No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
80 Librarian (base: 32mm) |
|||||||||||
1 | 80 Librarian |
6" | 3+ | 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 | - |
Force axe | ||||||
Force axe | Melee | Melee | +2 | -2 | D3 | - |
Force stave | ||||||
Force stave | Melee | Melee | +3 | -1 | D3 | - |
Force sword | ||||||
Force sword | Melee | Melee | +1 | -3 | D3 | - |
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. • This model's force stave can be replaced with one of the following: 1 force axe; 1 force sword. • This model can be equipped with 1 jump pack (Power Rating +1).
|
|
ABILITIES | |
ABILITIES |
Angels of Death Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test. Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword. |
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent's Psychic phase. It knows Smite and two psychic powers from the Librarius discipline. | |
Librarian can receive the following Chapter Command upgrade: Chief Librarian +20 (Power Rating: +1). | |
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, | |
KEYWORDS: CHARACTER, INFANTRY, PSYKER, LIBRARIAN, DEATHWING |
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.
Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.
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.
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.
Flesh Tearers constantly push towards new foes, moving one step closer to engaging the enemy and sating their lust to kill.
The Deathwing have learned to begin their sweeping fire patterns immediately upon their arrival from teleportation.
Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.
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.
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.
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.
Blessed with incredible strength, Space Marines deliver blows that inflict terrifying damage.
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.
The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their foes from defensive positions with hails of pinpoint fire.
Logic dictates that, once a foe has been marked for destruction, the Iron Hands must not relent until the target is annihilated.
No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.
It is said on Chogoris that the sons of the Khan ride the storm-winds themselves, racing swift and wrathful into war.
It is said on Chogoris that the sons of the Khan ride the stormwinds 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.
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.
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.
Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.
Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.
The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.
The Blood Angels are numbered amongst the most psychically gifted of all the Space Marine Chapters.
The Blood Angels would gladly put themselves in harm’s way to protect others, exemplifying the sacrifice of Sanguinius.
Epistolary Rhalion is a veteran of countless battlefields, both psychic and mundane. His font of mystic knowledge is great, his arcane learnings esoteric.
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.
Where the Rune Priest unleashes his might, blinding Fenrisian tempests are sure to follow.
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
The sons of Vulkan have always evinced a tenacious hold upon life while their enemies yet live.
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 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.
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.
Every Space Marine is a champion in their own right, a posthuman demigod who stands between Mankind and the darkness.
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.
Some of the Deathwatch’s champions have unparalleled records of service, their capacity for slaying the xenos a true gift.
It is not unheard of for the Dark Angels to bestow ancient relics to worthy warriors of their successor Chapters.
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 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.
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.
Bequeathed by the White Scars, a relic of Chogoris is a mighty boon indeed.
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 respect of the Salamanders is not easily earned, but the trust so forged is sealed by the giving of powerful artefacts.
Victory in the Feast of Blades brings rewards of favour and recognition for he who earns them.
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 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.
Should cogitation-choristry commend it, the Iron Council may bestow a relic of Medusa upon one of their successors for a time.
This warrior has absorbed well the lessons his Primarch taught, and has mastered his Chapter’s ways of war.
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.
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.
Even in the press and whirl of close combat, the fires of Nocturne are undimmed, a roaring inferno consuming the foe.
White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.
The Salamanders’ expertise with weapons that recall their volcanic heritage is unmatched.
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.
Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.
The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
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.
Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.
At the opportune moment, Raven Guard infiltration units slip away from battle, only to relocate and strike the foe again from a different angle.
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 Raven Guard are masters of infiltration, slipping unseen across the battlefield before striking from the shadows to annihilate their foes with gun and blade.
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.
The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.
The Raven Guard swoop into battle like dark-winged angels of vengeance.
Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.
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.
If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.
A measured advance allows Space Marines to unleash a steady stream of accurate fire on the move.
In times of great desperation, fury and ferocity can be a warriors strongest allies.
The deadliest strike comes always from the least expected quarter. So taught Corax.
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.
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.
The Rock’s Armoury houses all manner of ancient wonders.
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. | ||
1CP | ||
CHIEF LIBRARIAN Blood Ravens Stratagem As masters of the psychic arts, the Chief Librarians of the Blood Ravens can direct the energies of the immaterium with incredible precision and power. Use this Stratagem before the battle. Select one BLOOD RAVENS LIBRARIAN model from your army. That model gains the CHIEF LIBRARIAN keyword and the following ability: ‘Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent’s Psychic phase.’ You can only use this Stratagem once per battle. | ||
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 | - |
D6 | PSYCHIC POWER |
1 | VEIL OF TIME The psyker projects his will beyond the regular passage of time, altering the temporal flow to sway the tide of battle. Blessing: Veil of Time has a warp charge value of 6. If manifested, select one friendly PSYKER.
|
2 | MIGHT OF HEROES The psyker cages the immense power of the immaterium within the physical form of one of his brothers, making the blessed warrior the Emperor’s vengeance made manifest. Blessing: Might of Heroes has a warp charge value of 6. If manifested, select one friendly CORE or CHARACTER model within 12" of this PSYKER. Until the start of your next Psychic phase, add 1 to that models Strength, Toughness and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic in that unit when resolving any rules). |
3 | NULL ZONE The psyker unleashes the full might of his mind to cast down his opponents defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes. Blessing (Aura): Null Zone has a warp charge value of 7. If manifested, then:
|
4 | PSYCHIC SCOURGE The psyker pits his superhuman willpower against that of his enemies in a battle of mental fortitude, seeking to destroy their minds in a burst of psychic fury. Witchfire: Psychic Scourge has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Then, roll one D6 and add this PSYKER’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponents, the selected unit suffers D3 mortal wounds; if it is equal to your opponents total, the selected unit suffers 1 mortal wound; if it is less than your opponent’s total, nothing happens. |
5 | FURY OF THE ANCIENTS Calling upon the myths of his Chapters home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy. Witchfire: Fury of the Ancients has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this PSYKER. Draw a line between any part this PSYKER’s base and any part of the selected model’s base (or hull); the selected models unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound. |
6 | PSYCHIC FORTRESS Drawing on boundless reserves of inner strength, the psyker constructs a powerful field of shimmering psychic energy around himself as well as any nearby battle brothers, protecting them from harm. Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly unit is within 6" of this PSYKER, models in that unit have a 5+ invulnerable save. |
At head of each Chapter's Librarius can be found the Chief Librarian. Battle scholars with vast experience and immense psychic power, they are as much invaluable warriors as they are dependable advisors. When mastery of the warp is required, none are better equipped to deal with its turbulent nature. On the battlefield, Chief Librarians direct the energies of the immaterium with unrivalled precision and power.
This Librarian has reached a level of psychic mastery that allows him to delve deep into the warp, to depths that would cause lesser psykers to be consumed by its ravenous energies.
Add 1 to Psychic tests taken for this WARLORD.A neural shroud is a specially modified psychic hood sometimes worn by the most senior members of a Chapter's Librarius. The resonating crystals within its neurokinetic housing have been supercharged with empyric energy. Though wearing such a device demands incredible focus and willpower, it projects an extremely potent anti-psychic field.
Increase the range of the bearer's Psychic Hood ability to 24".This datasheet has HQ Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:
|
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: