Adeptus Astartes Codex Pdf
Codex Adeptus Astartes: Space Marine 8th edition was released on 07-29-17
Space Marines
Unit Name | Battlefield Role | Index | Forge World | Codex | Chapter Approved 2017 | Errata 2018 | Chapter Approved 2018 | Vigilus | Errata 2019 |
---|---|---|---|---|---|---|---|---|---|
Unit Name | Battlefield Role | Index | Forge World | Codex | Chapter Approved 2017 | Errata 2018 | Chapter Approved 2018 | Vigilus | Errata 2019 |
Crusader Squad | Troops | 13 | - | 13 | - | - | - | - | - |
Infiltrator Helix Adept | Troops | - | - | - | - | - | - | - | 32 |
Infiltrator Squad | Troops | - | - | - | - | - | - | - | 22 |
Intercessors | Troops | 20 | - | 20 | 18 | - | 17 | - | - |
Neophyte | Troops | 11 | - | 11 | - | - | - | - | - |
Scouts Squad | Troops | 11 | - | 11 | - | - | - | - | - |
Tactical Squad | Troops | 13 | - | 13 | - | - | - | - | - |
Astraeus Super Heavy Tank | Lord of War | - | 500 | - | - | - | - | - | - |
Land Raider Helios | Lord of War | - | 252 | - | - | - | 215 | - | - |
Relic Cerberus Heavy Tank Destroyer | Lord of War | - | 480 | - | 680 | - | 680 | - | - |
Relic Contemptor Dreadnought | Lord of War | - | 135 | - | - | - | 110 | - | - |
Relic Falchion Super-heavy Tank | Lord of War | - | 640 | - | 840 | - | 840 | - | - |
Relic Fellblade Super-heavy Tank | Lord of War | - | 540 | - | 740 | - | 740 | - | - |
Relic Mastodon Super-heavy Transport | Lord of War | - | 734 | - | 934 | - | 934 | - | - |
Relic Spartan Assault Tank | Lord of War | - | 320 | - | - | - | - | - | - |
Relic Typhon Heavy Siege Tank | Lord of War | - | 520 | - | 720 | - | 720 | - | - |
Roboute Guilliman | Lord of War | 360 | - | 360 | - | 400 | 400 | - | - |
Sokar Pattern Stormbird | Lord of War | - | 651 | - | 2000 | - | 2000 | - | - |
Terminus Ultra | Lord of War | 400 | - | - | 250 | - | 250 | - | - |
Thunderhawk Gunship | Lord of War | - | 650 | - | 1330 | - | 1330 | - | - |
Thunderhawk Transporter | Lord of War | - | 420 | - | 1000 | - | 1000 | - | - |
Arch-centurion Carnac Commodus | HQ | - | 85 | - | - | - | - | - | - |
Armenneus Valthex | HQ | - | 140 | - | - | - | - | - | - |
Bray’arth Ashmantle | HQ | - | 400 | - | - | - | - | - | - |
Captain | HQ | 74 | - | 74 | - | - | - | - | - |
Captain Corien Sumatris | HQ | - | 145 | - | - | - | - | - | - |
Captain in Cataphractii Armour | HQ | 126 | - | 126 | - | - | 95 | - | - |
Captain in Gravis Armour | HQ | 102 | - | 102 | - | - | 90 | - | - |
Captain In Phobos Armour | HQ | - | - | - | - | - | - | - | 110 |
Captain in Terminator Armour | HQ | 122 | - | 105 | - | - | 95 | - | - |
Captain Lysander | HQ | 143 | - | 150 | - | - | - | - | - |
Captain Mordacai Blaylock | HQ | - | 135 | - | - | - | 130 | - | - |
Captain on Bike | HQ | 98 | - | 98 | - | - | 88 | - | - |
Captain Pellas Mir’san | HQ | - | 130 | - | - | - | - | - | - |
Captain Sicarius | HQ | 94 | - | 132 | - | - | 110 | - | - |
Captain Silas Alberec | HQ | - | 115 | - | - | - | - | - | - |
Captain Tarnus Vale | HQ | - | 120 | - | - | - | - | - | - |
Captain Zhrukhal Androcles | HQ | - | 110 | - | - | - | - | - | - |
Chaplain | HQ | 72 | - | 72 | - | - | - | - | - |
Chaplain Cassius | HQ | 138 | - | 98 | - | - | 85 | - | - |
Chaplain Dreadnought Titus | HQ | - | 170 | - | - | - | - | - | - |
Chaplain Grimaldus | HQ | 120 | - | 120 | - | - | 90 | - | - |
Chaplain in Terminator Armour | HQ | 115 | - | 115 | 100 | - | 90 | - | - |
Chaplain Ivanus Enkomi | HQ | - | 95 | - | - | - | - | - | - |
Chaplain on Bike | HQ | 95 | - | - | - | - | - | - | - |
Chaplain Venerable Dreadnought | HQ | - | 120 | - | - | - | - | - | - |
Chaplain with Jump Pack | HQ | 90 | - | 90 | - | - | - | - | - |
Chief Librarian Ahazra Redth | HQ | - | 115 | - | - | - | - | - | - |
Chief Librarian Tigurius | HQ | 130 | - | 130 | - | - | 115 | - | - |
Damocles Command Rhino | HQ | - | 120 | - | - | - | - | - | - |
Gabriel Angelos | HQ | - | 185 | - | - | - | - | - | 185 |
Harath Shen | HQ | - | 75 | - | - | - | - | - | - |
Hecaton Aiakos | HQ | - | 220 | - | - | - | - | - | - |
High Chaplain Thulsa Kane | HQ | - | 190 | - | - | - | - | - | - |
High Marshal Helbrecht | HQ | 170 | - | 170 | - | - | 150 | - | - |
Kayvann Shrike | HQ | 150 | - | 150 | - | - | - | - | - |
Knight-Captain Elam Courbray | HQ | - | 120 | - | - | - | - | - | - |
Kor'sarro Khan | HQ | 107 | - | 107 | - | - | 90 | - | - |
Kor'sarro Khan on Moondrakkan | HQ | 132 | - | - | - | - | - | - | - |
Land Raider Excelsior | HQ | 300 | - | - | - | - | - | - | - |
Lias Issodon | HQ | - | 195 | - | - | - | - | - | - |
Librarian | HQ | 93 | - | 93 | 88 | - | 88 | - | - |
Librarian in Terminator Armour | HQ | 145 | - | 143 | 120 | - | 102 | - | - |
Librarian on Bike | HQ | 119 | - | - | - | - | - | - | - |
Librarian with Jump Pack | HQ | 116 | - | 116 | 112 | - | 112 | - | - |
Lieutenant-commander Anton Narveaz | HQ | - | 115 | - | - | - | - | - | - |
Lieutenants | HQ | - | - | 60 | - | - | - | - | - |
Lieutenants with Jump Packs | HQ | - | - | 78 | - | - | - | - | - |
Lord Asterion Moloc | HQ | - | 200 | - | - | - | - | - | - |
Lord High Commander Carab Culln | HQ | - | 200 | - | - | - | - | - | - |
Lugft Huron | HQ | - | 215 | - | - | - | - | - | - |
Magister Sevrin Loth | HQ | - | 140 | - | - | - | - | - | - |
Malakim Phoros | HQ | - | 205 | - | - | - | - | - | - |
Marneus Calgar | HQ | 250 | - | 200 | - | - | - | - | - |
Marneus Calgar in Armour of the Heraclus | HQ | - | - | - | - | - | - | 200 | - |
Marneus Calgar in Artificer Armour | HQ | 235 | - | - | - | - | - | - | - |
Pedro Kantor | HQ | 170 | - | 170 | - | - | 150 | - | - |
Primaris Captain | HQ | - | - | 87 | - | - | 78 | - | - |
Primaris Chaplain | HQ | - | - | 85 | - | - | 77 | - | - |
Primaris Librarian | HQ | - | - | 93 | - | - | - | - | - |
Primaris Lieutenants | HQ | 70 | - | 70 | - | - | - | - | - |
Rhino Primaris | HQ | 100 | - | - | - | - | - | - | - |
Sergeant Chronus | HQ | 58 | - | 35 | - | - | 30 | - | - |
Sergeant Telion | HQ | 89 | - | 75 | - | - | 65 | - | - |
Techmarine | HQ | 58 | - | 45 | - | - | - | - | - |
Techmarine on Bike | HQ | 70 | - | - | - | - | - | - | - |
The Emperor's Champion | HQ | 108 | - | 75 | - | - | - | - | - |
Tyberos the Red Wake | HQ | - | 205 | - | - | - | - | - | - |
Vaylund Cal | HQ | - | 167 | - | - | - | - | - | - |
Vulkan He'stan | HQ | 154 | - | 154 | - | - | 135 | - | - |
Armorium Cherub | Heavy Support | 5 | - | 5 | - | - | - | - | - |
Centurion Devastator Squad | Heavy Support | 65 | - | 80 | - | - | 40 | - | - |
Contemptor Mortis Dreadnought | Heavy Support | - | 106 | - | - | - | 88 | - | - |
Deimos Vindicator Laser Destroyer | Heavy Support | - | 183 | - | - | - | - | - | - |
Devastator Squad | Heavy Support | 13 | - | 13 | - | - | - | - | - |
Eliminator Squad | Heavy Support | - | - | - | - | - | - | - | 18 |
Hellblasters | Heavy Support | 20 | - | 18 | - | - | - | - | - |
Hunter | Heavy Support | 90 | - | 90 | - | - | 80 | - | - |
Land Raider | Heavy Support | 239 | - | 239 | - | - | 200 | - | - |
Land Raider Achilles | Heavy Support | - | 270 | - | - | - | 230 | - | - |
Land Raider Crusader | Heavy Support | 244 | - | 244 | - | - | 200 | - | - |
Land Raider Prometheus | Heavy Support | - | 290 | - | - | - | 250 | - | - |
Land Raider Redeemer | Heavy Support | 244 | - | 244 | - | - | 180 | - | - |
Mortis Dreadnought | Heavy Support | - | 75 | - | - | - | - | - | - |
Predator | Heavy Support | 102 | - | 90 | - | - | 90 | - | - |
Rapier Weapons Battery Carrier | Heavy Support | - | 20 | - | - | - | - | - | - |
Relic Land Raider Proteus | Heavy Support | - | 264 | - | - | - | 225 | - | - |
Relic Leviathan Dreadnought | Heavy Support | - | 175 | - | - | - | - | - | - |
Siege Dreadnought | Heavy Support | - | 100 | - | 80 | - | 80 | - | - |
Space Marine Gunners | Heavy Support | - | 10 | - | - | - | - | - | - |
Stalker | Heavy Support | 90 | - | 80 | 75 | - | 75 | - | - |
Techmarine Gunner | Heavy Support | 36 | - | 26 | - | - | - | - | - |
Thunderfire Cannon | Heavy Support | 28 | - | 55 | - | - | - | - | - |
Vindicator | Heavy Support | 160 | - | 135 | 125 | - | 125 | - | - |
Whirlwind | Heavy Support | 90 | - | 75 | 70 | - | 70 | - | - |
Whirlwind Hyperios | Heavy Support | - | 90 | - | - | - | - | - | - |
Castellum Stronghold | Fortification | - | 530 | - | - | - | - | - | - |
Caestus Assault Ram | Flyer | - | 220 | - | 250 | - | 250 | - | - |
Fire Raptor Gunship | Flyer | - | 250 | - | 190 | 280 | 280 | - | - |
Storm Eagle Assault Gunship | Flyer | - | 210 | - | - | - | - | - | - |
Stormhawk Interceptor | Flyer | 85 | - | 85 | - | - | - | - | - |
Stormraven Gunship | Flyer | 172 | - | 172 | 192 | - | 192 | - | - |
Stormtalon Gunship | Flyer | 110 | - | 110 | - | - | - | - | - |
Xiphon Interceptor | Flyer | - | 80 | - | 110 | - | 110 | - | - |
Assault Squad | Fast Attack | 13 | - | 13 | - | - | - | - | - |
Assault Squad with Jump Packs | Fast Attack | 16 | - | 16 | - | - | 15 | - | - |
Attack Bike Squad | Fast Attack | 45 | - | 35 | - | - | 25 | - | - |
Bike Squad | Fast Attack | 31 | - | 25 | - | - | 21 | - | - |
Deathstorm Drop Pod | Fast Attack | - | 160 | - | - | - | - | - | - |
Inceptors | Fast Attack | 45 | - | 30 | 25 | - | 25 | - | - |
Land Speeder Tempest | Fast Attack | - | 109 | - | 95 | - | 95 | - | - |
Land Speeders | Fast Attack | 80 | - | 70 | - | - | 50 | - | - |
Scout Bike Squad | Fast Attack | 25 | - | 23 | - | - | 21 | - | - |
Suppressor Squad | Fast Attack | - | - | - | - | - | - | - | 18 |
Tarantula Air Defence Battery | Fast Attack | - | 60 | - | - | - | 70 | - | - |
