Despite their relatively recent foundation, the grim Space Marine brotherhood known as the Wolfspear have already proved themselves to be fearsome and ruthless hunters, honouring the genetic legacy of their forefather, Leman Russ. Wherever they stalk, the Wolfspear prey upon the enemies of Mankind with a dark hunger intensified by blood-sworn battle oaths and a fierce loyalty to kith and kin.
This section contains all of the datasheets that you will need in order to fight battles with your Space Marines miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Space Marines units – these are described below and referenced on the datasheets.Book | Kind | Edition | Version | Last update |
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![]() | Codex | 9 | Indomitus 1.3 | February 2022 |
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![]() | Rulebook | 9 | Q2 2023 | April 2023 |
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![]() | Datasheet | 9 | March 2023 | |
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![]() | Index | 9 | Indomitus 1.9 | February 2023 |
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![]() | Expansion | 9 | February 2023 | |
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![]() | Expansion | 9 | January 2023 | |
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![]() | Expansion | 9 | Indomitus 1.0 | July 2022 |
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![]() | Datasheet | 9 | June 2022 | |
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![]() | Expansion | 9 | Indomitus 1.0 | March 2022 |
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![]() | Rulebook | 9 | March 2022 | |
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![]() | Datasheet | 9 | January 2022 | |
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![]() | White Dwarf | 9 | September 2021 | |
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![]() | White Dwarf | 9 | July 2021 | |
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![]() | Index | 9 | 1.0 | December 2020 |
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![]() | Codex Supplement | 9 | Indomitus 1.0 | December 2020 |
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![]() | Expansion | 8 | Indomitus 1.1 | July 2020 |
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![]() | Datasheet | 8 | December 2019 | |
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![]() | Datasheet | 8 | December 2019 |
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. |
Q: | The ‘crushing teeth and claws’ weapon says that the bearer ‘makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon,’ but Canis Wolfborn’s Born of Wolves ability allows a model to make an additional attack with such a weapon. How many attacks would a model affected by this ability make with its crushing teeth and claws? |
A: | Four. The Born of the Wolves ability takes precedence over the weapon’s. |
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. |
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.
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.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.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 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.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: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.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.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.Still revelling in their transhuman adaptations, a Great Company’s aggressive young warriors plunge headlong into battle in a furious display of innate talent, rigorous conditioning and recklessness.
If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding WOLF GUARD models) in this unit.Unless tempered by the wise growls of a veteran, young blood claws eager to prove themselves will gladly plunge into any foe they can reach.
If this unit does not contain a WOLF GUARD model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge.Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.
This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".The following abilities, which are used during deployment, are common to many ADEPTUS ASTARTES units.
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.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.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.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.Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.
During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.Some rules refer to ‘bolt weapons’, ‘flame weapons’, ‘melta weapons’ or ‘plasma weapons’. The definitions of these weapons for the purposes of such rules can be found below:
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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.
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.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.
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.
A veteran of the battlefield and of the sermon, this warlord intones his litanies and galvanises his brothers with every word.
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.
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.
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.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. |
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.
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.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 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.
This altruistic warlord will go to any lengths to heal his brothers.
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. |
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.
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.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.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.
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.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 |
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.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.A SPACE WOLVES Detachment is one that only includes models with the SPACE WOLVES keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keywords). Note that such a Detachment is also an ADEPTUS ASTARTES Detachment, as described in Codex: Space Marines, and as such all the ADEPTUS ASTARTES Detachment abilities also apply to that Detachment.
In the maelstrom of battle, the Space Wolves crash head first into enemy lines, their blades rising and falling in red arcs. All those who would oppose them are left bloodied and broken in their wake.
While the Assault Doctrine is active for your army, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.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.
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. | ||
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.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:
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Prowling through the smoke of corpse-strewn battlefields come the Space Wolves Stalker Packs, their eyes glinting gold in the fires of war. When they have the scent of their prey in their nostrils there is no escape, for these are hunters beyond compare, and savage on the attack.
1CP | ||
STALKER PACK Specialist Detachment Stratagem From the shadows come Space Wolves Stalker Packs, pursuing their quarry with unwavering ferocity. Once the enemy realises they are being pursued, it is often too late to evade their fate. Use this Stratagem when choosing your army. Pick a SPACE WOLVES Detachment from your army to be a Stalker Pack Specialist Detachment. BATTLE LEADERS, BLOOD CLAWS and REIVERS in that Detachment gain the STALKER PACK keyword. | ||
Tales are told of this warrior’s bestial fury. Akin to a Fenrisian Wolf alpha, he hunts down his prey before despatching them with brutal efficiency.
Add 1 to the Attacks characteristics all models in a unit affected by this saga if it made a charge move in the same turn.Forged from iron mined deep within the mountain Ammagrimgul on Fenris, many songs are sung of this artificer weapon and the blood it has spilled in battle with the Emperor’s foes.
Model with power axe only. The Ironfang of Ammagrimgul replaces the bearer’s power axe and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Ironfang of Ammagrimgul | |||||
Ironfang of Ammagrimgul | Melee | Melee | +1 | -2 | D3 |
Abilities: If the wound roll for an attack made by this weapon is an unmodified 6, the target model suffers D3 mortal wounds instead of the normal damage. |
STRATAGEMS If your army includes any Stalker Pack Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
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The Space Wolves train their whole lives for the moment when battle is joined. After a long hunt tensed for the kill, they spring forward to devastating effect.
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.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.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.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.’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.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.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.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.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.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.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.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.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.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.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.Bravery runs in the blood of this Chapter's battle-brothers.
