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The Adeptus Astartes are the Imperium’s Angels of Death. They descend from the skies upon trails of fire to bring swift and bloody destruction to the enemies of Mankind, sweeping the corruption of Chaos and the spoor of the xenos foe from the galaxy with bolter and chainsword. No conquest is beyond them, for they are the Space Marines, and they know no fear.

This section contains all of the datasheets that you will need in order to fight battles with your Space Marines miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Space Marines units – these are described below and referenced on the datasheets.
Contents
• Relic
• Stoic
• Warded
• Lament
• Pistols
• Wargear

Books

BookKindEditionVersionLast update
  Imperium 1Index81.3(?)September 2019
  Imperial Armour: Forces of the Adeptus AstartesIndex81.7September 2019
  Space MarinesCodex81.5April 2019
  Chapter Approved ’2017Expansion81.1April 2018
  Forge World: Astraeus Super-heavy TankDataslate8October 2017
  Forge World: Gabriel AngelosDataslate8July 2017
  Forge World: Relic Sicaran Arcus Strike TankDataslate8August 2017
  Forge World: Relic Sicaran Omega Tank DestroyerDataslate8September 2017
  Forge World: Termite Assault DrillDataslate8June 2018
  Chapter Approved ’2018Expansion81.2September 2019
  Imperium Nihilus: Vigilus DefiantExpansion81.3October 2019
  Vanguard Space MarinesCodex81.0April 2019
  Index Astartes: Crimson FistsWhite Dwarf8January 2019
  Index Astartes: Blood RavensWhite Dwarf8July 2019
  Games Workshop: Battle Tanks and Troop Transports Rules PreviewDataslate8June 2019
  Repulsor Executioner UpdateDataslate8July 2019
  Space Marines IICodex81.2February 2020
  UltramarinesSupplement81.1November 2019
  White ScarsSupplement81.1September 2019
  Raven GuardSupplement81.1February 2020
  Iron HandsSupplement81.1February 2020
  Imperial FistsSupplement81.0November 2019
  SalamandersSupplement81.0November 2019
  Psychic Awakening: Faith & FuryExpansion81.0January 2020
  Chapter Approved ’2019Expansion8February 2020
  Warhammer Legends: Space MarinesDataslate8December 2019
  Warhammer Legends: Legion of the DamnedDataslate8December 2019
  Forge World: Carab Culln the RisenDataslate8January 2017

FAQ

Index: Imperium 1

 Q: The points values for certain units is different in Index: Imperium 1 to the Dark Imperium Primaris Space Marines booklet? Which should I use?
 A
Use the values printed in the Index book.
 Q: If I use the Might of Heroes psychic power to bolster the Toughness characteristic of a model in a unit, which Toughness characteristic should be used if my opponent subsequently shoots the unit whilst the psychic power is still in effect?
 A
In this case, use the Toughness characteristic of the majority of the models in the unit when the enemy makes wound rolls against it. If there is no majority, you may choose which of the values is used.
 Q: If a model flees from an Adeptus Astartes unit, can an Apothecary use its narthecium to return a model to the unit?
 A
No, the narthecium can only be used to return slain models to a unit.
 Q: Is the cost of the combat shield included in the Company Champion and Company Champion on Bike’s points?
 A
No. This (and all similar ‘other wargear’ found in the points values section must be paid for in the same way as a model’s weapons.
 Q: Does Roboute Guilliman’s ability to return to the battle via the Armour of Fate require the controlling player to have reinforcement points for it?
 A
No.
 Q:  If Sergeant Chronus is commanding a vehicle which is reduced below half its starting number of wounds, do I continue to use Chronus’ Ballistic Skill of 2+ or does it degrade in line with the vehicle’s damage chart (Ballistic Skill usually worsens as the vehicle suffers damage)?
 A
The vehicle continues to use Chronus’ Ballistic Skill of 2+.
 Q: Is a Razorback firing a twin plasma gun destroyed if you roll a 1 to hit?
 A
Yes.

Index: Imperial Armour: Forces of the Adeptus Astartes

 Q: Are there any restrictions on which Chapter I can choose when replacing the <CHAPTER> Faction keyword on datasheets within this book?
 A
Yes. You cannot choose for any of these units to be from the LEGION OF THE DAMNED or GREY KNIGHTS Chapters. They can be from any other Chapter though, including BLOOD ANGELS, DARK ANGELS, SPACE WOLVES and DEATHWATCH.
 Q: There is no datasheet for Bran Redmaw – is there a datasheet I should use for this character?
 A
Use the Space Marine Captain datasheet on page to represent this character, using the Space Wolves wargear lists rather than the standard Space Marine wargear lists where appropriate.
 Q: There is no datasheet for Shadow Captain Korvydae – is there a datasheet I should use for this character?
 A
Use the Space Marine Captain datasheet to represent this character.
 Q: There is no datasheet for Minotaurs Sergeant Hamath Kraatos – is there a datasheet I should use for this character?
 A
Use this model to represent a Devastator Space Marine, using the Devastator Squad datasheet.
 Q: There is no datasheet for Veteran Sergeant Haas – is there a datasheet I should use for this model?
 A
Use this model to either represent a Sergeant, using the Tactical Squad datasheet, or a Veteran Sergeant, using the Sternguard Veteran Squad datasheet.
 Q: There is no datasheet for Dreadnought-Brother Halar – is there a datasheet I should use for this model?
 A
Use the Dreadnought datasheet to represent this model, and it has an additional wargear option; it may replace its assault cannon with a flamestorm cannon.
 Q: Can a Stormraven Gunship transport a Relic Deredeo Dreadnought or a Relic Leviathan Dreadnought?
 A
No. For the purposes of determining what DREADNOUGHTS a Stormraven Gunship can transport, compare the Wounds characteristic of the model to that of a Redemptor Dreadnought (13): a Stormraven Gunship cannot transport a DREADNOUGHT that has a Wounds characteristic equal to or higher than this.
 Q: Can Wulfen embark onto any of the Space Marines Transports whose datasheets are in Imperial Armour – Index: Forces of the Adeptus Astartes?
 A
WULFEN models can embark onto any SPACE WOLVES TRANSPORT vehicle described in this book so long as TERMINATOR models can also embark in that vehicle. In these cases, each WULFEN model takes the space of two other models.
 Q: Which part of a Drop Pod or Dreadnought Drop Pod should I measure distances from and to, especially if the model has been assembled so it’s doors can be opened or closed?
 A
Measure all distances to and from any part of the model, including its doors. If this model has been assembled such that you can lower and raise its doors, then when this model is first set up in the battlefield choose whether the doors will be lowered or raised - you cannot raise or lower the doors thereafter during the battle.

Designer’s Note: Choosing to set this model up in the ‘raised doors position’ simply represents the doors closing the instant after its passengers have disembarked.

Codex: Space Marines

 Q: Can I select LEGION OF THE DAMNED as my <CHAPTER> keyword?
 A
No.
 Q: When a unit with the And They Shall Know No Fear ability takes a Morale test, is the number that is added to the dice roll for the number of models destroyed in that unit for that turn considered to be a modifier (for the purposes of applying re-rolls before modifiers)?
 A
No, the number added is not considered to be a modifier.
 Q: Can I use a Signum to increase the Ballistic Skill characteristic of a model when it shoots with a ranged weapon before being removed as a casualty as part of the Astartes Banner ability?
 A
No.
 Q: Can the Killshot Stratagem be used to affect Deimos Pattern Relic Predators?
 A
No. The Killshot Stratagem can only be used to affect models using the Predator datasheet.
 Q: If the vehicle Sergeant Chronus is commanding is destroyed and he survives, can he assume command of another vehicle?
 A
No.
 Q: When a Thunderfire Cannon is fired, are the shots resolved with the Thunderfire Cannon’s Ballistic Skill or the Techmarine Gunner’s Ballistic Skill?
 A
The Thunderfire Cannon’s Ballistic Skill.
 Q: Can a Techmarine Gunner make ranged attacks in the same phase in which it operates a Thunderfire Cannon?
 A
Yes.
 Q: Can successor Chapters use the Warlord Traits of their founding Chapter?
 A
No.
 Q: Can the Auspex Scan Stratagem be used to shoot an enemy unit that is removed from the battlefield and then set up again, for example, when using a teleport homer?
 A
Yes.
 Q: Can the Auspex Scan Stratagem be used to shoot an enemy unit that is set up on the battlefield before the start of the first turn?
 A
No.
 Q: If I use the Hellfire Shells or Flakk Missile Stratagem and I hit, do I continue to roll to wound and do damage normally in addition to doing mortal wounds?
 A
No, the normal attack sequence ends.
 Q: How do the Flakk Missile and Hellfire Shells Stratagems interact with an Armorium Cherub? Are you able to ‘reload’ the weapon and fire again with the benefit of the Stratagem?
 A
No. You can, however, use the Stratagem a second time to affect the second shot (subject to the usual restrictions).
 Q: Can I use the Flakk Missile Stratagem when a model fires a cyclone missile launcher?
 A
No.
 Q: If an Armorium Cherub has been removed after reloading a weapon, can a model use its Narthecium ability to return it to the unit?
 A
No.
 Q: Which part of a Drop Pod should I measure distances from and to, especially if the model has been assembled so its doors can be opened or closed?
 A
Measure all distances to and from any part of the model, including its doors. If this model has been assembled such that you can lower and raise its doors, then when this model is first set up in the battlefield choose whether the doors will be lowered or raised – you cannot raise or lower the doors thereafter during the battle.

Designer’s Note: Choosing to set this model up in the ‘raised doors position’ simply represents the doors closing the instant after its passengers have disembarked.

Imperium Nihilus: Vigilus Defiant

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
 A
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: If a unit makes a shooting attack outside of the Shooting phase (such as a Soulburst action in the Fight phase) against a Liberator Strike Force unit, can it retaliate with the Paragons of Dorn Stratagem?
 A
No.
 Q: If High Marshal Helbrecht is part of a Sword Brethren Specialist Detachment, can he have the Master Swordsman Warlord Trait from that Detachment?
 A
No. High Marshal Helbrecht must always have the Oathkeeper Warlord Trait as detailed in Codex: Space Marines.
 Q: Is the Vengeful Arbiter a bolt weapon, for rules that interact with such weapons (e.g. the Bolter Drill Stratagem)?
 A
Yes.
 Q: Can an Imperial Fists successor Chapter use the Imperial Fists Siegebreaker Cohort Specialist Detachment Stratagem?
 A
No. This Stratagem is not an Imperial Fists Stratagem.

Codex: Vanguard Space Marines

 Q: If a unit has a rule that says enemy units cannot set up within a certain distance of it (e.g. Omni-scramblers), but an enemy unit has a rule that says it can set up within a certain distance (e.g. Vexilla Teleport Homer and Lying in Wait), which takes precedence?
 A
The rule that says you cannot be set up within a certain distance (in the example instance, Omni-scramblers) always takes precedence.
 Q: Can a bolt sniper rifle that is firing mortis rounds target a CHARACTER that is not the closest enemy unit and not visible to the firing model?
 A
Yes.
 Q: If I use the Princeps of Deceit Warlord Trait to redeploy units from my army and those units have an ability that allows them to set up in a different manner (e.g. Concealed Positions and Grav-chute), can those units use their abilities when they redeploy?
 A
No. These units must be deployed as described in the Deployment section of the mission you are playing (typically, this means on the battlefield and wholly within your own deployment zone).
 Q: If I use the Auspex Scan Stratagem to shoot with my Warlord as if it were my Shooting phase, can that Warlord then move as if it were my Movement phase if he has the Shoot and Fade Warlord Trait?
 A
Yes.
 Q: If a Librarian in Phobos Armour has the Tome of Malcador Relic, does he know one additional power from the Librarius discipline or from the Obscuration discipline?
 A
They know one additional power from the Librarius discipline.
 Q: If an enemy unit has a weapon or ability that allows them to target CHARACTERS even if they are not the closest enemy unit, and a CHARACTER from my army is under the effects of the Shrouding psychic power, which takes precedence?
 A
The Shrouding psychic power takes precedence.

Codex: Space Marines II

 Q: Can I use a Stratagems from the 2017 edition of Codex: Space Marines if there is not an updated version of that Stratagem in the 2019 edition of Codex: Space Marines?
 A
No, none of the rules found in the 2017 edition of Codex: Space Marines can be used.
 Q: If I include a Space Marines Detachment in my army, can I use the Stratagems from Codex: Space Marines to affect Adeptus Astartes units from other codexes, such as Codex: Grey Knights or Codex: Deathwatch?
 A
No, as noted in the second paragraph under Space Marine Units and Detachments in Codex: Space Marines.
 Q: Does adding an Officio Assassinorum model to my army with the ‘Operative Requisition Sanctioned’ Stratagem prevent the rest of my army from using Combat Doctrines?
 A
Yes. Note that this model remains part of your army if it is destroyed.
 Q: If an ability or rule generates an additional hit (e.g. the Siege Masters Chapter Tactic or Whirlwind of Rage), do these additional hits gain any other benefits that would apply to an attack on a hit roll of 6 (e.g. an Infiltrator’s marksman bolt carbine)?
 A
No. If any additional hits are scored as the result of a particular hit roll, those additional hits are not considered to have been made with any hit roll – they simply hit the target and you must continue the attack sequence for them (i.e. make a wound roll).

Designer’s Note: In the previous iteration of this FAQ, this question was ruled differently. Since that document was published, unintended combinations have come to light (such as some players interpreting that this allowed an infinite hit loop, effectively destroying any unit in the game as soon as a single 6 to hit is rolled – which was obviously never the intent of the rule), as well as that ruling being used as a precedent for similar abilities in other publications. As such, we have changed the answer to this question to ensure a more rewarding experience for all players.

 Q: A lot of rules apply an effect when resolving an attack, rather than attacks. Does this mean the ability only applies for one single attack? For example, the Masterful Marksmanship Stratagem states ‘Until the end of the phase, when resolving an attack made with a special issue boltgun by a model in that unit, add 1 to the wound roll.’
 A
The attack sequence in the core rules is based on attacks being made one at a time. Therefore the wording of these abilities matches how attacks are resolved in the core rules. The ability would still apply to other attacks made by that unit, so long as it satisfied the requirements laid out in the rule. In the above example, the ability would apply for each attack you make with a special issue boltgun by a model in that unit until the end of the phase.
 Q: If I upgrade my Captain in Phobos Armour to be a Chapter Master, should the Infiltrator Comms Array still work with this model, and with its Chapter Master ability instead of Rites of Battle?
 A
No.
 Q: If an IMPULSOR unit moves and a unit embarked upon it disembarks as a result of the Assault Vehicle ability, can that disembarking unit then move?
 A
Yes.
 Q: If you have a unit that can shoot twice, (e.g. a Thunderfire Cannon affected by the Suppression Fire Stratagem), and it has the Salamander’s Forged in Battle Chapter Tactic, can it re-roll one hit and one wound roll both times it shoots, or only once?
 A
Both times. The Forged in Battle Chapter Tactic takes effect each time a unit is chosen to shoot with and the unit in question is being chosen to shoot with twice.
 Q: Can a Captain replace his master-crafted boltgun with a chainsword, then replace that chainsword with a storm shield?
 A
Yes, because these wargear options are two separate bullet points (you cannot choose the same bullet-pointed wargear option for a unit more than once, however).
 Q: Some datasheets that were in the 2017 edition of Codex: Space Marines are not in the 2019 edition, but are still in Index: Imperium 1. Can the versions from Index: Imperium 1 still be used?
 A
Yes, provided an updated datasheet is not found for them elsewhere (e.g. in a codex supplement).
 Q: Does a Chaplain have to be on the battlefield to recite a litany?
 A
Yes.
 Q: Can successor Chapters use the Warlord Traits of their founding Chapter?
 A
Not as presented in of Codex: Space Marines. However, if you have a successor Chapter and are using a codex supplement of your founding Chapter, that publication will describe how you can select Warlord Traits (and other rules) from your founding Chapter as presented in that publication.
 Q: Can I use the Flakk Missile Stratagem when a model fires a cyclone missile launcher?
 A
No.
 Q: Which part of a Drop Pod should I measure distances from and to, especially if the model has been assembled so its doors can be opened or closed?
 A
Measure all distances to and from any part of the model, including its doors. If this model has been assembled such that you can lower and raise its doors, then when this model is first set up in the battlefield choose whether the doors will be lowered or raised – you cannot raise or lower the doors thereafter during the battle.

Designer’s Note: Choosing to set this model up in the ‘raised doors position’ simply represents the doors closing the instant after its passengers have disembarked.

 Q: When a unit with the And They Shall Know No Fear ability takes a Morale test, is the number that is added to the dice roll for the number of models destroyed in that unit for that turn considered to be a modifier (for the purposes of applying re-rolls before modifiers)?
 A
No, the number added is not considered to be a modifier.
 Q: Can a Techmarine Gunner make ranged attacks in the same phase in which it operates a Thunderfire Cannon?
 A
Yes.
 Q: Can I use a Signum to increase the Ballistic Skill characteristic of a model when it shoots with a ranged weapon before being removed as a casualty as part of the Astartes Banner ability?
 A
No.
 Q: Can the Auspex Scan Stratagem be used to shoot an enemy unit that is set up on the battlefield before the start of the first turn?
 A
No.

Supplement: Ultramarines

 Q: Can the Honoured Sergeant Stratagem be used to give Sergeant Chronus a Relic from the Special-issue Wargear Relics?
 A
No.
 Q: Can any of the datasheets in this supplement be from a successor Chapter?
 A
No. These datasheets and named characters can only be from the Ultramarines Chapter.
 Q: When setting up a unit again using the Rapid Redeployment Stratagem, can that unit use any abilities that allow it to be set up in other locations (e.g. Teleport Strike)?
 A
No.
 Q: Is the Tactical Expertise Stratagem considered to be an ‘unless specified otherwise’ rule for the purposes of Combat Doctrines?
 A
Yes. The Armour Penetration characteristic bonus from Combat Doctrines is cumulative with the bonus gained from that Stratagem.
 Q: If I select a weapon with more than one profile for the Master-crafted Weapon Special Issue Wargear (e.g. a plasma pistol), does the increased Damage characteristic apply to all profiles of that weapon, or must I select which profile of that weapon is improved?
 A
Add 1 to the Damage characteristic of all profiles of that weapon. Note that weapons with similar names but listed separately in the weapons table, such as boltstorm gauntlet (melee) and boltstorm gauntlet (shooting), are considered separate weapons, rather than the same weapon with different profiles.
 Q: Does the Martial Precision Stratagem affect all attacks made by a weapon, or just one attack?
 A
Martial Precision applies to a single attack made with that weapon.
 Q: If Sergeant Chronus has a Warlord Trait, does it apply to the ULTRAMARINES VEHICLE he commands?
 A
Yes. Note that it would still apply to the Sergeant Chronus model when he is set up as a result of the ULTRAMARINES VEHICLE model he commands being destroyed.
 Q: If the ULTRAMARINES VEHICLE that Sergeant Chronus commands is destroyed, is the Slay the Warlord victory condition, and other similar victory conditions that refer to the Warlord, achieved?
 A
No. The victory condition is achieved only if the Sergeant Chronus model that is set up as a result of that ULTRAMARINES VEHICLE being destroyed is also subsequently destroyed.
 Q: If the vehicle Sergeant Chronus is commanding is destroyed and he survives, can he assume command of another vehicle?
 A
No.
 Q: Are Relics that have the same name but are found in different supplements considered to be the same Relic? For example, Artificer Armour can be found in both Codex Supplement: Ultramarines and Codex Supplement: White Scars.
 A
Yes, they are considered to be the same.
 Q: If I use the Master of Strategy Warlord Trait or the Squad Doctrines Stratagem to select a unit to benefit from the Tactical Doctrine, will that unit be able to benefit from the Scions of Guilliman ability (assuming it moved in my Movement phase but did not Advance or Fall Back)?
 A
Yes.
 Q: If I use the Defensive Focus Stratagem, when selecting units to fire Overwatch with, can I select units that were also selected as targets of the charge in order for them to fire Overwatch twice?
 A
No.
 Q: Whilst the Tactical Doctrine is active, can models in Ultramarines Aggressor Squads with the Scions of Guilliman ability shoot twice if they moved in your preceding Movement phase (but did not Advance or Fall Back)?
 A
Yes.

Supplement: White Scars

 Q: Can any of the datasheets in this supplement be from a successor Chapter?
 A
No. These datasheets and named characters can only be from the White Scars Chapter.
 Q: Is the Eternal Hunt Stratagem considered to be an ‘unless specified otherwise’ rule for the purposes of Combat Doctrines?
 A
Yes. The Armour Penetration characteristic bonus from Combat Doctrines is cumulative with the bonus gained from that Stratagem.
 Q: If a WHITE SCARS TRANSPORT unit moves and a unit embarked upon it disembarks as a result of the Lightning Debarkation Stratagem, can that disembarking unit then move?
 A
Yes.
 Q: Does Lightning Debarkation allow a unit to both embark and disembark in the same turn?
 A
No.
 Q: If I use the Encirclement Stratagem to set up a WHITE SCARS TRANSPORT unit in outflank instead of setting it up on the battlefield, when that unit is set up on the battlefield at the end of any of my Movement phases, can I choose for units embarked within it to disembark that phase, be it normally or as a result of any rules that allow them to disembark after the unit has moved (e.g. Assault Vehicle, Lightning Debarkation)?
 A
No.
 Q: If I select a weapon with more than one profile for the Master-crafted Weapon Special Issue Wargear (e.g. a plasma pistol), does the increased Damage characteristic apply to all profiles of that weapon, or must I select which profile of that weapon is improved?
 A
Add 1 to the Damage characteristic of all profiles of that weapon. Note that weapons with similar names but listed separately in the weapons table, such as boltstorm gauntlet (melee) and boltstorm gauntlet (shooting) are considered separate weapons, rather than the same weapon with different profiles.
 Q: Are Relics that have the same name but are found in different supplements considered to be the same Relic? For example, Artificer Armour can be found in both Codex Supplement: Ultramarines and Codex Supplement: White Scars.
 A
Yes, they are considered to be the same.