Tarantula Sentry Gun | Fast Attack | - | 10 | - | 20 | - | 20 | - | - |
Aggressors | Elite | - | - | 25 | 21 | - | 21 | - | - |
Apothecary | Elite | 55 | - | 55 | - | - | - | - | - |
Apothecary on Bike | Elite | 80 | - | - | - | - | - | - | - |
Cataphractii Terminators Squad | Elite | 30 | - | 30 | - | - | 26 | - | - |
Cenobyte Servitors | Elite | 2 | - | 2 | - | - | - | - | - |
Centurion Assault Squad | Elite | 73 | - | 53 | - | - | - | - | - |
Chapter Ancient | Elite | 63 | - | 72 | - | - | - | - | - |
Chapter Ancient on Bike | Elite | 65 | - | - | - | - | - | - | - |
Company Ancient | Elite | 63 | - | 63 | - | - | - | - | - |
Company Ancient on Bike | Elite | 88 | - | - | - | - | - | - | - |
Company Champion | Elite | 65 | - | 60 | - | - | - | - | - |
Company Champion on Bike | Elite | 80 | - | - | - | - | - | - | - |
Company Veterans | Elite | 16 | - | 16 | - | - | 14 | - | - |
Company Veterans on Bikes | Elite | 34 | - | - | - | - | - | - | - |
Contemptor Dreadnought | Elite | 98 | - | 98 | - | - | 88 | - | - |
Damned Legionnaires | Elite | 25 | - | - | - | - | - | - | - |
Deimos Relic Predator | Elite | - | 105 | - | 90 | - | 90 | - | - |
Dreadnought | Elite | 70 | - | 70 | - | - | 60 | - | - |
Honour Guard | Elite | 21 | - | 21 | - | - | - | - | - |
Imperial Space Marine | Elite | 60 | - | - | - | - | - | - | - |
Ironclad Dreadnought | Elite | 120 | - | 80 | - | - | 70 | - | - |
Primaris Ancient | Elite | 69 | - | 69 | - | - | - | - | - |
Primaris Apothecary | Elite | - | - | 68 | - | - | - | - | - |
Redemptor Dreadnought | Elite | - | - | 140 | - | - | 105 | - | - |
Reivers | Elite | - | - | 18 | - | - | - | - | - |
Relic Deredeo Dreadnought | Elite | - | 135 | - | - | - | 120 | - | - |
Relic Javelin Attack Speeder | Elite | - | 103 | - | 110 | - | 110 | - | - |
Relic Sicaran | Elite | - | 155 | - | 155 | - | - | - | - |
Relic Sicaran Punisher | Elite | - | 175 | - | 155 | - | 155 | - | - |
Relic Sicaran Venator | Elite | - | 245 | - | 170 | - | 170 | - | - |
Relic Whirlwind Scorpius | Elite | - | 175 | - | - | - | - | - | - |
Servitors | Elite | 2 | - | 2 | - | - | 5 | - | - |
Sternguard Veterans Squad | Elite | 16 | - | 16 | - | - | 14 | - | - |
Tartaros Terminator Squad | Elite | 31 | - | 31 | 26 | - | 23 | - | - |
Terminator Assault Squad | Elite | 31 | - | 31 | 26 | - | 23 | - | - |
Terminator Squad | Elite | 31 | - | 26 | - | - | 23 | - | - |
Tyrannic War Veterans | Elite | 16 | - | - | - | - | - | - | - |
Vanguard Veteran Squad | Elite | 16 | - | 16 | - | - | 14 | - | - |
Vanguard Veteran Squad with Jump Packs | Elite | 18 | - | 18 | - | - | 17 | - | - |
Venerable Dreadnought | Elite | 90 | - | 90 | - | - | 80 | - | - |
Victrix Honour Guard | Elite | - | - | - | - | - | - | 26 | - |
Drop Pod | Dedicated Transport | 103 | - | 93 | 83 | - | 63 | - | - |
Infernum Pattern Razorback | Dedicated Transport | - | 65 | - | 70 | - | 70 | - | - |
Land Speeder Storm | Dedicated Transport | 80 | - | 70 | - | - | - | - | - |
Lucius Dreadnought Drop Pod | Dedicated Transport | - | 120 | - | 80 | - | 80 | - | - |
Razorback | Dedicated Transport | 65 | - | 65 | 70 | - | 70 | - | - |
Repulsor | Dedicated Transport | - | - | 210 | - | - | 185 | - | - |
Rhino | Dedicated Transport | 70 | - | 70 | - | - | - | - | - |
Terrax-pattern Termite Assault Drill | Dedicated Transport | - | 92 | - | - | 130 | - | - | - |
Primaris Repulsor Executioner | Heavy Support | - | - | - | - | - | - | - | 185 |
Defenders of Humanity: If your army is Battle-forged, all Troops units in Space Marines Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
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And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.
Chapter Tactics
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Ultramarines Codex Discipline: Add 1 to the Leadership characteristic of all ULTRAMARINES models with this tactic. In addition, ULTRAMARINES units with this tactic can still shoot in a turn in which they Fall Back, but if they do so you must subtract 1 from their hit rolls in the Shooting phase.
Whitescars Lightening Assault: Whenever a WHITE SCARS unit with this tactic Advances it moves an extra 2″ in addition to the distance rolled (BIKER units with the Turbo-boost ability therefore move an additional 8″ when Advancing). In addition, WHITE SCARS units with this tactic can still charge in a turn in which they Fell Back.
Imperial Fists Siege Masters (Crimson Fists): Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by IMPERIAL FISTS models with this tactic. In addition, you can re-roll any failed wound rolls for IMPERIAL FISTS units with this tactic when they are targeting a Building.
Crimson Fists No Matter the Odds: Add 1 to hit rolls for attacks made by this unit that target an enemy unit that contains at least twice as many models as their own. For the purposes of this ability, Crimson Fists Dreadnought units from your army count as 5 other models.
Black Templars Righteous Zeal: You can re-roll failed charge rolls for Black Templars units with this tactic.
Salamanders Master Artisans: You can re-roll a single failed hit roll and a single failed wound roll made for a Salamanders unit with this tactic each time it shoots or fights.
Raven Guard Shadow Masters: Your opponent must subtract 1 from any hit rolls when shooting at Raven Guard units with this tactic if they are more than 12″ away.
Iron Hands Flesh is Weak: Roll a dice each time an IRON HANDS model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
Emperor’s Spears Redden the Earth: Each unmodified hit roll of 6 made in the Fight phase for a model with this Chapter Tactic scores 2 hits instead of 1.
Blood Ravens Relentless Seekers: When resolving an attack made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or model making that attack may have. In addition, when a Psychic test or Deny the Witch Test is taken for a Psyker model with this tactic, re-roll any or all dice rolls of 1.
As of 07-25-2019 Space Marines Stratagems groups are…
- Universal Stratagems
- Adeptus Astartes Stratagems
- Chapter Stratagems
- Specialist Detachment Stratagems
(See tabs for details)
As of 08-03-2017 Universal Stratagems are…
Command Re-Roll: 1 CP
You can re-roll any single dice.
Counter-Offensive: 2 CP
Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.
Insane Bravery: 2 CP
You can automatically pass a single Morale test and must be used before taking the test.
As of 08-03-2017 Space Marines Stratagems are…
Relic of Ancient Fury: 2 CP
This Stratagem is used at the beginning of your Fight phase. Choose a single friendly RELIC unit, all friendly ADEPTUS ASTARTES models within 6″ of the chosen RELIC unit may re-roll the first failed hit roll of that phase.
Orbital Bombardment: 3 CP
Use once per battle, in the Shooting phase, if you have an Adeptus Astartes Warlord that did not move during the Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6″ of that point. Subtract 1 from the result if the unit being rolled for is a Character. On a 4+, the unit being rolled for suffers D3 mortal wounds.
Chapter Master: 3 CP
Use before the battle. Select an Adeptus Astartes Captain in your army. Replace the model’s Captain keyword with Chapter Master and replace his Rites of Battle with the following ability: You can re-roll any failed hit rolls for friendly <Chapter> units within 6″ of this Model. This Stratagem can only be used once and your army cannot include Chapter MAsters from the same Chapter.
Honour The Chapter: 3 CP
Use at the end of the Fight Phase. Select an Adeptus Astartes Infantry or Adeptus Astartes Biker unit, that unit can immediately fight for a second time.
Relics of the Chapter: 1/3 CP
Use before the battle. Your army can have one extra Chapter Relic for 1 CP, or two extra Chapter Relics for 3 CPs. All the Chapter Relics that you include must be different and be given to different Space Marine Characters.
Auspex Scan: 2 CP
Use immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of one of your Adeptus Astartes Infantry units. Your unit can immediately shoot at the enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
Only in Death Does Duty End: 2 CP
Use when an Adeptus Astartes Character is slain; that model can immediately shoot as if it were your Shooting Phase, or fight as if it were your Fight phase. This is not cummulative with the Astartes Banner ability the Stratagem takes precedence.
Tremor Shells: 1 CP
Use when a Thunderfire Cannon is selected to attack in the Shooting phase. Subtract 1 from all wound rolls made when firing the thunderfire cannon this phase, but if the target is hit, then during the next turn halve its Movement characteristic and the result of any Advance and Charge rolls made for it. Tremor shells have no effect on Titanic units or units that can Fly.
Death to the Traitors!: 1 CP
Use when an Adeptus Astartes unit is chose to attack in the Fight phase. Each time you roll a hit roll 6+ for a model in this unit during this phase, it can, if it was targeting a Heretic Astartes unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Wisdom of the Ancients: 1 CP
Use at the start of any phase. Select a friendly Chapter Adeptus Astartes Dreadnought. Unit the end of the phase, you can re-roll all hit rolls of 1 for Chapter units within 6″ of that Dreadnought.
Armour of Contempt: 1 CP
Use when an Adeptus Astartes Vehicle suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model forthe rest of the phase: on a 5+,that mortal wound is ignored and has no effect.
