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

Contents

Books

BookKindEditionVersionLast update
  Space Marines
  Space MarinesCodex101.0November 2023
  Dark Angels
  Dark AngelsCodex Supplement101.0April 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.7March 2024
  Legends: Dark Angels
  Legends: Dark AngelsDatasheet10March 2024
  Legends Field Manual
  Legends Field ManualExpansion101.3March 2024
  Space Wolves
  Space WolvesIndex10January 2024
  Deathwatch
  DeathwatchIndex10January 2024
  Blood Angels
  Blood AngelsIndex10January 2024
  Balance Dataslate
  Balance DataslateRulebook10January 2024January 2024
  Black Templars
  Black TemplarsIndex10January 2024
  Legends: Adeptus Astartes
  Legends: Adeptus AstartesDatasheet10August 2023
  Legends: Space Wolves
  Legends: Space WolvesDatasheet10July 2023
  Legends: Blood Angels
  Legends: Blood AngelsDatasheet10July 2023
  Horus Heresy Legends: Adeptus Astartes
  Horus Heresy Legends: Adeptus AstartesDatasheet10June 2023
  Imperial Armour: Space Marines
  Imperial Armour: Space MarinesDatasheet10June 2023

Introduction

On this page you will find several ADEPTUS ASTARTES Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Adeptus Astartes - the rules they include are as follows:

1
DETACHMENT RULE
If you select to use a Detachment, a Detachment rule listed here will apply either to your whole army or to particular units within it.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

Space Marine Chapters

  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, Marneus Calgar has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords, and is therefore from the Ultramarines Chapter.
  • You cannot include units from more than one Chapter in your army.

Gladius Task Force

Detachment Rule

Combat Doctrines

The Codex Astartes has proven its worth as a superb treatise on warfare over countless battlefields, and has remained so even after ten thousand years. Many Space Marines hold its wisdom in awe, and exemplify its teachings, employing a flexible set of combat doctrines to eliminate their enemy. Few opponents can withstand the fury of such an onslaught.

At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats.

This unit is eligible to shoot in a turn in which it Advanced.

Tactical Doctrine

As the warring armies close upon one another and vicious fire-fights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

This unit is eligible to declare a charge in a turn in which it Advanced.


Enhancements

  • Artificer Armour 10 pts

Crafted by the Chapter’s finest artificers, this suit of armour provides superior protection.

ADEPTUS ASTARTES model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability.

  • The Honour Vehement 15 pts

This stanza is inscribed on thrice-blessed parchment and affixed to its bearers’ wargear with a purity seal, there to inspire them to heroic acts of martial prowess.

ADEPTUS ASTARTES model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is under the effects of the Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearers melee weapons instead.

  • Adept of the Codex 20 pts

An ardent student of the Codex Astartes, this commander epitomises its tactical genius, and the wisdom gleaned from its teachings guides their measured strategic responses amidst the fiercest battle.

CAPTAIN model only. At the start of your Command phase, if the bearer is on the battlefield, instead of selecting a Combat Doctrine to be active for your army, you can select the Tactical Doctrine. If you do, until the start of your next Command phase, that Combat Doctrine is active for the bearer’s unit only, even if you have already selected that Combat Doctrine to be active for your army this battle.

  • Fire Discipline 30 pts

This commander drills his warriors relentlessly; combined with the Adeptus Astartes’ incredible reflexes, they produce a devastating rate of fire.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.


Stratagems

ARMOUR OF CONTEMPT
1CP
Gladius Task Force – Battle Tactic Stratagem
The belligerency of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ONLY IN DEATH DOES DUTY END
2CP
Gladius Task Force – Epic Deed Stratagem
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
HONOUR THE CHAPTER
1CP
Gladius Task Force – Battle Tactic Stratagem
Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
ADAPTIVE STRATEGY
1CP
Gladius Task Force – Strategic Ploy Stratagem
The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for that unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that doctrine this battle.
STORM OF FIRE
1CP
Gladius Task Force – Battle Tactic Stratagem
There is no escaping the wrath of the Space Marines, and they use their weapons to bring swift death to their foes wherever they may hide.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
SQUAD TACTICS
1CP
Gladius Task Force – Strategic Ploy Stratagem
Space Marines know precisely when to give ground in order to leave their enemies floundering, before surging back into the fight and driving them from the field in disarray.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is within 9" of the enemy unit that just ended that move.

EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.

Anvil Siege Force

Detachment Rule

Shield of the Imperium

Across blood-drenched battlefields, within towering citadels and isolated orbital stations, the Angels of Death throw back tides of traitors, mutants, xenos and heretics, and purge enemy holdings of foes thanks to their disciplined strategies and fighting skills. All who oppose them are met with volleys of deadly accurate firepower long before they reach the battle-brothers’ razor-sharp blades.

Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [HEAVY] ability. If such a weapon already has this ability, each time an attack is made with that weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to the Wound roll.

Enhancements

  • Indomitable Fury 20 pts

This hero refuses to yield whilst foes remain, fighting back from the brink of death like a vengeful demigod.

GRAVIS model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.

  • Fleet Commander 15 pts

The Chapter’s orbiting warships stand ready to unleash devastation at this leader’s command.

CAPTAIN model only. Once per battle, at the start of your Shooting phase, you can select one point on the battlefield and place a marker on that point. At the start of your next Shooting phase, place another marker on the battlefield within 12" of the centre of the first marker, then draw a straight line between the centre of each of these markers. Roll one D6 for each unit that line passes over or through: on a 3+, that unit suffers D3 mortal wounds. Both markers are then removed.

  • Stoic Defender 15 pts

This commander and their warriors hold their ground tenaciously against even overwhelming numbers.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability while they are within range of an objective marker you control and, while that unit is Battle-shocked, halve the Objective Control characteristic of models in that unit instead of changing it to 0.

  • Architect of War 25 pts

There are few who have a deeper understanding of the tenets of siege warfare than this warrior.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.


Stratagems

ARMOUR OF CONTEMPT
1CP
Anvil Siege Force – Battle Tactic Stratagem
The belligerency of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
RIGID DISCIPLINE
1CP
Anvil Siege Force – Strategic Ploy Stratagem
Cleaving to duty, the Adeptus Astartes refuse to be drawn out of position. Instead they secure ground to establish new fire lines to the enemy.
WHEN: End of the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Your unit can immediately make a Fall Back move of up to 6".

RESTRICTIONS: When making that move, your unit must end that move either wholly within your deployment zone or within range of an objective marker.
NOT ONE BACKWARDS STEP
1CP
Anvil Siege Force – Strategic Ploy Stratagem
Siege warfare is incomparably brutal. Space Marines battle with the fiercest determination to achieve victory, and will fight unto death to hold every defensive line or to secure gains they have wrested from the enemy.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army within range of an objective marker.

EFFECT: Until the end of the turn, double the Objective Control characteristic of models in your unit, but it must Remain Stationary this turn.
NO THREAT TOO GREAT
2CP
Anvil Siege Force – Battle Tactic Stratagem
To combat an entrenched force of Space Marines, foes resort to armoured vehicles or packs of murderous monstrosities. Even the greatest of behemoths has a chink in its armour and the Adeptus Astartes are well versed in exploiting such weaknesses.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
BATTLE DRILL RECALL
1CP
Anvil Siege Force – Battle Tactic Stratagem
Space Marines train for countless hours to master their weapons and in the heat of battle can trigger mnemonic patterning to recall their ritual drills and ensure the foe’s destruction.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit Remained Stationary this turn, then until the end of the phase, each time a model in your unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
HAIL OF VENGEANCE
2CP
Anvil Siege Force – Strategic Ploy Stratagem
Space Marines' incredible battlefield awareness enables them to instinctively identify the origin of any enemy fire and punish their attackers.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One ADEPTUS ASTARTES unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Ironstorm Spearhead

Detachment Rule

Armoured Wrath

An Ironstorm Spearhead’s commanders guide their assault with pre-cogitated fire solutions, cycling data-gheist inloads and whispered binharic auguries. These ensure their warriors, and the belligerent machine spirits inhabiting their war engines, deliver their fire with inescapable accuracy.

Once per phase for each ADEPTUS ASTARTES unit in your army, you can re-roll one Hit roll, one Wound roll or one Damage roll made for a model in that unit.

Enhancements

  • Target Augury Web (Aura) 40 pts

This spearhead commander uses advanced augmetics to distribute targeting data. With these, they direct the fire of their war engine crews and rouse their machine spirits to operative superiority.

TECHMARINE model only. While a friendly ADEPTUS ASTARTES VEHICLE model is within 6" of the bearer, weapons equipped by that VEHICLE model have the [LETHAL HITS] ability.

  • The Flesh is Weak 10 pts

The injuries of past battles have seen this warrior heavily rebuilt with ultra-durable cybernetic limbs and organs that render them extremely difficult to kill.

ADEPTUS ASTARTES model only. The bearer has the Feel No Pain 4+ ability.

  • Adept of the Omnissiah 25 pts

This battle-brother is steeped in hidden technological rites. Should their armoured charges be threatened, a burst of arcane binharic screed can rouse their machine spirits to vigilance.

TECHMARINE model only. Once per battle round, when a saving throw is failed for a friendly ADEPTUS ASTARTES VEHICLE model within 6" of the bearer, you can change the Damage characteristic of that attack to 0.

  • Master of Machine War (Aura) 20 pts

This commander is supremely gifted in the strategies of armoured warfare, understanding the capabilities of every war engine in the Chapters arsenal. Delivering precision orders, they ensure the vehicles under their command inflict the most punishing damage to the enemy even amidst complex manoeuvres.

ADEPTUS ASTARTES model only. While a friendly ADEPTUS ASTARTES VEHICLE unit is within 6" of the bearer, that VEHICLE unit is eligible to shoot even if it Fell Back or Advanced this turn.


Stratagems

UNBOWED CONVICTION
1CP
Ironstorm Spearhead – Battle Tactic Stratagem
Space Marines exemplify obdurate tenacity. Even injured, they will never abandon their oaths.
WHEN: Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army that is below its Starting Strength.

EFFECT: Until the end of the turn, your unit can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
ARMOUR OF CONTEMPT
1CP
Ironstorm Spearhead – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
MERCY IS WEAKNESS
1CP
Ironstorm Spearhead – Battle Tactic Stratagem
Once a foe is marked for destruction, the Angels of Death must not relent until the target is annihilated.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, that attack has the [SUSTAINED HITS 1] ability, and when making such an attack, if the attacking model is a VEHICLE, a successful unmodified Hit roll of 5+ scores a Critical Hit.
VENGEFUL ANIMUS
1CP
Ironstorm Spearhead – Epic Deed Stratagem
Carefully cogitated binharic prayers can focus a machine spirit’s ire into near-obsessive hatred of its slayers, ensuring that vengeance is meted out even in death.
WHEN: Any phase, just after an ADEPTUS ASTARTES VEHICLE model from your army with the Deadly Demise ability is destroyed.

TARGET: That ADEPTUS ASTARTES VEHICLE model. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
ANCIENT FURY
1CP
Ironstorm Spearhead – Epic Deed Stratagem
The heroes entombed within Dreadnoughts have fought across countless war zones throughout their extended existences, perfecting their martial prowess beyond mortal limits.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES WALKER model from your army.

EFFECT: Until the start of your next Command phase, improve your model’s Move, Toughness, Leadership and Objective Control characteristics by 1 and each time your model makes an attack, add 1 to the Hit roll.
POWER OF THE MACHINE SPIRIT
1CP
Ironstorm Spearhead – Epic Deed Stratagem
There are many tales of machine spirits wreaking havoc on the foe, even after the crew of their vehicle are slain and critical systems are failing.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One ADEPTUS ASTARTES VEHICLE unit from your army that was reduced to Below Half-strength as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Firestorm Assault Force

Detachment Rule

Close-range Eradication

The Space Marines are the Emperor’s finest shock troops, striking at the foe before they can react. In their rapid, mechanised assaults, Space Marines smash aside the enemy, destroying them at close quarters without mercy.

Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack.

Enhancements

  • Champion of Humanity 10 pts

This commander and their warriors have vowed to secure victory and defend the Imperium from the horrors of the galaxy.

TACTICUS model only. While the bearer is leading a unit, models in that unit can ignore any or all modifiers to their characteristics and/or to any roll or test made for them (excluding modifiers to saving throws).

  • War-tempered Artifice 25 pts

Having laboured long in the Chapter’s forges, this warrior-smith has crafted his personal armaments. Each weapon is a masterwork tool of death-dealing, wrought with care and strength, and embellished with the icons of their maker’s brotherhood.

ADEPTUS ASTARTES INFANTRY model only. Add 3 to the Strength characteristic of the bearer’s melee weapons.

  • Forged in Battle 15 pts

To this Angel of Death, war is the anvil upon which their strength is wrought. Every battle is seen as a test in which they and their battle-brothers can prove themselves, and the superior craftsmanship of their weapons and armour.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to a 6.

  • Adamantine Mantle 20 pts

This flowing cloak or finely wrought tabard is laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

ADEPTUS ASTARTES model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made with a Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead.


Stratagems

ARMOUR OF CONTEMPT
1CP
Firestorm Assault Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CRUCIBLE OF BATTLE
1CP
Firestorm Assault Force – Battle Tactic Stratagem
Only where the enemy can be faced eye to eye can a Space Marine be truly tested.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll.
RAPID EMBARKATION
1CP
Firestorm Assault Force – Strategic Ploy Stratagem
No time can be wasted in punishing the Emperor's foes. Many are those that deserve death and once one enemy is vanquished, soon must another follow.
WHEN: End of the Fight phase.

TARGET: One ADEPTUS ASTARTES TRANSPORT unit from your army that has no models embarked within it, and one ADEPTUS ASTARTES INFANTRY unit from your army wholly within 6" of that TRANSPORT.

EFFECT: Your INFANTRY unit can embark within that TRANSPORT.

RESTRICTIONS: You cannot target an INFANTRY unit that is within Engagement Range of one or more enemy units, that cannot normally embark within that TRANSPORT, or that disembarked from a TRANSPORT this turn.
IMMOLATION PROTOCOLS
2CP
Firestorm Assault Force – Battle Tactic Stratagem
Salvo after salvo of burning promethium unleashed in synchronised waves will leave almost any foe as smouldering ash.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, Torrent weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
ONSLAUGHT OF FIRE
1CP
Firestorm Assault Force – Battle Tactic Stratagem
Armed with targeting data supplied by their transport's augury gheists, warriors erupt from the assault ramps with weapons blazing in ruthless eradication patterns.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 12", add 1 to the Hit roll. If one or more enemy models are destroyed as the result of any of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
BURNING VENGEANCE
1CP
Firestorm Assault Force – Battle Tactic Stratagem
To open fire on warriors of a Firestorm Assault Force is merely to invite one’s own swift destruction.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One ADEPTUS ASTARTES TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Stormlance Task Force

Detachment Rule

Lightning Assault

The warriors of a Stormlance Task Force employ high-speed tactics and hit-and-run warfare. They do battle on the move, wrong-footing their enemies with breakneck manoeuvres and melting away one moment only to crash home like a thunderbolt the next.

ADEPTUS ASTARTES units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back.

Enhancements

  • Fury of the Storm 25 pts

This aggressive warrior channels their eagerness to kill into each and every strike. They hit the enemy’s lines with all the ferocity of a raging tempest.

ADEPTUS ASTARTES MOUNTED model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer ends a Charge move, until the end of the turn, improve the Strength and Armour Penetration characteristics of the bearers melee weapons by 2 instead.

  • Portents of Wisdom 15 pts

This warrior has been made privy to omens of great threats in the wars to come. Armed with this knowledge, they and their battle-brothers enter battle with a boldness that some mistake for recklessness.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit.

  • Feinting Withdrawal 20 pts

This living legend of the Chapter is known for their calm in the heat of battle. Ever-observant of the ebbs and flows of the engagement, they can withdraw their warriors from the fray in good order, ready to hammer home a torrent of fire.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back.

