Space Marine

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.3December 2022
  The Balance Dataslate
  The Balance DataslateRulebook2Q1 2024March 2024

Space Marine Kill Team

A SPACE MARINE kill team consists of one fire team selected from the following list:
  • INTERCESSOR
  • ASSAULT INTERCESSOR
  • INCURSOR
  • INFILTRATOR
  • REIVER
  • HEAVY INTERCESSOR
  • TACTICAL MARINE
  • SCOUT
  • DEATHWATCH VETERAN (DEATHWATCH selectable keyword only)
Operatives in TACTICAL MARINE and SCOUT fire teams cannot have the DEATHWATCH selectable keyword (and therefore cannot be selected for DEATHWATCH kill teams). Note, however, that DEATHWATCH VETERANS are only available to DEATHWATCH kill teams.

Every fire team except SCOUT and TACTICAL MARINE can take 1 additional WARRIOR operative.

Intercessor Fire Team

  • An INTERCESSOR fire team includes one INTERCESSOR SERGEANT operative equipped with one option from each of the following:
    • Auto bolt rifle, bolt pistol, bolt rifle, hand flamer, plasma pistol or stalker bolt rifle
    • Chainsword, fists, power fist, power weapon or thunder hammer
  • It also includes four INTERCESSOR WARRIOR operatives each separately equipped with fists and one of the following options:
    • Auto bolt rifle, bolt rifle or stalker bolt rifle

An INTERCESSOR fire team can take 1 additional WARRIOR operative.

Assault Intercessor Fire Team

  • An ASSAULT INTERCESSOR fire team includes one ASSAULT INTERCESSOR SERGEANT operative equipped with one option from each of the following:
    • Hand flamer, heavy bolt pistol or plasma pistol
    • Chainsword, power fist, power weapon or thunder hammer
  • It also includes four ASSAULT INTERCESSOR WARRIOR operatives.

An ASSAULT INTERCESSOR fire team can take 1 additional WARRIOR operative.

Incursor Fire Team


An INCURSOR fire team can take 1 additional WARRIOR operative.

Infiltrator Fire Team


An INFILTRATOR fire team can take 1 additional WARRIOR operative.

Reiver Fire Team

  • A REIVER fire team includes one REIVER SERGEANT operative equipped with a special issue bolt pistol and one of the following options:
    • Bolt carbine; combat knife
    • Bolt carbine; fists
    • Combat knife
  • It also includes four REIVER WARRIOR operatives each separately equipped with a special issue bolt pistol and one of the following options:
    • Bolt carbine; fists
    • Combat knife

A REIVER fire team can take 1 additional WARRIOR operative.

Heavy Intercessor Fire Team

  • A HEAVY INTERCESSOR fire team includes one HEAVY INTERCESSOR SERGEANT operative equipped with fists and one of the following options:
    • Executor bolt rifle, heavy bolt rifle or hellstorm bolt rifle
  • It also includes three HEAVY INTERCESSOR operatives selected from the following list:
    • HEAVY INTERCESSOR WARRIOR each separately equipped with fists and one of the following options:
      • Executor bolt rifle, heavy bolt rifle or hellstorm bolt rifle
    • HEAVY INTERCESSOR HEAVY GUNNER equipped with fists and one of the following options:
      • Executor heavy bolter, heavy bolter or hellstorm heavy bolter
Your kill team can only include up to one HEAVY INTERCESSOR HEAVY GUNNER operative.

A HEAVY INTERCESSOR fire team can take 1 additional WARRIOR operative.

Tactical Marine Fire Team

  • A TACTICAL MARINE fire team includes one TACTICAL MARINE SERGEANT operative equipped with one of the following options:
    • Fists and one of the following options:
      • Boltgun, combi-flamer, comb-grav, combi-melta or combi-plasma
    • One option from each of the following:
      • Chainsword, power fist or power weapon
      • Bolt pistol, grav-pistol, hand flamer, inferno pistol or plasma pistol
  • It also includes five TACTICAL MARINE operatives selected from the following list:
Other than TACTICAL MARINE WARRIOR operatives, your kill team can only include each operative above once.

Scout Fire Team

  • A SCOUT fire team includes one SCOUT operative selected from the following list:
  • It also includes nine SCOUT operatives selected from the following list:
    • SCOUT WARRIOR each separately equipped with one of the following options:
      • Astartes shotgun; fists
      • Boltgun; fists
      • Bolt pistol; combat knife
    • SCOUT SNIPER WARRIOR
    • SCOUT HEAVY GUNNER each separately equipped with fists and one of the following options:
      • Heavy bolter or missile launcher
Your kill team can only include up to two SCOUT HEAVY GUNNER operatives and up to three SCOUT SNIPER WARRIOR operatives.

Deathwatch Veteran Fire Team

  • A DEATHWATCH VETERAN fire team includes one DEATHWATCH VETERAN WATCH SERGEANT operative equipped with one of the following options:
    • Heavy thunder hammer (max one per kill team)
    • Lightning claws
    • Fists and one of the following options:
      • Deathwatch boltgun, Deathwatch shotgun, combi-flamer, comb-grav, combi-melta, combi-plasma, flamer, grav-gun, meltagun, plasma gun, stalker pattern boltgun or storm bolter
    • One option from each of the following:
      • Chainsword, lightning claw, power fist, power maul, power weapon, thunder hammer or xenophase blade
      • Bolt pistol, grav-pistol, hand flamer, inferno pistol, plasma pistol or storm shield
    • Deathwatch boltgun; power weapon
  • It also includes four DEATHWATCH VETERAN operatives selected from the following list:
    • DEATHWATCH VETERAN WARRIOR each separately equipped with one of the following options:
      • Deathwatch boltgun; power weapon
      • Fists and one of the following options:
        • Deathwatch shotgun, stalker pattern boltgun or storm bolter
    • DEATHWATCH VETERAN FIGHTER each separately equipped with one of the following options:
      • Heavy thunder hammer (max one per kill team)
      • Lightning claws
      • One option from each of the following:
        • Chainsword, lightning claw, power fist, power maul, power weapon or thunder hammer
        • Bolt pistol, grav-pistol, hand flamer, inferno pistol, plasma pistol or storm shield
    • DEATHWATCH VETERAN GUNNER each separately equipped with fists and one of the following options:
      • Combi-flamer, combi-grav, combi-melta, combi-plasma, flamer, grav-gun, meltagun or plasma gun
    • DEATHWATCH VETERAN HEAVY GUNNER each separately equipped with fists and one of the following options:
      • Frag cannon, heavy bolter, heavy flamer, infernus heavy bolter or missile launcher
Other than DEATHWATCH VETERAN WARRIOR operatives, your kill team can only include each operative above once.

