At the very dawn of the Imperium the Dark Angels were the first founded of all the Adeptus Astartes. Few can match their long history of triumphs in service to mankind. However, behind the façade of their steady disposition lies a sinister obsession, for the Dark Angels are haunted by failings from the distant past.

This section contains all of the datasheets that you will need in order to fight battles with your Dark Angels 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 Dark Angels units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
  Imperium 1
  Imperium 1Index81.3(?)September 2019
  Dark Angels
  Dark AngelsCodex8Indomitus 1.0July 2020
  Forge World: Termite Assault Drill
  Forge World: Termite Assault DrillDataslate8June 2018
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Vanguard Space Marines
  Vanguard Space MarinesCodex81.0April 2019
  Games Workshop: Battle Tanks and Troop Transports Rules Preview
  Games Workshop: Battle Tanks and Troop Transports Rules PreviewDataslate8June 2019
  Repulsor Executioner Update
  Repulsor Executioner UpdateDataslate8July 2019
  Space Marines II
  Space Marines IICodex8Indomitus 1.0July 2020
  Warhammer Legends: Dark Angels
  Warhammer Legends: Dark AngelsDataslate8December 2019
  Psychic Awakening: Ritual of the Damned
  Psychic Awakening: Ritual of the DamnedExpansion8Indomitus 1.1July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020
  Indomitus: The Edge of Silence
  Indomitus: The Edge of SilenceBoxset9Indomitus 1.1July 2020

FAQ

Codex: Dark Angels

 Q: If I use the Intractable Stratagem to allow an INFANTRY unit that has Fallen Back to shoot, would they still suffer the penalty to their hit rolls for moving when firing Heavy weapons?
A:
Yes.
 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 an enemy model be affected by the Mind Wipe psychic power more than once per battle?
A:
Yes.
 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:
Yes.
 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 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: 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.

Expansion: 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: Is a BLOOD ANGELS, DARK ANGELS, SPACE WOLVES or DEATHWATCH Detachment also a Space Marines Detachment?
A:
No. As defined in Codex: Space Marines, a Space Marines Detachment is a Detachment that only includes units with one of the following Faction keywords: <CHAPTER>, ULTRAMARINES, IMPERIAL FISTS, SALAMANDERS, WHITE SCARS, RAVEN GUARD, IRON HANDS, CRIMSON FISTS or BLACK TEMPLARS.

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.

Expansion: Psychic Awakening: Ritual of the Damned

 Q: Does the Pennant of Remembrance replace a Deathwing Ancient’s Deathwing Company Banner ability?
A:
No. It is an ability the model gains in addition to the Deathwing Company Banner ability.

Keywords

Throughout this section you will come across datasheets with the DARK ANGELS keyword. This indicates that the unit is drawn from the Dark Angels Chapter, but the keyword can also be changed to represent that the unit is drawn from a successor Chapter of your choosing, as described below.

Abilities

The following abilities are common to several DARK ANGELS units.

Inner Circle

Those with true knowledge of the Unforgiven’s quest for absolution are veteran warriors who fear nothing as much as failing in their Chapter’s secret hunt for the Fallen.

This unit automatically passes Morale tests. In addition, you can re-roll failed hit rolls in the Fight phase for attacks by this unit that target a FALLEN unit.

Jink

The Ravenwing are undisputed masters of mounted combat, and make for fast-moving targets that are difficult to draw a bead upon.

If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of your next Movement phase.

Combat Doctrines

When the Adeptus Astartes fight alongside their battlebrothers they employ a strict set of combat doctrines.

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

Devastator Doctrine
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Angels of Death

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

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

And They Shall Know No Fear

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

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

Bolter Discipline

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

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and Relics that replace bolt weapons.

Shock Assault

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

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

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include DARK ANGELS Detachments – that is, any Detachment which includes only DARK ANGELS units.


Abilities

All units (excluding SERVITORS) in DARK ANGELS Detachments and Dark Angels successor Chapter Detachments (other than Super-heavy Auxiliary Detachments) gain the Grim Resolve ability, and all Troops units in such Detachments gain the Defenders of Humanity ability. In addition, if your army is Battle-forged, all units from your army with the Combat Doctrines ability gain the Relentless Hunt ability, so long as every unit from your army (with the exception of those that are UNALIGNED) is a DARK ANGELS unit or every unit from your army is from the same Dark Angels successor Chapter.

Defenders of Humanity

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

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

Grim Resolve

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

You can re-roll all hit rolls of 1 for this unit whenever it shoots (including when firing Overwatch) so long as it did not move in its prior Movement phase. Each time a Combat Attrition test is taken for this unit, it is automatically passed.

Relentless Hunt

From the Great Beasts of Caliban to their nefarious Fallen brothers, the Dark Angels have always been relentless in the hunt for their quarry.

Whilst the Devastator doctrine is active, the range characteristic of all Heavy and Rapid Fire weapons equipped on DARK ANGELS units with this ability is increased by 6", and the range characteristic of all Assault and Pistol weapons equipped on DARK ANGELS units with this ability is increased by 3".

Successor Chapters

The following rules apply to units drawn from Dark Angels successor Chapters:

Warlord Traits
If your Warlord is a CHARACTER model from a Dark Angels successor Chapter, you can use the Dark Angels Warlord Traits table or the Vanguard Warlord Traits table to determine what Warlord Trait they have. If your Warlord is a DEATHWING or RAVENWING CHARACTER model from a Dark Angels successor Chapter, you instead determine their Warlord Trait using the Deathwing or Ravenwing Warlord Traits respectively. Replace the DARK ANGELS keyword in all instances in that Warlord Trait (if any) with your Warlord’s <CHAPTER> keyword.

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

Stratagems
All units from Dark Angels successor Chapters are considered to have the DARK ANGELS keyword for the purpose of using Dark Angels Stratagems.

Psychic Powers
LIBRARIAN models from Dark Angels successor Chapters can know psychic powers from the Interromancy discipline and the Obscuration discipline in the same manner as LIBRARIAN models in DARK ANGELS Detachments. When such a model uses one of these psychic powers, replace the DARK ANGELS keyword in all instances on that power (if any) with that model’s successor Chapter keyword.

Litanies
CHAPLAINS from Dark Angels Successor Chapters can know litanies from the Litanies of Battle table. When such a model uses one of these litanies, replace the DARK ANGELS keyword in all instances on that litany (if any) with your CHAPLAIN’S Successor Chapter keyword.

Tactical Objectives
Units from Dark Angels successor Chapters are considered to have the DARK ANGELS keyword for the purposes of using Dark Angels Tactical Objectives.

Specialist Detachments


ATTACK SQUADRON

1CP

ATTACK SQUADRON

Specialist Detachment Stratagem

Dust clouds billow behind the Ravenwing Attack Squadron as it hurtles into battle. Striking swiftly, the 2nd Company huntsmen drive hard into the midst of the enemy.

Use this Stratagem when choosing your army. Pick a DARK ANGELS Detachment from your army to be a Ravenwing Attack Squadron Specialist Detachment. RAVENWING units in that Detachment gain the ATTACK SQUADRON keyword.

Ravenwing Attack Squadron

The Ravenwing have a duty as hunters, watchmen, explorers and delvers into dark secrets. When they are certain their quarry is near, these Dark Angels follow their killer instincts, running the foe to ground before delivering a swift and final strike.

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

ATTACK SQUADRON

1CP

ATTACK SQUADRON

Specialist Detachment Stratagem

Dust clouds billow behind the Ravenwing Attack Squadron as it hurtles into battle. Striking swiftly, the 2nd Company huntsmen drive hard into the midst of the enemy.

Use this Stratagem when choosing your army. Pick a DARK ANGELS Detachment from your army to be a Ravenwing Attack Squadron Specialist Detachment. RAVENWING units in that Detachment gain the ATTACK SQUADRON keyword.

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

LIGHTNING-FAST REACTIONS

The Ravenwing are renowned for their rapid strikes and this warlord is the living embodiment of that trait. In combat, there are few who can best his speed and skill with a blade.

You can always choose your Warlord to fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have similar abilities, then alternate choosing units to fight with, starting with the player whose turn is taking place.

RELICS OF CALIBAN
If your army includes any Ravenwing Attack Squadron Specialist Detachments, you can give the following relic to an ATTACK SQUADRON CHARACTER in your army:

MONSTER SLAYER OF CALIBAN

This ancient weapon was traditionally bestowed upon the most honourable knight of the Order. It is said that as long as its owner stays pure of mind, this sword will strike down even the greatest of foes.

Model with power sword only. The Monster Slayer of Caliban replaces the bearer’s power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Monster Slayer of Caliban
Monster Slayer of Caliban
Melee
Melee
+2
-3
D3
Abilities: Add 1 to wound rolls for attacks that target an enemy MONSTER or enemy VEHICLE.

STRATAGEMS
If your army includes any Ravenwing Attack Squadron Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

SWIFT STRIKE

Dark Angels Stratagem

In a blur of speed, the warriors of a Ravenwing Attack Squadron strike out at the enemy and then escape from their grasp before they have had time to react.

Use this Stratagem in the Fight phase after an ATTACK SQUADRON unit from your army has fought. Use this Stratagem in the Fight phase after an Attack Squadron
unit (excluding Aircraft) from your army has fought. If there are any enemy units within 1" it can Fall Back instead.
1CP

SIGNAL THE ATTACK

Dark Angels Stratagem

As soon as one Attack Squadron has wounded its target, the others in its formation circle like vultures to complete the kill.

Use this Stratagem after an ATTACK SQUADRON unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other ATTACK SQUADRON units from your army that target the same enemy unit this phase.

