Imperial Fists & Salamanders Supplement Rules Compilation

Oct 20, 2019

Time for another leak and rumor compilation, this time we have Warhammer 40k Imperial Fists & Salamanders Supplement Rules, rumors, leaks, previews. As with the other compilations the A running compilation of rumors, leaks, sneak peaks for Imperial Fists & Salamanders Supplement Rules. With new rules, point adjustments, stratagems and units. Compilation will feature both Games Workshop community info and any other Internet leaks and rumors as they come!

Check back everyday as new leaks and rumors for Warhammer 40k 8th edition Imperial Fists & Salamanders Supplement Rules will be added, without notification.

Pre-orders: October 19th 2019 Release Date: October 19th 2019 Release Date

  • Salamanders Supplement: $30
  • Imperial Fists Supplement : $30
  • Tor Garadon: $40
  • Adrax Agatone : $40
  • Salamanders Upgrades: $25
  • Imperial Fists Upgrades: $25
  • Datacards Salamanders : $15
  • Datacards Imperial Fists $15

Salamander Doctrine:

  • Whilst in the Tactical Doctrine, when resolving an attack made with a flame or melta weapon by a model with this ability, add 1 to the wound roll.

Salamander Stratagems:

  • Flamecraft 2CP: In the Shooting phase, pick a Salamanders unit. Until the end of the phase, when a model in that unit shoots a flame weapon, it automatically does the maximum number of attacks.
  • Rites of Vulkan 2CP: Use at the start of the Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, whenever you shoot a Rapid Fire or Assault weapon with a SALAMANDERS model, an unmodified wound roll of 6 causes the AP of the shot to improve by 1.
  • The Crucible of Battle 1CP: In the Shooting or Fight phase, when a SALAMANDERS unit from your army is activated, add 1 to their wound rolls for attacks they make until the end of the phase. 
  • Strength of the Primarch 1CP: Use at the start of the fight phase on a SALAMANDERS unit in your army. Until the end of the phase, add 1 to the Strength of models in that unit and when you roll an unmodified roll of 6 on your wound rolls, double the damage of their weapon for that attack.
  • Immolation Protocols 1CP: Use in the Shooting phase on a SALAMANDERS unit. Until the end of the phase, all their flame weapons become Pistol type.
  • The Fires of Battle 1CP: Use in your Shooting phase or your opponent’s Charge phase when firing Overwatch with a unit. Pick a single model. When you shoot a flame or melta weapon that phase with that model, unmodified wound rolls of 4+ cause an extra mortal wound on top of their other damage
  • Self Sacrifice 2CP: Use this at the start of your opponent’s Shooting phase and pick a SALAMANDERS INFANTRY unit in your army. Until the end of the phase, enemy unit can’t target any other INFANTRY units that are within 6? of the selected unit unless that unit is the closest enemy unit to the firing unit and visible to it.
  • Rise From the Ashes 2CP: Use when a SALAMANDERS CHARACTER dies to have them stand back up with one wound on a D6 roll of a 4+ at the end of the phase. You can only use this once.
  • Relentless Determination 1CP: Use this at the end of your Movement phase on a unit that didn’t Advance. That unit counts as having remained stationary until your next Movement phase, and if it has a damage table, double the number of wounds it has remaining when determining its profile.
  • Vengeance for Istvaan V 1CP: When you fight Word Bearers, Iron Warriors, Night Lords, or Alpha Legion, you can re-roll hit rolls in the Fight phase.
  • Exemplar of the Promethean Creed 1CP: Give your non-unique Warlord an additional Warlord trait. Can’t be used to give someone a trait that you’ve already given a model in your army. 
  • Stand Your Ground 1CP: Use on a SALAMANDERS INFANTRY unit in any phase if it’s not a Servitor and didn’t Advance and it’s being chosen as the target of an attack. Until the end of the phase, when you make saves against attacks with a damage characteristic of 1, you get +1 to your armour save (not invulns)..
  • Master Artisans 1CP: Give a Sergeant one Special Issue Wargear.
  • Born Protectors 2CP: Use when your opponent declares a charge at one of your Salamanders units. Pick another Salamanders unit that isn’t in combat and is within 12? of the unit being charged. It can fire Overwatch at the charging unit too. Also, if the charge is successful, that unit can perform a Heroic Intervention and move up to 2D6?, ending up closer to the enemy unit that charged and not within 1? of any other enemy units..
  • Trust of Prometheus 1CP: Give a Salamanders Relic to a Successor Chapter. 

