The VII Legion
“Hold True”
Descended from the gene-seed of Rogal Dorn, the Imperial Fists are the Imperium's foremost besiegers and defenders, as immovable as the Palace walls their Primarch once built. They bled to hold the Emperor's Palace during the Horus Heresy and have never forgotten that lesson: that a line held is a war half-won. Their doctrine favours entrenched firepower, void-hardened bunkers and bolter fire so disciplined it can break an assault before it begins. Where other Chapters seek glory in the charge, the Imperial Fists seek it in the unbroken wall, standing fast long after all others would have fallen back.
Shared datasheets, detachments and stratagems are inherited from the parent pack, so points and profiles never drift from it. Only chapter-specific cards are held here.
Army Rule
If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target.
Each time a model in a friendly IMPERIAL FISTS unit makes a ranged attack that targets a unit within range of an objective marker or a Fortification, an unmodified Wound roll of 6 scores 1 additional hit.
18 available
Defensive Fortifications
Friendly IMPERIAL FISTS units within range of an objective marker you control have the Benefit of Cover, and once per turn can shoot as if it were their turn even in the enemy's Movement phase when charged.
The bearer has a 4+ invulnerable save while within range of an objective marker.
The bearer's melee weapon gains [DEVASTATING WOUNDS] and add 1 to Strength.
Add 1 to Hit rolls for the bearer's unit against units within range of an objective marker.
While the bearer is leading a unit, re-roll Hit rolls of 1 for that unit.
Orbital Support
Once per turn, target an enemy unit with an Orbital Bombardment stratagem for free if it is your Oath of Moment target.
The first time the bearer would be destroyed, roll a D6: on 3+ it is not destroyed and instead has 1 wound remaining.
Once per battle, when the bearer is destroyed, deal D3 mortal wounds to the attacker on a 2+.
The bearer has a 2+ Save characteristic.
Once per battle, when the bearer's unit is destroyed, deal mortal wounds back to the destroying unit.
Inherited from Adeptus Astartes
Imperator Unleashed
The warrior hosts deployed in Operation Imperator know they must strike with decisive fury if they are to break their foes. In a turn a friendly ADEPTUS ASTARTES FLY INFANTRY unit made an ingress/charge move, that unit's attacks can re-roll hit rolls of 1.
Descending on wings of fire, this warrior spreads terror of Imperial vengeance through the ranks of the foe. ADEPTUS ASTARTES FLY INFANTRY model only. When this unit ends an ingress move, select up to one enemy unit within 9" of this unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.
The machine spirit of this ancient relic weapon is said to hate Orks with a vehemence that kills them on contact. ADEPTUS ASTARTES FLY INFANTRY model only. This model has the following weapon: Orksbane [CLEAVE 2] RANGE A WS S AP D Melee 4 2+ 8 -2 3
Inherited from Adeptus Astartes
Skystrike
With howling engines and a buffeting of anti-gravitic forces, a Chapter's massed combat skimmers plunge into the midst of battle with guns blazing. - Friendly LAND SPEEDER/STORM SPEEDER HAILSTRIKE/STORM SPEEDER HAMMERSTRIKE/STORM SPEEDER THUNDERSTRIKE units have SPEEDER. - In your first Movement phase, friendly SPEEDER units can make an ingress move.
Entreated by veteran gunners, this skimmer's potent weapons unleash their spirits' wrath in bursts of excoriating destruction. SPEEDER unit only. This unit can re-roll: - Damage rolls. - Rolls to determine the A of a weapon.
The pinpoint firing solutions woven in runic screed by this vehicle's logic engine speak to its predatory instincts. SPEEDER unit only. This unit's ranged attacks have [IGNORES COVER].
Inherited from Adeptus Astartes
Psychic Disciplines
Librarians spend their lives mastering psychic disciplines, learning how to manipulate the energies of the Immaterium to confound their foes and embolden their battle-brothers. At the start of the battle round, select one of the following Psychic Disciplines abilities. Friendly ADEPTUS ASTARTES PSYKER units have that ability until the end of the battle round. - Biomancy Discipline: This unit has +2" M. - Divination Discipline: This unit's attacks can: ▫ Re-roll hit rolls of 1. ▫ Re-roll wound rolls of 1. - Pyromancy Discipline: This unit's ranged attacks that target an enemy unit within 12" of this unit have +1 AP. - Telekinesis Discipline: Ranged attacks that target this unit have -1 S. - Telepathy Discipline: This unit's attacks can ignore modifiers to BS, WS and hit rolls.
The powers of the Immaterium flow through the psyker, heightening his speed and that of his battle-brothers. ADEPTUS ASTARTES PSYKER model only. - When this unit is selected to make an advance move, that move does not prevent this unit from being eligible to declare a charge. - When this unit is selected to make a fall-back move, if this unit has the Biomancy Discipline ability, that move does not prevent this unit from being eligible to declare a charge.
Those who specialise in prognostication may foresee the flow of battle and position their allies accordingly. ADEPTUS ASTARTES PSYKER model only (excluding TERMINATOR models). (Once per turn per unit) In your opponent's Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a normal move of: - Up to D6". - Or: If this unit has the Divination Discipline ability, up to 6".
Inherited from Adeptus Astartes
Nowhere to Hide
With transhuman instincts, auto-senses, and more specialised equipment, a Chapter's masters of clandestine warfare are able to unmask the foe, leaving them ripe for swift eradication. Friendly PHOBOS/SCOUT SQUAD units have the following ability: Transhuman Perception: In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is detected: - While a unit is detected, that unit has +3" detection range.
This camouflaging field projector employs a chameleonic twisting of emissions whose secrets the Techmarines cannot reproduce. It mantles its bearer as if with a spectral shroud and masks his approach to his doomed target. PHOBOS model only. This model has: - Lone Operative. - Stealth.
To slay the hidden foe where they lurk, where their deaths go unmarked and unremembered, is to deny their hateful lives meaning. INFANTRY PHOBOS unit only. This unit's attacks that target a hidden unit have +1 to hit rolls.