Add 1 to the Leadership characteristic of models with this tactic.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.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.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.HERO OF THE CHAPTER (Adeptus Astartes – Requisition)
RELIC OF THE CHAPTER (Adeptus Astartes – Requisition)
INDOMITUS CRUSADERS (Specialist Detachment)
STALKER PACK (Specialist Detachment)
THANE OF THE RETINUE (Space Wolves – Requisition)
WARRIOR OF LEGEND (Space Wolves – Requisition)
A TROPHY BESTOWED (Space Wolves – Requisition)
CUNNING OF THE WOLF (Space Wolves – Battle Tactic)
Battle Round
DEED WORTHY OF A SAGA (Space Wolves – Epic Deed)
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)
BESTIAL NATURE (Space Wolves – Strategic Ploy)
GO FOR THE THROAT (Space Wolves – Battle Tactic)
STEADY ADVANCE (Space Marines – Boarding Actions – Strategic Ploy)
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
GUERILLA TACTICS (Adeptus Astartes – Strategic Ploy)
HIT-AND-RUN WARFARE (Adeptus Astartes – Strategic Ploy)
STEADY ADVANCE (Adeptus Astartes – Strategic Ploy)
GRAV PULSE (Adeptus Astartes – Wargear)
SABOTEUR EXPLOSIVE PACK (Vanguard Spearhead – Wargear)
COMBAT REVIVAL (Adeptus Astartes – Epic Deed)
TRACK AND HUNT (Wolfspear – Battle Tactic)
HEALING BALMS (Space Wolves – Battle Tactic)
AUSPEX SCAN (Adeptus Astartes – Wargear)
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
CLOAKED BY THE STORM (Space Wolves – Epic Deed)
RUNIC WARDS (Space Wolves – Wargear)
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
FURY OF THE FIRST (Adeptus Astartes – Battle Tactic)
FLAKK MISSILE (Adeptus Astartes – Wargear)
HELLFIRE SHELLS (Adeptus Astartes – Wargear)
SHOCK AND AWE (Adeptus Astartes – Wargear)
SUPPRESSION FIRE (Adeptus Astartes – Strategic Ploy)
TREMOR SHELLS (Adeptus Astartes – Wargear)
UNCOMPROMISING FIRE (Adeptus Astartes – Strategic Ploy)
MARKSMAN TARGET-TRACKER (Vanguard Spearhead – Wargear)
PIVOTAL MOMENT (Vanguard Spearhead – Epic Deed)
TACTICAL AUGURY (Vanguard Spearhead – Wargear)
KEEN SENSES (Space Wolves – Strategic Ploy)
KILLING BLOW (Wolfspear – Battle Tactic)
OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)
RAPID FIRE (Adeptus Astartes – Battle Tactic)
SKILLED RIDERS (Adeptus Astartes – Strategic Ploy)
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)
ASSAULT LAUNCHERS (Adeptus Astartes – Wargear)
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
ON THE SCENT (Wolfspear – Strategic Ploy)
PACK KILLERS (Space Wolves)
PACK HUNTERS (Space Wolves – Battle Tactic)
HAMMER OF WRATH (Adeptus Astartes – Strategic Ploy)
COUNTER CHARGE (Space Marines – Space Wolves – Boarding Actions – Strategic Ploy)
COUNTER CHARGE (Space Wolves – Strategic Ploy)
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)
BLOOD SCENT (Space Wolves)
RELENTLESS ASSAULT (Space Wolves – Battle Tactic)
DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)
GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)
MELTA BOMB (Adeptus Astartes – Wargear)
KILLING BLOW (Wolfspear – Battle Tactic)
A STORM OF DEATH (Vanguard Spearhead – Battle Tactic)
OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)
SAVAGE STRIKE (Space Wolves – Battle Tactic)
THE EMPEROR’S EXECUTIONERS (Space Wolves – Battle Tactic)
HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)
DISPERSAL PROTOCOLS (Vanguard Spearhead – Strategic Ploy)
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)
BLOOD SCENT (Space Wolves)
RELENTLESS ASSAULT (Space Wolves – Battle Tactic)
DEATH TO THE TRAITORS! (Adeptus Astartes – Battle Tactic)
GENE-WROUGHT MIGHT (Adeptus Astartes – Battle Tactic)
MELTA BOMB (Adeptus Astartes – Wargear)
KILLING BLOW (Wolfspear – Battle Tactic)
A STORM OF DEATH (Vanguard Spearhead – Battle Tactic)
OCULAR NETWORKING (Vanguard Spearhead – Battle Tactic)
SAVAGE STRIKE (Space Wolves – Battle Tactic)
THE EMPEROR’S EXECUTIONERS (Space Wolves – Battle Tactic)
HONOUR THE CHAPTER (Adeptus Astartes – Battle Tactic)
DISPERSAL PROTOCOLS (Vanguard Spearhead – Strategic Ploy)
COMMANDING ORATORY (Adeptus Astartes – Epic Deed)
ONLY IN DEATH DOES DUTY END (Space Marines – Boarding Actions – Epic Deed)
ARMOUR OF CONTEMPT (Adeptus Astartes – Epic Deed)
ONLY IN DEATH DOES DUTY END (Adeptus Astartes – Epic Deed)
If your army includes any ADEPTUS ASTARTES Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of <CHAPTER> on that Stratagem (if any) with the name of the Chapter that your selected unit is drawn from.
Of all Humanity’s foes, none are as hated as the Heretic Astartes, for they have betrayed their ancient oaths.
Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.
When the fighting is at its fiercest, the Terminator-armoured warriors of the Chapter truly show their quality.
Space Marines can fight through even the most grievous of wounds.
The combination of superhuman reflexes and bolter-drills means Space Marine Intercessors can produce a devastating rate of fire.
Blessed with incredible strength, Primaris Space Marines deliver blows that inflict terrifying damage.
Those clad in Gravis armour are walking ceramite strongpoints.
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
The belligerency of some Adeptus Astartes machine spirits makes them unyielding foes to face.
There are many tales of machine spirits wreaking havoc on the foe, even after their crew are slain and critical systems are failing.
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.
Fuelled by battlefield adrenaline, the Chaplain recites his litanies with even greater fervour, inspiring the warriors around him.
With decades of experience, the Apothecary confidently works with at high speed to return wounded brothers to the fray.
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.
Every Space Marine is a champion in their own right, a posthuman demigod who stands between Mankind and the darkness.
Space Marine pilots receive advanced training in handling their vehicles, and have preternatural reaction speeds.
Space Marines with jump packs crash into combat with bonebreaking force.
Space Marine riders and pilots rely on their post-human reflexes to weave around incoming fire.
Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.
A measured advance allows Space Marines to unleash a steady stream of fire.
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.
Few indeed are the foes who can hope to escape the savage barrage of Space Marine artillery with their wits intact.
At the most critical time, Reivers engage their armour's enhanced features to terrify and disrupt the enemy as much as possible.
At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate and strike the foe again.
The Chapter's orbiting star ships stand ready to unleash hell.
Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.
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.
Space Marine forces use shock grenades and similar weapons to stun and distract the enemy with blinding light and raucous noise.
Assault launchers fire salvoes of explosive charges at the enemy, causing horrific damage to those who are caught out of cover.
Melta bombs are fusion charges designed to burn through an armoured hull in a matter of seconds.
Crews of gravitic battle tanks can discharge directed pulses of gravitic force through their ventral plates.
