
The Dark Angels were the First Legion. No other Space Marine brotherhood has served the Emperor for as long as they have. Staunch defenders of Mankind, they are merciless in the attack and stubborn in the defence. They are also shrouded in mystery, however, and have secrets so shameful they are kept even from many of their own number.
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: Lion El’Jonson |
Games Workshop: Lion El’Jonson | Datasheet | 9 | | April 2023 |
Games Workshop: Azrael |
Games Workshop: Azrael | Datasheet | 9 | | March 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 |
Dark Angels |
Dark Angels | Codex Supplement | 9 | Indomitus 1.1 | 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 |
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: Dark Angels
Q: | When using the Paragon of the Chapter Stratagem to give a model an additional Warlord Trait, can the player select one of the Ravenwing or Deathwing Warlord Traits to give them? |
A: | Yes, assuming the model has the required keywords. |
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.
Inner Circle
Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.
If this unit has the
Grim Resolve Chapter Tactic, or it has the
Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:
- Each time a Morale test is taken for this unit, it is automatically passed.
- While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
- Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
Jink
The Ravenwing are undisputed masters of mounted combat, and make for fast-moving targets that are difficult to draw a bead upon.
If this unit has the
Grim Resolve Chapter Tactic, or it has the
Inheritors of the Primarch Successor Tactic, and it is using the Chapter Tactic of the Dark Angels, then:
- Models in this unit have a 5+ invulnerable save against ranged attacks. In your Movement phase, if this unit Remains Stationary, it loses this invulnerable save until the start of your next Movement phase.
- Each time this unit Advances, until the start of your next turn, models in this unit have a 4+ invulnerable save against ranged attacks.
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.
Chapter Champion
The honorific of Chapter Champion is bestowed only upon the mightiest of Adeptus Astartes warriors. These martial masters fight for the glory and honour of their battle-brothers. In combat, they will seek out worthy opponents to cross blades with, and can single-handedly turn the tide of conflict. Only the most noble and accomplished of warriors ascend to this rank, each a shining example of their Chapter's glory and martial capabilities.
ABILITIESA
CHAPTER CHAMPION model gains the following abilities:
‘
Skilful Parry: Each time a melee attack is made against this
model, subtract 1 from the
hit roll’.
‘
Exquisite Swordsman: Each time this model makes a melee attack against an enemy
CHARACTER unit, you can re-roll the
wound roll’.
‘
Chapter Champion: This model has an Attacks characteristic of 5 and a Leadership characteristic of 9’.
RELICS AND WARLORD TRAITSYou can give a
CHAPTER CHAMPION model the Blade of Triumph Relic, instead of giving them a
Chapter Relic. In addition, you can give them the Martial Exemplar Warlord Trait instead of giving them another Warlord Trait.
Martial Exemplar (Warlord Trait, Aura)This warlord is an exquisite warrior and an exemplar of the Chapter, whose deeds inspire those around him.
While a friendly
<CHAPTER> CORE or
<CHAPTER> CHARACTER unit is within 6" of this
WARLORD, you can re-roll
charge rolls made for that unit.
Blade of Triumph (Relic)This gleaming broadsword is a masterpiece of artifice and a weapon befitting any Chapter Champion. Its perfectly weighted blade is etched with the names of its previous wielders and a catalogue of their most magnificent deeds. By pressing an indentation in the sword's electrum grip the wielder can overcharge its power field with a surge of fiery energy, allowing the Blade of Triumph to cleave through even the thickest armour.
Model with master-crafted power sword only. This Relic replaces a master-crafted power sword and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Blade of Triumph |
Blade of Triumph | Melee | Melee | +3 | -3 | 3 |
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
DARK ANGELS Detachment is one that only includes models with the
DARK ANGELS 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.
- RAVENWING units in DARK ANGELS Detachments that do not already have the Jink ability gain the Jink ability.
- DEATHWING and INNER CIRCLE units in DARK ANGELS Detachments that do not already have the Inner Circle ability gain the Inner Circle ability.
- If every unit in your army (except AGENT OF THE IMPERIUM or UNALIGNED units) has the DARK ANGELS keyword, then every unit in a DARK ANGELS Detachment that has the Combat Doctrines ability gains the Sons of the Lion ability.
- If every unit in your army (except UNALIGNED units) has the DARK ANGELS keyword, then DARK ANGELS Arks of Omen Detachments and Vanguard Detachments that only contain models with the DEATHWING and/or INNER CIRCLE keywords gain the 1st Company ability.
- If every unit in your army (except UNALIGNED units) has the DARK ANGELS keyword, then DARK ANGELS Arks of Omen Detachments and Outrider Detachments that only contain models with the RAVENWING keyword gain the 2nd Company ability.
- Your army can only include one RAVENWING CAPTAIN and one DEATHWING CAPTAIN from the same Chapter.
Successor Chapters
A Dark Angels successor Chapter is one for which the Dark Angels are their first founding Chapter. You can find out more information on successor Chapters, and how to determine
if your Chapter is a successor of the Dark Angels, in
Codex: Space Marines. If your Chapter is a successor of the Dark Angels, the following rules apply:
Detachment AbilitiesIf you have a Dark Angels successor Chapter, then for the purposes of using any
Dark Angels Detachment rules, you can replace the
DARK ANGELS keyword in all instances with the name of your successor Chapter.
Rites of InitiationAll units from Dark Angels successor Chapters are considered to have the
DARK ANGELS keyword for the purpose of upgrading them with
Rites of Initiation.
StratagemsAll units from Dark Angels successor Chapters are considered to have the
DARK ANGELS keyword for the purpose of using
Dark Angels Stratagems.
Warlord TraitsIf your
WARLORD is a
CHARACTER model from a Dark Angels successor Chapter, you can use the
Dark Angels Warlord Traits table to determine what Warlord Trait they have. Replace the
DARK ANGELS keyword in all instances in that Warlord Trait (if any) with the name of your Character’s successor Chapter.
Chapter RelicsDark Angels successor Chapters have access to
Special-issue Wargear Relics;
Relics of the Rock cannot be given to a
CHARACTER model from a successor Chapter unless you use the
Honoured by the Rock Stratagem.
Psychic PowersPSYKER models from Dark Angels successor Chapters can know psychic powers from the
Interromancy discipline in the same manner as
PSYKER models in
DARK ANGELS Detachments. When such a model uses one of these psychic powers, replace the
DARK ANGELS keyword in all instances (if any) with the name of your Successor Chapter.
Chapter Approved RulesAll units from Dark Angels successor Chapters are considered to have the
DARK ANGELS keyword for the purpose of using the
Chapter Approved rules.
DatasheetsWith the exception of named characters, you can nominate any
DARK ANGELS units in your army to be from a Dark Angels successor Chapter. If you do, replace the
DARK ANGELS keyword in every instance on its datasheet with the name of your chosen successor Chapter. For example, if you include an
Interrogator-Chaplain in your army, and you decide it is from the
ANGELS OF ABSOLUTION Chapter, its
DARK ANGELS keyword becomes
ANGELS OF ABSOLUTION and its
Spiritual Leader ability reads ‘While a friendly
ANGELS OF ABSOLUTION CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.’
Crusade RulesIf you have a Dark Angels Successor Chapter, then for the purposes of using any
Dark Angels Crusade Rules, you can replace the
DARK ANGELS keyword in all instances with the name of your Successor Chapter.
Legendary Crusade Relics can never be given to a
CHARACTER from a Dark Angels successor chapter.
Sons of the Lion
Much like their Primarch, the Dark Angels have a long history of being tactically astute, able to persecute their wars on any front with the appropriate application of their warriors and specialist wings.
Units with this ability have the following abilities, which are described below: Speed of the Raven; Fire Discipline; Implacable.
Speed of the Raven: While the
Devastator Doctrine is active for your army:
- Add 3" to the Move characteristic of RAVENWING models from your army.
- RAVENWING units from your army are eligible to shoot with in a turn in which they Advanced. Each time a model in that unit makes a ranged attack in a turn in which it Advanced, that attack suffers the penalty incurred to the hit roll as if firing an Assault weapon.
Fire Discipline: While the
Tactical Doctrine is active for your army,
INFANTRY models from your army (excluding
DEATHWING models) can make attacks with
Rapid Fire and
Assault weapons (excluding
Blast weapons) while within
Engagement Range of enemy units, but must target an enemy unit that is within Engagement Range of its own unit when they do so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit, and while it is making such an attack, it has a Ballistic Skill characteristic of 5+.