Salamander Warlord Traits:

  • Anvil of Strength: Your Warlord gets +2 Strength.
  • Miraculous Constitution: When the warlord would lose a wound, roll a D6. On a 6, they don’t lose the wound. Also, at the start of your Movement phase, your warlord regains 1 lost wound.
  • Never Give Up: At the start of the battle round, pick a friendly SALAMANDERS unit within 6? of the Warlord.
  • Forge Master: Your Warlord gets +2 Toughness.
  • Lord of Fire: You can re-roll the dice to determine the number of attacks made with flamer weapons for friendly SALAMANDERS units within 6? of this warlord.
  • Patient and Determined: Once per shooting phase and once per Fight phase, one of your attacks automatically hits.

Salamander Relics:

  • Vulkan’s Sigil: Gives the model +1 Attack, and once per battle at the start of the Fight phase you can activate this relic to give every SALAMANDERS unit within 6? +1 Attack.
  • Drake-Smiter: An AP-4 relic Thunder Hammer that, on unmodified wound rolls of a 6, does +3 damage to the target. 
  • Wrath of Prometheus: Replaces a boltgun or master-crafted boltgun (so, small marines only for this one) with a superior model: 30? range, S5, AP-2, D3 Rapid Fire 1. 
  • The Tome of Vel’Cona: Gives a Librarian an additional power from the Promethean Discipline. Also you get a +1 bonus when you attempt to manifest a Promethean power with this model. 
  • The Salamander’s Mantle: Attacks against this model subtract 1 from their wound rolls. This is an interesting ability.
  • Nocturne’s Vengeance: Replaces a combi-flamer. The bolter half is AP-2, D2 and the Flamer half is 12? range, AP-1, D2.
  • Helm of Draklos: PRIMARIS model only. Gives them +1 wound and enemy units within 6? get -1 to their Leadership.

Salamander Special Issue Wargear:

  • Adamantine Mantle: Grants the bearer the ability to ignore lost wounds on a D6 roll of 5+. 
  • Artificer Armour: Grants the bearer a 2+ save and a 5+ invulnerable save
  • Master-crafted weapon: Add +1 to the Damage of any weapon that’s not a relic and doesn’t have master crafted in its name already
  • Digital weapons: Whenever the bearer fights they get to make an extra attack that causes a mortal wound if you hit.
  • Obsidian Aquila: When a friendly <CHAPTER> model within 6? of a model with this Relic would lose a wound, roll a D6; on a 6+ the wound isn’t lost.
  • Dragonrage Bolts: Shooting a bolt weapon, make one hit roll that causes D6 wound rolls. The target doesn’t get the benefit of cover, and the weapon has AP-1 and 1 damage for this attack
  • Promethean Plate: When resolving an attack against a model with this relic, unmodified wound rolls of 1, 2, or 3 always fail. 
  • Drakeblade: Replaces a power sword, master-crafted power sword, or combat knife. An AP-4, D2 power sword that does a mortal wound to the target every time you make an unmodified wound roll of 6.

Salamander Psychic Powers:

  • Promethean:
    • Flaming Blast WC 6:Pick a point on the battlefield within 24? of the psyker and visible to the model. Roll a D6 for each enemy unit within 3? of that spot; on a 4+ it suffers 1 mortal wound.
    • Fire Shield WC 6: Pick a friendly SALAMANDERS unit within 18? of the psyker. Until the start of your next psychic phase, enemies attacking that unit with ranged weapons subtract 1 from their hit rolls.
    • Burning Hands WC 6: Until the start of your next Psychic phase, when you make an attack for a close combat weapon with the psyker, every time you hit, the target takes a mortal wound and the attack sequence ends. 
    • Drakeskin WC 6: Pick a friendly SALAMANDERS unit within 12?. Until the start of your next Psychic phase, add 1 to the Toughness characteristic of models in that unit.
    • Fury of Nocturne WC 6: Pick a visible enemy within 18? and roll 2D6. If the result is more than the highest Toughness characteristic of models in that unit, it takes D3 mortal wounds. 
    • Draconic Aspect WC 6: Subtract 2 from the Leadership of enemy units within 12? of the psyker.

Imperial Fist Doctrine:

  • Whilst in the Devastator Doctrine is active, when resolving an attack made with a Heavy weapon by a model with this ability against a Vehicle or Building unit, add 1 to the Damage of that weapon for that Attack.