A DEATHWATCH VETERAN fire team can take 1 additional WARRIOR operative.

Strategic Ploys

If your faction is SPACE MARINE, you can use the following Strategic Ploys during a game.

BOLTER DISCIPLINE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SPACE MARINE operative (excluding a SCOUT operative) is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a bolt weapon is selected for each of those shooting attacks. A bolt weapon is a ranged weapon that includes ‘bolt’ in its name, e.g. boltgun, heavy bolter etc. In the case of the infernus heavy bolter, it must be the heavy bolter profile that is selected.
SHOCK ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SPACE MARINE operative (excluding a SCOUT operative) is activated, if it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
TACTICAL PRECISION1CP
Strategic Ploy
Until the end of the Turning Point, while a friendly SPACE MARINE operative is within of and Visible to a friendly LEADER operative, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.

Tactical Ploys

If your faction is SPACE MARINE, you can use the following Tactical Ploys during a game.

TRANSHUMAN PHYSIOLOGY1CP
Tactical Ploy
Use this Tactical Ploy in the Roll Defence Dice step of a shooting attack, after rolling defence dice for a friendly PRIMARIS operative. You can change one of your retained normal saves to a critical save.
ONLY IN DEATH DOES DUTY END1CP
Tactical Ploy
Use this Tactical Ploy when a ready friendly SPACE MARINE operative is incapacitated. That operative is not removed from the killzone until the end of your next activation or the end of the battle (whichever comes first) and does not count as being injured.
AND THEY SHALL KNOW NO FEAR1CP
Tactical Ploy
Use this Tactical Ploy when a friendly SPACE MARINE operative is activated. Until the end of that operative’s activation, you can ignore any or all modifiers to its APL characteristic and it is not injured.
OMNI-SCRAMBLER1CP
Tactical Ploy
Use this Tactical Ploy at the start of the Firefight phase. Select one enemy operative Visible to and within of a friendly INFILTRATOR operative. Until the end of the Turning Point, that enemy operative cannot be activated until another enemy operative has been activated (unless it is the only remaining enemy operative).
MULTI-SPECTRUM ARRAY1CP
Tactical Ploy
Use this Tactical Ploy when a friendly INCURSOR operative performs a Shoot action. For that action’s shooting attack, enemy operatives are not Obscured.
TERROR TROOP1CP
Tactical Ploy
Use this Tactical Ploy during a friendly REIVER operative’s activation. Until the start of the next Turning Point:
  • Each time an enemy operative would perform a mission action or the Pick Up action, if this friendly REIVER operative is within of that enemy operative, one additional action point must be subtracted to perform that action.
  • When determining control of an objective marker that friendly REIVER operative is within range of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.

Equipment

SPACE MARINE operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

AUXILIARY GRENADE LAUNCHER+ [1EP]

INTERCESSOR operative only. The operative gains the following ability for the battle:

Auxiliary Grenade Launcher: Frag and krak grenades the operative is equipped with can be selected for use twice, instead of once. Each time the operative performs a Shoot action, if a frag or krak grenade is selected as the ranged weapon, an auxiliary grenade launcher can also be selected. If it is, for that action’s shooting attack(s), frag or krak grenades are treated as not having the Rng and Indirect special rules.

HELIX GAUNTLET+ [2EP]

INFILTRATOR WARRIOR operative only. The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:

HELIX GAUNTLET1AP

Select one friendly SPACE MARINE operative Visible to and within of this operative. That operative regains 2D3 lost wounds. This operative cannot perform this action while within Engagement Range of enemy operatives.

SMOKE GRENADE [3EP]

INCURSOR, INFILTRATOR, REIVER or SCOUT operative only. The operative can perform the following action during the battle:

SMOKE GRENADE1AP

Place the centre of one Smoke token on a point within of this operative. That token creates an area of smoke with a radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of enemy operatives.

HAYWIRE MINE [3EP]

INCURSOR WARRIOR operative only. The operative can perform the following action during the battle:

HAYWIRE MINE1AP

Place a Haywire Mine token within of this operative. This operative can only perform this action once, and cannot perform this action while within Engagement Range of enemy operatives. If this operative is incapacitated and removed from the killzone, remove its Haywire Mine token.

The operative is equipped with the following ranged weapon:
 
Name
A
BS/WS
D
Haywire mine+
4
2+
4/5
Special Rules
!
Detonate*, Silent
Stun

*Detonate: Each time this operative makes a Shoot action using its haywire mine, make a shooting attack against each operative within of the centre of its Haywire Mine token with that weapon. When making those shooting attacks, each operative is treated as being Visible, but when determining if it is in Cover, treat this operative’s Haywire Mine token as the active operative. Then remove this operative’s Haywire Mine token. An operative cannot make a shooting attack with this weapon by performing an Overwatch action, or if its Haywire Mine token is not in the killzone.

SHOCK GRENADE [3EP]

REIVER operative only. The operative can perform the following action during the battle:

SHOCK GRENADE1AP

Select one point on the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if they are not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of enemy operatives.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Limited, Blast , Indirect
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , Limited, AP1, Indirect
-

PURITY SEAL [3EP]

The operative gains the following ability for the battle:

Purity Seal: Once per battle, when this operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any CP.

SUSPENSOR SYSTEM [3EP]

The operative gains the following ability for the battle:

Suspensor System: The Heavy special rule of ranged weapons the operative is equipped with is treated differently. Instead, an operative cannot move more than 3 in the same activation in which it performs a Shoot action with any of those ranged weapons.

GRAPNEL LAUNCHER [1EP]

REIVER operative only. The operative gains the following ability for the battle:

Grapnel Launcher:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3 it travels is counted as for that climb.
  • This operative does not need to be within of a physical and climbable part of a terrain feature in order to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.

GRAV-CHUTE [2EP]

REIVER operative only. The operative gains the following ability for the battle:

Grav-chute:
  • During the mission sequence, after resolving your selected option in the Scouting step, if this operative is wholly within your drop zone, it can perform a Grav-chute insertion. If it does so, you can perform a free Normal Move action with this operative. For that action, it has a Movement characteristic of 2 and can FLY.
  • Each time this operative moves off a Vantage Point, for that move, it can move as though it can FLY, so long as it does not move higher than that Vantage Point and ends that move lower than that Vantage Point.

AUSPEX+ [3EP]

The operative can perform the following action during the battle:

AUSPEX2AP

Select one friendly SPACE MARINE operative within of and Visible to this operative. Until the end of the Turning Point, that operative’s ranged weapons are treated as having the No Cover special rule. This operative cannot perform this action while within Engagement Range of enemy operatives.


Datacards


Intercessor (Warrior)

Space Marines equipped to fight as Intercessors lay down punishing volleys of fire from their bolt rifles. Their tactics and wargear are adaptable to countless situations, and they form the core of many Chapters’ battle companies.