  • Hunter’s Instincts 10 pts

This mounted huntsman espouses the value of circling the enemy and striking suddenly from an unexpected quarter upon their speeding steed, the better to land the killing blow.

ADEPTUS ASTARTES MOUNTED model only. If the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.


Stratagems

ARMOUR OF CONTEMPT
1CP
Stormlance Task Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
BLITZING FUSILLADE
1CP
Stormlance Task Force – Battle Tactic Stratagem
Warriors of Stormlance Task Forces can suddenly pour heavy and accurate fire into the enemy even as they race to finish off any survivors.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. If such a weapon already has this ability, until the end of the phase, that weapon has the [SUSTAINED HITS 1] ability as well.
FULL THROTTLE
2CP
Stormlance Task Force – Wargear Stratagem
On the eve of riding down the most elusive prey, the task force's expert Techmarines will entreat the engine spirits o f their vehicles, honing the iron steeds' performance to elicit even more speed from them.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES VEHICLE unit (excluding WALKERS) from your army.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is MOUNTED.
SHOCK ASSAULT
1CP
Stormlance Task Force – Battle Tactic Stratagem
The Adeptus Astartes are elite troops who strike with all the speed and fury of a searing thunderbolt.
WHEN: Your Charge phase.

TARGET: One ADEPTUS ASTARTES MOUNTED unit from your army that has not declared a charge this phase.

EFFECT: Until the end of the turn, you can re-roll Charge rolls made for your unit and melee weapons equipped by models in that unit have the [LANCE] ability.
RIDE HARD, RIDE FAST
1CP
Stormlance Task Force – Battle Tactic Stratagem
Like zephyrs dancing across wide horizons, Space Marine riders and pilots can weave lithely around incoming fire with incredible skill.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
WIND-SWIFT EVASION
1CP
Stormlance Task Force – Strategic Ploy Stratagem
Space Marines are loathe to be brought into combat on any others’ terms, especially the warriors of Stormlance Task Forces, whose battlefield tactics revolve around speed and precise, ferocious assaults.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ADEPTUS ASTARTES unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.

Vanguard Spearhead

Detachment Rule

Shadow Masters

The warriors of a Vanguard Spearhead slip through the shadows, half-seen spectres barely visible to the foe. Enemies blaze away into the gloom with increasing panic, their shots flying wide as covert specialists encircle their victims and prepare to level the killing blow.

Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", subtract 1 from the Hit roll and the target has the Benefit of Cover against that attack.

Enhancements

  • The Blade Driven Deep 25 pts

This battlefield stalker slips through enemy territory like a spectre, leading their warriors in daring behind-enemy-lines operations.

ADEPTUS ASTARTES INFANTRY model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.

  • Ghostweave Cloak 15 pts

Hand-stitched by blinded servitors and anointed with distilled blood, this cloak contains strands of mnemothread. It throws up a field of techno-spiritual dissonance that veils its wearer from sight and sensors, allowing them to slip across the battlefield like a wraith.

ADEPTUS ASTARTES model only. The bearer has the Stealth and Lone Operative abilities.

  • Execute and Redeploy 20 pts

The battle-brothers under this warrior’s command seize every opportunity to strike while the initiative is theirs, harrying the foe with gunfire before returning to the shadows.

PHOBOS model only. In your Shooting phase, after the bearer’s unit has shot, if that unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. This cannot allow the bearer’s unit to move more than once in your Shooting phase.

  • Shadow War Veteran 30 pts

By the time the enemy believes battle has begun, their rear lines have already been attacked at this warriors command - their supply lines cut and their communications in disarray - choking them off from vital battlefield support.

PHOBOS model only. Once per battle, after your opponent uses a Stratagem, the bearer can use this Enhancement. If it does, until the end of the battle, increase that Stratagem’s cost to your opponent by 1CP.


Stratagems

A DEADLY PRIZE
1CP
Vanguard Spearhead – Wargear Stratagem
Warriors of a Vanguard Spearhead will rig critical objectives with explosives to deny them to the enemy.
WHEN: Start of the Command phase.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army within range of an objective marker you control.

EFFECT: That objective marker is said to be Sabotaged, and remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Sabotaged and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
ARMOUR OF CONTEMPT
1CP
Vanguard Spearhead – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
SURGICAL STRIKES
2CP
Vanguard Spearhead – Battle Tactic Stratagem
Every tyrant must fear the assassin's blade, and the vanguard spring ambushes with precision coordination.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
STRIKE FROM THE SHADOWS
1CP
Vanguard Spearhead – Battle Tactic Stratagem
To evade one’s enemies and sow confusion can be a deadly weapon in itself.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
CALCULATED FEINT
1CP
Vanguard Spearhead – Strategic Ploy Stratagem
A feigned retreat can be used to overextend eager foes or draw them into deadly arcs of fire.
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as a target of that charge.

EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a PHOBOS or SCOUT SQUAD unit.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
GUERRILLA TACTICS
1CP
Vanguard Spearhead – Strategic Ploy Stratagem
At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate ready to strike the foe again.
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two PHOBOS and/or SCOUT SQUAD units from your army, or one other ADEPTUS ASTARTES INFANTRY unit from your army.

EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: Each unit selected for this Stratagem must be more than 3" away from all enemy models.

1st Company Task Force

Detachment Rule

Extremis-level Threat

The 1st Company’s veterans have fought at the forefront of their Chapter’s wars for many mortal lifespans. Experience has taught them to identify the foe’s lethal threats and to lead their battle-brothers to purge them from existence.

Once per battle, in your Command phase, you can use this ability. If you do, until the start of your next Command phase, each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll as well.

Enhancements

  • The Imperium’s Sword 25 pts

This hero and the veterans they lead cut down their foes like a reaping whirlwind.

ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearers melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by all other models in the bearer’s unit as well.

  • Fear Made Manifest (Aura) 30 pts

This warrior personifies the Emperor’s wrath.

ADEPTUS ASTARTES model only. While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of the bearer, each time that unit fails a Battle-shock test, one model in that unit is destroyed (chosen by its controlling player). Once per battle, when such an enemy unit fails a Battle-shock test, you can choose for D3 models in that unit to be destroyed in this way instead.

  • Rites of War 10 pts

The commanders of the 1st Company vow before the Chapter and the Emperor to secure victory.

ADEPTUS ASTARTES TERMINATOR model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of all other models in the bearer’s unit as well.

  • Iron Resolve 15 pts

This hero shrugs off even horrendous wounds.

ADEPTUS ASTARTES TERMINATOR model only. The bearer has the Feel No Pain 5+ ability. Once per battle, after the bearer’s unit is selected as the target of one or more attacks, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 5+ ability.


Stratagems

ARMOUR OF CONTEMPT
1CP
1st Company Task Force – Battle Tactic Stratagem
The belligerency of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
HEROES OF THE CHAPTER
1CP
1st Company Task Force – Battle Tactic Stratagem
When the fighting is at its fiercest, the veteran warriors of the Chapter truly show their quality.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is Below Half-strength, add 1 to the Wound roll as well.
TERRIFYING PROFICIENCY
1CP
1st Company Task Force – Strategic Ploy Stratagem
The 1st Company's veterans unleash their skills with an efficiency that is harrowing to witness.
WHEN: Your Fight phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that made a Charge move this turn and destroyed one or more enemy units this phase.

EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
DUTY AND HONOUR
1CP
1st Company Task Force – Strategic Ploy Stratagem
Adeptus Astartes veterans claim critical objectives in daring strikes, annihilating resistance in their Chapter’s name before sweeping onto their next target.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within range of an objective marker you control.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
ORBITAL TELEPORTARIUM
1CP
1st Company Task Force – Strategic Ploy Stratagem
Teleportarium chambers within orbiting strike cruisers are able to perform site-to-strike teleportations for Terminator-armoured battle-brothers in extremis.
WHEN: End of your opponent’s Fight phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR unit from your army.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
LEGENDARY FORTITUDE
1CP
1st Company Task Force – Battle Tactic Stratagem
Many are the legendary tales of the 1st Company holding their ground against the odds, weathering assaults that would have swept away lesser warriors.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within Engagement Range of that enemy unit.

EFFECT: Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

Righteous Crusaders

Detachment Rule

If your Army Faction is ADEPTUS ASTARTES, you can use this Righteous Crusaders Detachment rule.

RESTRICTIONS
  • Your army cannot include any ADEPTUS ASTARTES PSYKER models, and cannot include any of the following models that do not have the BLACK TEMPLARS keyword: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; IMPULSOR; REPULSOR; REPULSOR EXECUTIONER.
  • Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Templar Vows

On the eve of battle, the warriors of a Black Templars crusade gather together to be led in prayer and contemplation by their Chaplains. In their righteous zeal, united in their hatred of the foe, they swear a mighty vow to uphold in the battle ahead.

At the start of the first battle round, select one of the four Templar Vows below to be active for ADEPTUS ASTARTES units from your army until the end of the battle.

Suffer Not the Unclean to Live

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

Uphold the Honour of the Emperor

Models in this unit have the Feel No Pain 6+ ability and a Leadership characteristic of 5+.

Abhor the Witch, Destroy the Witch

Models in this unit have a 4+ invulnerable save against Psychic Attacks and melee weapons equipped by models in this unit have the [ANTI-PSYKER 4+] ability.

Accept Any Challenge, No Matter the Odds

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.


Stratagems

If you are using the Righteous Crusaders Detachment rule, you can use these Righteous Crusaders Stratagems.

NO ESCAPE
1CP
Righteous Crusaders – Strategic Ploy Stratagem
Glowing blades and revving chainswords close off the foe’s every avenue of escape.
WHEN: Your opponent’s Movement phase, when an enemy unit (excluding VEHICLES and MONSTERS) is selected to Fall Back.

TARGET: One ADEPTUS ASTARTES unit from your army that is within Engagement Range of that enemy unit.

EFFECT: Roll one D6, adding 1 to the result if the Accept Any Challenge, No Matter the Odds vow is active for your army. On a 4+, that enemy unit cannot Fall Back this phase and must Remain Stationary. Otherwise, that enemy unit can Fall Back this phase, but if it does, all models in that unit must take a Desperate Escape test.
FERVENT ACCLAMATION
1CP
Righteous Crusaders – Epic Deed Stratagem
The magnetic force of this Black Templar’s oratory inspires his fellow warriors to swear great vows, even in the midst of the battle.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES CHARACTER unit from your army.

EFFECT: Select one Templar Vow that is not active for your army. Until the start of your next Command phase, while that Character is leading a unit, models in that unit gain the benefits of that vow in addition to the vow selected to be active for your army at the start of the battle.
VICIOUS RIPOSTE
1CP
Righteous Crusaders – Epic Deed Stratagem
Every blow struck against a Black Templar is answered in kind. Even as they are laid low, their blades still lash out at the enemies of the divine Emperor.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if the Uphold the Honour of the Emperor vow is active for your army. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
CRUSADER'S WRATH
1CP
Righteous Crusaders – Battle Tactic Stratagem
The Black Templars channel their fervour into a hate-fuelled flurry of blows.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1. If the Suffer Not The Unclean to Live vow is active for your army, add 1 to the Strength characteristic of that attack as well.
ARMOUR OF CONTEMPT
1CP
Righteous Crusaders – Battle Tactic Stratagem
The belligerency and transhuman physiologies of the Adeptus Astartes make them unyielding foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
DEVOUT PUSH
1CP
Righteous Crusaders – Strategic Ploy Stratagem
With a zealous cry, the Black Templars press forward towards victory.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS ASTARTES unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit can make a Normal move of up to D6", but it must end that move closer to the enemy unit that just shot. If the Abhor the Witch, Destroy the Witch vow is active for your army, your unit can make a Normal move of up to 6" instead, but it must end that move either closer to the enemy unit that just shot, or closer to the closest enemy PSYKER unit.

Enhancements

If you are using the Righteous Crusaders Detachment rule, you can use these Righteous Crusaders Enhancements.

  • PERDITION’S EDGE 15 pts

With blades carved from noctilith, these axes separate the victim’s soul from the warp briefly as the death blow is delivered. What is only a moment in reality feels like an eternity of damnation to the departing spirit – punishment for their sins against the immortal Emperor.

ADEPTUS ASTARTES model only.

  • Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1.
  • If the Suffer Not the Unclean to Live vow is active for your army, add 1 to the Attacks characteristic of the bearer’s melee weapons as well.

  • WITCHSEEKER BOLTS 10 pts

With casings forged from the blades of fallen battle-brothers and blessed by the devout priests of the Ministorum, these bolt rounds have an unerring habit of finding their way to the heart of the witch.

ADEPTUS ASTARTES model only.

  • The bearer’s ranged weapons have the [PRECISION], [ANTI-PSYKER 4+] and [DEVASTATING WOUNDS] abilities.
  • If the Abhor the Witch, Destroy the Witch vow is active for your army, each time the bearer makes a ranged attack that targets a PSYKER unit, you can re-roll the Hit roll and you can re-roll the Wound roll.

  • SIGISMUND’S SEAL 20 pts

This sheet of paper-thin adamantine is inscribed with an oath of moment taken by Sigismund under the gaze of the Emperor himself. Such a relic is gifted only to a warrior displaying exemplary martial prowess, galvanising the battle-brothers around them to reach new heights of righteous ferocity.

ADEPTUS ASTARTES model only.

  • Improve the Attacks characteristic of the bearer’s melee weapons by 1.
  • While the bearer is leading a unit, if the Accept Any Challenge, No Matter the Odds vow is active for your army, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.

  • TÄNNHAUSER’S BONES 35 pts

Marshal Tännhauser was martyred at the hands of the Black Legion at the decisive battle of the Rutger’s Reach Crusade. His bones, encased in small reliquaries, were distributed amongst the warriors of that crusade during the victory sermon. Each is a potent reminder of duty and the expectations placed upon every Black Templar.

ADEPTUS ASTARTES model only.

  • Each time an attack is allocated to the bearer, halve the Damage characteristic of that attack.
  • While the bearer is leading a unit, if the Uphold the Honour of the Emperor vow is active for your army, models in that unit have the Feel No Pain 5+ ability.

Sons of Sanguinius

Detachment Rule

Gene-sons of the angel-winged Primarch Sanguinius, the Blood Angels descend into battle on flaming wings to stand between the Emperor’s servants and the heretical and alien hordes that seek to destroy them. Masters of the rapid assault, the mechanised offensive and the swift airborne strike, they have carved out a legacy of victories that stretches across the ages.

If your Army Faction is ADEPTUS ASTARTES, you can use this Sons of Sanguinius Detachment rule.

RESTRICTIONS
Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

The Red Thirst

Though they strive to restrain it, the murderous ferocity of the Blood Angels simmers beneath the surface of their thoughts. In battle, this rage drives them towards the foe and lends great strength to their blows.

Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 2 to the Strength characteristic and add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.

Stratagems

If you are using the Sons of Sanguinius Detachment rule, you can use these Sons of Sanguinius Stratagems.

ANGEL'S SACRIFICE
1CP
Sons of Sanguinius – Epic Deed Stratagem
The Blood Angels would gladly put themselves in harm’s way to protect others, exemplifying the sacrifice of Sanguinius.
WHEN: Any phase.

TARGET: One ADEPTUS ASTARTES CHARACTER unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Until the end of the battle, each time a friendly ADEPTUS ASTARTES unit makes an attack that targets the enemy unit that just destroyed your CHARACTER unit, you can re-roll the Hit roll.
ARMOUR OF CONTEMPT
1CP
Sons of Sanguinius – Battle Tactic Stratagem
The belligerency of the Adeptus Astartes combined with their transhuman physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
AGGRESSIVE ONSLAUGHT
1CP
Sons of Sanguinius – Battle Tactic Stratagem
The Sons of Sanguinius constantly push towards new foes, the bloodlust singing in their veins unleashed in a controlled dynamism.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army, just before that unit Consolidates.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move in Unit Coherency and within Engagement Range of one or more enemy units.
RED RAMPAGE
1CP
Sons of Sanguinius – Battle Tactic Stratagem
In times of great desperation, fury and ferocity can be a warrior’s strongest allies.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities.
ONLY IN DEATH DOES DUTY END
2CP
Sons of Sanguinius – Epic Deed Stratagem
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
RELENTLESS ASSAULT
1CP
Sons of Sanguinius – Strategic Ploy Stratagem
The Blood Angels are loathe to resort to the defensive strategies favoured by other Chapters, and a tactical withdrawal is but a prelude to re-entering the fray.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge even though it Fell Back this phase.

