The Adeptus Astartes are the Imperium’s Angels of Death. They descend from the skies upon trails of fire to bring swift and bloody destruction to the enemies of Mankind, sweeping the corruption of Chaos and the spoor of the xenos foe from the galaxy with bolter and chainsword. No conquest is beyond them, for they are the Space Marines, and they know no fear.
This section contains all of the datasheets that you will need in order to fight battles with your Space Marines miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Space Marines units – these are described below and referenced on the datasheets.
Book | Kind | Edition | Version | Last update |
Space Marines |
Space Marines | Codex | 9 | Indomitus 1.1 | January 2021 |
Imperial Armour: Compendium |
Imperial Armour: Compendium | Index | 9 | Indomitus 1.0 | December 2020 |
Warhammer Legends: Forge World |
Warhammer Legends: Forge World | Index | 9 | 1.0 | December 2020 |
Deathwatch |
Deathwatch | Supplement | 9 | 1.0 | December 2020 |
Index Astartes: Black Templars |
Index Astartes: Black Templars | Index | 9 | | November 2020 |
Index Astartes: Space Wolves |
Index Astartes: Space Wolves | Index | 9 | | November 2020 |
Index Astartes: Dark Angels |
Index Astartes: Dark Angels | Index | 9 | | November 2020 |
Ultramarines |
Ultramarines | Supplement | 8 | Indomitus 1.2 | November 2020 |
Raven Guard |
Raven Guard | Supplement | 8 | Indomitus 1.1 | October 2020 |
Imperial Fists |
Imperial Fists | Supplement | 8 | Indomitus 1.1 | October 2020 |
White Scars |
White Scars | Supplement | 8 | Indomitus 1.1 | October 2020 |
Iron Hands |
Iron Hands | Supplement | 8 | Indomitus 1.1 | October 2020 |
Index Astartes: Blood Angels |
Index Astartes: Blood Angels | Index | 9 | | October 2020 |
Salamanders |
Salamanders | Supplement | 8 | Indomitus 1.1 | October 2020 |
Imperium Nihilus: Vigilus Defiant |
Imperium Nihilus: Vigilus Defiant | Expansion | 8 | Indomitus 1.1 | July 2020 |
Imperial Armour: Forces of the Adeptus Astartes |
Imperial Armour: Forces of the Adeptus Astartes | Index | 8 | Indomitus 1.0 | July 2020 |
Warhammer Legends: Space Marines |
Warhammer Legends: Space Marines | Dataslate | 8 | | December 2019 |
Warhammer Legends: Legion of the Damned |
Warhammer Legends: Legion of the Damned | Dataslate | 8 | | December 2019 |
Index Astartes: Blood Ravens |
Index Astartes: Blood Ravens | White Dwarf | 8 | | July 2019 |
Index Astartes: Crimson Fists |
Index Astartes: Crimson Fists | White Dwarf | 8 | | January 2019 |
Supplement: Deathwatch
Q: | When using the Brotherhood of Veterans Stratagem, can I select a Successor Chapter Tactic? |
A: | No, you can only select one Chapter Tactic or one Successor Tactic. A Successor Chapter Tactic comprises two Successor Tactics and so cannot be chosen. |
Supplement: Ultramarines
Q: | Can any of the datasheets in this supplement be from a successor Chapter? |
A: | No. These datasheets and named characters can only be from the Ultramarines Chapter. |
Q: | When setting up a unit again using the Rapid Redeployment Stratagem, can that unit use any abilities that allow it to be set up in other locations (e.g. Teleport Strike)? |
A: | No. |
Q: | Is the Tactical Expertise Stratagem considered to be an ‘unless specified otherwise’ rule for the purposes of Combat Doctrines? |
A: | Yes. The Armour Penetration characteristic bonus from Combat Doctrines is cumulative with the bonus gained from that Stratagem. |
Q: | If I select a weapon with more than one profile for the Master-crafted Weapon Special Issue Wargear (e.g. a plasma pistol), does the increased Damage characteristic apply to all profiles of that weapon, or must I select which profile of that weapon is improved? |
A: | Add 1 to the Damage characteristic of all profiles of that weapon. Note that weapons with similar names but listed separately in the weapons table, such as boltstorm gauntlet (melee) and boltstorm gauntlet (shooting), are considered separate weapons, rather than the same weapon with different profiles. |
Q: | Does the Martial Precision Stratagem affect all attacks made by a weapon, or just one attack? |
A: | Martial Precision applies to a single attack made with that weapon. |
Q: | If Sergeant Chronus has a Warlord Trait, does it apply to the ULTRAMARINES VEHICLE he commands? |
A: | Yes. Note that it would still apply to the Sergeant Chronus model when he is set up as a result of the ULTRAMARINES VEHICLE model he commands being destroyed. |
Q: | If the ULTRAMARINES VEHICLE that Sergeant Chronus commands is destroyed, is the Slay the Warlord victory condition, and other similar victory conditions that refer to the Warlord, achieved? |
A: | No. The victory condition is achieved only if the Sergeant Chronus model that is set up as a result of that ULTRAMARINES VEHICLE being destroyed is also subsequently destroyed. |
Q: | If the vehicle Sergeant Chronus is commanding is destroyed and he survives, can he assume command of another vehicle? |
A: | No. |
Q: | Are Relics that have the same name but are found in different supplements considered to be the same Relic? For example, Artificer Armour can be found in both Codex Supplement: Ultramarines and Codex Supplement: White Scars. |
A: | Yes, they are considered to be the same. |
Q: | If I use the Master of Strategy Warlord Trait or the Squad Doctrines Stratagem to select a unit to benefit from the Tactical Doctrine, will that unit be able to benefit from the Scions of Guilliman ability (assuming it moved in my Movement phase but did not Advance or Fall Back)? |
A: | Yes. |
Q: | When I use the Defensive Focus Stratagem, if I do not select a unit that is a target of a charge, can it fire Overwatch as well as the selected units? |
A: | No. If a unit is not selected for this Stratagem, then other rules must be used in order for it to fire Overwatch, for example the Fire Overwatch Stratagem. |
Supplement: Raven Guard
Q: | If I use the Stranglehold Stratagem and I also have a Callidus Assassin in my army, how do I resolve the Stratagem and the Callidus Assassin’s Reign of Confusion ability (assuming the Assassin’s Reign of Confusion ability is in effect)? |
A: | Each is rolled for separately, so if your opponent spends Command Points to use a Stratagem, you would roll one D6 for the Stranglehold Stratagem (needing a 5+) and one D6 for the Reign of Confusion ability (needing a 4+). Your opponent would have to spend one additional Command Point for each successful roll. |
Q: | If I give a PHOBOS CHARACTER the Marksman’s Honours Warlord Trait, and then give that Character the Korvidari Bolts, when shooting a korvidari bolt with a bolt weapon that model is equipped with, is the weapon considered to be a Relic? |
A: | No. |
Supplement: White Scars
Q: | Can any of the datasheets in this supplement be from a successor Chapter? |
A: | No. These datasheets and named characters can only be from the White Scars Chapter. |
Q: | Is the Eternal Hunt Stratagem considered to be an ‘unless specified otherwise’ rule for the purposes of Combat Doctrines? |
A: | Yes. The Armour Penetration characteristic bonus from Combat Doctrines is cumulative with the bonus gained from that Stratagem. |
Q: | If a WHITE SCARS TRANSPORT unit moves and a unit embarked upon it disembarks as a result of the Lightning Debarkation Stratagem, can that disembarking unit then move? |
A: | Yes. |
Q: | Does Lightning Debarkation allow a unit to both embark and disembark in the same turn? |
A: | No. |
Q: | If I use the Encirclement Stratagem to set up a WHITE SCARS TRANSPORT unit in outflank instead of setting it up on the battlefield, when that unit is set up on the battlefield at the end of any of my Movement phases, can I choose for units embarked within it to disembark that phase, be it normally or as a result of any rules that allow them to disembark after the unit has moved (e.g. Assault Vehicle, Lightning Debarkation)? |
A: | No. |
Q: | If I select a weapon with more than one profile for the Master-crafted Weapon Special Issue Wargear (e.g. a plasma pistol), does the increased Damage characteristic apply to all profiles of that weapon, or must I select which profile of that weapon is improved? |
A: | Add 1 to the Damage characteristic of all profiles of that weapon. Note that weapons with similar names but listed separately in the weapons table, such as boltstorm gauntlet (melee) and boltstorm gauntlet (shooting) are considered separate weapons, rather than the same weapon with different profiles. |
Q: | Are Relics that have the same name but are found in different supplements considered to be the same Relic? For example, Artificer Armour can be found in both Codex Supplement: Ultramarines and Codex Supplement: White Scars. |
A: | Yes, they are considered to be the same. |
Supplement: Iron Hands
Q: | When using Iron Father Feirros’ Signum Array ability, if I select a friendly IRON HANDS VEHICLE that has lost enough wounds so that its normal Ballistic Skill characteristic is reduced as a result of its damage table, what would its Ballistic Skill be as a result of the Signum Array? |
A: | 2+. The Signum Array ability changes the Ballistic Skill characteristic of that VEHICLE to 2+. |
Q: | If I nominate an IRON HANDS DREADNOUGHT to be my Warlord and I then use the March of the Ancients Stratagem for that DREADNOUGHT to gain the CHARACTER keyword, can it now have a Warlord Trait? |
A: | Yes. |
Supplement: Salamanders
Q: | Can I use the Born Protectors Stratagem to fire Overwatch with another unit if the unit being charged is unable to do so? |
A: | Yes. |
Q: | If I use the Strength of the Primarch Stratagem to affect a model equipped with the Drake-smiter Relic, what is the Damage characteristic of this weapon if I make an unmodified wound roll of 6? |
A: | The Damage characteristic would be 9. |
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. |
Index: Imperial Armour: Forces of the Adeptus Astartes
Q: | Are there any restrictions on which Chapter I can choose when replacing the <CHAPTER> Faction keyword on datasheets within this book? |
A: | |
Q: | There is no datasheet for Bran Redmaw – is there a datasheet I should use for this character? |
A: | Use the Space Marine Captain datasheet on page to represent this character, using the Space Wolves wargear lists rather than the standard Space Marine wargear lists where appropriate. |
Q: | There is no datasheet for Shadow Captain Korvydae – is there a datasheet I should use for this character? |
A: | Use the Space Marine Captain datasheet to represent this character. |
Q: | There is no datasheet for Minotaurs Sergeant Hamath Kraatos – is there a datasheet I should use for this character? |
A: | Use this model to represent a Devastator Space Marine, using the Devastator Squad datasheet. |
Q: | There is no datasheet for Veteran Sergeant Haas – is there a datasheet I should use for this model? |
A: | |
Q: | There is no datasheet for Dreadnought-Brother Halar – is there a datasheet I should use for this model? |
A: | Use the Dreadnought datasheet to represent this model, and it has an additional wargear option; it may replace its assault cannon with a flamestorm cannon. |
Q: | Can a Stormraven Gunship transport a Relic Deredeo Dreadnought or a Relic Leviathan Dreadnought? |
A: | No. For the purposes of determining what DREADNOUGHTS a Stormraven Gunship can transport, compare the Wounds characteristic of the model to that of a Redemptor Dreadnought (13): a Stormraven Gunship cannot transport a DREADNOUGHT that has a Wounds characteristic equal to or higher than this. |
Q: | Can Wulfen embark onto any of the Space Marines Transports whose datasheets are in Imperial Armour – Index: Forces of the Adeptus Astartes? |
A: | WULFEN models can embark onto any SPACE WOLVES TRANSPORT vehicle described in this book so long as TERMINATOR models can also embark in that vehicle. In these cases, each WULFEN model takes the space of two other models.
|
Q: | Which part of a Drop Pod or Dreadnought Drop Pod should I measure distances from and to, especially if the model has been assembled so it’s doors can be opened or closed? |
A: | Measure all distances to and from any part of the model, including its doors. If this model has been assembled such that you can lower and raise its doors, then when this model is first set up in the battlefield choose whether the doors will be lowered or raised - you cannot raise or lower the doors thereafter during the battle. Designer’s Note: Choosing to set this model up in the ‘raised doors position’ simply represents the doors closing the instant after its passengers have disembarked. |
Every
datasheet in this codex has the
<CHAPTER> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.
All
ADEPTUS ASTARTES units are drawn from a Chapter. When you include such a unit in your army, you must nominate which Chapter it is from and then replace the
<CHAPTER> keyword in every instance on its datasheet with the name of your chosen Chapter. This could be one of the Chapters detailed in a Warhammer 40,000 publication, or one of your own design.
Example: If you include a Captain in your army, and you decide he is from the Blood Ravens Chapter, his <CHAPTER> keyword becomes BLOOD RAVENS and his Rites of Battle ability reads 'While a friendly BLOOD RAVENS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of l.’If your army is
Battle-forged, you cannot include units from two different Chapters in the same
Detachment.
Non-Codex Compliant Chapters
You cannot select Grey Knights or Legion of the Damned when nominating which Chapter a unit is from. In addition, the following restrictions apply:
- Black Templars: LIBRARIAN units cannot be from the Black Templars Chapter.
- Dark Angels: STERNGUARD VETERAN SQUAD and VANGUARD VETERAN SQUAD units cannot be from the Dark Angels Chapter (or any of their successor Chapters).
- Deathwatch: The following units cannot be from the Deathwatch Chapter: ASSAULT SQUAD; ATTACK BIKE SQUAD; BIKE SQUAD; DEVASTATOR SQUAD; STERNGUARD VETERAN SQUAD; TACTICAL SQUAD; SCOUT units.
- Space Wolves: The following units cannot be from the Space Wolves Chapter (or any of their successor Chapters): APOTHECARY; ASSAULT SQUAD; DEVASTATOR SQUAD; STERNGUARD VETERAN SQUAD; TACTICAL SQUAD; VANGUARD VETERAN SQUAD.
Successor Chapters
Some rules refer to successor Chapters. If your unit is not from the Deathwatch or a First Founding Chapter (Dark Angels, White Scars, Space Wolves, Imperial Fists, Blood Angels, Iron Hands, Ultramarines, Salamanders or Raven Guard), it is from a successor Chapter, and you must decide which of the aforementioned First Founding Chapters it is a successor of. If the successor Chapter you have chosen is one established in the background, its founding Chapter will often be known (e.g. the Howling Griffons Chapter is a successor of the Ultramarines).
If your successor Chapter does not have a known founding Chapter but has the
Inheritors of the Primarch Successor Tactic, it is a successor of the Chapter whose Chapter Tactic you selected. Otherwise, select a First Founding Chapter that best fits your Chapters character. In any case, write down on your
army roster which of the First Founding Chapters your Chapter is a successor of.
A units
datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.
Angels of Death
Space Marines are amongst the finest warriors in the Imperium.
This unit has the following abilities, which are described below:
And They Shall Know No Fear;
Bolter Discipline;
Shock Assault;
Combat Doctrines.
And They Shall Know No Fear
Space Marines stand unafraid before the terrors of the galaxy.
Each time a
Combat Attrition test is taken for this unit, ignore any or all modifiers.
Bolter Discipline
To a Space Marine, the boltgun is more than a weapon - it is an instrument of Mankind’s divinity, the bringer of death to his foes.
Instead of following the normal rules for
Rapid Fire weapons, models in this unit shooting Rapid Fire
bolt weapons make double the
number of attacks if any of the following apply:
- The shooting model’s target is within half the weapon’s range.
- The shooting model is INFANTRY (excluding CENTURION models) and its unit Remained Stationary in your previous Movement phase.
- The shooting model is a TERMINATOR or BIKER.
For the purposes of this ability, a Rapid Fire bolt weapon is any
bolt weapon with the
Rapid Fire type.
Shock Assault
The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.
Each time this unit fights, if it made a
charge move, was charged, or
performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
Combat Doctrines
When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.
If every unit from your army has the
ADEPTUS ASTARTES keyword (excluding
AGENT OF THE IMPERIUM 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 DoctrineThe Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.
While this combat doctrine is active, improve the Armour Penetration characteristic of every
Heavy and
Grenade weapon that models in this unit are equipped with by 1.
Tactical DoctrineAs the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.
While this combat doctrine is active, improve the Armour Penetration characteristic of every
Rapid Fire and Assault weapon that models in this unit are equipped with by 1.
Assault DoctrineThe Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.
While this combat doctrine is active, improve the Armour Penetration characteristic of every
Pistol and Melee weapon that models in this unit are equipped with by 1.
Black Rage
When a Blood Angels battle-brother succumbs to the Black Rage, their doom is assured. Yet before they fall, their murderous ferocity, inhuman strength and near supernatural resilience make them a terrifying threat to any enemy who dares stand in their path.
- In your Movement phase, each time this unit is selected to move, it cannot Fall Back.
- Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
- Each time a model in this unit would lose a wound, roll one D6: on a 6 that wound is not lost.
- This unit cannot perform any Actions.
Inner Circle
Those with true knowledge of the Unforgiven’s history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.
If this unit has the
Grim Resolve Chapter Tactic, or it has the
Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:
- Each time a Morale test is taken for this unit, it is automatically passed.
- While this unit is within Engagement Range of any enemy
FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back. - Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
- Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
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 has the
Grim Resolve Chapter Tactic, or it has the
Inheritors of the Primarch Successor Tactic, and it is using the Chapter Tactic of the Dark Angels, then:
- Models in this unit have a 5+ invulnerable save against ranged attacks. In your Movement phase, if this unit Remains Stationary, it loses this invulnerable save until the start of your next Movement phase.
- Each time this unit Advances, until the start of your next turn, models in this unit have a 4+ invulnerable save against ranged attacks.
Special-issue Ammunition
The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From rounds that douse their targets in acid to hollow shells filled with superheated gas, each type is designed to eliminate specific xenos foes.
Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition:
- Dragonfire Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, the target does not receive the benefits of cover against that attack.
- Hellfire Rounds: Each time an attack is made with a weapon firing this special-issue ammunition against a unit that does not have the VEHICLE or TITANIC keyword, add 1 to that attack’s wound roll.
- Kraken Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, add 6" to the Range characteristic and improve the Armour Penetration characteristic of that attack by 1 (this is cumulative with the Armour Penetration bonus conferred by the Combat Doctrines ability).
- Vengeance Rounds: Each time an attack is made with a weapon firing this special-issue ammunition, add 1 to the Damage characteristic of that attack.
Mixed Unit
When faced with an array of missions to complete and varying enemies to lay low, the Deathwatch are highly adept at forming effective kill teams that mesh starkly diverse armour and equipment.
If this unit contains models with different Toughness characteristics, each time an attack is made against this unit, use the Toughness characteristic of the majority of the models in this unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, the controlling player selects one of the tied values to be the majority value.
For the purposes of the
Bolter Discipline ability, performing actions, the Deathwatch teleport homer wargear, and for determining which models can
embark within a
TRANSPORT model, the following rules apply:
- Deathwatch Terminator and Terminator models have the TERMINATOR keyword.
- Veteran Biker models do not have the INFANTRY keyword and instead have the BIKER keyword.
- Vanguard Veteran models with jump packs have the JUMP PACK keyword.
- Inceptor models have the JUMP PACK keyword.
- Outrider models do not have the INFANTRY keyword and instead have the BIKER keyword.
Vanguard Veterans with jump packs and Inceptors can move across terrain as if they have the
FLY keyword.
Note that for the purposes of interacting with
terrain features, if this unit contains at least one
INFANTRY model, all models in this unit are treated as
INFANTRY, even if this unit contains any
BIKER models that might behave differently or have specific restrictions whilst interacting with a terrain feature.
Designer’s Note: This is a slight abstraction that means that a BIKER model in a mixed unit behaves slightly differently to BIKER models in other units, but it helps to minimise unusual and complicated effects that could come about from forcing one model from a unit to move and benefit from cover in a different way to other models from the same unit.
Berserk Charge
Still revelling in their transhuman adaptations, a Great Company’s aggressive young warriors plunge headlong into battle in a furious display of innate talent, rigorous conditioning and recklessness.
If this unit has either the
Hunters Unleashed Chapter Tactic, or it has the
Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a
charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding
WOLF GUARD models) in this unit.
Headstrong
Unless tempered by the wise growls of a veteran, young blood claws eager to prove themselves will gladly plunge into any foe they can reach.
If this unit does not contain a
WOLF GUARD model, then each time this unit
declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge.
Swift Hunters
Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.
This unit is eligible to
declare a charge with even if it
Advanced this turn. In addition, each time this unit makes a
pile-in move or
consolidation move, models in this unit can move an additional 1".
The following abilities, which are used during deployment, are common to many
ADEPTUS ASTARTES units.
Combat Squads
Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.
At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Concealed Positions
Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.
During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Death From Above
The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.
During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the
Reinforcements step of one of your
Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Outflank
When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.
During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, then in the
Reinforcements step 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.
Teleport Strike
Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.
During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the
Reinforcements step of one of your
Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Some rules refer to ‘bolt weapons’, ‘flame weapons’, ‘melta weapons’ or ‘plasma weapons’. The definitions of these weapons for the purposes of such rules can be found below:
Bolt Weapons
A bolt weapon is any weapon whose profile includes the word ‘bolt’ (bolt rifle, boltstorm gauntlet, storm bolter etc.), and any Relic that replaces a bolt weapon (e.g. Primarch’s Wrath). Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons. If a bolt weapon has a shooting and melee profile, rules that apply to bolt weapons only apply to the shooting profile of that weapon. Note that the following weapons found in Codex supplements are also bolt weapons:
- Blackout
- Blood Song (master-crafted boltgun profile)
- The Deliverer
- Dorns Arrow
- Gauntlets of Ultramar
- Vigil spear
- Gorgon’s Wrath
- Infernus (master-crafted boltgun profile)
- Lion’s Wrath (master-crafted boltgun profile)
- Quietus
Flame Weapons
A flame weapon is any weapon whose profile includes the word ‘flame’ (flamer, flamestorm gauntlet, heavy flamer etc.), any Relic that replaces a flame weapon, and any incendium cannons. Rules that apply to flame weapons only apply to the flamer profile of combi-flamers, and the flamer profile of Relics that replace combi-flamers. If a flame weapon has a shooting and melee profile, rules that apply to flame weapons only apply to the shooting profile of that weapon. Note that the following weapons found in Codex supplements are also flame weapons:
- Drakkis
- Gauntlet of the Forge
- Infernus (flamer profile)
Melta Weapons
A melta weapon is any weapon whose profile includes the word ‘melta’ (meltagun, melta destroyer, multi-melta etc.), any Relic that replaces a melta weapon, and any inferno pistols. Rules that apply to melta weapons only apply to the meltagun profile of combi-meltas, and the meltagun profile of Relics that replace combi-meltas. Note that the following weapons found in Codex supplements are also melta weapons:
- Blood Song (meltagun profile)
Plasma Weapons
A plasma weapon is any weapon whose profile includes the word ‘plasma’ (plasma gun, plasma pistol, heavy plasma cannon etc.), and any Relic that replaces a plasma weapon. Rules that apply to plasma weapons only apply to the plasma gun profile of combi-plasmas, and the plasma gun profile of Relics that replace combi-plasmas. Note that the following weapons found in Codex supplements are also plasma weapons:
- Lions Wrath (plasma gun profile)
If your army is
Battle-forged and includes any
ADEPTUS ASTARTES Detachments (excluding
Auxiliary Support,
Super-heavy Auxiliary or
Fortification Network Detachments), then when you muster your army, you can upgrade any of the following
ADEPTUS ASTARTES CHARACTER units in your army:
CAPTAIN,
CHAPLAIN,
LIBRARIAN,
TECHMARINE,
APOTHECARY,
ANCIENT,
COMPANY CHAMPION.
Each time you upgrade one of the aforementioned units, its
Power Rating is increased, as shown in the table below. If you are playing a
matched play game, or a game that uses a
points limit, then the
points value of that unit is also increased by the amount shown in the same table. Make a note on your
army roster each time you upgrade a unit using these rules.
Each time you upgrade a unit, it gains a new keyword, as shown in the Chapter Command Keyword column of the table below. It also gains one or more additional abilities, as shown in the appropriate section below, as well as access to bespoke Warlord Traits and Relics (these are considered to be
Chapter Relics for all rules purposes). These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.
A
Crusade force cannot start with any upgraded
CHARACTER units - to include one in a Crusade force, you must use the
Chapter Command Requisition.
You cannot upgrade
named characters using these rules. An army (and a Crusade force) cannot contain more than one model from the same Chapter that has the same Chapter Command keyword (e.g. it cannot contain two
ULTRAMARINES CHAPTER MASTERS, or two
SALAMANDERS CHIEF LIBRARIANS etc.). A
BLACK TEMPLARS COMPANY CHAMPION cannot be upgraded to be a
CHAPTER CHAMPION. A
DEATHWATCH CAPTAIN cannot be upgraded to be a
CHAPTER MASTER. A
BLOOD ANGELS ANCIENT cannot be upgraded to be a
CHAPTER ANCIENT.
MASTERS OF THE CHAPTER | CHARACTER | CHAPTER COMMAND KEYWORD | POWER | POINTS | CAPTAIN | CHAPTER MASTER | +2 | +40 | CHAPLAIN | MASTER OF SANCTITY | +1 | +25 | TECHMARINE | MASTER OF THE FORGE | +1 | +20 | LIBRARIAN | CHIEF LIBRARIAN | +1 | +25 | APOTHECARY | CHIEF APOTHECARY | +1 | +15 | ANCIENT | CHAPTER ANCIENT | +1 | +20 | COMPANY CHAMPION | CHAPTER CHAMPION | +1 | +15 |
|
Chapter Master
Chapter Masters are some of the greatest military minds in the galaxy. There are few elements of strategy and tactics they have not studied and mastered, and they have tested their skills against innumerable enemies. They are magnificent leaders able to inspire their warriors to acts of legendary valour. There is no task to which they will set their battle-brothers that they have not completed themselves, and when they lead from the front, they wield their blades with incomparable ability, slaughtering more of the foe than any of their warriors.
ABILITIESA
CHAPTER MASTER model gains the following ability:
'
Chapter Master: In your
Command phase, select one friendly
<CHAPTER> CORE or
<CHAPTER> CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the
hit roll'.
A
CHAPTER MASTER is excluded from the
Company Command rule. This means a
Detachment can include both one
CHAPTER MASTER unit and one other
CAPTAIN unit.
RELICS AND WARLORD TRAITSYou can give a
CHAPTER MASTER model the Angel Artifice Relic, instead of giving them a
Chapter Relic. In addition, you can give them the Master of the Codex Warlord Trait instead of giving them another Warlord Trait.
Master of the Codex (Warlord Trait)Chapter Masters have spent centuries studying the hallowed pages of the Codex Astartes, poring over its wisdom and analysing its teachings in detail. Many commit its content to memory word for word, ready to draw upon what they have learned even when battle is raging at its fiercest.
At the start of your Command phase, if this
WARLORD is on the battlefield, roll one D6: on a 4+, you gain 1
Command point.
Angel Artifice (Relic)The surface of this exquisite battle plate is woven with a super-dense alloy, the exact nature of which has been lost to history. Whatever its origin, it absorbs and refracts incoming energy, rendering the wearer all but invulnerable. Such a priceless relic is bestowed upon only the greatest heroes of the Adeptus Astartes.
- The bearer has a Save characteristic of 2+.
- Add 1 to the bearer's Wounds and Toughness characteristics.
Master of Sanctity
Masters of Sanctity are the High Chaplains of the Space Marine Chapters. They maintain the spiritual well-being of their brothers, ensuring none falter in their responsibilities. Their mere presence inspires fervent aggression amongst their kin, though they are just as capable of delivering retribution first-hand. With word and deed a Master of Sanctity guides his brothers to glory.
ABILITIESA
MASTER OF SANCTITY model has the following ability:
‘
Master of Sanctity: This model knows one additional litany from the
Litanies of Battle. In your
Command phase, if this model is on the battlefield, it can recite one additional litany it knows that has not already been recited by a friendly model that turn.’
RELICS AND WARLORD TRAITSYou can give a
MASTER OF SANCTITY model the Emperor's Judgement Relic, instead of giving them a Chapter Relic. In addition, you can give them the Wise Orator Warlord Trait instead of giving them another Warlord Trait:
Wise Orator [Warlord Trait)A veteran of the battlefield and of the sermon, this warlord intones his litanies and galvanises his brothers with every word.
- Each time this WARLORD recites a litany, add 1 to the roll to see if it is inspiring.
- Each time this WARLORD is selected to use the Commanding Oratory Stratagem, that Stratagem costs 1 Command point.
The Emperor's Judgement [Relic)Legend has it that the golden, skull-faced death mask known as the Emperor's Judgement was crafted in the years following the Horus Heresy, and its crimson, crystal eye lenses are imbued with droplets of his own lifeblood. Regardless of the truth of its origins, several influential Masters of Sanctity have been granted the honour of wearing the Emperor's Judgement in battle. Both heretics and xenos cower in the face of its grim majesty.
- Each time an attack is made against the bearer, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the damage roll.
- The bearer has the following ability: 'The Emperor's Judgement (Aura): While an enemy unit is within 6" of the bearer, each time a Morale test is taken for that unit, roll one additional D6 and discard the lowest result.’
Master of the Forge
Masters of the Forge are the chief artificers of the Space Marines, responsible for maintaining the arms, armour and vehicles of their Chapter. Peerless mechanics and technicians, they are the foremost experts within the Adeptus Astartes on the intricacies that surround the machine. Having distinguished themselves from their brother Techmarines, Masters of the Forge oversee the Chapter's armoury, and have an intimate knowledge of its workings and the machine spirits that reside there.
ABILITIESA
MASTER OF THE FORGE model has the following ability: '
Master of the Forge: Each time this model repairs a model using its
Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3'.
RELICS AND WARLORD TRAITSYou can give a
MASTER OF THE FORGE model the Mortis Machina Relic, instead of giving them a
Chapter Relic. In addition, you can give them the Warden of the Ancients Warlord Trait instead of giving them another Warlord Trait.
Warden of the Ancients (Warlord Trait, Aura)This warlord has an affinity with the Dreadnoughts of his Chapter. He meticulously tends to his bellicose, ill-tempered charges, ensuring that when the time comes for them to take to the battlefield, they fight with unrivalled fury.
While a friendly
<CHAPTER> DREADNOUGHT is within 6" of this
WARLORD, add 1 to its Strength and Attacks characteristics.
