Space Marines – Sicaran

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Sicaran
(⌀Use model)
M
10"
T
11
SV
2+
W
14
5
LD
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arcus Multi-launcher Indirect Fire
Arcus Multi-launcher Indirect Fire
48"
7
3+
6
0
2
Heavy Bolter Sustained Hits 1 Rapid Fire 2
Heavy Bolter Sustained Hits 1 Rapid Fire 2
36"
3
3+
5
-1
2
Herakles-pattern Autocannon Rapid Fire 2
Herakles-pattern Autocannon Rapid Fire 2
48"
6
3+
9
-1
3
Hunter-killer Missile ONE SHOT
Hunter-killer Missile ONE SHOT
48"
1
3+
14
-3
D3+3
Lascannon
Lascannon
48"
1
3+
12
-3
D3+3
Omega Plasma Array - Standard
Omega Plasma Array - Standard
36"
6
3+
9
-3
2
Omega Plasma Array - Supercharge Hazardous
Omega Plasma Array - Supercharge Hazardous
36"
6
3+
10
-3
3
Punisher Rotary Cannon Devastating Wounds
Punisher Rotary Cannon Devastating Wounds
36"
18
3+
6
0
1
Storm Bolter Rapid Fire 2
Storm Bolter Rapid Fire 2
24"
2
3+
5
-1
1
Venator Neutron Laser Heavy
Venator Neutron Laser Heavy
48"
3
3+
16
-3
D3+3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured Tracks
Armoured Tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with 1 Hunter-killer Missile
  • This model can be equipped with one of the following: 2 Heavy Bolters, 2 Lascannons
  • This model can be equipped with 1 Storm Bolter
  • This model's Herakles-pattern Autocannon can be replaced with one of the following: 1 Arcus Multi-launcher, 1 Omega Plasma Array, 1 Punisher Rotary Cannon, 1 Venator Neutron Laser

CORE ABILITIESDeadly Demise D3, Damaged 5
ARMY RULESCombat Doctrines
ABILITIES
Armoured Spearhead: This unit’s ranged attacks can re-roll one:
  • Hit roll.
  • Wound roll.
  • Damage roll.
UNIT COMPOSITION
  • 1 Sicaran model
This model is equipped with: 1 Armoured Tracks; 1 Heavy Bolter; 1 Herakles-pattern Autocannon.
YOUR UNIT COSTS
YOUR UNIT COSTS
1 model
180
1 model
180
YOUR UNIT COSTS
1 model
180
KEYWORDS: VEHICLE; FRAME; IMPERIUM; SMOKE
FACTION KEYWORDS:
ADEPTUS ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
STRIKE NOW FOR GLORY
1CP
Angelic Inheritors Stratagem
FOCUSED FURY
1CP
Angelic Inheritors Stratagem
ARMOUR OF CONTEMPT
1CP
Assault Brethren Stratagem
DUTY IN DEATH
1CP
Assault Brethren Stratagem
GENE-WROUGHT MIGHT
1CP
Assault Brethren Stratagem
ADAPTIVE TACTICS
1CP
Black Spear Task Force Stratagem
ARMOUR OF CONTEMPT
1CP
Black Spear Task Force Stratagem
ULTRAMARIAN ADAPTIVITY
1CP
Blade of Ultramar Stratagem
ARMOUR OF CONTEMPT
1CP
Blade of Ultramar Stratagem
TACTICAL FORESIGHT
1CP
Blade of Ultramar Stratagem
EXEMPLARY VIGILANCE
1CP
Blade of Ultramar Stratagem
COURAGE AND HONOUR!
1CP
Blade of Ultramar Stratagem
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
UNYIELDING MIGHT
1CP
Ceramite Sentinels Stratagem
AUGMENTED TARGETING
1CP
Ceramite Sentinels Stratagem
STAND TO THE END
1CP
Ceramite Sentinels Stratagem
ARMOUR OF CONTEMPT
1CP
Devastator Brethren Stratagem
STORM OF FIRE
1CP
Devastator Brethren Stratagem
HAIL OF VENGEANCE
2CP
Devastator Brethren Stratagem
FORGED IN FIRE
1CP
Forgefather's Seekers Stratagem
BLAZING EARTH
1CP
Forgefather's Seekers Stratagem
ADAPTIVE STRATEGY
1CP
Gladius Task Force Stratagem
ARMOUR OF CONTEMPT
1CP
Gladius Task Force Stratagem
STORM OF DEVASTATION
1CP
Gladius Task Force Stratagem
A WORTHY DEATH
1CP
Gladius Task Force Stratagem
MIGHT OF ANGELS
1CP
Gladius Task Force Stratagem
LAYERED CERAMITE
1CP
Ironstorm Spearhead Stratagem
MIGHT OF THE MACHINE SPIRIT
1CP
Ironstorm Spearhead Stratagem
HEADHUNTER DOCTRINE
1CP
Ironstorm Spearhead Stratagem
SPIRITS OF IRON
1CP
Medusa's Wrath Stratagem
VENGEFUL ANIMUS
1CP
Medusa's Wrath Stratagem
UNBOWED CONVICTION
1CP
Medusa's Wrath Stratagem
METHODICAL BRUTALITY
1CP
Medusa's Wrath Stratagem
POWER OF THE MACHINE SPIRIT
1CP
Medusa's Wrath Stratagem
MOBILE LETHALITY
1CP
Spearpoint Task Force Stratagem
SPEAR THRUST AND SABRE SWING
1CP
Spearpoint Task Force Stratagem
ARMOUR OF CONTEMPT
1CP
Tactical Brethren Stratagem
DOMINATION FIRE
1CP
Tactical Brethren Stratagem
SPOOR OF THE UNHOLY
1CP
Vow-sworn Crusaders Stratagem
LION'S WILL
1CP
Wrath of the Rock Stratagem
INESCAPABLE JUSTICE
1CP
Wrath of the Rock Stratagem
DETACHMENT ABILITY
Codex Discipline
Ironstorm Auto-targeters
Vulkan's Quest
Shadow Tactics
Master of Wolves
Adaptive Defence
Assault Mastery
Devastator Mastery
Tactical Mastery
ENHANCEMENTS
Gunnery Honours
15
Redoubtable Machine Spirit
25

