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Wahapedian Detachment

The soldiers of the Wahapedian Detachment make up the vast bulk of the Imperial war machine. It is they who lay down their lives on every battlefront to hold the line against tides of mutants, monsters and heretics. Yet even amongst the tragically expendable masses of the Imperial Guard, there are elite warriors that stand ready to deploy.

Those Wahapedia users who have pledged themselves (donated) to build a better future for the Warhammer gaming community, and those who gave their blood (money) to uphold data servitors are worthy of a special honour as part of the Regiment of the site (and NoAds pin code).

Boosty members receive a place in the Wahapedian Detachment according to tiers they have chosen:

TierPledge per month approx.
Ogryn$10
Officer$8
Tanker$6
Veteran$4
Guardsman$2
Conscript$1

In addition, depending on the period of service, each member of the detachment is awarded the appropriate badge:

– 3 years and more
– 2 years, 9 months
– 2 years, 6 months
– 2 years, 3 months
– 2 years
– 1 year, 9 months
– 1 year, 6 months
– 1 year, 3 months
– 1 year
– 9 months
– 6 months
– 3 months
Last updated: 08.11.2024
Company Command Squad
Adeptus Mechanicus
Officio Prefectus
Militarum Auxilla
Armoured Company
Leman Russ Battle Tank 1
Leman Russ Battle Tank 2
Armoured Sentinel
Scout Sentinel 1
Scout Sentinel 2
Scout Sentinel 3
Platoon 1
Platoon Command Squad
Infantry Squad 1
Infantry Squad 2
Infantry Squad 3
Infantry Squad 4
Infantry Squad 5
Heavy Weapons Team
with heavy bolter 1
Heavy Weapons Team
with heavy bolter 2
Heavy Weapons Team
with heavy bolter 3
Heavy Weapons Team
with missile launcher 1
Heavy Weapons Team
with missile launcher 2
Heavy Weapons Team
with lascannon
Conscripts
Platoon 2
Platoon Command Squad
Infantry Squad 1
Infantry Squad 2
Infantry Squad 3
Infantry Squad 4
Infantry Squad 5
Heavy Weapons Team
with autocannon 1
Heavy Weapons Team
with autocannon 2
Heavy Weapons Team
with mortar 1
Heavy Weapons Team
with mortar 2
Heavy Weapons Team
with mortar 3
Heavy Weapons Team
with mortar 4
Conscripts
Platoon 3
Platoon Command Squad
Infantry Squad 1
Infantry Squad 2
Infantry Squad 3
Infantry Squad 4
Infantry Squad 5
Heavy Weapons Team
with heavy bolter 1
Heavy Weapons Team
with heavy bolter 2
Heavy Weapons Team
with heavy bolter 3
Heavy Weapons Team
with missile launcher
Heavy Weapons Team
with autocannon
Conscripts
Platoon 4
Platoon Command Squad
Infantry Squad 1
Infantry Squad 2
Infantry Squad 3
Infantry Squad 4
Infantry Squad 5
Heavy Weapons Team
with heavy bolter
Heavy Weapons Team
with missile launcher
Conscripts
Platoon 5
Platoon Command Squad
Infantry Squad 1
Infantry Squad 2
Infantry Squad 3
Infantry Squad 4
Infantry Squad 5
Heavy Weapons Team
with heavy bolter 1
Heavy Weapons Team
with heavy bolter 2
Heavy Weapons Team
with heavy bolter 3
Heavy Weapons Team
with missile launcher
Conscripts
Casualties
Artwork by Gray Skull
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.
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.
LEADER

Mighty heroes fight at the forefront of battle.

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

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

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

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

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

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

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
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.
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.
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.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while %000015069performing actions%.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

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

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.
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.
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.
HEROES OF THE CHAPTER
1CP
1st Company Task Force – Battle Tactic Stratagem
When the fighting is at its fiercest, the veteran warriors of the Chapter truly show their quality.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is Below Half-strength, add 1 to the Wound roll as well.
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.
DUTY AND HONOUR
1CP
1st Company Task Force – Strategic Ploy Stratagem
Adeptus Astartes veterans claim critical objectives in daring strikes, annihilating resistance in their Chapter’s name before sweeping onto their next target.
WHEN: Your Movement phase.

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

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
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.
LEGENDARY FORTITUDE
1CP
1st Company Task Force – Battle Tactic Stratagem
Many are the legendary tales of the 1st Company holding their ground against the odds, weathering assaults that would have swept away lesser warriors.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

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

EFFECT: Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
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.
TERRIFYING PROFICIENCY
1CP
1st Company Task Force – Strategic Ploy Stratagem
The 1st Company's veterans unleash their skills with an efficiency that is harrowing to witness.
WHEN: Your Fight phase.

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

EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
ORBITAL TELEPORTARIUM
1CP
1st Company Task Force – Strategic Ploy Stratagem
Teleportarium chambers within orbiting strike cruisers are able to perform site-to-strike teleportations for Terminator-armoured battle-brothers in extremis.
WHEN: End of your opponent’s Fight phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR unit from your army.

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

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
NOT ONE BACKWARDS STEP
1CP
Anvil Siege Force – Strategic Ploy Stratagem
Siege warfare is incomparably brutal. Space Marines battle with the fiercest determination to achieve victory, and will fight unto death to hold every defensive line or to secure gains they have wrested from the enemy.
WHEN: Your Command phase.

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

EFFECT: Until the end of the turn, double the Objective Control characteristic of models in your unit, but it must Remain Stationary this turn.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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.
BATTLE DRILL RECALL
1CP
Anvil Siege Force – Battle Tactic Stratagem
Space Marines train for countless hours to master their weapons and in the heat of battle can trigger mnemonic patterning to recall their ritual drills and ensure the foe’s destruction.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit Remained Stationary this turn, then until the end of the phase, each time a model in your unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
NO THREAT TOO GREAT
2CP
Anvil Siege Force – Battle Tactic Stratagem
To combat an entrenched force of Space Marines, foes resort to armoured vehicles or packs of murderous monstrosities. Even the greatest of behemoths has a chink in its armour and the Adeptus Astartes are well versed in exploiting such weaknesses.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
HAIL OF VENGEANCE
2CP
Anvil Siege Force – Strategic Ploy Stratagem
Space Marines' incredible battlefield awareness enables them to instinctively identify the origin of any enemy fire and punish their attackers.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

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

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
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.
RIGID DISCIPLINE
1CP
Anvil Siege Force – Strategic Ploy Stratagem
Cleaving to duty, the Adeptus Astartes refuse to be drawn out of position. Instead they secure ground to establish new fire lines to the enemy.
WHEN: End of the Fight phase.

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

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

RESTRICTIONS: When making that move, your unit must end that move either wholly within your deployment zone or within range of an objective marker.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
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.
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.
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.
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.
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 ADEPTUS ASTARTES 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 ADEPTUS ASTARTES models from your army gain the associated benefit until the end of the battle. You can only select each Saga once per battle.

SAGA OF THE WARRIOR BORN

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

SAGA OF MAJESTY

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

SAGA OF THE BEAR

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

SAGA OF THE BEASTSLAYER

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

WARRIOR PRIDE
1CP
Champions of Russ – Epic Deed Stratagem
The greatest champions amongst the sons of Russ must take the fight to the enemy, leading by example to uphold the honour of their Chapter.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES CHARACTER model from your army.

EFFECT: Select one Saga that has not yet been completed by your army. Until the end of the turn, models in your CHARACTER’s unit have the benefit of the selected Saga as if it had been completed by your army.