Inherited from Adeptus Astartes
Rapid Deployment
Land Raider, Repulsors and other armoured transports plunge headlong into the heart of enemy formations, weathering heavy firepower to deploy their cargo of elite Space Marines into battle. Each time an Adeptus Astartes unit from your army disembarks from a Transport (excluding Fly ) that made a Normal or Advance move this phase (excluding those that arrived from Strategic Reserves), that disembarked unit can make a Normal move of up to D6", or a Normal move of up to D3+3" instead if that Transport is a Heavy Transport (see below). KEYWORDS Adeptus Astartes Transport units from your army (excluding Fly ) that have a Wounds characteristic of 14+ have the Heavy Transport keyword.
A dauntless conqueror and liberator of worlds, this intimidating champion inspires confidence in their battle-brothers and abject fear in the enemy. Adeptus Astartes model only. If you control an objective marker at the end of your Command phase, and the bearer's unit (or any Heavy Transport it is embarked within) is within range of that objective marker, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
This aggressive front-line commander knows the value of speed and decisive manoeuvre. Adeptus Astartes model only. If the bearer starts the battle embarked within a Transport, that Transport has the Scouts 6" ability.
From the ramps of armoured transports, elite infantry deploy swiftly, unleashing fire on overawed enemies. Adeptus Astartes Terminator or Gravis model only. In your Shooting phase, each time the bearer's unit is selected to shoot, if it disembarked from a Transport this turn, until the end of the phase, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
This veteran commander of mechanised infantry utilises its manoeuvrability to ensnare the foe. Adeptus Astartes model only. Once per turn, in your Movement phase, the bearer can use this Enhancement. If it does, select one friendly Adeptus Astartes Transport that is in Strategic Reserves. Until the end of the phase, for the purposes of setting up that Transport on the battlefield, treat the current battle round number as being one higher than it actually is.
Inherited from Adeptus Astartes
Target Sighted
Space Marine crews are relentless in their pursuit of assigned targets, coaxing every last trace of power from their war machines and demonstrating exemplary gunnery even under heavy fire. Each time a Tank Ace unit from your army (see below) Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. Each time a Tank Ace unit from your army shoots in your Shooting phase, if that unit did not Advance this turn, you can re-roll the Damage roll. KEYWORDS Adeptus Astartes Vehicle units from your army (excluding Fortifications, Drop Pods, Walkers and units that can Fly ) have the Tank Ace keyword. In the Muster Armies step, you can select up to three Tank Ace units from your army to gain the Character keyword. Designer's Note: This means that the selected units can be given Enhancements, and one of them can be selected as your Warlord.
This ancient war machine has endured millennia of battle, and its belligerent machine spirit has only become more obdurant. Adeptus Astartes Vehicle model only. The bearer has a 5+ invulnerable save and, at the end of your Command phase, the bearer regains 1 lost wound.
The crew of this war machine demonstrate exemplary gunnery and have earned the highest honours for their craft. Adeptus Astartes Vehicle model only. Once per phase, you can re-roll one Hit roll, one Wound roll and one Damage roll for the bearer.
This vehicle's fire control systems incorporate ancient yet highly advanced logic engines, which assist the crew in obtaining firing solutions and keeping up an exceptionally rapid rate of fire. Adeptus Astartes Vehicle model only. Ranged weapons equipped by the bearer have the [SUSTAINED HITS 1] ability.
The commander of this battle tank is a storied tank ace whose exploits are the stuff of Chapter legend. Crews who fight at their side are inspired by their aggression and eagerness to join the battle. Adeptus Astartes Vehicle model only. In your Shooting phase, while a friendly Adeptus Astartes Vehicle unit is within 6" of the bearer, ranged weapons equipped by models in that unit have the [ASSAULT] ability.
Inherited from Adeptus Astartes
Adaptive Defence
These Space Marines are experts in fighting from rapidly prepared defensive positions. They are able to maximise the potential of almost any terrain to serve as an ad-hoc strongpoint, rapidly assessing optimal firing lines and punishing the foe's every attempt to advance and dislodge them. Each time an Adeptus Astartes model from your army makes an attack, if that model's unit is within a terrain feature, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. Adeptus Astartes units from your army gain the Entrenched keyword while all of the following are true: ■ That unit is within a terrain feature. ■ That unit was not set up on the battlefield this turn. ■ No model in that unit has moved more than 3" this turn.
This rare honour badge celebrates a warrior who refuses to give up, even in the face of apparently certain death. Gravis model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.
This unique vox-and-augur augmetic provides the bearer with unparalleled tactical data vital to coordinating an aggressive defence in battle. Adeptus Astartes model only. Each time the bearer's unit makes a Fall Back move, select one of the following to apply to that unit until the end of the turn: ■ That unit is eligible to perform an Action in a turn in which it Fell Back. ■ That unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Several artificer-crafted and heavily shrouded servo-skulls are tethered to this device, their linked visual feeds making the bearer nigh impossible to evade. Adeptus Astartes model only. Ranged weapons equipped by models in the bearer's unit have the [IGNORES COVER] ability.
Few officers of the Chapter can match this commander's talent for cunning defensive troop dispositions. Adeptus Astartes model only. After both players have deployed their armies, select up to three Adeptus Astartes units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Inherited from Adeptus Astartes
Mastered Doctrines
Marneus Calgar deploys the complete and nuanced wisdom of the Codex Astartes as easily and instinctively as drawing breath. At the start of up to three of your Command phases, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all Adeptus Astartes units from your army. You cannot select a Combat Doctrine you have already selected this battle, unless a friendly Marneus Calgar model is on the battlefield. Devastator Doctrine The Codex Astartes details the strategic value of overwhelming firepower. This unit is eligible to shoot in a turn in which it Advanced. Tactical Doctrine The Codex lays out strategies for seizing the initiative. This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Assault Doctrine The Codex Astartes leaves no doubt that the killing blow must be delivered with a decisive close-quarters strike. This unit is eligible to declare a charge in a turn in which it Advanced. RESTRICTIONS Your army can include Ultramarines 12 units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.