Imperial Fists Stratagems:

  • Bitter Enemy 1CP: In the Fight Phase, re-roll any Hit and Wound rolls against Iron Warriors.
  • Close-range Bolter Fire 2CP: In the shooting phase, Bolt weapons change their type to Pistol. 
  • Bolster Defences 1CP: Once per battle, at the start of the Movement phase, one Imperial Fists Infantry unit entirely on or within a terrain feature can get an additional +1 to their armor save for as long as they remain stationary.
  • Bolter Drill 2CP: When a unit shoots a bolt weapon, an unmodified 6 to-hit scores an additional hit
  • Sappers 1CP: In either the Shooting or Fight phase, give a unit plus one to hit and wound a BUILDING.
  • Pain Is A Lesson 1CP: Give a unit that is not a Vehicle or Servitor a 6+ Feel No Pain for a phase.
  • Tank Hunters 2CP: In the shooting or fight phase, give one Imperial Fists unit +1 to wound against a selected enemy Vehicle unit.
  • Champion of Blades 1CP: Give an Imperial Fist relic to a successor chapter Character, including a Crimson Fists character. 
  • Gift of the Phalanx 1CP: Give a Sergeant a Master-crafted Weapon, Digital Weapons, the Fist of Terra, or Gatebreaker Bolts. 
  • Sentinel of Terra 1CP: Give an additional Imperial Fists warlord trait to your non-named-character warlord.
  • The Shield Unwavering 2CP: At the end of your turn, get +1 attack and +1 to save on an Imperial Fists Infantry unit within 3? of an objective, until the start of your next turn. 
  • Clearance Protocols 1CP: Up to 10 models can throw a grenade instead of 1.
  • Praetorian’s Wrath 2CP Once per battle, while in Devastator Doctrine, unmodified 6s to-wound with heavy and grenade weapons get 1 additional AP, across the whole army.
  • Structural Demolition 1CP: After destroying a Building with a Siegebreaker Cohort unit, roll 2d6 instead of 1d6 per model disembarking, and for each roll of 1 a model is destroyed.
  • Seismic Devastation 1CP: At the start of either the Shooting or Fight phase, pick a Siegebreaker Cohort unit from your army. Each time you roll a wound roll of 6+ against a Vehicle or Building, the attack inflicts a mortal wound as well as the normal damage.

Crimson Fists Stratagems:

  • Slay The Tyrant 1CP: In either the Shooting or Fight phase, add 1 to hit against a Character unit. 
  • A Hated Foe 1CP: Re-roll wound rolls against an Ork unit with one Crimson Fists unit, in either the shooting or fight phase. 
  • Heroes of Rynn’s World 1CP: At the start of the shooting phase, select a Liberator Strike Force unit, and an unmodified hit roll of a six inflicts two hits instead of one.
  • Paragons of Dorn 1CP: At the end of the shooting phase, pick a Liberator Strike Force unit from your army that was targeted by an attack this phase.

Imperial Fists Warlord Traits:

  • Siege Master: Add 1 to wound rolls against Building and Vehicle units.
  • Indomitable: This warlord can only be wounded on a 4+. 
  • Stubborn Heroism: The warlord halves incoming damage, but cannot fall back.
  • Fleetmaster: Once per battle, if your Warlord didn’t move, you get a free Orbital Bombardment without the CP.
  • Architect of War: Units within 6? to ignore AP-1 while in cover. 
  • Hand of Dorn: If your army is battle-forged, gain D3 command points before the battle.

Crimson Fists Warlord Traits:

  • Refuse to Die: The first time your warlord dies, they return to life on a 4+ at the end of the phase, with D3 wounds remaining.
  • Tenacious Opponent: This warlord gains D3 additional attacks if there are at least 5 enemy models within 6? of them when they’re chosen to fight.
  • Stoic Defender: Friendly Crimson Fists units with 6? of the warlord gain Defenders of Humanity (objective secured), or count as two models if they already have it.
  • Expert Instructor: Expert instructor provides a 9? to-hit re-roll aura on a Liberator Strike Force character.

Imperial Fists Relics:

  • The Spartean: Upgrade an Imperial Fist bolt pistol or heavy bolt pistol to 18? range, 2 shots, strength 4, AP -3, damage 2, and give it the ability to target Characters.
  • The Banner of Staganda: Imperial Fists Ancient model only. Add 1 to hit rolls in the Fight phase for units within 6?. 
  • The Eye of Hypnoth: Turn one of your characters into a Lieutenant, for shooting only. 
  • The Bones of Osrak: For an Imperial Fists Librarian, when attempting to manifest a power from Geokinesis, they can re-roll the psychic test. 

