Space Marines
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The Adeptus Astartes are the Imperium’s Angels of Death. They descend from the skies upon trails of fire to bring swift and bloody destruction to the enemies of Mankind, sweeping the corruption of Chaos and the spoor of the xenos foe from the galaxy with bolter and chainsword. No conquest is beyond them, for they are the Space Marines, and they know no fear.

Contents

Books

BookKindEditionVersionLast update
  Space Marines
  Space MarinesFaction Pack111.1July 2026
  Black Templars
  Black TemplarsFaction Pack111.1July 2026
  Space Wolves
  Space WolvesFaction Pack111.1July 2026
  Dark Angels
  Dark AngelsFaction Pack111.1July 2026
  500 Worlds: Dread Incursions
  500 Worlds: Dread IncursionsExpansion10January 2026
  Deathwatch
  DeathwatchFaction Pack101.2November 2025
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Warhammer 40,000: Dawn of War – Onslaught
  Warhammer 40,000: Dawn of War – OnslaughtBoxset10July 2025
  Blood Angels
  Blood AngelsFaction Pack111.0June 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.1

FAQ

Faction Pack: Space Marines

Q:While using the Gladius Task Force Detachment, does a Combat Doctrine need to be active for my army in order to use the Adaptive Strategy Stratagem?
A:
No.
Q:If a Hellblaster is destroyed by anything other than an attack or Hazardous test, can that model use its For the Chapter! ability?
A:
No.
Q:Can I use a Captain’s Rites of Battle ability to target that Captain’s unit if it is in Reserves or Strategic Reserves?
A:
Yes.
Q:Does an objective marker that has been Sabotaged by my army using the A Deadly Prize Stratagem remain Sabotaged if my opponent controls it at the start or end of any turn?
A:
Yes. However, while your opponent controls that objective marker, its ability to inflict mortal wounds is not active.
Q:While an Attached unit is embarked within a TRANSPORT, do weapons that TRANSPORT shoots with using the Firing Deck ability benefit from any abilities the attached Leader has (e.g. a LIEUTENANT’s Tactical Precision ability, which grants weapons in its unit the [LETHAL HITS] ability)?
A:
No. Firing Deck enables a TRANSPORT to be equipped with a number of weapons equipped by its passengers, but the TRANSPORT itself is not part of that attached unit.
Q:Can a unit embarked within a TRANSPORT be selected as the Oath of Moment target?
A:
Yes.
Q:Can a unit in Reserves be selected as the Oath of Moment target?
A:
Yes.
Q:Can a unit in Reserves use an Enhancement (following all restrictions outlined by that Enhancement)?
A:
Yes.
Q:If I have two or more Impulsors within 6" of a unit I target with a Stratagem, do each of their Orbital Comms Array wargear abilities trigger?
A:
No, they are Aura abilities and so do not stack.
Q:If I use a Stratagem on a unit within 6" of an Impulsor with an Orbital Comms Array, but I do not roll high enough to gain 1CP as a result of that wargear, if that same unit is within 6" of a different Impulsor that also has an Orbital Comms Array, can I attempt to roll another D6 to try to gain 1CP?
A:
No.
Q:Do multiple instances of the Astartes Banner ability stack?
A:
Yes.
Q:If I select one MONSTER or VEHICLE unit as the target of all of a Stormspeeder Thunderstrike’s ranged weapons, and the first weapon that model makes attacks with scores one or more hits, do I add 1 to the Wound rolls made for attacks with its remaining weapons?
A:
No. Only after you have resolved the attacks with all weapons it is shooting with this phase, has that model shot (see ‘Shot’ in the Rules Appendix, 04.03.04).
Q:When making attacks with a unit from my army, I split my attacks between the first Oath of Moment target selected as part of my army rule and the second Oath of Moment target selected using ROBOUTE GUILLIMAN’S Master of Battle Author of the Codex ability. If I destroy the first Oath of Moment target before resolving my attacks against the second Oath of Moment target, will those attacks against the second Oath of Moment target benefit from the re-rolls to hit?
A:
No. Only after all of the attacks from that unit have been resolved will the second Oath of Moment selection become active.
Q:Which Detachments are considered to be Codex: Space Marines Detachments?
A:
Every Detachment printed in Codex: Space Marines and every Detachment included in the Space Marines Faction Pack.

Faction Pack: Dark Angels

Q:While using the Wrath of the Rock Detachment, can I use the Charge move from the Leonine Aggression Stratagem to move a unit out of Engagement Range with another unit?
A:
No.

Faction Pack: Deathwatch

Q:Can the Adaptive Tactics Stratagem be used to grant Mission Tactics to an Adeptus Astartes unit that does not have the Mission Tactics ability?
A:
Yes.
Q:If you are using the Black Spear Task Force, do all ADEPTUS ASTARTES units gain access to Mission Tactics, or only the datasheets with Mission Tactics listed on their Faction abilities?
A:
Only the datasheets with Mission Tactics listed on their Faction abilities.
Q:Does the Mission Tactics Ability that is on Deathwatch datasheets apply when not using the Black Spear Task Force Detachment?
A:
No.

Faction Pack: Blood Angels

Q:Can I use the Sanguinor’s Miraculous Saviour ability to set it up engaged with two or more enemy units, provided at least one of those enemy units made a charge move this phase?
A:
Yes.

Keywords

ADEPTUS ASTARTES (294);
AGENTS OF THE IMPERIUM (1);
AIRCRAFT (12);
ANCIENT (6);
APOTHECARY (2);
ARTILLERY (4);
BATTLELINE (10);
BEAST (1);
BEASTS (2);
BLACK TEMPLARS (19);
BLOOD ANGELS (26);
BLOOD RAVENS (2);
CAPTAIN (31);
CENTURION (2);
CHAPLAIN (8);
CHAPTER MASTER (10);
CHARACTER (113);
DARK ANGELS (19);
DEATH COMPANY (8);
DEATHWATCH (11);
DEATHWING (38);
DEDICATED TRANSPORT (8);
DREADNOUGHT (19);
EPIC HERO (59);
FLY (50);
FORTIFICATION (1);
FRAME (79);
GRAVIS (11);
GRENADES (131);
IMPERIAL FISTS (3);
IMPERIUM (296);
INFANTRY (160);
IRON HANDS (2);
JUMP PACK (22);
KILL TEAM (8);
LAND RAIDER (3);
LIBRARIAN (5);
LIEUTENANT (5);
MOBILE (2);
MONSTER (2);
MOUNTED (24);
ORDO XENOS (1);
PACK LEADER (3);
PHOBOS (14);
PRIMARCH (2);
PSYKER (11);
RAVEN GUARD (2);
RAVENWING (40);
SALAMANDERS (2);
SANGUINARY PRIEST (3);
SMOKE (67);
SPACE WOLVES (39);
TACTICUS (70);
TECHMARINE (2);
TERMINATOR (21);
TITANIC (7);
TRANSPORT (35);
ULTRAMARINES (12);
VEHICLE (107);
WALKER (21);
WHITE SCARS (2);
WOLF GUARD (3);
WULFEN (3)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

On this page you will find several ADEPTUS ASTARTES Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Adeptus Astartes - the rules they include are as follows:

1
DETACHMENT RULE
If you select to use a Detachment, a Detachment rule listed here will apply either to your whole army or to particular units within it.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

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.
  • If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLACK TEMPLARS, BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, or one or more units from those factions’ Munitorum Field Manual sections, add 1 to the Wound roll as well.

Space Marine Chapters

  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, MARNEUS CALGAR has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords, and is therefore from the Ultramarines Chapter.
  • You cannot include units from more than one Chapter in your army.
  • If your army includes one or more BLACK TEMPLARS units, it cannot include any ADEPTUS ASTARTES PSYKER models, and cannot include any of the following models that do not have the Black Templars keyword: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; Impulsor; Repulsor; REPULSOR EXECUTIONER.
  • If your army includes one or more DEATHWATCH units, it cannot include any of the following units: DEVASTATOR SQUAD; SCOUT SQUAD; TACTICAL SQUAD.
  • If your army includes one or more SPACE WOLVES units, it cannot include any of the following units: APOTHECARY; DEVASTATOR SQUAD; TACTICAL SQUAD.

Deathwatch

Gladius Task Force3DP

Detachment Rule

Combat Doctrines

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.


Enhancements

  • Artificer Armour 20 pts

Crafted by the Chapter’s finest artificers, this suit of armour provides superior protection.

ADEPTUS ASTARTES model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability.

  • The Honour Vehement 15 pts

This stanza is inscribed on thrice-blessed parchment and affixed to its bearers’ wargear with a purity seal, there to inspire them to heroic acts of martial prowess.

ADEPTUS ASTARTES model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is under the effects of the Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearers melee weapons instead.

  • Adept of the Codex 20 pts

An ardent student of the Codex Astartes, this commander epitomises its tactical genius, and the wisdom gleaned from its teachings guides their measured strategic responses amidst the fiercest battle.

CAPTAIN model only. At the start of your Command phase, if the bearer is on the battlefield, instead of selecting a Combat Doctrine to be active for your army, you can select the Tactical Doctrine. If you do, until the start of your next Command phase, that Combat Doctrine is active for the bearer’s unit only, even if you have already selected that Combat Doctrine to be active for your army this battle.

  • Fire Discipline 25 pts

This commander drills his warriors relentlessly; combined with the Adeptus Astartes’ incredible reflexes, they produce a devastating rate of fire.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, you can reroll Advance rolls made for that unit.


Stratagems

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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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.
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.
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.
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 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 [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.
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 8" 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.

Anvil Siege Force2DP

Detachment Rule

Shield of the Imperium

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.

Enhancements

  • Indomitable Fury 20 pts

This hero refuses to yield whilst foes remain, fighting back from the brink of death like a vengeful demigod.

GRAVIS model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.

  • Fleet Commander 15 pts

The Chapter’s orbiting warships stand ready to unleash devastation at this leader’s command.

CAPTAIN model only. Once per battle, at the start of your Shooting phase, you can select one point on the battlefield and place a marker on that point. At the start of your next Shooting phase, place another marker on the battlefield within 12" of the centre of the first marker, then draw a straight line between the centre of each of these markers. Roll one D6 for each unit that line passes over or through: on a 3+, that unit suffers D3 mortal wounds. Both markers are then removed.

  • Stoic Defender 15 pts

This commander and their warriors hold their ground tenaciously against even overwhelming numbers.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability while they are within range of an objective marker you control and, while that unit is Battle-shocked, halve the Objective Control characteristic of models in that unit instead of changing it to 0.

  • Architect of War 25 pts

There are few who have a deeper understanding of the tenets of siege warfare than this warrior.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.


Stratagems

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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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.
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.
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.
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.
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.

Ironstorm Spearhead2DP

Detachment Rule

Armoured Wrath

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.

Enhancements

  • Target Augury Web 30 pts

This spearhead commander uses advanced augmetics to distribute targeting data. With these, they direct the fire of their war engine crews and rouse their machine spirits to operative superiority.

TECHMARINE model only. In your Command phase, select one ADEPTUS ASTARTES VEHICLE model within 6" of the bearer. Until the start of your next Command phase, weapons equipped by that VEHICLE model have the [LETHAL HITS] ability.

  • The Flesh is Weak 20 pts

The injuries of past battles have seen this warrior heavily rebuilt with ultra-durable cybernetic limbs and organs that render them extremely difficult to kill.

ADEPTUS ASTARTES model only. The bearer has the Feel No Pain 4+ ability.

  • Adept of the Omnissiah 35 pts

This battle-brother is steeped in hidden technological rites. Should their armoured charges be threatened, a burst of arcane binharic screed can rouse their machine spirits to vigilance.

TECHMARINE model only. Once per battle round, when a saving throw is failed for a friendly ADEPTUS ASTARTES VEHICLE model within 6" of the bearer, you can change the Damage characteristic of that attack to 0.

  • Master of Machine War 20 pts

This commander is supremely gifted in the strategies of armoured warfare, understanding the capabilities of every war engine in the Chapters arsenal. Delivering precision orders, they ensure the vehicles under their command inflict the most punishing damage to the enemy even amidst complex manoeuvres.

ADEPTUS ASTARTES model only. In your Command phase, select one ADEPTUS ASTARTES VEHICLE model within 6" of the bearer. Until the start of your next Command phase, that VEHICLE is eligible to shoot even if it Fell Back or Advanced this turn.


Stratagems

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

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

EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
ANCIENT FURY
1CP
Ironstorm Spearhead – Epic Deed Stratagem
The heroes entombed within Dreadnoughts have fought across countless war zones throughout their extended existences, perfecting their martial prowess beyond mortal limits.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES WALKER model from your army.

EFFECT: Until the start of your next Command phase, improve your model’s Move, Toughness, Leadership and Objective Control characteristics by 1 and each time your model makes an attack, add 1 to the Hit roll.
POWER OF THE MACHINE SPIRIT
1CP
Ironstorm Spearhead – Epic Deed Stratagem
There are many tales of machine spirits wreaking havoc on the foe, even after the crew of their vehicle are slain and critical systems are failing.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

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

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Firestorm Assault Force2DP

Detachment Rule

Close-range Eradication

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.

Enhancements

  • Champion of Humanity 10 pts

This commander and their warriors have vowed to secure victory and defend the Imperium from the horrors of the galaxy.

TACTICUS model only. While the bearer is leading a unit, models in that unit can ignore any or all modifiers to their characteristics and/or to any roll or test made for them (excluding modifiers to saving throws).

  • War-tempered Artifice 25 pts

Having laboured long in the Chapter’s forges, this warrior-smith has crafted his personal armaments. Each weapon is a masterwork tool of death-dealing, wrought with care and strength, and embellished with the icons of their maker’s brotherhood.

ADEPTUS ASTARTES INFANTRY model only. Add 3 to the Strength characteristic of the bearer’s melee weapons.

  • Forged in Battle 15 pts

To this Angel of Death, war is the anvil upon which their strength is wrought. Every battle is seen as a test in which they and their battle-brothers can prove themselves, and the superior craftsmanship of their weapons and armour.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodified 6.

  • Adamantine Mantle 20 pts

This flowing cloak or finely wrought tabard is laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

ADEPTUS ASTARTES model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made with a Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead.


Stratagems

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 attacking unit has finished making its attacks, 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.
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.
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.
BURNING VENGEANCE
1CP
Firestorm Assault Force – Battle Tactic Stratagem
To open fire on warriors of a Firestorm Assault Force is merely to invite one’s own swift destruction.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

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

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

Stormlance Task Force3DP

Detachment Rule

Lightning Assault

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.

Enhancements

  • Fury of the Storm 25 pts

This aggressive warrior channels their eagerness to kill into each and every strike. They hit the enemy’s lines with all the ferocity of a raging tempest.

ADEPTUS ASTARTES MOUNTED model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer ends a Charge move, until the end of the turn, improve the Strength and Armour Penetration characteristics of the bearers melee weapons by 2 instead.

  • Portents of Wisdom 15 pts

This warrior has been made privy to omens of great threats in the wars to come. Armed with this knowledge, they and their battle-brothers enter battle with a boldness that some mistake for recklessness.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit.

  • Feinting Withdrawal 10 pts

This living legend of the Chapter is known for their calm in the heat of battle. Ever-observant of the ebbs and flows of the engagement, they can withdraw their warriors from the fray in good order, ready to hammer home a torrent of fire.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back.

  • Hunter’s Instincts 25 pts

This mounted huntsman espouses the value of circling the enemy and striking suddenly from an unexpected quarter upon their speeding steed, the better to land the killing blow.

ADEPTUS ASTARTES MOUNTED model only. If the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.


Stratagems

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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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.
FULL THROTTLE
2CP
Stormlance Task Force – Wargear Stratagem
On the eve of riding down the most elusive prey, the task force's expert Techmarines will entreat the engine spirits o f their vehicles, honing the iron steeds' performance to elicit even more speed from them.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is MOUNTED.
SHOCK ASSAULT
1CP
Stormlance Task Force – Battle Tactic Stratagem
The Adeptus Astartes are elite troops who strike with all the speed and fury of a searing thunderbolt.
WHEN: Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s melee attacks have [LANCE].
RIDE HARD, RIDE FAST
1CP
Stormlance Task Force – Battle Tactic Stratagem
Like zephyrs dancing across wide horizons, Space Marine riders and pilots can weave lithely around incoming fire with incredible skill.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE 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, subtract 1 from the Wound roll.
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 INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is within 8" 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.

Vanguard Spearhead2DP

Detachment Rule

Shadow Masters

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", the target has the Benefit of Cover against that attack.

Enhancements

  • The Blade Driven Deep 25 pts

This battlefield stalker slips through enemy territory like a spectre, leading their warriors in daring behind-enemy-lines operations.

ADEPTUS ASTARTES INFANTRY model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.

  • Ghostweave Cloak 15 pts

Hand-stitched by blinded servitors and anointed with distilled blood, this cloak contains strands of mnemothread. It throws up a field of techno-spiritual dissonance that veils its wearer from sight and sensors, allowing them to slip across the battlefield like a wraith.

ADEPTUS ASTARTES model only. The bearer has the Stealth and Lone Operative abilities.

  • Execute and Redeploy 20 pts

The battle-brothers under this warrior’s command seize every opportunity to strike while the initiative is theirs, harrying the foe with gunfire before returning to the shadows.

PHOBOS model only. In your Shooting phase, after the bearer’s unit has shot, if that unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. This cannot allow the bearer’s unit to move more than once in your Shooting phase.

  • Shadow War Veteran 30 pts

By the time the enemy believes battle has begun, their rear lines have already been attacked at this warriors command - their supply lines cut and their communications in disarray - choking them off from vital battlefield support.

PHOBOS model only. The bearer has the following ability:

Lord of Deceit (Aura): Once per turn, when your opponent targets a unit from their army within 12" of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP.


Stratagems

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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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.
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.
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 friendly ADEPTUS ASTARTES INFANTRY unit within 12" of that enemy unit.

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.

RESTRICTION: You cannot select a unit that is within Engagement Range of one or more enemy units.
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.

1st Company Task Force2DP

Detachment Rule

Extremis-level Threat

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.

Enhancements

  • The Imperium’s Sword 25 pts

This hero and the veterans they lead cut down their foes like a reaping whirlwind.

ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearers melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by all other models in the bearer’s unit as well.

  • Fear Made Manifest (Aura) 30 pts

This warrior personifies the Emperor’s wrath.

ADEPTUS ASTARTES model only. While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of the bearer, each time that unit fails a Battle-shock test, one model in that unit is destroyed (chosen by its controlling player). Once per battle, when such an enemy unit fails a Battle-shock test, you can choose for D3 models in that unit to be destroyed in this way instead.

  • Rites of War 10 pts

The commanders of the 1st Company vow before the Chapter and the Emperor to secure victory.

ADEPTUS ASTARTES TERMINATOR model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of all other models in the bearer’s unit as well.

  • Iron Resolve 15 pts

This hero shrugs off even horrendous wounds.

ADEPTUS ASTARTES TERMINATOR model only. The bearer has the Feel No Pain 5+ ability. Once per battle, after the bearer’s unit is selected as the target of one or more attacks, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 5+ ability.


Stratagems

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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 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.
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.
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.
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.
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.

Bastion Task Force2DP

Where Imperial battle lines must hold against ferocious enemy pressure, a task force may be deployed to weather the storm until more numerous forces can move in to secure the area. Such a strategic deployment sees the Adeptus Astartes leverage their redoubtable fortitude and indomitable will to the maximum. They cannot fight battles of attrition, for their lives are too valuable to be wasted in the kind of slugging matches that should be reserved for the Astra Militarum. Instead, the Space Marines rely upon local tactical manoeuvrability and the flexible nature of their core infantry to put the teachings of the Codex Astartes to best use. Aggressive defence, localised counterattacks and frequent, rapid redeployment sees elite squads and heavy assets flawlessly supported by the more numerous battle-line troops.

Detachment Rule

Interlocking Tactics

Employing the full breadth of combined arms tactics taught by the Codex Astartes, mainstay squads hit and fade, blunting enemy attacks while acquiring auspex data to guide the targeting of their more heavily armed comrades.

ADEPTUS ASTARTES BATTLELINE units from your army:

Each time an ADEPTUS ASTARTES BATTLELINE unit from your army is selected to attack, after resolving those attacks, select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit is auspex scanned. Each time an ADEPTUS ASTARTES model from your army makes an attack that targets an auspex scanned unit, re-roll a Hit roll of 1.

Enhancements

  • Eye of the Primarch 10 pts

This master crafted microauspex integrates with the bearer’s auto-senses and feeds superior targeting data to them and their squad.

ADEPTUS ASTARTES model only. Ranged weapons equipped by the bearer and BATTLELINE models in the bearer’s unit have the [PRECISION] ability.

  • Hero of the Chapter 20 pts

A storied and inspirational exemplar of their Chapter’s virtues, this war leader is an inspirational presence amongst the ranks of their battle-brothers.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, the bearer has the BATTLELINE keyword.

  • Blades of Valour 15 pts

This officer and their honour guard of dedicated battle-brothers have been presented with masterwork combat blades in recognition of the selfless battle they are about to fight.

ADEPTUS ASTARTES model only. Improve the Armour Penetration characteristic of melee weapons equipped by the bearer and BATTLELINE models in the bearer’s unit by 1.

  • Bombast Omnivox 15 pts

This remarkable technological relic is mounted within the bearer’s armour gorget and facilitates code-hardened, rapid-exchange intelligence dissemination while in battle.

ADEPTUS ASTARTES model only. Each time you select the bearer’s unit as the target of a Stratagem, roll one D6, adding 1 if the bearer’s unit has the BATTLELINE keyword: on a 4+, you gain 1CP.


Stratagems

CODEX DISCIPLINE
1CP
Bastion Task Force – Battle Tactic Stratagem
Holding to the teachings of the Codex Astartes, these warriors unleash disciplined volleys of firepower.
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 an enemy unit, re-roll a Hit roll of 1. If that target is auspex scanned, re-roll a Wound roll of 1 as well.
GUIDED DISRUPTION
1CP
Bastion Task Force – Strategic Ploy Stratagem
Employing auspex data to reveal weak points in the foe’s formation, the Space Marines exploit these to sow confusion and suppress their targets.
WHEN: Your Shooting phase or the Fight phase, just after an ADEPTUS ASTARTES BATTLELINE unit from your army has finished making its attacks.

TARGET: That ADEPTUS ASTARTES BATTLELINE unit.

EFFECT: When an enemy unit is auspex scanned as a result of those attacks this turn, if that enemy unit does not have the MONSTER or VEHICLE keywords, until the start of your next turn, it is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit.
LIGHT OF VENGEANCE
1CP
Bastion Task Force – Battle Tactic Stratagem
With their frailties exposed by the harsh glare of auspex analysis, the foe are easy prey for the Space Marine’s vengeful onslaught.
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: Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have that ability while targeting an auspex scanned unit or if the bearer has the BATTLELINE keyword.
SHOCK BOMBARDMENT
1CP
Bastion Task Force – Strategic Ploy Stratagem
An auspex-guided hail of shock charges blinds the foe’s targeting systems and skews their aim.
WHEN: Your Shooting phase or the Fight phase, just after an ADEPTUS ASTARTES BATTLELINE unit from your army finished making its attacks.

TARGET: That ADEPTUS ASTARTES BATTLELINE unit.

EFFECT: When an enemy unit is auspex scanned as a result of those attacks this turn, until the start of your next turn, it is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
ANGELS DEFIANT
1CP
Bastion Task Force – Battle Tactic Stratagem
All too aware of their vital role in holding the foe at bay, these battle-brothers refuse to yield to even the most grievous of wounds.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES BATTLELINE 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, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
HERESY UNDONE
1CP
Bastion Task Force – Strategic Ploy Stratagem
Tactical scans and cogitator analysis have revealed the enemy’s debase schemes, rendering their movements easier to anticipate and counter.
WHEN: Your Shooting phase or your Charge phase.

TARGET: One ADEPTUS ASTARTES unit (excluding BATTLELINE units) from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. If it does, every target of that charge and every target of those attacks must be an auspex scanned unit.

Orbital Assault Force2DP

There is arguably no method of Space Marine warfare more iconic than the decisive combat drop from orbit. Certainly, as Captain Titus and his fellow Ultramarines rush to defend successive sites along the borders of Ultramar, it is a strategy that they have employed time and again. Aiming to maximise the impact of the Adeptus Astartes as highly elite – but almost always outnumbered – shock assault troops, they launch waves of heavy transports and gunships from the embarkation decks of a strike cruiser skimming the upper atmosphere. Drop Pods slam down amongst the foe, disgorging Space Marines whose guns are already blazing and chainswords roaring before the enemy even realise they are under attack. Reality buckles and unnatural lightning leaps as Terminators teleport in to add their fury to the sudden onslaught.

Detachment Rule

Rapid-drop Deployment

Through the use of teleportation, Drop Pods and gunship insertion, entire strike forces of Space Marines and even their armoured support can deploy from orbit in a matter of moments, a capability that in and of itself has won entire wars.

At the start of the Declare Battle Formations step, select a number of ADEPTUS ASTARTES units (excluding TITANIC units) from your army based on the battle size, as shown below. Models in those units have the Deep Strike ability.

BATTLE SIZENUMBER OF UNITS
Incursion2
Strike Force3
Onslaught4

Each time an ADEPTUS ASTARTES model from your army makes an attack, if it was set up on the battlefield this turn, re-roll a Wound roll of 1. If it disembarked from a DROP POD this turn, re-roll a Hit roll of 1 as well.

Enhancements

  • Laurels of Thunder 15 pts

This honour is awarded to those Space Marine officers who display greatest vigour during orbital drops.

ADEPTUS ASTARTES model only. You can re-roll Charge rolls made for the bearer’s unit in a turn in which it was set up on the battlefield.

  • Veteran of the Vanguard 20 pts

Long experience leading Phobos-armoured vanguard strikes has taught this warrior many lessons about swift and stealthy attacks.

ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability.

  • Orbital Uplink Reliquary 25 pts

Though it appears a morbid trinket of faith, in truth this device contains a powerful microcogitator linked to the strategium of the orbiting strike cruiser, which helps the bearer coordinate rapid strategic redeployments.

ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three ADEPTUS ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

  • Dedicated Gunship 15 pts

Bulky and somewhat lumbering as they are, Terminator squads – or even particularly vital officers wearing Terminator plate – may be assigned a gunship for swift combat extraction and relocation mid-battle.

ADEPTUS ASTARTES TERMINATOR model only. Once per battle, at the end of your opponent’s Fight phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, remove the bearer’s unit from the battlefield and place it into Strategic Reserves.


Stratagems

SUPPRESSION STRAFING
1CP
Orbital Assault Force – Strategic Ploy Stratagem
As the Space Marines storm forward, their gunships and fighter craft streak overhead, hammering enemy positions with hails of fire to keep the foe pinned.
WHEN: Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Select one enemy unit visible to and within 18" of your unit. That enemy unit takes a Battle-shock test. When doing so, subtract 1 from that test and, if that test is failed, until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

RESTRICTIONS: You cannot use this Stratagem more than once per battle round.
TACTICAL DECAPITATION
1CP
Orbital Assault Force – Battle Tactic Stratagem
By rapidly eliminating localised enemy leaders, the Space Marines keep the foe off balance and hamper organised resistance to their onslaught.
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 [PRECISION] ability and each time a model in your unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll.
SHOCK ONSLAUGHT
1CP
Orbital Assault Force – Strategic Ploy Stratagem
The sheer devastating momentum of a Space Marine drop assault shatters one enemy battle line after another.
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 Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
AUTO‑SENSE COORDINATION
1CP
Orbital Assault Force – Battle Tactic Stratagem
By binding the datafeeds from their auto-senses, these battle-brothers generate triangulated targeting solutions for close-quarters fire spreads.
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: Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have this ability in a turn in which they disembarked from a DROP POD or while targeting an enemy unit within 12".
BLIND SCREEN
1CP
Orbital Assault Force – Strategic Ploy Stratagem
Autolaunchers spit a precogitated spread of blind grenades to baffle organic and mechanical targeting.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit (excluding TITANIC units) from your army that was selected as the target of one or more of the attacking unit’s attacks and one friendly ADEPTUS ASTARTES SMOKE VEHICLE or DROP POD unit within 9" of it.

EFFECT: Until the end of the phase, models in your units have the Stealth ability and each time a ranged attack targets one of your units, models in that unit have the Benefit of Cover against that attack.
ONWARD FOR THE EMPEROR
1CP
Orbital Assault Force – Strategic Ploy Stratagem
There is always another battle to be fought, and the Space Marines waste no time in fighting it.
WHEN: End of your opponent’s Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was not set up on the battlefield this turn and one friendly TRANSPORT it is able to embark within.

EFFECT: If your ADEPTUS ASTARTES unit is wholly within 6" of that TRANSPORT, it can embark within it.

Ceramite Sentinels3DP

Some Space Marines – most notably the gene-sons of Dorn – are as lethal when defending a fortified position as they are when attacking suddenly from orbit. These specialists in both offensive and defensive siegecraft can turn even the most bullet-riddled and crumbling ruin into a veritable fortress. Equally, they are expertly trained in picking off foes dug-in behind barricades and ramparts, and in rapidly clearing out garrison forces who believed themselves safe behind their walls. Typically, Space Marines operating in this fashion establish temporary battlefield strongpoints where they can meet and halt the advance of some powerful foe before switching to the offensive the moment the enemy’s momentum stalls. Equally, though, on those rare occasions that the Adeptus Astartes are called upon to garrison a true fortress, these forces are as immovable as they are brutal. Shrugging off incoming fire, raining down their own furious volleys in return and launching punishing counterassaults, they destroy all who assail them.

Detachment Rule

Adaptive Defence

These Space Marines are experts in fighting from rapidly prepared defensive positions. They are able to maximise the potential of almost any terrain to serve as an ad-hoc strongpoint, rapidly assessing optimal firing lines and punishing the foe’s every attempt to advance and dislodge them.

Each time an ADEPTUS ASTARTES model from your army makes an attack, if that model’s unit is within a terrain feature, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

ADEPTUS ASTARTES units from your army gain the ENTRENCHED keyword while all of the following are true:
  • That unit is within a terrain feature.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

Enhancements

  • Honour Indefatigable 25 pts

This rare honour badge celebrates a warrior who refuses to give up, even in the face of apparently certain death.

GRAVIS model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.

  • Castellum Omnivox 20 pts

This unique vox-and-augur augmetic provides the bearer with unparalleled tactical data vital to coordinating an aggressive defence in battle.

ADEPTUS ASTARTES model only. Each time the bearer’s unit makes a Fall Back move, select one of the following to apply to that unit until the end of the turn:

  • That unit is eligible to perform an Action in a turn in which it Fell Back.
  • That unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

  • Spy-skull Data Link 15 pts

Several artificer-crafted and heavily shrouded servo-skulls are tethered to this device, their linked visual feeds making the bearer nigh impossible to evade.

ADEPTUS ASTARTES model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.

  • Defensive Mastery 25 pts

Few officers of the Chapter can match this commander’s talent for cunning defensive troop dispositions.

ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three ADEPTUS ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.


Stratagems

UNYIELDING MIGHT
1CP
Ceramite Sentinels – Battle Tactic Stratagem
Knowing that this strategically vital site must be secure for the defence lines to hold, Space Marines stand indomitable in the face of the foe.
WHEN: Command phase.

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

EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristics of models in your unit.
PRIORITY STRIKE
2CP
Ceramite Sentinels – Battle Tactic Stratagem
Eliminating key enemy assets is crucial to stalling then reversing the foe’s momentum.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED 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 CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll.
ARMOUR OF CONTEMPT
1CP
Ceramite Sentinels – 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
STAND TO THE END
1CP
Ceramite Sentinels – Epic Deed Stratagem
Aware of how vital it is that the defence line holds, these warriors fight even to their last breath.
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 it is an ENTRENCHED unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
AUGMENTED TARGETING
1CP
Ceramite Sentinels – Battle Tactic Stratagem
Auto-sense targeting subroutines specially adapted for defensive fire patterns aid these warriors’ aim.
WHEN: Your Shooting phase.

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

EFFECT: Select either the [SUSTAINED HITS 1] or [LETHAL HITS] abilities. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. If your unit is ENTRENCHED, until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [LETHAL HITS] abilities instead.
EVASIVE REPOSITIONING
1CP
Ceramite Sentinels – Strategic Ploy Stratagem
Codex doctrine when conducting an aggressive defence is to swiftly take up new positions whenever the foe finds your range.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

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

EFFECT: Your unit can make a Normal move of up to D6". If your unit is ENTRENCHED, you can re-roll the D6 to determine how far your unit can move.

Armoured Speartip3DP

The largest and most powerful vehicles in the armouries of Adeptus Astartes Chapters combine the firepower of a true battle tank with the carrying capacity of an armoured transport to bear Space Marines into the heart of battle. Land Raiders slam through walls, toppling buildings and scattering cowering infantry before dropping their assault ramps and deploying battle-brothers into the midst of stunned foes. Repulsors obliterate bunker lines and screening units with their suite of heavy weapons before unloading their complements of warriors. Meanwhile, Stormraven Gunships descend from the heavens, strafing enemies and dropping further reinforcements onto crucial objectives. When subjected to such a frightening display of combined arms warfare, most foes find their battle lines disordered and broken. By the time a response is mustered, the Space Marines are loading up in their heavy transports once more, destined for the next battle and leaving only ruin in their wake.

Detachment Rule

Rapid Deployment

Land Raider, Repulsors and other armoured transports plunge headlong into the heart of enemy formations, weathering heavy firepower to deploy their cargo of elite Space Marines into battle.

Each time an ADEPTUS ASTARTES unit from your army disembarks from a TRANSPORT (excluding FLY) that made a Normal or Advance move this phase (excluding those that arrived from Strategic Reserves), that disembarked unit can make a Normal move of up to D6", or a Normal move of up to D3+3" instead if that TRANSPORT is a HEAVY TRANSPORT (see below).

Keywords
ADEPTUS ASTARTES TRANSPORT units from your army (excluding FLY) that have a Wounds characteristic of 14+ have the HEAVY TRANSPORT keyword.

Enhancements

  • Liberator 15 pts

A dauntless conqueror and liberator of worlds, this intimidating champion inspires confidence in their battle-brothers and abject fear in the enemy.

ADEPTUS ASTARTES model only. If you control an objective marker at the end of your Command phase, and the bearer’s unit (or any HEAVY TRANSPORT it is embarked within) is within range of that objective marker, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

  • Tip of the Spear 40 pts

This aggressive front-line commander knows the value of speed and decisive manoeuvre.

ADEPTUS ASTARTES model only. If the bearer starts the battle embarked within a TRANSPORT, that TRANSPORT has the Scouts 6" ability.

  • Shock Deployment 20 pts

From the ramps of armoured transports, elite infantry deploy swiftly, unleashing fire on overawed enemies.

Adeptus Astartes Terminator or GRAVIS model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if it disembarked from a TRANSPORT this turn, until the end of the phase, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

  • Armoured Commander 25 pts

This veteran commander of mechanised infantry utilises its manoeuvrability to ensnare the foe.

ADEPTUS ASTARTES model only. Once per turn, in your Movement phase, the bearer can use this Enhancement. If it does, select one friendly ADEPTUS ASTARTES TRANSPORT that is in Strategic Reserves. Until the end of the phase, for the purposes of setting up that TRANSPORT on the battlefield, treat the current battle round number as being one higher than it actually is.


Stratagems

MACHINE WRATH
1CP
Armoured Speartip – Epic Deed Stratagem
In a last act of vengeance, the doomed crew of this burning transport drive into the midst of the enemy.
WHEN: Any phase, just after a HEAVY TRANSPORT unit from your army with the Deadly Demise ability is destroyed.

TARGET: That HEAVY TRANSPORT unit, if you rolled a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move through enemy models (excluding MONSTERS and VEHICLES) and can move within Engagement Range of such models, but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
ARMOUR OF CONTEMPT
1CP
Armoured Speartip – Strategic Ploy 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
RAPID EMBARKATION
1CP
Armoured Speartip – Wargear Stratagem
With steely discipline, Space Marine battle-brothers mount up swiftly, even as the enemy closes in.
WHEN: End of the Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of one or more enemy units, and one friendly HEAVY TRANSPORT it is able to embark within.

EFFECT: If your ADEPTUS ASTARTES INFANTRY unit is wholly within 6" of that HEAVY TRANSPORT, it can embark within it.
CERAMITE SLEDGEHAMMER
1CP
Armoured Speartip – Strategic Ploy Stratagem
The mightiest Space Marine transports are unstoppable on the advance.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features. In addition, if your unit is a HEAVY TRANSPORT, when making this move, your unit can move through enemy models (excluding MONSTERS and VEHICLES) and can move within Engagement Range of such models, but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
ADVANCED DEPLOYMENT
1CP
Armoured Speartip – Strategic Ploy Stratagem
Coaxing the utmost from roaring engines, transport crews strive to deploy their passengers as close as possible to their assigned objectives.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a Normal move this phase, and cannot declare a charge in the same turn (unless your TRANSPORT has the Assault Ramp ability), but can otherwise act normally.
PURGATION DOCTRINE
1CP
Armoured Speartip – Battle Tactic Stratagem
Emerging from their transports, Space Marine infantry ruthlessly clear enemy positions.
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 an attack, add 1 to the Hit roll (if your unit disembarked from a HEAVY TRANSPORT this turn, add 1 to the Wound roll as well).

Headhunter Task Force2DP

Veteran tank crews pilot their vehicles as though they were extensions of their bodies and wills. The crews lend their multi-spectral auto-senses, transhuman reactions, heightened strategic and tactical awareness, and fearless martial focus. The tanks, meanwhile, contribute bellicose machine spirits, potent weaponry, advanced systems and durable armour. When such crews and their war engines are fielded en masse, the result is an elite armoured formation capable of prosecuting the most complex or high-risk operations whilst eliminating dangerous targets. Be it stalking and felling enemy super-heavy war engines, smashing a path through fortifications or destroying the foes’ armour, Space Marine tank crews excel. Under covering fire from Vindicators, squadrons of Predators and Gladiators drive home armoured assaults that overwhelm the foe amidst storms of laser blasts and bolt rounds, leaving only shell-shocked remnants for the infantry to mop up.

Detachment Rule

Target Sighted

Space Marine crews are relentless in their pursuit of assigned targets, coaxing every last trace of power from their war machines and demonstrating exemplary gunnery even under heavy fire.

Each time a TANK ACE unit from your army (see below) Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.

Each time a TANK ACE unit from your army shoots in your Shooting phase, if that unit did not Advance this turn, you can re-roll the Damage roll.

KEYWORDS
ADEPTUS ASTARTES VEHICLE units from your army (excluding FORTIFICATIONS, DROP PODS, WALKERS and units that can FLY) have the TANK ACE keyword.

In the Muster Armies step, you can select up to three TANK ACE units from your army to gain the CHARACTER keyword.

Designer’s Note: This means that the selected units can be given Enhancements, and one of them can be selected as your WARLORD.

Enhancements

  • Redoubtable Machine Spirit 25 pts

This ancient war machine has endured millennia of battle, and its belligerent machine spirit has only become more obdurant.

ADEPTUS ASTARTES VEHICLE model only. The bearer has a 5+ invulnerable save and, at the end of your Command phase, the bearer regains 1 lost wound.

  • Gunnery Honours 20 pts

The crew of this war machine demonstrate exemplary gunnery and have earned the highest honours for their craft.

ADEPTUS ASTARTES VEHICLE model only. Once per phase, you can re-roll one Hit roll, one Wound roll and one Damage roll for the bearer.

  • Firestorm Coordinators 20 pts

This vehicle’s fire control systems incorporate ancient yet highly advanced logic engines, which assist the crew in obtaining firing solutions and keeping up an exceptionally rapid rate of fire.

ADEPTUS ASTARTES VEHICLE model only. Ranged weapons equipped by the bearer have the [SUSTAINED HITS 1] ability.

  • Astartes Tank Ace (Aura) 40 pts

The commander of this battle tank is a storied tank ace whose exploits are the stuff of Chapter legend. Crews who fight at their side are inspired by their aggression and eagerness to join the battle.

ADEPTUS ASTARTES VEHICLE model only. In your Shooting phase, while a friendly ADEPTUS ASTARTES VEHICLE unit is within 6" of the bearer, ranged weapons equipped by models in that unit have the [ASSAULT] ability.


Stratagems

ARMOUR OF CONTEMPT
1CP
Headhunter Task Force – Strategic Ploy 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
TARGET WEAK POINT
1CP
Headhunter Task Force – Battle Tactic Stratagem
Targeting vulnerable joints or seams between armoured plates, Space Marine gunners increase the effectiveness of their weapons.
WHEN: Your Shooting phase.

TARGET: One TANK ACE 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, improve the Armour Penetration characteristic of that attack by 1.

RESTRICTIONS: A unit cannot be targeted with this and the Kill Shot Stratagem in the same phase.
KILL SHOT
1CP
Headhunter Task Force – Battle Tactic Stratagem
Space Marines are ruthless in culling weakened foes.
WHEN: Your Shooting phase.

TARGET: One TANK ACE 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 an attack that targets a MONSTER or VEHICLE unit, re-roll a Wound roll of 1. If the target unit is below its Starting Strength, you can re-roll the Wound roll instead.

RESTRICTIONS: A unit cannot be targeted with this and the Target Weak Point Stratagem in the same phase.
RAPID GUNNERY
1CP
Headhunter Task Force – Strategic Ploy Stratagem
Advanced targeting systems and the skill of transhuman gunners ensure that Space Marine tanks keep up a punishing rate of fire, even when extracting themselves from a press of enemies.
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, your unit is eligible to shoot in a turn in which it Fell Back.
REACTIVE REPOSITIONING
1CP
Headhunter Task Force – Strategic Ploy Stratagem
Reacting swiftly to enemy movements, this tank’s crew reposition their vehicle, angling armour or taking up an advantageous firing position.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One TANK ACE unit from your army (excluding units containing one or more models with a Wounds characteristic of 16+) that is within 8" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to D6".
MACHINE VENGEANCE
1CP
Headhunter Task Force – Epic Deed Stratagem
Bellicose in the extreme, this vehicle’s machine spirit demands immediate vengeance for the hurts it has incurred.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One TANK ACE unit from your army (excluding units containing one or more models with a Wounds characteristic of 16+) that was selected as the target of one or more 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 visible and an eligible target.

Emperor’s Shield2DP

Comprising the Chapter’s most elite veterans, the Imperial Fists 1st Company – known as the Emperor’s Shield – are an indomitable fighting force. Led by First Captain Lysander, the battle-brothers of the 1st favour the application of overwhelming force, striking always where the enemy is strongest, picking out priority targets and shattering them in coordinated assaults. Vanguard Veterans charge into the fray, tearing at exposed flanks and forcing gaps in the enemy line. Meanwhile, the Chapter’s Sternguard stride forward to exploit these breaches and seize ground. Lysander and his Terminator bodyguard are always at the centre of the fighting, inserted by Land Raider or orbital teleportarium to rip out the heart of the enemy in stunning and precisely targeted displays of martial might.

Detachment Rule

Wrath of Dorn

Lysander leads the elite of the Imperial Fists to where the fighting is thickest, there to bring ruin to those who would see the walls of the Imperium torn down.

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 a Wound roll of 1.

Each time a model in a DARNATH LYSANDER unit from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll.

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

Enhancements

  • Champion of the Feast 25 pts

A victor in the Feast of Blades, this battle-brother is a master of close-quarters fighting.

ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearer’s melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by other models in the bearer’s unit as well.

  • Disciple of Rhetoricus 10 pts

This battle-brother is well versed in the Book of the Five Spheres, drawing upon the teachings of that ancient treatise to command with clarity and purpose.

Adeptus Astartes Terminator model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of other models in the bearer’s unit as well.

  • Indomitable Champion 20 pts

Even seemingly mortal wounds will not turn a son of Dorn from his duty.

Adeptus Astartes Terminator model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining.

  • Malodraxian Standard 20 pts

Crafted in the aftermath of Lysander’s great victory over the Iron Warriors on Malodrax, this gilded banner inspires the Imperial Fists to shatter their foes.

ADEPTUS ASTARTES ANCIENT model only. Each time an attack targets the bearer’s unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of the bearer’s unit, subtract 1 from the Wound roll.


Stratagems

ARMOUR OF CONTEMPT
1CP
Emperor's Shield – 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
FURY OF THE FIRST
1CP
Emperor's Shield – Battle Tactic Stratagem
Losses only serve to stoke the fiery wrath of the Imperial Fists and increase their resolve.
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 its Starting Strength, add 1 to the Wound roll as well.
OBDURATE VENGEANCE
1CP
Emperor's Shield – Battle Tactic Stratagem
Even when established wisdom favours retreat, the Imperial Fists remain defiant. Stubborn to the last, they would give their lives in the name of honour and the destruction of their foes.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Adeptus Astartes Terminator, BLADEGUARD VETERAN SQUAD, Sternguard Veteran Squad or VANGUARD VETERAN SQUAD 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: on a 3+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
WRATHFUL CONQUERORS
1CP
Emperor's Shield – Strategic Ploy Stratagem
The battle-brothers of the Imperial Fists 1st Company advance with merciless efficiency, eliminating all resistance and staking the Emperor’s claim.
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 phase.
DISCIPLINED EXTERMINATION
1CP
Emperor's Shield – Battle Tactic Stratagem
Masters of bolter drill, the Imperial Fists utilise precise fire patterns to scour their enemies from hiding places and fell them in droves.
WHEN: Your Shooting 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 this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and improve the Armour Penetration characteristic of such weapons by 1.
DROPSHIP EXTRACTION
1CP
Emperor's Shield – Battle Tactic Stratagem
Making use of a lull in fighting, Terminator squads pull back from the front line, boarding airborne transports and withdrawing to prepare their next assault.
WHEN: End of your opponent’s Fight phase.

TARGET: One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Blade of Ultramar3DP

No Chapter better embodies the Codex Astartes’ teachings than the Ultramarines, and no officer amongst their ranks more perfectly employs those lessons than Marneus Calgar. Under the deft command of the Chapter Master, squads of Ultramarines alloy their battlefield roles of veteran, battle line, close support and fire support, becoming a relentless machine of destruction. From squad-level tactics up to their sweeping battlefield strategy, Calgar’s warriors fight as though they were already privy to the foe’s plans and have adapted a countermeasure for every last cut and thrust. Orchestrated with the Chapter Master’s flowing strategic genius, the plan unfolds like multi-layered, adaptive clockwork until the last of the enemy are naught but bodies and wreckage to be crushed beneath Calgar’s armoured boots.

Detachment Rule

Mastered Doctrines

Marneus Calgar deploys the complete and nuanced wisdom of the Codex Astartes as easily and instinctively as drawing breath.

At the start of up to three of your Command phases, 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 cannot select a Combat Doctrine you have already selected this battle, unless a friendly MARNEUS CALGAR model is on the battlefield.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower.

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

Tactical Doctrine

The Codex lays out strategies for seizing the initiative.

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 must be delivered with a decisive close-quarters strike.

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


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

Enhancements

  • Armour of Antoninus 20 pts

Originally worn by a storied Captain of the Ultramarines’ First Company, this artificer armour is bestowed by the Chapter Master himself upon a worthy wearer.

ADEPTUS ASTARTES model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability.

  • Oath of Macragge 15 pts

Amongst the most solemn and binding oaths an Ultramarine can swear, it is a rare honour to enter battle with these words affixed to their armour.

ADEPTUS ASTARTES model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is under the effects of the Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearer’s melee weapons instead.

  • Student of the Codex 20 pts

This prodigal officer has focused upon one aspect of the Codex Astartes and means to master its every aspect before moving on to the next.

ADEPTUS ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, until the start of your next Command phase, the Tactical Doctrine is active for this unit (instead of any other Combat Doctrine you select to be active for your army, and even if there is no Combat Doctrine active for your army).

  • Veteran of Behemoth 25 pts

Having battled the Tyranid swarms since their first galactic invasion, this veteran officer knows well the benefit of efficient and overwhelming firepower.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, you can re-roll Advance rolls made for that unit.


Stratagems

ARMOUR OF CONTEMPT
1CP
Blade of Ultramar – 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
TACTICAL FORESIGHT
1CP
Blade of Ultramar – Epic Deed Stratagem
With the enemy’s countermeasures and responses predicted and allowed for in advance, the Ultramarines can weather their most ferocious attacks.
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, if the Strength characteristic of that attack is greater than or equal to the Toughness characteristic of that unit, subtract 1 from the Wound roll.
COURAGE AND HONOUR!
1CP
Blade of Ultramar – Battle Tactic Stratagem
Roaring their famed battle cry, the Ultramarines hurl themselves into the fight, striving all the harder to prevail beneath the unwavering eye of their Chapter Master.
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.
ULTRAMARIAN ADAPTIVITY
1CP
Blade of Ultramar – Strategic Ploy Stratagem
No Chapter’s warriors know better the breadth – theoretical and practical – of the Codex Astartes’ teachings, and how these can and should be adapted to ensure 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 your unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that Combat Doctrine this battle.
EXEMPLARY VIGILANCE
1CP
Blade of Ultramar – Battle Tactic Stratagem
Long have the Ultramarines guarded both Ultramar and the wider Imperium. No foe can hide from their vengeful gaze or evade the reach of their wrath.
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 [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.
PRACTICAL TACTICS
1CP
Blade of Ultramar – Strategic Ploy Stratagem
After rapidly making a theoretical assessment of the foes’ probable next moves, the Ultramarines apply practical repositioning to counter them.
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 not within Engagement Range of one or more enemy units and is within 8" 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.

