Space Marines

The Imperial Fists have stood as steadfast defenders of the Imperium since the Great Crusade. Strong of mind and spirit, they are the Emperor's shield, indomitable and unbreakable. Their stubbornness in the face of any enemy and their determination to hold no matter the cost is matched only by their zealous efforts to see their gene-sire's dreams for the Imperium made real.

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Deathwatch
Imperial Fists
Boarding Actions
Contents

Books

BookKindEditionVersionLast update
  Space Marines
  Space MarinesApp112.7.1October 2026
  Deathwatch
  DeathwatchApp112.7.1October 2026
  Imperial Fists
  Imperial FistsApp112.7.1October 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025

Keywords

ADEPTUS ASTARTES (191);
AIRCRAFT (4);
ANCIENT (3);
ARTILLERY (3);
BATTLELINE (8);
CAPTAIN (23);
CENTURION (2);
CHAMPION (2);
CHAPLAIN (7);
CHARACTER (75);
DEATHWATCH (11);
DEATHWING (28);
DEDICATED TRANSPORT (7);
DREADNOUGHT (9);
EPIC HERO (41);
EXPLOSIVES (89);
FLY (29);
FORTIFICATION (1);
FRAME (46);
GRAVIS (10);
IMPERIAL FISTS (2);
IMPERIUM (189);
INFANTRY (116);
JUMP PACK (15);
KILL TEAM (10);
MOUNTED (10);
PHOBOS (12);
PSYKER (7);
RAVENWING (20);
SMOKE (47);
SPEEDER (6);
TACTICUS (65);
TERMINATOR (15);
TITANIC (4);
TRANSPORT (20);
VEHICLE (64);
WALKER (11)


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

Army Rules

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.

Transhuman Strategist

Those Space Marines who rise to positions of command are exceptional strategists and tacticians.

At the start of the battle round, if a model with this ability is your WARLORD, gain 1CP.

Librarius

Space Marine Librarians advance through the ranks of Lexicanum, then Codicier, then Epistolary, their psychic might and repertoire of powers increasing with their hardwon experience.

ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit’s abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability’s name.

In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit’s psyker level.

Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability.

Space Marine Chapters

The many Chapters of Space Marines are spread perilously thin across the Imperium’s countless war zones. Though it is not unheard of for them to fight alongside one another on the same battlefield, far more commonly their strike forces operate alone to defeat seemingly impossible odds.

If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, Marneus Calgar has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords,and is therefore from the Ultramarines Chapter.

You cannot include units from more than one Chapter in your army.

Special Move Types

The following are special move types that certain or all of your units are eligible to make.

SHOCK DISEMBARK MOVE18.07
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.
AFTER MOVING: Your unit is not eligible to declare a charge until the end of the turn.

ASSAULT DISEMBARK MOVE18.06
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
  • That TRANSPORT has not made an advance/fall-back move this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.

Gladius Task Force3DP

THE PERFECTLY BALANCED BLADE OF A GLADIUS TASK FORCE CAN SLAY ANY FOE

Detachment Rules

Codex Discipline

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.

Enhancements

  • Standard of the Emperor Ascendant 25 pts

This venerable banner was carried in the Great Crusade, and its presence is a constant inspiration.

ANCIENT model only. This model has:

  • +1 OC and Ld.
  • Feel No Pain 5+.
  • The following ability:

    Ancient Exhortation (Once per battle, per army): When this unit is selected to fight, you can use this ability. If you do, this unit’s melee attacks have +1 A until the end of the phase.

  • Laurels of Triumph 20 pts

A rare honour, the Laurels of Triumph mark out a truly accomplished warrior even amongst the Angels of Death.

ADEPTUS ASTARTES model only. This model’s melee attacks have:

  • +1 S and AP.
  • Or: If the assault doctrine is active for this unit, +2 S and AP.

  • Adept of the Codex 20 pts

An ardent student of the Codex Astartes, this commander epitomises its tactical genius.

CAPTAIN model only. The tactical doctrine is active for this unit in addition to any other combat doctrine.

  • Artificer Armour 15 pts

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

ADEPTUS ASTARTES model only. This model has:

  • 2+ Sv.
  • Feel No Pain 5+.


Stratagems

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

Show
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.’
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].
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.
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].
RESPONSIVE TACTICS
1CP
Gladius Task Force Stratagem
Space Marines know precisely when to give ground to leave enemies floundering, before surging back and driving them from the field in disarray.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

EFFECT: Your unit can make a normal move of up to D6".
UNIQUE: DOCTRINES

Assault Brethren1DP

THE CHAPTER’S CLOSE-COMBAT SPECIALISTS TEAR INTO THE FOE WITH LETHAL INTENT

Detachment Rules

Assault Mastery

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.

Enhancements

  • Imperium's Sword 20 pts

This champion hurls himself forwards with unbridled ferocity, cutting down the foe like a reaping whirlwind.

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

MELEE WEAPONS
RANGE
A
WS
S
AP
D
Imperium’s Sword
Imperium’s Sword
Melee
6
2+
7
-3
3
  • Furious AssaultUPGRADE 10 pts

Bellicose temperament and advanced training combine to make this unit especially terrifying on the charge.

ADEPTUS ASTARTES INFANTRY unit only. This unit’s melee attacks have [Sustained Hits 1: non-Monster/Vehicle].


Stratagems

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.
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.
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.
UNIQUE: DOCTRINES

Tactical Brethren1DP

A CORE OF TACTICALLY VERSATILE WARRIORS STRENGTHENS THE SPACE MARINE BATTLE LINE

Detachment Rules

Tactical Mastery

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.

Enhancements

  • Laurels of Vigilance 10 pts

Those awarded this prestigious honour are ever vigilant, responding swiftly and with measured force to enemy threats.

ADEPTUS ASTARTES model only.(Once per battle round, per army) When you use the Fire Overwatch/Heroic Intervention stratagem, if you target a friendly ADEPTUS ASTARTES BATTLELINE unit within 12" of this model with that stratagem, that use is -1 CP.

  • Tactical Insight 15 pts

This champion understands the deeper flow of battle, and is always prepared to discern the course of action that will bring assured victory.

CAPTAIN model only. The tactical doctrine is active for this unit in addition to any other combat doctrine.


Stratagems

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.
MASTERFUL TACTICS
1CP
Tactical Brethren Stratagem
Such is the Space Marines’ grasp of adaptive tactics that even the most canny enemies soon find themselves out of position.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

EFFECT: Your unit can make a normal move of:
  • Up to D6".
  • Or: If the tactical doctrine is active for your unit, up to 6".
UNIQUE: DOCTRINES

Devastator Brethren1DP

HEAVILY ARMED SPACE MARINES RAIN THUNDEROUS DEATH UPON THE EMPEROR’S FOES

Detachment Rules

Devastator Mastery

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.

