
The Black Templars are valiant warrior-knights and pious champions of the Emperor. They are deeply unusual among the Adeptus Astartes for venerating the Emperor as a literal god. The Chapter's fanatical devotion finds its focus in constant campaigning. A fleet-based Chapter, they divide their forces into crusades led by Marshals, and storm across the galaxy immolating and annihilating everything that stands in their path.
This section contains all of the datasheets that you will need in order to fight battles with your Space Marines miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Space Marines units – these are described below and referenced on the datasheets.
Book | Kind | Edition | Version | Last update |
Space Marines |
Space Marines | Codex | 9 | Indomitus 1.3 | February 2022 |
The Balance Dataslate |
The Balance Dataslate | Rulebook | 9 | Q2 2023 | April 2023 |
Games Workshop: Strike Force Agastus |
Games Workshop: Strike Force Agastus | Datasheet | 9 | | March 2023 |
Imperial Armour: Compendium |
Imperial Armour: Compendium | Index | 9 | Indomitus 1.9 | February 2023 |
Arks of Omen: Angron |
Arks of Omen: Angron | Expansion | 9 | | February 2023 |
Munitorum Field Manual 2023 Mk I |
Munitorum Field Manual 2023 Mk I | Expansion | 9 | | January 2023 |
War Zone Nachmund: Rift War |
War Zone Nachmund: Rift War | Expansion | 9 | Indomitus 1.0 | July 2022 |
Horus Heresy: Kratos |
Horus Heresy: Kratos | Datasheet | 9 | | June 2022 |
War Zone Nachmund: Vigilus Alone |
War Zone Nachmund: Vigilus Alone | Expansion | 9 | Indomitus 1.0 | March 2022 |
Power Rating Update 2022 |
Power Rating Update 2022 | Rulebook | 9 | | March 2022 |
Warhammer Store Anniversary 2022: Primaris Company Champion |
Warhammer Store Anniversary 2022: Primaris Company Champion | Datasheet | 9 | | January 2022 |
Black Templars |
Black Templars | Codex Supplement | 9 | Indomitus 1.0 | November 2021 |
Torchbearers Crusade Force |
Torchbearers Crusade Force | White Dwarf | 9 | | July 2021 |
Warhammer Legends: Forge World |
Warhammer Legends: Forge World | Index | 9 | 1.0 | December 2020 |
Imperium Nihilus: Vigilus Defiant |
Imperium Nihilus: Vigilus Defiant | Expansion | 8 | Indomitus 1.1 | July 2020 |
Warhammer Legends: Legion of the Damned |
Warhammer Legends: Legion of the Damned | Datasheet | 8 | | December 2019 |
Warhammer Legends: Space Marines |
Warhammer Legends: Space Marines | Datasheet | 8 | | December 2019 |
Codex: Space Marines
Q: | If a full strength Space Marine squad that has an upgrade, such as a Teleport Homer, an Armorium Cherub or a Watcher in the Dark, uses the Combat Squads ability to split into two separate units, can only one of those units use that ability and do I have to declare which of those units gets to use that ability when the unit splits up? |
A: | If a unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer/Armorium Cherub/Watcher in the Dark ability. You do not have to declare which unit will get to use that ability when the unit splits up – either unit can use that ability during the battle. Once used, we recommend removing any model used to represent the Teleport Homer/Armorium Cherub/Watcher in the Dark as a reminder that the ability has now been resolved. |
Codex supplement: Black Templars
Q: | When a unit gains the effects of another vow through the Fervent Acclamation litany, is that unit also affected by that vow’s Passion? |
A: | Yes. |
Q: | Do Black Templars armies also have access to the rules found in Codex Supplement: Imperial Fists? |
A: | No. |
Expansion: Imperium Nihilus: Vigilus Defiant
Q: | When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction? |
A: | No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics. |
Every
datasheet in this codex has the
<CHAPTER> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.
All
ADEPTUS ASTARTES units are drawn from a Chapter. When you include such a unit in your army, you must nominate which Chapter it is from and then replace the
<CHAPTER> keyword in every instance on its datasheet with the name of your chosen Chapter. This could be one of the Chapters detailed in a Warhammer 40,000 publication, or one of your own design.
Example: If you include a Captain in your army, and you decide he is from the Blood Ravens Chapter, his <CHAPTER> keyword becomes BLOOD RAVENS and his Rites of Battle ability reads 'While a friendly BLOOD RAVENS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of l.’If your army is
Battle-forged, you cannot include units from two different Chapters in the same
Detachment.
Non-Codex Compliant Chapters
You cannot select Grey Knights or Legion of the Damned when nominating which Chapter a unit is from. In addition, the following restrictions apply:
- Black Templars:
LIBRARIAN units cannot be from the Black Templars Chapter. - Dark Angels: STERNGUARD VETERAN SQUAD and VANGUARD VETERAN SQUAD units cannot be from the Dark Angels Chapter (or any of their successor Chapters).
- Deathwatch: The following units cannot be from the Deathwatch Chapter: ASSAULT SQUAD; ATTACK BIKE SQUAD; BIKE SQUAD; DEVASTATOR SQUAD; STERNGUARD VETERAN SQUAD; TACTICAL SQUAD; SCOUT units.
- Space Wolves: The following units cannot be from the Space Wolves Chapter (or any of their successor Chapters): APOTHECARY; ASSAULT SQUAD; DEVASTATOR SQUAD; STERNGUARD VETERAN SQUAD; TACTICAL SQUAD; VANGUARD VETERAN SQUAD.
Successor Chapters
Some rules refer to successor Chapters. If your unit is not from the Deathwatch or a First Founding Chapter (Dark Angels, White Scars, Space Wolves, Imperial Fists, Blood Angels, Iron Hands, Ultramarines, Salamanders or Raven Guard), it is from a successor Chapter, and you must decide which of the aforementioned First Founding Chapters it is a successor of. If the successor Chapter you have chosen is one established in the background, its founding Chapter will often be known (e.g. the Howling Griffons Chapter is a successor of the Ultramarines).
If your successor Chapter does not have a known founding Chapter but has the
Inheritors of the Primarch Successor Tactic, it is a successor of the Chapter whose Chapter Tactic you selected. Otherwise, select a First Founding Chapter that best fits your Chapters character. In any case, write down on your
army roster which of the First Founding Chapters your Chapter is a successor of.
A units datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.
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.
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.
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 DoctrineThe 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 DoctrineAs 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 DoctrineThe 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.
The following abilities, which are used during deployment, are common to many ADEPTUS ASTARTES units.
Combat Squads
Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.
At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Concealed Positions
Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.
During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
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.
Outflank
When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.
During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines 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 wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
Teleport Strike
Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.
During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber 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.
Some rules refer to ‘bolt weapons’, ‘flame weapons’, ‘melta weapons’ or ‘plasma weapons’. The definitions of these weapons for the purposes of such rules can be found below:
Bolt Weapons
A bolt weapon is any weapon whose profile includes the word ‘bolt’ (bolt rifle, boltstorm gauntlet, storm bolter etc.), and any Relic that replaces a bolt weapon (e.g. Primarch’s Wrath). Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons. If a bolt weapon has a shooting and melee profile, rules that apply to bolt weapons only apply to the shooting profile of that weapon. Note that the following weapons found in Codex supplements are also bolt weapons:
- Blackout
- Blood Song (master-crafted boltgun profile)
- The Deliverer
- Dorns Arrow
- Gauntlets of Ultramar
- Vigil spear
- Gorgon’s Wrath
- Infernus (master-crafted boltgun profile)
- Lion’s Wrath (master-crafted boltgun profile)
- Quietus
- Auto-flamer (auto bolt rifle profile)
- Auto-plasma (auto bolt rifle profile)
- Ferocity (bolt rifle profile)
Flame Weapons
A flame weapon is any weapon whose profile includes the word ‘flame’ (flamer, flamestorm gauntlet, heavy flamer etc.), any Relic that replaces a flame weapon, and any incendium cannons. Rules that apply to flame weapons only apply to the flamer profile of combi-flamers, and the flamer profile of Relics that replace combi-flamers. If a flame weapon has a shooting and melee profile, rules that apply to flame weapons only apply to the shooting profile of that weapon. Note that the following weapons found in Codex supplements are also flame weapons:
- Drakkis
- Gauntlet of the Forge
- Infernus (flamer profile)
- Auto-flamer (flamer profile)
- Pyre pistol
- Pyreblaster
Melta Weapons
A melta weapon is any weapon whose profile includes the word ‘melta’ (meltagun, melta destroyer, multi-melta etc.), any Relic that replaces a melta weapon, and any inferno pistols. Rules that apply to melta weapons only apply to the meltagun profile of combi-meltas, and the meltagun profile of Relics that replace combi-meltas. Note that the following weapons found in Codex supplements are also melta weapons:
- Blood Song (meltagun profile)
- Ferocity (meltagun profile)
Plasma Weapons
A plasma weapon is any weapon whose profile includes the word ‘plasma’ (plasma gun, plasma pistol, heavy plasma cannon etc.), and any Relic that replaces a plasma weapon. Rules that apply to plasma weapons only apply to the plasma gun profile of combi-plasmas, and the plasma gun profile of Relics that replace combi-plasmas. Note that the following weapons found in Codex supplements are also plasma weapons:
- Lion’s Wrath (plasma gun profile)
- Auto-plasma (plasma gun profile)
If your army is
Battle-forged and includes any
ADEPTUS ASTARTES Detachments (excluding
Auxiliary Support,
Super-heavy Auxiliary or
Fortification Network Detachments), then when you muster your army, you can upgrade any of the following
ADEPTUS ASTARTES CHARACTER units in your army:
CAPTAIN,
CHAPLAIN,
LIBRARIAN,
TECHMARINE,
APOTHECARY,
ANCIENT,
COMPANY CHAMPION.
Each time you upgrade one of the aforementioned units, its
Power Rating is increased, as shown in the table below. If you are playing a
matched play game, or a game that uses a
points limit, then the
points value of that unit is also increased by the amount shown in the same table. Make a note on your
army roster each time you upgrade a unit using these rules.
Each time you upgrade a unit, it gains a new keyword, as shown in the Chapter Command Keyword column of the table below. It also gains one or more additional abilities, as shown in the appropriate section below, as well as access to bespoke Warlord Traits and Relics (these are considered to be
Chapter Relics for all rules purposes). These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.
A
Crusade force cannot start with any upgraded
CHARACTER units - to include one in a Crusade force, you must use the
Chapter Command Requisition.
You cannot upgrade
named characters using these rules. An army (and a Crusade force) cannot contain more than one model from the same Chapter that has the same Chapter Command keyword (e.g. it cannot contain two
ULTRAMARINES CHAPTER MASTERS, or two
SALAMANDERS CHIEF LIBRARIANS etc.). A
BLACK TEMPLARS COMPANY CHAMPION cannot be upgraded to be a
CHAPTER CHAMPION. A
DEATHWATCH CAPTAIN cannot be upgraded to be a
CHAPTER MASTER. A
BLOOD ANGELS ANCIENT cannot be upgraded to be a
CHAPTER ANCIENT.
MASTERS OF THE CHAPTER | CHARACTER | CHAPTER COMMAND KEYWORD | POWER | POINTS | CAPTAIN | CHAPTER MASTER | +2 | +35 | CHAPLAIN | MASTER OF SANCTITY | +1 | +20 | TECHMARINE | MASTER OF THE FORGE | +1 | +15 | LIBRARIAN | CHIEF LIBRARIAN | +1 | +20 | APOTHECARY | CHIEF APOTHECARY | +1 | +30 | ANCIENT | CHAPTER ANCIENT | +1 | +15 | COMPANY CHAMPION | CHAPTER CHAMPION | +1 | +10 |
|
Chapter Master
Chapter Masters are some of the greatest military minds in the galaxy. There are few elements of strategy and tactics they have not studied and mastered, and they have tested their skills against innumerable enemies. They are magnificent leaders able to inspire their warriors to acts of legendary valour. There is no task to which they will set their battle-brothers that they have not completed themselves, and when they lead from the front, they wield their blades with incomparable ability, slaughtering more of the foe than any of their warriors.
ABILITIESA
CHAPTER MASTER model gains the following ability:
'
Chapter Master: In your
Command phase, select one friendly
<CHAPTER> CORE or
<CHAPTER> CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the
hit roll'.
A
CHAPTER MASTER is excluded from the
Company Command rule. This means a
Detachment can include both one
CHAPTER MASTER unit and one other
CAPTAIN unit.
RELICS AND WARLORD TRAITSYou can give a
CHAPTER MASTER model the Angel Artifice Relic, instead of giving them a
Chapter Relic. In addition, you can give them the Master of the Codex Warlord Trait instead of giving them another Warlord Trait.
Master of the Codex (Warlord Trait)Chapter Masters have spent centuries studying the hallowed pages of the Codex Astartes, poring over its wisdom and analysing its teachings in detail. Many commit its content to memory word for word, ready to draw upon what they have learned even when battle is raging at its fiercest.
At the start of your Command phase, if this
WARLORD is on the battlefield, roll one D6: on a 4+, you gain 1
Command point.
Angel Artifice (Relic)The surface of this exquisite battle plate is woven with a super-dense alloy, the exact nature of which has been lost to history. Whatever its origin, it absorbs and refracts incoming energy, rendering the wearer all but invulnerable. Such a priceless relic is bestowed upon only the greatest heroes of the Adeptus Astartes.
- The bearer has a Save characteristic of 2+.
- Add 1 to the bearer's Wounds and Toughness characteristics.
Master of Sanctity
Masters of Sanctity are the High Chaplains of the Space Marine Chapters. They maintain the spiritual well-being of their brothers, ensuring none falter in their responsibilities. Their mere presence inspires fervent aggression amongst their kin, though they are just as capable of delivering retribution first-hand. With word and deed a Master of Sanctity guides his brothers to glory.
ABILITIESA
MASTER OF SANCTITY model has the following ability:
‘
Master of Sanctity: This model knows one additional litany from the
Litanies of Battle. In your
Command phase, if this model is on the battlefield, it can recite one additional litany it knows that has not already been recited by a friendly model that turn.’
RELICS AND WARLORD TRAITSYou can give a
MASTER OF SANCTITY model the Emperor's Judgement Relic, instead of giving them a Chapter Relic. In addition, you can give them the Wise Orator Warlord Trait instead of giving them another Warlord Trait:
Wise Orator [Warlord Trait)A veteran of the battlefield and of the sermon, this warlord intones his litanies and galvanises his brothers with every word.
- Each time this WARLORD recites a litany, add 1 to the roll to see if it is inspiring.
- Each time this WARLORD is selected to use the Commanding Oratory Stratagem, that Stratagem costs 1 Command point.
The Emperor's Judgement [Relic)Legend has it that the golden, skull-faced death mask known as the Emperor's Judgement was crafted in the years following the Horus Heresy, and its crimson, crystal eye lenses are imbued with droplets of his own lifeblood. Regardless of the truth of its origins, several influential Masters of Sanctity have been granted the honour of wearing the Emperor's Judgement in battle. Both heretics and xenos cower in the face of its grim majesty.
- Each time an attack is made against the bearer, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the damage roll.
- The bearer has the following ability: 'The Emperor's Judgement (Aura): While an enemy unit is within 6" of the bearer, each time a Morale test is taken for that unit, roll one additional D6 and discard the lowest result.’
Master of the Forge
Masters of the Forge are the chief artificers of the Space Marines, responsible for maintaining the arms, armour and vehicles of their Chapter. Peerless mechanics and technicians, they are the foremost experts within the Adeptus Astartes on the intricacies that surround the machine. Having distinguished themselves from their brother Techmarines, Masters of the Forge oversee the Chapter's armoury, and have an intimate knowledge of its workings and the machine spirits that reside there.
ABILITIESA
MASTER OF THE FORGE model has the following ability: '
Master of the Forge: Each time this model repairs a model using its
Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3'.
RELICS AND WARLORD TRAITSYou can give a
MASTER OF THE FORGE model the Mortis Machina Relic, instead of giving them a
Chapter Relic. In addition, you can give them the Warden of the Ancients Warlord Trait instead of giving them another Warlord Trait.
Warden of the Ancients (Warlord Trait, Aura)This warlord has an affinity with the Dreadnoughts of his Chapter. He meticulously tends to his bellicose, ill-tempered charges, ensuring that when the time comes for them to take to the battlefield, they fight with unrivalled fury.
While a friendly
<CHAPTER> DREADNOUGHT is within 6" of this
WARLORD, add 1 to its Strength and Attacks characteristics.
Mortis Machina (Relic)Forged deep within the subterranean vaults of Mars, this axe hews through not just the metal armour of war engines and vehicles, but through their very machine spirit. Even a glancing blow can gut an enemy tank or walker.
Model equipped with an Omnissian power axe only. This Relic replaces an Omnissian power axe and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Mortis Machina (Relic) |
Mortis Machina (Relic) | Melee | Melee | +3 | -2 | 3 |
Abilities: Each time an attack is made with this weapon against a VEHICLE unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage. |
Chief Librarian
At head of each Chapter's Librarius can be found the Chief Librarian. Battle scholars with vast experience and immense psychic power, they are as much invaluable warriors as they are dependable advisors. When mastery of the warp is required, none are better equipped to deal with its turbulent nature. On the battlefield, Chief Librarians direct the energies of the immaterium with unrivalled precision and power.
ABILITIESA
CHIEF LIBRARIAN model gains the following ability: '
Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to
deny one additional psychic power in your opponent's
Psychic phase'.
RELICS AND WARLORD TRAITSYou can give a
CHIEF LIBRARIAN model the Neural Shroud Relic, instead of giving them a
Chapter Relic. In addition, you can give them the Psychic Mastery Warlord Trait instead of giving them another Warlord Trait.
Psychic Mastery (Warlord Trait)This Librarian has reached a level of psychic mastery that allows him to delve deep into the warp, to depths that would cause lesser psykers to be consumed by its ravenous energies.
Add 1 to
Psychic tests taken for this
WARLORD.
Neural Shroud (Relic)A neural shroud is a specially modified psychic hood sometimes worn by the most senior members of a Chapter's Librarius. The resonating crystals within its neurokinetic housing have been supercharged with empyric energy. Though wearing such a device demands incredible focus and willpower, it projects an extremely potent anti-psychic field.
Increase the range of the bearer's
Psychic Hood ability to 24".
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.
ABILITIESA
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 TRAITSYou 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. |
Chapter Ancient
Only the most distinguished Space Marines are granted the title of Chapter Ancient. Given the sacred task of bearing the Chapter's standard to war, they selflessly fly the colours even as they slay their foes. The sight of such a holy relic flying high above the battlefield inspires the Ancients' brethren to give their all. The mere presence of the Chapter's standard is worth a fortified bastion to the warriors of the Adeptus Astartes.
ABILITIESA
CHAPTER ANCIENT model gains the following ability: '
Chapter Banner: In your
Command phase, select one friendly
<CHAPTER> CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attack's
hit roll:
RELICS AND WARLORD TRAITSYou can give a
CHAPTER ANCIENT model the Pennant of the Fallen Relic, instead of giving them a
Chapter Relic. In addition, you can give them the Steadfast Example Warlord Trait instead of giving them another Warlord Trait.
Steadfast Example (Warlord Trait, Aura)This warlord vows to secure victory no matter the cost, and inspires his brethren to take a similar oath.
While a friendly
<CHAPTER> CORE unit is within 6" of this
WARLORD, that unit has the
Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an
objective marker.
Pennant of the Fallen (Relic)This hallowed standard records the names of legendary Space Marines of the Chapter, mighty heroes who have fa lien in glorious battle against the xenos and the heretic. The last stands of these warriors are grand tales of defiance in the face of overwhelming odds. Warring in the shadow of such a proud legacy inspires battle-brothers to fight until their final breath.
Each time a friendly model is destroyed and makes attacks as a result of the bearer's
Astartes Banner ability, that model can make 2 attacks with one of its melee weapons instead of 1.
An
ADEPTUS ASTARTES Detachment is one that only includes models with the
ADEPTUS ASTARTES keyword (excluding models with the
AGENT OF THE IMPERIUM or
UNALIGNED keyword).
- ADEPTUS ASTARTES Detachments gain the Company Command ability.
- ADEPTUS ASTARTES units in ADEPTUS ASTARTES Detachments gain the Chapter Tactics ability.
- Troops units in ADEPTUS ASTARTES Detachments gain the Objective Secured ability.
- At the end of your Command phase, if one or more ADEPTUS ASTARTES Troops units from your army are within range of an objective marker you control, that objective marker remains under your control, even if there are no models within range of it, unless your opponent controls it at the end of any subsequent phase.
Company Command
When Space Marines are deployed to battle, the honour of leading them often falls to the Captain of a company and his esteemed Lieutenants.
You can include a maximum of one
CAPTAIN model and two
LIEUTENANT models in each
Detachment in your army.
Chapter Tactics
Each Chapter has its own combat philosophy suited to the unique skills of its battle-brothers.
All
ADEPTUS ASTARTES units (other than
SERVITOR and
BEAST units) with this ability, and all the models in them, gain a
Chapter Tactic so long as every unit in their
Detachment is from the same Chapter. The tactic gained depends upon which Chapter they are from, as shown on the following pages.
Example: An ULTRAMARINES unit with the Chapter Tactics ability gains the Codex Discipline tactic.If your Chapter does not have an associated Chapter Tactic, you must instead select
Successor Tactics for them, as described on page 96; this allows you to customise the rules for your successor Chapter. In either case, write down all of your Detachments' Chapter Tactics / Successor Tactics on your
army roster.
A
BLACK TEMPLARS Detachment is one that only includes models with the
BLACK TEMPLARS keyword (excluding models with the
AGENT OF THE IMPERIUM or
UNALIGNED keywords). Note that such a Detachment is also an
ADEPTUS ASTARTES Detachment, as described in
Codex: Space Marines, and as such all the
ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.
If every unit in your army (excluding
UNALIGNED units) has the
BLACK TEMPLARS keyword, then every unit that has the
Combat Doctrines ability and is in a
BLACK TEMPLARS Detachment gains the Templar Vows ability, below:
Templar Vows
On the eve of battle, the warriors of a crusade gather together to be led in prayer and contemplation by their Chaplains. In their righteous zeal, united in their hatred of the foe, they swear a mighty oath to uphold in the battle ahead.
At the end of the
Read Mission Briefing step, you can select one of the following Templar Vows.
- Suffer Not the Unclean to Live
- Uphold the Honour of the Emperor
- Abhor the Witch, Destroy the Witch
- Accept Any Challenge, No Matter the Odds
Until the end of the battle, all units from your army with the Templar Vows ability gain the effects of the selected vow. The effects of each vow can be found below. Each vow provides a series of abilities as well as a passion. Each passion is a drawback that affects Black Templars units while they are under the effects of that vow.
Suffer Not the Unclean to Live
While this vow is in effect:
Vow- Each time a model in this unit makes a melee attack against a non-VEHICLE unit, an unmodified hit roll of 6 automatically wounds the target.
