Space Marines – Tactical Squad
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5

Tactical Squad

NoNAME  M WS BS S T W A Ld Sv Base
18
Space Marine (base: 32mm)
4‑9
18
Space Marine
6" 3+ 3+ 4 4 2 1 7 3+ 32mm
18
Space Marine Sergeant (base: 32mm)
1
18
Space Marine Sergeant
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 10. Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
 • The Space Marine Sergeant’s bolt pistol can be replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • The Space Marine Sergeant’s boltgun can be replaced with one of the following: 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • If this unit contains 9 or fewer models, 1 Space Marine's boltgun can be replaced with one of the following: 1 weapon from the Heavy Weapons list; 1 weapon from the Special Weapons list.
 • If this unit contains 10 models, 1 Space Marine’s boltgun can be replaced with 1 weapon from the Special Weapons list.
 • If this unit contains 10 models, 1 Space Marine’s boltgun can be replaced with 1 weapon from the Heavy Weapons list.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, MELTA BOMBS, TACTICAL SQUAD

Datasheet-related Stratagems

DEVOUT PUSH1CP
Black Templars – Battle Tactic Stratagem

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

Use this Stratagem at the start of the Fight phase. Select one BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit from your army, then select one of the following:
  • If that unit is not within Engagement Range of an enemy unit, make a Normal Move of up to 3" with that unit. It must end this move either closer to the closest enemy unit or closer to the closest objective marker. That unit cannot use this move to embark within a TRANSPORT model.
  • If that unit is within Engagement Range of any enemy units, make a pile-in move with that unit.
VICIOUS RIPOSTE1CP
Black Templars – Battle Tactic Stratagem

Every blow struck against a Black Templar is answered in kind. Even as they are laid low, their blades still lash out at the enemies of the divine Emperor.

Use this Stratagem at the start of the Fight phase. Select one BLACK TEMPLARS CORE unit from your army. Until the end of the phase, each time a model in that unit is destroyed by a melee attack and does not explode, roll one D6: on a 5+, after the attacking models unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).
CRUSADER’S WRATH2CP
Black Templars – Battle Tactic Stratagem

At a critical point in the battle, the Black Templar host channels its fervour into their strikes, breaking the back of the enemy force in a hatred-fuelled flurry of blows.

Use this Stratagem in your Command phase, if the Assault doctrine is active for your army. Until the start of your next Command phase, each time a BLACK TEMPLARS model from your army makes an attack with a Pistol or Melee weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault Doctrine. You can only use this Stratagem once.
FLAMECRAFT1CP
Space Marines – Salamanders – Boarding Actions – Battle Tactic Stratagem

No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.

Use this Stratagem in your Shooting phase, when a SALAMANDERS 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 flame or melta weapon, add 1 to that attack’s wound roll.
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.
TRACK AND HUNT1CP
Wolfspear – Battle Tactic Stratagem

No foe can escape the hunt, nor hide from the master trackers of the Wolfspear.

Use this Stratagem at the end of your Movement phase. Select one friendly WOLFSPEAR CORE unit, then select one enemy unit within 24" of it. Until the end of your turn, each time a model in that unit makes an attack against that enemy unit, that enemy unit does not receive the benefits of cover for that attack.
KILLING BLOW1CP
Wolfspear – Battle Tactic Stratagem

When their prey is bleeding out, the Wolfspear strike hardest to deliver the killing blow.

Use this Stratagem in your Shooting phase or the Fight phase, when a WOLFSPEAR CORE 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, if the target of that attack was below Half Strength when it was selected as the target, or if the target has a Starting Strength of 1 and had half or less of its wounds remaining when it was selected as the target, add 1 to the wound roll.
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.
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.
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.
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.
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.
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".
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".
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.
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.
LAY LOW THE TYRANTS1CP
Raven Guard – Battle Tactic Stratagem

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

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

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

Use this Stratagem in your Movement phase after a WHITE SCARS unit (excluding ARTILLERY) from your army has made a Normal Move or has Fallen Back. That unit can make an Advance move. Until the end of the turn, that unit cannot shoot, declare a charge or attempt to manifest any psychic powers.
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.
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.
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).
FLAMECRAFT2CP
Salamanders – Battle Tactic Stratagem

No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.

Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, when a model in that unit shoots with a flame weapon, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Heavy D6 weapon).
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.
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.
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.
HONOURED SERGEANT1CP
Ultramarines – Requisition Stratagem

Should an Ultramarines Sergeant show particular excellence in battle, they may be given the honour of bearing a Chapter relic into battle.

Use this Stratagem before the battle. Select one ULTRAMARINES model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon, Digital Weapons, Hellfury Bolts, Sunwrath Pistol. All of the Relics your army includes must be different and be given to different models.
KHAN’S CHAMPION1CP
White Scars – Requisition Stratagem

To earn the respect and praise of your khan is to be gifted superlative tools of war to wield in their name.

Use this Stratagem before the battle. Select one WHITE SCARS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Headtaker’s Trophies; Stormwrath Bolts. All of the Relics your army includes must be different and be given to different models.
MARKED FOR COMMAND1CP
Dark Angels – Requisition Stratagem

On occasion, a junior-ranking leader will demonstrate ability expected only of those of much loftier rank. Such individuals are highly rewarded, and marked for greater things.

Use this Stratagem before the battle. Select one DARK ANGELS Ravenwing Huntmaster or Knight Master model or a DARK ANGELS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Atonement; Bolts of Judgement. 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.
MASTER ARTISANS1CP
Salamanders – Requisition Stratagem

Even amongst the rank and file of the Salamanders, artefacts of peerless craftsmanship can be found.

Use this Stratagem before the battle. Select one SALAMANDERS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Chapter Relics, even though they are not a CHARACTER: Master-crafted weapon, Digital Weapons, Drakeblade, Dragonrage Bolts. All of the Relics your army includes must be different and be given to different models.
ANGEL ASCENDANT1CP
Blood Angels – Requisition Stratagem

Those who exemplify the finest qualities of the Blood Angels will be entrusted to bear powerful wargear into battle.

Use this Stratagem before the battle. Select one BLOOD ANGELS model in your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER model: Master-crafted Weapon; Digital Weapons; Fleshrender Grenades; Quake Bolts. 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.
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.
FAVOUR OF THE RAVENSPIRE1CP
Raven Guard – Requisition Stratagem

In times of great need, the Raven Guard issue their precious relics to whichever battle-brothers are best placed to employ them, paying little regard to matters of rank.

Use this Stratagem before the battle. Select one RAVEN GUARD model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Silentus Pistol; Korvidari Bolts. All of the Relics your army includes must be different and be given to different models.
SCION OF THE FORGE1CP
Iron Hands – Requisition Stratagem

The Iron Hands do not lack for optimised combat armaments, distributed to the most logical bearers before battle begins.

Use this Stratagem before the battle. Select one IRON HANDS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon, Digital Weapons, Teeth of Mars, Haywire Bolts. All of the Relics your army includes must be different and be given to different models.
THANE OF THE RETINUE1CP
Space Wolves – Requisition Stratagem

The lords of the Fang are stern but generous masters, who may reward a worthy warrior with an artefact of great power.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the SPACE WOLVES keyword. Select one SPACE WOLVES model from your army that has the word ‘Sergeant’ or ‘Pack Leader’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Frost Weapon; Morkai’s Teeth Bolts. 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.
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.
GIFT OF THE PHALANX1CP
Imperial Fists – Requisition Stratagem

It is not unheard of for especially accomplished Imperial Fists Sergeants to be granted an artefact from the Phalanx’s Reclusiam.

Use this Stratagem before the battle. Select one IMPERIAL FISTS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Fist of Terra; Gatebreaker Bolts. All of the Relics your army includes must be different and be given to different models.
REVERED REPOSITORIES1CP
Black Templars – Requisition Stratagem

The crusade ships of the Black Templars maintain vast armouries of blessed weapons and sacred artefacts.

