It is the task of the Deathwatch to defend the Imperium from the ravages of the xenos, countless species of which threaten Mankind in every corner of the galaxy. For thousands of years the Deathwatch have remained true to their endless task. Drawing their numbers from almost every Space Marine Chapter, each is an elite alien killer of proven skill in battle.

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.

Contents

Books

BookKindEditionVersionLast update
  Space Marines
  Space MarinesCodex9Indomitus 1.3February 2022
  Games Workshop: Strike Force Agastus
  Games Workshop: Strike Force AgastusDatasheet9March 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Boarding Actions: Mustering Rules
  Boarding Actions: Mustering RulesExpansion91.1February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  The Balance Dataslate
  The Balance DataslateRulebook9Q1 2023January 2023
  War Zone Nachmund: Rift War
  War Zone Nachmund: Rift WarExpansion9Indomitus 1.0July 2022
  Deathwatch
  DeathwatchCodex Supplement9Indomitus 1.2July 2022
  Warzone Octarius – Book 1: Rising Tide
  Warzone Octarius – Book 1: Rising TideExpansion9Indomitus 1.2July 2022
  Horus Heresy: Kratos
  Horus Heresy: KratosDatasheet9June 2022
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022
  War Zone Nachmund: Vigilus Alone
  War Zone Nachmund: Vigilus AloneExpansion9Indomitus 1.0March 2022
  Warhammer Store Anniversary 2022: Primaris Company Champion
  Warhammer Store Anniversary 2022: Primaris Company ChampionDatasheet9January 2022
  Torchbearers Crusade Force
  Torchbearers Crusade ForceWhite Dwarf9July 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Warhammer Legends: Space Marines
  Warhammer Legends: Space MarinesDatasheet8December 2019
  Warhammer Legends: Legion of the Damned
  Warhammer Legends: Legion of the DamnedDatasheet8December 2019

FAQ

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: Deathwatch

Q:When using the Brotherhood of Veterans Stratagem, can I select a Successor Chapter Tactic?
A:
No, you can only select one Chapter Tactic or one Successor Tactic. A Successor Chapter Tactic comprises two Successor Tactics and so cannot be chosen.

Expansion: Warzone Octarius – Book 1: Rising Tide

Q:With Veterans of the Long Vigil, at the start of the battle round, do you select one Chapter Tactic/Successor Tactic per unit in your army with this ability, or do you select a single Chapter Tactic/Successor Tactic once for your whole army?
A:
The latter; you select a single Chapter Tactic/Successor Tactic once for your whole army, not per unit.
Q:If the Honoured Veteran of the Watch Stratagem is used to grant a Sergeant model a Warlord Trait, is that Warlord Trait considered to be on just that Sergeant model, or on all of the models in its unit?
A:
Just the Sergeant model. Note that this means that some Warlord Traits or some parts of Warlord Traits may not take effect while other models besides the Sergeant are still in its unit, e.g. Stealth Adept, the first bullet point of The Imperium’s Sword, Speed of the Primarch, Oathkeeper.

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.
Q:If a unit makes a shooting attack outside of the Shooting phase (such as a Soulburst action in the Fight phase) against a Liberator Strike Force unit, can it retaliate with the Paragons of Dorn Stratagem?
A:
No.
Q:If High Marshal Helbrecht is part of a Sword Brethren Specialist Detachment, can he have the Master Swordsman Warlord Trait from that Detachment?
A:
No. High Marshal Helbrecht must always have the Oathkeeper Warlord Trait as detailed in Codex: Space Marines.
Q:Is the Vengeful Arbiter a bolt weapon, for rules that interact with such weapons (e.g. the Bolter Drill Stratagem)?
A:
Yes.

The <CHAPTER> Keyword

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.

Abilities

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 Doctrine

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

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

Tactical Doctrine

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

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

Assault Doctrine

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

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

Special-issue Ammunition

The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From rounds that douse their targets in acid to hollow shells filled with superheated gas, each type is designed to eliminate specific xenos foes.

Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition:
  • Dragonfire Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, the target does not receive the benefits of cover against that attack.
  • Hellfire Rounds: Each time an attack is made with a weapon firing this special-issue ammunition against a unit that does not have the VEHICLE or TITANIC keyword, add 1 to that attack’s wound roll.
  • Kraken Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, add 6" to the Range characteristic and improve the Armour Penetration characteristic of that attack by 1 (this is cumulative with the Armour Penetration bonus conferred by the Combat Doctrines ability).
  • Vengeance Rounds: Each time an attack is made with a weapon firing this special-issue ammunition, add 1 to the Damage characteristic of that attack.

Mixed Unit

When faced with an array of missions to complete and varying enemies to lay low, the Deathwatch are highly adept at forming effective kill teams that mesh starkly diverse armour and equipment.

If this unit contains models with different Toughness characteristics, each time an attack is made against this unit, use the Toughness characteristic of the majority of the models in this unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, the controlling player selects one of the tied values to be the majority value.

For the purposes of the Bolter Discipline ability, performing actions, the Deathwatch teleport homer wargear, and for determining which models can embark within a TRANSPORT model, the following rules apply:
  • Deathwatch Terminator and Terminator models have the TERMINATOR keyword.
  • Veteran Biker models do not have the INFANTRY keyword and instead have the BIKER keyword.
  • Vanguard Veteran models with jump packs have the JUMP PACK keyword.
  • Inceptor models have the JUMP PACK keyword.
  • Outrider models do not have the INFANTRY keyword and instead have the BIKER keyword.
Vanguard Veterans with jump packs and Inceptors can move across terrain as if they have the FLY keyword.

Note that for the purposes of interacting with terrain features, if this unit contains at least one INFANTRY model, all models in this unit are treated as INFANTRY, even if this unit contains any BIKER models that might behave differently or have specific restrictions whilst interacting with a terrain feature.

Designer’s Note: This is a slight abstraction that means that a BIKER model in a mixed unit behaves slightly differently to BIKER models in other units, but it helps to minimise unusual and complicated effects that could come about from forcing one model from a unit to move and benefit from cover in a different way to other models from the same unit.

Martial Legacy

If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.

Deployment Abilities

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.

Weapon Definitions

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)

Chapter Command

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
CHARACTERCHAPTER COMMAND KEYWORDPOWERPOINTS
CAPTAINCHAPTER MASTER+2+35
CHAPLAINMASTER OF SANCTITY+1+20
TECHMARINEMASTER OF THE FORGE+1+15
LIBRARIANCHIEF LIBRARIAN+1+20
APOTHECARYCHIEF APOTHECARY+1+30
ANCIENTCHAPTER ANCIENT+1+15
COMPANY CHAMPIONCHAPTER CHAMPION+1+10

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.

ABILITIES
A 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 TRAITS
You 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.

ABILITIES
A 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 TRAITS
You 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.

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

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

Psychic Mastery (Warlord Trait)

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

Add 1 to Psychic tests taken for this WARLORD.

Neural Shroud (Relic)

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

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

Chief Apothecary

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

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

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

Selfless Healer (Warlord Trait)

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

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

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

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

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.

ABILITIES
A 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 TRAITS
You 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.

ABILITIES
A 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 TRAITS
You 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

Detachment Rules

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.

Deathwatch Detachment Rules

A DEATHWATCH Detachment is one that only includes models with the DEATHWATCH keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.

If every unit from your army (excluding UNALIGNED units) has the DEATHWATCH keyword, then every unit that has the Combat Doctrines ability and is in a Deathwatch Detachment gains the Mission Tactics ability, below.

Mission Tactics

Thousands of years of collated strategic data and hard-won combat experience have provided the Deathwatch with the ultimate battlefield tactics to combat almost any foe.

Do not use the rules in Codex: Space Marines to determine which combat doctrine is active for your army during each battle round. Instead, at the start of each battle round, select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. The combat doctrine you select is active for your army until the end of that battle round. Note, however, that when selecting a combat doctrine at the start of the battle round:
  • You cannot select the Devastator Doctrine to be active for your army more than once during the battle.
  • You cannot select the Tactical Doctrine to be active for your army more than twice during the battle.
  • You cannot select the Assault Doctrine to be active for your army more than three times during the battle.

CODEX SUPPLEMENT COMBAT DOCTRINE BONUSES
In each of the Space Marines Codex Supplements, you will find a detachment ability that confers additional bonuses to units with the Combat Doctrines ability while a particular doctrine is active for your army (e.g. Scions of Guilliman in Codex Supplement: Ultramarines, Savage Fury in Codex Supplement: Space Wolves etc). Whenever a rule allows a unit to gain the bonus of a particular doctrine even though it is not active for the rest of your army (e.g. the Adaptive Strategy Stratagem), then whilst that rule applies to that unit, that unit will also gain the benefit from any such detachment ability.

Kill Team Specialisms

If your army is Battle-forged and includes any DEATHWATCH Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any KILL TEAM units from your army to have a Specialism. If you have a Crusade force, it is also possible for some CHARACTER units to gain a Specialism as described here.

Each time you upgrade one of the aforementioned units, you must select the Specialism it will have. 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.

SPECIALISMS
SPECIALISMPOWERPOINTS
Aquila+1+15
Dominatus+1+20
Furor+2+30
Malleus+2+30
Purgatus+1+20
Venator+1+20

Each time you upgrade a unit to have a Specialism, it gains a keyword that matches its Specialism and the associated ability below. 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.

With the exception of KILL TEAM CASSIUS (see below), a Crusade force cannot start with any units upgraded in this manner - to include one in a Crusade force, you must use the Kill Team Specialism Requisition.

An army (and a Crusade army) cannot contain more than one KILL TEAM unit with the same Specialism (e.g. an army cannot contain two VENATOR KILL TEAM units or two DOMINATUS KILL TEAM units), with the exception of units upgraded using the Masters of the Specialisms rules.

Kill Team Cassius

If your army is Battle-forged and includes KILL TEAM CASSIUS as part of any DEATHWATCH Detachment (excluding Auxiliary Support Detachments), that unit is upgraded to have the Aquila Specialism, even if this would cause your army to contain more than one unit with the same Kill Team Specialism. This upgrade does not increase the Power Rating or points value of that unit, and does not prevent you from upgrading another unit to have the Aquila Specialism.

Aquila

Aquila Kill Teams are equipped to handle varied or unknown horrors with a measured and strategically versatile response.

After selecting a Battlefield Role for the purposes of the Xenos Hunters Chapter Tactic for your army, select one additional Battlefield Role. Until the end of the battle, each time a model in this unit makes an attack against an enemy unit with either of the selected Battlefield Roles, re-roll a wound roll of 1.

Venator

Venator Kill Teams employ tactics to combat agile foes, balancing speed with heavy firepower to scythe them down.

  • Each time a model in this unit makes an attack against an enemy unit with the Fast Attack or Flyer Battlefield Role, re-roll a wound roll of 1.
  • If you selected the Fast Attack or Flyer Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Malleus

Charged with the sundering of xenos war engines and hulking alien monsters, Malleus Kill Teams are also bulwarks of defence.

  • Each time a model in this unit makes an attack against an enemy unit with the Heavy Support, Lord of War or Dedicated Transport Battlefield Role, re-roll a wound roll of 1.
  • If you selected the Heavy Support, Lord of War or Dedicated Transport Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Dominatus

If the enemy rely upon specialist forces of their own, a Dominatus Kill Team will counter their strengths with expert optimisation.

  • Each time a model in this unit makes an attack against an enemy unit with the Elites Battlefield Role, re-roll a wound roll of 1.
  • If you selected the Elites Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Furor

Furor Kill Teams specialise in destroying foes that seek to overwhelm the Deathwatch with sheer weight of numbers.

  • Each time a model in this unit makes an attack against an enemy unit with the Troops Battlefield Role, re-roll a wound roll of 1 for that attack.
  • If you selected the Troops Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Purgatus

Indomitable in heart and mind, Purgatus Kill Teams specialise in slaying the cunning and horrific leaders of a xenos host.

  • Each time a model in this unit makes an attack against an enemy unit with the HQ Battlefield Role, re-roll a wound roll of 1.
  • If you selected the HQ Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Creating Kill Teams

When you are mustering your army, or adding a unit to your Order of Battle, you can create a KILL TEAM unit. A KILL TEAM unit can be comprised of models from several different ADEPTUS ASTARTES datasheets, as described below. You can add any number of KILL TEAM units to your army, subject to the usual restrictions. Each KILL TEAM unit has the Troops Battlefield Role.

CREATING A KILL TEAM
A KILL TEAM unit includes between 5 and 10 models. Below you will find details of the four different KILL TEAM units available. Each will specify which models, and how many of each model, can be included in that KILL TEAM unit.