Passion- Each time this unit is selected to charge, the closest enemy non-AIRCRAFT unit that is within 12" and not within Engagement Range of any other BLACK TEMPLARS units from your army must be declared as a target of that charge.
Uphold the Honour of the Emperor
While this vow is in effect:
Vow- Models in this unit have a 5+ invulnerable save.
- Each time an attack is made against this unit, an unmodified wound roll of 1-2 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
Passion- Each time an enemy model makes an attack against this unit, this unit does not receive the benefits of cover against that attack.
Abhor the Witch, Destroy the Witch
While this vow is in effect:
Vow- Once per battle, in your first Movement phase, if there are any enemy PSYKER units in your opponent’s army, until the end of the phase, add 3" to the Move characteristic of models in this unit.
- Each time a model in this unit makes a melee attack against a PSYKER unit, re-roll a wound roll of 1.
Passion- While an enemy PSYKER unit is within 18" of this unit, this unit cannot perform any actions.
Accept Any Challenge, No Matter the Odds
While this vow is in effect:
Vow- While this unit is within Engagement Range of any enemy units, if a combat doctrine is active for your army, this unit gains the bonus of the Assault Doctrine, instead of the combat doctrine that is active.
- Each time this unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability.
Passion- This unit cannot Fall Back.
Each Crusade Fleet maintains its own Reclusiam, filled with potent holy relics of the Black Templars. Upon swearing their vows on the eve of battle, a Black Templars squad may be granted the honour of bearing a relic on the battlefield, demonstrating their devotion to the Emperor and to the destruction of his foes.
If your army includes any
BLACK TEMPLARS CHAPLAIN units, you can use the upgrades listed below.
- For each BLACK TEMPLARS INFANTRY or BLACK TEMPLARS BIKER unit (excluding CHARACTER units) from your army, you can select one upgrade from the list below to give that unit.
- Each upgrade in your army must be unique.
- Once selected, that upgrade must be allocated to one model in that unit, and that model gains the abilities listed. This model should be distinctive from others in the unit, and before each battle you should make it clear to your opponent which model has the upgrade.
Designer’s Note: Using components from the Black Templars Upgrade Frame is a perfect way to distinguish your Relic Bearers models.Each time you upgrade a unit in this way, its
Power Rating is increased, as shown in the table below, and it gains the
RELIC BEARERS keyword. If you are playing a
matched play game, or a game that uses a
points limit, then the
points value of that unit is also increased by the amount shown in the same table. Make a note on your
army roster each time you upgrade a unit using these rules.
A
Crusade force cannot start with any units upgraded in this way - to include one in a Crusade force, you must use the
Relic Bearers Requisition.
Light of the Emperor’s Grace
This elaborate lantern casts a wan light over the bearer and his allies, fortifying them and driving back the darkness.
- Add 1 to the Leadership characteristic of models in this unit.
- This model has the following ability: Light of the Emperor’s Grace (Aura): While an enemy PSYKER unit is within 12" of this model, subtract 1 from Psychic tests taken for that unit.
Sigismund’s Seal
This sheet of paper-thin adamantine is inscribed with an oath of moment taken by Sigismund under the gaze of the Emperor himself.
At the start of the first battle round, select one enemy unit that is on the battlefield. Until the end of the battle, each time a melee attack is made by this model’s unit against that enemy unit, you can re-roll the
hit roll and you can re-roll the
wound roll.
Holy Orb
Each holy orb is a masterpiece, combining explosives with sacred unguents. When thrown, the orb explodes, superheating the unguents into a cloud of scalding incense. Unbelievers who inhale this are sent into a paroxysm of agony, while they contemplate their many sins.
Once per battle, in your
Shooting phase, you can select one enemy unit that is within 6" of and visible to this model.
- Roll one D6: on a 2+, that unit suffers D3 mortal wounds.
- Until the end of the turn, that unit is not eligible to fight until after all eligible units from your army have done so.
The Crux Obsidian
This shoulder pad and the carved Chapter emblem it bears symbolise the spirit of the eternal crusade. To wear it upon your armour is to be an avatar of the unbreakable will of the undying Emperor.
Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Fist of Balthus
This power fist was worn by Brother Balthus, martyred even as he crushed the life from the Daemon Prince Angorakh the Red Herald. Angorakh’s acidic ichor still marks the metal of this weapon, but its strikes are undiminished.
Model with power fist only, The Fist of Balthus replaces a power fist and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Fist of Balthus |
Fist of Balthus | Melee | Melee | x2 | -3 | 3 |
Beastpyre
Reconstructed from a flamer recovered from the ruins of the Temple of the Emperor Ascendant on Armageddon, this weapon has been lovingly reworked to bring purifying flame to the Emperor’s foes once more.
Model with flamer or pyreblaster only. Beastpyre replaces this model’s flamer or pyreblaster and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Beastpyre |
Beastpyre | 15" | Assault D6 | 6 | -2 | 1 |
Abilities: Blast. Each time an attack is made with this weapon, that attack automatically hits the target. |
Icon of Heinmann
Castellan Heinmann was martyred at the climax of the Donian Crusade. This icon, worn upon his backpack, symbolized his obstinacy and refusal to fall until his task was complete.
Each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to this model, that attack has an Armour Penetration characteristic of 0 instead.
Bones of Mordred
This rough-hewn wooden case contains the hand bones of Mordred, previous Reclusiarch of the Chapter. Those who bear them feel their strikes infused with Mordred’s righteous wrath.
Each time this model makes a melee attack, an unmodified
wound roll of 6 inflicts 1
mortal wound on the target in addition to any normal damage.
Indomitus Crusaders
Through the actions of brave and determined warriors, the Indomitus Crusade changed the face of the galaxy in the wake of the Great Rift. It lasted over a century, and many of the Primaris Marines that typified its forces became learned veterans of the battlefield over that time.
SPECIALIST DETACHMENTIf your army is
Battle-forged, you can use the
Specialist Detachment Stratagem below:
| | |
| INDOMITUS CRUSADERS Specialist Detachment Stratagem In the wake of the Great Rift, the Indomitus Crusade battled to retake Imperial worlds plagued by the forces of Chaos. Use this Stratagem when choosing your army. Pick a Space Marines Detachment from your army to be an Indomitus Crusaders Specialist Detachment. PRIMARIS CAPTAINS, PRIMARIS LIEUTENANTS, PRIMARIS ANCIENTS, INTERCESSOR SQUADS and INCEPTOR SQUADS in that Detachment gain the INDOMITUS CRUSADER keyword. | |
| | |
WARLORD TRAITIf an
INDOMITUS CRUSADER CHARACTER is your
WARLORD, you can give them the following
Warlord Trait.
GREY SHIELDDuring the Indomitus Crusade, this battle-brother served in a unit of Grey Shields. These strike forces were comprised of Space Marines from a range of different Chapters, allowing for a multitude of combat styles to be galvanised as one. Now, leading his own warriors into battle, this warlord is able to employ versatile strategies, switching tactics even in the thick of battle.
Once per battle, at the start of your
Movement phase, if your
WARLORD is on the battlefield, you can choose for
INDOMITUS CRUSADER units in the same Detachment as your Warlord to gain an additional
Chapter Tactics until the start of your next turn. Pick the additional Chapter Tactic from the following:
Codex Discipline,
Lightning Assault,
Siege Masters,
Righteous Zeal,
Forged in Battle,
Shadow Masters,
The Flesh is Weak,
No Matter the Odds.
Until the start of your next turn, friendly
INDOMITUS CRUSADERS gain the benefit of that Chapter Tactic in addition to any others they already have. They are considered to have the keyword of the Chapter that Chapter Tactic belongs to for the purposes of resolving that Chapter Tactic.
RELICS OF THE INDOMITUS CRUSADEIf your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an
INDOMITUS CRUSADER CHARACTER from your army.
STANDARD OF THE ULTIMA FOUNDINGThis banner stood defiant when a daemonic incursion besieged Terra at the birth of the Noctis Aeterna and threatened to crush the Indomitus Crusade even before it had begun. Now, it has been planted into the soil of a hundred worlds, and inspires any veteran of the Indomitus Crusade to fight harder to rid the galaxy of the enemies of Mankind.
PRIMARIS ANCIENT only. Once per battle, at the start of your
Movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly
INDOMITUS CRUSADER INFANTRY models can re-roll
hit rolls of 1 and
wound rolls of 1 whilst they are within 6" of the bearer.
| | |
| STRATAGEMS
If your army includes any Indomitus Crusaders Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems: | | | | LIBERATORS Space Marines Stratagem Liberators of countless systems and planets, vanquishers of the heretical, the daemonic and the degenerate, these warriors are a blade honed in the fires of a hundred battles. Use this Stratagem at the start of the Fight phase. Pick an INDOMITUS CRUSADER unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attacks inflicts 2 hits on the target instead of 1. | | | | |
| |
| | |
Black Templars Sword Brethren
The veterans of the Black Templars swear mighty oaths to uphold the honour of the Imperium in everything they do. Theirs is an especial hatred for the alien, the psyker and the heretic; they fight like legendary knights of old in their eternal crusade against the darkness.
SPECIALIST DETACHMENTIf your army is
Battle-forged, you can use the
Specialist Detachment Stratagem below:
| | |
| SWORD BRETHREN Specialist Detachment Stratagem It is the ambition of every Black Templar Initiate to be elevated to the esteemed ranks of the Sword Brethren, for these warrior-knights are the elites of their Chapter. Use this Stratagem when choosing your army. Pick a BLACK TEMPLARS Detachment from your army to be a Sword Brethren Specialist Detachment. HIGH MARSHAL HELBRECHT, EMPEROR’S CHAMPION, CAPTAINS, COMPANY CHAMPIONS and COMPANY VETERANS in that Detachment gain the SWORD BRETHREN keyword. | |
| | |
WARLORD TRAITIf a
SWORD BRETHREN CHARACTER is your
WARLORD, you can give them the following
Warlord Trait.
MASTER SWORDSMANAs a champion of the Feast of Blades, this warlord’s skill in the art of combat is equalled by very few.
Add 1 to your
WARLORD’s Attacks characteristic. In addition, each time you roll an unmodified hit roll of 6 for an attack made by your
WARLORD in the
Fight phase, that attack inflicts 2 hits instead of 1.
RELICS OF THE ETERNAL CRUSADERIf your army includes any Sword Brethren Specialist Detachments, you can give the following relic to a
SWORD BRETHREN CHARACTER from your army.
THE HOLY ORBCreated by one of the Chapter’s renowned artificers, this orb is a grenade empowered by the holy wrath of the Emperor and filled in equal measure with high explosives and sacred unguents that burn the faithless with their purity.
The Holy Orb has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
The Holy Orb |
The Holy Orb | 6" | Grenade 1 | - | - | - |
Abilities: You can only use this weapon once per battle. This weapon automatically hits its target (no hit rolls are made). When this weapon hits a target, roll one D6 for every 10 models in the target unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds. |
| | |
| STRATAGEMS
If your army includes any Sword Brethren Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems: | | | | UPHOLD THE HONOUR OF THE EMPEROR Black Templars Stratagem The Black Templars’ faith in the Emperor is so strong they are able to shrug off even the most severe wounds. Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Until the end of that phase, roll a D6 each time a model in that unit loses a wound. On a 5+, that model does not lose that wound. | | | | |
| | | | SUFFER NOT THE UNCLEAN TO LIVE Black Templars Stratagem With righteous zeal, these warriors vow to vanquish Mankind’s foes in the name of the Holy Emperor. Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Add 1 to the Attacks characteristic of models in that unit for this phase. In addition, you can re-roll wound rolls for attacks made by that unit until the end of that phase. | | | | |
| |
| | |
Black Templars: Righteous Zeal
Hot burns the hatred of the Black Templars for the mutant, the witch and the heretic, and bright blazes their faith in the immortal Emperor of Mankind. With furious cries do these crusading warriors hurl themselves into battle against their reviled foes, and with fervent prayers do they shrug off even the most grievous wounds.
- You can re-roll Advance rolls and charge rolls made for units with this tactic.
- Each time a model with this tactic would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
If your chosen Chapter does not have an associated
Chapter Tactic, you must instead create their Chapter Tactic by selecting rules from the list here. Unless otherwise stated, your Chapter has two Successor Tactics from the following list:
Bolter Fusillades
With rigorous drilling and singular focus, this Chapter trains its battle-brothers to optimise the killing fury of their bolt weaponry and annihilate their enemies in firefights.
Each time a model with this tactic makes a ranged attack with a
bolt weapon, re-roll a
hit roll of 1.
Born Heroes
Like demigods of war do the champions of this Chapter bestride the battlefield, taking their blades to any foe who dares challenge them and leaving nought but bloodied corpses in their wake.
Each time a model with this tactic makes a melee attack, if that model's unit made a
charge move this turn, add 1 to that attack's
hit roll.
Duellists
This Chapter prizes skill and precision in close-quarters combat above simple ferocity. Its warriors are deadly combatants, their attacks flowing around their enemies' guard like smoke.
Each time a model with this tactic makes a melee attack against an
INFANTRY or
BIKER unit, an unmodified
hit roll of 6 automatically wounds the target.
You cannot select this tactic if you have already selected the
Whirlwind of Rage tactic.
Fearsome Aspect
Whether through ominous trappings and iconography, deafening vox-amplified war cries or simply the sheer force of their presence, this Chapter's warriors sow terror amongst the enemy ranks.
Units with this tactic have the following ability: '
Fearsome Aspect (Aura): While an enemy unit is within 3" of this unit, subtract 1 from the Leadership characteristic of models in that enemy unit.’
Hungry for Battle
For this Chapter's warriors, all else is but a prelude to the glorious moment in which their warriors' charge crashes home.
Add 1 to
Advance rolls and
charge rolls made for units with this tactic.
Indomitable
No matter what horrors they face, nor what catastrophic losses they might suffer, this Chapter's warriors stand immovable and fearless before even the most ghastly foe.
Each time a
Combat Attrition test is taken for a unit with this tactic, it is automatically passed.
Inheritors of the Primarch
So closely do this Chapter's warriors cleave to the strategic doctrines of their genetic forebears that only their heraldry marks them out as unique from the First Founding Chapter they emulate.
You cannot select this Successor Tactic if you have selected any other Successor Tactic, and if you select this tactic you cannot select a second. Select one of the following Chapters and use the
Chapter Tactic of that Chapter as follows: Dark Angels, White Scars, Space Wolves, Imperial Fists, Blood Angels, Iron Hands, Ultramarines, Salamanders or Raven Guard.
Designer's Note: If, in the background of our publications, your Chapter is a known successor of a specific First Founding Chapter, then if you select this Successor Tactic you must select the Chapter Tactic of that First Founding Chapter.
Knowledge is Power
Vast are the data-stacks and Librarius cloisters of this Chapter, and esoteric is the knowledge possessed by its psykers. In battle, they swiftly establish empyric dominance.
Each time a
Psychic test or
Deny the Witch test is taken for a
PSYKER unit with this tactic, re-roll any or all dice results of 1.
Long-range Marksmen
This Chapter's warriors are able to extend the maximum effective range of their firearms through a combination of modified targeting rituals and precision adjustments by their skilled armourers.
Add 3" to the Range characteristic of
Rapid Fire and
Heavy weapons (excluding
Flame weapons) models with this tactic are equipped with.
Master Artisans
Far and wide spreads the fame of this Chapters craftsmen, who fashion the finest masterwork weaponry for their battle-brothers.
Each time a unit with this tactic is selected to shoot or fight, you can re-roll one
hit roll when resolving that unit's attacks.
Preferred Enemy
Time and time again, the warriors of this Chapter have faced the same foes. Through bloody defeat and hate-fuelled victory they have learned their enemies' weaknesses well.
When you select this tactic, select one of the following Faction keywords:
CHAOS KNIGHTS;
TYRANIDS;
AELDARI;
ORK;
HERETIC ASTARTES;
NECRONS;
T'AU EMPIRE. Each time a model with this tactic makes a melee attack against a unit with that Faction keyword, re-roll a
hit roll of 1.
Rapid Assault
Firing from the hip, tracking their targets with enhanced runic displays that flicker lightning-fast across their auto-senses, the warriors of this Chapter lay down punishing fusillades even as they close with the foe.
Models with this tactic do not suffer the penalty incurred to their
hit rolls for firing
Assault weapons in the same turn their unit
Advanced.
Scions of the Forge
This Chapter's warriors are expert armourers, their tanks and Dreadnoughts maintained to levels that even the Adeptus Mechanicus would admire.
Models with this tactic whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.
Stalwart
How does one defeat warriors whose willpower and determination are so ferocious that they can shrug off even the most catastrophic injuries and keep on fighting?
Each time an attack is made against a unit with this tactic, an unmodified
wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the attacker may have.
Stealthy
This Chapter makes a virtue of deception and cunning, and drills its battle-brothers in evasive techniques that allow them to hug the shadows and close upon their foes unseen and unsuspected.
Each time a ranged attack is made against a unit with this tactic, if the attacker is more than 18" away, the unit with this tactic is treated as having the benefits of
light cover against that attack.
Stoic
Bravery runs in the blood of this Chapter's battle-brothers.
Add 1 to the Leadership characteristic of models with this tactic.
Tactical Withdrawal
This Chapter's warriors are well drilled in the art of disengaging only to hurl themselves back into the fray with fresh impetus.
Units with this tactic are eligible to
declare a charge with even if they
Fell Back this turn.
Warded
Whether through latent psychic talent, personal energy shielding, enhanced reflexes or sheer zealotry, the battle-brothers of this Chapter can shrug off even the most devastating attacks.
Each time a model with this tactic would lose a wound as a result of a
mortal wound, roll one D6: on a 5+, that wound is not lost.
Whirlwind of Rage
Like ravening beasts this Chapter's battle-brothers fall upon the foe.
Each time a model with this tactic makes a melee attack, if that model's unit made a
charge move, was charged or
performed a Heroic Intervention this turn, an unmodified
hit roll of 6 scores 1 additional hit.
You cannot select this tactic if you have already selected the
Duellists tactic.
Before battle
HERO OF THE CHAPTER (Adeptus Astartes – Requisition)
RELIC OF THE CHAPTER (Adeptus Astartes – Requisition)
CHAMPION OF THE FEAST (Black Templars – Requisition)
HEIR OF SIGISMUND (Black Templars – Requisition)
REVERED REPOSITORIES (Black Templars – Requisition)
INDOMITUS CRUSADERS (Specialist Detachment)
SWORD BRETHREN (Specialist Detachment)
Battle Round
Command phase
ADAPTIVE STRATEGY (Adeptus Astartes – Strategic Ploy)
ORBITAL BOMBARDMENT (Adeptus Astartes – Strategic Ploy)
POWER OF THE MACHINE SPIRIT (Adeptus Astartes – Epic Deed)
TERROR TROOPS (Adeptus Astartes – Strategic Ploy)
WISDOM OF THE ANCIENTS (Adeptus Astartes – Epic Deed)
BOMBASTIC DELIVERY (Black Templars – Epic Deed)
CRUSADER’S WRATH (Black Templars – Battle Tactic)
STRENGTH OF CONVICTION (Black Templars – Strategic Ploy)
VOXBREAKER AUSPEX (Vanguard Spearhead – Wargear)
Movement phase
STEADY ADVANCE (Space Marines – Boarding Actions – Strategic Ploy)
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
GUERILLA TACTICS (Adeptus Astartes – Strategic Ploy)
HIT-AND-RUN WARFARE (Adeptus Astartes – Strategic Ploy)
STEADY ADVANCE (Adeptus Astartes – Strategic Ploy)
DEADLY CARGO (Black Templars – Strategic Ploy)
GRAV PULSE (Adeptus Astartes – Wargear)
SABOTEUR EXPLOSIVE PACK (Vanguard Spearhead – Wargear)
COMBAT REVIVAL (Adeptus Astartes – Epic Deed)
Enemy Movement phase
NO MERCY, NO ESCAPE (Space Marines – Black Templars – Boarding Actions – Strategic Ploy)
TENACIOUS ASSAULT (Black Templars – Strategic Ploy)
AUSPEX SCAN (Adeptus Astartes – Wargear)
Psychic phase
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
Enemy Psychic phase
ABHOR THE WITCH (Black Templars – Strategic Ploy)
Shooting phase
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)
HERETIC’S PYRE (Black Templars – Wargear)
FLAKK MISSILE (Adeptus Astartes – Wargear)
HELLFIRE SHELLS (Adeptus Astartes – Wargear)
SHOCK AND AWE (Adeptus Astartes – Wargear)
SUPPRESSION FIRE (Adeptus Astartes – Strategic Ploy)
TREMOR SHELLS (Adeptus Astartes – Wargear)
UNCOMPROMISING FIRE (Adeptus Astartes – Strategic Ploy)
INCENDIARY SHELLS (Black Templars – Wargear)
THE EMPEROR’S WILL (Black Templars – Strategic Ploy)
MARKSMAN TARGET-TRACKER (Vanguard Spearhead – Wargear)
PIVOTAL MOMENT (Vanguard Spearhead – Epic Deed)
TACTICAL AUGURY (Vanguard Spearhead – Wargear)
OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)
RAPID FIRE (Adeptus Astartes – Battle Tactic)
Enemy Shooting phase
SKILLED RIDERS (Adeptus Astartes – Strategic Ploy)
Being targeted
TRANSHUMAN PHYSIOLOGY (Space Marines – Boarding Actions – Battle Tactic)
SMOKESCREEN (Adeptus Astartes – Wargear)
TRANSHUMAN PHYSIOLOGY (Adeptus Astartes – Battle Tactic)
UNYIELDING IN THE FACE OF THE FOE (Adeptus Astartes – Battle Tactic)
Charge phase
ASSAULT LAUNCHERS (Adeptus Astartes – Wargear)
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
HAMMER OF WRATH (Adeptus Astartes – Strategic Ploy)
Fight phase
LIBERATORS (Space Marines)
ONLY IN DEATH DOES DUTY END (Space Marines – Boarding Actions – Epic Deed)
THE STRENGTH OF THE EMPEROR (Space Marines – Boarding Actions – Battle Tactic)
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)
ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)
DEVOUT PUSH (Black Templars – Battle Tactic)
VICIOUS RIPOSTE (Black Templars – Battle Tactic)
SUFFER NOT THE UNCLEAN TO LIVE
UPHOLD THE HONOUR OF THE EMPEROR
EXEMPLARS OF THE CRUSADE (Black Templars – Strategic Ploy)
FOR THE EMPEROR’S HONOUR! (Black Templars – Epic Deed)
DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)
GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)
MELTA BOMB (Adeptus Astartes – Wargear)
A STORM OF DEATH (Vanguard Spearhead – Battle Tactic)
OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)
HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)
DISPERSAL PROTOCOLS (Vanguard Spearhead – Strategic Ploy)
Enemy Fight phase
LIBERATORS (Space Marines)
ONLY IN DEATH DOES DUTY END (Space Marines – Boarding Actions – Epic Deed)
THE STRENGTH OF THE EMPEROR (Space Marines – Boarding Actions – Battle Tactic)
FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)
ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)
DEVOUT PUSH (Black Templars – Battle Tactic)
VICIOUS RIPOSTE (Black Templars – Battle Tactic)
SUFFER NOT THE UNCLEAN TO LIVE
UPHOLD THE HONOUR OF THE EMPEROR
EXEMPLARS OF THE CRUSADE (Black Templars – Strategic Ploy)
FOR THE EMPEROR’S HONOUR! (Black Templars – Epic Deed)
DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)
GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)
MELTA BOMB (Adeptus Astartes – Wargear)
A STORM OF DEATH (Vanguard Spearhead – Battle Tactic)
OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)
HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)
DISPERSAL PROTOCOLS (Vanguard Spearhead – Strategic Ploy)
Morale phase
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
Taking casualties
ONLY IN DEATH DOES DUTY END (Space Marines – Boarding Actions – Epic Deed)
ARMOUR OF CONTEMPT (Adeptus Astartes – Epic Deed)
ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)
If your army includes any ADEPTUS ASTARTES Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of <CHAPTER> on that Stratagem (if any) with the name of the Chapter that your selected unit is drawn from.
