Space Marines – Librarian in Phobos Armour
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5

Librarian in Phobos Armour

NoNAME  M WS BS S T W A Ld Sv Base
90
Librarian in Phobos Armour (base: 40mm)
1
90
Librarian in Phobos Armour
6" 3+ 3+ 4 4 5 4 9 3+ 40mm
A Librarian in Phobos Armour is equipped with: bolt pistol; force sword; frag grenades; krak grenades; camo cloak.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
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 
Camo Cloak
Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Camo Cloak
Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
ABILITIES
ABILITIES
Angels of Death, Concealed Positions
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 Obscuration discipline.
Librarian in Phobos Armour can receive the following Chapter Command upgrade: Chief Librarian +20 (Power Rating: +1).
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, PHOBOS, PSYKER, LIBRARIAN, DEATHWING

Datasheet-related Stratagems

STAND YOUR GROUND1CP
Salamanders – Battle Tactic Stratagem

Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.

Use this Stratagem in any phase, when a SALAMANDERS INFANTRY unit from your army that is not a SERVITOR and did not Advance in this phase or your previous Movement phase is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a weapon that has a Damage characteristic of 1 against a model in that unit, add 1 to the saving throw. This does not affect invulnerable saving throws.
OCULAR NETWORKING1CP
Vanguard Spearhead – Battle Tactic Stratagem

When fighting as part of Vanguard Spearhead, Space Marines utilise the sophisticated ocular systems of their Phobos armour to greater efficacy. Sharing combat data across inter-squad networks, they identify weaknesses in even the most resilient foe, deficiencies which precise attacks can take advantage of.

Use this Stratagem in your Shooting phase or the Fight phase, when a VANGUARD SPEARHEAD unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack that targets a MONSTER or VEHICLE unit, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 2 (this is cumulative with the bonus gained from the Combat Doctrines ability).
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.
FIGHT AS BROTHERS2CP
Emperor’s Spears – Battle Tactic Stratagem

Having spent years relying on their trusted brothers, when Emperor’s Spears fight together, little can stay their blows.

Use this Stratagem in the Fight phase, when an EMPEROR’S SPEARS INFANTRY unit from your army is selected to fight. Select one enemy unit within Engagement Range of that unit and one or more other friendly EMPEROR’S SPEARS INFANTRY units. Until the end of the phase, each time a friendly EMPEROR’S SPEARS INFANTRY unit makes a melee attack against that unit, you can re-roll the hit roll.
CUNNING OF THE WOLF1CP
Space Wolves – Battle Tactic Stratagem

The most successful hunts are those where the prey doesn’t know they are being hunted.

Use this Stratagem during deployment. Select one SPACE WOLVES INFANTRY unit from your army. All models in that unit gain the Outflank ability.
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.
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.
CLAIM RUNES1CP
Silver Templars – Battle Tactic Stratagem

When faced with overwhelming numbers, the Silver Templars employ a system of rune-marking their chosen targets on their autosenses, allowing for pinpoint and hyper-efficient slaughter.

Use this Stratagem in the Fight phase, when a SILVER TEMPLARS PRIMARIS unit from your army is selected to fight. If, when it was selected to fight, that unit was within Engagement Range of an enemy unit containing more models than itself, then until the end of the phase, each time a model in that SILVER TEMPLARS unit makes an attack:
  • Add 1 to the Strength characteristic of that attack.
  • Improve the Armour Penetration characteristic of that attack by 1.
AGGRESSIVE ONSLAUGHT1CP
Flesh Tearers – Battle Tactic Stratagem

Flesh Tearers constantly push towards new foes, moving one step closer to engaging the enemy and sating their lust to kill.

Use this Stratagem in the Fight phase. Select one FLESH TEARERS INFANTRY unit from your army. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3".
DEATHWING ASSAULT1CP
Dark Angels – Battle Tactic Stratagem

The Deathwing have learned to begin their sweeping fire patterns immediately upon their arrival from teleportation.

Use this Stratagem in your Shooting phase, when a DEATHWING unit from your army is selected to shoot. Each time a model in that unit makes a ranged attack, if it was set up on the battlefield this turn as a result of a teleport homer or teleport strike, add 1 to that attack’s wound roll.
LINE UNBREAKABLE1CP
Dark Angels – Battle Tactic Stratagem

Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.