WARGEAR
A model included in a KILL TEAM unit can be equipped with any of the wargear listed for that model under the wargear options on its original datasheet. For the purposes of wargear options, any option that requires a minimum number of models in the unit will require that number of models of that type to be included in the unit (e.g. one model can be equipped with an Astartes grenade launcher for every 5 Intercessors or Intercessor Sergeant in this unit, not for every 5 models of any type).

ABILITIES
All KILL TEAM units have the Mixed Unit ability.

A model in a KILL TEAM unit retains any abilities that applied to that model on its original datasheet. If a model in a KILL TEAM unit has an ability on their original datasheet that requires every model in the unit to have that ability in order to be able to use it, then they can only use that ability if every model in their KILL TEAM unit has that ability.

Example: Elliot creates a Proteus Kill Team unit that contains 1 Watch Sergeant, 4 Deathwatch Veterans and 5 Deathwatch Terminators. Before this unit is set up, Elliot uses the Combat Squads ability to create one unit containing the Watch Sergeant and 4 Deathwatch Veterans, and another containing 5 Deathwatch Terminators. This unit of 5 Deathwatch Terminators can be set up using the Teleport Strike ability because, after using the Combat Squads ability, all of the models in the new unit have the Teleport Strike ability.

KEYWORDS
Models in KILL TEAM units do not retain any keywords from their original datasheet. Instead, KILL TEAM units have the following Faction keywords: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH.

The entry for each KILL TEAM unit will detail any keywords that unit has, as well as any other keywords gained while that unit contains certain models.

POWER RATING
Each KILL TEAM unit will give instructions on how to calculate that unit’s Power Rating. This will start at a fixed value, and then vary depending on which additional models have been included in that KILL TEAM unit.

Example: Elliot wants to create a Fortis Kill Team unit to add to his Order of Battle. To do this he must calculate the unit’s Power Rating. Elliot’s unit contains 1 Intercessor Sergeant model, 4 Intercessor models, 2 Assault Intercessor models, 2 Outrider models and 1 Hellblaster model. This unit starts with a Power Rating of 6 for the Intercessor Sergeant model and 4 Intercessor models. Elliot then adds 2 to the Power Rating for the 2 Assault Intercessor models, 4 for the 2 Outriders models and 2 for the Hellblaster model. The Power Rating of this Kill Team unit is therefore 14 (6+2+4+2).

Proteus Kill Team

The sheer versatility of their weapon loadout, coupled with their durability and manoeuvrability, make it little wonder that Proteus Kill Teams have worked miraculous feats of arms on countless hostile worlds over the course of the Imperium’s history.

A PROTEUS KILL TEAM contains: 1 Watch Sergeant; 4 Deathwatch Veterans (see Deathwatch Veterans). You can add any 5 of the following models to this unit:

ABILITIES
The following change to one ability applies:
  • Veteran Bikers can only use the Turbo-boost ability if their unit only contains Veteran Biker models (such as after using the Combat Squads ability).

KEYWORDS
A PROTEUS KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, KILL TEAM, PROTEUS.

In addition, the unit can gain the following keywords:
  • While a PROTEUS KILL TEAM unit contains any Vanguard Veterans, it has the MELTA BOMBS keyword. While a PROTEUS KILL TEAM unit only contains Vanguard Veterans with jump packs, it also has the FLY keyword.
  • While a PROTEUS KILL TEAM unit only contains Deathwatch Terminators, it has the TERMINATOR keyword.
  • While a PROTEUS KILL TEAM unit only contains Veteran Bikers, it has the BIKER keyword and loses the INFANTRY keyword.

POWER RATING
A PROTEUS KILL TEAM has a Power Rating of 7. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Deathwatch Veteran (+1 Power Rating per model)
  • Deathwatch Terminator (+2 Power Rating per model)
  • Veteran Biker (+2 Power Rating per model)
  • Vanguard Veteran (+2 Power Rating per model)

Fortis Kill Team

Further refined from Watch Master Mordelai’s original concept, Fortis Kill Teams exemplify the supreme adaptability of the Tacticus variant of Mk X power armour, seamlessly merging a variety of close support roles and deadly firepower.

A FORTIS KILL TEAM contains: 1 Intercessor Sergeant; 4 Intercessors (see Intercessor Squad). You can add any 5 of the following models to this unit:

WARGEAR OPTIONS
A FORTIS KILL TEAM has the following additional wargear options:
  • Any Intercessor or Intercessor Sergeant can have their bolt rifle replaced with one of the following: 1 auto bolt rifle; 1 stalker bolt rifle.
  • Any Hellblaster can have their plasma incinerator replaced with one of the following: 1 assault plasma incinerator; 1 heavy plasma incinerator.

ABILITIES
The following changes to two abilities apply:
  • The Devastating Charge ability only applies to Outriders in this unit.
  • Outriders can only use the Turbo-boost ability if their unit only contains Outriders (such as after using the Combat Squads ability).

KEYWORDS
A FORTIS KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, PRIMARIS, KILL TEAM, FORTIS.

In addition, the unit can gain the following keywords:
  • While a FORTIS KILL TEAM only contains Outriders, it has the BIKER keyword and loses the INFANTRY keyword.

POWER RATING
A FORTIS KILL TEAM has a Power Rating of 6. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Intercessor (+1 Power Rating per model)
  • Assault Intercessor (+1 Power Rating per model)
  • Outrider (+2 Power Rating per model)
  • Hellblaster (+2 Power Rating per model)

Indomitor Kill Team

Comprising warriors wearing the heavier Gravis variant of Mk X, Indomitor Kill Teams are mobile bastions capable of unleashing the firepower of a squadron of battle tanks. Before them, hordes of xenos and monstrous beasts alike are torn apart.

An INDOMITOR KILL TEAM contains: 1 Heavy Intercessor Sergeant; 4 Heavy Intercessors (see Heavy Intercessor Squad). You can add any 5 of the following models to this unit:

WARGEAR OPTIONS
An INDOMITOR KILL TEAM has the following additional wargear options:
  • Any Heavy Intercessor or Heavy Intercessor Sergeant can have their heavy bolt rifle replaced with one of the following: 1 hellstorm bolt rifle; 1 executor bolt rifle.
  • Any Aggressor can have their 2 flamestorm gauntlets repalced with: 2 auto boltstorm gauntlets and 1 fragstorm grenade launcher.
  • Any Inceptor can have their 2 assault bolters replaced with 2 plasma exterminators.
  • Any Eradicator can have their melta rifle replaced with 1 heavy melta rifle.

ABILITIES
The following change to one ability applies:
  • Only Eradicators in this unit can shoot twice when this unit uses the Total Obliteration ability.

KEYWORDS
An INDOMITOR KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, PRIMARIS, MK X GRAVIS, KILL TEAM, INDOMITOR.

In addition, the unit can gain the following keywords:
  • While an INDOMITOR KILL TEAM unit only contains Inceptors, it has the FLY keyword.

POWER RATING
An INDOMITOR KILL TEAM has a Power Rating of 9. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Heavy Intercessor (+2 Power Rating per model)
  • Aggressor (+2 Power Rating per model)
  • Inceptor (+2 Power Rating per model)
  • Eradicator (+3 Power Rating per model)

Spectrus Kill Team

Sinister, silent and all but invisible until they strike, Spectrus Kill Teams are adept in inflicting death from both near and far. Clad in close-fitting Mk X Phobos battle plate, they specialise in battlefield control and enemy destabilisation.

A SPECTRUS KILL TEAM contains: 1 Infiltrator Sergeant; 4 Infiltrators (see Infiltrator Squad). You can add any 5 of the following models to this unit:

WARGEAR OPTIONS
A SPECTRUS KILL TEAM has the following additional
wargear options:
  • Any Reiver can have their combat blade replaced with 1 bolt carbine.
  • Any Eliminator can have their bolt sniper rifle replaced with 1 las fusil.

ABILITIES
The following changes to three abilities apply:
  • The Omni-scramblers ability only applies while there are any Infiltrators or Infiltrator Sergeants in this unit.
  • The Multi-spectrum Array ability only applies to Incursors in this unit.
  • The Terror Troops ability only applies while there are any Reivers in this unit.

KEYWORDS
A SPECTRUS KILL TEAM unit has the following keywords (note that these are not Faction keywords): INFANTRY, CORE, PHOBOS, PRIMARIS, KILL TEAM, SPECTRUS.

In addition, the unit can gain the following keywords:
  • While a SPECTRUS KILL TEAM contains any Infiltrator or Incursor models, it has the SMOKESCREEN keyword.
  • While a SPECTRUS KILL TEAM contains any Reivers, it has the SHOCK GRENADES keyword.

POWER RATING
A SPECTRUS KILL TEAM has a Power Rating of 8. If you added any models to this unit, add the following to this unit’s Power Rating:
  • Infiltrator (+1 Power Rating per model)
  • Incursor (+1 Power Rating per model)
  • Reiver (+1 Power Rating per model)
  • Eliminator (+ 2 Power Rating per model)

Specialist Detachments

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 DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

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 TRAIT
If an INDOMITUS CRUSADER CHARACTER is your WARLORD, you can give them the following Warlord Trait.

GREY SHIELD

During 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 CRUSADE
If 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 FOUNDING

This 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:
1CP

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.

Chapter Tactics

Black Templars: Righteous Zeal

Hot burns the hatred of the Black Templars for the mutant, the witch and the heretic, and bright blazes their faith in the immortal Emperor of Mankind. With furious cries do these crusading warriors hurl themselves into battle against their reviled foes, and with fervent prayers do they shrug off even the most grievous wounds.

  • You can re-roll Advance rolls and charge rolls made for units with this tactic.
  • Each time a model with this tactic would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Blood Angels: Red Thirst

Though they strive to restrain it, the murderous ferocity of the Blood Angels simmers beneath the surface of their thoughts. In battle, this rage drives them towards the foe and lends great strength to their blows.

  • Add 1 to Advance rolls and charge rolls made for units with this tactic.
  • 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, add 1 to that attack’s wound roll.

Crimson Fists: No Matter the Odds

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

  • Each time a model with the tactic makes a ranged attack against a unit that contained at least 5 more models than the attacker’s unit when it was selected to shoot, add 1 to that attack’s hit roll. For the purposes of this tactic, VEHICLE models each count as 5 models.
  • Each time a model with this tactic makes an attack with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.

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.

Deathwatch: Xenos Hunters

Warriors of the Deathwatch are psycho-conditioned even beyond other Space Marines, rapidly learning about the hundreds of xenos species that threaten Mankind. This, combined with their incredible martial skill and strict discipline, makes them unparalleled xenos hunters; when fighting these enemies they are frighteningly effective.

  • Each time a model with this tactic makes a melee attack against a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit, re-roll a hit roll of 1.
  • After both sides have finished deploying their armies, select one Battlefield Role. Until the end of the battle, each time a model with this tactic makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1.

Flesh Tearers: Fury Within

The Flesh Tearers are possessed of a bloodthirsty recklessness. When controlled and focused, however, this murderous ferocity makes them unstoppable.

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, add 1 to that attack’s wound roll.
  • On an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault Doctrine if it is active for your army.

Imperial Fists: Siege Masters

The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their enemies from behind heavy ramparts with hails of pinpoint fire.

  • Each time a model with this tactic makes a ranged attack, the target does not recieve the benefits of Light Cover against that attack.
  • Each time a model with this tactic makes attack with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.

Iron Hands: The Flesh is Weak

Most Iron Hands are heavily augmented with ultra-durable cybernetic limbs and organs that render them extremely difficult to kill, while their vehicles have been upgraded with all manner of secret Adeptus Mechanicus technologies that make them incredibly resilient.

  • Each time a model with this tactic would lose a wound, roll one D6: on a 6, that wound is not lost.
  • 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.

Raven Guard: Shadow Masters

The Raven Guard slip through the shadows, halfseen spectres barely visible to the foe. Enemies blaze away into the gloom with increasing panic, their shots flying wide as the sons of Corax encircle their victims and prepare to level the killing blow. By the time the prey is close enough to direct their fire with any real chance of accuracy, they are caught within the Ravens talons.

  • Each time a ranged attack is made against a unit with this tactic, if the attacker is more than 18" away, then the unit with this tactic is treated as having the benefits of light cover against that attack.
  • Each time a ranged attack is made against an INFANTRY unit with this tactic that is entirely on or within a terrain feature, if the attacker is more than 12" away, then the unit with this tactic is treated as having the benefits of dense cover against that attack.

Salamanders: Forged in Battle

To the Salamanders, war is the anvil upon which their strength is wrought, every battle a test in which to prove themselves and the superior craftsmanship of their weapons and armour.

  • Each time a unit with this tactic is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
  • Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this tactic, that attack has an Armour Penetration characteristic of 0 instead.

Space Wolves: Hunters Unleashed

The Space Wolves train their whole lives for the moment when battle is joined. After a long hunt tensed for the kill, they spring forward to devastating effect.