Originally worn by a storied Captain of the Ultramarines' First Company, this artificer armour is bestowed by the Chapter Master himself upon a worthy wearer. Adeptus Astartes model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability.
Amongst the most solemn and binding oaths an Ultramarine can swear, it is a rare honour to enter battle with these words affixed to their armour. Adeptus Astartes model only. Add 1 to the Attacks and Strength characteristics of the bearer's melee weapons. While the bearer is under the effects of the Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearer's melee weapons instead.
This prodigal officer has focused upon one aspect of the Codex Astartes and means to master its every aspect before moving on to the next. Adeptus Astartes model only. At the start of your Command phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, until the start of your next Command phase, the Tactical Doctrine is active for this unit (instead of any other Combat Doctrine you select to be active for your army, and even if there is no Combat Doctrine active for your army).
Having battled the Tyranid swarms since their first galactic invasion, this veteran officer knows well the benefit of efficient and overwhelming firepower. Adeptus Astartes model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer's unit is under the effects of the Devastator Doctrine, you can re-roll Advance rolls made for that unit.
Inherited from Adeptus Astartes
Calculated Annihilation
Heavily enhanced with augmetics and the weight of many years of combat experience to aid them, the veteran warriors of Clan Company Avernii ruthlessly select and destroy their targets. Each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll a Wound roll of 1.
This ancient augmetic empowers its bearer - and in extremis even their comrades - with the fury of the motive force. Adeptus Astartes model only. Add 1 to the Attacks characteristic of the bearer's melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by all other models in the bearer's unit as well.
Mounted in the warrior's gorget, this device amplifies their battle cries into terrifying sonic shock waves. Adeptus Astartes model only. While an enemy unit (excluding Monsters and Vehicles ) is within 6" of the bearer, each time that unit fails a Battle-shock test, one model in that unit is destroyed (chosen by its controlling player). Once per battle, when such an enemy unit fails a Battle-shock test, you can choose for D3 models in that unit to be destroyed in this way instead.
A subcutaneous cranial honour relic, this device contains a strategic orbital upload relay. Adeptus Astartes model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of all other models in the bearer's unit as well.
An advanced auto-chirurgeon claimed by legend to be the product of Ferrus Manus' own labours, this device rapidly reknits sundered flesh and armour alike. Adeptus Astartes Terminator model only. While the bearer is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.
Inherited from Adeptus Astartes
Storm-swift Onslaught
The White Scars are masters of high-speed tactics and hit-and-run warfare. They do battle on the move and from the saddle, outwitting their enemies with breakneck manoeuvres and melting away one moment only to crash home with bone-crushing force the next. Adeptus Astartes units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back.
Decades of service within the White Scars First Company have helped this superlative warrior master the violent arts of high-speed combat. Adeptus Astartes model only. Improve the Strength and Armour Penetration characteristics of the bearer's melee weapons by 1. Each time the bearer ends a Charge move, until the end of the turn, improve the Strength and Armour Penetration characteristics of the bearer's melee weapons by 2 instead.
The Chapter's Librarians have made this champion privy to omens of great threats in future wars. Armed with this knowledge, they lead their warriors to war with a boldness that some mistake for recklessness. Adeptus Astartes model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit.
This augmetic eye enhances the user's visual spectrum, enabling them to pinpoint heat signatures and cogitate appropriate firing solutions. Adeptus Astartes model only. Ranged weapons equipped by models in the bearer's unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
This mounted huntsman knows well the importance of manoeuvre, outflanking the enemy and ambushing unsuspecting foes from the flanks and rear, the better to land the killing blow. Adeptus Astartes Mounted model only. If the bearer's unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.
Inherited from Adeptus Astartes
Vulkan's Quest
Tireless in his pursuit of the Primarch's legacy, Forgefather Vulkan He'stan annihilates any who impede his quest. Favouring swift, aggressive assaults, he and his warriors close rapidly with the enemy, destroying them at close range with ruthless efficiency. Ranged weapons equipped by Adeptus Astartes models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack.
Steeped in the Promethean Cult, this battle-brother wields the flamer with unparalleled mastery, turning the battlefield into a burning pyre for the corpses of his foes. Adeptus Astartes model only. Add 1 to the Attacks characteristics of Torrent weapons equipped by models in the bearer's unit.
Having laboured long in the Chapter's forges, this warrior smith has crafted his personal armaments. Each weapon is a masterwork tool of death-dealing, wrought with care and strength, and embellished with the icons of their maker's brotherhood. Adeptus Astartes Infantry model only. Add 3 to the Strength characteristic of the bearer's melee weapons.
To this Angel of Death, war is the anvil upon which their strength is wrought. Every battle is seen as a test in which they and their battle-brothers can prove themselves, and the superior craftsmanship of their weapons and armour. Adeptus Astartes model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodified 6.
This flowing cloak or finely wrought tabard is laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks. Adeptus Astartes model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made with a Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead.
Inherited from Adeptus Astartes
Wrath of Dorn
Lysander leads the elite of the Imperial Fists to where the fighting is thickest, there to bring ruin to those who would see the walls of the Imperium torn down. Each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll a Wound roll of 1. Each time a model in a Darnath Lysander unit from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll. RESTRICTIONS Your army can include Imperial Fists units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.
A victor in the Feast of Blades, this battle-brother is a master of close-quarters fighting. Adeptus Astartes model only. Add 1 to the Attacks characteristic of the bearer's melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by other models in the bearer's unit as well.
This battle-brother is well versed in the Book of the Five Spheres, drawing upon the teachings of that ancient treatise to command with clarity and purpose. Adeptus Astartes Terminator model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of other models in the bearer's unit as well.
Even seemingly mortal wounds will not turn a son of Dorn from his duty. Adeptus Astartes Terminator model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining.
Crafted in the aftermath of Lysander's great victory over the Iron Warriors on Malodrax, this gilded banner inspires the Imperial Fists to shatter their foes. Adeptus Astartes Ancient model only. Each time an attack targets the bearer's unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of the bearer's unit, subtract 1 from the Wound roll.
