Once known for their unpredictable berserker fury and eschewing of wider strategy, the Minotaurs are a highly mysterious Chapter who vanished without trace in the mid-38th Millennium, only to reappear in a much changed form. The returned Minotaurs fought with far greater control and cohesion, utilising vanguard strikes, fast encirclements and excellent reserves of heavy armour to crush all manner of foes, but their enigmatic nature continued to attract great suspicion and acrimony. Often linked to the cursed 21st Founding, the Minotaurs are rumoured to possess a 'chimeric' geneseed, and are even alleged to hold shadowy ties with the High Lords of Terra.

DESIGNER'S NOTE
Though the Minotaurs are technically part of the so-called Cursed Founding and their origins are shrouded in mystery, their expertise at siegecraft and attrition warfare are closely aligned with the combat methodology of the Imperial Fists. For all rules purposes, we suggest that the Minotaurs are considered to be an Imperial Fists successor Chapter, and so can use all the rules for an Imperial Fists successor Chapter that are presented in Codex: Space Marines and Codex Supplement: Imperial Fists. We also recommend that Minotaurs use the Duellists and Stalwart Successor Chapter Tactics, as described in Codex: Space Marines, to best reflect their Chapter's style of waging war.

Contents

Books

BookKindEditionVersionLast update
  Space Marines
  Space MarinesCodex9Indomitus 1.3February 2022
  The Balance Dataslate
  The Balance DataslateRulebook9Q2 2023April 2023
  Games Workshop: Strike Force Agastus
  Games Workshop: Strike Force AgastusDatasheet9March 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Arks of Omen: Angron
  Arks of Omen: AngronExpansion9February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  War Zone Nachmund: Rift War
  War Zone Nachmund: Rift WarExpansion9Indomitus 1.0July 2022
  Horus Heresy: Kratos
  Horus Heresy: KratosDatasheet9June 2022
  War Zone Nachmund: Vigilus Alone
  War Zone Nachmund: Vigilus AloneExpansion9Indomitus 1.0March 2022
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 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
  Imperial Fists
  Imperial FistsSupplement8Indomitus 1.1October 2020
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Warhammer Legends: Legion of the Damned
  Warhammer Legends: Legion of the DamnedDatasheet8December 2019
  Warhammer Legends: Space Marines
  Warhammer Legends: Space MarinesDatasheet8December 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.

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.

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

Chapter Master

Chapter Masters are some of the greatest military minds in the galaxy. There are few elements of strategy and tactics they have not studied and mastered, and they have tested their skills against innumerable enemies. They are magnificent leaders able to inspire their warriors to acts of legendary valour. There is no task to which they will set their battle-brothers that they have not completed themselves, and when they lead from the front, they wield their blades with incomparable ability, slaughtering more of the foe than any of their warriors.

ABILITIES
A CHAPTER MASTER model gains the following ability:

'Chapter Master: In your Command phase, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll'.

A CHAPTER MASTER is excluded from the Company Command rule. This means a Detachment can include both one CHAPTER MASTER unit and one other CAPTAIN unit.

RELICS AND WARLORD TRAITS
You can give a CHAPTER MASTER model the Angel Artifice Relic, instead of giving them a Chapter Relic. In addition, you can give them the Master of the Codex Warlord Trait instead of giving them another Warlord Trait.

Master of the Codex (Warlord Trait)

Chapter Masters have spent centuries studying the hallowed pages of the Codex Astartes, poring over its wisdom and analysing its teachings in detail. Many commit its content to memory word for word, ready to draw upon what they have learned even when battle is raging at its fiercest.

At the start of your Command phase, if this WARLORD is on the battlefield, roll one D6: on a 4+, you gain 1 Command point.

Angel Artifice (Relic)

The surface of this exquisite battle plate is woven with a super-dense alloy, the exact nature of which has been lost to history. Whatever its origin, it absorbs and refracts incoming energy, rendering the wearer all but invulnerable. Such a priceless relic is bestowed upon only the greatest heroes of the Adeptus Astartes.

  • The bearer has a Save characteristic of 2+.
  • Add 1 to the bearer's Wounds and Toughness characteristics.

Master of Sanctity

Masters of Sanctity are the High Chaplains of the Space Marine Chapters. They maintain the spiritual well-being of their brothers, ensuring none falter in their responsibilities. Their mere presence inspires fervent aggression amongst their kin, though they are just as capable of delivering retribution first-hand. With word and deed a Master of Sanctity guides his brothers to glory.

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.

Imperial Fists Detachment Rules

In this section you’ll find rules for Battle-forged armies that include IMPERIAL FISTS Detachments – that is, Detachments that only include IMPERIAL FISTS units.

Abilities

If your army is Battle-forged, then in addition to the Detachment abilities gained from Codex: Space Marines, units in your army with the Combat Doctrines ability gain the Legacy of Dorn ability so long as, with the exception of UNALIGNED units, every unit from your army is an IMPERIAL FISTS unit or every unit from your army is from the same Imperial Fists successor Chapter.

Legacy of Dorn

The Imperial Fists are peerless siegers, demonstrating an uncanny knack for identifying and exploiting the weak spots of enemy vehicles and fortifications.

Whilst the Devastator Doctrine is active, each time a model with this ability makes an attack with a Heavy weapon against a VEHICLE or BUILDING unit, if that attack has a Strength characteristic of 7 or more, add 1 to the Damage characteristic of that attack.

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.

Successor Chapters

When you include an ADEPTUS ASTARTES unit in your army that has the <CHAPTER> keyword, you must decide what Chapter that unit is from. Unless you choose one of the First Founding Chapters available to you (White Scars, Imperial Fists, Iron Hands, Ultramarines, Salamanders or Raven Guard), then your Chapter is a successor Chapter, and you should 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 of our publications, its founding Chapter will often be known (for example, the Crimson Fists are a known successor of the Imperial Fists). If the successor Chapter you have chosen does not have a known founding Chapter but has the Inheritors of the Primarch Successor Tactic, and you selected the Chapter Tactic of a First Founding Chapter, your chosen Chapter is a successor of that First Founding Chapter. Otherwise, choose a founding Chapter that best fits your successor Chapter’s character.

If your Chapter is a successor of the Imperial Fists, the following rules apply:

Warlord Traits
If your Warlord is a CHARACTER model from an Imperial Fists successor Chapter (other than CRIMSON FISTS), you can use the Imperial Fists Warlord Traits table opposite to determine what Warlord Trait they have. Replace the IMPERIAL FISTS keyword in all instances in that Warlord Trait (if any) with your WARLORD’s <CHAPTER> keyword. CRIMSON FISTS Warlords instead have access to the Crimson Fists Warlord Traits.

Chapter Relics
Imperial Fists successor Chapters have access to the Special-issue Wargear Relics; Relics of the Fists cannot be given to a CHARACTER model from a successor Chapter other than Crimson Fists unless you use the Champion of Blades Stratagem.

Stratagems
All units from Imperial Fists successor Chapters are considered to have the IMPERIAL FISTS keyword for the purpose of using Imperial Fists Stratagems.

Psychic Powers
LIBRARIAN models from Imperial Fists successor Chapters can know psychic powers from the Geokinesis discipline in the same manner as LIBRARIAN models in IMPERIAL FISTS Detachments. When such a model uses one of these psychic powers, replace the IMPERIAL FISTS keyword in all instances on that power (if any) with that model’s <CHAPTER> keyword.

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.

Imperial Fists Siegebreaker Cohort

The Imperial Fists are renowned experts in siege warfare, stubbornly holding the enemy back for months if necessary. Should a foe manage to fight their way through to the outer rings of their defences, the Imperial Fists will collapse their own fortifications to turn them into an inescapable death-trap.

Designer’s Note: If you have created your army using the additional rules found in Codex Supplement: Imperial Fists, you cannot select The Eye of Hypnoth Relic, or the Indomitable Warlord Trait from this Specialist Detachment. They are replaced with a new Relic and a new Warlord Trait with the same names in Codex Supplement: Imperial Fists.

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

IMPERIAL FISTS SIEGEBREAKER COHORT

Specialist Detachment Stratagem

Countless fortifications have fallen to the concentrated fury of an Imperial Fists Siegebreaker Cohort.

Use this Stratagem when choosing your army. Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment. CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword.

WARLORD TRAIT
If a SIEGEBREAKER COHORT CHARACTER is your WARLORD, you can give them the following Warlord Trait.

INDOMITABLE

This warlord can never be driven back once he has set his mind to a task. He stands stoic, unrelenting, and inspires his allies to hold fast.

Friendly IMPERIAL FISTS INFANTRY units within 6" of your WARLORD automatically pass Morale tests and receive the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature, unless your WARLORD moved in your previous Movement phase.

RELICS OF PHALANX
If your army includes any Siegebreaker Cohort Specialist Detachments, you can give the following relic to a SIEGEBREAKER COHORT CHARACTER from your army:

THE EYE OF HYPNOTH

The Eye of Hypnoth was presented to the Imperial Fists in late M39 to honour their defence of the forge world Hypnoth against Waaagh! Kromak. This device is a highly sophisticated and long-ranged auspex array; tradition dictates that it is best employed to detect hidden weaknesses in enemy armour and fortifications.

Re-roll wound rolls of 1 for shooting attacks made by friendly SIEGEBREAKER COHORT units within 6" of the bearer.

STRATAGEMS
If your army includes any Siegebreaker Cohort Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

STRUCTURAL DEMOLITION

Imperial Fists Stratagem

With pinpoint accuracy, enemy fortifications are reduced to rubble in moments, crushing those trapped within.

Use this Stratagem after a Building has been destroyed by an attack made by a SIEGEBREAKER COHORT unit from your army. Roll 2D6 instead of 1 for each model that disembarks from that BUILDING. For each roll of 1, a model that disembarked (controlling player’s choice) is slain.
1CP

SEISMIC DEVASTATION

Imperial Fists Stratagem

Under the ferocious barrage of attacks unleashed by the Siegebreaker Cohort, barricades collapse and even armoured vehicles are torn into flaming ruin.

Use this Stratagem at the start of the Shooting phase or Fight phase. Pick a SIEGEBREAKER COHORT unit from your army. Each time you roll an unmodified wound roll of a 6 for an attack made by that unit that targets an enemy VEHICLE that phase, that attack inflicts a mortal wound in addition to its normal damage.

Chapter Tactics

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.

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)

GIFT OF THE PHALANX (Imperial Fists – Requisition)

SENTINEL OF TERRA (Imperial Fists – Requisition)

IMPERIAL FISTS SIEGEBREAKER COHORT (Specialist Detachment)

INDOMITUS CRUSADERS (Specialist Detachment)

CHAMPION OF BLADES (Imperial Fists – Requisition)

Battle Round

Any phase

PAIN IS A LESSON (Imperial Fists – Strategic Ploy)

Command phase

ADAPTIVE STRATEGY (Adeptus Astartes – Strategic Ploy)

ORBITAL BOMBARDMENT (Adeptus Astartes – Strategic Ploy)

POWER OF THE MACHINE SPIRIT (Adeptus Astartes – Epic Deed)

TERROR TROOPS (Adeptus Astartes – Strategic Ploy)

WISDOM OF THE ANCIENTS (Adeptus Astartes – Epic Deed)

VOXBREAKER AUSPEX (Vanguard Spearhead – Wargear)

Movement phase

STEADY ADVANCE (Space Marines – Boarding Actions – Strategic Ploy)

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

BOLSTER DEFENCES (Imperial Fists – Battle Tactic)

PRAETORIAN’S WRATH (Imperial Fists – Battle Tactic)

GUERILLA TACTICS (Adeptus Astartes – Strategic Ploy)

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

STEADY ADVANCE (Adeptus Astartes – Strategic Ploy)

GRAV PULSE (Adeptus Astartes – Wargear)

SABOTEUR EXPLOSIVE PACK (Vanguard Spearhead – 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

SIEGE MASTERS (Space Marines – Imperial Fists – Boarding Actions – Battle Tactic)

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)

SEISMIC DEVASTATION (Imperial Fists)

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)

BOLTER DRILL (Imperial Fists – Battle Tactic)

CLEARANCE PROTOCOLS (Imperial Fists – Strategic Ploy)

CLOSE-RANGE BOLTER FIRE (Imperial Fists – Strategic Ploy)

MARKSMAN TARGET-TRACKER (Vanguard Spearhead – Wargear)

PIVOTAL MOMENT (Vanguard Spearhead – Epic Deed)

TACTICAL AUGURY (Vanguard Spearhead – Wargear)