  • 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, add 1 to that attacks hit roll.
  • Units with this tactic are eligible to perform Heroic Interventions as if they were CHARACTERS.

Ultramarines: Codex Discipline

The sons of Guilliman hold the tenets of the Codex Astartes as sacrosanct, its wisdom guiding them to discipline and measured strategic responses even amidst the hottest-burning flames of battle.

  • Add 1 to the Leadership characteristic of models with this tactic.
  • Units with this tactic are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attacks hit roll.

White Scars: Lightning Assault

The White Scars are the Masters of high speed, hit-and-run warfare. Theirs is the fury of the storm, the scent of prey upon the wind. They do battle on the move, wrong-footing their enemies with breakneck manoeuvres and melting away one moment only to crash home like a lightning strike elsewhere the next.

  • Units with this tactic are eligible to declare a charge with in a turn in which they Advanced or Fell Back.
  • 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.

Successor Chapter Tactics

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.

Stratagems by Phase

Before battle

HERO OF THE CHAPTER (Adeptus Astartes – Requisition)

RELIC OF THE CHAPTER (Adeptus Astartes – Requisition)

HONOURED VETERAN OF THE WATCH (Kill Team Strike Force – Requisition)

INDOMITUS CRUSADERS (Specialist Detachment)

A VIGIL UNMATCHED (Deathwatch – Requisition)

SANCTION OF THE BLACK VAULT (Deathwatch – Requisition)

During deployment

TELEPORTARIUM (Deathwatch – Strategic Ploy)

Battle Round

At the start of battle round

SHROUD FIELD (Deathwatch – Wargear)

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)

ADAPTIVE TACTICS (Deathwatch – Epic Deed)

BROTHERHOOD OF VETERANS (Deathwatch – Strategic Ploy)

PRIORITY DOCTRINE ADOPTION (Deathwatch – Strategic Ploy)

Movement phase

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

BATTLEFIELD TELEPORTATION (Kill Team Strike Force – Strategic Ploy)

GUERILLA TACTICS (Adeptus Astartes – Strategic Ploy)

HIT-AND-RUN WARFARE (Adeptus Astartes – Strategic Ploy)

STEADY ADVANCE (Adeptus Astartes – Strategic Ploy)

DISRUPTIVE LAUNCH (Deathwatch – Strategic Ploy)

RELENTLESS ASSAULT (Deathwatch – Strategic Ploy)

GRAV PULSE (Adeptus Astartes – Wargear)

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)

BLACK VAULT BOLTS (Kill Team Strike Force – Wargear)

SPECIALISM EXTREMIS (Kill Team Strike Force – Battle Tactic)

PROGNOSTICATING VOLLEY (Deathwatch – Battle Tactic)

SPECIAL-ISSUE LOADOUT (Deathwatch – Wargear)

OVERKILL (Deathwatch – Strategic Ploy)

SYNAPTIC SEVERANCE (Deathwatch – Battle Tactic)

RAPID FIRE (Adeptus Astartes – Battle Tactic)

Enemy Shooting phase

SKILLED RIDERS (Adeptus Astartes – Strategic Ploy)

TARGETING SCRAMBLERS (Deathwatch – Strategic Ploy)

Being targeted

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)

Enemy Charge phase

ATONEMENT THROUGH HONOUR (Deathwatch – Epic Deed)

STEM THE GREEN TIDE (Deathwatch – Strategic Ploy)

Fight phase

LIBERATORS (Space Marines)

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)

ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)

CLAVIS (Deathwatch – Wargear)

SPECIALISM EXTREMIS (Kill Team Strike Force – Battle Tactic)

DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)

GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)

MELTA BOMB (Adeptus Astartes – Wargear)

DEATH TO THE ALIEN! (Deathwatch – Battle Tactic)

OVERKILL (Deathwatch – Strategic Ploy)

SYNAPTIC SEVERANCE (Deathwatch – Battle Tactic)

HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)

Enemy Fight phase

LIBERATORS (Space Marines)

FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)

ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)

CLAVIS (Deathwatch – Wargear)

SPECIALISM EXTREMIS (Kill Team Strike Force – Battle Tactic)

DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)

GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)

MELTA BOMB (Adeptus Astartes – Wargear)

DEATH TO THE ALIEN! (Deathwatch – Battle Tactic)

OVERKILL (Deathwatch – Strategic Ploy)

SYNAPTIC SEVERANCE (Deathwatch – Battle Tactic)

HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)

Morale phase

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

Taking casualties

ARMOUR OF CONTEMPT (Adeptus Astartes – Epic Deed)

ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)

Stratagems

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.

Deathwatch Stratagems

If your army includes any DEATHWATCH Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to the Stratagems shown here, and can spend Command points to use them.

DEATH TO THE ALIEN!1CP
Deathwatch – Battle Tactic Stratagem

The vehement hatred that the Deathwatch feel for their xenosfoes is a potent weapon in its own right.

Use this Stratagem in the Fight phase, when a DEATHWATCH unit from your army is selected to fight. Until the end of the phase, while that unit is within Engagement Range of any TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE units, add 1 to the Attacks characteristic of models in that unit.
PROGNOSTICATING VOLLEY1CP
Deathwatch – Battle Tactic Stratagem

Engaging oracular ballistic contra-auguries, the Deathwatch erect a web of firepower that even their swift Aeldari targets cannot evade through their trickery.

Use this Stratagem in your Shooting phase, when a DEATHWATCH 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 against an AELDARI unit, you can ignore any or all hit roll and Ballistic Skill modifiers for that attack.
SYNAPTIC SEVERANCE1CP
Deathwatch – Battle Tactic Stratagem

The Deathwatch know better than any the value of eliminating the leader-beasts that coordinate Tyranid swarms in battle, as well as the optimum ganglions to aim for to ensure neural haemorrhage.

Use this Stratagem in your Shooting phase or the Fight phase, when a DEATHWATCH 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 against a TYRANIDS SYNAPSE unit, an unmodified hit roll of 6 automatically wounds the target.
ADAPTIVE TACTICS2CP
Deathwatch – Epic Deed Stratagem

Only a truly versatile approach to warfare allows the tactical genius of a Watch Master to best the myriad xenos foes they face.

Use this Stratagem in your Command phase, if a WATCH MASTER unit from your army is on the battlefield. Change the Battlefield Role selected for the purposes of the Xenos Hunters Chapter Tactic for your army. You can only use this Stratagem once.
ATONEMENT THROUGH HONOUR1CP
Deathwatch – Epic Deed Stratagem

Regardless of their origins, all Black Shields fight with a grim and stubborn fury to prove their loyalty to the Imperium.

Use this Stratagem in your opponent’s Charge phase. Select one DEATHWATCH unit from your army that contains a Black Shield, that unit can perform a Heroic Intervention this phase as if it were a CHARACTER unit.
SANCTION OF THE BLACK VAULT1CP
Deathwatch – Requisition Stratagem

In missions with certain classes of extremis threat rating, the wardens of the Black Vault may grant an exceptional artefact to a veteran warrior of proven skill in the eradication of the xenos.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DEATHWATCH keyword. Select one DEATHWATCH model in your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Relics of the Watch Fortresses, even though they are not a CHARACTER: Artificer Armour; Master-crafted Weapon; Digital Weapons; Banebolts of Eryxia; Artificer Bolt Cache. 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.
A VIGIL UNMATCHED1CP
Deathwatch – Requisition Stratagem

Some of the Deathwatch’s champions have unparalleled records of service, their capacity for slaying the xenos a true gift.

Use this Stratagem after nominating a DEATHWATCH CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them from the Deathwatch Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
STEM THE GREEN TIDE2CP
Deathwatch – Strategic Ploy Stratagem

As the Orks begin their stampeding charge, the Deathwatch hurl tanglefoot grenades into their midst.

Use this Stratagem in the Charge phase, after an enemy ORK unit has declared a charge against one or more DEATHWATCH units from your army.
  • The DEATHWATCH units that were selected as a target of that charge can fire Overwatch at that ORK unit.
  • Until the end of the phase, if any models from that ORK unit are destroyed as a result of Overwatch, subtract 2 from charge rolls made for that unit.
PRIORITY DOCTRINE ADOPTION1CP
Deathwatch – Strategic Ploy Stratagem

Multifaceted tactical awareness and advanced strategic bioscryers enable the Deathwatch to smoothly switch their combat priorities.

Use this Stratagem in your Command phase. Select one DEATHWATCH unit from your army, then select one combat doctrine. Until the start of your next Command phase, that unit gains the bonus of the combat doctrine you selected instead of the active combat doctrine. You can only use this Stratagem if every unit from your army has the DEATHWATCH keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units).
TARGETING SCRAMBLERS1CP
Deathwatch – Strategic Ploy Stratagem

With a shrill binharic screech, these arcane devices exorcise T’au targeting data in a heartbeat.

Use this Stratagem in your opponent’s Shooting phase, after a T’AU EMPIRE unit has resolved its shooting attacks against a DEATHWATCH unit from your army. Remove all markerlight counters from that DEATHWATCH unit.
OVERKILL1CP
Deathwatch – Strategic Ploy Stratagem

Extensive experience has taught the Deathwatch to pulverise and sunder Necrons with bolt and blade even after they fall.

Use this Stratagem in your Shooting phase or the Fight phase, after making attacks with a DEATHWATCH unit from your army against a NECRONS unit. Your opponent must subtract 1 from Reanimation Protocol rolls made for that NECRONS unit as a result of those attacks.
BROTHERHOOD OF VETERANS2CP
Deathwatch – Strategic Ploy Stratagem

Battle-brothers of the Deathwatch learn not only the many ways in which to slay the xenos, but also gain an understanding of the doctrines and tactics of fellow Chapters.

Use this Stratagem in your Command phase. Select one DEATHWATCH unit from your army, then select one Chapter Tactic or Successor Tactic. Until the end of the turn, models in that unit have that Chapter Tactic or Successor Tactic instead of the Xenos Hunters Chapter Tactic.
DISRUPTIVE LAUNCH1CP
Deathwatch – Strategic Ploy Stratagem

With a blaze of jump pack exhaust, the foe can be driven back and the mobile warriors’ brothers given space to unleash death.

Use this Stratagem in your Movement phase, when a DEATHWATCH JUMP PACK unit, INDOMITOR KILL TEAM unit that contains an Inceptor, or PROTEUS KILL TEAM unit that contains a Vanguard Veteran with jump pack from your army Falls Back. That unit is eligible to shoot even though it Fell Back this turn.
TELEPORTARIUM1CP
Deathwatch – Strategic Ploy Stratagem

Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.

Use this Stratagem during deployment. Select one DEATHWATCH INFANTRY, DEATHWATCH DREADNOUGHT or DEATHWATCH BIKER unit from your army. All models in that unit gain the Teleport Strike ability. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
RELENTLESS ASSAULT1CP
Deathwatch – Strategic Ploy Stratagem

Deathwatch bikers are fierce hunters of the most evasive xenos.

Use this Stratagem in your Movement phase, when a DEATHWATCH BIKER unit, or a KILL TEAM unit that contains a Veteran Biker or Outrider from your army Falls back. That unit is eligible to charge even though it Fell Back this turn.
SHROUD FIELD2CP
Deathwatch – Wargear Stratagem

Unknown stealth technologies are hidden within each Corvus Blackstar.

Use this Stratagem at the start of the first battle round. Select one CORVUS BLACKSTAR unit from your army. Until the end of the battle round, that unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model.
CLAVIS1CP
Deathwatch – Wargear Stratagem

The clavis is a strange archeotech device that can disrupt the deviant machine spirits of xenos war engines.

Use this Stratagem at the start of the Fight phase. Select one enemy VEHICLE unit within 1" of a WATCH MASTER unit from your army.
  • That unit suffers D3 mortal wounds.
  • Until the end of the phase, that unit is not eligible to fight until after all eligible units from your army have done so.
SPECIAL-ISSUE LOADOUT2CP
Deathwatch – Wargear Stratagem

Individual shells are loaded when optimised volleys are required.

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

Librarius Discipline

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.

D6PSYCHIC 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.

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.

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.

Obscuration Discipline

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.

D6PSYCHIC POWER
1

SHROUDING

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

Blessing: Shrouding has a warp charge value of 6. If manifested, select one friendly <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.

4

HALLUCINATION

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

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

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

5

TENEBROUS CURSE

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

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

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

6

TEMPORAL CORRIDOR

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

Blessing: Temporal Corridor has a warp charge value of 5. If manifested, select one friendly <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).

Xenopurge Discipline

PSYKER models in DEATHWATCH Detachments can know all of their psychic powers from the Xenopurge discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Xenopurge 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.

D6PSYCHIC POWER
1

PREMORPHIC RESONANCE

The psyker peers into the timeless eddies of the warp, seeing future echoes of whatever sinuous, scuttling or bounding movements the enemy will make before imprinting this foreknowledge into the minds of his brothers to guide their aim.

Blessing: Premorphic Resonance has a warp charge value of 6. If manifested, select one friendly DEATHWATCH unit within 18" of this PSYKER. Until the start of your next Psychic phase:

  • Any Overwatch attacks made by that unit score hits on rolls of 5+.
  • If that unit starts the Fight phase within Engagement Range of any enemy models, it can fight first that phase.
  • Each time a melee attack is made by a model in that unit, add 1 to that attacks hit roll.

2

FORTIFIED WITH CONTEMPT

Fanning the fires of the Deathwatchs hatred into an inferno of contempt, the psyker instils a feeling of such vehement disgust in his brothers that they shrug off the direst of injuries in their determination to exact their vigil’s vow.

Blessing: Fortified With Contempt has a warp charge value of 6. If manifested, select one friendly DEATHWATCH INFANTRY or DEATHWATCH BIKER unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.

3

NEURAL VOID

The psyker assails the target with a voidblack darkness upon their minds, woven from psychomantic shadow. Mental cohesion and coordination begin to break down, orders become garbled and impetus blunted.

Malediction: Neural Void has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:

  • Subtract 1 from the Attacks characteristic of models in that unit.
  • Each time a charge is declared for that unit, only the closest unit from your army can be selected as the target of that charge.

4

PSYCHIC CLEANSE

Before the empyric might of the psyker, teeming throngs of lesser minds are swept aside in a purgation that purifies the unclean.

Witchfire: Psychic Cleanse has a warp charge value of 6. If manifested, roll one D6 for each enemy model within 9" of this PSYKER: on a 6, that model’s unit suffers 1 mortal wound.

5

MANTLE OF SHADOW

The psyker draws a shadow over his allies, shrouding their presence from enemy senses and assuring the completion of priority missions without detection.

Blessing: Mantle of Shadow has a warp charge value of 6. If manifested, select one friendly DEATHWATCH INFANTRY unit within 12" of this Psyker. Until the start of your next Psychic phase, if that unit does not shoot or declare a charge, enemy models cannot target that unit with ranged attacks unless they are within 12" of it or it is the closest eligible unit.

6

SEVERANCE

The psyker has trained his powerful mind to single out entities from which his foes gain their strength, snipping their influence with his razored thoughts. In an instant, commanding screeches fade to whimpers, inspiring presences falter and communications vomit babbling nonsense.

Malediction: Severance has a warp charge value of 7. If manifested, select one enemy CHARACTER unit within 18" of this PSYKER.

  • That unit suffers 1 mortal wound.
  • Until the start of your next Psychic phase, reduce the range of that units aura abilities by 3" (if the result of the Psychic test was greater than that Character unit’s Leadership characteristic, then until the start of your next Psychic phase, enemy units cannot benefit from that unit’s aura abilities).

Litanies of Battle

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.

D6LITANIES OF BATTLE
1

LITANY OF FAITH (AURA)

The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear.

If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this Priest, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

2

CATECHISM OF FIRE

The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower.

If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attack’s wound roll.

3

EXHORTATION OF RAGE

The Chaplain bellows his fury at the enemy, his brothers surging forwards to strike them down.

If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.

4

MANTRA OF STRENGTH

The Chaplain focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by the Primarch himself.

If this litany is inspiring:

  • Add 1 to this PRIEST’s Attacks and Strength characteristics.
  • Add 1 to the Damage characteristic of melee weapons this PRIEST is equipped with.

5

RECITATION OF FOCUS

The Chaplain recites creeds that focus the minds of his brothers to ensure their shots strike true.

If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.

6

CANTICLE OF HATE (AURA)

Bellowing his hatred of the foe, the Chaplain leads his brothers in the wholesale destruction of the enemy.

If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this PRIEST:

  • Add 2 to charge rolls made for that unit. This is not cumulative with any other rule that adds to a unit’s charge roll.
  • Each time a model in that unit makes a pile in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.

Warlord Traits

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

D6WARLORD TRAIT
1

FEAR MADE MANIFEST (AURA)

The Emperor’s enemies quail beneath this champion’s wrathful gaze.

While an enemy unit is within 6" of this WARLORD:

  • Subtract 1 from the Leadership characteristic of models in that unit.
  • Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.

2

THE IMPERIUM’S SWORD

This warlord hurls himself forwards with unbridled ferocity, cutting down the foe like a reaping whirlwind.

  • You can re-roll charge rolls made for this WARLORD.
  • Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to its Strength and Attacks characteristics.

3

IRON RESOLVE

Faith and duty drive this warlord relentlessly onwards as he shrugs off injuries that would lay lesser warriors low.

  • Add 1 to the Wounds characteristic of this WARLORD.
  • Each time this WARLORD would lose a wound, roll one D6: on a 6, that wound is not lost.

4

CHAMPION OF HUMANITY

This commander has slain enemy generals beyond counting.

  • Each time this WARLORD fights, if it is within Engagement Range of any enemy CHARACTER units, then until that fight is resolved, add 1 to this Warlord’s Attacks characteristic.
  • Each time this WARLORD makes a melee attack against a CHARACTER unit, add 1 to that attack’s hit roll and wound roll.

5

STORM OF FIRE (AURA)

This warlord expertly guides his warriors’ fire.

While a friendly <CHAPTER> CORE unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

6

RITES OF WAR (AURA)

This commander and his warriors have vowed to secure victory.

While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability.


Vanguard Warlord Traits

D6WARLORD TRAIT
1

SHOOT AND FADE

This warrior harries the foe before returning to the shadows.

Once per turn, in your Shooting phase, after shooting with a friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD, that unit can make a Normal Move or it can Advance; in either case, if it does, that unit is not eligible to declare a charge with this turn.

2

LORD OF DECEIT

This leader is adept at subterfuge and spreading misinformation.

After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

3

MASTER OF THE VANGUARD (AURA)

This living legend of the Vanguard is an inspiration to his brothers.

While a friendly <CHAPTER> PHOBOS unit is within 6" of this WARLORD:

  • Add 1 to charge rolls made for that unit.
  • Each time that unit is selected to make a Normal Move, Advance or Fall Back, add 1" to that unit’s Move characteristic until the end of the phase.

4

STEALTH ADEPT

This warlord slips through enemy territory like a spectre.

Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks.

5

TARGET PRIORITY

This tactician is constantly seeking prime targets.

In your Command phase, you can select one friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.

6

MASTER MARKSMAN

This warlord is one of the finest sharpshooters in the galaxy.

Add 1 to the Damage characteristic of ranged weapons this WARLORD is equipped with (excluding Grenades and Relics).

Chapter Warlord Traits

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).

White Scars: Deadly Hunter

This son of the Warhawk strikes swiftly, a predator whose first kill is claimed before the foe are even aware of their peril.

After this WARLORD makes a charge move, you can select one enemy unit within 1" of it and roll one D6: on a 2+, that unit suffers 1 mortal wound.

Space Wolves: Beastslayer

This warlord has slain some of the worst creatures that the galaxy has to offer. Such a hero embodies Russ’ ferocity and courage.

  • While this WARLORD is within Engagement Range of any enemy MONSTER or VEHICLE units, add 1 to its Attacks characteristic.
  • Each time this WARLORD makes an attack against a MONSTER or VEHICLE unit, add 1 to that attacks hit roll and add 1 to that attack’s wound roll.

Imperial Fists: Architect of War (Aura)

Imperial Fist leaders have a gift for bolstering defensive positions.

While a friendly IMPERIAL FISTS CORE unit that is receiving the benefits of cover is within 6” of this WARLORD, each time an attack with an Armour Penetration characteristic of-1 is allocated to a model in that unit, that attack has an Armour Penetration characteristic of 0 instead.

Crimson Fists: Refuse to Die

This Crimson Fists champion defies death against all odds.

The first time this WARLORD is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. the Only in Death Does Duty End Stratagem). If you do, then on a 4+, set this WARLORD back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining.

Black Templars: Oathkeeper

The fury of a Black Templars warlord carries him headlong into battle no matter the hardships, the foe or the challenge he faces.

  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit.
  • Each time this WARLORD makes a Heroic Intervention move, it can move up to 6” instead of 3". All other rules for Heroic Interventions still apply.

Blood Angels: Speed of the Primarch

Honouring the memory of Sanguinius on the field of battle, this warlord strikes as fast as the mighty angel of Baal once did.

At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

Flesh Tearers: Merciless Butcher

In battle, this warlord loses themselves in the pursuit of slaughter, hacking apart all before them with unrelenting savagery.

Each time this WARLORD is selected to fight, make 1 additional attack with one of its melee weapons for every five enemy models within 3" of it (to a maximum of 3 additional attacks).

Iron Hands: Adept of the Omnissiah

This warlord is a master of war and the rites of the machine.

  • At the end of your Movement phase, unless this WARLORD is a TECHMARINE, it can repair one friendly IRON HANDS VEHICLE model within 1" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn.
  • If this WARLORD is a TECHMARINE, then each time it uses its Blessing of the Omnissiah ability, the model it is repairing regains up to D3+1 lost wounds instead of D3.

Ultramarines: Adept of the Codex

Ultramarines warlords are peerless masters of tactics and strategy, epitomising the teachings of the Codex Astartes.

While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.

Salamanders: Anvil of Strength

Vulkan was renowned as the strongest of the Primarchs, and his genetic heritage lends this son of Nocturne great physical might.

Add 2 to the Strength characteristic of this WARLORD.

Raven Guard: Echo of the Ravenspire

This warlord can vanish from sight with supernatural skill.

Once per battle, at the end of your Movement phase, this WARLORD can vanish into the gloom if it is more than 6" from any enemy models. If it does, remove it from the battlefield and then, in the Reinforcements step of your subsequent Movement phase, set up this WARLORD anywhere on the battlefield that is more than 9" away from any enemy models. If the battle ends and this WARLORD is not on the battlefield, it is destroyed.

Deathwatch: Vigilance Incarnate

In standing sentinel over a vital swathe of the Imperium, this warlord always knows the appropriate tactics to defeat a foe.

In your Command phase, you can select one friendly DEATHWATCH CORE unit within 6" of this WARLORD. Each time you do, select one Battlefield Role; until the start of your next Command phase, each time a model in that unit makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1.

Deathwatch Warlord Traits

If a DEATHWATCH 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.

D6WARLORD TRAIT
1

VIGILANCE INCARNATE

In standing sentinel over a vital swathe of the Imperium, this warlord always knows the appropriate tactics to defeat a foe.

In your Command phase, you can select one friendly DEATHWATCH CORE unit within 6" of this WARLORD. Each time you do, select one Battlefield Role; until the start of your next Command phase, each time a model in that unit makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1.

2

PARAGON OF THEIR CHAPTER

An exemplar of their former brotherhood, the commander is a hero who selflessly upholds their honour in every mission.

Select one Warlord Trait from the Chapter Warlord Traits for this WARLORD. Replace all instances of that Chapter’s keyword on that Warlord Trait with DEATHWATCH. If this WARLORD has the heraldry of one of those Chapters (or, other than Crimson Fists, Black Templars and Flesh Tearers, one of their successor Chapters), you must select that Chapter s Warlord Trait. Note that this cannot be a Chapter Warlord Trait found in a Codex supplement.

3

NOWHERE TO HIDE (AURA)

This warlord has slain Hrud in their warrens, Kroot guerillas in their jungles and Necrons in their tombs. No alien can hide from his wrath.

In your Command phase, you can select one enemy unit on the battlefield. Until the start of your next Command phase, while a friendly DEATHWATCH CORE unit is within 6" of this WARLORD, each time a model in that friendly unit makes an attack against that enemy unit, it does not receive the benefit of cover to its saving throw against that attack.

4

OPTIMISED PRIORITY (AURA)

Endowed with preternatural strategic prowess, this warlord swiftly balances complex threat protocols.

While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit that is performing an action is within 6" of this WARLORD, that unit can make ranged attacks without that action failing.

5

CASTELLAN OF THE BLACK VAULT

Within the arsenals of the Death watch are masterpiece artefacts fashioned by the Imperiums greatest smiths and artificers. Those who guard these vaults are not afraid to make use of them.

When mustering your army, you can give one of the following Relics to this WARLORD: Adamantine Mantle; Artificer Armour; Master-crafted Weapon; Digital Weapons. This is in addition to any other Relics they may have, and each Relic in your army must be unique.

6

THE TIES THAT BIND (AURA)

A legendary war leader whose vast experience has been earned over countless missions, this warlord personally assembles forces that are each a carefully crafted association of expertise, personalities and insight that fight as one.

