Wahapedia8 site header

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 2017 EditionExpansion81.1April 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 2018 EditionExpansion81.2September 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 IICodex82.1September 2019
  UltramarinesSupplement81.1September 2019
  White ScarsSupplement81.1September 2019
  Raven GuardSupplement81.0October 2019
  Iron HandsSupplement81.0October 2019

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.

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.

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.

Models in this unit gain a bonus depending on which combat doctrine is active for your army (see opposite). If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units). 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).

At the start of the battle, the Devastator Doctrine is active. A combat doctrine remains active for the duration of the battle, though you can change which combat doctrine is active once at the start of each battle round after the first, as follows:
  • If the Devastator Doctrine was active during the previous battle round, you can change it so that the Tactical Doctrine is now active.
  • If the Tactical Doctrine was active during the previous battle round, you can change it so that the Assault Doctrine is now active.

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

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.

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.

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.

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 a wound roll of a 6+ for an attack made by that unit that targets an enemy VEHICLE or BUILDING 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.

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, halve the damage inflicted (rounding up).
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

ADAPTIVE STRATEGY

Space Marines Stratagem

The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.

Use this Stratagem the start of the battle round if there are any <CHAPTER> CHARACTER models from your army on the battlefield, before you change which combat doctrine is active. If the Assault Doctrine is currently active, you can change it so that the Tactical Doctrine is now active. Alternatively, if the Tactical Doctrine is currently active, you can change it so that the Devastator Doctrine is now active. You can only use this Stratagem once per battle.
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 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; 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.

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.


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.


Warlord Traits

The lords of the Space Marines are amongst the greatest warriors in the galaxy, masterful strategists and champions of Humanity who have honed their unique skills to a razor’s edge during centuries of war.

If a Space Marines <CHAPTER> CHARACTER model is your Warlord, you can use the Space Marines Warlord Traits table to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a Space Marines <CHAPTER> PHOBOS CHARACTER model is your Warlord, you can instead use the Vanguard Warlord Traits table to determine what Warlord Trait they have.

Space Marines Warlord Traits

D6WARLORD TRAIT
1

FEAR MADE MANIFEST

The enemies of the Emperor quail beneath the wrathful gaze of this mighty Imperial champion.

Subtract 1 from the Leadership characteristic of enemy units whilst they are within 6" of this Warlord.

2

THE IMPERIUM’S SWORD

This warlord hurls himself forwards with unbridled ferocity, cutting down the foe like a reaping whirlwind.

When a charge roll is made for this Warlord, you can re-roll any or all of the dice. If, in the Charge phase, this Warlord makes a charge move or performs a Heroic Intervention, add 1 to their Strength and Attacks characteristics in the following Fight phase.

3

IRON RESOLVE

Faith and duty drive this warlord relentlessly onwards as he shrugs off injuries that would lay lesser warriors low.

Add 1 to the Wounds characteristic of this Warlord. When this Warlord would lose a wound, roll one D6; on a 6, that wound is not lost.

4

CHAMPION OF HUMANITY

This commander has slain enemy generals beyond counting.

Add 1 to this Warlord’s Attacks characteristic whilst there are any enemy CHARACTER units within 1" of them. When resolving an attack made with a melee weapon by this Warlord against a CHARACTER unit, add 1 to the hit roll and wound roll.

5

STORM OF FIRE

Whether through auto-choristic targeting exloads or veteran commands, this warlord expertly guides his warriors’ fire.

When resolving an attack made with a ranged weapon by a friendly <CHAPTER> unit within 6" of this Warlord, on an unmodified hit roll of 6 the Armour Penetration characteristic of that attack is improved by 1 (e.g. AP 0 become AP -1).

6

RITES OF WAR

This commander and his warriors have vowed to secure victory.

This Warlord has the Defenders of Humanity ability. When a Morale test is taken for a friendly <CHAPTER> unit within 6" of this Warlord, do not roll the dice; it is automatically passed.


Vanguard Warlord Traits

D6WARLORD TRAIT
1

SHOOT AND FADE

This warrior harries the foe before returning to the shadows.

At the start of your Shooting phase, you can select one friendly <CHAPTER> PHOBOS unit within 6" of this Warlord. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase.

2

LORD OF DECEIT

This leader is adept at subterfuge and spreading misinformation.

At the start of the first battle round, before the first turn begins, select up to three friendly <CHAPTER> PHOBOS units 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).

3

MASTER OF THE VANGUARD

This Space Marine is a living legend of the Vanguard formations, and an inspiration to his battle-brothers.

Add 1" to the Move characteristic of friendly <CHAPTER> PHOBOS units whilst they are within 6" of this Warlord. Add 1 to Advance rolls and charge rolls made for friendly <CHAPTER> PHOBOS units whilst they are within 6" of this Warlord.

4

STEALTH ADEPT

So masterfully does this warlord slip through enemy territory that he appears to the foe as little more than a spectre.

When resolving an attack made against this Warlord, subtract 1 from the hit roll.

5

TARGET PRIORITY

This tactician is constantly seeking prime targets.

At the start of your Shooting phase, select one friendly <CHAPTER> PHOBOS unit within 3" of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

6

MARKSMAN’S HONOURS

This warlord is one of the finest sharpshooters in the galaxy.

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to Grenades or Relics.


Chapter Warlord Traits

If you wish, you can pick a Chapter Warlord Trait from the list below instead of the Space Marines Warlord Traits above, but only if your Warlord is from the relevant Chapter.