SAGA OF THE WARRIOR BORN

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

RELENTLESS ASSAULT
1CP
Champions of Russ – Strategic Ploy Stratagem
Once their blades and claws run red with the enemy’s blood, nothing will hold the savage sons of Russ back from new prey.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army makes a Fall Back or Advance move.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot even though it Fell Back or Advanced this phase. If the Saga of the Warrior Born has been completed by your army, until the end of the turn, your unit is also eligible to declare a charge.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 ADEPTUS ASTARTES CHARACTER models from your army were reduced to below half of their starting number of wounds during that turn, but were not destroyed at the end of that turn.
  • Benefit Once Completed: ADEPTUS ASTARTES models from your army have the Feel No Pain 6+ ability.

RUNIC WARDS
1CP
Champions of Russ – Wargear Stratagem
Imbued as they are with the cunning psychic might of the Rune Priests, shamanistic totems, tattoos and fetishes are a potent shield against baleful attacks and the foul sorcery of witches.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks. If the Saga of the Bear has been completed by your army, until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks instead.
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 ADEPTUS ASTARTES CHARACTER models from your army were within range of that objective marker.
  • Benefit Once Completed: Improve the Objective Control characteristic of ADEPTUS ASTARTES models from your army by 1.

DEATH HOWL
1CP
Champions of Russ – Strategic Ploy Stratagem
Having stalked their prey or run them to ground, all that remains is to go for the enemy’s weakest points, to rip them apart in a furious bloodletting. Onlookers are stricken with terror at the bloody spectacle, an instant before the sons of Russ pounce upon them.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move in Unit Coherency and within Engagement Range of one or more enemy units. In addition, if the Saga of Majesty has been completed by your army, each enemy unit within 6" of your unit when it ends that Consolidation move must take a Battle-shock test

SAGA OF THE BEASTSLAYER

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

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

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. If the Saga of the Beastslayer has been completed by your army, until the end of the phase, such weapons have the [LANCE] ability as well.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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.
Benefit of Cover

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

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

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

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
Precision

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

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

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
ARMOUR OF CONTEMPT
1CP
Firestorm Assault Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

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

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll.
IMMOLATION PROTOCOLS
2CP
Firestorm Assault Force – Battle Tactic Stratagem
Salvo after salvo of burning promethium unleashed in synchronised waves will leave almost any foe as smouldering ash.
WHEN: Your Shooting phase.

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

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

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

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 12", add 1 to the Hit roll. If one or more enemy models are destroyed as the result of any of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
RAPID EMBARKATION
1CP
Firestorm Assault Force – Strategic Ploy Stratagem
No time can be wasted in punishing the Emperor's foes. Many are those that deserve death and once one enemy is vanquished, soon must another follow.
WHEN: End of the Fight phase.

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

EFFECT: Your INFANTRY unit can embark within that TRANSPORT.

RESTRICTIONS: You cannot target an INFANTRY unit that is within Engagement Range of one or more enemy units, that cannot normally embark within that TRANSPORT, or that disembarked from a TRANSPORT this turn.

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 ADEPTUS ASTARTES unit from your army.

EFFECT: Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for that unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that doctrine this battle.
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.
SQUAD TACTICS
1CP
Gladius Task Force – Strategic Ploy Stratagem
Space Marines know precisely when to give ground in order to leave their enemies floundering, before surging back into the fight and driving them from the field in disarray.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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

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

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
STORM OF FIRE
1CP
Gladius Task Force – Battle Tactic Stratagem
There is no escaping the wrath of the Space Marines, and they use their weapons to bring swift death to their foes wherever they may hide.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
HONOUR THE CHAPTER
1CP
Gladius Task Force – Battle Tactic Stratagem
Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
ONLY IN DEATH DOES DUTY END
2CP
Gladius Task Force – Epic Deed Stratagem
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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.
UNBOWED CONVICTION
1CP
Ironstorm Spearhead – Battle Tactic Stratagem
Space Marines exemplify obdurate tenacity. Even injured, they will never abandon their oaths.
WHEN: Command phase.

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

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

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

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
MERCY IS WEAKNESS
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 ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, that attack has the [SUSTAINED HITS 1] ability, and when making such an attack, if the attacking model is a VEHICLE, a successful unmodified Hit roll of 5+ scores a Critical Hit.
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 ADEPTUS ASTARTES unit from your army has a mortal wound allocated to it.

TARGET: That ADEPTUS ASTARTES 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 ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 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 ADEPTUS ASTARTES 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 ADEPTUS ASTARTES 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 ADEPTUS ASTARTES unit from your army Falls Back.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to 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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 ADEPTUS ASTARTES unit from your army that was just charged by an enemy unit.

EFFECT: Select either the Strength or Attacks characteristic of melee weapons equipped bg 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 ADEPTUS ASTARTES 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.
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 ADEPTUS ASTARTES units from your army until the end of the battle.

Suffer Not the Unclean to Live

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

Uphold the Honour of the Emperor

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

Abhor the Witch, Destroy the Witch

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

Accept Any Challenge, No Matter the Odds

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

FERVENT ACCLAMATION
1CP
Righteous Crusaders – Epic Deed Stratagem
The magnetic force of this Black Templar’s oratory inspires his fellow warriors to swear great vows, even in the midst of the battle.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES CHARACTER unit from your army.

EFFECT: Select one Templar Vow that is not active for your army. Until the start of your next Command phase, while that Character is leading a unit, models in that unit gain the benefits of that vow in addition to the vow selected to be active for your army at the start of the battle.

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

EFFECT: Roll one D6, adding 1 to the result if the Accept Any Challenge, No Matter the Odds vow is active for your army. On a 4+, that enemy unit cannot Fall Back this phase and must Remain Stationary. Otherwise, that enemy unit can Fall Back this phase, but if it does, all models in that unit must take a Desperate Escape test.
ARMOUR OF CONTEMPT
1CP
Righteous Crusaders – Battle Tactic Stratagem
The belligerency and transhuman physiologies of the Adeptus Astartes make them unyielding foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

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

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

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

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1. If the Suffer Not The Unclean to Live vow is active for your army, add 1 to the Strength characteristic of that attack as well.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if the Uphold the Honour of the Emperor vow is active for your army. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
WIND-SWIFT EVASION
1CP
Stormlance Task Force – Strategic Ploy Stratagem
Space Marines are loathe to be brought into combat on any others’ terms, especially the warriors of Stormlance Task Forces, whose battlefield tactics revolve around speed and precise, ferocious assaults.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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

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

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
ARMOUR OF CONTEMPT
1CP
Stormlance Task Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. If such a weapon already has this ability, until the end of the phase, that weapon has the [SUSTAINED HITS 1] ability as well.
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 ADEPTUS ASTARTES 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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
INTRACTABLE
1CP
Unforgiven Task Force – Strategic Ploy Stratagem
Even the Dark Angels must give ground occasionally, y but their stubborn determination ensures they never do so for long, or without a fight.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

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

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

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability. In addition, if one or more ADEPTUS ASTARTES units from your army are currently Battle-shocked, until the end of the phase, each time a model in your unit makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
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 ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

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

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

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

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

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.
A DEADLY PRIZE
1CP
Vanguard Spearhead – Wargear Stratagem
Warriors of a Vanguard Spearhead will rig critical objectives with explosives to deny them to the enemy.
WHEN: Start of the Command phase.