Inherited from Adeptus Astartes
Masters of Shadow
The Raven Guard are renowned for their uncanny ability to move unseen, cloaking themselves in darkness as they close in upon their prey. Each time a ranged attack targets an Adeptus Astartes unit from your army, unless the attacking model is within 12", the target has the Benefit of Cover against that attack.
This mechanical device contains miniaturised refraction fields and electromagnetic interference projectors that distort sensory apparatus, enabling the bearer and their unit to evade detection and infiltrate key positions. Adeptus Astartes Infantry model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.
This wreath of circuitry from the Dark Age of Technology forces a whispering white noise into enemy minds and broadcasts. Phobos model only. The bearer has the following ability: Lord of Deceit (Aura): Once per turn, when your opponent targets a unit from their army within 12" of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by.
This warrior is a solitary predator whose footsteps are all but silent and whose form is one with the shadows. Adeptus Astartes model only. The bearer has the Stealth and Lone Operative abilities.
Those who master the Path of Ambush guide their forces to launch surprise assaults on the enemy with the precise timing of true hunters. Adeptus Astartes model only. In your Movement phase, if the bearer's unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.
Inherited from Adeptus Astartes
Interlocking Tactics
Employing the full breadth of combined arms tactics taught by the Codex Astartes, mainstay squads hit and fade, blunting enemy attacks while acquiring auspex data to guide the targeting of their more heavily armed comrades. Adeptus Astartes Battleline units from your army: ■ Are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back. ■ Are eligible to start to perform an Action in a turn in which they Advanced or Fell Back. Each time an Adeptus Astartes Battleline unit from your army is selected to attack, after resolving those attacks, select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit is auspex scanned. Each time an Adeptus Astartes model from your army makes an attack that targets an auspex scanned unit, re-roll a Hit roll of 1.
This master crafted microauspex integrates with the bearer's auto-senses and feeds superior targeting data to them and their squad. Adeptus Astartes model only. Ranged weapons equipped by the bearer and Battleline models in the bearer's unit have the [PRECISION] ability.
A storied and inspirational exemplar of their Chapter's virtues, this war leader is an inspirational presence amongst the ranks of their battle-brothers. Adeptus Astartes model only. While the bearer is leading a unit, the bearer has the Battleline keyword.
This officer and their honour guard of dedicated battle-brothers have been presented with masterwork combat blades in recognition of the selfless battle they are about to fight. Adeptus Astartes model only. Improve the Armour Penetration characteristic of melee weapons equipped by the bearer and Battleline models in the bearer's unit by 1.
This remarkable technological relic is mounted within the bearer's armour gorget and facilitates code-hardened, rapid-exchange intelligence dissemination while in battle. Adeptus Astartes model only. Each time you select the bearer's unit as the target of a Stratagem, roll one D6, adding 1 if the bearer's unit has the Battleline keyword: on a 4+, you gain.
Inherited from Adeptus Astartes
Rapid-drop Deployment
Through the use of teleportation, Drop Pods and gunship insertion, entire strike forces of Space Marines and even their armoured support can deploy from orbit in a matter of moments, a capability that in and of itself has won entire wars. At the start of the Declare Battle Formations step, select a number of Adeptus Astartes units (excluding Titanic units) from your army based on the battle size, as shown below. Models in those units have the Deep Strike ability. BATTLE SIZE NUMBER OF UNITS Incursion 2 Strike Force 3 Onslaught 4 Each time an Adeptus Astartes model from your army makes an attack, if it was set up on the battlefield this turn, re-roll a Wound roll of 1. If it disembarked from a Drop Pod this turn, re-roll a Hit roll of 1 as well.
This honour is awarded to those Space Marine officers who display greatest vigour during orbital drops. Adeptus Astartes model only. You can re-roll Charge rolls made for the bearer's unit in a turn in which it was set up on the battlefield.
Long experience leading Phobos-armoured vanguard strikes has taught this warrior many lessons about swift and stealthy attacks. Adeptus Astartes model only. Models in the bearer's unit have the Scouts 6" ability.
Though it appears a morbid trinket of faith, in truth this device contains a powerful microcogitator linked to the strategium of the orbiting strike cruiser, which helps the bearer coordinate rapid strategic redeployments. Adeptus Astartes model only. After both players have deployed their armies, select up to three Adeptus Astartes units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Bulky and somewhat lumbering as they are, Terminator squads - or even particularly vital officers wearing Terminator plate - may be assigned a gunship for swift combat extraction and relocation mid-battle. Adeptus Astartes Terminator model only. Once per battle, at the end of your opponent's Fight phase, if the bearer's unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, remove the bearer's unit from the battlefield and place it into Strategic Reserves.
Inherited from Adeptus Astartes
Oath of Reclamation
The driving principle behind all that these battle-brothers do is the honouring of their oaths to drive back the darkness and reconquer the Five Hundred Worlds, one battlefield at a time. ■ Each time an Adeptus Astartes model from your army makes a melee attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1. ■ Each time an attack targets an Adeptus Astartes unit from your army, if your unit is within range of an objective marker that you controlled at the start of the phase and if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit or your unit has the Titus keyword, subtract 1 from the Wound roll. RESTRICTIONS Your army can include Ultramarines units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.
These precious seals are manufactured on Konor, and contain micro shield generators that - while swift to exhaust their charge - help to safeguard battle-brothers while they fulfil their oaths of duty. Adeptus Astartes model only. Models in the bearer's unit have a 5+ invulnerable save.
Eyes alight with determination and vengeful fury, this champion of the Chapter seems almost to cast the dread shadow of the Primarch himself across his quailing foes. Adeptus Astartes model only. In the Battle-shock step of your opponent's Command phase, if an enemy unit that is below its Starting Strength is within 9" of the bearer, that enemy unit must take a Battle-shock test.
Finely scribed on vellum and tightly bound in an armoured scroll case, the words of Roboute Guilliman's Consilias Imperitus Ultimar prove a constant source of inspiration that drive this warrior ever onward. Adeptus Astartes model only. When this unit declares a charge, if an enemy unit within range of an objective is within 12" of this unit, you can use this enhancement. If you do: ■ This unit can re-roll that charge roll. ■ This unit must end that charge move engaged with one or more of those enemy units.
