RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Heavy bolt pistol [Pistol] | |||||||
Heavy bolt pistol [Pistol] | 18" | 1 | 2+ | 4 | -1 | 1 | |
Inferno pistol [melta 2, pistol] | |||||||
Inferno pistol [melta 2, pistol] | 6" | 1 | 2+ | 8 | -4 | D3 | |
Plasma pistol - standard [Pistol] | |||||||
Plasma pistol - standard [Pistol] | 12" | 1 | 2+ | 7 | -2 | 1 | |
Plasma pistol - supercharge [hazardous, pistol] | |||||||
Plasma pistol - supercharge [hazardous, pistol] | 12" | 1 | 2+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Astartes chainsword | |||||||
Astartes chainsword | Melee | 7 | 2+ | 4 | -1 | 1 | |
Power fist | |||||||
Power fist | Melee | 5 | 2+ | 8 | -2 | 2 | |
Relic weapon | |||||||
Relic weapon | Melee | 6 | 2+ | 5 | -2 | 2 |
1 model | 85 |
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, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. 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.The BLACK TEMPLARS keyword is used in the following Space Marines datasheets:
The BLOOD ANGELS keyword is used in the following Space Marines datasheets:
The DARK ANGELS keyword is used in the following Space Marines datasheets:
The DEATHWATCH keyword is used in the following Space Marines datasheets:
The SPACE WOLVES keyword is used in the following Space Marines datasheets:
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: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’.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.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.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’.The INFANTRY keywords are used in the following Space Marines datasheets:
andThe
keyword is used in the following Space Marines datasheets:The FLY keyword is used in the following Space Marines datasheets:
The IMPERIUM keyword is used in the following Space Marines datasheets:
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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 [SUSTAINED HITS 1] ability.
units from your army have theSome 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.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.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 Critical Hit is scored, that attack has the [PRECISION] ability.
unit from your army makes an attack, if aHigh-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).The CHARACTER keywords are used in the following Space Marines datasheets:
andSome 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.SAGA OF MAJESTY
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.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. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.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.The TRANSPORT keywords are used in the following Space Marines datasheets:
andTactical 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.
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.The VEHICLE keywords are used in the following Space Marines datasheets:
andThough 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 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit.The DEATHWING keyword is used in the following Space Marines datasheets:
The RAVENWING keyword is used in the following Space Marines datasheets:
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.The MOUNTED keywords are used in the following Space Marines datasheets:
andAssault 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.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.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. |
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.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.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.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.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.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.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 [SUSTAINED HITS 1] ability. units from your army have the |
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 [LETHAL HITS] ability. units from your army have the |
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 Critical Hit is scored, that attack has the [PRECISION] ability. unit from your army makes an attack, if a |
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. |
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 start of the first battle round, select one of the Sagas listed below (excluding Saga of Majesty); that Saga is considered to be completed by your army, and all models from your army gain the associated benefit until the end of the battle.SAGA OF THE WARRIOR BORN
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SAGA OF MAJESTY
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SAGA OF THE BEAR
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SAGA OF THE BEASTSLAYER
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Those unfortunate enough to be caught between the devastating speed of the Ravenwing and the adamantine might of the Deathwing are pinned in place and torn to shreds by their combined fury.
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. In your Command phase, select one unit from your army; until the start of your next Command phase, add 1 to the Objective Control characteristic of models in that unit.The BATTLELINE keyword is used in the following Space Marines datasheets:
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.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.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The INFANTRY keyword is used in the following Space Marines datasheets:
The GRENADES keyword is used in the following Space Marines datasheets:
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.The PSYKER keywords are used in the following Space Marines datasheets:
andThe PHOBOS keyword is used in the following Space Marines datasheets:
The SCOUT SQUAD keyword is used in the following Space Marines datasheets:
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.The TACTICUS keyword is used in the following Space Marines datasheets:
The TACTICUS keyword is used in the following Space Marines datasheets:
The Adeptus Astartes launch their shipboard strikes with precision and lethal momentum, sweeping aside each new obstruct ion to their progress and pressing ever forward.
Each time an unit from your army is selected to shoot, if one or more models from that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from your unit. Until the end of the phase, ranged weapons equipped by models in your unit have the [sustained hits 1] ability while targeting that enemy unit.The CHARACTER keyword is used in the following Space Marines datasheets:
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".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 CAPTAIN keyword is used in the following Space Marines datasheets:
The LIEUTENANT keyword is used in the following Space Marines datasheets:
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.
Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearers melee weapons instead.
model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is under the effects of theThis commander drills his warriors relentlessly; combined with the Adeptus Astartes’ incredible reflexes, they produce a devastating rate of fire.
[SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, you can reroll Advance rolls made for that unit.
model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have theThis heroic warrior bears a glimmering of Sanguinius' prophetic gifts. Flashes of foresight allow him to weave around his enemy's blows with supernatural skill.
model only. Once per battle round, just after making a Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6 instead.
The Icon of the Angel reminds the Blood Angels of the heretics who fled after laying low Sanguinius, 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.
Fury burns in this warrior's soul. A single moment of savage brutality stands between them and the maddening embrace of the Black Rage.
model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearers melee weapons have the [sustained hits 3] ability.
Some warriors attack with blinding speed, landing their blows before their foes can react.
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.Such is this warriors rage-fuelled speed, it is as if the Primarch himself fights alongside his sons.
model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.
This commander and their warriors hold their ground tenaciously against even overwhelming numbers.
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.
model only. While the bearer is leading a unit, models in that unit have theThis 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.
Command phase, select one VEHICLE model within 6" of the bearer. Until the start of your next Command phase, that VEHICLE is eligible to shoot even if it Fell Back or Advanced this turn.
model only. In yourTo 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.
Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodifed 6.
model only. While the bearer is leading a unit, once per turn, after making aThis 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.
Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead.
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 aHaving 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.
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.
Fell Back.
model only. While the bearer is leading a unit, that unit is eligible to shoot in a turn in which itThis 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.
Advance rolls made for that unit.
model only. While the bearer is leading a unit, you can re-rollHand-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.
Stealth and Lone Operative abilities.
model only. The bearer has theThis 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.
This warrior personifies the Emperor’s wrath.
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.
model only. While an enemy unit (excludingThe 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.
Deep Strike ability. In addition, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP.
model only. Models in the bearer’s unit have theThe 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.
Fight phase, if one or more enemy models were destroyed as a result of a melee attack made by the bearer this phase, until the end of the battle, improve the Strength, Damage and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead.
model only. Improve the Strength, Damage and Armour Penetration characteristics of the bearer’s melee weapons by 1. At the end of theWith 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.
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.
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.
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.
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.
Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test.
model only. At the start of theAmongst 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.
[PRECISION] ability, and the Strength and Armour Penetration characteristics of those weapons are improved by 1.
model only. The bearer’s melee weapons have theAlthough 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.
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.
[ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.
model only. The bearer’s melee weapons have theThe CHAPLAIN keyword is used in the following Space Marines datasheets:
Possessed of obdurate will, this warrior champion instils an indomitable resolve and absolute refusal to cede ground within his brothers.
CAPTAIN, CHAPLAIN or LIEUTENANT model only. While the bearer’s unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in the bearer’s unit.
Even for a Chapter as famously stubborn as the Dark Angels, this warrior is known for their intractable nature.
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.
model only. While the bearer is leading a unit, each time a model in that unit makes an attack, add 1 to theBeneath the surface of the Rock lie vaults within which weapons of antiquity and terrible power are stored.
Battle-shocked, add 2 to the Attacks, Strength and Damage characteristics of the bearer s melee weapons instead.
model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons. While the bearer isFormed 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.
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).
model only. The first time the bearer isA timeless and unique example of Chapter artifice, this device rapidly synchronises with the data spirits of locking devices and renders them quiescent.
In your Movement phase, each time the bearer is selected to make a Normal or Advance move, if it is within 1" of a Hatchway, it can attempt to operate that Hatchway. If it does, it cannot attempt to operate a Hatchway again this turn.
The BLOOD ANGELS keyword is used in the following Space Marines datasheets:
The DEATH COMPANY keyword is used in the following Space Marines datasheets:
For the lost brothers of the Death Company one final battle remains. The sacrifice of each fallen warrior inspires his surviving brothers to ever greater acts of savage violence.
Each time a DEATH COMPANY model from your army makes a melee attack, re-roll a Wound roll of 1 if that model’s unit is below its Starting Strength; if that model’s unit is Below Half-strength, you can re-roll the Wound roll instead.The JUMP PACK keyword is used in the following Space Marines datasheets:
The JUMP PACK keywords are used in the following Space Marines datasheets:
andThe Blood Angels soar high above the battlefield before plummeting to strike their foes with bone-shattering force. They are true masters of the war-torn skies.
At the end of your opponent s turn, you can select a number of JUMP PACK units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
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The CHARACTER and JUMP PACK keywords are used in the following Space Marines datasheets:
When Sanguinius battled Horus, his magnificent blade was tragically shattered against the Warmasters profane battle plate. The shards were gathered up and new swords forged to incorporate them, each one gifted to a different successor Chapter.
JUMP PACK model only. The bearer’s melee weapons have the [Anti-Chaos 5+] and [Lance] abilities.
This exquisitely crafted death mask is a thing of dark beauty to the Blood Angels, and a sign of impending doom to their enemies. A neural amplifier embedded within the expressionless face of this macabre item serves to magnify the aura of fear it projects.
JUMP PACK model only. In the Battle-shock step of your opponents Command phase, each enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer must take a Battle-shock test.
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.
JUMP PACK model only. Improve the Armour Penetration characteristic of the bearers weapons by 1, and the bearer has a Save characteristic of 2+.
The elaborately crafted ailerons of this jump pack allow the wearer to manoeuvre, twist and bank at incredible speeds.
JUMP PACK model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer, if this bearer’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".
This commander and their warriors have vowed to secure victory and defend the Imperium from the horrors of the galaxy.
TACTICUS model only. While the bearer is leading a unit, models in that unit can ignore any or all modifiers to their characteristics and/or to any roll or test made for them (excluding modifiers to saving throws).
The CAPTAIN keyword is used in the following Space Marines datasheets:
An ardent student of the Codex Astartes, this commander epitomises its tactical genius, and the wisdom gleaned from its teachings guides their measured strategic responses amidst the fiercest battle.
CAPTAIN model only. At the start of your Command phase, if the bearer is on the battlefield, instead of selecting a Combat Doctrine to be active for your army, you can select the Tactical Doctrine. If you do, until the start of your next Command phase, that Combat Doctrine is active for the bearer’s unit only, even if you have already selected that Combat Doctrine to be active for your army this battle.
The Chapter’s orbiting warships stand ready to unleash devastation at this leader’s command.
CAPTAIN model only. Once per battle, at the start of your Shooting phase, you can select one point on the battlefield and place a marker on that point. At the start of your next Shooting phase, place another marker on the battlefield within 12" of the centre of the first marker, then draw a straight line between the centre of each of these markers. Roll one D6 for each unit that line passes over or through: on a 3+, that unit suffers D3 mortal wounds. Both markers are then removed.
This grimoire, bound in the skin of the alien, holds the most powerful truths the Deathwatch have uncovered about their foes, whether xenos or those who harbour them. On occasion, such knowledge has been known to save not only the book’s custodian, but entire worlds.
WATCH MASTER or CAPTAIN model only. Once per battle, after you have selected your Oath of Moment target, the bearer can use this Enhancement. If it does, select a second enemy unit to be an Oath of Moment target.
Designer’s Note: This means that each time a model with the Oath of Moment ability makes an attack that targets either of your Oath of Moment targets, you can re-roll the Hit roll.
The DEATH COMPANY and CHARACTER keywords are used in the following Space Marines datasheets:
This Son of Sanguinius appears to the brothers of the Death Company as a paragon of their Primarchs martial prowess. Should he fall in battle, the vengeful fury of the Lost will be inflamed.
DEATH COMPANY model only. It the bearer is destroyed, until the end of your next turn, each time a friendly DEATH COMPANY model makes an attack, add 1 to the 1 Hit roll.
Overcome by maddening hallucinations, this warrior sees in all enemy champions glimmers of Horus' dark majesty and thus strives to destroy them.
DEATH COMPANY model only. Once per battle, at the start of the Fight phase, if the bearer is within Engagement Range of one or more enemy CHARACTER units, you can select one of those CHARACTER units and roll six D6: for each 4+, one CHARACTER model in that unit suffers 1 mortal wound.
As maddening hallucinatory memories of long-forgotten battles flash across this warriors mind, he is granted a sliver of the Primarchs combat prowess.
DEATH COMPANY model only. Once per battle, at the end of the Fight phase, if the bearer is within Engagement Range of three or more enemy models, the bearer can fight one additional time.
Spiritual energy flows from this crimson gem, filling its bearer with a ferocious desire to tear their foes limb from limb. Those infused with its energies may fight on despite suffering seemingly mortal wounds.
DEATH COMPANY model only. The first time the bearer is destroyed, at the end of the phase, roll one D6: 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.