Assault Force

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.


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

ADEPTUS ASTARTES (5);
ASSAULT FORCE (5);
BATTLELINE (1);
CHARACTER (2);
EXPLOSIVES (4);
FLY (2);
IMPERIUM (5);
INFANTRY (4);
JUMP PACK (1);
PSYKER (1);
TACTICUS (3);
VEHICLE (1)


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

In your Command phase, you can select one of the Combat Doctrine abilities below. Friendly ADEPTUS ASTARTES units have the selected Combat Doctrine ability until the start of your next Command phase.

Assault Doctrine: This unit can declare a charge in a turn in which it made an advance move.

Devastator Doctrine: This unit can shoot in a turn in which it made an advance move.

Tactical Doctrine: This unit can shoot and declare a charge in a turn in which it made a fall-back move.

Each Combat Doctrine cannot be selected more than once per battle.

Primary Mission

HONOUR THE CHAPTER
Assault Force

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.

SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control one or more objectives and control at least as many objectives as your opponent does.5VP
You control two or more objectives (excluding your home objective).10VP

Assault Force1DP

Detachment Rules

Indomitable Resolve

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.

Enhancements

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].


Stratagems

RELENTLESS AGGRESSION
1CP
Assault Force Stratagem
Press forwards, maintain the initiative and keep the enemy firmly on the back foot.
WHEN: Fight phase, when a friendly ASSAULT FORCE unit is selected to make a consolidation move.

TARGET: That ASSAULT FORCE unit.

EFFECT: When making that consolidation move, your unit can move up to 6".
DECAPITATING STRIKE
1CP
Assault Force Stratagem
The surest method to break the foe is to cut down their leader. Remove the head of the snake, and the body will surely die.
WHEN: Fight phase, when a friendly ASSAULT FORCE unit is selected to fight.

TARGET: That ASSAULT FORCE unit.

EFFECT: Your unit’s melee attacks have [Precision].
TERRIFYING CHARGE
1CP
Assault Force Stratagem
The bone-shattering impact of a Space Marine charge is a terrifying thing to experience. In the face of such an onslaught, all but the bravest foes may waver.
WHEN: Your Charge phase, when a friendly ASSAULT FORCE unit ends a charge move.

TARGET: That ASSAULT FORCE unit.

EFFECT: Select one enemy unit engaged with your unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.

Datasheets


Assault Force Captain
(⌀40mm)
M
6"
T
4
SV
3+
W
6
LD
6+
OC
1
INSV
4+
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
ABILITIES
Relic Shield: This model has +1 W (included in profile).
Master of War: At the end of your opponent’s Charge phase, if this unit is unengaged and within 6" of one or more enemy units, you can use this ability. If you do, resolve a charge with it. When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
UNIT COMPOSITION
  • 1 Captain model
This model is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon; Relic Shield.
KEYWORDS: CHARACTER; IMPERIUM; EXPLOSIVES; ASSAULT FORCE; TACTICUS; INFANTRY
FACTION KEYWORDS:
ADEPTUS ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
TERRIFYING CHARGE
1CP
Assault Force Stratagem
DECAPITATING STRIKE
1CP
Assault Force Stratagem
RELENTLESS AGGRESSION
1CP
Assault Force Stratagem
DETACHMENT ABILITY
Indomitable Resolve


Assault Force Librarian
(⌀40mm)
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
INSV
4+
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
ABILITIES
Empyric Insight: This unit’s ranged attacks can ignore modifiers to:
  • BS.
  • Hit rolls and wound rolls.
UNIT COMPOSITION
  • 1 Librarian model
This model is equipped with: 1 Bolt Pistol; 1 Force Weapon; 1 Fulmination - Electrosurge.
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY; EXPLOSIVES; TACTICUS; CHARACTER; PSYKER; IMPERIUM; ASSAULT FORCE
FACTION KEYWORDS:
ADEPTUS ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
TERRIFYING CHARGE
1CP
Assault Force Stratagem
DECAPITATING STRIKE
1CP
Assault Force Stratagem
RELENTLESS AGGRESSION
1CP
Assault Force Stratagem
DETACHMENT ABILITY
Indomitable Resolve


Assault Force Intercessor Squad
M
6"
T
4
SV
3+
W
2
LD
6+
OC
3
Intercessor(⌀32mm)
6"
4
3+
2
6+
3
Intercessor Sergeant(⌀32mm)
6"
4
3+
2
6+
3
Intercessor with Grenade Launcher(⌀32mm)
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
ABILITIES
Stalwart Defenders: When an enemy unit targets this unit, if every model in this unit is within range of an objective, attacks that target this unit have -1 AP.
UNIT COMPOSITION
  • 1 Intercessor Sergeant model
  • 1 Intercessor with Grenade Launcher model
  • 3 Intercessor models
The Intercessor Sergeant is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Chainsword; 1 Knives and Fists.

The Intercessor with Grenade Launcher is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Grenade Launcher - Krak; 1 Knives and Fists.

Every Intercessor is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Knives and Fists.
KEYWORDS: ASSAULT FORCE; TACTICUS; INFANTRY; EXPLOSIVES; BATTLELINE; IMPERIUM
FACTION KEYWORDS:
ADEPTUS ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
TERRIFYING CHARGE
1CP
Assault Force Stratagem
DECAPITATING STRIKE
1CP
Assault Force Stratagem
RELENTLESS AGGRESSION
1CP
Assault Force Stratagem
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Indomitable Resolve
ENHANCEMENTS
Battle-line Veterans


Assault Force Land Speeder
(⌀105 x 70mm)
M
14"
T
8
SV
3+
W
9
LD
6+
OC
2
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
UNIT COMPOSITION
  • 1 Land Speeder model
This model is equipped with: 1 Armoured Impact; 1 Heavy Flamer; 1 Multi-melta; 1 Stormfury Missile Launcher.
KEYWORDS: FLY; ASSAULT FORCE; IMPERIUM; VEHICLE
FACTION KEYWORDS:
ADEPTUS ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
TERRIFYING CHARGE
1CP
Assault Force Stratagem
DECAPITATING STRIKE
1CP
Assault Force Stratagem
RELENTLESS AGGRESSION
1CP
Assault Force Stratagem
DETACHMENT ABILITY
Indomitable Resolve


Assault Force Vanguard Veteran Squad With Jump Packs
M
12"
T
4
SV
3+
W
2
LD
6+
OC
1
Vanguard Veteran Sergeant(⌀32mm)
12"
4
3+
2
6+
1
Vanguard Veteran with Plasma Pistol(⌀32mm)
12"
4
3+
2
6+
1
Vanguard Veteran(⌀32mm)
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
ABILITIES
Rapid Reactions (Once per turn per unit): In your opponent’s Shooting phase, when an enemy unit has shot, if that unit targeted this unit, this unit can make a normal move of up to D6+1".
UNIT COMPOSITION
  • 1 Vanguard Veteran Sergeant model
  • 1 Vanguard Veteran with Plasma Pistol model
  • 3 Vanguard Veteran models
The Vanguard Veteran Sergeant is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon.

The Vanguard Veteran with Plasma Pistol is equipped with: 1 Master-crafted Power Weapon; 1 Plasma Pistol - Standard.

Every Vanguard Veteran is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon.
KEYWORDS: IMPERIUM; VANGUARD VETERAN SQUAD; EXPLOSIVES; INFANTRY; ASSAULT FORCE; FLY; JUMP PACK
FACTION KEYWORDS:
ADEPTUS ASTARTES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
TERRIFYING CHARGE
1CP
Assault Force Stratagem
DECAPITATING STRIKE
1CP
Assault Force Stratagem
RELENTLESS AGGRESSION
1CP
Assault Force Stratagem
DETACHMENT ABILITY
Indomitable Resolve
ENHANCEMENTS
Blade Masters

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:

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:
[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:
[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
[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).
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.
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.
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.
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.
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.
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
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).
  • 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.
[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.
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

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

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

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

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
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).
  • 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.
EPIC CHALLENGE15.03
1CP
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.
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).
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).
TERRIFYING CHARGE
1CP
Assault Force Stratagem
The bone-shattering impact of a Space Marine charge is a terrifying thing to experience. In the face of such an onslaught, all but the bravest foes may waver.
WHEN: Your Charge phase, when a friendly ASSAULT FORCE unit ends a charge move.

TARGET: That ASSAULT FORCE unit.

EFFECT: Select one enemy unit engaged with your unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.
DECAPITATING STRIKE
1CP
Assault Force Stratagem
The surest method to break the foe is to cut down their leader. Remove the head of the snake, and the body will surely die.
WHEN: Fight phase, when a friendly ASSAULT FORCE unit is selected to fight.

TARGET: That ASSAULT FORCE unit.

EFFECT: Your unit’s melee attacks have [Precision].
RELENTLESS AGGRESSION
1CP
Assault Force Stratagem
Press forwards, maintain the initiative and keep the enemy firmly on the back foot.
WHEN: Fight phase, when a friendly ASSAULT FORCE unit is selected to make a consolidation move.

TARGET: That ASSAULT FORCE unit.

EFFECT: When making that consolidation move, your unit can move up to 6".
Indomitable Resolve
Assault Force Detachment

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.
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.
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)
[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).
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).
[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.
[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+.
Battle-line VeteransUPGRADE
Assault Force Detachment

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]24.25

Melta weapons are powerful heat rays whose fury is magnified at close range.

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
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
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).
[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
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.
[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.
Blade MastersUPGRADE
Assault Force Detachment

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.

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