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

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

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

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
STRIKE FROM THE SHADOWS
1CP
Vanguard Spearhead – Battle Tactic Stratagem
To evade one’s enemies and sow confusion can be a deadly weapon in itself.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.

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

CALCULATED FEINT
1CP
Vanguard Spearhead – Strategic Ploy Stratagem
A feigned retreat can be used to overextend eager foes or draw them into deadly arcs of fire.
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

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

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

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
SURGICAL STRIKES
2CP
Vanguard Spearhead – Battle Tactic Stratagem
Every tyrant must fear the assassin's blade, and the vanguard spring ambushes with precision coordination.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
GUERRILLA TACTICS
1CP
Vanguard Spearhead – Strategic Ploy Stratagem
At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate ready to strike the foe again.
WHEN: End of your opponent’s Fight phase.

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

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

RESTRICTIONS: Each unit selected for this Stratagem must be more than 3" away from all enemy models.
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 ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.

Devastator Doctrine

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

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

Tactical Doctrine

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

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

Assault Doctrine

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

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

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 ADEPTUS ASTARTES models from your army have the [HEAVY] ability. If such a weapon already has this ability, each time an attack is made with that weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to the Wound roll.
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 ADEPTUS ASTARTES unit in your army, you can re-roll one Hit roll, one Wound roll or one Damage roll made for a model in that unit.
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 ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack.
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.

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

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

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

KEYWORDS
OUTRIDER SQUAD units from your army gain the BATTLELINE keyword.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

