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

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

Books

BookKindEditionVersionLast update
► Imperium 1Index81.2April 2018
  Imperial Armour: Forces of the Adeptus AstartesIndex81.6April 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 EditionExpansion81.1April 2019
  Imperium Nihilus: Vigilus DefiantExpansion81.2April 2019
  Vanguard Space MarinesCodex81.0April 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.

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 Marine units are drawn from a Chapter. Some datasheets specify what Chapter the unit is drawn from (e.g. Marneus Calgar has the ULTRAMARINES keyword, so is drawn from the Ultramarines Chapter). If an Adeptus Astartes datasheet does not specify which Chapter it is drawn from, it will have the <CHAPTER> keyword. When you include such a unit in your army, you must nominate which Chapter that unit is from. You then simply replace the <CHAPTER> keyword in every instance on that unit’s datasheet with the name of your chosen Chapter.

For example, if you were to include a Captain in your army, and you decided he was from the Blood Ravens Chapter, his <CHAPTER> Faction keyword is changed to BLOOD RAVENS and his Rites of Battle ability would then say ‘You can re-roll hit rolls of 1 made for friendly BLOOD RAVENS units within 6" of this model.’

While this page of the site provides rules for all Space Marine Chapters, those that are more unique – such as the Blood Angels or Space Wolves – have certain restrictions, datasheets and army special rules that can be found on their own pages of the site. The LEGION OF THE DAMNED keyword can only be taken by Damned Legionnaires, while the other Chapters are described later on this page, with each description covering which units can be part of each Chapter. If you wish to see which units each Chapter can include, we recommend reading the relevant section first.

The Lost Librarius

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

ADEPTUS ASTARTES PSYKERS cannot be drawn from the BLACK TEMPLARS Chapter.

Abilities

The following ability is common to several ADEPTUS ASTARTES units:

And They Shall Know No Fear

Blessed with an adamantine will and an unshakeable faith in the righteousness of their cause, the Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

You can re-roll failed Morale tests for this unit.

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

In the rules described in this section we often refer to ‘Space Marines units’. This is shorthand for 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 therefore one which only includes units with one of these keywords.

Note that other Space Marine Chapters, such as the Blood Angels and the Space Wolves, deviate significantly in terms of organisation and fighting styles. These Chapters therefore cannot make use of any of the rules or abilities listed in this section, and instead have their own rules.

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. Such a unit 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.

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, all INFANTRY, BIKER and DREADNOUGHT units in a Space Marines Detachment gain a Chapter Tactic, 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 opposite. 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, use the Chapter Tactic of its founding Chapter. For example, Crimson Fists are a successor Chapter of the Imperial Fists, so should use the Chapter Tactic of the Imperial Fists. If you are unsure of a Chapter’s founding Chapter, either consult the background sections of our books or choose a Tactic from the table that best describes its character and fighting style.

Note that due to their lobotomised nature, SERVITOR units are an exception and never gain a Chapter Tactic.

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.

Specialist Detachments


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.

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, Master Artisans, Shadow Masters, The Flesh is Weak.

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.

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. One of the last redoubts of the Imperium was a network of reinforced defences held valiantly by a cadre of Sisters of Silence. They were 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 which now possesses a fraction of her power.

Enemy PSYKERS must subtract 1 from Psychic tests made within 18" of the bearer. In addition, if the psychic power is not successfully manifested, roll a D6. On a 4+ the PSYKER that attempted to manifest that psychic power suffers D3 mortal wounds.

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.
1CP

VETERAN INTERCESSORS

Space Marines Stratagem

This squad has been noted for their exemplary service across a dozen war zones.

Use this Stratagem before the battle begins. Pick an INDOMITUS CRUSADER INTERCESSOR SQUAD unit from your army to be Veteran Intercessors. That unit gains the VETERAN keyword for the duration of the battle. In addition, add 1 to the Attacks and Leadership characteristics of that unit for the duration of the battle. This Stratagem can only be used on the same unit once
per battle.
1CP

TARGET SIGHTED

Space Marines Stratagem

With pinpoint accuracy, veteran 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. Pick a VETERAN INTERCESSOR SQUAD unit from your army. Until the end of the phase, stalker bolt rifles the models in that unit are armed with gain the following ability: ‘This weapon can target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage’.
1CP

BOLT STORM

Space Marines Stratagem

A hailstorm of bolter fire is unleashed at point-blank range. Under the sheer volume of fire, none can escape.

Use this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSOR SQUAD unit from your army. Until the end of the phase, auto bolt rifles the models in that unit are armed with gain the following ability: ‘When this weapon targets an enemy unit within half range, it automatically hits its target’.
1CP

RAPID FIRE

Space Marines Stratagem

The superhuman reflexes of these veteran warriors produce a devastating rate of fire.

Use this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSOR SQUAD unit from your army. Until the end of the phase, bolt rifles the models in that unit are armed with change their type to Rapid Fire 2.

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.

SOLDIER’S BLADE

This deceptively simple sword has been a treasure of the Ultramarines since the Chapter’s founding. Though it contains none of the matter-disruptive 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 it has survived for millennia without ever needing to be sharpened.

Model with power sword or master-crafted power sword only. The Soldier’s Blade replaces the bearer’s power sword or master-crafted power sword, 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


Black Templars: Righteous Zeal

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

You can re-roll failed charge rolls for BLACK TEMPLARS units with this tactic.

Imperial Fists: Siege Masters

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

Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by IMPERIAL FISTS models with this tactic. In addition, you can re-roll any failed wound rolls for IMPERIAL FISTS units with this tactic when they are targeting a BUILDING.

Iron Hands: The Flesh is Weak

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

Roll a dice each time an IRON HANDS model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound.

Raven Guard: Shadow Masters

From the shadows strike the Raven Guard, emerging with dizzying swiftness to gut the foe before they have a chance to react.

Your opponent must subtract 1 from any hit rolls when shooting at RAVEN GUARD units with this tactic if they are more than 12" away.

Salamanders: Master Artisans

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

You can re-roll a single failed hit roll and a single failed wound roll made for a SALAMANDERS unit with this tactic each time it shoots or fights.

Ultramarines: Codex Discipline

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

Add 1 to the Leadership characteristic of all ULTRAMARINES models with this tactic. In addition, ULTRAMARINES units with this tactic can still shoot in a turn in which they Fall Back, but if they do so you must subtract 1 from their hit rolls in the Shooting phase.

White Scars: Lightning Assault

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

Whenever a WHITE SCARS unit with this tactic Advances it moves an extra 2" in addition to the distance rolled (BIKER units with the Turbo-boost ability therefore move an additional 8" when Advancing). In addition, WHITE SCARS units with this tactic can still charge in a turn in which they Fell Back.

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 on the battlefield.

