



RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Bolt pistol pistol | |||||||
| Bolt pistol pistol | 12" | 1 | 3+ | 4 | 0 | 1 | |
| Boltgun | |||||||
| Boltgun | 24" | 2 | 3+ | 4 | 0 | 1 | |
| Deathwatch twin boltgun TWIN-LINKED | |||||||
| Deathwatch twin boltgun TWIN-LINKED | 24" | 2 | 3+ | 4 | 0 | 1 | |
| Frag cannon blast heavy rapid fire d3 | |||||||
| Frag cannon blast heavy rapid fire d3 | 18" | D3 | 4+ | 7 | -1 | 2 | |
| Heavy flamer ignores cover torrent | |||||||
| Heavy flamer ignores cover torrent | 12" | D6 | N/A | 5 | -1 | 1 | |
| Long Vigil ranged weapon anti-infantry 4+ devastating wounds rapid fire 1 | |||||||
| Long Vigil ranged weapon anti-infantry 4+ devastating wounds rapid fire 1 | 24" | 1 | 4+ | 4 | 0 | 1 | |
| Psychic Cleanse psychic | |||||||
| Psychic Cleanse psychic | 24" | D6 | 3+ | 5 | -1 | D3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Artificer crozius | |||||||
| Artificer crozius | Melee | 5 | 2+ | 6 | -1 | 2 | |
| Close combat weapon | |||||||
| Close combat weapon | Melee | 3 | 3+ | 5 | -2 | 1 | |
| Force weapon psychic | |||||||
| Force weapon psychic | Melee | 5 | 2+ | 5 | -3 | D3 | |
| Long Vigil melee weapon | |||||||
| Long Vigil melee weapon | Melee | 3 | 3+ | 5 | -2 | 1 | |
| Power fist | |||||||
| Power fist | Melee | 3 | 3+ | 8 | -2 | 2 | |
| Twin lightning claws twin-linked | |||||||
| Twin lightning claws twin-linked | Melee | 4 | 3+ | 5 | -2 | 1 | |
| YOUR UNIT COSTS | |
| 11 models | 220 |

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.The ADEPTUS ASTARTES and INFANTRY keywords are used in the following Space Marines datasheets:
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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.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.
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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.The CHARACTER keyword is used in the following Space Marines datasheets:
The DEATHWATCH keyword is used in the following Space Marines datasheets:
The EPIC HERO keyword is used in the following Space Marines datasheets:
The GRENADES keyword is used in the following Space Marines datasheets:
The IMPERIUM keyword is used in the following Space Marines datasheets:
The INFANTRY keyword is used in the following Space Marines datasheets:
The KILL TEAM keyword is used in the following Space Marines datasheets:
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.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).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 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: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.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.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.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.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).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).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].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.Dual weapons are often grafted to the same targeting system for greater lethality.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.The BATTLELINE keyword is used in the following Space Marines datasheets:
Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.The KILL TEAM keyword is used in the following Space Marines datasheets:
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.