Enhancements

If you are using the Sons of Sanguinius Detachment rule, you can use these Sons of Sanguinius Enhancements.

  • Archangel’s Shard 25 pts

When Sanguinius battled Horus, his magnificent blade was tragically shattered against the Warmaster’s profane battle plate. The shards were gathered up and new swords forged to incorporate them, each one gifted to a different successor Chapter.

ADEPTUS ASTARTES model only. The bearer’s melee weapons have the [ANTI-CHAOS 5+] and [LANCE] abilities.

  • Artisan of War 20 pts

This warrior is a true artist both on and off the battlefield. His talents are reflected in the exquisite workmanship of his wargear, for he insists upon personally crafting his weapons of war.

ADEPTUS ASTARTES model only. Improve the Armour Penetration characteristic of the bearer’s weapons by 1, and the bearer has a Save characteristic of 2+.

  • Icon of the Angel 10 pts

Entrusted to one whose faith in the primogenitor is profound, the Icon of the Angel takes the form of a small shrine upon the bearer’s backpack. Through displaying it, this warrior reminds his brothers of the heretics who fled after laying low the Angel, exhorting them to let no enemy escape their grasp again.

ADEPTUS ASTARTES model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.

  • Visage of Death 15 pts

This exquisitely crafted mask is a thing of dark beauty to the Blood Angels, and a sign of impending doom to their enemies. The unchanging expression of the mask inspires fear and uncertainty even in confident enemies. They see no anger, pain or elation on the wearer’s face – clues as to the warrior’s state of mind in a duel.

ADEPTUS ASTARTES model only. While an enemy unit (excluding MONSTERS and VEHICLES) is within Engagement Range of the bearer’s unit, halve the Objective Control characteristic of models in that unit.

Dark Angels Codex Supplement

Introduction

Below you will find several Dark Angels Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Dark Angels - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade Characters using the Enhancements listed here(see the Select Units). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your Characters Enhancements.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

The Unforgiven

None fight with more grim determination than the sons of the Lion, and their specialised companies - known as the Deathwing and the Ravenwing in the case of the Dark Angels - are the bane of their terrified foes.

  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that units Chapter. For example, Asmodai has both the ADEPTUS ASTARTES and DARK ANGELS Faction keywords, and is therefore from the Dark Angels Chapter.
  • You cannot include units from more than one Chapter in your army.

Designer’s Note: The rules presented in this section assume that the ADEPTUS ASTARTES units in your army are from the Dark Angels Chapter, but they can also be used to represent any Dark Angels successor Chapter, such as one described in the background section of this book, or even one of your own invention. However, players who wish to faithfully recreate the Dark Angels Chapter on the tabletop should only include DARK ANGELS EPIC HEROES if their collection is intended to represent the First Founding Chapter itself; Ezekiel is the Chief Librarian of the Dark Angels, for example, and not of any of their successors.

The Ravenwing

The following ADEPTUS ASTARTES units gain the RAVENWING keyword if they are drawn from the Dark Angels Chapter:
  • MOUNTED units
  • VEHICLE units that can FLY

The Deathwing

The following ADEPTUS ASTARTES units gain the DEATHWING keyword if they are drawn from the Dark Angels Chapter:

Unforgiven Task Force

Detachment Rule

Grim Resolve

The Dark Angels are renowned for their unshakeable resolve, enduring tenacity and strict discipline in battle. They are tactically astute, able to prosecute their wars on any front. On the offence, they strike with all the martial pride of the Lion, while in defence they are stalwart, determined to accomplish their mission no matter the cost.

While an ADEPTUS ASTARTES unit from your army is Battle-shocked, change the Objective Control characteristic of models in that unit to 1, instead of 0.

RESTRICTIONS
Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Shroud Of Heroes 25 pts

Formed from the death shrouds of some of the Chapters greatest warriors, this robe inspires its wearer with the might and selflessness of those who came before.

ADEPTUS ASTARTES model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining (if the bearer was Battle-shocked when it was destroyed, it is instead returned with its full wounds remaining).

  • Stubborn Tenacity 15 pts

Even for a Chapter as famously stubborn as the Dark Angels, this warrior is known for their intractable nature.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Battle-shocked and below its Starting Strength.

  • Weapons Of The First Legion 15 pts

Beneath the surface of the Rock lie vaults within which weapons of antiquity and terrible power are stored.

ADEPTUS ASTARTES model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons. While the bearer is Battle-shocked, add 2 to the Attacks, Strength and Damage characteristics of the bearer s melee weapons instead.

  • Pennant Of Remembrance 10 pts

This hallowed banner records the names and deeds of legendary members of the Deathwing, stoking still firmer resolve in those who fight beneath it.

ANCIENT model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability. While that unit is Battle-shocked, models in that unit have the Feel No Pain 4+ ability instead.


Stratagems

ARMOUR OF CONTEMPT
1CP
Unforgiven Task Force – Battle Tactic Stratagem
The belligerency and transhuman physiologies of the Adeptus Astartes make them unyielding foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
UNFORGIVEN FURY
1CP
Unforgiven Task Force – Battle Tactic Stratagem
With focused aggression, the Dark Angels relentlessly punish the foe.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability. In addition, if one or more ADEPTUS ASTARTES units from your army are currently Battle-shocked, until the end of the phase, each time a model in your unit makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
INTRACTABLE
1CP
Unforgiven Task Force – Strategic Ploy Stratagem
Even the Dark Angels must give ground occasionally, y but their stubborn determination ensures they never do so for long, or without a fight.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
FIRE DISCIPLINE
1CP
Unforgiven Task Force – Battle Tactic Stratagem
There is no escaping the Unforgiven’s wrath when they bring their disciplined firepower to bear.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in that unit have the [ASSAULT], [HEAVY] and [IGNORES COVER] abilities.
GRIM RETRIBUTION
1CP
Unforgiven Task Force – Strategic Ploy Stratagem
Stern and vengeful as they are, the warriors of the Unforgiven Chapters deliver swift retribution to any foe foolish enough to try to lay them low.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ADEPTUS ASTARTES unit from your army that had one or more models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but it must target the enemy unit that just attacked it, and can only do so if that enemy unit is an eligible target.
UNBREAKABLE LINES
2CP
Unforgiven Task Force – Battle Tactic Stratagem
Countless assaults have faltered against the unbreakable ceramite wall that is the Unforgiven standing their ground.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One ADEPTUS ASTARTES unit from your army within Engagement Range of that enemy unit.

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.

Inner Circle Task Force

Detachment Rule

Vowed Target

Whether its true significance is kept a secret or not, there is a singular prize here that the Inner Circle have come to either secure or destroy. They will pursue this strategic objective with cold ferocity.

At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your Vowed objective marker. Each time a DEATHWING INFANTRY unit from your army makes an attack that targets a unit within range of your Vowed objective marker, add 1 to the Wound roll.

RESTRICTIONS
Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Champion Of The Deathwing 15 pts

Even amongst the elite of the Unforgiven, this warrior is a paragon of duty and martial might.

DEATHWING model only. Melee weapons equipped by the bearer have the [lethal hits] ability, and each time the bearer makes a melee attack, if it is within range of your Vowed objective marker, a Critical Hit is scored on an unmodified Hit roll of 5+.

  • Eye Of The Unseen 10 pts

It is said that no secret can escape the gaze of this ocular augmetic, which belonged first to the feared Interrogator-Chaplain Enoch.

DEATHWING model only. Each time you target the bearer s unit with a Stratagem, roll one D6, adding 1 if the bearer is within range of your Vowed objective marker: on a 5+, you gain 1CP

  • Singular Will 20 pts

This warrior lets nothing stand in their way or slow their advance, closing swiftly and relentlessly with their quarry

DEATHWING model only. Each time the bearer’s unit Piles In or Consolidates, models in that unit can move an additional 3".

  • Deathwing Assault 30 pts

Employing shock assault doctrines requiring ancient technology and immense tactical skill, the Deathwing are masters of catching their foes wholly unawares.

DEATHWING model with the Deep Strike ability only. The bearers unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.


Stratagems

ARMOUR OF CONTEMPT
1CP
Inner Circle Task Force – Battle Tactic Stratagem
The belligerency and transhuman physiologies of the Adeptus Astartes make them unyielding foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
MARTIAL MASTERY
1CP
Inner Circle Task Force – Epic Deed Stratagem
The warriors of the Deathwing fight with the honed skill and lethality of knightly champions.
WHEN: Fight phase.

TARGET: One DEATHWING INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit is within range of your Vowed objective marker, you can re-roll the Wound roll instead.
DUTY UNTO DEATH
1CP
Inner Circle Task Force – Strategic Ploy Stratagem
So driven by duty are the veterans of the Unforgiven that even death cannot keep them from it.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATHWING unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if your unit is within range of your Vowed objective marker. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
RELIC TELEPORTARIUM
1CP
Inner Circle Task Force – Strategic Ploy Stratagem
The Deathwing employ ancient and incredibly powerful teleportariums, some older than the Great Crusade, to strike at their foes with unparalleled safety and accuracy.
WHEN: Your Movement phase.

TARGET: One DEATHWING unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy models.

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
WRATH OF THE LION
1CP
Inner Circle Task Force – Epic Deed Stratagem
Channelling the strategic puissance and measured ferocity of their gene-sire, the veterans of the Unforgiven unleash a perfectly timed and utterly lethal storm of tightly controlled violence.
WHEN: Your Charge phase.

TARGET: One DEATHWING INFANTRY unit from your army that just ended a Charge move.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit, adding 1 to the result if that enemy unit is within range of your Vowed objective marker: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 3 mortal wounds).
UNMATCHED FORTITUDE
1CP
Inner Circle Task Force – Battle Tactic Stratagem
In the name of their oaths to Chapter, Primarch and Emperor, the Deathwing march into the fiercest firestorms and refuse to falter.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One DEATHWING INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your un it’s Toughness characteristic, subtract 1 from the Wound roll.

Company of Hunters

Detachment Rule

Masters Of Manoeuvre

The Ravenwing are fearsome and daring hunters, relentless in pursuit and furious on the assault When they lead the Dark Angels to war they inspire their battle-brothers with their strategic and tactical mastery of high-speed warfare, knightly bike-mounted venators leading every charge and rapidly outmanoeuvring the foe.

ADEPTUS ASTARTES units from your army are eligible to shoot in a turn in which they Advanced or Fell Back.

RESTRICTIONS
Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

KEYWORDS
OUTRIDER SQUAD units from your army gain the BATTLELINE keyword.

Enhancements

  • Master-Crafted Weapon 10 pts

Those who command the Ravenwing on their hunts are often honoured with a masterwork blade, mace or other deadly close-quarters weapon. Such implements are fashioned by the Chapters artificers and weighted perfectly to be wielded from the saddle of a speeding armoured steed.

RAVENWING model only. Melee weapons equipped by the bearer have the [PRECISION] ability.

  • Mounted Strategist 30 pts

This warrior has mastered the art of such advanced ploys as feigning flight only to turn swiftly upon overextended foes and launch a devastating counter-offensive to shatter their lines.

RAVENWING model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.

  • Master Of Manoeuvre 15 pts

Daring and audacious, this commander favours breakneck outflanking manoeuvres that allow them to plunge into the enemy's midst from unexpected quarters.

RAVENWING model only. If the bearer’s unit starts the battle in Strategic Reserves, its points value does not count towards the combined points limit for units from your army that are in Strategic Reserve, and for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.

  • Recon Hunter 20 pts

This commander is an expert scout as well as hunter, and takes advantage of these skills to seize the most advantageous position before battle begins.

RAVENWING model only. Models in the bearer’s unit have the Scouts 9" ability.


Stratagems

HUNTERS’ TRAIL
1CP
Company Of Hunters – Strategic Ploy Stratagem
Using augur beacons, servo-skulls and the like, the Ravenwing mark locations they have passed through and cleansed of foes, laying a trial their fellows can follow on the hunt.
WHEN: Command phase.

TARGET: One RAVENWING MOUNTED unit from your army that is within range of an objective marker you control.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
ARMOUR OF CONTEMPT
1CP
Company Of Hunters – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their transhuman physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
TALON STRIKE
1CP
Company Of Hunters – Strategic Ploy Stratagem
Be it their true quarry or simply one who possesses knowledge that will lead them to their apprehension, when the Ravenwing strike at a priority target they do so with unmerciful surety.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One RAVENWING MOUNTED unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an INFANTRY CHARACTER or MOUNTED CHARACTER unit, add 1 to the Wound roll.
DEATH ON THE WIND
1CP
Company Of Hunters – Battle Tactic Stratagem
The Ravenwing employ shock tactics and focussed firepower to tear bloody paths through the enemy ranks, shattering resistance and clearing the way to their true quarry.
WHEN: Your Shooting phase.

TARGET: One RAVENWING unit from your army that has just shot.

EFFECT: Select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test. When doing so, if one or more RAVENWING units from your army are within 6" of that enemy unit, subtract 1 from the test.
HIGH-SPEED FOCUS
1CP
Company Of Hunters – Battle Tactic Stratagem
Even when travelling at breakneck pace, the Ravenwing control their vehicles with consummate skill and are able to jink and dodge around incoming enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One RAVENWING unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
RAPID REAPPRAISAL
1CP
Company Of Hunters – Battle Tactic Stratagem
The Ravenwing scan and analyse their foes’ strategic dispositions constantly, augury and aerial surveillance helping to watch that no quarry slips their closing net. They are quick to redirect combat assets should such a risk present itself
WHEN: End of your opponent’s Fight phase.

TARGET: One RAVENWING unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Deathwatch Army Rules

Kill Team

When faced with an array of missions to complete and varying enemies to lay low, the Deathwatch are highly adept at forming effective kill teams that mesh starkly diverse armour and equipment.

Each time an attack targets a KILL TEAM unit from your army that contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value.

For the purposes of determining which models can embark within a TRANSPORT model, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units may have the TERMINATOR, MOUNTED or JUMP PACK keywords.

For the purposes of interacting with terrain features, all models in units with the Kill Team ability are treated as INFANTRY, even though similar models in other units may have the MOUNTED or JUMP PACK keywords.

Designer’s Note: While the slight abstractions in the above rules cause some models to behave differently to similar models in other units, they are designed to minimise unusual or complicated movement, TRANSPORT and Benefit of Cover effects.

Bolt Weapons

The following are bolt weapons:
  • Absolvor bolt pistol
  • Assault bolters
  • Auto boltstorm gauntlets
  • Bolt carbine
  • Bolt pistol
  • Bolt rifle
  • Bolt sniper rifle
  • Boltgun
  • Boltstorm gauntlet
  • Centurion bolters
  • Combi-bolter
  • Combi-weapon
  • Deathwatch twin boltgun
  • Forge bolter
  • Hellfire Extremis
  • Infernus heavy bolter – heavy bolter profile
  • Instigator bolt carbine
  • Long Vigil ranged weapon
  • Marksman bolt carbine
  • Master-crafted bolt rifle
  • Master-crafted boltgun
  • Master-crafted heavy bolt rifle
  • Master-crafted scoped bolt carbine
  • Master-crafted special issue bolt pistol
  • Occulus bolt carbine
  • Special issue bolt pistol
  • Sternguard bolt pistol
  • Sternguard bolt rifle
  • Sternguard heavy bolter
  • Storm bolter
  • Twin bolt rifle
  • Twin boltgun
  • Twin heavy bolter
  • Vigil spear

Black Spear Task Force

Detachment Rule

If your Army Faction is ADEPTUS ASTARTES, you can use this Black Spear Task Force Detachment rule.