DEATH TO THE TRAITORS!1CP
Adeptus Astartes – Battle Tactic Stratagem
Of all Humanity’s foes, none are as hated as the Heretic Astartes, for they have betrayed their ancient oaths.
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 against a
HERETIC ASTARTES unit, you can re-roll the
hit roll.
HONOUR THE CHAPTER2CP
Adeptus Astartes – Battle Tactic Stratagem
Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.
Use this Stratagem at the end of the
Fight phase. Select one
ASSAULT INTERCESSOR SQUAD unit from your army that is within
Engagement Range of any enemy units; that unit can
fight again.
FURY OF THE FIRST1CP
Adeptus Astartes – Battle Tactic Stratagem
When the fighting is at its fiercest, the Terminator-armoured warriors of the Chapter truly show their quality.
Use this Stratagem in your
Shooting phase, when an
ADEPTUS ASTARTES unit from your army is selected to shoot, or 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
TERMINATOR model in that unit makes an attack, add 1 to that attacks
hit roll.
TRANSHUMAN PHYSIOLOGY1CP/2CP
Adeptus Astartes – Battle Tactic Stratagem
Space Marines can fight through even the most grievous of wounds.
Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
RAPID FIRE2CP
Adeptus Astartes – Battle Tactic Stratagem
The combination of superhuman reflexes and bolter-drills means Space Marine Intercessors can produce a devastating rate of fire.
Use this Stratagem at the end of your
Shooting phase. Select one
INTERCESSOR SQUAD or
VETERAN INTERCESSOR SQUAD unit from your army; that unit can
shoot again.
GENE-WROUGHT MIGHT1CP
Adeptus Astartes – Battle Tactic Stratagem
Blessed with incredible strength, Primaris Space Marines deliver blows that inflict terrifying damage.
Use this Stratagem in the
Fight phase, when a
PRIMARIS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified
hit roll of 6 automatically wounds the target.
UNYIELDING IN THE FACE OF THE FOE1CP
Adeptus Astartes – Battle Tactic Stratagem
Those clad in Gravis armour are walking ceramite strongpoints.
Use this Stratagem in any phase, when a MK X GRAVIS unit from your army selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.
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.
ARMOUR OF CONTEMPT1CP
Adeptus Astartes – Epic Deed Stratagem
The belligerency of some Adeptus Astartes machine spirits makes them unyielding foes to face.
Use this Stratagem in any phase, when an ADEPTUS ASTARTES VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
POWER OF THE MACHINE SPIRIT2CP
Adeptus Astartes – Epic Deed Stratagem
There are many tales of machine spirits wreaking havoc on the foe, even after their crew are slain and critical systems are failing.
Use this Stratagem in your
Command phase. Select one
ADEPTUS ASTARTES MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
WISDOM OF THE ANCIENTS1CP
Adeptus Astartes – Epic Deed Stratagem
Each fallen champion who rests within the sarcophagus of a Dreadnought has seen a thousand battles and slain foes beyond counting. All such noble warriors are immensely inspiring to their battle-brothers.
Use this Stratagem in your
Command phase. Select one
ADEPTUS ASTARTES DREADNOUGHT model from your army (excluding
WULFEN and
DEATH COMPANY models). Until the start of your next Command phase, that model gains either the Rites of Battle ability or the Tactical Precision ability, as shown below:
- Rites of Battle (Aura): While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
- Tactical Precision (Aura): While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
COMMANDING ORATORY2CP
Adeptus Astartes – Epic Deed Stratagem
Fuelled by battlefield adrenaline, the Chaplain recites his litanies with even greater fervour, inspiring the warriors around him.
Use this Stratagem at the start of any of your phases other than your
Command phase. Select one
ADEPTUS ASTARTES CHAPLAIN unit from your army that has not recited a litany this turn. That model can recite one litany that has not already been recited by a friendly model this turn. That litany is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
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
<CHAPTER> APOTHECARY unit from your army and then select one friendly
<CHAPTER> INFANTRY or
<CHAPTER> BIKER unit (excluding an
INVADER ATV SQUAD) that is not at its
Starting Strength and is within 3" of that
<CHAPTER> APOTHECARY. One of the selected unit's destroyed models is returned to its unit with its full wounds remaining.
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).
HIT-AND-RUN WARFARE1CP
Adeptus Astartes – Strategic Ploy Stratagem
Space Marine pilots receive advanced training in handling their vehicles, and have preternatural reaction speeds.
Use this Stratagem in your
Movement phase, when an
ADEPTUS ASTARTES BIKER,
LAND SPEEDER or
STORM SPEEDER unit from your army
Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
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.
SKILLED RIDERS1CP
Adeptus Astartes – Strategic Ploy Stratagem
Space Marine riders and pilots rely on their post-human reflexes to weave around incoming fire.
Use this Stratagem in your opponent's
Shooting phase, when an
ADEPTUS ASTARTES BIKER,
LAND SPEEDER or
STORM SPEEDER unit from your army that
Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subtract l from that attack's
hit roll.
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.
ADAPTIVE STRATEGY2CP
Adeptus Astartes – 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, if a
<CHAPTER> WARLORD from your army is on the battlefield and a
combat doctrine is active for your army. Select one
<CHAPTER> CORE 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 considered to be active for that attack.
SUPPRESSION FIRE1CP
Adeptus Astartes – Strategic Ploy Stratagem
Few indeed are the foes who can hope to escape the savage barrage of Space Marine artillery with their wits intact.
Use this Stratagem in your
Shooting phase, when a
WHIRLWIND model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack with a weapon that has the
Blast ability, if a hit is scored for that attack, then until the start of your next turn the target cannot fire
Overwatch or
Set to Defend, and cannot be selected to fight until all eligible units from your army have done so.
TERROR TROOPS2CP
Adeptus Astartes – Strategic Ploy Stratagem
At the most critical time, Reivers engage their armour's enhanced features to terrify and disrupt the enemy as much as possible.
Use this Stratagem in your
Command phase. Select one
REIVER unit from your army.
- That unit gains the following ability: 'Terror Troops (Aura): Until the start of your next Command phase, while an enemy unit is within 3" of that unit, it loses the Objective Secured ability and any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of that objective marker.
- Until the end of the turn, each time that REIVER unit ends a Normal Move, an Advance or a charge move within 3" of an enemy unit that is performing an action, roll 2D6: if the total exceeds that enemy unit's Leadership characteristic, the action the unit is attempting to perform immediately fails.
GUERILLA TACTICS1CP
Adeptus Astartes – Strategic Ploy Stratagem
At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate and strike the foe again.
Use this Stratagem in your
Movement phase, when a
PHOBOS unit from your army that is more than 6" from any enemy models is selected to move. If the mission you are playing is using the
Strategic Reserves rule, place that unit into Strategic Reserves. That unit cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.
ORBITAL BOMBARDMENT3CP
Adeptus Astartes – Strategic Ploy Stratagem
The Chapter's orbiting star ships stand ready to unleash hell.
Use this Stratagem in your
Command phase, if an
ADEPTUS ASTARTES WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding l if the unit being rolled for is within 3" of the centre of the marker and subtracting l if the unit being rolled for is a
CHARACTER. On a 2-5, that unit suffers D3
mortal wounds, and on a 6+, that unit suffers D6 mortal wounds. The marker is then removed. You can only use this Stratagem once.
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.
TREMOR SHELLS1CP
Adeptus Astartes – Wargear Stratagem
These shells burrow deep into the ground before detonating; though the force of the blast is reduced, the resulting shock wave is sufficient to hurl the foe from their feet.
Use this Stratagem in your
Shooting phase, when selecting a target for a
THUNDERFIRE CANNON model from your army. Until the end of the phase, each time that model makes a ranged attack, subtract 1 from that attack's
wound roll, and, if a hit is scored against a target that is not
TITANIC and cannot
FLY, then until the start of your next
Movement phase, halve the Move characteristic of models in the target unit and subtract 2 from
Advance rolls and
charge rolls made for that unit.
SHOCK AND AWE1CP
Adeptus Astartes – Wargear Stratagem
Space Marine forces use shock grenades and similar weapons to stun and distract the enemy with blinding light and raucous noise.
Use this Stratagem in your
Shooting phase, when an
ADEPTUS ASTARTES SHOCK GRENADES or
LAND SPEEDER STORM unit from your army is selected to shoot. Select one enemy unit within 6" of that unit. Until the start of your next turn:
- The selected unit cannot fire Overwatch or Set to Defend.
- Each time a model in the selected unit makes an attack, subtract 1 from that attack's hit roll.
ASSAULT LAUNCHERS1CP
Adeptus Astartes – Wargear Stratagem
Assault launchers fire salvoes of explosive charges at the enemy, causing horrific damage to those who are caught out of cover.
Use this Stratagem at the start of your
Charge phase. Select one
ADEPTUS ASTARTES ASSAULT LAUNCHERS unit from your army and one enemy unit (excluding
VEHICLE or
MONSTER units) within 9" of that unit. That enemy unit can either brace or duck for cover.
- If that unit braces, it suffers D3 mortal wounds.
- If that unit ducks for cover, then until the end of the turn, subtract 1 from the Attacks characteristic of models in that unit, and that unit cannot fire Overwatch or Set to Defend.
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.
GRAV PULSE1CP
Adeptus Astartes – Wargear Stratagem
Crews of gravitic battle tanks can discharge directed pulses of gravitic force through their ventral plates.
Use this Stratagem in either:
- Your Movement phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot even though it Fell Back.
- Your opponent’s Charge phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that REPULSOR FIELD unit.
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.
SMOKESCREEN1CP
Adeptus Astartes – Wargear Stratagem
Throwing down a hail of smoke grenades or deploying their smoke launchers, the Space Marines screen themselves from the enemy.
Use this Stratagem in your opponent's
Shooting phase, when an
ADEPTUS ASTARTES SMOKESCREEN 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, subtract 1 from that attack's
hit roll.
If your army includes any BLACK TEMPLARS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.
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.
FOR THE EMPEROR’S HONOUR!2CP
Black Templars – Epic Deed Stratagem
Filled with the spirit of Sigismund, this warrior roars a challenge to his foes, daring them to face him in single combat.
Use this Stratagem in the
Fight phase. Select one
BLACK TEMPLARS CHARACTER unit (excluding
VEHICLE units) from your army and one enemy
CHARACTER unit. Until the end of the phase, each time that enemy
CHARACTER unit is selected to fight, if the selected
BLACK TEMPLARS CHARACTER unit is within
Engagement Range of that enemy
CHARACTER unit when your opponent is selecting targets for its attacks, those attacks can only target the selected
BLACK TEMPLARS CHARACTER unit.
BOMBASTIC DELIVERY2CP
Black Templars – Epic Deed Stratagem
Even under heaviest fire, the voices of the Chaplains ring out above the fray, exhorting those in their charge to ever greater acts of heroism.
Use this Stratagem in your
Command phase, when you select a
BLACK TEMPLARS CHAPLAIN unit to
recite a litany. One litany that unit recites this phase is automatically inspiring (do not roll), and that unit can recite one additional litany during this phase.
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.
HEIR OF SIGISMUND1CP
Black Templars – Requisition Stratagem
The leaders of the Black Templars must seek to emulate the example set by Sigismund himself, exhibiting strategic excellence worthy of the sons of Dorn. Such warriors command the greatest hosts, and leave a legacy of successful crusades behind them.
Use this Stratagem after nominating a
BLACK TEMPLARS CHARACTER model that is not a named character to be your
WARLORD. Generate one additional Warlord Trait for them; this must be from the
Black Templars Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
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.
ABHOR THE WITCH1CP
Black Templars – Strategic Ploy Stratagem
The Black Templars’ zealous hatred of heretical sorcery steels their minds and bodies against psychic assaults.
Use this Stratagem in your opponent’s
Psychic phase, after a
Psychic test is passed for an enemy
PSYKER unit and after any
Deny the Witch attempt is made. If that enemy
PSYKER unit is within 24" of any
BLACK TEMPLARS units from your army, roll one D6: on a 4+, that psychic power is denied.
TENACIOUS ASSAULT1CP
Black Templars – Strategic Ploy Stratagem
The Black Templars rarely permit their foes to retreat. Every avenue of escape is closed by glowing blades and revving chainswords.
Use this Stratagem when an enemy INFANTRY or BEAST unit (excluding units that can FLY) 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 unit cannot Fall Back.
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.
DEADLY CARGO1CP
Black Templars – Strategic Ploy Stratagem
The Black Templars use of the Crusader-pattern Land Raider is unparalleled. These vehicles roar into the very teeth of the enemy's guns before disgorging their deadly cargo into the heart of the foe.
Use this Stratagem in your
Movement phase. Select one
BLACK TEMPLARS LAND RAIDER CRUSADER model from your army that made a
Normal Move this phase. Units embarked within this
TRANSPORT can
disembark in this phase but cannot be selected to move again this phase.
EXEMPLARS OF THE CRUSADE1CP
Black Templars – Strategic Ploy Stratagem
A Marshal’s Sword Brethren are among the greatest warriors of the Chapter, leading by example in the thickest of the fighting.
Use this Stratagem in the
Fight phase. Select one
SWORD BRETHREN unit from your army. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified
hit roll of 6 scores 1 additional hit.
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.
INCENDIARY SHELLS1CP
Black Templars – Wargear Stratagem
Trusted Neophytes will sometimes be permitted to carry a supply of these shells into battle. Fitted with a thermite core, as they strike the foe they ignite, bringing the burning wrath of the Emperor to the target.
Use this Stratagem in your
Shooting phase, when a
BLACK TEMPLARS unit from your army is selected to shoot with. Until the end of the phase, each time a model in that unit makes an attack with an Astartes shotgun, that attack has a Damage characteristic of 2.
All CHAPLAINS know the Litany of Hate (see below). In addition, before the battle, generate the additional litanies for PRIEST models from your army that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the priest knows.
When a PRIEST unit from your army recites a litany, replace all instances of the <CHAPTER> keyword on that litany (if any) with the name of the Chapter that your PRIEST is drawn from.
Litany of Hate (Aura)
The Chaplain fuels his battle brothers with hatred and exhorts them to strike the foe harder and harder, without mercy.
If this litany is inspiring, then while a friendly
<CHAPTER> CORE or
<CHAPTER> CHARACTER unit is within 6" of this
PRIEST, each time a model in that unit makes a melee attack, you can re-roll the
hit roll.
D6 | LITANIES OF BATTLE |
1 | LITANY OF FAITH (AURA) The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear. If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this Priest, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost. |
2 | CATECHISM OF FIRE The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower. If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attack’s wound roll. |
3 | EXHORTATION OF RAGE The Chaplain bellows his fury at the enemy, his brothers surging forwards to strike them down. If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll. |
4 | MANTRA OF STRENGTH The Chaplain focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by the Primarch himself. If this litany is inspiring:
- Add 1 to this PRIEST’s Attacks and Strength characteristics.
- Add 1 to the Damage characteristic of melee weapons this PRIEST is equipped with.
|
5 | RECITATION OF FOCUS The Chaplain recites creeds that focus the minds of his brothers to ensure their shots strike true. If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll. |
6 | CANTICLE OF HATE (AURA) Bellowing his hatred of the foe, the Chaplain leads his brothers in the wholesale destruction of the enemy. If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this PRIEST:
- Add 2 to charge rolls made for that unit. This is not cumulative with any other rule that adds to a unit’s charge roll.
- Each time a model in that unit makes a pile in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
|
PRIEST models in BLACK TEMPLARS Detachments can know all of their litanies from the Litanies ot the Devout instead the Litanies of Battle. If they do, they know the Litany of Hate and generate the appropriate number of additional litanies from the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the priest knows.
D6 | LITANY |
1 | LITANY OF DIVINE PROTECTION The Chaplain rouses the ardent souls of his brothers, calling upon the godly essence of the Emperor to shield his sons from the blasphemy of the unbeliever. If this litany is inspiring, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST. Each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost. |
2 | PSALM OF REMORSELESS PERSECUTION The burning zeal with which the Chaplain denounces Humanity’s foes drives his brothers into a terrible battle-rage. If this litany is inspiring, select one friendly BLACK TEMPLARS CORE unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. A unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability. |
3 | PLEA OF DELIVERANCE The Chaplains words exhort his followers to steel their minds against the sorceries of the foe. Nearby brothers find their bodies filled with the inviolable light of the immortal Emperor, casting out the darkness. If this litany is inspiring, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST.
- If that unit or its models are being affected by any psychic powers manifested by enemy models, the effects of those psychic powers on that unit and its models end.
- Until the start of your next Command phase, that unit, and the models it contains, are not affected by any psychic power manifested by enemy units.
|
4 | FIRES OF DEVOTION The Chaplains words speak to the very souls of his battle-brothers, inflaming them with ardour and their blade arms with divine strength. If this litany is inspiring, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST. Each time that 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 that unit. |
5 | FERVENT ACCLAMATION The magnetic force of the Chaplains oratory inspires his fellow warriors to swear great vows, even in the midst of the battle. If this litany is inspiring, select one Templar Vow that is not in effect and select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST. That unit gains the effects of that vow. |
6 | OATH OF GLORY The Chaplain bellows an oath to Rogal Dorn before plunging into the foe, shattering armour and crushing skulls with blows from their holy weapon. If this litany is inspiring:
- At the start of the Fight phase, if this PRIEST model is within Engagement Range of any enemy units, it can fight first that phase.
- Each time this PRIEST model makes an attack with a crozius arcanum or artificer crozius, or a Relic that replaces one of these weapons, an unmodified hit roll of 6 scores 2 additional hits.
- Add 1 to the Strength characteristic of this PRIEST model.
|
If an ADEPTUS ASTARTES CHARACTER model is your WARLORD, you can use the Space Marines Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a PHOBOS CHARACTER model is your WARLORD, you can instead use the Vanguard Warlord Traits table below to determine what Warlord Trait they have in the same manner. If you wish, instead of selecting a Warlord Trait from either of the tables below, you can select a Chapter Warlord Trait for your WARLORD, but only if they are from the relevant Chapter.
When you have determined a Warlord Trait for an ADEPTUS ASTARTES CHARACTER model, replace all instances of the <Chapter> keyword in their Warlord Trait (if any) with the name of the Chapter that your model is drawn from.
Space Marines Warlord Traits
D6 | WARLORD TRAIT |
1 | FEAR MADE MANIFEST (AURA) The Emperor’s enemies quail beneath this champion’s wrathful gaze. While an enemy unit is within 6" of this WARLORD:
- Subtract 1 from the Leadership characteristic of models in that unit.
- Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.
|
2 | THE IMPERIUM’S SWORD This warlord hurls himself forwards with unbridled ferocity, cutting down the foe like a reaping whirlwind. - You can re-roll charge rolls made for this WARLORD.
- Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to its Strength and Attacks characteristics.
|
3 | IRON RESOLVE Faith and duty drive this warlord relentlessly onwards as he shrugs off injuries that would lay lesser warriors low. - Add 1 to the Wounds characteristic of this WARLORD.
- Each time this WARLORD would lose a wound, roll one D6: on a 6, that wound is not lost.
|
4 | CHAMPION OF HUMANITY This commander has slain enemy generals beyond counting. - Each time this WARLORD fights, if it is within Engagement Range of any enemy CHARACTER units, then until that fight is resolved, add 1 to this Warlord’s Attacks characteristic.
- Each time this WARLORD makes a melee attack against a CHARACTER unit, add 1 to that attack’s hit roll and wound roll.
|
5 | STORM OF FIRE (AURA) This warlord expertly guides his warriors’ fire. While a friendly <CHAPTER> CORE unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. |
6 | RITES OF WAR (AURA) This commander and his warriors have vowed to secure victory. While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability. |
Vanguard Warlord Traits
D6 | WARLORD TRAIT |
1 | SHOOT AND FADE This warrior harries the foe before returning to the shadows. Once per turn, in your Shooting phase, after shooting with a friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD, that unit can make a Normal Move or it can Advance; in either case, if it does, that unit is not eligible to declare a charge with this turn. |
2 | LORD OF DECEIT This leader is adept at subterfuge and spreading misinformation. After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first. |
3 | MASTER OF THE VANGUARD (AURA) This living legend of the Vanguard is an inspiration to his brothers. While a friendly <CHAPTER> PHOBOS unit is within 6" of this WARLORD:
- Add 1 to charge rolls made for that unit.
- Each time that unit is selected to make a Normal Move, Advance or Fall Back, add 1" to that unit’s Move characteristic until the end of the phase.
|
4 | STEALTH ADEPT This warlord slips through enemy territory like a spectre. Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks. |
5 | TARGET PRIORITY This tactician is constantly seeking prime targets. In your Command phase, you can select one friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll. |
6 | MASTER MARKSMAN This warlord is one of the finest sharpshooters in the galaxy. Add 1 to the Damage characteristic of ranged weapons this WARLORD is equipped with (excluding Grenades and Relics). |
Black Templars: Oathkeeper
The fury of a Black Templars warlord carries him headlong into battle no matter the hardships, the foe or the challenge he faces.
- This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit.
- Each time this WARLORD makes a Heroic Intervention move, it can move up to 6” instead of 3". All other rules for Heroic Interventions still apply.
If a BLACK TEMPLARS CHARACTER model is your WARLORD, you can use the table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6 | WARLORD TRAIT |
1 | EPITOME OF PIETY So intense is the warlord's devotion to the God-Emperor that they are able to throw off the malign influence of the warp. - In your opponent s Psychic phase, this WARLORD can attempt to deny one psychic power as if it were a PSYKER.
- Add 1 to Deny the Witch tests taken for this WARLORD.
|
2 | PARAGON OF FURY This warlord’s hatred for the heretic and the unbeliever burns with the fury of a newborn star. After this WARLORD finishes a charge move:
- Until the end of the turn, add 1 to this WARLORD’s Strength characteristic.