Use this Stratagem at the start of the Fight phase. Select one DARK ANGELS INFANTRY unit from your army. Until the end of the phase, that unit can only be selected as a target for melee attacks if the attacking model is within Engagement Range of it (note that this means that enemy models that are not within Engagement Range but are within 1/2" of a model from their own unit that is itself within 1/2" of this DARK ANGELS INFANTRY unit cannot target it with melee attacks this phase).
MASTERFUL DUELLISTS1CP/2CP
Strike Force Rhalion – Boarding Actions – Battle Tactic Stratagem

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.

Use this Stratagem in the Fight phase, when a STRIKE FORCE RHALION unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified hit roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit has the TERMINATOR keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
FURIOUS MOMENTUM1CP
Strike Force Rhalion – Boarding Actions – Battle Tactic Stratagem

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.

Use this Stratagem in the Fight phase, when a STRIKE FORCE RHALION unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, on an unmodified hit roll of 6, that attack scores one additional hit.
ROUTEFINDERS1CP
Strike Force Rhalion – Boarding Actions – Battle Tactic Stratagem

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.

Use this Stratagem in the Fight phase, when a STRIKE FORCE RHALION unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3".
TRANSHUMAN PHYSIOLOGY1CP
Space Marines – Boarding Actions – Battle Tactic Stratagem

Space Marines can fight through even the most grievous of wounds.

Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
THE STRENGTH OF THE EMPEROR1CP
Space Marines – Boarding Actions – Battle Tactic Stratagem

Blessed with incredible strength, Space Marines deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack and an unmodified hit roll of 6 automatically wounds the target.
NO MATTER THE ODDS1CP
Space Marines – Crimson Fists – Boarding Actions – Battle Tactic Stratagem

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

Use this Stratagem in your Shooting phase, when a CRIMSON FISTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a bolt weapon, on an unmodified hit roll of 5+, that attack scores one additional hit.
INTRACTABLE1CP
Space Marines – Dark Angels – Boarding Actions – Battle Tactic Stratagem

Although stubborn warriors, even the resolute Dark Angels know that a fighting retreat can be the wisest course.

Use this Stratagem in your Movement phase, when a DARK ANGELS unit from your army is selected to Fall Back.
  • If that unit has the Inner Circle ability, do not roll 2D6 to see if it can Fall Back - it can automatically do so.
  • That unit is eligible to shoot this turn.
SIEGE MASTERS1CP
Space Marines – Imperial Fists – Boarding Actions – Battle Tactic Stratagem

The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their foes from defensive positions with hails of pinpoint fire.

Use this Stratagem in your Shooting phase, when an IMPERIAL FISTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, the target does not receive the benefits of cover against that attack.
NO CLEMENCY1CP/2CP
Space Marines – Iron Hands – Boarding Actions – Battle Tactic Stratagem

Logic dictates that, once a foe has been marked for destruction, the Iron Hands must not relent until the target is annihilated.

Use this Stratagem in your Shooting phase or the Fight phase, when an IRON HANDS unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack that targets a unit below Half-strength, add 1 to that attack’s wound roll. If that IRON HANDS unit has the TERMINATOR keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
SPEED OF THE HURRICANE1CP
Space Marines – White Scars – Boarding Actions – Battle Tactic Stratagem

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

Use this Stratagem in your Movement phase, when a WHITE SCARS unit from your army is selected to Advance. Do not make an Advance roll for that unit. Instead, until the end of the phase, add 8" to the Move characteristic of models in that unit.
TRANSHUMAN PHYSIOLOGY1CP/2CP
Adeptus Astartes – Battle Tactic Stratagem

Space Marines can fight through even the most grievous of wounds.

Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
GENE-WROUGHT MIGHT1CP
Adeptus Astartes – Battle Tactic Stratagem

Blessed with incredible strength, Primaris Space Marines deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when a PRIMARIS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.
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.
REJECT THE FLESH, EMBRACE THE MACHINE1CP
Iron Hands – Battle Tactic Stratagem

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.