RESTRICTIONS

Mission Tactics

Thousands of years of collated strategic data and hard-won combat experience have provided the Deathwatch with the ultimate battlefield tactics to combat almost any foe.

At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.

FUROR TACTICS

When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army.

While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability.

MALLEUS TACTICS

When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all.

While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability.

PURGATUS TACTICS

By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade.

While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability.


Stratagems

If you are using the Black Spear Task Force Detachment rule, you can use these Black Spear Task Force Stratagems.

ARMOUR OF CONTEMPT
1CP
Black Spear Task Force – Battle Tactic Stratagem
The belligerency and transhuman physiologies of the Adeptus Astartes make them unyielding foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
TELEPORTARIUM
1CP
Black Spear Task Force – Strategic Ploy Stratagem
Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two KILL TEAM units from your army, or one other ADEPTUS ASTARTES INFANTRY unit from your army.

EFFECT: Remove those units from the battlefield. In the Reinforcements step of your next Movement phase, set each of those units up anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

RESTRICTIONS: You cannot select any units that are within Engagement Range of one or more enemy units.
ADAPTIVE TACTICS
1CP
Black Spear Task Force – Strategic Ploy Stratagem
Only a truly versatile approach to warfare allows the tactical genius of the Deathwatch to best the myriad xenos foes they face.
WHEN: Your Command phase.

TARGET: Up to two KILL TEAM units from your army, or one other ADEPTUS ASTARTES unit your army.

EFFECT: For each unit targeted, select the Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Mission Tactic is active for that unit instead of any Mission Tactic that is active for your army.
HELLFIRE ROUNDS
1CP
Black Spear Task Force – Wargear Stratagem
Hellfire rounds douse their targets in voracious acids that are utterly lethal to organic life.
WHEN: Your Shooting phase.

TARGET: Up to two KILL TEAM units from your army that have not been selected to shoot this phase, or one other ADEPTUS ASTARTES unit from your army (excluding VEHICLES) that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, bolt weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities

RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase.
KRAKEN ROUNDS
1CP
Black Spear Task Force – Wargear Stratagem
Kraken rounds utilise adamantine cores and improved propellants to penetrate the thickest hide.
WHEN: Your Shooting phase.

TARGET: Up to two KILL TEAM units from your army that have not been selected to shoot this phase, or one other ADEPTUS ASTARTES unit from your army (excluding VEHICLES) that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of bolt weapons equipped by models in your unit by 1 and improve the range characteristic of those weapons by 6.

RESTRICTIONS: You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase.
DRAGONFIRE ROUNDS
1CP
Black Spear Task Force – Wargear Stratagem
Dragonfire rounds are designed to explode just before contact, saturating foes in cover with searing gas and flames.
WHEN: Your Shooting phase.

TARGET: Up to two KILL TEAM units from your army that have not been selected to shoot this phase, or one other ADEPTUS ASTARTES unit from your army (excluding VEHICLES) that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, bolt weapons equipped by models in your unit have the [ASSAULT] and [IGNORES COVER] abilities

RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase.

Enhancements

If you are using the Black Spear Task Force Detachment rule, you can use these Black Spear Task Force Enhancements.

  • Thief of Secrets 15 pts

The Thief of Secrets is a blade whose machine spirit has an unquenchable thirst for knowledge. It has tasted the vitae of countless alien races, absorbing those liquids through auto-sanctified sanguinator-channels and codifying them through the honeycombed array of logicum cells within. The biological secrets of many xenos races have thus been laid bare, allowing the blade’s user to modulate its power field, the better to slice through chitinous armour, rupture xenoform organs and burn out alien nervous systems.

ADEPTUS ASTARTES model only. Improve the Strength, Damage, and Armour Penetration characteristics of the bearer’s melee weapons by 1. If an enemy model is destroyed as the result of a melee attack made by the bearer, at the end of that phase, until the end of the battle, improve the Strength, Damage, and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead.

  • Osseus Key 20 pts

The ancient clavis known as the Osseus Key is said to be the most powerful of its kind. Where other such devices are made from sanctified platinum, the Osseus Key is made from the hand and finger bones of deceased Imperial Fists heroes that fought in the Horus Heresy, scrimshawed with inhuman care and imbued with the fiercest machine spirits of the age. No portal can bar its bearer from entry, and no xenos machine can stand before his wrath.

WATCH MASTER or TECHMARINE model only. At the start of your opponent’s Shooting phase, select one enemy VEHICLE unit (excluding TITANIC units) within 12" of and visible to the bearer. That model must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase.

  • Beacon Angelis 30 pts

The Beacon Angelis was devised to guide the Deathwatch to the threshold of the alien adversary. Housed within a reliquary, it calls out to the warriors’ augur arrays with the voices of a hundred electric cherubim, its summons so strong that it draws the righteous unto its locale regardless of what darkness may surround it.

ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Deep Strike ability. In addition, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP.

  • The Tome of Ectoclades 40 pts

This grimoire, bound in the skin of the alien, holds the most powerful truths the Deathwatch have uncovered about their foes, whether xenos or those who harbour them. On occasion, such knowledge has been known to save not only the book’s custodian, but entire worlds.

WATCH MASTER or CAPTAIN model only. Once per battle, after you have selected an enemy unit using the Oath of Moment ability in your Command phase, the bearer can use this Enhancement if they are on the battlefield. When they do, select a second enemy unit – until the start of your next Command phase, each time an ADEPTUS ASTARTES model from your army makes an attack that targets either of those enemy units, you can re-roll the Hit roll and you can re-roll the Wound roll.

Champions of Russ

Detachment Rule

The Space Wolves are a savage Space Marine Chapter of merciless hunters. They hail from the icy death world of Fenris and strive to emulate the strength, cunning and howling ferocity of their Primarch: Leman Russ, the Wolf King. In their pursuits of the enemies of Mankind across the Sea of Stars, the Space Wolves employ the advanced technology and deadly weapons of the Adeptus Astartes under a skin of seemingly feral barbarity. With audacious boasts, the taking of impetuous risks and the joyful roars of warriors born, the Space Wolves are a Chapter of heroes who wage war without fear or doubt, each seeking to forge a saga worthy of immortalisation.

If your Army Faction is ADEPTUS ASTARTES, you can use this Champions of Russ Detachment rule.

RESTRICTIONS

Deeds Worthy of Saga

Legendary deeds in the midst of battle are an intoxicating mead. Those who witness them are inspired to greater feats of daring and valour, determined to prove themselves worthy of their champions.

At the end of each player’s turn, you can select one of the Sagas listed below. If that Saga was completed by your army during that battle round, all ADEPTUS ASTARTES models from your army gain the associated benefit until the end of the battle. You can only select each Saga once per battle.

SAGA OF THE WARRIOR BORN

  • This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army destroyed one or more enemy CHARACTER models during that turn.
  • Benefit Once Completed: Melee weapons equipped by ADEPTUS ASTARTES models from your army have the [SUSTAINED HITS 1] ability.

SAGA OF MAJESTY

  • This Saga is completed if you controlled one or more objective markers in your opponent’s deployment zone at the end of that turn, and one or more ADEPTUS ASTARTES CHARACTER models from your army were within range of that objective marker.
  • Benefit Once Completed: Improve the Objective Control characteristic of ADEPTUS ASTARTES models from your army by 1.

SAGA OF THE BEAR

  • This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army were reduced to below half of their starting number of wounds during that turn, but were not destroyed at the end of that turn.
  • Benefit Once Completed: ADEPTUS ASTARTES models from your army have the Feel No Pain 6+ ability.

SAGA OF THE BEASTSLAYER

  • This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army destroyed one or more enemy MONSTER or VEHICLE models during that turn.
  • Benefit Once Completed: Melee weapons equipped by ADEPTUS ASTARTES models from your army have the [LETHAL HITS] ability.


Stratagems

If you are using the Champions of Russ Detachment rule, you can use these Champions of Russ Stratagems.

ARMOUR OF CONTEMPT
1CP
Champions of Russ – Battle Tactic Stratagem
The belligerency of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
GO FOR THE THROAT
1CP
Champions of Russ – Battle Tactic Stratagem
With the scent of blood in the air and the rushing joy of battle surging through every true warrior’s hearts, even the greatest quarry can be brought down.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. If the Saga of the Beastslayer has been completed by your army, until the end of the phase, such weapons have the [LANCE] ability as well.
RUNIC WARDS
1CP
Champions of Russ – Wargear Stratagem
Imbued as they are with the cunning psychic might of the Rune Priests, shamanistic totems, tattoos and fetishes are a potent shield against baleful attacks and the foul sorcery of witches.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks. If the Saga of the Bear has been completed by your army, until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks instead.
DEATH HOWL
1CP
Champions of Russ – Strategic Ploy Stratagem
Having stalked their prey or run them to ground, all that remains is to go for the enemy’s weakest points, to rip them apart in a furious bloodletting. Onlookers are stricken with terror at the bloody spectacle, an instant before the sons of Russ pounce upon them.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that destroyed one or more enemy units this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move in Unit Coherency and within Engagement Range of one or more enemy units. In addition, if the Saga of Majesty has been completed by your army, each enemy unit within 6" of your unit when it ends that Consolidation move must take a Battle-shock test
WARRIOR PRIDE
1CP
Champions of Russ – Epic Deed Stratagem
The greatest champions amongst the sons of Russ must take the fight to the enemy, leading by example to uphold the honour of their Chapter.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES CHARACTER model from your army.

EFFECT: Select one Saga that has not yet been completed by your army. Until the end of the turn, models in your CHARACTER’s unit have the benefit of the selected Saga as if it had been completed by your army.
RELENTLESS ASSAULT
1CP
Champions of Russ – Strategic Ploy Stratagem
Once their blades and claws run red with the enemy’s blood, nothing will hold the savage sons of Russ back from new prey.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army makes a Fall Back or Advance move.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot even though it Fell Back or Advanced this phase. If the Saga of the Warrior Born has been completed by your army, until the end of the turn, your unit is also eligible to declare a charge.

Enhancements

If you are using the Champions of Russ Detachment rule, you can use these Champions of Russ Enhancements.

  • THE PELT OF BALEWOLF 10 pts

The pelts of wolves are plentiful trophies amongst the heroes of Fenris. However, some of these mantles are rare and steeped in legend, belonging to one of the near-mythical Blackmaned wolves. The Pelt of Balewolf came from a giant of its massive kind. Even now, when the name of its heroic slayer is barely recalled, Balewolf ’s raw spirit still permeates the long-dead creature’s pelt, a bestial aura that reaches into primitive fear centres. Even the mighty instinctively tremble before the wearer, sensing the presence of a terrifying alpha predator.

ADEPTUS ASTARTES model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test.

  • BLACK DEATH 25 pts

The sagas of Torvald Fangbreaker, of Gerd the Bloody and many others detail the sickening monsters and fell champions slain by Black Death. They tell of how the runic enchantments etched into the ebon weapon glow darkly in battle, transforming the bearer into a relentless killing machine.

ADEPTUS ASTARTES model only. The bearer’s melee weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

  • WOLF TAIL TALISMAN 20 pts

Although seen by the sons of Russ as tokens of luck and protection against evil, wolf tail talismans are regarded by most outside the Chapters of Russ’ genetic legacy as trinkets of mere superstition. Yet whether through the power of the bearer’s belief, some attribute inherent in the creatures they are taken from or some stranger reason, these talismans appear to bestow the warrior with a measure of protection against malicious attacks.

ADEPTUS ASTARTES model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.

  • FROST WEAPON 15 pts

Amongst the most prized weapons of the sons of Russ – himself the Lord of Winter and War – these blisteringly cold weapons are specially crafted by a master Iron Priest. Some are wrought from the razor-sharp fangs of the Ice Kraken, while others are shards of energised diamond, giving them the appearance of blades forged from purest ice.

ADEPTUS ASTARTES model only. The bearer’s melee weapons have the [PRECISION] ability, and the Strength and Armour Penetration characteristics of those weapons are improved by 1.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to ADEPTUS ASTARTES units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following rules:

OATHSWORN CAMPAIGNS
These rules represent focused strategic goals your Crusade force can seek to achieve. They detail how, after gaining sufficient Honour points, you can promote CHARACTERS to Chapter Command and reassign your units to other tactical roles.

AGENDAS
ADEPTUS ASTARTES armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s goals and their particular methods of waging war.

REQUISITIONS
ADEPTUS ASTARTES armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, ADEPTUS ASTARTES units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other Crusade publications, ADEPTUS ASTARTES CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once you have achieved one, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Oathsworn Campaigns

Your Crusade force can use the Oathsworn Campaigns rules featured in Space Marines page to embark on Oathsworn Campaigns unique to the Dark Angels and their successors. Each Oathsworn Campaign offers Bonus Agendas to gain Honour points, allowing your Characters to become members of Chapter Command and - unique to this publication - the secretive Inner Circle.

Space Marines of the Adeptus Astartes have a duty to safeguard the Imperium from the threats that assail it. These warriors fight in the name of the Emperor and swear oaths to uphold their Chapters honour in the missions to come. Such forces conduct precision strikes, sudden purges and evacuations of artefacts and individuals. They may be expected to relieve sieges, break the backs of enemy assaults, execute the foe’s champions and more, before moving onto the next conflict. To represent this, your Crusade force can embark on short Oathsworn Campaigns, each focused on a key thematic goal while being open to interpretation as befits your army’s background.

Each battle offers the opportunity to earn Honour points for your Crusade force, which reflect the glorious accomplishments of your warriors on a personal and collective level. CHARACTERS can use Honour points to become high-ranking members of Chapter Command and access new abilities, while your units can adopt different battlefield roles or be promoted through the Chapter, starting in the Scout Company and eventually progressing to the 1st Company as decorated veterans with access to a wide array of Battle Traits.

A Noble Undertaking

To begin, select an Oathsworn Campaign from those presented below. An Oathsworn Campaign lasts for three battles, and each one has unique Bonus Agendas and Requisitions for you to take advantage of. If you wish to abandon a campaign for any reason, you can do so at any time. Your Crusade force can only participate in one Oathsworn Campaign at a time.

Each time you win a battle, your Crusade force earns Honour points relative to the battle size, as shown below.

INCURSION
+2
HONOUR POINTS
HONOUR


STRIKE FORCE
+3
HONOUR POINTS
HONOUR


ONSLAUGHT
+5
HONOUR POINTS
HONOUR

Honour Points

Honour points for your Crusade force are earned by winning battles and completing Bonus Agendas. Keep track of your Honour points by noting them on your Order of Battle. At the end of an Oathsworn Campaign, you can spend Honour points to promote ADEPTUS ASTARTES CHARACTERS from your Order of Battle to be members of Chapter Command. You can also spend Honour points to promote various units from the Scout Company to the Reserve and Battle Companies, and then to the 1st Company.

After an Oathsworn Campaign has ended, your Honour points are reset to 0. For every 5 unspent Honour points lost in this way, you can grant 1XP to a unit of your choice from your Order of Battle.

20
Below, Honour points are presented as shown on the left.

Oathsworn Campaign Requisitions

While your Crusade force is embarked on an Oathsworn Campaign, you have access to special Requisitions you can only purchase during that campaign. These represent your Crusade force taking actions best suited to their goals, such as commandeering local resources or bolstering defences as necessary.

Bonus Agendas

Each Oathsworn Campaign features unique Bonus Agendas that are always selected in addition to your two chosen Agendas. For the duration of the Oathsworn Campaign, when you select Agendas for a battle, consult the table associated with your chosen Oathsworn Campaign to select a Bonus Agenda for that battle that best suits your Crusade army or your narrative goals.

Oathsworn Campaign

Unflinching Bulwark

The Adeptus Astartes confront and drive back invasions of every loathsome kind across the Imperium’s worlds. Destructive hordes spreading carnage through a planet’s macro-cities must be halted in their tracks to enable desperate evacuations. Predatory raiders plundering frontier settlements or void ships must be corralled into efficient kill zones. From the walls of vital Imperial fortifications, Space Marines hold positions that would otherwise have fallen. Enemy assaults are thrown back as the battle-brothers unleash a deluge of firepower to cut them down. The Space Marines’ aggressive defence grants other Imperial forces the chance to regroup and exploit the gains won by the sudden intervention, even as the Angels of Death themselves leave for the next war zone.


