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.

This section contains all of the datasheets that you will need in order to fight battles with your Space Marines miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Space Marines units – these are described below and referenced on the datasheets.

Contents

Books

BookKindEditionVersionLast update
  Space Marines
  Space MarinesCodex9Indomitus 1.3February 2022
  The Balance Dataslate
  The Balance DataslateRulebook9Q2 2023April 2023
  Games Workshop: Commander Dante
  Games Workshop: Commander DanteDatasheet9April 2023
  Games Workshop: Lion El’Jonson
  Games Workshop: Lion El’JonsonDatasheet9April 2023
  Games Workshop: Azrael
  Games Workshop: AzraelDatasheet9March 2023
  Games Workshop: Strike Force Agastus
  Games Workshop: Strike Force AgastusDatasheet9March 2023
  Boarding Actions: Strike Force Rhalion
  Boarding Actions: Strike Force RhalionWhite Dwarf9March 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Arks of Omen: Angron
  Arks of Omen: AngronExpansion9February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  Dark Angels
  Dark AngelsCodex Supplement9Indomitus 1.1January 2023
  War Zone Nachmund: Rift War
  War Zone Nachmund: Rift WarExpansion9Indomitus 1.0July 2022
  Deathwatch
  DeathwatchCodex Supplement9Indomitus 1.2July 2022
  Warzone Octarius – Book 1: Rising Tide
  Warzone Octarius – Book 1: Rising TideExpansion9Indomitus 1.2July 2022
  Horus Heresy: Kratos
  Horus Heresy: KratosDatasheet9June 2022
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022
  War Zone Nachmund: Vigilus Alone
  War Zone Nachmund: Vigilus AloneExpansion9Indomitus 1.0March 2022
  Salamanders
  SalamandersSupplement8Indomitus 1.2February 2022
  Ultramarines
  UltramarinesSupplement8Indomitus 1.4February 2022
  Warhammer Store Anniversary 2022: Primaris Company Champion
  Warhammer Store Anniversary 2022: Primaris Company ChampionDatasheet9January 2022
  Black Templars
  Black TemplarsCodex Supplement9Indomitus 1.0November 2021
  Index Astartes: Wolfspear
  Index Astartes: WolfspearWhite Dwarf9September 2021
  Torchbearers Crusade Force
  Torchbearers Crusade ForceWhite Dwarf9July 2021
  Iron Hands
  Iron HandsSupplement8Indomitus 1.2June 2021
  Index Astartes: Tome Keepers Crusade Rules
  Index Astartes: Tome Keepers Crusade RulesWhite Dwarf9June 2021
  Index Astartes: Exorcists
  Index Astartes: ExorcistsWhite Dwarf9March 2021
  Black Library Celebration 2021: Uriel Ventris
  Black Library Celebration 2021: Uriel VentrisDatasheet9February 2021
  Blood Angels
  Blood AngelsCodex Supplement9Indomitus 1.0January 2021
  Index Astartes: Emperor’s Spears
  Index Astartes: Emperor’s SpearsWhite Dwarf9January 2021
  Space Wolves
  Space WolvesCodex Supplement9Indomitus 1.0December 2020
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  White Scars
  White ScarsSupplement8Indomitus 1.1October 2020
  Imperial Fists
  Imperial FistsSupplement8Indomitus 1.1October 2020
  Raven Guard
  Raven GuardSupplement8Indomitus 1.1October 2020
  Index Astartes: Silver Templars
  Index Astartes: Silver TemplarsWhite Dwarf9September 2020
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Index Astartes: Tome Keepers
  Index Astartes: Tome KeepersWhite Dwarf8May 2020
  Warhammer Legends: Legion of the Damned
  Warhammer Legends: Legion of the DamnedDatasheet8December 2019
  Warhammer Legends: Space Marines
  Warhammer Legends: Space MarinesDatasheet8December 2019
  Index Astartes: Blood Ravens
  Index Astartes: Blood RavensWhite Dwarf8July 2019
  Index Astartes: Crimson Fists
  Index Astartes: Crimson FistsWhite Dwarf8January 2019

FAQ

Codex: Space Marines

Q:If a full strength Space Marine squad that has an upgrade, such as a Teleport Homer, an Armorium Cherub or a Watcher in the Dark, uses the Combat Squads ability to split into two separate units, can only one of those units use that ability and do I have to declare which of those units gets to use that ability when the unit splits up?
A:
If a unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer/Armorium Cherub/Watcher in the Dark ability. You do not have to declare which unit will get to use that ability when the unit splits up – either unit can use that ability during the battle. Once used, we recommend removing any model used to represent the Teleport Homer/Armorium Cherub/Watcher in the Dark as a reminder that the ability has now been resolved.

Codex supplement: Dark Angels

Q:When using the Paragon of the Chapter Stratagem to give a model an additional Warlord Trait, can the player select one of the Ravenwing or Deathwing Warlord Traits to give them?
A:
Yes, assuming the model has the required keywords.

Codex supplement: Deathwatch

Q:When using the Brotherhood of Veterans Stratagem, can I select a Successor Chapter Tactic?
A:
No, you can only select one Chapter Tactic or one Successor Tactic. A Successor Chapter Tactic comprises two Successor Tactics and so cannot be chosen.

Expansion: Warzone Octarius – Book 1: Rising Tide

Q:With Veterans of the Long Vigil, at the start of the battle round, do you select one Chapter Tactic/Successor Tactic per unit in your army with this ability, or do you select a single Chapter Tactic/Successor Tactic once for your whole army?
A:
The latter; you select a single Chapter Tactic/Successor Tactic once for your whole army, not per unit.
Q:If the Honoured Veteran of the Watch Stratagem is used to grant a Sergeant model a Warlord Trait, is that Warlord Trait considered to be on just that Sergeant model, or on all of the models in its unit?
A:
Just the Sergeant model. Note that this means that some Warlord Traits or some parts of Warlord Traits may not take effect while other models besides the Sergeant are still in its unit, e.g. Stealth Adept, the first bullet point of The Imperium’s Sword, Speed of the Primarch, Oathkeeper.

Expansion: Imperium Nihilus: Vigilus Defiant

Q:When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
Q:If a unit makes a shooting attack outside of the Shooting phase (such as a Soulburst action in the Fight phase) against a Liberator Strike Force unit, can it retaliate with the Paragons of Dorn Stratagem?
A:
No.
Q:If High Marshal Helbrecht is part of a Sword Brethren Specialist Detachment, can he have the Master Swordsman Warlord Trait from that Detachment?
A:
No. High Marshal Helbrecht must always have the Oathkeeper Warlord Trait as detailed in Codex: Space Marines.
Q:Is the Vengeful Arbiter a bolt weapon, for rules that interact with such weapons (e.g. the Bolter Drill Stratagem)?
A:
Yes.

Supplement: Salamanders

Q:Can I use the Born Protectors Stratagem to fire Overwatch with another unit if the unit being charged is unable to do so?
A:
Yes.
Q:If I use the Strength of the Primarch Stratagem to affect a model equipped with the Drake-smiter Relic, what is the Damage characteristic of this weapon if I make an unmodified wound roll of 6?
A:
The Damage characteristic would be 9.

Supplement: Ultramarines

Q:Can the Honoured Sergeant Stratagem be used to give Sergeant Chronus a Relic from the Special-issue Wargear Relics?
A:
No.
Q:Can any of the datasheets in this supplement be from a successor Chapter?
A:
No. These datasheets and named characters can only be from the Ultramarines Chapter.
Q:Is the Tactical Expertise Stratagem considered to be an ‘unless specified otherwise’ rule for the purposes of Combat Doctrines?
A:
Yes. The Armour Penetration characteristic bonus from Combat Doctrines is cumulative with the bonus gained from that Stratagem.
Q:If I select a weapon with more than one profile for the Master-crafted Weapon Special Issue Wargear (e.g. a plasma pistol), does the increased Damage characteristic apply to all profiles of that weapon, or must I select which profile of that weapon is improved?
A:
Add 1 to the Damage characteristic of all profiles of that weapon. Note that weapons with similar names but listed separately in the weapons table, such as boltstorm gauntlet (melee) and boltstorm gauntlet (shooting), are considered separate weapons, rather than the same weapon with different profiles.
Q:Does the Martial Precision Stratagem affect all attacks made by a weapon, or just one attack?
A:
Martial Precision applies to a single attack made with that weapon.
Q:If Sergeant Chronus has a Warlord Trait, does it apply to the ULTRAMARINES VEHICLE he commands?
A:
Yes. Note that it would still apply to the Sergeant Chronus model when he is set up as a result of the ULTRAMARINES VEHICLE model he commands being destroyed.
Q:If the ULTRAMARINES VEHICLE that Sergeant Chronus commands is destroyed, is the Slay the Warlord victory condition, and other similar victory conditions that refer to the Warlord, achieved?
A:
No. The victory condition is achieved only if the Sergeant Chronus model that is set up as a result of that ULTRAMARINES VEHICLE being destroyed is also subsequently destroyed.
Q:If the vehicle Sergeant Chronus is commanding is destroyed and he survives, can he assume command of another vehicle?
A:
No.
Q:Are Relics that have the same name but are found in different supplements considered to be the same Relic? For example, Artificer Armour can be found in both Codex Supplement: Ultramarines and Codex Supplement: White Scars.
A:
Yes, they are considered to be the same.
Q:When I use the Defensive Focus Stratagem, if I do not select a unit that is a target of a charge, can it fire Overwatch as well as the selected units?
A:
No. If a unit is not selected for this Stratagem, then other rules must be used in order for it to fire Overwatch, for example the Fire Overwatch Stratagem.

Supplement: Raven Guard

Q:If I use the Stranglehold Stratagem and I also have a Callidus Assassin in my army, how do I resolve the Stratagem and the Callidus Assassin’s Reign of Confusion ability (assuming the Assassin’s Reign of Confusion ability is in effect)?
A:
Each is rolled for separately, so if your opponent spends Command Points to use a Stratagem, you would roll one D6 for the Stranglehold Stratagem (needing a 5+) and one D6 for the Reign of Confusion ability (needing a 4+). Your opponent would have to spend one additional Command Point for each successful roll.
Q:If I give a PHOBOS CHARACTER the Marksman’s Honours Warlord Trait, and then give that Character the Korvidari Bolts, when shooting a korvidari bolt with a bolt weapon that model is equipped with, is the weapon considered to be a Relic?
A:
No.

Supplement: White Scars

Q:Can any of the datasheets in this supplement be from a successor Chapter?
A:
No. These datasheets and named characters can only be from the White Scars Chapter.
Q:Is the Eternal Hunt Stratagem considered to be an ‘unless specified otherwise’ rule for the purposes of Combat Doctrines?
A:
Yes. The Armour Penetration characteristic bonus from Combat Doctrines is cumulative with the bonus gained from that Stratagem.
Q:If a WHITE SCARS TRANSPORT unit moves and a unit embarked upon it disembarks as a result of the Lightning Debarkation Stratagem, can that disembarking unit then move?
A:
Yes.
Q:Does Lightning Debarkation allow a unit to both embark and disembark in the same turn?
A:
No.
Q:If I use the Encirclement Stratagem to set up a WHITE SCARS TRANSPORT unit in outflank instead of setting it up on the battlefield, when that unit is set up on the battlefield at the end of any of my Movement phases, can I choose for units embarked within it to disembark that phase, be it normally or as a result of any rules that allow them to disembark after the unit has moved (e.g. Assault Vehicle, Lightning Debarkation)?
A:
No.
Q:If I select a weapon with more than one profile for the Master-crafted Weapon Special Issue Wargear (e.g. a plasma pistol), does the increased Damage characteristic apply to all profiles of that weapon, or must I select which profile of that weapon is improved?
A:
Add 1 to the Damage characteristic of all profiles of that weapon. Note that weapons with similar names but listed separately in the weapons table, such as boltstorm gauntlet (melee) and boltstorm gauntlet (shooting) are considered separate weapons, rather than the same weapon with different profiles.
Q:Are Relics that have the same name but are found in different supplements considered to be the same Relic? For example, Artificer Armour can be found in both Codex Supplement: Ultramarines and Codex Supplement: White Scars.
A:
Yes, they are considered to be the same.

Codex supplement: Space Wolves

Q:The ‘crushing teeth and claws’ weapon says that the bearer ‘makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon,’ but Canis Wolfborn’s Born of Wolves ability allows a model to make an additional attack with such a weapon. How many attacks would a model affected by this ability make with its crushing teeth and claws?
A:
Four. The Born of the Wolves ability takes precedence over the weapon’s.

Codex supplement: Blood Angels

Q:If the Sanguinor was set up in a location other than the battlefield, can it use its Miraculous Saviour ability in the first battle round of a battle from a mission pack that restricts units from arriving on the battlefield during the first battle round?
A:
No.
Q:If I choose a VEHICLE CHARACTER model such as a Librarian Dreadnought to be my Warlord and I give it the Artisan of War Warlord Trait, does that Warlord Trait take precedence, allowing me to give the model one of the Special-issue Wargear Relics listed?
A:
No. A VEHICLE CHARACTER model would gain no benefit from that Warlord Trait.
Q:The Angel’s Sacrifice Stratagem is used and an enemy unit containing ten models is selected to fight. Only one model in that unit is within Engagement Range of the CHARACTER unit selected for Angel’s Sacrifice. That one model must target that CHARACTER unit, but what about the other nine models – are they free to target another eligible unit, or are they prevented from attacking entirely?
A:
They are free to target another eligible unit.
Q:The ‘To Slay the Warmaster’ Death Vision is used instead of making any attacks. Is that just the model with the ability that cannot make attacks, or is it also the enemy INFANTRY CHARACTER or MONSTER CHARACTER model?
A:
It is just the model with the ability.

Codex supplement: Black Templars

Q:When a unit gains the effects of another vow through the Fervent Acclamation litany, is that unit also affected by that vow’s Passion?
A:
Yes.
Q:Do Black Templars armies also have access to the rules found in Codex Supplement: Imperial Fists?
A:
No.

The <CHAPTER> Keyword

Every datasheet in this codex has the <CHAPTER> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All ADEPTUS ASTARTES units are drawn from a Chapter. When you include such a unit in your army, you must nominate which Chapter it is from and then replace the <CHAPTER> keyword in every instance on its datasheet with the name of your chosen Chapter. This could be one of the Chapters detailed in a Warhammer 40,000 publication, or one of your own design.

Example: If you include a Captain in your army, and you decide he is from the Blood Ravens Chapter, his <CHAPTER> keyword becomes BLOOD RAVENS and his Rites of Battle ability reads 'While a friendly BLOOD RAVENS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of l.’

If your army is Battle-forged, you cannot include units from two different Chapters in the same Detachment.

Non-Codex Compliant Chapters

You cannot select Grey Knights or Legion of the Damned when nominating which Chapter a unit is from. In addition, the following restrictions apply:
  • Black Templars: LIBRARIAN units cannot be from the Black Templars Chapter.
  • Dark Angels: STERNGUARD VETERAN SQUAD and VANGUARD VETERAN SQUAD units cannot be from the Dark Angels Chapter (or any of their successor Chapters).
  • Deathwatch: The following units cannot be from the Deathwatch Chapter: ASSAULT SQUAD; ATTACK BIKE SQUAD; BIKE SQUAD; DEVASTATOR SQUAD; STERNGUARD VETERAN SQUAD; TACTICAL SQUAD; SCOUT units.
  • Space Wolves: The following units cannot be from the Space Wolves Chapter (or any of their successor Chapters): APOTHECARY; ASSAULT SQUAD; DEVASTATOR SQUAD; STERNGUARD VETERAN SQUAD; TACTICAL SQUAD; VANGUARD VETERAN SQUAD.

Successor Chapters

Some rules refer to successor Chapters. If your unit is not from the Deathwatch or a First Founding Chapter (Dark Angels, White Scars, Space Wolves, Imperial Fists, Blood Angels, Iron Hands, Ultramarines, Salamanders or Raven Guard), it is from a successor Chapter, and you must decide which of the aforementioned First Founding Chapters it is a successor of. If the successor Chapter you have chosen is one established in the background, its founding Chapter will often be known (e.g. the Howling Griffons Chapter is a successor of the Ultramarines).

If your successor Chapter does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, it is a successor of the Chapter whose Chapter Tactic you selected. Otherwise, select a First Founding Chapter that best fits your Chapters character. In any case, write down on your army roster which of the First Founding Chapters your Chapter is a successor of.

Abilities

A units datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

And They Shall Know No Fear

Space Marines stand unafraid before the terrors of the galaxy.

Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

Bolter Discipline

To a Space Marine, the boltgun is more than a weapon - it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting model is INFANTRY (excluding CENTURION models) and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR or BIKER.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.

Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.

Combat Doctrines

When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. During the first battle round, the Devastator Doctrine is active for your army. From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows:
  • If the Devastator Doctrine was active for your army during the previous battle round, you can change it so that the Tactical Doctrine is now active.
  • If the Tactical Doctrine was active for your army during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine

The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.

Tactical Doctrine

As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.

Black Rage

When a Blood Angels battle-brother succumbs to the Black Rage, their doom is assured. Yet before they fall, their murderous ferocity, inhuman strength and near supernatural resilience make them a terrifying threat to any enemy who dares stand in their path.

  • In your Movement phase, each time this unit is selected to move, it cannot Fall Back.
  • Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
  • Each time a model in this unit would lose a wound, roll one D6: on a 6 that wound is not lost.
  • This unit cannot perform any Actions.

Death Visions

As the deeply ingrained memories of Sanguinius’ final battle flood the mind of a warrior lost to the Black Rage, they believe they are the Primarch himself, confronting the Arch-traitor.

Once per battle, when this model is selected to fight, it can use one of the Death Visions listed below. The same Death Vision cannot be used more than once per battle.