- Roll one D6 for each enemy model that is within Engagement Range of it: on a 5+, that model’s unit suffers 1 mortal wound.
|
3 | MASTER OF ARMS The warlord has devoted their existence to the rigorous perfection of the blade, becoming a force of righteous destruction upon the battlefield. - At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.
- Add 1 to this WARLORD’s Attacks characteristic.
|
4 | INSPIRATIONAL FIGHTER (AURA) The warlord's exemplary martial prowess galvanises the battle-brothers around them to reach new heights of righteous ferocity. While a friendly BLACK TEMPLARS CORE unit is within 6" of this WARLORD, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus gained from the Assault Doctrine if it is active for your army. |
5 | FRONT-LINE COMMANDER Leading from the heart of the battle, the warlord pushes their brethren to ever more fervent acts of courage in the face of the enemy’s guns. - Add 1 to Advance and charge rolls made for this WARLORD.
- Each time a friendly BLACK TEMPLARS CORE unit declares a charge against an enemy unit that is within Engagement Range of this WARLORD, add 1 to the charge roll made for that unit.
|
6 | OATHKEEPER The fury of a Black Templars warlord cannot be stayed until the foe lies ruined at his feet. - This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit.
- Each time this WARLORD makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
|
Named Characters and the Emperor’s Champion
If one of the following characters gains a Warlord Trait, they must have the one shown below. Note that The Emperor’s Champion is not considered to be a named character, but the Cenobyte Servitors in Chaplain Grimaldus’ unit are considered named characters.*Only the Chaplain Grimaldus model is considered the
WARLORD for the purposes of this Warlord Trait.
If
The Emperor’s Champion is given a Warlord Trait, it must be given one from the Black Templars Warlord Traits table above. If you choose to randomly generate a Warlord Trait for the Emperor’s Champion, re-roll any results of 6.
If every model in your army (excluding AGENT OF THE IMPERIUM and UNALIGNED models) has the ADEPTUS ASTARTES keyword, and your WARLORD has the ADEPTUS ASTARTES keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack), select one of them to be from the ADEPTUS ASTARTES secondary objectives listed below.
Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).
Purge the Enemy
CODEX WARFARE
End Game Objective
The Codex Astartes has proven its worth as a superb treatise on warfare over countless battlefields, and has remained so even after ten thousand years. Many Space Marines hold its teachings in awe, following its guidance in all ways, trusting in its ability to give them victory. Their belief has been rewarded on battlefield after battlefield.
If you select this objective, you score victory points as follows:
- Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed as the result of an attack made with a Heavy or Grenade weapon by an ADEPTUS ASTARTES unit from your army while the Devastator Doctrine was active for your army.
- Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed as the result of an attack made with a Rapid Fire or Assault weapon by an ADEPTUS ASTARTES unit from your army while the Tactical Doctrine was active for your army.
- Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed as the result of an attack made with a Pistol or Melee weapon by an ADEPTUS ASTARTES unit from your army while the Assault Doctrine was active for your army.
Battlefield Supremacy
SHOCK TACTICS
Progressive Objective
The Space Marines are the Emperor's finest shock troops, striking at the foe before they can react or even know they are under threat. In their lightning assaults, Space Marines smash aside the enemy, slaughtering them without mercy, to achieve their goals.
Score 3 victory points at the end of the battle round if you control one or more
objective markers that were controlled by your opponent at the start of the battle round, and an
ADEPTUS ASTARTES unit from your army is within range of that objective marker.
No Mercy, No Respite
OATHS OF MOMENT
Progressive Objective
Before battle, Space Marines take all manner of oaths. They swear to never falter, to never give up, to never yield and to fight until their last breath. Made before their battle-brothers, commanders and Chaplains, the Space Marines take fewer things more seriously.
If you select this objective, you score victory points at the end of each battle round for achieving the following three Oaths:
- Oath of Valour: Score 1 victory point if any CHARACTER, VEHICLE or MONSTER unit was destroyed by an ADEPTUS ASTARTES unit from your army during that battle round.
- Oath of Honour: Score 1 victory point at the end of the battle round so long as no ADEPTUS ASTARTES units from your army failed a Morale test, and provided no ADEPTUS ASTARTES units from your army Fell Back during that battle round.
- Oath of Duty: Score 2 victory points at the end of the battle round if an ADEPTUS ASTARTES unit from your army is wholly within 6" of the centre of the battlefield.
If every model in your army (excluding AGENT OF THE IMPERIUM and UNALIGNED units) has the BLACK TEMPLARS keyword, and your WARLORD has the BLACK TEMPLARS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the BLACK TEMPLARS secondary objectives listed below.
Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).
Purge the Enemy
BATHE YOUR BLADE IN THE BLOOD OF YOUR FOE
End Game Objective
The cankerous presence of the unclean must be scoured. Honour demands that their heretical influence be struck down in single combat.
At the start of the first
Command phase, you must select one
BLACK TEMPLARS CHARACTER model from your army to issue the challenge and your opponent must select one
CHARACTER model from their army to accept the challenge. If either player does not have a
CHARACTER model, they must instead select their
WARLORD.
Score 5 victory points at the end of the battle for each of the following conditions that have been achieved:
- The model that accepted the challenge was destroyed.
- The model that accepted the challenge was destroyed as the result of a melee attack.
- The model that accepted the challenge was destroyed as the result of a melee attack made by the model that issued the challenge.
Battlefield Supremacy
ALLOW NOT THE WORSHIP OF UNCLEAN IDOLS
Progressive Objective
The enemy holds great veneration for various artefacts on this battlefield. Let us not permit them to engage in such idolatry.
Score 4 victory points at the end of the battle round if you control one or more
objective markers that were controlled by your opponent at the start of the battle round, and a
BLACK TEMPLARS CHAPLAIN unit from your army is within range of that objective marker.
No Mercy, No Respite
CARRY OUT YOUR VOWS
Progressive and End Game Objective
We have sworn inviolable oaths before the immortal Emperor. Ensure they are carried out in his name.
You can select this secondary objective if you have selected any
Templar Vows. This objective consists of a Progressive component and an End Game component. You can only score victory points for the End Game component for the Templar Vow that was selected at the end of the Read Mission Briefing step and not any other vows that are selected during the battle.
Progressive componentScore 4 victory points at the end of the battle round if the number of enemy units destroyed by melee attacks made by
BLACK TEMPLARS units from your army is greater than the number of friendly
BLACK TEMPLARS units that were destroyed during this battle round. You can score a maximum of 12 victory points during the battle from this component.
End Game componentScore 3 victory points at the end of the battle if any of the following apply:
- The Suffer Not the Unclean to Live vow was selected before this battle and an enemy WARLORD model was destroyed by a melee attack made by a BLACK TEMPLARS CHARACTER unit from your army during the battle.
- The Uphold the Honour of the Emperor vow was selected before this battle and a BLACK TEMPLARS INFANTRY unit (excluding CHARACTER units) from your army that is not below Half-strength was in the enemy deployment zone at the end of the battle.
- The Abhor the Witch, Destroy the Witch vow was selected before this battle and any enemy PSYKER CHARACTER units were destroyed during the battle.
- The Accept Any Challenge, No Matter the Odds vow was selected before this battle and an enemy unit with a Starting Strength of 20 or more models or an enemy model with a Wounds characteristic of 20 or more was destroyed during the battle.
In this section you'll find additional rules for playing Crusade battles with Space Marines, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Adeptus Astartes units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
Agendas
If your
Crusade army includes any
ADEPTUS ASTARTES units, you can select one Agenda from the Adeptus Astartes Agendas listed below. This is a new category of Agendas, and follows all the normal rules for
Agendas (for example, when you select Agendas, you cannot choose more than one from each category).
ANGELS OF DEATH
Adeptus Astartes Agenda
For the Space Marines, only the total destruction of the Emperor's enemies is acceptable.
At the end of the battle, if there are no models from the enemy army remaining on the battlefield, each
ADEPTUS ASTARTES unit from your army that is on the battlefield gains 3
experience points.
KNOW NO FEAR
Adeptus Astartes Agenda
The Space Marines know no fear. Superhuman courage in the face of terrifying horrors and overwhelming odds are expected from each and every battle-brother. Fleeing from the conflict is as anathema to them as allowing the enemies of the Emperor to draw breath.
Keep a Know No Fear tally for each
ADEPTUS ASTARTES unit in your army. Each time a unit passes a
Morale test, add 1 to its Know No Fear tally. If a unit fails a Morale test, reset its tally back to 0. At the end of the battle, each unit gains 2
experience points for every mark on its Know No Fear tally.
QUEST OF ATONEMENT
Adeptus Astartes Agenda
The warriors of the Chapter who bear the Mark of Censure have submitted themselves to the reclusiam for their failures, and been set upon a quest for absolution in their Chapter's eyes. Only by striking down the mightiest foes of the Emperor will their shame be absolved.
When you select this Agenda, select one
ADEPTUS ASTARTES unit in your army that has one of the following
Battle Scars: Loss of Reputation, Disgraced or Mark of Shame. At the end of the battle, if a melee attack made by that unit during the battle destroyed an enemy
CHARACTER with a
Power Rating of 5 or more, or a
WARLORD,
MONSTER or
VEHICLE unit, then the selected unit loses one of the aforementioned Battle Scars and gains 5
experience points.
HONOUR THE STANDARD
Adeptus Astartes Agenda
The standards of the Space Marines are inspirational icons and symbols of the Emperor's dominance. To plant one is to claim that ground in the name of the Imperium.
Keep an Honour the Standard tally for each
ADEPTUS ASTARTES unit in your army. At the end of each of your turns, if a
CORE unit is wholly within 6" of a model from the same Chapter whose standard has been planted (see below), add 1 to that unit's Honour the Standard tally.
If you selected this Agenda, then
ADEPTUS ASTARTES ANCIENT units in your army can attempt the following
action:
Plant the Standard (Action): At the end of your
Movement phase, one
ADEPTUS ASTARTES ANCIENT unit from your army that is within 6" of the centre of the battlefield can start to
perform this action. The action is completed at the end of your turn. Once completed the Ancient's Standard has been planted, and remains so until that model makes a
Normal Move,
Advances,
Falls Back or makes a
charge move.
Each unit gains a number of
experience points equal to their Honour the Standard tally.
RECOVER GENE-SEED
Adeptus Astartes Agenda
In the confusion of battle, the fallen body of a mighty hero was left on the field, his progenoids not recovered. It is of vital import this precious resource is found.
If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one
objective marker anywhere on the battlefield that is not within their own deployment zone. This objective marker represents the fallen Space Marine hero, but does not count as an objective marker for any rules purposes other than for this Agenda.
ADEPTUS ASTARTES APOTHECARY units in your army can attempt the following
action:
Recover Progenoids (Action): At the end of your
Movement phase, one
ADEPTUS ASTARTES APOTHECARY unit from your army that is within 3" of the fallen Space Marine hero objective marker can start to
perform this action if no enemy units (excluding
AIRCRAFT units) are within 3" of that objective marker. The Action is completed at the end of your turn. If completed, remove the fallen Space Marine hero objective marker from the battlefield. If an
APOTHECARY unit successfully performs this action, it gains 5
experience points and your Crusade force gains 1 bonus
Requisition point.
Requisitions
If your
Crusade force includes any
ADEPTUS ASTARTES units, you can spend
Requisition points (RPs) on any of the following
Requisitions in addition to those presented in the Warhammer 40,000 Core Book.
EVEN IN DEATH I STILL SERVE1RP
A mortally wounded Space Marine may be interred in the sarcophagus of a Dreadnought, allowing him to bring death to his foes in a new form.
Purchase this Requisition when an
ADEPTUS ASTARTES CHARACTER unit (excluding
VEHICLE units) from your Crusade force gains their second or subsequent
Battle Scar. Remove that
CHARACTER from your
Order of Battle and replace it with a
DREADNOUGHT (excluding
named characters) from the same Chapter. You can only add a
PSYKER DREADNOUGHT if the
CHARACTER it is replacing was a
PSYKER. You cannot purchase this Requisition if doing so would cause your total
Power Level to exceed your Crusade force's Supply Limit. The new
DREADNOUGHT starts with the same number of
experience points as the
CHARACTER it replaced and gains the appropriate number of
Battle Honours for its
rank.
CHAPTER COMMAND1RP
Through heroism on the field of battle and unwavering commitment to duty, Space Marines can ascend the ranks.
Purchase this Requisition when a
CAPTAIN,
LIBRARIAN,
CHAPLAIN,
APOTHECARY,
ANCIENT,
COMPANY CHAMPION or
TECHMARINE from your Crusade force gains the Heroic or Legendary
rank. That model is upgraded to the
Chapter Command; increase its
Power Rating accordingly and make a note on its
Crusade card. You cannot purchase this Requisition if doing so would cause your total
Power Level to exceed your Crusade force's Supply Limit.
INDOMITUS CRUSADE VETERANS1RP
Many Primaris Space Marines served as part of the Indomitus Crusade before joining their Chapters, bringing vital experience of the fractured Imperium.
Purchase this Requisition when you add a
PRIMARIS CORE unit (excluding
CHARACTER units) to your
Order of Battle that has the Elites
Battlefield Role. That unit gains 6
experience points (and therefore gains the Blooded
rank). Select one
Battle Honour for them as normal.
RUBICON PRIMARIS1RP
To cross the Rubicon Primaris is not a decision taken lightly, for not all warriors survive the transformation. Those who do become even more potent avatars of war.
Purchase this Requisition at any time. Select one
CAPTAIN,
LIBRARIAN,
CHAPLAIN,
APOTHECARY,
ANCIENT or
TECHMARINE unit from your Crusade force that does not have the
PRIMARIS keyword and roll one D6. On a 1, that unit is removed from your
Order of Battle. On a 2+, replace that unit with a
PRIMARIS unit with the same keyword drawn from the same Chapter. You cannot purchase this requisition if doing so would cause your total
Power Level to exceed your Crusade force's
Supply Limit. The new
PRIMARIS unit has the same number of
experience points and the same
Battle Honours and
Battle Scars as the unit it replaced. If a Battle Honour cannot be applied (e.g. a
Weapon Enhancement for a weapon that
PRIMARIS model cannot be equipped with), select a new Battle Honour to replace it.
Battle Traits
When an
ADEPTUS ASTARTES unit gains a
Battle Trait, you can use one of the tables below instead of one of the tables in the Warhamrner 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. If a unit gains one of these Battle Traits, replace all instances of the
<CHAPTER> keyword on that Battle Trait (if any) with the name of the Chapter that your unit is drawn from. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any
Battle Honour, make a note on the unit's
Crusade card when it gains a Battle Trait and increase its
Crusade points accordingly, as described in the Warhamrner 40,000 Core Book.
ADEPTUS ASTARTES MACHINE SPIRIT UNITS | D6 | TRAIT | 1-2 | Bellicose Machine Spirit
This machine spirit seeks to grind its foes beneath it. Improve this model's Weapon Skill characteristic by 3. | 3-4 | Focused Machine Spirit
Even under duress, the attacks of this machine remain precise. This model does not suffer the penalty incurred to its hit rolls for firing at enemy units that are within Engagement Range of it. | 5-6 | Resilient Machine Spirit
This machine spirit's indomitable might is legendary. Add 2 to this model's Wounds characteristic. |
|
TECHMARINE UNITS | D6 | TRAIT | 1-3 | Expert Mechanic
This Techmarine displays a natural ability to make even the most seriously damaged vehicle ready to wage war again. If this model is part of your Crusade army, and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for a <CHAPTER> VEHICLE unit - that test is treated as having been passed instead. | 4-6 | Bionic Extremis
This Techmarine is more akin to his mechanical charges than he is to a flesh and blood battle-brother. This Techmarine has a 5+ invulnerable save. |
|
APOTHECARY UNITS | D6 | TRAIT | 1-3 | Master of Physiology
This skilled physician is able to return even the most seriously-wounded battle-brother to the field with all speed. If this model is part of your Crusade army, and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for a <CHAPTER> unit (excluding VEHICLE and BEAST units) - that test is treated as having been passed instead. | 4-6 | Custodian of the Future
This Apothecary fights with the fury of their Primarch when a battle-brother falls, lest their gene-seed be lost. Each time this model fights, if any friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER models have been destroyed this turn, then until that fight is resolved, add 3 to this model's attacks characteristic. |
|
ADEPTUS ASTARTES UNITS (EXCLUDING VEHICLES) | D6 | TRAIT | 1 | Marksman's Honours
Awarded to those warriors who prove their accuracy in combat, these badges are constructed by coating spent bolter shell casings, ejected from the weapons of great heroes, in gold. Improve the Ballistic Skill of each model in this unit by 1. | 2 | Aquila lmperialis
Awarded to those who have shown great resolve, this eagle emblem is emblazoned on the warrior's chest plate. Each time a Morale test is taken for this unit, it is automatically passed. In addition, each time an Out of Action test is failed for this unit, re-roll that test. | 3 | Purity Seals
Purity seals record not so much honours as blessings given by the Chapter's Chaplains before battle. When a battle-brother receives a seal, the Chaplains chant litanies before affixing it to the Space Marine's armour. Once per turn, this unit can attempt to Deny the Witch as if it were a PSYKER. If this unit is a PSYKER, then in each enemy Psychic phase, it can instead attempt to Deny the Witch one additional time. | 4 | Bladesman's Honour
Awarded to the most superlative duellists of the Chapter, this honour badge is shaped like a dagger and proclaims the bearer's skill at arms. Improve the Weapon Skill of each model in this unit by 1. | 5 | Terminator Honours
Veterans who have earned the honour of waging war in Terminator armour are permitted to wear these badges - smaller representations of the Crux Terminatus - when fighting in their power armour. Select one model in this unit (if the unit has a unit champion, such as a Space Marine Sergeant, you must select that model). Add 1 to the Attacks and Leadership characteristic of the selected model. In addition, unless the selected model is a CHARACTER, you also add 1 to the selected model's Wounds characteristic. | 6 | Centurlos Service Studs
These rivets are stamped into a warrior's cranium to record ten, fifty or a hundred years' service. Though described in the Codex, the awarding of studs is not officially required. At the start of your Command phase, select the Devastator, Tactical or Assault Doctrine. Until the start of your next Command phase, each time a model in this unit makes an attack, the doctrine you selected is considered to be active for that attack instead of whatever doctrine is actually active for your army. |
|
Honorifics
Honorifics are a new type of
Battle Honour that can be given to
ADEPTUS ASTARTES CAPTAIN units. When such a unit from your army would gain a Battle Honour, you can instead choose for it to gain one of the Honorifics listed below. You cannot give an Honorific to a unit from the Deathwatch Chapter or the Space Wolves Chapter (or any of its successor Chapters).
Each
CAPTAIN unit can only have a single Honorific, and your
Order of Battle cannot include more than one such unit from the same Chapter with the same Honorific (e.g. you cannot have two
BLOOD ANGELS CAPTAIN units with the Master of the Watch Honorific, or two
SILVER SKULLS CAPTAIN units with the Master of Recruits Honorific). As with any Battle Honour, make a note on the unit's
Crusade card when it gains an Honorific, and increase its
Crusade points total by 1.
If a
CAPTAIN unit from your army is upgraded to be a Chapter Master using the
Chapter Command Requisition, that unit loses any Honorific it has (if so, its Crusade points are reduced by 1).
MASTER OF THE KEEP In some Chapters the 1st Company Captain serves as Master of the Keep. These mighty warriors may serve as the Chapter Master's second in command, be responsible for the Chapter's fortress monastery and speak for the Chapter Master in his absence. Once per battle, if this unit is on the battlefield, when you use an Adeptus Astartes Battle Tactic Stratagem, that Stratagem costs 0 Command points. |
MASTER OF THE WATCH The Captain of the 2nd Company is often responsible for the defence of the Chapter's home world. They are heavily involved with system-wide defence and intelligence assessment of threats to their Chapter's seat of power. Regardless of how much a Chapter involves itself in the affairs of its home world's population, the Master of the Watch takes a keen interest in them. If this unit is part of your Crusade army and you are the Defender, then you start the battle with an additional 2 Command points. |
MASTER OF THE ARSENAL This Captain, often of the 3rd Company, is responsible for managing and overseeing the Chapter's vast inventory of munitions. Once per battle, if this unit is on the battlefield, when you use an Adeptus Astartes Wargear Stratagem, that Stratagem costs 0 Command points. |
MASTER OF THE FLEET The Master of the Fleet is often the Captain of the 4th Company, and is responsible for the Chapter's armada of spacefaring warships. He is expected to be highly skilled not only in commanding a single ship in battle, but also in coordinating all of the Chapter's vessels in the highly complex matters of ship-to-ship combat. - If this unit is on the battlefield, you can use the Orbital Bombardment Stratagem twice during the battle instead of once.
- While this unit is on the battlefield, each time you use the Orbital Bombardment Stratagem, it costs 1 Command point instead of 3.
|
MASTER OF THE MARCHES This warrior oversees the deployment of all the Chapter's assets, in addition to their role as Captain of the 5th Company. In so doing they hear all pleas for the Chapter's aid, dismissing those he deems the most unworthy before presenting those that remain to the Chapter Master. If this unit is part of your Crusade army and you are using the Strategic Reserves rule, you can halve the Command point cost required to place units into Strategic Reserves (rounding fractions down). |
MASTER OF THE RITES The Master of the Rites is often the Captain of the 6th Company. Among his many duties he is often responsible for preserving and recording the Chapter's martial traditions and ceremonial conventions. If this unit is part of your Crusade force, then the Warlord Trait Requisition costs 0 Requisition points if the model being given the Warlord Trait is from the same Chapter as this unit. |
CHIEF VICTUALLER Traditionally held by the Captain of the 7th Company, a warrior with this title is responsible for the non-armament provisions the Chapter requires to continue its operations, as well as thousands of serfs and servitors. In this role, a battle-brother must prove himself a master logistician. If this unit is part of your Crusade force, then the Rearm and Resupply Requisition costs 0 Requisition points if the unit selected for that Requisition is from the same Chapter as this unit. |
LORD EXECUTIONER The Captain of the 8th Company is a martial example to his Chapter's warriors. As Lord Executioner, he dispenses the Chapter's justice - whether that be to the Chapter's hated foes or those within its ranks who fail to meet enormously stringent disciplinary requirements. If this unit is part of your Crusade army and you are the Attacker, then you start the battle with an additional 2 Command points. |
MASTER OF RELICS The Captain of the 9th Company is often responsible for the maintenance, security and care of the Chapter’s priceless relics, as well as the recovery of relics that lie as yet undiscovered throughout the galaxy. If this unit is part of your Crusade force, then the Relic Requisition costs 0 Requisition points if the model gaining the Relic is from the same Chapter as this unit. |
MASTER OF RECRUITS AND MASTER OF RECONNAISSANCE The 10th Company Captain is responsible for training the Chapter's future generations. With ten Vanguard squads at his command, he also serves as the Chapter Master's eyes and ears, and possesses vast amounts of intelligence. If this unit is part of your Crusade force, then the Fresh Recruits Requisition costs 0 Requisition points if the unit gaining the Fresh Recruits is from the same Chapter as this unit. |
Crusade Relics
When an
ADEPTUS ASTARTES CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply (see
Battle Honours).
