Space Marines
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The Black Templars are the most zealous of all the Space Marine Chapters. To them, the Emperor is a literal deity, and there is no oath they will not swear, no vow they will not take or bloody act of battlefield worship they will not perform in his name.

Contents

Books

BookKindEditionVersionLast update
  Space Marines
  Space MarinesCodex101.6March 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion103.3September 2025
  Balance Dataslate
  Balance DataslateRulebook103.0September 2025
  Black Templars
  Black TemplarsCodex Supplement10July 2025
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Drop Pod
  Drop PodDatasheet10July 2025
  Grotmas Calendar: Space Marines - Librarius Conclave
  Grotmas Calendar: Space Marines - Librarius ConclaveExpansion10March 2025
  Legends Field Manual
  Legends Field ManualExpansion102.1March 2025
  Grotmas Calendar: Black Templars - Wrathful Procession
  Grotmas Calendar: Black Templars - Wrathful ProcessionExpansion10December 2024
  Grotmas Calendar: Deathwatch
  Grotmas Calendar: DeathwatchIndex10December 2024
  Legends: Space Marines
  Legends: Space MarinesDatasheet10September 2024
  Horus Heresy Legends: Adeptus Astartes
  Horus Heresy Legends: Adeptus AstartesDatasheet10September 2024
  Imperial Armour: Space Marines
  Imperial Armour: Space MarinesDatasheet10September 2024

FAQ

Codex: Space Marines

Q:While using the Gladius Task Force Detachment, does a Combat Doctrine need to be active for my army in order to use the Adaptive Strategy Stratagem?
A:
No.
Q:If a Hellblaster is destroyed by anything other than an attack or Hazardous test, can that model use its For the Chapter! ability?
A:
No.
Q:Can I use a Captain’s Rites of Battle ability to target that Captain’s unit if it is in Reserves or Strategic Reserves?
A:
Yes.
Q:Does an objective marker that has been Sabotaged by my army using the A Deadly Prize Stratagem remain Sabotaged if my opponent controls it at the start or end of any turn?
A:
Yes. However, while your opponent controls that objective marker, its ability to inflict mortal wounds is not active.
Q:While an Attached unit is embarked within a TRANSPORT, do weapons that TRANSPORT shoots with using the Firing Deck ability benefit from any abilities the attached Leader has (e.g. a LIEUTENANT’s Tactical Precision ability, which grants weapons in its unit the [LETHAL HITS] ability)?
A:
No. Firing Deck enables a Transport to be equipped with a number of weapons equipped by its passengers, but the TRANSPORT itself is not part of that Attached unit, and embarked units cannot use abilities unless otherwise stated.
Q:When an Attached unit is selected as an Oath of Moment target, if that unit ceases to be an Attached unit, does the effect persist on the remaining unit?
A:
Yes. See Persisting Effects in the Core Rules Errata
Q:Can a unit embarked within a TRANSPORT be selected as the Oath of Moment target?
A:
No. See the Embark section.
Q:Can a unit in Reserves be selected as the Oath of Moment target?
A:
Yes.
Q:Can a unit in Reserves use an Enhancement (following all restrictions outlined by that Enhancement)?
A:
Yes.
Q:If I have two or more Impulsors within 6" of a unit I target with a Stratagem, do each of their Orbital Comms Array wargear abilities trigger?
A:
No, they are Aura abilities and so do not stack.
Q:If I use a Stratagem on a unit within 6" of an Impulsor with an Orbital Comms Array, but I do not roll high enough to gain 1CP as a result of that wargear, if that same unit is within 6" of a different Impulsor that also has an Orbital Comms Array, can I attempt to roll another D6 to try to gain 1CP?
A:
No.
Q:Do multiple instances of the Astartes Banner(e.g. ANCIENT) ability stack?
A:
Yes.
Q:If I select one MONSTER or VEHICLE unit as the target of all of a Stormspeeder Thunderstrike’s ranged weapons, and the first weapon that model makes attacks with scores one or more hits, do I add 1 to the Wound rolls made for attacks with its remaining weapons?
A:
No. Only after you have resolved the attacks with all weapons it is shooting with this phase, has that model shot (see ‘Shot’ in the Rules Commentary).
Q:If the mission rules I am using state that Reserves units cannot arrive on the battlefield during the first battle round (e.g. the Pariah Nexus mission pack), can I target my Drop Pod with the Rapid Ingress Stratagem during the first battle round if I have the second turn?
A:
No.
Q:Can I set up a unit that has the Hunter’s Instincts Enhancement from Strategic Reserves during the first battle round?
A:
Yes. Additionally, you can set up such a unit within your opponent’s deployment zone during the second battle round.
Q:Can I target a unit that has the Hunter’s Instincts Enhancement with the Rapid Ingress Stratagem during the first battle round?
A:
Yes.
Q:When making attacks with a unit from my army, I split my attacks between the first Oath of Moment target selected as part of my army rule and the second Oath of Moment target selected using ROBOUTE GUILLIMAN’S Master of Battle Author of the Codex ability. If I destroy the first Oath of Moment target before resolving my attacks against the second Oath of Moment target, will those attacks against the second Oath of Moment target benefit from the re-rolls to hit?
A:
No. Only after all of the attacks from that unit have been resolved will the second Oath of Moment selection become active.

Introduction

On this page you will find several ADEPTUS ASTARTES Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Adeptus Astartes - the rules they include are as follows:

1
DETACHMENT RULE
If you select to use a Detachment, a Detachment rule listed here will apply either to your whole army or to particular units within it.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
  • You can re-roll the Hit roll.
  • If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLACK TEMPLARS, BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, add 1 to the Wound roll as well.

Space Marine Chapters

  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, MARNEUS CALGAR has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords, and is therefore from the Ultramarines Chapter.
  • You cannot include units from more than one Chapter in your army.
  • If your army includes one or more BLACK TEMPLARS units, it cannot include any ADEPTUS ASTARTES PSYKER models, and cannot include any of the following models that do not have the Black Templars keyword: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; IMPULSOR; REPULSOR; REPULSOR EXECUTIONER.
  • If your army includes one or more DEATHWATCH units, it cannot include any of the following units: DEVASTATOR SQUAD; SCOUT SQUAD; TACTICAL SQUAD.
  • If your army includes one or more SPACE WOLVES units, it cannot include any of the following units: APOTHECARY; DEVASTATOR SQUAD; TACTICAL SQUAD.

Deathwatch

Gladius Task Force

Detachment Rule

Combat Doctrines

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 wisdom in awe, and exemplify its teachings, employing a flexible set of combat doctrines to eliminate their enemy. Few opponents can withstand the fury of such an onslaught.

At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats.

This unit is eligible to shoot in a turn in which it Advanced.

Tactical Doctrine

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

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine

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

This unit is eligible to declare a charge in a turn in which it Advanced.


Enhancements

  • Artificer Armour 10 pts

Crafted by the Chapter’s finest artificers, this suit of armour provides superior protection.

ADEPTUS ASTARTES model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability.

  • The Honour Vehement 15 pts

This stanza is inscribed on thrice-blessed parchment and affixed to its bearers’ wargear with a purity seal, there to inspire them to heroic acts of martial prowess.

ADEPTUS ASTARTES model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is under the effects of the Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearers melee weapons instead.

  • Adept of the Codex 20 pts

An ardent student of the Codex Astartes, this commander epitomises its tactical genius, and the wisdom gleaned from its teachings guides their measured strategic responses amidst the fiercest battle.

CAPTAIN model only. At the start of your Command phase, if the bearer is on the battlefield, instead of selecting a Combat Doctrine to be active for your army, you can select the Tactical Doctrine. If you do, until the start of your next Command phase, that Combat Doctrine is active for the bearer’s unit only, even if you have already selected that Combat Doctrine to be active for your army this battle.

  • Fire Discipline 25 pts

This commander drills his warriors relentlessly; combined with the Adeptus Astartes’ incredible reflexes, they produce a devastating rate of fire.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, you can reroll Advance rolls made for that unit.


Stratagems

ARMOUR OF CONTEMPT
1CP
Gladius Task Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ONLY IN DEATH DOES DUTY END
2CP
Gladius Task Force – Epic Deed Stratagem
Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
HONOUR THE CHAPTER
1CP
Gladius Task Force – Battle Tactic Stratagem
Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
ADAPTIVE STRATEGY
1CP
Gladius Task Force – Strategic Ploy Stratagem
The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for that unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that doctrine this battle.
STORM OF FIRE
1CP
Gladius Task Force – Battle Tactic Stratagem
There is no escaping the wrath of the Space Marines, and they use their weapons to bring swift death to their foes wherever they may hide.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
SQUAD TACTICS
1CP
Gladius Task Force – Strategic Ploy Stratagem
Space Marines know precisely when to give ground in order to leave their enemies floundering, before surging back into the fight and driving them from the field in disarray.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is within 9" of the enemy unit that just ended that move.

EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.

Anvil Siege Force

Detachment Rule

Shield of the Imperium

Across blood-drenched battlefields, within towering citadels and isolated orbital stations, the Angels of Death throw back tides of traitors, mutants, xenos and heretics, and purge enemy holdings of foes thanks to their disciplined strategies and fighting skills. All who oppose them are met with volleys of deadly accurate firepower long before they reach the battle-brothers’ razor-sharp blades.

Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [HEAVY] ability. If such a weapon already has this ability, each time an attack is made with that weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to the Wound roll.

Enhancements

  • Indomitable Fury 20 pts

This hero refuses to yield whilst foes remain, fighting back from the brink of death like a vengeful demigod.

GRAVIS model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.

  • Fleet Commander 15 pts

The Chapter’s orbiting warships stand ready to unleash devastation at this leader’s command.

CAPTAIN model only. Once per battle, at the start of your Shooting phase, you can select one point on the battlefield and place a marker on that point. At the start of your next Shooting phase, place another marker on the battlefield within 12" of the centre of the first marker, then draw a straight line between the centre of each of these markers. Roll one D6 for each unit that line passes over or through: on a 3+, that unit suffers D3 mortal wounds. Both markers are then removed.

  • Stoic Defender 15 pts

This commander and their warriors hold their ground tenaciously against even overwhelming numbers.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability while they are within range of an objective marker you control and, while that unit is Battle-shocked, halve the Objective Control characteristic of models in that unit instead of changing it to 0.

  • Architect of War 25 pts

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

ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.


Stratagems

ARMOUR OF CONTEMPT
1CP
Anvil Siege Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
RIGID DISCIPLINE
1CP
Anvil Siege Force – Strategic Ploy Stratagem
Cleaving to duty, the Adeptus Astartes refuse to be drawn out of position. Instead they secure ground to establish new fire lines to the enemy.
WHEN: End of the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Your unit can immediately make a Fall Back move of up to 6".

RESTRICTIONS: When making that move, your unit must end that move either wholly within your deployment zone or within range of an objective marker.
NOT ONE BACKWARDS STEP
1CP
Anvil Siege Force – Strategic Ploy Stratagem
Siege warfare is incomparably brutal. Space Marines battle with the fiercest determination to achieve victory, and will fight unto death to hold every defensive line or to secure gains they have wrested from the enemy.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army within range of an objective marker.

EFFECT: Until the end of the turn, double the Objective Control characteristic of models in your unit, but it must Remain Stationary this turn.
NO THREAT TOO GREAT
2CP
Anvil Siege Force – Battle Tactic Stratagem
To combat an entrenched force of Space Marines, foes resort to armoured vehicles or packs of murderous monstrosities. Even the greatest of behemoths has a chink in its armour and the Adeptus Astartes are well versed in exploiting such weaknesses.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
BATTLE DRILL RECALL
1CP
Anvil Siege Force – Battle Tactic Stratagem
Space Marines train for countless hours to master their weapons and in the heat of battle can trigger mnemonic patterning to recall their ritual drills and ensure the foe’s destruction.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit Remained Stationary this turn, then until the end of the phase, each time a model in your unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
HAIL OF VENGEANCE
2CP
Anvil Siege Force – Strategic Ploy Stratagem
Space Marines' incredible battlefield awareness enables them to instinctively identify the origin of any enemy fire and punish their attackers.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One ADEPTUS ASTARTES unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Ironstorm Spearhead

Detachment Rule

Armoured Wrath

An Ironstorm Spearhead’s commanders guide their assault with pre-cogitated fire solutions, cycling data-gheist inloads and whispered binharic auguries. These ensure their warriors, and the belligerent machine spirits inhabiting their war engines, deliver their fire with inescapable accuracy.

Once per phase for each ADEPTUS ASTARTES unit in your army, you can re-roll one Hit roll, one Wound roll or one Damage roll made for a model in that unit.

Enhancements

  • Target Augury Web 30 pts

This spearhead commander uses advanced augmetics to distribute targeting data. With these, they direct the fire of their war engine crews and rouse their machine spirits to operative superiority.

TECHMARINE model only. In your Command phase, select one ADEPTUS ASTARTES VEHICLE model within 6" of the bearer. Until the start of your next Command phase, weapons equipped by that VEHICLE model have the [LETHAL HITS] ability.

  • The Flesh is Weak 10 pts

The injuries of past battles have seen this warrior heavily rebuilt with ultra-durable cybernetic limbs and organs that render them extremely difficult to kill.

ADEPTUS ASTARTES model only. The bearer has the Feel No Pain 4+ ability.

  • Adept of the Omnissiah 35 pts

This battle-brother is steeped in hidden technological rites. Should their armoured charges be threatened, a burst of arcane binharic screed can rouse their machine spirits to vigilance.

TECHMARINE model only. Once per battle round, when a saving throw is failed for a friendly ADEPTUS ASTARTES VEHICLE model within 6" of the bearer, you can change the Damage characteristic of that attack to 0.

  • Master of Machine War 20 pts

This commander is supremely gifted in the strategies of armoured warfare, understanding the capabilities of every war engine in the Chapters arsenal. Delivering precision orders, they ensure the vehicles under their command inflict the most punishing damage to the enemy even amidst complex manoeuvres.

ADEPTUS ASTARTES model only. In your Command phase, select one ADEPTUS ASTARTES VEHICLE model within 6" of the bearer. Until the start of your next Command phase, that VEHICLE is eligible to shoot even if it Fell Back or Advanced this turn.


Stratagems

UNBOWED CONVICTION
1CP
Ironstorm Spearhead – Battle Tactic Stratagem
Space Marines exemplify obdurate tenacity. Even injured, they will never abandon their oaths.
WHEN: Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army that is below its Starting Strength.

EFFECT: Until the end of the turn, your unit can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
ARMOUR OF CONTEMPT
1CP
Ironstorm Spearhead – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
MERCY IS WEAKNESS
2CP
Ironstorm Spearhead – Battle Tactic Stratagem
Once a foe is marked for destruction, the Angels of Death must not relent until the target is annihilated.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, that attack has the [SUSTAINED HITS 1] ability, and when making such an attack, if the attacking model is a VEHICLE, a successful unmodified Hit roll of 5+ scores a Critical Hit.
VENGEFUL ANIMUS
1CP
Ironstorm Spearhead – Epic Deed Stratagem
Carefully cogitated binharic prayers can focus a machine spirit’s ire into near-obsessive hatred of its slayers, ensuring that vengeance is meted out even in death.
WHEN: Any phase, just after an ADEPTUS ASTARTES VEHICLE model from your army with the Deadly Demise ability is destroyed.

TARGET: That ADEPTUS ASTARTES VEHICLE model. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
ANCIENT FURY
1CP
Ironstorm Spearhead – Epic Deed Stratagem
The heroes entombed within Dreadnoughts have fought across countless war zones throughout their extended existences, perfecting their martial prowess beyond mortal limits.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES WALKER model from your army.

EFFECT: Until the start of your next Command phase, improve your model’s Move, Toughness, Leadership and Objective Control characteristics by 1 and each time your model makes an attack, add 1 to the Hit roll.
POWER OF THE MACHINE SPIRIT
1CP
Ironstorm Spearhead – Epic Deed Stratagem
There are many tales of machine spirits wreaking havoc on the foe, even after the crew of their vehicle are slain and critical systems are failing.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One ADEPTUS ASTARTES VEHICLE unit from your army that was reduced to Below Half-strength as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Firestorm Assault Force

Detachment Rule

Close-range Eradication

The Space Marines are the Emperor’s finest shock troops, striking at the foe before they can react. In their rapid, mechanised assaults, Space Marines smash aside the enemy, destroying them at close quarters without mercy.

Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack.

Enhancements

  • Champion of Humanity 10 pts

This commander and their warriors have vowed to secure victory and defend the Imperium from the horrors of the galaxy.

TACTICUS model only. While the bearer is leading a unit, models in that unit can ignore any or all modifiers to their characteristics and/or to any roll or test made for them (excluding modifiers to saving throws).

  • War-tempered Artifice 25 pts

Having laboured long in the Chapter’s forges, this warrior-smith has crafted his personal armaments. Each weapon is a masterwork tool of death-dealing, wrought with care and strength, and embellished with the icons of their maker’s brotherhood.

ADEPTUS ASTARTES INFANTRY model only. Add 3 to the Strength characteristic of the bearer’s melee weapons.