SAPPERS (Imperial Fists – Battle Tactic)

TANK HUNTERS (Imperial Fists – Battle Tactic)

OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)

RAPID FIRE (Adeptus Astartes – Battle Tactic)

Enemy Shooting phase

SKILLED RIDERS (Adeptus Astartes – Strategic Ploy)

Being targeted

TRANSHUMAN PHYSIOLOGY (Space Marines – Boarding Actions – Battle Tactic)

SMOKESCREEN (Adeptus Astartes – Wargear)

TRANSHUMAN PHYSIOLOGY (Adeptus Astartes – Battle Tactic)

UNYIELDING IN THE FACE OF THE FOE (Adeptus Astartes – Battle Tactic)

Charge phase

ASSAULT LAUNCHERS (Adeptus Astartes – Wargear)

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

HAMMER OF WRATH (Adeptus Astartes – Strategic Ploy)

Fight phase

LIBERATORS (Space Marines)

ONLY IN DEATH DOES DUTY END (Space Marines – Boarding Actions – Epic Deed)

THE STRENGTH OF THE EMPEROR (Space Marines – Boarding Actions – Battle Tactic)

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)

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

SEISMIC DEVASTATION (Imperial Fists)

BITTER ENMITY (Imperial Fists – Battle Tactic)

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

GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)

MELTA BOMB (Adeptus Astartes – Wargear)

SAPPERS (Imperial Fists – Battle Tactic)

TANK HUNTERS (Imperial Fists – Battle Tactic)

A STORM OF DEATH (Vanguard Spearhead – Battle Tactic)

OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)

HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)

DISPERSAL PROTOCOLS (Vanguard Spearhead – Strategic Ploy)

Enemy Fight phase

LIBERATORS (Space Marines)

ONLY IN DEATH DOES DUTY END (Space Marines – Boarding Actions – Epic Deed)

THE STRENGTH OF THE EMPEROR (Space Marines – Boarding Actions – Battle Tactic)

FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)

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

SEISMIC DEVASTATION (Imperial Fists)

BITTER ENMITY (Imperial Fists – Battle Tactic)

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

GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)

MELTA BOMB (Adeptus Astartes – Wargear)

SAPPERS (Imperial Fists – Battle Tactic)

TANK HUNTERS (Imperial Fists – Battle Tactic)

A STORM OF DEATH (Vanguard Spearhead – Battle Tactic)

OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)

HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)

DISPERSAL PROTOCOLS (Vanguard Spearhead – Strategic Ploy)

Morale phase

COMMANDING ORATORY (Adeptus Astartes – Epic Deed)

THE SHIELD UNWAVERING (Imperial Fists – Battle Tactic)

Taking casualties

ONLY IN DEATH DOES DUTY END (Space Marines – Boarding Actions – Epic Deed)

ARMOUR OF CONTEMPT (Adeptus Astartes – Epic Deed)

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

Enemy taking casualties

STRUCTURAL DEMOLITION (Imperial Fists)

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.

Imperial Fists Stratagems

If your army is Battle-forged and includes any IMPERIAL FISTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. These reflect the unique strategies used by the Imperial Fists on the battlefield.

BITTER ENMITY1CP
Imperial Fists – Battle Tactic Stratagem

The Imperial Fists’ hatred for their old rivals the Iron Warriors has only grown more intense as the centuries have passed.

Use this Stratagem in the Fight phase, when an IMPERIAL FISTS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an IRON WARRIORS unit, you can re-roll the hit roll and you can re-roll the wound roll.
BOLSTER DEFENCES1CP
Imperial Fists – Battle Tactic Stratagem

Every true son of Dorn knows how to swiftly fortify even the most untenable of positions.

Use this Stratagem at the start of your Movement phase. Select one IMPERIAL FISTS unit from your army that is receiving the benefits of cover. Until that unit makes a Normal Move, Advances, makes a charge move or performs a Heroic Intervention, each time an attack is allocated to a model in that unit, add an additional 1 to any armour saving throw made against that attack. You can only use this Stratagem once.
SAPPERS1CP
Imperial Fists – Battle Tactic Stratagem

There is no bastion or fastness, no redoubt, bulwark or strongpoint that the Imperial Fists cannot reduce to ruin.

Use this Stratagem in your Shooting phase or the Fight phase, when an IMPERIAL FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a BUILDING unit, add 1 to the hit roll and add 1 to the wound roll.
PAIN IS A LESSON1CP
Imperial Fists – Strategic Ploy Stratagem

To the Imperial Fists, pain is but another didactic tool, a reminder of what their forebears endured without complaint and which they, too, must weather unwavering.

Use this Stratagem in any phase, when an IMPERIAL FISTS unit from your army that is not a VEHICLE or SERVITOR is chosen as the target of an enemy attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 6 that wound is not lost.
CLOSE-RANGE BOLTER FIRE2CP
Imperial Fists – Strategic Ploy Stratagem

The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.

Use this Stratagem in your Shooting phase, when you choose an IMPERIAL FISTS CORE or IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase, bolt weapons models in that unit are equipped with have the Pistol type instead of their normal type (e.g. a Rapid Fire 2 bolt weapon becomes Pistol 2).
BOLTER DRILL2CP
Imperial Fists – Battle Tactic Stratagem

The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.

Use this Stratagem in your Shooting phase, when you choose an IMPERIAL FISTS CORE or IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.
TANK HUNTERS2CP
Imperial Fists – Battle Tactic Stratagem

The Imperial Fists are masters in the art of crippling the enemy’s mobile artillery and siege engines.

Use this Stratagem in your Shooting phase or the Fight phase, when you choose an IMPERIAL FISTS unit from your army to shoot or fight with. Select one enemy VEHICLE unit. Until the end of that phase, when resolving an attack made by a model in that IMPERIAL FISTS unit against the selected unit, add 1 to the wound roll.
CHAMPION OF BLADES1CP
Imperial Fists – Requisition Stratagem

Victory in the Feast of Blades brings rewards of favour and recognition for he who earns them.

Use this Stratagem after nominating a model drawn from an Imperial Fists successor Chapter to be your WARLORD. You can give one Relic of the Fists to a CHARACTER model from your army that is drawn from an Imperial Fists successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the IMPERIAL FISTS and CRIMSON FISTS keywords in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.
SENTINEL OF TERRA1CP
Imperial Fists – Requisition Stratagem

The most accomplished officers amongst the Imperial Fists’ ranks are true paragons of battle, masters of the Codex Astartes’ tenets and unfaltering heroes to the last.