Named Characters and Warlord Traits

CHAPTERTRAIT
UltramarinesAdept of the Codex: Ultramarines warlords are peerless masters of tactics and strategy. They understand how to best marshal their reserves and resources so as to make them last far beyond the fast-expended support elements of their enemies.
Whilst this Warlord is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait. 
Imperial FistsArchitect of War: Imperial Fists warlords have a gift for bolstering any defensive position they hold. At this grizzled veteran's direction, his battlebrothers optimise their cover positions with remarkable skill.
When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a friendly IMPERIAL FISTS unit that is within 6" of this Warlord and receiving the benefit of cover, add 2 to the saving throw instead of 1. 
White ScarsDeadly Hunter: White Scars warlords charge with fearsome skill, claiming heads before the foe can react.
After this Warlord makes a charge move, you can select one enemy unit within 1" of this Warlord and roll one D6; on a 2+ that enemy unit suffers 1 mortal wound
Raven GuardSilent Stalker: Raven Guard warlords appear in the midst of the foe and strike without warning.
Enemy units cannot fire Overwatch at this Warlord. 
SalamandersAnvil of Strength: The warlords of the Salamanders are renowned for their great strength, the better to swing their hammers both within the forge and upon the field of battle.
Add 2 to the Strength characteristic of this Warlord. 
Iron HandsMerciless Logic: The warlords of the Iron Hands excel in optimising the murderous potential of their weapons, applying relentless logic to their combat doctrines and melding on a binharic level with the machine spirits of their blades and guns.
When resolving an attack made by this Warlord, on an unmodified hit roll of 6 you can make 1 additional attack against the same unit using the same weapon. This additional attack cannot generate another attack. 
Black TemplarsOathkeeper: The fury of a Black Templars warlord carries him headlong into battle no matter the hardships, the foe or the challenge he faces. Nought can stay his wrath.
This Warlord 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". 
Crimson FistsRefuse to Die: Countless times have the enemies of Mankind tried to slay the warlords of the Crimson Fists, but rarely have they succeeded.
The first time this Warlord is destroyed, roll one D6 at the end of the phase. On a 4+ return this Warlord to play with D3 wounds remaining, placing them as close as possible to their previous position and more than 1" away from any enemy models. 
NAMED CHARACTERWARLORD TRAIT
Iron Father FeirrosStudent of History 
Pedro KantorTenacious Opponent 
Marneus CalgarAdept of the Codex 
Captain SicariusParagon of War 
Chief Librarian TiguriusMaster of Strategy 
Chaplain CassiusWarden of Macragge 
Sergeant TelionMaster of Strategy 
Sergeant ChronusCalm Under Fire 
Kayvaan ShrikeShadowmaster 
Kor’sarro KhanTrophy Taker 
Gabriel AngelosRites of War 
Roboute GuillimanNobility Made Manifest 

Ultramarines Warlord Traits

Those who lead the Ultramarines into war must be paragons of everything it means to be a Space Marine. They uphold the Codex Astartes with greater vigour than any other heroes of the Imperium and display masterful leadership in all things.

If an ULTRAMARINES CHARACTER model is your Warlord, you can use the table here to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6WARLORD TRAIT
1

ADEPT OF THE CODEX

Ultramarines warlords epitomise the teachings of the Codex Astartes.

Whilst this Warlord is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.

2

MASTER OF STRATEGY

This warlord executes deadly and decisive strategies on the battlefield.

Once per battle round, if this Warlord is on the battlefield, you can select one friendly ULTRAMARINES unit within 6" of this Warlord. Until the end of that battle round, when a model in that unit makes an attack, the Tactical Doctrine is considered to be active.

3

CALM UNDER FIRE

This warlord directs his troops flawlessly, even deep in the maelstrom of battle.

When resolving an attack made with a ranged weapon by a friendly ULTRAMARINES model in a unit within 6" of this Warlord during a turn in which that model Fell Back, do not subtract 1 from the hit roll.

4

PARAGON OF WAR

This warrior knows just where to strike to inflict a killing blow.

When resolving an attack made by this Warlord, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

5

NOBILITY MADE MANIFEST

The patrician aspect and selfless heroism of this warlord combine to influence greatly the warriors who fight beneath his banner. They fight all the harder to follow his shining example in battle.

Friendly ULTRAMARINES INFANTRY units and ULTRAMARINES BIKER units can perform a Heroic Intervention as if they were CHARACTERS whilst they are within 6" of this Warlord.

6

WARDEN OF MACRAGGE

The warlord has sworn mighty oaths to drive back the hordes that threaten Macragge.

This Warlord 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".


White Scars Warlord Traits

Those who rise to command within the White Scars are warriors who are able to temper their wild charges with wisdom, knowing where to strike for maximum effect, or attacking and then retreating before the enemy can react in force.

If a WHITE SCARS CHARACTER model is your Warlord, you can use the Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

D6WARLORD TRAIT
1

DEADLY HUNTER

This son of the Warhawk strikes swiftly and suddenly, a predator whose first kill is claimed before the foe are even aware of their peril.

After this Warlord finishes a charge move, you can select one enemy unit within 1" of it and roll one D6; on a 2+ that unit suffers 1 mortal wound.

2

CHOGORIAN STORM

This commander hits the enemy’s lines with all the ferocity of a raging tempest surging in from the desolate steppes.

If this Warlord makes a charge move or performs a Heroic Intervention, add D3 to their Attacks characteristic until the end of the turn.

3

TROPHY TAKER

For this proud warrior the hunt never ceases, and he is ever seeking another head to take in the name of the Khan.

When this Warlord destroys an enemy CHARACTER model, add 1 to their Attacks characteristic until the end of the battle.

4

MASTER RIDER

Even before he became a Space Marine this warlord was a master of mounted combat, as swift and elusive as the wind when fighting from the saddle.

BIKER only. If you are randomly generating your Warlord’s Warlord Trait and your Warlord is not a BIKER, re-roll this result until a different Warlord Trait is generated. When a charge roll is made for this Warlord, you can re-roll the dice. When resolving an attack against this Warlord, subtract 1 from the hit roll if this Warlord Advanced in your previous Movement phase.

5

HUNTER’S INSTINCTS

This huntsman takes great delight in facing the deadliest prey imaginable, whether they be mechanical, biological or supernatural.

When resolving an attack made by this Warlord against an enemy MONSTER or VEHICLE unit, add 1 to the hit roll and wound roll.

6

MASTER OF SNARES

This warlord is a skilled trapper, able to entangle his prey in an inescapable thicket of flashing blades.