Originally devised to counter large Tyranid bio-forms, hellfire rounds fill the target with mutagenic acid upon detonation.
Flakk missiles are designed to eliminate aircraft by unleashing a payload of shrapnel that shreds armour and vital systems.
Throwing down a hail of smoke grenades or deploying their smoke launchers, the Space Marines screen themselves from the enemy.
If your army includes any SPACE WOLVES Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.
Having stalked their prey or run them to ground, all that remains is to go for the enemy’s weakest points, to rip them out in a furious blood-letting.
The most successful hunts are those where the prey doesn’t know they are being hunted.
The Space Wolves have never forgotten their ten-thousand-year-old charge to deliver the Emperors vengeance to the sons of Magnus.
With the scent of blood in the air and the rushing joy of battle surging through every true warrior's hearts, even the greatest quarry can be brought down in a single surge of feral strength.
Learned in arcane biomechanics and chirurgery, Wolf Priests apply their rough surgery, shamanistic rites and medicinal balms to drag warriors back from the gates of Morkai’s realm of death.
Where the sons of Russ hunt, the wolves of Fenris are never far behind, the beasts seeing them as their pack leaders.
Once their blades and claws run red with the enemy’s blood, nothing will hold the savage sons of Russ back from new prey.
Where the Rune Priest unleashes his might, blinding Fenrisian tempests are sure to follow.
Legendary deeds in the midst of battle are an intoxicating mead. Those of the hero’s retinue are inspired to greater feats of daring and valour, proving themselves worthy of their champion.
There are few more meaningful tokens of brotherhood among the sons of Russ than the gifting of a war trophy - heavy with glory and steeped in tales of honour -from one warrior to another.
The lords of the Fang are stern but generous masters, who may reward a worthy warrior with an artefact of great power.
The greatest champions of Fenris have hunted near-mythical monsters, bested dark champions and waded through seas of blood - throughout all, howling with joy in the face of death.
Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.
The inter-pack dynamism of the Space Wolves ensures a fluid coordination of support that sees the Chapter’s battle-brothers launch themselves at the enemy’s throats from unexpected quarters.
The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.
Imbued with the cunning psychic might of the Rune Priests, shamanistic totems, tattoos and fetishes are a potent shield against the foul sorcery of witches.
Before the battle, generate the psychic powers for PSYKER models from your army that know powers from the Librarius discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <CHAPTER> keyword on that psychic power (if any) with the name of the Chapter that your PSYKER is drawn from.
D6 | PSYCHIC POWER |
1 | VEIL OF TIME The psyker projects his will beyond the regular passage of time, altering the temporal flow to sway the tide of battle. Blessing: Veil of Time has a warp charge value of 6. If manifested, select one friendly <CHAPTER> unit within 18" of this PSYKER.
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2 | MIGHT OF HEROES The psyker cages the immense power of the immaterium within the physical form of one of his brothers, making the blessed warrior the Emperor’s vengeance made manifest. Blessing: Might of Heroes has a warp charge value of 6. If manifested, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER model within 12" of this PSYKER. Until the start of your next Psychic phase, add 1 to that models Strength, Toughness and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic in that unit when resolving any rules). |
3 | NULL ZONE The psyker unleashes the full might of his mind to cast down his opponents defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes. Blessing (Aura): Null Zone has a warp charge value of 7. If manifested, then:
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4 | PSYCHIC SCOURGE The psyker pits his superhuman willpower against that of his enemies in a battle of mental fortitude, seeking to destroy their minds in a burst of psychic fury. Witchfire: Psychic Scourge has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Then, roll one D6 and add this PSYKER’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponents, the selected unit suffers D3 mortal wounds; if it is equal to your opponents total, the selected unit suffers 1 mortal wound; if it is less than your opponent’s total, nothing happens. |
5 | FURY OF THE ANCIENTS Calling upon the myths of his Chapters home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy. Witchfire: Fury of the Ancients has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this PSYKER. Draw a line between any part this PSYKER’s base and any part of the selected model’s base (or hull); the selected models unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound. |
6 | PSYCHIC FORTRESS Drawing on boundless reserves of inner strength, the psyker constructs a powerful field of shimmering psychic energy around himself as well as any nearby battle brothers, protecting them from harm. Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly <CHAPTER> unit is within 6" of this PSYKER, models in that unit have a 5+ invulnerable save. |
Before the battle, generate the psychic powers for PSYKER models that know powers from the Obscuration discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.
When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <CHAPTER> keyword on that psychic power (if any) with the name of the Chapter that your PSYKER is drawn from.
D6 | PSYCHIC POWER |
1 | SHROUDING The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows. Blessing: Shrouding has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this PSYKER. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks. |
2 | SOUL SIGHT The psyker shares his warp-sight with his brethren, causing their eyes to glow with an ethereal light. So empowered, no foe can escape their omniscient gaze; the souls of their targets flare like flaming beacons in the dark. Blessing: Soul Sight has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack. |
3 | MIND RAID The psyker peers into the mind of the foe, raiding their thoughts for secret codes, battle plans, the location of hidden forces and any other tactical information that might be useful. Such brute psychic interrogation doubtless inflicts severe cerebral trauma on its victim. Witchfire: Mind Raid has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this PSYKER.
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4 | HALLUCINATION The psyker instils terror and panic within his foes by conjuring images out of their memories - from past allies seemingly returned from the dead, to apparitions wrought from nightmares. Malediction: Hallucination has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER.
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5 | TENEBROUS CURSE As the psyker twists his hand, a psychic bolt lances through the minds of his enemies. As they reel from the assault, their own shadows seemingly come to life, pulling their casters to the ground with frenzied determination. Malediction: Tenebrous Curse has a warp charge value of 7. If manifested, select one enemy unit that cannot FLY and is within 18" of and visible to this PSYKER.
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6 | TEMPORAL CORRIDOR The psyker creates an invisible corridor in which the passage of time is altered, allowing his allies to traverse the battlefield with supernatural swiftness. Blessing: Temporal Corridor has a warp charge value of 5. If manifested, select one friendly <CHAPTER> PHOBOS unit within 6" of this PSYKER.
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PSYKER models in SPACE WOLVES Detachments can know all of their psychic powers from the Tempestas discipline instead of the Librarius or Obscuration disciplines. Before the battle, generate the psychic powers for PSYKER models that know powers from the Tempestas discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER knows.
D6 | PSYCHIC POWER |
1 | LIVING LIGHTNING Sentient electricity crackles amid the brooding skies above as the Rune Priest calls forth the elements to smite his foes. At the psykers command, lightning arcs into the ranks of the enemy, leaving a trail of blackened corpses in its wake. Witchfire: Living Lightning has a warp charge value of 6. If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers D3 mortal wounds. Then roll one D6: on a 2-4, the closest other enemy unit within 6" of and visible to that unit suffers 1 mortal wound; on a 5+, it suffers D3 mortal wounds. |
2 | MURDEROUS HURRICANE The Rune Priest bellows an ancient curse, and within moments his foes are all but consumed in a hurricane of freezing shards, a thousand blades of psychically formed ice plunging into their flesh. Malediction: Murderous Hurricane has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:
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3 | TEMPEST’S WRATH The Rune Priest brings the rage of the storm to a roaring crescendo, frost-fingered wind spirits whipping at his enemies, tearing at their eyes and snatching weapons from their hands. Malediction: Tempest’s Wrath has a warp charge value of 6. If manifested, select one enemy unit within 24" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll. |
4 | INSTINCTS AWOKEN Maintaining the balance between the controlled aggression of his brothers and the roaring beast at their hearts, the Rune Priest awakens the savage spirit within them. Blessing: Instincts Awoken has a warp charge value of 6. If manifested, select one friendly SPACE WOLVES unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, the Assault Doctrine is considered to be active for that attack instead of the currently active doctrine. If the Assault Doctrine is already active for your army, then on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault doctrine. |
5 | STORM CALLER The Rune Priest chants an ancient rite that builds into a terrifying howl. Roaring winds and furious blizzards rage about him in a vortex of ice and snow that obscures him from sight. Blessing (Aura): Storm Caller has a warp charge value of 6. If manifested, until the start of your next Psychic phase, while their unit is within 6" of this PSYKER, friendly SPACE WOLVES models receive the benefits of light cover. |
6 | JAWS OF THE WORLD WOLF The Rune Priest implores the spirit of the world upon which he hunts to open its rock-fanged maw, and a chasm cracks open under the feet of his chosen enemy, sending them tumbling to their death below. Witchfire: Jaws of the World Wolf has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Roll one D6 for each model in that unit, adding 1 to the result if the result of the Psychic test was 9 or more. For each roll of a 6+, that unit suffers 1 mortal wound. |
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.
The Chaplain fuels his battle brothers with hatred and exhorts them to strike the foe harder and harder, without mercy.
If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, you can re-roll the hit roll.D6 | LITANIES OF BATTLE |
1 | LITANY OF FAITH (AURA) The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear. If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this Priest, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost. |
2 | CATECHISM OF FIRE The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower. If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attack’s wound roll. |
3 | EXHORTATION OF RAGE The Chaplain bellows his fury at the enemy, his brothers surging forwards to strike them down. If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll. |
4 | MANTRA OF STRENGTH The Chaplain focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by the Primarch himself. If this litany is inspiring:
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5 | RECITATION OF FOCUS The Chaplain recites creeds that focus the minds of his brothers to ensure their shots strike true. If this litany is inspiring, select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll. |
6 | CANTICLE OF HATE (AURA) Bellowing his hatred of the foe, the Chaplain leads his brothers in the wholesale destruction of the enemy. If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this PRIEST:
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If an ADEPTUS ASTARTES CHARACTER model is your WARLORD, you can use the Space Marines Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a PHOBOS CHARACTER model is your WARLORD, you can instead use the Vanguard Warlord Traits table below to determine what Warlord Trait they have in the same manner. If you wish, instead of selecting a Warlord Trait from either of the tables below, you can select a Chapter Warlord Trait for your WARLORD, but only if they are from the relevant Chapter.
When you have determined a Warlord Trait for an ADEPTUS ASTARTES CHARACTER model, replace all instances of the <Chapter> keyword in their Warlord Trait (if any) with the name of the Chapter that your model is drawn from.
D6 | WARLORD TRAIT |
1 | FEAR MADE MANIFEST (AURA) The Emperor’s enemies quail beneath this champion’s wrathful gaze. While an enemy unit is within 6" of this WARLORD:
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2 | THE IMPERIUM’S SWORD This warlord hurls himself forwards with unbridled ferocity, cutting down the foe like a reaping whirlwind.
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3 | IRON RESOLVE Faith and duty drive this warlord relentlessly onwards as he shrugs off injuries that would lay lesser warriors low.
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4 | CHAMPION OF HUMANITY This commander has slain enemy generals beyond counting.
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5 | STORM OF FIRE (AURA) This warlord expertly guides his warriors’ fire. While a friendly <CHAPTER> CORE unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. |
6 | RITES OF WAR (AURA) This commander and his warriors have vowed to secure victory. While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability. |
D6 | WARLORD TRAIT |
1 | SHOOT AND FADE This warrior harries the foe before returning to the shadows. Once per turn, in your Shooting phase, after shooting with a friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD, that unit can make a Normal Move or it can Advance; in either case, if it does, that unit is not eligible to declare a charge with this turn. |
2 | LORD OF DECEIT This leader is adept at subterfuge and spreading misinformation. After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first. |
3 | MASTER OF THE VANGUARD (AURA) This living legend of the Vanguard is an inspiration to his brothers. While a friendly <CHAPTER> PHOBOS unit is within 6" of this WARLORD:
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4 | STEALTH ADEPT This warlord slips through enemy territory like a spectre. Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks. |
5 | TARGET PRIORITY This tactician is constantly seeking prime targets. In your Command phase, you can select one friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll. |
6 | MASTER MARKSMAN This warlord is one of the finest sharpshooters in the galaxy. Add 1 to the Damage characteristic of ranged weapons this WARLORD is equipped with (excluding Grenades and Relics). |
This warlord has slain some of the worst creatures that the galaxy has to offer. Such a hero embodies Russ’ ferocity and courage.
If a SPACE WOLVES CHARACTER model is your WARLORD, you can use the table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6 | WARLORD TRAIT |
1 | BEASTSLAYER This warlord has slain some of the worst creatures that the galaxy has to offer. Such a hero embodies Russ’ ferocity and courage.
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2 | WOLFKIN The warlord has a primal potency, unleashing his bestial predatory instinct and sending his savagery into overdrive until not a single enemy stands before him. For the purposes of its Shock Assault ability, this WARLORD is always treated as having made a charge move, and makes D3 additional attacks instead of 1 as a result of that ability. |
3 | WARRIOR BORN Endowed with preternatural prowess, the warlord strikes swift and savage at all who stand before him. At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase. |
4 | HUNTER A master of the chase, ever is this hero on the move, tracking and running down his prey with the speed and inevitability of an alpha predator. Such a warrior exemplifies his Primarch’s hunting instincts.