Intercessor (Warrior)

Space Marines equipped to fight as Intercessors lay down punishing volleys of fire from their bolt rifles. Their tactics and wargear are adaptable to countless situations, and they form the core of many Chapters’ battle companies.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Auto bolt rifle
Auto bolt rifle
4
3+
3/4
CeaselessCeaseless-
Bolt rifle
Bolt rifle
4
3+
3/4
!P1-P1
Stalker bolt rifle
Stalker bolt rifle
4
3+
3/4
Heavy, AP1Heavy, AP1-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TRANSHUMAN PHYSIOLOGY , Auxiliary Grenade Launcher
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INTERCESSOR, WARRIOR
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INTERCESSOR, WARRIOR


Intercessor Sergeant

Intercessor Sergeants lead their brothers in levelling salvoes of firepower against targets in ever-changing kill zones. They often carry specialist weaponry into battle.

Intercessor Sergeant

Intercessor Sergeants lead their brothers in levelling salvoes of firepower against targets in ever-changing kill zones. They often carry specialist weaponry into battle.

M APL GA DF SV W Base
3 3 1 3 3+ 14 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Auto bolt rifle
Auto bolt rifle
4
2+
3/4
CeaselessCeaseless-
Bolt pistol
Bolt pistol
4
2+
3/4
Rng Rng -
Bolt rifle
Bolt rifle
4
2+
3/4
!P1-P1
Hand flamer
Hand flamer
4
2+
2/2
Rng , Torrent Rng , Torrent -
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
2+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
2+
5/6
Rng , AP2, HotRng , AP2, Hot-
Stalker bolt rifle
Stalker bolt rifle
4
2+
3/4
Heavy, AP1Heavy, AP1-
Chainsword
Chainsword
4
3+
4/5
--
Fists
Fists
4
3+
3/4
--
Power fist
Power fist
4
4+
5/7
BrutalBrutal-
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
Thunder hammer
Thunder hammer
4
4+
5/6
!Stun-Stun
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TACTICAL PRECISION , TRANSHUMAN PHYSIOLOGY , Auxiliary Grenade Launcher
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, INTERCESSOR, SERGEANT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, INTERCESSOR, SERGEANT


Assault Intercessor (Warrior)

Protected by Mk X Tacticus armour, Assault Intercessors charge into the fray with their chainswords swinging and mass-reactive shells firing from heavy bolt pistols.

Assault Intercessor (Warrior)

Protected by Mk X Tacticus armour, Assault Intercessors charge into the fray with their chainswords swinging and mass-reactive shells firing from heavy bolt pistols.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy bolt pistol
Heavy bolt pistol
4
3+
3/4
Rng . !P1Rng P1
Chainsword
Chainsword
5
3+
4/5
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TRANSHUMAN PHYSIOLOGY
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, ASSAULT INTERCESSOR, WARRIOR
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, ASSAULT INTERCESSOR, WARRIOR


Assault Intercessor Sergeant

Assault Intercessor Sergeants understand the optimal moment to unleash charges, and lead by example in melee by rending foes in twain with their chainswords.

Assault Intercessor Sergeant

Assault Intercessor Sergeants understand the optimal moment to unleash charges, and lead by example in melee by rending foes in twain with their chainswords.

M APL GA DF SV W Base
3 3 1 3 3+ 14 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hand flamer
Hand flamer
4
2+
2/2
Rng , Torrent Rng , Torrent -
Heavy bolt pistol
Heavy bolt pistol
4
3+
3/4
Rng . !P1Rng P1
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
3+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
Rng , AP2, HotRng , AP2, Hot-
Chainsword
Chainsword
5
2+
4/5
--
Power fist
Power fist
5
3+
5/7
BrutalBrutal-
Power weapon
Power weapon
5
2+
4/6
Lethal 5+Lethal 5+-
Thunder hammer
Thunder hammer
5
3+
5/6
!Stun-Stun
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TACTICAL PRECISION , TRANSHUMAN PHYSIOLOGY
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, ASSAULT INTERCESSOR, SERGEANT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, ASSAULT INTERCESSOR, SERGEANT


Infiltrator (Warrior)

The flexible armour worn by Infiltrators enables them to advance quickly and stealthily. They frequently attack behind enemy lines, disrupting communications and silencing key targets. Their omni-scramblers and unerring kill shots sow discord and fear among the foe.

Infiltrator (Warrior)

The flexible armour worn by Infiltrators enables them to advance quickly and stealthily. They frequently attack behind enemy lines, disrupting communications and silencing key targets. Their omni-scramblers and unerring kill shots sow discord and fear among the foe.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Marksman bolt carbine
Marksman bolt carbine
4
3+
3/4
Lethal 5+Lethal 5+-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TRANSHUMAN PHYSIOLOGY , OMNI-SCRAMBLER , Helix Gauntlet , Smoke Grenade
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, WARRIOR
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INFILTRATOR, WARRIOR


Infiltrator Sergeant

Sergeants of Infiltrator teams drill their charges in self-sufficiency and survival techniques, preparing them for extended missions without Chapter support. Patient and imaginative tacticians, they guide their brothers in outflanking manoeuvres and long-range reconnaissance.

Infiltrator Sergeant

Sergeants of Infiltrator teams drill their charges in self-sufficiency and survival techniques, preparing them for extended missions without Chapter support. Patient and imaginative tacticians, they guide their brothers in outflanking manoeuvres and long-range reconnaissance.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Marksman bolt carbine
Marksman bolt carbine
4
2+
3/4
Lethal 5+Lethal 5+-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TACTICAL PRECISION , TRANSHUMAN PHYSIOLOGY , OMNI-SCRAMBLER , Smoke Grenade
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, INFILTRATOR, SERGEANT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, INFILTRATOR, SERGEANT


Incursor (Warrior)

Incursors fulfil an aggressive, close-quarters gunfighting role within the Adeptus Astartes. Fed with targeting data from their backpack-mounted auspexes, they can detect their foes through dense smoke, atmospheric phenomena and even solid walls.

Incursor (Warrior)

Incursors fulfil an aggressive, close-quarters gunfighting role within the Adeptus Astartes. Fed with targeting data from their backpack-mounted auspexes, they can detect their foes through dense smoke, atmospheric phenomena and even solid walls.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Occulus bolt carbine
Occulus bolt carbine
4
3+
3/4
No CoverNo Cover-
Combat blade
Combat blade
4
3+
3/5
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TRANSHUMAN PHYSIOLOGY , MULTI-SPECTRUM ARRAY , Smoke Grenade , Haywire Mine
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INCURSOR, WARRIOR
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, INCURSOR, WARRIOR


Incursor Sergeant

Incursor Sergeants coordinate their team’s multispectrum analyses, building predictive models of their opponents’ fighting patterns. They lead their warriors in knife-fighting techniques and direct specialists in laying heavy-duty haywire mines to knock out enemy armour.