Use this Stratagem in any phase, when an IRON HANDS INFANTRY unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6, adding 1 to the result if that model has the All Flesh is Weakness Warlord Trait. On a 5+ that wound is not lost.
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.
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.
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.
THE SHIELD UNWAVERING2CP
Imperial Fists – Battle Tactic Stratagem

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.

Use this Stratagem at the end of your Morale phase. Select one IMPERIAL FISTS INFANTRY unit from your army that is within 3" of any objective markers. Until the start of your next turn, add 1 to the Attacks characteristic of models in that unit, and when resolving an attack made against that unit, add 1 to the saving throw (excluding invulnerable saves).
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.
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.
SPIRITUAL MIGHT1CP
Blood Angels – Epic Deed Stratagem

The Blood Angels are numbered amongst the most psychically gifted of all the Space Marine Chapters.

Use this Stratagem in your Psychic phase. Select one BLOOD ANGELS PSYKER unit from your army. You can attempt to manifest one additional psychic power with that unit this phase.
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.
ARCANE KNOWLEDGE1CP/2CP
Strike Force Rhalion – Boarding Actions – Epic Deed Stratagem

Epistolary Rhalion is a veteran of countless battlefields, both psychic and mundane. His font of mystic knowledge is great, his arcane learnings esoteric.

Use this Stratagem in your Psychic phase. Select one STRIKE FORCE RHALION PSYKER unit from your army. You can attempt to manifest one additional psychic power with that unit this phase. That psychic power does not need to be one that unit knows, but it must be from a psychic discipline they have access to. If they manifest a psychic power they do not know, this Stratagem costs 2CP; otherwise, it costs 1CP.
ONLY IN DEATH DOES DUTY END1CP
Space Marines – Boarding Actions – 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 models attacks, it is then removed.
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.
CLOAKED BY THE STORM2CP
Space Wolves – Epic Deed Stratagem

Where the Rune Priest unleashes his might, blinding Fenrisian tempests are sure to follow.

Use this Stratagem in your Psychic phase, after resolving the effects of a psychic power from the Tempestas discipline manifested by a SPACE WOLVES PSYKER model from your army. Until the start of your next Psychic phase, each time a ranged attack is made against a friendly SPACE WOLVES unit within 6" of that PSYKER model, subtract 1 from that attack’s hit roll.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
DISPERSAL PROTOCOLS2CP
Vanguard Spearhead – Strategic Ploy Stratagem

Vanguard squads are trained to rapidly disengage from their foe, moving to new positions before attacking once more.

Use this Stratagem at the end of the Fight phase. Select one VANGUARD SPEARHEAD unit from your army that is within Engagement Range of any enemy units. That unit can Fall Back as if it were your Movement phase.
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.
GUERILLA TACTICS1CP
Adeptus Astartes – Strategic Ploy Stratagem

At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate and strike the foe again.

Use this Stratagem in your Movement phase, when a PHOBOS unit from your army that is more than 6" from any enemy models is selected to move. If the mission you are playing is using the Strategic Reserves rule, place that unit into Strategic Reserves. That unit cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.
STEADY ADVANCE2CP
Adeptus Astartes – Strategic Ploy Stratagem

A measured advance allows Space Marines to unleash a steady stream of fire.

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.
UNCOMPROMISING FIRE2CP
Adeptus Astartes – Strategic Ploy Stratagem

Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.

Use this Stratagem in your Shooting phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is performing an action. That unit can shoot this phase without that action failing.
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.
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).
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.
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).
ADAPTIVE STRATEGY1CP
Space Marines – Ultramarines – Boarding Actions – Strategic Ploy Stratagem

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.

Use this Stratagem in your Command phase. Select one ULTRAMARINES unit from your army that is on the battlefield. Until the start of your next Command phase, each time a model in that unit makes an attack, the Devastator Doctrine, Tactical Doctrine and Assault Doctrine are all considered to be active for that attack.
COUNTER CHARGE1CP
Space Marines – Space Wolves – Boarding Actions – Strategic Ploy Stratagem

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.