Mortis Machina (Relic)Forged deep within the subterranean vaults of Mars, this axe hews through not just the metal armour of war engines and vehicles, but through their very machine spirit. Even a glancing blow can gut an enemy tank or walker.
Model equipped with an Omnissian power axe only. This Relic replaces an Omnissian power axe and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Mortis Machina (Relic) |
Mortis Machina (Relic) | Melee | Melee | +3 | -2 | 3 |
Abilities: Each time an attack is made with this weapon against a VEHICLE unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage. |
Chief Librarian
At head of each Chapter's Librarius can be found the Chief Librarian. Battle scholars with vast experience and immense psychic power, they are as much invaluable warriors as they are dependable advisors. When mastery of the warp is required, none are better equipped to deal with its turbulent nature. On the battlefield, Chief Librarians direct the energies of the immaterium with unrivalled precision and power.
ABILITIESA
CHIEF LIBRARIAN model gains the following ability: '
Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to
deny one additional psychic power in your opponent's
Psychic phase'.
RELICS AND WARLORD TRAITSYou can give a
CHIEF LIBRARIAN model the Neural Shroud Relic, instead of giving them a
Chapter Relic. In addition, you can give them the Psychic Mastery Warlord Trait instead of giving them another Warlord Trait.
Psychic Mastery (Warlord Trait)This Librarian has reached a level of psychic mastery that allows him to delve deep into the warp, to depths that would cause lesser psykers to be consumed by its ravenous energies.
Add 1 to
Psychic tests taken for this
WARLORD.
Neural Shroud (Relic)A neural shroud is a specially modified psychic hood sometimes worn by the most senior members of a Chapter's Librarius. The resonating crystals within its neurokinetic housing have been supercharged with empyric energy. Though wearing such a device demands incredible focus and willpower, it projects an extremely potent anti-psychic field.
Increase the range of the bearer's
Psychic Hood ability to 24".
Chief Apothecary
Chief Apothecaries are the most senior surgeons and battle medics available to Space Marine Chapters. Calm and resolute, they maintain the life force of their battle-brothers on and off the battlefield. Most importantly, they are responsible for their Chapter's future in the preservation of Space Marine gene-seed. With vast experience to draw upon, a Chapter's Chief Apothecary is its ultimate practitioner of the healer's art.
ABILITIESA
CHIEF APOTHECARY model gains the following ability: ‘
Chief Apothecary: At the end of your
Movement phase, this model can use its
Combat Restoratives ability twice instead of once’.
RELICS AND WARLORD TRAITSYou can give a
CHIEF APOTHECARY model the Acquittal Relic, instead of giving them a
Chapter Relic. In addition, you can give them the Selfless Healer Warlord Trait instead of giving them another Warlord Trait.
Selfless Healer (Warlord Trait)This altruistic warlord will go to any lengths to heal his brothers.
- Each time this WARLORD uses its Combat Restoratives ability, the model being healed regains up to 3 lost wounds instead of D3.
- Each time this WARLORD is selected to return a destroyed model to a unit by using the Combat Revival Stratagem, that Stratagem costs 0 Command points.
Acquittal (Relic)Acquittal is a master-crafted pistol equipped with a powerful bio-auspex scope. This allows the wielder to both dispatch his foes with surgical precision and grant swift and painless oblivion to his wounded battle-brothers.
Model equipped with a bolt pistol or absolvor bolt pistol only. This Relic replaces a bolt pistol or absolvor bolt pistol and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Acquittal |
Acquittal | 18" | Pistol 1 | 5 | -3 | 2 |
Abilities: Each time an attack is made with this weapon against an INFANTRY unit, that attack always wounds on an unmodified wound roll of 2+ and has a Damage characteristic of 4. |
Chapter Ancient
Only the most distinguished Space Marines are granted the title of Chapter Ancient. Given the sacred task of bearing the Chapter's standard to war, they selflessly fly the colours even as they slay their foes. The sight of such a holy relic flying high above the battlefield inspires the Ancients' brethren to give their all. The mere presence of the Chapter's standard is worth a fortified bastion to the warriors of the Adeptus Astartes.
ABILITIESA
CHAPTER ANCIENT model gains the following ability: '
Chapter Banner: In your
Command phase, select one friendly
<CHAPTER> CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attack's
hit roll:
RELICS AND WARLORD TRAITSYou can give a
CHAPTER ANCIENT model the Pennant of the Fallen Relic, instead of giving them a
Chapter Relic. In addition, you can give them the Steadfast Example Warlord Trait instead of giving them another Warlord Trait.
Steadfast Example (Warlord Trait, Aura)This warlord vows to secure victory no matter the cost, and inspires his brethren to take a similar oath.
While a friendly
<CHAPTER> CORE unit is within 6" of this
WARLORD, that unit has the
Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an
objective marker.
Pennant of the Fallen (Relic)This hallowed standard records the names of legendary Space Marines of the Chapter, mighty heroes who have fa lien in glorious battle against the xenos and the heretic. The last stands of these warriors are grand tales of defiance in the face of overwhelming odds. Warring in the shadow of such a proud legacy inspires battle-brothers to fight until their final breath.
Each time a friendly model is destroyed and makes attacks as a result of the bearer's
Astartes Banner ability, that model can make 2 attacks with one of its melee weapons instead of 1.
Chapter Champion
The honorific of Chapter Champion is bestowed only upon the mightiest of Adeptus Astartes warriors. These martial masters fight for the glory and honour of their battle-brothers. In combat, they will seek out worthy opponents to cross blades with, and can single-handedly turn the tide of conflict. Only the most noble and accomplished of warriors ascend to this rank, each a shining example of their Chapter's glory and martial capabilities.
ABILITIESA
CHAPTER CHAMPION model gains the following abilities:
‘
Skilful Parry: Each time a melee attack is made against this
model, subtract 1 from the
hit roll’.
‘
Exquisite Swordsman: Each time this model makes a melee attack against an enemy
CHARACTER unit, you can re-roll the
wound roll’.
‘
Chapter Champion: This model has an Attacks characteristic of 5 and a Leadership characteristic of 9’.
RELICS AND WARLORD TRAITSYou can give a
CHAPTER CHAMPION model the Blade of Triumph Relic, instead of giving them a
Chapter Relic. In addition, you can give them the Martial Exemplar Warlord Trait instead of giving them another Warlord Trait.
Martial Exemplar (Warlord Trait, Aura)This warlord is an exquisite warrior and an exemplar of the Chapter, whose deeds inspire those around him.
While a friendly
<CHAPTER> CORE or
<CHAPTER> CHARACTER unit is within 6" of this
WARLORD, you can re-roll
charge rolls made for that unit.
Blade of Triumph (Relic)This gleaming broadsword is a masterpiece of artifice and a weapon befitting any Chapter Champion. Its perfectly weighted blade is etched with the names of its previous wielders and a catalogue of their most magnificent deeds. By pressing an indentation in the sword's electrum grip the wielder can overcharge its power field with a surge of fiery energy, allowing the Blade of Triumph to cleave through even the thickest armour.
Model with master-crafted power sword only. This Relic replaces a master-crafted power sword and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Blade of Triumph |
Blade of Triumph | Melee | Melee | +3 | -3 | 3 |
An
ADEPTUS ASTARTES Detachment is one that only includes models with the
ADEPTUS ASTARTES keyword (excluding models with the
AGENT OF THE IMPERIUM or
UNALIGNED keyword).
- ADEPTUS ASTARTES Detachments gain the Company Command ability.
- ADEPTUS ASTARTES units in ADEPTUS ASTARTES Detachments gain the Chapter Tactics ability.
- Troops units in ADEPTUS ASTARTES Detachments gain the Objective Secured ability.
Company Command
When Space Marines are deployed to battle, the honour of leading them often falls to the Captain of a company and his esteemed Lieutenants.
You can include a maximum of one
CAPTAIN model and two
LIEUTENANT models in each
Detachment in your army.
Chapter Tactics
Each Chapter has its own combat philosophy suited to the unique skills of its battle-brothers.
All
ADEPTUS ASTARTES units (other than
SERVITOR and
BEAST units) with this ability, and all the models in them, gain a
Chapter Tactic so long as every unit in their
Detachment is from the same Chapter. The tactic gained depends upon which Chapter they are from, as shown on the following pages.
Example: An ULTRAMARINES unit with the Chapter Tactics ability gains the Codex Discipline tactic.If your Chapter does not have an associated Chapter Tactic, you must instead select
Successor Tactics for them, as described on page 96; this allows you to customise the rules for your successor Chapter. In either case, write down all of your Detachments' Chapter Tactics / Successor Tactics on your
army roster.
Relic
If your army is
Battle-forged, no
Detachment can contain more
RELIC units than it does non-
RELIC units of the same
Battlefield Role. You can, however, include a single Relic Lord of War unit in your army even if it contains no non-
RELIC Lord of War units (you cannot include second and subsequent Relic Lord of War units unless they are taken in a Detachment that contains at least as many non-
RELIC Lord of War units).
In addition, as long as a Battle-forged army includes at least one
RELIC unit, you gain access to the following Stratagem:
| | |
| RELIC OF ANCIENT GLORY Stratagem This Stratagem is used at the beginning of your Fight phase. Choose a single friendly RELIC unit, all friendly ADEPTUS ASTARTES models within 6" of the chosen RELIC unit may re-roll the first failed hit roll of that phase. | |
| | |
A
BLACK TEMPLARS Detachment is one that only includes models with the
BLACK TEMPLARS keyword (excluding models with the
AGENT OF THE IMPERIUM or
UNALIGNED keywords). Note that such a Detachment is also an
ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the
ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.
If every unit in your army (excluding
UNALIGNED units) has the
BLACK TEMPLARS keyword, then every unit that has the
Combat Doctrines ability and is in a
BLACK TEMPLARS Detachment gains the Knights of Sigismund ability, below.
Abilities
If your army is
Battle-forged, all units from your army with the
Combat Doctrines ability gain the
Knights of Sigismund ability, so long as every unit from your army (with the exception of those that are
UNALIGNED) are
BLACK TEMPLARS.
Knights of Sigismund
Skilled with both blade and bolter in equal measure, the warriors of the Black Templars are a creed unto themselves. A brethren of unquestioning loyalty, they exist to bring the Emperor’s retribution to every heretic and unbeliever within the Imperium and beyond.
Whilst the
Assault Doctrine is active, when resolving an attack made with a melee weapon by a
BLACK TEMPLARS model with this ability against a unit that is not a
VEHICLE in a turn in which that model made a
charge move or
performed a Heroic Intervention, an unmodified
hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a
wound roll).
CODEX SUPPLEMENT COMBAT DOCTRINE BONUSESIn each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the
Combat Doctrines ability while a particular doctrine is active for your army (e.g.
Scions of Guilliman in Codex Supplement: Ultramarines,
Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the
Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.
The Lost Librarius
It is uncertain how, or when, the Black Templars ceased to field Librarians. Whatever the reason, they now wage war without these powerful warriors.
LIBRARIAN units cannot be from the
BLACK TEMPLARS Chapter.
Chosen Champion
On the eve of battle, as the Black Templars gather to hear the benedictions of the faithful, one among them may be chosen by the divine to bear the mantle of the Emperor’s Champion in the coming conflict.
The
Chapter Champion Stratagem cannot be used to affect
BLACK TEMPLARS units.
A
BLOOD ANGELS Detachment is one that only includes models with the
BLOOD ANGELS keyword (excluding models with the
AGENT OF THE IMPERIUM or
UNALIGNED keywords). Note that such a Detachment is also an
ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the
ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.
If every unit in your army (excluding
UNALIGNED units) has the
BLOOD ANGELS keyword, then every unit that has the
Combat Doctrines ability and is in a
BLOOD ANGELS Detachment gains the Savage Echoes ability, below.
Savage Echoes
The shock assaults of the Blood Angels are legendary, their warriors never halting for an instant, never allowing the enemy to recover. Though few outside the Chapter realise it, this is the Blood Angels as they really are, the suppression of their bloodlust lifted for but an instant.
Whilst the
Assault Doctrine is active, if a unit with this ability makes a
charge move, is charged or performs a
Heroic Intervention, add 1 to the Attacks characteristic of models in that unit until the end of the turn (note that this is cumulative with the bonus these models receive from the
Shock Assault ability).
CODEX SUPPLEMENT COMBAT DOCTRINE BONUSESIn each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the
Combat Doctrines ability while a particular doctrine is active for your army (e.g.
Scions of Guilliman in Codex Supplement: Ultramarines,
Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the
Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.
Successor Chapters
A Blood Angels successor Chapter is one for which the Blood Angels are their First Founding Chapter. You can find out more information on successor Chapters, and how to determine
if your Chapter is a successor of the Blood Angels, in Codex: Space Marines. If your Chapter is a successor of the Blood Angels, the following rules apply:
Detachment AbilitiesIf you have a Blood Angels successor Chapter, then for the purposes of using any
BLOOD ANGELS Detachment rules in this document, you can replace the
BLOOD ANGELS keyword in all instances with the name of your chosen successor Chapter.
Relics of BaalBlood Angels successor Chapters have access to the
Special-issue Wargear Relics;
Relics of Baal cannot be given to a
CHARACTER model from a successor Chapter unless you use the
Honoured by Baal Stratagem.
StratagemsAll units from Blood Angels successor Chapters are considered to have the
BLOOD ANGELS keyword for the purpose of using
Blood Angels Stratagems.
DatasheetsWith the exception of named characters, you can nominate any
BLOOD ANGELS units from your army to be from a Blood Angels successor Chapter. If you do, replace the Blood Angels keyword in every instance on its datasheet with the name of your chosen successor Chapter.
For example, If you include a
Sanguinary Priest in your army, and you decide it is from the Lamenters Chapter, its
BLOOD ANGELS keyword becomes
LAMENTERS and its
Narthecium ability reads ‘While a friendly
LAMENTERS INFANTRY or
LAMENTERS BIKER unit is within 6" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.’
A
DARK ANGELS Detachment is one that only includes models with the
DARK ANGELS keyword (excluding models with the
AGENT OF THE IMPERIUM or
UNALIGNED keywords). Note that such a Detachment is also an
ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the
ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.
If every unit in your army (excluding
UNALIGNED units) has the
DARK ANGELS keyword, then every unit that has the
Combat Doctrines ability and is in a
DARK ANGELS Detachment gains the Relentless Hunt ability, below.
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".
CODEX SUPPLEMENT COMBAT DOCTRINE BONUSESIn each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the
Combat Doctrines ability while a particular doctrine is active for your army (e.g.
Scions of Guilliman in Codex Supplement: Ultramarines,
Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the
Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.
Successor Chapters
A Dark Angels successor Chapter is one for which the Dark Angels are their first founding Chapter. You can find out more information on successor Chapters, and how to determine
if your Chapter is a successor of the Dark Angels, in Codex: Space Marines. If your Chapter is a successor of the Dark Angels, the following rules apply:
DETACHMENT ABILITIESIf you have a Dark Angels successor Chapter, then for the purposes of using any
DARK ANGELS Detachment rules, you can replace the
DARK ANGELS keyword in all instances with the name of your chosen successor Chapter.
WARLORD TRAITSIf 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
keyword.
RELICS OF CALIBANDark 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.
STRATAGEMSAll units from Dark Angels successor Chapters are considered to have the
DARK ANGELS keyword for the purpose of using
Dark Angels Stratagems.
DATASHEETSWith the exception of named characters, you can nominate any
DARK ANGELS units in your army to be from a Dark Angels successor Chapter. If you do, replace the
DARK ANGELS keyword in every instance on its datasheet with the name of your chosen successor Chapter. For example,if you include an Interrogator-Chaplain in your army, and you decide it is from the Angels of Absolution Chapter, its
DARK ANGELS keyword becomes
ANGELS OF ABSOLUTION and its
Spiritual Leader ability reads ‘While a friendly
ANGELS OF ABSOLUTION unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.’
A
DEATHWATCH Detachment is one that only includes models with the
DEATHWATCH keyword (excluding models with the
AGENT OF THE IMPERIUM or
UNALIGNED keyword). Note that such a Detachment is also an
ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the
ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.
If every unit from your army (excluding
UNALIGNED units) has the
DEATHWATCH keyword, then every unit that has the
Combat Doctrines ability and is in a Deathwatch Detachment gains the Mission Tactics ability, below.
Mission Tactics
Thousands of years of collated strategic data and hard-won combat experience have provided the Deathwatch with the ultimate battlefield tactics to combat almost any foe.
Do not use the rules in Codex: Space Marines to determine which
combat doctrine is active for your army during each battle round. Instead, at the start of each battle round, select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. The combat doctrine you select is active for your army until the end of that battle round. Note, however, that when selecting a combat doctrine at the start of the battle round:
- You cannot select the Devastator Doctrine to be active for your army more than once during the battle.
- You cannot select the Tactical Doctrine to be active for your army more than twice during the battle.
- You cannot select the Assault Doctrine to be active for your army more than three times during the battle.
CODEX SUPPLEMENT COMBAT DOCTRINE BONUSESIn each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the
Combat Doctrines ability while a particular doctrine is active for your army (e.g.
Scions of Guilliman in Codex Supplement: Ultramarines,
Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the
Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.
In this section you’ll find rules for Battle-forged armies that include IMPERIAL FISTS Detachments – that is, Detachments that only include IMPERIAL FISTS units.
Legacy of Dorn
The Imperial Fists are peerless siegers, demonstrating an uncanny knack for identifying and exploiting the weak spots of enemy vehicles and fortifications.
Whilst the
Devastator Doctrine is active, each time a model with this ability makes an attack with a
Heavy weapon against a
VEHICLE or
BUILDING unit, if that attack has a Strength characteristic of 7 or more, add 1 to the Damage characteristic of that attack.
CODEX SUPPLEMENT COMBAT DOCTRINE BONUSESIn each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the
Combat Doctrines ability while a particular doctrine is active for your army (e.g.
Scions of Guilliman in Codex Supplement: Ultramarines,
Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the
Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.
Successor Chapters
When you include an
ADEPTUS ASTARTES unit in your army that has the
<CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.
If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Crimson Fists are a known successor of the Imperial Fists). If the successor Chapter you have chosen does not have a known founding Chapter but has the
Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.
If your Chapter is a successor of the Imperial Fists, the following rules apply:
Warlord TraitsIf your Warlord is a
CHARACTER model from an Imperial Fists successor Chapter (other than
CRIMSON FISTS), you can use the
Imperial Fists Warlord Traits table opposite to determine what Warlord Trait they have. Replace the
IMPERIAL FISTS keyword in all instances in that Warlord Trait (if any) with your
WARLORD’s
<CHAPTER> keyword.
CRIMSON FISTS Warlords instead have access to the
Crimson Fists Warlord Traits.
Chapter RelicsImperial Fists successor Chapters have access to the
Special-issue Wargear Relics;
Relics of the Fists cannot be given to a
CHARACTER model from a successor Chapter other than Crimson Fists unless you use the
Champion of Blades Stratagem.
StratagemsAll units from Imperial Fists successor Chapters are considered to have the
IMPERIAL FISTS keyword for the purpose of using
Imperial Fists Stratagems.
Psychic PowersLIBRARIAN models from Imperial Fists successor Chapters can know psychic powers from the
Geokinesis discipline in the same manner as
LIBRARIAN models in
IMPERIAL FISTS Detachments. When such a model uses one of these psychic powers, replace the
IMPERIAL FISTS keyword in all instances on that power (if any) with that model’s
<CHAPTER> keyword.
In this section you’ll find rules for Battle-forged armies that include IRON HANDS Detachments – that is, Detachments that only include IRON HANDS units.
Abilities
If your army is
Battle-forged, then in addition to the
Detachment abilities gained from Codex: Space Marines, units in your army with the
Combat Doctrines ability gain the
Calculated Fury ability so long as, with the exception of
UNALIGNED units, every unit from your army is an
IRON HANDS unit or every unit from your army is from the same
Iron Hands successor Chapter (see below).
Calculated Fury
The Iron Hands advance machine-like into battle. They are without mercy, and wage war with cold logic and calculated fury.
Whilst the
Devastator Doctrine is active, models with this ability do not suffer the penalty for moving and firing
Heavy weapons. In addition, whilst the Devastator Doctrine is active, when resolving an attack made with a Heavy weapon by a model with this ability, re-roll a
hit roll of 1.
CODEX SUPPLEMENT COMBAT DOCTRINE BONUSESIn each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the
Combat Doctrines ability while a particular doctrine is active for your army (e.g.
Scions of Guilliman in Codex Supplement: Ultramarines,
Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the
Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.
Successor Chapters
When you include an
ADEPTUS ASTARTES unit in your army that has the
<CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.
If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Red Talons Chapter is a known successor of the Iron Hands). If the successor Chapter you have chosen does not have a known founding Chapter but has the
Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s
character.
If your Chapter is a successor of the Iron Hands, the following rules apply:
Warlord TraitsIf your
WARLORD is a
CHARACTER model from an Iron Hands successor Chapter, you can use the
Iron Hands Warlord Traits table to determine what Warlord Trait they have. Replace the
IRON HANDS keyword in all instances in that Warlord Trait (if any) with your
WARLORD’s
<CHAPTER> keyword.
Chapter RelicsIron Hands successor Chapters have access to the
Special-issue Wargear Relics;
Relics of Medusa cannot be given to a
CHARACTER model from a successor Chapter unless you use the
Bequeathed by the Iron Council Stratagem.
StratagemsAll units from Iron Hands successor Chapters are considered to have the
IRON HANDS keyword for the purpose of using
Iron Hands Stratagems.
Psychic PowersLIBRARIAN models from Iron Hands successor Chapters can know psychic powers from the
Technomancy discipline in the same manner as
LIBRARIAN models in
IRON HANDS Detachments. When such a model uses one of these psychic powers, replace the
IRON HANDS keyword in all instances on that power (if any) with that model’s
<CHAPTER> keyword.
In this section you’ll find rules for Battle-forged armies that include RAVEN GUARD Detachments – that is, Detachments that only include RAVEN GUARD units.
Abilities
If your army is
Battle-forged, then in addition to the
Detachment abilities gained from Codex: Space Marines, units in your army with the
Combat Doctrines ability gain the
Surgical Strikes ability so long as, with the exception of
UNALIGNED units, every unit from your army is a
RAVEN GUARD unit or every unit from your army is from the same
Raven Guard successor Chapter (see below).
Surgical Strikes
The warriors of the Raven Guard spring their ambushes with perfect timing and coordination to eliminate the enemy’s command structure.
Whilst the
Tactical Doctrine is active, when resolving an attack made by a model with this ability against a
CHARACTER unit, you can add 1 to
hit rolls and
wound rolls.
CODEX SUPPLEMENT COMBAT DOCTRINE BONUSESIn each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the
Combat Doctrines ability while a particular doctrine is active for your army (e.g.
Scions of Guilliman in Codex Supplement: Ultramarines,
Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the
Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.
Successor Chapters
When you include an
ADEPTUS ASTARTES unit in your army that has the
<CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.
If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Revilers Chapter is a known successor of the Raven Guard). If the successor Chapter you have chosen does not have a known founding Chapter but has the
Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is
a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.
If your Chapter is a successor of the Raven Guard, the following rules apply:
Warlord TraitsIf your
WARLORD is a
CHARACTER model from a Raven Guard successor Chapter, you can use the
Raven Guard Warlord Trait table to determine what
WARLORD Trait they have. Replace the
RAVEN GUARD keyword in all instances in that Warlord Trait (if any) with your
WARLORD’s
<CHAPTER> keyword.
Chapter RelicsRaven Guard successor Chapters have access to the
Special-issue Wargear Relics;
Relics of the Ravenspire cannot be given to a
CHARACTER model from a successor Chapter unless you use the
Token of Brotherhood Stratagem.
StratagemsUnits from Raven Guard successor Chapters are considered to have the
RAVEN GUARD keyword for the purposes of using
Raven Guard Stratagems.
Psychic PowersLIBRARIAN models from Raven Guard successor Chapters can know psychic powers from the
Umbramancy discipline in the same manner as
LIBRARIAN models in
RAVEN GUARD Detachments. When such a model uses one of these psychic powers, replace the
RAVEN GUARD keyword in all instances on that power (if any) with that model’s
<CHAPTER> keyword.
In this section you’ll find rules for Battle-forged armies that include SALAMANDERS Detachments – that is, Detachments that only include SALAMANDERS units.
Abilities
If your army is
Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the
Combat Doctrines ability gain the
Promethean Cult ability so long as, with the exception of
UNALIGNED units, every unit from your army is a
SALAMANDERS unit or every unit from your army is from the same
Salamanders successor Chapter.
Promethean Cult
The Salamanders and their successor Chapters adhere to the teachings of Vulkan and his codes of battle, displaying a remarkable affinity for weapons that burn the foe to ashes in a blast of searing heat.
Whilst the
Tactical Doctrine is active, when resolving an attack made with a
flame weapon or
melta weapon by a model with this ability, add 1 to the
wound roll.
CODEX SUPPLEMENT COMBAT DOCTRINE BONUSESIn each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the
Combat Doctrines ability while a particular doctrine is active for your army (e.g.
Scions of Guilliman in Codex Supplement: Ultramarines,
Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the
Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.
Successor Chapters
When you include an
ADEPTUS ASTARTES unit in your army that has the
<CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.
If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known. If the successor Chapter you have chosen does not have a known founding Chapter but has the
Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.
If your Chapter is a successor of the Salamanders, the following rules apply:
Warlord TraitsIf your
WARLORD is a
CHARACTER model from a Salamanders successor Chapter, you can use the
Salamanders Warlord Traits table below to determine what Warlord Trait they have. Replace the
SALAMANDERS keyword in all instances in that Warlord Trait (if any) with your
WARLORD’s
<CHAPTER> keyword.
Chapter RelicsSalamanders successor Chapters have access to the
Special-issue Wargear Relics;
Relics of Nocturne cannot be given to a
CHARACTER model from a successor Chapter unless you use the
Trust of Prometheus Stratagem.
StratagemsAll units from Salamanders successor Chapters are considered to have the
SALAMANDERS keyword for the purpose of using
Salamanders Stratagems.
Psychic PowersLIBRARIAN models from Salamanders successor Chapters can know psychic powers from the
Promethean discipline in the same manner as
LIBRARIAN models in
SALAMANDERS Detachments. When such a model uses one of these psychic powers, replace the
SALAMANDERS keyword in all instances on that power (if any) with that model’s
<CHAPTER> keyword.
A
SPACE WOLVES Detachment is one that only includes models with the
SPACE WOLVES keyword (excluding models with the
AGENT OF THE IMPERIUM or
UNALIGNED keywords). Note that such a Detachment is also an
ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the Adeptus Astartes Detachment abilities also apply to that Detachment.
If every unit in your army (excluding
UNALIGNED units) has the
SPACE WOLVES keyword, then every unit that has the
Combat Doctrines ability and is in a
SPACE WOLVES Detachment gains the Savage Fury ability, below.
Savage Fury
In the maelstrom of battle, the Space Wolves crash head first into enemy lines, their blades rising and falling in red arcs. All those who would oppose them are left bloodied and broken in their wake.
Whilst the
Assault Doctrine is active, if an unmodified
hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target.
CODEX SUPPLEMENT COMBAT DOCTRINE BONUSESIn each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the
Combat Doctrines ability while a particular doctrine is active for your army (e.g.
Scions of Guilliman in Codex Supplement: Ultramarines,
Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the
Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.
In this section you’ll find rules for Battle-forged armies that include ULTRAMARINES Detachments – that is, Detachments that only include ULTRAMARINES units.
Scions of Guilliman
The Ultramarines and their successor Chapters are strict adherents to the teachings of the Codex Astartes, and as such they typically adopt a flexible combat style that emphasises manoeuvrability without sacrificing firepower.
Whilst the
Tactical Doctrine is active, models with this ability that moved in your
Movement phase, but did not
Advance or
Fall Back, can make attacks with ranged weapons in the following
Shooting phase as if their unit had remained stationary this turn.
CODEX SUPPLEMENT COMBAT DOCTRINE BONUSESIn each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the
Combat Doctrines ability while a particular doctrine is active for your army (e.g.
Scions of Guilliman in Codex Supplement: Ultramarines,
Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the
Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.
Successor Chapters
When you include an
ADEPTUS ASTARTES unit in your army that has the
<CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.
If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Mortifactors Chapter is a known successor of the Ultramarines). If the successor Chapter you have chosen does not have a known founding Chapter but has the
Inheritors of the Primarch Successor Tactic, and you selected the
Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.
If your Chapter is a successor of the Ultramarines, the following rules apply:
Warlord TraitsIf your
WARLORD is a
CHARACTER model from an Ultramarines successor Chapter, you can use the
Ultramarines Warlord Traits table opposite to determine what Warlord Trait they have. Replace the
ULTRAMARINES keyword in all instances in that Warlord Trait (if any) with your Warlord’s
<CHAPTER> keyword.
Chapter RelicsUltramarines successor Chapters have access to the
Special-issue Wargear Relics;
Relics of Macragge cannot be given to a
CHARACTER model from a successor Chapter unless you use the
Honoured by Macragge Stratagem.
StratagemsAll units from Ultramarines successor Chapters are considered to have the
ULTRAMARINES keyword for the purpose of using
Ultramarines Stratagems.
Psychic PowersLIBRARIAN models from Ultramarines successor Chapters can know psychic powers from the
Indomitus discipline in the same manner as
LIBRARIAN models in
ULTRAMARINES Detachments. When such a model uses one of these psychic powers, replace the
ULTRAMARINES keyword in all instances on that power (if any) with that model’s
<CHAPTER> keyword.
In this section you’ll find rules for Battle-forged armies that include WHITE SCARS Detachments – that is, Detachments that only include WHITE SCARS units.
Devastating Charge
The White Scars favour shock assaults, crashing into the enemy with overwhelming force. They are experts at using this high-speed impact to drive their blades home with devastating force and decapitate their prey.
Whilst the
Assault Doctrine is active, when resolving an attack made with a melee weapon by a model with this ability in a unit that made a
charge move or performed a
Heroic Intervention this turn, add 1 to the Damage characteristic of that weapon for that attack.
CODEX SUPPLEMENT COMBAT DOCTRINE BONUSESIn each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the
Combat Doctrines ability while a particular doctrine is active for your army (e.g.
Scions of Guilliman in Codex Supplement: Ultramarines,
Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the
Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.
Successor Chapters
When you include an
ADEPTUS ASTARTES unit in your army that has the
<CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.
