Chapter a model is drawn from may change the model’s wargear options – where this is the case, this will be mentioned on the model’s datasheet.

DARK ANGELS: GRIM RESOLVE

The stalwart descendants of the Lion are renowned for their unshakeable resolve, enduring tenacity and strict fire discipline in battle.

Re-roll unmodified hit rolls of 1 for attacks made with ranged weapons by models in your kill team (including when firing Overwatch) that have not moved in this battle round. In addition, you can re-roll the dice to determine whether or not your kill team is broken in the Morale phase.

WHITE SCARS: LIGHTNING ASSAULT

The White Scars are true masters of the hunt. Theirs is the primal fury of the storm, the scent of prey upon the wind. None can escape their righteous justice.

When a model in your kill team Advances, add an additional 2" to the distance it can move. In addition, if a model in your kill team started the Movement phase within 1" of an enemy model, but when you pick it to move there are no enemy models within 1", that model can make a charge attempt instead of Falling Back or remaining stationary.

SPACE WOLVES: HUNTERS UNLEASHED

The Space Wolves train their whole lives for the moment when battle is joined. After a long hunt tensed for the kill, they spring forward to devastating effect.

In any battle round in which a model in your kill team charged, was charged or made a pile-in move granted by the Heroic Intervention Commander Tactic, add 1 to hit rolls for attacks made by that model in the Fight phase. In addition, you can use the Heroic Intervention Commander Tactic if there are any enemy models within 6" (rather than 3") of your Commander, and when you do so they can make a pile-in move of 6" (rather than 3").

IMPERIAL FISTS: SIEGE MASTERS

None are as well versed in siege warfare as the Imperial Fists. No fortress world is safe from their pinpoint bombardments and disciplined fusillades of bolter fire.

Models in your kill team do not suffer the penalty to Injury rolls for the target of their attacks being obscured and within 1" of a model or piece of terrain that is between the two models.

BLOOD ANGELS: THE RED THIRST

Though they strive to restrain it at every turn, the murderous ferocity of the Blood Angels simmers just beneath the surface of their thoughts. In battle this rage can be used as a weapon, lending fearsome strength to the Blood Angels’ blows.

In any battle round in which a model in your kill team charged, was charged or made a pile-in move granted by the Heroic Intervention Tactic, add 1 to wound rolls for attacks made by that model in the Fight phase.

IRON HANDS: THE FLESH IS WEAK

The Iron Hands seek transcendence through the replacement of their mortal flesh with cybernetics and metal augments. Such extensive modification renders them extremely difficult to kill.

Roll a dice each time a model in your kill team loses a wound. On a 6, the damage is ignored and the model does not lose a wound. If a model already has a similar ability, choose which effect applies, and re-roll 1s when making these rolls.

ULTRAMARINES: CODEX DISCIPLINE

The sons of Guilliman hold the tenets of the Codex Astartes as sacrosanct. In the fury of combat its wisdom guides them as they outmanoeuvre and overpower the foe with lethal precision.

Add 1 to the Leadership characteristic of all models in your kill team. In addition, models in your kill team can still shoot in a battle round in which they Retreated or Fell Back, but if they do so a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

SALAMANDERS: MASTER ARTISANS

The Salamanders are peerless craftsmen, capable of forging weapons of astounding quality and lethal power from the furnaces of Nocturne.

You can re-roll a single failed hit roll and a single failed wound roll in each phase, as long as the attack was made by a model in your kill team.

RAVEN GUARD: SHADOW MASTERS

From the shadows strike the Raven Guard, emerging with dizzying speed to gut the foe before they can react.

Models in your kill team are considered to be obscured to enemy models that target them if they are more than 12" away from those models.

BLACK TEMPLARS: RIGHTEOUS ZEAL

True believers in the Imperial Creed, the Black Templars wish for nothing more than to slaughter the heretic and the xenos in the name of the God-Emperor.

You can re-roll charge rolls for models in your kill team.


Datasheets


Scout

NAME M WS BS S T W A Ld Sv Max
Scout 6" 3+ 3+ 4 4 1 1 7 4+ -
Scout Gunner 6" 3+ 3+ 4 4 1 1 7 4+ 2
Scout Sergeant 6" 3+ 3+ 4 4 1 2 8 4+ 1
This model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
Up to two Scouts in your kill team can be Scout Gunners, and one Scout in your kill team can be a Scout Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Astartes shotgun
12"
Assault 2
4
0
1
If the target is within half range, add 1 to this weapon’s Strength.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
3
Heavy bolter
36"
Heavy 3
5
-1
1
-
5
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
1
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
 • A Scout may replace their boltgun with a combat knife or Astartes shotgun, or a sniper rifle and camo cloak.
 • A Scout Gunner may replace their boltgun with a heavy bolter or missile launcher, or a sniper rifle and camo cloak.
 • A Scout Gunner with a missile launcher may take a camo cloak.
 • A Scout Sergeant may replace their boltgun with an Astartes shotgun or chainsword, or a sniper rifle and camo cloak.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Camo Cloak:
1
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Comms, Demolitions, Scout, Sniper
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, INFANTRY, SCOUT


Tactical Marine

NAME M WS BS S T W A Ld Sv Max
Tactical Marine 6" 3+ 3+ 4 4 1 1 7 3+ -
Tactical Marine Gunner 6" 3+ 3+ 4 4 1 1 7 3+ 2
Tactical Sergeant 6" 3+ 3+ 4 4 1 2 8 3+ 1
This model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
Up to two Tactical Marines in your kill team can be Tactical Marine Gunners, and one Tactical Marine in your kill team can be a Tactical Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
1
Grav-pistol
12"
Pistol 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage of D3.
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
3
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
3
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
2
Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage of D3.
5
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
3
Heavy bolter
36"
Heavy 3
5
-1
1
-
3
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
2
Combi-grav
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage of D3.
3
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
4
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
2
Power sword
Melee
Melee
User
-3
1
-
4
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
WARGEAR OPTIONS
 • One Tactical Marine Gunner in your kill team may replace their boltgun with a flamer, meltagun, plasma gun or grav-gun.
 • One Tactical Marine Gunner in your kill team may replace their boltgun with a missile launcher or heavy bolter.
 • A Tactical Sergeant may replace their bolt pistol and boltgun with a combi-flamer, combi-grav, combi-melta or combi-plasma. Alternatively, he may be armed with a bolt pistol, boltgun, plasma pistol or grav-pistol, and may also take a chainsword, power fist, power sword or auspex.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Auspex:
1
At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit or injury rolls due to their target being obscured.
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Comms, Medic, Demolitions, Sniper, Veteran
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, INFANTRY, TACTICAL MARINE


