The Adeptus Astartes, known more commonly as the Space Marines, specialise in lightning assaults, precision raids and targeted offensives designed to annihilate the enemy’s ability to coordinate or fight back. Their ranks include numerous brotherhoods of highly skilled warriors perfectly suited to such operations.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team
  Warhammer 40,000 Kill TeamRulebook11.0August 2019
  Kill Team: Pariah Nexus
  Kill Team: Pariah NexusExpansion11.0April 2021
  Kill Team Annual 2019
  Kill Team Annual 2019Expansion11.0December 2019
  Kill Team: Inquisitor Eisenhorn
  Kill Team: Inquisitor EisenhornWhite Dwarf11.0July 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: Does the Auspex ability ignore modifiers granted by abilities such as the Scout’s Camo Cloak or the Lictor’s Chameleonic Skin, and granted by Tactics such as the Tyranids’ Lurk?
A:
Yes.
 Q: For the Alchomite Detonation Tactic (in the Fangs of Ulfrich expansion), if a model that was standing on the Alchomite Stack is placed on the battlefield after removing the Alchomite Stack, does that model count as having fallen?
A:
No.

Adeptus Astartes Kill Teams

If every model in your kill team has the ADEPTUS ASTARTES Faction keyword, you can use Adeptus Astartes Tactics.

DEATH TO THE TRAITORS!
 
Adeptus Astartes Tactic
Use this Tactic when you choose a model from your kill team to fight in the Fight phase. Until the end of that phase, each time you make a hit roll of 6+ for that model, and the target is a HERETIC ASTARTES model, you can immediately make an extra attack against the same model using the same weapon. These attacks cannot themselves generate any further attacks.
1 COMMAND POINT
ARMOUR OF CONTEMPT
 
Adeptus Astartes Tactic
Use this Tactic when a model from your kill team suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound suffered by that model for the rest of the phase; on a 5+ the mortal wound is ignored and has no effect.
1 COMMAND POINT
MASTERFUL MARKSMANSHIP
 
Adeptus Astartes Tactic
Use this Tactic in the Shooting phase when you choose an INTERCESSOR from your kill team to shoot with a stalker bolt rifle. Until the end of that phase, you can add 1 to hit and wound rolls for that model.
1 COMMAND POINT
HONOUR THE CHAPTER
 
Adeptus Astartes Tactic
Use this Tactic at the end of the Fight phase. Pick a model from your kill team. That model can immediately fight an additional time.
2 COMMAND POINTS
HELLFIRE SHELLS
 
Adeptus Astartes Tactic
Use this Tactic when you choose a model in your kill team to shoot with a heavy bolter. You can only make a single hit roll for the weapon this phase, however, if it hits, the target suffers D3 mortal wounds instead of the normal damage.
2 COMMAND POINTS
SHOCK AND AWE
 
Adeptus Astartes Tactic
Use this Tactic when you declare a REIVER from your kill team will attempt to charge. Before any Overwatch attacks are made, you can make a single shooting attack using this model’s shock grenades against a target of the charge. If the attack is successful, that target may not fire Overwatch this phase in addition to the normal effects of the grenade.
2 COMMAND POINTS
GRAV-CHUTE DESCENT
 
Adeptus Astartes Tactic
Use this Tactic at the end of the Movement phase. Choose up to three GRAV-CHUTE models from your kill team that were set up in Reserve, and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
JUMP PACK ASSAULT
 
Adeptus Astartes Tactic
Use this Tactic at the end of the Movement phase. Choose up to three JUMP PACK models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
ANGEL OF DEATH
 
Adeptus Astartes Tactic
Use this Tactic after choosing a model that charged in this battle round to fight with. Add 1 to that model’s Attacks characteristic for this phase.
1 COMMAND POINT
TELEPORT STRIKE
 
Adeptus Astartes Tactic
Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
SMOKE GRENADES
 
Adeptus Astartes Tactic
Use this Tactic at the beginning of the Shooting phase. Choose an INFILTRATOR or a SUPPRESSOR SERGEANT from your kill team that isn’t shaken. That model cannot make shooting attacks in this phase, but until the end of the phase all models within 3" of it are considered to be obscured to models that target them with shooting attacks.
1 COMMAND POINT
DEATH DENIED
 
Adeptus Astartes Tactic
Use this Tactic when one of your models is taken out of action. That model suffers a flesh wound instead.
3 COMMAND POINTS
ALCHOMITE DETONATION
 
Adeptus Astartes Tactic
Sector Mechanicus Tactic
Use this Tactic at the end of the Movement phase. Choose an Alchomite Stack that is within 1" of at least one model from your kill team that is not shaken. At the end of the following Movement phase, roll a dice for each model within 3" of that Alchomite Stack. On a 4+, that model suffers 1 mortal wound. Then remove the Alchomite Stack. Any models that were standing on that terrain are placed on the battlefield directly below where they were standing.
2 COMMAND POINTS
PSYCHOLOGICAL WARFARE
 
Adeptus Astartes Tactic
Use this Tactic at the start of the Morale phase. Choose a REIVER from your kill team that took an enemy model out of action in the preceding Fight phase and is not shaken. Add 1 to any Nerve tests made this phase for enemy models within 6" of the model you chose.
1 COMMAND POINT
ADAPTIVE STRATEGY
 
Adeptus Astartes Tactic
Use this Tactic as soon as your kill team is broken. You immediately generate D3 Command Points.
1 COMMAND POINT
AUSPEX SCAN
 
Adeptus Astartes Tactic
Use this Tactic when you choose a Readied model to shoot with. Ignore hit roll modifiers for the target being at long range or obscured this phase.
2 COMMAND POINTS
CHAMPION OF HUMANITY
 
Adeptus Astartes Tactic
Use this Tactic when you choose a COMMANDER to fight in the Fight phase. Choose hit or wound rolls. You can re-roll all failed rolls of the type you chose for that model’s attacks that target enemy COMMANDERS until the end of the phase.
2 COMMAND POINTS
BATTLE-BROTHERS
 
Adeptus Astartes Tactic
Use this Tactic after failing a saving throw for a model that is within 3" of another friendly model that is not shaken. No damage is inflicted upon the target model, but one friendly model of your choice, that is within 3" of the target model and not shaken, suffers a number of mortal wounds equal to the Damage characteristic of the weapon used in the attack.
1 COMMAND POINT


Aura Tactics

RITES OF BATTLE
 
Adeptus Astartes
Primaris Captain/Captain with Master-crafted Heavy Bolt Rifle/Captain in Gravis Armour/Captain in Phobos Armour/Captain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
TACTICAL PRECISION
 
Adeptus Astartes Tactic
Primaris Lieutenant/Lieutenant in Reiver Armour/Lieutenant in Phobos Armour Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a LIEUTENANT. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll wound rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
LITANIES OF HATE
 
Adeptus Astartes
Primaris Chaplain/Chaplain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed hit rolls in the Fight phase for friendly models within 6" of this model.
1 COMMAND POINT
SPIRITUAL LEADER
 
Adeptus Astartes
Primaris Chaplain/Chaplain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 6" of this model can use this model’s Leadership characteristic instead of their own.
1 COMMAND POINT

Psychic Powers

Librarius Discipline

To generate psychic powers from the Librarius discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

D3PSYCHIC POWER
1

VEIL OF TIME

The psyker projects his will beyond the regular passage of time, taking in the strands of fate before returning to the present to sway the tide of battle.

Veil of Time has a warp charge value of 5. If manifested, pick a friendly model within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that model, and they can always be chosen to fight in the Hammer of Wrath section of the Fight phase, even if they did not make a charge move that battle round.

2

MIGHT OF HEROES

The psyker cages the immense power of the immaterium within his target, and they become the Emperor’s vengeance made manifest.

Might of Heroes has a warp charge value of 6. If manifested, pick a friendly model within 12" of the psyker. Until the start of the next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics.

3

NULL ZONE

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

Null Zone has a warp charge value of 8. If manifested, then until the start of the next Psychic phase, while they are within 3" of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.


Obscuration Discipline

To generate psychic powers from the Obscuration discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

D3PSYCHIC POWER
1

SHROUDING

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

Shrouding has a warp charge value of 6. If manifested, select a friendly ADEPTUS ASTARTES PHOBOS model within 8" of the psyker. Until the start of the next Psychic phase, enemy models can only shoot this model if it is the closest target that is visible to them.

2

HALLUCINATION

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

Hallucination has a warp charge value of 7. If manifested, select an enemy model within 12" of and visible to the psyker. Until the start of the next Psychic phase, subtract 1 from that model’s Leadership characteristic and from hit rolls made for that model.

3

MIND RAID

The psyker raids the thoughts of a foe for tactical information, simultaneously inflicting severe cerebral trauma on his victim.

Mind Raid has a warp charge value of 6. If manifested, select an enemy model within 18" of and visible to the psyker. That model suffers a mortal wound. If your kill team is Battle-forged, and the model you chose was a Leader or a COMMANDER, you gain 1 Command Point.