When an enemy unit (other than a unit that contains a model with a minimum Move characteristic) within 1" of this Warlord is chosen to Fall Back, you can roll one D6; on a 4+ that unit cannot Fall Back this turn.


Raven Guard Warlord Traits

As masters of the covert kill, the lords of the Raven Guard guide their battle-brothers in the arts of ambush, stealth and manoeuvre. On their command, the Raven Guard strike where they are least expected, only to vanish again before the enemy can react.

If a RAVEN GUARD CHARACTER model is your Warlord, you can use the Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6WARLORD TRAIT
1

SHADOWMASTER

As a follower of the Path of Shadow, this warlord strikes from the darkness without warning, granting his foes no chance to react.

Enemy units cannot fire Overwatch at this Warlord.

2

MASTER OF AMBUSH

Those who walk the Path of Ambush guide their forces into the perfect positions from which to launch surprise assaults on the enemy.

At the start of the first battle round, before the first turn begins, if this Warlord is on the battlefield you can select one other friendly RAVEN GUARD INFANTRY unit on the battlefield. Remove that unit and this Warlord (if it is also INFANTRY) from the battlefield, and set them up anywhere on the battlefield that is more than 9" from the enemy deployment zone and more than 9" from any enemy models (if both players have abilities that redeploy units before the first turn begins, roll off; the winner chooses who redeploys their units first).

3

SWIFT AND DEADLY

The Astartes under this warlord’s command seize every opportunity to strike while the initiative is theirs.

Friendly RAVEN GUARD units within 6" of this Warlord can be chosen to charge with even if they Advanced this turn.

4

MASTER OF VIGILANCE

Guided by the Path of Vigilance, each of this commander’s strikes seeks out the enemy’s weakest points.

When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

5

FEIGNED FLIGHT

This warrior uses misdirection as a weapon, turning even retreat into an opportunity for renewed attack.

When this Warlord Falls Back, they can move across models and terrain as if the models and terrain were not there. In addition, this Warlord can shoot and charge in a turn in which they Fell Back.

6

ECHO OF THE RAVENSPIRE

This warlord can vanish from sight with seemingly supernatural skill and suddenness.

Once per battle, at the end of your Movement phase, this Warlord can vanish into the gloom if they are more than 6" from any enemy models. When it does, remove it from the battlefield; you then set this Warlord up again at the end of your next Movement phase anywhere that is more than 9" from any enemy models. If the battle ends and this Warlord is not on the battlefield, it is destroyed.


Iron Hands Warlord Traits

The lords of the Iron Hands are steeped in machine knowledge and take a relentless and methodical approach to warfare. Each command is absolute and every movement calculated to inflict the maximum possible damage on their unfortunate foes.

If an IRON HANDS CHARACTER model is your Warlord, you can use the table here to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6WARLORD TRAIT
1

ADEPT OF THE OMNISSIAH

This warlord is a master of both the art of war and the rites of the machine.

At the end of your Movement phase, this Warlord can repair one friendly IRON HANDS VEHICLE model within 1" of them. That model regains 1 lost wound. Each model can only be repaired once per turn. If this Warlord is a TECHMARINE, each time they use their Blessing of the Omnissiah ability, the model they are repairing regains D3+1 lost wounds instead of D3.

2

WILL OF IRON

Even under the most desperate circumstances, this warlord’s will remains as unyielding as adamantium.

This Warlord can attempt to resist one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test, if this Warlord is within 24" of the enemy model manifesting that psychic power. If this Warlord is a LIBRARIAN, they instead can attempt to deny one additional psychic power in your opponent’s Psychic phase.

3

ALL FLESH IS WEAKNESS

This warlord bears so extraordinary a number of cybernetic enhancements that there is little true flesh left.

When this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.

4

STUDENT OF HISTORY

This warlord’s knowledge of historic victories and defeats allows him to perceive unerringly when to fight on and when to withdraw.

When this Warlord consolidates, they can move up to 6" instead of 3", and do not have to end this move closer to the nearest enemy model.

5

MERCILESS LOGIC

To the Iron Hands, and this warlord in particular, mercy is for the weak.

When resolving an attack made by this Warlord, 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.

6

TARGET PROTOCOLS

This warlord uses his advanced augmetics to distribute targeting data and direct the fire of his battle-brothers.

At the start of your Shooting phase, select one friendly IRON HANDS unit within 6" of this Warlord. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the hit roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the wound roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the damage roll.


Tactical Objectives

D66Result
11Death From Above 
12Honour Your Chapter 
13No Mercy, No Respite 
14For the Emperor! 
15Lightning Strike 
16Emperor’s Retribution 

The Space Marines are masters of all forms of warfare, able to swiftly adjust to the demands of any battlefield. There is no foe they cannot conquer and no challenge they cannot overcome.

If your army is led by a Space Marines Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Space Marines player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Space Marines Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
DEATH FROM ABOVE
Space Marines

Like the hammer of the Emperor, the Adeptus Astartes fall from the burning skies to bring ruin and death to their foes.

Score 1 victory point if at least one enemy unit was destroyed in your turn, and the last model in that enemy unit was destroyed as a result of an attack made by an ADEPTUS ASTARTES unit that can FLY or arrived as reinforcements during that turn.

12
HONOUR YOUR CHAPTER
Space Marines

Each enemy champion felled brings glory to the Chapter.

Score 1 victory point if at least one enemy CHARACTER model lost a wound as a result of an attack made or psychic power manifested by an ADEPTUS ASTARTES CHARACTER model from your army this turn. Score D3 victory points instead if any enemy CHARACTER models were destroyed as a result of such an attack or psychic power.

13
NO MERCY, NO RESPITE
Space Marines

The enemies of the Emperor fear many things, yet there is one thing they fear above all others: the wrath of the Space Marines.

Score 1 victory point if at least one enemy unit was destroyed and/or failed a Morale test this turn. Score D3 victory points instead if three or more enemy units were destroyed and/or failed Morale tests this turn.