  • Forged in Battle 15 pts

To this Angel of Death, war is the anvil upon which their strength is wrought. Every battle is seen as a test in which they and their battle-brothers can prove themselves, and the superior craftsmanship of their weapons and armour.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodified 6.

  • Adamantine Mantle 20 pts

This flowing cloak or finely wrought tabard is laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

ADEPTUS ASTARTES model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made with a Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead.


Stratagems

ARMOUR OF CONTEMPT
1CP
Firestorm Assault Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CRUCIBLE OF BATTLE
1CP
Firestorm Assault Force – Battle Tactic Stratagem
Only where the enemy can be faced eye to eye can a Space Marine be truly tested.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll.
RAPID EMBARKATION
1CP
Firestorm Assault Force – Strategic Ploy Stratagem
No time can be wasted in punishing the Emperor's foes. Many are those that deserve death and once one enemy is vanquished, soon must another follow.
WHEN: End of the Fight phase.

TARGET: One ADEPTUS ASTARTES TRANSPORT unit from your army that has no models embarked within it, and one ADEPTUS ASTARTES INFANTRY unit from your army wholly within 6" of that TRANSPORT.

EFFECT: Your INFANTRY unit can embark within that TRANSPORT.

RESTRICTIONS: You cannot target an INFANTRY unit that is within Engagement Range of one or more enemy units, that cannot normally embark within that TRANSPORT, or that disembarked from a TRANSPORT this turn.
IMMOLATION PROTOCOLS
2CP
Firestorm Assault Force – Battle Tactic Stratagem
Salvo after salvo of burning promethium unleashed in synchronised waves will leave almost any foe as smouldering ash.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, Torrent weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
ONSLAUGHT OF FIRE
1CP
Firestorm Assault Force – Battle Tactic Stratagem
Armed with targeting data supplied by their transport's augury gheists, warriors erupt from the assault ramps with weapons blazing in ruthless eradication patterns.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 12", add 1 to the Hit roll. If one or more enemy models are destroyed as the result of any of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
BURNING VENGEANCE
1CP
Firestorm Assault Force – Battle Tactic Stratagem
To open fire on warriors of a Firestorm Assault Force is merely to invite one’s own swift destruction.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One ADEPTUS ASTARTES TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Stormlance Task Force

Detachment Rule

Lightning Assault

The warriors of a Stormlance Task Force employ high-speed tactics and hit-and-run warfare. They do battle on the move, wrong-footing their enemies with breakneck manoeuvres and melting away one moment only to crash home like a thunderbolt the next.

ADEPTUS ASTARTES units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back.

Enhancements

  • Fury of the Storm 25 pts

This aggressive warrior channels their eagerness to kill into each and every strike. They hit the enemy’s lines with all the ferocity of a raging tempest.

ADEPTUS ASTARTES MOUNTED model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer ends a Charge move, until the end of the turn, improve the Strength and Armour Penetration characteristics of the bearers melee weapons by 2 instead.

  • Portents of Wisdom 15 pts

This warrior has been made privy to omens of great threats in the wars to come. Armed with this knowledge, they and their battle-brothers enter battle with a boldness that some mistake for recklessness.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit.

  • Feinting Withdrawal 10 pts

This living legend of the Chapter is known for their calm in the heat of battle. Ever-observant of the ebbs and flows of the engagement, they can withdraw their warriors from the fray in good order, ready to hammer home a torrent of fire.

ADEPTUS ASTARTES model only. While the bearer is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back.

  • Hunter’s Instincts 25 pts

This mounted huntsman espouses the value of circling the enemy and striking suddenly from an unexpected quarter upon their speeding steed, the better to land the killing blow.

ADEPTUS ASTARTES MOUNTED model only. If the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.


Stratagems

ARMOUR OF CONTEMPT
1CP
Stormlance Task Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
BLITZING FUSILLADE
1CP
Stormlance Task Force – Battle Tactic Stratagem
Warriors of Stormlance Task Forces can suddenly pour heavy and accurate fire into the enemy even as they race to finish off any survivors.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. If such a weapon already has this ability, until the end of the phase, that weapon has the [SUSTAINED HITS 1] ability as well.
FULL THROTTLE
2CP
Stormlance Task Force – Wargear Stratagem
On the eve of riding down the most elusive prey, the task force's expert Techmarines will entreat the engine spirits o f their vehicles, honing the iron steeds' performance to elicit even more speed from them.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES VEHICLE unit (excluding WALKERS) from your army.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is MOUNTED.
SHOCK ASSAULT
1CP
Stormlance Task Force – Battle Tactic Stratagem
The Adeptus Astartes are elite troops who strike with all the speed and fury of a searing thunderbolt.
WHEN: Your Charge phase.

TARGET: One ADEPTUS ASTARTES MOUNTED unit from your army that has not declared a charge this phase.

EFFECT: Until the end of the turn, you can re-roll Charge rolls made for your unit and melee weapons equipped by models in that unit have the [LANCE] ability.
RIDE HARD, RIDE FAST
1CP
Stormlance Task Force – Battle Tactic Stratagem
Like zephyrs dancing across wide horizons, Space Marine riders and pilots can weave lithely around incoming fire with incredible skill.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
WIND-SWIFT EVASION
1CP
Stormlance Task Force – Strategic Ploy Stratagem
Space Marines are loathe to be brought into combat on any others’ terms, especially the warriors of Stormlance Task Forces, whose battlefield tactics revolve around speed and precise, ferocious assaults.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.

Vanguard Spearhead

Detachment Rule

Shadow Masters

The warriors of a Vanguard Spearhead slip through the shadows, half-seen spectres barely visible to the foe. Enemies blaze away into the gloom with increasing panic, their shots flying wide as covert specialists encircle their victims and prepare to level the killing blow.

Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", subtract 1 from the Hit roll and the target has the Benefit of Cover against that attack.

Enhancements

  • The Blade Driven Deep 25 pts

This battlefield stalker slips through enemy territory like a spectre, leading their warriors in daring behind-enemy-lines operations.

ADEPTUS ASTARTES INFANTRY model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.

  • Ghostweave Cloak 15 pts

Hand-stitched by blinded servitors and anointed with distilled blood, this cloak contains strands of mnemothread. 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.

ADEPTUS ASTARTES model only. The bearer has the Stealth and Lone Operative abilities.

  • Execute and Redeploy 20 pts

The battle-brothers under this warrior’s command seize every opportunity to strike while the initiative is theirs, harrying the foe with gunfire before returning to the shadows.

PHOBOS model only. In your Shooting phase, after the bearer’s unit has shot, if that unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. This cannot allow the bearer’s unit to move more than once in your Shooting phase.

  • Shadow War Veteran 30 pts

By the time the enemy believes battle has begun, their rear lines have already been attacked at this warriors command - their supply lines cut and their communications in disarray - choking them off from vital battlefield support.

PHOBOS model only. Gain following ability:
Lord of Deceit (Aura): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP.


Stratagems

A DEADLY PRIZE
1CP
Vanguard Spearhead – Wargear Stratagem
Warriors of a Vanguard Spearhead will rig critical objectives with explosives to deny them to the enemy.
WHEN: Start of the Command phase.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army within range of an objective marker you control.

EFFECT: That objective marker is said to be Sabotaged, and remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Sabotaged and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
ARMOUR OF CONTEMPT
1CP
Vanguard Spearhead – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
SURGICAL STRIKES
2CP
Vanguard Spearhead – Battle Tactic Stratagem
Every tyrant must fear the assassin's blade, and the vanguard spring ambushes with precision coordination.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
STRIKE FROM THE SHADOWS
1CP
Vanguard Spearhead – Battle Tactic Stratagem
To evade one’s enemies and sow confusion can be a deadly weapon in itself.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
CALCULATED FEINT
1CP
Vanguard Spearhead – Strategic Ploy Stratagem
A feigned retreat can be used to overextend eager foes or draw them into deadly arcs of fire.
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as a target of that charge.

EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a PHOBOS or SCOUT SQUAD unit.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
GUERRILLA TACTICS
1CP
Vanguard Spearhead – Strategic Ploy Stratagem
At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate ready to strike the foe again.
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two PHOBOS and/or SCOUT SQUAD units from your army, or one other ADEPTUS ASTARTES INFANTRY unit from your army.

EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: Each unit selected for this Stratagem must be more than 3" away from all enemy models.

1st Company Task Force

Detachment Rule

Extremis-level Threat

The 1st Company’s veterans have fought at the forefront of their Chapter’s wars for many mortal lifespans. Experience has taught them to identify the foe’s lethal threats and to lead their battle-brothers to purge them from existence.

Once per battle, in your Command phase, you can use this ability. If you do, until the start of your next Command phase, each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll as well.

Enhancements

  • The Imperium’s Sword 25 pts

This hero and the veterans they lead cut down their foes like a reaping whirlwind.

ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearers melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by all other models in the bearer’s unit as well.

  • Fear Made Manifest (Aura) 30 pts

This warrior personifies the Emperor’s wrath.

ADEPTUS ASTARTES model only. While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of the bearer, each time that unit fails a Battle-shock test, one model in that unit is destroyed (chosen by its controlling player). Once per battle, when such an enemy unit fails a Battle-shock test, you can choose for D3 models in that unit to be destroyed in this way instead.

  • Rites of War 10 pts

The commanders of the 1st Company vow before the Chapter and the Emperor to secure victory.

ADEPTUS ASTARTES TERMINATOR model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of all other models in the bearer’s unit as well.

  • Iron Resolve 15 pts

This hero shrugs off even horrendous wounds.

ADEPTUS ASTARTES TERMINATOR model only. The bearer has the Feel No Pain 5+ ability. Once per battle, after the bearer’s unit is selected as the target of one or more attacks, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 5+ ability.


Stratagems

ARMOUR OF CONTEMPT
1CP
1st Company Task Force – Battle Tactic Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
HEROES OF THE CHAPTER
1CP
1st Company Task Force – Battle Tactic Stratagem
When the fighting is at its fiercest, the veteran warriors of the Chapter truly show their quality.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is Below Half-strength, add 1 to the Wound roll as well.
TERRIFYING PROFICIENCY
1CP
1st Company Task Force – Strategic Ploy Stratagem
The 1st Company's veterans unleash their skills with an efficiency that is harrowing to witness.
WHEN: Your Fight phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that made a Charge move this turn and destroyed one or more enemy units this phase.

EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
DUTY AND HONOUR
1CP
1st Company Task Force – Strategic Ploy Stratagem
Adeptus Astartes veterans claim critical objectives in daring strikes, annihilating resistance in their Chapter’s name before sweeping onto their next target.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within range of an objective marker you control.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
ORBITAL TELEPORTARIUM
1CP
1st Company Task Force – Strategic Ploy Stratagem
Teleportarium chambers within orbiting strike cruisers are able to perform site-to-strike teleportations for Terminator-armoured battle-brothers in extremis.
WHEN: End of your opponent’s Fight phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR unit from your army.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
LEGENDARY FORTITUDE
1CP
1st Company Task Force – Battle Tactic Stratagem
Many are the legendary tales of the 1st Company holding their ground against the odds, weathering assaults that would have swept away lesser warriors.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within Engagement Range of that enemy unit.

EFFECT: Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

Librarius Conclave

The Space Marine psykers that comprise the ranks of the Librarius often stand apart from their battle-brothers, many of whom find their mastery of occult powers disturbing. Yet, despite their misgivings, no Space Marine doubts the might of their Chapter’s Librarians. On rare occasions, often in response to daemonic invasion or the machinations of xenos psykers, a group of Librarians may accompany a hand-picked task force to war. When leading squads of transhuman warriors into the fight, such a conclave may enhance their battle-brothers’ already supreme strength, speed and endurance with channelled empyric energies, confound their enemies with illusory deceptions, or obliterate the foe in blazing torrents of flame.

Detachment Rule

Psychic Disciplines

Librarians spend their lives mastering psychic disciplines, learning how to manipulate the energies of the Immaterium to confound their foes and embolden their battle-brothers.

At the start of the battle round, select one of the following Psychic Disciplines. Until the end of the battle round, that Psychic Discipline is active and its effects apply to all ADEPTUS ASTARTES PSYKER units from your army.

Biomancy Discipline
Add 2" to the Move characteristic of models in this unit.

Divination Discipline
Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Pyromancy Discipline
Each time a ranged attack made by a model in this unit targets an enemy unit within 12", improve the Armour Penetration characteristic of that attack by 1.

Telekinesis Discipline
Each time a ranged attack targets this unit, subtract 1 from the Strength characteristic of that attack.

Telepathy Discipline
Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll.

Enhancements

  • Prescience 25 pts

Those who specialise in prognostication may foresee the flow of battle and position their allies accordingly.

ADEPTUS ASTARTES PSYKER model only (excluding TERMINATOR models). Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer’s unit, the bearer’s unit can make a Normal move of up to D6", or up to 6" instead if the Divination Discipline is active for your army.

  • Celerity 30 pts

The powers of the Immaterium flow through the psyker, heightening his speed and that of his battle-brothers.

ADEPTUS ASTARTES PSYKER model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced, and if the Biomancy Discipline is active for your army, it is eligible to declare a charge in a turn in which it Fell Back.

  • Obfuscation 20 pts

By manipulating the minds of the foe, practitioners of telepathy may obfuscate their presence.

ADEPTUS ASTARTES PSYKER model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit, and if the Telepathy Discipline is active for your army, the bearer’s unit cannot be targeted by ranged attacks unless the attacking model is within 18".

  • Fusillade 35 pts

The Librarian wreathes the ammunition of his allies in armour-eroding halos of azure fire.

ADEPTUS ASTARTES PSYKER model only. Ranged weapons equipped by models in the bearer’s unit have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities, and:

  • The [SUSTAINED HITS 1] ability if the Pyromancy Discipline is active for your army.
  • Add 6" to the Range characteristic of those weapons if the Telekinesis Discipline is active for your army.


Stratagems

SENSORY ASSAULT
1CP
Librarius Conclave – Strategic Ploy Stratagem
Paranoia, confusion and panic are heightened to a debilitating degree as the Librarian alters his foes’ perceptions.
WHEN: Command phase.

TARGET: One ADEPTUS ASTARTES PSYKER unit from your army.

EFFECT: Select one enemy unit that is within 18" of and visible to one PSYKER model in your unit. Until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it. In addition, if the Telepathy Discipline is active for your army, that enemy unit must take a Battle-shock test, subtracting 1 from the result.
ARMOUR OF CONTEMPT
1CP
Librarius Conclave – Strategic Ploy Stratagem
The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
FIERY SHIELD
1CP
Librarius Conclave – Strategic Ploy Stratagem
As the enemy closes in for the kill, the psyker manifests his psychic will in a raging inferno that obscures imperilled allies and threatens to immolate any who come close enough to land a blow upon them.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is within 18" of one or more friendly ADEPTUS ASTARTES PSYKER models, and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll, and if the Pyromancy Discipline is active for your army, weapons that target your unit have the [HAZARDOUS] ability.
IRON ARM
1CP
Librarius Conclave – Strategic Ploy Stratagem
This Librarian lends skull-shattering weight and impact to melee strikes by transmuting flesh into unyielding metal.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that is within 18" of one or more ADEPTUS ASTARTES PSYKER models from your army and has not been selected to Fight this phase.

EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit, or add 2 if the Biomancy Discipline is active for your army.
ASSAIL
1CP
Librarius Conclave – Strategic Ploy Stratagem
Using nothing but the power of his mind, a Librarian can rip rubble, boulders and other debris from the surrounding terrain and hurl them at the foe.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES PSYKER unit from your army that is eligible to shoot.

EFFECT: Select one enemy unit within 18" of and visible to one or more PSYKER models in your unit (excluding units with the Lone Operative ability), and roll six D6, adding 1 to each result if the Telekinesis Discipline is active for your army: for each 4+, that enemy unit suffers 1 mortal wound.
PRESCIENT PRECISION
1CP
Librarius Conclave – Strategic Ploy Stratagem
Sharing some of his prescience with his battle-brothers, a Librarian can guide their fire.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES PSYKER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, that attack has the [LETHAL HITS] ability, and the [IGNORES COVER] ability as well if the Divination Discipline is active for your army.

Black Templars Codex Supplement

Introduction

Below you will find several Black Templars Detachments you can select from, as described in the Core Rules (sec the Select Detachment rules step, page 56). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Black Templars - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here (see the Select Units). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Templar Vows

On the eve of battle, the Black Templars gather to be led in prayer and contemplation by their champions. United in their hatred of the foe, they swear a mighty vow to uphold in the battle ahead.

If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

Abhor the Witch, Destroy the Witch

Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units.

Accept Any Challenge, No Matter the Odds

Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

Suffer Not the Unclean to Live

This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.

Uphold the Honour of the Emperor

If this unit has the INFANTRY keyword:

  • At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
  • If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.