  • While a friendly DEATHWATCH CORE unit is within 6" of this WARLORD, you can re-roll Morale tests taken for that unit.
  • In your Command phase, you can select one friendly DEATHWATCH CORE unit within 6" of this WARLORD. Until the start of your next Command phase, that unit gains the Objective Secured ability. If a model in that unit already has this ability, it counts as one additional model when determining control of an objective marker.

Chapter Approved Rules

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.

Deathwatch Chapter Approved Rules

If every model in your army (excluding AGENTS OF THE IMPERIUM and UNALIGNED units) has the DEATHWATCH keyword, and your WARLORD has the DEATHWATCH 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 DEATHWATCH 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.).

Battlefield Supremacy

THE LONG VIGIL
Progressive Objective

The Deathwatch stand sentinel over some of the most heavily infested and dangerous stretches of the Imperium. They have guarded these sites for millennia against horrors uncounted. Their vow to stand firm is at the heart of their vigil and they will see their enemies dead before they give it up.

Score 5 victory points at the start of your Command phase if there are no enemy units (excluding AIRCRAFT) within 6" of your deployment zone and there is at least one DEATHWATCH unit (excluding AIRCRAFT) from your army wholly within your deployment zone. You cannot score this secondary objective during the first battle round.

Purge the Enemy

CULL ORDER
End Game Objective

Sometimes the subtlety and finesse of a blade slid between alien ribs must be supplemented by discriminative but far wider extermination protocols. Target priorities switch in an instant as specific segments of the enemy hierarchy are methodically eliminated.

If you selected this secondary objective, then after both sides have finished deploying, starting with your opponent, both players alternate selecting Battlefield Roles (HQ, Troops, etc.) from the units in your opponent’s army until three different Battlefield Roles have been selected. If your opponent’s army does not include at least three units with different Battlefield Roles, select as many Battlefield Roles as possible.

At the end of the battle, for each Battlefield Role that was selected, score 5 victory points if every enemy unit in your opponents army with that Battlefield Role has been destroyed.

Shadow Operations

CRIPPLE STRONGHOLD
Progressive Objective

The Deathwatch do not just slay they painstakingly disassemble every asset of their enemies. Infrastructure is sabotaged, brood dens are torched and the creatures’ every means of propagation, proselytism and survival is sundered, decontaminated and wiped from existence.

If you selected this secondary objective, then after both sides have finished deploying, your opponent must select one objective marker on the battlefield to be the location of their Stronghold objective marker (if any objective markers are wholly within your opponents deployment zone, one of these must be selected to be the Stronghold objective marker).

If you selected this secondary objective, then DEATHWATCH INFANTRY units from your army can attempt the following action:

Cripple Stronghold (Action): One DEATHWATCH INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of the Stronghold objective marker and no enemy units (excluding AIRCRAFT) are within range of that objective marker. This action is completed at the start of your next Command phase so long as the unit performing the action is still within range of the same objective marker.

Score 6 victory points each time a unit from your army successfully completes this action.

No Mercy, No Respite

SUFFER NOT THE ALIEN
End Game Objective

Every tool at their disposal, every scrap ofhard-won knowledge, is sharpened upon the whetstone of the Deathwatch’s hatred of the alien. They will not rest until the galaxy is free from the xenos’ stench.

Score 1 victory point at the end of the battle for each enemy TYRANIDS, AELDARI, ORK, NECRONS and T’AU EMPIRE unit destroyed by a DEATHWATCH unit from your army during the battle.

Crusade Rules

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
D6TRAIT
1-2Bellicose Machine Spirit

This machine spirit seeks to grind its foes beneath it.

Improve this model's Weapon Skill characteristic by 3.
3-4Focused 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.
5-6Resilient Machine Spirit

This machine spirit's indomitable might is legendary.

Add 2 to this model's Wounds characteristic.
TECHMARINE UNITS
D6TRAIT
1-3Expert 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.
4-6Bionic 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
D6TRAIT
1-3Master 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.
4-6Custodian 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)
D6TRAIT
1Marksman'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.
2Aquila 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.
3Purity 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.
4Bladesman'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.
5Terminator 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.
6Centurlos 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).

Banners of Renown

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 EFFECTS
1. 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.

Warden Raiders

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 POINTSRAIDER RANKRAIDER FORCE BATTLE TRAITS
0-5Raider0
6-10Hardened Guerrilla1
11+Reaver2

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 TALLYRAID POINTS EARNED
00
1-21
3+2

Raider Force Battle Traits

When an ADEPTUS ASTARTES unit gains a Raider Force Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D3 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the units Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

RAID BIKER UNITS BATTLE TRAITS
D3TRAIT
1Vicious 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.
2Deepened 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.
3Skilled Flankers

These raiders have mastered the art of the decisive flanking manoeuvre.

Each time you set up this unit from Strategic Reserves, you count the battle round number as one higher than the current battle round number for the purpose of determining where this unit can be set up, regardless of any mission rules.
RAID INFANTRY UNITS BATTLE TRAITS
D3TRAIT
1Swift Attackers

Momentum is everything in a raid, these warriors have learned to maximise it.

You can re-roll Advance rolls made for this unit.
2Rapid 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.
3Drilled Shooters

Even when disembarking from their vehicles, these raiders are able to lay down an accurate barrage of fire.

The first time this unit disembarks from a TRANSPORT model during a battle, until the end of the turn, each time a model in this unit makes a ranged attack, re-roll a hit roll of 1.
RAID VEHICLE UNITS BATTLE TRAITS
D3TRAIT
1Thundering 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.
2Dead-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.
3Flank 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.

Deathwatch Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with the Deathwatch, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Deathwatch units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

This content, available exclusively to the Deathwatch, is in addition to the Crusade rules found in Codex: Space Marines, and contains the following sections.

Agendas

If your Crusade army includes any DEATHWATCH units, you can select one Agenda from the Deathwatch 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).

SECURE XENOTECH
Deathwatch Agenda

Some powerful xenos artefacts must be analysed, some must be destroyed, while others lie like some hideous jewel or prize. They call out with alluring signals, pulses of empyric power or chemical trails to those of their own kind, or one of the countless acquisitive and corruptible enemies of Mankind. They must be secured at all costs!

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 Xenotech, but does not count as an objective marker for any other rules purposes. DEATHWATCH INFANTRY units from your army can perform the following action:

Secure Xenotech (Action): At the end of your Movement phase, one Deathwatch Infantry unit from your army can start to perform this action if it is within 3" of the Xenotech objective marker and no enemy units (excluding AIRCRAFT) are within 3" of that objective marker. This action is completed at the start of your next Command phase. If completed, remove the Xenotech objective marker from the battlefield.
  • If a unit completed this action, it gains 3 experience points.
  • If that unit is also wholly within your deployment zone at the end of the battle, it gains 5 experience points instead and, before your next battle, you can use either the Relic Requisition or the Bestowed in Honour and Necessity Requisition once for 0RP.
WATCH ETERNAL
Deathwatch Agenda

The xenos crawl from the outer dark, out of shadowy holes, from unlit hovels and across the barriers from hellish subrealms, eagerly grasping for the Emperors light. Throw them back, stand your vigil and let not one pass.

At the end of the battle, if there are no enemy units within 6" of your deployment zone (excluding AIRCRAFT), each DEATHWATCH unit from your army that was not destroyed during the battle gains 2 experience points.
SUFFER NOT THE ALIEN
Deathwatch Agenda

The Emperors realm recoils at the unnatural presence of the alien. Those who know of the Deathwatch are thankful that the battle-brothers do not.

You can only select this Agenda if your opponents army includes any TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE units.

Keep a Suffer Not The Alien tally for each unit from your army. Add 1 to a unit’s Suffer Not The Alien tally each time it destroys an enemy TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit.

Each unit gains 1 experience point for every 2 marks on its Suffer Not The Alien tally.
STRENGTH FROM DIVERSITY
Deathwatch Agenda

Stretched thin across the breadth of the Imperium, all Deathwatch are equipped to adapt to changing threats.

Keep a Ranged tally for each unit from your army. Add 1 to a unit’s Ranged tally each time it destroys an enemy unit with a ranged attack.

Keep a Melee tally for each unit from your army. Add 1 to a unit’s Melee tally each time it destroys an enemy unit with a melee attack.

If a unit has at least 1 mark on its Ranged tally and at least 1 mark on its Melee tally, it gains 2 experience points.
XENOPSYKER ASSAULT
Deathwatch Agenda

There is little as disturbing about the xenos as their alien thoughts, and perhaps none of their number as horrific as those who can manifest their sickening notions into reality.

You can only select this Agenda if your opponent’s army includes any TYRANIDS PSYKER, AELDARI PSYKER or ORK PSYKER units.

Keep a Xenopsyker Assault tally for each unit from your army. Add 1 to a unit’s Xenopsyker Assault tally each time a unit passes a Deny the Witch test as a result of a TYRANIDS PSYKER, AELDARI PSYKER or ORK PSYKER unit attempting to manifest a psychic power. Add 2 to a unit’s Xenopsyker Assault tally each time it destroys a TYRANIDS PSYKER, AELDARI PSYKER or ORK PSYKER unit.

Each unit gains a number of experience points equal to its Xenopsyker Assault tally.

Requisitions

If your Crusade force includes any DEATHWATCH 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 and Codex: Space Marines.

BESTOWED IN HONOUR AND NECESSITY1RP

Those who have risen to lead within the Deathwatch are heroic and valiant warriors, fitting custodians indeed for the esoteric and deadly relics of the watch fortresses.

Purchase this Requisition when you add a Crusade card for a DEATHWATCH unit to your Order of Battle, or when a DEATHWATCH unit from your Order of Battle gains a rank. You can use the Relic Requisition on that unit without spending any extra Requisition points. Select one model in that unit that has the word ‘Sergeant’ in their profile. For the purposes of the Relic Requisition, treat that model as if it were a CHARACTER. The Relic that model gains must be one of the following: Artificer Armour; Master-crafted Weapon; Digital Weapons; Banebolts of Eryxia; Artificer Bolt Cache.
KILL TEAM SPECIALISM1RP

There are those who are expert in their watch fortress’ manifold battle tactics, and those whose focus is legend.

Purchase this Requisition when a KILL TEAM unit (excluding KILL TEAM CASSIUS) from your army gains a rank of Battle-hardened or higher. You can upgrade that unit with a Kill Team Specialism; 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.
EXPIATION IN VIGIL1RP

With no expectation of reunion with former brotherhoods, a Black Shield’s vigil is undertaken with an iron will.

Purchase this Requisition when you add a Crusade card for a DEATHWATCH CORE unit to your Order of Battle. Select one model in that unit that is not a Black Shield or has the word ‘Sergeant’ in their profile; that model becomes a Black Shield. Change its Weapon Skill characteristic to 2+ and add 1 to its Wounds and Attacks characteristic. For the purposes of the Atonement Through Honour Stratagem, that model is considered a Black Shield model. Make a note of the model you selected on that unit’s Crusade card.
REARM, REFORM, REDEPLOY1RP

The highly versatile capacity of Deathwatch kill teams sees their composition and equipment alter mid-assignment.

Purchase this Requisition either before or after a battle. Select one of the KILL TEAM units from your Crusade force. You can reconfigure the wargear options of any models in that unit. In addition, you can remove any number of optional models from that unit; for each model that you remove, you must add a new model to the unit following the usual restrictions specified on that unit’s datasheet. You cannot make any changes that would cause your total Power Level to exceed your Crusade force’s Supply Limit. Once you have made all changes to that unit, adjust its Crusade card accordingly.

Battle Traits

When a DEATHWATCH 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.

DEATHWATCH WATCH MASTER AND CAPTAIN UNITS ONLY
D6TRAIT
1-3Voice of Experience

Having led countless successful missions, this commander's weighty authority is a tangible presence felt far and wide.

At the start of your Command phase, you can select one friendly DEATHWATCH unit within 6" of this model. Until the end the turn, that unit is always considered to be within range of this model’s aura abilities.
4-6Executioner Emeritus

This officer’s vigil has lasted many long years; he is a veteran amongst veterans and he knows the weaknesses and frailties of more foes than most living Space Marines.

Each time this model makes an attack, improve the Armour Penetration characteristic of that attack by 1.
DEATHWATCH CHAPLAIN UNITS ONLY
D6TRAIT
1-3Perpetual Repugnance

Hate for the xenos fuels this Chaplain's bombastic and bloodfilled recitations.

Each time this model recites a litany, if it is within 12" of a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit, that litany is automatically inspiring (do not roll).
4-6Promulgator of the Litany

This soul warden has selflessly studied the tenets of every warrior under his care that he might heal any divisions. Deeply respected by all, the Chaplain unites the spirits of his battle-brothers with the Litany Xenomortis.

Add 6" to the range of this model’s Spiritual Leaders ability.
DEATHWATCH LIBRARIAN UNITS ONLY
D6TRAIT
1-3Scholar of the Forbidden Librarius

This psyker's mind is as adaptable as their Chapter’s tactics.