Chapter Tactics

This section presents the rules for using ADEPTUS ASTARTES Sub-factions, known as Chapters, in your games of Kill Team. When you add an ADEPTUS ASTARTES model to your kill team or command roster, you can choose for it to be drawn from a Chapter. That model gains an additional keyword that corresponds to your choice (e.g. ULTRAMARINES). Make a note of that keyword on the model’s datasheet. If you do choose for a model to be drawn from a Chapter, you cannot choose for that model to have the DEATHWATCH keyword instead of the ADEPTUS ASTARTES keyword.

If your kill team is Battle-forged and all models in your kill team are drawn from the same Chapter, models in your kill team gain an ability known as a Chapter Tactic. The Chapter Tactic you gain corresponds with your choice of Chapter. For example, if all the models in your kill team are from the Ultramarines Chapter, they gain the Codex Discipline Chapter Tactic.

If your kill team is drawn from a Chapter that does not have an associated Chapter Tactic, use the Chapter Tactic of its founding Chapter. For example, Crimson Fists are a successor Chapter of the Imperial Fists, so should use the Chapter Tactic of the Imperial Fists. If you are unsure of a Chapters founding Chapter, either consult the background sections of our books or choose a Chapter Tactic from those below that best describes its character and fighting style. In some cases, the Chapter a model is drawn from may change the model’s datasheet wargear options - where this is the case, this will be mentioned on the datasheet itself.

Dark Angels: Grim Resolve

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

You can re-roll hit rolls of 1 for shooting attacks made by models in your kill team (including when firing Overwatch) that have not moved in this battle round. In addition, you can re-roll the dice to determine whether or not your kill team is broken in the Morale phase.

White Scars: Lightning Assault

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

When a model in your kill team Advances, add an additional 2" to the distance it can move. In addition, if a model in your kill team started the Movement phase within 1" of an enemy model, but when you pick it to move there are no enemy models within 1", that model can make a charge attempt instead of Falling Back or remaining stationary.

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.

In any battle round in which a model in your kill team charged, was charged or made a pile-in move granted by the Heroic Intervention Commander Tactic, add 1 to hit rolls for attacks made by that model in the Fight phase. In addition, you can use the Heroic Intervention Commander Tactic if there are any enemy models within 6" (rather than 3") of your Commander, and when you do so they can make a pile-in move of 6" (rather than 3").

Imperial Fists: Siege Masters

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

Models in your kill team do not suffer the penalty to Injury rolls for the target of their attacks being obscured and within 1" of a model or piece of terrain that is between the two models.

Blood Angels: The Red Thirst

Though they strive to restrain it at every turn, the murderous ferocity of the Blood Angels simmers just beneath the surface of their thoughts. In battle this rage can be used as a weapon, lending fearsome strength to the Blood Angels’ blows.

In any battle round in which a model in your kill team charged, was charged or made a pile-in move granted by the Heroic Intervention Tactic, add 1 to wound rolls for attacks made by that model in the Fight phase.

Iron Hands: The Flesh is Weak

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

Roll a dice each time a model in your kill team loses a wound. On a 6, the damage is ignored and the model does not lose a wound. If a model already has a similar ability, choose which effect applies, and re-roll 1s when making these rolls.

Ultramarines: Codex Discipline

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

Add 1 to the Leadership characteristic of all models in your kill team. In addition, models in your kill team can still shoot in a battle round in which they Retreated or Fell Back, but if they do so a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

Salamanders: Master Artisans

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

You can re-roll a single failed hit roll and a single failed wound roll in each phase, as long as the attack was made by a model in your kill team.

Raven Guard: Shadow Masters

From the shadows strike the Raven Guard, emerging with dizzying speed to gut the foe before they can react.

Models in your kill team are considered to be obscured to enemy models that target them if they are more than 12" away from those models.

Black Templars: Righteous Zeal

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

You can re-roll charge rolls for models in your kill team.


Datasheets


Assault Intercessor

NAME  M WS BS S T W A Ld Sv Max Base  
Assault Intercessor
Assault Intercessor 6" 3+ 3+ 4 4 2 2 7 3+ - 32mm  
Assault Intercessor Sergeant
Assault Intercessor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1 32mm  
This model is armed with an astartes chainsword, heavy bolt pistol, frag grenades and krak grenades.
One Intercessor in your kill team can be an Assault Intercessor Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Hand flamer
0
Hand flamer
12"
Pistol D6
3
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Heavy bolt pistol
0
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
0
Astartes chainsword
0
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
4
Power fist
4
Power fist
Melee
Melee
x2
-3
2
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
2
Power sword
2
Power sword
Melee
Melee
+1
-3
1
-
8
Thunder hammer
8
Thunder hammer
Melee
Melee
x2
-2
3
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • An Assault Intercessor Sergeant may replace their heavy bolt pistol with a hand flamer or plasma pistol.
 • An Assault Intercessor Sergeant may replace their astartes chainsword with a power fist, power sword or thunder hammer.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Combat, Comms, Scout, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, PRIMARIS, ASSAULT INTERCESSOR


Bladeguard Veteran

NAME  M WS BS S T W A Ld Sv Max Base  
Bladeguard Veteran
Bladeguard Veteran 6" 3+ 3+ 4 4 3 3 8 3+ - 40mm  
Bladeguard Veteran Sergeant
Bladeguard Veteran Sergeant 6" 3+ 3+ 4 4 3 4 9 3+ 1 40mm  
This model is armed with a heavy bolt pistol, master-crafted power sword, frag grenades, krak grenades and a storm shield.
One Bladeguard Veteran in your kill team can be a Bladeguard Veteran Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Heavy bolt pistol
0
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
1
Neo-volkite pistol
1
Neo-volkite pistol
15"
Pistol 2
5
0
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
0
Master-crafted power sword
0
Master-crafted power sword
Melee
Melee
+1
-3
2
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Bladeguard Veteran Sergeant may replace their heavy bolt pistol with a neo-volkite pistol or plasma pistol.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Storm Shield:
5
Add 1 to saving throws made for this model (excluding invulnerable saves). In addition, it has a 4+ invulnerable save.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Combat, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, PRIMARIS, BLADEGUARD VETERAN


Company Veteran

NAME  M WS BS S T W A Ld Sv Max Base  
Company Veteran
Company Veteran 6" 3+ 3+ 4 4 2 2 8 3+ 4 32mm  
Veteran Gunner
Veteran Gunner 6" 3+ 3+ 4 4 2 2 8 3+ 1 32mm  
Veteran Sergeant
Veteran Sergeant 6" 3+ 3+ 4 4 2 3 9 3+ 1 32mm  
This model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
One Company Veteran in your kill team can be a Veteran Gunner, and one Company Veteran in your kill team can be a Veteran Sergeant.
The Max characteristic for SPACE WOLVES Company Veterans is ‘-’ (rather than 4).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Company Veteran or Veteran Sergeant may exchange their boltgun for a storm shield or one item from the Combi-weapons, Special Weapons, Pistols or Melee Weapons lists. If a Veteran Sergeant does, it may also be armed with a boltgun or one item from the Combi-weapons list. A model cannot be armed with more than one storm shield.
 • A Company Veteran or Veteran Sergeant may exchange their bolt pistol for a storm shield or one item from the Pistols or Melee Weapons lists. A model cannot be armed with more than one storm shield.
 • A Veteran Gunner may exchange their boltgun for one item from the Heavy Weapons list.
 • One DARK ANGELS Company Veteran in your kill team may replace their boltgun with one item from the Heavy Weapons list.
 • If it is not armed with a storm shield, a DARK ANGELS Company Veteran, DARK ANGELS Veteran Gunner or DARK ANGELS Veteran Sergeant may also be armed with a combat shield.
 • A SPACE WOLVES Company Veteran, SPACE WOLVES Veteran Gunner or SPACE WOLVES Veteran Sergeant may be equipped with a jump pack. If they are, their Move characteristic is increased to 12" and they gain the JUMP PACK and FLY keywords.
6
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Combat shield:
5
Add 1 to saving throws made for a model armed with a combat shield (excluding invulnerable saves). In addition, it has a 5+ invulnerable save.
Storm Shield:
5
Add 1 to saving throws made for a model armed with a storm shield (excluding invulnerable saves). In addition, it has a 4+ invulnerable save.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Combat, Comms, Demolitions, Sniper, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, COMPANY VETERAN