Heirs of Sigismund

Companions of Vehemence

The most zealous hosts of the Black Templars kindle their hatred of the God-Emperor’s foes until it is a raging inferno; this visceral enmity is used by Companions of Vehemence to fuel violent surges into the enemy lines. These strike forces are spurred on by the ferocious battle litanies of Chaplains and inspired by the bloody deeds of Judiciars. Vox-augmented sermons of detestation resound across the battlefield, followed by the catechistic crackles of disruption fields, the angry buzz of chainswords and the screams of the cursed. The renowned speed and brutality of the Adeptus Astartes are infused with the crusaders’ zealotry. They race from one living enemy to the next alongside battle tanks that crush the fallen beneath bloodied tracks. Supporting squads, meanwhile, unleash thunderous volleys at close range, eager to rush into the fray should anything escape their fusillades. Those enemies who flee merely prolong their terror, for the Black Templars are aspects of the God-Emperor’s inescapable judgement made manifest.

Detachment Rule

Righteous Fervour

With their zealous hatred stoked red-hot by furious sermons and inflammatory prayers, Companions of Vehemence are filled with a wrathful vigour. Only the deaths of the God-Emperor’s enemies can assuage their fury, and they will let nothing delay them from unleashing it.

You can re-roll Advance and Charge rolls made for ADEPTUS ASTARTES units from your army.

RESTRICTIONS
Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Incendiary Animus 25 pts

This inspirational warrior exudes fierce contempt and loathing for the Emperor’s foes, inciting such apoplectic revulsion in their battle-brothers as to drive their blows with vicious strength.

CHAPLAIN or JUDICIAR model only. Improve the Armour Penetration characteristic of melee weapons equipped by models in the bearer’s unit by 1.

  • Oathbound Exemplar 15 pts

With a ceaseless and booming oratory, this commander exhorts his warriors in their duty to the Emperor. Honour, he declaims, must be pursued relentlessly.

ADEPTUS ASTARTES INFANTRY model only. Add 1 to Advance rolls made for the bearer’s unit. If the mission pack you are playing features Actions, the bearer’s unit is eligible to start to perform an Action in a turn in which it Advanced.

  • Merciless Denunciation 25 pts

Through roared words or ruthless deeds, may the blasphemous be denounced and the worthy driven into a furious rage of sanctified slaughter.

CHAPLAIN or JUDICIAR model only. Each time a model in the bearer’s unit makes a melee attack, you can re-roll the Hit roll.

  • Zealous Vanguard 20 pts

This warrior is an unstoppable crusader whose hearts burn like twin pyres of eager zeal. Ever at the forefront of combat, he leads his warriors as the tip of the crusades blade.

ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability.


Stratagems

DEVOUT PUSH
1CP
Companions of Vehemence – Battle Tactic Stratagem
With a zealous cry, the Black Templars press forward, using their ceramite-armoured bulk to smash into the foe and overwhelm the enemy's lines.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

RESTRICTIONS: A unit cannot be targeted with this and the Hearts Hardened to Duty Stratagem in the same phase unless it has the CHAPLAIN or JUDICIAR keywords.
HEARTS HARDENED TO DUTY
1CP
Companions of Vehemence – Strategic Ploy Stratagem
To suffer not blind aggression is to evade the snares of foul deceit and honourably reject self-aggrandisement.
WHEN: Fight phase, just before an ADEPTUS ASTARTES INFANTRY unit from your army Consolidates.

TARGET: That ADEPTUS ASTARTES INFANTRY unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it does not need to end that move closer to the closest enemy model (or the closest enemy unit if the Suffer Not the Unclean to Live Vow is active for it).
FOR THE EMPEROR'S HONOUR!
1CP
Companions of Vehemence – Battle Tactic Stratagem
Filled with the spirit of Sigismund, his heirs seek out the foe's dark and unclean champions so that they may be crushed in the sight oftheirthralls.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
PIOUS ENMITY
1CP
Companions of Vehemence – Battle Tactic Stratagem
The warrior priests of a crusade drive Sigismund's heirs into the heart of battle, daring the greatest abominations to face their spiritual strength.
WHEN: Fight phase.

TARGET: One CHAPLAIN or JUDICIAR unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is a MONSTER or VEHICLE unit, re-roll a Wound roll of 1 as well.
HERESY BEGETS RETRIBUTION
1CP
Companions of Vehemence – Strategic Ploy Stratagem
Where enemies dare threaten the warriors of the God-Emperor or seek to escape their deserved death, there must be swift retribution.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One CHAPLAIN or JUDICIAR unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Retribution move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
DREAD CRUSADERS
1CP
Companions of Vehemence – Strategic Ploy Stratagem
To face the Emperor's transhuman crusaders as they chant their litanies of detestation can chill the soul.
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as one of the targets of that charge.

EFFECT: That enemy unit must take a Battle-shock test, subtracting 1 from the result.

Vindication Task Force

Sacred standards and consecrated banners in great numbers anoint the consecrated battlegrounds of Vindication Task Forces. These brotherhoods stamp the God-Emperor’s undeniable authority wherever they strike. Cleaving to the purity of their mission with the stubborn tenacity of Dorn, the Black Templars ruthlessly extinguish their foe from holy sites and bludgeon any attempts to retake them. Veteran Ancients brandish the icons and heraldries of the crusade in pious defiance, the standards’ radiance declaring the God-Emperor’s sovereignty, and each a challenge to his enemies. In sight of them, the holdouts of heretics are revealed and put to righteous flame. Sorcerous corruption is wiped clean in barrages of scripture-incised missiles, while xenos forts are torn down by the pilots of hulking warsuits and revered Dreadnoughts. Inspired by the honour of iconic reliquaries, millennia-old shrouds and hallowed tapestries, the Black Templars reclaim and reconsecrate the Emperor’s domain with blood.

Detachment Rule

Purge and Sanctify

As the battle-brothers of a Vindication Task Force purge the Emperor’s domain in fire and blood, they see their holy quest as recovering Humanity’s rightful dominion. They scour the stain of the unclean, topple false idols, breach strongholds of unholy faith and plant the crusade’s standards in their place, branding such sites with the sacred icons of their brotherhood.

  • Each time an attack targets an ANCIENT unit from your army, if that unit is within range of one or more objective markers and the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.
  • Each time a CRUSADER SQUAD unit from your army makes a Righteous Zeal move, that unit can end that move as close as possible to the closest objective marker instead of as close as possible to the closest enemy unit.

RESTRICTIONS
Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Imperialis of the Eternal Crusade 15 pts

This gleaming finial is said to have once topped Terra’s holiest spire and been gifted by the third Ecclesiarch to the High Marshal. It radiates an imperious superiority, buffeting impure minds with bellicose neural suppression until those who mean the bearer ill are left staggering.

ANCIENT model only. Each time an enemy unit selects the bearer’s unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any olher negative modifiers to that Charge roll).

  • Consecrating Aura 25 pts

The piety and honour of this warrior can be felt wherever he fights. His presence rouses the ardent souls of the Black Templars, warding Sigismund’s heirs from the blasphemy of the unbeliever.

ADEPTUS ASTARTES model only. Models in the bearer’s unit have a 5+ invulnerable save.

  • Orb of the Emperor’s Aegis 10 pts

What Dark Age technology may lie inside this icon-wreathed sphere pales compared to its true power: that of the Emperor’s blessing. When activated, the orb briefly emits a glowing nimbus of protective energy so powerful that it can hold back the corruptive fury of the naked Warp. Thus shielded, Black Templars may use their fleet’s teleportarium shrines even without the awesome protection of Terminator armour.

ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Deep Strike ability.

  • Warden of Honour 20 pts

This lauded guardian is trusted with the stewardship of the crusade’s most precious standards. His unyielding presence and preservation of his charge amidst fire and heresy inspire his brothers to acts of extreme heroism.

CRUSADE ANCIENT model only. While the bearer is leading a unit, each time you roll one D6 for the bearer’s Vengeful Exhortation ability, add 1 to the result.


Stratagems

REFUSAL TO YIELD
1CP
Vindication Task Force – Epic Deed Stratagem
Where honour is upheld, the Emperor's divinity may manifest to grant his pious warrior new strength.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

RESTRICTIONS: A unit cannot be targeted with this and the Hearts Hardened to Duty Stratagem in the same phase unless it has the CHAPLAIN or JUDICIAR keywords.
LITANIES OF PURGATION
1CP
Vindication Task Force – Battle Tactic Stratagem
Where the Emperor's domain is imperilled by the unholy, the Black Templars vow to cleanse it.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if that model’s unit is within range of one or more objective markers or the target unit is within range of one or more objective markers, improve the Armour Penetration characteristic of that attack by 1.
SPOOR OF THE UNHOLY
1CP
Vindication Task Force – Battle Tactic Stratagem
Perhaps guided by visions from the Emperor, Black Templars can pick out heresy wherever it lurks.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll.
RECLAIM OUR HONOUR!
1CP
Vindication Task Force – Strategic Ploy Stratagem
The sacred standards of a crusade embody its warriors' honour, and no one would see them lost.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys an ANCIENT model from your army that has not been targeted with the Refusal to Yield Stratagem this phase.

TARGET: One ADEPTUS ASTARTES unit from your army visible to that enemy unit.

EFFECT: Until the end of the battle, each time an ADEPTUS ASTARTES model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll.

RESTRICTIONS: You cannot target that ANCIENT model with the Refusal to Yield Stratagem this phase.
RECITATION OF THE REVERED
1CP
Vindication Task Force – Strategic Ploy Stratagem
The Ancient leads a deafening recital of his banner's honours, the projected chant's zeal shaking the foe.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ANCIENT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
PERFERVID INTERVENTION
2CP
Vindication Task Force – Strategic Ploy Stratagem
When the Emperor blesses his crusaders with the opportunity to seize the initiative, none refuse.
WHEN: End of your opponent’s Charge phase.

TARGET: One ADEPTUS ASTARTES unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Godhammer Assault Force

An armoured assault by the Black Templars has been likened to the holy spears of devastation unleashed by lascannons of the venerable Land Raider. Godhammer Assault Forces are mechanised spearheads built around a core of heavily armoured transports. Mobile artillery keep pace with their advance, suppressing desperate attempts to stall the crusaders. Assault tanks crack open enemy fortifications. Squadrons of attack craft and bikers scythe down attempts to outflank the wedge of sanctified adamantine while dropships scar the skies with blazing contrail brands. By the time the mailed fist strikes, the foe are already reeling. Land Raiders, Rhinos and Repulsors shielded by blessed armour scatter fleeing soldiers and smash through obstructions. As the pugnacious transports’ assault ramps slam down, built-in vox-emitters blare the battle oaths of the Black Templars, and the crusade’s elite are disgorged into the foe’s vulnerable heart. Where a Godhammer Assault Force strikes, little is left but rubble and ruin.

Detachment Rule

Shock and Awe

An armoured assault by the crusaders of the Emperor is terrifying to behold. The doomed enemy are pummelled by heavy weapons fire and deafened by the roar of engine spirits in the moments before the strike falls, their comrades crushed by heavy treads. When the assault ramps slam down and the Black Templars storm forth, what little cohesion their foes retain melts away before the crusaders’ holy wrath.

  • Each time an ADEPTUS ASTARTES unit from your army declares a charge, if it disembarked from a TRANSPORT this turn, after selecting the targets of that charge, select one of those targets; that enemy unit must take a Battle-shock test.
  • Each time a model in an ADEPTUS ASTARTES unit from your army makes a melee attack, if it disembarked from a TRANSPORT this turn, add 1 to the Hit roll.

RESTRICTIONS
Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Paragon of Fury 25 pts

This crusaders hatred for the heretic and the unbeliever burns with the fury of a newborn star.

ADEPTUS ASTARTES model only. Add 2 to the Strength characteristic of melee weapons equipped by the bearer. Each time a melee attack made by the bearer is allocated to an enemy model, if the bearer disembarked from a TRANSPORT this turn, add 1 to the Damage characteristic of that attack.

  • Battle-psalm Precentor 10 pts

The chanted oratory of this commander rises in volume and stentorian vehemence as he leads his brothers into the charge until he seems like a wrathful war deity closing with his ungodly prey.

ADEPTUS ASTARTES model only. Each time the bearer’s unit declares a charge, if an enemy unit takes a Battle-shock test as a result of the Shock and Awe Detachment rule, subtract 1 from that Battle-shock test.

  • Augury Servo-host 15 pts

This warrior's auto-senses are linked to a circling host of servo-skulls crafted from the remains of favoured serfs and failed neophytes. Fitted with ocular probes and sensor vanes, they provide the Black Templar with advanced targeting information to pick out the unbelievers who cower in concealment.

ADEPTUS ASTARTES model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. Until the end of the phase, models in that unit cannot have the Benefit of Cover.

  • Herald of Sacred Slaughter 15 pts

A pious harbinger of the crusade’s destructive potential, this warrior pushes forward at the first opportunity, eager to bring the Emperor’s judgement to the foe.

ADEPTUS ASTARTES model only. In the Declare Battle Formations step, if the bearer starts the battle embarked within a DEDICATED TRANSPORT, that DEDICATED TRANSPORT has the Scouts 9" ability.


Stratagems

A CEASELESS CAUSE
1CP
Godhammer Assault Force – Strategic Ploy Stratagem
There is no room for hesitation or exultation for the Black Templars. With one knot of blasphemy expunged, the crusaders surge in search of the next.
WHEN: End of the Fight phase.

TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was eligible to fight this phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn.
UNCOMPROMISING EGRESS
1CP
Godhammer Assault Force – Strategic Ploy Stratagem
Little can threaten to overwhelm the venerable Land Raider. Its multiple, hydraulically augmented assault ramps slam into closing aggressors, enabling its deadly cargo to deploy quickly.
WHEN: Your Movement phase.

TARGET: One LAND RAIDER model from your army that has not been selected to move this phase.

EFFECT: One ADEPTUS ASTARTES unit embarked within your LAND RAIDER can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your LAND RAIDER and can be set up within Engagement Range of one or more enemy units.
GAUNTLET OF THE GOD-EMPEROR
1CP
Godhammer Assault Force – Strategic Ploy Stratagem
Like the mailed fist of the Master of Mankind, the crusade's armoured battle tanks, transports and combat walkers smash their way through choked war zones to reach those deserving execution.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES VEHICLE model from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your model makes a Normal or Advance move, it can move horizontally through terrain features.
FOCUSED HATRED
1CP
Godhammer Assault Force – Strategic Ploy Stratagem
Surging from assault ramps, the Black Templars let none bar them from the most unholy threats, using their armoured might to bludgeon a path into battle.
WHEN: Your Charge phase, just after you make a Charge roll for an ADEPTUS ASTARTES unit from your army that disembarked from a TRANSPORT this turn.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the phase, each time your unit makes a Charge move, models in your unit can move through models (when doing so, its models can move within Engagement Range of enemy models, but they can only end that move within Engagement Range of enemy models if those enemy models belong to a unit that your unit declared a charge against this turn).
CONDEMNATORY INFO-SCREED
1CP
Godhammer Assault Force – Battle Tactic Stratagem
Prepared within their troop compartment by a broadcast litany of their foe's ungodly sins, the crusaders emerge with their hearts full of hatred.
WHEN: Your Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if it disembarked from a TRANSPORT this turn, re-roll a Wound roll of 1. If that TRANSPORT has the LAND RAIDER keyword, you can re-roll the Wound roll instead.
BLESSED HULL
2CP
Godhammer Assault Force – Battle Tactic Stratagem
Their hulls blessed by the chants of Techmarines and their prayer-servitors, a crusade’s war engines can be entreated to withstand the most malign attacks.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

Wrathful Procession

The Black Templars excel at heavy infantry shock assaults. These talents prove especially effective when fighting battles where armoured support is limited, or the terrain is too dense to deploy heavier assets. Whether taking an enemy facility corridor by corridor, storming the breach in a siege, or digging heretics out of thick jungle or ruins, the Black Templars are well suited. Before such engagements, their leaders fire the battle-brothers’ fanaticism with hate-fuelled oratory and vox-amplified prayer to heights beyond even the fervour usually displayed by this Chapter. As one, the Black Templars begin their advance, banners to the fore, a holy procession swiftly gathering pace from stride to lope to thunderous headlong charge that caves in the enemy lines like a ceramite-clad fist driven into a heretic’s face.

Detachment Rule

Zealous Litanies

Employing prayer as other warriors might use combat stimms, the Black Templars roar ritualised words of devotion that whip their ferocity and battle frenzy to near preternatural heights.

At the start of the battle round, you can select one of the Litanies listed below. If you do, until the end of the battle round, that Litany is active and its effects apply to all ADEPTUS ASTARTES INFANTRY and ADEPTUS ASTARTES MOUNTED units from your army.

Chorus of Relentless Hate
Add 2" to the Move characteristic of models in this unit and add 1 to Advance rolls made for it.

Rite of Perfervid Wrath
Add 1 to the Strength characteristic of melee weapons equipped by models in this unit.

CHANT OF DEATHLESS DEVOTION
Models in this unit have a 5+ invulnerable save against ranged attacks.

RESTRICTIONS
Your army can include BLACK TEMPLARS units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter.

Enhancements

  • Pyrebrand 25 pts

Within this relic burns a seemingly eternal flame, believed to have first been lit by Sigismund himself. Its light burns the sight from the foes’ eyes just as its tongues of flame have ignited countless pyres.

BLACK TEMPLARS model only. Models in the bearer’s unit have the Stealth ability.