Stratagems by Phase

Before battle

INNER CIRCLE

RELICS OF THE ROCK

SECRET AGENDA

THE LION AND THE WOLF

HERO OF THE CHAPTER

HONOURED BY THE ROCK

VETERAN INTERCESSORS

ATTACK SQUADRON (Specialist Detachment)

Battle Round

At the start of battle round

HUNT THE FALLEN

Movement phase

SPEED OF THE RAVEN

TACTICAL FLEXIBILITY

WISDOM OF THE ANCIENTS

FULL THROTTLE

CLUSTER MINES

INTRACTABLE

FURY OF THE FIRST

DEATHWING ASSAULT

COMBINED ASSAULT

Enemy Movement phase

WISDOM OF THE ANCIENTS

AUSPEX SCAN

FURY OF THE FIRST

Psychic phase

EMPYRIC CHANNELLING

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Enemy Psychic phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Shooting phase

FLAKK MISSILE

HELLFIRE SHELLS

STASIS SHELL

WEAPONS FROM THE DARK AGE

WISDOM OF THE ANCIENTS

BOLTSTORM

RAPID FIRE

TARGET SIGHTED

TARGETING GUIDANCE

DATALINK TELEMETRY

KILLSHOT

LINEBREAKER BOMBARDMENT

HUNTER-SLAYER MISSILE

STEADY ADVANCE

ORBITAL BOMBARDMENT

FURY OF THE FIRST

Enemy Shooting phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Being targeted

DUTY ETERNAL

HIGH-SPEED FOCUS

STAND FIRM

TRANSHUMAN PHYSIOLOGY

Charge phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Enemy Charge phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Fight phase

FORTRESS OF SHIELDS

WISDOM OF THE ANCIENTS

EVASIVE ASSAULT

GENE-WROUGHT MIGHT

OUTNUMBERED BUT NEVER OUTMATCHED

SWIFT STRIKE

NEVER FORGIVE, NEVER FORGET!

FURY OF THE FIRST

HONOUR THE CHAPTER

Enemy Fight phase

FORTRESS OF SHIELDS

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

HONOUR THE CHAPTER

Morale phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Enemy Morale phase

WISDOM OF THE ANCIENTS

FURY OF THE FIRST

Taking casualties

ONLY IN DEATH DOES DUTY END

THE ARMOUR OF CONTEMPT

VENGEANCE OF THE MACHINE SPIRIT

Enemy taking casualties

SIGNAL THE ATTACK


Stratagems

If your army is Battle-forged and includes any DARK ANGELS 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 Dark Angels on the battlefield.

The Stratagems listed here, with the exception of Relics of the Rock, can also be used by any of the Dark Angels successor Chapters, provided that your army is Battle-forged and includes at least one Detachment of such warriors (not including Auxiliary Support Detachments) – simply replace the DARK ANGELS keyword in all instances with the name of your chosen Chapter.

1CP/3CP

RELICS OF THE ROCK

Dark Angels Stratagem

In times of great need, the commanders of the Dark Angels will arm their battle-brothers with artefacts of extraordinary power.

Use this Stratagem before the battle. Your army can have one extra Relic of Caliban for 1 CP, or two extra Relics of Caliban for 3 CPs. All of the Relics of Caliban that you include must be different and be given to different DARK ANGELS CHARACTERS. You can only use this Stratagem once per battle.
1CP

LINEBREAKER BOMBARDMENT

Dark Angels 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 DARK ANGELS Vindicator from your army is within 6" of 2 other friendly DARK ANGELS 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.
2CP/3CP

DEATHWING ASSAULT

Dark Angels Stratagem

With perfect timing, the Deathwing have learned to begin their sweeping fire patterns even before their arrival from teleportation.

Use this Stratagem when a DEATHWING unit from your army is set up on the board using the Teleport Strike ability. If the unit contains 5 or fewer models, this Stratagem costs 2 CPs, otherwise it costs 3 CPs. That unit can immediately make a shooting attack as if it were your Shooting phase. This does not prevent it from shooting again in the following Shooting phase.
1CP

STASIS SHELL

Dark Angels Stratagem

From the most secretive vaults of the Rock’s armoury comes ammunition that harks back to the Age of Technology, stasis shells that can momentarily freeze time.

Use this Stratagem just before a RAVENWING model from your army attacks an enemy CHARACTER with a Ravenwing Grenade Launcher. Make a single hit roll with the weapon this phase, adding 1 to the result. If the shot hits, the target suffers D3 mortal wounds.
1CP

HELLFIRE SHELLS

Dark Angels Stratagem

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

Use this Stratagem just before a DARK ANGELS INFANTRY model from your army 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.
3CP

ORBITAL BOMBARDMENT

Dark Angels 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 a DARK ANGELS Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s ranged 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

WISDOM OF THE ANCIENTS

Dark Angels Stratagem

Dark Angels Dreadnoughts are a link to the Chapter’s glorious past. They are living legends, whose mere presence inspires their battle-brothers to great deeds.

Use this Stratagem at the start of any phase. Select a DARK ANGELS DREADNOUGHT from your army. Until the end of the phase, you can re-roll hit rolls of 1 for DARK ANGELS units within 6" of that Dreadnought.
1CP

TACTICAL FLEXIBILITY

Dark Angels 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 DARK ANGELS unit from your army with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.
1CP

THE ARMOUR OF CONTEMPT

Dark Angels Stratagem

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

Use this Stratagem when a DARK ANGELS VEHICLE from your army 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.
2CP

ONLY IN DEATH DOES DUTY END

Dark Angels 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 a DARK ANGELS CHARACTER from your army is slain. Before removing it from the battlefield, that model 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).
1CP

CLUSTER MINES

Dark Angels Stratagem

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

Use this Stratagem when a DARK ANGELS Scout Bike Squad from your army 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

FLAKK MISSILE

Dark Angels Stratagem

Flakk missiles are designed to eliminate light aircraft by unleashing a devastating payload of shrapnel.

You can use this Stratagem just before a DARK ANGELS INFANTRY model from your army 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.
2CP

AUSPEX SCAN

Dark Angels 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 DARK ANGELS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were your Shooting phase, but you must subtract 1 from all the resulting hit rolls.
1CP

NEVER FORGIVE, NEVER FORGET!

Dark Angels Stratagem

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

Use this Stratagem when a DARK ANGELS unit from your army is chosen to attack in the Fight phase. Each time you make 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. If you use this Stratagem on a DEATHWING unit, these extra attacks are instead generated on rolls of 4+ when targeting FALLEN units.
1CP

THE LION AND THE WOLF

Dark Angels Stratagem

As tradition demands, the champions of the Space Wolves and the Dark Angels must recreate the battle between their Primarchs.

Use this Stratagem before the battle if your army includes any SPACE WOLVES INFANTRY units. Choose one DARK ANGELS INFANTRY model and one SPACE WOLVES INFANTRY model in your army. Roll a dice for each model; on a 4+ that model suffers a mortal wound. Each model that survives then increases its Strength, Attacks, Weapon Skill and Leadership characteristics by 1 (e.g. a Weapon Skill of 3+ is increased to 2+). You can only use this Stratagem once per battle.
1CP

HUNT THE FALLEN

Dark Angels Stratagem

There are no lengths that the Dark Angels will not go to ascertain the whereabouts of the Fallen.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select an INFANTRY CHARACTER in your opponent’s army; that model is suspected to know the whereabouts of a Fallen, but will not give up its secrets easily. Increase the model’s Attacks characteristic by 1, but re-roll failed hit rolls for DARK ANGELS that target it in the Fight phase. In addition, re-roll failed charge rolls for DEATHWING and RAVENWING units that declare a charge against that model.
1CP

DATALINK TELEMETRY

Dark Angels Stratagem

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

Use this Stratagem in your Shooting phase just before a DARK ANGELS Whirlwind from your army shoots. If the target of the Whirlwind’s shooting attacks are visible to a friendly DARK ANGELS LAND SPEEDER unit that is within 12" of the target unit, the Whirlwind’s attacks automatically hit.
1CP

WEAPONS FROM THE DARK AGE

Dark Angels Stratagem

Although the secret to mastering the containment of plasma energies has been lost, it was not always so.

Use this Stratagem just before a DARK ANGELS unit from your army attacks in your Shooting phase. Increase the Damage characteristic of that unit’s plasma weapons by 1 until the end of the phase. For the purposes of this Stratagem, a plasma weapon is any weapon profile whose name includes the word ‘plasma’ (e.g. plasma pistol, plasma talon, plasma incinerator etc.).
2CP

INTRACTABLE

Dark Angels Stratagem

Although stubborn in the extreme, even the resolute Dark Angels know that a fighting retreat is often the most tactical choice.

Use this Stratagem after one of your DARK ANGELS units has Fallen Back. That unit can still shoot this turn.
1CP

EMPYRIC CHANNELLING

Dark Angels 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 a DARK ANGELS PSYKER from your army is within 6" of at least 2 other friendly DARK ANGELS 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

SPEED OF THE RAVEN

Dark Angels Stratagem

With a final burst of acceleration, the Ravenwing plough into the foe, loosing deadly volleys even as they charge.

Use this Stratagem when one of your RAVENWING units Advances. That unit can still shoot and charge this turn as if it had made a Normal Move.
1CP

SECRET AGENDA

Dark Angels Stratagem

Taciturn and mysterious, the Dark Angels operate in a clandestine fashion to further their own agenda.

Use this Stratagem before the battle if you are playing a mission that uses Tactical Objectives. For the duration of the battle keep your Tactical Objectives secret from your opponent. Only reveal Tactical Objectives when they are achieved.
3CP

HONOUR THE CHAPTER

Dark Angels Stratagem

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

Use this Stratagem at the end of any Fight phase. Select a DARK ANGELS INFANTRY or DARK ANGELS BIKER unit from your army – that unit can immediately fight for a second time.
1CP

FORTRESS OF SHIELDS

Dark Angels Stratagem

By locking their storm shields together, the warriors of the Deathwing can ward off even the most determined of attacks.

Use this Stratagem at the start of any Fight phase. Select a DEATHWING unit from your army that contains at least three models equipped with storm shields. Your opponent must subtract 1 from all wound rolls made against that unit until the end of the phase.
1CP

KILLSHOT

Dark Angels Stratagem

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

Use this Stratagem in your Shooting phase if a DARK ANGELS Predator from your army is within 6" of 2 other friendly DARK ANGELS 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.
1CP

INNER CIRCLE

Dark Angels Stratagem

Those who enter the Unforgiven’s deepest circles of knowledge will never relinquish the hunt.