Requisition

FORTIFICATION NETWORK1RP

The strategic brilliance of a strike force’s commanders means Space Marines can often ensure the enemy fights them only on their terms, drawing the Imperium’s foes into carefully chosen battle sites. Utilising the full extent of their siegecraft, the Space Marines erect solid redoubts, fortified walls and dedicated kill zones. Any forces attempting to invade the area find their advance swiftly halted by these masterful creations and their determined defenders.

Purchase this Requisition before a battle. Do not roll off to determine the Attacker and Defender for that battle. Instead, you are automatically the Defender. If your opponent uses the same or a similar rule to become the Defender, ignore both rules and instead determine the Attacker and Defender normally.

Bonus Agendas
D6

PRIORITY KILL ZONE

The Adeptus Astartes are utterly focused on their mission parameters. Those Space Marines sworn to the defence of their battle lines will take not one backward step nor be lured into reckless assaults. Any foe who dares venture into these warriors’ priority kill zones are subjected to a thunderous fusillade of long-range firepower that scours them from critical battlefield targets.

Each time an ADEPTUS ASTARTES unit from your Crusade army that is within your deployment zone destroys an enemy unit that is within range of an objective marker, your Crusade force gains 1 Honour point (to a maximum of 3).
DEFIANCE UNFURLED

While some of a defensive Space Marine force may be tasked with counter-assaults, others stamp the Chapter’s presence upon the war zone by planting a sacred banner or ancient sigil in full view of the foe. With undisguised bombast, the action proclaims the resolve of the battle-brothers to retake the battlefield and signals to the foe their imminent destruction.

At the start of the battle, select one objective marker in No Man’s Land. If there is an objective marker within 6" of the centre of the battlefield, you must choose that one. At the end of the battle, if an ADEPTUS ASTARTES unit from your army controls that objective marker, your Crusade force gains 4 Honour points.
DRIVE THEM BACK!

Whether safeguarding an extraction or in a final push towards the foe’s last redoubt, the Space Marines have vowed to cleanse the enemy from their lines and allow none to slip past.

At the end of the battle, if there are two or fewer enemy units within your deployment zone, your Crusade force gains 4 Honour points.

Oathsworn Campaign

Precision Strike

The Adeptus Astartes confront and drive back invasions of every loathsome kind across the Imperium’s worlds. Destructive hordes spreading carnage through a planet’s macro-cities must be halted in their tracks to enable desperate evacuations. Predatory raiders plundering frontier settlements or void ships must be corralled into efficient kill zones. From the walls of vital Imperial fortifications, Space Marines hold positions that would otherwise have fallen. Enemy assaults are thrown back as the battle-brothers unleash a deluge of firepower to cut them down. The Space Marines’ aggressive defence grants other Imperial forces the chance to regroup and exploit the gains won by the sudden intervention, even as the Angels of Death themselves leave for the next war zone.


Requisition

STORM-SWIFT DESTRUCTION1RP

Space Marines are the ultimate assault force. Deploying from orbiting strike cruisers or drop ships, roaring into the fray in armoured transports or charging from ambush, they are capable of surprise attacks that hit with meteoric force. Such assaults are unleashed after rapid and incisive assessment of carefully harvested intelligence filtered through the warriors’ long years of combat experience, and can catch even the most alert of sentries flat-footed.

Purchase this Requisition before a battle. Do not roll off to determine the Attacker and Defender for that battle. Instead, you are automatically the Attacker. If your opponent uses the same or a similar rule to become the Attacker, ignore both rules and instead determine the Attacker and Defender normally.

Bonus Agendas
D6

PUNISH THEIR DARING

Any advances or gains made by the enemy must be taken from them by swift and unremitting force. None can be left in any doubt that to stand against the Adeptus Astartes is to feel the wrath of the Emperor himself.

Each time an ADEPTUS ASTARTES unit from your Crusade army destroys an enemy unit that is within range of an objective marker in your opponent’s deployment zone or No Man’s Land with a melee attack, your Crusade force gains 1 Honour point (to a maximum of 5).
THE TIP OF THE SPEAR

Space Marine commanders do not orchestrate victory from the safety of a strategium, but as the speartip of their strike force that plunges into the enemy’s heart.

At the end of the battle, if your WARLORD’s unit is within 6" of your opponent’s battlefield edge (or wholly within your opponent’s deployment zone if your opponent does not have a battlefield edge), your Crusade force gains 3 Honour points.
ALPHA-THREAT PROTOCOLS

Adapting their priorities on the move with post-human cogitation, Space Marines will rapidly assess the most dangerous threats amongst the foe. Any that pose a risk to the battle-brothers’ mission targets will be picked out for eradication.

At the start of the battle, your opponent must select three units from their Crusade army to be Priority Target units. At the end of the battle, for each Priority Target unit that was destroyed by a unit from your Crusade army, your Crusade force gains 1 Honour point.

Oathsworn Campaign

The Forging of Legends

In millennia-old archives are accounts of the supernatural heroism of the Adeptus Astartes’ champions. A Chapters honour is of utmost importance to its warrior-knights. In campaigns where it can be upheld or avenged - the recovery of a fallen battle-brother or relic, the hunting down of a reviled foe or the reclamation of a Chapter bastion - personal heroism surges to the fore. The greatest of a force’s combatants lead their battle-brothers in wrath-filled charges to topple enemy champions and strike down the largest of threats. Such strength and skill can crush an enemy’s cohesion as the foe witnesses their best and greatest cast down by a single warrior.


Requisition

THE ESTEEM OF THE CHAPTER1RP

Space Marine commanders are entrusted with great latitude in dispensing honours - and summary justice - upon their battle-brothers. Even amongst some of the Imperiums greatest heroes, there are those leaders whose courage and skill exceeds even their commander's lofty expectations. Such valour in the Emperor's name is deserving of recognition.

Purchase this Requisition after a battle in which your WARLORD was not destroyed. Select one CHARACTER unit that participated in that battle (excluding your WARLORD); that CHARACTER unit gains 5XP.

Bonus Agendas
D6

DUEL OF HONOUR

Chapter legend recounts many epic duels in which the greatest of its warriors cast down the most heinous enemies in fights that shook the firmament and awed those who witnessed them. These legends are a potent source of inspiration to those who would uphold their brotherhood's honour.

Each time a CHARACTER unit from your Crusade army destroys an enemy CHARACTER unit with a melee attack, your Crusade force gains 2 Honour points (to a maximum of 4).
HUNTING THE BEHEMOTH

The battlefield echoes to the roaring engines or guttural howls of an enemy monstrosity. Through tactical consideration of their threat to his battle-brothers, as well as being a matter of personal pride, a Chapter’s noble champion will make its slaying their personal vow.

Each time a CHARACTER unit from your Crusade army destroys an enemy MONSTER or VEHICLE unit with a melee attack, your Crusade force gains 2 Honour points (to a maximum of 4).
A SHOW OF DOMINION

The heroic commanders of a Space Marine strike force lead from the front in stunning displays of their combined strategic acumen and martial skill. They stamp their presence onto the battlefield so that none are left in doubt as to the power of the Angels of Death.

At the end of the battle, if your WARLORD’s unit controls an objective marker that is in No Man’s Land, your Crusade force gains 1 Honour point. If that objective marker is in your opponent’s deployment zone, your Crusade force gains 3 Honour points instead.

Chapter Command

After an Oathsworn Campaign ends, if you have enough Honour points to do so, you can promote one or more CHARACTERS to be members of Chapter Command. To do so, select a CHARACTER you wish to promote, then subtract that promotion’s Honour points cost from your total and select one of that promotions Battle Honours for that CHARACTER to gain. Each CHARACTER can only have one of these Battle Honours, even if you gain enough Honour points to promote them again. Each of these Battle Honours is unique - you can only have one instance of each in your Order of Battle. When gaining one of these Battle Honours, if that CHARACTER already has their maximum number of Battle Honours, you can choose to replace one with a Chapter Command Battle Honour.

Designer’s Note: If your Order of Battle contains an EPIC HERO who is already known to hold a position in Chapter Command (e.g. Pedro Kantor being a Chapter Master), you should not promote another CHARACTER to that position.

CHAPTER MASTER
25
CAPTAIN ONLY

Chapter Masters are some of the greatest military minds in the galaxy. There are few elements of strategy and tactics they have not studied and mastered, and they have tested their skills against innumerable enemies. They are magnificent leaders, able to inspire their warriors to acts of legendary valour. There is no task to which they will set their battle-brothers that they have not completed themselves, and when they lead from the front, they wield their blades with incomparable ability, slaughtering more of the foe than any of their warriors.

CHOOSE ONE
Master of the Codex
BATTLE HONOUR
Once per battle, after you have selected your Oath of Moment target, select a second enemy unit. Until the start of your next Command phase, that second enemy unit also counts as your Oath of Moment target.
OR
Master of Combat
BATTLE HONOUR
Once per battle, in your Command phase, this model can use this ability. If it does, until the end of the turn, add 2 to the Damage characteristic of weapons equipped by this model.
CHIEF APOTHECARY
10
APOTHECARY ONLY

Chief Apothecaries are the most senior surgeons and battle medics available to Space Marine Chapters. Calm and resolute, they maintain the life force of their battle-brothers on and off the battlefield. Most importantly, they are responsible for their Chapter’s future in the preservation of Space Marine gene-seed. With vast experience to draw upon, a Chapter's Chief Apothecary is its ultimate practitioner of the healer’s art.

CHOOSE ONE
Selfless Healer
BATTLE HONOUR
TACTICUS APOTHECARY model only. While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
OR
Battlefield Chirurgy
BATTLE HONOUR
At the end of the battle, if your Crusade army included this model and it was not destroyed during the battle, you can ignore up to two failed Out of Action tests taken for INFANTRY units from your Crusade army - those tests are treated as having been passed instead.

MASTER OF SANCTITY
20
CHAPLAIN ONLY

Masters of Sanctity are the High Chaplains of the Space Marine Chapters. They maintain the spiritual well-being of their brothers, ensuring none falter in their responsibilities. Their mere presence inspires fervent aggression amongst their kin, though they are just as capable of delivering retribution first-hand.

CHOOSE ONE
Wise Orator
BATTLE HONOUR
Once per battle, at the start of the battle round, this model can use this ability. If it does, until the end of the turn, this model has the following ability:

Wise Orator (Aura): Each time a friendly ADEPTUS ASTARTES unit within 6" of this model makes a melee attack, add 1 to the Wound roll.
OR
Mantra of Strength
BATTLE HONOUR
Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 2 to the Attacks, Strength and Damage characteristics of melee weapons equipped by this model.
MASTER OF THE FORGE
15
TECHMARINE ONLY

Masters of the Forge are the chief artificers of the Space Marines, responsible for maintaining the arms, armour and vehicles of their Chapter. Having distinguished themselves from their brother Techmarines, Masters of the Forge oversee the Chapter’s Armoury, and have an intimate knowledge of its workings and the machine spirits that reside there.

CHOOSE ONE
Liturgy of Resanctification
BATTLE HONOUR
Each time this model uses its Blessing of the Omnissiah ability, the selected VEHICLE regains up to D3+3 lost wounds instead of up to D3.
OR
Shielded by the Machine God
BATTLE HONOUR
Each time this model uses its Blessing of the Omnissiah ability, until the start of your next Command phase, the selected VEHICLE has a 4+ invulnerable save (in addition to that ability’s other effects).

HONOUR GUARD
10

For a Space Marine to have become one of the Chapters Honour Guard is to have fulfilled many centuries of exceptionally courageous service. In battle, they act as personal retinues for the strike force’s leaders, ensuring their safety with selfless valour.

CHOOSE ONE
Ardent Protectors
BATTLE HONOUR
While a CHARACTER model is leading this unit, add 1 to the Toughness characteristic of models in that unit.
OR
Roused to Fury
BATTLE HONOUR
Once per battle, at the start of either player’s Command phase, this unit can use this ability. If it does, until the end of the turn, add 1 to the Attacks characteristic of weapons equipped by models in this unit.
CHIEF LIBRARIAN
15
LIBRARIAN ONLY

At the head of each Chapter’s Librarius can be found the Chief Librarian. Battle scholars with vast experience and immense psychic power, they are as much invaluable warriors as they are dependable advisors. When mastery of the warp is required, none are better equipped to deal with its turbulent nature. On the battlefield, Chief Librarians direct the energies of the immaterium with unrivalled precision and power.

CHOOSE ONE
Psychic Scourge
BATTLE HONOUR
At the start of your Shooting phase, you can select one enemy unit within 12" of and visible to this model and roll one D6: on a 3-5, that unit suffers D6 mortal wounds; on a 6, that unit suffers D6 mortal wounds and, until the start of your next turn, halve that unit's Move characteristic and halve the result of Charge rolls and Advance rolls made for that unit.
OR
Empyric Castellan
BATTLE HONOUR
Once per battle, at the start of any phase, this unit can use this ability. If it does, until the start of your next turn, this model has the following ability:

Empyric Castellan (Aura, Psychic): While an ADEPTUS ASTARTES unit from your army is within 6" of this model, models in that unit have a 4+ invulnerable save.

CHAPTER ANCIENT
15
ANCIENT ONLY

Only the most distinguished Space Marines are granted the title of Chapter Ancient. Given the sacred task of bearing the Chapter’s standard to war, they selflessly fly the colours even as they slay their foes. The sight of such a holy relic flying high above the battlefield inspires the Ancients’ brethren to give their all. The mere presence of the Chapters standard is worth a fortified bastion to the warriors of the Adeptus Astartes.

CHOOSE ONE
Steadfast Example
BATTLE HONOUR
Once per battle, at the start of your Command phase, this model can use this ability. If it does, until the end of the turn, this model has the following ability:

Steadfast Example (Aura): While an ADEPTUS ASTARTES unit from your army is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit.
OR
Pennant of the Fallen
BATTLE HONOUR
While this model is leading a unit, each time a Bodyguard model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Assignment and Promotion

During their long years, Space Marines advance through their Chapters companies, gaining new skills and a wealth of experience on their journey.

In addition to spending Honour points on Chapter Command promotions, you can also spend them to assign or promote other units to new positions within the Chapters structure. After an Oathsworn Campaign ends, just as with Chapter Command promotions, you can spend the required number of Honour points to assign or promote a unit, but if you do, instead of selecting a Battle Honour for that unit, you must instead remove it from your Order of Battle and replace it with another unit from those listed. When a unit is replaced in this way, the new unit starts with the same XP as the one it replaced.

RESERVE AND BATTLE COMPANY ASSIGNMENT
5

Once deemed worthy, a neophyte is elevated from the Scout Company to the status of full battle-brother and serves in the first of the Reserve Companies. Should they continue to distinguish themselves, they may progress to the Battle Companies and throughout their lives learn to fight in many different roles. Experienced battle-brothers of the Scout Company’s Vanguard complement may be requisitioned to support other companies, their battle prowess granting them a potent reputation.

Select one of the following units:

You can spend 5 Honour points to replace that unit with one of the following units:
1ST COMPANY PROMOTION
5

Elevation to the elite 1st Company of a Chapter is never automatic, no matter how long a battle-brother serves with the incredibly high levels of skill expected of all Space Marines. To be so honoured, they must have proved superior even amongst an entire brotherhood of post-human champions. Each has performed legendary deeds of bravery and mastered all of the Chapter’s ways of war. They are master marksmen, exceptional duellists and incredible pilots, with tactical insight far beyond any mortal soldier and a devotion to duty that is fierce in its intensity. They truly are the heroes of their Chapter.

