Space Marines – Land Raider Excelsior
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Land Raider Excelsior
(⌀Use model)
M
10"
T
12
Sv
2+
W
16
Ld
6+
OC
5
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Godhammer lascannons
Godhammer lascannons
48"
2
3+
12
-3
D6+1
Grav-cannon [anti-vehicle 2+]
Grav-cannon [anti-vehicle 2+]
24"
3
3+
6
-1
3
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.
  • This model can be equipped with 1 multi-melta.
  • This model can be equipped with 1 combi-weapon.

ABILITIES
CORE: Deadly Demise D6
FACTION: Oath of Moment
Rites of Battle: Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Land Raider Excelsior
This model is equipped with: grav-cannon; 2 Godhammer lascannon; armoured tracks.
1 model
310
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models.
KEYWORDS: VEHICLE, SMOKE, TRANSPORT, IMPERIUM, LAND RAIDER EXCELSIOR
FACTION KEYWORDS:
STRATAGEMS
ARMOUR OF CONTEMPT
1CP
1st Company Task Force – Battle Tactic
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
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
ARMOUR OF CONTEMPT
1CP
Firestorm Assault Force – Battle Tactic
IMMOLATION PROTOCOLS
2CP
Firestorm Assault Force – Battle Tactic
ONSLAUGHT OF FIRE
1CP
Firestorm Assault Force – Battle Tactic
BURNING VENGEANCE
1CP
Firestorm Assault Force – Battle Tactic
RAPID EMBARKATION
1CP
Firestorm Assault Force – Strategic Ploy
ADAPTIVE STRATEGY
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
ARMOUR OF CONTEMPT
1CP
Inner Circle Task Force – Battle Tactic
VENGEFUL ANIMUS
1CP
Ironstorm Spearhead – Epic Deed
UNBOWED CONVICTION
1CP
Ironstorm Spearhead – Battle Tactic
ARMOUR OF CONTEMPT
1CP
Ironstorm Spearhead – Battle Tactic
MERCY IS WEAKNESS
2CP
Ironstorm Spearhead – Battle Tactic
POWER OF THE MACHINE SPIRIT
1CP
Ironstorm Spearhead – Epic Deed
ANGELIC GRACE
1CP
Liberator Assault Group – Strategic Ploy
AGGRESSIVE ONSLAUGHT
1CP
Liberator Assault Group – Strategic Ploy
RELENTLESS ASSAULT
1CP
Liberator Assault Group – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Liberator Assault Group – Battle Tactic
SAVAGE ECHOES
1CP
Liberator Assault Group – Battle Tactic
RED RAMPAGE
1CP
Liberator Assault Group – Battle Tactic
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
FULL THROTTLE
2CP
Stormlance Task Force – Wargear
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
UNBRIDLED ARDOUR
1CP
The Angelic Host – Epic Deed
ARMOUR OF CONTEMPT
1CP
The Angelic Host – Battle Tactic
ARMOUR OF CONTEMPT
1CP
The Lost Brethren – 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
ARMOUR OF CONTEMPT
1CP
Vanguard Spearhead – Battle Tactic
DETACHMENT ABILITY
Combat Doctrines
Red Thirst
Shield of the Imperium
Armoured Wrath
Close-range Eradication
Lightning Assault
Shadow Masters
Extremis-level Threat
Templar Vows
Deeds Worthy of Saga
Grim Resolve
Masters Of Manoeuvre
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.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

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

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

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

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

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
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, 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):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

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 so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
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. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

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.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • 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.
DEADLY DEMISE

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

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

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

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

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

ARMOUR OF CONTEMPT
1CP
1st Company 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.
ARMOUR OF CONTEMPT
1CP
Anvil Siege 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.
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.
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.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed 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 have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
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.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • 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.
INSANE BRAVERY
1CP
Boarding Actions – 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 after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
Blast

High-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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – 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.