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Company Command Squad
Company Commander
Do_You_Watch_Co (Officer)
Servo-skull
Simon Gojkovic (KIA)
Ogryn Bodyguard
Ian O (Ogryn)
Officer of the Fleet
StrangeXellos (Officer)
Ensign
Pekinez (Officer)
Staff Officer
Seth Kuo (Officer)
Master of Ordnance
Andrey Mischenko (Officer)
Sanctioned Psyker
Andreas Rönnqvist
Adeptus Mechanicus
Tech-Priest Enginseer
Laufer
Magos Dominus
Griff
Skitarii Marshall
TehBenju
Servo-skull
ScroogeMcFox (KIA)
Servitor Mk I
michael Bedford (KIA)
Servitor Mk II
Austin Phillips (KIA)
Charles C. Li, M.D. (KIA)
Xylander (KIA)
Officio Prefectus
Lord Commissar
Mark Stuczynski (Officer)
Servo-skull
Egor Grishatov (KIA)
Ogryn Bodyguard
Dmitry Kletochkin (Ogryn)
Commissar
V (Officer)
Militarum Auxilla
Ogryn Bone ’ead
sennaknotallowed (Ogryn)
Ogryn
Alexey Zakharov (Ogryn)
Grogich (Ogryn)
Ilya Kuruzov (Ogryn)
Jeremy Baker (Ogryn)
wiemo (Ogryn)
Александр Ююкин (Ogryn)
Николай Пучинин (Ogryn)
Leman Russ Battle Tank 1
Commander
Joe Meyer (Officer)
Gunner
Дмитрий Фисенко (Tanker)
Driver
Cpt Balu (Tanker)
Loader
Greg Crasnow (Tanker)
Sponson Gunner
Boomstikk (Veteran)
Shell Of A Man (Veteran)
Leman Russ Battle Tank 2
Commander
Max Tranin (Officer)
Gunner
Artem Beregov (Tanker)
Driver
Павел Павлов (Tanker)
Loader
Алексей Гагарин (Tanker)
Sponson Gunner
Ghostleg (Veteran)
Morghast (Veteran)
Armoured Sentinel
Driver
Allan Muchmore (Tanker)
Scout Sentinel 1
Driver
Валерий Михолапов (Tanker)
Scout Sentinel 2
Driver
Ranger Frank (Tanker)
Scout Sentinel 3
Driver
Asher Sweet (Tanker)
Platoon Command Squad
Platoon Commander
Brandon Van Fleet (Officer)
Servo-skull
Dracula s Moon Cannon (KIA)
Ogryn Bodyguard
Madigan Mason (Ogryn)
Ensign
Егор Феникс (Veteran)
Staff Officer
aN4ouSSS (Officer)
Александр Борисов (Veteran)
Юра Аристаров (Veteran)
Technoarcheologist
Xargon
Infantry Squad 1
Sergeant
Vladislav (Veteran)
Guardsman with meltagun
Александр Картышов (Veteran)
Guardsman with plasmagun
Grant Bolton (Veteran)
Guardsman with flamer
Sevuk (Veteran)
Guardsman
Edward Harman (Veteran)
qpaHopbl l (Veteran)
Sergalius (Veteran)
Данил Пестов (Veteran)
Илья Баховцев (Veteran)
Кирилл Иванов (Veteran)
Infantry Squad 2
Sergeant
Afrin_ptz (Veteran)
Guardsman
Chris Gabrielli (Guardsman)
Eugene O (Guardsman)
Vladislav Kuzmin (Guardsman)
Александр Пантюхов (Guardsman)
Данил Иксанов (Guardsman)
Дмитрий Иванов (Guardsman)
Егор Желтышев (Guardsman)
Сергей Ковтунов (Guardsman)
Сергей Петухов (Guardsman)
Infantry Squad 3
Sergeant
Vasily M. (Veteran)
Guardsman
Corias Shaimourn (Guardsman)
devrandom (Guardsman)
Ierixorn (Guardsman)
Sergey Srn (Guardsman)
Андрей Гусев (Guardsman)
Антон Воробьев (Guardsman)
Илья Тихонов (Guardsman)
Руслан Башаров (Guardsman)
Святослав Бузин (Guardsman)
Infantry Squad 4
Sergeant
Nathan Loan (Veteran)
Guardsman
Austin Heins (Guardsman)
Peter Panagakos (Guardsman)
Teranef (Guardsman)
Андрей Баринов (Guardsman)
Вася Например (Guardsman)
Владимир Тулунин (Guardsman)
Медалий Пилонов (Guardsman)
Роман Крягин (Guardsman)
Филипп Казначеев (Guardsman)
Infantry Squad 5
Sergeant
Илья Гоголев (Veteran)
Guardsman
cyle thompson (Guardsman)
Luke Colburn (Guardsman)
Matthijs Hakfoort (Guardsman)
Old (Guardsman)
sandernam (Guardsman)
Vicente Sivera Catalá (Guardsman)
Vladimir Lentyugov (Guardsman)
Vokoktr (Guardsman)
Zsolt Márvány (Guardsman)
Heavy Weapons Team
with heavy bolter 1
Crew #1
SapaQuiet (Veteran)
Crew #2
Тимур Ибадов (Guardsman)
Heavy Weapons Team
with heavy bolter 2
Crew #1
Snowfall (Veteran)
Crew #2
Sasha Nakhodkin (Guardsman)
Heavy Weapons Team
with heavy bolter 3
Crew #1
Rodelle Ladia (Veteran)
Crew #2
Борис Алфёров (Guardsman)
Heavy Weapons Team
with missile launcher 1
Crew #1
Алексей (Veteran)
Crew #2
Vitalii R (Guardsman)
Heavy Weapons Team
with missile launcher 2
Crew #1
OpenMedal (Veteran)
Crew #2
Nait Parks (Guardsman)
Heavy Weapons Team
with lascannon
Crew #1
Hex (Veteran)
Crew #2
Дмитрий Кульбицкий (Guardsman)
Conscripts
Conscript
Adam (Conscript)
Antonio Montalbán Espinosa (Conscript)
Armorer 586 (Conscript)
boldijon_kaifuyev (Conscript)
Captain Smollett (Conscript)
Carl (Conscript)
Daniel Tran (Conscript)
Fabian H. (Conscript)
g00key (Conscript)
Invul Admin (Conscript)
iwolfion (Conscript)
Jamie Chalmers (Conscript)
József Nyitrai csakjoco (Conscript)
makki300 (Conscript)
Nikolai Meyendorff (Conscript)
olivier lamarre (Conscript)
Pigleet (Conscript)
Spil (Conscript)
Szymon Teodorczyk (Conscript)
Tyler Mathisen (Conscript)
UncleJBones (Conscript)
Vlad Bel (Conscript)
Xen (Conscript)
Yotsakorn Leelapaiboon (Conscript)
Алексей Белов (Conscript)
Виктор Козлов (Conscript)
Владимир Харькин (Conscript)
Даниэл Уваров (Conscript)
Денис Ушаков (Conscript)
Игорь М (Conscript)
Максим Евграшин (Conscript)
Максим Ким (Conscript)
Platoon Command Squad
Platoon Commander
Servo-skull
Ogryn Bodyguard
Ensign
Staff Officer
Infantry Squad 1
Sergeant
Gracjan “Zea” (Veteran)
Guardsman with meltagun
Daniel Maurer (Veteran)
Guardsman with plasmagun
Филипп Молодковец (Veteran)
Guardsman with flamer
Ктулху Капитан (Veteran)
Guardsman
Jason Trauernicht (Veteran)
MoreXV (Veteran)
Ubfuscation Source (Veteran)
zeerokuul (Veteran)
Денис Шубенок (Veteran)
шамиль вердиев (Veteran)
Infantry Squad 2
Sergeant
Mike Fornaro (Veteran)
Guardsman
105425 (Guardsman)
Danny Hearst (Guardsman)
Devin McGuire (Guardsman)
Dmitry Rodin (Guardsman)
Jay Le Roux (Guardsman)
John Jeffries (Guardsman)
Lucas Brüggen (Guardsman)
M. Frost (Guardsman)
MartianBananas (Guardsman)
Infantry Squad 3
Sergeant
Артём Яковлев (Veteran)
Guardsman
Alexander Kozlov (Guardsman)
Endosym115 (Guardsman)
Jekk Newton (Guardsman)
Levi Garde (Guardsman)
triKotika (Guardsman)
Viner (Guardsman)
Алексей Боронко (Guardsman)
Максим Качалин (Guardsman)
Четвёртый Неизвестный (Guardsman)
Infantry Squad 4
Sergeant
MagnusFrej (Veteran)
Guardsman
GA ON (Guardsman)
Ksio (Guardsman)
Mihail Litovchenko (Guardsman)
Omniscient Stone (Guardsman)
Paulius Vizbara (Guardsman)
William Pacquet (Guardsman)
Владислав Кравчук (Guardsman)
Михаил Потемкин (Guardsman)
Сергей Карамышев (Guardsman)
Infantry Squad 5
Sergeant
Tim Kovs (Veteran)
Guardsman
Alurus (Guardsman)
Andrey Andreev (Guardsman)
Harrison N (Guardsman)
HRIMFAKSI Конь в пальто (Guardsman)
Porter Westling (Guardsman)
Timespasm (Guardsman)
Александр Крылов (Guardsman)