Incursor Sergeant

Incursor Sergeants coordinate their team’s multispectrum analyses, building predictive models of their opponents’ fighting patterns. They lead their warriors in knife-fighting techniques and direct specialists in laying heavy-duty haywire mines to knock out enemy armour.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Occulus bolt carbine
Occulus bolt carbine
4
2+
3/4
No CoverNo Cover-
Combat blade
Combat blade
4
3+
3/5
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TACTICAL PRECISION , TRANSHUMAN PHYSIOLOGY , MULTI-SPECTRUM ARRAY , Smoke Grenade
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, INCURSOR, SERGEANT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, INCURSOR, SERGEANT


Reiver (Warrior)

Reivers are rapid-insertion terror troops without compare. They wear Phobos armour that allows them to stalk their foes in silence, but when they strike, Reivers unleash shock grenades and sonic waves that emit amplified roars as they gut the foe with combat knives.

Reiver (Warrior)

Reivers are rapid-insertion terror troops without compare. They wear Phobos armour that allows them to stalk their foes in silence, but when they strike, Reivers unleash shock grenades and sonic waves that emit amplified roars as they gut the foe with combat knives.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt carbine
Bolt carbine
4
3+
3/4
--
Special issue bolt pistol
Special issue bolt pistol
4
3+
3/4
Rng , AP1Rng , AP1-
Combat knife
Combat knife
5
3+
3/4
--
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TRANSHUMAN PHYSIOLOGY , TERROR TROOP , Smoke Grenade , Shock Grenade , Grapnel Launcher , Grav-chute
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, REIVER, WARRIOR
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, REIVER, WARRIOR


Reiver Sergeant

Reiver Sergeants lead teams of skull-masked warriors in unpredictable shock assaults that spread terror through enemy lines. They meticulously plot their insertion strategies, whether advancing through tangled ruins or using grapnels to scale vast heights.

Reiver Sergeant

Reiver Sergeants lead teams of skull-masked warriors in unpredictable shock assaults that spread terror through enemy lines. They meticulously plot their insertion strategies, whether advancing through tangled ruins or using grapnels to scale vast heights.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt carbine
Bolt carbine
4
2+
3/4
--
Special issue bolt pistol
Special issue bolt pistol
4
2+
3/4
Rng , AP1Rng , AP1-
Combat knife
Combat knife
5
2+
3/4
--
Fists
Fists
4
2+
3/4
--
ABILITIES UNIQUE ACTIONS
Bladesman: If this operative is not equipped with a bolt carbine, its combat knife gains the Lethal 5+ special rule.
-
ABILITIES
Bladesman: If this operative is not equipped with a bolt carbine, its combat knife gains the Lethal 5+ special rule.
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TACTICAL PRECISION , TRANSHUMAN PHYSIOLOGY , TERROR TROOP , Smoke Grenade , Shock Grenade , Grapnel Launcher , Grav-chute
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, REIVER, SERGEANT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, REIVER, SERGEANT


Heavy Intercessor (Warrior)

Shielded by extremely thick armour, Heavy Intercessors are capable of securing key objectives and holding them against an onslaught of foes. They are immovable in defence, and their volleys of heavy firepower keep all but the most foolhardy enemies at bay.

Heavy Intercessor (Warrior)

Shielded by extremely thick armour, Heavy Intercessors are capable of securing key objectives and holding them against an onslaught of foes. They are immovable in defence, and their volleys of heavy firepower keep all but the most foolhardy enemies at bay.

M APL GA DF SV W Base
3 2 1 3 3+ 18 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Executor bolt rifle
Executor bolt rifle
4
3+
4/5
Heavy, AP1Heavy, AP1-
Heavy bolt rifle
Heavy bolt rifle
4
3+
4/5
!P1-P1
Hellstorm bolt rifle
Hellstorm bolt rifle
4
3+
4/5
CeaselessCeaseless-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TRANSHUMAN PHYSIOLOGY
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, HEAVY INTERCESSOR, WARRIOR
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, HEAVY INTERCESSOR, WARRIOR


Heavy Intercessor (Heavy Gunner)

Heavy Intercessors are assigned even more powerful bolt weapons than their brothers. They are enormous, rapid-firing guns that leave a bloody trail of destruction.

Heavy Intercessor (Heavy Gunner)

Heavy Intercessors are assigned even more powerful bolt weapons than their brothers. They are enormous, rapid-firing guns that leave a bloody trail of destruction.

M APL GA DF SV W Base
3 2 1 3 3+ 18 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Executor heavy bolter
Executor heavy bolter
4
3+
4/5
Heavy, AP1, Lethal 5+Heavy, AP1, Lethal 5+-
Heavy bolter
Heavy bolter
5
3+
4/5
Heavy, Fusillade. !P1Heavy, FusilladeP1
Hellstorm heavy bolter
Hellstorm heavy bolter
5
3+
4/5
Heavy, Ceaseless, FusilladeHeavy, Ceaseless, Fusillade-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TRANSHUMAN PHYSIOLOGY
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, HEAVY INTERCESSOR, HEAVY GUNNER
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, HEAVY INTERCESSOR, HEAVY GUNNER


Heavy Intercessor Sergeant

Assigning target priorities and monitoring fire lanes, Heavy Intercessor Sergeants are always ready for any sign of enemy counter-attack.

Heavy Intercessor Sergeant

Assigning target priorities and monitoring fire lanes, Heavy Intercessor Sergeants are always ready for any sign of enemy counter-attack.

M APL GA DF SV W Base
3 2 1 3 3+ 19 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Executor bolt rifle
Executor bolt rifle
4
2+
4/5
Heavy, AP1Heavy, AP1-
Heavy bolt rifle
Heavy bolt rifle
4
2+
4/5
!P1-P1
Hellstorm bolt rifle
Hellstorm bolt rifle
4
2+
4/5
CeaselessCeaseless-
Fists
Fists
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TACTICAL PRECISION , TRANSHUMAN PHYSIOLOGY
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, HEAVY INTERCESSOR, SERGEANT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, PRIMARIS, LEADER, HEAVY INTERCESSOR, SERGEANT


Tactical Marine (Warrior)

Dependable and flexible, Space Marines assigned to Tactical Squads are called upon to fulfil a wide range of battlefield roles. When armed with the boltgun, they can hold ground, provide fire support and unload suppressive salvoes while rapidly advancing.

Tactical Marine (Warrior)

Dependable and flexible, Space Marines assigned to Tactical Squads are called upon to fulfil a wide range of battlefield roles. When armed with the boltgun, they can hold ground, provide fire support and unload suppressive salvoes while rapidly advancing.