Suppressor

NAME M WS BS S T W A Ld Sv Max
Suppressor 12" 3+ 3+ 4 4 2 2 7 3+ -
Suppressor Sergeant 12" 3+ 3+ 4 4 2 3 8 3+ 1
This model is armed with an accelerator autocannon, bolt pistol, frag grenades and krak grenades.
One Suppressor in your kill team can be a Suppressor Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Accelerator autocannon
48"
Heavy 2
7
-2
2
If this weapon inflicts any damage on an enemy model, until the end of the battle round that model and enemy models within 2" of that model cannot make shooting attacks.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Grav-chute:
1
A model with a grav-chute never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
SPECIALISTS
Leader (Sergeant only), Demolitions, Scout, Sniper, Veteran
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, INFANTRY, FLY, PHOBOS, PRIMARIS, GRAV-CHUTE, SUPPRESSOR


Terminator

NAME M WS BS S T W A Ld Sv Max
Terminator 5" 3+ 3+ 4 4 2 2 8 2+ -
Terminator Gunner 5" 3+ 3+ 4 4 2 2 8 2+ 2
Terminator Sergeant 5" 3+ 3+ 4 4 2 3 9 2+ 1
This model is armed with a power fist and storm bolter.
Up to two Terminators in your kill team can be Terminator Gunners, and one Terminator in your kill team can be a Terminator Sergeant. A Terminator Sergeant is armed with a power sword and storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Assault cannon
24"
Heavy 6
6
-1
1
-
5
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
9
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
7
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
6
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
36"
Heavy 2D3
4
0
1
-
 - Krak missile
36"
Heavy 2
8
-2
D6
-
5
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
12
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
6
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
4
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
Melee
Melee
User
-3
1
-
8
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
WARGEAR OPTIONS
 • A Terminator or Terminator Gunner may replace their power fist with a chainfist.
 • A Terminator Gunner may replace their storm bolter with an assault cannon, heavy flamer or cyclone missile launcher and a storm bolter.
 • A Terminator or Terminator Sergeant may replace their power fist (or power sword) and storm bolter with a pair of lightning claws or a thunder hammer and storm shield.
 • A SPACE WOLVES Terminator, Terminator Gunner or Terminator Sergeant may replace their power fist or power sword with a lightning claw, power axe, power maul, power sword, storm shield or thunder hammer.
 • A SPACE WOLVES Terminator, Terminator Gunner or Terminator Sergeant may replace their storm bolter with a combi-flamer, combi-melta, combi-plasma or one item from the Terminator Weapons list.
 • A DARK ANGELS Terminator Gunner may replace their storm bolter with a plasma cannon.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Crux Terminatus: This model has a 5+ invulnerable save.

Storm Shield:
5
A model armed with a storm shield has a 3+ invulnerable save.
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Combat, Comms, Demolitions, Veteran, Zealot
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, INFANTRY, TERMINATOR


Veteran

NAME M WS BS S T W A Ld Sv Max
Sternguard Veteran 6" 3+ 3+ 4 4 1 2 8 3+ -
Vanguard Veteran 6" 3+ 3+ 4 4 1 2 8 3+ -
Company Veteran 6" 3+ 3+ 4 4 1 2 8 3+ 4
Sternguard Gunner 6" 3+ 3+ 4 4 1 2 8 3+ 2
Sternguard Sergeant 6" 3+ 3+ 4 4 1 3 9 3+ 1
Vanguard Sergeant 6" 3+ 3+ 4 4 1 3 9 3+ 1
Veteran Sergeant 6" 3+ 3+ 4 4 1 3 9 3+ 1
A Veteran is a Sternguard Veteran, a Vanguard Veteran or a Company Veteran. A Sternguard Veteran is armed with a special issue boltgun, bolt pistol, frag grenades and krak grenades. A Vanguard Veteran or Company Veteran is instead armed with a chainsword, bolt pistol, frag grenades and krak grenades.
Up to two Sternguard Veterans in your kill team can be Sternguard Gunners, and one Sternguard Veteran in your kill team can be a Sternguard Sergeant. One Vanguard Veteran in your kill team can be a Vanguard Sergeant. One Company Veteran in your kill team can be a Veteran Sergeant.
SPACE WOLVES and DARK ANGELS models cannot be Sternguard Veterans, Sternguard Gunners, Sternguard Sergeants, Vanguard Veterans or Vanguard Sergeants, and the Max characteristic for SPACE WOLVES Company Veterans is ‘-’ (rather than 4).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Special issue boltgun
30"
Rapid Fire 1
4
-2
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
5
Melta bomb
4"
Grenade 1
8
-4
D6
-
WARGEAR OPTIONS
 • A Sternguard Veteran may exchange their special issue boltgun for one item from the Combi-weapons list.
 • A Sternguard Gunner may exchange their special issue boltgun for one item from the Combi-weapons or Heavy Weapons lists.
 • A Sternguard Sergeant may be equipped with an auspex.
 • A Sternguard Sergeant or Veteran Sergeant may exchange their special issue boltgun (or boltgun) and bolt pistol for up to two items from the Pistols and/or Melee Weapons lists, and if they do so they may also take a special issue boltgun (or boltgun, for a Veteran Sergeant) or up to one item from the Combi-weapons list.
 • A Sternguard Sergeant, Company Veteran or Veteran Sergeant may exchange their bolt pistol for one item from the Pistols or Melee Weapons lists.
 • A Company Veteran may exchange their chainsword for a boltgun or one item from the Combi-weapons, Special Weapons, Pistols or Melee Weapons lists.
 • A Vanguard Veteran or Vanguard Sergeant may exchange their bolt pistol and chainsword for two items from the Pistols and/or Melee Weapons lists.
 • A Vanguard Veteran or Vanguard Sergeant may be equipped with a jump pack. If they are, their Move characteristic is increased to 12" and they gain the JUMP PACK and FLY keywords.
6
 • One Vanguard Veteran or Vanguard Sergeant in your kill team may be armed with melta bombs.
 • One DARK ANGELS Company Veteran in your kill team may exchange their boltgun with one weapon from the Heavy Weapons list.
 • A DARK ANGELS Company Veteran or DARK ANGELS Veteran Sergeant may be armed with a combat shield.
 • A SPACE WOLVES Company Veteran or SPACE WOLVES Veteran Sergeant may be equipped with a jump pack. If they are, their Move characteristic is increased to 12" and they gain the JUMP PACK and FLY keywords.
6
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Combat Shield:
5
A model armed with a combat shield has a 5+ invulnerable save.