Implacable: While the
Assault Doctrine is active for your army, each time a
DEATHWING INFANTRY or
DEATHWING Dreadnought model from your army makes a melee attack against a
CHARACTER unit or unit that contains any models with a Wounds characteristic of 8 or more, you can re-roll the
wound roll.
1st Company
When a large Deathwing force goes to war it is a nigh on unstoppable force, utterly resolved to accomplish its mission no matter the obstacles.
2nd Company
The Ravenwing are fearsome and daring hunters, relentless in the pursuit and furious in the assault. When they commit to the field as a company, few can outmanoeuvre them.
If your army is
Battle-forged, when mustering your army, you can upgrade any of the following units (excluding named characters) in
DARK ANGELS Detachments in your army to become members of the Deathwing:
•
CAPTAIN•
PRIMARIS LIEUTENANT equipped with storm shield
•
DREADNOUGHT•
LAND RAIDER•
REPULSOR or
REPULSOR EXECUTIONER•
STORMRAVEN GUNSHIP•
TRANSPORT unit that can transport
TERMINATOR models
Each time you upgrade one of these units, it gains the
DEATHWING keyword and its
Power Rating is increased as shown in the table below. If you are playing a
matched play game, or a game that otherwise 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.
In a
Crusade force, a unit can only be upgraded to become part of the
DEATHWING by using this ability when it is added to your
Order of Battle, and only if this upgrade would not cause your total
Power Level to exceed your Crusade forces
Supply Limit. If a unit is so upgraded, make a note of it on its
Crusade card.
RITES OF INITIATION | UNIT | POWER | POINTS | CAPTAIN | +1 | +15 | PRIMARIS LIEUTENANT equipped with storm shield | +1 | +10 | DREADNOUGHT | +1 | +10 | LAND RAIDER | +1 | +5 | REPULSOR or REPULSOR EXECUTIONER | +1 | +5 | STORMRAVEN GUNSHIP | +1 | +5 | TRANSPORT unit that can transport TERMINATOR models | +1 | +5 |
|
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. | | | | |
| |
| | |
Ravenwing Attack Squadron
The Ravenwing have a duty as hunters, watchmen, explorers and delvers into dark secrets. When they are certain their quarry is near, these Dark Angels follow their killer instincts, running the foe to ground before delivering a swift and final strike.
SPECIALIST DETACHMENTIf your army is
Battle-forged, you can use the
Specialist Detachment Stratagem below:
| | |
| ATTACK SQUADRON Specialist Detachment Stratagem Dust clouds billow behind the Ravenwing Attack Squadron as it hurtles into battle. Striking swiftly, the 2nd Company huntsmen drive hard into the midst of the enemy. Use this Stratagem when choosing your army. Pick a DARK ANGELS Detachment from your army to be a Ravenwing Attack Squadron Specialist Detachment. RAVENWING units in that Detachment gain the ATTACK SQUADRON keyword. | |
| | |
WARLORD TRAITIf an
ATTACK SQUADRON CHARACTER is your
Warlord, you can give them the following
Warlord Trait.
LIGHTNING-FAST REACTIONSThe Ravenwing are renowned for their rapid strikes and this warlord is the living embodiment of that trait. In combat, there are few who can best his speed and skill with a blade.
You can always choose your Warlord to fight first in the
Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have similar abilities, then alternate choosing units to fight with, starting with the player whose turn is taking place.
RELICS OF CALIBANIf your army includes any Ravenwing Attack Squadron Specialist Detachments, you can give the following relic to an
ATTACK SQUADRON CHARACTER in your army:
MONSTER SLAYER OF CALIBANModel with power sword, master-crafted power sword, relic blade or executioner relic blade only. The Monster Slayer of Caliban replaces the bearer’s power sword, master-crafted power sword, relic blade or executioner relic blade and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Monster Slayer of Caliban |
Monster Slayer of Caliban | Melee | Melee | +2 | -3 | 2 |
Abilities: Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, add 1 to that attack’s wound roll. |
| | |
| STRATAGEMS
If your army includes any Ravenwing Attack Squadron Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems: | | | | SWIFT STRIKE Dark Angels Stratagem In a blur of speed, the warriors of a Ravenwing Attack Squadron strike out at the enemy and then escape from their grasp before they have had time to react. Use this Stratagem in the Fight phase after an ATTACK SQUADRON unit (excluding AIRCRAFT) from your army has fought. That unit can immediately make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead. | | | | |
| | | | SIGNAL THE ATTACK Dark Angels Stratagem As soon as one Attack Squadron has wounded its target, the others in its formation circle like vultures to complete the kill. Use this Stratagem after an ATTACK SQUADRON unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other ATTACK SQUADRON units from your army that target the same enemy unit this phase. | | | | |
| |
| | |
Dark Angels: Grim Resolve
The stalwart descendants of the Lion are renowned for their unshakeable resolve, enduring tenacity and strict fire discipline in battle.
- Each time a model with this tactic makes an attack, unless that models unit has moved this turn (excluding pile-in and consolidation moves), add 1 to that attack’s hit roll.
- Each time a Combat Attrition test is taken for a unit with this tactic, it is automatically passed.
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)
ATTACK SQUADRON (Specialist Detachment)
INDOMITUS CRUSADERS (Specialist Detachment)
MARKED FOR COMMAND (Dark Angels – Requisition)
PARAGON OF THE CHAPTER (Dark Angels – Requisition)
SECRET AGENDA (Dark Angels – Strategic Ploy)
HONOURED BY THE ROCK (Dark Angels – Requisition)
Battle Round
At the start of battle round
THE HUNT (Dark Angels – Strategic Ploy)
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)
VOXBREAKER AUSPEX (Vanguard Spearhead – Wargear)
TACTICAL APPRAISAL (Dark Angels – Strategic Ploy)
WRATH OF THE LION (Dark Angels – Battle Tactic)
Movement phase
STEADY ADVANCE (Space Marines – Boarding Actions – Strategic Ploy)
INTRACTABLE (Space Marines – Dark Angels – Boarding Actions – Battle Tactic)
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)
FULL THROTTLE (Dark Angels – Battle Tactic)
GRAV PULSE (Adeptus Astartes – Wargear)
SABOTEUR EXPLOSIVE PACK (Vanguard Spearhead – Wargear)
INTRACTABLE (Dark Angels – Battle Tactic)
COMBAT REVIVAL (Adeptus Astartes – Epic Deed)
Enemy Movement phase
AUSPEX SCAN (Adeptus Astartes – Wargear)
Psychic phase
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
Shooting phase
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)
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)
MARKSMAN TARGET-TRACKER (Vanguard Spearhead – Wargear)
PIVOTAL MOMENT (Vanguard Spearhead – Epic Deed)
TACTICAL AUGURY (Vanguard Spearhead – Wargear)
DEATHWING ASSAULT (Dark Angels – Battle Tactic)
STASIS SHELL (Dark Angels – Wargear)
TARGETING GUIDANCE (Dark Angels – Strategic Ploy)
WEAPONS FROM THE DARK AGE (Dark Angels – Wargear)
OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)
RAPID FIRE (Adeptus Astartes – Battle Tactic)
Enemy Shooting phase
SKILLED RIDERS (Adeptus Astartes – Strategic Ploy)
HIGH-SPEED FOCUS (Dark Angels – Epic Deed)
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)
LINE UNBREAKABLE (Dark Angels – Battle Tactic)
SWIFT STRIKE
NO FOE TOO GREAT TO SUBDUE (Dark Angels – Epic Deed)
SWIFT STRIKE (Dark Angels – Strategic Ploy)
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)
LINE UNBREAKABLE (Dark Angels – Battle Tactic)
SWIFT STRIKE
NO FOE TOO GREAT TO SUBDUE (Dark Angels – Epic Deed)
SWIFT STRIKE (Dark Angels – Strategic Ploy)
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)
Enemy taking casualties
SIGNAL THE ATTACK
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 DARK ANGELS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to the Stratagems shown here, and can spend CPs to use them.
WRATH OF THE LION2CP
Dark Angels – Battle Tactic Stratagem
At the most vital point in battle, the Dark Angels channel all their focus and aggression to smash the foe.
Use this Stratagem in your
Command phase if a
combat doctrine is active for your army. Until the start of your next Command phase, each time a
DARK ANGELS model from your army makes an attack with a weapon specified by the active combat doctrine, 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 active combat doctrine. You can only use this Stratagem once.
INTRACTABLE2CP
Dark Angels – Battle Tactic Stratagem
Although stubborn warriors, even the resolute Dark Angels know that a fighting retreat can be the wisest course of action.