Flakk Missile: 1 CP
Use just before a friendly Adeptus Astartes Infantry model attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; target suffers D3 mortal wounds.
Tactical Flexibility: 1 CP
Use at the start of any of your Movement phases. Select a frendly Adeptus Astartes unit with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.
Linebreaker Bombardment: 1 CP
Use in your Shooting phase if a Vindicator is within 6″ of 2 other friendly Chapter Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24″ all three vehicles. Roll a dice for each unit (friend or foe) within 3″ of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On 4+ that unit suffers 3D3 mortal wounds.
Killshot: 1 CP
Use in your Shooting phase if a Predator is within 6″ of 2 other friendly Predators. If you do so, you can add 1 to the wound rolls and damage for all the Predators’ attacks that target Monsters or Vehicles this phase.
Cluster Mines: 1 CP
Use when a Scout Bike Squad Falls Back. Select one enemy unit that is within 1″ of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.
Masterful Marksmanship: 1 CP
Use when a Sternguard Veteran Squad is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that phase.
Empyric Channeling: 1 CP
Use at the start of Psychic phase if an Adeptus Astartes Psyker is within 6″ of at least 2 other friendly Chapter Psykers. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.
Datalink Telemetry: 1 CP
Use in the Shooting phase just before the Whirlwind shoots. If that target of the shooting attacks are visible to a friendly Chapter Land Speeder unit that is within 12″ of the target unit, the Whirlwind’s attacks automatically hit.
Hellfire Shells: 1 CP Use this just before an Adeptus Astartes Infantry model attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.
As of 07-25-2019 Chapter Specific Stratagems are…
Scions of Guilliman: 1 CP
Use when an Ultramarines Infantry or Ultramarines Biker unit is selected to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase. Tactical or Intercessor Squad re-roll all failed hit rolls instead.
Bolter Drill: 1 CP
Use before an Imperial Fist Infantry unit attacks in the Shooting phase. Each time you make a hit roll of 6+ for a model firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target, you cannot generate any further bonus attacks. A bolt weapon is any weapon profile whose name includes the word “bolt”.
Bolter Drill: 1 CP
Use before an Crimson Fists Infantry unit attacks in the Shooting phase. Each time you make a hit roll of 6+ for a model firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target, you cannot generate any further bonus attacks. A bolt weapon is any weapon profile whose name includes the word “bolt”. Pedro Kantor’s Dorn’s Arrow and Duty’s Burden also counts.
A Hated Foe: 1 CP
Use at the start of the phase. Select one Crimson Fists unit from your army. Until the end of the phase you can re-roll wound rolls for attacks made by that unit when targeting Ork units.
Slay the Tyrant: 1 CP
Use at the start of the phase. Select one Crimson Fists unit from your army. Until the end of the phase add 1 to hit rolls for attacks made by that unit when targeting Characters.
Machine Empathy: 1 CP
Just before an Iron Hands Vehicle attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing a Heavy weapon, or for Advancing and firing an Assault weapon.
Flamecraft: 1 CP
Use just before a Salamanders unit attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s flamer weapons. A flame weapon is any weapon profile whose name includes the word “flame”. Vulkan He’stan’s Gauntlet of the Forge is also counts.
Born in the Saddle: 1 CP
Use when a White Scars Biker unit Advances. That unit can still shoot and charge this turn.
Strike from the Shadows: 1 CP
When setting up a Raven Guard Infantry unit during deployment, you can set up the unit in the shadows instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn set the unit up anywhere on the battlefield that is more than 9″ away from any enemy models.
Abhor the Witch: 1 CP
When an enemy Psyker manifests a psychic power within 24″ of a friendly Black Templar unit. Roll a D6: on a 4+ that psychic power is resisted by the sheer willpower of your unit and its effects are negated.
Chief Librarian: 1 CP
Use this before the battle. Select one Blood Ravens Librarian model from your army. That model gains the Chief Librarian keyword and the following ability: Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent’s Psychic phase. You can only us this Stratagem once per battle.
As of 06-03-2019 Specialist Detachment Stratagems are…
Field Commander: 1 CP
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.
Indomitus Crusaders: 1 CP
Use this Stratagem when choosing your army. Pick a Space Marines Detachment from your army to be an Indomitus Crusaders Specialist Detachment. PRIMARIS CAPTAINS, PRIMARIS LIEUTENANTS, PRIMARIS ANCIENTS, INTERCESSOR SQUADS and INCEPTOR SQUADS in that Detachment gain the INDOMITUS CRUSADER keyword.
Liberators: 1 CP
Use this Stratagem at the start of the Fight phase. Pick an INDOMITUS CRUSADER unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attacks inflicts 2 hits on the target instead of 1.
Veteran Intercessors: 1 CP
Use this Stratagem before the battle begins. Pick an INDOMITUS CRUSADER INTERCESSOR SQUAD unit from your army to be Veteran Intercessors. That unit gains the VETERAN keyword for the duration of the battle. In addition, add 1 to the Attacks and Leadership characteristics of that unit for the duration of the battle.
Target Sighted: 1 CP
Use this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, stalker bolt rifles the models in that unit are armed with gain the following ability: ‘This weapon can target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its
normal damage’.
Bolt Storm: 1 CP
Use this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, auto bolt rifles the models in that unit are armed with gain the following ability: ‘When this weapon targets an enemy unit within half range, it automatically hits its target’.
Rapid Fire: 1 CP
Use this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, bolt rifles the models in that unit are armed with change their type to Rapid Fire 2.
As of 06-03-2019 Specialist Detachment Stratagems are…
Field Commander: 1 CP
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.
Victrix Guard: 1 CP
Use this Stratagem when choosing your army. Pick an ULTRAMARINES Detachment from your army to be a Victrix Guard Specialist Detachment. CAPTAINS, ANCIENTS, HONOUR GUARD, VICTRIX HONOUR GUARD, VANGUARD VETERAN SQUADS and STERNGUARD VETERAN SQUADS in that Detachment gain the VICTRIX GUARD keyword.
Fight Like Demigods: 1 CP
Use this Stratagem at the start of the Fight phase. Pick a VICTRIX GUARD unit from your army within 6″ of a friendly VICTRIX GUARD CAPTAIN. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
Strike First, for Ultramar: 3 CP
Use this Stratagem at the end of your opponent’s Charge phase. Pick a VICTRIX GUARD unit from your army that was charged this phase, or that performed a Heroic Intervention this phase. That unit can immediately pile in and fight as if it were the Fight phase (doing so does not prevent the unit from being picked to fight in the Fight phase of that turn).
As of 06-03-2019 Specialist Detachment Stratagems are…
Field Commander: 1 CP
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.
Imperial Fists Siegebreaker Cohort: 1 CP
Use this Stratagem when choosing your army. Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment. CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword.
Structural Demolition: 1 CP
Use this Stratagem after a Building has been destroyed by an attack made by a SIEGEBREAKER COHORT unit from your army. Roll 2D6 instead of 1 for each model that disembarks from that BUILDING. For each roll of 1, a model that disembarked (controlling player’s choice) is slain.
Seismic Devastation: 1 CP
Use this Stratagem at the start of the Shooting phase or Fight phase. Pick a SIEGEBREAKER COHORT unit from your army. Each time you roll a wound roll of a 6+ for an attack made by that unit that targets an enemy VEHICLE or BUILDING that phase, that attack inflicts a mortal wound in addition to its normal damage.
As of 06-03-2019 Specialist Detachment Stratagems are…
Field Commander: 1 CP
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.
Crimson Fists Liberator Strike Force: 1 CP
Use this Stratagem when choosing your army. Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment. CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword.
Heroes of Rynn’s World: 1 CP
Use this Stratagem at the start of your Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack made by that unit’s ranged weapons, that attack inflicts 2 hits instead of 1.
Paragons of Dorn: 1 CP
Use this Stratagem at the end of an enemy Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army that was targeted by one or more attacks this phase. That unit can immediately shoot as if it were your Shooting phase.
As of 06-03-2019 Specialist Detachment Stratagems are…
Field Commander: 1 CP
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.
Sword Brethren: 1 CP
Use this Stratagem when choosing your army. Pick a BLACK TEMPLARS Detachment from your army to be a Sword Brethren Specialist Detachment. HIGH MARSHAL HELBRECHT, EMPEROR’S CHAMPION, CAPTAINS, COMPANY CHAMPIONS and COMPANY VETERANS in that Detachment gain the SWORD BRETHREN keyword.
Uphold the Honour of the Emperor: 1 CP
Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Until the end of that phase, roll a D6 each time a model in that unit loses a wound. On a 5+, that model does not lose that wound.
Suffer Not the Unclean to Live: 2 CP
Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Add 1 to the Attacks characteristic of models in that unit for this phase. In addition, you can re-roll wound rolls for attacks made by that unit until the end of that phase.
As of 06-03-2019 Space Marines Unique Item groups are…
- Chapter Relics
- Chapter Specific Relics
- Specialist Detachment 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
The wearer of the Armour Indomitus has a Save of 2+. Once per battle, before making a saving throw, the Armour Indomitus confers a 3+ invulnerable save for the remainder of the turn.
The Shield Eternal
Model with a storm shield o combat shield only. Replace model’s storm shield or combat shield. This relic grants the bearer 3+ invulnerable save, and any damage they suffer is halved rounded up.
Standard of the Emperor Ascendant
Company Ancient, Chapter Ancient or Primaris Ancient only. Add 1 to the dice roll made to see if friendly chapter models within 6″ of the bearer Standard of the Emperor Ascendant can summon the strength to make one final attack when slain. In addition, whilst within 6″ of the bearer, friendly Adeptus Astartes models automatically pass Morale tests whilst enemy units must subtract 1 from their Leadership characteristic.
Teeth of Terra:
Models with a chainsword only. Replace the bearer’s chainsword with the following profile: Range: Melee, Type: Melee S+1, AP-2, D2, Each time the bearer fights it can make D3 additional attacks with this weapon. The Shield Eternal is a storm shield. In addition, the bearer of the Shield Eternal gains the Adamantium Will and Eternal Warrior special rules.
The Primarch’s Wrath
Models with a boltgun or master-crafted boltgun only. Replace the bearer’s boltgun or master-crafted boltgun with the following profile: Range 24″, Type Rapid Fire 2, S5, AP-1, D2.
The Burning Blade
Models with a power sword or master-crafted power sword only. Replace the bearer’s power sword or master-crafted power sword with the following profile: Range Melee, Type Melee, S+2, AP-5, D1.
Tome of Malcador
Psyker only. The bearer knows one additional psychic power from the Librarius discipline.
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 Salamander’s Mantle
Salamanders model only. The bearer increase their Toughness characteristic by 1.
The Axe of Medusa
Iron Hands model with a power axe only. Replace the bearer’s power axe with the following profile: Range: Melee, Type: Melee S+2, AP-3, D2
Raven’s Fury
Raven Guard Jump Pack model only. The bearer can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.
Mantle of the Stormseer
White Scars Psyker only. The bearer adds 1 to their Psychic test when attempting to manifest the Smite power.
The Fist of Vengeance
Crimson Fists model with a power fist only. Replace the power fist with the following profile: Range: Melee, Type: Melee Sx2, AP-3, D3.
Duty’ Burden
Crimson Firsts model with a bolt rifle, master-crafted auto bolt rifle or master-crafted stalker bolt rifle only. Replace with the following profile: Range 36″ Type Rapid Fire 2, S5, AP -2, D 2
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.
