Space Marines – Sanguinary Priest
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5

Sanguinary Priest

NoNAME  M WS BS S T W A Ld Sv Base
90
Sanguinary Priest (base: 32mm)
1
90
Sanguinary Priest
6" 2+ 3+ 4 4 4 3 9 3+ 32mm
A Sanguinary Priest is equipped with: bolt pistol; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
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 
+30
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+30
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 jump pack (Power Rating +1).
ABILITIES
ABILITIES
Angels of Death
Narthecium (Aura): While a friendly BLOOD ANGELS INFANTRY or BLOOD ANGELS BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Combat Restoratives: At the end of your Movement phase, this model can heal one friendly BLOOD ANGELS INFANTRY or BLOOD ANGELS BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
Blood Chalice: In your Command phase, select one friendly BLOOD ANGELS CORE or BLOOD ANGELS CHARACTER unit (excluding VEHICLE units) within 6" of this model. Until the start of your next Command phase, if the Tactical Doctrine or Devastator Doctrine is active for your army, then each time a model in that unit makes an attack, the Assault Doctrine is considered to be active for that attack instead.
Sanguinary Priest can receive the following Chapter Command upgrade: Chief Apothecary +30 (Power Rating: +1).
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, APOTHECARY, SANGUINARY PRIEST

Datasheet-related Stratagems

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".
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.
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".
COMBAT REVIVAL1CP
Adeptus Astartes – Epic Deed Stratagem

With decades of experience, the Apothecary confidently works with at high speed to return wounded brothers to the fray.

Use this Stratagem at the end of your Movement phase. Select one APOTHECARY unit from your army and then select one friendly INFANTRY or BIKER unit (excluding an INVADER ATV SQUAD) that is not at its Starting Strength and is within 3" of that APOTHECARY. One of the selected unit's destroyed models is returned to its unit with its full wounds remaining.
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.
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.
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.
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.
RELIC OF THE CHAPTER1CP
Adeptus Astartes – Requisition Stratagem

In times of great need, the Space Marine Chapters will unleash the full power of their armouries, equipping their battle-brothers with artefacts of extraordinary power.

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

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

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
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.
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.
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.
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.
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.
HAMMER OF WRATH1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marines with jump packs crash into combat with bonebreaking force.

Use this Stratagem in your Charge phase, when an ADEPTUS ASTARTES JUMP PACK unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that JUMP PACK unit and roll one D6 for each model in that JUMP PACK unit that is within Engagement Range of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.
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.
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.
CHALICE OVERFLOWING1CP
Blood Angels – Wargear Stratagem

Sanguinary Priests refuse to let any of their Primarch’s blood fall.

Use this Stratagem in your Command phase. Select one SANGUINARY PRIEST model from your army. That model can use its Blood Chalice ability one additional time this phase.
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.

Chapter Command

Chief Apothecary

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

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

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

Selfless Healer (Warlord Trait)

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

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

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

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

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

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.
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:

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.
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.
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.
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.
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.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound 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 wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Secure Site
One or more units from your army with the Objective Secured ability can start to perform this action at the end of the Move Units step of your Movement phase, if they are within range of an objective marker that has no enemy models within range of it. Each unit performing this action must be within range of a different objective marker. The action is completed at the start of your next Command phase, provided the unit performing it is still within range of that objective marker. If completed, that objective marker remains under your control until the end of the battle, unless your opponent controls it at the end of any subsequent phase, even if there are no models from your army within range of it.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Death From Above

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

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

The JUMP PACK keyword is used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit gains the JUMP PACK keyword.
– while a INDOMITOR KILL TEAM unit only contains Inceptors, it has the JUMP PACK keyword.
- while a PROTEUS KILL TEAM unit only contains Vanguard Veterans with jump packs, it also has the FLY and JUMP PACK keywords.

The ADEPTUS ASTARTES and JUMP PACK keywords are used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit gains the JUMP PACK keyword.
– while a INDOMITOR KILL TEAM unit only contains Inceptors, it has the JUMP PACK keyword.
- while a PROTEUS KILL TEAM unit only contains Vanguard Veterans with jump packs, it also has the FLY and JUMP PACK keywords.

The INVADER ATV SQUAD keyword is used in the following Space Marines datasheets:

COMBAT REVIVAL1CP
Adeptus Astartes – Epic Deed Stratagem

With decades of experience, the Apothecary confidently works with at high speed to return wounded brothers to the fray.

Use this Stratagem at the end of your Movement phase. Select one APOTHECARY unit from your army and then select one friendly INFANTRY or BIKER unit (excluding an INVADER ATV SQUAD) that is not at its Starting Strength and is within 3" of that APOTHECARY. One of the selected unit's destroyed models is returned to its unit with its full wounds remaining.