Forged on Macragge by the finest artisans, this weapon's machine spirit is said to burn with a desire to see the Five Hundred Worlds ripped from the grasp of heretics and despots. Adeptus Astartes model only. Each time the bearer makes an attack that targets an enemy unit, if the target is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll.
80 stratagems
BATTLE TACTIC · Shooting phase
An IMPERIAL FISTS unit's bolt weapons gain [SUSTAINED HITS 1] this phase against units within range of an objective marker.
BATTLE TACTIC · Fight phase
Add 1 to Wound rolls for an IMPERIAL FISTS unit fighting against a Vehicle or Fortification this phase.
STRATEGIC PLOY · Shooting phase
One IMPERIAL FISTS unit can shoot twice this phase; it can only target the Oath of Moment target.
BATTLE TACTIC · Opponent's turn phase
An IMPERIAL FISTS unit within range of an objective marker has the Feel No Pain 6+ ability until the end of the turn.
BATTLE TACTIC · Shooting phase
Rapid Fire weapons treat the target as within half range if within normal range.
BATTLE TACTIC · Opponent's turn phase
Subtract 1 from Damage rolls that target a friendly IMPERIAL FISTS unit this phase.
STRATEGIC PLOY · Any phase
An IMPERIAL FISTS unit cannot be moved out of Engagement Range by any means other than making a Fall Back move this phase.
Detachment · Fight phase · Vengeful Hosts
WHEN: Fight phase, when a friendly ADEPTUS ASTARTES FLY INFANTRY unit that made a charge move this turn is selected to attack. TARGET: That friendly ADEPTUS ASTARTES FLY INFANTRY unit. EFFECT: Your unit's melee attacks have +1 S.
Detachment · Fight phase · Vengeful Hosts
WHEN: End of the Fight phase. TARGET: One friendly unengaged ADEPTUS ASTARTES FLY INFANTRY unit that was eligible to fight this phase. EFFECT: Your unit can make a normal move of up to D3+3".
Detachment · Command phase · Vengeful Hosts
WHEN: Your Command phase. TARGET: One friendly battle-shocked ADEPTUS ASTARTES unit. You can target that unit with this stratagem even though it is battle-shocked. EFFECT: Your unit is no longer battle-shocked.
Detachment · Shooting phase · Fulguris Task Force
WHEN: Your Shooting phase, when a friendly SPEEDER unit is selected to shoot. TARGET: That SPEEDER unit. EFFECT: Select one enemy unit within 24" of your unit. That enemy unit has +6" detection range until your unit has shot.
Detachment · Movement phase · Fulguris Task Force
WHEN: Your opponent's Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged SPEEDER unit. TARGET: That SPEEDER unit. EFFECT: Your unit can make a normal move of up to D3+3".
Detachment · Fight phase · Fulguris Task Force
WHEN: End of your opponent's Fight phase. TARGET: One friendly unengaged SPEEDER unit. EFFECT: Place your unit in strategic reserves.
Detachment · Shooting phase · Subversion Assets
WHEN: Your Shooting phase, when a friendly PHOBOS/SCOUT SQUAD unit starts an action. TARGET: That PHOBOS / SCOUT SQUAD unit. EFFECT: That action does not prevent your unit from being eligible to shoot.
Detachment · Shooting phase · Subversion Assets
WHEN: Your Shooting phase, when a friendly PHOBOS/SCOUT SQUAD unit has shot. TARGET: That PHOBOS / SCOUT SQUAD unit. EFFECT: Those ranged attacks do not prevent your unit from being hidden.
Detachment · Movement phase · Subversion Assets
WHEN: Start of your opponent's Movement phase. TARGET: One friendly unengaged PHOBOS / SCOUT SQUAD unit. EFFECT: Your unit has -3" detection range until the end of the turn.
Epic Deed · Any phase · Armoured Speartip
WHEN: Any phase, just after a Heavy Transport unit from your army with the Deadly Demise ability is destroyed. TARGET: That Heavy Transport unit, if you rolled a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move through enemy models (excluding Monsters and Vehicles ) and can move within Engagement Range of such models, but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
Detachment · Shooting phase · Armoured Speartip
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Detachment · Fight phase · Armoured Speartip
WHEN: End of the Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that is not within Engagement Range of one or more enemy units, and one friendly Heavy Transport it is able to embark within. EFFECT: If your Adeptus Astartes Infantry unit is wholly within 6" of that Heavy Transport, it can embark within it. Your unit can embark within that Transport in a turn it disembarked from a Transport.
Strategic Ploy · Movement phase · Armoured Speartip
WHEN: Your Movement phase. TARGET: One Adeptus Astartes Transport unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features. In addition, if your unit is a Heavy Transport, when making this move, your unit can move through enemy models (excluding Monsters and Vehicles ) and can move within Engagement Range of such models, but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
Strategic Ploy · Movement phase · Armoured Speartip
WHEN: Your Movement phase. TARGET: One Adeptus Astartes Transport unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, units can disembark from your Transport after it has Advanced. Units that do so count as having made a Normal move this phase, and cannot declare a charge in the same turn (unless your Transport has the Assault Ramp ability), but can otherwise act normally.
Battle Tactic · Shooting phase · Armoured Speartip
WHEN: Your Shooting phase. TARGET: One Adeptus Astartes unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll (if your unit disembarked from a Heavy Transport this turn, add 1 to the Wound roll as well).
Battle Tactic · Shooting phase · Headhunter Task Force
WHEN: Your Shooting phase. TARGET: One Tank Ace unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a Monster or Vehicle unit, improve the Armour Penetration characteristic of that attack by 1. RESTRICTIONS: A unit cannot be targeted with this and the Kill Shot Stratagem in the same phase.
Battle Tactic · Shooting phase · Headhunter Task Force
WHEN: Your Shooting phase. TARGET: One Tank Ace unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a Monster or Vehicle unit, re-roll a Wound roll of 1. If the target unit is below its Starting Strength, you can re-roll the Wound roll instead. RESTRICTIONS: A unit cannot be targeted with this and the Target Weak Point Stratagem in the same phase.