The Crusader’s Helm
Black Templars model only. The bearer increases the range of any aura abilities on its datasheet by 3″
The Fist of Vengeance
Imperial Fists model with a bolt pistol only. Replace the bearer’s bolt pistol with the following profile: Range: 12″, Type: Pistol 2, S4, AP-1, D2
Purgatorus
Blood Raven model with a bolt pistol or heavy bolt pistol only. Replace the bearer’s weapon with the following profile: Range: 12″, Type: Pistol 2, S5, AP-3, D2
If your army includes any Specialist Detachments, you can give one of the following relics to the specific Specialist Detachment Charaters from your army.
Reliquary of Gathalamor
If your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an INDOMITUS CRUSADER CHARACTER from your army.
Enemy PSYKERS must subtract 1 from Psychic tests made within 18″ of the bearer. In addition, if the psychic power is not successfully manifested, roll a D6. On a 4+ the PSYKER that attempted to manifest that psychic power suffers D3 mortal wounds.
Standard of the Ultima Founding
If your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an INDOMITUS CRUSADER CHARACTER from your army.
PRIMARIS ANCIENT only. Once per battle, at the start of your Movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly INDOMITUS CRUSADER INFANTRY models can re-roll hit rolls of 1 and wound rolls of 1 whilst they are within 6″ of the bearer.
Soldier’s Blade
If your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a VICTRIX GUARD CHARACTER from your army.
Model with power sword or master-crafted power sword only. The Soldier’s Blade replaces the bearer’s power sword or master-crafted power sword, and has the following profile: Range: Melee, Type Melee, S +1, AP -4, D 2
The Standard of Macragge Inviolate
If your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a VICTRIX GUARD CHARACTER from your army.
ANCIENT only. Add 1 to the Leadership characteristic of friendly ULTRAMARINES units whilst they are within 12″ of the bearer. In addition, add 1 to the Attacks characteristic of friendly VICTRIX GUARD units whilst they are within 6″ of the bearer.
The Eye of Hypnoth
If your army includes any Siegebreaker Cohort Specialist Detachments, you can give the following relic to a SIEGEBREAKER COHORT CHARACTER from your army:
Re-roll wound rolls of 1 for shooting attacks made by friendly SIEGEBREAKER COHORT units within 6″ of the bearer.
The Vengeful Arbiter
If your army includes any Crimson Fists Liberator Strike Force Specialist Detachments, you can give the following relic to a LIBERATOR STRIKE FORCE CHARACTER from your army.
Model with bolt pistol only. The Vengeful Arbiter replaces the bearer’s bolt pistol and has the following profile: Range: 12″, Type Pistol 2, S5, AP -1, D 2
The Holy Orb
If your army includes any Sword Brethren Specialist Detachments, you can give the following relic to a SWORD BRETHREN CHARACTER from your army.
Once per battle, in your Shooting phase, you can choose for the bearer to throw the Holy Orb instead of making a normal shooting
attack. If you do so, pick a visible enemy unit within 6″ of the bearer and roll a D6 for every 10 models in that unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds.
As of 06-03-2019 Space Marines Psychic Power groups are…
- Librarius Discipline
- Obscuration Discipline
The Lost Librarius: ADEPTUS ASTARTES PSYKERS cannot be drawn from the BLACK TEMPLARS Chapter.
(See tabs for details)
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Librarius discipline by selecting the psychic powers you wish the psyker to have.
Veil of Time: WC 6
If manifested, pick an ADEPTUS ASTARTES unit within 18″. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Might of Heroes: WC 6
If manifested, select an ADEPTUS ASTARTES model within 12″. Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics.
Psychic Scourge: WC 6
If manifested, select a visible enemy unit within 18″. Then, roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens.
Fury of the Ancients: WC 7
If manifested, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.
Psychic Fortress: WC 5
If manifested, select a friendly ADEPTUS ASTARTES unit within 18″. Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.
Null Zone: WC 8
If manifested, then until the start of your next Psychic phase, while they are within 6″ of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Obscuration Discipline by selecting the psychic powers you wish the psyker to have.
Shrouding: WC 6
If manifested, select a friendly Adeptus Astrates Phobos unit within 18″ of the psyker, Until the start of your next Psychic phase, enemy modls can only shoot this unit if is the closest target that is visible to them.
Scryer’s Gaze: WC 6
If manifested, select a friendly Adeptus Astrates Phobos unit within 18″ of the psyker. Until the start of your next Psychic phase, you can re-roll failed hit rolls for attacks made with that unit’s ranged weapons, and enemy models do not receive the benefit of cover to their savings throws against ranged attacks made by that unit.
Temporal Corridor: WC 6
If manifested, select a friendly Adeptus Astrates Phobos unit within 3″ of the psyker. That unit can immediately move as if it were its Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase.
Hallucination: WC 6
If manifested, select a enemy unit within 18″ and visible of the psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership characteristic. In addition, your opponent must roll 2D6 – if the result is greater than that unit’s Leadership characteristic, subtract 1 from hit rolls made for that unit unitl the start of your next Psychic phase.
Tenebrous Curse: WC 6
If manifested, select an enemy unit that cannot FLY and is visible to and within 18″ of the psyker. That unit suffers a mortal wound. In addition, unit the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance or Charge rolls made for it.
Mind Raid: WC 6
If manifested, select an enemy model within 18″ of and visible ot the psyker. That model’s unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a Character, you can then roll 3D6. If the result is equal to or higher than that model’s Leadership characteristic, you gain 1 Command Point.
As of 06-02-2018 Space Marines Warlord Trait groups are…
- Universal Warlord Traits
- Adeptus Astartes Warlord Traits
- Chapter Warlord Traits
- Specialist Detachment Warlord Traits
(See tabs for details)
If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army
Legendary Fighter:
If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.
Inspiring Leader:
Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.
Tenacious Survivor:
Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.
If the Warlord of your army is an Adeptus Astartes Character, you can pick the Warlord Trait from the Space Marines Warlord Traits Table.
Angel of Death:
Subtract 1 from the Leadership characteristic of enemy units that are within 6″of your Warlord
The Imperium’s Sword:
Re-roll failed charge rolls for your Warlord. In addition, if your Warlord charges in the Charge phase, add 1 to his Attacks characteristic until the end of the Fight phase.
Iron Resolve:
Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6 your Warlord does not lose the wound.
Storm of Fire:
Each time you roll wound roll of 6 or more for a friendly chapter unit within 6″ of the Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1
Rites of War:
Friendly Chapter units within 6″ of your Warlord automatically pass Morale tests.
Champion of Humanity:
You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy Characters.
if a Phobos Character is your Warlord, you can generate a Warlord Trait for him from the following list of traits.
Shoot and Fade:
Immediately after making a shooting attack apart rom when firing Overwatch your Warlord can move as if it were the Movement phase. If it does, it must Advance as part of this move.
Princeps of Deceit:
If your Warlord has this trait, then at the start of the first battle round, but before the first turn has begun, pick up to three friendly Chapter Infantry units that are on the battlefield. You can immediately remove these units from the battlefield and set them up again as described in the Deployment second of the mission you are playing.
Master of the Vanguard:
Add 1″ to the Move characteristic of friend Chapter units whilst they are within 6″ of your Warlord. In addition, add 1 to Advance and charge made for friendly Chapter units whilst they are within 6″ of your Warlord.
Stealth Adept:
Subtract 1 from hit rolls that target your Warlord.
Target Priority:
Instead of shooting with your warlord in your shooting phase, you can select one friendly Chapter unit within 3″ of it and one enemy unit that is visible to your Warlord. Until the end of the phase, add 1 to hit rolls for attacks made by that friendly unit that target that enemy unit.
Marksman’s Honours:
The Damage characters of ranged weapons your Warlord is armed with is increased by 1. In addition, you can re-roll failed to and wound rolls for shooting attacks made by your Warlord. This Warlord Trait does not apply to Grenade weapons, but does apply to Chapter Relics.
You can instead pick a Chapter Warlord Trait instead of the Space Marine Warlord Traits, but only if your Warlord is from the relevant Chapter.
Ultramarines: Adept of the Codex
Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use on a Stratagem; on 5+ that CP is immediately refunded.
White Scars: Deadly Hunter
Roll a dice each time your Warlord finishes a charge move within 1″ of an enemy unit; on 4+ that unit suffers a mortal wound.
Imperial Fists: Architect of War
Friendly Imperial Fists units within 6 of your Warlord that are receiving the benefit of cover add an additional 1 to their saving throws against attacks with an AP value of -1
Crimson Fists: Tenacious Opponent
If there are at least 10 enemy models within 6″ of your Warlord when he fights in the Fight phase, add D3 to his Attacks unit the end of the phase.
Crimson Fists: Refuse to Die
The first time this Warlord is reduced to 0 wounds, roll one D6. On a 4+ set him up again at the end of the phase, as close as possible to his pervious position and more than 1″ from any enemy models, with D3 wounds remaining.
Crimson Fists: Stoic Defender
All friendly Crimson First Infantry, Biker, and Dreadnought units have the Defenders of Humanity ability whilst they are within 6″ of his Warlord. If a Crimson Fist unit already has this ability, then the models in that unit count as two models for the purposes of determining who controls objective markers, whilst that unit is within 6″ of this Warlord
Black Templars: Oathkeepers
Your Warlord can perform a Heroic Intervention if the enemy are within 6″ and can move up to 6″ when doing so.
Salamanders: Anvil of Strength
Add 1 to the Strength characteristic of your Warlord
Raven Guard: Silent Stalker
Enemy units cannot fire overwatch at your Warlord
Iron Hands: Merciless Logic
Each time you roll a hit roll 6+ for your Warlord, make one extra attack at the same target using the same weapon, bonus attacks don’t generate further attacks.
You can instead pick a Chapter Warlord Trait instead of the Space Marine Warlord Traits, but only if your Warlord is from the relevant Specialist Detachment.
Indomitus Crusaders: Grey Shield
Once per battle, at the start of your Movement phase, if your Warlord is on the battlefield, you can choose for INDOMITUS CRUSADER units in the same Detachment as your Warlord to gain an additional Chapter Tactic until the start of your next turn. Pick the additional Chapter Tactic from the following: Codex Discipline, Lightning Assault, Siege Masters, Righteous Zeal, Master Artisans, Shadow Masters, The Flesh is Weak Until the start of your next turn, friendly INDOMITUS CRUSADERS gain the benefit of that Chapter Tactic in addition to any others they already have. They are considered to have the keyword of the Chapter that Chapter Tactic belongs to for the purposes of resolving that Chapter Tactic.
Victrix Guard: Warden of Ultramar
Once per battle, in the Fight phase, you can re-roll wound rolls for attacks made by friendly VICTRIX GUARD units within 6″ of this Warlord.
Imperial Fists Siegebreaker Cohort: Architect of War
If your Warlord did not move in the Movement phase of this turn, friendly IMPERIAL FISTS INFANTRY units within 6″ of your Warlord automatically pass Morale tests and receive the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature.
Sword Brethren: Master Swordsman
Add 1 to your Warlord’s Attacks characteristic. In addition, each time you roll an unmodified hit roll of 6 for an attack made by your Warlord in the Fight phase, that attack inflicts 2 hits instead of 1.
Crimson Fists Liberator Strike Force: Expert Instructor
Re-roll hit rolls of 1 for friendly LIBERATOR STRIKE FORCE units within 9″ of your Warlord.