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5 | AURA OF MAJESTY The warlord speaks with the wisdom of the ages and the deep growl of long years of experience, inspiring his packs to acts of valour and greatness.
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6 | RESOLVE OF THE BEAR When this hero plants his feet firmly, he stands as enduring as the mountains of Asaheim.
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Witnessing a champion of Asaheim strike down the largest and most powerful of the enemy inspires warriors to feats of extraordinary strength.
Deed of the Beastslayer: An enemy MONSTER or VEHICLE unit is destroyed as the result of an attack made by this model.The howl of victory the warlord unleashes as his enemies fall before him is taken up by his kin as they savagely tear into their foes and the battlefield echoes to slaughter.
Deed of the Wolfkin: An enemy model is destroyed as the result of a melee attack made by this model.The slaying of an enemy champion draws a great roar from the hero’s warriors, who plough into the foe with challenges on their lips and swift strikes like snapping jaws.
Deed of the Warrior Born: An enemy CHARACTER model is destroyed as the result of a melee attack made by this model.There is nowhere the sons of Russ would rather be than fighting alongside the greatest warriors of the age, and they push their transhuman bodies to their limits in the hope there are enemies left to slay.
Deed of the Hunter: Successfully charge an enemy unit with this model.Leading from the front, the warlord’s wider strategic acumen and inspirational authority emboldens those under his command.
Deed of Majesty: At the start of your Command phase, this model is within range of an objective marker that is more than 6" away from your deployment zone.Galvanised by the sight of their champion relentlessly taking the fight to the foe despite horrendous wounds, his warriors stubbornly seek to emulate his tenacity.
Deed of the Bear: This model loses any wounds.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.).
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.
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.
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 every model in your army (excluding AGENTS OF THE IMPERIUM and UNALIGNED units) has the SPACE WOLVES keyword, and your WARLORD has the SPACE WOLVES keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the Space Wolves 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.).
The sagas of the Space Wolves are replete with legendary deeds of heroic battle-brothers slaying dark conquerors and gutting vile monstrosities, and every living warrior seeks to do likewise.
The greatest champions among the sons of Russ must take the fight to the enemy, leading by example to inspire their warriors by upholding the honour of their Chapter.
Every warrior of Fenris is a hero, but none are looked to as much as the lord leading the hunt. The commanders of the Space Wolves are both cunning strategists and savage combatants of exceptional skill, and prove it in every battle they fight.
No one pack will long lead the hunt alone, for fierce pride ensures the Space Wolves compete for glory and the occasional wager.
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.
For the Space Marines, only the total destruction of the Emperor's enemies is acceptable.
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.
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.
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.
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.
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.
Through heroism on the field of battle and unwavering commitment to duty, Space Marines can ascend the ranks.
Many Primaris Space Marines served as part of the Indomitus Crusade before joining their Chapters, bringing vital experience of the fractured Imperium.
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.
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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.
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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. |
Halo lndomitus This Iron Halo protects the bearer from harm, whilst proclaiming them to be a mighty hero of the Imperium.
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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. |
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:
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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. |
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:
RECOVER THE RELIC Adeptus Astartes Agenda The loss of one of the Primarch's priceless relics is an unthinkable shame that cannot be allowed to pass. If you control the Relic of the Primarch objective marker at the end of the battle, you can select one unit that is within 3" of that objective marker; that unit gains 3 experience points. If you do not control that objective marker at the end of the battle, then you lose 10 victory points (to a minimum of 0). |
The banners carried by the hosts of the Adeptus Astartes are often storied relics, carried by the Chapter’s warriors into battles uncounted. These banners have seen more battlefields than the veteran warriors that carry them, and are potent symbols of the indomitability of the Space Marines and the righteousness of their cause.
In this section you will find a series of rules for your Adeptus Astartes Crusade army allowing your Ancients and the banners they carry to accrue great renown for their deeds on the battlefield. Whether the Chapter banner, carried by the Chapter’s warriors for millennia, or a crusade banner, created to inspire the Chapter’s warriors on their current engagement, these simple pieces of cloth provide inspiration to humanity’s greatest warriors in their darkest hours, as well as proudly displaying their achievements.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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
This banner's material, heavy and resilient as it is, has been set ablaze, burning large areas of it into unrecognisable charred ruin.
Whether reduced in stature, faded of colour or torn despite the Ancients devoted efforts, this standard has lost much of its glory.
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.
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.
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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.
Warden Raiders made a point of striking rapidly to kill enemy commanders and elite troops before withdrawing.
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.
Warden Raiders were as adept at lightning assaults with battle-tanks and light vehicles as they were on foot.
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In this section you’ll find additional rules for playing Crusade battles with Space Wolves, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Space Wolves units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
The greatest warriors of the Space Wolves are known not only for their martial prowess, but also for their bravado, often spending the night before the battle swearing mighty oaths to out-do their fellow warriors on the battlefield.
The hand-picked elite of each Great Company are not only expected to uphold the martial honour of their Wolf Lord, but also to provide an inspirational example to the youngest members of the company.
Each Space Wolf seeks to bring down the mightiest foe the enemy can throw at them, both toprove their martial prowess to their fellows and earn a great tale to tell.
Like the flesh-hungry predators of their home world, the warriors ofFenris encircle their foe, ensuring no escape, before launching devastating attacks from multiple angles.
Those who witness a Lone Wolf meet their glorious end with a snarl on their lips and a weapon in their hand regale each other with tales of honour regained.
This champion’s deeds are already acclaimed throughout the Chapter and beyond, his reputation so widely regarded that his presence inspires feats of exceptional daring.
Deeds achieved by the pack are told and retold, oft embellished, cementing the pack’s fellowship through their shared adventures. Individual heroism builds a warriors personal saga, but the tales they recall with laughter, mock affront and rivalry seal the legend of the pack as a whole.
Sometimes a pack will suffer such terrible casualties that it is reduced to a single survivor: one who has lost his battle-brothers to a man and has yet to earn a place in his lord’s Wolf Guard. With nothing left to him but bitter revenge, he swears a great oath of vengeance, etches his pack’s names into his blade or his flesh and stalks the battlefield seeking out monstrous foes. These he vows to slay in the names of his dead packmates, or die a heroic, yet solitary, death.