Use this Stratagem in your
Movement phase, when a
DARK ANGELS unit from your army is selected to
Fall Back.
- If that unit has the Inner Circle ability, you do not need to first roll 2D6 to see if it can Fall Back - it can automatically do so.
- Until the end of the turn, that unit is eligible to shoot.
DEATHWING ASSAULT1CP
Dark Angels – Battle Tactic Stratagem
The Deathwing have learned to begin their sweeping fire patterns immediately upon their arrival from teleportation.
Use this Stratagem in your
Shooting phase, when a
DEATHWING unit from your army is selected to shoot. Each time a model in that unit makes a ranged attack, if it was set up on the battlefield this turn as a result of a teleport homer or
teleport strike, add 1 to that attack’s
wound roll.
FULL THROTTLE1CP/2CP
Dark Angels – Battle Tactic Stratagem
Forsaking all firepower, the Ravenwing gun their engines and advance and breakneck speeds.
Use this Stratagem in your
Movement phase, after a
RAVENWING unit from your army
Advances. That unit immediately makes a
Normal Move of up to 12", but is not eligible to shoot with or
declare a charge with this turn. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
LINE UNBREAKABLE1CP
Dark Angels – Battle Tactic Stratagem
Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.
Use this Stratagem at the start of the
Fight phase. Select one
DARK ANGELS INFANTRY unit from your army. Until the end of the phase, that unit can only be selected as a target for melee attacks if the attacking model is within
Engagement Range of it (note that this means that enemy models that are not within Engagement Range but are within 1/2" of a model from their own unit that is itself within 1/2" of this
DARK ANGELS INFANTRY unit cannot target it with melee attacks this phase).
HIGH-SPEED FOCUS1CP
Dark Angels – Epic Deed Stratagem
Pushing themselves and their craft to the limit, Ravenwing pilots perform a series of death-defying aerial manoeuvres to avoid enemy fire.
Use this Stratagem in your opponent’s
Shooting phase, when you allocate a ranged attack to a
RAVENWING VEHICLE model from your army. Until the start of your next turn, that model has a 4+
invulnerable save against ranged attacks.
NO FOE TOO GREAT TO SUBDUE2CP
Dark Angels – Epic Deed Stratagem
Channelling all of their hatred into their blows, these veteran warriors obliterate even the mightiest foes in a storm of energised strikes.
Use this Stratagem in the
Fight phase, when a
DEATHWING KNIGHTS unit from your army is chosen to fight. Until the end of the phase, each time a model in that
DEATHWING KNIGHTS unit makes an attack with a mace of absolution against an enemy
VEHICLE or
MONSTER unit, add 1 to that attacks
wound roll and improve the Armour Penetration characteristic of that attack by 1.
MARKED FOR COMMAND1CP
Dark Angels – Requisition Stratagem
On occasion, a junior-ranking leader will demonstrate ability expected only of those of much loftier rank. Such individuals are highly rewarded, and marked for greater things.
Use this Stratagem before the battle. Select one
DARK ANGELS Ravenwing Huntmaster or Knight Master model or a
DARK ANGELS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following
Special-issue Wargear Relics, even though they are not a
CHARACTER:
Master-crafted Weapon;
Digital Weapons;
Atonement;
Bolts of Judgement. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
PARAGON OF THE CHAPTER1CP
Dark Angels – Requisition Stratagem
The Dark Angels’ commanders are expected to have prodigious tactical and martial skills. Even in this elite group, some individuals stand out.
Use this Stratagem after nominating a
DARK ANGELS CHARACTER model that is not a named character to be your
WARLORD. Generate one additional Warlord Trait for them; this must be from the
Dark Angels Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, reroll duplicate results). You can only use this Stratagem once.
HONOURED BY THE ROCK1CP
Dark Angels – Requisition Stratagem
It is not unheard of for the Dark Angels to bestow ancient relics to worthy warriors of their successor Chapters.
Use this Stratagem after nominating a model drawn from a
Dark Angels successor Chapter to be your
WARLORD. You can give one
Relic of the Rock to a
CHARACTER model from your army that is drawn from a Dark Angels successor Chapter instead of giving them a
Special-issue Wargear Relic or a
Chapter Relic from Codex: Space Marines. If you do, replace the
DARK ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once.
TACTICAL APPRAISAL1CP
Dark Angels – Strategic Ploy Stratagem
Dark Angels commanders know that adaptability in the heat of battle is key to victory, and are decisive in taking action to overcome their foes.
Use this Stratagem in your
Command phase. Select one
DARK ANGELS unit from your army within 6" of your
WARLORD, then select one
combat doctrine. Until the start of your next Command phase, for the purposes of that unit, treat that combat doctrine as being active for your army instead of the active combat doctrine. You can only use this Stratagem if every unit from your army has the
Combat Doctrines ability (excluding
SERVITOR,
AGENT OF THE IMPERIUM and
UNALIGNED units).
THE HUNT2CP/3CP
Dark Angels – Strategic Ploy Stratagem
The Ravenwing are expert scouts as well as hunters, and take advantage of these skills to move to the most advantageous positions before battle begins.
Use this Stratagem at the start of the first battle round, before the first turn begins. Select one
RAVENWING unit from your army. That unit can make a
Normal Move as if it were your
Movement phase, but must end that move more than 9" away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP. You can only use this Stratagem once.
TARGETING GUIDANCE2CP
Dark Angels – Strategic Ploy Stratagem
Ravenwing Land Speeders and Storm Speeders gather and relay targeting data to the rest of the Chapter.
Use this Stratagem in your
Shooting phase. Select one enemy unit within 18" of and visible to a
RAVENWING LAND SPEEDER or
RAVENWING STORM SPEEDER unit from your army. Until the end of the phase, each time a model in a friendly
DARK ANGELS unit makes a ranged attack against the selected enemy unit, add 1 to that attacks
hit roll.
SWIFT STRIKE2CP/3CP
Dark Angels – Strategic Ploy Stratagem
The Ravenwing strike swiftly and withdraw before the foe can react.
Use this Stratagem in the
Fight phase, after a
RAVENWING unit from your army has fought. If that unit is within
Engagement Range of any enemy units, it can
Fall Back as if it were the
Movement phase. Otherwise, it can make a
Normal Move as if it were the Movement phase. If that unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.
SECRET AGENDA1CP
Dark Angels – Strategic Ploy Stratagem
The Dark Angels’ goals are impossible to understand.
Use this Stratagem after selecting
secondary objectives or
Agendas. Do not reveal one of your selections to your opponent. The first time you score victory points or
experience points for it, reveal it to your opponent. Note that you must still have a record of your selection. We recommend writing it down and concealing it until revealed. You can only use this Stratagem once.
STASIS SHELL2CP
Dark Angels – Wargear Stratagem
Upon detonation, a stasis shell momentarily freezes time.
Use this Stratagem in your
Shooting phase, when a
RAVENWING model from your army shoots with an astartes grenade launcher. That model can only make one attack with that weapon this phase. If a hit is scored, the target is caught in stasis until the start of your next turn and the attack sequence ends. While a unit (excluding
VEHICLE and
MONSTER units) is caught in stasis, it cannot
Fall Back.
WEAPONS FROM THE DARK AGE2CP
Dark Angels – Wargear Stratagem
The Rock’s Armoury houses all manner of ancient wonders.
Use this Stratagem in your
Shooting phase, when a
DARK ANGELS unit from your army is selected to shoot. Until the end of the phase, add 1 to the Damage characteristic of
plasma weapons models in that unit are equipped with.
Before the battle, generate the psychic powers for PSYKER models from your army that know powers from the Librarius discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <CHAPTER> keyword on that psychic power (if any) with the name of the Chapter that your PSYKER is drawn from.
D6 | PSYCHIC POWER |
1 | VEIL OF TIME The psyker projects his will beyond the regular passage of time, altering the temporal flow to sway the tide of battle. Blessing: Veil of Time has a warp charge value of 6. If manifested, select one friendly <CHAPTER> unit within 18" of this PSYKER.
- Until the start of your next Psychic phase, you can re-roll Advance rolls and charge rolls made for that unit.
- Until the start of your next Psychic phase, if that unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that phase.