Some of the Stratagems listed here are unique to specific Chapters. If your Chapter does not have any associated Stratagems, you can use the Stratagems of its founding Chapter. For example, Crimson Fists are a successor Chapter of the Imperial Fists, so you can use the Bolter Drill Stratagem to affect a CRIMSON FISTS INFANTRY unit just as if were an IMPERIAL FISTS unit. Note that the Black Templars Chapter cannot make use of their founding Chapter’s Stratagems; instead they have one of their own – Abhor the Witch. If you are unsure of a Chapter’s founding Chapter, either consult the background sections of our books or choose one that best describes its character and fighting style.
1CP/3CP

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 extra Chapter Relic for 1 CP, or two extra Chapter Relics for 3 CPs. All of the Chapter Relics that you include must be different and be given to different Space Marines CHARACTERS. You can only use this Stratagem once per battle.
1CP

LINEBREAKER BOMBARDMENT

Space Marines Stratagem

The sheer power of a Space Marine armoured assault can shatter all before it in a firestorm of high-explosive rounds.

Use this Stratagem in your Shooting phase if a Vindicator is within 6" of 2 other friendly <CHAPTER> Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24" of all three vehicles. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.
1CP

KILLSHOT

Space Marines Stratagem

Space Marine Predators often hunt in packs, combining their firepower to devastating effect.

Use this Stratagem in your Shooting phase if a Predator is within 6" of 2 other friendly <CHAPTER> Predators. If you do so, you can add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.
3CP

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. Select an ADEPTUS ASTARTES Captain in your army. Replace this model’s CAPTAIN keyword with CHAPTER MASTER and replace his Rites of Battle ability with the following ability: ‘Chapter Master: You can re-roll any failed hit rolls for friendly <CHAPTER> units within 6" of this model.’ You can only use this Stratagem once and your army cannot include two CHAPTER MASTERS from the same Chapter.
1CP

SCIONS 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 is selected to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase (if the unit is a Tactical Squad or Intercessor Squad, re-roll all failed hit rolls instead).
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 the Shooting phase, if you have an ADEPTUS ASTARTES Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every 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

CLUSTER MINES

Space Marines Stratagem

Space Marine Scouts are trained in unconventional tactics, such as scattering lethal cluster mines to cover their retreat.

Use this Stratagem when a Scout Bike Squad Falls Back. Select one enemy unit that is within 1" of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.
1CP

BORN IN THE SADDLE

White Scars Stratagem

No Chapter has mastered the speed and fury of bike warfare as comprehensively as the White Scars.

Use this Stratagem when a WHITE SCARS BIKER unit Advances. That unit can still shoot and charge this turn. In addition, that unit does not suffer the penalty to hit rolls for Advancing and firing Assault weapons.
1CP

MASTERFUL MARKSMANSHIP

Space Marines Stratagem

Sternguard Veterans are experts in identifying the slightest weaknesses in their target’s defences, then exploiting them with lethal skill.

Use this Stratagem when a Sternguard Veteran Squad is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that phase.
1CP

ABHOR THE WITCH

Black Templars Stratagem

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

Use this Stratagem when an enemy PSYKER manifests a psychic power within 24" of a friendly BLACK TEMPLARS unit. Roll a D6: on a 4+, that psychic power is resisted by the sheer willpower of your unit and its effects are negated.
1CP

EMPYRIC CHANNELLING

Space Marines Stratagem

Alone, a Space Marine Librarian is a mighty battle-sorcerer. Gathered together, they possess the power to shatter worlds.

Use this Stratagem at the start of a Psychic phase if an ADEPTUS ASTARTES PSYKER is within 6" of at least 2 other friendly <CHAPTER> PSYKERS. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.
1CP

DATALINK TELEMETRY

Space Marines Stratagem

Land Speeders are excellent forward recon craft, able to vox through precise bombardment coordinates to nearby artillery.

Use this Stratagem in the Shooting phase just before a Whirlwind shoots. If the target of the Whirlwind’s shooting attacks are visible to a friendly <CHAPTER> LAND SPEEDER unit that is within 12" of the target unit, the Whirlwind’s attacks automatically hit.
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 just before an ADEPTUS ASTARTES INFANTRY model attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.
1CP

BOLTER DRILL

Imperial Fists Stratagem

Their aim guided by years of marksmanship training, the Imperial Fists unleash a devastatingly accurate fusillade of bolter fire.

Use this Stratagem just before an IMPERIAL 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). Pedro Kantor’s Dorn’s Arrow is also a bolt weapon.
1CP

MACHINE EMPATHY

Iron Hands Stratagem

Having shed their mortal flesh and embraced the purity of metal, the Iron Hands can forge a unique, empathic connection with a vehicle’s machine spirit.

Use this Stratagem just before an IRON HANDS VEHICLE attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing a Heavy weapon, or for Advancing and firing an Assault weapon.
1CP

FLAMECRAFT

Salamanders Stratagem

The Salamanders have an innate understanding of flamer weaponry, and are able to combine and direct streams of whitehot prometheum to create all-consuming infernos.

Use this Stratagem just before a SALAMANDERS unit attacks in the Shooting phase. Until the end of the phase, add 1 to the wound rolls made for all of that unit’s flame weapons. For the purposes of this Stratagem, a flame weapon is any weapon profile whose name includes the word ‘flame’ (e.g. flamer, heavy flamer, flamestorm cannon, flamestorm gauntlet). Vulkan He’stan’s Gauntlet of the Forge is also a flame weapon.
1CP

STRIKE FROM THE SHADOWS

Raven Guard Stratagem

The Sons of Corax emerge from the shadows and fall upon their foes in a swift and devastating strike, slitting the throats of their prey before they even have a chance to react.

Use this Stratagem during deployment, when you set up a RAVEN GUARD INFANTRY unit from your army. At the start of the first battle round but before the first turn begins, you can move that unit up to 9”. It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
2CP

AUSPEX SCAN

Space Marines Stratagem

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

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your ADEPTUS ASTARTES INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
1CP

TACTICAL FLEXIBILITY

Space Marines Stratagem

Space Marines are trained to adapt to changing battlefield conditions, and can reform their ranks at a moment’s notice.

Use this Stratagem at the start of any of your Movement phases. Select a friendly ADEPTUS ASTARTES unit with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.
1CP

FLAKK MISSILE

Space Marines Stratagem

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

You can use this Stratagem just before a friendly ADEPTUS ASTARTES INFANTRY model attacks a unit that can FLY with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.
1CP

ARMOUR OF CONTEMPT

Space Marines Stratagem

Techmarines prize the most belligerent and stalwart machine spirits, for they are unyielding in their persecution of the enemy.

Use this Stratagem when an ADEPTUS ASTARTES VEHICLE suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase: on a 5+, that mortal wound is ignored and has no effect.
2CP

ONLY IN DEATH DOES DUTY END

Space Marines Stratagem

The certainty of 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 is slain; that model summons the strength for one final attack, and can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase (this Stratagem is not cumulative with the Astartes Banner ability – the Stratagem takes precedence).
3CP

HONOUR THE CHAPTER

Space Marines Stratagem

Every Chapter has forged its own tales of heroism and valour, and no battle-brother would see that noble record besmirched.

Use this Stratagem at the end of the Fight phase. Select an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES BIKER unit – that unit can immediately fight for a second time.
1CP

WISDOM OF THE ANCIENTS

Space Marines Stratagem

Each fallen hero 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 inspire their fellow battle-brothers.