Reclamation Force2DP

The Ultramarines and their brother Shield Chapters forge ever outward into the darkness beyond the bounds of Ultramar, to conquer new territories for the Five Hundred Worlds. Acting as the speartips of the wider reconquest, their compact but powerful reclamation forces hit the enemy hard and drive deep into their lines to seize key strategic locations and deny them to the foe. With this done, they draw upon their dedication to the vision of Roboute Guilliman and the absolute loyalty they owe the empire of Macragge to fill themselves with unbending resolve and indomitable vigour. Fighting to uphold their oaths in the face of often overwhelming odds, still the Space Marines drive their enemies back and shatter their strength.

Detachment Rule

Oath of Reclamation

The driving principle behind all that these battle-brothers do is the honouring of their oaths to drive back the darkness and reconquer the Five Hundred Worlds, one battlefield at a time.

  • Each time an ADEPTUS ASTARTES model from your army makes a melee attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1.
  • Each time an attack targets an ADEPTUS ASTARTES unit from your army, if your unit is within range of an objective marker that you controlled at the start of the phase and if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit or your unit has the TITUS keyword, subtract 1 from the Wound roll.

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

Enhancements

  • Seals of Reconquest 20 pts

These precious seals are manufactured on Konor, and contain micro shield generators that – while swift to exhaust their charge – help to safeguard battle-brothers while they fulfil their oaths of duty.

ADEPTUS ASTARTES model only. Models in the bearer’s unit have a 5+ invulnerable save.

  • Avenging Avatar (Aura) 10 pts

Eyes alight with determination and vengeful fury, this champion of the Chapter seems almost to cast the dread shadow of the Primarch himself across his quailing foes.

ADEPTUS ASTARTES model only. In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 9" of the bearer, that enemy unit must take a Battle-shock test.

  • Scroll of Proclamation 15 pts

Finely scribed on vellum and tightly bound in an armoured scroll case, the words of Roboute Guilliman’s Consilias Imperitus Ultimar prove a constant source of inspiration that drive this warrior ever onward.

When this unit declares a charge, if an enemy unit within range of an objective is within 12" of this unit, you can use this enhancement. If you do:

  • This unit can re-roll that charge roll.
  • This unit must end that charge move engaged with one or more of those enemy units.

  • Liberatum 25 pts

Forged on Macragge by the finest artisans, this weapon’s machine spirit is said to burn with a desire to see the Five Hundred Worlds ripped from the grasp of heretics and despots.

ADEPTUS ASTARTES model only. Each time the bearer makes an attack that targets an enemy unit, if the target is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.


Stratagems

CRUSADING CONQUERORS
1CP
Reclamation Force – Strategic Ploy Stratagem
The sheer will of these battle-brothers to reclaim the sacred Five Hundred Worlds is overwhelming.
WHEN: End of the Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.
FURIOUS DEDICATION
1CP
Reclamation Force – Battle Tactic Stratagem
Cold fury of purpose drives the charge of the Space Marines, their absolute dedication to their cause lending them ferocious speed and strength.
WHEN: Your Charge phase or the Fight phase.

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

EFFECT: Until the end of the turn, add 2 to Charge rolls made for your unit and add 1 to the Attacks characteristic of melee weapons equipped by models in your unit.

RESTRICTIONS: You cannot use this Stratagem more than once per turn.
FIGHT TO THE END
1CP
Reclamation Force – Battle Tactic Stratagem
Those who have sworn an oath to see Ultramar reclaimed will not yield a single yard of its territories once they have seized and secured them.
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: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
SCIONS OF GUILLIMAN
1CP
Reclamation Force – Strategic Ploy Stratagem
The gene-sons of Roboute Guilliman are masters of his tenets, regardless of which Chapter they hail from.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army ends a Fall Back move.

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.
ULTRAMARIAN DESTINY
1CP
Reclamation Force – Strategic Ploy Stratagem
All those Space Marines fighting to defend or to expand the Ultramarines stellar realm trust that their conquest – though it must be hard fought for – is nothing short of ordained by the Primarch’s will.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
MARCHING EVER ON
1CP
Reclamation Force – Strategic Ploy Stratagem
The road to the complete rebuilding of the Five Hundred Worlds will be a long and gruelling one, and those who fight their way along it cannot pause in their advance for even a moment.
WHEN: Your opponent’s Movement phase, just after an enemy unit Falls Back.

TARGET: One ADEPTUS ASTARTES unit from your army that was within Engagement Range of that enemy unit at the start of the phase.

EFFECT: Your unit can make a Normal move of up to D6"+1.

Shadowmark Talon2DP

As Chapter Master of the Raven Guard, Aethon Shaan is a true master of the Trifold Path, utilising ambush, stealth and vigilance with surgical precision. Following his well-laid plans, Scout Squads, Infiltrators and other clandestine warriors penetrate the enemy line to wage guerrilla warfare. As these battle-brothers draw the attention of the foe, the remainder of Shaan’s warriors close in for the kill, assassinating officers and bringing down war machines with bursts of pinpoint fire. Before the enemy can react the Raven Guard are on the move once more, slipping into the shadows in preparation for the next targeted attack. Then, when the foe is bloodied and reeling, Shaan launches the main thrust of his assault, sweeping down with jump troops at his side to eviscerate his wounded prey.

Detachment Rule

Masters of Shadow

The Raven Guard are renowned for their uncanny ability to move unseen, cloaking themselves in darkness as they close in upon their prey.

Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", the target has the Benefit of Cover against that attack.

Unparalleled Tactician

A master of manoeuvre warfare, Aethon Shaan orchestrates battles with absolute precision, deploying, withdrawing and redeploying his battle-brothers to pull the enemy out of formation.

Once per battle round, if an AETHON SHAAN model from your army is on the battlefield, you can use the Into Darkness Stratagem for 0CP.

Restrictions

A master of manoeuvre warfare, Aethon Shaan orchestrates battles with absolute precision, deploying, withdrawing and redeploying his battle-brothers to pull the enemy out of formation.

Your army can include RAVEN GUARD units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Blackwing Shroud 25 pts

This mechanical device contains miniaturised refraction fields and electromagnetic interference projectors that distort sensory apparatus, enabling the bearer and their unit to evade detection and infiltrate key positions.

ADEPTUS ASTARTES INFANTRY model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.

  • Coronal Susurrant 30 pts

This wreath of circuitry from the Dark Age of Technology forces a whispering white noise into enemy minds and broadcasts.

PHOBOS model only. The bearer has the following ability:

Lord of Deceit (Aura): Once per turn, when your opponent targets a unit from their army within 12" of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP.

  • Umbral Raptor 15 pts

This warrior is a solitary predator whose footsteps are all but silent and whose form is one with the shadows.

ADEPTUS ASTARTES model only. The bearer has the Stealth and Lone Operative abilities.

  • Hunter’s Instincts 25 pts

Those who master the Path of Ambush guide their forces to launch surprise assaults on the enemy with the precise timing of true hunters.

ADEPTUS ASTARTES model only. In your Movement phase, if the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.


Stratagems

ARMOUR OF CONTEMPT
1CP
Shadowmark Talon – 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
LAY LOW THE TYRANTS
1CP
Shadowmark Talon – Battle Tactic Stratagem
In a storm of blade thrusts and bludgeoning strikes, enemy champions and commanders are laid low, leaving their troops in leaderless disarray.
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.
FEINT AND THRUST
1CP
Shadowmark Talon – Strategic Ploy Stratagem
Retreating from the fight, these warriors lure their enemies on before swiftly turning the tables and hurling themselves into their now overextended foe.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

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. If it is a Phobos or SCOUT SQUAD unit, it is also eligible to shoot and declare a charge in a turn in which it Advanced.
STUNNING FUSILLADE
1CP
Shadowmark Talon – Battle Tactic Stratagem
From darkness and obscuring cover, Raven Guard battle-brothers open fire as one, striking their unaware targets with precision fire.
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.
RAPTORIAL VIGILANCE
1CP
Shadowmark Talon – Battle Tactic Stratagem
The Raven Guard are swift to exploit the movements of their foes, whether to pursue their prey and complete the kill or to make use of an opportunity to fade oncemore from sight.
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 8" of the enemy unit that just ended that move. You cannot target a unit that is within Engagement Range of one or more enemy units.

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.
INTO DARKNESS
1CP
Shadowmark Talon – Strategic Ploy Stratagem
At the opportune moment, Raven Guard 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. You cannot target a unit that is within Engagement Range of one or more enemy units.

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

Forgefather’s Seekers2DP

The Forgefathers of the Salamanders have quested for millennia to find their Primarch’s scattered relics. The incumbent Seeker, Vulkan He’stan, will stop at nothing to see his task done. The battle-brothers who fight at their side are masters of short-ranged firefights and close-quarters engagements. These warriors stride into the midst of their foes, immolating them in tempests of flame or blasting them apart with volleys of bolter fire. Only once the enemy have been reduced to ashes does the Forgefather’s search truly begin.

Detachment Rule

Vulkan’s Quest

Tireless in his pursuit of the Primarch’s legacy, Forgefather Vulkan He’stan annihilates any who impede his quest. Favouring swift, aggressive assaults, he and his warriors close rapidly with the enemy, destroying them at close range with ruthless efficiency

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.

SEEKER’S COMPANIONS
If your army includes VULKAN HE’STAN, during your turn, each INFERNUS SQUAD unit from your army is eligible to do one of the following:
  • Start to perform an Action in a turn in which it Advanced.
  • Shoot in a turn in which it started to perform an Action.

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

Enhancements

  • Immolator 10 pts

Steeped in the Promethean Cult, this battle-brother wields the flamer with unparalleled mastery, turning the battlefield into a burning pyre for the corpses of his foes.

ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristics of Torrent weapons equipped by models in the bearer’s unit.

  • War-tempered Artifice 25 pts

Having laboured long in the Chapter’s forges, this warrior smith has crafted his personal armaments. Each weapon is a masterwork tool of death-dealing, wrought with care and strength, and embellished with the icons of their maker’s brotherhood.

ADEPTUS ASTARTES INFANTRY model only. Add 3 to the Strength characteristic of the bearer’s melee weapons.

  • Forged in Battle 15 pts

To this Angel of Death, war is the anvil upon which their strength is wrought. Every battle is seen as a test in which they and their battle-brothers can prove themselves, and the superior craftsmanship of their weapons and armour.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodified 6.

  • Adamantine Mantle 20 pts

This flowing cloak or finely wrought tabard is laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

ADEPTUS ASTARTES model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made with a Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead.


Stratagems

ARMOUR OF CONTEMPT
1CP
Forgefather’s Seekers – 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CRUCIBLE OF BATTLE
1CP
Forgefather’s Seekers – 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.
WRATHFUL INFERNO
1CP
Forgefather’s Seekers – Strategic Ploy Stratagem
The enemy has closed with your warriors. Now you have them precisely where you want them. Unleash upon them the fires of damnation.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES INFANTRY unit from your army Falls Back.

TARGET: That unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
IMMOLATION PROTOCOLS
2CP
Forgefather’s Seekers – 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 your unit have the [DEVASTATING WOUNDS] ability.
BURNING VENGEANCE
1CP
Forgefather’s Seekers – Battle Tactic Stratagem
To open fire on warriors of the Salamanders is merely to invite one’s own swift destruction.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

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

EFFECT: One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
BLAZING EARTH
1CP
Forgefather’s Seekers – Strategic Ploy Stratagem
When faced with an onrushing horde, the Forgefather’s warriors set fire to the earth beneath their feet, impeding their advance and throwing them into confusion.
WHEN: Start of your opponent’s Charge phase.

TARGET: One ADEPTUS ASTARTES unit from your army equipped with one or more Torrent weapons.

EFFECT: Select one enemy unit (excluding MONSTERS and VEHICLES and units with the FLY keyword) within 12" of and visible to your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).

Hammer of Avernii2DP

The most veteran warriors of the Iron Hands Chapter, Clan Company Avernii are as merciless as they are unstoppable in battle. Marching relentlessly into the teeth of the foe, grim-faced Terminators and heavily augmented Sternguard Veterans sweep the enemy lines with targeting cogitators before eliminating their victims with unmerciful precision. Vanguard and Bladeguard Veterans tap into the volcanic ferocity that always boils – tightly contained – within the hearts of every Iron Hand, launching piledriver assaults into the heart of the enemy lines and slaughtering everything in reach. In the centre of the carnage is Caanok Var himself. He is the ironwrought cogitator that directs the flow of battle, the thundering reactor that fires the ire of his battle-brothers and the piston-driven bludgeon that reduces the foe to bloodied ruin.

Detachment Rule

Calculated Annihilation

Heavily enhanced with augmetics and the weight of many years of combat experience to aid them, the veteran warriors of Clan Company Avernii ruthlessly select and destroy their targets.

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 a Wound roll of 1.

Recalculating

Caanok Var ensures every bolt shell is directed where it serves the greatest purpose.

Once per battle round, after your Oath of Moment target is destroyed, if a CAANOK VAR model from your army is on the battlefield, select one enemy unit visible to that model. That enemy unit becomes your Oath of Moment target until you select a new one.

Restrictions

Caanok Var ensures every bolt shell is directed where it serves the greatest purpose.

Your army can include IRON HANDS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Spiritus Ferrum 25 pts

This ancient augmetic empowers its bearer – and in extremis even their comrades – with the fury of the motive force.

ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearer’s melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by all other models in the bearer’s unit as well.

  • Medusan Roar (Aura) 30 pts

Mounted in the warrior’s gorget, this device amplifies their battle cries into terrifying sonic shock waves.

ADEPTUS ASTARTES model only. While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of the bearer, each time that unit fails a Battle-shock test, one model in that unit is destroyed (chosen by its controlling player). Once per battle, when such an enemy unit fails a Battle-shock test, you can choose for D3 models in that unit to be destroyed in this way instead.

  • Iron Laurel 10 pts

A subcutaneous cranial honour relic, this device contains a strategic orbital upload relay.

ADEPTUS ASTARTES model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of all other models in the bearer’s unit as well.

  • Steel Font 15 pts

An advanced auto-chirurgeon claimed by legend to be the product of Ferrus Manus’ own labours, this device rapidly reknits sundered flesh and armour alike.

ADEPTUS ASTARTES TERMINATOR model only. While the bearer is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.


Stratagems

ARMOUR OF CONTEMPT
1CP
Hammer of Avernii – 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
RUTHLESS BUTCHERY
1CP
Hammer of Avernii – Battle Tactic Stratagem
The Iron Hands elite kill with machine-like relentlessness, and the tempo of slaughter only increases if they have losses of their own to avenge.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Adeptus Astartes Dreadnought, 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 Starting Strength, add 1 to the Wound roll as well.
DOMINATOR BEACON
1CP
Hammer of Avernii – Strategic Ploy Stratagem
These custom-built servo-skulls detach from augmetic tethers as the Iron Hands pass, settling into sentry patterns around vital strategic sites.
WHEN: Your Movement phase.

TARGET: One Adeptus Astartes Dreadnought, 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 end of a phase.
COGITATED FEROCITY
1CP
Hammer of Avernii – Strategic Ploy Stratagem
Running endless up-to-the-second cogitations of their foes’ weak spots and vulnerabilities, Avernii veterans place every blow with punishing precision.
WHEN: Your Fight phase.

TARGET: One Adeptus Astartes Dreadnought, TERMINATOR, BLADEGUARD VETERAN SQUAD, Sternguard Veteran Squad or VANGUARD VETERAN SQUAD unit from your army that has not been selected to fight this phase.

EFFECT: Select either the [SUSTAINED HITS 1] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability.
AUGMETIC FORTITUDE
1CP
Hammer of Avernii – Battle Tactic Stratagem
Gene-wrought flesh reinforced by hardened augmetics and adamantine armour, the warriors of Clan Company Avernii exhibit nigh-supernatural resilience.
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.
DROPSHIP EXTRACTION
1CP
Hammer of Avernii – Strategic Ploy Stratagem
Terminators withdraw from the fight during a lull, board airborne transports and prepare their next assault.
WHEN: End of your opponent’s Fight phase.

TARGET: One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Spearpoint Task Force2DP

When Suboden Khan rides to war, he is accompanied by the cream of the Chapter. Some go to war mounted on Raider-pattern bikes, forming the lance tip by which the enemy line is broken. Stormspeeders skim overhead, harassing the enemy with fire, whilst elite infantry scramble from their transports to exploit the salients their mounted brothers have opened. The First Khan orchestrates these assaults and sweeping flanking manoeuvres from the saddle of his grav bike. He leads from the front, raking the enemy with fire before plunging into their ranks.

Detachment Rule

Storm-swift Onslaught

The White Scars are masters of high-speed tactics and hit-and-run warfare. They do battle on the move and from the saddle, outwitting their enemies with breakneck manoeuvres and melting away one moment only to crash home with bone-crushing force the next.

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

Wrath of the First Khan

As swift and violent as a raging tempest, Suboden Khan drives into and through the heart of the enemy like a thrust lance.

At the end of the Fight phase, if a SUBODEN KHAN unit from your army destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, that unit can make a Normal move of up to 6".

Restrictions

Your army can include WHITE SCARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Spearpoint Paragon 25 pts

Decades of service within the White Scars First Company have helped this superlative warrior master the violent arts of high-speed combat.

ADEPTUS ASTARTES model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer ends a Charge move, until the end of the turn, improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead.

  • Stormseers’ Wisdom 15 pts

The Chapter’s Librarians have made this champion privy to omens of great threats in future wars. Armed with this knowledge, they lead their warriors to war with a boldness that some mistake for recklessness.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit.

  • Hunter’s Eye 20 pts

This augmetic eye enhances the user’s visual spectrum, enabling them to pinpoint heat signatures and cogitate appropriate firing solutions.

ADEPTUS ASTARTES model only. Ranged weapons equipped by models in the bearer’s unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.

  • Chogorian Huntmaster 25 pts

This mounted huntsman knows well the importance of manoeuvre, outflanking the enemy and ambushing unsuspecting foes from the flanks and rear, the better to land the killing blow.

ADEPTUS ASTARTES MOUNTED model only. If the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.


Stratagems

ARMOUR OF CONTEMPT
1CP
Spearpoint 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
SPEAR THRUST AND SABRE SWING
1CP
Spearpoint Task Force – Battle Tactic Stratagem
Some foes can be ended with a single charge. Others require sustained savagery to fell. The White Scars are adept at both methods of fighting.
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] ability. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. If it is a MOUNTED unit, until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities instead.
MOBILE LETHALITY
1CP
Spearpoint Task Force – Battle Tactic Stratagem
The White Scars fight their wars at a furious tempo, and their warriors are adept at fire-and-manoeuvre strategies.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.
HUNTER’S INSTINCTS
1CP
Spearpoint Task Force – Strategic Ploy Stratagem
The White Scars read the ebb and flow of battle with the hungry cunning of raptorial predators, reacting to the enemy’s movements with exceptional rapidity.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ADEPTUS ASTARTES INFANTRY unit or ADEPTUS ASTARTES MOUNTED unit from your army that is within 8" of that enemy unit. You cannot target a unit that is within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to 6".
EVASIVE MANOEUVRES
1CP
Spearpoint Task Force – Battle Tactic Stratagem
Battle-brothers of the White Scars Chapter are born and raised in the saddle. Expert pilots and riders all, they weave through incoming fire with instinctive skill.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE 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, subtract 1 from the Wound roll.
WITHDRAW AND REGROUP
1CP
Spearpoint Task Force – Strategic Ploy Stratagem
The riders and pilots sweep away as swiftly as they arrive, regrouping in preparation for their next assault.
WHEN: End of your opponent’s Fight phase.

TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Vengeful Hosts1DP

VETERANS OF ARMAGEDDON’S WARS, THESE ANGELS OF DEATH BRING VENGEANCE FROM ON HIGH

Detachment Rule

Imperator Unleashed

The warrior hosts deployed in Operation Imperator know they must strike with decisive fury if they are to break their foes.

In a turn a friendly ADEPTUS ASTARTES FLY INFANTRY unit made an ingress/charge move, that unit’s attacks can re-roll hit rolls of 1.

Enhancements

  • Avenging Angel 20 pts

Descending on wings of fire, this warrior spreads terror of Imperial vengeance through the ranks of the foe.

ADEPTUS ASTARTES FLY INFANTRY model only. When this unit ends an ingress move, select up to one enemy unit within 9" of this unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.

  • Orksbane 20 pts

The machine spirit of this ancient relic weapon is said to hate Orks with a vehemence that kills them on contact.

ADEPTUS ASTARTES FLY INFANTRY model only. This model has the following weapon:

Forged by Organghast the Haemomancer, the Blood Glaive absorbs the viscera of those victims it slays. Sloughing off parts of its blade that have become nicked in battle, the freshly harvested gore is used to rehone its crimson edge.

MELEE WEAPONS
RANGE
A
WS
S
AP
D
Orksbane cleave 2
Orksbane cleave 2
Melee
4
2+
8
-2
3

Stratagems

METEORIC ONSLAUGHT
1CP
Vengeful Hosts Stratagem
Jump jets blazing, these Space Marine shock troops slam into their foes with bone-breaking force.
WHEN: Fight phase, when a friendly ADEPTUS ASTARTES FLY INFANTRY unit that made a charge move this turn is selected to attack.

TARGET: That friendly ADEPTUS ASTARTES FLY INFANTRY unit.

EFFECT: Your unit’s melee attacks have +1 S.
PURGE BY SECTORS
1CP
Vengeful Hosts Stratagem
Focused on sweeping the Ork threat from Armageddon, if these warriors find themselves unengaged, they press swiftly onward.
WHEN: End of the Fight phase.

TARGET: One friendly unengaged ADEPTUS ASTARTES FLY INFANTRY unit that was eligible to fight this phase.

EFFECT: Your unit can make a normal move of up to D3+3".
KNOW NO FEAR
1CP
Vengeful Hosts Stratagem
Inspired by duty, these warriors reject dismay and fight on with renewed fury.
WHEN: Your Command phase.

TARGET: One friendly battle-shocked ADEPTUS ASTARTES unit. You can target that unit with this stratagem even though it is battle-shocked.

EFFECT: Your unit is no longer battle-shocked.

Fulguris Task Force1DP

ANTI-GRAV SPEEDERS HIT THE FOE WITH THUNDEROUS FIREPOWER AT DEADLY VELOCITIES

Detachment Rule

Skystrike

With howling engines and a buffeting of anti-gravitic forces, a Chapter’s massed combat skimmers plunge into the midst of battle with guns blazing.


Enhancements

  • Bellicose Weapon SpiritsUPGRADE 15 pts

Entreated by veteran gunners, this skimmer’s potent weapons unleash their spirits’ wrath in bursts of excoriating destruction.

SPEEDER unit only. This unit can re-roll:

  • Damage rolls.
  • Rolls to determine the A of a weapon.

  • Raptorial Cogitator CoreUPGRADE 15 pts

The pinpoint firing solutions woven in runic screed by this vehicle’s logic engine speak to its predatory instincts.

SPEEDER unit only. This unit’s ranged attacks have [IGNORES COVER].


Stratagems

DATA-LINK AUGURY
1CP
Fulguris Task Force Stratagem
Speeder crews are trained to exploit their craft’s reconnaissance augurs in a data-link with its weapons to target suddenly revealed foes.
WHEN: Your Shooting phase, when a friendly SPEEDER unit is selected to shoot.

TARGET: That SPEEDER unit.

EFFECT: Select one enemy unit within 24" of your unit. That enemy unit has +6" detection range until your unit has shot.
REACTIVE EVASION
1CP
Fulguris Task Force Stratagem
Triggering sudden flows of power to engines and manoeuvring planes, aggressive advances by the foe can be left foundering in a skimmer’s wake.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged SPEEDER unit.

TARGET: That SPEEDER unit.

EFFECT: Your unit can make a normal move of up to D3+3".
ANTI-GRAV SURGE
1CP
Fulguris Task Force Stratagem
The anti-grav plates of this combat skimmer thrum with extra power, powering the craft into the atmosphere from where it can redeploy.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged SPEEDER unit.

EFFECT: Place your unit in strategic reserves.

Librarius Conclave1DP

WARRIOR‑MYSTICS OF THE CHAPTER UNLEASH SUPERNATURAL WARP‑FUELLED POWERS

Detachment Rule

Psychic Disciplines

Librarians spend their lives mastering psychic disciplines, learning how to manipulate the energies of the Immaterium to confound their foes and embolden their battle-brothers.

At the start of the battle round, select one of the following Psychic Disciplines abilities. Friendly ADEPTUS ASTARTES PSYKER units have that ability until the end of the battle round.
  • Biomancy Discipline: This unit has +2" M.
  • Divination Discipline: This unit’s attacks can:
    • Re-roll hit rolls of 1.
    • Re-roll wound rolls of 1.
  • Pyromancy Discipline: This unit’s ranged attacks that target an enemy unit within 12" of this unit have +1 AP.
  • Telekinesis Discipline: Ranged attacks that target this unit have -1 S.
  • Telepathy Discipline: This unit’s attacks can ignore modifiers to BS, WS and hit rolls.

Enhancements

  • Celerity 35 pts

The powers of the Immaterium flow through the psyker, heightening his speed and that of his battle-brothers.

ADEPTUS ASTARTES PSYKER model only.

  • When this unit is selected to make an advance move, that move does not prevent this unit from being eligible to declare a charge.
  • When this unit is selected to make a fall-back move, if this unit has the Biomancy Discipline ability, that move does not prevent this unit from being eligible to declare a charge.

  • Prescience 20 pts

Those who specialise in prognostication may foresee the flow of battle and position their allies accordingly.

ADEPTUS ASTARTES PSYKER model only (excluding TERMINATOR models). (Once per turn per unit) In your opponent’s Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a normal move of:

  • Up to D6".
  • Or: If this unit has the Divination Discipline ability, up to 6".

  • Obfuscation 25 pts

By manipulating the minds of the foe, practitioners of telepathy may obfuscate their presence.

ADEPTUS ASTARTES PSYKER model only.

  • Enemy units cannot target this unit with snap shooting attacks.
  • If this unit has the Telepathy Discipline ability, this unit has -3" detection range.

  • Temporal Corridor 25 pts

Folding existence around an invisible path along which time is altered, the Librarian propels his allies across the battlefield with supernatural swiftness.

ADEPTUS ASTARTES PSYKER model only.

  • If this unit has the Telekinesis Discipline ability, this unit has Deep Strike.
  • At the end of your opponent’s Fight phase, if this unit is unengaged, you can use this ability. If you do:

  • Fusillade 25 pts

The Librarian wreathes the ammunition of his allies in armour-eroding halos of azure fire.

ADEPTUS ASTARTES PSYKER model only. This unit’s ranged attacks have:

  • [LETHAL HITS]
  • If this unit has the Pyromancy Discipline ability, [SUSTAINED HITS 1].

Subversion Assets1DP

STEALTHY BATTLE-BROTHERS AND NEOPHYTES ELIMINATE THE FOE'S LURKING THREATS

Detachment Rule

Nowhere to Hide

With transhuman instincts, auto-senses, and more specialised equipment, a Chapter’s masters of clandestine warfare are able to unmask the foe, leaving them ripe for swift eradication.

Friendly PHOBOS/SCOUT SQUAD units have the following ability:

Transhuman Perception: In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is detected:
  • While a unit is detected, that unit has +3" detection range.

Enhancements

  • Shroud Field 20 pts

This camouflaging field projector employs a chameleonic twisting of emissions whose secrets the Techmarines cannot reproduce. It mantles its bearer as if with a spectral shroud and masks his approach to his doomed target.

PHOBOS model only. This model has:

  • Lone Operative.
  • Stealth.

  • Death in the DarkUPGRADE 15 pts

To slay the hidden foe where they lurk, where their deaths go unmarked and unremembered, is to deny their hateful lives meaning.

INFANTRY PHOBOS unit only. This unit’s attacks that target a hidden unit have +1 to hit rolls.


Stratagems

ADAPTIVE OPERATIONS
1CP
Subversion Assets Stratagem
Those warriors who operate far from Chapter reinforcement maintain their lethal fire even while conducting vital strategic operations.
WHEN: Your Shooting phase, when a friendly PHOBOS/SCOUT SQUAD unit starts an action.

TARGET: That PHOBOS/SCOUT SQUAD unit.

EFFECT: That action does not prevent your unit from being eligible to shoot.
STRIKE FROM THE SHADOWS
1CP
Subversion Assets Stratagem
Holding to the shadows and choosing victims with care, stealthy warriors winnow the enemy ranks without ever revealing their positions.
WHEN: Your Shooting phase, when a friendly PHOBOS/SCOUT SQUAD unit has shot.

TARGET: That PHOBOS/SCOUT SQUAD unit.

EFFECT: Those ranged attacks do not prevent your unit from being hidden.
CLOAKED POSITION
1CP
Subversion Assets Stratagem
When still, silent and further masked by cameleoline materials or drifting smoke, a Chapter’s forward operatives are almost impossible to spot until it is too late.
WHEN: Start of your opponent’s Movement phase.

TARGET: One friendly unengaged PHOBOS/SCOUT SQUAD unit.

EFFECT: Your unit has -3" detection range until the end of the turn.

Black Templars Codex Supplement

Introduction

Below you will find several Black Templars Detachments you can select from, as described in the Core Rules (sec the Select Detachment rules step, page 56). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Black Templars - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here (see the Select Units). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Templar Vows

On the eve of battle, the Black Templars gather to be led in prayer and contemplation by their champions. United in their hatred of the foe, they swear a mighty vow to uphold in the battle ahead.

If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

Abhor the Witch, Destroy the Witch

  • This unit’s melee attacks that target a PSYKER unit have [PRECISION].
  • When this unit declares a charge, If an enemy PSYKER unit is within 12" of this unit, you can use this part of this ability. If you do:
    • This unit can re-roll that charge roll.
    • This unit must end that charge move engaged with one or more of those enemy PSYKER units.

Accept Any Challenge, No Matter the Odds

Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

Suffer Not the Unclean to Live

This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.

Uphold the Honour of the Emperor

If this unit has the INFANTRY keyword:

  • At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
  • If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.


Heirs of Sigismund

  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that units Chapter. For example, High Marshal Helbrecht has both the ADEPTUS ASTARTES and BLACK TEMPLARS Faction keywords, and is therefore from the Black Templars Chapter.
  • You cannot include units from more than one Chapter in your army.
  • If your army includes one or more units from the Black Templars Chapter or you are using one of the Detachments found below:

Companions of Vehemence2DP

The most zealous hosts of the Black Templars kindle their hatred of the God-Emperor’s foes until it is a raging inferno; this visceral enmity is used by Companions of Vehemence to fuel violent surges into the enemy lines. These strike forces are spurred on by the ferocious battle litanies of Chaplains and inspired by the bloody deeds of Judiciars. Vox-augmented sermons of detestation resound across the battlefield, followed by the catechistic crackles of disruption fields, the angry buzz of chainswords and the screams of the cursed. The renowned speed and brutality of the Adeptus Astartes are infused with the crusaders’ zealotry. They race from one living enemy to the next alongside battle tanks that crush the fallen beneath bloodied tracks. Supporting squads, meanwhile, unleash thunderous volleys at close range, eager to rush into the fray should anything escape their fusillades. Those enemies who flee merely prolong their terror, for the Black Templars are aspects of the God-Emperor’s inescapable judgement made manifest.

Detachment Rule

Righteous Fervour

With their zealous hatred stoked red-hot by furious sermons and inflammatory prayers, Companions of Vehemence are filled with a wrathful vigour. Only the deaths of the God-Emperor’s enemies can assuage their fury, and they will let nothing delay them from unleashing it.

You can re-roll Advance and Charge rolls made for ADEPTUS ASTARTES units from your army.

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

Enhancements

  • Incendiary Animus 25 pts

This inspirational warrior exudes fierce contempt and loathing for the Emperor’s foes, inciting such apoplectic revulsion in their battle-brothers as to drive their blows with vicious strength.

Chaplain or JUDICIAR model only. Improve the Armour Penetration characteristic of melee weapons equipped by models in the bearer’s unit by 1.

  • Oathbound Exemplar 15 pts

With a ceaseless and booming oratory, this commander exhorts his warriors in their duty to the Emperor. Honour, he declaims, must be pursued relentlessly.

ADEPTUS ASTARTES INFANTRY model only. Add 1 to Advance rolls made for the bearer’s unit. If the mission pack you are playing features Actions, the bearer’s unit is eligible to start to perform an Action in a turn in which it Advanced.

  • Merciless Denunciation 25 pts

Through roared words or ruthless deeds, may the blasphemous be denounced and the worthy driven into a furious rage of sanctified slaughter.

Chaplain or JUDICIAR model only. Each time a model in the bearer’s unit makes a melee attack, you can re-roll the Hit roll.

  • Zealous Vanguard 20 pts

This warrior is an unstoppable crusader whose hearts burn like twin pyres of eager zeal. Ever at the forefront of combat, he leads his warriors as the tip of the crusades blade.

ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability.


Stratagems

DEVOUT PUSH
1CP
Companions of Vehemence – Battle Tactic Stratagem
With a zealous cry, the Black Templars press forward, using their ceramite-armoured bulk to smash into the foe and overwhelm the enemy's lines.
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, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

RESTRICTIONS: A unit cannot be targeted with this and the Hearts Hardened to Duty Stratagem in the same phase unless it has the Chaplain or JUDICIAR keywords.
HEARTS HARDENED TO DUTY
1CP
Companions of Vehemence – Strategic Ploy Stratagem
To suffer not blind aggression is to evade the snares of foul deceit and honourably reject self-aggrandisement.
WHEN: Fight phase, just before an ADEPTUS ASTARTES INFANTRY unit from your army Consolidates.

TARGET: That ADEPTUS ASTARTES INFANTRY unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it does not need to end that move closer to the closest enemy model (or the closest enemy unit if the Suffer Not the Unclean to Live Vow is active for it).
FOR THE EMPEROR'S HONOUR!
1CP
Companions of Vehemence – Battle Tactic Stratagem
Filled with the spirit of Sigismund, his heirs seek out the foe's dark and unclean champions so that they may be crushed in the sight oftheirthralls.
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.
PIOUS ENMITY
1CP
Companions of Vehemence – Battle Tactic Stratagem
The warrior priests of a crusade drive Sigismund's heirs into the heart of battle, daring the greatest abominations to face their spiritual strength.
WHEN: Fight phase.

TARGET: One Chaplain or JUDICIAR 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 that targets an enemy unit, re-roll a Hit roll of 1. If that target is a MONSTER or VEHICLE unit, re-roll a Wound roll of 1 as well.
HERESY BEGETS RETRIBUTION
1CP
Companions of Vehemence – Strategic Ploy Stratagem
Where enemies dare threaten the warriors of the God-Emperor or seek to escape their deserved death, there must be swift retribution.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One CHAPLAIN or JUDICIAR unit from your army that is within 8" of that enemy unit and is not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a surge move of up to D6".
DREAD CRUSADERS
1CP
Companions of Vehemence – Strategic Ploy Stratagem
To face the Emperor's transhuman crusaders as they chant their litanies of detestation can chill the soul.
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 one of the targets of that charge.

EFFECT: That enemy unit must take a Battle-shock test, subtracting 1 from the result.

Vindication Task Force2DP

Sacred standards and consecrated banners in great numbers anoint the consecrated battlegrounds of Vindication Task Forces. These brotherhoods stamp the God-Emperor’s undeniable authority wherever they strike. Cleaving to the purity of their mission with the stubborn tenacity of Dorn, the Black Templars ruthlessly extinguish their foe from holy sites and bludgeon any attempts to retake them. Veteran Ancients brandish the icons and heraldries of the crusade in pious defiance, the standards’ radiance declaring the God-Emperor’s sovereignty, and each a challenge to his enemies. In sight of them, the holdouts of heretics are revealed and put to righteous flame. Sorcerous corruption is wiped clean in barrages of scripture-incised missiles, while xenos forts are torn down by the pilots of hulking warsuits and revered Dreadnoughts. Inspired by the honour of iconic reliquaries, millennia-old shrouds and hallowed tapestries, the Black Templars reclaim and reconsecrate the Emperor’s domain with blood.

Detachment Rule

Purge and Sanctify

As the battle-brothers of a Vindication Task Force purge the Emperor’s domain in fire and blood, they see their holy quest as recovering Humanity’s rightful dominion. They scour the stain of the unclean, topple false idols, breach strongholds of unholy faith and plant the crusade’s standards in their place, branding such sites with the sacred icons of their brotherhood.

  • Each time an attack targets an ANCIENT unit from your army, if that unit is within range of one or more objective markers and the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.
  • Each time a friendly CRUSADER SQUAD unit makes a surge move, instead of selecting a surge target, you can can select the closest objective to that unit. When that unit makes that surge move, each model in that unit must end that surge move as close as possible to that objective instead.

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

Enhancements

  • Imperialis of the Eternal Crusade 15 pts

This gleaming finial is said to have once topped Terra’s holiest spire and been gifted by the third Ecclesiarch to the High Marshal. It radiates an imperious superiority, buffeting impure minds with bellicose neural suppression until those who mean the bearer ill are left staggering.

ANCIENT model only. Each time an enemy unit selects the bearer’s unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any olher negative modifiers to that Charge roll).

  • Consecrating Aura 25 pts

The piety and honour of this warrior can be felt wherever he fights. His presence rouses the ardent souls of the Black Templars, warding Sigismund’s heirs from the blasphemy of the unbeliever.

ADEPTUS ASTARTES model only. Models in the bearer’s unit have a 5+ invulnerable save.

  • Orb of the Emperor’s Aegis 10 pts

What Dark Age technology may lie inside this icon-wreathed sphere pales compared to its true power: that of the Emperor’s blessing. When activated, the orb briefly emits a glowing nimbus of protective energy so powerful that it can hold back the corruptive fury of the naked Warp. Thus shielded, Black Templars may use their fleet’s teleportarium shrines even without the awesome protection of Terminator armour.

ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Deep Strike ability.

  • Warden of Honour 20 pts

This lauded guardian is trusted with the stewardship of the crusade’s most precious standards. His unyielding presence and preservation of his charge amidst fire and heresy inspire his brothers to acts of extreme heroism.

CRUSADE ANCIENT model only. While the bearer is leading a unit, each time you roll one D6 for the bearer’s Vengeful Exhortation ability, add 1 to the result.


Stratagems

REFUSAL TO YIELD
1CP
Vindication Task Force – Epic Deed Stratagem
Where honour is upheld, the Emperor's divinity may manifest to grant his pious warrior new strength.
WHEN: Any phase, just after an ANCIENT model from your army is destroyed.

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

EFFECT: At the end of the phase, set your model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining.

RESTRICTIONS: You cannot target the same model with this Stratagem more than once per battle.
LITANIES OF PURGATION
1CP
Vindication Task Force – Battle Tactic Stratagem
Where the Emperor's domain is imperilled by the unholy, the Black Templars vow to cleanse it.
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 an attack, if that model’s unit is within range of one or more objective markers or the target unit is within range of one or more objective markers, improve the Armour Penetration characteristic of that attack by 1.
SPOOR OF THE UNHOLY
1CP
Vindication Task Force – Battle Tactic Stratagem
Perhaps guided by visions from the Emperor, Black Templars can pick out heresy wherever it lurks.
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, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll.
RECLAIM OUR HONOUR!
1CP
Vindication Task Force – Strategic Ploy Stratagem
The sacred standards of a crusade embody its warriors' honour, and no one would see them lost.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys an ANCIENT model from your army that has not been targeted with the Refusal to Yield Stratagem this phase.

TARGET: One ADEPTUS ASTARTES unit from your army visible to that enemy unit.

EFFECT: Until the end of the battle, each time an ADEPTUS ASTARTES model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll.

RESTRICTIONS: You cannot target that ANCIENT model with the Refusal to Yield Stratagem this phase.
RECITATION OF THE REVERED
1CP
Vindication Task Force – Strategic Ploy Stratagem
The Ancient leads a deafening recital of his banner's honours, the projected chant's zeal shaking the foe.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ANCIENT 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, subtract 1 from the Hit roll.
PERFERVID INTERVENTION
2CP
Vindication Task Force – Strategic Ploy Stratagem
When the Emperor blesses his crusaders with the opportunity to seize the initiative, none refuse.
WHEN: End of your opponent’s Charge phase.

TARGET: One ADEPTUS ASTARTES unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Godhammer Assault Force2DP

An armoured assault by the Black Templars has been likened to the holy spears of devastation unleashed by lascannons of the venerable Land Raider. Godhammer Assault Forces are mechanised spearheads built around a core of heavily armoured transports. Mobile artillery keep pace with their advance, suppressing desperate attempts to stall the crusaders. Assault tanks crack open enemy fortifications. Squadrons of attack craft and bikers scythe down attempts to outflank the wedge of sanctified adamantine while dropships scar the skies with blazing contrail brands. By the time the mailed fist strikes, the foe are already reeling. Land Raiders, Rhinos and Repulsors shielded by blessed armour scatter fleeing soldiers and smash through obstructions. As the pugnacious transports’ assault ramps slam down, built-in vox-emitters blare the battle oaths of the Black Templars, and the crusade’s elite are disgorged into the foe’s vulnerable heart. Where a Godhammer Assault Force strikes, little is left but rubble and ruin.

Detachment Rule

Shock and Awe

An armoured assault by the crusaders of the Emperor is terrifying to behold. The doomed enemy are pummelled by heavy weapons fire and deafened by the roar of engine spirits in the moments before the strike falls, their comrades crushed by heavy treads. When the assault ramps slam down and the Black Templars storm forth, what little cohesion their foes retain melts away before the crusaders’ holy wrath.

  • Each time an ADEPTUS ASTARTES unit from your army declares a charge, if it disembarked from a TRANSPORT this turn, after selecting the targets of that charge, select one of those targets; that enemy unit must take a Battle-shock test.
  • Each time a model in an ADEPTUS ASTARTES unit from your army makes a melee attack, if it disembarked from a TRANSPORT this turn, add 1 to the Hit roll.

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

Enhancements

  • Paragon of Fury 25 pts

This crusaders hatred for the heretic and the unbeliever burns with the fury of a newborn star.

ADEPTUS ASTARTES model only. Add 2 to the Strength characteristic of melee weapons equipped by the bearer. Each time a melee attack made by the bearer is allocated to an enemy model, if the bearer disembarked from a TRANSPORT this turn, add 1 to the Damage characteristic of that attack.

  • Battle-psalm Precentor 10 pts

The chanted oratory of this commander rises in volume and stentorian vehemence as he leads his brothers into the charge until he seems like a wrathful war deity closing with his ungodly prey.

ADEPTUS ASTARTES model only. Each time the bearer’s unit declares a charge, if an enemy unit takes a Battle-shock test as a result of the Shock and Awe Detachment rule, subtract 1 from that Battle-shock test.

  • Augury Servo-host 15 pts

This warrior's auto-senses are linked to a circling host of servo-skulls crafted from the remains of favoured serfs and failed neophytes. Fitted with ocular probes and sensor vanes, they provide the Black Templar with advanced targeting information to pick out the unbelievers who cower in concealment.

ADEPTUS ASTARTES model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. Until the end of the phase, models in that unit cannot have the Benefit of Cover.

  • Herald of Sacred Slaughter 15 pts

A pious harbinger of the crusade’s destructive potential, this warrior pushes forward at the first opportunity, eager to bring the Emperor’s judgement to the foe.

ADEPTUS ASTARTES model only. In the Declare Battle Formations step, if the bearer starts the battle embarked within a DEDICATED TRANSPORT, that DEDICATED TRANSPORT has the Scouts 9" ability.


Stratagems

A CEASELESS CAUSE
1CP
Godhammer Assault Force – Strategic Ploy Stratagem
There is no room for hesitation or exultation for the Black Templars. With one knot of blasphemy expunged, the crusaders surge in search of the next.
WHEN: End of the Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was eligible to fight this phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn.
UNCOMPROMISING EGRESS
1CP
Godhammer Assault Force – Strategic Ploy Stratagem
Little can threaten to overwhelm the venerable Land Raider. Its multiple, hydraulically augmented assault ramps slam into closing aggressors, enabling its deadly cargo to deploy quickly.
WHEN: Your Movement phase.

TARGET: One LAND RAIDER model from your army that has not been selected to move this phase.

EFFECT: One ADEPTUS ASTARTES unit embarked within your LAND RAIDER can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your LAND RAIDER and can be set up within Engagement Range of one or more enemy units.
GAUNTLET OF THE GOD-EMPEROR
1CP
Godhammer Assault Force – Strategic Ploy Stratagem
Like the mailed fist of the Master of Mankind, the crusade's armoured battle tanks, transports and combat walkers smash their way through choked war zones to reach those deserving execution.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES VEHICLE model from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your model makes a Normal or Advance move, it can move horizontally through terrain features.
FOCUSED HATRED
1CP
Godhammer Assault Force – Strategic Ploy Stratagem
Surging from assault ramps, the Black Templars let none bar them from the most unholy threats, using their armoured might to bludgeon a path into battle.
WHEN: Your Charge phase, just after you make a Charge roll for an ADEPTUS ASTARTES unit from your army that disembarked from a TRANSPORT this turn.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the phase, each time your unit makes a Charge move, models in your unit can move through models (when doing so, its models can move within Engagement Range of enemy models, but they can only end that move within Engagement Range of enemy models if those enemy models belong to a unit that your unit declared a charge against this turn).
CONDEMNATORY INFO-SCREED
1CP
Godhammer Assault Force – Battle Tactic Stratagem
Prepared within their troop compartment by a broadcast litany of their foe's ungodly sins, the crusaders emerge with their hearts full of hatred.
WHEN: Your 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 an attack, if it disembarked from a TRANSPORT this turn, re-roll a Wound roll of 1. If that TRANSPORT has the LAND RAIDER keyword, you can re-roll the Wound roll instead.
BLESSED HULL
2CP
Godhammer Assault Force – Battle Tactic Stratagem
Their hulls blessed by the chants of Techmarines and their prayer-servitors, a crusade’s war engines can be entreated to withstand the most malign attacks.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES VEHICLE 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 is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

Marshal’s Household1DP

WARRIOR‑KNIGHTS – EACH A CHAMPION OF MARTIAL FAITH – STRIKE WITH UNCOMPROMISING FERVOUR

Detachment Rule

Faith-fuelled Resolve

Uncompromising in their faith, a crusade’s Sword Brethren are blazing beacons of intolerant resolve capable of holding back hordes of blasphemous foes from sites sacred to the Black Templars.

Friendly SWORD BRETHREN SQUAD units have +1 OC.

Restrictions: Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Fervent ExemplarsUPGRADE 10 pts

Paragons of their crusade’s inexorable wrath, these Sword Brethren have earned a reputation for carving a path to victory through their foes, unable to rest while one enemy yet lives.

SWORD BRETHREN SQUAD unit only. This unit has +1 to charge rolls.

  • Inheritors of SigismundUPGRADE 15 pts

These warrior elites have achieved feats of bloody slaughter against the most deadly of the God-Emperor’s foes, executing them in displays of such blisteringly swift attacks that it is clear they share a sliver of Sigismund’s own skill.

SWORD BRETHREN SQUAD unit only. This unit has Fights First.


Stratagems

SLAYERS OF ABOMINATIONS
1CP
Marshal’s Household Stratagem
The largest manifestations of the foe’s sin are branded unholy abominations, challenges which a crusade’s champions gladly meet to drive their sanctified weapons deeply beneath their hides.
WHEN: Fight phase, when a friendly SWORD BRETHREN SQUAD unit is selected to fight.

TARGET: That SWORD BRETHREN SQUAD unit.

EFFECT: Your unit’s melee attacks that target a MONSTER/VEHICLE unit have +2 S.
BLADE OF DETESTATION
1CP
Marshal’s Household Stratagem
With roared litanies and incendiary hatred, the Sword Brethren plunge into their foe like a white-hot blade, their armoured momentum cracking armour, crushing bones, and trampling the foe underfoot.
WHEN: Your Charge phase, when a friendly SWORD BRETHREN SQUAD unit ends a charge move.

TARGET: That SWORD BRETHREN SQUAD unit.

EFFECT: Select one enemy unit engaged with your unit. Roll one D6 for each model in your unit engaged with that enemy unit:
  • For each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
UNSPARING EXECUTION
1CP
Marshal’s Household Stratagem
Those who attempt to flee their rightful death only stoke their executioners’ hatred all the hotter. None can be spared the God-Emperor’s wrath.
WHEN: Your opponent’s Movement phase, when a unit is selected to make a fall-back move, if that unit is engaged with a friendly SWORD BRETHREN SQUAD unit.