At the beginning of each battle, this model can replace its Smite psychic power with one psychic power from the Xenopurge discipline. It knows that power until the end of that battle.
4-6Mental Duellist

This Librarian has sustained an extended vigil; his seasoned empyric senses have been honed to a weapon that has engaged in many mind-wars with xenos witches.

Once in each of your opponent’s Psychic phases, you can re-roll one Deny the Witch test taken for this model.
DEATHWATCH UNITS ONLY (excluding VEHICLES)
D6TRAIT
1Duty’s Bond

As each Space Marine originates from a warrior brotherhood, it is in the fires of battle — shedding xenos blood at each other’s side - that true bonds of fellowship are forged.

Each time this unit is selected for the Brotherhood of Veterans Stratagem, that Stratagem costs 0CP to use.
2Unwavering Enmity

The Deathwatch sustain their hatred, feeding the fires of their wrath to illuminate the dark galaxy.

While this unit is within Engagement Range of a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit, it is always treated as having made a charge move for the purposes of the Shock Assault ability.
3Chosen Prey

These veterans have raised the slaying of a particular breed to a high art, the creatures’ every flaw and weakness known to them.

When a unit gains this Battle Trait, select one of the following Faction keywords: TYRANIDS; AELDARI; ORK; NECRONS; T’AU EMPIRE. Each time a model in this unit makes an attack against an enemy unit with that keyword, add 1 to that attack's hit roll.
4Rapid Appraisal

Utilising their subliminal psychoconditioning, the most experienced veterans identify their target and select and load the relevant shell with an effortless and lethal speed.

Each time this unit is selected for the Special-issue Loadout Stratagem, that Stratagem costs 0CP to use.
5Mobile Hunters

The Deathwatch know more than most how the xenos cannot simply be waited for; they must be hunted down, swiftly and remorselessly.

For the purposes of the Bolter Discipline ability, this unit always counts as having Remained Stationary.
6Special Operations

Often do Deathwatch kill teams operate alone and unsupported deep inside xenos lines. There, they maintain the primacy of mission objectives, for they understand the threat they face.

While this unit is within the opponent’s deployment zone, it 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).

Masters of the Specialisms

Masters of the Specialisms are a new type of Battle Honour that can be given to DEATHWATCH CAPTAIN models and DEATHWATCH WATCH MASTER models. When a DEATHWATCH CAPTAIN or DEATHWATCH WATCH MASTER model from your army would gain a Battle Honour, you can instead choose for it to gain one of the Master Specialisms listed below. As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Master Specialism, and increase its Crusade points total by 1.

Each DEATHWATCH CAPTAIN model can only have a single Master Specialism, and your Order of Battle cannot include more than one DEATHWATCH CAPTAIN model with the same Master Specialism (e.g. you cannot have two DEATHWATCH CAPTAIN models with the Master Venator Specialism). Watch Masters are veteran members of the Deathwatch with countless years of experience and expertise. DEATHWATCH WATCH MASTER models can have more than one Master Specialism.

Master Venator

A peerless hunter, a Master Venator pre-empts the enemy’s swift movements, directing his warriors in a combination of ambush, encirclement and interweaving fire patterns that none escape.

  • This model is upgraded with the VENATOR Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed an enemy unit with the Fast Attack or Flyer Battlefield Roles during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 5 experience points instead of 3.

Master Malleus

Masters Malleus follow in the footsteps of the famed Watch Captain Brontos. They know the patterns of power relays, exposed ganglions and volatile fluids whose penetration can silence heavy guns and down the most monstrous of xenos.

  • This model is upgraded with the MALLEUS Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed an enemy unit with the Heavy Support, Lord of War or Dedicated Transport Battlefield Roles during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 5 experience points instead of 3 (it gains +6 experience points instead if any of those destroyed units had the Lord of War Battlefield Role).

Master Dominatus

Exploiting the weaknesses of the enemy’s hulking or specialist praetorians is the expertise of a Master Dominatus. The foe’s prized assets are dismantled through his vast knowledge.

  • This model is upgraded with the DOMINATUS Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed an enemy unit with the Elites Battlefield Role during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 5 experience points instead of 3.

Master Aquila

The tenets of a Master Aquila draw upon a wealth of ancient data and personal experience, but also upon an ability to correlate, strategise and assess rapidly and repeatedly, often on instinct. A Master Aquila is an exemplar of the Deathwatch’s adaptability.

  • This model is upgraded with the AQUILA Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed an enemy unit during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 4 experience points instead of 3.

Master Furor

Furor tactics are one of the most fundamental of the Chapter’s doctrines. One feted as a Master Furor is the bane of heinous multitudes, orchestrating dismemberment on vast scales.

  • This model is upgraded with the FUROR Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed at least two enemy units with the Troops Battlefield Role during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 5 experience points instead of 3.

Master Purgatus

Masters Purgatus are far more than visceral executioners. They stoke sedition in enemy hierarchies, despatch assets to cut off escape routes and deploy sniper teams for perfect head shots.

  • This model is upgraded with the PURGATUS Specialism. This does not increase this model’s Power Rating further.
  • After each battle, if this model is part of your Crusade army, select one DEATHWATCH CORE unit from your Crusade army that destroyed an enemy unit with the HQ Battlefield Role during that battle. If that unit is Marked for Greatness after the battle, as described in the Crusade Mission Pack, it gains 5 experience points instead of 3.

Named Characters
Watch Captain Artemis always has the FUROR Specialism. This does not increase his Power Rating or Crusade points.


Battle Scars

Excluding CHARACTER units, each time a DEATHWATCH INFANTRY or DEATHWATCH BIKER unit gains a Battle Scar, you can select a Battle Scar from those listed below instead of using the table in the Warhammer 40,000 Core Book. All the normal rules for Battle Scars apply (e.g. a unit cannot have more than six Battle Scars). As with any Battle Scar, make a note on the unit’s Crusade card, but unlike other Battle Scars, do not decrease a unit’s Crusade points for acquiring one of the Battle Scars listed below.

BRING NOT SHAME TO YOUR CHAPTER

Believing they have sullied their respective Chapters’ names, these warriors fight with wild abandon to reclaim their honour.

You can only select this Battle Scar if the unit gained no more than 1 experience point from the battle.

  • In your Shooting phase, each time this unit is selected to shoot, roll one D6: on a 1, until the end of the phase, models in this unit can only target the closest eligible enemy unit.
  • In your Charge phase, each time this unit declares a charge, roll one D6: on a 1, until the end of the phase, this unit can only select the closest enemy unit as the target of its charge.
  • You can select this unit as the target of the Atonement Through Honour Stratagem, even if it does not contain a Black Shield. If this unit does contain a Black Shield model, that Stratagem costs 0CP if it is this DEATHWATCH unit that is selected.

A BROTHERHOOD IN TURMOIL

Tensions that were once mastered resurface and volatile brothers clash, crippling team cohesion and stoking a simmering rage.

You can only select this Battle Scar if you lost the battle.

  • Add 1 to the Strength characteristic of models in this unit.
  • Add 1 to Advance and charge rolls made for this unit.
  • Apply the effects of the Disgraced and Mark of Shame Battle Scars to this unit. Note that the effects of these Battle Scars do not count as additional Battle Scars for this unit.

XENOPHOBIC FURORE

A seething hatred for their xenos tormentors drives out of these warriors’ minds all thoughts save furious retribution.

You can only select this Battle Scar if the unit was destroyed by a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE unit. When a unit gains this Battle Scar, make a note of the Faction keyword of the enemy unit that destroyed this unit on its Crusade card. While there are any units on the battlefield with the Faction keyword noted:

  • Add 1 to the Attacks characteristic of models in this unit.
  • This unit cannot perform actions.
  • Models in this unit are ignored for the purposes of determining who controls objective markers.


Special-issue Equipment

When a DEATHWATCH INFANTRY or DEATHWATCH BIKER unit gains a Battle Honour, you can select one from the following categories instead of selecting one from the Warhammer 40,000 Core Book or Codex: Space Marines. If you do, roll one D6 and consult your chosen table below to randomly determine what item of Special-issue Equipment the unit gains, or choose one that tells the best narrative for your unit.

A unit cannot have more than one item from each of these categories. Models in a unit do not have to be equipped with a weapon that has the Special-issue Ammunition ability in order to gain an item from the Special-issue Ammunition category (they could still make use of this item with the Special-issue Loadout Stratagem). As with any Battle Honour, make a note on the unit’s Crusade card when it gains an item of Special-issue Equipment and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

Special-issue Wargear
D6WARGEAR
1Onyx-class Blind Grenades

These miniaturised canisters spew a dense cloud of opaque gas and refractive filaments that shroud a kill team's operatives.

This unit gains the SMOKESCREEN keyword.
2Dragonheart Charges

The origins of these devices - each fusing a cryptic chemical reaction producing a ‘living’ plasma - reside in a city-sized, multi-layered tank many miles under the surface of Vorg II.

This unit gains the Melta Bomb keyword.
3Neurostun Grenades

These detonate in a vapour of metallic dust through which runs a painful electrostatic charge able to disrupt the senses.

This unit gains the SHOCK GRENADES keyword.
4Heuristic Revelators

These vigilant machine spirits are housed in auspicators or gun sights, granting access to extra targeting data and hissing in binharic condemnation at every cowering enemy.

Each time a model in this unit makes a ranged attack against an enemy unit within 18" of it, the target does not receive the benefits of cover against that attack.
5Teleport Transponders

Such technology is rarely made, but rather hoarded, each transponder a unique artefact. Some hide in armourflourishes, are worked into signet rings or even form revered sigils.

Each model in this unit gains the Teleport Strike ability.
6Soultrawl Divinator

These powerful scanners, worked into handheld units or perhaps mounted on armoured forearms, are thought to detect the malevolent intent that stains an enemy's spirit.

The cost of the Auspex Scan Stratagem is 1CP if it is this unit that is selected. Each time this unit is selected for the Auspex Scan Stratagem, it can target a unit within 18" instead of 12".

Items from the category below are considered additional special-issue ammunition types to those presented here. If a unit has an item from the category below, each time you choose for a model in that unit to fire special-issue ammunition, you can use that ammunition type instead of one of the ones presented here.

Special-issue Ammunition
D6AMMUNITION
1Derevenant Shells

Developed by Deathwatch survivors from Fort Volossia, these bolts contain a cyclic temporal core found to disrupt Necron reanimation long enough for their remains to vanish entirely.

Each time an attack made with a weapon firing this special-issue ammunition destroys a NECRONS model, until the end of the phase, a Reanimation Protocol roll cannot be made for that model.
2Helspears

Many are the entities - xenos and otherwise - that hide behind the warp’s corrupting power. Sheathed in a proscribed material, these bolts can pierce their hellish defences.

Each time an attack is made with a weapon firing this special-issue ammunition against a DAEMON or PSYKER unit, invulnerable saving throws made against that attack are only successful on an unmodified roll of 6.
3Tempest Bolts

Seething with barely constrained voltaic wrath, these bolts detonate in a crackle of coruscating energy that worms its way into every delicate system of enemy war engines.

Each time an attack is made with a weapon firing this special-issue ammunition, subtract 6" from the Range characteristic of that attack, and if the target of that attack is a VEHICLE unit, an unmodified wound roll of 4+ is always successful.
4Metal Storm Frag Shells

Replacing the usual mass-reactive tip with a proximity detonator, these shells erupt in a blizzard of slicing shards.

Each time an attack is made with a weapon firing this special-issue ammunition, that attack has a Type characteristic of Assault D3 and the Blast ability.
5Thermic Penetrator Rounds

Supplemented by thermic acceleration, these bolts are released at hypervelocities that result in near instant hits.

Each time an attack is made with a weapon firing this special-issue ammunition, add 1 to that attack’s hit roll and improve the Armour Penetration characteristic ofthat attack by 1 (this is cumulative with the Armour Penetration characteristic bonus conferred by the Combat Doctrines ability).
6Inertial Fusion Bolts

A series of micro vacuum wells collapse on detonation. Like a crushing fist, they violently implode and cause horrendous, gaping craters in whatever they penetrate.

Each time an attack is made with a weapon firing this special-issue ammunition, the target cannot make use of any abilities that allow them to ignore wounds.

Crusade Relics

When a DEATHWATCH CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics apply.

Artificer Relics

A DEATHWATCH CHARACTER model can be given the following Artificer Relic instead of one of the ones presented in the Warhammer 40,000 Core Book.

The Arachnosavant’s Illuminator

A creation of the artificer lord known as the Arachnosavant, this small but heavily shielded device imbues the specialist shells of a weapon with an excoriating radiation.