Crimson Fists Relics:

  • Duty’s Burden: Replaces the weapon on a Crimson Fists model with a master-crafted auto or stalker bolt rifle. Upgrades to a 30? range, rapid fire 2, strength 5, AP-2, damage 2 rifle.
  • Fist of Vengeance: Upgrades a Crimson Fists model with a power fist to D3 and no -1 to hit.
  • The Vengeful Arbiter: Upgrade a bolt pistol to pistol 2, S:5, AP-1, Damage 2. 

Imperial Fists Special Issue Wargear:

  • Adamantine Mantle: Grants the bearer the ability to ignore lost wounds on a D6 roll of 5+. 
  • Artificer Armour: Grants the bearer a 2+ save and a 5+ invulnerable save
  • Master-crafted weapon: Add +1 to the Damage of any weapon that’s not a relic and doesn’t have master crafted in its name already
  • Digital weapons: Whenever the bearer fights they get to make an extra attack that causes a mortal wound if you hit.
  • Fist of Terra: Replaces a power fist with the following profile: Sx2, AP-3, Damage D3, Bearer can make 1 additional attack with this weapon.
  • Gatebreaker Bolts: Shooting a bolt weapon, make one hit roll that causes D3 wound rolls. Each wound roll is at AP-5, D1.
  • Auric Aquila: This relic grants a 4++ invulnerable save, and an additional 5+++ Feel No Pain against mortal wounds in the psychic phase. 
  • Warden’s Cuirass: Adds one additional wound to the bearer. 

Imperial Fists Psychic Powers:

  • Geokinesis:
    • Tectonic Purge WC6: Any enemy units that start their charge within 12? of the psyker must subtract 2 from the result.
    • Wrack and Ruin WC6: Target a Building or enemy unit wholly on or within a terrain feature, within 18? and visible to the psyker. Roll 9D6, adding +1 if the target unit is a BUILDING, dealing 1 mortal wound on a 5+
    • Iron Inferno WC6: Select a point on battlefield within 18? and visible to psyker. Roll one D6 for each enemy unit within 6? of that point, deal one mortal wound on a 4+.
    • Fortify WC4: Restore D3 lost wounds to one Imperial Fists Infantry or Biker model within 12?. 
    • Aspect of Stone – WC5: Add 2 to psyker’s strength and toughness until your next psychic phase.
    • Chasm WC6: Select enemy unit that cannot Fly and within 18? and visible to the psyker. Roll 2D6; if the result is less than the lowest Move characteristic it takes one mortal wound; if it’s equal it takes D3; if it’s greater then it’s flat three mortal wounds.

Warhammer Community Sneak Peeks

The Lords of Nocturne are born in fire and forged in battle – they are humanity’s finest warriors and artisan craftsmen. As the heirs of the Primarch Vulkan,* they are bearers of baleful fire and possess the strength to hammer their adversaries into ruin.

On the Battlefield

Take the deepest dive ever into the Salamanders Chapter. The codex supplement features full details of their organisation, including the Salamanders’ history from the glory days of the Great Crusade right up to the Era Indomitus. Read accounts of their greatest victories, as well as a look at each company, exploring why there are only seven of them.

It also contains datasheets for two unique units (Adrax Agatone and Vulkan He’stan) and a whole raft of special rules for the Salamanders and their successor Chapters.

The Salamanders’ love of flamer and melta weaponry manifests as a new Chapter ability, Promethean Cult. Since you can’t switch to the Tactical Doctrine until the second turn, you can spend your first making sure that you get into range with your various heat weapons to then absolutely devastate your enemies.

The fires of Nocturne that burn in the hearts of the commanders of the Salamanders are represented by six new Warlord Traits. If you’ve packed your force with lots of flamer weapons, then you’ll want to choose Lord of Fire.

Of course, fire isn’t just an offensive weapon. Thanks to the new Promethean discipline, you can use the Fire Shield psychic power to protect your own warriors.

As you’d expect from such master artisans, the Chapter fortress-monastery on the moon Prometheus is packed with a wide variety of beautifully crafted but deadly weapons such as Drake-smiter. While your enemy breaks themselves on the anvil of your Salamanders, what could be better to finish them off than a big hammer? 