Use this Stratagem after nominating an IMPERIAL FISTS CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them; this must be from the Imperial Fists Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
CLEARANCE PROTOCOLS1CP
Imperial Fists – Strategic Ploy Stratagem

A hail of handheld ordnance deployed at the crucial moment can sweep an area clear in a bloody heartbeat.

Use this Stratagem in your Shooting phase, when an IMPERIAL FISTS unit from your army is chosen to shoot with. Up to ten models in that unit that are equipped with Grenades can throw a Grenade that phase, instead of only one model being able to do so.
PRAETORIAN’S WRATH2CP
Imperial Fists – Battle Tactic Stratagem

The sons of Dorn favour heavy weaponry and explosives, applying these blunt and decisive solutions wherever possible.

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is active. Until the start of your next Movement phase, when resolving an attack made with a Heavy or Grenade weapon by an IMPERIAL FISTS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
GIFT OF THE PHALANX1CP
Imperial Fists – Requisition Stratagem

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

Use this Stratagem before the battle. Select one IMPERIAL FISTS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Fist of Terra; Gatebreaker Bolts. All of the Relics your army includes must be different and be given to different models.
THE SHIELD UNWAVERING2CP
Imperial Fists – Battle Tactic Stratagem

Once the Imperial Fists have captured a site of strategic importance, they dig in and hold their position no matter what the enemy hurls at them.

Use this Stratagem at the end of your Morale phase. Select one IMPERIAL FISTS INFANTRY unit from your army that is within 3" of any objective markers. Until the start of your next turn, add 1 to the Attacks characteristic of models in that unit, and when resolving an attack made against that unit, add 1 to the saving throw (excluding invulnerable saves).

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).

Geokinesis Discipline

Those scions of Rogal Dorn who have power over the warp are masters of stone and iron. Using aetheric energies, they can shatter fortress walls, cast the enemy into great pits in the ground or fortify themselves and their allies with strength drawn from the very bones of the earth.

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

TECTONIC PURGE (AURA)

The Librarian interlocks his fingers, raises his hands high and brings them down in a clubbing blow upon the ground. Psychic energies pour from the impact site, causing the ground to convulse and shudder violently and enemies to be flung from their feet.

Blessing: Tectonic Purge has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, when a charge roll is made for an enemy unit within 12" of this psyker, subtract 2 from the result.

2

WRACK AND RUIN

Reaching out with his mind, the Librarian senses every fault, hairline crack and structural weakness in an enemy fortification, then builds empyric resonance within them until the stronghold shakes itself violently apart.

Witchfire: Wrack and Ruin has a warp charge value of 6. If manifested, select one BUILDING unit, or one enemy unit that is wholly on or within an Area Terrain feature and is within 18" of and visible to this PSYKER. Roll nine D6, adding 1 to the result if the unit you selected was a BUILDING; for each roll of 5+ that unit suffers 1 mortal wound.

3

IRON INFERNO

The Librarian sends his mind questing outward to locate seams of metal, the iron spars of girders and foundations, and any other metallic deposit he can sense. Then, with a furious mental blast, he superheats them all to trigger a devastating pyrometallic eruption.

Witchfire: Iron Inferno has a warp charge value of 6. If manifested, select one point on the battlefield within 18" of and visible to this psyker. Roll one D6 for each enemy unit within 6" of that point; on a 4+ that unit suffers 1 mortal wound.

4

FORTIFY

The Librarian envisions a mighty citadel, ravaged by battle but under swift repair. As he does so he lets his powers wash out across his battle-brothers, compelling their flesh to knit and their bones to set just as the mental fortress is restored to its original magnificence.

Blessing: Fortify has a warp charge value of 4. If manifested, select one friendly IMPERIAL FISTS INFANTRY or IMPERIAL FISTS BIKER model within 12" of the psyker; that model regains up to D3 lost wounds.

5

ASPECT OF STONE

Thrumming geokinetic energies wreath the Librarian’s fists. Iron strengthens his sinews while his flesh becomes unyielding as ferrocrete – in such a state, he becomes all but unstoppable.

Blessing: Aspect of Stone has a warp charge value of 5. If manifested, then until the start of your next Psychic phase, add 2 to this psyker’s Strength and Toughness characteristics.

6

CHASM

The psyker slams his palms together, and then pulls them slowly apart. As he does, a wide chasm opens beneath the feet of his enemy and they plunge screaming to their doom in the darkness below.

Witchfire: Chasm has a warp charge value of 6. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this psyker. Roll 2D6: if the result is less than the lowest Move characteristic in that unit it suffers 1 mortal wound; if the result equals the lowest Move characteristic in that unit it suffers D3 mortal wounds; if the result is greater than the lowest Move characteristic in that unit it suffers 3 mortal wounds.

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

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.

Imperial Fists Warlord Traits

The lords of the Imperial Fists epitomise all their Primarch stood for, both to his gene-sons and to the wider Imperium he protected. Stoic in defence, unrelenting in attack, expertly versed in every strategic doctrine of the Codex Astartes and utterly determined to see their foes brought low, these warriors are amongst Humanity’s greatest champions.

If an IMPERIAL FISTS CHARACTER model is your WARLORD, you can use the Imperial Fists 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 CRIMSON FISTS CHARACTER is your Warlord, you can use the Crimson Fists Warlord Traits table below to determine what Warlord Trait they have.

Imperial Fists Warlord Traits

D6WARLORD TRAIT
1

SIEGE MASTER

There are few who have a deeper understanding of the tenets of siege warfare than this son of Dorn.

When resolving an attack made by this WARLORD against a BUILDING or VEHICLE unit, add 1 to the wound roll.

2

INDOMITABLE

This Imperial Fist refuses to yield whilst foes remain before him.

When resolving an attack made against this WARLORD, an unmodified wound roll of 1-3 always fail, irrespective of any abilities that the weapon or the model making that attack may have.

3

FLEETMASTER

Orbital firepower is often called upon by this leader.

Once per battle, at the end of your Fight phase, if this WARLORD remained stationary and did not make any attacks this turn it can call down an orbital strike. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.

4

STUBBORN HEROISM

Unyielding are the Imperial Fists, refusing to relent and exacting the bloody price of victory from their foes even when retreat might prove more prudent.