Eliminator

NAME  M WS BS S T W A Ld Sv Max Base  
Eliminator
Eliminator 6" 3+ 2+ 4 4 2 2 7 3+ - 40mm  
Eliminator Sergeant
Eliminator Sergeant 6" 3+ 2+ 4 4 2 3 8 3+ 1 40mm  
This model is armed with a bolt sniper rifle, bolt pistol, frag grenades and krak grenades, and has a camo cloak.
One Eliminator in your kill team can be an Eliminator Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt sniper rifle
A model firing a bolt sniper rifle does not suffer the penalty to hit rolls for the target being at long range. In addition, when attacking with this weapon, choose one of the profiles below.
0
Bolt sniper rifle
A model firing a bolt sniper rifle does not suffer the penalty to hit rolls for the target being at long range. In addition, when attacking with this weapon, choose one of the profiles below.
 - Mortis round
 - Mortis round
36"
Heavy 1
5
-2
2
If you make an unmodified wound roll of 6 for this weapon, it inflicts a mortal wound in addition to its normal damage.
If you make an unmodified wound roll of 6 for this weapon, it inflicts a mortal wound in addition to its normal damage.
 - Executioner round
 - Executioner round
36"
Heavy 1
5
-1
1
Add 1 to hit rolls for this weapon. Add an additional 1 to hit rolls when targeting a model that is obscured.
Add 1 to hit rolls for this weapon. Add an additional 1 to hit rolls when targeting a model that is obscured.
 - Hyperfrag round
 - Hyperfrag round
36"
Heavy D3
5
0
1
-
0
Instigator bolt carbine
0
Instigator bolt carbine
24"
Assault 1
4
-1
2
-
5
Las fusil
5
Las fusil
36"
Heavy 1
8
-3
3
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • An Eliminatormay replace their bolt sniper rifle with a las fusil.
 • An Eliminator Sergeant may replace their bolt sniper rifle with a las fusil or instigator bolt carbine.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Camo Cloak:
1
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Comms, Scout, Sniper, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, PHOBOS, PRIMARIS, ELIMINATOR


Heavy Intercessor

NAME  M WS BS S T W A Ld Sv Max Base  
Heavy Intercessor
Heavy Intercessor 5" 3+ 3+ 4 5 3 2 7 3+ - 40mm  
Heavy Intercessor Gunner
Heavy Intercessor Gunner 5" 3+ 3+ 4 5 3 2 7 3+ 2 40mm  
Heavy Intercessor Sergeant
Heavy Intercessor Sergeant 5" 3+ 3+ 4 5 3 3 8 3+ 1 40mm  
This model is armed with a heavy bolt rifle, bolt pistol, frag grenades and krak grenades.
Up to two Heavy Intercessors in your kill team can be Heavy Intercessor Gunners, and one Heavy Intercessor in your kill team can be a Heavy Intercessor Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Executor bolt rifle
0
Executor bolt rifle
42"
Heavy 1
5
-2
2
-
7
Executor heavy bolter
7
Executor heavy bolter
42"
Heavy 2
5
-2
3
-
0
Heavy bolt rifle
0
Heavy bolt rifle
36"
Rapid Fire 1
5
-1
1
-
6
Heavy bolter
6
Heavy bolter
36"
Heavy 3
5
-1
2
-
0
Hellstorm bolt rifle
0
Hellstorm bolt rifle
30"
Assault 3
5
0
1
-
7
Hellstorm heavy bolter
7
Hellstorm heavy bolter
30"
Heavy 4
5
0
2
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its heavy bolt rifle with a hellstorm bolt rifle or executor bolt rifle.
 • A Heavy Intercessor Gunner may replace their heavy bolt rifle with a hellstorm heavy bolter, heavy bolter or executor heavy bolter.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Comms, Demolitions, Heavy, Sniper, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, MK X GRAVIS, PRIMARIS, HEAVY INTERCESSOR


Incursor

NAME  M WS BS S T W A Ld Sv Max Base  
Incursor
Incursor 6" 3+ 3+ 4 4 2 2 7 3+ - 32mm  
Incursor Sergeant
Incursor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1 32mm  
This model is armed with an occulus bolt carbine, bolt pistol, paired combat blades, frag grenades and krak grenades.
One Incursor in your kill team can be an Incursor Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Occulus bolt carbine
0
Occulus bolt carbine
24"
Rapid Fire 1
4
0
1
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
0
Paired combat blades
0
Paired combat blades
Melee
Melee
User
-1
1
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • One Incursor in your kill team may take a haywire mine.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone.
Haywire Mine:
5
In your turn in the Movement phase, a model from your kill team with a haywire mine that has not been primed can prime it. If they do, at any point during that models move, place the Primed Haywire Mine within 1" of it, and more than 3" away from any enemy models. If an enemy model moves within 2" of that Primed Haywire Mine, roll one D6; on a 4+ each model within 2" of the Primed Haywire Mine suffer 1 mortal wound.

That Primed Haywire Mine is then removed from play. The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Comms, Demolitions, Scout, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, PHOBOS, PRIMARIS, INCURSOR


Infiltrator

NAME  M WS BS S T W A Ld Sv Max Base  
Infiltrator
Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+ - 32mm  
Infiltrator Helix Adept
Infiltrator Helix Adept 6" 3+ 3+ 4 4 2 2 7 3+ 1 32mm  
Infiltrator Sergeant
Infiltrator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1 32mm  
This model is armed with a marksman bolt carbine, bolt pistol, frag grenades and krak grenades.
One Infiltrator in your kill team can be an Infiltrator Helix Adept, and one Infiltrator in your kill team can be an Infiltrator Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Marksman bolt carbine
0
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
Each unmodified hit roll of 6 made for this weapon’s attacks automatically results in a wound (do not make a wound roll for that attack).
Each unmodified hit roll of 6 made for this weapon’s attacks automatically results in a wound (do not make a wound roll for that attack).
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • One Infiltrator in your kill team can be equipped with an Infiltrator comms array.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Infiltrator Comms Array:
5
Add 1 to the Leadership characteristic of models within 6" of any friendly models equipped with an Infiltrator comms array.
Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone.
Omni-scrambler: Enemy models that are set up on the battlefield from Reserve cannot be set up within 7" of this model.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Medic (Helix Adept only), Comms (Infiltrator with Infiltrator comms array only), Demolitions, Scout, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, PHOBOS, PRIMARIS, INFILTRATOR


Intercessor

NAME  M WS BS S T W A Ld Sv Max Base  
Intercessor
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+ - 32mm  
Intercessor Gunner
Intercessor Gunner 6" 3+ 3+ 4 4 2 2 7 3+ 2 32mm  
Intercessor Sergeant
Intercessor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1 32mm  
This model is armed with a bolt rifle, bolt pistol, frag grenades and krak grenades.
Up to two Intercessors in your kill team can be Intercessor Gunners, and one Intercessor in your kill team can be an Intercessor Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Hand flamer
0
Hand flamer
12"
Pistol D6
3
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
0
Auto bolt rifle
0
Auto bolt rifle
24"
Assault 3
4
0
1
-
0
Stalker bolt rifle
0
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Astartes chainsword
0
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
4
Power fist
4
Power fist
Melee
Melee
x2
-3
2
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
2
Power sword
2
Power sword
Melee
Melee
+1
-3
1
-
8
Thunder hammer
8
Thunder hammer
Melee
Melee
x2
-2
3
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its bolt rifle with an auto bolt rifle or stalker bolt rifle.
 • An Intercessor Gunner may take an auxiliary grenade launcher.
 • An Intercessor Sergeant may replace their bolt rifle with a hand flamer, plasma pistol, astartes chainsword or power sword. An Intercessor Sergeant cannot be equipped with two astartes chainswords or two power swords.
 • If an Intercessor Sergeant is not equipped with an astartes chainsword or power sword, it can be equipped with an astartes chainsword, power fist, power sword or thunder hammer.
 • One Intercessor, Intercessor Gunner or Intercessor Sergeant in your kill team may take an auspex.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Auxiliary Grenade Launcher:
0
If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30". This model’s Grenade weapons are affected by the long range rule.
Auspex:
1
At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit rolls or injury rolls due to their target being obscured.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Demolitions (Gunner only), Combat, Comms, Medic, Sniper, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, PRIMARIS, INTERCESSOR


Reiver

NAME  M WS BS S T W A Ld Sv Max Base  
Reiver
Reiver 6" 3+ 3+ 4 4 2 2 7 3+ - 32mm  
Reiver Sergeant
Reiver Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1 32mm  
This model is armed with a special issue bolt pistol, combat knife, frag grenades, krak grenades and shock grenades.
One Reiver in your kill team can be a Reiver Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Special issue bolt pistol
0
Special issue bolt pistol
12"
Pistol 1
4
-2
1
-
0
Bolt carbine
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Combat knife
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Shock grenade
0
Shock grenade
6"
Grenade D3
*
*
*
This weapon does not inflict any damage. If an enemy INFANTRY model is hit by any shock grenades, it is stunned; until the end of the next battle round that model cannot fire Overwatch or be Readied, and your opponent must subtract 1 from hit rolls made for the model.
This weapon does not inflict any damage. If an enemy INFANTRY model is hit by any shock grenades, it is stunned; until the end of the next battle round that model cannot fire Overwatch or be Readied, and your opponent must subtract 1 from hit rolls made for the model.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Reiver or Reiver Sergeant may replace their combat knife with a bolt carbine.
 • If a Reiver Sergeant is armed with a bolt carbine, it may be armed with a combat knife.
 • A Reiver or Reiver Sergeant may take a grav-chute. If it does, it gains the GRAV-CHUTE keyword.
 • A Reiver or Reiver Sergeant may take a grapnel launcher.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Grapnel Launcher:
1
A model with a grapnel launcher can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Grav-chute:
1
A model with a grav-chute never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
Terror Troops: Subtract 1 from the Leadership characteristic of models while they are within 3" of any enemy REIVER models.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Combat, Comms, Demolitions, Scout, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, PHOBOS, PRIMARIS, REIVER