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2 | MIGHT OF HEROES The psyker cages the immense power of the immaterium within the physical form of one of his brothers, making the blessed warrior the Emperor’s vengeance made manifest. Blessing: Might of Heroes has a warp charge value of 6. If manifested, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER model within 12" of this PSYKER. Until the start of your next Psychic phase, add 1 to that models Strength, Toughness and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic in that unit when resolving any rules). |
3 | NULL ZONE The psyker unleashes the full might of his mind to cast down his opponents defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes. Blessing (Aura): Null Zone has a warp charge value of 7. If manifested, then:
- Until the start of your next Psychic phase, while a unit is within 6” of this PSYKER, each time an attack is made against that unit, invulnerable saving throws cannot be made against that attack.
- Until the start of your next Psychic phase, while an enemy PSYKER unit is within 6" of this PSYKER, halve the total of Psychic tests taken for that unit.
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4 | PSYCHIC SCOURGE The psyker pits his superhuman willpower against that of his enemies in a battle of mental fortitude, seeking to destroy their minds in a burst of psychic fury. Witchfire: Psychic Scourge has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Then, roll one D6 and add this PSYKER’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponents, the selected unit suffers D3 mortal wounds; if it is equal to your opponents total, the selected unit suffers 1 mortal wound; if it is less than your opponent’s total, nothing happens. |
5 | FURY OF THE ANCIENTS Calling upon the myths of his Chapters home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy. Witchfire: Fury of the Ancients has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this PSYKER. Draw a line between any part this PSYKER’s base and any part of the selected model’s base (or hull); the selected models unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound. |
6 | PSYCHIC FORTRESS Drawing on boundless reserves of inner strength, the psyker constructs a powerful field of shimmering psychic energy around himself as well as any nearby battle brothers, protecting them from harm. Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly <CHAPTER> unit is within 6" of this PSYKER, models in that unit have a 5+ invulnerable save. |
Before the battle, generate the psychic powers for PSYKER models that know powers from the Obscuration discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <CHAPTER> keyword on that psychic power (if any) with the name of the Chapter that your PSYKER is drawn from.
D6 | PSYCHIC POWER |
1 | SHROUDING The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows. Blessing: Shrouding has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this PSYKER. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks. |
2 | SOUL SIGHT The psyker shares his warp-sight with his brethren, causing their eyes to glow with an ethereal light. So empowered, no foe can escape their omniscient gaze; the souls of their targets flare like flaming beacons in the dark. Blessing: Soul Sight has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack. |
3 | MIND RAID The psyker peers into the mind of the foe, raiding their thoughts for secret codes, battle plans, the location of hidden forces and any other tactical information that might be useful. Such brute psychic interrogation doubtless inflicts severe cerebral trauma on its victim. Witchfire: Mind Raid has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this PSYKER.
- That model’s unit suffers 1 mortal wound.
- If that model is a CHARACTER, roll 3D6: if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command point.
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4 | HALLUCINATION The psyker instils terror and panic within his foes by conjuring images out of their memories - from past allies seemingly returned from the dead, to apparitions wrought from nightmares. Malediction: Hallucination has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER.
- Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit.
- Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
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5 | TENEBROUS CURSE As the psyker twists his hand, a psychic bolt lances through the minds of his enemies. As they reel from the assault, their own shadows seemingly come to life, pulling their casters to the ground with frenzied determination. Malediction: Tenebrous Curse has a warp charge value of 7. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this PSYKER.
- That unit suffers 1 mortal wound.
- Until the start of your next Psychic phase, halve that unit’s Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.
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6 | TEMPORAL CORRIDOR The psyker creates an invisible corridor in which the passage of time is altered, allowing his allies to traverse the battlefield with supernatural swiftness. Blessing: Temporal Corridor has a warp charge value of 5. If manifested, select one friendly <CHAPTER> PHOBOS unit within 6" of this PSYKER.
- That unit cannot shoot or fight this turn.
- If that unit is not within Engagement Range of any enemy models, it can either make a Normal Move or it can Advance as if it were your Movement phase (if it Advances, do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in that unit).
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PSYKER models in DARK ANGELS Detachments can know all of their psychic powers from the Interromancy discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Interromancy discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER knows.
D6 | PSYCHIC POWER |
1 | MIND WORM The Librarian burrows his consciousness into the screaming victim’s brain, ripping free their secrets in a spray of gore. Malediction: Mind Worm has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER.
- That unit suffers 1 mortal wound.
- Until the start of your next Psychic phase, in the Fight phase, that unit is not eligible to fight until all other eligible units from your army have done so.
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2 | AVERSION The Librarian sends waves of cold fear washing outwards. The foe find themselves unable to focus upon the psyker, their subconscious screaming at them to look away for fear of what they will see. Malediction: Aversion has a warp charge value of 6. If manifested, select one enemy unit within 24" of this PSYKER. Until the start of your next Psychic phase:
- While that unit is within 6" of this PSYKER, subtract 1 from the Attacks characteristic of models in that unit.
- Each time a model in that unit makes an attack, subtract 1 from that attacks hit roll.
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3 | RIGHTEOUS REPUGNANCE Reaching into the minds of his brothers, the Librarian stokes the fires of their hate, and the Dark Angels respond with a surge of cold, furious violence. Blessing: Righteous Repugnance has a warp charge value of 7. If manifested, select one friendly DARK ANGELS unit within 12" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll and you can re-roll the wound roll. |
4 | TREPHINATION The Librarian gathers his thoughts into a white-hot spike to plunge straight into his victim’s mind, leaving the foe’s brain matter dribbling from their ears. Witchfire: Trephination has a warp charge value of 5. If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers D3 mortal wounds. If the result of the Psychic test was greater than the Leadership characteristic of the enemy unit, that enemy unit suffers 3 mortal wounds instead. |
5 | ENGULFING FEAR The Librarian inveigles his way into the minds of his foes. Subtly, he twists and heightens their fears. Malediction: Engulfing Fear has a warp charge value of 7. If manifested, select one enemy unit within 24" of this PSYKER. Until the start of your next psychic phase:
- Subtract 1 from Leadership characteristic of models in that unit.
- That unit cannot use the Objective Secured ability or any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of an objective marker.
- If the result of the Psychic test was equal to or greater than that units Leadership characteristic, that unit cannot perform actions (if that unit is currently performing an action, it immediately fails).
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6 | MIND WIPE The Librarian scourges the minds of his foes, dragging out every memory that makes them who they are and reducing them to hollow shells of what they once were. Malediction: Mind Wipe has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER, then select one aura ability that unit has. Until the start of your next psychic phase, that unit loses that aura ability. |
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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). |
Dark Angels: Brilliant Strategist
The commanders of the Dark Angels share a measure of their Primarch’s vaunted strategic brilliance.
In your
Command phase, you can select one friendly
DARK ANGELS unit within 6" of this
WARLORD. Until the start of your next Command phase, if the Tactical Doctrine is active for your army, then each time a model in that unit makes an attack, the Devastator Doctrine is considered to be active for that attack instead; if the Assault Doctrine is active for your army, then each time a model in that unit makes an attack, the Tactical Doctrine is considered to be active for that attack instead (see
Combat Doctrines).
If a DARK ANGELS 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. If a RAVENWING CHARACTER model or DEATHWING CHARACTER model is your WARLORD, you can instead determine a Warlord Trait using the Ravenwing and Deathwing Warlord Traits tables respectively.
D6 | WARLORD TRAIT |
1 | BRILLIANT STRATEGIST Only the most able commanders can take the guidance of the Codex Astartes and adapt it further to secure victory. In your Command phase, you can select one friendly DARK ANGELS unit within 6" of this WARLORD. Until the start of your next Command phase:
- Each time a model in that unit makes an attack, if the Tactical Doctrine is active for your army, then the Devastator Doctrine is considered to be active for that attack instead.
- Each time a model in that unit makes an attack, if the Assault Doctrine is active for your army, then the Tactical Doctrine considered to be active for that attack instead.