The only drawback to flamer weaponry is that it’s possible to roll badly for your number of shots. Well, the Salamanders have got you covered. With the Flamecraft Stratagem, you can guarantee the maximum number of shots from your fiery firepower. This means that you’re guaranteed 12 hits when you use the incendium cannon on your Invictor Tactical Warsuit!

That’s just a small sample of the goodness contained within the hot new Codex Supplement: Salamanders. If you like your Space Marines friendly(ish) and flame-toting, make sure you get a copy.

Adrax Agatone

Adrax Agatone is the Captain of the 3rd Company, known as the Pyroclasts. Like the warriors he commands, he is a bringer of burning death. Adrax comes armed with two unique weapons – Drakkis, a hand flamer, and Malleus Noctum, a thunder hammer.

As with all Space Marines Captains, he has the Rites of Battle aura ability as well as an additional one called Unto the Anvil. Combined with the Shock Attack rule, this will mean that your Salamanders hit harder than a herd of Grox in close combat.

He’s also equipped with a special piece of wargear – a cloak which protects him from the worst of incoming damage.

Adrax Agatone is a great choice to lead your Salamanders army into the crucible of battle, as is Vulkan He’stan, whose datasheet is also featured in the codex supplement.

Codex Supplement: Salamanders and Adrax Agatone are available to pre-order from Saturday. Get ready to turn your foes to ash now by picking up a unit of Primaris Aggressors and equipping them with flamestorm gauntlets.

Coming Soon: Salamanders, Imperial Fists and More!


The Salamanders and Imperial Fists take their turn in the spotlight with the releases of their codex supplements, alongside new units for every Space Marines army – all available to pre-order from next Saturday.

Are you a fan of fire? Do you believe in bolters? It’s your time to shine.

Two new codex supplements will take your Salamanders and Imperial Fists armies to the next level. They both feature detailed history, background and a look at the organisation of these First Founding Chapters. They’re packed with unique Relics, Warlord Traits, Stratagems, Tactical Objectives, psychic powers and more. These books are absolute must-haves for any fan of these Chapters and indeed anyone interested in learning more about who they are and how they fight.

Don’t forget to pick up the Datacards for your Chapter too, so that you can easily keep track of your Tactical Objectives, Stratagems and psychic powers. They each feature 36 Tactical Objectives, including six unique to the Chapter, and a new psychic discipline – Geokinesis for Imperial Fists and Promethean for the Salamanders.

With the two new Primaris Upgrade sets, you’ll also be able to assemble all of your Space Marines in Mk X Tacticus and Gravis power armour to look like true exemplars of their Chapter. As well as moulded shoulder pads, the sets include a variety of Chapter-specific accessories – for example, the Imperial Fists set has backpack targeters while the Salamanders pack has a flaming brazier. Each set also features two transfer sheets to finish off your models in style.

New Models

Both the Imperial Fists and Salamanders get a totally new character for their armies. Adrax Agatone and Tor Garadon are the 3rd Company Captains of their respective Chapters. They are both absolutely devastating in close combat and come with the usual Space Marines Captain bag of tricks, allowing nearby units to re-roll hit rolls of 1.

But that’s not all! There are also new units available for every Space Marines Chapter. So, even if you’re not a noble son of Nocturne or a disciple of Dorn, there’s something for you…


Walking is fine. It’s a perfectly acceptable way to get from A to B, even if you’re an eight-foot-tall transhuman killing machine. But what if there was another way? Well, the Impulsor gets your Primaris Space Marines into battle fast. It’s not just a transport though – thanks to a variety of upgrade options it can also be equipped for any mission from anti-aircraft duty to calling in orbital strikes.

Infiltrators and Incursors

Sneak behind enemy lines with the Infiltrators and Incursors. The new kit builds either of these units, outfitting them to disrupt communications, sabotage targets of opportunity and sweep around the flanks of spearhead advances. Both units are also excellent at denying ground to the enemy, whether it’s through the use of the Infiltrator’s omni-scramblers or the Incursor’s Haywire Mines.

All of this will be available to pre-order from Saturday. We’ll be taking a closer look at the Salamanders, Imperial Fists, Infiltrators, Incursors and the Impulsor throughout the week so make sure you check back regularly. If you’ve not already got one, grab a copy of Codex: Space Marines so that you’re ready to make the most of these new releases.

This weekend sees the release of Codex Supplement: Imperial Fists. Take a moment to build a quick fort out of whatever you have to hand, ready your bolt rifle and read on to learn more about the storied scions of Rogal Dorn.