On the Bridge of the Vengeful Spirit

Entering the bridge of the Arch-traitor’s flagship, all that stands between the warrior and Horus are a host of Traitor Legionnaires.

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are visible to it. If a model uses this Death Vision, then until that fight is resolved:
  • Add 1 to that model’s Attacks characteristic for every 5 enemy models that are within 6" of it.
  • Each time that model makes an attack, you can re-roll the hit roll.

The Grace of the Angel

Horus prepares to deliver the final strike against his brother, but when the fatal blow lands, his weapon somehow shatters against Sanguinius’ golden breastplate. The Blood Angels’ Primarch still lives and, with renewed hope, the duel continues...

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are within Engagement Range of it. If a model uses this Death Vision, then until the end of that turn, this model has a 3+ invulnerable save.

To Slay the Warmaster

Striking at a chink in the Warmaster’s armour, this warrior attempts to land a killing blow to end the heresy in its tracks.

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are within Engagement Range of it. If a model uses this Death Vision, then instead of making any attacks for that fight, both players roll off. If you win, select one of those enemy models: that model suffers D3+3 mortal wounds.

Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.

Jink

The Ravenwing are undisputed masters of mounted combat, and make for fast-moving targets that are difficult to draw a bead upon.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor Tactic, and it is using the Chapter Tactic of the Dark Angels, then:
  • Models in this unit have a 5+ invulnerable save against ranged attacks. In your Movement phase, if this unit Remains Stationary, it loses this invulnerable save until the start of your next Movement phase.
  • Each time this unit Advances, until the start of your next turn, models in this unit have a 4+ invulnerable save against ranged attacks.

Special-issue Ammunition

The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From rounds that douse their targets in acid to hollow shells filled with superheated gas, each type is designed to eliminate specific xenos foes.

Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition:
  • Dragonfire Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, the target does not receive the benefits of cover against that attack.
  • Hellfire Rounds: Each time an attack is made with a weapon firing this special-issue ammunition against a unit that does not have the VEHICLE or TITANIC keyword, add 1 to that attack’s wound roll.
  • Kraken Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, add 6" to the Range characteristic and improve the Armour Penetration characteristic of that attack by 1 (this is cumulative with the Armour Penetration bonus conferred by the Combat Doctrines ability).
  • Vengeance Rounds: Each time an attack is made with a weapon firing this special-issue ammunition, add 1 to the Damage characteristic of that attack.

Mixed Unit

When faced with an array of missions to complete and varying enemies to lay low, the Deathwatch are highly adept at forming effective kill teams that mesh starkly diverse armour and equipment.

If this unit contains models with different Toughness characteristics, each time an attack is made against this unit, use the Toughness characteristic of the majority of the models in this unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, the controlling player selects one of the tied values to be the majority value.

For the purposes of the Bolter Discipline ability, performing actions, the Deathwatch teleport homer wargear, and for determining which models can embark within a TRANSPORT model, the following rules apply:
  • Deathwatch Terminator and Terminator models have the TERMINATOR keyword.
  • Veteran Biker models do not have the INFANTRY keyword and instead have the BIKER keyword.
  • Vanguard Veteran models with jump packs have the JUMP PACK keyword.
  • Inceptor models have the JUMP PACK keyword.
  • Outrider models do not have the INFANTRY keyword and instead have the BIKER keyword.
Vanguard Veterans with jump packs and Inceptors can move across terrain as if they have the FLY keyword.

Note that for the purposes of interacting with terrain features, if this unit contains at least one INFANTRY model, all models in this unit are treated as INFANTRY, even if this unit contains any BIKER models that might behave differently or have specific restrictions whilst interacting with a terrain feature.

Designer’s Note: This is a slight abstraction that means that a BIKER model in a mixed unit behaves slightly differently to BIKER models in other units, but it helps to minimise unusual and complicated effects that could come about from forcing one model from a unit to move and benefit from cover in a different way to other models from the same unit.

Berserk Charge

Still revelling in their transhuman adaptations, a Great Company’s aggressive young warriors plunge headlong into battle in a furious display of innate talent, rigorous conditioning and recklessness.

If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding WOLF GUARD models) in this unit.

Headstrong

Unless tempered by the wise growls of a veteran, young blood claws eager to prove themselves will gladly plunge into any foe they can reach.

If this unit does not contain a WOLF GUARD model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge.

Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".

Martial Legacy

If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.

Deployment Abilities

The following abilities, which are used during deployment, are common to many ADEPTUS ASTARTES units.

Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

Concealed Positions

Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.

During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Outflank

When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.

During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Weapon Definitions

Some rules refer to ‘bolt weapons’, ‘flame weapons’, ‘melta weapons’ or ‘plasma weapons’. The definitions of these weapons for the purposes of such rules can be found below:

Bolt Weapons

A bolt weapon is any weapon whose profile includes the word ‘bolt’ (bolt rifle, boltstorm gauntlet, storm bolter etc.), and any Relic that replaces a bolt weapon (e.g. Primarch’s Wrath). Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons. If a bolt weapon has a shooting and melee profile, rules that apply to bolt weapons only apply to the shooting profile of that weapon. Note that the following weapons found in Codex supplements are also bolt weapons:
  • Blackout
  • Blood Song (master-crafted boltgun profile)
  • The Deliverer
  • Dorns Arrow
  • Gauntlets of Ultramar
  • Vigil spear
  • Gorgon’s Wrath
  • Infernus (master-crafted boltgun profile)
  • Lion’s Wrath (master-crafted boltgun profile)
  • Quietus
  • Auto-flamer (auto bolt rifle profile)
  • Auto-plasma (auto bolt rifle profile)
  • Ferocity (bolt rifle profile)

Flame Weapons

A flame weapon is any weapon whose profile includes the word ‘flame’ (flamer, flamestorm gauntlet, heavy flamer etc.), any Relic that replaces a flame weapon, and any incendium cannons. Rules that apply to flame weapons only apply to the flamer profile of combi-flamers, and the flamer profile of Relics that replace combi-flamers. If a flame weapon has a shooting and melee profile, rules that apply to flame weapons only apply to the shooting profile of that weapon. Note that the following weapons found in Codex supplements are also flame weapons:
  • Drakkis
  • Gauntlet of the Forge
  • Infernus (flamer profile)
  • Auto-flamer (flamer profile)
  • Pyre pistol
  • Pyreblaster

Melta Weapons

A melta weapon is any weapon whose profile includes the word ‘melta’ (meltagun, melta destroyer, multi-melta etc.), any Relic that replaces a melta weapon, and any inferno pistols. Rules that apply to melta weapons only apply to the meltagun profile of combi-meltas, and the meltagun profile of Relics that replace combi-meltas. Note that the following weapons found in Codex supplements are also melta weapons:
  • Blood Song (meltagun profile)
  • Ferocity (meltagun profile)

Plasma Weapons

A plasma weapon is any weapon whose profile includes the word ‘plasma’ (plasma gun, plasma pistol, heavy plasma cannon etc.), and any Relic that replaces a plasma weapon. Rules that apply to plasma weapons only apply to the plasma gun profile of combi-plasmas, and the plasma gun profile of Relics that replace combi-plasmas. Note that the following weapons found in Codex supplements are also plasma weapons:
  • Lion’s Wrath (plasma gun profile)
  • Auto-plasma (plasma gun profile)

Relic Bearer Upgrades

Relic Bearer upgrades are considered Relics for the purpose of rules that apply to bolt weapons, flame weapons, melta weapons or plasma weapons.

Chapter Command

If your army is Battle-forged and includes any ADEPTUS ASTARTES Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any of the following ADEPTUS ASTARTES CHARACTER units in your army: CAPTAIN, CHAPLAIN, LIBRARIAN, TECHMARINE, APOTHECARY, ANCIENT, COMPANY CHAMPION.

Each time you upgrade one of the aforementioned units, its Power Rating is increased, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

Each time you upgrade a unit, it gains a new keyword, as shown in the Chapter Command Keyword column of the table below. It also gains one or more additional abilities, as shown in the appropriate section below, as well as access to bespoke Warlord Traits and Relics (these are considered to be Chapter Relics for all rules purposes). These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.

A Crusade force cannot start with any upgraded CHARACTER units - to include one in a Crusade force, you must use the Chapter Command Requisition.

You cannot upgrade named characters using these rules. An army (and a Crusade force) cannot contain more than one model from the same Chapter that has the same Chapter Command keyword (e.g. it cannot contain two ULTRAMARINES CHAPTER MASTERS, or two SALAMANDERS CHIEF LIBRARIANS etc.). A BLACK TEMPLARS COMPANY CHAMPION cannot be upgraded to be a CHAPTER CHAMPION. A DEATHWATCH CAPTAIN cannot be upgraded to be a CHAPTER MASTER. A BLOOD ANGELS ANCIENT cannot be upgraded to be a CHAPTER ANCIENT.

MASTERS OF THE CHAPTER
CHARACTERCHAPTER COMMAND KEYWORDPOWERPOINTS
CAPTAINCHAPTER MASTER+2+35
CHAPLAINMASTER OF SANCTITY+1+20
TECHMARINEMASTER OF THE FORGE+1+15
LIBRARIANCHIEF LIBRARIAN+1+20
APOTHECARYCHIEF APOTHECARY+1+30
ANCIENTCHAPTER ANCIENT+1+15
COMPANY CHAMPIONCHAPTER CHAMPION+1+10

Chapter Master

Chapter Masters are some of the greatest military minds in the galaxy. There are few elements of strategy and tactics they have not studied and mastered, and they have tested their skills against innumerable enemies. They are magnificent leaders able to inspire their warriors to acts of legendary valour. There is no task to which they will set their battle-brothers that they have not completed themselves, and when they lead from the front, they wield their blades with incomparable ability, slaughtering more of the foe than any of their warriors.

ABILITIES
A CHAPTER MASTER model gains the following ability:

'Chapter Master: In your Command phase, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll'.

A CHAPTER MASTER is excluded from the Company Command rule. This means a Detachment can include both one CHAPTER MASTER unit and one other CAPTAIN unit.

RELICS AND WARLORD TRAITS
You can give a CHAPTER MASTER model the Angel Artifice Relic, instead of giving them a Chapter Relic. In addition, you can give them the Master of the Codex Warlord Trait instead of giving them another Warlord Trait.

Master of the Codex (Warlord Trait)

Chapter Masters have spent centuries studying the hallowed pages of the Codex Astartes, poring over its wisdom and analysing its teachings in detail. Many commit its content to memory word for word, ready to draw upon what they have learned even when battle is raging at its fiercest.

At the start of your Command phase, if this WARLORD is on the battlefield, roll one D6: on a 4+, you gain 1 Command point.

Angel Artifice (Relic)

The surface of this exquisite battle plate is woven with a super-dense alloy, the exact nature of which has been lost to history. Whatever its origin, it absorbs and refracts incoming energy, rendering the wearer all but invulnerable. Such a priceless relic is bestowed upon only the greatest heroes of the Adeptus Astartes.

  • The bearer has a Save characteristic of 2+.
  • Add 1 to the bearer's Wounds and Toughness characteristics.

Master of Sanctity

Masters of Sanctity are the High Chaplains of the Space Marine Chapters. They maintain the spiritual well-being of their brothers, ensuring none falter in their responsibilities. Their mere presence inspires fervent aggression amongst their kin, though they are just as capable of delivering retribution first-hand. With word and deed a Master of Sanctity guides his brothers to glory.

ABILITIES
A MASTER OF SANCTITY model has the following ability:

Master of Sanctity: This model knows one additional litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one additional litany it knows that has not already been recited by a friendly model that turn.’

RELICS AND WARLORD TRAITS
You can give a MASTER OF SANCTITY model the Emperor's Judgement Relic, instead of giving them a Chapter Relic. In addition, you can give them the Wise Orator Warlord Trait instead of giving them another Warlord Trait:

Wise Orator [Warlord Trait)

A veteran of the battlefield and of the sermon, this warlord intones his litanies and galvanises his brothers with every word.

  • Each time this WARLORD recites a litany, add 1 to the roll to see if it is inspiring.
  • Each time this WARLORD is selected to use the Commanding Oratory Stratagem, that Stratagem costs 1 Command point.
The Emperor's Judgement [Relic)

Legend has it that the golden, skull-faced death mask known as the Emperor's Judgement was crafted in the years following the Horus Heresy, and its crimson, crystal eye lenses are imbued with droplets of his own lifeblood. Regardless of the truth of its origins, several influential Masters of Sanctity have been granted the honour of wearing the Emperor's Judgement in battle. Both heretics and xenos cower in the face of its grim majesty.

  • Each time an attack is made against the bearer, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the damage roll.
  • The bearer has the following ability: 'The Emperor's Judgement (Aura): While an enemy unit is within 6" of the bearer, each time a Morale test is taken for that unit, roll one additional D6 and discard the lowest result.’

Master of the Forge

Masters of the Forge are the chief artificers of the Space Marines, responsible for maintaining the arms, armour and vehicles of their Chapter. Peerless mechanics and technicians, they are the foremost experts within the Adeptus Astartes on the intricacies that surround the machine. Having distinguished themselves from their brother Techmarines, Masters of the Forge oversee the Chapter's armoury, and have an intimate knowledge of its workings and the machine spirits that reside there.

ABILITIES
A MASTER OF THE FORGE model has the following ability: 'Master of the Forge: Each time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3'.

RELICS AND WARLORD TRAITS
You can give a MASTER OF THE FORGE model the Mortis Machina Relic, instead of giving them a Chapter Relic. In addition, you can give them the Warden of the Ancients Warlord Trait instead of giving them another Warlord Trait.

Warden of the Ancients (Warlord Trait, Aura)

This warlord has an affinity with the Dreadnoughts of his Chapter. He meticulously tends to his bellicose, ill-tempered charges, ensuring that when the time comes for them to take to the battlefield, they fight with unrivalled fury.

While a friendly <CHAPTER> DREADNOUGHT is within 6" of this WARLORD, add 1 to its Strength and Attacks characteristics.

Mortis Machina (Relic)

Forged deep within the subterranean vaults of Mars, this axe hews through not just the metal armour of war engines and vehicles, but through their very machine spirit. Even a glancing blow can gut an enemy tank or walker.

Model equipped with an Omnissian power axe only. This Relic replaces an Omnissian power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Mortis Machina (Relic)
Mortis Machina (Relic)
Melee
Melee
+3
-2
3
Abilities: Each time an attack is made with this weapon against a VEHICLE unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage.

Chief Librarian

At head of each Chapter's Librarius can be found the Chief Librarian. Battle scholars with vast experience and immense psychic power, they are as much invaluable warriors as they are dependable advisors. When mastery of the warp is required, none are better equipped to deal with its turbulent nature. On the battlefield, Chief Librarians direct the energies of the immaterium with unrivalled precision and power.

ABILITIES
A CHIEF LIBRARIAN model gains the following ability: 'Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent's Psychic phase'.

RELICS AND WARLORD TRAITS
You can give a CHIEF LIBRARIAN model the Neural Shroud Relic, instead of giving them a Chapter Relic. In addition, you can give them the Psychic Mastery Warlord Trait instead of giving them another Warlord Trait.

Psychic Mastery (Warlord Trait)

This Librarian has reached a level of psychic mastery that allows him to delve deep into the warp, to depths that would cause lesser psykers to be consumed by its ravenous energies.

Add 1 to Psychic tests taken for this WARLORD.

Neural Shroud (Relic)

A neural shroud is a specially modified psychic hood sometimes worn by the most senior members of a Chapter's Librarius. The resonating crystals within its neurokinetic housing have been supercharged with empyric energy. Though wearing such a device demands incredible focus and willpower, it projects an extremely potent anti-psychic field.

Increase the range of the bearer's Psychic Hood ability to 24".

Chief Apothecary

Chief Apothecaries are the most senior surgeons and battle medics available to Space Marine Chapters. Calm and resolute, they maintain the life force of their battle-brothers on and off the battlefield. Most importantly, they are responsible for their Chapter's future in the preservation of Space Marine gene-seed. With vast experience to draw upon, a Chapter's Chief Apothecary is its ultimate practitioner of the healer's art.

ABILITIES
A CHIEF APOTHECARY model gains the following ability: ‘Chief Apothecary: At the end of your Movement phase, this model can use its Combat Restoratives ability twice instead of once’.

RELICS AND WARLORD TRAITS
You can give a CHIEF APOTHECARY model the Acquittal Relic, instead of giving them a Chapter Relic. In addition, you can give them the Selfless Healer Warlord Trait instead of giving them another Warlord Trait.

Selfless Healer (Warlord Trait)

This altruistic warlord will go to any lengths to heal his brothers.

  • Each time this WARLORD uses its Combat Restoratives ability, the model being healed regains up to 3 lost wounds instead of D3.
  • Each time this WARLORD is selected to return a destroyed model to a unit by using the Combat Revival Stratagem, that Stratagem costs 0 Command points.
Acquittal (Relic)

Acquittal is a master-crafted pistol equipped with a powerful bio-auspex scope. This allows the wielder to both dispatch his foes with surgical precision and grant swift and painless oblivion to his wounded battle-brothers.

Model equipped with a bolt pistol or absolvor bolt pistol only. This Relic replaces a bolt pistol or absolvor bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Acquittal
Acquittal
18"
Pistol 1
5
-3
2
Abilities: Each time an attack is made with this weapon against an INFANTRY unit, that attack always wounds on an unmodified wound roll of 2+ and has a Damage characteristic of 4.

Chapter Ancient

Only the most distinguished Space Marines are granted the title of Chapter Ancient. Given the sacred task of bearing the Chapter's standard to war, they selflessly fly the colours even as they slay their foes. The sight of such a holy relic flying high above the battlefield inspires the Ancients' brethren to give their all. The mere presence of the Chapter's standard is worth a fortified bastion to the warriors of the Adeptus Astartes.