Supplement: Raven Guard

 Q: With regards to the Strategic Discipline matched play rule, as the Stratagem See, But Remain Unseen isn’t used in a phase, can it be used multiple times?
 A
Yes.
 Q: If I use the Stranglehold Stratagem and I also have a Callidus Assassin in my army, how do I resolve the Stratagem and the Callidus Assassin’s Reign of Confusion ability (assuming the Assassin’s Reign of Confusion ability is in effect)?
 A
Each is rolled for separately, so if your opponent spends Command Points to use a Stratagem, you would roll one D6 for the Stranglehold Stratagem (needing a 5+) and one D6 for the Reign of Confusion ability (needing a 4+). Your opponent would have to spend one additional Command Point for each successful roll.
 Q: If I give a PHOBOS CHARACTER the Marksman’s Honours Warlord Trait, and then give that Character the Korvidari Bolts, when shooting a korvidari bolt with a bolt weapon that model is equipped with, is the weapon considered to be a Relic?
 A
No.

Supplement: Iron Hands

 Q: When using the Ironstone and the Duty Eternal Stratagem, in which order do I resolve the damage reduction?
 A
As described under Modifying Characteristics in the Warhammer 40,000 Rulebook, you would apply division to the characteristic before applying subtraction. Therefore you would halve the damage from Duty Eternal, then subtract 1 from the damage from the Ironstone.
 Q: When using Iron Father Feirros’ Signum Array ability, if I select a friendly IRON HANDS VEHICLE that has lost enough wounds so that its normal Ballistic Skill characteristic is reduced as a result of its damage table, what would its Ballistic Skill be as a result of the Signum Array?
 A
2+. The Signum Array ability changes the Ballistic Skill characteristic of that VEHICLE to 2+.
 Q: If I nominate an IRON HANDS DREADNOUGHT to be my Warlord and I then use the March of the Ancients Stratagem for that DREADNOUGHT to gain the CHARACTER keyword, can it now have a Warlord Trait?
 A
Yes.

Supplement: Salamanders

 Q: Can I use the Born Protectors Stratagem to fire Overwatch with another unit if the unit being charged is unable to do so?
 A
Yes.
 Q: If I use the Strength of the Primarch Stratagem to affect a model equipped with the Drake-smiter Relic, what is the Damage characteristic of this weapon if I make an unmodified wound roll of 6?
 A
The Damage characteristic would be 9.

Psychic Awakening: Faith & Fury

 Q: If, as a successor Chapter of the Imperial Fists, the Black Templars benefit from both the Knights of Sigismund and Legacy of Dorn rules (and whether they get access to the Imperial Fists’ Warlord traits, Stratagems, psychic powers and Relics etc. in addition to the Black Templars ones presented in Faith and Fury)?
 A
To be clear, although the Black Templars are an Imperial Fists successor Chapter, they deviate significantly from its tactics and doctrines, and as such we have provided a bespoke, dedicated set of rules to represent them on the tabletop in Faith & Fury. They cannot make use of any of the rules found in Codex Supplement: Imperial Fists.
 Q: When using the Vicious Riposte Stratagem, can you still make a saving throw if the Armour Penetration characteristic of the attack would make a successful saving throw impossible?
 A
Yes. The Armour Penetration modifier is not applied until after the saving throw has been rolled.
 Q: When using the Vicious Riposte Stratagem, is the number of mortal wounds that are caused limited by the number of models in the unit that is being attacked?
 A
No. Note, however, that each attack is allocated to a model one at a time, and then the subsequent saving throw rolled. This means that once the last model in that unit has been destroyed, no further saving throws are made for any remaining attacks.
 Q: When using the Devout Push Stratagem, can a unit not within 1" of enemy units be selected?
 A
Yes.
 Q: Can the range of the Aurillian Shroud Relic be affected by the Fervent Acclamation litany to increase the range?
 A
Yes.
 Q: If Chaplain Grimaldus has his specified Warlord Trait, he has two rules that allow him to Deny the Witch (Devout Puritan and Epitome of Piety). Does that mean he can attempt to resist two psychic powers in your opponent’s Psychic phase?
 A
Yes.
 Q: How many times can an Apothecary with the Selfless Healer Warlord Trait provide medical attention in a phase?
 A
Twice. They can provide medical attention to one unit twice, or two units once.

Keywords

Throughout this page you will come across a keyword that is within angular brackets, specifically <CHAPTER>. This is shorthand for a keyword of your own choosing, as described below.

<CHAPTER>

All Space Marines units are drawn from a Chapter. When you include such a unit in your army, you must nominate which Chapter it is from and then replace the <CHAPTER> keyword in every instance on its datasheet with the name of your chosen Chapter. This could be one of the Chapters detailed in this book or another Warhammer 40,000 publication, or one of your own design.

For example, if you include a Captain in your army, and you decide he is from the Blood Ravens Chapter, his <CHAPTER> keyword becomes BLOOD RAVENS and his Rites of Battle ability reads ‘Re-roll hit rolls of 1 for attacks made by models in friendly BLOOD RAVENS units whilst their unit is within 6" of this model.’

You cannot choose the BLOOD ANGELS, DARK ANGELS, DEATHWATCH , GREY KNIGHTS, LEGION OF THE DAMNED or SPACE WOLVES keyword when nominating which Chapter a unit is from. Rules for these Chapters are detailed in other publications. In addition, LIBRARIAN units cannot be from the BLACK TEMPLARS Chapter.

Abilities

The Angels of Death ability is common to several ADEPTUS ASTARTES units:

Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.

And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale test is taken for this unit, you can re-roll the dice.

Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR , BIKER, CENTURION or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.

Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Combat Doctrines

When the Adeptus Astartes fight according to the tenets of the Codex Astartes they employ a strict set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If your army is Battle-forged and if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).

Devastator Doctrine
The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active (e.g. AP 0 becomes AP -1).

Tactical Doctrine
As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower to punish the foe.
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active (e.g. AP 0 becomes AP -1).

Assault Doctrine
The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active (e.g. AP 0 becomes AP -1).

Bolt, Flame and Melta Weapons

Some rules refer to ‘bolt weapons’, ‘flame weapons’ or ‘melta weapons’.

Bolt Weapons

A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.), and any Relic that replaces a bolt weapon (e.g. Primarch’s Wrath). Rules that apply to bolt weapons also apply to the boltgun profile of combiweapons, and the bolter profile of Relics that replace combi-weapons.

Note that the following weapons found in codex supplements are bolt weapons:

• Blackout
• Dorn’s Arrow
• Gauntlets of Ultramar
• Gorgon’s Wrath
Quietus

Flame Weapons

A flame weapon is any weapon whose profile includes the word ‘flame’ (flamer, flamestorm gauntlets etc.), any Relic that replaces a flame weapon, and an incendium cannon. Rules that apply to flame weapons also apply to the flamer profile of combi-flamers, and the flamer profile of Relics that replace combi-flamers.

Note that the following weapons found in codex supplements are flame weapons:

• Gauntlet of the Forge
• Drakkis

Designers Note: The following weapons should also be considered to be Flame weapons, as described in Codex: Space Marines.
• Infernus cannon
• Dreadnought inferno cannon
• Burning Wrath

Melta Weapons

A melta weapon is any weapon whose profile includes the word ‘melta’ (meltagun, multi-melta etc.), any Relic that replaces a melta weapon. Rules that apply to melta weapons also apply to the meltagun profile of combi-meltas, and the meltagun profile of Relics that replace combi-meltas.

Masters of the Chapter

The rules in this section supplement those found in Codex: Space Marines and can be used in any open play, narrative play and matched play battles. You’ll find Chapter-specific litanies for Chaplains in your Space Marine armies, and a collection of new rules that allow you to represent the upper echelons of a Space Marine Chapter – masters of their associated roles within the Angels of Death.


Chapter Litanies

The section below introduces Chapter-specific litanies for your Space Marine Chaplains. These litanies are personal to each Chapter and reflect their background and mentality. Many a Chapter Chaplain will recite these prayers to better imbue their brothers with a fighting spirit.

Chapter Command

This section introduces upgrades to various CHARACTER models from Space Marine Chapters found in Codex: Space Marines. Masters of their craft and leaders of their respective specialisms, they are the upper echelons of the Adeptus Astartes, powerful and influential heroes capable of leading and assisting their brothers in war. For each of the CHARACTERS detailed in this section, you will find the following:

STRATAGEMS
If your army is Battle-forged, you have access to a Stratagem that upgrades the specified character to be the leader of their specialism. This character is also given abilities and/or characteristic changes to reflect their substantial experience and influential status. If you have an army roster, specify on it which character(s) you have used these Stratagems on.

WARLORD TRAITS
If your Warlord is a CHARACTER that matches the specified Chapter Command keyword, you can give them a Warlord Trait from the appropriate section of this supplement, instead of one from the Warhammer 40,000 rulebook or a codex. Named characters have associated Warlord Traits in their codex, and must still take that Warlord Trait.

CHAPTER RELICS
If your army is led by a Space Marines Warlord, you can give one of the Chapter Relics found in the appropriate section of this supplement to a Space Marine CHARACTER from your army that matches the specified Chapter Command keyword. This can be done instead of giving them a Chapter Relic from another source. Named characters and VEHICLE models cannot be given any of the Chapter Relics found in this supplement.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play battle, or otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Chapter Relics your models have on your army roster.

Chapter Litanies

Space Marine Chaplains are exemplars of righteous wrath. Powerful orators and accomplished warriors both, they provide bellicose counsel to their comrades and act as spiritual bastions for their Chapter. The litanies that Chaplains intone on the battlefield imbue those around them with fresh determination and martial fury.

If your army is Battle-forged, all <CHAPTER> CHAPLAINS (including named characters) in a Space Marines Detachment (other than a Super-heavy Auxiliary Detachment) know litanies from their respective Chapter. This is in addition to any others they know, so long as every unit from that Detachment is drawn from the same Chapter. If your Chaplain is from a successor Chapter and the aforementioned requirements are fulfilled, they know the appropriate Chapter litany from their founding Chapter, and the founding <CHAPTER> keyword is replaced with the successor <CHAPTER> keyword. For example, if your Chaplain is a CRIMSON FIST, he knows the Imperial Fist litany and the IMPERIAL FISTS keyword in that litany is replaced with the CRIMSON FISTS keyword.

Imperial Fists: Fortress of Resolve

The Chaplain retells of the great conflict atop the walls of Terra where stoic resolve was the order of battle amidst a sea of traitors.

If this litany is inspiring, then when resolving an Overwatch attack made by a model in a friendly IMPERIAL FISTS unit within 6" of this model, a hit roll of 5 or 6 scores a hit.

Iron Hands: Medusan Furore

The Chaplain’s litany brings forth the slow-building rage exemplified by Ferrus Manus, a dormant volcano that, when unleashed, brings ceaseless destruction.

If this litany is inspiring, add 1 to the Strength characteristic of models in friendly IRON HANDS units whilst their unit is within 6" of this model.

Raven Guard: Swift as the Raven

Whispering softly over the vox, this Chaplain encourages his brothers to remain in motion, not allowing themselves to be tied to a single position.

If this litany is inspiring, select one friendly RAVEN GUARD unit within 6" of this model. That unit can shoot in a turn in which it Fell Back. If that unit can FLY, it can charge in a turn in which it Fell Back.

Salamanders: Selfless Saviours

The Chaplain reminds his brothers of their oaths of guardianship, to think not only of themselves, but also of the protection of their allies.

If this litany is inspiring, friendly SALAMANDERS units within 6" of this model can perform Heroic Interventions as if they were a CHARACTER.

Ultramarines: March for Macragge

The Chaplain intones the eternal mantra of the Ultramarines.

If this litany is inspiring, then when an Advance roll or Charge roll is made for a friendly ULTRAMARINES unit within 6" of this model, you can re-roll any or all dice rolls of 1.

White Scars: Strike Off the Head

The Chaplain calls his brothers to the hunt and, with prey in their sights, they strike with the savagery of Chogoris.

If this litany is inspiring, then when resolving an attack made with a melee weapon by a model in a friendly WHITE SCARS unit within 6" of this model, you can re-roll the wound roll.

Chapter Command

Master of Sanctity

Masters of Sanctity are the High Chaplains of the Space Marine Chapters. They maintain the spiritual well-being of their brothers, ensuring none falter in their responsibilities. Their mere presence inspires fervent aggression amongst their kin, though they are just as capable of delivering retribution first-hand.

STRATAGEMS
If your army is Battle-forged and includes any Space Marines Detachments (excluding Auxiliary Support Detachments), you can use the Stratagem below:

1CP

MASTER OF SANCTITY

Space Marines Stratagem

The greatest amongst the Chaplains is the Master of Sanctity, the spiritual leader of the Chapter. With word and deed he guides his brothers to glory.

Use this Stratagem before the battle. Select one CHAPLAIN model from your army that is not a named character. Until the end of the battle, that model gains the MASTER OF SANCTITY keyword and the following ability: ‘Master of Sanctity: This model knows one additional litany from the Litanies of Battle and can recite one additional litany at the start of the battle round’. You can only use this Stratagem once per battle and your army cannot include two MASTERS OF SANCTITY from the same Chapter.


WARLORD TRAITS
If a MASTER OF SANCTITY model is your Warlord, you can give them one of the following Warlord Traits:

WISE ORATOR

A veteran of the battlefield and of the sermon, this Warlord intones his litanies and galvanises his brothers with every word.

When you roll to determine if a litany recited by this Warlord is inspiring, you can re-roll the dice.

BELLOWING FIREBRAND

This Warlord roars his incantations over the din of battle, his thunderous proclamations drowning out the sounds of screams and gunfire.

Add 3" to the range of this Warlord’s Spiritual Leader ability and all litanies recited by this Warlord.
RELICS OF THE RECLUSIAM
If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a MASTER OF SANCTITY model from your army, instead of giving them a Chapter Relic from another source.

SACROSANCT ROSARIUS

This ancient symbol reflects the Master of Sanctity’s station and is an embodiment of that holy office, as well as a powerful force field generator. Blasts of bolter fire and the edges of keen blades alike are deflected in blinding bursts of light. As the bearer advances through the fiercest firestorms unscathed, his brothers are greatly inspired by his apparent invulnerability.

MASTER OF SANCTITY model only. A model with this Relic has a 3+ invulnerable save.

THE EMPEROR’S JUDGEMENT

Legend has it that the golden, skull-faced death mask known as the Emperor’s Judgement was crafted in the years following the Horus Heresy, and its crimson, crystal eye lenses are imbued with droplets of his own lifeblood. Regardless of the truth of its origins, several influential Masters of Sanctity have been granted the honour of wearing the Emperor’s Judgement in battle. Both heretics and xenos cower in the face of its grim majesty.

MASTER OF SANCTITY model only. When resolving an attack made against a model with this Relic, your opponent cannot re-roll the hit roll, your opponent cannot re-roll the wound roll and your opponent cannot re-roll the damage roll. In addition, when a Morale test is taken for an enemy unit within 6" of a model with this Relic, roll two dice and discard the lowest result (if both results are the same, discard either of the dice).

Master of the Forge

Masters of the Forge are the chief artificers of Space Marine Chapters. They are responsible for maintaining the arms and armour of their Chapter. Peerless mechanics and technicians, they are the foremost experts within the Adeptus Astartes on the intricacies that surround the machine.

STRATAGEMS
If your army is Battle-forged and includes any Space Marines Detachments (excluding Auxiliary Support Detachments), you can use the Stratagem below:

1CP

MASTER OF THE FORGE

Space Marines Stratagem

Trained on Mars itself, Masters of the Forge are the fathers of the forge and the custodians of the machine. They oversee the Chapter’s Armoury and know the intimate workings of its parts.

Use this Stratagem before the battle. Select one TECHMARINE model from your army that is not a named character or a TECHMARINE GUNNER. Until the end of the battle, that model gains the MASTER OF THE FORGE keyword and the following ability: ‘Master of the Forge: When this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3’. You can only use this Stratagem once per battle and your army cannot include two MASTERS OF THE FORGE from the same Chapter.


WARLORD TRAITS
If a MASTER OF THE FORGE model is your Warlord, you can give them one of the following Warlord Traits:

MASTER THE MACHINE

This Warlord is attuned to the machine spirit like no other, and can conduct his charges meticulously to bring ruin to their enemies.

When resolving an attack made by a friendly <CHAPTER> VEHICLE model within 6" of this Warlord, add 1 to the hit roll.

WARDEN OF THE ANCIENTS

This Warlord has an affinity with the Dreadnoughts of his Chapter. He meticulously tends to his bellicose, ill-tempered charges, ensuring that when the time comes for them to take to the battlefield, they fight with unrivalled fury.

Add 1 to the Strength and Attacks characteristics of friendly <CHAPTER> DREADNOUGHT models whilst they are within 6" of this Warlord.
RELICS OF THE FORGE
If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a MASTER OF THE FORGE model from your army, instead of giving them a Chapter Relic from another source.

MORTIS MACHINA

Forged deep within the subterranean vaults of holy Mars, this master-crafted power axe hews through not just the metal armour of war engines and vehicles, but through their very machine spirit. Even a glancing blow can gut an enemy tank or walker.

MASTER OF THE FORGE model with power axe only. This relic replaces a model’s power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mortis Machina
Melee
Melee
+3
-3
D3
Abilities: When resolving an attack made with this weapon against a VEHICLE unit, if the saving throw is failed that unit suffers 1 mortal wound in addition to any other damage.

THE ENDURANT PROTECTOR

The Endurant Protector was crafted by a long-forgotten Master of the Forge, and consists of an adamantium and electrum carapace, beautifully engraved with runic wards and oaths of eternal vigilance. The Protector has been tested in countless war zones and has never been found wanting. The fires of war have scorched its surface over and over, yet at battle’s end its current bearer returns to the forge to repair the ancient relic, tempering and strengthening its impenetrable surface in the process.

MASTER OF THE FORGE model only. Add 1 to the Toughness characteristic of a model with this Relic. A model with this Relic has a 4+ invulnerable save.

Chief Librarian

Chief Librarians are the masters of Space Marine Chapters’ Librarius. Battle scholars with vast experience and immense psychic power, they are as much invaluable warriors as they are dependable advisors. When mastery of the warp is required, none are better equipped to deal with its turbulent nature.

STRATAGEMS
If your army is Battle-forged and includes any Space Marines Detachments (excluding Auxiliary Support Detachments), you can use the Stratagem below:

1CP

CHIEF LIBRARIAN

Space Marines Stratagem

As masters of the psychic arts, Chief Librarians can direct the energies of the immaterium with unrivalled precision and power.

Use this Stratagem before the battle. Select one LIBRARIAN model from your army that is not a named character. Until the end of the battle, that model gains the CHIEF LIBRARIAN keyword and the following ability: ‘Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to Deny one additional psychic power in your opponent’s Psychic phase’. You can only use this Stratagem once per battle and your army cannot include two CHIEF LIBRARIANS from the same Chapter.


WARLORD TRAITS
If a CHIEF LIBRARIAN CHARACTER model is your Warlord, you can give them one of the following Warlord Traits:

PSYCHIC MASTERY

This Warlord has reached a level of psychic mastery that allows him to delve deep into the warp, to depths that would cause lesser psykers to be consumed by its ravenous energies.

When a Psychic test is taken for this Warlord for the first time in a phase, add 1 to the total.

HIGH SCHOLAR OF THE LIBRARIUS

This Warlord is the keeper of the Chapter’s most ancient texts, a learned scholar with unparalleled empyric knowledge.

This Warlord can generate psychic powers from any discipline that they can know powers from (rather than generating psychic powers from only one discipline).
RELICS OF THE LIBRARIUS
If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a CHIEF LIBRARIAN model from your army, instead of giving them a Chapter Relic from another source.

VINCULUM VITAE

An incredibly powerful and dangerous artefact, the sword known as the Vinculum Vitae was recovered from the battlefield of Eonis Verge, in which seven Chief Librarians from multiple Chapters united to banish a horde of Tzeentch Daemons – giving their lives in the process. Imbued with the terrible, psychic echoes of that engagement, the Vinculum Vitae unleashes a torrent of catastrophic energy with each blow.

Model with force sword only. This Relic replaces a force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Vinculum Vitae
Melee
Melee
+1
-3
D3
Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target instead of any other damage.

NEURAL SHROUD

The Neural Shroud is a specially modified psychic hood sometimes worn by the most senior members of a Chapter’s Librarius. The resonating crystals within its neurokinetic housing have been supercharged with empyric energy. Though wearing such a potent device demands incredible focus and willpower, it projects an extremely potent anti-psychic field.

Add 12" to the range of a model with this Relic’s Psychic Hood ability.

Chief Apothecary

Chief Apothecaries are the most senior surgeons and battle medics available to Space Marine Chapters. Calm and resolute, they maintain the life force of their battle-brothers on and off the battlefield. Most importantly, they are responsible for their Chapter’s future in the preservation of Space Marine gene-seed.

STRATAGEMS
If your army is Battle-forged and includes any Space Marines Detachments (excluding Auxiliary Support Detachments), you can use the Stratagem below:

1CP

CHIEF APOTHECARY

Space Marines Stratagem

With vast experience to draw upon, a Chapter’s Chief Apothecary is its ultimate practitioner of the healer’s art.

Use this Stratagem before the battle. Select one APOTHECARY model from your army that is not a named character. Until the end of the battle, that model gains the CHIEF APOTHECARY keyword and the following ability: ‘Chief Apothecary: When this model provides medical attention to a unit, you can re-roll the dice to determine if a destroyed model is returned to that unit’. You can only use this Stratagem once per battle once and your army cannot include two CHIEF APOTHECARIES from the same Chapter.


WARLORD TRAITS
If a CHIEF APOTHECARY model is your Warlord, you can give them one of the following Warlord Traits:

FATHER OF THE FUTURE

With this custodian at their side, battle-brothers fight without restraint, safe in the knowledge that their legacy, and that of their Chapter, is secured.

When a model in a friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit would lose a wound whilst their unit is within 6" of this Warlord, roll one D6; on a 6, that wound is not lost. If that unit has the Flesh is Weak Chapter Tactic, that wound is not lost on a 5+ instead.

SELFLESS HEALER

This Warlord moves across the battlefield swiftly and purposefully to heal his brothers.

This Warlord can provide medical attention to up to two units instead of one, and a unit that was provided medical attention by this Warlord can be provided with medical attention for a second time in a turn by this Warlord. Note that this Warlord can do so even if it is recovering the gene-seed of a fallen warrior.
RELICS OF THE APOTHECARIUM
If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a CHIEF APOTHECARY model from your army, instead of giving them a Chapter Relic from another source.

ACQUITTAL

Acquittal is a master-crafted absolvor bolt pistol, equipped with a powerful bio-auspex scope. This allows the wielder to both dispatch his foes with surgical precision, and distribute swift and painless oblivion to his wounded battle-brothers.

Model with bolt pistol or absolvor bolt pistol only. This Relic replaces a bolt pistol or absolvor pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Acquittal
16"
Pistol 1
5
-3
1
Abilities: When resolving an attack made with this weapon against a unit that is not a VEHICLE or MONSTER, this weapon has a Damage characteristic of D6 for that attack.

HEALER’S AEGIS

The Healer’s Aegis is a sophisticated adaption of the refractor fields common to many officers of the Imperium. The projected energy field is extended to protect not only the Chief Apothecary, but those in his care. Even as he performs intricate and bloody battlefield surgery, the Apothecary can position himself to protect nearby brothers.

Friendly <CHAPTER> INFANTRY models have a 5+ invulnerable save whilst they are within 1" of a model with this Relic.

Chapter Ancient

Only the most distinguished Space Marines are granted the title of Chapter Ancient. Given the sacred task of bearing the Chapter’s standard to war, they selflessly fly the colours even as they slay their foes. The sight of such a holy relic flying high above the battlefield inspires the Ancients’ brethren to give their all.

STRATAGEMS
If your army is Battle-forged and includes any Space Marines Detachments (excluding Auxiliary Support Detachments), you can use the Stratagem below:

1CP

CHAPTER ANCIENT

Space Marines Stratagem

The mere presence of the Chapter’s standard is worth a fortified bastion to the warriors of the Adeptus Astartes.

Use this Stratagem before the battle. Select one ANCIENT model from your army that is not a named character. Add 1 to the Leadership characteristic of that model. In addition, that model gains the CHAPTER ANCIENT keyword and the following ability: ‘Chapter Banner: Friendly <CHAPTER> units benefit from this model’s Astartes Banner ability if they are within 9" of it instead of 6"’. You can only use this Stratagem once per battle and your army cannot include two CHAPTER ANCIENTS from the same Chapter.


WARLORD TRAITS
If a CHAPTER ANCIENT model is your Warlord, you can give them one of the following Warlord Traits:

SINGULAR PRESENCE

When this Warlord takes to the field it unifies his brothers, his battle honours and accomplishments standing as an example to all.

Friendly <CHAPTER> INFANTRY, <CHAPTER> BIKER and <CHAPTER> DREADNOUGHT units within 3" of this Warlord can perform Heroic Interventions as if they were CHARACTERS.

STEADFAST EXAMPLE

This Warlord vows to secure victory no matter the cost, and inspires his brethren to take a similar oath.

Friendly <CHAPTER> INFANTRY units have the Defenders of Humanity ability whilst they are within 3" of this Warlord. If such a unit already has this ability, each model counts as one additional model when determining control of an objective marker.
BANNERS OF THE CHAPTER
If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a CHAPTER ANCIENT model from your army, instead of giving them a Chapter Relic from another source.

STANDARD OF RIGHTEOUS HATRED

Rather than a glorious recounting of the Chapter’s triumphs, emblazoned upon this bloodstained banner are accounts of the atrocities and injustices committed by its foes, a reminder of the sacred duty of the Adeptus Astartes to purge the stars of the heretic and the alien.

Model with the Astartes Banner ability only. A model with this Relic has the following additional ability:

Standard of Righteous Hatred: Models that shoot with one of their ranged weapons, or make a single attack with one of their melee weapons, as a result of this model’s Astartes Banner ability always resolve their attack as if they had a Ballistic Skill and Weapon Skill characteristic of 2+.

PENNANT OF THE FALLEN

This hallowed standard records the names of legendary Space Marines of the Chapter, mighty heroes who have fallen in glorious battle against the xenos and the heretic. The last stands of these warriors are mighty tales of defiance in the face of overwhelming odds. Warring under the shadow of such a proud legacy inspires battle-brothers to fight until their final breath.

Model with the Astartes Banner ability only. The banner grants the bearer the following additional ability:

Pennant of the Fallen: <CHAPTER> models that attack with one of their melee weapons as a result of this model’s Astartes Banner ability can make two attacks instead of one.

Chapter Champion

The honorific of Chapter Champion is bestowed upon Space Marine Chapters’ mightiest warriors. These martial masters fight for the glory and honour of their battle-brothers. In combat, they will seek out worthy warriors and warlords to cross blades with, and can single-handedly turn the tide of conflict.

STRATAGEMS
If your army is Battle-forged and includes any Space Marines Detachments (excluding Auxiliary Support Detachments), you can use the Stratagem below:

1CP

CHAPTER CHAMPION

Space Marines Stratagem

Only the most noble and accomplished of warriors ascend to this rank, the shining example of a Chapter’s glory and martial capabilities.

Use this Stratagem before the battle. Select one COMPANY CHAMPION model from your army that is not a named character. Until the end of the battle, that model’s Attacks and Leadership characteristics are increased by 1, and it gains the CHAPTER CHAMPION keyword and the following ability: ‘Skilful Parry: When resolving an attack made with a melee weapon against this model, subtract 1 from the hit roll’. You can only use this Stratagem once per battle and your army cannot include two CHAPTER CHAMPIONS from the same Chapter.


WARLORD TRAITS
If a CHAPTER CHAMPION model is your Warlord, you can give them one of the following Warlord Traits:

MASTER DUELLIST

This warrior is an unparalleled duellist who delivers strikes and ripostes with lethal precision.

When resolving an attack made with a melee weapon by a model against this Warlord, on a hit roll of 1 roll one D6; on a 4+ that model’s unit suffers 1 mortal wound after that unit has finished shooting or fighting.

MARTIAL EXEMPLAR

This warlord is an exquisite warrior whose deeds inspire those around him. His swift advances galvanise his brothers for the honour of fighting beside an exemplar of the Chapter.

When a charge roll is made for a friendly <CHAPTER> unit within 6" of this Warlord, you can re-roll the roll.
RELICS OF THE CHAPTER
If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a CHAPTER CHAMPION model from your army, instead of giving them a Chapter Relic from another source.

BLADE OF TRIUMPH

This gleaming broadsword is a masterpiece of artifice and a weapon befitting any Chapter Champion. Its perfectly weighted blade is etched with the names of its previous wielders and a catalogue of their most magnificent deeds. By pressing an indentation in the sword’s electrum grip the wielder can overcharge its power field with a surge of fiery energy, allowing the Blade of Triumph to cleave through the thickest armour.

Model with master-crafted power sword only. This Relic replaces a master-crafted power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of Triumph
Melee
Melee
+2
-4
3

THE ANGEL ARTIFICE

The surface of this exquisite battle plate is woven with a mysterious, super-dense alloy, the exact nature of which has been lost to history. Whatever its origin, it absorbs and refracts incoming energy, rendering the wearer all but invulnerable. Such a priceless relic is bestowed upon only the greatest heroes of the Adeptus Astartes.

A model with this Relic has a Save characteristic of 2+ and a 4+ invulnerable save.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include Space Marines Detachments – that is, any Detachment which only includes Space Marines units (as defined below).


Space Marines Units and Detachments

In the rules described in this section we sometimes refer to ‘Space Marines’ units and Detachments. A Space Marines unit is any Adeptus Astartes unit that has one of the following Faction keywords: <CHAPTER>, ULTRAMARINES, IMPERIAL FISTS, SALAMANDERS, WHITE SCARS, RAVEN GUARD, IRON HANDS, CRIMSON FISTS or BLACK TEMPLARS. A Space Marines Detachment is a Detachment that only includes Space Marines units.

Note that the Space Wolves, Blood Angels, Dark Angels, Deathwatch, Grey Knights and Legion of the Damned deviate significantly in terms of organisation and fighting styles. These Chapters therefore cannot make use of any of the rules in this section, and instead have their own rules in other publications.

Abilities

Space Marines Detachments gain the following abilities:

Defenders of Humanity

The warriors of the Adeptus Astartes are sworn to defend the Imperium of Mankind. While a single Space Marine still stands, the light of Humanity will never fade.

If your army is Battle-forged, all Troops units in Space Marines Detachments gain this ability. If a unit with this ability is within range of an objective marker (as specified in the mission), it controls that objective marker even if there are more enemy models within range of that objective marker. If an enemy unit with a similar ability is within range of the same objective marker, that objective marker is controlled by the player who has the most models within range of it as normal.

Chapter Tactics

Each Chapter has developed its own specialised combat philosophy suited to the unique skills of its battle-brothers.

If your army is Battle-forged, units (other than SERVITORS) in a Space Marines Detachment (other than a Super-heavy Auxiliary Detachment) gain the Chapter Tactics ability, so long as every unit in that Detachment is drawn from the same Chapter.

The Chapter Tactic gained depends upon the Chapter they are drawn from, as shown in the table below. For example, an Ultramarines unit with the Chapter Tactics ability gains the Codex Discipline tactic. If your Chapter does not have an associated Chapter Tactic, you must instead create a Successor Chapter Tactic.

Designer’s Note: The Chapter Tactic rules presented in Codex: Space Marines and its codex supplements replace any Chapter Tactics previously printed in other publications, including those for Blood Ravens and Crimson Fists in White Dwarf magazine and the Chapter Tactic for the Emperor’s Spears included with the limited edition of the Spear of the Emperor novel. Crimson Fists should use the No Matter the Odds Chapter Tactic, while Blood Ravens and the Emperor’s Spears should use the Successor Chapter Tactics rules. Note that the Emperor’s Spears are a successor Chapter of the Ultramarines, and so if you choose the Inheritors of the Primarch Successor Tactic, you must use the Chapter Tactic of the Ultramarines.


Relic

If your army is Battle-forged, no Detachment can contain more RELIC units than it does non-RELIC units of the same Battlefield Role. You can, however, include a single Relic Lord of War unit in your army even if it contains no non-RELIC Lord of War units (you cannot include second and subsequent Relic Lord of War units unless they are taken in a Detachment that contains at least as many non-RELIC Lord of War units).

In addition, as long as a Battle-forged army includes at least one RELIC unit, you gain access to the following Stratagem:
2CP

RELIC OF ANCIENT GLORY

Stratagem

This Stratagem is used at the beginning of your Fight phase. Choose a single friendly RELIC unit, all friendly ADEPTUS ASTARTES models within 6" of the chosen RELIC unit may re-roll the first failed hit roll of that phase.

Ultramarines Detachment Rules

In this section you’ll find rules for Battle-forged armies that include ULTRAMARINES Detachments – that is, Detachments that only include ULTRAMARINES units.


Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Scions of Guilliman ability so long as, with the exception of UNALIGNED units, every unit from your army is an ULTRAMARINES unit or every unit from your army is from the same Ultramarines successor Chapter (see below).

Scions of Guilliman

The Ultramarines and their successor Chapters are strict adherents to the teachings of the Codex Astartes, and as such they typically adopt a flexible combat style that emphasises manoeuvrability without sacrificing firepower.

Whilst the Tactical Doctrine is active, models with this ability that moved in your Movement phase, but did not Advance or Fall Back, can make attacks with ranged weapons in the following Shooting phase as if their unit had remained stationary this turn.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Mortifactors Chapter is a known successor of the Ultramarines). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Ultramarines, the following rules apply:

Warlord Traits
If your Warlord is a CHARACTER model from an Ultramarines successor Chapter, you can use the Ultramarines Warlord Traits table opposite to determine what Warlord Trait they have. Replace the ULTRAMARINES keyword in all instances in that Warlord Trait (if any) with your Warlord’s <CHAPTER> keyword.

Chapter Relics
Ultramarines successor Chapters have access to the Special-issue Wargear Relics; Relics of Macragge cannot be given to a CHARACTER model from a successor Chapter unless you use the Honoured by Macragge Stratagem.

Stratagems
All units from Ultramarines successor Chapters are considered to have the ULTRAMARINES keyword for the purpose of using Ultramarines Stratagems.

Psychic Powers
LIBRARIAN models from Ultramarines successor Chapters can know psychic powers from the Indomitus discipline in the same manner as LIBRARIAN models in ULTRAMARINES Detachments. When such a model uses one of these psychic powers, replace the ULTRAMARINES keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Tactical Objectives
Units from Ultramarines successor Chapters are considered to have the ULTRAMARINES keyword for the purposes of using Ultramarines Tactical Objectives.

White Scars Detachment Rules

In this section you’ll find rules for Battle-forged armies that include WHITE SCARS Detachments – that is, Detachments that only include WHITE SCARS units.


Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Devastating Charge ability so long as, with the exception of UNALIGNED units, every unit from your army is a WHITE SCARS unit or every unit from your army is from the same White Scars successor Chapter (see below).

Devastating Charge

The White Scars favour shock assaults, crashing into the enemy with overwhelming force. They are experts at using this high-speed impact to drive their blades home with devastating force and decapitate their prey.

Whilst the Assault Doctrine is active, when resolving an attack made with a melee weapon by a model with this ability in a unit that made a charge move or performed a Heroic Intervention this turn, add 1 to the Damage characteristic of that weapon for that attack.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Storm Lords Chapter is a known successor of the White Scars). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the White Scars, the following rules apply:

Warlord Traits
If your Warlord is a CHARACTER model from a White Scars successor Chapter, you can use the White Scars Warlord Trait table to determine what Warlord Trait they have. Replace the WHITE SCARS keyword in all instances in that Warlord Trait (if any) with your Warlord’s <CHAPTER> keyword.

Chapter Relics
White Scars successor Chapters have access to the Special-issue Wargear Relics; Relics of Chogoris cannot be given to a CHARACTER model from a successor Chapter unless you use the Gift of the Khans Stratagem.

Stratagems
Units from White Scars successor Chapters are considered to have the WHITE SCARS keyword for the purposes of using White Scars Stratagems.

Psychic Powers
LIBRARIAN models from White Scars successor Chapters can know psychic powers from the Stormspeaking discipline in the same manner as LIBRARIAN models in WHITE SCARS Detachments. When such a model uses one of these psychic powers, replace the WHITE SCARS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Tactical Objectives
Units from White Scars successor Chapters are considered to have the WHITE SCARS keyword for the purposes of using White Scars Tactical Objectives.

Raven Guard Detachment Rules

In this section you’ll find rules for Battle-forged armies that include RAVEN GUARD Detachments – that is, Detachments that only include RAVEN GUARD units.


Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Surgical Strikes ability so long as, with the exception of UNALIGNED units, every unit from your army is a RAVEN GUARD unit or every unit from your army is from the same Raven Guard successor Chapter (see below).

Surgical Strikes

The warriors of the Raven Guard spring their ambushes with perfect timing and coordination to eliminate the enemy’s command structure.

Whilst the Tactical Doctrine is active, when resolving an attack made by a model with this ability against a CHARACTER unit, you can add 1 to hit rolls and wound rolls.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Revilers Chapter is a known successor of the Raven Guard). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is
a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Raven Guard, the following rules apply:

Warlord Traits
If your Warlord is a CHARACTER model from a Raven Guard successor Chapter, you can use the Raven Guard Warlord Trait table to determine what Warlord Trait they have. Replace the RAVEN GUARD keyword in all instances in that Warlord Trait (if any) with your Warlord’s <CHAPTER> keyword.

Chapter Relics
Raven Guard successor Chapters have access to the Special-issue Wargear Relics; Relics of the Ravenspire cannot be given to a CHARACTER model from a successor Chapter unless you use the Token of Brotherhood Stratagem.

Stratagems
Units from Raven Guard successor Chapters are considered to have the RAVEN GUARD keyword for the purposes of using Raven Guard Stratagems.

Psychic Powers
LIBRARIAN models from Raven Guard successor Chapters can know psychic powers from the Umbramancy discipline in the same manner as LIBRARIAN models in RAVEN GUARD Detachments. When such a model uses one of these psychic powers, replace the RAVEN GUARD keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Tactical Objectives
Units from Raven Guard successor Chapters are considered to have the RAVEN GUARD keyword for the purposes of using Raven Guard Tactical Objectives.

Iron Hands Detachment Rules

In this section you’ll find rules for Battle-forged armies that include IRON HANDS Detachments – that is, Detachments that only include IRON HANDS units.


Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Calculated Fury ability so long as, with the exception of UNALIGNED units, every unit from your army is an IRON HANDS unit or every unit from your army is from the same Iron Hands successor Chapter (see below).

Calculated Fury

The Iron Hands advance machine-like into battle. They are without mercy, and wage war with cold logic and calculated fury.

Whilst the Devastator Doctrine is active, models with this ability do not suffer the penalty for moving and firing Heavy weapons. In addition, whilst the Devastator Doctrine is active, when resolving an attack made with a Heavy weapon by a model with this ability, re-roll a hit roll of 1.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Red Talons Chapter is a known successor of the Iron Hands). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Iron Hands, the following rules apply:

Warlord Traits
If your Warlord is a CHARACTER model from an Iron Hands successor Chapter, you can use the Iron Hands Warlord Traits table to determine what Warlord Trait they have. Replace the IRON HANDS keyword in all instances in that Warlord Trait (if any) with your Warlord’s <CHAPTER> keyword.

Chapter Relics
Iron Hands successor Chapters have access to the Special-issue Wargear Relics; Relics of Medusa cannot be given to a CHARACTER model from a successor Chapter unless you use the Bequeathed by the Iron Council Stratagem.

Stratagems
All units from Iron Hands successor Chapters are considered to have the IRON HANDS keyword for the purpose of using Iron Hands Stratagems.

Psychic Powers
LIBRARIAN models from Iron Hands successor Chapters can know psychic powers from the Technomancy discipline in the same manner as LIBRARIAN models in IRON HANDS Detachments. When such a model uses one of these psychic powers, replace the IRON HANDS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Tactical Objectives
Units from Iron Hands successor Chapters are considered to have the IRON HANDS keyword for the purposes of using Iron Hands Tactical Objectives.

Imperial Fists Detachment Rules

In this section you’ll find rules for Battle-forged armies that include IMPERIAL FISTS Detachments – that is, Detachments that only include IMPERIAL FISTS units.


Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Legacy of Dorn ability so long as, with the exception of UNALIGNED units, every unit from your army is an IMPERIAL FISTS unit or every unit from your army is from the same Imperial Fists successor Chapter.

Legacy of Dorn

The Imperial Fists are peerless siegers, demonstrating an uncanny knack for identifying and exploiting the weak spots of enemy vehicles and fortifications.

Whilst the Devastator Doctrine is active, when resolving an attack made with a Heavy weapon by a model with this ability against a VEHICLE or BUILDING unit, add 1 to the Damage characteristic of that weapon for that attack.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Crimson Fists are a known successor of the Imperial Fists). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Imperial Fists, the following rules apply:

Warlord Traits
If your Warlord is a CHARACTER model from an Imperial Fists successor Chapter (other than CRIMSON FISTS), you can use the Imperial Fists Warlord Traits table opposite to determine what Warlord Trait they have. Replace the IMPERIAL FISTS keyword in all instances in that Warlord Trait (if any) with your Warlord’s <CHAPTER> keyword. CRIMSON FISTS Warlords instead have access to the Crimson Fists Warlord Traits.

Chapter Relics
Imperial Fists successor Chapters have access to the Special-issue Wargear Relics; Relics of the Fists cannot be given to a CHARACTER model from a successor Chapter other than Crimson Fists unless you use the Champion of Blades Stratagem.

Stratagems
All units from Imperial Fists successor Chapters are considered to have the IMPERIAL FISTS keyword for the purpose of using Imperial Fists Stratagems.

Psychic Powers
LIBRARIAN models from Imperial Fists successor Chapters can know psychic powers from the Geokinesis discipline in the same manner as LIBRARIAN models in IMPERIAL FISTS Detachments. When such a model uses one of these psychic powers, replace the IMPERIAL FISTS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Tactical Objectives
Units from Imperial Fists successor Chapters are considered to have the IMPERIAL FISTS keyword for the purposes of using Imperial Fists Tactical Objectives.

Salamanders Detachment Rules

In this section you’ll find rules for Battle-forged armies that include SALAMANDERS Detachments – that is, Detachments that only include SALAMANDERS units.


Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Promethean Cult ability so long as, with the exception of UNALIGNED units, every unit from your army is a SALAMANDERS unit or every unit from your army is from the same Salamanders successor Chapter.

Promethean Cult

The Salamanders and their successor Chapters adhere to the teachings of Vulkan and his codes of battle, displaying a remarkable affinity for weapons that burn the foe to ashes in a blast of searing heat.

Whilst the Tactical Doctrine is active, when resolving an attack made with a flame weapon or melta weapon by a model with this ability, add 1 to the wound roll.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword (see Codex: Space Marines), you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known. If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Salamanders, the following rules apply:

Warlord Traits
If your Warlord is a CHARACTER model from a Salamanders successor Chapter, you can use the Salamanders Warlord Traits table opposite to determine what Warlord Trait they have. Replace the SALAMANDERS keyword in all instances in that Warlord Trait (if any) with your Warlord’s <CHAPTER> keyword.

Chapter Relics
Salamanders successor Chapters have access to the Special-issue Wargear Relics (pg 59); Relics of Nocturne cannot be given to a CHARACTER model from a successor Chapter unless you use the Trust of Prometheus Stratagem (pg 61).

Stratagems
All units from Salamanders successor Chapters are considered to have the SALAMANDERS keyword for the purpose of using Salamanders Stratagems.

Psychic Powers
LIBRARIAN models from Salamanders successor Chapters can know psychic powers from the Promethean discipline (pg 62) in the same manner as LIBRARIAN models in SALAMANDERS Detachments. When such a model uses one of these psychic powers, replace the SALAMANDERS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Tactical Objectives
Units from Salamanders successor Chapters are considered to have the SALAMANDERS keyword for the purposes of using Salamanders Tactical Objectives.

Black Templars Detachment Rules

In this section you’ll find rules for Battle-forged armies that include BLACK TEMPLARS Detachments – that is, Detachments that only include BLACK TEMPLARS units.


Abilities

If your army is Battle-forged, all units from your army with the Combat Doctrines ability gain the Knights of Sigismund ability, so long as every unit from your army (with the exception of those that are UNALIGNED) are BLACK TEMPLARS.

Knights of Sigismund

Skilled with both blade and bolter in equal measure, the warriors of the Black Templars are a creed unto themselves. A brethren of unquestioning loyalty, they exist to bring the Emperor’s retribution to every heretic and unbeliever within the Imperium and beyond.

Whilst the Assault Doctrine is active, when resolving an attack made with a melee weapon by a BLACK TEMPLARS model with this ability against a unit that is not a VEHICLE in a turn in which that model made a charge move or performed a Heroic Intervention, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

The Lost Librarius

It is uncertain how, or when, the Black Templars ceased to field Librarians. Whatever the reason, they now wage war without these powerful warriors.

LIBRARIAN units cannot be from the BLACK TEMPLARS Chapter.

Chosen Champion

On the eve of battle, as the Black Templars gather to hear the benedictions of the faithful, one among them may be chosen by the divine to bear the mantle of the Emperor’s Champion in the coming conflict.

The Chapter Champion Stratagem cannot be used to affect BLACK TEMPLARS units.

Specialist Detachments

Indomitus Crusaders

Through the actions of brave and determined warriors, the Indomitus Crusade changed the face of the galaxy in the wake of the Great Rift. It lasted over a century, and many of the Primaris Marines that typified its forces became learned veterans of the battlefield over that time.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

INDOMITUS CRUSADERS

Specialist Detachment Stratagem

In the wake of the Great Rift, the Indomitus Crusade battled to retake Imperial worlds plagued by the forces of Chaos.

Use this Stratagem when choosing your army. Pick a Space Marines Detachment from your army to be an Indomitus Crusaders Specialist Detachment. PRIMARIS CAPTAINS, PRIMARIS LIEUTENANTS, PRIMARIS ANCIENTS, INTERCESSOR SQUADS and INCEPTOR SQUADS in that Detachment gain the INDOMITUS CRUSADER keyword.

WARLORD TRAIT
If an INDOMITUS CRUSADER CHARACTER is your Warlord, you can give them the following Warlord Trait.

GREY SHIELD

During the Indomitus Crusade, this battle-brother served in a unit of Grey Shields. These strike forces were comprised of Space Marines from a range of different Chapters, allowing for a multitude of combat styles to be galvanised as one. Now, leading his own warriors into battle, this warlord is able to employ versatile strategies, switching tactics even in the thick of battle.

Once per battle, at the start of your Movement phase, if your Warlord is on the battlefield, you can choose for INDOMITUS CRUSADER units in the same Detachment as your Warlord to gain an additional Chapter Tactics until the start of your next turn. Pick the additional Chapter Tactic from the following: Codex Discipline, Lightning Assault, Siege Masters, Righteous Zeal, Forged in Battle, Shadow Masters, The Flesh is Weak, No Matter the Odds.

Until the start of your next turn, friendly INDOMITUS CRUSADERS gain the benefit of that Chapter Tactic in addition to any others they already have. They are considered to have the keyword of the Chapter that Chapter Tactic belongs to for the purposes of resolving that Chapter Tactic.

RELICS OF THE INDOMITUS CRUSADE
If your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an INDOMITUS CRUSADER CHARACTER from your army.

STANDARD OF THE ULTIMA FOUNDING

This banner stood defiant when a daemonic incursion besieged Terra at the birth of the Noctis Aeterna and threatened to crush the Indomitus Crusade even before it had begun. Now, it has been planted into the soil of a hundred worlds, and inspires any veteran of the Indomitus Crusade to fight harder to rid the galaxy of the enemies of Mankind.

PRIMARIS ANCIENT only. Once per battle, at the start of your Movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly INDOMITUS CRUSADER INFANTRY models can re-roll hit rolls of 1 and wound rolls of 1 whilst they are within 6" of the bearer.

STRATAGEMS
If your army includes any Indomitus Crusaders Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

LIBERATORS

Space Marines Stratagem

Liberators of countless systems and planets, vanquishers of the heretical, the daemonic and the degenerate, these warriors are a blade honed in the fires of a hundred battles.

Use this Stratagem at the start of the Fight phase. Pick an INDOMITUS CRUSADER unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attacks inflicts 2 hits on the target instead of 1.

Black Templars Sword Brethren

The veterans of the Black Templars swear mighty oaths to uphold the honour of the Imperium in everything they do. Theirs is an especial hatred for the alien, the psyker and the heretic; they fight like legendary knights of old in their eternal crusade against the darkness.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

SWORD BRETHREN

Specialist Detachment Stratagem

It is the ambition of every Black Templar Initiate to be elevated to the esteemed ranks of the Sword Brethren, for these warrior-knights are the elites of their Chapter.

Use this Stratagem when choosing your army. Pick a BLACK TEMPLARS Detachment from your army to be a Sword Brethren Specialist Detachment. HIGH MARSHAL HELBRECHT, EMPEROR’S CHAMPION, CAPTAINS, COMPANY CHAMPIONS and COMPANY VETERANS in that Detachment gain the SWORD BRETHREN keyword.

WARLORD TRAIT
If a SWORD BRETHREN CHARACTER is your Warlord, you can give them the following Warlord Trait.

MASTER SWORDSMAN

As a champion of the Feast of Blades, this warlord’s skill in the art of combat is equalled by very few.

Add 1 to your Warlord’s Attacks characteristic. In addition, each time you roll an unmodified hit roll of 6 for an attack made by your Warlord in the Fight phase, that attack inflicts 2 hits instead of 1.

RELICS OF THE ETERNAL CRUSADER
If your army includes any Sword Brethren Specialist Detachments, you can give the following relic to a SWORD BRETHREN CHARACTER from your army.

THE HOLY ORB

Created by one of the Chapter’s renowned artificers, this orb is a grenade empowered by the holy wrath of the Emperor and filled in equal measure with high explosives and sacred unguents that burn the faithless with their purity.

The Holy Orb has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Holy Orb
6"
Grenade 1
-
-
-
Abilities: You can only use this weapon once per battle. This weapon automatically hits its target (no hit rolls are made). When this weapon hits a target, roll one D6 for every 10 models in the target unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds.

STRATAGEMS
If your army includes any Sword Brethren Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

UPHOLD THE HONOUR OF THE EMPEROR

Black Templars Stratagem

The Black Templars’ faith in the Emperor is so strong they are able to shrug off even the most severe wounds.

Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Until the end of that phase, roll a D6 each time a model in that unit loses a wound. On a 5+, that model does not lose that wound.
2CP

SUFFER NOT THE UNCLEAN TO LIVE

Black Templars Stratagem

With righteous zeal, these warriors vow to vanquish Mankind’s foes in the name of the Holy Emperor.

Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Add 1 to the Attacks characteristic of models in that unit for this phase. In addition, you can re-roll wound rolls for attacks made by that unit until the end of that phase.

Crimson Fists Liberator Strike Force

The liberation of Rynn’s World was gruelling, but those who survived became experts in fighting against the odds – and in teaching their hard-won knowledge to others. The Crimson Fists have sworn to free those Imperial worlds that are crushed under the heel of tyrants and oppressors.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

CRIMSON FISTS LIBERATOR STRIKE FORCE

Specialist Detachment Stratagem

The daemonic siege on Rynn’s World was finally lifted by the arrival of the Indomitus Crusade. The beleaguered Crimson Fists had their ranks bolstered by Primaris veterans of Rogal Dorn’s heritage.

Use this Stratagem when choosing your army. Pick a CRIMSON FISTS Detachment from your army to be a Crimson Fists Liberator Strike Force Specialist Detachment. PRIMARIS CHARACTERS, INTERCESSOR SQUADS, REIVER SQUADS and HELLBLASTER SQUADS in that Detachment gain the LIBERATOR STRIKE FORCE keyword.

WARLORD TRAIT
If a LIBERATOR STRIKE FORCE CHARACTER is your Warlord, you can give them the following Warlord Trait.

EXPERT INSTRUCTOR

After the decimation of their Chapter, the surviving Crimson Fists were forced to become peerless tutors in order to quickly replenish their numbers with fresh recruits.

Re-roll hit rolls of 1 for friendly LIBERATOR STRIKE FORCE units within 9" of your Warlord.

RELICS OF RYNN’S WORLD
If your army includes any Crimson Fists Liberator Strike Force Specialist Detachments, you can give the following relic to a LIBERATOR STRIKE FORCE CHARACTER from your army:

THE VENGEFUL ARBITER

Sergeant Ricario Vicentius was a valiant warrior who served at Chapter Master Pedro Kantor’s side during the Battle for Traitor’s Gorge. Although he was eventually slain, it is reported he killed countless Orks despite being mortally wounded himself. After the battle, Chapter Master Kantor ordered the recovery and reissue of his bolt pistol, now named ‘the Vengeful Arbiter’ by his men, and it has served countless brothers from the Chapter since.

Model with bolt pistol only. The Vengeful Arbiter replaces the bearer’s bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Vengeful Arbiter
12"
Pistol 2
5
-1
2
Abilities: Each time an attack made with this weapon hits, you can immediately make one additional hit roll against that target using the same weapon. These bonus hit rolls cannot themselves generate any further hit rolls.

STRATAGEMS
If your army includes any Crimson Fists Liberator Strike Force Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

HEROES OF RYNN’S WORLD

Crimson Fists Stratagem

The Crimson Fists strike out at threats upon beleaguered Imperial worlds, liberating them one by one as they did their home planet.

Use this Stratagem at the start of your Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack made by that unit’s ranged weapons, that attack inflicts 2 hits instead of 1.
1CP

PARAGONS OF DORN

Crimson Fists Stratagem

The Crimson Fists Primaris Marines are exemplars of their primogenetor, and they share his discipline under pressure. When they lay down a volley of return fire, their efficiency and speed borders on the supernatural.

Use this Stratagem at the end of an enemy Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army that was targeted by one or more attacks this phase. That unit can immediately shoot as if it were your Shooting phase.

Imperial Fists Siegebreaker Cohort

The Imperial Fists are renowned experts in siege warfare, stubbornly holding the enemy back for months if necessary. Should a foe manage to fight their way through to the outer rings of their defences, the Imperial Fists will collapse their own fortifications to turn them into an inescapable death-trap.

Designer’s Note: If you have created your army using the additional rules found in Codex Supplement: Imperial Fists, you cannot select The Eye of Hypnoth Relic, or the Indomitable Warlord Trait from this Specialist Detachment. They are replaced with a new Relic and a new Warlord Trait with the same names in Codex Supplement: Imperial Fists.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

IMPERIAL FISTS SIEGEBREAKER COHORT

Specialist Detachment Stratagem

Countless fortifications have fallen to the concentrated fury of an Imperial Fists Siegebreaker Cohort.

Use this Stratagem when choosing your army. Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment. CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword.

WARLORD TRAIT
If a SIEGEBREAKER COHORT CHARACTER is your Warlord, you can give them the following Warlord Trait.

INDOMITABLE

This warlord can never be driven back once he has set his mind to a task. He stands stoic, unrelenting, and inspires his allies to hold fast.

Friendly IMPERIAL FISTS INFANTRY units within 6" of your Warlord automatically pass Morale tests and receive the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature, unless your Warlord moved in your previous Movement phase.

RELICS OF PHALANX
If your army includes any Siegebreaker Cohort Specialist Detachments, you can give the following relic to a SIEGEBREAKER COHORT CHARACTER from your army:

THE EYE OF HYPNOTH

The Eye of Hypnoth was presented to the Imperial Fists in late M39 to honour their defence of the forge world Hypnoth against Waaagh! Kromak. This device is a highly sophisticated and long-ranged auspex array; tradition dictates that it is best employed to detect hidden weaknesses in enemy armour and fortifications.

Re-roll wound rolls of 1 for shooting attacks made by friendly SIEGEBREAKER COHORT units within 6" of the bearer.

STRATAGEMS
If your army includes any Siegebreaker Cohort Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

STRUCTURAL DEMOLITION

Imperial Fists Stratagem

With pinpoint accuracy, enemy fortifications are reduced to rubble in moments, crushing those trapped within.

Use this Stratagem after a Building has been destroyed by an attack made by a SIEGEBREAKER COHORT unit from your army. Roll 2D6 instead of 1 for each model that disembarks from that BUILDING. For each roll of 1, a model that disembarked (controlling player’s choice) is slain.
1CP

SEISMIC DEVASTATION

Imperial Fists Stratagem

Under the ferocious barrage of attacks unleashed by the Siegebreaker Cohort, barricades collapse and even armoured vehicles are torn into flaming ruin.

Use this Stratagem at the start of the Shooting phase or Fight phase. Pick a SIEGEBREAKER COHORT unit from your army. Each time you roll an unmodified wound roll of a 6 for an attack made by that unit that targets an enemy VEHICLE that phase, that attack inflicts a mortal wound in addition to its normal damage.

Ultramarines Victrix Guard

The Victrix Guard were hand-picked by Roboute Guilliman from the Ultramarines 1st Company to accompany him on his Indomitus Crusade. Across the many battlefields of Vigilus, elements of this veteran formation fought tirelessly at Calgar’s side to earn a legacy of their own.

Designer’s Note: If you have created your army using the additional rules found in Codex Supplement: Ultramarines, you cannot select the Soldiers Blade and The Standard of Macragge Inviolate Relics from this Specialist Detachment. They are replaced with new Relics with the same names in Codex Supplement: Ultramarines.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

VICTRIX GUARD

Specialist Detachment Stratagem

The Victrix Guard are veteran warriors with countless centuries of combat experience between them.

Use this Stratagem when choosing your army. Pick an ULTRAMARINES Detachment from your army to be a Victrix Guard Specialist Detachment. CAPTAINS, ANCIENTS, HONOUR GUARD, VICTRIX HONOUR GUARD, VANGUARD VETERAN SQUADS and STERNGUARD VETERAN SQUADS in that Detachment gain the VICTRIX GUARD keyword.

WARLORD TRAIT
If a VICTRIX GUARD CAPTAIN is your Warlord, you can give them the following Warlord Trait.

WARDEN OF ULTRAMAR

The title ‘Warden of Ultramar’ is granted to the Captain leading the Victrix Guard. A master of combat, this indomitable and unflinching hero can swiftly spot enemy weaknesses in the heat of battle.

Once per battle, at the start of the Fight phase, this Warlord can inspire his warriors. When they do, until the end of that phase you can re-roll wound rolls for attacks made by friendly VICTRIX GUARD units whilst they are within 6" of this Warlord.

RELICS OF ULTRAMAR
If your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a VICTRIX GUARD CHARACTER from your army.

If you have created your army using the additional rules found in Codex Supplement: Ultramarines, you cannot select the Soldiers Blade and The Standard of Macragge Inviolate Relics from this Specialist Detachment. They are replaced with new Relics with the same names in Codex Supplement: Ultramarines.

SOLDIER’S BLADE

SOLDIER’S BLADE

This deceptively simple sword has been a treasure of the Ultramarines since the Legion’s founding. Though it contains none of the matterdisruptive technology of a power sword, it can still carve through the thickest plates of ceramite and plasteel with ease. So perfectly forged is this monomolecular-edged blade that is has survived for millennia without ever needing to be sharpened.

Model equipped with power sword, master-crafted power sword, or combat knife only. This Relic replaces a power sword, master-crafted power sword or combat knife and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Soldier’s Blade
Melee
Melee
+1
-4
2

THE STANDARD OF MACRAGGE INVIOLATE

When the Tyrannic Wars came to the realm of Ultramar, and Hive Fleet Behemoth descended upon Macragge, it was this glorious banner that flew above the swarms of xenos beasts. To all Ultramarines, it represents the unfaltering might of their home world and their Chapter. When an Ultramarine beholds this sacred standard, he is gripped with a sense of unshakeable pride and determination, for he knows that no enemy can match the skills in battle passed down to him and his brothers by their Primarch.

ANCIENT only. Add 1 to the Leadership characteristic of friendly ULTRAMARINES units whilst they are within 12" of the bearer. In addition, add 1 to the Attacks characteristic of friendly VICTRIX GUARD units whilst they are within 6" of the bearer.

STRATAGEMS
If your army includes any Victrix Guard Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

FIGHT LIKE DEMIGODS

Ultramarines Stratagem

A gathering of courageous heroes, the Victrix Guard are more than capable of cutting their way through entire armies of foes.

Use this Stratagem at the start of the Fight phase. Pick a VICTRIX GUARD unit from your army within 6" of a friendly VICTRIX GUARD CAPTAIN. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
3CP

STRIKE FIRST, FOR ULTRAMAR!

Ultramarines Stratagem

As the enemy close in, the Victrix Guard hold their weapons ready to deliver the first blow.

Use this Stratagem at the end of your opponent’s Charge phase. Pick a VICTRIX GUARD unit from your army that was charged this phase, or that performed a Heroic Intervention this phase. That unit can immediately pile in and fight as if it were the Fight phase (doing so does not prevent the unit from being picked to fight in the Fight phase of that turn).

Chapter Tactics

Ultramarines: Codex Discipline

The sons of Guilliman hold the tenets of the Codex Astartes as sacrosanct, its wisdom guiding them to discipline and measured strategic responses even amidst the hottest-burning flames of battle.

Add 1 to the Leadership characteristic of models with this tactic. Units with this tactic that cannot FLY can shoot in a turn in which they Fell Back, but if they do, when resolving an attack made by a model in that unit in the Shooting phase of that turn, subtract 1 from the hit roll.

Imperial Fists: Siege Masters

The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their enemies from behind heavy ramparts and flakboarded trenches with withering hails of pinpoint bolt fire.

When resolving an attack made with a ranged weapon by a model with this tactic, the target does not receive the benefit of cover to its saving throw and, if that attack was made with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.

White Scars: Lightning Assault

The White Scars are the true masters of high speed, hit-and-run warfare. Theirs is the fury of the storm, the scent of prey upon the wind. They do battle on the move, using speed and swift adaptability as a weapon, wrongfooting their enemies with breakneck manoeuvres and melting away one moment only to crash home like a lightning strike elsewhere the next. None can escape the righteous justice of the sons of Chogoris.

Units with this tactic can charge in a turn in which they Advanced or Fell Back. BIKER models with this tactic do not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.

Raven Guard: Shadow Masters

The Raven Guard slip through the shadows, halfseen spectres barely visible to the foe until they choose their moment to strike. Enemies grip their weapons and blaze away into the gloom with increasing panic, their shots flying wide as the sons of Corax encircle their victims and prepare to level the killing blow. By the time the prey is close enough to direct their fire with any real chance of accuracy, they are caught within the Raven's talons.

When resolving an attack made with a ranged weapon against a unit with this tactic by a model that is more than 12" away, that unit is treated as having the benefit of cover to its saving throw, and if that unit is not a VEHICLE and is entirely on or within a terrain feature, subtract 1 from the hit roll.

Salamanders: Forged in Battle

To the Salamanders, war is the anvil upon which their strength is wrought, every battle a test in which to prove themselves and the superior craftsmanship of their weapons.

When a unit with this tactic fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll. When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a unit with this tactic, that weapon is treated as having an Armour Penetration characteristic of 0.

Iron Hands: The Flesh is Weak

Most Iron Hands are heavily augmented with ultradurable cybernetic limbs and organs that render them extremely difficult to kill.

When a model with this tactic would lose a wound, roll one D6; on a 6 that wound is not lost. When resolving an Overwatch attack made by a model with this tactic, a hit roll of 5 or 6 scores a hit. In addition, models with this tactic that have a damage table are considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.

Black Templars: Righteous Zeal

Hot burns the hatred of the Black Templars for the mutant, the witch and the heretic, and bright blazes their faith in the immortal Emperor of Mankind. With furious cries do these crusading warriors hurl themselves into battle against their reviled foes, and with fervent prayers do they shrug off even the most grievous wounds.

When a charge roll is made for a unit with this tactic, you can re-roll any or all of the dice. In addition, when a model with this tactic would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

Crimson Fists: No Matter the Odds

Even when faced with seemingly insurmountable odds, the Crimson Fists emerge bloodied but victorious with bolters roaring.

When resolving an attack made by a model with this tactic against a unit that contains at least 5 more models than that model’s unit, add 1 to the hit roll. For the purposes of this tactic, a VEHICLE model with this tactic counts as 5 models. In addition, when resolving an attack made with a bolt weapon by a model with this tactic, an unmodified hit roll of 6 scores 1 additional hit.

Successor Chapter Tactics

In the aftermath of the Horus Heresy and in the millennia since, many Chapters have been founded from the gene-seed of the loyalist Legions. Some retain the traditions and fighting styles of their parent Chapter, whilst others diverge radically according to the preferences of their founding Chapter Master. Thissection allows you to customise the rules for your successor Chapter to best represent them on the battlefield.

If your chosen Chapter does not have an associated Chapter Tactic, you must instead create their Chapter Tactic by selecting rules from the list here. Unless otherwise stated, your Chapter has two Successor Tactics from the following list:

Bolter Fusillades

With rigorous drilling and singular focus, this Chapter trains its battle-brothers to optimise the killing fury of their bolt weaponry and annihilate their enemies in firefights.

When resolving an attack made with a bolt weapon by a model with this tactic, re-roll a hit roll of 1.

Born Heroes

Like demigods of war do the champions of this Chapter bestride the battlefield, taking their blades to any foe who dares challenge them and leaving nought but bloodied corpses in their wake.

CHARACTER units with this tactic can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".

Duellists

This Chapter prizes skill and precision in close-quarters combat above simple ferocity. Its warriors are deadly combatants, their attacks flowing around their enemies’ guard like smoke.

When resolving an attack made with a melee weapon by a model with this tactic against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

You cannot select this tactic if you have already selected the Whirlwind of Rage tactic.

Fearsome Aspect

Whether through ominous trappings and iconography, deafening vox-amplified war cries or simply the sheer force of their presence, this Chapter’s warriors sow terror amongst the enemy ranks.

Subtract 1 from the Leadership characteristic of enemy units whilst they are within 3" of any units from your army with this tactic.

Hungry for Battle

For this Chapter’s warriors, all else is but a prelude to the glorious moment in which their warriors’ charge crashes home.

When a unit with this tactic Advances or makes a charge move, add 1 to the Advance roll or charge roll.

Indomitable

No matter what horrors they face, nor what catastrophic losses they might suffer, this Chapter’s warriors stand immovable and fearless before even the most ghastly foe.

When a Morale test is taken for a unit with this tactic, no more than one model can flee.

Inheritors of the Primarch

So closely do this Chapter’s warriors cleave to the strategic doctrines of their genetic forebears that only their heraldry marks them out as unique from the First Founding Chapter they emulate.

If you select this Successor Tactic you cannot select a second. Select one of the following Chapters and use the Chapter Tactic of that Chapter: Ultramarines, Imperial Fists, White Scars, Raven Guard, Salamanders, Iron Hands.

Designer's Note: If, in the background of our publications, your Chapter is a known successor of a specific First Founding Chapter (for example, the Storm Lords Chapter is a known successor of the White Scars), then if you select this Successor Tactic you must select the Chapter Tactic of that First Founding Chapter.


Knowledge is Power

Vast are the data-stacks and Librarius cloisters of this Chapter, and esoteric is the knowledge possessed by its psykers. In battle, they swiftly establish empyric dominance.

When a Psychic test or Deny the Witch test is taken for a PSYKER model with this tactic, re-roll any or all dice rolls of 1.

Long-range Marksmen

This Chapter’s warriors are able to extend the maximum effective range of their firearms through a combination of modified targeting rituals and precision adjustments by their skilled armourers.

Add 3" to the Range characteristic of ranged weapons models with this tactic are equipped with.

Master Artisans

Far and wide spreads the fame of this Chapter’s craftsmen, who fashion the finest masterwork weaponry for their battlebrothers to wield against the foe.

When a unit with this tactic fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll.

Preferred Enemy

Time and time again, the warriors of this Chapter have faced the same foes. Through bloody defeat and hate-fuelled victory they have learned their enemies’ weaknesses well.

When you select this tactic, select one of the following Faction keywords: TYRANIDS, AELDARI, ORK, HERETIC ASTARTES, NECRONS, T’AU EMPIRE. When resolving an attack made with a melee weapon by a model with this tactic against a unit with that Faction keyword in a turn in which that model made a charge move, was charged or performed a Heroic Intervention, you can re-roll the hit roll.

Rapid Assault

Firing from the hip, tracking their targets with enhanced runic displays that flicker lightning-fast across their auto-senses, the warriors of this Chapter lay down punishing fusillades even as they close with the foe.

Models with this tactic do not suffer the penalty for Advancing and firing Assault weapons.

Scions of the Forge

This Chapter’s warriors are expert armourers, their tanks and Dreadnoughts maintained to levels that even the Adeptus Mechanicus would admire.

Models with this tactic that have a damage table are considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.

Stalwart

How does one defeat warriors whose willpower and determination are so ferocious that they can shrug off even the most catastrophic injuries and keep on fighting?

When resolving an attack made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

Stealthy

This Chapter makes a virtue of deception and cunning, and drills its battle-brothers in evasive techniques that allow them to hug the shadows and close upon their foes unseen and unsuspected.

When resolving an attack made with a ranged weapon against a unit with this tactic by a model that is more than 12" away, that unit is treated as having the benefit of cover to its saving throw.

Stoic

Bravery runs in the blood of this Chapter’s battle-brothers, who can endure the most terrifying tests of spirit and emerge unbowed.

Add 1 to the Leadership characteristic of models with this tactic.

Tactical Withdrawal

Masters of hit-and-run warfare, this Chapter’s warriors are well drilled in the art of swiftly disengaging only to hurl themselves back into the fray with fresh impetus.

Units with this tactic can charge in a turn in which they Fell Back.

Warded

Whether through latent psychic talent, personal energy shielding, enhanced reflexes or sheer zealotry, the battle-brothers of this Chapter can shrug off even the most devastating attacks.

When a model with this tactic would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

Whirlwind of Rage

Like ravening beasts this Chapter’s battlebrothers fall upon their opponents, venting the fury in their souls in the form of a bloody rampage through the enemy lines.

When resolving an attack made with a melee weapon by a model with this tactic in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, an unmodified hit roll of 6 scores 1 additional hit.

You cannot select this tactic if you have already selected the Duellists tactic.

Stratagems

If your army is Battle-forged and includes any Space Marines Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Adeptus Astartes. If a Stratagem is used before the battle to upgrade a unit (e.g. Chapter Master) and you have an army roster, you must note on it which Stratagems are used to upgrade which units.

1CP

ARMOUR OF CONTEMPT

Space Marines Stratagem

The belligerency of some machine spirits makes them unyielding.

Use this Stratagem when an ADEPTUS ASTARTES VEHICLE model from your army would lose a wound as a result of a mortal wound. Roll one D6; on a 5+ that wound is not lost. In addition, until the end of the phase, when this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
2CP

AUSPEX SCAN

Space Marines Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.

Use this Stratagem after your opponent sets up a unit on the battlefield as reinforcements within 12" of any ADEPTUS ASTARTES INFANTRY units from your army. Select one of those units from your army to shoot at that enemy unit as if it were your Shooting phase; when resolving these attacks, subtract 1 from hit rolls.
2CP

SUPPRESSION FIRE

Space Marines Stratagem

Few indeed are the foes who can hope to escape the savage barrage of Space Marine artillery.

Use this Stratagem in your Shooting phase, when a WHIRLWIND model or THUNDERFIRE CANNON model from your army that has not moved this turn is chosen to shoot with. You can choose that model to shoot with an additional time that phase, but when it does, it can only shoot with weapons that can target units that are not visible to the bearer.
2CP

ONLY IN DEATH DOES DUTY END

Space Marines Stratagem

Imminent death does not prevent a Space Marine from exacting his final justice upon the enemies of the Imperium.

Use this Stratagem when an ADEPTUS ASTARTES CHARACTER model from your army is destroyed, before removing that model from play; that model can either shoot as if it were your Shooting phase, or fight as if it were the Fight phase (this Stratagem is not cumulative with the Astartes Banner ability – this Stratagem takes precedence).
2CP

CHAPTER MASTER

Space Marines Stratagem

Chapter Masters are some of the greatest military minds in the galaxy, able to inspire their men to acts of legendary valour.

Use this Stratagem before the battle if your army does not include a CHAPTER MASTER model. Select one ADEPTUS ASTARTES CAPTAIN model from your army that is not a named character. Replace that model’s CAPTAIN keyword with CHAPTER MASTER and replace its Rites of Battle ability with: ‘Chapter Master: You can re-roll hit rolls for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.’
1CP

DEATH TO THE TRAITORS!

Space Marines Stratagem

Of all Humanity’s foes, none are as hated as the Heretic Astartes, for they have betrayed their ancient oaths.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit from your army is chosen to fight with. Until the end of that phase, when you resolve an attack made with a melee weapon by a model in that unit against a HERETIC ASTARTES unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.
3CP

HONOUR THE CHAPTER

Space Marines Stratagem

Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.

Use this Stratagem at the end of the Fight phase. Select one ADEPTUS ASTARTES unit from your army within 1" of any enemy units; that unit can fight an additional time that phase.
1CP

DUTY ETERNAL

Space Marines Stratagem

Having tasted death before, the pilot of each Dreadnought is determined to do his duty before his end finally comes.

Use this Stratagem when an ADEPTUS ASTARTES DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce the damage).
1CP

FLAKK MISSILE

Space Marines Stratagem

Flakk missiles are designed to eliminate aircraft by unleashing a payload of shrapnel that shreds armour and vital systems.

Use this Stratagem when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a missile launcher at a unit that can FLY. You can only make one attack with that weapon. When resolving that attack, add 1 to the hit roll; if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends.
1/2CP

VETERAN INTERCESSORS

Space Marines Stratagem

This squad of Intercessors has fought in countless battles against myriad foes, and has been noted for exemplary service.

Use this Stratagem before the battle. Select one INTERCESSOR SQUAD unit from your army that contains 5 models for 1 Command Point or one INTERCESSOR SQUAD unit from your army that contains 6 or more models for 2 Command Points. Add 1 to the Attacks and Leadership characteristics of models in that unit. Each INTERCESSOR SQUAD unit can only be selected for this Stratagem once per battle.
2CP

BOLTSTORM

Space Marines Stratagem

Switching shot selectors to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.

Use this Stratagem at the start of your Shooting phase. Select one INTERCESSOR SQUAD unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.’
1CP

HUNTER-SLAYER MISSILE

Space Marines Stratagem

Hunter-slayer missiles are single shot, machine spirit-guided warheads that track and eliminate priority targets.

Use this Stratagem in your Shooting phase. Select one REPULSOR model from your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48" of that model that is not within 1" of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each REPULSOR model can only be selected for this Stratagem once per battle.
1CP

CLUSTER MINES

Space Marines Stratagem

Scout Bikers will often scatter lethal cluster mines behind them to cover their retreat.

Use this Stratagem when a SCOUT BIKE SQUAD unit from your army Falls Back, before it moves. Select one enemy unit within 1" of that unit and roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.
1CP

HELLFIRE SHELLS

Space Marines Stratagem

Hellfire shells erupt in the midst of the foes, showering them with flesh-melting mutagenic acid.

Use this Stratagem when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter. You can only make one attack with that weapon. If a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends.
1CP

GRAVITIC AMPLIFICATION

Space Marines Stratagem

Space Marines can focus their grav-amps to crush even the largest of foes into ruined scrap.

Use this Stratagem when an ADEPTUS ASTARTES unit from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made with a grav-cannon and gravamp by a model in that unit, you can re-roll the wound roll and you can re-roll the damage roll.
1CP

MASTERFUL MARKSMANSHIP

Space Marines Stratagem

Sternguard Veterans are experts in identifying and exploiting the slightest weaknesses in their target’s defences.

Use this Stratagem when a STERNGUARD VETERAN SQUAD unit from your army fires Overwatch or is chosen to shoot with. Until the end of the phase, when resolving an attack made with a special issue boltgun by a model in that unit, add 1 to the wound roll.
2CP

RAPID FIRE

Space Marines Stratagem

The combination of superhuman reflexes and rigid bolter-drills means Space Marine Intercessors can produce a devastating rate of fire.

Use this Stratagem at the start of your Shooting phase. Select one INTERCESSOR SQUAD unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.
3CP

ORBITAL BOMBARDMENT

Space Marines Stratagem

The guns and ships of the Imperium stand ready to unleash hell at the Space Marines’ command.

This Stratagem can be used once per battle, in your Shooting phase, if an ADEPTUS ASTARTES Warlord from your army is on the battlefield. Select one point on the battlefield and roll one D6 for each unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.
1CP

RELICS OF THE CHAPTER

Space Marines Stratagem

In times of great need, the Chapters of the Adeptus Astartes will unleash the full power of their armouries, arming their battlebrothers with artefacts of extraordinary power.

Use this Stratagem before the battle. Your army can have one additional Chapter Relic. All of the Relics your army includes must be different and be given to different models.
1CP

HAMMER OF WRATH

Space Marines Stratagem

By launching themselves directly into the enemy ranks upon the flaming jets of their jump packs, Space Marines can crash home into combat with bone-breaking force.

Use this Stratagem when a JUMP PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.
1CP

BIG GUNS NEVER TIRE

Space Marines Stratagem

None can stay the Space Marines’ armoured wrath.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES VEHICLE unit from your army is chosen to shoot with. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.
1CP

FURY OF THE FIRST

Space Marines Stratagem

When the fighting is at its fiercest, the Terminator-armoured warriors of the Chapter truly show their quality.

Use this Stratagem in any phase. Select one ADEPTUS ASTARTES TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
3CP

TARGET SIGHTED

Space Marines Stratagem

With pinpoint accuracy, Intercessors pick out key enemy leaders, striking eye sockets, armour joints and other weak spots with deadly volleys of fire.

Use this Stratagem at the start of your Shooting phase. Select one INTERCESSOR SQUAD unit from your army. Until the end of that phase, stalker bolt rifles that models in that unit are equipped with gain the following ability: ‘This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.’
1CP

TREMOR SHELLS

Space Marines Stratagem

These shells burrow deep into the ground before detonating; though the force of the blast is reduced, the resulting shock wave is sufficient to hurl the foe from their feet.

Use this Stratagem at the start of your Shooting phase. Select one THUNDERFIRE CANNON model from your army. Until the end of that phase, when resolving an attack made by that model, subtract 1 from the wound roll, but if a hit is scored, the target is shaken in your opponent's next Movement phase. If a unit that cannot FLY and is not TITANIC is shaken, halve its Move characteristic and the result of any Advance and charge rolls made for it.
1CP

WISDOM OF THE ANCIENTS

Space Marines Stratagem

Each fallen champion that rests within a Space Marine Dreadnought has seen a thousand battles, and slain foes beyond counting in the name of the Emperor. Such noble service cannot help but serve as an inspiration.

Use this Stratagem at the start of any phase. Select one <CHAPTER> DREADNOUGHT model from your army. Until the end of that phase, when resolving an attack made by a model in a friendly <CHAPTER> unit within 6" of the selected model, re-roll a hit roll of 1.
1CP

SKYFIRE

Space Marines Stratagem

Advanced auspex arrays and consecrated ballistic auto-shrines allow the crews of Hunters and Stalkers to track the flight patterns of even the most acrobatic aircraft with ease.

Use this Stratagem in your Shooting phase, when a HUNTER model or STALKER model from your army is chosen to shoot with. Until the end of that phase, that model can only target units that can FLY; when resolving an attack made by that model, add 1 to the hit roll and wound roll, and on an unmodified wound roll of 6, double the damage inflicted.
1CP

STEADY ADVANCE

Space Marines Stratagem

A measured advance allows Space Marine squads to unleash a steady stream of bolter fire.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.
2CP

SKILLED RIDERS

Space Marines Stratagem

Space Marine Bikers and Land Speeders rely on their superhuman reflexes to weave around incoming fire.

Use this Stratagem in your Movement phase. Select one ADEPTUS ASTARTES BIKER unit or ADEPTUS ASTARTES LAND SPEEDER unit from your army. If that unit moves that phase, then models in that unit have a 4+ invulnerable save against attacks made with ranged weapons until the start of your next Movement phase. If that unit Advances that phase, models in that unit instead have a 3+ invulnerable save against attacks made with ranged weapons until the start of your next Movement phase.
1CP

HERO OF THE CHAPTER

Space Marines Stratagem

Every Space Marine is a champion in their own right, a post-human demigod who stands between Mankind and the darkness.

Use this Stratagem before the battle, after nominating your Warlord. Select one ADEPTUS ASTARTES CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
2CP

TRANSHUMAN PHYSIOLOGY

Space Marines Stratagem

Space Marines have reserves of willpower that allow them to fight through even the most grievous of wounds.

Use this Stratagem when an ADEPTUS ASTARTES unit from your army that is not a VEHICLE or a SERVITOR is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
2CP

VENGEANCE OF THE MACHINE SPIRIT

Space Marines Stratagem

There are many tales of vengeful machine spirits wreaking havoc on the enemy, even after their vehicle’s crew are slain and critical power systems are failing.

Use this Stratagem when an ADEPTUS ASTARTES LAND RAIDER model, REPULSOR model or STORMRAVEN GUNSHIP model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).
1CP

TACTICAL FLEXIBILITY

Space Marines Stratagem

Space Marines are able to reform their ranks at a moment’s notice.

Use this Stratagem at the start of your Movement phase. Select any number of ADEPTUS ASTARTES units from your army that have the Combat Squads ability and contain 10 models. Each of those units is divided into two units of 5 models. Any rules effects that applied to a unit selected for this Stratagem apply to both units of 5 models.
1CP

GENE-WROUGHT MIGHT

Space Marines Stratagem

Blessed by strength above and beyond even that of most posthumans, Primaris Space Marines deliver blows that are not easily turned aside and inflict terrifying damage.

Use this Stratagem in the Fight phase, when a PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

Ultramarines Stratagems

If your army is Battle-forged and includes any ULTRAMARINES Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Ultramarines on the battlefield.

1CP

MARTIAL PRECISION

Ultramarines Stratagem

The Ultramarines are exemplars of precise and deadly battlecraft, and when roused, their wrath is inescapable.

Use this Stratagem before resolving an attack made by an ULTRAMARINES model from your army in your Shooting phase. When resolving that attack, do not make a hit roll: it automatically scores a hit.
1CP

VENGEANCE FOR CALTH

Ultramarines Stratagem

The Mark of Calth is never truly at an end. For some acts of infamy, there can be no forgiveness, even should the stars themselves burn out.

Use this Stratagem when an ULTRAMARINES unit from your army is chosen to fight with in the Fight phase. Until the end of the phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS unit, you can re-roll the hit roll and you can re-roll the wound roll.
1CP

INSPIRING COMMAND

Ultramarines Stratagem

The heroes of Ultramar are amongst the most skilled and inspirational orators in the entire Imperium. When they speak, their words are law.

Use this Stratagem at the start of the Shooting phase or the Fight phase. Select one ULTRAMARINES CHAPTER MASTER, ULTRAMARINES CAPTAIN or ULTRAMARINES LIEUTENANT model from your army. Until the end of that phase, the range of that model’s aura abilities is increased by 3".
1CP

CYCLE OF WAR

Ultramarines Stratagem

The Ultramarines’ strategic mastery is such that they know equally well when new tactics are required, and when relentless repetition will win the day.

Use this Stratagem at the start of the battle round if an ULTRAMARINES Warlord from your army is on the battlefield and the Assault Doctrine was active during the previous battle round. The currently active doctrine is changed so that the Devastator Doctrine is now active.
2CP

RAPID REDEPLOYMENT

Ultramarines Stratagem

The Codex Astartes makes provision for a great variety of strategic ruses intended to wrong-foot the foe.

At the start of the first battle round, before the first turn begins, select up to three ULTRAMARINES units from your army on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).
1CP

SONS OF GUILLIMAN

Ultramarines Stratagem

Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.

Use this Stratagem when an ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit from your army is chosen to shoot with in your Shooting phase or fight with in the Fight phase. If that unit has the Troops Battlefield Role, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll. Otherwise, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll of 1.
1CP

AVENGE THE FALLEN

Ultramarines Stratagem

The life of even a single Ultramarine is worth that of countless foes, and every loss will be answered in blood.

Use this Stratagem when an ULTRAMARINES unit from your army is destroyed as a result of an attack made by an enemy unit. Until the end of the battle, when resolving an attack made by an ULTRAMARINES model from your army against that enemy unit, re-roll a hit roll of 1.
1CP

COURAGE AND HONOUR!

Ultramarines Stratagem

Such are the words of the Chapter’s battle cry – it is a mantra by which the Ultramarines live and fight.

Use this Stratagem at the start of the Morale phase. Add 1 to the Leadership characteristic of ULTRAMARINES models from your army until the end of the phase.
2CP

TACTICAL EXPERTISE

Ultramarines Stratagem

Even amidst the most intense firefights, the Ultramarines fire with pinpoint accuracy, every shot aimed for maximum efficacy and economy of killing power.

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by an ULTRAMARINES model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
1/2CP

FALL BACK AND RE-ENGAGE

Ultramarines Stratagem

The Ultramarines know precisely when to give ground in order to leave their enemies floundering before surging back into the fight and driving them from the field in disarray.

Use this Stratagem when an ULTRAMARINES unit from your army Falls Back (this Stratagem costs 1 CP if that unit has the Codex Discipline Chapter Tactic, otherwise it costs 2 CP). That unit can shoot and charge this turn. If that unit has the Codex Discipline Chapter Tactic, the hit roll penalty from that tactic for Falling Back and shooting does not apply to that unit this turn.
2CP

DEFENSIVE FOCUS

Ultramarines Stratagem

As the Codex Astartes dictates, when the foe presses hard at one section of the Ultramarines’ battle line they are swift to concentrate their defensive fire to drive the threat back.

Use this Stratagem after an ULTRAMARINES unit from your army is chosen as a target of a charge. Select up to three other friendly ULTRAMARINES units that are more than 1" away from any enemy units and within 6" of the targeted unit. The selected units fire Overwatch at the charging unit as if they were targets of the charge.
1CP

EXEMPLAR OF THE CHAPTER

Ultramarines Stratagem

The heroes of the Ultramarines do not rest on their laurels. Rather, they strive all the harder to excel, for they recognise that only through excellence can they and their warriors prevail.

Use this Stratagem after nominating an ULTRAMARINES model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Ultramarines Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
1CP

SQUAD DOCTRINES

Ultramarines Stratagem

Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.

Use this Stratagem at the start of your Movement phase. Select one ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit from your army, then select either the Devastator, Tactical or Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine instead of the active combat doctrine.
1CP

HONOURED SERGEANT

Ultramarines Stratagem

Should an Ultramarines Sergeant show particular excellence in battle, they may be given the honour of bearing a Chapter relic into battle.

Use this Stratagem before the battle. Select one ULTRAMARINES model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon, Digital Weapons, Hellfury Bolts, Sunwrath Pistol. All of the Relics your army includes must be different and be given to different models.
2CP

TACTICAL INSIGHT

Ultramarines Stratagem

The scions of Ultramar can read the deeper flow of battle and discern the course of action that will bring assured victory.

Use this Stratagem after generating your Tactical Objectives if an ULTRAMARINES Warlord from your army is on the battlefield. Immediately discard your Tactical Objectives; for each Tactical Objective that you discarded, generate one Tactical Objective. You can only use this Stratagem if the mission you are playing uses Tactical Objectives. You can only use this Stratagem once per battle.
1CP

HONOURED BY MACRAGGE

Space Marines Stratagem

It is not unheard of for the revered relics of the Ultramarines to be bestowed for a time upon a worthy successor Chapter as a mark of honour and respect.

Use this Stratagem after nominating a model drawn from an Ultramarines successor Chapter to be your Warlord. You can give one Relic of Macragge to a CHARACTER model from your army that is drawn from an Ultramarines successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the ULTRAMARINES keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

White Scars Stratagems

If your army is Battle-forged and includes any WHITE SCARS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the White Scars on the battlefield.

1CP

BORN IN THE SADDLE

White Scars Stratagem

To the natives of Chogoris, mounted combat comes as easily and naturally as breathing. In the White Scars these skills are honed to a lethal edge.

Use this Stratagem when a WHITE SCARS BIKER unit from your army Advances. That unit can still shoot this turn.
1CP

BUTCHERED QUARRY

White Scars Stratagem

Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.

Use this Stratagem when an enemy unit Falls Back within 1" of any WHITE SCARS INFANTRY or WHITE SCARS BIKER units from your army, before it moves. Select one of those WHITE SCARS units that is not within 1" of any other enemy units; each model in the selected unit can make one attack with a melee weapon against that enemy unit as if they were within 1" of it. After these attacks are made, if that enemy unit is not destroyed, it can then make its Fall Back move; after it has moved, each model in the selected unit can move up to 3", so long as they end this move closer to that enemy unit and not within 1" of any enemy units.
2CP

WIND-SWIFT

White Scars Stratagem

It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.

Use this Stratagem in your Movement phase, after a WHITE SCARS unit from your army moves. That unit can move a second time this phase, but it can only Advance as part of that move if it has not already Advanced that phase. That unit cannot shoot, make a charge move or attempt to manifest psychic powers this turn.
1CP

RIDE HARD, RIDE FAST

White Scars Stratagem

Like zephyrs dancing across the Chogorian steppes, the White Scars weave lithely around incoming fire.

Use this Stratagem after a WHITE SCARS unit from your army Advances. Until the start of your next Movement phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
1CP

LIGHTNING DEBARKATION

White Scars Stratagem

White Scars infantry are masters of rapidly deploying from armoured transports, often before the vehicle has even halted!

Use this Stratagem in your Movement phase, after a WHITE SCARS TRANSPORT unit from your army that does not have the Flyer Battlefield Role moves. WHITE SCARS units embarked aboard that unit can immediately disembark, but any that do so cannot make a charge move this turn.
1CP

KHAN’S CHAMPION

White Scars Stratagem

To earn the respect and praise of your khan is to be gifted superlative tools of war to wield in their name.

Use this Stratagem before the battle. Select one WHITE SCARS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Headtaker’s Trophies; Stormwrath Bolts. All of the Relics your army includes must be different and be given to different models.
1CP

HUNTERS’ FUSILLADE

White Scars Stratagem

White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.

Use this Stratagem when a WHITE SCARS unit from your army Advances. Until the end of the turn, Heavy weapons and Rapid Fire weapons models in that unit are equipped with are treated as Assault weapons (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).
1CP

CHOGORIAN THUNDERBOLTS

White Scars Stratagem

White-armoured bikers hit the enemy lines like fulminating spears of lightning from the glowering clouds of Chogoris.

Use this Stratagem when a WHITE SCARS BIKER unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; for each roll of a 6, that enemy unit suffers 1 mortal wound.
1CP

QUARRY OF THE KHAN

White Scars Stratagem

When the khans ride out to war, they choose their prey with a seasoned eye then hunt them tirelessly to destruction.

Use this Stratagem the first time you generate Tactical Objectives in the battle if a WHITE SCARS Warlord from your army is on the battlefield. The first Tactical Objective you generate is 61: Kingslayer. If you are using a deck of cards to generate your Tactical Objectives, search through it to find the appropriate card before shuffling the remaining cards. You can only use this Stratagem if the mission you are playing uses Tactical Objectives.
1CP

A MIGHTY TROPHY

White Scars Stratagem

To hoist the head of the foes’ leader high and cry glory to the Great Khan is to inspire every true warrior of Chogoris.

Use this Stratagem when the enemy Warlord is destroyed as a result of an attack made with a melee weapon by a WHITE SCARS model from your army. Until the end of the battle, when a Morale test is taken for a friendly WHITE SCARS unit, do not roll the dice; it is automatically passed.
1CP

FIERCE RIVALRIES

White Scars Stratagem

There is much honour in being the first to strike at the foe, and the White Scars race one another to claim that prize.

Use this Stratagem at the start of your Charge phase. The first time you make a charge roll for a WHITE SCARS unit from your army that phase, roll 3D6 instead of 2D6 and discard one of the results.
2CP

STRIKE FOR THE HEART

White Scars Stratagem

Punching through the foe’s defences, the White Scars surge on towards vital rear-line targets before their victims can react.

Use this Stratagem before a WHITE SCARS unit from your army consolidates. That unit consolidates D3+3" instead of 3" this phase, or D6+6" if every model in that unit has a Move characteristic of at least 10".
1CP

FEINTING WITHDRAWAL

White Scars Stratagem

The White Scars break away from their foes, laying down withering fire to butcher those foolish enough to give chase.

Use this Stratagem when a WHITE SCARS unit from your army Falls Back. That unit can still shoot this turn.
1CP

TEMPERED BY WISDOM

White Scars Stratagem

The heroes of the White Scars are storied veterans who combine cunning and experience with red-handed ferocity.

Use this Stratagem after nominating a WHITE SCARS CHARACTER model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the White Scars Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
2CP

THE ETERNAL HUNT

White Scars Stratagem

When the moment to land the killing blow comes, the White Scars descend upon their enemies with the huntsman’s keeneyed fury, and leave naught but bloody ruin in their wake.

Use this Stratagem at the start of your Movement phase if the Assault Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Pistol or melee weapon by a WHITE SCARS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
1CP

ENCIRCLEMENT

White Scars Stratagem

The Great Khan espoused the value of circling the enemy warily and then striking suddenly from an unexpected quarter, the better to land the killing blow.

Use this Stratagem during deployment, before setting up a WHITE SCARS unit from your army. You can set up that unit in outflank instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up that unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
1CP

GIFT OF THE KHANS

Space Marines Stratagem

Bequeathed by the White Scars, a relic of Chogoris is a mighty boon indeed.

Use this Stratagem after nominating a model drawn from a White Scars successor Chapter to be your Warlord. You can give one Relic of Chogoris to a CHARACTER model from your army that is drawn from a White Scars successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the WHITE SCARS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

Raven Guard Stratagems

If your army is Battle-forged and includes any RAVEN GUARD Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Raven Guard on the battlefield.

1CP

INFILTRATORS

Raven Guard Stratagem

The Raven Guard are masters of infiltration, slipping unseen across the battlefield before striking from the shadows to annihilate their foes with gun and blade.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one RAVEN GUARD INFANTRY unit from your army that is on the battlefield. That unit can move as if it were your Movement phase. The unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
1CP

THE RAVEN’S BLADE

Raven Guard Stratagem

Raven Guard enacting this ancient tactic focus all their aggression against a priority target of assassination.

Use this Stratagem at the start of your Charge phase. Select one enemy unit on the battlefield. Until the end of that phase, when a charge roll is made for a RAVEN GUARD unit from your army, you can re-roll the dice if that enemy unit was the only selected target of that charge.
2CP

STRANGLEHOLD

Raven Guard Stratagem

By the time the enemy engages the Raven Guard, their rear lines are already in the talon-grip of the Chapter’s covert vanguard, choking them off from vital battlefield support.

Use this Stratagem at the start of the first battle round, before the first turn begins, if your army includes any RAVEN GUARD SCOUT or RAVEN GUARD PHOBOS units. Until the end of that battle round, you can roll one D6 each time your opponent spends Command Points to use a Stratagem; on a 5+ your opponent must spend 1 additional Command Point, or else that Stratagem has no effect and cannot be used again this phase (the Command Points spent so far are lost). You can only use this Stratagem once per battle.
2CP

FALSE FLIGHT

Raven Guard Stratagem

The Path of Ambush teaches that a feigned retreat can be used to over-extend and punish eagerly pursuing foes.

Use this Stratagem when a RAVEN GUARD unit from your army Falls Back. That unit can shoot and charge in this turn.
1CP

LAY LOW THE TYRANTS

Raven Guard Stratagem

Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.

Use this Stratagem when a RAVEN GUARD INFANTRY unit or RAVEN GUARD BIKER unit from your army is chosen to fight with in the Fight phase. Until the end of the phase, when resolving an attack made by a model in that unit against a CHARACTER unit that is not a VEHICLE, or against a unit that is not a VEHICLE and contains any models with a Wounds characteristic of 4 or more, add 1 to the wound roll.
1CP

SEE, BUT REMAIN UNSEEN

Raven Guard Stratagem

To fight the Raven Guard is to battle half-seen spectres. Only at a time of their choosing do they step from the shadows to engage the disorientated foe.

Use this Stratagem at the end of your turn. Select one RAVEN GUARD unit from your army that did not make any attacks during that turn. Until the start of your next turn, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
1CP

STRIKE FROM THE SHADOWS

Raven Guard Stratagem

The deadliest strike comes always from the least expected quarter. So taught Corax.

Use this Stratagem during deployment. Select one RAVEN GUARD INFANTRY unit from your army. You can set up that unit in ambush instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.
1CP

VENGEANCE FOR ISSTVAN V

Raven Guard Stratagem

The Raven Guard’s hatred for those who betrayed their ancestors on Isstvan V still burns fiercely.

Use this Stratagem when a RAVEN GUARD unit from your army is chosen to fight with in the Fight phase. Until the end of that phase, when resolving an attack made by a model in that unit against a WORD BEARERS, IRON WARRIORS, NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.
1CP

AMBUSHING FIRE

Raven Guard Stratagem

Having laid a careful ambush for the enemy, the Raven Guard line up killing shots with their small arms and unleash a lethal fusillade against the foe’s weak spots.

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by a RAVEN GUARD model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack (e.g. AP -1 becomes AP -2). You can only use this Stratagem once per battle.
2CP

DECAPITATING BLOW

Raven Guard Stratagem

The Raven Guard are experts in swiftly picking apart the enemy command structure and seizing upon the discord and confusion that results.

Use this Stratagem when an enemy Warlord is destroyed by an attack made by a RAVEN GUARD unit from your army. Until the end of the battle, subtract 1 from the Leadership characteristic of enemy units.
1CP

A DEADLY PRIZE

Raven Guard Stratagem

If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.

Use this Stratagem at the end of your turn. Select one objective marker that is within 3" of any RAVEN GUARD INFANTRY units from your army and not within 3" of any enemy units. The next time an enemy unit ends a move within 3" of that objective marker, roll one D6; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+ it suffers 3 mortal wounds. You cannot use this Stratagem on the same objective marker more than once per battle.
1CP

FORCE THEIR HAND

Raven Guard Stratagem

Timely manoeuvring can tear apart the enemy’s battle plans as swiftly as lightning claws can tear apart flesh.

Use this Stratagem after your opponent generates Tactical Objectives at the start of their turn. Select one objective marker in your opponent’s deployment zone. If you control that objective marker and there are any RAVEN GUARD INFANTRY or RAVEN GUARD BIKER units from your army within 3" of that objective marker, you can select one of your opponent’s active Tactical Objectives; that Tactical Objective is discarded and your opponent generates a new Tactical Objective. You can only use this Stratagem once per turn, and only if the mission you are playing uses Tactical Objectives.
1CP

STRIKE FROM THE SKIES

Raven Guard Stratagem

The Raven Guard swoop into battle like dark-winged angels of vengeance.

Use this Stratagem at the start of your Charge phase. Select one RAVEN GUARD JUMP PACK unit. Until the end of that phase, that unit can be chosen to charge with even if it Advanced this turn, and when a charge roll is made for that unit, add 1 to the result.
1CP

MASTER OF THE TRIFOLD PATH

Raven Guard Stratagem

The most accomplished leaders of the Raven Guard are masters of every strategic doctrine laid down by Corvus Corax.

Use this Stratagem after nominating a RAVEN GUARD CHARACTER model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Raven Guard Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1CP

FAVOUR OF THE RAVENSPIRE

Raven Guard Stratagem

In times of great need, the Raven Guard issue their precious relics to whichever battle-brothers are best placed to employ them, paying little regard to matters of rank.

Use this Stratagem before the battle. Select one RAVEN GUARD model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Silentus Pistol; Korvidari Bolts. All of the Relics your army includes must be different and be given to different models.
1CP

TOKEN OF BROTHERHOOD

Space Marines Stratagem

Pomp and ceremony are of little worth to Corax’s gene-sons, who instead favour tangible acts of faith and comradeship.

Use this Stratagem after nominating a model drawn from a Raven Guard successor Chapter to be your Warlord. You can give one Relic of the Ravenspire to a CHARACTER model from your army that is drawn from a Raven Guard successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the RAVEN GUARD keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

Iron Hands Stratagems

If your army is Battle-forged and includes any IRON HANDS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Iron Hands on the battlefield.

1CP

MERCY IS WEAKNESS

Iron Hands Stratagem

Logic dictates that, once a foe has been marked for destruction, the Iron Hands must not relent until the target is annihilated.

Use this Stratagem in your Shooting phase or the Fight phase, when an IRON HANDS unit from your army is chosen to shoot with or fight with. Select one enemy unit. Until the end of that phase, every attack made by a model in that IRON HANDS unit from your army that can target the selected unit must do so, but when resolving such an attack, an unmodified wound roll of 6 wounds the target unit twice instead of once.
1CP

METHODICAL FIREPOWER

Iron Hands Stratagem

Often inloaded via simulus chambers before the battle even begins, pre-cogitated fire solutions aid inescapable accuracy.

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is not active. Select one IRON HANDS unit from your army. Until the start of your next Movement phase, when resolving an attack made by a model in that unit, the Devastator Doctrine is treated as being active in addition to the currently active doctrine.
1CP

MARCH OF THE ANCIENTS

Iron Hands Stratagem

More than one Iron Father in the Chapter’s history has known the honour of ascending to a Dreadnought sarcophagus.

Use this Stratagem before the battle, after nominating a model to be your Warlord. Select one IRON HANDS DREADNOUGHT model from your army. That model gains the CHARACTER keyword; add 1 to the Attacks and Leadership characteristics of that model. You can only use this Stratagem once per battle.
1CP

VENGEANCE FOR ISSTVAN V

Iron Hands Stratagem

Memory fades, the details of betrayal eroding before the merciless winds of history’s passage, but hatred is eternal.

Use this Stratagem in the Fight phase, when an IRON HANDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS, IRON WARRIORS, NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.
2CP

WRATHFUL MACHINE SPIRIT

Iron Hands Stratagem

Carefully cogitated binharic prayers can focus a machine spirit’s ire into near-obsessive hatred of its chosen target.

Use this Stratagem in your Shooting phase or the Fight phase, when an IRON HANDS VEHICLE model from your army is chosen to shoot with or fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.
2CP

SOULS OF IRON

Iron Hands Stratagem

What purchase can the madness of the warp find on the minds and souls of those who would make themselves machines?

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER model manifests a psychic power within 24" of an IRON HANDS unit from your army (after any Deny the Witch attempt). Roll one D6; on a 4+ that psychic power is resisted.
1CP

SCION OF THE FORGE

Iron Hands Stratagem

The Iron Hands do not lack for optimised combat armaments, distributed to the most logical bearers before battle begins.

Use this Stratagem before the battle. Select one IRON HANDS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon, Digital Weapons, Teeth of Mars, Haywire Bolts. All of the Relics your army includes must be different and be given to different models.
1CP

REJECT THE FLESH, EMBRACE THE MACHINE

Iron Hands Stratagem

By trusting in the ironclad gifts of the Omnissiah that stud their flesh, the Iron Hands can withstand even the most punishing attacks of their enemies.

Use this Stratagem in any phase, when an IRON HANDS INFANTRY unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6, adding 1 to the result if that model has the All Flesh is Weakness Warlord Trait. On a 5+ that wound is not lost.
2CP

ENGINE PURGE

Iron Hands Stratagem

The deviant war engines of the foe are works of heresy in its most brazen form, for they offend the sight of Emperor and Omnissiah both. End them swiftly.

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Heavy or Grenade weapon by an IRON HANDS model from your army, on an unmodified wound roll of 6 add an additional 1 to the Armour Penetration characteristic of that weapon for that attack. You can only use this Stratagem once per battle.
1CP

THE GORGON’S RAGE

Iron Hands Stratagem

When the smouldering rage of their gene-sire breaks its chains, the Iron Hands exchange logic for terrifying fury.

Use this Stratagem in the Fight phase, when an IRON HANDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll. In addition, until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an EMPEROR’S CHILDREN unit, add 1 to the wound roll.
1CP

COGITATED MARTYRDOM

Iron Hands Stratagem

It is not a difficult sum for a warrior of the Iron Hands to cogitate, that his commanding officers’ lives are worth more to the Imperium than his own.

Use this Stratagem at the start of the Shooting phase. Select one IRON HANDS INFANTRY unit from your army. Until the end of the phase, when a friendly IRON HANDS CHARACTER model (excluding VEHICLE models) within 3" of that unit would lose any wounds as a result of an attack made against that model, that unit can attempt to intercept that attack. Roll one D6 before any rolls to ignore wounds (e.g. The Flesh is Weak, Adamantine Mantle etc.) are made; on a 2+ that model does not lose those wounds and that unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
1CP

MACHINE EMPATHY

Iron Hands Stratagem

Some gifted warriors can understand and heal the agonies of war engines with great ease.

Use this Stratagem in your Movement phase, after an IRON HANDS TECHMARINE model from your army has used their Blessing of the Omnissiah ability. That model can use that ability again.
1CP

PARAGON OF IRON

Iron Hands Stratagem

This warrior has absorbed well the lessons his Primarch taught, and has mastered his Chapter’s ways of war.

Use this Stratagem before the battle, after nominating an IRON HANDS CHARACTER model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Iron Hands Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
2CP

OPTIMAL REPULSION DOCTRINES

Iron Hands Stratagem

Pre-plotted and painstakingly cogitated defensive fire-patterns cut the onrushing foe to pieces.

Use this Stratagem in your opponent’s Charge phase, when an IRON HANDS unit from your army fires Overwatch. Until the end of that phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 5 or 6 scores a hit. If that unit has the The Flesh is Weak Chapter Tactic, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4-6 scores a hit instead.
2CP

MNEMONIC AUTO-SAVANT

Iron Hands Stratagem

It is only logical that, if a successful military action brings the possibility of victory closer, then its belligerent repetition has a high chance of increasing that possibility.

Use this Stratagem at the end of the turn, after achieving a Tactical Objective, if an IRON HANDS Warlord from your army is on the battlefield. Do not discard that Tactical Objective: at the start of the next turn, it is once again active. You can only use this Stratagem if the mission you are playing uses Tactical Objectives. You can only use this Stratagem once per battle.
1CP

BEQUEATHED BY THE IRON COUNCIL

Space Marines Stratagem

Should cogitation-choristry commend it, the Iron Council may bestow a relic of Medusa upon one of their successors for a time.

Use this Stratagem after nominating a model drawn from an Iron Hands successor Chapter to be your Warlord. You can give one Relic of Medusa to a CHARACTER model from your army that is drawn from an Iron Hands successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the IRON HANDS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

Imperial Fists Stratagems

If your army is Battle-forged and includes any IMPERIAL FISTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Iron Hands on the battlefield.

1CP

BITTER ENMITY

Imperial Fists Stratagem

The Imperial Fists’ hatred for their old rivals the Iron Warriors has only grown more intense as the centuries have passed.

Use this Stratagem in the Fight phase, when an IMPERIAL FISTS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an IRON WARRIORS unit, you can re-roll the hit roll and you can re-roll the wound roll.
1CP

BOLSTER DEFENCES

Imperial Fists Stratagem

Every true son of Dorn knows how to swiftly fortify even the most untenable of positions.

Use this Stratagem at the start of your Movement phase. Select one IMPERIAL FISTS INFANTRY unit from your army that is entirely on or within a terrain feature. As long as that unit remains stationary, when resolving an attack made against that unit, add an additional 1 to the saving throw (this will normally mean you add 2 to the unit’s saving throws for being in cover instead of 1). Invulnerable saves are unaffected. You can only use this Stratagem once per battle.
1CP

SAPPERS

Imperial Fists Stratagem

There is no bastion or fastness, no redoubt, bulwark or strongpoint that the Imperial Fists cannot reduce to ruin.

Use this Stratagem in your Shooting phase or the Fight phase, when an IMPERIAL FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a BUILDING unit, add 1 to the hit roll and add 1 to the wound roll.
1CP

PAIN IS A LESSON

Imperial Fists Stratagem

To the Imperial Fists, pain is but another didactic tool, a reminder of what their forebears endured without complaint and which they, too, must weather unwavering.

Use this Stratagem in any phase, when an IMPERIAL FISTS unit from your army that is not a VEHICLE or SERVITOR is chosen as the target of an enemy attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 6 that wound is not lost.
2CP

CLOSE-RANGE BOLTER FIRE

Imperial Fists Stratagem

The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.

Use this Stratagem in your Shooting phase, when an IMPERIAL FISTS unit from your army is chosen to shoot with. Until the end of that phase, bolt weapons models in that unit are equipped with have the Pistol type instead of their normal type (e.g. a Rapid Fire 2 bolt weapon becomes Pistol 2).
2CP

BOLTER DRILL

Imperial Fists Stratagem

The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.

Use this Stratagem in your Shooting phase, when you choose an IMPERIAL FISTS unit from your army to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.
2CP

STUBBORN DEFENCE

Imperial Fists Stratagem

The Imperial Fists favour battlefield strategies that favour their defensive strengths.

Use this Stratagem at the start of the battle, if an IMPERIAL FISTS Warlord from your army is on the battlefield. Until the end of the battle, you cannot discard Storm and Defend objectives, but when you achieve one you score 1 additional victory point. You can only use this Stratagem if the mission you are playing uses Tactical Objectives.
2CP

TANK HUNTERS

Imperial Fists Stratagem

The Imperial Fists are masters in the art of crippling the enemy’s mobile artillery and siege engines.

Use this Stratagem in your Shooting phase or the Fight phase, when you choose an IMPERIAL FISTS unit from your army to shoot or fight with. Select one enemy VEHICLE unit. Until the end of that phase, when resolving an attack made by a model in that IMPERIAL FISTS unit against the selected unit, add 1 to the wound roll.
1CP

CHAMPION OF BLADES

Imperial Fists Stratagem

Victory in the Feast of Blades brings rewards of favour and recognition for he who earns them.

Use this Stratagem after nominating a model drawn from an Imperial Fists successor Chapter to be your Warlord. You can give one Relic of the Fists to a CHARACTER model from your army that is drawn from an Imperial Fists successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the IMPERIAL FISTS and CRIMSON FISTS keywords in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.
1CP

SENTINEL OF TERRA

Imperial Fists Stratagem

The most accomplished officers amongst the Imperial Fists’ ranks are true paragons of battle, masters of the Codex Astartes’ tenets and unfaltering heroes to the last.

Use this Stratagem after nominating an IMPERIAL FISTS CHARACTER model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Imperial Fists Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1CP

CLEARANCE PROTOCOLS

Imperial Fists Stratagem

A hail of handheld ordnance deployed at the crucial moment can sweep an area clear in a bloody heartbeat.

Use this Stratagem in your Shooting phase, when an IMPERIAL FISTS unit from your army is chosen to shoot with. Up to ten models in that unit that are equipped with Grenades can throw a Grenade that phase, instead of only one model being able to do so.
2CP

PRAETORIAN’S WRATH

Imperial Fists Stratagem

The sons of Dorn favour heavy weaponry and explosives, applying these blunt and decisive solutions wherever possible.

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is active. Until the start of your next Movement phase, when resolving an attack made with a Heavy or Grenade weapon by an IMPERIAL FISTS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
1CP

GIFT OF THE PHALANX

Imperial Fists Stratagem

It is not unheard of for especially accomplished Imperial Fists Sergeants to be granted an artefact from the Phalanx’s Reclusiam.

Use this Stratagem before the battle. Select one IMPERIAL FISTS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Fist of Terra; Gatebreaker Bolts. All of the Relics your army includes must be different and be given to different models.
2CP

THE SHIELD UNWAVERING

Imperial Fists Stratagem

Once the Imperial Fists have captured a site of strategic importance, they dig in and hold their position no matter what the enemy hurls at them.

Use this Stratagem at the end of your Morale phase. Select one IMPERIAL FISTS INFANTRY unit from your army that is within 3" of any objective markers. Until the start of your next turn, add 1 to the Attacks characteristic of models in that unit, and when resolving an attack made against that unit, add 1 to the saving throw (excluding invulnerable saves).
1CP

SLAY THE TYRANT

Crimson Fists Stratagem

The Crimson Fists have earned a reputation for liberating planets enslaved by tyrants, slaying the despots themselves so that their power base crumbles.

Use this Stratagem in your Shooting phase or the Fight phase, when a CRIMSON FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a CHARACTER unit, add 1 to the hit roll.
1CP

A HATED FOE

Crimson Fists Stratagem

Long have the Crimson Fists fought against the Ork empires infesting the Loki Sector and beyond. They have learned much about how best to slay these brutish xenos.

Use this Stratagem in your Shooting phase or the Fight phase, when a CRIMSON FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an ORK unit, you can re-roll the wound roll.

Salamanders Stratagems

If your army is Battle-forged and includes any SALAMANDERS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Iron Hands on the battlefield.

2CP

FLAMECRAFT

Salamanders Stratagem

No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.

Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, when a model in that unit shoots with a flame weapon, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Heavy D6 weapon).
1CP

THE CRUCIBLE OF BATTLE

Salamanders Stratagem

Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.

Use this Stratagem in the Shooting or Fight phase, when a SALAMANDERS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the wound roll.
1CP

STRENGTH OF THE PRIMARCH

Salamanders Stratagem

When facing the largest enemies, Vulkan’s sons draw upon their gene-sire’s titanic might, their strength terrible to behold.

Use this Stratagem at the start of the Fight phase. Select one SALAMANDERS unit from your army. Until the end of that phase, add 1 to the Strength characteristic of models in that unit, and when resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6 double the Damage characteristic of that weapon for that attack.
1CP

THE FIRES OF BATTLE

Salamanders Stratagem

The Salamanders’ expertise with weapons that recall their volcanic heritage is unmatched.

Use this Stratagem in your Shooting phase or in your opponent’s Charge phase, when a SALAMANDERS model from your army shoots with a flame weapon or melta weapon. Until the end of that phase, when resolving an attack made with that weapon, on an unmodified wound roll of 4+ the target suffers 1 mortal wound in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
2CP

RITES OF VULKAN

Salamanders Stratagem

The Salamanders are well practised in blistering, short-range firefights, each step forwards echoed by bursts of gunfire.

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by a SALAMANDERS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
1CP

DESPITE THE ODDS

Salamanders Stratagem

Invoking Vulkan’s practicality, the Salamanders are adept at reshaping mission priorities.

Use this Stratagem at the end of your turn if a SALAMANDERS Warlord from your army is on the battlefield and you did not achieve any Tactical Objectives this turn. Generate one new Tactical Objective. You can only use this Stratagem if the mission you are playing uses Tactical Objectives.
1CP

IMMOLATION PROTOCOLS

Salamanders Stratagem

Even in the press and whirl of close combat, the fires of Nocturne are undimmed, a roaring inferno consuming the foe.

Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, change the type of all flame weapons models in that unit are equipped with to Pistol (e.g. an Assault D6 flame weapon becomes Pistol D6).
2CP

SELF SACRIFICE

Salamanders Stratagem

The Salamanders are amongst the most noble and selfless of the Adeptus Astartes, laying down their lives in others’ defence.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one SALAMANDERS INFANTRY unit that contains 5 or more models from your army that is not within 1" of any enemy units, and then select one other INFANTRY unit from your army that is wholly within 6" of the selected unit. Until the end of the phase, your opponent cannot target the second unit you selected unless that unit is the closest enemy unit to the firing model and visible to it, or it is no longer wholly within 6" of the first unit you selected. In addition, until the end of the phase, the first unit you selected is always an eligible target for enemy shooting attacks provided it is within range and is visible to the firing model (i.e. it can be targeted even whilst under the effects of any rules that would prevent it from being targeted, such as the Shrouding psychic power).
2CP

RISE FROM THE ASHES

Salamanders Stratagem

The sons of Vulkan have always evinced a tenacious hold upon life while their enemies yet live.

Use this Stratagem in any phase, when a SALAMANDERS CHARACTER model from your army is destroyed. At the end of that phase, roll one D6; on a 4+ return that model to play with 1 wound remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.
1CP

VENGEANCE FOR ISSTVAN V

Salamanders Stratagem

Never will the Salamanders forget the black well of treachery they helped uncover on Isstvan V, or those who perpetrated it.

Use this Stratagem in the Fight phase, when a SALAMANDERS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS, IRON WARRIORS, NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.
1CP

STAND YOUR GROUND

Salamanders Stratagem

Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.

Use this Stratagem in any phase, when a SALAMANDERS INFANTRY unit from your army that is not a SERVITOR and did not Advance in this phase or your previous Movement phase is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a weapon that has a Damage characteristic of 1 against a model in that unit, add 1 to the saving throw. This does not affect invulnerable saving throws.
2CP

BORN PROTECTORS

Salamanders Stratagem

The bonds of the Salamanders’ brotherhood run deep.

Use this Stratagem in your opponent’s Charge phase, when a charge is declared against a SALAMANDERS unit from your army. Select one friendly SALAMANDERS unit that is more than 1" away from any enemy units and within 12" of the unit that is the target of that charge. The selected unit can fire Overwatch at the charging unit as if it were a target of that charge; if the selected unit is a target of that charge, it instead fires Overwatch as normal. In addition, if that charge is successful, the selected unit can perform a Heroic Intervention as if it were a CHARACTER; if it does, it can move up to 2D6", but must end that move closer to the unit that charged and cannot move within 1" of any other enemy units.
1CP

RELENTLESS DETERMINATION

Salamanders Stratagem

The Salamanders’ focus on victory is unwavering and uncompromised.

Use this Stratagem at the end of your Movement phase. Select one SALAMANDERS unit from your army that did not Advance that phase. Until the start of your next Movement phase, that unit is treated as having remained stationary during its Movement phase for all rules purposes (such as firing Heavy weapons). In addition, if that unit has a Damage table, then until the start of your next Movement phase, double the number of wounds it has remaining for the purposes of determining what row to use on that damage table.
1CP

EXEMPLAR OF THE PROMETHEAN CREED

Salamanders Stratagem

The greatest heroes of Nocturne are embodiments of Vulkan’s tenets and living monuments to his nobility.

Use this Stratagem after nominating a SALAMANDERS model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Salamanders Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1CP

MASTER ARTISANS

Salamanders Stratagem

Even amongst the rank and file of the Salamanders, artefacts of peerless craftsmanship can be found.

Use this Stratagem before the battle. Select one SALAMANDERS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Chapter Relics, even though they are not a CHARACTER: Master-crafted weapon, Digital Weapons, Drakeblade, Dragonrage Bolts. All of the Relics your army includes must be different and be given to different models.
1CP

TRUST OF PROMETHEUS

Space Marines Stratagem

The respect of the Salamanders is not easily earned, but the trust so forged is sealed by the giving of powerful artefacts.

Use this Stratagem after nominating a model drawn from a Salamanders successor Chapter to be your Warlord. You can give one Relic of Nocturne to a CHARACTER model from your army that is drawn from a Salamanders successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the SALAMANDERS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

Black Templars Stratagems

If your army is Battle-forged and includes any BLACK TEMPLARS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.

1CP

ABHOR THE WITCH

Black Templars Stratagem

The Black Templars’ zealous hatred of heretical sorcery steels their minds and bodies against psychic assaults.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER model manifests a psychic power within 24" of any BLACK TEMPLARS units from your army, after any Deny the Witch attempts have been made. Roll one D6; on a 4+ that psychic power is resisted.
1CP

CRUSADER RELICS

Black Templars Stratagem

The crusade ships of the Black Templars maintain vast armouries of blessed weapons and sacred artefacts.

Use this Stratagem before the battle. Select one BLACK TEMPLARS model from your army that has the word ‘Sergeant’ or ‘Sword Brother’ in their profile. That model can have one of the following Chapter Relics: Witchseeker Bolts, Sword of Judgement, Skull of the Cacodominus. All of the Relics your army includes must be different and be given to different models.
1CP

DEVOUT PUSH

Black Templars Stratagem

The Black Templars hurl themselves into the enemy ranks.

Use this Stratagem at the start of the Fight phase. Select one BLACK TEMPLARS INFANTRY unit or one BLACK TEMPLARS BIKER unit from your army. That unit can pile in, and, until the end of the phase, when that unit consolidates, it can move up to 6" instead of 3".
2CP

TENACIOUS ASSAULT

Black Templars Stratagem

The Black Templars rarely permit their foes to retreat.

Use this Stratagem in the Movement phase, when an enemy INFANTRY unit that does not have the Flyer Battlefield Role and is within 1" of any BLACK TEMPLARS INFANTRY unit from your army is chosen to Fall Back. Roll one D6; on a 2+ that unit cannot Fall Back this turn.
1CP

THE EMPEROR’S WILL

Black Templars Stratagem

It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes.

Use this Stratagem in your Movement phase, when a BLACK TEMPLARS INFANTRY unit from your army Advances. Until the end of this turn, models from that unit can still shoot with their Pistol weapons and the unit can still charge.
1CP

OATHS OF HONOUR

Black Templars Stratagem

As a Neophyte’s apprenticeship ends, they fight all the harder to prove their Initiate’s faith is not misplaced.

Use this Stratagem in the Fight phase. Select one BLACK TEMPLARS SCOUT unit from your army that made a charge move or was charged this turn. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, you can re-roll the wound roll.
1CP

VICIOUS RIPOSTE

Black Templars Stratagem

Every blow against a Black Templar is answered in kind.

Use this Stratagem in the Fight phase, when a BLACK TEMPLARS INFANTRY unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack made against that unit, on an unmodified save roll of 6 the attacking model’s unit suffers 1 mortal wound after that unit has finished fighting.
1CP

SHOCK AND AWE

Black Templars Stratagem

The Black Templars strike with aggressive and overwhelming force, shattering their foes’ will to fight.

Use this Stratagem in your Charge phase. Select one BLACK TEMPLARS INFANTRY unit from your army that disembarked from a LAND RAIDER CRUSADER this turn. Until the end of that turn, enemy units cannot fire Overwatch at the selected unit and, when resolving an attack made against that unit, subtract 1 from the hit roll.

Librarius Discipline

Space Marine Librarians are wise and powerful psykers, voices of reason and authority within their Chapters as much as they are deadly foes upon the battlefield. In the heat of combat they harness their surging psychic energy, erecting psycho-kinetic shields before their allies or summoning storms of aetheric energy to sear the flesh from their enemies.

Before the battle, generate the psychic powers for <CHAPTER> PSYKER models that know powers from the Librarius discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6PSYCHIC 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 6. If manifested, select one friendly <CHAPTER> unit within 18" of this psyker. Until the start of your next Psychic phase, when an Advance roll or charge roll is made for that unit, you can re-roll the dice. In addition, that unit always fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

2

MIGHT OF HEROES

The psyker cages the immense power of the immaterium within his physical form and becomes the Emperor’s vengeance made manifest.

Might of Heroes has a warp charge value of 6. If manifested, select one friendly <CHAPTER> model within 12" of this psyker. Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics (if an attack scores a hit on a unit that has more than one Toughness characteristic, use that unit’s lowest Toughness characteristic when making the resultant wound roll for that attack).

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 7. If manifested, then until the start of your next Psychic phase, invulnerable saves cannot be made for enemy units whilst they are within 6" of this psyker, and when a Psychic test is taken for an enemy model within 6" of this psyker, the result is halved (rounding up).

4

PSYCHIC SCOURGE

The psyker pits his superhuman willpower against that of his enemies in a battle of mental fortitude, seeking to destroy their minds in a burst of psychic fury.

Psychic Scourge has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Then, roll one D6 and add this psyker’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds the highest Leadership characteristic of models in the selected unit to the result. If your total score is higher than your opponent’s, the selected unit suffers D3 mortal wounds; if it is equal to your opponent’s score, the selected unit suffers 1 mortal wound; if it is less than your opponent’s score, nothing happens.

5

FURY OF THE ANCIENTS

Calling upon the myths of his Chapter’s home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy.

Fury of the Ancients has a warp charge value of 7. If manifested, select one enemy model that is within 12" of and visible to this psyker. Draw the shortest possible imaginary straight line, 1mm wide, between this psyker’s base and that model’s base; the selected model's unit and each other enemy unit that this line passes across suffers 1 mortal wound.

6

PSYCHIC FORTRESS

Drawing on boundless reserves of inner strength, the psyker shields his mind – and those of his battle-brothers – from mortal fears and the threat of sorcerous assault.

Psychic Fortress has a warp charge value of 5. If manifested, select one friendly ADEPTUS ASTARTES unit within 18" of this psyker. Until the start of your next Psychic phase, when a Morale test is taken for that unit, do not roll a dice; it is automatically passed. In addition, when a model in that unit would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 4+ that wound is not lost.


Obscuration Discipline

Those Space Marine Librarians seconded to Vanguard operations are trained in the psychic arts of obscuration and illusion. They weave impenetrable cloaks of warp energy around their battle-brothers, conjure haunting visions to distract and terrify their foes, and ease the Vanguard formations’ passage through enemy territory.

Before the battle, generate the psychic powers for <CHAPTER> PSYKER models that know powers from the Obscuration discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6PSYCHIC 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 one friendly <CHAPTER> PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch.

2

SOUL SIGHT

The psyker shares his warp-sight with his brethren, causing their eyes to glow with an ethereal light. So empowered, no foe can escape their omniscient gaze; the souls of their targets flare like flaming beacons in the dark.

Soul Sight has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, you can re-roll the hit roll and the target does not receive the benefit of cover to its saving throw.

3

MIND RAID

The psyker peers into the mind of the foe, raiding their thoughts for secret codes, battle plans, the location of hidden forces and any other tactical information that might be useful. Such brute psychic interrogation doubtless inflicts severe cerebral trauma on its victim.