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2 | FURY OF THE LION (AURA) This leader inspires his battle-brothers through his actions, throwing himself into the fray knowing his warriors will follow. While a friendly DARK ANGELS unit is within 6" of this WARLORD, if this WARLORD has made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of models in that unit. |
3 | CALIBANITE KNIGHT The warlord has studied what little remains of old Calibanite lore to perfect ancient sword-wielding techniques. Each time this WARLORD makes a melee attack against an INFANTRY or BIKER unit, an unmodified wound roll of 2+ is always successful. |
4 | STUBBORN TENACITY This warlord is an exemplar of the tenacity that characterises his Chapter, fighting on through even serious injuries. When this WARLORD is destroyed, if it does not explode, you can use this Warlord Trait instead of using any other abilities that take effect as a result of this model being destroyed (e.g. Astartes Banner). If you do, this WARLORD is not removed from play until the start of the next turn or the end of the battle (whichever comes first). Until that happens, it is still considered to be in play, but any further wounds this WARLORD would lose are not lost. |
5 | DECISIVE TACTICIAN (AURA) This warlord is known for his ability to swiftly move his forces into ideal attack positions and urge them on to crushing charges. While a friendly DARK ANGELS CORE unit is within 6" of this WARLORD, add 1 to Advance and charge rolls made for that unit. |
6 | HONOUR OF THE FIRST LEGION Valour and nobility define this warlord, who seeks to honour his brotherhood through deeds of great heroism. - This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of an enemy unit.
- Each time this WARLORD makes a Heroic Intervention move, so long as it ends that move closer to the closest enemy model, it can move up to 6". All other rules for Heroic Interventions still apply.
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Ravenwing Warlord Traits
D6 | WARLORD TRAIT |
1-3 | LIGHTNING-FAST REACTIONS The warlord is so fast he can dodge strikes and incoming fire. Each time an attack is made against this WARLORD, subtract 1 from that attack’s hit roll. |
4-6 | MASTER OF MANOEUVRE The warlord moves across the battlefield seamlessly to exploit opportunities to strike the foe, remaining composed. This WARLORD is eligible to either shoot or charge in a turn in which it Fell Back. |
Deathwing Warlord Traits
D6 | WARLORD TRAIT |
1-3 | WATCHED Strange, hooded creatures watch this warlord from afar and, at times, lend aid. Once per battle, in your opponent’s Psychic phase, this WARLORD can attempt to resist one additional psychic power, even if it is not a PSYKER and even if it is not within 24" of the enemy model manifesting that psychic power. When taking that Deny the Witch test, do not roll the dice; it is automatically passed. |
4-6 | INEXORABLE Through force of will alone this warlord shrugs off the most grievous wounds. Each time an attack is allocated to this WARLORD, subtract 1 from that attacks Damage characteristic (to a minimum of 1). |
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 DARK ANGELS keyword, and your WARLORD has the DARK ANGELS 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 DARK ANGELS 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
MARTIAL INTERDICTION
End Game Objective
The Dark Angels have waged entire wars to secure individuals who might have some knowledge as to the whereabouts of some of the Fallen, or who may have somehow acquired a fragment of knowledge of the Dark Angels’ secrets. They prosecute these actions with incredible fervour, the consequences should they fail often too terrible to contemplate, the rewards of victory great indeed.
If you select this objective, then after both sides have deployed, but before the fist turn begins, your opponent must select one
CHARACTER model from their army. If their army does not contain any
CHARACTER models, then they must select their
WARLORD instead. Score victory points at the end of the battle as follows:
- Score 6 victory points if the selected enemy model was destroyed by a melee attack made by a DARK ANGELS model from your army.
- Score 3 additional victory points if the selected enemy model was destroyed by a melee attack made by an INNER CIRCLE or DEATHWING model from your army.
- Score 6 additional victory points if the DARK ANGELS model’s unit that destroyed the selected enemy model has not itself been destroyed.
No Mercy, No Respite
DEATH ON THE WIND
Progressive Objective
The Ravenwing never give warning of their assaults, striking at breakneck speed to inflict as much damage as possible before the enemy can react. Every warrior of the Ravenwing has spent countless hours drilling in the precise art of firing weapons or wielding swords and hammers on the move.
Score 2 victory points each time an enemy unit is destroyed by an attack made by a
RAVENWING model from your army that moved 12" or more during the
Movement phase of that turn, or made a
charge move that turn.
Battlefield Supremacy
STUBBORN DEFIANCE
Progressive Objective
Few Space Marines are as renowned for their stubborn refusal to give ground as the Dark Angels. Such has been their way since time immemorial, a tradition handed down from the knights of old Caliban, who faced down the monstrous beasts that once dominated their world. Such a history was imbued in the Dark Angels by their Primarch, and the determination of their leadership to earn absolution in the millennia that have followed has only added to the Chapter’s reputation for indomitability.
In your first
Command phase, select one
objective marker. At the end of each of your Command phases after the first, if you control that objective marker with a
DARK ANGELS unit from your army that has the
Objective Secured ability, score a number of victory points based on the consecutive number of your Command phases that you have controlled that objective marker with that unit as follows:
| | CONSECUTIVE NUMBER OF YOUR COMMAND PHASES | VICTORY POINTS | 2 | 2 | 3 | 3 | 4 | 5 | 5 | 5 |
|
For example, in your third Command phase, if you have controlled that objective marker with a
DARK ANGELS unit for three of your Command phases consecutively, you will score 3 victory points that turn.
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 |
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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 |
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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. |
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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. |
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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. |
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In this section you’ll find additional rules for playing Crusade battles with your Dark Angels, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Dark Angels units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
Hunting the Fallen
If your
Crusade force includes any
DARK ANGELS units, you must keep an additional note of your army’s Unforgiven points total (the Crusade Goals, Information and Notable Victories box on your
Order of Battle is ideal for this). Your Unforgiven points total will show how close your Dark Angels are to discovering a member of the Fallen. Once your Dark Angels have enough information, they can attempt an assault on that Fallen in an attempt to capture him and cleanse his corrupt soul.
After each battle, gain 1 Unforgiven point. In addition, several of the
Dark Angels Crusade rules found in this section will instruct you to increase your Unforgiven points total by 1 or more. This is usually through
Agendas, but certain
Battle Honours may also help contribute points to your total. Once you have accumulated sufficient Unforgiven points, you have tracked a member of the Fallen, and can launch a mission to capture them.
Designer’s Note: If you wish to use these rules, we recommend creating a Fallen miniature to represent your selection, which you can lend to your opponent when required (see The Fallen, below). We would also recommend double checking with your opponent that they are happy to include this miniature in their army during your game before spending your Unforgiven points to attempt the Capture mission. If your opponent would prefer not to include this model, or they are using an army which narratively feels strange including a member of the Fallen, we recommend you wait until a better opportunity arises before attempting this mission.CAPTURE MISSIONOnce you have accumulated at least 20 Unforgiven points, before a battle, after determining the Mission and seeing your opponents
army roster, you can attempt a Capture mission. If you do so, your Unforgiven points total is reset to 0. Then, follow the normal sequence for playing a Crusade mission as described in your chosen mission pack, with the following additional rules:
- Your Crusade army can only include DARK ANGELS units, or units taken from a Dark Angels successor Chapter.
- Your opponents army must include one Fallen model (see The FALLEN, below) to be the quarry. This model has a Power Rating of 0, and does not require a Crusade card. This model is ignored when determining which unit is the WARLORD and cannot perform actions or gain experience points. This model is not added to any Detachments, and does not prevent other units from their army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). This model cannot be set up as Reinforcements or as Strategic Reserves.
- You must select the Capture the Fallen Agenda for the mission.
- Your opponent has the following Agenda in addition to any others they select:
The FallenYour opponent adds one of the following models to their army.
- 1 Captain. This model cannot use the Rites of Battle ability. Replace this model’s Faction keywords with FALLEN.
- 1 Librarian. This model only knows the Smite psychic power. Replace this models Faction keywords with FALLEN.
- 1 CYPHER.
ASSIST THE STRANGER
Fallen Agenda
If the
FALLEN model is still on the battlefield at the end of the battle, your
WARLORD gains 3
experience points and your army gains 1 additional
Requisition point.
Requisitions
If your
Crusade force includes any
DARK ANGELS 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.
INTERROGATION0RP
Should a member of the Fallen be captured, they will be brought to the Rock for interrogation. The Dark Angels subject them to months of torture, seeking a confession.
Purchase this Requisition after a battle in which units from your army destroyed any
FALLEN units (excluding
CYPHER). You cannot purchase this Requisition more than once after each battle. Select up to two of the following units from your army (excluding
named characters): one
INTERROGATOR-CHAPLAIN; one
DEATHWING LIBRARIAN. Then roll 2D6: on a 2-9, the Fallen is given final judgement, and one of the units you selected can gain a
Battle Trait from the table below. On a 10+, the Fallen has confessed, and both of the units you selected can gain a Battle Trait from the table below. Each unit on your
Order of Battle can have no more than one Battle Trait from these tables. Make a note on each unit’s
Crusade card and increase its
Crusade points total by 1.