Use this Stratagem before the battle, when you are mustering your army. Select one BLACK TEMPLARS model from your army that has the word ‘Sergeant’ or ‘Sword Brother’ in their profile. That model can have one of the following Relics of the Eternal Crusade, even though they are not a CHARACTER: Witchseeker Bolts; Sword of Judgement; Skull of the Cacodominus; Master-crafted Weapon; Digital Weapons. 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.
CHAMPION OF THE FEAST1CP
Black Templars – Requisition Stratagem

To triumph over the champions of other Imperial Fists successors requires a warrior of superlative skill and fortitude.

Use this Stratagem before the battle. Select one BLACK TEMPLARS model from your army that has the word ‘Sergeant’ or ‘Sword Brother’ in their profile. Add 1 to that model’s Attacks and Wounds characteristics and improve that model’s Weapon Skill characteristic by 1. You can only use this Stratagem once.
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.
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.
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.
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.
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.
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".
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.
HUNTERS’ FUSILLADE1CP
White Scars – Strategic Ploy Stratagem

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

Use this Stratagem when a WHITE SCARS unit from your army Advances. Until the end of the turn, Heavy weapons and Rapid Fire weapons models in that unit are equipped with are treated as Assault weapons (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).
NO MERCY, NO ESCAPE1CP
Space Marines – Black Templars – Boarding Actions – Strategic Ploy Stratagem

With glowing blades and revving chainswords, the Black Templars bar their foes’ retreat.

Use this Stratagem in your opponent’s Movement phase, when an enemy INFANTRY or BEAST unit that is within Engagement Range of any BLACK TEMPLARS units from your army is selected to Fall Back. Roll one D6: on a 4+, that enemy unit cannot Fall Back this phase and must Remain Stationary instead.
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.
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.
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.
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.
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.
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).
THE FIRES OF BATTLE1CP
Salamanders – Strategic Ploy Stratagem

The Salamanders’ expertise with weapons that recall their volcanic heritage is unmatched.

Use this Stratagem in your Shooting phase or in your opponent’s Charge phase, when a SALAMANDERS model from your army shoots with a flame weapon or melta weapon. Until the end of that phase, when resolving an attack made with that weapon, on an unmodified wound roll of 4+ the target suffers 1 mortal wound in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
IMMOLATION PROTOCOLS1CP
Salamanders – Strategic Ploy Stratagem

Even in the press and whirl of close combat, the fires of Nocturne are undimmed, a roaring inferno consuming the foe.

Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, change the type of all flame weapons models in that unit are equipped with to Pistol (e.g. an Assault D6 flame weapon becomes Pistol D6).
SELF SACRIFICE2CP
Salamanders – Strategic Ploy Stratagem

The Salamanders are amongst the most noble and selfless of the Adeptus Astartes, laying down their lives in others’ defence.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one SALAMANDERS INFANTRY unit that contains 5 or more models from your army that is not within 1" of any enemy units, and then select one other INFANTRY unit from your army that is wholly within 6" of the selected unit. Until the end of the phase, your opponent cannot target the second unit you selected unless that unit is the closest enemy unit to the firing model and visible to it, or it is no longer wholly within 6" of the first unit you selected. In addition, until the end of the phase, the first unit you selected is always an eligible target for enemy shooting attacks provided it is within range and is visible to the firing model (i.e. it can be targeted even whilst under the effects of any rules that would prevent it from being targeted, such as the Shrouding psychic power).
STRENGTH OF CONVICTION1CP
Black Templars – Strategic Ploy Stratagem

The presence of these black-clad killers can force any challenger to back down, lest the wrath of the Emperor be visited upon them.

Use this Stratagem in your Command phase. Select one BLACK TEMPLARS CORE unit from your army. Until the start of your next Command phase, that unit has the Objective Secured ability.
THE EMPEROR’S WILL1CP
Black Templars – Strategic Ploy Stratagem

It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes. In battle they are never still, surging towards the enemy, bolters blazing.