Scout

NAME  M WS BS S T W A Ld Sv Max Base  
Scout
Scout 6" 3+ 3+ 4 4 1 1 7 4+ - 25mm  
Scout Gunner
Scout Gunner 6" 3+ 3+ 4 4 1 1 7 4+ 2 25mm  
Scout Sergeant
Scout Sergeant 6" 3+ 3+ 4 4 1 2 8 4+ 1 25mm  
This model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
Up to two Scouts in your kill team can be Scout Gunners, and one Scout in your kill team can be a Scout Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Astartes shotgun
0
Astartes shotgun
18"
Assault 2
4
0
1
-
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
6
Heavy bolter
6
Heavy bolter
36"
Heavy 3
5
-1
2
-
5
Missile launcher
When attacking with this weapon, choose one of the profiles below.
5
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
1
Scout sniper rifle
1
Scout sniper rifle
36"
Heavy 1
4
-1
1
A model firing a Scout sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
A model firing a Scout sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
0
Astartes chainsword
0
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
0
Combat knife
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Scout may replace their boltgun with a combat knife or Astartes shotgun, or a Scout sniper rifle and camo cloak.
 • One SPACE WOLVES Scout in your kill team may replace their boltgun and bolt pistol with a bolt pistol and power axe, bolt pistol and power sword, or boltgun and plasma pistol.
 • A Scout Gunner may replace their boltgun with a heavy bolter or missile launcher, or a Scout sniper rifle and camo cloak.
 • A SPACE WOLVES Scout Gunner may replace their boltgun with one item from the Special Weapons list.
 • A Scout Gunner with a missile launcher may take a camo cloak.
 • A Scout Sergeant may replace their boltgun with an Astartes shotgun, a chainsword, a Scout sniper rifle and camo cloak, one item from the Combi-weapons list, one item from the Pistols list, or one item from the Melee Weapons list.
 • A Scout Sergeant may replace their bolt pistol with one item from the Pistols list or one item from the Melee Weapons list.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Camo Cloak:
1
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Comms, Demolitions, Scout, Sniper
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, SCOUT


Sternguard Veteran

NAME  M WS BS S T W A Ld Sv Max Base  
Sternguard Veteran
Sternguard Veteran 6" 3+ 3+ 4 4 2 2 8 3+ - 32mm  
Sternguard Gunner
Sternguard Gunner 6" 3+ 3+ 4 4 2 2 8 3+ 2 32mm  
Sternguard Sergeant
Sternguard Sergeant 6" 3+ 3+ 4 4 2 3 9 3+ 1 32mm  
This model is armed with a special issue boltgun, bolt pistol, frag grenades and krak grenades.
Up to two Sternguard Veterans in your kill team can be Sternguard Gunners, and one Sternguard Veteran in your kill team can be a Sternguard Sergeant.
Sternguard Veterans, Sternguard Gunners and Sternguard Sergeants cannot be drawn from the SPACE WOLVES or DARK ANGELS.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Special issue boltgun
1
Special issue boltgun
30"
Rapid Fire 1
4
-2
1
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Sternguard Sergeant may exchange their special issue boltgun for a storm shield or one item from the Combi-weapons, Pistols or Melee Weapons lists. If it does, it may also be armed with a special-issue boltgun or one item from the Combi-weapons list. A model cannot be armed with more than one storm shield.
 • A Sternguard Sergeant may exchange their bolt pistol for a storm shield or one item from the Pistols or Melee Weapons lists. A model cannot be armed with more than one storm shield.
 • A Sternguard Veteran may exchange their special issue boltgun for one item from the Combi-weapons list.
 • A Sternguard Gunner may exchange their special issue boltgun for one item from the Combi-weapons, Special Weapons or Heavy Weapons lists.
 • A Sternguard Sergeant may be armed with an auspex.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Storm Shield:
5
If this model is armed with a storm shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, it has a 4+ invulnerable save.
Auspex:
1
At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit rolls or injury rolls due to their target being obscured.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Comms, Demolitions, Sniper, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, STERNGUARD VETERAN


Suppressor

NAME  M WS BS S T W A Ld Sv Max Base  
Suppressor
Suppressor 12" 3+ 3+ 4 4 2 2 7 3+ - 40mm  
Suppressor Sergeant
Suppressor Sergeant 12" 3+ 3+ 4 4 2 3 8 3+ 1 40mm  
This model is armed with an accelerator autocannon, bolt pistol, frag grenades and krak grenades.
One Suppressor in your kill team can be a Suppressor Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Accelerator autocannon
0
Accelerator autocannon
48"
Heavy 3
7
-1
2
If this weapon inflicts any damage on an enemy model, until the end of the battle round that model and enemy models within 2" of that model cannot make shooting attacks.
If this weapon inflicts any damage on an enemy model, until the end of the battle round that model and enemy models within 2" of that model cannot make shooting attacks.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Grav-chute:
1
This model never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Demolitions, Scout, Sniper, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, FLY, PRIMARIS, GRAV-CHUTE, SUPPRESSOR


Tactical Marine

NAME  M WS BS S T W A Ld Sv Max Base  
Tactical Marine
Tactical Marine 6" 3+ 3+ 4 4 2 1 7 3+ - 32mm  
Tactical Marine Gunner
Tactical Marine Gunner 6" 3+ 3+ 4 4 2 1 7 3+ 2 32mm  
Tactical Sergeant
Tactical Sergeant 6" 3+ 3+ 4 4 2 2 8 3+ 1 32mm  
This model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
Up to two Tactical Marines in your kill team can be Tactical Marine Gunners, and one Tactical Marine in your kill team can be a Tactical Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • One Tactical Marine Gunner in your kill team may replace their boltgun with one item from the Special Weapons list.
 • One Tactical Marine Gunner in your kill team may replace their boltgun with one item from the Heavy Weapons list.
 • A Tactical Sergeant may replace their bolt pistol with one item from the Pistols list or Melee Weapons list.
 • A Tactical Sergeant may replace their boltgun with one item from the Combi-weapons list, Melee Weapons list or Pistols list.
 • A Tactical Sergeant may take an auspex.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Auspex:
1
At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit rolls or injury rolls due to their target being obscured.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Comms, Demolitions, Medic, Sniper, Veteran
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, TACTICAL MARINE


Terminator

NAME  M WS BS S T W A Ld Sv Max Base  
Terminator
Terminator 5" 3+ 3+ 4 4 3 2 8 2+ - 40mm  
Terminator Gunner
Terminator Gunner 5" 3+ 3+ 4 4 3 2 8 2+ 2 40mm  
Terminator Sergeant
Terminator Sergeant 5" 3+ 3+ 4 4 3 3 9 2+ 1 40mm  
This model is armed with a power fist and storm bolter.
Up to two Terminators in your kill team can be Terminator Gunners, and one Terminator in your kill team can be a Terminator Sergeant. A Terminator Sergeant is armed with a power sword and storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
5
Assault cannon
5
Assault cannon
24"
Heavy 6
6
-1
1
-
6
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
6
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
-
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
5
Heavy flamer
5
Heavy flamer
12"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
12
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
12
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
2
Storm bolter
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
6
Chainfist
6
Chainfist
Melee
Melee
x2
-4
D3
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
1/3
Lightning claw
1/3
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll.
4
Power fist
4
Power fist
Melee
Melee
x2
-3
2
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
1
Power sword
1
Power sword
Melee
Melee
+1
-3
1
-
8
Thunder hammer
8
Thunder hammer
Melee
Melee
x2
-2
3
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Terminator or Terminator Gunner may replace their power fist with a chainfist.
 • A Terminator Gunner may take a cyclone missile launcher, or replace their storm bolter with an assault cannon or heavy flamer.
 • A Terminator or Terminator Sergeant may replace their power fist (or power sword) and storm bolter with a pair of lightning claws or a thunder hammer and storm shield.
 • A SPACE WOLVES Terminator, Terminator Gunner or Terminator Sergeant may replace their power fist or power sword with one item from the Terminator Weapons list.
 • A SPACE WOLVES Terminator, Terminator Gunner not equipped with a cyclone missile launcher or Terminator Sergeant may replace their storm bolter with a storm shield or one item from the Combi-weapons list.
 • A DARK ANGELS Terminator Gunner not equipped with a cyclone missile launcher may replace their storm bolter with a plasma cannon.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Crux Terminatus: This model has a 5+ invulnerable save.
Storm Shield:
5
If this model is armed with a storm shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, it has a 4+ invulnerable save.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Combat, Comms, Demolitions, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, TERMINATOR


