The Adeptus Astartes are the Imperium’s Angels of Death. They descend from the skies upon trails of fire to bring swift and bloody destruction to the enemies of Mankind, sweeping the corruption of Chaos and the spoor of the xenos foe from the galaxy with bolter and chainsword. No conquest is beyond them, for they are the Space Marines, and they know no fear.
| Book | Kind | Edition | Version | Last update |
Warhammer 40,000: The App | ||||
Warhammer 40,000: The App | Rulebook | 11 | 2.7.1 | October 2026 |
Seize your objectives and let no opponent drive you from them. Win a glorious victory this day and, by doing so, uphold the Chapter's honour.
1DPSpace Marines are utterly relentless in pursuit and defence of their objectives, demonstrating a fortitude beyond the capacity of mere mortals.
Friendly ASSAULT FORCE units have +1 OC.Blade MastersUPGRADE Veterans of the First Company, these battle-brothers wield blade and shield with equal prowess, forming a wall of steel that few onrushing foes can penetrate. ASSAULT FORCE VANGUARD VETERAN SQUAD WITH JUMP PACKS unit only. When an enemy unit ends a charge move, if that enemy unit is engaged with this unit, that unit’s melee attacks have -1 to wound rolls until the end of the turn. |
Battle-line VeteransUPGRADE These warriors have served in their Chapter for decades and demonstrate a true mastery of bolter drill and marksmanship. ASSAULT FORCE INTERCESSOR SQUAD unit only. This unit’s bolt rifle weapons have [Rapid Fire 1]. |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Heavy Bolt Pistol CLOSE-QUARTERS | |||||||
| Heavy Bolt Pistol CLOSE-QUARTERS | 18" | 1 | 2+ | 4 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Master-crafted Power Weapon | |||||||
| Master-crafted Power Weapon | Melee | 6 | 2+ | 5 | -2 | 2 | |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Fulmination - Electropulse PSYCHIC | |||||||
| Fulmination - Electropulse PSYCHIC | 24" | 2 | 3+ | 8 | -2 | 3 | |
| Fulmination - Electrosurge BLAST 2 PSYCHIC | |||||||
| Fulmination - Electrosurge BLAST 2 PSYCHIC | 24" | 3 | 3+ | 4 | -1 | 1 | |
| Bolt Pistol CLOSE-QUARTERS | |||||||
| Bolt Pistol CLOSE-QUARTERS | 12" | 1 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Force Weapon PSYCHIC | |||||||
| Force Weapon PSYCHIC | Melee | 4 | 3+ | 6 | -1 | 2 | |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Bolt Pistol CLOSE-QUARTERS | |||||||
| Bolt Pistol CLOSE-QUARTERS | 12" | 1 | 3+ | 4 | 0 | 1 | |
| Bolt Rifle ASSAULT Heavy | |||||||
| Bolt Rifle ASSAULT Heavy | 24" | 2 | 3+ | 4 | -1 | 1 | |
| Grenade Launcher - Frag BLAST 1 | |||||||
| Grenade Launcher - Frag BLAST 1 | 24" | 2 | 3+ | 4 | -1 | 1 | |
| Grenade Launcher - Krak ANTI-MONSTER/VEHICLE 4+ | |||||||
| Grenade Launcher - Krak ANTI-MONSTER/VEHICLE 4+ | 24" | 2 | 3+ | 5 | -2 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Chainsword | |||||||
| Chainsword | Melee | 5 | 3+ | 4 | -1 | 1 | |
| Knives and Fists | |||||||
| Knives and Fists | Melee | 3 | 3+ | 4 | 0 | 1 | |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Multi-melta Melta 2 | |||||||
| Multi-melta Melta 2 | 18" | 2 | 3+ | 10 | -4 | D6 | |
| Heavy flamer Ignores Cover Torrent | |||||||
| Heavy flamer Ignores Cover Torrent | 12" | D6 | - | 5 | -1 | 1 | |
| Stormfury Missile Launcher | |||||||
| Stormfury Missile Launcher | 48" | 1 | 3+ | 10 | -3 | 4 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Armoured Impact | |||||||
| Armoured Impact | Melee | 4 | 3+ | 4 | 0 | 1 | |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Heavy Bolt Pistol CLOSE-QUARTERS | |||||||
| Heavy Bolt Pistol CLOSE-QUARTERS | 18" | 1 | 3+ | 4 | -1 | 1 | |
| Plasma Pistol - Standard CLOSE-QUARTERS | |||||||
| Plasma Pistol - Standard CLOSE-QUARTERS | 12" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous | |||||||
| Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous | 12" | 1 | 3+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Master-crafted Power Weapon | |||||||
| Master-crafted Power Weapon | Melee | 3 | 3+ | 5 | -2 | 2 | |
The ADEPTUS ASTARTES keyword is used in the following Assault Force datasheets:
The ASSAULT FORCE keyword is used in the following Assault Force datasheets:
The BATTLELINE keyword is used in the following Assault Force datasheets:
The CHARACTER keyword is used in the following Assault Force datasheets:
The EXPLOSIVES keyword is used in the following Assault Force datasheets:
The FLY keyword is used in the following Assault Force datasheets:
The IMPERIUM keyword is used in the following Assault Force datasheets:
The INFANTRY keyword is used in the following Assault Force datasheets:
The JUMP PACK keyword is used in the following Assault Force datasheets:
The PSYKER keyword is used in the following Assault Force datasheets:
The TACTICUS keyword is used in the following Assault Force datasheets:
The VEHICLE keyword is used in the following Assault Force datasheets:

| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
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| Q: | I have a rule that triggers when a mortal wound is allocated to a model, when does this happen? |
| A: | When you select a model in the Select Model step of Mortal Wounds (06.02). |
| Q: | I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons? |
| A: | No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.) |
| Q: | If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll? |
| A: | No, the unit would make 1 single hazard roll. |
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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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.| 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. |




| 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. |
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.| 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 |
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting? |
| A: | Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6. |
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit? |
| A: | Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6. |
High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).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.Space Marines are utterly relentless in pursuit and defence of their objectives, demonstrating a fortitude beyond the capacity of mere mortals.
Friendly ASSAULT FORCE units have +1 OC.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).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).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: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.These warriors have served in their Chapter for decades and demonstrate a true mastery of bolter drill and marksmanship.
ASSAULT FORCE INTERCESSOR SQUAD unit only. This unit’s bolt rifle weapons have [Rapid Fire 1].
Melta weapons are powerful heat rays whose fury is magnified at close range.
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.| Q: | Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area? |
| A: | Yes |
| Q: | When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible? |
| A: | For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all. This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover. |
The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.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.Veterans of the First Company, these battle-brothers wield blade and shield with equal prowess, forming a wall of steel that few onrushing foes can penetrate.
ASSAULT FORCE VANGUARD VETERAN SQUAD WITH JUMP PACKS unit only. When an enemy unit ends a charge move, if that enemy unit is engaged with this unit, that unit’s melee attacks have -1 to wound rolls until the end of the turn.