Space Marines 9th Edition
Codex Space Marine 9th edition was released on 10-10-20
Unit points throughout Time
Units | Battlefield Role | Chapter Approved 2020 | Forge World 2020 | Codex 2020 | Imperial Armour Compendium 2020 | Munitorum Field Manual 2021 MK1 | Chapter Approved 2021 | Munitorum Field Manual 2022 MK1 |
---|---|---|---|---|---|---|---|---|
Dreadnought Drop Pod | Dedicated Transport | - | 80 | - | 70 | - | - | - |
Drop Pod | Dedicated Transport | 65 | - | 70 | - | - | - | - |
Impulsor | Dedicated Transport | 100 | - | 110 | - | - | - | - |
Infernum Pattern Razorback | Dedicated Transport | - | 80 | - | - | - | - | - |
Land Speeder Storm | Dedicated Transport | 40 | - | 55 | - | - | - | - |
Razorback | Dedicated Transport | 80 | - | 110 | - | - | - | - |
Rhino | Dedicated Transport | 75 | - | 80 | - | - | - | - |
Terrax-pattern Termite | Dedicated Transport | - | 130 | 180 | - | - | - | |
Aggressor Squad | Elites | 40 | - | - | - | - | ||
Ancient in Terminator | Elites | 90 | 100 | - | - | - | ||
Apothecary | Elites | 55 | 75 | - | - | - | ||
Cataphractii Terminator Squad | Elites | 26 | - | - | - | - | - | - |
Cenobyte Servitors | Elites | 6 | - | 20 | - | - | - | |
Centurion Assault Squad | Elites | 45 | - | 55 | - | - | - | - |
Chapter Ancient | Elites | 100 | - | - | - | - | - | |
Chapter Champion | Elites | 75 | - | - | - | - | - | - |
Company Ancient | Elites | 75 | - | - | - | - | - | - |
Company Champion | Elites | 40 | - | 55 | - | - | - | - |
Company Veterans | Elites | 17 | - | 20 | - | - | - | - |
Contemptor Dreadnought | Elites | 105 | - | 150 | - | - | - | - |
Dreadnought | Elites | 70 | - | 120 | - | - | - | - |
Honor Guard | Elites | 25 | - | - | - | - | - | - |
Invictor Tactical Warsuit | Elites | 135 | - | 160 | - | - | - | - |
Ironclad Dreadnought | Elites | 70 | - | 135 | - | - | - | - |
Primaris Ancient | Elites | 80 | - | 80 | - | - | - | - |
Primaris Apothecary | Elites | 60 | - | 80 | - | - | - | - |
Redemptor Dreadnought | Elites | 125 | - | 175 | - | - | - | 185 |
Reiver Squad | Elites | 18 | - | - | - | - | - | - |
Servitors | Elites | 7 | - | 30 | - | - | - | - |
Sternguard Veteran Squad | Elites | 17 | - | 20 | - | - | - | - |
Tartaros Terminator Squad | Elites | 23 | - | - | - | - | - | - |
Terminator Assault Squad | Elites | 23 | - | 33 | - | - | - | - |
Terminator Squad | Elites | 23 | - | 38 | - | - | - | - |
Tyrannic war veterans | Elites | 17 | - | - | - | - | - | - |
Vanguard Veteran Squad | Elites | 17 | - | 19 | - | - | - | - |
Venerable Dreadnought | Elites | 85 | - | 135 | - | - | - | - |
Victrix honor guard | Elites | 35 | - | - | - | - | - | - |
Bladeguard Ancient | Elites | 85 | - | - | - | - | - | - |
Bladeguard Veteran Squad | Elites | 35 | - | - | - | - | - | - |
Judiciar | Elites | 85 | - | - | - | - | - | - |
Relic Contemptor Dreadnought | Elites | - | 105 | - | 140 | - | - | - |
Siege Dreadnought | Elites | - | 80 | - | - | - | - | - |
Scout Squad | Elites | 14 | - | - | - | - | - | - |
Veteran Intercessor Squad | Elites | - | - | 22 | - | - | - | - |
Relic Terminator Squad | Elites | - | - | 34 | - | - | - | - |
Asault Bike Squad | Fast Attack | 30 | - | 45 | - | - | 50 | - |
Assault Squad | Fast Attack | 15 | - | 18 | - | - | - | - |
Bike Squad | Fast Attack | 25 | - | 30 | - | - | - | - |
Deathstrom Drop Pod | Fast Attack | - | 120 | - | - | - | - | - |
Inceptor Squad | Fast Attack | 40 | - | - | - | 45 | 40 | - |
Invader ATV | Fast Attack | 80 | - | - | - | - | - | - |
Javelin Attack Speeder | Fast Attack | - | 70 | - | 125 | - | - | - |
Land Speeder Tempest | Fast Attack | - | 60 | - | 115 | - | - | - |
Land Speeders | Fast Attack | 45 | - | 75 | - | - | - | - |
Outrider Squad | Fast Attack | 45 | - | - | - | 50 | 50 | - |
Scout Bike Squad | Fast Attack | 25 | - | 30 | - | - | - | |
Suppressor Squad | Fast Attack | 33 | 100 | - | - | - | - | |
Storm Speeder Hailstrike | Fast Attack | - | - | 150 | - | - | 135 | 125 |
Storm Hammerstrike | Fast Attack | - | - | 170 | - | - | 155 | 145 |
Storm Thunderstrike | Fast Attack | - | - | 175 | - | - | 160 | 150 |
Fire Raptor Gunship | Flyer | - | 280 | - | 340 | - | - | - |
Storm Eagle Assault Gunship | Flyer | - | 230 | - | 335 | - | - | - |
Storm Eagle Assault Gunship ROC Pattern | Flyer | - | 245 | - | - | - | - | - |
Stormhawk Interceptor | Flyer | 115 | - | 185 | - | - | - | - |
Stormraven Gunship | Flyer | 240 | - | 310 | - | - | - | - |
Stormtalon Gunship | Flyer | 105 | - | 165 | - | - | - | - |
Xiphon Interceptor | Flyer | - | 110 | - | 235 | - | - | - |
Repulsor | Heavy Support | 230 | - | 315 | - | - | 295 | - |
Centurion Devastator Squad | Heavy Support | 60 | - | 70 | - | - | - | 55 |
Contemptor Mortis Dreadnought | Heavy Support | - | 105 | - | - | - | - | - |
Deimos Relic Predator | Heavy Support | - | 90 | - | - | - | - | - |
Deredeo Dreadnought | Heavy Support | - | 150 | - | 190 | - | - | - |
Devastator Squad | Heavy Support | 15 | - | 18 | - | - | - | - |
Eliminator Squad | Heavy Support | 28 | - | 30 | - | - | 25 | - |
Eradicator Squad | Heavy Support | 40 | - | 40 | - | 45 | - | - |
Firestrike Servo-turret | Heavy Support | 90 | - | 90 | - | - | - | - |
Hellblaster Squad | Heavy Support | 33 | - | - | - | - | - | - |
Hunter | Heavy Support | 95 | - | 110 | - | - | - | |
Land Raider | Heavy Support | 175 | - | 285 | - | - | 265 | - |
Land Raider Achilles | Heavy Support | - | 190 | - | 320 | - | 300 | - |
Land Raider Crusader | Heavy Support | 215 | - | 285 | - | - | 265 | - |
Land Raider Helios | Heavy Support | - | 205 | - | - | - | - | - |
Land Raider Prometheus | Heavy Support | - | 180 | - | - | - | - | - |