Use this Stratagem in your opponent’s Charge phase. Select one SPACE WOLVES unit from your army. Until the end of the phase, that unit is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6". All other rules for Heroic Interventions still apply.
INFILTRATING ADVANCE1CP
Space Marines – Raven Guard – Boarding Actions – Strategic Ploy Stratagem

At the opportune moment, Raven Guard infiltration units slip away from battle, only to relocate and strike the foe again from a different angle.

Use this Stratagem in your Movement phase, when a RAVEN GUARD unit from your army is set up within an Entry Zone. That unit can make a Normal Move of up to 6".
INFILTRATORS1CP
Raven Guard – Strategic Ploy Stratagem

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.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one RAVEN GUARD INFANTRY unit from your army that is on the battlefield. That unit can move as if it were your Movement phase. The unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
STRANGLEHOLD2CP
Raven Guard – Strategic Ploy Stratagem

By the time the enemy engages the Raven Guard, their rear lines are already in the talon-grip of the Chapter’s covert vanguard, choking them off from vital battlefield support.

Use this Stratagem at the start of the first battle round, before the first turn begins, if your army includes any RAVEN GUARD SCOUT or RAVEN GUARD PHOBOS units. Until the end of that battle round, you can roll one D6 each time your opponent spends Command Points to use a Stratagem; on a 5+ your opponent must spend 1 additional Command Point, or else that Stratagem has no effect and cannot be used again this phase (the Command Points spent so far are lost). You can only use this Stratagem once per battle.
SAVAGE DESTRUCTION1CP
Space Marines – Flesh Tearers – Boarding Actions – Strategic Ploy Stratagem

Enemy fighters scramble to escape the Flesh Tearers’ ferocity.

Use this Stratagem in the Morale phase, when a Morale test is failed for an enemy unit that is within Engagement Range of any FLESH TEARERS units from your army. Until the end of the turn, subtract 2 from Combat Attrition tests taken for that enemy unit.
BROTHERHOOD OF VETERANS1CP
Space Marines – Deathwatch – Boarding Actions – Strategic Ploy Stratagem

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.

Use this Stratagem in your Command phase. Select one DEATHWATCH unit from your army, then select one Chapter Tactic or Successor Tactic. Until the end of the turn, models in that unit have that Chapter Tactic or Successor Tactic instead of the Xenos Hunters Chapter Tactic.
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.
STRIKE FROM THE SHADOWS1CP
Raven Guard – Strategic Ploy Stratagem

The deadliest strike comes always from the least expected quarter. So taught Corax.

Use this Stratagem during the Declare Reserves and Transports step of your mission. Select one RAVEN GUARD INFANTRY unit from your army. You can set up that unit in ambush instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.
RED RAMPAGE1CP
Space Marines – Blood Angels – Boarding Actions – Strategic Ploy Stratagem

In times of great desperation, fury and ferocity can be a warriors strongest allies.

Use this Stratagem in the Fight phase, when a BLOOD ANGELS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, on an unmodified hit roll of 6, that attack scores one additional hit.
STEADY ADVANCE1CP
Space Marines – Boarding Actions – Strategic Ploy Stratagem

A measured advance allows Space Marines to unleash a steady stream of accurate fire on the move.

Use this Stratagem when an ADEPTUS ASTARTES unit from your army completes the Set Overwatch action. While that unit Sets Overwatch, it also Holds Steady.
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.
A DEADLY PRIZE1CP
Raven Guard – Strategic Ploy Stratagem

If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.

Use this Stratagem at the end of your turn. Select one objective marker that is within 3" of any RAVEN GUARD INFANTRY units from your army and not within 3" of any enemy units. The next time an enemy unit ends a move within 3" of that objective marker, roll one D6; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+ it suffers 3 mortal wounds. You cannot use this Stratagem on the same objective marker more than once per battle.
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.
HEROES ALL1CP
Strike Force Rhalion – Boarding Actions – Strategic Ploy Stratagem

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.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one STRIKE FORCE RHALION unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
SELF-RELIANT1CP
Strike Force Rhalion – Boarding Actions – Strategic Ploy Stratagem

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.

Use this Stratagem in your Movement phase. Select one STRIKE FORCE RHALION unit from your army. Until the end of your next Command phase, that unit can attempt the Secure Site action as if it had the Objective Secured ability.
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).
AUSPEX SCAN2CP
Adeptus Astartes – Wargear Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.

Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.
SPECIAL-ISSUE LOADOUT2CP
Deathwatch – Wargear Stratagem

Individual shells are loaded when optimised volleys are required.

Use this Stratagem in your Shooting phase, when you select a DEATHWATCH INFANTRY unit from your army to shoot. Until the end of the phase, bolt weapons (excluding bolt sniper rifles) without the Special-issue Ammunition ability that models in that unit are equipped with gain that Special-issue Ammunition ability and their Type characteristic is changed to Heavy 1.
TACTICAL AUGURY1CP
Vanguard Spearhead – Wargear Stratagem

Vanguard Spearheads utilise advanced scanning equipment and orbital augurs to grant them an awareness of the battle-sphere's layout few forces can match. With such tactical advantage, they make pinpoint shots into enemy strongpoints and through dense defence lines, driving the foe out of cover and onto the blades of the Spearhead's encircling executioners.

Use this Stratagem in your Shooting phase, when a VANGUARD SPEARHEAD unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, the target does not receive the benefits of cover against that attack.
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.

Psychic Powers

Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

Obscuration Discipline

D6PSYCHIC POWER
1

SHROUDING

The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows.

Blessing: Shrouding has a warp charge value of 6. If manifested, select one friendly PHOBOS unit within 18" of this PSYKER. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks.

2

SOUL SIGHT

The psyker shares his warp-sight with his brethren, causing their eyes to glow with an ethereal light. So empowered, no foe can escape their omniscient gaze; the souls of their targets flare like flaming beacons in the dark.

Blessing: Soul Sight has a warp charge value of 6. If manifested, select one friendly PHOBOS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack.

3

MIND RAID

The psyker peers into the mind of the foe, raiding their thoughts for secret codes, battle plans, the location of hidden forces and any other tactical information that might be useful. Such brute psychic interrogation doubtless inflicts severe cerebral trauma on its victim.

Witchfire: Mind Raid has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this PSYKER.

  • That model’s unit suffers 1 mortal wound.
  • If that model is a CHARACTER, roll 3D6: if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command point.

4

HALLUCINATION

The psyker instils terror and panic within his foes by conjuring images out of their memories - from past allies seemingly returned from the dead, to apparitions wrought from nightmares.

Malediction: Hallucination has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER.

  • Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit.
  • Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

5

TENEBROUS CURSE

As the psyker twists his hand, a psychic bolt lances through the minds of his enemies. As they reel from the assault, their own shadows seemingly come to life, pulling their casters to the ground with frenzied determination.

Malediction: Tenebrous Curse has a warp charge value of 7. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this PSYKER.

  • That unit suffers 1 mortal wound.
  • Until the start of your next Psychic phase, halve that unit’s Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.

6

TEMPORAL CORRIDOR

The psyker creates an invisible corridor in which the passage of time is altered, allowing his allies to traverse the battlefield with supernatural swiftness.

Blessing: Temporal Corridor has a warp charge value of 5. If manifested, select one friendly PHOBOS unit within 6" of this PSYKER.

  • That unit cannot shoot or fight this turn.
  • If that unit is not within Engagement Range of any enemy models, it can either make a Normal Move or it can Advance as if it were your Movement phase (if it Advances, do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in that unit).

Chapter Command

Chief Librarian

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

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

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

Psychic Mastery (Warlord Trait)

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

Add 1 to Psychic tests taken for this WARLORD.

Neural Shroud (Relic)

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

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

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:

And They Shall Know No Fear

Space Marines stand unafraid before the terrors of the galaxy.

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

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

Bolter Discipline

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

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

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

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

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

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

Devastator Doctrine

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

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

Tactical Doctrine

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

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

Assault Doctrine

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

While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.
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.
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.
Set Overwatch
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.
Hold Steady
Some rules will allow a unit to Hold Steady. If a model makes an Overwatch attack while its unit is under the effects of such a rule, an unmodified hit roll of 5+ for that attack will score a hit.
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.
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.
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

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Bolt pistol used in the following datasheets:

HQ

– may take Bolt pistol as an option.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.