Space Marines – Chaplain on Bike
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5

Chaplain on Bike

NoNAME  M WS BS S T W A Ld Sv Base
95
Chaplain on Bike (base: 75 x 25mm)
1
95
Chaplain on Bike
14" 2+ 3+ 4 5 5 3 9 3+ 75 x 25mm
A Chaplain on Bike is a single model equipped with: bolt pistol; twin boltgun; crozius arcanum; frag grenades; krak grenades.
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
-
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
+10
Power fist
+10
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
-
 • This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 power fist; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
ABILITIES
ABILITIES
Angels of Death, Armour of Contempt
Spiritual Leaders: Friendly <CHAPTER> units can use this model’s Leadership characteristic instead of their own whilst they are within 6" of this model.
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
Rosarius: This model has a 4+ invulnerable save.
This model knows the Litany of Hate (see below) and one litany from the Litanies of Battle. At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the end of that battle round.

Litany of Hate: If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly units whilst their unit is within 6" of this model.
Chaplain on Bike can receive the following Chapter Command upgrade: Master of Sanctity +25 (Power Rating: +1).
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CHARACTER, PRIEST, CHAPLAIN

Datasheet-related Stratagems

STRENGTH OF THE PRIMARCH1CP
Salamanders – Battle Tactic Stratagem

When facing the largest enemies, Vulkan’s sons draw upon their gene-sire’s titanic might, their strength terrible to behold.

Use this Stratagem at the start of the Fight phase. Select one SALAMANDERS unit from your army. Until the end of that phase, add 1 to the Strength characteristic of models in that unit, and when resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6 double the Damage characteristic of that weapon for that attack.
THE CRUCIBLE OF BATTLE1CP
Salamanders – Battle Tactic Stratagem

Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.

Use this Stratagem in the Shooting or Fight phase, when a SALAMANDERS CORE or SALAMANDERS CHARACTER unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the wound roll.
DEVOUT PUSH1CP
Black Templars – Battle Tactic Stratagem

With a zealous cry, the Black Templars press forward towards victory.

Use this Stratagem at the start of the Fight phase. Select one BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit from your army, then select one of the following:
  • If that unit is not within Engagement Range of an enemy unit, make a Normal Move of up to 3" with that unit. It must end this move either closer to the closest enemy unit or closer to the closest objective marker. That unit cannot use this move to embark within a TRANSPORT model.
  • If that unit is within Engagement Range of any enemy units, make a pile-in move with that unit.
CRUSADER’S WRATH2CP
Black Templars – Battle Tactic Stratagem

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.

Use this Stratagem in your Command phase, if the Assault doctrine is active for your army. Until the start of your next Command phase, each time a BLACK TEMPLARS model from your army makes an attack with a Pistol or Melee weapon, 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. You can only use this Stratagem once.
BOLTER DRILL2CP
Imperial Fists – Battle Tactic Stratagem

The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.

Use this Stratagem in your Shooting phase, when you choose an IMPERIAL FISTS CORE or IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.
CAST OUT THY BLACKENED SOUL2CP
Exorcists – Battle Tactic Stratagem

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.

Use this Stratagem in your Shooting phase, when an EXORCISTS CORE or EXORCISTS CHARACTER unit from your army is selected to shoot, or the Fight phase, when an EXORCISTS CORE or EXORCISTS CHARACTER unit from your army is selected to fight. Select one enemy CHAOS DAEMON unit within 12" of that unit. Until the end of the phase, each time a model in that friendly unit makes an attack against that enemy unit, you can re-roll the wound roll.
SKOVAKARAH UHL ZAÛRN!1CP/2CP
Emperor’s Spears – Battle Tactic Stratagem

The battle cry of the Emperor’s Spears is the call that precedes their red work.

Use this Stratagem in the Fight phase, when an EMPEROR’S SPEARS CORE or EMPEROR’S SPEARS CHARACTER unit from your army that made a charge move, was charged or performed a Heroic Intervention this turn is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
HEALING BALMS1CP
Space Wolves – Battle Tactic Stratagem

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.