  • Sacred Rage 30 pts

So all-consuming is this warrior’s hatred of the foe, so infectious his rage at their continued existence, that it grips those who fight alongside him and goads them to smite their enemies all the more swiftly.

ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

  • Taramond’s Censer 15 pts

Though the Black Templars are acclimatised to the acrid chemical incense burned within this iron thurible, their foes are not. Its fumes trigger nightmare visions and crippling terror amongst their ranks.

BLACK TEMPLARS model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer’s unit must take a Battle-shock test. When doing so, subtract 1 from the result.

  • Benediction of Fury 10 pts

Borne through a dozen bloody and hard-fought crusades, this crozius arcanum’s 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. The bearer’s melee weapons have the [DEVASTATING WOUNDS] ability.


Stratagems

FUELLED BY FAITH
1CP
Wrathful Procession – Battle Tactic Stratagem
So powerfully gripped by holy fervour are these warriors that they fight on through even the most grievous wounds to body and mind.
WHEN: Any phase, just after a mortal wound is allocated to an ADEPTUS ASTARTES unit from your army.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
ARMOUR OF CONTEMPT
1CP
Wrathful Procession – Battle Tactic Stratagem
The belligerence and transhuman physiologies of the Adeptus Astartes make them unyielding foes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
CASTIGATE THE DEMAGOGUES
1CP
Wrathful Procession – Battle Tactic Stratagem
There is nowhere that the architects of heresy can hide from the righteous judgement of the Black Templars.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
BRUTE FERVOUR
1CP
Wrathful Procession – Battle Tactic Stratagem
All the enemy’s skill, cunning and trickery come to naught in the face of the Black Templars’ direct and unrelenting brutality.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and you can ignore any or all modifiers to the following: that attack’s Weapon Skill characteristic; the Hit roll; the Wound roll.
RELENTLESS MOMENTUM
1CP
Wrathful Procession – Strategic Ploy Stratagem
The sheer momentum and ferocity of so many charging, armoured killers are almost impossible to stop, carrying them forward through rank after rank of the heretical foe.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units.

EFFECT: Until the end of the phase, when determining which models in your unit are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
VOICE OF DEVOTION
1CP
Wrathful Procession – Strategic Ploy Stratagem
In the crucial moment, these battle-brothers switch to the most apposite devotional litany just as they might select the correct weapon from the Chapter’s armouries.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army.

EFFECT: Select the Chorus of Relentless Hate, Rite of Perfervid Wrath or Chant of Deathless Devotion Litany. Until the end of the battle round, that Litany is active for your unit instead of any other Litany that is active for your army.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to ADEPTUS ASTARTES units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following rules:

OATHSWORN CAMPAIGNS
These rules represent focused strategic goals your Crusade force can seek to achieve. They detail how, after gaining sufficient Honour points, you can promote CHARACTERS to Chapter Command and reassign your units to other tactical roles.

AGENDAS
ADEPTUS ASTARTES armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s goals and their particular methods of waging war.

REQUISITIONS
ADEPTUS ASTARTES armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, ADEPTUS ASTARTES units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other Crusade publications, ADEPTUS ASTARTES CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once you have achieved one, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Oathsworn Campaigns

Space Marines of the Adeptus Astartes have a duty to safeguard the Imperium from the threats that assail it. These warriors fight in the name of the Emperor and swear oaths to uphold their Chapters honour in the missions to come. Such forces conduct precision strikes, sudden purges and evacuations of artefacts and individuals. They may be expected to relieve sieges, break the backs of enemy assaults, execute the foe’s champions and more, before moving onto the next conflict. To represent this, your Crusade force can embark on short Oathsworn Campaigns, each focused on a key thematic goal while being open to interpretation as befits your army’s background.

Each battle offers the opportunity to earn Honour points for your Crusade force, which reflect the glorious accomplishments of your warriors on a personal and collective level. CHARACTERS can use Honour points to become high-ranking members of Chapter Command and access new abilities, while your units can adopt different battlefield roles or be promoted through the Chapter, starting in the Scout Company and eventually progressing to the 1st Company as decorated veterans with access to a wide array of Battle Traits.

A Noble Undertaking

To begin, select an Oathsworn Campaign from those presented below. An Oathsworn Campaign lasts for three battles, and each one has unique Bonus Agendas and Requisitions for you to take advantage of. If you wish to abandon a campaign for any reason, you can do so at any time. Your Crusade force can only participate in one Oathsworn Campaign at a time.

Each time you win a battle, your Crusade force earns Honour points relative to the battle size, as shown below.

INCURSION
+2
HONOUR POINTS
HONOUR


STRIKE FORCE
+3
HONOUR POINTS
HONOUR


ONSLAUGHT
+5
HONOUR POINTS
HONOUR

Honour Points

Honour points for your Crusade force are earned by winning battles and completing Bonus Agendas. Keep track of your Honour points by noting them on your Order of Battle. At the end of an Oathsworn Campaign, you can spend Honour points to promote ADEPTUS ASTARTES CHARACTERS from your Order of Battle to be members of Chapter Command. You can also spend Honour points to promote various units from the Scout Company to the Reserve and Battle Companies, and then to the 1st Company.

After an Oathsworn Campaign has ended, your Honour points are reset to 0. For every 5 unspent Honour points lost in this way, you can grant 1XP to a unit of your choice from your Order of Battle.

20
Below, Honour points are presented as shown on the left.

Oathsworn Campaign Requisitions

While your Crusade force is embarked on an Oathsworn Campaign, you have access to special Requisitions you can only purchase during that campaign. These represent your Crusade force taking actions best suited to their goals, such as commandeering local resources or bolstering defences as necessary.

Bonus Agendas

Each Oathsworn Campaign features unique Bonus Agendas that are always selected in addition to your two chosen Agendas. For the duration of the Oathsworn Campaign, when you select Agendas for a battle, consult the table associated with your chosen Oathsworn Campaign to select a Bonus Agenda for that battle that best suits your Crusade army or your narrative goals.

Oathsworn Campaign

Unflinching Bulwark

The Adeptus Astartes confront and drive back invasions of every loathsome kind across the Imperium’s worlds. Destructive hordes spreading carnage through a planet’s macro-cities must be halted in their tracks to enable desperate evacuations. Predatory raiders plundering frontier settlements or void ships must be corralled into efficient kill zones. From the walls of vital Imperial fortifications, Space Marines hold positions that would otherwise have fallen. Enemy assaults are thrown back as the battle-brothers unleash a deluge of firepower to cut them down. The Space Marines’ aggressive defence grants other Imperial forces the chance to regroup and exploit the gains won by the sudden intervention, even as the Angels of Death themselves leave for the next war zone.


Requisition

FORTIFICATION NETWORK1RP

The strategic brilliance of a strike force’s commanders means Space Marines can often ensure the enemy fights them only on their terms, drawing the Imperium’s foes into carefully chosen battle sites. Utilising the full extent of their siegecraft, the Space Marines erect solid redoubts, fortified walls and dedicated kill zones. Any forces attempting to invade the area find their advance swiftly halted by these masterful creations and their determined defenders.

Purchase this Requisition before a battle. Do not roll off to determine the Attacker and Defender for that battle. Instead, you are automatically the Defender. If your opponent uses the same or a similar rule to become the Defender, ignore both rules and instead determine the Attacker and Defender normally.

Bonus Agendas
D6

PRIORITY KILL ZONE

The Adeptus Astartes are utterly focused on their mission parameters. Those Space Marines sworn to the defence of their battle lines will take not one backward step nor be lured into reckless assaults. Any foe who dares venture into these warriors’ priority kill zones are subjected to a thunderous fusillade of long-range firepower that scours them from critical battlefield targets.

Each time an ADEPTUS ASTARTES unit from your Crusade army that is within your deployment zone destroys an enemy unit that is within range of an objective marker, your Crusade force gains 1 Honour point (to a maximum of 3).
DEFIANCE UNFURLED

While some of a defensive Space Marine force may be tasked with counter-assaults, others stamp the Chapter’s presence upon the war zone by planting a sacred banner or ancient sigil in full view of the foe. With undisguised bombast, the action proclaims the resolve of the battle-brothers to retake the battlefield and signals to the foe their imminent destruction.

At the start of the battle, select one objective marker in No Man’s Land. If there is an objective marker within 6" of the centre of the battlefield, you must choose that one. At the end of the battle, if an ADEPTUS ASTARTES unit from your army controls that objective marker, your Crusade force gains 4 Honour points.
DRIVE THEM BACK!

Whether safeguarding an extraction or in a final push towards the foe’s last redoubt, the Space Marines have vowed to cleanse the enemy from their lines and allow none to slip past.

At the end of the battle, if there are two or fewer enemy units within your deployment zone, your Crusade force gains 4 Honour points.

Oathsworn Campaign

Precision Strike

The Adeptus Astartes confront and drive back invasions of every loathsome kind across the Imperium’s worlds. Destructive hordes spreading carnage through a planet’s macro-cities must be halted in their tracks to enable desperate evacuations. Predatory raiders plundering frontier settlements or void ships must be corralled into efficient kill zones. From the walls of vital Imperial fortifications, Space Marines hold positions that would otherwise have fallen. Enemy assaults are thrown back as the battle-brothers unleash a deluge of firepower to cut them down. The Space Marines’ aggressive defence grants other Imperial forces the chance to regroup and exploit the gains won by the sudden intervention, even as the Angels of Death themselves leave for the next war zone.


Requisition

STORM-SWIFT DESTRUCTION1RP

Space Marines are the ultimate assault force. Deploying from orbiting strike cruisers or drop ships, roaring into the fray in armoured transports or charging from ambush, they are capable of surprise attacks that hit with meteoric force. Such assaults are unleashed after rapid and incisive assessment of carefully harvested intelligence filtered through the warriors’ long years of combat experience, and can catch even the most alert of sentries flat-footed.

Purchase this Requisition before a battle. Do not roll off to determine the Attacker and Defender for that battle. Instead, you are automatically the Attacker. If your opponent uses the same or a similar rule to become the Attacker, ignore both rules and instead determine the Attacker and Defender normally.

Bonus Agendas
D6

PUNISH THEIR DARING

Any advances or gains made by the enemy must be taken from them by swift and unremitting force. None can be left in any doubt that to stand against the Adeptus Astartes is to feel the wrath of the Emperor himself.

Each time an ADEPTUS ASTARTES unit from your Crusade army destroys an enemy unit that is within range of an objective marker in your opponent’s deployment zone or No Man’s Land with a melee attack, your Crusade force gains 1 Honour point (to a maximum of 5).
THE TIP OF THE SPEAR

Space Marine commanders do not orchestrate victory from the safety of a strategium, but as the speartip of their strike force that plunges into the enemy’s heart.

At the end of the battle, if your WARLORD’s unit is within 6" of your opponent’s battlefield edge (or wholly within your opponent’s deployment zone if your opponent does not have a battlefield edge), your Crusade force gains 3 Honour points.
ALPHA-THREAT PROTOCOLS

Adapting their priorities on the move with post-human cogitation, Space Marines will rapidly assess the most dangerous threats amongst the foe. Any that pose a risk to the battle-brothers’ mission targets will be picked out for eradication.

At the start of the battle, your opponent must select three units from their Crusade army to be Priority Target units. At the end of the battle, for each Priority Target unit that was destroyed by a unit from your Crusade army, your Crusade force gains 1 Honour point.

Oathsworn Campaign

The Forging of Legends

In millennia-old archives are accounts of the supernatural heroism of the Adeptus Astartes’ champions. A Chapters honour is of utmost importance to its warrior-knights. In campaigns where it can be upheld or avenged - the recovery of a fallen battle-brother or relic, the hunting down of a reviled foe or the reclamation of a Chapter bastion - personal heroism surges to the fore. The greatest of a force’s combatants lead their battle-brothers in wrath-filled charges to topple enemy champions and strike down the largest of threats. Such strength and skill can crush an enemy’s cohesion as the foe witnesses their best and greatest cast down by a single warrior.


Requisition

THE ESTEEM OF THE CHAPTER1RP

Space Marine commanders are entrusted with great latitude in dispensing honours - and summary justice - upon their battle-brothers. Even amongst some of the Imperiums greatest heroes, there are those leaders whose courage and skill exceeds even their commander's lofty expectations. Such valour in the Emperor's name is deserving of recognition.

Purchase this Requisition after a battle in which your WARLORD was not destroyed. Select one CHARACTER unit that participated in that battle (excluding your WARLORD); that CHARACTER unit gains 5XP.

Bonus Agendas
D6

DUEL OF HONOUR

Chapter legend recounts many epic duels in which the greatest of its warriors cast down the most heinous enemies in fights that shook the firmament and awed those who witnessed them. These legends are a potent source of inspiration to those who would uphold their brotherhood's honour.

Each time a CHARACTER unit from your Crusade army destroys an enemy CHARACTER unit with a melee attack, your Crusade force gains 2 Honour points (to a maximum of 4).
HUNTING THE BEHEMOTH

The battlefield echoes to the roaring engines or guttural howls of an enemy monstrosity. Through tactical consideration of their threat to his battle-brothers, as well as being a matter of personal pride, a Chapter’s noble champion will make its slaying their personal vow.

Each time a CHARACTER unit from your Crusade army destroys an enemy MONSTER or VEHICLE unit with a melee attack, your Crusade force gains 2 Honour points (to a maximum of 4).
A SHOW OF DOMINION

The heroic commanders of a Space Marine strike force lead from the front in stunning displays of their combined strategic acumen and martial skill. They stamp their presence onto the battlefield so that none are left in doubt as to the power of the Angels of Death.

At the end of the battle, if your WARLORD’s unit controls an objective marker that is in No Man’s Land, your Crusade force gains 1 Honour point. If that objective marker is in your opponent’s deployment zone, your Crusade force gains 3 Honour points instead.

Chapter Command

After an Oathsworn Campaign ends, if you have enough Honour points to do so, you can promote one or more CHARACTERS to be members of Chapter Command. To do so, select a CHARACTER you wish to promote, then subtract that promotion’s Honour points cost from your total and select one of that promotion’s Battle Honours for that CHARACTER to gain. Each CHARACTER can only have one of these Battle Honours, even if you gain enough Honour points to promote them again. Each of these Battle Honours is unique - you can only have one instance of each in your Order of Battle. When gaining one of these Battle Honours, if that CHARACTER already has their maximum number of Battle Honours, you can choose to replace one with a Chapter Command Battle Honour.

Designer’s Note: If your Order of Battle contains an EPIC HERO who is already known to hold a position in Chapter Command (e.g. Pedro Kantor being a Chapter Master), you should not promote another CHARACTER to that position.

CHAPTER MASTER
25
CAPTAIN ONLY

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.

CHOOSE ONE
Master of the Codex
BATTLE HONOUR
Once per battle, after you have selected your Oath of Moment target, select a second enemy unit. Until the start of your next Command phase, that second enemy unit also counts as your Oath of Moment target.
OR
Master of Combat
BATTLE HONOUR
Once per battle, in your Command phase, this model can use this ability. If it does, until the end of the turn, add 2 to the Damage characteristic of weapons equipped by this model.
CHIEF APOTHECARY
10
APOTHECARY ONLY

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.

CHOOSE ONE
Selfless Healer
BATTLE HONOUR
TACTICUS APOTHECARY model only. While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
OR
Battlefield Chirurgy
BATTLE HONOUR
At the end of the battle, if your Crusade army included this model and it was not destroyed during the battle, you can ignore up to two failed Out of Action tests taken for INFANTRY units from your Crusade army - those tests are treated as having been passed instead.

MASTER OF SANCTITY
20
CHAPLAIN ONLY

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.

CHOOSE ONE
Wise Orator
BATTLE HONOUR
Once per battle, at the start of the battle round, this model can use this ability. If it does, until the end of the turn, this model has the following ability:

Wise Orator (Aura): Each time a friendly ADEPTUS ASTARTES unit within 6" of this model makes a melee attack, add 1 to the Wound roll.
OR
Mantra of Strength
BATTLE HONOUR
Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 2 to the Attacks, Strength and Damage characteristics of melee weapons equipped by this model.
MASTER OF THE FORGE
15
TECHMARINE ONLY

Masters of the Forge are the chief artificers of the Space Marines, responsible for maintaining the arms, armour and vehicles of their Chapter. 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.

CHOOSE ONE
Liturgy of Resanctification
BATTLE HONOUR
Each time this model uses its Blessing of the Omnissiah ability, the selected VEHICLE regains up to D3+3 lost wounds instead of up to D3.
OR
Shielded by the Machine God
BATTLE HONOUR
Each time this model uses its Blessing of the Omnissiah ability, until the start of your next Command phase, the selected VEHICLE has a 4+ invulnerable save (in addition to that ability’s other effects).

HONOUR GUARD
10

For a Space Marine to have become one of the Chapters Honour Guard is to have fulfilled many centuries of exceptionally courageous service. In battle, they act as personal retinues for the strike force’s leaders, ensuring their safety with selfless valour.

CHOOSE ONE
Ardent Protectors
BATTLE HONOUR
While a CHARACTER model is leading this unit, add 1 to the Toughness characteristic of models in that unit.
OR
Roused to Fury
BATTLE HONOUR
Once per battle, at the start of either player’s Command phase, this unit can use this ability. If it does, until the end of the turn, add 1 to the Attacks characteristic of weapons equipped by models in this unit.
CHIEF LIBRARIAN
15
LIBRARIAN ONLY

At the 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.