If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Storm Lords Chapter is a known successor of the White Scars). If the successor Chapter you have chosen does not have a known founding Chapter but has the
Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.
If your Chapter is a successor of the White Scars, the following rules apply:
Warlord TraitsIf your
WARLORD is a
CHARACTER model from a White Scars successor Chapter, you can use the
White Scars Warlord Trait table to determine what Warlord Trait they have. Replace the
WHITE SCARS keyword in all instances in that Warlord Trait (if any) with your
WARLORD’s
<CHAPTER> keyword.
Chapter RelicsWhite Scars successor Chapters have access to the
Special-issue Wargear Relics;
Relics of Chogoris cannot be given to a
CHARACTER model from a successor Chapter unless you use the
Gift of the Khans Stratagem.
StratagemsUnits from White Scars successor Chapters are considered to have the
WHITE SCARS keyword for the purposes of using
White Scars Stratagems.
Psychic PowersLIBRARIAN models from White Scars successor Chapters can know psychic powers from the
Stormspeaking discipline in the same manner as
LIBRARIAN models in
WHITE SCARS Detachments. When such a model uses one of these psychic powers, replace the
WHITE SCARS keyword in all instances on that power (if any) with that model’s
<CHAPTER> keyword.
If your army is
Battle-forged and includes any
DEATHWATCH Detachments (excluding
Auxiliary Support,
Super-heavy Auxiliary or
Fortification Network Detachments), then when you muster your army, you can upgrade any
KILL TEAM units from your army to have a Specialism. If you have a
Crusade force, it is also possible for some
CHARACTER units to gain a Specialism as described
here.
Each time you upgrade one of the aforementioned units, you must select the Specialism it will have. Its
Power Rating is increased, as shown in the table below. If you are playing a
matched play game, or a game that uses a
points limit, then the
points value of that unit is also increased by the amount shown in the same table. Make a note on your
army roster each time you upgrade a unit using these rules.
Each time you upgrade a unit to have a Specialism, it gains a keyword that matches its Specialism and the associated ability below. These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.
With the exception of
KILL TEAM CASSIUS (see below), a Crusade force cannot start with any units upgraded in this manner - to include one in a Crusade force, you must use the
Kill Team Specialism Requisition.
An army (and a
Crusade army) cannot contain more than one
KILL TEAM unit with the same Specialism (e.g. an army cannot contain two
VENATOR KILL TEAM units or two
DOMINATUS KILL TEAM units), with the exception of units upgraded using the
Masters of the Specialisms rules.
Kill Team Cassius
If your army is
Battle-forged and includes
KILL TEAM CASSIUS as part of any
DEATHWATCH Detachment (excluding
Auxiliary Support Detachments), that unit is upgraded to have the
Aquila Specialism, even if this would cause your army to contain more than one unit with the same Kill Team Specialism. This upgrade does not increase the
Power Rating or
points value of that unit, and does not prevent you from upgrading another unit to have the Aquila Specialism.
Aquila
Aquila Kill Teams are equipped to handle varied or unknown horrors with a measured and strategically versatile response.
After selecting a
Battlefield Role for the purposes of the
Xenos Hunters Chapter Tactic for your army, select one additional Battlefield Role. Until the end of the battle, each time a model in this unit makes an attack against an enemy unit with either of the selected Battlefield Roles, re-roll a
wound roll of 1.
Venator
Venator Kill Teams employ tactics to combat agile foes, balancing speed with heavy firepower to scythe them down.
- Each time a model in this unit makes an attack against an enemy unit with the Fast Attack or Flyer Battlefield Role, re-roll a wound roll of 1.
- If you selected the Fast Attack or Flyer Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.
Malleus
Charged with the sundering of xenos war engines and hulking alien monsters, Malleus Kill Teams are also bulwarks of defence.
- Each time a model in this unit makes an attack against an enemy unit with the Heavy Support, Lord of War or Dedicated Transport Battlefield Role, re-roll a wound roll of 1.
- If you selected the Heavy Support, Lord of War or Dedicated Transport Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.
Dominatus
If the enemy rely upon specialist forces of their own, a Dominatus Kill Team will counter their strengths with expert optimisation.
- Each time a model in this unit makes an attack against an enemy unit with the Elites Battlefield Role, re-roll a wound roll of 1.
- If you selected the Elites Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.
Furor
Furor Kill Teams specialise in destroying foes that seek to overwhelm the Deathwatch with sheer weight of numbers.
- Each time a model in this unit makes an attack against an enemy unit with the Troops Battlefield Role, re-roll a wound roll of 1 for that attack.
- If you selected the Troops Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.
Purgatus
Indomitable in heart and mind, Purgatus Kill Teams specialise in slaying the cunning and horrific leaders of a xenos host.
- Each time a model in this unit makes an attack against an enemy unit with the HQ Battlefield Role, re-roll a wound roll of 1.
- If you selected the HQ Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.
When you are
mustering your army, or adding a unit to your
Order of Battle, you can create a
KILL TEAM unit. A
KILL TEAM unit can be comprised of models from several different
ADEPTUS ASTARTES datasheets, as described below. You can add any number of
KILL TEAM units to your army, subject to the usual restrictions. Each
KILL TEAM unit has the Troops
Battlefield Role.
CREATING A KILL TEAMA
KILL TEAM unit includes between 5 and 10 models. Overleaf you will find details of the four different
KILL TEAM units available. Each will specify which models, and how many of each model, can be included in that
KILL TEAM unit.
WARGEARA model included in a
KILL TEAM unit can be equipped with any of the wargear listed for that model under the wargear options on its original datasheet. For the purposes of wargear options, any option that requires a minimum number of models in the unit will require that number of models of that type to be included in the unit (e.g. one model can be equipped with an Astartes grenade launcher for every 5 Intercessors or Intercessor Sergeant in this unit, not for every 5 models of any type).
ABILITIESAll
KILL TEAM units have the
Mixed Unit ability.
A model in a
KILL TEAM unit retains any abilities that applied to that model on its original datasheet. If a model in a
KILL TEAM unit has an ability on their original datasheet that requires every model in the unit to have that ability in order to be able to use it, then they can only use that ability if every model in their
KILL TEAM unit has that ability.
Example: Elliot creates a Proteus Kill Team unit that contains 1 Watch Sergeant, 4 Deathwatch Veterans and 5 Deathwatch Terminators. Before this unit is set up, Elliot uses the Combat Squads ability to create one unit containing the Watch Sergeant and 4 Deathwatch Veterans, and another containing 5 Deathwatch Terminators. This unit of 5 Deathwatch Terminators can be set up using the Teleport Strike ability because, after using the Combat Squads ability, all of the models in the new unit have the Teleport Strike ability.KEYWORDSModels in
KILL TEAM units do not retain any keywords from their original datasheet. Instead,
KILL TEAM units have the following Faction keywords:
IMPERIUM,
ADEPTUS ASTARTES,
DEATHWATCH.
The entry for each
KILL TEAM unit will detail any keywords that unit has, as well as any other keywords gained while that unit contains certain models.
POWER RATINGEach
KILL TEAM unit will give instructions on how to calculate that unit’s
Power Rating. This will start at a fixed value, and then vary depending on which additional models have been included in that
KILL TEAM unit.
Example: Elliot wants to create a Fortis Kill Team unit to add to his Order of Battle. To do this he must calculate the unit’s Power Rating. Elliot’s unit contains 1 Intercessor Sergeant model, 4 Intercessor models, 2 Assault Intercessor models, 2 Outrider models and 1 Hellblaster model. This unit starts with a Power Rating of 6 for the Intercessor Sergeant model and 4 Intercessor models. Elliot then adds 2 to the Power Rating for the 2 Assault Intercessor models, 4 for the 2 Outriders models and 2 for the Hellblaster model. The Power Rating of this Kill Team unit is therefore 14 (6+2+4+2).
Proteus Kill Team
The sheer versatility of their weapon loadout, coupled with their durability and manoeuvrability, make it little wonder that Proteus Kill Teams have worked miraculous feats of arms on countless hostile worlds over the course of the Imperium’s history.
A
PROTEUS KILL TEAM contains: 1 Watch Sergeant; 4 Deathwatch Veterans (see
Deathwatch Veterans). You can add any 5 of the following models to this unit:
ABILITIESThe following change to one ability applies:
- Veteran Bikers can only use the Turbo-boost ability if their unit only contains Veteran Biker models (such as after using the Combat Squads ability).
KEYWORDSA
PROTEUS KILL TEAM unit has the following keywords (note that these are not Faction keywords):
INFANTRY,
CORE,
KILL TEAM,
PROTEUS.
In addition, the unit can gain the following keywords:
- While a PROTEUS KILL TEAM unit contains any Vanguard Veterans, it has the MELTA BOMBS keyword. While a PROTEUS KILL TEAM unit only contains Vanguard Veterans with jump packs, it also has the FLY keyword.
- While a PROTEUS KILL TEAM unit only contains Deathwatch Terminators, it has the TERMINATOR keyword.
- While a PROTEUS KILL TEAM unit only contains Veteran Bikers, it has the BIKER keyword and loses the INFANTRY keyword.
POWER RATINGA
PROTEUS KILL TEAM has a Power Rating of 7. If you added any models to this unit, add the following to this unit’s Power Rating:
- Deathwatch Veteran (+1 Power Rating per model)
- Deathwatch Terminator (+2 Power Rating per model)
- Veteran Biker (+2 Power Rating per model)
- Vanguard Veteran (+2 Power Rating per model)
Fortis Kill Team
Further refined from Watch Master Mordelai’s original concept, Fortis Kill Teams exemplify the supreme adaptability of the Tacticus variant of Mk X power armour, seamlessly merging a variety of close support roles and deadly firepower.
A
FORTIS KILL TEAM contains: 1 Intercessor Sergeant; 4 Intercessors (see
Intercessor Squad). You can add any 5 of the following models to this unit:
1 Intercessor (see
Intercessor Squad)
1 Assault Intercessor (see
Assault Intercessor Squad)
1 Outrider (see
Outrider Squad)
1 Hellblaster (see
Hellblaster Squad)
WARGEAR OPTIONSA
FORTIS KILL TEAM has the following additional wargear options:
- Any Intercessor or Intercessor Sergeant can have their bolt rifle replaced with one of the following: 1 auto bolt rifle; 1 stalker bolt rifle.
- Any Hellblaster can have their plasma incinerator replaced with one of the following: 1 assault plasma incinerator; 1 heavy plasma incinerator.
ABILITIESThe following changes to two abilities apply:
- The Devastating Charge ability only applies to Outriders in this unit.
- Outriders can only use the Turbo-boost ability if their unit only contains Outriders (such as after using the Combat Squads ability).
KEYWORDSA
FORTIS KILL TEAM unit has the following keywords (note that these are not Faction keywords):
INFANTRY,
CORE,
PRIMARIS,
KILL TEAM,
FORTIS.
In addition, the unit can gain the following keywords:
- While a FORTIS KILL TEAM only contains Outriders, it has the BIKER keyword and loses the INFANTRY keyword.
POWER RATINGA
FORTIS KILL TEAM has a Power Rating of 6. If you added any models to this unit, add the following to this unit’s Power Rating:
- Intercessor (+1 Power Rating per model)
- Assault Intercessor (+1 Power Rating per model)
- Outrider (+2 Power Rating per model)
- Hellblaster (+2 Power Rating per model)
Indomitor Kill Team
Comprising warriors wearing the heavier Gravis variant of Mk X, Indomitor Kill Teams are mobile bastions capable of unleashing the firepower of a squadron of battle tanks. Before them, hordes of xenos and monstrous beasts alike are torn apart.
An
INDOMITOR KILL TEAM contains: 1 Heavy Intercessor Sergeant; 4 Heavy Intercessors (see
Heavy Intercessor Squad). You can add any 5 of the following models to this unit:
WARGEAR OPTIONSAn
INDOMITOR KILL TEAM has the following additional wargear options:
- Any Heavy Intercessor or Heavy Intercessor Sergeant can have their heavy bolt rifle replaced with one of the following: 1 hellstorm bolt rifle; 1 executor bolt rifle.
- Any Aggressor can have their 2 auto boltstorm gauntlets and 1 fragstorm grenade launcher replaced with: 2 flamestorm gauntlets.
- Any Inceptor can have their 2 assault bolters replaced with 2 plasma exterminators.
- Any Eradicator can have their melta rifle replaced with 1 heavy melta rifle.
ABILITIESThe following change to one ability applies:
- Only Eradicators in this unit can shoot twice when this unit uses the Total Obliteration ability.
KEYWORDSAn
INDOMITOR KILL TEAM unit has the following keywords (note that these are not Faction keywords):
INFANTRY,
CORE,
PRIMARIS,
MK X GRAVIS,
KILL TEAM,
INDOMITOR.
In addition, the unit can gain the following keywords:
- While an INDOMITOR KILL TEAM unit only contains Inceptors, it has the FLY keyword.
POWER RATINGAn
INDOMITOR KILL TEAM has a Power Rating of 9. If you added any models to this unit, add the following to this unit’s Power Rating:
- Heavy Intercessor (+2 Power Rating per model)
- Aggressor (+2 Power Rating per model)
- Inceptor (+2 Power Rating per model)
- Eradicator (+3 Power Rating per model)
Spectrus Kill Team
Sinister, silent and all but invisible until they strike, Spectrus Kill Teams are adept in inflicting death from both near and far. Clad in close-fitting Mk X Phobos battle plate, they specialise in battlefield control and enemy destabilisation.
A
SPECTRUS KILL TEAM contains: 1 Infiltrator Sergeant; 4 Infiltrators (see
Infiltrator Squad). You can add any 5 of the following models to this unit:
WARGEAR OPTIONSA
SPECTRUS KILL TEAM has the following additional
wargear options:
- Any Reiver can have their combat blade replaced with 1 bolt carbine.
- Any Eliminator can have their bolt sniper rifle replaced with 1 las fusil.
ABILITIESThe following changes to three abilities apply:
- The Omni-scramblers ability only applies while there are any Infiltrators or Infiltrator Sergeants in this unit.
- The Multi-spectrum Array ability only applies to Incursors in this unit.
- The Terror Troops ability only applies while there are any Reivers in this unit.
KEYWORDSA
SPECTRUS KILL TEAM unit has the following keywords (note that these are not Faction keywords):
INFANTRY,
CORE,
PHOBOS,
PRIMARIS,
KILL TEAM,
SPECTRUS.
In addition, the unit can gain the following keywords:
- While a SPECTRUS KILL TEAM contains any Infiltrator or Incursor models, it has the SMOKESCREEN keyword.
- While a SPECTRUS KILL TEAM contains any Reivers, it has the SHOCK GRENADES keyword.
POWER RATINGA
SPECTRUS KILL TEAM has a Power Rating of 8. If you added any models to this unit, add the following to this unit’s Power Rating:
- Infiltrator (+1 Power Rating per model)
- Incursor (+1 Power Rating per model)
- Reiver (+1 Power Rating per model)
- Eliminator (+ 2 Power Rating per model)
Indomitus Crusaders
Through the actions of brave and determined warriors, the Indomitus Crusade changed the face of the galaxy in the wake of the Great Rift. It lasted over a century, and many of the Primaris Marines that typified its forces became learned veterans of the battlefield over that time.
SPECIALIST DETACHMENTIf your army is
Battle-forged, you can use the
Specialist Detachment Stratagem below:
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| INDOMITUS CRUSADERS Specialist Detachment Stratagem In the wake of the Great Rift, the Indomitus Crusade battled to retake Imperial worlds plagued by the forces of Chaos. Use this Stratagem when choosing your army. Pick a Space Marines Detachment from your army to be an Indomitus Crusaders Specialist Detachment. PRIMARIS CAPTAINS, PRIMARIS LIEUTENANTS, PRIMARIS ANCIENTS, INTERCESSOR SQUADS and INCEPTOR SQUADS in that Detachment gain the INDOMITUS CRUSADER keyword. | |
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WARLORD TRAITIf an
INDOMITUS CRUSADER CHARACTER is your
WARLORD, you can give them the following
Warlord Trait.
GREY SHIELDDuring the Indomitus Crusade, this battle-brother served in a unit of Grey Shields. These strike forces were comprised of Space Marines from a range of different Chapters, allowing for a multitude of combat styles to be galvanised as one. Now, leading his own warriors into battle, this warlord is able to employ versatile strategies, switching tactics even in the thick of battle.
Once per battle, at the start of your
Movement phase, if your
WARLORD is on the battlefield, you can choose for
INDOMITUS CRUSADER units in the same Detachment as your Warlord to gain an additional
Chapter Tactics until the start of your next turn. Pick the additional Chapter Tactic from the following:
Codex Discipline,
Lightning Assault,
Siege Masters,
Righteous Zeal,
Forged in Battle,
Shadow Masters,
The Flesh is Weak,
No Matter the Odds.
Until the start of your next turn, friendly
INDOMITUS CRUSADERS gain the benefit of that Chapter Tactic in addition to any others they already have. They are considered to have the keyword of the Chapter that Chapter Tactic belongs to for the purposes of resolving that Chapter Tactic.
RELICS OF THE INDOMITUS CRUSADEIf your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an
INDOMITUS CRUSADER CHARACTER from your army.
STANDARD OF THE ULTIMA FOUNDINGThis banner stood defiant when a daemonic incursion besieged Terra at the birth of the Noctis Aeterna and threatened to crush the Indomitus Crusade even before it had begun. Now, it has been planted into the soil of a hundred worlds, and inspires any veteran of the Indomitus Crusade to fight harder to rid the galaxy of the enemies of Mankind.
PRIMARIS ANCIENT only. Once per battle, at the start of your
Movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly
INDOMITUS CRUSADER INFANTRY models can re-roll
hit rolls of 1 and
wound rolls of 1 whilst they are within 6" of the bearer.
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| STRATAGEMS If your army includes any Indomitus Crusaders Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
| | | | LIBERATORS Space Marines Stratagem Liberators of countless systems and planets, vanquishers of the heretical, the daemonic and the degenerate, these warriors are a blade honed in the fires of a hundred battles. Use this Stratagem at the start of the Fight phase. Pick an INDOMITUS CRUSADER unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attacks inflicts 2 hits on the target instead of 1. | | | | |
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Black Templars Sword Brethren
The veterans of the Black Templars swear mighty oaths to uphold the honour of the Imperium in everything they do. Theirs is an especial hatred for the alien, the psyker and the heretic; they fight like legendary knights of old in their eternal crusade against the darkness.
SPECIALIST DETACHMENTIf your army is
Battle-forged, you can use the
Specialist Detachment Stratagem below:
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| SWORD BRETHREN Specialist Detachment Stratagem It is the ambition of every Black Templar Initiate to be elevated to the esteemed ranks of the Sword Brethren, for these warrior-knights are the elites of their Chapter. Use this Stratagem when choosing your army. Pick a BLACK TEMPLARS Detachment from your army to be a Sword Brethren Specialist Detachment. HIGH MARSHAL HELBRECHT, EMPEROR’S CHAMPION, CAPTAINS, COMPANY CHAMPIONS and COMPANY VETERANS in that Detachment gain the SWORD BRETHREN keyword. | |
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WARLORD TRAITIf a
SWORD BRETHREN CHARACTER is your
WARLORD, you can give them the following
Warlord Trait.
MASTER SWORDSMANAs a champion of the Feast of Blades, this warlord’s skill in the art of combat is equalled by very few.
Add 1 to your
WARLORD’s Attacks characteristic. In addition, each time you roll an unmodified hit roll of 6 for an attack made by your
WARLORD in the
Fight phase, that attack inflicts 2 hits instead of 1.
RELICS OF THE ETERNAL CRUSADERIf your army includes any Sword Brethren Specialist Detachments, you can give the following relic to a
SWORD BRETHREN CHARACTER from your army.
THE HOLY ORBCreated by one of the Chapter’s renowned artificers, this orb is a grenade empowered by the holy wrath of the Emperor and filled in equal measure with high explosives and sacred unguents that burn the faithless with their purity.
The Holy Orb has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
The Holy Orb |
The Holy Orb | 6" | Grenade 1 | - | - | - |
Abilities: You can only use this weapon once per battle. This weapon automatically hits its target (no hit rolls are made). When this weapon hits a target, roll one D6 for every 10 models in the target unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds. |
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| STRATAGEMS If your army includes any Sword Brethren Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
| | | | UPHOLD THE HONOUR OF THE EMPEROR Black Templars Stratagem The Black Templars’ faith in the Emperor is so strong they are able to shrug off even the most severe wounds. Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Until the end of that phase, roll a D6 each time a model in that unit loses a wound. On a 5+, that model does not lose that wound. | | | | |
| | | | SUFFER NOT THE UNCLEAN TO LIVE Black Templars Stratagem With righteous zeal, these warriors vow to vanquish Mankind’s foes in the name of the Holy Emperor. Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Add 1 to the Attacks characteristic of models in that unit for this phase. In addition, you can re-roll wound rolls for attacks made by that unit until the end of that phase. | | | | |
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Crimson Fists Liberator Strike Force
The liberation of Rynn’s World was gruelling, but those who survived became experts in fighting against the odds – and in teaching their hard-won knowledge to others. The Crimson Fists have sworn to free those Imperial worlds that are crushed under the heel of tyrants and oppressors.
SPECIALIST DETACHMENTIf your army is
Battle-forged, you can use the
Specialist Detachment Stratagem below:
| | |
| CRIMSON FISTS LIBERATOR STRIKE FORCE Specialist Detachment Stratagem The daemonic siege on Rynn’s World was finally lifted by the arrival of the Indomitus Crusade. The beleaguered Crimson Fists had their ranks bolstered by Primaris veterans of Rogal Dorn’s heritage. Use this Stratagem when choosing your army. Pick a CRIMSON FISTS Detachment from your army to be a Crimson Fists Liberator Strike Force Specialist Detachment. PRIMARIS CHARACTERS, INTERCESSOR SQUADS, REIVER SQUADS and HELLBLASTER SQUADS in that Detachment gain the LIBERATOR STRIKE FORCE keyword. | |
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WARLORD TRAITIf a
LIBERATOR STRIKE FORCE CHARACTER is your
WARLORD, you can give them the following
Warlord Trait.
EXPERT INSTRUCTORAfter the decimation of their Chapter, the surviving Crimson Fists were forced to become peerless tutors in order to quickly replenish their numbers with fresh recruits.
Re-roll
hit rolls of 1 for friendly
LIBERATOR STRIKE FORCE units within 9" of your
WARLORD.
RELICS OF RYNN’S WORLDIf your army includes any Crimson Fists Liberator Strike Force Specialist Detachments, you can give the following relic to a
LIBERATOR STRIKE FORCE CHARACTER from your army:
THE VENGEFUL ARBITERSergeant Ricario Vicentius was a valiant warrior who served at Chapter Master Pedro Kantor’s side during the Battle for Traitor’s Gorge. Although he was eventually slain, it is reported he killed countless Orks despite being mortally wounded himself. After the battle, Chapter Master Kantor ordered the recovery and reissue of his bolt pistol, now named ‘the Vengeful Arbiter’ by his men, and it has served countless brothers from the Chapter since.
Model with bolt pistol only. The Vengeful Arbiter replaces the bearer’s bolt pistol and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
The Vengeful Arbiter |
The Vengeful Arbiter | 12" | Pistol 2 | 5 | -1 | 2 |
Abilities: Each time an attack made with this weapon hits, you can immediately make one additional hit roll against that target using the same weapon. These bonus hit rolls cannot themselves generate any further hit rolls. |
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| STRATAGEMS If your army includes any Crimson Fists Liberator Strike Force Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
| | | | HEROES OF RYNN’S WORLD Crimson Fists Stratagem The Crimson Fists strike out at threats upon beleaguered Imperial worlds, liberating them one by one as they did their home planet. Use this Stratagem at the start of your Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack made by that unit’s ranged weapons, that attack inflicts 2 hits instead of 1. | | | | |
| | | | PARAGONS OF DORN Crimson Fists Stratagem The Crimson Fists Primaris Marines are exemplars of their primogenetor, and they share his discipline under pressure. When they lay down a volley of return fire, their efficiency and speed borders on the supernatural. Use this Stratagem at the end of an enemy Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army that was targeted by one or more attacks this phase. That unit can immediately shoot as if it were your Shooting phase. | | | | |
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Imperial Fists Siegebreaker Cohort
The Imperial Fists are renowned experts in siege warfare, stubbornly holding the enemy back for months if necessary. Should a foe manage to fight their way through to the outer rings of their defences, the Imperial Fists will collapse their own fortifications to turn them into an inescapable death-trap.
Designer’s Note: If you have created your army using the additional rules found in Codex Supplement: Imperial Fists, you cannot select The Eye of Hypnoth Relic, or the Indomitable Warlord Trait from this Specialist Detachment. They are replaced with a new Relic and a new Warlord Trait with the same names in Codex Supplement: Imperial Fists.SPECIALIST DETACHMENTIf your army is
Battle-forged, you can use the
Specialist Detachment Stratagem below:
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| IMPERIAL FISTS SIEGEBREAKER COHORT Specialist Detachment Stratagem Countless fortifications have fallen to the concentrated fury of an Imperial Fists Siegebreaker Cohort. Use this Stratagem when choosing your army. Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment. CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword. | |
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WARLORD TRAITIf a
SIEGEBREAKER COHORT CHARACTER is your
WARLORD, you can give them the following
Warlord Trait.
INDOMITABLEThis warlord can never be driven back once he has set his mind to a task. He stands stoic, unrelenting, and inspires his allies to hold fast.
Friendly
IMPERIAL FISTS INFANTRY units within 6" of your
WARLORD automatically pass
Morale tests and receive the benefit to their saving throws for being
in cover, even while they are not wholly on or within a
terrain feature, unless your
WARLORD moved in your previous
Movement phase.
RELICS OF PHALANXIf your army includes any Siegebreaker Cohort Specialist Detachments, you can give the following relic to a
SIEGEBREAKER COHORT CHARACTER from your army:
THE EYE OF HYPNOTHThe Eye of Hypnoth was presented to the Imperial Fists in late M39 to honour their defence of the forge world Hypnoth against Waaagh! Kromak. This device is a highly sophisticated and long-ranged auspex array; tradition dictates that it is best employed to detect hidden weaknesses in enemy armour and fortifications.
Re-roll
wound rolls of 1 for shooting attacks made by friendly
SIEGEBREAKER COHORT units within 6" of the bearer.
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| STRATAGEMS If your army includes any Siegebreaker Cohort Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
| | | | STRUCTURAL DEMOLITION Imperial Fists Stratagem With pinpoint accuracy, enemy fortifications are reduced to rubble in moments, crushing those trapped within. Use this Stratagem after a Building has been destroyed by an attack made by a SIEGEBREAKER COHORT unit from your army. Roll 2D6 instead of 1 for each model that disembarks from that BUILDING. For each roll of 1, a model that disembarked (controlling player’s choice) is slain. | | | | |
| | | | SEISMIC DEVASTATION Imperial Fists Stratagem Under the ferocious barrage of attacks unleashed by the Siegebreaker Cohort, barricades collapse and even armoured vehicles are torn into flaming ruin. Use this Stratagem at the start of the Shooting phase or Fight phase. Pick a SIEGEBREAKER COHORT unit from your army. Each time you roll an unmodified wound roll of a 6 for an attack made by that unit that targets an enemy VEHICLE that phase, that attack inflicts a mortal wound in addition to its normal damage. | | | | |
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Ultramarines Victrix Guard
The Victrix Guard were hand-picked by Roboute Guilliman from the Ultramarines 1st Company to accompany him on his Indomitus Crusade. Across the many battlefields of Vigilus, elements of this veteran formation fought tirelessly at Calgar’s side to earn a legacy of their own.
Designer’s Note: If you have created your army using the additional rules found in Codex Supplement: Ultramarines, you cannot select the Soldiers Blade and The Standard of Macragge Inviolate Relics from this Specialist Detachment. They are replaced with new Relics with the same names in Codex Supplement: Ultramarines.SPECIALIST DETACHMENTIf your army is
Battle-forged, you can use the
Specialist Detachment Stratagem below:
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| VICTRIX GUARD Specialist Detachment Stratagem The Victrix Guard are veteran warriors with countless centuries of combat experience between them. Use this Stratagem when choosing your army. Pick an ULTRAMARINES Detachment from your army to be a Victrix Guard Specialist Detachment. CAPTAINS, ANCIENTS, HONOUR GUARD, VICTRIX HONOUR GUARD, VANGUARD VETERAN SQUADS and STERNGUARD VETERAN SQUADS in that Detachment gain the VICTRIX GUARD keyword. | |
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WARLORD TRAITIf a
VICTRIX GUARD CAPTAIN is your
WARLORD, you can give them the following
Warlord Trait.
WARDEN OF ULTRAMARThe title ‘Warden of Ultramar’ is granted to the Captain leading the Victrix Guard. A master of combat, this indomitable and unflinching hero can swiftly spot enemy weaknesses in the heat of battle.
Once per battle, at the start of the
Fight phase, this
WARLORD can inspire his warriors. When they do, until the end of that phase you can re-roll
wound rolls for attacks made by friendly
VICTRIX GUARD units whilst they are within 6" of this
WARLORD.
RELICS OF ULTRAMARIf your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a
VICTRIX GUARD CHARACTER from your army.
If you have created your army using the additional rules found in Codex Supplement: Ultramarines, you cannot select the Soldiers Blade and The Standard of Macragge Inviolate Relics from this Specialist Detachment. They are replaced with new Relics with the same names in Codex Supplement: Ultramarines.
SOLDIER’S BLADESOLDIER’S BLADE
This deceptively simple sword has been a treasure of the Ultramarines since the Legion’s founding. Though it contains none of the matterdisruptive technology of a power sword, it can still carve through the thickest plates of ceramite and plasteel with ease. So perfectly forged is this monomolecular-edged blade that is has survived for millennia without ever needing to be sharpened.
Model equipped with power sword, master-crafted power sword, or combat knife only. This Relic replaces a power sword, master-crafted power sword or combat knife and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Soldier’s Blade |
Soldier’s Blade | Melee | Melee | +1 | -4 | 2 |
THE STANDARD OF MACRAGGE INVIOLATEWhen the Tyrannic Wars came to the realm of Ultramar, and Hive Fleet Behemoth descended upon Macragge, it was this glorious banner that flew above the swarms of xenos beasts. To all Ultramarines, it represents the unfaltering might of their home world and their Chapter. When an Ultramarine beholds this sacred standard, he is gripped with a sense of unshakeable pride and determination, for he knows that no enemy can match the skills in battle passed down to him and his brothers by their Primarch.
