Space Marines 8th Edition

CLICK AND VISIT THE 9TH EDITION SPACE MARINES COMPENDIUM

Codex Adeptus Astartes: Space Marine 8th edition was released on 07-29-17

Unit points throughout Time

Space Marines

Unit NameBattlefield RoleIndexForge WorldCodex 2017Chapter Approved 2017Errata 2018Chapter Approved 2018VigilusCodex 2019Chapter Approved 2019
Crusader SquadTroops13-13------
Incursor SquadTroops-------19-
Infiltrator Helix AdeptTroops------32--
Infiltrator SquadTroops------22--
IntercessorsTroops20-2018-17---
NeophyteTroops11-11------
Scouts SquadTroops11-11------
Tactical SquadTroops13-13----12-
Roboute GuillimanLord of War360-360-400400-350-
Terminus UltraLord of War400--250-250---
Adrax AgatoneHQ-------140-
CaptainHQ74-74------
Captain in Cataphractii ArmourHQ126-126--95---
Captain in Gravis ArmourHQ102-102--90---
Captain In Phobos ArmourHQ------11090-
Captain in Terminator ArmourHQ122-105--95---
Captain LysanderHQ143-150----130-
Captain on BikeHQ98-98--88---
Captain SicariusHQ94-132--110-100110
ChaplainHQ72-72------
Chaplain CassiusHQ138-98--85---
Chaplain GrimaldusHQ120-120--90---
Chaplain in Terminator ArmourHQ115-115100-90---
Chaplain on BikeHQ95--------
Chaplain with Jump PackHQ90-90------
Chief Librarian TiguriusHQ130-130--115-130-
High Marshal HelbrechtHQ170-170--150---
Iron Father FerriosHQ-------110-
Kayvann ShrikeHQ150-150----130-
Khan on BikeHQ-------100-
Kor'sarro KhanHQ107-107--90-105-
Kor'sarro Khan on MoondrakkanHQ132--------
Land Raider ExcelsiorHQ300--------
LibrarianHQ93-9388-88-80-
Librarian in Terminator ArmourHQ145-143120-102-100-
Librarian on BikeHQ119--------
Librarian with Jump PackHQ116-116112-112-108-
LieutenantsHQ--60------
Lieutenants with Jump PacksHQ--78------
Marneus CalgarHQ250-200------
Marneus Calgar in Armour of the HeraclusHQ------200--
Marneus Calgar in Artificer ArmourHQ235--------
Pedro KantorHQ170-170--150---
Primaris CaptainHQ--87--78---
Primaris ChaplainHQ--85--77---
Primaris LibrarianHQ--93----90-
Primaris LieutenantsHQ70-70----65-
Rhino PrimarisHQ100-------70
Sergeant ChronusHQ58-35--30---
Sergeant TelionHQ89-75--65---
TechmarineHQ58-45----45-
Techmarine on BikeHQ70--------
The Emperor's ChampionHQ108-75------
Tor GaradonHQ-------140-
Vulkan He'stanHQ154-154--135-130-
Armorium CherubHeavy Support5-5------
Centurion Devastator SquadHeavy Support65-80--40---
Devastator SquadHeavy Support13-13------
Eliminator SquadHeavy Support------18--
HellblastersHeavy Support20-18------
HunterHeavy Support90-90--80-75-
Land RaiderHeavy Support239-239--200-180-
Land Raider CrusaderHeavy Support244-244--200---
Land Raider RedeemerHeavy Support244-244--180---
PredatorHeavy Support102-90--90-85-
Primaris Repulsor ExecutionerHeavy Support------185215-
StalkerHeavy Support90-8075-75---
Techmarine GunnerHeavy Support36-26------
Thunderfire CannonHeavy Support28-55------
VindicatorHeavy Support160-135125-125---
WhirlwindHeavy Support90-7570-70-65-
Stormhawk InterceptorFlyer85-85------
Stormraven GunshipFlyer172-172192-192---
Stormtalon GunshipFlyer110-110----100-
Assault SquadFast Attack13-13----12-
Assault Squad with Jump PacksFast Attack16-16--15---
Attack Bike SquadFast Attack45-35--25---
Bike SquadFast Attack31-25--21---
InceptorsFast Attack45-3025-25---
Land SpeedersFast Attack80-70--50-45-
Scout Bike SquadFast Attack25-23--21---
Suppressor SquadFast Attack------18--
AggressorsElite--2521-21---
ApothecaryElite55-55----50-
Apothecary on BikeElite80--------
Cataphractii Terminators SquadElite30-30--26---
Cenobyte ServitorsElite2-2------
Centurion Assault SquadElite73-53----30-
Chapter AncientElite63-72----7595
Chapter Ancient on BikeElite65--------
Chapter ChampionElite-------5560
Company AncientElite63-63------
Company Ancient on BikeElite88--------
Company ChampionElite65-60----40-
Company Champion on BikeElite80--------
Company VeteransElite16-16--14---
Company Veterans on BikesElite34--------
Contemptor DreadnoughtElite98-98--88---
Damned LegionnairesElite25--------
DreadnoughtElite70-70--60---
Honour GuardElite21-21----2021
Imperial Space MarineElite60--------
Invictor Tactical WarsuitElite-------90-
Ironclad DreadnoughtElite120-80--70---
Primaris AncientElite69-69------
Primaris ApothecaryElite--68----60-
Redemptor DreadnoughtElite--140--105---
ReiversElite--18----16-
ServitorsElite2-2--5---
Sternguard Veterans SquadElite16-16--14---
Tartaros Terminator SquadElite31-3126-23---
Terminator Assault SquadElite31-3126-23---
Terminator SquadElite31-26--23---
Tyrannic War VeteransElite16--------
Vanguard Veteran SquadElite16-16--14---
Vanguard Veteran Squad with Jump PacksElite18-18--17---
Venerable DreadnoughtElite90-90--80---
Victrix Honour GuardElite------263035
Drop PodDedicated Transport103-9383-63---
ImpulsorDedicated Transport-------75-
Land Speeder StormDedicated Transport80-70----55-
RazorbackDedicated Transport65-6570-70---
RepulsorDedicated Transport--210--185-215-
RhinoDedicated Transport70-70----65-
Relic Mastodon Super-heavy TransportLord of War-734-934-934---
Sokar Pattern StormbirdLord of War-651-2000-2000---
Thunderhawk GunshipLord of War-650-1330-1330---
Relic Falchion Super-heavy TankLord of War-640-840-840---
Relic Fellblade Super-heavy TankLord of War-540-740-740---
Castellum StrongholdFortification-530-------
Relic Typhon Heavy Siege TankLord of War-520-720-720---
Astraeus Super Heavy TankLord of War-500------400
Relic Cerberus Heavy Tank DestroyerLord of War-480-680-680---
Thunderhawk TransporterLord of War-420-1000-1000---
Bray’arth AshmantleHQ-400------325
Relic Spartan Assault TankLord of War-320-------
Land Raider PrometheusHeavy Support-290---250--170
Land Raider AchillesHeavy Support-270---230--200
Relic Land Raider ProteusHeavy Support-264---225--200
Land Raider HeliosLord of War-252---215--195
Fire Raptor GunshipFlyer-250-190280280---
Relic Sicaran VenatorElite-245-170-170---
Hecaton AiakosHQ-220------170
Caestus Assault RamFlyer-220-250-250---
Lugft HuronHQ-215------145
Storm Eagle Assault GunshipFlyer-210-------
Malakim PhorosHQ-205------115
Tyberos the Red WakeHQ-205------150
Lord Asterion MolocHQ-200------150
Lord High Commander
Carab Culln
HQ-200------140
Lias IssodonHQ-195------150
High Chaplain Thulsa KaneHQ-190------155
Gabriel AngelosHQ-185----185185-
Deimos Vindicator Laser DestroyerHeavy Support-183-------
Relic Leviathan DreadnoughtHeavy Support-175-------
Relic Sicaran PunisherElite-175-155-155---
Relic Whirlwind ScorpiusElite-175-------
Chaplain Dreadnought TitusHQ-170------130
Vaylund CalHQ-167------110
Deathstorm Drop PodFast Attack-160------120
Relic SicaranElite-155-155-----
Captain Corien SumatrisHQ-145------90
Armenneus ValthexHQ-140------80
Magister Sevrin LothHQ-140------130
Relic Contemptor DreadnoughtElite-135---110---
Captain Mordacai BlaylockHQ-135---130--135
Relic Deredeo DreadnoughtElite-135---120---
Captain Pellas Mir’sanHQ-130------95
Captain Tarnus ValeHQ-120------90
Chaplain Venerable
Dreadnought
HQ-120------105
Damocles Command RhinoHQ-120------100
Knight-Captain Elam CourbrayHQ-120------100
Lucius Dreadnought
Drop Pod
Dedicated Transport-120-80-80---
Captain Silas AlberecHQ-115------90
Chief Librarian Ahazra RedthHQ-115-------
Lieutenant-commander
Anton Narveaz
HQ-115------90
Captain Zhrukhal AndroclesHQ-110-------
Land Speeder TempestFast Attack-109-95-95--45
Contemptor Mortis
Dreadnought
Heavy Support-106---88---
Deimos Relic PredatorElite-105-90-90--85
Relic Javelin Attack SpeederElite-103-110-110--58
Siege DreadnoughtHeavy Support-100-80-80--70
Chaplain Ivanus EnkomiHQ-95------80
Terrax-pattern Termite Assault DrillDedicated Transport-92--130----
Whirlwind HyperiosHeavy Support-90------70
Arch-centurion Carnac CommodusHQ-85------70
Xiphon InterceptorFlyer-80-110-110--130
Harath ShenHQ-75-------
Mortis DreadnoughtHeavy Support-75------60
Infernum Pattern RazorbackDedicated Transport-65-70-70---
Tarantula Air Defence BatteryFast Attack-60---70---
Rapier Weapons Battery CarrierHeavy Support-20-------
Space Marine GunnersHeavy Support-10-------
Tarantula Sentry GunFast Attack-10-20-20---
Ancient in Terminator ArmourElite--------87
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018VigilusCodex 2019Chapter Approved 2019

 

Space Marine Special Rules

Angels of Death: This unit has the following abilities: And They Shall No Fear, Bolter Discipline, Shock Assault, and Combat Doctrines.

And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.

Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply: The firing model’s target is within half the weapon’s maximum range. The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR , BIKER, or DREADNOUGHT. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and and Relics that replace bolt weapons.

Shock Assault: If this makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Combat Doctrines: If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and Unaligned units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows: During the first battle round, the Devastator Doctrine is active for your army. During the second battle round, the Tactical Doctrine is active for your army. At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army. During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army. Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).’

Devastator Doctrine: The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.

Tactical Doctrine: The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.

Assault Doctrine: The Armour Penetration characteristic of Pistol and Melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.

Defenders of Humanity: If your army is Battle-forged, all Troops units in Space Marines Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Chapter Tactics: If your army is Battle-forged, units (other than SERVITORS) in a Space Marines Detachment (other than a Super-Heavy Auxiliary Detachment) gain the Chapter Tactics ability as long as every unit in that Detachment is drawn from the same Chapter. The Chapter Tactic gained depends upon the Chapter they are drawn from. If your Chapter does not have an associated Chapter Tactic, you must instead create a Successor Chapter Tactic for them. 

Chapter Tactics

Ultramarines: Codex Discipline

Add 1 to the Leadership characteristic of models with this tactic. Units with this tactic can shoot in a turn in which they Fell Back, but if they do, when resolving an attack made by a model in that unit in the Shooing phase of that turn, subtract 1 from the hit roll.

Imperial Fists: Siege Masters

When resolving an attack made with a ranged weapon by a model with this tactic, the target does not receive the benefit of cover to its saving throw and, if the attack was made with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit.

White Scars: Lightning Assault

Units with this tactic can charge in a turn which they Advanced or Fell Back, BIKER models with this tactic do not suffer the penalty for moving and firing Heavy Weapons, or for Advancing and fire Assault weapons. 

Raven Guard: Shadow Masters

When resolving an attack made with a ranged weapon against a unit with this tactic by a model that is more than 12″ away, that unit is treated as having the benefit of cover to its saving throw, and if that unit is not a VEHICLE and is entirely on or with a terrain feature, subtract 1 from the hill roll. 

Salamanders: Forged in Battle

When a unit with this tactic fires Overwatch or is chose to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll. When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a unit with this tactic, that weapon is treated as having a Armour Penetration characteristic of 0.

Iron Hands: The Flesh is Weak

When a model with this tactic would lose a wound, roll one D6; on a 6 that wound is not lost. When resolving an Overwatch attack made by a model this tactic, a hit roll of 5 or 6 scores a hit. In addition, models with this tactic that have a damage table are considered to have double the number for wounds remaining for the purposes of determining what row to use on that damage table. 

Successor Chapter Tactics

Emperor’s Spears: Redden the Earth

Each unmodified hit roll of 6 made in the Fight phase for a model with this Chapter Tactic scores 2 hits instead of 1.

Blood Ravens: Relentless Seekers

When resolving an attack made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or model making that attack may have. In addition, when a Psychic test or Deny the Witch Test is taken for a Psyker model with this tactic, re-roll any or all dice rolls of 1.

Black Templars: Righteous Zeal

When a charge roll is made for a unit with this tactic, you can re-roll any or all the dice. In addition, when a model with this tactic would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

Crimson Fists: No Matter the Odds

When resolving an attack made by a model with this tactic against a unit that contains at least 5 more models than that model’s unit, add 1 to the hit roll. For the purposes of this tactic, a VEHICLE model with this tactic counts as 5 models. In addition, when resolving an attack made with a bolt weapon by a model with this tactic, an unmodified hit roll of 6 scores 1 additional hit. 

If your chosen Chapter does not have an associated Chapter Tactic, you must create their Chapter Tactic by selecting rules from the list here. Unless otherwise stated, your Chapter has two Successor Tactics from the following list.

Bolter Fusillades

When resolving an attack made with a bold weapon by a model with this tactic, re-roll a hit roll of 1.

Born Heroes

Character units with this tactic can preform a Heroic Intervention if there are any enemy units with 6″ of them instead of 3″ and when doing so can move up to 6″ instead of 3″

Duellists

When resolving an attack made with a melee weapon by a model with this tactic against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target ( do not make a wound roll) You cannot select this tactic if you already selected the Whirlwind of Rage tactic.

Fearsome Aspect

Subtract 1 from Leadership characteristic of enemy units whilst they are within 3″ of any units from your army with this tactic.

Hungry for Battle

When a unit with this tactic Advances or makes a charge move, add 1 to the Advance roll or charge roll.

Indomitable

When a Morale test is taken for a unit with this tactic, no more than one model can flee.

Inheritors of the Primarch

If you select this Successor Tactic you cannot select a second. Select one of the following Chapters and use the Chapter Tactic of that Chapter: Ultramarines, Imperial Fists, White Scars, Raven Guard, Salamanders, Iron Hands. 

Knowledge is Power

When a Psychic test or Deny the Witch test is taken for a Psyker model with this tactic, re-roll any or all dice rolls of 1.

Long-range Marksmen

Add 3″ to the Range characteristic of ranged weapons models with this tactic are equipped with.

Master Artisans

When a unit with this tactic fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll.

Bolter Fusillades

When resolving an attack made with a bold weapon by a model with this tactic, re-roll a hit roll of 1.

Bolter Fusillades

When resolving an attack made with a bold weapon by a model with this tactic, re-roll a hit roll of 1.

Preferred Enemy

When you select this tactic, select one of the following Faction keywords: Tyranids, Aeldari, Ork, Heretic Astartes, Necons, T’au Empire. When resolving an attack made with a melee weapon by a model with this tactic against a unit with that Faction Keyword in a turn in which that model made a charge move, was charged or performed a Heroic Intervention, you can re-roll the hit roll.

Rapid Assault

Models with this tactic do not suffer the penalty for Advancing and firing Assault weapons.

Scions of the Forge

Models with this tactic that have a damage table are considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.