CHOOSE ONE
Psychic Scourge
BATTLE HONOUR
At the start of your Shooting phase, you can select one enemy unit within 12" of and visible to this model and roll one D6: on a 3-5, that unit suffers D6 mortal wounds; on a 6, that unit suffers D6 mortal wounds and, until the start of your next turn, halve that unit's Move characteristic and halve the result of Charge rolls and Advance rolls made for that unit.
OR
Empyric Castellan
BATTLE HONOUR
Once per battle, at the start of any phase, this unit can use this ability. If it does, until the start of your next turn, this model has the following ability:

Empyric Castellan (Aura, Psychic): While an ADEPTUS ASTARTES unit from your army is within 6" of this model, models in that unit have a 4+ invulnerable save.

CHAPTER ANCIENT
15
ANCIENT ONLY

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 Chapters standard is worth a fortified bastion to the warriors of the Adeptus Astartes.

CHOOSE ONE
Steadfast Example
BATTLE HONOUR
Once per battle, at the start of your Command phase, this model can use this ability. If it does, until the end of the turn, this model has the following ability:

Steadfast Example (Aura): While an ADEPTUS ASTARTES unit from your army is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit.
OR
Pennant of the Fallen
BATTLE HONOUR
While this model is leading a unit, each time a Bodyguard model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Assignment and Promotion

During their long years, Space Marines advance through their Chapters companies, gaining new skills and a wealth of experience on their journey.

In addition to spending Honour points on Chapter Command promotions, you can also spend them to assign or promote other units to new positions within the Chapters structure. After an Oathsworn Campaign ends, just as with Chapter Command promotions, you can spend the required number of Honour points to assign or promote a unit, but if you do, instead of selecting a Battle Honour for that unit, you must instead remove it from your Order of Battle and replace it with another unit from those listed. When a unit is replaced in this way, the new unit starts with the same XP as the one it replaced.

RESERVE AND BATTLE COMPANY ASSIGNMENT
5

Once deemed worthy, a neophyte is elevated from the Scout Company to the status of full battle-brother and serves in the first of the Reserve Companies. Should they continue to distinguish themselves, they may progress to the Battle Companies and throughout their lives learn to fight in many different roles. Experienced battle-brothers of the Scout Company’s Vanguard complement may be requisitioned to support other companies, their battle prowess granting them a potent reputation.

Select one of the following units:

You can spend 5 Honour points to replace that unit with one of the following units:
1ST COMPANY PROMOTION
5

Elevation to the elite 1st Company of a Chapter is never automatic, no matter how long a battle-brother serves with the incredibly high levels of skill expected of all Space Marines. To be so honoured, they must have proved superior even amongst an entire brotherhood of post-human champions. Each has performed legendary deeds of bravery and mastered all of the Chapter’s ways of war. They are master marksmen, exceptional duellists and incredible pilots, with tactical insight far beyond any mortal soldier and a devotion to duty that is fierce in its intensity. They truly are the heroes of their Chapter.

Select one ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit (excluding CHARACTERS and SCOUT SQUADS). You can spend 5 Honour points to replace the selected unit with one of the following units. If the selected unit has the Terminator Honours Battle Trait, this promotion costs 0 Honour points.
COMPANY COMMAND PROMOTION
10

The honour of command amongst the Adeptus Astartes recognises a battle-brother whose past is littered with conquered enemies. Yet it is not enough to be a skilled fighter; they must also have an unassailable grasp of strategy and tactics. Centuries of battlefield experience have taught them every facet of war, trained them in the tools of slaughter and honed their wits to the level of instinct. To lead the Emperor’s greatest shock troops in battle, to marshal their strength and mete it out efficiently to maximise its potential against the ceaseless waves of foes that embattle the Imperium, is a singular and grave responsibility.

Select one LIEUTENANT model. You can spend 10 Honour points to replace that model with one CAPTAIN model (excluding EPIC HEROES).

Agendas

If your Crusade army includes any ADEPTUS ASTARTES units, you can select Agendas from those presented here.

ANGELS OF DEATH

For the Space Marines, only the total destruction of the Emperor’s enemies is acceptable.

At the end of the battle, if there are no enemy units on the battlefield, each ADEPTUS ASTARTES unit from your Crusade army that is on the battlefield gains 2XP and your Crusade force gains 2 Honour points.
KNOW NO FEAR

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.

At the end of the battle, each ADEPTUS ASTARTES unit from your Crusade army that did not fail a Battle-shock test during the battle gains 1XP. If that unit did not fail a Battle-shock test and is also Below Half-strength, it gains 2XP instead.
ARMOURED ASSAULT

Battle-brothers who pilot their Chapter’s war engines often have a natural affinity for their mechanical steeds. With prayers to the vehicles’ machine spirits, the crews urge them forth in unstoppable spearheads. Those war engines that leave a great wake of the foe’s twisted corpses are immortalised for their deeds with devotional seals and trophies in a dedicated shrine within the Chapter’s Armoury.

At the end of the battle, each VEHICLE unit from your Crusade army that is not destroyed gains 1XP, and each VEHICLE unit from your Crusade army that is destroyed but itself destroyed two or more enemy units during the battle gains 1XP.
QUEST OF ATONEMENT

The warriors of the Chapter who bear the Mark of Censure have submitted themselves to the Reclusiam for their failures, and been set upon a quest for absolution in their Chapter’s eyes. Only by striking down the mightiest foes of the Emperor will their shame be absolved.

When you select this Agenda, select one ADEPTUS ASTARTES unit from your Crusade army that has one or more of the following Battle Scars: Battle-weary; Disgraced; Mark of Shame. At the end of the battle, if the selected unit destroyed one or more enemy CHARACTER, MONSTER or VEHICLE units with a melee attack during the battle, it loses one of those Battle Scars of your choice and gains 5XP.

Requisitions

If your Crusade army includes any ADEPTUS ASTARTES units, you can spend Requisition points (RP) on any of the following Requisitions.

A LEGACY PRESERVED1RP

Death in battle is the fate of almost all Space Marines. But if the Chapter’s Apothecaries can preserve the gene-seed of fallen battle-brothers, then something of them can live on in a new generation of warriors. The heroic warrior-chirurgeons make their battle-brothers' death an honoured gift of legacy to the Chapter.

Purchase this Requisition after an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your Crusade army gains a Battle Scar, if your Order of Battle includes one or more APOTHECARY models. Remove the unit that just gained that Battle Scar from your Order of Battle, and your Crusade force gains 5 Honour points.
VAUNTED TRIUMPH1RP

To triumph in spectacular and glorious fashion over the Imperiums enemies is reward enough for those heroes who bought the victory with deadly skill and unflinching conviction.

Purchase this Requisition after a battle that you won. You can select a second unit to be Marked for Greatness. You can only purchase this Requisition once per Oathsworn Campaign.
ENDURING DUTY2RP

On occasion, the Space Marines' famously rapid and efficient campaigns must be extended. They may uncover evidence of a deeper conspiracy that must be broken or details of hidden enemy reserves that must be crushed. Whatever new intelligence comes to light, the Adeptus Astartes will not shirk from acting upon it to ensure their final victory is total.

Purchase this Requisition after the third battle in an Oathsworn Campaign. You may participate in one additional battle before that Oathsworn Campaign ends.
EVEN IN DEATH I STILL SERVE1RP

A mortally wounded Space Marine may be interred in the sarcophagus of a Dreadnought, allowing them to bring death to their foes in a new form.

Purchase this Requisition when an ADEPTUS ASTARTES INFANTRY CHARACTER or ADEPTUS ASTARTES MOUNTED CHARACTER unit from your Crusade army would gain a second or subsequent Battle Scar. Remove that unit from your Order of Battle and replace it with an ADEPTUS ASTARTES WALKER unit (excluding INVICTOR TACTICAL WARSUITS). You cannot purchase this Requisition if doing so would cause your total Crusade points to exceed your Crusade forces Supply Limit. The new unit starts with the same number of XP as the unit it replaced and gains the appropriate number of Battle Honours for its rank.

Battle Traits

When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

INFANTRY and MOUNTED Units
D6

Excluding CHARACTERS
MARKSMAN’S HONOURS

Awarded to those warriors who prove their accuracy in combat, these badges are constructed by coating spent bolter shell casings, ejected from the weapons of great heroes, in gold.

Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
BLADESMAN'S HONOUR

Awarded to the most superlative duellists of the Chapter, this honour badge is shaped like a dagger and proclaims the bearer’s skill at arms.

Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
SERVICE STUDS

These rivets are stamped into a warrior’s cranium to record ten, fifty or a hundred years' service. Though described in the Codex, the awarding of studs is not officially required.

At the end of the battle, if this unit is not destroyed, it gains an additional 1XP.
PURITY SEALS

Purity seals record not so much honours as blessings given by the Chapter’s Chaplains before battle. When a battle-brother receives a seal, the Chaplains chant litanies before affixing it to the Space Marine's armour.

Models in this unit have the Feel No Pain 5+ ability against Psychic Attacks.
TERMINATOR HONOURS

Veterans who have earned the honour of waging war in Terminator armour are permitted to wear these badges - smaller representations of the Crux Terminatus - when fighting.

Select one model in this unit (if this unit contains a unit champion, such as a Space Marine Sergeant, you must select that model). Add 1 to the Attacks characteristic of the selected model’s melee weapons and, unless the selected model is a CHARACTER, add 1 to its Wounds characteristic.
AQUILA IMPERIALS

Awarded to those who have shown great resolve, this eagle emblem is emblazoned on the warrior’s chest plate.

This unit can still be selected as the target of a Stratagem while it is Battle-shocked. In addition, each time an Out of Action test is failed for this unit, you can re-roll that test.

Scout Company Units
D6

ELIMINATOR SQUAD, INCURSOR SQUAD, INFILTRATOR SQUAD, REIVER SQUAD, SCOUT SQUAD
EXECUTION ORDER

Enemy champions and the guardians who shelter them are priority targets for this squad of skilled assassins.

Each time this unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll.
TACTICAL REPOSITIONING

Adept in the sudden unbalancing of their foes, this agile squad can evade closing foes and leave them exposed.

Once per turn, in your opponent’s Charge phase, after an enemy unit has selected this unit as a target for its charge but before it makes a Charge move, this unit can choose to retreat. If it does, it can make a Normal move of up to 3". The charging unit can then select new targets for that charge.
DEATH’S OWN SHADOW

These Chapter warriors are shades made manifest, using every sensory distraction to veil their advance and utilising every scrap of cover to their advantage.

Each time a ranged attack targets this unit, it has the Benefit of Cover against that attack.

1st Company Units
D6

BLADEGUARD VETERAN SQUAD, COMPANY HEROES, STERNGUARD VETERAN SQUAD, TERMINATOR ASSAULT SQUAD, TERMINATOR SQUAD, VANGUARD VETERAN SQUAD
ABIDING DUTY

Tasked with holding their ground, the veterans of the 1st Company will stand as intimidating sentinels, throwing the broken foe back unto their very last breaths.

While this unit is Below Half-strength, you can re-roll Battle-shock tests taken for it.
ECHOES OF THE PRIMARCH

These veterans can unleash a flurry of masterful blows said to reflect their Primarch’s martial perfection.

Once per battle, at the start of the Fight phase, this unit can use this ability. If it does, until the end of the turn, weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
DEFENDERS OF HUMANITY

These veteran battle-brothers have sworn to banish the shades of the Imperium’s enemies in every benighted reach they fight in. While they stand, the light of Humanity will never fade.

Once per battle, at the start of your Command phase, this unit can use this ability. If it does, until the start of your next Command phase, add 1 to the Objective Control characteristic of models in this unit.

VEHICLE Models
D6

BELLICOSE MACHINE SPIRIT

This machine spirit seeks to grind its foes beneath the ironclad hull it inhabits.

Each time this model makes a Charge move, select one melee weapon it is equipped with; until the end of the turn, add 2 to the Strength characteristic of that weapon.
RESILIENT MACHINE SPIRIT

The might of this indomitable machine spirit is legendary.

Add 2 to this model’s Wounds characteristic.
FOCUSED MACHINE SPIRIT

Even under duress, the attacks of this machine remain precise.

This model does not suffer the penalty to its Hit rolls for firing at enemy units that are within Engagement Range of it.

Crusade Relics

When an ADEPTUS ASTARTES CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

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 Toughness and Wounds 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.

During the Declare Battle Formations step, if this model is attached to a unit, until the end of the battle, that unit has the Deep Strike ability.
HALO INDOMITUS

This iron halo protects the bearer from harm, while proclaiming them to be a mighty hero of the Imperium.

  • The bearer has a 4+ invulnerable save.
  • The bearer has the Feel No Pain 4+ ability against mortal wounds.

Antiquity Relics

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.

The bearer is equipped with the following melee weapon in addition to its other weapons:
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Paragon blade
Paragon blade
Melee
6
2+
6
-3
3
STANDARD OF RIGHTEOUS HATRED

This bloodstained banner lists the atrocities and injustices committed by the Emperor’s foes, a reminder of the duty of the Adeptus Astartes to purge the stars of the heretic and the alien.

ANCIENT model only. While the bearer is leading a unit, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.

Legendary Relics

VORTEX BOLT

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.

Select one ranged weapon equipped by the bearer; that weapon is now a Crusade Relic. Note this on the bearer’s Crusade card and give that weapon a suitable name. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a vortex bolt instead of shooting that weapon normally. If it does, resolve that shooting using with the following profile:
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Vortex bolt [ANTI-INFANTRY 3+, ANTI-PSYKER 2+, DEVASTATING WOUNDS]
Vortex bolt [ANTI-INFANTRY 3+, ANTI-PSYKER 2+, DEVASTATING WOUNDS]
24"
1
2+
4
0
D3+3
RELIC OF THE PRIMARCH

In the deepest vaults of every Chapter are ancient relics inherited from the personal wargear of their gene-sire. Only in the direst circumstances are these brought to the field of war 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, until the start of your next Command phase, the bearer has the following ability:

Relic of the Primarch (Aura)
  • While a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
  • If the bearer is destroyed, after removing it from play, set up one new objective marker as close as possible to the bearer’s last location; this represents the Relic of the Primarch. You immediately gain the Recover the Relic Agenda (see below) in addition to any other Agendas being used for the battle.

Recover the Relic

The loss of one of the Primarch’s priceless relics is an unthinkable shame that cannot be allowed to pass.

At the end of the battle, if you control the Relic of the Primarch objective marker, you can select one unit from your Crusade army that is within 3" of that objective marker; that unit gains 3XP. If you do not control that objective marker at the end of the battle, you lose 10VP (to a minimum of 0).

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Oathsworn Crusaders

Your strike force’s battles against the myriad dangers facing the Imperium have seen your Space Marines hailed as true crusaders and enactors of the Lord Commander’s vision. Each of your successful assaults against Humanity’s enemies has helped liberate Imperial worlds through fire and blood. You have pushed back the hateful tide of heretics, mutants and xenos, but in spreading the Emperor’s light you have discovered new vistas of invasion and corruption. Honour demands you cannot stop now.



Oathsworn Victors

Proving the nobility of your Chapter in the Emperor’s service, your force has won a tally of victories. Bastions of Mankind’s foes have been breached, invasions held and pushed back, and abominations purged. Your experienced warriors have been highly honoured by their Chapter, but with each surge into the darkness, your foes - and the chances to lay them low - multiply.



Oathsworn Veterans

Your heroic battle-brothers have visited death and destruction upon worlds thought beyond the Imperium’s reach. Your Chapter lords lead blistering assaults of veteran battle-brothers in strikes so swift and overwhelming that none may stay their wrath. You are the vengeance of the Emperor made manifest and a shining exemplar of your gene-sire’s martial doctrines!

  • You have completed five Oathsworn Campaigns and promoted five or more CHARACTERS to Chapter Command.
  • You have won ten or more battles.
  • You have replaced three or more units as described in the Reserve and Battle Company Assignment and/or 1st Company Promotion sections (see Assignment and Promotion).


Oathsworn Campaign Tracker

Download blank Oathsworn Campaign tracker:

Black Templars Oathsworn Campaigns

In this section you’ll find additional rules for playing Crusade battles that are bespoke to BLACK TEMPLARS units. If your Crusade army includes any ADEPTUS ASTARTES units from the Black Templars Chapter (or one of its successors), you can use any of the following Crusade rules.

Your Crusade force can use the Oathsworn Campaigns rules featured in Codex: Space Marines to embark on the following Oathsworn Campaign unique to the Black Templars. This offers a Bonus Agenda to gain Honour points, allowing your CHARACTERS to become members of Chapter Command, as well as the opportunity to recover Relic Fragments, which you can use to build Reclaimed Relics.


Oathsworn Campaign

Honouring the Creed

The Black Templars’ uncompromising loyalty and martial honour is ever expressed through their fierce devotion to the Imperial Creed. On operations to punish the desecrators of shrines, reclaim holy artefacts or uphold vows made in the God-Emperor’s name, their strike forces zealously pursue holy goals declared by fearsome oaths.