This WARLORD cannot Fall Back. When resolving an attack against this WARLORD, halve any damage inflicted (rounding up).

5

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.

6

HAND OF DORN

This champion of the Chapter is a true inheritor of the tactical acumen of his Primarch.

Before the battle, if your army is Battle-forged, roll one D3; you gain a number of Command Points equal to the result.


Crimson Fists Warlord Traits

D6WARLORD TRAIT
1-2

REFUSE TO DIE

Like the Chapter itself, this Crimson Fists champion defies death against all odds.

The first time this WARLORD it 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.

3-4

TENACIOUS OPPONENT

This champion fights all the harder when he is outnumbered by his foes.

When you choose this WARLORD to fight with, if there are at least five enemy models within 6" of them, add D3 to this WARLORD’s Attacks characteristic until the end of the phase.

5-6

STOIC DEFENDER (AURA)

This leader and his warriors hold their ground no matter the odds.

While a friendly CRIMSON FISTS CORE or CRIMSON FISTS CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a unit already has this ability, each model in that unit counts as one additional model for the purposes of determining control of objective markers.


Named Characters

If one of the following characters is your Warlord, they must have the associated Warlord Trait shown below:

Named CharacterWarlord Trait
Captain LysanderIndomitable
Tor GaradonSiege Master
Pedro KantorStoic Defender (Aura)

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.

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.

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: Vanguard Spearhead

Drawn from a Scout Company, the warriors of a Chapter’s Vanguard contingent sometimes deploy en masse in mobile and adaptable Spearheads. Trained in full-spectrum superiority, these forces outmanoeuvre their foes at every turn and are masters of the precision strike.

Vanguard Spearheads employ all the advanced training and hard-won experience their warriors have gained supporting their Chapter’s more eonventional assaults, but brought to the fore as an overarching strategy to dissect and disrupt far larger enemy threats. Masters of convoy elimination, assassination, sabotage and terror tactics, a full strike force of these specialists conduct extended guerrilla wars to take their enemies apart piece by piece. Their warriors strike with sudden pmyer and shocking speed, and then fade into the shadows before the enemy’s remaining strength can be brought to bear.

A Vanguard Spearhead is an Army of Renown.

RESTRICTIONS
  • Your army can only include PHOBOS, SUPPRESSOR SQUAD, INVICTOR TACTICAL WARSUIT and IMPULSOR units.
  • Your army cannot include any DEATHWATCH units.

BENEFITS
  • All of the units in your army gain the VANGUARD SPEARHEAD keyword.
  • You have access to the Vanguard Spearhead Chapter Relics, Stratagems and Tools of the Vanguard.
  • VANGUARD SPEARHEAD units in your army gain the Vanguard Operations ability (see below).
  • If your army is Battle-forged, INCURSOR SQUAD, INFILTRATOR SQUAD and REIVER SQUAD units in your army gain the Objective Secured ability.

Vanguard Operations

Battle-brothers that fight as part of a Vanguard Spearhead utilise covert hit-and-run tactics, continually repositioning and raining precision shots into their bewildered foe from the shadows before retribution can be brought to bear.

  • This unit never gains a Chapter Tactic.
  • Each time a ranged attack is made against a unit with this ability, if the attacker is more than 18" away, the unit with this ability is treated as having the benefits of Light Cover against that attack.
  • Each time an INFANTRY unit with this ability is selected to make a Normal move, if every model in that unit ends that move at least 4" away from where it started, until the end of the turn, each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.
  • Each time a unit with this ability consolidates, each model can move up to 6" instead of 3".

Relics

These Relics can be selected by VANGUARD SPEARHEAD CHARACTER models instead of any other Relics they have access to. They are considered to be Chapter Relics in all regards.

THE NIGHT’S BLADE

This поп-reflective blade lacks the ornamentation seen on many Adeptus Astartes legendary weapons. Its seemingly humble design belies its dreaded power, and a number of dark myths surround reports of Space Marines wielding such a weapon. The killing edge of The Nights Blade contains a neural-shock net. ’This device overloads the victims senses as it pierces their flesh, silencing unsuspecting sentries who fall without so much as a whimper.

VANGUARD SPEARHEAD model equipped with a combat knife or paired combat blades only. This Relic replaces a combat knife or paired combat blades and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Night’s Blade
The Night’s Blade
Melee
Melee
User
-3
2
Abilities: Each time an attack is made with this weapon against a unit that is not a VEHICLE, an unmodified wound roll of 2+ is always successful.

THE ARMOUR UMBRAL

This artificer suit of Phobos armour is not near-silent like others of its kind. While its power plant and fibre bundles operate with hardly a whisper, the Armour Umbral projects a barely-perceptible aural rendering of the surrounding soundscape, masking the wearers presence with the sigh of the wind and the rustle of vegetation. Coupled with a shrouding field that returns a wash of false signals to targeting systems, the warrior is as good as a ghost.

VANGUARD SPEARHEAD model only.
  • Each time a model makes an attack against the bearer, an unmodified hit roll of 1-3 fails, irrespective of any abilities that the weapon or the model making that attack may have.
  • The bearer is eligible to charge in a turn in which it Advanced.

SHADOW’S TOUCH

The psycho-crystalline matrix at this blades core responds to the bearers mastery of psychic shadow and deceit. Just as the bearer is able to pass the barriers of the foe unseen, so this blade passes through his opponents defences in kind, slipping through armour, energy fields and flesh with ease.

VANGUARD SPEARHEAD model equipped with a force sword only. This Relic replaces a force sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Shadow’s Touch
Shadow’s Touch
Melee
Melee
+3
-4
2
Abilities: In your Psychic phase, if the bearer manifests any psychic powers from the Obscuration discipline, then until the start of your next Psychic phase, each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.

MORBIDUS BOLTS

Morbidus bolts are a perfection of the specialist shells used by Reiver operatives behind enemy lines. These silent projectiles streak unseen, and unerringly through the weak spots of a foes armour before shattering and dispensing potent toxins through their ruined flesh, slaying them instantly and silently. From the wound, the shells final act is to expel a gaseous hallucinogen, rendering the silent victim doubly horrific to their shocked allies.

VANGUARD SPEARHEAD model only. When you give a model this Relic, select one bolt weapon that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a Morbidus bolt. If you do so, you can only make one attack with that weapon, but if that attack scores a hit:
  • The target suffers 2 mortal wounds and the attack sequence ends.
  • Until the end of the turn, subtract 1 from Combat Attrition tests taken for that enemy unit.

Tools of the Vanguard

When engaged on special operations, Space Marines can make use of a variety of additional pieces of equipment alongside their standard Phobos armour and weaponry. Usually carried by a specialist with the squad, such tools are employed to deadly effect by their users.

Infiltrator Squad

If your army is a Vanguard Spearhead, then when you are mustering your army, you can upgrade models within INFILTRATOR SQUAD units with the following additional wargear options:
  • 1 Infiltrator that is not equipped with a helix gauntlet, Infiltrator comms array or voxbreaker auspex can be equipped with 1 saboteur explosive pack.
  • 1 Infiltrator that is not equipped with a helix gauntlet, Infiltrator comms array or saboteur explosive pack can be equipped with 1 voxbreaker auspex.

OTHER WARGEARABILITIES
Saboteur explosive packThe bearer’s unit has the SABOTEUR EXPLOSIVE PACK keyword.
Voxbreaker auspexThe bearer’s unit has the VOXBREAKER AUSPEX keyword.

Incursor Squad

If your army is a Vanguard Spearhead, then when you are mustering your army, you can upgrade models within INCURSOR SQUAD units with the following additional wargear options:
  • 1 Incursor that is not equipped with a haywire mine can be equipped with 1 marksman target-tracker.

OTHER WARGEARABILITIES
Marksman target-trackerThe bearer’s unit has the MARKSMAN TARGET-TRACKER keyword.

Stratagems

If your army is a Vanguard Spearhead, you have access to these Stratagems, and can spend CPs to use them.

A STORM OF DEATH1CP
Vanguard Spearhead – Battle Tactic Stratagem

Reiver Squads attack in a barrage of disorienting roars and a storm of stabbing blades. With their foes reeling under the assault, every weak spot of their foe is identified and exploited.

Use this Stratagem in the Fight phase, when a VANGUARD SPEARHEAD REIVER SQUAD unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against an INFANTRY or BIKER unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).
OCULAR NETWORKING1CP
Vanguard Spearhead – Battle Tactic Stratagem

When fighting as part of Vanguard Spearhead, Space Marines utilise the sophisticated ocular systems of their Phobos armour to greater efficacy. Sharing combat data across inter-squad networks, they identify weaknesses in even the most resilient foe, deficiencies which precise attacks can take advantage of.

Use this Stratagem in your Shooting phase or the Fight phase, when a VANGUARD SPEARHEAD unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack that targets a MONSTER or VEHICLE unit, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 2 (this is cumulative with the bonus gained from the Combat Doctrines ability).
DISPERSAL PROTOCOLS2CP
Vanguard Spearhead – Strategic Ploy Stratagem

Vanguard squads are trained to rapidly disengage from their foe, moving to new positions before attacking once more.

Use this Stratagem at the end of the Fight phase. Select one VANGUARD SPEARHEAD unit from your army that is within Engagement Range of any enemy units. That unit can Fall Back as if it were your Movement phase.
SABOTEUR EXPLOSIVE PACK1CP
Vanguard Spearhead – Wargear Stratagem

Infiltrator saboteurs often carry a deadly array of munitions for breaching enemy structures and other demolitions work. These packs can also be used against enemy war engines or hulking monstrosities, clamped onto their foe before remote detonation.

Use this Stratagem when a SABOTEUR EXPLOSIVE PACK unit from your army is selected to Fall Back. Before that unit moves, select one enemy VEHICLE or MONSTER unit that is within Engagement Range of that unit and roll one D6 (adding 3 to the result if that enemy unit is a BUILDING unit): on a 2-5, that enemy unit suffers D3 mortal wounds. On a 6+, that enemy unit suffers D6 mortal wounds.
VOXBREAKER AUSPEX1CP
Vanguard Spearhead – Wargear Stratagem

Equipped with an elaborate auspex unit, some Infiltrator specialists are skilled in cracking the foe's transmissions and scanning for threats. Relayed information from the data-spectral realm enables their allies to anticipate enemy activity.

Use this Stratagem in your Command phase. Select one enemy unit that is within 18" of a VOXBREAKER AUSPEX unit from your army. Until the start of your next turn:
  • Each time a model in that enemy unit makes a ranged attack, subtract 1 from that attack’s hit roll.
  • If that unit declares a charge, you can select one unit from your army that is a target of that charge to Hold Steady or Set to Defend.
MARKSMAN TARGET-TRACKER2CP
Vanguard Spearhead – Wargear Stratagem

Specialised target acquisition devices coupled with their bearer's exceptional marksman instincts enable their squad to identify key enemy combatants, feeding targeting data directly to their visors.

Use this Stratagem in your Shooting phase when, a MARKSMAN TARGET-TRACKER unit from your army is selected to shoot. Until the end of the phase, each time you select a target for an occulus bolt carbine a model in that unit is equipped with, you can ignore the Look Out, Sir rule.
TACTICAL AUGURY1CP
Vanguard Spearhead – Wargear Stratagem

Vanguard Spearheads utilise advanced scanning equipment and orbital augurs to grant them an awareness of the battle-sphere's layout few forces can match. With such tactical advantage, they make pinpoint shots into enemy strongpoints and through dense defence lines, driving the foe out of cover and onto the blades of the Spearhead's encircling executioners.

Use this Stratagem in your Shooting phase, when a VANGUARD SPEARHEAD unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, the target does not receive the benefits of cover against that attack.
PIVOTAL MOMENT2CP
Vanguard Spearhead – Epic Deed Stratagem

There comes a crucial juncture in many battles where opportunity presents a key enemy target for the perfect shot. Whether the culmination of patiently outmanoeuvring the enemy or sheer fate, if the moment is seized, it can turn the tide of whole wars, sending far larger forces into rout.

Use this Stratagem in your Shooting phase, when a VANGUARD SPEARHEAD CORE model from your army is selected to shoot. Until the end of the phase, each time that model makes a ranged attack against an enemy WARLORD, a successful wound roll inflicts a number of mortal wounds equal to the Damage characteristic of the weapon used for that attack, and the attack sequence ends.

Boarding Actions

Few warriors in Humanity’s armies are the equal of the Space Marines. Possessing post-human strength, speed and toughness, and equipped with the finest armour and weapons, they are the doom of the Emperor’s foes.

Mustering a Boarding Patrol

When mustering a Boarding Patrol, if your Faction is ADEPTUS ASTARTES, then the following rules apply when adding units to your Boarding Patrol Detachment, and they take priority over the normal rules for mustering a Boarding Patrol.
  • All <CHAPTER> units in your Boarding Patrol must be from the same Chapter.
  • You can include one Lord of War unit, but only if it is a PRIMARCH unit.
  • You can include one Fast Attack unit, but only if it is an ASSAULT SQUAD unit that is not equipped with jump packs or a FENRISIAN WOLVES unit. If you include a FENRISIAN WOLVES unit, it can only have a Starting Strength of 5 models – additional models cannot be added to it.
  • You can include one Heavy Support unit, but only if it is a HELLBLASTER SQUAD or an ERADICATOR SQUAD unit. If you include a HELLBLASTER SQUAD unit, it can only have a Starting Strength of 5 models – additional models cannot be added to it.
  • You can only add one COMPANY VETERANS unit if your Boarding Patrol Detachment includes at least one CAPTAIN model. This unit must have a Starting Strength of 5 models.
  • You can only add one SERVITORS unit if your Boarding Patrol Detachment includes a TECHMARINE model.

Rules Adaptations

If your Faction is ADEPTUS ASTARTES, then the following rules adaptations apply to Space Marines rules found in Codex: Space Marines and Codex: Space Wolves.

Enhancements

If your WARLORD has the ADEPTUS ASTARTES keyword, then when mustering your Boarding Patrol, they can be given one of the following Enhancements instead of one from Arks of Omen: Abaddon.

THE IMPERIUM’S BLADE

This formidable warrior is an exemplar of the ideals of the Adeptus Astartes.

Add 1 to the bearer s Attacks characteristic and add 1 to charge rolls made for the bearer.

MASTERS OF WAR

Beyond mere warrior skill, Space Marines are careful students of war, masters of strategy and tactics.

In your Command phase, you can select one friendly ADEPTUS ASTARTES CORE unit within 9" of the bearer. Until the start of your next Command phase, that unit has the Objective Secured ability. If a model in that unit already has this ability, that model counts as one additional model when determining control of an objective marker.

ARTIFICER ARMOUR

Not only is this armour ornately decorated, it also provides superlative protection to the wearer.

The bearer has a Save characteristic of 2+ and a 4+ invulnerable save.


Boarding Action Stratagems

If your Faction is ADEPTUS ASTARTES, then when playing a Boarding Action game you will have access to the following Stratagems, and can spend CP to use them.

TRANSHUMAN PHYSIOLOGY1CP
Space Marines – Boarding Actions – Battle Tactic Stratagem

Space Marines can fight through even the most grievous of wounds.

Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
THE STRENGTH OF THE EMPEROR1CP
Space Marines – Boarding Actions – Battle Tactic Stratagem

Blessed with incredible strength, Space Marines deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack and an unmodified hit roll of 6 automatically wounds the target.
ONLY IN DEATH DOES DUTY END1CP
Space Marines – Boarding Actions – Epic Deed Stratagem

Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed models attacks, it is then removed.
STEADY ADVANCE1CP
Space Marines – Boarding Actions – Strategic Ploy Stratagem

A measured advance allows Space Marines to unleash a steady stream of accurate fire on the move.

Use this Stratagem when an ADEPTUS ASTARTES unit from your army completes the Set Overwatch action. While that unit Sets Overwatch, it also Holds Steady.

Imperial Fists Boarding Action Rules

CLOSE-RANGE PUNISHMENT

In the close confines of boarding actions, the Imperial Fists know that failing to destroy targets with a single overwhelming salvo is to invite death.

IMPERIAL FISTS model only. In your Command phase, select one friendly IMPERIAL FISTS unit within 9" of the bearer. Until the end of the turn, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack.
SIEGE MASTERS1CP
Space Marines – Imperial Fists – Boarding Actions – Battle Tactic Stratagem

The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their foes from defensive positions with hails of pinpoint fire.

Use this Stratagem in your Shooting phase, when an IMPERIAL FISTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, the target does not receive the benefits of cover against that attack.

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 Fists

The armouries of the Dorn’s sons are filled with storied weapons and equipment. From glory-drenched banners to legendary weapons, the mightiest heroes of the Chapter can draw upon a variety of ancient and remarkably powerful artefacts of war with which to drive back the Emperor’s foes.

If your army is led by an IMPERIAL FISTS or CRIMSON FISTS WARLORD, you can give one of the following Relics of the Fists to an IMPERIAL FISTS or CRIMSON FISTS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

DUTY’S BURDEN

Presented to Chapter Master Kantor by Roboute Guilliman upon the day of his departure from Rynn’s World, this masterfully crafted bolt rifle serves as a mark of the Primarch’s recognition for all the Crimson Fists have achieved, and a stark reminder of all there is still yet to do. Bestowed upon those champions of the Chapter who face especially trying and crucial battles, Duty’s Burden is an exceptionally lethal and utterly trustworthy weapon whose determined machine spirit echoes that of the Crimson Fists themselves.

CRIMSON FISTS model with a master-crafted auto bolt rifle or master-crafted stalker bolt rifle only. This Relic replaces a master-crafted auto bolt rifle or master-crafted stalker bolt rifle, and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Duty’s Burden
Duty’s Burden
30"
Rapid Fire 2
5
-2
2

FIST OF VENGEANCE

This master-crafted power fist is blood red, and chipped and marked with hundreds of battle scars. Forged many years before the cataclysm that almost destroyed the Crimson Fists, the Fist of Vengeance was recovered from the ruins of the Chapter’s fortress monastery. In the years since that dark day, this symbol of resilience and defiance has been borne into battle by many heroes of the Chapter.

CRIMSON FISTS model with a power fist only. This Relic replaces a power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fist of Vengeance
Fist of Vengeance
Melee
Melee
x2
-3
3

THE BANNER OF STAGANDA

The Staganda War was one of the most gruelling campaigns undertaken by the Imperial Fists. Staganda had been severed from Mankind since the Dark Age of Technology and, by the time an Explorator fleet rediscovered the world, the population had been living under brutal Ork occupation for millennia. Though the entire Imperial Fists Chapter was mobilised to reclaim the planet, it was the 3rd Company that bore the brunt of the fighting. In the aftermath, a new standard was fashioned in honour of this epic victory.