ABILITIES
A CHAPTER ANCIENT model gains the following ability: 'Chapter Banner: In your Command phase, select one friendly <CHAPTER> CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll:

RELICS AND WARLORD TRAITS
You can give a CHAPTER ANCIENT model the Pennant of the Fallen Relic, instead of giving them a Chapter Relic. In addition, you can give them the Steadfast Example Warlord Trait instead of giving them another Warlord Trait.

Steadfast Example (Warlord Trait, Aura)

This warlord vows to secure victory no matter the cost, and inspires his brethren to take a similar oath.

While a friendly <CHAPTER> CORE unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.

Pennant of the Fallen (Relic)

This hallowed standard records the names of legendary Space Marines of the Chapter, mighty heroes who have fa lien in glorious battle against the xenos and the heretic. The last stands of these warriors are grand tales of defiance in the face of overwhelming odds. Warring in the shadow of such a proud legacy inspires battle-brothers to fight until their final breath.

Each time a friendly model is destroyed and makes attacks as a result of the bearer's Astartes Banner ability, that model can make 2 attacks with one of its melee weapons instead of 1.

Chapter Champion

The honorific of Chapter Champion is bestowed only upon the mightiest of Adeptus Astartes warriors. These martial masters fight for the glory and honour of their battle-brothers. In combat, they will seek out worthy opponents to cross blades with, and can single-handedly turn the tide of conflict. Only the most noble and accomplished of warriors ascend to this rank, each a shining example of their Chapter's glory and martial capabilities.

ABILITIES
A CHAPTER CHAMPION model gains the following abilities:

Skilful Parry: Each time a melee attack is made against this
model, subtract 1 from the hit roll’.

Exquisite Swordsman: Each time this model makes a melee attack against an enemy CHARACTER unit, you can re-roll the wound roll’.

Chapter Champion: This model has an Attacks characteristic of 5 and a Leadership characteristic of 9’.

RELICS AND WARLORD TRAITS
You can give a CHAPTER CHAMPION model the Blade of Triumph Relic, instead of giving them a Chapter Relic. In addition, you can give them the Martial Exemplar Warlord Trait instead of giving them another Warlord Trait.

Martial Exemplar (Warlord Trait, Aura)

This warlord is an exquisite warrior and an exemplar of the Chapter, whose deeds inspire those around him.

While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, you can re-roll charge rolls made for that unit.

Blade of Triumph (Relic)

This gleaming broadsword is a masterpiece of artifice and a weapon befitting any Chapter Champion. Its perfectly weighted blade is etched with the names of its previous wielders and a catalogue of their most magnificent deeds. By pressing an indentation in the sword's electrum grip the wielder can overcharge its power field with a surge of fiery energy, allowing the Blade of Triumph to cleave through even the thickest armour.

Model with master-crafted power sword only. This Relic replaces a master-crafted power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of Triumph
Blade of Triumph
Melee
Melee
+3
-3
3

Detachment Rules

An ADEPTUS ASTARTES Detachment is one that only includes models with the ADEPTUS ASTARTES keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword).
  • ADEPTUS ASTARTES Detachments gain the Company Command ability.
  • ADEPTUS ASTARTES units in ADEPTUS ASTARTES Detachments gain the Chapter Tactics ability.
  • Troops units in ADEPTUS ASTARTES Detachments gain the Objective Secured ability.
  • At the end of your Command phase, if one or more ADEPTUS ASTARTES Troops units from your army are within range of an objective marker you control, that objective marker remains under your control, even if there are no models within range of it, unless your opponent controls it at the end of any subsequent phase.

Company Command

When Space Marines are deployed to battle, the honour of leading them often falls to the Captain of a company and his esteemed Lieutenants.

You can include a maximum of one CAPTAIN model and two LIEUTENANT models in each Detachment in your army.

Chapter Tactics

Each Chapter has its own combat philosophy suited to the unique skills of its battle-brothers.

All ADEPTUS ASTARTES units (other than SERVITOR and BEAST units) with this ability, and all the models in them, gain a Chapter Tactic so long as every unit in their Detachment is from the same Chapter. The tactic gained depends upon which Chapter they are from, as shown on the following pages.

Example: An ULTRAMARINES unit with the Chapter Tactics ability gains the Codex Discipline tactic.

If your Chapter does not have an associated Chapter Tactic, you must instead select Successor Tactics for them, as described on page 96; this allows you to customise the rules for your successor Chapter. In either case, write down all of your Detachments' Chapter Tactics / Successor Tactics on your army roster.

Black Templars Detachment Rules

A BLACK TEMPLARS Detachment is one that only includes models with the BLACK TEMPLARS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.

If every unit in your army (excluding UNALIGNED units) has the BLACK TEMPLARS keyword, then every unit that has the Combat Doctrines ability and is in a BLACK TEMPLARS Detachment gains the Templar Vows ability, below:

Templar Vows

On the eve of battle, the warriors of a crusade gather together to be led in prayer and contemplation by their Chaplains. In their righteous zeal, united in their hatred of the foe, they swear a mighty oath to uphold in the battle ahead.

At the end of the Read Mission Briefing step, you can select one of the following Templar Vows.
  • Suffer Not the Unclean to Live
  • Uphold the Honour of the Emperor
  • Abhor the Witch, Destroy the Witch
  • Accept Any Challenge, No Matter the Odds

Until the end of the battle, all units from your army with the Templar Vows ability gain the effects of the selected vow. The effects of each vow can be found below. Each vow provides a series of abilities as well as a passion. Each passion is a drawback that affects Black Templars units while they are under the effects of that vow.

Suffer Not the Unclean to Live

While this vow is in effect:

Vow
  • Each time a model in this unit makes a melee attack against a non-VEHICLE unit, an unmodified hit roll of 6 automatically wounds the target.
Passion
  • Each time this unit is selected to charge, the closest enemy non-AIRCRAFT unit that is within 12" and not within Engagement Range of any other BLACK TEMPLARS units from your army must be declared as a target of that charge.

Uphold the Honour of the Emperor

While this vow is in effect:

Vow
  • Models in this unit have a 5+ invulnerable save.
  • Each time an attack is made against this unit, an unmodified wound roll of 1-2 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
Passion
  • Each time an enemy model makes an attack against this unit, this unit does not receive the benefits of cover against that attack.

Abhor the Witch, Destroy the Witch

While this vow is in effect:

Vow
  • Once per battle, in your first Movement phase, if there are any enemy PSYKER units in your opponent’s army, until the end of the phase, add 3" to the Move characteristic of models in this unit.
  • Each time a model in this unit makes a melee attack against a PSYKER unit, re-roll a wound roll of 1.
Passion
  • While an enemy PSYKER unit is within 18" of this unit, this unit cannot perform any actions.

Accept Any Challenge, No Matter the Odds

While this vow is in effect:

Vow
  • While this unit is within Engagement Range of any enemy units, if a combat doctrine is active for your army, this unit gains the bonus of the Assault Doctrine, instead of the combat doctrine that is active.
  • Each time this unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability.
Passion
  • This unit cannot Fall Back.

Blood Angels Detachment Rules

A BLOOD ANGELS Detachment is one that only includes models with the BLOOD ANGELS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.

If every unit from your army (excluding UNALIGNED units) has the BLOOD ANGELS keyword, then every unit that has the Combat Doctrines ability and is in a BLOOD ANGELS Detachment gains the Savage Echoes ability, below.

Savage Echoes

The shock assaults of the Blood Angels are legendary, their warriors never halting for an instant or allowing their foes to recover. Few outside the Chapter realise it, but this is the Blood Angels as they really are, the suppression of their bloodlust lifted for but an instant.

Whilst the Assault Doctrine is active, each time this unit fights, if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

A Blood Angels successor Chapter is one for which the Blood Angels are their First Founding Chapter. You can find out more information on successor Chapters, and how to determine if your Chapter is a successor of the Blood Angels, in Codex: Space Marines. If your Chapter is a successor of the Blood Angels, the following rules apply:

Chapter Approved Rules
All units from Blood Angels successor Chapters are considered to have the BLOOD ANGELS keyword for the purpose of using the Chapter Approved rules.

Detachment Abilities
If you have a Blood Angels successor Chapter, then for the purposes of using any BLOOD ANGELS Detachment rules, you can replace the BLOOD ANGELS keyword in all instances with the name of your chosen successor Chapter.

Stratagems
All units from Blood Angels successor Chapters are considered to have the Blood Angels keyword for the purpose of using Blood Angels Stratagems.

Warlord Traits
If your WARLORD is a CHARACTER model from a Blood Angels successor Chapter (other than Flesh Tearers), you can use the Blood Angels Warlord Traits table to determine what Warlord Trait they have. Replace the BLOOD ANGELS keyword in all instances in that Warlord Trait (if any) with the name of the successor Chapter from which that CHARACTER model is drawn.

Psychic Powers
PSYKER models from Blood Angels successor Chapters can know psychic powers from the Sanguinary discipline in the same manner as PSYKER models in BLOOD ANGELS Detachments. When such a model uses one of these psychic powers, replace the BLOOD ANGELS keyword in all instances (if any) with the name of the successor Chapter from which that PSYKER model is drawn.

Chapter Relics
Blood Angels successor Chapters have access to Special-issue Wargear Relics; Relics of the Angels cannot be given to a CHARACTER model from a successor Chapter (other than the Flesh Tearers) unless you use the Honoured by the Arx Angelicum Stratagem.

Crusade Rules
If you have a Blood Angels successor Chapter, then for the purposes of using any Blood Angels Crusade rules, you can replace the BLOOD ANGELS keyword in all instances with the name of your successor Chapter. Legendary Crusade Relics can never be given to a model from a Blood Angels successor Chapter.

Datasheets
With the exception of named characters, you can nominate any BLOOD ANGELS units from your army to be from a Blood Angels successor Chapter. If you do, replace the BLOOD ANGELS keyword in every instance on its datasheet with the name of your chosen successor Chapter.

For example, If you include a SANGUINARY PRIEST in your army, and you decide it is from the Lamenters Chapter, its BLOOD ANGELS keyword becomes LAMENTERS and its Narthecium ability reads ‘While a friendly LAMENTERS INFANTRY or LAMENTERS BIKER unit is within 6" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.’

Dark Angels Detachment Rules

A DARK ANGELS Detachment is one that only includes models with the DARK ANGELS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.
  • RAVENWING units in DARK ANGELS Detachments that do not already have the Jink ability gain the Jink ability.
  • DEATHWING and INNER CIRCLE units in DARK ANGELS Detachments that do not already have the Inner Circle ability gain the Inner Circle ability.
  • If every unit in your army (except AGENT OF THE IMPERIUM or UNALIGNED units) has the DARK ANGELS keyword, then every unit in a DARK ANGELS Detachment that has the Combat Doctrines ability gains the Sons of the Lion ability.
  • If every unit in your army (except UNALIGNED units) has the DARK ANGELS keyword, then DARK ANGELS Arks of Omen Detachments and Vanguard Detachments that only contain models with the DEATHWING and/or INNER CIRCLE keywords gain the 1st Company ability.
  • If every unit in your army (except UNALIGNED units) has the DARK ANGELS keyword, then DARK ANGELS Arks of Omen Detachments and Outrider Detachments that only contain models with the RAVENWING keyword gain the 2nd Company ability.
  • Your army can only include one RAVENWING CAPTAIN and one DEATHWING CAPTAIN from the same Chapter.

Successor Chapters

A Dark Angels successor Chapter is one for which the Dark Angels are their first founding Chapter. You can find out more information on successor Chapters, and how to determine if your Chapter is a successor of the Dark Angels, in Codex: Space Marines. If your Chapter is a successor of the Dark Angels, the following rules apply:

Detachment Abilities
If you have a Dark Angels successor Chapter, then for the purposes of using any Dark Angels Detachment rules, you can replace the DARK ANGELS keyword in all instances with the name of your successor Chapter.

Rites of Initiation
All units from Dark Angels successor Chapters are considered to have the DARK ANGELS keyword for the purpose of upgrading them with Rites of Initiation.

Stratagems
All units from Dark Angels successor Chapters are considered to have the DARK ANGELS keyword for the purpose of using Dark Angels Stratagems.

Warlord Traits
If your WARLORD is a CHARACTER model from a Dark Angels successor Chapter, you can use the Dark Angels Warlord Traits table to determine what Warlord Trait they have. Replace the DARK ANGELS keyword in all instances in that Warlord Trait (if any) with the name of your Character’s successor Chapter.

Chapter Relics
Dark Angels successor Chapters have access to Special-issue Wargear Relics; Relics of the Rock cannot be given to a CHARACTER model from a successor Chapter unless you use the Honoured by the Rock Stratagem.

Psychic Powers
PSYKER models from Dark Angels successor Chapters can know psychic powers from the Interromancy discipline in the same manner as PSYKER models in DARK ANGELS Detachments. When such a model uses one of these psychic powers, replace the DARK ANGELS keyword in all instances (if any) with the name of your Successor Chapter.

Chapter Approved Rules
All units from Dark Angels successor Chapters are considered to have the DARK ANGELS keyword for the purpose of using the Chapter Approved rules.

Datasheets
With the exception of named characters, you can nominate any DARK ANGELS units in your army to be from a Dark Angels successor Chapter. If you do, replace the DARK ANGELS keyword in every instance on its datasheet with the name of your chosen successor Chapter. For example, if you include an Interrogator-Chaplain in your army, and you decide it is from the ANGELS OF ABSOLUTION Chapter, its DARK ANGELS keyword becomes ANGELS OF ABSOLUTION and its Spiritual Leader ability reads ‘While a friendly ANGELS OF ABSOLUTION CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.’

Crusade Rules
If you have a Dark Angels Successor Chapter, then for the purposes of using any Dark Angels Crusade Rules, you can replace the DARK ANGELS keyword in all instances with the name of your Successor Chapter. Legendary Crusade Relics can never be given to a CHARACTER from a Dark Angels successor chapter.

Sons of the Lion

Much like their Primarch, the Dark Angels have a long history of being tactically astute, able to persecute their wars on any front with the appropriate application of their warriors and specialist wings.

Units with this ability have the following abilities, which are described below: Speed of the Raven; Fire Discipline; Implacable.

Speed of the Raven: While the Devastator Doctrine is active for your army:
  • Add 3" to the Move characteristic of RAVENWING models from your army.
  • RAVENWING units from your army are eligible to shoot with in a turn in which they Advanced. Each time a model in that unit makes a ranged attack in a turn in which it Advanced, that attack suffers the penalty incurred to the hit roll as if firing an Assault weapon.

Fire Discipline: While the Tactical Doctrine is active for your army, INFANTRY models from your army (excluding DEATHWING models) can make attacks with Rapid Fire and Assault weapons (excluding Blast weapons) while within Engagement Range of enemy units, but must target an enemy unit that is within Engagement Range of its own unit when they do so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit, and while it is making such an attack, it has a Ballistic Skill characteristic of 5+.

Implacable: While the Assault Doctrine is active for your army, each time a DEATHWING INFANTRY or DEATHWING Dreadnought model from your army makes a melee attack against a CHARACTER unit or unit that contains any models with a Wounds characteristic of 8 or more, you can re-roll the wound roll.

1st Company

When a large Deathwing force goes to war it is a nigh on unstoppable force, utterly resolved to accomplish its mission no matter the obstacles.


2nd Company

The Ravenwing are fearsome and daring hunters, relentless in the pursuit and furious in the assault. When they commit to the field as a company, few can outmanoeuvre them.

Deathwatch Detachment Rules

A DEATHWATCH Detachment is one that only includes models with the DEATHWATCH keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.

If every unit from your army (excluding UNALIGNED units) has the DEATHWATCH keyword, then every unit that has the Combat Doctrines ability and is in a Deathwatch Detachment gains the Mission Tactics ability, below.

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.

Do not use the rules in Codex: Space Marines to determine which combat doctrine is active for your army during each battle round. Instead, at the start of each battle round, select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. The combat doctrine you select is active for your army until the end of that battle round.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Imperial Fists Detachment Rules

In this section you’ll find rules for Battle-forged armies that include IMPERIAL FISTS Detachments – that is, Detachments that only include IMPERIAL FISTS units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Legacy of Dorn ability so long as, with the exception of UNALIGNED units, every unit from your army is an IMPERIAL FISTS unit or every unit from your army is from the same Imperial Fists successor Chapter.

Legacy of Dorn

The Imperial Fists are peerless siegers, demonstrating an uncanny knack for identifying and exploiting the weak spots of enemy vehicles and fortifications.

Whilst the Devastator Doctrine is active, each time a model with this ability makes an attack with a Heavy weapon against a VEHICLE or BUILDING unit, if that attack has a Strength characteristic of 7 or more, add 1 to the Damage characteristic of that attack.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Crimson Fists are a known successor of the Imperial Fists). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Imperial Fists, the following rules apply:

Warlord Traits
If your Warlord is a CHARACTER model from an Imperial Fists successor Chapter (other than CRIMSON FISTS), you can use the Imperial Fists Warlord Traits table opposite to determine what Warlord Trait they have. Replace the IMPERIAL FISTS keyword in all instances in that Warlord Trait (if any) with your WARLORD’s <CHAPTER> keyword. CRIMSON FISTS Warlords instead have access to the Crimson Fists Warlord Traits.

Chapter Relics
Imperial Fists successor Chapters have access to the Special-issue Wargear Relics; Relics of the Fists cannot be given to a CHARACTER model from a successor Chapter other than Crimson Fists unless you use the Champion of Blades Stratagem.

Stratagems
All units from Imperial Fists successor Chapters are considered to have the IMPERIAL FISTS keyword for the purpose of using Imperial Fists Stratagems.