14
FOR THE EMPEROR!
Space Marines

With blinding speed and merciless fury, the Adeptus Astartes sweep their enemies before them, leaving only the broken bodies of the foe and utter devastation in their wake.

Score 1 victory point if at least one ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES BIKER unit from your army finished a charge move this turn.

15
LIGHTNING STRIKE
Space Marines

The Space Marines are the spearhead of the Emperor’s wrath. With blinding speed, they strike at the heart of the enemy lines so they might swiftly vanquish their foes.

Score 1 victory point if at least one enemy unit that was entirely within your opponent’s deployment zone at the start of the turn was destroyed this turn by an ADEPTUS ASTARTES unit from your army.

16
EMPEROR’S RETRIBUTION
Space Marines

Nothing can deny the Adeptus Astartes their objective.

Score D3 victory points if you control at least one objective marker that was controlled by your opponent at the start of this turn. Score D3+3 victory points instead if you control 3 or more objective markers that were controlled by your opponent at the start of this turn.


Ultramarines Tactical Objectives

D66Result
11Secure Objective Primus 
12Unflinching Heroism 
13Champions of the Imperium 
14We March for Macragge 
15Follow the Codex 
16Proof of Doctrine 

The Ultramarines have a storied legacy of controlling every facet of a battle to their advantage. Following the tenets laid down by one of the greatest living strategists in the history of the galaxy, no aspect of war is beyond their ability to prosecute.

If your army is led by an ULTRAMARINES Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when an Ultramarines player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Ultramarines Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
SECURE OBJECTIVE PRIMUS
Ultramarines

You have triangulated the position of a key battlefield objective. You must cordon off the area to maintain the upper hand.

Score 1 victory point if you achieved any Take and Hold or Storm and Defend Tactical Objectives at the end of this turn.

12
UNFLINCHING HEROISM
Ultramarines

Meet your enemies’ onslaughts with unshakable resolve, that they may know you are the dauntless descendent of Guilliman.

Score 1 victory point if this Tactical Objective has been active at the end of two consecutive turns. Discard this Tactical Objective if an ULTRAMARINES unit from your army fails a Morale test.

13
CHAMPIONS OF THE IMPERIUM
Ultramarines

Eliminate the enemy champions and shatter their army’s resolve.

Score 1 victory point if at least one enemy CHARACTER unit was destroyed as a result of an attack made by an ULTRAMARINES unit from your army this turn. Score D3 victory points instead if the enemy Warlord was destroyed as a result of an attack made by an ULTRAMARINES unit from your army this turn.

14
WE MARCH FOR MACRAGGE
Ultramarines

You are ordered to advance. Press forwards and take the fight to the enemy in their own territory.

Score 1 victory point if at least three ULTRAMARINES units from your army Advanced or made a charge move this turn and ended that move wholly within your opponent’s deployment zone.

15
FOLLOW THE CODEX
Ultramarines

A victory can be won by inches or taken in great strides. Use your discipline and training to overwhelm the enemy.

Score D3 victory points if you achieved at least two other Tactical Objectives at the end of this turn.

16
PROOF OF DOCTRINE
Ultramarines

Show the enemy the true might of the Codex Astartes.

Score 1 victory point if at least one enemy unit was destroyed as a result of an attack made by an ULTRAMARINES unit from your army this turn, 2 victory points instead if at least three enemy units were so destroyed, and 3 victory points instead if at least 6 enemy units were so destroyed. Score double the number of victory points instead if the Tactical Doctrine was active this turn.


White Scars Tactical Objectives

D66Result
11Rapid Redeployment 
12Run Them Down 
13Mounted Assault 
14Feigned Retreat 
15The Clean Kill 
16Claim Their Heads 

Striking with the speed and power of a thunderbolt, the White Scars leave the foe reeling. Enemy warlords lie scattered amongst the corpses of their warriors, no defences proving strong enough to keep the sons of the Warhawk at bay.

If your army is led by a WHITE SCARS Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a White Scars player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding White Scars Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
RAPID REDEPLOYMENT
White Scars

Position is the key to victory, and the White Scars are masters of being in the right place at the right time.

When this Tactical Objective is generated, select one objective marker that is not within 18" of any models from your army. If you cannot, select the objective marker that is furthest from any models from your army. Score 1 victory point if you control that objective marker at the end of your turn.

12
RUN THEM DOWN
White Scars

The savage scions of Jaghatai Khan engage their targets at high speed, not relenting until every single one of the foe lies slain.

Score 1 victory point if at least one enemy model was destroyed as a result of an attack made by a WHITE SCARS model from your army that Advanced this turn.

13
MOUNTED ASSAULT
White Scars

The White Scars’ combat doctrine finds its roots in the cavalry tactics used by the nomadic warriors of Chogoris.

Score 1 victory point if at least one enemy unit was destroyed as a result of an attack made by a WHITE SCARS BIKER or WHITE SCARS LAND SPEEDER model from your army this turn. Score D3 victory points instead if at least three enemy units were destroyed by such an attack this turn.

14
FEIGNED RETREAT
White Scars

The expert hunter knows when to strike and when to draw the enemy into a well-laid trap.

Score 1 victory point if at least one WHITE SCARS u nit from your army Fell Back this turn.

15
THE CLEAN KILL
White Scars

To slay with a single blow is the mark of a true hunter.

When this Tactical Objective is generated, select one enemy unit on the battlefield; if possible, this must be a unit that has not suffered any wounds. Score D3 victory points if that unit is destroyed as a result of an attack made by a WHITE SCARS model from your army this turn. If this Tactical Objective is not scored this turn, discard it.

16
CLAIM THEIR HEADS
White Scars

A force without a leader is like a decapitated beast – its limbs may continue to thrash, but the death-blow has been struck.

Score 1 victory point for each enemy CHARACTER model destroyed as a result of an attack made by a WHITE SCARS model from your army this turn (to a maximum of 3 victory points). Score an additional D3 victory points if such an attack also destroyed the enemy Warlord this turn.