Strategic Ploy · Shooting phase · Headhunter Task Force
WHEN: Your Shooting phase. TARGET: One Adeptus Astartes unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
Strategic Ploy · Movement phase · Headhunter Task Force
WHEN: Your opponent's Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Tank Ace unit from your army (excluding units containing one or more models with a Wounds characteristic of 16+) that is within 8" of that enemy unit. EFFECT: Your unit can make a Normal move of up to D6".
Epic Deed · Shooting phase · Headhunter Task Force
WHEN: Your opponent's Shooting phase, just after an enemy unit has shot. TARGET: One Tank Ace unit from your army (excluding units containing one or more models with a Wounds characteristic of 16+) that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is visible and an eligible target.
Battle Tactic · Command phase · Ceramite Sentinels
WHEN: Command phase. TARGET: One Adeptus Astartes unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristics of models in your unit.
Battle Tactic · Shooting phase · Ceramite Sentinels
WHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a Character, Monster or Vehicle unit, you can re-roll the Wound roll.
Epic Deed · Fight phase · Ceramite Sentinels
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is an Entrenched unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
Battle Tactic · Shooting phase · Ceramite Sentinels
WHEN: Your Shooting phase. TARGET: One Adeptus Astartes unit from your army that has not been selected to shoot this phase. EFFECT: Select either the [SUSTAINED HITS 1] or [LETHAL HITS] abilities. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. If your unit is Entrenched, until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [LETHAL HITS] abilities instead.
Strategic Ploy · Shooting phase · Ceramite Sentinels
WHEN: Your opponent's Shooting phase, just after an enemy unit has shot. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Your unit can make a Normal move of up to D6". If your unit is Entrenched, you can re-roll the D6 to determine how far your unit can move.
Epic Deed · Shooting phase · Blade of Ultramar
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than or equal to the Toughness characteristic of that unit, subtract 1 from the Wound roll.
Detachment · Fight phase · Blade of Ultramar
WHEN: Fight phase. TARGET: One Adeptus Astartes unit from your army. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
Strategic Ploy · Command phase · Blade of Ultramar
WHEN: Your Command phase. TARGET: One Adeptus Astartes unit from your army. EFFECT: Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for your unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that Combat Doctrine this battle.
Battle Tactic · Shooting phase · Blade of Ultramar
WHEN: Your Shooting phase. TARGET: One Adeptus Astartes unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.
Strategic Ploy · Movement phase · Blade of Ultramar
WHEN: Your opponent's Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is not within Engagement Range of one or more enemy units and is within 8" of the enemy unit that just ended that move. EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine.
Battle Tactic · Shooting phase · Hammer of Avernii
WHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is below Starting Strength, add 1 to the Wound roll as well.
Strategic Ploy · Movement phase · Hammer of Avernii
WHEN: Your Movement phase. TARGET: One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within range of an objective marker you control. EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the end of a phase.
Strategic Ploy · Fight phase · Hammer of Avernii
WHEN: Your Fight phase. TARGET: One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to fight this phase. EFFECT: Select either the [SUSTAINED HITS 1] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability.
Battle Tactic · Charge phase · Hammer of Avernii
WHEN: Your opponent's Charge phase, just after an enemy unit ends a Charge move. TARGET: One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within Engagement Range of that enemy unit. EFFECT: Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
Strategic Ploy · Fight phase · Hammer of Avernii
WHEN: End of your opponent's Fight phase. TARGET: One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
Battle Tactic · Fight phase · Spearpoint Task Force
WHEN: Fight phase. TARGET: One Adeptus Astartes unit from your army that has not been selected to fight this phase. EFFECT: Select either the [LANCE] or [LETHAL HITS] ability. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. If it is a Mounted unit, until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities instead.
Battle Tactic · Movement phase · Spearpoint Task Force
WHEN: Your Movement phase. TARGET: One Adeptus Astartes unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.
Strategic Ploy · Movement phase · Spearpoint Task Force
WHEN: Your opponent's Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Adeptus Astartes Infantry unit or Adeptus Astartes Mounted unit from your army that is within 8" of that enemy unit. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to 6".
Battle Tactic · Shooting phase · Spearpoint Task Force
WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
Strategic Ploy · Fight phase · Spearpoint Task Force
WHEN: End of your opponent's Fight phase. TARGET: One Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
Battle Tactic · Shooting phase · Forgefather's Seekers
WHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll.
Strategic Ploy · Movement phase · Forgefather's Seekers
WHEN: Your Movement phase, just after an Adeptus Astartes Infantry unit from your army Falls Back. TARGET: That unit. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
Battle Tactic · Shooting phase · Forgefather's Seekers
WHEN: Your Shooting phase. TARGET: One Adeptus Astartes unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, Torrent weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
Battle Tactic · Shooting phase · Forgefather's Seekers
WHEN: Your opponent's Shooting phase, just after an enemy unit has shot. TARGET: One Adeptus Astartes Transport unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: One unit embarked within that Transport can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
Strategic Ploy · Charge phase · Forgefather's Seekers
WHEN: Start of your opponent's Charge phase. TARGET: One Adeptus Astartes unit from your army equipped with one or more Torrent weapons. EFFECT: Select one enemy unit (excluding Monsters and Vehicles and units with the Fly keyword) within 12" of and visible to your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
Battle Tactic · Shooting phase · Emperor's Shield
WHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is below its Starting Strength, add 1 to the Wound roll as well.
Battle Tactic · Fight phase · Emperor's Shield
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
Strategic Ploy · Movement phase · Emperor's Shield
WHEN: Your Movement phase. TARGET: One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within range of an objective marker you control. EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any phase.
Battle Tactic · Shooting phase · Emperor's Shield
WHEN: Your Shooting phase. TARGET: One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and improve the Armour Penetration characteristic of such weapons by 1.
Battle Tactic · Fight phase · Emperor's Shield
WHEN: End of your opponent's Fight phase. TARGET: One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
Battle Tactic · Fight phase · Shadowmark Talon
WHEN: Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
Strategic Ploy · Movement phase · Shadowmark Talon
WHEN: Your Movement phase. TARGET: One Adeptus Astartes unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. If it is a Phobos or Scout Squad unit, it is also eligible to shoot and declare a charge in a turn in which it Advanced.
Battle Tactic · Shooting phase · Shadowmark Talon
WHEN: Your Shooting phase. TARGET: One Adeptus Astartes Infantry unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model's unit must take a Battle-shock test.
Battle Tactic · Movement phase · Shadowmark Talon
WHEN: Your opponent's Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 9" of the enemy unit that just ended that move. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a Phobos or Scout Squad unit.
Strategic Ploy · Fight phase · Shadowmark Talon
WHEN: End of your opponent's Fight phase. TARGET: Up to two Phobos and/or Scout Squad units from your army, or one other Adeptus Astartes Infantry unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.
Battle Tactic · Shooting phase · Bastion Task Force
WHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is auspex scanned, re-roll a Wound roll of 1 as well.
Strategic Ploy · Shooting phase · Bastion Task Force
WHEN: Your Shooting phase or the Fight phase, just after an Adeptus Astartes Battleline unit from your army has finished making its attacks. TARGET: That Adeptus Astartes Battleline unit. EFFECT: When an enemy unit is auspex scanned as a result of those attacks this turn, if that enemy unit does not have the Monster or Vehicle keywords, until the start of your next turn, it is pinned. While a unit is pinned, subtract 2 from that unit's Move characteristic and subtract 2 from Charge rolls made for that unit.
Battle Tactic · Shooting phase · Bastion Task Force
WHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes unit from your army that has not been selected to shoot or fight this phase. EFFECT: Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have that ability while targeting an auspex scanned unit or if the bearer has the Battleline keyword.
Strategic Ploy · Shooting phase · Bastion Task Force
WHEN: Your Shooting phase or the Fight phase, just after an Adeptus Astartes Battleline unit from your army finished making its attacks. TARGET: That Adeptus Astartes Battleline unit. EFFECT: When an enemy unit is auspex scanned as a result of those attacks this turn, until the start of your next turn, it is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
Battle Tactic · Shooting phase · Bastion Task Force
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes Battleline unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
Strategic Ploy · Shooting phase · Bastion Task Force
WHEN: Your Shooting phase or your Charge phase. TARGET: One Adeptus Astartes unit (excluding Battleline units) from your army. EFFECT: Until the end of the phase, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. If it does, every target of that charge and every target of those attacks must be an auspex scanned unit.
Strategic Ploy · Command phase · Orbital Assault Force
WHEN: Command phase. TARGET: One Adeptus Astartes unit from your army. EFFECT: Select one enemy unit visible to and within 18" of your unit. That enemy unit takes a Battle-shock test. When doing so, subtract 1 from that test and, if that test is failed, until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. RESTRICTIONS: You cannot use this Stratagem more than once per battle round.
Battle Tactic · Shooting phase · Orbital Assault Force
WHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [PRECISION] ability and each time a model in your unit makes an attack that targets a Character unit, add 1 to the Hit roll.
Strategic Ploy · Fight phase · Orbital Assault Force
WHEN: Fight phase. TARGET: One Adeptus Astartes unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
Battle Tactic · Shooting phase · Orbital Assault Force
WHEN: Your Shooting phase or the Fight phase. TARGET: One Adeptus Astartes unit from your army that has not been selected to shoot or fight this phase. EFFECT: Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have this ability in a turn in which they disembarked from a Drop Pod or while targeting an enemy unit within 12".
Strategic Ploy · Shooting phase · Orbital Assault Force
WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes unit (excluding Titanic units) from your army that was selected as the target of one or more of the attacking unit's attacks and one friendly Adeptus Astartes Smoke Vehicle or Drop Pod unit within 9" of it. EFFECT: Until the end of the phase, models in your units have the Stealth ability and each time a ranged attack targets one of your units, models in that unit have the Benefit of Cover against that attack.
Strategic Ploy · Fight phase · Orbital Assault Force
WHEN: End of your opponent's Fight phase. TARGET: One Adeptus Astartes Infantry unit from your army that was not set up on the battlefield this turn and one friendly Transport it is able to embark within. EFFECT: If your Adeptus Astartes unit is wholly within 6" of that Transport, it can embark within it.
Strategic Ploy · Command phase · Reclamation Force
WHEN: End of the Command phase. TARGET: One Adeptus Astartes unit from your army. EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.
Battle Tactic · Charge phase · Reclamation Force
WHEN: Your Charge phase or the Fight phase. TARGET: One Adeptus Astartes unit from your army that has not declared a charge or been selected to fight this phase. EFFECT: Until the end of the turn, add 2 to Charge rolls made for your unit and add 1 to the Attacks characteristic of melee weapons equipped by models in your unit. RESTRICTIONS: You cannot use this Stratagem more than once per turn.
Battle Tactic · Fight phase · Reclamation Force
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
Strategic Ploy · Movement phase · Reclamation Force
WHEN: Your Movement phase, just after an Adeptus Astartes unit from your army ends a Fall Back move. TARGET: That Adeptus Astartes unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Strategic Ploy · Movement phase · Reclamation Force
WHEN: Your Movement phase. TARGET: One Adeptus Astartes unit from your army. EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
Strategic Ploy · Movement phase · Reclamation Force
WHEN: Your opponent's Movement phase, just after an enemy unit Falls Back. TARGET: One Adeptus Astartes unit from your army that was within Engagement Range of that enemy unit at the start of the phase. EFFECT: Your unit can make a Normal move of up to D6"+1.
122 units
Rules digest
Our own plain-speech digest of how this force's rules hang together — army rule, detachment choice, command-point economy and roster shape. Written by us, not reproduced from the pack; the official PDF is the only authority on exact wording.
Read the official pack PDFEvery list in this force answers to Oath of Moment, so plan your turns around it rather than treating it as a bonus. A second layer — Chapter Tactic: Siege Masters — lets you tilt the same roster toward a different way of fighting before the first dice are rolled. Exact wording lives in the official pack PDF; the summary here is ours.