Select one ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit (excluding CHARACTERS and SCOUT SQUADS). You can spend 5 Honour points to replace the selected unit with one of the following units. If the selected unit has the Terminator Honours Battle Trait, this promotion costs 0 Honour points.
COMPANY COMMAND PROMOTION
10

The honour of command amongst the Adeptus Astartes recognises a battle-brother whose past is littered with conquered enemies. Yet it is not enough to be a skilled fighter; they must also have an unassailable grasp of strategy and tactics. Centuries of battlefield experience have taught them every facet of war, trained them in the tools of slaughter and honed their wits to the level of instinct. To lead the Emperor’s greatest shock troops in battle, to marshal their strength and mete it out efficiently to maximise its potential against the ceaseless waves of foes that embattle the Imperium, is a singular and grave responsibility.

Select one LIEUTENANT model. You can spend 10 Honour points to replace that model with one CAPTAIN model (excluding EPIC HEROES).

Agendas

If your Crusade army includes any ADEPTUS ASTARTES units, you can select Agendas from those presented here.

ANGELS OF DEATH

For the Space Marines, only the total destruction of the Emperor’s enemies is acceptable.

At the end of the battle, if there are no enemy units on the battlefield, each ADEPTUS ASTARTES unit from your Crusade army that is on the battlefield gains 2XP and your Crusade force gains 2 Honour points.
KNOW NO FEAR

The Space Marines know no fear. Superhuman courage in the face of terrifying horrors and overwhelming odds are expected from each and every battle-brother. Fleeing from the conflict is as anathema to them as allowing the enemies of the Emperor to draw breath.

At the end of the battle, each ADEPTUS ASTARTES unit from your Crusade army that did not fail a Battle-shock test during the battle gains 1XP. If that unit did not fail a Battle-shock test and is also Below Half-strength, it gains 2XP instead.
ARMOURED ASSAULT

Battle-brothers who pilot their Chapter’s war engines often have a natural affinity for their mechanical steeds. With prayers to the vehicles’ machine spirits, the crews urge them forth in unstoppable spearheads. Those war engines that leave a great wake of the foe’s twisted corpses are immortalised for their deeds with devotional seals and trophies in a dedicated shrine within the Chapter’s Armoury.

At the end of the battle, each VEHICLE unit from your Crusade army that is not destroyed gains 1XP, and each VEHICLE unit from your Crusade army that is destroyed but itself destroyed two or more enemy units during the battle gains 1XP.
QUEST OF ATONEMENT

The warriors of the Chapter who bear the Mark of Censure have submitted themselves to the Reclusiam for their failures, and been set upon a quest for absolution in their Chapter’s eyes. Only by striking down the mightiest foes of the Emperor will their shame be absolved.

When you select this Agenda, select one ADEPTUS ASTARTES unit from your Crusade army that has one or more of the following Battle Scars: Battle-weary; Disgraced; Mark of Shame. At the end of the battle, if the selected unit destroyed one or more enemy CHARACTER, MONSTER or VEHICLE units with a melee attack during the battle, it loses one of those Battle Scars of your choice and gains 5XP.

Requisitions

If your Crusade army includes any ADEPTUS ASTARTES units, you can spend Requisition points (RP) on any of the following Requisitions.

A LEGACY PRESERVED1RP

Death in battle is the fate of almost all Space Marines. But if the Chapter’s Apothecaries can preserve the gene-seed of fallen battle-brothers, then something of them can live on in a new generation of warriors. The heroic warrior-chirurgeons make their battle-brothers' death an honoured gift of legacy to the Chapter.

Purchase this Requisition after an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your Crusade army gains a Battle Scar, if your Order of Battle includes one or more APOTHECARY models. Remove the unit that just gained that Battle Scar from your Order of Battle, and your Crusade force gains 5 Honour points.
VAUNTED TRIUMPH1RP

To triumph in spectacular and glorious fashion over the Imperiums enemies is reward enough for those heroes who bought the victory with deadly skill and unflinching conviction.

Purchase this Requisition after a battle that you won. You can select a second unit to be Marked for Greatness. You can only purchase this Requisition once per Oathsworn Campaign.
ENDURING DUTY2RP

On occasion, the Space Marines' famously rapid and efficient campaigns must be extended. They may uncover evidence of a deeper conspiracy that must be broken or details of hidden enemy reserves that must be crushed. Whatever new intelligence comes to light, the Adeptus Astartes will not shirk from acting upon it to ensure their final victory is total.

Purchase this Requisition after the third battle in an Oathsworn Campaign. You may participate in one additional battle before that Oathsworn Campaign ends.
EVEN IN DEATH I STILL SERVE1RP

A mortally wounded Space Marine may be interred in the sarcophagus of a Dreadnought, allowing them to bring death to their foes in a new form.

Purchase this Requisition when an ADEPTUS ASTARTES INFANTRY CHARACTER or ADEPTUS ASTARTES MOUNTED CHARACTER unit from your Crusade army would gain a second or subsequent Battle Scar. Remove that unit from your Order of Battle and replace it with an ADEPTUS ASTARTES WALKER unit (excluding INVICTOR TACTICAL WARSUITS). You cannot purchase this Requisition if doing so would cause your total Crusade points to exceed your Crusade forces Supply Limit. The new unit starts with the same number of XP as the unit it replaced and gains the appropriate number of Battle Honours for its rank.

Battle Traits

When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

INFANTRY and MOUNTED Units
D6

Excluding CHARACTERS
MARKSMAN’S HONOURS

Awarded to those warriors who prove their accuracy in combat, these badges are constructed by coating spent bolter shell casings, ejected from the weapons of great heroes, in gold.

Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
BLADESMAN'S HONOUR

Awarded to the most superlative duellists of the Chapter, this honour badge is shaped like a dagger and proclaims the bearer’s skill at arms.

Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
SERVICE STUDS

These rivets are stamped into a warrior’s cranium to record ten, fifty or a hundred years' service. Though described in the Codex, the awarding of studs is not officially required.

At the end of the battle, if this unit is not destroyed, it gains an additional 1XP.
PURITY SEALS

Purity seals record not so much honours as blessings given by the Chapter’s Chaplains before battle. When a battle-brother receives a seal, the Chaplains chant litanies before affixing it to the Space Marine's armour.

Models in this unit have the Feel No Pain 5+ ability against Psychic Attacks.
TERMINATOR HONOURS

Veterans who have earned the honour of waging war in Terminator armour are permitted to wear these badges - smaller representations of the Crux Terminatus - when fighting.

Select one model in this unit (if this unit contains a unit champion, such as a Space Marine Sergeant, you must select that model). Add 1 to the Attacks characteristic of the selected model’s melee weapons and, unless the selected model is a CHARACTER, add 1 to its Wounds characteristic.
AQUILA IMPERIALS

Awarded to those who have shown great resolve, this eagle emblem is emblazoned on the warrior’s chest plate.

This unit can still be selected as the target of a Stratagem while it is Battle-shocked. In addition, each time an Out of Action test is failed for this unit, you can re-roll that test.

Scout Company Units
D6

ELIMINATOR SQUAD, INCURSOR SQUAD, INFILTRATOR SQUAD, REIVER SQUAD, SCOUT SQUAD
EXECUTION ORDER

Enemy champions and the guardians who shelter them are priority targets for this squad of skilled assassins.

Each time this unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll.
TACTICAL REPOSITIONING

Adept in the sudden unbalancing of their foes, this agile squad can evade closing foes and leave them exposed.

Once per turn, in your opponent’s Charge phase, after an enemy unit has selected this unit as a target for its charge but before it makes a Charge move, this unit can choose to retreat. If it does, it can make a Normal move of up to 3". The charging unit can then select new targets for that charge.
DEATH’S OWN SHADOW

These Chapter warriors are shades made manifest, using every sensory distraction to veil their advance and utilising every scrap of cover to their advantage.

Each time a ranged attack targets this unit, it has the Benefit of Cover against that attack.

1st Company Units
D6

BLADEGUARD VETERAN SQUAD, COMPANY HEROES, STERNGUARD VETERAN SQUAD, TERMINATOR ASSAULT SQUAD, TERMINATOR SQUAD, VANGUARD VETERAN SQUAD
ABIDING DUTY

Tasked with holding their ground, the veterans of the 1st Company will stand as intimidating sentinels, throwing the broken foe back unto their very last breaths.

While this unit is Below Half-strength, you can re-roll Battle-shock tests taken for it.
ECHOES OF THE PRIMARCH

These veterans can unleash a flurry of masterful blows said to reflect their Primarch’s martial perfection.

Once per battle, at the start of the Fight phase, this unit can use this ability. If it does, until the end of the turn, weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
DEFENDERS OF HUMANITY

These veteran battle-brothers have sworn to banish the shades of the Imperium’s enemies in every benighted reach they fight in. While they stand, the light of Humanity will never fade.

Once per battle, at the start of your Command phase, this unit can use this ability. If it does, until the start of your next Command phase, add 1 to the Objective Control characteristic of models in this unit.

VEHICLE Models
D6

BELLICOSE MACHINE SPIRIT

This machine spirit seeks to grind its foes beneath the ironclad hull it inhabits.

Each time this model makes a Charge move, select one melee weapon it is equipped with; until the end of the turn, add 2 to the Strength characteristic of that weapon.
RESILIENT MACHINE SPIRIT

The might of this indomitable machine spirit is legendary.

Add 2 to this model’s Wounds characteristic.
FOCUSED MACHINE SPIRIT

Even under duress, the attacks of this machine remain precise.

This model does not suffer the penalty to its Hit rolls for firing at enemy units that are within Engagement Range of it.

Crusade Relics

When an ADEPTUS ASTARTES CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

ADAMANTINE CUIRASS

This chest plate bears an aquila crest wrought in adamantine, rendering it proof against even the mightiest blow.

Add 1 to the bearer’s Toughness and Wounds characteristics.
ASTARTES TELEPORTATION TRANSPONDER

Incorporating arcane technology found in suits of Terminator armour, this unassuming device allows the bearer to be teleported accurately into the thick of battle from their orbiting spacecraft.

During the Declare Battle Formations step, if this model is attached to a unit, until the end of the battle, that unit has the Deep Strike ability.
HALO INDOMITUS

This iron halo protects the bearer from harm, while proclaiming them to be a mighty hero of the Imperium.

  • The bearer has a 4+ invulnerable save.
  • The bearer has the Feel No Pain 4+ ability against mortal wounds.

Antiquity Relics

PARAGON BLADE

This blade is a relic of the Great Crusade and is rumoured to have been crafted on Terra. It is now borne by only the greatest heroes of the Space Marine Chapters.

The bearer is equipped with the following melee weapon in addition to its other weapons:
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Paragon blade
Paragon blade
Melee
6
2+
6
-3
3
STANDARD OF RIGHTEOUS HATRED

This bloodstained banner lists the atrocities and injustices committed by the Emperor’s foes, a reminder of the duty of the Adeptus Astartes to purge the stars of the heretic and the alien.

ANCIENT model only. While the bearer is leading a unit, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.

Legendary Relics

VORTEX BOLT

Crafted long ago in forges lost to the mist of time, these immensely rare rounds create a miniature vortex within the target upon their detonation. Such an event causes catastrophic damage to even the largest enemies, and psykers who miraculously survive are driven mad by the creatures of the warp that flow from the tear in reality.

Select one ranged weapon equipped by the bearer; that weapon is now a Crusade Relic. Note this on the bearer’s Crusade card and give that weapon a suitable name. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a vortex bolt instead of shooting that weapon normally. If it does, resolve that shooting using with the following profile:
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Vortex bolt [ANTI-INFANTRY 3+, ANTI-PSYKER 2+, DEVASTATING WOUNDS]
Vortex bolt [ANTI-INFANTRY 3+, ANTI-PSYKER 2+, DEVASTATING WOUNDS]
24"
1
2+
4
0
D3+3
RELIC OF THE PRIMARCH

In the deepest vaults of every Chapter are ancient relics inherited from the personal wargear of their gene-sire. Only in the direst circumstances are these brought to the field of war to inspire battle-brothers to even greater deeds; if these relics were to be lost, it would be a tragedy on par with the blackest days in the Chapter’s history.

Once per battle, in your Command phase, the bearer can unveil the Relic of the Primarch. If it does, until the start of your next Command phase, the bearer has the following ability:

Relic of the Primarch (Aura)
  • While a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
  • If the bearer is destroyed, after removing it from play, set up one new objective marker as close as possible to the bearer’s last location; this represents the Relic of the Primarch. You immediately gain the Recover the Relic Agenda (see below) in addition to any other Agendas being used for the battle.

Recover the Relic

The loss of one of the Primarch’s priceless relics is an unthinkable shame that cannot be allowed to pass.

At the end of the battle, if you control the Relic of the Primarch objective marker, you can select one unit from your Crusade army that is within 3" of that objective marker; that unit gains 3XP. If you do not control that objective marker at the end of the battle, you lose 10VP (to a minimum of 0).

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Oathsworn Crusaders

Your strike force’s battles against the myriad dangers facing the Imperium have seen your Space Marines hailed as true crusaders and enactors of the Lord Commander’s vision. Each of your successful assaults against Humanity’s enemies has helped liberate Imperial worlds through fire and blood. You have pushed back the hateful tide of heretics, mutants and xenos, but in spreading the Emperor’s light you have discovered new vistas of invasion and corruption. Honour demands you cannot stop now.



Oathsworn Victors

Proving the nobility of your Chapter in the Emperor’s service, your force has won a tally of victories. Bastions of Mankind’s foes have been breached, invasions held and pushed back, and abominations purged. Your experienced warriors have been highly honoured by their Chapter, but with each surge into the darkness, your foes - and the chances to lay them low - multiply.



Oathsworn Veterans

Your heroic battle-brothers have visited death and destruction upon worlds thought beyond the Imperium’s reach. Your Chapter lords lead blistering assaults of veteran battle-brothers in strikes so swift and overwhelming that none may stay their wrath. You are the vengeance of the Emperor made manifest and a shining exemplar of your gene-sire’s martial doctrines!

  • You have completed five Oathsworn Campaigns and promoted five or more CHARACTERS to Chapter Command.
  • You have won ten or more battles.
  • You have replaced three or more units as described in the Reserve and Battle Company Assignment and/or 1st Company Promotion sections (see Assignment and Promotion).


Oathsworn Campaign Tracker

Download blank Oathsworn Campaign tracker:

Dark Angels Oathsworn Campaigns

In this section you’ll find additional rules for playing Crusade battles that are bespoke to Dark Angels units. If your Crusade army includes any Adept us Astartes units from the Dark Angels Chapter (or one of its successors), you can use any of the following Crusade rules.

Your Crusade force can use the Oathsworn Campaigns rules featured in Space Marines page to embark on Oathsworn Campaigns unique to the Dark Angels and their successors. Each Oathsworn Campaign offers Bonus Agendas to gain Honour points, allowing your Characters to become members of Chapter Command and - unique to this publication - the secretive Inner Circle.

Oathsworn Campaign

Secrets Of The Unforgiven

The Unforgiven toil beneath the weight of doubled duties. Not only must they fight alongside the armies of the Imperium in defence of Humanity, they also pursue secretive quests that may force them to abandon the most loyal or desperate of allies in pursuit of clandestine goals. That these secretive operations all serve the ultimate goal of redemption for the Lions sons is cold comfort at such times, but loyalty to the Chapter must come first.


Requisition

SECRET QUEST1RP

The Dark Angels and their successor Chapters have had long practice in the art of concealing their true intentions. Indeed, even within the ranks of their own strike forces there may be precious few warriors with any true understanding of the wider strategic ramifications of the missions they undertake.

Purchase this Requisition before a battle. During that battle, do not reveal your chosen Agendas until you have gained XP from them for the first time, or at the end of the battle, whichever comes first.

Bonus Agendas
D6

NONE MUST KNOW

The Unforgiven act without hesitation or mercy should they receive the merest hint that their foes have gleaned knowledge of their hidden secrets.

During the Declare Battle Formations step, your opponent must select five units from their army. At the end of the battle, if you have destroyed three or more of the selected units, your Crusade force gains 2 Honour points.
ENIGMATIC GOALS

At times the Unforgiven focus on seemingly minor locations or assets, enemies and allies alike blind to the wider value of intelligence secured.