ANCIENT only. Add 1 to the Leadership characteristic of friendly
ULTRAMARINES units whilst they are within 12" of the bearer. In addition, add 1 to the Attacks characteristic of friendly
VICTRIX GUARD units whilst they are within 6" of the bearer.
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| STRATAGEMS If your army includes any Victrix Guard Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
| | | | FIGHT LIKE DEMIGODS Ultramarines Stratagem A gathering of courageous heroes, the Victrix Guard are more than capable of cutting their way through entire armies of foes. Use this Stratagem at the start of the Fight phase. Pick a VICTRIX GUARD unit from your army within 6" of a friendly VICTRIX GUARD CAPTAIN. Add 1 to hit rolls for attacks made by that unit until the end of that phase. | | | | |
| | | | STRIKE FIRST, FOR ULTRAMAR! Ultramarines Stratagem As the enemy close in, the Victrix Guard hold their weapons ready to deliver the first blow. Use this Stratagem at the end of your opponent’s Charge phase. Pick a VICTRIX GUARD unit from your army that was charged this phase, or that performed a Heroic Intervention this phase. That unit can immediately pile in and fight as if it were the Fight phase (doing so does not prevent the unit from being picked to fight in the Fight phase of that turn). | | | | |
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Black Templars: Righteous Zeal
Hot burns the hatred of the Black Templars for the mutant, the witch and the heretic, and bright blazes their faith in the immortal Emperor of Mankind. With furious cries do these crusading warriors hurl themselves into battle against their reviled foes, and with fervent prayers do they shrug off even the most grievous wounds.
- You can re-roll Advance rolls and charge rolls made for units with this tactic.
- Each time a model with this tactic would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
Blood Angels: Red Thirst
Though they strive to restrain it, the murderous ferocity of the Blood Angels simmers beneath the surface of their thoughts. In battle, this rage drives them towards the foe and lends great strength to their blows.
- Add 1 to Advance rolls and charge rolls made for units with this tactic.
- Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
Crimson Fists: No Matter the Odds
Even when faced with seemingly insurmountable odds, the Crimson Fists emerge bloodied but victorious with bolters roaring.
- Each time a model with the tactic makes a ranged attack against a unit that contained at least 5 more models than the attacker’s unit when it was selected to shoot, add 1 to that attack’s hit roll. For the purposes of this tactic, VEHICLE models each count as 5 models.
- Each time a model with this tactic makes an attack with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.
Dark Angels: Grim Resolve
The stalwart descendants of the Lion are renowned for their unshakeable resolve, enduring tenacity and strict fire discipline in battle.
Each time a model with this tactic makes an attack, unless that models unit has moved this turn (excluding
pile-in and
consolidation moves), add 1 to that attacks
hit roll. Each time a
Combat Attrition test is taken for a unit with this tactic, it is automatically passed.
Deathwatch: Xenos Hunters
Warriors of the Deathwatch are psycho-conditioned even beyond other Space Marines, rapidly learning about the hundreds of xenos species that threaten Mankind. This, combined with their incredible martial skill and strict discipline, makes them unparalleled xenos hunters; when fighting these enemies they are frighteningly effective.
- Each time a model with this tactic makes a melee attack against a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit, re-roll a hit roll of 1.
- After both sides have finished deploying their armies, select one Battlefield Role. Until the end of the battle, each time a model with this tactic makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1.
Flesh Tearers: Fury Within
The Flesh Tearers are possessed of a bloodthirsty recklessness. When controlled and focused, however, this murderous ferocity makes them unstoppable.
Each time a model with this tactic makes a melee attack:
- If that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
- On an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault Doctrine if it is active for your army.
Imperial Fists: Siege Masters
The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their enemies from behind heavy ramparts with hails of pinpoint fire.
- Each time a model with this tactic makes a ranged attack, the target does not recieve the benefits of Light Cover against that attack.
- Each time a model with this tactic makes attack with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.
Iron Hands: The Flesh is Weak
Most Iron Hands are heavily augmented with ultra-durable cybernetic limbs and organs that render them extremely difficult to kill, while their vehicles have been upgraded with all manner of secret Adeptus Mechanicus technologies that make them incredibly resilient.
- Each time a model with this tactic would lose a wound, roll one D6: on a 6, that wound is not lost.
- Models with this tactic whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.
Raven Guard: Shadow Masters
The Raven Guard slip through the shadows, halfseen spectres barely visible to the foe. Enemies blaze away into the gloom with increasing panic, their shots flying wide as the sons of Corax encircle their victims and prepare to level the killing blow. By the time the prey is close enough to direct their fire with any real chance of accuracy, they are caught within the Ravens talons.
- Each time a ranged attack is made against a unit with this tactic, if the attacker is more than 18" away, then the unit with this tactic is treated as having the benefits of light cover against that attack.
- Each time a ranged attack is made against an INFANTRY unit with this tactic that is entirely on or within a terrain feature, if the attacker is more than 12" away, then the unit with this tactic is treated as having the benefits of dense cover against that attack.
Salamanders: Forged in Battle
To the Salamanders, war is the anvil upon which their strength is wrought, every battle a test in which to prove themselves and the superior craftsmanship of their weapons and armour.
- Each time a unit with this tactic is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
- Each time an attack with an Armour Penetration characteristic of-1 is allocated to a model with this tactic, that attack has an Armour Penetration characteristic of 0 instead.
Space Wolves: Hunters Unleashed
The Space Wolves train their whole lives for the moment when battle is joined. After a long hunt tensed for the kill, they spring forward to devastating effect.
- Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks hit roll.
- Units with this tactic are eligible to perform Heroic Interventions as if they were CHARACTERS.
Ultramarines: Codex Discipline
The sons of Guilliman hold the tenets of the Codex Astartes as sacrosanct, its wisdom guiding them to discipline and measured strategic responses even amidst the hottest-burning flames of battle.
- Add 1 to the Leadership characteristic of models with this tactic.
- Units with this tactic are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attacks hit roll.
White Scars: Lightning Assault
The White Scars are the Masters of high speed, hit-and-run warfare. Theirs is the fury of the storm, the scent of prey upon the wind. They do battle on the move, wrong-footing their enemies with breakneck manoeuvres and melting away one moment only to crash home like a lightning strike elsewhere the next.
- Units with this tactic are eligible to declare a charge with in a turn in which they Advanced or Fell Back.
- Models with this tactic do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced.
If your chosen Chapter does not have an associated
Chapter Tactic, you must instead create their Chapter Tactic by selecting rules from the list here. Unless otherwise stated, your Chapter has two Successor Tactics from the following list:
Bolter Fusillades
With rigorous drilling and singular focus, this Chapter trains its battle-brothers to optimise the killing fury of their bolt weaponry and annihilate their enemies in firefights.
Each time a model with this tactic makes a ranged attack with a
bolt weapon, re-roll a
hit roll of 1.
Born Heroes
Like demigods of war do the champions of this Chapter bestride the battlefield, taking their blades to any foe who dares challenge them and leaving nought but bloodied corpses in their wake.
Each time a model with this tactic makes a melee attack, if that model's unit made a
charge move this turn, add 1 to that attack's
hit roll.
Duellists
This Chapter prizes skill and precision in close-quarters combat above simple ferocity. Its warriors are deadly combatants, their attacks flowing around their enemies' guard like smoke.
Each time a model with this tactic makes a melee attack against an
INFANTRY or
BIKER unit, an unmodified
hit roll of 6 automatically wounds the target.
You cannot select this tactic if you have already selected the
Whirlwind of Rage tactic.
Fearsome Aspect
Whether through ominous trappings and iconography, deafening vox-amplified war cries or simply the sheer force of their presence, this Chapter's warriors sow terror amongst the enemy ranks.
Units with this tactic have the following ability: '
Fearsome Aspect (Aura): While an enemy unit is within 3" of this unit, subtract 1 from the Leadership characteristic of models in that enemy unit.’
Hungry for Battle
For this Chapter's warriors, all else is but a prelude to the glorious moment in which their warriors' charge crashes home.
Add 1 to
Advance rolls and
charge rolls made for units with this tactic.
Indomitable
No matter what horrors they face, nor what catastrophic losses they might suffer, this Chapter's warriors stand immovable and fearless before even the most ghastly foe.
Each time a
Combat Attrition test is taken for a unit with this tactic, it is automatically passed.
Inheritors of the Primarch
So closely do this Chapter's warriors cleave to the strategic doctrines of their genetic forebears that only their heraldry marks them out as unique from the First Founding Chapter they emulate.
You cannot select this Successor Tactic if you have selected any other Successor Tactic, and if you select this tactic you cannot select a second. Select one of the following Chapters and use the
Chapter Tactic of that Chapter as follows: Dark Angels, White Scars, Space Wolves, Imperial Fists, Blood Angels, Iron Hands, Ultramarines, Salamanders or Raven Guard.
Designer's Note: If, in the background of our publications, your Chapter is a known successor of a specific First Founding Chapter, then if you select this Successor Tactic you must select the Chapter Tactic of that First Founding Chapter.
Knowledge is Power
Vast are the data-stacks and Librarius cloisters of this Chapter, and esoteric is the knowledge possessed by its psykers. In battle, they swiftly establish empyric dominance.
Each time a
Psychic test or
Deny the Witch test is taken for a
PSYKER unit with this tactic, re-roll any or all dice results of 1.
Long-range Marksmen
This Chapter's warriors are able to extend the maximum effective range of their firearms through a combination of modified targeting rituals and precision adjustments by their skilled armourers.
Add 3" to the Range characteristic of
Rapid Fire and
Heavy weapons (excluding
Flame weapons) models with this tactic are equipped with.
Master Artisans
Far and wide spreads the fame of this Chapters craftsmen, who fashion the finest masterwork weaponry for their battle-brothers.
Each time a unit with this tactic is selected to shoot or fight, you can re-roll one
hit roll when resolving that unit's attacks.
Preferred Enemy
Time and time again, the warriors of this Chapter have faced the same foes. Through bloody defeat and hate-fuelled victory they have learned their enemies' weaknesses well.
When you select this tactic, select one of the following Faction keywords:
CHAOS KNIGHTS;
TYRANIDS;
AELDARI;
ORK;
HERETIC ASTARTES;
NECRONS;
T'AU EMPIRE. Each time a model with this tactic makes a melee attack against a unit with that Faction keyword, re-roll a
hit roll of 1.
Rapid Assault
Firing from the hip, tracking their targets with enhanced runic displays that flicker lightning-fast across their auto-senses, the warriors of this Chapter lay down punishing fusillades even as they close with the foe.
Models with this tactic do not suffer the penalty incurred to their
hit rolls for firing
Assault weapons in the same turn their unit
Advanced.
Scions of the Forge
This Chapter's warriors are expert armourers, their tanks and Dreadnoughts maintained to levels that even the Adeptus Mechanicus would admire.
Models with this tactic whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.
Stalwart
How does one defeat warriors whose willpower and determination are so ferocious that they can shrug off even the most catastrophic injuries and keep on fighting?
Each time an attack is made against a unit with this tactic, an unmodified
wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the attacker may have.
Stealthy
This Chapter makes a virtue of deception and cunning, and drills its battle-brothers in evasive techniques that allow them to hug the shadows and close upon their foes unseen and unsuspected.
Each time a ranged attack is made against a unit with this tactic, if the attacker is more than 18" away, the unit with this tactic is treated as having the benefits of
light cover against that attack.
Stoic
Bravery runs in the blood of this Chapter's battle-brothers.
Add 1 to the Leadership characteristic of models with this tactic.
Tactical Withdrawal
This Chapter's warriors are well drilled in the art of disengaging only to hurl themselves back into the fray with fresh impetus.
Units with this tactic are eligible to
declare a charge with even if they
Fell Back this turn.
Warded
Whether through latent psychic talent, personal energy shielding, enhanced reflexes or sheer zealotry, the battle-brothers of this Chapter can shrug off even the most devastating attacks.
Each time a model with this tactic would lose a wound as a result of a
mortal wound, roll one D6: on a 5+, that wound is not lost.
Whirlwind of Rage
Like ravening beasts this Chapter's battle-brothers fall upon the foe.
Each time a model with this tactic makes a melee attack, if that model's unit made a
charge move, was charged or
performed a Heroic Intervention this turn, an unmodified
hit roll of 6 scores 1 additional hit.
You cannot select this tactic if you have already selected the
Duellists tactic.
Before battle
GIFT OF THE KHANS (Space Marines – Requisition)
BEQUEATHED BY THE IRON COUNCIL (Space Marines – Requisition)
HONOURED BY MACRAGGE (Space Marines – Requisition)
HERO OF THE CHAPTER (Adeptus Astartes – Requisition)
RELIC OF THE CHAPTER (Adeptus Astartes – Requisition)
KHAN’S CHAMPION (White Scars – Requisition)
TEMPERED BY WISDOM (White Scars – Requisition)
MARCH OF THE ANCIENTS (Iron Hands – Requisition)
PARAGON OF IRON (Iron Hands – Requisition)
SCION OF THE FORGE (Iron Hands – Requisition)
FAVOUR OF THE RAVENSPIRE (Raven Guard – Requisition)
MASTER OF THE TRIFOLD PATH (Raven Guard – Requisition)
EXEMPLAR OF THE CHAPTER (Ultramarines – Requisition)
HONOURED SERGEANT (Ultramarines – Requisition)
GIFT OF THE PHALANX (Imperial Fists – Requisition)
SENTINEL OF TERRA (Imperial Fists – Requisition)
EXEMPLAR OF THE PROMETHEAN CREED (Salamanders – Requisition)
MASTER ARTISANS (Salamanders – Requisition)
CHIEF LIBRARIAN (Blood Ravens)
CRUSADER RELICS (Black Templars – Requisition)
CRIMSON FISTS LIBERATOR STRIKE FORCE (Specialist Detachment)
IMPERIAL FISTS SIEGEBREAKER COHORT (Specialist Detachment)
INDOMITUS CRUSADERS (Specialist Detachment)
SWORD BRETHREN (Specialist Detachment)
VICTRIX GUARD (Specialist Detachment)
A VIGIL UNMATCHED (Deathwatch – Requisition)
SANCTION OF THE BLACK VAULT (Deathwatch – Requisition)
TOKEN OF BROTHERHOOD (Raven Guard – Requisition)
CHAMPION OF BLADES (Imperial Fists – Requisition)
TRUST OF PROMETHEUS (Salamanders – Requisition)
HONOURED BY THE ROCK (Dark Angels – Requisition)
HONOURED BY BAAL (Blood Angels – Requisition)
During deployment
ENCIRCLEMENT (White Scars – Strategic Ploy)
STRIKE FROM THE SHADOWS (Raven Guard – Strategic Ploy)
TELEPORTARIUM (Deathwatch – Strategic Ploy)
Battle Round
At the start of battle round
INFILTRATORS (Raven Guard – Strategic Ploy)
STRANGLEHOLD (Raven Guard – Strategic Ploy)
CYCLE OF WAR (Ultramarines – Strategic Ploy)
RAPID REDEPLOYMENT (Ultramarines – Strategic Ploy)
SHROUD FIELD (Deathwatch – Wargear)
Command phase
ADAPTIVE STRATEGY (Adeptus Astartes – Strategic Ploy)
ORBITAL BOMBARDMENT (Adeptus Astartes – Strategic Ploy)
POWER OF THE MACHINE SPIRIT (Adeptus Astartes – Epic Deed)
TERROR TROOPS (Adeptus Astartes – Strategic Ploy)
WISDOM OF THE ANCIENTS (Adeptus Astartes – Epic Deed)
ADAPTIVE TACTICS (Deathwatch – Epic Deed)
BROTHERHOOD OF VETERANS (Deathwatch – Strategic Ploy)
PRIORITY DOCTRINE ADOPTION (Deathwatch – Strategic Ploy)
Movement phase
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
BORN IN THE SADDLE (White Scars – Strategic Ploy)
HUNTERS’ FUSILLADE (White Scars – Strategic Ploy)
RIDE HARD, RIDE FAST (White Scars – Strategic Ploy)
THE ETERNAL HUNT (White Scars – Battle Tactic)
ENGINE PURGE (Iron Hands – Battle Tactic)
METHODICAL FIREPOWER (Iron Hands – Strategic Ploy)
AMBUSHING FIRE (Raven Guard – Battle Tactic)
SQUAD DOCTRINES (Ultramarines – Strategic Ploy)
TACTICAL EXPERTISE (Ultramarines – Battle Tactic)
BOLSTER DEFENCES (Imperial Fists – Battle Tactic)
PRAETORIAN’S WRATH (Imperial Fists – Battle Tactic)
RITES OF VULKAN (Salamanders – Battle Tactic)
GUERILLA TACTICS (Adeptus Astartes – Strategic Ploy)
HIT-AND-RUN WARFARE (Adeptus Astartes – Strategic Ploy)
STEADY ADVANCE (Adeptus Astartes – Strategic Ploy)
LIGHTNING DEBARKATION (White Scars – Strategic Ploy)
WIND-SWIFT (White Scars – Battle Tactic)
MACHINE EMPATHY (Iron Hands – Epic Deed)
THE EMPEROR’S WILL (Black Templars – Strategic Ploy)
FULL THROTTLE (Dark Angels – Battle Tactic)
DISRUPTIVE LAUNCH (Deathwatch – Strategic Ploy)
RELENTLESS ASSAULT (Deathwatch – Strategic Ploy)
GRAV PULSE (Adeptus Astartes – Wargear)
FEINTING WITHDRAWAL (White Scars – Strategic Ploy)
FALSE FLIGHT (Raven Guard – Strategic Ploy)
FALL BACK AND RE-ENGAGE (Ultramarines – Strategic Ploy)
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
COMBAT REVIVAL (Adeptus Astartes – Epic Deed)
RELENTLESS DETERMINATION (Salamanders – Strategic Ploy)
COMBINED ASSAULT (Dark Angels – Strategic Ploy)
Enemy Movement phase
TENACIOUS ASSAULT (Black Templars – Strategic Ploy)
BUTCHERED QUARRY (White Scars – Strategic Ploy)
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
AUSPEX SCAN (Adeptus Astartes – Wargear)
Psychic phase
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
Enemy Psychic phase
SOULS OF IRON (Iron Hands – Strategic Ploy)
ABHOR THE WITCH (Black Templars – Epic Deed)
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
Shooting phase
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)
COGITATED MARTYRDOM (Iron Hands – Requisition)
INSPIRING COMMAND (Ultramarines – Epic Deed)
HEROES OF RYNN’S WORLD (Crimson Fists)
SEISMIC DEVASTATION (Imperial Fists)
FLAKK MISSILE (Adeptus Astartes – Wargear)
HELLFIRE SHELLS (Adeptus Astartes – Wargear)
SHOCK AND AWE (Adeptus Astartes – Wargear)
SUPPRESSION FIRE (Adeptus Astartes – Strategic Ploy)
TREMOR SHELLS (Adeptus Astartes – Wargear)
UNCOMPROMISING FIRE (Adeptus Astartes – Strategic Ploy)
MERCY IS WEAKNESS (Iron Hands – Battle Tactic)
WRATHFUL MACHINE SPIRIT (Iron Hands – Battle Tactic)
MARTIAL PRECISION (Ultramarines – Battle Tactic)
BOLTER DRILL (Imperial Fists – Battle Tactic)
CLEARANCE PROTOCOLS (Imperial Fists – Strategic Ploy)
CLOSE-RANGE BOLTER FIRE (Imperial Fists – Strategic Ploy)
TANK HUNTERS (Imperial Fists – Battle Tactic)
FLAMECRAFT (Salamanders – Battle Tactic)
IMMOLATION PROTOCOLS (Salamanders – Strategic Ploy)
THE FIRES OF BATTLE (Salamanders – Strategic Ploy)
A HATED FOE (Crimson Fists)
SLAY THE TYRANT (Crimson Fists)
EXPLOSIVE JUDGEMENT (Blood Angels – Wargear)
OVERKILL (Deathwatch – Strategic Ploy)
PROGNOSTICATING VOLLEY (Deathwatch – Battle Tactic)
SPECIAL-ISSUE LOADOUT (Deathwatch – Wargear)
SYNAPTIC SEVERANCE (Deathwatch – Battle Tactic)
SONS OF GUILLIMAN (Ultramarines – Battle Tactic)
A HATED FOE (Crimson Fists – Battle Tactic)
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
SAPPERS (Imperial Fists – Battle Tactic)
SLAY THE TYRANT (Crimson Fists – Battle Tactic)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
THE CRUCIBLE OF BATTLE (Salamanders – Battle Tactic)
BOLTER DRILL (Crimson Fists)
RAPID FIRE (Adeptus Astartes – Battle Tactic)
Enemy Shooting phase
SKILLED RIDERS (Adeptus Astartes – Strategic Ploy)
SMOKESCREEN (Adeptus Astartes – Wargear)
SELF SACRIFICE (Salamanders – Strategic Ploy)
TARGETING SCRAMBLERS (Deathwatch – Strategic Ploy)
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
PARAGONS OF DORN (Crimson Fists)
Being targeted
TRANSHUMAN PHYSIOLOGY (Adeptus Astartes – Battle Tactic)
UNYIELDING IN THE FACE OF THE FOE (Adeptus Astartes – Battle Tactic)
REJECT THE FLESH, EMBRACE THE MACHINE (Iron Hands – Battle Tactic)
VICIOUS RIPOSTE (Black Templars – Battle Tactic)
HIGH-SPEED FOCUS (Dark Angels – Epic Deed)
STAND FIRM (Dark Angels – Battle Tactic)
REFUSAL TO DIE (Blood Angels – Battle Tactic)
Charge phase
ASSAULT LAUNCHERS (Adeptus Astartes – Wargear)
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
FIERCE RIVALRIES (White Scars – Battle Tactic)
STRIKE FROM THE SKIES (Raven Guard – Strategic Ploy)
THE RAVEN’S BLADE (Raven Guard – Battle Tactic)
SHOCK AND AWE (Black Templars – Strategic Ploy)
STEM THE GREEN TIDE (Deathwatch – Strategic Ploy)
HAMMER OF WRATH (Adeptus Astartes – Strategic Ploy)
CHOGORIAN THUNDERBOLTS (White Scars – Strategic Ploy)
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
CRUSHING ASSAULT (Space Wolves – Strategic Ploy)
Enemy Charge phase
OPTIMAL REPULSION DOCTRINES (Iron Hands – Battle Tactic)
BORN PROTECTORS (Salamanders – Strategic Ploy)
COUNTER-CHARGE (Space Wolves – Strategic Ploy)
UNBRIDLED ARDOUR (Blood Angels – Strategic Ploy)
ATONEMENT THROUGH HONOUR (Deathwatch – Epic Deed)
DEFENSIVE FOCUS (Ultramarines – Strategic Ploy)
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
STRIKE FIRST, FOR ULTRAMAR! (Ultramarines)
Fight phase
LIBERATORS
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)
ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)
STRENGTH OF THE PRIMARCH (Salamanders – Battle Tactic)
DEVOUT PUSH (Black Templars – Battle Tactic)
FIGHT LIKE DEMIGODS (Ultramarines)
SEISMIC DEVASTATION (Imperial Fists)
SUFFER NOT THE UNCLEAN TO LIVE (Black Templars)
UPHOLD THE HONOUR OF THE EMPEROR (Black Templars)
SAVAGE DESTRUCTION (Flesh Tearers – Strategic Ploy)
CLAVIS (Deathwatch – Wargear)
DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)
GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)
MELTA BOMB (Adeptus Astartes – Wargear)
THE GORGON’S RAGE (Iron Hands – Battle Tactic)
VENGEANCE FOR ISSTVAN V (Iron Hands – Battle Tactic)
BITTER ENMITY (Imperial Fists – Battle Tactic)
VENGEANCE FOR ISSTVAN V (Salamanders – Battle Tactic)
DEATH GRIP BITE (Space Wolves – Battle Tactic)
KNOWLEDGE OF THE FOE (Space Wolves – Strategic Ploy)
PACK HUNTERS (Space Wolves – Battle Tactic)
TOUCH OF THE WILD (Space Wolves – Epic Deed)
VICIOUS EXECUTIONERS (Space Wolves – Battle Tactic)
OATHS OF HONOUR (Black Templars – Battle Tactic)
A HATED FOE (Crimson Fists)
SLAY THE TYRANT (Crimson Fists)
EVASIVE ASSAULT (Dark Angels – Battle Tactic)
OUTNUMBERED BUT NEVER OUTMATCHED (Dark Angels – Battle Tactic)
AGGRESSIVE ONSLAUGHT (Flesh Tearers – Battle Tactic)
DEATH TO THE ALIEN! (Deathwatch – Battle Tactic)
A MIGHTY TROPHY (White Scars – Epic Deed)
LAY LOW THE TYRANTS (Raven Guard – Battle Tactic)
VENGEANCE FOR ISSTVAN V (Raven Guard – Battle Tactic)
SONS OF GUILLIMAN (Ultramarines – Battle Tactic)
VENGEANCE FOR CALTH (Ultramarines – Battle Tactic)
A HATED FOE (Crimson Fists – Battle Tactic)
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
SAPPERS (Imperial Fists – Battle Tactic)
SLAY THE TYRANT (Crimson Fists – Battle Tactic)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
THE CRUCIBLE OF BATTLE (Salamanders – Battle Tactic)
HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)
STRIKE FOR THE HEART (White Scars – Battle Tactic)
Enemy Fight phase
FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)
ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)
DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)
GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)
MELTA BOMB (Adeptus Astartes – Wargear)
THE GORGON’S RAGE (Iron Hands – Battle Tactic)
VENGEANCE FOR ISSTVAN V (Iron Hands – Battle Tactic)
BITTER ENMITY (Imperial Fists – Battle Tactic)
VENGEANCE FOR ISSTVAN V (Salamanders – Battle Tactic)
DEATH GRIP BITE (Space Wolves – Battle Tactic)
KNOWLEDGE OF THE FOE (Space Wolves – Strategic Ploy)
PACK HUNTERS (Space Wolves – Battle Tactic)
TOUCH OF THE WILD (Space Wolves – Epic Deed)
VICIOUS EXECUTIONERS (Space Wolves – Battle Tactic)
OATHS OF HONOUR (Black Templars – Battle Tactic)
EVASIVE ASSAULT (Dark Angels – Battle Tactic)
OUTNUMBERED BUT NEVER OUTMATCHED (Dark Angels – Battle Tactic)
DEATH TO THE ALIEN! (Deathwatch – Battle Tactic)
LAY LOW THE TYRANTS (Raven Guard – Battle Tactic)
VENGEANCE FOR ISSTVAN V (Raven Guard – Battle Tactic)
SONS OF GUILLIMAN (Ultramarines – Battle Tactic)
VENGEANCE FOR CALTH (Ultramarines – Battle Tactic)
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
Morale phase
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
COURAGE AND HONOUR! (Ultramarines – Battle Tactic)
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
THE SHIELD UNWAVERING (Imperial Fists – Battle Tactic)
Enemy Morale phase
PAIN IS A LESSON (Imperial Fists – Strategic Ploy)
RISE FROM THE ASHES (Salamanders – Epic Deed)
STAND YOUR GROUND (Salamanders – Battle Tactic)
Taking casualties
ARMOUR OF CONTEMPT (Adeptus Astartes – Epic Deed)
ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)
AVENGE THE FALLEN (Ultramarines – Battle Tactic)
Enemy taking casualties
A MIGHTY TROPHY (White Scars – Epic Deed)
DECAPITATING BLOW (Raven Guard – Strategic Ploy)
STRUCTURAL DEMOLITION (Imperial Fists)
End of your turn
A DEADLY PRIZE (Raven Guard – Strategic Ploy)
SEE, BUT REMAIN UNSEEN (Raven Guard – Strategic Ploy)
If your army includes any
ADEPTUS ASTARTES Detachments (excluding
Auxiliary Support,
Super-heavy Auxiliary or
Fortification Network Detachments), you have access to these Stratagems, and can spend
CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of
<CHAPTER> on that Stratagem (if any) with the name of the Chapter that your selected unit is drawn from.
DEATH TO THE TRAITORS!1CP
Adeptus Astartes – Battle Tactic Stratagem
Of all Humanity’s foes, none are as hated as the Heretic Astartes, for they have betrayed their ancient oaths.
Use this Stratagem in the
Fight phase, when an
ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a
HERETIC ASTARTES unit, you can re-roll the
hit roll.
HONOUR THE CHAPTER2CP
Adeptus Astartes – Battle Tactic Stratagem
Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.
Use this Stratagem at the end of the
Fight phase. Select one
ASSAULT INTERCESSOR SQUAD unit from your army that is within
Engagement Range of any enemy units; that unit can
fight again.
FURY OF THE FIRST1CP
Adeptus Astartes – Battle Tactic Stratagem
When the fighting is at its fiercest, the Terminator-armoured warriors of the Chapter truly show their quality.
Use this Stratagem in your
Shooting phase, when an
ADEPTUS ASTARTES unit from your army is selected to shoot, or in the
Fight phase, when an
ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a
TERMINATOR model in that unit makes an attack, add 1 to that attacks
hit roll.
TRANSHUMAN PHYSIOLOGY1CP/2CP
Adeptus Astartes – Battle Tactic Stratagem
Space Marines can fight through even the most grievous of wounds.
Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
RAPID FIRE2CP
Adeptus Astartes – Battle Tactic Stratagem
The combination of superhuman reflexes and bolter-drills means Space Marine Intercessors can produce a devastating rate of fire.
Use this Stratagem at the end of your
Shooting phase. Select one
INTERCESSOR SQUAD or
VETERAN INTERCESSOR SQUAD unit from your army; that unit can
shoot again.
GENE-WROUGHT MIGHT1CP
Adeptus Astartes – Battle Tactic Stratagem
Blessed with incredible strength, Primaris Space Marines deliver blows that inflict terrifying damage.
Use this Stratagem in the
Fight phase, when a
PRIMARIS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an
hit roll of 6 automatically wounds the target.
UNYIELDING IN THE FACE OF THE FOE1CP
Adeptus Astartes – Battle Tactic Stratagem
Those clad in Gravis armour are walking ceramite strongpoints.
Use this Stratagem in any phase, when a MK X GRAVIS unit from your army selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.