Requisition

DEVOTIONAL CODICIL1RP

When divine portents from the Emperor demand it, the Black Templars commit to ever greater oaths.

Purchase this Requisition at the start of the Select Agendas step. When you are creating your Bonus Agenda for that battle (see below), you can select up to two Passions and up to two Conditions (if you are randomly selecting these and you roll any duplicates, keep rolling until a different result is rolled). You can only purchase this Requisition once per Oathsworn Campaign.

Example Oath

When creating your Bonus Agenda, you select one Deed - ‘...reclaim our holy relics...’ - and you select one Foe - ‘...and slaughter the faithless...’. You then decide to select one Passion - ‘...as righteousness courses through us...’ - but then decide not to select a Condition. This forms the following oath:

‘In the name of the immortal God-Emperor, I hereby vow to reclaim our holy relics and slaughter the faithless as righteousness courses through us.’

At the start of the battle, for the selection required by your choice of Foe, you select ‘3 or more units’. At the end of the battle, you control more objective markers than your opponent, and you destroyed 5 enemy units, one of which was destroyed by a CHAPLAIN unit. All parts of your oath were therefore completed, so you gain 2 Relic Fragments and 2 Honour points.

Bonus Agenda

OATHS OF CRUSADE

The Black Templars swear mighty oaths while on crusade, never relenting in their task until the oath, and the crusade, is complete.

During the Select Agendas step of each battle in this Oathsworn Campaign, you must create your Bonus Agenda for that battle by selecting one Deed and one Foe from those listed below. You can then optionally select one Passion, and you can then optionally select one Condition. When making these selections, you can either select whichever Deed, Foe, Passion and Condition you wish, or you can put your faith in the Emperor and randomly select them. If selecting randomly, for each one, roll one D6 and consult the relevant table below. Combine these selections to create your Bonus Agenda, which takes the form of an oath as follows:

‘In the name of the immortal God-Emperor, I hereby vow to [Deed] [Foe] [Passion] [Condition].’

At the end of the battle, check which parts of your Bonus Agenda have been completed:
  • If all parts have been completed, you gain all the associated rewards listed for those parts and if you selected those parts randomly, you gain 1 additional Honour point.
  • Otherwise, you gain no rewards.

Deeds

...bring glory to His name...
Completed: If you are the victor.

Reward: You either gain 1 Relic Fragment or your WARLORD gains 1XP.
...shatter the holdings of the enemy...
Completed: If you control one or more objective markers in your opponent’s deployment zone.

Reward: You gain either 2RP or 1 Relic Fragment.
...reclaim our holy relics...
Completed: If you control more objective markers than your opponent controls.

Reward: You gain 2 Relic Fragments.

Foes

...and lay lorn the mightiest tyrants...
At the start of the battle, select either the CHARACTER or WARLORD keyword.

Completed: If one or more enemy units with the keyword you selected were destroyed by an ADEPTUS ASTARTES unit from your Crusade army.

Reward: If you selected CHARACTER, you gain 1 Honour point; if you selected WARLORD, you gain 2 Honour points and 1 Relic Fragment.
...and strike down the most dire foes...
At the start of the battle, select either the MONSTER, VEHICLE or TITANIC keyword.

Completed: If one or more enemy units with the keyword you selected were destroyed by an ADEPTUS ASTARTES unit from your Crusade army.

Reward: If you selected MONSTER or VEHICLE, you gain 1 Honour point; if you selected TITANIC, you gain 2 Honour points and 1 Relic Fragment.
...and slaughter the faithless...
At the start of the battle, select either 3 or more units or 6 or more units.

Completed: If that many enemy units were destroyed by ADEPTUS ASTARTES units from your Crusade army.

Reward: If you selected 3 or more units, you gain 1 Honour point; if you selected 6 or more units, you gain 2 Honour points and 1 Relic Fragment.

Passions

...whilst bearing our artefacts proudly...
Completed: If one or more ANCIENT or RELIC BEARER units from your Crusade army are wholly within 6" of the centre of the battlefield.

Reward: You gain 1 Honour point.
...ere our blades strike at their heart...
Completed: If one or more CHARACTER units from your Crusade army are wholly within your opponent’s deployment zone.

Reward: You gain 1 Honour point.
...as righteousness courses through us...
Completed: If one or more enemy units were destroyed by a CHAPLAIN or JUDICIAR unit from your Crusade army.

Reward: You gain 1 Honour point.

Conditions

...yet with never a backwards step.
Completed: If no ADEPTUS ASTARTES units from your Crusade army made a Fall Back move during the battle.

Reward: You gain 1 Honour point.
...in order to keep His domain sanctified.
Completed: If no enemy units are wholly within your deployment zone.

Reward: You gain 1 Honour point.
...with the strength to crusade anew.
Completed: If half or more (rounding down) of the units from your Crusade army are on the battlefield.

Reward: You gain 1 Honour point.

Relic Bearers

After an Oathsworn Campaign ends, if you have enough Relic Fragments, you can construct one or more Reclaimed Relics. To do so, select one BLACK TEMPLARS INFANTRY unit from your Crusade force that has the Blooded rank or higher (excluding CHARACTERS), then select one of the Reclaimed Relic Battle Honours presented in this section for that unit, and subtract its Relic Fragments cost (shown in the shield alongside it) from your Relic Fragments total. Select one model in your selected unit; that model becomes the bearer of that Reclaimed Relic, gains its associated ability and has the RELIC BEARER keyword (make a note of this on the unit’s Crusade card).

Each unit can only have one of these Battle Honours, and each is unique - you can only have one instance of each in your Order of Battle. When gaining one of these Battle Honours, if that unit already has the maximum number of Battle Honours, you can choose to replace one with a Reclaimed Relic Battle Honour.

PENITENT'S ROAR
3

This ornate pistol of unknown design can only be fired while chained to the bearer’s wrist but delivers each shot with uncanny accuracy, straight to the heart of any who would lay low the Emperor’s chosen crusaders.

Select one Pistol weapon equipped by the bearer that has the word ‘bolt’ in its name, e.g. bolt pistol (excluding a weapon that has been upgraded with a Weapon Modification - if you cannot do so, you cannot select this Reclaimed Relic Battle Honour). That weapon is now a Crusade Relic; it has the [precision] and [ignores cover] abilities and improve its Damage and Armour Penetration characteristics by 1.
CRUX OBSIDIAN
4

The carved Chapter emblem this pauldron bears symbolises the spirit of the eternal crusade. To wear it upon one’s armour is to be an avatar of the unbreakable will of the undying Emperor.

Once per turn, the first time a saving throw is failed for the bearer, change the Damage characteristic of that attack to 0.
HOLY ORB
4

Each holy orb is a masterpiece, combining explosives with sacred unguents. When thrown, the orb explodes, superheating the unguents into a cloud of scalding incense. Unbelievers inhaling this are sent into a paroxysm of agony while contemplating their many sins.

Once per battle, when you target the bearer’s unit with the Grenade Stratagem, the bearer can use this Reclaimed Relic. If it does, when resolving that Stratagem, 1 mortal wound is inflicted for each roll of 3+ (instead of each roll of 4+), and after resolving that Stratagem, the enemy unit you selected for that Stratagem must take a Battle-shock test.
FIST OF BALTHUS
5

Once worn by Brother Balthus, this power fist was used to crush the unholy life from the Daemon Prince Angorakh, the Red Herald. The act cost Balthus his life and Angorakh’s acidic ichor still marks the metal of this weapon, but its strikes are undiminished.

Select one power fist equipped by the bearer (excluding a weapon that has been upgraded with a Weapon Modification - if you cannot do so, you cannot select this Reclaimed Relic Battle Honour). That weapon is now a Crusade Relic. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2+, that enemy unit suffers D3+1 mortal wounds.
SIGISMUND'S SEAL
6

Upon this sheet of paper-thin adamantine is inscribed an oath of vengeance taken by Sigismund under the gaze of the Emperor himself.

At the start of the battle, select one unit from your opponent’s army. Each time a model in the bearer’s unit makes a melee attack that targets that unit, that attack has the [lethal hits] and [precision] abilities. If that unit is destroyed during the battle by the bearer’s unit and your Crusade force is embarked on an Oathsworn Campaign, you gain 1 additional Honour point.

Designer’s Note: Using components from the Black Templars Upgrades and Transfers kit is a perfect way to distinguish your RELIC BEARER models. Some of these items bestow Crusade Relics on the bearer, and can do so even if the bearer is not a CHARACTER; note that such Crusade Relics are all Artificer Relics, but having one only increases the bearer’s unit’s Crusade points by 1 (not 1 for having a Reclaimed Relic Battle Honour and 1 for having a Crusade Relic).
SWORD OF THE LOST CRUSADER
8

The blade of this power sword was thought broken and lost. Once reconstructed and repaired, its blade blazes with the Emperors light, igniting the tainted souls of those who would bring darkness to the Imperium.

Select one power weapon or master-crafted power weapon equipped by the bearer (excluding a weapon that has been upgraded with a Weapon Modification - if you cannot do so, you cannot select this Reclaimed Relic Battle Honour). That weapon is now a Crusade Relic. Each time the bearer’s unit has fought, select one enemy unit (excluding VEHICLES) hit by one or more of the bearer’s melee attacks this phase. Until the end of the battle, that enemy unit is set ablaze. While a unit is set ablaze, at the start of each player’s Command phase, roll one D6: on a 4+, that unit suffers D3 mortal wounds.
LIGHT OF THE EMPEROR’S GRACE
9

The wan light this elaborate lantern casts over the bearer and his allies is held to fortify them and drive back the darkness.

Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the bearer. Model’s in the bearer’s unit can ignore any or all modifiers to their Leadership characteristic, and each time the bearer’s unit takes a Battle-shock test, you can ignore any or all modifiers to that test.
BEASTPYRE
10

Reconstructed from a flamer recovered from the ruins of the Temple of the Emperor Ascendant on Armageddon, this weapon has been carefully reworked to bring purifying flame to the Emperor’s foes once more.

Select one Torrent weapon equipped by the bearer (excluding a weapon that has been upgraded with a Weapon Modification - if you cannot do so, you cannot select this Reclaimed Relic Battle Honour). That weapon is now a Crusade Relic; it has the [devastating wounds] ability and add 3 to its Attacks characteristic.
VORTIMARAN INCENSORS
10

These candles are sometimes attached to a warrior’s backpack. Some say their holy wax is made from rendered heretics or that their wicks include hallucinogenic incense approved by the Ecclesiarch. Those who fight under their smoky influence and warm glow endure the foe’s worst with Dorn’s resolve.

Models in the bearer’s unit have a 5+ invulnerable save.
ICON OF HEINMANN
10

Castellan Heinmann was martyred at the climax of the Donian Crusade. This icon, worn upon his backpack, symbolised his obstinacy and refusal to fall until his task was complete.

Each time a model in the bearer’s unit is destroyed, if that model has not fought this phase, roll one D6: on a 5+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
HANDS OF THE PIOUS
11

The hand bones of an ancient saint are carried within this casket. Though their provenance has been lost, the fanatical aura they project when correctly sealed and consecrated cannot be denied.

Add 1 to Charge rolls made for the bearer’s unit. Each time the bearer’s unit is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.
SCEPTRE OF FALLEN EMPIRES
12

Scriptural provenance proclaims that this rod of office was taken during the Great Crusade from the slain king of a galactic empire and subsequently shattered and lost in the battles during the Age of Apostasy. Carried at the head of armies, it signifies the futility of resistance and the righteousness of the eternal crusade.

When selecting Agendas for a battle, if your Crusade force is embarked on an Oathsworn Campaign, you can select one additional Black Templars Agenda for that battle in addition to any others being used in that battle. In addition, if you are using the Oaths of Crusade Bonus Agenda, if you are randomly generating that Bonus Agenda, you can re-roll each D6 when determining Deeds, Foes, Passions and Conditions.

Anoint a Champion

There have been many warriors throughout the Black Templars’ history who the Chapter’s archives make clear were worthy in the eyes of the Emperor to serve as his blade. Each crusade nominally has a single Emperor’s Champion, but in practice there can be several, each serving in battle unto death.


When your Black Templars Crusade force starts an Oathsworn Campaign, you can add one EMPEROR’S CHAMPION unit to your Order of Battle. This individual has received a vision from the God-Emperor of the deeds they will achieve, and has ritualistically donned the sacred wargear of their new mantle. The points value of that EMPEROR’S CHAMPION model does not count towards your Crusade forces Supply Used, but does count towards the cost of any Crusade army you make. Once your Crusade force ends its Oathsworn Campaign, you must remove that EMPEROR’S CHAMPION model from your Order of Battle. The following rules apply to an EMPEROR’S CHAMPION model while it is on your Order of Battle:
  • That EMPEROR’S CHAMPION model cannot earn XP and Battle Honours like other units. Instead, at the end of each battle, that model gains one Champion’s Virtue Battle Honour (see below). Each time you gain a Battle Honour, you can either select one from the table below, or you can put your faith in the Emperor and roll two D6, gaining both results rolled (duplicate results have no effect and cannot be re-rolled).
  • Each time that EMPEROR’S CHAMPION model destroys an enemy CHARACTER model, you gain 1 Honour point.
  • Each time that EMPEROR’S CHAMPION model is destroyed, you must take that model’s Out of Action test at the end of the phase in which it was destroyed, instead of doing so after the battle. If that test is failed, the EMPEROR’S CHAMPION is slain - remove it from your Order of Battle. You cannot add an EMPEROR’S CHAMPION model to your Order of Battle again until you start a new Oathsworn Campaign.
  • If that EMPEROR’S CHAMPION model is slain as described above, after removing it from play, set up one new objective marker as close as possible to that model’s last location; this represents the fallen hero’s sacred wargear, and is called the Sacred Wargear objective marker. You immediately gain the Recovering Sacred Wargear Agenda (see below) in addition to any other Agendas being used for the battle.

Agenda: Recovering Sacred Wargear

When an Emperors Champion falls in battle, it is considered a bad omen, but abandoning their Armour of Faith and Black Sword is a shame that cannot be borne.

At the end of the battle, the player that controls the Sacred Wargear objective marker can select one unit from their Crusade army that is within range of that objective marker; that unit gains 3XP. In addition, if you do not control that objective marker at the end of the battle, you lose 5 Honour points (to a minimum of 0).

Champion’s Virtue Battle Honours
D6

EPITOME OF PIETY

So intense is this swordsman’s devotion to the God-Emperor that they can throw off grievous wounds and even the most malign influence of the Warp.

This model has the Feel No Pain 6+ ability (this is improved to Feel No Pain 4+ against Psychic Attacks and mortal wounds).
INSTRUMENT OF THE EMPEROR

With a single, masterful stroke - their blade arm guided no doubt by the Emperor-this champion is able to sever a link in the unholy foe's command structure.

Each time a CHARACTER model is destroyed by an attack made by this model, you gain 1CP.
ADAPTABLE EXECUTIONER

No blasphemous tyrant is safe from this swordsman’s blade, no matter the numbers nor the qualities of the deluded guardians they throw in the Champion's path.

Each time this model’s unit is selected to fight, select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, this model’s Black Sword has that ability.
INSPIRATIONAL FIGHTER

The martial prowess displayed by this holy executioner galvanises the battle-brothers around him to reach new heights of righteous ferocity.

Each time this model’s unit has fought, if one or more CHARACTER models were destroyed as a result of attacks made by this model this phase, until the end of the phase, while a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
FRONT-LINE CRUSADER

Ever at the forefront of battle, this Champion exemplifies the most fervent acts of courage in the face of the enemy's guns.

This model has the Scouts 6" ability, and you can re-roll Charge rolls made for this model’s unit.
MASTER OF ARMS

This Emperor's Champion has devoted what remains of his existence to the rigorous perfection of the blade, becoming a force of righteous and swift destruction.

At the start of the Fight phase, if this model is not leading a unit, until the end of the phase, it has the Fights First ability.

Agendas

If your Crusade army is using the Black Templars Crusade rules, you can select Agendas from those presented here.

FULFIL YOUR VOWS

For the Black Templars, every vow sworn is sacred, and its prosecution is essential to their tenets of battle.

At the end of the battle:
  • You can select one ADEPTUS ASTARTES unit from your Crusade army that destroyed one or more CHARACTER, MONSTER or VEHICLE units during the battle. If you selected the Accept Any Challenge, No Matter the Odds Vow at the start of the battle, you can select up to three such units instead. Each unit selected gains 1XP and, if you selected two or more such units, you also gain 2 Honour points.
  • You can select one ADEPTUS ASTARTES unit from your Crusade army that is within range of an objective marker that was controlled by your opponent at any point during the battle. If you selected the Suffer Not the Unclean to Live Vow at the start of the battle, you can select up to three such units instead (each must be within range of a different objective marker). Each unit selected gains 1XP and, if you selected two or more such units, you also gain 2 Honour points.
  • You can select one ADEPTUS ASTARTES unit from your Crusade army that is wholly within your opponent’s deployment zone. If you selected the Uphold the Honour of the Emperor Vow at the start of the battle, you can select up to three such units instead. Each unit selected gains 1XP and, if you selected two or more such units, you also gain 2 Honour points.
  • You can select one ADEPTUS ASTARTES unit from your Crusade army that destroyed one or more PSYKER units during the battle. If you selected the Abhor the Witch, Destroy the Witch Vow at the start of the battle, you can select up to three such units instead. Each unit selected gains 1XP and, if you selected two or more such units, you also gain 2 Honour points. A unit cannot gain more than 3XP per battle from this Agenda.
RECONSECRATION

The enemy has cast down temples to the Emperor and defiled his holy artefacts. Retrieve and reconsecrate these relics to demonstrate to all the righteousness of our crusade.

After both players have finished deploying, your opponent must select one objective marker that is not within their deployment zone to be your Holy Relic objective marker. A unit cannot gain more than 3XP per battle from this Agenda.

At the end of your turn, if you control your Holy Relic objective marker, you can select one ADEPTUS ASTARTES unit from your Crusade army that is within range of it; that unit gains 3XP.

At the end of the battle:
  • If your opponent controls your Holy Relic objective marker, you do not receive 1RP.
  • If you control your Holy Relic objective marker, you gain D3 Relic Fragments and 1 additional Honour point.
FIRST-HAND EXPERIENCE

The Black Templars ensure that every Neophyte gains experience on the battlefield alongside an Initiate mentor; this ensures the Neophytes learn their craft first-hand from the very masters of their craft, fighting directly alongside those whose ranks they aspire to join.

Each time an enemy unit is destroyed by an attack made by a CRUSADER SQUAD unit from your Crusade army, that CRUSADER SQUAD unit gains 1XP. A unit cannot gain more than 3XP per battle from this Agenda.

At the end of the battle:
  • Each unit that gained XP from this Agenda gains an additional 1XP if it still contains one or more Neophyte models.
  • If one or more units from your Crusade army gained 2 or more XP from this Agenda during the battle, you gain 2 Honour points.

Requisitions

If your Crusade army is using the Black Templars Crusade rules, you can spend Requisition points (RP) on any of the following Requisitions.

GOD-EMPEROR’S DUE2RP

To deny Humanity’s foes total victory, obdurate Black Templars commanders will go to extreme lengths. Seen as the God-Eniperors due, the often massive amounts of resources are considered a worthy sacrifice.

Purchase this Requisition in the Determine Victor step, if you gained 5 or more Honour points during that battle and you were not the victor. You gain the Victor bonus described in that mission even though you were not the victor.
PENITENT CRUSADE1RP

Rare moments of shame for the Black Templars have resulted in prolonged campaigns against the Emperor’s enemies as the Chapter launches a penitent crusade.

Purchase this Requisition at the end of an Oathsworn Campaign, if one or more of the following applies to your Crusade force:
  • You lost more battles during that Oathsworn Campaign than you won.
  • One or more ADEPTUS ASTARTES CHARACTER units from your Order of Battle have one or more of the following Battle Scars: Battle-weary; Disgraced; Mark of Shame.
  • An EMPEROR’S CHAMPION model from your Crusade army was destroyed in one of the battles fought during that Oathsworn Campaign, and at the end of that battle you lost 5 Honour points as a result of the Recovering Sacred Wargear Agenda.

The next Oathsworn Campaign you start will be a Penitent Crusade. At the end of that Oathsworn Campaign, if you have 10 or more Honour points, each ADEPTUS ASTARTES unit on your Order of Battle gains 1XP and you can select one of the following rewards:
  • Gain an additional 10 Honour points.
  • Gain 5 Relic Fragments.
  • Remove all instances of the Battle-weary, Disgraced and Mark of Shame Battle Scars from ADEPTUS ASTARTES units on your Order of Battle.

However, at the end of that Oathsworn Campaign, if you have 9 or fewer Honour points, your Penitent Crusade fails and you must halve your Honour points gained during that Oathsworn Campaign.
DOGMATIC EDIFICATION1RP

Initiates privileged with mentoring a Neophyte are harsh taskmasters. They are responsible for tutoring their younger wards in the Chapters manifold ways of war and faith so that they may become better servants of the Emperor.

Purchase this Requisition before a battle. Select one CRUSADER SQUAD unit from your Order of Battle, and select one Battle Trait that unit has. Replace that Battle Trait with a new Black Templars Battle Trait of your choosing (this must be a Battle Honour that unit can have).
APPOINTED TO THE HOUSEHOLD1RP

Appointed from amongst a crusade’s veteran warriors or - rarely - its exceptional Initiates, the Sword Brethren comprise Black Templars who hold a position within their Marshal’s household. Surviving Neophytes of such illustrious mentors, if deemed worthy by the Chaplains, may be granted status as full Initiate and go on to train inductees themselves.

Purchase this Requisition after a battle. Select one of the following:
  • Select one CRUSADER SQUAD unit on your Order of Battle with the Blooded rank or higher. Remove that unit from your Order of Battle and spend 5 Honour points to add one SWORD BRETHREN unit to your Order of Battle.
  • Select one CRUSADER SQUAD unit on your Order of Battle with the Blooded rank or higher. Remove that unit from your Order of Battle and spend 10 Honour points to add one SWORD BRETHREN unit to your Order of Battle and one new CRUSADER SQUAD unit to your Order of Battle.

When a unit is replaced in this way, each new unit starts with the same XP, Battle Honours and Battle Scars as the unit it replaced and until it is removed from your Order of Battle, each time it gains XP from Dealers of Death, that new unit gains 2XP instead of 1XP. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.

Battle Traits

When an ADEPTUS ASTARTES unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.


CHAPLAIN UNITS
D6

LITANY OF DIVINE PROTECTION

This Chaplain’s ardent example incites his battle-brothers to endure the foe’s cowardly blasphemies, knowing the essence of the Emperor shields them.

While this model is leadings unit, each time a ranged attack targets that unit, that unit has the Benefit of Cover against that attack.
PSALM OF REMORSELESS PERSECUTION

As this warrior priest thunders into the foe, the burning zeal with which he denounces Humanity's foes drives his brothers into a terrible battle rage.

While this model is leading a unit, each time a model in that unit makes a melee attack, if that unit made a Charge move this turn, you can re-roll the Hit roll.
CANTICLE OF REJECTION

This Chaplain exhorts his followers to steel their minds against the esoteric assaults of the foe. He vehemently scorns the darkness of witchery, sinful technologies, and unholy deeds that are not touched by the Emperor’s light.

While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds.
FIRES OF DEVOTION

When roused to fury, this Chaplain’s roars speak to the very souls of his battle-brothers, inflaming their blade arms with divine strength.

While this model is leading a unit, melee weapons equipped by models in that unit have the [sustained hits 1] ability.
FERVENT ACCLAMATION

The magnetic force of this Chaplain’s oratory inspires his fellow warriors to swear great vows, even amid the battle.

Once per battle, in your Command phase, you can select one Vow that is not active for your army. Until the start of your next Command phase, that Vow applies to this model’s unit in addition to the Vow selected at the start of the battle.
OATH OF GLORY

This Chaplain is renowned for bellowing oaths to Rogal Dorn as he plunges into the foe. Every shattering blow and crushing swipe is charged with holy vows.

Each time this model’s unit makes a Charge move, until the end of the turn, add 2 to the Attacks characteristic and add 1 to the Strength characteristic of melee weapons equipped by this model.

INFANTRY UNITS
D6

STRENGTH FROM CONVICTION

These warriors chant remorseless vows as they strike, every blow delivered with utmost conviction.

Add 1 to the Strength characteristic of melee weapons equipped by models in this unit.
VENGEFUL RETRIBUTION

These Black Templars have vowed to visit every injury back upon the God-Emperor's enemies tenfold, unafraid to give their lives to ensure his will is carried out.

Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.
BLADES OF THE EMPEROR

Inheritors of a portion of Sigismund's peerless martial skill, these warriors have honed their abilities such that no vulnerability escapes their gaze.

Each time this unit makes a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [lethal hits] ability.
ZEALOUS INTERVENTION

Through devout prayer, these warriors dedicate themselves to inflicting death at the first opportunity.

You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
RELENTLESS CRUSADERS

The fury of these Black Templars cannot be stayed while a foe is merely bloodied, but only when their enemy lies utterly ruined at their feet. Sometimes, not even then.

Each time a model in this unit makes a melee attack that targets a unit that is Below Half-strength, you can re-roll the Wound roll.
HATRED’S DISCIPLES

Hatred for the Emperor’s enemies in all their repugnant forms fills these warriors with a furious need to kill.

Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 6, that enemy unit suffers 1 mortal wound.

CRUSADER SQUAD UNITS
D6

EXCEPTIONAL MENTORS

The Initiates of this squad have long experience guiding Neophytes in battle, and are expert in directing their wards' understanding of martial and religious dogma.

At the end of the battle, if this unit is not destroyed and it contains one or more Neophyte models and one or more other models (excluding CHARACTERS), it gains an additional D3XP.
FAITHFUL SQUIRES

Each Neophyte in this unit is devoted to their mentor Initiate, carrying their burdens and reconnoitring ahead so that nothing may slow their zealous advance.

While this unit contains one or more Neophyte models, add 1 to Advance and Charge rolls made for this unit.
UNBREAKABLE FAITH

These warriors are exemplars of the Imperial Creed, reciting screeds of text as they strike down their foes, their belief allowing them to continue fighting despite terrible wounds.

Each time an attack targets this unit, if this unit is Below Half-strength, subtract 1 from the Damage characteristic of that attack.

Crusade Relics

When an ADEPTUS ASTARTES CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.


Artificer Relics

RELIQUARY WEAPON

The Black Templars’ Reclusiams keep amongst their vaults hallowed tools of death in many forms. Humble champions of the Chapter have born each and all have ended the Emperors enemies. These holy weapons are believed to abhor blasphemies, their spirits ever seeking out the unholy’s vulnerabilities.

Select one weapon equipped by the bearer (excluding a weapon that has been replaced by an Enhancement or Crusade Relic, or upgraded with any Battle Traits). That weapon is now a Crusade Relic; note this on the bearer’s Crusade card. That weapon has the [lethal hits] ability and each time an attack is made with that weapon, you can re-roll the Hit roll.
AURILLIAN SHROUD

Recovered from the shrine world of Aurilla after the opening of the Great Rift, this relic of devotion was once blessed by the holy form of Saint Agatine. Wreathed in a coruscating light, the shroud is said to bring divine protection to all who bask in its brilliance.

Models in the bearer’s unit have the Stealth ability.

Antiquity Relics

ANCIENT BREVIARY

Titis humble prayer book once belonged to the first High Chaplain of the Black Templars. It contains his teachings on the divine, and his successors recite from its pages on the eve of battle. Every utterance from this tome carries immense weight for the battle-brothers of the Chapter and, with its blessings, have great victories manifested even in the face of overwhelming odds.

CHAPLAIN model only. You can re-roll Battle-shock tests taken for the bearer’s unit. In addition, in the Select Crusade Blessings step, roll one D6, adding 2 to the result if you are the Underdog: on a 6+, you can use one additional Crusade Blessing this battle (even if you are not the Underdog).
CRUSADER’S HELM

This imposing helm has been passed amongst champions of the Black Templars for many centuries. Worked into its ancient vox-piece is the jawbone of Saint Sebatus the Ancient, a sanctified relic that emboldens the wearers voice so that his oratory soars above the clash of battle. The hearts of nearby battle-brothers are filled with zealous fire, driving them to follow their champion in a relentless spur of swift violence.

The bearer has the Scouts 6" ability. While the bearer is leading a unit, models in that unit have the Scouts 6" ability and that unit can declare a charge in a turn in which it Advanced.
TÄNNHAUSER’S BONES

Marshal Tännhauser was martyred at the hands of the Black Legion at the decisive battle of the Rutger’s Reach Crusade. His bones, encased in small reliquaries, were distributed among the warriors of that crusade during the victory sermon. Each is a potent reminder of duty and the expectations placed upon every Black Templar.

Each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1.

Legendary Relics

BONDS OF DUTY

The Black Templars hold that Sigismund was the first to chain his blade to his gauntlet. It was a holy act that marked his resolve never to cease fighting with the strength granted to him by the Emperor; this length of chain is said to be that original bond. Past wearers have written of its prayer-etched adamantine links filling their body with divine might, the weapon they grasp rendered almost weightless yet miraculously potent. Witnessing such a champion in battle bearing the physical manifestation of their founder’s oath inspires those they lead.

Select one melee weapon equipped by the bearer (excluding a weapon that has been replaced by an Enhancement or Crusade Relic, or upgraded with any Battle Traits). That weapon is now a Crusade Relic; note this on the bearer’s Crusade card. That weapon has the [devastating wounds] ability and improve the Strength, Armour Penetration and Damage characteristics of that weapon by 1. In addition, once per battle, at the start of the Fight phase, the bearer can use this Crusade Relic. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.


Puritanical Crusader

Your crusade in the God-Emperor’s name has already crushed many who dared stand in the way of Humanity’s rightful dominion. Yours has been a rigidly devoted campaign, and you have not shirked from the most destructive examples of the Emperor’s vengeance. Even as your crusade’s champions rise in haloed notoriety, they selflessly deny themselves personal glory. They know there can be no rest, no aggrandisation, while so many blasphemous foes remain to strike down.

  • You have completed one or more Oathsworn Campaign and promoted one or more units to Chapter Command.
  • You have won three or more battles.


Blessed Executioner

Your renown spreads, inspiring true believers as the holiest of lost artefacts once again see the Emperor’s light. Your deeds are recounted at the Feast of Blades and hailed amongst Rogal Dorn’s scions. As your crusade grows, it is seen as a vengeful blade fit to tear through the growing darkness that threatens the Imperium.



Disciple of Sigismund

None can stay your wrath: not unholy heretics, not abhorrent xenos, nor the malignant blight of witches. Pyres of the faithless light the righteous path you have carved across the Emperor’s realm as you carry Sigismund’s ceaseless crusade across the stars.

  • You have completed five or more Oathsworn Campaigns and promoted three or more units to Chapter Command.
  • You have added a new unit to your army using the Appointed to the Household Requisition.
  • You have won ten or more battles.
  • Three or more units on your Order of Battle have the RELIC BEARER keyword.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Boarding Strike

Space Marines excel in the sort of fast-paced, ferociously violent battles that erupt during voidship boarding assaults. Moving fast and hitting hard, they swiftly secure enemy vessels, or else sweep impertinent foes from their own warships’ decks.

Mustering a Boarding Patrol

All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

You can include up to two of the following units (duplicates are not allowed):
  • INFANTRY CHARACTER (excluding TERMINATOR models)
  • PRIMARCH
You can include up to three of each of the following units:
You can include up to one of each of the following units:
You can include up to one of the following units:
You can include up to one of the following units:

Rules Adaptations

Units that can FLY lose the Deep Strike ability.
  • The APOTHECARY model loses the Narlhecium and Gene-seed Recovery abilities.
  • The ASSAULT INTERCESSORS WITH JUMP PACKS unit loses the Hammer of Wrath ability.
  • The CHAPLAIN WITH JUMP PACK model loses the Exhortation of Rage ability.
  • The CHIEF LIBRARIAN TIGURIUS model loses the Master of Prescience ability.
  • The HELLBLASTER SQUAD unit loses the For the Chapter! ability.
  • The INTERCESSOR SQUAD unit loses the Objective Secured ability.
  • The MARNEUS CALGAR unit loses the Master Tactician ability.
  • The ROBOUTE GUILLIMAN model loses the Armour of Fate ability.
  • The SICARIUS model loses the Knight Champion of Macragge ability.
  • The URIEL VENTRIS model loses the Master of the Fleet ability.
  • The CHIEF LIBRARIAN MEPHISTON model loses the The Quickening ability.
  • The DEATH COMPANY CAPTAIN models lose the Death Vision of Sanguinius ability.
  • The DEATH COMPANY MARINES WITH BOLT RIFLES unit loses the Visions of Heresy ability.
  • The THE SANGUINOR model loses the Miraculous Saviour ability.

Army Rule

Units from your army with the Oath of Moment ability retain that ability.

Detachment Rule

Drive Home the Blade

The Adeptus Astartes launch their shipboard strikes with precision and lethal momentum, sweeping aside each new obstruct ion to their progress and pressing ever forward.

Each time an ADEPTUS ASTARTES unit from your army is selected to shoot, if one or more models from that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from your unit. Until the end of the phase, ranged weapons equipped by models in your unit have the [sustained hits 1] ability while targeting that enemy unit.

Enhancements

Adamantine Mantle

Bestowed as a mark of honour, this venerated relic lends an extra layer of armour protection that proves especially useful amidst vicious void war.

Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.

Clavitine Reliquary

A timeless and unique example of Chapter artifice, this device rapidly synchronises with the data spirits of locking devices and renders them quiescent.

In your Movement phase, each time the bearer is selected to make a Normal or Advance move, if it is within 1" of a Hatchway, it can attempt to operate that Hatchway. If it does, it cannot attempt to operate a Hatchway again this turn.

Stratagems

IN THE EMPEROR’S NAME
1CP
Boarding Strike – Battle Tactic Stratagem
Space Marines will suffer any hardship and endure the savagery of the most monstrous foes to see their duty done.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES BATTLELINE unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
CERAMITE BULWARK
1CP
Boarding Strike – Battle Tactic Stratagem
The Space Marines present a wall of ceramite and plasteel shoulder guards to the breach as they force passage through.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES BATTLELINE unit from your army that has not been selected to fight this phase.