Vanguard Veteran

NAME  M WS BS S T W A Ld Sv Max Base  
Vanguard Veteran
Vanguard Veteran 6" 3+ 3+ 4 4 2 2 8 3+ - 32mm  
Vanguard Sergeant
Vanguard Sergeant 6" 3+ 3+ 4 4 2 3 9 3+ 1 32mm  
This model is armed with an astartes chainsword, bolt pistol, frag grenades and krak grenades.
One Vanguard Veteran in your kill team can be a Vanguard Sergeant.
Vanguard Veterans and Vanguard Sergeants cannot be drawn from the SPACE WOLVES or DARK ANGELS.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Astartes chainsword
0
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
5
Melta bomb
5
Melta bomb
4"
Grenade 1
8
-4
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Vanguard Veteran or Vanguard Sergeant may exchange their bolt pistol and astartes chainsword for two items from the Pistols and/or Melee Weapons lists or one storm shield and one item from the Pistols or Melee Weapons lists.
 • A Vanguard Veteran or Vanguard Sergeant may be equipped with a jump pack. If they are, their Move characteristic is increased to 12" and they gain the JUMP PACK and FLY keywords.
6
 • One Vanguard Veteran or Vanguard Sergeant in your kill team may be armed with melta bombs.
 • A Vanguard Sergeant may replace its astartes chainsword with a relic blade.
 • A DEATHWATCH Vanguard Veteran or DEATHWATCH Vanguard Sergeant may replace its bolt pistol and astartes chainsword with a heavy thunder hammer.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Storm Shield:
5
Add 1 to saving throws made for a model armed with a storm shield (excluding invulnerable saves). In addition, it has a 4+ invulnerable save.
SPECIALISTS
SPECIALISTS
Leader (Sergeant only), Combat, Comms, Demolitions, Scout, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, INFANTRY, VANGUARD VETERAN


Commanders


Janus Draik

NAME  M WS BS S T W A Ld Sv Max Base  
Janus Draik
Janus Draik 6" 3+ 3+ 3 3 4 3 9 4+ 1 32mm  
This model is armed with an heirloom pistol, a monomolecular rapier, and an archeotech grenade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heirloom pistol
Heirloom pistol
12"
Pistol 1
4
-2
2
-
Monomolecular rapier
Monomolecular rapier
Melee
Melee
User
-4
1
-
Archeotech grenade
Archeotech grenade
6"
Grenade D3
6
-1
D3
You can only use this weapon once per battle.
You can only use this weapon once per battle.
ABILITIES
ABILITIES
Multi-Spectral Auspicator: Re-roll hit rolls of 1 for attacks made by this model.
Concealed Archeotech Weapon: Once per battle, at the start of the Fight phase, pick one enemy model within 1" of this model and roll a dice; on a 4+ the target model suffers D3 mortal wounds.
Disruption Field Generator: This model has a 4+ invulnerable save.
Rogue Trader: This model cannot be affected by any Tactics or abilities that affect models with a particular Faction keyword.
SPECIALISTS
SPECIALISTS
Logistics
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTA SORORITAS, ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS
KEYWORDS
KEYWORDS
IMPERIUM, ASTRA CARTOGRAPHICA, COMMANDER, INFANTRY, ROGUE TRADER, JANUS DRAIK


Neyam Shai Murad

NAME  M WS BS S T W A Ld Sv Max Base  
Neyam Shai Murad
Neyam Shai Murad 6" 3+ 3+ 3 3 4 3 9 4+ 1 32mm  
This model is armed with two negotiator pistols.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Negotiator pistol
Negotiator pistol
12"
Pistol 2
4
-2
1
-
ABILITIES
ABILITIES
Quick Draw: This model can shoot each turn as if it was Readied.
Servo-skull Assisted Targeting: This model does not suffer the penalty to hit rolls for the target being obscured.
Rogue Trader: This model cannot be affected by any Tactics or abilities that affect models with a particular Faction keyword.
SPECIALISTS
SPECIALISTS
Shooting
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS, ADEPTA SORORITAS
KEYWORDS
KEYWORDS
IMPERIUM, ASTRA CARTOGRAPHICA, COMMANDER, INFANTRY, ROGUE TRADER, NEYAM SHAI MURAD


Captain in Gravis Armour

NAME  M WS BS S T W A Ld Sv Max Base  
Captain in Gravis Armour
Captain in Gravis Armour 5" 2+ 2+ 4 5 7 5 9 3+ 1 40mm  
This model is armed with a boltstorm gauntlet, master-crafted power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Boltstorm gauntlet (ranged)
0
Boltstorm gauntlet (ranged)
12"
Pistol 3
4
-1
1
-
0
Boltstorm gauntlet (melee)
0
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
2
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
0
Master-crafted power sword
0
Master-crafted power sword
Melee
Melee
+1
-3
2
-
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Iron Halo: This model has a 4+ invulnerable save.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
TACTICS
Rites of Battle
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, MK X GRAVIS, PRIMARIS, CAPTAIN


Captain in Phobos Armour

NAME  M WS BS S T W A Ld Sv Max Base  
Captain in Phobos Armour
Captain in Phobos Armour 6" 2+ 2+ 4 4 6 5 9 3+ 1 40mm  
This model is armed with a master-crafted instigator bolt carbine, bolt pistol, combat knife, frag grenades and krak grenades, and has a camo cloak.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Master-crafted instigator bolt carbine
0
Master-crafted instigator bolt carbine
30"
Heavy 1
4
-2
3
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range.
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range.
0
Combat knife
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Iron Halo: This model has a 4+ invulnerable save.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Camo Cloak:
1
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone.
Omni-scrambler: Enemy models that are set up on the battlefield from Reserve cannot be set up within 7" of this model.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
TACTICS
Rites of Battle
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, CAPTAIN


Captain in Terminator Armour

NAME  M WS BS S T W A Ld Sv Max Base  
Captain in Terminator Armour
Captain in Terminator Armour 5" 2+ 2+ 4 4 6 4 9 2+ 1 40mm  
This model is armed with a power sword and storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
2
Combi-bolter
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
0
Storm bolter
0
Storm bolter
24"
Rapid Fire 2
4
0
1
-
2
Wrist-mounted grenade launcher
2
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll.
12
Power fist
12
Power fist
Melee
Melee
x2
-3
2
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
0
Power sword
0
Power sword
Melee
Melee
+1
-3
1
-
14
Relic blade
14
Relic blade
Melee
Melee
+3
-3
2
-
18
Thunder hammer
18
Thunder hammer
Melee
Melee
x2
-2
3
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its storm bolter with a combi-bolter, lightning claw, power first, thunder hammer, storm shield or one item from the Combi-weapons list. This model cannot be armed with more than one storm shield.
 • This model may replace its power sword with a relic blade, thunder hammer, storm shield or one item from the Terminator Weapons list. This model cannot be armed with more than one storm shield.
 • If this model is armed with one or more power fists, it can also be armed with a wrist-mounted grenade launcher.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Iron Halo: This model has a 4+ invulnerable save.
Storm Shield:
15
If this model is armed with a storm shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, it has a 4+ invulnerable save.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
TACTICS
Rites of Battle
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, TERMINATOR, CAPTAIN


Captain with Master-crafted Heavy Bolt Rifle

NAME  M WS BS S T W A Ld Sv Max Base  
Captain with Master-crafted Heavy Bolt Rifle
Captain with Master-crafted Heavy Bolt Rifle 5" 2+ 2+ 4 5 7 5 9 3+ 1 40mm  
This model is armed with a master-crafted heavy bolt rifle, master-crafted power sword, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Master-crafted heavy bolt rifle
0
Master-crafted heavy bolt rifle
36"
Rapid Fire 1
5
-1
2
-
0
Master-crafted power sword
0
Master-crafted power sword
Melee
Melee
+1
-3
2
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Iron Halo: This model has a 4+ invulnerable save.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
TACTICS
Rites of Battle
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, MK X GRAVIS, PRIMARIS, CAPTAIN


Chaplain in Terminator Armour

NAME  M WS BS S T W A Ld Sv Max Base  
Chaplain in Terminator Armour
Chaplain in Terminator Armour 5" 2+ 3+ 4 4 5 3 9 2+ 1 40mm  
This model is armed with a crozius arcanum and storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Storm bolter
0
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Crozius arcanum
0
Crozius arcanum
Melee
Melee
+2
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its storm bolter with one item from the Combi-weapons list.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Rosarius: This model has a 4+ invulnerable save.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Shooting, Strength
TACTICS
TACTICS
Litanies of Hate, Spiritual Leader
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, TERMINATOR, CHAPLAIN


Judiciar

NAME  M WS BS S T W A Ld Sv Max Base  
Judiciar
Judiciar 6" 2+ 3+ 4 4 5 4 9 3+ 1 40mm  
This model is armed with an absolvor bolt pistol, executioner relic blade, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Absolvor bolt pistol
0
Absolvor bolt pistol
18"
Pistol 1
5
-1
2
-
0
Executioner relic blade
0
Executioner relic blade
Melee
Melee
+3
-3
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Blade Parry: In the Fight phase, this model has a 4+ invulnerable save.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Tempormortis: At the beginning of the Fight phase, you can pick a single enemy model within 3" of this model. That enemy model cannot fight until the Fight for Your Lives section of this battle round, even if it charged this battle round.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Shooting, Strength
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PRIMARIS, JUDICIAR