Stalwart

When resolving an attack made against a unit with this tactic, an unmodifed wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

Stealthy

When resolving an attack made with a ranged weapon against a unit with this tactic by a model that is more than 12″ away, that unit is treated as having the benefit of cover to its saving throw.

Stoic

Add 1 to the Leadership characteristic of models with this tactic.

Tactical Withdrawal

Units with this tactic can charge in a turn in which they Fell Back.

Warded

When a model with this tactic would lose a wound as result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

Whirlwind of Rage

When resolving an attack made with a melee weapon by a model with this tactic in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, an unmodified hit roll of 6 scores 1 additional hit.

As of 03-25-2020 Space Marines Stratagems groups are…

  • Universal Stratagems
  • Adeptus Astartes Stratagems
  • Vigilus Defiant Stratagems
  • Faith & Fury Stratagems
  • Ultramarine Stratagems
  • White Scars Stratagems
  • Ravenguard Stratagems
  • Iron Hands Stratagems
  • Salamander Stratagems
  • Imperial Fists Stratagems
  • Crimson Fists Stratagems
  • Black Templar Stratagems

(See tabs for details)

As of 08-03-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

Prepared Positions: 2 CP

At the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem. 

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

Relic of Ancient Fury: 2 CP

This Stratagem is used at the beginning of your Fight phase. Choose a single friendly RELIC unit, all friendly ADEPTUS ASTARTES models within 6″ of the chosen RELIC unit may re-roll the first failed hit roll of that phase.

Orbital Bombardment: 3 CP

Use once per battle, in the Shooting phase, if you have an Adeptus Astartes Warlord that did not move during the Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6″ of that point. Subtract 1 from the result if the unit being rolled for is a Character. On a 4+, the unit being rolled for suffers D3 mortal wounds.

Chapter Master: 2 CP

Use before the battle. Select an Adeptus Astartes Captain in your army. Replace the model’s Captain keyword with Chapter Master and replace his Rites of Battle with the following ability: You can re-roll any hit rolls for friendly <Chapter> units within 6″ of this Model. This Stratagem can only be used once and your army cannot include Chapter Masters from the same Chapter.

Honour The Chapter: 3 CP

Use at the end of the Fight Phase. Select an Adeptus Astartes Infantry or Adeptus Astartes Biker unit, that unit can immediately fight for a second time.

Relics of the Chapter: 1 CP

Use before the battle. Your army can have one extra Chapter Relic. All the Chapter Relics that you include must be different and be given to different Space Marine Characters.

Auspex Scan: 2 CP

Use immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of one of your Adeptus Astartes Infantry units. Your unit can immediately shoot at the enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.

Only in Death Does Duty End: 2 CP

Use when an Adeptus Astartes Character is slain; that model can immediately shoot as if it were your Shooting Phase, or fight as if it were your Fight phase. This is not cumulative with the Astartes Banner ability the Stratagem takes precedence.

Tremor Shells: 1 CP

Use when a Thunderfire Cannon is selected to attack in the Shooting phase. Subtract 1 from all wound rolls made when firing the thunderfire cannon this phase, but if the target is hit, then during the next turn halve its Movement characteristic and the result of any Advance and Charge rolls made for it. Tremor shells have no effect on Titanic units or units that can Fly.

Death to the Traitors!: 1 CP

Use when an Adeptus Astartes unit is chose to attack in the Fight phase. Each time you roll a hit roll 6+ for a model in this unit during this phase, it can, if it was targeting a Heretic Astartes unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Wisdom of the Ancients: 1 CP

Use at the start of any phase. Select a friendly Chapter Adeptus Astartes Dreadnought. Unit the end of the phase, you can re-roll all hit rolls of 1 for Chapter units within 6″ of that Dreadnought.

Armour of Contempt: 1 CP

Use when an Adeptus Astartes Vehicle suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model forthe rest of the phase: on a 5+,that mortal wound is ignored and has no effect.

Flakk Missile: 1 CP

Use just before a friendly Adeptus Astartes Infantry model attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; target suffers D3 mortal wounds.

Tactical Flexibility: 1 CP

Use at the start of any of your Movement phases. Select a friendly Adeptus Astartes unit with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.

Cluster Mines: 1 CP

Use when a Scout Bike Squad Falls Back. Select one enemy unit that is within 1″ of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.

Hellfire Shells: 1 CP

Use this just before an Adeptus Astartes Infantry model attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.

Hero of the Chapter: 1 CP 

Use this Stratagem before the battle, after nominating your Warlord. Select one Adeptus Astartes CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Transhuman Physiology: 2 CP

Use this Stratagem when a Adeptus Astartes unit from your army that is not a VEHICLE or a SERVITOR is chosen as the target of an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

Vengeance of the Machine Spirit: 2 CP

Use this Stratagem when a Adeptus Astartes LAND RAIDER model, Adeptus Astartes REPULSOR model or Adeptus Astartes STORMRAVEN GUNSHIP model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when resolving these attacks).

Steady Advance: 1 CP

Use this Stratagem in your Shooting phase, when a Adeptus Astartes INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.

Hammer of Wrath: 1 CP

Use this Stratagem when a Adeptus Astartes JUMP PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1? of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound..

Targeted Sighted: 3 CP

Use this Stratagem at the start of your Shooting phase. Select one Adeptus Astartes INTERCESSOR SQUAD unit from your army. Until the end of that phase, stalker bolt rifles that models in that unit are equipped with gain the following ability: ‘This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.’

Adaptive Strategy: 1 CP

Use this Stratagem at the start of the battle round if there are any Adeptus Astartes CHARACTER models from your army on the battlefield, before you change which combat doctrine is active. If the Assault Doctrine is currently active, you can change it so that the Tactical Doctrine is now active. Alternatively, if the Tactical Doctrine is currently active, you can change it so that the Devastator Doctrine is now active. You can only use this Stratagem once per battle.

Boltstorm: 2 CP

Use this Stratagem at the start of your Shooting phase. Select one Adeptus Astartes INTERCESSOR SQUAD unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.’

Gene-Wrought Might: 1 CP

Use this Stratagem in the Fight phase, when a Adeptus Astartes PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

Duty Eternal: 1 CP

Use this Stratagem when a Adeptus Astartes DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, halve the damage inflicted (rounding up).

Veteran Intercessors: 1/2 CP

Use this Stratagem before the battle. Select one Adeptus Astartes INTERCESSOR SQUAD unit from your army that contains 5 models for 1 Command Point or one Adeptus Astartes INTERCESSOR SQUAD unit from your army that contains 6 or more models for 2 Command Points. Add 1 to the Attacks and Leadership characteristics of models in that unit. Each INTERCESSOR SQUAD unit can only be selected for this Stratagem once per battle.

Masterful Marksmanship: 1 CP

Use this Stratagem when a Adeptus Astartes STERNGUARD VETERAN SQUAD unit from your army fires Overwatch or is chosen to shoot with. Until the end of the phase, when resolving an attack made with a special issue boltgun by a model in that unit, add 1 to the wound roll.

Fury of the First: 1 CP

Use this Stratagem in any phase. Select one Adeptus Astartes TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.

Hunter-Slayer Missile: 1 CP

Use this Stratagem in your Shooting phase. Select one Adeptus Astartes REPULSOR model from your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48? of that model that is not within 1? of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each REPULSOR model can only be selected for this Stratagem once per battle.

Rapid Fire: 2 CP

Use this Stratagem at the start of your Shooting phase. Select one Adeptus Astartes INTERCESSOR SQUAD unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.

Big Guns Never Tire: 1 CP

Use this Stratagem when a Adeptus Astartes VEHICLE unit from your army is chosen to shoot with in your Shooting phase. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.

Suppression Fire: 2 CP

Use this in your Shooting phase, when a Whirlwind model or Thunderfire Cannon model from your army that has not moved this turn is chosen to shoot with. You can choose that model to shoot with an additional time that phase, but when it does, it can only shoot with weapons that can target units that are not visible to the bearer.

Gravitic Amplicfication: 1 CP

Use this when a Adeptus Astartes unit from your army is chosen to shoot with. Until the end of the phase when resolving an attack made with a grav-cannon and grav-amp by a model in that unit, you can re-roll the wound roll and you can re-roll the damage roll.

Skyfire: 1 CP

Use this in your shooting phase, when a Hunter or Stalker model from your army is chose to shoot with. Until the end of that phase, that model can only target units that can FLY; when resolving an attack made by that model, add 1 to the hit roll and wound roll, and on an unmodified wound roll of 6, double the damage inflicted. 

Skilled Riders: 2 CP

Use this in your Movement phase. Select one Adeptus Astartes Biker unit or Adeptus Astartes Land Speeder unit from your army. If that unit moves that phase, then models in that unit have a 4+ invulnerable save against attacks made with ranged weapons until the start of your next Movement phase. If that unit Advances that phase models in that unit instead have a +3 invulnerable save against attacks made with ranged weapons unit the start of your next Movement phase.

If your army is Battle-forged, you have access to the Specialist Detachment Stratagems presented in this section. A Specialist Detachment Stratagem is a unique type of Stratagem used when choosing your army. This Stratagem will assign a <SPECIALIST DETACHMENT> keyword to certain units in that Detachment and will unlock Warlord Traits, Relics, Stratagems and psychic powers that those units can take. Each Specialist Detachment Stratagem can only be used once per battle. Any Detachment from your army (except for Auxiliary Support Detachments) can be upgraded to a Specialist Detachment by using an appropriate Specialist Detachment Stratagem. A Detachment from your army can only be upgraded to a Specialist Detachment once and thus cannot have multiple Specialist Detachment Stratagems applied to it, even if they affect different units in the Detachment.

Field Commander: 1 CP 

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.

Indomitus Crusaders: 1 CP 

Use this Stratagem when choosing your army. Pick a Space Marines Detachment from your army to be an Indomitus Crusaders Specialist Detachment. PRIMARIS CAPTAINS, PRIMARIS LIEUTENANTS, PRIMARIS ANCIENTS, INTERCESSOR SQUADS and INCEPTOR SQUADS in that Detachment gain the INDOMITUS CRUSADER keyword.

Liberators: 1 CP

Use this Stratagem at the start of the Fight phase. Pick an INDOMITUS CRUSADER unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attacks inflicts 2 hits on the target instead of 1.

Veteran Intercessors: 1 CP

Use this Stratagem before the battle begins. Pick an INDOMITUS CRUSADER INTERCESSOR SQUAD unit from your army to be Veteran Intercessors. That unit gains the VETERAN keyword for the duration of the battle. In addition, add 1 to the Attacks and Leadership characteristics of that unit for the duration of the battle.

Target Sighted: 1 CP

Use this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, stalker bolt rifles the models in that unit are armed with gain the following ability: ‘This weapon can target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its
normal damage’.

Bolt Storm: 1 CP

Use this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, auto bolt rifles the models in that unit are armed with gain the following ability: ‘When this weapon targets an enemy unit within half range, it automatically hits its target’.

Rapid Fire: 1 CP

Use this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, bolt rifles the models in that unit are armed with change their type to Rapid Fire 2.

Victrix Guard: 1 CP 

Use this Stratagem when choosing your army. Pick an ULTRAMARINES Detachment from your army to be a Victrix Guard Specialist Detachment. CAPTAINS, ANCIENTS, HONOUR GUARD, VICTRIX HONOUR GUARD, VANGUARD VETERAN SQUADS and STERNGUARD VETERAN SQUADS in that Detachment gain the VICTRIX GUARD keyword.

Fight Like Demigods: 1 CP

Use this Stratagem at the start of the Fight phase. Pick a VICTRIX GUARD unit from your army within 6″ of a friendly VICTRIX GUARD CAPTAIN. Add 1 to hit rolls for attacks made by that unit until the end of that phase.

Strike First, for Ultramar: 3 CP

Use this Stratagem at the end of your opponent’s Charge phase. Pick a VICTRIX GUARD unit from your army that was charged this phase, or that performed a Heroic Intervention this phase. That unit can immediately pile in and fight as if it were the Fight phase (doing so does not prevent the unit from being picked to fight in the Fight phase of that turn).

Imperial Fists Siegebreaker Cohort: 1 CP 

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

Structural Demolition: 1 CP

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

Seismic Devastation: 1 CP

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

Crimson Fists Liberator Strike Force: 1 CP 

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

Heroes of Rynn’s World: 1 CP

Use this Stratagem at the start of your Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack made by that unit’s ranged weapons, that attack inflicts 2 hits instead of 1..

Paragons of Dorn: 1 CP

Use this Stratagem at the end of an enemy Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army that was targeted by one or more attacks this phase. That unit can immediately shoot as if it were your Shooting phase.

Sword Brethren: 1 CP 

Use this Stratagem when choosing your army. Pick a BLACK TEMPLARS Detachment from your army to be a Sword Brethren Specialist Detachment. HIGH MARSHAL HELBRECHT, EMPEROR’S CHAMPION, CAPTAINS, COMPANY CHAMPIONS and COMPANY VETERANS in that Detachment gain the SWORD BRETHREN keyword.

Uphold the Honour of the Emperor: 1 CP

Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Until the end of that phase, roll a D6 each time a model in that unit loses a wound. On a 5+, that model does not lose that wound.

Suffer Not the Unclean to Live: 2 CP

Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Add 1 to the Attacks characteristic of models in that unit for this phase. In addition, you can re-roll wound rolls for attacks made by that unit until the end of that phase.

If your army is Battle-forged and includes any Space Marines Detachments (excluding Auxiliary Support Detachments), you can use the Stratagems below.

Master of Sanctity: 1 CP

Use this Stratagem before the battle. Select one CHAPLAIN model from your army that is not a named character. Until the end of the battle, that model gains the MASTER OF SANCTITY keyword and the following ability: ‘Master of Sanctity: This model knows one additional litany from the Litanies of Battle and can recite one additional litany at the start of the battle round’. You can only use this Stratagem once per battle and your army cannot include two MASTERS OF SANCTITY from the same Chapter.

Master of the Forge: 1 CP

Use this Stratagem before the battle. Select one TECHMARINE model from your army that is not a named character or a TECHMARINE GUNNER. Until the end of the battle, that model gains the MASTER OF THE FORGE keyword and the following ability: ‘Master of the Forge: When this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3’. You can only use this Stratagem once per battle and your army cannot include two MASTERS OF THE FORGE from the same Chapter.

Chief Librarian: 1 CP

Use this Stratagem before the battle. Select one LIBRARIAN model from your army that is not a named character. Until the end of the battle, that model gains the CHIEF LIBRARIAN keyword and the following ability: ‘Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to Deny one additional psychic power in your opponent’s Psychic phase’. You can only use this Stratagem once per battle and your army cannot include two CHIEF LIBRARIANS from the same Chapter.

Chief Apothecary: 1 CP

Use this Stratagem before the battle. Select one APOTHECARY model from your army that is not a named character. Until the end of the battle, that model gains the CHIEF APOTHECARY keyword and the following ability: ‘Chief Apothecary: When this model provides medical attention to a unit, you can re-roll the dice to determine if a destroyed model is returned to that unit’. You can only use this Stratagem once per battle once and your army cannot include two CHIEF APOTHECARIES from the same Chapter.

Chapter Ancient: 1 CP

Use this Stratagem before the battle. Select one ANCIENT model from your army that is not a named character. Add 1 to the Leadership characteristic of that model. In addition, that model gains the CHAPTER ANCIENT keyword and the following ability: ‘Chapter Banner: Friendly <CHAPTER> units benefit from this model’s Astartes Banner ability if they are within 9″ of it instead of 6″’. You can only use this Stratagem once per battle and your army cannot include two CHAPTER ANCIENTS from the same Chapter.

Chapter Champion: 1 CP

Use this Stratagem before the battle. Select one COMPANY CHAMPION model from your army that is not a named character. Until the end of the battle, that model’s Attacks and Leadership characteristics are increased by 1, and it gains the CHAPTER CHAMPION keyword and the following ability: ‘Skillful Parry: When resolving an attack made with a melee weapon against this model, subtract 1 from the hit roll’. You can only use this Stratagem once per battle and your army cannot include two CHAPTER CHAMPIONS from the same Chapter.