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Codex Adeptus Astartes: Space Marine 8th edition was released on 07-29-17
Space Marines
Unit Name | Battlefield Role | Index | Forge World | Codex | Chapter Approved 2017 | Errata 2018 | Chapter Approved 2018 | Vigilus | Errata 2019 |
---|---|---|---|---|---|---|---|---|---|
Unit Name | Battlefield Role | Index | Forge World | Codex | Chapter Approved 2017 | Errata 2018 | Chapter Approved 2018 | Vigilus | Errata 2019 |
Crusader Squad | Troops | 13 | - | 13 | - | - | - | - | - |
Infiltrator Helix Adept | Troops | - | - | - | - | - | - | - | 32 |
Infiltrator Squad | Troops | - | - | - | - | - | - | - | 22 |
Intercessors | Troops | 20 | - | 20 | 18 | - | 17 | - | - |
Neophyte | Troops | 11 | - | 11 | - | - | - | - | - |
Scouts Squad | Troops | 11 | - | 11 | - | - | - | - | - |
Tactical Squad | Troops | 13 | - | 13 | - | - | - | - | - |
Astraeus Super Heavy Tank | Lord of War | - | 500 | - | - | - | - | - | - |
Land Raider Helios | Lord of War | - | 252 | - | - | - | 215 | - | - |
Relic Cerberus Heavy Tank Destroyer | Lord of War | - | 480 | - | 680 | - | 680 | - | - |
Relic Contemptor Dreadnought | Lord of War | - | 135 | - | - | - | 110 | - | - |
Relic Falchion Super-heavy Tank | Lord of War | - | 640 | - | 840 | - | 840 | - | - |
Relic Fellblade Super-heavy Tank | Lord of War | - | 540 | - | 740 | - | 740 | - | - |
Relic Mastodon Super-heavy Transport | Lord of War | - | 734 | - | 934 | - | 934 | - | - |
Relic Spartan Assault Tank | Lord of War | - | 320 | - | - | - | - | - | - |
Relic Typhon Heavy Siege Tank | Lord of War | - | 520 | - | 720 | - | 720 | - | - |
Roboute Guilliman | Lord of War | 360 | - | 360 | - | 400 | 400 | - | - |
Sokar Pattern Stormbird | Lord of War | - | 651 | - | 2000 | - | 2000 | - | - |
Terminus Ultra | Lord of War | 400 | - | - | 250 | - | 250 | - | - |
Thunderhawk Gunship | Lord of War | - | 650 | - | 1330 | - | 1330 | - | - |
Thunderhawk Transporter | Lord of War | - | 420 | - | 1000 | - | 1000 | - | - |
Arch-centurion Carnac Commodus | HQ | - | 85 | - | - | - | - | - | - |
Armenneus Valthex | HQ | - | 140 | - | - | - | - | - | - |
Bray’arth Ashmantle | HQ | - | 400 | - | - | - | - | - | - |
Captain | HQ | 74 | - | 74 | - | - | - | - | - |
Captain Corien Sumatris | HQ | - | 145 | - | - | - | - | - | - |
Captain in Cataphractii Armour | HQ | 126 | - | 126 | - | - | 95 | - | - |
Captain in Gravis Armour | HQ | 102 | - | 102 | - | - | 90 | - | - |
Captain In Phobos Armour | HQ | - | - | - | - | - | - | - | 110 |
Captain in Terminator Armour | HQ | 122 | - | 105 | - | - | 95 | - | - |
Captain Lysander | HQ | 143 | - | 150 | - | - | - | - | - |
Captain Mordacai Blaylock | HQ | - | 135 | - | - | - | 130 | - | - |
Captain on Bike | HQ | 98 | - | 98 | - | - | 88 | - | - |
Captain Pellas Mir’san | HQ | - | 130 | - | - | - | - | - | - |
Captain Sicarius | HQ | 94 | - | 132 | - | - | 110 | - | - |
Captain Silas Alberec | HQ | - | 115 | - | - | - | - | - | - |
Captain Tarnus Vale | HQ | - | 120 | - | - | - | - | - | - |
Captain Zhrukhal Androcles | HQ | - | 110 | - | - | - | - | - | - |
Chaplain | HQ | 72 | - | 72 | - | - | - | - | - |
Chaplain Cassius | HQ | 138 | - | 98 | - | - | 85 | - | - |
Chaplain Dreadnought Titus | HQ | - | 170 | - | - | - | - | - | - |
Chaplain Grimaldus | HQ | 120 | - | 120 | - | - | 90 | - | - |
Chaplain in Terminator Armour | HQ | 115 | - | 115 | 100 | - | 90 | - | - |
Chaplain Ivanus Enkomi | HQ | - | 95 | - | - | - | - | - | - |
Chaplain on Bike | HQ | 95 | - | - | - | - | - | - | - |
Chaplain Venerable Dreadnought | HQ | - | 120 | - | - | - | - | - | - |
Chaplain with Jump Pack | HQ | 90 | - | 90 | - | - | - | - | - |
Chief Librarian Ahazra Redth | HQ | - | 115 | - | - | - | - | - | - |
Chief Librarian Tigurius | HQ | 130 | - | 130 | - | - | 115 | - | - |
Damocles Command Rhino | HQ | - | 120 | - | - | - | - | - | - |
Gabriel Angelos | HQ | - | 185 | - | - | - | - | - | 185 |
Harath Shen | HQ | - | 75 | - | - | - | - | - | - |
Hecaton Aiakos | HQ | - | 220 | - | - | - | - | - | - |
High Chaplain Thulsa Kane | HQ | - | 190 | - | - | - | - | - | - |
High Marshal Helbrecht | HQ | 170 | - | 170 | - | - | 150 | - | - |
Kayvann Shrike | HQ | 150 | - | 150 | - | - | - | - | - |
Knight-Captain Elam Courbray | HQ | - | 120 | - | - | - | - | - | - |
Kor'sarro Khan | HQ | 107 | - | 107 | - | - | 90 | - | - |
Kor'sarro Khan on Moondrakkan | HQ | 132 | - | - | - | - | - | - | - |
Land Raider Excelsior | HQ | 300 | - | - | - | - | - | - | - |
Lias Issodon | HQ | - | 195 | - | - | - | - | - | - |
Librarian | HQ | 93 | - | 93 | 88 | - | 88 | - | - |
Librarian in Terminator Armour | HQ | 145 | - | 143 | 120 | - | 102 | - | - |
Librarian on Bike | HQ | 119 | - | - | - | - | - | - | - |
Librarian with Jump Pack | HQ | 116 | - | 116 | 112 | - | 112 | - | - |
Lieutenant-commander Anton Narveaz | HQ | - | 115 | - | - | - | - | - | - |
Lieutenants | HQ | - | - | 60 | - | - | - | - | - |
Lieutenants with Jump Packs | HQ | - | - | 78 | - | - | - | - | - |
Lord Asterion Moloc | HQ | - | 200 | - | - | - | - | - | - |
Lord High Commander Carab Culln | HQ | - | 200 | - | - | - | - | - | - |
Lugft Huron | HQ | - | 215 | - | - | - | - | - | - |
Magister Sevrin Loth | HQ | - | 140 | - | - | - | - | - | - |
Malakim Phoros | HQ | - | 205 | - | - | - | - | - | - |
Marneus Calgar | HQ | 250 | - | 200 | - | - | - | - | - |
Marneus Calgar in Armour of the Heraclus | HQ | - | - | - | - | - | - | 200 | - |
Marneus Calgar in Artificer Armour | HQ | 235 | - | - | - | - | - | - | - |
Pedro Kantor | HQ | 170 | - | 170 | - | - | 150 | - | - |
Primaris Captain | HQ | - | - | 87 | - | - | 78 | - | - |
Primaris Chaplain | HQ | - | - | 85 | - | - | 77 | - | - |
Primaris Librarian | HQ | - | - | 93 | - | - | - | - | - |
Primaris Lieutenants | HQ | 70 | - | 70 | - | - | - | - | - |
Rhino Primaris | HQ | 100 | - | - | - | - | - | - | - |
Sergeant Chronus | HQ | 58 | - | 35 | - | - | 30 | - | - |
Sergeant Telion | HQ | 89 | - | 75 | - | - | 65 | - | - |
Techmarine | HQ | 58 | - | 45 | - | - | - | - | - |
Techmarine on Bike | HQ | 70 | - | - | - | - | - | - | - |
The Emperor's Champion | HQ | 108 | - | 75 | - | - | - | - | - |
Tyberos the Red Wake | HQ | - | 205 | - | - | - | - | - | - |
Vaylund Cal | HQ | - | 167 | - | - | - | - | - | - |
Vulkan He'stan | HQ | 154 | - | 154 | - | - | 135 | - | - |
Armorium Cherub | Heavy Support | 5 | - | 5 | - | - | - | - | - |
Centurion Devastator Squad | Heavy Support | 65 | - | 80 | - | - | 40 | - | - |
Contemptor Mortis Dreadnought | Heavy Support | - | 106 | - | - | - | 88 | - | - |
Deimos Vindicator Laser Destroyer | Heavy Support | - | 183 | - | - | - | - | - | - |
Devastator Squad | Heavy Support | 13 | - | 13 | - | - | - | - | - |
Eliminator Squad | Heavy Support | - | - | - | - | - | - | - | 18 |
Hellblasters | Heavy Support | 20 | - | 18 | - | - | - | - | - |
Hunter | Heavy Support | 90 | - | 90 | - | - | 80 | - | - |
Land Raider | Heavy Support | 239 | - | 239 | - | - | 200 | - | - |
Land Raider Achilles | Heavy Support | - | 270 | - | - | - | 230 | - | - |
Land Raider Crusader | Heavy Support | 244 | - | 244 | - | - | 200 | - | - |
Land Raider Prometheus | Heavy Support | - | 290 | - | - | - | 250 | - | - |
Land Raider Redeemer | Heavy Support | 244 | - | 244 | - | - | 180 | - | - |
Mortis Dreadnought | Heavy Support | - | 75 | - | - | - | - | - | - |
Predator | Heavy Support | 102 | - | 90 | - | - | 90 | - | - |
Rapier Weapons Battery Carrier | Heavy Support | - | 20 | - | - | - | - | - | - |
Relic Land Raider Proteus | Heavy Support | - | 264 | - | - | - | 225 | - | - |
Relic Leviathan Dreadnought | Heavy Support | - | 175 | - | - | - | - | - | - |
Siege Dreadnought | Heavy Support | - | 100 | - | 80 | - | 80 | - | - |
Space Marine Gunners | Heavy Support | - | 10 | - | - | - | - | - | - |
Stalker | Heavy Support | 90 | - | 80 | 75 | - | 75 | - | - |
Techmarine Gunner | Heavy Support | 36 | - | 26 | - | - | - | - | - |
Thunderfire Cannon | Heavy Support | 28 | - | 55 | - | - | - | - | - |
Vindicator | Heavy Support | 160 | - | 135 | 125 | - | 125 | - | - |
Whirlwind | Heavy Support | 90 | - | 75 | 70 | - | 70 | - | - |
Whirlwind Hyperios | Heavy Support | - | 90 | - | - | - | - | - | - |
Castellum Stronghold | Fortification | - | 530 | - | - | - | - | - | - |
Caestus Assault Ram | Flyer | - | 220 | - | 250 | - | 250 | - | - |
Fire Raptor Gunship | Flyer | - | 250 | - | 190 | 280 | 280 | - | - |
Storm Eagle Assault Gunship | Flyer | - | 210 | - | - | - | - | - | - |
Stormhawk Interceptor | Flyer | 85 | - | 85 | - | - | - | - | - |
Stormraven Gunship | Flyer | 172 | - | 172 | 192 | - | 192 | - | - |
Stormtalon Gunship | Flyer | 110 | - | 110 | - | - | - | - | - |
Xiphon Interceptor | Flyer | - | 80 | - | 110 | - | 110 | - | - |
Assault Squad | Fast Attack | 13 | - | 13 | - | - | - | - | - |
Assault Squad with Jump Packs | Fast Attack | 16 | - | 16 | - | - | 15 | - | - |
Attack Bike Squad | Fast Attack | 45 | - | 35 | - | - | 25 | - | - |
Bike Squad | Fast Attack | 31 | - | 25 | - | - | 21 | - | - |
Deathstorm Drop Pod | Fast Attack | - | 160 | - | - | - | - | - | - |
Inceptors | Fast Attack | 45 | - | 30 | 25 | - | 25 | - | - |
Land Speeder Tempest | Fast Attack | - | 109 | - | 95 | - | 95 | - | - |
Land Speeders | Fast Attack | 80 | - | 70 | - | - | 50 | - | - |
Scout Bike Squad | Fast Attack | 25 | - | 23 | - | - | 21 | - | - |
Suppressor Squad | Fast Attack | - | - | - | - | - | - | - | 18 |
Tarantula Air Defence Battery | Fast Attack | - | 60 | - | - | - | 70 | - | - |