M APL GA DF SV W Base
3 3 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Boltgun
Boltgun
4
3+
3/4
--
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, TACTICAL MARINE, WARRIOR
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, TACTICAL MARINE, WARRIOR


Tactical Marine (Gunner)

Space Marines train with countless weapon types in support of their flexible role. Depending on the mission, they wield thermal weapons to melt armour, infantry-roasting flamers or ancient firearms that discharge dangerous energy.

Tactical Marine (Gunner)

Space Marines train with countless weapon types in support of their flexible role. Depending on the mission, they wield thermal weapons to melt armour, infantry-roasting flamers or ancient firearms that discharge dangerous energy.

M APL GA DF SV W Base
3 3 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Grav-gun
Grav-gun
4
3+
4/5
AP1, Grav*AP1, Grav*-
Meltagun
Meltagun
4
3+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
3+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
AP2, HotAP2, Hot-
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.
-
ABILITIES
*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, TACTICAL MARINE, GUNNER
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, TACTICAL MARINE, GUNNER


Tactical Marine (Heavy Gunner)

Far too large to be wielded by any unaugmented Human, the heaviest weaponry can overturn a tank, demolish signal arrays and obliterate most enemies.

Tactical Marine (Heavy Gunner)

Far too large to be wielded by any unaugmented Human, the heaviest weaponry can overturn a tank, demolish signal arrays and obliterate most enemies.

M APL GA DF SV W Base
3 3 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy bolter
Heavy bolter
5
3+
4/5
Heavy, Fusillade. !P1Heavy, FusilladeP1
Missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Frag
 - Frag
4
3+
3/5
Heavy, Blast Heavy, Blast -
 - Krak
 - Krak
4
3+
5/7
Heavy, AP1Heavy, AP1-
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, TACTICAL MARINE, HEAVY GUNNER
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, TACTICAL MARINE, HEAVY GUNNER


Tactical Marine Sergeant

These grizzled leaders have emerged victorious through countless battles. They are canny individuals, able to pick out the threats and opportunities of battle.

Tactical Marine Sergeant

These grizzled leaders have emerged victorious through countless battles. They are canny individuals, able to pick out the threats and opportunities of battle.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
2+
3/4
Rng Rng -
Boltgun
Boltgun
4
2+
3/4
--
Combi-flamer
Combi-flamer
5
2+
2/2
Combi*, Rng , Torrent , LimitedCombi*, Rng , Torrent , Limited-
Combi-grav
Combi-grav
4
2+
4/5
Combi*, AP1, Grav*, LimitedCombi*, AP1, Grav*, Limited-
Combi-melta
Combi-melta
4
2+
6/3
Combi*, Rng , AP2, Limited. !MW4Combi*, Rng , AP2, LimitedMW4
Combi-plasma
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combi-plasma
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
2+
5/6
Combi*, AP1, LimitedCombi*, AP1, Limited-
 - Supercharge
 - Supercharge
4
2+
5/6
Combi*, AP2, Hot, LimitedCombi*, AP2, Hot, Limited-
Grav-pistol
Grav-pistol
4
2+
4/5
Rng , AP1, Grav*Rng , AP1, Grav*-
Hand flamer
Hand flamer
4
2+
2/2
Rng , Torrent Rng , Torrent -
Inferno pistol
Inferno pistol
4
2+
5/3
Rng , AP2. !MW3Rng , AP2MW3
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
2+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
2+
5/6
Rng , AP2, HotRng , AP2, Hot-
Chainsword
Chainsword
5
2+
4/5
--
Fists
Fists
3
2+
3/4
--
Power fist
Power fist
5
3+
5/7
BrutalBrutal-
Power weapon
Power weapon
5
2+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
*Combi: An operative equipped with this weapon is also equipped with a boltgun.
*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.
-
ABILITIES
*Combi: An operative equipped with this weapon is also equipped with a boltgun.
*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TACTICAL PRECISION
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, LEADER, TACTICAL MARINE, SERGEANT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, LEADER, TACTICAL MARINE, SERGEANT


Scout (Warrior)

Scouts are Chapter recruits, part way through the genetic transformation to become full Space Marines. They conduct reconnaissance missions, commando raids, ambushes and sabotage runs, mastering the whole gamut of skills to be judged true battle brothers.

Scout (Warrior)

Scouts are Chapter recruits, part way through the genetic transformation to become full Space Marines. They conduct reconnaissance missions, commando raids, ambushes and sabotage runs, mastering the whole gamut of skills to be judged true battle brothers.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Astartes shotgun
Astartes shotgun
4
2+
4/4
Rng Rng -
Boltgun
Boltgun
4
3+
3/4
--
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Combat knife
Combat knife
4
3+
3/4
--
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Smoke Grenade
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, SCOUT, WARRIOR
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, SCOUT, WARRIOR


Scout (Heavy Gunner)

Scouts must become proficient with a wide variety of armaments, and their dangerous missions often demand powerful support. A heavy bolter is a common addition to a unit’s firepower, as is a missile launcher with its flexible and optional payloads.

Scout (Heavy Gunner)

Scouts must become proficient with a wide variety of armaments, and their dangerous missions often demand powerful support. A heavy bolter is a common addition to a unit’s firepower, as is a missile launcher with its flexible and optional payloads.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy bolter
Heavy bolter
5
3+
4/5
Heavy, Fusillade. !P1Heavy, FusilladeP1
Missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Frag
 - Frag
4
3+
3/5
Heavy, Blast Heavy, Blast -
 - Krak
 - Krak
4
3+
5/7
Heavy, AP1Heavy, AP1-
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Smoke Grenade
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, SCOUT, HEAVY GUNNER
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, SCOUT, HEAVY GUNNER


Scout Sergeant

Throughout their field training, Scouts are instructed by their Sergeant. Commonly elder Space Marines, these Sergeants are the shepherds of the Chapter’s future, exacting in their standards and ruthless in their pursuit of perfection from their wards.

Scout Sergeant

Throughout their field training, Scouts are instructed by their Sergeant. Commonly elder Space Marines, these Sergeants are the shepherds of the Chapter’s future, exacting in their standards and ruthless in their pursuit of perfection from their wards.

M APL GA DF SV W Base
3 2 1 3 4+ 9 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Astartes shotgun
Astartes shotgun
4
2+
4/4
Rng , BalancedRng , Balanced-
Boltgun
Boltgun
4
2+
3/4
--
Bolt pistol
Bolt pistol
4
2+
3/4
Rng Rng -
Chainsword
Chainsword
4
2+
4/5
--
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
TACTICAL PRECISION , Smoke Grenade
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, LEADER, SCOUT, SERGEANT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, LEADER, SCOUT, SERGEANT


Scout Sniper (Warrior)

Scouts learn not only about unleashing their strength in the fury of melee, but also about the stoic patience of the precision killer. They regularly undertake missions of assassination and infiltration, and acquire the skills to stalk and strike unseen from afar as death incarnate.