Storm Shield:
5
A model armed with a storm shield has a 3+ invulnerable save.

Auspex:
1
At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit or injury rolls due to their target being obscured.
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Combat, Comms, Demolitions, Sniper, Veteran, Zealot
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, INFANTRY, STERNGUARD VETERAN or VANGUARD VETERAN or COMPANY VETERAN


Eliminator

NAME M WS BS S T W A Ld Sv Max
Eliminator 6" 3+ 3+ 4 4 2 2 7 3+ -
Eliminator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1
This model is armed with a bolt sniper rifle, bolt pistol, frag grenades and krak grenades.
One Eliminator in your kill team can be an Eliminator Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt sniper rifle
A model firing a bolt sniper rifle does not suffer the penalty to hit rolls for the target being at long range. In addition, when attacking with this weapon, choose one of the profiles below.
 - Executioner round
36"
Heavy 1
5
-1
1
Add 2 to hit rolls made for this weapon. In addition, this weapon can target models that are not visible to the bearer. If the target is not visible to the bearer, a 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
 - Mortis round
36"
Heavy 1
5
-2
D3
If you make a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
 - Hyperfrag round
36"
Heavy D3
5
0
1
-
0
Instigator bolt carbine
24"
Assault 1
4
-1
2
-
5
Las fusil
36"
Heavy 1
8
-3
3
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • An Eliminatormay replace their bolt sniper rifle with a las fusil.
 • An Eliminator Sergeant may replace their bolt sniper rifle with a las fusil or instigator bolt carbine.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Camo Cloak:
1
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.

Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone.
SPECIALISTS
Leader (Sergeant only), Comms, Scout, Sniper, Veteran
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, INFANTRY, PHOBOS, PRIMARIS, ELIMINATOR


Incursor

NAME M WS BS S T W A Ld Sv Max
Incursor 6" 3+ 3+ 4 4 2 2 7 3+ -
Incursor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1
This model is armed with an Occulus bolt carbine, bolt pistol, paired combat blades, frag grenades and krak grenades.
One Incursor in your kill team can be an Incursor Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Occulus bolt carbine
24"
Rapid Fire 1
4
0
1
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
0
Paired combat blades
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • One Incursor in your kill team may take a haywire mine.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Haywire Mine:
5
In your turn in the Movement phase, a model from your kill team with a haywire mine that has not been primed can prime it. If they do, at any point during that model’s move, place the Primed Haywire Mine within 1" of it, and more than 3" away from any enemy models. If an enemy model moves within 2" of that Primed Haywire Mine, roll one D6; on a 4+ each model within 2" of the Primed Haywire Mine suffer 1 mortal wound. That Primed Haywire Mine is then removed from play.

The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
SPECIALISTS
Leader (Sergeant only), Comms, Demolitions, Scout, Veteran
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, INFANTRY, PHOBOS, PRIMARIS, INCURSOR


Infiltrator

NAME M WS BS S T W A Ld Sv Max
Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+ -
Infiltrator Helix Adept 6" 3+ 3+ 4 4 2 2 7 3+ 1
Infiltrator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1
This model is armed with a marksman bolt carbine, bolt pistol, frag grenades and krak grenades.
One Infiltrator in your kill team can be an Infiltrator Helix Adept, and one Infiltrator in your kill team can be an Infiltrator Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
Each unmodified hit roll of 6 made for this weapon’s attacks automatically results in a wound (do not make a wound roll for that attack).
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • One Infiltrator in your kill team can be equipped with an Infiltrator Comms Array.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Infiltrator Comms Array:
5
Add 1 to the Leadership characteristic of models within 6" of any friendly models equipped with an Infiltrator Comms Array.

Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone.

Omni-scrambler: Enemy models that are set up on the battlefield from Reserve cannot be set up within 7" of this model.
SPECIALISTS
Leader (Sergeant only), Medic (Helix Adept only), Comms (Infiltrator with InfiltratorComms Array only), Demolitions, Scout, Veteran
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, INFANTRY, PHOBOS, PRIMARIS, INFILTRATOR


Intercessor

NAME M WS BS S T W A Ld Sv Max
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+ -
Intercessor Gunner 6" 3+ 3+ 4 4 2 2 7 3+ 2
Intercessor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1
This model is armed with a bolt rifle, bolt pistol, frag grenades and krak grenades.
Up to two Intercessors in your kill team can be Intercessor Gunners, and one Intercessor in your kill team can be an Intercessor Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Hand flamer
6"
Pistol D3
3
0
1
This weapon automatically hits its target.
0
Auto bolt rifle
24"
Assault 2
4
0
1
-
0
Stalker bolt rifle
36"
Heavy 1
4
-2
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
4
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
Melee
Melee
User
-3
1
-
8
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
WARGEAR OPTIONS
 • This model may replace its bolt rifle with an auto bolt rifle or stalker bolt rifle.
 • An Intercessor Gunner may take an auxiliary grenade launcher.
 • An Intercessor Sergeant may replace their bolt rifle with a hand flamer or chainsword.
 • If an Intercessor Sergeant is not equipped with a chainsword he can be equipped with a power fist, power sword, thunder hammer or chainsword.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Auxiliary Grenade Launcher:
0
If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30".
SPECIALISTS
Leader (Sergeant only), Demolitions (Gunner only), Combat, Comms, Sniper, Veteran
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, INFANTRY, PRIMARIS, INTERCESSOR


Reiver

NAME M WS BS S T W A Ld Sv Max
Reiver 6" 3+ 3+ 4 4 2 2 7 3+ -
Reiver Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1
This model is armed with a bolt carbine, heavy bolt pistol, frag grenades, krak grenades and shock grenades.
One Reiver in your kill team can be a Reiver Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Shock grenade
6"
Grenade D3
*
*
*
This weapon does not inflict any damage. If an enemy INFANTRY model is hit by any shock grenades, it is stunned; until the end of the next battle round that model cannot fire Overwatch or be Readied, and your opponent must subtract 1 from hit rolls made for the model.
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
 • A Reiver may replace their bolt carbine with a combat knife.
 • A Reiver Sergeant may replace their bolt carbine or heavy bolt pistol with a combat knife.
 • This model may take a grav-chute.
 • This model may take a grapnel launcher.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Grapnel Launcher:
1
A model with a grapnel launcher can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.