Use this Stratagem before the battle. Select a DARK ANGELS MASTER, DARK ANGELS DREADNOUGHT or DARK ANGELS LAND RAIDER from your army. That model gains the DEATHWING keyword and the Inner Circle ability for the duration of the battle.

Stratagems (Ritual of the Damned)

If your army is Battle-forged and includes any DARK ANGELS 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 Dark Angels on the battlefield.


1CP

DUTY ETERNAL

Dark Angels Stratagem

Having tasted death before, the pilot of a Dreadnought is determined to do his duty to the very end.

Use this Stratagem when a DARK ANGELS DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce the damage).
2CP

BOLTSTORM

Dark Angels Stratagem

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

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

HUNTER-SLAYER MISSILE

Dark Angels Stratagem

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

Use this Stratagem in your Shooting phase. Select one DARK ANGELS REPULSOR model from your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48" of that model that is not within 1" of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each DARK ANGELS REPULSOR model can only be selected for this Stratagem once per battle.
1/2CP

VETERAN INTERCESSORS

Dark Angels Stratagem

This squad has been noted for exemplary service.

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

RAPID FIRE

Dark Angels Stratagem

The combination of superhuman reflexes and rigid bolter-drills enable Dark Angels Intercessors to produce a devastating rate of fire.

Use this Stratagem at the start of your Shooting phase. Select one DARK ANGELS INTERCESSOR SQUAD unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.
1CP

HIGH-SPEED FOCUS

Dark Angels Stratagem

The Chapter’s greatest pilots and riders can deliver pinpoint accuracy whilst dodging incoming fire.

Use this Stratagem when a RAVENWING unit from your army is chosen as a target for an attack made with a ranged weapon. Until the start of your next Movement phase, models in that unit benefit from the Jink ability even if they didn’t Advance.
2CP

VENGEANCE OF THE MACHINE SPIRIT

Dark Angels Stratagem

Vengeful machine spirits can wreak havoc on the enemy in their death throes, even as their systems fail.

Use this Stratagem when a DARK ANGELS LAND RAIDER model, DARK ANGELS REPULSOR model or DARK ANGELS STORMRAVEN GUNSHIP model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).
3CP

TARGET SIGHTED

Dark Angels Stratagem

With pinpoint accuracy, Intercessors pick out key enemy leaders, striking weak spots with deadly volleys of fire.

Use this Stratagem at the start of your Shooting phase. Select one DARK ANGELS 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: ‘Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.’
1CP

FURY OF THE FIRST

Dark Angels Stratagem

Little can withstand the mailed fist of the Deathwing.

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

STEADY ADVANCE

Dark Angels Stratagem

A measured advance allows Dark Angels squads to unleash a steady stream of bolter fire.

Use this Stratagem in your Shooting phase, when a DARK ANGELS INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.
1CP

HERO OF THE CHAPTER

Dark Angels Stratagem

Every Dark Angel is a champion, a post-human demigod standing between Mankind and the darkness.

Use this Stratagem before the battle, after nominating your Warlord. Select one DARK ANGELS CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1CP

GENE-WROUGHT MIGHT

Dark Angels Stratagem

Through inhuman strength, Primaris Dark Angels deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when a DARK ANGELS PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
1CP

STAND FIRM

Dark Angels Stratagem

Against the battle plate and inner resolve of the First Company, even the mightiest weapons are not enough.

Use this Stratagem when a DEATHWING TERMINATOR unit from your army is chosen as a target of an attack. Until the end of the phase, increase the Toughness characteristic of models in that unit by 1.
1CP

TARGETING GUIDANCE

Dark Angels Stratagem

Ravenwing Land Speeders gather and relay targeting data to the rest of the Chapter.

Use this Stratagem at the start of your Shooting phase. Select one enemy unit within 12" of and visible to a RAVENWING LAND SPEEDER unit from your army. Until the end of that phase, when resolving an attack made by a model in a friendly DARK ANGELS unit against that unit, you can reroll the hit roll.
1CP

FULL THROTTLE

Dark Angels Stratagem

Forsaking all firepower, the Ravenwing gun their engines and advance at breakneck speeds.

Use this Stratagem in your Movement phase, after moving a RAVENWING unit from your army. You can make a second move with that unit this phase; that unit can Advance as part of that move if it has not already Advanced this phase. That unit cannot shoot or charge this turn.
2CP

COMBINED ASSAULT

Dark Angels Stratagem

When working in unison, the veterans of the Dark Angels are amongst the Imperium’s finest fighting forces.

Use this Stratagem at the end of your Movement phase when you set up a DEATHWING unit from your army using the Teleport Strike ability. You can set up that unit wholly within 6" of a friendly RAVENWING BIKER unit that has not Advanced this turn, and more than 6" from any enemy models. Any models that cannot be set up in this way are destroyed.
2CP

TRANSHUMAN PHYSIOLOGY

Dark Angels Stratagem

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

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

EVASIVE ASSAULT

Dark Angels Stratagem

The Ravenwing evade incoming blows with incredible skill.

Use this Stratagem in the Fight phase, when a RAVENWING BIKER unit from your army that made a charge move or was charged this turn is chosen as the target for an attack. Until the end of that phase, models in that unit have a 5+ invulnerable save.
1CP

OUTNUMBERED BUT NEVER OUTMATCHED

Dark Angels Stratagem

When outnumbered, the Deathwing fight all the harder.

Use this Stratagem in the Fight phase, when a DEATHWING unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Attacks characteristic of models in that unit if that unit targets any enemy units containing 10 or more models.
1CP

HONOURED BY THE ROCK

Dark Angels Stratagem

The Dark Angels have been known to bestow their artefacts upon worthy successor Chapters.

Use this Stratagem after nominating a model drawn from a Dark Angels successor Chapter to be your Warlord. You can give one Relic of Caliban to a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter instead of giving them a Special-issue Wargear Relic. If you do, replace the DARK ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once per battle.

Interromancy Discipline

In order to aid the Interrogator-Chaplains in their cruel labours, the Librarians of the Dark Angels have mastered a sinister and invasive form of telepathy. Few sensations are more horrific for a victim than the insidious slither of the Librarian’s thoughts as they writhe through the gaps in his mental defences, flaying and twisting his psyche at will.

Before the battle, generate the psychic powers for PSYKERS that can use the Interromancy 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

MIND WORM

The Librarian burrows his consciousness into the screaming victim’s brain, ripping free their secrets in a spray of gore.

Mind Worm has a warp charge value of 6. If manifested, select an enemy unit within 12" of the psyker that is visible to him. That unit suffers a mortal wound and may only be chosen to fight in the Fight phase after all other eligible units have fought, even if they charged or have an ability that would allow them to fight first. This effect lasts until the end of your turn.

2

AVERSION

The Librarian sends waves of cold fear washing outwards. The foe find themselves unable to focus upon the psyker, their subconscious screaming at them to look away for fear of what they will see.

Aversion has a warp charge value of 6. If manifested, select an enemy unit within 24" of the psyker that is visible to him. Until your next Psychic phase, your opponent must subtract 1 from all hit rolls made for that unit.

3

RIGHTEOUS REPUGNANCE

Reaching into the minds of his brothers, the Librarian stokes the fires of their hate, and the Dark Angels respond with a surge of cold, furious violence.

Righteous Repugnance has a warp charge value of 7. If manifested, pick a friendly DARK ANGELS unit within 12" of the psyker (if your psyker is from a Dark Angels successor Chapter, pick a friendly unit from that Chapter instead). You can re-roll all failed hit rolls and wound rolls made for the unit’s Melee weapons until the start of your next Psychic phase.

4

TREPHINATION

The Librarian gathers his thoughts into a white hot spike to plunge straight into his victim’s mind, leaving the foe’s brain matter dribbling from ears.

Trephination has a warp charge value of 7. If manifested, roll 2D6, adding 2 to the total if the psychic test was more than 10. The closest visible enemy unit within 18" of the psyker suffers a mortal wound for each point that the total exceeds their highest Leadership characteristic.

5

ENGULFING FEAR

The Librarian inveigles his way into the minds of his foes. Subtly, he twists and heightens their fears.

Engulfing Fear has a warp charge value of 6. If manifested, until the start of your next Psychic phase, your opponent must roll 2 dice and discard the lowest result when taking Morale tests for any unit that is within 6" of the psyker.

6

MIND WIPE

The Librarian scourges the mind of his foe, dragging out every memory that makes them who they are and reducing them to hollow shells of what they once were.

Mind Wipe has a warp charge value of 7. If manifested, choose an enemy model within 18" of the psyker that is visible to him. Each player then rolls a D6 and adds their model’s Leadership characteristic to their result. If your opponent scores higher, or if the scores are drawn, nothing happens. If your score is higher, the enemy model reduces its Leadership, Ballistic Skill and Weapon Skill characteristics by 1 for the rest of the battle (e.g. a Ballistic Skill of 3+ is reduced to 4+).


Obscuration Discipline

Those Dark Angels 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 DARK ANGELS PSYKER models that know powers from the Obscuration discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

D6PSYCHIC POWER
1

Shrouding

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

Shrouding has a warp charge value of 6. If manifested, select one friendly DARK ANGELS PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch.

2

Soul Sight

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

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

3

Mind Raid

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

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

4

Hallucination

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

5

Tenebrous Curse

The psyker sends a psychic bolt lancing through his foes’ minds. As they reel from the assault, their own shadows come to life and drag down their casters.

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

6

Temporal Corridor

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

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


Litanies of Battle

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

Before the battle, generate the litanies for DARK ANGELS CHAPLAIN models that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows. In addition, if your army is Battle-forged, CHAPLAINS in DARK ANGELS Detachments know the Stoic Prosecution litany in addition to any others they know.