ONLY IN DEATH DOES DUTY END2CP
Adeptus Astartes – Epic Deed Stratagem
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
Use this Stratagem in the
Fight phase, when an
ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished
making attacks. After resolving the destroyed model’s attacks, it is then removed.
ARMOUR OF CONTEMPT1CP
Adeptus Astartes – Epic Deed Stratagem
The belligerency of some Adeptus Astartes machine spirits makes them unyielding foes to face.
Use this Stratagem in any phase, when an ADEPTUS ASTARTES VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
POWER OF THE MACHINE SPIRIT2CP
Adeptus Astartes – Epic Deed Stratagem
There are many tales of machine spirits wreaking havoc on the foe, even after their crew are slain and critical systems are failing.
Use this Stratagem in your
Command phase. Select one
ADEPTUS ASTARTES MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
WISDOM OF THE ANCIENTS1CP
Adeptus Astartes – Epic Deed Stratagem
Each fallen champion who rests within the sarcophagus of a Dreadnought has seen a thousand battles and slain foes beyond counting. All such noble warriors are immensely inspiring to their battle-brothers.
Use this Stratagem in your
Command phase. Select one
ADEPTUS ASTARTES DREADNOUGHT model from your army (excluding
WULFEN and
DEATH COMPANY models). Until the start of your next Command phase, that model gains either the Rites of Battle ability or the Tactical Precision ability, as shown below:
- Rites of Battle (Aura): While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
- Tactical Precision (Aura): While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
COMMANDING ORATORY2CP
Adeptus Astartes – Epic Deed Stratagem
Fuelled by battlefield adrenaline, the Chaplain recites his litanies with even greater fervour, inspiring the warriors around him.
Use this Stratagem at the start of any of your phases other than your
Command phase. Select one
ADEPTUS ASTARTES CHAPLAIN unit from your army that has not recited a litany this turn. That model can recite one litany that has not already been recited by a friendly model this turn. That litany is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
COMBAT REVIVAL1CP
Adeptus Astartes – Epic Deed Stratagem
With decades of experience, the Apothecary confidently works with at high speed to return wounded brothers to the fray.
Use this Stratagem at the end of your
Movement phase. Select one
<CHAPTER> APOTHECARY unit from your army and then select one friendly
<CHAPTER> INFANTRY or
<CHAPTER> BIKER unit (excluding an
INVADER ATV SQUAD) that is not at its
Starting Strength and is within 3" of that
<CHAPTER> APOTHECARY. One of the selected unit's destroyed models is returned to its unit with its full wounds remaining.
RELIC OF THE CHAPTER1CP
Adeptus Astartes – Requisition Stratagem
In times of great need, the Space Marine Chapters will unleash the full power of their armouries, equipping their battle-brothers with artefacts of extraordinary power.
Use this Stratagem before the battle, when you are mustering your army, if your
WARLORD has the
ADEPTUS ASTARTES keyword. Select one
ADEPTUS ASTARTES CHARACTER model from your army and give them one
Chapter Relic (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
HERO OF THE CHAPTER1CP
Adeptus Astartes – Requisition Stratagem
Every Space Marine is a champion in their own right, a posthuman demigod who stands between Mankind and the darkness.
Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model it is only 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), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
HIT-AND-RUN WARFARE1CP
Adeptus Astartes – Strategic Ploy Stratagem
Space Marine pilots receive advanced training in handling their vehicles, and have preternatural reaction speeds.
Use this Stratagem in your
Movement phase, when an
ADEPTUS ASTARTES BIKER,
LAND SPEEDER or
STORM SPEEDER unit from your army
Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
HAMMER OF WRATH1CP
Adeptus Astartes – Strategic Ploy Stratagem
Space Marines with jump packs crash into combat with bonebreaking force.
Use this Stratagem in your
Charge phase, when an
ADEPTUS ASTARTES JUMP PACK unit from your army finishes a
charge move. Select one enemy unit within
Engagement Range of that
JUMP PACK unit and roll one D6 for each model in that
JUMP PACK unit that is within Engagement Range of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1
mortal wound.
SKILLED RIDERS1CP
Adeptus Astartes – Strategic Ploy Stratagem
Space Marine riders and pilots rely on their post-human reflexes to weave around incoming.fire.
Use this Stratagem in your opponent's
Shooting phase, when an
ADEPTUS ASTARTES BIKER,
LAND SPEEDER or
STORM SPEEDER unit from your army that
Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subtract l from that attack's
hit roll.
UNCOMPROMISING FIRE2CP
Adeptus Astartes – Strategic Ploy Stratagem
Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.
Use this Stratagem in your
Shooting phase. Select one
ADEPTUS ASTARTES INFANTRY unit from your army that is performing an
action. That unit can shoot this phase without that action failing.
STEADY ADVANCE2CP
Adeptus Astartes – Strategic Ploy Stratagem
A measured advance allows Space Marines to unleash a steady stream of fire.
Use this Stratagem in your
Movement phase, when an
ADEPTUS ASTARTES INFANTRY unit from your army makes a
Normal Move. Until the end of the turn, that unit is considered to have
Remained Stationary.
ADAPTIVE STRATEGY2CP
Adeptus Astartes – Strategic Ploy Stratagem
The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.
Use this Stratagem in your
Command phase, if a
<CHAPTER> WARLORD from your army is on the battlefield and a
combat doctrine is active for your army. Select one
<CHAPTER> CORE unit from your army that is on the battlefield. Until the start of your next Command phase, each time a model in that unit makes an attack, the Devastator Doctrine, Tactical Doctrine and Assault Doctrine are considered to be active for that attack.
SUPPRESSION FIRE1CP
Adeptus Astartes – Strategic Ploy Stratagem
Few indeed are the foes who can hope to escape the savage barrage of Space Marine artillery with their wits intact.
Use this Stratagem in your
Shooting phase, when a
WHIRLWIND model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack with a weapon that has the
Blast ability, if a hit is scored for that attack, then until the start of your next turn the target cannot fire
Overwatch or
Set to Defend, and cannot be selected to fight until all eligible units from your army have done so.
TERROR TROOPS2CP
Adeptus Astartes – Strategic Ploy Stratagem
At the most critical time, Reivers engage their armour's enhanced features to terrify and disrupt the enemy as much as possible.
Use this Stratagem in your
Command phase. Select one
REIVER unit from your army.
- That unit gains the following ability: 'Terror Troops (Aura): Until the start of your next Command phase, while an enemy unit is within 3" of that unit, it loses the Objective Secured ability and any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of that objective marker.
- Until the end of the turn, each time that REIVER unit ends a Normal Move, an Advance or a charge move within 3" of an enemy unit that is performing an action, roll 2D6: if the total exceeds that enemy unit's Leadership characteristic, the action the unit is attempting to perform immediately fails.
GUERILLA TACTICS1CP
Adeptus Astartes – Strategic Ploy Stratagem
At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate and strike the foe again.
Use this Stratagem in your
Movement phase, when a
PHOBOS unit from your army that is more than 6" from any enemy models is selected to move. If the mission you are playing is using the
Strategic Reserves rule, place that unit into Strategic Reserves.
ORBITAL BOMBARDMENT3CP
Adeptus Astartes – Strategic Ploy Stratagem
The Chapter's orbiting star ships stand ready to unleash hell.
Use this Stratagem in your
Command phase, if an
ADEPTUS ASTARTES WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding l if the unit being rolled for is within 3" of the centre of the marker and subtracting l if the unit being rolled for is a
CHARACTER. On a 2-5, that unit suffers D3
mortal wounds, and on a 6+, that unit suffers D6 mortal wounds. The marker is then removed. You can only use this Stratagem once.
AUSPEX SCAN2CP
Adeptus Astartes – Wargear Stratagem
Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.
Use this Stratagem at the end of the
Reinforcements step of your opponent's
Movement phase. Select one
ADEPTUS ASTARTES INFANTRY unit from your army that is not within
Engagement Range of any enemy units. That unit can shoot as if it were your
Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.
TREMOR SHELLS1CP
Adeptus Astartes – Wargear Stratagem
These shells burrow deep into the ground before detonating; though the force of the blast is reduced, the resulting shock wave is sufficient to hurl the foe from their feet.
Use this Stratagem in your
Shooting phase, when selecting a target for a
THUNDERFIRE CANNON model from your army. Until the end of the phase, each time that model makes a ranged attack, subtract 1 from that attack's
wound roll, and, if a hit is scored against a target that is not
TITANIC and cannot
FLY, then until the start of your next
Movement phase, halve the Move characteristic of models in the target unit and subtract 2 from
Advance rolls and
charge rolls made for that unit.
SHOCK AND AWE1CP
Adeptus Astartes – Wargear Stratagem
Space Marine forces use shock grenades and similar weapons to stun and distract the enemy with blinding light and raucous noise.
Use this Stratagem in your
Shooting phase, when an
ADEPTUS ASTARTES SHOCK GRENADES or
LAND SPEEDER STORM unit from your army is selected to shoot. Select one enemy unit within 6" of that unit. Until the start of your next turn:
- The selected unit cannot fire Overwatch or Set to Defend.
- Each time a model in the selected unit makes an attack, subtract 1 from that attack's hit roll.
ASSAULT LAUNCHERS1CP
Adeptus Astartes – Wargear Stratagem
Assault launchers fire salvoes of explosive charges at the enemy, causing horrific damage to those who are caught out of cover.
Use this Stratagem at the start of your
Charge phase. Select one
ADEPTUS ASTARTES ASSAULT LAUNCHERS unit from your army and one enemy unit (excluding
VEHICLE or
MONSTER units) within 9" of that unit. That enemy unit can either brace or duck for cover.
- If that unit braces, it suffers D3 mortal wounds.
- If that unit ducks for cover, then until the end of the turn, subtract 1 from the Attacks characteristic of models in that unit, and that unit cannot fire Overwatch or Set to Defend.
MELTA BOMB1CP
Adeptus Astartes – Wargear Stratagem
Melta bombs are fusion charges designed to burn through an armoured hull in a matter of seconds.
Use this Stratagem in the
Fight phase, when an
ADEPTUS ASTARTES MELTA BOMB unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy
VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3
mortal wounds and the attack sequence ends.
GRAV PULSE1CP
Adeptus Astartes – Wargear Stratagem
Crews of gravitic battle tanks can discharge directed pulses of gravitic force through their ventral plates.
Use this Stratagem in either:
- Your Movement phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot even though it Fell Back.
- Your opponent's Charge phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that REPULSDR FIELD unit.
HELLFIRE SHELLS1CP
Adeptus Astartes – Wargear Stratagem
Originally devised to counter large Tyranid bio-forms, hellfire rounds fill the target with mutagenic acid upon detonation.
Use this Stratagem in your
Shooting phase, when an
ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter, a hellstorm heavy bolter or an executor heavy bolter. You can only make one attack with that weapon this phase, but if a hit is scored, the target suffers D3
mortal wounds and the attack sequence ends (if a hit is scored against a
MONSTER unit, that unit suffers 3 mortal wounds instead of D3).
FLAKK MISSILE1CP
Adeptus Astartes – Wargear Stratagem
Flakk missiles are designed to eliminate aircraft by unleashing a payload of shrapnel that shreds armour and vital systems.
Use this Stratagem in your
Shooting phase, when an
ADEPTUS ASTARTES INFANTRY model from your army targets an
AIRCRAFT unit with a missile launcher. You can only make one attack with that weapon this phase, but add 1 to that attack's
hit roll. If a hit is scored, the target suffers 2D3
mortal wounds and the attack sequence ends.
SMOKESCREEN1CP
Adeptus Astartes – Wargear Stratagem
Throwing down a hail of smoke grenades or deploying their smoke launchers, the Space Marines screen themselves from the enemy.
Use this Stratagem in your opponent's
Shooting phase, when an
ADEPTUS ASTARTES SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack's
hit roll.
If your army is Battle-forged and includes any BLACK TEMPLARS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.
DEVOUT PUSH1CP
Black Templars – Battle Tactic Stratagem
The Black Templars hurl themselves into the enemy ranks.
Use this Stratagem at the start of the
Fight phase. Select one
BLACK TEMPLARS INFANTRY unit or one
BLACK TEMPLARS BIKER unit from your army. That unit can immediately
pile in, even if it is not within
Engagement Range of any enemy units, and, until the end of the phase, when that unit
consolidates, it can move up to 6" instead of 3".
OATHS OF HONOUR1CP
Black Templars – Battle Tactic Stratagem
As a Neophyte’s apprenticeship ends, they fight all the harder to prove their Initiate’s faith is not misplaced.
Use this Stratagem in the
Fight phase. Select one
BLACK TEMPLARS SCOUT unit from your army that made a
charge move or was charged this turn. Until the end of that phase, each time a melee attack is made by a model in that unit, you can re-roll the
wound roll.
VICIOUS RIPOSTE1CP
Black Templars – Battle Tactic Stratagem
Every blow against a Black Templar is answered in kind.
Use this Stratagem in the
Fight phase, when a
BLACK TEMPLARS INFANTRY unit from your army is chosen as the target of an attack. Until the end of that phase, each time a melee attack is allocated to a model in that unit, on an unmodified
save roll of 6 the attacking model’s unit suffers 1
mortal wound after it has finished fighting. Note that a saving throw can be taken even if, due to the Armour Penetration characteristic of the attack, it would not be possible to make a successful saving throw. Also note that once the last model in this unit is destroyed, any remaining wounds cannot be allocated (so no further saving throws can be made).
ABHOR THE WITCH1CP
Black Templars – Epic Deed Stratagem
The Black Templars’ zealous hatred of heretical sorcery steels their minds and bodies against psychic assaults.
Use this Stratagem in your opponent’s
Psychic phase, when an enemy
PSYKER model
manifests a psychic power within 24" of any
BLACK TEMPLARS units from your army, after any
Deny the Witch attempts have been made. Roll one D6; on a 4+ that psychic power is resisted.
CRUSADER RELICS1CP
Black Templars – Requisition Stratagem
The crusade ships of the Black Templars maintain vast armouries of blessed weapons and sacred artefacts.
Use this Stratagem before the battle. Select one
BLACK TEMPLARS model from your army that has the word ‘Sergeant’ or ‘Sword Brother’ in their profile. That model can have one of the following Chapter Relics:
Witchseeker Bolts,
Sword of Judgement,
Skull of the Cacodominus. All of the Relics your army includes must be different and be given to different models.
TENACIOUS ASSAULT2CP
Black Templars – Strategic Ploy Stratagem
The Black Templars rarely permit their foes to retreat.
Use this Stratagem in your opponent’s
Movement phase, when an enemy
INFANTRY unit within
Engagement Range of any
BLACK TEMPLARS INFANTRY units from your army is chosen to
Fall Back. Roll one D6: on a 2+, that enemy unit cannot Fall Back this turn.
THE EMPEROR’S WILL1CP
Black Templars – Strategic Ploy Stratagem
It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes.
Use this Stratagem in your
Movement phase, when a
BLACK TEMPLARS INFANTRY unit from your army
Advances. Until the end of the turn:
- Models from that unit can still shoot with their Pistol weapons.
- That unit is eligible to declare a charge with, even though it Advanced this turn.
SHOCK AND AWE1CP
Black Templars – Strategic Ploy Stratagem
The Black Templars strike with aggressive and overwhelming force, shattering their foes’ will to fight.
Use this Stratagem in your
Charge phase. Select one
BLACK TEMPLARS INFANTRY unit from your army that disembarked from a
LAND RAIDER CRUSADER this turn. Until the end of the turn:
- Enemy units cannot fire Overwatch at the selected INFANTRY unit.
- Each time an attack is made against the selected INFANTRY unit, subtract 1 from the hit roll.
If your army includes any BLOOD ANGELS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.
REFUSAL TO DIE1CP
Blood Angels – Battle Tactic Stratagem
Only the direst wounds penetrate the darkest madness.
Use this Stratagem in any phase, after a DEATH COMPANY unit from your army is chosen as the target of an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost. You can only use this Stratagem once per turn.
HONOURED BY BAAL1CP
Blood Angels – Requisition Stratagem
It is not unheard of for the relics of the Blood Angels to be bestowed for a time upon a worthy successor Chapter.
Use this Stratagem after nominating a model drawn from a
BLOOD ANGELS successor Chapter to be your
WARLORD. You can give one
Relic of Baal to a
CHARACTER model from your army that is drawn from a Blood Angels successor Chapter instead of giving them a
Special-issue Wargear Relic. If you do, replace the
BLOOD 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.
UNBRIDLED ARDOUR3CP
Blood Angels – Strategic Ploy Stratagem
To their brothers’ defence, Blood Angels will fly instantly.
Use this Stratagem in your enemy's
Charge phase. Select one
BLOOD ANGELS unit from your army. If there are any enemy units within 6" horizontally or 5" vertically of that unit, it can
perform a Heroic Intervention as if it were a
CHARACTER, and when doing so can move up to 6" . All the other rules for
Heroic Interventions still apply.
EXPLOSIVE JUDGEMENT1CP
Blood Angels – Wargear Stratagem
When golden fire blazes from on high, none can hide.
Use this Stratagem in your
Shooting phase. Select one
SANGUINARY GUARD unit from your army. Until the end of the phase, when resolving an attack made with an angelus boltgun by a model in that unit, you can re-roll the
wound roll and the target does not receive the
benefit of cover to its
saving throw.
If your army includes any
DARK ANGELS Detachments (excluding
Auxiliary Support,
Super-heavy Auxiliary or
Fortification Network Detachments), you have access to these Stratagems, and can spend
CPs to use them.
EVASIVE ASSAULT1CP
Dark Angels – Battle Tactic 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.
OUTNUMBERED BUT NEVER OUTMATCHED1CP
Dark Angels – Battle Tactic 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.
STAND FIRM1CP
Dark Angels – Battle Tactic 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.
FULL THROTTLE1CP
Dark Angels – Battle Tactic 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. That unit immediately makes a
Normal Move, or if it has not already
Advanced this phase, an Advance move. That unit cannot
shoot or
charge this turn.
HIGH-SPEED FOCUS1CP
Dark Angels – Epic Deed 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 have a 4+
invulnerable save against ranged attacks.
HONOURED BY THE ROCK1CP
Dark Angels – Requisition 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.
COMBINED ASSAULT2CP
Dark Angels – Strategic Ploy 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.
If your army includes any
DEATHWATCH Detachments (excluding
Auxiliary Support,
Super-heavy Auxiliary or
Fortification Network Detachments), you have access to the Stratagems shown here, and can spend
Command points to use them.
DEATH TO THE ALIEN!1CP
Deathwatch – Battle Tactic Stratagem
The vehement hatred that the Deathwatch feel for their xenosfoes is a potent weapon in its own right.
Use this Stratagem in the
Fight phase, when a
DEATHWATCH unit from your army is selected to fight. Until the end of the phase, while that unit is within
Engagement Range of any
TYRANIDS,
AELDARI,
ORK,
NECRONS or
T’AU EMPIRE units, add 1 to the Attacks characteristic of models in that unit.
PROGNOSTICATING VOLLEY1CP
Deathwatch – Battle Tactic Stratagem
Engaging oracular ballistic contra-auguries, the Deathwatch erect a web of firepower that even their swift Aeldari targets cannot evade through their trickery.
Use this Stratagem in your
Shooting phase, when a
DEATHWATCH unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack against an
AELDARI unit, you can ignore any or all
hit roll and Ballistic Skill modifiers for that attack.
SYNAPTIC SEVERANCE1CP
Deathwatch – Battle Tactic Stratagem
The Deathwatch know better than any the value of eliminating the leader-beasts that coordinate Tyranid swarms in battle, as well as the optimum ganglions to aim for to ensure neural haemorrhage.
Use this Stratagem in your
Shooting phase or the
Fight phase, when a Death watch unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack against a
TYRANIDS SYNAPSE unit, an unmodified
hit roll of 6 automatically wounds the target.
ADAPTIVE TACTICS2CP
Deathwatch – Epic Deed Stratagem
Only a truly versatile approach to warfare allows the tactical genius of a Watch Master to best the myriad xenos foes they face.
Use this Stratagem in your
Command phase, if a
WATCH MASTER unit from your army is on the battlefield. Change the
Battlefield Role selected for the purposes of the
Xenos Hunters Chapter Tactic for your army. You can only use this Stratagem once.
ATONEMENT THROUGH HONOUR1CP
Deathwatch – Epic Deed Stratagem
Regardless of their origins, all Black Shields fight with a grim and stubborn fury to prove their loyalty to the Imperium.
Use this Stratagem in your opponent’s
Charge phase. Select one
DEATHWATCH unit from your army that contains a Black Shield, that unit can
perform a Heroic Intervention this phase as if it were a
CHARACTER unit.
SANCTION OF THE BLACK VAULT1CP
Deathwatch – Requisition Stratagem
In missions with certain classes of extremis threat rating, the wardens of the Black Vault may grant an exceptional artefact to a veteran warrior of proven skill in the eradication of the xenos.
Use this Stratagem before the battle, when you are mustering your army, if your
WARLORD has the
DEATHWATCH keyword. Select one
DEATHWATCH model in your army that has the word ‘Sergeant’ in their profile. That model can have one of the following
Relics of the Watch Fortresses, even though they are not a
CHARACTER:
Artificer Armour;
Master-crafted Weapon;
Digital Weapons;
Banebolts of Eryxia;
Artificer Bolt Cache. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
A VIGIL UNMATCHED1CP
Deathwatch – Requisition Stratagem
Some of the Deathwatch’s champions have unparalleled records of service, their capacity for slaying the xenos a true gift.
Use this Stratagem after nominating a
DEATHWATCH CHARACTER model that is not a named character to be your
WARLORD. You can generate one additional Warlord Trait for them from the
Deathwatch Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
STEM THE GREEN TIDE2CP
Deathwatch – Strategic Ploy Stratagem
As the Orks begin their stampeding charge, the Deathwatch hurl tanglefoot grenades into their midst.
Use this Stratagem in the
Charge phase, after an enemy
ORK unit has
declared a charge against one or more
DEATHWATCH units from your army.
- The Death watch units that were selected as a target of that charge can fire Overwatch at that ORK unit.
- Until the end of the phase, if any models from that ORK unit are destroyed as a result of Overwatch, subtract 2 from charge rolls made for that unit.
PRIORITY DOCTRINE ADOPTION1CP
Deathwatch – Strategic Ploy Stratagem
Multifaceted tactical awareness and advanced strategic bioscryers enable the Deathwatch to smoothly switch their combat priorities.
Use this Stratagem in your
Command phase. Select one
DEATHWATCH unit from your army, then select one
combat doctrine. Until the start of your next Command phase, that unit gains the bonus of the combat doctrine you selected instead of the active combat doctrine. You can only use this Stratagem if every unit from your army has the
DEATHWATCH keyword (excluding
AGENT OF THE IMPERIUM and
UNALIGNED units).
TARGETING SCRAMBLERS1CP
Deathwatch – Strategic Ploy Stratagem
With a shrill binharic screech, these arcane devices exorcise T’au targeting data in a heartbeat.
Use this Stratagem in your opponent’s
Shooting phase, after a
T’AU EMPIRE unit has resolved its shooting attacks against a
DEATHWATCH unit from your army. Remove all
markerlight counters from that
DEATHWATCH unit.
OVERKILL1CP
Deathwatch – Strategic Ploy Stratagem
Extensive experience has taught the Deathwatch to pulverise and sunder Necrons with bolt and blade even after they fall.
Use this Stratagem in your
Shooting phase or the
Fight phase, after making attacks with a
DEATHWATCH unit from your army against a
NECRONS unit. Your opponent must subtract 1 from
Reanimation Protocol rolls made for that
NECRONS unit as a result of those attacks.
BROTHERHOOD OF VETERANS2CP
Deathwatch – Strategic Ploy Stratagem
Battle-brothers of the Deathwatch learn not only the many ways in which to slay the xenos, but also gain an understanding of the doctrines and tactics of fellow Chapters.
Use this Stratagem in your
Command phase. Select one
DEATHWATCH unit from your army, then select one
Chapter Tactic or
Successor Tactic. Until the end of the turn, models in that unit have that Chapter Tactic or Successor Tactic instead of the
Xenos Hunters Chapter Tactic.
DISRUPTIVE LAUNCH1CP
Deathwatch – Strategic Ploy Stratagem
With a blaze of jump pack exhaust, the foe can be driven back and the mobile warriors’ brothers given space to unleash death.
Use this Stratagem in your
Movement phase, when a
DEATHWATCH JUMP PACK unit,
Indomitor Kill Team unit that contains an Inceptor, or
Proteus Kill Team unit that contains a Vanguard Veteran with jump pack from your army
Falls Back. That unit is eligible to shoot even though it Fell Back this turn.
TELEPORTARIUM1CP
Deathwatch – Strategic Ploy Stratagem
Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.
Use this Stratagem during deployment. Select one DEATHWATCH INFANTRY, DEATHWATCH DREADNOUGHT or DEATHWATCH BIKER unit from your army. All models in that unit gain the Teleport Strike ability. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
RELENTLESS ASSAULT1CP
Deathwatch – Strategic Ploy Stratagem
Deathwatch bikers are fierce hunters of the most evasive xenos.
Use this Stratagem in your
Movement phase, when a
DEATHWATCH BIKER unit, or a
KILL TEAM unit that contains a Veteran Biker or Outrider from your army
Falls back. That unit is eligible to charge even though it Fell Back this turn.
SHROUD FIELD2CP
Deathwatch – Wargear Stratagem
Unknown stealth technologies are hidden within each Corvus Blackstar.
Use this Stratagem at the start of the first battle round. Select one CORVUS BLACKSTAR unit from your army. Until the end of the battle round, that unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model.
CLAVIS1CP
Deathwatch – Wargear Stratagem
The clavis is a strange archeotech device that can disrupt the deviant machine spirits of xenos war engines.
Use this Stratagem at the start of the
Fight phase. Select one enemy
VEHICLE unit within 1" of a
WATCH MASTER unit from your army.
- That unit suffers D3 mortal wounds.
- Until the end of the phase, that unit is not eligible to fight until after all eligible units from your army have done so.
SPECIAL-ISSUE LOADOUT2CP
Deathwatch – Wargear Stratagem
Individual shells are loaded when optimised volleys are required.
Use this Stratagem in your
Shooting phase, when you select a
DEATHWATCH INFANTRY unit from your army to shoot. Until the end of the phase,
bolt weapons (excluding bolt sniper rifles) without the
Special-issue Ammunition ability that models in that unit are equipped with gain that Special-issue Ammunition ability and their Type characteristic is changed to
Heavy 1.
If your army includes any FLESH TEARERS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.
AGGRESSIVE ONSLAUGHT1CP
Flesh Tearers – Battle Tactic Stratagem
With a need to slay, Flesh Tearers constantly push forward towards new foes.
Use this Stratagem in your
Fight phase. Select one
FLESH TEARERS INFANTRY unit from your army. Until the end of the phase, when models in that unit make a
pile-in move, they can move up to 6" instead of 3".
SAVAGE DESTRUCTION2CP
Flesh Tearers – Strategic Ploy Stratagem
The Flesh Tearers’ enemies are not merely killed, but rent apart in fountains of bloody gore.
Use this Stratagem at the start of the
Fight phase. Select one enemy unit. Until the end of the turn, when a model in that unit is destroyed as a result of an attack made by a
FLESH TEARERS model from your army, that destroyed model counts as two destroyed models for the purpose of any
Morale test taken for that unit.
If your army is Battle-forged and includes any IMPERIAL FISTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Iron Hands on the battlefield.
BITTER ENMITY1CP
Imperial Fists – Battle Tactic Stratagem
The Imperial Fists’ hatred for their old rivals the Iron Warriors has only grown more intense as the centuries have passed.
Use this Stratagem in the
Fight phase, when an
IMPERIAL FISTS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an
IRON WARRIORS unit, you can re-roll the
hit roll and you can re-roll the
wound roll.
BOLSTER DEFENCES1CP
Imperial Fists – Battle Tactic Stratagem
Every true son of Dorn knows how to swiftly fortify even the most untenable of positions.
Use this Stratagem at the start of your
Movement phase. Select one
IMPERIAL FISTS unit from your army that is receiving the benefits of cover. Until that unit makes a
Normal Move,
Advances, makes a
charge move or performs a
Heroic Intervention, each time an attack is allocated to a model in that unit, add an additional 1 to any armour
saving throw made against that attack. You can only use this Stratagem once.
SAPPERS1CP
Imperial Fists – Battle Tactic Stratagem
There is no bastion or fastness, no redoubt, bulwark or strongpoint that the Imperial Fists cannot reduce to ruin.
Use this Stratagem in your
Shooting phase or the
Fight phase, when an
IMPERIAL FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a
BUILDING unit, add 1 to the
hit roll and add 1 to the
wound roll.
PAIN IS A LESSON1CP
Imperial Fists – Strategic Ploy Stratagem
To the Imperial Fists, pain is but another didactic tool, a reminder of what their forebears endured without complaint and which they, too, must weather unwavering.
Use this Stratagem in any phase, when an IMPERIAL FISTS unit from your army that is not a VEHICLE or SERVITOR is chosen as the target of an enemy attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 6 that wound is not lost.
CLOSE-RANGE BOLTER FIRE2CP
Imperial Fists – Strategic Ploy Stratagem
The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
Use this Stratagem in your
Shooting phase, when you choose an
IMPERIAL FISTS CORE or
IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase,
bolt weapons models in that unit are equipped with have the
Pistol type instead of their normal type (e.g. a
Rapid Fire 2 bolt weapon becomes Pistol 2).
BOLTER DRILL2CP
Imperial Fists – Battle Tactic Stratagem
The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.
Use this Stratagem in your
Shooting phase, when you choose an
IMPERIAL FISTS CORE or
IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit with a
bolt weapon, an unmodified
hit roll of 6 scores 1 additional hit.
TANK HUNTERS2CP
Imperial Fists – Battle Tactic Stratagem
The Imperial Fists are masters in the art of crippling the enemy’s mobile artillery and siege engines.
Use this Stratagem in your
Shooting phase or the
Fight phase, when you choose an
IMPERIAL FISTS unit from your army to shoot or fight with. Select one enemy
VEHICLE unit. Until the end of that phase, when resolving an attack made by a model in that
IMPERIAL FISTS unit against the selected unit, add 1 to the
wound roll.