Grav-chute:
1
A model with a grav-chute never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.

Terror Troops: Enemy models must subtract 1 from their Leadership if they are within 3" of any Reiver or Reiver Sergeant models.
SPECIALISTS
Leader (Sergeant only), Combat, Comms, Demolitions, Scout, Veteran
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, INFANTRY, PRIMARIS, REIVER


Commanders


Primaris Captain

NAME M WS BS S T W A Ld Sv Max
Primaris Captain 6" 2+ 2+ 4 4 6 5 9 3+ 1
This model is armed with a master-crafted auto bolt rifle, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Master-crafted auto bolt rifle
24"
Assault 2
4
0
2
-
0
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
2
-
7
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model may replace its master-crafted auto bolt rifle with a master-crafted stalker bolt rifle.
 • This model may take a power sword.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Iron Halo: This model has a 4+ invulnerable save.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
Rites of Battle
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PRIMARIS, CAPTAIN


Primaris Chaplain

NAME M WS BS S T W A Ld Sv Max
Primaris Chaplain 6" 2+ 3+ 4 4 5 4 9 3+ 1
This model is armed with a crozius arcanum, absolvor bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Rosarius: This model has a 4+ invulnerable save.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Shooting, Strength
TACTICS
Litanies of Hate, Spiritual Leader
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PRIMARIS, CHAPLAIN


Primaris Librarian

NAME M WS BS S T W A Ld Sv Max
Primaris Librarian 6" 3+ 3+ 4 4 5 4 9 3+ 1
This model is armed with a force sword, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Force sword
Melee
Melee
User
-3
D3
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Librarius discipline.
SPECIALISTS
Fortitude, Melee, Psyker, Shooting, Strength
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PRIMARIS, PSYKER, LIBRARIAN


Primaris Lieutenant

NAME M WS BS S T W A Ld Sv Max
Primaris Lieutenant 6" 2+ 3+ 4 4 5 4 8 3+ 1
This model is armed with a master-crafted auto bolt rifle, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Master-crafted auto bolt rifle
24"
Assault 2
4
0
2
-
0
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
2
-
4
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model may replace its master-crafted auto bolt rifle with a power sword or master-crafted stalker bolt rifle.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
Tactical Precision
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PRIMARIS, LIEUTENANT


Captain in Phobos Armour

NAME M WS BS S T W A Ld Sv Max
Captain in Phobos Armour 6" 2+ 2+ 4 4 6 5 9 3+ 1
This model is armed with a master-crafted instigator bolt carbine, bolt pistol, combat knife, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Master-crafted instigator bolt carbine
30"
Heavy 1
4
-2
2
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Iron Halo: This model has a 4+ invulnerable save.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Camo Cloak:
1
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.

Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone.

Omni-scrambler: Enemy models that are set up on the battlefield from Reserve cannot be set up within 7" of this model.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
Rites of Battle
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, CAPTAIN


Captain in Terminator Armour

NAME M WS BS S T W A Ld Sv Max
Captain in Terminator Armour 5" 2+ 2+ 4 4 6 4 9 2+ 1
This model is armed with a power sword and storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
8
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
5
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
0
Storm bolter
24"
Rapid Fire 2
4
0
1
-
2
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-
0
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • This model may replace its storm bolter with a combi-flamer, combi-melta, combi-plasma or one item from the Terminator Weapons list.
 • This model may replace its power sword with a chainfist or one item from the Terminator Weapons list.
 • A Captain in Terminator Armour with a power fist can also be armed with a wrist-mounted grenade launcher.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Iron Halo or Storm Shield: This model has a 4+ invulnerable save. If it is armed with a storm shield, it instead has a 3+ invulnerable save.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
Rites of Battle
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, TERMINATOR, CAPTAIN


Chaplain in Terminator Armour

NAME M WS BS S T W A Ld Sv Max
Chaplain in Terminator Armour 5" 2+ 3+ 4 4 5 3 9 2+ 1
This model is armed with a crozius arcanum and storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
8
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
5
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
0
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
WARGEAR OPTIONS
 • This model may replace its storm bolter with a combi-flamer, combi-melta or combi-plasma.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Rosarius: This model has a 4+ invulnerable save.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Shooting, Strength
TACTICS
Litanies of Hate, Spiritual Leader
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, TERMINATOR, CHAPLAIN


Librarian in Phobos Armour

NAME M WS BS S T W A Ld Sv Max
Librarian in Phobos Armour 6" 3+ 3+ 4 4 5 4 9 3+ 1
This model is armed with a force sword, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Force sword
Melee
Melee
User
-3
D3
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Camo Cloak:
1
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.

Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone.

Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Obscuration discipline.
SPECIALISTS
Fortitude, Melee, Psyker, Stealth, Strength
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, PSYKER, LIBRARIAN


Librarian in Terminator Armour

NAME M WS BS S T W A Ld Sv Max
Librarian in Terminator Armour 5" 3+ 3+ 4 4 5 3 9 2+ 1
This model is armed with a force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
6
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
12
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
9
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
4
Storm bolter
24"
Rapid Fire 2
4
0
1
-
2
Force axe
Melee
Melee
+1
-2
D3
-
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
Melee
Melee
User
-3
D3
-
WARGEAR OPTIONS
 • This model may take a combi-flamer, combi-melta, combi-plasma or storm bolter.
 • This model may replace its force stave with a force axe or force sword.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Crux Terminatus: This model has a 5+ invulnerable save.

Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Librarius discipline.
SPECIALISTS
Fortitude, Melee, Psyker, Shooting, Strength
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, TERMINATOR, PSYKER, LIBRARIAN


Janus Draik

NAME M WS BS S T W A Ld Sv Max
Janus Draik 6" 3+ 3+ 3 3 4 3 9 4+ 1
This model is armed with an heirloom pistol, a monomolecular rapier, and an archeotech grenade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Heirloom pistol
12"
Pistol 1
4
-2
2
-
Monomolecular rapier
Melee
Melee
User
-4
1
-
Archeotech grenade
6"
Grenade D3
6
-1
D3
You can only use this weapon once per battle.
ABILITIES
Multi-Spectral Auspicator: Re-roll hit rolls of 1 for attacks made by this model.

Concealed Archeotech Weapon: Once per battle, at the start of the Fight phase, pick one enemy model within 1" of this model and roll a dice; on a 4+ the target model suffers D3 mortal wounds.

Disruption Field Generator: This model has a 4+ invulnerable save.

Rogue Trader: This model cannot be affected by any Tactics or abilities that affect models with a particular Faction keyword.
SPECIALISTS
Logistics
FACTION KEYWORDS
ADEPTA SORORITAS, ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS
KEYWORDS
IMPERIUM, ASTRA CARTOGRAPHICA, COMMANDER, INFANTRY, ROGUE TRADER, JANUS DRAIK


Lieutenant in Phobos Armour

NAME M WS BS S T W A Ld Sv Max
Lieutenant in Phobos Armour 6" 2+ 3+ 4 4 5 4 8 3+ 1
This model is armed with a master-crafted occulus bolt carbine, bolt pistol, paired combat blades, frag grenades and krak grenades and a grav-chute.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
0
Master-crafted occulus bolt carbine
24"
Rapid Fire 1
4
0
2
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Paired combat blades
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model can be equipped with a heavy bolt pistol and combat knife instead of its master-crafted occulus bolt carbine, paired combat blades, bolt pistol and grav-chute. If it is, it gains the REIVER keyword.
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Terror Troops: Enemy models must subtract 1 from their Leadership characteristic if they are within 3" of any REIVER models.

Grav-chute:
1
A model with a grav-chute never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
Tactical Precision
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, GRAV-CHUTE, LIEUTENANT


Neyam Shai Murad

NAME M WS BS S T W A Ld Sv Max
Neyam Shai Murad 6" 3+ 3+ 3 3 4 3 9 4+ 1
This model is armed with two negotiator pistols.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Negotiator pistol
12"
Pistol 2
4
-2
1
-
ABILITIES
Quick Draw: This model can shoot each turn as if it was Readied.

Servo-skull Assisted Targeting: This model does not suffer the penalty to hit rolls for the target being obscured.

Rogue Trader: This model cannot be affected by any Tactics or abilities that affect models with a particular Faction keyword.
SPECIALISTS
Shooting
FACTION KEYWORDS
ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS, ADEPTA SORORITAS
KEYWORDS
IMPERIUM, ASTRA CARTOGRAPHICA, COMMANDER, INFANTRY, ROGUE TRADER, NEYAM SHAI MURAD


Inquisitor Eisenhorn

NAME M WS BS S T W A Ld Sv Max
Inquisitor Eisenhorn 6" 3+ 3+ 3 3 5 4 10 4+ 1
This model is armed with an artificer bolt pistol, Barbarisater and a runestaff.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Artificer bolt pistol
12"
Pistol 1
4
-1
2
-
0
Barbarisater
Melee
Melee
User
-3
D3
Add 1 to hit rolls for attacks made with this weapon
0
Runestaff
Melee
Melee
+3
-1
D3
-
ABILITIES
Quarry: You can re-roll hit rolls and wound rolls for this model for attacks that target enemy models with the AELDARI, NECRON, ORK, T’AU EMPIRE or TYRANIDS keyword or faction keyword.

Unquestionable Wisdom: Friendly ADEPTUS ASTARTES, ASTRA MILITARUM or ADEPTUS MECHANICUS models within 6" of this model can use this model’s Leadership characteristic instead of their own.

No Stranger to Pain: Roll a D6 each time this model loses a wound; on a 6+ that wound is not lost.
PSYKER
This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. He knows the Psybolt and Enforce Will psychic powers.

Enforce Will: Enforce Will has a warp charge value of 8. If manifested, pick an enemy model that is within 12" of this model and visible to him. You can immediately shoot with that model as if it was the Shooting phase and that model was in your kill team, or fight with that model as if it was the Fight phase and that model was in your kill team.
SPECIALISTS
Strategist
FACTION KEYWORDS
ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS, DEATHWATCH
KEYWORDS
IMPERIUM, ORDO XENOS, COMMANDER, INFANTRY, INQUISITOR, EISENHORN

Upgrades

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Pistols). When this is the case, the unit may take any item from the appropriate list below.