Librarian in Phobos Armour

NAME  M WS BS S T W A Ld Sv Max Base  
Librarian in Phobos Armour
Librarian in Phobos Armour 6" 3+ 3+ 4 4 5 4 9 3+ 1 40mm  
This model is armed with a force sword, bolt pistol, frag grenades and krak grenades, and has a camo cloak.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Force sword
0
Force sword
Melee
Melee
+1
-3
D3
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Camo Cloak:
1
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone.
Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
PSYKER
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Obscuration discipline.
SPECIALISTS
SPECIALISTS
Fortitude, Melee, Psyker, Stealth, Strength
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, PSYKER, LIBRARIAN


Librarian in Terminator Armour

NAME  M WS BS S T W A Ld Sv Max Base  
Librarian in Terminator Armour
Librarian in Terminator Armour 5" 3+ 3+ 4 4 5 3 9 2+ 1 40mm  
This model is armed with a force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
2
Force axe
2
Force axe
Melee
Melee
+2
-2
2
-
0
Force stave
0
Force stave
Melee
Melee
+3
-1
D3
-
0
Force sword
0
Force sword
Melee
Melee
+1
-3
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take one item from the Combi-weapons list.
 • This model may replace its force stave with a force axe or force sword.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Crux Terminatus: This model has a 5+ invulnerable save.
Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Librarius discipline.
SPECIALISTS
SPECIALISTS
Fortitude, Melee, Psyker, Shooting, Strength
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, TERMINATOR, PSYKER, LIBRARIAN


Lieutenant in Phobos Armour

NAME  M WS BS S T W A Ld Sv Max Base  
Lieutenant in Phobos Armour
Lieutenant in Phobos Armour 6" 2+ 2+ 4 4 5 4 8 3+ 1 40mm  
This model is armed with a master-crafted occulus bolt carbine, bolt pistol, paired combat blades, frag grenades, krak grenades and a grav-chute.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Master-crafted occulus bolt carbine
0
Master-crafted occulus bolt carbine
24"
Rapid Fire 1
4
0
2
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
0
Paired combat blades
0
Paired combat blades
Melee
Melee
User
-1
1
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Grav-chute:
1
A model with a grav-chute never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
TACTICS
Tactical Precision
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, GRAV-CHUTE, LIEUTENANT


Lieutenant in Reiver Armour

NAME  M WS BS S T W A Ld Sv Max Base  
Lieutenant in Reiver Armour
Lieutenant in Reiver Armour 6" 2+ 2+ 4 4 5 4 8 3+ 1 40mm  
This model is armed with a master-crafted special issue bolt pistol, combat knife, frag grenades, krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Master-crafted special issue bolt pistol
0
Master-crafted special issue bolt pistol
12"
Pistol 1
4
-2
2
-
0
Combat knife
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Terror Troops: Subtract 1 from the Leadership characteristic of models while they are within 3" of any enemy REIVER models.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
TACTICS
Tactical Precision
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, REIVER, LIEUTENANT


Primaris Captain

NAME  M WS BS S T W A Ld Sv Max Base  
Primaris Captain
Primaris Captain 6" 2+ 2+ 4 4 6 5 9 3+ 1 40mm  
This model is armed with a master-crafted auto bolt rifle, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Heavy bolt pistol
0
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
0
Master-crafted auto bolt rifle
0
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
0
Master-crafted stalker bolt rifle
0
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
0
Special issue bolt carbine
0
Special issue bolt carbine
24"
Assault 2
4
-2
2
-
0
Master-crafted power sword
0
Master-crafted power sword
Melee
Melee
+1
-3
2
-
4
Power fist
4
Power fist
Melee
Melee
x2
-3
2
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • If this model is not armed with a master-crafted power sword, it may replace its bolt pistol and master-crafted auto bolt rifle with a heavy bolt pistol, master-crafted power sword and relic shield.
 • If this model is not armed with a master-crafted power sword, it may replace its bolt pistol and master-crafted auto bolt rifle with a plasma pistol and a power fist.
 • This model may replace its master-crafted auto bolt rifle with a master-crafted stalker bolt rifle.
 • If this model is armed with a master-crafted auto bolt rifle or a master-crafted stalker bolt rifle, it may take a master-crafted power sword.
 • A DARK ANGELS Primaris Captain may replace its master-crafted auto bolt rifle with a special issue bolt carbine.
 • If this model is equipped with a special issue bolt carbine and is not equipped with a master-crafter power sword, it may be equipped with a power fist.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Iron Halo: This model has a 4+ invulnerable save.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Relic Shield:
0
If this model is armed with a relic shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, each time it would lose a wound as the result of a mortal wound, roll one D6; on a 4+ that wound is not lost.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
TACTICS
Rites of Battle
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PRIMARIS, CAPTAIN


Primaris Chaplain

NAME  M WS BS S T W A Ld Sv Max Base  
Primaris Chaplain
Primaris Chaplain 6" 2+ 3+ 4 4 5 4 9 3+ 1 40mm  
This model is armed with a crozius arcanum, absolvor bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Absolvor bolt pistol
0
Absolvor bolt pistol
18"
Pistol 1
5
-1
2
-
0
Crozius arcanum
0
Crozius arcanum
Melee
Melee
+2
-1
2
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Rosarius: This model has a 4+ invulnerable save.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Shooting, Strength
TACTICS
TACTICS
Litanies of Hate, Spiritual Leader
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PRIMARIS, CHAPLAIN


Primaris Librarian

NAME  M WS BS S T W A Ld Sv Max Base  
Primaris Librarian
Primaris Librarian 6" 3+ 3+ 4 4 5 4 9 3+ 1 40mm  
This model is armed with a force sword, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Force sword
0
Force sword
Melee
Melee
+1
-3
D3
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Librarius discipline.
SPECIALISTS
SPECIALISTS
Fortitude, Melee, Psyker, Shooting, Strength
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PRIMARIS, PSYKER, LIBRARIAN


Primaris Lieutenant

NAME  M WS BS S T W A Ld Sv Max Base  
Primaris Lieutenant
Primaris Lieutenant 6" 2+ 2+ 4 4 5 4 8 3+ 1 40mm  
This model is armed with a master-crafted auto bolt rifle, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Neo-volkite pistol
1
Neo-volkite pistol
15"
Pistol 2
5
0
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
1
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
0
Master-crafted auto bolt rifle
0
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
0
Master-crafted stalker bolt rifle
0
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
0
Special issue bolt carbine
0
Special issue bolt carbine
24"
Assault 2
4
-2
2
-
0
Master-crafted power axe
0
Master-crafted power axe
Melee
Melee
+2
-2
2
-
0
Master-crafted power sword
0
Master-crafted power sword
Melee
Melee
+1
-3
2
-
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its bolt pistol and master-crafted auto bolt rifle with a neo-volkite pistol, master-crafted power sword and storm shield. This model cannot be armed with two master-crafted power swords.
 • This model may replace its master-crafted auto bolt rifle with a master-crafted stalker bolt rifle.
 • If this model is armed with a master-crafted auto bolt rifle or a master-crafted stalker bolt rifle, it may take a master-crafted power sword.
 • A DARK ANGELS Primaris Lieutenant may replace its bolt pistol with a plasma pistol.
 • A SPACE WOLVES Primaris Lieutenant may replace its master-crafted auto bolt rifle with a special issue bolt carbine and master-crafted power axe. This model cannot be armed with both a master-crafted power sword and a master-crafted power axe.
ABILITIES
ABILITIES
And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
Storm Shield:
5
If this model is armed with a storm shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, it has a 4+ invulnerable save.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
TACTICS
Tactical Precision
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES
KEYWORDS
KEYWORDS
IMPERIUM, COMMANDER, INFANTRY, PRIMARIS, LIEUTENANT


Inquisitor Eisenhorn

NAME  M WS BS S T W A Ld Sv Max Base  
Inquisitor Eisenhorn
Inquisitor Eisenhorn 6" 3+ 3+ 3 3 5 4 10 4+ 1 32mm  
This model is armed with an artificer bolt pistol, Barbarisater and a runestaff.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Artificer bolt pistol
0
Artificer bolt pistol
12"
Pistol 1
4
-1
2
-
0
Barbarisater
0
Barbarisater
Melee
Melee
User
-3
D3
Add 1 to hit rolls for attacks made with this weapon
Add 1 to hit rolls for attacks made with this weapon
0
Runestaff
0
Runestaff
Melee
Melee
+3
-1
D3
-
ABILITIES
ABILITIES
Quarry: You can re-roll hit rolls and wound rolls for this model for attacks that target enemy models with the AELDARI, NECRON, ORK, T’AU EMPIRE or TYRANIDS keyword or faction keyword.
Unquestionable Wisdom: Friendly ADEPTUS ASTARTES, ASTRA MILITARUM or ADEPTUS MECHANICUS models within 6" of this model can use this model’s Leadership characteristic instead of their own.
No Stranger to Pain: Roll a D6 each time this model loses a wound; on a 6+ that wound is not lost.
PSYKER
PSYKER
This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. He knows the Psybolt and Enforce Will psychic powers.

Enforce Will: Enforce Will has a warp charge value of 8. If manifested, pick an enemy model that is within 12" of this model and visible to him. You can immediately shoot with that model as if it was the Shooting phase and that model was in your kill team, or fight with that model as if it was the Fight phase and that model was in your kill team.
SPECIALISTS
SPECIALISTS
Strategist
FACTION KEYWORDS
FACTION KEYWORDS
ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS, DEATHWATCH,
KEYWORDS
KEYWORDS
IMPERIUM, ORDO XENOS, COMMANDER, INFANTRY, INQUISITOR, EISENHORN

Upgrades

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

PISTOLS

 • Bolt pistol

 • Grav-pistol

 • Hand flamer1

 • Inferno pistol1

 • Plasma pistol

1 BLOOD ANGELS and DEATHWATCH only

MELEE WEAPONS

 • Astartes chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Relic blade1

 • Thunder hammer2

1 Vanguard Sergeant only

2 cannot be taken by Sternguard Sergeants

COMBI-WEAPONS

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

SPECIAL WEAPONS

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun

HEAVY WEAPONS

 • Grav-cannon and grav-amp

 • Heavy bolter

 • Heavy flamer1

 • Lascannon

 • Missile launcher

 • Multi-melta

 • Plasma cannon

1 STERNGUARD and BLOOD ANGELS only

TERMINATOR WEAPONS

 • Chainfist

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer


Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Absolvor bolt pistol
0
Absolvor bolt pistol
18"
Pistol 1
5
-1
2
-
0
Accelerator autocannon
0
Accelerator autocannon
48"
Heavy 3
7
-1
2
If this weapon inflicts any damage on an enemy model, until the end of the battle round that model and enemy models within 2" of that model cannot make shooting attacks.
If this weapon inflicts any damage on an enemy model, until the end of the battle round that model and enemy models within 2" of that model cannot make shooting attacks.
Archeotech grenade
Archeotech grenade
6"
Grenade D3
6
-1
D3
You can only use this weapon once per battle.
You can only use this weapon once per battle.
0
Artificer bolt pistol
0
Artificer bolt pistol
12"
Pistol 1
4
-1
2
-
5
Assault cannon
5
Assault cannon
24"
Heavy 6
6
-1
1
-
0
Astartes shotgun
0
Astartes shotgun
18"
Assault 2
4
0
1
-
0
Auto bolt rifle
0
Auto bolt rifle
24"
Assault 3
4
0
1
-
0
Bolt carbine
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Bolt sniper rifle
A model firing a bolt sniper rifle does not suffer the penalty to hit rolls for the target being at long range. In addition, when attacking with this weapon, choose one of the profiles below.
0
Bolt sniper rifle
A model firing a bolt sniper rifle does not suffer the penalty to hit rolls for the target being at long range. In addition, when attacking with this weapon, choose one of the profiles below.
 - Mortis round
 - Mortis round
36"
Heavy 1
5
-2
2
If you make an unmodified wound roll of 6 for this weapon, it inflicts a mortal wound in addition to its normal damage.
If you make an unmodified wound roll of 6 for this weapon, it inflicts a mortal wound in addition to its normal damage.
 - Executioner round
 - Executioner round
36"
Heavy 1
5
-1
1
Add 1 to hit rolls for this weapon. Add an additional 1 to hit rolls when targeting a model that is obscured.
Add 1 to hit rolls for this weapon. Add an additional 1 to hit rolls when targeting a model that is obscured.
 - Hyperfrag round
 - Hyperfrag round
36"
Heavy D3
5
0
1
-
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Boltstorm gauntlet (ranged)
0
Boltstorm gauntlet (ranged)
12"
Pistol 3
4
-1
1
-
2
Combi-bolter
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
2..6
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
2..6
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
2..7
Combi-grav
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
2..7
Combi-grav
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2.
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2.
3..12
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
3..12
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
4..9
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
4..9
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
6
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
6
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
-
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
0
Executor bolt rifle
0
Executor bolt rifle
42"
Heavy 1
5
-2
2
-
7
Executor heavy bolter
7
Executor heavy bolter
42"
Heavy 2
5
-2
3
-
3
Flamer
3
Flamer
12"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
-
5
Grav-cannon and grav-amp
5
Grav-cannon and grav-amp
30"
Heavy 4
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2.
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2.
2
Grav-gun
2
Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2.
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2.
1
Grav-pistol
1
Grav-pistol
12"
Pistol 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2.
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2.
0
Hand flamer
0
Hand flamer
12"
Pistol D6
3
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Heavy bolt pistol
0
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
0
Heavy bolt rifle
0
Heavy bolt rifle
36"
Rapid Fire 1
5
-1
1
-
6
Heavy bolter
6
Heavy bolter
36"
Heavy 3
5
-1
2
-
5
Heavy flamer
5
Heavy flamer
12"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Heirloom pistol
Heirloom pistol
12"
Pistol 1
4
-2
2
-
0
Hellstorm bolt rifle
0
Hellstorm bolt rifle
30"
Assault 3
5
0
1
-
7
Hellstorm heavy bolter
7
Hellstorm heavy bolter
30"
Heavy 4
5
0
2
-
8
Inferno pistol
8
Inferno pistol
6"
Pistol 1
8
-4
D6
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
0
Instigator bolt carbine
0
Instigator bolt carbine
24"
Assault 1
4
-1
2
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
5
Las fusil
5
Las fusil
36"
Heavy 1
8
-3
3
-
13
Lascannon
13
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Marksman bolt carbine
0
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
Each unmodified hit roll of 6 made for this weapon’s attacks automatically results in a wound (do not make a wound roll for that attack).
Each unmodified hit roll of 6 made for this weapon’s attacks automatically results in a wound (do not make a wound roll for that attack).
0
Master-crafted auto bolt rifle
0
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
0
Master-crafted heavy bolt rifle
0
Master-crafted heavy bolt rifle
36"
Rapid Fire 1
5
-1
2
-
0
Master-crafted instigator bolt carbine
0
Master-crafted instigator bolt carbine
30"
Heavy 1
4
-2
3
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range.
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range.
0
Master-crafted occulus bolt carbine
0
Master-crafted occulus bolt carbine
24"
Rapid Fire 1
4
0
2
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
0
Master-crafted special issue bolt pistol
0
Master-crafted special issue bolt pistol
12"
Pistol 1
4
-2
2
-
0
Master-crafted stalker bolt rifle
0
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
5
Melta bomb
5
Melta bomb
4"
Grenade 1
8
-4
D6
-
3..7
Meltagun
3..7
Meltagun
12"
Assault 1
8
-4
D6
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
5..10
Missile launcher
When attacking with this weapon, choose one of the profiles below.
5..10
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
10
Multi-melta
10
Multi-melta
24"
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
Negotiator pistol
Negotiator pistol
12"
Pistol 2
4
-2
1
-
1
Neo-volkite pistol
1
Neo-volkite pistol
15"
Pistol 2
5
0
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
0
Occulus bolt carbine
0
Occulus bolt carbine
24"
Rapid Fire 1
4
0
1
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
Add 1 to hit rolls for this weapon when targeting a model that is obscured.
12
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
12
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved.
3..5
Plasma gun
When attacking with this weapon, choose one of the profiles below.
3..5
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
1..2
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
1..2
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved.
1
Scout sniper rifle
1
Scout sniper rifle
36"
Heavy 1
4
-1
1
A model firing a Scout sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
A model firing a Scout sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
0
Shock grenade
0
Shock grenade
6"
Grenade D3
*
*
*
This weapon does not inflict any damage. If an enemy INFANTRY model is hit by any shock grenades, it is stunned; until the end of the next battle round that model cannot fire Overwatch or be Readied, and your opponent must subtract 1 from hit rolls made for the model.
This weapon does not inflict any damage. If an enemy INFANTRY model is hit by any shock grenades, it is stunned; until the end of the next battle round that model cannot fire Overwatch or be Readied, and your opponent must subtract 1 from hit rolls made for the model.
0
Special issue bolt carbine
0
Special issue bolt carbine
24"
Assault 2
4
-2
2
-
0
Special issue bolt pistol
0
Special issue bolt pistol
12"
Pistol 1
4
-2
1
-
1
Special issue boltgun
1
Special issue boltgun
30"
Rapid Fire 1
4
-2
1
-
0
Stalker bolt rifle
0
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
0..4
Storm bolter
0..4
Storm bolter
24"
Rapid Fire 2
4
0
1
-
2
Wrist-mounted grenade launcher
2
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Astartes chainsword
0
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
0
Barbarisater
0
Barbarisater
Melee
Melee
User
-3
D3
Add 1 to hit rolls for attacks made with this weapon
Add 1 to hit rolls for attacks made with this weapon
0
Boltstorm gauntlet (melee)
0
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
2
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
6..13
Chainfist
6..13
Chainfist
Melee
Melee
x2
-4
D3
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
0
Combat knife
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Crozius arcanum
0
Crozius arcanum
Melee
Melee
+2
-1
2
-
0
Executioner relic blade
0
Executioner relic blade
Melee
Melee
+3
-3
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
2
Force axe
2
Force axe
Melee
Melee
+2
-2
2
-
0
Force stave
0
Force stave
Melee
Melee
+3
-1
D3
-
0
Force sword
0
Force sword
Melee
Melee
+1
-3
D3
-
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll.
0
Master-crafted power axe
0
Master-crafted power axe
Melee
Melee
+2
-2
2
-
0
Master-crafted power sword
0
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Monomolecular rapier
Monomolecular rapier
Melee
Melee
User
-4
1
-
0
Paired combat blades
0
Paired combat blades
Melee
Melee
User
-1
1
-
2
Power axe
2
Power axe
Melee
Melee
+2
-2
1
-
4..12
Power fist
4..12
Power fist
Melee
Melee
x2
-3
2
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
0..1
Power maul
0..1
Power maul
Melee
Melee
+3
-1
1
-
0..2
Power sword
0..2
Power sword
Melee
Melee
+1
-3
1
-
3..14
Relic blade
3..14
Relic blade
Melee
Melee
+3
-3
2
-
0
Runestaff
0
Runestaff
Melee
Melee
+3
-1
D3
-
8..18
Thunder hammer
8..18
Thunder hammer
Melee
Melee
x2
-2
3
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.