The DEDICATED TRANSPORT keyword is used in the following Space Marines datasheets:

13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
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.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes

The IMPERIAL FISTS keyword is used in the following Space Marines datasheets:

Infantry Epic Hero

The MONSTER keyword is used in the following Space Marines datasheets:

The MOUNTED keyword is used in the following Space Marines datasheets:

Mounted Epic Hero

The PHOBOS keyword is used in the following Space Marines datasheets:

The SALAMANDERS keyword is used in the following Space Marines datasheets:

The SPACE WOLVES keyword is used in the following Space Marines datasheets:

The WALKER keyword is used in the following Space Marines datasheets:

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.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
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:
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).
[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.
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

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
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.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
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:
Combat Doctrines

The Space Marines draw upon the combat doctrines of the Codex Astartes as they flow through each phase of battle: first hammering the enemy with devastating firepower, then raking them with close-ranged volleys while manoeuvring to deliver a final, crushing assault.

At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase.

ASSAULT DOCTRINE

When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge.

DEVASTATOR DOCTRINE

This unit’s ranged attacks have [ASSAULT].

TACTICAL DOCTRINE

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 and eligible to declare a charge.
Unless otherwise stated:
  • You can only select each combat doctrine once per battle.
  • Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit.
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.
Assault Doctrine
When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge.
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.
[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
[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.
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.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
Q:When a model overhangs the edge of the battlefield, how does that affect its visibility?
A:
That model’s controlling player can draw line of sight from any part of that model that is not overhanging the edge of the battlefield. Their opponent can draw line of sight to any part of that model.
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.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
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).
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
[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].
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). Those hits are not critical hits.
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
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).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
[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).
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). Those hits are not critical hits.
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
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.
Devastator Doctrine
This unit’s ranged attacks have [ASSAULT].
NORMAL SHOOTING10.04
ELIGIBLE IF: Your unit is unengaged and did not make an advance move this turn.
EFFECT: Your unit shoots as described in Making Attacks (04).
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
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.
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.
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).
[RAPID FIRE]24.30

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.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
[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.
[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.
[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.
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
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.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
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.
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.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
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.
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.
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: (1) Wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. OR: (2) If the above is not possible while remaining unengaged, set up that model wholly within the set-up distance of that TRANSPORT, as close as possible to that TRANSPORT, and engaged. Each model that still cannot be set up 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 with this ability 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").
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).
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.

  • While a friendly ADEPTUS ASTARTES unit is within a terrain area, that unit’s attacks can re-roll wound rolls of 1.
  • Friendly ADEPTUS ASTARTES units are entrenched while all of the following apply:
    • That unit is within a terrain area.
    • That unit was not set up this turn.
    • No model in that unit moved more than 3" this turn.

Defensive Mastery: At the start of each phase, this unit is entrenched.

DARNATH LYSANDER’s/TOR GARADON’s unit is always entrenched, regardless of the conditions listed above.

Restrictions: Your army can include IMPERIAL FISTS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
[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.
[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.
CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).

The ADEPTUS ASTARTES and MONSTER keywords are used in the following Space Marines datasheets:

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.

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DAMAGED24.39
This ability always takes the form Damaged X. While a model’s remaining wounds are equal to or less than X, that model is damaged: while damaged, that model’s attacks have -1 to hit rolls.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
SMOKESCREEN15.10
1CP
Core Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One friendly SMOKE unit.

EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
CRUSHING IMPACT15.06
1CP
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).

Errata

Tank Shock Stratagem
The Tank Shock Stratagem is the same as the Crushing Impact stratagem.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
STRIKE NOW FOR GLORY
1CP
Angelic Inheritors Stratagem
Knowing instinctively that the pivotal moment has arrived, these battle-brothers aim and hammer their foes with unrelenting volleys.
WHEN: Your Shooting phase when a friendly ADEPTUS ASTARTES unit is selected to attack.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s ranged attacks have [SUSTAINED HITS 1].
FOCUSED FURY
1CP
Angelic Inheritors 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, when a friendly ADEPTUS ASTARTES unit is selected to fight.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s melee attacks:
  • Have [LETHAL HITS].
  • Or: If your unit is a CHARACTER unit, have [LETHAL HITS], [LANCE].
ARMOUR OF CONTEMPT
1CP
Assault Brethren 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, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
DUTY IN DEATH
1CP
Assault Brethren Stratagem
Imminent death does not prevent a Space Marine from enacting their final justice upon the Emperor’s foes.
WHEN: Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if the assault doctrine is active for your unit:
  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
GENE-WROUGHT MIGHT
1CP
Assault Brethren Stratagem
Space Marines are blessed with incredible strength.
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].
  • Or: If the assault doctrine is active for your unit, [Lance] and +1 AP.
ADAPTIVE TACTICS
1CP
Black Spear Task Force 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: One friendly ADEPTUS ASTARTES unit.

EFFECT: Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
ARMOUR OF CONTEMPT
1CP
Black Spear Task Force 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, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
ULTRAMARIAN ADAPTIVITY
1CP
Blade of Ultramar 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 friendly ADEPTUS ASTARTES unit.

EFFECT: Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
ARMOUR OF CONTEMPT
1CP
Blade of Ultramar 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, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
TACTICAL FORESIGHT
1CP
Blade of Ultramar 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, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit with a S greater than this unit’s T have -1 to wound rolls.
EXEMPLARY VIGILANCE
1CP
Blade of Ultramar 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, when a friendly ADEPTUS ASTARTES unit is selected to shoot.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s ranged attacks have [IGNORES COVER].
COURAGE AND HONOUR!
1CP
Blade of Ultramar 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, when a friendly ADEPTUS ASTARTES unit is selected to fight.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s melee attacks have [Lance].
[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.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
UNYIELDING MIGHT
1CP
Ceramite Sentinels 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 friendly ADEPTUS ASTARTES unit that is within range of an objective.

EFFECT: Your unit has +1 OC until the end of the turn.
AUGMENTED TARGETING
1CP
Ceramite Sentinels Stratagem
Auto-sense targeting subroutines specially adapted for defensive fire patterns aid these warriors’ aim.
WHEN: Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to attack.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s attacks have:
  • [LETHAL HITS].
  • Or: [SUSTAINED HITS 1].
  • Or: If your unit is entrenched, [LETHAL HITS] and [SUSTAINED HITS 1].
STAND TO THE END
1CP
Ceramite Sentinels Stratagem
Aware of how vital it is that the defence line holds, these warriors fight even to their last breath.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit (excluding MONSTER/VEHICLE units).

TARGET: That ADEPTUS ASTARTES unit.

EFFECT:
  • Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
  • Or: If your unit is entrenched, attacks that target your unit have -1 to wound rolls.
ARMOUR OF CONTEMPT
1CP
Devastator Brethren 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, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
STORM OF FIRE
1CP
Devastator Brethren 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, when a friendly ADEPTUS ASTARTES unit is selected to shoot.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s ranged attacks have:
  • [Ignores Cover].
  • Or: If the devastator doctrine is active for your unit, [Ignores Cover] and +1 AP.
HAIL OF VENGEANCE
2CP
Devastator Brethren 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, when an enemy unit has shot, if those attacks destroyed a model in a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit shoots using normal shooting, but while doing so your unit can only target that enemy unit.
FORGED IN FIRE
1CP
Forgefather's Seekers Stratagem
The Salamanders are masters of the flamer, wielding such weapons with supreme precision and utilising them even in the press of melee combat.
WHEN: Your Shooting phase, when a friendly engaged ADEPTUS ASTARTES unit is selected to shoot.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s Torrent weapons:
  • Do not have [Blast].
  • Have [Close-Quarters].
  • Have +1 A.
BLAZING EARTH
1CP
Forgefather's Seekers 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 friendly unengaged ADEPTUS ASTARTES unit equipped with one or more Torrent/Melta weapons.

EFFECT: Select one visible enemy unit within 12" of your unit. That enemy unit has -1 to charge rolls.
ADAPTIVE STRATEGY
1CP
Gladius Task Force Stratagem
The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent doctrines if doing so will lead to victory.
WHEN: Your Command phase.

TARGET: One friendly ADEPTUS ASTARTES unit.

EFFECT: Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
ARMOUR OF CONTEMPT
1CP
Gladius Task Force 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, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.

Errata

Ordo Xenos Alien Hunters Detachment, Armour of Contempt Stratagem, Effect Section
Change to:

‘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.’
STORM OF DEVASTATION
1CP
Gladius Task Force Stratagem
Masters of the art of long-ranged warfare, these warriors unleash utter devastation upon their enemies.
WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is selected to shoot.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s ranged attacks have [IGNORES COVER].
A WORTHY DEATH
1CP
Gladius Task Force Stratagem
Those Space Marines who specialise in close assault are ready to fight to their last breath and beyond to cut down more foes.
WHEN: Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6:
  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
MIGHT OF ANGELS
1CP
Gladius Task Force Stratagem
Relentless assault training allows these warriors to focus their already impressive might into a truly devastating close-quarters onslaught.
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].
LAYERED CERAMITE
1CP
Ironstorm Spearhead Stratagem
The labours of artisans in the Chapter armoury now bear fruit.
WHEN: Any phase, when a friendly ADEPTUS ASTARTES VEHICLE unit suffers a mortal wound.

TARGET: That ADEPTUS ASTARTES VEHICLE unit.

EFFECT: Your unit has Feel No Pain 5+ against mortal wounds.
MIGHT OF THE MACHINE SPIRIT
1CP
Ironstorm Spearhead Stratagem
There are many tales of machine spirits wreaking havoc on the foe, even after the crews of their vehicles are slain.
WHEN: Your Command phase.

TARGET: One friendly ADEPTUS ASTARTES VEHICLE unit (excluding DEDICATED TRANSPORT/FLY/WALKER units).

EFFECT: Until the start of your next Command phase, your unit can ignore modifiers to your unit’s:
  • M.
  • BS.
  • Hit rolls and wound rolls.
HEADHUNTER DOCTRINE
1CP
Ironstorm Spearhead Stratagem
Exhaustive tactical training aids Space Marine gunners in exploiting any weakness in their targets’ armour.
WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES VEHICLE unit (excluding DEDICATED TRANSPORT/FLY/WALKER units) is selected to shoot.

TARGET: That ADEPTUS ASTARTES VEHICLE unit.

EFFECT: Your unit’s ranged attacks have [Lethal Hits: Monster/Vehicle].
SPIRITS OF IRON
1CP
Medusa's Wrath Stratagem
These warriors emulate the mechanical monstrosities at whose side they fight, shrugging off wounds both physical and spiritual.
WHEN: Any phase, when a friendly ADEPTUS ASTARTES unit suffers a mortal wound.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit has Feel no pain 5+ against mortal wounds.
VENGEFUL ANIMUS
1CP
Medusa's Wrath 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, when a friendly ADEPTUS ASTARTES VEHICLE unit is destroyed, before rolling for deadly demise.

TARGET: That friendly ADEPTUS ASTARTES VEHICLE unit.

EFFECT: Change any deadly demise rolls made for this unit to an unmodified 6.
UNBOWED CONVICTION
1CP
Medusa's Wrath Stratagem
Space Marines exemplify obdurate tenacity. Even severely injured, they will never abandon their oaths.
WHEN: Your Command phase.

TARGET: One friendly ADEPTUS ASTARTES unit that is below starting strength.

EFFECT: Until the start of your next Command phase, your unit can ignore modifiers to your unit’s:
  • BS and WS.
  • Hit rolls and Wound rolls.
METHODICAL BRUTALITY
1CP
Medusa's Wrath 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 when a friendly ADEPTUS ASTARTES unit is selected to attack.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s attacks have [SUSTAINED HITS 1].

SECONDARY EFFECT:
  • If your unit is a VEHICLE unit, have +1 to wound rolls.
POWER OF THE MACHINE SPIRIT
1CP
Medusa's Wrath 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, when an enemy unit that targeted a friendly unengaged ADEPTUS ASTARTES VEHICLE unit has shot.

TARGET: That ADEPTUS ASTARTES VEHICLE unit.

EFFECT: Your unit shoots using:
  • Snap shooting.
  • Or: If your unit is at half-strength/below half-strength, normal shooting.
While doing so your unit can only target that enemy unit.
MOBILE LETHALITY
1CP
Spearpoint Task Force 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, when a friendly ADEPTUS ASTARTES unit is selected to make an advance/fall-back move.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT:
  • That fall-back move does not prevent your unit from being eligible to shoot.
  • Your unit’s ranged attacks have [ASSAULT].
SPEAR THRUST AND SABRE SWING
1CP
Spearpoint Task Force 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, when a friendly ADEPTUS ASTARTES unit is selected to fight.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit’s melee attacks:
  • Have [LETHAL HITS].
  • Or: Have [LANCE].
  • Or: If your unit has MOUNTED, have [LETHAL HITS] and [LANCE].
ARMOUR OF CONTEMPT
1CP
Tactical Brethren 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, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
DOMINATION FIRE
1CP
Tactical Brethren Stratagem
The Codex Astartes dictates when firepower is best used to dismay, disrupt and debilitate the enemy.
WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES unit has shot.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Select one enemy unit hit by those attacks. That enemy unit is suppressed until the start of your next turn:
  • While a unit is suppressed, that unit’s attacks have -1 to hit rolls.
SPOOR OF THE UNHOLY
1CP
Vow-sworn Crusaders 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, when a friendly ADEPTUS ASTARTES unit is selected to attack.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Your unit can ignore modifiers to your unit’s:
  • BS and WS.
  • Hit rolls.
LION'S WILL
1CP
Wrath of the Rock 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 friendly ADEPTUS ASTARTES unit that is within range of an objective.

EFFECT: Your unit has +1 OC until the end of the turn.
INESCAPABLE JUSTICE
1CP
Wrath of the Rock Stratagem
The Dark Angels are relentless in the pursuit of their foes, striking with ruthless ferocity and precision to take the heads of those who have crossed the Chapter.
WHEN: The Fight phase, when a friendly Adeptus Astartes unit is selected to fight.

TARGET: That Adeptus Astartes unit.

EFFECT: Your unit's melee attacks have [Precision].
Codex Discipline
Gladius Task Force Detachment

Deployed as a mutually supportive strike force that epitomises the flexibility and martial wisdom of the Codex Astartes, Space Marines have the answer to any strategic or tactical challenge.

You can select one combat doctrine one additional time per battle.
Ironstorm Auto-targeters
Ironstorm Spearhead Detachment

Space Marine armoured formations rapidly share cogitated targeting data to augment their already superb marksmanship and reaction times.

Friendly ADEPTUS ASTARTES VEHICLE units’ (excluding WALKER units) ranged attacks can:
Vulkan's Quest
Forgefather’s Seekers Detachment

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

  • You can select the devastator doctrine one additional time per battle.
  • Friendly ADEPTUS ASTARTES units’ ranged attacks that target a unit within 12", have +1 S.

If your army includes a VULKAN HE’STAN unit, friendly INFERNUS SQUAD units have the following:

Restrictions: Your army can include SALAMANDERS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
Shadow Tactics
Shadowmark Talon Detachment

The Raven Guard are renowned for their uncanny ability to move unseen, cloaking themselves in darkness as they close in upon their prey. Aethon Shaan is a true master at harnessing these abilities, withdrawing and redeploying his battle-brothers to draw the enemy out of formation.

Friendly ADEPTUS ASTARTES units have Stealth.

Friendly PHOBOS/SCOUT SQUAD units have -3" detection range.

Friendly AETHON SHAAN units have the following ability:

Unparalleled Tactician: (Once per battle round, per army) When you use the Into Darkness stratagem, that use is -1CP.
Master of Wolves
Saga of the Great Wolf Detachment

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.

HOWLING ONSLAUGHT
When the Great Wolf gives the command, his packs descend upon the foe in a coordinated and utterly devastating strike.

Friendly ADEPTUS ASTARTES units (excluding MONSTER/VEHICLES units) with this ability have the following abilities:

Encircling Jaws: If the assault doctrine is active for your unit, your unit has +1 to advance rolls and charge rolls.

Hunter’s Eye: If the devastator doctrine is active for your unit, your unit’s ranged attacks can re-roll hit rolls of 1.

Ferocious Strike: If the tactical doctrine is active for your unit, your unit’s attacks that target an enemy unit with 9" have [Sustained Hits 1].

Friendly LOGAN GRIMNAR units have the following ability:

Howling Onslaught: (Once per battle, per army) In your command phase, you can use this ability. If you do, friendly ADEPTUS ASTARTES MONSTER/VEHICLE units benefit from the Master of Wolves rule until the start of your next command phase.

Restrictions: Your army can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
Assault Mastery
Assault Brethren Detachment

Space Marines who specialise in close-quarters brutality truly embody their sobriquet ‘Angels of Death’.

You can select the assault doctrine one additional time per battle.
Devastator Mastery
Devastator Brethren Detachment

Unceasing and unmerciful, Adeptus Astartes fire support formations lay waste to all that falls under their gunsights.

You can select the devastator doctrine one additional time per battle.
Tactical Mastery
Tactical Brethren Detachment

Rarely are the Adeptus Astartes deadlier than when they bring to bear the most fundamental teachings of the Codex Astartes.

You can select the tactical doctrine one additional time per battle.
  • Gunnery HonoursUPGRADE
    15 pts
Ironstorm Spearhead Detachment

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

ADEPTUS ASTARTES VEHICLE unit only (excluding DEDICATED TRANSPORT/FLY/WALKER units). This unit’s ranged attacks have [Heavy].

  • Redoubtable Machine SpiritUPGRADE
    25 pts
Ironstorm Spearhead Detachment

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

ADEPTUS ASTARTES VEHICLE unit only (excluding DEDICATED TRANSPORT/FLY/WALKER units). This unit:

INDIRECT SHOOTING10.07
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and did not make an advance move this turn.
  • Has one or more [INDIRECT FIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • [INDIRECT FIRE] weapons in your unit can target units that are not visible to the attacking model.
  • Each time an [INDIRECT FIRE] weapon makes an attack:
    • The target has the benefit of cover against that attack (13.08).
    • You cannot re-roll hit rolls.
    • An unmodified hit roll of 1-5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1-3 fails instead.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
INDIRECT FIRE
When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.
[INDIRECT FIRE]24.19

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
© Vyacheslav Maltsev 2013-2026