When a model from your army is given a Crusade Relic, replace all instances of the
<CHAPTER> keyword on that Crusade Relic's rules (if any) with the name of the Chapter that your model is drawn from.
Artificer Relics
An
ADEPTUS ASTARTES CHARACTER model can be given one of the following Artificer Relics instead of one of the
ones presented in the Warhammer 40,000 Core Book.
Halo lndomitus This Iron Halo protects the bearer from harm, whilst proclaiming them to be a mighty hero of the Imperium. - The bearer has a 4+ invulnerable save.
- Each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
|
Adamantine Cuirass This chest plate bears an Aquila crest wrought in adamantine, rendering it proof against even the mightiest blow. Add 1 to the bearer's Wounds and Toughness characteristics. |
Astartes Teleportation Transponder Incorporating arcane technology found in suits of Terminator armour, this unassuming device allows the bearer to be teleported accurately into the thick of battle from their orbiting spacecraft. The bearer has the Teleport Strike ability. |
Antiquity Relics
An
ADEPTUS ASTARTES CHARACTER model of Heroic
rank or higher can be given one of the following Antiquity Relics instead of one of the
ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit's total
Crusade points for each Antiquity Relic it has - this is in addition to the + 1 from gaining a
Battle Honour, for a total of +2.
Paragon Blade This blade is a relic of the Great Crusade and is rumoured to have been crafted on Terra. It is now borne by only the greatest heroes of the Space Marine Chapters. Model with a power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade only. This Relic replaces the model's power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade and has the following profile:WEAPON | RANGE | TYPE | S | AP | D | Paragon blade | Paragon blade | Melee | Melee | +2 | -4 | 3 |
|
Standard of Righteous Hatred This bloodstained banner lists the atrocities and injustices committed by the Emperor's foes, a reminder of the duty of the Adeptus Astartes to purge the stars of the heretic and the alien. ANCIENT model only. Each time a friendly model is destroyed and make an attack as a result of the bearer's Astartes Banner ability, that attack scores a hit on a hit roll of 2+, irrespective of any modifiers. |
Legendary Relics
An
ADEPTUS ASTARTES CHARACTER model of Legendary
rank can be given one of the following Legendary Relics instead of one of the
ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1
Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit's total
Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a
Battle Honour, for a total of +3.
Vortex Bolts Crafted long ago in forges lost to the mist of time, these immensely rare rounds create a miniature vortex within the target upon their detonation. Such an event causes catastrophic damage to even the largest enemies, and psykers who miraculously survive are driven mad by the creatures of the warp that flow from the tear in reality. Model with a bolt weapon only. When you select this Relic, select one bolt weapon the bearer is equipped with. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a vortex bolt. If you do, you can only make one attack with that weapon, but if it scores a hit, the target suffers D3+3 mortal wounds and the attack sequence ends. In addition, until the end of the battle, subtract 1 from Psychic tests taken for a PSYKER unit hit by a vortex bolt. |
Relic of the Primarch In the deepest vaults of every Chapter are ancient relics inherited from the personal wargear of their genefather. Only in the direst circumstances are these brought to the battlefield to inspire battle-brothers to even greater deeds; if these relics were to be lost, it would be a tragedy on par with the blackest days in the Chapter's history. Once per battle, in your Command phase, the bearer can unveil the Relic of the Primarch. If it does so, then until the start of your next Command phase:
- Add 1 to the Attacks characteristic of models in <CHAPTER> units (excluding
PRIMARCH models) that were within 6" of this model when it unveiled the relic. - Each time a model in a <CHAPTER> unit (excluding PRIMARCH models) that was within 6" of this model when it unveiled the relic makes a melee attack, add 1 to that attack's hit roll.
If the bearer is destroyed, then after removing it from play, replace it with an additional objective marker to represent the Relic of the Primarch (set it up as close as possible to the centre of the model's base before it is removed). You immediately gain the Recover the Relic Agenda (below), in addition to any other Agendas that are being used for this battle:
RECOVER THE RELIC Adeptus Astartes Agenda The loss of one of the Primarch's priceless relics is an unthinkable shame that cannot be allowed to pass. If you control the Relic of the Primarch objective marker at the end of the battle, you can select one unit that is within 3" of that objective marker; that unit gains 3 experience points. If you do not control that objective marker at the end of the battle, then you lose 10 victory points (to a minimum of 0). |
The banners carried by the hosts of the Adeptus Astartes are often storied relics, carried by the Chapter’s warriors into battles uncounted. These banners have seen more battlefields than the veteran warriors that carry them, and are potent symbols of the indomitability of the Space Marines and the righteousness of their cause.
In this section you will find a series of rules for your Adeptus Astartes
Crusade army allowing your Ancients and the banners they carry to accrue great renown for their deeds on the battlefield. Whether the Chapter banner, carried by the Chapter’s warriors for millennia, or a crusade banner, created to inspire the Chapter’s warriors on their current engagement, these simple pieces of cloth provide inspiration to humanity’s greatest warriors in their darkest hours, as well as proudly displaying their achievements.
If your
Order of Battle includes any
ADEPTUS ASTARTES ANCIENT models, you can spend
Requisition points on the Banner of Renown Requisition (see below).
BANNER OF RENOWN1RP
The Ancient carries a banner of unmatched glory or humbling prestige. Its intricate design has been restitched countless times after being borne onto the deadliest battlefields. The warriors who march to war in its shadow do so inspired by the renowned battles it commemorates.
Purchase this Requisition at any time. Select one
ADEPTUS ASTARTES ANCIENT model from your
Order of Battle. That model gains the
BANNER OF RENOWN keyword.
Ancient Standards
While your
Army Roster contains any
BANNER OF RENOWN models, keep a Renown tally for each such model.
At the end of each battle round, add 1 to a model’s Renown tally if any of the following apply (to a maximum of 10 per battle):
- That model is within range of an objective marker you control.
- That model is within 6" of any enemy units.
- That model destroyed any enemy CHARACTER units during that battle round.
- That model is wholly within your opponent’s deployment zone.
- That model performed the Plant the Standard action as part of the Honour the Standard Agenda.
At the end of the battle, add 1 to a model’s Renown tally for each of the following that apply:
- That model lost any wounds during the battle, but was not destroyed.
- You won the battle.
After each battle, each
BANNER OF RENOWN model gains a number of Renown points equal to that model’s Renown tally. Renown points can be spent to purchase
Banner of Renown upgrades. Each time you purchase any of the following upgrades (excluding
Artisanal Ministrations), increase that unit’s
Crusade points total by 1.
Banner of Renown Upgrades
ARTISANAL MINISTRATIONS10 POINTS
While some highly trained Chapter thralls can effect a reasonable repair to any damage this banner suffers, a few are considered to be true artisans with vexillor-needles and cleansing oils, the damaged sections nigh-indistinguishable from the original.
Remove one
Banner Damage effect this model has.
GLORIOUS FINIAL25 POINTS
This elaborate emblem surmounts the banner and incorporates an energy field generator. Those who fight in the shadow of the glories depicted on this banner are held to be warded in the victory's radiance.
The bearer has the following ability:
Glorious Finial (Aura): While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this model, models in that unit have a 5+ invulnerable save.
ROLL OF HONOUR15 POINTS
Painstakingly etched upon strips of neo-parchment, ritually purified xenos hide or perhaps wafer-thin steel, the names of every honoured bearer of this banner hang from this standard, save only its current custodian. The tally of such worthy guardians is a potent reminder to the Ancient of their privileged duty.
Once per phase, after making a
hit roll or a
wound roll for an attack made by this model, you can change the result to a 6. This is not a
modifier.
ENERGISED STAFF15 POINTS
This banner's artificer-wrought staff contains a potent energy generator. Wielded as a deadly pole arm in extremis - should the standard itself be in danger - even a glancing blow from the hyper-dense alloy of the stave can crack armour and bludgeon the foe into submission.
Each time this model fights, it can make 1 additional attack using the close combat weapon profile. If that attack scores a hit, the target suffers D3 mortal wounds and the attack sequence ends.
SYMBOL OF PURITY20 POINTS
Often represented as a gilded halo that radiates an auric light, these sculpted symbols reflect the purity of the deeds illuminated upon the banner and blind any who stand against the Emperor's chosen. Those with the temerity to aim at warriors marching below this banner find themselves averting their gaze.
While an enemy unit is within 6" of this model, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
AQUILA OF SPIRITUAL FURY15 POINTS
Within a graven aquila, a grim death's head or one of many symbols employed by the Chapter are fitted micro-vox transmitters. These broadcast bellicose sermons penned by the Chaplains, ensuring that the righteous rage of the banner's defenders is never quenched.
The bearer has the following ability:
Aquila of Spiritual Fury (Aura): While a friendly
<CHAPTER> CORE unit is within 6" of the bearer, each time a model in that unit makes a melee attack, on an unmodified
hit roll of 6:
- Add 1 to that attack’s Strength characteristic.
- Improve the Armour Penetration characteristic of that attack by 1. This bonus is cumulative with Combat Doctrines.
ADAMANTINE THREADS20 POINTS
While this banner may originally have been composed of more mundane textiles, each successive repair has incorporated woven threads of adamantine, tinted by arcane thermochromatic processes by the Chapter's Techmarines. After centuries of battle and hundreds of restorations, it is now creation of rippling resilience capable of enduring the worst the foe can unleash.
- Improve this model’s Save characteristic by 1 (to a maximum of 2+).
- Each time this model suffers any Banner Damage, roll one D6: on a 4+, that Banner Damage is ignored.
TASSELS OF DUTY20 POINTS
Golden cords or streamers hang from this banner or its stave, each woven in a complex tri-fold braid denoting the intertwined responsibilities expected of a warrior of the Adeptus Astartes: the destruction of their foe; the defence of their allies; and completion the mission granted by their commander, each filtered through the unique traditions of their Chapter.
The bearer has the following ability:
Tassels of Duty (Aura): While a friendly
<CHAPTER> CORE unit that is
performing an action is within 6" of the bearer, that unit can make ranged attacks without that action failing.
ICON OF CRUSADE30 POINTS
Woven into the standard's tapestry, this potent symbol depicts the Ancients current campaign. While those who stand beneath it fight, none are in doubt about the righteousness of their cause, and none will take a step back until their crusade is complete.
- The bearer has the Objective Secured ability.
- The bearer has the following ability:
Icon of Crusade (Aura): While a friendly
<CHAPTER> CORE unit is within 6" of the bearer, that unit has the
Objective Secured ability (if this unit already has the Objective Secured ability, then for the purposes of determining which player controls an
objective marker, each model in this unit counts as two models).
Banner Damage
Each time a
BANNER OF RENOWN unit from your army is destroyed, when taking an
Out of Action test for that unit, take an additional Out of Action test for their banner. If that test is failed, that unit suffers Banner Damage and gains one of the Banner Damage effects below. Each time a unit gains a Banner Damage effect, roll one D3 and consult the table below to randomly determine which Banner Damage effect is gained, or choose the one which you think best suits the narrative for your unit.
A unit can have more than one Banner Damage effect, but it cannot have the same Banner Damage effect more than once (if a duplicate result is rolled, roll again until a different result is rolled). If a model gains three Banner Damage effects, remove that model from your
Order of Battle.
Make a note of any Banner Damage effects a model has on its
Crusade card and subtract 1 from that unit’s
Crusade points for each Banner Damage effect it currently has (this can mean a unit has a negative number of Crusade points). If a model gains three Banner Damage effects, remove that model from your Order of Battle.
BANNER DAMAGE EFFECTS1. SCORCHED FORM
This banner's material, heavy and resilient as it is, has been set ablaze, burning large areas of it into unrecognisable charred ruin.
The bearer has the following ability:
Scorched Form (Aura): While a friendly <CHAPTER> CORE unit is within 6" of this model, subtract 1 from the Leadership characteristic of models in that unit.
2. DIMINISHED MAJESTY
Whether reduced in stature, faded of colour or torn despite the Ancients devoted efforts, this standard has lost much of its glory.
Reduce the range of this model’s aura abilities by 3".
3. RAGGED TAPESTRY
This banner has been damaged and hastily repaired too often, awaiting the dedicated attention of artisans away from battle. It resembles more a collage of colour than a proud battle standard.
Each time a friendly <CHAPTER> CORE model is destroyed within range of this model’s Astartes Banner ability, subtract 1 from the roll to determine whether that model can shoot or make a melee attack.
Haarken Worldciaimer’s rapid advance along the Nachmund Gauntlet saw many Space Marine strike forces, from numerous Chapters of the Wardens of the Gauntlet and others, scattered in the wake of the heretic hordes. Unable to reach the Sanctus Wall, they fought a guerrilla campaign to slow Haarken Worldclaimer down.
In this section you will find a collection of rules that allow the
ADEPTUS ASTARTES units in your
Crusade force to launch daring raids on Chaos forces from behind enemy lines. By participating in these raids, the Space Marine models in your army will become experts in lightning strikes and guerrilla warfare, and will gain access to a unique set of Battle Traits that they can work towards.
When mustering your army from your
Order of Battle, you can choose for it to be a Warden Raiders Force. A Warden Raiders Force has the following rules:
- It can only contain ADEPTUS ASTARTES units.
- It cannot contain units with the Lord of War Battlefield Role.
- It cannot contain VEHICLE models with a Move characteristic of less than 10".
- Every INFANTRY unit must start the battle either embarked within a TRANSPORT model, or be set up using the Death From Above, Concealed Positions, or Teleport Strike rules.
- It cannot include any Spearhead Detachments.
Raid Points
At the end of the battle, instead of gaining 1 experience point from the
Battle Experience rule, units in a
Warden Raiders Force gain 1 Raid point. If a unit does not have a Raid points tally, start one for it on its
Crusade Card.
Raid points function in a similar manner to
experience points. If a unit has accrued enough Raid points, it will gain a promotion and go up a Raider rank (from Raider to Hardened Guerrilla to Reaver). Each time a unit gains a Raider rank, it will gain one
Raider Force Battle Trait; make a note of the unit’s new Raider rank and its Raider Force Battle Trait on its Crusade card.
RAID POINTS | RAIDER RANK | RAIDER FORCE BATTLE TRAITS | 0-5 | Raider | 0 | 6-10 | Hardened Guerrilla | 1 | 11+ | Reaver | 2 |
|
Additional Raid points can be earned for units by selecting
Raider Force Agendas.
Raider Force Agendas
If your Crusade army is a
Warden Raider Force, you can select one Agenda from the Raider Force Agendas, listed below. This is a new category of Agendas, and follows all the normal
rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).
GUERRILLA STRIKE
Raider Force Agenda
Space Marine Chapters recognised that their numbers were too few to defeat the forces of Chaos in the Nachmund Gauntlet. They resorted to guerrilla tactics, determined to cause as much damage as possible.
Keep a Guerrilla Strike tally for each unit from your army.
- During the first battle round, each time an enemy unit is destroyed by a model from your army, add 1 to the Guerrilla Strike tally of that model’s unit.
- From the second battle round onwards, each time an enemy unit is destroyed by a model from your army, if that model’s unit was set up on the battlefield for the first time during its previous Movement phase, add 1 to the Guerrilla Strike tally of that model’s unit.
Each unit from your army gains a number of
Raid points equal to its Guerrilla Strike tally.
CRITICAL TARGETS
Raider Force Agenda
Warden Raiders made a point of striking rapidly to kill enemy commanders and elite troops before withdrawing.
If you selected this Agenda, then after both sides have finished deploying, your opponent selects three units from their army (if your opponent has less than three units in their army, they select as many as possible). Each time one of those units is destroyed by a model from your army, that model’s unit gains 2
Raid points.
SABOTAGE SUPPLY LINES
Raider Force Agenda
Cutting enemy supply lines was a vital task for the Space Marines caught behind Worldclaimer's armies. Without resources, the forces of Chaos could be slowed down.
Keep a Sabotage Supply Lines tally for each unit from your army. Add 1 to a units Sabotage Supply Lines tally each time it successfully completes the Sabotage Supply Lines action (see below). If you selected this Agenda, then
INFANTRY and
BIKER units in your army can attempt the following
action:
Sabotage Supply Lines (Action): One or more
INFANTRY or
BIKER units from your army can start to
perform this action at the start of your
Movement phase. Each unit from your army that starts to perform this action must be in range of a different
objective marker that has not been sabotaged by your army (see below). The action is completed at the end of your turn. If this action is successfully completed, the objective marker is said to have been sabotaged by your army.
Each unit gains a number of
Raid points equal to its Sabotage Supply Lines tally.
MECHANISED ASSAULT
Raider Force Agenda
Warden Raiders were as adept at lightning assaults with battle-tanks and light vehicles as they were on foot.
Keep a Mechanised Assault tally for each
Strategic Reserve VEHICLE unit from your army.
Add 1 to a unit’s Mechanised Assault tally each time:
- A model in that VEHICLE unit destroys an enemy unit.
- A model that started the battle embarked within that VEHICLE unit destroys an enemy unit.
At the end of the battle, each unit with a Mechanised Assault tally that is not destroyed gains the number of
Raid points shown in the table below:
MECHANISED ASSAULT TALLY | RAID POINTS EARNED | 0 | 0 | 1-2 | 1 | 3+ | 2 |
|
Raider Force Battle Traits
When an
ADEPTUS ASTARTES unit gains a Raider Force Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D3 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for
Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any
Battle Honour, make a note on the units
Crusade card when it gains a Battle Trait and increase its
Crusade points accordingly, as described in the Warhammer 40,000 Core Book.
RAID BIKER UNITS BATTLE TRAITS | D3 | TRAIT | 1 | Vicious Fighters
Capitalising on every advantage, these raiders have become experts at hitting the enemy hard and fast. Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, you can re-roll one hit roll and you can re-roll one wound roll when resolving this unit’s attacks. | 2 | Deepened Hatred
With every battle against the forces of Chaos, the raiders’ hatred only grows. Each time a model in this unit makes a melee attack against a HERETIC ASTARTES unit, you can re-roll the hit roll. | 3 | Skilled Flankers
These raiders have mastered the art of the decisive flanking manoeuvre. Each time you set up this unit from Strategic Reserves, you count the battle round number as one higher than the current battle round number for the purpose of determining where this unit can be set up, regardless of any mission rules. |
|
RAID INFANTRY UNITS BATTLE TRAITS | D3 | TRAIT | 1 | Swift Attackers
Momentum is everything in a raid, these warriors have learned to maximise it. You can re-roll Advance rolls made for this unit. | 2 | Rapid Disembarkation
These raiders can disembark from a transport vehicle incredibly quickly and efficiently. The first time this unit disembarks from a TRANSPORT model during a battle, until the end of the turn, you can re-roll charge rolls made for this unit. | 3 | Drilled Shooters
Even when disembarking from their vehicles, these raiders are able to lay down an accurate barrage of fire. The first time this unit disembarks from a TRANSPORT model during a battle, until the end of the turn, each time a model in this unit makes a ranged attack, re-roll a hit roll of 1. |
|
RAID VEHICLE UNITS BATTLE TRAITS | D3 | TRAIT | 1 | Thundering Chargers
The drivers of these vehicles are especially eager to get into the fray and destroy the enemy. At the start of the first battle round, models in this unit can make a Normal Move of up to 9". They cannot end this move within 9" of any enemy models or within 9" of your opponent’s deployment zone. | 2 | Dead-eyes
Gunners of this vehicle can unleash a hail of accurate fire even if their mount is moving at high speeds. Each time this unit is selected to shoot, models in this unit can treat Rapid Fire and Heavy weapons that they are equipped with as if they are Assault weapons instead. | 3 | Flank Roller
This vehicle always arrives in the nick of time to roll up a foe’s flank and turn the tide of battle. Each time you set up this unit from Strategic Reserves, you count the battle round number as one higher than the current battle round number for the purpose of determining where this unit can be set up, regardless of any mission rules. |
|
In this section you’ll find additional rules for playing Crusade battles with Black Templars, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Black Templars units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
Agendas
If your Crusade army includes any
BLACK TEMPLARS units, you can select one Agenda from the Black Templars Agendas, listed below. This is a new Category of Agendas, and follows all the normal rules for
Agendas (for example, when you select Agendas, you cannot choose more than one Black Templars Agenda).
FULFIL YOUR VOWS
Black Templars Agenda
For the Black Templars, every vow sworn is sacred, and its prosecution is essential to their tenets of battle.
You can only select this Agenda if you have selected any
Templar Vows during the Read Mission Briefing step.
The vow you have selected will determine which of the following Agendas to use: Suffer Not the Unclean to Live; Uphold the Honour of the Emperor; Abhor the Witch, Destroy the Witch; or Accept Any Challenge, No Matter The Odds. You can only gain
experience points for the Agenda associated with the vow you selected before the battle. You cannot gain experience points for Agendas associated with other vows selected during the battle.
Abhor the Witch, Destroy the WitchKeep an Abhor the Witch tally for each
BLACK TEMPLARS unit from your army. Add 1 to a unit’s Abhor the Witch tally each time it destroys an enemy
PSYKER unit (add 2 instead if the destroyed unit was a
PSYKER CHARACTER).
Each unit gains 1 experience point (to a maximum of 3) for each mark on its Abhor the Witch tally.
Accept Any Challenge, No Matter the OddsKeep an Accept Any Challenge tally for each
BLACK TEMPLARS unit from your army. Add 1 to a units Accept Any Challenge tally each time it destroys an enemy unit that had a
Starting Strength of 11 or more (add 2 instead if the destroyed unit had a Starting Strength of 21 or more).
Each unit gains 1 experience point (to a maximum of 3) for each mark on its Accept
Any Challenge tally.
Suffer Not the Unclean to LiveKeep a Suffer Not the Unclean tally for each
BLACK TEMPLARS unit from your army. Add 1 to a units Suffer Not the Unclean tally each time it destroys an enemy
CHARACTER or
MONSTER unit (add 2 instead if the destroyed unit was a
CHARACTER MONSTER unit).
Each unit gains 1 experience point (to a maximum of 3) for each mark on its Suffer Not the Unclean tally.
Uphold the Honour of the EmperorAt the end of the battle, each
BLACK TEMPLARS unit from your army that is within the enemy deployment zone gains 1 experience point. If that unit has a Starting Strength of 2 or more, and is not below
Half-strength, it gains 2 experience points instead.
FIRST-HAND EXPERIENCE
Black Templars Agenda
The Black Templars ensure that every Neophyte gains experience on the battlefield alongside an Initiate mentor. This ensures that every Neophyte learns their craft first-hand from the very masters of their craft, fighting directly alongside those they aspire to join.
Keep a First-hand Experience tally for each
BLACK TEMPLARS unit from your army that contains any Scout, Scout Biker, Neophyte or Primaris Neophyte models.
- At the end of the battle round, add 1 to a units First-hand Experience tally if it is within range of any objective markers that you control that are not within your deployment zone. Each unit can only gain this tally mark once per battle.
- At the end of the battle round, add 1 to a unit’s First-hand Experience tally if it destroyed any enemy units during that battle round. Each unit can only gain this tally mark once per battle.
Each unit gains 2
experience points if it has 2 marks on it’s First hand Experience tally.
RECONSECRATION
Black Templars Agenda
The enemy has cast down temples to the Emperor and defiled his holy artefacts. Retrieve and reconsecrate these relics to demonstrate to all the righteousness of our crusade.
If you selected this Agenda, then at the end of the Deploy Forces step, your opponent must set up one
objective marker anywhere on the battlefield that is not within their own deployment zone. This objective marker represents a Holy Relic, but does not count as an objective marker for any rules purposes other tnan for this Agenda.
BLACK TEMPLARS CHARACTER units in your army, can attempt the following
action:
Recover Relic (Action): At the end of your
Movement phase, one
BLACK TEMPLARS CHARACTER unit from your army that is within 3" of the Holy Relic objective marker can start to
perform this action if no enemy units (excluding
AIRCRAFT units) are within 3" of that objective marker. The action is completed at the end of your turn. If completed, remove the Holy Relic objective marker from the battlefield.
A unit gains 3
experience points if it completed this action, and you can additionally use the
Relic Requisition to give that
CHARACTER a Relic as if it had gained a
rank, without spending a
Requisition point (that model must be able to take a Relic - if it cannot then make a note on your
Order of Battle and the next time you use the Relic Requisition that Requisition costs 0RP).
Requisitions
If your
Crusade force includes any
BLACK TEMPLARS units, you can spend
Requisition points (RPs) on any of the following
Requisitions in addition to those presented in the Warhammer 40,000 Core Book.
RELIC BEARERS1RP
Only the most faithful are granted the right to bear the sacred relics of the Emperor on the battlefield.
Purchase this Requisition when a
BLACK TEMPLARS INFANTRY or
BLACK TEMPLARS BIKER unit (excluding
VEHICLE units) that has the Battle-hardened, Heroic or Legendary
rank from your
Crusade force gains a rank. If that unit does not already have the Relic Bearers keyword, you can upgrade this unit using the
Relic Bearers rules. Select one of the upgrades that unit is eligible for and upgrade it. Your
Order of Battle can only contain one unit with each Relic Bearer upgrade.
HOLY INTERVENTIONXRP
On occasion, unexplained events give the Black Templars a foothold in their current crusade. Whatever the cause, all are signs that the Emperors divine will has manifested to aid his most devout servants.
Purchase this Requisition while you have an
Oath of Crusade active for your Crusade army. You can select one or more sections of your current Oath of Crusade and treat them as having been completed. This Requisition has a variable cost, depending which sections of your Oath of Crusade you select to complete. Add up the cost of each section you wish to complete to find the total cost of this Requisition for you, as described in the table below:
HOLY INTERVENTION | SECTION | COST TO COMPLETE | Deed | 1RP | Foe | 2RP | Condition | 3RP | Situation | 4RP |
|
Example: Maxime wishes to complete the Deed and Foe sections of his current Oath of Crusade. The total cost of this Requisition will therefore be 3RP.VISIONS FROM THE EMPEROR1RP
When the Emperor nominates his chosen, all must answer the call, no matter their rank.
Purchase this Requisition before a battle if your
Order of Battle does not include an
EMPEROR’S CHAMPION unit. Select one
BLACK TEMPLARS CHARACTER unit (excluding named characters and
VEHICLE units) from your
Crusade force. Remove that
CHARACTER from your Order of Battle and replace it with an
EMPEROR’S CHAMPION unit. You cannot purchase this Requisition if doing so would cause your total
Power Level to exceed your Crusade force’s
Supply Limit. The new
EMPEROR’S CHAMPION unit starts with the same number of
experience points as the
CHARACTER it replaced and gains the appropiiate number of
Battle Honours for its
rank, and you can use the
Warlord Trait Requisition for 0RP if that
CHARACTER had a Warlord Trait. Any Relics that
CHARACTER was equipped with are lost.
THE MARSHAL’S CHOSEN1RP
A crusades Sword Brethren comprises warriors who hold a prestigious position within the Marshal’s personal household. They speak with the Marshal’s voice, and act as the Marshal’s mailed fist on the battlefield.
Purchase this Requisition at any time. Select one
BLACK TEMPLARS CRUSADER SQUAD unit from your
Crusade force that has the Battle-hardened, Heroic or Legendary
rank. Remove that unit from your
Order of Battle.
If that unit was a
PRIMARIS unit, replace it with one
SWORD BRETHREN unit and one
INTERCESSOR SQUAD or
ASSAULT INTERCESSOR SQUAD unit:
- The new SWORD BRETHREN unit cannot contain more models than the number of Primaris Initiate models in the unit it replaced.
- The new INTERCESSOR SQUAD or ASSAULT INTERCESSOR SQUAD unit cannot contain more models than the number of Primaris Neophyte models in the unit it replaced.
If that unit was not a
PRIMARIS unit, replace it with one
VANGUARD VETERAN SQUAD unit and one
TACTICAL SQUAD or
ASSAULT SQUAD unit:
- The new VANGUARD VETERAN SQUAD unit cannot contain more models than the number of Initiate models in the unit it replaced.
- The new TACTICAL SQUAD or ASSAULT SQUAD unit cannot contain more models than the number of Neophyte models in the unit it replaced.
You cannot purchase this requisition if doing so would cause your total
Power Level to exceed your Crusade forces
Supply Limit. Each new unit has the same number of
experience points and the same
Battle Honours and
Battle Scars as the unit it replaced. If a model in the old unit had any
Relic Bearer upgrades or
Weapon Enhancements, you must select one model from one of the replacement units to gain the same upgrade or Weapon Enhancement.
It any Battle Honour cannot be applied (e.g. a Battle Trait which can only be given to
CRUSADER SQUAD units, or a Weapon Enhancement for a weapon that a model in a new unit cannot be equipped with), select a new Battle Honour to replace it.
Battle Traits
When a
BLACK TEMPLARS unit gains a
Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table below, or choose a Battle Trait from the table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any
Battle Honour, make a note on the unit’s
Crusade card when it gains a Battle Trait and increase its
Crusade points accordingly, as described in the Warhammer 40,000 Core Book.
CRUSADER SQUAD UNITS | D6 | TRAIT | 1-2 | Exceptional Mentors
The Initiates of this unit have long experience guiding Neophytes in battle, and are expert in directing and instruction. While this unit contains any Initiate or Primaris Initiate models, each time a melee attack is made by a Neophyte or Primaris Neophyte model in this unit, re-roll a wound roll of 1. | 3-4 | Faithful Squires
Each Neophyte in this unit is devoted to their mentor Initiate, carrying their burdens so that they might fight unencumbered. While this unit contains any Neophyte or Primaris Neophyte models, each time a melee attack is made by an Initiate or Primaris Initiate model in this unit, re-roll a hit roll of 1. | 5-6 | Unbreakable Faith
These warriors are exemplars of the Imperial Creed, reciting screeds of text as they strike down their foes, their belief allowing them to continue fighting despite terrible wounds. - At the start of each player’s Command phase, one model in this unit regains up to 1 lost wound.
- While this unit is below Half-strength, add 1 to the Leadership characteristic of models in this unit.
|
|
PRIEST UNITS | D6 | TRAIT | 1-3 | Voice of the Emperor
This priest’s voice carries perfectly over the battlefield, as though the words were spoken by the Emperor himself. Each time this model recites a litany from the Litanies of the Devout that specifies a range (excluding Engagement Range), you can add 6" to the range of that litany. | 4-6 | Exceptional Recital
This warrior priest’s focus and conviction never wavers, even in the face of the heaviest enemy fire. Each time this model recites a litany, add 1 to the dice roll to see if that litany is inspiring. |
|
SWORD BRETHREN, BLADEGUARD, VANGUARD VETERAN SQUAD AND TERMINATOR CORE UNITS | D6 | TRAIT | 1 | Strength from Conviction
These warriors chant remorseless vows as they strike, every blow delivered with utmost conviction. While this unit is affected by any Litanies of the Devout, each time a model in this unit makes a melee attack, add 1 to that attack’s Strength characteristic. | 2 | Selfless Martyrs
These Veterans recognise that sacrifice is a true measure of devotion, and are unafraid to give their lives to ensure the Emperor’s will is carried out. While this unit is below it’s Starting Strength, add 1 to the Attacks and Leadership characteristics of models in this unit. | 3 | Blades of the Emperor
These warriors fight secure in the knowledge that every blow struck grows the Emperor’s dominion. While this unit is affected by any Litanies of the Devout, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit. | 4 | Illustrious Tutors
Though no longer directly responsible for the training of Neophytes, these warriors still take any opportunity to impart their expertise, even in the heart of the battle. In your Command phase, you can select one BLACK TEMPLARS unit from your army that contains any Scout, Scout Biker, Neophyte or Primaris Neophyte models and that is within 6" of this unit. Until the end of the turn, each time a Scout, Scout Biker, Neophyte or Primaris Neophyte model from that unit makes an attack, re-roll a hit roll of 1. | 5 | Peerless Duellists
These warriors constantly match blades, ensuring they are always training and testing themselves against the very best. Improve the Weapon Skill characteristic of models in this unit by 1. | 6 | Zealous Intervention
Through devout prayer and ritual these warriors dedicate themselves to protecting their allies from harm. This unit is eligible to perform Heroic Interventions as if it were a CHARACTER. |
|
Oaths of Crusade
If your
Order of Battle contains any
BLACK TEMPLARS units, you can declare an Oath of Crusade. To do so, follow the sequence below:
- Select a Deed from the Deed table.
- If you have selected a Deed, you can then select a Foe from the Foe table.
- If you have selected a Deed and a Foe, you can then select a Condition from the Conditions table.
- If you have selected a Deed, a Foe and a Condition, you can then select a Situation from the Situation table.
“In the name of the immortal Emperor, I hereby vow to [
Deed] [
Foe] [
Condition] [
Situation].”
Each segment of the Oath will have a goal that must be completed and a reward. No rewards can be gained from an Oath of Crusade until all goals for all of the segments of your Oath have been completed. Once all goals for all of the segments have been completed, your Oath of Crusade is completed. A shorter Oath of Crusade will be easier to complete, but the rewards for doing so will be less glorious! Write your current Oath on your Order of Battle (the Crusade goals, notes and additional information box is ideal for this); this is your active Oath of Crusade. Once your Oath has been completed, it is no longer active. Many goals will require you to keep track of the number of times you have met certain criteria. You should also keep track of these alongside your Oath of Crusade.
Each time a segment is selected as part of a new Oath of Crusade, that segment must be completed again. While an Oath of Crusade is active, it cannot be removed and another Oath of Crusade cannot be selected until the active one has been completed. However, if at any time your Order of Battle no longer includes any
BLACK TEMPLARS units, your Oath of Crusade is removed.
The rewards for some entries are noted as being pieces of relics. You can find the rules for reclaiming and reconstructing these relics
here.
Example: Maxime wishes to declare an Oath of Crusade. He selects a Deed, Foe and a Condition, but does not wish to select a Situation.
Maxime selects ‘...bring glory to His name...’ as his Deed, ‘...and destroy the machineries of subjugation...’ as his Foe and ‘...without allowing our heroes to fall...’ as his Condition. Maximes Oath of Crusade is therefore:
“In the name of the immortal Emperor, I hereby vow to bring glory to His name and destroy the machineries of subjugation without allowing our heroes to fall.”
Once Maxime has won at least 4 battles, destroyed at least 12 enemy VEHICLE units with attacks made by BLACK TEMPLARS models and ensured that his BLACK TEMPLARS WARLORD survives at least 5 battles, he has completed his Oath of Crusade, and gains the rewards listed under each of his selections.
Deed
...bring glory to His name...Goal: Win at least 4 battles while your
army roster contains any
BLACK TEMPLARS units.
...bring victory to the Chapter...Goal: Score a total of 200 or more victory points while your army roster contains any BLACK TEMPLARS units.
...reclaim His domain...Goal: Control 2 or more
objective markers at the end of at least 4 Crusade battles (at least one unit that is within range of each objective marker must be a
BLACK TEMPLARS unit from your army).
...prosecute the eternal crusade...Goal: Gain experience points for a unit from your Order of Battle from a
Black Templars Agenda at the end of 5 battles.
Reward: Select one
BLACK TEMPLARS unit that is not a
RELIC BEARERS unit. You can use the
Relic Bearers Requisition on that unit for 0RP.
...bring down the enemy’s outposts...Goal: Win 6 Combat Patrol or Incursion battles while your army roster contains any BLACK TEMPLARS units.
...shatter the holdings of the enemy...Goal: Win 4 Strike Force or Onslaught battles (in any combination) while your army roster contains any BLACK TEMPLARS units.
Foe
...and lay low the foe’s mightiest heroes...Goal: When you select this, choose one of the following to be the goal:
- Destroy at least 4 enemy CHARACTER models that each have at least one different Faction keyword from one another with melee attacks made by BLACK TEMPLARS CHARACTER units from your army.
- Destroy at least 8 enemy CHARACTER models that have the same Faction keyword as each other with melee attacks made by BLACK TEMPLARS CHARACTER units from your army.
...and slay the enemy’s leaders...Goal: Destroy at least 4 enemy WARLORD models with melee attacks made by BLACK TEMPLARS CHARACTER units from your army.
...and destroy the machineries of subjugation...Goal: Destroy at least 12 enemy VEHICLE units with attacks made by BLACK TEMPLARS units from your army.
..and decimate the foe’s mainstay forces...Goal: Destroy at least 12 enemy units with the Troops
Battlefield Role with attacks made by
BLACK TEMPLARS units from your army.
...and cut off the enemy’s support forces...Goal: Destroy at least 8 enemy units with the Heavy Support Battlefield Role while they are in the enemy deployment zone with attacks made by BLACK TEMPLARS units from your army.
...and strike down the greatest of beasts...Goal: Destroy at least 8 enemy MONSTER units with attacks made by BLACK TEMPLARS units from your army.
Reward: Each BLACK TEMPLARS unit on your Order of Battle with the Elites Battlefield Role gains 2 experience points.
Condition
...without taking a backwards step...Goal: Play in at least 4 battles in which, at the end of the battle, no BLACK TEMPLARS models from your army have fled.
Reward: You can select up to three
BLACK TEMPLARS CORE units (other than
CHARACTER units,
MONSTER units and
VEHICLE units) from your
Order of Battle. Each selected unit gains the Battle-tested
Battle Trait. Increase each selected unit’s
Crusade points total by 1.
...without hesitation...Goal: At the end of at least 3 battles, all remaining BLACK TEMPLARS units from your army are within your opponents deployment zone.
...without allowing our holy relics to fall...Goal: Play in at least 4 battles in which, at the end of the battle, at least one
BLACK TEMPLARS unit from your army that is carrying a Relic or that has been upgraded to be a
RELIC BEARERS unit has not been destroyed.
...without allowing our heroes to fall...Goal: Play in at least 5 battles in which, at the end of the battle, your BLACK TEMPLARS WARLORD has not been destroyed.
...without suffering overwhelming casualties...Goal: Play in at least 4 battles in which, at the end of the battle, the
Power Rating of
BLACK TEMPLARS units from your army that have not been destroyed is at least 50% of the total Power Rating of
BLACK TEMPLARS units on your
army roster.
Reward: Select one
BLACK TEMPLARS CHARACTER unit from your Order of Battle. That unit gains one
Artificer Relic. Increase that
CHARACTER unit’s Crusade points total by 1.
...without allowing the machinations of the enemy...Goal: In at least 5 battles, at the end of the battle, no
objective markers that are in your deployment zone are controlled by your opponent.
Situation
...across this forsaken sector.Goal: Play at least 10 different Crusade missions while your
army roster contains any
BLACK TEMPLARS units.
Reward: Increase your Crusade forces
Supply Limit by 10 Power.
...across the Imperium.Goal: Win at least 5 Crusade battles against 5 different Army Factions.
Reward: Select up to 3
BLACK TEMPLARS units that have any
Battle Scars. Remove one Battle Scar from each selected unit (remember that for each Battle Scar removed, that unit’s
Crusade points will effectively increase by 1).
...whilst displaying our colours proudly.Goal: Select the Uphold the Honour of the Emperor
Templar Vow at the end of the Read Mission Briefing step of 5 or more battles.
..regardless of what assail us.Goal: Play in battles that use at least 4 different Theatres of War while your army roster contains any BLACK TEMPLARS units.
...whilst holding the line against the encroaching foe.Goal: Play in at least 4 battles in which you are the Defender while your army roster contains any BLACK TEMPLARS units.
Reward: Each BLACK TEMPLARS unit on your Order of Battle with the Heavy Support battlefield role gains 2 experience points.
...at the very heart of the enemy’s domains.Goal: Play at least 4 battles in which you are the Attacker while your army roster contains any BLACK TEMPLAR units.
Reclaimed Relics
Reclaimed Relics are a new category of
Crusade Relics that can only be gained by collecting the parts through the
Oaths of Crusade. Once you have all of the required pieces of a Reclaimed Relic, it can be reconstructed and given to a
CHARACTER model from your army. Note that Reclaimed Relics do not require that
CHARACTER model to have gained a
Battle Honour before they are rewarded. Add 1 to a unit’s total
Crusade points for each Reclaimed Relic it has.
Hands of the Pious
Required pieces: Bones of the Pious, Casket of the Pious, Seal of the Pious.
This casket carries the hand bones of an ancient saint. Though their provenance has been lost, the fanatical aura they project when correctly sealed and consecrated cannot be denied.
If a
CHAPLAIN model has this relic, they know all litanies from the
Litanies of the Devout.
If a non-
CHAPLAIN model has this relic, that model gains the
PRIEST keyword and knows the
Litany of Hate and one other litany from the
Litanies of the Devout. In your
Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
Sceptre of Fallen Empires
Required pieces: Stasis Casket of the Sceptre, Handle of the Sceptre, Head of the Sceptre.
This rod of office was said to have been taken during the Great Crusade from the slain king of a vast galactic empire, and subsequently shattered and lost in the battles during the Age of Apostasy. Carried at the head of armies, it signifies the futility of resistance and the righteousness of the eternal crusade.
Once per battle, in your
Command phase, the bearer can reveal the sceptre. If they do, until the start of your next Command phase, the bearer has the following ability:
‘
Sceptre of Fallen Empires (Aura): While an enemy unit is within 6" of the bearer, each time an attack is made by a model in that unit, subtract 1 from the
hit roll.’
Sword of the Lost Crusader
Required pieces: Blade of the Lost Crusader, Grip of the Lost Crusader, Cross Guard of the Lost Crusader.
This power sword was thought broken and lost. Once reconstructed and repaired, its blade blazes with the Emperor’s light, driving back those who would bring darkness to the Imperium.
Model with a power sword, master-crafted power sword or relic blade only. This Relic replaces a power sword, master-crafted power sword or relic blade and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Sword of the Lost Crusader |
Sword of the Lost Crusader | Melee | Melee | +2 | -3 | 2 |
Abilities: Each time an enemy model makes a melee attack against the bearer, subtract 1 from the hit roll. |
The Penitent’s Roar
Required pieces: Shackles of the Penitent’s Roar, Grip of the Penitents Roar, Receiver of the Penitent’s Roar, Barrel of the Penitent’s Roar.
This ornate pistol of unknown design can only be fired while chained to the bearers wrist, but delivers each shot with uncanny accuracy, straight to the heart of any who would lay low the Emperor’s chosen crusaders.
Model equipped with a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol or absolvor bolt pistol only. This Relic replaces a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol or absolvor bolt pistol and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Penitent’s Roar |
Penitent’s Roar | 12" | Pistol 2 | 5 | -3 | 2 |
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Crusade Relics
When a
BLACK TEMPLARS CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting
Crusade Relics apply.
Artificer Relics
A
BLACK TEMPLARS CHARACTER model can be given the following
Artificer Relic instead of one of the ones presented in the Warhammer 40,000 Core Book.
Shackles of the Faithful Clamped to the bearers wrists, and bearing adamantine chains that link to their weapons, these shackles are nigh-unbreakable. They also contain micro-suspensors, rendering the bearer’s equipment almost weightless. This allows even the heaviest weapons to be wielded with remarkable dexterity. Each time the bearer makes an attack, you can ignore any or all modifiers to the hit roll and wound roll. |
Antiquity Relics
A
BLACK TEMPLARS CHARACTER model of Heroic
rank or higher can be given the following
Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total
Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a
Battle Honour, for a total of +2.
Thronelight Lantern Utilising a psychoreactive core, this lantern absorbs and projects a fragment of the psychic light of the Astronomican, the manifestation of the Emperor’s gift to all of mankind. Those who would seek to lay his faithful low with heretical witchery find themselves averting their eyes from this holiest of lights. The bearer has the following ability:
‘Thronelight Lantern (Aura):
- While an enemy PSYKER unit is within 12" of the bearer, subtract 1 from Psychic tests taken for that unit.
- Once per battle, at the start of the Fight phase, the bearer can focus the light onto an enemy. If they do, select one enemy PSYKER unit within 18" and visible to this model. Until the end of the phase, each time a melee attack is made by a model in that unit, subtract 1 from the hit roll.
’ |
Legendary Relics
A
BLACK TEMPLARS CHARACTER model of Legendary
rank can be given the following
Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1
Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total
Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a
Battle Honour, for a total of +3.
The Black Sword of Sigismund This blade, returned to the Black Templars following the death of Sigismund at the hands of Abaddon the Despoiler, is one of the mightiest relics of the Black Templars. Only the most peerless swordsmen are granted the right to bear it in battle, and with it they carry the responsibility to destroy the greatest foes. Model with a power sword, master-crafted power sword or relic blade only. This Relic replaces a power sword, master-crafted power sword or relic blade and has the following profile: WEAPON | RANGE | TYPE | S | AP | D | The Black Sword of Sigismund | The Black Sword of Sigismund | Melee | Melee | +3 | -5 | 3 |
|
Though made up of many different units from several different factions, a Torchbearer fleet is, nonetheless, a formidable fighting force. Here we present new rules for fielding a Torchbearers Crusade force on the field of battle.
A Torchbearers Crusade force functions a little differently to a normal
Crusade force. Upon creation, the army will be striking out across the galaxy in an effort to find the Space Marine Chapter or Chapters that they have been tasked with reinforcing. The Imperium exists on a massive scale, and trying to locate the whereabouts of such a comparably small entity during the confusion of the Cicatrix Maledictum is not an easy undertaking. This period is called the
Search phase, and it will see players hunting down clues and information to aid them in their quest to find their charges. Once a player’s Torchbearers force has found their loyalist brethren, they enter what is called the
Bonding phase. During this part of the campaign, their army is joined by units from the Chapter they are aiding, and the two fight side by side. During this period, the Torchbearer fleet will grow more confident in the continued loyalty of the Space Marines that they are about to reinforce, and the necessary bonds between the new Primaris battle-brothers and the Firstborn can be formed, ultimately allowing the Greyshields to be absorbed into their new Chapter.
Search Phase
At the start of the Search phase:
- Select one Adeptus Astartes Chapter to reinforce and note it down on your Order of Battle.
- Start a Search Points tally for your Crusade force.
When creating a Torchbearers Order of Battle for the first time, and when adding units to it during the Search phase of your Crusade campaign, you can only include the following:
- ADEPTUS MECHANICUS units
- ADEPTUS CUSTODES units
- ADEPTUS ASTARTES PRIMARIS units with the GREYSHIELDS Chapter keyword
Each time a unit is added to a Torchbearers Order of Battle, that unit gains the
TORCHBEARERS keyword.
Chapter Tactic
GREYSHIELDS units have the following Chapter Tactic and are not considered to be the successor of any Chapter:
Blooded Reinforcements:
- Add 1 to the Leadership characteristic of models with this tactic.
- Each time a unit with this tactic is selected to shoot or fight, you can re-roll one hit roll when resolving that unit’s attacks.
Mustering a Torchbearers Army
- A TORCHBEARERS Detachment is one that only includes models with the TORCHBEARERS keyword.
- A TORCHBEARERS Detachment counts as an ADEPTUS MECHANICUS, ADEPTUS CUSTODES and ADEPTUS ASTARTES Detachment for the purpose of any Detachment abilities your army gains (e.g. Stratagems you can use).
- When mustering your army:
- In order to include any ADEPTUS MECHANICUS units that do not have the Troops Battlefield Role, your army must contain at least one ADEPTUS MECHANICUS Troops unit.
- In order to include any ADEPTUS CUSTODES units that do not have the Troops Battlefield Role, your army must contain at least one ADEPTUS CUSTODES Troops unit.
- In order to include any ADEPTUS ASTARTES units that do not have the Troops Battlefield Role, your army must contain at least one ADEPTUS ASTARTES Troops unit.
- The inclusion of a TORCHBEARERS unit in your army does not prevent any units in your army from using any rules that require every model in your army to have a particular keyword.
- While in a TORCHBEARERS Detachment, ADEPTUS ASTARTES units, and all the models in them, can still gain a Chapter Tactic, regardless of what other units may be in that Detachment.
Agendas
If your Crusade army includes any
TORCHBEARERS units, you can select one Agenda from the Torchbearers Agendas, listed below. This is a new category of Agendas, and it follows all the normal
rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).
AUGURY DATA
Torchbearers Agenda
Torchbearer fleets send out scry-probes, intel nodes and data harvesting automata to locate their target Chapter. The self-terminating augury data they reap is invaluable to their search, and if any of these nodes are damaged, they must be secured and retrieved before the data is lost.
If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one
objective marker anywhere on the battlefield that is not within 9" of any battlefield edge. This objective marker represents a
Decaying Intel Node, but it does not count as an objective marker for any rules purposes other than for this Agenda.
At the end of each battle round, if you control the
Decaying Intel Node, your Crusade force gains 1 Search Point.
At the end of the battle, you can select one unit from your army that was within range of the
Decaying Intel Node for one or more battle rounds while you controlled it. That unit gains 2
experience points.
EMISSARY DOWN
Torchbearers Agenda
An emissary dispatched by the Torchbearer fleet to gauge the target Chapter’s response is clinging to life in a crashed scout craft. The emissary’s detailed knowledge of the Chapter to be reinforced must be secured by safely extracting the warrior.
If you selected this Agenda, then after both sides have finished deploying, set up one
objective marker in the centre of the battlefield. This objective marker represents a
Crash Survivor, but it does not count as an objective marker for any rules purposes other than for this Agenda.
At the end of the battle, if you control the
Crash Survivor:
- Your Crusade force gains D6 Search Points.
- Select one unit from your army within range of the Crash Survivor. That unit gains 3 experience points.
MACHINE SPIRIT SCRIPTURE-LOGS
Torchbearers Agenda
The energy signature of a barely functioning Servitor has been detected, one separated from the Chapter the fleet is searching for. If the fleet’s Tech-Priests can retrieve it, they may be able to crack its machine spirit’s encrypted scripture-logs for details on the Chapter’s location.
If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one
objective marker anywhere on the battlefield that is not within 3" of any battlefield edge and not within 6" of either player’s deployment zone. This objective marker represents a
Damaged Servitor, but it does not count as an objective marker for any rules purposes other than for this Agenda.
ADEPTUS MECHANICUS CHARACTER units from your army can attempt the following
action:
‘
Harvest Scripture-Logs (Action): At the end of your
Movement phase, one
ADEPTUS MECHANICUS CHARACTER unit from your army that is within range of the
Damaged Servitor can start to
perform this action. This action is completed at the end of the turn. When this action is completed roll one D6: on a 2+, your Crusade force gains D6 Search Points and the
Damaged Servitor is removed from the battlefield. If an
ADEPTUS MECHANICUS CHARACTER unit successfully performs this action, it gains 5
experience points.’
DIRECTIVE PRIMUS
Torchbearers Agenda
Personal glory and honour must be sacrificed by Torchbearer fleets in pursuance of their true directive: finding the Chapter in need of reinforcement. The fleet’s forces are focused on locating clues of the Chapter’s passing in this region above all else.
If you selected this Agenda, at the end of the battle, do not select a unit for
Marked for Greatness. Instead, if you won the battle, your Crusade force gains 4 Search Points; otherwise, your Crusade force gains 1 Search Point.
Requisitions
If your Crusade force includes any
TORCHBEARERS units and is in the
Search phase, you can spend
Requisition points (RPs) on any of the following
Requisitions in addition to those presented in the
Warhammer 40,000 Core Book.
SCOUR THE AREA3RP
When a Torchbearer fleet’s sensors uncover a wealth of potential traces, the fleet’s entire resources are bent towards scouring the region for every hint of the Chapter’s whereabouts.
Purchase this Requisition at any time. Double the number of Search Points you receive from your next battle.
CONVERGENCE OF SIGNS3RP
The fleet’s commander believes they are nearing the end of their search. Disparate clues and data suggest that they are closing in on the Chapter at long last.
Purchase this Requisition at any time, if your Crusade force has at least 15 Search Points. Roll one D6 and consult the table below to see if your force has found the Adeptus Astartes Chapter that they have been sent to reinforce:
SEARCH POINTS ACCRUED | CHAPTER FOUND | 27+ | 2+ | 24-26 | 3+ | 21-23 | 4+ | 18-20 | 5+ | 15-17 | 6+ |
|
If your Crusade force successfully finds the Chapter, it moves to the
Bonding phase, and its
Supply Limit is increased by 15.
Bonding Phase
During the Bonding phase, in addition to the units that you can add to it during the
Search phase, you can also add
ADEPTUS ASTARTES units (excluding
PRIMARIS units) to your
Order of Battle, so long as they are drawn from the Chapter that you are reinforcing.
Battle-brothers
After having fought enough battles, the Greyshields will have become more close-knit with their new brethren and will be better able to coordinate with them. When entering the Bonding phase, or when adding a new
GREYSHIELDS unit to your Crusade force while in the Bonding phase, start a Battle-brothers tally for each
GREYSHIELDS unit in your Crusade force that does not already have one. Each time that unit fights in a battle alongside a friendly
ADEPTUS ASTARTES model that does not have the
PRIMARIS keyword, at the end of the battle, add 1 to that unit’s Battle-brothers tally.
Requisitions
If your Crusade force includes any TORCHBEARERS units and is in the Bonding phase, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.
INDUCTION3RP
The experienced Space Marines delivered by the Torchbearer fleet have formed strong bonds with the battle-brothers of their Chapter. They have fought shoulder to shoulder with their new-found kin and have become integrated into the Chapter’s battle rites and warrior traditions.
Purchase this Requisition at any time. Select any number of
GREYSHIELDS units that have the required number of Battle-brothers points, as shown in the table below:
UNIT | BATTLE-BROTHERS POINTS NEEDED | CHARACTER unit | 5 | Any other unit | 3 |
|
Those units have their
GREYSHIELDS keyword replaced with that of the Chapter that you are reinforcing, and they are considered to be drawn from that Chapter for the purpose of which Chapter Tactic they gain and any other rules. Replace all instances of the
GREYSHIELDS keyword on their datasheets with the Chapter keyword of the Chapter that you have reinforced.
Once five or more units have been inducted into the reinforced Chapter in this manner, you are able to add
ADEPTUS ASTARTES PRIMARIS units to your
Order of Battle that are drawn from the Chapter that you have reinforced.
Battle Traits
When a
TORCHBEARERS unit gains a
Battle Trait, you can use one of the tables below instead of one of the tables in the
Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any
Battle Honour, make a note on the unit’s
Crusade card when it gains a Battle Trait and increase its
Crusade points accordingly, as described in the
Warhammer 40,000 Core Book.
ADEPTUS CUSTODES CHARACTER UNITS | D6 | TRAIT | 1-3 | Martial Exemplar
The incredible prowess of this Custodian, and his status amongst the Emperor’s personal guard, inspire even the vaunted Space Marines to greater heroism. In your Command phase, select one friendly ADEPTUS ASTARTES CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll. | 4-6 | Fearless Fleetwarden
The light of battle seems to shine from this hero as he leads the fleet’s warriors into the charge, his allies inspired to follow his lead into the darkest fight. After this model makes a charge move, until the end of the phase, this model gains the following ability:
‘Fearless Fleetwarden: While a friendly TORCHBEARERS unit is within 12" of this model, each time that unit declares a charge, if that charge targets any units that are within Engagement Range of this model, you can re-roll the charge roll.’ |
|
ADEPTUS ASTARTES CHARACTER UNITS | D6 | TRAIT | 1-3 | Tactical Coordination
Augmented by this experienced warrior’s tactical firing solutions, individualistic guardians of the Golden Throne unleash their firepower in coordinated salvoes of disciplined extermination. In your Command phase, select one friendly ADEPTUS CUSTODES INFANTRY unit within 3" of this model. Until the start of your next Command phase, instead of following the normal rules for Rapid Fire weapons, models in that unit shooting guardian spears or castellan axes 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 modelis INFANTRY and its unit Remained Stationary in your previous Movement phase.
- The shooting model is a TERMINATOR or BIKER.
| 4-6 | Unity of Purpose
The unflinching resolve of the Adeptus Astartes is legendary, and this warrior’s mere presence inspires an unshakeable faith in the Torchbearers’ endeavour. In your Command phase, select one friendly TORCHBEARERS unit within 3" of this model. Until the start of your next Command phase, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers. |
|
ADEPTUS MECHANICUS TECH-PRIEST UNITS | D6 | TRAIT | 1-3 | Master of Munitions
A tech-savant with access to the Imperium’s arcane ordnance and rare, martial machinery, this servant of the Omnissiah provides the fleet with the wargear it needs to complete its long search. Once per battle round, if this model is on the battlefield when you use an Adeptus Astartes Wargear Stratagem or Adeptus Custodes Wargear Stratagem, reduce the CP cost of that Stratagem by 1CP. Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs. | 4-6 | Primogineer Mechanicum
Steeped in the hidden mysteries of the Imperium’s armoured assets, the Tech-Priest uses their resources and arcane knowledge to safeguard the machine spirits of the mightiest war engines. If this model is part of your Crusade army,and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for an ADEPTUS ASTARTES VEHICLE or ADEPTUS CUSTODES VEHICLE unit – that test is treated as having been passed instead. |
|
Artificer Relics
A
TORCHBEARERS INFANTRY CHARACTER can be given one of the following
Artificer Relics instead of one of the ones presented in the
Warhammer 40,000 Core Book.
Stalker Helm Elements of this artificer-wrought sensor-net are thought to date back to the Dark Age of Technology. Data stacks deep below Mars’ surface record that it has been fitted into the helmets or wired into the face masks of the greatest hunters of every age. Within its node-lattice, sigil-etched lens arrays and auto-blessed ocular scanners allow the wearer to analyse their prey’s every movement, detect their frailties and predict the fatal misstep that seals their doom. - Each time you select a target for a ranged weapon the bearer is equipped with, you can ignore the Look Out, Sir rule.
- Each time the bearer makes a ranged attack, add 1 to that attack’s hit roll and add 1 to that attack’s wound roll.
|
Blade of Bonding Fashioned by a dozen master artisans in reverent similitude of the legendary blade of the Emperor, this finely balanced sword was designed to be taken by a Torchbearer fleet into the darkness. At the mission’s end, should the fleet find the Chapter they sought, this sword is to be gifted to their commander. It symbolises the Chapter’s reforging, alloying advanced power field technology and nano-razor regeneration alongside traditional artifice that recalls the heroes of legend. ADEPTUS ASTARTES model with a power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade only. This Relic replaces the model’s power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade and has the following profile: WEAPON | RANGE | TYPE | S | AP | D | Blade of Bonding | Blade of Bonding | Melee | Melee | +2 | -5 | 2 | Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds in addition to any normal damage. |
|
Helix-pattern Narthecium This surgical multi-tool is an enhanced version of the equipment commonly used by the healers of the Adeptus Astartes. Fitted with multi-spectral analysers, cocktails of bio-engineered nerve-stimms and flesh catalysts, as well as cortical augurs and fulcrite-toothed nanosaws to shear through the toughest armour, the bearer is able to drag even mortally wounded brothers back from the brink of death. APOTHECARY or SANGUINARY PRIEST model only. Once per game, in your Command phase, the bearer can use this Relic. If it does, select one friendly ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES BIKER unit within 3" of the bearer. Until the start of your next Command phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost. |
Antiquity Relics
A
TORCHBEARERS INFANTRY CHARACTER of Heroic
rank can be given one of the following
Antiquity Relics instead of one of the ones presented in the
Warhammer 40,000 Core Book. Add 1 to a unit’s total
Crusade points for each Antiquity Relic it has – this is in addition to the +1 from gaining a
Battle Honour, for a total of +2.
Orb of Cleansing First gifted to the commander of the Torchbearers task force assigned to locate the Silver Phoenixes Chapter, this arcane sphere is able to push back malignant energies. In the darkest regions beyond the Cicatrix Maledictum, its pulsating waves of purity have been seen to cloud psykers’ control of their powers and even burn away the minds of witch-spawn. Once per battle, at the end of your Movement phase, the bearer can unleash this Relic. If it does:
- Roll one D6 for each enemy PSYKER unit within 12": on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, it suffers D3 mortal wounds; on a 6, it suffers 3 mortal wounds.
- Until the start of your next Movement phase, the bearer gains the following ability: ‘Nimbus of Null Fields (Aura): While a PSYKER unit is within 12" of this model, subtract 1 from Psychic tests taken for that unit.’
|
Drawn from a Scout Company, the warriors of a Chapter’s Vanguard contingent sometimes deploy en masse in mobile and adaptable Spearheads. Trained in full-spectrum superiority, these forces outmanoeuvre their foes at every turn and are masters of the precision strike.
Vanguard Spearheads employ all the advanced training and hard-won experience their warriors have gained supporting their Chapter’s more eonventional assaults, but brought to the fore as an overarching strategy to dissect and disrupt far larger enemy threats. Masters of convoy elimination, assassination, sabotage and terror tactics, a full strike force of these specialists conduct extended guerrilla wars to take their enemies apart piece by piece. Their warriors strike with sudden pmyer and shocking speed, and then fade into the shadows before the enemy’s remaining strength can be brought to bear.
A Vanguard Spearhead is an
Army of Renown.
RESTRICTIONS- Your army can only include PHOBOS, SUPPRESSOR SQUAD, INVICTOR TACTICAL WARSUIT and IMPULSOR units.
- Your army cannot include any DEATHWATCH units.
BENEFITS- All of the units in your army gain the VANGUARD SPEARHEAD keyword.
- You have access to the Vanguard Spearhead Chapter Relics, Stratagems and Tools of the Vanguard.
- VANGUARD SPEARHEAD units in your army gain the Vanguard Operations ability (see below).
- If your army is Battle-forged, INCURSOR SQUAD, INFILTRATOR SQUAD and REIVER SQUAD units in your army gain the Objective Secured ability.
Vanguard OperationsBattle-brothers that fight as part of a Vanguard Spearhead utilise covert hit-and-run tactics, continually repositioning and raining precision shots into their bewildered foe from the shadows before retribution can be brought to bear.
- This unit never gains a Chapter Tactic.
- Each time a ranged attack is made against a unit with this ability, if the attacker is more than 18" away, the unit with this ability is treated as having the benefits of Light Cover against that attack.
- Each time an INFANTRY unit with this ability is selected to make a Normal move, if every model in that unit ends that move at least 4" away from where it started, until the end of the turn, each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.
- Each time a unit with this ability consolidates, each model can move up to 6" instead of 3".
Relics
These Relics can be selected by
VANGUARD SPEARHEAD CHARACTER models instead of any other Relics they have access to. They are considered to be
Chapter Relics in all regards.
THE NIGHT’S BLADEThis поп-reflective blade lacks the ornamentation seen on many Adeptus Astartes legendary weapons. Its seemingly humble design belies its dreaded power, and a number of dark myths surround reports of Space Marines wielding such a weapon. The killing edge of The Nights Blade contains a neural-shock net. ’This device overloads the victims senses as it pierces their flesh, silencing unsuspecting sentries who fall without so much as a whimper.
VANGUARD SPEARHEAD model equipped with a combat knife or paired combat blades only. This Relic replaces a combat knife or paired combat blades and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
The Night’s Blade |
The Night’s Blade | Melee | Melee | User | -3 | 2 |
Abilities: Each time an attack is made with this weapon against a unit that is not a VEHICLE, an unmodified wound roll of 2+ is always successful. |
THE ARMOUR UMBRALThis artificer suit of Phobos armour is not near-silent like others of its kind. While its power plant and fibre bundles operate with hardly a whisper, the Armour Umbral projects a barely-perceptible aural rendering of the surrounding soundscape, masking the wearers presence with the sigh of the wind and the rustle of vegetation. Coupled with a shrouding field that returns a wash of false signals to targeting systems, the warrior is as good as a ghost.
VANGUARD SPEARHEAD model only.
- Each time a model makes an attack against the bearer, an unmodified hit roll of 1-3 fails, irrespective of any abilities that the weapon or the model making that attack may have.
- The bearer is eligible to charge in a turn in which it Advanced.
SHADOW’S TOUCHThe psycho-crystalline matrix at this blades core responds to the bearers mastery of psychic shadow and deceit. Just as the bearer is able to pass the barriers of the foe unseen, so this blade passes through his opponents defences in kind, slipping through armour, energy fields and flesh with ease.
VANGUARD SPEARHEAD model equipped with a force sword only. This Relic replaces a force sword and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Shadow’s Touch |
Shadow’s Touch | Melee | Melee | +3 | -4 | 2 |
Abilities: In your Psychic phase, if the bearer manifests any psychic powers from the Obscuration discipline, then until the start of your next Psychic phase, each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. |
MORBIDUS BOLTSMorbidus bolts are a perfection of the specialist shells used by Reiver operatives behind enemy lines. These silent projectiles streak unseen, and unerringly through the weak spots of a foes armour before shattering and dispensing potent toxins through their ruined flesh, slaying them instantly and silently. From the wound, the shells final act is to expel a gaseous hallucinogen, rendering the silent victim doubly horrific to their shocked allies.
VANGUARD SPEARHEAD model only. When you give a model this Relic, select one
bolt weapon that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a Morbidus bolt. If you do so, you can only make one attack with that weapon, but if that attack scores a hit:
- The target suffers 2 mortal wounds and the attack sequence ends.
- Until the end of the turn, subtract 1 from Combat Attrition tests taken for that enemy unit.
Tools of the Vanguard
When engaged on special operations, Space Marines can make use of a variety of additional pieces of equipment alongside their standard Phobos armour and weaponry. Usually carried by a specialist with the squad, such tools are employed to deadly effect by their users.
Infiltrator Squad
If your army is a
Vanguard Spearhead, then when you are mustering your army, you can upgrade models within
INFILTRATOR SQUAD units with the following additional wargear options:
- 1 Infiltrator that is not equipped with a helix gauntlet, Infiltrator comms array or voxbreaker auspex can be equipped with 1 saboteur explosive pack.
- 1 Infiltrator that is not equipped with a helix gauntlet, Infiltrator comms array or saboteur explosive pack can be equipped with 1 voxbreaker auspex.
OTHER WARGEAR | ABILITIES | Saboteur explosive pack | The bearer’s unit has the SABOTEUR EXPLOSIVE PACK keyword. | Voxbreaker auspex | The bearer’s unit has the VOXBREAKER AUSPEX keyword. |
|
Incursor Squad
If your army is a
Vanguard Spearhead, then when you are mustering your army, you can upgrade models within
INCURSOR SQUAD units with the following additional wargear options:
- 1 Incursor that is not equipped with a haywire mine can be equipped with 1 marksman target-tracker.
OTHER WARGEAR | ABILITIES | Marksman target-tracker | The bearer’s unit has the MARKSMAN TARGET-TRACKER keyword. |
|
Stratagems
If your army is a
Vanguard Spearhead, you have access to these
Stratagems, and can spend
CPs to use them.
A STORM OF DEATH1CP
Vanguard Spearhead – Battle Tactic Stratagem
Reiver Squads attack in a barrage of disorienting roars and a storm of stabbing blades. With their foes reeling under the assault, every weak spot of their foe is identified and exploited.
Use this Stratagem in the
Fight phase, when a
VANGUARD SPEARHEAD REIVER SQUAD 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 against an
INFANTRY or
BIKER unit, an unmodified
wound roll of 6 inflicts 1
mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).
OCULAR NETWORKING1CP
Vanguard Spearhead – Battle Tactic Stratagem
When fighting as part of Vanguard Spearhead, Space Marines utilise the sophisticated ocular systems of their Phobos armour to greater efficacy. Sharing combat data across inter-squad networks, they identify weaknesses in even the most resilient foe, deficiencies which precise attacks can take advantage of.
Use this Stratagem in your
Shooting phase or the
Fight phase, when a
VANGUARD SPEARHEAD unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack that targets a
MONSTER or
VEHICLE unit, on an unmodified
wound roll of 6, improve the Armour Penetration characteristic of that attack by 2 (this is cumulative with the bonus gained from the
Combat Doctrines ability).
DISPERSAL PROTOCOLS2CP
Vanguard Spearhead – Strategic Ploy Stratagem
Vanguard squads are trained to rapidly disengage from their foe, moving to new positions before attacking once more.
Use this Stratagem at the end of the
Fight phase. Select one
VANGUARD SPEARHEAD unit from your army that is within
Engagement Range of any enemy units. That unit can
Fall Back as if it were your
Movement phase.
SABOTEUR EXPLOSIVE PACK1CP
Vanguard Spearhead – Wargear Stratagem
Infiltrator saboteurs often carry a deadly array of munitions for breaching enemy structures and other demolitions work. These packs can also be used against enemy war engines or hulking monstrosities, clamped onto their foe before remote detonation.