CHAMPION OF BLADES1CP
Imperial Fists – Requisition Stratagem
Victory in the Feast of Blades brings rewards of favour and recognition for he who earns them.
Use this Stratagem after nominating a model drawn from an
Imperial Fists successor Chapter to be your
WARLORD. You can give one Relic of the Fists to a
CHARACTER model from your army that is drawn from an Imperial Fists successor Chapter instead of giving them a
Special-issue Wargear Relic or a
Chapter Relic from Codex: Space Marines. If you do, replace the
IMPERIAL FISTS and
CRIMSON FISTS keywords in all instances on that Relic (if any) with that model’s
<CHAPTER> keyword. You can only use this Stratagem once per battle.
SENTINEL OF TERRA1CP
Imperial Fists – Requisition Stratagem
The most accomplished officers amongst the Imperial Fists’ ranks are true paragons of battle, masters of the Codex Astartes’ tenets and unfaltering heroes to the last.
Use this Stratagem after nominating an
IMPERIAL FISTS CHARACTER model that is not a named character to be your
WARLORD. You can generate one additional
Warlord Trait for them; this must be from the
Imperial Fists Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
CLEARANCE PROTOCOLS1CP
Imperial Fists – Strategic Ploy Stratagem
A hail of handheld ordnance deployed at the crucial moment can sweep an area clear in a bloody heartbeat.
Use this Stratagem in your
Shooting phase, when an
IMPERIAL FISTS unit from your army is chosen to shoot with. Up to ten models in that unit that are equipped with
Grenades can throw a Grenade that phase, instead of only one model being able to do so.
PRAETORIAN’S WRATH2CP
Imperial Fists – Battle Tactic Stratagem
The sons of Dorn favour heavy weaponry and explosives, applying these blunt and decisive solutions wherever possible.
Use this Stratagem at the start of your
Movement phase if the
Devastator Doctrine is active. Until the start of your next Movement phase, when resolving an attack made with a
Heavy or
Grenade weapon by an
IMPERIAL FISTS model from your army, on an unmodified
wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
GIFT OF THE PHALANX1CP
Imperial Fists – Requisition Stratagem
It is not unheard of for especially accomplished Imperial Fists Sergeants to be granted an artefact from the Phalanx’s Reclusiam.
Use this Stratagem before the battle. Select one
IMPERIAL FISTS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following
Special-issue Wargear Relics, even though they are not a
CHARACTER:
Master-crafted Weapon;
Digital Weapons;
Fist of Terra;
Gatebreaker Bolts. All of the Relics your army includes must be different and be given to different models.
THE SHIELD UNWAVERING2CP
Imperial Fists – Battle Tactic Stratagem
Once the Imperial Fists have captured a site of strategic importance, they dig in and hold their position no matter what the enemy hurls at them.
Use this Stratagem at the end of your
Morale phase. Select one
IMPERIAL FISTS INFANTRY unit from your army that is within 3" of any
objective markers. Until the start of your next turn, add 1 to the Attacks characteristic of models in that unit, and when resolving an attack made against that unit, add 1 to the
saving throw (excluding
invulnerable saves).
SLAY THE TYRANT1CP
Crimson Fists – Battle Tactic Stratagem
The Crimson Fists have earned a reputation for liberating planets enslaved by tyrants, slaying the despots themselves so that their power base crumbles.
Use this Stratagem in your
Shooting phase or the
Fight phase, when a
CRIMSON FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a
CHARACTER unit, add 1 to the
hit roll.
A HATED FOE1CP
Crimson Fists – Battle Tactic Stratagem
Long have the Crimson Fists fought against the Ork empires infesting the Loki Sector and beyond. They have learned much about how best to slay these brutish xenos.
Use this Stratagem in your
Shooting phase or the
Fight phase, when a
CRIMSON FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an
ORK unit, you can re-roll the
wound roll.
If your army is Battle-forged and includes any IRON HANDS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Iron Hands on the battlefield.
MERCY IS WEAKNESS1CP
Iron Hands – Battle Tactic Stratagem
Logic dictates that, once a foe has been marked for destruction, the Iron Hands must not relent until the target is annihilated.
Use this Stratagem in your
Shooting phase or the
Fight phase, when an
IRON HANDS unit from your army is chosen to shoot with or fight with. Select one enemy unit. Until the end of that phase, every attack made by a model in that
IRON HANDS unit from your army that can target the selected unit must do so, but when resolving such an attack, an unmodified
wound roll of 6 wounds the target unit twice instead of once.
METHODICAL FIREPOWER1CP
Iron Hands – Strategic Ploy Stratagem
Often inloaded via simulus chambers before the battle even begins, pre-cogitated fire solutions aid inescapable accuracy.
Use this Stratagem at the start of your
Movement phase if the
Devastator Doctrine is not active. Select one
IRON HANDS unit from your army. Until the start of your next Movement phase, when resolving an attack made by a model in that unit, the Devastator Doctrine is treated as being active in addition to the currently active doctrine.
MARCH OF THE ANCIENTS1CP
Iron Hands – Requisition Stratagem
More than one Iron Father in the Chapter’s history has known the honour of ascending to a Dreadnought sarcophagus.
Use this Stratagem before the battle, after nominating a model to be your WARLORD. Select one IRON HANDS DREADNOUGHT model from your army. That model gains the CHARACTER keyword; add 1 to the Attacks and Leadership characteristics of that model. You can only use this Stratagem once per battle.
VENGEANCE FOR ISSTVAN V1CP
Iron Hands – Battle Tactic Stratagem
Memory fades, the details of betrayal eroding before the merciless winds of history’s passage, but hatred is eternal.
Use this Stratagem in the
Fight phase, when an
IRON HANDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a
WORD BEARERS,
IRON WARRIORS,
NIGHT LORDS or
ALPHA LEGION unit, you can re-roll the
hit roll.
WRATHFUL MACHINE SPIRIT2CP
Iron Hands – Battle Tactic Stratagem
Carefully cogitated binharic prayers can focus a machine spirit’s ire into near-obsessive hatred of its chosen target.
Use this Stratagem in your
Shooting phase or the
Fight phase, when an
IRON HANDS VEHICLE model from your army is chosen to shoot with or fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the
hit roll.
SOULS OF IRON2CP
Iron Hands – Strategic Ploy Stratagem
What purchase can the madness of the warp find on the minds and souls of those who would make themselves machines?
Use this Stratagem in your opponent’s
Psychic phase, when an enemy
PSYKER model
manifests a psychic power within 24" of an
IRON HANDS unit from your army (after any
Deny the Witch attempt). Roll one D6; on a 4+ that psychic power is resisted.
SCION OF THE FORGE1CP
Iron Hands – Requisition Stratagem
The Iron Hands do not lack for optimised combat armaments, distributed to the most logical bearers before battle begins.
Use this Stratagem before the battle. Select one
IRON HANDS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following
Special-issue Wargear Relics, even though they are not a
CHARACTER:
Master-crafted Weapon,
Digital Weapons,
Teeth of Mars,
Haywire Bolts. All of the Relics your army includes must be different and be given to different models.
REJECT THE FLESH, EMBRACE THE MACHINE1CP
Iron Hands – Battle Tactic Stratagem
By trusting in the ironclad gifts of the Omnissiah that stud their flesh, the Iron Hands can withstand even the most punishing attacks of their enemies.
Use this Stratagem in any phase, when an
IRON HANDS INFANTRY unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6, adding 1 to the result if that model has the
All Flesh is Weakness Warlord Trait. On a 5+ that wound is not lost.
ENGINE PURGE2CP
Iron Hands – Battle Tactic Stratagem
The deviant war engines of the foe are works of heresy in its most brazen form, for they offend the sight of Emperor and Omnissiah both. End them swiftly.
Use this Stratagem at the start of your
Movement phase if the
Devastator Doctrine is active. Until the start of the next battle round, when resolving an attack made with a
Heavy or
Grenade weapon by an
IRON HANDS model from your army, on an unmodified
wound roll of 6 add an additional 1 to the Armour Penetration characteristic of that weapon for that attack. You can only use this Stratagem once per battle.
THE GORGON’S RAGE1CP
Iron Hands – Battle Tactic Stratagem
When the smouldering rage of their gene-sire breaks its chains, the Iron Hands exchange logic for terrifying fury.
Use this Stratagem in the
Fight phase, when an
IRON HANDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the
hit roll. In addition, until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an
EMPEROR’S CHILDREN unit, add 1 to the
wound roll.
COGITATED MARTYRDOM1CP
Iron Hands – Requisition Stratagem
It is not a difficult sum for a warrior of the Iron Hands to cogitate, that his commanding officers’ lives are worth more to the Imperium than his own.
Use this Stratagem at the start of the
Shooting phase. Select one
IRON HANDS INFANTRY unit from your army. Until the end of the phase, when a friendly
IRON HANDS CHARACTER model (excluding
VEHICLE models) within 3" of that unit would lose any wounds as a result of an attack made against that model, that unit can attempt to intercept that attack. Roll one D6 before any rolls to ignore wounds (e.g.
The Flesh is Weak, Adamantine Mantle etc.) are made; on a 2+ that model does not lose those wounds and that unit suffers 1
mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
MACHINE EMPATHY1CP
Iron Hands – Epic Deed Stratagem
Some gifted warriors can understand and heal the agonies of war engines with great ease.
Use this Stratagem in your
Movement phase, after an
IRON HANDS TECHMARINE model from your army has used their
Blessing of the Omnissiah ability. That model can use that ability again.
PARAGON OF IRON1CP
Iron Hands – Requisition Stratagem
This warrior has absorbed well the lessons his Primarch taught, and has mastered his Chapter’s ways of war.
Use this Stratagem before the battle, after nominating an
IRON HANDS CHARACTER model that is not a named character to be your
WARLORD. You can generate one additional Warlord Trait for them; this must be from the
Iron Hands Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
OPTIMAL REPULSION DOCTRINES2CP
Iron Hands – Battle Tactic Stratagem
Pre-plotted and painstakingly cogitated defensive fire-patterns cut the onrushing foe to pieces.
Use this Stratagem in your opponent’s
Charge phase, when an
IRON HANDS unit from your army fires
Overwatch. Until the end of that phase, when resolving an Overwatch attack made by a model in that unit, a
hit roll of 5 or 6 scores a hit. If that unit has the
The Flesh is Weak Chapter Tactic, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4-6 scores a hit instead.
If your army is Battle-forged and includes any RAVEN GUARD Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Raven Guard on the battlefield.
INFILTRATORS1CP
Raven Guard – Strategic Ploy Stratagem
The Raven Guard are masters of infiltration, slipping unseen across the battlefield before striking from the shadows to annihilate their foes with gun and blade.
Use this Stratagem at the start of the first battle round, before the first turn begins. Select one
RAVEN GUARD INFANTRY unit from your army that is on the battlefield. That unit can move as if it were your
Movement phase. The unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
THE RAVEN’S BLADE1CP
Raven Guard – Battle Tactic Stratagem
Raven Guard enacting this ancient tactic focus all their aggression against a priority target of assassination.
Use this Stratagem at the start of your
Charge phase. Select one enemy unit on the battlefield. Until the end of that phase, when a
charge roll is made for a
RAVEN GUARD unit from your army, you can re-roll the dice if that enemy unit was the only selected target of that charge.
STRANGLEHOLD2CP
Raven Guard – Strategic Ploy Stratagem
By the time the enemy engages the Raven Guard, their rear lines are already in the talon-grip of the Chapter’s covert vanguard, choking them off from vital battlefield support.
Use this Stratagem at the start of the first battle round, before the first turn begins, if your army includes any RAVEN GUARD SCOUT or RAVEN GUARD PHOBOS units. Until the end of that battle round, you can roll one D6 each time your opponent spends Command Points to use a Stratagem; on a 5+ your opponent must spend 1 additional Command Point, or else that Stratagem has no effect and cannot be used again this phase (the Command Points spent so far are lost). You can only use this Stratagem once per battle.
FALSE FLIGHT2CP
Raven Guard – Strategic Ploy Stratagem
The Path of Ambush teaches that a feigned retreat can be used to over-extend and punish eagerly pursuing foes.
Use this Stratagem when a
RAVEN GUARD unit from your army
Falls Back. That unit can
shoot and
charge in this turn.
LAY LOW THE TYRANTS1CP
Raven Guard – Battle Tactic Stratagem
Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.
Use this Stratagem when a
RAVEN GUARD INFANTRY unit or
RAVEN GUARD BIKER unit from your army is chosen to fight with in the
Fight phase. Until the end of the phase, when resolving an attack made by a model in that unit against a
CHARACTER unit that is not a
VEHICLE, or against a unit that is not a
VEHICLE and contains any models with a Wounds characteristic of 4 or more, add 1 to the
wound roll.
SEE, BUT REMAIN UNSEEN1CP
Raven Guard – Strategic Ploy Stratagem
To fight the Raven Guard is to battle half-seen spectres. Only at a time of their choosing do they step from the shadows to engage the disorientated foe.
Use this Stratagem at the end of your turn. Select one RAVEN GUARD unit from your army (excluding BUILDINGS) that did not make any attacks during that turn. Until the start of your next turn, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
STRIKE FROM THE SHADOWS1CP
Raven Guard – Strategic Ploy Stratagem
The deadliest strike comes always from the least expected quarter. So taught Corax.
Use this Stratagem during the Declare Reserves and Transports step of your mission. Select one
RAVEN GUARD INFANTRY unit from your army. You can set up that unit in ambush instead of setting it up on the battlefield. If you do, at the end of one of your
Movement phases you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.
VENGEANCE FOR ISSTVAN V1CP
Raven Guard – Battle Tactic Stratagem
The Raven Guard’s hatred for those who betrayed their ancestors on Isstvan V still burns fiercely.
Use this Stratagem when a
RAVEN GUARD unit from your army is chosen to fight with in the
Fight phase. Until the end of that phase, when resolving an attack made by a model in that unit against a
WORD BEARERS,
IRON WARRIORS,
NIGHT LORDS or
ALPHA LEGION unit, you can re-roll the
hit roll.
AMBUSHING FIRE1CP
Raven Guard – Battle Tactic Stratagem
Having laid a careful ambush for the enemy, the Raven Guard line up killing shots with their small arms and unleash a lethal fusillade against the foe’s weak spots.
Use this Stratagem at the start of your
Movement phase if the
Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a
Rapid Fire or
Assault weapon by a
RAVEN GUARD model from your army, on an unmodified
wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack (e.g. AP -1 becomes AP -2). You can only use this Stratagem once per battle.
DECAPITATING BLOW2CP
Raven Guard – Strategic Ploy Stratagem
The Raven Guard are experts in swiftly picking apart the enemy command structure and seizing upon the discord and confusion that results.
Use this Stratagem when an enemy WARLORD is destroyed by an attack made by a RAVEN GUARD unit from your army. Until the end of the battle, subtract 1 from the Leadership characteristic of enemy units.
A DEADLY PRIZE1CP
Raven Guard – Strategic Ploy Stratagem
If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.
Use this Stratagem at the end of your turn. Select one
objective marker that is within 3" of any
RAVEN GUARD INFANTRY units from your army and not within 3" of any enemy units. The next time an enemy unit ends a move within 3" of that objective marker, roll one D6; on a 2-4, that enemy unit suffers D3
mortal wounds; on a 5+ it suffers 3 mortal wounds. You cannot use this Stratagem on the same objective marker more than once per battle.
STRIKE FROM THE SKIES1CP
Raven Guard – Strategic Ploy Stratagem
The Raven Guard swoop into battle like dark-winged angels of vengeance.
Use this Stratagem at the start of your
Charge phase. Select one
RAVEN GUARD JUMP PACK unit. Until the end of that phase, that unit can be chosen to charge with even if it
Advanced this turn, and when a
charge roll is made for that unit, add 1 to the result.
MASTER OF THE TRIFOLD PATH1CP
Raven Guard – Requisition Stratagem
The most accomplished leaders of the Raven Guard are masters of every strategic doctrine laid down by Corvus Corax.
Use this Stratagem after nominating a
RAVEN GUARD CHARACTER model that is not a named character to be your
Warlord. You can generate one additional Warlord Trait for them; this must be from the
Raven Guard Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
FAVOUR OF THE RAVENSPIRE1CP
Raven Guard – Requisition Stratagem
In times of great need, the Raven Guard issue their precious relics to whichever battle-brothers are best placed to employ them, paying little regard to matters of rank.
Use this Stratagem before the battle. Select one
RAVEN GUARD model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following
Special-issue Wargear Relics, even though they are not a
CHARACTER:
Master-crafted Weapon;
Digital Weapons;
Silentus Pistol;
Korvidari Bolts. All of the Relics your army includes must be different and be given to different models.
TOKEN OF BROTHERHOOD1CP
Raven Guard – Requisition Stratagem
Pomp and ceremony are of little worth to Corax’s gene-sons, who instead favour tangible acts of faith and comradeship.
Use this Stratagem after nominating a model drawn from a
Raven Guard successor Chapter to be your
Warlord. You can give one
Relic of the Ravenspire to a
CHARACTER model from your army that is drawn from a Raven Guard successor Chapter instead of giving them a
Special-issue Wargear Relic or a
Chapter Relic from Codex: Space Marines. If you do, replace the
RAVEN GUARD keyword in all instances on that Relic (if any) with that model’s
<CHAPTER> keyword. You can only use this Stratagem once per battle.
If your army is Battle-forged and includes any SALAMANDERS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Iron Hands on the battlefield.
FLAMECRAFT2CP
Salamanders – Battle Tactic Stratagem
No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.
Use this Stratagem in your
Shooting phase, when a
SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, when a model in that unit shoots with a
flame weapon, do not roll to determine the
number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a
Heavy D6 weapon).
THE CRUCIBLE OF BATTLE1CP
Salamanders – Battle Tactic Stratagem
Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.
Use this Stratagem in the
Shooting or
Fight phase, when a
SALAMANDERS CORE or
SALAMANDERS CHARACTER unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the
wound roll.
STRENGTH OF THE PRIMARCH1CP
Salamanders – Battle Tactic Stratagem
When facing the largest enemies, Vulkan’s sons draw upon their gene-sire’s titanic might, their strength terrible to behold.
Use this Stratagem at the start of the
Fight phase. Select one
SALAMANDERS unit from your army. Until the end of that phase, add 1 to the Strength characteristic of models in that unit, and when resolving an attack made with a melee weapon by a model in that unit, on an unmodified
wound roll of 6 double the Damage characteristic of that weapon for that attack.
THE FIRES OF BATTLE1CP
Salamanders – Strategic Ploy Stratagem
The Salamanders’ expertise with weapons that recall their volcanic heritage is unmatched.
Use this Stratagem in your
Shooting phase or in your opponent’s
Charge phase, when a
SALAMANDERS model from your army shoots with a
flame weapon or
melta weapon. Until the end of that phase, when resolving an attack made with that weapon, on an unmodified
wound roll of 4+ the target suffers 1
mortal wound in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
RITES OF VULKAN2CP
Salamanders – Battle Tactic Stratagem
The Salamanders are well practised in blistering, short-range firefights, each step forwards echoed by bursts of gunfire.
Use this Stratagem at the start of your
Movement phase if the
Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a
Rapid Fire or
Assault weapon by a
SALAMANDERS model from your army, on an unmodified
wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
IMMOLATION PROTOCOLS1CP
Salamanders – Strategic Ploy Stratagem
Even in the press and whirl of close combat, the fires of Nocturne are undimmed, a roaring inferno consuming the foe.
Use this Stratagem in your
Shooting phase, when a
SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, change the type of all
flame weapons models in that unit are equipped with to
Pistol (e.g. an
Assault D6 flame weapon becomes Pistol D6).
SELF SACRIFICE2CP
Salamanders – Strategic Ploy Stratagem
The Salamanders are amongst the most noble and selfless of the Adeptus Astartes, laying down their lives in others’ defence.
Use this Stratagem at the start of your opponent’s
Shooting phase. Select one
SALAMANDERS INFANTRY unit that contains 5 or more models from your army that is not within 1" of any enemy units, and then select one other
INFANTRY unit from your army that is wholly within 6" of the selected unit. Until the end of the phase, your opponent cannot target the second unit you selected unless that unit is the closest enemy unit to the firing model and visible to it, or it is no longer wholly within 6" of the first unit you selected. In addition, until the end of the phase, the first unit you selected is always an eligible target for enemy shooting attacks provided it is within range and is visible to the firing model (i.e. it can be targeted even whilst under the effects of any rules that would prevent it from being targeted, such as the
Shrouding psychic power).
RISE FROM THE ASHES2CP
Salamanders – Epic Deed Stratagem
The sons of Vulkan have always evinced a tenacious hold upon life while their enemies yet live.
Use this Stratagem in any phase, when a SALAMANDERS CHARACTER model from your army is destroyed. At the end of that phase, roll one D6; on a 4+ return that model to play with 1 wound remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.
VENGEANCE FOR ISSTVAN V1CP
Salamanders – Battle Tactic Stratagem
Never will the Salamanders forget the black well of treachery they helped uncover on Isstvan V, or those who perpetrated it.
Use this Stratagem in the
Fight phase, when a
SALAMANDERS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a
WORD BEARERS,
IRON WARRIORS,
NIGHT LORDS or
ALPHA LEGION unit, you can re-roll the
hit roll.
STAND YOUR GROUND1CP
Salamanders – Battle Tactic Stratagem
Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.
Use this Stratagem in any phase, when a
SALAMANDERS INFANTRY unit from your army that is not a
SERVITOR and did not
Advance in this phase or your previous
Movement phase is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a weapon that has a Damage characteristic of 1 against a model in that unit, add 1 to the
saving throw. This does not affect
invulnerable saving throws.
BORN PROTECTORS2CP
Salamanders – Strategic Ploy Stratagem
The bonds of the Salamanders’ brotherhood run deep.
Use this Stratagem in your opponent’s
Charge phase, when a charge is declared against a
SALAMANDERS unit from your army. Select one friendly
SALAMANDERS unit that is more than 1" away from any enemy units and within 12" of the unit that is the target of that charge. The selected unit can fire
Overwatch at the charging unit as if it were a target of that charge; if the selected unit is a target of that charge, it instead fires Overwatch as normal. In addition, if that charge is successful, the selected unit can perform a
Heroic Intervention as if it were a
CHARACTER; if it does, it can move up to 2D6", but must end that move closer to the unit that charged and cannot move within 1" of any other enemy units.
RELENTLESS DETERMINATION1CP
Salamanders – Strategic Ploy Stratagem
The Salamanders’ focus on victory is unwavering and uncompromised.
Use this Stratagem at the end of your
Movement phase. Select one
SALAMANDERS unit from your army that did not
Advance or
Fall Back this phase. Until the start of your next Movement phase, that unit is treated as having remained stationary during its Movement phase for all rules purposes (such as firing
Heavy weapons). In addition, if that unit has a Damage table, then until the start of your next Movement phase, double the number of wounds it has remaining for the purposes of determining what row to use on that damage table.
EXEMPLAR OF THE PROMETHEAN CREED1CP
Salamanders – Requisition Stratagem
The greatest heroes of Nocturne are embodiments of Vulkan’s tenets and living monuments to his nobility.
Use this Stratagem after nominating a
SALAMANDERS model that is not a named character to be your
WARLORD. You can generate one additional
Warlord Trait for them; this must be from the
Salamanders Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
MASTER ARTISANS1CP
Salamanders – Requisition Stratagem
Even amongst the rank and file of the Salamanders, artefacts of peerless craftsmanship can be found.
Use this Stratagem before the battle. Select one
SALAMANDERS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Chapter Relics, even though they are not a
CHARACTER:
Master-crafted weapon,
Digital Weapons,
Drakeblade,
Dragonrage Bolts. All of the Relics your army includes must be different and be given to different models.
TRUST OF PROMETHEUS1CP
Salamanders – Requisition Stratagem
The respect of the Salamanders is not easily earned, but the trust so forged is sealed by the giving of powerful artefacts.
Use this Stratagem after nominating a model drawn from a
Salamanders successor Chapter to be your
WARLORD. You can give one
Relic of Nocturne to a
CHARACTER model from your army that is drawn from a Salamanders successor Chapter instead of giving them a
Special-issue Wargear Relic or a
Chapter Relic from Codex: Space Marines. If you do, replace the
SALAMANDERS keyword in all instances on that Relic (if any) with that model’s
<CHAPTER> keyword. You can only use this Stratagem once per battle.
If your army includes any SPACE WOLVES Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.
VICIOUS EXECUTIONERS1CP
Space Wolves – Battle Tactic Stratagem
Veterans of many wars, Wolf Guard are ferocious warriors who stop at nothing to slay their foes.
Use this Stratagem in the
Fight phase when a
WOLF GUARD unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an
INFANTRY unit, an unmodified
wound roll of 6 inflicts 1
mortal wound on the target in addition to any other damage.
PACK HUNTERS1CP
Space Wolves – Battle Tactic Stratagem
Fenrisian Wolves see sons of Russ as true packmates.
Use this Stratagem in the
Fight phase when a
FENRISIAN WOLVES or
CYBERWOLVES unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit, if that unit is within 3" of a friendly
SPACE WOLVES INFANTRY unit or
SPACE WOLVES CAVALRY unit, you can re-roll the
hit roll.
DEATH GRIP BITE1CP
Space Wolves – Battle Tactic Stratagem
A foe in a Thunderwolf’s jaws is utterly powerless.
Use this Stratagem in the
Fight phase when a
THUNDERWOLF CAVALRY unit from your army is chosen to fight with. Until the end of that phase, crushing teeth and claws weapons models in that unit are equipped with have a Damage characteristic of 2.
TOUCH OF THE WILD1CP
Space Wolves – Epic Deed Stratagem
Space Wolves are ferocious fighters.
Use this Stratagem in the
Fight phase. Select one
SPACE WOLVES CHARACTER model in your army. Until the end of that phase, when resolving an attack made by that model, an unmodified
hit roll of 4+ scores 1 additional hit.
KNOWLEDGE OF THE FOE1CP
Space Wolves – Strategic Ploy Stratagem
Many Space Wolves make full use of their Omophagea.
Use this Stratagem in the
Fight phase when an enemy
CHARACTER is destroyed by an attack made by a
SPACE WOLVES model in your army. You receive 1
Command Point.
COUNTER-CHARGE1CP
Space Wolves – Strategic Ploy Stratagem
To the Space Wolves, attack is the best form of defence.
Use this Stratagem in your opponent’s
Charge phase. Select one
SPACE WOLVES unit from your army. Until the end of that phase
- That unit can perform a Heroic Intervention as if it were a CHARACTER.
- That unit can perform a Heroic Intervention if there are any enemy units within 6" of it, instead of 3", and when doing so can move up to 6" instead of 3".
CRUSHING ASSAULT1CP
Space Wolves – Strategic Ploy Stratagem
With physiques more akin to Terran rhinoceroids than Terran canines, a Thunderwolf charge is deadly indeed.
Use this Stratagem in your
Charge phase when a
THUNDERWOLF CAVALRY unit from your army finishes a
charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 2+ that enemy unit suffers 1
mortal wound.
If your army is Battle-forged and includes any ULTRAMARINES Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Ultramarines on the battlefield.
MARTIAL PRECISION1CP
Ultramarines – Battle Tactic Stratagem
The Ultramarines are exemplars of precise and deadly battlecraft, and when roused, their wrath is inescapable.
Use this Stratagem before resolving an attack made by an
ULTRAMARINES model from your army in your
Shooting phase. When resolving that attack, do not make a
hit roll: it automatically scores a hit.
VENGEANCE FOR CALTH1CP
Ultramarines – Battle Tactic Stratagem
The Mark of Calth is never truly at an end. For some acts of infamy, there can be no forgiveness, even should the stars themselves burn out.
Use this Stratagem when an
ULTRAMARINES unit from your army is chosen to fight with in the
Fight phase. Until the end of the phase, when resolving an attack made with a melee weapon by a model in that unit against a
WORD BEARERS unit, you can re-roll the
hit roll and you can re-roll the
wound roll.
INSPIRING COMMAND1CP
Ultramarines – Epic Deed Stratagem
The heroes of Ultramar are amongst the most skilled and inspirational orators in the entire Imperium. When they speak, their words are law.
Use this Stratagem at the start of the
Shooting phase or the
Fight phase. Select one
ULTRAMARINES CHAPTER MASTER,
ULTRAMARINES CAPTAIN or
ULTRAMARINES LIEUTENANT model from your army. Until the end of the phase, the range of that model’s
aura abilities is increased by 3" (to a maximum of 9").
CYCLE OF WAR1CP
Ultramarines – Strategic Ploy Stratagem
The Ultramarines’ strategic mastery is such that they know equally well when new tactics are required, and when relentless repetition will win the day.
Use this Stratagem at the start of the battle round if an ULTRAMARINES WARLORD from your army is on the battlefield and the Assault Doctrine was active during the previous battle round. The currently active doctrine is changed so that the Devastator Doctrine is now active.
RAPID REDEPLOYMENT2CP
Ultramarines – Strategic Ploy Stratagem
The Codex Astartes makes provision for a great variety of strategic ruses intended to wrong-foot the foe.
At the start of the first battle round, before the first turn begins, select up to three ULTRAMARINES units from your army on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).
SONS OF GUILLIMAN1CP
Ultramarines – Battle Tactic Stratagem
Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.
Use this Stratagem when an
ULTRAMARINES INFANTRY or
ULTRAMARINES BIKER unit from your army is chosen to shoot with in your
Shooting phase or fight with in the
Fight phase. If that unit has the Troops
Battlefield Role, until the end of that phase, when resolving an attack made by that unit, you can re-roll a
hit roll. Otherwise, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll of 1.
AVENGE THE FALLEN1CP
Ultramarines – Battle Tactic Stratagem
The life of even a single Ultramarine is worth that of countless foes, and every loss will be answered in blood.
Use this Stratagem when an ULTRAMARINES unit from your army is destroyed as a result of an attack made by an enemy unit. Until the end of the battle, when resolving an attack made by an ULTRAMARINES model from your army against that enemy unit, re-roll a hit roll of 1.
COURAGE AND HONOUR!1CP
Ultramarines – Battle Tactic Stratagem
Such are the words of the Chapter’s battle cry – it is a mantra by which the Ultramarines live and fight.
Use this Stratagem at the start of the
Morale phase. Add 1 to the Leadership characteristic of
ULTRAMARINES models from your army until the end of the phase.
TACTICAL EXPERTISE2CP
Ultramarines – Battle Tactic Stratagem
Even amidst the most intense firefights, the Ultramarines fire with pinpoint accuracy, every shot aimed for maximum efficacy and economy of killing power.
Use this Stratagem at the start of your
Movement phase if the
Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a
Rapid Fire or
Assault weapon by an
ULTRAMARINES model from your army, on an unmodified
wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
FALL BACK AND RE-ENGAGE1/2CP
Ultramarines – Strategic Ploy Stratagem
The Ultramarines know precisely when to give ground in order to leave their enemies floundering before surging back into the fight and driving them from the field in disarray.
Use this Stratagem when an
ULTRAMARINES unit from your army
Falls Back (this Stratagem costs 1 CP if that unit has the
Codex Discipline Chapter Tactic, otherwise it costs 2 CP). That unit can
shoot and
charge this turn. If that unit has the Codex Discipline Chapter Tactic, the
hit roll penalty from that tactic for
Falling Back and shooting does not apply to that unit this turn.
DEFENSIVE FOCUS2CP
Ultramarines – Strategic Ploy Stratagem
As the Codex Astartes dictates, when the foe presses hard at one section of the Ultramarines’ battle line they are swift to concentrate their defensive fire to drive the threat back.
Use this Stratagem after an ULTRAMARINES unit from your army is chosen as a target of a charge. Select up to three other friendly ULTRAMARINES units that are within 6" of the targeted unit and are not within Engagement Range of any enemy models. The selected units fire Overwatch at the charging unit as if they were the targets of the charge. Until the end of the phase, the selected units cannot fire Overwatch again.
EXEMPLAR OF THE CHAPTER1CP
Ultramarines – Requisition Stratagem
The heroes of the Ultramarines do not rest on their laurels. Rather, they strive all the harder to excel, for they recognise that only through excellence can they and their warriors prevail.
Use this Stratagem after nominating an
ULTRAMARINES model that is not a named character to be your
WARLORD. You can generate one additional Warlord Trait for them; this must be from the
Ultramarines Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
SQUAD DOCTRINES1CP
Ultramarines – Strategic Ploy Stratagem
Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.
Use this Stratagem at the start of your
Movement phase. Select one
ULTRAMARINES INFANTRY or
ULTRAMARINES BIKER unit from your army, then select either the
Devastator,
Tactical or
Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine instead of the active combat doctrine.
HONOURED SERGEANT1CP
Ultramarines – Requisition Stratagem
Should an Ultramarines Sergeant show particular excellence in battle, they may be given the honour of bearing a Chapter relic into battle.
Use this Stratagem before the battle. Select one
ULTRAMARINES model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following
Special-issue Wargear Relics, even though they are not a
CHARACTER:
Master-crafted Weapon,
Digital Weapons,
Hellfury Bolts,
Sunwrath Pistol. All of the Relics your army includes must be different and be given to different models.
HONOURED BY MACRAGGE1CP
Space Marines – Requisition Stratagem
It is not unheard of for the revered relics of the Ultramarines to be bestowed for a time upon a worthy successor Chapter as a mark of honour and respect.
Use this Stratagem after nominating a model drawn from an
Ultramarines successor Chapter to be your
WARLORD. You can give one
Relic of Macragge to a
CHARACTER model from your army that is drawn from an Ultramarines successor Chapter instead of giving them a
Special-issue Wargear Relic or a
Chapter Relic from Codex: Space Marines. If you do, replace the
ULTRAMARINES keyword in all instances on that Relic (if any) with that model’s
<CHAPTER> keyword. You can only use this Stratagem once per battle.
If your army is Battle-forged and includes any WHITE SCARS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the White Scars on the battlefield.
BORN IN THE SADDLE1CP
White Scars – Strategic Ploy Stratagem
To the natives of Chogoris, mounted combat comes as easily and naturally as breathing. In the White Scars these skills are honed to a lethal edge.
Use this Stratagem when a WHITE SCARS BIKER unit from your army Advances. That unit can still shoot this turn.
BUTCHERED QUARRY1CP
White Scars – Strategic Ploy Stratagem
Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.
Use this Stratagem when an enemy unit Falls Back within 1" of any WHITE SCARS INFANTRY or WHITE SCARS BIKER units from your army, before it moves. Select one of those WHITE SCARS units that is not within 1" of any other enemy units; each model in the selected unit can make one attack with a melee weapon against that enemy unit as if they were within 1" of it. After these attacks are made, if that enemy unit is not destroyed, it can then make its Fall Back move; after it has moved, each model in the selected unit can move up to 3", so long as they end this move closer to that enemy unit and not within 1" of any enemy units.
WIND-SWIFT2CP
White Scars – Battle Tactic Stratagem
It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.
Use this Stratagem in your
Movement phase after a
WHITE SCARS unit (excluding
ARTILLERY) from your army has made a
Normal Move or has
Fallen Back. That unit can make an
Advance move. Until the end of the turn, that unit cannot shoot,
declare a charge or attempt to
manifest any psychic powers.
RIDE HARD, RIDE FAST1CP
White Scars – Strategic Ploy Stratagem
Like zephyrs dancing across the Chogorian steppes, the White Scars weave lithely around incoming fire.
Use this Stratagem after a
WHITE SCARS unit from your army
Advances. Until the start of your next
Movement phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the
hit roll.
LIGHTNING DEBARKATION1CP
White Scars – Strategic Ploy Stratagem
White Scars infantry are masters of rapidly deploying from armoured transports, often before the vehicle has even halted!
Use this Stratagem in your
Movement phase, after a
WHITE SCARS TRANSPORT unit from your army that does not have the Flyer
Battlefield Role moves.
WHITE SCARS units embarked aboard that unit can immediately
disembark, but any that do so cannot make a
charge move this turn.
KHAN’S CHAMPION1CP
White Scars – Requisition Stratagem
To earn the respect and praise of your khan is to be gifted superlative tools of war to wield in their name.
Use this Stratagem before the battle. Select one
WHITE SCARS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following
Special-issue Wargear Relics, even though they are not a
CHARACTER:
Master-crafted Weapon;
Digital Weapons;
Headtaker’s Trophies;
Stormwrath Bolts. All of the Relics your army includes must be different and be given to different models.
HUNTERS’ FUSILLADE1CP
White Scars – Strategic Ploy Stratagem
White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.
Use this Stratagem when a WHITE SCARS unit from your army Advances. Until the end of the turn, Heavy weapons and Rapid Fire weapons models in that unit are equipped with are treated as Assault weapons (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).
CHOGORIAN THUNDERBOLTS1CP
White Scars – Strategic Ploy Stratagem
White-armoured bikers hit the enemy lines like fulminating spears of lightning from the glowering clouds of Chogoris.
Use this Stratagem when a WHITE SCARS BIKER unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; for each roll of a 6, that enemy unit suffers 1 mortal wound.
A MIGHTY TROPHY1CP
White Scars – Epic Deed Stratagem
To hoist the head of the foes’ leader high and cry glory to the Great Khan is to inspire every true warrior of Chogoris.
Use this Stratagem when the enemy Warlord is destroyed as a result of an attack made with a melee weapon by a WHITE SCARS model from your army. Until the end of the battle, when a Morale test is taken for a friendly WHITE SCARS unit, do not roll the dice; it is automatically passed.
FIERCE RIVALRIES1CP
White Scars – Battle Tactic Stratagem
There is much honour in being the first to strike at the foe, and the White Scars race one another to claim that prize.
Use this Stratagem at the start of your
Charge phase. The first time you make a
charge roll for a
WHITE SCARS unit from your army that phase, roll 3D6 instead of 2D6 and discard one of the results.
STRIKE FOR THE HEART2CP
White Scars – Battle Tactic Stratagem
Punching through the foe’s defences, the White Scars surge on towards vital rear-line targets before their victims can react.
Use this Stratagem before a WHITE SCARS unit (excluding ARTILLERY) from your army consolidates. That unit consolidates D3+3" instead of 3" this phase, or D6+6" if every model in that unit has a Move characteristic of at least 10".
FEINTING WITHDRAWAL1CP
White Scars – Strategic Ploy Stratagem
The White Scars break away from their foes, laying down withering fire to butcher those foolish enough to give chase.
Use this Stratagem when a WHITE SCARS unit from your army Falls Back. That unit can still shoot this turn.
TEMPERED BY WISDOM1CP
White Scars – Requisition Stratagem
The heroes of the White Scars are storied veterans who combine cunning and experience with red-handed ferocity.
Use this Stratagem after nominating a
WHITE SCARS CHARACTER model that is not a named character to be your
WARLORD. You can generate one additional Warlord Trait for them; this must be from the
White Scars Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
THE ETERNAL HUNT2CP
White Scars – Battle Tactic Stratagem
When the moment to land the killing blow comes, the White Scars descend upon their enemies with the huntsman’s keeneyed fury, and leave naught but bloody ruin in their wake.
Use this Stratagem at the start of your
Movement phase if the
Assault Doctrine is active. Until the start of the next battle round, when resolving an attack made with a
Pistol or
melee weapon by a
WHITE SCARS model from your army, on an unmodified
wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
ENCIRCLEMENT1CP
White Scars – Strategic Ploy Stratagem
The Great Khan espoused the value of circling the enemy warily and then striking suddenly from an unexpected quarter, the better to land the killing blow.
Use this Stratagem during the Declare Reserves and Transports step of your mission. Select one
WHITE SCARS unit (excluding
ARTILLERY and
BUILDINGS) from your army. You can set up that unit in outflank instead of setting it up on the battlefield. If you do, at the end of one of your
Movement phases you can set up that unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
GIFT OF THE KHANS1CP
Space Marines – Requisition Stratagem
Bequeathed by the White Scars, a relic of Chogoris is a mighty boon indeed.
Use this Stratagem after nominating a model drawn from a
White Scars successor Chapter to be your
WARLORD. You can give one
Relic of Chogoris to a
CHARACTER model from your army that is drawn from a White Scars successor Chapter instead of giving them a
Special-issue Wargear Relic or a
Chapter Relic from Codex: Space Marines. If you do, replace the
WHITE SCARS keyword in all instances on that Relic (if any) with that model’s
<CHAPTER> keyword. You can only use this Stratagem once per battle.
Before the battle, generate the psychic powers for
PSYKER models from your army that know powers from the Librarius discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
When a
PSYKER unit from your army
manifests a psychic power from this discipline, replace all instances of the
<CHAPTER> keyword on that psychic power (if any) with the name of the Chapter that your
PSYKER is drawn from.
D6 | PSYCHIC POWER |
1 | VEIL OF TIME The psyker projects his will beyond the regular passage of time, altering the temporal flow to sway the tide of battle. Blessing: Veil of Time has a warp charge value of 6. If manifested, select one friendly <CHAPTER> unit within 18" of this PSYKER.
- Until the start of your next Psychic phase, you can re-roll Advance rolls and charge rolls made for that unit.
- Until the start of your next Psychic phase, if that unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that phase.
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2 | MIGHT OF HEROES The psyker cages the immense power of the immaterium within the physical form of one of his brothers, making the blessed warrior the Emperor’s vengeance made manifest. Blessing: Might of Heroes has a warp charge value of 6. If manifested, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER model within 12" of this PSYKER. Until the start of your next Psychic phase, add 1 to that models Strength, Toughness and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic in that unit when resolving any rules). |
3 | NULL ZONE The psyker unleashes the full might of his mind to cast down his opponents defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes. Blessing (Aura): Null Zone has a warp charge value of 7. If manifested, then:
- Until the start of your next Psychic phase, while a unit is within 6” of this PSYKER, each time an attack is made against that unit, invulnerable saving throws cannot be made against that attack.
- Until the start of your next Psychic phase, while an enemy PSYKER unit is within 6" of this PSYKER, halve the total of Psychic tests taken for that unit.
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4 | PSYCHIC SCOURGE The psyker pits his superhuman willpower against that of his enemies in a battle of mental fortitude, seeking to destroy their minds in a burst of psychic fury. Witchfire: Psychic Scourge has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Then, roll one D6 and add this PSYKER’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponents, the selected unit suffers D3 mortal wounds; if it is equal to your opponents total, the selected unit suffers 1 mortal wound; if it is less than your opponent’s total, nothing happens. |
5 | FURY OF THE ANCIENTS Calling upon the myths of his Chapters home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy. Witchfire: Fury of the Ancients has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this PSYKER. Draw a line between any part this PSYKER’s base and any part of the selected model’s base (or hull); the selected models unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound. |
6 | PSYCHIC FORTRESS Drawing on boundless reserves of inner strength, the psyker constructs a powerful field of shimmering psychic energy around himself as well as any nearby battle brothers, protecting them from harm. Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly unit is within 6” of this PSYKER, models in that unit have a 5+ invulnerable save. |
Before the battle, generate the psychic powers for
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.
When a
PSYKER unit from your army
manifests a psychic power from this discipline, replace all instances of the
<CHAPTER> keyword on that psychic power (if any) with the name of the Chapter that your
PSYKER is drawn from.
D6 | PSYCHIC 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. Blessing: 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, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks. |
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. Blessing: Soul Sight has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack. |
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. Witchfire: 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 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.
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4 | HALLUCINATION The psyker instils terror and panic within his foes by conjuring images out of their memories - from past allies seemingly returned from the dead, to apparitions wrought from nightmares. Malediction: 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.
- Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
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5 | TENEBROUS CURSE As the psyker twists his hand, a psychic bolt lances through the minds of his enemies. As they reel from the assault, their own shadows seemingly come to life, pulling their casters to the ground with frenzied determination. Malediction: Tenebrous Curse has a warp charge value of 7. 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.
- Until the start of your next Psychic phase, halve that unit’s Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.
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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. Blessing: Temporal Corridor has a warp charge value of 5. If manifested, select one friendly <CHAPTER> PHOBOS unit within 6" of this PSYKER.
- That unit cannot shoot or fight this turn.
- If that unit is not within Engagement Range of any enemy models, it can either make a Normal Move or it can Advance as if it were your Movement phase (if it Advances, do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in that unit).
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Those scions of Rogal Dorn who have power over the warp are masters of stone and iron. Using aetheric energies, they can shatter fortress walls, cast the enemy into great pits in the ground or fortify themselves and their allies with strength drawn from the very bones of the earth.
LIBRARIAN models in
IMPERIAL FISTS Detachments can know all of their psychic powers from the Geokinesis discipline instead of the
Librarius or
Obscuration disciplines. Before the battle, generate the psychic powers for
PSYKER models that know powers from the Geokinesis discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6 | PSYCHIC POWER |
1 | TECTONIC PURGE (AURA) The Librarian interlocks his fingers, raises his hands high and brings them down in a clubbing blow upon the ground. Psychic energies pour from the impact site, causing the ground to convulse and shudder violently and enemies to be flung from their feet. Blessing: Tectonic Purge has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, when a charge roll is made for an enemy unit within 12" of this psyker, subtract 2 from the result. |
2 | WRACK AND RUIN Reaching out with his mind, the Librarian senses every fault, hairline crack and structural weakness in an enemy fortification, then builds empyric resonance within them until the stronghold shakes itself violently apart. Witchfire: Wrack and Ruin has a warp charge value of 6. If manifested, select one BUILDING unit, or one enemy unit that is wholly on or within an Area Terrain feature and is within 18" of and visible to this PSYKER. Roll nine D6, adding 1 to the result if the unit you selected was a BUILDING; for each roll of 5+ that unit suffers 1 mortal wound. |
3 | IRON INFERNO The Librarian sends his mind questing outward to locate seams of metal, the iron spars of girders and foundations, and any other metallic deposit he can sense. Then, with a furious mental blast, he superheats them all to trigger a devastating pyrometallic eruption. Witchfire: Iron Inferno has a warp charge value of 6. If manifested, select one point on the battlefield within 18" of and visible to this psyker. Roll one D6 for each enemy unit within 6" of that point; on a 4+ that unit suffers 1 mortal wound. |
4 | FORTIFY The Librarian envisions a mighty citadel, ravaged by battle but under swift repair. As he does so he lets his powers wash out across his battle-brothers, compelling their flesh to knit and their bones to set just as the mental fortress is restored to its original magnificence. Blessing: Fortify has a warp charge value of 4. If manifested, select one friendly IMPERIAL FISTS INFANTRY or IMPERIAL FISTS BIKER model within 12" of the psyker; that model regains up to D3 lost wounds. |
5 | ASPECT OF STONE Thrumming geokinetic energies wreath the Librarian’s fists. Iron strengthens his sinews while his flesh becomes unyielding as ferrocrete – in such a state, he becomes all but unstoppable. Blessing: Aspect of Stone has a warp charge value of 5. If manifested, then until the start of your next Psychic phase, add 2 to this psyker’s Strength and Toughness characteristics. |
6 | CHASM The psyker slams his palms together, and then pulls them slowly apart. As he does, a wide chasm opens beneath the feet of his enemy and they plunge screaming to their doom in the darkness below. Witchfire: Chasm has a warp charge value of 6. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this psyker. Roll 2D6: if the result is less than the lowest Move characteristic in that unit it suffers 1 mortal wound; if the result equals the lowest Move characteristic in that unit it suffers D3 mortal wounds; if the result is greater than the lowest Move characteristic in that unit it suffers 3 mortal wounds. |
The Ultramarines Librarius is renowned for its discipline and close adherence to the strict dictates of the Codex Astartes. Ultramarines Librarians train their minds to a sharp focus, and are able to manipulate their enemy, read the premonitory echoes of their movements, or even strike directly at their victims’ psyches to devastating effect.
LIBRARIAN models in
ULTRAMARINES Detachments can know all of their psychic powers from the Indomitus discipline instead of the
Librarius or
Obscuration disciplines. Before the battle, generate the psychic powers for
PSYKER models that know powers from the Indomitus discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6 | PSYCHIC POWER |
1 | PRECOGNITION The Librarian sees the trajectory of incoming attacks, allowing him to slip effortlessly around them. To the outside observer, it seems neither bullet nor blade can touch him. Blessing: Precognition has a warp charge value of 5. If manifested, then until the start of your next Psychic phase this psyker has a 5+ invulnerable save and, when resolving an attack made against this psyker, subtract 1 from the hit roll. |
2 | SCRYER’S GAZE Looking into the twisted strands of the warp to divine the future, the Librarian hopes to predict the enemy’s plans and dispositions. With such knowledge, they can devise new strategies, guide their battle-brothers and alter the course of an entire war zone. Blessing: Scryer’s Gaze has a warp charge value of 7. If manifested, if your army is Battle-forged you can choose to immediately gain 1 Command Point. If you choose not to then, once this turn, when resolving an attack made by a model from a friendly ULTRAMARINES unit whilst its unit is within 18" of this psyker, you can re-roll the hit roll, wound roll or damage roll. |
3 | TELEPATHIC ASSAULT Gathering his mental might into a searing blade of psychic energy, the Librarian unleashes an overwhelming empyric attack upon his enemy’s mind. Foes scream and collapse, blood jetting from their eyes as their brains burst asunder. Witchfire: Telepathic Assault has a warp charge value of 7. If manifested, select one enemy unit within 24" of and visible to this psyker. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership characteristic of models in that unit. |
4 | STORM OF THE EMPEROR’S WRATH Stretching forth one armoured gauntlet, the Librarian unleashes a ravening tempest of psychic blasts. Striking like lightning, these actinic energy bolts burn flesh black and overload the machine spirits of enemy war engines with a crackling roar. Witchfire: Storm of the Emperor’s Wrath has a warp charge value of 6. If manifested, select the nearest enemy unit that is within 18" of and visible to this psyker. Roll one D6 for each model in that unit; for each 6 that unit suffers 1 mortal wound. |
5 | PSYCHIC SHACKLES The Librarian plunges into his foes’ minds, trammelling their souls, crushing their will to fight on and stalling their advance in its tracks. Malediction: Psychic Shackles has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, halve the Move characteristic (rounding up) of models in that unit, and when a charge roll or Advance roll is made for that unit, subtract 1 from that roll. A unit cannot be affected by both this psychic power and the Tenebrous Curse psychic power at the same time. |
6 | EMPYRIC CHANNELLING The Librarian focuses his thoughts to channel warp energies into one of his psychically attuned brothers, achieving a harmonious psychic choristry that magnifies his powers by an order of magnitude. Blessing: Empyric Channelling has a warp charge value of 5. If manifested, select one other friendly ULTRAMARINES LIBRARIAN model within 12" of this psyker. Until the end of this Psychic phase, when a Psychic test is taken for that model, add 2 to the total, and that model does not suffer Perils of the Warp on a roll of double 1 or double 6. |
The reek of ash, the searing heat of the volcano and the terrifying visage of monsters from Nocturnean myth – these are the hallmarks of the psychic powers used by those Librarians descended from Vulkan. Channelling the Chapter’s infernal heritage, these warrior-mystics defend their battle-brothers like true Salamanders.
LIBRARIAN models in
SALAMANDERS Detachments can know all of their psychic powers from the Promethean discipline instead of the
Librarius or
Obscuration disciplines. Before the battle, generate the psychic powers for
PSYKER models that know powers from the Promethean discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6 | PSYCHIC POWER |
1 | FLAMING BLAST The Librarian condenses the roiling energy of the warp into a great ball of raging fire before casting it at the foe. Witchfire: Flaming Blast has a warp charge value of 6. If manifested, select one point on the battlefield within 24" of and visible to this psyker. Roll one D6 for each enemy unit within 3" of that point; on a 4+ that unit suffers 1 mortal wound. |
2 | FIRE SHIELD Extending his hand, a great sheet of flame bursts from the Librarian’s palm. With a sweep of his arms, he creates a towering wall of flame to protect his battle-brothers. Blessing: Fire Shield has a warp charge value of 6. If manifested, select one friendly SALAMANDERS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll. In addition, when a charge roll is made for a charge that unit is a target of, subtract 1 from the result. |
3 | BURNING HANDS The Librarian’s gauntlets glow bright before bursting into flames. Each strike from these armoured fists blasts the unfortunate victim into ashes. Blessing: Burning Hands has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, when resolving an attack made with a close combat weapon by this psyker, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends. |
4 | DRAKESKIN The Librarian summons a shimmering layer of translucent scales around his allies, harder even than the impervious hides of the great drakes of Nocturne. Blessing: Drakeskin has a warp charge value of 6. If manifested, select one friendly SALAMANDERS unit within 12" of this psyker. Until the start of your next Psychic phase, add 1 to the Toughness characteristic of models in that unit. |
5 | FURY OF NOCTURNE The Librarian channels his powers into the ground around him to create a microcosm of Nocturne around his foes. The earth darkens and begins to split, before towering flames and boiling magma spew forth to burn the enemies of the Salamanders to cinders. Witchfire: Fury of Nocturne has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Roll 2D6; if the result is greater than the highest Toughness characteristic of models in that unit, that unit suffers D3 mortal wounds. |
6 | DRACONIC ASPECT Summoning the wrath of the indigenous creatures of Nocturne, the Librarian takes on the appearance of a great fire-breathing drake. With burning eyes and flame streaming from his nostrils, the Salamander sends his enemies fleeing in panic. Blessing: Draconic Aspect has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 12" of this psyker. |
White Scars Librarians are known as Stormseers, a wise and mysterious order within the Chapter who act as advisors to the khans as well as being powerful psykers. Stormseers are able to command the very elements; their foes are battered to ruin by mighty winds or beset by forked lightning from the storm-wracked skies.
LIBRARIAN models in
WHITE SCARS Detachments can know all of their psychic powers from the Stormspeaking discipline instead of the
Librarius or
Obscuration disciplines. Before the battle, generate the psychic powers for
PSYKER models that know powers from the Stormspeaking discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6 | PSYCHIC POWER |
1 | BLASTING GALE The Stormseer calls up a screaming windstorm to assail the foe. It is all his victims can do to stand their ground without being torn from their feet, let alone press forwards into battle. Malediction: Blasting Gale has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot Advance, and when a charge roll is made for it, roll one fewer D6, to a minimum of one D6 (typically, this will mean one D6 is rolled instead of 2D6). |
2 | LIGHTNING CALL Raising his arms to the roiling storm-clouds overhead, the Stormseer calls down lightning strikes upon his foes. Witchfire: Lightning Call has a warp charge value of 7. If manifested, the closest enemy unit within 18" of this psyker suffers D3 mortal wounds. If that unit is not destroyed, roll one D6; on a 4+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 5+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 6 that unit suffers 1 mortal wound. |
3 | RIDE THE WINDS Invoking the power of the winds with a gravelly-voiced chant, the Stormseer sends rushing currents of invisible energy to speed his comrades into battle. Blessing: Ride the Winds has a warp charge value of 6. If manifested, select one friendly WHITE SCARS unit within 12" of this psyker. Until the start of your next Psychic phase, when an Advance roll or charge roll is made for that unit, add 2 to the result. |
4 | STORM-WREATHED At the Stormseer’s behest the roiling clouds funnel into a furious vortex that swirls down to surround his advancing brothers. Lightning crackles around the White Scars and leaps from their bodies to strike down the foe. Blessing: Storm-wreathed has a warp charge value of 6. If manifested, select one friendly WHITE SCARS unit within 12" of this psyker. Until the start of your next Psychic phase, enemy units cannot fire Overwatch at that unit, and after that unit finishes a charge move, for each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 6, that enemy unit suffers 1 mortal wound. |
5 | SPIRITS OF CHOGORIS Many and terrible are the spirits and ghouls of Chogorian tribal folklore, and it is warpwrought simulacra of these ancient terrors that the Stormseer now unleashes on the foe. Malediction: Spirits of Chogoris has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit, and when resolving an attack made by a model in that unit, subtract 1 from the hit roll. |
6 | EYE OF THE STORM Summoning a hurricane, the Stormseer becomes the heart of a screaming cyclone. Wherever he strides, the enemy are plucked from their feet and dashed to ruin by its elemental fury. Witchfire: Eye of the Storm has a warp charge value of 6. If manifested, roll one D6 for each enemy unit within 12" of this psyker, adding 1 to the result if that unit can FLY; on a 4+ that unit suffers 1 mortal wound. |
The Librarius of the Iron Hands turn their attention to the manipulation of machines on a spiritual level. Able to commune with or attack the spirits of machines, as these warriors stride through the maelstrom of battle their foes find their weapons failing or Iron Hands war engines they thought disabled suddenly roused to fight again.
LIBRARIAN models in
IRON HANDS Detachments can know all of their psychic powers from the Technomancy discipline instead of the
Librarius or
Obscuration disciplines. Before the battle, generate the psychic powers for
PSYKER models that know powers from the Technomancy discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6 | PSYCHIC POWER |
1 | BLESSING OF THE MACHINE GOD The Librarian reaches out with his mind and binharically amplifies the anger of a nearby machine spirit, driving it to lash out at the enemy with renewed purpose. Blessing: Blessing of the Machine God has a warp charge value of 5. If manifested, select one friendly IRON HANDS VEHICLE model within 12" of this psyker (you can only select a TITANIC model if the result of the Psychic test to manifest this power was 8 or more). Until the start of your next Psychic phase, when resolving an attack made by that model, add 1 to the hit roll. |
2 | OBJURATION MECHANICUM Extending their hand, the Librarian compels the enemy’s equipment to betray them. Grenades spontaneously detonate, weapons backfire, and power cells overheat in a deadly fashion. Malediction: Objuration Mechanicum has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, on an unmodified hit roll of 1 that unit suffers 1 mortal wound after resolving that attack. |
3 | FURY OF MEDUSA The psyker channels the might of Medusa’s furious electrical storms, unleashing a leaping psychic gheist that surges through the enemy. Witchfire: Fury of Medusa has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this psyker. Draw the shortest possible imaginary straight line, 1mm wide, between this psyker’s base and that model’s base. Roll one D6 for the selected model’s unit and each other enemy unit that this line passes across, adding 2 to the result if the unit being rolled for is a VEHICLE. On a 4-5 the unit being rolled for suffers 1 mortal wound; on a 6+ the unit being rolled for suffers D3 mortal wounds. |
4 | PSYSTEEL ARMOUR At the Librarian’s command, warp energy flows in streamers from thin air and winds itself around his allies, glowing like forge-hot steel. The flowing psysteel coats the armour of nearby tanks or Dreadnoughts, or else wraps fellow warriors in a second skin capable of turning aside bullet and blade alike. Blessing: Psysteel Armour has a warp charge value of 6. If manifested, select one friendly IRON HANDS unit within 12" of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit, add 1 to the saving throw. Invulnerable saves are not affected. |
5 | REFORGE Pressing his hand against rent vehicle armour, the psyker chants binharic incantations that urge the machine to repair itself. Wiring reknits, damaged energy cells are sealed and buckled armour flattens and reforms. Blessing: Reforge has a warp charge value of 5. If manifested, select one friendly IRON HANDS VEHICLE model within 3" of and visible to that psyker (you cannot select a model that has already regained lost wounds this turn). That model regains up to D3 lost wounds. |
6 | MACHINE FLENSE The psyker lashes out with his mind at an enemy war machine to shred its armoured hull. The strips of razor-edged shrapnel torn from the vehicle’s iron flesh are hurled like daggers at a nearby foe. Witchfire: Machine Flense has a warp charge value of 6. If manifested, select one enemy VEHICLE unit that is within 18" of and visible to this psyker. That unit suffers D3 mortal wounds. You can then select one other enemy unit that was within 6" of and visible to that VEHICLE unit when this power was manifested. Roll one D6 for each mortal wound that VEHICLE unit suffered; for each 3+ the other selected unit suffers 1 mortal wound. |
The Librarians of the Raven Guard are amongst the most reclusive and unfathomable warriors of their Chapter. Stalking the battlefield as half-seen spectres, they bend the very shadows to their will, sowing fear and confusion amongst the foe.