Use this Stratagem at the end of your Movement phase. Select one SPACE WOLVES INFANTRY, SPACE WOLVES BIKER or SPACE WOLVES CAVALRY model from your army within 3" of a friendly SPACE WOLVES WOLF PRIEST to be healed. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
LAY LOW THE TYRANTS1CP
Raven Guard – Battle Tactic Stratagem

Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.

Use this Stratagem when a RAVEN GUARD INFANTRY unit or RAVEN GUARD BIKER unit from your army is chosen to fight with in the Fight phase. Until the end of the phase, when resolving an attack made by a model in that unit against a CHARACTER unit that is not a VEHICLE, or against a unit that is not a VEHICLE and contains any models with a Wounds characteristic of 4 or more, add 1 to the wound roll.
WIND-SWIFT2CP
White Scars – Battle Tactic Stratagem

It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.

Use this Stratagem in your Movement phase after a WHITE SCARS unit (excluding ARTILLERY) from your army has made a Normal Move or has Fallen Back. That unit can make an Advance move. Until the end of the turn, that unit cannot shoot, declare a charge or attempt to manifest any psychic powers.
SONS OF GUILLIMAN1CP
Ultramarines – Battle Tactic Stratagem

Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.

Use this Stratagem when an ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit from your army is chosen to shoot with in your Shooting phase or fight with in the Fight phase. If that unit has the Troops Battlefield Role, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll. Otherwise, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll of 1.
COMMANDING ORATORY2CP
Adeptus Astartes – Epic Deed Stratagem

Fuelled by battlefield adrenaline, the Chaplain recites his litanies with even greater fervour, inspiring the warriors around him.

Use this Stratagem at the start of any of your phases other than your Command phase. Select one ADEPTUS ASTARTES CHAPLAIN unit from your army that has not recited a litany this turn. That model can recite one litany that has not already been recited by a friendly model this turn. That litany is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
ONLY IN DEATH DOES DUTY END2CP
Adeptus Astartes – Epic Deed Stratagem

Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.
BOMBASTIC DELIVERY2CP
Black Templars – Epic Deed Stratagem

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.

Use this Stratagem in your Command phase, when you select a BLACK TEMPLARS CHAPLAIN unit to recite a litany. One litany that unit recites this phase is automatically inspiring (do not roll), and that unit can recite one additional litany during this phase.
FOR THE EMPEROR’S HONOUR!2CP
Black Templars – Epic Deed Stratagem

Filled with the spirit of Sigismund, this warrior roars a challenge to his foes, daring them to face him in single combat.

Use this Stratagem in the Fight phase. Select one BLACK TEMPLARS CHARACTER unit (excluding VEHICLE units) from your army and one enemy CHARACTER unit. Until the end of the phase, each time that enemy CHARACTER unit is selected to fight, if the selected BLACK TEMPLARS CHARACTER unit is within Engagement Range of that enemy CHARACTER unit when your opponent is selecting targets for its attacks, those attacks can only target the selected BLACK TEMPLARS CHARACTER unit.
DEED WORTHY OF A SAGA2CP
Space Wolves – Epic Deed Stratagem

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.

Use this Stratagem in any phase, when a SPACE WOLVES CHARACTER model (excluding VEHICLE models) from your army that does not have a Warlord Trait meets the requirements for a Deed. At the end of the phase, until the end of the battle, that model gains the Saga ability associated with that Deed.
RISE FROM THE ASHES2CP
Salamanders – Epic Deed Stratagem

The sons of Vulkan have always evinced a tenacious hold upon life while their enemies yet live.

Use this Stratagem in any phase, when a SALAMANDERS CHARACTER model from your army is destroyed. At the end of that phase, roll one D6; on a 4+ return that model to play with 1 wound remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.
ANGEL’S SACRIFICE1CP
Blood Angels – Epic Deed Stratagem

The Blood Angels would gladly put themselves in harm’s way to protect others, exemplifying the sacrifice of Sanguinius.