Scout Sniper (Warrior)

Scouts learn not only about unleashing their strength in the fury of melee, but also about the stoic patience of the precision killer. They regularly undertake missions of assassination and infiltration, and acquire the skills to stalk and strike unseen from afar as death incarnate.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Scout sniper rifle
Scout sniper rifle
4
2+
3/3
Heavy, Silent. !MW1Heavy, SilentMW1
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
-
ABILITIES
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
UNIQUE ACTIONS
-
DATACARD-RELATED
Smoke Grenade
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, SCOUT, SNIPER WARRIOR
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, SCOUT, SNIPER WARRIOR


Scout Sniper Sergeant

Through unerring headshots, Scout Sergeants espouse in young warriors the inevitability of their enemy’s demise, and the futility of the foe’s attempts to flee.

Scout Sniper Sergeant

Through unerring headshots, Scout Sergeants espouse in young warriors the inevitability of their enemy’s demise, and the futility of the foe’s attempts to flee.

M APL GA DF SV W Base
3 2 1 3 4+ 9 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Scout sniper rifle
Scout sniper rifle
4
2+
3/3
Heavy, Silent, Balanced. !MW1Heavy, Silent, BalancedMW1
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
-
ABILITIES
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
UNIQUE ACTIONS
-
DATACARD-RELATED
TACTICAL PRECISION , Smoke Grenade
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, LEADER, SCOUT, SNIPER SERGEANT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>, LEADER, SCOUT, SNIPER SERGEANT


Deathwatch Veteran (Warrior)

Deathwatch kill teams comprise experienced warriors equipped with rare weapons and equipment, including specialist ammunition tailored to kill various xenos.

Deathwatch Veteran (Warrior)

Deathwatch kill teams comprise experienced warriors equipped with rare weapons and equipment, including specialist ammunition tailored to kill various xenos.

M APL GA DF SV W Base
3 3 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Deathwatch boltgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Deathwatch boltgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Dragonfire
 - Dragonfire
4
3+
3/4
No CoverNo Cover-
 - Hellfire
 - Hellfire
4
3+
3/4
!Rending-Rending
 - Kraken
 - Kraken
4
3+
3/4
!P1-P1
 - Vengeance
 - Vengeance
4
3+
4/4
--
Deathwatch shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Deathwatch shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Cryptclearer
 - Cryptclearer
4
3+
4/4
--
 - Wyrmsbreath
 - Wyrmsbreath
5
2+
2/2
Rng , Torrent Rng , Torrent -
 - Xenopurge
 - Xenopurge
4
2+
3/5
Rng . !P1Rng P1
Stalker pattern boltgun
Stalker pattern boltgun
4
3+
3/4
Heavy, AP1Heavy, AP1-
Storm bolter
Storm bolter
4
3+
3/4
RelentlessRelentless-
Fists
Fists
4
3+
3/4
--
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHWATCH VETERAN, WARRIOR
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHWATCH VETERAN, WARRIOR


Deathwatch Veteran (Fighter)

Those Deathwatch Veterans who excel in bloody close combat wield a variety of pistols, blades and powered hammers that can pulverise almost any foe.

Deathwatch Veteran (Fighter)

Those Deathwatch Veterans who excel in bloody close combat wield a variety of pistols, blades and powered hammers that can pulverise almost any foe.

M APL GA DF SV W Base
3 3 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Grav-pistol
Grav-pistol
4
3+
4/5
Rng , AP1, Grav*Rng , AP1, Grav*-
Hand flamer
Hand flamer
4
2+
2/2
Rng , Torrent Rng , Torrent -
Inferno pistol
Inferno pistol
4
3+
5/3
Rng , AP2. !MW3Rng , AP2MW3
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
3+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
Rng , AP2, HotRng , AP2, Hot-
Chainsword
Chainsword
5
3+
4/5
--
Heavy thunder hammer
Heavy thunder hammer
5
4+
6/8
!Stun-Stun
Lightning claw
Lightning claw
5
3+
4/5
Lethal 5+Lethal 5+-
Lightning claws
Lightning claws
5
3+
4/5
Lethal 5+, RelentlessLethal 5+, Relentless-
Power fist
Power fist
5
4+
5/7
BrutalBrutal-
Power maul
Power maul
5
3+
4/5
!Stun-Stun
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+-
Thunder hammer
Thunder hammer
5
4+
5/6
!Stun-Stun
ABILITIES UNIQUE ACTIONS
Storm Shield: If this operative is equipped with a storm shield:
  • It has a 4+ invulnerable save.
  • Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.
-
ABILITIES
Storm Shield: If this operative is equipped with a storm shield:
  • It has a 4+ invulnerable save.
  • Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHWATCH VETERAN, FIGHTER
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHWATCH VETERAN, FIGHTER


Deathwatch Veteran (Gunner)

Veteran xenos hunters know the alien has many forms, each as repugnant as the next. Those who prefer to slay at range equip themselves with artificer-wrought rifles and advanced, combination assault guns, firing chitin-piercing rounds or shells filled with mutagenic acid.

Deathwatch Veteran (Gunner)

Veteran xenos hunters know the alien has many forms, each as repugnant as the next. Those who prefer to slay at range equip themselves with artificer-wrought rifles and advanced, combination assault guns, firing chitin-piercing rounds or shells filled with mutagenic acid.

M APL GA DF SV W Base
3 3 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Combi-flamer
Combi-flamer
5
2+
2/2
Combi*, Rng , Torrent , LimitedCombi*, Rng , Torrent , Limited-
Combi-grav
Combi-grav
4
3+
4/5
Combi*, AP1, Grav*, LimitedCombi*, AP1, Grav*, Limited-
Combi-melta
Combi-melta
4
3+
6/3
Combi*, Rng , AP2, Limited. !MW4Combi*, Rng , AP2, LimitedMW4
Combi-plasma
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combi-plasma
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
3+
5/6
Combi*, AP1, LimitedCombi*, AP1, Limited-
 - Supercharge
 - Supercharge
4
3+
5/6
Combi*, AP2, Hot, LimitedCombi*, AP2, Hot, Limited-
Deathwatch boltgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Deathwatch boltgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Dragonfire
 - Dragonfire
4
3+
3/4
No CoverNo Cover-
 - Hellfire
 - Hellfire
4
3+
3/4
!Rending-Rending
 - Kraken
 - Kraken
4
3+
3/4
!P1-P1
 - Vengeance
 - Vengeance
4
3+
4/4
--
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Grav-gun
Grav-gun
4
3+
4/5
AP1, Grav*AP1, Grav*-
Meltagun
Meltagun
4
3+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
3+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
AP2, HotAP2, Hot-
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
*Combi: An operative equipped with this weapon is also equipped with a Deathwatch boltgun.
*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.
-
ABILITIES
*Combi: An operative equipped with this weapon is also equipped with a Deathwatch boltgun.
*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHWATCH VETERAN, GUNNER
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHWATCH VETERAN, GUNNER


Deathwatch Veteran (Heavy Gunner)

These Deathwatch Veterans bear the most potent of xenos-killing firepower, and support kill teams facing especially dangerous horrors.