Raven Guard Tactical Objectives

D66Result
11Deadly Ambush 
12Keep to the Shadows 
13Let Them Know Fear 
14Clip Their Wings 
15Sap Their Resources 
16Strike at the Head 

Striking swiftly from the shadows, the Raven Guard ambush and outmanoeuvre their foes, severing supply lines and slaying commanders before turning their merciless attentions towards the bewildered targets that remain.

If your army is led by a RAVEN GUARD Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Raven Guard player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Raven Guard Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
DEADLY AMBUSH
Raven Guard

The Raven Guard never waste the element of surprise, and prefer to keep their forces hidden until the perfect time to strike.

Score 1 victory point if any RAVEN GUARD units from your army arrived on the battlefield as reinforcements this turn.

12
KEEP TO THE SHADOWS
Raven Guard

Raven Guard doctrine dictates that every source of battlefield concealment should be utilised for tactical advantage.

Score 1 victory point if there are any RAVEN GUARD INFANTRY units from your army on the battlefield and every one of those units ends the turn wholly on or in any terrain features.

13
LET THEM KNOW FEAR
Raven Guard

A well-delivered strike can send the foe reeling, sowing discord in their ranks as the prospect of their destruction dawns.

Score 1 victory point if at least one enemy unit was destroyed whilst within 24" of any RAVEN GUARD units from your army and/or failed a Morale test this turn whilst within 24" of any RAVEN GUARD units from your army.

14
CLIP THEIR WINGS
Raven Guard

Strategic superiority is vital to the Raven Guard’s way of war, and the enemy’s most mobile assets are always hunted vigilantly to guard against outmanoeuvre.

Score 1 victory point for each enemy unit that has either the Fast Attack or Dedicated Transport battlefield role destroyed as a result of an attack made by a RAVEN GUARD unit from your army this turn (to a maximum of 3 victory points).

15
SAP THEIR RESOURCES
Raven Guard

The enemy are in possession of ammo caches, comms relays and fuel stores. Rip these from their grasp.

Score D3 victory points if you control every objective marker in your opponent’s deployment zone at the end of your turn. If there are no objective markers in your opponent’s deployment zone, you instead score 1 victory point if you control the objective marker that is closest to their deployment zone.

16
STRIKE AT THE HEAD
Raven Guard

The Raven Guard rarely engage their foe on an even footing. Instead they fight a shadow war, cutting apart enemy command structures and exploiting the confusion that results.

Score 1 victory point for each enemy CHARACTER model destroyed as a result of an attack made by a RAVEN GUARD model from your army this turn (to a maximum of 6 victory points).


Iron Hands Tactical Objectives

D66Result
11Methodical Destruction 
12Advance and Secure 
13March of the Machines 
14Destroy the Weak 
15The Strength of Metal 
16Cold Fury 

The Iron Hands are equal parts heroic saviours of mankind and merciless killers. Through extensive use of bionics and driven by a legacy of bitterness and hatred, they bring death to their enemies in a cold, logical manner.

If your army is led by an IRON HANDS Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when an Iron Hands player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Iron Hands Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
METHODICAL DESTRUCTION
Iron Hands

Utilise optimised fire patterns to destroy your targets.

When this Tactical Objective is generated, select up to three enemy units on the battlefield. Score 1 victory point for each of those units that was destroyed as a result of an attack made with a ranged weapon by an IRON HANDS unit from your army this turn. Score D3+3 victory points instead if all three units were destroyed in the same phase.

12
ADVANCE AND SECURE
Iron Hands

Your objective has been identified; converge on the target coordinates and await further instructions.

Score 1 victory point if you control the objective marker closest to the centre of the battlefield at the end of your turn (if several objective markers are equally close to the centre, you achieve this Tactical Objective if you control any of those objective markers at the end of your turn).

13
MARCH OF THE MACHINES
Iron Hands

The honoured Ancients of the Chapter who have transcended their bodies of flesh shall lead us to victory.

Score 1 victory point if an IRON HANDS DREADNOUGHT from your army either finished an Advance move or charge move wholly within the enemy’s deployment zone this turn.

14
DESTROY THE WEAK
Iron Hands

The weakness of the enemy forces cannot be tolerated. Purge all trace of them from the battlefield with bolter and blade.

Score D3 victory points if at least one enemy unit was destroyed as a result of an attack made by any IRON HANDS models from your army during both the Shooting phase and the Fight phase of this turn.

15
THE STRENGTH OF METAL
Iron Hands

Look upon the strength of the machine and know for certain that the flesh is weak.

Whilst this Tactical Objective is active, keep a tally of how many times IRON HANDS models from your army would lose a wound that is subsequently not lost (e.g. due to the The Flesh is Weak Chapter Tactic or the Artificer Bionics ability). Score 1 victory point if this Tactical Objective is still active when the tally reaches 10.

16
COLD FURY
Iron Hands

The machine spirits have been roused to war – let the enemy feel their wrath.

Score 1 victory point if any enemy units were destroyed as a result of an attack made by an IRON HANDS VEHICLE model from your army this turn. Score D3 victory points instead if three or more enemy units were destroyed as a result of an attack made by an IRON HANDS VEHICLE model this turn.


Codex Supplement: Crimson Fists

Codex: Space Marines contains a number of rules that apply to Space Marine Detachments. Amongst these are the Chapter Tactics ability, Stratagems, Relics and Warlord Traits, some of which are unique to specific Chapters. These rules also describe which of those rules apply to successor Chapters. The Crimson Fists are a successor Chapter of the Imperial Fists, but we feel that their unique approach to war is such that they warrant a set of bespoke rules to better reflect their background. As a result, if your army includes CRIMSON FISTS Detachments (that is, any Detachment which includes only CRIMSON FISTS units), you can either continue to use the rules for Crimson Fists as presented in Codex: Space Marines (i.e. that Detachment has the Chapter Tactics ability and uses the Imperial Fists’ tactic, and can use the Imperial Fists’ Stratagem etc.), or you can use the rules for Crimson Fists presented here. All Crimson Fists Detachments in your army must use the same rules though - so make it clear to your opponent before the battle begins which rules set you are using. Also note that these rules have been designed to be used in all types of games, including matched play games.

ABILITIES
If your army is Battle-forged, Troops units in CRIMSON FISTS Detachments gain the Defenders of Humanity ability. In addition, INFANTRY, BIKER and DREADNOUGHT units (other than SERVITOR units) in CRIMSON FISTS Detachments also gain the No Matter the Odds ability.

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.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

No Matter the Odds

The Crimson Fists have a well deserved reputation for stoicism in battle. Even when they are facing seemingly impossible odds, when their foes surround them on all sides, still they emerge bloodied but victorious.

Add 1 to hit rolls for attacks made by this unit that target an enemy unit that contains at least twice as many models as their own. For the purposes of this ability, CRIMSON FISTS DREADNOUGHT units from your army count as 5 other models.

Designer’s Note: If you are unsure of your own Chapters founding Chapter, and you feel the rules presented here reflect its character and fighting style better than those in Codex: Space Marines, you can choose to use the rules in this article instead of those in Codex: Space Marines.


Crimson Fists Warlord Traits

If the Warlord of your army is a CRIMSON FISTS CHARACTER, you can pick their Warlord Trait from the Crimson Fists Warlord Traits table below instead of picking one from the Space Marines Warlord Traits table. Alternatively, you can roll one D3 and consult the table below to randomly generate a Warlord Trait for them. If your Warlord is Pedro Kantor, he must have the Tenacious Opponent Warlord Trait.

D3WARLORD TRAIT
1

Tenacious Opponent

This Warlord fights all the harder when he is outnumbered by his foes and all seems lost.

If there are at least 10 enemy models within 6" of this Warlord when he fights in the Fight phase, add D3 to his Attacks characteristic until the end of the phase.

2

Refuse to Die

Countless times have the enemies of Mankind tried to slay this stoic Warlord in battle. None have succeeded.

The first time this warlord is reduced to 0 wounds, roll one D6. On a 4+ set him up again at the end of the phase, as close as possible to his previous position and more than 1" from any enemy models, with D3 wound remaining.

3

Stoic Defender

When this Warlord plants his feet, he and his warriors will hold their ground with implacable determination.

All friendly CRIMSON FISTS INFANTRY, BIKER and DREADNOUGHT units have the Defenders of Humanity ability whilst they are within 6" of this Warlord. If a Crimson Fists unit already has this ability, then each model in that unit counts as two models for the purposes of determining who controls objective markers, whilst that unit is within 6" of this Warlord.


Crimson Fists Stratagems

If your army is Battle-forged, and includes any CRIMSON FISTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems below in addition to stratagems in Codex: Space Marines, and can spend Command Points to use them. Note that for the purposes of the Limits of Command matched play rule, the Bolter Drill Stratagem below is considered to be the same as the identically named Stratagem used by the Imperial Fists in Codex: Space Marines.

1CP

BOLTER DRILL

Crimson Fists Stratagem

The Crimson Fists maintain strict fire discipline at all times, standing shoulder to shoulder with their battle-brothers as they unleash devastatingly accurate volleys of bolter fire into the foe.

Use this Stratagem just before a CRIMSON FISTS INFANTRY unit attacks in the Shooting phase. Until the end of the phase, each time you make a hit roll of 6+ for a model from that unit firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word 'bolt’ (e.g. boltgun, bolt rifle, heavy' bolter, boltstorm gauntlet). Duty’s Burden and Pedro Kantor’s Dorn’s Arrow are also bolt weapons.
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 from their battles about how best to slay these brutish xenos.

Use this Stratagem at the start of the phase. Select one CRIMSON FISTS unit from your army. Until the end of the phase you can re-roll wound rolls for attacks made by that к unit when targeting ORK units.
1CP

SLAY THE TYRANT

Crimson Fists Stratagem

Since the Indomitus Crusade bolstered their ranks, the Crimson Fist have redoubled their efforts to liberate planets enslaved by xenos tyrants, a task that can only be ultimately achieved by cutting the head from the body.

Use this Stratagem at the start of the phase. Select one CRIMSON FISTS unit from your army. Until the end of the phase add 1 to hit rolls for attacks made by that unit when targeting CHARACTERS.

Crimson Fists Relics

If your army is led by a CRIMSON FISTS Warlord, then before the battle you may give one of the following Chapter Relics to a CRIMSON FISTS CHARACTER in your army instead of a Chapter Relic from Codex: Space Marines. Named characters such as Pedro Kantor cannot be given Chapter Relics. Note that your army can have more than one of the Chapter Relics (from Codex: Space Marines and/or from here) by using the Relics of the Chapter Stratagem from Codex: Space Marines. Also note that the Fist of Vengeance is the same Chapter Relic that features in Codex: Space Marines, but is reprinted here for your convenience.

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

Fist of Vengeance

This master-crafted power fist is blood red, and chipped and marked with hundreds of battle scars. Forged many years before the cataclysm that almost destroyed the Crimson Fists, the Fist of Vengeance was recovered from the ruins of the Chapter s fortress monastery, miraculously untouched by the devastation that surrounded it. In the years since that dark day, this symbol of resilience and defiance has been borne into battle by many heroes of the Chapter.

CRIMSON FISTS model with a power fist only. The Fist of Vengeance replaces the bearer’s power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fist of Vengeance
Melee
Melee
x2
-3
3
Duty’s Burden

Presented to Chapter Master Kantor by Roboute Guilliman upon the day of his departure from Rynn’s World, this masterfully crafted bolt rifle serves as a mark of the Primarch’s recognition for all the Crimson Fists have achieved, and a stark reminder of all there is yet to do. Bestowed upon those champions of the Chapter who face especially trying and crucial battles, Duty’s Burden is an exceptionally lethal and utterly trustworthy weapon whose determined machine spirit echoes that of the Crimson Fists themselves.