Psychic Powers
LIBRARIAN models from Imperial Fists successor Chapters can know psychic powers from the Geokinesis discipline in the same manner as LIBRARIAN models in IMPERIAL FISTS Detachments. When such a model uses one of these psychic powers, replace the IMPERIAL FISTS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Iron Hands Detachment Rules

In this section you’ll find rules for Battle-forged armies that include IRON HANDS Detachments – that is, Detachments that only include IRON HANDS units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Calculated Fury ability so long as, with the exception of UNALIGNED units, every unit from your army is an IRON HANDS unit or every unit from your army is from the same Iron Hands successor Chapter (see below).

Calculated Fury

The Iron Hands advance machine-like into battle. They are without mercy, and wage war with cold logic and calculated fury.

Whilst the Devastator Doctrine is active, models with this ability do not suffer the penalty for moving and firing Heavy weapons. In addition, whilst the Devastator Doctrine is active, when resolving an attack made with a Heavy weapon by a model with this ability, re-roll a hit roll of 1.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Red Talons Chapter is a known successor of the Iron Hands). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Iron Hands, the following rules apply:

Warlord Traits
If your WARLORD is a CHARACTER model from an Iron Hands successor Chapter, you can use the Iron Hands Warlord Traits table to determine what Warlord Trait they have. Replace the IRON HANDS keyword in all instances in that Warlord Trait (if any) with your WARLORD’s <CHAPTER> keyword.

Chapter Relics
Iron Hands successor Chapters have access to the Special-issue Wargear Relics; Relics of Medusa cannot be given to a CHARACTER model from a successor Chapter unless you use the Bequeathed by the Iron Council Stratagem.

Stratagems
All units from Iron Hands successor Chapters are considered to have the IRON HANDS keyword for the purpose of using Iron Hands Stratagems.

Psychic Powers
LIBRARIAN models from Iron Hands successor Chapters can know psychic powers from the Technomancy discipline in the same manner as LIBRARIAN models in IRON HANDS Detachments. When such a model uses one of these psychic powers, replace the IRON HANDS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Raven Guard Detachment Rules

In this section you’ll find rules for Battle-forged armies that include RAVEN GUARD Detachments – that is, Detachments that only include RAVEN GUARD units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Surgical Strikes ability so long as, with the exception of UNALIGNED units, every unit from your army is a RAVEN GUARD unit or every unit from your army is from the same Raven Guard successor Chapter (see below).

Surgical Strikes

The warriors of the Raven Guard spring their ambushes with perfect timing and coordination to eliminate the enemy’s command structure.

Whilst the Tactical Doctrine is active, when resolving an attack made by a model with this ability against a CHARACTER unit, you can add 1 to hit rolls and wound rolls.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Revilers Chapter is a known successor of the Raven Guard). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is
a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Raven Guard, the following rules apply:

Warlord Traits
If your WARLORD is a CHARACTER model from a Raven Guard successor Chapter, you can use the Raven Guard Warlord Trait table to determine what WARLORD Trait they have. Replace the RAVEN GUARD keyword in all instances in that Warlord Trait (if any) with your WARLORD’s <CHAPTER> keyword.

Chapter Relics
Raven Guard successor Chapters have access to the Special-issue Wargear Relics; Relics of the Ravenspire cannot be given to a CHARACTER model from a successor Chapter unless you use the Token of Brotherhood Stratagem.

Stratagems
Units from Raven Guard successor Chapters are considered to have the RAVEN GUARD keyword for the purposes of using Raven Guard Stratagems.

Psychic Powers
LIBRARIAN models from Raven Guard successor Chapters can know psychic powers from the Umbramancy discipline in the same manner as LIBRARIAN models in RAVEN GUARD Detachments. When such a model uses one of these psychic powers, replace the RAVEN GUARD keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Salamanders Detachment Rules

In this section you’ll find rules for Battle-forged armies that include SALAMANDERS Detachments – that is, Detachments that only include SALAMANDERS units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Promethean Cult ability so long as, with the exception of UNALIGNED units, every unit from your army is a SALAMANDERS unit or every unit from your army is from the same Salamanders successor Chapter.

Promethean Cult

The Salamanders and their successor Chapters adhere to the teachings of Vulkan and his codes of battle, displaying a remarkable affinity for weapons that burn the foe to ashes in a blast of searing heat.

Whilst the Tactical Doctrine is active, when resolving an attack made with a flame weapon or melta weapon by a model with this ability, add 1 to the wound roll.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known. If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Salamanders, the following rules apply:

Warlord Traits
If your WARLORD is a CHARACTER model from a Salamanders successor Chapter, you can use the Salamanders Warlord Traits table below to determine what Warlord Trait they have. Replace the SALAMANDERS keyword in all instances in that Warlord Trait (if any) with your WARLORD’s <CHAPTER> keyword.

Chapter Relics
Salamanders successor Chapters have access to the Special-issue Wargear Relics; Relics of Nocturne cannot be given to a CHARACTER model from a successor Chapter unless you use the Trust of Prometheus Stratagem.

Stratagems
All units from Salamanders successor Chapters are considered to have the SALAMANDERS keyword for the purpose of using Salamanders Stratagems.

Psychic Powers
LIBRARIAN models from Salamanders successor Chapters can know psychic powers from the Promethean discipline in the same manner as LIBRARIAN models in SALAMANDERS Detachments. When such a model uses one of these psychic powers, replace the SALAMANDERS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Space Wolves Detachment Rules

A SPACE WOLVES Detachment is one that only includes models with the SPACE WOLVES keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.

Savage Fury

In the maelstrom of battle, the Space Wolves crash head first into enemy lines, their blades rising and falling in red arcs. All those who would oppose them are left bloodied and broken in their wake.

While the Assault Doctrine is active for your army, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

A Space Wolves successor Chapter is one for which the Space Wolves are their First Founding Chapter. You can find out more information on successor Chapters, and how to determine if your Chapter is a successor of the Space Wolves, in Codex: Space Marines. If your Chapter is a successor of the Space Wolves, the following rules apply.

Detachment Abilities
If you have a Space Wolves successor Chapter, then for the purposes of using any Space Wolves Detachment rules, you can replace the SPACE WOLVES keyword in all instances with the name of your chosen successor Chapter.

Stratagems
All units from Space Wolves successor Chapters are considered to have the SPACE WOLVES keyword for the purpose of using Space Wolves Stratagems.

Warlord Traits
If your WARLORD is a CHARACTER model from a Space Wolves successor Chapter, you can use the Space Wolves Warlord Traits table to determine what Warlord Trait they have. Replace the SPACE WOLVES keyword in all instances in that Warlord Trait (if any) with the name of the successor Chapter from which that CHARACTER is drawn.

Sagas
If a CHARACTER from a Space Wolves successor Chapter has a Space Wolves Warlord Trait, they will gain the associated Deed and Saga. Replace the SPACE WOLVES keyword in all instances in that Deed and Saga (if any) with the name of the successor Chapter from which that CHARACTER is drawn.

Chapter Relics
Space Wolves successor Chapters have access to Special-issue Wargear Relics; Relics of the Fang cannot be given to a CHARACTER model from a successor Chapter unless you use the A Trophy Bestowed Stratagem.

Psychic Powers
PSYKER models from Space Wolves successor Chapters can know psychic powers from the Tempestas discipline in the same manner as PSYKER models in SPACE WOLVES Detachments. When such a model uses one of these psychic powers, replace the SPACE WOLVES keyword in all instances (if any) with the name of the successor Chapter from which that PSYKER is drawn.

Chapter Approved Rules
All units from Space Wolves successor Chapters are considered to have the SPACE WOLVES keyword for the purpose of using the Chapter Approved rules.

Crusade Rules
If you have a Space Wolves successor Chapter, then for the purposes of using any Space Wolves Crusade rules, you can replace the SPACE WOLVES keyword in all instances with the name of your successor Chapter. Legendary Crusade Relics can never be given to a model from a Space Wolves successor Chapter.

Datasheets
With the exception of named characters, you can nominate any SPACE WOLVES units from your army to be from a Space Wolves successor Chapter. If you do, replace the SPACE WOLVES keyword in every instance on its datasheet with the name of your chosen successor Chapter. For example, if you include a Wolf Lord on Thunderwolf in your army, and you decide it is from the Wolfspear Chapter, its SPACE WOLVES keyword becomes WOLFSPEAR and its Rites of Battle ability reads ‘While a friendly WOLFSPEAR CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

Ultramarines Detachment Rules

In this section you’ll find rules for Battle-forged armies that include ULTRAMARINES Detachments – that is, Detachments that only include ULTRAMARINES units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Scions of Guilliman ability so long as, with the exception of UNALIGNED units, every unit from your army is an ULTRAMARINES unit or every unit from your army is from the same Ultramarines successor Chapter (see below).

Scions of Guilliman

The Ultramarines and their successor Chapters are strict adherents to the teachings of the Codex Astartes, and as such they typically adopt a flexible combat style that emphasises manoeuvrability without sacrificing firepower.

Whilst the Tactical Doctrine is active, models with this ability that moved in your Movement phase, but did not Advance or Fall Back, can make attacks with ranged weapons in the following Shooting phase as if their unit had remained stationary this turn.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Mortifactors Chapter is a known successor of the Ultramarines). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Ultramarines, the following rules apply:

Warlord Traits
If your WARLORD is a CHARACTER model from an Ultramarines successor Chapter, you can use the Ultramarines Warlord Traits table opposite to determine what Warlord Trait they have. Replace the ULTRAMARINES keyword in all instances in that Warlord Trait (if any) with your Warlord’s <CHAPTER> keyword.

Chapter Relics
Ultramarines successor Chapters have access to the Special-issue Wargear Relics; Relics of Macragge cannot be given to a CHARACTER model from a successor Chapter unless you use the Honoured by Macragge Stratagem.

Stratagems
All units from Ultramarines successor Chapters are considered to have the ULTRAMARINES keyword for the purpose of using Ultramarines Stratagems.

Psychic Powers
LIBRARIAN models from Ultramarines successor Chapters can know psychic powers from the Indomitus discipline in the same manner as LIBRARIAN models in ULTRAMARINES Detachments. When such a model uses one of these psychic powers, replace the ULTRAMARINES keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

White Scars Detachment Rules

In this section you’ll find rules for Battle-forged armies that include WHITE SCARS Detachments – that is, Detachments that only include WHITE SCARS units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Devastating Charge ability so long as, with the exception of UNALIGNED units, every unit from your army is a WHITE SCARS unit or every unit from your army is from the same White Scars successor Chapter (see below).

Devastating Charge

The White Scars favour shock assaults, crashing into the enemy with overwhelming force. They are experts at using this high-speed impact to drive their blades home with devastating force and decapitate their prey.

Whilst the Assault Doctrine is active, when resolving an attack made with a melee weapon by a model with this ability in a unit that made a charge move or performed a Heroic Intervention this turn, add 1 to the Damage characteristic of that weapon for that attack.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should decide which of the aforementioned First Founding Chapters it is a successor of.

If the successor Chapter you have chosen is one established in the background of our publications, its founding Chapter will often be known (for example, the Storm Lords Chapter is a known successor of the White Scars). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the White Scars, the following rules apply:

Warlord Traits
If your WARLORD is a CHARACTER model from a White Scars successor Chapter, you can use the White Scars Warlord Trait table to determine what Warlord Trait they have. Replace the WHITE SCARS keyword in all instances in that Warlord Trait (if any) with your WARLORD’s <CHAPTER> keyword.

Chapter Relics
White Scars successor Chapters have access to the Special-issue Wargear Relics; Relics of Chogoris cannot be given to a CHARACTER model from a successor Chapter unless you use the Gift of the Khans Stratagem.

Stratagems
Units from White Scars successor Chapters are considered to have the WHITE SCARS keyword for the purposes of using White Scars Stratagems.

Psychic Powers
LIBRARIAN models from White Scars successor Chapters can know psychic powers from the Stormspeaking discipline in the same manner as LIBRARIAN models in WHITE SCARS Detachments. When such a model uses one of these psychic powers, replace the WHITE SCARS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

Relic Bearers

Each Crusade Fleet maintains its own Reclusiam, filled with potent holy relics of the Black Templars. Upon swearing their vows on the eve of battle, a Black Templars squad may be granted the honour of bearing a relic on the battlefield, demonstrating their devotion to the Emperor and to the destruction of his foes.

If your army includes any BLACK TEMPLARS CHAPLAIN units, you can use the upgrades listed below.
  • For each BLACK TEMPLARS INFANTRY or BLACK TEMPLARS BIKER unit (excluding CHARACTER units) from your army, you can select one upgrade from the list below to give that unit.
  • Each upgrade in your army must be unique.
  • Once selected, that upgrade must be allocated to one model in that unit, and that model gains the abilities listed. This model should be distinctive from others in the unit, and before each battle you should make it clear to your opponent which model has the upgrade.

Designer’s Note: Using components from the Black Templars Upgrade Frame is a perfect way to distinguish your Relic Bearers models.

Each time you upgrade a unit in this way, its Power Rating is increased, as shown in the table below, and it gains the RELIC BEARERS keyword. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

A Crusade force cannot start with any units upgraded in this way - to include one in a Crusade force, you must use the Relic Bearers Requisition.

Light of the Emperor’s Grace

This elaborate lantern casts a wan light over the bearer and his allies, fortifying them and driving back the darkness.

  • Add 1 to the Leadership characteristic of models in this unit.
  • This model has the following ability: Light of the Emperor’s Grace (Aura): While an enemy PSYKER unit is within 12" of this model, subtract 1 from Psychic tests taken for that unit.

Sigismund’s Seal

This sheet of paper-thin adamantine is inscribed with an oath of moment taken by Sigismund under the gaze of the Emperor himself.

At the start of the first battle round, select one enemy unit that is on the battlefield. Until the end of the battle, each time a melee attack is made by this model’s unit against that enemy unit, you can re-roll the hit roll and you can re-roll the wound roll.

Holy Orb

Each holy orb is a masterpiece, combining explosives with sacred unguents. When thrown, the orb explodes, superheating the unguents into a cloud of scalding incense. Unbelievers who inhale this are sent into a paroxysm of agony, while they contemplate their many sins.

Once per battle, in your Shooting phase, you can select one enemy unit that is within 6" of and visible to this model.
  • Roll one D6: on a 2+, that unit suffers D3 mortal wounds.
  • Until the end of the turn, that unit is not eligible to fight until after all eligible units from your army have done so.

The Crux Obsidian

This shoulder pad and the carved Chapter emblem it bears symbolise the spirit of the eternal crusade. To wear it upon your armour is to be an avatar of the unbreakable will of the undying Emperor.

Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Fist of Balthus

This power fist was worn by Brother Balthus, martyred even as he crushed the life from the Daemon Prince Angorakh the Red Herald. Angorakh’s acidic ichor still marks the metal of this weapon, but its strikes are undiminished.

Model with power fist only, The Fist of Balthus replaces a power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fist of Balthus
Fist of Balthus
Melee
Melee
x2
-3
3

Beastpyre

Reconstructed from a flamer recovered from the ruins of the Temple of the Emperor Ascendant on Armageddon, this weapon has been lovingly reworked to bring purifying flame to the Emperor’s foes once more.

Model with flamer or pyreblaster only. Beastpyre replaces this model’s flamer or pyreblaster and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Beastpyre
Beastpyre
15"
Assault D6
6
-2
1
Abilities: Blast. Each time an attack is made with this weapon, that attack automatically hits the target.

Icon of Heinmann

Castellan Heinmann was martyred at the climax of the Donian Crusade. This icon, worn upon his backpack, symbolized his obstinacy and refusal to fall until his task was complete.

Each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to this model, that attack has an Armour Penetration characteristic of 0 instead.

Bones of Mordred

This rough-hewn wooden case contains the hand bones of Mordred, previous Reclusiarch of the Chapter. Those who bear them feel their strikes infused with Mordred’s righteous wrath.

Each time this model makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Rites of Initiation

If your army is Battle-forged, when mustering your army, you can upgrade any of the following units (excluding named characters) in DARK ANGELS Detachments in your army to become members of the Deathwing:

CAPTAIN
PRIMARIS LIEUTENANT equipped with storm shield
DREADNOUGHT
LAND RAIDER
REPULSOR or REPULSOR EXECUTIONER
STORMRAVEN GUNSHIP
TRANSPORT unit that can transport TERMINATOR models

Each time you upgrade one of these units, it gains the DEATHWING keyword and its Power Rating is increased as shown in the table below. If you are playing a matched play game, or a game that otherwise uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

In a Crusade force, a unit can only be upgraded to become part of the DEATHWING by using this ability when it is added to your Order of Battle, and only if this upgrade would not cause your total Power Level to exceed your Crusade forces Supply Limit. If a unit is so upgraded, make a note of it on its Crusade card.

RITES OF INITIATION
UNITPOWERPOINTS
CAPTAIN+1+15
PRIMARIS LIEUTENANT equipped with storm shield+1+10
DREADNOUGHT+1+10
LAND RAIDER+1+5
REPULSOR or REPULSOR EXECUTIONER+1+5
STORMRAVEN GUNSHIP+1+5
TRANSPORT unit that can transport TERMINATOR models+1+5

The Lost

If your army is Battle-forged, then when mustering your army, you can upgrade up to one CAPTAIN and up to two LIEUTENANT units (excluding named characters) in Blood Angels Detachments in your army to be inducted into the DEATH COMPANY.

Each time you do so, that unit gains the Death Company keyword and the Power Rating of that unit is increased as shown in the table below. If you are playing a matched play game, or a game that otherwise uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

THE LOST
UNITPOWERPOINTS
CAPTAIN+1+15
LIEUTENANT+1+5

The following apply to models in units inducted into the Death Company.
  • A model inducted into the Death Company gains the Black Rage and Death Visions abilities.
  • A model inducted into the Death Company cannot be your WARLORD, and cannot be given any other Chapter Command upgrades.
  • A CAPTAIN model inducted into the Death Company has its Rites of Battle ability replaced with the following ability: ‘Rites of Rage (Aura): While a friendly DEATH COMPANY CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’
  • A LIEUTENANT model inducted into the Death Company must replace its Tactical Precision ability with the following ability: ‘Tactical Aggression (Aura): While a friendly DEATH COMPANY CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.’
  • DEATH COMPANY CHARACTER units are excluded from the Company Command rule. This means, for example, a Detachment can include both one DEATH COMPANY CAPTAIN unit and one other CAPTAIN unit.
In a Crusade force, a model cannot be upgraded in this manner. The Crusade rules instead provide an alternate journey in which these models can be inducted into the Death Company.