D6LITANIES OF BATTLE
1

LITANY OF FAITH

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

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

2

CATECHISM OF FIRE

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

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

3

EXHORTATION OF RAGE

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

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

4

MANTRA OF STRENGTH

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

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

5

RECITATION OF FOCUS

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

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

6

CANTICLE OF HATE

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

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

DARK ANGELS: STOIC PROSECUTION

The Chaplain leads his brothers in an unwavering procession across the battlefield, steadfast and resolute as they fire upon their foes.

If this litany is inspiring, then when a friendly DARK ANGELS INFANTRY unit that is within 6" of this unit and did not Advance or Fall Back this turn is chosen to shoot with, models in that unit can shoot with ranged weapons as if their unit had remained stationary.


Warlord Traits

The commanders of the Dark Angels are courageous warriors and gifted strategists all, and their practises in battle, shaped from the initial teachings of their Primarch, have been honed over millennia of unrelenting conflict.

If a DARK ANGELS CHARACTER is your Warlord, or if your Warlord is a CHARACTER from a Dark Angels successor Chapter, they can generate a Warlord Trait 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 preferred style of waging war.

D6WARLORD TRAIT
1

FURY OF THE LION

It is deeds, not words, that truly stoke a Dark Angel to cold fury. This leader inspires his battle-brothers through the courage of his actions.

If your Warlord charged, was charged or performed a Heroic Intervention this turn, friendly DARK ANGELS units within 6" of him add 1 to their Strength characteristic in the Fight phase.

2

COURAGE OF THE FIRST LEGION

The Dark Angels have ever been famous for standing fast beside their leaders, for their loyalty never falters.

Friendly DARK ANGELS units automatically pass Morale tests whilst they are within 12" of your Warlord.

3

BRILLIANT STRATEGIST

The commanders of the Dark Angels share a measure of their Primarch’s vaunted strategic brilliance.

Once per battle, if your Warlord is on the battlefield, you can re-roll a single hit roll, wound roll, damage roll or saving throw. In addition, if your army is Battle-forged, roll a D6 each time you use a Stratagem; on a 5+ you gain 1 Command Point.

4

HUNTSMAN

This Warlord is renowned for rooting out members of the Fallen from their hiding places – no heretic is safe from his fierce scrutiny.

Each time you select a target for a Pistol, Assault, Rapid Fire or Grenade weapon this Warlord is making an attack with, you can ignore the Look Out, Sir rule. In addition, whenever your Warlord piles in or performs a Heroic Intervention, they can move towards the closest enemy CHARACTER instead of the closest enemy model.

5

MASTER OF MANOEUVRE

This Warlord is known for his ability to swiftly redeploy into ideal attack positions, outmanoeuvring the foe before crushing them utterly.

You can re-roll the dice used to determine how far friendly DARK ANGELS units Advance or charge if they are within 6" of your Warlord.

6

STUBBORN TENACITY

This Warlord can call upon the famed tenacity of his Chapter to fight on despite mortal injury.

Roll a dice each time your Warlord loses a wound. Add 1 to the result if your Warlord did not move during his last Movement phase. On a 6+ your Warlord does not lose the wound.


Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait.
NAMED CHARACTERWARLORD TRAIT
Master LazarusBrilliant Strategist 
Belial (Legendary)Huntsman 
AzraelBrilliant Strategist 
BelialHuntsman 
Sammael on CorvexMaster of Manoeuvre 
Sammael in SableclawMaster of Manoeuvre 
AsmodaiFury of the Lion 
EzekielCourage of the First Legion 

Vanguard Warlord Traits

The commanders of the Dark Angels Vanguard are some of the Chapter’s finest warlords. Master tacticians, clandestine warriors and adept assassins, these specialists lead their battle-brothers on missions where guile and cunning are the best routes to victory.

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

D6WARLORD TRAIT
1

SHOOT AND FADE

This warrior harries the foe before returning to the shadows.

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

2

LORD OF DECEIT

This leader is adept at subterfuge and spreading misinformation.

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

3

MASTER OF THE VANGUARD

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

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

4

STEALTH ADEPT

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

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

5

TARGET PRIORITY

This tactician is constantly seeking prime targets.

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

6

MARKSMAN’S HONOURS

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

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


Deathwing and Ravenwing Warlord Traits

The leaders of the Dark Angels 1st and 2nd Companies are amongst the most revered warriors of the Chapter, trusted with its secrets and responsible for leading the most crucial missions. Their martial wisdom has carried the Chapter through conflicts spanning the stars, setting an example to all.

If a DEATHWING CHARACTER model is your Warlord, you can use the Deathwing Warlord Traits table to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one. If a RAVENWING CHARACTER model is your Warlord, you can instead use the Ravenwing Warlord Traits table to determine what Warlord Trait they have.

Deathwing Warlord Traits

D3WARLORD TRAIT
1

LAY LOW THE MIGHTY

This Warlord and his retinue make a point of engaging the mightiest of enemies, for in such actions the greatest glory can be found.

You can re-roll wound rolls for attacks made with melee weapons against CHARACTER units, or units with a Wounds characteristic of 8 or more, by models in friendly DEATHWING units whilst their unit is within 6" of this Warlord.

2

INEXORABLE

Through force of will alone this Warlord shrugs off the most grievous wounds.

When resolving an attack made against this Warlord, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

3

WATCHED

A strange hooded creature accompanies this Warlord and, at times, lends aid.

Once per battle, in your opponent’s Psychic phase, this Warlord can attempt to resist one psychic power in the same manner as a PSYKER by taking a Deny the Witch test, even if your Warlord is not within 24" of the enemy model manifesting that psychic power. When taking that Deny the Witch test, do not roll the dice; it is automatically passed.


Ravenwing Warlord Traits

D3WARLORD TRAIT
1

IMPECCABLE MOBILITY

Decades of training and combat experience have honed the mounted warfare skills of this Warlord and his warriors.

Whilst they are within 6" of this Warlord, models in RAVENWING units from your army that have Advanced this turn do not suffer the penalty for Advancing and firing Assault weapons.

2

TACTICALLY FLEXIBLE

Adaptability and perceptiveness have enabled this Warlord to turn the tide of many battles.

Once per battle, at the start of the battle round, you can select a combat doctrine that is not currently active. Until the end of that battle round, when resolving an attack made by a model in a friendly RAVENWING unit within 6" of this Warlord, you can treat the chosen doctrine as being active instead of the currently active doctrine.

3

OUTRIDER

This Warlord values positioning above all, and will advance with all haste to claim vital ground before a shot is even fired.

At the start of the first battle round, before the first turn begins, this Warlord and one other RAVENWING unit from your army can move up to 12" as if it were your Movement phase; they cannot Advance as part of this move. Those units must end those moves more than 9" away from 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.


Relics of Caliban

These artefacts are ancient heirlooms that are maintained in places of honour on the Rock. Only the most accomplished and respected of the Dark Angels are worthy of using such storied items, and having their heroics and deeds added to the continuing legends of the relics themselves.

If your army is led by a DARK ANGELS Warlord, then before the battle you may give any one of the following items to an DARK ANGELS CHARACTER. Named characters such as Azrael already have one or more artefacts and cannot be given any of the following items. If your army is led by a Warlord from a Dark Angels successor Chapter, then before the battle you may instead give one CHARACTER from that Chapter a Heavenfall Blade.

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

FOE-SMITER

This ornate storm bolter was wrought by Fedorovich the Great, one of the greatest weaponsmiths of the era of the Great Crusade. Fedorovich forged many of the master-crafted weapons still prized by the Imperium today. Foe-smiter was presented with honour to the first Grand Master of the Deathwing, and continues to lay low the enemies of the Chapter to this day.

Model with a storm bolter only. Foe-smiter replaces this model’s storm bolter and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Foe-smiter
Foe-smiter
24"
Rapid Fire 2
4
-1
2

HEAVENFALL BLADE

This weapon was traditionally bestowed upon the most honourable Knight of the Order before the onset of a long quest into the wilds of Caliban. Its well-honed blade is empowered by a force generator of magnificent, if somewhat temperamental, strength.

Model with a power sword or master-crafted power sword only. A Heavenfall Blade replaces this model’s power sword or master-crafted power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Heavenfall Blade
Heavenfall Blade
Melee
Melee
+2
-3
D3
Abilities: Each time the bearer fights, it can make one additional attack with this weapon.

LION’S ROAR

The Lion’s Roar is an ancient combi-weapon issued to heroes of the Chapter and over the years it has proven to be an ideal weapon for those leading boarding missions or bunker assaults. Whether its heroic bearer survives the battle or not, the Lion’s Roar has always been recovered and returned to its place of honour in the Rock’s armouries.

Model with a combi-plasma only. Lion’s Roar replaces this model’s combi-plasma and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
Plasma blaster (standard)
Plasma blaster (standard)
18"
Assault 2
7
-3
1
Plasma blaster (supercharge)
Plasma blaster (supercharge)
18"
Assault 2
8
-3
2
Abilities: When attacking with this weapon, you can shoot either the boltgun, the plasma blaster, or both. If you fire both, subtract 1 from all hit rolls made for this weapon. In either case, each time you fire the plasma blaster, choose either the standard or supercharge profile; if you roll any hit rolls of 1 when firing a supercharged plasma blaster, the bearer is slain after all the weapon’s shots have been resolved.

MACE OF REDEMPTION

The Mace of Redemption is perhaps the greatest of the weapons forged by the Dark Angels to hunt their traitorous comrades. Blessed with incantations of vengeance, the hollow centre of this sacred power maul flares white-hot when it smites a foe. It is said that, with the mace in hand, Supreme Grand Master Raphael struck down the Daemon Prince ruler of the blasphemous world of New Caliban, allowing the arch-heretic to be captured.

Model with a power maul only. The Mace of Redemption replaces this model’s power maul and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mace of Redemption
Mace of Redemption
Melee
Melee
+3
-3
D3
Abilities: Re-roll all failed wound rolls made for this weapon against HERETIC ASTARTES units.