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

Marital Precision: 1 CP

Use this Stratagem before resolving an attack made by an ULTRAMARINES model from your army in your Shooting phase. When resolving that attack, do not make a hit roll: it automatically scores a hit.

Vengeance of Calth: 1 CP

Use this Stratagem when an ULTRAMARINES unit from your army is chosen to fight with in the Fight phase. Until the end of the phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS unit, you can re-roll the hit roll and you can re-roll the wound roll.

Inspiring Command: 1 CP

Use this Stratagem at the start of the Shooting phase or the Fight phase. Select one ULTRAMARINES CHAPTER MASTER, ULTRAMARINES CAPTAIN or ULTRAMARINES LIEUTENANT model from your army. Until the end of that phase, the range of that model’s aura abilities is increased by 3″.

Cycle of War: 1 CP

Use this Stratagem at the start of the battle round if an ULTRAMARINES Warlord from your army is on the battlefield and the Assault Doctrine was active during the previous battle round. The currently active doctrine is changed so that the Devastator Doctrine is now active.

Rapid Redeployment: 2 CP

At the start of the first battle round, before the first turn begins, select up to three ULTRAMARINES units from your army on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).

Sons of Guilliman: 1 CP

Use this Stratagem when an ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit from your army is chosen to shoot with in your Shooting phase or fight with in the Fight phase. If that unit has the Troops Battlefield Role, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll. Otherwise, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll of 1.

Avenge the Fallen: 1 CP

Use this Stratagem when an ULTRAMARINES unit from your army is destroyed as a result of an attack made by an enemy unit. Until the end of the battle, when resolving an attack made by an ULTRAMARINES model from your army against that enemy unit, re-roll a hit roll of 1.

Courage and Honour!: 1 CP

Use this Stratagem at the start of the Morale phase. Add 1 to the Leadership characteristic of ULTRAMARINES models from your army until the end of the phase.

Tactical Expertise: 1 CP

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by an ULTRAMARINES model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.

Fall Back and Re-Engage: 1/2 CP

Use this Stratagem when an ULTRAMARINES unit from your army Falls Back (this Stratagem costs 1 CP if that unit has the Codex Discipline Chapter Tactic, otherwise it costs 2 CP). That unit can shoot and charge this turn. If that unit has the Codex Discipline Chapter Tactic, the hit roll penalty from that tactic for Falling Back and shooting does not apply to that unit this turn.

Defensive Focus: 2 CP

Use this Stratagem after an ULTRAMARINES unit from your army is chosen as a target of a charge. Select up to three other friendly ULTRAMARINES units that are more than 1″ away from any enemy units and within 6″ of the targeted unit. The selected units fire Overwatch at the charging unit as if they were targets of the charge.

Exemplar of the Chapter: 1 CP

Use this Stratagem after nominating an ULTRAMARINES model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Ultramarines Warlord Traits table (pg 73). Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once

Squad Doctrines: 1 CP

Use this Stratagem at the start of your Movement phase. Select one ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit from your army, then select either the Devastator, Tactical or Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine instead of the active combat doctrine

Honored Sergeant: 1 CP

Use this Stratagem before the battle. Select one ULTRAMARINES model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon, Digital Weapons, Hellfury Bolts, Sunwrath Pistol (pg 75). All of the Relics your army includes must be different and be given to different models.

Honored by Macragge: 1 CP

Use this Stratagem after nominating a model drawn from an Ultramarines successor Chapter to be your Warlord. You can give one Relic of Macragge (pg 74) to a CHARACTER model from your army that is drawn from an Ultramarines successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the ULTRAMARINES keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

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

Born in the Saddle: 1 CP

Use this Stratagem when a WHITE SCARS BIKER unit from your army Advances. That unit can still shoot this turn.

Butchered Quarry: 1 CP

Use this Stratagem when an enemy unit Falls Back within 1″ of any WHITE SCARS INFANTRY or WHITE SCARS BIKER units from your army, before it moves. Select one of those WHITE SCARS units that is not within 1″ of any other enemy units; each model in the selected unit can make one attack with a melee weapon against that enemy unit as if they were within 1″ of it. After these attacks are made, if that enemy unit is not destroyed, it can then make its Fall Back move; after it has moved, each model in the selected unit can move up to 3″, so long as they end this move closer to that enemy unit and not within 1″ of any enemy units.

Wind-Swift: 2 CP

Use this Stratagem in your Movement phase, after a WHITE SCARS unit from your army moves. That unit can move a second time this phase, but it can only Advance as part of that move if it has not already Advanced that phase. That unit cannot shoot, make a charge move or attempt to manifest psychic powers this turn.

Ride Hard, Ride Fast: 1 CP

Use this Stratagem after a WHITE SCARS unit from your army Advances. Until the start of your next Movement phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.

Lightning Debarkation: 1 CP

Use this Stratagem in your Movement phase, after a WHITE SCARS TRANSPORT unit from your army that does not have the Flyer Battlefield Role moves. WHITE SCARS units embarked aboard that unit can immediately disembark, but any that do so cannot make a charge move this turn.

Khan’s Champion: 1 CP

Use this Stratagem before the battle. Select one WHITE SCARS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Headtaker’s Trophies; Stormwrath Bolts. All of the Relics your army includes must be different and be given to different models.

Hunters’ Fusillade: 1 CP

Use this Stratagem when a WHITE SCARS unit from your army Advances. Until the end of the turn, Heavy weapons and Rapid Fire weapons models in that unit are equipped with are treated as Assault weapons (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).

Chogorian Thunderbolts: 1 CP

Use this Stratagem when a WHITE SCARS BIKER unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1″ of that model and roll one D6; for each roll of a 6, that enemy unit suffers 1 mortal wound.

A Mighty Trophy: 1 CP

Use this Stratagem when the enemy Warlord is destroyed as a result of an attack made with a melee weapon by a WHITE SCARS model from your army. Until the end of the battle, when a Morale test is taken for a friendly WHITE SCARS unit, do not roll the dice; it is automatically passed.

Fierce Rivalries: 1 CP

Use this Stratagem at the start of your Charge phase. The first time you make a charge roll for a WHITE SCARS unit from your army that phase, roll 3D6 instead of 2D6 and discard one of the results.

Strike for the Heart: 2 CP

Use this Stratagem before a WHITE SCARS unit from your army consolidates. That unit consolidates D3+3″ instead of 3″ this phase, or D6+6″ if every model in that unit has a Move characteristic of at least 10″.

Feinting Withdrawal: 1 CP

Use this Stratagem when a WHITE SCARS unit from your army Falls Back. That unit can still shoot this turn.

Tempered by Wisdom: 1 CP

Use this Stratagem after nominating a WHITE SCARS CHARACTER model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the White Scars Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

The Eternal Hunt: 2 CP

Use this Stratagem at the start of your Movement phase if the Assault Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Pistol or melee weapon by a WHITE SCARS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.

Encirclement: 1 CP

Use this Stratagem during deployment, before setting up a WHITE SCARS unit from your army. You can set up that unit in outflank instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up that unit wholly within 6″ of any battlefield edge and more than 9″ away from any enemy models.

Gift of the Khans: 1 CP

Use this Stratagem after nominating a model drawn from a White Scars successor Chapter to be your Warlord. You can give one Relic of Chogoris to a CHARACTER model from your army that is drawn from a White Scars successor Chapter instead of giving them a Special-issue Wargear Relic (pg 59) or a Chapter Relic from Codex: Space Marines. If you do, replace the WHITE SCARS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

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

Infiltrators: 1 CP

Use this Stratagem at the start of the first battle round, before the first turn begins. Select one non Centurion RAVEN GUARD INFANTRY unit from your army that is on the battlefield. That unit can move as if it were your Movement phase. The unit must end that move more than 9″ away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.

The Raven’s Blade: 1 CP

Use this Stratagem at the start of your Charge phase. Select one enemy unit on the battlefield. Until the end of that phase, when a charge roll is made for a RAVEN GUARD unit from your army, you can re-roll the dice if that enemy unit was the only selected target of that charge.

Stranglehold: 2 CP

Use this Stratagem at the start of the first battle round, before the first turn begins, if your army includes any RAVEN GUARD SCOUT or RAVEN GUARD PHOBOS units. Until the end of that battle round, you can roll one D6 each time your opponent spends Command Points to use a Stratagem; on a 5+ your opponent must spend 1 additional Command Point, or else that Stratagem has no effect and cannot be used again this phase (the Command Points spent so far are lost). You can only use this Stratagem once per battle.

False Flight: 2 CP

Use this Stratagem when a RAVEN GUARD unit from your army Falls Back. That unit can shoot and charge in this turn.

Lay Low the Tyrants: 1 CP

Use this Stratagem when a RAVEN GUARD INFANTRY unit or RAVEN GUARD BIKER unit from your army is chosen to fight with in the Fight phase. Until the end of the phase, when resolving an attack made by a model in that unit against a CHARACTER unit that is not a VEHICLE, or against a unit that is not a VEHICLE and contains any models with a Wounds characteristic of 4 or more, add 1 to the wound roll.

See, But Remain Unseen: 1 CP

Use this Stratagem at the end of your turn. Select one RAVEN GUARD unit from your army that did not make any attacks during that turn. Until the start of your next turn, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.

Strike from the Shadows: 1 CP

Use this Stratagem during deployment. Select one RAVEN GUARD INFANTRY unit from your army. You can set up that unit in ambush instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up that unit anywhere on the battlefield that is more than 9″ away from any enemy models.

Vengeance for Isstvan V: 1 CP

Use this Stratagem when a RAVEN GUARD unit from your army is chosen to fight with in the Fight phase. Until the end of that phase, when resolving an attack made by a model in that unit against a WORD BEARERS, IRON WARRIORS , NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.

Ambushing Fire: 2 CP

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by a RAVEN GUARD model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack (e.g. AP -1 becomes AP -2). You can only use this Stratagem once per battle.

Decapitating Blow: 2 CP

Use this Stratagem when an enemy Warlord is destroyed by an attack made by a RAVEN GUARD unit from your army. Until the end of the battle, subtract 1 from the Leadership characteristic of enemy units.

A Deadly Prize: 1 CP

Use this Stratagem at the end of your turn. Select one objective marker that is within 3″ of any RAVEN GUARD INFANTRY units from your army and not within 3″ of any enemy units. The next time an enemy unit ends a move within 3″ of that objective marker, roll one D6; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+ it suffers 3 mortal wounds. You cannot use this Stratagem on the same objective marker more than once per battle.

Strike from the Skies: 1 CP

Use this Stratagem at the start of your Charge phase. Select one RAVEN GUARD JUMP PACK unit. Until the end of that phase, that unit can be chosen to charge with even if it Advanced this turn, and when a charge roll is made for that unit, add 1 to the result.

Master of the Trifold Path: 1 CP

Use this Stratagem after nominating a RAVEN GUARD CHARACTER model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Raven Guard Warlord Traits table. All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Favour of the Ravenspire: 1 CP

Use this Stratagem before the battle. Select one RAVEN GUARD model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Silentus Pistol; Korvidari Bolts. All of the Relics your army includes must be different and be given to different models.

Token of Brotherhood: 1 CP

Use this Stratagem after nominating a model drawn from a Raven Guard successor Chapter to be your Warlord. You can give one Relic of the Ravenspire to a CHARACTER model from your army that is drawn from a Raven Guard successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the RAVEN GUARD keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

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

Mercy is Weakness: 1 CP

Use this Stratagem in your Shooting phase or the Fight phase, when an IRON HANDS unit from your army is chosen to shoot with or fight with. Select one enemy unit. Until the end of that phase, every attack made by a model in that IRON HANDS unit from your army that can target the selected unit must do so, but when resolving such an attack, an unmodified wound roll of 6 wounds the target unit twice instead of once.

Methodical Firepower: 1 CP

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is not active. Select one IRON HANDS unit from your army. Until the start of your next Movement phase, when resolving an attack made by a model in that unit, the Devastator Doctrine is treated as being active in addition to the currently active doctrine.

March of the Ancients: 1 CP

Use this Stratagem before the battle, after nominating a model to be your Warlord. Select one IRON HANDS DREADNOUGHT model from your army. That model gains the CHARACTER keyword; add 1 to the Attacks and Leadership characteristics of that model. This Stratagem can only be used once per battle.

Vengeance for Isstvan V: 1 CP

Use this Stratagem in the Fight phase, when an IRON HANDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS, IRON WARRIORS , NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.

Wrathful Machine Spirit: 2 CP

Use this Stratagem in your Shooting phase or the Fight phase, when an IRON HANDS VEHICLE model from your army is chosen to shoot with or fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.

Souls of Iron: 1 CP

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER model manifests a psychic power within 24″ of an IRON HANDS unit from your army (after any Deny the Witch attempt). Roll one D6; on a 4+ that psychic power is resisted.

Scions of the Forge: 1 CP

Use this Stratagem before the battle. Select one IRON HANDS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon, Digital Weapons, Teeth of Mars, Haywire Bolts. All of the Relics your army includes must be different and be given to different models.

Reject the Flesh, Embrace the Machine: 1 CP

Use this Stratagem in any phase, when an IRON HANDS INFANTRY unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6, adding 1 to the result if that model has the All Flesh is Weakness Warlord Trait. On a 5+ that wound is not lost.

Engine Purge: 2 CP

Use this Stratagem at the start of your Movement phase if the Devastator Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Heavy or Grenade weapon by an IRON HANDS model from your army, on an unmodified wound roll of 6 add an additional 1 to the Armour Penetration characteristic of that weapon for that attack. You can only use this Stratagem once per battle.

The Gorgon’s Rage: 1 CP

Use this Stratagem in the Fight phase, when an IRON HANDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll. In addition, until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against an EMPEROR’S CHILDREN unit, add 1 to the wound roll.

Cogitated Martyrdom: 1 CP

Use this Stratagem at the start of the Shooting phase. Select one Iron Hands Infantry unit from your army. Until the end of the phase, when a friendly Iron Hands Character model (excluding Vehicle models) within 3″ of that unit would lose any wounds as a result of an attack made against that model, that unit can attempt to intercept that attack. Roll one D6 before any rolls to ignore wounds (e.g. The Flesh is Weak, Adamantine Mantle etc.) are made; on a 2+ that model does not lose those wounds and that unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.

Machine Empathy: 1 CP

Use this Stratagem in your Movement phase, after an IRON HANDS TECHMARINE model from your army has used their Blessing of the Omnissiah ability. That model can use that ability again, and can repair a model that has already been repaired that turn.

Paragon of Iron: 1 CP

Use this Stratagem before the battle, after nominating an IRON HANDS CHARACTER model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Iron Hands Warlord Traits table (pg 57). All of the Warlord Traits your army includes must be different (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Optimal Repulsion Doctrines: 1 CP

Use this Stratagem in your opponent’s Charge phase, when an IRON HANDS unit from your army fires Overwatch. Until the end of that phase, when resolving an Overwatch attack made by a model in that unit, a hit roll of 5 or 6 scores a hit. If that unit has the The Flesh is Weak Chapter Tactic, when resolving an Overwatch attack made by a model in that unit, a hit roll of 4-6 scores a hit instead.

Mnemonic Auto-Savant: 2 CP

Use this Stratagem at the end of the turn, after achieving a Tactical Objective, if an IRON HANDS Warlord from your army is on the battlefield. Do not discard that Tactical Objective: at the start of the next turn, it is once again active. You can only use this Stratagem if the mission you are playing uses Tactical Objectives. You can only use this Stratagem once per battle.

Bequeathed by the Iron Council: 1 CP

Use this Stratagem after nominating a model drawn from an Iron Hands successor Chapter to be your Warlord. You can give one Relic of Medusa to a CHARACTER model from your army that is drawn from an Iron Hands successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the IRON HANDS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

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

Flamecraft: 2 CP

Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, when a model in that unit shoots with a flame weapon (see Codex: Space Marines), do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Heavy D6 weapon).

The Crucible of Battle: 1 CP

Use this Stratagem in the Shooting or Fight phase, when a SALAMANDERS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the wound roll.