Kill Team Specialisms

If your army is Battle-forged and includes any DEATHWATCH Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any KILL TEAM units from your army to have a Specialism. If you have a Crusade force, it is also possible for some CHARACTER units to gain a Specialism as described here.

Each time you upgrade one of the aforementioned units, you must select the Specialism it will have. Its Power Rating is increased, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

SPECIALISMS
SPECIALISMPOWERPOINTS
Aquila+1+15
Dominatus+1+20
Furor+2+30
Malleus+2+30
Purgatus+1+20
Venator+1+20

Each time you upgrade a unit to have a Specialism, it gains a keyword that matches its Specialism and the associated ability below. These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.

With the exception of KILL TEAM CASSIUS (see below), a Crusade force cannot start with any units upgraded in this manner - to include one in a Crusade force, you must use the Kill Team Specialism Requisition.

An army (and a Crusade army) cannot contain more than one KILL TEAM unit with the same Specialism (e.g. an army cannot contain two VENATOR KILL TEAM units or two DOMINATUS KILL TEAM units), with the exception of units upgraded using the Masters of the Specialisms rules.

Kill Team Cassius

If your army is Battle-forged and includes KILL TEAM CASSIUS as part of any DEATHWATCH Detachment (excluding Auxiliary Support Detachments), that unit is upgraded to have the Aquila Specialism, even if this would cause your army to contain more than one unit with the same Kill Team Specialism. This upgrade does not increase the Power Rating or points value of that unit, and does not prevent you from upgrading another unit to have the Aquila Specialism.

Aquila

Aquila Kill Teams are equipped to handle varied or unknown horrors with a measured and strategically versatile response.

After selecting a Battlefield Role for the purposes of the Xenos Hunters Chapter Tactic for your army, select one additional Battlefield Role. Until the end of the battle, each time a model in this unit makes an attack against an enemy unit with either of the selected Battlefield Roles, re-roll a wound roll of 1.

Venator

Venator Kill Teams employ tactics to combat agile foes, balancing speed with heavy firepower to scythe them down.

  • Each time a model in this unit makes an attack against an enemy unit with the Fast Attack or Flyer Battlefield Role, re-roll a wound roll of 1.
  • If you selected the Fast Attack or Flyer Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Malleus

Charged with the sundering of xenos war engines and hulking alien monsters, Malleus Kill Teams are also bulwarks of defence.

  • Each time a model in this unit makes an attack against an enemy unit with the Heavy Support, Lord of War or Dedicated Transport Battlefield Role, re-roll a wound roll of 1.
  • If you selected the Heavy Support, Lord of War or Dedicated Transport Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Dominatus

If the enemy rely upon specialist forces of their own, a Dominatus Kill Team will counter their strengths with expert optimisation.

  • Each time a model in this unit makes an attack against an enemy unit with the Elites Battlefield Role, re-roll a wound roll of 1.
  • If you selected the Elites Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Furor

Furor Kill Teams specialise in destroying foes that seek to overwhelm the Deathwatch with sheer weight of numbers.

  • Each time a model in this unit makes an attack against an enemy unit with the Troops Battlefield Role, re-roll a wound roll of 1 for that attack.
  • If you selected the Troops Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Purgatus

Indomitable in heart and mind, Purgatus Kill Teams specialise in slaying the cunning and horrific leaders of a xenos host.

  • Each time a model in this unit makes an attack against an enemy unit with the HQ Battlefield Role, re-roll a wound roll of 1.
  • If you selected the HQ Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Creating Kill Teams

When you are mustering your army, or adding a unit to your Order of Battle, you can create a KILL TEAM unit. A KILL TEAM unit can be comprised of models from several different ADEPTUS ASTARTES datasheets, as described below. You can add any number of KILL TEAM units to your army, subject to the usual restrictions. Each KILL TEAM unit has the Troops Battlefield Role.

CREATING A KILL TEAM
A KILL TEAM unit includes between 5 and 10 models. Below you will find details of the four different KILL TEAM units available. Each will specify which models, and how many of each model, can be included in that KILL TEAM unit.

WARGEAR
A model included in a KILL TEAM unit can be equipped with any of the wargear listed for that model under the wargear options on its original datasheet. For the purposes of wargear options, any option that requires a minimum number of models in the unit will require that number of models of that type to be included in the unit (e.g. one model can be equipped with an Astartes grenade launcher for every 5 Intercessors or Intercessor Sergeant in this unit, not for every 5 models of any type).

ABILITIES
All KILL TEAM units have the Mixed Unit ability.

A model in a KILL TEAM unit retains any abilities that applied to that model on its original datasheet. If a model in a KILL TEAM unit has an ability on their original datasheet that requires every model in the unit to have that ability in order to be able to use it, then they can only use that ability if every model in their KILL TEAM unit has that ability.

Example: Elliot creates a Proteus Kill Team unit that contains 1 Watch Sergeant, 4 Deathwatch Veterans and 5 Deathwatch Terminators. Before this unit is set up, Elliot uses the Combat Squads ability to create one unit containing the Watch Sergeant and 4 Deathwatch Veterans, and another containing 5 Deathwatch Terminators. This unit of 5 Deathwatch Terminators can be set up using the Teleport Strike ability because, after using the Combat Squads ability, all of the models in the new unit have the Teleport Strike ability.

KEYWORDS
Models in KILL TEAM units do not retain any keywords from their original datasheet. Instead, KILL TEAM units have the following Faction keywords: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH.

The entry for each KILL TEAM unit will detail any keywords that unit has, as well as any other keywords gained while that unit contains certain models.

POWER RATING
Each KILL TEAM unit will give instructions on how to calculate that unit’s Power Rating. This will start at a fixed value, and then vary depending on which additional models have been included in that KILL TEAM unit.

Example: Elliot wants to create a Fortis Kill Team unit to add to his Order of Battle. To do this he must calculate the unit’s Power Rating. Elliot’s unit contains 1 Intercessor Sergeant model, 4 Intercessor models, 2 Assault Intercessor models, 2 Outrider models and 1 Hellblaster model. This unit starts with a Power Rating of 6 for the Intercessor Sergeant model and 4 Intercessor models. Elliot then adds 2 to the Power Rating for the 2 Assault Intercessor models, 4 for the 2 Outriders models and 2 for the Hellblaster model. The Power Rating of this Kill Team unit is therefore 14 (6+2+4+2).

Proteus Kill Team

The sheer versatility of their weapon loadout, coupled with their durability and manoeuvrability, make it little wonder that Proteus Kill Teams have worked miraculous feats of arms on countless hostile worlds over the course of the Imperium’s history.

A PROTEUS KILL TEAM contains: 1 Watch Sergeant; 4 Deathwatch Veterans (see Deathwatch Veterans). You can add any 5 of the following models to this unit:

ABILITIES
The following change to one ability applies:
  • Veteran Bikers can only use the Turbo-boost ability if their unit only contains Veteran Biker models (such as after using the Combat Squads ability).

KEYWORDS
A PROTEUS KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, KILL TEAM, PROTEUS.

In addition, the unit can gain the following keywords:
  • While a PROTEUS KILL TEAM unit contains any Vanguard Veterans, it has the MELTA BOMBS keyword. While a PROTEUS KILL TEAM unit only contains Vanguard Veterans with jump packs, it also has the FLY keyword.
  • While a PROTEUS KILL TEAM unit only contains Deathwatch Terminators, it has the TERMINATOR keyword.
  • While a PROTEUS KILL TEAM unit only contains Veteran Bikers, it has the BIKER keyword and loses the INFANTRY keyword.

POWER RATING
A PROTEUS KILL TEAM has a Power Rating of 7. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Deathwatch Veteran (+1 Power Rating per model)
  • Deathwatch Terminator (+2 Power Rating per model)
  • Veteran Biker (+2 Power Rating per model)
  • Vanguard Veteran (+2 Power Rating per model)

Fortis Kill Team

Further refined from Watch Master Mordelai’s original concept, Fortis Kill Teams exemplify the supreme adaptability of the Tacticus variant of Mk X power armour, seamlessly merging a variety of close support roles and deadly firepower.

A FORTIS KILL TEAM contains: 1 Intercessor Sergeant; 4 Intercessors (see Intercessor Squad). You can add any 5 of the following models to this unit:

WARGEAR OPTIONS
A FORTIS KILL TEAM has the following additional wargear options:
  • Any Intercessor or Intercessor Sergeant can have their bolt rifle replaced with one of the following: 1 auto bolt rifle; 1 stalker bolt rifle.
  • Any Hellblaster can have their plasma incinerator replaced with one of the following: 1 assault plasma incinerator; 1 heavy plasma incinerator.

ABILITIES
The following changes to two abilities apply:
  • The Devastating Charge ability only applies to Outriders in this unit.
  • Outriders can only use the Turbo-boost ability if their unit only contains Outriders (such as after using the Combat Squads ability).

KEYWORDS
A FORTIS KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, PRIMARIS, KILL TEAM, FORTIS.

In addition, the unit can gain the following keywords:
  • While a FORTIS KILL TEAM only contains Outriders, it has the BIKER keyword and loses the INFANTRY keyword.

POWER RATING
A FORTIS KILL TEAM has a Power Rating of 6. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Intercessor (+1 Power Rating per model)
  • Assault Intercessor (+1 Power Rating per model)
  • Outrider (+2 Power Rating per model)
  • Hellblaster (+2 Power Rating per model)

Indomitor Kill Team

Comprising warriors wearing the heavier Gravis variant of Mk X, Indomitor Kill Teams are mobile bastions capable of unleashing the firepower of a squadron of battle tanks. Before them, hordes of xenos and monstrous beasts alike are torn apart.

An INDOMITOR KILL TEAM contains: 1 Heavy Intercessor Sergeant; 4 Heavy Intercessors (see Heavy Intercessor Squad). You can add any 5 of the following models to this unit:

WARGEAR OPTIONS
An INDOMITOR KILL TEAM has the following additional wargear options:
  • Any Heavy Intercessor or Heavy Intercessor Sergeant can have their heavy bolt rifle replaced with one of the following: 1 hellstorm bolt rifle; 1 executor bolt rifle.
  • Any Aggressor can have their 2 flamestorm gauntlets repalced with: 2 auto boltstorm gauntlets and 1 fragstorm grenade launcher.
  • Any Inceptor can have their 2 assault bolters replaced with 2 plasma exterminators.
  • Any Eradicator can have their melta rifle replaced with 1 heavy melta rifle.

ABILITIES
The following change to one ability applies:
  • Only Eradicators in this unit can shoot twice when this unit uses the Total Obliteration ability.

KEYWORDS
An INDOMITOR KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, PRIMARIS, MK X GRAVIS, KILL TEAM, INDOMITOR.

In addition, the unit can gain the following keywords:
  • While an INDOMITOR KILL TEAM unit only contains Inceptors, it has the FLY keyword.

POWER RATING
An INDOMITOR KILL TEAM has a Power Rating of 9. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Heavy Intercessor (+2 Power Rating per model)
  • Aggressor (+2 Power Rating per model)
  • Inceptor (+2 Power Rating per model)
  • Eradicator (+3 Power Rating per model)

Spectrus Kill Team

Sinister, silent and all but invisible until they strike, Spectrus Kill Teams are adept in inflicting death from both near and far. Clad in close-fitting Mk X Phobos battle plate, they specialise in battlefield control and enemy destabilisation.

A SPECTRUS KILL TEAM contains: 1 Infiltrator Sergeant; 4 Infiltrators (see Infiltrator Squad). You can add any 5 of the following models to this unit:

WARGEAR OPTIONS
A SPECTRUS KILL TEAM has the following additional
wargear options:
  • Any Reiver can have their combat blade replaced with 1 bolt carbine.
  • Any Eliminator can have their bolt sniper rifle replaced with 1 las fusil.

ABILITIES
The following changes to three abilities apply:
  • The Omni-scramblers ability only applies while there are any Infiltrators or Infiltrator Sergeants in this unit.
  • The Multi-spectrum Array ability only applies to Incursors in this unit.
  • The Terror Troops ability only applies while there are any Reivers in this unit.

KEYWORDS
A SPECTRUS KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, PHOBOS, PRIMARIS, KILL TEAM, SPECTRUS.

In addition, the unit can gain the following keywords:
  • While a SPECTRUS KILL TEAM contains any Infiltrator or Incursor models, it has the SMOKESCREEN keyword.
  • While a SPECTRUS KILL TEAM contains any Reivers, it has the SHOCK GRENADES keyword.

POWER RATING
A SPECTRUS KILL TEAM has a Power Rating of 8. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Infiltrator (+1 Power Rating per model)
  • Incursor (+1 Power Rating per model)
  • Reiver (+1 Power Rating per model)
  • Eliminator (+ 2 Power Rating per model)

Specialist Detachments

Indomitus Crusaders

Through the actions of brave and determined warriors, the Indomitus Crusade changed the face of the galaxy in the wake of the Great Rift. It lasted over a century, and many of the Primaris Marines that typified its forces became learned veterans of the battlefield over that time.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

INDOMITUS CRUSADERS

Specialist Detachment Stratagem

In the wake of the Great Rift, the Indomitus Crusade battled to retake Imperial worlds plagued by the forces of Chaos.

Use this Stratagem when choosing your army. Pick a Space Marines Detachment from your army to be an Indomitus Crusaders Specialist Detachment. PRIMARIS CAPTAINS, PRIMARIS LIEUTENANTS, PRIMARIS ANCIENTS, INTERCESSOR SQUADS and INCEPTOR SQUADS in that Detachment gain the INDOMITUS CRUSADER keyword.

WARLORD TRAIT
If an INDOMITUS CRUSADER CHARACTER is your WARLORD, you can give them the following Warlord Trait.

GREY SHIELD

During the Indomitus Crusade, this battle-brother served in a unit of Grey Shields. These strike forces were comprised of Space Marines from a range of different Chapters, allowing for a multitude of combat styles to be galvanised as one. Now, leading his own warriors into battle, this warlord is able to employ versatile strategies, switching tactics even in the thick of battle.

Once per battle, at the start of your Movement phase, if your WARLORD is on the battlefield, you can choose for INDOMITUS CRUSADER units in the same Detachment as your Warlord to gain an additional Chapter Tactics until the start of your next turn. Pick the additional Chapter Tactic from the following: Codex Discipline, Lightning Assault, Siege Masters, Righteous Zeal, Forged in Battle, Shadow Masters, The Flesh is Weak, No Matter the Odds.

Until the start of your next turn, friendly INDOMITUS CRUSADERS gain the benefit of that Chapter Tactic in addition to any others they already have. They are considered to have the keyword of the Chapter that Chapter Tactic belongs to for the purposes of resolving that Chapter Tactic.

RELICS OF THE INDOMITUS CRUSADE
If your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an INDOMITUS CRUSADER CHARACTER from your army.

STANDARD OF THE ULTIMA FOUNDING

This banner stood defiant when a daemonic incursion besieged Terra at the birth of the Noctis Aeterna and threatened to crush the Indomitus Crusade even before it had begun. Now, it has been planted into the soil of a hundred worlds, and inspires any veteran of the Indomitus Crusade to fight harder to rid the galaxy of the enemies of Mankind.

PRIMARIS ANCIENT only. Once per battle, at the start of your Movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly INDOMITUS CRUSADER INFANTRY models can re-roll hit rolls of 1 and wound rolls of 1 whilst they are within 6" of the bearer.

STRATAGEMS
If your army includes any Indomitus Crusaders Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

LIBERATORS

Space Marines Stratagem

Liberators of countless systems and planets, vanquishers of the heretical, the daemonic and the degenerate, these warriors are a blade honed in the fires of a hundred battles.

Use this Stratagem at the start of the Fight phase. Pick an INDOMITUS CRUSADER unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attacks inflicts 2 hits on the target instead of 1.

Black Templars Sword Brethren

The veterans of the Black Templars swear mighty oaths to uphold the honour of the Imperium in everything they do. Theirs is an especial hatred for the alien, the psyker and the heretic; they fight like legendary knights of old in their eternal crusade against the darkness.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

SWORD BRETHREN

Specialist Detachment Stratagem

It is the ambition of every Black Templar Initiate to be elevated to the esteemed ranks of the Sword Brethren, for these warrior-knights are the elites of their Chapter.

Use this Stratagem when choosing your army. Pick a BLACK TEMPLARS Detachment from your army to be a Sword Brethren Specialist Detachment. HIGH MARSHAL HELBRECHT, EMPEROR’S CHAMPION, CAPTAINS, COMPANY CHAMPIONS and COMPANY VETERANS in that Detachment gain the SWORD BRETHREN keyword.

WARLORD TRAIT
If a SWORD BRETHREN CHARACTER is your WARLORD, you can give them the following Warlord Trait.

MASTER SWORDSMAN

As a champion of the Feast of Blades, this warlord’s skill in the art of combat is equalled by very few.

Add 1 to your WARLORD’s Attacks characteristic. In addition, each time you roll an unmodified hit roll of 6 for an attack made by your WARLORD in the Fight phase, that attack inflicts 2 hits instead of 1.

RELICS OF THE ETERNAL CRUSADER
If your army includes any Sword Brethren Specialist Detachments, you can give the following relic to a SWORD BRETHREN CHARACTER from your army.

THE HOLY ORB

Created by one of the Chapter’s renowned artificers, this orb is a grenade empowered by the holy wrath of the Emperor and filled in equal measure with high explosives and sacred unguents that burn the faithless with their purity.

The Holy Orb has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Holy Orb
The Holy Orb
6"
Grenade 1
-
-
-
Abilities: You can only use this weapon once per battle. This weapon automatically hits its target (no hit rolls are made). When this weapon hits a target, roll one D6 for every 10 models in the target unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds.

STRATAGEMS
If your army includes any Sword Brethren Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

UPHOLD THE HONOUR OF THE EMPEROR

Black Templars Stratagem

The Black Templars’ faith in the Emperor is so strong they are able to shrug off even the most severe wounds.

Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Until the end of that phase, roll a D6 each time a model in that unit loses a wound. On a 5+, that model does not lose that wound.
2CP

SUFFER NOT THE UNCLEAN TO LIVE

Black Templars Stratagem

With righteous zeal, these warriors vow to vanquish Mankind’s foes in the name of the Holy Emperor.

Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Add 1 to the Attacks characteristic of models in that unit for this phase. In addition, you can re-roll wound rolls for attacks made by that unit until the end of that phase.

Crimson Fists Liberator Strike Force

The liberation of Rynn’s World was gruelling, but those who survived became experts in fighting against the odds – and in teaching their hard-won knowledge to others. The Crimson Fists have sworn to free those Imperial worlds that are crushed under the heel of tyrants and oppressors.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

CRIMSON FISTS LIBERATOR STRIKE FORCE

Specialist Detachment Stratagem

The daemonic siege on Rynn’s World was finally lifted by the arrival of the Indomitus Crusade. The beleaguered Crimson Fists had their ranks bolstered by Primaris veterans of Rogal Dorn’s heritage.

Use this Stratagem when choosing your army. Pick a CRIMSON FISTS Detachment from your army to be a Crimson Fists Liberator Strike Force Specialist Detachment. PRIMARIS CHARACTERS, INTERCESSOR SQUADS, REIVER SQUADS and HELLBLASTER SQUADS in that Detachment gain the LIBERATOR STRIKE FORCE keyword.

WARLORD TRAIT
If a LIBERATOR STRIKE FORCE CHARACTER is your WARLORD, you can give them the following Warlord Trait.

EXPERT INSTRUCTOR

After the decimation of their Chapter, the surviving Crimson Fists were forced to become peerless tutors in order to quickly replenish their numbers with fresh recruits.

Re-roll hit rolls of 1 for friendly LIBERATOR STRIKE FORCE units within 9" of your WARLORD.

RELICS OF RYNN’S WORLD
If your army includes any Crimson Fists Liberator Strike Force Specialist Detachments, you can give the following relic to a LIBERATOR STRIKE FORCE CHARACTER from your army:

THE VENGEFUL ARBITER

Sergeant Ricario Vicentius was a valiant warrior who served at Chapter Master Pedro Kantor’s side during the Battle for Traitor’s Gorge. Although he was eventually slain, it is reported he killed countless Orks despite being mortally wounded himself. After the battle, Chapter Master Kantor ordered the recovery and reissue of his bolt pistol, now named ‘the Vengeful Arbiter’ by his men, and it has served countless brothers from the Chapter since.

Model with bolt pistol only. The Vengeful Arbiter replaces the bearer’s bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Vengeful Arbiter
The Vengeful Arbiter
12"
Pistol 2
5
-1
2
Abilities: Each time an attack made with this weapon hits, you can immediately make one additional hit roll against that target using the same weapon. These bonus hit rolls cannot themselves generate any further hit rolls.

STRATAGEMS
If your army includes any Crimson Fists Liberator Strike Force Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:

1CP

HEROES OF RYNN’S WORLD

Crimson Fists Stratagem

The Crimson Fists strike out at threats upon beleaguered Imperial worlds, liberating them one by one as they did their home planet.

Use this Stratagem at the start of your Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack made by that unit’s ranged weapons, that attack inflicts 2 hits instead of 1.
1CP

PARAGONS OF DORN

Crimson Fists Stratagem

The Crimson Fists Primaris Marines are exemplars of their primogenetor, and they share his discipline under pressure. When they lay down a volley of return fire, their efficiency and speed borders on the supernatural.

Use this Stratagem at the end of an enemy Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army that was targeted by one or more attacks this phase. That unit can immediately shoot as if it were your Shooting phase.

Imperial Fists Siegebreaker Cohort

The Imperial Fists are renowned experts in siege warfare, stubbornly holding the enemy back for months if necessary. Should a foe manage to fight their way through to the outer rings of their defences, the Imperial Fists will collapse their own fortifications to turn them into an inescapable death-trap.

Designer’s Note: If you have created your army using the additional rules found in Codex Supplement: Imperial Fists, you cannot select The Eye of Hypnoth Relic, or the Indomitable Warlord Trait from this Specialist Detachment. They are replaced with a new Relic and a new Warlord Trait with the same names in Codex Supplement: Imperial Fists.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

IMPERIAL FISTS SIEGEBREAKER COHORT

Specialist Detachment Stratagem

Countless fortifications have fallen to the concentrated fury of an Imperial Fists Siegebreaker Cohort.

Use this Stratagem when choosing your army. Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment. CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword.

WARLORD TRAIT
If a SIEGEBREAKER COHORT CHARACTER is your WARLORD, you can give them the following Warlord Trait.

INDOMITABLE

This warlord can never be driven back once he has set his mind to a task. He stands stoic, unrelenting, and inspires his allies to hold fast.

Friendly IMPERIAL FISTS INFANTRY units within 6" of your WARLORD automatically pass Morale tests and receive the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature, unless your WARLORD moved in your previous Movement phase.

RELICS OF PHALANX
If your army includes any Siegebreaker Cohort Specialist Detachments, you can give the following relic to a SIEGEBREAKER COHORT CHARACTER from your army:

THE EYE OF HYPNOTH

The Eye of Hypnoth was presented to the Imperial Fists in late M39 to honour their defence of the forge world Hypnoth against Waaagh! Kromak. This device is a highly sophisticated and long-ranged auspex array; tradition dictates that it is best employed to detect hidden weaknesses in enemy armour and fortifications.

Re-roll wound rolls of 1 for shooting attacks made by friendly SIEGEBREAKER COHORT units within 6" of the bearer.

STRATAGEMS
If your army includes any Siegebreaker Cohort Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

STRUCTURAL DEMOLITION

Imperial Fists Stratagem

With pinpoint accuracy, enemy fortifications are reduced to rubble in moments, crushing those trapped within.

Use this Stratagem after a Building has been destroyed by an attack made by a SIEGEBREAKER COHORT unit from your army. Roll 2D6 instead of 1 for each model that disembarks from that BUILDING. For each roll of 1, a model that disembarked (controlling player’s choice) is slain.
1CP

SEISMIC DEVASTATION

Imperial Fists Stratagem

Under the ferocious barrage of attacks unleashed by the Siegebreaker Cohort, barricades collapse and even armoured vehicles are torn into flaming ruin.

Use this Stratagem at the start of the Shooting phase or Fight phase. Pick a SIEGEBREAKER COHORT unit from your army. Each time you roll an unmodified wound roll of a 6 for an attack made by that unit that targets an enemy VEHICLE that phase, that attack inflicts a mortal wound in addition to its normal damage.

Ravenwing Attack Squadron

The Ravenwing have a duty as hunters, watchmen, explorers and delvers into dark secrets. When they are certain their quarry is near, these Dark Angels follow their killer instincts, running the foe to ground before delivering a swift and final strike.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

ATTACK SQUADRON

Specialist Detachment Stratagem

Dust clouds billow behind the Ravenwing Attack Squadron as it hurtles into battle. Striking swiftly, the 2nd Company huntsmen drive hard into the midst of the enemy.

Use this Stratagem when choosing your army. Pick a DARK ANGELS Detachment from your army to be a Ravenwing Attack Squadron Specialist Detachment. RAVENWING units in that Detachment gain the ATTACK SQUADRON keyword.

WARLORD TRAIT
If an ATTACK SQUADRON CHARACTER is your Warlord, you can give them the following Warlord Trait.

LIGHTNING-FAST REACTIONS

The Ravenwing are renowned for their rapid strikes and this warlord is the living embodiment of that trait. In combat, there are few who can best his speed and skill with a blade.

You can always choose your Warlord to fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have similar abilities, then alternate choosing units to fight with, starting with the player whose turn is taking place.

RELICS OF CALIBAN
If your army includes any Ravenwing Attack Squadron Specialist Detachments, you can give the following relic to an ATTACK SQUADRON CHARACTER in your army:

MONSTER SLAYER OF CALIBAN
Model with power sword, master-crafted power sword, relic blade or executioner relic blade only. The Monster Slayer of Caliban replaces the bearer’s power sword, master-crafted power sword, relic blade or executioner relic blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Monster Slayer of Caliban
Monster Slayer of Caliban
Melee
Melee
+2
-3
2
Abilities: Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, add 1 to that attack’s wound roll.

STRATAGEMS
If your army includes any Ravenwing Attack Squadron Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

SWIFT STRIKE

Dark Angels Stratagem

In a blur of speed, the warriors of a Ravenwing Attack Squadron strike out at the enemy and then escape from their grasp before they have had time to react.

Use this Stratagem in the Fight phase after an ATTACK SQUADRON unit (excluding AIRCRAFT) from your army has fought. That unit can immediately make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead.
1CP

SIGNAL THE ATTACK

Dark Angels Stratagem

As soon as one Attack Squadron has wounded its target, the others in its formation circle like vultures to complete the kill.

Use this Stratagem after an ATTACK SQUADRON unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other ATTACK SQUADRON units from your army that target the same enemy unit this phase.

Space Wolves Stalker Pack

Prowling through the smoke of corpse-strewn battlefields come the Space Wolves Stalker Packs, their eyes glinting gold in the fires of war. When they have the scent of their prey in their nostrils there is no escape, for these are hunters beyond compare, and savage on the attack.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

STALKER PACK

Specialist Detachment Stratagem

From the shadows come Space Wolves Stalker Packs, pursuing their quarry with unwavering ferocity. Once the enemy realises they are being pursued, it is often too late to evade their fate.

Use this Stratagem when choosing your army. Pick a SPACE WOLVES Detachment from your army to be a Stalker Pack Specialist Detachment. BATTLE LEADERS, BLOOD CLAWS and REIVERS in that Detachment gain the STALKER PACK keyword.

WARLORD TRAIT
If a STALKER PACK CHARACTER is your Warlord, you can give them the following Warlord Trait.

SAGA OF THE SAVAGE

Tales are told of this warrior’s bestial fury. Akin to a Fenrisian Wolf alpha, he hunts down his prey before despatching them with brutal efficiency.

Add 1 to the Attacks characteristics all models in a unit affected by this saga if it made a charge move in the same turn.

Deed of Legend: Enemy models lose at least 5 wounds as a result of attacks made by your Warlord’s melee weapons in a single phase.

RELICS OF THE FANG
If your army includes any Stalker Pack Specialist Detachments, you can give the following relic to a STALKER PACK CHARACTER in your army:

IRONFANG OF AMMAGRIMGUL

Forged from iron mined deep within the mountain Ammagrimgul on Fenris, many songs are sung of this artificer weapon and the blood it has spilled in battle with the Emperor’s foes.

Model with power axe only. The Ironfang of Ammagrimgul replaces the bearer’s power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ironfang of Ammagrimgul
Ironfang of Ammagrimgul
Melee
Melee
+1
-2
D3
Abilities: If the wound roll for an attack made by this weapon is an unmodified 6, the target model suffers D3 mortal wounds instead of the normal damage.

STRATAGEMS
If your army includes any Stalker Pack Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

BLOOD SCENT

Space Wolves Stratagem

Once blood has been drawn, the warriors of the Stalker Pack fall upon their enemies like savage wolves, tearing them to pieces.

Use this Stratagem in the Fight phase. Pick an enemy INFANTRY or MONSTER unit that has suffered any casualties, or has any models in it with less than their starting number of wounds. Add 1 to wound rolls for attacks made by STALKER PACK units from your army that target that enemy unit until the end of that phase.
1CP

PACK KILLERS

Space Wolves Stratagem

With the scent of blood in their nostrils, the Stalker Pack first tempt their foe, testing out weaknesses in the enemy lines, before descending with murderous intent.

Use this Stratagem after a STALKER PACK unit makes a charge move. Pick another friendly STALKER PACK unit within 12" of the unit that charged. Until the end of that phase, you can roll 3D6 when making Charge moves with that unit and discard the dice with the lowest score.

Ultramarines Victrix Guard

The Victrix Guard were hand-picked by Roboute Guilliman from the Ultramarines 1st Company to accompany him on his Indomitus Crusade. Across the many battlefields of Vigilus, elements of this veteran formation fought tirelessly at Calgar’s side to earn a legacy of their own.

Designer’s Note: If you have created your army using the additional rules found in Codex Supplement: Ultramarines, you cannot select the Soldiers Blade and The Standard of Macragge Inviolate Relics from this Specialist Detachment. They are replaced with new Relics with the same names in Codex Supplement: Ultramarines.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

VICTRIX GUARD

Specialist Detachment Stratagem

The Victrix Guard are veteran warriors with countless centuries of combat experience between them.

Use this Stratagem when choosing your army. Pick an ULTRAMARINES Detachment from your army to be a Victrix Guard Specialist Detachment. CAPTAINS, ANCIENTS, HONOUR GUARD, VICTRIX HONOUR GUARD, VANGUARD VETERAN SQUADS and STERNGUARD VETERAN SQUADS in that Detachment gain the VICTRIX GUARD keyword.

WARLORD TRAIT
If a VICTRIX GUARD CAPTAIN is your WARLORD, you can give them the following Warlord Trait.

WARDEN OF ULTRAMAR

The title ‘Warden of Ultramar’ is granted to the Captain leading the Victrix Guard. A master of combat, this indomitable and unflinching hero can swiftly spot enemy weaknesses in the heat of battle.

Once per battle, at the start of the Fight phase, this WARLORD can inspire his warriors. When they do, until the end of that phase you can re-roll wound rolls for attacks made by friendly VICTRIX GUARD units whilst they are within 6" of this WARLORD.

RELICS OF ULTRAMAR
If your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a VICTRIX GUARD CHARACTER from your army.

If you have created your army using the additional rules found in Codex Supplement: Ultramarines, you cannot select the Soldiers Blade and The Standard of Macragge Inviolate Relics from this Specialist Detachment. They are replaced with new Relics with the same names in Codex Supplement: Ultramarines.

SOLDIER’S BLADE

This deceptively simple sword has been a treasure of the Ultramarines since the Legion’s founding. Though it contains none of the matterdisruptive technology of a power sword, it can still carve through the thickest plates of ceramite and plasteel with ease. So perfectly forged is this monomolecular-edged blade that is has survived for millennia without ever needing to be sharpened.

Model equipped with power sword, master-crafted power sword, or combat knife only. This Relic replaces a power sword, master-crafted power sword or combat knife and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Soldier’s Blade
Soldier’s Blade
Melee
Melee
+1
-4
2

THE STANDARD OF MACRAGGE INVIOLATE

When the Tyrannic Wars came to the realm of Ultramar, and Hive Fleet Behemoth descended upon Macragge, it was this glorious banner that flew above the swarms of xenos beasts. To all Ultramarines, it represents the unfaltering might of their home world and their Chapter. When an Ultramarine beholds this sacred standard, he is gripped with a sense of unshakeable pride and determination, for he knows that no enemy can match the skills in battle passed down to him and his brothers by their Primarch.

ANCIENT only. Add 1 to the Leadership characteristic of friendly ULTRAMARINES units whilst they are within 12" of the bearer. In addition, add 1 to the Attacks characteristic of friendly VICTRIX GUARD units whilst they are within 6" of the bearer.

STRATAGEMS
If your army includes any Victrix Guard Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

FIGHT LIKE DEMIGODS

Ultramarines Stratagem

A gathering of courageous heroes, the Victrix Guard are more than capable of cutting their way through entire armies of foes.

Use this Stratagem at the start of the Fight phase. Pick a VICTRIX GUARD unit from your army within 6" of a friendly VICTRIX GUARD CAPTAIN. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
3CP

STRIKE FIRST, FOR ULTRAMAR!

Ultramarines Stratagem

As the enemy close in, the Victrix Guard hold their weapons ready to deliver the first blow.

Use this Stratagem at the end of your opponent’s Charge phase. Pick a VICTRIX GUARD unit from your army that was charged this phase, or that performed a Heroic Intervention this phase. That unit can immediately pile in and fight as if it were the Fight phase (doing so does not prevent the unit from being picked to fight in the Fight phase of that turn).

Chapter Tactics

Black Templars: Righteous Zeal

Hot burns the hatred of the Black Templars for the mutant, the witch and the heretic, and bright blazes their faith in the immortal Emperor of Mankind. With furious cries do these crusading warriors hurl themselves into battle against their reviled foes, and with fervent prayers do they shrug off even the most grievous wounds.

  • You can re-roll Advance rolls and charge rolls made for units with this tactic.
  • Each time a model with this tactic would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Blood Angels: Red Thirst

Though they strive to restrain it, the murderous ferocity of the Blood Angels simmers beneath the surface of their thoughts. In battle, this rage drives them towards the foe and lends great strength to their blows.

  • Add 1 to Advance rolls and charge rolls made for units with this tactic.
  • Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.

Crimson Fists: No Matter the Odds

Even when faced with seemingly insurmountable odds, the Crimson Fists emerge bloodied but victorious with bolters roaring.

  • Each time a model with the tactic makes a ranged attack against a unit that contained at least 5 more models than the attacker’s unit when it was selected to shoot, add 1 to that attack’s hit roll. For the purposes of this tactic, VEHICLE models each count as 5 models.
  • Each time a model with this tactic makes an attack with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.