IMPERIAL FISTS ANCIENT model only. The bearer has the following ability:

Banner of Staganda (Aura): While a friendly IMPERIAL FISTS CORE or IMPERIAL FISTS CHARACTER unit is within 6" of the bearer, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.

THE BONES OF OSRAK

The legends concerning Chief Librarian Malandar Osrak lie greatly shadowed by the passage of time, dating as they do from late M32 – a period on which Chapter records are notoriously silent. The stories of Osrak’s defeat of the nine Daemon Lords of the Maelstrom may well be apocryphal, as might his cleansing of the plague vessel Morbiditus. The toppling of the Gallowfortress, the sundering of the Inimical Gate and the single-handed liberation of Shormidar – all of these are deeds attributed to Osrak that may have grown in the telling. Whatever the truth of these stories, none contest Osrak’s sheer psychic might. Even now, centuries after his death, the scrimshawed remains of his skull radiate a formidable power. With proper training, a Librarian of the same gene-seed can bend the Bones of Osrak to his will, accomplishing feats beyond the ken of his fellow psykers.

IMPERIAL FISTS LIBRARIAN only. When a Psychic test is taken for a model with this Relic that is attempting to manifest a psychic power from the Geokinesis discipline, you can re-roll the result.

THE EYE OF HYPNOTH

The Eye of Hypnoth was presented to the Imperial Fists in late M39 in honour of the assistance they provided in defending the forge world of Hypnoth from Waaagh! Kromak. This device is a highly sophisticated and long-ranged auspex array; tradition dictates that it is best employed to detect hidden weaknesses in enemy fortifications.

IMPERIAL FISTS model only. The bearer has the following ability:

Eye of Hypnoth (Aura): While a friendly IMPERIAL FISTS CORE unit is within 6" of the bearer, each time a model in that unit makes a ranged attack, re-roll a wound roll of 1.

THE SPARTEAN

This bolt pistol is a true work of the artificer’s art. Since its forging in M35, hundreds of warriors have used the pistol to myriad enemies of Mankind. All of its bearers have remarked upon the weapon’s potent and noble machine spirit, a presence so manifest that it felt as though the weapon was a battle-brother stood always at their side.

IMPERIAL FISTS model with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Spartean
The Spartean
18"
Pistol 2
4
-3
2
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.


Imperial Fists Special-issue Wargear

Just as they recruit from many worlds, so the Imperial Fists can draw upon the industrial artifice of all those planets – along with the armoury of Phalanx itself – to furnish their warriors with weapons and wargear. Some of these potent pieces of equipment were crafted upon Terra itself, and thus bear all the hallmarks of the throneworld’s peerless craftsmanship.

If your army is led by an IMPERIAL FISTS WARLORD or a WARLORD drawn from an Imperial Fists successor Chapter, you can give one of the following Special-issue Wargear Relics to an IMPERIAL FISTS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an Imperial Fists successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLES cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

ADAMANTINE MANTLE

These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

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

ARTIFICER ARMOUR

Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

AURIC AQUILA

When these shining, golden aquila icons are forged, shavings of metal taken from the Phalanx’s own armour plates are worked into their makeup. They thus benefit from a fragment of the mighty warship’s fortitude and the protective aegis of its ancient machine spirit that helps to shield their bearers from hurts both physical and malefic.

A model with this Relic has a 4+ invulnerable save. When a model with this Relic would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power-armoured gauntlet. Short-ranged and powerful, they are typically triggered in the midst of melee in order to blast the enemy point-blank from an unexpected angle when a weakness in their guard is spotted.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

FIST OF TERRA

These ornate power fists are reputed to be remaining examples of the vaunted Solarite gauntlets used in the fighting on the walls of Terra at the height of the Horus Heresy. Crafted from the most potent materials and rare amongst the Imperial Fists even ten thousand years ago, these finely crafted weapons have sundered the foes of Mankind across the galaxy.

Model with a power fist only. This Relic replaces a power fist and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Fist of Terra
Fist of Terra
Melee
Melee
x2
-3
2
Abilities: When the bearer fights, it makes 1 additional attack with this weapon.

GATEBREAKER BOLTS

An unusual adaptation originally designed to aid Imperial Fists in blasting open the reinforced doors of enemy-held bunkers, these bolt rounds contain an unstable reservoir of hyper-dense liquid theldrite. Upon hitting their target, this substance catapults forwards within its canister and solidifies, adding battering-ram force and a Land Raider’s worth of unexpected weight to the impact of the shell.

When you give a model this Relic, select one bolt weapon that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a gatebreaker bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D3 wound rolls instead of one (each successful wound roll results in a wound that must be allocated). When resolving that attack, the weapon has an Armour Penetration characteristic of -5 and a Damage characteristic of 1 for that attack.

MASTER-CRAFTED WEAPON

Within the armouries of each Space Marine Chapter, the finest artificers seek to fashion weapons of ornate magnificence and utter lethality. Those forged upon Macragge are breathtaking examples of the weaponsmith’s craft, be they potent firearms or gilt-chased blades.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be 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.

WARDEN’S CUIRASS

In the past millennia of war, these resplendent golden plates have graced the chest of many a son of Rogal Dorn. Proudly displaying the flawless sigil of the Primarch, they declare an unbreakable allegiance to the Imperium and the Emperor. Forged with metallic ores whose composition is no longer understood in the Imperium, each of these chest-plates also provides formidable defence, bolstering the wearer’s fortitude to that of the heroes of yore.

Add 1 to the Wounds characteristic of a model with this Relic.

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

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

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

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

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

Fast Attack

The ATTACK BIKE SQUAD keyword is used in the following Space Marines datasheets:

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

Fast Attack

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

Heavy Support

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

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

Dedicated Transport
Fast Attack

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:

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.
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.
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.

LION’S WRATH

Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the hit roll.
WEAPON
RANGE
TYPE
S
AP
D
Master-crafted boltgun
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
Master-crafted plasma gun
Master-crafted plasma gun
24"
Rapid Fire 1
8
-4
2

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

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

The COMPANY CHAMPION keyword is used in the following Space Marines datasheets:

Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
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.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
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.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

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

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

The MINOTAURS and APOTHECARY keywords are used in the following Space Marines datasheets: