Space Marines – Ancient In Terminator Armour
 ]

This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
Ancient In Terminator Armour
(⌀40mm)
M
5"
T
5
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainfist [anti-vehicle 3+]
Chainfist [anti-vehicle 3+]
Melee
4
3+
8
-2
2
Close combat weapon
Close combat weapon
Melee
5
2+
4
0
1
Power fist
Power fist
Melee
4
2+
8
-2
2
Power weapon
Power weapon
Melee
5
2+
5
-2
1
Thunder hammer [devastating wounds]
Thunder hammer [devastating wounds]
Melee
4
3+
8
-2
2
Twin lightning claws [twin-linked]
Twin lightning claws [twin-linked]
Melee
6
2+
5
-2
1
WARGEAR OPTIONS
  • This model’s power fist can be replaced with one of the following:
    • 1 chainfist
    • 1 close combat weapon
    • 1 power weapon
    • 1 thunder hammer
  • This model’s storm bolter and power fist can be replaced with one of the following:
    • 1 twin lightning claws
    • 1 thunder hammer and 1 Terminator storm shield

ABILITIES
CORE: Deep Strike, Leader
FACTION: Oath of Moment
Astartes Banner: While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
Keep the Banner High: While this model 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 Below Half-strength.
WARGEAR ABILITIES
Terminator Storm Shield: The bearer has a Wounds characteristic of 6.
UNIT COMPOSITION
  • 1 Ancient in Terminator Armour
This model is equipped with: storm bolter; power fist.
1 model
75
LEADER
This model can be attached to the following units: You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the LEADER units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, TERMINATOR, ANCIENT, DEATHWING
FACTION KEYWORDS:
STRATAGEMS
ARMOUR OF CONTEMPT
1CP
1st Company Task Force – Battle Tactic
HEROES OF THE CHAPTER
1CP
1st Company Task Force – Battle Tactic
DUTY AND HONOUR
1CP
1st Company Task Force – Strategic Ploy
LEGENDARY FORTITUDE
1CP
1st Company Task Force – Battle Tactic
TERRIFYING PROFICIENCY
1CP
1st Company Task Force – Strategic Ploy
ORBITAL TELEPORTARIUM
1CP
1st Company Task Force – Strategic Ploy
NOT ONE BACKWARDS STEP
1CP
Anvil Siege Force – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Anvil Siege Force – Battle Tactic
BATTLE DRILL RECALL
1CP
Anvil Siege Force – Battle Tactic
NO THREAT TOO GREAT
2CP
Anvil Siege Force – Battle Tactic
HAIL OF VENGEANCE
2CP
Anvil Siege Force – Strategic Ploy
RIGID DISCIPLINE
1CP
Anvil Siege Force – Strategic Ploy
ADAPTIVE TACTICS
1CP
Black Spear Task Force – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Black Spear Task Force – Battle Tactic
DRAGONFIRE ROUNDS
1CP
Black Spear Task Force – Wargear
HELLFIRE ROUNDS
1CP
Black Spear Task Force – Wargear
KRAKEN ROUNDS
1CP
Black Spear Task Force – Wargear
TELEPORTARIUM
1CP
Black Spear Task Force – Strategic Ploy
WARRIOR PRIDE
1CP
Champions of Russ – Epic Deed
RELENTLESS ASSAULT
1CP
Champions of Russ – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Champions of Russ – Battle Tactic
RUNIC WARDS
1CP
Champions of Russ – Wargear
DEATH HOWL
1CP
Champions of Russ – Strategic Ploy
GO FOR THE THROAT
1CP
Champions of Russ – Battle Tactic
ARMOUR OF CONTEMPT
1CP
Company Of Hunters – Battle Tactic
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
2CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
ARMOUR OF CONTEMPT
1CP
Firestorm Assault Force – Battle Tactic
CRUCIBLE OF BATTLE
1CP
Firestorm Assault Force – Battle Tactic
IMMOLATION PROTOCOLS
2CP
Firestorm Assault Force – Battle Tactic
ONSLAUGHT OF FIRE
1CP
Firestorm Assault Force – Battle Tactic
RAPID EMBARKATION
1CP
Firestorm Assault Force – Strategic Ploy
ADAPTIVE STRATEGY
1CP
Gladius Task Force – Strategic Ploy
SQUAD TACTICS
1CP
Gladius Task Force – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Gladius Task Force – Battle Tactic
STORM OF FIRE
1CP
Gladius Task Force – Battle Tactic
HONOUR THE CHAPTER
1CP
Gladius Task Force – Battle Tactic
ONLY IN DEATH DOES DUTY END
2CP
Gladius Task Force – Epic Deed
RELIC TELEPORTARIUM
1CP
Inner Circle Task Force – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Inner Circle Task Force – Battle Tactic
UNMATCHED FORTITUDE
1CP
Inner Circle Task Force – Battle Tactic
WRATH OF THE LION
1CP
Inner Circle Task Force – Epic Deed
DUTY UNTO DEATH
1CP
Inner Circle Task Force – Strategic Ploy
MARTIAL MASTERY
1CP
Inner Circle Task Force – Epic Deed
UNBOWED CONVICTION
1CP
Ironstorm Spearhead – Battle Tactic
ARMOUR OF CONTEMPT
1CP
Ironstorm Spearhead – Battle Tactic
MERCY IS WEAKNESS
1CP
Ironstorm Spearhead – Battle Tactic
FERVENT ACCLAMATION
1CP
Righteous Crusaders – Epic Deed
NO ESCAPE
1CP
Righteous Crusaders – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Righteous Crusaders – Battle Tactic
DEVOUT PUSH
1CP
Righteous Crusaders – Strategic Ploy
CRUSADER'S WRATH
1CP
Righteous Crusaders – Battle Tactic
VICIOUS RIPOSTE
1CP
Righteous Crusaders – Epic Deed
ANGEL'S SACRIFICE
1CP
Sons of Sanguinius – Epic Deed
RED RAMPAGE
1CP
Sons of Sanguinius – Battle Tactic
RELENTLESS ASSAULT
1CP
Sons of Sanguinius – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Sons of Sanguinius – Battle Tactic
AGGRESSIVE ONSLAUGHT
1CP
Sons of Sanguinius – Battle Tactic
ONLY IN DEATH DOES DUTY END
2CP
Sons of Sanguinius – Epic Deed
WIND-SWIFT EVASION
1CP
Stormlance Task Force – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Stormlance Task Force – Battle Tactic
BLITZING FUSILLADE
1CP
Stormlance Task Force – Battle Tactic
INTRACTABLE
1CP
Unforgiven Task Force – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Unforgiven Task Force – Battle Tactic
UNFORGIVEN FURY
1CP
Unforgiven Task Force – Battle Tactic
FIRE DISCIPLINE
1CP
Unforgiven Task Force – Battle Tactic
GRIM RETRIBUTION
1CP
Unforgiven Task Force – Strategic Ploy
UNBREAKABLE LINES
2CP
Unforgiven Task Force – Battle Tactic
A DEADLY PRIZE
1CP
Vanguard Spearhead – Wargear
ARMOUR OF CONTEMPT
1CP
Vanguard Spearhead – Battle Tactic
STRIKE FROM THE SHADOWS
1CP
Vanguard Spearhead – Battle Tactic
CALCULATED FEINT
1CP
Vanguard Spearhead – Strategic Ploy
SURGICAL STRIKES
2CP
Vanguard Spearhead – Battle Tactic
GUERRILLA TACTICS
1CP
Vanguard Spearhead – Strategic Ploy
DETACHMENT ABILITY
Combat Doctrines
The Red Thirst
Shield of the Imperium
Armoured Wrath
Close-range Eradication
Lightning Assault
Shadow Masters
Extremis-level Threat
Mission Tactics
Templar Vows
Deeds Worthy of Saga
Grim Resolve
Vowed Target
Masters Of Manoeuvre
ENHANCEMENTS
Artificer Armour
10
The Honour Vehement
15
Fire Discipline
30
Icon of the Angel
10
Visage of Death
15
Artisan of War
20
Archangel’s Shard
25
Stoic Defender
15
Architect of War
25
The Flesh is Weak
10
Master of Machine War (Aura)
30
Forged in Battle
15
Adamantine Mantle
20
War-tempered Artifice
25
Portents of Wisdom
15
Feinting Withdrawal
20
Ghostweave Cloak
15
The Blade Driven Deep
25
Rites of War
10
Iron Resolve
15
The Imperium’s Sword
25
Fear Made Manifest (Aura)
30
Thief of Secrets
15
Beacon Angelis
30
WITCHSEEKER BOLTS
10
PERDITION’S EDGE
15
SIGISMUND’S SEAL
20
TÄNNHAUSER’S BONES
35
THE PELT OF BALEWOLF
10
FROST WEAPON
15
WOLF TAIL TALISMAN
20
BLACK DEATH
25
Pennant of Remembrance
10
Stubborn Tenacity
15
Weapons of the First Legion
15
Shroud of Heroes
25
Eye of the Unseen
10
Champion of the Deathwing
15
Singular Will
20
Deathwing Assault
30
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.
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.
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.
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.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
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.
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.
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
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.