TARGET: That SWORD BRETHREN SQUAD unit.

EFFECT: When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode, with -1 to those hazard rolls if that enemy unit is battle-shocked.

The Living Miracle1DP

THE MANIFESTATION OF THE GOD-EMPEROR’S WILL IS BLESSED WITH VISIONS OF EXCEPTIONAL DEEDS

Detachment Rule

Anointed Champion

The warrior anointed as Emperor’s Champion by a crusade’s Chaplains is marked as such by the divine omens which assail him. With these visions as a guide, and having devoted what remains of his existence to the rigorous perfection of the blade, the Emperor’s Champion becomes a force of righteous and unerring destruction.

  • When a friendly EMPEROR’S CHAMPION unit is selected to fight, that model’s melee attacks can:
    • Re-roll one hit roll.
    • Re-roll one wound roll.
  • Enhancements selected from this detachment do not count towards the total number of enhancements in your army.

Restrictions: Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Guiding Omens 15 pts

The holy visions which fill the mind of the Emperor’s Champion on the eve of battle are clear to those of unwavering faith: they tell of the foes he will strike down, of the pious deeds he must commit, and the paths to be bloodily carved in his merciless crusade, all in the God-Emperor’s name.

EMPEROR’S CHAMPION model only. At the start of the first battle round, you can select up to three of the following abilities. This model has those abilities until the end of the battle:

  • Instrument of the God-Emperor (Once per battle, per army): In the Fight phase, when this unit is selected to fight, if this unit is engaged with an enemy CHARACTER unit, you can use this ability. If you do, this model’s melee attacks have [DEVASTATING WOUNDS].
  • Foreseen Paths of the Unholy: This unit has -3" detection range.
  • Vision of Momentous Brutality: This model’s melee attacks have +2 A.
  • Augury of Retribution: Melee attacks that target this unit have [HAZARDOUS].
  • Omen of Sacred Intervention: When you target this unit with the Heroic Intervention stratagem, that use is -1 CP.
  • Harbinger of Judgement: When an enemy unit (excluding MONSTER/VEHICLE units) engaged with this model is selected to make a fall-back move, roll one D6:
  • On a 2+, that enemy unit suffers D6 mortal wounds.
  • Wrathful Procession1DP

    CHAPLAINS STOKE THEIR BATTLE-BROTHERS' FANATICISM TO WITHSTAND THE FOE'S UNHOLY ATTACKS

    Detachment Rule

    Chant of Deathless Devotion

    With wrathful litanies, a crusade’s Chaplains rouse the ardent souls of their battle-brothers, calling upon their faith in the God-Emperor to shield them from the blasphemy of the unbeliever.

    Friendly CHAPLAIN units have 5+ InSv against ranged attacks.

    Restrictions: Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

    Enhancements

    • Benediction of Fury 15 pts

    Borne through a dozen bloody and hard-fought crusades, this crozius arcanum’s unique empathokinetic circuitry has absorbed the bellicosity and righteous wrath of every Chaplain who has ever wielded it. As a result, it now strikes with the force of a thunderbolt.

    CHAPLAIN model only. This model’s melee attacks have [DEVASTATING WOUNDS].

    • Adaptable Executioner 20 pts

    No blasphemous tyrant is safe from this zealot's wrath, no matter the numbers or the qualities of the deluded guardians they throw in his path.

    EXECRATOR model only. When this unit is selected to fight, this model’s melee attacks have:

    • [CLEAVE 1].
    • Or: [PRECISION].


    Stratagems

    FUELLED BY FAITH
    1CP
    Wrathful Procession Stratagem
    So powerfully gripped by holy fervour are these warriors that they fight on through even the most grievous wounds to body and mind.
    WHEN: Any phase, when a friendly CHAPLAIN unit suffers a mortal wound.

    TARGET: That CHAPLAIN unit.

    EFFECT: Your unit has Feel No Pain 4+ against mortal wounds.
    CASTIGATE THE DEMAGOGUES
    1CP
    Wrathful Procession Stratagem
    There is nowhere that the architects of heresy can hide from the righteous judgement of the Black Templars.
    WHEN: Fight phase, when a friendly CHAPLAIN unit is selected to fight.

    TARGET: That CHAPLAIN unit.

    EFFECT: Your unit’s melee attacks have [PRECISION].
    RITE OF PERFERVID WRATH
    1CP
    Wrathful Procession Stratagem
    With a bellowed oath to Rogal Dorn, Chaplains lead their warriors plunging into the foe’s midst, shattering armour and crushing skulls with blows granted the strength of their devotion.
    WHEN: Fight phase, when a friendly CHAPLAIN unit is selected to fight.

    TARGET: That CHAPLAIN unit.

    EFFECT: Your unit’s melee attacks have +1 S.

    Blood Angels Codex Supplement

    Introduction

    Below you will find several Blood Angels Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Blood Angels - the rules they include are as follows:

    1
    DETACHMENT RULE
    The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

    2
    ENHANCEMENTS
    When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here(see the Select Units). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your Characters Enhancements.

    3
    STRATAGEMS
    Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

    Army Rules

    The Sons of Sanguinius

    The noble Blood Angels favour swift, mobile warfare. Clad in crimson, the Sons of Sanguinius close in on their foes with lightning speed. Above, angels clad in burnished gold soar from the heavens to crash into their foes. The Death Company, afflicted by a terrible genetic curse, thunder into the foe with inhuman savagery, their black plate flecked with the blood of their victims.

    • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit's Chapter. For example, Lemartes has both the ADEPTUS ASTARTES and BLOOD ANGELS Faction keywords, and is therefore from the Blood Angels Chapter.
    • You cannot include units from more than one Chapter in your army.

    Designer’s Note: The rules presented in this section assume that the ADEPTUS ASTARTES units in your army are from the Blood Angels Chapter, but they can also be used to represent any Blood Angels successor Chapter, such as one described in the background section of this book, or even one of your own invention. However, players who wish to faithfully recreate the Blood Angels Chapter on the tabletop should only include BLOOD ANGELS EPIC HEROES if their collection is intended to represent the First Founding Chapter itself; Mephiston is the Chief Librarian of the Blood Angels, for example, and not of any of their successors.

    Liberator Assault Group3DP

    Detachment Rule


    Red Thirst

    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.

    Enhancements

    • Speed of the Primarch 25 pts

    Such is this warriors rage-fuelled speed, it is as if the Primarch himself fights alongside his sons.

    ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

    • Rage-fuelled Warrior 35 pts

    Fury burns in this warrior's soul. A single moment of savage brutality stands between them and the maddening embrace of the Black Rage.

    ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearers melee weapons have the [sustained hits 3] ability.

    • Icon of the Angel 20 pts

    The Icon of the Angel reminds the Blood Angels of the heretics who fled after laying low Sanguinius, exhorting them to let no enemy escape their grasp again.

    ADEPTUS ASTARTES model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.

    • Gift of Foresight 15 pts

    This heroic warrior bears a glimmering of Sanguinius' prophetic gifts. Flashes of foresight allow him to weave around his enemy's blows with supernatural skill.

    ADEPTUS ASTARTES model only. Once per battle round, just after making a Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6 instead.


    Stratagems

    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.
    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 attacking unit has finished making its attacks, 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 by models in your unit. Until the end of the turn, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in your unit.
    RED RAMPAGE
    1CP
    Liberator Assault Group – Battle Tactic Stratagem
    In times of great desperation, fury and ferocity can be a warrior's strongest allies.
    WHEN: Fight phase.

    TARGET: One 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.
    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.
    UNIQUE: DOOMED

    The Lost Brethren2DP

    Detachment Rule

    A Noble Death in Combat

    For the lost brothers of the Death Company one final battle remains. The sacrifice of each fallen warrior inspires his surviving brothers to ever greater acts of savage violence.

    Each time a DEATH COMPANY model from your army makes a melee attack, re-roll a Wound roll of 1 if that model’s unit is below its Starting Strength; if that model’s unit is Below Half-strength, you can re-roll the Wound roll instead.

    KEYWORDS
    If you select this Detachment, DEATH COMPANY MARINES and DEATH COMPANY MARINES WITH BOLT RIFLES units from your army have the BATTLELINE keyword.

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

    Enhancements

    • Sanguinius’ Grace 20 pts

    As maddening hallucinatory memories of long-forgotten battles flash across this warriors mind, he is granted a sliver of the Primarchs combat prowess.

    DEATH COMPANY model only. Once per battle, at the end of the Fight phase, if the bearer is within Engagement Range of three or more enemy models, the bearer can fight one additional time.

    • Blood Shard 25 pts

    Spiritual energy flows from this crimson gem, filling its bearer with a ferocious desire to tear their foes limb from limb. Those infused with its energies may fight on despite suffering seemingly mortal wounds.

    DEATH COMPANY model only. The first time the bearer is destroyed, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining.

    • To Slay the Warmaster 15 pts

    Overcome by maddening hallucinations, this warrior sees in all enemy champions glimmers of Horus' dark majesty and thus strives to destroy them.

    DEATH COMPANY model only. Once per battle, at the start of the Fight phase, if the bearer is within Engagement Range of one or more enemy CHARACTER units, you can select one of those CHARACTER units and roll six D6: for each 4+, one CHARACTER model in that unit suffers 1 mortal wound.

    • Vengeful Onslaught 10 pts

    This Son of Sanguinius appears to the brothers of the Death Company as a paragon of their Primarchs martial prowess. Should he fall in battle, the vengeful fury of the Lost will be inflamed.

    DEATH COMPANY model only. It the bearer is destroyed, until the end of your next turn, each time a friendly DEATH COMPANY model makes an attack, add 1 to the 1 Hit roll.


    Stratagems

    GLORIOUS SACRIFICE
    1CP
    The Lost Brethren – Epic Deed Stratagem
    Even in death, the Lost bring victory to their Chapter.
    WHEN: Any phase.

    TARGET: One DEATH COMPANY unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

    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.
    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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
    FINAL RETRIBUTION
    1CP
    The Lost Brethren – Epic Deed Stratagem
    These battle-brothers have already accepted their deaths. They now seek to strike one last, telling blow against the enemy.
    WHEN: Fight phase, just after an enemy unit has selected its targets.

    TARGET: One DEATH COMPANY 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 your unit is within 12" of one or more friendly Chaplain models; on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
    FURIOUS ONSLAUGHT
    1CP
    The Lost Brethren – Battle Tactic Stratagem
    The Lost push towards new foes, the bloodlust in their veins enhancing their preternatural speed.
    WHEN: Fight phase.

    TARGET: One DEATH COMPANY unit from your army, just before that unit Piles-in.

    EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3". If your unit is within 12" of one or more friendly Chaplain models, or if it is below Starting Strength, it can move up to 6" instead. In either case, it can only do so provided your unit ends that Pile-in move in Unit Coherency and within Engagement Range of one or more enemy units.
    LOST TO RAGE
    1CP
    The Lost Brethren – Battle Tactic Stratagem
    The Lost are consumed utterly by rage.
    WHEN: Fight phase.

    TARGET: One DEATH COMPANY unit from your army that is below Starting Strength and has not been selected to fight this phase.

    EFFECT: Until the end of the phase, improve the Attacks, Stength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1 and, unless your unit is within 12" of one or more friendly Chaplain models, until the end of the phase, those weapons have the [HAZARDOUS] ability.
    WRATHFUL RAMPAGE
    1CP
    The Lost Brethren – Strategic Ploy Stratagem
    So lost to rage are the Death Company that they surge unstoppably into battle, eagerly outpacing their brothers.
    WHEN: Your Movement phase, just after a DEATH COMPANY unit from your army Advances.

    TARGET: That DEATH COMPANY unit.

    EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. If your unit is within 12" of one or more friendly Chaplain models, or it is below its Starting Strength, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.

    The Angelic Host2DP

    Detachment Rule

    Upon Wings of Fire

    The Blood Angels soar high above the battlefield before plummeting to strike their foes with bone-shattering force. They are true masters of the war-torn skies.

    At the end of your opponent s turn, you can select a number of ADEPTUS ASTARTES JUMP PACK units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
    BATTLE SIZEUNITS
    IncursionUp to 1 units
    Strike ForceUp to 2 units
    OnslaughtUp to 3 units

    Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. In the Reinforcements step of your next Movement phase, set each of those units up using their Deep Strike ability.

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

    Enhancements

    • Artisan of War 20 pts

    This warrior is a true artist both on and off the battlefield. His talents are reflected in the exquisite workmanship of his wargear, for he insists upon personally crafting his weapons of war.

    ADEPTUS ASTARTES JUMP PACK model only. Improve the Armour Penetration characteristic of the bearers weapons by 1, and the bearer has a Save characteristic of 2+.

    • Visage of Death 15 pts

    This exquisitely crafted death mask is a thing of dark beauty to the Blood Angels, and a sign of impending doom to their enemies. A neural amplifier embedded within the expressionless face of this macabre item serves to magnify the aura of fear it projects.

    ADEPTUS ASTARTES JUMP PACK model only. In the Battle-shock step of your opponents Command phase, each enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer must take a Battle-shock test.

    • Archangel’s Shard 15 pts

    When Sanguinius battled Horus, his magnificent blade was tragically shattered against the Warmasters profane battle plate. The shards were gathered up and new swords forged to incorporate them, each one gifted to a different successor Chapter.

    ADEPTUS ASTARTES JUMP PACK model only. The bearer’s melee weapons have the [Anti-Chaos 5+] and [Lance] abilities.

    • Gleaming Pinions 25 pts

    The elaborately crafted ailerons of this jump pack allow the wearer to manoeuvre, twist and bank at incredible speeds.

    ADEPTUS ASTARTES JUMP PACK model only. In your opponent’s Movement phase, if an enemy unit ends a move within 8" of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to 6".


    Stratagems

    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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
    ANGEL’S SACRIFICE
    1CP
    The Angelic Host – Battle Tactic Stratagem
    The Blood Angels would gladly put themselves in harm's way to protect others, just as Sanguinius sacrificed his own life.
    WHEN: Start of the Fight phase.

    TARGET: One ADEPTUS ASTARTES JUMP PACK unit from your army.

    EFFECT: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects its targets, it must select your unit as the target of all of its attacks.
    MARTIAL EXEMPLARS
    1CP
    The Angelic Host – Battle Tactic Stratagem
    The Blood Angels are mighty warriors indeed, and wield their gilded and shimmering blades with consummate skill.
    WHEN: Fight phase.

    TARGET: One ADEPTUS ASTARTES JUMP PACK 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 [LETHAL HITS] and [PRECISION] abilities.
    DESCENT OF ANGELS
    1CP
    The Angelic Host – Epic Deed Stratagem
    The Blood Angels are masters of aerial assault, leaping from airborne transports with jump packs roaring to plunge into the heat of battle.
    WHEN: Your Movement phase.

    TARGET: One ADEPTUS ASTARTES JUMP PACK unit from your army that is arriving using the Deep Strike ability this phase.

    EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

    RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
    DEATH FROM THE SKIES
    1CP
    The Angelic Host – Epic Deed Stratagem
    The roar of the Blood Angels jump packs is as a funeral dirge to their foes.
    WHEN: Your Movement phase, just after an ADEPTUS ASTARTES JUMP PACK unit from your army Advances or Falls Back.

    TARGET: That ADEPTUS ASTARTES JUMP PACK unit.

    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
    UNIQUE: GRACE

    Angelic Inheritors3DP

    The Blood Angels have inherited much from their Primarch. Their grace, nobility and psychic prowess all trace back to Sanguinius, as does the spiritual curse that has afflicted them since his death. More esoteric, perhaps, but no less a bequest of their gene-sire is the Blood Angels’ propensity to blaze brightest during the darkest moments of despair. Just as Sanguinius himself is said to have brought hope to the hopeless at the point of his gilded spear, so too do the Blood Angels rise in the face of adversity as though in fulfilment of some ancient prophecy. At such times, the angelic and monstrous natures ever at war within Sanguinius’ gene-sons find an equilibrium. Icy calm in their ferocity, furious in their clarity, the warrior angels of Baal strike with unerring and unstoppable wrath to snatch victory from the bloodied jaws of defeat.

    Detachment Rule

    Legacy of the Angel

    Never do the Blood Angels stand taller or strive harder than when faced with seemingly impossible odds. At such times, the Sons of Sanguinius delve deep into their souls for preternatural reserves of determination, fury and focus. Sometimes, they even touch upon the uncertain gift of prophecy that was said to be their gene-sire’s boon and his curse.

    At the start of the first battle round, select two of the Angelic Legacy abilities listed below. Until the end of the battle, those Angelic Legacy abilities are active and their effects apply to all ADEPTUS ASTARTES CHARACTER units from your army.

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

    Carmine Wrath: Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

    Their Appointed Hour: You can re-roll Advance and Charge rolls made for this unit.

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

    Enhancements

    • Prescient Flash 20 pts

    A flash of foresight and clarity sings through this warrior’s blood and guides his steps into battle.

    ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability.

    • Troubling Visions 15 pts

    In the long run, these strange and intrusive visions of bloodshed bode terribly ill for this champion of the Blood Angels. In this instance, though, they bring him closer than ever to the glory of his gene-sire.

    ADEPTUS ASTARTES model only. Once per battle, in your Command phase, the bearer can use this Enhancement. When it does, until the start of your next Command phase, all Angelic Legacy abilities are active for the bearer’s unit, instead of only two of them.

    • Blazing Icon 20 pts

    What was before merely a decorative blood drop pendant now shines with a seemingly miraculous light as bright as any star. The foe are forced to avert their gaze from its wrathful magnificence.

    ADEPTUS ASTARTES INFANTRY model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

    • Ordained Sacrifice 25 pts

    Knowing only too well the desperate and vital nature of the battle before him, this scion of Sanguinius echoes his Primarch’s resolute determination to fight on even beyond what seems the doors of certain death.

    ADEPTUS ASTARTES model only. The first time the bearer is destroyed, roll one D6 at the end of the phase: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining.


    Stratagems

    ARMOUR OF CONTEMPT
    1CP
    Angelic Inheritors – Battle Tactic Stratagem
    The belligerence of the Adeptus Astartes, combined with their transhuman 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
    FOCUSED FURY
    1CP
    Angelic Inheritors – Battle Tactic Stratagem
    Keeping the beast within under tight control, the Blood Angels nonetheless tap into that inner rage and shackle it to their precisely aimed 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, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a CHARACTER unit, until the end of the phase, those weapons have the [LANCE] ability as well.
    INSTANT OF GRACE
    1CP
    Angelic Inheritors – Epic Deed Stratagem
    In this most desperate moment of need, a lone battle-brother rises to the challenge as a true inheritor of the Angel’s legacy.
    WHEN: Your Command phase.

    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army.

    EFFECT: Select one non-CHARACTER model in your unit. Until the start of your next Command phase, your model has the CHARACTER keyword.

    Designer’s Note: While in effect, your model’s unit is therefore a CHARACTER unit, meaning it can interact with the Legacy of the Angel Detachment rule, in addition to other rules that interact with CHARACTER units.
    STRIKE NOW FOR GLORY
    1CP
    Angelic Inheritors – Strategic Ploy Stratagem
    Knowing instinctively that the pivotal moment has arrived, these battle-brothers aim and hammer their foes with unrelenting volleys.
    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.
    IN THE SHADOW OF GREAT WINGS
    1CP
    Angelic Inheritors – Battle Tactic Stratagem
    The enemy is engulfed in a soul-deep shadow for just a moment, as though mighty wings have spread above them and marred their vision with occluding darkness.
    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

    TARGET: One ADEPTUS ASTARTES CHARACTER 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
    UNTO THE BURNING SKIES
    1CP
    Angelic Inheritors – Strategic Ploy Stratagem
    In the face of encroaching doom, as the world seems to burn around them, these scions of Sanguinius leap high into the tormented heavens, ready to strike down with vengeful fury upon the enemy teeming below.
    WHEN: End of your opponent’s Fight phase.

    TARGET: One ADEPTUS ASTARTES JUMP PACK unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units, unless it is THE SANGUINOR.

    EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
    UNIQUE: DOOMED

    Rage-cursed Onslaught3DP

    The Red Thirst and the Black Rage will forever be the twin spiritual curses that the Blood Angels must hide from their allies for fear of censure. However, they can prove potent weapons of last resort when unleashed upon a determined foe. No Blood Angel takes such a decision lightly: to the sons of Sanguinius, a victory won through giving in to their Red Thirst is tainted at best, while to succumb to the Black Rage is no better than a living death. All this is little comfort to enemies facing the Blood Angels’ onslaught in such moments, however.

    Detachment Rule

    Maddened Ferocity

    With every passing moment, every savage wounding and crunching blow, the Red Thirst takes a firmer grip upon the Blood Angels. As their control slips, so near-animalistic rage takes its place. The foe will not live long enough to regret their error in goading the beast which lurks within every gene-son of Sanguinius.

    Each time an ADEPTUS ASTARTES model from your army makes a melee attack, re-roll a Wound roll of 1.

    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 of melee weapons equipped by models in that unit. If your unit is Battle-shocked, add 2 to the Attacks characteristic of melee weapons equipped by models in that unit instead.

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

    Enhancements

    • Carmine Reliquary 30 pts

    This armoured casket contains the skull of a beloved Blood Angels Captain lost to the Black Rage. It is a potent talisman of unfaltering aggression.

    Chaplain model only. Models in the bearer’s unit have the Scouts 6" ability. Each time you take a Battle-shock test for an ADEPTUS ASTARTES unit within 6" of the bearer, you can re-roll the result.

    • Master of the Red Thirst 25 pts

    Long practice has allowed this champion to gain a modicum of focus and control over their Red Thirst – wisdom they pass on in the heat of battle.

    ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

    • Sanguinary Tear (Aura) 35 pts

    Legend has it that the blood-red stone set into this relic houses a teardrop shed by the Primarch himself. Those lost to the Black Rage seem to fight all the more furiously in its presence.

    ADEPTUS ASTARTES model only. While a friendly DEATH COMPANY unit is within 6" of the bearer, add 1 to the Strength characteristic of weapons equipped by models in that unit.

    • Angel’s Fang 25 pts

    This artificer-crafted weapon has a dark reputation amongst the Chapter. Yet none can deny its lethality, or its machine-spirit’s desire to drink the blood of the mightiest foes.

    ADEPTUS ASTARTES model only. Each time the bearer makes a melee attack that targets a CHARACTER, MONSTER or VEHICLE unit, that attack has the [SUSTAINED HITS 2] ability.


    Stratagems

    A GRIM WARNING
    1CP
    Rage-cursed Onslaught Stratagem
    So savagely butchered are the corpses left strewn by the Blood Angels that the mere sight of them gives the enemy pause.
    WHEN: Any phase.

    TARGET: One BLOOD ANGELS unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

    EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
    ARMOUR OF CONTEMPT
    1CP
    Rage-cursed Onslaught Stratagem
    The belligerence of the Adeptus Astartes, combined with their transhuman 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
    INSENSATE RAMPAGE
    1CP
    Rage-cursed Onslaught Stratagem
    The agony of even the most catastrophic wounds means nothing to the warriors of the Death Company, pain finding no purchase on their maddened minds.
    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

    TARGET: One DEATH COMPANY 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.
    LIMB FROM LIMB
    1CP
    Rage-cursed Onslaught Stratagem
    While the Blood Angels display skill and discipline at close quarters, it is tinged with a blood-drenched brutality that only increases with their building rage.
    WHEN: Fight phase.

    TARGET: One ADEPTUS ASTARTES unit from your army that made a Charge move this turn.

    EFFECT: Select either the Strength or Armour Penetration characteristic of melee weapons equipped by models in your unit. Until the end of the phase, 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 phase, add 1 to the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit.
    DEATHLESS DUTY
    2CP
    Rage-cursed Onslaught Stratagem
    Even as death at last smothers the inferno of fury consuming the minds of these lost brethren, they keep killing, until not even the faintest spark remains.
    WHEN: Fight phase, just after an enemy unit has selected its targets.

    TARGET: One DEATH COMPANY 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 unit has finished making its attacks, and is then removed from play.
    RED WRATH
    1CP
    Rage-cursed Onslaught Stratagem
    Already swift and aggressive even by Space Marine standards, the Blood Angels can enhance their might yet further by surrendering temporarily to the Red Thirst, albeit at the cost of higher strategic thought.
    WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Advances.

    TARGET: That ADEPTUS ASTARTES unit.

    EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge in a turn in which 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 shoot and declare a charge in a turn in which it Advanced.
    UNIQUE: GRACE

    Legacy of Grace1DP

    THE LORDS OF THE BLOOD ANGELS BLAZE BRIGHT WITH NOBILITY DURING THE DARKEST OF BATTLES

    Detachment Rule

    Legacy of the Angel

    Never do the Blood Angels stand taller or strive harder than when faced with seemingly impossible odds and led by their champions of noble bearing. At such times, the Sons of Sanguinius delve deep into their souls for preternatural reserves of determination, fury and focus.

    Friendly BLOOD ANGELS INFANTRY CHARACTER units (excluding COMMANDER DANTE units) have +1 to advance rolls and charge rolls.

    This detachment has the GRACE tag and cannot be taken with another GRACE detachment.

    Restrictions: Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

    Enhancements

    • Blood Boil 10 pts

    This psyker bears some of the most esoteric gifts granted by the blood of his Primarch, and his empyric powers surge with a vital potency capable of boiling the foe’s essence in their veins.

    ADEPTUS ASTARTES PSYKER model only. This model’s [PSYCHIC] attacks:

    • Have [ANTI: non-MONSTER/VEHICLE</SPAN> <SPAN CLASS="TT KWBU">5+].
    • Can re-roll damage rolls.

    • Aureole of the Angel 20 pts

    An echo of Sanguinius’ magnificence, this gilded halo casts an aura of shimmering and distorted energy spectra that thwarts attempts to pinpoint the bearer’s position.

    ADEPTUS ASTARTES model only. This unit has -3" detection range.


    Stratagems

    MARTIAL PARAGON
    1CP
    Legacy of Grace Stratagem
    Led by the exquisite example of their lord, Blood Angels warriors adapt their deadly fighting tactics to efficiently carve their foe apart.
    WHEN: Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES CHARACTER unit is selected to attack.

    TARGET: That ADEPTUS ASTARTES CHARACTER unit.

    EFFECT: Your unit’s attacks have:
    • [LETHAL HITS].
    • OR: [SUSTAINED HITS 1].
    SOUL-DARKENED FURY
    1CP
    Legacy of Grace Stratagem
    Nobility’s mirror is a darkness that the greatest Blood Angels risk only momentarily to savagely exploit the foe’s attempt to escape.
    WHEN: Your opponent’s Movement phase, when an enemy unit is selected to make a fall-back move, if that unit is engaged with a friendly ADEPTUS ASTARTES CHARACTER unit.

    TARGET: That ADEPTUS ASTARTES CHARACTER unit.

    EFFECT: When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode, with -1 to those hazard rolls if that enemy unit is battle-shocked.
    AURA OF THE ANGEL’S GRACE
    1CP
    Legacy of Grace Stratagem
    The indomitable inspiration of their Commander fills the Sons of Sanguinius with the resolve to endure, no matter the foe’s hateful power.
    WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly ADEPTUS ASTARTES CHARACTER unit.

    TARGET: That CHARACTER unit.

    EFFECT: Your unit has 5+ InSv.

    Encarmine Speartip1DP

    THE CHAPTER’S GOLDEN‑ARMOURED ELITE PLUNGE INTO FOE LIKE A SPEAR CAST FROM THE HEAVENS

    Detachment Rule

    Wrath of Angels

    Few living warriors embody the ideal of the Emperor’s wrathful angels more than the Sanguinary Guard, for they appear without warning to wreak death and destruction before surging on to the next foe with shocking speed.

    When a friendly SANGUINARY GUARD unit is selected to make a fall-back move, that move does not prevent that unit from being eligible to shoot/eligible to declare a charge.

    Restrictions: Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

    Enhancements

    • Angelic Executioner 25 pts

    This deadly duellist leads his battle-brothers in masterful strikes capable of carving through their armoured or swarming foes with breathtaking fluidity

    ADEPTUS ASTARTES JUMP PACK model only. When this unit is selected to fight, this unit’s melee attacks have:

    • [LETHAL HITS].
    • Or: [SUSTAINED HITS 1].

    • Shadow of Abomination 25 pts

    Granted a glimmer of foresight by his genetic inheritance, this Son of Sanguinius has identified a foe whose future is drenched in the blood of the Imperium. Such an enemy cannot be allowed to live.

    ADEPTUS ASTARTES JUMP PACK model only. (Once per battle, per army) When this unit is selected to fight you can use this ability. If you do, this model’s melee attacks have +1 D.


    Stratagems

    JUDGEMENT OF THE GOLDEN HOST
    1CP
    Encarmine Speartip Stratagem
    The meteoric impact of the Sanguinary Guard is an unavoidable judgement on those who have incurred the Chapter’s wrath.
    WHEN: Your Charge phase, when a friendly SANGUINARY GUARD unit from your army ends a charge move.

    TARGET: That SANGUINARY GUARD unit.

    EFFECT: Select one enemy unit engaged with your unit. Roll one D6 for each model in your unit engaged with that enemy unit:
    • For each 3+, that enemy unit suffers 1 mortal wound.
    INEXORABLE VALOUR
    1CP
    Encarmine Speartip Stratagem
    Ever reaching for the heights of exemplary valour instilled in their forebears by Sanguinius, the golden host seize every opportunity to claim positions from which to strike anew.
    WHEN: Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly SANGUINARY GUARD unit ends a fall-back move, if that SANGUINARY GUARD unit is unengaged.

    TARGET: That SANGUINARY GUARD unit.

    EFFECT: Your unit can make a normal move of up to D3+3".
    BLINDING BLURS OF VENGEANCE
    1CP
    Encarmine Speartip Stratagem
    When they power forward in rapid leaps, the glare emitted by their jump packs’ nacelles reflecting from the mirrored gleam of their armour, the Sanguinary Guard seem to glow with a blinding radiance few can look upon.
    WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly SANGUINARY GUARD unit.

    TARGET: That SANGUINARY GUARD unit.

    EFFECT: Your unit has Stealth.
    UNIQUE: DOOMED

    Wrath of the Doomed1DP

    THE DEATH COMPANY BRING THEIR FOES A DOOM THAT IS BLOODY AND SUPERNATURALLY SWIFT

    Detachment Rule

    Fanatical Celerity

    The madness of the Black Rage burns through the mind of the Lost Brethren with a speed and ferocity matched by the warriors in battle. Swept up in visions of the Primarch’s darkest days of wing-swift fury, they push their bodies past their limits in efforts to emulate his rapid wrath.

    When a friendly DEATH COMPANY unit is selected to make an advance move, you can use this ability. If you do:

    This detachment has the DOOMED tag and cannot be taken with another DOOMED detachment.

    Restrictions: Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

    Enhancements

    • Instinctive Interception 10 pts

    Proudly is Sanguinius remembered for his rapid intercession in the protection of his gene-sons. Driven on by deathly visions, this lost warrior is a tragic monument to such glory.

    DEATH COMPANY model only. When you target this unit with the Heroic Intervention stratagem, that use is -1 CP.

    • On the Archtraitor's Bridge 20 pts

    Lost to a memory shard of the Primarch, in this warrior’s mind, he has entered the Archtraitor’s sanctum, and all that stands between him and Horus is a host of massing traitors.

    DEATH COMPANY model only. This model’s melee attacks have +2 A.


    Stratagems

    DEATH BEGETS VENGEANCE
    1CP
    Wrath of the Doomed Stratagem
    With their perceptions twisted, the battle-brothers of the Death Company transmute loss into the worst of ancient betrayals and seek only to sever such treachery from existence.
    WHEN: Any phase, when a friendly DEATH COMPANY unit is destroyed by an enemy unit.

    TARGET: That enemy unit.

    EFFECT: That enemy unit is hated until the end of the battle:
    While a unit is hated, friendly DEATH COMPANY units’ attacks that target that unit have +1 to wound rolls.
    NO BARRIER TO RETRIBUTION
    1CP
    Wrath of the Doomed Stratagem
    Knowing in what remains of his mind that his is a sorrow-filled mission of galactic consequence, this ancient interred warrior permits nothing to stand in his way.
    WHEN: Your Movement or your Charge phase, when a friendly DEATH COMPANY DREADNOUGHT unit is selected to make a normal/advance/charge move.

    TARGET: That DEATH COMPANY DREADNOUGHT unit.

    EFFECT: Your unit has MOBILE.
    RAGE-FUELLED RESPONSE
    1CP
    Wrath of the Doomed Stratagem
    They may no longer recognise the foe before them, but the Lost Brethren are sane enough to identify an attack and capable of responding with a violent surge and a howl of wrath.
    WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged DEATH COMPANY unit has shot.

    TARGET: That DEATH COMPANY unit.

    EFFECT: Your unit can make a surge move of up to D6".

    Dark Angels Codex Supplement

    Introduction

    Below you will find several Dark Angels Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Dark Angels - the rules they include are as follows:

    1
    DETACHMENT RULE
    The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

    2
    ENHANCEMENTS
    When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here(see the Select Units). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your Characters Enhancements.

    3
    STRATAGEMS
    Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

    Army Rules

    The Unforgiven

    None fight with more grim determination than the sons of the Lion, and their specialised companies - known as the Deathwing and the Ravenwing in the case of the Dark Angels - are the bane of their terrified foes.

    • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that units Chapter. For example, Asmodai has both the ADEPTUS ASTARTES and DARK ANGELS Faction keywords, and is therefore from the Dark Angels Chapter.
    • You cannot include units from more than one Chapter in your army.

    Designer’s Note: The rules presented in this section assume that the ADEPTUS ASTARTES units in your army are from the Dark Angels Chapter, but they can also be used to represent any Dark Angels successor Chapter, such as one described in the background section of this book, or even one of your own invention. However, players who wish to faithfully recreate the Dark Angels Chapter on the tabletop should only include DARK ANGELS EPIC HEROES if their collection is intended to represent the First Founding Chapter itself; Ezekiel is the Chief Librarian of the Dark Angels, for example, and not of any of their successors.

    The Ravenwing

    The following ADEPTUS ASTARTES units gain the RAVENWING keyword if they are drawn from the Dark Angels Chapter:
    • MOUNTED units
    • VEHICLE units that can FLY

    The Deathwing

    The following ADEPTUS ASTARTES units gain the DEATHWING keyword if they are drawn from the Dark Angels Chapter:

    Unforgiven Task Force2DP

    Detachment Rule

    Grim Resolve

    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.

    Enhancements

    • Shroud of Heroes 25 pts

    Formed from the death shrouds of some of the Chapters greatest warriors, this robe inspires its wearer with the might and selflessness of those who came before.

    ADEPTUS ASTARTES model only. (Once per battle, per army) When this model is destroyed, at the end of the phase, roll one D6:

    • On a 2+, set up this model on the battlefield, unengaged and as close as possible to where it was destroyed. This model is not part of an attached unit and its unit has a starting strength of 1. This model has 3 wounds remaining, or its full wounds remaining if this model was battle-shocked when it was destroyed.

    • Stubborn Tenacity 15 pts

    Even for a Chapter as famously stubborn as the Dark Angels, this warrior is known for their intractable nature.

    ADEPTUS ASTARTES model only. While the bearer is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Battle-shocked and below its Starting Strength.

    • Weapons of the First Legion 15 pts

    Beneath the surface of the Rock lie vaults within which weapons of antiquity and terrible power are stored.

    ADEPTUS ASTARTES model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons. While the bearer is Battle-shocked, add 2 to the Attacks, Strength and Damage characteristics of the bearer s melee weapons instead.

    • Pennant of Remembrance 10 pts

    This hallowed banner records the names and deeds of legendary members of the Deathwing, stoking still firmer resolve in those who fight beneath it.

    ANCIENT model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability. While that unit is Battle-shocked, models in that unit have the Feel No Pain 4+ ability instead.


    Stratagems

    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 attacking unit has finished making its attacks, 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.
    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.
    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.

    Inner Circle Task Force2DP

    Detachment Rule

    Vowed Target

    Whether its true significance is kept a secret or not, there is a singular prize here that the Inner Circle have come to either secure or destroy. They will pursue this strategic objective with cold ferocity.

    At the start of your Movement phase, select one of the following:
    • Defensive Footing: Select one objective you control. Until the start of your next Movement phase, that objective is your Vowed objective.
    • Aggressive Push: Select one or more objective you do not control. Until the start of your next Movement phase, each of those objectives is one of your Vowed objectives. If a rule refers to a unit or model being within range of your Vowed objective, that rule takes effect if that unit or model is within range of one or more of your Vowed objectives. Each time a DEATHWING INFANTRY unit from your army makes an attack that targets a unit within range of one or more of your Vowed objectives, add 1 to the Wound roll.

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

    Enhancements

    • Champion of the Deathwing 15 pts

    Even amongst the elite of the Unforgiven, this warrior is a paragon of duty and martial might.

    DEATHWING model only. Melee weapons equipped by the bearer have the [lethal hits] ability, and each time the bearer makes a melee attack, if it is within range of your Vowed objective marker, a Critical Hit is scored on an unmodified Hit roll of 5+.

    • Eye of the Unseen 10 pts

    It is said that no secret can escape the gaze of this ocular augmetic, which belonged first to the feared Interrogator-Chaplain Enoch.

    DEATHWING model only. Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 if the bearer is within range of your Vowed objective marker: on a 5+, you gain 1CP

    • Singular Will 20 pts

    This warrior lets nothing stand in their way or slow their advance, closing swiftly and relentlessly with their quarry

    DEATHWING model only. Each time the bearer’s unit Piles In or Consolidates, models in that unit can move an additional 3".

    • Deathwing Assault 30 pts

    Employing shock assault doctrines requiring ancient technology and immense tactical skill, the Deathwing are masters of catching their foes wholly unawares.

    DEATHWING model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.


    Stratagems

    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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
    MARTIAL MASTERY
    1CP
    Inner Circle Task Force – Epic Deed Stratagem
    The warriors of the Deathwing fight with the honed skill and lethality of knightly champions.
    WHEN: Fight phase.

    TARGET: One DEATHWING INFANTRY 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 an attack, re-roll a Wound roll of 1. If your unit is within range of your Vowed objective marker, you can re-roll the Wound roll instead.
    DUTY UNTO DEATH
    1CP
    Inner Circle Task Force – Strategic Ploy Stratagem
    So driven by duty are the veterans of the Unforgiven that even death cannot keep them from it.
    WHEN: Fight phase, just after an enemy unit has selected its targets.

    TARGET: One DEATHWING 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 if your unit is within range of your Vowed objective marker. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
    RELIC TELEPORTARIUM
    1CP
    Inner Circle Task Force – Strategic Ploy Stratagem
    The Deathwing employ ancient and incredibly powerful teleportariums, some older than the Great Crusade, to strike at their foes with unparalleled safety and accuracy.
    WHEN: Your Movement phase.

    TARGET: One DEATHWING unit from your army that is arriving using the Deep Strike ability this phase.

    EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models.

    RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
    WRATH OF THE LION
    1CP
    Inner Circle Task Force – Epic Deed Stratagem
    Channelling the strategic puissance and measured ferocity of their gene-sire, the veterans of the Unforgiven unleash a perfectly timed and utterly lethal storm of tightly controlled violence.
    WHEN: Your Charge phase.

    TARGET: One DEATHWING INFANTRY unit from your army that just ended a Charge move.

    EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit, adding 1 to the result if that enemy unit is within range of your Vowed objective marker: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 3 mortal wounds).
    UNMATCHED FORTITUDE
    1CP
    Inner Circle Task Force – Battle Tactic Stratagem
    In the name of their oaths to Chapter, Primarch and Emperor, the Deathwing march into the fiercest firestorms and refuse to falter.
    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

    TARGET: One DEATHWING 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, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

    Company of Hunters2DP

    Detachment Rule

    Masters of Manoeuvre

    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.

    Friendly ADEPTUS ASTARTES have:
    • This unit’s ranged attacks have [ASSAULT].
    • When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot.

    Friendly ADEPTUS ASTARTES MOUNTED have:

    RESTRICTIONS
    Your army can include <A HREF="/WH40K11ED/FACTIONS/SPACE-MARINES/DARK-ANGELS">DARK ANGELS</A> 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.

    Enhancements

    • Master-crafted Weapon 10 pts

    Those who command the Ravenwing on their hunts are often honoured with a masterwork blade, mace or other deadly close-quarters weapon. Such implements are fashioned by the Chapters artificers and weighted perfectly to be wielded from the saddle of a speeding armoured steed.

    RAVENWING model only. Melee weapons equipped by the bearer have the [PRECISION] ability.

    • Mounted Strategist 30 pts

    This warrior has mastered the art of such advanced ploys as feigning flight only to turn swiftly upon overextended foes and launch a devastating counter-offensive to shatter their lines.

    RAVENWING model only. You can re-roll Advance and Charge rolls made for the bearer’s unit.

    • Master of Manoeuvre 15 pts

    Daring and audacious, this commander favours breakneck outflanking manoeuvres that allow them to plunge into the enemy's midst from unexpected quarters.

    RAVENWING model only. If the bearer’s unit starts the battle in Strategic Reserves, its points value does not count towards the combined points limit for units from your army that are in Strategic Reserve, and for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.

    • Recon Hunter 20 pts

    This commander is an expert scout as well as hunter, and takes advantage of these skills to seize the most advantageous position before battle begins.

    RAVENWING model only. Models in the bearer’s unit have the Scouts 9" ability.


    Stratagems

    HUNTERS’ TRAIL
    1CP
    Company Of Hunters – Strategic Ploy Stratagem
    Using augur beacons, servo-skulls and the like, the Ravenwing mark locations they have passed through and cleansed of foes, laying a trial their fellows can follow on the hunt.
    WHEN: Command phase.

    TARGET: One RAVENWING MOUNTED unit from your army that is 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.
    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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
    TALON STRIKE
    1CP
    Company Of Hunters – Strategic Ploy Stratagem
    Be it their true quarry or simply one who possesses knowledge that will lead them to their apprehension, when the Ravenwing strike at a priority target they do so with unmerciful surety.
    WHEN: Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.

    TARGET: That ADEPTUS ASTARTES unit.

    EFFECT: Your unit’s melee attacks have [LANCE].
    DEATH ON THE WIND
    1CP
    Company Of Hunters – Battle Tactic Stratagem
    The Ravenwing employ shock tactics and focussed firepower to tear bloody paths through the enemy ranks, shattering resistance and clearing the way to their true quarry.
    WHEN: Your Movement phase, when a friendly ADEPTUS ASTARTES unit ends an advance move.

    TARGET: That ADEPTUS ASTARTES unit.

    EFFECT: That advance move does not prevent your unit from being eligible to declare a charge.
    HIGH-SPEED FOCUS
    1CP
    Company Of Hunters – Battle Tactic Stratagem
    Even when travelling at breakneck pace, the Ravenwing control their vehicles with consummate skill and are able to jink and dodge around incoming enemy fire.
    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

    TARGET: One RAVENWING 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, subtract 1 from the Hit roll.
    RAPID REAPPRAISAL
    1CP
    Company Of Hunters – Battle Tactic Stratagem
    The Ravenwing scan and analyse their foes’ strategic dispositions constantly, augury and aerial surveillance helping to watch that no quarry slips their closing net. They are quick to redirect combat assets should such a risk present itself
    WHEN: End of your opponent’s Fight phase.

    TARGET: One RAVENWING unit from your army that is not within Engagement Range of one or more enemy units.

    EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

    Wrath of the Rock3DP

    Detachment Rule

    Dutiful Tenacity

    Even amongst the Adeptus Astartes, the battle-brothers of the Dark Angels are renowned for their tenacity and resilience on the battlefield. When ordered to war, they are utterly relentless in pursuing their objectives, wading into fields of withering fire and shrugging off blows that would slay mortal warriors outright.

    Each time an attack targets an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.

    Enhancements

    • Tempered in Battle (Aura) 10 pts

    A veteran of the Inner Circle, this warrior inspires those around them to hold the line amidst the heat and chaos of battle.

    ADEPTUS ASTARTES model only. While a friendly ADEPTUS ASTARTES unit is within 6" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit.

    • Ancient Weapons 25 pts

    The vaults of the Dark Angels contain many relics from Humanity’s distant past. This soldier has been granted the honour of bearing such a weapon to battle.

    ADEPTUS ASTARTES model only. Improve the Strength characteristic of melee weapons equipped by the bearer by 2, and improve the Armour Penetration and Damage characteristics of those weapons by 1.

    • Deathwing Assault 15 pts

    A veteran inductee of the Inner Circle, this champion has served amongst the Deathwing for centuries and become an unmatched master of teleportarium insertions.

    DEATHWING model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.

    • Lord of the Ravenwing 10 pts

    This commander has mastered the art of cavalry combat, instinctively noticing the opportune position to strike and navigating the chaos of battle with preternatural precision.

    RAVENWING model only. You can re-roll Advance and Charge rolls made for the bearer’s unit.


    Stratagems

    INESCAPABLE JUSTICE
    2CP
    Wrath of the Rock – Battle Tactic Stratagem
    The Dark Angels pursue their enemies relentlessly, eliminating one with ruthless precision before turning to the next.
    WHEN: Any phase, just after your Oath of Moment target is destroyed.

    TARGET: One ADEPTUS ASTARTES CHARACTER unit that is on the battlefield.

    EFFECT: Select one enemy unit within 12" and visible to your unit. That enemy unit becomes your Oath of Moment target until the start of your next Command phase.
    LION’S WILL
    1CP
    Wrath of the Rock – Strategic Ploy Stratagem
    Unflinching in their loyalty to Chapter and Primarch, Dark Angels battle-brothers seize and hold their objectives with unrelenting determination and zealous fury.
    WHEN: Command phase.

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

    EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, until the end of the turn, if your unit does not have the DEATHWING, RAVENWING or VEHICLE keyword, each time a model in your unit makes an attack, add 1 to the Hit roll.
    ARMOUR OF CONTEMPT
    1CP
    Wrath of the Rock – Battle Tactic Stratagem
    The belligerence of the Adeptus Astartes combined with their transhuman 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
    TACTICAL MASTERY
    1CP
    Wrath of the Rock – Battle Tactic Stratagem
    When the constituent elements of the Dark Angels fight as one, the enemy is often overwhelmed and torn apart by the fluidity of the Chapter’s rapid advances, tactical withdrawals and unexpected counteroffensives.
    WHEN: Your Movement phase.

    TARGET: One ADEPTUS ASTARTES unit from your army.

    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. If your unit has the RAVENWING keyword, it is also eligible to shoot and declare a charge in a turn in which it Fell Back.
    RELICS OF THE DARK AGE
    1CP
    Wrath of the Rock – Strategic Ploy Stratagem
    Amongst the many secrets hoarded by the Dark Angels are those technological in nature. The armouries of the Rock contain potent weapons unseen in the armouries of other Chapters.
    WHEN: Your Shooting phase.

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

    EFFECT: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit.
    LEONINE AGGRESSION
    1CP
    Wrath of the Rock – Strategic Ploy Stratagem
    The Dark Angels are always aggressive in their waging of war, seizing any opportunity to pounce upon and annihilate their prey.
    WHEN: End of your opponent’s Charge phase.

    TARGET: One ADEPTUS ASTARTES unit from your army within 3" of one or more enemy units, or one DEATHWING unit from your army within 6" of one or more enemy units.

    EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

    RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

    Lion’s Blade Task Force2DP

    There is no more significant duty to the Dark Angels’ Inner Circle than the pursuit and capture of the Fallen. A Lion’s Blade Task Force combines the speed, manoeuvrability and firepower of the Ravenwing with the obdurate might of the Deathwing. The bikes, aircraft and speeders of the Ravenwing thunder across the battlefield, smashing through enemy formations to place teleport homers in key positions behind the enemy lines. Then come the Deathwing, appearing in crackling flashes of blue light to enact retribution with brutal efficiency.

    Detachment Rule

    In The Lion’s Claws

    Those unfortunate enough to be caught between the devastating speed of the Ravenwing and the adamantine might of the Deathwing are pinned in place and torn to shreds by their combined fury.

    • Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more RAVENWING units from your army Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
    • Each time a DEATHWING unit from your army declares a charge, if one or more targets of that charge are within Engagement Range of one or more RAVENWING units from your army, add 2 to the Charge roll.

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

    Enhancements

    • Calibanite Armaments 15 pts

    The eldest relic weapons of the Dark Angels trace their lineage to ancient Caliban and are wielded only by the greatest champions of the Unforgiven.

    ADEPTUS ASTARTES model only. Add 1 to the Damage characteristic of the bearer’s melee weapons.

    • Lord of the Hunt 15 pts

    This veteran of the Ravenwing has spent mortal lifetimes in the saddle, leading mechanised cavalry to battle on countless worlds.

    RAVENWING model only. The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back and you can re-roll Desperate Escape tests taken for models in the bearer’s unit.

    • Stalwart Champion 15 pts

    Possessed of obdurate will, this warrior champion instils an indomitable resolve and absolute refusal to cede ground within his brothers.

    CAPTAIN, CHAPLAIN or LIEUTENANT model only. While the bearer’s unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in the bearer’s unit.

    • Fulgus Magna 20 pts

    This ancient teleport homer projects a powerful narrow‑band signal, enabling the teleportarium chambers of orbiting vessels to lock on to the bearer even amid severe atmospheric or empyric disturbances.

    DEATHWING model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, remove the bearer’s unit from the battlefield and place it into Strategic Reserves.


    Stratagems

    OVERPOWERING EXACTION
    1CP
    Lion’s Blade Task Force – Strategic Ploy Stratagem
    Engines roar, and teleportation flares erupt across the battlefield. Such is the din and ferocity of the Dark Angels’ assault that even the most veteran foes are given cause to cower before it.
    WHEN: Command phase or the start of the Fight phase.

    TARGET: One ADEPTUS ASTARTES unit from your army.

    EFFECT: Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test. When doing so, if your unit has the DEATHWING or RAVENWING keyword, subtract 1 from the result.

    RESTRICTIONS: You can only use this Stratagem once per battle round.
    ARMOUR OF CONTEMPT
    1CP
    Lion’s Blade Task Force – Battle Tactic Stratagem
    The belligerence of the Adeptus Astartes combined with their transhuman 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
    STRENGTH IN UNITY
    1CP
    Lion’s Blade Task Force – Battle Tactic Stratagem
    Combining their specialised methods of warfare, the Ravenwing and Deathwing confound their enemies with high‑speed manoeuvrability and stalwart fortitude.
    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: If that enemy unit is within Engagement Range of one or more RAVENWING units from your army, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. If that enemy unit is within Engagement Range of one or more DEATHWING units from your army, until the end of the phase, each time a model in that enemy unit makes an attack, if the Strength characteristic of that attack is greater than the Toughness characteristic of the target, subtract 1 from the Wound roll.

    RESTRICTIONS: A unit cannot be targeted by this and the Armour of Contempt Stratagem in the same phase.
    KNIGHTS OF IRON
    1CP
    Lion’s Blade Task Force – Strategic Ploy Stratagem
    Atop their snarling mechanical steeds, the warriors of the Ravenwing surge through seemingly impassable terrain, smashing through rubble and ruin to unleash the wrath of the Unforgiven upon unsuspecting targets.
    WHEN: Your Movement phase or your Charge phase.

    TARGET: One RAVENWING unit from your army.

    EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
    ILLUMINATING FIRE
    1CP
    Lion’s Blade Task Force – Battle Tactic Stratagem
    Ravenwing vehicles tear across the battlefield, identifying priority threats and targeting them with volleys of killing fire. The storm of blazing fury serves as a beacon for the wrathful battle‑brothers of the Inner Circle, who strive to bring final judgement to the foe.
    WHEN: Your Shooting phase, just after a RAVENWING unit from your army has selected its targets.

    TARGET: That RAVENWING unit.

    EFFECT: Select one enemy unit within 12" of your unit that was selected as the target of one or more of the attacking unit’s attacks. Until the end of the phase, each time a friendly DEATHWING unit makes an attack that targets that enemy unit, add 1 to the Wound roll.
    INESCAPABLE WRATH
    2CP
    Lion’s Blade Task Force – Strategic Ploy Stratagem
    The Dark Angels’ Inner Circle warriors pursue the Chapter’s sworn foes and any who shield them with relentless endurance and a determination borne of indoctrinated hatred.
    WHEN: End of your opponent’s Charge phase.

    TARGET: One DEATHWING INFANTRY or DEATHWING WALKER unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

    EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

    RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

    Dark Age Arsenal1DP

    MANY ARE THE SECRETS OF PLASMA WEAPONRY THAT THE DARK ANGELS HARBOUR

    Detachment Rule

    Invocations of Ancient Fury

    Amongst the ancient mysteries that the Dark Angels keep is knowledge of potent invocations to the most esoteric and mercurial of weapon spirits. With these, their battle-brothers are able to rouse their plasma weaponry to a destructive power that burns like the fiery hearts of stars.

    • Friendly ADEPTUS ASTARTES units’ weapon profiles with ‘Plasma’ in their names are plasma weapon profiles.
    • Plasma weapon profiles have +1 S.

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

    Enhancements

    • Petition of StabilityUPGRADE 15 pts

    With the correct runic activation sequence – and whispered appeals to the plasma coils’ stability matrix – the effective reach of a weapon’s killing power can be extended.

    ADEPTUS ASTARTES unit only. This unit’s plasma attacks have +6" R.

    • Entreaty of Perpetual ArdourUPGRADE 15 pts

    By stoking the spirits of their weapons, these Hellblasters keep their blazing ire in seething readiness to intercept the enemy’s every treacherous act.

    HELLBLASTER SQUAD only. This unit’s snap shooting attacks hit on unmodified hit rolls of 5+.


    Stratagems

    SEARING BURSTS
    1CP
    Dark Age Arsenal Stratagem
    When correctly calibrated and respectfully invoked, a plasma incinerator can fire blinding bolts that burst with searing energy. Those not killed are scorched and blistered by near misses.
    WHEN: Your Shooting phase, when a friendly HELLBLASTER SQUAD unit has shot.

    TARGET: That HELLBLASTER SQUAD unit.

    EFFECT: Select one enemy unit hit by your unit’s plasma ranged attacks. That enemy unit is seared until the start of your next turn:
    • While a unit is seared, that unit has -2" M.
    NO SACRIFICE TOO GREAT
    1CP
    Dark Age Arsenal Stratagem
    In extremis, the invoking of plasma coils’ output may be pushed past even the tolerances proscribed by Mars. The price is one the Chapter is prepared to make.
    WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is selected to shoot.

    TARGET: That ADEPTUS ASTARTES unit.

    EFFECT: Your unit’s [HAZARDOUS] plasma ranged attacks have +1 S.
    REVELATION OF GUILT
    1CP
    Dark Age Arsenal Stratagem
    The weapon spirits of the Dark Angels are known to despise guilt, and gunners who chant the foe’s unrepentant acts may be rewarded with merciless precision.
    WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is selected to shoot.

    TARGET: That ADEPTUS ASTARTES unit.

    EFFECT: Your unit’s plasma ranged attacks have +1 to hit rolls.

    Darkflight Pursuit1DP

    BLACK‑ARMOURED COMBAT CRAFT HUNT THEIR PREY UPON WINGS OF DARK FURY

    Detachment Rule

    Black-winged Vigilance

    The anti-grav skimmers and combat aircraft of the Ravenwing bristle not only with potent weapons but also with powerful augurs and trackers, whose sleepless machine spirits are as vigilant as the black-armoured battle-brothers.

    Friendly RAVENWING FLY units’ ranged attacks have [IGNORES COVER].

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

    Enhancements

    • Thundercowl TurbinesUPGRADE 15 pts

    These master-wrought engines from the Dark Age of Technology churn the gloom emanated by the Ravenwing’s reliquaries into a billowing cawl that shrouds their advance, allowing them to strike when the foe least expects.

    RAVENWING FLY unit only. In your first Movement phase, this unit can make an ingress move.

    • Nightforged BatteryUPGRADE 15 pts

    Use of these relic plasma storm batteries is granted only by dispensation of the Master of the Rock. They unleash devastating toroids of searing plasma, while their venting subsystems are known to be especially vigilant.

    LAND SPEEDER VENGEANCE unit only. This unit can re-roll:

    • Rolls to determine the A of a weapon.
    • Hazard rolls.


    Stratagems

    SKYBORNE SURVEILLANCE
    1CP
    Darkflight Pursuit Stratagem
    The auspicators of the Ravenwing are sleepless, and from ideal hunting vantages, there is nowhere the foe can hide for long.
    WHEN: Your Shooting phase, when a friendly RAVENWING FLY unit has shot.

    TARGET: That RAVENWING FLY unit.

    EFFECT: Visible enemy units within 6" of your unit have +3" detection range.
    WINGS OF SHADOW
    1CP
    Darkflight Pursuit Stratagem
    Through subtle manoeuvring and empowered cameleoline armour, the swiftest of the Ravenwing evade attempts to bring their hunt to an end.
    WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly RAVENWING FLY unit.

    TARGET: That RAVENWING FLY unit.

    EFFECT: Your unit has Stealth.
    WE ARE VENGEANCE
    1CP
    Darkflight Pursuit Stratagem
    The Ravenwing’s aerial assets are capable of swift and reactive manoeuvring to new firing positions, ensuring opportunities for rapid vengeance.
    WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged RAVENWING FLY unit has shot.

    TARGET: That RAVENWING FLY unit.

    EFFECT: Your unit can make a normal move of up to D3+3".

    Interrogation Conclave1DP

    MASTERS OF PRECISION EXCRUCIATION LEAD THE DARK ANGELS IN CONDEMNATORY STRIKES

    Detachment Rule

    Dread Catechism

    When the Chapter’s pitiless and dedicated Interrogator Chaplains mark a foe, they are the target for a torturous and precise excruciation. Matters of truth are kept to the hidden cells of the Rock; these instead are matters of painful battlefield castigation to sow dread and fear in the enemies of the Dark Angels.

    • In the Fight phase, when a friendly CHAPLAIN unit destroys an enemy unit, enemy units within 6" of that CHAPLAIN unit make a battle-shock roll.
    • Friendly CHAPLAIN units have the following ability:

      Sower of Dread (Aura): While an enemy unit is within 6" of this unit, that enemy unit has -1 Ld.

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

    Enhancements

    • Limitless Zeal 10 pts

    This Interrogator-Chaplain is restless and dynamic, not only in his pursuit of enemies but also when eliciting their screamed confessions.

    CHAPLAIN model only. This unit has +1 to charge rolls.

    • Inescapable Interrogation 20 pts

    Whatever physical obfuscation the enemy hides behind mirrors only the lies shrouding their souls. This experienced Chaplain is deceived by neither.

    CHAPLAIN model only. This unit’s ranged attacks have [IGNORES COVER].


    Stratagems

    EXACTING PUNISHMENT
    1CP
    Interrogation Conclave Stratagem
    With a denunciatory roar, Chaplains lead their battle-brothers in focused assaults to root out the foe’s reviled leaders.
    WHEN: Your Shooting phase or the Fight phase, when a friendly CHAPLAIN unit is selected to attack.

    TARGET: That CHAPLAIN unit.

    EFFECT: Your unit’s attacks have [PRECISION].
    TERRIFYING ZEAL
    1CP
    Interrogation Conclave Stratagem
    The intensity with which the skull-masked Interrogator-Chaplains plunge into the fray can shake the hardiest warriors. All who face them feel the tiniest of guilts eating away at their soul.
    WHEN: Your Charge phase, when a friendly CHAPLAIN unit ends a charge move.

    TARGET: That CHAPLAIN unit.

    EFFECT: Select one enemy unit (excluding MONSTER/VEHICLE units) engaged with your unit. That enemy unit makes a leadership roll:
    • If that leadership roll fails, that enemy unit’s attacks have -1 to hit rolls until the end of the turn.
    WAGES OF COWARDICE
    1CP
    Interrogation Conclave Stratagem
    The spiritual leaders of the Dark Angels are ever watchful for lapses of conviction, and when displayed by the foe, they are the first to fervently capitalise on them.
    WHEN: Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly CHAPLAIN unit ends a fall-back move, if that CHAPLAIN unit is unengaged.

    TARGET: That CHAPLAIN unit.

    EFFECT: Your unit can make a normal move of up to D3+3".

    Deathwatch Army Rule

    From their hidden bases in orbiting watch fortresses, the Deathwatch dispatch carefully selected operatives to hunt down and exterminate alien presences wherever they may be found. Each of these post-human warriors is a veteran of countless battles, tithed by their original Chapter to undertake the Long Vigil and guard against alien incursion.

    Kill Teams

    When faced with an array of missions to complete and varying enemies to lay low, the Deathwatch are highly adept at forming effective kill teams that mesh starkly diverse armour and equipment.

    Each time an attack targets a KILL TEAM unit from your army that contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what result is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest Toughness characteristic.

    For the purposes of determining which models can embark within a TRANSPORT model, KILL TEAM models follow the normal restrictions listed on the TRANSPORT model.

    Black Spear Task Force3DP

    Detachment Rule

    If your Army Faction is ADEPTUS ASTARTES, you can use this Black Spear Task Force Detachment rule.

    RESTRICTIONS
    • Your army can include ADEPTUS ASTARTES DEATHWATCH units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
    • With the exception of KILL TEAM CASSIUS (see Legends: Agents of the Imperium), your army cannot include any AGENTS OF THE IMPERIUM DEATHWATCH units.
    • Your army cannot include any of the following units: ASSAULT SQUAD; ASSAULT SQUAD WITH JUMP PACKS; ATTACK BIKE SQUAD; DEVASTATOR SQUAD; LAND SPEEDER STORM; RELIC TERMINATOR SQUAD; SCOUT BIKE SQUAD; SCOUT SQUAD; SCOUT SNIPER SQUAD; TACTICAL SQUAD; TERMINATOR ASSAULT SQUAD; TERMINATOR SQUAD.

    Mission Tactics

    Thousands of years of collated strategic data and hard-won combat experience have provided the Deathwatch with the ultimate battlefield tactics to combat almost any foe.

    At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.

    FUROR TACTICS

    When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army.

    While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability.

    MALLEUS TACTICS

    When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all.

    While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability.

    PURGATUS TACTICS

    By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade.

    While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability.


    Stratagems

    If you are using the Black Spear Task Force Detachment rule, you can use these Black Spear Task Force Stratagems.

    ARMOUR OF CONTEMPT
    1CP
    Black Spear Task Force – 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
    ADAPTIVE TACTICS
    1CP
    Black Spear Task Force – Strategic Ploy Stratagem
    Only a truly versatile approach to warfare allows the tactical genius of the Deathwatch to best the myriad xenos foes they face.
    WHEN: Your Command phase.

    TARGET: Up to two KILL TEAM units from your army, or one other ADEPTUS ASTARTES unit from your army.

    EFFECT: For each unit targeted, select Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Mission Tactic is active for that unit instead of any Mission Tactic that is active for your army.
    HELLFIRE ROUNDS
    1CP
    Black Spear Task Force – Wargear Stratagem
    Hellfire rounds douse their targets in voracious acids that are utterly lethal to organic life.
    WHEN: Your Shooting phase.

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

    EFFECT: Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities.

    RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase.
    KRAKEN ROUNDS
    1CP
    Black Spear Task Force – Wargear Stratagem
    Kraken rounds utilise adamantine cores and improved propellants to penetrate the thickest hide.
    WHEN: Your Shooting phase.

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

    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6".

    RESTRICTIONS: You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase.
    DRAGONFIRE ROUNDS
    1CP
    Black Spear Task Force – Wargear Stratagem
    Dragonfire rounds are designed to explode just before contact, saturating foes in cover with searing gas and flames.
    WHEN: Your Shooting phase.

    TARGET: One KILL TEAM 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] and [IGNORES COVER] abilities.

    RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase.
    SITE-TO-SITE TELEPORTATION
    1CP
    Black Spear Task Force – Strategic Ploy Stratagem
    Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.
    WHEN: End of your opponent’s Fight phase.

    TARGET: Up to two KILL TEAM units from your army, or one other ADEPTUS ASTARTES INFANTRY unit from your army, if those units are not within Engagement Range of one or more enemy units.

    EFFECT: Remove those units from the battlefield and place them into Strategic Reserves. Until the end of your next Movement phase, models in those units that do not have the Deep Strike ability have the Deep Strike ability.

    Enhancements

    If you are using the Black Spear Task Force Detachment rule, you can use these Black Spear Task Force Enhancements.

    • Thief of Secrets 25 pts

    The Thief of Secrets is a blade whose machine spirit has an unquenchable thirst for knowledge. It has tasted the vitae of countless alien races, absorbing those liquids through auto-sanctified sanguinator-channels and codifying them through the honeycombed array of logicum cells within. The biological secrets of many xenos races have thus been laid bare, allowing the blade’s user to modulate its power field, the better to slice through chitinous armour, rupture xenoform organs and burn out alien nervous systems.

    ADEPTUS ASTARTES model only. Improve the Strength, Damage and Armour Penetration characteristics of the bearer’s melee weapons by 1. At the end of the Fight phase, if one or more enemy models were destroyed as a result of a melee attack made by the bearer this phase, until the end of the battle, improve the Strength, Damage and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead.

    • Osseus Key 15 pts

    The ancient clavis known as the Osseus Key is said to be the most powerful of its kind. Where other such devices are made from sanctified platinum, the Osseus Key is made from the hand and finger bones of deceased Imperial Fists heroes that fought in the Horus Heresy, scrimshawed with inhuman care and imbued with the fiercest machine spirits of the age. No portal can bar its bearer from entry, and no xenos machine can stand before his wrath.

    WATCH MASTER or TECHMARINE model only. At the start of your opponent’s Shooting phase, select one enemy VEHICLE unit (excluding TITANIC units) within 12" of and visible to the bearer. That unit must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase.

    • Beacon Angelis 25 pts

    The Beacon Angelis was devised to guide the Deathwatch to the threshold of the alien adversary. Housed within a reliquary, it calls out to the warriors’ augur arrays with the voices of a hundred electric cherubim, its summons so strong that it draws the righteous unto its locale regardless of what darkness may surround it.

    ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Deep Strike ability. In addition, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP.

    • The Tome of Ectoclades 30 pts

    This grimoire, bound in the skin of the alien, holds the most powerful truths the Deathwatch have uncovered about their foes, whether xenos or those who harbour them. On occasion, such knowledge has been known to save not only the book’s custodian, but entire worlds.

    WATCH MASTER or CAPTAIN model only. Once per battle, after you have selected your Oath of Moment target, the bearer can use this Enhancement. If it does, select a second enemy unit to be an Oath of Moment target.

    Designer’s Note: This means that each time a model with the Oath of Moment ability makes an attack that targets either of your Oath of Moment targets, you can re-roll the Hit roll.

    Space Wolves Codex Supplement

    Introduction

    Below you will find several SPACE WOLVES Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Space Wolves - the rules they include are as follows:

    1
    DETACHMENT RULE
    The Detachment rule listed here will apply to either your whole army or to particular units within it.

    2
    ENHANCEMENTS
    When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

    3
    STRATAGEMS
    Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

    Army Rules

    Curse of the Wulfen

    Only while fighting at the side of their battle-brothers can the feral Wulfen control their frenzied aggression.

    While this unit is within 6" of one or more friendly SPACE WOLVES CHARACTER models (excluding WULFEN models) or within 12" of one or more friendly WOLF PRIEST models, if it is not Battle-shocked, add 1 to the Objective Control characteristic of INFANTRY models in it and add 3 to the Objective Control characteristic of VEHICLE models in it.

    Sagas

    The battles fought and glorious victories won by the Great Companies of Fenris are retold in mighty sagas.

    Each Detachment rule in this book includes a Saga you can complete, with additional effects that apply once you have done so.

    Sons of Russ

    The Great Companies of the Space Wolves are renowned for their ferocity and steadfast loyalty to the Imperium.

    • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, Ragnar Blackmane has both the ADEPTUS ASTARTES and SPACE WOLVES Faction keywords, and is therefore from the Space Wolves Chapter.
    • You cannot include units from more than one Chapter in your army.
    • If your army uses any of the Detachments from this book, it can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

    Designer’s Note: The rules presented in this section assume that the ADEPTUS ASTARTES units in your army are from the Space Wolves Chapter, but they can also be used to represent any Space Wolves successor Chapter, such as one described in the background section of this book, or even one of your own invention. However, players who wish to faithfully recreate the Space Wolves Chapter on the tabletop should only include SPACE WOLVES EPIC HEROES if their collection is intended to represent the First Founding Chapter itself; Logan Grimnar is the Great Wolf of the Space Wolves, for example, and not of any of their successors.

    Saga of the Hunter2DP

    When the Great Companies go to war, they descend upon their foes with lightning speed, relying upon shock assaults to overwhelm even the most robust defences. Blood Claws smash into weak points whilst Grey Hunters outflank and strike the already-engaged foe. Long Fangs catch armoured vehicles and heavy infantry in punishing crossfires, and Wolf Scouts infiltrate enemy positions to sabotage prepared strongholds. By concentrating their firepower and force upon critical targets, the Space Wolves maximise the effectiveness of their savage assault. Utilising this ruthless precision, lupine cunning and unwavering stamina, the Space Wolves can pick apart numerically superior foes in much the same manner as Fenrisian wolves hunt the giant prey of the Space Wolves’ icy home. The greatest of the Chapter’s sagas tell of such battles and the myriad foes brought low by closely bonded packs of warriors.

    Detachment Rule

    Pack’s Quarry

    At their Wolf Lord’s command, the Space Wolves advance upon their prey with lupine hunger, singling out the weak and overwhelming the strong with concentrated force and furious aggression.

    Each time a model in a SPACE WOLVES unit from your army makes a melee attack that targets an enemy unit, if that enemy unit is within Engagement Range of one or more other ADEPTUS ASTARTES units from your army, or if the attacking unit contains more models than that enemy unit:
    • Add 1 to the Hit roll.
    • If your Saga is completed (see below), add 1 to the Wound roll as well.

    Saga of the Hunter
    At the start of the first battle round, your Quarry tally is 0. Each time an ADEPTUS ASTARTES unit from your army fights, after all of those attacks have been resolved, add 1 to your Quarry tally for each enemy unit destroyed by those attacks.

    Once your Quarry tally is equal to or greater than the number shown in the table below (depending on the battle size), your Saga is completed.

    BATTLE SIZEQUARRY TALLY
    Incursion2
    Strike Force3
    Onslaught4

    Enhancements

    • Swift Hunter 20 pts

    A seasoned hunter, this warrior knows well that speed and decisiveness can turn the tide of any battle.

    SPACE WOLVES model only. Models in the bearer’s unit have the Scouts 7" ability.

    • Fenrisian Grit 15 pts

    All Fenrisians possess a formidable constitution, yet this warrior demonstrates legendary resolve, shrugging off wounds that would fell lesser men.

    ADEPTUS ASTARTES model only. The bearer has the Feel No Pain 4+ ability.

    • Wolf Master 5 pts

    This warrior possesses an affinity with Fenrisian beasts and can inspire a frothing rage in their lupine companions with but a single barked command.

    SPACE WOLVES model only. In your Command phase, select one friendly SPACE WOLVES unit within 9" of the bearer. Until the start of your next Command phase, teeth and claws and Tyrnak and Fenrir weapons equipped by models in that unit have the [LETHAL HITS] ability.

    • Feral Rage 10 pts

    There is no substitute for raw aggression. This warrior fights with the berserk rage of a thunderwolf, tearing apart their foes with violent fury.

    ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of melee weapons equipped by the bearer. Each time the bearer ends a Charge move, until the end of the turn, add an additional 1 to the Attacks characteristic of those weapons.


    Stratagems

    HUNTERS’ TRAIL
    1CP
    Saga of the Hunter – Strategic Ploy Stratagem
    The Space Wolves close in on their foes, some packs hurling themselves upon the enemy whilst others move to cut off retreat routes.
    WHEN: Fight phase.

    TARGET: One SPACE WOLVES unit (excluding MONSTERS and VEHICLES) 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 Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.
    TERRITORIAL ADVANTAGE
    1CP
    Saga of the Hunter – Strategic Ploy Stratagem
    The wolf packs are ever on the move, seizing ground and repelling their foes with savage violence.
    WHEN: Fight phase, just after an enemy unit is destroyed by an ADEPTUS ASTARTES unit from your army.

    TARGET: That ADEPTUS ASTARTES unit.

    EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
    OVERWHELMING ONSLAUGHT
    1CP
    Saga of the Hunter – Battle Tactic Stratagem
    Several packs converge upon a single target, pinning them in place with the weight of their bodies.
    WHEN: Fight phase, just after an enemy unit has selected its targets.

    TARGET: Two ADEPTUS ASTARTES units from your army within Engagement Range of that enemy unit, or one SPACE WOLVES BEASTS unit from your army within Engagement Range of that enemy unit.

    EFFECT: Until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.
    CHOSEN PREY
    1CP
    Saga of the Hunter – Strategic Ploy Stratagem
    Having singled out their prey, the pack repeatedly strikes in waves, bleeding the target with each hit.
    WHEN: Your Movement phase, just after a SPACE WOLVES unit from your army Falls Back.

    TARGET: That SPACE WOLVES 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.
    BOUNDING ADVANCE
    1CP
    Saga of the Hunter – Strategic Ploy Stratagem
    Fenrisian warriors and wolves surge forward, driving through the enemy line to outflank the foe.
    WHEN: Your Movement phase or your Charge phase.

    TARGET: One SPACE WOLVES INFANTRY or SPACE WOLVES BEASTS unit from your army that has not been selected to move or declared a charge this phase.

    EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through models (excluding TITANIC models). When doing so, it can move within Engagement Range of enemy models, but unless it is making a Charge move, it cannot end that move within Engagement Range of them.
    MARKED FOR DESTRUCTION
    1CP
    Saga of the Hunter – Battle Tactic Stratagem
    At the barked orders of their Pack Leaders, the Space Wolves focus their fury upon a single target, combining their firepower to bring the foe down.
    WHEN: Your Shooting phase.

    TARGET: Two ADEPTUS ASTARTES units from your army (excluding BEASTS) that have not been selected to shoot this phase.

    EFFECT: Select one enemy unit visible to both of your units. Until the end of the phase, models in your units can only target that enemy unit (and only if it is an eligible target) and each time a model in one of your units makes an attack, re-roll a Wound roll of 1.

    Saga of the Bold2DP

    The grand feasting halls of Fenris echo with the sagas of the Chapter’s greatest heroes. Every son of Russ hopes one day to forge his own tale of heroism and glory and take his place in the annals of the Great Companies. Thus, the Space Wolves armies are replete with many great champions, each of whom has felled foes beyond count and earned a deed name to match. When such heroes go to war, they lead their battle-brothers by example, hurling themselves into combat with furious aggression and inspirational acts of savagery. Bellowing oaths and making outlandish boasts, these champions seek to outdo one another. Encouraged forward in the wake of such heroic figures, Blood Claws and Grey Hunters battle alongside their Wolf Lord’s mighty Wolf Guard, fighting with resilience and vigour regardless of the odds arrayed against them.

    Detachment Rule

    Heroes All

    Every Space Wolves warrior seeks to forge a saga worthy of retelling.

    Each time an ADEPTUS ASTARTES unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks:
    • If your Saga is completed (see below), you can re-roll one Hit roll, one Wound roll and one Damage roll.
    • Otherwise, if that unit is a SPACE WOLVES CHARACTER unit, you can re-roll one Hit roll, one Wound roll or one Damage roll.

    Saga of the Bold
    Each time a SPACE WOLVES CHARACTER unit from your army does one of the following, that unit achieves that Boast. Once three or more different Boasts have been achieved by units from your army, your Saga is completed.
    • Your Hide as a Trophy: That unit destroys your Oath of Moment target.
    • Slay Them All: That unit destroys your Oath of Moment target, and that is the second Oath of Moment target destroyed by that unit in this battle.
    • Overrun Their Position: At the end of either player’s turn, that unit is wholly within your opponent’s deployment zone.
    • Hold the Line: From the second battle round onwards, at the end of your Command phase, that unit is within range of an objective marker you control that is not within your deployment zone.

    Enhancements

    • Braggart’s Steel 20 pts

    This weapon has graced the hand of many a champion and inspires in its bearers a brazen self-confidence.

    SPACE WOLVES model only. Add 2 to the Strength characteristic of melee weapons equipped by the bearer. If the bearer’s unit has achieved one or more Boasts, add 1 to the Damage characteristic of those weapons as well.

    • Skjald 15 pts

    This warrior is well-versed in the Chapters saga, drawing inspiration and invaluable teachings from their retelling.

    ADEPTUS ASTARTES model only. Each time a SPACE WOLVES CHARACTER unit from your army achieves a Boast, if the bearer is on the battlefield, you gain 1CP.

    • Hordeslayer 15 pts

    Seeking to take a terrible tally of lives, this warrior hurls himself into the heart of the fight, heedless of the numbers arrayed against him.

    SPACE WOLVES model only. At the start of the Fight phase, if there are more enemy models than friendly models wholly within 6" of the bearer, until the end of the phase, add 2 to the Attacks characteristic of melee weapons equipped by the bearer. If the bearer’s unit has achieved one or more Boasts, add 3 to the Attacks characteristic instead.

    • Thunderwolf’s Fortitude 25 pts

    Possessed of indomitable fortitude, this champion of Fenris refuses the call of Morkai, fighting beyond the limits of even a Space Marine’s endurance.

    ADEPTUS ASTARTES model only. (Once per battle, per army) When this model is destroyed, at the end of the phase, roll one D6:

    • On a 2+, set up this model on the battlefield, unengaged and as close as possible to where it was destroyed. This model is not part of an attached unit and its unit has a starting strength of 1. This model has 3 wounds remaining.


    Stratagems

    INSPIRING PRESENCE
    1CP
    Saga of the Bold – Epic Deed Stratagem
    The inspiring presence of a champion lends their pack's strikes lethal impetus.
    WHEN: Fight phase.

    TARGET: One ADEPTUS ASTARTES CHARACTER 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 [LETHAL HITS] ability.
    CHAMPION’S GUIDANCE
    1CP
    Saga of the Bold – Epic Deed Stratagem
    A paragon of Fenrisian savagery, this champion guides his warriors with confidence and precision.
    WHEN: Your Shooting phase or the Fight phase.

    TARGET: One SPACE WOLVES CHARACTER 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, you can re-roll the Hit roll.
    BIRTH OF A SAGA
    1CP
    Saga of the Bold – Epic Deed Stratagem
    Heroes are forged in the heat of battle, rising from obscurity to become the warriors of epic sagas.
    WHEN: Your Command phase.

    TARGET: One Wolf Guard Headtaker or Wolf Guard Terminator Pack Leader model from your army.

    EFFECT: Until the start of your next Command phase, your model has the CHARACTER keyword.

    Designer’s Note: While in effect, your model’s unit is therefore a CHARACTER unit, meaning it can interact with the Heroes All rule, in addition to other rules that interact with CHARACTER units.
    ALPHA STRIKE
    1CP
    Saga of the Bold – Epic Deed Stratagem
    A true alpha wolf leads by example, and is always first into the fray.
    WHEN: Your Charge phase.

    TARGET: One ADEPTUS ASTARTES CHARACTER unit from your army.

    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
    HEROIC RESOLVE
    2CP
    Saga of the Bold – Epic Deed Stratagem
    This warrior’s indomitable fortitude is the stuff of legend, galvanizing his pack to remain standing before an avalanche of incoming attacks.
    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

    TARGET: One SPACE WOLVES CHARACTER 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 is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
    COUNTERCHARGE
    2CP
    Saga of the Bold – Epic Deed Stratagem
    Bellowing encouragement, this warrior rallies his pack and leads a furious counterstrike, intercepting the enemy advance before it can fall upon his allies.
    WHEN: End of your opponent’s Charge phase.

    TARGET: One ADEPTUS ASTARTES CHARACTER unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only one or more of those enemy units, and you resolve that charge as if it were your Charge phase. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

    Saga of the Beastslayer2DP

    Many terrible beasts stalk Fenris’ tundra or dwell within the depths of its frothing seas, and its people possess many tales of the slaying of such terrors. Some who ascend to the ranks of the Space Wolves continue this tradition of monster slaying, seeking out the largest, strongest and most lethal foes and pitting their strength against them. Bellowing battle cries, Thunderwolf Cavalry form wedges and charge, cutting through enemy infantry to reach such worthy prey. Wolves bound forward at their side, falling upon the wounded with feral hunger. Frenzied Wulfen, their bodies afflicted by the ravages of the Canis Helix, crash into armoured formations to swing thunder hammers and bring to bear crackling lightning claws. Then come the Wolf Guard, clad in Terminator armour or equipped as Headtakers, exploiting breaches in the enemy line to close upon their chosen prey. With each mighty warrior slain or titanic behemoth felled, the cohesion of the foe erodes and victory is brought closer to fruition.

    Detachment Rule

    Legendary Slayers

    Some Space Wolves seek only to bring down the most monstrous and deadly foes. With hunting packs of Fenrisian wolves, Thunderwolf Cavalry and rampaging bands of Wulfen, they seek to hunt down and slay mighty champions, towering monstrosities and rumbling war machines, demoralising the foe and earning glorious victories.

    Each time an ADEPTUS ASTARTES model from your army makes an attack, if that attack targets a CHARACTER, MONSTER or VEHICLE unit or if your Saga is completed (see below), that attack has the [lethal hits] ability.

    Saga of the Beastslayer
    At the start of the first battle round, your Beastslayer tally is 0, and you determine your Beastslayer target by halving the number of units from your opponent’s army (including those embarked within TRANSPORTS) that have one or more of the following keywords (rounding up): CHARACTER, MONSTER, VEHICLE.

    Each time an ADEPTUS ASTARTES unit from your army shoots or fights, after all of those attacks have been resolved, add 1 to your Beastslayer tally for each enemy unit with one or more of the following keywords destroyed by those attacks: CHARACTER, MONSTER, VEHICLE.

    Once your Beastslayer tally is equal to or greater than your Beastslayer target, your Saga is completed.

    Enhancements

    • Wolf-touched 15 pts

    Whilst the Canis Helix has yet to overcome this champion fully, it is stirred to life by the thrill of battle and the scent of blood.

    SPACE WOLVES model only. Add 2" to the Move characteristic of the bearer.

    • Hunter’s Guile 20 pts

    This warrior embodies the cunning of the wolf, utilising deception and misdirection to confound his foes.

    ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three THUNDERWOLF CAVALRY, WULFEN and/or BLOOD CLAWS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

    • Elder’s Guidance 20 pts

    Wily and long of fang, this warrior brings centuries of battlefield experience to the fight, lending focus to the reckless fury of his youthful battle-brothers.

    SPACE WOLVES model only. Once per battle, at the start of the Fight phase, if the bearer is leading a BLOOD CLAWS unit, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1.

    • Helm of the Beastslayer 15 pts

    Wrought from the carapace of a nameless xenos monstrosity, this helm offers unparalleled protection.

    ADEPTUS ASTARTES model only. Each time an attack made by a CHARACTER, MONSTER or VEHICLE model targets the bearer’s unit, reduce the Armour Penetration characteristic of that attack by 1.


    Stratagems

    UNBRIDLED FEROCITY
    1CP
    Saga of the Beastslayer – Battle Tactic Stratagem
    The Space Wolves fight with a savage fury that enables them to overcome even the most resilient targets.
    WHEN: Fight phase.

    TARGET: One SPACE WOLVES 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 an attack, add 1 to the Wound roll.
    SHOCK CAVALRY
    1CP
    Saga of the Beastslayer – Strategic Ploy Stratagem
    Thunderwolf Cavalry bound through friend and foe, leaping over obstacles in pursuit of their foes.
    WHEN: Your Movement phase or your Charge phase.

    TARGET: One THUNDERWOLF CAVALRY unit from your army that has not been selected to move or declared a charge this phase.

    EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so, it can move within Engagement Range of enemy models, but unless it is making a Charge move, it cannot end that move within Engagement Range of them.
    PINNING FIRE
    1CP
    Saga of the Beastslayer – Strategic Ploy Stratagem
    Unleashing a storm of firepower, the Space Wolves pin their targets down and halt their advance.
    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, after your unit has shot, select one enemy CHARACTER, MONSTER, or VEHICLE unit hit by one or more of those attacks. Until the start of your next Shooting phase, that unit is pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
    THUNDEROUS PURSUIT
    1CP
    Saga of the Beastslayer – Strategic Ploy Stratagem
    The relentless endurance of thunderwolf steeds enables the Space Wolves to run down fleeing foes.
    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 8" of that enemy unit and not within Engagement Range of one or more enemy units.

    EFFECT: Your unit can make a Normal move of up to D6". If your unit has the SPACE WOLVES INFANTRY or THUNDERWOLF CAVALRY keywords, it can make a Normal move of up to 6" instead.
    IMPETUOSITY
    1CP
    Saga of the Beastslayer – Strategic Ploy Stratagem
    Severe losses only drive Blood Claws and Wulfen forward into the midst of the foe.
    WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged WULFEN INFANTRY/BLOOD CLAWS unit this phase has shot.

    TARGET: That WULFEN INFANTRY/BLOOD CLAWS unit.

    EFFECT: Your unit can make a surge move of up to D6".
    COORDINATED STRIKE
    1CP
    Saga of the Beastslayer – Strategic Ploy Stratagem
    Space Wolves officers rein in their warriors’ impulsive fury, repositioning them to strike exposed flanks.
    WHEN: End of your opponent’s Fight phase.

    TARGET: One SPACE WOLVES unit from your army that is wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

    EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

    Champions of Fenris1DP

    THE HAND‑PICKED CHAMPIONS OF THE SPACE WOLVES CHAPTER STRIDE OUT TO LAY THEIR ENEMIES LOW

    Detachment Rule

    The Great Wolf Watches

    The battle-brothers of this Great Company know what their lord expects of them and stand ready to pounce the moment the foe are fool enough to stray within range.

    Friendly ADEPTUS ASTARTES INFANTRY CHARACTER units have the following ability:

    Countercharge: (Once per battle round, per unit) You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:
    • That use does not prevent any uses of that stratagem on other units this phase.

    Restrictions: Your army can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

    Enhancements

    • A Giant Amongst Giants 15 pts

    Likened to a walking pinnacle of Fenrisian granite come to life, this hulking champion is an echo of Russ himself.

    ADEPTUS ASTARTES INFANTRY model only.

    • This model has +2 W.
    • This model’s melee attacks have +1 S.

    • Preyslayer 15 pts

    Possessed of a ferocious predatory instinct, this warrior leads swift and deadly encirclements and ambushes with peerless skill.

    ADEPTUS ASTARTES INFANTRY model only. This unit can re-roll advance rolls and countercharge rolls.


    Stratagems

    WOLF TOTEMS
    1CP
    Champions of Fenris Stratagem
    Be it the power of belief or something a little more eldritch, the Space Wolves’ trust in their various protective amulets and totems is often borne out.
    WHEN: Any phase, when a friendly ADEPTUS ASTARTES INFANTRY CHARACTER unit suffers a mortal wound.

    TARGET: That ADEPTUS ASTARTES INFANTRY CHARACTER unit.

    EFFECT: Your unit has Feel No Pain 5+ against mortal wounds.
    RUNES OF CLAIMING
    1CP
    Champions of Fenris Stratagem
    A few quick cuts with a diamond-keen hunting knife or energised claw tip leave Fenrisian runes carved into bedrock, plasteel or flesh, marks of abjuration against the foe and secret messages between Space Wolves alike.
    WHEN: End of your Movement phase.

    TARGET: One friendly ADEPTUS ASTARTES INFANTRY CHARACTER unit.

    EFFECT: Select one objective your unit is controlling. That objective is secured.
    STALK BETWEEN WORLDS
    1CP
    Champions of Fenris Stratagem
    This champion possesses nigh-preternatural stealth and cunning, stalking their prey like some predatory terror circling the dying campfire of its doomed quarry.
    WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly ADEPTUS ASTARTES INFANTRY CHARACTER unit.

    TARGET: That ADEPTUS ASTARTES INFANTRY CHARACTER unit.

    EFFECT: Your unit has Stealth.

    Legends of Saga and Song1DP

    THE HAND‑PICKED CHAMPIONS OF THE SPACE WOLVES CHAPTER STRIDE OUT TO LAY THEIR ENEMIES LOW

    Detachment Rule

    Loping Charge

    Despite the massive bulk of their armour, these elite warriors close with their enemies in a ground-eating lope that catches the enemy unprepared.

    Friendly ADEPTUS ASTARTES TERMINATOR units have +1 to charge rolls.

    Restrictions: Your army can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

    Enhancements

    • Thirst For GloryUPGRADE 15 pts

    A position amongst the Wolf Guard offers a Space Wolf the chance for immortal glory, leading the onslaught and claiming the most vital prizes amidst the hottest fires of battle.

    ADEPTUS ASTARTES TERMINATOR model only. This unit has +1 OC.

    • Fierce ExampleUPGRADE 25 pts

    The Wolf Guard shrug off the worst their foes can hurl at them, sure in the knowledge that their example will inspire their packmates to even greater efforts.

    WOLF GUARD TERMINATORS unit only. This unit has +1 T.


    Stratagems

    FANGS OF THE PACK
    1CP
    Legends of Saga and Song Stratagem
    Fighting as one, the Wolf Guard fall upon an enemy champion and drag them down with single-minded savagery.
    WHEN: Fight phase, when a friendly ADEPTUS ASTARTES TERMINATOR unit is selected to fight.

    TARGET: That ADEPTUS ASTARTES TERMINATOR unit.

    EFFECT: Your unit’s melee attacks have [PRECISION].
    CHILLING HOWL
    1CP
    Legends of Saga and Song Stratagem
    Raising their feral voices as one, the elite champions of Fenris give voice to a predatory howl fit to freeze the marrow of the bravest warriors.
    WHEN: Your opponent’s Command phase.

    TARGET: One friendly WOLF GUARD TERMINATORS unit.

    EFFECT: Select one enemy unit within 6" of your unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll if that enemy unit is at or below half-strength.
    WINGS OF THE BLIZZARD
    1CP
    Legends of Saga and Song Stratagem
    A swift extraction by gunship sees the Wolf Guard take to the skies, ready to strike back onto the battlefield wherever the fighting is most fierce.
    WHEN: End of your opponent’s Fight phase.

    TARGET: One friendly unengaged ADEPTUS ASTARTES TERMINATOR unit.

    EFFECT: Place your unit in strategic reserves.

    Veterans of the Fang1DP

    THE HAND‑PICKED CHAMPIONS OF THE SPACE WOLVES CHAPTER STRIDE OUT TO LAY THEIR ENEMIES LOW

    Detachment Rule

    Old Greymanes

    Even in the midst of a brutal gunfight, Grey Hunters remain cool-headed and determined to discharge their duty to Chapter and Allfather.

    • When a friendly GREY HUNTER unit starts an action, that action does not prevent this unit from being eligible to shoot.
    • In the Declare Battle Formations step, you can split a friendly GREY HUNTERS unit into two units, each with a starting strength of 5.

    Restrictions: Your army can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

    Enhancements

    • Eye of the Hunter 20 pts

    It is said of this warrior’s marksmanship that he could bring down a ghost in the midst of a blizzard from a thousand paces. Better still, he knows how best to guide his packmates with his expertise.

    WOLF GUARD BATTLE LEADER model only. This unit’s ranged attacks have:

    • [ASSAULT].
    • [IGNORES COVER].
    • +1 AP.

    • Weaver of Sagas 15 pts

    Bellowing inspirational sagas of the Space Wolves’ great deeds, this Wolf Priest inspires his fellows to newfound fortitude, none more so than the steel-nerved Grey Hunters.

    WOLF PRIEST model only. (Once per battle-round, per army) In your Movement phase, at the start or end of this unit’s move, you can:

    • Select one friendly ADEPTUS ASTARTES unit within 6" of this unit. That unit is no longer battle-shocked.
    • Or: Select one friendly GREY HUNTERS unit within 18" of this unit. That unit is no longer battle-shocked.


    Stratagems

    GRIZZLED KILLERS
    1CP
    Veterans of the Fang Stratagem
    Be it mighty beasts or hordes of lesser foes, these warriors learned long ago how to best them.
    WHEN: Fight phase, when a friendly GREY HUNTERS unit is selected to fight.

    TARGET: That GREY HUNTERS unit.

    EFFECT: Your unit’s melee attacks have:
    • [SUSTAINED HITS 1].
    • <U>OR:</U> [LETHAL HITS].
    ICY CALM
    1CP
    Veterans of the Fang Stratagem
    No matter what is demanded of them amidst the mayhem of battle, still packs of Grey Hunters are able to complete even the most complex tasks with stern surety.
    WHEN: Your Movement phase, when a friendly GREY HUNTERS unit is selected to make an advance/fall-back move.

    TARGET: That GREY HUNTERS unit.

    EFFECT: That move does not prevent your unit from being eligible to start an action.
    BLADE-KEEN SENSES
    1CP
    Veterans of the Fang Stratagem
    Many decades’ experience hunting foes through the worst conditions have honed the senses of these warriors to near-inescapable sharpness.
    WHEN: Start of your Shooting phase.

    TARGET: One friendly unengaged GREY HUNTERS unit.

    EFFECT: Select one visible enemy unit within 24" of your unit. That enemy unit has +6" detection range.

    Saga of the Great Wolf2DP

    When the Great Wolf Logan Grimnar leads his packs to war, it is certain that mighty deeds will be done and epic verses added to the sagas of many a Space Wolf. There is none amongst the sons of Russ who can command such instinctive authority throughout his Chapter, none who so deftly wields warrior and war engine like a single great pack. In the sight of their lord, every Space Wolf aspires to be a champion of Fenris and strives with ever-greater determination to prove themselves worthy of his regard. Grimnar masterfully directs the hunt from its very heart, orchestrating every element like an apex predator herding its prey to destruction. Where restraint is needed, he sees it exercised. Where focused fury must be unleashed, he is its master and embodiment both. So does the saga of Logan Grimnar grow ever greater for the telling.

    Detachment Rule

    Master of Wolves

    With Logan Grimnar commanding them, the hunting packs of the Space Wolves fight at peak efficiency.

    At the start of your Command phase, you can select one of the Hunting Packs listed below. Until the start of your next Command phase, that Hunting Pack is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Hunting Pack once per battle.
    • Encircling Jaws: This unit can re-roll Advance rolls and Charge rolls.
    • Hunter’s Eye: Each time a model in this unit makes a ranged attack, add 1 to the Hit roll.
    • Ferocious Strike: Each time this unit is selected to fight, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in this unit have the selected ability.

    Howling Onslaught

    When the Great Wolf gives the command, his packs descend upon the foe in a coordinated and utterly devastating strike.

    Once per battle, when selecting a Hunting Pack for the Master of Wolves Detachment rule, if a LOGAN GRIMNAR model from your army is on the battlefield, you can select a Hunting Pack you have already selected this battle.

    Restrictions

    Your army can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

    Enhancements

    • Grimnar’s Mark 20 pts
    LEADER: WOLF GUARD TERMINATORS

    This moonsilver wolf-talisman is bestowed by the Great Wolf himself before battle, a mark of favour that fills the bearer with an eagerness to slay the foe.

    ADEPTUS ASTARTES TERMINATOR CAPTAIN model only. Once per battle round, from the second battle round onwards, you can target the bearer’s unit with the Rapid Ingress or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn.

    In the Declare Battle Formations step, the bearer can be attached to a WOLF GUARD TERMINATORS unit.

    • Howlmaw 15 pts

    An ancient hunting horn with a built-in vox amplification unit, this relic’s stirring howl can be heard even through the wild clangour of battle.

    WOLF PRIEST model only. At the start of the Fight phase, you can select one enemy unit within 6" of the bearer. That unit must take a Battle-shock, subtracting 1 from the result.

    • Chariots of the Storm 25 pts

    This dedicated flight of gunships attends the Great Wolf and his packs, and can be called in to rapidly reposition his forces in the moments before battle is joined.

    ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three ADEPTUS ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

    • Skjald’s Foretelling 25 pts

    Great deeds have been prophesied for this champion, such that those who fight alongside him do so all the harder as they play out the self-fulfilling prophecy.

    WOLF GUARD BATTLE LEADER model only. While the bearer is leading a unit, weapons equipped by models in that unit have the [LANCE] ability.


    Stratagems

    THE FOE FORESEEN
    1CP
    Saga of the Great Wolf Stratagem
    With his great strategic wisdom, Grimnar predicted the peril these warriors would encounter and warned them to be ready for it.
    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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
    GRIMNAR’S COMMAND
    1CP
    Saga of the Great Wolf Stratagem
    Pivotal as they are to the Great Wolf’s plans, this pack have their own orders to fulfil in this moment that come directly from Grimnar himself.
    WHEN: Your Command phase.

    TARGET: One ADEPTUS ASTARTES unit from your army.

    EFFECT: Select one Hunting Pack from the Master of Wolves Detachment rule. Until the start of your next Command phase, that Hunting Pack is active for your unit instead of any other Hunting Pack that is active, even if you have already selected that Hunting Pack this battle.
    FENRISIAN FEROCITY
    1CP
    Saga of the Great Wolf Stratagem
    Even the most challenging terrain or formidable fortifications cannot stop the Great Wolf’s chief hunters once they are in motion.
    WHEN: Your Movement phase or your Charge phase.

    TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES WALKER unit from your army that has not been selected to move or charge this phase.

    EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through models (excluding TITANIC models) and terrain features. When doing so, it can move within Engagement Range of enemy models, but cannot end a Normal, Advance or Fall Back move within Engagement Range of them.
    UNRELENTING HUNTERS
    1CP
    Saga of the Great Wolf Stratagem
    Knowing their part in the grand plan and determined to execute it with the magnificence of true champions, these warriors fight with a fluid and inescapable ferocity.
    WHEN: Your Movement phase.

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

    EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a SPACE WOLVES unit, until the end of the turn, it is eligible to declare a charge in a turn in which it Advanced or Fell Back.
    EYE OF THE PACK
    1CP
    Saga of the Great Wolf Stratagem
    Once one Fenrisian warrior has perceived some slight weakness in the defences of their foes, they all strike at it like encircling predators dragging down prey.
    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 an attack, you can add 1 to the Wound roll.
    BATTLE INSTINCTS
    1CP
    Saga of the Great Wolf Stratagem
    These champions of Fenris respond to enemy fire with instinctive swiftness, rarely giving their foes a second chance to shoot at them.
    WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

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

    EFFECT: Your unit can make a Normal move of up to D6".

    Crusade Rules

    In this section you’ll find additional rules for playing Crusade battles that are bespoke to ADEPTUS ASTARTES units. You can find out more about Crusade armies in the main Crusade rules.

    This section contains the following rules:

    OATHSWORN CAMPAIGNS
    These rules represent focused strategic goals your Crusade force can seek to achieve. They detail how, after gaining sufficient Honour points, you can promote CHARACTERS to Chapter Command and reassign your units to other tactical roles.

    AGENDAS
    ADEPTUS ASTARTES armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s goals and their particular methods of waging war.

    REQUISITIONS
    ADEPTUS ASTARTES armies have access to a number of bespoke Requisitions in addition to those found in other publications.

    BATTLE TRAITS
    As they gain experience and prowess, ADEPTUS ASTARTES units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

    CRUSADE RELICS
    In addition to the Crusade Relics presented in other Crusade publications, ADEPTUS ASTARTES CHARACTER models can claim one of the Crusade Relics found here.

    CRUSADE BADGES
    Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once you have achieved one, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

    Oathsworn Campaigns

    Space Marines of the Adeptus Astartes have a duty to safeguard the Imperium from the threats that assail it. These warriors fight in the name of the Emperor and swear oaths to uphold their Chapters honour in the missions to come. Such forces conduct precision strikes, sudden purges and evacuations of artefacts and individuals. They may be expected to relieve sieges, break the backs of enemy assaults, execute the foe’s champions and more, before moving onto the next conflict. To represent this, your Crusade force can embark on short Oathsworn Campaigns, each focused on a key thematic goal while being open to interpretation as befits your army’s background.

    Each battle offers the opportunity to earn Honour points for your Crusade force, which reflect the glorious accomplishments of your warriors on a personal and collective level. CHARACTERS can use Honour points to become high-ranking members of Chapter Command and access new abilities, while your units can adopt different battlefield roles or be promoted through the Chapter, starting in the Scout Company and eventually progressing to the 1st Company as decorated veterans with access to a wide array of Battle Traits.

    A Noble Undertaking

    To begin, select an Oathsworn Campaign from those presented below. An Oathsworn Campaign lasts for three battles, and each one has unique Bonus Agendas and Requisitions for you to take advantage of. If you wish to abandon a campaign for any reason, you can do so at any time. Your Crusade force can only participate in one Oathsworn Campaign at a time.

    Each time you win a battle, your Crusade force earns Honour points relative to the battle size, as shown below.

    INCURSION
    +2
    HONOUR POINTS
    HONOUR


    STRIKE FORCE
    +3
    HONOUR POINTS
    HONOUR


    ONSLAUGHT
    +5
    HONOUR POINTS
    HONOUR

    Honour Points

    Honour points for your Crusade force are earned by winning battles and completing Bonus Agendas. Keep track of your Honour points by noting them on your Order of Battle. At the end of an Oathsworn Campaign, you can spend Honour points to promote ADEPTUS ASTARTES CHARACTERS from your Order of Battle to be members of Chapter Command. You can also spend Honour points to promote various units from the Scout Company to the Reserve and Battle Companies, and then to the 1st Company.

    After an Oathsworn Campaign has ended, your Honour points are reset to 0. For every 5 unspent Honour points lost in this way, you can grant 1XP to a unit of your choice from your Order of Battle.

    20
    Below, Honour points are presented as shown on the left.

    Oathsworn Campaign Requisitions

    While your Crusade force is embarked on an Oathsworn Campaign, you have access to special Requisitions you can only purchase during that campaign. These represent your Crusade force taking actions best suited to their goals, such as commandeering local resources or bolstering defences as necessary.

    Bonus Agendas

    Each Oathsworn Campaign features unique Bonus Agendas that are always selected in addition to your two chosen Agendas. For the duration of the Oathsworn Campaign, when you select Agendas for a battle, consult the table associated with your chosen Oathsworn Campaign to select a Bonus Agenda for that battle that best suits your Crusade army or your narrative goals.

    Oathsworn Campaign

    Unflinching Bulwark

    The Adeptus Astartes confront and drive back invasions of every loathsome kind across the Imperium’s worlds. Destructive hordes spreading carnage through a planet’s macro-cities must be halted in their tracks to enable desperate evacuations. Predatory raiders plundering frontier settlements or void ships must be corralled into efficient kill zones. From the walls of vital Imperial fortifications, Space Marines hold positions that would otherwise have fallen. Enemy assaults are thrown back as the battle-brothers unleash a deluge of firepower to cut them down. The Space Marines’ aggressive defence grants other Imperial forces the chance to regroup and exploit the gains won by the sudden intervention, even as the Angels of Death themselves leave for the next war zone.


    Requisition

    FORTIFICATION NETWORK1RP

    The strategic brilliance of a strike force’s commanders means Space Marines can often ensure the enemy fights them only on their terms, drawing the Imperium’s foes into carefully chosen battle sites. Utilising the full extent of their siegecraft, the Space Marines erect solid redoubts, fortified walls and dedicated kill zones. Any forces attempting to invade the area find their advance swiftly halted by these masterful creations and their determined defenders.

    Purchase this Requisition before a battle. Do not roll off to determine the Attacker and Defender for that battle. Instead, you are automatically the Defender. If your opponent uses the same or a similar rule to become the Defender, ignore both rules and instead determine the Attacker and Defender normally.

    Bonus Agendas
    D6
    PRIORITY KILL ZONE

    The Adeptus Astartes are utterly focused on their mission parameters. Those Space Marines sworn to the defence of their battle lines will take not one backward step nor be lured into reckless assaults. Any foe who dares venture into these warriors’ priority kill zones are subjected to a thunderous fusillade of long-range firepower that scours them from critical battlefield targets.

    Each time an ADEPTUS ASTARTES unit from your Crusade army that is within your deployment zone destroys an enemy unit that is within range of an objective marker, your Crusade force gains 1 Honour point (to a maximum of 3).
    DEFIANCE UNFURLED

    While some of a defensive Space Marine force may be tasked with counter-assaults, others stamp the Chapter’s presence upon the war zone by planting a sacred banner or ancient sigil in full view of the foe. With undisguised bombast, the action proclaims the resolve of the battle-brothers to retake the battlefield and signals to the foe their imminent destruction.

    At the start of the battle, select one objective marker in No Man’s Land. If there is an objective marker within 6" of the centre of the battlefield, you must choose that one. At the end of the battle, if an ADEPTUS ASTARTES unit from your army controls that objective marker, your Crusade force gains 4 Honour points.
    DRIVE THEM BACK!

    Whether safeguarding an extraction or in a final push towards the foe’s last redoubt, the Space Marines have vowed to cleanse the enemy from their lines and allow none to slip past.

    At the end of the battle, if there are two or fewer enemy units within your deployment zone, your Crusade force gains 4 Honour points.

    Oathsworn Campaign

    Precision Strike

    The Adeptus Astartes confront and drive back invasions of every loathsome kind across the Imperium’s worlds. Destructive hordes spreading carnage through a planet’s macro-cities must be halted in their tracks to enable desperate evacuations. Predatory raiders plundering frontier settlements or void ships must be corralled into efficient kill zones. From the walls of vital Imperial fortifications, Space Marines hold positions that would otherwise have fallen. Enemy assaults are thrown back as the battle-brothers unleash a deluge of firepower to cut them down. The Space Marines’ aggressive defence grants other Imperial forces the chance to regroup and exploit the gains won by the sudden intervention, even as the Angels of Death themselves leave for the next war zone.


    Requisition

    STORM-SWIFT DESTRUCTION1RP

    Space Marines are the ultimate assault force. Deploying from orbiting strike cruisers or drop ships, roaring into the fray in armoured transports or charging from ambush, they are capable of surprise attacks that hit with meteoric force. Such assaults are unleashed after rapid and incisive assessment of carefully harvested intelligence filtered through the warriors’ long years of combat experience, and can catch even the most alert of sentries flat-footed.

    Purchase this Requisition before a battle. Do not roll off to determine the Attacker and Defender for that battle. Instead, you are automatically the Attacker. If your opponent uses the same or a similar rule to become the Attacker, ignore both rules and instead determine the Attacker and Defender normally.

    Bonus Agendas
    D6
    PUNISH THEIR DARING

    Any advances or gains made by the enemy must be taken from them by swift and unremitting force. None can be left in any doubt that to stand against the Adeptus Astartes is to feel the wrath of the Emperor himself.

    Each time an ADEPTUS ASTARTES unit from your Crusade army destroys an enemy unit that is within range of an objective marker in your opponent’s deployment zone or No Man’s Land with a melee attack, your Crusade force gains 1 Honour point (to a maximum of 5).
    THE TIP OF THE SPEAR

    Space Marine commanders do not orchestrate victory from the safety of a strategium, but as the speartip of their strike force that plunges into the enemy’s heart.

    At the end of the battle, if your WARLORD’s unit is within 6" of your opponent’s battlefield edge (or wholly within your opponent’s deployment zone if your opponent does not have a battlefield edge), your Crusade force gains 3 Honour points.
    ALPHA-THREAT PROTOCOLS

    Adapting their priorities on the move with post-human cogitation, Space Marines will rapidly assess the most dangerous threats amongst the foe. Any that pose a risk to the battle-brothers’ mission targets will be picked out for eradication.

    At the start of the battle, your opponent must select three units from their Crusade army to be Priority Target units. At the end of the battle, for each Priority Target unit that was destroyed by a unit from your Crusade army, your Crusade force gains 1 Honour point.

    Oathsworn Campaign

    The Forging of Legends

    In millennia-old archives are accounts of the supernatural heroism of the Adeptus Astartes’ champions. A Chapters honour is of utmost importance to its warrior-knights. In campaigns where it can be upheld or avenged - the recovery of a fallen battle-brother or relic, the hunting down of a reviled foe or the reclamation of a Chapter bastion - personal heroism surges to the fore. The greatest of a force’s combatants lead their battle-brothers in wrath-filled charges to topple enemy champions and strike down the largest of threats. Such strength and skill can crush an enemy’s cohesion as the foe witnesses their best and greatest cast down by a single warrior.


    Requisition

    THE ESTEEM OF THE CHAPTER1RP

    Space Marine commanders are entrusted with great latitude in dispensing honours - and summary justice - upon their battle-brothers. Even amongst some of the Imperiums greatest heroes, there are those leaders whose courage and skill exceeds even their commander's lofty expectations. Such valour in the Emperor's name is deserving of recognition.

    Purchase this Requisition after a battle in which your WARLORD was not destroyed. Select one CHARACTER unit that participated in that battle (excluding your WARLORD); that CHARACTER unit gains 5XP.

    Bonus Agendas
    D6
    DUEL OF HONOUR

    Chapter legend recounts many epic duels in which the greatest of its warriors cast down the most heinous enemies in fights that shook the firmament and awed those who witnessed them. These legends are a potent source of inspiration to those who would uphold their brotherhood's honour.

    Each time a CHARACTER unit from your Crusade army destroys an enemy CHARACTER unit with a melee attack, your Crusade force gains 2 Honour points (to a maximum of 4).
    HUNTING THE BEHEMOTH

    The battlefield echoes to the roaring engines or guttural howls of an enemy monstrosity. Through tactical consideration of their threat to his battle-brothers, as well as being a matter of personal pride, a Chapter’s noble champion will make its slaying their personal vow.

    Each time a CHARACTER unit from your Crusade army destroys an enemy MONSTER or VEHICLE unit with a melee attack, your Crusade force gains 2 Honour points (to a maximum of 4).
    A SHOW OF DOMINION

    The heroic commanders of a Space Marine strike force lead from the front in stunning displays of their combined strategic acumen and martial skill. They stamp their presence onto the battlefield so that none are left in doubt as to the power of the Angels of Death.

    At the end of the battle, if your WARLORD’s unit controls an objective marker that is in No Man’s Land, your Crusade force gains 1 Honour point. If that objective marker is in your opponent’s deployment zone, your Crusade force gains 3 Honour points instead.

    Chapter Command

    After an Oathsworn Campaign ends, if you have enough Honour points to do so, you can promote one or more CHARACTERS to be members of Chapter Command. To do so, select a CHARACTER you wish to promote, then subtract that promotion’s Honour points cost from your total and select one of that promotion’s Battle Honours for that CHARACTER to gain. Each CHARACTER can only have one of these Battle Honours, even if you gain enough Honour points to promote them again. Each of these Battle Honours is unique - you can only have one instance of each in your Order of Battle. When gaining one of these Battle Honours, if that CHARACTER already has their maximum number of Battle Honours, you can choose to replace one with a Chapter Command Battle Honour.

    Designer’s Note: If your Order of Battle contains an EPIC HERO who is already known to hold a position in Chapter Command (e.g. Pedro Kantor being a Chapter Master), you should not promote another CHARACTER to that position.

    CHAPTER MASTER
    25
    CAPTAIN ONLY

    Chapter Masters are some of the greatest military minds in the galaxy. There are few elements of strategy and tactics they have not studied and mastered, and they have tested their skills against innumerable enemies. They are magnificent leaders, able to inspire their warriors to acts of legendary valour. There is no task to which they will set their battle-brothers that they have not completed themselves, and when they lead from the front, they wield their blades with incomparable ability, slaughtering more of the foe than any of their warriors.

    CHOOSE ONE
    Master of the Codex
    BATTLE HONOUR
    Once per battle, after you have selected your Oath of Moment target, select a second enemy unit. Until the start of your next Command phase, that second enemy unit also counts as your Oath of Moment target.
    OR
    Master of Combat
    BATTLE HONOUR
    Once per battle, in your Command phase, this model can use this ability. If it does, until the end of the turn, add 2 to the Damage characteristic of weapons equipped by this model.
    CHIEF APOTHECARY
    10
    APOTHECARY ONLY

    Chief Apothecaries are the most senior surgeons and battle medics available to Space Marine Chapters. Calm and resolute, they maintain the life force of their battle-brothers on and off the battlefield. Most importantly, they are responsible for their Chapter’s future in the preservation of Space Marine gene-seed. With vast experience to draw upon, a Chapter's Chief Apothecary is its ultimate practitioner of the healer’s art.

    CHOOSE ONE
    Selfless Healer
    BATTLE HONOUR
    TACTICUS APOTHECARY model only. While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
    OR
    Battlefield Chirurgy
    BATTLE HONOUR
    At the end of the battle, if your Crusade army included this model and it was not destroyed during the battle, you can ignore up to two failed Out of Action tests taken for INFANTRY units from your Crusade army - those tests are treated as having been passed instead.

    MASTER OF SANCTITY
    20
    CHAPLAIN ONLY

    Masters of Sanctity are the High Chaplains of the Space Marine Chapters. They maintain the spiritual well-being of their brothers, ensuring none falter in their responsibilities. Their mere presence inspires fervent aggression amongst their kin, though they are just as capable of delivering retribution first-hand.

    CHOOSE ONE
    Wise Orator
    BATTLE HONOUR
    Once per battle, at the start of the battle round, this model can use this ability. If it does, until the end of the turn, this model has the following ability:

    Wise Orator (Aura): Each time a friendly ADEPTUS ASTARTES unit within 6" of this model makes a melee attack, add 1 to the Wound roll.
    OR
    Mantra of Strength
    BATTLE HONOUR
    Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 2 to the Attacks, Strength and Damage characteristics of melee weapons equipped by this model.
    MASTER OF THE FORGE
    15
    TECHMARINE ONLY

    Masters of the Forge are the chief artificers of the Space Marines, responsible for maintaining the arms, armour and vehicles of their Chapter. Having distinguished themselves from their brother Techmarines, Masters of the Forge oversee the Chapter’s Armoury, and have an intimate knowledge of its workings and the machine spirits that reside there.

    CHOOSE ONE
    Liturgy of Resanctification
    BATTLE HONOUR
    Each time this model uses its Blessing of the Omnissiah ability, the selected VEHICLE regains up to D3+3 lost wounds instead of up to D3.
    OR
    Shielded by the Machine God
    BATTLE HONOUR
    Each time this model uses its Blessing of the Omnissiah ability, until the start of your next Command phase, the selected VEHICLE has a 4+ invulnerable save (in addition to that ability’s other effects).

    HONOUR GUARD
    10

    For a Space Marine to have become one of the Chapters Honour Guard is to have fulfilled many centuries of exceptionally courageous service. In battle, they act as personal retinues for the strike force’s leaders, ensuring their safety with selfless valour.

    CHOOSE ONE
    Ardent Protectors
    BATTLE HONOUR
    While a CHARACTER model is leading this unit, add 1 to the Toughness characteristic of models in that unit.
    OR
    Roused to Fury
    BATTLE HONOUR
    Once per battle, at the start of either player’s Command phase, this unit can use this ability. If it does, until the end of the turn, add 1 to the Attacks characteristic of weapons equipped by models in this unit.
    CHIEF LIBRARIAN
    15
    LIBRARIAN ONLY

    At the head of each Chapter’s Librarius can be found the Chief Librarian. Battle scholars with vast experience and immense psychic power, they are as much invaluable warriors as they are dependable advisors. When mastery of the warp is required, none are better equipped to deal with its turbulent nature. On the battlefield, Chief Librarians direct the energies of the immaterium with unrivalled precision and power.

    CHOOSE ONE
    Psychic Scourge
    BATTLE HONOUR
    At the start of your Shooting phase, you can select one enemy unit within 12" of and visible to this model and roll one D6: on a 3-5, that unit suffers D6 mortal wounds; on a 6, that unit suffers D6 mortal wounds and, until the start of your next turn, halve that unit's Move characteristic and halve the result of Charge rolls and Advance rolls made for that unit.
    OR
    Empyric Castellan
    BATTLE HONOUR
    Once per battle, at the start of any phase, this unit can use this ability. If it does, until the start of your next turn, this model has the following ability:

    Empyric Castellan (Aura, Psychic): While an ADEPTUS ASTARTES unit from your army is within 6" of this model, models in that unit have a 4+ invulnerable save.

    CHAPTER ANCIENT
    15
    ANCIENT ONLY

    Only the most distinguished Space Marines are granted the title of Chapter Ancient. Given the sacred task of bearing the Chapter’s standard to war, they selflessly fly the colours even as they slay their foes. The sight of such a holy relic flying high above the battlefield inspires the Ancients’ brethren to give their all. The mere presence of the Chapters standard is worth a fortified bastion to the warriors of the Adeptus Astartes.

    CHOOSE ONE
    Steadfast Example
    BATTLE HONOUR
    Once per battle, at the start of your Command phase, this model can use this ability. If it does, until the end of the turn, this model has the following ability:

    Steadfast Example (Aura): While an ADEPTUS ASTARTES unit from your army is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit.
    OR
    Pennant of the Fallen
    BATTLE HONOUR
    While this model is leading a unit, each time a Bodyguard model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 2+, 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.

    Assignment and Promotion

    During their long years, Space Marines advance through their Chapters companies, gaining new skills and a wealth of experience on their journey.

    In addition to spending Honour points on Chapter Command promotions, you can also spend them to assign or promote other units to new positions within the Chapters structure. After an Oathsworn Campaign ends, just as with Chapter Command promotions, you can spend the required number of Honour points to assign or promote a unit, but if you do, instead of selecting a Battle Honour for that unit, you must instead remove it from your Order of Battle and replace it with another unit from those listed. When a unit is replaced in this way, the new unit starts with the same XP as the one it replaced.

    RESERVE AND BATTLE COMPANY ASSIGNMENT
    5

    Once deemed worthy, a neophyte is elevated from the Scout Company to the status of full battle-brother and serves in the first of the Reserve Companies. Should they continue to distinguish themselves, they may progress to the Battle Companies and throughout their lives learn to fight in many different roles. Experienced battle-brothers of the Scout Company’s Vanguard complement may be requisitioned to support other companies, their battle prowess granting them a potent reputation.

    Select one of the following units:

    You can spend 5 Honour points to replace that unit with one of the following units:
    1ST COMPANY PROMOTION
    5

    Elevation to the elite 1st Company of a Chapter is never automatic, no matter how long a battle-brother serves with the incredibly high levels of skill expected of all Space Marines. To be so honoured, they must have proved superior even amongst an entire brotherhood of post-human champions. Each has performed legendary deeds of bravery and mastered all of the Chapter’s ways of war. They are master marksmen, exceptional duellists and incredible pilots, with tactical insight far beyond any mortal soldier and a devotion to duty that is fierce in its intensity. They truly are the heroes of their Chapter.

    Select one ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit (excluding CHARACTERS and SCOUT SQUADS). You can spend 5 Honour points to replace the selected unit with one of the following units. If the selected unit has the Terminator Honours Battle Trait, this promotion costs 0 Honour points.
    COMPANY COMMAND PROMOTION
    10

    The honour of command amongst the Adeptus Astartes recognises a battle-brother whose past is littered with conquered enemies. Yet it is not enough to be a skilled fighter; they must also have an unassailable grasp of strategy and tactics. Centuries of battlefield experience have taught them every facet of war, trained them in the tools of slaughter and honed their wits to the level of instinct. To lead the Emperor’s greatest shock troops in battle, to marshal their strength and mete it out efficiently to maximise its potential against the ceaseless waves of foes that embattle the Imperium, is a singular and grave responsibility.

    Select one LIEUTENANT model. You can spend 10 Honour points to replace that model with one CAPTAIN model (excluding EPIC HEROES).

    Agendas

    If your Crusade army includes any ADEPTUS ASTARTES units, you can select Agendas from those presented here.

    ANGELS OF DEATH

    For the Space Marines, only the total destruction of the Emperor’s enemies is acceptable.

    At the end of the battle, if there are no enemy units on the battlefield, each ADEPTUS ASTARTES unit from your Crusade army that is on the battlefield gains 2XP and your Crusade force gains 2 Honour points.
    KNOW NO FEAR

    The Space Marines know no fear. Superhuman courage in the face of terrifying horrors and overwhelming odds are expected from each and every battle-brother. Fleeing from the conflict is as anathema to them as allowing the enemies of the Emperor to draw breath.

    At the end of the battle, each ADEPTUS ASTARTES unit from your Crusade army that did not fail a Battle-shock test during the battle gains 1XP. If that unit did not fail a Battle-shock test and is also Below Half-strength, it gains 2XP instead.
    ARMOURED ASSAULT

    Battle-brothers who pilot their Chapter’s war engines often have a natural affinity for their mechanical steeds. With prayers to the vehicles’ machine spirits, the crews urge them forth in unstoppable spearheads. Those war engines that leave a great wake of the foe’s twisted corpses are immortalised for their deeds with devotional seals and trophies in a dedicated shrine within the Chapter’s Armoury.

    At the end of the battle, each VEHICLE unit from your Crusade army that is not destroyed gains 1XP, and each VEHICLE unit from your Crusade army that is destroyed but itself destroyed two or more enemy units during the battle gains 1XP.
    QUEST OF ATONEMENT

    The warriors of the Chapter who bear the Mark of Censure have submitted themselves to the Reclusiam for their failures, and been set upon a quest for absolution in their Chapter’s eyes. Only by striking down the mightiest foes of the Emperor will their shame be absolved.

    When you select this Agenda, select one ADEPTUS ASTARTES unit from your Crusade army that has one or more of the following Battle Scars: Battle-weary; Disgraced; Mark of Shame. At the end of the battle, if the selected unit destroyed one or more enemy CHARACTER, MONSTER or VEHICLE units with a melee attack during the battle, it loses one of those Battle Scars of your choice and gains 5XP.

    Requisitions

    If your Crusade army includes any ADEPTUS ASTARTES units, you can spend Requisition points (RP) on any of the following Requisitions.

    A LEGACY PRESERVED1RP

    Death in battle is the fate of almost all Space Marines. But if the Chapter’s Apothecaries can preserve the gene-seed of fallen battle-brothers, then something of them can live on in a new generation of warriors. The heroic warrior-chirurgeons make their battle-brothers' death an honoured gift of legacy to the Chapter.

    Purchase this Requisition after an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your Crusade army gains a Battle Scar, if your Order of Battle includes one or more APOTHECARY models. Remove the unit that just gained that Battle Scar from your Order of Battle, and your Crusade force gains 5 Honour points.
    VAUNTED TRIUMPH1RP

    To triumph in spectacular and glorious fashion over the Imperiums enemies is reward enough for those heroes who bought the victory with deadly skill and unflinching conviction.

    Purchase this Requisition after a battle that you won. You can select a second unit to be Marked for Greatness. You can only purchase this Requisition once per Oathsworn Campaign.
    ENDURING DUTY2RP

    On occasion, the Space Marines' famously rapid and efficient campaigns must be extended. They may uncover evidence of a deeper conspiracy that must be broken or details of hidden enemy reserves that must be crushed. Whatever new intelligence comes to light, the Adeptus Astartes will not shirk from acting upon it to ensure their final victory is total.

    Purchase this Requisition after the third battle in an Oathsworn Campaign. You may participate in one additional battle before that Oathsworn Campaign ends.
    EVEN IN DEATH I STILL SERVE1RP

    A mortally wounded Space Marine may be interred in the sarcophagus of a Dreadnought, allowing them to bring death to their foes in a new form.

    Purchase this Requisition when an ADEPTUS ASTARTES INFANTRY CHARACTER or ADEPTUS ASTARTES MOUNTED CHARACTER unit from your Crusade army would gain a second or subsequent Battle Scar. Remove that unit from your Order of Battle and replace it with an ADEPTUS ASTARTES WALKER unit (excluding INVICTOR TACTICAL WARSUITS). You cannot purchase this Requisition if doing so would cause your total Crusade points to exceed your Crusade forces Supply Limit. The new unit starts with the same number of XP as the unit it replaced and gains the appropriate number of Battle Honours for its rank.

    Battle Traits

    When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

    INFANTRY and MOUNTED Units
    D6
    Excluding CHARACTERS
    MARKSMAN’S HONOURS

    Awarded to those warriors who prove their accuracy in combat, these badges are constructed by coating spent bolter shell casings, ejected from the weapons of great heroes, in gold.

    Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
    BLADESMAN'S HONOUR

    Awarded to the most superlative duellists of the Chapter, this honour badge is shaped like a dagger and proclaims the bearer’s skill at arms.

    Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
    SERVICE STUDS

    These rivets are stamped into a warrior’s cranium to record ten, fifty or a hundred years' service. Though described in the Codex, the awarding of studs is not officially required.

    At the end of the battle, if this unit is not destroyed, it gains an additional 1XP.
    PURITY SEALS

    Purity seals record not so much honours as blessings given by the Chapter’s Chaplains before battle. When a battle-brother receives a seal, the Chaplains chant litanies before affixing it to the Space Marine's armour.

    Models in this unit have the Feel No Pain 5+ ability against Psychic Attacks.
    TERMINATOR HONOURS

    Veterans who have earned the honour of waging war in Terminator armour are permitted to wear these badges - smaller representations of the Crux Terminatus - when fighting.

    Select one model in this unit (if this unit contains a unit champion, such as a Space Marine Sergeant, you must select that model). Add 1 to the Attacks characteristic of the selected model’s melee weapons and, unless the selected model is a CHARACTER, add 1 to its Wounds characteristic.
    AQUILA IMPERIALS

    Awarded to those who have shown great resolve, this eagle emblem is emblazoned on the warrior’s chest plate.

    This unit can still be selected as the target of a Stratagem while it is Battle-shocked. In addition, each time an Out of Action test is failed for this unit, you can re-roll that test.

    Scout Company Units
    D6
    ELIMINATOR SQUAD, INCURSOR SQUAD, INFILTRATOR SQUAD, REIVER SQUAD, SCOUT SQUAD
    EXECUTION ORDER

    Enemy champions and the guardians who shelter them are priority targets for this squad of skilled assassins.

    Each time this unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll.
    TACTICAL REPOSITIONING

    Adept in the sudden unbalancing of their foes, this agile squad can evade closing foes and leave them exposed.

    Once per turn, in your opponent’s Charge phase, after an enemy unit has selected this unit as a target for its charge but before it makes a Charge move, this unit can choose to retreat. If it does, it can make a Normal move of up to 3". The charging unit can then select new targets for that charge.
    DEATH’S OWN SHADOW

    These Chapter warriors are shades made manifest, using every sensory distraction to veil their advance and utilising every scrap of cover to their advantage.

    Each time a ranged attack targets this unit, it has the Benefit of Cover against that attack.

    1st Company Units
    D6
    BLADEGUARD VETERAN SQUAD, COMPANY HEROES, STERNGUARD VETERAN SQUAD, TERMINATOR ASSAULT SQUAD, TERMINATOR SQUAD, VANGUARD VETERAN SQUAD
    ABIDING DUTY

    Tasked with holding their ground, the veterans of the 1st Company will stand as intimidating sentinels, throwing the broken foe back unto their very last breaths.

    While this unit is Below Half-strength, you can re-roll Battle-shock tests taken for it.
    ECHOES OF THE PRIMARCH

    These veterans can unleash a flurry of masterful blows said to reflect their Primarch’s martial perfection.

    Once per battle, at the start of the Fight phase, this unit can use this ability. If it does, until the end of the turn, weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
    DEFENDERS OF HUMANITY

    These veteran battle-brothers have sworn to banish the shades of the Imperium’s enemies in every benighted reach they fight in. While they stand, the light of Humanity will never fade.

    Once per battle, at the start of your Command phase, this unit can use this ability. If it does, until the start of your next Command phase, add 1 to the Objective Control characteristic of models in this unit.

    VEHICLE Models
    D6
    BELLICOSE MACHINE SPIRIT

    This machine spirit seeks to grind its foes beneath the ironclad hull it inhabits.

    Each time this model makes a Charge move, select one melee weapon it is equipped with; until the end of the turn, add 2 to the Strength characteristic of that weapon.
    RESILIENT MACHINE SPIRIT

    The might of this indomitable machine spirit is legendary.

    Add 2 to this model’s Wounds characteristic.
    FOCUSED MACHINE SPIRIT

    Even under duress, the attacks of this machine remain precise.

    This model does not suffer the penalty to its Hit rolls for firing at enemy units that are within Engagement Range of it.

    Crusade Relics

    When an ADEPTUS ASTARTES CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

    Artificer Relics

    ADAMANTINE CUIRASS

    This chest plate bears an aquila crest wrought in adamantine, rendering it proof against even the mightiest blow.

    Add 1 to the bearer’s Toughness and Wounds characteristics.
    ASTARTES TELEPORTATION TRANSPONDER

    Incorporating arcane technology found in suits of Terminator armour, this unassuming device allows the bearer to be teleported accurately into the thick of battle from their orbiting spacecraft.

    During the Declare Battle Formations step, if this model is attached to a unit, until the end of the battle, that unit has the Deep Strike ability.
    HALO INDOMITUS

    This iron halo protects the bearer from harm, while proclaiming them to be a mighty hero of the Imperium.

    • The bearer has a 4+ invulnerable save.
    • The bearer has the Feel No Pain 4+ ability against mortal wounds.

    Antiquity Relics

    PARAGON BLADE

    This blade is a relic of the Great Crusade and is rumoured to have been crafted on Terra. It is now borne by only the greatest heroes of the Space Marine Chapters.

    The bearer is equipped with the following melee weapon in addition to its other weapons:
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Paragon blade
    Paragon blade
    Melee
    6
    2+
    6
    -3
    3
    STANDARD OF RIGHTEOUS HATRED

    This bloodstained banner lists the atrocities and injustices committed by the Emperor’s foes, a reminder of the duty of the Adeptus Astartes to purge the stars of the heretic and the alien.

    ANCIENT model only. While the bearer is leading a unit, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.

    Legendary Relics

    VORTEX BOLT

    Crafted long ago in forges lost to the mist of time, these immensely rare rounds create a miniature vortex within the target upon their detonation. Such an event causes catastrophic damage to even the largest enemies, and psykers who miraculously survive are driven mad by the creatures of the warp that flow from the tear in reality.

    Select one ranged weapon equipped by the bearer; that weapon is now a Crusade Relic. Note this on the bearer’s Crusade card and give that weapon a suitable name. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a vortex bolt instead of shooting that weapon normally. If it does, resolve that shooting using with the following profile:
    RANGED WEAPONS
    RANGE
    A
    BS
    S
    AP
    D
    Vortex bolt ANTI-INFANTRY 3+ ANTI-PSYKER 2+ DEVASTATING WOUNDS
    Vortex bolt ANTI-INFANTRY 3+ ANTI-PSYKER 2+ DEVASTATING WOUNDS
    24"
    1
    2+
    4
    0
    D3+3
    RELIC OF THE PRIMARCH

    In the deepest vaults of every Chapter are ancient relics inherited from the personal wargear of their gene-sire. Only in the direst circumstances are these brought to the field of war to inspire battle-brothers to even greater deeds; if these relics were to be lost, it would be a tragedy on par with the blackest days in the Chapter’s history.

    Once per battle, in your Command phase, the bearer can unveil the Relic of the Primarch. If it does, until the start of your next Command phase, the bearer has the following ability:

    Relic of the Primarch (Aura)
    • While a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
    • If the bearer is destroyed, after removing it from play, set up one new objective marker as close as possible to the bearer’s last location; this represents the Relic of the Primarch. You immediately gain the Recover the Relic Agenda (see below) in addition to any other Agendas being used for the battle.

    Recover the Relic

    The loss of one of the Primarch’s priceless relics is an unthinkable shame that cannot be allowed to pass.

    At the end of the battle, if you control the Relic of the Primarch objective marker, you can select one unit from your Crusade army that is within 3" of that objective marker; that unit gains 3XP. If you do not control that objective marker at the end of the battle, you lose 10VP (to a minimum of 0).

    Crusade Badges

    When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

    Oathsworn Crusaders

    Your strike force’s battles against the myriad dangers facing the Imperium have seen your Space Marines hailed as true crusaders and enactors of the Lord Commander’s vision. Each of your successful assaults against Humanity’s enemies has helped liberate Imperial worlds through fire and blood. You have pushed back the hateful tide of heretics, mutants and xenos, but in spreading the Emperor’s light you have discovered new vistas of invasion and corruption. Honour demands you cannot stop now.



    Oathsworn Victors

    Proving the nobility of your Chapter in the Emperor’s service, your force has won a tally of victories. Bastions of Mankind’s foes have been breached, invasions held and pushed back, and abominations purged. Your experienced warriors have been highly honoured by their Chapter, but with each surge into the darkness, your foes - and the chances to lay them low - multiply.



    Oathsworn Veterans

    Your heroic battle-brothers have visited death and destruction upon worlds thought beyond the Imperium’s reach. Your Chapter lords lead blistering assaults of veteran battle-brothers in strikes so swift and overwhelming that none may stay their wrath. You are the vengeance of the Emperor made manifest and a shining exemplar of your gene-sire’s martial doctrines!

    • You have completed five Oathsworn Campaigns and promoted five or more CHARACTERS to Chapter Command.
    • You have won ten or more battles.
    • You have replaced three or more units as described in the Reserve and Battle Company Assignment and/or 1st Company Promotion sections (see Assignment and Promotion).


    Oathsworn Campaign Tracker

    Download blank Oathsworn Campaign tracker:

    Black Templars Oathsworn Campaigns

    In this section you’ll find additional rules for playing Crusade battles that are bespoke to BLACK TEMPLARS units. If your Crusade army includes any ADEPTUS ASTARTES units from the Black Templars Chapter (or one of its successors), you can use any of the following Crusade rules.

    Your Crusade force can use the Oathsworn Campaigns rules featured in Codex: Space Marines to embark on the following Oathsworn Campaign unique to the Black Templars. This offers a Bonus Agenda to gain Honour points, allowing your CHARACTERS to become members of Chapter Command, as well as the opportunity to recover Relic Fragments, which you can use to build Reclaimed Relics.


    Oathsworn Campaign

    Honouring the Creed

    The Black Templars’ uncompromising loyalty and martial honour is ever expressed through their fierce devotion to the Imperial Creed. On operations to punish the desecrators of shrines, reclaim holy artefacts or uphold vows made in the God-Emperor’s name, their strike forces zealously pursue holy goals declared by fearsome oaths.


    Requisition

    DEVOTIONAL CODICIL1RP

    When divine portents from the Emperor demand it, the Black Templars commit to ever greater oaths.

    Purchase this Requisition at the start of the Select Agendas step. When you are creating your Bonus Agenda for that battle (see below), you can select up to two Passions and up to two Conditions (if you are randomly selecting these and you roll any duplicates, keep rolling until a different result is rolled). You can only purchase this Requisition once per Oathsworn Campaign.

    Example Oath

    When creating your Bonus Agenda, you select one Deed - ‘...reclaim our holy relics...’ - and you select one Foe - ‘...and slaughter the faithless...’. You then decide to select one Passion - ‘...as righteousness courses through us...’ - but then decide not to select a Condition. This forms the following oath:

    ‘In the name of the immortal God-Emperor, I hereby vow to reclaim our holy relics and slaughter the faithless as righteousness courses through us.’

    At the start of the battle, for the selection required by your choice of Foe, you select ‘3 or more units’. At the end of the battle, you control more objective markers than your opponent, and you destroyed 5 enemy units, one of which was destroyed by a Chaplain unit. All parts of your oath were therefore completed, so you gain 2 Relic Fragments and 2 Honour points.

    Bonus Agenda

    OATHS OF CRUSADE

    The Black Templars swear mighty oaths while on crusade, never relenting in their task until the oath, and the crusade, is complete.

    During the Select Agendas step of each battle in this Oathsworn Campaign, you must create your Bonus Agenda for that battle by selecting one Deed and one Foe from those listed below. You can then optionally select one Passion, and you can then optionally select one Condition. When making these selections, you can either select whichever Deed, Foe, Passion and Condition you wish, or you can put your faith in the Emperor and randomly select them. If selecting randomly, for each one, roll one D6 and consult the relevant table below. Combine these selections to create your Bonus Agenda, which takes the form of an oath as follows:

    ‘In the name of the immortal God-Emperor, I hereby vow to [Deed] [Foe] [Passion] [Condition].’

    At the end of the battle, check which parts of your Bonus Agenda have been completed:
    • If all parts have been completed, you gain all the associated rewards listed for those parts and if you selected those parts randomly, you gain 1 additional Honour point.
    • Otherwise, you gain no rewards.

    Deeds

    ...bring glory to His name...
    Completed: If you are the victor.

    Reward: You either gain 1 Relic Fragment or your WARLORD gains 1XP.
    ...shatter the holdings of the enemy...
    Completed: If you control one or more objective markers in your opponent’s deployment zone.

    Reward: You gain either 2RP or 1 Relic Fragment.
    ...reclaim our holy relics...
    Completed: If you control more objective markers than your opponent controls.

    Reward: You gain 2 Relic Fragments.

    Foes

    ...and lay low the mightiest tyrants...
    At the start of the battle, select either the CHARACTER or WARLORD keyword.

    Completed: If one or more enemy units with the keyword you selected were destroyed by an ADEPTUS ASTARTES unit from your Crusade army.

    Reward: If you selected CHARACTER, you gain 1 Honour point; if you selected WARLORD, you gain 2 Honour points and 1 Relic Fragment.
    ...and strike down the most dire foes...
    At the start of the battle, select either the MONSTER, VEHICLE or TITANIC keyword.

    Completed: If one or more enemy units with the keyword you selected were destroyed by an ADEPTUS ASTARTES unit from your Crusade army.

    Reward: If you selected MONSTER or VEHICLE, you gain 1 Honour point; if you selected TITANIC, you gain 2 Honour points and 1 Relic Fragment.
    ...and slaughter the faithless...
    At the start of the battle, select either 3 or more units or 6 or more units.

    Completed: If that many enemy units were destroyed by ADEPTUS ASTARTES units from your Crusade army.

    Reward: If you selected 3 or more units, you gain 1 Honour point; if you selected 6 or more units, you gain 2 Honour points and 1 Relic Fragment.

    Passions

    ...whilst bearing our artefacts proudly...
    Completed: If one or more ANCIENT or RELIC BEARER units from your Crusade army are wholly within 6" of the centre of the battlefield.

    Reward: You gain 1 Honour point.
    ...ere our blades strike at their heart...
    Completed: If one or more CHARACTER units from your Crusade army are wholly within your opponent’s deployment zone.

    Reward: You gain 1 Honour point.
    ...as righteousness courses through us...
    Completed: If one or more enemy units were destroyed by a Chaplain or JUDICIAR unit from your Crusade army.

    Reward: You gain 1 Honour point.

    Conditions

    ...yet with never a backwards step.
    Completed: If no ADEPTUS ASTARTES units from your Crusade army made a Fall Back move during the battle.

    Reward: You gain 1 Honour point.
    ...in order to keep His domain sanctified.
    Completed: If no enemy units are wholly within your deployment zone.

    Reward: You gain 1 Honour point.
    ...with the strength to crusade anew.
    Completed: If half or more (rounding down) of the units from your Crusade army are on the battlefield.

    Reward: You gain 1 Honour point.

    Relic Bearers

    After an Oathsworn Campaign ends, if you have enough Relic Fragments, you can construct one or more Reclaimed Relics. To do so, select one BLACK TEMPLARS INFANTRY unit from your Crusade force that has the Blooded rank or higher (excluding CHARACTERS), then select one of the Reclaimed Relic Battle Honours presented in this section for that unit, and subtract its Relic Fragments cost (shown in the shield alongside it) from your Relic Fragments total. Select one model in your selected unit; that model becomes the bearer of that Reclaimed Relic, gains its associated ability and has the RELIC BEARER keyword (make a note of this on the unit’s Crusade card).

    Each unit can only have one of these Battle Honours, and each is unique - you can only have one instance of each in your Order of Battle. When gaining one of these Battle Honours, if that unit already has the maximum number of Battle Honours, you can choose to replace one with a Reclaimed Relic Battle Honour.

    PENITENT'S ROAR
    3

    This ornate pistol of unknown design can only be fired while chained to the bearer’s wrist but delivers each shot with uncanny accuracy, straight to the heart of any who would lay low the Emperor’s chosen crusaders.

    Select one Pistol weapon equipped by the bearer that has the word ‘bolt’ in its name, e.g. bolt pistol (excluding a weapon that has been upgraded with a Weapon Modification - if you cannot do so, you cannot select this Reclaimed Relic Battle Honour). That weapon is now a Crusade Relic; it has the [precision] and [ignores cover] abilities and improve its Damage and Armour Penetration characteristics by 1.
    CRUX OBSIDIAN
    4

    The carved Chapter emblem this pauldron bears symbolises the spirit of the eternal crusade. To wear it upon one’s armour is to be an avatar of the unbreakable will of the undying Emperor.

    Once per turn, the first time a saving throw is failed for the bearer, change the Damage characteristic of that attack to 0.
    HOLY ORB
    4

    Each holy orb is a masterpiece, combining explosives with sacred unguents. When thrown, the orb explodes, superheating the unguents into a cloud of scalding incense. Unbelievers inhaling this are sent into a paroxysm of agony while contemplating their many sins.

    Once per battle, when you target the bearer’s unit with the Explosives Stratagem, the bearer can use this Reclaimed Relic. If it does, when resolving that Stratagem, 1 mortal wound is inflicted for each roll of 3+ (instead of each roll of 4+), and after resolving that Stratagem, the enemy unit you selected for that Stratagem must take a Battle-shock test.
    FIST OF BALTHUS
    5

    Once worn by Brother Balthus, this power fist was used to crush the unholy life from the Daemon Prince Angorakh, the Red Herald. The act cost Balthus his life and Angorakh’s acidic ichor still marks the metal of this weapon, but its strikes are undiminished.

    Select one power fist equipped by the bearer (excluding a weapon that has been upgraded with a Weapon Modification - if you cannot do so, you cannot select this Reclaimed Relic Battle Honour). That weapon is now a Crusade Relic. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2+, that enemy unit suffers D3+1 mortal wounds.
    SIGISMUND'S SEAL
    6

    Upon this sheet of paper-thin adamantine is inscribed an oath of vengeance taken by Sigismund under the gaze of the Emperor himself.

    At the start of the battle, select one unit from your opponent’s army. Each time a model in the bearer’s unit makes a melee attack that targets that unit, that attack has the [lethal hits] and [precision] abilities. If that unit is destroyed during the battle by the bearer’s unit and your Crusade force is embarked on an Oathsworn Campaign, you gain 1 additional Honour point.

    Designer’s Note: Using components from the Black Templars Upgrades and Transfers kit is a perfect way to distinguish your RELIC BEARER models. Some of these items bestow Crusade Relics on the bearer, and can do so even if the bearer is not a CHARACTER; note that such Crusade Relics are all Artificer Relics, but having one only increases the bearer’s unit’s Crusade points by 1 (not 1 for having a Reclaimed Relic Battle Honour and 1 for having a Crusade Relic).
    SWORD OF THE LOST CRUSADER
    8

    The blade of this power sword was thought broken and lost. Once reconstructed and repaired, its blade blazes with the Emperors light, igniting the tainted souls of those who would bring darkness to the Imperium.

    Select one power weapon or master-crafted power weapon equipped by the bearer (excluding a weapon that has been upgraded with a Weapon Modification - if you cannot do so, you cannot select this Reclaimed Relic Battle Honour). That weapon is now a Crusade Relic. Each time the bearer’s unit has fought, select one enemy unit (excluding VEHICLES) hit by one or more of the bearer’s melee attacks this phase. Until the end of the battle, that enemy unit is set ablaze. While a unit is set ablaze, at the start of each player’s Command phase, roll one D6: on a 4+, that unit suffers D3 mortal wounds.
    LIGHT OF THE EMPEROR’S GRACE
    9

    The wan light this elaborate lantern casts over the bearer and his allies is held to fortify them and drive back the darkness.

    Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the bearer. Model’s in the bearer’s unit can ignore any or all modifiers to their Leadership characteristic, and each time the bearer’s unit takes a Battle-shock test, you can ignore any or all modifiers to that test.
    BEASTPYRE
    10

    Reconstructed from a flamer recovered from the ruins of the Temple of the Emperor Ascendant on Armageddon, this weapon has been carefully reworked to bring purifying flame to the Emperor’s foes once more.

    Select one Torrent weapon equipped by the bearer (excluding a weapon that has been upgraded with a Weapon Modification - if you cannot do so, you cannot select this Reclaimed Relic Battle Honour). That weapon is now a Crusade Relic; it has the [devastating wounds] ability and add 3 to its Attacks characteristic.
    VORTIMARAN INCENSORS
    10

    These candles are sometimes attached to a warrior’s backpack. Some say their holy wax is made from rendered heretics or that their wicks include hallucinogenic incense approved by the Ecclesiarch. Those who fight under their smoky influence and warm glow endure the foe’s worst with Dorn’s resolve.

    Models in the bearer’s unit have a 5+ invulnerable save.
    ICON OF HEINMANN
    10

    Castellan Heinmann was martyred at the climax of the Donian Crusade. This icon, worn upon his backpack, symbolised his obstinacy and refusal to fall until his task was complete.

    Each time a model in the bearer’s unit is destroyed, if that model has not fought this phase, roll one D6: on a 5+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
    HANDS OF THE PIOUS
    11

    The hand bones of an ancient saint are carried within this casket. Though their provenance has been lost, the fanatical aura they project when correctly sealed and consecrated cannot be denied.

    Add 1 to Charge rolls made for the bearer’s unit. Each time the bearer’s unit is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.
    SCEPTRE OF FALLEN EMPIRES
    12

    Scriptural provenance proclaims that this rod of office was taken during the Great Crusade from the slain king of a galactic empire and subsequently shattered and lost in the battles during the Age of Apostasy. Carried at the head of armies, it signifies the futility of resistance and the righteousness of the eternal crusade.

    When selecting Agendas for a battle, if your Crusade force is embarked on an Oathsworn Campaign, you can select one additional Black Templars Agenda for that battle in addition to any others being used in that battle. In addition, if you are using the Oaths of Crusade Bonus Agenda, if you are randomly generating that Bonus Agenda, you can re-roll each D6 when determining Deeds, Foes, Passions and Conditions.

    Anoint a Champion

    There have been many warriors throughout the Black Templars’ history who the Chapter’s archives make clear were worthy in the eyes of the Emperor to serve as his blade. Each crusade nominally has a single Emperor’s Champion, but in practice there can be several, each serving in battle unto death.


