No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
70 Chaplain (base: 32mm) |
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1 | 70 Chaplain |
6" | 2+ | 3+ | 4 | 4 | 4 | 3 | 9 | 3+ | 32mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Boltgun | ||||||
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Crozius arcanum | ||||||
Crozius arcanum | Melee | Melee | +2 | -1 | 2 | - |
Power fist | ||||||
Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Frag grenades | ||||||
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Krak grenades | ||||||
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - |
OTHER WARGEAR | ABILITIES | ||||||
+25 Jump pack | |||||||
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords. | |||||||
+25 Jump pack | The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords. |
• This model’s bolt pistol can be replaced with one of the following: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 power fist. • This model can be equipped with 1 jump pack (Power Rating +1).
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ABILITIES | |
ABILITIES |
Angels of Death Spiritual Leaders (Aura): While a friendly CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own. Rosarius: This model has a 4+ invulnerable save. Wolf Priest: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF PRIEST keyword. |
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase. | |
Chaplain can receive the following Chapter Command upgrade: Master of Sanctity +20 (Power Rating: +1). | |
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, | |
KEYWORDS: INFANTRY, CHARACTER, PRIEST, CHAPLAIN, WOLF PRIEST |
Blessed with incredible strength, Space Marines deliver blows that inflict terrifying damage.
Guided by cunning Scouts, aided by the lore and far-reaching perceptions of Codicier Bhakir bal Mahru and his Tome Keepers, these warriors exploit every route through the Herald of Misery to outmanoeuvre and outflank their foes.
Once the Imperial Fists have captured a site of strategic importance, they dig in and hold their position no matter what the enemy hurls at them.
No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.
Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.
When facing the largest enemies, Vulkan’s sons draw upon their gene-sire’s titanic might, their strength terrible to behold.
All too aware that they are battling their way through an Ark seething with foes, Rhalions warriors know they must strike hard and fast to cut through the enemy and be gone before overwhelming numbers can converge upon them.
Those warriors schooled in combat by Lieutenant Leodas demonstrate a particular duellists skill at close quarters. Their flair and fury swiftly see their enemies’ defences laid bare.
Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.
With a zealous cry, the Black Templars press forward towards victory.
At a critical point in the battle, the Black Templar host channels its fervour into their strikes, breaking the back of the enemy force in a hatred-fuelled flurry of blows.
Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.
The battle cry of the Emperor’s Spears is the call that precedes their red work.
Having spent years relying on their trusted brothers, when Emperor’s Spears fight together, little can stay their blows.
The most successful hunts are those where the prey doesn’t know they are being hunted.
Learned in arcane biomechanics and chirurgery, Wolf Priests apply their rough surgery, shamanistic rites and medicinal balms to drag warriors back from the gates of Morkai’s realm of death.
Flesh Tearers constantly push towards new foes, moving one step closer to engaging the enemy and sating their lust to kill.
Daemonic possession gives each battle-brother of the Exorcists a personal revelation about the nature of daemonkind, and with this knowledge they banish their foe.
Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.
It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.
Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.
It is said on Chogoris that the sons of the Khan ride the storm-winds themselves, racing swift and wrathful into war.
No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.
By trusting in the ironclad gifts of the Omnissiah that stud their flesh, the Iron Hands can withstand even the most punishing attacks of their enemies.
The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.
Even when faced with seemingly insurmountable odds, the Crimson Fists emerge bloodied but victorious with bolters roaring.
Although stubborn warriors, even the resolute Dark Angels know that a fighting retreat can be the wisest course.
Logic dictates that, once a foe has been marked for destruction, the Iron Hands must not relent until the target is annihilated.
The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their foes from defensive positions with hails of pinpoint fire.
The sons of Vulkan have always evinced a tenacious hold upon life while their enemies yet live.
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
Fuelled by battlefield adrenaline, the Chaplain recites his litanies with even greater fervour, inspiring the warriors around him.
Filled with the spirit of Sigismund, this warrior roars a challenge to his foes, daring them to face him in single combat.
Even under heaviest fire, the voices of the Chaplains ring out above the fray, exhorting those in their charge to ever greater acts of heroism.
The Blood Angels would gladly put themselves in harm’s way to protect others, exemplifying the sacrifice of Sanguinius.
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
Legendary deeds in the midst of battle are an intoxicating mead. Those of the hero’s retinue are inspired to greater feats of daring and valour, proving themselves worthy of their champion.
Bequeathed by the White Scars, a relic of Chogoris is a mighty boon indeed.
The noble lords of the Blood Angels are mighty warriors indeed, but even within this exalted brotherhood, some heroic individuals stand out amongst their peers.