Land Raider Proteus | Heavy Support | - | 210 | - | 225 | - | 235 | - |
Land Raider Redeemer | Heavy Support | 240 | - | 285 | - | - | 265 | - |
Leviathan Dreadnought | Heavy Support | - | 220 | - | - | - | - | - |
Mortis Dreadnought | Heavy Support | - | 70 | - | - | - | - | - |
Predator | Heavy Support | 90 | - | - | - | - | - | - |
Rapier Weapons Battery | Heavy Support | - | 20 | - | 85 | - | - | - |
Repulsor Executioner | Heavy Support | 250 | - | 355 | - | - | - | - |
Sicaran Arcus | Heavy Support | - | 175 | - | 155 | - | - | - |
Sicaran Battle Tank | Heavy Support | - | 200 | - | 165 | - | - | - |
Sicaran Punisher | Heavy Support | - | 180 | - | 155 | - | - | - |
Sicaran Venator | Heavy Support | - | 200 | - | 170 | - | - | - |
Space Marine Gunners | Heavy Support | - | 15 | - | - | - | - | - |
Stalker | Heavy Support | 95 | - | 115 | - | - | - | - |
Tarantula Sentry Battery | Heavy Support | - | 70 | - | 40 | - | - | - |
Techmarine Gunner | Heavy Support | 45 | - | - | - | - | - | - |
Thunderfire Cannon | Heavy Support | 85 | - | 120 | - | - | - | - |
Vindicator | Heavy Support | 130 | - | 130 | - | - | - | - |
Vindicator Laser Destroyer | Heavy Support | - | 200 | - | 175 | - | - | - |
Whirlwind | Heavy Support | 125 | - | 125 | - | - | - | - |
Whirlwind Scorpius | Heavy Support | - | 195 | - | 170 | - | - | - |
Gladiator Lancer | Heavy Support | - | - | 200 | - | - | 180 | 165 |
Gladiator Reaper | Heavy Support | - | - | 230 | - | - | 210 | 195 |
Gladiator Valiant | Heavy Support | - | - | 250 | - | - | 230 | 215 |
Predator Annihilator | Heavy Support | - | - | 130 | - | - | - | - |
Predator Destructor | Heavy Support | - | - | 140 | - | - | - | - |
Adrax Agatone | HQ | 145 | - | - | - | - | - | - |
Armenneus Valthex | HQ | - | 90 | - | 105 | - | - | - |
Asterion Moloc | HQ | - | 165 | - | 170 | - | - | - |
Bray'arth Ashmantle | HQ | - | 330 | - | 220 | - | - | - |
Captain | HQ | 80 | - | 85 | - | - | - | - |
Captain Cassius | HQ | 95 | - | - | - | - | - | - |
Captain in Cataphractii | HQ | 95 | - | - | - | - | - | - |
Captain in Gravis Armour | HQ | 105 | - | 115 | - | - | - | - |
Captain in Phobos | HQ | 93 | - | 95 | - | - | - | - |
Captain in Terminator Armor | HQ | 95 | - | 100 | - | - | - | |
Captain Lysander | HQ | 140 | - | - | - | - | - | - |
Captain on Bike | HQ | 100 | - | - | - | - | - | - |
Captain Sicarius | HQ | 115 | - | - | - | - | - | - |
Carab Culln the Risen | HQ | - | 400 | - | 265 | - | - | - |
Casan Sabius | HQ | - | 185 | - | 145 | - | - | - |
Chaplain | HQ | 80 | - | - | - | - | - | - |
Chaplain Grimaldus | HQ | 95 | - | - | - | - | - | - |
Chaplain in Terminator | HQ | 95 | - | - | - | - | - | - |
Chief Librarian Tigurius | HQ | 135 | - | - | - | - | - | - |
Damocles Command Rhino | HQ | - | 120 | - | 90 | - | - | - |
Gabriel Angelos | HQ | - | 195 | - | 150 | - | - | - |
Hecaton Aiakos | HQ | - | 175 | - | 160 | - | - | - |
High Marshall Helbrecht | HQ | 155 | - | - | - | - | - | - |
Iron Father Feirros | HQ | 140 | - | - | - | - | - | - |
Ivanus Enkomi | HQ | - | 100 | - | - | 160 | - | - |
Kayvaan Shrike | HQ | 135 | - | - | - | - | - | - |
Khan on Bike | HQ | 110 | - | - | - | - | - | - |
Kor'sarro Khan | HQ | 110 | - | - | - | - | - | - |
Librarian | HQ | 90 | - | - | - | - | - | - |
Librarian in Phobos | HQ | 98 | - | 100 | - | - | - | - |
Librarian in Terminator | HQ | 105 | - | - | - | - | - | - |
Lieutenant | HQ | 65 | - | 70 | - | - | - | - |
Lieutenant in Phobos | HQ | 78 | - | 80 | - | - | - | - |
Lugft Huron | HQ | - | 170 | - | 160 | - | - | - |
Marneus Calgar | HQ | 210 | - | - | - | - | - | - |
Pedro Kantor | HQ | 155 | - | - | - | - | - | - |
Primaris Captain | HQ | 85 | - | 90 | - | - | - | - |
Primaris Chaplain | HQ | 85 | - | - | - | - | - | - |
Primaris Chaplain on Bike | HQ | 130 | - | 115 | - | - | - | 125 |
Primaris Librarian | HQ | 95 | - | - | - | - | - | - |
Primaris Lieutenant | HQ | 70 | - | 75 | - | - | - | - |
Roboute Guilliman | Lord of War | 380 | - | - | - | - | - | - |
Sergeant Chronus | HQ | 35 | - | - | - | - | - | - |
Sergeant Telion | HQ | 70 | - | - | - | - | - | - |
Servin Loth | HQ | - | 150 | - | 135 | - | - | - |
Techmarine | HQ | 40 | - | 70 | - | - | - | - |
The Emperor's Champion | HQ | 80 | - | 85 | - | - | - | - |
Tor Garadon | HQ | 145 | - | - | - | - | - | - |
Tyberos the Red Wake | HQ | - | 175 | - | 160 | - | - | - |
Vulkan He'stan | HQ | 135 | - | - | - | - | - | - |
Astraeus | Lord of War | - | 500 | - | 675 | - | - | - |
Cerberus | Lord of War | - | 680 | - | 400 | - | - | - |
Falchion | Lord of War | - | 790 | - | 600 | - | - | - |
Fellblade | Lord of War | - | 690 | - | 600 | - | - | - |
Mastodon | Lord of War | - | 915 | - | 800 | - | - | - |
Sokar Pattern Stormbird | Lord of War | - | 2000 | - | 1000 | - | - | - |
Spartan | Lord of War | - | 320 | - | 460 | - | - | - |
Thunderhawk Gunship | Lord of War | - | 1350 | - | 800 | - | - | - |
Typhon | Lord of War | - | 720 | - | 350 | - | - | - |
Assault Intercessor Squad | Troops | 19 | - | - | - | - | - | - |
Incursor Squad | Troops | 21 | - | - | - | - | - | - |
Infiltrator Helix Adept | Troops | 34 | - | - | - | - | - | - |
Infiltrator Squad | Troops | 24 | - | - | - | - | - | - |
Intercessor Squad | Troops | 20 | - | - | - | - | - | - |
Tactical Squad | Troops | 15 | - | 18 | - | - | - | - |
Heavy Intercessor Squad | Troops | - | - | 28 | - | - | - | - |
Chapter Ancient | Upgrade | - | - | 30 | - | - | - | - |
Chapter Champion | Upgrade | - | - | 25 | - | - | - | - |
Chapter Master | Upgrade | - | - | 40 | - | - | - | - |
Chief Apothecary | Upgrade | - | - | 25 | - | - | 35 | - |
Chief Librarian | Upgrade | - | - | 35 | - | - | - | - |
Master of Sanctity | Upgrade | - | - | 35 | - | - | - | - |
Master of the Forge | Upgrade | - | - | 30 | - | - | - | - |
Units | Battlefield Role | Chapter Approved 2020 | Forge World 2020 | Codex 2020 | Imperial Armour Compendium 2020 | Munitorum Field Manual 2021 MK1 | Chapter Approved 2021 | Munitorum Field Manual 2022 MK1 |
Space Marine Special Rules
An ADEPTUS ASTARTES Detachment is one that only includes models with the ADEPTUS ASTARTES keyword. ADEPTUS ASTARTES Detachments gain the Company Command ability. ADEPTUS ASTARTES units the ADEPTUS ASTARTES Detachments gain the Chapter Tactics ability. Troops units in ADEPTUS ASTARTES Detachments gain the Objective Secured ability.
Chapter Tactics: All ADEPTUS ASTARTES units with this ability, and all the models in them, gain a Chapter Tactic so long as every unit in their Detachment is from the same Chapter. The tactic gained depends upon which Chapter they are from. If your Chapter does not have an associated Chapter Tactic, you must instead select Successor Tactics for them.
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: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
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 (excluding Centurion models) and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR or BIKER. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. 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.
Chapter Tactics: All ADEPTUS ASTARTES units with this ability, and all the models in them, gain a Chapter Tactic so long as every unit in their Detachment is from the same Chapter. The tactic gained depends upon which Chapter they are from. If your Chapter does not have an associated Chapter Tactic, you must instead select Successor Tactics for them.
Chapter Tactics
Ultramarines: Codex Discipline
Add 1 to the Leadership characteristic of models with this tactic. Units with this tactic that cannot FLY 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 Shooting phase of that turn, subtract 1 from the hit roll.
Imperial Fists: Siege Masters
Each time a model with this tactic makes a ranged attack, the target does not receive the benefits of Light Cover against that attack. Each time a model with this tactic makes an attack with a bolt weapon an unmodified hit roll of 6 scores 1 additional hit.
White Scars: Lightning Assault
Units with this tactic are eligible to declare a charge within a turn in which they Advanced or Fell Back. Models with this tactic do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced.
Raven Guard: Shadow Masters
Each time a ranged attack is made against a unit with this tactic, if the attacker is more than 18″ away, then the unit with this tactic is treated as having the benefits of light cover against that attack. Each time a ranged attack is made against an INFANTRY unit with this tactic that is entirely on or within a terrain feature if that attacker is more than 12″ away, then that unit with this tactic is treated as having the benefits of dense cover against that attack.
Salamanders: Forged in Battle
Each time a unit with this tactic is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attack. Each time an attack with a Armour Penetration of -1 is allocated to a model with this tactic, that attack is treated as 0 Armour Penetration.
Iron Hands: The Flesh is Weak
Each time a model with this tactic would lose a wound, roll one D6: on a 6, that would is not lost. Models with this tactic whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.
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.
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.
Silver Templars: The Bond Martial
Each time a model with this tactic makes a melee attack against an INFANTRY or BIKER unit, an unmodifited hit roll of 6 automatically wounds the target. Each time a unit with this tactic is selected to shoot or fight you can re-roll one hit roll when resolving that unit’s attacks.
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
Each time a model with this tactic makes a ranged attack with a bolt weapon, re-roll a hit roll of 1.
Born Heroes
Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move this turn, add 1 to that attack’s hit roll.
Duellists
Each time a model with this tactic makes a melee attack against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically wounds the target. You cannot select this tactic if you have already selected the Whirlwind of Rage tactic.
Fearsome Aspect
Unit with this tactic have the following ability “Fearsome Aspect (Aura): While an enemy unit is within 3” of this unit, subtract 1 from the Leadership characteristic of models in that unit.
Hungry for Battle
Add 1 to Advance rolls and charge rolls made for units with this tactic
Indomitable
Each time a Combat Attrition test is taken for a unit with this tactic, it is automatically passed
Inheritors of the Primarch
You cannot select this Successor Tactic if you have selected any other Successor Tactic, and if you select this tactic you cannot select a second. Select one of the following Chapters and use the Chapter Tactic of that Chapter as listed: Dark Angels, White Scars, Space Wolves, Imperial Fists, Blood Angels, Iron Hands, Ultramarines, Salamanders or Raven Guard.
Knowledge is Power
Each time a Psychic test or Deny the Witch test is taken for a PSYKER unit with this tactic, re-roll any or all dice results of 1.
Long-range Marksmen
Add 3″ to the Range characteristic of Rapid Fire and Heavy weapons (excluding Flame weapon) models with this tactic are equipped with.
Master Artisans
Each time a unit with this tactic is selected to shoot or fight, you can re-roll one hit roll when resolving that unit’s attacks.
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: CHAOS KNIGHTS, TYRANIDS, AELDARI, ORK, HERETIC ASTARTES, NECRONS, T’AU EMPIRE. Each time a model with this tactic makes a melee attack against a unit with that Faction keyword, re-roll a hit roll of 1.
Rapid Assault
Models with this tactic do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced.
Scions of the Forge
Models with this tactic whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are
Stalwart
Each time an attack is made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the attacker may have.
Stealthy
Each time a ranged attack is made against a unit with this tactic, if the attacker is more than 18″ away, the unit with this tactic is treated as having the benefits of light cover against that attack.
Stoic
Add 1 to the Leadership characteristic of models with this tactic.
Tactical Withdrawal
Units with this tactic are eligible to declare a charge with even if they Fell Back this turn
Warded
Each time a model with this tactic would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost
Whirlwind of Rage
Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, an unmodified hit roll of 6 scores an additional hit.
Chapter Command Abilities
Chapter Master:
In your Command phase select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER within 6″ of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
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.
Master of Sanctity:
This model knows one additional Litany from Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite on additional litany it knows that has not already been recited by a friendly model that turn.
Master of the Forge:
Each time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of D3
Chief Apothecary:
At the end of your Movement phase this model can use its Combat Restoratives ability twice instead of once.
Chapter Ancient:
In your command phase, select one <CHAPTER> CORE unit within 6″ of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.
Chapter Champion:
Each time this model makes a melee attack against an enemy CHARACTER unit, you can re-roll the wound roll. Each time a melee attack is made against this model, subtract 1 from the hit roll. This model has an Attacks characteristic of 5 and a Leadership of 9.
Secondary Objectives
If every model in your army has the Adeptus Astartes keyword, and your Warlord has the Adeptus Astartes keyword you can select secondary objectives or select one of them to be from the Adeptus Astartes secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives.
No Mercy, No Respite
Secondary Objective – Oaths of Moment:
If you select this objective, you can score victory points at the end of each battle round for achieving the following three Oaths: Oath of Valour: Score 1 victory point if any CHARACTER, VEHICLE, or MONSTER unit was destroyed by an ADEPTUS ASTARTES unit from your army during that Battle Round. Oath of Honour: Score 1 victory point at the end of the battle round so long as no ADEPTUS ASTARTES units from your army failed a Morale test, and provided no ADEPTUS ASTARTES units from your army Fell Back during that battle round. Oath of Duty: Score 2 victory points at the end of the battle round if an ADEPTUS ASTARTES unit from your army is wholly within 6″ of the center of the battlefield.
Purge the Enemy
Secondary Objective – Codex Warfare:
If your select this objective, you score victory points as follows. Score 1 victory point at the end of the battle for each enemy unit that was destroyed as the result of an attack made with a Heavy or Grenade weapon by an ADEPTUS ASTARTES unit from your army while the Devastator Doctrine was active for your army. Score 1 victory point at the end of the battle for each enemy unit that was destroyed as the result of an attack made with a Rapid Fire or Assault weapon by an ADEPTUS ASTARTES unit from your army while the Tactical Doctrine was active for your army. Score 1 victory point at the end of the battle for each enemy unit that was destroyed as the result of an made with a Pistol or Melee weapon by an ADEPTUS ASTARTES unit from your army while the Assault Doctrine was active for your army.
Battlefield Supremacy
Secondary Objective – Shock Tactics:
Score 3 victory points at the end of the battle round if you control one or more objective markers that were controlled by your opponent at the start of the battle round, and an ADEPTUS ASTARTES unit from your army is within range of that objective marker
Space Marine Stratagems
- Space Marines
- Core Stratagems
- Space Marine Stratagems
- Ultramarines Stratagems
- White Scars Stratagems
- Raven Guard Stratagems
- Iron Hands Stratagems
- Salamanders Stratagems
- Imperial Fists Stratagems
- Crimson Fists Stratagems
- Silver Templars Stratagems
As of 10-10-20 Space Marines Stratagems groups are…
- Core Stratagems
- Adeptus Astartes Stratagems
- Ultramarine Stratagems
- White Scars Stratagems
- Ravenguard Stratagems
- Iron Hands Stratagems
- Salamander Stratagems
- Imperial Fists Stratagems
- Crimson Fists Stratagems
- Black Templar Stratagems
- Silver Templar Stratagems
(See tabs for details)
To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.
Command Re-Roll: 1 CP
Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
Cut them Down: 1 CP
Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.
Desperate Breakout: 2 CP
Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.
Emergency Disembarkation: 1 CP
Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.
Fire Overwatch: 1 CP
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.
Counter-Offensive: 2 CP
Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.
Insane Bravery: 1 CP
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.
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.
Death of the Traitors: 1 CP
Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a HERETIC ASTARTES unit, you can re-roll the hit roll.
Honour the Chapter: 2 CP
Use this Stratagem at the end of the Fight phase. Select one ASSAULT INTERCESSOR SQUAD unit from your army that is within Engagement Range of any units; that unit can fight again.
Fury of the First: 1 CP
Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES unit from your army is select to shoot, or in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a TERMINATOR model in that unit makes an attack, add 1 to that attack’s hit roll.
Transhuman Physiology: 1 / 2 CP
Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1 CP; otherwise, it costs 2CP.
Rapid Fire: 2 CP
Use this Stratagem at the end of your Shooting phase. Select one INTERCESSOR SQUAD or VETERAN INTERCESSOR SQUAD unit from your army; that unit can shoot again.
Gene-Wrought Might: 1 CP
Use this Stratagem in the Fight phase, when a PRIMARIS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.
Unyielding in the Face of the Foe: 1 CP
Use this Stratagem in any phase, when a MK X GRAVIS unit from your army selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.
Only In Death Does Duty End: 2 CP
Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do no remove that model from play – it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is when removed.
Armour of Contempt: 1 CP
Use this Stratagem in any phase, when an ADEPTUS ASTARTES VEHIVLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that would is not lost.
Power of the Machine Spirit: 2 CP
Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES MACHINE SPIRIT Model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
Wisdom of the Ancients: 1 CP
Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES DREADNOUGHT model from your army. Until that start of your next Command phase, that model gains either the Rites of Battle abilities or the Tactical Precision ability, as shown below: Rites of Battle: While a friendly <CHAPTER> CORE unit is within 6″ of this model, each time a model in that unit makes an attack, re-roll a hit roll a 1. Tactical Precision: While a friendly <CHAPTER> CORE unit is within 6″ of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Commanding Oratory: 2 CP
Use this Stratagem at the start of any of your phases other than your Command phases. Select one ADEPTUS ASTARTES CHAPLAIN unit from your army that has not recited a litany this turn. That model can recite one litany that has not already been recited by a friendly model this turn. That litany is automatically inspiring and takes effect until the start of your next Command phase.
Combat Revival: 1 CP
Use this Stratagem at the end of your Movement phase. Select <CHAPTER> APOTHECARY unit from your army and then select one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit that is not at its Starting Strength and is within 3″ of that APOTHECARY. One of the selected unit’s destroyed models is returned to its unit with its full wounds remaining.
Relic of the Chapter: 1 CP
Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and give them one Chapter Relic. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a (twice) Strike Force battle or an (three) Onslaught battle.
Hero of the Chapter: 1 CP
Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and determined one Warlord Trait for it; that model is it only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a (twice) Strike Force battle or an (three) Onslaught battle.
Hit-and-Run Warfare: 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.
Hammer of Wrath: 2 CP
Use this Stratagem in your Charge phase, when an ADEPTUS ASTARTES JUMP PACK unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that JUMP PACK unit and roll one D6 for each model in that JUMP PACK that is within ENGAGEMENT RANGE of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.
Skilled Riders: 1 CP
Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army that Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subject 1 from that attack’s hill roll.
Uncompromising Fire: 1 CP
Use this Stratagem in your Shooting phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is performing an action. That unit can shoot this phase without that action failing.
Steady Advance: 1 CP
Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.
Adaptive Strategy: 2 CP
Use this Stratagem in your Command phase, if a <CHAPTER> WARLORD from your army is on the battlefield and a combat doctrine is active for your army. Select one <CHAPTER> Core unit from your army that is on the battlefield. Until the start of your next Command phase, each time a model in that unit makes an attack, the Devastator, Tactical, Assault Doctrine are considered to be active for that attack.
Suppression Fire: 1 CP
Use this Stratagem in your Shooting phase, when a WHIRLWIND model from your is select to shoot. Until the end of the phase, each time that model makes an attack with a weapon that has the Blast ability, if a hit is scored for that attack, then until the start of your next turn the target cannot fire Overwatch or Set to Defend, and cannot be selected to fight until all eligible units from your army have done so.
Terror Troops: 2 CP
Use this Stratagem in your Command phase. Select Reiver unit from your army. That units gains the following ability: Terror Troops: Until the start of your next Command phase, while an enemy unit is within 3″ of that unit, it loses the Objective Secured ability and any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of that objective marker. Until the end of the turn, each time that REIVER unit ends a Normal Move, an Advance or charge move within 3″ of an enemy unit that is performing an action, roll 2D6: if the total exceeds that enemy unit’s Leadership characteristic, the action the unit is attempting to perform immediately fails.
Guerilla Tactics: 1 CP
Use this Stratagem in your Movement phase, when a Phobos unit from your army that is more than 6″ from any enemy models is selected to move. If the mission you are playing is using the Strategic Reserves rule, place that unit into Strategic Reserves.
Orbital Bombardment: 3 CP
Use this Stratagem in your Command phase, if an ADEPTUS ASTARTES WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6″ of the centre of that marker, adding 1 if the unit being rolled for is within 3″ of the centre of the marker and subtracting 1 if the unit being rolled for is a Character. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds, The marker is then removed. You can only use this Stratagem once.
Auspex Scan: 2 CP
Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12″ of their unit when doing so.
Termor Shells: 1 CP
Use this Stratagem in your SHooting phase, when selecting a target for a THUNDERFIRE CANNON model from your army. Until the end of the phase, each time that model makes a ranged attack, subtract 1 from the attack’s wound roll, and, if a hit is scored against a target that is not TITANIC and cannot FLY, then until the start of your next Movement phase, halve the Move characteristic of models in the target unit and sibtract 2 from Advance rolls and charge rolls made for that unit.
Shock and Awe: 1 CP
Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES SHOCK GRENADE or LAND SPEEDER STORM unit from your army is selected to shoot. Select one enemy unit within 6″ of that unit. Until the start of your next turn: The selected unit cannot fire Overwatch or Set to Defend. Each time a model is the selected unit makes an attack subtract 1 from the attack’s hit roll.
Melta Bomb: 1 CP
Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES MELTA BOMB unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3 mortal wounds and the attack sequence ends.
Grav Pulse: 1 CP
Use this Stratagem in either: Your movement phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot even though it Fell Back. Your opponent’s Charge phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that REPULSOR FIELD unit.
Hellfire Shells: 1 CP
Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter, hellstorm heavy bolter, or an ececutor heavy bolter. You can only make one attack with that weapon this phase, but if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends; if the hit is against a MONSTER unit that unit siffers 3 mortal wounds instaad.
Flakk Missile: 1 CP
Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army targets and AIRCRAFT unit with a missile launcher. You can only make one attack with that weapon this phase, but add 1 to that attack’s hit roll. If a hit is scored, the target suffers 2D3 mortal wounds and the attack sequence ends.
Smokesscreen: 1 CP
Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS ASTARTES SMOKESCREEN unit from your army is selected the target of an attack. Unit the end of the phase, each time an attack is made against that unit, substract 1 from that attack’s hit roll.
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. Until the end of the phase, the range of that model’s aura abilities is increased by 3″ (to a maximum of 9″).
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 within 6″ of the targeted unit and are not within Engagement Range of any enemy models. The selected units fire Overwatch at the charging unit as if they were the targets of the charge. Until the end of the phase, the selected units cannot fire Overwatch again.
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 (excluding Artillery) from your army has made a Normal Move or has Fallen Back. That unit can make an Advance move. Until the end of the turn, that unit cannot shoot, declare a charge or attempt to manifest any psychic powers.
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 (excluding Artillery) 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 the Declare Reserves and Transports step of your mission. Select one White Scars unit (excluding Artillery and Buildings) 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 (excluding Buildings) 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 the Declare Reserves and Transports step of your mission. 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: 2 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.
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 Core or Salamanders Character unit from your army is chosen to shoot or fight with.
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
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 (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
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 or Fall Back this 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 SILVER TEMPLARS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here.
The Swordsman’s Strike: 1/2 CP
Use this Stratagem in your Shooting phase, when a SILVER TEMPLARS PRIMARIS CORE unit from your army is selected to shoot, or in the Fight phase, when a SILVER TEMPLARS PRIMARIS CORE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a CHARCTER unit, add 1 to that attack’s hit roll. If that unit contains 5 or fewer models, this Stratagem costs 1 CP; otherwise, it costs 2CP.