Илья Шрёдингер (Guardsman)
Михаил Кирейчук (Guardsman)
Heavy Weapons Team
with autocannon 1
Crew #1
Stepan Vozisov (Veteran)
Crew #2
Corvaad Daggerhilt (Guardsman)
Heavy Weapons Team
with autocannon 2
Crew #1
Dragonfire _ (Veteran)
Crew #2
Биба (Guardsman)
Heavy Weapons Team
with mortar 1
Crew #1
mahorin
Crew #2
Артёмка Сладкий (Guardsman)
Heavy Weapons Team
with mortar 2
Crew #1
Sir Hazar (Veteran)
Crew #2
Александр Самойленко (Guardsman)
Heavy Weapons Team
with mortar 3
Crew #1
Alex Tran (Veteran)
Crew #2
Михаил Вехов (Guardsman)
Heavy Weapons Team
with mortar 4
Crew #1
Adam Snellgrove (Veteran)
Crew #2
Driscal (Guardsman)
Conscripts
Conscript
Adrian Smith (Conscript)
Andrei Ogai (Conscript)
Angel of Vengeance (Conscript)
Anton Chufistov (Conscript)
Artem Eremin (Conscript)
Artem Shestopalov (Conscript)
Calvin Brockie (Conscript)
Corvo Wrynn (Conscript)
FizzOfInsanity (Conscript)
Im a Goofy Goober (Conscript)
Jared Kohm (Conscript)
Lucien Wilcox (Conscript)
Michael Roberts (Conscript)
Raven (Conscript)
Samuryu (Conscript)
scottfrobb (Conscript)
Sergey Svetlichny (Conscript)
Sni (Conscript)
Stratton Slater (Conscript)
Tod Worken (Conscript)
Yura Andryuschenko (Conscript)
Александр Жоров (Conscript)
Александр Задворный (Conscript)
Алексей Костенко (Conscript)
Ден (Conscript)
Денис Воронцов (Conscript)
Захар Багаутинов (Conscript)
Зефир (Conscript)
Иван Воронов (Conscript)
Константин Кузин (Conscript)
Михаил Чирков (Conscript)
Сергей Шестаков (Conscript)
Infantry Squad 1
Sergeant
Aaron Holmes (Veteran)
Guardsman with meltagun
Kirill Wagner (Veteran)
Guardsman with plasmagun
MrMuffin23 MrMuffin23 (Veteran)
Guardsman with flamer
hadow (Veteran)
Guardsman
Candyman (Veteran)
Hot Stuff (Veteran)
Lafkraft (Veteran)
Net Ves (Veteran)
RazBudimir (Veteran)
Дмитрий Тетерин (Veteran)
Infantry Squad 2
Sergeant
Aven Stormbrand (Veteran)
Guardsman
Andrew Heywood (Conscript)
Dalvoid321 (Guardsman)
ed chapman (Guardsman)
OMEGA (Guardsman)
Александр Белов (Guardsman)
Александр Ковальский (Guardsman)
Антон Голышев (Guardsman)
Данил Анчуков (Guardsman)
Иван Янченко (Guardsman)
Infantry Squad 3
Sergeant
Antek Tadek (Veteran)
Guardsman
Amir Rasyidi Johari (Conscript)
Avarus (Conscript)
Bosanovaforu (Conscript)
Eike Düvel (Conscript)
Jørn N (Conscript)
LIB enosfer (Conscript)
Mitrodor (Conscript)
Ryan Tracey (Conscript)
Дмитрий Князев (Conscript)
Infantry Squad 4
Sergeant
Logan Trembow (Conscript)
Guardsman
A K (Conscript)
Justin Tara (Conscript)
Llasik (Conscript)
Robert Rönngren (Conscript)
Жогик (Conscript)
Иван Козлов (Conscript)
Илья Ефимов (Conscript)
Тимофей Дубович (Conscript)
Филипп Евстигнеев (Conscript)
Infantry Squad 5
Sergeant
Павел Зверков (Conscript)
Guardsman
Alexey Dikevich (Conscript)
Craig Luck (Conscript)
Martin Randuška (Conscript)
Mikhail Kapustyan (Conscript)
My Trouble (Conscript)
Quinton Potovszky (Conscript)
Stefano Cobelli (Conscript)
Денис (Conscript)
Семён Резниченко (Conscript)
Heavy Weapons Team
with heavy bolter 1
Crew #1
marco brugnerotto (Conscript)
Crew #2
Christian Weinert (Conscript)
Heavy Weapons Team
with heavy bolter 2
Crew #1
MonoZeus (Conscript)
Crew #2
giovanni marascalchi (Conscript)
Heavy Weapons Team
with heavy bolter 3
Crew #1
Raubk0pierer (Conscript)
Crew #2
DatLucker (Conscript)
Heavy Weapons Team
with missile launcher
Crew #1
Dalesway (Conscript)
Crew #2
Picasso (Conscript)
Heavy Weapons Team
with autocannon
Crew #1
Денис Пшенин (Conscript)
Crew #2
Peter Johnson (Conscript)
Conscripts
Conscript
alecseih (Conscript)
Andrew ODonoghue (Conscript)
Ayur_sun (Conscript)
banane42 (Conscript)
Chris Noack (Conscript)
Chris Spinolo (Conscript)
Daniel Rivera (Conscript)
Dmitry Volkov (Conscript)
Geoffrey Kilar (Conscript)
Jaraxlle Jaraxlle (Conscript)
joao pedro Sales (Conscript)
Michał Klimiuk (Conscript)
Nikita Lebedev (Conscript)
Richard Fortuna (Conscript)
Someone N (Conscript)
Stephen Zuckerman (Conscript)
Stig Paul (Conscript)
Stone Stephens (Conscript)
ThimbleGrrl (Conscript)
Tsubasa Nome (Conscript)
tuse (Conscript)
Yohann Lambert (Conscript)
Александр Мирошниченко (Conscript)
Алексей Еригов (Conscript)
Алексей Тельников (Conscript)
Альберт Джанибеков (Conscript)
Виктор Жабкин (Conscript)
Даниил Шумов (Conscript)
Дмитрий Радченко (Conscript)
Иван Пьянков (Conscript)
Игорь Конаков (Conscript)
Самсонов Никита (Conscript)
Infantry Squad 1
Sergeant
Simon van Velp (Conscript)
Guardsman with meltagun
P1138 (Conscript)
Guardsman with plasmagun
Mike Burke (Conscript)
Guardsman with flamer
Антон Карпинчик (Conscript)
Guardsman
Augie (Conscript)
Augusto Alonso (Conscript)
Michael M (Conscript)
А Б (Conscript)
Вацлав Богдевич (Conscript)
Влад Мещеряков (Conscript)
Infantry Squad 2
Sergeant
Christoph K (Conscript)
Guardsman
Bellkin (Conscript)
Kristian Lentz Andersson (Conscript)
Preston Mcgill (Conscript)
Ricardo Guzman (Conscript)
scottmc94 (Conscript)
Василий Попов (Conscript)
Дмитрий Губарев (Conscript)
Игорь Манченко (Conscript)
Никита Ведерников (Conscript)
Infantry Squad 3
Sergeant
Rusty Guy (Conscript)
Guardsman
Graham Carpenter (Conscript)
Gustavo Tovar (Conscript)
HobgoblinVasya (Conscript)
Pater Machinae Mormikhand (Conscript)
Will Parrish (Conscript)
Алексей Бачурин (Conscript)
Алексей Сурин (Conscript)
Дмитрий Старжинский (Conscript)
Евгений Туев (Conscript)
Infantry Squad 4
Sergeant
Илья Бочанов (Conscript)
Guardsman
Andrew Herrmann (Conscript)
Calvin Rong (Conscript)
Dan Drayer (Conscript)
Fabio Blázquez Rodríguez (Conscript)
Krasmash (Conscript)
Lago deGuija (Conscript)
Nick Panno (Conscript)
pravnuc (Conscript)
Максим Новиков (Conscript)
Infantry Squad 5
Sergeant
Aitor Bleda (Conscript)
Guardsman
Brian (Conscript)
Jason Batchelor (Conscript)
Marcello Valente (Conscript)
Puhly Klentsbeyn (Conscript)
Stormr1der10 (Conscript)
Wiehahn Kamfer (Conscript)
Александр Александров (Conscript)
Се́ргїй Ⱁⰴⰻⱀⱌⱁⰲ (Conscript)
серчалый (Conscript)
Heavy Weapons Team
with heavy bolter
Crew #1
Oshni (Conscript)
Crew #2
Commanderc1 (Conscript)
Heavy Weapons Team
with missile launcher
Crew #1
Sean M (Conscript)
Crew #2
mariano garcia (Conscript)
Conscripts
Conscript
Alexeyplagas (Conscript)
Alfredo saenz de miera muñoz (Conscript)
Andrei Burmistrov (Conscript)
Arti Z (Conscript)
Brother Revalius (Conscript)
DanmdoBloodfist (Conscript)
James Schooler (Conscript)
JesusStar JesusStar (Conscript)