In extremis, the Chapter Master of the Blood Angels will bestow one of their treasured relics to a worthy champion from one of their successor Chapters.
The heroes of the White Scars are storied veterans who combine cunning and experience with red-handed ferocity.
Every Space Marine is a champion in their own right, a posthuman demigod who stands between Mankind and the darkness.
Some of the Deathwatch’s champions have unparalleled records of service, their capacity for slaying the xenos a true gift.
In times of great need, the Space Marine Chapters will unleash the full power of their armouries, equipping their battle-brothers with artefacts of extraordinary power.
The Dark Angels’ commanders are expected to have prodigious tactical and martial skills. Even in this elite group, some individuals stand out.
It is not unheard of for the Dark Angels to bestow ancient relics to worthy warriors of their successor Chapters.
The heroes of the Ultramarines do not rest on their laurels. Rather, they strive all the harder to excel, for they recognise that only through excellence can they and their warriors prevail.
It is not unheard of for the revered relics of the Ultramarines to be bestowed for a time upon a worthy successor Chapter as a mark of honour and respect.
The most accomplished leaders of the Raven Guard are masters of every strategic doctrine laid down by Corvus Corax.
Pomp and ceremony are of little worth to Corax’s gene-sons, who instead favour tangible acts of faith and comradeship.
It is not a difficult sum for a warrior of the Iron Hands to cogitate, that his commanding officers’ lives are worth more to the Imperium than his own.
This warrior has absorbed well the lessons his Primarch taught, and has mastered his Chapter’s ways of war.
Should cogitation-choristry commend it, the Iron Council may bestow a relic of Medusa upon one of their successors for a time.
Victory in the Feast of Blades brings rewards of favour and recognition for he who earns them.
The most accomplished officers amongst the Imperial Fists’ ranks are true paragons of battle, masters of the Codex Astartes’ tenets and unfaltering heroes to the last.
The greatest heroes of Nocturne are embodiments of Vulkan’s tenets and living monuments to his nobility.
The Chapter houses a series of cults, each a proud sub-sect with traditions and associations concerning the role of a battle-brother on the battlefield.
The greatest champions of Fenris have hunted near-mythical monsters, bested dark champions and waded through seas of blood - throughout all, howling with joy in the face of death.
There are few more meaningful tokens of brotherhood among the sons of Russ than the gifting of a war trophy - heavy with glory and steeped in tales of honour -from one warrior to another.
The leaders of the Black Templars must seek to emulate the example set by Sigismund himself, exhibiting strategic excellence worthy of the sons of Dorn. Such warriors command the greatest hosts, and leave a legacy of successful crusades behind them.
The respect of the Salamanders is not easily earned, but the trust so forged is sealed by the giving of powerful artefacts.
Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.
White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.
Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.
A measured advance allows Space Marines to unleash a steady stream of fire.
Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.
Space Marines with jump packs crash into combat with bonebreaking force.
The Raven Guard are masters of infiltration, slipping unseen across the battlefield before striking from the shadows to annihilate their foes with gun and blade.
The deadliest strike comes always from the least expected quarter. So taught Corax.
If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.
The Raven Guard swoop into battle like dark-winged angels of vengeance.
Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.
The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.
The inter-pack dynamism of the Space Wolves ensures a fluid coordination of support that sees the Chapter’s battle-brothers launch themselves at the enemy’s throats from unexpected quarters.
At the opportune moment, Raven Guard infiltration units slip away from battle, only to relocate and strike the foe again from a different angle.
The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.
With a blaze of jump pack exhaust, the foe can be driven back and the mobile warriors’ brothers given space to unleash death.
Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.
Even in the press and whirl of close combat, the fires of Nocturne are undimmed, a roaring inferno consuming the foe.
The Salamanders’ expertise with weapons that recall their volcanic heritage is unmatched.
It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes. In battle they are never still, surging towards the enemy, bolters blazing.
Knowing that they would be fighting alone and against trying odds aboard the Herald of Misery, Rhalions warriors brought with them all the equipment and supplies they needed to operate in isolation for many days.
There can be no hangers-on when battling such odds. Every warrior must step forward and be counted as a champion of the Emperor and Sanguinius.
The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
A measured advance allows Space Marines to unleash a steady stream of accurate fire on the move.
With glowing blades and revving chainswords, the Black Templars bar their foes’ retreat.
In times of great desperation, fury and ferocity can be a warriors strongest allies.
To the Imperial Fists, pain is but another didactic tool, a reminder of what their forebears endured without complaint and which they, too, must weather unwavering.
The battle-brothers of the Deathwatch hail from many different Space Marine brotherhoods, resulting in the combination of many doctrines and tactics to use against the xenos threat.