Deathwatch Veteran (Heavy Gunner)

These Deathwatch Veterans bear the most potent of xenos-killing firepower, and support kill teams facing especially dangerous horrors.

M APL GA DF SV W Base
3 3 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Frag cannon
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Frag cannon
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Frag
 - Frag
4
3+
4/6
Blast Blast -
 - Shell
 - Shell
4
3+
5/6
AP1AP1-
Heavy bolter
Heavy bolter
5
3+
4/5
Heavy, Fusillade. !P1Heavy, FusilladeP1
Heavy flamer
Heavy flamer
6
2+
2/2
Heavy, Rng , Torrent Heavy, Rng , Torrent -
Infernus heavy bolter
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Infernus heavy bolter
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Heavy bolter
 - Heavy bolter
5
3+
4/5
Heavy, Fusillade. !P1Heavy, FusilladeP1
 - Heavy flamer
 - Heavy flamer
6
2+
2/2
Heavy, Rng , Torrent Heavy, Rng , Torrent -
Missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Missile launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Frag
 - Frag
4
3+
3/5
Heavy, Blast Heavy, Blast -
 - Krak
 - Krak
4
3+
5/7
Heavy, AP1Heavy, AP1-
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHWATCH VETERAN, HEAVY GUNNER
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, DEATHWATCH VETERAN, HEAVY GUNNER


Deathwatch Veteran Watch Sergeant

Deathwatch Watch Sergeants are deadly combatants and tacticians who carry an array of specialist weapons and have an instinct for divining their preys next move.

Deathwatch Veteran Watch Sergeant

Deathwatch Watch Sergeants are deadly combatants and tacticians who carry an array of specialist weapons and have an instinct for divining their preys next move.

M APL GA DF SV W Base
3 3 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
2+
3/4
Rng Rng -
Combi-flamer
Combi-flamer
5
2+
2/2
Combi*, Rng , Torrent , LimitedCombi*, Rng , Torrent , Limited-
Combi-grav
Combi-grav
4
2+
4/5
Combi*, AP1, Grav*, LimitedCombi*, AP1, Grav*, Limited-
Combi-melta
Combi-melta
4
2+
6/3
Combi*, Rng , AP2, Limited. !MW4Combi*, Rng , AP2, LimitedMW4
Combi-plasma
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combi-plasma
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
2+
5/6
Combi*, AP1, LimitedCombi*, AP1, Limited-
 - Supercharge
 - Supercharge
4
2+
5/6
Combi*, AP2, Hot, LimitedCombi*, AP2, Hot, Limited-
Deathwatch boltgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Deathwatch boltgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Dragonfire
 - Dragonfire
4
2+
3/4
No CoverNo Cover-
 - Hellfire
 - Hellfire
4
2+
3/4
!Rending-Rending
 - Kraken
 - Kraken
4
2+
3/4
!P1-P1
 - Vengeance
 - Vengeance
4
2+
4/4
--
Deathwatch shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Deathwatch shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Cryptclearer
 - Cryptclearer
4
2+
4/4
--
 - Wyrmsbreath
 - Wyrmsbreath
5
2+
2/2
Rng , Torrent Rng , Torrent -
 - Xenopurge
 - Xenopurge
4
2+
3/5
Rng . !P1Rng P1
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Grav-gun
Grav-gun
4
2+
4/5
AP1, Grav*AP1, Grav*-
Grav-pistol
Grav-pistol
4
2+
4/5
Rng , AP1, Grav*Rng , AP1, Grav*-
Hand flamer
Hand flamer
4
2+
2/2
Rng , Torrent Rng , Torrent -
Inferno pistol
Inferno pistol
4
2+
5/3
Rng , AP2. !MW3Rng , AP2MW3
Meltagun
Meltagun
4
2+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
2+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
2+
5/6
AP2, HotAP2, Hot-
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
2+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
2+
5/6
Rng , AP2, HotRng , AP2, Hot-
Stalker pattern boltgun
Stalker pattern boltgun
4
2+
3/4
Heavy, AP1Heavy, AP1-
Storm bolter
Storm bolter
4
2+
3/4
RelentlessRelentless-
Chainsword
Chainsword
5
2+
4/5
--
Fists
Fists
4
2+
3/4
--
Heavy thunder hammer
Heavy thunder hammer
5
3+
6/8
!Stun-Stun
Lightning claw
Lightning claw
5
2+
4/5
Lethal 5+Lethal 5+-
Lightning claws
Lightning claws
5
2+
4/5
Lethal 5+, RelentlessLethal 5+, Relentless-
Power fist
Power fist
5
3+
5/7
BrutalBrutal-
Power maul
Power maul
5
2+
4/5
!Stun-Stun
Power weapon
Power weapon
5
2+
4/6
Lethal 5+Lethal 5+-
Thunder hammer
Thunder hammer
5
3+
5/6
!Stun-Stun
Xenophase blade
Xenophase blade
5
2+
4/6
Brutal, Lethal 5+Brutal, Lethal 5+-
ABILITIES UNIQUE ACTIONS
*Combi: An operative equipped with this weapon is also equipped with a Deathwatch boltgun.
*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.
Storm Shield: If this operative is equipped with a storm shield:
  • It has a 4+ invulnerable save.
  • Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
-
ABILITIES
*Combi: An operative equipped with this weapon is also equipped with a Deathwatch boltgun.
*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.
Storm Shield: If this operative is equipped with a storm shield:
  • It has a 4+ invulnerable save.
  • Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
UNIQUE ACTIONS
-
DATACARD-RELATED
BOLTER DISCIPLINE , SHOCK ASSAULT , TACTICAL PRECISION
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, LEADER, DEATHWATCH VETERAN, WATCH SERGEANT
SPACE MARINE, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH, LEADER, DEATHWATCH VETERAN, WATCH SERGEANT
Fire Teams
Many of the kill teams presented in Kill Team: Compendium require you to select your kill team by selecting one or two fire teams. A fire team is a collection of operatives and their selection requirements for the associated kill team. If your kill team consists of two fire teams, you can select the same fire team more than once. Many fire teams have the option to select a LEADER operative. When selecting your kill team, you can only include one LEADER operative, and in matched play, you must include one LEADER operative. Finally, each fire team has one or more archetypes. In such circumstances, your kill team’s overall archetype(s) is the archetype(s) of its fire teams.