Enhancements

  • Master-forged Firearms 15 pts

The finest ballistic armaments the Chapter’s artificers can create, these weapons reap a grievous tally of foes.

ADEPTUS ASTARTES INFANTRY/MOUNTED model only. This model’s ranged attacks (excluding [Psychic] attacks) have +1 A, S, AP and D.

  • Honour of Vigilance 20 pts

A savant of applied firepower, this warrior ensures their comrades’ big guns are always optimally positioned and targeted.

ADEPTUS ASTARTES model only.

  • This unit’s ranged attacks have [Lethal Hits].
  • If the devastator doctrine is active for this unit, this unit can re-roll advance rolls.


Stratagems

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.
UNIQUE: TERMINATOR

Terminator Storm Force1DP

TERMINATOR-ARMOURED FIRST COMPANY VETERANS UNLEASH THEIR MIGHT UPON THE BATTLEFIELD

Detachment Rules

Death Blow

Veterans of a hundred decapitating strikes, these First Company warriors know that if they land their first blow with sufficiently furious momentum, they will need no second.

Friendly ADEPTUS ASTARTES TERMINATOR units have +1 to charge rolls.

Enhancements

  • Champion of the First Company 20 pts

Few are the enemies this warrior has not faced and bested, and they remember the vulnerabilities of every defeated foe.

ADEPTUS ASTARTES TERMINATOR model only. This unit’s melee attacks have [Lethal Hits].

  • Corporeum Reliquary 25 pts

This archeotech teleportation stabiliser is unique, a relic of Dark Age technology that spirits its bearer swiftly through the tides of the Warp.

ADEPTUS ASTARTES TERMINATOR model only. In your first Movement phase, this unit can make an ingress move.


Stratagems

TACTICAL DREADNOUGHT FORTITUDE
2CP
Terminator Storm Force Stratagem
The combination of Tactical Dreadnought armour and transhuman physiology is redoubtable indeed.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES TERMINATOR unit.

TARGET: That ADEPTUS ASTARTES TERMINATOR unit.

EFFECT: Attacks that target your unit have -1 D until that enemy unit has attacked.
MERCILESS VETERANS
1CP
Terminator Storm Force Stratagem
Cumulative centuries of military experience help these veterans’ firepower hit home with murderous precision.
WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES TERMINATOR unit is selected to shoot.

TARGET: That ADEPTUS ASTARTES TERMINATOR unit.

EFFECT: Your unit’s ranged attacks have:
  • [Lethal Hits].
  • [Sustained Hits 1].
GUNSHIP EXTRACTION
1CP
Terminator Storm Force Stratagem
Armoured gunships are often assigned to swoop in and relocate Terminator Squads in the midst of battle.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged ADEPTUS ASTARTES TERMINATOR unit.

EFFECT: Place your unit in strategic reserves.
UNIQUE: TACTICUS

Tacticus Attack Force1DP

CHARGING INTO BATTLE, TACTICUS-ARMOURED BATTLE-BROTHERS CUT A BLOODY PATH THROUGH THE FOE

Detachment Rules

Wrath of the Chapter

When the Space Marines are roused to true martial fury, they bring their vengeance to their adversaries with the inescapable speed of a lightning strike.

Friendly TACTICUS units can re-roll advance rolls.

Enhancements

  • Martial Paragon 10 pts

Leading his battle-brothers by example, this champion of the Chapter strives to embody the martial teachings of the Codex Astartes.

TACTICUS model only. This unit’s attacks can:

  • Re-roll one hit roll.
  • Re-roll one wound roll.

  • Spearpoint War Leader 15 pts

Once the enemy are sighted, this warrior leads the attack from the very front, striving to be first in amongst the foe’s ranks.

TACTICUS model only. This unit has Scouts 6".


Stratagems

RELENTLESS ASSAULT
1CP
Tacticus Attack Force Stratagem
Pressing mercilessly forward, these warriors place shots and blows perfectly, no matter their targets.
WHEN: Your Shooting phase or the Fight phase, when a friendly TACTICUS unit is selected to attack.

TARGET: That TACTICUS unit.

EFFECT: Your unit’s attacks have:
  • [Sustained Hits 1: non-Monster/Vehicle].
  • Or: [Lethal Hits: Monster/Vehicle].
TRANSHUMAN SWIFTNESS
1CP
Tacticus Attack Force Stratagem
Poised and aware of their foes’ every move, these warriors strike at the most tactically advantageous moment.
WHEN: Fight phase, when an enemy unit has fought.

TARGET: One friendly TACTICUS unit that is within range of an objective and is eligible to fight.

EFFECT: Your unit has Fights First and must be the next unit you select to fight.
TACTICAL FOCUS
1CP
Tacticus Attack Force Stratagem
Even amidst the fiercest fighting, this squad retains sight of their assigned mission.
WHEN: Fight phase, when a friendly TACTICUS unit is selected to make a consolidation move.

TARGET: That TACTICUS unit.

EFFECT: When making that consolidation move, your unit can move up to D3+3".
UNIQUE: TACTICUS

Tacticus Firestorm Force1DP

TACTICUS-ARMOURED WARRIORS LAY DOWN DISCIPLINED FIRE TO DOMINATE THE BATTLEFIELD

Detachment Rules

Codex Fire-patterns

Faced with multiple threats that must be efficiently eliminated, the Space Marines employ time-honoured ballistic doctrines to great effect.

Friendly TACTICUS units’ [Rapid Fire] attacks benefit from [Rapid Fire] when targeting units up to that attack’s maximum range.

Enhancements

  • Cyber-familiar 15 pts

Hovering high overhead on grav-impellers, this small cyber-creature cogitates emergent threats and alerts its master to tactical openings.

TACTICUS model only. When both players have deployed their armies, you can redeploy up to three friendly ADEPTUS ASTARTES INFANTRY units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves.

  • Tempered in Battle (Aura) 10 pts

The stonewrought reputation and unfaltering determination of this commander serve as a linchpin for even the most hard-pressed strike force.

TACTICUS model only. Friendly ADEPTUS ASTARTES units within 6" of this model can re-roll leadership rolls.


Stratagems

FOR THE EMPEROR!
1CP
Tacticus Firestorm Force Stratagem
Unflinching in their loyalty to Chapter and Primarch, battle-brothers seize and hold their objectives with unrelenting determination and zealous fury.
WHEN: Command phase.

TARGET: One friendly TACTICUS unit that is within range of an objective.

EFFECT: Your unit has +1 OC until the end of the turn.
RELENTLESS ASSAULT
1CP
Tacticus Firestorm Force Stratagem
Pressing mercilessly forward, these warriors place shots and blows perfectly, no matter their targets.
WHEN: Your Shooting phase or the Fight phase, when a friendly TACTICUS unit is selected to attack.

TARGET: That TACTICUS unit.

EFFECT: Your unit’s attacks have:
  • [Sustained Hits 1: non-Monster/Vehicle].
  • Or: [Lethal Hits: Monster/Vehicle].
POINT-BLANK BRUTALITY
1CP
Tacticus Firestorm Force Stratagem
Transhuman skill and reaction times render these Space Marines’ firearms as deadly up close as any blade.
WHEN: Your Shooting phase, when a friendly engaged TACTICUS unit is selected to shoot.

TARGET: That TACTICUS unit.

EFFECT: Your unit’s ranged attacks (excluding [Blast] attacks) have:
  • [Close-Quarters].
  • [Ignores Cover].
UNIQUE: PHOBOS

Phobos Shadow Force1DP

PHOBOS-ARMOURED STEALTH ADEPTS HUNT THEIR ENEMIES UNSEEN

Detachment Rules

Shadow Masters

Holding to the shadows and choosing victims with care, Phobos-armoured Astartes winnow the enemy ranks without ever revealing their positions.

When a friendly PHOBOS or SCOUT SQUAD unit has shot:
  • Those attacks do not prevent that unit from being hidden.
  • Or: That unit can make a normal move of up to D6". That unit is not eligible to declare a charge until the end of the turn.

Enhancements

  • Venator Omni-auspex 15 pts

Constantly detecting and analysing viable targets, this artefact feeds advanced combat data directly into the bearer’s autosenses.

PHOBOS model only. This unit’s attacks that target a hidden unit can:

  • Re-roll wound rolls of 1.
  • Or: If the assault doctrine is active for this unit, re-roll wound rolls of 1 and 2.

  • Execute and Redeploy 25 pts

This war leader excels in harrying tactics, wielding their strike force like a weapon of utmost stealth and cunning.

PHOBOS model only. In your Shooting phase, after this unit has shot, if this unit is unengaged, this unit can make a normal move of up to 6". If it does, this unit is not eligible to declare a charge until the end of the turn.


Stratagems

STRIKE FROM THE SHADOWS
1CP
Phobos Shadow Force Stratagem
To evade one’s enemies and sow confusion can be a deadly weapon in itself.
WHEN: Your Shooting phase or the Fight phase, when a friendly hidden PHOBOS unit is selected to attack.

TARGET: That PHOBOS unit.

EFFECT: Your unit’s attacks have:
  • +1 S.
  • [Lethal Hits].
MORTIS SNARES
1CP
Phobos Shadow Force Stratagem
These stealth operatives lace the battlefield with explosive devices that trigger by mico-auspex and las-wire when foes blunder into them.
WHEN: End of your Movement phase.

TARGET: One friendly unengaged PHOBOS/SCOUT SQUAD unit.

EFFECT: If your unit is controlling an objective, that objective is snared. While an objective is snared, when an enemy unit ends a move within range of that objective, roll one D6:
  • On a 2+, that enemy unit suffers D6 mortal wounds.
  • That objective is no longer snared.
TACTICAL WITHDRAWAL
1CP
Phobos Shadow Force Stratagem
At an opportune moment, Space Marine infiltration units slip away from battle, only to relocate ready to strike the foe again.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged PHOBOS/SCOUT SQUAD unit.

EFFECT: Place your unit in strategic reserves.
UNIQUE: PHOBOS

Phobos Shock Force1DP

EXPLODING FROM THE SHADOWS, PHOBOS-ARMOURED KILLERS CATCH THE FOE IN A BLOODY AMBUSH

Detachment Rules

Vanguard Ambushers

Few experiences are so terrifying for Mankind’s enemies as finding themselves the victims of Phobos-armoured ambushers.

At the end of your Movement phase, if a friendly PHOBOS unit is hidden, that unit’s attacks can re-roll wound rolls of 1 until the end of the turn.

Enhancements

  • Seal of Shrouding 15 pts

Built into what appears a simple wax purity seal, this device scrambles enemy targeting when the bearer is on the move.

PHOBOS model only. Enemy units cannot target this unit with snap shooting attacks.

  • Venator Omni-auspex 15 pts

Constantly detecting and analysing viable targets, this artefact feeds advanced combat data directly into the bearer’s autosenses.

PHOBOS model only. This unit’s attacks that target a hidden unit can:

  • Re-roll wound rolls of 1.
  • Or: If the assault doctrine is active for this unit, re-roll wound rolls of 1-2.


Stratagems

STRIKE FROM THE SHADOWS
1CP
Phobos Shock Force Stratagem
To evade one’s enemies and sow confusion can be a deadly weapon in itself.
WHEN: Your Shooting phase or the Fight phase, when a friendly hidden PHOBOS unit is selected to attack.

TARGET: That PHOBOS unit.

EFFECT: Your unit’s attacks have:
  • +1 S.
  • [Lethal Hits].
TRANSHUMAN REACTIONS
1CP
Phobos Shock Force Stratagem
Seemingly with the speed of instinct, these warriors reposition in response to the enemy’s movements.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged PHOBOS unit.

TARGET: That PHOBOS unit.

EFFECT: Your unit can make a normal move of:
  • Up to D6".
  • Or: If the tactical doctrine is active for your unit, up to 6".
UMBRAL EVASION
1CP
Phobos Shock Force Stratagem
A combination of technological arcana and expert training help these warriors to evade the eyes of the foe.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly PHOBOS unit.

TARGET: That PHOBOS unit.

EFFECT: Ranged attacks that target your unit have -1 to hit rolls.
UNIQUE: GRAVIS

Gravis Linebreaker Force1DP

RELENTLESS AND UNSTOPPABLE, GRAVIS-ARMOURED WARRIORS MARCH OUT ON THE ATTACK

Detachment Rules

Walking Fortress

With their plan in motion and targets designated, Gravis-armoured warriors stride unstoppably into battle as they lay down withering hails of firepower.

In a turn a friendly GRAVIS unit made a normal move, that unit’s ranged attacks:
  • Do not have [Heavy].
  • Have +1 to hit rolls.

Enhancements

  • Indefatigable Fortitude 20 pts

Renowned for being a living engine of war, this warrior inspires his comrades to shrug off even the most devastating attacks.

GRAVIS model only. Attacks that target this unit with a S greater than this unit’s T have -1 to wound rolls.

  • Relentless Advance 20 pts

Ever on the move, this warrior leads his battle-brothers in a tireless crusade across the battlefields of the 41st millennium.

GRAVIS model only. This unit has Scouts 5".


Stratagems

ANNIHILATING FORCE
1CP
Gravis Linebreaker Force Stratagem
Knowing well their duty to shatter the foe’s lines, these warriors strike with devastating strength.
WHEN: Your Shooting phase or the Fight phase, when a friendly GRAVIS unit is selected to attack.

TARGET: That GRAVIS unit.

EFFECT: Your unit’s attacks have [Lethal Hits].
PURGATION PUSH
1CP
Gravis Linebreaker Force Stratagem
Gravis assault tactics stipulate a relentless advance coupled with unfaltering firepower.
WHEN: Your Shooting phase, when a friendly GRAVIS unit has shot.

TARGET: That GRAVIS unit.

EFFECT:
  • If your unit is unengaged, your unit can make a normal move of up to 5", and must end that move within range of an objective.
  • Your unit is not eligible to declare a charge or embark within a TRANSPORT until the end of the turn.
ARMOURED IMPACT
1CP
Gravis Linebreaker Force Stratagem
Throwing their armoured mass into an assault, a Space Marine in Gravis armour can crush and trample their foe.
WHEN: Your Charge phase, when a friendly GRAVIS unit ends a charge move.

TARGET: That GRAVIS unit.

EFFECT: When your unit ends a charge move, you can select one enemy unit engaged with your unit. If you do, roll one D6 for each model in your unit engaged with that enemy unit:
  • For each 3+, that enemy unit suffers 1 mortal wound.
UNIQUE: GRAVIS

Gravis Siege Force1DP

GRAVIS-ARMOURED SPACE MARINES SEIZE AND HOLD VITAL STRATEGIC SITES AGAINST ANY THREAT

Detachment Rules

Indomitable Defence

The Adeptus Astartes stand as an adamantine wall against any who would assail the Emperor’s realm.

While a friendly GRAVIS unit is within range of an objective, attacks that target that unit with a S greater than that unit’s T have -1 to wound rolls.

Enhancements

  • Immovable ConquerorsUPGRADE 15 pts

Once these Gravis-armoured warriors have planted their feet and braced for battle, no force in the galaxy can move them.

GRAVIS unit only. This unit has +1 OC.

  • Narthecis Gauntlet 20 pts

This rare supplementary medicae suite allows this Apothecary to provide support to their battle-brothers despite being outfitted for a different role.

APOTHECARY BIOLOGIS model only. in your Command phase, this unit heals D3+1 wounds.


Stratagems

ANNIHILATING FORCE
1CP
Gravis Siege Force Stratagem
Knowing well their duty to shatter the foe’s lines, these warriors strike with devastating strength.
WHEN: Your Shooting phase or the Fight phase, when a friendly GRAVIS unit is selected to attack.

TARGET: That GRAVIS unit.

EFFECT: Your unit’s attacks have [Lethal Hits].
STAND UNYIELDING
1CP
Gravis Siege Force Stratagem
Ground claimed by Gravis-clad Adeptus Astartes cannot be taken back with ease.
WHEN: End of your Movement phase.

TARGET: One friendly GRAVIS unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.
SUPPRESSION VOLLEYS
1CP
Gravis Siege Force Stratagem
Laying down hails of heavy fire, these warriors pin or drive back the foe.
WHEN: Your Shooting phase, when a friendly GRAVIS unit has shot.

TARGET: That GRAVIS unit.

EFFECT: Select one enemy unit hit by those attacks. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.

Stormlance Task Force1DP

SPACE MARINE BIKE SQUADRONS, SPEEDERS AND LIGHT ARMOUR RACE INTO BATTLE

Detachment Rules

Lightning-fast Strike

Racing into battle at breakneck speeds, Space Marine fast-attack squadrons often punch into the enemy lines before the foe even realises their peril.

Friendly ADEPTUS ASTARTES MOUNTED/SPEEDER units have +2" M.

Enhancements

  • Supercharged EnginesUPGRADE 10 pts

Built from ancient and dimly understood designs, these engines generate incredible power and torque.

ADEPTUS ASTARTES MOUNTED unit only. This unit can re-roll advance rolls.

  • Auspex Triangulation ShrinesUPGRADE 10 pts

Fitted to the Chapter’s swift grav-speeders, these vigilant devices runelock the positions of enemy forces, laying them bare to the Space Marines’ wrath.

ADEPTUS ASTARTES SPEEDER unit only. At the start of your Shooting phase, select one visible enemy unit within 12" of this unit. That enemy unit is spotted:

  • While a unit is spotted, that unit has +3" detection range.


Stratagems

WIND-SWIFT EVASION
1CP
Stormlance Task Force Stratagem
Employing their steeds’ pace to utmost effect, these warriors stay ever on the move.
WHEN: End of the Fight phase.

TARGET: One friendly ADEPTUS ASTARTES MOUNTED unit that was eligible to fight this phase.

EFFECT:
  • If your unit is unengaged, your unit can make a normal move.
  • Or: If your unit is engaged, your unit can make a fall-back move.
SUDDEN ONSLAUGHT
1CP
Stormlance Task Force Stratagem
Speed and shock are key to the Space Marine way of war: never more so than on rapid-strike missions.
WHEN: Your Movement phase, when a friendly ADEPTUS ASTARTES MOUNTED/SPEEDER unit is selected to make an advance move.

TARGET: That ADEPTUS ASTARTES MOUNTED/SPEEDER unit.

EFFECT: Your unit can change its advance rolls to a 6.
HURTLING TARGETS
1CP
Stormlance Task Force Stratagem
With nerves of steel and transhuman reactions, the Space Marines jink and weave cooly through incoming fire.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly ADEPTUS ASTARTES MOUNTED/SPEEDER unit.

TARGET: That ADEPTUS ASTARTES MOUNTED/SPEEDER unit.

EFFECT: Ranged attacks that target your unit have -1 to hit rolls.

Ironclad Champions1DP

THE CHAPTER’S DEATHLESS DREADNOUGHT CHAMPIONS STRIDE OUT TO WAR

Detachment Rules

Enduring Vengeance

Those who pilot Dreadnoughts combine the skill of undying champions with a cold and vengeful hatred of the Emperor’s countless enemies.

Friendly ADEPTUS ASTARTES DREADNOUGHT units can re-roll hit rolls of 1.

Enhancements

  • Artificer SarcophagusUPGRADE 40 pts

Fashioned by an artificer of exceptional skill over an entire lifetime, this sarcophagus resists even the most grievous blows.

DREADNOUGHT unit only. Attacks that target this unit have -1 D.

  • Venerable Champion (Aura)UPGRADE 30 pts

Having won innumerable triumphs, this timeless warrior confers the boon of their martial wisdom upon their battle-brothers.

DREADNOUGHT unit only. While a friendly ADEPTUS ASTARTES INFANTRY/MOUNTED unit is within 6" of this unit, that unit’s attacks can re-roll hit rolls of 1.


Stratagems

ADAMANTINE TERROR
1CP
Ironclad Champions Stratagem
Booming war cries through his vox-amplifiers, this Dreadnought rampages through the terrified foe.
WHEN: Start of the Fight phase.

TARGET: One friendly DREADNOUGHT unit.

EFFECT: Each enemy unit engaged with your unit makes a battle-shock roll, with -1 to that battle-shock roll.
MERCY IS WEAKNESS
1CP
Ironclad Champions 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 DREADNOUGHT unit is selected to attack.

TARGET: That DREADNOUGHT unit.

EFFECT: Your unit’s attacks have:
  • [lethal hits].
  • Or: [Sustained Hits 1].
UPSTOPPABLE ADVANCE
1CP
Ironclad Champions Stratagem
Ruins, barricades, bunkers; few such structures can impede the relentless advance of an Adeptus Astartes Dreadnought.
WHEN: Your Movement/Charge phase, when a friendly DREADNOUGHT unit is selected to move or declares a charge.

TARGET: That DREADNOUGHT unit.

EFFECT: Your unit has MOBILE.

Gauntlet Task Force1DP

SQUADS OF BATTLE-BROTHERS RACE INTO BATTLE ABOARD INDOMITABLE ARMOURED TRANSPORTS

Detachment Rules

Combined Deployment

Space Marine crews train to provide armoured fire support to their debarked passengers while on the attack.

In your Shooting phase, when a friendly ADEPTUS ASTARTES TRANSPORT unit has shot, you can select one enemy unit hit by those attacks. That enemy unit is assailed until the end of the turn:
  • While a unit is assailed, when an ADEPTUS ASTARTES unit that disembarked this turn targets that unit, those attacks have [Sustained Hits 1].

Enhancements

  • Linebreaker Onslaught 20 pts

These battle-brothers excel in bursting from the cover of their transport and straight into the enemy lines.

ADEPTUS ASTARTES INFANTRY model only. If this unit disembarked this turn:

  • This unit can re-roll charge rolls.
  • Enemy units cannot target this unit with snap shooting attacks.

  • Damocles-class Uplink 15 pts

This portable strat-shrine plugs directly into the bearer’s armour, enhancing their command and control abilities.

CAPTAIN model only. In your Movement phase, if this unit is embarked within a TRANSPORT unit, you can select one friendly ADEPTUS ASTARTES INFANTRY unit within 6" of that TRANSPORT unit and select one combat doctrine. That combat doctrine is active for that INFANTRY unit.


Stratagems

AGGRESSIVE DISEMBARKATION
1CP
Gauntlet Task Force Stratagem
Bursting out of their transport, the Space Marines are already on the move before their foes can react.
WHEN: Any phase, when a friendly ADEPTUS ASTARTES unit embarked within a TRANSPORT is selected to move.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: While making that move, each model in your unit can be set up within the set-up distance of that TRANSPORT.

This allows you to set up your unit within the set-up distance of your TRANSPORT, instead of wholly within that distance.
DUTY IS NEVER DONE
1CP
Gauntlet Task Force Stratagem
There is no time to rest upon laurels while any portion of the Emperor’s realm remains in enemy hands.
WHEN: End of the Fight phase.

TARGET: One friendly unengaged ADEPTUS ASTARTES INFANTRY unit that was eligible to fight this phase, is wholly within 6" of a friendly TRANSPORT unit, and is eligible to embark within that TRANSPORT unit.

EFFECT: Your unit embarks within that TRANSPORT unit.
STORM AND SECURE
1CP
Gauntlet Task Force Stratagem
The advanced mechanised assault tactics employed by this force allow ground to be seized rapidly while on the move.
WHEN: End of your Movement phase.

TARGET: One friendly ADEPTUS ASTARTES TRANSPORT unit that has an ADEPTUS ASTARTES BATTLELINE unit embarked within it.

EFFECT: Select one objective your unit is controlling. That objective is secured.
UNIQUE: IRONSTORM

Ironstorm Spearhead1DP

SPACE MARINE TANKS DEPLOY AT SQUADRON STRENGTH TO PUNCH THROUGH ENEMY LINES

Detachment Rules

Ironstorm Auto-targeters

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:
  • Re-roll one hit roll.
  • Re-roll one wound roll.

Enhancements

  • Redoubtable Machine SpiritUPGRADE 25 pts

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:

  • Gunnery HonoursUPGRADE 15 pts

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].


Stratagems

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].

Ceramite Sentinels2DP

Detachment Rules

Adaptive Defence

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

  • 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.

Enhancements

  • Honour Indefatigable 10 pts

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

GRAVIS model only. (Once per battle, per army) At the end of a phase in which this model is destroyed, roll one D6:

  • On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged, with 3 wounds remaining.

  • Castellum Omnivox 10 pts

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

ADEPTUS ASTARTES unit only. When this unit makes a advance/fall-back move, that move does not prevent this unit from being eligible to start an action.

  • Defensive Mastery 10 pts

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

ADEPTUS ASTARTES model only. When both players have deployed their armies, you can redeploy up to three friendly ADEPTUS ASTARTES INFANTRY units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves.

  • Spy-skull Data Link 10 pts

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

ADEPTUS ASTARTES unit only. This unit’s ranged weapons have [IGNORES COVER].


Stratagems

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.
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.
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].
ESTABLISH SUPREMACY
1CP
Ceramite Sentinels Stratagem
Steadfast and determined, the Imperial Fists favour methodical advances, securing and consolidating positions to establish battlefield dominance before turning their attention to the elimination of remaining foes.
WHEN: Fight phase, when a friendly entrenched ADEPTUS ASTARTES INFANTRY unit is selected to make a consolidation move.

TARGET: That ADEPTUS ASTARTES INFANTRY unit.

EFFECT: You can select the objective consolidation mode for that consolidation move, regardless of that consolidation move’s Before Moving restrictions.

Designer’s Note: This means your unit can move out of engagement range with enemy units, provided it meets the conditions of the objective consolidation mode.
PRIORITY STRIKE
1CP
Ceramite Sentinels Stratagem
Eliminating key enemy assets is crucial to stalling then reversing the foe’s momentum.
WHEN: Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES INFANTRY/MOUNTED unit is selected to attack.

TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit.

EFFECT: Your unit’s attacks that target a MONSTER/VEHICLE unit, have +1 to wound rolls.
EVASIVE REPOSITIONING
1CP
Ceramite Sentinels Stratagem
Codex doctrine when conducting an aggressive defence is to swiftly take up new positions whenever the foe finds your range.
WHEN: Your opponent’s Shooting phase, when an enemy unit has shot.

TARGET: One friendly unengaged ADEPTUS ASTARTES INFANTRY/MOUNTED unit that lost a wound as a result of those attacks.

EFFECT:
  • Your unit can make a normal move of up to D6".
  • Or: If your unit is entrenched, your unit can make a normal move of up to D3+3".
Your unit is not able to embark within a TRANSPORT until the end of the turn.

Deathwatch Support1DP

Detachment Rules

Mission Tactics

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

Friendly KILL TEAM units with this ability have the following abilities:

Furor Tactics

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

If the devastator doctrine is active for your unit, your unit’s attacks have [SUSTAINED HITS 1].

Malleus Tactics

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

If the tactical doctrine is active for your unit, your unit’s attacks have [LETHAL HITS].

Purgatus Tactics

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

If the assault doctrine is active for your unit, your unit’s attacks that target an enemy unit within 9" of this unit have [PRECISION].

DEATHWATCH ALLIES
You can include DEATHWATCH units in your army, even though they do not have the same Chapter faction keyword as other units in your army. The combined points value of such units cannot exceed 500 points.

When mustering your army, unless otherwise stated, you cannot select a DEATHWATCH model to be your WARLORD. In addition KILL TEAM units can only contain enhancements taken from this detachment.

This an exception to the Space Marine Chapters Army Rules.

Enhancements

  • Beacon Angelis 25 pts

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

ADEPTUS ASTARTES model only. If this unit is a KILL TEAM unit, this unit has:

  • Deep Strike.
  • When you target this unit with the Rapid Ingress Stratagem, that use is -1CP.


Stratagems

KRAKEN ROUNDS
1CP
Deathwatch Support Stratagem
Kraken rounds utilise adamantine cores and improved propellants to penetrate the thickest hide.
WHEN: Your Shooting phase when a KILL TEAM unit is selected to shoot.

TARGET: That KILL TEAM unit.

EFFECT: Your unit’s ranged attacks have:
  • Have +6" R.
  • Have +1 S.
DRAGONFIRE ROUNDS
1CP
Deathwatch Support Stratagem
Dragonfire rounds are designed to explode just before contact, saturating foes in cover with searing gas and flames.
WHEN: Your Shooting phase when a KILL TEAM unit is selected to shoot.

TARGET: That KILL TEAM unit.

EFFECT: Your unit’s ranged attacks:
  • Can re-roll wound rolls of 1.
  • Have [IGNORES COVER].
HELLFIRE ROUNDS
1CP
Deathwatch Support Stratagem
Hellfire rounds douse their targets in voracious acids that are utterly lethal to organic life.
WHEN: Your Shooting phase when a KILL TEAM unit is selected to shoot.

TARGET: That KILL TEAM unit.

EFFECT: Your unit’s ranged attacks (excluding [DEVASTATING WOUNDS] attacks) have [ANTI-non-VEHICLE 4+].
BLACKSTAR EXTRACTION
1CP
Deathwatch Support Stratagem
Swooping low with transport bays yawning wide, Corvus Blackstar gunships extract Deathwatch warriors from the battlefield and convey them to locations where their lethal talents are most required.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged KILL TEAM unit.

EFFECT: Place your unit in strategic reserves.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Boarding Strike

Space Marines excel in the sort of fast-paced, ferociously violent battles that erupt during voidship boarding assaults. Moving fast and hitting hard, they swiftly secure enemy vessels, or else sweep impertinent foes from their own warships’ decks.

Mustering a Boarding Patrol

All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

You can include up to two of the following units (duplicates are not allowed):
  • INFANTRY CHARACTER (excluding TERMINATOR models)
  • PRIMARCH
You can include up to three of each of the following units:
You can include up to one of each of the following units:
You can include up to one of the following units:
You can include up to one of the following units:

Rules Adaptations

Units that can FLY lose the Deep Strike ability.
  • The APOTHECARY model loses the Narlhecium and Gene-seed Recovery abilities.
  • The ASSAULT INTERCESSORS WITH JUMP PACKS unit loses the Hammer of Wrath ability.
  • The CHAPLAIN WITH JUMP PACK model loses the Exhortation of Rage ability.
  • The CHIEF LIBRARIAN TIGURIUS model loses the Master of Prescience ability.
  • The HELLBLASTER SQUAD unit loses the For the Chapter! ability.
  • The INTERCESSOR SQUAD unit loses the Objective Secured ability.
  • The MARNEUS CALGAR unit loses the Master Tactician ability.
  • The ROBOUTE GUILLIMAN model loses the Armour of Fate ability.
  • The SICARIUS model loses the Knight Champion of Macragge ability.
  • The URIEL VENTRIS model loses the Master of the Fleet ability.
  • The CHIEF LIBRARIAN MEPHISTON model loses the The Quickening ability.
  • The DEATH COMPANY CAPTAIN models lose the Death Vision of Sanguinius ability.
  • The DEATH COMPANY MARINES WITH BOLT RIFLES unit loses the Visions of Heresy ability.
  • The THE SANGUINOR model loses the Miraculous Saviour ability.

Army Rule

Units from your army with the Oath of Moment ability retain that ability.

Detachment Rule

Drive Home the Blade

The Adeptus Astartes launch their shipboard strikes with precision and lethal momentum, sweeping aside each new obstruct ion to their progress and pressing ever forward.

Each time an ADEPTUS ASTARTES unit from your army is selected to shoot, if one or more models from that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from your unit. Until the end of the phase, ranged weapons equipped by models in your unit have the [sustained hits 1] ability while targeting that enemy unit.

Enhancements

Adamantine Mantle

Bestowed as a mark of honour, this venerated relic lends an extra layer of armour protection that proves especially useful amidst vicious void war.

Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.

Clavitine Reliquary

A timeless and unique example of Chapter artifice, this device rapidly synchronises with the data spirits of locking devices and renders them quiescent.

In your Movement phase, each time the bearer is selected to make a Normal or Advance move, if it is within 1" of a Hatchway, it can attempt to operate that Hatchway. If it does, it cannot attempt to operate a Hatchway again this turn.

Stratagems

IN THE EMPEROR’S NAME
1CP
Boarding Strike – Battle Tactic Stratagem
Space Marines will suffer any hardship and endure the savagery of the most monstrous foes to see their duty done.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES BATTLELINE unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
CERAMITE BULWARK
1CP
Boarding Strike – Battle Tactic Stratagem
The Space Marines present a wall of ceramite and plasteel shoulder guards to the breach as they force passage through.
WHEN: Fight phase.

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

EFFECT: Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by the selected models and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
DUTY AND DEFIANCE
1CP
Boarding Strike – Strategic Ploy Stratagem
Even when wounded unto death, still the Adeptus Astartes fight on in hopes their final efforts will spell the difference between defeat and victory.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the BATTLELINE keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
VOX-AMPLIFIED ROAR
1CP
Boarding Strike – Strategic Ploy Stratagem
In the echoing confines of a voidship, the deafening battle cries of the Space Marines evoke terror in the foe.
WHEN: Your Charge phase, just after an ADEPTUS ASTARTES unit from your army declares a charge.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Each target of that charge must take a Battle-shock test.

Pilum Strike Team

Comprising veterans in the theatre of ship-to-ship void war, pilum strike teams are cast through the void like a spear aboard shrouded boarding torpedoes to infiltrate key enemy warships. Once aboard, the Phobos-armoured Space Marines wage a terror campaign to destabilise the target vessel from within.

Mustering a Boarding Patrol

All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

You can include up to three of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to one of the following unit:
  • HOUNDS OF MORKAI (5 or 10 models)

Rules Adaptations


Army Rule

Units from your army with the Oath of Moment ability retain that ability.

Detachment Rule

Relentless Salvoes

These vanguard specialists stay on the move, laying down hails of fire to harass and disrupt their foes even as they hit-and-fade through chambers and corridors.

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

Enhancements

Omni-Structural Auspex

A rare device with a potent and knowledgeable machine spirit, this implement analyses the integrity of foes’ armour and isolates weaknesses to exploit.

In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly ADEPTUS ASTARTES model (excluding CHARACTER models) makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1.

Void Warrior

Having mastered the arts of shipboard warfare over many battles, this warrior moves swiftly through them and strikes with unerring skill.

You can re-roll Advance and Charge rolls made for the bearer. In addition, the bearer is eligible to declare a charge in a turn in which it Advanced.

Stratagems

KNIFE WORK
1CP
Pilum Strike Team – Battle Tactic Stratagem
These warriors strike at their enemies'weak spots, aiming to silence the foe without raising the alarm.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1.
ENHANCED EFFICIENCY
1CP
Pilum Strike Team – Strategic Ploy Stratagem
Moving with alacrity, clearing each new space with exceptional speed and skill, the warriors of the strike team advance on their main objective.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, each time your unit is selected to make a Normal or Advance move, it can attempt to operate one Hatchway it is within 1” of either at the start or end of that move. If it does, it cannot attempt to operate a Hatchway again this turn.
FIGHTING RETREAT
1CP
Pilum Strike Team – Strategic Ploy Stratagem
These warriors employ cover fire and frag charges to batter the foe as they fall back to new positions.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army is selected to Fall Back.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
MASTER MARKSMEN
1CP
Pilum Strike Team – Battle Tactic Stratagem
Every shot these warriors fire is placed for maximum impact and swift, decisive kills.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.

Terminator Assault

The Imperium has no finer or more perfectly suited warriors for cleansing the claustrophobic decks of voidships than Terminators. Each battle-brother is an army unto themself. Their armoured resilience is second to none, while their massive firepower allows them to turn gloomy corridors into killing grounds.

Mustering a Boarding Patrol

All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

You can include up to two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:

Rules Adaptations

  • TERMINATOR ASSAULT SQUAD and TERMINATOR SQUAD units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
  • All units with the Teleport Homer ability lose it.
  • The ARJAC ROCKFIST model loses the Champion of the Kingsguard ability.
  • The BELIAL model loses the Strikes of Retribution ability.
  • The DEATHWING KNIGHTS unit loses the INNER CIRCLE ability.
  • The LOGAN GRIMNAR model loses the The Great Wolf ability.
  • The WOLF GUARD unit loses the Chosen Companions ability.
  • The WOLF GUARD PACK LEADER IN TERMINATOR ARMOUR model loses the Pack Leader ability.

Army Rule

Units from your army with the Oath of Moment ability retain that ability.

Detachment Rule

Sacred Oath

Space Marine Chapters do not lightly commit their precious suits of Terminator armour to battle, nor the storied veterans who wear them. When they go to war, they always do so with a vital duty and a crucial target.

Once per battle, at the start of your Command phase, when you select a target for Oath of Moment, you can use this Detachment rule. If you do, until the start of your next Command phase, each time an ADEPTUS ASTARTES model from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll.

Enhancements

Seal of Indomitability

This ancient honour is said to fortify the machine spirit of a suit of Terminator plate against even the most dolorous of blows.

Once per battle, when the bearer’s unit is selected as the target of one or more attacks, it can use this Enhancement. If it does, until the end of the phase, the bearer has a 3+ invulnerable save.

Resolute

Allowing nothing to bar his path, this champion of the Chapter ploughs a bloody path through the foe.

The bearer is eligible to declare a charge in a turn in which it Fell Back. In addition, Desperate Escape tests taken for the bearer are automatically passed, and each time the bearer makes a Fall Back move, it can move through enemy models as if they were not there.

Stratagems

TOWER OF STRENGTH
1CP
Terminator Assault – Strategic Ploy Stratagem
Each individual Terminator is a walking fortress. When they stand together they are truly indomitable.
WHEN: Start or end of any phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR unit from your army.

EFFECT: Until the end of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.

RESTRICTIONS: Each time you use this Stratagem, you cannot use it again until after your next Command phase.
FOCUSING SHRINE
1CP
Terminator Assault – Strategic Ploy Stratagem
An ancient device built into the structure of the teleportarium, this relic allows for incredibly accurate teleport assaults.
WHEN: Your Movement phase, at the start of the Reinforcements step.

TARGET: One ADEPTUS ASTARTES TERMINATOR unit from your army that is in Reserves.

EFFECT: Until the end of the phase, when setting up your unit on the battlefield using its Deep Strike ability, you can set it up unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability, ignoring Walls and closed Hatchways).

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
CARVE A PATH
1CP
Terminator Assault – Strategic Ploy Stratagem
Power fists, chainfists, and sheer servo-actuated armoured mass ensure that Terminators’ paths are never barred for long.
WHEN: Your Movement phase or your Charge phase.

TARGET: One TERMINATOR ASSAULT SQUAD unit from your army that has not been selected to move this phase and has not declared a charge this phase.

EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

RESTRICTIONS: You cannot use this Stratagem more than once per turn.
CLEANSING SWEEP
1CP
Terminator Assault – Battle Tactic Stratagem
Refined during the clearance of infested space hulks, these methodical tactics ensure no angle of approach goes undefended.
WHEN: Your opponent's Movement or Charge phase.

TARGET: One TERMINATOR SQUAD unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

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

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

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

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

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

Mounted Character

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

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

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

Mounted Character

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

Infantry Epic Hero
Infantry Character

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

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

The EPIC HERO keyword is used in the following Space Marines datasheets:

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

Fortifications
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 GRAVIS keyword is used in the following Space Marines datasheets:

Infantry Epic Hero

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

Infantry Epic Hero

The JUMP PACK keyword is used in the following Space Marines datasheets:

The KILL TEAM keyword is used in the following Space Marines datasheets:

Infantry Epic Hero
Infantry Character

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

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

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

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

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

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

Infantry Epic Hero

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

The TRANSPORT 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:

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

22.03.01 Psychic Abilities with a Psychic Level
When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).

SEE ALSO
  • Psychic Abilities with a Psychic Level (22.03.01)
02.05.01 Using Keywords & Mixed Keywords in Units
When using keywords, the following points apply:
  • A unit has all the keywords of all models in that unit. A model only has its own keywords.
  • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
  • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
  • If a rule specifies that it applies to ‘non-KEYWORD’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-VEHICLE units, it only applies to units that do not have the VEHICLE keyword.
  • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
  • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
  • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes (‘/’), or two keywords separated by the word ‘or’ (e.g. ‘an IMMORTALS, DEATHMARKS or LYCHGUARD unit’) refers to a model/unit that has any one of those keywords.
  • A rule with multiple adjacent keywords (e.g. ‘an AELDARI GUARDIANS unit’) only refers to a model/unit that has all of those keywords.
  • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
  • Singular and plural instances of the same keyword function in the same way.
Keywords
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.

SEE ALSO
  • Using Keywords & Mixed Keywords in Units 02.05.01

FAQ

Q:Do rules that affect a keyword include multi-word keywords that contain that keyword? For example, would rules that affect COMMISSAR units affect a unit that has the COMMISSAR GRAVES keyword?
A:
No.
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.
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.
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).

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

NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.

The DOCTRINES tag is used in the following Space Marines detachments:

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.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.

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

Devastator Doctrine
This unit’s ranged attacks have [ASSAULT].
[PSYCHIC]24.29

Some weapons can channel the bearer’s psychic might to empower their blows.

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
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.

The TERMINATOR tag is used in the following Space Marines detachments:

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

Infantry Epic Hero
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.

The TACTICUS tag is used in the following Space Marines detachments:

SCOUTS24.31

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
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).
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be unengaged and within range of the selected objective.
[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).
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
[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.

The PHOBOS tag is used in the following Space Marines detachments:

13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".

Errata

13.09 - Change to First Bullet Point
Change to: ‘That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.’

The GRAVIS tag is used in the following Space Marines detachments:

[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.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
[ONE SHOT]24.26

Some weapons are so rare, or so complex and slow to reload, that they can only be used once.

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
FIRING DECK24.14

Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield 01.02.04

FAQ

Q:Do a unit's abilities continue to function while they are embarked within a TRANSPORT?
A:
Yes, within the restrictions specified by the ability itself. Embarked units are Not On The Battlefield (01.02.04), so any ability requiring visibility or measurement to another unit will fail.

Example: Azrael is attached to an Intercessor Squad unit and embarked within a TRANSPORT, and that TRANSPORT is making a shooting attack using the Firing Deck ability. While Azrael’s Supreme Grand Master ability is still technically active, it will have no effect, as the requirements of the ability are not met (the ability affects ‘weapons equipped by models’ in Azrael’s unit, and for the purposes of Firing Deck, the TRANSPORT itself is equipped with those weapons instead).
Q:If a rule says a unit can embark into a TRANSPORT in a turn that unit disembarked, does this ignore the core rules restriction on embarking in a turn that unit made a set up move (see 18.02)?
A:
Yes
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.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

FAQ

Q:If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective?
A:
Yes
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
While included in a Fulguris Task Force Detachment following units have SPEEDER keyword:

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

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

13.06.01 Solid Terrain and Movement
If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.
13.06 Terrain and Movement
Models can move through different categories of terrain feature as follows:
  • Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
  • Dense:
    • INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
    • INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
    • Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).

SEE ALSO
  • Solid Terrain and Movement 13.06.01

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

Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.04.01 Rapid Disembark And Limitations
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.
DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03
  • Rapid Disembark And Limitations 18.04.01


DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit: (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.

ASSAULT DISEMBARK MOVE18.06
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
  • That TRANSPORT has not made an advance/fall-back move this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.

SHOCK DISEMBARK MOVE18.07
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.
AFTER MOVING: Your unit is not eligible to declare a charge until the end of the turn.

FAQ

Q:If a unit makes any disembark move in a turn (i.e. Disembark move, Emergency Disembark move etc.) has it disembarked that turn?
A:
Yes.

The IRONSTORM tag is used in the following Space Marines detachments:

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.
Space Marine Chapters

The many Chapters of Space Marines are spread perilously thin across the Imperium’s countless war zones. Though it is not unheard of for them to fight alongside one another on the same battlefield, far more commonly their strike forces operate alone to defeat seemingly impossible odds.

If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, Marneus Calgar has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords,and is therefore from the Ultramarines Chapter.

You cannot include units from more than one Chapter in your army.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
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.
18.02.01 Able To Embark
A unit is able to embark if it meets all of the conditions in Embarking (18.02). Note that one or more of these conditions may be modified by other rules, in which case a unit must satisfy those modified conditions in addition to any unmodified conditions to be able to embark.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
Select Enhancements
Select all of the enhancements you want to include from the detachments you selected and give each one to a different unit in your army. When you do, increase those units points values accordingly. The points values for enhancements can be found on faction pages.

Unless otherwise stated:
  • Only CHARACTER units can be given enhancements. If such a unit contains more than one model, select one CHARACTER model in that unit to have that enhancement.
  • EPIC HEROES models cannot be given enhancements.
  • Your army cannot include more than one of the same enhancement.

Upgrades: Some enhancements are tagged with ’Upgrade’. Unlike other enhancements:
  • These can be given to non-CHARACTER units.
  • You can include up to three of the same Upgrade in your army (the second and third instances of the same Upgrade do not count towards the total number of enhancements in your army, but you must still spend the stated points cost each time).

If you are playing an Incursion battle, you can select a 3DP detachment as your only detachment.
DEEP STRIKE24.09

There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
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.
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

The CHARACTER and TERMINATOR keywords are used in the following Space Marines datasheets:

Infantry Epic Hero

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

The TERMINATOR and CAPTAIN keywords are used in the following Space Marines datasheets:

Infantry Epic Hero
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