PISTOLS

 • Bolt pistol

 • Grav-pistol1

 • Hand flamer2

 • Inferno pistol2

 • Plasma pistol

1 cannot be taken by SPACE WOLVES

2 BLOOD ANGELS only

MELEE WEAPONS

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul1

 • Power sword

 • Relic blade2

 • Storm Shield3

 • Thunder hammer3

1 DARK ANGELS only

2 Vanguard Sergeant only

3 cannot be taken by Sternguard Sergeants

COMBI-WEAPONS

 • Combi-flamer

 • Combi-grav1

 • Combi-melta

 • Combi-plasma

 • Storm bolter

1 cannot be taken by SPACE WOLVES

SPECIAL WEAPONS

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun

HEAVY WEAPONS

 • Grav-cannon and grav-amp

 • Heavy bolter

 • Heavy flamer1

 • Lascannon

 • Missile launcher

 • Multi-melta

 • Plasma cannon

1 STERNGUARD only

TERMINATOR WEAPONS

 • Chainfist1

 • Lightning claw

 • Power axe1

 • Power fist

 • Power maul1

 • Power sword1

 • Relic blade2

 • Storm Shield

 • Thunder hammer

1 SPACE WOLVES only

2 cannot be taken by SPACE WOLVES or a model with a chainfist


Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
0
Accelerator autocannon
48"
Heavy 2
7
-2
2
If this weapon inflicts any damage on an enemy model, until the end of the battle round that model and enemy models within 2" of that model cannot make shooting attacks.
Archeotech grenade
6"
Grenade D3
6
-1
D3
You can only use this weapon once per battle.
0
Artificer bolt pistol
12"
Pistol 1
4
-1
2
-
5
Assault cannon
24"
Heavy 6
6
-1
1
-
0
Astartes shotgun
12"
Assault 2
4
0
1
If the target is within half range, add 1 to this weapon’s Strength.
0
Auto bolt rifle
24"
Assault 2
4
0
1
-
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Bolt sniper rifle
A model firing a bolt sniper rifle does not suffer the penalty to hit rolls for the target being at long range. In addition, when attacking with this weapon, choose one of the profiles below.
 - Executioner round
36"
Heavy 1
5
-1
1
Add 2 to hit rolls made for this weapon. In addition, this weapon can target models that are not visible to the bearer. If the target is not visible to the bearer, a 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
 - Mortis round
36"
Heavy 1
5
-2
D3
If you make a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
 - Hyperfrag round
36"
Heavy D3
5
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
2..6
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
2..4
Combi-grav
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage of D3.
3..12
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
4..9
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
6
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
36"
Heavy 2D3
4
0
1
-
 - Krak missile
36"
Heavy 2
8
-2
D6
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
5
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage of D3.
2
Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage of D3.
1
Grav-pistol
12"
Pistol 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage of D3.
0
Hand flamer
6"
Pistol D3
3
0
1
This weapon automatically hits its target.
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
3
Heavy bolter
36"
Heavy 3
5
-1
1
-
5
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
Heirloom pistol
12"
Pistol 1
4
-2
2
-
8
Inferno pistol
6"
Pistol 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Instigator bolt carbine
24"
Assault 1
4
-1
2
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
5
Las fusil
36"
Heavy 1
8
-3
3
-
13
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
Each unmodified hit roll of 6 made for this weapon’s attacks automatically results in a wound (do not make a wound roll for that attack).
0
Master-crafted auto bolt rifle
24"
Assault 2
4
0
2
-
0
Master-crafted instigator bolt carbine
30"
Heavy 1
4
-2
2
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range.
0
Master-crafted occulus bolt carbine
24"
Rapid Fire 1
4
0
2
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
0
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
2
-
5
Melta bomb
4"
Grenade 1
8
-4
D6
-
3..7
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
5..10
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
10
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Negotiator pistol
12"
Pistol 2
4
-2
1
-
0
Occulus bolt carbine
24"
Rapid Fire 1
4
0
1
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
12
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
3..5
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
1..2
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Shock grenade
6"
Grenade D3
*
*
*
This weapon does not inflict any damage. If an enemy INFANTRY model is hit by any shock grenades, it is stunned; until the end of the next battle round that model cannot fire Overwatch or be Readied, and your opponent must subtract 1 from hit rolls made for the model.
1
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
1
Special issue boltgun
30"
Rapid Fire 1
4
-2
1
-
0
Stalker bolt rifle
36"
Heavy 1
4
-2
1
-
0..4
Storm bolter
24"
Rapid Fire 2
4
0
1
-
2
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Barbarisater
Melee
Melee
User
-3
D3
Add 1 to hit rolls for attacks made with this weapon
6..13
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
2
Force axe
Melee
Melee
+1
-2
D3
-
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
Melee
Melee
User
-3
D3
-
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
Monomolecular rapier
Melee
Melee
User
-4
1
-
0
Paired combat blades
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
2
Power axe
Melee
Melee
+1
-2
1
-
4..12
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0..1
Power maul
Melee
Melee
+2
-1
1
-
0..7
Power sword
Melee
Melee
User
-3
1
-
3..14
Relic blade
Melee
Melee
+2
-3
D3
-
0
Runestaff
Melee
Melee
+3
-1
D3
-
0..18
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Auspex
At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit or injury rolls due to their target being obscured.
0
Auxiliary Grenade Launcher
If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30".
1
Camo Cloak
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
5
Combat Shield
A model armed with a combat shield has a 5+ invulnerable save.
1
Grapnel Launcher
A model with a grapnel launcher can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
1
Grav-chute
A model with a grav-chute never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
5
Haywire Mine
In your turn in the Movement phase, a model from your kill team with a haywire mine that has not been primed can prime it. If they do, at any point during that model’s move, place the Primed Haywire Mine within 1" of it, and more than 3" away from any enemy models. If an enemy model moves within 2" of that Primed Haywire Mine, roll one D6; on a 4+ each model within 2" of the Primed Haywire Mine suffer 1 mortal wound. That Primed Haywire Mine is then removed from play.

The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
5
Infiltrator Comms Array
Add 1 to the Leadership characteristic of models within 6" of any friendly models equipped with an Infiltrator Comms Array.
5..15
Storm Shield
A model armed with a storm shield has a 3+ invulnerable save.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
LURK
Tyranids Tactic
Use this Tactic in the Movement phase. Pick a model from your kill team that has not yet moved. That model may not move this phase, but for the rest of the battle round, if this model is obscured, shooting attacks that target this model suffer an additional -1 modifier to their hit rolls.
1 COMMAND POINT
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The INTERCESSOR keyword is used in following Adeptus Astartes datasheets:

Datasheet
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.

The REIVER keyword is used in following Adeptus Astartes datasheets:

Datasheet
• Reiver
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

The GRAV-CHUTE keyword is used in following Adeptus Astartes datasheets:

Datasheet
Commander
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

The TERMINATOR keyword is used in following Adeptus Astartes datasheets:

Datasheet
Commander

The INFILTRATOR keyword is used in following Adeptus Astartes datasheets:

Datasheet

The SUPPRESSOR keyword is used in following Adeptus Astartes datasheets:

Datasheet
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.

The PRIMARIS and CAPTAIN keywords are used in following Adeptus Astartes datasheets:

Commander

The TERMINATOR and CAPTAIN keywords are used in following Adeptus Astartes datasheets:

Commander

The PHOBOS and CAPTAIN keywords are used in following Adeptus Astartes datasheets:

Commander

The PRIMARIS and LIEUTENANT keywords are used in following Adeptus Astartes datasheets:

Commander

The PHOBOS and LIEUTENANT keywords are used in following Adeptus Astartes datasheets:

Commander

The PRIMARIS and CHAPLAIN keywords are used in following Adeptus Astartes datasheets:

Commander

The TERMINATOR and CHAPLAIN keywords are used in following Adeptus Astartes datasheets:

Commander
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Hammer of Wrath
Models that charged in this battle round fight before all other models. Players take it in turn to choose a model that charged from their kill team to fight with (see below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. A player cannot choose to pass if they have a model that charged that can fight. Once all players have chosen a model from their kill team or passed, they do so again in the same order, until all players pass in succession. When they do so, the Hammer of Wrath section of the Fight phase is over.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The ADEPTUS ASTARTES and PHOBOS keywords are used in following Adeptus Astartes datasheets:

Datasheet
Commander
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
HEROIC INTERVENTION
Commander Tactic
Use this Tactic at the end of the Movement phase if there are any enemy models within 3" of your Commander and your Commander did not Advance, Fall Back, Retreat or make a charge attempt this phase. Your Commander can immediately make a pile-in move as described in the Fight phase.
1 COMMAND POINT
Does not include wargear
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Bolt pistol used in following datasheets:

Datasheet
• Scout
0
• Veteran
0
• Incursor
0
Commander
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Boltgun used in following datasheets:

Datasheet
• Scout
0
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

Heavy bolter used in following datasheets:

Datasheet
• Scout
3
• Veteran
3
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Missile launcher used in following datasheets:

Datasheet
• Scout
5
• Veteran
10

Frag grenade used in following datasheets:

Datasheet
• Scout
0
• Veteran
0
• Incursor
0
• Reiver
0
Commander
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.

Krak grenade used in following datasheets:

Datasheet
• Scout
0
• Veteran
0
• Incursor
0
• Reiver
0
Commander

Chainsword used in following datasheets:

Datasheet
• Scout
0
• Veteran
0
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Combat knife used in following datasheets:

Datasheet
• Scout
0
• Reiver
0
Commander

Plasma pistol used in following datasheets:

Datasheet
• Veteran
2

Grav-pistol used in following datasheets:

Datasheet
• Veteran
1

Flamer used in following datasheets:

Datasheet
• Veteran
3

Meltagun used in following datasheets:

Datasheet
• Veteran
7

Plasma gun used in following datasheets:

Datasheet
• Veteran
5

Grav-gun used in following datasheets:

Datasheet
• Veteran
2

Combi-flamer used in following datasheets:

Datasheet
• Veteran
5
Commander

Combi-grav used in following datasheets:

Datasheet
• Veteran
4

Combi-melta used in following datasheets:

Datasheet
• Veteran
9
Commander

Combi-plasma used in following datasheets:

Datasheet
• Veteran
7
Commander

Power sword used in following datasheets:

Datasheet
• Veteran
1
Commander

Power fist used in following datasheets:

Datasheet
• Veteran
4
Commander

The PHOBOS keyword is used in following Adeptus Astartes datasheets:

Datasheet
Commander

The PRIMARIS keyword is used in following Adeptus Astartes datasheets:

Datasheet
• Reiver
Commander

The GRAV-CHUTE keyword is used in following Adeptus Astartes datasheets:

Datasheet
Commander

Heavy flamer used in following datasheets:

Datasheet
• Veteran
5

Storm bolter used in following datasheets:

Datasheet
• Veteran
2
Commander

Plasma cannon used in following datasheets:

Datasheet
• Terminator
12
• Veteran
12

Chainfist used in following datasheets:

Datasheet
Commander
single/pair

Lightning claw used in following datasheets:

Datasheet
• Terminator
1/3
• Veteran
1/3
Commander

Thunder hammer used in following datasheets:

Datasheet
• Veteran
8
Commander
Terminator Weapons
 • Chainfist1
6
 • Lightning claw
 • Power axe1
2
 • Power fist
4
 • Power maul1
1
 • Power sword1
1
 • Relic blade2
3
 • Storm Shield
5
 • Thunder hammer

1 SPACE WOLVES only

2 cannot be taken by SPACE WOLVES or a model with a chainfist

The TERMINATOR keyword is used in following Adeptus Astartes datasheets:

Datasheet
Commander
Combi-weapons
 • Combi-flamer
5
 • Combi-grav1
4
 • Combi-melta
9
 • Combi-plasma
7
 • Storm bolter

1 cannot be taken by SPACE WOLVES

Heavy Weapons
 • Grav-cannon and grav-amp
5
 • Heavy bolter
3
 • Heavy flamer1
5
 • Lascannon
13
 • Missile launcher
10
 • Multi-melta
10
 • Plasma cannon
12

1 STERNGUARD only

Pistols
 • Bolt pistol
0
 • Grav-pistol1
1
 • Hand flamer2
0
 • Inferno pistol2
8
 • Plasma pistol
2

1 cannot be taken by SPACE WOLVES

2 BLOOD ANGELS only

Melee Weapons
 • Chainsword
0
 • Lightning claw
 • Power axe
2
 • Power fist
4
 • Power maul1
1
 • Power sword
1
 • Relic blade2
3
 • Storm Shield3
5
 • Thunder hammer3

1 DARK ANGELS only

2 Vanguard Sergeant only

3 cannot be taken by Sternguard Sergeants

Special Weapons
 • Flamer
3
 • Grav-gun
2
 • Meltagun
7
 • Plasma gun
5
Fly
If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base. Do not measure vertical distance when moving a model that can FLY.