INTERROGATOR-CHAPLAIN ONLY
In his lifetime, an Interrogator-Chaplain may only subject a Fallen to questioning a handful of times, if ever. Should he secure a confession, he will add a single black pearl to his rosarius. | D3 | BATTLE TRAIT | 1 | Add 3" to the range of this model’s aura abilities (to a maximum of 12"). | 2 | This model knows one additional litany from the Litanies of Battle. | 3 | In your Command phase, if this model is on the battlefield and the Litany of Hate has not already been recited by a friendly model that battle round, it can recite the Litany of Hate in addition to any other litanies it can recite. |
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DEATHWING LIBRARIAN ONLY
One fewer traitor stains the stars. The heretics blood has been taken, and with it his name has been inscribed in the Book of Salvation. | D3 | BATTLE TRAIT | 1 | Add 1 to Psychic tests taken for this model when attempting to manifest a power from the Interromancy discipline. | 2 | Each time this model manifests a Witchfire psychic power from the Interromancy discipline, add 1 to the number of mortal wounds inflicted. | 3 | You can re-roll Deny the Witch tests taken for this model. |
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INAUGURATION1RP
For all the Dark Angels’ secrecy, as battle rages where the Fallen are present it is possible that an uninitiated battlebrother learns to some degree of his Chapter’s true agenda. Some of these warriors are simply told they did not see what they thought they saw, or are fed lies the Inner Circle have perfected over countless years. On occasion, it might even be that the uninitiated capture a Fallen, should some disaster befall the Deathwing or nefarious enemy schemes come to fruition that slow or halt them. To capture a Fallen is a great demonstration of strength, and those that do so who are uninitiated may be brought into the fold off the back of such an impressive deed. Even those who, it is decided, shall not be taught the Chapter’s secrets, may well instead be elevated in rank or to the Ravenwing.
Purchase this Requisition after a battle in which a
DARK ANGELS unit from your army (excluding
VEHICLE,
CHARACTER and
SCOUT units) destroyed a
FALLEN unit. That
DARK ANGELS unit gains the
INNER CIRCLE keyword, or you can remove that unit from your
Order of Battle and replace it with one of the units specified below:
This unit must be 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 unit starts with the same number of
experience points as the unit it replaced and gains the appropriate number of
Battle Honours for its
rank.
INNER CIRCLE1RP
Induction of a Dark Angel to their Inner Circle is never done lightly, for only the strongest minds and purest hearts can withstand the terrible knowledge a member of the Inner Circle is expected to hold.
Purchase this Requisition when a
DARK ANGELS CHARACTER unit gains a
rank (other than the Blooded rank). That unit gains the
INNER CIRCLE keyword and its
Power Level is increased by 1. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces
Supply Limit.
THE LION AND THE WOLF1RP
Whenever the Dark Angels and the Space Wolves fight side by side, each nominates a champion to settle the ancient grudge between Lion El’Jonson and Leman Russ. The victor in these contests is afforded great esteem.
Purchase this Requisition at any time. Select one DARK ANGELS INFANTRY or DARK ANGELS BIKER model from your army that is not a CHARACTER. Each model can only be selected for this Requisition once. Add 1 to that model’s Attacks characteristic, and that model gains the following ability:
Victory Over the Sons of the Wolf: Each time this model makes a melee attack against a SPACE WOLVES unit, add 1 to that attack’s hit roll and wound roll.
Agendas
If your
Crusade army includes any
DARK ANGELS units, you can select an Agenda from the Dark Angels 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 Dark Angels Agenda).
CAPTURE THE FALLEN
Dark Angels Agenda
The ultimate agenda of the Unforgiven Chapters is the capture and execution of the Fallen. Only through this can they earn absolution, and within the Inner Circle, to seize one of these traitors is to earn much honour.
Keep a Capture the Fallen tally for each unit from your army. Add 1 to a unit’s Capture the Fallen tally each time it destroys an enemy
FALLEN unit. Each unit gains 3
experience points for every mark on its Capture the Fallen tally. At the end of the battle, if any units from your army have a mark on their Capture the Fallen tally, your
WARLORD gains 3 experience points.
NONE MUST KNOW
Dark Angels Agenda
The Dark Angels are notoriously secretive, and any who might have witnessed the Fallen must be destroyed or captured - whether enemy or supposed ally.
At the start of deployment, your opponent must select five units (excluding
DARK ANGELS units); each of these units can be from their or your army. If five units cannot be selected, as many units as possible must be selected. At the end of the battle, gain 1
Unforgiven point for each of these units that has been destroyed.
MENTAL INTERROGATION
Dark Angels Agenda
The Librarians of the Dark Angels are well-practised at scanning the minds of their foes for any clues about the Fallen.
Keep a Mental Interrogation tally for each
DARK ANGELS LIBRARIAN unit in your army. Add 1 to a units Mental Interrogation tally each time it successfully completes the following
psychic action (add 3 to its tally instead if it completed it with a
Psychic test of 11 or more):
Mental Interrogation (Psychic Action - Warp Charge 4): One
DARK ANGELS PSYKER CHARACTER unit from your army can attempt to perform this psychic action in your
Psychic phase if it is within 12" of an enemy
CHARACTER unit.
At the end of the battle, each unit gains 1
experience point for every mark on its Mental Interrogation tally. If the total of all Mental Interrogation tallies is 4 or more, gain 3
Unforgiven points. If it is 8 or more, gain 6 Unforgiven points instead.
DARK RUMOUR
Dark Angels Agenda
Local rumour has it that an enemy commander was seen dealing with a mysterious black-armoured figure. This commander must be brought in for interrogation.
If the enemy
WARLORD is destroyed by an attack made by a
DEATHWING,
RAVENWING or
INNER CIRCLE unit, that unit gains 3
experience points and you gain 3
Unforgiven points. If that attack was a melee attack made by a
DEATHWING,
RAVENWING or
INNER CIRCLE unit, gain 5 Unforgiven points instead.
ENCIRCLE THE FOE
Dark Angels Agenda
The Ravenwing seek to encircle their foe, corralling them to ensure there can be no escape, before summoning the Deathwing to deliver the killer blow.
At the end of the battle, you can select either three or four friendly
RAVENWING units from your army (excluding
AIRCRAFT units). Each unit selected must be wholly within 9" of a different corner of the battlefield. Each of the selected units gains 2
experience points.
THE DEATHWING COMETH
Dark Angels Agenda
The Deathwing Terminators often wait in teleportariums, ready to strike as soon as crucial enemy units or commanders are identified by their swifter brethren. Upon arrival, devastation follows in their wake.
If a
DEATHWING unit destroys any enemy units on the turn it is set up on the battlefield using the
Teleport Strike ability, that
DEATHWING unit gains 2
experience points. If that
DEATHWING unit destroys any enemy
CHARACTER units, that
DEATHWING unit instead gains 3 experience points.
Honorifics
DARK ANGELS CAPTAINS cannot be given any of the following
Honorifics found in Codex: Space Marines:
Master of the Keep;
Master of the Watch;
Master of the Marches;
Chief Victualler. Instead you can choose from among the following Honorifics. These follow all the same rules as those presented in
Codex: Space Marines.
MASTER OF THE DEATHWING The Captain of the Dark Angels 1st Company is second only to the Chapter Master in terms of experience and knowledge of the Fallen. This mighty warrior has proved their mettle in countless victories and remained dogged in pursuit of the Fallen over centuries of service. BELIAL or TERMINATOR CAPTAIN only. Once per battle, if this unit is on the battlefield, when you use the Deathwing Assault Stratagem, that Stratagem costs 0 Command points. |
MASTER OF THE RAVENWING The Captain of the Dark Angels 2nd Company is a master of high-speed warfare, able to react to changing battlefield situations in the blink of an eye and deploy their swift forces to wherever they are needed, whether hunting the Fallen across the field, or more conventional foe, they can be relied upon to provide vital intelligence to the rest of the Chapter. SAMMAEL or BIKER CAPTAIN only. Once per battle, if this unit is on the battlefield, when you use the Swift Strike Stratagem, that Stratagem costs 0 Command points. |
KEEPER OF THE UNSEEN RITUAL The Captain of the Dark Angels 5 th Company is often responsible for collating and keeping knowledge about the ancient Calibanite orders. He is expected to be an expert in their martial traditions and codes of honour. In truth, the Dark Angels have only fragments of information surviving from that time, most only available to the Inner Circle. LAZARUS or CAPTAIN only. Once per battle, if this unit is on the battlefield, when you use a Battle Tactic Stratagem, that Stratagem costs 0 Command points. |
MASTER OF WATCHERS The Captain of the Dark Angels 7th Company is responsible for the vast network of informants and sleeper cells the Chapter has living on all kinds of worlds across the Imperium. How much even these Captains are aware of the significance of the intelligence they handle is down to whether or not they belong to the Inner Circle. If this unit is part of your Crusade army, then after each battle, gain D3 Unforgiven points. |
If
BELIAL is added to your
Order of Battle, he automatically gains the Master of the Deathwing honorific, even though he cannot normally gain any
Battle Honours. This does not increase his
Crusade points. If there is already a model with that honorific in your Order of Battle, you cannot add
BELIAL to your Order of Battle.