Use this Stratagem in the Fight phase. Select one BLOOD ANGELS CHARACTER unit (excluding VEHICLE units) from your army. Until the end of the phase, each time an enemy unit is selected to fight, if a model in that unit is within Engagement Range of that CHARACTER unit when your opponent is selecting targets for its attacks, those attacks can only target that CHARACTER unit.
WARRIOR OF LEGEND1CP
Space Wolves – Requisition Stratagem

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.

Use this Stratagem after nominating a SPACE WOLVES CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Space Wolves Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results) and that model has access to each Saga associated with their Warlord Traits. You can only use this Stratagem once.
ORISON CULT1CP/2CP
Exorcists – Requisition Stratagem

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.

Use this Stratagem before the battle, when you are mustering your army, if every unit in your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units). Select one EXORCISTS CORE or EXORCISTS CHARACTER unit from your army, then select one combat doctrine. Once per battle, in your Command phase, you can select that combat doctrine to be active for that unit instead of any other combat doctrine until the start of your next Command phase. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
ANGEL EXEMPLAR1CP
Blood Angels – Requisition Stratagem

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.

Use this Stratagem after nominating a BLOOD ANGELS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them. If this model is from the Blood Angels or one of their successor Chapters (other than the Flesh Tearers), this must be from the Blood Angels Warlord Traits table. If this model is from the Flesh Tearers Chapter, this must be from the Flesh Tearers Warlord Traits table instead. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
HONOURED BY THE ARX ANGELICUM1CP
Blood Angels – Requisition Stratagem

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.

Use this Stratagem after nominating a model drawn from a Blood Angels successor Chapter to be your WARLORD. You can give one Relic of the Angels to a CHARACTER model in your army that is drawn from a Blood Angels successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the BLOOD ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once.
PARAGON OF THE CHAPTER1CP
Dark Angels – Requisition Stratagem

The Dark Angels’ commanders are expected to have prodigious tactical and martial skills. Even in this elite group, some individuals stand out.

Use this Stratagem after nominating a DARK ANGELS CHARACTER model that is not a named character to be your WARLORD. Generate one additional Warlord Trait for them; this must be from the Dark Angels Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, reroll duplicate results). You can only use this Stratagem once.
HONOURED BY THE ROCK1CP
Dark Angels – Requisition Stratagem

It is not unheard of for the Dark Angels to bestow ancient relics to worthy warriors of their successor Chapters.

Use this Stratagem after nominating a model drawn from a Dark Angels successor Chapter to be your WARLORD. You can give one Relic of the Rock to a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the DARK ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once.
A VIGIL UNMATCHED1CP
Deathwatch – Requisition Stratagem

Some of the Deathwatch’s champions have unparalleled records of service, their capacity for slaying the xenos a true gift.

Use this Stratagem after nominating a DEATHWATCH CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them from the Deathwatch Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
RELIC OF THE CHAPTER1CP
Adeptus Astartes – Requisition Stratagem

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.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and give them one Chapter Relic (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
HERO OF THE CHAPTER1CP
Adeptus Astartes – Requisition Stratagem

Every Space Marine is a champion in their own right, a posthuman demigod who stands between Mankind and the darkness.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
TEMPERED BY WISDOM1CP
White Scars – Requisition Stratagem

The heroes of the White Scars are storied veterans who combine cunning and experience with red-handed ferocity.

Use this Stratagem after nominating a WHITE SCARS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the White Scars Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
GIFT OF THE KHANS1CP
Space Marines – Requisition Stratagem

Bequeathed by the White Scars, a relic of Chogoris is a mighty boon indeed.