Paired combat blades used in following datasheets:

Datasheet
• Incursor
0
Commander

Hand flamer used in following datasheets:

Datasheet
• Veteran
0

Heavy bolt pistol used in following datasheets:

Datasheet
• Reiver
0
Commander
LevelPoints per model*
176
296
3116
4141
* Does not include wargear

Master-crafted auto bolt rifle used in following datasheets:

Commander

Master-crafted stalker bolt rifle used in following datasheets:

Commander
RITES OF BATTLE
Adeptus Astartes
Primaris Captain/Captain in Terminator Armour/Captain in Phobos Armour Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a PRIMARIS CAPTAIN, TERMINATOR CAPTAIN or PHOBOS CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT

The CAPTAIN keyword is used in following Adeptus Astartes datasheets:

Commander
LevelPoints per model*
163
278
393
4118
* Does not include wargear

Crozius arcanum used in following datasheets:

Commander
LITANIES OF HATE
Adeptus Astartes
Primaris Chaplain/Chaplain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a PRIMARIS CHAPLAIN or TERMINATOR CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed hit rolls in the Fight phase for friendly models within 6" of this model.
1 COMMAND POINT
SPIRITUAL LEADER
Adeptus Astartes
Primaris Chaplain/Chaplain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a TERMINATOR CHAPLAIN or PRIMARIS CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 6" of this model can use this model’s Leadership characteristic instead of their own.
1 COMMAND POINT

The CHAPLAIN keyword is used in following Adeptus Astartes datasheets:

Commander
LevelPoints per model*
181
2101
3121
4146
* Does not include wargear

Force sword used in following datasheets:

Commander
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.

The PSYKER keyword is used in following Adeptus Astartes datasheets:

Commander

The LIBRARIAN keyword is used in following Adeptus Astartes datasheets:

Commander
LevelPoints per model*
146
261
376
4101
* Does not include wargear
TACTICAL PRECISION
Adeptus Astartes Tactic
Primaris Lieutenant/Lieutenant in Phobos Armour Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a PRIMARIS LIEUTENANT or PHOBOS LIEUTENANT. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll wound rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT

The LIEUTENANT keyword is used in following Adeptus Astartes datasheets:

Commander
LevelPoints per model*
180
2100
3120
4145
* Does not include wargear
Terminator Weapons
 • Chainfist1
13
 • Lightning claw
 • Power axe1
2
 • Power fist
12
 • Power maul1
0
 • Power sword1
0
 • Relic blade2
14
 • Storm Shield
15
 • Thunder hammer
18

1 SPACE WOLVES only

2 cannot be taken by SPACE WOLVES or a model with a chainfist

LevelPoints per model*
174
294
3114
4139
* Does not include wargear
LevelPoints per model*
191
2111
3131
4156
* Does not include wargear
LevelPoints per model*
188
2108
3128
4153
* Does not include wargear
LevelPoints per model*
150
265
380
4105
* Including wargear

The ADEPTA SORORITAS keyword is used in following Adeptus Astartes datasheets:

Commander

The ASTRA MILITARUM keyword is used in following Adeptus Astartes datasheets:

Commander

The ADEPTUS MECHANICUS keyword is used in following Adeptus Astartes datasheets:

Commander

The ASTRA CARTOGRAPHICA keyword is used in following Adeptus Astartes datasheets:

Commander

The ROGUE TRADER keyword is used in following Adeptus Astartes datasheets:

Commander
LevelPoints per model*
151
266
381
4106
* Does not include wargear
LevelPoints per model*
170
280
390
4105
* Does not include wargear

Absolvor bolt pistol used in following datasheets:

Commander

Accelerator autocannon used in following datasheets:

Datasheet

Archeotech grenade used in following datasheets:

Commander

Artificer bolt pistol used in following datasheets:

Commander

Assault cannon used in following datasheets:

Datasheet

Astartes shotgun used in following datasheets:

Datasheet
• Scout
0

Auto bolt rifle used in following datasheets:

Datasheet

Bolt carbine used in following datasheets:

Datasheet
• Reiver
0

Bolt rifle used in following datasheets:

Datasheet

Bolt sniper rifle used in following datasheets:

Datasheet

Cyclone missile launcher used in following datasheets:

Datasheet

Grav-cannon and grav-amp used in following datasheets:

Datasheet
• Veteran
5

Heirloom pistol used in following datasheets:

Commander

Inferno pistol used in following datasheets:

Datasheet
• Veteran
8

Instigator bolt carbine used in following datasheets:

Datasheet

Las fusil used in following datasheets:

Datasheet

Lascannon used in following datasheets:

Datasheet
• Veteran
13

Marksman bolt carbine used in following datasheets:

Datasheet

Master-crafted instigator bolt carbine used in following datasheets:

Commander

Master-crafted occulus bolt carbine used in following datasheets:

Commander

Melta bomb used in following datasheets:

Datasheet
• Veteran
5

Multi-melta used in following datasheets:

Datasheet
• Veteran
10

Negotiator pistol used in following datasheets:

Commander

Occulus bolt carbine used in following datasheets:

Datasheet
• Incursor
0

Shock grenade used in following datasheets:

Datasheet
• Reiver
0

Sniper rifle used in following datasheets:

Datasheet
• Scout
1

Special issue boltgun used in following datasheets:

Datasheet
• Veteran
1

Stalker bolt rifle used in following datasheets:

Datasheet

Wrist-mounted grenade launcher used in following datasheets:

Commander

Barbarisater used in following datasheets:

Commander

Force axe used in following datasheets:

Commander

Force stave used in following datasheets:

Commander

Monomolecular rapier used in following datasheets:

Commander

Power axe used in following datasheets:

Datasheet
• Veteran
2
Commander

Power maul used in following datasheets:

Datasheet
• Veteran
1
Commander

Relic blade used in following datasheets:

Datasheet
• Veteran
3
Commander

Runestaff used in following datasheets:

Commander

Auspex used in following datasheets:

Datasheet
• Veteran
1

Auxiliary Grenade Launcher used in following datasheets:

Datasheet

Camo Cloak used in following datasheets:

Datasheet
• Scout
1
Commander

Combat Shield used in following datasheets:

Datasheet
• Veteran
5

Grapnel Launcher used in following datasheets:

Datasheet
• Reiver
1

Grav-chute used in following datasheets:

Datasheet
• Reiver
1
Commander

Haywire Mine used in following datasheets:

Datasheet
• Incursor
5

Infiltrator Comms Array used in following datasheets:

Datasheet

Storm Shield used in following datasheets:

Datasheet
• Veteran
5
Commander
© Vyacheslav Maltsev 2013-2020