If
SAMMAEL is added to your Order of Battle, he automatically gains the Master of the Ravenwing honorific, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that honorific in your Order of Battle, you cannot add
SAMMAEL to your Order of Battle.
If
LAZARUS is added to your Order of Battle, he automatically gains the Keeper of the Unseen Ritual honorific, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that honorific in your Order of Battle, you cannot add
LAZARUS to your Order of Battle.
Crusade Relics
When a
DARK ANGELS CHARACTER model 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.
Artificer Relics
Any
DARK ANGELS CHARACTER model can be given one of the following Artificer Relics.
Lion’s Roar The Lion’s Roar is an ancient combi-weapon issued to heroes of the Chapter. Over the years it has proven to be an ideal weapon for those leading boarding actions or bunker assaults. Model with combi-plasma only. Lion’s Roar replaces that model’s combi-plasma and has the following profile: WEAPON | RANGE | TYPE | S | AP | D | Boltgun | Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | Plasma | Plasma | 18" | Assault 2 | 8 | -3 | 2 | Abilities: Before selecting targets, select one or both of the profiles above to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the hit roll. |
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The Raven’s Eyes This helm contains an enhanced sensory suite, ensuring the wearer proceeds with all speed towards their prey. RAVENWING model only.
- The bearer can ignore any or all Move characteristic, Advance roll and charge roll modifiers.
- Each time the bearer makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers for that attack.
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Antiquity Relics
A
DARK ANGELS 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.
Monster Slayer of Caliban This weapon was traditionally bestowed upon the most honourable knight of the Order. It is said that as long as its owner stays pure, it will strike down the greatest of foes. Model with power sword, master-crafted power sword, relic blade or executioner relic blade only. The Monster Slayer of Caliban replaces the bearer’s power sword, master-crafted power sword, relic blade or executioner relic blade and has the following profile: WEAPON | RANGE | TYPE | S | AP | D | Monster Slayer of Caliban | Monster Slayer of Caliban | Melee | Melee | +2 | -3 | 2 | Abilities: Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, add 1 to that attack’s wound roll. |
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Shield of Calloson It is believed that this vast shield was once carried into battle by a legendary Dark Angels hero who fought during the Great Crusade. The Chapters Techmarines believe its flaring energy field shares technology with the vast void shields that protect mighty Titan battle engines and void craft. Whatever the truth, even the heaviest of fire is turned harmlessly aside by this ancient bulwark. Model with relic shield, combat shield or storm shield only. The Shield of Calloson replaces the bearers relic shield, combat shield or storm shield.
- The bearer has a 3+ invulnerable save.
- Add 1 to armour saving throws made for the bearer.
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Legendary Relics
A
DARK ANGELS 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 a it has - this is in addition to the +1 from gaining a
Battle Honour, for a total of +3.
Mantle of the Seneschal This mantle was fashioned from the skin of a mighty beast of Caliban, slain by the Lion himself. Kept in stasis and only removed in the direst need, only the greatest champions are granted the honour to wear it over their armour. In battle, this warrior is a beacon to those around him, reminding all of the savagery of lost Caliban. - Add 1 to the bearer’s Move, Strength, Toughness, Wounds and Attacks characteristics.
- Once per battle, in your Command phase, the bearer can use the following ability: ‘Savagery of Caliban (Aura): Until the start of your next Command phase, while a friendly DARK ANGELS CORE unit is within 6" of the bearer, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.’
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Sacred Standards
A
DARK ANGELS ANCIENT model of Heroic
rank or higher can be given one of the following Sacred Standards. A model cannot have more than one Sacred Standard. Sacred Standards are treated as
Antiquity Relic’s for all purposes. Add 1 to a unit’s total
Crusade points for each Sacred Standard it has - this is in addition to the +1 from gaining a
Battle Honour, for a total of +2.
The Standard of Retribution The Standard of Retribution serves to remind the Dark Angels that the enemies of the Emperor can never be forgiven. It inspires the Dark Angels to fight on under any circumstance, smiting their foes with righteous fury. The bearer has the following ability: ‘Standard of Retribution (Aura): While a friendly DARK ANGELS CORE unit is within 6" of the bearer, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of l).’ |
The Standard of Fortitude The Standard of Fortitude represents the unstoppable courage of the Dark Angels. It inspires any nearby Dark Angel to press the attack, heedless of danger to themselves. The bearer has the following ability: ‘Standard of Fortitude (Aura): In your Shooting phase, while a friendly DARK ANGELS CORE unit is within 6" of the bearer, that unit is treated a having Remained Stationary. |
The Standard of Devastation The Standard of Devastation symbolizes the defiance and devastating retaliation for which the Dark Angels are famed. Throughout its history, the banner has flown above numerous last stands, often found atop piles of enemy dead. The bearer has the following ability: ‘Standard of Devastation (Aura): While a friendly DARK ANGELS CORE unit is within 6" of the bearer, each time a model from that unit makes an attack that targets the closest enemy unit, an unmodified hit roll of 6 scores 1 additional hit. |
Battle Traits
When a
DARK ANGELS unit gains a
Battle Trait, you can use one of the tables below. If you do, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, 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 or
Codex: Space Marines.
INNER CIRCLE CHARACTER UNITS ONLY | D6 | TRAIT | 1-3 | Knightly Paragon
This mighty warrior inspires all around him with feats of expert swordsmanship. At the start of each Fight phase, select one enemy INFANTRY, BIKER or CAVALRY model that is within Engagement Range of this model and roll one D3. Until the end of the phase:
- Subtract the result from that enemy model’s Attacks characteristic (to a minimum of 1).
- If the result is greater than that enemy model’s Attacks characteristic, add 1 this model’s Attacks characteristic.
| 4-6 | Expert Hunter
This warrior excels at understanding the mindset of the Fallen, appearing able to know their movements even before the foe does. At the end of each battle, roll one D6, adding 2 to the result if your opponent’s army contained any FALLEN units: on a 4+, this model gains 1 experience point and you gain 1 Unforgiven point. |
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RAVENWING AIRCRAFT UNITS ONLY | D6 | TRAIT | 1-3 | Silver Talon
This pilot has been awarded the Silver Talon for his incredible feats of daring flying. Only a handful of Ravenwing pilots have ever been awarded this honour, but the prestige it imparts ensures their name goes down in legend. Each time this model is selected to shoot, you can re-roll one hit roll or one wound roll when making that model’s attacks. | 4-6 | Lightning Reflexes
This pilot effortlessly jinks his craft to avoid incoming fire. Each time you use the High-speed Focus Stratagem, it costs 0CP if it is this model gaining the invulnerable save. |
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DEATHWING INFANTRY (EXCLUDING CHARACTERS) UNITS ONLY | D6 | TRAIT | 1-3 | Staunch Hunters
These Deathwing have fought together for decades, always surviving against the odds. At the start of each turn, one model in this unit regains up to 1 lost wound. | 4-6 | Watched Over
This unit always seems to have the eyes of the Watchers upon them, guiding them towards their goal. If this unit is equipped with a Watcher in the Dark, it can be used twice per battle instead of only once. We recommend removing this units Watcher in the Dark model after this ability has been used for the second time. |
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RAVENWING BIKER OR LAND SPEEDER UNITS ONLY | D6 | TRAIT | 1-3 | Swift Reactions
These swift scouts are able to read enemy fire patterns and accurately predict where the enemy fire will fall next, deftly avoiding harm. This unit is always treated as having Advanced for the purposes of the Jink ability. | 4-6 | Champions of the Ravenwing
These relentless watchers are the eyes and ears of Sammael. Wherever they go, nothing escapes their gaze, or their wrath, even at high speed. Each time a model in this unit makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers. |
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NON-DEATHWING INFANTRY UNITS ONLY | D6 | TRAIT | 1-3 | Impassive Sentinels
When these warriors stand guard, it seems as though even the greatest force in the galaxy could not move them. While this unit is within range of an objective marker, roll one D6 each time a model in this unit would lose a wound: on a 5+, that wound is not lost. | 4-6 | Angels of Caliban
The Dark Angels will ever come to the aid of those who need it, intervening to protect those who cannot protect themselves. This unit is eligible to perform Heroic Interventions as if it were a CHARACTER. |
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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+ |
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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 |
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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.’ |
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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. |
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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. |
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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.