Use this Stratagem after nominating a model drawn from a White Scars successor Chapter to be your WARLORD. You can give one Relic of Chogoris to a CHARACTER model from your army that is drawn from a White Scars successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the WHITE SCARS keyword in all instances on that Relic (if any) with that model’s keyword. You can only use this Stratagem once per battle.
EXEMPLAR OF THE CHAPTER1CP
Ultramarines – Requisition Stratagem

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.

Use this Stratagem after nominating an ULTRAMARINES model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Ultramarines Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
HONOURED BY MACRAGGE1CP
Space Marines – Requisition Stratagem

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.

Use this Stratagem after nominating a model drawn from an Ultramarines successor Chapter to be your WARLORD. You can give one Relic of Macragge to a CHARACTER model from your army that is drawn from an Ultramarines successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the ULTRAMARINES keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.
MASTER OF THE TRIFOLD PATH1CP
Raven Guard – Requisition Stratagem

The most accomplished leaders of the Raven Guard are masters of every strategic doctrine laid down by Corvus Corax.

Use this Stratagem after nominating a RAVEN GUARD CHARACTER model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Raven Guard Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
TOKEN OF BROTHERHOOD1CP
Raven Guard – Requisition Stratagem

Pomp and ceremony are of little worth to Corax’s gene-sons, who instead favour tangible acts of faith and comradeship.

Use this Stratagem after nominating a model drawn from a Raven Guard successor Chapter to be your Warlord. You can give one Relic of the Ravenspire to a CHARACTER model from your army that is drawn from a Raven Guard successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the RAVEN GUARD keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.
COGITATED MARTYRDOM1CP
Iron Hands – Requisition Stratagem

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.

Use this Stratagem at the start of the Shooting phase. Select one IRON HANDS INFANTRY unit from your army. Until the end of the phase, when a friendly IRON HANDS CHARACTER model (excluding VEHICLE models) within 3" of that unit would lose any wounds as a result of an attack made against that model, that unit can attempt to intercept that attack. Roll one D6 before any rolls to ignore wounds (e.g. The Flesh is Weak, Adamantine Mantle etc.) are made; on a 2+ that model does not lose those wounds and that unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
PARAGON OF IRON1CP
Iron Hands – Requisition Stratagem

This warrior has absorbed well the lessons his Primarch taught, and has mastered his Chapter’s ways of war.

Use this Stratagem before the battle, after nominating an IRON HANDS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Iron Hands Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
BEQUEATHED BY THE IRON COUNCIL1CP
Space Marines – Requisition Stratagem

Should cogitation-choristry commend it, the Iron Council may bestow a relic of Medusa upon one of their successors for a time.

Use this Stratagem after nominating a model drawn from an Iron Hands successor Chapter to be your WARLORD. You can give one Relic of Medusa to a CHARACTER model from your army that is drawn from an Iron Hands successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the IRON HANDS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.
CHAMPION OF BLADES1CP
Imperial Fists – Requisition Stratagem

Victory in the Feast of Blades brings rewards of favour and recognition for he who earns them.

Use this Stratagem after nominating a model drawn from an Imperial Fists successor Chapter to be your WARLORD. You can give one Relic of the Fists to a CHARACTER model from your army that is drawn from an Imperial Fists successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the IMPERIAL FISTS and CRIMSON FISTS keywords in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.
A TROPHY BESTOWED1CP
Space Wolves – Requisition Stratagem

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.

Use this Stratagem after nominating a model drawn from a Space Wolves successor Chapter to be your WARLORD. You can give one Relic of the Fang to a CHARACTER model from your army that is drawn from a Space Wolves successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the Space Wolves keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once.
HEIR OF SIGISMUND1CP
Black Templars – Requisition Stratagem

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.

Use this Stratagem after nominating a BLACK TEMPLARS CHARACTER model that is not a named character to be your WARLORD. Generate one additional Warlord Trait for them; this must be from the Black Templars Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
TRUST OF PROMETHEUS1CP
Salamanders – Requisition Stratagem

The respect of the Salamanders is not easily earned, but the trust so forged is sealed by the giving of powerful artefacts.