Whenever the Space Wolves and Dark Angels fight side by side, an ancient tradition often sees each nominate a champion to settle the grudge said to have existed between the Primarchs Leman Russ and Lion El’Jonson.
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WYRMSLAYER In his headstrong youth, Targal had once launched himself from an airborne Thunderhawk to catch a giant leathery-winged xenos beast. Intercepting it mid-flight, he crunched into its carapace like a comet before plunging his blade through its foul heart. Each time this model is selected to fight, if an enemy MONSTER unit is within Engagement Range, until the end of the phase add D3 to this model’s Attacks characteristic. |
VOIDSAILOR Jaegar was a far traveller; he had crossed and re-crossed the Sea of Stars and the Sea of Souls to reach battlefields beyond count. This model gains 1 additional experience point each time it successfully completes an action whilst it is wholly within your opponents deployment zone. |
IRONBROW The unyielding Forgyr had a humourless resolve and a skull so hard he once headbutted an Ork into unconsciousness. If you use the Only in Death Does Duty End Stratagem when this model is destroyed, it costs 0CP. |
WYRDMEET Gladly did Ottar plunge headlong into the fiercest fray again and again as if seeking his own doom, daring it to face him. Out of Action tests taken for this model are automatically passed. |
GRYMBANE A black anger possessed Cnurtha the day he vowed to vent his monumental fury against those Necrons who had severed his arm. Each time this model is destroyed, make a note on this models Crusade card of the name of the Crusade Army that the unit that destroyed it belonged to. The next time this model destroys a unit from that army, this model gains 5 experience points. |
REDAXE Never did his Great Company forget the day on Alaric Prime when Haegr’s axe wept great sheets of blood in frenzied attacks. Each time this model fights, if there are 5 or more enemy models within Engagement Range of it, then until that fight is resolved, add 1 to this model’s Attacks characteristic. |
STARSPEAR With the fury of a star’s heart, Leif called down a precision lance strike that was like a spiteful glance from the Wolf’s Eye. While this model is on the battlefield, the Orbital Bombardment Stratagem costs 1 Command point. |
KEELCLEAVE Ulfrich broke the metal spine of the heretics’ ‘pleasure barque’ with his bare hands, ripping out its entrails of pipes with his fangs. Each time this model makes a melee attack against a VEHICLE unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage. |
MURKSTALKER Jenes stalked like a spirit that day, moving as a silent ghost through the thickening gloom before taking his prey unaware. This model gains the Outflank ability. |
HEARTHBREAKER Only Kjelen saw the weakness in the xenos Pha's tetrasphere, and he razed their home: their fortress, the very essence of their being. This model has the following ability: ‘Hearthbreaker (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack against a BUILDING unit, you can re-roll the wound roll.’ |
FIRE-EYE At the Feast of a Thousand Blades, Narvun silently stared into the firepit. What he saw in there, he would never tell, but on the eve of battle his uncanny advice averted disastrous defeat. If this model is part of your Crusade army, after Agendas are revealed, roll one D6; on a 4+, you can replace one of your selected Agendas with another. |
STORMSTRIDE When Jerrodh fought at the Blood Palace, his entry into battle was like a lightning bolt, a violent burst of energy from which emerged his bloody, reaping blades. This model gains the Teleport Strike ability. |
BLACKHOWL Darvi’s chilling howl seemed drawn from the gullet of Morkai himself, a deep resonance that set his brothers’ bestial urges racing. Each time you select this model as the target of the Bestial Nature Stratagem, you gain 1 Command point. |
SCARSTRUCK Like a cratered nest of vipers were the ugly scars to Karulf’s front, and many brothers had he lost; yet mere scars were all they were, for even overwhelming odds could not pierce his powerful frame. Each time a melee attack is made against this model’s unit, subtract 1 from that attacks wound roll. |
Wyrdmaker’s Helm This snarling wolf helm contains lenses crafted from slivers of endothermic ice-diamond, mined miles beneath the fortress of the Fang and micro-etched with runes of far-seeing. Many of its wearers have carefully discarded it, claiming it is cursed, but those who persevere gain glimpses of a future which flicker as brief visions, warning of danger to come.
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The Spear of Russ Gifted to him by the Emperor himself, Leman Russ considered this a weapon of ill omen and rarely carried it to war. Containing a short-ranged micro-teleportation array, the weapon possesses the ability to return to the wielder’s hand when thrown. This ability was frequently put to the test by Leman Russ himself, who would hurl the weapon away in moments of anger, leaving it to be retrieved by his bemused Wolf Guard. Whether blessed or cursed, this ancient weapon has been used in battle by some of the greatest heroes of the Space Wolves, turning the tide of many a battle at the crucial moment. Once per battle, in your Command phase, the bearer can take up the Spear of Russ and wield it. If it does, they cannot use any other ranged or melee weapons for the rest of the battle round, but are equipped with the following weapons:
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Though made up of many different units from several different factions, a Torchbearer fleet is, nonetheless, a formidable fighting force. Here we present new rules for fielding a Torchbearers Crusade force on the field of battle.
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.
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.
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.
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.
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.
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.
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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.
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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.
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Blade of Bonding Fashioned by a dozen master artisans in reverent similitude of the legendary blade of the Emperor, this finely balanced sword was designed to be taken by a Torchbearer fleet into the darkness. At the mission’s end, should the fleet find the Chapter they sought, this sword is to be gifted to their commander. It symbolises the Chapter’s reforging, alloying advanced power field technology and nano-razor regeneration alongside traditional artifice that recalls the heroes of legend. ADEPTUS ASTARTES model with a power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade only. This Relic replaces the model’s power sword, master-crafted power sword, relic blade, xenophase blade or executioner relic blade and has the following profile:
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Helix-pattern Narthecium This surgical multi-tool is an enhanced version of the equipment commonly used by the healers of the Adeptus Astartes. Fitted with multi-spectral analysers, cocktails of bio-engineered nerve-stimms and flesh catalysts, as well as cortical augurs and fulcrite-toothed nanosaws to shear through the toughest armour, the bearer is able to drag even mortally wounded brothers back from the brink of death. APOTHECARY or |
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:
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Drawn from a Scout Company, the warriors of a Chapter’s Vanguard contingent sometimes deploy en masse in mobile and adaptable Spearheads. Trained in full-spectrum superiority, these forces outmanoeuvre their foes at every turn and are masters of the precision strike.
Vanguard Spearheads employ all the advanced training and hard-won experience their warriors have gained supporting their Chapter’s more eonventional assaults, but brought to the fore as an overarching strategy to dissect and disrupt far larger enemy threats. Masters of convoy elimination, assassination, sabotage and terror tactics, a full strike force of these specialists conduct extended guerrilla wars to take their enemies apart piece by piece. Their warriors strike with sudden pmyer and shocking speed, and then fade into the shadows before the enemy’s remaining strength can be brought to bear.
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 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. |
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.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 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:
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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.
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.
Vanguard squads are trained to rapidly disengage from their foe, moving to new positions before attacking once more.
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.
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.
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.
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.
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.
Like terrifying beasts in the dark, the Wolfspear hunt their prey from the shadows. When their quarry is weak and fearful, they descend with all haste to deliver the killing blow.
The weave of this camo cloak emulates the movements of the elements. As a gust of wind passes, as rainfalls across the battlefield, as the haze of heat shimmers the air, the bearers form flickers in and out of perception. If the bearer remains stationary, they are clouded entirely, a ghost lost to the wilds.
This runic totem empowers the rune priest who bears it. As they channel their energy, the totem awakens, gathering a tempest overhead. Its presence is a reservoir of psychic energy the psyker draws from, giving them mastery of psychic powers manifested in the battle.
PSYKER model only. Once per battle round, you can re-roll one Psychic test or Deny the Witch test taken for this model.Blacktooth is kept under the watchful eye of the Chapters rune priests, for it is whispered that dark spirits empower its edge. It is bestowed only to warriors who hunt alone, for the bind between blade and bearer takes a toll on the bonds of brotherhood. When the bearer is seemingly lost to the hunt, the rune priests reclaim blacktooth and return it to the vaults as the bearer is brought back into the fold.
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 |
Blacktooth | |||||
Blacktooth | Melee | Melee | +1 | 0 | 1 |
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. Each time an attack is made with this weapon, if the wound roll is successful, the target suffers 1 mortal wound and the attack sequence ends. |
D3 | WARLORD TRAIT |
1 | STRIKE FOR THE THROAT This warlord embodies the Chapter’s battle tactics, striking hard and true where the enemy is weakest. Each time this WARLORD makes a melee attack:
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2 | HUNT FROM AFAR This warlord is a danger in the shadows, its designated prey never safe from its gunsight. Each time this WARLORD makes a ranged attack against a non-VEHICLE, non-MONSTER unit, an unmodified hit roll of 2+ is successful and an unmodified wound roll of 2+ is successful. |
3 | HOWLING BEAST This warlord is terror made manifest, a beast that feasts on the fear of lesser souls. While this WARLORD is within Engagement Range of any enemy models with a Leadership characteristic of 7 or less, add 2 to its Attacks characteristic. |
No foe can escape the hunt, nor hide from the master trackers of the Wolfspear.
When their prey is bleeding out, the Wolfspear strike hardest to deliver the killing blow.
Sensing when an enemy is weakened and fearing for its survival, the Wolfspear emerge from the shadows for a rapid strike.
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.
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. |
Space Marines can fight through even the most grievous of wounds.
Blessed with incredible strength, Space Marines deliver blows that inflict terrifying damage.
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
A measured advance allows Space Marines to unleash a steady stream of accurate fire on the move.
This Space Wolf has a primal potency, unleashing his bestial predatory instinct and sending his savagery into overdrive until not a single enemy remains.
SPACE WOLVES model only.The inter-pack dynamism of the Space Wolves ensures a fluid coordination of support that sees the Chapter’s battle-brothers launch themselves at the enemy’s throats from unexpected quarters.
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.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: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.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.
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 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 VOX ESPIRITUM
Developed by Archmagos Cawl, the Vox Espiritum is a powerful neural amplifier that causes its wearer’s voxed utterances to resonate on a modulated and heavily warded frequency. Though still highly experimental and not altogether safe, it allows its user to project their bellowed commands - and sometimes even unspoken mental imperatives - directly into the minds of friend and foe alike.
PRIMARIS model only. Add 3" to the range of the bearer’s aura abilities (to a maximum of 9"). This does not increase the range of aura abilities that are psychic powers.TOME OF MALCADOR
Malcador the Sigillite was the trusted aide of the Emperor himself. The most potent Human psyker of the time, the tome he penned on the nature of reality enhances the mind of the reader.
LIBRARIAN model only. The bearer knows one additional psychic power from any discipline it has access to.If your army is led by a SPACE WOLVES WARLORD, you can, when mustering your army, give one of the following Relics of the Fang to a SPACE WOLVES CHARACTER model in your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics.
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics your models have on your army roster.
BLACK DEATH
The sagas of Torvald Fangbreaker, of Gerd the Bloody and many others detail the sickening monsters and fell champions slain by Black Death. They tell of how the runic enchantments etched into the ebon blade glow darkly in battle, transforming the bearer into a relentless killing machine.
Model equipped with master-crafted power axe or power axe only. This Relic replaces a master-crafted power axe or power axe and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Black Death | |||||
Black Death | Melee | Melee | +2 | -2 | 1 |
Abilities: Each time the bearer fights, it makes D6 additional attacks with this weapon. |
FIREHEART
This ancient plasma pistol appears in the sagas of several heroes of the Chapter. Within its power cells is said to be restrained the burning fury of the Season of Fire at its incandescent height.
Model equipped with plasma pistol only. This Relic replaces a plasma pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Fireheart | |||||
Fireheart | 18" | Pistol 1 | 9 | -4 | 3 |
MOUNTAIN-BREAKER HELM
The Wolf Lord Eirik Firemane was renowned for brawling with his warriors, often finishing such fights with a thunderous headbutt. In jest, his Wolf Guard charged the Iron Priests to fit their lord's helm with reinforced front plating and micro-accelerators. Impressed with the savage effectiveness of this alteration, Firemane ensured many an enemy warlord was laid low in brutal fashion.
After making close combat attacks with the bearer, before they consolidate, you can select one enemy unit within 1" of the bearer and roll one D6; on a 2+, that unit suffers D3 mortal wounds.THE ARMOUR OF RUSS
This ancient suit of armour exudes an aura of hoarfrost that chills nearby enemies, slowing their movements to a glacial crawl. It is said that during the Second Great Hunt a piece of battle plate was recovered from the Temple of Horus and worked into this armour; some sagas suggest that it formed part of the panoply of none other than the Wolf King himself.
THE PELT OF BALEWOLF
The pelts of wolves are plentiful trophies amongst the heroes of Fenris. However, some of these mantles are rare and steeped in legend, belonging to one of the near-mythical Blackmaned wolves. The Pelt of Balewolf came from a giant of its massive kind. Even now when the name of its heroic slayer is barely recalled, Balewolf's raw spirit still permeates the long-dead creatures pelt, a bestial aura that reaches into primitive fear centres. Even the mighty instinctively tremble before the wearer, sensing the presence of a terrifying alpha predator.
Each time a melee attack is made against the bearer, subtract 1 from that attacks hit roll and wound roll.THE STORM’S EYE
This rune-scribed stone is carried on a thong ofkraken hide. In a tale told only among the Rune Priests, the stone came from the bottom of the sea. Its tempestuous power caused a miles-wide maelstrom to churn the waves and the skies for a long Fenrisian year until the World Wolf itself spat it up in disgust during a vicious Season of Fire. It is attuned also to the far stranger tides of the immaterium. As the wearer commands the elements, the wrathful energies of a storm swirls around him to batter his foes.
LIBRARIAN model only. Once per turn, in your Psychic phase, after resolving the effects of a psychic power from the Tempestas discipline that was successfully manifested by the bearer, roll one D6 for each enemy unit within 12" of the bearer; on a 4+, that enemy unit suffers 1 mortal wound.THE WULFEN STONE
This large russet diamond was crafted by the Iron Priest Fengri, the greatest artificer of his time, to house the raging spirit of the Wulfen. It is carried to battle only in the most extreme circumstances, and in its presence the caged, bestial nature deep within the sons of Russ is set free, filling them with violent and uncontrollable rage.
If your army is led by a SPACE WOLVES WARLORD or a WARLORD from a Space Wolves successor Chapter, you can, when mustering your army, give one of the following Special-issue Wargear Relics to a SPACE WOLVES CHARACTER model in your army, or a CHARACTER model in your army that is drawn from a Space Wolves 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 VEHICLE models cannot be given any of the following Relics.
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics your models have on your army roster.
ADAMANTINE MANTLE
Flowing fur-lined cloaks or entire wolf pelts may be threaded with nano-braided adamantine, hide energy field projectors in leering, lupine skulls, or even be inlaid with concealed warding runes that are proof against even the strongest attacks.
Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.ARTIFICER ARMOUR
Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour may be graven with details of the warrior’s heroic deeds, inlaid with snarling lupine motifs and inscribed with runes of protection. Such armour provides superior defensive capabilities that rival even Terminator plate.
The bearer has a Save characteristic of 2+ and a 5+ invulnerable save.DIGITAL WEAPONS
Concealed weapons may be fitted into bionic implants, the knuckles of a power-armoured gauntlet, the fanged maw of a sculpted wolf helm or countless other places. Some are lasers or small flame weapons, while others take the form of hidden power talons fitted to armoured boots. Short-ranged and powerful, they are typically triggered in the midst of melee to attack from an unexpected angle.
Each time the bearer fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 Core Book). If that attack scores a hit, the target suffers 1 mortal wound and the attack sequence ends.FROST WEAPON
Amongst the most prized weapons of the sons of Russ - himself the Lord of Winter and War - these blisteringly cold weapons are specially crafted by a master Iron Priest. Some are forged from the diamond-sharp fangs of the Ice Kraken while others are shards of energised diamond, giving them the appearance of blades forged from purest ice.
When you give a model this Relic, select one of the following weapons that model is equipped with: lightning claw; master-crafted power axe; master-crafted power sword; power axe; power sword. Add 1 to the Strength and Damage characteristic of that weapon (if the model is equipped with two lightning claws, improve the characteristics of both weapons). That weapon (or weapons, if the model is equipped with two lightning claws) is considered to be a Chapter Relic.MASTER-CRAFTED WEAPON
Though the Space Wolves maintain many traditions that appear simple, atavistic or even barbarous, the exquisite workmanship poured into their deadly weapons is widely lauded. Entire halls and chambers in the Fang are hung with ornate arms, every one forged for one of the Chapter’s greatest heroes.
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.MORKAI’S TEETH BOLTS
Tipped with slivers of dark, unmelting ice mined from the deepest caves on auspicious moonless nights, these bolts mark their luckless victims' very spirits, drawing the eye of Morkai to them.
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 Morkai’s Teeth bolt. If you do, you can only make one attack with that weapon, but if that attack scores a hit, the target unit is marked by Morkai until the end of the turn and the attack sequence ends. Each time an attack is made against a unit that is marked by Morkai, re-roll a wound roll of 1.RUNIC WEAPON
These graven and psychically conductive weapons are covered in ancient runes that glow red-hot when empyric power is channelled through them. Each is a unique and deadly tool of the Rune Priest’s art, carved with protective sigils and canticles of banishment that afford protection against the powers of the warp.
LIBRARIAN model only.WOLF TAIL TALISMAN
Although seen by the sons of Russ as tokens of luck and protection against evil, wolf tail talismans are regarded by most outside the Chapters of Russ' genetic legacy as trinkets of mere superstition. Yet whether through the power of the bearer’s belief, some attribute inherent in the creatures they are taken from or some stranger reason, these talismans appear to bestow the warrior with a measure of protection against malicious attacks.
In the Psychic phase, each time a model in the bearer’s unit would lose a wound as a result of a mortal wound, roll one D6; on a 4+, that wound is not lost.
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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.The LIBRARIAN keyword is used in the following Space Marines datasheets:
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:
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:
The DEVASTATOR SQUAD keyword is used in the following Space Marines datasheets:
The TACTICAL SQUAD keyword is used in the following Space Marines datasheets:
The SCOUT keyword is used in the following Space Marines datasheets:
The APOTHECARY keyword is used in the following Space Marines datasheets:
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 INFANTRY keyword is used in the following Space Marines datasheets:
The CENTURION keyword is used in the following Space Marines datasheets:
The TERMINATOR keyword is used in the following Space Marines datasheets:
The BIKER keyword is used in the following Space Marines datasheets:
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 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.The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The datasheets using AGENT OF THE IMPERIUM keyword can be found in the following Factions:
Imperium: Adepta Sororitas, Agents of the Imperium, Imperial Knights, Inquisition.The AGENT OF THE IMPERIUM keyword is used in the following datasheets:
The datasheets using UNALIGNED keyword can be found in the following Factions:
Unaligned: Unaligned.The UNALIGNED keyword is used in the following datasheets:
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: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.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.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.The WOLF GUARD keyword is used in the following Space Marines datasheets: