The Dark Angels who march to war at Chaplain Mordekai’s side are being tested. Mordekai is exacting and merciless, even for an Interrogator-Chaplain. He sees his battle-brothers’ souls laid bare beneath his gimlet gaze. Accordingly, he is an excellent judge of whether a Dark Angel’s combat record and spiritual fortitude is enough to see him advanced to the next circle of secrecy within the Chapter. Those who impress Mordekai on the field of battle may soon find themselves learning dark new truths.
Book | Kind | Edition | Version | Last update |
Mordekai’s Judgement | ||||
Mordekai’s Judgement | Index | 10 | June 2023 |
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.
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.This warrior stands firm in the face of the enemy onslaught, a living embodiment of the Dark Angels’ grim resolve and a foreboding source of inspiration to his battle-brothers.
Each time a melee attack targets the bearer’s unit, if one or more enemy units ended a Charge move within Engagement Range of the bearer’s unit this turn, subtract 1 from the Wound roll.Bellowing oaths of duty and vengeance, the Chaplain leads his warriors on the charge, certain in the knowledge that no enemy can escape nor withstand his righteous fury.
You can re-roll Advance and Charge rolls made for the bearer’s unit.In the never-ending hunt for the reviled Fallen, the Dark Angels must seize upon each new strategic lead and source of intel they can find, ransacking it for clues that only the Inner Circle truly understand before pressing on once again.
From the second battle round onwards, at the end of your turn, you score 3VP if an INTERCESSOR SQUAD unit from your army that is not Battle-shocked is within range of an objective marker you control and which is not within your deployment zone. If that objective marker is within your opponent’s deployment zone, you score 5VP instead.The Dark Angels possess many ancient and pseudo-secret weapons from the earliest days of the Imperium. Thus they comprehend the value – and the inherent perils – of such devices better than most. Should such a dangerous relic appear upon the battlefield they will be quick to secure it, both to keep it from the wrong hands and to ensure they – and they alone – can make use of whatever secrets it may reveal.
At the start of the first battle round, your opponent must select one objective marker.RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Absolvor bolt pistol [PISTOL] | |||||||
Absolvor bolt pistol [PISTOL] | 18" | 1 | 3+ | 5 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Crozius arcanum | |||||||
Crozius arcanum | Melee | 5 | 2+ | 6 | -1 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Assault bolters [assault, pistol, sustained hits 2, twin-linked] | |||||||
Assault bolters [assault, pistol, sustained hits 2, twin-linked] | 18" | 3 | 3+ | 5 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt pistol [pistol] | |||||||
Bolt pistol [pistol] | 12" | 1 | 3+ | 4 | 0 | 1 | |
Bolt rifle [assault, heavy] | |||||||
Bolt rifle [assault, heavy] | 24" | 2 | 3+ | 4 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 | |
Power weapon | |||||||
Power weapon | Melee | 4 | 3+ | 5 | -2 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Icarus rocket pod [anti-fly 2+] | |||||||
Icarus rocket pod [anti-fly 2+] | 24" | D3 | 3+ | 8 | -1 | 2 | |
Macro plasma incinerator – standard [blast] | |||||||
Macro plasma incinerator – standard [blast] | 36" | D6+1 | 3+ | 8 | -3 | 2 | |
Macro plasma incinerator – supercharge [blast, hazardous] | |||||||
Macro plasma incinerator – supercharge [blast, hazardous] | 36" | D6+1 | 3+ | 9 | -4 | 3 | |
Onslaught gatling cannon [devastating wounds] | |||||||
Onslaught gatling cannon [devastating wounds] | 24" | 8 | 3+ | 5 | 0 | 1 | |
Twin fragstorm grenade launcher [blast, twin-linked] | |||||||
Twin fragstorm grenade launcher [blast, twin-linked] | 18" | D6 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Redemptor fist | |||||||
Redemptor fist | Melee | 5 | 3+ | 12 | -2 | 3 |
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The INFANTRY keyword is used in the following Mordekai’s Judgement datasheets:
Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.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.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.
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.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The ADEPTUS ASTARTES keyword is used in the following Mordekai’s Judgement datasheets:
The DARK ANGELS keyword is used in the following Mordekai’s Judgement datasheets:
The IMPERIUM keyword is used in the following Mordekai’s Judgement datasheets:
The TACTICUS keyword is used in the following Mordekai’s Judgement datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.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.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.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’.Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.The INFANTRY keyword is used in the following Mordekai’s Judgement datasheets:
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.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.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.From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").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.High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).