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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. |
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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.’
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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.
Dark Angels Boarding Action Rules
MASTERFUL STRATEGISTOnly the most able commanders can adapt the guidance of the Codex Astartes and secure victory.
DARK ANGELS model only. In your
Command phase, you can select one friendly
DARK ANGELS unit within 9" of the bearer, then select one
Combat Doctrine. Until the start of your next Command phase, that Combat Doctrine is considered to be active for that unit instead of the Combat Doctrine that is active for the rest of your army.
INTRACTABLE1CP
Space Marines – Dark Angels – Boarding Actions – Battle Tactic Stratagem
Although stubborn warriors, even the resolute Dark Angels know that a fighting retreat can be the wisest course.
Use this Stratagem in your
Movement phase, when a
DARK ANGELS unit from your army is selected to
Fall Back.
- If that unit has the Inner Circle ability, do not roll 2D6 to see if it can Fall Back - it can automatically do so.
- That unit is eligible to shoot this turn.
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 DARK ANGELS WARLORD, you can, when mustering your army, give one of the following Relics of the Rock to a DARK ANGELS 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. Unless specifically stated otherwise, VEHICLE models 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.
CUP OF RETRIBUTION
The Cup of Retribution is used in the great annual event known as the Feast of Malediction. Legends tell that it is the original vessel from which the Emperor drank at the feast held by the Lion when father and son were reunited.
CHAPLAIN model only. Once per battle, the bearer can recite the Feast of Malediction litany instead of reciting a litany that it knows. If it does, do not roll to see if the litany is inspiring; it is automatically inspiring.
Feast of Malediction (Aura): While a friendly
DARK ANGELS CORE unit is within 6" of this
PRIEST, add 1 to the Attacks characteristic of models in that unit.
FOE-SMITER
This ornate storm bolter was wrought by Fedorovich the Great, one of the greatest weaponsmiths of the era of the Great Crusade. Foe-smiter was presented with honour to the first Grand Master of the Deathwing, and continues to lay low the enemies of the Chapter to this day.
Model equipped with a storm bolter only. This Relic replaces a storm bolter and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Foe-smiter |
Foe-smiter | 24" | Assault 4 | 5 | -1 | 2 |
MACE OF REDEMPTION
The Mace of Redemption is perhaps the greatest of the weapons forged by the Dark Angels to hunt their traitorous comrades. Blessed with incantations of vengeance, the hollow centre of this sacred power maul flares white-hot when it smites a foe. It is said that, with the mace in hand, Supreme Grand Master Raphael struck down the Daemon Prince ruler of the blasphemous world of New Caliban, allowing the arch-heretic to be captured.
Model equipped with a power maul or crozius arcanum only. This Relic replaces a power maul or crozius arcanum and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Mace of Redemption |
Mace of Redemption | Melee | Melee | x2 | -3 | 2 |
Abilities: Each time an attack is made with this weapon against a FALLEN or HERETIC ASTARTES unit, an unmodified wound roll of 4+ inflicts 2 mortal wounds on the target and the attack sequence ends. |
PENNANT OF REMEMBRANCE
This hallowed banner records the names and deeds of the legendary members of the Deathwing that the company’s bone-coloured armour commemorates. The legacy of those mighty warriors is one of bravery and defiance in the face of overwhelming odds. Under the shadow of their example, every member of the Deathwing fights on through grievous injury to prove themselves worthy successors of such mighty paragons.
DEATHWING ANCIENT model only. In your
Command phase, select one
DEATHWING INFANTRY CORE unit from your army within 6" of the bearer. Until the start of your next Command phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
RELIQUARY OF THE REPENTANT
The skull contained within this reliquary is that of a captured Fallen psyker who repented his sins. Once he had been executed, the remains were mounted upon the bike of the Ravenwing Inner Circle member who had captured him. The power of the Fallen lingers in the relic still, creating a disturbing aura that strikes at the minds of enemies and interferes with their shielding systems.
RAVENWING BIKER model only. While an enemy unit is within 3" of the bearer, each time an
invulnerable saving throw is made for a model in that unit that has an invulnerable save of 4+ or better, the saving throw is only successful on an unmodified roll of 5+.
SHROUD OF HEROES
When one of the Dark Angels’ mightiest warriors is slain in battle, his recovered remains are wrapped in a death shroud until he can be interred within the crypts of the Lion’s Sanctum. Pieces of this fabric, stained in the blood of heroes, are then stitched into a single set of robes known as the Shroud of Heroes, and those who wear it claim they can feel the protective powers of their predecessors.
Each time an attack is made against the bearer, subtract 1 from that attack’s
hit roll.
THE EYE OF THE UNSEEN
This augmetic was first bequeathed to Interrogator-Chaplain Enoch and has since been extracted and reimplanted into a string of Dark Angels heroes. It is said that no secret can escape the gaze of the Eye, nor guilt. Those fixed by the glowing lens have their deepest wants and fears laid bare, their every weakness exposed. They stagger and stumble beneath its gaze, and it is all they can do not to drop to their knees and confess all.
- The bearer gains the following ability: ‘Fear (Aura): While an enemy unit is within 6" of the bearer, subtract 1 from the Leadership characteristic of models in that unit.’
- At the start of the Fight phase, if an enemy CHARACTER unit is within Engagement Range of the bearer, that unit is not eligible to fight until all other eligible units from your army have done so.
A
RAVENWING TALONMASTER is eligible to be given this Relic, even though it is a
VEHICLE.
If your army is led by a DARK ANGELS WARLORD or a WARLORD from a Dark Angels successor Chapter, you can, when mustering your army, give one of the following Special-issue Wargear Relics to a DARK ANGELS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter, 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. Unless specifically stated otherwise, VEHICLE models 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.
ARBITER'S GAZE
This bionic eye is powered by the smallest fragment of the Stone Guardians, arcane relics of fallen Caliban steeped in mystery and eldritch power.
- Each time the bearer makes an attack, a hit roll of 2+ is always successful (including when firing Overwatch), irrespective of any modifiers or abilities that the target may have.
- Each time the bearer makes an attack, the target does not receive the benefits of cover against that attack.
A
RAVENWING TALONMASTER is eligible to be given this Relic, even though it is a
VEHICLE.
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.
ATONEMENT
Atonement was recovered from a slain Fallen. Its machine spirit is uniquely placid in the hands of any Dark Angel who wields it, as if it seeks repentance. In battle against the Emperors foes its temper is furious, the weapon eager to prove its continued loyalty.
Model equipped with a plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Atonement |
Atonement | 18" | Pistol 1 | 9 | -4 | 3 |
BOLTS OF JUDGEMENT
Thrice-blessed with rites of punishment and forged from rare ores that survived Calibans destruction, the Bolts of Judgement have been perfected as decisive hunters’ weapons.
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 bolt of judgement. If you do, you can only make one attack with that weapon, but that attack has an Armour Penetration characteristic of -2 and a Damage characteristic of 3. When making that attack, unless the target is a
VEHICLE or
MONSTER unit, a
wound roll of 2+ is always successful. A
RAVENWING TALONMASTER is eligible to be given this Relic, even though it is a
VEHICLE.
DIGITAL WEAPONS
Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. Shortranged 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. A
RAVENWING TALONMASTER is eligible to be given this Relic, even though it is a
VEHICLE.
HEAVENFALL BLADE
This weapon was bestowed upon the most honourable Knight of the Order before a long quest into the wilds of Caliban. Its blade is empowered by a force generator of magnificent strength.
Model equipped with a power sword, master-crafted power sword, relic blade or executioners relic blade. This Relic replaces a power sword, master-crafted power sword, relic blade or executioner’s relic blade and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Heavenfall Blade |
Heavenfall Blade | Melee | Melee | +2 | -4 | 2 |
Abilities: Each time the bearer fights, it makes 1 additional attack with this weapon. |
A
RAVENWING TALONMASTER is eligible to be given this Relic, even though it is a
VEHICLE.
MASTER-CRAFTED WEAPON
The armouries of many Unforgiven Chapters 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.
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| 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 | |
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