SHROUD OF HEROES

When one of the Dark Angels’ mightiest warriors is slain in battle, his recovered remains are wrapped in a death shroud until he can be interred within the crypts of the Lion’s Sanctum. Pieces of this fabric, stained in the blood of heroes, are then continually stitched into a single set of robes known as the Shroud of Heroes, and those who wear it claim they can feel the protective powers of their predecessors.

Your opponent must subtract 1 from all hit rolls that target the bearer.

THE EYE OF THE UNSEEN

This augmetic was first bequeathed to Interrogator-Chaplain Enoch by the Watchers in the Dark, and has since been extracted and re-implanted in a string of Dark Angels heroes. It is said that no secret can escape the gaze of the Eye, nor guilt. Those fixed by the glowing lens have their deepest wants and fears laid bare, their every weakness exposed. They stagger and stumble beneath its gaze, and it is all they can do not to drop to their knees and confess all.

Enemy units within 3" of the bearer must subtract 1 from their Leadership characteristic. In addition, enemy CHARACTERS that start the Fight phase within 3" of the bearer can only be chosen to fight after all other eligible units have made their attacks, even if they charged or have an ability that would allow them to fight first.

BLADE OF BURDEN

The Blade of Burden was passed on to this Deathwing Master upon his promotion from the Deathwing Knights. The weapon serves as a powerful reminder of the responsibility its bearer carries as a leader of a company of his own.

DEATHWING MASTER model with power sword only. This Relic replaces a power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of Burden
Blade of Burden
Melee
Melee
+2
-4
2
Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target and the attack sequence ends.

CORVUS OCULUS

This sophisticated targeting equipment gives the bearer unprecedented data on the positions of their enemies, allowing them to strike at foes entrenched in cover or moving at high speeds.

RAVENWING TALONMASTER model only. Add 6" to the Range characteristic of ranged weapons a model with this Relic is equipped with. When resolving an attack made with a ranged weapon by a model with this Relic, add 1 to the hit roll.

KEY OF ACHRABAEL

The Key of Achrabael unlocks a hidden sanctum deep in the Rock. What lies within is a terrible secret known by only a handful, and those with such knowledge fight with zealous fury. Whether they do so seeking atonement, vengeance, or something else remains a mystery.

DEATHWING model only. Add 1 to the Strength and Attacks characteristics of a model with this Relic.

PENNANT OF REMEMBRANCE

This hallowed banner records the names and deeds of the legendary members of the Deathwing that the company’s bone-coloured armour commemorates. The legacy of those mighty warriors is one of bravery and defiance in the face of overwhelming odds. Under the shadow of their example, every member of the Deathwing fights on through grievous injury to prove themselves worthy successors of such mighty paragons.

DEATHWING ANCIENT model only. When a friendly DEATHWING INFANTRY model within 6" of a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

RELIQUARY OF THE REPENTANT

The skull contained within this reliquary is that of a captured Fallen psyker who repented his sins. Once he had been executed, the remains were bound and mounted upon the bike of the Ravenwing Inner Circle member who had captured him. The power of the Fallen lingers in the relic still, creating a disturbing aura that strikes at the minds of enemies as much as it interferes with their shielding systems.

RAVENWING BIKER model only. Worsen the invulnerable saves of enemy units by 1 (to a minimum of 6+) whilst they are within 3" of a model with this Relic (e.g. an invulnerable save of 3+ becomes 4+).

STANDARD OF THE UNFORGIVING HUNT

The Standard of the Unforgiving Hunt must forever fly whilst Fallen remain in the galaxy. Only Ravenwing privy to the Inner Circle may carry this banner, for only they understand the weight of the pledge it symbolises.

RAVENWING ANCIENT model only. Add 1 to Advance rolls and charge rolls made for friendly RAVENWING units if they are within 6" of a model with this Relic when the roll is made.

Special-issue Wargear

While many venerated artefacts adorn the armoury of the Rock, other treasures of the Dark Angels are in the keeping of their successor Chapters. Symbolic of the shared burden of the Unforgiven, these mighty relics remind their bearers to protect the secrets of the Inner Circle and continue the hunt for the Fallen.

If your army is led by a DARK ANGELS Warlord or a Warlord drawn from a Dark Angels Successor Chapter, you can give one of the following Special-issue Wargear Relics to a DARK ANGELS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter, instead of giving them a Relic from Codex: Dark Angels. These are considered to be Relics of Caliban for all rules purposes. Named characters and VEHICLES cannot be given any of the following Relics.

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

ADAMANTINE MANTLE

These flowing cloaks sometimes incorporate the shrouds that have lain over the tombs of Chapter heroes. The wearer is filled with the strength of their forebear in their hour of need, thus enduring the most grievous of wounds.

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

ANGEL’S AMBIT

This winged helm incorporates sophisticated vox technology for relaying tactical orders, making the wearer a beacon around which the Unforgiven fight.

Increase the range of a model with this Relic’s aura abilities by 3".

ARBITER’S GAZE

This bionic eye is powered by the smallest fragment of the Stone Guardians, arcane relics of fallen Caliban steeped in mystery and eldritch power.

When resolving an attack made by a model with this Relic, ignore negative hit roll modifiers and Ballistic Skill modifiers. When firing Overwatch, the bearer successfully hits using their Ballistic Skill, rather than on a 6.

ARTIFICER ARMOUR

The sons of Sanguinius possess some of the most wondrous suits of armour in the Imperium. These ornately sculpted assemblages of engraved plate provide superior protection and afford a fluid ease of movement. All who set eyes upon the wearer are left in no doubt of their nobility and grace.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

BOLTS OF JUDGEMENT

After obtaining a confession from an enemy, an Interrogator-Chaplain delivers a single revered round known as a bolt of judgement to the Master of the Rock.

When you give a model this Relic, select one bolt weapon that model is equipped with. When that model shoots with that weapon, you can choose for it to fire a bolt of judgement. If you do, that model can only make one attack with that weapon, but the weapon has an Armour Penetration characteristic of -2 and a Damage characteristic of 3 for that attack. When resolving that attack, a wound roll of 6+ is successful if the target is a VEHICLE unit or MONSTER unit; otherwise a wound roll of 2+ is successful.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into bionic implants or power-armoured gauntlets. Short-ranged and powerful, they can be triggered in the midst of melee to blast the enemy point-blank with angelic retribution.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

MASTER-CRAFTED WEAPON

Within the Dark Angels Armoury, the Chapter’s finest artificers work to fashion weapons of ornate magnificence and utter lethality for the sons of the Lion to wield.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

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

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

One weapon can be chosen from the following list:

 • Boltgun

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

COMBI-WEAPONS

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

SPECIAL WEAPONS

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun

PISTOLS

 • Bolt pistol

 • Grav-pistol

 • Plasma pistol

MELEE WEAPONS

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power lance1

 • Power sword

 • Thunder hammer

1 Not included in Codex: Dark Angels

HEAVY WEAPONS

 • Grav-cannon and grav-amp

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Multi-melta

 • Plasma cannon

TERMINATOR MELEE WEAPONS

 • Lightning claw

 • Power fist

 • Storm Shield

 • Thunder hammer

TERMINATOR COMBI-WEAPONS

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

 • Storm bolter

TERMINATOR HEAVY WEAPONS

 • Assault cannon

 • Heavy flamer

 • Cyclone missile launcher and storm bolter1

1 Not included in Codex: Dark Angels

DREADNOUGHT HEAVY WEAPONS

 • Heavy plasma cannon

 • Multi-melta

 • Twin autocannon

 • Twin heavy flamer1

 • Twin heavy bolter1

 • Twin lascannon1

 • Assault cannon1

1 Not included in Codex: Dark Angels

MELEE WEAPONS (LEGENDARY)