Use this Stratagem after nominating a model drawn from a Salamanders successor Chapter to be your WARLORD. You can give one Relic of Nocturne to a CHARACTER model from your army that is drawn from a Salamanders successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the SALAMANDERS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.
SENTINEL OF TERRA1CP
Imperial Fists – Requisition Stratagem

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.

Use this Stratagem after nominating an IMPERIAL FISTS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Imperial Fists Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
EXEMPLAR OF THE PROMETHEAN CREED1CP
Salamanders – Requisition Stratagem

The greatest heroes of Nocturne are embodiments of Vulkan’s tenets and living monuments to his nobility.

Use this Stratagem after nominating a SALAMANDERS model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Salamanders Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
SQUAD DOCTRINES1CP
Ultramarines – Strategic Ploy Stratagem

Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.

Use this Stratagem at the start of your Movement phase. Select one ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit from your army, then select either the Devastator, Tactical or Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine instead of the active combat doctrine.
CHOGORIAN THUNDERBOLTS1CP
White Scars – Strategic Ploy Stratagem

White-armoured bikers hit the enemy lines like fulminating spears of lightning from the glowering clouds of Chogoris.

Use this Stratagem when a WHITE SCARS BIKER unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; for each roll of a 6, that enemy unit suffers 1 mortal wound.
HUNTERS’ FUSILLADE1CP
White Scars – Strategic Ploy Stratagem

White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.

Use this Stratagem when a WHITE SCARS unit from your army Advances. Until the end of the turn, Heavy weapons and Rapid Fire weapons models in that unit are equipped with are treated as Assault weapons (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).
BESTIAL NATURE1CP
Space Wolves – Strategic Ploy Stratagem

Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.

Use this Stratagem in your Command phase if a combat doctrine is active for your army. Select one SPACE WOLVES INFANTRY, SPACE WOLVES CAVALRY or SPACE WOLVES BIKER unit from your army. Until the start of your next Command phase, that unit gains the bonus of the Assault Doctrine instead of the active combat doctrine.
BUTCHERED QUARRY1CP
White Scars – Strategic Ploy Stratagem

Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.

Use this Stratagem when an enemy unit Falls Back within 1" of any WHITE SCARS INFANTRY or WHITE SCARS BIKER units from your army, before it moves. Select one of those WHITE SCARS units that is not within 1" of any other enemy units; each model in the selected unit can make one attack with a melee weapon against that enemy unit as if they were within 1" of it. After these attacks are made, if that enemy unit is not destroyed, it can then make its Fall Back move; after it has moved, each model in the selected unit can move up to 3", so long as they end this move closer to that enemy unit and not within 1" of any enemy units.
BORN IN THE SADDLE1CP
White Scars – Strategic Ploy Stratagem

To the natives of Chogoris, mounted combat comes as easily and naturally as breathing. In the White Scars these skills are honed to a lethal edge.

Use this Stratagem when a WHITE SCARS BIKER unit from your army Advances. That unit can still shoot this turn.
SKILLED RIDERS1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marine riders and pilots rely on their post-human reflexes to weave around incoming.fire.

Use this Stratagem in your opponent's Shooting phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army that Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subtract l from that attack's hit roll.
HIT-AND-RUN WARFARE1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marine pilots receive advanced training in handling their vehicles, and have preternatural reaction speeds.

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
KEEN SENSES1CP
Space Wolves – Strategic Ploy Stratagem

The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.

Use this Stratagem in your Shooting phase. Select one SPACE WOLVES INFANTRY, SPACE WOLVES BIKER or SPACE WOLVES CAVALRY unit from your army. Until the end of the turn, you can ignore any or all hit roll, Ballistic skill and Weapon skill modifiers, and each time you make a charge roll for that unit, you can ignore any or all modifiers to that charge roll.
CLOSE-RANGE BOLTER FIRE2CP
Imperial Fists – Strategic Ploy Stratagem

The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.