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 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.
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, or cannot be set up following any restrictions stated by other rules (e.g. while setting up using the Deep Strike ability), that unit cannot be set up. 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.

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
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.

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 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.
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. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
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: That unit from your army.

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. 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.
  • 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.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
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
1CP
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.
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.
BURNING VENGEANCE
1CP
Firestorm Assault Force – Battle Tactic Stratagem
To open fire on warriors of a Firestorm Assault Force is merely to invite one’s own swift destruction.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

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

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

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

VENGEFUL ANIMUS
1CP
Ironstorm Spearhead – Epic Deed Stratagem
Carefully cogitated binharic prayers can focus a machine spirit’s ire into near-obsessive hatred of its slayers, ensuring that vengeance is meted out even in death.
WHEN: Any phase, just after an VEHICLE model from your army with the Deadly Demise ability is destroyed.

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

EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
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
2CP
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.
POWER OF THE MACHINE SPIRIT
1CP
Ironstorm Spearhead – Epic Deed Stratagem
There are many tales of machine spirits wreaking havoc on the foe, even after the crew of their vehicle are slain and critical systems are failing.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

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

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
ANGELIC GRACE
1CP
Liberator Assault Group – Strategic Ploy Stratagem
Sanguinius' sons are blessed with the spiritual fortitude of their Primarch.
WHEN: Any phase, just after an unit from your army has a mortal wound allocated to it.

TARGET: That unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
Red Thirst
Liberator Assault Group 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 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit.

RESTRICTIONS
Your army can include BLOOD ANGELS units, but it cannot include any units drawn from any other Chapter.
AGGRESSIVE ONSLAUGHT
1CP
Liberator Assault Group – Strategic Ploy Stratagem
The Blood Angels enact a sweeping advance.
WHEN: Your Movement phase, just after an Adeptus Astartes unit from your army has Advanced.

TARGET: That unit.

EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge, even though it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Advanced.
RELENTLESS ASSAULT
1CP
Liberator Assault Group – Strategic Ploy Stratagem
When Blood Angels execute a tactical withdrawal it is but a prelude to a renewed assault.
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 either shoot or declare a charge even though it Fell Back. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Fell Back.
ARMOUR OF CONTEMPT
1CP
Liberator Assault Group – 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.
SAVAGE ECHOES
1CP
Liberator Assault Group – Battle Tactic Stratagem
The Sons of Sanguinius may embrace the Red Thirst but for a moment, if the need arises.
WHEN: Your opponent’s Charge phase.

TARGET: One unit from your army that was just charged by an enemy unit.

EFFECT: Select either the Strength or Attacks characteristic of melee weapons equipped by models in your unit. Until the end of the turn, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in your unit.
RED RAMPAGE
1CP
Liberator Assault Group – 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: Select either the [LANCE] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. You can instead choose for your unit to give in to the Red Thirst; if it does, then it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities.

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.

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

FULL THROTTLE
2CP
Stormlance Task Force – Wargear Stratagem
On the eve of riding down the most elusive prey, the task force's expert Techmarines will entreat the engine spirits o f their vehicles, honing the iron steeds' performance to elicit even more speed from them.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is MOUNTED.
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.
UNBRIDLED ARDOUR
1CP
The Angelic Host – Epic Deed Stratagem
The Sanguinary Guard exemplify the noble heritage of Sanguinius, leaping to avenge their battle-brothers without hesitation.
WHEN: Any phase.

TARGET: One 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 SANGUINARY GUARD unit makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
ARMOUR OF CONTEMPT
1CP
The Angelic Host – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their enhanced 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
The Lost Brethren – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their enhanced 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.
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 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.
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.

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.
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 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.

At the end of each player’s turn, you can select one of the Sagas listed below (excluding the Saga you selected at the start of the first battle round). If that Saga was completed by your army during that turn, 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. 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.

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

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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.
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.
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.
SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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 the Benefit of Cover and the Stealth ability.
© Vyacheslav Maltsev 2013-2024