Joseph Greco (Conscript)
Książę Wron (Conscript)
Nate H (Conscript)
Neil Fuller (Conscript)
Nikodimus (Conscript)
Nikola1ch (Conscript)
Nikolay Voytko (Conscript)
Sai (Conscript)
Sebastian Hansack (Conscript)
Wazuki (Conscript)
Антон Санфёров (Conscript)
Владимир (Conscript)
Вова Ильичев (Conscript)
Геннадий Матвеев (Conscript)
Денис Добряков (Conscript)
Игорь Патракеев (Conscript)
Михаил Богданов (Conscript)
Никита Коростылев (Conscript)
Павел Громов (Conscript)
Роман Столяров (Conscript)
Сергей Белевич (Conscript)
Эдуард Ковальски (Conscript)
Яков Негрей JashikRu (Conscript)
Infantry Squad 1
Sergeant
Gene Higgins (Conscript)
Guardsman with meltagun
Crabgore (Conscript)
Guardsman with plasmagun
Юрий Дурнев (Conscript)
Guardsman with flamer
Gleb D (Conscript)
Guardsman
Christian Laidlaw (Conscript)
Graydon Foye (Conscript)
Jeff Hutzell (Conscript)
Mikhail Katkov (Conscript)
Алексей Мощенков (Conscript)
Тодд Говард (Conscript)
Infantry Squad 2
Sergeant
Papermonkeylord (Conscript)
Guardsman
Aenimal (Conscript)
Anders Østergaard (Conscript)
doug charles (Conscript)
Kellen Annetts (Conscript)
LAGE Business (Conscript)
Robin Versloot (Conscript)
Sergey Glubokin (Conscript)
Shiv Skammer (Conscript)
Wigliff (Conscript)
Infantry Squad 3
Sergeant
Ranger (Conscript)
Guardsman
Andreas Kaltsounis (Conscript)
Anthony Cellini (Conscript)
Davy Rijsmus (Conscript)
Ildarinn (Conscript)
Nasif Bin Saif (Conscript)
Nate (Conscript)
niazbach (Conscript)
Захар Ерёменко (Conscript)
Леонид Козлов (Conscript)
Infantry Squad 4
Sergeant
salyo (Conscript)
Guardsman
Pepsi Dog (Conscript)
Peter Cummins (Conscript)
Piotr Helinski (Conscript)
Sam Shand (Conscript)
Scruff666 (Conscript)
Максим Протасов FosFor (Conscript)
Павел Гудов (Conscript)
Сергей Смирнов (Conscript)
Серегй Филиппов (Conscript)
Infantry Squad 5
Sergeant
Brian Schwinger Sr (Conscript)
Guardsman
Evgeny Khomutov (Conscript)
Nico Nicolas (Conscript)
Pavel Ivanov (Conscript)
Pavel Strashnikov (Conscript)
Radu Milici (Conscript)
Vladimir Sedov (Conscript)
Дмитрий Шевченко (Conscript)
Никита Пермяков (Conscript)
Павел Кузнецов (Conscript)
Heavy Weapons Team
with heavy bolter 1
Crew #1
Евгений Галюк (Conscript)
Crew #2
firefedot (Conscript)
Heavy Weapons Team
with heavy bolter 2
Crew #1
DukeJioto (Conscript)
Crew #2
Sadval C. (Conscript)
Heavy Weapons Team
with heavy bolter 3
Crew #1
Антон Надеин (Conscript)
Crew #2
Artem Mescheryakov (Conscript)
Heavy Weapons Team
with missile launcher
Crew #1
Денис Труфанов (Conscript)
Crew #2
Clinton Dawson Royoken (Conscript)
Conscripts
Conscript
3dScan_punk (Conscript)
Alec Splitminte (Conscript)
Allotus (Conscript)
Andrew Ruddick (Conscript)
Arantire (Conscript)
Daniel Urso (Conscript)
Jack Lanyon (Conscript)
Jimmy Iu (Conscript)
Jordan Allen (Conscript)
Joseph K (Conscript)
KAPOOSTA (Conscript)
Kyr (Conscript)
Liam Rosborough (Conscript)
Mihajlo Dmitrasinovic (Conscript)
Nomadic Tribes (Conscript)
Quinn ML (Conscript)
RedneckBear (Conscript)
SchaefferMarius (Conscript)
Serdis (Conscript)
Sir DeKong (Conscript)
Vasya Sedreev (Conscript)
vlad d (Conscript)
WIlliam Kiesanowski (Conscript)
Woo Jae Chung (Conscript)
Александр Булхов (Conscript)
Александр Поляков (Conscript)
Артем Доброходов (Conscript)
Дмитрий Станкевич (Conscript)
Егор Овчаренко (Conscript)
Никита Коврижных (Conscript)
Николай Богомолов (Conscript)
Casualties
KIA
_zachemvam
"Donovan ""Ravenhull"""
1lupa_v_pupa1
423211
A Mazovian
a random mug
A.L. Craft
Aaron Nessim
Aaron Rodriguez
abei cnr
Adam Brown
Adam Carr
Adam Ray
Adam Rundell
Adam Upson
Adam Vollrath
Adam Wiscombe
Adrian Wong-Ken
Aducan
Aelian
AenarIT
Aggressively Memeing
Alan Haskayne
Alastair Campbell
Albert Pang
Alec Glass
Aleksandar Aleksandrov
Alertgeek
Alex
Alex Button
Alex Fung
Alex Hayllar
Alex Murray
Alex Saliev
Alex Stewart
Alex T
Alex Tin-Maung
Alexander Feofanov
Alexander Read
Alexandro Carranza
Alexey Petrov
Alexey Platkovsky
Alexey Sidorenko
Alix Rattier
Alkedor
Allornone
Alma Coben
Alycat88
Amadeusz Zarzycki
AnarH
Anders
Anders Åkesson
Andre Tcherepnin
Andrea Ascione
Andreas Steckmeier
Andrejs Grigorjevs
Andrew
Andrew Drayer
Andrew Firth
Andrew Greer
Andrew Klair
Andrew Sosnick
Andrew Vaughan
Andrew Weber
Andrey Barsky
Andrey Whoshotya
Andy L
Andy Selby
angel ALONSO
Angelo Davis
Angie W
Anony
AnonymousJoe
Anthony Aziz
Anthony MacQuiddy
Anthony Vitale
Anton Teryokhin
Antonín Wingender
Antonio Rios
Apothecarian12
Artem I
Artem Yakushenko
Arti
Aspartam
Asrienda
Athaulfs
Attila
Austin Murphy
Ayda Trisfina
azzythakid
B Woods
B_loaph
b3nje909
BadCylon
Bagool
Bandit_G1 #DBL
bapplebo
Barney
Barney Iley
Barry Flynn
Bart Wasteels
Bartek Gembarski
BattleBear
Baxter Mattes
Beanz
BearInAYak
Belkelel17
Ben A Ramos
Ben Be
Ben Clark
Ben Leffler
Ben Lolmaugh
Benjamin Allot
Benjamin Lee
Bernard Anderson
Bernhard Diller Gridnik
Billy Munce
Bitez
Bjørn Søvad
BloodStasis
Bob Kyne
Bob McHenry
Bob Saget
Bogdan Ignacyk
Boris
Bradley Schuyler
brazhnic
Brendan Bailey
Brendan Culliton
Brent David Johnson
Brett Gutterson
Brett Hundley
Brett Nicholls
Brian Spenser
Brice Blansett
Brinn Bates
Brody DERP
Brother Escanor
Brother Greed
Brother Narsius
Bruce Welch
Bruce Zhou
Bryan Duffy
Brycen Creed
Bryson Weeks
Bunni Rabbi
Byungkyoo Park
C K
C. Coupland
Callum Corkill
Calvin Gural
Cameron Barrows
Cameron Brown
camzi11a
CapnBald
Carl Johnson
Carlos Sandoval
Carmessi
cedric morent
Chad Beard
Chaedi Russell
Charles Geckle
Charles Roller
Charlie Umland
Charper
Chavez
Chees
Cheng Shi
CHERON
Choppamorph
Chris
Chris Covert
Chris Fredericks
Chris Jones
Chris Paterson
Chris Terwilliger
Chris Vo
Chris Wales
Christian Marks
Christian Muckler
Christian Nicander
Christoffer May Kierpaul
Christopher Dear
Christopher Pelletier
Christopher Vergara
Christopher Wood
ChubbyCloud
Chuck Bush
Chung Chow
Clay Perce
Clinton R
Cobus Ehlers
Cody Pihl
Colenan Kirn
Colin Williamson
Colten Contreras
CONNOR L
Connor Sadler
Conor Sheehy
Conrad Constantine
CoronelPanic
Craig Brown
Crymic
Csaba Gábor
Cyber Asshole
cyberstorm244
d3north
Dalec Al
Dalton Elliott
Damien Phillips
Damo Gari
Dan
Dan
Dan Cohen
Dan Course
Dan Cowart
Dan Evans
Dan Goodbourn
Dan Oughta
Dangrot
Daniel Alejos
Daniel Edwards
Daniel Hanson
Daniel Jensen
daniel ott
Daniel Procter
Daniel Purton
Daniel Rowe
Daniel Strashnov
danma
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秋彦 佐藤

