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 | |
| CORE ABILITIES | Deadly Demise D3, Damaged 5 |
| ARMY RULES | Combat Doctrines |
| YOUR UNIT COSTS | |
| YOUR UNIT COSTS | |
| 1 model | 180 |
| 1 model | 180 |
| YOUR UNIT COSTS | |
| 1 model | 180 |
























The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The CHARACTER keyword is used in the following Space Marines datasheets:
The DEDICATED TRANSPORT keyword is used in the following Space Marines datasheets:
The FLY keyword is used in the following Space Marines datasheets:
| 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 |
| 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 FRAME keyword is used in the following Space Marines datasheets:
The IMPERIAL FISTS keyword is used in the following Space Marines datasheets:
The IMPERIUM keyword is used in the following Space Marines datasheets:
The MONSTER keyword is used in the following Space Marines datasheets:
The MOUNTED keyword is used in the following Space Marines datasheets:
The PHOBOS keyword is used in the following Space Marines datasheets:
The SALAMANDERS keyword is used in the following Space Marines datasheets:
The SMOKE keyword is used in the following Space Marines datasheets:
The SPACE WOLVES keyword is used in the following Space Marines datasheets:
The VEHICLE keyword is used in the following Space Marines datasheets:
The WALKER keyword is used in the following Space Marines datasheets:

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



| 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. |
| 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. |
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).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.
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| 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. |
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.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.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.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).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: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.| 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 |
The ADEPTUS ASTARTES and VEHICLE keywords are used in the following Space Marines datasheets:
| 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. |
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").
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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.
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 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.The ADEPTUS ASTARTES and MONSTER keywords are used in the following Space Marines datasheets:
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.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.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: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
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.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.
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.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.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.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 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).