Select one weapon that the bearer is equipped with that has the Special-issue Ammunition ability. Each time an attack is made with this weapon, if the attack successfully wounds, it inflicts 1 mortal wound on the target and the attack sequence ends.


Antiquity Relics

A DEATHWATCH CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a units 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.

Mag-pulse Discharger

This wrist-mounted defensive device is as much a psychological weapon. The warrior thrusts his palm towards approaching xenos hordes, his disgust seeming to be a divine force driving them back.

Once in each of your opponent’s Charge phases, when an enemy unit within 12" of the bearer is selected to charge, you can choose for the bearer to use this Relic. If you do, until the end of the turn, subtract 2 from charge rolls for that unit.


Legendary Relics

A DEATHWATCH CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

The Watcher’s Veil

This ancient piece of archeotech projects an aura of nebulous confusion; enemies find their gaze sliding away from the bearer, unable to focus. The densest xenos lairs are breached, their ranks of sentries and outer defences bypassed to reach apriority target.

The bearer has the following ability: ‘The Watcher’s Veil (Aura): While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit is within 6" of the bearer, that unit cannot be targeted if the firing model is more than 30" away, and each time a ranged attack is made against that unit, subtract 1 from that attack’s hit roll.’

Torchbearers Crusade Force

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 ACCRUEDCHAPTER FOUND
27+2+
24-263+
21-234+
18-205+
15-176+

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:

UNITBATTLE-BROTHERS POINTS NEEDED
CHARACTER unit5
Any other unit3

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
D6TRAIT
1-3Martial 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.
4-6Fearless Fleetwarden

The light of battle seems to shine from this hero as he leads the fleet’s warriors into the charge, his allies inspired to follow his lead into the darkest fight.

After this model makes a charge move, until the end of the phase, this model gains the following ability:

Fearless Fleetwarden: While a friendly TORCHBEARERS unit is within 12" of this model, each time that unit declares a charge, if that charge targets any units that are within Engagement Range of this model, you can re-roll the charge roll.’
ADEPTUS ASTARTES CHARACTER UNITS
D6TRAIT
1-3Tactical 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.
4-6Unity of Purpose

The unflinching resolve of the Adeptus Astartes is legendary, and this warrior’s mere presence inspires an unshakeable faith in the Torchbearers’ endeavour.

In your Command phase, select one friendly TORCHBEARERS unit within 3" of this model. Until the start of your next Command phase, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers.
ADEPTUS MECHANICUS TECH-PRIEST UNITS
D6TRAIT
1-3Master 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.
4-6Primogineer 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.

Crusade Relics


Artificer Relics

A TORCHBEARERS INFANTRY CHARACTER can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Stalker Helm

Elements of this artificer-wrought sensor-net are thought to date back to the Dark Age of Technology. Data stacks deep below Mars’ surface record that it has been fitted into the helmets or wired into the face masks of the greatest hunters of every age. Within its node-lattice, sigil-etched lens arrays and auto-blessed ocular scanners allow the wearer to analyse their prey’s every movement, detect their frailties and predict the fatal misstep that seals their doom.

  • Each time you select a target for a ranged weapon the bearer is equipped with, you can ignore the Look Out, Sir rule.
  • Each time the bearer makes a ranged attack, add 1 to that attack’s hit roll and add 1 to that attack’s wound roll.

Blade of Bonding

Fashioned by a dozen master artisans in reverent similitude of the legendary blade of the Emperor, this finely balanced sword was designed to be taken by a Torchbearer fleet into the darkness. At the mission’s end, should the fleet find the Chapter they sought, this sword is to be gifted to their commander. It symbolises the Chapter’s reforging, alloying advanced power field technology and nano-razor regeneration alongside traditional artifice that recalls the heroes of legend.

ADEPTUS ASTARTES model with a power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade only. This Relic replaces the model’s power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Blade of Bonding
Blade of Bonding
Melee
Melee
+2
-5
2
Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds in addition to any normal damage.

Helix-pattern Narthecium

This surgical multi-tool is an enhanced version of the equipment commonly used by the healers of the Adeptus Astartes. Fitted with multi-spectral analysers, cocktails of bio-engineered nerve-stimms and flesh catalysts, as well as cortical augurs and fulcrite-toothed nanosaws to shear through the toughest armour, the bearer is able to drag even mortally wounded brothers back from the brink of death.

APOTHECARY or SANGUINARY PRIEST model only. Once per game, in your Command phase, the bearer can use this Relic. If it does, select one friendly ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES BIKER unit within 3" of the bearer. Until the start of your next Command phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.


Antiquity Relics

A TORCHBEARERS INFANTRY CHARACTER of Heroic rank can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has – this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Orb of Cleansing

First gifted to the commander of the Torchbearers task force assigned to locate the Silver Phoenixes Chapter, this arcane sphere is able to push back malignant energies. In the darkest regions beyond the Cicatrix Maledictum, its pulsating waves of purity have been seen to cloud psykers’ control of their powers and even burn away the minds of witch-spawn.

Once per battle, at the end of your Movement phase, the bearer can unleash this Relic. If it does:

  • Roll one D6 for each enemy PSYKER unit within 12": on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, it suffers D3 mortal wounds; on a 6, it suffers 3 mortal wounds.
  • Until the start of your next Movement phase, the bearer gains the following ability: ‘Nimbus of Null Fields (Aura): While a PSYKER unit is within 12" of this model, subtract 1 from Psychic tests taken for that unit.’

Army of Renown: Kill Team Strike Force

The Deathwatch frequently deploy squads known as kill teams. These powerful units are made up of Space Marines with different equipment and weapon loadouts, combined to make a force far more powerful than the sum of its parts.

A Kill Team Strike Force is a Deathwatch army composed entirely of kill team specialists, the heroes who lead them and assorted transports to race them into the fray. They are tasked with eliminating the most dangerous threats, investigating mysterious circumstances and must be ready at all times to deal with any eventuality. With great use of transports and teleportation technology, they can deploy rapidly where they need to or extract swiftly as required.

A Kill Team Strike Force is an Army of Renown.

RESTRICTIONS
  • All units in your army must be DEATHWATCH.
  • Your army can only include the following units: KILL TEAMS that have been upgraded to have a Specialism, CHARACTERS (excluding ARTILLERY), CORVUS BLACKSTARS and units with the Dedicated Transport Battlefield Role (for each PRIMARIS KILL TEAM unit included in a Detachment, it can include 1 IMPULSOR; for each other KILL TEAM unit included in a Detachment, it can include 1 other Dedicated Transport unit).

BENEFITS
  • All DEATHWATCH units in your army gain the STRIKE FORCE keyword.
  • You have access to the Kill Team Strike Force Warlord Trait, Relic and Stratagems.
  • A Strike Force army (and a Strike Force Crusade army) can contain up to two KILL TEAM units with the same Specialism (e.g. an army can contain up to two VENATOR KILL TEAM units or up to two DOMINATUS KILL TEAM units), with the exception of units upgraded using the Masters of the Specialisms rules.
  • All of the KILL TEAM and CHARACTER units in your army gain the Veterans of the Long Vigil ability, below.
  • A Crusade force can start with KILL TEAM units upgraded with a Specialism, and each time a KILL TEAM unit is added to a Crusade force it can be upgraded with a Specialism. When doing so, it does not require the use of the Kill Team Specialism Requisition. Upgrade their Power Ratings accordingly.

Veterans of the Long Vigil

All of the veterans selected to form a Kill Team Strike Force have served more than one vigil. Fighting alongside brothers from different Chapters is now second nature to them. Between them, every kill team contains the collective skills and knowledge required to best any form, and all have proven able to rapidly change their preferred fighting doctrines to best the foe.

  • At the start of each battle round you can select one Chapter Tactic or Successor Tactic from Codex: Space Marines. If you do, then until the start of the next battle round, this unit has that Chapter Tactic or Successor Tactic instead of Xenos Hunters.
  • You cannot select the same Chapter Tactic or Successor Tactic more than once per battle (exclude those selected for the Brotherhood of Veterans Stratagem, as described below).
  • Each time you use the Brotherhood of Veterans Stratagem (see Codex Supplement: Deathwatch) whilst STRIKE FORCE KILL TEAM and STRIKE FORCE CHARACTER units in your army are using a different Chapter Tactic to Xenos Hunters, the Chapter Tactic or Successor Tactic selected for the Stratagem replaces whatever Chapter Tactic or Successor Tactic was selected at the start of the current battle round instead.

WARLORD TRAIT
If a STRIKE FORCE CHARACTER model is your WARLORD, they can have the Warlord Trait below instead of one from another source.

Xenos Bane (Aura)

This warlord has proven a master at adapting their own combat style, their hatred of the xenos never sways. Such dedication to the eradication of the alien is an inspiration.

While a friendly STRIKE FORCE KILL TEAM or STRIKE FORCE CHARACTER unit is within 6" of this WARLORD, that unit has the Xenos Hunters Chapter Tactic (this means that if you selected a Chapter Tactic or Successor Tactic at the start of the battle round due to the Veterans of the Long Vigil ability (see above), that unit has both that Chapter Tactic or Successor Tactic and the Xenos Hunters Chapter Tactic).

RELIC
If your army is led by a STRIKE FORCE WARLORD, you can, when mustering your army, give the following Chapter Relics to a STRIKE FORCE CHARACTER model from your army, instead of one from another source. Named characters cannot be given the following Relic. Write down any Chapter Relics your models have on your army roster.

Inquisitorial Cipher

Gifted to the Deathwatch by a mysterious agent of the Inquisition, this device contains valuable intelligence that is updated regularly by the agent’s secretive master.

If you are playing a mission that requires you to select either secondary objectives or Agendas, then after both players have revealed their selections you can select one of your secondary objectives or Agendas, and replace it with a different one (make a note on your army roster as to your new selection and inform your opponent). All the normal rules for selecting secondary objectives and Agendas apply with the exception that after using this ability, you can have two DEATHWATCH secondary objectives or DEATHWATCH Agendas. If both players have a rule that allows them to select new secondary objectives or Agendas, both players make their new selections before revealing them simultaneously to their opponent.

Stratagems

SPECIALISM EXTREMIS3CP
Kill Team Strike Force – Battle Tactic Stratagem

Specialised kill teams within a Kill Team Strike Force eliminate their chosen prey with extreme prejudice.

Use this Stratagem in your Shooting phase or in the Fight phase, when you select a STRIKE FORCE AQUILA, STRIKE FORCE VENATOR, STRIKE FORCE MALLEUS, STRIKE FORCE DOMINATUS, STRIKE FORCE FUROR or STRIKE FORCE PURGATUS unit from your army to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, a successful hit roll automatically wounds the target if:
  • The attack was made by an AQUILA model.
  • The attack was made by a VENATOR model against a unit with the Fast Attack or Flyer Battlefield Role.
  • The attack was made by a MALLEUS model against a unit with the Heavy Support, Lord of War or Dedicated Transport Battlefield Role.
  • The attack was made by a DOMINATUS model against a unit with the Elites Battlefield Role.
  • The attack was made by a FUROR model against a unit with the Troops Battlefield Role.
  • The attack was made by a PURGATUS model against a unit with the HQ Battlefield Role.
This Stratagem cannot be used to select the same STRIKE FORCE unit more than once per battle.
BATTLEFIELD TELEPORTATION1CP
Kill Team Strike Force – Strategic Ploy Stratagem

Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.

Use this Stratagem at the start of your Movement phase. Select one STRIKE FORCE KILL TEAM or STRIKE FORCE CHARACTER unit from your army. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere that is more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed.
HONOURED VETERAN OF THE WATCH1CP
Kill Team Strike Force – Requisition Stratagem

Some veterans have served many vigils, and though they have risen to high ranks within their own Chapter will gladly return to the Deathwatch at a lower position.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the STRIKE FORCE keyword. Select one DEATHWATCH model in your army that has the word ‘Sergeant’ in their profile (excluding the Watch Sergeant from KILL TEAM CASSIUS):
  • Add 1 to that model’s Wounds characteristic.
  • Determine one Warlord Trait for 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).
You can only use this Stratagem once.
BLACK VAULT BOLTS1CP
Kill Team Strike Force – Wargear Stratagem

Amongst the rarest forms of special issue ammunition available to the Deathwatch, these bolts are handed out, a few each, to warriors sent on investigative missions, lest they encounter a foe their usual wargear cannot best.

Use this Stratagem in your Shooting phase, when you select a STRIKE FORCE KILL TEAM or STRIKE FORCE CHARACTER unit from your army to shoot. Until the end of the phase:
  • The Type characteristic of all bolt weapons models in that unit are equipped with is changed to Heavy 1.
  • Each time a model in that unit makes a ranged attack with a Bolt weapon, on an unmodified wound roll of 6 that attack inflicts 1 mortal wound on the target in addition to any normal damage (a maximum of 6 mortal wounds can be inflicted per phase via this Stratagem).

