The Blood Angels of Librarian Marcellos’ strike force are skilled and ferocious warriors all. Marcellos favours a swift and overwhelming assault and has gathered his favoured battle-brothers accordingly. Whether speeding into battle aboard their Impulsor transport tank, slipping through the shadows to launch devastating ambushes or striding at Marcellos’ side with guns blazing, the Librarian’s followers revere their wise battle-psyker leader and fight all the harder to see his will done upon the battlefield.
Book | Kind | Edition | Version | Last update |
Strike Force Marcellos | ||||
Strike Force Marcellos | 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.The Blood Angels place great stock in skill at arms, seeking to emulate the long-gone grace and martial might of their angelic Primarch. This warrior has spent decades refining his swordsmanship to this end, and is glad to impart the secrets of his bladecraft to his battle-brothers also.
Improve the Armour Penetration characteristic of melee weapons equipped by models in the bearer’s unit by 1.The searing golden fury of this warrior’s psychic manifestations is terrifying to behold, a magnificent outpouring of lethal empyric power capable of burning even the mightiest foes to ash.
Both of the bearer’s Smite weapon profiles have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities.Magnificent and terrible, the Blood Angels fall upon their foes with a controlled ferocity that none can withstand. They tear swiftly through their enemies’ outer defences, seeking to secure key strategic targets and bring the battle to a swift and decisive end.
At the end of your opponent’s turn, you score 4VP if you control one or more objective markers that are within 6" of your opponent’s deployment zone.Blood Angels battle plans are invariably dynamic and hard-hitting. By swiftly eliminating key enemy assets, the Sons of Sanguinius ensure that the effects of each engagement ripple out to rapidly weaken the entire fabric of the enemy’s wider strategic disposition.
At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models, select one enemy CHARACTER model instead.RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt pistol [pistol] | |||||||
Bolt pistol [pistol] | 12" | 1 | 3+ | 4 | 0 | 1 | |
Smite – witchfire [psychic] | |||||||
Smite – witchfire [psychic] | 24" | D6 | 3+ | 5 | -1 | D3 | |
Smite – focused witchfire [devastating wounds, hazardous, psychic] | |||||||
Smite – focused witchfire [devastating wounds, hazardous, psychic] | 24" | D6 | 3+ | 6 | -2 | D3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Force weapon [psychic] | |||||||
Force weapon [psychic] | Melee | 4 | 3+ | 6 | -1 | D3 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Flamestorm gauntlets [ignores cover, torrent, twin-linked] | |||||||
Flamestorm gauntlets [ignores cover, torrent, twin-linked] | 12" | D6+1 | N/A | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Twin power fists [twin-linked] | |||||||
Twin power fists [twin-linked] | Melee | 3 | 4+ | 8 | -2 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt pistol [pistol] | |||||||
Bolt pistol [pistol] | 12" | 1 | 3+ | 4 | 0 | 1 | |
Occulus bolt carbine [assault, ignores cover] | |||||||
Occulus bolt carbine [assault, ignores cover] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Paired combat blades [sustained hits 1] | |||||||
Paired combat blades [sustained hits 1] | 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 | |
Astartes chainsword | |||||||
Astartes chainsword | Melee | 5 | 3+ | 4 | -1 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bellicatus missile array – frag [blast] | |||||||
Bellicatus missile array – frag [blast] | 48" | D6 | 3+ | 4 | 0 | 1 | |
Bellicatus missile array – Icarus [anti-fly 2+] | |||||||
Bellicatus missile array – Icarus [anti-fly 2+] | 48" | D3 | 3+ | 8 | -1 | 2 | |
Bellicatus missile array – krak | |||||||
Bellicatus missile array – krak | 48" | 1 | 3+ | 8 | -2 | D6 | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 4+ | 6 | 0 | 1 |
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.The INFANTRY keyword is used in the following Strike Force Marcellos datasheets:
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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.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.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.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):The ADEPTUS ASTARTES keyword is used in the following Strike Force Marcellos datasheets:
The BLOOD ANGELS keyword is used in the following Strike Force Marcellos datasheets:
The INFANTRY keyword is used in the following Strike Force Marcellos datasheets:
The IMPERIUM keyword is used in the following Strike Force Marcellos datasheets:
The TACTICUS keyword is used in the following Strike Force Marcellos datasheets:
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.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.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.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 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.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.Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.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’.Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.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").Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.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).Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.