Use this Stratagem at the start of any phase. Select a friendly ADEPTUS ASTARTES <CHAPTER> DREADNOUGHT. Until the end of the phase, you can re-roll all hit rolls of 1 for <CHAPTER> units within 6" of that Dreadnought.
1CP

DEATH TO THE TRAITORS!

Space Marines Stratagem

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

Use this Stratagem when an ADEPTUS ASTARTES unit is chosen to attack in the Fight phase. Each time you roll a hit roll of 6+ for a model in this unit during this phase, it can, if it was targeting a HERETIC ASTARTES unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
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 leave the foe sprawling.

Use this Stratagem when a Thunderfire Cannon is selected to attack in the Shooting phase. Subtract 1 from all wound rolls made when firing the thunderfire cannon this phase, but if the target is hit, then during its next turn halve its Movement characteristic and the result of any Advance and Charge rolls made for it. Tremor shells have no effect on TITANIC units and units that can FLY.

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 foes.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Librarius discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
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, pick an ADEPTUS ASTARTES unit within 18". Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn’t 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 an ADEPTUS ASTARTES model within 12". Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics.

3

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 a visible enemy unit within 18". Then, roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens.

4

FURY OF THE ANCIENTS

Calling upon the myths and legends 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, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.

5

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 a friendly ADEPTUS ASTARTES unit within 18". Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.

6

NULL ZONE

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

Null Zone has a warp charge value of 8. If manifested, then until the start of your next Psychic phase, while they are within 6" of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.


Obscuration Discipline

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 PSYKERS that can use powers from the Obscuration discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
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 a friendly ADEPTUS ASTARTES PHOBOS unit within 18" of the psyker. Until the start of your next Psychic phase, enemy models can only shoot this unit if it is the closest target that is visible to them.

2

Scryer’s Gaze

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.

Scryer’s Gaze has a warp charge value of 6. If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll failed hit rolls for attacks made with that units ranged weapons, and enemy models do not receive the benefit of cover to their saving throws against ranged attacks made by that unit.

3

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 6. If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase.

4

Hallucination

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

Hallucination has a warp charge value of 6. If manifested, select an enemy unit within 18" of and visible to the psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership characteristic. In addition, your opponent must roll 2D6 - if the result is greater than that unit’s Leadership characteristic, subtract 1 from hit rolls made for that unit until the start of your next Psychic phase.

5

Tenebrous Curse

As the psyker twists his hand, a psychic bolt lances through his foes’ minds. 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 an enemy unit that cannot FLY and is visible to and within 18" of the psyker. That unit suffers a mortal wound. In addition, until the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance or Charge rolls made for it.

6

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 an enemy model within 18" of and visible to the psyker. That model’s unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a CHARACTER, you can then roll 3D6. If the result is equal to or higher than that models Leadership characteristic, you gain 1 Command Point.


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 the Warlord of your army is a Space Marines CHARACTER, you can pick their Warlord Trait from the Space Marines Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait.
D6WARLORD TRAIT
1

ANGEL OF DEATH

The warlord personifies the fury of the Emperor’s wrath. Heretics, traitors and xenos quail in fear in his presence as they feel the vengeance of the Imperium fall upon them.

Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your Warlord.

2

THE IMPERIUM’S SWORD

The warlord hurls himself forward with unbridled ferocity, cutting down the foe like wheat.

Re-roll failed charge rolls for your Warlord. In addition, if your Warlord charges in the Charge phase, add 1 to his Attacks characteristic until the end of the Fight phase.

3

IRON RESOLVE

Filled with the righteous fury of the Adeptus Astartes, the warlord shrugs off even mortal wounds, his faith and duty driving him on long after lesser warriors would have fallen.

Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord shrugs off the damage and does not lose the wound.

4

STORM OF FIRE

With a series of rapid battle gestures, the warlord focuses the firepower of his squads so that their attacks hit the vulnerable points in their target’s armour.

Each time you roll a wound roll of 6 or more for a friendly <CHAPTER> unit within 6" of the Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1 (i.e. AP0 become AP-1, AP-1 becomes AP-2).

5

RITES OF WAR

Honour-bound by sacred oaths of fealty to the Imperium, the warlord and his warriors vow to secure victory at any cost.

Friendly <CHAPTER> units within 6" of your Warlord automatically pass Morale tests.

6

CHAMPION OF HUMANITY

The warlord is a renowned hero of the Imperium, having slain tyrants and generals beyond counting.

You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy CHARACTERS.


Chapter Warlord Traits

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

Named Characters and Warlord Traits

The mightiest heroes of the Adeptus Astartes are exemplars of their Chapter’s methods of waging war. If a named character is your Warlord, they must be given the associated Warlord Trait of their Chapter. For example, if Marneus Calgar is your Warlord, he would have the Ultramarines’ Adept of the Codex Warlord Trait.

CHAPTERTRAIT
UltramarinesAdept of the Codex: Ultramarines warlords are peerless masters of tactics and strategy.
Whilst your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a Stratagem; on a 5+ that CP is immediately refunded. 
White ScarsDeadly Hunter: White Scars warlords charge with deadly skill, claiming heads before the foe can react.
Roll a dice each time your Warlord finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers a mortal wound
Imperial FistsArchitect of War: Imperial Fists warlords have a gift for bolstering any defensive position they hold.
Friendly IMPERIAL FISTS units within 6" of your Warlord that are receiving the benefit of cover add an additional 1 to their saving throws against attacks with an AP characteristic of -1. 
Crimson FistsTenacious Opponent: Crimson Fists warlords fight even harder when outnumbered and all seems lost.
If there are at least 10 enemy models within 6" of your Warlord when he fights in the Fight phase, add D3 to his Attacks until the end of the phase. 
Black TemplarsOathkeeper: The fury of a Black Templars warlord cannot be stayed until his foes lie dead at his feet.
Your Warlord can perform a Heroic Intervention if the enemy are within 6" (rather than 3") and can move up to 6" when doing so. 
SalamandersAnvil of Strength: The warlords of the Salamanders are renowned for their great strength.
Add 1 to the Strength characteristic of your Warlord
Raven GuardSilent Stalker: Raven Guard warlords appear in the midst of the foe and strike without warning.
Enemy units cannot fire overwatch at your Warlord
Iron HandsMerciless Logic: The warlords of the Iron Hands believe that mercy is for the weak.
Each time you roll a hit roll of 6+ for your Warlord, make one extra attack at the same target using the same weapon (these bonus attacks cannot themselves generate any further attacks). 

Vanguard Warlord Traits

The commanders of the Vanguard strike forces are masters of covert warfare and stealth tactics. Each has led countless operations deep into enemy territory, wreaking untold damage upon heretic and xenos forces.

If a PHOBOS CHARACTER is your Warlord, you can generate a Warlord Trait for him from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.
D6WARLORD TRAIT
1

SHOOT AND FADE

This master of ambush never lets his enemies settle, constantly harrying them with fire before fading back into the shadows.

Immediately after making a shooting attack apart from when firing Overwatch your Warlord can move as if it were the Movement phase. If it does, it must Advance as part of this move.

2

PRINCEPS OF DECEIT

None can anticipate this leaders strategies, for he is peerless in the arts of subterfuge and misinformation.

If your Warlord has this trait, then at the start of the first battle round, but before the first turn has begun, pick up to three friendly <CHAPTER> INFANTRY units that are on the battlefield. You can immediately remove these units from the battlefield and set them up again as described in the Deployment section of the mission you are playing (if both players have abilities that allow them to redeploy units, roll off and the winner chooses which player 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> units whilst they are within 6' of your Warlord. In addition, add 1 to Advance and charge rolls made for friendly <CHAPTER> units whilst they are within 6" of your Warlord.

4

STEALTH ADEPT

Few are as adept at slipping through enemy-held territory and avoiding the wary eyes of sentries as this warrior of the Vanguard forces.

Subtract 1 from hit rolls that target your Warlord.

5

TARGET PRIORITY

This tactician is constantly analysing the battlefield, seeking opportune targets and directing pinpoint hails of fire at them.

Instead of shooting with your Warlord in your Shooting phase, you can select one friendly <CHAPTER> unit within 3" of it and one enemy unit that is visible to your Warlord. Until the end of the phase, add 1 to hit rolls for attacks made by that friendly unit that target that enemy unit.

6

MARKSMAN'S HONDORS

One of the finest sharpshooters in the galaxy, this Vanguard commander is capable of bringing down almost any foe with surgical precision.

The Damage characteristic of ranged weapons your Warlord is armed with is increased by 1. In addition, you can re-roll failed hit and wound rolls for shooting attacks made by your Warlord. This Warlord Trait does not apply to Grenade weapons, but does apply to Chapter Relics.


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 the enemy unit was slain by an attack made by a unit that can FLY, or a unit that arrived as reinforcements during the turn.

12
HONOUR YOUR CHAPTER
Space Marines

With the righteous wrath of the Emperor, the heroes of the Space Marines bring the cursed leaders of their enemies low.

Score 1 victory point if an enemy CHARACTER lost a wound as the result of an attack made by one of your CHARACTERS during this turn. If any enemy CHARACTERS were slain as the result of such an attack, score D3 victory points instead.

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. If three or more units were destroyed and/or failed Morale tests, score D3 victory points instead.

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 one or more of your INFANTRY or BIKER units made a successful charge during this turn.

15
LIGHTNING STRIKE
Space Marines

The Space Marines are the spear-tip 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 the enemy deployment zone at the start of the turn was destroyed during this turn.

16
EMPEROR’S RETRIBUTION
Space Marines

Nothing can deny the Adeptus Astartes their objective.

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


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 may give one of the following Chapter Relics to a Space Marine CHARACTER in your army. Named characters such as Marneus Calgar already have one or more artefacts, and cannot be given any of the following relics.

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

MANTLE OF THE STORMSEER

This ancient mantle crackles with elemental energies. None know who crafted this relic, but it is gifted to whichever White Scars Librarian demonstrates the greatest skill at communing with the spirits of the storm. Said to channel these entities, the mantle allows the wearer to wield the wrath of the storm itself.

WHITE SCARS PSYKER only. The wearer of the Mantle of the Stormseer adds 1 to their Psychic test when attempting to manifest the Smite power.

RAVEN’S FURY

This jump pack is a technological marvel, now well beyond the finest artificers of the Imperium. It incorporates miniaturised plasmaengines in place of the traditional ram jets, providing the pack’s wearer a lightning turn of speed when boosting into battle.

RAVEN GUARD JUMP PACK model only. The bearer of the Raven’s Fury can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.

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.

Company Ancient, Chapter Ancient or Primaris Ancient only. If a model has the Standard of the Emperor Ascendant, you can add 1 to the dice roll made to see if friendly <CHAPTER> models within 6" of the bearer can summon the strength to make one final attack when slain. In addition, whilst within 6" of the bearer, friendly ADEPTUS ASTARTES models automatically pass Morale tests, whilst enemy units must subtract 1 from their Leadership characteristic.

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.

Models with a chainsword only. The Teeth of Terra replaces the bearer’s chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Teeth of Terra
Melee
Melee
+1
-2
2
Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.

THE ARMOUR INDOMITUS

The Armour Indomitus is an ancient suit of artificer armour forged long before the Horus Heresy. Unlike the plasteel and ceramite of modern power armour, the Armour Indomitus is made from layered plates of raw adamantium, making it extremely heavy but all but unbreachable by conventional weaponry. In the face of even heavier fire, it also incorporates a shimmering force field, the secrets of which have long been lost to modern artificers.

The wearer of the Armour Indomitus has a Save characteristic of 2+. In addition, once per battle, before making one of the wearer’s saving throws, you can choose to activate the armour’s force field. When you do so, the Armour Indomitus confers a 3+ invulnerable save for the remainder of the turn.

THE AXE OF MEDUSA

Traditionally, the Axe of Medusa has been held by the Iron Council and given to the Chapter’s chosen war leader as a badge of office. For over three centuries now, this weapon has been wielded by Kardan Stronos, and used to great effect in battle. However, when dispatching another hero of the Iron Hands on some particularly important mission, Stronos has been known to bestow the Axe of Medusa as a mark of favour and faith.

IRON HANDS model with a power axe only. The Axe of Medusa replaces the bearer’s power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Axe of Medusa
Melee
Melee
+2
-3
2

THE BURNING BLADE

This ancient broadsword is so large and dense that only a Space Marine 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. Models with a power sword or master-crafted power sword only.

The Burning Blade replaces the bearer’s power sword or mastercrafted power sword, and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Burning Blade
Melee
Melee
+2
-5
1

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 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, and 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 lethal, fragmenting bolts.

Models with a boltgun or master-crafted boltgun only. The Primarch’s Wrath replaces the bearer’s 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

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 SANCTIC HALO

The energy-field projector built into this elaborately filigreed iron halo not only deflects bullets and repels blade thrusts, it also amplifies the bearer’s mental will, allowing them to withstand devastating psychic attacks in the thick of battle.

ULTRAMARINES CAPTAIN or CHAPTER MASTER only. The bearer of the Sanctic Halo has a 3+ invulnerable save and can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker.

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. The Shield Eternal replaces the model’s storm shield or combat shield. This relic grants the bearer a 3+ invulnerable save, and any damage they suffer is halved (rounding up).

THE SPARTEAN

This bolt pistol is a true work of the artificer’s art. Since its forging in M35, hundreds of warriors have used the pistol to slay traitors, tyrants and the other myriad enemies of Mankind. Every wielder has said the same of the weapon; if the marksman’s eye is true, then the Spartean’s shot will be too.

IMPERIAL FIST model with a bolt pistol only. The Spartean replaces the bearer’s bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Spartean
12"
Pistol 2
4
-1
2
Abilities: This weapon can target enemy CHARACTERS even if they are not the closest model to the bearer.

TOME OF MALCADOR

Malcador the Sigillite was the trusted aide of the Emperor himself. The most potent human psyker of the time, the tome he penned on the nature of reality enhances the mind of the reader.

PSYKER only. The bearer of the Tome of Malcador knows one additional psychic power from the Librarius discipline.

Wargear

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

SERGEANT EQUIPMENT

Up to two weapons can be chosen from the following list:

 • Bolt pistol

 • Grav-pistol

 • Plasma pistol

 • Chainsword

 • Power sword

 • Power axe

 • Power maul

 • Lightning claw

 • Power fist

 • Thunder hammer1

One weapon can be chosen from the following list:

 • Boltgun

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

1 Cannot be taken by a Sternguard Veteran Sergeant

COMBI-WEAPONS

 • Storm bolter

 • Combi-plasma

 • Combi-flamer

 • Combi-melta

 • Combi-grav

SPECIAL WEAPONS

 • Flamer

 • Plasma gun

 • Meltagun

 • Grav-gun

PISTOLS

 • Bolt pistol

 • Plasma pistol

 • Grav-pistol

MELEE WEAPONS

 • Chainsword

 • Power sword

 • Power axe

 • Power maul

 • Power lance

 • Power fist

 • Lightning claw

 • Thunder hammer

HEAVY WEAPONS

 • Missile launcher

 • Heavy bolter

 • Multi-melta

 • Lascannon

 • Grav-cannon and grav-amp

 • Plasma cannon

TERMINATOR MELEE WEAPONS

 • Lightning claw

 • Power fist

 • Thunder hammer

 • Storm Shield

TERMINATOR COMBI-WEAPONS

 • Storm bolter

 • Combi-plasma

 • Combi-flamer

 • Combi-melta

TERMINATOR HEAVY WEAPONS

 • Heavy flamer

 • Assault cannon

 • Cyclone missile launcher and storm bolter

DREADNOUGHT HEAVY WEAPONS

 • Twin heavy flamer1

 • Twin autocannon1

 • Twin heavy bolter1

 • Twin lascannon1

 • Assault cannon

 • Heavy plasma cannon

 • Multi-melta

1 Not included in Codex: Space Marines


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
15
Accelerator autocannon
48"
Heavy 2
7
-2
2
-
30
Aiolos missile launcher
60"
Heavy 2D3
6
-1
1
-
0
Air defence missiles
48"
Heavy D3
8
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
50
Anvillus autocannon battery
36"
Heavy 8
8
-1
2
-
75
Arachnus heavy lascannon battery
48"
Heavy 2
10
-4
D6
When attacking with this weapon, if at least one dice roll when determining Damage is inflicted is a natural ‘6’ then a mortal wound is inflicted in addition to other damage.
0
Artificer flamer
8"
Assault D6
5
-1
D3
This weapon hits its target automatically.
10
Assault bolter
18"
Assault 3
5
-1
1
-
22
Assault cannon
24"
Heavy 6
6
-1
1
-
17
Assault plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
24"
Assault 2
7
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
6
Astartes grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Astartes shotgun
12"
Assault 2
4
0
1
If the target is within half range, add 1 to this weapon’s Strength.
1
Auto bolt rifle
24"
Assault 2
4
0
1
-
12
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
0
Black Spear lasbeam
12"
Assault 1
8
-2
D3
-
0
Bloodfire
When attacking with this weapon, choose one of the profiles below:
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer suffers a single mortal wound.
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
3
Bolt sniper rifle
This weapon can target a CHARACTER even if it is not the closest enemy unit. In addition, when attacking with this weapon, choose one of the profiles below.
 - Executioner round
36"
Heavy 1
4
-2
D3
If you make a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage.
 - Mortis round
36"
Heavy 1
4
-1
1
This weapon can target units that are not visible to the firer. Add 2 to hit rolls made for this weapon. Units do not receive the benefit of cover to their saving throws against attacks made with this weapon.
 - Hyperfrag round
36"
Heavy D3
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
22
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
0
1
-
0
Burning Wrath
2"
Pistol 2D6
4
0
1
This weapon hits its target automatically.
30
C-beam cannon
72"
Heavy 1
6
-3
D3
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
0
Catechist
12"
Pistol 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
25
Centurion missile launcher
36"
Assault D3
8
-2
D3
-
0
Cerberus launcher
18"
Heavy D6
4
0
1
-
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
13
Combi-grav
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
15
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
11
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
20
Conversion beamer
42"
Heavy D3
6
0
1
Attacks from a conversion beamer that target enemies at over half its range are resolved at Strength 8, AP -1 and Damage 2.
50
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
36"
Heavy 2D3
4
0
1
-
 - Krak missile
36"
Heavy 2
8
-2
D6
-
75
Cyclonic melta lance
18"
Heavy 2D3
9
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Deathstorm cannon array
12"
Heavy 6
6
-1
1
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
0
Deathstorm missile array
18"
Heavy 2
8
-2
D3
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
5
Deathwind launcher
12"
Assault D6
5
0
1
-
0
Demolisher cannon
24"
Heavy D3
10
-3
D6
When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
0
Disintegration combi-gun
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Disintegration gun
18"
Rapid Fire 1
5
-3
D6
-
0
Disintegration pistol
9"
Pistol 1
5
-3
D6
-
Dorn’s Arrow
24"
Assault 4
4
-1
1
-
0
Dreadfire heavy flamer
8"
Heavy D6
6
-2
3
This weapon hits its target automatically.
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
If the Relic Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
35
Dreadnought inferno cannon
8"
Heavy D6
6
-1
2
This weapon hits its target automatically.
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
100"
Heavy 2D6
8
-3
2
When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
100"
Heavy 2
14
-4
6
-
0
Firefury missile battery
72"
Heavy 4
6
-1
1
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
30
Flamestorm cannon
8"
Heavy D6
6
-2
2
This weapon automatically hits its target.
15
Flamestorm gauntlets (shooting)
8"
Assault 2D6
4
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
Gauntlet of the Forge
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
Gauntlets of Ultramar (shooting)
24"
Rapid Fire 2
4
-1
2
-
28
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
12
Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
8
Grav-pistol
12"
Pistol 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
15
Graviton blaster
18"
Assault 2
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
0
Grenade discharger
When attacking with this weapon, choose one of the profiles below:
 - Frag grenade
12"
Grenade D6
3
0
1
-
 - Krak grenade
12"
Grenade 1
6
-1
D3
-
0
Grenade harness
12"
Assault D6
4
-1
1
-
Hand of Dominion (shooting)
24"
Rapid Fire 3
6
-1
2
-
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Heavy neutron pulse array
72"
Heavy 3
14
-4
3+D6
Any VEHICLE which suffers wounds from this weapon but is not slain subtracts 1 from its Shooting hit rolls until the end of its controlling player’s next Shooting phase.
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
16
Heavy plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
17
Heavy plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
36"
Heavy 1
9
-4
2
On a hit roll of 1, the bearer is slain.
0
Helios launcher
72"
Heavy 2D6
7
-1
1
This weapon can target units that are not visible to the bearer.
40
Hellfire plasma carronade
24"
Heavy 5
8
-3
3
For each hit roll of a 1, the bearer suffers one single mortal wound after all of the weapon’s shots have been resolved.
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
30
Hyperios launcher
72"
Heavy 2D3
8
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. This weapon can target units not visible to the firing model.
6
Icarus ironhail heavy stubber
36"
Heavy 3
4
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
6
Icarus rocket pod
24"
Heavy D3
7
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Infernus
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
45
Infernus cannon
8"
Heavy 2D6
5
-1
2
This weapon hits its target automatically.
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
0
Judgement
24"
Rapid Fire 2
4
-2
2
-
0
Kane’s plasma pistol
When attacking with this weapon, choose one of the profiles below:
 - Standard
12"
Pistol 2
7
-3
1
-
 - Supercharge
12"
Pistol 2
8
-3
2
For each hit roll of 1, the bearer suffers a single mortal wound.
25
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
25
Kheres pattern assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
4
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
30
Las-ripper
24"
Heavy 2
8
-3
3
-
40
Las-talon
24"
Heavy 2
9
-3
D6
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
 - Volley fire
36"
Heavy 2
9
-3
3
-
 - Overcharge fire
36"
Heavy 2
10
-5
6
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
31
Macro plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
8
-4
1
-
 - Supercharge
36"
Heavy D6
9
-4
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
50
Magna-melta cannon
24"
Heavy D3
10
-4
D6
If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
0
Malice
30"
Assault 3
5
-4
D3
Units do not gain the saving throw bonus for being in cover against attacks with this weapon.
0
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
Each unmodified hit roll of 6 made for this weapon’s attacks automatically hits and results in a wound (do not make a wound roll for that attack).
4
Master-crafted auto bolt rifle
24"
Assault 2
4
0
2
-
3
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
6
Master-crafted instigator bolt carbine
30"
Heavy 1
4
-2
2
This weapon can target a CHARACTER even if it is not the closest enemy unit.
4
Master-crafted occuius bolt carbine
24"
Rapid Fire 1
4
0
2
Units do not receive the benefit of cover to their saving throws against attacks made with this weapon.
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
2
-
0
Masterwork plasma cutter
When attacking with this weapon, choose one of the profiles below:
 - Standard
12"
Assault 1
7
-3
2
-
 - Supercharge
12"
Assault 1
8
-3
3
On a hit roll of 1, the bearer suffers a single mortal wound.
5
Melta bomb
4"
Grenade 1
8
-4
D6
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
0
Melta cutter
12"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
14
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Neutron pulse cannon
48"
Heavy 3
12
-4
D6
Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player’s next turn.
0
Omega plasma array
When firing this weapon, choose one of the following profiles:
 - Plasma volley
24"
Heavy 6
7
-3
1
-
 - Sustained burn
24"
Heavy 3
9
-3
3
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers D3 mortal wounds. Any wound roll of ‘6’ made for this weapon automatically inflicts an additional mortal wound on the target.
16
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
50
Orbital array
72"
Heavy D3
10
-4
D6
This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more models, change this weapon’s Type to Heavy D6.
0
Phased conversion beamer
42"
Assault 2
6
0
1
Attacks from the phased conversion beamer that target enemies at over half its range are resolved at Strength 8, AP -1 and Damage 2.
17
Plasma blaster
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
18"
Assault 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
21
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharged
18"
Assault 2
8
-3
2
For each hit roll of 1, the bearer suffers a single mortal wound.
16
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
0
Plasma charger
When attacking with this weapon, choose one of the profiles below:
 - Standard
8"
Pistol 3
6
-3
1
-
 - Supercharge
8"
Pistol 3
7
-3
2
For each hit roll of 1, the bearer takes a single mortal wound.
5
Plasma cutter
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
12"
Assault 1
8
-3
2
On a hit roll of 1, the bearer is slain.
40
Plasma destroyer
36"
Heavy 2D3
7
-3
2
-
25
Plasma eradicator
When attacking with this weapon, choose one of the profiles below:
 - Standard
36"
Heavy D3
8
-4
1
-
 - Supercharge
36"
Heavy D3
9
-4
2
For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
17
Plasma exterminator
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault D3
7
-3
1
-
 - Supercharge
18"
Assault D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
11
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
15
Plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
30"
Rapid Fire 1
8
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
0
Punisher rotary cannon
36"
Heavy 18
5
-1
1
-
0
Purgator
12"
Pistol 1
6
0
1
-
36
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
45
Quad launcher
When firing this weapon, select one of the two profiles below:
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
60"
Heavy 4D3
5
0
1
This weapon can target units not visible to the firing model.
Quietus
36"
Heavy 2
4
-1
D3
When Sergeant Telion fires this weapon he may target an enemy CHARACTER even if it is not the closest enemy unit.
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
0
Reductor pistol
3"
Pistol 1
4
-3
2
-
0
Relic storm bolter
24"
Rapid Fire 2
5
-2
1
-
0
ROC missile launcher
48"
Heavy 8
8
-2
2
-
40
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
This weapon can target units not visible to the firing model.
0
Shock grenade
6"
Grenade D3
*
*
*
This weapon does not inflict any damage. If an enemy INFANTRY unit is hit by any shock grenades, it is stunned until the end of the turn – it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit.
0
Siege melta array
12"
Heavy 4D3
9
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
24
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
42
Skyreaper battery
48"
Heavy 8
7
-1
5
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
0
Skyspear missile launcher
60"
Heavy 1
9
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. You can re-roll failed hit rolls for this weapon.
2
Sniper rifle
36"
Heavy 1
4
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
2
Special issue boltgun
30"
Rapid Fire 1
4
-2
1
-
0
Spectre pattern bolter
12"
Pistol 2
4
0
1
-
0
Stalker bolt rifle
36"
Heavy 1
4
-2
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
50
Storm cannon array
24"
Heavy 10
7
-2
2
-
21
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
10
Tempest salvo launcher
36"
Heavy D3
6
-3
2
-
0
Thunderfire cannon
60"
Heavy 4D3
5
-1
1
This weapon can target units that are not visible to the firing model.
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
-
0
Thundershock
24"
Assault D3
7
-2
1
-
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
0
Twin accelerator autocannon
48"
Assault 8
7
-1
2
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
33
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
2
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
24
Twin heavy plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy 2D3
7
-3
1
-
 - Supercharge
36"
Heavy 2D3
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
48
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
120
Twin macro-accelerator cannon
72"
Heavy 12
8
-2
3
When targeting units with the FLY keyword, this weapon ignores abilities which negatively modify its hit rolls.
120
Twin magna-melta
24"
Heavy 2D3
10
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
40
Twin multi-melta
24"
Heavy 2
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
24"
Rapid Fire 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
0
Twin rotary missile launcher
24"
Heavy 2D6
5
-2
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. When targeting INFANTRY units, any wound rolls of 6 inflict a single mortal wound in addition to any other damage.
0
Twin volcano cannon
120"
Heavy 2D6
16
-5
2D6
You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
8
Twin volkite charger
15"
Heavy 4
5
0
2
-
38
Typhoon missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
25
Vengeance launcher
48"
Heavy 2D6
5
-1
1
-
3
Volkite charger
15"
Heavy 2
5
0
2
-
15
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the firing model.
20
Whirlwind vengeance launcher
72"
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the firing model.
0
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-
30
Xiphon missile battery
60"
Heavy 3
6
-2
3
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Angel’s Teeth
Melee
Melee
+1
-2
2
-
12
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Black Spear
Melee
Melee
+2
-3
3
If the target is a CHARACTER, you may make an additional attack with this weapon.
Black Sword
Melee
Melee
+2
-3
D3
You can re-roll any failed wound rolls when attacking with this weapon if the target is a CHARACTER or a MONSTER.
0
Blade of the Scorpion
Melee
Melee
+1
-3
D3
This weapon has Strength x2 when targeting a MONSTER or a VEHICLE.
0
Blood Biter
Melee
Melee
+1
-1
2
For each wound roll of 6+, if the target unit is INFANTRY, this weapon inflicts a mortal wound in addition to any other damage.
22
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Caestus ram
Melee
Melee
User
-3
D6
Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
11
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Champion’s blade
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Cinder Edge
Melee
Melee
User
-3
D3
-
Close combat weapon
Melee
Melee
User
0
1
-
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
0
Crozius Arkanos
Melee
Melee
+1
-1
2
-
0
Crushing tracks
Melee
Melee
User
-2
D3
-
0
Dreadfire claw
Melee
Melee
x2
-4
D6
-
Dreadnought chainfist
Melee
Melee
x2
-4
4
-
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
0
Enhanced repulsor field
Melee
Melee
User
-2
D3
-
11
Eviscerator
Melee
Melee
x2
-4
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
Fist of Dorn
Melee
Melee
+6
-3
3
-
15
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Foe Ripper
Melee
Melee
x2
-4
3
When attacking with this weapon, you must subtract 1 from the hit roll.
10
Force axe
Melee
Melee
+1
-2
D3
-
8
Force stave
Melee
Melee
+2
-1
D3
-
8
Force sword
Melee
Melee
User
-3
D3
-
0
Force tulwar
Melee
Melee
User
-3
2
-
Gauntlets of Ultramar (melee)
Melee
Melee
x2
-3
D3
-
0
Ghost Razors
Melee
Melee
+1
-5
D3
Successful invulnerable saves made against this weapon must be re-rolled.
0
Glaive of Lamentation
Melee
Melee
+3
-4
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
God-splitter
When attacking with this weapon, choose one of the profiles below:
 - Standard
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll. If a 6 is rolled when rolling to wound, it causes an additional mortal wound in addition to its normal damage.
 - Arcing Swing
Melee
Melee
+2
-1
1
When attacking with this weapon, make 1 hit roll for every enemy model within 1" of the bearer instead of a number of hit rolls equal to the bearer’s Attacks characteristic.
0
Goldenfang
Melee
Melee
User
-3
2
Corien Sumatris can make an additional D3 attacks with this weapon if he charged this turn.
Hand of Dominion (melee)
Melee
Melee
x2
-3
3
-
0
Hellslayer
Melee
Melee
x2
-3
D3
This weapon has a Damage characteristic of 3 if its target is a PSYKER or DAEMON.
0
Hunger
Melee
Melee
x2
-4
3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Indynabula array
Melee
Melee
User
-1
1
If at least three enemy models are within 1" of Armenneus Valthex when it is his turn to fight in the Fight phase, he makes an additional D3 attacks with this weapon.
Leviathan siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Leviathan siege drill
Melee
Melee
x2
-4
4
-
0
Lifetaker
Melee
Melee
+2
-3
2
Add 2 to the weapon’s damage if the target is a CHARACTER.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
0
Magister’s axe
Melee
Melee
+2
-2
D3
This weapon has a Damage of 3 if its target is a PSYKER.
6
Master-crafted power sword
Melee
Melee
User
-3
2
-
0
Medusan Hammer
Melee
Melee
x2
-3
D3
If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 4+ the target suffers a mortal wound.
Moonfang
Melee
Melee
User
-3
D3
This weapon has Strength x2 if the target is a CHARACTER.
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power lance
Melee
Melee
+2
-1
1
-
4
Power maul
Melee
Melee
+2
-1
1
-
0
Power sabre
Melee
Melee
User
-3
2
-
4
Power sword
Melee
Melee
User
-3
1
-
0
Raptorclaw
Melee
Melee
User
-3
2
-
Raven’s Talons
Melee
Melee
User
-3
D3
You can re-roll failed wound rolls for this weapon.
0
Redemptor fist
Melee
Melee
x2
-3
D6
-
9
Relic blade
Melee
Melee
+2
-3
D3
-
Rod of Tigurius
Melee
Melee
+3
-1
D3
-
40
Seismic hammer
Melee
Melee
x2
-4
5
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Servo-arm
Melee
Melee
x2
-2
3
Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
0
Siege drills
Melee
Melee
x2
-4
3
-
0
Slake
Melee
Melee
User
-3
2
You can re-roll failed wound rolls for this weapon.
Spear of Vulkan
Melee
Melee
+2
-2
D3
-
0
Steelsliver
Melee
Melee
User
0
1
After this model makes their normal close combat attacks, make an additional single attack with this weapon against each enemy model within 1".
0
Stonefist
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Sword of the High Marshals
Melee
Melee
+1
-3
D3
High Marshal Helbrecht can make D3 additional attacks with this weapon if he charged in his turn.
Talassarian Tempest Blade
Melee
Melee
User
-3
D3
Any wound rolls of 6+ made for this weapon cause D3 mortal wounds instead of the normal damage.
0
Termite drill
Melee
Melee
x2
-4
3
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
The Emperor’s Sword
Melee
Melee
+2
-4
3
If you roll a wound roll of 6+ for this weapon, it inflicts D3 mortal wounds in addition to its normal damage.
0
The Sword Excellus
Melee
Melee
User
-2
D3
You can re-roll failed wound rolls with this weapon.
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Voidshard power blade
Melee
Melee
User
-3
1
Any wound rolls of 6+ made for this weapon cause a single mortal wound instead of the normal damage.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
35
Atomantic Pavaise
If equipped with an atomantic pavaise, all friendly <CHAPTER> units that are wholly within 6" of the Relic Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing invulnerable saves.
0
Auto Launchers
Instead of shooting any weapons in the Shooting phase, this model can use its auto launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
0
Auxiliary Grenade Launcher
If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30".
3
Camo Cloak
Add 2 to saving throws for this model when it receives the benefit of cover, instead of 1.
3
Camo Cloaks
Add 2 to saving throws for models in this unit when they receive the benefit of cover, instead of 1.
3
Camo Cloaks
If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.
0
Centurion Assault Launchers
If a model with Centurion assault launchers finishes a charge move within 1" of an enemy unit, roll a D6 – on a 4+ that unit suffers a mortal wound.
4
Combat Shield
A model with a combat shield has a 5+ invulnerable save.
2
Grapnel Launchers
When models with grapnel launchers move in the Movement phase, do not count any vertical distance they move against the total they can move (i.e. moving vertically is free for these models in the Movement phase). In addition, during deployment, you can set up this unit, if it is equipped with grapnel launchers, behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases this unit can join the battle – set it up within 6" of a battlefield edge of your choice and more than 9" away from any enemy models.
2
Grav-chute
During deployment, you can set up this model in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this model can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
2
Grav-chute
During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
2
Grav-chutes
During deployment, you can set up this unit, if it is equipped with grav-chutes, in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
5
Ironclad Assault Launchers
If this model is equipped with ironclad assault launchers and finishes a charge move within 1" of an enemy unit, roll a D6. On a 4+ that unit suffers D3 mortal wounds.
18
Jump Pack Assault
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Storm Shield
A model equipped with a storm shield has a 3+ invulnerable save.
0
Teleport Homer
If this unit has a teleport homer, place it anywhere in your deployment zone when your army deploys. If an enemy model is ever within 9" of the teleport homer, it is deactivated and removed from the battlefield. Whilst there are any friendly <CHAPTER> teleport homers on the battlefield, this unit can perform an emergency teleport instead of moving in its Movement phase. At the end of the Movement phase, remove this unit and then set it up with all models within 6" of a friendly <CHAPTER> teleport homer. That teleport homer is then removed from the battlefield.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
single/pair
CHARACTERS/other models
Melee Weapons
 • Chainsword
0
 • Frost axe
10
 • Frost sword
7
 • Lightning claw
 • Power axe
5
 • Power fist
9
 • Power maul
4
 • Power sword
4
 • Thunder hammer
 • Wolf claw
 • Power lance1
4

1 Not included in Codex: Space Wolves

The WULFEN keyword is used in following Space Wolves datasheets:

Elites
• Wulfen

The SPACE WOLVES and TRANSPORT keywords are used in following Space Wolves datasheets:

HQ
Dedicated Transport
• Rhino
Flyers
Heavy Support
And They Shall Know No Fear

Blessed with an adamantine will and an unshakeable faith in the righteousness of their cause, the Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

You can re-roll failed Morale tests for this unit.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Strength from Death
This ability is common to all YNNARI INFANTRY and YNNARI BIKER units and the Yncarne. Each time a unit is completely destroyed within 7" of one or more units with this ability, except in the Morale phase, pick one of those units to make a Soulburst action. That unit can immediately do one of the following, even if it has already done so in this turn:
  • The unit can move as if it were your Movement phase. It can Advance or Fall Back as part of this move.
  • The unit can, if it is a PSYKER, immediately attempt to manifest a single psychic power as if it were the Psychic phase.
  • The unit can shoot as if it were your Shooting phase, even if it Advanced or Fell Back this turn.
  • The unit can charge as if it were the Charge phase, even if it Advanced or Fell Back this turn (enemy units can fire Overwatch as normal). A unit cannot do this if it is within 1" of an enemy unit.
  • The unit can fight as if it were the Fight phase.
Note that this means that a unit may be able to shoot or fight twice in the same turn.

A unit can only make a Soulburst action once per turn.

Matched Play: If you are playing a matched play game, a unit from your army cannot make a Soulburst action if a friendly unit has already made the same Soulburst action during your turn. In addition, units from your army cannot perform any Soulburst actions during your opponent’s turn.

The ADEPTUS ASTARTES and PSYKER keywords are used in following Space Marines datasheets:

HQ

The SERVITORS keyword is used in following Space Marines datasheets:

Elites

The HIGH MARSHAL HELBRECHT and BLACK TEMPLARS keywords are used in following Space Marines datasheets:

HQ

The EMPEROR’S CHAMPION keyword is used in following Space Marines datasheets:

HQ

The BLACK TEMPLARS and CAPTAIN keywords are used in following Space Marines datasheets:

HQ
• Captain

The COMPANY CHAMPION and BLACK TEMPLARS keywords are used in following Space Marines datasheets:

Elites

The COMPANY VETERANS and BLACK TEMPLARS keywords are used in following Space Marines datasheets:

Elites
GRENADE

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

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.

The PRIMARIS, CHARACTER and CRIMSON FISTS keywords are used in following Space Marines datasheets:

HQ
Elites

The CRIMSON FISTS and INTERCESSOR SQUAD keywords are used in following Space Marines datasheets:

Troops

The CRIMSON FISTS and REIVER SQUAD keywords are used in following Space Marines datasheets:

Elites

The HELLBLASTER SQUAD and CRIMSON FISTS keywords are used in following Space Marines datasheets:

Heavy Support
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

The CAPTAIN and IMPERIAL FISTS keywords are used in following Space Marines datasheets:

HQ
• Captain

The CENTURION and IMPERIAL FISTS keywords are used in following Space Marines datasheets:

Elites
Heavy Support

The IMPERIAL FISTS and VINDICATOR keywords are used in following Space Marines datasheets:

Heavy Support

The PRIMARIS and ANCIENT keywords are used in following Space Marines datasheets:

Elites

The PRIMARIS and CAPTAIN keywords are used in following Space Marines datasheets:

HQ

The PRIMARIS and LIEUTENANTS keywords are used in following Space Marines datasheets:

HQ

The INTERCESSOR SQUAD keyword is used in following Space Marines datasheets:

Troops

The INCEPTOR SQUAD keyword is used in following Space Marines datasheets:

Fast Attack

The ULTRAMARINES and CAPTAIN keywords are used in following Space Marines datasheets:

HQ
• Captain

The ANCIENT keyword is used in following Space Marines datasheets:

Elites

The ANCIENT and ULTRAMARINES keywords are used in following Space Marines datasheets:

Elites

The ULTRAMARINES and HONOUR GUARD keywords are used in following Space Marines datasheets:

Elites

The VICTRIX HONOUR GUARD and ULTRAMARINES keywords are used in following Space Marines datasheets:

Elites

The ULTRAMARINES and VANGUARD VETERAN SQUAD keywords are used in following Space Marines datasheets:

Elites

The STERNGUARD VETERAN SQUAD and ULTRAMARINES keywords are used in following Space Marines datasheets:

Elites
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Pile In Move
You may move each model in the unit up to 3" – this move can be in any direction so long as the model ends the move closer to the nearest enemy model.

The SALAMANDERS keyword is used in following Space Marines datasheets:

HQ

The ULTRAMARINES and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack

The WHITE SCARS and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

The <CHAPTER> and PSYKER keywords are used in following Space Marines datasheets:

HQ

The <CHAPTER> and LAND SPEEDER keywords are used in following Space Marines datasheets:

Dedicated Transport
Elites
Fast Attack
HEAVY

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

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

The ADEPTUS ASTARTES and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack

The ADEPTUS ASTARTES and PHOBOS keywords are used in following Space Marines datasheets:

HQ
Troops
Elites
Heavy Support

The PHOBOS and CHARACTER keywords are used in following Space Marines datasheets:

HQ
Roll-offs
Some rules instruct players to roll off. To do so, both players roll a D6, and whoever scores highest wins the roll-off. In the case of a tie, both players re-roll their D6; this is the only time players can reroll a re-roll – if the second and subsequent rolls are also tied, keep on rolling until a winner is decided.

The WHITE SCARS and PSYKER keywords are used in following Space Marines datasheets:

HQ
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.

The RAVEN GUARD and JUMP PACK keywords are used in following Space Marines datasheets:

HQ
Fast Attack

The ULTRAMARINES and CHAPTER MASTER keywords are used in following Space Marines datasheets:

HQ
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.

The PSYKER keyword is used in following Space Marines datasheets:

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Ironclad Dreadnought/other models
Army List
• Captain