Mind Raid has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this psyker. That model’s unit suffers 1 mortal wound. If your army is Battle-forged and that model is a CHARACTER, roll 3D6; if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point.

4

HALLUCINATION

The psyker instils terror and panic within his foes by conjuring images out of their memories – from past allies seemingly returned from the dead, to apparitions wrought from nightmares.

Hallucination has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit. Your opponent then rolls 2D6; if the result is greater than the highest Leadership characteristic of models in that unit, then until the start of your next Psychic phase, when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

5

TENEBROUS CURSE

As the psyker twists his hand, a psychic bolt lances through the minds of his enemies. As they reel from the assault, their own shadows seemingly come to life, pulling their casters to the ground with frenzied determination.

Tenebrous Curse has a warp charge value of 6. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this psyker. That unit suffers 1 mortal wound and, until the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance rolls and charge rolls made for it (rounding up).

6

TEMPORAL CORRIDOR

The psyker creates an invisible corridor in which the passage of time is altered, allowing his allies to traverse the battlefield with supernatural swiftness.

Temporal Corridor has a warp charge value of 7. If manifested, select one friendly <CHAPTER> PHOBOS unit within 3" of this psyker. That unit can immediately move as if it were your Movement phase, but it cannot Fall Back as part of this move and must Advance. When the Advance roll is made for that Advance, roll 3D6 and discard two of the results. You cannot use Temporal Corridor on the same unit more than once per Psychic phase.


Indomitus Discipline

The Ultramarines Librarius is renowned for its discipline and close adherence to the strict dictates of the Codex Astartes. Ultramarines Librarians train their minds to a sharp focus, and are able to manipulate their enemy, read the premonitory echoes of their movements, or even strike directly at their victims’ psyches to devastating effect.

LIBRARIAN models in ULTRAMARINES Detachments can know all of their psychic powers from the Indomitus discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Indomitus discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6PSYCHIC POWER
1

PRECOGNITION

The Librarian sees the trajectory of incoming attacks, allowing him to slip effortlessly around them. To the outside observer, it seems neither bullet nor blade can touch him.

Precognition has a warp charge value of 5. If manifested, then until the start of your next Psychic phase this psyker has a 5+ invulnerable save and, when resolving an attack made against this psyker, subtract 1 from the hit roll.

2

SCRYER’S GAZE

Looking into the twisted strands of the warp to divine the future, the Librarian hopes to predict the enemy’s plans and dispositions. With such knowledge, they can devise new strategies, guide their battle-brothers and alter the course of an entire war zone.

Scryer’s Gaze has a warp charge value of 7. If manifested, if your army is Battle-forged you can choose to immediately gain 1 Command Point. If you choose not to then, once this turn, when resolving an attack made by a model from a friendly ULTRAMARINES unit whilst its unit is within 18" of this psyker, you can re-roll the hit roll, wound roll or damage roll.

3

TELEPATHIC ASSAULT

Gathering his mental might into a searing blade of psychic energy, the Librarian unleashes an overwhelming empyric attack upon his enemy’s mind. Foes scream and collapse, blood jetting from their eyes as their brains burst asunder.

Telepathic Assault has a warp charge value of 7. If manifested, select one enemy unit within 24" of and visible to this psyker. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership characteristic of models in that unit.

4

STORM OF THE EMPEROR’S WRATH

Stretching forth one armoured gauntlet, the Librarian unleashes a ravening tempest of psychic blasts. Striking like lightning, these actinic energy bolts burn flesh black and overload the machine spirits of enemy war engines with a crackling roar.

Storm of the Emperor’s Wrath has a warp charge value of 6. If manifested, select the nearest enemy unit that is within 18" of and visible to this psyker. Roll one D6 for each model in that unit; for each 6 that unit suffers 1 mortal wound.

5

PSYCHIC SHACKLES

The Librarian plunges into his foes’ minds, trammelling their souls, crushing their will to fight on and stalling their advance in its tracks.

Psychic Shackles has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, halve the Move characteristic (rounding up) of models in that unit, and when a charge roll or Advance roll is made for that unit, subtract 1 from that roll. A unit cannot be affected by both this psychic power and the Tenebrous Curse psychic power at the same time.

6

EMPYRIC CHANNELLING

The Librarian focuses his thoughts to channel warp energies into one of his psychically attuned brothers, achieving a harmonious psychic choristry that magnifies his powers by an order of magnitude.

Empyric Channelling has a warp charge value of 5. If manifested, select one other friendly ULTRAMARINES LIBRARIAN model within 12" of this psyker. Until the end of this Psychic phase, when a Psychic test is taken for that model, add 2 to the total, and that model does not suffer Perils of the Warp on a roll of double 1 or double 6.


Stormspeaking Discipline

White Scars Librarians are known as Stormseers, a wise and mysterious order within the Chapter who act as advisors to the khans as well as being powerful psykers. Stormseers are able to command the very elements; their foes are battered to ruin by mighty winds or beset by forked lightning from the storm-wracked skies.

LIBRARIAN models in WHITE SCARS Detachments can know all of their psychic powers from the Stormspeaking discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Stormspeaking discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6PSYCHIC POWER
1

BLASTING GALE

The Stormseer calls up a screaming windstorm to assail the foe. It is all his victims can do to stand their ground without being torn from their feet, let alone press forwards into battle.

Blasting Gale has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot Advance, and when a charge roll is made for it, roll one fewer D6, to a minimum of one D6 (typically, this will mean one D6 is rolled instead of 2D6).

2

LIGHTNING CALL

Raising his arms to the roiling storm-clouds overhead, the Stormseer calls down lightning strikes upon his foes.

Lightning Call has a warp charge value of 7. If manifested, the closest enemy unit within 18" of this psyker suffers D3 mortal wounds. If that unit is not destroyed, roll one D6; on a 4+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 5+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 6 that unit suffers 1 mortal wound.

3

RIDE THE WINDS

Invoking the power of the winds with a gravelly-voiced chant, the Stormseer sends rushing currents of invisible energy to speed his comrades into battle.

Ride the Winds has a warp charge value of 6. If manifested, select one friendly WHITE SCARS unit within 12" of this psyker. Until the start of your next Psychic phase, when an Advance roll or charge roll is made for that unit, add 2 to the result.

4

STORM-WREATHED

At the Stormseer’s behest the roiling clouds funnel into a furious vortex that swirls down to surround his advancing brothers. Lightning crackles around the White Scars and leaps from their bodies to strike down the foe.

Storm-wreathed has a warp charge value of 6. If manifested, select one friendly WHITE SCARS unit within 12" of this psyker. Until the start of your next Psychic phase, enemy units cannot fire Overwatch at that unit, and after that unit finishes a charge move, for each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 6, that enemy unit suffers 1 mortal wound.

5

SPIRITS OF CHOGORIS

Many and terrible are the spirits and ghouls of Chogorian tribal folklore, and it is warpwrought simulacra of these ancient terrors that the Stormseer now unleashes on the foe.

Spirits of Chogoris has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit, and when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

6

EYE OF THE STORM

Summoning a hurricane, the Stormseer becomes the heart of a screaming cyclone. Wherever he strides, the enemy are plucked from their feet and dashed to ruin by its elemental fury.

Eye of the Storm has a warp charge value of 6. If manifested, roll one D6 for each enemy unit within 12" of this psyker, adding 1 to the result if that unit can FLY; on a 4+ that unit suffers 1 mortal wound.


Umbramancy Discipline

The Librarians of the Raven Guard are amongst the most reclusive and unfathomable warriors of their Chapter. Stalking the battlefield as half-seen spectres, they bend the very shadows to their will, sowing fear and confusion amongst the foe.

LIBRARIAN models in RAVEN GUARD Detachments can know all of their psychic powers from the Umbramancy discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Umbramancy discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6PSYCHIC POWER
1

UMBRAL FORM

The psyker summons a veil of darkness, slipping into its folds to evade the fury and firepower of the foe.

Umbral Form has a warp charge value of 5. If manifested, until the start of your next Psychic phase this psyker has a 4+ invulnerable save.

2

ENVELOPING DARKNESS

At the psyker’s command, the shadows cast by his enemies rise up and engulf them like a dense flock of ravens, leaving them disorientated and vulnerable to attack.

Enveloping Darkness has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot fire Overwatch, and when resolving an attack made by that unit, subtract 1 from the hit roll.

3

SPECTRAL BLADE

The psyker implants his foe with the psychosomatic suggestion that his weapon is irresistibly sharp, striking them down with the psychic feedback of their own warped perceptions.

Spectral Blade has a warp charge value of 5. If manifested, until the start of your next Psychic phase this psyker’s Strength characteristic is equal to their Leadership characteristic. In addition, until the start of your next Psychic phase, when resolving an attack made with a melee weapon by this psyker against a unit whose highest Leadership characteristic is lower than this psyker’s, that weapon has an Armour Penetration characteristic of -4 for that attack.

4

SHADOWSTEP

The gloom of the battlefield coalesces into a dark passageway that allows those who use it to stalk amongst shadows and re-emerge where the foe least expects them.

Shadowstep has a warp charge value of 7. If manifested, select one RAVEN GUARD CHARACTER unit from your army within 18" of this psyker. Remove that unit from the battlefield and set it up anywhere on the battlefield that is more than 9" from any enemy models.

5

THE ABYSS

A shadowy whirlpool opens in the enemy’s midst, snatching away unfortunate warriors as it gathers terrifying momentum.

The Abyss has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Roll three D6; for each roll of 4+ that unit suffers 1 mortal wound. If any models in that unit are destroyed as a result of this psychic power, subtract 1 from the Leadership characteristic of models in that unit until the end of this turn.

6

THE DARKNESS WITHIN

The psyker sends his mind forth, calling not to the visible shadows surrounding his enemies but rather to the fears and doubts that shadow their souls. These he draws out as weeping umbral ectoplasm, until only ghost-pale corpses remain.

The Darkness Within has a warp charge value of 6. If manifested, select up to three enemy units within 18" of this psyker. Roll one D6 for each of those units, adding 1 to the result if the result of the Psychic test was more than 10; on a 4+ that unit suffers 1 mortal wound.


Technomancy Discipline

The Librarius of the Iron Hands turn their attention to the manipulation of machines on a spiritual level. Able to commune with or attack the spirits of machines, as these warriors stride through the maelstrom of battle their foes find their weapons failing or Iron Hands war engines they thought disabled suddenly roused to fight again.

LIBRARIAN models in IRON HANDS Detachments can know all of their psychic powers from the Technomancy discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Technomancy discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6PSYCHIC POWER
1

BLESSING OF THE MACHINE GOD

The Librarian reaches out with his mind and binharically amplifies the anger of a nearby machine spirit, driving it to lash out at the enemy with renewed purpose.

Blessing of the Machine God has a warp charge value of 5. If manifested, select one friendly IRON HANDS VEHICLE model within 12" of this psyker (you can only select a TITANIC model if the result of the Psychic test to manifest this power was 8 or more). Until the start of your next Psychic phase, when resolving an attack made by that model, add 1 to the hit roll.

2

OBJURATION MECHANICUM

Extending their hand, the Librarian compels the enemy’s equipment to betray them. Grenades spontaneously detonate, weapons backfire, and power cells overheat in a deadly fashion.

Objuration Mechanicum has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, on an unmodified hit roll of 1 that unit suffers 1 mortal wound after resolving that attack.

3

FURY OF MEDUSA

The psyker channels the might of Medusa’s furious electrical storms, unleashing a leaping psychic gheist that surges through the enemy.

Fury of Medusa has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this psyker. Draw the shortest possible imaginary straight line, 1mm wide, between this psyker’s base and that model’s base. Roll one D6 for the selected model’s unit and each other enemy unit that this line passes across, adding 2 to the result if the unit being rolled for is a VEHICLE. On a 4-5 the unit being rolled for suffers 1 mortal wound; on a 6+ the unit being rolled for suffers D3 mortal wounds.

4

PSYSTEEL ARMOUR

At the Librarian’s command, warp energy flows in streamers from thin air and winds itself around his allies, glowing like forge-hot steel. The flowing psysteel coats the armour of nearby tanks or Dreadnoughts, or else wraps fellow warriors in a second skin capable of turning aside bullet and blade alike.

Psysteel Armour has a warp charge value of 6. If manifested, select one friendly IRON HANDS unit within 12" of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit, add 1 to the saving throw. Invulnerable saves are not affected.

5

REFORGE

Pressing his hand against rent vehicle armour, the psyker chants binharic incantations that urge the machine to repair itself. Wiring reknits, damaged energy cells are sealed and buckled armour flattens and reforms.

Reforge has a warp charge value of 5. If manifested, select one friendly IRON HANDS VEHICLE model within 3" of and visible to that psyker (you cannot select a model that has already regained lost wounds this turn). That model regains up to D3 lost wounds.

6

MACHINE FLENSE

The psyker lashes out with his mind at an enemy war machine to shred its armoured hull. The strips of razor-edged shrapnel torn from the vehicle’s iron flesh are hurled like daggers at a nearby foe.

Machine Flense has a warp charge value of 6. If manifested, select one enemy VEHICLE unit that is within 18" of and visible to this psyker. That unit suffers D3 mortal wounds. You can then select one other enemy unit that was within 6" of and visible to that VEHICLE unit when this power was manifested. Roll one D6 for each mortal wound that VEHICLE unit suffered; for each 3+ the other selected unit suffers 1 mortal wound.


Geokinesis Discipline

Those scions of Rogal Dorn who have power over the warp are masters of stone and iron. Using aetheric energies, they can shatter fortress walls, cast the enemy into great pits in the ground or fortify themselves and their allies with strength drawn from the very bones of the earth.

LIBRARIAN models in IMPERIAL FISTS Detachments can know all of their psychic powers from the Geokinesis discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Geokinesis discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6PSYCHIC POWER
1

TECTONIC PURGE

The Librarian interlocks his fingers, raises his hands high and brings them down in a clubbing blow upon the ground. Psychic energies pour from the impact site, causing the ground to convulse and shudder violently and enemies to be flung from their feet.

Tectonic Purge has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, when a charge roll is made for an enemy unit within 12" of this psyker, subtract 2 from the result.

2

WRACK AND RUIN

Reaching out with his mind, the Librarian senses every fault, hairline crack and structural weakness in an enemy fortification, then builds empyric resonance within them until the stronghold shakes itself violently apart.

Wrack and Ruin has a warp charge value of 6. If manifested, select one BUILDING unit within 18" of and visible to this psyker, or select one enemy unit that is wholly within or on a terrain feature and is within 18" of and visible to this psyker. Roll nine D6, adding 1 to the result if the unit you selected was a BUILDING; for each roll of 5+ that unit suffers 1 mortal wound.

3

IRON INFERNO

The Librarian sends his mind questing outward to locate seams of metal, the iron spars of girders and foundations, and any other metallic deposit he can sense. Then, with a furious mental blast, he superheats them all to trigger a devastating pyrometallic eruption.

Iron Inferno has a warp charge value of 6. If manifested, select one point on the battlefield within 18" of and visible to this psyker. Roll one D6 for each enemy unit within 6" of that point; on a 4+ that unit suffers 1 mortal wound.

4

FORTIFY

The Librarian envisions a mighty citadel, ravaged by battle but under swift repair. As he does so he lets his powers wash out across his battle-brothers, compelling their flesh to knit and their bones to set just as the mental fortress is restored to its original magnificence.

Fortify has a warp charge value of 4. If manifested, select one friendly IMPERIAL FISTS INFANTRY or IMPERIAL FISTS BIKER model within 12" of the psyker; that model regains up to D3 lost wounds.

5

ASPECT OF STON

Thrumming geokinetic energies wreath the Librarian’s fists. Iron strengthens his sinews while his flesh becomes unyielding as ferrocrete – in such a state, he becomes all but unstoppable.

Aspect of Stone has a warp charge value of 5. If manifested, then until the start of your next Psychic phase, add 2 to this psyker’s Strength and Toughness characteristics.

6

CHASM

The psyker slams his palms together, and then pulls them slowly apart. As he does, a wide chasm opens beneath the feet of his enemy and they plunge screaming to their doom in the darkness below.

Chasm has a warp charge value of 6. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this psyker. Roll 2D6: if the result is less than the lowest Move characteristic in that unit it suffers 1 mortal wound; if the result equals the lowest Move characteristic in that unit it suffers D3 mortal wounds; if the result is greater than the lowest Move characteristic in that unit it suffers 3 mortal wounds.


Promethean Discipline

The reek of ash, the searing heat of the volcano and the terrifying visage of monsters from Nocturnean myth – these are the hallmarks of the psychic powers used by those Librarians descended from Vulkan. Channelling the Chapter’s infernal heritage, these warrior-mystics defend their battle-brothers like true Salamanders.

LIBRARIAN models in SALAMANDERS Detachments can know all of their psychic powers from the Promethean discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Promethean discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6PSYCHIC POWER
1

FLAMING BLAST

The Librarian condenses the roiling energy of the warp into a great ball of raging fire before casting it at the foe.

Flaming Blast has a warp charge value of 6. If manifested, select one point on the battlefield within 24" of and visible to this psyker. Roll one D6 for each enemy unit within 3" of that point; on a 4+ that unit suffers 1 mortal wound.

2

FIRE SHIELD

Extending his hand, a great sheet of flame bursts from the Librarian’s palm. With a sweep of his arms, he creates a towering wall of flame to protect his battle-brothers.

Fire Shield has a warp charge value of 6. If manifested, select one friendly SALAMANDERS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll. In addition, when a charge roll is made for a charge that unit is a target of, subtract 1 from the result.

3

BURNING HANDS

The Librarian’s gauntlets glow bright before bursting into flames. Each strike from these armoured fists blasts the unfortunate victim into ashes.

Burning Hands has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, when resolving an attack made with a close combat weapon by this psyker, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

4

DRAKESKIN

The Librarian summons a shimmering layer of translucent scales around his allies, harder even than the impervious hides of the great drakes of Nocturne.

Drakeskin has a warp charge value of 6. If manifested, select one friendly SALAMANDERS unit within 12" of this psyker. Until the start of your next Psychic phase, add 1 to the Toughness characteristic of models in that unit.

5

FURY OF NOCTURNE

The Librarian channels his powers into the ground around him to create a microcosm of Nocturne around his foes. The earth darkens and begins to split, before towering flames and boiling magma spew forth to burn the enemies of the Salamanders to cinders.

Fury of Nocturne has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Roll 2D6; if the result is greater than the highest Toughness characteristic of models in that unit, that unit suffers D3 mortal wounds.

6

DRACONIC ASPECT

Summoning the wrath of the indigenous creatures of Nocturne, the Librarian takes on the appearance of a great fire-breathing drake. With burning eyes and flame streaming from his nostrils, the Salamander sends his enemies fleeing in panic.

Draconic Aspect has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 12" of this psyker.


Litanies of Battle

Space Marine Chaplains are exemplars of righteous wrath. Powerful orators and accomplished warriors both, they provide bellicose counsel to their comrades and act as spiritual bastions for their Chapter. The litanies that Chaplains intone on the battlefield imbue those around them with fresh determination and martial fury.

Before the battle, generate the litanies for <CHAPTER> CHAPLAIN models that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows.
D6LITANIES OF BATTLE
1

LITANY OF FAITH

The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear.

If this litany is inspiring, then when a model in a friendly <CHAPTER> unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Psychic Fortress psychic power or the Flesh is Weak Chapter Tactic).

2

CATECHISM OF FIRE

The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower.

If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.

3

EXHORTATION OF RAGE

The Chaplain bellows his fury at the enemy, his brothers surging forwards to strike them down.

If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

4

MANTRA OF STRENGTH

The Chaplain focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by the Primarch himself.

If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.

5

RECITATION OF FOCUS

The Chaplain recites creeds that focus the minds of his brothers to ensure their shots strike true.

If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

6

CANTICLE OF HATE

Bellowing his hatred of the foe, the Chaplain leads his brothers in the wholesale destruction of the enemy.

If this litany is inspiring, add 2 to charge rolls made for friendly <CHAPTER> units whilst they are within 6" of this model. In addition, when a friendly <CHAPTER> unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.


Litanies of the Devout

Unlike the majority of Adeptus Astartes Chapters, the Black Templars maintain an unwavering belief in the Emperor of Mankind’s divinity. As a result, the litanies of Black Templars Chaplains are designed to stir the furious zealotry of their battle-brothers.

A BLACK TEMPLARS CHAPLAIN model in a BLACK TEMPLARS Detachment can know litanies from the Litanies of the Devout, instead of knowing litanies from the Litanies of Battle. A BLACK TEMPLARS CHAPLAIN model that does generates an equivalent number of litanies from the Litanies of the Devout (they cannot generate litanies from more than one litany table). You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows.
D6LITANY
1

LITANY OF DIVINE PROTECTION

The Chaplain rouses the ardent souls of his brothers, calling upon the godly essence of the Emperor to shield his sons from the blasphemy of the unbeliever.

If this litany is inspiring, select one friendly BLACK TEMPLARS unit within 6" of this model. When a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.

2

PSALM OF REMORSELESS PERSECUTION

The burning zeal with which the Chaplain denounces Humanity’s foes drives his brothers into a terrible battle-rage.

If this litany is inspiring, then when resolving an attack made with a melee weapon by a model in a friendly BLACK TEMPLARS unit within 6" of this model, re-roll a wound roll of 1.