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power lance

 • Power maul

 • Power sword

 • Thunder hammer


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Absolvor bolt pistol
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
0
Absolvor bolt pistol (Indomitus)
0
Absolvor bolt pistol (Indomitus)
16"
Pistol 1
5
-1
2
-
0
Accelerator autocannon
0
Accelerator autocannon
48"
Heavy 2
7
-2
2
-
30
Aiolos missile launcher
30
Aiolos missile launcher
60"
Heavy 2D3
6
-1
1
-
0
Air defence missiles
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.
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.
70
Anvillus autocannon battery
70
Anvillus autocannon battery
36"
Heavy 8
8
-1
2
-
75
Arachnus heavy lascannon battery
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.
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
Assault bolter
0
Assault bolter
18"
Assault 3
5
-1
1
-
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
0
Assault plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Assault plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
 - Supercharge
24"
Assault 2
7
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Astartes grenade launcher
When you choose this weapon to shoot with, select one of the profiles below.
0
Astartes grenade launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Astartes shotgun
0
Astartes shotgun
12"
Assault 2
4
0
1
When resolving an attack made with this weapon against a unit that is within half range, this weapon has a Strength characteristic of 5 for that attack.
When resolving an attack made with this weapon against a unit that is within half range, this weapon has a Strength characteristic of 5 for that attack.
0
Auto bolt rifle
0
Auto bolt rifle
24"
Assault 3
4
0
1
-
0
Auto boltstorm gauntlets (shooting)
0
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
35
Avenger mega bolter
35
Avenger mega bolter
36"
Heavy 10
6
-1
1
-
20
Bellicatus missile array
When you choose this weapon to shoot with, select one of the profiles below.
20
Bellicatus missile array
When you choose this weapon to shoot with, select one of the profiles below.
 - Krak missiles
 - Krak missiles
48"
Heavy 1
8
-2
D6
-
 - Frag missiles
 - Frag missiles
48"
Heavy D6
4
0
1
Blast
Blast
 - Icarus missiles
 - Icarus missiles
48"
Heavy D3
7
-1
D3
Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
0
Blacksword missile launcher
0
Blacksword missile launcher
36"
Heavy 1
7
-3
2
-
0
Bolt carbine
0
Bolt carbine
24"
Assault 2
4
0
1
-
5
Bolt carbine with special issue ammunition
5
Bolt carbine with special issue ammunition
24"
Assault 2
4
-2
1
-
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Bolt sniper rifle
When you choose this weapon to shoot with, select one of the profiles below.
0
Bolt sniper rifle
When you choose this weapon to shoot with, select one of the profiles below.
 - Executioner round
 - Executioner round
36"
Heavy 1
5
-1
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
 - Hyperfrag round
 - Hyperfrag round
36"
Heavy D3
5
0
1
Blast. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Blast. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
 - Mortis round
 - Mortis round
36"
Heavy 1
5
-2
D3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Boltstorm gauntlet (shooting)
0
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
0
1
-
30
C-beam cannon
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.
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
Cerberus launcher
0
Cerberus launcher
18"
Heavy D6
4
0
1
Blast
Blast
3
Combi-bolter
3
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
10
Combi-flamer
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
10
Combi-flamer
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
10
Combi-grav
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
10
Combi-grav
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
10
Combi-melta
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
10
Combi-melta
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
10
Combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
10
Combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
20
Conversion beamer
20
Conversion beamer
42"
Heavy D3
6
0
1
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
25
Cyclone missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
25
Cyclone missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
36"
Heavy 2D3
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
60
Cyclonic melta lance
60
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.
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
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.
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
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.
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
5
Deathwind launcher
12"
Assault D6
5
0
1
Blast
Blast
0
Demolisher cannon
0
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
0
Disintegration combi-gun
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
0
Disintegration combi-gun
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Disintegration gun
 - Disintegration gun
18"
Rapid Fire 1
5
-3
D6
-
0
Disintegration pistol
0
Disintegration pistol
9"
Pistol 1
5
-3
D6
-
0
Dreadhammer siege cannon
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
Blast. 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.
Blast. 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.
25
Dreadnought inferno cannon
25
Dreadnought inferno cannon
8"
Heavy D6
6
-1
2
This weapon hits its target automatically.
This weapon hits its target automatically.
11
Excelsior combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
11
Excelsior combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
 - HE shells
100"
Heavy 2D6
8
-3
2
Blast. When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled.
Blast. When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
 - AE shells
100"
Heavy 2
14
-4
6
-
0
Firefury missile battery
0
Firefury missile battery
72"
Heavy 4
6
-1
1
-
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Flamestorm cannon
0
Flamestorm cannon
12"
Heavy D6
6
-2
2
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Flamestorm gauntlets (shooting)
0
Flamestorm gauntlets (shooting)
8"
Assault 2D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Frag grenades
0
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
5
Fragstorm grenade launcher
5
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
Grav-cannon and grav-amp
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
65
Grav-flux bombard
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
Blast. 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.
Blast. 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.
10
Grav-gun
10
Grav-gun
18"
Rapid Fire 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
5
Grav-pistol
5
Grav-pistol
12"
Pistol 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
15
Graviton blaster
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.
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
5
Grenade harness
5
Grenade harness
12"
Assault D6
4
-1
1
Blast
Blast
5
Hand flamer
5
Hand flamer
6"
Pistol D6
3
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Heavy bolt pistol
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
0
Heavy bolt pistol (Indomitus)
0
Heavy bolt pistol (Indomitus)
18"
Pistol 1
4
-1
1
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
40
Heavy laser destroyer
40
Heavy laser destroyer
72"
Heavy 2
10
-4
D6
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
0
Heavy neutron pulse array
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.
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 onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
20
Heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
20
Heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
0
Heavy plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Heavy plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
 - Supercharge
36"
Heavy 1
9
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Helios launcher
0
Helios launcher
72"
Heavy 2D6
7
-1
1
This weapon can target units that are not visible to the bearer.
This weapon can target units that are not visible to the bearer.
50
Hellfire plasma carronade
50
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.
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
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
15
Hurricane bolter
15
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
30
Hyperios launcher
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.
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.
5
Icarus ironhail heavy stubber
5
Icarus ironhail heavy stubber
36"
Heavy 3
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
5
Icarus rocket pod
5
Icarus rocket pod
24"
Heavy D3
7
-1
2
Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
10
Icarus stormcannon
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
0
Incendium cannon
0
Incendium cannon
12"
Heavy 2D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
45
Infernus cannon
45
Infernus cannon
8"
Heavy 2D6
5
-1
2
This weapon hits its target automatically.
This weapon hits its target automatically.
0
Instigator bolt carbine
0
Instigator bolt carbine
24"
Assault 1
4
-1
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
5
Ironhail heavy stubber
5
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
5
Ironhail skytalon array
5
Ironhail skytalon array
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can FLY; otherwise subtract 1 from the hit roll.
25
Kheres assault cannon
25
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
25
Kheres-pattern assault cannon
25
Kheres-pattern assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenades
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
5
Krakstorm grenade launcher
5
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
10
Las fusil
10
Las fusil
36"
Heavy 1
8
-3
3
-
35
Las-talon
35
Las-talon
24"
Heavy 2
9
-3
D6
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Laser destroyer
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.
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:
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
 - Volley fire
 - Volley fire
36"
Heavy 2
9
-3
3
-
 - Overcharge fire
 - 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.
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
Lion’s Wrath
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.
Lion’s Wrath
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.
 - Master-crafted boltgun
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Plasma gun
 - 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.
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.
30
Macro plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
30
Macro plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D6
8
-4
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
9
-4
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
40
Magna-melta cannon
40
Magna-melta cannon
24"
Heavy D3
10
-4
D6
Blast. 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.
Blast. 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
Marksman bolt carbine
0
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
When resolving an attack made with this weapon, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
5
Master-crafted auto bolt rifle
5
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
5
Master-crafted boltgun
5
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
0
Master-crafted instigator bolt carbine
0
Master-crafted instigator bolt carbine
30"
Assault 1
4
-2
3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
0
Master-crafted occulus bolt carbine
0
Master-crafted occulus bolt carbine
24"
Rapid Fire 1
4
0
2
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
5
Master-crafted stalker bolt rifle
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
5
Melta bombs
5
Melta bombs
4"
Grenade 1
8
-4
D6
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
0
Melta cutter
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Melta rifle
0
Melta rifle
24"
Assault 1
8
-4
D6
When resolving an attack against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
10
Meltagun
10
Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Multi-melta
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
25
Multi-melta (Indomitus)
25
Multi-melta (Indomitus)
24"
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
Neo-volkite pistol
Neo-volkite pistol
15"
Pistol 2
5
0
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
0
Neutron pulse cannon
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.
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
Occulus bolt carbine
0
Occulus bolt carbine
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
20
Onslaught gatling cannon
20
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
20
Onslaught gatling cannon (Indomitus)
20
Onslaught gatling cannon (Indomitus)
24"
Heavy 8
5
-1
1
-
10
Plasma blaster
When you choose this weapon to shoot with, select one of the profiles below.
10
Plasma blaster
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
10
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
10
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharged
 - Supercharged
18"
Assault 2
8
-3
2
For each hit roll of 1, the bearer suffers a single mortal wound.
For each hit roll of 1, the bearer suffers a single mortal wound.
10
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
10
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
15
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
15
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma cutter
When you choose this weapon to shoot with, select one of the profiles below.
5
Plasma cutter
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
40
Plasma destroyer
40
Plasma destroyer
36"
Heavy 2D3
7
-3
2
Blast
Blast
5
Plasma exterminator
When you choose this weapon to shoot with, select one of the profiles below.
5
Plasma exterminator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
18"
Assault D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
18"
Assault D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
10
Plasma gun
When you choose this weapon to shoot with, select one of the profiles below.
10
Plasma gun
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
 - Supercharge
30"
Rapid Fire 1
8
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is destroyed after shooting with this weapon.
On an unmodified hit roll of 1, the bearer is destroyed after shooting with this weapon.
0
Plasma storm battery
When attacking with this weapon, choose one of the profiles below.
0
Plasma storm battery
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
36"
Heavy D6
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
8
-3
3
Blast. If you make one or more hit rolls of 1, the bearer suffers 3 mortal wounds after all of this weapon’s shots have been resolved, and the plasma storm battery cannot be used for the rest of the battle.
Blast. If you make one or more hit rolls of 1, the bearer suffers 3 mortal wounds after all of this weapon’s shots have been resolved, and the plasma storm battery cannot be used for the rest of the battle.
0
Plasma talon
When attacking with this weapon, choose one of the profiles below.
0
Plasma talon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - 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.
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
40
Predator autocannon
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
0
Punisher rotary cannon
0
Punisher rotary cannon
36"
Heavy 18
5
-1
1
-
60
Quad heavy bolter
60
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
80
Quad lascannon
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
45
Quad launcher
When firing this weapon, select one of the two profiles below:
45
Quad launcher
When firing this weapon, select one of the two profiles below:
 - Shatter shells
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
 - Thunderfire shells
60"
Heavy 4D3
5
0
1
This weapon can target units not visible to the firing model.
This weapon can target units not visible to the firing model.
0
Ravenwing grenade launcher
When attacking with this weapon, choose one of the profiles below.
0
Ravenwing grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag shell
 - Frag shell
24"
Assault D6
3
0
1
Blast
Blast
 - Krak shell
 - Krak shell
24"
Assault 2
6
-1
D3
-
10
Reaper autocannon
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
0
Reductor pistol
0
Reductor pistol
3"
Pistol 1
4
-3
2
-
0
Rift cannon
0
Rift cannon
18"
Heavy D3
10
-3
3
Blast. If a unit suffers any damage from this weapon, roll a dice and consult the damage table above. If the result equals or beats the relevant number in the Rift Vortex column, the target unit suffers a further D3 mortal wounds.
Blast. If a unit suffers any damage from this weapon, roll a dice and consult the damage table above. If the result equals or beats the relevant number in the Rift Vortex column, the target unit suffers a further D3 mortal wounds.
40
Scorpius multi-launcher
40
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
Blast. This weapon can target units not visible to the firing model.
Blast. This weapon can target units not visible to the firing model.
0
Shock grenades
0
Shock grenades
6"
Grenade D3
*
*
*
Blast. This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll: instead the target is stunned until the end of the turn. A stunned unit cannot fire Overwatch, and 1 is subtracted from hit rolls for attacks made by models in that unit.
Blast. This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll: instead the target is stunned until the end of the turn. A stunned unit cannot fire Overwatch, and 1 is subtracted from hit rolls for attacks made by models in that unit.
0
Siege melta array
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
45
Skyreaper battery
45
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.
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
0
Skyspear missile launcher
60"
Heavy 1
9
-3
D6
When resolving an attack made with this weapon, you can re-roll the hit roll, and you add 1 to the hit roll if the target can FLY.
When resolving an attack made with this weapon, you can re-roll the hit roll, and you add 1 to the hit roll if the target can FLY.
2
Sniper rifle
2
Sniper rifle
36"
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
0
Stalker bolt rifle
0
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
50
Storm cannon array
50
Storm cannon array
24"
Heavy 10
7
-2
2
-
0
Stormstrike missile launcher
0
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
0
Tempest salvo launcher
0
Tempest salvo launcher
36"
Heavy D3
6
-3
2
-
The Deliverer
The Deliverer
12"
Pistol 1
4
-1
2
-
0
Thunderhawk heavy cannon
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
Blast
Blast
0
Turbo-laser destructor
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
0
Twin accelerator autocannon
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.
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.
0
Twin accelerator autocannon (Indomitus)
0
Twin accelerator autocannon (Indomitus)
48"
Heavy 6
7
-1
2
-
40
Twin assault cannon
40
Twin assault cannon
24"
Heavy 12
6
-1
1
-
0
Twin auto bolt rifle
0
Twin auto bolt rifle
24"
Assault 6
4
0
1
-
30
Twin autocannon
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin avenger bolt cannon
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
0
Twin bolt rifle
0
Twin bolt rifle
30"
Rapid Fire 2
4
-1
1
-
0
Twin boltgun
0
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
30
Twin heavy bolter
30
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
30
Twin heavy flamer
30
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
40
Twin heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
40
Twin heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy 2D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy 2D3
8
-3
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
50
Twin hellstrike launcher
50
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
-
0
Twin Icarus ironhail heavy stubber
0
Twin Icarus ironhail heavy stubber
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
0
Twin ironhail autocannon
0
Twin ironhail autocannon
48"
Heavy 6
7
-1
2
-
40
Twin las-talon
40
Twin las-talon
24"
Heavy 4
9
-3
D6
-
40
Twin lascannon
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
120
Twin magna-melta
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
50
Twin multi-melta
50
Twin multi-melta
24"
Heavy 2
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
 - 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.
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
Twin storm bolter
Twin storm bolter
24"
Rapid Fire 4
4
0
1
-
0
Twin volcano cannon
0
Twin volcano cannon
120"
Heavy 2D6
16
-5
2D6
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
10
Twin volkite charger
10
Twin volkite charger
15"
Heavy 4
5
0
2
-
40
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
40
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
20
Vengeance launcher
20
Vengeance launcher
48"
Heavy 2D6
5
-1
1
Blast
Blast
5
Volkite charger
5
Volkite charger
15"
Heavy 2
5
0
2
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
15
Whirlwind castellan launcher
15
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
10
Whirlwind vengeance launcher
10
Whirlwind vengeance launcher
72"
Heavy 2D3
7
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
5
Wrist-mounted grenade launcher
5
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
Blast
Blast
30
Xiphon missile battery
30
Xiphon missile battery
60"
Heavy 3
6
-2
3
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Astartes chainsword
0
Astartes chainsword
Melee
Melee
User
-1
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Auto boltstorm gauntlets (melee)
0
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Blade of Caliban
0
Blade of Caliban
Melee
Melee
+3
-3
D3
-
Blades of Reason
Blades of Reason
Melee
Melee
User
0
D6
-
0
Boltstorm gauntlet (melee)
0
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Caestus ram
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.
Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
10
Chainfist
10
Chainfist
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Combat knife
0
Combat knife
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Corvus hammer
0
Corvus hammer
Melee
Melee
+1
-1
1
Each wound roll of 6+ made for this weapon causes D3 damage instead of 1.
Each wound roll of 6+ made for this weapon causes D3 damage instead of 1.
0
Crozius arcanum (Indomitus)
0
Crozius arcanum (Indomitus)
Melee
Melee
+2
-1
2
-
0
Crozius arcanum
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
0
Crushing tracks
0
Crushing tracks
Melee
Melee
User
-2
D3
-
Dreadnought chainfist
Dreadnought chainfist
Melee
Melee
x2
-4
4
-
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
Enmity’s Edge
Enmity’s Edge
Melee
Melee
+2
-4
D3
When resolving an attack made with this weapon against a PSYKER unit, you can re-roll the wound roll and you can re-roll the damage roll.
When resolving an attack made with this weapon against a PSYKER unit, you can re-roll the wound roll and you can re-roll the damage roll.
10
Eviscerator
10
Eviscerator
Melee
Melee
x2
-4
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Executioner relic blade
Executioner relic blade
Melee
Melee
+3
-3
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
0
Flail of the Unforgiven
0
Flail of the Unforgiven
Melee
Melee
+2
-3
2
Excess damage from this weapon 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.
Excess damage from this weapon 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.
0
Flamestorm gauntlets (melee)
0
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Force axe
0
Force axe
Melee
Melee
+1
-2
D3
-
0
Force stave
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
0
Force sword
Melee
Melee
User
-3
D3
-
0
Halberd of Caliban
0
Halberd of Caliban
Melee
Melee
+3
-4
D3
Each time the bearer fights, it can make D3 additional attacks with this weapon if the target unit contains 5 or more models.
Each time the bearer fights, it can make D3 additional attacks with this weapon if the target unit contains 5 or more models.
0
Invictor fist
0
Invictor fist
Melee
Melee
x2
-3
3
-
Leviathan siege claw
Leviathan siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Re-roll failed wound rolls against INFANTRY.
Leviathan siege drill
Leviathan siege drill
Melee
Melee
x2
-4
4
-
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
0
Mace of absolution
0
Mace of absolution
Melee
Melee
x2
-2
3
-
Master-crafted power sword (Indomitus)
Master-crafted power sword (Indomitus)
Melee
Melee
+1
-3
2
-
10
Master-crafted power sword
10
Master-crafted power sword
Melee
Melee
User
-3
2
-
0
Paired combat blades
0
Paired combat blades
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
5
Power axe
5
Power axe
Melee
Melee
+1
-2
1
-
10
Power fist
10
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
4
Power lance
4
Power lance
Melee
Melee
+2
-1
1
-
5
Power maul
5
Power maul
Melee
Melee
+2
-1
1
-
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
Raven Sword
Raven Sword
Melee
Melee
+1
-3
2
This weapon has Strength x2 if Sammael charged in the preceding Charge phase.
This weapon has Strength x2 if Sammael charged in the preceding Charge phase.
0
Redemptor fist
0
Redemptor fist
Melee
Melee
x2
-3
D6
-
10
Relic blade
10
Relic blade
Melee
Melee
+2
-3
D3
-
30
Seismic hammer
30
Seismic hammer
Melee
Melee
x2
-4
5
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Servo-arm
0
Servo-arm
Melee
Melee
x2
-2
3
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.
Sword of Secrets
Sword of Secrets
Melee
Melee
+2
-3
D3
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Sword of Silence
Sword of Silence
Melee
Melee
+1
-3
2
This weapon always wounds on a 2+, unless the target is a VEHICLE.
This weapon always wounds on a 2+, unless the target is a VEHICLE.
0
Termite drill
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.
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.
Thunder hammer
Thunder hammer
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Traitor’s Bane
Traitor’s Bane
Melee
Melee
+1
-3
D3
Add 1 to this weapon’s damage if the target is a PSYKER.
Add 1 to this weapon’s damage if the target is a PSYKER.