LIBRARIAN models in
RAVEN GUARD Detachments can know all of their psychic powers from the Umbramancy discipline instead of the
Librarius or
Obscuration disciplines. Before the battle, generate the psychic powers for
PSYKER models that know powers from the Umbramancy discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
D6 | PSYCHIC POWER |
1 | UMBRAL FORM The psyker summons a veil of darkness, slipping into its folds to evade the fury and firepower of the foe. Blessing: Umbral Form has a warp charge value of 5. If manifested, until the start of your next Psychic phase this psyker has a 4+ invulnerable save. |
2 | ENVELOPING DARKNESS At the psyker’s command, the shadows cast by his enemies rise up and engulf them like a dense flock of ravens, leaving them disorientated and vulnerable to attack. Malediction: Enveloping Darkness has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot fire Overwatch, and when resolving an attack made by that unit, subtract 1 from the hit roll. |
3 | SPECTRAL BLADE The psyker implants his foe with the psychosomatic suggestion that his weapon is irresistibly sharp, striking them down with the psychic feedback of their own warped perceptions. Blessing: Spectral Blade has a warp charge value of 5. If manifested, until the start of your next Psychic phase this psyker’s Strength characteristic is equal to their Leadership characteristic. In addition, until the start of your next Psychic phase, when resolving an attack made with a melee weapon by this psyker against a unit whose highest Leadership characteristic is lower than this psyker’s, that weapon has an Armour Penetration characteristic of -4 for that attack. |
4 | SHADOWSTEP The gloom of the battlefield coalesces into a dark passageway that allows those who use it to stalk amongst shadows and re-emerge where the foe least expects them. Blessing: Shadowstep has a warp charge value of 7. If manifested, select one RAVEN GUARD CHARACTER unit from your army within 18" of this psyker. Remove that unit from the battlefield and set it up anywhere on the battlefield that is more than 9" from any enemy models. |
5 | THE ABYSS A shadowy whirlpool opens in the enemy’s midst, snatching away unfortunate warriors as it gathers terrifying momentum. Witchfire: The Abyss has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Roll three D6; for each roll of 4+ that unit suffers 1 mortal wound. If any models in that unit are destroyed as a result of this psychic power, subtract 1 from the Leadership characteristic of models in that unit until the end of this turn. |
6 | THE DARKNESS WITHIN The psyker sends his mind forth, calling not to the visible shadows surrounding his enemies but rather to the fears and doubts that shadow their souls. These he draws out as weeping umbral ectoplasm, until only ghost-pale corpses remain. Witchfire: The Darkness Within has a warp charge value of 6. If manifested, select up to three enemy units within 18" of this psyker. Roll one D6 for each of those units, adding 1 to the result if the result of the Psychic test was more than 10; on a 4+ that unit suffers 1 mortal wound. |
PSYKER models in
Deathwatch Detachments can know all of their psychic powers from the Xenopurge discipline instead of the
Librarius or
Obscuration disciplines. Before the battle, generate the psychic powers for
PSYKER models that know powers from the Xenopurge 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.
D6 | PSYCHIC POWER |
1 | PREMORPHIC RESONANCE The psyker peers into the timeless eddies of the warp, seeing future echoes of whatever sinuous, scuttling or bounding movements the enemy will make before imprinting this foreknowledge into the minds of his brothers to guide their aim. Blessing: Premorphic Resonance has a warp charge value of 6. If manifested, select one friendly DEATHWATCH emit within 18" of this PSYKER. Until the start of your next Psychic phase:
- Any Overwatch attacks made by that unit score hits on rolls of 5+.
- If that unit starts the Fight phase within Engagement Range of any enemy models, it can fight first that phase.
- Each time a melee attack is made by a model in that unit, add 1 to that attacks hit roll.
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2 | FORTIFIED WITH CONTEMPT Fanning the fires of the Deathwatchs hatred into an inferno of contempt, the psyker instils a feeling of such vehement disgust in his brothers that they shrug off the direst of injuries in their determination to exact their vigil’s vow. Blessing: Fortified With Contempt has a warp charge value of 6. If manifested, select one friendly DEATHWATCH INFANTRY or DEATHWATCH BIKER unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost. |
3 | NEURAL VOID The psyker assails the target with a voidblack darkness upon their minds, woven from psychomantic shadow. Mental cohesion and coordination begin to break down, orders become garbled and impetus blunted. Malediction: Neural Void has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:
- Subtract 1 from the Attacks characteristic of models in that unit.
- Each time a charge is declared for that unit, only the closest unit from your army can be selected as the target of that charge.
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4 | PSYCHIC CLEANSE Before the empyric might of the psyker, teeming throngs of lesser minds are swept aside in a purgation that purifies the unclean. Witchfire: Psychic Cleanse has a warp charge value of 6. If manifested, roll one D6 for each enemy model within 9" of this PSYKER: on a 6, that model’s unit suffers 1 mortal wound. |
5 | MANTLE OF SHADOW The psyker draws a shadow over his allies, shrouding their presence from enemy senses and assuring the completion of priority missions without detection. Blessing: Mantle of Shadow has a warp charge value of 6. If manifested, select one friendly DEATHWATCH INFANTRY unit within 12" of this Psyker. Until the start of your next Psychic phase, if that unit does not shoot or declare a charge, enemy models cannot target that unit with ranged attacks unless they are within 12" of it or it is the closest eligible unit. |
6 | SEVERANCE The psyker has trained his powerful mind to single out entities from which his foes gain their strength, snipping their influence with his razored thoughts. In an instant, commanding screeches fade to whimpers, inspiring presences falter and communications vomit babbling nonsense. Malediction: Severance has a warp charge value of 7. If manifested, select one enemy CHARACTER unit within 18" of this PSYKER.
- That unit suffers 1 mortal wound.
- Until the start of your next Psychic phase, reduce the range of that units aura abilities by 3" (if the result of the Psychic test was greater than that Character unit’s Leadership characteristic, then until the start of your next Psychic phase, enemy units cannot benefit from that unit’s aura abilities).
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All
CHAPLAINS know the Litany of Hate (see below). In addition, before the battle, generate the additional litanies for
PRIEST models from your army 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 priest knows.
When a
PRIEST unit from your army recites a litany, replace all instances of the
<CHAPTER> keyword on that litany (if any) with the name of the Chapter that your
PRIEST is drawn from.
Litany of Hate (Aura)
The Chaplain fuels his battle brothers with hatred and exhorts them to strike the foe harder and harder, without mercy.
If this litany is inspiring, then while a friendly
<CHAPTER> CORE or
<CHAPTER> CHARACTER unit is within 6" of this
PRIEST, each time a model in that unit makes a melee attack, you can re-roll the
hit roll.
D6 | LITANIES OF BATTLE |
1 | LITANY OF FAITH (AURA) 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 while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this Priest, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost. |
2 | CATECHISM OF FIRE The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower. If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attacks wound roll. |
3 | EXHORTATION OF RAGE The Chaplain bellows his fury at the enemy, his brothers surging forwards to strike them down. If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll. |
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 PRIEST’s Attacks and Strength characteristics.
- Add 1 to the Damage characteristic of melee weapons this PRIEST is equipped with.
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5 | RECITATION OF FOCUS The Chaplain recites creeds that focus the minds of his brothers to ensure their shots strike true. If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, add 1 to that attacks hit roll. |
6 | CANTICLE OF HATE (AURA) Bellowing his hatred of the foe, the Chaplain leads his brothers in the wholesale destruction of the enemy. If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this PRIEST:
- Add 2 to charge rolls made for that unit. This is not cumulative with any other rule that adds to a unit’s charge roll.
- Each time a model in that unit makes a pile in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
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Unlike the majority of Adeptus Astartes Chapters, the Black Templars maintain an unwavering belief in the Emperor of Mankind’s divinity. As a result, the litanies of Black Templars Chaplains are designed to stir the furious zealotry of their battle-brothers.
A
BLACK TEMPLARS CHAPLAIN model in a
BLACK TEMPLARS Detachment can know litanies from the Litanies of the Devout, instead of knowing litanies from the
Litanies of Battle. A
BLACK TEMPLARS CHAPLAIN model that does generates an equivalent number of litanies from the Litanies of the Devout (they cannot generate litanies from more than one litany table). You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows.
D6 | LITANY |
1 | LITANY OF DIVINE PROTECTION The Chaplain rouses the ardent souls of his brothers, calling upon the godly essence of the Emperor to shield his sons from the blasphemy of the unbeliever. If this litany is inspiring, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST. Each time a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost. |
2 | PSALM OF REMORSELESS PERSECUTION (AURA) The burning zeal with which the Chaplain denounces Humanity’s foes drives his brothers into a terrible battle-rage. If this litany is inspiring, then while a friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, re-roll a wound roll of 1. |
3 | VOW OF RETRIBUTION (AURA) The Chaplain’s words promise terrible doom to all enemies of the Black Templars, sowing dread and despair into the hearts of unbelievers. If this litany is inspiring, then while an enemy unit is within 6" of this PRIEST, subtract 2 from the Leadership characteristic of models in that unit. |
4 | FIRES OF DEVOTION The Chaplain’s words speak to the very souls of his battlebrothers, enflaming them with ardour and their blade arms with divine strength. If this litany is inspiring, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST. If that unit makes a charge move or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in that unit until the end of the turn. |
5 | FERVENT ACCLAMATION (AURA) The magnetic force of the Chaplain’s oratory inspires similarly bold rhetoric from his fellow warriors. If this litany is inspiring, while a friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit is within 6" of this PRIEST, add 3" to the range of that units’ aura abilities (to a maximum of 9"). |
6 | OATH OF GLORY The Chaplain calls on the warriors around him to attain ever higher feats of glory in the service of the God-Emperor. If this litany is inspiring, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST. At the start of the Fight phase, if that unit is within Engagement Range of any enemy units, it fights first that phase. |
If an
ADEPTUS ASTARTES CHARACTER model is your
WARLORD, you can use the Space Marines Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a
PHOBOS CHARACTER model is your
WARLORD, you can instead use the Vanguard Warlord Traits table below to determine what Warlord Trait they have in the same manner. If you wish, instead of selecting a Warlord Trait from either of the tables below, you can select a Chapter Warlord Trait for your
WARLORD, but only if they are from the relevant Chapter.
When you have determined a Warlord Trait for an
ADEPTUS ASTARTES CHARACTER model, replace all instances of the
keyword in their Warlord Trait (if any) with the name of the Chapter that your model is drawn from.
Space Marines Warlord Traits
D6 | WARLORD TRAIT |
1 | FEAR MADE MANIFEST (AURA) The Emperors enemies quail beneath this champions wrathful gaze. While an enemy unit is within 6" of this WARLORD:
- Subtract 1 from the Leadership characteristic of models in that unit.
- Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.
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2 | THE IMPERIUM’S SWORD This warlord hurls himself forwards with unbridled ferocity, cutting down the foe like a reaping whirlwind. - You can re-roll charge rolls made for this WARLORD.
- Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to its Strength and Attacks characteristics.
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3 | IRON RESOLVE Faith and duty drive this warlord relentlessly onwards as he shrugs off injuries that would lay lesser warriors low. - Add 1 to the Wounds characteristic of this WARLORD.
- Each time this WARLORD would lose a wound, roll one D6: on a 6, that wound is not lost.
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4 | CHAMPION OF HUMANITY This commander has slain enemy generals beyond counting. - Each time this WARLORD fights, if it is within Engagement Range of any enemy CHARACTER units, then until that fight is resolved, add 1 to this Warlord’s Attacks characteristic.
- Each time this WARLORD makes a melee attack against a CHARACTER unit, add 1 to that attack’s hit roll and wound roll.
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5 | STORM OF FIRE (AURA) This warlord expertly guides his warriors’ fire. While a friendly <CHAPTER> CORE unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. |
6 | RITES OF WAR (AURA) This commander and his warriors have vowed to secure victory. While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability. |
Vanguard Warlord Traits
D6 | WARLORD TRAIT |
1 | SHOOT AND FADE This warrior harries the foe before returning to the shadows. Once per turn, in your Shooting phase, after shooting with a friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD, that unit can make a Normal Move or it can Advance; in either case, if it does, that unit is not eligible to declare a charge with this turn. |
2 | LORD OF DECEIT This leader is adept at subterfuge and spreading misinformation. After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first. |
3 | MASTER OF THE VANGUARD (AURA) This living legend of the Vanguard is an inspiration to his brothers. While a friendly <CHAPTER> PHOBOS unit is within 6" of this WARLORD:
- Add 1 to charge rolls made for that unit.
- Each time that unit is selected to make a Normal Move, Advance or Fall Back, add 1" to that unit’s Move characteristic until the end of the phase.
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4 | STEALTH ADEPT This warlord slips through enemy territory like a spectre. Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks. |
5 | TARGET PRIORITY This tactician is constantly seeking prime targets. In your Command phase, you can select one friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll. |
6 | MASTER MARKSMAN 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 (excluding Grenades and Relics). |
Dark Angels: Brilliant Strategist
The commanders of the Dark Angels share a measure of their Primarch’s vaunted strategic brilliance.
In your
Command phase, you can select one friendly
DARK ANGELS unit within 6" of this
WARLORD. Until the start of your next Command phase, if the Tactical Doctrine is active for your army, then each time a model in that unit makes an attack, the Devastator Doctrine is considered to be active for that attack instead; if the Assault Doctrine is active for your army, then each time a model in that unit makes an attack, the Tactical Doctrine is considered to be active for that attack instead (see
Combat Doctrines).
White Scars: Deadly Hunter
This son of the Warhawk strikes swiftly, a predator whose first kill is claimed before the foe are even aware of their peril.
After this
WARLORD makes a
charge move, you can select one enemy unit within 1" of it and roll one D6: on a 2+, that unit suffers 1
mortal wound.
Space Wolves: Beastslayer
This warlord has slain some of the worst creatures that the galaxy has to offer. Such a hero embodies Russ’ferocity and courage.
- While this WARLORD is within Engagement Range of any enemy MONSTER or VEHICLE units, add 1 to its Attacks characteristic.
- Each time this WARLORD makes an attack against a MONSTER or VEHICLE unit, add 1 to that attacks hit roll and add 1 to that attack’s wound roll.
Imperial Fists: Architect of War (Aura)
Imperial Fist leaders have a gift for bolstering defensive positions.
While a friendly
IMPERIAL FISTS CORE unit that is receiving the
benefits of cover is within 6” of this
WARLORD, each time an attack with an Armour Penetration characteristic of-1 is allocated to a model in that unit, that attack has an Armour Penetration characteristic of 0 instead.
Crimson Fists: Refuse to Die
This Crimson Fists champion defies death against all odds.
The first time this
WARLORD is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. the
Only in Death Does Duty End Stratagem). If you do, then on a 4+, set this
WARLORD back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining.
Black Templars: Oathkeeper
'the fury of a Black Templars warlord carries him headlong into battle no matter the hardships, the foe or the challenge he faces.
- This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit.
- Each time this WARLORD makes a Heroic Intervention move, it can move up to 6” instead of 3". All other rules for Heroic Interventions still apply.
Blood Angels: Speed of the Primarch
Honouring the memory of Sanguinius on the field of battle, this warlord strikes as fast as the mighty angel of Baal once did.
At the start of the
Fight phase, if this
WARLORD is within
Engagement Range of any enemy units, it can fight first that phase.
Flesh Tearers: Merciless Butcher
In battle, this warlord loses themselves in the pursuit of slaughter, hacking apart all before them with unrelenting savagery.
Each time this
WARLORD fights, if there are 5 or more enemy models within 3" of it, it can make D3 additional attacks.
Iron Hands: Adept of the Omnissiah
This warlord is a master of war and the rites of the machine.
- At the end of your Movement phase, unless this WARLORD is a TECHMARINE, it can repair one friendly IRON HANDS VEHICLE model within 1" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn.
- If this WARLORD is a TECHMARINE, then each time it uses its Blessing of the Omnissiah ability, the model it is repairing regains up to D3+1 lost wounds instead of D3.
Ultramarines: Adept of the Codex
Ultramarines warlords are peerless masters of tactics and strategy, epitomising the teachings of the Codex Astartes.
While this
WARLORD is on the battlefield, each time you spend a
Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.
Salamanders: Anvil of Strength
Vulkan was renowned as the strongest of the Primarchs, and his genetic heritage lends this son of Nocturne great physical might.
Add 2 to the Strength characteristic of this
WARLORD.
Raven Guard: Echo of the Ravenspire
This warlord can vanish from sight with supernatural skill.
Once per battle, at the end of your
Movement phase, this
WARLORD can vanish into the gloom if it is more than 6" from any enemy models. If it does, remove it from the battlefield and then, in the
Reinforcements step of your subsequent Movement phase, set up this
WARLORD anywhere on the battlefield that is more than 9" away from any enemy models. If the battle ends and this
WARLORD is not on the battlefield, it is destroyed.
Deathwatch: Vigilance Incarnate
In standing sentinel over a vital swathe of the Imperium, this warlord always knows the appropriate tactics to defeat a foe.
In your
Command phase, you can select one friendly
DEATHWATCH CORE unit within 6" of this
WARLORD. Each time you do, select one
Battlefield Role; until the start of your next Command phase, each time a model in that unit makes an attack against an enemy unit with that Battlefield Role, re-roll a
wound roll of 1.
If a BLACK TEMPLARS CHARACTER model is your WARLORD, you can use the Black Templars Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your Warlord’s preferred style of waging war.
D6 | WARLORD TRAIT |
1 | OATHKEEPER The fury of a Black Templars warlord carries him headlong into battle no matter the hardships, the foe or the challenge he faces. - This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of an enemy unit.
- Each time this WARLORD makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions apply.
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2 | EPITOME OF PIETY So intense is the warlord’s devotion to the God-Emperor that they are able to throw off the malign influence of the warp. - This WARLORD can attempt to deny one psychic power in each of your opponent’s Psychic phases in the same manner as a PSYKER. This is cumulative with other, similar rules that allow a model to attempt to deny a psychic power (e.g. Chaplain Grimaldus’ Devout Puritan ability).
- Add 1 to Deny the Witch tests taken for this WARLORD.
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3 | PARAGON OF FURY This warlord’s hatred for the heretic and the unbeliever burns with the fury of a newborn star. Each time this WARLORD finishes a charge move, for each enemy unit within 1" of this WARLORD, roll one D6: on a 2+, that unit suffers 1 mortal wound. |
4 | MASTER OF ARMS The warlord has devoted their existence to the rigorous perfection of both blade and bolter, becoming a force of righteous destruction upon the battlefield. At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase. |
5 | INSPIRATIONAL FIGHTER (AURA) The warlord’s exemplary martial prowess galvanises the battlebrothers around them to reach new heights of righteous ferocity. While a friendly BLACK TEMPLARS CORE unit is within 6" of this WARLORD, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. |
6 | FRONT-LINE COMMANDER (AURA) Leading from the heart of the battle, the warlord pushes their brethren to ever more fervent acts of courage in the face of the enemy’s guns. While a friendly BLACK TEMPLARS CORE unit is within 6" of this WARLORD, add 1 to Advance rolls and charge rolls made for that unit. |
If a
DEATHWATCH CHARACTER model is your
WARLORD, you can use the table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6 | WARLORD TRAIT |
1 | VIGILANCE INCARNATE In standing sentinel over a vital swathe of the Imperium, this warlord always knows the appropriate tactics to defeat a foe. In your Command phase, you can select one friendly DEATHWATCH CORE unit within 6" of this WARLORD. Each time you do, select one Battlefield Role; until the start of your next Command phase, each time a model in that unit makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1. |
2 | PARAGON OF THEIR CHAPTER An exemplar of their former brotherhood, the commander is a hero who selflessly upholds their honour in every mission. Select one Warlord Trait from the Chapter Warlord Traits for this WARLORD. Replace all instances of that Chapter’s keyword on that Warlord Trait with DEATHWATCH. If this WARLORD has the heraldry of one of those Chapters (or, other than Crimson Fists, Black Templars and Flesh Tearers, one of their successor Chapters), you must select that Chapter s Warlord Trait. Note that this cannot be a Chapter Warlord Trait found in a Codex supplement. |
3 | NOWHERE TO HIDE (AURA) This warlord has slain Hrud in their warrens, Kroot guerillas in their jungles and Necrons in their tombs. No alien can hide from his wrath. In your Command phase, you can select one enemy unit on the battlefield. Until the start of your next Command phase, while a friendly DEATHWATCH CORE unit is within 6" of this WARLORD, each time a model in that friendly unit makes an attack against that enemy unit, it does not receive the benefit of cover to its saving throw against that attack. |
4 | OPTIMISED PRIORITY (AURA) Endowed with preternatural strategic prowess, this warlord swiftly balances complex threat protocols. While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit that is performing an action is within 6" of this WARLORD, that unit can make ranged attacks without that action failing. |
5 | CASTELLAN OF THE BLACK VAULT Within the arsenals of the Death watch are masterpiece artefacts fashioned by the Imperiums greatest smiths and artificers. Those who guard these vaults are not afraid to make use of them. When mustering your army, you can give one of the following Relics to this WARLORD: Adamantine Mantle; Artificer Armour; Master-crafted Weapon; Digital Weapons. This is in addition to any other Relics they may have, and each Relic in your army must be unique. |
6 | THE TIES THAT BIND (AURA) A legendary war leader whose vast experience has been earned over countless missions, this warlord personally assembles forces that are each a carefully crafted association of expertise, personalities and insight that fight as one. - While a friendly DEATHWATCH CORE unit is within 6" of this WARLORD, you can re-roll Morale tests taken for that unit.
- In your Command phase, you can select one friendly DEATHWATCH CORE unit within 6" of this WARLORD. Until the start of your next Command phase, that unit gains the Objective Secured ability. If a model in that unit already has this ability, it counts as one additional model when determining control of an objective marker.
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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 D6 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
D6 | WARLORD TRAIT |
1-3 | LAY LOW THE MIGHTY (AURA) 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. |
4-6 | 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
D6 | WARLORD TRAIT |
1-2 | IMPECCABLE MOBILITY (AURA) Decades of training and combat experience have honed the mounted warfare skills of this Warlord and his warriors. While 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. |
3-4 | 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, this WARLORD has the following ability: ‘Tactically Flexible (Aura): 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. |
5-6 | 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. |
The lords of the Imperial Fists epitomise all their Primarch stood for, both to his gene-sons and to the wider Imperium he protected. Stoic in defence, unrelenting in attack, expertly versed in every strategic doctrine of the Codex Astartes and utterly determined to see their foes brought low, these warriors are amongst Humanity’s greatest champions.
If an
IMPERIAL FISTS CHARACTER model is your
WARLORD, you can use the Imperial Fists Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a
CRIMSON FISTS CHARACTER is your Warlord, you can use the Crimson Fists Warlord Traits table below to determine what Warlord Trait they have.
Imperial Fists Warlord Traits
D6 | WARLORD TRAIT |
1 | SIEGE MASTER There are few who have a deeper understanding of the tenets of siege warfare than this son of Dorn. When resolving an attack made by this WARLORD against a BUILDING or VEHICLE unit, add 1 to the wound roll. |
2 | INDOMITABLE This Imperial Fist refuses to yield whilst foes remain before him. When resolving an attack made against this WARLORD, an unmodified wound roll of 1-3 always fail, irrespective of any abilities that the weapon or the model making that attack may have. |
3 | FLEETMASTER Orbital firepower is often called upon by this leader. Once per battle, at the end of your Fight phase, if this WARLORD remained stationary and did not make any attacks this turn it can call down an orbital strike. 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. |
4 | STUBBORN HEROISM Unyielding are the Imperial Fists, refusing to relent and exacting the bloody price of victory from their foes even when retreat might prove more prudent. This WARLORD cannot Fall Back. When resolving an attack against this WARLORD, halve any damage inflicted (rounding up). |
5 | ARCHITECT OF WAR (AURA) Imperial Fist leaders have a gift for bolstering defensive positions. While a friendly IMPERIAL FISTS CORE unit that is receiving the benefits of cover is within 6" of this WARLORD, each time an attack with an Armour Penetration characteristic of -1 is allocated to a model tn that unit, that attack has an Armour Penetration characteristic of 0 instead. |
6 | HAND OF DORN This champion of the Chapter is a true inheritor of the tactical acumen of his Primarch. Before the battle, if your army is Battle-forged, roll one D3; you gain a number of Command Points equal to the result. |
Crimson Fists Warlord Traits
D6 | WARLORD TRAIT |
1-2 | REFUSE TO DIE Like the Chapter itself, this Crimson Fists champion defies death against all odds. The first time this WARLORD it destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. the Only in Death Does Duty End Stratagem) If you do, then on a 4+, set this WARLORD back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining. |
3-4 | TENACIOUS OPPONENT This champion fights all the harder when he is outnumbered by his foes. When you choose this WARLORD to fight with, if there are at least five enemy models within 6" of them, add D3 to this WARLORD’s Attacks characteristic until the end of the phase. |
5-6 | STOIC DEFENDER (AURA) This leader and his warriors hold their ground no matter the odds. While a friendly CRIMSON FISTS CORE or CRIMSON FISTS CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a unit already has this ability, each model in that unit counts as one additional model for the purposes of determining control of objective markers. |
The lords of the Iron Hands are steeped in machine knowledge and take a relentless and methodical approach to warfare. Each command is absolute and every movement calculated to inflict the maximum possible damage on their unfortunate foes.
If an
IRON HANDS CHARACTER model is your
WARLORD, you can use the table here to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6 | WARLORD TRAIT |
1 | ADEPT OF THE OMNISSIAH This warlord is a master of both the art of war and the rites of the machine. - At the end of your Movement phase, unless this WARLORD is a TECHMARINE, it can repair one friendly IRON HANDS VEHICLE model within 1" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn.
- If this WARLORD is a TECHMARINE, then each time it uses its Blessing of the Omnissiah ability, the model it is repairing regains up to D3+1 lost wounds instead of D3.
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2 | WILL OF IRON Even under the most desperate circumstances, this warlord’s will remains as unyielding as adamantium. This Warlord can attempt to resist one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test, if this WARLORD is within 24" of the enemy model manifesting that psychic power. If this WARLORD is a LIBRARIAN, they instead can attempt to deny one additional psychic power in your opponent’s Psychic phase. |
3 | ALL FLESH IS WEAKNESS This warlord bears so extraordinary a number of cybernetic enhancements that there is little true flesh left. When this WARLORD would lose a wound, roll one D6; on a 5+ that wound is not lost. |
4 | STUDENT OF HISTORY This warlord’s knowledge of historic victories and defeats allows him to perceive unerringly when to fight on and when to withdraw. When this WARLORD consolidates, they can move up to 6" instead of 3", and do not have to end this move closer to the nearest enemy model. |
5 | MERCILESS LOGIC To the Iron Hands, and this warlord in particular, mercy is for the weak. When resolving an attack made by this WARLORD, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack. |
6 | TARGET PROTOCOLS This warlord uses his advanced augmetics to distribute targeting data and direct the fire of his battle-brothers. At the start of your Shooting phase, select one friendly IRON HANDS unit within 6" of this WARLORD. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the hit roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the wound roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the damage roll. |
As masters of the covert kill, the lords of the Raven Guard guide their battle-brothers in the arts of ambush, stealth and manoeuvre. On their command, the Raven Guard strike where they are least expected, only to vanish again before the enemy can react.
If a
RAVEN GUARD CHARACTER model is your
WARLORD, you can use the Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6 | WARLORD TRAIT |
1 | SHADOWMASTER As a follower of the Path of Shadow, this warlord strikes from the darkness without warning, granting his foes no chance to react. Enemy units cannot fire Overwatch at this WARLORD. |
2 | MASTER OF AMBUSH Those who walk the Path of Ambush guide their forces into the perfect positions from which to launch surprise assaults on the enemy. At the start of the first battle round, before the first turn begins, if this WARLORD is on the battlefield you can select one other friendly RAVEN GUARD INFANTRY unit (excluding a CENTURION unit) on the battlefield. Remove that unit and this WARLORD (if it is also INFANTRY) from the battlefield, and set them up anywhere on the battlefield that is more than 9" from the enemy deployment zone and more than 9" from any enemy models (if both players have abilities that redeploy units before the first turn begins, roll off; the winner chooses who redeploys their units first). |
3 | SWIFT AND DEADLY (AURA) The Astartes under this warlord’s command seize every opportunity to strike while the initiative is theirs. While a friendly RAVEN GUARD CORE or RAVEN GUARD CHARACTER unit is within 6" of this WARLORD, that unit is eligible to declare a charge within a turn in which it Advanced. |
4 | MASTER OF VIGILANCE Guided by the Path of Vigilance, each of this commander’s strikes seeks out the enemy’s weakest points. When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. |
5 | FEIGNED FLIGHT This warrior uses misdirection as a weapon, turning even retreat into an opportunity for renewed attack. When this WARLORD Falls Back, they can move across models and terrain as if the models and terrain were not there. In addition, this WARLORD can shoot and charge in a turn in which they Fell Back. |
6 | ECHO OF THE RAVENSPIRE This warlord can vanish from sight with seemingly supernatural skill and suddenness. Once per battle, at the end of your Movement phase, this WARLORD can vanish into the gloom if they are more than 6" from any enemy models. When it does, remove it from the battlefield; you then set this WARLORD up again at the end of your next Movement phase anywhere that is more than 9" from any enemy models. If the battle ends and this WARLORD is not on the battlefield, it is destroyed. |
The greatest champions of the Salamanders are not just those with great courage and compassion, but those whose souls burn with the fires of Nocturne itself – white hot and deadly.
If a
SALAMANDERS CHARACTER model is your
WARLORD, you can use the Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6 | WARLORD TRAIT |
1 | ANVIL OF STRENGTH Vulkan was renowned as the strongest of the Primarchs, and his genetic heritage lends this son of Nocturne great physical might. Add 2 to the Strength characteristic of this WARLORD. |
2 | MIRACULOUS CONSTITUTION This Salamander’s body seems able to recover from injuries that should prove fatal to even a Space Marine. When this WARLORD would lose a wound, roll one D6; on a 6, that wound is not lost. In addition, at the start of your Movement phase, this WARLORD regains 1 lost wound. |
3 | NEVER GIVE UP This warrior is dogged in the extreme, refusing to yield even in hopeless situations. Such stoicism in the face of adversity inspires fellow Salamanders to do their duty. At the end of your Command phase, you can select one friendly SALAMANDERS CORE or SALAMANDERS CHARACTER unit within 6" of this WARLORD. Until the end of your next Command phase, that unit has the Objective Secured ability. |
4 | FORGE MASTER Like many Salamanders, this champion has personally crafted his own armour, and it provides far greater protection than normal battle-plate. Add 2 to the Toughness characteristic of this WARLORD. |
5 | LORD OF FIRE (AURA) There are no secrets of flame and fire unknown to this Salamander, and he uses them in battle like no other. You can re-roll the dice to determine the number of attacks made with flame weapons by friendly SALAMANDERS models whilst their unit is within 6" of t |