Who Are They?

The Imperial Fists are a First Founding Chapter renowned for their stoicism and tenacity in battle.* Their discipline and siegecraft is beyond compare throughout the Imperium – it’s with good reason that the Emperor chose the Imperial Fists and their staunchly faithful Primarch Rogal Dorn to mastermind the defence of Terra at the climax of the Horus Heresy.**

For more than 10 millennia, the Imperial Fists have defended the Sol System and crushed the enemies of Mankind all across the galaxy from aboard their matchless star fortress, Phalanx.

On the Battlefield

If you like shooting bad guys with Space Marines, the Imperial Fists are the Chapter for you. Even if your enemies should be skulking in cover, there’s no escape from the withering bolter fire of Dorn’s sons thanks to the Imperial Fists’ Siege Masters ability from Codex: Space Marines.

The new codex supplement contains all of the rules you need to turn your force into a finely tuned Imperial Fists machine, including Warlord Traits, Relics, Stratagems, Tactical Objectives and a new psychic discipline – Geokinesis. Let’s take a closer look at some of them…

First up is the Legacy of Dorn ability, which provides a bonus to the standard Devastator Doctrine. Considering that this enhanced Doctrine will be active from your first turn, it will give you a significant edge against enemy vehicles from the very start of the battle. Make the most of it by eliminating your opponent’s toughest armoured targets with your heavy weapons early.

The annals of the Imperial Fists are filled with storied heroes of the Chapter who fought on in battle despite suffering terrible wounds. The Indomitable Warlord Trait will enable your commander to shrug off even the hardest hits, giving you a huge advantage in duels with enemy Characters and other melee specialists.

The Geokinesis ability offers a variety of useful psychic powers, but Wrack and Ruin, in particular, is an excellent option for punishing enemy units concealed in cover. Hit them with this power, then follow up with a volley of occulus bolt carbines from a squad of Incursors for a nasty one-two combo!

The Imperial Fists have a number of powerful Relics that will help give your Characters the edge on the battlefield. The Eye of Hypnoth, for example, is a great option for a Captain, as it enables you to combine their aura ability with that of a Lieutenant to create a seriously effective force multiplier without having to fork out the points for another Character (or enabling you to deploy your Lieutenant elsewhere).

Imperial Fists armies are renowned for the ferocity of their Shooting phases, crippling or destroying enemy war machines at the outset of the battle with lethally accurate salvoes of heavy weapons fire. Make the most of the Devastator Doctrine being active in your first turn (further enhanced by the Legacy of Dorn ability, of course) by activating this incredible, army-wide Stratagem…

The Ultramarines may have been responsible for creating the vast majority of the Second Founding Chapters, but the Imperial Fists produced one of the most famous – the Crimson Fists – which also feature in Codex: Space Marines.

The Crimson Fists share many of the traits of their parent Chapter and receive additional background and rules in Codex Supplement: Imperial Fists. The book also includes a datasheet for their Chapter Master, Pedro Kantor, new Warlord Traits and Relics, such as this fearsome power fist.

Back amongst the Imperial Fists, Captain Tor Garadon of the 3rd Company makes his debut as a new Primaris miniature and receives a datasheet worthy of his station.

Tor Garadon

As a Captain, Tor Garadon has the usual abilities of his office – a 4+ invulnerable save from his iron halo and the ever-useful Rites of Battle aura ability (which offers re-rolls on hit rolls of 1). He also has a number of other tricks up his power-armoured sleeve.

First up is his Siege Captain ability, which nicely complements his backpack-mounted grav-gun and mighty relic power fist, Hand of Defiance, when it comes to smashing holes in enemy vehicles and buildings. Yes, that’s a total of Strength 12 and 6 Attacks on the charge against such a target – each of which will be dishing out 4 Damage!

Tor Garadon’s Mk X Gravis suit also features a signum array, with which he can guide the firepower of his warriors. If you’ve got a Replsor Executioner nearby, this ability is absolutely priceless, as it will be able to lay down devastatingly accurate fire even when badly damaged.

Whether you choose to field Tor Garadon as your only unique Character, or as the long-range counterpoint to Captain Lysander’s brutal melee power, he will hugely augment the already-formidable gun lines of the Imperial Fists.

Codex Supplement: Imperial Fists and Tor Garadon are up for pre-order from this Saturday, so if you haven’t already got a Repulsor Executioner or some Devastator Centurions at your disposal, be sure to grab them today!