Claim Runes: 1 CP
Use this Stratagem in the Fight phase, when a SILVER TEMPLARS PRIMARIS unit from your army is selected to fight. If, when it was selected to fight, that unit was within Engagement Range of an enemy unit containing more models tha itself, then until the end of the phase, each time a model in that SILVER TEMPLARS unit makes an attack: Add 1 to Strength characteristic of that attack. Improve the Armour Penetration characteristic of that attack by 1.
Space Marine Unique Items
- Space Marines Unique Items
- Chapter Relics
- Chapter Command Relics
- Ultramarines Chapter Relics
- White Scars Chapter Relics
- Raven Guard Chapter Relics
- Iron Hands Chapter Relics
- Salamanders Chapter Relics
- Imperial Fists Chapter Relics
- Crimson Fists Chapter Relics
- Silver Templars Chapter Relics
As of 10-10-20 Space Marines Unique Item groups are…
- Chapter Relics
- Chapter Command 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
- Silver 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
Add 1 to the Wounds characteristic of the bearer. The bearer has a save of 2+.Once per battle, before making a saving throw for the bearer, it can activate its armor’s force field. If it does, the until the end of the phase, the bearer has a 3+ invulnerable save.
The Shield Eternal
Model with a storm shield, relic shield, or combat shield only. This Relic replaces a storm shield, relic shield, or combat shield. The bearer has a 4+ invulnerable save. Add 1 to armor saving throws made for the bearer. Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.
Standard of the Emperor Ascendant
Ancient model only. Add 3″ to the range of the bearer’s Astartes Banner ability Each time a Morale test is taken for a friendly <Chapter> Core unit within range of the bearer’s Astartes Banner ability, you can re-roll that test
Teeth of Terra:
Models with a Astartes chainsword only. Replace the bearer’s Astartes chainsword with the following profile: Range: Melee, Type: Melee S+1, AP-2, D2, Each time the bearer fights, it can make 3 additional attacks with this weapon.
The Primarch’s Wrath
Model equipped with a boltgun, master-crafted boltgun, or special issue bolt carbine only. This Relic replaces a boltgun, master-crafted boltgun, or special issue bolt carbine and has the following profile: Range 24″, Rapid Fire 2, S5, AP-1, D2.
The Burning Blade
Model equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile: Range Melee, Type Melee, S+3, AP-5, D2.
Reliquary of Gathalamor
Primaris model Only. The bearer has the following ability: `Reliquary of Gathalamor (Aura): When an enemy Psyker unit is within 18″ of the bearer, subtract 1 from Psychic tests taken for that unit, and each time a Psychic test is failed for that unit, roll one D6: on a 4+, that unit suffers D3 mortal wounds.
Tome of Malcador
Librarian model only. The bearer knows one additional psychic power from any discipline it has access to.
Ghostweave Cloak
Phobos model with a camp cloak only. Each time the bearer makes a Normal Move, Advances, or Falls Back, it can move across models as if they were not there. Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll.
The Honour Vehement
While a friendly <Chapter> Core unit is within 6″ of the bearer, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability.
The Vox Espiritum
Primaris model only. Add 3″ to the range of the bearer’s aura abilities (to a maximum of 9″). This does not increase the range of aura abilities that are psychic powers.
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 18″, 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: Each time an attack is made with this weapon, if the attack successfully wounds the target, it inflicts 1 mortal wound on the target in addition to any normal damage.
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: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you upgrade a unit, it gains a new keyword. It also gains one or more additional abilities, as show in the appropriate section, as well as access to Warlord Traits and Relics. These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army. If your army is led by a Space Marines Warlord, you can give one of the following Chapter Relics to a CHAPTER MASTER model from your army, instead of giving them a Chapter Relic from another source.
Angel Artifice
The bearer has a save characteristic of 2+ Add 1 to the bearer’s Wounds and Toughness characteristics
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.
The Emperor’s Judgement
Each time an attack is made against the bearer, your opponent cannot reroll the hit roll, cannot reroll the wound roll and cannot reroll the damage roll. The bearer has the following ability: The Emperor’s Judgement [Aura]: While an enemy unit is within 6″ of the bearer, each time a Morale test is taken for that unit, roll one additional D6 and discard the lowest result
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: Each time an attack is made with this weapon against a VEHICLE unit, the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage
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.
Neural Shroud
Increase the range of the bearer’s Psychic Hood ability to 24″
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 18″ Pistol 1 S5 AP -3 D2 Abilities: Each time and attack is made with this weapon against an INFANTRY unit, that attack always wounds on an unmodified roll of 2+ and has a damage characteristic of 4
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.
Pennant of the Fallen
Each time a friendly model is destroyed and makes attacks as a result of the bearer’s Astartes Banner ability, that model can make 2 attacks with one of its melee weapons instead of 1
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+3 AP-3 D3
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. The bearer has the following abilities: Unshakable Pride (Aura): While a friendly Ultramarines Core unit is within 6″ of the bearer, add 1 to the Attacks characteristic of models in that unit. Unshakable Determination (Aura): While a friendly Ultramarines unit is within 12″ of the bearer, each time a Morale test is taken for that unit, it is automatically passed.
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 the phase, the bearer has the following ability: ‘Reliquary of Vengeance (Aura): While a friendly Ultramarines Core or Ultramarines Character unit is within 6″ of the bearer, add 1 to the Attacks characteristic of models in that unit.
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. The bearer has the following ability: Banner of the Eagle (Aura): While a friendly White Scars Core unit is within 6″ of the bearer, add 1 to the Strength characteristic of models in that unit.
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
The bearer has the following ability: Plume of the Plainsrunner (Aura): While a friendly White Scars Infantry unit is within 6″ of the bearer, add 1 to Advance and charge rolls made for that unit.’
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
The bearer has the following ability: Headtaker’s Trophies (Aura): While an enemy unit is within 6″ of the bearer, subtract 1 from the Leadership characteristic of models in that unit.’
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
The bearer has the following ability: Cyber-eagle Helm (Aura): While a friendly White Scars Core unit is within 6″ of the bearer, each time a model in that unit makes an Overwatch attack, an unmodified hit roll of 5+ 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: Each time the bearer fights, it makes 2 additional attacks with this weapon.
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: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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, the bearer has the following ability: ‘Shard of Isstvan (Aura): While a friendly Raven Guard unit is within 6″ of the bearer, each time a Morale test is taken for that unit, 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: Each time an attack made with this weapon’s meltagun profile targets a unit within half range, that attack has a Damage characteristic of D6+2.’
The Ironstone
At the start of each battle round, select one friendly Iron Hands Vehicle unit within 3″ of the bearer. Until the start of your next battle round, when resolving an attack made against that Vehicle unit, if the bearer is within 3″ of that Vehicle unit you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce damage).
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 bearer’s Attacks characteristic. Once per battle, at the start of the Fight phase, the bearer can hold aloft Vulkan’s Sigil. Until the end of the phase: Add 1 to the bearer’s Attacks characteristic (for a cumulative total of +2 Attacks). The bearer gains the following ability: ‘Vulkan’s Sigil (Aura): While a friendly Salamanders Core unit is within 6″ of the bearer, add 1 to the Attacks characteristic of models in that unit.’’
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. The bearer has the following ability: ‘Helm of Draklos (Aura): While an enemy unit is within 6″ of the bearer, subtract 1 from the Leadership characteristic of models in that unit.’
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
The bearer has the following ability: ‘Obsidian Aquila (Aura): While a friendly Salamanders Core unit is within 6″ of the bearer, roll one D6 each time a model in that unit would lose a wound: 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+1 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 SILVER TEMPLARS Warlord, you can give one of the following Chapter Relics to a SILVER TEMPLARS CHARACTER model from your army instead of giving them a Relic from Codex: Space Marines. 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.
Armour of Zanaris
PRIMARIS model only. Each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to the bearer, that attack has an Armour Penetration characteristic of 0 instead.
Banner of Echoes
PRIMARIS ANCIENT model only. Once per battle, in your Command phase, the bearer can use this Relic. If it does, until the start of your next Command phase, the bearer gains the following ability: While a friendly SILVER TEMPLARS PRIMARIUS CORE unit is within 6″ of the bearer, add 1 to the Attacks characteristic of models in that unit.
Space Marine Psychic Powers
- Space Marines Psychic Powers & Litanies
- Librarius Discipline
- Obscuration Discipline
- Indomitus Discipline
- Stormspeaking Discipline
- Umbramancy Discipline
- Technomancy Discipline
- Promethean Discipline
- Geokinesis Discipline
- Litanies of Battle
As of 10-10-2020 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
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, select one friendly <Chapter> nit within 18″ of this Psyker.
– Until the start of your next Psychic phase, you can re-roll Advances rolls and charge rolls made for that unit.
– Until the start of your next Psychic phase, if that unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that phase.
Might of Heroes: WC 6
If manifested, select one friendly <Chapter> Core or <Chapter> Character model within 12″ of this Psyker. Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness, and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic when resolving any rules).
Psychic Scourge: WC 6
If manifested, select one enemy unit within 18″ of and visible to this Psyker. Then, roll one D6 and add this Psyker’s leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponent’s, the selected unit suffers D3 mortal wounds; if it is equal to your opponent’s total, the selected unit suffers 1 mortal wound; if it is less than your opponent’s total, nothing happens
Fury of the Ancients: WC 6
If manifested, select one enemy model that is within 18″ of and visible to this Psyker. Draw a line between any part of this Psyker’s base and any part of the selected model’s base (or hull); the selected model’s unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound.
Psychic Fortress: WC 6
If manifested, then until the start of your next Psychic phase, while a friendly <Chapter> unit is within 6″ of this Psyker, models in that nit have a 5+ invulnerable save.
Null Zone: WC 7
If manifested, then:
– Until the start of your next Psychic phase, while a unit is within 6″ of this Psyker, each time an attack is made against that unit, invulnerable saving throws cannot be made against that attack.
– Until the start of your next Psychic phase, while an enemy Psyker unit is within 6″ of this Psyker, halve the total of Psychic tests taken for that unit.
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 one friendly <Chapter> Phobos unit within 18″ of this Psyker. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks.
Soul Sight: WC 6
If manifested, select one Friendly <Chapter> Phobos unit within 18″ of this Psyker. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack.
Temporal Corridor: WC 5
If manifested, select one friendly <Chapter> Phobos unit within 6″ of this Psyker.
– That unit cannot shoot or fight this turn.
– If that unit is not within Engagement Range of any enemy models, it can either make a Normal Move or it can Advance as if it were your Movement phase (if it Advances, do not make an Advance roll: instead, util the end of the phase, add 6″ to the Move characteristic of models in that unit).
Hallucination: 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.
– Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
Tenebrous Curse: WC 7
If manifested, select one enemy unit that cannot Fly and is within 18″ of and visible to this Psyker.
– That unit suffers 1 mortal wound.
– Malediction: Tenebrous Curse has a warp charge value halve that unit’s Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.
Mind Raid: WC 6
If manifested, select one enemy model within 18″ of and visible to this Psyker.
– That model’s unit suffers 1 mortal wound.
– If that model is a Character, roll 3D6: if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point.
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
If manifested, select one friendly Iron Hands Vehicle model within 3″ of and visible to that psyker (you cannot select a model that has already regained lost wounds this turn).
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 Hate:
If this litany is inspiring, then while a friendly Core or Character unit is within 6″ of this Priest, each time a model in that unit makes a melee attack, you can re-roll the hit roll
Litany of Faith:
If this litany is inspiring, then while a friendly <Chapter> Core or <Chapter> Character unit is within 6″ of this Priest, each time a model in that unit would lose a wound as the result o a mortal wound, roll one D6: on a 5+, that wound is not lost.
Catechism of Fire:
If this litany is inspiring, select one friendly <Chapter> Core or <Chapter> Character unit is within 6″ of this Priest. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attack’s wound roll.
Exhortation of Rage:
If this litany is inspiring, select one friendly <Chapter> Core or <Chapter> Character unit is within 6″ of this Priest. Each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.
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 Priest’s Attacks and Strength characteristics.
– Add 1 to the Damage characteristic of melee weapons this Priest is equipped with.
Canticle of Hate:
If this litany is inspiring, then while a friendly <Chapter> Core or <Chapter> Character unit is within 6″ of this Priest:
– Add 2 to charge rolls made for that unit. This is not cumulative with any other rule that adds to a unit’s charge roll.
– Each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3″. This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
Space Marine Warlord Traits
- Space Marines Warlord Traits
- Space Marines Warlord Traits
- Vanguard Warlord Traits
- Chapter Command Warlord Traits
- Ultramarine Warlord Traits
- White Scars Warlord Traits
- Raven Guard Warlord Traits
- Iron Hands Warlord Traits
- Salamanders Warlord Traits
- Imperial Fists Warlord Traits
- Crimson Fists Warlord Traits
- Silver Templar Warlord Traits
As of 10-10-2020 Space Marines Warlord Trait groups are…
- Space Marine Warlord Traits
- Vanguard Warlord Traits
- Chapter Command 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
- Silver Templar Warlord Traits
(See tabs for details)
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:
While an enemy unit within 6″ of this WARLORD. Subtract 1 from the Leadership characteristic of models in that unit. Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test
The Imperium’s Sword:
You can re-roll charge rolls made for this WARLORD. Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight phase is resolved, add 1 to its Strength and Attacks characteristics.
Iron Resolve:
Add 1 to the Wounds characteristic of your warlord. Each time your warlord loses a wound, roll one D6, on a 6 that wound is not lost.
Storm of Fire:
While a friendly <CHAPTER> CORE is within 6″ of this WARLORD, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the armour penetration characteristic of that attack by 1.
Rites of War:
While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6″ of this WARLORD, that unit has the Objective Secured ability.
Champion of Humanity:
Each time this WARLORD is within engagement range of any enemy CHARACTER units, then until that fight is resolved, add 1 to this WARLORD’s Attacks characteristic. Each time this WARLORD makes a melee attack against a CHARACTER unit, add 1 to that attacks 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:
Once per turn, in your shooting phase, after shooting with a <CHAPTER> PHOBOS unit within 6″ of this WARLORD, that unit can make a Normal Move or it can Advance, in either case, if it does, that unit is not eligible to delcare a charge with this turn.
Lord of Deceit:
After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redploy them. If the mission uses Strategic Reserves, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilties that redeploy units, roll off, the winner chooses who redeploys their units first.
Master of the Vanguard:
While a friendly <CHAPTER> PHOBOS unit is within 6″ of this WARLORD. Add 1 to charge rolls made for that unit
Each time that unit is selected to make a Normal move, Advance or Fall Back add 1″ to that unit’s Movement characteristic until the end of the turn
Stealth Adept:
Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks.
Target Priority:
In your Command phase you can select one friendly <CHAPTER> PHOBOS unit within 6″ of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attacks hit roll.
Marksman’s Honours:
Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. (Excluding Grenades and Relics).
Each time you upgrade a unit, it gains a new keyword. It also gains one or more additional abilities, as show in the appropriate section, as well as access to Warlord Traits and Relics. These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.
Chapter Master: Master of the Codex
At the start of your Command phase, if this WARLORD is on the battlefield, roll one D5, on a 4+, you gain 1 Command Point.
Master of Sanctity: Wise Orator
Each time this WARLORD recites a litany, add 1 to the roll to see if it is inspiring. Each time this WARLORD is selected to use the Commanding Oratory Stratagem, that Stratagem costs 1 Command point.
Master of the Forge: Warden of the Ancients
While a friendly <CHAPTER> DREADNOUGHT is within 6″ of this WARLORD, add 1 to its Strength and Attacks characteristics.
Chief Librarian: Psychic Mastery
Add 1 to Psychic tests taken for this WARLORD
Chief Apothecary: Selfless Healer
Each time this WARLORD uses its Combat Restoratives ability, the model being healed regains up to 3 lost wounds instead of D3. Each time this WARLORD is selected to return a destroyed model ot a unit by using the Combat Revival Stratagem, that Stratagem costs 0 Command points.
Chapter Ancient: Steadfast Example
While a friendly <CHAPTER> CORE unit is within 6″ of this WARLORD, that unit has the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.
Chapter Champion: Martial Exemplar
While a friendly <CHAPTER> CORE unit or <CHAPTER> CHARACTER unit is within 6″ of this WARLORD, you can re-roll charge rolls made for that unit.
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
While a friendly Ultramarines unit is within 6″ of this Warlord, each time a model in that unit makes a ranged attack in a turn in which it Fell Back, do not subtract 1 from that attack’s hit roll due to the Codex Discipline Chapter Tactic.
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 (other than a unit that contains a model with a minimum Move characteristic) within Engagement Range 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 (excluding a Centurion unit) on the battlefield. Remove that unit and this Warlord (if it is also Infantry) 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
Swift and Deadly (Aura): While a friendly Raven Guard Core or Raven Guard Character unit is within 6″ of this Warlord, that unit is eligible to declare a charge within a turn in which it Advanced.
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 end of your Command phase, you can select one friendly Salamanders Core or Salamanders Character unit within 6″ of this Warlord. Until the end of your next Command phase, that unit has the Objective Secured ability.
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 SILVER TEMPLARS CHARACTER model is your Warlord, you can use the Warlord Trait they have here.
Accomplished Duellist
At the start of the fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase. Each time this WARLORD makes a melee attack, if it made a charge move, was charged or performed a Heroic Intervention this turn, you can re-roll the wound roll.
Precision Commander
In your Command phase, you can select one friendly SILVER TEMPLARS PRIMARIS CORE unit within 6″ of this WARLORD. Until the start of your next Command phase, each time that unit is selected to shoot or fight, you can re-roll one hit roll and you can re-roll one wound roll.
Spiritual Synergy
Select one weapon this WARLORD is equipped with. Each time this WARLORD makes an attack with that weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Space Marine Resources
FAQs
- Warhammer 40,000 Core Rules
- Space Marine Codex FAQ
- Imperial Armour: Forces of the Adeptus Astartes FAQ
- Codex Supplement: Raven Guard
- Codex Supplement: Iron Hands
- Codex Supplement: Imperial Fists
- Codex Supplement: Salamanders
- Codex Supplement: Ultramarines
- Codex Supplement: White Scars
- Index Astartes: Black Templars
Winning Space Marine Lists of 9th edition
2020 Space Marines Lists
- Dan Sammons 1st Place Wizards Asylum GT 2020 – Space Marines – Imperial Fists
- Alex Harrison 1st Place Vanguard Tactics Series 2020 – Space Marines – Salamanders
- Dan Sammons 1st Place Flying Monkey Con 2020 – Space Marines – Salamanders
- David Villareal 2nd Place Flying Monkey Con 2020 – Space Marines – Salamanders
- Alex Harrison 2nd Place Stay Safe and Play GT 2020 – Space Marines – Salamanders
- Nathan Rodriguez 3rd Place No Reteat 9 2020 – Space Marines – Ultramarines
- Konrad Bartkiewicz 3rd Stay Safe and Play GT 2020 – Space Marines – Salamanders
- Ben Cherwien 2nd Place Iron Halo 2020 – Space Marines – Black Templars
- John Lennon 1st Place Iron Halo 2020 – Space Marines – White Scars
- Gregory Hunter 3rd Place San Antonio Shootout 2020 – Space Marines – Imperial Fists
- Hayden Walduck 2nd Place Brisbane 40k GT 2020 – Space Marines – Imperial Fists
- Ozzie Meloche 2nd Place Northern Front YYC 2020 – Space Marines – White Scars
- Fran Bolano 2nd Place GT Aibalaostia Txo! – Space Marines – Salamanders
- Henrik Lampen 2nd Place Fantasia Fanatic XXXVIII 2020 – Space Marines – Salamanders