At the start of the battle, select one objective marker on the battlefield that is not in your deployment zone and note it down secretly. This is your Enigmatic Goal objective marker. At the end of the battle, if you control your Enigmatic Goal objective marker, your Crusade force gains 3 Honour points.
INTERROGATION TACTICS

Some enemy commanders may not even realise the explosive value of the knowledge they hold or the risks it could pose to the Unforgiven. Such ignorance will not save them, of course.

At the end of the battle, if one or more CHAPLAIN or LIBRARIAN units from your Crusade army either destroyed one or more enemy CHARACTER units with a melee attack or is within Engagement Range of one or more enemy CHARACTER units, your Crusade force gains 3 Honour points.

Oathsworn Campaign

For The Lion!

The return of Lion El’Jonson has energised and inspired the Unforgiven Chapters. Whether they do so out of a desire to honour their gene-sire or in fear of his judgement, whether they fight on the same battlefields as the Primarch or make war half a galaxy from his shadow, their battle-brothers fight harder than ever before. No challenge is too great nor hardship unendurable if it meets the Lions approval.


Requisition

EXEMPLARS OF STOICISM1RP

To stand unyielding no matter the fury of your foes or the losses amongst your ranks, until duty is done and the day carried - such is the essence of service to the ideals of the First Legion. Those battle-brothers who embody these teachings bring glory not only to themselves but also reflect it upon those who lead them to victory.

Purchase this Requisition after a battle. Select one INFANTRY unit from your Crusade army that failed a Battle-shock test during that battle but was not destroyed. That unit gains 5XP and your Crusade force gains 2 Honour points.

Bonus Agendas
D6

SLAY THE UNRIGHTEOUS

All those who defy the will of the Master of Mankind are enemies of the Imperium and - by extension - bitter foes of the Lion and his sons. To slaughter a great tally of such unclean xenos and perfidious traitors is a sure way to do honour to the Primarch of the Unforgiven.

At the end of the battle, the unit from your Crusade army that destroyed the most enemy units during that battle gains 1XP. If that unit destroyed three or more enemy units, your Crusade force gains 2 Honour points as well.
WILL OF THE LION

There can be no greater honour for the Unforgiven than to know they follow the Lions own commands. Fighting as living embodiments of their gene-sires ironclad will, the devoted battle-brothers lay claim to that which their master commands and hurl back the foes every attempt to seize it from them.

At the end of the battle, for each objective marker you control that is not in your deployment zone, your Crusade force gains 1 Honour point (to a maximum of 3).
INSTRUMENTS OF VENGEANCE

The warriors of the Inner Circle fight with an insight and context denied to most of their battle-brothers, and know only too well the price to the Unforgiven should they fail in their duty. Thus, nothing short of their swift and total victory over their foes will suffice to honour the Lion.

Each time a DEATHWING unit from your Crusade army destroys an enemy CHARACTER unit, your Crusade force gains 1 Honour point, or 2 Honour points instead if that DEATHWING unit contains your Warlord (to a maximum of 4).

Oathsworn Campaign

Hunt The Fallen

Underpinning everything the Unforgiven do is the hunt for the Fallen. Never will the sons of the Lion be absolved until every last traitor who brought Caliban to damnation has been apprehended and judged for their sins.

You can only embark on this Oathsworn Campaign if your Crusade force has already completed a Secrets of the Unforgiven Oathsworn Campaign and at least one other Dark Angels or Adeptus Astartes Oathsworn Campaign. Unlike other Oathsworn Campaigns, you must complete this campaigns three Bonus Agendas in sequential order, one per battle, starting with A Trail Uncovered. If you fail to complete a Bonus Agenda, the campaign immediately ends as you lose the Fallens trail (note that you can still use the Penitents Hope Requisition to re-attempt the Capture the Fallen Bonus Agenda). Otherwise, once you complete Capture the Fallen, your hunt is successful and the campaign is completed.

After embarking on a Hunt the Fallen Oathsworn Campaign, you cannot embark on another one until you have completed at least two other Oathsworn Campaigns.
1. A TRAIL UNCOVERED

Acting on hard-won intelligence, you take the first painstaking steps along the trail of one of the Fallen.

Mark on a tally the first time you achieve each of the following during a battle:
  • You score Victory points for holding an objective marker during your Command phase.
  • Your WARLORD is in your opponent’s deployment zone at the end of one of your turns.
  • A model from your Crusade army destroys the enemy WARLORD.
  • You have destroyed 3 or more CHARACTER units.
  • An enemy CHARACTER’s unit fails a Battle-shock test.
  • You win the battle.
At the end of the battle, if you have marked that tally 3 or more times, you have successfully completed this Bonus Agenda - your Crusade force gains 4 Honour points and your Hunt the Fallen Oathsworn Campaign continues.
2. PURSUIT ACROSS WORLDS

Once they have marked their quarry, the Unforgiven pursue with relentless determination.

At the end of the battle, if there are one or more ADEPTUS ASTARTES units from your Crusade army wholly within three or more different table quarters, and those units are all more than 3" away from any other table quarter, you have successfully completed this Bonus Agenda and your Crusade force gains 5 Honour points.
3. CAPTURE THE FALLEN

The quarry stands at bay, yet the Fallen are ancient warriors who will not be taken without a fight!

In order to use the Capture the Fallen Agenda, your opponent must add one HERETIC ASTARTES CHARACTER model with a Save characteristic of 3+ or better to their Crusade army. That model is your Quarry of the Unforgiven and gains the FALLEN keyword if it does not already have it. It has a points value of 0, does not require a Crusade card, cannot gain XP and cannot be a WARLORD. That model cannot be set up as Reserves, cannot lead a unit, and has an Objective Control characteristic of 0. Additionally, it gains the Lone Operative ability if it does not already have it.

At the end of the battle, if an ADEPTUS ASTARTES unit from Crusade army destroyed your Quarry of the Unforgiven, you have successfully completed this Bonus Agenda - your WARLORD gains 3XP and your Crusade force gains 10 Honour points.

Designer’s Note: To engage with the Capture the Fallen Bonus Agenda, we recommend creating a Fallen miniature to represent your Quarry of the Unforgiven, which you can lend to your opponent when required. We would also recommend checking with your opponent that they are happy to include this model in their army before attempting this Bonus Agenda. If your opponent would prefer not to include it (because it is not suited to their armys narrative, for example), we recommend you wait until a better opportunity arises before attempting this Bonus Agenda. If so, you may temporarily suspend your Oathsworn Campaign and pick a Bonus Agenda from another eligible Oathsworn Campaign to use for the battle.

Inner Circle Advancement

After an Oathsworn Campaign ends, if you have enough Honour points to do so, you can promote one or more CHARACTERS to be members of the Inner Circle. To do so, select a CHARACTER you wish to promote, then subtract that promotions Honour points cost from your total and select one of that promotions Battle Honours for that CHARACTER to gain. Each CHARACTER can only have one of these Battle Honours, even if you gain enough Honour points to promote them again. Each of these Battle Honours is unique - you can only have one instance of each in your Order of Battle. When gaining one of these Battle Honours, if that CHARACTER already has the maximum number of Battle Honours, you can choose to replace one with a Chapter Command Battle Honour (see Space Marines).

MASTER OF THE DEATHWING
20

The Master of the Dark Angels 1st Company is second only to the Chapter Master in experience and knowledge of the Fallen.

TERMINATOR CAPTAIN model only. Once per battle, after selecting your Oath of Moment target, you can use this ability. If you do, until the start of your next Command phase, each time this models unit makes an attack that targets your Oath of Moment target, add 1 to the Wound roll.
MASTER OF THE RAVENWING
20

The Master of the Dark Angels 2nd Company is able to react to changing battlefield situations in the blink of an eye and deploy their high-speed forces to wherever they are needed. Whether hunting the Fallen or pursuing a more conventional foe, they can be relied upon to rapidly scout enemy positions and overrun even the most veteran or swift-witted of foes with their sudden shock assaults.

RAVENWING model only. This models unit can declare a charge in a turn in which it Advanced, and you can re-roll Charge rolls made for that unit.
KEEPER OF THE UNSEEN RITUAL
20

The Master of the Dark Angels 5th Company is responsible for curating what scraps of knowledge remain concerning the ancient Calibanite orders. He is expected to be an expert in the martial traditions and codes of honour carried forward through the millennia amongst the Unforgiven Chapters, and to provide his unique strategic insight when it is needed most.

CAPTAIN model only. Once per battle, when you target another unit with a Stratagem, you can use this ability. If you do, that Stratagem costs 0CP
MASTER OF WATCHERS
15

The Master of the Dark Angels 7th Company is responsible for the vast network of informants and sleeper cells the Chapter has seeded onto worlds across the Imperium. The resultant flow of information - sporadic and maddeningly vague though it can be - provides not only leads on the Fallen but also many other uncovered secrets and hints of grand strategic opportunities to be seized.

At the end of each battle, if your Crusade army for that battle included this model, your Crusade force gains D3 Honour points.

Named Сharacters In The Inner Circle
If Belial is added to your Order of Battle, he automatically gains the Master of the Deathwing Battle Honour, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that Battle Honour in your Order of Battle, you cannot add BELIAL to your Order of Battle.

If Sammael is added to your Order of Battle, he automatically gains the Master of the Ravenwing Battle Honour, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that Battle Honour in your Order of Battle, you cannot add SAMMAEL to your Order of Battle.

If Lazarus is added to your Order of Battle, he automatically gains the Keeper of the Unseen Ritual Battle Honour, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that Battle Honour in your Order of Battle, you cannot add LAZARUS to your Order of Battle.

Agendas

If your Crusade army includes any ADEPTUS ASTARTES units, you can select Agendas from those presented here.

DARK RUMOUR

Local rumour has it that an enemy commander was seen dealing with a mysterious black-armoured figure. This commander must be brought in for interrogation.

If the enemy WARLORD is destroyed by an attack made by a DEATHWING, RAVENWING or INNER CIRCLE unit from your Crusade army, that unit gains 3XP and your Crusade force gains 2 Honour points.
ENCIRCLE THE FOE

The Ravenwing seek to encircle their foe, corralling them to ensure there can be no escape, before summoning the Deathwing to deliver the killer blow.

At the end of the battle, you can select either three or four RAVENWING units from your Crusade army (excluding AIRCRAFT). Each unit selected must be wholly within 9" of a different corner of the battlefield. Each of the selected units gains 2XP.
THE DEATHWING COMETH

Deathwing Terminators often stand ready in teleportariums aboard orbiting Dark Angels void ships, ready to strike as soon as crucial enemy units or commanders are identified by their swifter brethren. Upon arrival, devastation follows in their wake.

At the end of your turn, if a DEATHWING unit from your Crusade army that arrived using the Deep Strike ability this turn destroyed one or more enemy units this turn, that DEATHWING unit gains 2XP. If any of those destroyed enemy units were CHARACTER units, that DEATHWING unit gains 3XP instead.
MENTAL INTERROGATION

The Librarians of the Dark Angels are well-practised at scanning the minds of their foes for any clues about the Fallen.

At the start of your Shooting phase, you can select one DARK ANGELS PSYKER unit from your Crusade army that is not Battle-shocked and is eligible to shoot. If that unit is within 12" of one or more enemy CHARACTER units, it gains 1XP.

Requisitions

If your Crusade army includes any ADEPTUS ASTARTES units, you can spend Requisition points (RP) on any of the following Requisitions.

RITE OF HONOUR1RP

Sombre and stern as they are, the Unforgiven do not revel in glorious victory as do some of their brother Chapters. Rather, they honour successful conquests through ancient and obscure rituals, while the architects of such success are rewarded - if they are judged ready - with advancement into the inner mysteries of the Chapter.

Purchase this Requisition after you have won a battle, once per Oathsworn Campaign. Select one CHARACTER model from your Crusade army that participated in that battle; that CHARACTER gains 3XP. If that CHARACTER’s unit destroyed one or more enemy CHARACTER units during the battle, that CHARACTER gains 5XP instead. If you were attempting the Capture the Fallen Bonus Agenda during that battle, this Requisition costs 0RP.
PENITENT’S HOPE1RP

There can be no more vital a duty for any champion of the Unforgiven than capturing a Fallen brother, and few marks of shame greater than failing to do so. Only rarely does such prey linger long enough to offer a second chance at capture. When they do, however, they unwittingly offer a chance of redemption to the one who first failed to apprehend them.

Purchase this Requisition after a battle in which you failed to complete the Capture the Fallen Bonus Agenda. You may re-attempt that Bonus Agenda an additional time in your next battle. After purchasing this Requisition, take note of your Battle tally; you cannot purchase this Requisition again until you have fought at least ten more battles.
VETERAN INITIATES1RP

By the will of Chapter command and the hidden wisdom of the Inner Circle, the ranks of Unforgiven strike forces may be bolstered with seasoned battle-brothers from the 1st or 2nd Companies. Such reinforcements may well indicate that one of the Fallen has been discovered and the hunt has now begun!

Purchase this Requisition when you add a DEATHWING INFANTRY unit or RAVENWING MOUNTED unit to your Order of Battle. That unit gains 6XP (and therefore gains the Blooded rank). Select one Battle Honour for that unit as normal.

Battle Traits

When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

RAVENWING AIRCRAFT UNITS
D6

SILVER TALON

This pilot has been awarded the Silver Talon for their incredible feats of daring flying. Only a handful of Ravenwing pilots have ever been awarded this honour, but the prestige it imparts ensures their name goes down in legend.

Each time this model is selected to shoot, you can re-roll one Hit roll or one Wound roll when resolving those attacks.
LIGHTNING REFLEXES

Combat experience coupled with relentless training and directed combat meditation has improved this pilot’s reaction time in battle to nigh-supernatural levels. They are able to anticipate incoming enemy fire and jink their craft around it almost as though the foe’s deadly projectiles flew towards them in slow motion.

This model has a 4+ invulnerable save against ranged attacks.

DEATHWING INFANTRY UNITS
D6

Excluding CHARACTERS
STAUNCH HUNTERS

These Deathwing battle-brothers have fought together for decades, always surviving against the odds. So ironclad is their will that they can shrug off and ignore hurts that would lay even a normal Space Marine low.

At the start of each player’s turn, one model in this unit regains 1 lost wound.
WATCHED OVER

The enigmatic Watchers in the Dark haunt these warriors’ steps, flitting through the shadows wherever they go and whispering inscrutable words of guidance and warning.

If this unit is equipped with a Watcher in the Dark, it can use that Watcher in the Dark’s ability twice per battle instead of only once.

RAVENWING UNITS
D6

Excluding AIRCRAFT
DEATH ON DARK WINGS

So swift and relentless is the pursuit of these warriors that they fall upon their foes almost before the enemy are aware of their peril. What panicked shots the prey do loose off, the Ravenwing evade with ease.

Each time a ranged attack targets this unit, if this unit Advanced in your previous Movement phase, subtract 1 from the Hit roll.
INESCAPABLE

Even the most cunning ordug-infoes are an easy mark for these veteran hunters, whose accuracy is such that they can place precise and deadly volleys while hurtling at breakneck speeds into battle.

Each time a model in this unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or to the Hit roll.

ADEPTUS ASTARTES INFANTRY UNITS
D6

Excluding DEATHWING
INDOMITABLE CONQUERORS

Embodying the grim stoicism that is their Chapter’s watchword, these battle-brothers stand firm in the face of even the most terrible foes and punishing onslaughts.

While this unit is within range of an objective marker, it has the Feel No Pain 5+ ability.
EVER WATCHFUL

These warriors’hearts burn with cold hatred for the enemies of the Imperium. No foe can escape their steely gaze, nor the vengeful fury of their blasts and blades.

Once per battle, you can target this unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP.

Crusade Relics

When an ADEPTUS ASTARTES CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

ARCHEOTECH ARMAMENT

It is a rare honour for a warriors firearm to be taken by the Chapter artificers and enhanced with ancient augmentative technologies drawn from the vaults of the Rock. Such adaptations are performed with the greatest of care, for the resultant melding of machine spirits is invariably bellicose in the extreme.