EFFECT: Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by the selected models and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
DUTY AND DEFIANCE
1CP
Boarding Strike – Strategic Ploy Stratagem
Even when wounded unto death, still the Adeptus Astartes fight on in hopes their final efforts will spell the difference between defeat and victory.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the BATTLELINE keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
VOX-AMPLIFIED ROAR
1CP
Boarding Strike – Strategic Ploy Stratagem
In the echoing confines of a voidship, the deafening battle cries of the Space Marines evoke terror in the foe.
WHEN: Your Charge phase, just after an ADEPTUS ASTARTES unit from your army declares a charge.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Each target of that charge must take a Battle-shock test.

Pilum Strike Team

Comprising veterans in the theatre of ship-to-ship void war, pilum strike teams are cast through the void like a spear aboard shrouded boarding torpedoes to infiltrate key enemy warships. Once aboard, the Phobos-armoured Space Marines wage a terror campaign to destabilise the target vessel from within.

Mustering a Boarding Patrol

All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

You can include up to three of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to one of the following unit:
  • HOUNDS OF MORKAI (5 or 10 models)

Rules Adaptations


Army Rule

Units from your army with the Oath of Moment ability retain that ability.

Detachment Rule

Relentless Salvoes

These vanguard specialists stay on the move, laying down hails of fire to harass and disrupt their foes even as they hit-and-fade through chambers and corridors.

ADEPTUS ASTARTES units from your army are eligible to shoot in a turn in which they Advanced or Fell Back.

Enhancements

Omni-Structural Auspex

A rare device with a potent and knowledgeable machine spirit, this implement analyses the integrity of foes’ armour and isolates weaknesses to exploit.

In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly ADEPTUS ASTARTES model (excluding CHARACTER models) makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1.

Void Warrior

Having mastered the arts of shipboard warfare over many battles, this warrior moves swiftly through them and strikes with unerring skill.

You can re-roll Advance and Charge rolls made for the bearer. In addition, the bearer is eligible to declare a charge in a turn in which it Advanced.

Stratagems

KNIFE WORK
1CP
Pilum Strike Team – Battle Tactic Stratagem
These warriors strike at their enemies'weak spots, aiming to silence the foe without raising the alarm.
WHEN: Fight phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1.
ENHANCED EFFICIENCY
1CP
Pilum Strike Team – Strategic Ploy Stratagem
Moving with alacrity, clearing each new space with exceptional speed and skill, the warriors of the strike team advance on their main objective.
WHEN: Your Movement phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your unit is selected to make a Normal or Advance move, it can attempt to operate one Hatchway it is within 1” of either at the start or end of that move. If it does, it cannot attempt to operate a Hatchway again this turn.
FIGHTING RETREAT
1CP
Pilum Strike Team – Strategic Ploy Stratagem
These warriors employ cover fire and frag charges to batter the foe as they fall back to new positions.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army is selected to Fall Back.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
MASTER MARKSMEN
1CP
Pilum Strike Team – Battle Tactic Stratagem
Every shot these warriors fire is placed for maximum impact and swift, decisive kills.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.

Terminator Assault

The Imperium has no finer or more perfectly suited warriors for cleansing the claustrophobic decks of voidships than Terminators. Each battle-brother is an army unto themself. Their armoured resilience is second to none, while their massive firepower allows them to turn gloomy corridors into killing grounds.

Mustering a Boarding Patrol

All of the ADEPTUS ASTARTES models in your Boarding Patrol must be drawn from the same Chapter.

You can include up to two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:

Rules Adaptations

  • TERMINATOR ASSAULT SQUAD and TERMINATOR SQUAD units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
  • All units with the Teleport Homer ability lose it.
  • The ARJAC ROCKFIST model loses the Champion of the Kingsguard ability.
  • The BELIAL model loses the Strikes of Retribution ability.
  • The DEATHWING KNIGHTS unit loses the INNER CIRCLE ability.
  • The LOGAN GRIMNAR model loses the The Great Wolf ability.
  • The WOLF GUARD unit loses the Chosen Companions ability.
  • The WOLF GUARD PACK LEADER IN TERMINATOR ARMOUR model loses the Pack Leader ability.

Army Rule

Units from your army with the Oath of Moment ability retain that ability.

Detachment Rule

Sacred Oath

Space Marine Chapters do not lightly commit their precious suits of Terminator armour to battle, nor the storied veterans who wear them. When they go to war, they always do so with a vital duty and a crucial target.

Once per battle, at the start of your Command phase, when you select a target for Oath of Moment, you can use this Detachment rule. If you do, until the start of your next Command phase, each time an ADEPTUS ASTARTES model from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll.

Enhancements

Seal of Indomitability

This ancient honour is said to fortify the machine spirit of a suit of Terminator plate against even the most dolorous of blows.

Once per battle, when the bearer’s unit is selected as the target of one or more attacks, it can use this Enhancement. If it does, until the end of the phase, the bearer has a 3+ invulnerable save.

Resolute

Allowing nothing to bar his path, this champion of the Chapter ploughs a bloody path through the foe.

The bearer is eligible to declare a charge in a turn in which it Fell Back. In addition, Desperate Escape tests taken for the bearer are automatically passed, and each time the bearer makes a Fall Back move, it can move through enemy models as if they were not there.

Stratagems

TOWER OF STRENGTH
1CP
Terminator Assault – Strategic Ploy Stratagem
Each individual Terminator is a walking fortress. When they stand together they are truly indomitable.
WHEN: Start or end of any phase.

TARGET: One ADEPTUS ASTARTES TERMINATOR unit from your army.

EFFECT: Until the end of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.

RESTRICTIONS: Each time you use this Stratagem, you cannot use it again until after your next Command phase.
FOCUSING SHRINE
1CP
Terminator Assault – Strategic Ploy Stratagem
An ancient device built into the structure of the teleportarium, this relic allows for incredibly accurate teleport assaults.
WHEN: Your Movement phase, at the start of the Reinforcements step.

TARGET: One ADEPTUS ASTARTES TERMINATOR unit from your army that is in Reserves.

EFFECT: Until the end of the phase, when setting up your unit on the battlefield using its Deep Strike ability, you can set it up unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability, ignoring Walls and closed Hatchways).

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
CARVE A PATH
1CP
Terminator Assault – Strategic Ploy Stratagem
Power fists, chainfists, and sheer servo-actuated armoured mass ensure that Terminators’ paths are never barred for long.
WHEN: Your Movement phase or your Charge phase.

TARGET: One TERMINATOR ASSAULT SQUAD unit from your army that has not been selected to move this phase and has not declared a charge this phase.

EFFECT: Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

RESTRICTIONS: You cannot use this Stratagem more than once per turn.
CLEANSING SWEEP
1CP
Terminator Assault – Battle Tactic Stratagem
Refined during the clearance of infested space hulks, these methodical tactics ensure no angle of approach goes undefended.
WHEN: Your opponent's Movement or Charge phase.

TARGET: One TERMINATOR SQUAD unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Combat Doctrines
Gladius Task Force Detachment

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 wisdom in awe, and exemplify its teachings, employing a flexible set of combat doctrines to eliminate their enemy. Few opponents can withstand the fury of such an onslaught.

At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats.

This unit is eligible to shoot in a turn in which it Advanced.

Tactical Doctrine

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

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine

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

This unit is eligible to declare a charge in a turn in which it Advanced.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats.

This unit is eligible to shoot in a turn in which it Advanced.

Tactical Doctrine

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

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine

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

This unit is eligible to declare a charge in a turn in which it Advanced.

ADAPTIVE STRATEGY
1CP
Gladius Task Force – Strategic Ploy Stratagem
The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.
WHEN: Your Command phase.

TARGET: One ADEPTUS ASTARTES unit from your army.

EFFECT: Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for that unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that doctrine this battle.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
A DEADLY PRIZE
1CP
Vanguard Spearhead – Wargear Stratagem
Warriors of a Vanguard Spearhead will rig critical objectives with explosives to deny them to the enemy.
WHEN: Start of the Command phase.

TARGET: One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army within range of an objective marker you control.

EFFECT: That objective marker is said to be Sabotaged, and remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Sabotaged and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
  • You can re-roll the Hit roll.
  • If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLACK TEMPLARS, BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, add 1 to the Wound roll as well.
Aura Abilities
Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word ‘Aura’. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.

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

Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, 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" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
  • Hunter’s Instincts
    25 pts
Stormlance Task Force Detachment

This mounted huntsman espouses the value of circling the enemy and striking suddenly from an unexpected quarter upon their speeding steed, the better to land the killing blow.

ADEPTUS ASTARTES MOUNTED model only. If the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.

Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.

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

Space Marine Chapters
  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, MARNEUS CALGAR has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords, and is therefore from the Ultramarines Chapter.
  • You cannot include units from more than one Chapter in your army.
  • If your army includes one or more BLACK TEMPLARS units, it cannot include any ADEPTUS ASTARTES PSYKER models, and cannot include any of the following models that do not have the Black Templars keyword: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; IMPULSOR; REPULSOR; REPULSOR EXECUTIONER.
  • If your army includes one or more DEATHWATCH units, it cannot include any of the following units: DEVASTATOR SQUAD; SCOUT SQUAD; TACTICAL SQUAD.
  • If your army includes one or more SPACE WOLVES units, it cannot include any of the following units: APOTHECARY; DEVASTATOR SQUAD; TACTICAL SQUAD.

The datasheets using AGENT OF THE IMPERIUM and DEATHWATCH keywords can be found in the following Factions:

Imperium: Imperial Agents, Space Marines.

The AGENT OF THE IMPERIUM and DEATHWATCH keywords are used in the following datasheets:

Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.

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

2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.

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

Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.

The ADEPTUS ASTARTES and TERMINATOR keywords are used in the following Space Marines datasheets:

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

Divination Discipline
Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
Biomancy Discipline
Add 2" to the Move characteristic of models in this unit.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Telepathy Discipline
Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll.
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Pyromancy Discipline
Each time a ranged attack made by a model in this unit targets an enemy unit within 12", improve the Armour Penetration characteristic of that attack by 1.
Telekinesis Discipline
Each time a ranged attack targets this unit, subtract 1 from the Strength characteristic of that attack.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Templar Vows

On the eve of battle, the Black Templars gather to be led in prayer and contemplation by their champions. United in their hatred of the foe, they swear a mighty vow to uphold in the battle ahead.

If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

Abhor the Witch, Destroy the Witch

Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units.

Accept Any Challenge, No Matter the Odds

Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

Suffer Not the Unclean to Live

This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.

Uphold the Honour of the Emperor

If this unit has the INFANTRY keyword:

  • At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
  • If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.

Space Marine Chapters
  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, MARNEUS CALGAR has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords, and is therefore from the Ultramarines Chapter.
  • You cannot include units from more than one Chapter in your army.
  • If your army includes one or more BLACK TEMPLARS units, it cannot include any ADEPTUS ASTARTES PSYKER models, and cannot include any of the following models that do not have the Black Templars keyword: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; IMPULSOR; REPULSOR; REPULSOR EXECUTIONER.
  • If your army includes one or more DEATHWATCH units, it cannot include any of the following units: DEVASTATOR SQUAD; SCOUT SQUAD; TACTICAL SQUAD.
  • If your army includes one or more SPACE WOLVES units, it cannot include any of the following units: APOTHECARY; DEVASTATOR SQUAD; TACTICAL SQUAD.

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

SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.

Suffer Not the Unclean to Live

This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.

Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
Shock and Awe
Godhammer Assault Force Detachment

An armoured assault by the crusaders of the Emperor is terrifying to behold. The doomed enemy are pummelled by heavy weapons fire and deafened by the roar of engine spirits in the moments before the strike falls, their comrades crushed by heavy treads. When the assault ramps slam down and the Black Templars storm forth, what little cohesion their foes retain melts away before the crusaders’ holy wrath.

  • Each time an ADEPTUS ASTARTES unit from your army declares a charge, if it disembarked from a TRANSPORT this turn, after selecting the targets of that charge, select one of those targets; that enemy unit must take a Battle-shock test.
  • Each time a model in an ADEPTUS ASTARTES unit from your army makes a melee attack, if it disembarked from a TRANSPORT this turn, add 1 to the Hit roll.

RESTRICTIONS
Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

The DEDICATED TRANSPORT keyword is used in the following Space Marines datasheets:

FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
Zealous Litanies
Wrathful Procession Detachment

Employing prayer as other warriors might use combat stimms, the Black Templars roar ritualised words of devotion that whip their ferocity and battle frenzy to near preternatural heights.

At the start of the battle round, you can select one of the Litanies listed below. If you do, until the end of the battle round, that Litany is active and its effects apply to all ADEPTUS ASTARTES INFANTRY and ADEPTUS ASTARTES MOUNTED units from your army.

Chorus of Relentless Hate
Add 2" to the Move characteristic of models in this unit and add 1 to Advance rolls made for it.

Rite of Perfervid Wrath
Add 1 to the Strength characteristic of melee weapons equipped by models in this unit.

CHANT OF DEATHLESS DEVOTION
Models in this unit have a 5+ invulnerable save against ranged attacks.

RESTRICTIONS
Your army can include BLACK TEMPLARS units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, roll off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

The EPIC HERO keyword is used in the following Space Marines datasheets:

TERMINATOR HONOURS

Veterans who have earned the honour of waging war in Terminator armour are permitted to wear these badges - smaller representations of the Crux Terminatus - when fighting.

Select one model in this unit (if this unit contains a unit champion, such as a Space Marine Sergeant, you must select that model). Add 1 to the Attacks characteristic of the selected model’s melee weapons and, unless the selected model is a CHARACTER, add 1 to its Wounds characteristic.

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

The ADEPTUS ASTARTES, MOUNTED and CHARACTER keywords are used in the following Space Marines datasheets:

Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
RELIC OF THE PRIMARCH

In the deepest vaults of every Chapter are ancient relics inherited from the personal wargear of their gene-sire. Only in the direst circumstances are these brought to the field of war 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, until the start of your next Command phase, the bearer has the following ability:

Relic of the Primarch (Aura)
  • While a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
  • If the bearer is destroyed, after removing it from play, set up one new objective marker as close as possible to the bearer’s last location; this represents the Relic of the Primarch. You immediately gain the Recover the Relic Agenda (see below) in addition to any other Agendas being used for the battle.
Pistol

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
OATHS OF CRUSADE

The Black Templars swear mighty oaths while on crusade, never relenting in their task until the oath, and the crusade, is complete.

During the Select Agendas step of each battle in this Oathsworn Campaign, you must create your Bonus Agenda for that battle by selecting one Deed and one Foe from those listed below. You can then optionally select one Passion, and you can then optionally select one Condition. When making these selections, you can either select whichever Deed, Foe, Passion and Condition you wish, or you can put your faith in the Emperor and randomly select them. If selecting randomly, for each one, roll one D6 and consult the relevant table below. Combine these selections to create your Bonus Agenda, which takes the form of an oath as follows:

‘In the name of the immortal God-Emperor, I hereby vow to [Deed] [Foe] [Passion] [Condition].’

At the end of the battle, check which parts of your Bonus Agenda have been completed:
  • If all parts have been completed, you gain all the associated rewards listed for those parts and if you selected those parts randomly, you gain 1 additional Honour point.
  • Otherwise, you gain no rewards.

Accept Any Challenge, No Matter the Odds

Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

Uphold the Honour of the Emperor

If this unit has the INFANTRY keyword:

  • At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
  • If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.

Abhor the Witch, Destroy the Witch

Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units.

HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
APPOINTED TO THE HOUSEHOLD1RP

Appointed from amongst a crusade’s veteran warriors or - rarely - its exceptional Initiates, the Sword Brethren comprise Black Templars who hold a position within their Marshal’s household. Surviving Neophytes of such illustrious mentors, if deemed worthy by the Chaplains, may be granted status as full Initiate and go on to train inductees themselves.

Purchase this Requisition after a battle. Select one of the following:
  • Select one CRUSADER SQUAD unit on your Order of Battle with the Blooded rank or higher. Remove that unit from your Order of Battle and spend 5 Honour points to add one SWORD BRETHREN unit to your Order of Battle.
  • Select one CRUSADER SQUAD unit on your Order of Battle with the Blooded rank or higher. Remove that unit from your Order of Battle and spend 10 Honour points to add one SWORD BRETHREN unit to your Order of Battle and one new CRUSADER SQUAD unit to your Order of Battle.

When a unit is replaced in this way, each new unit starts with the same XP, Battle Honours and Battle Scars as the unit it replaced and until it is removed from your Order of Battle, each time it gains XP from Dealers of Death, that new unit gains 2XP instead of 1XP. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.

The CHARACTER and TERMINATOR keywords are used in the following Space Marines datasheets:

The BATTLELINE and ADEPTUS ASTARTES keywords are used in the following Space Marines datasheets:

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

The PHOBOS and LIEUTENANT keywords are used in the following Space Marines datasheets:

Army List
Datasheets collated
Contents

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