Tarantula Sentry Gun | Fast Attack | - | 10 | - | 20 | - | 20 | - | - |
Aggressors | Elite | - | - | 25 | 21 | - | 21 | - | - |
Apothecary | Elite | 55 | - | 55 | - | - | - | - | - |
Apothecary on Bike | Elite | 80 | - | - | - | - | - | - | - |
Cataphractii Terminators Squad | Elite | 30 | - | 30 | - | - | 26 | - | - |
Cenobyte Servitors | Elite | 2 | - | 2 | - | - | - | - | - |
Centurion Assault Squad | Elite | 73 | - | 53 | - | - | - | - | - |
Chapter Ancient | Elite | 63 | - | 72 | - | - | - | - | - |
Chapter Ancient on Bike | Elite | 65 | - | - | - | - | - | - | - |
Company Ancient | Elite | 63 | - | 63 | - | - | - | - | - |
Company Ancient on Bike | Elite | 88 | - | - | - | - | - | - | - |
Company Champion | Elite | 65 | - | 60 | - | - | - | - | - |
Company Champion on Bike | Elite | 80 | - | - | - | - | - | - | - |
Company Veterans | Elite | 16 | - | 16 | - | - | 14 | - | - |
Company Veterans on Bikes | Elite | 34 | - | - | - | - | - | - | - |
Contemptor Dreadnought | Elite | 98 | - | 98 | - | - | 88 | - | - |
Damned Legionnaires | Elite | 25 | - | - | - | - | - | - | - |
Deimos Relic Predator | Elite | - | 105 | - | 90 | - | 90 | - | - |
Dreadnought | Elite | 70 | - | 70 | - | - | 60 | - | - |
Honour Guard | Elite | 21 | - | 21 | - | - | - | - | - |
Imperial Space Marine | Elite | 60 | - | - | - | - | - | - | - |
Ironclad Dreadnought | Elite | 120 | - | 80 | - | - | 70 | - | - |
Primaris Ancient | Elite | 69 | - | 69 | - | - | - | - | - |
Primaris Apothecary | Elite | - | - | 68 | - | - | - | - | - |
Redemptor Dreadnought | Elite | - | - | 140 | - | - | 105 | - | - |
Reivers | Elite | - | - | 18 | - | - | - | - | - |
Relic Deredeo Dreadnought | Elite | - | 135 | - | - | - | 120 | - | - |
Relic Javelin Attack Speeder | Elite | - | 103 | - | 110 | - | 110 | - | - |
Relic Sicaran | Elite | - | 155 | - | 155 | - | - | - | - |
Relic Sicaran Punisher | Elite | - | 175 | - | 155 | - | 155 | - | - |
Relic Sicaran Venator | Elite | - | 245 | - | 170 | - | 170 | - | - |
Relic Whirlwind Scorpius | Elite | - | 175 | - | - | - | - | - | - |
Servitors | Elite | 2 | - | 2 | - | - | 5 | - | - |
Sternguard Veterans Squad | Elite | 16 | - | 16 | - | - | 14 | - | - |
Tartaros Terminator Squad | Elite | 31 | - | 31 | 26 | - | 23 | - | - |
Terminator Assault Squad | Elite | 31 | - | 31 | 26 | - | 23 | - | - |
Terminator Squad | Elite | 31 | - | 26 | - | - | 23 | - | - |
Tyrannic War Veterans | Elite | 16 | - | - | - | - | - | - | - |
Vanguard Veteran Squad | Elite | 16 | - | 16 | - | - | 14 | - | - |
Vanguard Veteran Squad with Jump Packs | Elite | 18 | - | 18 | - | - | 17 | - | - |
Venerable Dreadnought | Elite | 90 | - | 90 | - | - | 80 | - | - |
Victrix Honour Guard | Elite | - | - | - | - | - | - | 26 | - |
Drop Pod | Dedicated Transport | 103 | - | 93 | 83 | - | 63 | - | - |
Infernum Pattern Razorback | Dedicated Transport | - | 65 | - | 70 | - | 70 | - | - |
Land Speeder Storm | Dedicated Transport | 80 | - | 70 | - | - | - | - | - |
Lucius Dreadnought Drop Pod | Dedicated Transport | - | 120 | - | 80 | - | 80 | - | - |
Razorback | Dedicated Transport | 65 | - | 65 | 70 | - | 70 | - | - |
Repulsor | Dedicated Transport | - | - | 210 | - | - | 185 | - | - |
Rhino | Dedicated Transport | 70 | - | 70 | - | - | - | - | - |
Terrax-pattern Termite Assault Drill | Dedicated Transport | - | 92 | - | - | 130 | - | - | - |
Primaris Repulsor Executioner | Heavy Support | - | - | - | - | - | - | - | 185 |
Defenders of Humanity: If your army is Battle-forged, all Troops units in Space Marines Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.
Chapter Tactics
Ultramarines Codex Discipline: Add 1 to the Leadership characteristic of all ULTRAMARINES models with this tactic. In addition, ULTRAMARINES units with this tactic can still shoot in a turn in which they Fall Back, but if they do so you must subtract 1 from their hit rolls in the Shooting phase.
Whitescars Lightening Assault: Whenever a WHITE SCARS unit with this tactic Advances it moves an extra 2″ in addition to the distance rolled (BIKER units with the Turbo-boost ability therefore move an additional 8″ when Advancing). In addition, WHITE SCARS units with this tactic can still charge in a turn in which they Fell Back.
Imperial Fists Siege Masters (Crimson Fists): Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by IMPERIAL FISTS models with this tactic. In addition, you can re-roll any failed wound rolls for IMPERIAL FISTS units with this tactic when they are targeting a Building.
Crimson Fists No Matter the Odds: Add 1 to hit rolls for attacks made by this unit that target an enemy unit that contains at least twice as many models as their own. For the purposes of this ability, Crimson Fists Dreadnought units from your army count as 5 other models.
Black Templars Righteous Zeal: You can re-roll failed charge rolls for Black Templars units with this tactic.
Salamanders Master Artisans: You can re-roll a single failed hit roll and a single failed wound roll made for a Salamanders unit with this tactic each time it shoots or fights.
Raven Guard Shadow Masters: Your opponent must subtract 1 from any hit rolls when shooting at Raven Guard units with this tactic if they are more than 12″ away.
Iron Hands Flesh is Weak: Roll a dice each time an IRON HANDS model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
Emperor’s Spears Redden the Earth: Each unmodified hit roll of 6 made in the Fight phase for a model with this Chapter Tactic scores 2 hits instead of 1.
Blood Ravens Relentless Seekers: When resolving an attack made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or model making that attack may have. In addition, when a Psychic test or Deny the Witch Test is taken for a Psyker model with this tactic, re-roll any or all dice rolls of 1.
As of 07-25-2019 Space Marines Stratagems groups are…
- Universal Stratagems
- Adeptus Astartes Stratagems
- Chapter Stratagems
- Specialist Detachment Stratagems
(See tabs for details)
As of 08-03-2017 Universal Stratagems are…
Command Re-Roll: 1 CP
You can re-roll any single dice.
Counter-Offensive: 2 CP
Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.
Insane Bravery: 2 CP
You can automatically pass a single Morale test and must be used before taking the test.
As of 08-03-2017 Space Marines Stratagems are…
Relic of Ancient Fury: 2 CP
This Stratagem is used at the beginning of your Fight phase. Choose a single friendly RELIC unit, all friendly ADEPTUS ASTARTES models within 6″ of the chosen RELIC unit may re-roll the first failed hit roll of that phase.
Orbital Bombardment: 3 CP
Use once per battle, in the Shooting phase, if you have an Adeptus Astartes Warlord that did not move during the Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6″ of that point. Subtract 1 from the result if the unit being rolled for is a Character. On a 4+, the unit being rolled for suffers D3 mortal wounds.
Chapter Master: 3 CP
Use before the battle. Select an Adeptus Astartes Captain in your army. Replace the model’s Captain keyword with Chapter Master and replace his Rites of Battle with the following ability: You can re-roll any failed hit rolls for friendly <Chapter> units within 6″ of this Model. This Stratagem can only be used once and your army cannot include Chapter MAsters from the same Chapter.
Honour The Chapter: 3 CP
Use at the end of the Fight Phase. Select an Adeptus Astartes Infantry or Adeptus Astartes Biker unit, that unit can immediately fight for a second time.
Relics of the Chapter: 1/3 CP
Use before the battle. Your army can have one extra Chapter Relic for 1 CP, or two extra Chapter Relics for 3 CPs. All the Chapter Relics that you include must be different and be given to different Space Marine Characters.
Auspex Scan: 2 CP
Use immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of one of your Adeptus Astartes Infantry units. Your unit can immediately shoot at the enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
Only in Death Does Duty End: 2 CP
Use when an Adeptus Astartes Character is slain; that model can immediately shoot as if it were your Shooting Phase, or fight as if it were your Fight phase. This is not cummulative with the Astartes Banner ability the Stratagem takes precedence.
Tremor Shells: 1 CP
Use when a Thunderfire Cannon is selected to attack in the Shooting phase. Subtract 1 from all wound rolls made when firing the thunderfire cannon this phase, but if the target is hit, then during the next turn halve its Movement characteristic and the result of any Advance and Charge rolls made for it. Tremor shells have no effect on Titanic units or units that can Fly.
Death to the Traitors!: 1 CP
Use when an Adeptus Astartes unit is chose to attack in the Fight phase. Each time you roll a hit roll 6+ for a model in this unit during this phase, it can, if it was targeting a Heretic Astartes unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Wisdom of the Ancients: 1 CP
Use at the start of any phase. Select a friendly Chapter Adeptus Astartes Dreadnought. Unit the end of the phase, you can re-roll all hit rolls of 1 for Chapter units within 6″ of that Dreadnought.
Armour of Contempt: 1 CP
Use when an Adeptus Astartes Vehicle suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model forthe rest of the phase: on a 5+,that mortal wound is ignored and has no effect.
Flakk Missile: 1 CP
Use just before a friendly Adeptus Astartes Infantry model attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; target suffers D3 mortal wounds.
Tactical Flexibility: 1 CP
Use at the start of any of your Movement phases. Select a frendly Adeptus Astartes unit with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.
Linebreaker Bombardment: 1 CP
Use in your Shooting phase if a Vindicator is within 6″ of 2 other friendly Chapter Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24″ all three vehicles. Roll a dice for each unit (friend or foe) within 3″ of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On 4+ that unit suffers 3D3 mortal wounds.
Killshot: 1 CP
Use in your Shooting phase if a Predator is within 6″ of 2 other friendly Predators. If you do so, you can add 1 to the wound rolls and damage for all the Predators’ attacks that target Monsters or Vehicles this phase.
Cluster Mines: 1 CP
Use when a Scout Bike Squad Falls Back. Select one enemy unit that is within 1″ of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.
Masterful Marksmanship: 1 CP
Use when a Sternguard Veteran Squad is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that phase.
Empyric Channeling: 1 CP
Use at the start of Psychic phase if an Adeptus Astartes Psyker is within 6″ of at least 2 other friendly Chapter Psykers. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.
Datalink Telemetry: 1 CP
Use in the Shooting phase just before the Whirlwind shoots. If that target of the shooting attacks are visible to a friendly Chapter Land Speeder unit that is within 12″ of the target unit, the Whirlwind’s attacks automatically hit.
Hellfire Shells: 1 CP Use this just before an Adeptus Astartes Infantry model attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.
As of 07-25-2019 Chapter Specific Stratagems are…
Scions of Guilliman: 1 CP
Use when an Ultramarines Infantry or Ultramarines Biker unit is selected to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase. Tactical or Intercessor Squad re-roll all failed hit rolls instead.
Bolter Drill: 1 CP
Use before an Imperial Fist Infantry unit attacks in the Shooting phase. Each time you make a hit roll of 6+ for a model firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target, you cannot generate any further bonus attacks. A bolt weapon is any weapon profile whose name includes the word “bolt”.
Bolter Drill: 1 CP
Use before an Crimson Fists Infantry unit attacks in the Shooting phase. Each time you make a hit roll of 6+ for a model firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target, you cannot generate any further bonus attacks. A bolt weapon is any weapon profile whose name includes the word “bolt”. Pedro Kantor’s Dorn’s Arrow and Duty’s Burden also counts.
A Hated Foe: 1 CP
Use at the start of the phase. Select one Crimson Fists unit from your army. Until the end of the phase you can re-roll wound rolls for attacks made by that unit when targeting Ork units.
Slay the Tyrant: 1 CP
Use at the start of the phase. Select one Crimson Fists unit from your army. Until the end of the phase add 1 to hit rolls for attacks made by that unit when targeting Characters.
Machine Empathy: 1 CP
Just before an Iron Hands Vehicle attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing a Heavy weapon, or for Advancing and firing an Assault weapon.
Flamecraft: 1 CP
Use just before a Salamanders unit attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s flamer weapons. A flame weapon is any weapon profile whose name includes the word “flame”. Vulkan He’stan’s Gauntlet of the Forge is also counts.
Born in the Saddle: 1 CP
Use when a White Scars Biker unit Advances. That unit can still shoot and charge this turn.
Strike from the Shadows: 1 CP
When setting up a Raven Guard Infantry unit during deployment, you can set up the unit in the shadows instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn set the unit up anywhere on the battlefield that is more than 9″ away from any enemy models.
Abhor the Witch: 1 CP
When an enemy Psyker manifests a psychic power within 24″ of a friendly Black Templar unit. Roll a D6: on a 4+ that psychic power is resisted by the sheer willpower of your unit and its effects are negated.
Chief Librarian: 1 CP
Use this before the battle. Select one Blood Ravens Librarian model from your army. That model gains the Chief Librarian keyword and the following ability: Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent’s Psychic phase. You can only us this Stratagem once per battle.
Codex Adeptus Astartes V8 Pdf Fr
As of 06-03-2019 Specialist Detachment Stratagems are…
Field Commander: 1 CP
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.
Indomitus Crusaders: 1 CP
Use this Stratagem when choosing your army. Pick a Space Marines Detachment from your army to be an Indomitus Crusaders Specialist Detachment. PRIMARIS CAPTAINS, PRIMARIS LIEUTENANTS, PRIMARIS ANCIENTS, INTERCESSOR SQUADS and INCEPTOR SQUADS in that Detachment gain the INDOMITUS CRUSADER keyword.
Liberators: 1 CP
Use this Stratagem at the start of the Fight phase. Pick an INDOMITUS CRUSADER unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attacks inflicts 2 hits on the target instead of 1.
Veteran Intercessors: 1 CP
Use this Stratagem before the battle begins. Pick an INDOMITUS CRUSADER INTERCESSOR SQUAD unit from your army to be Veteran Intercessors. That unit gains the VETERAN keyword for the duration of the battle. In addition, add 1 to the Attacks and Leadership characteristics of that unit for the duration of the battle.
Target Sighted: 1 CP
Use this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, stalker bolt rifles the models in that unit are armed with gain the following ability: ‘This weapon can target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its
normal damage’.
Bolt Storm: 1 CP
Use this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, auto bolt rifles the models in that unit are armed with gain the following ability: ‘When this weapon targets an enemy unit within half range, it automatically hits its target’.
Rapid Fire: 1 CP
Use this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, bolt rifles the models in that unit are armed with change their type to Rapid Fire 2.
As of 06-03-2019 Specialist Detachment Stratagems are…
Field Commander: 1 CP
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.
Download whatsapp application for pc. Victrix Guard: 1 CP
Use this Stratagem when choosing your army. Pick an ULTRAMARINES Detachment from your army to be a Victrix Guard Specialist Detachment. CAPTAINS, ANCIENTS, HONOUR GUARD, VICTRIX HONOUR GUARD, VANGUARD VETERAN SQUADS and STERNGUARD VETERAN SQUADS in that Detachment gain the VICTRIX GUARD keyword.
Fight Like Demigods: 1 CPYoutube video converter free.
Use this Stratagem at the start of the Fight phase. Pick a VICTRIX GUARD unit from your army within 6″ of a friendly VICTRIX GUARD CAPTAIN. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
Strike First, for Ultramar: 3 CP
Use this Stratagem at the end of your opponent’s Charge phase. Pick a VICTRIX GUARD unit from your army that was charged this phase, or that performed a Heroic Intervention this phase. That unit can immediately pile in and fight as if it were the Fight phase (doing so does not prevent the unit from being picked to fight in the Fight phase of that turn).
As of 06-03-2019 Specialist Detachment Stratagems are…
Field Commander: 1 CP
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.
Imperial Fists Siegebreaker Cohort: 1 CP
Use this Stratagem when choosing your army. Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment. CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword.
Structural Demolition: 1 CP
Use this Stratagem after a Building has been destroyed by an attack made by a SIEGEBREAKER COHORT unit from your army. Roll 2D6 instead of 1 for each model that disembarks from that BUILDING. For each roll of 1, a model that disembarked (controlling player’s choice) is slain.
Seismic Devastation: 1 CP
Use this Stratagem at the start of the Shooting phase or Fight phase. Pick a SIEGEBREAKER COHORT unit from your army. Each time you roll a wound roll of a 6+ for an attack made by that unit that targets an enemy VEHICLE or BUILDING that phase, that attack inflicts a mortal wound in addition to its normal damage.
As of 06-03-2019 Specialist Detachment Stratagems are…
Field Commander: 1 CP
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.
Crimson Fists Liberator Strike Force: 1 CP
Use this Stratagem when choosing your army. Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment. CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword.
Heroes of Rynn’s World: 1 CP
Use this Stratagem at the start of your Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack made by that unit’s ranged weapons, that attack inflicts 2 hits instead of 1.
Paragons of Dorn: 1 CP
Use this Stratagem at the end of an enemy Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army that was targeted by one or more attacks this phase. That unit can immediately shoot as if it were your Shooting phase.
As of 06-03-2019 Specialist Detachment Stratagems are…
Field Commander: 1 CP
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.
Sword Brethren: 1 CP
Use this Stratagem when choosing your army. Pick a BLACK TEMPLARS Detachment from your army to be a Sword Brethren Specialist Detachment. HIGH MARSHAL HELBRECHT, EMPEROR’S CHAMPION, CAPTAINS, COMPANY CHAMPIONS and COMPANY VETERANS in that Detachment gain the SWORD BRETHREN keyword.
Uphold the Honour of the Emperor: 1 CP
Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Until the end of that phase, roll a D6 each time a model in that unit loses a wound. On a 5+, that model does not lose that wound.
Suffer Not the Unclean to Live: 2 CP
Use this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Add 1 to the Attacks characteristic of models in that unit for this phase. In addition, you can re-roll wound rolls for attacks made by that unit until the end of that phase.
As of 06-03-2019 Space Marines Unique Item groups are…
- Chapter Relics
- Chapter Specific Relics
- Specialist Detachment 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
The wearer of the Armour Indomitus has a Save of 2+. Once per battle, before making a saving throw, the Armour Indomitus confers a 3+ invulnerable save for the remainder of the turn.
The Shield Eternal
Model with a storm shield o combat shield only. Replace model’s storm shield or combat shield. This relic grants the bearer 3+ invulnerable save, and any damage they suffer is halved rounded up.
Standard of the Emperor Ascendant
Company Ancient, Chapter Ancient or Primaris Ancient only. Add 1 to the dice roll made to see if friendly chapter models within 6″ of the bearer Standard of the Emperor Ascendant can summon the strength to make one final attack when slain. In addition, whilst within 6″ of the bearer, friendly Adeptus Astartes models automatically pass Morale tests whilst enemy units must subtract 1 from their Leadership characteristic.
Teeth of Terra:
Models with a chainsword only. Replace the bearer’s chainsword with the following profile: Range: Melee, Type: Melee S+1, AP-2, D2, Each time the bearer fights it can make D3 additional attacks with this weapon. The Shield Eternal is a storm shield. In addition, the bearer of the Shield Eternal gains the Adamantium Will and Eternal Warrior special rules.
The Primarch’s Wrath
Models with a boltgun or master-crafted boltgun only. Replace the bearer’s boltgun or master-crafted boltgun with the following profile: Range 24″, Type Rapid Fire 2, S5, AP-1, D2.
The Burning Blade
Models with a power sword or master-crafted power sword only. Replace the bearer’s power sword or master-crafted power sword with the following profile: Range Melee, Type Melee, S+2, AP-5, D1.
Tome of Malcador
Psyker only. The bearer knows one additional psychic power from the Librarius discipline.
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 Salamander’s Mantle
Salamanders model only. The bearer increase their Toughness characteristic by 1.
The Axe of Medusa
Iron Hands model with a power axe only. Replace the bearer’s power axe with the following profile: Range: Melee, Type: Melee S+2, AP-3, D2
Raven’s Fury
Raven Guard Jump Pack model only. The bearer can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.
Mantle of the Stormseer
White Scars Psyker only. The bearer adds 1 to their Psychic test when attempting to manifest the Smite power.
The Fist of Vengeance
Crimson Fists model with a power fist only. Replace the power fist with the following profile: Range: Melee, Type: Melee Sx2, AP-3, D3.
Duty’ Burden
Crimson Firsts model with a bolt rifle, master-crafted auto bolt rifle or master-crafted stalker bolt rifle only. Replace with the following profile: Range 36″ Type Rapid Fire 2, S5, AP -2, D 2
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.
The Crusader’s Helm
Black Templars model only. The bearer increases the range of any aura abilities on its datasheet by 3″
The Fist of Vengeance
Imperial Fists model with a bolt pistol only. Replace the bearer’s bolt pistol with the following profile: Range: 12″, Type: Pistol 2, S4, AP-1, D2
Purgatorus
Blood Raven model with a bolt pistol or heavy bolt pistol only. Replace the bearer’s weapon with the following profile: Range: 12″, Type: Pistol 2, S5, AP-3, D2
If your army includes any Specialist Detachments, you can give one of the following relics to the specific Specialist Detachment Charaters from your army.
Reliquary of Gathalamor
If your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an INDOMITUS CRUSADER CHARACTER from your army.
Enemy PSYKERS must subtract 1 from Psychic tests made within 18″ of the bearer. In addition, if the psychic power is not successfully manifested, roll a D6. On a 4+ the PSYKER that attempted to manifest that psychic power suffers D3 mortal wounds.
Standard of the Ultima Founding
If your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an INDOMITUS CRUSADER CHARACTER from your army.
PRIMARIS ANCIENT only. Once per battle, at the start of your Movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly INDOMITUS CRUSADER INFANTRY models can re-roll hit rolls of 1 and wound rolls of 1 whilst they are within 6″ of the bearer.
Soldier’s Blade
If your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a VICTRIX GUARD CHARACTER from your army.
Model with power sword or master-crafted power sword only. The Soldier’s Blade replaces the bearer’s power sword or master-crafted power sword, and has the following profile: Range: Melee, Type Melee, S +1, AP -4, D 2
The Standard of Macragge Inviolate
If your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a VICTRIX GUARD CHARACTER from your army.
ANCIENT only. Add 1 to the Leadership characteristic of friendly ULTRAMARINES units whilst they are within 12″ of the bearer. In addition, add 1 to the Attacks characteristic of friendly VICTRIX GUARD units whilst they are within 6″ of the bearer.
The Eye of Hypnoth
If your army includes any Siegebreaker Cohort Specialist Detachments, you can give the following relic to a SIEGEBREAKER COHORT CHARACTER from your army:
Re-roll wound rolls of 1 for shooting attacks made by friendly SIEGEBREAKER COHORT units within 6″ of the bearer.
The Vengeful Arbiter
If your army includes any Crimson Fists Liberator Strike Force Specialist Detachments, you can give the following relic to a LIBERATOR STRIKE FORCE CHARACTER from your army.
Model with bolt pistol only. The Vengeful Arbiter replaces the bearer’s bolt pistol and has the following profile: Range: 12″, Type Pistol 2, S5, AP -1, D 2
The Holy Orb
If your army includes any Sword Brethren Specialist Detachments, you can give the following relic to a SWORD BRETHREN CHARACTER from your army.
Once per battle, in your Shooting phase, you can choose for the bearer to throw the Holy Orb instead of making a normal shooting
attack. If you do so, pick a visible enemy unit within 6″ of the bearer and roll a D6 for every 10 models in that unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds.
As of 06-03-2019 Space Marines Psychic Power groups are…
- Librarius Discipline
- Obscuration Discipline
The Lost Librarius: ADEPTUS ASTARTES PSYKERS cannot be drawn from the BLACK TEMPLARS Chapter.
(See tabs for details)
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Librarius discipline by selecting the psychic powers you wish the psyker to have.
Veil of Time: WC 6
If manifested, pick an ADEPTUS ASTARTES unit within 18″. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Might of Heroes: WC 6
If manifested, select an ADEPTUS ASTARTES model within 12″. Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics.
Psychic Scourge: WC 6
If manifested, select a visible enemy unit within 18″. Then, roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens.
Fury of the Ancients: WC 7
If manifested, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.
Psychic Fortress: WC 5
If manifested, select a friendly ADEPTUS ASTARTES unit within 18″. Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.
Null Zone: WC 8
If manifested, then until the start of your next Psychic phase, while they are within 6″ of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Obscuration Discipline by selecting the psychic powers you wish the psyker to have.
Shrouding: WC 6
If manifested, select a friendly Adeptus Astrates Phobos unit within 18″ of the psyker, Until the start of your next Psychic phase, enemy modls can only shoot this unit if is the closest target that is visible to them.
Scryer’s Gaze: WC 6
If manifested, select a friendly Adeptus Astrates Phobos unit within 18″ of the psyker. Until the start of your next Psychic phase, you can re-roll failed hit rolls for attacks made with that unit’s ranged weapons, and enemy models do not receive the benefit of cover to their savings throws against ranged attacks made by that unit.
Temporal Corridor: WC 6
If manifested, select a friendly Adeptus Astrates Phobos unit within 3″ of the psyker. That unit can immediately move as if it were its Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase.
Hallucination: WC 6
If manifested, select a enemy unit within 18″ and visible of the psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership characteristic. In addition, your opponent must roll 2D6 – if the result is greater than that unit’s Leadership characteristic, subtract 1 from hit rolls made for that unit unitl the start of your next Psychic phase.
Tenebrous Curse: WC 6
If manifested, select an enemy unit that cannot FLY and is visible to and within 18″ of the psyker. That unit suffers a mortal wound. In addition, unit the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance or Charge rolls made for it.
Mind Raid: WC 6
If manifested, select an enemy model within 18″ of and visible ot the psyker. That model’s unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a Character, you can then roll 3D6. If the result is equal to or higher than that model’s Leadership characteristic, you gain 1 Command Point.
As of 06-02-2018 Space Marines Warlord Trait groups are…
- Universal Warlord Traits
- Adeptus Astartes Warlord Traits
- Chapter Warlord Traits
- Specialist Detachment Warlord Traits
(See tabs for details)
If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army
Legendary Fighter:
If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.
Inspiring Leader:
Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.
Tenacious Survivor:
Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.
If the Warlord of your army is an Adeptus Astartes Character, you can pick the Warlord Trait from the Space Marines Warlord Traits Table.
Angel of Death:
Subtract 1 from the Leadership characteristic of enemy units that are within 6″of your Warlord
The Imperium’s Sword:
Re-roll failed charge rolls for your Warlord. In addition, if your Warlord charges in the Charge phase, add 1 to his Attacks characteristic until the end of the Fight phase.
Iron Resolve:
Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6 your Warlord does not lose the wound.
Storm of Fire:
Each time you roll wound roll of 6 or more for a friendly chapter unit within 6″ of the Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1
Rites of War:
Friendly Chapter units within 6″ of your Warlord automatically pass Morale tests.
Champion of Humanity:
You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy Characters.
if a Phobos Character is your Warlord, you can generate a Warlord Trait for him from the following list of traits.
Shoot and Fade:
Immediately after making a shooting attack apart rom when firing Overwatch your Warlord can move as if it were the Movement phase. If it does, it must Advance as part of this move.
Princeps of Deceit:
If your Warlord has this trait, then at the start of the first battle round, but before the first turn has begun, pick up to three friendly Chapter Infantry units that are on the battlefield. You can immediately remove these units from the battlefield and set them up again as described in the Deployment second of the mission you are playing.
Master of the Vanguard:
Add 1″ to the Move characteristic of friend Chapter units whilst they are within 6″ of your Warlord. In addition, add 1 to Advance and charge made for friendly Chapter units whilst they are within 6″ of your Warlord.
Stealth Adept:
Subtract 1 from hit rolls that target your Warlord.
Target Priority:
Instead of shooting with your warlord in your shooting phase, you can select one friendly Chapter unit within 3″ of it and one enemy unit that is visible to your Warlord. Until the end of the phase, add 1 to hit rolls for attacks made by that friendly unit that target that enemy unit.
Marksman’s Honours:
The Damage characters of ranged weapons your Warlord is armed with is increased by 1. In addition, you can re-roll failed to and wound rolls for shooting attacks made by your Warlord. This Warlord Trait does not apply to Grenade weapons, but does apply to Chapter Relics.
You can instead pick a Chapter Warlord Trait instead of the Space Marine Warlord Traits, but only if your Warlord is from the relevant Chapter.
Ultramarines: Adept of the Codex
Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use on a Stratagem; on 5+ that CP is immediately refunded.
White Scars: Deadly Hunter
Roll a dice each time your Warlord finishes a charge move within 1″ of an enemy unit; on 4+ that unit suffers a mortal wound.
Imperial Fists: Architect of War
Friendly Imperial Fists units within 6 of your Warlord that are receiving the benefit of cover add an additional 1 to their saving throws against attacks with an AP value of -1
Crimson Fists: Tenacious Opponent
If there are at least 10 enemy models within 6″ of your Warlord when he fights in the Fight phase, add D3 to his Attacks unit the end of the phase.
Crimson Fists: Refuse to Die
The first time this Warlord is reduced to 0 wounds, roll one D6. On a 4+ set him up again at the end of the phase, as close as possible to his pervious position and more than 1″ from any enemy models, with D3 wounds remaining.
Crimson Fists: Stoic Defender
All friendly Crimson First Infantry, Biker, and Dreadnought units have the Defenders of Humanity ability whilst they are within 6″ of his Warlord. If a Crimson Fist unit already has this ability, then the models in that unit count as two models for the purposes of determining who controls objective markers, whilst that unit is within 6″ of this Warlord
Black Templars: Oathkeepers
Your Warlord can perform a Heroic Intervention if the enemy are within 6″ and can move up to 6″ when doing so.
Salamanders: Anvil of Strength
Add 1 to the Strength characteristic of your Warlord
Raven Guard: Silent Stalker
Enemy units cannot fire overwatch at your Warlord
Iron Hands: Merciless Logic
Each time you roll a hit roll 6+ for your Warlord, make one extra attack at the same target using the same weapon, bonus attacks don’t generate further attacks.
You can instead pick a Chapter Warlord Trait instead of the Space Marine Warlord Traits, but only if your Warlord is from the relevant Specialist Detachment.
Indomitus Crusaders: Grey Shield
Once per battle, at the start of your Movement phase, if your Warlord is on the battlefield, you can choose for INDOMITUS CRUSADER units in the same Detachment as your Warlord to gain an additional Chapter Tactic until the start of your next turn. Pick the additional Chapter Tactic from the following: Codex Discipline, Lightning Assault, Siege Masters, Righteous Zeal, Master Artisans, Shadow Masters, The Flesh is Weak Until the start of your next turn, friendly INDOMITUS CRUSADERS gain the benefit of that Chapter Tactic in addition to any others they already have. They are considered to have the keyword of the Chapter that Chapter Tactic belongs to for the purposes of resolving that Chapter Tactic.
Victrix Guard: Warden of Ultramar
Warhammer 40k Adeptus Astartes Codex Pdf
Once per battle, in the Fight phase, you can re-roll wound rolls for attacks made by friendly VICTRIX GUARD units within 6″ of this Warlord.
Imperial Fists Siegebreaker Cohort: Architect of War
If your Warlord did not move in the Movement phase of this turn, friendly IMPERIAL FISTS INFANTRY units within 6″ of your Warlord automatically pass Morale tests and receive the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature.
Sword Brethren: Master Swordsman
Add 1 to your Warlord’s Attacks characteristic. In addition, each time you roll an unmodified hit roll of 6 for an attack made by your Warlord in the Fight phase, that attack inflicts 2 hits instead of 1.
Crimson Fists Liberator Strike Force: Expert Instructor
Re-roll hit rolls of 1 for friendly LIBERATOR STRIKE FORCE units within 9″ of your Warlord.
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