Use this Stratagem in your Shooting phase. Select one BLACK TEMPLARS INFANTRY unit from your army that Advanced this turn. Until the end of the phase:
  • That unit is still eligible to shoot with, but you can only make attacks using Pistol, Rapid Fire or Assault weapons when you select that unit to shoot with.
  • Models from that unit do not suffer the penalty incurred to their hit rolls for firing Assault weapons.
ON THE SCENT1CP
Wolfspear – Strategic Ploy Stratagem

Sensing when an enemy is weakened and fearing for its survival, the Wolfspear emerge from the shadows for a rapid strike.

Use this Stratagem at the start of your Charge phase. Select one enemy unit that had models destroyed or lost any wounds this turn. Until the end of the turn, each time a charge roll is made by a friendly WOLFSPEAR CORE unit, if that enemy unit was selected as a target of that charge, you can re-roll the charge roll.
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.
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.
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.
HERETIC’S PYRE1CP
Black Templars – Wargear Stratagem

To be entrusted with a holy flame weapon is a great honour among the warriors of the crusade. It is their duty to ensure that the greatest heretics are suitably punished with purifying flame.

Use this Stratagem at the start of your Shooting phase. Select one BLACK TEMPLARS CORE unit from your army. Until the end of the phase:
  • Each time a flame weapon from that unit targets a unit that has between 6 and 10 models, it makes a minimum of 3 attacks.
  • Each time a flame weapon from that unit 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.
If the selected unit is a MK X GRAVIS unit, this Stratagem costs 2CP; otherwise it costs 1CP.
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.
MELTA BOMB1CP
Adeptus Astartes – Wargear Stratagem

Melta bombs are fusion charges designed to burn through an armoured hull in a matter of seconds.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES MELTA BOMB unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3 mortal wounds and the attack sequence ends.
HELLFIRE SHELLS1CP
Adeptus Astartes – Wargear Stratagem

Originally devised to counter large Tyranid bio-forms, hellfire rounds fill the target with mutagenic acid upon detonation.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter, a hellstorm heavy bolter or an executor heavy bolter. You can only make one attack with that weapon this phase, but if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends (if a hit is scored against a MONSTER unit, that unit suffers 3 mortal wounds instead of D3).
FLAKK MISSILE1CP
Adeptus Astartes – Wargear Stratagem

Flakk missiles are designed to eliminate aircraft by unleashing a payload of shrapnel that shreds armour and vital systems.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army targets an AIRCRAFT unit with a missile launcher. You can only make one attack with that weapon this phase, but add 1 to that attack's hit roll. If a hit is scored, the target suffers 2D3 mortal wounds and the attack sequence ends.
WEAPONS FROM THE DARK AGE2CP
Dark Angels – Wargear Stratagem

The Rock’s Armoury houses all manner of ancient wonders.

Use this Stratagem in your Shooting phase, when a DARK ANGELS unit from your army is selected to shoot. Until the end of the phase, add 1 to the Damage characteristic of plasma weapons models in that unit are equipped with.
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.

Optional Wargear

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

COMBI-WEAPONS

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

HEAVY WEAPONS

 • Grav-cannon

 • Heavy bolter

 • Heavy flamer1

 • Lascannon

 • Missile launcher

 • Multi-melta

 • Plasma cannon

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

MELEE WEAPONS

 • Astartes chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

PISTOLS

 • Bolt pistol

 • Hand flamer1

 • Grav-pistol

 • Inferno pistol1

 • Plasma pistol

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

SPECIAL WEAPONS

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Combi-grav
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Combi-grav
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Flamer
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Grav-cannon
Grav-cannon
30"
Heavy 4
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Grav-gun
Grav-gun
18"
Rapid Fire 1
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Grav-pistol
Grav-pistol
12"
Pistol 1
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Hand flamer
Hand flamer
12"
Pistol D6
3
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Inferno pistol
Inferno pistol
6"
Pistol 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
Meltagun
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Multi-melta
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Thunder hammer
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
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.
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.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

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

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

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

ALL FLESH IS WEAKNESS

This warlord bears so extraordinary a number of cybernetic enhancements that there is little true flesh left.

When this WARLORD would lose a wound, roll one D6; on a 5+ that wound is not lost.

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.