The SCOUT keyword is used in the following Space Marine datacards:

The DEATHWATCH VETERAN keyword is used in the following Space Marine datacards:

Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.

The INFILTRATOR keyword is used in the following Space Marine datacards:

The INCURSOR keyword is used in the following Space Marine datacards:

Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.

The REIVER keyword is used in the following Space Marine datacards:

Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.

The INTERCESSOR keyword is used in the following Space Marine datacards:

Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
COMMAND RE-ROLL1CP
Tactical Ploy
Use this Tactical Ploy after rolling one of your attack dice or defence dice. You can re-roll that dice.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Px
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
BOLTER DISCIPLINE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SPACE MARINE operative (excluding a SCOUT operative) is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a bolt weapon is selected for each of those shooting attacks. A bolt weapon is a ranged weapon that includes ‘bolt’ in its name, e.g. boltgun, heavy bolter etc. In the case of the infernus heavy bolter, it must be the heavy bolter profile that is selected.
SHOCK ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SPACE MARINE operative (excluding a SCOUT operative) is activated, if it does not perform a Shoot action during that activation, it can perform two Fight actions during that activation.
TRANSHUMAN PHYSIOLOGY1CP
Tactical Ploy
Use this Tactical Ploy in the Roll Defence Dice step of a shooting attack, after rolling defence dice for a friendly PRIMARIS operative. You can change one of your retained normal saves to a critical save.

AUXILIARY GRENADE LAUNCHER+ [1EP]

INTERCESSOR operative only. The operative gains the following ability for the battle:

Auxiliary Grenade Launcher: Frag and krak grenades the operative is equipped with can be selected for use twice, instead of once. Each time the operative performs a Shoot action, if a frag or krak grenade is selected as the ranged weapon, an auxiliary grenade launcher can also be selected. If it is, for that action’s shooting attack(s), frag or krak grenades are treated as not having the Rng and Indirect special rules.

The INTERCESSOR keyword is used in the following Space Marine datacards:

Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
TACTICAL PRECISION1CP
Strategic Ploy
Until the end of the Turning Point, while a friendly SPACE MARINE operative is within of and Visible to a friendly LEADER operative, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.

The ASSAULT INTERCESSOR keyword is used in the following Space Marine datacards:

OMNI-SCRAMBLER1CP
Tactical Ploy
Use this Tactical Ploy at the start of the Firefight phase. Select one enemy operative Visible to and within of a friendly INFILTRATOR operative. Until the end of the Turning Point, that enemy operative cannot be activated until another enemy operative has been activated (unless it is the only remaining enemy operative).

HELIX GAUNTLET+ [2EP]

INFILTRATOR WARRIOR operative only. The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:

HELIX GAUNTLET1AP

Select one friendly SPACE MARINE operative Visible to and within of this operative. That operative regains 2D3 lost wounds. This operative cannot perform this action while within Engagement Range of enemy operatives.

SMOKE GRENADE [3EP]

INCURSOR, INFILTRATOR, REIVER or SCOUT operative only. The operative can perform the following action during the battle:

SMOKE GRENADE1AP

Place the centre of one Smoke token on a point within of this operative. That token creates an area of smoke with a radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of enemy operatives.

The INFILTRATOR keyword is used in the following Space Marine datacards:

MULTI-SPECTRUM ARRAY1CP
Tactical Ploy
Use this Tactical Ploy when a friendly INCURSOR operative performs a Shoot action. For that action’s shooting attack, enemy operatives are not Obscured.

HAYWIRE MINE [3EP]

INCURSOR WARRIOR operative only. The operative can perform the following action during the battle:

HAYWIRE MINE1AP

Place a Haywire Mine token within of this operative. This operative can only perform this action once, and cannot perform this action while within Engagement Range of enemy operatives. If this operative is incapacitated and removed from the killzone, remove its Haywire Mine token.

The operative is equipped with the following ranged weapon:
 
Name
A
BS/WS
D
Haywire mine+
4
2+
4/5
Special Rules
!
Detonate*, Silent
Stun

*Detonate: Each time this operative makes a Shoot action using its haywire mine, make a shooting attack against each operative within of the centre of its Haywire Mine token with that weapon. When making those shooting attacks, each operative is treated as being Visible, but when determining if it is in Cover, treat this operative’s Haywire Mine token as the active operative. Then remove this operative’s Haywire Mine token. An operative cannot make a shooting attack with this weapon by performing an Overwatch action, or if its Haywire Mine token is not in the killzone.

The INCURSOR keyword is used in the following Space Marine datacards:

TERROR TROOP1CP
Tactical Ploy
Use this Tactical Ploy during a friendly REIVER operative’s activation. Until the start of the next Turning Point:
  • Each time an enemy operative would perform a mission action or the Pick Up action, if this friendly REIVER operative is within of that enemy operative, one additional action point must be subtracted to perform that action.
  • When determining control of an objective marker that friendly REIVER operative is within range of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.

SHOCK GRENADE [3EP]

REIVER operative only. The operative can perform the following action during the battle:

SHOCK GRENADE1AP

Select one point on the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if they are not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of enemy operatives.

GRAPNEL LAUNCHER [1EP]

REIVER operative only. The operative gains the following ability for the battle:

Grapnel Launcher:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3 it travels is counted as for that climb.
  • This operative does not need to be within of a physical and climbable part of a terrain feature in order to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.

GRAV-CHUTE [2EP]

REIVER operative only. The operative gains the following ability for the battle:

Grav-chute:
  • During the mission sequence, after resolving your selected option in the Scouting step, if this operative is wholly within your drop zone, it can perform a Grav-chute insertion. If it does so, you can perform a free Normal Move action with this operative. For that action, it has a Movement characteristic of 2 and can FLY.
  • Each time this operative moves off a Vantage Point, for that move, it can move as though it can FLY, so long as it does not move higher than that Vantage Point and ends that move lower than that Vantage Point.

The REIVER keyword is used in the following Space Marine datacards:

The HEAVY INTERCESSOR keyword is used in the following Space Marine datacards:

Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.

The HEAVY GUNNER keyword is used in the following Space Marine datacards:

The TACTICAL MARINE keyword is used in the following Space Marine datacards:

MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.

The GUNNER keyword is used in the following Space Marine datacards:

The SCOUT keyword is used in the following Space Marine datacards:

Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.

The DEATHWATCH VETERAN keyword is used in the following Space Marine datacards:

Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.

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