You commit to one of 18 detachments (Anvil Siege Force, Firestorm Assault Force, Vengeful Hosts, Fulguris Task Force, Librarius Conclave, Subversion Assets, and more), and that choice locks in both your detachment rule and the 64 enhancements available to your characters. Pick the detachment that matches the units you already own, then buy enhancements last.
There are 80 stratagems on offer, costing between 1 and 2 CP. In a normal game you will bank enough for two or three interventions a turn at most, so decide before deployment which one or two plays you are saving command points for.
The roster runs to 122 datasheets. The cheapest entry comes in at 40 points and the most expensive at 840, so a single flagship choice can eat a fifth of a 2,000-point army. Use the list builder to keep the Rule of Three, character limits and your points ceiling honest as you add units.
Official faction pack v1.2
Our own plain-speech summary of what the current pack alters for this force — no rules text reproduced. The exact wording is authoritative only in the Games Workshop PDF. Legal for matched play from 26th August 2026.
Read the official pack PDFOath of Moment has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Each time a model with this ability makes an attack that targets your is updated in this pack. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Space Marine Chapters — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
DEATHWATCH is updated in this pack. See the official pack PDF for the exact wording.
Vanguard Spearhead - Armour of Contempt's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Stoic Defender has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Forged in Battle has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Storm of Fire's target section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Numbers change only: Squad Tactics's target section now reads 8" where it used to read 9".
Fire Discipline has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack swaps out part of Master of Machine War; treat the old text as dead. See the official pack PDF for the exact wording.
Mercy is Weakness Stratagem, CP Cost has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Ancient Fury's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack swaps out part of Target Augury Web; treat the old text as dead. See the official pack PDF for the exact wording.
Shock Assault has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Ride Hard, Ride Fast's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Wind-swift Evasion's target section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Vanguard Spearhead Detachment is updated in this pack. See the official pack PDF for the exact wording.
Calculated Feint's target section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Thunderstrike, Vindicator, Whirlwind - Keywords Section — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
This pack amends Combi-weapon - Paired Combat Blades weapon. See the official pack PDF for the exact wording.
This pack swaps out part of Abilities Section; treat the old text as dead. See the official pack PDF for the exact wording.
Bladeguard Veteran Squad, Bladeguard Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack swaps out part of Captain, Leader Section; treat the old text as dead. See the official pack PDF for the exact wording.
RANGE A BS S AP D is updated in this pack. See the official pack PDF for the exact wording.
Captain in Phobos Armour, Master of Deceit Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Captain with Jump Pack, Wargear Options Section — the datasheet does everything it did before, plus more. See the official pack PDF for the exact wording.
Chaplain with Jump Pack is updated in this pack. See the official pack PDF for the exact wording.
RANGE A BS S AP D is updated in this pack. See the official pack PDF for the exact wording.
Company Heroes is updated in this pack. See the official pack PDF for the exact wording.
Chief Librarian Tigurius, Master of Prescience Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Desolation Squad is updated in this pack. See the official pack PDF for the exact wording.
RANGE A BS S AP D is updated in this pack. See the official pack PDF for the exact wording.
RANGE A BS S AP D is updated in this pack. See the official pack PDF for the exact wording.
Impulsor, Transport Section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
RANGE A BS S AP D is updated in this pack. See the official pack PDF for the exact wording.
Meteoric Descent Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Infernus Squad, Incendiary Terror Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Replace previously added Target Elimination ability with the following is updated in this pack. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Iron Father Feirros — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Kayvaan Shrike — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
CHARACTER models in ASSAULT INTERCESSORS WITH JUMP PACKS units is updated in this pack. See the official pack PDF for the exact wording.
Kor’sarro Khan is updated in this pack. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Land Raider Crusader, Land Raider Redeemer - Keywords Section — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
Lieutenant in Phobos Armour, Strategic Dispersal Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Lieutenant with Combi-Weapon, Evade and Survive Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack swaps out part of Outrider Squad's abilities section; treat the old text as dead. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Pedro Kantor — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
Predator Annihilator, Annihilator Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Reiver Squad is updated in this pack. See the official pack PDF for the exact wording.
Range of one or more units with this ability must take a Battle-shock is updated in this pack. See the official pack PDF for the exact wording.
Repulsor, Transport Section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Repulsor Executioner, Transport Section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Roboute Guilliman is updated in this pack. See the official pack PDF for the exact wording.
Sternguard Veteran Squad, Sternguard Focus Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Stormraven Gunship is updated in this pack. See the official pack PDF for the exact wording.
Numbers change only: Terminator Assault Squad, Teleport Homer Ability now reads 8" where it used to read 9".
Numbers change only: Terminator Squad, Teleport Homer Ability now reads 8" where it used to read 9".
Uriel Ventris is updated in this pack. See the official pack PDF for the exact wording.
Vanguard Veteran Squad with Jump Packs is updated in this pack. See the official pack PDF for the exact wording.
RANGE A BS S AP D is updated in this pack. See the official pack PDF for the exact wording.
RANGE A WS S AP D is updated in this pack. See the official pack PDF for the exact wording.
Ruling on Gladius Task Force
Ruled no in the official pack.
Ruling on a rules interaction in this army
Ruled no in the official pack.
Ruling on Battle
Ruled yes in the official pack.
Ruling on Deadly Prize
Ruled yes in the official pack.
Ruling on Firing Deck
Ruled no in the official pack.
Ruling on TRANSPORT
Ruled yes in the official pack.
Ruling on a rules interaction in this army
Ruled yes in the official pack.
Ruling on a rules interaction in this army
Ruled yes in the official pack.
Ruling on a rules interaction in this army
Ruled no in the official pack.
Ruling on a rules interaction in this army
Ruled no in the official pack.
Ruling on Astartes Banner
Ruled yes in the official pack.
Ruling on MONSTER
Ruled no in the official pack.
Ruling on Codex
Ruled no in the official pack.
Ruling on a rules interaction in this army
The official pack gives a detailed answer — read it in the PDF.
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