Strength of the Primarch: 1 CP

Use this Stratagem at the start of the Fight phase. Select one SALAMANDERS unit from your army. Until the end of that phase, add 1 to the Strength characteristic of models in that unit, and when resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6 double the Damage characteristic of that weapon for that attack.

The Fires of Battle: 1 CP

Use this Stratagem in your Shooting phase or in your opponent’s Charge phase, when a SALAMANDERS model from your army shoots with a flame or melta weapon (see Codex: Space Marines). Until the end of that phase, when resolving an attack made with that weapon, on an unmodified wound roll of 4+ the target suffers 1 mortal wound in addition to any normal damage.

Rites of Vulkan: 2 CP

Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by a SALAMANDERS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.

Immolation Protocols: 1 CP

Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, change the type of all flame weapons (see Codex: Space Marines) models in that unit are equipped with to Pistol (e.g. an Assault D6 flame weapon becomes Pistol D6).

Self Sacrifice : 2 CP

Use this Stratagem at the start of your opponent’s Shooting phase. Select one Salamanders Infantry unit that contains 5 or more models from your army that is not within 1″ of any enemy units, and then select one other Infantry unit from your army that is wholly within 6″ of the selected unit. Until the end of the phase, your opponent cannot target the second unit you selected unless that unit is the closest enemy unit to the firing model and visible to it, or it is no longer wholly within 6″ of the first unit you selected. In addition, until the end of the phase, the first unit you selected is always an eligible target for enemy shooting attacks provided it is within range and is visible to the firing model (i.e. it can be targeted even whilst under the effects of any rules that would prevent it from being targeted, such as the Shrouding psychic power).’

Rise from the Ashes: 2 CP

Use this Stratagem in any phase, when a SALAMANDERS CHARACTER model from your army is destroyed. At the end of that phase, roll one D6; on a 4+ return that model to play with 1 wound remaining, placing it as close as possible to its previous position and more than 1″ away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.

Vengeance for Isstvan V: 1 CP

Use this Stratagem in the Fight phase, when a SALAMANDERS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS, IRON WARRIORS , NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.

Stand your Ground: 1 CP

Use this Stratagem in any phase, when a SALAMANDERS INFANTRY unit from your army that is not a SERVITOR and did not Advance in this phase or your previous Movement phase is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a weapon that has a Damage characteristic of 1 against a model in that unit, add 1 to the saving throw. This does not effect invulnerable saving throws.

Born Protectors: 1 CP

Use this Stratagem in your opponent’s Charge phase, when a charge is declared against a SALAMANDERS unit from your army. Select one friendly SALAMANDERS unit that is more than 1″ away from any enemy units and within 12″ of the unit that is the target of that charge. The selected unit can fire Overwatch at the charging unit as if it were a target of that charge; if the selected unit is a target of that charge, it instead fires Overwatch as normal. In addition, if that charge is successful, the selected unit can perform a Heroic Intervention as if it were a CHARACTER; if it does, it can move up to 2D6″, but must end that move closer to the unit that charged and cannot move within 1″ of any other enemy units.

Relentless Determination: 1 CP

Use this Stratagem at the end of your Movement phase. Select one SALAMANDERS unit from your army that did not Advance that phase. Until the start of your next Movement phase, that unit is treated as having remained stationary during its Movement phase for all rules purposes (such as firing Heavy weapons). In addition, if that unit has a Damage table, then until the start of your next Movement phase, double the number of wounds it has remaining for the purposes of determining what row to use on that damage table.

Exemplar of the Promethean Creed: 1 CP

Use this Stratagem after nominating a SALAMANDERS model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Salamanders Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Master Artisans: 1 CP

Use this Stratagem before the battle. Select one SALAMANDERS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Chapter Relics, even though they are not a CHARACTER: Mastercrafted weapon, Digital Weapons, Drakeblade, Dragonrage Bolts. All of the Relics your army includes must be different and be given to different models.

Trust of Prometheus: 1 CP

Use this Stratagem after nominating a model drawn from a Salamanders successor Chapter to be your Warlord. You can give one Relic of Nocturne to a CHARACTER model from your army that is drawn from a Salamanders successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the SALAMANDERS keyword in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

If your army is Battle-forged and includes any IMPERIAL FISTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. 

Bitter Enmity: 1 CP

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

The Shield Unwavering: 2 CP

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

Bolster Defences: 1 CP

Use this Stratagem at the start of your Movement phase. Select one IMPERIAL FISTS INFANTRY unit from your army that is entirely on or within a terrain feature. As long as that unit remains stationary, when resolving an attack made against that unit, add an additional 1 to the saving throw (this will normally mean you add 2 to the unit’s saving throws for being in cover instead of 1). Invulnerable saves are unaffected. You can only use this Stratagem once per battle.

Sappers: 1 CP

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

Pain is a Lesson: 1 CP

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

Close-Range Bolter Fire: 2 CP

Use this Stratagem in your Shooting phase, when an IMPERIAL FISTS unit from your army is chosen to shoot with. Until the end of that phase, bolt weapons (see Codex: Space Marines) models in that unit are equipped with have the Pistol type instead of their normal type (e.g. a Rapid Fire 2 bolt weapon becomes Pistol 2).

Bolter Drill: 2 CP

Use this Stratagem in your Shooting phase, when you choose an IMPERIAL FISTS unit from your army to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit with a bolt weapon (see Codex: Space Marines), an unmodified hit roll of 6 scores 1 additional hit.

Tank Hunters: 2 CP

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

Champion of Blades: 1 CP

Use this Stratagem after nominating a model drawn from an Imperial Fists successor Chapter to be your Warlord. You can give one Relic of the Fists to a CHARACTER model from your army that is drawn from an Imperial Fists successor Chapter instead of giving them a Special-issue Wargear Relic (pg 59) or a Chapter Relic from Codex: Space Marines. If you do, replace the IMPERIAL FISTS and CRIMSON FISTS keywords in all instances on that Relic (if any) with that model’s <CHAPTER> keyword. You can only use this Stratagem once per battle.

Sentinel of Terra: 1 CP

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

Clearance Protocols: 1 CP

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

Praetorian’s Wrath: 1 CP

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

Gift of the Phalanx: 1 CP

Use this Stratagem before the battle. Select one IMPERIAL FISTS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Fist of Terra; Gatebreaker Bolts (pg 59). All of the Relics your army includes must be different and be given to different models.

If your army is Battle-forged and includes any CRIMSON FISTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to use them. In addition CRIMSON FISTS can use any stratagems found on the Imperial Fists supplment.

Slay the Tyrant: 1 CP

Use this Stratagem in your Shooting phase or the Fight phase, when a CRIMSON FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a CHARACTER unit, add 1 to the hit roll.

A Hated Foe: 1 CP

Use this Stratagem in your Shooting phase or the Fight phase, when a CRIMSON FISTS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an Ork unit, you can re-roll the wound roll.

If your army is Battle-forged and includes any BLACK TEMPLARS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.

Abhor the Witch: 1 CP

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER model manifests a psychic power within 24″ of any BLACK TEMPLARS units from your army, after any Deny the Witch attempts have been made. Roll one D6; on a 4+ that psychic power is resisted.

Crusader Relics: 1 CP

Use this Stratagem before the battle. Select one BLACK TEMPLARS model from your army that has the word ‘Sergeant’ or ‘Sword Brother’ in their profile. That model can have one of the following Chapter Relics: Witchseeker Bolts, Sword of Judgement, Skull of the Cacodominus. All of the Relics your army includes must be different and be given to different models.

Devout Push: 1 CP

Use this Stratagem at the start of the Fight phase. Select one BLACK TEMPLARS INFANTRY unit or one BLACK TEMPLARS BIKER unit from your army. Until the end of that phase, that unit can pile in and, when that unit consolidates, it can move up to 6″ instead of 3″.

Tenacious Assault: 2 CP

Use this Stratagem in the Movement phase, when an enemy INFANTRY unit that does not have the Flyer Battlefield Role and is within 1″ of any BLACK TEMPLARS INFANTRY unit from your army is chosen to Fall Back. Roll one D6; on a 2+ that unit cannot Fall Back this turn.

The Emperor’s Will: 1 CP

Use this Stratagem in your Movement phase, when a BLACK TEMPLARS INFANTRY unit from your army Advances. Until the end of this turn, models from that unit can still shoot with their Pistol weapons and the unit can still charge.

Oaths of Honour: 1 CP

Use this Stratagem in the Fight phase. Select one BLACK TEMPLARS SCOUT unit from your army that made a charge move or was charged this turn. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, you can re-roll the wound roll.

Vicious Riposte: 1 CP

Use this Stratagem in the Fight phase, when a BLACK TEMPLARS INFANTRY unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack made against that unit, on an unmodified save roll of 6 the attacking model’s unit suffers 1 mortal wound after that unit has finished fighting.

Shock and Awe: 1 CP

Use this Stratagem in your Charge phase. Select one BLACK TEMPLARS INFANTRY unit from your army that disembarked from a LAND RAIDER CRUSADER this turn. Until the end of that turn, enemy units cannot fire Overwatch at the selected unit and, when resolving an attack made against that unit, subtract 1 from the hit roll.

Space Marine Unique Items

As of 03-25-2020 Space Marines Unique Item groups are…

  • Chapter Relics
  • Vigilus Defiant Relics
  • Faith & Fury Chapter Relics
  • Ultramarine Chapter Relics
  • White Scars Chapter Relics
  • Ravenguard Chapter Relics
  • Iron Hands Chapter Relics
  • Salamander Chapter Relics
  • Imperial Fists Chapter Relics
  • Crimson Fists Chapter Relics
  • Black Templar Chapter Relics

(See tabs for details)

If your army is led by a Space Marine Warlord, you may give one Chapter Relic to a Space Marine Character in your army. Named characters cannot be given relics. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Armour Indomitus

Infantry model or Bike model only. The wearer of the Armour Indomitus has a Save of 2+. Once per battle, before making a saving throw, the Armour Indomitus confers a 3+ invulnerable save for the remainder of the turn.

The Shield Eternal

Model with a storm shield or combat shield only. Replace model’s storm shield or combat shield. This relic grants the bearer 3+ invulnerable save, and any damage they suffer is halved rounded up. In addition, when that model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

Standard of the Emperor Ascendant

ANCIENT model with the Astartes Banner ability only. If a model has this Relic, add 3″ to the range of that model’s Astartes Banner ability. Any unit with 9″ of this model automatically passes Morale tests. In addition, subtract 1 from the Leadership characteristic of enemy units whilst they are within 9″ of this model.

Teeth of Terra:

Models with a chainsword only. Replace the bearer’s chainsword with the following profile: Range: Melee, Type: Melee S+1, AP-2, D2, Each time the bearer fights it can make D3 additional attacks with this weapon.

The Primarch’s Wrath

Models with a boltgun or master-crafted boltgun only. Replace the bearer’s boltgun or master-crafted boltgun with the following profile: Range 24″, Type Rapid Fire 2, S5, AP-1, D2.

The Burning Blade

Models with a power sword or master-crafted power sword only. Replace the bearer’s power sword or master-crafted power sword with the following profile: Range Melee, Type Melee, S+3, AP-5, D2.

Reliquary of Gathalamor

Primaris model only. When a Psychic test is taken for an enemy model within 18″ of a model from your army with this Relic, subtract 1 from the total. In addition, when a Psychic test is failed for an enemy model within 18″ of a model from your army with this Relic roll one D6; on a 4+ that enemy model suffers D3 mortal wounds.

Tome of Malcador

Librarian model only. The bearer knows one additional psychic power from any discipline they have access to.

Ghostweave Cloak

Phobos model with a camo cloak only. When resolving an attack made against a model with this Relic, subtract 1 from the wound roll.

The Honour Vehement

Friendly <CHAPTER> units are treated as not having the Shock Assault ability whilst they are within 6″ of a model from your army with this Relic. Instead, add 1 to the Attacks characteristic of models in friendly <CHAPTER> units whilst their unit is within 6″ of a model from your army with this Relic.

The Vox Espiritum

PRIMARIS model only. If a model has this Relic, add 3″ to the range of its aura abilities. This does not increase the range of psychic powers or Litanies of Battle that are aura abilities. 

Purgatorus

Model equipped with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile: Purgatorus Range 12″, Pistol 2, S5. AP-3, D2

Bellicos Bolt Rifle

Model equipped with a master-crated auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile: Bellicos bolt rifle Range 24″, Assault 4, S5 AP-1, D2

Lament

Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile: Lament Range 36″, Heavy 1, S5 AP-2 D3. Abilities: When resolving an attack made with this weapon, a successful wound inflicts 1 mortal wound on the target in addition to any other damage.

Benediction of Fury

CHAPLAIN model only. This Relic replaces a Crozius Arcanum and has the following profile: Benediction of Fury Range Melee, S+2 AP-2 D3. Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. 

If your army includes any Specialist Detachments, you can give one of the following relics to the specific Specialist Detachment Charaters from your army.

Reliquary of Gathalamor

If your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an INDOMITUS CRUSADER CHARACTER from your army.

Enemy PSYKERS must subtract 1 from Psychic tests made within 18″ of the bearer. In addition, if the psychic power is not successfully manifested, roll a D6. On a 4+ the PSYKER that attempted to manifest that psychic power suffers D3 mortal wounds.

Standard of the Ultima Founding

If your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an INDOMITUS CRUSADER CHARACTER from your army.

PRIMARIS ANCIENT only. Once per battle, at the start of your Movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly INDOMITUS CRUSADER INFANTRY models can re-roll hit rolls of 1 and wound rolls of 1 whilst they are within 6″ of the bearer.

Soldier’s Blade

If your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a VICTRIX GUARD CHARACTER from your army.

Model with power sword or master-crafted power sword only. The Soldier’s Blade replaces the bearer’s power sword or master-crafted power sword, and has the following profile: Range: Melee, Type Melee, S +1, AP -4, D 2

The Standard of Macragge Inviolate

If your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a VICTRIX GUARD CHARACTER from your army.

ANCIENT only. Add 1 to the Leadership characteristic of friendly ULTRAMARINES units whilst they are within 12″ of the bearer. In addition, add 1 to the Attacks characteristic of friendly VICTRIX GUARD units whilst they are within 6″ of the bearer.

The Eye of Hypnoth

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

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

The Vengeful Arbiter

If your army includes any Crimson Fists Liberator Strike Force Specialist Detachments, you can give the following relic to a LIBERATOR STRIKE FORCE CHARACTER from your army.

Model with bolt pistol only. The Vengeful Arbiter replaces the bearer’s bolt pistol and has the following profile: Range: 12″, Type Pistol 2, S5, AP -1, D 2

The Holy Orb

If your army includes any Sword Brethren Specialist Detachments, you can give the following relic to a SWORD BRETHREN CHARACTER from your army.

Once per battle, in your Shooting phase, you can choose for the bearer to throw the Holy Orb instead of making a normal shooting
attack. If you do so, pick a visible enemy unit within 6″ of the bearer and roll a D6 for every 10 models in that unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds.

If your army is led by a Space Marines Warlord, you can give one of the Chapter Relics found in the appropriate section of this book to a Space Marine CHARACTER from your army that matches the specified Chapter Command keyword. This can be done instead of giving them a Chapter Relic from another source. Named characters and VEHICLE models cannot be given any of the Chapter Relics found below. Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play battle, or otherwise using points values, you must still pay the cost of the weapon that is being replaced.


If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a MASTER OF SANCTITY model from your army, instead of giving them a Chapter Relic from another source.

Sacrosanct Rosarius

MASTER OF SANCTITY model only. A model with this Relic has a 3+ invulnerable save.

The Emperor’s Judgement

MASTER OF SANCTITY model only. When resolving an attack made against a model with this Relic, your opponent cannot re-roll the hit roll, your opponent cannot re-roll the wound roll and your opponent cannot re-roll the damage roll. In addition, when a Morale test is taken for an enemy unit within 6″ of a model with this Relic, roll two dice and discard the lowest result (if both results are the same, discard either of the dice).

If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a MASTER OF THE FORGE model from your army, instead of giving them a Chapter Relic from another source.

Mortis Machina

MASTER OF THE FORGE model with power axe only. This relic replaces a model’s power axe and has the following profile: Mortis Machina Melee S+3 AP-3 D3 Abilities: When resolving an attack made with this weapon against a VEHICLE unit, if the saving throw is failed that unit suffers 1 mortal wound in addition to any other damage.

The Endurant Protector

MASTER OF THE FORGE model only. Add 1 to the Toughness characteristic of a model with this Relic. A model with this Relic has a 4+ invulnerable save.

If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a CHIEF LIBRARIAN model from your army, instead of giving them a Chapter Relic from another source.

The Fist of Vengeance

Model with force sword only. This Relic replaces a force sword and has the following profile: Vinculum Vitae Melee S+1 AP-3 D3 Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target instead of any other damage.

Neural Shroud

Add 12″ to the range of a model with this Relic’s Psychic Hood ability.

If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a CHIEF APOTHECARY model from your army, instead of giving them a Chapter Relic from another source.

Acquittal

Model with bolt pistol or absolvor bolt pistol only. This Relic replaces a bolt pistol or absolvor pistol and has the following profile: Acquittal 16″ Pistol 1 S5AP -3 D1 Abilities: When resolving an attack made with this weapon against a unit that is not a VEHICLE or MONSTER, this weapon has a Damage characteristic of D6 for that attack.

Healer’s Aegis

Friendly <CHAPTER> INFANTRY models have a 5+ invulnerable save whilst they are within 1″ of a model with this Relic.

If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a CHAPTER ANCIENT model from your army, instead of giving them a Chapter Relic from another source.

Standard of Righteous Hatred

Model with the Astartes Banner ability only. A model with this Relic has the following additional ability: Standard of Righteous Hatred: Models that shoot with one of their ranged weapons, or make a single attack with one of their melee weapons, as a result of this model’s Astartes Banner ability always resolve their attack as if they had a Ballistic Skill and Weapon Skill characteristic of 2+.

Pennant of the Fallen

Model with the Astartes Banner ability only. The banner grants the bearer the following additional ability: Pennant of the Fallen: <CHAPTER> models that attack with one of their melee weapons as a result of this model’s Astartes Banner ability can make two attacks instead of one.

If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a CHAPTER CHAMPION model from your army, instead of giving them a Chapter Relic from another source.

Blade of Triumph

Model with master-crafted power sword only. This Relic replaces a master-crafted power sword and has the following profile: Blade of Triumph Melee S+2 AP-4 D3

The Angel Artifice

A model with this Relic has a Save characteristic of 2+ and a 4+ invulnerable save.

If your army is led by an ULTRAMARINES Warlord, you can give one of the following Relics of Macragge to an ULTRAMARINES CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters (such as Marneus Calgar) and VEHICLE models cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced

Soldier’s Blade

Model equipped with power sword, master-crafted power sword, or combat knife only. This Relic replaces a power sword, master-crafted power sword or combat knife and has the following profile: Soldier’s Blade Melee S+1 AP-4 2

Sanctic Halo

CAPTAIN model or CHAPTER MASTER model only. A model from your army with this Relic has a 3+ invulnerable save and can attempt to deny one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER

The Standard of Macragge Inviolate

ANCIENT model only. Add 1 to the Attacks characteristic of models in friendly ULTRAMARINES units whilst their unit is within 6″ of a model with this Relic. Friendly ULTRAMARINES units automatically pass Morale tests whilst they are within 12″ of a model with this Relic.

Armour of Kanor

TERMINATOR only. A model with this Relic has a 4+ invulnerable save. When resolving an attack against that model, halve any damage inflicted (rounding up).

Helm of Censure

When resolving an attack made by a model with this Relic, you can re-roll a hit roll of 1 and you can re-roll a wound roll of 1. When resolving an attack made by that model against an ADEPTUS ASTARTES unit or a HERETIC ASTARTES unit, add 1 to the hit roll and add 1 to the wound roll.

Vengeance of Ultramar

Model equipped with a storm bolter only. This Relic replaces a storm bolter and has the following profile: Vengeance of Ultramar 24″ Rapid Fire 4 S4 AP0 D1 Abilities: When resolving an attack made with this weapon against a unit (other than a VEHICLE unit), you can re-roll the wound roll.

Tarentian Cloak

A model with this Relic has a 5+ invulnerable save. At the start of your Movement phase, that model regains D3 lost wounds.


If your army is led by an ULTRAMARINES Warlord or a Warlord drawn from an Ultramarines successor Chapter, you can give one of the following Special-issue Wargear Relics to an ULTRAMARINES CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an Ultramarines successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Adamantine Mantle

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

Artificer Armour

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

Master-Crafted Weapon

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

Digital Weapons 

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends

Reliquary of Vengeance

Once per battle, at the start of the Fight phase, a model with this Relic can reveal the reliquary. When it does, until the end of that phase, add 1 to the Attacks characteristics of models in friendly <CHAPTER> units whilst their unit is within 6″ of that model.

Seal of Oath

At the start of the first battle round, before the first turn begins, select one enemy unit. You can re-roll hit rolls and wound rolls for attacks made by models in friendly <CHAPTER> units against that enemy unit, whilst that friendly unit is within 6″ of a model with this Relic.

Hell Fury Bolts

When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a hellfury bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it scores a hit it inflicts 1 mortal wound on the target and the attack sequence ends

Sunwrath Pistol

Model equipped with a plasma pistol only. This Relic replaces a plasma pistol and has the following profile: Sunwrath Pistol 12″ Pistol 2 S8 AP-3 D2

If your army is led by a WHITE SCARS Warlord, you can give one of the following Relics of Chogoris to a WHITE SCARS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters (such as Kor’sarro Khan) and VEHICLE models cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Mantle of the Stormseer

PSYKER model only. When a Psychic test is taken for a model with this Relic attempting to manifest a psychic power from the Stormspeaking discipline, add 1 to the total.

The Hunter’s Eye

At the start of your Shooting phase, you can select one friendly WHITE SCARS unit within 6″ of a model from your army with this Relic. Until the end of the phase, when resolving an attack made with a ranged weapon by a model in that unit, the target does not receive the benefit of cover to its saving throw.

Banner of the Eagle

ANCIENT model only. Add 1 to the Strength characteristic of models in friendly WHITE SCARS units whilst their unit is within 6″ of a model from your army with this Relic.

Wrath of the Heavens

BIKER model only. A model with this Relic has a Move characteristic of 16″. In the Movement phase, that model can move over other models and terrain features as if they were not there.

Scimitar of the Great Khan

Model equipped with a power sword, master-crafted power sword or relic blade only. This Relic replaces a power sword, mastercrafted power sword or relic blade and has the following profile: Scimitar of the Great Khan Melee S+1 AP-3 D2 Abilities: When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has a Damage characteristic of 4 for that attack.

Plume of the Plainsrunner

When an Advance roll or charge roll is made for a friendly WHITE SCARS INFANTRY unit within 6″ of a model from your army with this Relic, add 1 to the result.

Glaive of Vengeance

Model equipped with a khan’s spear only. This Relic replaces a khan’s spear and has the following profile: Glaive of Vengeance Melee Sx2 AO-3 D3


If your army is led by an WHITE SCARS Warlord or a Warlord drawn from an WHITE SCARS successor Chapter, you can give one of the following Special-issue Wargear Relics to an WHITE SCARS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an WHITE SCARS successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Adamantine Mantle

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

Artificer Armour

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

Master-Crafted Weapon

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

Digital Weapons 

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

Equis-pattern bolt pistol

Model equipped with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile: Equis-pattern bolt pistol 12″ Pistol 5 S4 AP-1 D1

Headtaker’s Trophies

Subtract 1 from the Leadership characteristic of enemy units whilst they are within 6″ of a model from your army with this Relic.

Stormwrath Bolts

When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a stormwrath bolt. If you do, you can only make one attack with that weapon, but the weapon has a Strength characteristic of 7 and an Armour Penetration characteristic of -1 for that attack. If the target of that attack is a MONSTER, the weapon has a Damage characteristic of D6 for that attack.

Cyber-Eagle Helm

When resolving an Overwatch attack made by a model in a friendly <CHAPTER> unit within 6″ of a model from your army with this Relic, a hit roll of 5 or 6 scores a hit.

If your army is led by a RAVEN GUARD Warlord, you can give one of the following Relics of the Ravenspire to a RAVEN GUARD CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters (such as Kayvaan Shrike) and VEHICLE models cannot be given the following relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

The Ebonclaws

Model equipped with two lightning claws only. This Relic replaces two lightning claws and has the following profile: The Ebonclaws Melee User S AP-3 D3 Abilities: When the bearer fights, it makes 1 additional attack with this weapon. In addition, when resolving an attack made with this weapon, you can re-roll the wound roll. 

The Armour of Shadows

When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a model from your army with this Relic, that weapon is treated as having an Armour Penetration characteristic of 0. In addition, when resolving an attack against a model from your army with this Relic, an unmodified hit roll of 1, 2 or 3 always fails.

The Raven Skull of Korvaad

Once per turn, when resolving an attack made by a model from your army with this Relic, you can re-roll the hit roll, wound roll or damage roll. In addition, if a model from your army with this Relic is destroyed as a result of an attack made by an enemy unit, then until the end of the battle, when resolving an attack made by a friendly RAVEN GUARD unit against that enemy unit, add 1 to the hit roll.

Raven’s Fury

JUMP PACK model only. A model from your army with this Relic can be chosen to charge with even if they Advanced this turn. When a charge roll is made for that model, you can re-roll the dice. In addition, after that model finishes a charge move, you can select one enemy unit within 1″ of that model and roll one D6; on a 4+ that enemy unit suffers 1 mortal wound.

Ex Tenebris

Model equipped with a master-crafted stalker bolt rifle, mastercrafted occulus bolt carbine or master-crafted instigator bolt carbine only. This Relic replaces a master-crafted stalker bolt rifle, mastercrafted occulus bolt carbine or master-crafted instigator bolt carbine and has the following profile: Ex Tenebris 36″ Assault 3 S4 AP-2 D2 Abilities: This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, you can add 1 to the hit roll. In addition, when resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.

Oppressor’s End

Model equipped with combat knife only. This Relic replaces a combat knife and has the following profile: Oppressor’s End Melee S+1 AP-2 D1 Abilities: When the bearer fights, it makes 1 additional attack with this weapon. In addition, when resolving an attack made with this weapon against a CHARACTER unit, this weapon has a Damage characteristic of 3.

The Sanctic Halo

Ultramarines Captain only. The bearer has 3+ invulnerable save and can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker.


If your army is led by an RAVEN GUARD Warlord or a Warlord drawn from an RAVEN GUARD successor Chapter, you can give one of the following Special-issue Wargear Relics to an RAVEN GUARD CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an RAVEN GUARD successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Adamantine Mantle

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

Artificer Armour

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

Master-Crafted Weapon

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

Digital Weapons 

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends

Shadowmaster Cloak

A model with this Relic has a 3+ invulnerable save whilst they are wholly on or in a terrain feature.

Silentus Pistol

Model equipped with bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile: Silentus Pistol 12″ Pistol 2 5 -2 2 Abilities: This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, you can add 1 to the hit roll.

Korvidari Bolts

When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a korvidari bolt. If you do, when choosing targets for that model and when choosing ranged weapons, that weapon’s Range characteristic is increased by 6″ and it can target units that are not visible to the bearer, but only one attack can be made with that weapon.

Shard of Isstvan 

Add 1 to the Attacks characteristic of a model with this Relic. In addition, when a Morale test is taken for a <CHAPTER> unit within 6″ of a friendly model with this Relic, do not roll the dice; it is automatically passed.

If your army is led by an IRON HANDS Warlord, you can give one of the following Relics of Medusa to an IRON HANDS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters (such as Iron Father Feirros) and VEHICLE models cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

The Axe of Medusa

Model equipped with a power axe only. This Relic replaces a power axe and has the following profile: The Axe of Medusa Melee S+3 AP-3 D3

The Aegis Ferrum

PRIMARIS model only. Add 1 to the Toughness characteristic of a model with this Relic. When resolving an attack made against that model, reduce any damage inflicted by 1, to a minimum of 1.

The Mindforge

Model equipped with a force sword, force axe or force stave only. This Relic replaces a force sword, force axe or force stave and has the following profile: Mindforge-enhanced weapon Melee Sx2 AP-3 D3

Betrayer’s Bane

Model equipped with a combi-melta only. This Relic replaces a combi-melta and has the following profile: Betrayer’s Bane When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon. – Boltgun 24″ Rapid Fire 1 S4 AP0 D1 – Meltagun 12″ Assault 2 S8 AP-4 D6 Abilities: When resolving an attack made with this weapon’s meltagun profile against a target that is within half range, roll two D6 when inflicting damage with it and discard one of the results.

The Ironstone

At the start of each battle round, select one friendly Iron Hands Vehicle unit within 3″ of the bearer of this Relic. Until the start of your next battle round, when resolving an attack made against that Vehicle unit, if the bearer of this Relic is within 3″ of that Vehicle unit you can reduce any damage suffered by 1, to a minimum of 1.

The Tempered Helm

Whilst a model from your army with this Relic is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Relic.

The Gorgon’s Chain

A model with this Relic has a 4+ invulnerable save. When resolving an attack made with a ranged weapon against that model, subtract 1 from the wound roll.


If your army is led by an RAVEN GUARD Warlord or a Warlord drawn from an IRON HANDS successor Chapter, you can give one of the following Special-issue Wargear Relics to an IRON HANDS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an IRON HANDS successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Adamantine Mantle

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

Artificer Armour

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

Master-Crafted Weapon

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

Digital Weapons 

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends

Auto-Medicae Bionics

If a model with this Relic has lost any wounds, at the start of your turn it regains up to D3 lost wounds.

Teeth of Mars

Model equipped with a chainsword only. This Relic replaces a chainsword and has the following profile: Teeth of Mars Melee Melee User S AP-2 D2 Abilities: When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon against a VEHICLE unit, this weapon has a Strength characteristic of x2 for that attack. 

Haywire Bolts

When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a haywire bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it is made against a VEHICLE unit, an unmodified wound roll of 4-5 inflicts D3 mortal wounds on the target in addition to any other damage, and an unmodified wound roll of 6 inflicts 3 mortal wounds on the target in addition to any other damage.

Fortis-Pattern Data Spike

TECHMARINE only. When a model with this Relic uses their Blessing of the Omnissiah ability, roll two dice when determining how many lost wounds are regained and discard one of the results.

If your army is led by a SALAMANDERS Warlord, you can give one of the following Relics of Nocturne to a SALAMANDERS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters (such as Adrax Agatone) and VEHICLE models cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Vulkan’s Sigil

Add 1 to the Attacks characteristic of a model with this Relic. In addition, once per battle, at the start of the Fight phase, a model with this Relic can hold aloft Vulkan’s Sigil. Until the end of that phase, add 1 to the Attacks characteristic of models in friendly SALAMANDERS units whilst their unit is within 6″ of that model (note that the Attacks characteristic of the model with this Relic is therefore increased by 2 until the end of the phase).

Drake-Smiter

Model equipped with thunder hammer only. This Relic replaces a thunder hammer and has the following profile: Drake-smiter Melee  Sx2 AP-4 D3 Abilities: When resolving an attack made with this weapon, subtract 1 from the hit roll, and on an unmodified wound roll of 6 add 3 to the Damage characteristic of this weapon for that attack.

Wrath of Prometheus

SALAMANDERS model with a boltgun or master-crafted boltgun only. This Relic replaces a boltgun or master-crafted boltgun and has the following profile: Wrath of Prometheus 30″ Rapid Fire 1 S5 AP-2 D3

The Tome of Vel’cona

LIBRARIAN model only. A model with this Relic knows one psychic power from the Promethean discipline in addition to any other powers it knows. When a Psychic test is taken for a model with this Relic that is attempting to manifest a psychic power from the Promethean discipline, you can add 1 to the total.

The Salamander’s Mantle

When resolving an attack made against a model with this Relic, subtract 1 from the wound roll.

Nocturne’s Vengeance

Model with combi-flamer only. This Relic replaces a combi-flamer and has the following profile: Nocturne’s Vengeance When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon. – Master-crafted boltgun 24″ Rapid Fire 1 S4 AP-1 D2 – Master-crafted flamer 12″ Assault D6 S4 AP-1 D2 Abilities: When resolving an attack made using the master-crafted flamer profile of this weapon, do not make a hit roll: it automatically scores a hit.

Helm of Draklos

PRIMARIS model only. Add 1 to the Wounds characteristic of a model with this Relic. Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6″ of a model with this Relic.


If your army is led by an SALAMANDERS Warlord or a Warlord drawn from an SALAMANDERS successor Chapter, you can give one of the following Special-issue Wargear Relics to an SALAMANDERS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an SALAMANDERS successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Obsidian Aquila

When a friendly <CHAPTER> model within 6″ of a model with this Relic would lose a wound, roll one D6; on a 6+ that wound is not lost.

Promethean Plate

When resolving an attack made against a model with this Relic, an unmodified wound roll of 1, 2 or 3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

Dragonrage Bolts

When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a dragonrage bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D6 wound rolls instead of one (each successful wound roll results in a wound that must be allocated). When resolving that attack, the target does not receive the benefit of cover to its saving throw, and that weapon has a Damage characteristic of 1 and an Armour Penetration characteristic of -1 for that attack.

Drakeblade

Model with power sword, master-crafted power sword or combat knife only. This Relic replaces a model’s power sword, mastercrafted power sword or combat knife, and has the following profile: Drakeblade Melee User S AP-4 D2 Abilities: When resolving an attack made with this weapon, on an unmodified wound roll of 6 the target suffers 1 mortal wound in addition to any normal damage.

If your army is led by an IMPERIAL FISTS or CRIMSON FISTS Warlord, you can give one of the following Relics of the Fists to an IMPERIAL FISTS or CRIMSON FISTS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

The Spartean

IMPERIAL FISTS model with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile: Spartean 18″ Pistol 2 S4 AP-3 D2 Abilities: This weapon can target a CHARACTER unit even if it is not the closest enemy unit.

The Banner of Staganda

IMPERIAL FISTS ANCIENT model only. When resolving an attack made with a melee weapon by a model in an IMPERIAL FISTS unit that is within 6″ of a friendly model with this Relic, add 1 to the hit roll.

The Eye of Hyphoth

IMPERIAL FISTS model only. When resolving an attack made with a ranged weapon by a model in an IMPERIAL FISTS unit that is within 6″ of a friendly model with this Relic, re-roll a wound roll of 1.

The Bones of Osrak

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


If your army is led by an IMPERIAL FISTS Warlord or a Warlord drawn from an IMPERIAL FISTS successor Chapter, you can give one of the following Special-issue Wargear Relics to an IMPERIAL FISTS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an IMPERIAL FISTS successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Adamantine Mantle

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

Artificer Armour

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

Master-Crafted Weapon

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

Digital Weapons 

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends

Fist of Terra

Model with a power fist only. This Relic replaces a power fist and has the following profile: Fist of Terra Melee Sx2 AP-3 D3 Abilities: When the bearer fights, it makes 1 additional attack with this weapon.

Gatebreaker Bolts

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

Auric Aquila

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

Warden’s Cuirass

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

If your army is led by an IMPERIAL FISTS or CRIMSON FISTS Warlord, you can give one of the following Relics of the Fists to an IMPERIAL FISTS or CRIMSON FISTS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Duty’s Burden

CRIMSON FISTS model with a master-crafted auto bolt rifle or master-crafted stalker bolt rifle only. This Relic replaces a mastercrafted auto bolt rifle or master-crafted stalker bolt rifle, and has the following profile: Duty’s Burden 30″ Rapid Fire 2 S5 AP-2 D2

Fist of Vengeance

CRIMSON FISTS model with a power fist only. This Relic replaces a power fist and has the following profile: Fist of Vengeance Melee Sx2 AP-3 D3


If your army is led by an IMPERIAL FISTS Warlord or a Warlord drawn from an IMPERIAL FISTS successor Chapter, you can give one of the following Special-issue Wargear Relics to an IMPERIAL FISTS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an IMPERIAL FISTS successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Adamantine Mantle

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

Artificer Armour

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

Master-Crafted Weapon

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

Digital Weapons 

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends

Fist of Terra

Model with a power fist only. This Relic replaces a power fist and has the following profile: Fist of Terra Melee Sx2 AP-3 D3 Abilities: When the bearer fights, it makes 1 additional attack with this weapon.

Gatebreaker Bolts

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

Auric Aquila

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

Warden’s Cuirass

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

If your army is led by a BLACK TEMPLARS Warlord, you can give one of the following Chapter Relics to a BLACK TEMPLARS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. Named characters (such as Chaplain Grimaldus) and VEHICLE models cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

The Crusader’s Helm

Add 3″ to the range of a model with this Relic’s aura abilities (to a maximum of 12″). In addition, at the start of your Movement phase, select one friendly BLACK TEMPLARS unit that has a Combat Doctrines ability (see Codex: Space Marines) and is within 6″ of this model. Until the start of your next Movement phase, the Assault Doctrine becomes active for that unit, replacing the currently active combat doctrine.

Witchseeker Bolts

Select one bolt weapon this model is equipped with (see Codex: Space Marines). When the bearer shoots with that weapon, you can choose for it to fire a witchseeker round. If you do, you can only make one attack with that weapon, but that attack can target a PSYKER CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with a witchseeker round against a PSYKER unit, if a hit is scored the target suffers D3 mortal wounds in addition to any other damage.

The Aurillian Shroud

Once per battle, at the start of the battle round, a model with this Relic can unveil the Aurillian Shroud. Until the end of that battle round, models in friendly BLACK TEMPLARS units have a 4+ invulnerable save whilst their unit is within 3″ of a model with this Relic.

Ancient Breviary

CHAPLAIN model only. When a roll is made to determine if a litany recited by a model with this Relic is inspiring, you can roll two D6 and discard one of the results.

Skull of the Cacodominus

Once per battle, after a psychic power has been manifested by an enemy PSYKER model within 12″ of a model with this Relic, roll one D6; on a 2+ that model suffers D3 mortal wounds after that psychic power has been resolved.

Sword of Judgement

Model with a power sword or one master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile: Sword of Judgement Melee S+1 AP-3 D3

Space Marine Psychic Powers

As of 03-25-2020 Space Marines Psychic Power groups are…

  • Librarius Discipline
  • Obscuration Discipline
  • Indomitus Discipline
  • Stormspeaking Discipline
  • Umbramancy Discipline
  • Technomancy Discipline
  • Promethean Discipline
  • Geokinesis Discipline
  • Litanies of Battle
  • Litanies of the Devout
  • Chapter Litanies

The Lost Librarius: ADEPTUS ASTARTES PSYKERS cannot be drawn from the BLACK TEMPLARS Chapter.

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Librarius discipline by selecting the psychic powers you wish the psyker to have.

Veil of Time: WC 6

If manifested, pick an <CHAPTER> unit within 18″. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Might of Heroes: WC 6

If manifested, select an <CHAPTER> model within 12″. Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics.

Psychic Scourge: WC 6

If manifested, select a visible enemy unit within 18″. Then, roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens.

Fury of the Ancients: WC 7

If manifested, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.

Psychic Fortress: WC 5

If manifested, select a friendly <CHAPTER> unit within 18″. Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.

Null Zone: WC 7

If manifested, then until the start of your next Psychic phase, invulnerable saves cannot be made for enemy units whilst they are within 6″ of this psyker, and when a Psychic test is taken for an enemy within of this psyker, the result is halved rounded up.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Obscuration Discipline by selecting the psychic powers you wish the psyker to have.

Shrouding: WC 6

If manifested, select a friendly Adeptus Astrates Phobos unit within 18? of the psyker, Until the start of your next Psychic phase, enemy modls can only shoot this unit if is the closest target that is visible to them.

Scryer’s Gaze: WC 6

If manifested, select a friendly Adeptus Astrates Phobos unit within 18? of the psyker. Until the start of your next Psychic phase, you can re-roll failed hit rolls for attacks made with that unit’s ranged weapons, and enemy models do not receive the benefit of cover to their savings throws against ranged attacks made by that unit.

Temporal Corridor: WC 6

If manifested, select a friendly Adeptus Astrates Phobos unit within 3? of the psyker. That unit can immediately move as if it were its Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase.

Hallucination: WC 6

If manifested, select a enemy unit within 18? and visible of the psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership characteristic. In addition, your opponent must roll 2D6 – if the result is greater than that unit’s Leadership characteristic, subtract 1 from hit rolls made for that unit unitl the start of your next Psychic phase.

Tenebrous Curse: WC 6

If manifested, select an enemy unit that cannot FLY and is visible to and within 18? of the psyker. That unit suffers a mortal wound. In addition, unit the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance or Charge rolls made for it.

Mind Raid: WC 6

If manifested, select an enemy model within 18? of and visible ot the psyker. That model’s unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a Character, you can then roll 3D6. If the result is equal to or higher than that model’s Leadership characteristic, you gain 1 Command Point.

LIBRARIAN models in ULTRAMARINES Detachments can know all of their psychic powers from the Indomitus discipline instead of the Librarius or Obscuration disciplines (see Codex: Space Marines). Before the battle, generate the psychic powers for PSYKER models that know powers from the Indomitus discipline. 

Precognition : WC 5

If manifested, then until the start of your next Psychic phase this psyker has a 5+ invulnerable save and, when resolving an attack made against this psyker, subtract 1 from the hit roll.

Scryer’s Gaze: WC 7

If manifested, if your army is Battle-forged you can choose to immediately gain 1 Command Point. If you choose not to then, once this turn, when resolving an attack made by a model from a friendly ULTRAMARINES unit whilst its unit is within 18″ of this psyker, you can re-roll the hit roll, wound roll or damage roll.

Telepathic Assault: WC 7

Telepathic Assault has a warp charge value of 7. If manifested, select one enemy unit within 24″ of and visible to this psyker. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership characteristic of models in that unit.

Storm of the Emperor’s Wrath : WC 6

If manifested, select the nearest enemy unit that is within 18″ of and visible to this psyker. Roll one D6 for each model in that unit; for each 6 that unit suffers 1 mortal wound.

Psychic Shackles: WC 6

If manifested, select one enemy unit within 18″ of and visible to this psyker. Until the start of your next Psychic phase, halve the Move characteristic (rounding up) of models in that unit, and when a charge roll or Advance roll is made for that unit, subtract 1 from that roll. A unit cannot be affected by both this psychic power and the Tenebrous Curse psychic power at the same time.

Empyric Channelling: WC 5

If manifested, select one other friendly ULTRAMARINES LIBRARIAN model within 12″ of this psyker. Until the end of this Psychic phase, when a Psychic test is taken for that model, add 2 to the total, and that model does not suffer Perils of the Warp on a roll of double 1 or double 6

LIBRARIAN models in WHITE SCARS Detachments can know all of their psychic powers from the Stormspeaking discipline instead of the Librarius or Obscuration disciplines (see Codex: Space Marines). Before the battle, generate the psychic powers for PSYKER models that know powers from the Stormspeaking discipline.

Blasting Gale: WC 7

If manifested, select one enemy unit within 18″ of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot Advance, and when a charge roll is made for it, roll one fewer D6, to a minimum of one D6 (typically, this will mean one D6 is rolled instead of 2D6).

Lightning Call: WC 7

If manifested, the closest enemy unit within 18″ of this psyker suffers D3 mortal wounds. If that unit is not destroyed, roll one D6; on a 4+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 5+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 6 that unit suffers 1 mortal wound.

Ride the Winds: WC 6

If manifested, select one friendly WHITE SCARS unit within 12″ of this psyker. Until the start of your next Psychic phase, when an Advance roll or charge roll is made for that unit, add 2 to the result.

Storm-wreathed: WC 6

If manifested, select one friendly WHITE SCARS unit within 12″ of this psyker. Until the start of your next Psychic phase, enemy units cannot fire Overwatch at that unit, and after that unit finishes a charge move, for each model in that unit, you can select one enemy unit within 1″ of that model and roll one D6; on a 6, that enemy unit suffers 1 mortal wound.

Spirits of Chogoris: WC 6

If manifested, select one enemy unit within 18″ of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit, and when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

Eye of the Storm: WC 6

Eye of the Storm has a warp charge value of 6. If manifested, roll one D6 for each enemy unit within 12″ of this psyker, adding 1 to the result if that unit can FLY; on a 4+ that unit suffers 1 mortal wound.

LIBRARIAN models in RAVEN GUARD Detachments can know all of their psychic powers from the Umbramancy discipline instead of the Librarius or Obscuration disciplines (see Codex: Space Marines). Before the battle, generate the psychic powers for PSYKER models that know powers from the Umbramancy discipline.

Umbral Form: WC 5

If manifested, until the start of your next Psychic phase this psyker has a 4+ invulnerable save.

Enveloping Darkness: WC 7

If manifested, select one enemy unit within 18″ of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot fire Overwatch, and when resolving an attack made by that unit, subtract 1 from the hit roll.

Spectral Blade: WC 5

If manifested, until the start of your next Psychic phase this psyker’s Strength characteristic is equal to their Leadership characteristic. In addition, until the start of your next Psychic phase, when resolving an attack made with a melee weapon by this psyker against a unit whose highest Leadership characteristic is lower than this psyker’s, that weapon has an Armour Penetration characteristic of -4 for that attack.

Shadowstep: WC 7

If manifested, select one RAVEN GUARD CHARACTER unit from your army within 18″ of this psyker. Remove that unit from the battlefield and set it up anywhere on the battlefield that is more than 9″ from any enemy models.

The Abyss: WC 6

If manifested, select one enemy unit within 18″ of and visible to this psyker. Roll three D6; for each roll of 4+ that unit suffers 1 mortal wound. If any models in that unit are destroyed as a result of this psychic power, subtract 1 from the Leadership characteristic of models in that unit until the end of this turn.

The Darkness Within: WC 6

If manifested, select up to three enemy units within 18″ of this psyker. Roll one D6 for each of those units, adding 1 to the result if the result of the Psychic test was more than 10; on a 4+ that unit suffers 1 mortal wound.

LIBRARIAN models in IRON HANDS Detachments can know all of their psychic powers from the Technomancy discipline instead of the Librarius or Obscuration disciplines (see Codex: Space Marines). Before the battle, generate the psychic powers for PSYKER models that know powers from the Technomancy discipline.

Blessing of the Machine God: WC 5

If manifested, select one friendly IRON HANDS VEHICLE model within 12″ of this psyker (you can only select a TITANIC model if the result of the Psychic test to manifest this power was 8 or more). Until the start of your next Psychic phase, when resolving an attack made by that model, add 1 to the hit roll.

Objuration Mechanicum: WC 7

If manifested, select one enemy unit within 18″ of and visible to this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, on an unmodified hit roll of 1 that unit suffers 1 mortal wound after resolving that attack.

Fury of Medusa: WC 6

If manifested, select one enemy model within 18″ of and visible to this psyker. Draw the shortest possible imaginary straight line, 1mm wide, between this psyker’s base and that model’s base. Roll one D6 for the selected model’s unit and each other enemy unit that this line passes across, adding 2 to the result if the unit being rolled for is a VEHICLE. On a 4-5 the unit being rolled for suffers 1 mortal wound; on a 6+ the unit being rolled for suffers D3 mortal wounds.

Psysteel Armour: WC 6

If manifested, select one friendly IRON HANDS unit within 12″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit, add 1 to the saving throw. Invulnerable saves are not affected.

Reforge: WC 6

Reforge has a warp charge value of 5. If manifested, select one friendly IRON HANDS VEHICLE model within 3″ of and visible to this psyker. That model regains up to D3 lost wounds.

Machine Flense : WC 6

If manifested, select one enemy VEHICLE unit that is within 18″ of and visible to this psyker. That unit suffers D3 mortal wounds. You can then select one other enemy unit that was within 6″ of and visible to that VEHICLE unit when this power was manifested. Roll one D6 for each mortal wound that VEHICLE unit suffered; for each 3+ the other selected unit suffers 1 mortal wound.

LIBRARIAN models in SALAMANDERS Detachments can know all of their psychic powers from the Promethean discipline instead of the Librarius or Obscuration disciplines (see Codex: Space Marines). Before the battle, generate the psychic powers for PSYKER models that know powers from the Promethean discipline.

Flaming Blast: WC 5

If manifested, select one point on the battlefield within 24″ of and visible to this psyker. Roll one D6 for each enemy unit within 3″ of that point; on a 4+ that unit suffers 1 mortal wound.

Fire Shield: WC 6

If manifested, select one friendly SALAMANDERS unit within 18″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll. In addition, when a charge roll is made for a charge that unit is a target of, subtract 1 from the result.

Burning Hands: WC 6

If manifested, then until the start of your next Psychic phase, when resolving an attack made with a close combat weapon (the profile for which can be found in the Warhammer 40,000 core rules) by this psyker, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

Drakeskin: WC 6

If manifested, select one friendly SALAMANDERS unit within 12″ of this psyker. Until the start of your next Psychic phase, add 1 to the Toughness characteristic of models in that unit.

Fury of Nocturne: WC 6

If manifested, select one enemy unit within 18″ of and visible to this psyker. Roll 2D6; if the result is greater than the highest Toughness characteristic of models in that unit, that unit suffers D3 mortal wounds.

Draconic Aspect: WC 6

Draconic Aspect has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 12″ of this psyker.

LIBRARIAN models in IMPERIAL FISTS Detachments can know all of their psychic powers from the Geokinesis discipline instead of the Librarius or Geokinesis disciplines (see Codex: Space Marines). Before the battle, generate the psychic powers for PSYKER models that know powers from the Geokinesis discipline.

Tectonic Purge: WC 6

If manifested, then until the start of your next Psychic phase, when a charge roll is made for an enemy unit within 12″ of this psyker, subtract 2 from the result.

Wrack and Ruin: WC 6

If manifested, select one BUILDING unit within 18″ of and visible to this psyker, or select one enemy unit that is wholly within or on a terrain feature and is within 18″ of and visible to this psyker. Roll nine D6, adding 1 to the result if the unit you selected was a BUILDING; for each roll of 5+ that unit suffers 1 mortal wound.

Iron Inferno: WC 6

If manifested, select one point on the battlefield within 18″ of and visible to this psyker. Roll one D6 for each enemy unit within 6″ of that point; on a 4+ that unit suffers 1 mortal wound.

Fortify: WC 4

If manifested, select one friendly IMPERIAL FISTS INFANTRY or IMPERIAL FISTS BIKER model within 12″ of the psyker; that model regains up to D3 lost wounds.

Aspect of Stone: WC 5

If manifested, then until the start of your next Psychic phase, add 2 to this psyker’s Strength and Toughness characteristics.

Chasm: WC 6

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

Before the battle, generate the litanies for <CHAPTER> CHAPLAIN models that know litanies from the Litanies of Battle. 

Litany of Faith:

If this litany is inspiring, then when a model in a friendly <CHAPTER> unit within 6? of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Standard of Sacrifice Relic).

Catechism of Fire:

If this litany is inspiring, select one friendly <CHAPTER> unit within 6? of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.

Exhortation of Rage:

If this litany is inspiring, select one friendly<CHAPTER> unit within 6? of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

Recitation of Focus:

If this litany is inspiring, select one friendly <CHAPTER> unit within 6? of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

Mantra of Strength:

If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.

Canticle of Hate:

If this litany is inspiring, add 2 to charge rolls made for friendly <CHAPTER> units whilst they are within 6? of this model. In addition, when a friendly <CHAPTER> unit makes a pile-in or consolidate move within 6? of this model, models in that unit can move up to an additional 3?. This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.

A BLACK TEMPLARS CHAPLAIN model in a BLACK TEMPLARS Detachment can know litanies from the Litanies of the Devout, instead of knowing litanies from the Litanies of Battle (see Codex: Space Marines). A BLACK TEMPLARS CHAPLAIN model that does generates an equivalent number of litanies from the Litanies of the Devout (they cannot generate litanies from more than one litany table).

Litany of Divine Protection:

If this litany is inspiring, select one friendly BLACK TEMPLARS unit within 6″ of this model. When a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.

Psalm of Remorseless Persecution:

If this litany is inspiring, then when resolving an attack made with a melee weapon by a model in a friendly BLACK TEMPLARS unit within 6″ of this model, re-roll a wound roll of 1.

Vow of Retribution:

If this litany is inspiring, subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 6″ of this model.

Fires of Devotion:

If this litany is inspiring, select one friendly BLACK TEMPLARS unit within 6″ of this model. If that unit makes a charge move or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in that unit until the end of the turn.

Fervant Acclamation:

If this litany is inspiring, add 3″ to the range of friendly BLACK TEMPLARS units’ aura abilities whilst they are within 6″ of this model.

Oath of Glory:

If this litany is inspiring, select one friendly BLACK TEMPLARS unit within 6″ of this model. That unit always fights first in the Fight phase, even if it did not make a charge move that turn. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

If your army is Battle-forged, all <CHAPTER> CHAPLAINS (including named characters) in a Space Marines Detachment (other than a Super-heavy Auxiliary Detachment) know litanies from their respective Chapter. This is in addition to any others they know, so long as every unit from that Detachment is drawn from the same Chapter. If your Chaplain is from a successor Chapter and the aforementioned requirements are fulfilled, they know the appropriate Chapter litany from their founding Chapter, and the founding <CHAPTER> keyword is replaced with the successor <CHAPTER> keyword. For example, if your Chaplain is a CRIMSON FIST, he knows the Imperial Fist litany and the IMPERIAL FISTS keyword in that litany is replaced with the CRIMSON FISTS keyword.

White Scars: Strike off the Head

If this litany is inspiring, then when resolving an attack made with a melee weapon by a model in a friendly WHITE SCARS unit within 6″ of this model, you can re-roll the wound roll.

Imperial Fists: Fortress of Resolve

If this litany is inspiring, then when resolving an Overwatch attack made by a model in a friendly IMPERIAL FISTS unit within 6″ of this model, a hit roll of 5 or 6 scores a hit.

Salamanders: Selfless Saviours

If this litany is inspiring, friendly SALAMANDERS units within 6″ of this model can perform Heroic Interventions as if they were a CHARACTER.

Iron Hands: Medusan Furore

If this litany is inspiring, add 1 to the Strength characteristic of models in friendly IRON HANDS units whilst their unit is within 6″ of this model.

Ultramarines: March for Macragge

If this litany is inspiring, then when an Advance roll or Charge roll is made for a friendly ULTRAMARINES unit within 6″ of this model, you can re-roll any or all dice rolls of 1.

Raven Guard: Swift as the Raven

If this litany is inspiring, select one friendly RAVEN GUARD unit within 6″ of this model. That unit can shoot in a turn in which it Fell Back. If that unit can FLY, it can charge in a turn in which it Fell Back.

Space Marine Warlord Traits

 

As of 03-25-2020 Space Marines Warlord Trait groups are…

  • Universal Warlord Traits
  • Space Marine Warlord Traits
  • Vanguard Warlord Traits
  • Vigilus Warlord Traits
  • Ultramarine Warlord Traits
  • White Scars Warlord Traits
  • Ravenguard Warlord Traits
  • Iron Hands Warlord Traits
  • Salamander Warlord Traits
  • Imperial Fists Warlord Traits
  • Crimson Fists Warlord Traits
  • Black Templar Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is an Adeptus Astartes Character, you can pick the Warlord Trait from the Space Marines Warlord Traits Table.

Fear made Manifest:

Subtract 1 from the Leadership characteristic of enemy units that are within 6″of your Warlord

The Imperium’s Sword:

When a charge roll is made for this Warlord, you can re-roll any or all the of the dice. If, in the Charge phase, this Warlord makes a charge move or performs a Heroic Intervention, add 1 to their Strength and Attacks characteristics in the following fight phase

Iron Resolve: 

Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6 your Warlord does not lose the wound.

Storm of Fire:

Each time you roll wound roll of 6 or more for a friendly <CHAPTER> unit within 6″ of the Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1.

Rites of War:

This Warlord has the Defenders of Humanity ability. When a Morale test is taken for a friendly <CHAPTER> unit within 5″ of this Warlord, do not roll the dice; it is automatically passed.

Champion of Humanity: 

Add 1 to the Warlord’s Attacks characteristic whilst there are any enemy CHARACTER units within 1″ of them. When resolving an attack made with a melee weapon by this Warlord against a CHARACTER unit, add 1 to the hit roll and wound roll.

If a <CHAPTER> PHOBOS CHARACTER model is your Warlord, you can use the Vanguard Warlord Traits table below to determine what Warlord Trait they have instead of the Warlord Traits table from Codex: Space Marines.

Shoot and Fade:

At the start of your Shooting phase, you can select one friendly <CHAPTER> PHOBOS unit within 6″ of this Warlord. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase.

Lord of Deceit:

At the start of the first battle round, before the first turn begins, select up to three friendly <CHAPTER> PHOBOS units on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).

Master of the Vanguard: 

Add 1″ to the Move characteristic of friendly <CHAPTER> PHOBOS units whilst they are within 6″ of this Warlord. Add 1 to Advance rolls and charge rolls made for friendly <CHAPTER> PHOBOS units whilst they are within 6″ of this Warlord.

Stealth Adept:

When resolving an attack made against this Warlord, subtract 1 from the hit roll.

Target Priority:

At the start of your Shooting phase, select one friendly <CHAPTER> PHOBOS unit within 3″ of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

Marksman’s Honours: 

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to Grenades or Relics.

You can instead pick a Chapter Warlord Trait instead of the Space Marine Warlord Traits, but only if your Warlord is from the relevant Specialist Detachment.

Indomitus Crusaders: Grey Shield

Once per battle, at the start of your Movement phase, if your Warlord is on the battlefield, you can choose for INDOMITUS CRUSADER units in the same Detachment as your Warlord to gain an additional Chapter Tactic until the start of your next turn. Pick the additional Chapter Tactic from the following: Codex Discipline, Lightning Assault, Siege Masters, Righteous Zeal, Master Artisans, Shadow Masters, The Flesh is Weak Until the start of your next turn, friendly INDOMITUS CRUSADERS gain the benefit of that Chapter Tactic in addition to any others they already have. They are considered to have the keyword of the Chapter that Chapter Tactic belongs to for the purposes of resolving that Chapter Tactic.

Victrix Guard: Warden of Ultramar

Once per battle, in the Fight phase, you can re-roll wound rolls for attacks made by friendly VICTRIX GUARD units within 6″ of this Warlord.

Imperial Fists Siegebreaker Cohort: Architect of War

If your Warlord did not move in the Movement phase of this turn, friendly IMPERIAL FISTS INFANTRY units within 6″ of your Warlord automatically pass Morale tests and receive the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature.

Sword Brethren: Master Swordsman

Add 1 to your Warlord’s Attacks characteristic. In addition, each time you roll an unmodified hit roll of 6 for an attack made by your Warlord in the Fight phase, that attack inflicts 2 hits instead of 1.

Crimson Fists Liberator Strike Force: Expert Instructor

Re-roll hit rolls of 1 for friendly LIBERATOR STRIKE FORCE units within 9″ of your Warlord.

If an ULTRAMARINES CHARACTER model is your Warlord, you can use the Warlord Trait they have here.

Adept of the Codex

Whilst this Warlord is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait

Master of Strategy

Once per battle round, if this Warlord is on the battlefield, you can select one friendly ULTRAMARINES unit within 6″ of this Warlord. Until the end of that battle round, when a model in that unit makes an attack, the Tactical Doctrine is considered to be active

Calm Under Fire

When resolving an attack made with a ranged weapon by a friendly ULTRAMARINES model in a unit within 6″ of this Warlord during a turn in which that model Fell Back, do not subtract 1 from the hit roll.

Paragon of War

When resolving an attack made by this Warlord, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Nobility Made Manifest

Friendly ULTRAMARINES INFANTRY units and ULTRAMARINES BIKER units can perform a Heroic Intervention as if they were CHARACTERS whilst they are within 6″ of this Warlord.

Warden of Macragge

This Warlord can perform a Heroic Intervention if there are any enemy units within 6″ of them instead of 3″, and when doing so can move up to 6″ instead of 3″.

If an WHITE SCARS CHARACTER model is your Warlord, you can use the Warlord Trait they have here.

Deadly Hunter

After this Warlord finishes a charge move, you can select one enemy unit within 1″ of it and roll one D6; on a 2+ that unit suffers 1 mortal wound.

Chogorian Storm

If this Warlord makes a charge move or performs a Heroic Intervention, add D3 to their Attacks characteristic until the end of the turn.

Trophy Taker

When this Warlord destroys an enemy CHARACTER model, add 1 to their Attacks characteristic until the end of the battle.

Master Rider

BIKER only. If you are randomly generating your Warlord’s Warlord Trait and your Warlord is not a BIKER, re-roll this result until a different Warlord Trait is generated. When a charge roll is made for this Warlord, you can re-roll the dice. When resolving an attack against this Warlord, subtract 1 from the hit roll if this Warlord Advanced in your previous Movement phase.

Hunter’s Instincts

When resolving an attack made by this Warlord against an enemy MONSTER or VEHICLE unit, add 1 to the hit roll and wound roll.

Master of Snares

When an enemy unit within 1″ of this Warlord is chosen to Fall Back, you can roll one D6; on a 4+ that unit cannot Fall Back this turn.

If an RAVEN GUARD CHARACTER model is your Warlord, you can use the Warlord Trait they have here.

Shadowmaster

Enemy units cannot fire Overwatch at this Warlord.

Master of Ambush

At the start of the first battle round, before the first turn begins, if this Warlord is on the battlefield you can select one other friendly RAVEN GUARD INFANTRY unit on the battlefield. Remove that unit and this Warlord from the battlefield, and set them up anywhere on the battlefield that is more than 9″ from the enemy deployment zone and more than 9″ from any enemy models (if both players have abilities that redeploy units before the first turn begins, roll off; the winner chooses who redeploys their units first).

Swift and Deadly

Friendly RAVEN GUARD units within 6″ of this Warlord can be chosen to charge with even if they Advanced this turn.

Master of Vigilance

When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Feigned Flight

When this Warlord Falls Back, they can move across models and terrain as if the models and terrain were not there. In addition, this Warlord can shoot and charge in a turn in which they Fell Back.

Echo of the Ravenspire

Once per battle, at the end of your Movement phase, this Warlord can vanish into the gloom if they are more than 6″ from any enemy models. When it does, remove it from the battlefield; you then set this Warlord up again at the end of your next Movement phase anywhere that is more than 9″ from any enemy models. If the battle ends and this Warlord is not on the battlefield, it is destroyed.

If an IRON HANDS CHARACTER  model is your Warlord, you can use the Warlord Trait they have here.

Adept of the Omnissiah

At the end of your Movement phase, this Warlord can repair one friendly IRON HANDS VEHICLE model within 1″ of them. That model regains 1 lost wound. Each model can only be repaired once per turn. If this Warlord is a TECHMARINE, each time they use their Blessing of the Omnissiah ability, the model they are repairing regains D3+1 lost wounds instead of D3.

Will of Iron

This Warlord can attempt to resist one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test, if this Warlord is within 24″ of the enemy model manifesting that psychic power. If this Warlord is a LIBRARIAN, they instead can attempt to deny one additional psychic power in your opponent’s Psychic phase.

All Flesh is Weakness

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

Student of History

When this Warlord consolidates, they can move up to 6″ instead of 3″, and do not have to end this move closer to the nearest enemy model.

Merciless Logic

When resolving an attack made by this Warlord, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

Target Protocols

When resolving an attack At the start of your Shooting phase, select one friendly IRON HANDS unit within 6″ of this Warlord. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the hit roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can reroll the wound roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the damage roll. by this Warlord, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

If an SALAMANDERS CHARACTER model is your Warlord, you can use the Warlord Trait they have here.

Anvil of Strength

Add 2 to the Strength characteristic of this Warlord.

Miraculous Constitution

When this Warlord would lose a wound, roll one D6; on a 6, that wound is not lost. In addition, at the start of your Movement phase, this Warlord regains 1 lost wound.

Never Give Up

At the start of the battle round, you can select one friendly SALAMANDERS unit within 6″ of this Warlord. Until the end of that battle round, that unit has the Defenders of Humanity ability (see Codex: Space Marines).

Forge Master

Add 2 to the Toughness characteristic of this Warlord.

Lord of Fire

You can re-roll the dice to determine the number of attacks made with flame weapons (see Codex: Space Marines) by friendly SALAMANDERS models whilst their unit is within 6″ of this Warlord.

Patient and Determined

Once per Shooting phase and/or once per Fight phase, when resolving an attack made by this Warlord, do not make a hit roll: it automatically scores a hit.

If an IMPERIAL FISTS CHARACTER model is your Warlord, you can use the Warlord Trait they have here.

Siege Master

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

Indomitable

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

Fleetmaster

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

Stubborn Heroism

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

Architect of War

When resolving an attack against a friendly IMPERIAL FISTS unit within 6″ of this Warlord with a weapon that has an Armour Penetration characteristic of -1, if that unit is receiving the benefit of cover, add an additional 1 to the saving throw. This does not apply to invulnerable saving throws.

Hand of Dorn

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

If an CRIMSON FISTS CHARACTER model is your Warlord, you can use the Warlord Trait they have here.

Refuse to Die

The first time this Warlord is destroyed, roll one D6 at the end of the phase. On a 4+ return this Warlord to play with D3 wounds remaining, placing them as close as possible to their previous position and more than 1″ away from any enemy models.

Tenacious Opponent

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

Stoic Defender

Friendly CRIMSON FISTS units have the Defenders of Humanity ability (see Codex: Space Marines) whilst they are within 6″ of this Warlord. If such a unit already has that ability, each model in that unit counts as two models for the purposes of that ability.

If an BLACK TEMPLARS CHARACTER model is your Warlord, you can use the Warlord Trait they have here.

Oathkeeper

This Warlord can perform a Heroic Intervention if there are any enemy units within 6″ of them instead of 3″, and when doing so can move up to 6″ instead of 3″.

Epitome of Piety

This Warlord can attempt to resist one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test. When a Deny the Witch test is taken for this Warlord, add 1 to the total.

Paragon of Fury

After this Warlord finishes a charge move, for each enemy unit within 1″ of this Warlord roll one D6; on a 2+ that unit suffers 1 mortal wound.

Master of Arms

This Warlord always fights first in the Fight phase, even if they did not charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Inspirational Fighter

When resolving an attack made with a melee weapon by a friendly BLACK TEMPLARS unit within 6″ of this Warlord, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that weapon for that attack by 1 (i.e. AP0 become AP-1, AP-1 becomes AP-2).

Front-Line Commander

When a friendly BLACK TEMPLARS unit within 6″ of this Warlord Advances or makes a charge move, add 1 to the Advance roll or charge roll.

Space Marine Resources

FAQs

Winning Space Marine Lists of 8th edition

2017 Space Marines Lists

  1. 3rd Overall Mikael Ek Westeros V 2017
  2. Anthony Chew 1st Overall Caledonian Revolution 2017
  3. Steven Heitmeyer 3rd Overall Slobberknocker 2017
  4. Lochrest TH 3rd Overall Rampager GT 2017

2018 Space Marine Lists

  1. Jason Sniegowski 1st Overall Buckeye Battles 2018
  2. Alex Heap 3rd Overall Warzone Mann 2018

2019 Space Marine Lists

  1. Mark Hertel 1st Overall Warzone – Atomic Empire 2019
  2. Josh Death 2nd Overall Hooded Goblin GT 2019 Space Marines
  3. Mark Hertel 3rd Overall War in the Burg GT 2019 Space Marines
  4. Ben Neal 3rd Overall Flying Monkey Con 2019 Space Marines
  5. Fred Fortman 1st Overall Throne of War 2019 Space Marines
  6. Richard Windau 3rd Overall Siegeworld 2019 – Ultramarines
  7. Johan Persson 3rd Overall MFF Summer Slam 2019 – Ultramarines
  8. Johan Norrman 2nd Overall Games of Westeros VII 2019 – Adeptus Astartes
  9. Jason Rider 1st Overall Battlezone Ursa 2019 – Adeptus Astartes
  10. Danny McDevitt 2nd Overall Battlezone Ursa 2019 – Adeptus Astartes
  11. Kyle Kauppi 3rd Overall Sword and Brush GT 2019 – Adeptus Astartes
  12. Patrik Sanfilippo 3rd Overall London GT 2019 – Adeptus Astartes
  13. Gavin Tng 1st Overall Ardkore Open 2019 – Adeptus Astartes
  14. David Foster 2nd Overall East China Open 2019 – Adeptus Astartes
  15. Simon Priddis 1st Overall Fun and Fluff Grand Tournament 2019 – Iron Hands
  16. Thomas Douch 2nd Overall Autumn Hull 2019 – Iron Hands
  17. Ryan Mandryk 2nd Overall Middle of Nowhere GT 2019 – Iron Hands
  18. Kieran Howlett 3rd Overall Middle of Nowhere GT 2019 – Iron Hands
  19. Nicholas Rose 1st Overall Battle for Salvation 2019 – Iron Hands
  20. Mark Hertel 2nd Overall Battle for Salvation 2019 – Iron Hands
  21. Thomas Ogden 1st Overall Michigan GT 2019 – Iron Hands
  22. Sami Keinanen 1st Overall Fantasia Fanatic 36 2019 – Iron Hands
  23. Robert Gustafsson 3rd Overall Fantasia Fanatic 36 2019 – Iron Hands
  24. Mike Porter 1st Overall Into the Hellstorm 4 2019 – Iron Hands
  25. Thomas Dorner 1st Overall Midtcon 2019 – Iron Hands
  26. Kristian Krabsen 3rd Overall Midtcon 2019 – Iron Hands
  27. Zachary Nelson 1st Overall Harbor Heresy 2019 – Iron Hands
  28. Ryan Lynn 2nd Overall Harbor Heresy 2019 – Iron Hands
  29. Jay Seebarun 2nd Overall Seeds of Destruction 2019 – Iron Hands
  30. Feliks Bartkiewicz 3rd Overall Seeds of Destruction 2019 – Iron Hands
  31. Doug Sainsbury 1st Overall Iron Monkey 2019 – Iron Hands
  32. Rory Argent 1st Overall Menza Masquerade 2019 – Iron Hands
  33. Luke Pearce 2nd Overall Menza Masquerade 2019 – Iron Hands
  34. Vik Vijay 1st Overall Glasshammer Open 2019 – Iron Hands
  35. Alex Harrison 2nd Overall Glasshammer Open 2019 – Iron Hands
  36. Daniel Hesselberg 2nd Overall SLG Champions 2019 – Iron Hands
  37. Daniel Hesters 3rd Overall Warzone Come the Apocalypse 2019 – Iron Hands
  38. Ross Champion 2nd Overall Malmo Wargaming Weekend 2019 – Iron Hands
  39. Andrew Gonyo 3rd Overall Battle for Salvation 2019 – Raven Guard
  40. Harrison Jewell 3rd Overall Harbor Heresy 2019 – Raven Guard
  41. Andrew Bartosh 2nd Overall Iron Monkey 2019 – Raven Guard
  42. Tom Batsford 3rd Overall SLG Champions 2019 – Raven Guard
  43. Sebastian Mueller 2nd Overall Northwest Open GT 2019 – Ultramarines
  44. Niels Scheer 3rd Overall Northwest Open GT 2019 – Ultramarines
  45. Marko Haatio 2nd Overall Fantasia Fanatic 36 2019 – Ultramarines
  46. Thomas Byrd 1st Overall Warzone Come the Apocalypse 2019 – Ultramarines
  47. Johan Norrman 1st Overall Malmo Wargaming Weekend 2019 – Ultramarines
  48. Gavin Heritage 1st Overall Scottish Take Over 2019 – Iron Hands
  49. James Williams 2nd Overall Scottish Take Over 2019 – Iron Hands
  50. Trent Eastman 2nd Overall Front Range GT 2019 – Iron Hands
  51. Ryan Olson 1st Overall Renegade Open 2019 – Iron Hands
  52. Paul Murphy 3rd Overall Coastal Assault 2019 – Iron Hands
  53. Paul Bowman 3rd Overall Fresno Smackdown 2019 – Iron Hands
  54. Nicholas Rose 1st Overall Da Boyz GT 2019 – Iron Hands
  55. Lachlan Rigg 2nd Overall WA Masters 2019 – Iron Hands
  56. Gareth Donnelly 3rd Overall Blood and Glory 2019 – Iron Hands
  57. Daniel Smith 1st Overall Coastal Assault 2019 – Iron Hands
  58. Ben Neal 1st Overall Front Range GT 2019 – Iron Hands
  59. Andrew Helland 1st Overall Fresno Smackdown 2019 – Iron Hands
  60. Alex Petford 2nd Overall Blood and Glory 2019 – Iron Hands
  61. Alex Harrison 3rd Overall Element Games Grand Slam 2019 – Iron Hands
  62. Alan Blakeborough 3rd Overall Crozius GT 2019 – Iron Hands
  63. Adam Abramowicz 2nd Overall Warzone Atlanta 2019 – Iron Hands
  64. Vik Vijay 2nd Overall Deceitful Enemies 2019 – Raven Guard
  65. Mani Cheema 1st Overall Blood and Glory 2019 – Raven Guard
  66. Kevin Roach 1st Overall Crozius GT 2019 – Raven Guard
  67. Jordan Berresford 1st Overall WA Masters 2019 – Raven Guard
  68. Geoff Husser 1st Overall Mid-MO Maelstrom 2019 – Raven Guard
  69. Brindley Uytenbogaardt 1st Overall FA Cup GT 2019 – Raven Guard
  70. Alex Harrison 2nd Overall Alliance Open 2019 – Raven Guard
  71. Tak Kawana 2nd Overall Amiable Bright Penitent Rising 2019 – Ultramarines
  72. Kevin Clow 2nd Overall Red Rock Exterminatus 2019 – Ultramarines
  73. Tristan Whitehead 3rd Overall Twisted Onslaught 2 2019 – Imperial Fists
  74. Thomas Chasney 3rd Overall Kent Winter GT 2019 – Imperial Fists
  75. Mike Porter 1st Overall Element Games Grand Slam 2019 – Imperial Fists
  76. Tristan Whitehead 3rd Overall Twisted Onslaught 2 2019 – Imperial Fists
  77. Tim Smith 2nd Overall Element Games Grand Slam 2019 – White Scars
  78. Stephen Wilhite 3rd Overall Amiable Bright Penitent Rising 2019 – White Scars
  79. Nathan Chow 3rd Overall Geekfest 2019 – White Scars
  80. John Lennon 2nd Overall Coastal Assault 2019 – White Scars

2020 Space Marine Lists

  1. Scott Thompson 2nd Overall New Year’s Knockout 2020 – Iron Hands
  2. Thomas Borck 2nd Overall Maelstrom Massacre 2019 – Iron Hands
  3. Nick Nanavati 2nd Overall Atlanta Open 2019 – Iron Hands
  4. Michael Snyder 1st Overall Rudder GT 2019 – Iron Hands
  5. Jonathan Sleigh-Johnson 1st Overall Games of Westeros VIII 2019 – Iron Hands
  6. Jared Friedman 2nd Overall Goldensprue Cup 2020 – Iron Hands
  7. Dan Sammons 1st Overall New Year’s Knockout 2020 – Iron Hands
  8. Christoph Fiedler 2nd Overall Games of Westeros VIII 2019 – Iron Hands
  9. Alan Blakeborough 1st Overall Maelstrom Massacre 2019 – Iron Hands
  10. Nick Antzoulatos 2nd Overall Siege of Augusta 2020 – Raven Guard
  11. Tony Phillips 3rd Overall Goldensprue Cup 2020 – Raven Guard
  12. Par Hylander 1st Overall Defcon 2019 – Raven Guard
  13. Matt Estrada 1st Overall Dicehammer 3 2019 – Raven Guard
  14. Dominique Carette 2nd Overall Hooded Goblin GT 2019 – Raven Guard
  15. Derek Deraiche 3rd Overall Critical Hit GT 2020 – Raven Guard
  16. Alexander Fennell 1st Overall Goldensprue Cup 2020 – Raven Guard
  17. Tim Royers 3rd Overall New Year’s Knockout 2020 – Imperial Fists
  18. Max Schwarzer 2nd Overall Merry Slaaneshmas 2019 – Imperial Fists
  19. Daniel Hesselberg 3rd Overall Defcon 2019 – Imperial Fists
  20. Richard Siegler 1st Overall Las Vegas Open 2020 – Iron Hands
  21. Brad Chester 2nd Overall Las Vegas Open 2020 – Raven Guard
  22. Mike Porter 3rd Overall Allies of Convenience 2020 – Iron Hands
  23. Christopher Wright 1st Overall Cancon 2020 – Iron Hands
  24. Leigh Abbey 2nd Overall Cancon 2020 – Iron Hands
  25. Benjamin Rubenstein 1st Overall CaptainCon 2020 – Iron Hands
  26. Sami Keinanen 1st Overall Talvisot 2020 – Iron Hands
  27. Mike Porter 2nd Overall North East Open 2020 – Iron Hands
  28. Colin McDade 1st Overall Chaos Storm GT 2020 – Iron Hands
  29. Vik Vijay 1st Overall Beachhead Brawl 2020 – Iron Hands
  30. Sterling Arnet 3rd Overall Over the Top GT 2020 – Iron Hands
  31. Robert Birmingham 2nd Overall Dicehead GT 2020 – Iron Hands
  32. Patrik Sanfilippo 1st Overall Prague Open 2020 – Iron Hands
  33. Mike Porter 1st Overall Glasshammer GT 2020 – Iron Hands
  34. Ken Knox 1st Overall Coastal Wargaming 2020 – Iron Hands
  35. Justin Jansen 3rd Overall Alliance Open Ironman 2020 – Iron Hands
  36. Jimmy Petterson 1st Overall WCT Episode 1 2020 – Iron Hands
  37. Jay Seebarun 1st Overall Echoes of War 4 2020 – Iron Hands
  38. Dawid Szmyt 3rd Overall Echoes of War 4 2020 – Iron Hands
  39. David Hodgetts 1st Overall Over the Top GT 2020 – Iron Hands
  40. Daniel Hesters 1st Overall Dicehead GT 2020 – Iron Hands
  41. Cyle Thompson 1st Overall Wheat City Open 2020 – Iron Hands
  42. Boris Michev 2nd Overall Winter Warfare 2020 – Iron Hands
  43. Adrian Philips 1st Overall Mad 2k 2020 – Imperial Fists
  44. Sean Keaveny 3rd Overall CaptainCon 2020 – Imperial Fists
  45. Bernard Lee 3rd Overall North East Open 2020 – Raven Guard
  46. Daniel Sansone 2nd Overall Chaos Storm GT 2020 – Raven Guard
  47. Aaron Aleong 3rd Overall Chaos Storm GT 2020 – Raven Guard
  48. Johan Persson 3rd Overall WCT Episode 1 2020 – Raven Guard
  49. George White 1st Overall Winter Warfare 2020 – Raven Guard
  50. Daniel Hesselberg 2nd Overall WCT Episode 1 2020 – Raven Guard
  51. Marko Cheema 2nd Overall Talvisot 2020 – Space Marines
  52. Mario Holtge 3rd Overall Prague Open 2020 – Space Marines