Other Wargear

OTHER WARGEAR
ABILITIES 
5
Armorium Cherub
If a Space Marine Sergeant in this unit has an Armorium Cherub, then after a model in this unit shoots with a ranged weapon, that Armorium Cherub can reload that model’s weapon. If it does, that Armorium Cherub is removed from play and that model can immediately shoot with that ranged weapon again.

An Armorium Cherub is represented by an Armorium Cherub model, but does not count as a model for any rules purposes. Whilst a unit with an Armorium Cherub is on the battlefield, that Armorium Cherub must be within 2" of it.
5
Armorium Cherub
If a Space Marine Sergeant in this unit has an Armorium Cherub, then after a model in this unit shoots with a ranged weapon, that Armorium Cherub can reload that model’s weapon. If it does, that Armorium Cherub is removed from play and that model can immediately shoot with that ranged weapon again.

An Armorium Cherub is represented by an Armorium Cherub model, but does not count as a model for any rules purposes. Whilst a unit with an Armorium Cherub is on the battlefield, that Armorium Cherub must be within 2" of it.
40
Atomantic Pavaise
If equipped with an atomantic pavaise, all friendly DARK ANGELS 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.
40
Atomantic Pavaise
If equipped with an atomantic pavaise, all friendly DARK ANGELS 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 in your Shooting phase, this model can use its auto launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
0
Auto Launchers
Instead of shooting in your Shooting phase, this model can use its auto launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
2
Auxiliary Grenade Launcher
If a model has an auxiliary grenade launcher, Grenade weapons that model is equipped with have a Range characteristic of 30".
2
Auxiliary Grenade Launcher
If a model has an auxiliary grenade launcher, Grenade weapons that model is equipped with have a Range characteristic of 30".
2
Camo Cloak
Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
2
Camo Cloak
Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
2
Grapnel Launchers (Reivers)
If every model in this unit has a grapnel launcher, then during deployment you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

If a model in this unit has a grapnel launcher, then when that model moves in your Movement phase, do not count any vertical distance it moves against the total it can move that turn.
2
Grapnel Launchers (Reivers)
If every model in this unit has a grapnel launcher, then during deployment you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

If a model in this unit has a grapnel launcher, then when that model moves in your Movement phase, do not count any vertical distance it moves against the total it can move that turn.
2
Grav-chute
If this model has a grav-chute, then during deployment you can set up this model in low altitude instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
2
Grav-chute
If this model has a grav-chute, then during deployment you can set up this model in low altitude instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
10
Haywire Mine
In your Movement phase, one model from your army with a haywire mine that has not been primed can prime it. At any point during that model’s move, place one Primed Haywire Mine within 1" of it, more than 3" away from any enemy models and more than 6" away from any other Primed Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed Haywire Mine is then removed from play.