    When your Black Templars Crusade force starts an Oathsworn Campaign, you can add one EMPEROR’S CHAMPION unit to your Order of Battle. This individual has received a vision from the God-Emperor of the deeds they will achieve, and has ritualistically donned the sacred wargear of their new mantle. The points value of that EMPEROR’S CHAMPION model does not count towards your Crusade forces Supply Used, but does count towards the cost of any Crusade army you make. Once your Crusade force ends its Oathsworn Campaign, you must remove that EMPEROR’S CHAMPION model from your Order of Battle. The following rules apply to an EMPEROR’S CHAMPION model while it is on your Order of Battle:
    • That EMPEROR’S CHAMPION model cannot earn XP and Battle Honours like other units. Instead, at the end of each battle, that model gains one Champion’s Virtue Battle Honour (see below). Each time you gain a Battle Honour, you can either select one from the table below, or you can put your faith in the Emperor and roll two D6, gaining both results rolled (duplicate results have no effect and cannot be re-rolled).
    • Each time that EMPEROR’S CHAMPION model destroys an enemy CHARACTER model, you gain 1 Honour point.
    • Each time that EMPEROR’S CHAMPION model is destroyed, you must take that model’s Out of Action test at the end of the phase in which it was destroyed, instead of doing so after the battle. If that test is failed, the EMPEROR’S CHAMPION is slain - remove it from your Order of Battle. You cannot add an EMPEROR’S CHAMPION model to your Order of Battle again until you start a new Oathsworn Campaign.
    • If that EMPEROR’S CHAMPION model is slain as described above, after removing it from play, set up one new objective marker as close as possible to that model’s last location; this represents the fallen hero’s sacred wargear, and is called the Sacred Wargear objective marker. You immediately gain the Recovering Sacred Wargear Agenda (see below) in addition to any other Agendas being used for the battle.

    Agenda: Recovering Sacred Wargear

    When an Emperors Champion falls in battle, it is considered a bad omen, but abandoning their Armour of Faith and Black Sword is a shame that cannot be borne.

    At the end of the battle, the player that controls the Sacred Wargear objective marker can select one unit from their Crusade army that is within range of that objective marker; that unit gains 3XP. In addition, if you do not control that objective marker at the end of the battle, you lose 5 Honour points (to a minimum of 0).

    Champion’s Virtue Battle Honours
    D6
    EPITOME OF PIETY

    So intense is this swordsman’s devotion to the God-Emperor that they can throw off grievous wounds and even the most malign influence of the Warp.

    This model has the Feel No Pain 6+ ability (this is improved to Feel No Pain 4+ against Psychic Attacks and mortal wounds).
    INSTRUMENT OF THE EMPEROR

    With a single, masterful stroke - their blade arm guided no doubt by the Emperor-this champion is able to sever a link in the unholy foe's command structure.

    Each time a CHARACTER model is destroyed by an attack made by this model, you gain 1CP.
    ADAPTABLE EXECUTIONER

    No blasphemous tyrant is safe from this swordsman’s blade, no matter the numbers nor the qualities of the deluded guardians they throw in the Champion's path.

    Each time this model’s unit is selected to fight, select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, this model’s Black Sword has that ability.
    INSPIRATIONAL FIGHTER

    The martial prowess displayed by this holy executioner galvanises the battle-brothers around him to reach new heights of righteous ferocity.

    Each time this model’s unit has fought, if one or more CHARACTER models were destroyed as a result of attacks made by this model this phase, until the end of the phase, while a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
    FRONT-LINE CRUSADER

    Ever at the forefront of battle, this Champion exemplifies the most fervent acts of courage in the face of the enemy's guns.

    This model has the Scouts 6" ability, and you can re-roll Charge rolls made for this model’s unit.
    MASTER OF ARMS

    This Emperor's Champion has devoted what remains of his existence to the rigorous perfection of the blade, becoming a force of righteous and swift destruction.

    At the start of the Fight phase, if this model is not leading a unit, until the end of the phase, it has the Fights First ability.

    Agendas

    If your Crusade army is using the Black Templars Crusade rules, you can select Agendas from those presented here.

    FULFIL YOUR VOWS

    For the Black Templars, every vow sworn is sacred, and its prosecution is essential to their tenets of battle.

    At the end of the battle:
    • You can select one ADEPTUS ASTARTES unit from your Crusade army that destroyed one or more CHARACTER, MONSTER or VEHICLE units during the battle. If you selected the Accept Any Challenge, No Matter the Odds Vow at the start of the battle, you can select up to three such units instead. Each unit selected gains 1XP and, if you selected two or more such units, you also gain 2 Honour points.
    • You can select one ADEPTUS ASTARTES unit from your Crusade army that is within range of an objective marker that was controlled by your opponent at any point during the battle. If you selected the Suffer Not the Unclean to Live Vow at the start of the battle, you can select up to three such units instead (each must be within range of a different objective marker). Each unit selected gains 1XP and, if you selected two or more such units, you also gain 2 Honour points.
    • You can select one ADEPTUS ASTARTES unit from your Crusade army that is wholly within your opponent’s deployment zone. If you selected the Uphold the Honour of the Emperor Vow at the start of the battle, you can select up to three such units instead. Each unit selected gains 1XP and, if you selected two or more such units, you also gain 2 Honour points.
    • You can select one ADEPTUS ASTARTES unit from your Crusade army that destroyed one or more PSYKER units during the battle. If you selected the Abhor the Witch, Destroy the Witch Vow at the start of the battle, you can select up to three such units instead. Each unit selected gains 1XP and, if you selected two or more such units, you also gain 2 Honour points. A unit cannot gain more than 3XP per battle from this Agenda.
    RECONSECRATION

    The enemy has cast down temples to the Emperor and defiled his holy artefacts. Retrieve and reconsecrate these relics to demonstrate to all the righteousness of our crusade.

    After both players have finished deploying, your opponent must select one objective marker that is not within their deployment zone to be your Holy Relic objective marker. A unit cannot gain more than 3XP per battle from this Agenda.

    At the end of your turn, if you control your Holy Relic objective marker, you can select one ADEPTUS ASTARTES unit from your Crusade army that is within range of it; that unit gains 3XP.

    At the end of the battle:
    • If your opponent controls your Holy Relic objective marker, you do not receive 1RP.
    • If you control your Holy Relic objective marker, you gain D3 Relic Fragments and 1 additional Honour point.
    FIRST-HAND EXPERIENCE

    The Black Templars ensure that every Neophyte gains experience on the battlefield alongside an Initiate mentor; this ensures the Neophytes learn their craft first-hand from the very masters of their craft, fighting directly alongside those whose ranks they aspire to join.

    Each time an enemy unit is destroyed by an attack made by a CRUSADER SQUAD unit from your Crusade army, that CRUSADER SQUAD unit gains 1XP. A unit cannot gain more than 3XP per battle from this Agenda.

    At the end of the battle:
    • Each unit that gained XP from this Agenda gains an additional 1XP if it still contains one or more Neophyte models.
    • If one or more units from your Crusade army gained 2 or more XP from this Agenda during the battle, you gain 2 Honour points.

    Requisitions

    If your Crusade army is using the Black Templars Crusade rules, you can spend Requisition points (RP) on any of the following Requisitions.

    GOD-EMPEROR’S DUE2RP

    To deny Humanity’s foes total victory, obdurate Black Templars commanders will go to extreme lengths. Seen as the God-Eniperors due, the often massive amounts of resources are considered a worthy sacrifice.

    Purchase this Requisition in the Determine Victor step, if you gained 5 or more Honour points during that battle and you were not the victor. You gain the Victor bonus described in that mission even though you were not the victor.
    PENITENT CRUSADE1RP

    Rare moments of shame for the Black Templars have resulted in prolonged campaigns against the Emperor’s enemies as the Chapter launches a penitent crusade.

    Purchase this Requisition at the end of an Oathsworn Campaign, if one or more of the following applies to your Crusade force:
    • You lost more battles during that Oathsworn Campaign than you won.
    • One or more ADEPTUS ASTARTES CHARACTER units from your Order of Battle have one or more of the following Battle Scars: Battle-weary; Disgraced; Mark of Shame.
    • An EMPEROR’S CHAMPION model from your Crusade army was destroyed in one of the battles fought during that Oathsworn Campaign, and at the end of that battle you lost 5 Honour points as a result of the Recovering Sacred Wargear Agenda.

    The next Oathsworn Campaign you start will be a Penitent Crusade. At the end of that Oathsworn Campaign, if you have 10 or more Honour points, each ADEPTUS ASTARTES unit on your Order of Battle gains 1XP and you can select one of the following rewards:
    • Gain an additional 10 Honour points.
    • Gain 5 Relic Fragments.
    • Remove all instances of the Battle-weary, Disgraced and Mark of Shame Battle Scars from ADEPTUS ASTARTES units on your Order of Battle.

    However, at the end of that Oathsworn Campaign, if you have 9 or fewer Honour points, your Penitent Crusade fails and you must halve your Honour points gained during that Oathsworn Campaign.
    DOGMATIC EDIFICATION1RP

    Initiates privileged with mentoring a Neophyte are harsh taskmasters. They are responsible for tutoring their younger wards in the Chapters manifold ways of war and faith so that they may become better servants of the Emperor.

    Purchase this Requisition before a battle. Select one CRUSADER SQUAD unit from your Order of Battle, and select one Battle Trait that unit has. Replace that Battle Trait with a new Black Templars Battle Trait of your choosing (this must be a Battle Honour that unit can have).
    APPOINTED TO THE HOUSEHOLD1RP

    Appointed from amongst a crusade’s veteran warriors or - rarely - its exceptional Initiates, the Sword Brethren comprise Black Templars who hold a position within their Marshal’s household. Surviving Neophytes of such illustrious mentors, if deemed worthy by the Chaplains, may be granted status as full Initiate and go on to train inductees themselves.

    Purchase this Requisition after a battle. Select one of the following:
    • Select one CRUSADER SQUAD unit on your Order of Battle with the Blooded rank or higher. Remove that unit from your Order of Battle and spend 5 Honour points to add one SWORD BRETHREN unit to your Order of Battle.
    • Select one CRUSADER SQUAD unit on your Order of Battle with the Blooded rank or higher. Remove that unit from your Order of Battle and spend 10 Honour points to add one SWORD BRETHREN unit to your Order of Battle and one new CRUSADER SQUAD unit to your Order of Battle.

    When a unit is replaced in this way, each new unit starts with the same XP, Battle Honours and Battle Scars as the unit it replaced and until it is removed from your Order of Battle, each time it gains XP from Dealers of Death, that new unit gains 2XP instead of 1XP. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.

    Battle Traits

    When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.


    Chaplain UNITS
    D6
    LITANY OF DIVINE PROTECTION

    This Chaplain’s ardent example incites his battle-brothers to endure the foe’s cowardly blasphemies, knowing the essence of the Emperor shields them.

    While this model is leadings unit, each time a ranged attack targets that unit, that unit has the Benefit of Cover against that attack.
    PSALM OF REMORSELESS PERSECUTION

    As this warrior priest thunders into the foe, the burning zeal with which he denounces Humanity's foes drives his brothers into a terrible battle rage.

    While this model is leading a unit, each time a model in that unit makes a melee attack, if that unit made a Charge move this turn, you can re-roll the Hit roll.
    CANTICLE OF REJECTION

    This Chaplain exhorts his followers to steel their minds against the esoteric assaults of the foe. He vehemently scorns the darkness of witchery, sinful technologies, and unholy deeds that are not touched by the Emperor’s light.

    While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds.
    FIRES OF DEVOTION

    When roused to fury, this Chaplain’s roars speak to the very souls of his battle-brothers, inflaming their blade arms with divine strength.

    While this model is leading a unit, melee weapons equipped by models in that unit have the [sustained hits 1] ability.
    FERVENT ACCLAMATION

    The magnetic force of this Chaplain’s oratory inspires his fellow warriors to swear great vows, even amid the battle.

    Once per battle, in your Command phase, you can select one Vow that is not active for your army. Until the start of your next Command phase, that Vow applies to this model’s unit in addition to the Vow selected at the start of the battle.
    OATH OF GLORY

    This Chaplain is renowned for bellowing oaths to Rogal Dorn as he plunges into the foe. Every shattering blow and crushing swipe is charged with holy vows.

    Each time this model’s unit makes a Charge move, until the end of the turn, add 2 to the Attacks characteristic and add 1 to the Strength characteristic of melee weapons equipped by this model.

    INFANTRY UNITS
    D6
    STRENGTH FROM CONVICTION

    These warriors chant remorseless vows as they strike, every blow delivered with utmost conviction.

    Add 1 to the Strength characteristic of melee weapons equipped by models in this unit.
    VENGEFUL RETRIBUTION

    These Black Templars have vowed to visit every injury back upon the God-Emperor's enemies tenfold, unafraid to give their lives to ensure his will is carried out.

    Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.
    BLADES OF THE EMPEROR

    Inheritors of a portion of Sigismund's peerless martial skill, these warriors have honed their abilities such that no vulnerability escapes their gaze.

    Each time this unit makes a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [lethal hits] ability.
    ZEALOUS INTERVENTION

    Through devout prayer, these warriors dedicate themselves to inflicting death at the first opportunity.

    You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
    RELENTLESS CRUSADERS

    The fury of these Black Templars cannot be stayed while a foe is merely bloodied, but only when their enemy lies utterly ruined at their feet. Sometimes, not even then.

    Each time a model in this unit makes a melee attack that targets a unit that is Below Half-strength, you can re-roll the Wound roll.
    HATRED’S DISCIPLES

    Hatred for the Emperor’s enemies in all their repugnant forms fills these warriors with a furious need to kill.

    Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 6, that enemy unit suffers 1 mortal wound.

    CRUSADER SQUAD UNITS
    D6
    EXCEPTIONAL MENTORS

    The Initiates of this squad have long experience guiding Neophytes in battle, and are expert in directing their wards' understanding of martial and religious dogma.

    At the end of the battle, if this unit is not destroyed and it contains one or more Neophyte models and one or more other models (excluding CHARACTERS), it gains an additional D3XP.
    FAITHFUL SQUIRES

    Each Neophyte in this unit is devoted to their mentor Initiate, carrying their burdens and reconnoitring ahead so that nothing may slow their zealous advance.

    While this unit contains one or more Neophyte models, add 1 to Advance and Charge rolls made for this unit.
    UNBREAKABLE FAITH

    These warriors are exemplars of the Imperial Creed, reciting screeds of text as they strike down their foes, their belief allowing them to continue fighting despite terrible wounds.

    Each time an attack targets this unit, if this unit is Below Half-strength, subtract 1 from the Damage characteristic of that attack.

    Crusade Relics

    When an ADEPTUS ASTARTES CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.


    Artificer Relics

    RELIQUARY WEAPON

    The Black Templars’ Reclusiams keep amongst their vaults hallowed tools of death in many forms. Humble champions of the Chapter have born each and all have ended the Emperors enemies. These holy weapons are believed to abhor blasphemies, their spirits ever seeking out the unholy’s vulnerabilities.

    Select one weapon equipped by the bearer (excluding a weapon that has been replaced by an Enhancement or Crusade Relic, or upgraded with any Battle Traits). That weapon is now a Crusade Relic; note this on the bearer’s Crusade card. That weapon has the [lethal hits] ability and each time an attack is made with that weapon, you can re-roll the Hit roll.
    AURILLIAN SHROUD

    Recovered from the shrine world of Aurilla after the opening of the Great Rift, this relic of devotion was once blessed by the holy form of Saint Agatine. Wreathed in a coruscating light, the shroud is said to bring divine protection to all who bask in its brilliance.

    Models in the bearer’s unit have the Stealth ability.

    Antiquity Relics

    ANCIENT BREVIARY

    Titis humble prayer book once belonged to the first High Chaplain of the Black Templars. It contains his teachings on the divine, and his successors recite from its pages on the eve of battle. Every utterance from this tome carries immense weight for the battle-brothers of the Chapter and, with its blessings, have great victories manifested even in the face of overwhelming odds.

    Chaplain model only. You can re-roll Battle-shock tests taken for the bearer’s unit. In addition, in the Select Crusade Blessings step, roll one D6, adding 2 to the result if you are the Underdog: on a 6+, you can use one additional Crusade Blessing this battle (even if you are not the Underdog).
    CRUSADER’S HELM

    This imposing helm has been passed amongst champions of the Black Templars for many centuries. Worked into its ancient vox-piece is the jawbone of Saint Sebatus the Ancient, a sanctified relic that emboldens the wearers voice so that his oratory soars above the clash of battle. The hearts of nearby battle-brothers are filled with zealous fire, driving them to follow their champion in a relentless spur of swift violence.

    The bearer has the Scouts 6" ability. While the bearer is leading a unit, models in that unit have the Scouts 6" ability and that unit can declare a charge in a turn in which it Advanced.
    TÄNNHAUSER’S BONES

    Marshal Tännhauser was martyred at the hands of the Black Legion at the decisive battle of the Rutger’s Reach Crusade. His bones, encased in small reliquaries, were distributed among the warriors of that crusade during the victory sermon. Each is a potent reminder of duty and the expectations placed upon every Black Templar.

    Each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1.

    Legendary Relics

    BONDS OF DUTY

    The Black Templars hold that Sigismund was the first to chain his blade to his gauntlet. It was a holy act that marked his resolve never to cease fighting with the strength granted to him by the Emperor; this length of chain is said to be that original bond. Past wearers have written of its prayer-etched adamantine links filling their body with divine might, the weapon they grasp rendered almost weightless yet miraculously potent. Witnessing such a champion in battle bearing the physical manifestation of their founder’s oath inspires those they lead.

    Select one melee weapon equipped by the bearer (excluding a weapon that has been replaced by an Enhancement or Crusade Relic, or upgraded with any Battle Traits). That weapon is now a Crusade Relic; note this on the bearer’s Crusade card. That weapon has the [devastating wounds] ability and improve the Strength, Armour Penetration and Damage characteristics of that weapon by 1. In addition, once per battle, at the start of the Fight phase, the bearer can use this Crusade Relic. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

    Crusade Badges

    When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.


    Puritanical Crusader

    Your crusade in the God-Emperor’s name has already crushed many who dared stand in the way of Humanity’s rightful dominion. Yours has been a rigidly devoted campaign, and you have not shirked from the most destructive examples of the Emperor’s vengeance. Even as your crusade’s champions rise in haloed notoriety, they selflessly deny themselves personal glory. They know there can be no rest, no aggrandisation, while so many blasphemous foes remain to strike down.

    • You have completed one or more Oathsworn Campaign and promoted one or more units to Chapter Command.
    • You have won three or more battles.


    Blessed Executioner

    Your renown spreads, inspiring true believers as the holiest of lost artefacts once again see the Emperor’s light. Your deeds are recounted at the Feast of Blades and hailed amongst Rogal Dorn’s scions. As your crusade grows, it is seen as a vengeful blade fit to tear through the growing darkness that threatens the Imperium.



    Disciple of Sigismund

    None can stay your wrath: not unholy heretics, not abhorrent xenos, nor the malignant blight of witches. Pyres of the faithless light the righteous path you have carved across the Emperor’s realm as you carry Sigismund’s ceaseless crusade across the stars.

    • You have completed five or more Oathsworn Campaigns and promoted three or more units to Chapter Command.
    • You have added a new unit to your army using the Appointed to the Household Requisition.
    • You have won ten or more battles.
    • Three or more units on your Order of Battle have the RELIC BEARER keyword.

    Dark Angels Oathsworn Campaigns

    In this section you’ll find additional rules for playing Crusade battles that are bespoke to DARK ANGELS units. If your Crusade army includes any ADEPTUS ASTARTES units from the Dark Angels Chapter (or one of its successors), you can use any of the following Crusade rules.

    Your Crusade force can use the Oathsworn Campaigns rules featured in Space Marines page to embark on Oathsworn Campaigns unique to the Dark Angels and their successors. Each Oathsworn Campaign offers Bonus Agendas to gain Honour points, allowing your Characters to become members of Chapter Command and - unique to this publication - the secretive Inner Circle.

    Oathsworn Campaign

    Secrets Of The Unforgiven

    The Unforgiven toil beneath the weight of doubled duties. Not only must they fight alongside the armies of the Imperium in defence of Humanity, they also pursue secretive quests that may force them to abandon the most loyal or desperate of allies in pursuit of clandestine goals. That these secretive operations all serve the ultimate goal of redemption for the Lions sons is cold comfort at such times, but loyalty to the Chapter must come first.


    Requisition

    SECRET QUEST1RP

    The Dark Angels and their successor Chapters have had long practice in the art of concealing their true intentions. Indeed, even within the ranks of their own strike forces there may be precious few warriors with any true understanding of the wider strategic ramifications of the missions they undertake.

    Purchase this Requisition before a battle. During that battle, do not reveal your chosen Agendas until you have gained XP from them for the first time, or at the end of the battle, whichever comes first.

    Bonus Agendas
    D6
    NONE MUST KNOW

    The Unforgiven act without hesitation or mercy should they receive the merest hint that their foes have gleaned knowledge of their hidden secrets.

    During the Declare Battle Formations step, your opponent must select five units from their army. At the end of the battle, if you have destroyed three or more of the selected units, your Crusade force gains 2 Honour points.
    ENIGMATIC GOALS

    At times the Unforgiven focus on seemingly minor locations or assets, enemies and allies alike blind to the wider value of intelligence secured.

    At the start of the battle, select one objective marker on the battlefield that is not in your deployment zone and note it down secretly. This is your Enigmatic Goal objective marker. At the end of the battle, if you control your Enigmatic Goal objective marker, your Crusade force gains 3 Honour points.
    INTERROGATION TACTICS

    Some enemy commanders may not even realise the explosive value of the knowledge they hold or the risks it could pose to the Unforgiven. Such ignorance will not save them, of course.

    At the end of the battle, if one or more CHAPLAIN or LIBRARIAN units from your Crusade army either destroyed one or more enemy CHARACTER units with a melee attack or is within Engagement Range of one or more enemy CHARACTER units, your Crusade force gains 3 Honour points.

    Oathsworn Campaign

    For The Lion!

    The return of Lion El’Jonson has energised and inspired the Unforgiven Chapters. Whether they do so out of a desire to honour their gene-sire or in fear of his judgement, whether they fight on the same battlefields as the Primarch or make war half a galaxy from his shadow, their battle-brothers fight harder than ever before. No challenge is too great nor hardship unendurable if it meets the Lions approval.


    Requisition

    EXEMPLARS OF STOICISM1RP

    To stand unyielding no matter the fury of your foes or the losses amongst your ranks, until duty is done and the day carried - such is the essence of service to the ideals of the First Legion. Those battle-brothers who embody these teachings bring glory not only to themselves but also reflect it upon those who lead them to victory.

    Purchase this Requisition after a battle. Select one INFANTRY unit from your Crusade army that failed a Battle-shock test during that battle but was not destroyed. That unit gains 5XP and your Crusade force gains 2 Honour points.

    Bonus Agendas
    D6
    SLAY THE UNRIGHTEOUS

    All those who defy the will of the Master of Mankind are enemies of the Imperium and - by extension - bitter foes of the Lion and his sons. To slaughter a great tally of such unclean xenos and perfidious traitors is a sure way to do honour to the Primarch of the Unforgiven.

    At the end of the battle, the unit from your Crusade army that destroyed the most enemy units during that battle gains 1XP. If that unit destroyed three or more enemy units, your Crusade force gains 2 Honour points as well.
    WILL OF THE LION

    There can be no greater honour for the Unforgiven than to know they follow the Lions own commands. Fighting as living embodiments of their gene-sires ironclad will, the devoted battle-brothers lay claim to that which their master commands and hurl back the foes every attempt to seize it from them.

    At the end of the battle, for each objective marker you control that is not in your deployment zone, your Crusade force gains 1 Honour point (to a maximum of 3).
    INSTRUMENTS OF VENGEANCE

    The warriors of the Inner Circle fight with an insight and context denied to most of their battle-brothers, and know only too well the price to the Unforgiven should they fail in their duty. Thus, nothing short of their swift and total victory over their foes will suffice to honour the Lion.

    Each time a DEATHWING unit from your Crusade army destroys an enemy CHARACTER unit, your Crusade force gains 1 Honour point, or 2 Honour points instead if that DEATHWING unit contains your Warlord (to a maximum of 4).

    Oathsworn Campaign

    Hunt The Fallen

    Underpinning everything the Unforgiven do is the hunt for the Fallen. Never will the sons of the Lion be absolved until every last traitor who brought Caliban to damnation has been apprehended and judged for their sins.

    You can only embark on this Oathsworn Campaign if your Crusade force has already completed a Secrets of the Unforgiven Oathsworn Campaign and at least one other Dark Angels or Adeptus Astartes Oathsworn Campaign. Unlike other Oathsworn Campaigns, you must complete this campaigns three Bonus Agendas in sequential order, one per battle, starting with A Trail Uncovered. If you fail to complete a Bonus Agenda, the campaign immediately ends as you lose the Fallens trail (note that you can still use the Penitents Hope Requisition to re-attempt the Capture the Fallen Bonus Agenda). Otherwise, once you complete Capture the Fallen, your hunt is successful and the campaign is completed.

    After embarking on a Hunt the Fallen Oathsworn Campaign, you cannot embark on another one until you have completed at least two other Oathsworn Campaigns.
    1. A TRAIL UNCOVERED

    Acting on hard-won intelligence, you take the first painstaking steps along the trail of one of the Fallen.

    Mark on a tally the first time you achieve each of the following during a battle:
    • You score Victory points for holding an objective marker during your Command phase.
    • Your WARLORD is in your opponent’s deployment zone at the end of one of your turns.
    • A model from your Crusade army destroys the enemy WARLORD.
    • You have destroyed 3 or more CHARACTER units.
    • An enemy CHARACTER’s unit fails a Battle-shock test.
    • You win the battle.
    At the end of the battle, if you have marked that tally 3 or more times, you have successfully completed this Bonus Agenda - your Crusade force gains 4 Honour points and your Hunt the Fallen Oathsworn Campaign continues.
    2. PURSUIT ACROSS WORLDS

    Once they have marked their quarry, the Unforgiven pursue with relentless determination.

    At the end of the battle, if there are one or more ADEPTUS ASTARTES units from your Crusade army wholly within three or more different table quarters, and those units are all more than 3" away from any other table quarter, you have successfully completed this Bonus Agenda and your Crusade force gains 5 Honour points.
    3. CAPTURE THE FALLEN

    The quarry stands at bay, yet the Fallen are ancient warriors who will not be taken without a fight!

    In order to use the Capture the Fallen Agenda, your opponent must add one HERETIC ASTARTES CHARACTER model with a Save characteristic of 3+ or better to their Crusade army. That model is your Quarry of the Unforgiven and gains the FALLEN keyword if it does not already have it. It has a points value of 0, does not require a Crusade card, cannot gain XP and cannot be a WARLORD. That model cannot be set up as Reserves, cannot lead a unit, and has an Objective Control characteristic of 0. Additionally, it gains the Lone Operative ability if it does not already have it.

    At the end of the battle, if an ADEPTUS ASTARTES unit from Crusade army destroyed your Quarry of the Unforgiven, you have successfully completed this Bonus Agenda - your WARLORD gains 3XP and your Crusade force gains 10 Honour points.

    Designer’s Note: To engage with the Capture the Fallen Bonus Agenda, we recommend creating a Fallen miniature to represent your Quarry of the Unforgiven, which you can lend to your opponent when required. We would also recommend checking with your opponent that they are happy to include this model in their army before attempting this Bonus Agenda. If your opponent would prefer not to include it (because it is not suited to their armys narrative, for example), we recommend you wait until a better opportunity arises before attempting this Bonus Agenda. If so, you may temporarily suspend your Oathsworn Campaign and pick a Bonus Agenda from another eligible Oathsworn Campaign to use for the battle.

    Inner Circle Advancement

    After an Oathsworn Campaign ends, if you have enough Honour points to do so, you can promote one or more CHARACTERS to be members of the Inner Circle. To do so, select a CHARACTER you wish to promote, then subtract that promotions Honour points cost from your total and select one of that promotions Battle Honours for that CHARACTER to gain. Each CHARACTER can only have one of these Battle Honours, even if you gain enough Honour points to promote them again. Each of these Battle Honours is unique - you can only have one instance of each in your Order of Battle. When gaining one of these Battle Honours, if that CHARACTER already has the maximum number of Battle Honours, you can choose to replace one with a Chapter Command Battle Honour (see Space Marines).

    MASTER OF THE DEATHWING
    20

    The Master of the Dark Angels 1st Company is second only to the Chapter Master in experience and knowledge of the Fallen.

    TERMINATOR CAPTAIN model only. Once per battle, after selecting your Oath of Moment target, you can use this ability. If you do, until the start of your next Command phase, each time this models unit makes an attack that targets your Oath of Moment target, add 1 to the Wound roll.
    MASTER OF THE RAVENWING
    20

    The Master of the Dark Angels 2nd Company is able to react to changing battlefield situations in the blink of an eye and deploy their high-speed forces to wherever they are needed. Whether hunting the Fallen or pursuing a more conventional foe, they can be relied upon to rapidly scout enemy positions and overrun even the most veteran or swift-witted of foes with their sudden shock assaults.

    RAVENWING model only. This models unit can declare a charge in a turn in which it Advanced, and you can re-roll Charge rolls made for that unit.
    KEEPER OF THE UNSEEN RITUAL
    20

    The Master of the Dark Angels 5th Company is responsible for curating what scraps of knowledge remain concerning the ancient Calibanite orders. He is expected to be an expert in the martial traditions and codes of honour carried forward through the millennia amongst the Unforgiven Chapters, and to provide his unique strategic insight when it is needed most.

    CAPTAIN model only. Once per battle, when you target another unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
    MASTER OF WATCHERS
    15

    The Master of the Dark Angels 7th Company is responsible for the vast network of informants and sleeper cells the Chapter has seeded onto worlds across the Imperium. The resultant flow of information - sporadic and maddeningly vague though it can be - provides not only leads on the Fallen but also many other uncovered secrets and hints of grand strategic opportunities to be seized.

    At the end of each battle, if your Crusade army for that battle included this model, your Crusade force gains D3 Honour points.

    Named Сharacters In The Inner Circle
    If Belial is added to your Order of Battle, he automatically gains the Master of the Deathwing Battle Honour, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that Battle Honour in your Order of Battle, you cannot add BELIAL to your Order of Battle.

    If Sammael is added to your Order of Battle, he automatically gains the Master of the Ravenwing Battle Honour, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that Battle Honour in your Order of Battle, you cannot add SAMMAEL to your Order of Battle.

    If Lazarus is added to your Order of Battle, he automatically gains the Keeper of the Unseen Ritual Battle Honour, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that Battle Honour in your Order of Battle, you cannot add LAZARUS to your Order of Battle.

    Agendas

    If your Crusade army includes any ADEPTUS ASTARTES units, you can select Agendas from those presented here.

    DARK RUMOUR

    Local rumour has it that an enemy commander was seen dealing with a mysterious black-armoured figure. This commander must be brought in for interrogation.

    If the enemy WARLORD is destroyed by an attack made by a DEATHWING, RAVENWING or INNER CIRCLE unit from your Crusade army, that unit gains 3XP and your Crusade force gains 2 Honour points.
    ENCIRCLE THE FOE

    The Ravenwing seek to encircle their foe, corralling them to ensure there can be no escape, before summoning the Deathwing to deliver the killer blow.

    At the end of the battle, you can select either three or four RAVENWING units from your Crusade army (excluding AIRCRAFT). Each unit selected must be wholly within 9" of a different corner of the battlefield. Each of the selected units gains 2XP.
    THE DEATHWING COMETH

    Deathwing Terminators often stand ready in teleportariums aboard orbiting Dark Angels void ships, ready to strike as soon as crucial enemy units or commanders are identified by their swifter brethren. Upon arrival, devastation follows in their wake.

    At the end of your turn, if a DEATHWING unit from your Crusade army that arrived using the Deep Strike ability this turn destroyed one or more enemy units this turn, that DEATHWING unit gains 2XP. If any of those destroyed enemy units were CHARACTER units, that DEATHWING unit gains 3XP instead.
    MENTAL INTERROGATION

    The Librarians of the Dark Angels are well-practised at scanning the minds of their foes for any clues about the Fallen.

    At the start of your Shooting phase, you can select one DARK ANGELS PSYKER unit from your Crusade army that is not Battle-shocked and is eligible to shoot. If that unit is within 12" of one or more enemy CHARACTER units, it gains 1XP.

    Requisitions

    If your Crusade army includes any ADEPTUS ASTARTES units, you can spend Requisition points (RP) on any of the following Requisitions.

    RITE OF HONOUR1RP

    Sombre and stern as they are, the Unforgiven do not revel in glorious victory as do some of their brother Chapters. Rather, they honour successful conquests through ancient and obscure rituals, while the architects of such success are rewarded - if they are judged ready - with advancement into the inner mysteries of the Chapter.

    Purchase this Requisition after you have won a battle, once per Oathsworn Campaign. Select one CHARACTER model from your Crusade army that participated in that battle; that CHARACTER gains 3XP. If that CHARACTER’s unit destroyed one or more enemy CHARACTER units during the battle, that CHARACTER gains 5XP instead. If you were attempting the Capture the Fallen Bonus Agenda during that battle, this Requisition costs 0RP.
    PENITENT’S HOPE1RP

    There can be no more vital a duty for any champion of the Unforgiven than capturing a Fallen brother, and few marks of shame greater than failing to do so. Only rarely does such prey linger long enough to offer a second chance at capture. When they do, however, they unwittingly offer a chance of redemption to the one who first failed to apprehend them.

    Purchase this Requisition after a battle in which you failed to complete the Capture the Fallen Bonus Agenda. You may re-attempt that Bonus Agenda an additional time in your next battle. After purchasing this Requisition, take note of your Battle tally; you cannot purchase this Requisition again until you have fought at least ten more battles.
    VETERAN INITIATES1RP

    By the will of Chapter command and the hidden wisdom of the Inner Circle, the ranks of Unforgiven strike forces may be bolstered with seasoned battle-brothers from the 1st or 2nd Companies. Such reinforcements may well indicate that one of the Fallen has been discovered and the hunt has now begun!

    Purchase this Requisition when you add a DEATHWING INFANTRY unit or RAVENWING MOUNTED unit to your Order of Battle. That unit gains 6XP (and therefore gains the Blooded rank). Select one Battle Honour for that unit as normal.

    Battle Traits

    When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

    RAVENWING AIRCRAFT UNITS
    D6
    SILVER TALON

    This pilot has been awarded the Silver Talon for their incredible feats of daring flying. Only a handful of Ravenwing pilots have ever been awarded this honour, but the prestige it imparts ensures their name goes down in legend.

    Each time this model is selected to shoot, you can re-roll one Hit roll or one Wound roll when resolving those attacks.
    LIGHTNING REFLEXES

    Combat experience coupled with relentless training and directed combat meditation has improved this pilot’s reaction time in battle to nigh-supernatural levels. They are able to anticipate incoming enemy fire and jink their craft around it almost as though the foe’s deadly projectiles flew towards them in slow motion.

    This model has a 4+ invulnerable save against ranged attacks.

    DEATHWING INFANTRY UNITS
    D6
    Excluding CHARACTERS
    STAUNCH HUNTERS

    These Deathwing battle-brothers have fought together for decades, always surviving against the odds. So ironclad is their will that they can shrug off and ignore hurts that would lay even a normal Space Marine low.

    At the start of each player’s turn, one model in this unit regains 1 lost wound.
    WATCHED OVER

    The enigmatic Watchers in the Dark haunt these warriors’ steps, flitting through the shadows wherever they go and whispering inscrutable words of guidance and warning.

    If this unit is equipped with a Watcher in the Dark, it can use that Watcher in the Dark’s ability twice per battle instead of only once.

    RAVENWING UNITS
    D6
    Excluding AIRCRAFT
    DEATH ON DARK WINGS

    So swift and relentless is the pursuit of these warriors that they fall upon their foes almost before the enemy are aware of their peril. What panicked shots the prey do loose off, the Ravenwing evade with ease.

    Each time a ranged attack targets this unit, if this unit Advanced in your previous Movement phase, subtract 1 from the Hit roll.
    INESCAPABLE

    Even the most cunning ordug-infoes are an easy mark for these veteran hunters, whose accuracy is such that they can place precise and deadly volleys while hurtling at breakneck speeds into battle.

    Each time a model in this unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or to the Hit roll.

    ADEPTUS ASTARTES INFANTRY UNITS
    D6
    Excluding DEATHWING
    INDOMITABLE CONQUERORS

    Embodying the grim stoicism that is their Chapter’s watchword, these battle-brothers stand firm in the face of even the most terrible foes and punishing onslaughts.

    While this unit is within range of an objective marker, it has the Feel No Pain 5+ ability.
    EVER WATCHFUL

    These warriors’hearts burn with cold hatred for the enemies of the Imperium. No foe can escape their steely gaze, nor the vengeful fury of their blasts and blades.

    Once per battle, you can target this unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP.

    Crusade Relics

    When an ADEPTUS ASTARTES CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

    Artificer Relics

    ARCHEOTECH ARMAMENT

    It is a rare honour for a warrior s firearm to be taken by the Chapter artificers and enhanced with ancient augmentative technologies drawn from the vaults of the Rock. Such adaptations are performed with the greatest of care, for the resultant melding of machine spirits is invariably bellicose in the extreme.

    Select one ranged weapon equipped by the bearer (excluding a weapon that has been replaced by an Enhancement or upgraded using the Weapon Modifications Battle Honour). Make a note on the bearer s Crusade card and give that weapon a suitable name. That weapon is now a Crusade Relic; improve its Strength, Armour Penetration and Damage characteristics by 1, and that weapon has the [hazardous] ability.
    THE RAVEN'S EYES

    The enhanced autosensorium of this artefact helm way-finds for its wearer with hyper-reactive speed, highlighting hazards that lie in their path and guiding them unerringly around or through them.

    RAVENWING model only. The bearer’s unit can ignore any or all modifiers to its Move characteristic and to Advance and Charge rolls made for it.
    BLACK PEARL ROSARIUS

    Rare indeed are the chances for an Interrogator-Chaplain to add a black pearl to their rosarius, and even one such accolade has an electrifying effect upon the bearer. Ever after they fight with redoubled zeal and ferocity, especially against the servants of the Ruinous Powers.

    CHAPLAIN model only. To be eligible for this Crusade Relic, a CHAPLAIN model must have participated in a battle in which you successfully completed the Capture the Fallen Bonus Agenda. Each time the bearer makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll. In addition, if that CHARACTER unit is a CHAOS or FALLEN unit, the bearers melee weapons have the [LETHAL HITS] ability for that attack.

    Antiquity Relics

    MONSTER SLAYER OF CALIBAN

    This weapon was traditionally bestowed upon the most honourable knight of the Order. It is said that as long as its owner stays pure, it will strike down the greatest of foes.

    The bearer is equipped with the following melee weapon in addition to its other weapons:
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Monster Slayer of Caliban ANTI-MONSTER 4+ ANTI-VEHICLE 4+
    Monster Slayer of Caliban ANTI-MONSTER 4+ ANTI-VEHICLE 4+
    Melee
    7
    2+
    6
    -2
    2
    SHIELD OF CALLOSON

    It is believed that this vast shield was once carried into battle by a legendary Dark Angels hero who fought during the Great Crusade. So potent is its aegis, so impenetrable a bulwark of crackling protective energies does it cast about its bearer when roused to wakefulness, that there can be little doubt the device shares its technological roots with the mighty void shield generators of Imperial Titans.

    Once per battle, at the start of any phase, the bearer can use this ability. If it does, until the end of the phase, the bearer has the Feel No Pain 4+ ability against mortal wounds and a 2+ invulnerable save.

    Legendary Relics

    MANTLE OF THE SENESCHAL

    This mantle was fashioned from the skin of a mighty beast of Caliban, slain by the Lion himself. Kept in stasis and only removed in the direst need, only the greatest champions are granted the honour to wear it over their armour. In battle, the bearer becomes a beacon of inspiration to those around them, reminding all of the savagery and martial tradition of lost Caliban.

    • Add 1 to the bearer’s Move, Toughness and Wounds characteristics and add 1 to the Strength and Attacks characteristics of the bearers melee weapons.
    • While the bearer is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.

    Crusade Badges

    When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

    Ritesworn Inductee

    Your victories and conquests have been noted amongst the upper ranks of the Chapter, as has your stoic obedience of even those commands that tested your loyalty and seemed inexplicable. You have been chosen for advancements into the deeper rites and mysteries of your brotherhood. Oaths you have taken and truths have you learned, your eyes opened through allegory and catechism. Never has your desire for vengeance upon the foes of Mankind burned more fiercely. Use that fire, and your newfound insights, to guide your next steps along the road of righteous war.

    • You have completed one Oathsworn Campaign and promoted one or more CHARACTERS to Chapter Command or the Inner Circle.
    • You have won two or more battles.


    Illuminated Master

    With each martial victory so have you advanced through the rarefied circles of truth that coil ever inwards toward the heart of your Chapter. Every footfall along the spiral brings another dreadful revelation, another spiritual weight to add to the burden you must bear. Yet you are not brought low. Instead, your grim determination only increases. You will fight on for vengeance and redemption no matter the cost.

    • You have completed three Oathsworn Campaigns and promoted two or more CHARACTERS to Chapter Command or the Inner Circle.
    • You have won six or more battles.
    • You have successfully completed the Capture the Fallen Bonus Agenda at least once.


    Inner Circle Grand Master

    If any truth of the Unforgiven remains hidden from you it is only by the will of the Lion himself. The burden you bear is terrible indeed, yet it is matched by the power you wield, the insight you possess and the peerless honour roll of your many victories. You are a trusted champion of the Primarch himself, a bane of the Fallen, a mighty lord amongst the Unforgiven, and all wise foes should tremble at your name.


    Blood Angels Oathsworn Campaigns

    In this section you’ll find additional rules for playing Crusade battles that are bespoke to BLOOD ANGELS units. If your Crusade army includes any ADEPTUS ASTARTES units from the Blood Angels Chapter (or one of its successors), you can use any of the following Crusade rules.

    Your Crusade force can use the Oathsworn Campaigns rules featured in Space Marines page to embark on Oathsworn Campaigns unique to the Blood Angels and their successors. Each Oathsworn Campaign offers Bonus Agendas to gain Honour points, allowing your units to become Sanguinary Guard or join the ranks of the Death Company to fight their final battles

    Oathsworn Campaign

    Legacy of the Black Rage

    Just as the Great Angel's blood ennobles his scions, so do its flaws damn them. Each and every one of the Primarch's sons must labour under the creeping shadow of his own doom, cognisant that at any moment the inescapable madness of the Black Rage may claim him. Once a battle-brother is caught in its embrace, the only path to redemption is a glorious death in battle.


    Requisition

    DESCENT INTO MADNESS1RP

    It is a tragedy when one of the Chapters noblest stars falls to the Black Rage. Such a hero’s travails will soon come to an end, their destiny either to meet death in battle or to be granted the Emperors mercy.

    Purchase this Requisition after a battle. Select one DEATH COMPANY unit from your Crusade army that has no Battle Scars; that unit automatically fails its Out of Action test and it gains two Battle Scars, instead of one. You can only purchase this Requisition once per Oathsworn Campaign.

    Bonus Agendas
    D6
    FALLEN HEROES

    The Death Company is comprised of warriors with countless years of battle experience, making the Chapters loss even more sorrowful. Such combatants fight their final battle in the name of Sanguinius, and their martyrdom in combat marks them as heroes of the Chapter.

    At the end of the battle, for each DEATH COMPANY unit from your Crusade army that is destroyed, your Crusade force gains 1 Honour point.
    FURY OF THE LOST

    The warriors of the Death Company are forsaken, their lives given up in explosions of violence, slaying as many of the foe as possible before their inevitable demise at the heart of the enemy force.

    During the Declare Battle Formations step, your opponent must select five units from their Crusade army. At the end of the battle, if DEATH COMPANY units from your Crusade army have destroyed two or more of the selected units, your Crusade force gains 3 Honour points.
    OF WRATH AND RAGE

    The most skilled Chaplains of the Blood Angels can harness and channel the anger that resides within the souls of the Lost without allowing it to boil over and consume their own psyches.

    Each time a DEATH COMPANY unit from your army destroys an enemy unit with a melee attack, it that DEATH COMPANY unit is being led by a Chaplain, that CHAPLAIN model gains 2XP.

    Oathsworn Campaign

    Angels of Deliverance

    The Blood Angels and many of their successors still possess the compassion and nobility exemplified by their Primarch. The Sons of Sanguinius will gladly sacrifice their lives to defend the Imperiums citizen, from encroaching darkness. As wardens of the Imperium Nihilus, these trails are tested as never tefore.


    Requisition

    PROTECTORS OF THE IMPERIUM NIHILUS1RP

    The Blood Angels stand as the protectors of the Imperium Nihilus, beacons of hope in a hateful galaxy. While even one of Sanguinius’ sons still stands, they will not yield in their duty to reclaim those worlds lost to the darkness.

    Purchase this Requisition before a battle. At the start of the Deploy Crusade Armies step, select one objective marker on the battlefield. This is your Protector objective marker. Until the end of the battle, if you control an objective marker at the end of your Command phase and an ADEPTUS ASTARTES unit from your Crusade army is within range of that objective marker, 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. At the end of the battle, if you control your Protector objective marker, your Crusade force gains 2 Honour points.

    Bonus Agendas
    D6
    PURITY THROUGH BLOODSHED

    By holding light to the Chapter’s noble ideals, warriors with sufficient force of will can harness the fury and blood-hunger of the Red Thirst without succumbing to its darkest excesses.

    Each time an ADEPTUS ASTARTES unit from your Crusade army destroys an enemy unit with a melee attack, that ADEPTUS ASTARTES unit gains 1XP (each unit can only gain 1XP per battle via this Agenda). At the end of the battle, if five or more units from your Crusade army gained XP via this Agenda, your Crusade force gains 3 Honour points.
    NOBLE BEARING

    There are few as noble as the Sons of Sanguinius.

    At the end of the battle, you can select up to three ADEPTUS ASTARTES CHARACTER models from your Crusade army. Each CHARACTER gains 1XP for each of the following conditions they satisfy:
    • That model destroyed one or more enemy CHARACTER models during the battle.
    • That model is within range of an objective marker that you control.
    • That models unit was the target of one or more Epic Deed Stratagems during the battle.
    For each of your CHARACTER models that satisfy all three of these conditions, your Crusade force gains 1 Honour point.
    DECISIVE ASSAULT

    The Blood Angels are loath to resort to the defensive strategies favoured by other Chapters, preferring to take the fight to the foe by way of decisive strikes.

    At the end of the battle, if there are more ADEPTUS ASTARTES units from your army wholly within your opponent’s deployment zone than there are units from their army wholly within it, select up to three of those units from your army. Each of those units gains 2XP. At the end of the battle, if your WARLORD is also wholly within your opponent’s deployment zone, your Crusade force gains 1 Honour point.

    Oathsworn Campaign

    Blade of Sanguinius

    The Blood Angels strive to emulate their fallen Primarch in every aspect, from his nobility and artifice to his martial prowess. Speed, grace and awe are the hallmarks of a Blood Angel's assault. Borne upon wings of fire they descend upon their foe from the heavens, striking with chainsword and power weapon to decimate the enemy before they can offer any responce


    Requisition

    IN THE ANGEL’S NAME1RP

    To be a champion of the Imperium is to walk a path towards a martyrs death; the only question is how dearly you will sell your life.

    Purchase this Requisition before a battle. When you select Agendas for the upcoming battle, select one additional Agenda from those section; this Bonus Agenda can only be accomplished by an ADEPTUS ASTARTES WARLORD during the battle. If achieved, you gain 3 Honour points in addition to rewards (such as XP) listed in the Bonus Agenda itself, but if that Agenda has not been achieved, you lose D3 Honour points (to a minimum of 0). You can only purchase this Requisition once per Oathsworn Campaign.

    Bonus Agendas
    D6
    DEATH FROM ABOVE

    The Blood Angels descend from on high like the angels of myth, landing in the midst of the foe and laying waste to enemy armies with bolter and blade.

    At the end of your turn, if an ADEPTUS ASTARTES JUMP PACK unit from your Crusade army that arrived using the Deep Strike ability this turn destroyed one or more enemy units this turn, that unit gains 2XP.
    DECAPITATING STRIKE

    Sanguinius always taught that, to slay the beast, one needs only to remove the head. So it is when the Blood Angels strike; their deadly interventions ensure not even the oppositions commanders can find safe haven from their wrath.

    At the end of the battle, if one or more enemy CHARACTER models are destroyed, your Crusade force gains 1 Honour point. At the end of the battle, if the enemy WARLORD is destroyed, your Crusade force gains 3 Honour points instead.
    SHOCK TACTICS

    The Blood Angels are amongst the Emperors finest shock troops, striking at the foe before they can react or even know they are under threat. In their lightning assaults, the Sons of Sanguinius smash aside the enemy, slaughtering them without mercy to achieve their goals.

    At the end of your turn, if you control one or more objective markers that were controlled by your opponent at the start of your turn, select one of those objective markers, then select one ADEPTUS ASTARTES unit from your Crusade army that is within range of that objective marker. That unit gains 1XP and, if that objective marker is wholly within your opponent’s deployment zone, your Crusade force gains 1 Honour point.

    Angels Ascendant

    After an Oathsworn Campaign ends, if you have enough Honour points to do so, you can promote one or more units to the ranks of the Sanguinary Guard, or one or more of your CHARACTERS. To do so, select an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES CHARACTER unit you wish to promote, then subtract that promotions Honour points cost from your total and select one of that promotions Battle Honours for that unit to gain. Each unit can only have one of these Battle Honours, even if you gain enough Honour points to promote them again. Each of these Battle Honours is unique - you can only have one instance of each in your Order of Battle. When gaining one of these Battle Honours, if that unit already has the maximum number of Battle Honours, you can choose to replace one with a Chapter Command Battle Honour (see Space Marines).

    EXEMPLARS OF THE HOST
    5

    The Sanguinary Guard are shining exemplars of the Great Angel’s nobility and martial prowess. To be inducted into their ranks is an honour without compare.

    Select one ADEPTUS ASTARTES JUMP PACK unit with the Battle-hardened rank of higher (excluding CHARACTER and DEATH COMPANY units). You can spend 5 Honour points to replace the selected unit with a SANGUINARY GUARD unit. When a unit is replaced in this way, the new unit starts with the same XP, Battle Honours and Battle Scars as the one it replaced.
    SHIELD OF BAAL
    20

    He who is honoured with the Shield of Baal protects the Blood Angels’ home world. He is responsible for all of the system’s security matters.

    CAPTAIN model only. Once per battle, after selecting your Oath of Moment target, you can use this ability. If you do, until the start of your next Command phase, each time this models unit makes a melee attack that targets your Oath of Moment target, you can re-roll the Wound roll.
    SANGUINARY HIGH PRIEST
    20

    The Sanguinary High Priest is responsible for the physical, genetic and spiritual health of his Chapter. He who holds this position stands second only to the Chapter Master in the hierarchy of their Chapter.

    SANGUINARY PRIEST model only. Once per battle, when this model's unit is selected to fight, you can use this ability. If you do, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
    CUSTODIAN OF THE LOST
    20

    Few are able to fight at the side of the Death Company, for their wrath knows neither friend nor foe. However, the most bellicose and steel-souled of the Reclusiam’s Chaplains are a different breed. So fiery is their oration that their litanies are even able to pierce the maddening illusions of the Lost, encouraging them forwards to death and redemption. However, to be exposed to the Flaw with such regularity is fraught with risk, and few such Chaplains remain unaffected by their experiences.

    Chaplain model only. During the Declare Battle Formations step, if this model is attached to a DEATH COMPANY unit, select one of the Death Company Battle Scars; until the end of the battle, that unit has that Battle Scar in addition to any others it has.

    The Flaw

    DEATH COMPANY units from your Crusade force cannot gain XP, and they cannot gain ranks or Battle Honours. They can, however, gain Death Company Battle Scars. These reflect the deepening psychosis of the unfortunate battle-brothers who somehow survived the battle as the Black Rage tightens its grip on their psyche - but the eventual end for these fallen heroes cannot be escaped, and a martyrs fate in the heat of battle remains their only hope for a noble death.

    At the end of every battle, every DEATH COMPANY unit from your Crusade army must take an Out of Action test, even if it was not destroyed during the battle (if it was destroyed, it fails that Out of Action test on a 1-2). Each time a DEATH COMPANY unit fails an Out of Action test, it must take one of the Death Company Battle Scars listed in this section - you cannot choose for that unit to suffer a Devastating Blow (any rule that inflicts a Devastating Blow upon a DEATH COMPANY unit will instead cause it to gain one Death Company Battle Scar). These Battle Scars cannot be removed by any means, and unlike other Battle Scars, a unit’s Crusade points are not reduced by having Death Company Battle Scars. A unit cannot have more than 3 Death Company Battle Scars; if a unit would ever gain a fourth, that unit is removed from your Order of Battle - it is permanently destroyed and the names of the lost battle-brothers recorded in the Chapters roll of honoured martyrs.

    While a DEATH COMPANY CHARACTER is leading a DEATH COMPANY INFANTRY unit, only apply the Battle Scars from the unit that has the most. For example, if a DEATH COMPANY CAPTAIN with 1 Battle Scar is attached to a unit of DEATH COMPANY MARINES with 2 Battle Scars, then while that unit is an Attached unit, you only use the Battle Scars of the DEATH COMPANY MARINES unit (if the DEATH COMPANY CHARACTER and the unit it is leading both have the same number of Battle Scars, then during the Declare Battle Formations step you can choose which units Battle Scars will apply for that battle).
    DEATH COMPANY BATTLE SCARSD6
    CONSUMED BY RAGE
    Unable to determine hallucination from reality, these Death Company battle brothers are utterly consumed by their own fury. Hurling themselves into combat, they fight with blind anger, heedless of their surroundings.
    • Each time this unit makes a Charge move, until the end of the turn, add 1 to the Attacks characteristic of melee weapons equipped by DEATH COMPANY models in this unit.
    • This unit can never Fall Back, even when within 12" of one or more friendly CHAPLAINS.

    VISIONS OF BLOODSHED
    These Death Company battle-brothers have foreseen their part in the climactic battle to come, surging ahead of their allies with gory visions of visceral slaughter driving them towards the foe.
    • Unless this unit starts the battle embarked within a TRANSPORT, all DEATH COMPANY models in this unit have the Scouts 6" ability.
    • At the start of every Command phase, this unit must take a Battle-shock test.

    INURED TO AGONY
    So great and all-consuming is their bloodlust that these Death Company battle-brothers are no longer capable of feeling pain, no matter the severity of their wounds.
    • DEATH COMPANY models in this unit have the Feel No Pain 5+ ability.
    • This unit fails Out of Action tests on rolls of 1-3.


    Agendas

    If your Crusade army Is using the Blood Angels Crusade rules, you can select Agendas from those presented here.

    FOR BAAL AND THE ANGEL!

    The Blood Angels harbour a special hatred for traitors and the forces of Chaos. None are as loathed, however, as the Black Legion, for it was their gene-sire, Horus, who slew Sanguinius millennia ago. The ire of the Sons of Sanguinius also extends to the Tyranids, whose ravening swarms nearly brought about the doom of Baal.

    At the end of the battle, add up the total number of units in your Crusade army that are not Below Half-strength. If this number is less than the total number of units in your opponent’s Crusade army, each ADEPTUS ASTARTES unit from your Crusade army that is on the battlefield gains 1XP and your Crusade force gains 1 Honour point. If your opponents Crusade army contains any TYRANIDS or CHAOS units, then each of these units gains an additional 1XP and your Crusade force gains an additional 1 Honour Point.
    SEARCH FOR THE CURE

    The Sanguinary Priesthood investigates every avenue that might lead to a cure to the Flaw. This duty often sees them journeying to forgotten worlds, in search of forbidden archeotech from the Dark Age of Technology.

    At the start of the battle, all objective markers on the battlefield are unsearched and will remain so until searched.

    At the start of your Shooting phase, you can select one SANGUINARY PRIEST, APOTHECARY or APOTHECARY BIOLOGIS unit from your army (or one unit from your army that contains a model equipped with a narthecium) that is not Battle-shocked, is not within Engagement Range of one or more enemy units, and is eligible to shoot. Until the end of the turn, that unit is not eligible to shoot or deciare a charge.

    At the end of the turn, if that unit is within range of an unsearched objective marker that you control, that objective marker is searched by your army, that unit gains 2XP and your Crusade force gains 1 Honour point.
    AGAINST THE DARKNESS

    In the empyric madness of the Imperium Nihilus, the battle-brothers of the Blood Angels Chapter must be prepared to face any threat. With each battle survived, so are they further inured against the myriad threats this benighted region has to offer.

    During the Declare Battle Formations step, you must select three units from your Crusade army. At the end of the battle, for each unit selected, if that unit has destroyed one or more enemy units and it has not itself been destroyed, that unit gains 2XP (or 1XP instead if that unit is Below Half-strength).
    LIBERATORS FROM TYRANNY

    As Warden of the Imperium Nihilus, Dante tasks his Blood Angels with reconquering worlds lost to alien invaders, Chaos warlords and traitorous tyrants, and liberating their oppressed populations.

    At the end of the battle, for each objective marker you control, you can select one ADEPTUS ASTARTES unit from your Crusade army that is within range of that objective marker. That unit gains 1XP. If you control more than half the total number of objective markers on the battlefield, your Crusade force also gains D3 Honour points (if you control all of the objective markers on the battlefield, your Crusade force gains D3+3 Honour points instead).

    Requisitions

    If your Crusade army includes any ADEPTUS ASTARTES units, you can spend Requisition points (RP) on any of the following Requisitions.

    NOBLE HERITAGE1RP

    The Blood Angels are amongst the longest-lived of all the Space Marines, echoing the physical perfection of Sanguinius. Their Primarchs spiritual might also flows in their veins, its potency only increasing as years pass.

    Purchase this Requisition at any time. Select one BLOOD ANGELS CHARACTER unit from your Crusade force with 71+ XP. The selected unit gains one additional Battle Trait; this does not count towards the maximum number of Battle Honours a unit can have.

    Each unit can only be selected for this Requisition once.
    VALOUR OF THE ANGELS1RP

    The Blood Angels, as all Space Marines, are fated to die upon the battlefield. Yet they do not sell their lives cheaply. All strive to lay low as many foes as possible before the end comes, and in doing so earn a place in the glorious records of their ancient Chapter. The Blood Angels are no strangers to self-sacrifice; the only question is how many foes they can lay low before that fate finally arrives.

    Purchase this Requisition after a battle in which one or more BLOOD ANGELS CHARACTER models from your Crusade army failed an Out of Action test. That model is Marked for Greatness in addition to any other unit from your Crusade army, and, if that model destroyed one or more enemy models during that battle, your Crusade force gains 5 Honour points.

    You can only purchase this Requisition once per Oathsworn Campaign.
    DAMNED SOULS1RP

    On the eve of battle, a Blood Angels warrior may be gripped by apocalyptic visions as the Black Rage takes hold. Such a battle-brother is lost to the Chapter, sent forth to seek death on the battlefield rather than face the ignominious decline into bestial madness.

    Purchase this Requisition before a battle. Select one of the following options:
    • Select one ADEPTUS ASTARTES INFANTRY unit (excluding DEATH COMPANY and CHARACTER units) from your Order of Battle. Remove that unit from your Order of Battle and add a DEATH COMPANY INFANTRY unit (excluding CHARACTER units) to your Order of Battle. The new unit has the same XP, Battle Honours and Battle Scars as the unit it replaced.
    • Select one CAPTAIN unit (excluding DEATH COMPANY units) from your Order of Battle. Remove that unit from your Order of Battle and add a DEATH COMPANY CAPTAIN unit to your Order of Battle. The new unit has the same XP, Battle Honours and Battle Scars as the unit it replaced.
    • Select one Dreadnought unit (excluding DEATH COMPANY units) from your Order of Battle. Remove that unit from your Order of Battle and add a DEATH COMPANY DREADNOUGHT unit to your Order of Battle. The new unit has the same XP, Battle Honours and Battle Scars as the unit it replaced.
    You cannot purchase this Requisition if doing so would cause your Crusade forces total Crusade points to exceed your Crusade force’s Supply Limit. Note that while the new units retain the XP of the unit they replaced, they will not be able to gain additional XP as described in the rules for the Flaw.

    Battle Traits

    When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

    CHARACTER UNITS
    D6
    PROPHETIC GIFTS

    This heroic warrior bears a glimmering of Sanguinius'prophetic gifts. Flashes of foresight allow him to parry and weave around his enemy's blows with preternatural speed and skill.

    Once per Fight phase, instead of making a Hit roll, Wound roll or saving throw for this model, it can use this ability. If it does, that dice roll is automatically an unmodified 6.
    SOULWARDEN

    This warrior is possessed of an iron will, his sheer mental determination ensuring that neither his own Red Thirst nor the worst horrors of the galaxy canfind purchase upon his or his brothers’souls or inflict harm upon their physical forms.

    Models in this model’s unit have the Feel No Pain 6+ ability and you can target this model’s unit with Stratagems even while it is Battle-shocked.
    MARTIAL EXEMPLAR

    The noble lords of the Blood Angels are mighty warriors indeed, but even within this exalted brotherhood, some individuals stand out amongst their peers.

    At the start of the Fight phase, select one of the following abilities:
    • [LETHAL HITS]
    • [PRECISION]
    • [SUSTAINED HITS 1]
    Until the end of the phase, this model’s melee weapons have that ability.

    JUMP PACK UNITS
    D6
    AERIAL ASSAULT

    The scream of turbines and the roar of jump packs fill the skies - a funeral dirge for the enemy.

    If this unit starts the battle in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.
    SKIES OF FURY

    The Blood Angels soar above the battlefield, masters of the war-torn skies.

    Add 1" to the Move characteristic of models in this unit and add 1 to Advance and Charge rolls made for this unit.

    ADEPTUS ASTARTES INFANTRY UNITS
    D6
    THE ARMOURY'S ARTIFICE

    Those who exemplify the finest qualities of the Blood Angels are entrusted to bear powerful artisan wargear into battle.

    Each time a model in this unit makes an attack, if a Critical Wound is scored, improve the Armour Penetration characteristic of that attack by 1.
    FURY UNBOUND

    These warriors'hearts burn with contempt for the enemies of the Imperium. With snarls of hate and bellows of rage, they leap into the fray.

    Each time this unit makes a Charge move, until the end of the turn, each time a model in this unit makes a melee attack, you can re-roll the Hit roll.
    SELFLESS VALOUR

    These battle brothers possess courage and nobility reminiscent ofthe Great Angel himself placing themselves in harm's way to defend others.

    Once per battle, you can target this unit with either the Heroic Intervention or Counter-offensive Stratagems for 0CP.

    Crusade Relics

    When an ADEPTUS ASTARTES CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

    Artificer Relics

    CHALICE OF BAAL

    This rough grail is carved from the very bedrock of Baal. While it cannot match the artifice of some other examples, it is nonetheless a precious relic of the Blood Angels, having been carried into battle by several of the greatest Sanguinary Priests in the history of the Chapter. When held aloft, it reminds the Blood Angels of that which they fight to protect.

    SANGUINARY PRIEST model only. While the bearer is leading a unit, each time that unit makes a Charge move, until the end of the turn, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
    HOOD OF BAAL

    This psychic hood has served the Blood Angels for millennia. Every inch of its surface is inscribed with the sayings of Sanguinius, written in filigree of the purest gold, and decorated with bloodstone gems and miniature hand-painted scenes of the Chapters most glorious victories. Such is its power that even during the peak of Hive Fleet Leviathans assault against the Blood Angels home world, the Librarian wearing it could use the full extent of their powers despite the Shadow in the Warp.

    PSYKER model only. Each time the bearer makes a Psychic Attack, you can re-roll the Wound roll.
    VALOUR’S EDGE

    The ancient power sword known as Valours Edge is breathtakingly beautiful. Its blade gleams with a golden light and its hilt is bejewelled and finely worked. The sword blazes with golden fire when grasped by one whose intent it deems pure. In the hands of such an individual, Valours Edge cuts a blinding swathe through the foe.

    Improve the Armour Penetration characteristic of the bearer’s melee weapons by 2, and those weapons have the [lethal HITS] ability.

    Antiquity Relics

    CROWN ANGELIC (AURA)

    Crafted by the noted artisan Agostinias, the Crown Angelics value is near incalculable. However, the true worth of this device can be seen upon the field of battle, where it blazes with a terrible, merciless light that sears its way into the souls of the foe. Senses flooded by the Crowns furious radiance, even the bravest enemy warriors wilt in terror.

    In the Battle-shock step of your opponents Command phase, if an enemy unit that is below its Starting Strength is within 3" of the bearer, that enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, it must subtract 1 from that test when doing so.
    ANGEL’S WING

    An ornate jump pack of great age and fame, the Angels Wing was originally made for Leonartas, Captain of the 8th Company. The jump pack was specially tailored to complement Leonartas’ reckless temperament, its machine spirit charged with safeguarding the wearer and his brothers on their way into battle. To this end, the Angel’s Wing incorporates Oracle-class counter-ballistic augurs and collision-avoidance wards. These still function, millennia later, and allow the wearer to advance at speed while effortlessly avoiding incoming fire.

    JUMP PACK model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. Each time a ranged attack targets the bearer’s unit, subtract 1 from the Hit roll.

    Legendary Relics

    ENCARMINE WARBLADE

    This sword was carried by the Blood Angels First Captain, Raldoron, throughout the Great Crusade and the Horus Heresy. In the millennia since Raldoron’s death, the Encarmine Warblade has been bequeathed to only the greatest champions of the Blood Angels, each lime being returned to the vaults of the Arx Angelicum until a worthy warrior should once again arise.

    The bearer is equipped with the following melee weapon in addition to its other weapons:
    MELEE WEAPONS
    RANGE
    A
    WS
    S
    AP
    D
    Encarmine Warblade DEVASTATING WOUNDS LANCE
    Encarmine Warblade DEVASTATING WOUNDS LANCE
    Melee
    6
    2+
    6
    -3
    3

    Crusade Badges

    When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

    Sanguinary Initiate

    In the gloaming realm of the Imperium Nihilus you have earned victories over your foes, purging their fell taint from many worlds and bringing the Emperor’s light to those devoid of hope.

    • You have completed one Oathsworn Campaign and promoted one or more units to Chapter Command or the Angels Ascendant.
    • One or more of your DEATH COMPANY units have gained one or more Battle Scars using the Flaw rules.
    • You have won two or more battles.


    Hero of Baal

    You have taken the fight to the Imperiums foes. By your hand have entire systems been reconquered, their resources and industry bent once more to the Emperors cause.

    • You have completed three Oathsworn Campaigns and promoted two or more units to Chapter Command or the Angels Ascendant.
    • One or more of your DEATH COMPANY units have gained two or more Battle Scars using the Flaw rules.
    • You have won six or more battles.
    • You have completed one or more Bonus Agendas from any of the Oathsworn Campaigns in this book.


    Angelic Exemplar

    You are an exemplar of Sanguinius martial code. The halls of the Arx Angelicum ring to the sound of your storied name.

    • You have completed five Oathsworn Campaigns and promoted five or more units to Chapter Command or the Angels Ascendant.
    • One or more of your DEATH COMPANY units have gained three or more Battle Scars and been removed from your Order of Battle using the Flaw rules.
    • You have won ten or more battles.
    • You have completed all three Bonus Agendas from all of the Oathsworn Campaigns in this book.

    Space Wolves Oathsworn Campaigns

    In this section you’ll find additional rules for playing Crusade battles that are bespoke to SPACE WOLVES units. If your Crusade army includes any ADEPTUS ASTARTES units from the Space Wolves Chapter (or one of its successors), you can use any of the following Crusade rules.

    If you are using an ADEPTUS ASTARTES Crusade force, you may choose for it to represent the Space Wolves or one of their successor Chapters. If you do, you cannot use any other Chapters Crusade rules, but you can use the ADEPTUS ASTARTES Crusade rules found in Codex: Space Marines and any other publications to embark on campaigns and gain XP and Honour points. In addition, you’ll have access to a series of unique campaigns for Space Wolves Crusade forces, unique ranks and honorifics you can bestow upon your mightiest warriors, and rules to represent how the last surviving members of a Space Wolves pack can become Lone Wolves and swear mighty oaths to avenge the deaths of their battle-brothers. You can also use Space Wolves Battle Traits and Crusade Relics to customise your units, in addition to those presented in Codex: Space Marines.

    OATHSWORN CAMPAIGNS
    Building on the Crusade rules found in Codex: Space Marines, these unique Oathsworn Campaigns allow your Space Wolves to hunt their foes, seek out glories on the battlefield and earn honours for both themselves and their Chapter worthy of a mighty saga.

    DEEDS OF MAKING
    In this section you will find rules allowing the assignment of unique Space Wolves titles and honorifics to CHARACTERS from your Crusade force.

    LONE WOLVES
    When a Space Wolves warrior becomes the last surviving member of his pack, he can undertake a quest to become a Lone Wolf and seek either death or glory to avenge his fallen comrades. The rules in this section describe how to add these heroic individuals to your Order of Battle and how they progress in your Crusade force before meeting a glorious death on the battlefield.

    BATTLE TRAITS
    As they gain experience and prowess, ADEPTUS ASTARTES units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

    AGENDAS
    Space Wolves armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

    REQUISITIONS
    Space Wolves armies have access to a number of bespoke Requisitions in addition to those found in other publications.

    CRUSADE RELICS
    In addition to the Crusade Relics presented in other publications, SPACE WOLVES CHARACTER models can claim one of the Crusade Relics found here.

    CRUSADE BADGES
    Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

    WOLF GUARD HEADTAKERS
    WOLF GUARD HEADTAKERS units split before battle into two separate units - one of veteran Space Wolves warriors and one of their loyal Hunting Wolf companions. Each time you add a WOLF GUARD HEADTAKERS unit to your Order of Battle, add two Crusade cards for that unit - one for the Space Marines themselves, and one for their Hunting Wolves - and make a note on each that they are bonded to each other (the points value for both of these units is recorded on the Space Marines card; mark the Hunting Wolves as having a points value of 0). When mustering a Crusade army, you must always field these two Crusade cards together - they cannot be taken individually (so, if you include one of these units in your Crusade army, you must include its bonded partner, otherwise you cannot include either).

    If one of these units is removed from your Order of Battle for any reason, its bonded partner is also removed. If one of these units is placed into Reserves before a battle, its bonded partner must also be placed into Reserves. Otherwise, treat these two units separately - they gain their own XP, Battle Honours and Battle Scars (remembering that when selecting upgrades such as Battle Traits, one of the units will have the INFANTRY keyword, and one the BEASTS keyword).

    Oathsworn Campaign

    Worthy of a Saga

    A brotherhood of champions, the Space Wolves fight with the unity and aggression of a Fenrisian wolf pack and are directed by leaders with exceptional tactical and strategic acumen.


    Requisition

    PROSPECTIVE WOLF GUARD1RP

    To ascend into the ranks of the Wolf Guard is a great honour; a Wolf Lord and his Battle Leaders watch their warriors closely, ever searching for those who warrant a place in their household.

    Purchase this Requisition after a battle. Select one SPACE WOLVES unit from your Crusade army. That unit is Marked for Greatness in addition to any other units from your Crusade army Marked for Greatness in this battle. You can only purchase this Requisition once per Oathsworn Campaign.

    Bonus Agendas
    D6
    HEROIC CHALLENGE

    The greatest champions among the sons of Russ must take the fight to the enemy, leading by example to inspire their warriors by slaying powerful foes and upholding the honour of their Chapter.

    Each time a CHARACTER unit from your opponent’s Crusade army is destroyed by a melee attack made by an ADEPTUS ASTARTES unit from your Crusade army, you gain 1 Honour point (to a maximum of 3 Honour points).
    MIGHTY TROPHIES

    The Space Wolves seek to hunt down and destroy key foes, both to prove their martial prowess to their fellows and earn a great tale to tell.

    During the Declare Battle Formations step, your opponent must select five units from their Crusade army. At the end of the battle, if ADEPTUS ASTARTES units from your Crusade army have destroyed three or more of the selected units, you gain 3 Honour points.
    OATHKEEPER

    At their Wolf Lord’s command, the Space Wolves round upon designated targets, seeking to ensure their destruction and, by doing so, earn the respect of their battle-brothers.

    Each time a SPACE WOLVES unit from your Crusade army destroys your Oath of Moment target, that unit gains 1XP. At the end of the battle, if units from your Crusade army gained a combined total of 2 or more XP from this Agenda, you gain 3 Honour points.

    Oathsworn Campaign

    Glory Seekers

    There are those amongst the Space Wolves who seek to forge for themselves an epic. Bold to the point of recklessness, these warriors are known to swear oaths and make outlandish boasts.


    Requisition

    DEEDS BEYOND COUNTING1RP

    This hoary old warrior has seen many lifetimes of war. His saga is long and full of glory.

    Purchase this Requisition before a battle. When you select Agendas for the upcoming battle, select one additional Agenda; this additional Agenda can only be achieved by an ADEPTUS ASTARTES WARLORD unit from your Crusade army. If achieved, you gain 3 Honour points in addition to rewards (such as XP) listed in that Agenda itself, but if it has not been achieved, you lose D3 Honour points (to a minimum of 0). You can only purchase this Requisition once per Oathsworn Campaign.

    Bonus Agendas
    D6
    AUDACIOUS BOASTS

    The boldest of the Space Wolves may spend the hours before battle swearing mighty oaths to outdo their fellow warriors on the battlefield.

    When you select this Agenda, select one SPACE WOLVES CHARACTER unit from your Crusade army, then select one or more Boasts from the Audacious Boasts section below (make a note of each Boast you select).

    At the end of the battle, if the selected CHARACTER unit has achieved all of the selected Boasts, that unit gains a number of XP equal to the number of Boasts selected. If that unit fails to achieve any of the selected Boasts, it does not gain any XP from this Agenda. If that unit gains 4 or more XP from this Agenda, you gain 4 Honour points.

    Audacious Boasts

    Go for the Throat: In each of your Charge phases in which that CHARACTER unit is eligible to declare a charge, that CHARACTER unit will declare a charge before any other unit from your Crusade army.

    Never Back Down from a Fight: That CHARACTER unit will not Fall Back during the battle.

    Tear Through Their Armour: That CHARACTER unit will destroy one or more VEHICLE units* during the battle.

    Slay the Beast: That CHARACTER unit will destroy one or more MONSTER units* during the battle.

    Bring Back Their Heads: That CHARACTER unit will destroy one or more CHARACTER units* during the battle.

    Cut Down the Tyrant: That CHARACTER unit will destroy one or more WARLORD* or EPIC HERO* units during the battle.

    Leave Behind a Trail of Corpses: That CHARACTER unit will destroy 20 or more enemy models during the battle (keep a tally if you select this Boast).

    Break Through Their Lines: At the end of the battle, that CHARACTER unit will be wholly within your opponent’s deployment zone.

    Claim the Prize: At the end of the battle, that CHARACTER unit will be within range of an objective marker you control that is not within your deployment zone.

    Without a Scratch: At the end of the battle, that CHARACTER unit will not be destroyed and will not be Below Half-strength.

    *If an enemy unit has several keywords that would cause more than one Boast to be achieved (e.g. CHARACTER and WARLORD), its destruction only counts towards achieving one Boast of your choice.

    Oathsworn Campaign

    Hunters Unleashed

    Few victories are won by heroes alone. Like the wolves of their frigid home, the Space Wolves hunt in packs, pursuing, weakening and bringing their foes down with aggressive teamwork.


    Requisition

    PACK RIVALRY1RP

    Healthy competition between the Space Wolves packs is encouraged. Fierce Fenrisian pride ensures that these rival warriors swear boastful oaths and make outlandish wagers on the eve of battle.

    Purchase this Requisition before a battle. Select two SPACE WOLVES units from your Crusade army. At the end of the battle, if both of those units gained 3 or more XP from that battle and both are on the battlefield, the one that gained the most XP from that battle gains an additional 3XP, and the other unit gains 3 fewer XP from that battle than it otherwise would have (in a tie, if both units gained 3 or more XP, both retain those XP and you instead gain 3 Honour points). You can only purchase this Requisition once per Oathsworn Campaign.

    Bonus Agendas
    D6
    CIRCLING WOLVES

    Like the flesh-hungry predators of their home world, the warriors of Fenris encircle their prey, cutting off the escape before moving in for the kill.

    At the end of the battle, select three ADEPTUS ASTARTES units from your Crusade army that are on the battlefield (if you have fewer than three units on the battlefield, you cannot achieve this Agenda). Draw imaginary straight lines between one model in each of those three units to form a triangle; if one or more enemy units are wholly within that triangle, the selected units each gain 2XP and you gain 4 Honour points.
    WARRIOR PRIDE

    Witnessing a champion of Asaheim strike down the largest and most powerful of the enemy inspires warriors to feats of extraordinary strength.

    At the end of the battle, select up to three ADEPTUS ASTARTES CHARACTER models from your Crusade army. Each of those models gains 1XP for each of the following conditions they satisfy:
    • That model destroyed one or more enemy CHARACTER models during the battle.
    • That model destroyed one or more enemy MONSTER models during the battle.
    • That model is within range of an objective marker you control.
    For each of your CHARACTERS that satisfies all three of these conditions, you gain 1 Honour point.
    FIRST INTO THE FRAY

    The Space Wolves push their transhuman bodies to their limits to be the first to land a killing blow upon their foes.

    In your Charge phase, the first ADEPTUS ASTARTES unit from your Crusade army to make a successful Charge move that phase gains 1XP (each unit can only gain 1XP per battle from this Agenda). At the end of the battle, if four or more units from your Crusade army gained XP from this Agenda, you gain 3 Honour points.

    Deeds of Making

    After an Oathsworn Campaign ends, if you have enough Honour points to do so, you can promote one or more of your ADEPTUS ASTARTES CHARACTERS. To do so, select a unit you wish to promote, then subtract that promotion’s Honour points cost from your total and select one of that promotion’s Battle Honours for that CHARACTER to gain. Each CHARACTER can only have one of these Battle Honours, even if you gain enough Honour points to promote them again. Each of these Battle Honours is unique - you can only have one instance of each in your Order of Battle. When gaining one of these Battle Honours, if that CHARACTER already has the maximum number of Battle Honours, you can choose to replace one with a Chapter Command Battle Honour (see Codex: Space Marines).

    CUNNING TRICKSTER
    20

    With guile and misdirection did Hrothvyr set Ork against Ork, and ’midst the confusion fell their leaders with snarl-toothed chainsword.

    Cunning Trickster (Aura): Each time your opponent targets a unit from their Crusade army with a Stratagem, if that unit is within 12" of this model, increase the cost of that usage of that Stratagem by 1CP.
    ELDER’S WISDOM
    20

    Grey of beard and long of fang was Jarko, yet his eyes were sharp. With eagle-eye, he saw the foes movements, and so did his Wolf Lord deploy his forces with precision. Thanks to the keen-eyed Wolf Scout, that battle was won well.

    If your Crusade army includes this model, after both players have deployed their armies, you can select this model’s unit and/or one other SPACE WOLVES unit from your Crusade army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
    VOID SAILOR
    10

    Jaegar was a far traveller; he had crossed and recrossed the Sea of Stars and the Sea of Souls to reach battlefields beyond count, earning glory on them all.

    At the end of the battle, in the Determine Victor step, if this model is wholly within your opponent’s deployment zone, roll one D6, adding 2 to the result if you won the battle: on a 4+, you gain 1RP.
    RED AXE
    5

    Never did his Great Company forget the day on Alaric Prime when Haegr’s axe wept great sheets of blood in frenzied attacks.

    Each time this model would gain 1XP as a result of Dealers of Death, it gains 2XP instead.
    BEAST SLAYER
    15

    In his headstrong youth, Targal had once launched himself from an airborne Thunderhawk to catch a giant leathery-winged xenos beast. Intercepting it mid-flight, he crunched into its carapace like a comet before plunging his blade through its foul heart.

    Each time this model makes a melee attack that targets a MONSTER or BEASTS unit, you can re-roll the Wound roll.
    MURK STALKER
    15

    Jenes stalked like a spirit that day, moving as a silent ghost through the thickening gloom before taking his prey unaware.

    While this model is leading a unit, you can ignore any or all modifiers to that unit’s Move characteristic, and you can ignore any or all modifiers to Advance and Charge rolls made for it.
    FIRE EYE
    10

    At the Feast of a Thousand Blades, Narvun silently stared into the firepit. What he saw in its embers he would never tell, but on the eve of battle, his uncanny advice averted disastrous defeat.

    In the Select Crusade Blessings step, if your Crusade army includes this model and you are the Underdog, you can select one additional Crusade Blessing.
    BLACK HOWL
    10

    Darvi’s chilling howl seemed drawn from the gullet of Morkai himself, a deep resonance that caused his foes’ blood to turn to ice and set his brothers’ bestial urges racing.

    At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-shock test, subtracting 1 from that test.
    SCAR STRUCK
    5

    Like a cratered nest of vipers were the ugly scars to Karulf’s front, and many brothers had he lost; yet mere scars were all they were, for even overwhelming odds could not pierce his powerful frame.

    Model with one or more Battle Scars only. This model automatically passes Out of Action tests. If this model loses all of its Battle Scars, this Battle Honour is also lost.
    SAVAGE ORATOR
    10

    With the Allfather’s praise upon his lips, Wolf Priest Kaylen led the charge on Kasparia, inspiring in his battle-brothers a furious rage. This fury they unleashed upon the foe with bone-crushing force.

    WOLF PRIEST model only. While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
    DEATH CHEAT
    10

    The inferno that engulfed the Wolf Priest Snorri seemed sure to end his saga, yet from its embers, he strode forth, blackened but unbowed. By the grace of totem and ritual, he had been spared Morkai’s embrace.

    WOLF PRIEST model only. At the end of the battle, if your Crusade army included this model and it was not destroyed during the battle, you can re-roll up to two failed Out of Action tests taken for ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED units from your Crusade army.
    STORM SPEAKER
    15

    With staff in hand, Eirik turned his face to the storm and bellowed for its aid. Channelling its ice-cold fury, he smote his foes and left their corpses for the vultures.

    PSYKER model only. Psychic weapons equipped by this model have the [sustained hits 2] ability.

    Lone Wolves

    Space Wolves warriors who survive the deaths of their packmates will often fight on as Lone Wolves, seeking death or glory to avenge the fallen.

    When a SPACE WOLVES INFANTRY or SPACE WOLVES MOUNTED unit (excluding CHARACTERS) with the Blooded rank or higher suffers a Devastating Blow, instead of applying that result you can choose to remove that unit from your Order of Battle and replace it with one WOLF GUARD BATTLE LEADER model. That model gains the LONE WOLF keyword.
    • A LONE WOLF starts with the same XP as the unit it replaced.
    • A LONE WOLF must select one Battle Honour for each Battle Honour the unit it replaced had.
    • A LONE WOLF replaces its Leader ability with the Lone Operative ability.
    • A LONE WOLF replaces its Tempered Ferocity ability with the Oath of Vengeance ability (see below).

    Oath of Vengeance: Each time this model makes a melee attack, you can re-roll the Hit roll. If the target of that attack is a MONSTER or VEHICLE unit, you can re-roll the Wound roll as well.

    • A LONE WOLF must gain one Lone Wolf Battle Scar (see below) for each Battle Scar the unit it replaced had.
    • Each time a LONE WOLF takes an Out of Action test, subtract 1 from the result. Each time a LONE WOLF fails an Out of Action test, it must gain one Lone Wolf Battle Scar (see below) - you cannot choose for that unit to suffer a Devastating Blow (any rule that inflicts a Devastating Blow upon a LONE WOLF will instead cause it to gain one Lone Wolf Battle Scar). These can never be removed from a LONE WOLF by any means. A LONE WOLF cannot have more than 3 Lone Wolf Battle Scars; if a LONE WOLF would ever gain a fourth Lone Wolf Battle Scar, that unit is removed from your Order of Battle - it has met a glorious death.

    PACK OF ONE

    This warrior stalks his prey relentlessly, paying no heed to the broader battle.

    • This model has the Infiltrators and Scouts 6" abilities.
    • This model has an Objective Control characteristic of 0.
    AN HONOURABLE END

    All Lone Wolves seek a glorious death in battle, resolving to take as many foes with them to the grave as possible.

    VENGEANCE BEFORE DEATH

    The Lone Wolf refuses to allow death to claim him until he has avenged his fallen battle-brothers.

    • This model has the Feel No Pain 5+ ability.
    • This model can never Fall Back.

    Battle Traits

    When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.


    CHARACTER UNITS
    D6
    THREAD-CUTTER

    This champion’s growing saga is thronged with the names of slain warlords and filled with descriptions detailing the manner of their deaths by his bloodied weapon.

    The bearer’s melee weapons have the [precision] ability and each time the bearer makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll.
    RUNIC TATTOOS

    As protection against ill omens and evil sorcery, some champions and their warriors have their leathery skin inscribed with warding runes.

    The bearer has the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks. While the bearer is leading a unit, Bodyguard models in that unit have the Feel No Pain 6+ ability against mortal wounds and Psychic Attacks.
    MARK OF THE WULFEN

    Lurking deep within each Space Wolf is the dark spectre of the Curse of the Wulfen. It waits to consume the warriors and transform them into frenzied beasts.

    Each time the bearer’s unit makes a Charge move, until the end of the turn, add 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by the bearer.

    Wolf Packs

    Some SPACE WOLVES units can also gain Battle Traits from Codex: Space Marines, as follows:

    WULFEN, BEASTs AND THUNDERWOLF CAVALRY UNITS
    D6
    DEADLY PREDATORS

    The claws and teeth of these beasts are capable of ripping most warriors to shreds.

    Add 2 to the Strength characteristic of melee weapons equipped by models in this unit.
    CUNNING HUNTERS

    Slinking through cover, these savage predators outflank their prey before striking at exposed flanks with tooth and claw.

    Each time this unit declares a charge, if it was set up on the battlefield from Strategic Reserves this turn, you can re-roll the Charge roll.
    LOPING STRIDE

    Driven by hunger or a need to slaughter, these predators surge forward at speed.

    Add 1" to the Move characteristic of models in this unit and add 1 to Advance and Charge rolls made for this unit.

    ADEPTUS ASTARTES INFANTRY AND THUNDERWOLF CAVALRY UNITS
    D6
    Excluding WULFEN units
    FATED HEROES

    This pack's deeds in battle are surely worthy of a saga.

    Each time this unit is Marked for Greatness, it gains 5XP instead of 3XP.
    COUNTERASSAULT

    Patient predators all, the warriors of this pack rush to intercept unsuspecting foes.

    You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
    ACUTE SENSES

    The natural acuity of the Fenrisians is enhanced a dozen times over by the implantation of the Canis Helix, and is wielded by these warriors as a weapon.

    Each time a model in this unit makes an attack, you can ignore any or all modifiers to the Weapon Skill, Ballistic Skill and/or Hit roll.

    Agendas

    If your Crusade army is using the SPACE WOLVES Crusade rules, you can select Agendas from those presented here.

    SHOW THEM HOW WE FIGHT

    The hand-picked elite of each Great Company are not only expected to uphold the martial honour of their Wolf Lord but also to provide an inspirational example to the company’s youngest members.

    Each time an enemy unit is destroyed by a WOLF GUARD unit from your Crusade army, select one friendly BLOOD CLAWS unit within 6" of that WOLF GUARD unit; that BLOOD CLAWS unit gains 1XP. For each BLOOD CLAWS unit from your Crusade army that gained 2 or more XP from this Agenda, you gain 2 Honour points.
    SAVAGE FURY

    In the maelstrom of battle, the Space Wolves crash head-first into enemy lines, their blades rising and falling in red arcs. All those who would oppose them are left bloodied and broken in their wake.

    Each time an enemy unit is destroyed by a melee attack made by a SPACE WOLVES unit from your Crusade army, that SPACE WOLVES unit gains 1XP. A unit cannot gain more than 3XP from this Agenda during the battle.
    HOWLS OF VENGEANCE

    The loss of even a single warrior is keenly felt in a tightly knit brotherhood such as the Space Wolves Chapter. Those foes responsible must be hunted down and slain if the Great Company’s honour is to be restored.

    Each time an enemy unit that has destroyed one or more units from your Crusade army during the battle is destroyed by an attack made by a SPACE WOLVES unit from your Crusade army, that SPACE WOLVES unit gains 2XP. At the end of the battle, if three or more such enemy units were destroyed, you gain 4 Honour points.
    LEAD BY EXAMPLE

    No self-respecting son of Fenris shirks from battle. The Space Wolves warrior lords fight shoulder-to-shoulder at the fore with their battle-brothers, leading by bloody example, as was the will of Leman Russ.

    At the end of the battle, select up to three ADEPTUS ASTARTES units from your Crusade army that are wholly within your opponent’s deployment zone. Each unit selected gains 1XP and you gain 1 Honour point for each of those units. If your WARLORD is also wholly within your opponent’s deployment zone, each of those selected units gains 2XP instead and you gain 1 additional Honour point.

    Requisitions

    If your Crusade army includes any ADEPTUS ASTARTES units, you can spend Requisition points (RP) on any of the following Requisitions.

    WARRIOR OF LEGEND1RP

    The greatest champions ofFenris have hunted near-mythical monsters, bested dark champions and waded through fire and blood, all the while howling with joy in the face of death.

    Purchase this Requisition at the end of an Oathsworn Campaign. Select one ADEPTUS ASTARTES CHARACTER unit from your Order of Battle with the Legendary rank that has already been promoted using the Chapter Command or Deeds of Making rules. The selected unit can be given a Deed of Making (assuming you have enough Honour points); this does not count towards the maximum number of Battle Honours a unit can have. Each unit can only be selected for this Requisition once.
    A GLORIOUS DEATH1RP

    Those who have witnessed a Lone Wolf meet their glorious end with a snarl on their lips and a weapon in their hand regale each other with tales of honour regained.

    Purchase this Requisition when a LONE WOLF from your Crusade force that has 2 or more Battle Honours and 3 or more Lone Wolf Battle Scars is removed from your Order of Battle. Each SPACE WOLVES unit on your Order of Battle gains 2XP and you gain 5 Honour points.
    TEMPERED BY THE GREY BEARDS1RP

    The youth amongst the Space Wolves are prone to recklessness. It falls to the elders to temper their fury and provide the guidance such impetuous warriors require.

    Purchase this Requisition before a battle. Select one BLOOD CLAWS or GREY HUNTERS unit from your Order of Battle, then select one Battle Honour that unit has. Replace that Battle Honour with a new Space Wolves Battle Honour of your choice (this must be a Battle Honour the unit can have).
    PACK BONDED1RP

    In war, death is inevitable. As a pack’s strength is whittled away, the survivors gain experience, rising through the ranks of the Great Company as their fangs lengthen and their beards turn grey.

    Purchase this Requisition after a battle. Select one of the following:
    When a unit is replaced in this way, the new unit starts with the same XP, Battle Honours and Battle Scars as the one it replaced and, until it is removed from your Order of Battle, each time it would gain 1XP as a result of Dealers of Death (see the main Crusade rules), it gains 2XP instead. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.

    Crusade Relics

    When an ADEPTUS ASTARTES CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.


    Artificer Relics

    WOLF-TAIL TALISMAN

    Although seen by the sons of Russ as tokens of luck and protection against evil, wolf-tail talismans are regarded by most outside the Chapters of Russ’ genetic legacy as trinkets of mere superstition. Yet whether through the power of the bearer’s belief, some attribute inherent in the creatures they are taken from or some stranger reason, these talismans appear to bestow the warrior with a measure of protection against malicious attacks.

    Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.
    WYRDMAKER’S HELM

    This snarling wolf helm contains lenses crafted from slivers of endothermic ice-diamond, mined miles beneath the Fang fortress and etched with far-seeing runes. Many of its wearers have carefully discarded it, claiming it is cursed, but those who persevere gain glimpses of a future which flicker as brief visions, warning of danger to come.

    Once per battle round, instead of making a Hit roll, a Wound roll or a saving throw for the bearer, the bearer can use this Crusade Relic: if it does, that dice roll is automatically an unmodified 6.
    FROST WEAPON

    Amongst the most prized weapons of the sons of Russ - himself the Lord of Winter and War - these blisteringly cold weapons are specially crafted by a master Iron Priest. Some are wrought from the razor-sharp fangs of the ice kraken, while others are shards of energised diamond, giving them the appearance of blades forged from purest ice.

    The bearer’s melee weapons have the [lethal hits] ability, and improve the Strength and Armour Penetration characteristics of those weapons by 1.

    Antiquity Relics

    BELT OF RUSS

    Each Great Company has a Belt of Russ in its armoury, a grand gem-studded band worn around the waist that incorporates a powerful conversion field generator. Those girded with such devices may call upon these relics to shield them from harm when faced with overwhelming firepower.

    The bearer has a 4+ invulnerable save. Once per battle, at the start of any phase, the bearer can use this Crusade Relic: if it does, until the end of the phase, the bearer has a 2+ invulnerable save.
    WYRMSPLITTER

    At the start of the Season of Fire, Fenrisian tradition dictates that warriors hunt the great sea dragons that inhabit the world’s oceans. The warrior who can slay the largest creature will be granted the honour of bearing this brutal blade, which can split the skull of even the most gargantuan beast with a single blow.

    Each time the bearer makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll and add 1 to the Damage characteristic of that attack.

    Legendary Relics

    WULFEN STONE

    This large russet diamond was crafted by the Iron Priest Fengri, the greatest artificer of his time, to house the raging spirit of the Wulfen. It is carried to battle only in the most extreme circumstances, and in its presence, the caged, bestial nature deep within the sons of Russ is set free, filling them with violent and uncontrollable rage.

    Add 2 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is leading a unit, melee weapons equipped by models in that unit have the [sustained hits 1] ability. If the bearer is a WOLF GUARD BATTLE LEADER, while the bearer is leading a unit, melee weapons equipped by models in that unit have the [sustained hits 2] ability instead.

    Crusade Badges

    When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.


    Restless Greatpack

    You and your chosen warriors have crossed the Sea of Stars, eager to test themselves in battle and to mete out the fury ofFenris upon the Allfather’s foes. With blade, bolter and reckless savagery, your warriors confronted the enemy upon the battlefield and served Fenris with bold determination. As your tally of victories grows, the opening verses of your great saga are formed.



    Savage Slayers

    Your warriors bear the scars and trophies of many conflicts. The reckless fury of their youth has been tempered by experience. You have toppled alien despots, shattered heretical uprisings and slain monsters. You have earned your Wolf Lord’s praise for these efforts, yet your thirst for adventure and glory remains undimmed.



    Sagabound Companions

    You have journeyed to the farthest reaches of the Imperium, visiting vengeance upon those who defy the Allfather. The bonds of brotherhood that run through your forces have been strengthened by victory and sacrifice, and your saga is sung with pride.


    Boarding Actions

    Introduction

    Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

    ARMY FACTION
    A keyword that will be shared by all units in your army.

    MUSTERING RULES
    Which units you are allowed to include in your army.

    FORMING BOARDING SQUADS
    Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

    RULES ADAPTATIONS
    Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

    ARMY RULE
    Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

    DETACHMENT RULE
    Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

    ENHANCEMENTS
    Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

    STRATAGEMS
    Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

    Boarding Strike

    Space Marines excel in the sort of fast-paced, ferociously violent battles that erupt during voidship boarding assaults. Moving fast and hitting hard, they swiftly secure enemy vessels, or else sweep impertinent foes from their own warships’ decks.

    Mustering a Boarding Patrol

    All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

    You can include up to two of the following units (duplicates are not allowed):
    • INFANTRY CHARACTER (excluding TERMINATOR models)
    • PRIMARCH
    You can include up to three of each of the following units:
    You can include up to one of each of the following units:
    You can include up to one of the following units:
    You can include up to one of the following units:

    Rules Adaptations

    Units that can FLY lose the Deep Strike ability.

    Army Rule

    Units from your army with the Oath of Moment ability retain that ability.

    Detachment Rule

    Drive Home the Blade

    The Adeptus Astartes launch their shipboard strikes with precision and lethal momentum, sweeping aside each new obstruct ion to their progress and pressing ever forward.

    Each time an ADEPTUS ASTARTES unit from your army is selected to shoot, if one or more models from that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from your unit. Until the end of the phase, ranged weapons equipped by models in your unit have the [sustained hits 1] ability while targeting that enemy unit.

    Enhancements

    Adamantine Mantle

    Bestowed as a mark of honour, this venerated relic lends an extra layer of armour protection that proves especially useful amidst vicious void war.

    Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.

    Clavitine Reliquary

    A timeless and unique example of Chapter artifice, this device rapidly synchronises with the data spirits of locking devices and renders them quiescent.

    In your Movement phase, each time the bearer is selected to make a Normal or Advance move, if it is within 1" of a Hatchway, it can attempt to operate that Hatchway. If it does, it cannot attempt to operate a Hatchway again this turn.

    Stratagems

    IN THE EMPEROR’S NAME
    1CP
    Boarding Strike – Battle Tactic Stratagem
    Space Marines will suffer any hardship and endure the savagery of the most monstrous foes to see their duty done.
    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

    TARGET: One ADEPTUS ASTARTES BATTLELINE unit from your army that is within range of an objective marker and 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.
    CERAMITE BULWARK
    1CP
    Boarding Strike – Battle Tactic Stratagem
    The Space Marines present a wall of ceramite and plasteel shoulder guards to the breach as they force passage through.
    WHEN: Fight phase.

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

    EFFECT: Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by the selected models and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
    DUTY AND DEFIANCE
    1CP
    Boarding Strike – Strategic Ploy Stratagem
    Even when wounded unto death, still the Adeptus Astartes fight on in hopes their final efforts will spell the difference between defeat and victory.
    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 your unit has the BATTLELINE keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
    VOX-AMPLIFIED ROAR
    1CP
    Boarding Strike – Strategic Ploy Stratagem
    In the echoing confines of a voidship, the deafening battle cries of the Space Marines evoke terror in the foe.
    WHEN: Your Charge phase, just after an ADEPTUS ASTARTES unit from your army declares a charge.

    TARGET: That ADEPTUS ASTARTES unit.

    EFFECT: Each target of that charge must take a Battle-shock test.

    Pilum Strike Team

    Comprising veterans in the theatre of ship-to-ship void war, pilum strike teams are cast through the void like a spear aboard shrouded boarding torpedoes to infiltrate key enemy warships. Once aboard, the Phobos-armoured Space Marines wage a terror campaign to destabilise the target vessel from within.

    Mustering a Boarding Patrol

    All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

    You can include up to three of the following units (duplicates are not allowed):
    You can include up to three of each of the following units:
    You can include up to one of the following unit:

    Rules Adaptations


    Army Rule

    Units from your army with the Oath of Moment ability retain that ability.

    Detachment Rule

    Relentless Salvoes

    These vanguard specialists stay on the move, laying down hails of fire to harass and disrupt their foes even as they hit-and-fade through chambers and corridors.

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

    Enhancements

    Omni-Structural Auspex

    A rare device with a potent and knowledgeable machine spirit, this implement analyses the integrity of foes’ armour and isolates weaknesses to exploit.

    In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly ADEPTUS ASTARTES model (excluding CHARACTER models) makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1.

    Void Warrior

    Having mastered the arts of shipboard warfare over many battles, this warrior moves swiftly through them and strikes with unerring skill.

    You can re-roll Advance and Charge rolls made for the bearer. In addition, the bearer is eligible to declare a charge in a turn in which it Advanced.

    Stratagems

    KNIFE WORK
    1CP
    Pilum Strike Team – Battle Tactic Stratagem
    These warriors strike at their enemies'weak spots, aiming to silence the foe without raising the alarm.
    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 Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1.
    ENHANCED EFFICIENCY
    1CP
    Pilum Strike Team – Strategic Ploy Stratagem
    Moving with alacrity, clearing each new space with exceptional speed and skill, the warriors of the strike team advance on their main objective.
    WHEN: Your Movement phase.

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

    EFFECT: Until the end of the phase, each time your unit is selected to make a Normal or Advance move, it can attempt to operate one Hatchway it is within 1” of either at the start or end of that move. If it does, it cannot attempt to operate a Hatchway again this turn.
    FIGHTING RETREAT
    1CP
    Pilum Strike Team – Strategic Ploy Stratagem
    These warriors employ cover fire and frag charges to batter the foe as they fall back to new positions.
    WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army is selected to Fall Back.

    TARGET: That ADEPTUS ASTARTES unit.

    EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
    MASTER MARKSMEN
    1CP
    Pilum Strike Team – Battle Tactic Stratagem
    Every shot these warriors fire is placed for maximum impact and swift, decisive kills.
    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 [DEVASTATING WOUNDS] ability.

    Terminator Assault

    The Imperium has no finer or more perfectly suited warriors for cleansing the claustrophobic decks of voidships than Terminators. Each battle-brother is an army unto themself. Their armoured resilience is second to none, while their massive firepower allows them to turn gloomy corridors into killing grounds.

    Mustering a Boarding Patrol

    All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

    You can include up to two of the following units (duplicates are not allowed):
    You can include up to two of each of the following units:

    Rules Adaptations


    Army Rule

    Units from your army with the Oath of Moment ability retain that ability.

    Detachment Rule

    Sacred Oath

    Space Marine Chapters do not lightly commit their precious suits of Terminator armour to battle, nor the storied veterans who wear them. When they go to war, they always do so with a vital duty and a crucial target.

    Once per battle, at the start of your Command phase, when you select a target for Oath of Moment, you can use this Detachment rule. If you do, until the start of your next Command phase, each time an ADEPTUS ASTARTES model from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll.

    Enhancements

    Seal of Indomitability

    This ancient honour is said to fortify the machine spirit of a suit of Terminator plate against even the most dolorous of blows.

    Once per battle, when the bearer’s unit is selected as the target of one or more attacks, it can use this Enhancement. If it does, until the end of the phase, the bearer has a 3+ invulnerable save.

    Resolute

    Allowing nothing to bar his path, this champion of the Chapter ploughs a bloody path through the foe.

    The bearer is eligible to declare a charge in a turn in which it Fell Back. In addition, Desperate Escape tests taken for the bearer are automatically passed, and each time the bearer makes a Fall Back move, it can move through enemy models as if they were not there.

    Stratagems

    TOWER OF STRENGTH
    1CP
    Terminator Assault – Strategic Ploy Stratagem
    Each individual Terminator is a walking fortress. When they stand together they are truly indomitable.
    WHEN: Start or end of any phase.

    TARGET: One Adeptus Astartes Terminator unit from your army.

    EFFECT: Until the end of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.

    RESTRICTIONS: Each time you use this Stratagem, you cannot use it again until after your next Command phase.
    FOCUSING SHRINE
    1CP
    Terminator Assault – Strategic Ploy Stratagem
    An ancient device built into the structure of the teleportarium, this relic allows for incredibly accurate teleport assaults.
    WHEN: Your Movement phase, at the start of the Reinforcements step.

    TARGET: One Adeptus Astartes Terminator unit from your army that is in Reserves.

    EFFECT: Until the end of the phase, when setting up your unit on the battlefield using its Deep Strike ability, you can set it up unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability, ignoring Walls and closed Hatchways).

    RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
    CARVE A PATH
    1CP
    Terminator Assault – Strategic Ploy Stratagem
    Power fists, chainfists, and sheer servo-actuated armoured mass ensure that Terminators’ paths are never barred for long.
    WHEN: Your Movement phase or your Charge phase.

    TARGET: One TERMINATOR ASSAULT SQUAD unit from your army that has not been selected to move this phase and has not declared a charge this phase.

    EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

    RESTRICTIONS: You cannot use this Stratagem more than once per turn.
    CLEANSING SWEEP
    1CP
    Terminator Assault – Battle Tactic Stratagem
    Refined during the clearance of infested space hulks, these methodical tactics ensure no angle of approach goes undefended.
    WHEN: Your opponent's Movement or Charge phase.

    TARGET: One TERMINATOR SQUAD unit from your army that has not fired Overwatch this phase.

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

    Shield of the Void

    The Reclamation of Ultramar saw the Shield Chapters conquer countless threats in the void with the tactically divergent warriors at hand. They alloyed these into lethal ly effective forces that struck at enemy vessels using coordinated aggression and methodical precision to purge the foe deck by deck.

    Mustering a Boarding Patrol

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

    You can include up to two of the following (duplicates are not allowed):
    • Up to two different INFANTRY CHARACTER units
    • PRIMARCH

    You can include up to one of each of the following units:

    Rules Adaptations

    Units that can FLY lose the Deep Strike ability.
    Units with the Teleport Homer ability lose it.
    The APOTHECARY model loses the Narthecium and Gene-seed Recovery abilities.
    The ASSAULT INTERCESSORS WITH JUMP PACKS unit loses the Hammer of Wrath ability.
    The CHAPLAIN WITH JUMP PACK model loses the Exhortation of Rage ability.
    The CHIEF LIBRARIAN TIGURIUS model loses the Master of Prescience ability.
    The COMPANY HEROES unit loses the Company Heroes rule.
    The HELLBLASTER SQUAD unit loses the For the Chapter! ability.
    The INCURSOR SQUAD unit loses the Haywire Mine ability.
    The INTERCESSOR SQUAD unit loses the Objective Secured ability.
    The LIEUTENANT WITH COMBI-WEAPON model loses the Evade and Survive ability.
    The MARNEUS CALGAR unit loses the Master Tactician ability.
    The REIVER SQUAD unit loses the Reiver grav-chute ability.
    The ROBOUTE GUILLIMAN model loses the Armour of Fate ability.
    The CAPTAIN SICARIUS model loses the Knight Champion of Macragge ability.
    The URIEL VENTRIS model loses the Master of the Fleet ability.

    Army Rule

    Units from your army with the Oath of Moment ability retain that ability.

    Detachment Rule

    Focused Response

    The battle-brothers of the Shield Chapters commit their boarding strikes with a measured and meticulous application of force. They storm one section after the next while maintaining heightened awareness of lurking threats, and readying themselves to launch devastating counterattacks.

    • Each time an ADEPTUS ASTARTES model from your army makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
    • Each time an enemy unit makes an attack that targets an ADEPTUS ASTARTES unit from your army that is Set To Defend, subtract 1 from the Hit roll.

    Enhancements

    Speartip of the Chapter

    A veteran of countless boarding strikes, this warrior leads their battle-brothers in a vanguard breach that drives into the foe's heart.

    At the start of the first battle round, the bearer’s unit and up to one other friendly unit within the same Entry Zone can each make a Normal move of up to 6".

    Tolorek Data Djinn

    Gifted by the Tech-Priests of Tolorek for the cleansing of Ultramar, this powerful cyberspirit uses brute force technoscreed when entreated to overwhelm the systems of enemy ships, conquering them and yoking their protocols to the bearer's will.

    In your Command phase, select one objective marker that you control and is within range of the bearer. Roll one D6: on a 2+, that objective marker is Secured by your army.

    Stratagems

    CODEX WARFARE
    1CP
    Shield of the Void – Strategic Ploy Stratagem
    The Codex Astartes is held as a hallowed work of martial genius by the Shield Chapters. Its tenets prescribe tactical adaptability and fighting on the move, advancing from one adversary to the next in a series of deadly redeployments.
    WHEN: Your Movement phase.

    TARGET: One ADEPTUS ASTARTES unit from your army.

    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
    OVERCHARGED BREACH
    1CP
    Shield of the Void – Strategic Ploy Stratagem
    With a well-placed volley of high-powered ammunition or a dedicated melta charge, specially equipped Space Marines can effect a permanent access route.
    WHEN: Start of your Shooting phase.

    TARGET: One ADEPTUS ASTARTES unit from your army that is not within Engagement Range of one or more enemy units.

    EFFECT: Select one closed Hatchway within 9" of and visible to your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed.

    RESTRICTIONS: You cannot use this Stratagem more than once.
    ADAPTIVE PURGE
    1CP
    Shield of the Void – Battle Tactic Stratagem
    Whatever hidden horrors lurk in the vessels the Shield Chapters must conquer, the warriors are able to adapt their firing tactics to ensure their destruction.
    WHEN: Your Shooting phase.

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

    EFFECT: Select one of the following abilities: [LETHAL HITS], [IGNORES COVER] or [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit have that ability.
    RAPID TAKEOVER
    1CP
    Shield of the Void – Strategic Ploy Stratagem
    With one foe reeling in disarray, the battle-brothers instantly refocus on their next target, their rapid yet methodical progress capitalising on the enemy's every move.
    WHEN: Your opponent’s Movement phase, just after an enemy unit Falls Back.

    TARGET: One ADEPTUS ASTARTES unit from your army that was within Engagement Range of that enemy unit at the start of the phase.

    EFFECT: Your unit can make a Normal move of up to D3+1".

    03.04 Engagement
    A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
    • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
    • While a unit contains no engaged models, that unit is unengaged.

    WHAT IS ENGAGEMENT?
    While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

    ENGAGEMENT
    These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
    ADVANCE MOVE09.06
    MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
    ELIGIBLE IF: Your unit is on the battlefield and unengaged.
    EFFECT: Your unit moves as described in Moving (03).
    BEFORE MOVING: Make an advance roll by rolling one D6.
    AFTER MOVING:
    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.

    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.
    06.03 Hazard Rolls
    To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
    [HAZARDOUS]24.15

    Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

    Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
    NORMAL MOVE09.05
    MAXIMUM DISTANCE: Your unit’s M characteristic.
    ELIGIBLE IF: Your unit is on the battlefield and unengaged.
    EFFECT: Your unit moves as described in Moving (03).
    AFTER MOVING: Your unit must be unengaged.
    FALL-BACK MOVE09.07
    MAXIMUM DISTANCE: Your unit’s M characteristic.
    ELIGIBLE IF: Your unit is engaged.
    EFFECT: Your unit moves as described in Moving (03).
    BEFORE MOVING: Select fall-back mode:
    • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
    • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
    WHILE MOVING:
    • Desperate Escape: Each model that is moved can be moved through enemy models.
    AFTER MOVING:
    06.02.01 Normal Damage
    Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
    06.02 Mortal Wounds
    Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
    1. Select Model: Select one model in that unit by following the first instruction below that applies:

      If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
      Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
      Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
      Otherwise, you must select one CHARACTER model in that unit.

    2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

    MORTAL WOUNDS AND NORMAL DAMAGE
    When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

    SEE ALSO
    • Normal Damage 06.02.01
    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.
    01.02.04 Not On The Battlefield
    A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
    • That unit is not visible to any other units (units are visible to themselves).
    • Any other unit is not visible to that unit.
    • Players cannot measure distances to or from that unit (units are within range of their own abilities).

    This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

    Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

    The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
    18.02 Embarking
    Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
    • Each model in that unit is within 3" of that TRANSPORT.
    • That unit was not set up on the battlefield this turn.
    • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
    • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

    When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

    SEE ALSO
    • Not on the Battlefield 01.02.04
    05.04.04 Destroyed
    Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

    When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

    Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
    [ONE SHOT]24.26

    Some weapons are so rare, or so complex and slow to reload, that they can only be used once.

    Each weapon with this ability can only be selected to make attacks with once per battle.

    If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

    If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
    FIRING DECK24.14

    Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.

    This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
    1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
    2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
    3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
    4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
    [LETHAL HITS]24.23

    Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

    Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

    Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

    The DARK ANGELS keyword is used in the following Space Marines datasheets:

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

    Infantry Character
    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.
    • If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLACK TEMPLARS, BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, or one or more units from those factions’ Munitorum Field Manual sections, add 1 to the Wound roll as well.
    22.01 Aura Abilities
    Abilities that affect models or units within a stated range are aura abilities, and are tagged with the word ‘Aura’.

    While a model with an aura ability is on the battlefield, it is always within range of its own aura ability.

    A unit can be affected by more than one aura ability at a time, but if a unit is within range of the same aura ability more than once, that aura ability only applies to that unit once.
    [DEVASTATING WOUNDS]24.10

    The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

    Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

    Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

    Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
    05.02.01 Multiple Toughness Characteristics
    When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
    • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
    • Use the highest T characteristic amongst models in that unit that are on the battlefield.
    Wound Roll
    Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

    Unmodified
    FAILS
    Unmodified
    CRITICAL WOUND
    Equal to or greater than the required result below:WOUND
    ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
    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
    +
    Any other resultFAILS

    CRITICAL WOUNDS
    Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


    SEE ALSO
    • Multiple Toughness Characteristics 05.02.01
    04.03.04 Shot
    When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

    When all of a model’s ranged weapons have shot, that model has shot.

    When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

    If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
    01.05.02 Re-rolls
    Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. When a rule lets you re-roll one or more dice, the following points apply:
    • If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then you must re-roll all of those dice again.
    • You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.
    • A re-rolled dice is still considered to be a dice roll and, as such, any rules that can be triggered by a dice roll can also be triggered by a re-rolled dice.
    LEONINE AGGRESSION
    1CP
    Wrath of the Rock – Strategic Ploy Stratagem
    The Dark Angels are always aggressive in their waging of war, seizing any opportunity to pounce upon and annihilate their prey.
    WHEN: End of your opponent’s Charge phase.

    TARGET: One ADEPTUS ASTARTES unit from your army within 3" of one or more enemy units, or one DEATHWING unit from your army within 6" of one or more enemy units.

    EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

    RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

    The DEATHWATCH keyword is used in the following Imperial Agents datasheets:

    Infantry Character
    Hit Roll
    Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

    Unmodified
    FAILS
    Unmodified
    CRITICAL HIT
    Equal to or greater than that attack’s BS/WS characteristicHIT
    Any other resultFAILS

    CRITICAL HITS
    Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
    [SUSTAINED HITS]24.36

    Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

    This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

    Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

    Furor Tactics

    The warriors of the Deathwatch are often sorely outnumbered by swarming foes, yet by striking for maximum indiscriminate carnage they soon even the odds.

    While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [SUSTAINED HITS 1] ability.

    Malleus Tactics

    Even the largest behemoth has a weak point, and the Deathwatch find them all.

    While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [LETHAL HITS] ability.

    Purgatus Tactics

    Adopting Purgatus tactics, the Deathwatch focus their ire upon the commanders of the enemy host.

    While this Mission Tactic is active, each time a DEATHWATCH model from your army makes an attack, on a Critical Wound, that attack has the [PRECISION] ability.

    ADAPTIVE TACTICS
    1CP
    Alien Hunters – Strategic Ploy Stratagem
    Only a truly versatile approach to warfare allows the Deathwatch to focus their tactical genius and best the myriad xenos foes they face.
    WHEN: Your Command phase.

    TARGET: One DEATHWATCH unit from your army.

    EFFECT: Select the Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Deathwatch Mission Tactic is active for your unit instead of any other Deathwatch Mission Tactic that is active for your army, even if you have already selected that Deathwatch Mission Tactic this battle.
    Save Rolls
    The opposing player resolves the following sequence:
    1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
      • One group for each CHARACTER model.
      • One group for all other models with the same W, Sv and InSv characteristics.
    2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
      • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
      • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
      • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
    3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
    06.01 Visibility
    Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

    Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

    Model Visible
    If any part of another model is visible to the observing model, that model is visible.

    Model Fully Visible
    If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

    Unit Visible
    If one or more models in a unit are visible to the observing model, that unit is visible.

    Unit Fully Visible
    If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
    05.04.01 Current Allocation Group
    The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
    [PRECISION]24.28

    Precision attacks can pick high-value targets out in a crowd.

    While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
    Mission Tactics
    Black Spear Task Force Detachment

    Thousands of years of collated strategic data and hard-won combat experience have provided the Deathwatch with the ultimate battlefield tactics to combat almost any foe.

    At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.

    FUROR TACTICS

    When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army.

    While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability.

    MALLEUS TACTICS

    When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all.

    While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability.

    PURGATUS TACTICS

    By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade.

    While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability.

    The AGENTS OF THE IMPERIUM keyword is used in the following Space Marines datasheets:

    Infantry Epic Hero

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

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

    Infantry Epic Hero
    Mounted Character

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

    Mounted Character

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

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

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

    Beast Character

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

    Beast Character

    The BLOOD RAVENS keyword is used in the following Space Marines datasheets:

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

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

    Mounted Character

    The CHAPTER MASTER keyword is used in the following Space Marines datasheets:

    The DARK ANGELS keyword is used in the following Space Marines datasheets:

    The DEATH COMPANY keyword is used in the following Space Marines datasheets:

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

    Infantry Character

    The DEDICATED TRANSPORT keyword is used in the following Space Marines datasheets:

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

    Fortifications
    17.02 Frame
    Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

    When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

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

    The IMPERIAL FISTS keyword is used in the following Space Marines datasheets:

    The IRON HANDS keyword is used in the following Space Marines datasheets:

    The KILL TEAM keyword is used in the following Space Marines datasheets:

    Infantry Epic Hero

    The LAND RAIDER keyword is used in the following Space Marines datasheets:

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

    Infantry Epic Hero
    Mounted Character

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

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

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

    The ORDO XENOS keyword is used in the following Space Marines datasheets:

    Infantry Epic Hero

    The PACK LEADER keyword is used in the following Space Marines datasheets:

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

    Infantry Epic Hero

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

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

    Mounted Character

    The RAVEN GUARD keyword is used in the following Space Marines datasheets:

    Infantry Epic Hero

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

    The SANGUINARY PRIEST keyword is used in the following Space Marines datasheets:

    Infantry Epic Hero
    Mounted Character

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

    Infantry Character
    Mounted Character

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

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

    Monster Epic Hero

    The WHITE SCARS keyword is used in the following Space Marines datasheets:

    Infantry Epic Hero
    Mounted Epic Hero

    The WOLF GUARD keyword is used in the following Space Marines datasheets:

    Infantry Character

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

    Vehicle Epic Hero
    Battle Honours
    Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

    There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

    • Once a unit gains enough XP it will gain a rank.
    • Only CHARACTER units can gain the Heroic or Legendary ranks.
    • Each time a unit gains a rank, it can gain a Battle Honour.
    • There are several categories of Battle Honours, which include:
      • Battle Traits: New skills and abilities.
      • Weapon Modifications: Upgrade an item of wargear.
      • Crusade Relic: Gain a rare and powerful artefact.
    • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

    RENOWNED HEROES1-3RP

    The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

    When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

    You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

    If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

    This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

    Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.

    The ADEPTUS ASTARTES and PSYKER keywords are used in the following Space Marines datasheets:

    Mounted Character

    The ADEPTUS ASTARTES and DEATHWATCH keywords are used in the following Space Marines datasheets:

    Infantry Epic Hero
    Infantry Character
    Space Marine Chapters
    • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, MARNEUS CALGAR has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords, and is therefore from the Ultramarines Chapter.
    • You cannot include units from more than one Chapter in your army.
    • If your army includes one or more BLACK TEMPLARS units, it cannot include any ADEPTUS ASTARTES PSYKER models, and cannot include any of the following models that do not have the Black Templars keyword: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; IMPULSOR; REPULSOR; REPULSOR EXECUTIONER.
    • If your army includes one or more DEATHWATCH units, it cannot include any of the following units: DEVASTATOR SQUAD; SCOUT SQUAD; TACTICAL SQUAD.
    • If your army includes one or more SPACE WOLVES units, it cannot include any of the following units: APOTHECARY; DEVASTATOR SQUAD; TACTICAL SQUAD.

    The datasheets using AGENT OF THE IMPERIUM and DEATHWATCH keywords can be found in the following Factions:

    Imperium: Imperial Agents, Space Marines.

    The AGENT OF THE IMPERIUM and DEATHWATCH keywords are used in the following datasheets:

    FEEL NO PAIN24.12

    The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

    This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
    [LANCE]24.21

    With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

    Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
    13.08 Benefit of Cover
    Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
    • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
    • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

    Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
    STEALTH24.33

    The stealthiest warriors can evade the attentions, and the bullets, of their foes.

    If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
    [IGNORES COVER]24.18

    Some weapons are designed to root enemy formations out of entrenched positions.

    Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
    [HEAVY]24.16

    Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

    In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
    • That unit is unengaged.
    • That unit was not set up on the battlefield this turn.
    • No model in that unit has moved more than 3" this turn.
    Moving a Model in a Straight Line
    Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
    Rotating a Model
    Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
    REMAIN STATIONARY09.04
    MAXIMUM DISTANCE: ‘–’
    ELIGIBLE IF: Any unit.
    EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
    01.02.01 Starting Strength and Half-Strength
    The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

    Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

    UNIT STRENGTH
    STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
    BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
    AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
    BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

    Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

    SOME UNITS CANNOT BE AT HALF-STRENGTH
    If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
    01.04.03 As Close As Possible
    • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
    • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
    • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
    • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
    EMERGENCY DISEMBARK MOVE18.05
    SET-UP DISTANCE: 6"
    ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
    EFFECT: Your unit is set up as described in Set Up (03.02).
    BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
    WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
    AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
    DEADLY DEMISE24.08

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

    This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").

    Example: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
    ASSAULT SHOOTING10.05
    ELIGIBLE IF: All of the following apply to your unit:
    • Unengaged and made an advance move this turn.
    • Has one or more [ASSAULT] weapons.
    EFFECT: Your unit shoots as described in Making Attacks (04).
    WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
    AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
    [ASSAULT]24.04

    Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

    Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
    [MELTA]24.25

    Melta weapons are powerful heat rays whose fury is magnified at close range.

    This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

    Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
    [TORRENT]24.37

    Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

    Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
    01.07.01 Battlefield Morale
    The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
    01.07.02 Battle-shock Test
    The term Battle-shock test is the same as battle-shock roll.
    01.07 Battle-shock Rolls
    To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
    • If that roll succeeds, that unit does not become battle-shocked.
    • If that roll fails, that unit, and each model in it, is battle-shocked.

    While a unit is battle-shocked:
    • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
    • Its controlling player cannot target that unit with stratagems (15).
    • It is not eligible to start an action (16), and any action it has started cannot be completed.

    SEE ALSO
    • Battlefield Morale 01.07.01
    • Battle-shock Test 01.07.02


    BATTLEFIELD MORALE
    The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
    INGRESS MOVE20.04
    SET-UP DISTANCE: 6"
    ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
    EFFECT: Your unit is set up as described in Set Up (03.02).
    BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
    WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
    • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
    AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
    01.02.02 Persisting Rules Effects
    Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

    If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

    If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

    If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
    18.03 Disembarking
    In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

    If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

    SEE ALSO
    • Persisting Rules Effects 01.02.02
    • Hazard Rolls 06.03


    DISEMBARK MOVE18.04
    SET-UP DISTANCE:
      - Rapid/Tactical Disembark: 3"
      - Combat Disembark: 6"
    ELIGIBLE IF: All of the following apply to your unit:
    • Embarked within a TRANSPORT model that is on the battlefield.
    • Did not embark within that TRANSPORT this phase.
    • That TRANSPORT has not made an advance or fall-back move this phase.
    EFFECT: Your unit is set up as described in Set Up (03.02).
    BEFORE MOVING: Select disembark mode:
    • Rapid Disembark:
      If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
    • Tactical Disembark:
      Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
    • Combat Disembark:
      Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
    WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
    • Rapid Disembark:
      If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
    • Combat Disembark:
      Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
    AFTER MOVING:
    • Rapid Disembark:
      Until the end of the turn, your unit is not eligible to declare a charge.
    • Tactical Disembark:
      Select your unit to make a normal or advance move.
    • Combat Disembark:
      Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
    RAPID DISEMBARK
    When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

    EMERGENCY DISEMBARK MOVE18.05
    SET-UP DISTANCE: 6"
    ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
    EFFECT: Your unit is set up as described in Set Up (03.02).
    BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
    WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
    AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
    INFILTRATORS24.20

    Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

    During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
    LONE OPERATIVE24.24

    Assassins and other covert agents are difficult to pinpoint in the storm of battle.

    Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

    If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.

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

    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.

    The BATTLELINE and ADEPTUS ASTARTES keywords are used in the following Space Marines datasheets:

    Interlocking Tactics
    Bastion Task Force Detachment

    Employing the full breadth of combined arms tactics taught by the Codex Astartes, mainstay squads hit and fade, blunting enemy attacks while acquiring auspex data to guide the targeting of their more heavily armed comrades.

    ADEPTUS ASTARTES BATTLELINE units from your army:

    Each time an ADEPTUS ASTARTES BATTLELINE unit from your army is selected to attack, after resolving those attacks, select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit is auspex scanned. Each time an ADEPTUS ASTARTES model from your army makes an attack that targets an auspex scanned unit, re-roll a Hit roll of 1.
    SCOUTS24.31

    Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

    This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
    • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
    • If that unit is wholly within your deployment zone, it can make a scout move (see below).
    • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

    SCOUT MOVE24.32
    MAXIMUM DISTANCE: The X" in Scouts X".
    ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
    EFFECT: Your unit moves as described in Moving (03).
    AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
    CONSOLIDATION MOVE12.08
    MAXIMUM DISTANCE: 3"
    ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
    EFFECT: Your unit moves as described in Moving (03).
    BEFORE MOVING: Select consolidation mode:
    • Ongoing Consolidation:
      If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
    • Engaging Consolidation:
      Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
    • Objective Consolidation:
      Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
    WHILE MOVING:
    • Ongoing Consolidation:
      Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
    • Engaging Consolidation:
      Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
    • Objective Consolidation:
      Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
    AFTER MOVING:
    • Ongoing Consolidation:
      Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
    • Engaging Consolidation:
      Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
    • Objective Consolidation:
      Your unit must be within range of the selected objective.
    Adaptive Defence
    Ceramite Sentinels Detachment

    These Space Marines are experts in fighting from rapidly prepared defensive positions. They are able to maximise the potential of almost any terrain to serve as an ad-hoc strongpoint, rapidly assessing optimal firing lines and punishing the foe’s every attempt to advance and dislodge them.

    Each time an ADEPTUS ASTARTES model from your army makes an attack, if that model’s unit is within a terrain feature, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

    ADEPTUS ASTARTES units from your army gain the ENTRENCHED keyword while all of the following are true:
    • That unit is within a terrain feature.
    • That unit was not set up on the battlefield this turn.
    • No model in that unit has moved more than 3" this turn.
    Space Marine Chapters
    • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, MARNEUS CALGAR has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords, and is therefore from the Ultramarines Chapter.
    • You cannot include units from more than one Chapter in your army.
    • If your army includes one or more BLACK TEMPLARS units, it cannot include any ADEPTUS ASTARTES PSYKER models, and cannot include any of the following models that do not have the Black Templars keyword: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; Impulsor; Repulsor; REPULSOR EXECUTIONER.
    • If your army includes one or more DEATHWATCH units, it cannot include any of the following units: DEVASTATOR SQUAD; SCOUT SQUAD; TACTICAL SQUAD.
    • If your army includes one or more SPACE WOLVES units, it cannot include any of the following units: APOTHECARY; DEVASTATOR SQUAD; TACTICAL SQUAD.

    The ADEPTUS ASTARTES and ANCIENT keywords are used in the following Space Marines datasheets:

    Infantry Epic Hero
    Mounted Character

    Assault Doctrine

    The Codex Astartes leaves no doubt that the killing blow must be delivered with a decisive close-quarters strike.

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

    Tactical Doctrine

    The Codex lays out strategies for seizing the initiative.

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

    Devastator Doctrine

    The Codex Astartes details the strategic value of overwhelming firepower.

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

    Before selecting targets for this weapon, select one of its profiles to make attacks with.
    [CLEAVE]
    [CLEAVE]24.06

    With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.

    This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

    Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
    04.01.05 Selected to Attack
    Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
    While included in a Fulguris Task Force Detachment following units have SPEEDER keyword:

    02.02.03 Random Characteristics
    Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

    Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

    Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

    When determining a random D characteristic, the dice roll made is called a damage roll.

    Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

    Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
    13.09 Hidden
    A model is hidden while all of the following apply to it:
    • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
    • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
    While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
    02.02.02 Ignore Modifiers
    Some rules enable a player, weapon, model or unit to ignore modifiers. When using such rules, the following points apply:

    Unless otherwise stated, that rule allows you to ignore modifiers to the unit’s rolls and the unit’s profile and weapon characteristics.

    When a rule states you can ignore modifiers to a stated roll or characteristic, you can choose to ignore all of those modifiers, or only some of them. For example, you can still choose to apply positive/beneficial modifiers while ignoring negative/detrimental modifiers.

    Example: Your unit can ignore characteristic modifiers and is under the effect of +2" M and -2" M. You can choose to ignore the -2" M, meaning that unit’s M characteristic will only be modified by the +2" M.

    Example: Your unit’s ranged attacks can ignore roll modifiers and are under the effect of +1 to hit rolls and -1 to hit rolls. You can choose to ignore the -1 to hit rolls, meaning those attacks will only be affected by the +1 to hit rolls.
    Biomancy Discipline
    This unit has +2" M.
    Divination Discipline
    This unit’s attacks can:
    SNAP SHOOTING15.09
    ELIGIBLE IF: As stated in the rule allowing this shooting type.
    EFFECT: Your unit shoots as described in Making Attacks (04).
    WHILE SHOOTING:
    • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
    • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
    • You cannot re-roll hit rolls.
    AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
    Telepathy Discipline
    This unit’s attacks can ignore modifiers to BS, WS and hit rolls.
    Telekinesis Discipline
    Ranged attacks that target this unit have -1 S.
    Pyromancy Discipline
    This unit’s ranged attacks that target an enemy unit within 12" of this unit have +1 AP.

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

    Infantry Epic Hero

    The datasheets using PSYKER keyword can be found in the following Factions:

    Chaos: Chaos Daemons, Chaos Knights, Chaos Space Marines, Death Guard, Emperor’s Children, Thousand Sons.
    Imperium: Astra Militarum, Grey Knights, Imperial Agents, Space Marines.
    Xenos: Aeldari, Drukhari, Genestealer Cults, Leagues of Votann, Orks, Tyranids.

    The PSYKER keyword is used in the following datasheets:

    02.05.01 Using Keywords & Mixed Keywords in Units
    When using keywords, the following points apply:
    • A unit has all the keywords of all models in that unit. A model only has its own keywords.
    • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
    • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
    • If a rule specifies that it applies to ‘non-KEYWORD’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-VEHICLE units, it only applies to units that do not have the VEHICLE keyword.
    • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
    • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
    • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes (‘/’), or two keywords separated by the word ‘or’ (e.g. ‘an IMMORTALS, DEATHMARKS or LYCHGUARD unit’) refers to a model/unit that has any one of those keywords.
    • A rule with multiple adjacent keywords (e.g. ‘an AELDARI GUARDIANS unit’) only refers to a model/unit that has all of those keywords.
    • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
    • Singular and plural instances of the same keyword function in the same way.
    Keywords
    Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

    Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.

    SEE ALSO
    • Using Keywords & Mixed Keywords in Units 02.05.01
    Templar Vows

    On the eve of battle, the Black Templars gather to be led in prayer and contemplation by their champions. United in their hatred of the foe, they swear a mighty vow to uphold in the battle ahead.

    If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

    Abhor the Witch, Destroy the Witch

    • This unit’s melee attacks that target a PSYKER unit have [PRECISION].
    • When this unit declares a charge, If an enemy PSYKER unit is within 12" of this unit, you can use this part of this ability. If you do:
      • This unit can re-roll that charge roll.
      • This unit must end that charge move engaged with one or more of those enemy PSYKER units.

    Accept Any Challenge, No Matter the Odds

    Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

    Suffer Not the Unclean to Live

    This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.

    Uphold the Honour of the Emperor

    If this unit has the INFANTRY keyword:

    • At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
    • If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.

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

    Infantry Epic Hero
    Infantry Character

    Suffer Not the Unclean to Live

    This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.

    Surge Move
    SURGE MOVE21.02
    SET-UP DISTANCE: As stated in the rule allowing this move type.
    ELIGIBLE IF: All of the following apply:
    • The rule allowing this move type has been triggered.
    • Your unit is not battle-shocked.
    • Your unit is unengaged.
    • Your unit has not moved this phase.
    EFFECT: Your unit moves as described in Moving (03).
    BEFORE MOVING: Select the closest enemy unit to be the surge target.
    WHILE MOVING:
    • Each model must end its move engaged with the surge target if possible.
    • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
    AFTER MOVING:
    • Your unit cannot be engaged with one or more enemy units that were not the surge target.
    • Your unit cannot move again this phase.

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

    Shock and Awe
    Godhammer Assault Force Detachment

    An armoured assault by the crusaders of the Emperor is terrifying to behold. The doomed enemy are pummelled by heavy weapons fire and deafened by the roar of engine spirits in the moments before the strike falls, their comrades crushed by heavy treads. When the assault ramps slam down and the Black Templars storm forth, what little cohesion their foes retain melts away before the crusaders’ holy wrath.

    • Each time an ADEPTUS ASTARTES unit from your army declares a charge, if it disembarked from a TRANSPORT this turn, after selecting the targets of that charge, select one of those targets; that enemy unit must take a Battle-shock test.
    • Each time a model in an ADEPTUS ASTARTES unit from your army makes a melee attack, if it disembarked from a TRANSPORT this turn, add 1 to the Hit roll.

    RESTRICTIONS
    Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
    FIGHTS FIRST24.13

    Those possessed of lightning-fast reactions may strike before the opponent can react.

    While every model in a unit has this ability, that unit is a Fights First unit.

    See the Resolve Fights First Combats step in the Fight phase (12.04).
    HEROIC INTERVENTION15.11
    1CP
    Core Stratagem
    Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
    WHEN: End of your opponent’s Charge phase.

    TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

    EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

    • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
    +1CP
    • Into the Fray:
      • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
      • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.

    The BLOOD ANGELS and EPIC HERO keywords are used in the following Space Marines datasheets:

    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.

    The DOOMED tag is used in the following Space Marines detachments:

    The DEATH COMPANY and CHARACTER keywords are used in the following Space Marines datasheets:

    03.03 Coherency
    A unit that contains more than one model must be set up and end any kind of move in coherency. A unit is in coherency while both of the following apply to every model in that unit:
    • Within 2" horizontally and 5" vertically of at least one other model in that unit.
    • Within 9" horizontally and 5" vertically of every other model in that unit.

    REGAINING COHERENCY
    In the End of Turn step of each player’s turn, if one or more units on the battlefield are not in coherency, those units’ controlling players must remove models from them, one at a time, until they are in coherency again. Models removed in this way are destroyed, but they do not trigger rules that apply when a model is destroyed.

    WHAT IS COHERENCY?
    Coherency prevents models in the same unit from becoming too separated from each other while on the battlefield, ensuring they are set up and end every kind of move as a single group.

    COHERENCY
    Every model in this unit is within 2" of at least one other model in its unit, and every model is within 9" of every other model in its unit. This unit is therefore in coherency.

    The CHARACTER and JUMP PACK keywords are used in the following Space Marines datasheets:

    [ANTI]24.03

    Certain weapons are the bane of particular foes.

    This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

    Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

    The GRACE tag is used in the following Space Marines detachments:

    Legacy of the Angel
    Angelic Inheritors Detachment

    Never do the Blood Angels stand taller or strive harder than when faced with seemingly impossible odds. At such times, the Sons of Sanguinius delve deep into their souls for preternatural reserves of determination, fury and focus. Sometimes, they even touch upon the uncertain gift of prophecy that was said to be their gene-sire’s boon and his curse.

    At the start of the first battle round, select two of the Angelic Legacy abilities listed below. Until the end of the battle, those Angelic Legacy abilities are active and their effects apply to all ADEPTUS ASTARTES CHARACTER units from your army.

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

    Carmine Wrath: Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

    Their Appointed Hour: You can re-roll Advance and Charge rolls made for this unit.

    Restrictions
    Your army can include BLOOD ANGELS units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter.
    FIRE OVERWATCH15.08
    1CP
    Core Stratagem
    A hail of fire can drive back advancing foes.
    WHEN: End of your opponent’s Movement phase.

    TARGET: One friendly unengaged unit (excluding TITANIC units).

    EFFECT: Your unit shoots using snap shooting.

    The BLOOD ANGELS, INFANTRY and CHARACTER keywords are used in the following Space Marines datasheets:

    22.03 Psychic Abilities
    Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
    13.06.01 Solid Terrain and Movement
    If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.
    13.06 Terrain and Movement
    Models can move through different categories of terrain feature as follows:
    • Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
    • Dense:
      • INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
      • INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
      • Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).

    SEE ALSO
    • Solid Terrain and Movement 13.06.01

    The DARK ANGELS and EPIC HERO keywords are used in the following Space Marines datasheets:

    Monster Epic Hero
    Mounted Epic Hero
    02.02.05 Full Wounds Remaining
    A model has its full wounds remaining if it has the same number of wounds remaining as its W characteristic.

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

    Mounted Epic Hero
    01.06 Leadership Rolls
    To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.

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

    Vehicle Epic Hero

    FUROR TACTICS

    When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army.

    While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability.

    MALLEUS TACTICS

    When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all.

    While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability.

    PURGATUS TACTICS

    By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade.

    While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability.

    RAPID INGRESS15.07
    1CP
    Core Stratagem
    Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
    WHEN: End of your opponent’s Movement phase.

    TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

    EFFECT: Your unit makes an ingress move (20.04).

    RESTRICTIONS: You cannot use this stratagem during the first battle round.

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

    Vehicle Epic Hero

    The WOLF PRIEST keyword is used in the following Space Marines datasheets:

    Infantry Epic Hero
    Infantry Character

    The SPACE WOLVES and EPIC HERO keywords are used in the following Space Marines datasheets:

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

    The SPACE WOLVES and BEAST keywords are used in the following Space Marines datasheets:

    Beast Character

    The ADEPTUS ASTARTES and BEAST keywords are used in the following Space Marines datasheets:

    Beast Character
    Heroes All
    Saga of the Bold Detachment

    Every Space Wolves warrior seeks to forge a saga worthy of retelling.

    Each time an ADEPTUS ASTARTES unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks:
    • If your Saga is completed (see below), you can re-roll one Hit roll, one Wound roll and one Damage roll.
    • Otherwise, if that unit is a SPACE WOLVES CHARACTER unit, you can re-roll one Hit roll, one Wound roll or one Damage roll.

    Saga of the Bold
    Each time a SPACE WOLVES CHARACTER unit from your army does one of the following, that unit achieves that Boast. Once three or more different Boasts have been achieved by units from your army, your Saga is completed.
    • Your Hide as a Trophy: That unit destroys your Oath of Moment target.
    • Slay Them All: That unit destroys your Oath of Moment target, and that is the second Oath of Moment target destroyed by that unit in this battle.
    • Overrun Their Position: At the end of either player’s turn, that unit is wholly within your opponent’s deployment zone.
    • Hold the Line: From the second battle round onwards, at the end of your Command phase, that unit is within range of an objective marker you control that is not within your deployment zone.

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

    14.03 Secured Objectives
    Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.
    Master of Wolves
    Saga of the Great Wolf Detachment

    With Logan Grimnar commanding them, the hunting packs of the Space Wolves fight at peak efficiency.

    At the start of your Command phase, you can select one of the Hunting Packs listed below. Until the start of your next Command phase, that Hunting Pack is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Hunting Pack once per battle.
    • Encircling Jaws: This unit can re-roll Advance rolls and Charge rolls.
    • Hunter’s Eye: Each time a model in this unit makes a ranged attack, add 1 to the Hit roll.
    • Ferocious Strike: Each time this unit is selected to fight, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in this unit have the selected ability.

    The ADEPTUS ASTARTES, TERMINATOR and CAPTAIN keywords are used in the following Space Marines datasheets:

    01.05.05 Roll Off
    Some rules instruct players to roll off.
    • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
    • If there is a tie for the highest roll, roll off again.
    TERMINATOR HONOURS

    Veterans who have earned the honour of waging war in Terminator armour are permitted to wear these badges - smaller representations of the Crux Terminatus - when fighting.

    Select one model in this unit (if this unit contains a unit champion, such as a Space Marine Sergeant, you must select that model). Add 1 to the Attacks characteristic of the selected model’s melee weapons and, unless the selected model is a CHARACTER, add 1 to its Wounds characteristic.

    The ADEPTUS ASTARTES, MOUNTED and CHARACTER keywords are used in the following Space Marines datasheets:

    RELIC OF THE PRIMARCH

    In the deepest vaults of every Chapter are ancient relics inherited from the personal wargear of their gene-sire. Only in the direst circumstances are these brought to the field of war to inspire battle-brothers to even greater deeds; if these relics were to be lost, it would be a tragedy on par with the blackest days in the Chapter’s history.

    Once per battle, in your Command phase, the bearer can unveil the Relic of the Primarch. If it does, until the start of your next Command phase, the bearer has the following ability:

    Relic of the Primarch (Aura)
    • While a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
    • If the bearer is destroyed, after removing it from play, set up one new objective marker as close as possible to the bearer’s last location; this represents the Relic of the Primarch. You immediately gain the Recover the Relic Agenda (see below) in addition to any other Agendas being used for the battle.
    OATHS OF CRUSADE

    The Black Templars swear mighty oaths while on crusade, never relenting in their task until the oath, and the crusade, is complete.

    During the Select Agendas step of each battle in this Oathsworn Campaign, you must create your Bonus Agenda for that battle by selecting one Deed and one Foe from those listed below. You can then optionally select one Passion, and you can then optionally select one Condition. When making these selections, you can either select whichever Deed, Foe, Passion and Condition you wish, or you can put your faith in the Emperor and randomly select them. If selecting randomly, for each one, roll one D6 and consult the relevant table below. Combine these selections to create your Bonus Agenda, which takes the form of an oath as follows:

    ‘In the name of the immortal God-Emperor, I hereby vow to [Deed] [Foe] [Passion] [Condition].’

    At the end of the battle, check which parts of your Bonus Agenda have been completed:
    • If all parts have been completed, you gain all the associated rewards listed for those parts and if you selected those parts randomly, you gain 1 additional Honour point.
    • Otherwise, you gain no rewards.

    The BLACK TEMPLARS and INFANTRY keywords are used in the following Space Marines datasheets:

    [BLAST]24.05

    High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

    Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

    If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

    Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
    CLOSE-QUARTERS SHOOTING10.06
    ELIGIBLE IF: All of the following apply to your unit:
    • Engaged and did not make an advance move this turn.
    • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
    EFFECT: Your unit shoots as described in Making Attacks (04).
    WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
    • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
      • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
      • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
    • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
    AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
    [CLOSE-QUARTERS]24.07

    Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

    Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

    When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
    • One or more of its [CLOSE-QUARTERS] weapons.
    • One or more of its other ranged weapons.
    [PISTOL]24.27

    Pistols can be wielded even at point-blank range.

    [PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

    Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.
    EXPLOSIVES15.05
    1CP
    Core Stratagem
    Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
    WHEN: Your Shooting phase.

    TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

    EFFECT: Resolve the following sequence:
    1. Select one EXPLOSIVES/GRENADES model in your unit.
    2. Select one unengaged enemy unit within 8" of and visible to that model.
    3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).

    Accept Any Challenge, No Matter the Odds

    Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

    Uphold the Honour of the Emperor

    If this unit has the INFANTRY keyword:

    • At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
    • If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.

    Abhor the Witch, Destroy the Witch

    • This unit’s melee attacks that target a PSYKER unit have [PRECISION].
    • When this unit declares a charge, If an enemy PSYKER unit is within 12" of this unit, you can use this part of this ability. If you do:
      • This unit can re-roll that charge roll.
      • This unit must end that charge move engaged with one or more of those enemy PSYKER units.

    APPOINTED TO THE HOUSEHOLD1RP

    Appointed from amongst a crusade’s veteran warriors or - rarely - its exceptional Initiates, the Sword Brethren comprise Black Templars who hold a position within their Marshal’s household. Surviving Neophytes of such illustrious mentors, if deemed worthy by the Chaplains, may be granted status as full Initiate and go on to train inductees themselves.

    Purchase this Requisition after a battle. Select one of the following:
    • Select one CRUSADER SQUAD unit on your Order of Battle with the Blooded rank or higher. Remove that unit from your Order of Battle and spend 5 Honour points to add one SWORD BRETHREN unit to your Order of Battle.
    • Select one CRUSADER SQUAD unit on your Order of Battle with the Blooded rank or higher. Remove that unit from your Order of Battle and spend 10 Honour points to add one SWORD BRETHREN unit to your Order of Battle and one new CRUSADER SQUAD unit to your Order of Battle.

    When a unit is replaced in this way, each new unit starts with the same XP, Battle Honours and Battle Scars as the unit it replaced and until it is removed from your Order of Battle, each time it gains XP from Dealers of Death, that new unit gains 2XP instead of 1XP. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.
    1RP

    FORTIFICATION NETWORK

    The strategic brilliance of a strike forces commanders means Space Marines can often ensure the enemy fights them only on their terms, drawing the Imperium’s foes into carefully chosen battle sites. Utilising the full extent of their siegecraft, the Space Marines erect solid redoubts, fortified walls and dedicated kill zones. Any forces attempting to invade the area find their advance swiftly halted by these masterful creations and their determined defenders.

    Purchase this Requisition before a battle. Do not roll off to determine the Attacker and Defender for that battle. Instead, you are automatically the Defender. If your opponent uses the same or a similar rule to become the Defender, ignore both rules and instead determine the Attacker and Defender normally.

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

    MASTER OF THE DEATHWING
    20

    The Master of the Dark Angels 1st Company is second only to the Chapter Master in experience and knowledge of the Fallen.

    TERMINATOR CAPTAIN model only. Once per battle, after selecting your Oath of Moment target, you can use this ability. If you do, until the start of your next Command phase, each time this models unit makes an attack that targets your Oath of Moment target, add 1 to the Wound roll.
    MASTER OF THE RAVENWING
    20

    The Master of the Dark Angels 2nd Company is able to react to changing battlefield situations in the blink of an eye and deploy their high-speed forces to wherever they are needed. Whether hunting the Fallen or pursuing a more conventional foe, they can be relied upon to rapidly scout enemy positions and overrun even the most veteran or swift-witted of foes with their sudden shock assaults.

    RAVENWING model only. This models unit can declare a charge in a turn in which it Advanced, and you can re-roll Charge rolls made for that unit.
    KEEPER OF THE UNSEEN RITUAL
    20

    The Master of the Dark Angels 5th Company is responsible for curating what scraps of knowledge remain concerning the ancient Calibanite orders. He is expected to be an expert in the martial traditions and codes of honour carried forward through the millennia amongst the Unforgiven Chapters, and to provide his unique strategic insight when it is needed most.

    CAPTAIN model only. Once per battle, when you target another unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.

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

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

    The DEATH COMPANY and INFANTRY keywords are used in the following Space Marines datasheets:

    The DEATH COMPANY and CAPTAIN keywords are used in the following Space Marines datasheets:

    The BLOOD ANGELS and CHARACTER keywords are used in the following Space Marines datasheets:

    Mounted Character

    The CHARACTER, DEATH COMPANY and INFANTRY keywords are used in the following Space Marines datasheets:

    The JUMP PACK and CHARACTER keywords are used in the following Space Marines datasheets:

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

    LEADER24.22 / SUPPORT24.23

    Mighty heroes fight at the forefront of battle.

    Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

    Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.

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

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

    The CHAPLAIN and JUMP PACK keywords are used in the following Space Marines datasheets:

    Infantry Epic Hero
    Infantry Character

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

    Army List
    Datasheets collated
    Contents

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