Competitions

Our discord hosts a monthly painting contest! We have a lot of talented and passionate artists among us, and we wanted to give them a friendly avenue to practice and show off their skills, and push themselves.

Our discord also hosted a 12 month lore competition, here are the prizes for the 2023 winners: Custom 10th Ed datasheets for their chapter masters!

Theme: FINAL COUNTDOWN
Period: December 2023

Here’s the most recent winners of our contest:

Chapter Master Draaken Vorn
M
5"
T
5
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
COMMUNITY CONTENT: This Datasheet is a Wahapedia community content and is in no way official. This datasheet was created as a prize for the 2023 lore competition in the community.
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernum Mortis [anti-infantry 4+, devastating wounds, ignores cover, torrent]
Infernum Mortis [anti-infantry 4+, devastating wounds, ignores cover, torrent]
24"
D6
N/A
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Final Word [devastating wounds]
The Final Word [devastating wounds]
Melee
5
2+
10
-2
3
ABILITIES
CORE: Deep Strike, Leader
FACTION: Oath of Moment
Sentinel of Deminoor: At the start of your Command phase, if this model is on the battlefield, you gain 1CP.
Hero of Sevaston III: You can re-roll Charge and Advance rolls made for this model’s unit.
Tip of the Spear: Once per battle, in your Charge phase, if this model arrived from reserves this turn, it can use this ability. If it does, until the end of the turn when this model’s unit makes a Charge roll, add 2 to the result.
UNIT COMPOSITION
  • 1 Chapter Master Draaken Vorn - EPIC HERO
This model is equipped with: Infernum Mortis, The Final Word.
1 model
120
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, IMPERIUM, TERMINATOR, CHAPTER MASTER, DRAAKEN VORN
FACTION KEYWORDS:
ADEPTUS ASTARTES, ASTRAL DRAKES

Chapter Champion Facio
M
6"
T
4
Sv
3+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
COMMUNITY CONTENT: This Datasheet is a Wahapedia community content and is in no way official. This datasheet was created as a prize for the 2023 lore competition in the community.
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Vow of Michil [Precision]
Vow of Michil [Precision]
18"
1
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Master-crafted Power Weapon
Master-crafted Power Weapon
Melee
6
2+
5
-2
2
ABILITIES
CORE: Leader
FACTION: Oath of Moment
Lord of Tír na nÓg: While this model is leading a unit, weapons equipped by models in that unit have the [Sustained Hits 1] ability.
Voice of Eternity: While an enemy unit is within Engagement Range of this model, halve the Objective Control characteristic of models in that enemy unit.
WARGEAR ABILITIES
Guardian of Faith: Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save.
UNIT COMPOSITION
  • 1 Chapter Champion Facio - EPIC HERO
This model is equipped with: Vow of Michil, Master-crafted Power Weapon, Guardian of Faith
1 model
100
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, GRENADES, IMPERIUM, TACTICUS, CHAPTER MASTER, FACIO
FACTION KEYWORDS:
ADEPTUS ASTARTES, LEGION OF PURITY
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.
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.
LEADER

Mighty heroes fight at the forefront of battle.

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

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

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

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

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

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

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
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.
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.
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.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while %000015069performing actions%.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

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

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.
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.
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.
HEROES OF THE CHAPTER
1CP
1st Company Task Force – Battle Tactic Stratagem
When the fighting is at its fiercest, the veteran warriors of the Chapter truly show their quality.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is Below Half-strength, add 1 to the Wound roll as well.
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.
DUTY AND HONOUR
1CP
1st Company Task Force – Strategic Ploy Stratagem
Adeptus Astartes veterans claim critical objectives in daring strikes, annihilating resistance in their Chapter’s name before sweeping onto their next target.
WHEN: Your Movement phase.

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

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
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.
LEGENDARY FORTITUDE
1CP
1st Company Task Force – Battle Tactic Stratagem
Many are the legendary tales of the 1st Company holding their ground against the odds, weathering assaults that would have swept away lesser warriors.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

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

EFFECT: Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
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.
TERRIFYING PROFICIENCY
1CP
1st Company Task Force – Strategic Ploy Stratagem
The 1st Company's veterans unleash their skills with an efficiency that is harrowing to witness.
WHEN: Your Fight phase.

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

EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
ORBITAL TELEPORTARIUM
1CP
1st Company Task Force – Strategic Ploy Stratagem
Teleportarium chambers within orbiting strike cruisers are able to perform site-to-strike teleportations for Terminator-armoured battle-brothers in extremis.
WHEN: End of your opponent’s Fight phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR unit from your army.

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

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
NOT ONE BACKWARDS STEP
1CP
Anvil Siege Force – Strategic Ploy Stratagem
Siege warfare is incomparably brutal. Space Marines battle with the fiercest determination to achieve victory, and will fight unto death to hold every defensive line or to secure gains they have wrested from the enemy.
WHEN: Your Command phase.

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

EFFECT: Until the end of the turn, double the Objective Control characteristic of models in your unit, but it must Remain Stationary this turn.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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.
BATTLE DRILL RECALL
1CP
Anvil Siege Force – Battle Tactic Stratagem
Space Marines train for countless hours to master their weapons and in the heat of battle can trigger mnemonic patterning to recall their ritual drills and ensure the foe’s destruction.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit Remained Stationary this turn, then until the end of the phase, each time a model in your unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
NO THREAT TOO GREAT
2CP
Anvil Siege Force – Battle Tactic Stratagem
To combat an entrenched force of Space Marines, foes resort to armoured vehicles or packs of murderous monstrosities. Even the greatest of behemoths has a chink in its armour and the Adeptus Astartes are well versed in exploiting such weaknesses.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
HAIL OF VENGEANCE
2CP
Anvil Siege Force – Strategic Ploy Stratagem
Space Marines' incredible battlefield awareness enables them to instinctively identify the origin of any enemy fire and punish their attackers.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

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

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
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.
RIGID DISCIPLINE
1CP
Anvil Siege Force – Strategic Ploy Stratagem
Cleaving to duty, the Adeptus Astartes refuse to be drawn out of position. Instead they secure ground to establish new fire lines to the enemy.
WHEN: End of the Fight phase.

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

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

RESTRICTIONS: When making that move, your unit must end that move either wholly within your deployment zone or within range of an objective marker.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
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.
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.
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.
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.
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 ADEPTUS ASTARTES 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 ADEPTUS ASTARTES models from your army gain the associated benefit until the end of the battle. You can only select each Saga once per battle.

SAGA OF THE WARRIOR BORN

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

SAGA OF MAJESTY

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

SAGA OF THE BEAR

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

SAGA OF THE BEASTSLAYER

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

WARRIOR PRIDE
1CP
Champions of Russ – Epic Deed Stratagem
The greatest champions amongst the sons of Russ must take the fight to the enemy, leading by example to uphold the honour of their Chapter.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES CHARACTER model from your army.

EFFECT: Select one Saga that has not yet been completed by your army. Until the end of the turn, models in your CHARACTER’s unit have the benefit of the selected Saga as if it had been completed by your army.

SAGA OF THE WARRIOR BORN

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

RELENTLESS ASSAULT
1CP
Champions of Russ – Strategic Ploy Stratagem
Once their blades and claws run red with the enemy’s blood, nothing will hold the savage sons of Russ back from new prey.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army makes a Fall Back or Advance move.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot even though it Fell Back or Advanced this phase. If the Saga of the Warrior Born has been completed by your army, until the end of the turn, your unit is also eligible to declare a charge.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 ADEPTUS ASTARTES CHARACTER models from your army were reduced to below half of their starting number of wounds during that turn, but were not destroyed at the end of that turn.
  • Benefit Once Completed: ADEPTUS ASTARTES models from your army have the Feel No Pain 6+ ability.

RUNIC WARDS
1CP
Champions of Russ – Wargear Stratagem
Imbued as they are with the cunning psychic might of the Rune Priests, shamanistic totems, tattoos and fetishes are a potent shield against baleful attacks and the foul sorcery of witches.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks. If the Saga of the Bear has been completed by your army, until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks instead.
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 ADEPTUS ASTARTES CHARACTER models from your army were within range of that objective marker.
  • Benefit Once Completed: Improve the Objective Control characteristic of ADEPTUS ASTARTES models from your army by 1.