The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
10
Haywire Mine
In your Movement phase, one model from your army with a haywire mine that has not been primed can prime it. At any point during that model’s move, place one Primed Haywire Mine within 1" of it, more than 3" away from any enemy models and more than 6" away from any other Primed Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed Haywire Mine is then removed from play.

The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
5
Infiltrator Comms Array
Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly <CHAPTER> PHOBOS CAPTAIN or <CHAPTER> PHOBOS LIEUTENANT models on the battlefield, this unit is always treated as being within range of those models’ Rites of Battle and Tactical Precision abilities.
5
Infiltrator Comms Array
Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly <CHAPTER> PHOBOS CAPTAIN or <CHAPTER> PHOBOS LIEUTENANT models on the battlefield, this unit is always treated as being within range of those models’ Rites of Battle and Tactical Precision abilities.
20
Orbital Comms Array
In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 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.
20
Orbital Comms Array
In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 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.
25
Shield Dome
A model with a shield dome has a 4+ invulnerable save.
25
Shield Dome
A model with a shield dome has a 4+ invulnerable save.
0
Smoke Grenades
Once per battle, instead of shooting in your Shooting phase, this unit can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
0
Smoke Grenades
Once per battle, instead of shooting in your Shooting phase, this unit can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
0
Stasis Bomb
Once per game, this model can drop a stasis bomb as it flies over an enemy unit in its Movement phase. After the Ravenwing Dark Talon has moved, pick one enemy unit that it flew over. Then, roll a D6 for each model in the enemy unit (up to a maximum of 10 dice). For each roll of a 4+, the target unit suffers a mortal wound.
0
Stasis Bomb
Once per game, this model can drop a stasis bomb as it flies over an enemy unit in its Movement phase. After the Ravenwing Dark Talon has moved, pick one enemy unit that it flew over. Then, roll a D6 for each model in the enemy unit (up to a maximum of 10 dice). For each roll of a 4+, the target unit suffers a mortal wound.
Storm Shield
A model with a storm shield has a 3+ invulnerable save.
Storm Shield
A model with a storm shield has a 3+ invulnerable save.
5
Watcher in the Dark (Deathwing Terminator Squad)
Once per game, if an enemy psychic power affects a Deathwing Terminator Squad accompanied by a Watcher in the Dark, roll a dice. On a 3+ the power has no effect on this unit (all other targets are affected normally). Remove the Watcher in the Dark model from play after this roll has been made, whether successful or not.

The Watcher in the Dark must remain as close to this unit as possible, but is otherwise ignored for all other gaming purposes. Remove the Watcher in the Dark if this unit is slain. The Watcher in the Dark does not count as a model for the purposes of the Combat Squads ability. If a Deathwing Terminator Squad is split, the Watcher in the Dark must accompany one of the units.
5
Watcher in the Dark (Deathwing Terminator Squad)
Once per game, if an enemy psychic power affects a Deathwing Terminator Squad accompanied by a Watcher in the Dark, roll a dice. On a 3+ the power has no effect on this unit (all other targets are affected normally). Remove the Watcher in the Dark model from play after this roll has been made, whether successful or not.

The Watcher in the Dark must remain as close to this unit as possible, but is otherwise ignored for all other gaming purposes. Remove the Watcher in the Dark if this unit is slain. The Watcher in the Dark does not count as a model for the purposes of the Combat Squads ability. If a Deathwing Terminator Squad is split, the Watcher in the Dark must accompany one of the units.
2CP

INTRACTABLE

Dark Angels Stratagem

Although stubborn in the extreme, even the resolute Dark Angels know that a fighting retreat is often the most tactical choice.

Use this Stratagem after one of your DARK ANGELS units has Fallen Back. That unit can still shoot this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
And They Shall Know No Fear

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

When a Morale test is taken for this unit, you can re-roll the dice.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
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 dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

MIND WIPE

The Librarian scourges the mind of his foe, dragging out every memory that makes them who they are and reducing them to hollow shells of what they once were.

Mind Wipe has a warp charge value of 7. If manifested, choose an enemy model within 18" of the psyker that is visible to him. Each player then rolls a D6 and adds their model’s Leadership characteristic to their result. If your opponent scores higher, or if the scores are drawn, nothing happens. If your score is higher, the enemy model reduces its Leadership, Ballistic Skill and Weapon Skill characteristics by 1 for the rest of the battle (e.g. a Ballistic Skill of 3+ is reduced to 4+).

1CP

KILLSHOT

Dark Angels Stratagem

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

Use this Stratagem in your Shooting phase if a DARK ANGELS Predator from your army is within 6" of 2 other friendly DARK ANGELS 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.
1CP

HELLFIRE SHELLS

Dark Angels Stratagem

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

Use this Stratagem just before a DARK ANGELS INFANTRY model from your army 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

FLAKK MISSILE

Dark Angels Stratagem

Flakk missiles are designed to eliminate light aircraft by unleashing a devastating payload of shrapnel.

You can use this Stratagem just before a DARK ANGELS INFANTRY model from your army 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.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The Vexilus Praetor keyword is used in following Adeptus Custodes datasheets:

3CP

VEXILLA TELEPORT HOMER

Adeptus Custodes Stratagem

Custodes vexillas incorporate sophisticated teleport homers, allowing daring strikes into the heart of the enemy army.

Use this Stratagem at the end of your Movement phase. When you set up a teleporting ADEPTUS CUSTODES unit at the end of the phase, you can set it up wholly within 6" of a friendly VEXILUS PRAETOR (other than one that was set up in this turn) and more than 3" from enemy models. Any models that cannot be set up this way are destroyed.
2CP

LYING IN WAIT

Genestealer Cults Stratagem

Revealing themselves from carefully prepared positions, the true believers appear as if from thin air.

Use this Stratagem when you set up a unit from your army as reinforcements that has the Cult Ambush ability and that was set up underground. When setting up that unit, it can be set up anywhere on the battlefield that is more than 3" from any enemy models, but that unit cannot make a charge move this turn.
2CP

AUSPEX SCAN

Space Marines Stratagem

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

Use this Stratagem after your opponent sets up a unit on the battlefield as reinforcements within 12" of any ADEPTUS ASTARTES INFANTRY units from your army. Select one of those units from your army to shoot at that enemy unit as if it were your Shooting phase; when resolving these attacks, subtract 1 from hit rolls.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

SHROUDING

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

Shrouding has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch.

The Fallen keyword is used in following Chaos Space Marines datasheets:

Elites
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Bolter Discipline

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

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and Relics that replace bolt weapons.
Shock Assault

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

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

When the Adeptus Astartes fight alongside their battlebrothers they employ a strict set of combat doctrines.

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

Devastator Doctrine
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The Servitors keyword is used in following Dark Angels datasheets:

Elites
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
1CP

HONOURED BY THE ROCK

Dark Angels Stratagem

The Dark Angels have been known to bestow their artefacts upon worthy successor Chapters.

Use this Stratagem after nominating a model drawn from a Dark Angels successor Chapter to be your Warlord. You can give one Relic of Caliban to a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter instead of giving them a Special-issue Wargear Relic. If you do, replace the DARK ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once per battle.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
1CP

INNER CIRCLE

Dark Angels Stratagem

Those who enter the Unforgiven’s deepest circles of knowledge will never relinquish the hunt.

Use this Stratagem before the battle. Select a DARK ANGELS MASTER, DARK ANGELS DREADNOUGHT or DARK ANGELS LAND RAIDER from your army. That model gains the DEATHWING keyword and the Inner Circle ability for the duration of the battle.
1CP/3CP

RELICS OF THE ROCK

Dark Angels Stratagem

In times of great need, the commanders of the Dark Angels will arm their battle-brothers with artefacts of extraordinary power.

Use this Stratagem before the battle. Your army can have one extra Relic of Caliban for 1 CP, or two extra Relics of Caliban for 3 CPs. All of the Relics of Caliban that you include must be different and be given to different DARK ANGELS CHARACTERS. You can only use this Stratagem once per battle.
1CP

SECRET AGENDA

Dark Angels Stratagem

Taciturn and mysterious, the Dark Angels operate in a clandestine fashion to further their own agenda.

Use this Stratagem before the battle if you are playing a mission that uses Tactical Objectives. For the duration of the battle keep your Tactical Objectives secret from your opponent. Only reveal Tactical Objectives when they are achieved.
1CP

THE LION AND THE WOLF

Dark Angels Stratagem

As tradition demands, the champions of the Space Wolves and the Dark Angels must recreate the battle between their Primarchs.

Use this Stratagem before the battle if your army includes any SPACE WOLVES INFANTRY units. Choose one DARK ANGELS INFANTRY model and one SPACE WOLVES INFANTRY model in your army. Roll a dice for each model; on a 4+ that model suffers a mortal wound. Each model that survives then increases its Strength, Attacks, Weapon Skill and Leadership characteristics by 1 (e.g. a Weapon Skill of 3+ is increased to 2+). You can only use this Stratagem once per battle.
1CP

HERO OF THE CHAPTER

Dark Angels Stratagem

Every Dark Angel is a champion, a post-human demigod standing between Mankind and the darkness.

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

The Dark Angels and Intercessor Squad keywords are used in following Dark Angels datasheets:

1/2CP

VETERAN INTERCESSORS

Dark Angels Stratagem

This squad has been noted for exemplary service.

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