CRIMSON FISTS model with a bolt rifle, master-crafted auto bolt rifle or master-crafted stalker bolt rifle only. Duty’s Burden replaces the bearer’s bolt rifle, master-crafted auto bolt rifle or master-crafted stalker bolt rifle, and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Duty’s Burden
36"
Rapid Fire 2
5
-2
2

Codex Supplement: Blood Ravens

Codex: Space Marines contains a number of rules that apply to Space Marines Detachments. Amongst these is the Chapter Tactics ability, which offers rules for the First Founding Chapters and their successor Chapters. The Blood Ravens are unusual in that they do not know who their primogenitor Chapter is, so we have presented here an alternative Chapter Tactic to allow you to better represent these mysterious warriors on the battlefield. In addition to this Chapter Tactic, you will find a Stratagem that allows you to field a Chief Librarian in your Blood Ravens army and an extra Chapter Relic that the Blood Ravens have access to. These rules have been designed to be used in all types of games, including matched play.

NAMED CHARACTERS AND WARLORD TRAITS
If Gabriel Angelos is your Warlord, he must have the Rites of War Warlord Trait.

Blood Ravens: Chapter Tactics

If your army includes any BLOOD RAVENS Detachments – that is, a Detachment that only includes units with the BLOOD RAVENS keyword – then when determining which Chapter Tactic units in a Blood Ravens Detachment gain, you can either choose the Chapter Tactic that you feel best represents Blood Ravens on the battlefield (as described in Codex: Space Marines) or you can choose the Blood Ravens: Relentless Seekers Chapter Tactic presented here. All Blood Ravens Detachments in your army must use the same Chapter Tactic; make it clear to your opponent before the battle begins which Chapter Tactic they are using.

RELENTLESS SEEKERS
The Blood Ravens unwaveringly seek out knowledge at all opportunities, and even the most punishing assaults cannot hold them at bay. Their Chapter Librarians are meticulous in this collection, for hopefully this may lead them to some secret about their Chapter’s mysterious past.
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.

In addition, 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.

Blood Ravens: Stratagems

If your army is Battle-forged and includes any BLOOD RAVENS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagem shown below and can spend Command Points to activate it.
1CP

CHIEF LIBRARIAN

Blood Ravens Stratagem

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

Use this Stratagem before the battle. Select one BLOOD RAVENS LIBRARIAN model from your army. 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.

Blood Ravens: Relics

A BLOOD RAVENS CHARACTER from your army can be given the following Chapter Relic instead of one of those presented in Codex: Space Marines.

PURGATORUS

This bolt pistol is a true work of the artificer’s art. Since its forging in M35, many battle-brothers have used the pistol to purge traitors, tyrants and heretics from the Emperor’s realm. The weapon’s machine spirit is wrathful, its aim inescapable; in many ways, Purgatorus epitomises the very warriors who wield it.

Model equipped with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Purgatorus
12"
Pistol 2
5
-3
2

Chapter Relics

The armouries of the Adeptus Astartes include many wondrous relics, from master-crafted weapons to armour and heraldry blessed by the spirit of the Emperor. Many of these artefacts were once wielded by the greatest champions of the Chapter, warriors of legend whose mighty deeds echo through history.

If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a Space Marines CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

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

BELLICOS BOLT RIFLE

The forge world of Bellicos was a closely guarded secret, a hidden weapons-testing facility given dispensation to practise near-heretical levels of technological innovation. Before it was swallowed by the Great Rift, the planet managed to dispatch a single cargo hauler containing prototype bolt rifles of an incredibly advanced pattern. These weapons are regarded with a near-religious reverence for their bellicose lethality, and to wield one is considered a paramount honour.

Model equipped with a master-crafted auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Bellicos bolt rifle
24"
Assault 4
5
-1
2

BENEDICTION OF FURY

Borne on a dozen bloody and hard-fought crusades, this weapon’s unique empathokinetic circuitry has absorbed the bellicosity and righteous wrath of every Chaplain who has ever wielded it. As a result it now strikes with the force of a thunderbolt.

CHAPLAIN model only. This Relic replaces a Crozius Arcanum and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Benediction of Fury
Melee
Melee
+2
-2
3
Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

GHOSTWEAVE CLOAK

Hand-stitched by blinded arming servitors and anointed with the distilled blood of a thousand sentries who failed at their posts, this cloak contains strands of mnemothread spun from a thrice-blessed dataloom imbued with obfuscatory data-spirits. It throws up a hazy field of techno-spiritual dissonance that veils its wearer from both physical sight and enemy sensors, allowing them to slip across the battlefield like a wraith.

PHOBOS model with a camo cloak only. When resolving an attack made against a model with this Relic, subtract 1 from the wound roll.

LAMENT

Dark rumours abound that this weapon is so cruel of essence that those who wield it doom themselves as surely as those who fall under their sights. It is telling of the Space Marines’ selfless courage that they utilise the weapon regardless.

Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Lament
36"
Heavy 1
5
-2
3
Abilities: When resolving an attack made with this weapon, a successful wound inflicts 1 mortal wound on the target in addition to any other damage.

PRIMARCH’S WRATH

The ancient boltgun known as the Primarch’s Wrath is believed to have come from the personal weapons collection of Roboute Guilliman himself. Perhaps the finest example of its kind ever crafted, it has dispensed thunderous death to the foes of Mankind for millennia. Chased in Theldrite moonsilver and inscribed in microscopic lettering with every treatise on tactics that Guilliman ever penned, this weapon’s quality is such that it allows its wielder to sweep away great swathes of the enemy with a storm of armour-piercing, fragmenting bolts.

Model equipped with a boltgun or master-crafted boltgun only. This Relic replaces a boltgun or master-crafted boltgun and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Primarch’s Wrath
24"
Rapid Fire 2
5
-1
2

PURGATORUS

This bolt pistol is a true work of the artificer’s art. Since its forging in M35, many battle-brothers have used the pistol to purge traitors, tyrants and heretics from the Emperor’s realm. The weapon’s machine spirit is wrathful, its aim inescapable; in many ways, Purgatorus epitomises the very warriors who wield it.