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

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 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.
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 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.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
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 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.
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.
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 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.
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 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.
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.
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.
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.
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 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.

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.

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.

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.

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.

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.

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 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.
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 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.

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.

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 unit from your army makes a Fall Back or Advance move.

TARGET: That 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.
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 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.
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.
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.

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.

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 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.
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.

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.

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.
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 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

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.

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.
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 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.
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 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.
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).
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.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

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

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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.
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.
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.
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.
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.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
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 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.
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).
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 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 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.
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 TRANSPORT unit from your army that has no models embarked within it, and one 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.

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.

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 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.
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 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.
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.
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 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.
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 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.
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 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.
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 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.

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

Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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 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 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 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.
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.

Accept Any Challenge, No Matter the Odds

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

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 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.
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 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.
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.

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.

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 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.

Suffer Not the Unclean to Live

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

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 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.

Uphold the Honour of the Emperor

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

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 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.
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 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.
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 unit from your army Falls Back.

TARGET: That unit.

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

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

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 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.
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 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.
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.
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 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.
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 unit from your army Falls Back.

TARGET: That 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.
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 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 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 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.
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.
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 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 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 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.
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 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.
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.

The Red Thirst
Sons of Sanguinius Detachment

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 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.
Shield of the Imperium
Anvil Siege Force Detachment

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 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.
Armoured Wrath
Ironstorm Spearhead Detachment

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 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.
Close-range Eradication
Firestorm Assault Force Detachment

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 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.
Lightning Assault
Stormlance Task Force Detachment

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.

units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back.
Shadow Masters
Vanguard Spearhead Detachment

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 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.
Extremis-level Threat
1st Company Task Force Detachment

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.
Mission Tactics
Black Spear Task Force Detachment

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 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.

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.

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.

Grim Resolve
Unforgiven Task Force Detachment

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 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 units drawn from any other Chapter.
Masters Of Manoeuvre
Company of Hunters Detachment

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.

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 units drawn from any other Chapter.

KEYWORDS
OUTRIDER SQUAD units from your army gain the BATTLELINE keyword.
Army List
Datasheets collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
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).
Rapid Fire

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
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 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.
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
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 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.
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 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 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.
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 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.
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.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
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 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.
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 INFANTRY or 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.
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 INFANTRY or 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.
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 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.