Select one ranged weapon equipped by the bearer (excluding a weapon that has been replaced by an Enhancement or upgraded using the Weapon Modifications Battle Honour). Make a note on the bearers Crusade card and give that weapon a suitable name. That weapon is now a Crusade Relic; improve its Strength, Armour Penetration and Damage characteristics by 1, and that weapon has the [hazardous] ability.
THE RAVEN'S EYES

The enhanced autosensorium of this artefact helm way-finds for its wearer with hyper-reactive speed, highlighting hazards that lie in their path and guiding them unerringly around or through them.

RAVENWING model only. The bearer’s unit can ignore any or all modifiers to its Move characteristic and to Advance and Charge rolls made for it.
BLACK PEARL ROSARIUS

Rare indeed are the chances for an Interrogator-Chaplain to add a black pearl to their rosarius, and even one such accolade has an electrifying effect upon the bearer. Ever after they fight with redoubled zeal and ferocity, especially against the servants of the Ruinous Powers.

CHAPLAIN model only. To be eligible for this Crusade Relic, a CHAPLAIN model must have participated in a battle in which you successfully completed the Capture the Fallen Bonus Agenda. Each time the bearer makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll. In addition, if that CHARACTER unit is a CHAOS or FALLEN unit, the bearers melee weapons have the [LETHAL HITS] ability for that attack.

Antiquity Relics

MONSTER SLAYER OF CALIBAN

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

The bearer is equipped with the following melee weapon in addition to its other weapons:
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Monster Slayer of Caliban [ANTI-MONSTER 4+, ANTI-VEHICLE 4+]
Monster Slayer of Caliban [ANTI-MONSTER 4+, ANTI-VEHICLE 4+]
Melee
7
2+
6
-2
2
SHIELD OF CALLOSON

It is believed that this vast shield was once carried into battle by a legendary Dark Angels hero who fought during the Great Crusade. So potent is its aegis, so impenetrable a bulwark of crackling protective energies does it cast about its bearer when roused to wakefulness, that there can be little doubt the device shares its technological roots with the mighty void shield generators of Imperial Titans.

Once per battle, at the start of any phase, the bearer can use this ability. If it does, until the end of the phase, the bearer has the Feel No Pain 4+ ability against mortal wounds and a 2+ invulnerable save.

Legendary Relics

MANTLE OF THE SENESCHAL

This mantle was fashioned from the skin of a mighty beast of Caliban, slain by the Lion himself. Kept in stasis and only removed in the direst need, only the greatest champions are granted the honour to wear it over their armour. In battle, the bearer becomes a beacon of inspiration to those around them, reminding all of the savagery and martial tradition of lost Caliban.

  • Add 1 to the bearer’s Move, Toughness and Wounds characteristics and add 1 to the Strength and Attacks characteristics of the bearers melee weapons.
  • While the bearer is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Ritesworn Inductee

Your victories and conquests have been noted amongst the upper ranks of the Chapter, as has your stoic obedience of even those commands that tested your loyalty and seemed inexplicable. You have been chosen for advancements into the deeper rites and mysteries of your brotherhood. Oaths you have taken and truths have you learned, your eyes opened through allegory and catechism. Never has your desire for vengeance upon the foes of Mankind burned more fiercely. Use that fire, and your newfound insights, to guide your next steps along the road of righteous war.

  • You have completed one Oathsworn Campaign and promoted one or more CHARACTERS to Chapter Command or the Inner Circle.
  • You have won two or more battles.


Illuminated Master

With each martial victory so have you advanced through the rarefied circles of truth that coil ever inwards toward the heart of your Chapter. Every footfall along the spiral brings another dreadful revelation, another spiritual weight to add to the burden you must bear. Yet you are not brought low. Instead, your grim determination only increases. You will fight on for vengeance and redemption no matter the cost.

  • You have completed three Oathsworn Campaigns and promoted two or more CHARACTERS to Chapter Command or the Inner Circle.
  • You have won six or more battles.
  • You have successfully completed the Capture the Fallen Bonus Agenda at least once.


Inner Circle Grand Master

If any truth of the Unforgiven remains hidden from you it is only by the will of the Lion himself. The burden you bear is terrible indeed, yet it is matched by the power you wield, the insight you possess and the peerless honour roll of your many victories. You are a trusted champion of the Primarch himself, a bane of the Fallen, a mighty lord amongst the Unforgiven, and all wise foes should tremble at your name.



Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

This unit is eligible to declare a charge in a turn in which it Advanced.

Combat Doctrines
Gladius Task Force Detachment

The Codex Astartes has proven its worth as a superb treatise on warfare over countless battlefields, and has remained so even after ten thousand years. Many Space Marines hold its wisdom in awe, and exemplify its teachings, employing a flexible set of combat doctrines to eliminate their enemy. Few opponents can withstand the fury of such an onslaught.

At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all units from your army. You can only select each Combat Doctrine once per battle.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats.

This unit is eligible to shoot in a turn in which it Advanced.

Tactical Doctrine

As the warring armies close upon one another and vicious fire-fights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

This unit is eligible to declare a charge in a turn in which it Advanced.

Tactical Doctrine

As the warring armies close upon one another and vicious fire-fights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats.

This unit is eligible to shoot in a turn in which it Advanced.

Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The and INFANTRY keywords are used in the following Space Marines datasheets:

The and MOUNTED keywords are used in the following Space Marines datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.

The TECHMARINE keyword is used in the following Space Marines datasheets:

The and VEHICLE keywords are used in the following Space Marines datasheets:

Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.

The and WALKER keywords are used in the following Space Marines datasheets:

Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.

The SCOUT SQUAD keyword is used in the following Space Marines datasheets:

Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is , at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

The and TERMINATOR keywords are used in the following Space Marines datasheets:

The VANGUARD VETERAN SQUAD keyword is used in the following Space Marines datasheets:

DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.

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

The GLADIATOR LANCER keyword is used in the following Space Marines datasheets:

The GLADIATOR REAPER keyword is used in the following Space Marines datasheets:

The GLADIATOR VALIANT keyword is used in the following Space Marines datasheets:

The IMPULSOR keyword is used in the following Space Marines datasheets:

The REPULSOR keyword is used in the following Space Marines datasheets:

The REPULSOR EXECUTIONER keyword is used in the following Space Marines datasheets:

Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.

Accept Any Challenge, No Matter the Odds

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

Templar Vows
Righteous Crusaders Detachment

On the eve of battle, the warriors of a Black Templars crusade gather together to be led in prayer and contemplation by their Chaplains. In their righteous zeal, united in their hatred of the foe, they swear a mighty vow to uphold in the battle ahead.

At the start of the first battle round, select one of the four Templar Vows below to be active for units from your army until the end of the battle.

Suffer Not the Unclean to Live

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

Uphold the Honour of the Emperor

Models in this unit have the Feel No Pain 6+ ability and a Leadership characteristic of 5+.

Abhor the Witch, Destroy the Witch

Models in this unit have a 4+ invulnerable save against Psychic Attacks and melee weapons equipped by models in this unit have the [ANTI-PSYKER 4+] ability.

Accept Any Challenge, No Matter the Odds

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

Uphold the Honour of the Emperor

Models in this unit have the Feel No Pain 6+ ability and a Leadership characteristic of 5+.

Suffer Not the Unclean to Live

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

Abhor the Witch, Destroy the Witch

Models in this unit have a 4+ invulnerable save against Psychic Attacks and melee weapons equipped by models in this unit have the [ANTI-PSYKER 4+] ability.

Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Unit Coherency
A unit that contains more than one model must be set up and end any kind of move as a single group, with all of its models within 2" horizontally and 5" vertically of at least one other model from that unit. While a unit has seven or more models, all of its models must instead be set up and end any kind of move within 2" horizontally and 5" vertically of at least two other models from that unit. This is called Unit Coherency.

If for any reason a model cannot be set up in Unit Coherency, that model is destroyed. If a unit cannot end a move in Unit Coherency, it cannot make that move and its models are returned to their previous positions.

At the end of every turn, each player must remove models, one at a time, from any of the units from their armies that are no longer in Unit Coherency, until only a single group of models from each of those units remains in play and in Unit Coherency. Models removed in this way count as having been destroyed, but they never trigger any rules that apply when a model is destroyed.

  • Unit Coherency: Within 2" horizontally and 5" vertically of:
    • One other model from the same unit (in units of 2-6 models).
    • Two other models from the same unit (in units of 7+ models).
  • At the end of every turn, if a unit is not in Unit Coherency, the controlling player must remove models until that unit is in Unit Coherency again.

The DARK ANGELS and EPIC HERO keywords are used in the following Space Marines datasheets:

Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Space Marine Chapters
  • If an unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, Marneus Calgar has both the and ULTRAMARINES Faction keywords, and is therefore from the Ultramarines Chapter.
  • You cannot include units from more than one Chapter in your army.

The KILL TEAM keyword is used in the following Space Marines datasheets:

FUROR TACTICS

When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army.

While this Mission Tactic is active, weapons equipped by units from your army have the [SUSTAINED HITS 1] ability.

MALLEUS TACTICS

When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all.

While this Mission Tactic is active, weapons equipped by units from your army have the [LETHAL HITS] ability.

PURGATUS TACTICS

By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade.

While this Mission Tactic is active, each time an unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability.

Bolt Weapons
The following are bolt weapons:
  • Absolvor bolt pistol
  • Assault bolters
  • Auto boltstorm gauntlets
  • Bolt carbine
  • Bolt pistol
  • Bolt rifle
  • Bolt sniper rifle
  • Boltgun
  • Boltstorm gauntlet
  • Centurion bolters
  • Combi-bolter
  • Combi-weapon
  • Deathwatch twin boltgun
  • Forge bolter
  • Hellfire Extremis
  • Infernus heavy bolter – heavy bolter profile
  • Instigator bolt carbine
  • Long Vigil ranged weapon
  • Marksman bolt carbine
  • Master-crafted bolt rifle
  • Master-crafted boltgun
  • Master-crafted heavy bolt rifle
  • Master-crafted scoped bolt carbine
  • Master-crafted special issue bolt pistol
  • Occulus bolt carbine
  • Special issue bolt pistol
  • Sternguard bolt pistol
  • Sternguard bolt rifle
  • Sternguard heavy bolter
  • Storm bolter
  • Twin bolt rifle
  • Twin boltgun
  • Twin heavy bolter
  • Vigil spear
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

The APOTHECARY keyword is used in the following Space Marines datasheets:

SAGA OF THE BEASTSLAYER

  • This Saga is completed if one or more CHARACTER models from your army destroyed one or more enemy MONSTER or VEHICLE models during that turn.
  • Benefit Once Completed: Melee weapons equipped by models from your army have the [LETHAL HITS] ability.

SAGA OF THE BEAR

  • This Saga is completed if one or more CHARACTER models from your army were reduced to below half of their starting number of wounds during that turn, but were not destroyed at the end of that turn.
  • Benefit Once Completed: models from your army have the Feel No Pain 6+ ability.

SAGA OF MAJESTY

  • This Saga is completed if you controlled one or more objective markers in your opponent’s deployment zone at the end of that turn, and one or more CHARACTER models from your army were within range of that objective marker.
  • Benefit Once Completed: Improve the Objective Control characteristic of models from your army by 1.

Deeds Worthy of Saga
Champions of Russ Detachment

Legendary deeds in the midst of battle are an intoxicating mead. Those who witness them are inspired to greater feats of daring and valour, determined to prove themselves worthy of their champions.

At the end of each player’s turn, you can select one of the Sagas listed below. If that Saga was completed by your army during that battle round, all models from your army gain the associated benefit until the end of the battle. You can only select each Saga once per battle.

SAGA OF THE WARRIOR BORN

  • This Saga is completed if one or more CHARACTER models from your army destroyed one or more enemy CHARACTER models during that turn.
  • Benefit Once Completed: Melee weapons equipped by models from your army have the [SUSTAINED HITS 1] ability.

SAGA OF MAJESTY

  • This Saga is completed if you controlled one or more objective markers in your opponent’s deployment zone at the end of that turn, and one or more CHARACTER models from your army were within range of that objective marker.
  • Benefit Once Completed: Improve the Objective Control characteristic of models from your army by 1.

SAGA OF THE BEAR

  • This Saga is completed if one or more CHARACTER models from your army were reduced to below half of their starting number of wounds during that turn, but were not destroyed at the end of that turn.
  • Benefit Once Completed: models from your army have the Feel No Pain 6+ ability.

SAGA OF THE BEASTSLAYER

  • This Saga is completed if one or more CHARACTER models from your army destroyed one or more enemy MONSTER or VEHICLE models during that turn.
  • Benefit Once Completed: Melee weapons equipped by models from your army have the [LETHAL HITS] ability.

SAGA OF THE WARRIOR BORN

  • This Saga is completed if one or more CHARACTER models from your army destroyed one or more enemy CHARACTER models during that turn.
  • Benefit Once Completed: Melee weapons equipped by models from your army have the [SUSTAINED HITS 1] ability.

Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, roll off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

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

The CHAPLAIN keyword is used in the following Space Marines datasheets:

The LIBRARIAN keyword is used in the following Space Marines datasheets:

The ANCIENT keyword is used in the following Space Marines datasheets:

Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
TERMINATOR HONOURS

Veterans who have earned the honour of waging war in Terminator armour are permitted to wear these badges - smaller representations of the Crux Terminatus - when fighting.

Select one model in this unit (if this unit contains a unit champion, such as a Space Marine Sergeant, you must select that model). Add 1 to the Attacks characteristic of the selected model’s melee weapons and, unless the selected model is a CHARACTER, add 1 to its Wounds characteristic.

The LIEUTENANT keyword is used in the following Space Marines datasheets:

The , INFANTRY and CHARACTER keywords are used in the following Space Marines datasheets:

The , MOUNTED and CHARACTER keywords are used in the following Space Marines datasheets:

Before selecting targets for this weapon, select one of its profiles to make attacks with.
RELIC OF THE PRIMARCH

In the deepest vaults of every Chapter are ancient relics inherited from the personal wargear of their gene-sire. Only in the direst circumstances are these brought to the field of war to inspire battle-brothers to even greater deeds; if these relics were to be lost, it would be a tragedy on par with the blackest days in the Chapter’s history.

Once per battle, in your Command phase, the bearer can unveil the Relic of the Primarch. If it does, until the start of your next Command phase, the bearer has the following ability:

Relic of the Primarch (Aura)
  • While a friendly unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
  • If the bearer is destroyed, after removing it from play, set up one new objective marker as close as possible to the bearer’s last location; this represents the Relic of the Primarch. You immediately gain the Recover the Relic Agenda (see below) in addition to any other Agendas being used for the battle.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
MASTER OF THE DEATHWING
20

The Master of the Dark Angels 1st Company is second only to the Chapter Master in experience and knowledge of the Fallen.

TERMINATOR CAPTAIN model only. Once per battle, after selecting your Oath of Moment target, you can use this ability. If you do, until the start of your next Command phase, each time this models unit makes an attack that targets your Oath of Moment target, add 1 to the Wound roll.
MASTER OF THE RAVENWING
20

The Master of the Dark Angels 2nd Company is able to react to changing battlefield situations in the blink of an eye and deploy their high-speed forces to wherever they are needed. Whether hunting the Fallen or pursuing a more conventional foe, they can be relied upon to rapidly scout enemy positions and overrun even the most veteran or swift-witted of foes with their sudden shock assaults.

RAVENWING model only. This models unit can declare a charge in a turn in which it Advanced, and you can re-roll Charge rolls made for that unit.
KEEPER OF THE UNSEEN RITUAL
20

The Master of the Dark Angels 5th Company is responsible for curating what scraps of knowledge remain concerning the ancient Calibanite orders. He is expected to be an expert in the martial traditions and codes of honour carried forward through the millennia amongst the Unforgiven Chapters, and to provide his unique strategic insight when it is needed most.

CAPTAIN model only. Once per battle, when you target another unit with a Stratagem, you can use this ability. If you do, that Stratagem costs 0CP
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
Army List
Datasheets collated
Contents

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