Enemy fighters scramble to escape the Flesh Tearers’ ferocity.
Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.
The Rock’s Armoury houses all manner of ancient wonders.
Amongst the rarest forms of special issue ammunition available to the Deathwatch, these bolts are handed out, a few each, to warriors sent on investigative missions, lest they encounter a foe their usual wargear cannot best.
Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.
Individual shells are loaded when optimised volleys are required.
1CP | ||
BOLTER DRILL Crimson Fists Stratagem The Crimson Fists maintain strict fire discipline at all times, standing shoulder to shoulder with their battle-brothers as they unleash devastatingly accurate volleys of bolter fire into the foe. Use this Stratagem just before a CRIMSON FISTS INFANTRY unit attacks in the Shooting phase. Until the end of the phase, each time you make a hit roll of 6+ for a model from that unit firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word 'bolt’ (e.g. boltgun, bolt rifle, heavy' bolter, boltstorm gauntlet). Duty’s Burden and Pedro Kantor’s Dorn’s Arrow are also bolt weapons. | ||
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Combi-flamer | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-flamer | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
Combi-grav | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-grav | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Grav-gun | ||||||
- Grav-gun | 18" | Rapid Fire 1 | 5 | -3 | 1 | Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
Combi-melta | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-melta | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Combi-plasma | ||||||
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-plasma | Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun (standard) | ||||||
- Plasma gun (standard) | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Plasma gun (supercharge) | ||||||
- Plasma gun (supercharge) | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Grav-pistol | ||||||
Grav-pistol | 12" | Pistol 1 | 5 | -3 | 1 | Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
Hand flamer | ||||||
Hand flamer | 12" | Pistol D6 | 3 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Inferno pistol | ||||||
Inferno pistol | 6" | Pistol 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Storm bolter | ||||||
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
The Chaplain fuels his battle brothers with hatred and exhorts them to strike the foe harder and harder, without mercy.
If this litany is inspiring, then while a friendly CORE or CHARACTER unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, you can re-roll the hit roll.D6 | LITANIES OF BATTLE |
1 | LITANY OF FAITH (AURA) The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear. If this litany is inspiring, then while a friendly CORE or CHARACTER unit is within 6" of this Priest, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost. |
2 | CATECHISM OF FIRE The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower. If this litany is inspiring, select one friendly CORE or CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attack’s wound roll. |
3 | EXHORTATION OF RAGE The Chaplain bellows his fury at the enemy, his brothers surging forwards to strike them down. If this litany is inspiring, select one friendly CORE or CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll. |
4 | MANTRA OF STRENGTH The Chaplain focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by the Primarch himself. If this litany is inspiring:
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5 | RECITATION OF FOCUS The Chaplain recites creeds that focus the minds of his brothers to ensure their shots strike true. If this litany is inspiring, select one friendly CORE or CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll. |
6 | CANTICLE OF HATE (AURA) Bellowing his hatred of the foe, the Chaplain leads his brothers in the wholesale destruction of the enemy. If this litany is inspiring, then while a friendly CORE or CHARACTER unit is within 6" of this PRIEST:
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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.
A veteran of the battlefield and of the sermon, this warlord intones his litanies and galvanises his brothers with every word.
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.
This datasheet has HQ Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:
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Frag grenades used in the following datasheets:
Krak grenades used in the following datasheets:
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.The INFANTRY keyword is used in the following Space Marines datasheets:
The CENTURION keyword is used in the following Space Marines datasheets:
The TERMINATOR keyword is used in the following Space Marines datasheets:
The BIKER keyword is used in the following Space Marines datasheets:
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 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.The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The datasheets using AGENT OF THE IMPERIUM keyword can be found in the following Factions:
Imperium: Adepta Sororitas, Agents of the Imperium, Imperial Knights, Inquisition.The AGENT OF THE IMPERIUM keyword is used in the following datasheets:
The datasheets using UNALIGNED keyword can be found in the following Factions:
Unaligned: Unaligned.The UNALIGNED keyword is used in the following datasheets:
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: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.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.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.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.The IMPERIUM keyword is used in the following Space Marines datasheets:
The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The CHARACTER keyword is used in the following Space Marines datasheets:
The ARTILLERY keyword is used in the following Space Marines datasheets:
The ADEPTUS ASTARTES and CHARACTER keywords are used in the following Space Marines datasheets:
The WHITE SCARS and CHARACTER keywords are used in the following Space Marines datasheets:
The WHITE SCARS and BIKER keywords are used in the following Space Marines datasheets:
The WHITE SCARS and INFANTRY keywords are used in the following Space Marines datasheets:
The and CHARACTER keywords are used in the following Space Marines datasheets:
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