Dark Angels: Grim Resolve

The stalwart descendants of the Lion are renowned for their unshakeable resolve, enduring tenacity and strict fire discipline in battle.

  • Each time a model with this tactic makes an attack, unless that models unit has moved this turn (excluding pile-in and consolidation moves), add 1 to that attack’s hit roll.
  • Each time a Combat Attrition test is taken for a unit with this tactic, it is automatically passed.

Deathwatch: Xenos Hunters

Warriors of the Deathwatch are psycho-conditioned even beyond other Space Marines, rapidly learning about the hundreds of xenos species that threaten Mankind. This, combined with their incredible martial skill and strict discipline, makes them unparalleled xenos hunters; when fighting these enemies they are frighteningly effective.

  • Each time a model with this tactic makes a melee attack against a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit, re-roll a hit roll of 1.
  • After both sides have finished deploying their armies, select one Battlefield Role. Until the end of the battle, each time a model with this tactic makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1.

Flesh Tearers: Fury Within

The Flesh Tearers are possessed of a bloodthirsty recklessness. When controlled and focused, however, this murderous ferocity makes them unstoppable.

Each time a model with this tactic makes a melee attack:
  • If that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
  • On an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault Doctrine if it is active for your army.

Imperial Fists: Siege Masters

The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their enemies from behind heavy ramparts with hails of pinpoint fire.

  • Each time a model with this tactic makes a ranged attack, the target does not recieve the benefits of Light Cover against that attack.
  • Each time a model with this tactic makes attack with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.

Iron Hands: The Flesh is Weak

Most Iron Hands are heavily augmented with ultra-durable cybernetic limbs and organs that render them extremely difficult to kill, while their vehicles have been upgraded with all manner of secret Adeptus Mechanicus technologies that make them incredibly resilient.

  • Each time a model with this tactic would lose a wound, roll one D6: on a 6, that wound is not lost.
  • Models with this tactic whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.

Raven Guard: Shadow Masters

The Raven Guard slip through the shadows, halfseen spectres barely visible to the foe. Enemies blaze away into the gloom with increasing panic, their shots flying wide as the sons of Corax encircle their victims and prepare to level the killing blow. By the time the prey is close enough to direct their fire with any real chance of accuracy, they are caught within the Ravens talons.

  • Each time a ranged attack is made against a unit with this tactic, if the attacker is more than 18" away, then the unit with this tactic is treated as having the benefits of light cover against that attack.
  • Each time a ranged attack is made against an INFANTRY unit with this tactic that is entirely on or within a terrain feature, if the attacker is more than 12" away, then the unit with this tactic is treated as having the benefits of dense cover against that attack.

Salamanders: Forged in Battle

To the Salamanders, war is the anvil upon which their strength is wrought, every battle a test in which to prove themselves and the superior craftsmanship of their weapons and armour.

  • Each time a unit with this tactic is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
  • Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this tactic, that attack has an Armour Penetration characteristic of 0 instead.

Space Wolves: Hunters Unleashed

The Space Wolves train their whole lives for the moment when battle is joined. After a long hunt tensed for the kill, they spring forward to devastating effect.

  • Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attacks hit roll.
  • Units with this tactic are eligible to perform Heroic Interventions as if they were CHARACTERS.

Ultramarines: Codex Discipline

The sons of Guilliman hold the tenets of the Codex Astartes as sacrosanct, its wisdom guiding them to discipline and measured strategic responses even amidst the hottest-burning flames of battle.

  • Add 1 to the Leadership characteristic of models with this tactic.
  • Units with this tactic are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attacks hit roll.

White Scars: Lightning Assault

The White Scars are the Masters of high speed, hit-and-run warfare. Theirs is the fury of the storm, the scent of prey upon the wind. They do battle on the move, wrong-footing their enemies with breakneck manoeuvres and melting away one moment only to crash home like a lightning strike elsewhere the next.

  • Units with this tactic are eligible to declare a charge with in a turn in which they Advanced or Fell Back.
  • Models with this tactic do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced.

Successor Chapter Tactics

If your chosen Chapter does not have an associated Chapter Tactic, you must instead create their Chapter Tactic by selecting rules from the list here. Unless otherwise stated, your Chapter has two Successor Tactics from the following list:

Bolter Fusillades

With rigorous drilling and singular focus, this Chapter trains its battle-brothers to optimise the killing fury of their bolt weaponry and annihilate their enemies in firefights.

Each time a model with this tactic makes a ranged attack with a bolt weapon, re-roll a hit roll of 1.

Born Heroes

Like demigods of war do the champions of this Chapter bestride the battlefield, taking their blades to any foe who dares challenge them and leaving nought but bloodied corpses in their wake.

Each time a model with this tactic makes a melee attack, if that model's unit made a charge move this turn, add 1 to that attack's hit roll.

Duellists

This Chapter prizes skill and precision in close-quarters combat above simple ferocity. Its warriors are deadly combatants, their attacks flowing around their enemies' guard like smoke.

Each time a model with this tactic makes a melee attack against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically wounds the target.

You cannot select this tactic if you have already selected the Whirlwind of Rage tactic.

Fearsome Aspect

Whether through ominous trappings and iconography, deafening vox-amplified war cries or simply the sheer force of their presence, this Chapter's warriors sow terror amongst the enemy ranks.

Units with this tactic have the following ability: 'Fearsome Aspect (Aura): While an enemy unit is within 3" of this unit, subtract 1 from the Leadership characteristic of models in that enemy unit.’

Hungry for Battle

For this Chapter's warriors, all else is but a prelude to the glorious moment in which their warriors' charge crashes home.

Add 1 to Advance rolls and charge rolls made for units with this tactic.

Indomitable

No matter what horrors they face, nor what catastrophic losses they might suffer, this Chapter's warriors stand immovable and fearless before even the most ghastly foe.

Each time a Combat Attrition test is taken for a unit with this tactic, it is automatically passed.

Inheritors of the Primarch

So closely do this Chapter's warriors cleave to the strategic doctrines of their genetic forebears that only their heraldry marks them out as unique from the First Founding Chapter they emulate.

You cannot select this Successor Tactic if you have selected any other Successor Tactic, and if you select this tactic you cannot select a second. Select one of the following Chapters and use the Chapter Tactic of that Chapter as follows: Dark Angels, White Scars, Space Wolves, Imperial Fists, Blood Angels, Iron Hands, Ultramarines, Salamanders or Raven Guard.

Designer's Note: If, in the background of our publications, your Chapter is a known successor of a specific First Founding Chapter, then if you select this Successor Tactic you must select the Chapter Tactic of that First Founding Chapter.

Knowledge is Power

Vast are the data-stacks and Librarius cloisters of this Chapter, and esoteric is the knowledge possessed by its psykers. In battle, they swiftly establish empyric dominance.

Each time a Psychic test or Deny the Witch test is taken for a PSYKER unit with this tactic, re-roll any or all dice results of 1.

Long-range Marksmen

This Chapter's warriors are able to extend the maximum effective range of their firearms through a combination of modified targeting rituals and precision adjustments by their skilled armourers.

Add 3" to the Range characteristic of Rapid Fire and Heavy weapons (excluding Flame weapons) models with this tactic are equipped with.

Master Artisans

Far and wide spreads the fame of this Chapters craftsmen, who fashion the finest masterwork weaponry for their battle-brothers.

Each time a unit with this tactic is selected to shoot or fight, you can re-roll one hit roll when resolving that unit's attacks.

Preferred Enemy

Time and time again, the warriors of this Chapter have faced the same foes. Through bloody defeat and hate-fuelled victory they have learned their enemies' weaknesses well.

When you select this tactic, select one of the following Faction keywords: CHAOS KNIGHTS; TYRANIDS; AELDARI; ORK; HERETIC ASTARTES; NECRONS; T'AU EMPIRE. Each time a model with this tactic makes a melee attack against a unit with that Faction keyword, re-roll a hit roll of 1.

Rapid Assault

Firing from the hip, tracking their targets with enhanced runic displays that flicker lightning-fast across their auto-senses, the warriors of this Chapter lay down punishing fusillades even as they close with the foe.

Models with this tactic do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced.

Scions of the Forge

This Chapter's warriors are expert armourers, their tanks and Dreadnoughts maintained to levels that even the Adeptus Mechanicus would admire.

Models with this tactic whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.

Stalwart

How does one defeat warriors whose willpower and determination are so ferocious that they can shrug off even the most catastrophic injuries and keep on fighting?

Each time an attack is made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the attacker may have.

Stealthy

This Chapter makes a virtue of deception and cunning, and drills its battle-brothers in evasive techniques that allow them to hug the shadows and close upon their foes unseen and unsuspected.

Each time a ranged attack is made against a unit with this tactic, if the attacker is more than 18" away, the unit with this tactic is treated as having the benefits of light cover against that attack.

Stoic

Bravery runs in the blood of this Chapter's battle-brothers.

Add 1 to the Leadership characteristic of models with this tactic.

Tactical Withdrawal

This Chapter's warriors are well drilled in the art of disengaging only to hurl themselves back into the fray with fresh impetus.

Units with this tactic are eligible to declare a charge with even if they Fell Back this turn.

Warded

Whether through latent psychic talent, personal energy shielding, enhanced reflexes or sheer zealotry, the battle-brothers of this Chapter can shrug off even the most devastating attacks.

Each time a model with this tactic would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Whirlwind of Rage

Like ravening beasts this Chapter's battle-brothers fall upon the foe.

Each time a model with this tactic makes a melee attack, if that model's unit made a charge move, was charged or performed a Heroic Intervention this turn, an unmodified hit roll of 6 scores 1 additional hit.

You cannot select this tactic if you have already selected the Duellists tactic.

Stratagems by Phase

Before battle

GIFT OF THE KHANS (Space Marines – Requisition)

BEQUEATHED BY THE IRON COUNCIL (Space Marines – Requisition)

HONOURED BY MACRAGGE (Space Marines – Requisition)

HERO OF THE CHAPTER (Adeptus Astartes – Requisition)

RELIC OF THE CHAPTER (Adeptus Astartes – Requisition)

KHAN’S CHAMPION (White Scars – Requisition)

TEMPERED BY WISDOM (White Scars – Requisition)

MARCH OF THE ANCIENTS (Iron Hands – Requisition)

PARAGON OF IRON (Iron Hands – Requisition)

SCION OF THE FORGE (Iron Hands – Requisition)

FAVOUR OF THE RAVENSPIRE (Raven Guard – Requisition)

MASTER OF THE TRIFOLD PATH (Raven Guard – Requisition)

EXEMPLAR OF THE CHAPTER (Ultramarines – Requisition)

HONOURED SERGEANT (Ultramarines – Requisition)

GIFT OF THE PHALANX (Imperial Fists – Requisition)

SENTINEL OF TERRA (Imperial Fists – Requisition)

EXEMPLAR OF THE PROMETHEAN CREED (Salamanders – Requisition)

MASTER ARTISANS (Salamanders – Requisition)

CHAMPION OF THE FEAST (Black Templars – Requisition)

HEIR OF SIGISMUND (Black Templars – Requisition)

REVERED REPOSITORIES (Black Templars – Requisition)

ORISON CULT (Exorcists – Requisition)

CHIEF LIBRARIAN (Blood Ravens)

HONOURED VETERAN OF THE WATCH (Kill Team Strike Force – Requisition)

ATTACK SQUADRON (Specialist Detachment)

CRIMSON FISTS LIBERATOR STRIKE FORCE (Specialist Detachment)

IMPERIAL FISTS SIEGEBREAKER COHORT (Specialist Detachment)

INDOMITUS CRUSADERS (Specialist Detachment)

STALKER PACK (Specialist Detachment)

SWORD BRETHREN (Specialist Detachment)

VICTRIX GUARD (Specialist Detachment)

THANE OF THE RETINUE (Space Wolves – Requisition)

WARRIOR OF LEGEND (Space Wolves – Requisition)

ANGEL ASCENDANT (Blood Angels – Requisition)

ANGEL EXEMPLAR (Blood Angels – Requisition)

LUCIFER-PATTERN ENGINES (Blood Angels – Requisition)

MARKED FOR COMMAND (Dark Angels – Requisition)

PARAGON OF THE CHAPTER (Dark Angels – Requisition)

SECRET AGENDA (Dark Angels – Strategic Ploy)

A VIGIL UNMATCHED (Deathwatch – Requisition)

SANCTION OF THE BLACK VAULT (Deathwatch – Requisition)

TOKEN OF BROTHERHOOD (Raven Guard – Requisition)

CHAMPION OF BLADES (Imperial Fists – Requisition)

TRUST OF PROMETHEUS (Salamanders – Requisition)

A TROPHY BESTOWED (Space Wolves – Requisition)

HONOURED BY THE ARX ANGELICUM (Blood Angels – Requisition)

HONOURED BY THE ROCK (Dark Angels – Requisition)

During deployment

ENCIRCLEMENT (White Scars – Strategic Ploy)

STRIKE FROM THE SHADOWS (Raven Guard – Strategic Ploy)

CUNNING OF THE WOLF (Space Wolves – Battle Tactic)

TELEPORTARIUM (Deathwatch – Strategic Ploy)

Battle Round

At the start of battle round

INFILTRATORS (Raven Guard – Strategic Ploy)

STRANGLEHOLD (Raven Guard – Strategic Ploy)

CYCLE OF WAR (Ultramarines – Strategic Ploy)

RAPID REDEPLOYMENT (Ultramarines – Strategic Ploy)

DEFENCE IN DEPTH (Castellans of the Rift – Strategic Ploy)

FORLORN FURY (Blood Angels – Strategic Ploy)

THE HUNT (Dark Angels – Strategic Ploy)

SHROUD FIELD (Deathwatch – Wargear)

Any phase

PAIN IS A LESSON (Imperial Fists – Strategic Ploy)

RISE FROM THE ASHES (Salamanders – Epic Deed)

STAND YOUR GROUND (Salamanders – Battle Tactic)

DEED WORTHY OF A SAGA (Space Wolves – Epic Deed)

Command phase

ADAPTIVE STRATEGY (Space Marines – Ultramarines – Boarding Actions – Strategic Ploy)

BROTHERHOOD OF VETERANS (Space Marines – Deathwatch – Boarding Actions – Strategic Ploy)

ADAPTIVE STRATEGY (Adeptus Astartes – Strategic Ploy)

ORBITAL BOMBARDMENT (Adeptus Astartes – Strategic Ploy)

POWER OF THE MACHINE SPIRIT (Adeptus Astartes – Epic Deed)

TERROR TROOPS (Adeptus Astartes – Strategic Ploy)

WISDOM OF THE ANCIENTS (Adeptus Astartes – Epic Deed)

BOMBASTIC DELIVERY (Black Templars – Epic Deed)

CRUSADER’S WRATH (Black Templars – Battle Tactic)

STRENGTH OF CONVICTION (Black Templars – Strategic Ploy)

VOXBREAKER AUSPEX (Vanguard Spearhead – Wargear)

BESTIAL NATURE (Space Wolves – Strategic Ploy)

GO FOR THE THROAT (Space Wolves – Battle Tactic)

CHALICE OVERFLOWING (Blood Angels – Wargear)

RED RAMPAGE (Blood Angels – Strategic Ploy)

TACTICAL APPRAISAL (Dark Angels – Strategic Ploy)

WRATH OF THE LION (Dark Angels – Battle Tactic)

ADAPTIVE TACTICS (Deathwatch – Epic Deed)

BROTHERHOOD OF VETERANS (Deathwatch – Strategic Ploy)

PRIORITY DOCTRINE ADOPTION (Deathwatch – Strategic Ploy)

Movement phase

INFILTRATING ADVANCE (Space Marines – Raven Guard – Boarding Actions – Strategic Ploy)

SPEED OF THE HURRICANE (Space Marines – White Scars – Boarding Actions – Battle Tactic)

STEADY ADVANCE (Space Marines – Boarding Actions – Strategic Ploy)

INTRACTABLE (Space Marines – Dark Angels – Boarding Actions – Battle Tactic)

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

BORN IN THE SADDLE (White Scars – Strategic Ploy)

HUNTERS’ FUSILLADE (White Scars – Strategic Ploy)

RIDE HARD, RIDE FAST (White Scars – Strategic Ploy)

THE ETERNAL HUNT (White Scars – Battle Tactic)

ENGINE PURGE (Iron Hands – Battle Tactic)

METHODICAL FIREPOWER (Iron Hands – Strategic Ploy)

AMBUSHING FIRE (Raven Guard – Battle Tactic)

SQUAD DOCTRINES (Ultramarines – Strategic Ploy)

TACTICAL EXPERTISE (Ultramarines – Battle Tactic)

BOLSTER DEFENCES (Imperial Fists – Battle Tactic)

PRAETORIAN’S WRATH (Imperial Fists – Battle Tactic)

RITES OF VULKAN (Salamanders – Battle Tactic)

BATTLEFIELD TELEPORTATION (Kill Team Strike Force – Strategic Ploy)

GUERILLA TACTICS (Adeptus Astartes – Strategic Ploy)

HIT-AND-RUN WARFARE (Adeptus Astartes – Strategic Ploy)

STEADY ADVANCE (Adeptus Astartes – Strategic Ploy)

LIGHTNING DEBARKATION (White Scars – Strategic Ploy)

WIND-SWIFT (White Scars – Battle Tactic)

MACHINE EMPATHY (Iron Hands – Epic Deed)

DEADLY CARGO (Black Templars – Strategic Ploy)

SELF-RELIANT (Strike Force Rhalion – Boarding Actions – Strategic Ploy)

UPON WINGS OF FIRE (Blood Angels – Strategic Ploy)

FULL THROTTLE (Dark Angels – Battle Tactic)

DISRUPTIVE LAUNCH (Deathwatch – Strategic Ploy)

RELENTLESS ASSAULT (Deathwatch – Strategic Ploy)

GRAV PULSE (Adeptus Astartes – Wargear)

FEINTING WITHDRAWAL (White Scars – Strategic Ploy)

FALSE FLIGHT (Raven Guard – Strategic Ploy)

FALL BACK AND RE-ENGAGE (Ultramarines – Strategic Ploy)

SABOTEUR EXPLOSIVE PACK (Vanguard Spearhead – Wargear)

INTRACTABLE (Dark Angels – Battle Tactic)

COMBAT REVIVAL (Adeptus Astartes – Epic Deed)

RELENTLESS DETERMINATION (Salamanders – Strategic Ploy)

TRACK AND HUNT (Wolfspear – Battle Tactic)

HEALING BALMS (Space Wolves – Battle Tactic)

DESCENT OF ANGELS (Blood Angels – Battle Tactic)

Enemy Movement phase

NO MERCY, NO ESCAPE (Space Marines – Black Templars – Boarding Actions – Strategic Ploy)

BUTCHERED QUARRY (White Scars – Strategic Ploy)

TENACIOUS ASSAULT (Black Templars – Strategic Ploy)

AUSPEX SCAN (Adeptus Astartes – Wargear)

Psychic phase

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

ARCANE KNOWLEDGE (Strike Force Rhalion – Boarding Actions – Epic Deed)

CLOAKED BY THE STORM (Space Wolves – Epic Deed)

SPIRITUAL MIGHT (Blood Angels – Epic Deed)

Enemy Psychic phase

SOULS OF IRON (Iron Hands – Strategic Ploy)

ABHOR THE WITCH (Black Templars – Strategic Ploy)

SPIRITUAL RESOLVE (Exorcists – Strategic Ploy)

RUNIC WARDS (Space Wolves – Wargear)

Shooting phase

FLAMECRAFT (Space Marines – Salamanders – Boarding Actions – Battle Tactic)

NO MATTER THE ODDS (Space Marines – Crimson Fists – Boarding Actions – Battle Tactic)

SIEGE MASTERS (Space Marines – Imperial Fists – Boarding Actions – Battle Tactic)

NO CLEMENCY (Space Marines – Iron Hands – Boarding Actions – Battle Tactic)

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)

COGITATED MARTYRDOM (Iron Hands – Requisition)

INSPIRING COMMAND (Ultramarines – Epic Deed)

HERETIC’S PYRE (Black Templars – Wargear)

HEROES OF RYNN’S WORLD (Crimson Fists)

SEISMIC DEVASTATION (Imperial Fists)

FLAKK MISSILE (Adeptus Astartes – Wargear)

HELLFIRE SHELLS (Adeptus Astartes – Wargear)

SHOCK AND AWE (Adeptus Astartes – Wargear)

SUPPRESSION FIRE (Adeptus Astartes – Strategic Ploy)

TREMOR SHELLS (Adeptus Astartes – Wargear)

UNCOMPROMISING FIRE (Adeptus Astartes – Strategic Ploy)

MARTIAL PRECISION (Ultramarines – Battle Tactic)

BOLTER DRILL (Imperial Fists – Battle Tactic)

CLEARANCE PROTOCOLS (Imperial Fists – Strategic Ploy)

CLOSE-RANGE BOLTER FIRE (Imperial Fists – Strategic Ploy)

FLAMECRAFT (Salamanders – Battle Tactic)

IMMOLATION PROTOCOLS (Salamanders – Strategic Ploy)

THE FIRES OF BATTLE (Salamanders – Strategic Ploy)

PUSH THEM BACK (Castellans of the Rift – Battle Tactic)

REGROUP AND STRIKE (Castellans of the Rift – Battle Tactic)

UNFAILING NERVE (Castellans of the Rift – Battle Tactic)

INCENDIARY SHELLS (Black Templars – Wargear)

THE EMPEROR’S WILL (Black Templars – Strategic Ploy)

BLACK VAULT BOLTS (Kill Team Strike Force – Wargear)

SPECIALISM EXTREMIS (Kill Team Strike Force – Battle Tactic)

MARKSMAN TARGET-TRACKER (Vanguard Spearhead – Wargear)

PIVOTAL MOMENT (Vanguard Spearhead – Epic Deed)

TACTICAL AUGURY (Vanguard Spearhead – Wargear)

THE SWORDSMAN’S STRIKE (Silver Templars – Battle Tactic)

A HATED FOE (Crimson Fists)

SLAY THE TYRANT (Crimson Fists)

KEEN SENSES (Space Wolves – Strategic Ploy)

DEATHWING ASSAULT (Dark Angels – Battle Tactic)

STASIS SHELL (Dark Angels – Wargear)

TARGETING GUIDANCE (Dark Angels – Strategic Ploy)

WEAPONS FROM THE DARK AGE (Dark Angels – Wargear)

PROGNOSTICATING VOLLEY (Deathwatch – Battle Tactic)

SPECIAL-ISSUE LOADOUT (Deathwatch – Wargear)

MERCY IS WEAKNESS (Iron Hands – Battle Tactic)

WRATHFUL MACHINE SPIRIT (Iron Hands – Battle Tactic)

SONS OF GUILLIMAN (Ultramarines – Battle Tactic)

A HATED FOE (Crimson Fists – Battle Tactic)

SAPPERS (Imperial Fists – Battle Tactic)

SLAY THE TYRANT (Crimson Fists – Battle Tactic)

TANK HUNTERS (Imperial Fists – Battle Tactic)

THE CRUCIBLE OF BATTLE (Salamanders – Battle Tactic)

KILLING BLOW (Wolfspear – Battle Tactic)

CAST OUT THY BLACKENED SOUL (Exorcists – Battle Tactic)

OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)

BOLTER DRILL (Crimson Fists)

OVERKILL (Deathwatch – Strategic Ploy)

SYNAPTIC SEVERANCE (Deathwatch – Battle Tactic)

RAPID FIRE (Adeptus Astartes – Battle Tactic)

Enemy Shooting phase

SKILLED RIDERS (Adeptus Astartes – Strategic Ploy)

COGITATED MARTYRDOM (Iron Hands – Requisition)

INSPIRING COMMAND (Ultramarines – Epic Deed)

SELF SACRIFICE (Salamanders – Strategic Ploy)

UNBROKEN AND UNBOWED (Castellans of the Rift – Battle Tactic)

HIGH-SPEED FOCUS (Dark Angels – Epic Deed)

TARGETING SCRAMBLERS (Deathwatch – Strategic Ploy)

PARAGONS OF DORN (Crimson Fists)

Being targeted

TRANSHUMAN PHYSIOLOGY (Space Marines – Boarding Actions – Battle Tactic)

SMOKESCREEN (Adeptus Astartes – Wargear)

TRANSHUMAN PHYSIOLOGY (Adeptus Astartes – Battle Tactic)

UNYIELDING IN THE FACE OF THE FOE (Adeptus Astartes – Battle Tactic)

REJECT THE FLESH, EMBRACE THE MACHINE (Iron Hands – Battle Tactic)

UNBROKEN AND UNBOWED (Castellans of the Rift – Battle Tactic)

REFUSAL TO DIE (Blood Angels – Battle Tactic)

MASTERFUL DUELLISTS (Strike Force Rhalion – Boarding Actions – Battle Tactic)

Charge phase

ASSAULT LAUNCHERS (Adeptus Astartes – Wargear)

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

FIERCE RIVALRIES (White Scars – Battle Tactic)

STRIKE FROM THE SKIES (Raven Guard – Strategic Ploy)

THE RAVEN’S BLADE (Raven Guard – Battle Tactic)

ON THE SCENT (Wolfspear – Strategic Ploy)

PACK KILLERS (Space Wolves)

PACK HUNTERS (Space Wolves – Battle Tactic)

HAMMER OF WRATH (Adeptus Astartes – Strategic Ploy)

CHOGORIAN THUNDERBOLTS (White Scars – Strategic Ploy)

THIS IS OUR GROUND! (Castellans of the Rift – Epic Deed)

Enemy Charge phase

COUNTER CHARGE (Space Marines – Space Wolves – Boarding Actions – Strategic Ploy)

OPTIMAL REPULSION DOCTRINES (Iron Hands – Battle Tactic)

BORN PROTECTORS (Salamanders – Strategic Ploy)

TAKE THE FIGHT TO THEM (Castellans of the Rift – Strategic Ploy)

COUNTER CHARGE (Space Wolves – Strategic Ploy)

ATONEMENT THROUGH HONOUR (Deathwatch – Epic Deed)

DEFENSIVE FOCUS (Ultramarines – Strategic Ploy)

STEM THE GREEN TIDE (Deathwatch – Strategic Ploy)

HEROES ALL (Strike Force Rhalion – Boarding Actions – Strategic Ploy)

UNBRIDLED ARDOUR (Blood Angels – Strategic Ploy)

STRIKE FIRST, FOR ULTRAMAR! (Ultramarines)

Fight phase

LIBERATORS

NO CLEMENCY (Space Marines – Iron Hands – Boarding Actions – Battle Tactic)

ONLY IN DEATH DOES DUTY END (Space Marines – Boarding Actions – Epic Deed)

RED RAMPAGE (Space Marines – Blood Angels – Boarding Actions – Strategic Ploy)

THE STRENGTH OF THE EMPEROR (Space Marines – Boarding Actions – Battle Tactic)

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)

ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)

STRENGTH OF THE PRIMARCH (Salamanders – Battle Tactic)

DEVOUT PUSH (Black Templars – Battle Tactic)

VICIOUS RIPOSTE (Black Templars – Battle Tactic)

FIGHT LIKE DEMIGODS (Ultramarines)

SEISMIC DEVASTATION (Imperial Fists)

SUFFER NOT THE UNCLEAN TO LIVE (Black Templars)

UPHOLD THE HONOUR OF THE EMPEROR (Black Templars)

LINE UNBREAKABLE (Dark Angels – Battle Tactic)

CLAVIS (Deathwatch – Wargear)

THE GORGON’S RAGE (Iron Hands – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Iron Hands – Battle Tactic)

BITTER ENMITY (Imperial Fists – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Salamanders – Battle Tactic)

REGROUP AND STRIKE (Castellans of the Rift – Battle Tactic)

EXEMPLARS OF THE CRUSADE (Black Templars – Strategic Ploy)

FOR THE EMPEROR’S HONOUR! (Black Templars – Epic Deed)

SKOVAKARAH UHL ZAÛRN! (Emperor’s Spears – Battle Tactic)

SPECIALISM EXTREMIS (Kill Team Strike Force – Battle Tactic)

BLOOD SCENT (Space Wolves)

SWIFT STRIKE (Dark Angels)

A HATED FOE (Crimson Fists)

SLAY THE TYRANT (Crimson Fists)

MASTERFUL DUELLISTS (Strike Force Rhalion – Boarding Actions – Battle Tactic)

RELENTLESS ASSAULT (Space Wolves – Battle Tactic)

AGGRESSIVE ONSLAUGHT (Flesh Tearers – Battle Tactic)

ANGEL’S SACRIFICE (Blood Angels – Epic Deed)

NO FOE TOO GREAT TO SUBDUE (Dark Angels – Epic Deed)

SWIFT STRIKE (Dark Angels – Strategic Ploy)

DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)

GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)

MELTA BOMB (Adeptus Astartes – Wargear)

A MIGHTY TROPHY (White Scars – Epic Deed)

MERCY IS WEAKNESS (Iron Hands – Battle Tactic)

WRATHFUL MACHINE SPIRIT (Iron Hands – Battle Tactic)

LAY LOW THE TYRANTS (Raven Guard – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Raven Guard – Battle Tactic)

SONS OF GUILLIMAN (Ultramarines – Battle Tactic)

VENGEANCE FOR CALTH (Ultramarines – Battle Tactic)

A HATED FOE (Crimson Fists – Battle Tactic)

SAPPERS (Imperial Fists – Battle Tactic)

SLAY THE TYRANT (Crimson Fists – Battle Tactic)

TANK HUNTERS (Imperial Fists – Battle Tactic)

THE CRUCIBLE OF BATTLE (Salamanders – Battle Tactic)

LET THEM COME (Castellans of the Rift – Battle Tactic)

KILLING BLOW (Wolfspear – Battle Tactic)

FIGHT AS BROTHERS (Emperor’s Spears – Battle Tactic)

CAST OUT THY BLACKENED SOUL (Exorcists – Battle Tactic)

A STORM OF DEATH (Vanguard Spearhead – Battle Tactic)

OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)

CLAIM RUNES (Silver Templars – Battle Tactic)

FURIOUS MOMENTUM (Strike Force Rhalion – Boarding Actions – Battle Tactic)

ROUTEFINDERS (Strike Force Rhalion – Boarding Actions – Battle Tactic)

SAVAGE STRIKE (Space Wolves – Battle Tactic)

THE EMPEROR’S EXECUTIONERS (Space Wolves – Battle Tactic)

VENGEANCE FOR SANGUINIUS (Blood Angels – Battle Tactic)

VISIONS OF SANGUINIUS (Blood Angels – Epic Deed)

DEATH TO THE ALIEN! (Deathwatch – Battle Tactic)

OVERKILL (Deathwatch – Strategic Ploy)

SYNAPTIC SEVERANCE (Deathwatch – Battle Tactic)

HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)

STRIKE FOR THE HEART (White Scars – Battle Tactic)

DISPERSAL PROTOCOLS (Vanguard Spearhead – Strategic Ploy)

Enemy Fight phase

LIBERATORS

NO CLEMENCY (Space Marines – Iron Hands – Boarding Actions – Battle Tactic)

ONLY IN DEATH DOES DUTY END (Space Marines – Boarding Actions – Epic Deed)

RED RAMPAGE (Space Marines – Blood Angels – Boarding Actions – Strategic Ploy)

THE STRENGTH OF THE EMPEROR (Space Marines – Boarding Actions – Battle Tactic)

FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)

ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)

STRENGTH OF THE PRIMARCH (Salamanders – Battle Tactic)

DEVOUT PUSH (Black Templars – Battle Tactic)

VICIOUS RIPOSTE (Black Templars – Battle Tactic)

FIGHT LIKE DEMIGODS (Ultramarines)

SEISMIC DEVASTATION (Imperial Fists)

SUFFER NOT THE UNCLEAN TO LIVE (Black Templars)

UPHOLD THE HONOUR OF THE EMPEROR (Black Templars)

LINE UNBREAKABLE (Dark Angels – Battle Tactic)

CLAVIS (Deathwatch – Wargear)

THE GORGON’S RAGE (Iron Hands – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Iron Hands – Battle Tactic)

BITTER ENMITY (Imperial Fists – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Salamanders – Battle Tactic)

REGROUP AND STRIKE (Castellans of the Rift – Battle Tactic)

EXEMPLARS OF THE CRUSADE (Black Templars – Strategic Ploy)

FOR THE EMPEROR’S HONOUR! (Black Templars – Epic Deed)

SKOVAKARAH UHL ZAÛRN! (Emperor’s Spears – Battle Tactic)

SPECIALISM EXTREMIS (Kill Team Strike Force – Battle Tactic)

BLOOD SCENT (Space Wolves)

SWIFT STRIKE (Dark Angels)

A HATED FOE (Crimson Fists)

SLAY THE TYRANT (Crimson Fists)

MASTERFUL DUELLISTS (Strike Force Rhalion – Boarding Actions – Battle Tactic)

RELENTLESS ASSAULT (Space Wolves – Battle Tactic)

AGGRESSIVE ONSLAUGHT (Flesh Tearers – Battle Tactic)

ANGEL’S SACRIFICE (Blood Angels – Epic Deed)

NO FOE TOO GREAT TO SUBDUE (Dark Angels – Epic Deed)

SWIFT STRIKE (Dark Angels – Strategic Ploy)

DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)

GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)

MELTA BOMB (Adeptus Astartes – Wargear)

MERCY IS WEAKNESS (Iron Hands – Battle Tactic)

WRATHFUL MACHINE SPIRIT (Iron Hands – Battle Tactic)

LAY LOW THE TYRANTS (Raven Guard – Battle Tactic)

VENGEANCE FOR ISSTVAN V (Raven Guard – Battle Tactic)

SONS OF GUILLIMAN (Ultramarines – Battle Tactic)

VENGEANCE FOR CALTH (Ultramarines – Battle Tactic)

A HATED FOE (Crimson Fists – Battle Tactic)

SAPPERS (Imperial Fists – Battle Tactic)

SLAY THE TYRANT (Crimson Fists – Battle Tactic)

TANK HUNTERS (Imperial Fists – Battle Tactic)

LET THEM COME (Castellans of the Rift – Battle Tactic)

KILLING BLOW (Wolfspear – Battle Tactic)

FIGHT AS BROTHERS (Emperor’s Spears – Battle Tactic)

CAST OUT THY BLACKENED SOUL (Exorcists – Battle Tactic)

A STORM OF DEATH (Vanguard Spearhead – Battle Tactic)

OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)

CLAIM RUNES (Silver Templars – Battle Tactic)

FURIOUS MOMENTUM (Strike Force Rhalion – Boarding Actions – Battle Tactic)

ROUTEFINDERS (Strike Force Rhalion – Boarding Actions – Battle Tactic)

SAVAGE STRIKE (Space Wolves – Battle Tactic)

THE EMPEROR’S EXECUTIONERS (Space Wolves – Battle Tactic)

VENGEANCE FOR SANGUINIUS (Blood Angels – Battle Tactic)

VISIONS OF SANGUINIUS (Blood Angels – Epic Deed)

DEATH TO THE ALIEN! (Deathwatch – Battle Tactic)

OVERKILL (Deathwatch – Strategic Ploy)

SYNAPTIC SEVERANCE (Deathwatch – Battle Tactic)

HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)

DISPERSAL PROTOCOLS (Vanguard Spearhead – Strategic Ploy)

Morale phase

SAVAGE DESTRUCTION (Space Marines – Flesh Tearers – Boarding Actions – Strategic Ploy)