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

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 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.
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 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.
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 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.
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.
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 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.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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 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.
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 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 unit makes an attack that targets the enemy unit that just destroyed your CHARACTER unit, you can re-roll the Hit roll.
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.

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

  • Artificer Armour
    10 pts
Gladius Task Force Detachment

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

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

  • The Honour Vehement
    15 pts
Gladius Task Force Detachment

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.

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.

  • Fire Discipline
    30 pts
Gladius Task Force Detachment

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

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.

  • Icon of the Angel
    10 pts
Sons of Sanguinius Detachment

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.

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
Sons of Sanguinius Detachment

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.

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.

  • Artisan of War
    20 pts
Sons of Sanguinius Detachment

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.

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

  • Archangel’s Shard
    25 pts
Sons of Sanguinius Detachment

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.

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

  • Stoic Defender
    15 pts
Anvil Siege Force Detachment

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

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
Anvil Siege Force Detachment

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

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

  • The Flesh is Weak
    10 pts
Ironstorm Spearhead Detachment

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.

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

  • Master of Machine War (Aura)
    30 pts
Ironstorm Spearhead Detachment

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.

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

  • Forged in Battle
    15 pts
Firestorm Assault Force Detachment

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.

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
Firestorm Assault Force Detachment

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.

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.

  • War-tempered Artifice
    25 pts
Firestorm Assault Force Detachment

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.

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

  • Portents of Wisdom
    15 pts
Stormlance Task Force Detachment

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.

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

  • Feinting Withdrawal
    20 pts
Stormlance Task Force Detachment

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.

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

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".
  • Ghostweave Cloak
    15 pts
Vanguard Spearhead Detachment

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.

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

  • The Blade Driven Deep
    25 pts
Vanguard Spearhead Detachment

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

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

  • The Imperium’s Sword
    25 pts
1st Company Task Force Detachment

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

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
1st Company Task Force Detachment

This warrior personifies the Emperor’s wrath.

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.

  • Thief of Secrets
    15 pts
Black Spear Task Force Detachment

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.

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.

  • Beacon Angelis
    30 pts
Black Spear Task Force Detachment

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.

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.

  • WITCHSEEKER BOLTS
    10 pts
Righteous Crusaders Detachment

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.

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.

  • PERDITION’S EDGE
    15 pts
Righteous Crusaders Detachment

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.

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.

  • SIGISMUND’S SEAL
    20 pts
Righteous Crusaders Detachment

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.

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
Righteous Crusaders Detachment

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.

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.

  • THE PELT OF BALEWOLF
    10 pts
Champions of Russ Detachment

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.

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

  • FROST WEAPON
    15 pts
Champions of Russ Detachment

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.

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.

  • WOLF TAIL TALISMAN
    20 pts
Champions of Russ Detachment

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.

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

  • BLACK DEATH
    25 pts
Champions of Russ Detachment

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.

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

  • Stubborn Tenacity
    15 pts
Unforgiven Task Force Detachment

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

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
Unforgiven Task Force Detachment

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

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.

  • Shroud of Heroes
    25 pts
Unforgiven Task Force Detachment

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.

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).

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.
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.

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:

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 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.
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 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.
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 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.
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 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.
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 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.
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.
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).
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.
Vowed Target
Inner Circle Task Force Detachment

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 units drawn from any other Chapter.
  • Rites of War
    10 pts
1st Company Task Force Detachment

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

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
1st Company Task Force Detachment

This hero shrugs off even horrendous wounds.

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.

  • Eye of the Unseen
    10 pts
Inner Circle Task Force Detachment

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

  • Champion of the Deathwing
    15 pts
Inner Circle Task Force Detachment

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+.

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).
  • Singular Will
    20 pts
Inner Circle Task Force Detachment

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
Inner Circle Task Force Detachment

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 bearer’s 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.

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

  • Pennant of Remembrance
    10 pts
Unforgiven Task Force Detachment

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.

© Vyacheslav Maltsev 2013-2024