Boarding Actions

Welcome to Boarding Actions! Over the course of the Arks of Omen series we will be providing a range of adaptations and mustering rules for each faction in the game, as well as a suite of faction-specific bonuses exclusive to Boarding Action games. However, rather than waiting for all of the Arks of Omen books to be released, we have compiled every faction’s mustering rules right here, enabling all players to plan ahead with their army-building and play thrilling games of Boarding Actions straight away. Once more unto the breach!

- The Warhammer 40,000 Design Team

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.
  • Deathwatch Kill Teams cannot contain any models whose original datasheet would not be allowed by the mustering rules (e.g. Inceptors, Outriders).
  • You cannot include LOGAN GRIMNAR STORMRIDER.

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.

Chapter Relics

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.


Relics of the Watch Fortresses

If your army is led by a DEATHWATCH WARLORD, you can, when mustering your army, give one of the following Relics of the Watch Fortresses to a DEATHWATCH CHARACTER model in 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 and VEHICLE models cannot be given any of the following Relics.

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.

ADAMANTINE MANTLE

Though few of these flowing cloaks bear much more than cryptic watch fortress symbolism or simple patterns of office, within their fabric are hidden threads of braided adamantine that can withstand even the most determined enemy attack.

Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

ARTIFICER ARMOUR

Crafted by the finest artificers to the highest specifications, these ornate suits of armour provide superior protective capabilities that rival even Terminator plate. Some are engraved with depictions of the vile creatures the wearer has struck down during his long vigil.

The bearer has a Save characteristic of 2+ and has a 5+ invulnerable save.

ARTIFICER BOLT CACHE

The greatest hunters of the Deathwatch may be gifted with autocalibrated bolts of exquisite and varied lethality, each uniquely forged for their personal weapons.

Bolt weapons that the bearer is equipped with gain the Special-issue Ammunition ability.

BANEBOLTS OF ERYXIA

Arch-Magister Eryxia spent her entire life in search of the perfect bolt shell. She spent decades working with the Deathwatch, perfecting not only the specialist ammunition of their Chapter, but also their magazines. Some of her finest creations are still extant, housed within ammunition clips chased in platinum. Whatever the nature of the foe, just one of Eryxias Banebolts, when delivered to the centre mass, can slay its target in a second.

When you select this Relic, select one bolt weapon the bearer is equipped with. When that model is chosen to shoot with, if it does not fire special-issue ammunition, you can choose for that weapon to fire a Banebolt of Eryxia. If you do, you can only make one attack with that weapon, but that attack has a Strength characteristic of 6, an AP characteristic of -2 and a Damage of 3.

DIGITAL WEAPONS

Digital weapons are concealed armaments fitted into ornamentation, bionic implants or the knuckles of a power-armoured gauntlet. Some fire high-powered lasers, toxin-coated nano-needles or far less common ammunition; the Deathwatch possess a great deal of undisclosed technology.

Each time the bearer fights, it can make 1 additional attack using the close combat weapon profile. Each time you make that attack, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.

DOMINUS AEGIS

This artefact takes the form of an ornate tower shield; from its sculpted edge, it projects a hemispherical force field that protects all those within its reach. Carried to war by those kill teams expected toplunge into the heart of the xenos hordes, it has saved countless lives, the bearer and his team fighting to victory as the dome-like force field keeps the worst of the alien scum at bay.

Model with a storm shield, relic shield or combat shield only. This Relic replaces a storm shield, relic shield or combat shield.
  • Add 1 to armour saving throws made for the bearer.
  • The bearer has the following ability. ‘Dominus Aegis (Aura): While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit is within 6" of the bearer, models in that unit have a 5+ invulnerable save.’

EYE OF ABIDING

This dark bronze bionic eye appears to be far in advance of any Imperial technology; its hidden workings contain a seemingly endless array of multiwave lenses, entropic filters and pan dimensional vitreous humours that cast aside the densest veil.

  • Each time the bearer makes an attack, you can ignore any and all hit roll, wound roll, Ballistic Skill and Weapon Skill modifiers for that attack.
  • Each time the bearer makes an attack, on an unmodified wound roll of 6, invulnerable saving throws cannot be made against that attack.

MASTER-CRAFTED WEAPON

Worked upon by the watch fortress’ experienced Techmarines, occupying the entire lives of mortal artificers and calibrated by specially sanctioned tech-magi, these priceless weapons are commissioned to honour the confirmed eradication of especially significant xenos horrors.

When you select this Relic, select one weapon the bearer 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.

OSSEUS KEY

The ancient clavis known as the Osseus Key is said to be the most powerful of its kind. Where other such devices are made from sanctified platinum, the Osseus Key is made from the,hand and finger bones of deceased Imperial Fist heroes that fought in the Horus Heresy, scrimshawed with inhuman care and imbued with the fiercest machine spirits of the age. No portal can bar its bearer from entry, and no xenos machine can stand before his wrath.

WATCH MASTER only. The bearer has the following aura abilities:
  • While an enemy VEHICLE unit is within 12" of the bearer, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
  • While an enemy VEHICLE unit is within 12" of the bearer, subtract 1 from the Attacks characteristic of each model in that unit.

SPEAR OF THE FIRST VIGIL

This ancient vigil spear was presented to the first Watch Masters of the Deathwatch at the time of the Chapter s founding. Wound around its shaft in nano-script a molecule thick is the earliest known and most extensive example of the Litany Xenomortis; some verses are so archaic and esoteric that their true meaning is now unknown.

Model equipped with vigil spear only. This Relic replaces a vigil spear and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Spear of the First Vigil (shooting)
Spear of the First Vigil (shooting)
24"
Rapid Fire 2
4
-1
2
Abilities (shooting): Special-issue Ammunition
Spear of the First Vigil (melee)
Spear of the First Vigil (melee)
Melee
Melee
+2
-3
3

THE BEACON ANGELIS

The Beacon Angelis was devised to guide the Deathwatch to the threshold of the alien adversary. Housed within a reliquary, it calls out to the warriors’ augur arrays with the voices of a hundred electric cherubim, its summons so strong that it draws the righteous unto its locale regardless of what darkness may surround it.

Once per battle, if the bearer did not arrive as Reinforcements this turn, it can activate the Beacon Angelis. If it does, in the Reinforcements step of your Movement phase, you can select one friendly DEATHWATCH INFANTRY or DEATHWATCH BIKER unit that is either on the battlefield and did not arrive as Reinforcements this turn, is in a teleportarium chamber or is in Strategic Reserves. Remove that unit and set it up as Reinforcements wholly within 6" of the bearer and more than 9" away from any enemy models.

THE BLACKWEAVE SHROUD

This hypermorphic bodyglove of uncertain origin is worn beneath a warriors armour, extending autonomous microfilaments that reinforce the ports to the wearers black carapace. It forms a fibrous medium that shields the warriors most vital biosystems.

  • Add 1 to the Toughness characteristic of the bearer.
  • Each time the bearer would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

THE SOUL FORTRESS

This psychoreactive coif enhances the wearers natural repugnance for his foes into a radiating barrier that rejects insidious mental incursion and dampens the spiritual manipulations of the xenos. With the Soul Fortress, xenos-hunting Librarians have delved into the dens of psychically gifted alien horrors without fear of taint, their minds girded against auras of soul-draining enervation.

LIBRARIAN model only.
  • Each time a Psychic test is taken for the bearer, you can ignore any and all modifiers to that test.
  • Increase the range of the bearer’s Psychic Hood ability to 24".

THE THIEF OF SECRETS

The power sword known as the Thief of Secrets is inhabited by a machine spirit that has an unquenchable thirst for knowledge. It has tasted the vitae of countless alien races, absorbing those liquids through auto-sanctified sanguinator-channels and codifying them through the honeycombed array oflogicum cells within. The biological secrets of many xenos races have thus been laid bare, allowing the blades user to modulate its power field, the better to slice through chitinous armour, rupture xenoform organs and burn out alien nervous systems with ease.

Model equipped with power sword, master-crafted power sword or xenophase blade only. This Relic replaces a power sword, master-crafted power sword or xenophase blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Thief of Secrets
The Thief of Secrets
Melee
Melee
+1
-4
1
Abilities: Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. Each time an attack made with this weapon is allocated to a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE model, that attack has a Damage characteristic of 2.

THE TOME OF ECTOCLADES

This grimoire, bound in the skin of the alien, holds the most powerful truths the Deathwatch have uncovered about their foes, both xenos and those who harbour them. The bearer can ascertain the vulnerabilities of those he is about to face - such knowledge has, in the past, saved not only the book’s custodian but entire worlds.

Once per battle, in your Command phase, you can use the Tome of Ectoclades. If you do, select one datasheet used by a unit from your opponent’s army. Until the start of your next Command phase, the bearer has the following ability: ‘Tome of Ectoclades (Aura): While a friendly DEATHWATCH CORE unit is within 6" of the bearer, each time a model in that unit makes an attack against a unit belonging to the selected datasheet, you can re-roll the wound roll.’

VHORKAN-PATTERN AUSPICATOR

This omnikinoptic device was the only one of its kind to escape the purge that saw its creator executed. Telian Vhorkan, an accomplished scopticrat, created this scryer unit by incorporating his unwilling underlings into the auspicator’s enmeshed logic drives. From there, they plot oracular dynamics and feed the prophetic data to nearby receivers.

The bearer has the following ability: ‘Omnikinopticon (Aura): While a friendly DEATHWATCH CORE unit is within 6" of the bearer, each time a model in that unit makes a ranged attack against a unit that can FLY, add 1 to that attack’s hit roll.’

Optional Wargear

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

COMBI-WEAPONS

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

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

DEATHWATCH EQUIPMENT

Up to two items can be selected from the following list:

 • Astartes chainsword

 • Bolt pistol

 • Grav-pistol

 • Inferno pistol

 • Hand flamer

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Storm shield (maximum 1 per model)

 • Thunder hammer

 • Xenophase blade (Watch Sergeant or Veteran Biker Sergeant only)

One item can be selected from the following list:

 • Deathwatch boltgun

 • Deathwatch combi-flamer

 • Deathwatch combi-grav

 • Deathwatch combi-melta

 • Deathwatch combi-plasma

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun

 • Storm bolter

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


Wargear Reference

BROTHERHOOD OF VETERANS2CP
Deathwatch – Strategic Ploy Stratagem

Battle-brothers of the Deathwatch learn not only the many ways in which to slay the xenos, but also gain an understanding of the doctrines and tactics of fellow Chapters.

Use this Stratagem in your Command phase. Select one DEATHWATCH unit from your army, then select one Chapter Tactic or Successor Tactic. Until the end of the turn, models in that unit have that Chapter Tactic or Successor Tactic instead of the Xenos Hunters Chapter Tactic.

The KILL TEAM CASSIUS keyword is used in the following Space Marines datasheets:

HONOURED VETERAN OF THE WATCH1CP
Kill Team Strike Force – Requisition Stratagem

Some veterans have served many vigils, and though they have risen to high ranks within their own Chapter will gladly return to the Deathwatch at a lower position.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the STRIKE FORCE keyword. Select one DEATHWATCH model in your army that has the word ‘Sergeant’ in their profile (excluding the Watch Sergeant from KILL TEAM CASSIUS):
  • Add 1 to that model’s Wounds characteristic.
  • Determine one Warlord Trait for 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).
You can only use this Stratagem once.

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.

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

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

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.

SPEED OF THE PRIMARCH

Such is this warlords speed, it is as if the Primarch himself fights alongside his sons.

At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

OATHKEEPER

The fury of a Black Templars warlord cannot be stayed until the foe lies ruined at his feet.

  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit.
  • Each time this WARLORD makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Strength from Death

To the Ynnari, the life forces released by the newly dead are invigorating in the extreme, the souls of the fallen spurring a burst of activity.

When a unit is destroyed, units from your army with this ability draw strength from death until the end of the turn.

If a unit is drawing strength from death, that unit fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have an ability that allows them to fight first in the Fight phase, then alternate choosing units to fight with, starting with the player whose turn is taking place.

When resolving an attack made with a melee weapon by a model that is drawing strength from death, and that made a charge move this turn or has another ability that allows it to fight first in the Fight phase, add 1 to the hit roll.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The VANGUARD VETERAN SQUAD keyword is used in the following Space Marines datasheets:

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

And They Shall Know No Fear

Space Marines stand unafraid before the terrors of the galaxy.

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

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

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


– while a FORTIS KILL TEAM unit only contains Outriders, it has the BIKER keyword and loses the INFANTRY keyword.
Bolter Discipline

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

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

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

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

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

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

Devastator Doctrine

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

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

Tactical Doctrine

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

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

Assault Doctrine

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

While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

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

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

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

LIO