Use this Stratagem when a SABOTEUR EXPLOSIVE PACK unit from your army is selected to Fall Back. Before that unit moves, select one enemy VEHICLE or MONSTER unit that is within Engagement Range of that unit and roll one D6 (adding 3 to the result if that enemy unit is a BUILDING unit): on a 2-5, that enemy unit suffers D3 mortal wounds. On a 6+, that enemy unit suffers D6 mortal wounds.
VOXBREAKER AUSPEX1CP
Vanguard Spearhead – Wargear Stratagem
Equipped with an elaborate auspex unit, some Infiltrator specialists are skilled in cracking the foe's transmissions and scanning for threats. Relayed information from the data-spectral realm enables their allies to anticipate enemy activity.
Use this Stratagem in your
Command phase. Select one enemy unit that is within 18" of a
VOXBREAKER AUSPEX unit from your army. Until the start of your next turn:
- Each time a model in that enemy unit makes a ranged attack, subtract 1 from that attack’s hit roll.
- If that unit declares a charge, you can select one unit from your army that is a target of that charge to Hold Steady or Set to Defend.
MARKSMAN TARGET-TRACKER2CP
Vanguard Spearhead – Wargear Stratagem
Specialised target acquisition devices coupled with their bearer's exceptional marksman instincts enable their squad to identify key enemy combatants, feeding targeting data directly to their visors.
Use this Stratagem in your
Shooting phase when, a
MARKSMAN TARGET-TRACKER unit from your army is selected to shoot. Until the end of the phase, each time you select a target for an occulus bolt carbine a model in that unit is equipped with, you can ignore the
Look Out, Sir rule.
TACTICAL AUGURY1CP
Vanguard Spearhead – Wargear Stratagem
Vanguard Spearheads utilise advanced scanning equipment and orbital augurs to grant them an awareness of the battle-sphere's layout few forces can match. With such tactical advantage, they make pinpoint shots into enemy strongpoints and through dense defence lines, driving the foe out of cover and onto the blades of the Spearhead's encircling executioners.
Use this Stratagem in your
Shooting phase, when a
VANGUARD SPEARHEAD unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, the target does not receive the
benefits of cover against that attack.
PIVOTAL MOMENT2CP
Vanguard Spearhead – Epic Deed Stratagem
There comes a crucial juncture in many battles where opportunity presents a key enemy target for the perfect shot. Whether the culmination of patiently outmanoeuvring the enemy or sheer fate, if the moment is seized, it can turn the tide of whole wars, sending far larger forces into rout.
Use this Stratagem in your
Shooting phase, when a
VANGUARD SPEARHEAD CORE model from your army is selected to shoot. Until the end of the phase, each time that model makes a ranged attack against an enemy
WARLORD, a successful
wound roll inflicts a number of
mortal wounds equal to the Damage characteristic of the weapon used for that attack, and the attack sequence ends.
Few warriors in Humanity’s armies are the equal of the Space Marines. Possessing post-human strength, speed and toughness, and equipped with the finest armour and weapons, they are the doom of the Emperor’s foes.
Mustering a Boarding Patrol
When
mustering a Boarding Patrol, if your
Faction is
ADEPTUS ASTARTES, then the following rules apply when adding units to your
Boarding Patrol Detachment, and they take priority over the normal rules for mustering a Boarding Patrol.
- All <CHAPTER> units in your Boarding Patrol must be from the same Chapter.
- You can include one Lord of War unit, but only if it is a
PRIMARCH unit. - You can include one Fast Attack unit, but only if it is an ASSAULT SQUAD unit that is not equipped with jump packs or a
FENRISIAN WOLVES unit. If you include a FENRISIAN WOLVES unit, it can only have a Starting Strength of 5 models – additional models cannot be added to it. - You can include one Heavy Support unit, but only if it is a HELLBLASTER SQUAD or an ERADICATOR SQUAD unit. If you include a HELLBLASTER SQUAD unit, it can only have a Starting Strength of 5 models – additional models cannot be added to it.
- You can only add one COMPANY VETERANS unit if your Boarding Patrol Detachment includes at least one CAPTAIN model. This unit must have a Starting Strength of 5 models.
- You can only add one SERVITORS unit if your Boarding Patrol Detachment includes a TECHMARINE model.
Rules Adaptations
If your
Faction is
ADEPTUS ASTARTES, then the following rules adaptations apply to Space Marines rules found in
Codex: Space Marines and
Codex: Space Wolves.
- The Combat Squads rule does not apply. Instead, units split by forming Boarding Squads.
- If your Chapter is not one of the following, then you can use the Enhancement and Stratagem associated with the Chapter your Chapter is a successor of: Ultramarines, White Scars, Dark Angels, Blood Angels, Flesh Tearers, Imperial Fists, Crimson Fists, Black Templars, Iron Hands, Salamanders, Raven Guard, Deathwatch, Space Wolves. If you do so, replace all instances of the keyword of that Chapter where it appears on that Enhancement or Stratagem with the name of the Chapter you are using.
- When an enemy model makes a ranged attack that targets a unit with the Shadow Masters or Stealthy Chapter Tactics, if the attacking model is more than 6" away from that target unit, that target unit is treated as having the benefits of cover against that attack.
FENRISIAN WOLVES units cannot perform actions.- Models with the Outflank ability lose that ability for the battle.
Enhancements
If your
WARLORD has the
ADEPTUS ASTARTES keyword, then when mustering your Boarding Patrol, they can be given one of the following
Enhancements instead of one from
Arks of Omen: Abaddon.
THE IMPERIUM’S BLADE This formidable warrior is an exemplar of the ideals of the Adeptus Astartes. Add 1 to the bearer s Attacks characteristic and add 1 to charge rolls made for the bearer. |
MASTERS OF WAR Beyond mere warrior skill, Space Marines are careful students of war, masters of strategy and tactics. In your Command phase, you can select one friendly ADEPTUS ASTARTES CORE unit within 9" of the bearer. Until the start of your next Command phase, that unit has the Objective Secured ability. If a model in that unit already has this ability, that model counts as one additional model when determining control of an objective marker. |
ARTIFICER ARMOUR Not only is this armour ornately decorated, it also provides superlative protection to the wearer. The bearer has a Save characteristic of 2+ and a 4+ invulnerable save. |
Boarding Action Stratagems
If your Faction is
ADEPTUS ASTARTES, then when playing a
Boarding Action game you will have access to the following
Stratagems, and can spend CP to use them.
TRANSHUMAN PHYSIOLOGY1CP
Space Marines – Boarding Actions – Battle Tactic Stratagem
Space Marines can fight through even the most grievous of wounds.
Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
THE STRENGTH OF THE EMPEROR1CP
Space Marines – Boarding Actions – Battle Tactic Stratagem
Blessed with incredible strength, Space Marines deliver blows that inflict terrifying damage.
Use this Stratagem in the
Fight phase, when an
ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack and an unmodified
hit roll of 6 automatically wounds the target.
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.
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.
Black Templars Boarding Action Rules
KEEPER OF OATHSThe fury of a Black Templar cannot be stayed until the foe lies ruined at his feet.
BLACK TEMPLARS model only. The bearer is eligible to
perform a Heroic Intervention if it is within 6" of a visible enemy unit. Each time the bearer makes a Heroic Intervention move, so long as it ends that move closer to the closest enemy model, it can move up to 6".
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.
If your army is led by an ADEPTUS ASTARTES WARLORD, you can, when mustering your army, give one of the following Chapter Relics to an ADEPTUS ASTARTES CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.
When a model from your army is given a Chapter Relic, replace all instances of the <CHAPTER> keyword in that Relics rules (if any) with the name of the Chapter that your model is drawn from.
Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster.
BELLICOS BOLT RIFLE
The forge world of Bellicos was a hidden weapons-testing facility given dispensation to practise near heretical levels of technological innovation. Before it was swallowed by the Great Rift, the planet managed to dispatch a single cargo hauler containing prototype bolt rifles of an incredibly advanced pattern. These weapons are regarded with a borderline religious reverence for their bellicose lethality, and to wield one is considered a paramount honour.
Model equipped with a master-crafted auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Bellicos bolt rifle |
Bellicos bolt rifle | 24" | Assault 4 | 5 | -1 | 2 |
BENEDICTION OF FURY
Borne on a dozen bloody and hard-fought crusades, this weapons unique empathokinetic circuitry has absorbed the bellicosity and righteous wrath of every Chaplain who has ever wielded it. As a result, it now strikes with the force of a thunderbolt.
CHAPLAIN model only. This Relic replaces a Crozius Arcanum and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Benediction of Fury |
Benediction of Fury | Melee | Melee | +2 | -2 | 3 |
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
GHOSTWEAVE CLOAK
Hand-stitched by blinded servitors and anointed with the distilled blood of a thousand sentries who failed at their posts, this cloak contains strands of mnemothread spun from a thrice-blessed dataloom imbued with obfuscatory data-spirits. It throws up a field of techno-spiritual dissonance that veils its wearer from sight and sensors, allowing them to slip across the battlefield like a wraith.
PHOBOS model with a camo cloak only.
- Each time the bearer makes a Normal Move, Advances or Falls Back, it can move across models as if they were not there.
- Each time an attack is made against the bearer, subtract 1 from that attacks hit roll.
LAMENT
Dark rumours abound that this weapon is so cruel of essence that those who wield it doom themselves as surely as those who fall under their sights. It is telling of the Space Marines’ selfless courage that they utilise the weapon regardless.
Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Lament |
Lament | 36" | Heavy 1 | 5 | -2 | 3 |
Abilities: Each time an attack is made with this weapon, if the attack successfully wounds the target, it inflicts 1 mortal wound on the target in addition to any normal damage. |
PRIMARCH’S WRATH
The ancient boltgun known as the Primarch’s Wrath is believed to have come from the personal weapons collection of Roboute Guilliman himself. Perhaps the finest example of its kind ever crafted, it has dispensed thunderous death to the foes of Mankind for millennia. Chased in Theldrite moonsilver and inscribed in microscopic lettering with every treatise on tactics that Guilliman ever penned, this weapon’s quality is such that it allows its wielder to sweep away great swathes of the enemy with a storm of armour-piercing, fragmenting bolts.
Model equipped with a boltgun, master-crafted boltgun or special issue bolt carbine only. This Relic replaces a boltgun, master-crafted boltgun or special issue bolt carbine and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Primarch’s Wrath |
Primarch’s Wrath | 24" | Rapid Fire 2 | 5 | -2 | 2 |
PURGATORUS
This bolt pistol is a true work of the artificers art. Since its forging in M35, many battle-brothers have used the pistol to purge traitors, tyrants and heretics from the Emperor’s realm. The weapon’s machine spirit is wrathful, its aim inescapable; in many ways, Purgatorus epitomises the very warriors who wield it.
Model equipped with a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol or absolvor bolt pistol only. This Relic replaces a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol or absolvor bolt pistol and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Purgatorus |
Purgatorus | 18" | Pistol 3 | 5 | -3 | 2 |
RELIQUARY OF GATHALAMOR
By the time the Indomitus Crusade reached the world of Gathalamor, daemonic hordes had already carved a bloody path across much of the planet. Its final defence was led by Knight Centura Ordela Grendoth, whose null-field was anathema to the warp creatures. Gathalamor was liberated by Guilliman, but Grendoth was slain in the battle. Her bones have since been placed inside a reliquary that now possesses a fraction of her power.
PRIMARIS model only. The bearer has the following ability:
‘
Reliquary of Gathalamor (Aura): While an enemy
PSYKER unit is within 18" of the bearer, subtract 1 from
Psychic tests taken for that unit, and each time a Psychic test is failed for that unit, roll one D6: on a 4+, that unit suffers D3
mortal wounds.’
STANDARD OF THE EMPEROR ASCENDANT
Woven from threads of spun adamantine in the early days of the Unification of Terra, this banner was carried at the head of the Emperors guard. It is said that its constant proximity to the Master of Mankind has imbued within it indelible traces of his psychic signature. Whatever the truth of this, its presence is a constant inspiration to those loyal to the Emperors cause, instilling them with valour and determination even as their foes quail in its presence.
ANCIENT model only.
- Add 3" to the range of the bearer’s Astartes Banner ability.
- Each time a Morale test is taken for a friendly <CHAPTER> CORE unit within range of the bearers Astartes Banner ability, you can re-roll that test.
TEETH OF TERRA
The origins of the Teeth of Terra lie shrouded in mystery. Mentions of this large, obsidian-toothed chainsword can be found dotted throughout the histories of many Space Marine Chapters, yet the weapon itself can be traced to no artisans hand, nor can it be found in any Chapter’s Armoury save in times of the greatest need. What is certain is that, when wielded in battle by a true hero of the Imperium, the Teeth of Terra strikes with the force of a thunderbolt, leaving a bloody trail of broken bodies in its wake.
Model equipped with an Astartes chainsword only. This Relic replaces an Astartes chainsword and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Teeth of Terra |
Teeth of Terra | Melee | Melee | +1 | -2 | 2 |
Abilities: Each time the bearer fights, it makes 3 additional attacks with this weapon. |
THE ARMOUR INDOMITUS
The Armour lndomitus was forged long before the Horus Heresy. Unlike the plasteel and ceramite of normal power armour, the artefact is made from plates of raw adamantine, making it all but unbreachable by conventional weaponry. When rained upon with heavier fire, the Armour lndomitus manifests a shimmering force field, the secrets of which have long been lost to modern artificers.
- Add 1 to the Wounds characteristic of the bearer.
- The bearer has a Save characteristic of 2+.
- Once per battle, before making a saving throw for the bearer, it can activate its armour’s force field. If it does, then until the end of the phase, the bearer has a 3+ invulnerable save.
THE BURNING BLADE
This ancient broadsword is so large and dense that no mere Human could lift it, let alone wield it in battle. It was recovered from the wreckage of Horus’ battle barge, the only unblemished artefact in a chamber crawling with the filthy taint of Chaos. Some artificers have posited that it is the Master of Mankind’s greatness that shines out from its sacred steel. In the heat of battle, the sword blazes so brightly that it can melt through even the thickest armour.
Model equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword, and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
The Burning Blade |
The Burning Blade | Melee | Melee | +3 | -5 | 2 |
THE HONOUR VEHEMENT
A single stanza of script, the original of which was said to have been penned by the Emperor himself, the Honour Vehement is inscribed on thrice-blessed parchment and affixed with a purity seal upon its bearer's armour. So potent is the inspirational value of the Emperor’s own evocation that not only those who bear it, but all their battle-brothers are driven into a relentless killing fury.
The bearer has the following ability:
‘
The Honour Vehement (Aura): While a friendly
<CHAPTER> CORE unit is within 6" of the bearer, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the
Shock Assault ability.’
THE SHIELD ETERNAL
The Shield Eternal was a gift from Rogal Dorn to his seneschal during the dark days of the Horus Heresy. This magnificently worked storm shield is a bulwark against which all the wrath of a hateful galaxy can crash. Its warding powers turn aside the maleficent attentions of the witch and the daemon, safeguarding its wearer from mortal blows and perfidious warpcraft alike.
Model with a storm shield,
relic shield or combat shield only. This Relic replaces a storm shield, relic shield or combat shield.
- The bearer has a 4+ invulnerable save.
- Add 1 to armour saving throws made for the bearer.
- Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.
THE VOX ESPIRITUM
Developed by Archmagos Cawl, the Vox Espiritum is a powerful neural amplifier that causes its wearer’s voxed utterances to resonate on a modulated and heavily warded frequency. Though still highly experimental and not altogether safe, it allows its user to project their bellowed commands - and sometimes even unspoken mental imperatives - directly into the minds of friend and foe alike.
PRIMARIS model only. Add 3" to the range of the bearer’s
aura abilities (to a maximum of 9"). This does not increase the range of aura abilities that are psychic powers.
TOME OF MALCADOR
Malcador the Sigillite was the trusted aide of the Emperor himself. The most potent Human psyker of the time, the tome he penned on the nature of reality enhances the mind of the reader.
LIBRARIAN model only. The bearer knows one additional psychic power from any discipline it has access to.
If your army is led by a BLACK TEMPLARS WARLORD, you can, when mustering your army, give one of the following Relics of the Eternal Crusade to a BLACK TEMPLARS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters cannot be given any of the following Relics.
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics your models have on your army roster.
ADAMANTINE MANTLE
These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.
Each time the bearer would lose a wound, roll one D6; on a 5+ that wound is not lost.
ANCIENT BREVIARY
This humble prayer book once belonged to the first High Chaplain of the Black Templars. It contains his teachings on the divine, and his successors recite from its pages on the eve of battle. Every utterance from this tome carries immense weight for the battle-brothers of the Chapter.
CHAPLAIN model only. Each time a roll is made to determine if a litany recited by the bearer is inspiring, roll one additional D6 and discard the lowest result.
AQUILA IMMORTALIS
This emblem was smelted and reconsecrated from destroyed relics found in shrines desecrated by the enemies of the Emperor. Awarded to those who have distinguished themselves on the battlefield, they speak to the fortitude and fury of the bearer.
Add 1 to the bearers Toughness and Attacks characteristics.
ARTIFICER ARMOUR
Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.
The bearer has a Save characteristic of 2+ and a 5+
invulnerable save.
BREATH OF THE THRONE
While appearing to be of a standard pattern, and fuelled by normal promethium, the flames that emit from this weapon burns incandescent. Those who are graced by their touch feel the wrath of the Emperors divine light upon them.
Model with a combi-flamer or auto-flamer only. This Relic replaces the flamer profile of a combi-flamer or auto-flamer and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Breath of the Throne |
Breath of the Throne | 12" | Assault D3+3 | 5 | -1 | 2 |
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target. |
DIGITAL WEAPONS
Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. Short-ranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy point-blank from an unexpected angle when a weakness in their guard is spotted.
Each time the bearer fights, it can make 1 additional attack using the
close combat weapon profile. If that attack scores a hit, the target suffers 1
mortal wound and the attack sequence ends.
MASTER-CRAFTED WEAPON
The armouries of many Crusades are full of ancient weapons crafted by the most skilled artificers. Many of these weapons date back thousands of years and are all the more powerful for their provenance.
When you give a model this Relic, select one weapon that model is equipped with (this cannot be a Relic or a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.
PERDITION’S EDGE
With blades carved from noctilith, these axes separate the victims soul from the warp briefly as the deathblow is delivered. What is only a moment in reality feels like an eternity of damnation to the departing spirit, punishment for their sins against the immortal Emperor.
Model with a power axe or master-crafted power axe only. This Relic replaces a power axe or master-crafted power axe and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Perdition’s Edge |
Perdition’s Edge | Melee | Melee | +3 | -2 | 2 |
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target and the attack sequence ends. |
SKULL OF THE CACODOMINUS (AURA)
A trophy taken from the period of time known only as the Howling, the skull of this wretched xenos creature still echoes with its monstrous, psychic death screams.
- While an enemy PSYKER unit is within 12" of this model, subtract 1 from Psychic tests taken for that unit.
- While an enemy PSYKER unit is within 12" of this model, each time a Psychic test is taken for that unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6.
- Once per battle, at the start of your opponent’s Psychic phase, the bearer can raise the Skull of the Cacodominus. If it does, until the end of the phase, the bearer has the following ability: ‘Skull of the Cacodominus (Aura): While an enemy PSYKER unit is within 18" of this model, subtract 1 from Psychic tests made for that unit (this is cumulative with the other abilities of this Relic).’
SWORD OF JUDGEMENT
The characteristic sigil of the Emperor’s Aquila adorns the cross guard of this revered blade, its keen edge having served many a Black Templar well over the millennia.
Model with a power sword, master-crafted power sword or relic blade only. This Relic replaces a power sword, master-crafted power sword or relic blade and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Sword of Judgement |
Sword of Judgement | Melee | Melee | +3 | -3 | 3 |
TÄNNHAUSER’S BONES
Marshal Tännhauser was martyred at the hands of the Black Legion at the decisive battle of the Rutgers Reach Crusade. His bones, encased in small reliquaries, were distributed among the warriors of that crusade during the victory sermon. Each is a potent reminder of duty and the expectations placed upon every Black Templar.
Each time an attack is allocated to the bearer, the Damage characteristic of that attack is changed to 1.
THE AURILLIAN SHROUD
Recovered from the shrine world of Aurilla after the opening of the Great Rift, this relic of devotion was once blessed by the holy form of Saint Agatine. Wreathed in an aura of coruscating light, the shroud is said to bring divine protection to all those who bask in its brilliance.
Once per battle, at the start of either player’s
Command phase, the bearer can unveil the Aurillian Shroud. If it does, until the start of your next Command phase, the bearer has the following ability:
‘
Aurillian Shroud (Aura): While a friendly
BLACK TEMPLARS CORE INFANTRY unit is within 3" of this model, models in that unit have a 4+
invulnerable save.’
THE CRUSADER’S HELM
This imposing helm has been passed down to champions of the Black Templars for many centuries. Worked into its ancient vox-piece is the jawbone of Saint Sebatus the Ancient, a sanctified relic that emboldens the voice of the wearer so that his oratory soars above the clash of battle. The hearts of nearby battle-brothers are filled with zealous fire, and none can stand before their fury.
- Add 3" to the range of the bearer’s aura abilities (to a maximum of 9").
- In your Command phase, select one friendly BLACK TEMPLARS CORE unit that is within 9" of the bearer. Until the start of your next Command phase, each time a model in that unit makes an attack, the Assault Doctrine is considered to be active for that attack instead of the currently active doctrine.
WITCHSEEKER BOLTS
With the metal casings forged from the blades of fallen battle-brothers and blessed by the devout priests of the Ministorum, these bolt rounds have an unerring talent for finding their way to the heart of the witch.
When you give a model this Relic, select one
bolt weapon that model is equipped with. Each time the bearer shoots with that weapon, you can choose for it to fire a witchseeker bolt. If you do, you can only make one attack with that weapon.
- Each time you fire a witchseeker bolt, you can ignore the Look Out, Sir rule if the target is a PSYKER CHARACTER unit.
- Each time an attack is made with a witchseeker bolt against a PSYKER unit, a successful hit roll inflicts D3 mortal wounds on the target in addition to any normal damage.
| | |
| 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 DREADNOUGHT WEAPONS • Heavy plasma cannon • Helfrost cannon1 • Multi-melta • Twin lascannon 1 Only models from the Space Wolves Chapter (or one of its successor Chapters) can be equipped with this weapon. 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  SERGEANT WEAPONS • Bolt pistol • Boltgun* • Chainsword • Combi-flamer* • Combi-grav* • Combi-melta* • Combi-plasma* • Grav-pistol • Lightning claw • Plasma pistol • Power axe • Power fist • Power maul • Power sword • Storm bolter* • Thunder hammer (cannot be chosen by a Sternguard Veteran Sergeant) * A model cannot be equipped with more than one weapon marked with an asterisk.  TERMINATOR COMBI-WEAPONS • Combi-plasma • Combi-flamer • Combi-melta • Storm bolter  MELEE WEAPONS (LEGENDARY) • Chainsword • Lightning claw • Power axe • Power fist • Power lance • Power maul • Power sword • Thunder hammer | |
| | |