Use this Stratagem in your Shooting phase, when you choose an IMPERIAL FISTS CORE or IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase, bolt weapons models in that unit are equipped with have the Pistol type instead of their normal type (e.g. a Rapid Fire 2 bolt weapon becomes Pistol 2).
BATTLEFIELD TELEPORTATION1CP
Kill Team Strike Force – Strategic Ploy Stratagem

Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.

Use this Stratagem at the start of your Movement phase. Select one STRIKE FORCE KILL TEAM or STRIKE FORCE CHARACTER unit from your army. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere that is more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed.
RELENTLESS ASSAULT1CP
Deathwatch – Strategic Ploy Stratagem

Deathwatch bikers are fierce hunters of the most evasive xenos.

Use this Stratagem in your Movement phase, when a DEATHWATCH BIKER unit, or a KILL TEAM unit that contains a Veteran Biker or Outrider from your army Falls back. That unit is eligible to charge even though it Fell Back this turn.
TELEPORTARIUM1CP
Deathwatch – Strategic Ploy Stratagem

Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.

Use this Stratagem during deployment. Select one DEATHWATCH INFANTRY, DEATHWATCH DREADNOUGHT or DEATHWATCH BIKER unit from your army. All models in that unit gain the Teleport Strike ability. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
PAIN IS A LESSON1CP
Imperial Fists – Strategic Ploy Stratagem

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.

Use this Stratagem in any phase, when an IMPERIAL FISTS unit from your army that is not a VEHICLE or SERVITOR is chosen as the target of an enemy attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 6 that wound is not lost.
BLACK VAULT BOLTS1CP
Kill Team Strike Force – Wargear Stratagem

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.

Use this Stratagem in your Shooting phase, when you select a STRIKE FORCE KILL TEAM or STRIKE FORCE CHARACTER unit from your army to shoot. Until the end of the phase:
  • The Type characteristic of all bolt weapons models in that unit are equipped with is changed to Heavy 1.
  • Each time a model in that unit makes a ranged attack with a Bolt weapon, on an unmodified wound roll of 6 that attack inflicts 1 mortal wound on the target in addition to any normal damage (a maximum of 6 mortal wounds can be inflicted per phase via this Stratagem).

Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Combi-weapons). When this is the case, the unit may take any item from the appropriate list below.

COMBI-WEAPONS

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

PISTOLS

 • Bolt pistol

 • Hand flamer1

 • Grav-pistol

 • Inferno pistol1

 • Plasma pistol

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+10
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.
+10
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.
+10
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.
+10
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.
+10
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.
+10
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.
+10
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.
+10
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.
+5
Grav-pistol
+5
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.
+5
Hand flamer
+5
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.
+5
Inferno pistol
+5
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.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
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.
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-

Litanies of Battle

Litanies of Battle

D6LITANIES 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 attacks 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:

  • Add 1 to this PRIEST’s Attacks and Strength characteristics.
  • Add 1 to the Damage characteristic of melee weapons this PRIEST is equipped with.

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:

  • Add 2 to charge rolls made for that unit. This is not cumulative with any other rule that adds to a unit’s charge roll.
  • Each time a model in that unit makes a pile in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.

Chapter Command

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.’

This datasheet has HQ Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Frag grenades used in the following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Krak grenades used in the following datasheets:

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.

The CELESTIAN SACRESANTS keyword is used in the following Adepta Sororitas datasheets:

The NEMESIS DREADKNIGHT keyword is used in the following Grey Knights datasheets:

Heavy Support
Armour of Contempt
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
  • Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
  • Models with either the Sacresant Shield or Force Shielding ability (CELESTIAN SACRESANT and NEMESIS DREADKNIGHT units).
  • Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.

The ARTILLERY keyword is used in the following Space Marines datasheets:

Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

The STORM SPEEDER keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

The and CORE keywords are used in the following Space Marines datasheets:

The and CHARACTER keywords are used in the following Space Marines datasheets:

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Army List
Datasheets collated
Faction Rules