Model equipped with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Purgatorus
12"
Pistol 2
5
-3
2

RELIQUARY OF GATHALAMOR

By the time the Indomitus Crusade reached the world of Gathalamor, the Daemon hordes had already carved a bloody path across much of the planet. Its final defence was led by the stoic Knight Centura, Ordela Grendoth, whose powerful null-field was anathema to the warp creatures that assailed the world. Gathalamor was liberated by Guilliman, but Grendoth was slain in the climactic battle. Afterwards, her bones were placed inside a reliquary that now possesses a fraction of her power.

PRIMARIS model only. When a Psychic test is taken for an enemy model within 18" of a model from your army with this Relic, subtract 1 from the total. In addition, when a Psychic test is failed for an enemy model within 18" of a model from your army with this Relic, roll one D6; on a 4+ that enemy model suffers D3 mortal wounds.

STANDARD OF THE EMPEROR ASCENDANT

Woven from threads of spun adamantium in the early days of the Unification of Terra, this banner was carried at the head of the Emperor’s guard. It is said that its constant proximity to the Master of Mankind has imbued within it indelible traces of his psychic signature. Whatever the truth of this, its presence is a constant inspiration to those loyal to the Emperor’s cause, instilling them with valour and determination even as their foes quail in its presence.

ANCIENT model with the Astartes Banner ability only. If a model has this Relic, add 3" to the range of that model’s Astartes Banner ability. When a Morale test is taken for a friendly <CHAPTER> unit within 9" of that model, do not roll a dice; it is automatically passed. In addition, subtract 1 from the Leadership characteristic of enemy units whilst they are within 9" of that model.

TEETH OF TERRA

The origins of the Teeth of Terra lie shrouded in mystery. Mentions of this large, obsidian-toothed chainsword can be found dotted throughout the histories of many Space Marine Chapters, yet the weapon itself can be traced to no artisan’s hand, nor can it be found in any Chapter’s Armoury save in times of the greatest need. What is certain is that, when wielded in battle by a true hero of the Imperium, the Teeth of Terra strikes with the force of a thunderbolt, leaving a bloody trail of broken bodies in its wake.

Model equipped with a chainsword only. This Relic replaces a chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Teeth of Terra
Melee
Melee
+1
-2
2
Abilities: When the bearer fights, it makes 3 additional attacks with this weapon.

THE ARMOUR INDOMITUS

The Armour Indomitus was forged long before the Horus Heresy. Unlike the plasteel and ceramite of normal power armour, the artefact is made from layered plates of raw adamantium, making it all but unbreachable by conventional weaponry. When rained upon with heavier fire, the Armour Indomitus manifests a shimmering force field, the secrets of which have long been lost to modern artificers.

INFANTRY model or BIKER model only. A model with this Relic has a Save characteristic of 2+. In addition, once per battle, before making a saving throw for that model, you can choose to activate the armour’s force field. If you do, that model has a 3+ invulnerable save until the end of the turn.

THE BURNING BLADE

This ancient broadsword is so large and dense that no mere human could lift it, let alone wield it in battle. It was recovered from the wreckage of Horus’ battle barge, the only unblemished artefact in a chamber crawling with the filthy taint of Chaos. Some artificers have posited that it is the Master of Mankind’s greatness that shines out from its sacred steel. In the heat of battle, the sword blazes so bright that it can melt through even the thickest armour.

Model equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword, and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Burning Blade
Melee
Melee
+3
-5
2

THE CRUSADER’S HELM

This imposing helm has been passed down to champions of the Black Templars for many centuries. Worked into its ancient vox-piece is the jawbone of Saint Sebatus the Ancient, a sanctified relic that emboldens the voice of the wearer so that his oratory soars above the clash of battle. The hearts of nearby battle-brothers are filled with zealous fire, and none can stand before their fury.

BLACK TEMPLARS model only. The wearer of the Crusader’s Helm increases the range of its aura abilities by 3" (to a maximum of 12").

THE FIST OF VENGEANCE

This master-crafted power fist is blood red, and chipped and marked with hundreds of battle scars. Forged many years before the cataclysm that almost destroyed the Crimson Fists, the Fist of Vengeance was recovered from the ruins of the Chapter’s fortress monastery. In the years since that dark day, this symbol of resilience and defiance has been borne into battle by many heroes of the Chapter.

CRIMSON FISTS model with a power fist only. The Fist of Vengeance replaces the bearer’s power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Fist of Vengeance
Melee
Melee
x2
-3
3

THE HONOUR VEHEMENT

A single stanza of script, the original of which was said to have been penned by the Emperor himself, the Honour Vehement is typically inscribed on thrice-blessed parchment and affixed with a purity seal upon its bearer’s armour. So potent is the inspirational value of the Emperor’s own evocation of wrath that not only those who bear it, but all their battlebrothers alongside them, are driven into a relentless killing fury.

Friendly <CHAPTER> units are treated as not having the Shock Assault ability whilst they are within 6" of a model from your army with this Relic. Instead, add 1 to the Attacks characteristic of models in friendly <CHAPTER> units whilst their unit is within 6" of a model from your army with this Relic.

THE SALAMANDER’S MANTLE

This heavy-scaled mantle is made from the hide of one of Nocturne’s massive salamander lizards, which live in the deepest lava flows of the planet’s volcanoes. In battle, this cloak can turn blades and bolts aside in a shower of flame, mimicking the durability of the firebreathing beast it was made from.

SALAMANDERS model only. The wearer of the Salamander’s Mantle increases their Toughness characteristic by 1.

THE SHIELD ETERNAL

The Shield Eternal is believed to have been a gift from Rogal Dorn to his seneschal during the dark days of the Horus Heresy. This magnificently worked storm shield is a bulwark against which all the wrath of a hateful galaxy can crash. Its warding powers turn aside the maleficent attentions of the witch and the Daemon, safeguarding its wearer from mortal blows and perfidious warpcraft alike.

Model with a storm shield or combat shield only. This Relic replaces a storm shield or combat shield. A model with this Relic has a 3+