Other Wargear

OTHER WARGEAR
ABILITIES 
1
Auspex
At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit rolls or injury rolls due to their target being obscured.
1
Auspex
At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit rolls or injury rolls due to their target being obscured.
0
Auxiliary Grenade Launcher
If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30". This model’s Grenade weapons are affected by the long range rule.
0
Auxiliary Grenade Launcher
If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30". This model’s Grenade weapons are affected by the long range rule.
1
Camo Cloak
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
1
Camo Cloak
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
5
Combat shield
Add 1 to saving throws made for a model armed with a combat shield (excluding invulnerable saves). In addition, it has a 5+ invulnerable save.
5
Combat shield
Add 1 to saving throws made for a model armed with a combat shield (excluding invulnerable saves). In addition, it has a 5+ invulnerable save.
1
Grapnel Launcher
A model with a grapnel launcher can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
1
Grapnel Launcher
A model with a grapnel launcher can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
1
Grav-chute
This model never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
1
Grav-chute
This model never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
5
Haywire Mine
In your turn in the Movement phase, a model from your kill team with a haywire mine that has not been primed can prime it. If they do, at any point during that models move, place the Primed Haywire Mine within 1" of it, and more than 3" away from any enemy models. If an enemy model moves within 2" of that Primed Haywire Mine, roll one D6; on a 4+ each model within 2" of the Primed Haywire Mine suffer 1 mortal wound.

That Primed Haywire Mine is then removed from play. The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
5
Haywire Mine
In your turn in the Movement phase, a model from your kill team with a haywire mine that has not been primed can prime it. If they do, at any point during that models move, place the Primed Haywire Mine within 1" of it, and more than 3" away from any enemy models. If an enemy model moves within 2" of that Primed Haywire Mine, roll one D6; on a 4+ each model within 2" of the Primed Haywire Mine suffer 1 mortal wound.

That Primed Haywire Mine is then removed from play. The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
5
Infiltrator Comms Array
Add 1 to the Leadership characteristic of models within 6" of any friendly models equipped with an Infiltrator comms array.
5
Infiltrator Comms Array
Add 1 to the Leadership characteristic of models within 6" of any friendly models equipped with an Infiltrator comms array.
0
Relic Shield
If this model is armed with a relic shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, each time it would lose a wound as the result of a mortal wound, roll one D6; on a 4+ that wound is not lost.
0
Relic Shield
If this model is armed with a relic shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, each time it would lose a wound as the result of a mortal wound, roll one D6; on a 4+ that wound is not lost.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
LURK
Tyranids Tactic
Use this Tactic in the Movement phase. Pick a model from your kill team that has not yet moved. That model may not move this phase, but for the rest of the battle round, if this model is obscured, shooting attacks that target this model suffer an additional -1 modifier to their hit rolls.
1 COMMAND POINT
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The INTERCESSOR keyword is used in the following Adeptus Astartes datasheets:

Datasheet
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

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


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The REIVER keyword is used in the following Adeptus Astartes datasheets:

Datasheet
• Reiver
Commander
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

The GRAV-CHUTE keyword is used in the following Adeptus Astartes datasheets:

Datasheet
Commander
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

The TERMINATOR keyword is used in the following Adeptus Astartes datasheets:

Datasheet
Commander
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

The INFILTRATOR keyword is used in the following Adeptus Astartes datasheets:

Datasheet

The SUPPRESSOR keyword is used in the following Adeptus Astartes datasheets:

Datasheet
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The CAPTAIN keyword is used in the following Adeptus Astartes datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The LIEUTENANT keyword is used in the following Adeptus Astartes datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

The CHAPLAIN keyword is used in the following Adeptus Astartes datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The CHAPLAIN keyword is used in the following Adeptus Astartes datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Hammer of Wrath
Models that charged in this battle round fight before all other models. Players take it in turn to choose a model that charged from their kill team to fight with (see below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. A player cannot choose to pass if they have a model that charged that can fight. Once all players have chosen a model from their kill team or passed, they do so again in the same order, until all players pass in succession. When they do so, the Hammer of Wrath section of the Fight phase is over.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.

The ADEPTUS ASTARTES and PHOBOS keywords are used in the following Adeptus Astartes datasheets:

Datasheet
• Reiver
Commander
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
HEROIC INTERVENTION
Commander Tactic
Use this Tactic at the end of the Movement phase if there are any enemy models within 3" of your Commander and your Commander did not Advance, Fall Back, Retreat or make a charge attempt this phase. Your Commander can immediately make a pile-in move as described in the Fight phase.
1 COMMAND POINT
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
HEROIC INTERVENTION
Commander Tactic
Use this Tactic at the end of the Movement phase if there are any enemy models within 3" of your Commander and your Commander did not Advance, Fall Back, Retreat or make a charge attempt this phase. Your Commander can immediately make a pile-in move as described in the Fight phase.
1 COMMAND POINT
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Does not include wargear
Does not include wargear

Hand flamer used in the following datasheets:

Datasheets
• Scout
0

– may take Hand flamer as an option.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.

You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Heavy bolt pistol used in the following datasheets:

Datasheets
Commanders

Plasma pistol used in the following datasheets:

Datasheets
• Scout
1
Commanders

– may take Plasma pistol as an option.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

Astartes chainsword used in the following datasheets:

Datasheets
• Scout
0

– may take Astartes chainsword as an option.
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Power fist used in the following datasheets:

Datasheets
• Scout
4
Commanders

– may take Power fist as an option.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

Power sword used in the following datasheets:

Datasheets
• Scout
2
Commanders

– may take Power sword as an option.

Thunder hammer used in the following datasheets:

Datasheets
• Scout
8
Commanders

– may take Thunder hammer as an option.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Does not include wargear
Does not include wargear

Neo-volkite pistol used in the following datasheets:

Datasheets
Commanders
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

Master-crafted power sword used in the following datasheets:

Datasheets
Commanders
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Does not include wargear
Does not include wargear
Does not include wargear

Bolt pistol used in the following datasheets:

Datasheets
• Incursor
0
• Scout
0
Commanders

– may take Bolt pistol as an option.

Boltgun used in the following datasheets:

Datasheets
• Scout
0
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Combi-weapons
 • Combi-flamer
5
 • Combi-grav
4
 • Combi-melta
9
 • Combi-plasma
7
 • Storm bolter
2
Special Weapons
 • Flamer
3
 • Grav-gun
2
 • Meltagun
7
 • Plasma gun
5
Pistols
 • Bolt pistol
0
 • Grav-pistol
1
 • Hand flamer1
0
 • Inferno pistol1
8
 • Plasma pistol
2

1 BLOOD ANGELS and DEATHWATCH only

single/pair
Melee Weapons
 • Astartes chainsword
0
 • Lightning claw
 • Power axe
2
 • Power fist
4
 • Power maul
1
 • Power sword
1
 • Relic blade1
3
 • Thunder hammer2
8

1 Vanguard Sergeant only

2 cannot be taken by Sternguard Sergeants

single/pair
Melee Weapons
 • Astartes chainsword
0
 • Lightning claw
 • Power axe
2
 • Power fist
4
 • Power maul
1
 • Power sword
1
 • Relic blade1
3
 • Thunder hammer2
8

1 Vanguard Sergeant only

2 cannot be taken by Sternguard Sergeants

Heavy Weapons
 • Grav-cannon and grav-amp
5
 • Heavy bolter
6
 • Heavy flamer1
5
 • Lascannon
13
 • Missile launcher
10
 • Multi-melta
10
 • Plasma cannon
12

1 STERNGUARD and BLOOD ANGELS only

Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers: