Stratagens Key
Used in:
Either player’s turn
Phases
1
START OF TURN STEPRules that are triggered at the start of a turn are resolved now.
2
COMMAND PHASEYou marshal strategic resources and check your units’ morale.
3
MOVEMENT PHASEYour units move across the battlefield and strategic reserves arrive.
4
SHOOTING PHASEYour units make attacks with their ranged weapons.
5
CHARGE PHASEYour units make charge moves to engage the enemy.
6
FIGHT PHASEBoth players’ units make attacks with their melee weapons.
7
END OF TURN STEPRules that are triggered at the end of a turn are resolved now, in the following order:
First resolve rules triggered at this point other than mission rules.
Both players then consult their mission; if one or both players have achieved any aspects of their mission that are triggered at this point, resolve them now.
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COHERENCY
Every model in this unit is within 2" of at least one other model in its unit, and every model is within 9" of every other model in its unit. This unit is therefore in coherency.
Center

ALLOCATION GROUPS
1. CREATE GROUPS AND DECLARE ORDER
The target unit’s controlling player divides it into groups: one containing Saint Celestine, one containing the Geminae Superia, and one containing the Seraphim. They then declare the allocation order, choosing the Geminae Superia first (1), hoping their better Sv and InSv characteristics will weather the attacks. The Seraphim must be chosen second (2), as Saint Celestine is a CHARACTER model so must be last in the order (3).
2. RESOLVE ATTACK DICE
The heavy bolters’ attacks wound the target five times, so the target unit’s controlling player makes five save rolls.
The attacks are resolved one at a time, from lowest
save rolls to highest:
- The two results of 1 are allocated first, to the current allocation group (the Geminae Superia). They both inflict damage, and both Geminae Superia are destroyed.
- The result of 3 is now allocated to the Seraphim, who have become the current allocation group. When modified by the attacking weapon’s AP characteristic of -1, this also inflicts damage, destroying one Seraphim model.
- The remaining attacks fail, so no further damage is inflicted.
3. SELECT NEXT GROUP OF ATTACK DICE AND REPEAT
Stratagem
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
- Advance roll
- Charge roll
- Damage roll
- Hazard roll
- Hit roll
- Save roll
- Wound roll
- A roll to determine the number of attacks generated with a weapon.
TARGET: That unit or model.
EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding
charge rolls, which you must re-roll in full).
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly
CHARACTER unit is
selected to fight.
TARGET: That
CHARACTER unit.
EFFECT: Select one
CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the
[PRECISION] ability.
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your
Command phase, just before you make a
battle-shock roll for a friendly unit.
TARGET: That unit.
EFFECT: That
battle-shock roll is
automatically successful.
RESTRICTIONS: You cannot use this
stratagem more than once per battle.
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your
Shooting phase.
TARGET: One friendly
unengaged EXPLOSIVES/
GRENADES unit that is
eligible to shoot and did not make an
advance move this turn.
EFFECT: Resolve the following sequence:
- Select one EXPLOSIVES/GRENADES model in your unit.
- Select one unengaged enemy unit within 8" of and visible to that model.
- Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your
Charge phase, just after a friendly
MONSTER/
VEHICLE unit ends a
charge move.
TARGET: That
MONSTER/
VEHICLE unit.
EFFECT: Resolve the following sequence:
- Select one enemy unit engaged with your unit.
- Select one model in your unit engaged with that enemy unit.
- Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).
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.
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.
ELIGIBLE IF: As stated in the rule allowing this
shooting type.
EFFECT: Your unit shoots as described in Making Attacks (
04).
WHILE SHOOTING:- You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
- Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
- You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is
not eligible to start an action.
Core Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s
Shooting phase.
TARGET: One friendly
SMOKE unit.
EFFECT: Until the end of the phase, each time an attack targets either your
SMOKE unit, or a unit that is not
fully visible to the attacking model because of one or more models in your
SMOKE unit, the target has the
benefit of cover against that attack (
13.08).
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.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s
Fight phase, just after an enemy unit has resolved its attacks.
TARGET: One friendly unit that is
eligible to fight.
EFFECT: Until the end of the phase, your unit has the
Fights First ability and it must be the next unit you
select to fight (
12.04).
Open on new Tab
Dice 01.05
You will require some six-sided dice (often abbreviated to D6).
There are many ways dice rolls are referred to, including:
- 2+, 3+, and so on: 2+ means a result of 2 or more, 3+ means a result of 3 or more, and so on.
- 1-3, 4-6, and so on: Any result within the specified range will interact with the rule stated.
- 2D6, 3D6, and so on: Roll the stated number of D6 and add the individual values together (e.g. to roll 2D6, roll two D6 and add the values together).
- D3: Roll one D6 and halve the result (rounding up).
- D6+1, 2D6+3, and so on: Roll the stated number of dice and add the stated value to the result.
This rule ensures that models are not visible while sheltering in ground-level terrain, irrespective of small openings such as doors, windows or bullet holes, or because of small gaps between adjacent terrain features. 3" is the height of the first floor of many terrain features, but some missions may adjust the height at which this rule takes effect.
5. KEYWORDS 02.05
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.
Headers
Header H2
Header H3
Header H4
Header HHeader HI
Crusade Rules
Ability
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:
- Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
- For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
- Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
- Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
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DETACHMENT RULEThe Detachment rule listed here will apply to either your whole army or to particular units within it.
Players muster their armies based on their selected battle size, as described on pages 55-56. Each mission will guide players on what size of battle they can play, and may include further rules that could affect how players pick their armies.
Action
Red squares
A | Each model in this Sternguard Veterans unit of five models is within 2" of at least one other model in the unit. This unit is therefore in Unit Coherency. | B | Each model in this Termagants unit of ten models is within 2" of at least two other models in the unit. This unit is therefore also in Unit Coherency. |
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- If there are no Fights First units that are eligible to fight, move to the Resolve Remaining Combats step where this player will select their next unit.
- Otherwise, the other player selects their next unit.
Phase

Both players muster strategic resources, then you test your units’ battle readiness.

Your units manoeuvre across the battlefield and reinforcements enter the fray.

Your units fire their ranged weapons at the foe.

Your units charge forward to battle at close quarters.

Both players’ units pile in and attack with melee weapons.
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Grey9
Models can move freely over terrain features 2" or less in height.
Grey10
Your Movement phase is split into two steps. First you can move your units, then you can set up reinforcements.
Dark green 11
A unit cannot shoot or declare a charge in the same turn that it Fell Back.
213
| -9 | TOTAL COLLAPSE Your efforts have been singularly inadequate and this region is lost to the Emperor’s realm. You will be fortunate to escape the consequences of this disaster. Each AGENTS OF THE IMPERIUM unit from your Crusade force either gains a Battle Scar or suffers a Devastating Blow. | | -8 | | -7 | | -6 | SHAMEFUL LOSSES Outright catastrophe has been averted but the cost in lives and resources may yet plunge neighbouring systems into disaster. One AGENTS OF THE IMPERIUM CHARACTER unit from your Crusade force gains a Battle Scar or suffers a Devastating Blow (this must be either the Disgraced or Mark of Shame Battle Scar). | | -5 | | -4 | | -3 | | -2 | | -1 | ONGOING UNREST The obvious threats may have been purged but you cannot escape the sense that corruption still lingers. Gain 1 Requisition point. | | 0 | | 1 | | 2 | PURGATION COMPLETE You have cleansed this region of heresy and done your duty to the Golden Throne. Yet the waris never done. New threats now call for your urgent attention. Gain D3RP and one AGENTS OF THE IMPERIUM CHARACTER unit from your Crusade force gains 1 Battle Honour from the Vermilion-level Assets. | | 3 | | 4 | | 5 | | 6 | | 7 | MASTERFUL EXECUTION Not only have your efforts annihilated the immediate threat, but you have also spread terror of Imperial vengeance far and wide. The rewards for such success are considerable. Gain D6RP and up to two different AGENTS OF THE IMPERIUM CHARACTER units from your Crusade force gain 1 Battle Honour from the Vermilion-level Assets. | | 8 | | 9 |
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Dark10
The Von Ryan’s Leaper Advances towards the building. It moves a total of 9", moving freely over the pipe as it is only 2" in height.
See Also
PROFILES AND WEAPONS
► Characteristic Modifiers
► Destroyed
► Random Characteristics
ABILITIES
▪ Aura Abilities 22.01
▪ Faction Abilities 22.02
▪ Psychic Abilities 22.03
▪ Wargear Abilities 22.04
KEYWORDS
► Mixed Keywords in Units
Dark Green Corner
Every model in this unit is within 2" of at least one other model in its unit, and every model is within 9" of every other model in its unit. This unit is therefore in coherency.