DEATH HOWL
1CP
Champions of Russ – Strategic Ploy Stratagem
Having stalked their prey or run them to ground, all that remains is to go for the enemy’s weakest points, to rip them apart in a furious bloodletting. Onlookers are stricken with terror at the bloody spectacle, an instant before the sons of Russ pounce upon them.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move in Unit Coherency and within Engagement Range of one or more enemy units. In addition, if the Saga of Majesty has been completed by your army, each enemy unit within 6" of your unit when it ends that Consolidation move must take a Battle-shock test

SAGA OF THE BEASTSLAYER

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

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

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. If the Saga of the Beastslayer has been completed by your army, until the end of the phase, such weapons have the [LANCE] ability as well.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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.
Benefit of Cover

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

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

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

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
Precision

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

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

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
ARMOUR OF CONTEMPT
1CP
Firestorm Assault Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

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

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll.
IMMOLATION PROTOCOLS
2CP
Firestorm Assault Force – Battle Tactic Stratagem
Salvo after salvo of burning promethium unleashed in synchronised waves will leave almost any foe as smouldering ash.
WHEN: Your Shooting phase.

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

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

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

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 12", add 1 to the Hit roll. If one or more enemy models are destroyed as the result of any of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
RAPID EMBARKATION
1CP
Firestorm Assault Force – Strategic Ploy Stratagem
No time can be wasted in punishing the Emperor's foes. Many are those that deserve death and once one enemy is vanquished, soon must another follow.
WHEN: End of the Fight phase.

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

EFFECT: Your INFANTRY unit can embark within that TRANSPORT.

RESTRICTIONS: You cannot target an INFANTRY unit that is within Engagement Range of one or more enemy units, that cannot normally embark within that TRANSPORT, or that disembarked from a TRANSPORT this turn.

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 ADEPTUS ASTARTES unit from your army.

EFFECT: Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for that unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that doctrine this battle.
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.
SQUAD TACTICS
1CP
Gladius Task Force – Strategic Ploy Stratagem
Space Marines know precisely when to give ground in order to leave their enemies floundering, before surging back into the fight and driving them from the field in disarray.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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

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

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
STORM OF FIRE
1CP
Gladius Task Force – Battle Tactic Stratagem
There is no escaping the wrath of the Space Marines, and they use their weapons to bring swift death to their foes wherever they may hide.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
HONOUR THE CHAPTER
1CP
Gladius Task Force – Battle Tactic Stratagem
Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
ONLY IN DEATH DOES DUTY END
2CP
Gladius Task Force – Epic Deed Stratagem
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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.
UNBOWED CONVICTION
1CP
Ironstorm Spearhead – Battle Tactic Stratagem
Space Marines exemplify obdurate tenacity. Even injured, they will never abandon their oaths.
WHEN: Command phase.

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

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

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

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
MERCY IS WEAKNESS
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 ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, that attack has the [SUSTAINED HITS 1] ability, and when making such an attack, if the attacking model is a VEHICLE, a successful unmodified Hit roll of 5+ scores a Critical Hit.
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 ADEPTUS ASTARTES unit from your army has a mortal wound allocated to it.

TARGET: That ADEPTUS ASTARTES 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 ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 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 ADEPTUS ASTARTES 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 ADEPTUS ASTARTES 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 ADEPTUS ASTARTES unit from your army Falls Back.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to 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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 ADEPTUS ASTARTES unit from your army that was just charged by an enemy unit.

EFFECT: Select either the Strength or Attacks characteristic of melee weapons equipped bg 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 ADEPTUS ASTARTES 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.
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 ADEPTUS ASTARTES units from your army until the end of the battle.

Suffer Not the Unclean to Live

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

Uphold the Honour of the Emperor

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

Abhor the Witch, Destroy the Witch

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

Accept Any Challenge, No Matter the Odds

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

FERVENT ACCLAMATION
1CP
Righteous Crusaders – Epic Deed Stratagem
The magnetic force of this Black Templar’s oratory inspires his fellow warriors to swear great vows, even in the midst of the battle.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES CHARACTER unit from your army.

EFFECT: Select one Templar Vow that is not active for your army. Until the start of your next Command phase, while that Character is leading a unit, models in that unit gain the benefits of that vow in addition to the vow selected to be active for your army at the start of the battle.

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

EFFECT: Roll one D6, adding 1 to the result if the Accept Any Challenge, No Matter the Odds vow is active for your army. On a 4+, that enemy unit cannot Fall Back this phase and must Remain Stationary. Otherwise, that enemy unit can Fall Back this phase, but if it does, all models in that unit must take a Desperate Escape test.
ARMOUR OF CONTEMPT
1CP
Righteous Crusaders – Battle Tactic Stratagem
The belligerency and transhuman physiologies of the Adeptus Astartes make them unyielding foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

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

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

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

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1. If the Suffer Not The Unclean to Live vow is active for your army, add 1 to the Strength characteristic of that attack as well.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if the Uphold the Honour of the Emperor vow is active for your army. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
WIND-SWIFT EVASION
1CP
Stormlance Task Force – Strategic Ploy Stratagem
Space Marines are loathe to be brought into combat on any others’ terms, especially the warriors of Stormlance Task Forces, whose battlefield tactics revolve around speed and precise, ferocious assaults.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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

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

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
ARMOUR OF CONTEMPT
1CP
Stormlance Task Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. If such a weapon already has this ability, until the end of the phase, that weapon has the [SUSTAINED HITS 1] ability as well.
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 ADEPTUS ASTARTES 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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
INTRACTABLE
1CP
Unforgiven Task Force – Strategic Ploy Stratagem
Even the Dark Angels must give ground occasionally, y but their stubborn determination ensures they never do so for long, or without a fight.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
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 ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

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

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

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability. In addition, if one or more ADEPTUS ASTARTES units from your army are currently Battle-shocked, until the end of the phase, each time a model in your unit makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
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 ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

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

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

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

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

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.
A DEADLY PRIZE
1CP
Vanguard Spearhead – Wargear Stratagem
Warriors of a Vanguard Spearhead will rig critical objectives with explosives to deny them to the enemy.
WHEN: Start of the Command phase.

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

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

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

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
STRIKE FROM THE SHADOWS
1CP
Vanguard Spearhead – Battle Tactic Stratagem
To evade one’s enemies and sow confusion can be a deadly weapon in itself.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.

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

CALCULATED FEINT
1CP
Vanguard Spearhead – Strategic Ploy Stratagem
A feigned retreat can be used to overextend eager foes or draw them into deadly arcs of fire.
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

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

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

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
SURGICAL STRIKES
2CP
Vanguard Spearhead – Battle Tactic Stratagem
Every tyrant must fear the assassin's blade, and the vanguard spring ambushes with precision coordination.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
GUERRILLA TACTICS
1CP
Vanguard Spearhead – Strategic Ploy Stratagem
At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate ready to strike the foe again.
WHEN: End of your opponent’s Fight phase.

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

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

RESTRICTIONS: Each unit selected for this Stratagem must be more than 3" away from all enemy models.
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 ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.

Devastator Doctrine

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

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

Tactical Doctrine

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

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

Assault Doctrine

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

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

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 ADEPTUS ASTARTES models from your army have the [HEAVY] ability. If such a weapon already has this ability, each time an attack is made with that weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to the Wound roll.
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 ADEPTUS ASTARTES unit in your army, you can re-roll one Hit roll, one Wound roll or one Damage roll made for a model in that unit.
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 ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack.
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.

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

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

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

KEYWORDS
OUTRIDER SQUAD units from your army gain the BATTLELINE keyword.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

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